Street Fighter 3: 3rd Strike
- July 16, 2003 13:51 PM PST
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We're back at it! If you thought the last batch of Street Fighter 3 combos were more than your blistered thumbs could handle then it's time to bust out the Band-Aids!
We're back at it! If you thought the last batch of Street Fighter 3 combos were more than your blistered thumbs could handle then it's time to bust out the Band-Aids! Since we're trying to stick to the new crew in this combo guide, check out the combo blowout we did for Street Fighter 3 Double Impact to catch up on the other characters!Act 1 breaks down the chic combo styles of our man Remy and throws Twelve a bone too. When it comes to super-based combos Remy has a solid game worth checking out!
Combo 1, Remy, 9 hits:
Grab your opponent in the corner with a basic throw (Jab Punch + Short Kick), then juggle with the Light of Justice super (d,df,f,d,df,f+P), bounce them with an EX Cold Blue Kick (d,db,b+KK), and finally bounce them once more with another perfectly timed EX Cold Blue Kick!
GamePro Memo:
When you consider the damage this bad boy is doing from a single basic throw it is well worth your time to learn this stylish combo. There is no real trick to this combo; you just want to input EVERYTHING super fast.
Combo 2, Remy, 13 hits:
Jump in with a deep Fierce Punch, land, and do three crouching Jab Punches, then 2-in-1 to a Supreme Rising Rage Flash!
GamePro Memo:
Remy can chain two crouching Jabs together as a basic chain. If you look at the animation between the first two Jabs you will notice this is a special chain and not really a link. The third Jab, however, is a link and using a 2-in-1 from that Jab to a Supreme Rising Rage Flash is nearly impossible! So how'd we do it? Buffering! Since you're already holding down during the two chained crouching Jabs just input: d,df,f,d+Jab Punch to get the third Jab, now complete the Supreme Rising Rage Flash's motion, and press Kick and you've done it!
Combo 3, Remy, 17 hits:
Jump in with a Roundhouse Kick, use a standing Fierce Punch, 2-in-1 to a Roundhouse Light of Virtue: Low (charge b,f+P), now super cancel the Roundhouse Light of Virtue: Low to a Light of Justice super, and finally tack on a second Light of Justice super for mad damage!
GamePro Memo:
This combo in its entirety requires a ton of subtle stipulations. If you want to do this combo your opponent must be Hugo and in a crouched state. Naturally you can cut out bits and pieces of the total combo and still get the desired double super combo without the unusual stipulations. That said, this combo is just another fast input method combo.
Combo 4, Twelve, 19 hits:
Use a standing Forward Kick, cancel with a High Jump (u,d), and finish by executing a X.F.L.A.T. (in the air, d,df,f,d,df,f+K).
GamePro Memo:
Twelve doesn't even want to be a combo character; he is purely for poking, anticipation, and spacing games. You can lead this combo with a jumping Fierce Punch or jumping Roundhouse Kick but do keep in mind how Twelve's jumping keeps him rather floaty. There is no real trick to this combo aside from sheer skill. Input the d,u of the High Jump as soon as the Forward Kick connects and blast out the super as fast as is humanly possible!
Act 2: Act 2 taps the unlimited combo potential of the Shotokan stylists for a couple of raves we felt no GamePros should go without and a pair of nasty Q combos! Q's combos may seem rather basic but pay careful attention to the massive amount of stun damage his hits inflict!
Combo 1, Q, 4 hits:
Start with a Capture and Deadly Blow (f,df,d,db,b+K) throw in the corner, juggle with a Deadly Double Combination (d,df,f,d,df,f+P), and finish by juggling with a Dashing Head Attack (charge b,f+P).
GamePro Memo: You can do this combo on a variety of characters, we just chose Hugo because he's so easy to combo! Just make sure you let your opponent fall close enough before executing the Deadly Double Combination.
Combo 2, Akuma, 16 hits:
Jump in with Fierce Punch, use a standing Fierce Punch, now 2-in-1 to a Short Tatsumaki Zankukyaku (d,db,b+K), juggle with a Fierce Gou Shoryuken (f,d,df+P), immediately use a Super Cancel into a Messatsu Gou Hado (d,df,f,d,df,f+P), now juggle with another Fierce Gou Shoryuken, and then immediately use a Super Cancel into a Messatsu Gou Hado!
GamePro Memo:
You can actually get a third Gou Shoryuken at the end of this combo, we chose not to because it just diminished the overall cool of the Messatsu Gou Hado. Make sure your Gou Shoryuken timing is perfect and that you use the Super Cancel from the first hit of the Fierce Gou Shoryuken if you want this monster combo to connect.
Combo 3, Q, 6 hits:
Jump in with a deep Fierce Punch, use a standing Forward Kick, 2-in-1 to a Jab Dashing Head Attack, Super Cancel to a Deadly Double Combination, and finish by juggling with a Fierce Dashing Head Attack.
GamePro Memo:
Check out the stun damage this bad boy belts out! Any character hit by this is in serious trouble in terms of both extinguished life and dizzy potential. All in all this is a basic combo -- smooth and fast inputs will bring it home.
Combo 4, Ken, 11 hits:
Use a standing Strong Punch, chain to a standing Fierce Punch, 2-in-1 to a Jab Shoryuken (f,d,df+P), juggle with an EX Shoryuken (f,d,df+PP), and finish by Super Canceling to a Shoryu Reppa (d,df,f,d,df,f+P) super!
GamePro Memo:
You're actually better off not using the super in this case, but how cool would that be? Exactly! This combo shows off the little known fact that Ken can juggle after his Jab Shoryuken! Other than that this is an easy combo, just time the Super Cancel similar to the Super Cancels in the previously listed Akuma combo.
Oh the fine ladies of Street Fighter 3 are going to bring home the slaughter! Chun-Li and Makoto round out Act 3 with some serious grace, finesse, and enough ladylike charm to smack anyone silly.
Combo 1, Makoto, 8 hits:
Jump in with Fierce Punch, use a standing Fierce Punch, 2-in-1 to a Jab Hayate (d,df,f+P), and finish by linking to a Seichuusen Godan-zuki (d,df,f,df,f+P) super.
GamePro Memo:
This combo is actually a LOT harder than it looks because you have to link from the Hayate and not Super Cancel. Practice linking supers from the Hayate until you have it down before trying this beast of a combo!
Combo 2, Chun-Li, 22 hits:
Use an EX Kikouken (d,df,f+PP) from full screen, High Jump (d,uf), use a jumping Fierce Punch, execute a Palm Press (b+Fierce Punch), 2-in-1 to the Kouyoku Sen (d,df,f,d,df,f+K) super, High Jump cancel from the final hit of the Kouyoku Sen super, juggle with a jumping Fierce Punch, and finish by chaining to f+Fierce Punch in the air.
GamePro Memo:
This is a real exercise in High Jumps and nothing shy of the acrobatics we've come to expect from Chun-Li over the years. If your timing is perfect you can dash in and use a regular jump to keep up with the initial EX Kikouken, but why go through the extra work? You can also use a Strong Kikouken after the Palm Press and immediately Super Cancel to the Kouyoku Sen super, but again, your extra effort will result in less damage! The only difficult point here is to High Jump cancel on the final hit of the Kouyoku Sen, once you do it should be easy to land both hits of Chun-Li's air chain.
Combo 3, Makoto, 8 hits:
With your back to the corner use the Karakusa throw, then link a standing Fierce Punch, immediately 2-in-1 to a Short Abare Tosanami Kudaki, High Jump cancel on the final hit of the Abare Tosanami Kudaki, and finish by juggling with an EX Tsurugi.
GamePro Memo:
If you successfully High Jump cancel from the final hit of the Abare Tosanami Kudaki you can land a variety of juggling attacks. If you're looking for pure damage follow up with a Short Tsurugi followed by two Strong Hayates. This combo is fairly hard and absolutely impractical but it sure is fun! Master the High Jump cancel and this combo is very achievable.