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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 installment in the Street Fighter III series. 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 winscreen will show Chun-Li's portrait but with Akuma's nametag and winquotes.

Its 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).

Gill Super Arts

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 Wide Screen Mode


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!) wide screen mode. This mode existed in both of 3rd Strike's predecessors (even though New Generation's was unused), 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 Audio


You need to practice more!:

Most likely meant for when you do bad during the Parry the Ball bonus stage.

Don't you want a rematch?:

Was meant for the continue screen, similar to Marvel vs. Capcom 2's.

Super art ready!:

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


You've got no chance!:

Unused Urien intro perhaps?


I'm ready.:

Unused Alex intro perhaps?


Shippu Jinrai Kyaku!:

Meant to be played when Ken does his SA3. Goes unused and instead he just grunts.



Here's an interesting one. When Twelve does his X.C.O.P.Y. super he mimics his opponent and has a distorted voice. You get access to all your opponent's moves except for supers. Shinryuken is Ken's SA2, showing Twelve may have originally been able to mimic supers as well. Every super art has a distorted Twelve version in the sound files though, so Capcom may have just had all the voice lines distorted just in case and they never intended for these to be used.


Witness my life eternal!:

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

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 Second Impact, he doesn't say this line in Third 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. Could have potentially been unused for censorship reasons as well.

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

Yang's Second Super Art Display Goof

Necro does scarily accurate cosplay.

When player 2 selects Yang, the display sprite for his second Super Art, Tenshin Senkyutai, mistakenly shows Necro's first Super Art, Magnetic Storm, complete with the input for it. Strangely this glitch does not occur for 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 (see below).

Regional Differences

Japanese International
Sf3s-urientimejp.png Sf3s-urientimeint.png

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

Revisional Differences

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 (June 8, 1999), which also fixed Yang's second Super Art goof above... but also makes some unblockables (of Oro and Urien) blockable, much to 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.