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​​Hurricane Kick (MK & HK versions): Akuma now rises slightly higher above the ground for these 2 versions.

Air Hadouken: The angle of the Air Hadouken has been changed for all 3 versions.

S.A.2: Slightly shortened the length of the super's bar.

S.A.2 (Misogi): Replaced the Kongou Kokuretsu Zan (KKZ) super with the Misogi (SA2 only / 2 full bars). The input is Down Down Down + 2 Punches.

S.A.3: Very slightly shortened the length of the super's bar.

S.A.3 (Messatsu Gou Rasen): The ground version of this super is slightly changed, especially in beginning - Akuma leaps forward and passes through regular projectiles.

S.A.3 (Tenshou Kaireki Jin): Replaced the KKZ with Tenshou Kaireki Jin (SA3 only / 2 full

full bars). The input is Down Down Down + 2 KICKS.

Forward + MP: Akuma can now be thrown during this move.

Akuma (Gouki)


Below are the changes and additions to each character. All other things remain the same as the original Street Fighter III: Third Strike. While these changes do not truly "balance" the game, they should hopefully give you a version of the character that is a lot of fun to play with.

 

Stamina: Chun Li now has less health points.

Kikouken (EX version): No longer a projectile. Enemy will bounce off wall if hit.

Lightning Legs: The 4th hit now has a slightly longer recovery time when parried.

S.A.2 (Houyoku Sen): Slightly reduced damage.

S.A.3 (Tensei Ranka): Has 2 stocks now. Increased the length of the super's bar. Chun Li now moves diagonally up the air.
Standing MP: Slightly extended the attack (vertically) so that it will hit lower targets too now.

Crouching MK: Increased the recovery time.

Back + HP: Slightly reduced the range of the attack.

New Chain: Added the LK > MP > MK chain.

Air Throw: Chun Li can now air throw enemies on the descend in the air.

 

 

 

 

 

 

Stage: The table and chairs at the front Chun Li's stage has been removed.

Chun Li

Cross Counter: Can now be cancelled out of by pressing any Kick button.

Ducking (EX): Added EX version. The EX version barges the enemy. If the enemy blocks the barge, Dudley still has the frame advantage.

Punch & Cross: Can now be cancelled out of by pressing any Kick button.

Punch & Cross (EX version): Can be cancelled out by pressing Punch also. LP will give Ducking. MP will give Machine Gun Blow. HP will give Short Swing Blow.

S.A.2: Rolling Thunder: Has 2 stocks now. Shortened the length of the super's bar. Reduced damage and stun.

Standing HK: Slightly reduced meter gain when Dudley whiffs HK.

Dudley

​​​Spin Scythe: This move is now broken down into 3 parts, like Yang's Mantis Slash. Damage scaling has been slightly increased.

Mallet Smash (EX version): Now has 3 Juggle Points.

Falcon Lift: New special move. Blockable command throw. Can be used in combos. Can be throw tech-ed. The input is Half-Circle-Forward + Punch.

S.A.2 (Brave Dance): Slightly extended the first hit (vertically) so that it will hit lower targets too now.

Forward + HK: Moves Elena FORWARD instead of backwards.

Standing MP: Slightly longer recovery on contact.

Standing HK: Has 2 hits now. Does not move Elena forward. Elena is airborne for 1 frame.

Crouching MP: Slightly better recovery on contact.

Chain: Elena's Standing MK > Crouching HP chain has been slightly altered. The Crouching HP is now cancellable.

Stage: Elena's stage has now been changed to Gill's stage.

Elena

​​​Moonsault Press (EX version): Added EX version. Instant start-up. Enemy cannot quick stand.

Meat Squasher (EX version): Added EX vesion. Has super armour. Stopped by projectiles.

Monster Lariat: Extended the attack (vertically) so that it will hit lower targets too now.

Monster Lariat (EX version): The enemy will now stay in front of Hugo after getting hit.

S.A.2 (Megaton Press): Hugo is now invincible during the ascension of his jump. After landing the super, Hugo bounces back a much shorter distance now.

S.A.3 (Hammer Mountain): Hugo now moves forward a little as the super begins. The distance that he sprints if you choose to hold Punch has been shortened. Hugo will very briefly have full invincibility if you choose to hold Punch.

Standing LP & Crouching LP: Hugo can hit them 4 times with LP now. Slightly improved frame advantage on contact.

Standing LK & Crouching LK: Slightly improved frame advantage on contact.

Standing MP and Crouching MP: Increased to 2 Juggle Points. Slightly faster start-up.

Standing HP: Slightly improved frame advantage on contact.

Standing HK: Now knocks down airborne enemies.

Jumping HK: Now knocks down airborne enemies. Increased to 4 Juggle points.

Hugo

​​Flash Chop (LP version): Now has a slightly longer range. The hit advantage is now 3 frames, making it possible to combo it into Hyper Bomb.

Flash Chop (MP & HP versions): They now reflect projectiles like the back to the enemy. They now have 3 Juggle Points.

Slash Elbow (MK & HK versions): Slightly improved frame advantage when blocked.

Power Bomb (EX version): Added EX version. Faster and longer range than Light Power Bomb: Has invicibility on start up. Enemy cannot quick stand.

Air Knee (EX version): Increased damage.

Spiral DDT: Changed the input to Back, Down, Back-Down + Kick (Reversed Shoryuken motion).

S.A.1 (Hyper Bomb): Reduced the damage on the super when grabbing the enemy from behind.

S.A.2 (Boomerang Raid): Reduced the push-back of the super. Reduced the reach of the first hit.

S.A.3 (Stungun Headbutt): New super. A combination of Dash Elbow and Stungun Headbutt. Catches airborne enemies. Does not cause 100% stun.

Crouching MP: Now a cancellable move.

Air Dive: Changed the input to Foward-Down + HP instead of just Down + HP. Alex now rolls back up much faster when the dive is blocked or parried. Can Super-Cancel during Alex's roll on hit. The enemy will now turn their back when hit by the dive.

New Chain: The Crouching LK > Crouching MK chain now comes out easier.

Alex

​​​Wall Jump: Ibuki can now jump off the walls.

Tsuji Goe (EX verison): Added an EX version to Ibuki's Command Jump. The EX version also has Ibuki throw down 3 daggers.

S.A.2 (Kasumi Suzaku): Shortened the length of the super's bar. Slightly increased damage. Slightly faster start-up.

S.A.3 (Hashin Shou): New super - from 2nd Impact. Has 2 stocks.

Far Standing HK: Changed the input to Back + HK instead of being it being distance dependant.

New Chain: Added the Crouching LK > Crouching MP > Crouching HP chain. The last hit can be Super-Jump cancelled.

Chain: The LK > MK chain has slightly increased damage.

Air Throw: Ibuki can now air throw enemies on the descend in the air.

Taunt: New taunt.

Ibuki

​​​Shoryuken (LP version): Slightly reduced damage.

Air Hurricane Kick (EX version): Kicks that come out behind Ken now has 6 Juggle Points.

S.A.1 (Shoryu Reppa): Shortened the length of the super's bar. Decreased the damage of the super.

S.A.2 (Shinryuken): Has 2 stocks now. The regular Shinryuken will come out if the enemy is airborne. If the enemy is on the ground, Ken will do "Shoryu Ranbu".

S.A.3 (Shippu Jinrai Kyaku): Has 2 stocks now. Increased the length of the super's bar. Increased the damage of the super. Pressing 2 kick buttons instead of 1 kick button will change what Ken says.

Ken

​​​Karakusa: Reduced frame advantage. Reduced stun. Makoto now brings the enemy up and puts them back down faster.

Hayate (EX version): Reduced stun.

Fukiage: Significantly reduced stun. Makoto now moves forward very, very slightly.

Tsurugi: Reduced damage and stun.

S.A.2 (Abare Tosanami): Increased stun.

Close standing HP & Jumping HP: Slightly reduced stun.

Chain: Increased the damage of the Foward + HP > HP > HP chain.

Jumping HP & Jumping HK, Karakusa, Tsurugi (except EX version): Removed forward walk delay from block stance.

Makoto

​​​Tornado Hook (MP version): Reduced the damage scaling when cancelled into super. Increased the damage scaling for cancelling into everything else.

Rising Cobra: No longer knocks down the enemy. Can now cancel into super. Significantly improved frame advantage. Slightly reduced damage.

S.A.2 (Slam Dance): Added an alternate version of the super. Down Forward Down Forward + Kick now gives a blockable, long-range Command Grab.

Standing LP: Slightly longer active frames.

Crouching LP: Slightly longer active frames. Faster start-up. Slightly reduced frame advantage on contact.

Neutral-Jumping LP: Necro now does his diagonal-jumping LP (The downward poke).

Neutral Jumping MP: Necro now does his diagonal-jumping MP (The downward arm stretch).
 

Jumping MP: Necro can still do his original neutral-jumping MP by pressing Forward + MP (The straight horizontal strike).

Standing MP: Slightly longer active frames. Slightly faster start-up.

Standing HP: Slightly longer active frames. Faster start-up. Improved frame advantage on contact.

Crouching HP: Slightly longer active frames. Slightly faster start-up. Improved frame advantage on contact.

Down-Back + HP: Longer active frames.

Crouching LK: Slightly faster start-up.

Standing MK: Slightly longer active frames. Slightly faster start-up.

Crouching MK: Slightly longer active  frames. Faster start-up. Slightly improved frame advantage on contact.

Standing HK: Slightly longer active frames. Faster start-up. Improved frame advantage on contact.

New Chain: Added the Jumping LP > Jumping Forward + MP air chain.

Chain: Extended Necro's original chain to Back + LP > MP > HP.

Necro

​​​​Chicken Stomp: The second or third hits can now be followed up with any move. The first hit can now knock down the enemy.

Command Jump / Orb: Oro can now do his orb projectile in the air. It CANNOT be done from a normal jump. The input Charge-Down, Up + Kick will make Oro hop into the air. LK = Hop forward. MK = Neutral hop. HK = Hop backward.
During this hop, pressing Punch or Kick will make Oro shoot an orb from the air. Punch = Shoot straight ahead. Kick = Shoot downwards. Can be cancelled into super.

S.A.2 (Yagyou Dama): Added the aerial Yagyou Dama.

S.A.3 (Tengu Stone): Added the aerial Tengu Stone.

Close Standing MP: Slightly altered the fall trajectory of S & L sized characters when hit.

Chain: Slightly increased the damage of the Close LK > Close MK chain. The Close MK is now

 

cancellable.

Throw: Oro can now throw the enemy forwards.

Air Throw: Oro can now air throw enemies on the descend in the air.

Oro

​​​​​Rising Rage Flash (HK version): Now a 2 hit move. The first hit can be cancelled into super.
Cold Blue Kick (LK version): Airborne enemies that get hit will land closer now.

Cold Blue Kick (EX version): Added an extra hit during the start of the move as Remy leaps up.

S.A.2 (Supreme Rising Rage Flash): Now catches airborne enemies easier. Slightly reduced the length of the super's bar.

S.A.3 (Blue Nocturne): Now a grab Super. Increased the length of the super's bar. The input is Down Forward Down Forward + Punch.

Crouching MP: Reduced to 3 Juggle Points.

Crouching MK: Now a cancellable move. Slightly faster start-up. Improved frame advantage.

Jumping MK: Can now cross-up.

Crouching HP: Improved frame advantage on hit.

Crouching HK: Remy only does one single sweep now. Longer active frames. Slightly

improved frame advantage on contact.

Remy

Sean Roll: Faster recovery. Pressing 2 punch buttons instead of 1 punch button will make Sean roll backwards.

Sean Tackle: Cannot be blocked. Has more hits now. Very, very slightly faster start-up.

Dragon Smash: Added elements from the 2nd Impact version of this move. Slightly faster start-up. Becomes airborne quicker.

Dragon Smash (LP version): Can be followed up on after Sean lands.

Dragon Smash (MP, HP and EX versions): Sean does an extra punch afterwards. He does a Slam Dunk for the HP and EX versions.

Tornado: The last hit can now knock down the enemy.

Tornado (LK version): Now a 1 hit move.

Dragon Shoot: Sean's original basketball taunt. The input is Forward, Down, Forward +


 

Kick (Shoryuken motion). Different strength kicks give makes Sean jump differently. Pressing 2 kick buttons will make Sean do a fake shoot.

Arc Kick: Sean now becomes airborne quicker for his Overhead Kick Special. Can also be done in the air now.

S.A.1 (Hadou Burst): Significantly improved frame advantage when blocked.

S.A.1 (Hadou Burst Limit): New super. Requires 3 full bars. Cannot be blocked. Can be delayed by keeping the Punch button held down. Cannot be cancelled into.

S.A.2 (Shoryu Cannon): Sean now moves forward a little as the super begins. Slightly extended the second hit's active frames.

S.A.3 (Hyper Tornado): Reduced the length of the super's bar.

Standing MK: Sean now moves forward faster.

Far Standing HP: Slightly improved frame advantage on contact.

Far Standing HK: New move.

Jumping HP & Jumping HK: Slightly improved hit stun.

Chains: Improved frame advantage for the Close MP > HK chain. Improved frame advantage for the Close HP > Forward + HP chain.

Taunt: New taunt. Focus Attack. Has 3 levels depending on how long you hold down HP and HK. Level 1 and 2 can be cancelled out of with dash. Level 3 cannot be blocked. You can also dash-cancel after hitting or getting blocked from the Focus Attack.

Stage: Sean now has his basketball stage from the bonus level.

 

Sean

Air Dash (EX version): Added EX version. Significantly faster start-up and recovery. EX Air Dash can turn into D.R.A. or A.X.E. (EX versions). The input is Forward + 2 Punch buttons while in the air, or Back + 2 Punch buttons while in the air.

N.D.L. (LP & MP versions): Slightly faster start-up. Improved frame advantage on contact.

N.D.L. (HP version): Improved frame advantage on contact. Slightly extended the attack (vertically) so that it will hit higher targets too now. Moved the point of impact slightly further forwards.

N.D.L. (EX version): Faster start-up. Moved the point of impact slightly further forwards.

A.X.E.: Now has vacuum properties. Increased the damage of the first hit.

D.R.A. (EX version): Increased damage.

S.A.1 (X.N.D.L.): slightly improved overall. The range can now be extended by holding

down the Punch button. If the Punch button is not held, the spikes will not travel forward.

S.A.2 (X.F.L.A.T.): Has 2 stocks now. Reduced the length of the super's bar. The angle will now be different depending on the which of the kick button is used. Increased damage for airborne targets. Can now K.O. enemies that have no health bar left.

S.A.2 (Ground version): Added the ground version of the X.F.L.A.T.

S.A.3 (X.C.O.P.Y.): Reduced the length of the super's bar. Shortened the duration of the super.

S.A.3 (Regular): Twelve will transform into the enemy. He also creates shadows behind himself, like Yang's Seiei Enbu. Reduced start-up and recovery times.

S.A.3 (No transform): Pressing 2 Punch buttons instead of 1 Punch button will have Twelve create shadows behind himself, but not transform. No damage or defense bonuses.

Normals: Slightly increased the damage of all normals.

Crouching LP: Can now combo into itself.

Standing MK: Twelve moves forward during the first frame. Can not be parried low.

Crouching HK: Now a 1 hit move. Slightly faster start-up.

Throw: Slightly altered Twelve's forward and back throw. Can now kara-throw from a good range using Standing MK.

 

Twelve

Chariot Tackle: Added the option of doing a Lariat after the tackle. The input is Back (no charge required) Forward + Kick after contact. Urien's original tackle juggles can still be done you opt not to use the Lariat.

Chariot Tackle (EX version): The second hit can now be cancelled into super.

S.A.1 (Tyrant Punish): Added the option of changing any of the 5 hits in the super to a headbutt. If the Punch button is held down, Urien will do a headbutt. If it is not held down, he will do the regular lariats. Headbutts deal more stun.

Body Attack: New normal move. The input is Down + HP in the air.

 

Urien

Zenpou Tenshin: Yang's command grab now has slightly longer recovery.
S.A.1 (Super Lunge Punch): New super. A one hit strike that can be used in combos.
S.A.3 (Genei Jin): Replaced Seiei Enbu with the Genei Jin super
.


 

Yang

Shoulder Barge (EX version): Slightly altered the fall trajectory of the enemy when hit. The second hit can now be cancelled into Super Jump.
Zenpou Tenshin: Yun's command grab now has slightly longer recovery.
S.A.3 (Genei Jin): Increased the length of the super's bar.

 

Yang

Fixed the Ken Makoto throw bug.
Fixed the Necro Dudley throw bug.

 

 

 

 

 

Bug fixes

​​​​​Stamina: Q now has more health points.

Capture & Deadly Blow (EX version): Added EX version. Blockable. Can be used in combos.

High Speed Barrage: Q's claw move now uses slightly more Juggle Points.

Dash Punch: Very slightly reduced meter gain on block or hit.

S.A.2 (Deadly Double combination): Different strength punches now give different ranges for the super.

S.A.3 (Total Destruction): Significantly increased the duration of the super. During the super, Q can do his Dash Punch by pressing Down Forward + Punch, and also Down Forward + Kick.

S.A.3 (Punch version): Changed the in-Super input to Down Forward Down Forward Punch.

S.A.3 (Kick version): Changed the in-Super input to Down Forward Down Forward Kick. SIGNIFICANTLY faster start-up. Longer active frames.

Standing HK: Improved frame advantage. Uses less Juggle Points.

Taunt: No longer improves stamina. Significantly increases damage. Stun meter goes down faster.

Dash: Q now dashes faster.

Block stun: Q now comes out of block stun at the same rate as the other characters. (Standing - Reduced by 1 frame. Crouching - Reduced by 2 frames.)

Q

Hadouken: At close range, it will deal more damage, knock down airborne enemies, and have better frame advantage.

Hurricane Kick: Slightly reduced damage. Reduced stun. Can now be cancelled into super.

Lunge Kick (HK version): Very slightly increased damage.

S.A.1 (Shinkuu Hadouken): Now catches airborne enemy easier. All hits can knock down the enemy now. Reduced the length of the super's bar.

S.A.1 (Denjin Hadouken): Requires 2 full bars. Charges up slightly faster now. All hits can knock down the enemy. The input is Down Forward Down Forward + Kick.

S.A.2 (Metsu Shoryuken): Has 2 stocks now. Reduced the length of the super's bar. The input is Down Forward Down Forward + Kick.

S.A.2 (Shin Shoryuken): The original Shin Shoryuken requires 2 full bars. The input is

 

Down Forward Down Forward + Punch.

S.A.3 (Shinkuu Tatsumaki Senpu Kyaku): New super. Has 2 stocks. The input is Down Forward Down Forward + Kick.

Forward + HP: Improved frame advantage on contact.

Taunt: New taunt. Fake Hadouken. Can be cancelled into super. Deals damage on contact.

Block Stun: Ryu now comes out of crouching block stun slightly faster.

Ryu

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