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SF3:
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PARRYING
Exclusive to the SF3
series, the parry is an alternative to blocking. The parry
allows you to take all non-throw types of attack without
taking any damage at all. In addition, parrying gives you
instant recovery and it allows you to attack back while your
opponent is stuck in their attacking move frame. The parry is
executed by either tapping toward for a high attack, or
downward for a low attack right before your opponent's move
connects. If you are in the air, you can parry by tapping
toward. This is a change from Second Impact, where you could
parry in the air by either tapping toward or downward. A
successful parry has been executed when your character flashes
blue. There are only two non-throw types of moves that are
known to be unparriable - the first hit of Gill's Sephraic
Wing super and the first hit of Akuma's Kongou Kokuretsu Zan
(ddd + pp) super.

THE RED PARRY
In previous Street
Fighters (A3, 2I...etc), the "autoblock" system was
implemented when you were blocking moves or combos that hit
mulitple times. For example, if you blocked the first hit of
Ken's Hurricane Kick, the computer would block the rest of the
hits for you automatically. You didn't have to position the
joystick in the blocking position, and the character was stuck
in the blockstun animation. In Third Strike, Capcom took out
this feature. Now, you have to leave the joystick in the
blocking position in order to block the rest of the hits, but
it also allows you to parry the rest of the hits because you
won't be stuck during the blockstun animation. The red parry
is done by moving the joystick from the blocking animation
(Back or crouching back) to parry, you must pass through
neutral as well. You cannot block in the air, therefore, you
cannot red parry in the air! When a red parry is performed,
the character will flash red, as opposed to flashing blue in a
normal parry. The timing window to in which to perform a red
parry is much smaller than a normal parry, thus making the red
parry harder to execute than the normal parry.

TECH THROW
The Tech Throw is a
feature in Third Strike in order to escape most throws and
holds. Right after you are being thrown, do the throw command
(Jab + Short) immediately, and you will be able to get out of
the throw without taking any damage. You can also perform tech
throws in the air to get out of air throws, such as Chun Li's.

UNIVERSAL OVERHEAD
All characters
can perform an overhead attack by pressing Strong + Forward.
All characters perform a short leaping attack that hits high.

DASHING AND HIGH JUMPS
New to the
Street Fighter series, all characters can perform dashes while
on the ground. This allows you to either gain ground towards
the opponent, or create some space away from the opponent. The
dash is performed by pressing toward or back twice.

High Jumps are also new to the SF3 series, and it allows
the character to jump higher than normally possible. The move
is performed by tapping down before you jump. You'll know when
you performed a high jump when you see a character silhoulette
of yourself when you leave the ground.

HIGH JUMP CANCEL
There are some
characters in Third Strike that have normal moves that
launches your opponent in the air. You can juggle with various
combinations of moves or supers if you perform the high jump
IMMEDIATELY after the move connects. A good example of this is
when Chun Li performs the last hit of her Kouyoku Sen super,
you can immediately cancel into her forward high jump, and can
follow up with an attack.

THE STUN GAUGE
Exclusive to the
Three series, Capcom has implemented a Stun Gauge, located
right below the character's health meter. Each connecting
attack adds to the Stun Gauge. Any stun damage you take will
begin to empty out immediately unless you are attacked again.
If the gauge fills up, the character is rendered stunned (or
dizzied), and is open to attack. You can get out of the stun
animation by moving the joystick back and forth and pressing
the buttons. The size of the Stun Gauge is dependent on the
character. For example, Alex and Hugo have the longest gauges,
while Akuma and Elena have the shortest.

EX MOVES
EX moves are enhanced
versions of certain special moves for each character, with the
exception of Akuma. These moves do more damage, and have
better priority than their normal counterparts. However, the
only drawback is that it uses some of the Super Arts Meter.
The EX version of a move is performed by using the command
plus two attack buttons. (i.e. qcf+ pp ). You are able to do
an EX move when the Super Arts Meter starts flashing. When the
EX move is performed, the character flashes yellow, along with
a distinct sound.

SUPER CANCELING
Super Canceling is
the ability to cancel a special move into a Super Art. This
also applies to some EX versions of special moves. It is very
similar to normal canceling, but it just applies to the
special move animation. Here is an example. Ryu can do a low
forward, two-in-one into a Shinkuu Hadou Ken. With super
canceling, Ryu can do a low forward, two-in-one into a normal
Hadou Ken, then immediately cancel (while the fireball is
onscreen) into a Shinkuu Hadou Ken! There is a drawback to
this, unfortunately. Although it is easier to get combos off,
the super cancel also lessens the damage of the combo. With
the above example, the normal cancel takes off significantly
more than the super cancelled version.

TAUNTS
Other than looking cool, and
making a human opponent angry, taunts actually have uses in
Third Strike. Some taunts hit, while some taunts even grab the
opponent! Taunting in the game offers a variety of benefits
for each character. The benefits last the duration of the
round. Taunts are performed by pressing Fierce+Roundhouse.

Alex - He gains attack power. The longer you hold down the
taunt, the more damage he does. Or if you taunt four times,
the attacking power gained is the same.

Akuma - His attacking power increases for all attacks
expect throws. Additionally, his attacks do more stun damage.

Chun Li - The benefits she attains is dependent on her
taunt animation: If she yawns, her stun recovery rate
increases. If she yawns, then cracks her neck, her attacking
power increases. If she yawns, then pats her shoulder, her
defensive power increases. If she yawns, then stretches, both
her attacking and defensive power increase.

Dudley - The rose does one point of damage, and his
attacking power increases.

Elena - She inflicts more stun damage with her attacks. You
can do this up to four times.

Hugo - His attacking power increases. If you hold the taunt
buttons down, he has another taunt that allows him to do more
throwing damage. With teach taunt, his defensive power also
increases.

Ibuki - Her grab can be blocked, but it can be comboed
into. Her attacking power increases, but you have to connect
the Taunt in order for the increase to activate.

Ken - His attacking power increases. The taunt can also hit
twice.

Makoto - She has three animations for her taunt. If you
hold taunt through the first, her attacking power increases.
If it is held through the second animation, her attacking
power increases further, and it increases her stun recovery
rate. And holding it out for the third just increases her stun
recovery.

Necro - His attacking power increases. Furthermore, he
sticks out his tongue as long as you hold the taunt button.

Oro - His stun recovery rate increases.

Q - His defensive power increases. This can be repeated two
more times.

Remy - His attacking power increases.

Ryu - His stun recovery rate increases. You can taunt two
more times to increase the rate.

Sean - All of his attacks inflict more stun damage. Also,
his taunt can hit someone for one point of damage.

Twelve - He turns invisible for a certain amount of time.
The invisibility remains in effect until he takes a hit,
blocks an attack, or performs a Super Art. Note: Parrying and
EX moves do not affect his invisibility.If Twelve performs a
Taunt during the X.C.O.P.Y. , he performs the taunt of the
character he is mirroring, and retains those benefits of that
character.

Urien - His attacking power increases. His taunt can also
know an opponent off his feet. However, if the taunt hits, his
attacking power won't increase.

Yang - His attack power increases, and his throw damage is
minimally increased. In addition, his taunt hits once.

Yun - His attack power for special moves increases, and
keeps increasing the longer you hold down the taunt button.
Also, his attacking power for normal move increases minimally.
His taunt hits as many times as his cap twirls. In addition,
the taunt can combo into multiple hits.

Taunts that raise attacking power are only good until you
throw out the next attack. Taunts that raise stun recovery and
defensive power last for the rest of the round.

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