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This is a sub-page of Street Fighter III 3rd Strike: Fight for the Future (Arcade)/Unused Actions.

Unused Actions#

Ibuki#

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An alternate version of Ibuki's close light punch that chains itself infinitely.

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Her crouching medium punch from New Generation and 2nd Impact. It doesn't build meter on whiff and only a little on hit, meaning that it was possibly meant for a target combo.

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A faster version of her crouching heavy punch. It can be super jump cancelled like the regular one.

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An alternate version of her crouching heavy punch that hits twice, possibly unintentional. It doesn't build meter on whiff and only a little on hit, meaning that it was possibly meant for a target combo. It can be super jump cancelled like the regular one.

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An alternate version of Kazekiri. She uses a different voice line and the attack has more hitsparks vfx.

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A more fluid and slower variation of Kasumi Suzaku's backward flip animation. It takes longer to complete and the kunai don't combo. Ibuki keeps gaining upward momentum and takes longer to land.

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An even slower variation of Kasumi Suzaku's rolling animation. She gains more height and takes even longer to land.

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A slower version of her jumping heavy kick.

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An alternate version of Tsumuji's recovery animation where Ibuki recovers a frame faster. This is only for the medium kick version, without doing the 3rd kick follow up.

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An alternate version of Tsumuji's recovery animation where Ibuki recovers a frame slower. This is only for the medium kick version, without doing the 3rd kick follow up.

Ken#

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His back Tomoe Nage throw from New Generation and 2nd Impact. For some reason he crouches for a few frames after throwing.

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His back Seoi Nage throw from New Generation and 2nd Impact.

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His back Seoi Nage throw from New Generation and 2nd Impact, again. Has no noticeable differences although it's coded slightly differently.

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His front Tomoe Nage throw from New Generation and 2nd Impact. For some reason he crouches for a few frames after throwing.

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An alternate version of Fumikomi Mae Geri. Has no noticeable differences although it's coded slightly differently.

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An alternate version of Shiden Kakato Otoshi. Holding the heavy kick button doesn't switch to the feint version.

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An alternate version of Shiden Kakato Otoshi (feint). Has no noticeable differences although it's coded slightly differently.

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Ken performs a Shoryuken, a flame effect appears and then performs another Shoryuken. He will keep looping these actions until he gets hit out of the air.

Makoto#

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For some weird reason there's a Ryu move within Makoto's attacks. It's his jumping heavy kick but without an active hitbox, meaning that it can't hit.

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Possibly a work in progress version of Hayate. It can't hit the opponent and there's a missing frame.

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Seems to be an air combo that consists of her jumping light kick, jumping heavy kick and Tsurugi. It has to be done near a wall, otherwise the Tsurugi misses. She gets stuck in the air until she gets hit. The actual air trajectory of Makoto is unknown, if such exists.

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Fukiage recovery frames. Makoto faces the opposite direction while doing it.

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An alternate version of Hayate that knocks down on hit and has massive recovery frames.

Necro#

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An alternate version of Slam Dance where Necro only performs a single German Suplex, dealing overall less damage.

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An alternate recovery for Snake Fang. The animation takes longer to finish and the limb hurtboxes are different.

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His back Shoulder Attack throw from New Generation and 2nd Impact.

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His front Frankensteiner throw from New Generation and 2nd Impact.

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Alternate German Suplex 1. Both characters will glitch positions until the attack is finished. After this, Necro will glitch in a way that he won't be able to attack until he jumps or attempts a throw, in addition to being considered airborne the whole time (similar to the Necro vs Dudley glitch). Using the alternate German Suplex after a heavy Tornado Hook works normally.

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Alternate German Suplex 2. Seems to have the same issues as the alternate German Suplex 1.

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A faster, less damaging version of his standing heavy punch. Possibly meant for a target combo.

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Alternate version of Rising Cobra, similar to the EX version as it hits twice, but not the same. This version has extra startup frames that show Necro actually being on the ground before getting up.

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Necro performs the recovery of his Tornado Hook.

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Head bobbing animation. Although the same animation can be seen in his forward throw and taunt, this one is unused.

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Light/Medium/Heavy versions of Necro's Snake Fang from 2nd Impact. It's fast enough to combo from medium normal moves.

Oro#

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Glitchy throw move where Oro holds his arm downwards and then lift his fingers while facing the screen.

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Alternate version of Kishin Tsui that doesn't work correctly.

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Alternate version of Hitobashira Nobori where Oro falls using a different animation. He gets stuck in the air until he gets hit. For some reason this move is stored along his normal attacks.

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Oro performs Niou Riki (missing it's throwbox) and then loops Oni Yanma until he gets hit. The code of the attack is supposed to make Oro play the full Niou Riki animation, however he switches to Oni Yanma even though the latter is not coded.

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Light/Medium/Heavy/EX versions of an aerial variation of Nichirin Shou. The light, medium and heavy versions have no differences; however, the EX version has faster startup. The actual air trajectory of Oro is unknown, if such exists.

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Oro performs Kishin Riki; however, he uses the throw attempt animation from Niou Riki. This one has more range and more recovery.

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A forward roll where the movement doesn't work correctly.

Q#

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A faster version of his jumping heavy kick.

Remy#

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Vfx for Rising Rage Flash.

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Blue Nocturne post counter leftover 1. Remy performs the "donkey kick" that can only be seen as part of the Blue Nocturne combo in the final version. Killing with any of the Blue Nocturne leftovers will trigger the super art finish screen.

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Blue Nocturne post counter leftover 2. Remy performs an attack similar to Cold Blue Kick, however this one hits on the way up too. The first frames show the recover of his "donkey kick", meaning that it was most likely a follow up and possibly a final blow for his Blue Nocturne combo. The attack is glitchy and freezes Remy, however using an air normal such as his jumping heavy punch beforehand fixes this issue. A Q voice line will play.

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Blue Nocturne post counter leftover 3. Remy performs a different combo with the following moves: far light kick, close light/medium kick, close heavy kick, far medium kick, far heavy kick and "donkey kick". Unlike the final version of Blue Nocturne, the parry effect is part of the combo itself in this one, and it lacks a final blow.

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Blue Nocturne post counter leftover 4. Remy performs a different combo with the following moves: far light kick, far medium kick, far heavy kick and "donkey kick". It lacks a final blow too.

Ryu#

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Glitchy throw move where Ryu performs a Shoryuken, gets electrified and performs another Shoryuken.

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His back Seoi Nage throw from New Generation and 2nd Impact.

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0x061FE624#

His back Seoi Nage throw from New Generation and 2nd Impact, again. Has no noticeable differences although it's coded slightly differently.

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His front Tomoe Nage throw from New Generation and 2nd Impact.

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A "target combo" version of close heavy punch. This can be speculated as "transition frames" from close medium punch can be seen at the beginning. Oddly enough, Ken doesn't have those transition frames on his TC's close heavy punch. It's worth noting that Ryu's TC close heavy punch doesn't have reduced damage, which is the norm for TC normals (it deals the same damage as the regular close heavy punch).

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Ryu performs Sean's Tornado, where he kicks a total of 5 times and all of them can knock down. The horizontal movement and landing doesn't work correctly, freezing Ryu in the air until he gets hit. These sprites date as far back as New Generation, where it was probably his original Tatsumaki Senpukyaku when he was the only "Shoto" character in the roster.