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Street Fighter 3

Street Fighter 3 Menu

Key.

qcf / qcb - Roll (d,df,f) or (d,db,b) on the joystick.

hcf / hcb - Roll (b,db,d,df,f) or (f,df,d,db,b) on the joystick.

Rotate 360 - Rotate the joystick in a complete circle. You can start

and end the circle at any point (i.e. start at uf and end

at uf, or b to b, etc.) The shorthand motion for this is

f,df,d,db,b,ub or the reverse.

Rotate 720 - Perform the 360 motion twice (two full rotations).

PP / KK - Press any two Punch or Kick buttons

(air) - The move can be performed while on the ground, or while

in the air (during a jump or after an air recovery).

x~x - All possible ranges are allowed (for example, ub through

uf, or MK through HP).

SA - Super Art.

EX - A move that can be empowered if you have spare SA power.

I-II-III - Indicates which Super Art you can select.

(x#) - Indicates how many SAs can be stored in the SA gauge.

 

BASIC COMMANDS

 

Standing Block Hold b when attacked

Crouching Block Hold db when attacked

Mid-Air Block Hold b / db when attacked while in air

Dash Tap f,f

Backstep Tap b,b

Jump Tap ub~uf

High Jump Tap df,ub / d,u / db,uf

Quick Standing Tap d when you're about to land

High Parry Tap f as your enemy attacks you

Low Parry Tap d as your enemy attacks you

Mid-Air Parry Tap f as your enemy attacks you in air

(red parry) Try to parry while blocking (?)

Throw Techniques When close, b / f + LP + LK

Air Throw (for some people) In air, any dir. but d / u + LP + LK

Leap Attack Press MP + MK

Personal Action Press HP + HK

 

OTHER STUFF

 

SUPER ARTS

After you select your character, you get to choose your Super Art (each character has three SAs).
You aren't allowed to change your Super Art between battles.

SUPER ARTS GAUGE

As you attack your opponent, this gauge fills up. When it's completely full, you can use your selected Super Art.
In most cases you can store more than one use of that particular Super Art, and if that's the case, then the SA
gauge empties after you fill it, but it will now show that you have one stored SA ready to go. Super Art energy can
also be expended on EX moves, explained below.

EX ATTACKS

This method allows you to turn special moves marked with an EX into 'EX'tra-special moves. If a special move has
an EX next to it, then you can 'power up' that move by performing it with two Punch or Kick buttons, depending. For
example, if I wanted to do the EX version of Hugo's Giant Palm Bomber, I would input (qcb + PP). Of course, EX-ing
a move will drain some power from your Super Arts gauge, so you can't use EX moves when you're low on SA power.

SUPER CANCEL

The staple feature of all the SF3 games, you can cancel a special move into your Super Art if it hits or is blocked.
However, doing so reduces the damage the Super Art can inflict.

THROWS

Throws and holds are performed by pressing b / f + LP + LK when close to your opponent, instead of just
b / f + MP / HP / MK / HK as it was in the previous versions. If a character has more than one type of throw,
than the direction you use changes that throw.

LEAP ATTACK

Leap Attacks are now done by pressing MP + MK instead of d,d + P / K. Because of that, I don't think you can
EX them anymore. In any case, Leap Attacks are useful because they are overhead attacks, so if your opponent
keeps crouch-blocking, you can surprise them with a Leap Attack for a good smack in the face.

PERSONAL ACTION

These are like taunts--some of them can even hit an opponent for minor damage. Others have special effects; for
example, using Oro's will lower his Stun Gauge. Some taunts also improve with time; for instance, holding the buttons
down during Alex or Hugo's taunt results in the next special move they perform doing more damage, depending on
how long HP + HK were held. One common feature to all Personal Actions is that performing them gives you a small
increase in your Super Art gauge.

2. CHARACTER MOVE LIST


ALEX

EX Flash Chop qcf + P

Power Bomb hcb + P

Spiral DDT hcb + K

EX Air Knee Smash f,d,df + K

EX Air Stampede Charge d,u + K

EX Slash Elbow Charge b,f + K

Flying Cross Chop In air, d + HP

I Hyper Bomb Rotate 360 + P (x1)

II Boomerang Raid qcf,qcf + P (x2)

III Stun Gun Headbutt qcf,qcf + P (x1)

- Someone who is hit by the Flash Chop turns away and is stunned.

If you perform the Power Bomb or Hyper bomb on an opponent who

is facing away, the moves come out differently.

- The Air Knee Smash can be air-parried.


CHUN-LI

EX Kikou Ken hcf + P

EX Hazan Shuu hcb + K

EX Hyakuretsu Kyaku Tap K rapidly

EX Spinning Bird Kick Charge d,u + K

(stomp kick) df + HK

I Kikou Shou qcf,qcf + P (x1)

II Houyoku Sen qcf,qcf + K (x2)

III Tensei Ranka qcf,qcf + K (x3)


DUDLEY

EX Machine Gun Blow hcf + P

Ducking Straight hcf + K, then press P

Ducking Upper hcf + K, then press K

EX Cross Counter hcb + P

EX Short Swing Blow hcb + K

EX Jet Upper f,d,df + P

I Rocket Upper qcf,qcf + P (x2)

II Rolling Thunder qcf,qcf + P, tap P rapidly (x1)

III Corkscrew Blow qcf,qcf + P (x3)

- The Cross Counter is a counterattack. If someone hits Dudley while

he appears dizzied, he'll strike back with a punch that does x1.5

times the damage of the move he was hit with.


ELENA

EX Mallet Smash hcb + P

EX Rhino Horn hcf + K

EX Scratch Wheel f,d,df + K

EX Lynx Tail b,d,db + K

EX Spin Scythe qcb + K (perform 3 times)

(slide) df + HK

I Spinning Beat qcf,qcf + K (x3)

II Brave Dance qcf,qcf + K (x2)

III Healing qcf,qcf + P (x1)

- Elena's Mallet Smash is an overhead.

- When you use her Healing SA, Elena gains back about 1/4th of her

total life. However, she can be hit during this Super Art, and

if that happens, the Healing ends.


GOUKI (AKUMA)

Gou Hadou Ken qcf + P

Zankuu Hadou Ken In air, qcf + P

Shakunetsu Hadou Ken hcb + P

Gou Shouryuu Ken f,d,df + P

Tatsumaki Zankuu Kyaku qcb + K (air)

Zenpou Tenshin hcf + K

Ashura Senkuu f,d,df / b,d,db + PP / KK

Hyakki Shuu f,d,df + K

Hyakki Gouzan ... do nothing after Hyakki Shuu

Hyakki Gousai ... Press P while in air

Hyakki Gousen ... Press K while in air

Hyakki Goutsui ... Press K when close

Tenma Kuujin Kyaku In air, d + MK

Zugai Hasatsu f + MP

I Messatsu Gou Hadou qcf,qcf + P (x2)

I Tenma Gou Zankuu In air, qcf,qcf + P (x2)

II Messatsu Gou Shouryuu qcf,qcf + P (x2)

III Messatsu Gou Rasen qcf,qcf + K (air) (x2)

any Shun Goku Satsu LP,LP,f,LK,HP at max level

- The Zugai Hasatsu is an overhead attack.


HUGO

EX Giant Palm Bomber qcb + P

EX Monster Lariat qcf + K

Ultra Throw hcb + K

Shootdown Backbreaker f,d,df + K

Moonsault Press Rotate 360 + P

Meat Squasher Rotate 360 + K

(overhead elbow) When close, press HP

(body press) In air, d + HP

(moving drop kick) b / f + HK

I Gigas Breaker Rotate 720 + P (x1)

II Megaton Press qcf,qcf + K (x2)

III Hammer Frenzy qcf,qcf + P, hold P to delay (x2)

- The Giant Palm Bomber's hit range extends well beyond Hugo's hands,

making it useful for hitting people from a distance. In addition,

it momentarily stuns a hit opponent, allowing you to get in a free

attack.

- You can parry the Shootdown Backbreaker.

- Delaying the Hammer Frenzy is useful for getting in close, but

keep in mind that it's possible to delay it for too long, in which

case the SA ends without Hugo having ever attacked!


IBUKI

EX Kunai In air, qcf + P

Raida hcb + P

EX Kubiori hcf + K

(slide) qcf + K

EX Tsumuji qcb + K (d + HK for a knockdown)

(spin leap) f,d,df + P (can then use an air move)

EX Kazekiri f,d,df + K

EX Hien b,d,db + K

(poke kick) b + MK

I Kasumi Suzaku In air, qcf,qcf + tap P rapidly (x3)

II Yoroi Dooshi qcf,qcf + P (x1)

III Yami Shigure qcf,qcf + P (x2)

- The Yoroi Dooshi will change in apperance when used up close, in

which case it also becomes unblockable.


JULIEN (URIEN)

EX Metallic Sphere qcf + P

EX Dangerous Headbutt Charge d,u + P

EX Violence Knee Drop Charge d,u + K

EX Chariot Tackle Charge b,f + K

(high punch) f + MP

(stab kick) b + HK

I Tyrant Punish qcf,qcf + P (x2)

II Jupiter Thunder qcf,qcf + P (x2)

III Aegis Reflector qcf,qcf + P (x2)

- You can have two Aegis Reflectors on the screen at one time.


KEN MASTERS

EX Hadou Ken qcf + P

EX Shouryuu Ken f,d,df + P

EX Tatsumaki Senpuu Kyaku qcb + K (air)

Zenpou Tenshin qcb + P

Inazuma Kakato Wari f + MK

I Shouryuu Reppa qcf,qcf + P (x2)

II Shinryuu Ken qcf,qcf + K, tap K rapidly (x1)

III Shippuujinrai Kyaku qcf,qcf + K (x3)


MAKOTO

EX Tosshin Seikentsuki Keyate qcf + P

EX Uchioroshi Toute Oroshi qcb + P

EX Jikiage Seikentsuki Fukiage f,d,df + P

Tsurushi Nodoshi Karakusa hcb + K

(variable attacks) f + LP / MP / K

(repeated punches) f + HP, tap HP rapidly

EX Senkou Kakato Otoshi Tsurugi In air, qcb + K

I Seichuu Sengodan Tsuki qcf,qcf + P (x1)

II Abare Tosanami Kudaki qcf,qcf + K (x2)

III Tanden Renki (Seme no Kata) qcf,qcf + P (x1)


NECRO

EX Tornado Hook hcb + P

Snake Fang hcf + K

EX Fang Viper qcb + P

EX Raging Cobra qcb + K

EX Denpa Blast f,d,df + P, tap P rapidly

(drill kick) In air, d + K

I Chou Denpa Storm qcf,qcf + P, tap P rapidly (x1)

II Slam Dance qcf,qcf + P (x1)

III Electric Snake qcf,qcf + P (x2)


ORO

EX Nichirin Shou Charge b,f + P

EX Oni Yanma Charge d,u + P

EX Jinchuu Watari qcf + K (air)

Niou Riki hcb + P

I Kishin Riki qcf,qcf + P, when close, press P (x1)

II Yagyou Dama qcf,qcf + P (x3)

III Tengu Ishi qcf,qcf + P (x1)

- You can have three Yagyou Dama projectiles on screen at one time.

- When the Tengu Ishi is used, objects rotate around Oro's body.

They hit an opponent who touches them, so you can use them to get

more hits against your opponent by getting close and attacking.


Q

EX Tosshin Toubu Dageki Charge b,f + P

EX Tosshin Geshi Dageki Charge b,f + K

EX Kousoku-do Renzoku Dageki qcb + P

Hokaku Oyobi Tsuukon Dageki hcb + K

I Tosshin Oyobi Chishi Renzoku Dageki qcf,qcf + P (x2)

II Fukubu Oyobi Go Toubu he no Tsuuki qcf,qcf + P (x1)

III Bakuhatsu O Tomonau Dageki ya Hokaku qcf,qcf + P, qcf + P / K (x1)

- According to Capcom of Japan, these are just temporary names for

Q's moves, which I guess is supposed to mean that they haven't even

come up with real names for his attacks yet. Geez.


REMY

EX Veltu no Zankou: Aut Charge b,f + P

EX Veltu no Zankou: Bass Charge b,f + K

EX Mon Cherie no Hiai Charge d,u + K

EX Tsumetaku Aoi Rugul qcb + K

I Hundo no Supernova qcf,qcf + P (x2)

II Vileju Ni Ansoku O qcf,qcf + K (x2)

III Shougokoro no Nocturne qcf,qcf + K (x1)


RYU

EX Hadou Ken qcf + P

EX Shouryuu Ken f,d,df + P

EX Tatsumaki Senpuu Kyaku qcb + K (air)

EX Joudan Sokutou Geri hcf + K

Sakotsu Wari f + MP

I Shinkuu Hadou Ken qcf,qcf + P (x2)

II Shin Shouryuu Ken qcf,qcf + P (x1)

III Denjin Hadou Ken qcf,qcf + P, hold to charge (x2)

- The Sakotsu Wari is an overhead attack.

- The Shin Shouryuu Ken will hit an airborne opponent multiple times.

- If you charge the Denjin Hadou Ken to maximum strength, it becomes unblockable.


SEAN

EX Sean Tackle hcf + P (hold P to attack)

EX Dragon Smash f,d,df + P

Zenpou Tenshin qcb + P

EX Tornado qcb + K

EX Ryuubi Kyaku qcf + K

(headbutt) b + HP

I Hadou Burst qcf,qcf + P (x3)

II Shouryuu Cannon qcf,qcf + P, tap P rapidly (x2)

III Hyper Tornado qcf,qcf + P (x1)

- The Ryuubi Kyaku is an overhead attack.


TWELVE

EX N.D.L. qcf + P

EX A.X.E. qcb + P (air)

EX D.R.A. In air, qcb + K

I X.N.D.L. qcf,qcf + P (x2)

II X.F.L.A.T. In air, qcf,qcf + K (x2)

III X.C.O.P.Y. qcf,qcf + P (x1)

- When you use the X.C.O.P.Y., Twelve tranforms into his opponent. While he stays like that for the rest of the match, he can't use his opponent's Super Art, nor can he EX his moves.


YANG

EX Tourou Zan qcf + P (perform 3 times)

EX Senkyuu Tai qcf + K

Byakko Soushouda qcb + P

Zenpou Tenshin hcb + K

Kaibou f,d,df + K

Raigeki Shuu In air, df + K

(step punch) f + HP

(spin kick) f + HK

I Raishin Mahhaken qcf,qcf + P (x1)

II Tenshin Senkyuutai qcf,qcf + K (x2)

III Sei'ei Enbu qcf,qcf + P (x1)

- The Kaibou is a teleport move.


YUN

EX Tetsu Zankou f,d,df + P

EX Nishou Kyaku f,d,df + K

EX Zesshou Hohou qcf + P

Kobokushi qcb + P

(fake kobokushi) qcb + PPP

Zenpou Tenshin hcb + K

Raigeki Shuu In air, df + K

(spin kick) f + HK

I Youhou qcf,qcf + P (x1)

II Sourai Rengeki qcf,qcf + P (x3)

III Gen'ei Jin qcf,qcf + P (x1)

Street Fighter 3 reviews

Street Fighter 3 world impact review (based on dreamcast edition)
Street Fighter 3 third strike review (based on dreamcast edition)
Street Fighter 3 characters
Characters appearing in Street Fighter 3
Characters appearing in Street Fighter 3 2nd impact
Characters appearing in Street Fighter 3 3rd strike
Street Fighter 3 faqs
Street Fighter 3 World Impact move list
Street Fighter 3 3rd Strike FAQ
Street Fighter 3 3rd Strike System Direction [dreamcast]
Street Fighter 3 3rd Strike Jap DC Nexus save [dreamcast]

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