Press all three Kicks in the air, either from forward jump or back jump. SakuraĮX Condor Dive can now be performed as its own move. U2 will always juggle airborne opponent properly, invincible on start up. Hyakuretsu (Lightning Legs) does more damage.Ĭan be hit by projectiles after the start up of U1 (Not 100% translation) Jumping Heavy Punch does not have any long range extension anymore.
Second Hit of Standing Light Kick inflicts 30 damage now, instead of 10. U2 invincibility removed, but is now a 4-frame start-up instead of 7.Īngry Scar is now performed with the kick button, not punch. ※ Heavy kick does 110 damage up close, 80 at the tip. ※ Super combo has projectile invincibility. ※ Ultra 2 combo command has been changed (charge command), but damage upped to 450. KenĬrouching Heavy Kick (Sweep) is now 7-frame start up, down from 8, allowing for more combo possibilities.
#Street fighter iii 3rd strike tiger arcade full
※ Headbutt does max damage on start up, so you’ll do minimum damage if you launch yourself from full screen. ※ Jab headbutt has lower body invincibility ※ Jumping MP has been weakened via hitbox modification. ※ Ultra 2 can be jumped after the blackout ※ Anti-air is Standing Fierce and Forward+Light Punch. ※ Stand Jab -> Crouch Jab or Stand Short Kick -> Jab Oil Slide works as a combo. The longest time you can have oil is for 30 seconds. ※ Oil Shower does not get “overwritten”, but gets overlapped. After the oil is applied you still have some time for wake up games. ※ After Oil Slide you can do Kick follow up to get more oil instead of damage.
Allows for a number of different combos on counter hit.Īir Throw start up time increased to 4 frames from 3 frames. Reverse Sobat - Forward or Back + MK - now goes over all low attacks. ※ EX Ducking has been added, all moves that come out of EX Ducking are very fast. Normal attacks have been revised, with some doing more damage, others doing less.Ĭrouching Medium Punch improved, allowing it to combo into itself and other attacks. Increased frame advantage on Double Rolling Sobats, allowing for follow up combos after a FADC. Standing Medium Kick has a 5-frame start-up and can be comboed from crouching light attacks. Light Jack Knife Maximum has start up invincibility, and when used as an anit-air, you can combo into a follow up Heavy Jack Knife Maximum.Ĭrouching Heavy Kick has more active frames.ĭash properties modified, making it easier to combo into U2 after a dash. DeeJayĪir Slasher recovery reduced by 3 frames. Neutral Jump Heavy Punch allows for follow-up juggles on air-borne opponents. (Not 100%)ĭamage reduced for both Medium and Heavy Dankukyaku (Dan Knee) Kouryuken's invincibility frames end in mid-air. CammyĬlose Medium Punch is now +8 on hit, up from +6.Ĭlose Heavy Kick is now +6 on hit, up from +2Ĭrouching Light Kick now links to Standing Light Kick, allowing Dan to cancel into his Dragon Punch (Kouryuken) ※ Air Hurricane Kick trajectory has been changed. ※ Invincibility frames on MP Shoryuken has been increased. You can now do Stand Fierce -> Teleport -> Ultra 2 on crouching opponents. Standing Medium Kick hit-box buffed, now a viable anti-air.ĮX Jaguar Tooth has more projectile invincibility, with no EX flash on the way to the wall, making it harder to determine if it is a regular or EX attack. U2 Damage reduced, start up increased, and recovery from the cancel is increased.Ĭlose Medium Punch: 8 more fames of hit-stun, can cancel into Light Jaguar Kick and link into Rising Jaguar. Thanks to Reno at, USD and PopOnArrival at NeoGAF and The_Theorical on SRK for these translations. There have been a number of different translations floating around the 'net at this point, so we're going to round them all up here for you guys so you can check out all the buffs or nerfs for your character in a single glance. Arcadia Magazine published a list of changes for many characters in Super Street Fighter 4: Arcade Edition - some new, some we already know about, and a few that are kind of ambiguous.