Street Fighter III: 3rd Strike Complete Guide

Welcome to our guide for Street Fighter III: 3rd Strike! Whether you are new to the game or a seasoned veteran, this guide will cover everything you need to know to master this iconic fighting game. From basic mechanics to advanced strategies, we have got you covered.

Table of Contents

  1. Introduction to Street Fighter III: 3rd Strike
  2. Game Mechanics and System Basics
    • Parrying
    • Super Arts
    • EX Moves
    • Universal Overheads
    • Taunts (Personal Actions)
  3. Character Breakdown
    • Ryu
    • Ken
    • Chun-Li
    • Yun
    • Yang
    • Akuma
    • Dudley
    • Hugo
    • Elena
    • Ibuki
    • Makoto
    • Oro
    • Q
    • Alex
  4. Basic Strategies
    • Footsies and Spacing
    • Anti-Airs
    • Wake-Up Game
    • Meter Management
  5. Advanced Techniques
    • Kara Throws
    • Option Selects
    • Red Parry
    • Frame Traps
  6. Matchup Strategies
    • Understanding Matchups
    • Character-Specific Tips
  7. Training Mode Tips
  8. Conclusion

1. Introduction to Street Fighter III: 3rd Strike

Released in 1999, Street Fighter III: 3rd Strike is the third installment in the Street Fighter III series and is widely regarded as one of the most technical and balanced fighting games of all time. With its fluid animation, deep mechanics, and diverse roster, 3rd Strike has maintained a dedicated fanbase for over two decades.

2. Game Mechanics and System Basics

Parrying

Parrying is the defining mechanic of 3rd Strike. By pressing forward on the joystick (or down for low attacks) just as an opponent’s attack connects, you can negate the damage and recovery of the move, leaving you free to counterattack. Mastering parries is crucial for high-level play.

How to Parry:

  • High Parry: Tap forward as the opponent’s attack is about to hit.
  • Low Parry: Tap down for low attacks.

Advanced Tip: Practice parrying in Training Mode with various speeds and types of attacks to develop your timing.

Super Arts

Each character has access to multiple Super Arts, which are powerful moves that consume meter. You can select one Super Art before the match starts, determining your character’s playstyle.

Example:

  • Ryu’s Super Arts: Shinkuu Hadoken, Shin Shoryuken, Denjin Hadoken.

EX Moves

EX Moves are enhanced versions of your character’s special moves that consume one stock of your Super meter. These moves often have improved properties like increased damage, invincibility frames, or faster startup.

How to Perform EX Moves: Press two punch or kick buttons (depending on the move) instead of one.

Universal Overheads

Every character has access to a Universal Overhead, performed by pressing Medium Punch + Medium Kick simultaneously. This move is an overhead attack, meaning it must be blocked high. It’s useful for breaking through an opponent’s low guard.

Taunts (Personal Actions)

Each character has a taunt or personal action that can be performed by pressing Start during a match. While primarily for show, taunts can have gameplay effects, such as boosting damage or altering the properties of future attacks.

3. Character Breakdown

Ryu

Playstyle: Balanced

Strengths:

  • Strong fundamentals
  • Versatile Super Arts
  • Effective zoning with fireballs
  • High damage combos

Weaknesses:

  • Predictable in some matchups
  • Can struggle against characters with superior mobility

Key Moves:

  • Hadoken (Fireball): Controls space and allows for zoning.
  • Shoryuken (Dragon Punch): Reliable anti-air and combo finisher.
  • Tatsumaki Senpukyaku (Hurricane Kick): Can be used for cross-ups and pressure.
  • Denjin Hadoken (Super Art III): Chargeable, unblockable projectile, useful for setups and high-pressure situations.

Super Arts:

  1. Shinkuu Hadoken: A powerful projectile that deals significant damage and can be used to punish.
  2. Shin Shoryuken: High-damage, single-hit Shoryuken that’s devastating in combos.
  3. Denjin Hadoken: Chargeable projectile that becomes unblockable; great for mix-ups and pressure.

Ken

Playstyle: Aggressive, rushdown

Strengths:

  • Fast and powerful mix-ups
  • Strong combo potential
  • Good mobility
  • Effective kara throws

Weaknesses:

  • Relies heavily on meter for damage
  • Less effective at zoning compared to Ryu

Key Moves:

  • Shoryuken: Multi-hit and EX versions make it a strong anti-air and combo tool.
  • Kara Throw: Extends the range of his throw, essential for mix-up games.
  • Tatsumaki Senpukyaku (Hurricane Kick): Useful for closing distance and pressure.
  • EX Hadoken: Fast and deals decent damage, useful for ending combos.

Super Arts:

  1. Shoryureppa: Multi-hit Shoryuken, effective in combos.
  2. Shinryuken: Vertical Shoryuken with high damage, good for anti-air situations.
  3. Shippu Jinrai Kyaku: Fast, versatile Super Art, used frequently in combos and punishes.

Chun-Li

Playstyle: Defensive, poke-oriented

Strengths:

  • Superior normals with excellent range
  • Powerful Super Art (SA2)
  • Great mobility and footsies
  • Excellent anti-air options

Weaknesses:

  • Low health
  • Requires precise timing and execution for maximum damage

Key Moves:

  • Kikoken (Fireball): Used to control space and pressure.
  • Hyakuretsukyaku (Lightning Legs): Multi-hit move that deals good chip damage.
  • Back + Fierce Punch: Strong anti-air and poke.
  • EX Spinning Bird Kick: Good for escaping pressure and combos.

Super Arts:

  1. Kikoshou: Short-range energy blast, good for combos.
  2. Houyoku Sen: Extremely fast and comboable, one of the best Super Arts in the game.
  3. Tensei Ranka: Aerial Super Art, less commonly used due to its situational nature.

Yun

Playstyle: Rushdown, mix-up heavy

Strengths:

  • Fast and agile
  • High damage potential with Genei Jin
  • Strong pressure game
  • Good mobility and dive kicks

Weaknesses:

  • Low health
  • Reliant on meter for maximum damage
  • Struggles against strong zoners

Key Moves:

  • Zesshou Hohou (Lunge Punch): Good for closing distance quickly.
  • Tetsuzanko (Shoulder): Moves Yun forward and can be used in combos.
  • Kobokushi (Palm Strike): Strong, chargeable move with good range.
  • Dive Kicks: Essential for mix-ups and pressure.

Super Arts:

  1. You Hou: High-damage combo ender, less commonly used.
  2. Genei Jin: Activates a custom combo mode, Yun’s most powerful tool and the centerpiece of his gameplay.
  3. Tenshin Senkyutai: Spinning kick that deals good damage, but not as versatile as Genei Jin.

Yang

Playstyle: Rushdown, mix-up heavy

Strengths:

  • Fast and agile
  • Good mix-ups and pressure
  • Strong corner carry potential
  • Good meter build

Weaknesses:

  • Low health
  • Reliant on setups for high damage

Key Moves:

  • Tourou Zan (Mantis Slashes): Multi-hit slashes, great for pressure and combos.
  • Senkyuutai (Rolling Kick): Good for closing distance and as an anti-air.
  • EX Tourou Zan: Enhanced version of Mantis Slashes, useful for extra pressure.
  • Dive Kicks: Essential for mobility and mix-ups.

Super Arts:

  1. Raishin Mahaken: High-damage combo ender, less commonly used.
  2. Sei’ei Enbu: Similar to Yun’s Genei Jin, but creates shadows that follow Yang’s attacks, useful for extended combos.
  3. Tenshin Senkyutai: Fast and versatile, good for punishing and comboing.

Akuma (Gouki)

Playstyle: Offensive, mix-up heavy

Strengths:

  • High damage and combo potential
  • Good mix-ups and mobility
  • Powerful EX moves
  • Air fireball for zoning

Weaknesses:

  • Extremely low health
  • Risky playstyle
  • Requires precise execution

Key Moves:

  • Gou Hadoken (Fireball): Standard projectile, useful for zoning.
  • Shakunetsu Hadoken (Red Fireball): Multi-hit fireball, useful for pressure.
  • Zanku Hadoken (Air Fireball): Great for controlling air space.
  • Raging Demon (Super Art I): Unblockable grab, high risk, high reward.

Super Arts:

  1. Messatsu Gouhadou: Powerful ground fireball Super Art, great for zoning.
  2. Messatsu Goshoryu: Multi-hit Shoryuken, strong anti-air and combo tool.
  3. Kongou Kokuretsu Zan: A powerful ground-pounding move, situational but devastating.

Alex

Playstyle: Grappler, mid-range fighter

Strengths:

  • High health and damage output
  • Strong command grabs
  • Good mix-up potential
  • Versatile normals

Weaknesses:

  • Slow mobility
  • Struggles against zoners
  • Limited combo options

Key Moves:

  • Flash Chop: A versatile move that leads to different follow-ups depending on strength.
  • Power Bomb: Command grab with high damage.
  • EX Stomp: Good for surprise attacks and closing distance.
  • Air Knee Smash: Useful anti-air grab.

Super Arts:

  1. Hyper Bomb: Powerful command grab, high damage.
  2. Boomerang Raid: Versatile Super Art, great for combos and punishes.
  3. Stun Gun Headbutt: A unique move that stuns the opponent, useful for setting up big damage.

Dudley

Playstyle: Rushdown, high-pressure

Strengths:

  • High damage output
  • Strong mix-ups and pressure
  • Effective anti-air options
  • Good corner carry

Weaknesses:

  • Limited mobility
  • Struggles against strong zoners
  • Requires meter for maximum damage

Key Moves:

  • Machine Gun Blow: Multi-hit move that’s great for combos and pressure.
  • Jet Upper: Effective anti-air and combo finisher.
  • Ducking: Versatile movement option that can lead to different attacks.
  • Cross Counter: Absorbs a hit and counters with a powerful blow.

Super Arts:

  1. Rocket Upper: Powerful Shoryuken-style move, great for combos and anti-air.
  2. Rolling Thunder: Long-range, high-damage move that punishes fireballs and whiffs.
  3. Corkscrew Blow: Versatile, fast Super Art, great for finishing combos.

Ibuki

Playstyle: Rushdown, mix-up heavy

Strengths:

  • High mobility
  • Strong mix-up potential
  • Good combo variety
  • Effective zoning tools with kunai

Weaknesses:

  • Low health
  • Requires precise execution
  • Struggles against characters with strong defensive options

Key Moves:

  • Kunai: Airborne projectile that’s great for zoning and mix-ups.
  • Raida: Command grab that deals decent damage and ends combos.
  • Tsumuji: Multi-hit kick move, useful for pressure and combos.
  • Kasumi Gake: Command dash that’s great for mix-ups.

Super Arts:

  1. Kasumi Suzaku: Multi-hit air kunai attack, useful for chip damage and pressure.
  2. Yoroi Doushi: Powerful grab Super Art, great for punishing and combo ender.
  3. Yami Shigure: Quick, multi-hit Super Art, great for combos and mix-ups.

Makoto

Playstyle: Grappler, high-risk, high-reward

Strengths:

  • Extremely high damage output
  • Strong command grabs
  • Great mix-up potential
  • Good mobility with dash

Weaknesses:

  • Slow normals
  • Struggles against zoners
  • Risky playstyle

Key Moves:

  • Hayate: Dashing punch, great for closing distance and combos.
  • Karakusa: Command grab that leads to high-damage combos.
  • Oroshi: Overhead chop, useful for mix-ups.
  • Fukiage: Anti-air that leads to big damage with proper timing.

Super Arts:

  1. Seichusen Godanzuki: Fast and powerful Super Art, great for combos.
  2. Abare Tosanami: Risky, high-reward Super Art that deals massive damage.
  3. Tanden Renki: Power-up Super Art that increases damage but limits defense.

Urien

Playstyle: Zoner, mix-up heavy

Strengths:

  • Powerful zoning tools
  • Strong mix-ups with Aegis Reflector
  • Good combo potential
  • High health

Weaknesses:

  • Slow mobility
  • Struggles against strong rushdown characters
  • Requires precise execution

Key Moves:

  • Metallic Sphere: Charged projectile, great for zoning.
  • Chariot Tackle: Dashing move, useful in combos and pressure.
  • Headbutt: Airborne attack, good for mobility and mix-ups.
  • Aegis Reflector: Sets up powerful mix-ups and traps.

Super Arts:

  1. Tyrant Slaughter: Powerful, multi-hit rush Super Art.
  2. Temporal Thunder: Multi-hit projectile Super Art, great for zoning.
  3. Aegis Reflector: Creates a shield that reflects attacks, essential for mix-ups and pressure.

Oro

Playstyle: Zoner, mix-up heavy

Strengths:

  • Unique mobility and normals
  • Strong zoning tools
  • Good mix-up potential
  • High damage with proper setups

Weaknesses:

  • Limited health
  • Unconventional playstyle
  • Requires strong execution and timing

Key Moves:

  • Fireball: Multi-directional projectile, great for zoning.
  • Uppercut: Anti-air move, useful for stopping jump-ins.
  • Command Grab: Deals significant damage and sets up mix-ups.
  • Double Jump: Unique mobility option that adds unpredictability.

Super Arts:

  1. Kishin Riki: Command grab Super Art, deals massive damage.
  2. Yagyou Dama: Large projectile that controls space and sets up mix-ups.
  3. Tengu Stone: Summons floating objects that assist in attacks, great for extended combos.

Elena

Playstyle: Footsie, poke-oriented

Strengths:

  • Excellent range on normals
  • Strong mix-up potential
  • Good mobility
  • Healing Super Art

Weaknesses:

  • Low health
  • Limited combo potential
  • Struggles against strong defensive characters

Key Moves:

  • Spin Scythe: Multi-hit move, useful for pressure and combos.
  • Rhodotus: Overhead attack, great for mix-ups.
  • Lynx Tail: Low-hitting move that’s useful for mix-ups.
  • Malibu Twist: Versatile kick move, good for controlling space.

Super Arts:

  1. Spinning Beat: Multi-hit kick Super Art, great for combos.
  2. Brave Dance: Powerful, long-range Super Art, useful for punishing.
  3. Healing: Unique Super Art that restores health, requires proper setup to use effectively.

Hugo

Playstyle: Grappler, heavy hitter

Strengths:

  • Extremely high health
  • Strong command grabs
  • High damage output
  • Good mix-up potential

Weaknesses:

  • Very slow mobility
  • Large hitbox, making him an easy target
  • Struggles against strong zoning characters

Key Moves:

  • Giant Palm Bomber: Powerful move that deals great damage and can be used in combos.
  • Shootdown Backbreaker: Air grab that punishes jump-ins.
  • Moonsault Press: Command grab with high damage output.
  • Claps: Essential for pressure and combos.

Super Arts:

  1. Gigas Breaker: High-damage command grab, one of the strongest in the game.
  2. Megaton Press: Versatile grab Super Art, good for punishing.
  3. Hammer Frenzy: Multi-hit rush Super Art, useful for closing distance and dealing damage.

Q

Playstyle: Defensive, mid-range

Strengths:

  • Extremely high health with taunt boosts
  • Good zoning tools
  • Strong defensive options
  • Powerful command grabs

Weaknesses:

  • Very slow mobility
  • Struggles against strong rushdown characters
  • Limited combo potential

Key Moves:

  • Dash Punch: Versatile move for closing distance and pressure.
  • Capture & Deadly Blow: Command grab that leads to a combo.
  • EX Dash: Armor move that absorbs hits, great for defense.
  • Taunt: Increases Q’s health, making him even more durable.

Super Arts:

  1. Critical Combo Attack: Multi-hit rush Super Art, useful for combos.
  2. Total Destruction: High-risk, high-reward Super Art with a powerful follow-up attack.
  3. Deadly Double Combination: Versatile, quick Super Art, good for punishing and combos.

Remy

Playstyle: Zoner, projectile-heavy

Strengths:

  • Strong zoning tools with projectiles
  • Good footsie game
  • Effective anti-airs
  • Fast normals

Weaknesses:

  • Low health
  • Struggles against characters with strong mobility
  • Limited combo potential

Key Moves:

  • Light of Virtue: Fast projectile, useful for zoning and controlling space.
  • Cold Blue Kick: Overhead kick, great for mix-ups.
  • EX Flash Kick: Versatile anti-air, great for stopping jump-ins.
  • High & Low Projectiles: Essential for controlling space and zoning.

Super Arts:

  1. Light of Justice: Multi-hit projectile Super Art, great for zoning and chip damage.
  2. Blue Nocturne: Counter Super Art that punishes aggressive opponents.
  3. Supreme Rising Rage Flash: Powerful anti-air Super Art, useful for punishing jump-ins.

Twelve

Playstyle: Mobility, mix-up heavy

Strengths:

  • Unique mobility with air dashes and flight
  • Strong mix-up potential
  • Versatile normals
  • Good zoning tools

Weaknesses:

  • Low health
  • Limited damage output
  • Requires strong execution and timing

Key Moves:

  • A.X.E. (Air Slash Elbow): Versatile move that can be used in the air or ground, great for mix-ups.
  • N.D.L. (Needle Spike): Long-range attack, useful for zoning.
  • D.R.A. (Drill Claw): Air move that allows for cross-ups and pressure.
  • Flight: Unique mobility option that adds unpredictability.

Super Arts:

  1. X.N.D.L.: Multi-hit, long-range Super Art, great for zoning and punishing.
  2. X.F.L.A.T.: Powerful air Super Art, useful for punishing air attacks.
  3. X.C.O.P.Y.: Copies the opponent’s character, allowing access to their moveset and Super Arts for a limited time.

Necro

Playstyle: Zoner, mix-up heavy

Strengths:

  • Strong zoning tools with long-range normals
  • Good mix-up potential
  • Unique mobility with drills and slides
  • Effective anti-airs

Weaknesses:

  • Low health
  • Limited combo potential
  • Struggles against characters with strong mobility

Key Moves:

  • Electric Snake: Multi-hit move, useful for pressure and combos.
  • Flying Viper: Airborne attack, great for mix-ups.
  • Tornado Hook: Multi-hit move, useful for combos and pressure.
  • Drill Kick: Unique air move that allows for cross-ups and pressure.

Super Arts:

  1. Electric Snake: Multi-hit Super Art, great for combos and mix-ups.
  2. Slam Dance: Command grab Super Art, high-damage and useful for punishing.
  3. Magnetic Storm: Versatile Super Art with good range and damage, useful for punishing and combos.

Gill

(Note: Gill is a boss character and not tournament-legal, but is included for completeness.)

Playstyle: Zoner, mix-up heavy

Strengths:

  • Extremely high damage output
  • Powerful zoning tools
  • Unique resurrection ability
  • Versatile normals

Weaknesses:

  • Only playable in certain modes
  • Limited options against strong rushdown characters

Key Moves:

  • Pyrokinesis (Fireball): Zoning tool, controls space effectively.
  • Cryokinesis (Iceball): Zoning tool, controls space effectively.
  • Meteor Strike: High-damage move, great for punishing.
  • Resurrection: Restores health upon defeat, giving Gill a second chance.

Super Arts:

  1. Seraphic Wing: Powerful Super Art, deals massive damage and controls space.
  2. Meteor Strike: Multi-hit projectile, great for zoning and chip damage.
  3. Resurrection: Restores health upon defeat, giving Gill a significant advantage.

4. Basic Strategies

Footsies and Spacing

Footsies are the bread and butter of Street Fighter. It involves controlling the space between you and your opponent, baiting them into making mistakes, and punishing them. Use your character’s best normals to control space and keep your opponent at bay.

Anti-Airs

Knowing how to counter jump-ins is crucial. Each character has specific moves that are effective as anti-airs. Learn the timing and spacing for these moves to shut down your opponent’s aerial approach.

Wake-Up Game

Understanding the wake-up game, or okizeme, is key to maintaining pressure. Learn how to time your attacks, mix up your options, and bait out reversals when your opponent is getting up from a knockdown.

Meter Management

Managing your Super meter is vital in 3rd Strike. Decide whether to save your meter for a powerful Super Art or use EX Moves to maintain pressure and control the match.

5. Advanced Techniques

Kara Throws

Kara throwing involves canceling a normal move into a throw, giving the throw extra range. This technique is essential for characters like Ken, who can significantly extend their throw range.

How to Perform:

  • Ken’s Kara Throw: Perform a medium kick (MK) and quickly input a throw command (LP+LK). The throw will cancel the startup of the MK, extending its range.

Option Selects

An option select is a technique that allows you to cover multiple options with a single input. This is crucial for applying pressure without leaving yourself open.

Red Parry

A red parry occurs when you block the first hit of a multi-hit move and then parry subsequent hits. This is a high-risk, high-reward technique that can turn the tide of a match.

How to Perform:

  • Block the first hit of a multi-hit move, then tap forward to parry the following hit.

Frame Traps

Frame traps involve leaving small gaps in your offense to bait out an opponent’s attempt to counterattack, then punishing their response. Learn the frame data for your character’s moves to set up effective traps.

6. Matchup Strategies

Understanding Matchups

Each character has strengths and weaknesses that define their matchups. Study your opponent’s character, understand their tools, and adapt your strategy accordingly.

Example:

  • Ryu vs. Chun-Li: Chun-Li’s superior normals and mobility can make this matchup difficult for Ryu. Focus on zoning and using parries to counter her pokes.

(Repeat for other matchups…)

7. Training Mode Tips

Use Training Mode to practice your execution, combos, and specific matchups. Set the CPU to mimic common scenarios you face in matches and work on your reactions and strategies.

Recommended Drills:

  • Parry Practice: Set the CPU to perform specific attacks and practice parrying them.
  • Combo Execution: Work on performing your character’s bread-and-butter combos consistently.
  • Matchup Simulation: Mimic common strategies used by the characters you struggle against and find counters.

8. Conclusion

Street Fighter III: 3rd Strike is a game that rewards dedication and skill. By mastering the mechanics, understanding your character, and learning how to adapt to your opponent, you can become a formidable player. Keep practicing, stay humble, and enjoy the depth this legendary game has to offer.

Good luck, and may your parries be perfect!