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Street Fighter III: Third Strike (arcade) gameplay

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Uploaded by on Aug 26, 2008

A significant technical addition to the games was "parrying" (referred in the Japanese version as "blocking"; in Japan blocking an attack is referred as "guarding") such that the player performing a successful parry has no "block stun". After blocking an attack, the defending player enters a brief period of block stun where they cannot immediately react with any hostile actions. However, as a defensive action, a "Red Parry" (a parry executed during block stun) can be attempted should the attacker continue their barrage of attacks.

Parrying defends against the block damage normally inflicted when blocking opponent's special attacks and Super Arts. Although reduced from its normal damage, a blocked special move or Super Art causes minuscule but noticeable block damage, allowing attackers the opportunity to at least partially punish the overly defensive player who chooses to simply block all incoming attacks, thus motivating a player to attempt a parry.

Parrying's inclusion in the fighting genre allows both players to instantly wrest control of the fight's momentum, moving it away from excessive "sitting in the corner and blocking" and "attacking relentlessly" that hinders most fighting games' restrictive combat flow. The lure of a parry's potential success or failure, offers the attacking and defending players myriad options for mind games, since at any time the player's attack can be used against the player.

Due to parrying's open ended nature, the player is enabled to freely decide the appropriate response to the parried attack given the situation. This differs from the "Just Defend" system of Garou: Mark of the Wolves, which only shortens the amount of time the player is left in block stun.

3rd Strike broadened the time-span in which a player can successfully execute a parry. As players skillfully learn to parry commonly used attacks, such as quick "pokes" (attacks with fast execution, high priority, good range and safe recovery), varying attack vectors comes into focus, as abusing the same tactics makes for predictable patterns.

The Air Block, which was introduced in the Alpha series, was removed in order to keep with the differing rhythm of the game, and to limit defensive options while airborne.

The Super Arts system is similar to the Super Combos in Super Turbo and the Alpha series, where attacks inflicting damage and those that miss completely, allow the player to build enough meter until it is full. However, in Street Fighter III, the player selects one of three Super Arts before a match starts, this causes for a more specific direction to be taken with how players plan to play their character. Each Super Art has its own meter length, and amount of "stocks" it can hold. Other Street Fighter games tend to have one static meter length to equate that enough meter has been acquired to use any of the multiple "Supers" available to that combatant. While this may seem less restricted due to the larger amount of attack options this opens up, enabling too many moves actually confines a defending player due to their increased vulnerability. While some Super Arts take a longer time to charge up, and can only be stocked once, some accumulate stocks quickly and allow for up to as many as three consecutive executions of that Super Art.

Additionally, the Super Art meter can be partially spent to execute "EX Moves" (a.k.a. extra specials, similar to the "Enhanced Specials" introduced in Darkstalkers), which are powered up versions of character's special moves. Although not as strong as a Super Art, a portion of the Super Art meter is consumed when using an EX Move. The acknowledged upside to an EX Moves lies in their utility to further attack variability when coupled by alternating strength of special moves, as all of which are performed to varying degrees of fierceness, using the three levels of attack buttons present in every Street Fighter game. For example, when performing Ken's Rising Dragon Punch, pressing "Jab", the fastest attack button, executes a version of the special move which: covers less distance, does less damage, but executes more quickly than a "Strong" or "Fierce". The EX move version travels the farthest distance, does the most damage and causes additional hits.

A regular special move can be turned into an EX by pressing two punch or kick buttons simultaneously, while performing the same directional motions the move requires normally. EX Moves allow the player to choose between Super Art conservation for sudden, devastating Super Arts (such as Chun-Li's infamous Houyoku Sen) or a barrage of EX attacks.

Taunting, or "Personal Action", is only available in 2nd Impact and 3rd Strike. Each character's taunt is also accompanied by an additional benefit if completed successfully; for example, Ryu's taunt will lower his stun gauge, whereas Q's taunt raises his maximum stamina.

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  • Never Seen Parrying? Go Search Daigo Vs Justin Wong, you will see some parrying tehe :D.

  • best game ever

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All Comments (54)

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  • @honestchrismcg

    How did SFIII kill it lol? Its easily the best, or most popular one since SF2 turbo, and I'm not in the minority on that one. Also, its worth noting that SF4 IS NOT a 2D game. Maybe you dont know how to distinguish a 2D game from a 3D game, but I wont get into that one. 2D & 3D should be obvious to anyone who has atleast 1 working eye. I'm "spitting" on it (if you will), because its inferior to #3 in the most IMPORTANT area, gameplay. Its more like SF2, in 3D...

  • @ncshuriken street fighter 4 re-popularised the series after street fighter 3 killed it. are you visiting from a parallel dimension or something? and if so, do the people from your universe understand the concept of irony? you're all mad about graphics whores but you're the one who's spitting on a perfectly sound 2D fighting game because it has polygonal graphics.

  • @kickassMKS

    Same here mate, SF4 was just a half baked attempt at reviving the series under a new 3D light (after the other 3D SF failed on PS1/Arcade). Theres a lot of SICK 2D fighters out there though, check out Daraku Tenshi (just as much detail as SF3), the recent KOF games, BlazBlue, the recent Guilty Gears, The Last Blade 2 etc. People need to carry on making these sick 2D fighters to show the graphics whores what REALLY counts in a fighting game.

  • I dont care what anyone says. Street Fighter 3 was SO much better than SF4 its not even funny. If thats not proof that 3D isn't the way forward, then I dont know what is. Personally I think 2D fighters with this level of detail & fluidity are still a cut above 3D fighting games.

  • screw SF4, it sucked so bad

    Street Fighter III Third Strike is my favorite street fighter game ever

  • i prefer street fighter 2

  • Did he die?

  • @Tyrik73

    I dunno. I don't have this game anymore. New PC, man.

  • @ReneO93gaming Quick question yo.How do you do taunts in Sf 3 third strike(I have sf anniversary and i don`t knwo how to do it.)?

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