This is a sub-page of Street Fighter III 3rd Strike: Fight for the Future (Arcade)/Unused Actions.
Unused Actions#
Akuma#
0x0632DBF4#
His back Seoi Nage throw from 2nd Impact.
0x0632DC94#
His back Seoi Nage throw from 2nd Impact, again. Has no noticeable differences although it's coded slightly differently.
0x0632DD34#
His front Tomoe Nage throw from 2nd Impact.
0x06332E68#
Neutral/Diagonal jump light punch with broken boxes.
0x06332FE0#
Neutral/Diagonal jump medium punch with broken boxes and placeholder sprites.
0x06333170#
Neutral jump heavy punch with broken boxes. It can't hit as there's no hitbox.
0x06333318#
Neutral jump light kick with broken boxes.
0x063334A8#
Neutral jump medium kick with broken boxes.
0x06333620#
Diagonal jump heavy kick with broken boxes.
0x0633A048#
Appears to be an alternate taunt that doesn't grant buffs. The smoke is used in one of Ibuki's intros.
0x0633AC88/0x0633AE28/0x0633AE98#
Light/Medium/Heavy versions of Akuma's Zenten from 2nd Impact. The horizontal movement doesn't work correctly.
Alex#
0x061EAB5C#
An alternate version of Lariat where he has no forward movement and has both a hitbox and a throwbox. The throw doesn't do anything. Normally, this action has a code that makes it jump straight to the first active frame of the real Lariat, but it can be disabled to see the actual unused move.
0x061F6C3C#
An alternate version of Air Stampede that doesn't have any noticeable differences, although the code suggests otherwise as it is slightly different.
0x061F738C#
Possibly a work in progress version of Boomerang Raid. He grabs after 2 punches instead of 4 and it has no boxes.
0x061F76EC/0x061F79E4/0x061F7CC4#
Light/Medium/Heavy versions of an Air Knee Smash lookalike (using the sprites from Air Stampede) followed up by a Cross Chop. It grabs on the way up and hits on the way down. Normally the grab doesn't do anything and leaves Alex floating, but doing the real Air Knee Smash beforehand makes it work.
0x061F7FA4#
The landing part of Air Stampede.
Chun-Li#
0x0637E21C#
Chun-Li gets stunned, electrified and stuck in a placeholder sprite until she is hit.
0x0637E764/0x0637E8F4#
Unused S.LK, S.MP, S.MK target combo. The last kick whiffes on some crouching characters and even some standing characters.
Dudley#
0x0623681C#
Dudley performs a standing heavy punch that doesn't grant meter on whiff and very little on hit. Possibly a leftover for a target combo. He crouches for a single frame for some reason.
0x062369F4#
Dudley performs a standing heavy kick that doesn't grant meter on whiff and very little on hit. Possibly a leftover for a target combo. He crouches for a single frame for some reason. It has worse frame advantage to the point that it doesn't combo into EX Machinegun Blow.
0x06237334#
An alternate version of his jumping light punch that does slightly more damage.
0x0623DFC8/0x0623E218#
Light/Medium/Heavy/EX versions of Thunderbolt, a special move from 2nd Impact. The attack is fully functional, most likely disabled in favour of the more useful Short Swing Blow.
0x0623EAF8#
Single button target combo that is actually a special move 1. Similar to his S.LP, S.MP, S.MK target combo, except that all the punches deal chip damage, launch on hit, give no meter and feature a dust effect.
0x0623EDA8#
Single button target combo that is actually a special move 2. Consists of CR.MP, CR.HP and S.HP. All the punches deal chip damage, only the first punch grants meter and only the first 2 punches combo.
0x0623F0A0#
Single button target combo that is actually a special move 3. Similar to his S.MK, S.HK, S.HP target combo, except that all the punches deal chip damage, only the first punch grants meter, only the last 2 punches combo, the last punch doesn't hit twice and features dusts effects.
0x06241000#
A broken variation of EX Cross Counter. If Dudley catches an attack successfully, he will keep looping the animation instead of punching the opponent like he should. He will be stuck like that until he gets hit. The attack also has some unseen frames meant for the Punch and Cross variation.
Elena#
0x062AA6E0#
A kick made up of recycled Rhino Horn sprites. It can't hit as there's no hitbox.
0x062B6104#
A forward roll where the movement doesn't work correctly. Elena has no collision box during it.
0x062B8D1C#
An alternate version of Lynx Tail. She gets stuck on contact and loops it from time to time until being hit.
0x062B8F7C#
An alternate version of Spin Scythe. Normally, using this move gets her stuck (until being hit) and a Gill sprite will appear for a few frames. Using an attack such as the universal overhead beforehand makes the attack work correctly.
Gill#
0x061D555C#
A hopkick made up of recycled jumping heavy kick sprites.
0x061D6864#
His high parry animation.
0x061D68E4#
A faster version of his crouching medium punch with less horizontal movement.
0x061DBDC4#
Unknown action where X.C.O.P.Y. starts and turns into Gill, getting stuck in the air.
0x061DBEB4#
Unknown action where X.C.O.P.Y. ends and turns into Gill, following up with Resurrection and getting stuck in the air. The X.C.O.P.Y. part has an active hitbox that doesn't hit the opponent, while Resurrection doesn't heal.
0x061DBFAC#
Gill performs a shorter version of Resurrection that doesn't heal him. It has no sfx and shows a placeholder sprite for a single frame.
0x061DC85C#
A weird trampling attack made up of unused Dangerous Headbutt startup sprites. The boxes don't fit the animation and the actual air trajectory is unknown, if such exists. The hitbox has burn and freeze properties.
0x061DCA2C#
Gill performs an even shorter version of Resurrection without placeholder sprites this time.
0x061DCEFC#
Gill freezes for several frames while doing his Resurrection floating animation, then lands.
0x061DDB0C#
Alternate version of Seraphic Wing where Gill uses his Resurrection sprites instead. Interestingly enough, he has an actual animation cycle instead of using a single frame like in Resurrection. The recovery animation is the same as Seraphic Wing where he hides his wings, although he gets stuck in the air. The sound effects are missing and, since Gill doesn't float to the center of the stage, the attack can be avoided.
0x061DDCE4#
Gill freezes for several frames while doing his Resurrection floating animation, then lands using the Seraphic Wing landing animation.
0x061DDDD4#
Gill loops the Seraphic Wing animation infinitely.
0x061DDEB4#
Vfx for Seraphic Wing 1.
0x061DDF24#
Vfx for Seraphic Wing 2.
0x061DDF94#
Vfx for Seraphic Wing 3.
0x061DE014#
Vfx for Seraphic Wing 4.
0x061DE094#
Vfx for Seraphic Wing 5.
0x061DE0BC#
Vfx for Seraphic Wing 6.
0x061DE0E4#
Vfx for Seraphic Wing 7.
0x061DE19C#
Vfx for Seraphic Wing 8.
Hugo#
0x06260C00#
Hugo will hold the opponent with both hands and release him immediately, similarly to the end of his neutral throw. The difference is that it doesn't do damage and launches higher, which allows for more juggle options. It's unknown what throw attempt would have led to this move.
0x06260D48#
An alternate version of the Meat Squasher throw portion where Hugo chokes the opponent before running towards a wall. Hugo will always runs towards the wall behind him and, depending on the distance between him and it, the attack will work correctly or break.
0x06271B5C#
Appears to be an alternate taunt that doesn't grant buffs. Deals minimal damage and knocks down on air hit.
0x06272414/0x06272624/0x06272854#
Light/Medium/Heavy versions of an alternate Meat Squasher run. Unlike the final version, this one has an active throwbox as soon as Hugo starts running. Interestingly enough, using the medium version runs less distance than using the light version.
0x06272AA4#
EX Monster Lariat with the performance from 2nd Impact. The run can't be held and travels a fixed distance.