Unused Character#
Shin Akuma#

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 that Super Art not even being available in 2nd Impact). When he wins a match, the 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).
Despite these other imperfections, Shin Akuma plays with no issues:
- He has incorrect animations when being thrown.
- May freeze in place temporarily when performing his Messatsu Gou Shoryu Super Art. This often happens when both fighters are near the corner.
- Will have discoloration at the "ten" screen following a Shun Goku Satsu finish, but reverts after.
- And many more minorissues.
Unused Widescreen 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 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.

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. The health bars don't work correctly because they start depleting after taking a certain amount of damage. 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#
Gill's Super Arts#
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. The Meteor Strike Super Art was wrongly written as "MITEOR STRIKE".
Doraemon#
The graphics for Gill's stage contains this sprite of Doraemon, which is technically used but displayed far off-screen. It is possible to view this sprite in-game [https://twitter.com/crystal_cube99/status/1567664088867799040? using a series of glitches to scroll the camera far beyond the stage's vertical bounds].
Placeholder Sprites#
These sprites can be found in the sprite slots that went unused for some characters. Some of them list their ID number in hexadecimal value. All the graphics are flipped, it's a posibility that Capcom drew the character sprites facing left (which would make texts read correctly).
Character |
Sprite |
Notes |
|---|---|---|
Alex |
||
Dudley |
||
Elena |
A slightly cropped version of this sprite is used when picking your next rival |
|
Gouki/Akuma |
||
Ibuki |
忍 (Ninja) |
|
Ibuki |
です (Desu) アキAN (Aki AN?) |
|
Makoto |
から (Kara) |
|
Makoto |
から (Kara) |
|
Makoto |
から (Kara) |
|
Makoto |
から (Kara) |
|
Makoto |
から (Kara) |
|
Makoto |
から (Kara) |
|
Makoto |
から (Kara) |
|
Makoto |
から (Kara) |
|
Oro |
欠番 (Missing number) |
|
Remy |
Seems to be an early design for Remy |
|
Remy |
ボツ(Unused) |
|
Sean |
A slightly cropped version of this sprite is used when picking your next rival |
|
Urien |
Seems to be an early design for Urien |
|
Yang |
龍 (Dragon) |
|
Yang |
龍 (Dragon) |
|
Yun |
中 (Middle) |
|
Yun |
中 (Middle) |
|
Unfinished Sprites#
3 unfinished sprites for Remy can be found in the game, part of his tripping animation.
Unused Sounds#
Note : the numbers indicated below depend on what's shown in the the sound test menu, also, on certain emulators the 0 don't seem to show for the counter in this menu (Mame and derivates shows the 0), meaning that if the number don't correspond to the sound expected, add or remove a 0 (that wont be shown!)
Announcer: You need to practice more! Most likely meant for when you did badly during the "Parry the Ball" bonus stage.
Sound code No 009E in the sound test.
Announcer: Don't you want a rematch?: Was meant for the Continue screen, similar to the one in Marvel vs. Capcom 2.
Sound code No 0099 in the sound test.
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.
Sound code No 02EE in the sound test.
Alex: I'm ready.: A scrapped Alex intro, perhaps?
Sound code No 03B0 in the sound test.
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 Art.
Sound code No 0370 in the sound test.
Gill: I am your god!: Technically not unused, but it is almost impossible to hear under normal circumstances. While this was a common post-round taunt in New Generation and 2nd Impact, in 3rd Strike you can only hear this line if Gill wins Judgement. The line still usually cuts out before he finishes it though.
Sound code No 036D in the sound test.
(Source: Rage Quitter 87 for a majority of these audio files)
Regional Differences#
Character Names#
|
Japan |
International |
|---|---|
|
|
Just like in other Street Fighter titles, Gouki was renamed to Akuma in the international release.
Super Art Names#
Some Super Arts were given different names in the international version of the game.
Character |
Japan (translated from Japanese) |
International |
|---|---|---|
Dudley Super Art I |
Rocket Upper (ロケットアッパー, Roketto Appaa) |
Rocket Uppercut |
Hugo Super Art III |
Hammer Mountain (ハンマーマウンテン, Hanmaa Maunten) |
Hammer Frenzy |
Q Super Art I |
突進及び致死連続打撃(仮) Tosshin Oyobi Chishi Renzoku Dageki (Kari), "Dashing with Rapid Lethal Strikes (Assumed Name)" |
Critical Combo Attack |
Q Super Art II |
腹部及び後頭部への痛打(仮) Fukubu Oyobi Kōtōbu e no Tsuda (Kari), "Painful Strike to the Back of the Head and Abdomen (Assumed Name)" |
Deadly Double Combination |
Q Super Art III |
爆発を伴う打撃や捕獲(仮) Bakuhatsu o Tomonau Dageki ya Hokaku (Kari), "Strike or Seize Accompanied by an Explosion (Assumed Name)" |
Total Destruction |
Remy Super Art I |
Fundo no Supernova (憤怒のシュペルノーヴァ Fundo no Shuperunōva, "Supernova of Resentment") |
Light of Justice |
Remy Super Art II |
Vierge ni Ansoku wo (ヴィエルジュに安息を Vieruju ni Ansoku wo, "Repose for the Virgin/Maiden") |
Supreme Rising Rage Flash |
Remy Super Art III |
Shoshin no Nocturne (傷心のノクテュルヌ Shōshin no Nokutyurunu, "Nocturne of Heartbreak") |
Blue Nocturne |
Urien Super Art I |
Tyrant Punisher (タイラントパニッシュ, Tairanto Panisshu) |
Tyrant Slaughter |
Urien Super Art II |
Jupiter Thunder (ユピテルサンダー, Yupiteru Sandaa) |
Temporal Thunder |
Urien's Time Over Defeat Animation#
|
Japan |
International |
|---|---|
|
|
|
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.
Smash the Car Minigame#
|
Japan |
International |
|---|---|
|
|
The name of the car that appears on the "VS" screen prior to the first bonus stage is different depending on the version. In Japan it is called "4WD" while overseas it is called "SUV".
Parry Minigame#
|
Japan |
International |
|---|---|
|
|
|
The text displayed on the second bonus stage is different between the Japanese version and the others. The Japanese version says "BLOCK THE BALL!", while the others say "PARRY THE BALL!". This is because the "Parry" mechanic is called "Block" (ブロック) in Japan.
(Source: Rage Quitter 87)
Development Oversights#
Yang's Super Art II Sprite#

When Player 2 selects Yang, the sprite displayed for his second Super Art, Tenshin Senkyutai, mistakenly shows Necro's first Super Art, Magnetic Storm. It is merely a graphical error and in gameplay Yang will still have Tenshin Senkyutai. This mistake is present in both arcade revisions and was fixed in the home ports.
Twelve's Display Name Sprite#
|
CP System III |
PS2 |
|---|---|
|
|
|
When picking your next opponent, Twelve's name was mistakenly written as "TWELEVE" in both arcade revisions. It was fixed in the home ports.