Street Fighter 3: 3rd Strike/System

From SuperCombo Wiki

Game Mechanics

Parrying

(Also known as "Blocking" or "Teching" in Japan) A defense mechanic that gives a slight frame advantage to the defender and leaves the opponent open for a counterattack. The Parry can also be done in the air.

As a general rule:

  • Against High/Mid attacks: Tap Forward
  • Against Low attacks: Tap Down
  • Against Air attacks: Tap Forward

However some moves can be parried with either.

When an attack is parried, the parrier and the object being parried are frozen for 16 frames. Note that the object may actually be a projectile, in which case the projectile would be frozen and not the character who threw it. During this 16 frames, the parrier can cancel into block and parry, and can tech throws (note that since you cannot intitiate a throw, you can only tech after the throw connects). In addition to this intial 16 frames, the object is frozen for another few frames, depending on the attack: Jabs/Shorts--4 more frames; Strongs/Forwards--3 more frames; Fierces/Roundhouses--2 more frames; Specials/Supers--0 more frames. Once the object is unfrozen, the attack resumes its animation and can be cancelled into another attack as if it had connected.

(Some projectile attacks do not seem to freeze when parried because they are actually several individual attacks that approach you at the same time, rather than one multi-hit attack as is the case with Akuma's Red Fireball for example. Oro's EX Yagyou Dama and Akuma's KKZ act in this way, even though they seem like one big projectile.)

If a parry is successful, your character will automatically parry any other attack that hits you within the next 2 frames.

The game ingnores your inputs during the freeze for air parries. However, you can still buffer inputs during the freeze for ground parries.

If a jumping attack is parried, the attacker is reset to a neutral state upon recovery of the attack if it recovers before he lands. This means he is once again free to attack or parry, and even block low upon landing (trip guard). If it does not recover before he lands, he will be stuck in a small recovery upon landing.

Parry resets the juggle count (and thus resets all scaling).

You cannot parry 1 frame before the end of YOUR attack's recovery

  • Red parry windows for all moves: 3 for normal moves, 2 for specials/supers.

Throw

A close-ranged grappling maneuver. Throws can be also be Teched (avoided) by pressing the throw command when your opponent reaches for a throw. Holding a direction while doing the command launches the opponent in that direction.

  • LP+LK
  • (B/F + LP+LK)

Every character normal throws have 2 frames of startup, 1 active hitting frame, and 21 frames of recovery if the throw misses.

A normal throw can be teched during the 5 frames after it connects by inputting LP+LK. A normal throw that connects while the opponent is in the startup of a normal throw will cause a tech. You cannot tech a throw if you were grabbed out of an attack.

You cannot be grabbed while you are in blockstun. You cannot be grabbed while you are airborne or in prejump. And in general, you cannot be grabbed during hitstun.

Kara-Throw

This is a special version of a normal throw which makes your character move forward by cancelling the first few frames of a normal move into the throw.

Kara-throws are very useful. They seize your throw range.

Not every character has got a (useful) Kara-Throw.

How to perform : In Alex's case: Fierce cancelled into Jab + Short (this has to be done very quickly).

Legend for the table: S=Standing C=Crouching F=Forward B=Back

Character Standard Throw Range (pixels) Moves allowing Kara-Throw Kara-Throw Range (pixels)
Hugo 32 S.MK / C.HP 40 / 38
Alex 30 C.LP/ F.HP / S.LK 46 / 46 / 38
Urien 26 F.MP / C.HP 30 / 28
Necro 26 B.HK / S.MP / B.MK / S.MK 34 / 32 / 30 / 30
Chun-Li 26 Far S.MK / Close S.HK / C.MP / B.MP / Close S.MK / C.HP 58 / 36 / 30 / 28 / 28 / 28
Oro 25 Far S.MK / S.HK / F.MP / Far S.MP / Close S.MK / C.HP 53 / 39 / 37 / 35 / 35 / 31
Ryu 24 F.MP / C.MK / C.HK 40 / 37 / 37
Ken 24 C.MK / C.HK / B.MK / S.MK / S.HK 37 / 37 / 34 / 32 / 32
Akuma 24 F.MP / C.MK / C.HK 44 / 37 / 37
Q 24 B.MP / S.MP / C.MP / Far S.LP 60 / 49 / 38 / 25
Remy 24 Far S.HK / Far S.MP / F.MK / Close S.MP / Close S.LK / Close S.MK / Far S.HP / C.MK / C.HK / C.HP / Far S.LP 51 / 45 / 40 / 38 / 36 / 36 / 33 / 32 / 31 / 30 / 25
Elena 22 F.MK / DF.HK / S.MP / S.LP 50 / 36 / 34 / 32
Twelve 22 Far S.MP / Close S.MP / S.HP 40 / 29 / 28
Dudley 20 F.LP / F.MP / F.HK / S.MK / F.MK 32 / 32 / 31 / 28 / 26
Sean 20 F.HP / C.MK / C.HK / Far S.HP / Far S.HK 34 / 33 / 33 / 32 / 38
Makoto 20 C.HK / S.LK / S.MK / F.LK / F.MP / C.MP / F.MK 33 / 27 / 27 / 24 / 24 / 23 / 22
Yun 18 S.LK / F.MK /S.MP(Genei-Jin) 28 / 26 / 26
Yang 18 S.HK / S.LK / F.MK / Far S.HP / Close F.HP 31 / 28 / 26 / 22 / 22
Ibuki 16 Close S.LP / C.HP / S.MK / Close S.HK 30 / 22 / 20 / 20

Universal Overhead

A quick mid/overhead attack that hits crouching opponents. Low attacks will miss your character when the UOH is performed.

  • MP+MK

Stamina

Stamina (or defense) is the term used for explain how much health or life a character have. The health bars are all the same lenght, but this doesn't mean that every character can take the same amount of damage. Every character have different stamina values (defense ratings). Remember, the more stamina a character have, the more damage they can take. Here's the ranking, from the higher to the lower in terms of stamina (numbers are a very close aproximation of the damage they can take, and are when their health bar are empty, but they aren't KO yet)

  • 1. 2050 - Q (with 3 taunts +37.5%)
  • 2. 1870 - Hugo (with 4 taunts +25.3%)
  • 3. 1705 - Q (with 2 taunts +25%)
  • 4. 1670 - Hugo (with 3 taunts +19%)
  • 5. 1535 - Hugo (with 2 taunts +12.7%)
  • 6. 1470 - Chun-Li (with 1 "back stretch" taunt +31.3%) / Hugo (with 1 taunt +6.3%)
  • 7. 1400 - Q (with 1 taunt +12.5%)
  • 8. 1385 - Hugo
  • 9. 1330 - Chun-Li (with 1 "shoulder tap" taunt +18.8%)
  • 10. 1300 - Gill
  • 11. 1285 - Urien
  • 12. 1200 - Alex / Q / Ryu / Ken / Dudley / Makoto
  • 13. 1120 - Sean / Chun-Li / Oro / Elena / Necro / Remy
  • 14. 1050 - Twelve
  • 15. 1035 - Ibuki
  • 16. 1020 - Yun / Yang
  • 17. 985 - Akuma

Stun

Under the health bar, there is a black little bar. This is the "Stun Bar". When you take a hit, this bar will fill at different rates, and depend on what attack you've been hit, some attacks will fill the bar a lot, others not so much, and even others don't will fit it at all. When the bar is full, you're stunned or dizzy, and you cannot move in a short period of time. Like with stamina, not all the characters have the same lenght in the Stun Bar. There are 3 types of Stun Bars, the long (72), the normal (64) and the short (52). With the long Stun Bar you will not be dizzy easily, while the short one means "be careful". Here's a list of what Stun Bar the characters have:

  • Long Stun Bar (72) - Hugo / Gill / Alex / Q / Dudley / Oro
  • Normal Stun Bar (64) - Urien / Ryu / Ken / Makoto / Sean / Elena / Chun-Li / Necro / Twelve / Yun / Yang / Ibuki
  • Short Stun Bar (52) - Remy / Akuma

Like any other Capcom game, a direction or button (not including start) reduces dizzy time by one frame per input. With a programmable pad, you can shave down stun time to 1/7th of the figures given below.

Depending on the last attack that you ate before the stars/birdies/angels/reapers appear, the game will randomly choose one out of 4 numbers. This number is the number of frames you would be dizzy without mashing.

  • Normal move - 90 or 110 or 130 or 150 frames
  • Normal throw - 120 or 140 or 160 or 180 frames
  • Special hit - 150 or 170 or 190 or 210 frames
  • Special throw - 120 or 160 or 200 or 240 frames
  • Super hit - 120 or 160 or 200 or 240 frames
  • Super throw - 150 or 190 or 230 or 270 frames

UOH's and taunts aren't mentioned, but I'd assume they count as special moves.

Personal Action

(Commonly abbreviated as "PA") A taunt that gives your character a stat bonus in either attack power, defense, stun ability, etc. The bonus is different for each character and only lasts until the round is over.

  • Alex:

Unheld taunt - Increases damage for the next hit/combo by 9.4% for the first taunt and 6.3% for each additional taunt. Maximum: 6 taunts, 37.5% bonus.

Held taunt - Increases damage for the next hit/combo or throw by 6.3% per extra arm turn. Maximum: 8 turns, 50% bonus.

  • Akuma:

Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. One taunt is the maximum.

  • Chun-Li:

Yawn (happens 100% of the time) - Increases stun recovery rate by 10% for the first yawn and an additional 21% for the second yawn. Lasts the whole round. Maximum 2 yawns, 33% bonus.

Shoulder tap (happens 21% of the time) - Increases defense by 18.8%. Lasts for the whole round. Maximum one shoulder tap.

Neck stretch (happens 38% of the time) - Increases damage for the next hit/combo by 31.3%. Maximum one neck stretch.

Back stretch (happens 15% of the time) - Increases defense by 31.3% (more than the shoulder tap) for the whole round. Also increases damage for the next hit/combo by 31.3%. Maximum one back stretch.

  • Dudley:

Increases damage for the next hit/combo by 25% if a rose is thrown. Like Sean, there's no bonus if the rose isn't actually thrown. One taunt is the maximum.

  • Elena:

Increases stun damage for the next hit/combo by 18.8% per taunt. Maximum 4 taunts, 75% bonus.

  • Hugo:

Unheld taunt - Increases damage for the next hit/combo by 18.8% (maximum 1 taunt). Also increases defence for the rest of the round by 6.3% per taunt (maximum 4 taunts, 25% bonus).

Held taunt - Increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.

Poison - No bonus.

  • Ibuki:

Increases damage for the next hit/combo/throw by 43.8% only if she gets the leapfrog. Otherwise you get nothing. Maximum one taunt.

  • Ken:

Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.

  • Makoto:

Part 1 - Increases damage for the next hit/combo by 31.3% per taunt. Maximum 2 taunts, 62.5% damage.

Part 2 - Replaces a second Part 1 taunt. One two-part taunt is the maximum.

Part 3 - Increases stun recovery rate by 10% for the first full taunt and an additional 21% for the second full taunt. Lasts the whole round. Maximum 2 full taunt, 33% bonus.

Hayate taunt - No bonus.

  • Necro:

Increases damage for the next hit/combo by 31.3%. Holding the taunt does nothing bonus-wise. One taunt is the maximum.

  • Oro:

Recovers stun by 600-800% as the taunt is held longer.

  • Q:

Increases defense for the whole round by 12.5% (maximum 3 taunts, 37.5% bonus). Also increases stun recovery rate for the whole round by 10% (one taunt is the maximum).

  • Remy:

Increases stun damage for the next hit/combo by 18.8% per taunt. Maximum 4 taunts, 75% bonus.

  • Ryu:

Increases stun recovery rate by 10% for the first taunt and an additional 21% for the second taunt. Lasts the whole round. Maximum 2 taunts, 33% bonus.

  • Sean:

Increases stun damage for the next hit/combo by 12.5% per ball thrown. If Sean throws nothing (ie. another ball on the screen), there is no bonus. Maximum 3 balls thrown, 37.5% bonus.

  • Twelve:

It turns you invisible for a while.

  • Urien:

Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.

  • Yang:

Increases damage for the next hit/combo by 31.3% and increases damage for the next throw by 6.3%. One taunt is the maximum.

  • Yun:

Unheld taunt (works for held too) - Increases damage for the next hit/combo by 6.4% for each taunt/hat twirl. Maximum 8 taunts/twirls, 50% bonus.

Held taunt only - Increases damage for the next throw by 6.3% for the first extra twirl and 3.1% for every additional twirl. Maximum 7 extra twirls, 25% bonus.

Dash

A method of moving your character quickly over a short distance. You cannot block whilst you are dashing.

  • Forward Dash: Tap Forward, Forward
  • Backward Dash: Tap Back, Back

Every character have different speeds and moving distances. The bigger the "moving distance" number, the larger the distance they travel. Frames means how much time they need for a dash. For the speed of a dash, you should compare the moving distance with the frames from the different characters to see who is quicker than another. Here's the information about the characters:

Character Dash Forward (frames) Moving Distance Dash Backwards (frames) Moving Distance
Alex 17 1,5 19 1
Akuma 13 1,5 13 1
Chun-Li 16 2 23 2
Dudley 18 2 17 1,5
Elena 13 2 24 2
Hugo 22 1 20 1
Ibuki 19 2 33 2,5
Ken 16 1,5 13 1
Makoto 11 2 12 1
Necro 22 3 18 3
Oro 17 2 11 1,5
Q 19 2 21 2
Remy 17 2 17 2
Ryu 13 1,5 13 1
Sean 13 1 13 1
Twelve 20 1,5 16 1,5
Urien 15 2 17 1,5
Yang 23 2 27 2,5
Yun 23 2 27 3

Super Jump

Similar to a regular jump, except that it carries you further, and takes longer to start up.

  • Tap D,U

Wake Up and Quick Stand

When falling to the ground, your character enters in a "Wake Up" state, and they will wake up at the character standart speed. However, you have the option to perform a "Quick Stand". A "Quick Stand" will make your character roll backwards into a standing position, and you will wake up faster than the character normal wake up. Extremely useful in avoiding wakeup games after you are knocked down, where you must guess in order to defend properly against an opponent's attack (i.e. high, low, throw). Do not quick stand in the corner, because your opponent may be able to dash through the roll and cross you up, making it extremely confusing to defend properly.

Note: You cannot quick stand after being knocked down by a super.

  • To perform a quick stand tap D as soon as your character hits the ground

Every character wakes up at different speeds, this is also for "Quick Stand". All the information below are in frames, a higher number of frames means a slow wakeup, and a small number of frames, a faster wakeup.

Character Normal Wake up (frames) Quick Stand (frames)
Dudley 55 45
Yang 57 41
Twelve 59 49
Necro 59 53
Yun 60 41
Elena 64 50
Alex 67 49
Remy 67 47
Ibuki 68 53
Hugo 69 54
Makoto 71 43
Oro 71 52
Q 72 46
Ken 75 48
Urien 76 56
Ryu 77 50
Akuma 77 50
Sean 77 50
Chun-Li 88 61

Crouching Hit Advantage

When getting hit while crouching, the attacking player gains a few advantages as opposed to getting hit while standing:

  • The attack that hits the crouching opponent and any attacks that combo from the attack deal 1.25x normal damage (excluding grabs and command grabs). This damage buff continues until the combo ends, or the opponent is hit with a force stand attack or is juggled.
  • Many moves gain more frame advantage when they hit crouching opponents:
 a) lights gain no frame advantage
 b) mediums gain +1 frame advantage
 c) heavies gain +2 frame advantage
 d) specials gain +2 frame advantage

Unlike the damage increase, this frame advantage is only present for the first attack that hits the crouching opponent. Any moves that it combos into have no changes to their frame data.

This crouching hit state is sometimes present on certain moves, such as Dudley's ducking upper. When interrupted or punished in their crouching frames, these moves are treated just as any other crouch hit in the game.

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill