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|/ |_ |\ | STREET FIGHTER III 3RD STRIKE FAQ
|\ |_ | \| by Joseph Christopher
version 1.1
Oct. 4, 1999

this faq is copyright 1999 Joseph Christopher

by reading this faq you agree that I, the author, am not in any way
liable for any harm that anybody thinks came from reading this faq

* Ken, among all the Shotos, and probably among every other streetfighter
that ever lived, has the greatest number of fans. This, I think, is due
to the fact that he has the coolest of moves at his disposal. Even his
HK is, on my opinion, cooler-looking than any other. Ken is also the only
streetfighter who lives an ideal life---one filled with wealth, fame,
and a beautiful wife. I am not, however, one of Ken's avid fans. Ken will
never be as good a fighter as Ryu (notice how everyone is after Ryu (not
Ken) for his skills e.g. Sagat, Akuma, Sakura, Makoto, Bison, Oro, and
even Ken himself!) I, in fact, have NEVER used Ken. I am only able to
write this faq because there are so many Ken users who challenge me,
trying in vain to prove that Ken is better than Ryu, that I have acquired
enough knowledge on this "cool" fighter to help you out. Ok, I've been
talking too much already. Ken has become a common favorite and these,
perhaps, are the most common reasons:

1. Ken is FAST (that is, compared to the other Shotos)
2. Ken is well equiped with combos (and no, they aren't just composed of
LPs and LKs)
3. Ken is stylish (using his moves makes people think you're a master arcade
player
4. Ken is the most handsome??? (well, I know that's quite true but I'm not
sure if it's a common reason)


Why read this guide:
I. Legend
II. General Moves
III. Special Moves
IV. Supers
V. Combos
VI. Vs. Computer
VII. Vs. Human
VIII. Ending
IX. Credits
X. Revision History
XI. Final Words
XII. last note on
shotokan haters

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I. Legend

U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

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II. General Moves

dash - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
direction)
overhead P - MP+MK
taunt - HP+HK
parry - tap F at moment of impact of opponent's attack (maybe done
in mid-air)
low parry - tap D at moment of impact of opponent's attack

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III. Special Moves

* EX version - done by pressing two P/K instead of one in every move
- basically just increases in speed and number of hits

1) Hadouken - D,DF,F+P

Beginners can evade it, Normal players can parry it, Better
players will counter. In short, don't you EVER use it except in combos
but even then, there are other, higher-hitting moves to replace it.

2) Shoryuken - F,D,DF+P

What's a Shotokan w/o an uppercut? Always use the HP version
cause its high priority does not make it much of a risk.

3) Tatsumaki Senpuu Kyaku - D,DB,B+K

High in speed, priority, and number of hits. It may be easy to
counter but it's still a good surprise move. Use it when your opponent
is on the move and never when he's just standing there waiting for
something to parry.

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IV. Supers

1) Shoryureppa - D,DF,F,D,DF,F+P
(comes in two moderately long super bars)

Three Shoryukens, the last one having more hits and more damage.
Mostly used in combos

2) Shinryuken - D,DF,F,D,DF,F+K
(comes in one long super bar)

One Shoryuken that spins so fast it carries Ken a little higher
in the air than usual. Tap the K buttons rapidly to increase the number
of hits.

3) Shipuujinrai Kyaku - D,DF,F,D,DF,F+K
(comes in three short super bars)

This is THE coolest of moves! Most my challengers use this super
cause it really makes them look more flashy. As I've mentioned above,
his HK is cooler-looking than any other. Well, this super is practically
made up of a bunch of HKs finished off by a rising Tatsumaki---imagine
that!

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V. Combos

Beginner

1) UF-> HK-> D+HK
2) UF-> HP-> D+HK
3) UF-> HK-> D+MK-> HP Hadouken
4) UF-> HP-> D+MK-> HP Hadouken
5) UF-> HK-> D+HP-> HP Hadouken
6) UF-> HP-> D+HP-> HP Hadouken

Intermediate

1) UF-> HP-> D+HP-> HP Shoryuken
2) UF-> HK-> D+HP-> HP Shoryuken
3) UF-> HP-> B+HP-> HP Shoryuken
4) UF-> HK-> B+HP-> HP Shoryuken
5) UF-> HP-> D+HP-> HK Tatsumaki
6) UF-> HK-> D+HP-> HK Tatsumaki
7) UF-> HP-> B+HP-> HK Tatsumaki
8) UF-> HK-> B+HP-> HK Tatsumaki
9) UF-> HP-> D+LP-> D+LK-> HP Shoryuken
10) UF-> HK-> D+LP-> D+LK-> HP Shoryuken
11) UF-> HP-> D+LP-> D+LK-> HK Tatsumaki
12) UF-> HK-> D+LP-> D+LK-> HK Tatsumaki

Expert

1) UF-> HP-> MP-> HP-> HK Tatsumaki
2) UF-> HP-> D+LK-> D+LK-> D+LK-> HK Tatsumaki

Improbable yet Possible (I have successfully done these yet only on
rare occasions)

none yet: Ken's supposed to be the best Combo maker among the shotos but
unlike them, I couldn't put anything in this section! Ken fans out there,
please send me the number of hits each super could do and, if possible, a
15 or more hit combo for the great one.

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VI. Vs. Computer
* These are NOT 100% applicable in all cases. There's always a chance,
slim as it may be, that the computer did not follow what I say below.
But it's safe to say that if you follow my guidelines, you'll always
win.

* Shinryuken is the most recommended super for the computer

Akuma - if you block a combo of his that ended with a Hadouken, do a
HP Shoryuken cause he'll jump and try to do another dive K combo
- if he's in the corner and blocks your Hadouken, he'll jump.
Do a Shinryuken if you will

Alex - whenever he does a HP Back Fist, duck. He'll follow up with a
Double Dive P which you should be ready to parry and counter
- if he suddenly walks back for 3 sec, get ready to parry his charging
elbow

Chunli - she wouldn't be herself if she didn't jump at least 10 times per
match. Have a handy HP Shoryuken at your disposal

Dudley - he is, on my opinion the hardest to parry cause it's so dam hard
to anticipate his moves. A good strategy would be to block his
attacks and retaliate
- note: don't block all day, especially if he's close cause he,
like most computer opponents, can always throw you when you least
expect it

Elena - memorize her body language and you'll see her charging kick from
a mile away
- low blocking her D+LK will make her do an overhead kick and follow
it with a sweep so counter as you see fit
- she'll super jump for you if you're too far away so always have
at least one reserve super bar for these occasions

Gill - continue parrying his fireballs until he does something else
- he rarely parries in mid-air so you know what to do
- super jump and HK Tatsumaki to land behind him if he gets too close
- don't get intimidated by his meteor shower; it can be parried
- get intimidated by his ULTRA CHEAP angel of death super
- have at least one super ready to counter his resurrection super

Hugo - jab occasionally to make sure he doesn't grapple you
- when he jumps, carefully time a sweep cause he never expects it

Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
- if she jumps forward, meet her in the air and pummel her to the
ground with a HP

Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
- if he's near fully charged and you launch a Hadouken, he'll jump
over it and propell himself with an EX Tatsumaki, landing behind you

Makoto - don't risk slow moves even if you think their damage is worth
the wait. She'll surely punish you with her speedy power P
- don't HK repeatedly just to charge up your super meter. She'll
see to it that you learn your lesson

Necro - don't jump cause he has a whole lot of ways to counter
- his mid-air drill K is always followed by a sweep
- he mixes his groud and air attacks but keep an eye on his feet
and you'll know when to do a Shoryuken

Oro - he'll always follow a straight fireball with an upward one
- he rarely uses his uppercut now. That means you can always beat
him via jump-in combos

Q - he's crap. Don't know why he was chosen for a secret challenger.
Not much strategy is needed for him. He can be obliterated even by
simple jump-in combos

Remy - concentrate on countering his attacks and low parrying his projectile
- don't rush cause that's what he's waiting for
- if you must jump, be sure you're ready to parry a 2 hit flash kick

Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
and attack

Sean - you're half-screen away and you throw a Hadouken, he'll always counter
with a hopping heel K which you, in turn can counter with a parry->
super
- two D+LK s will always be followed by a hopping heel k. Parry and
super

Twelve - don't lose hope if he's been countering all your jump-ins for half the
round. he won't be countering the succeeding ones and thus victory
for you
- keep an eye out for his invisibility. It's when you give all you've
got: He'll accept every last bit of it

Urien - crouching for 3 or more seconds yields a dive knee
- walking back for sec yields a charging shoulder
- standing for 3 or more seconds yields a projectile

Yang/Yun - they may have different abilities, but the strategies the computer
has in mind when playing them are identical
- whenever they're very far from you, they'll super jump and
dive K. You'll parry and super

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VII. Vs Human

Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers

1) Shipuujinrai Kyaku is the most recommended super

Not only will this move make you look cool, it's the easiest to connect
with any other of Ken's moves. It's also quite easy to charge up and comes
in three super bars so if you fail once, and the opponent gets confused
on how to retaliate, simply do it again.


2) Mix-up your D+MK, Overhead P, and your throw

If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching kick and the overhead punch
and only use the throw when my opponents' getting the hang of it.


3) Try jumping straight up as the first round starts

Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.

4) Avoid corners

It's not always true that a cornered fighter is at a disadvantage, but
unfortunately, for Ken, it is. Ken's main thing is speed, which means he
should be the attacker and not the parry and counter type. A good way to
get a clean escape from a corner is to super jump forward and do an EX
Tatsumaki. You'll be propelled higher up and thus get rid of any anti air
attacks your opponent has in mind.

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VIII. Ending
* next time I'll put in the exact words used but for now...

Ken, once again, becomes a champion of another martial arts tournament.
He is congratulated by Sean, saying, "I wish I also had a trophy of my
own." Ken offered Sean his trophy but Sean said that's not what he meant.
He also wanted to be a champion. Ken consoled him by saying, "Don't worry,
next time you'll make it through the elimination round" (!) and then annoys
him by saying, "Then again, you'll never be champ cause I'll beat you!
Haha!"

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IX. Credits

Jeff Maxwell for sharing his opinions on the predictabilities of different
computer opponents and...
for constantly giving me a taste of brand new kung-fu shoes
(but that's nothing compared to the taste of feet that have
walked the globe! hehe)

Kao Megura (kmegura@hotmail.com) for a little reference on the names
of Ken's moves

Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

Ms. AsianCuteness for inspiring me in just about everything I do!

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X. Revision History

v1.1 - none really, just asking for more combos

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XI. Final Words

Please feel free to email me if there's something about Ken I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

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XII. Last note on shotokan haters:
Let's be fair, alright? I don't give any harsh comments on kung-fu masters,
boxers, and professional wrestlers. It's not that I can't think of any,
it's just that I know there'll always be people who'll be offended so I
stick to giving praise to my favorite characters. (Ok, I said Q is crap
but I only meant the computer-controlled Q) So, why don't you do the same?
Don't emphasize and curse on what you think is the lameness of another
character cause someday you might eat your own words when someone (like
me) challenges and beats the crap out of YOU using the "lamest" shoto,
and without being cheap.

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