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Street Fighter III 3rd Strike: Fight for the Future (Arcade)

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Title Screen

Street Fighter III 3rd Strike: Fight for the Future

Developer: Capcom
Publisher: Capcom
Platform: Arcade (CP System III)
Released in JP: May 12, 1999
Released in US: 1999
Released in EU: June 8, 1999


CharacterIcon.png This game has unused playable characters.
GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Street Fighter III 3rd Strike: Fight for the Future is the third and final Street Fighter III installment. Chun-Li returns to the series, along with newcomers such as Remy and Makoto. Also notable for including a hip-hop soundtrack in collaboration with Canadian rapper Infinite.

Welcome to the world of Street Fighter III.

Shin Akuma

Note the blue gi and double Zanku Hadouken
A leftover from 2nd Impact: set $2011387 to 0F to select the more-or-less functional Shin Akuma. He is surprisingly complete, apart from being unable to perform normal Akuma's Kongo Kokuretsuzan Super Art (due to both of them not having that Super Art in 2nd Impact).

Shin Akuma may freeze in place temporarily when performing his Messatsu Gou Shoryu Super Art. This often happens when both fighters are near the corner.

When he wins a match, Shin Akuma's win screen will show Chun-Li's portrait but with Akuma's nametag and win quotes.

It's possible to complete the game entirely as Shin Akuma and doing so will earn you Akuma's ending. The only strange thing that will occur is having to fight Gill twice, a possible leftover result of Akuma having Gill as a sub-boss in 2nd Impact (Ryu was his final boss there).

Unused Widescreen Mode

Sf3s-wide2.png
By setting the game's region value to 0x9y, with 'y' being the actual region's number, the game will put itself into an unused and unfinished widescreen mode. This mode existed in both of 3rd Strike's predecessors (though it was unused in New Generation), so it's likely a leftover from those two games.

Now you, too, can witness the full beauty of Alex's hair. Sf3s-wide3.png
Graphics and gameplay-wise, any sprites that were made with the normal screen size in mind (like the background to the character select screen) are still placed directly in the middle of the screen. Stage elements, like trees, tend to break, as parts of them will unload after they're passed. Characters start off in normal places. The invisible walls that stop players from moving too far away from each other during gameplay are still in the same places, unlike the past games.

Unused Graphics

Arcsf33-gillsa1.png Nice typo!
Select Gill by setting $2011387 to 00 to find these unused displays in the Super Arts selection. The third spot, which is supposed to be Seraphic Wing, is simply blank except for the III marker. Regardless of which one is selected, all three Super Arts will be usable.

Unused Sounds

SoundIcon.png
Unused XCopy Voicelines
For the fans of funny sounding noises.

Announcer: You need to practice more!

Most likely meant for when you did badly during the "Parry the Ball" bonus stage.

Announcer: Don't you want a rematch?:

Was meant for the Continue screen, similar to the one in Marvel vs. Capcom 2.

Announcer: Super Art ready!:

Infinite announcing that one of your supers is ready, it was replaced by the "L-Let's go!" sample.

Urien: You've got no chance!:

Perhaps a scrapped Urien intro.

Alex: I'm ready.:

A scrapped Alex intro, perhaps?

Ken: Shippu Jinrai Kyaku!:

Obviously meant to be played when Ken does his third Super Art, but it goes unused and instead he just grunts.

Gill: Witness my life eternal!:

Unused Gill line. Possibly meant as a round winning taunt or for his Resurrection super.

Gill: I am your god!:

Technically not unused, but it is impossible to hear without hacking or playing the console versions to select Gill. While this was a common post-round taunt in New Generation and 2nd Impact, he doesn't say this line in 3rd Strike normally, you can only hear this line during the "Parry the Ball" bonus stage while playing as Gill. The line still has a chance of cutting out before he finishes it though, so that may have been the reason why it remains unused.


(Source: Rage Quitter 87 for a majority of these audio files)

Regional Differences

Japan International
Sf3s-urientimejp.png Sf3s-urientimeint.png

Much like in the last installment, Urien's Time Over defeat animation on the Japanese version has him strongly grab his arm, to the point of hurting himself and bleeding. The blood was removed in other versions.

Japan International
SFIII 3I Japan Parry Bonus.png SFIII 3I US Parry Bonus.png

The text that shows before the ball-parrying minigame is different across versions. In the Japanese version, it says "BLOCK THE BALL!", but in every other version, it says "PARRY THE BALL!" Note that parrying is called blocking (ブロッキング) in Japan.

Revisional Differences

Necro does scarily accurate cosplay.

  • When Player 2 selects Yang, the sprite displayed for his second Super Art, Tenshin Senkyutai, mistakenly shows Necro's first Super Art, Magnetic Storm, complete with the input for it. Strangely, this goof does not occur when Player 1 selects Yang. It is merely a graphical error and in gameplay Yang will still have Tenshin Senkyutai and be able to pull it off without serious error. This is fixed in revision 990608 (June 8, 1999).
  • Revision 990512 (May 12, 1999) has a bug that causes the game to crash if Ken defeats Makoto using his neutral throw. This was fixed in revision 990608... but it also made some unblockables of Oro and Urien blockable, much to the ire of competitive players.
The PlayStation 3/Xbox 360 Online Edition port is based on a modified 990512 build that fixed the Ken/Makoto throw bug while retaining the unblockable moves.