----------Street Fighter 3----------
---Key:
WP = tap weak punch / jab punch
MP = tap medium punch / strong punch
HP = tap hard punch / fierce punch
WK = tap weak kick / short kick
MK = tap medium kick / forward kick
HK = tap hard kick / roundhouse kick
P = tap any punch
2P = tap any two punches at the same time
3P = tap all three punches at the same time
K = tap any kick
2K = tap any two kicks at the same time
3K = tap all three kicks at the same time
F = move or tap joystick in the direction toward your opponent
B = move or tap joystick in the direction away from your opponent
U = move or tap joystick up
D = move or tap joystick down
D/F = move or tap joystick in the direction diagonally between D and F
D/B = move or tap joystick in the direction diagonally between D and B
U/F = move or tap joystick in the direction diagonally between U and F
U/B = move or tap joystick in the direction diagonally between U and B
QCF = (quarter circle forward) rotate joystick from D to F in one smooth, continuous motion
QCB = (quarter circle back) rotate joystick from D to B in one smooth, continuous motion
HCF = (half circle forward) rotate joystick from B to D to F in one smooth, continuous motion
HCB = (half circle back) rotate joystick from F to D to B in one smooth, continuous motion
DP = (Dragon Punch motion) rotate joystick from F to D to D/F
RDP = (reverse Dragon Punch motion) rotate joystick from B to D to D/B
B-F = hold joystick B then quickly tap F
D-U = hold joystick D then quickly tap U
* = moves with this symbol can be performed in the air and on the ground unless labeled as (air only)
stuns opponent = opponent will be unable to block for about 2 seconds if the move hits
must be very close (or) when close = get as close to your opponent as possible, stand right next to them in order to grab them
---Basic Moves:
Block = hold B when being attacked high or D/B when being attacked low
Forward Dash / Run = F, F
Backward Dash / Back-Flip = B, B
High Jump = D, U (quickly)
Long Forward Jump = D/B, U/F (quickly)
Long Backward Jump = D/F, U/B (quickly)
*Throw = F+ MP, HP, MK, or HK when close (not all characters have four throws) (some characters can throw their opponents while they are both close to each other in air) (UNBLOCKABLE)
Overhead Strike = D, D+ P or K (cannot be blocked while crouching)
Defensive Roll = D just before hitting the ground after falling from being hit (this will cause your character to roll away from your opponent about half a screen length before standing)
Parry = F at the moment a high attack hits, D at the moment a low attack hits
*Air Parry = F at the moment an attack hits to land far from opponent, D at the moment an attack hits to land near opponent (you may Parry attacks from a jumping opponent and attacks from a standing opponent while you are jumping)
---Game Options:
After selecting your character you will be given a choice of three different "Super Arts." The art you select will be the only one of the three available to you until you lose.
---Other Things You Need to Know:
At the bottom of the screen there is a meter that increases when you are hit, perform certain attacks, block an incoming attack, or Parry an incoming attack. This is the Super Meter. It holds a different number of levels of Super energy depending upon which of your character's Super Arts you select. One level of Super energy is used up when you perform a Super Art.
The maximum number of Super levels that you can hold at one time while using each Super Art is listed in the moves section below. Super Arts that allow you to hold many levels of Super energy do less damage than a Super Art that allows you to hold only one level of Super energy. Also, the more levels of Super energy that you can hold the shorter your Super Meter will be, allowing you to fill each level of energy quickly.
It is possible to interrupt special moves with a Super Art. This technique called "Super Canceling" allows you to perform a special move then immediately stop the attack and perform a Super while your opponent is still being hit by the special move. To do this you must input the Super command immediately after inputting the special move command.
It is easiest to do this if your character has a special move with a QCF command. For example, if you select Ryu and then select "Shinkuu Hadouken" as your art you may throw a regular Hadouken with the Shinkuu Hadouken right behind it. To do this very easily just input QCF+P, QCF+P. The first QCF+P will throw a Hadouken and the second QCF+P will actually be the second half of the Super command (QCF, QCF+P). Ken can throw a Hadouken at point blank range and immediately perform a Shoryu Reppa that will start to hit the opponent at the same time as the Hadouken.
Some characters can even Super Cancel a Super into another Super. Sean can throw a Hadou Burst and cancel into another one. Both will hit the opponent at roughly the same time and create a combo.
Another use for this technique is to avoid being hit by a jumping opponent that has just avoided a fireball. Ryu throws a Hadouken but his opponent jumps and can attack him while Ryu is still in his attack animation. To avoid being attacked, Ryu could Super Cancel his Hadouken into a Shin Shoryuken and hit the opponent jumping at him.
Below your life bar there is a small meter that looks like a growing red line. This is called the stun meter. When you are hit the red line will get longer then start to shrink. If the red line fills the meter then your character will be stunned. Constant attacking is the only way to get the stun meter to fill up as it shrinks rather quickly. Blocking an attack does not causes your stun meter to grow. Larger and stronger characters have a longer stun meter therefore requiring more attacks to stun them.
When you successfully Parry an attack, your character will flash and you will be able to immediately attack your opponent while they are still in their attack animation. Also, if you Parry an attack you will gain more Super energy than if you blocked the attack or got hit by the attack. Parried hits do not charge the attacker's Super Meter.
Note: some attacks cannot be Parried (cannot Parry).
Throws are UNBLOCKABLE and cannot be escaped.
Note: throws that are character specific special moves are blockable unless otherwise labeled.
Throws that have your character grab the opponent and repeatedly hit them can cause more damage, more hits, and be sped up by shaking the joystick rapidly and tapping all the buttons rapidly. If you are caught by one of these throws then you may shake the joystick rapidly and tap all the buttons rapidly to escape the throw sooner and take less damage.
Most special moves and Supers will cause your opponent to take a little bit of damage if they block.
If you finish your opponent with a Super then you'll see a big, colorful explosion in the background.
If a match ends in draw (each player has won one round and in the third round time ends with both characters having the same amount of energy), then "Judgment" occurs. Three judges will walk on screen and select a fighter and whichever fighter is selected by the most judges will win the match. You can win a judge's vote by making several clean hits, performing combos of several hits, and performing Parries. A fighter that causes mostly block damage will not get voted for much.
The final boss of the game is a large man named Gill. Half of his body is red (representing fire) and the other half blue (representing ice). He has the ability to throw fireballs and ice balls. His ice ball will stun you and all of his projectiles hit twice. He only has one Super Art called "Resurrection." As soon as his life bar is empty and he has a full Super Meter, he will activate Resurrection, which will cause him to float into the air and regain all of his lost life bar in about 3 seconds. This move counts as a reversal, can be used in any round, and pushes your character away from Gill as he regains life making it difficult to stop him. However, he is vulnerable and you can stop him from regaining too much life by attacking him if you can get close enough.
When two projectiles meet they cancel each other. The button used to throw a projectile doesn't matter when projectiles hit each other; a projectile thrown with QCF+WP will cancel a projectile thrown with QCF+HP. Super Arts that create projectiles will also cancel special move projectiles and continue to travel across the screen. Some other special moves and Super Arts will cancel projectiles.
As with all Capcom 6-button fighting games, the strength of the button used to attack or to initiate a special move will determine the amount of damage the attack will do, the speed of the attack, the amount of recovery time from performing the attack, and the distance the attack travels. The stronger the button the more damage the attack will do and so on. A Jab punch does little damage, is very quick, recovers instantly, and has little range, whereas a Fierce punch does much more damage, is very slow, takes a long while to recover, and has a long range. The same is true for a fireball thrown with a QCF+WP or QCF+HP.
---Move Section Formation:
---Character Name---
Special Move Name (More Descriptive Name) - move command (special notes)
-_Super Arts_-
I. First Super Name (More Descriptive Name) - move command (special notes) (# levels of Super energy that can be held)
II. Second Super Name (More Descriptive Name) - move command (special notes) (# levels of Super energy that can be held)
III. Third Super Name (More Descriptive Name) - move command (special notes) (# levels of Super energy that can be held)
-_Special_-
Any special abilities that the character has.
---Ibuki---
Rush Elbow - F+MP
Koubekudaki (Spin Kick) - F+MK
Bonsho Geri (Split Kick) - F+HK
*Kunai (Knife Toss) - QCF+P (air only)
WP=travels almost straight down MP=travels at 45 degree angle HP=travels almost straight forward
Kazekiri (Rising Kick) - DP+K
Hien (Hopping Face Kick) - RDP+K
Tsumuji (Quick Spin Kicks) - QCB+K (K during second hit for extra third hit)
Raida (Stomach Bomb) - HCB+P (cannot Parry)
Kubiori (Roll and Neck Breaker) - HCF+K
-_Super Arts_-
I. *Kasumi Suzaku (Multi Knife Toss) - QCF, QCF+P (air only) (2 levels)
II. Yoroi Doushi (Giant Energy Ball) - QCF, QCF+P (becomes UNBLOCKABLE and more damaging Super Raida if done when close) (1 level)
III. Hashin Sho (Rushing Combo) - QCF, QCF+P (2 levels)
-_Special_-
Can air throw.
Quickly tapping HP twice from a standing position results in a two punch combo.
---Necro---
*Drill Kick - D+K (air only)
WK=dives almost straight downward MK=dives at 45 degree angle HK=dives almost straight forward
Uppercut - D/B+HP
Electric Blast (Electric Body) - DP+P (P rapidly for more hits)
Rising Cobra (Rising Kick) - QCB+K
Tornado Hook (Spinning Punches) - HCF+P
Snake Fang (Ankle Grab and Throw) - HCF+K (cannot Parry)
Flying Viper (Hopping Punch) - QCB+P
-_Super Arts_-
I. Magnetic Storm (Super Electric Body) - QCF, QCF+P (P rapidly for more hits) (2 levels)
II. Slam Dance (Multi Power Slam) - QCF, QCF+P (1 level)
III. Electric Snake (Ground Spark) - QCF, QCF+P (2 levels)
-_Special_-
None.
---Sean---
Ground Roll - QCB+P
Sean Tackle (Tackle and Pound) - HCF+P (hold P to attack)
Dragon Smash (Jumping Uppercut and Smack Down) - DP+P
Tornado (Flying Spin Kick) - QCB+K
Ryu Bi Kyaku (Falling Kick) - QCF+K
-_Super Arts_-
I. Hadou Burst (Super Fireball) - QCF, QCF+P (3 levels)
II. Shoryu Cannon (Charging Double Dragon Smash) - QCF, QCF+P (P rapidly for more hits) (3 levels)
III. Hyper Tornado (Fast Tackle and Combo) - QCF, QCF+P (2 levels)
-_Special_-
None.
---Oro---
Handstand Kick - F+MP
Niouriki (Multi-Slam) - HCB+P (cannot Parry)
*Jinchuu Watari (Head Stomps) - QCF+K
Nichirinsho (Energy Ball) - B-F+P
WP=travels straight forward MP=travels at slight angle upward HP=travels diagonally upward
Oniyanma (Vertical Spinning Uppercut) - D-U+P
-_Super Arts_-
I. Kishinriki (Power Slams) - QCF, QCF+P (P when close to activate Power Slams, can activate Power Slams in air) (must connect within 10 seconds) (1 level)
II. Yagyou Dama (Slow Giant Energy Ball) - QCF, QCF+P (3 levels)
WP=straight forward MP=arcs slightly upward HP=arcs greatly upward
III. Tengu Stone (Summon Junk) - QCF, QCF+P (junk lunges forward every time character attacks causing more damage) (1 level)
-_Special_-
Can air throw.
Has long stun meter.
Dash is short teleport capable of avoiding projectiles.
---Elena---
Slide Kick - D/F+HK
Handstand Kick - F+MP
Mallet Smash (Flip Kick) - HCB+P
Rhino Horn (Rush Kick) - HCF+K
Scratch Wheel (Rising Kick) - DP+K
-_Super Arts_-
I. Spinning Beat (Charging Triple Scratch Wheel) - QCF, QCF+K (2 levels)
II. Brave Dance (Rushing Auto Kick Combo) - QCF, QCF+K (1 level)
III. Healing (Regain Life) - QCF, QCF+P (regains 1/4 of life bar) (perform Scratch Wheel to cancel) (1 level)
-_Special_-
All attacks are kicks.
---Ryu---
Overhead Punch - F+MP
Fake Hadouken - QCF+Start (starts to throw Hadouken but stops before projectile is produced and recovers immediately)
Hadouken (Fireball) - QCF+P
Shoryuken (Rising Uppercut) - DP+P
Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
Joudan Sokutou Geri (Thrust Kick) - HCF+K
-_Super Arts_-
I. Shinkuu Hadouken (Super Fireball) - QCF, QCF+P (1 level)
II. Shin Shoryuken (Vertical Super Shoryuken) - QCF, QCF+P (1 level)
III. Denjin Hadouken (Electric Fireball) - QCF, QCF+P (hold P to delay attack, cause more damage, and increase fireball's speed) (stuns opponent if charged to maximum power) (UNBLOCKABLE) (1 level)
-_Special_-
None.
---Dudley---
Lever Blow (Swinging Punch) - F+MK
Dart Shot (Chop Punch) F+HK
Quick Jab - F+WP
Step Straight - F+HP
Cross Counter (Fake Stun) - HCB+P (will appear stunned and strike back if hit by an attack)
Machine Gun Blow (Running Multi-Punch) - HCF+P
Ducking Slide - HCF+K (K during slide=uppercut, P during slide=straight punch)
Jet Upper (Rising Uppercut) - DP+P
-_Super Arts_-
I. Rocket Uppercut (Charging Triple Jet Upper) - QCF, QCF+P (2 levels)
II. Rolling Thunder (Rushing Punch Combo) - QCF, QCF+P (P rapidly for more hits) (will pass through projectiles) (1 level)
III. Corkscrew Blow (Super Straight Punch) - QCF, QCF+P (3 levels)
-_Special_-
Has long stun meter.
All attacks are punches.
---Alex---
Head-Butt - B+HP (cannot Parry)
Chop - F+MP
*Flying Cross Chop (Dive Chop) - D+HP (air only)
Flash Chop (Quick Chop) - QCF+P (turns opponent around leaving them unable to block for a moment)
Sleeper Hold - B+HP after hitting with Flash Chop
Back Drop - HCB+P after hitting with Flash Chop
Air Stampede (Head Stomp) - D-U+K
Air Knee-Smash (Jumping Knee and Slam) - DP+K
Power Bomb - HCB+P (must be very close) (UNBLOCKABLE)
-_Super Arts_-
I. Hyper Bomb (Super Power Bomb Combo) - rotate joystick 360 degrees toward opponent+P (must be very close) (UNBLOCKABLE) (1 level)
II. Boomerang Raid (Multi-Punch and Power Bomb) - QCF, QCF+P (UNBLOCKABLE Power Bomb at end) (2 levels)
III. Stun Gun Head-Butt (Hop and Multiple Head-Butts) - QCF, QCF+P (UNBLOCKABLE) (stuns opponent) (1 level)
-_Special_-
Has long stun meter.
---Yun / Yang---
*Raigeki Shu (Head Stomps) - D/F+K (air only)
Senpukyaku (Spin Kick) - F+MK
Ze Sho Hohou (Hop Punch) - QCF+P
Senkyu Tai (Forward Roll and Rising Kick) - QCF+K
Kobo Kushi (Palm Smack) - QCB+P
Fake Kobo Kushi - QCB+3P (starts to attack but stops before actually attacking and recovers immediately)
Zenpou Tenshin (Flip Over Opponent) - HCB+K
-_Super Arts_-
I. Genei Jin (Shadow Duplicates) - QCF, QCF+P (has several shadows following that will hit opponent) (1 level)
II. Sourai Rengeki (Hop Punch and Auto Combo) - QCF, QCF+P (3 levels)
III. Tenshin Senkyu Tai (Super Senkyu Tai) - QCF, QCF+K (2 levels)
-_Special_-
When selecting character, move cursor to Yun and press P to play as Yun or K to play as Yang. Appearance is the only difference between the two.
---Ken---
Overhead Axe Kick - F+MK
Snap Axe Kick - B+MK (hold MK for second hit)
Fake Ground Roll - QCF+Start (starts to roll along ground but stops before moving forward and recovers immediately)
Hadouken (Fireball) - QCF+P
Shoryuken (Rising Uppercut) - DP+P
Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
-_Super Arts_-
I. Shoryu Reppa (Charging Triple Shoryuken) - QCF, QCF+P (1 level)
II. Shinryuken (Vertical Spinning Shoryuken) - QCF, QCF+K (K rapidly for more hits) (2 levels)
III. Shippu Jinrai Kyaku (Super Auto Kick Combo) - QCF, QCF+K (2 levels)
-_Special_-
None.
---Tricks and Codes:
---Beat Up the Loser:
If you KO your opponent with a WP or WK they will start to fall to their knees and you will have the opportunity to hit them with one basic attack.
It is possible to hit them with a Super if you KO your opponent with a special move and Super Cancel it.
---View Credits:
Beat the game without continuing and you will see the game's credits after your character's "End Game" cinema.
---High Score Crowns:
After you beat the game and enter you initials you will see the "High Score" screen. Next to your score on the High Score screen there will either be a small number or symbol. If you lost a match to Gill and had to continue in order to beat him then there will be a small number next to your score showing the number of times you continued. If you beat Gill without continuing but you lost a round to him then you will have a silver crown next to your score. If you beat Gill without losing a single round to him then you will have a gold crown next to your score.
---Sean's Basketball Attack:
Before a match begins with Sean he will take a jump shot with a basketball. You have the ability to control the ball's motion with your joystick. If you manage to hit your opponent's head with the ball, they will go into their stun/dizzy stance for a moment. It has no effect on game play, it just looks funny.
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