
- Street fighter iii 3rd strike fight for the future how to#
- Street fighter iii 3rd strike fight for the future crack#
The cast is an uncomfortable mix of realism, freaks, and everything in between all drawn beautifully in large sprites featuring the uncontested most fluid animation of any 2D fighter. And even though the button input is the same, the timing and range in landing Hugo's Gigas Breaker is far stricter than Zangief's Super Spinning Pile Driver.

Third Strike brings the SFIII character roster up to twenty diverse and mostly unique characters, and even though a few bear a passing resemblance to SF2 characters (like Necro with his stretchable limbs reminiscent of Dhalsim) they do play very differently. Crouching attacks defeat standing guards, overheads and air attacks defeat crouching guards, and thus monotony gets punished. SSF2T introduced overhead attacks to hit the crouching turtle's all but unbreakable blocks, and SFIII continues the tradition which keeps mindless turtles on the losing end of the fight where they belong assuming their opponent has a good mix-up game. The air hadouken and low attack will come roughly at the same time will your opponent defend against them in the right order and be able to time both defenses? And if the crouching forward lands, you can unleash the Instant Hell Murder (or "Raging Demon" as it is erroneously referred to.) But standing across the screen tossing fireball after fireball will get you nowhere. For example: jumping in with Akuma, tossing out an air hadouken, and then performing a crouching forward as soon as you land. Now you actually have to use fireballs strategically. You take no damage, your super-meter fills up and their's does not. Tap forward on the joystick the moment an attack (or fireball) is about to hit, and voilà! A parry. Enter the parry system, which all but defeats the snooze-fest fireball wars of fighting game's past. It has its roots in Street Fighter, don't get me wrong (shotos are still around, unfortunately), but the subtleties in the game mechanics are worlds apart from its predecessor(s). On to the positives: After releasing five iterations of Street Fighter 2, Capcom took the hint and came through with a unique new fighting game.
Street fighter iii 3rd strike fight for the future how to#
More specifically his rainbow-of-death Super Art, which takes away about a quarter of your life *if you block.* And let's not forget the counter-able, but still irritating "Resurrection" SA which gives him a second shot at the round with anywhere from a quarter to a full life bar (I advise learning how to preempt this SA to actually be able to beat Gil.) Neither SA would be too big of an issue if the AI didn't read your button input and counter appropriately (I also advise learning the art of parrying before jumping in) and even that wouldn't be a problem if he didn't have 2nd best range, and 4th best speed and even *that* wouldn't be a problem if he didn't have highest priority, and supreme damage, and sorry, Capcom, I thought ridiculously overpowered bosses was SNK's territory? Nevermind. More negatives (this one actually pertinent to the fighting):Gil, the red and blue / fire and ice final boss. Neither the music nor the announcer bother me enough to knock it down a peg on the rating scale the core of SFIII is a fighting game, and it's being reviewed as a fighting game (not a jukebox) however it is worth mentioning.

Street fighter iii 3rd strike fight for the future crack#
And as much as I did not care for the similarly hip-hop-ish announcer either, I have to admit he's nowhere near as annoying as, say, Alpha 3's salesman recording on crack or Super SF2's oblivious and upbeat optimist for that matter.

Let's get those out of the way first I loath this game's hip-hop score to the point that I have it completely disabled.

I must confess, there are aspects of it that I hate. Note: this review applies only to Third Strike.
