This is a sub-page of Street Fighter III 3rd Strike: Fight for the Future (Arcade)/Unused Actions.
Unused Actions#
Sean#
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Sean performs Ken's Hiza Geri. It hits 4 times and can't be mashed.
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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.
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EX Sean Tackle from 2nd Impact.
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An alternate version of Sean's taunt that leaves him frozen in the air for several frames. It doesn't grant buffs.
Shin Akuma#
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His back Seoi Nage throw from 2nd Impact.
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His back Seoi Nage throw from 2nd Impact, again. Has no noticeable differences although it's coded slightly differently.
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His front Tomoe Nage throw from 2nd Impact.
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Neutral/Diagonal jump light punch. Doesn't seem to have differences.
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Neutral/Diagonal jump medium punch with broken boxes and placeholder sprites.
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Neutral jump heavy punch where the limb hurtbox disappears earlier, leaving his extended arm invincible.
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Neutral jump light kick. Doesn't seem to have differences.
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Neutral jump medium kick. Doesn't seem to have differences.
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Diagonal jump heavy kick. Doesn't seem to have differences.
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An alternate version of close heavy punch. This version allows Shin Akuma to cancel his late hitboxes, although only into special moves and not super arts.
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A target combo version of standing heavy kick, where the first frames are the same ones from his far stading heavy punch. This means that he was meant to have the same target combo as Ryu, consisting of far standing heavy punch into standing heavy kick.
0x0634DAD8#
Appears to be an alternate taunt that doesn't grant buffs. The smoke is used in one of Ibuki's intros.
0x0634E718/0x0634E8B8/0x0634E928#
Light/Medium/Heavy versions of Shin Akuma's Zenten from 2nd Impact. The horizontal movement doesn't work correctly and his positioning is also incorrect.
Twelve#
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An alternate version of light N.D.L where Twelve creates a clone of himself that disappears. The attack uses character boxes instead of projectile boxes, meaning that he can be hit out of it.
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Twelve performs his crouching medium punch twice in a row. Whiffes on some crouching characters and even some standing characters.
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An alternate version of light N.D.L that has different frame data, boxes and hitstun animation. This attack also uses character boxes instead of projectile boxes, meaning that he can be hit out of it.
0x063CA744#
An alternate version of X.C.O.P.Y.'s recovery frames. Twelve gets stuck in the air looping the animation until he is hit.
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Startup for an unknown Super Art where Twelve would have turned invisible. These sprites, while similar to the ones from X.C.O.P.Y.'s startup frames, are never used in the game.
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Another alternate version of X.C.O.P.Y.'s recovery frames. Twelve doesn't have a landing animation, so he stands in the very next frame. The boxes don't work properly either.
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Light/Medium/Heavy/EX versions of an alternate version of N.D.L. The L/M/H versions feature a mix of character and projectile boxes, while the EX version has only projectile boxes like in the final game. Since L/M/H N.D.L. has character boxes he is vulnerable and can be hit out of it.
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Twelve plays the startup of D.R.A. infinitely. The boxes don't work properly.
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Twelve disappears and the N.D.L. animation plays infinitely.
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Twelve loops between the light, medium and heavy versions of D.R.A. infinitely until he is hit. If the attack hits the opponent, Twelve will loop only the heavy version instead.
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Twelve plays his crouching heavy punch animation infinitely. It has no boxes.
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Unused animations for turning invisible and visible, similar to the ones used in X.C.O.P.Y. Most likely meant for his taunt.
0x063CFF24/0x063D00E4/0x063D02A4#
Light/Medium/Heavy versions of an alternate version of N.D.L. All versions hit twice, deal more stun damage and reset the opponent on air hit instead of knocking down. This attack also uses character boxes instead of projectile boxes, meaning that he can be hit out of it.
Urien#
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A hopkick made up of recycled jumping heavy kick sprites.
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His crouching medium punch from 2nd Impact.
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His crouching light kick from 2nd Impact.
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His high parry animation.
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A faster, less damaging version of his crouching heavy punch with different juggle points. Similar to Gill's crouching heavy punch speed.
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Very similar if not identical to his standing heavy punch.
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Gill's Resurrection leftover 1. Urien performs a shorter version of Gill's Resurrection. The vfx is incorrect and instead shows another Urien performing Terrible Smash (with a missing sprite). None of the Resurrection leftovers actually heal him.
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Urien performs Gill's Cyber Lariat, including his voice line.
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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.
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Gill's Resurrection leftover 2. A faster version of leftover 1.
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Gill's Resurrection leftover 3. This is the most complete Resurrection leftover as it features a super freeze, blowing dust vfx and pushes the opponent away. Urien will keep floating indefinitely until he is hit.
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Gill's Resurrection leftover 4. Urien freezes for several frames while doing Gill's floating animation from Resurrection, then lands.
0x06327F44/0x063280B4/0x06328154/0x063281F4#
Light/Medium/Heavy/EX versions of Urien's Metallic Sphere from 2nd Impact. They have worse frame data and can't be charged. The EX version doesn't work properly as one of the projectiles flies straight and hits twice, while the other falls to the ground.