STREET FIGHTER III THIRD STRIKE: SYSTEM DIRECTION FAQ v0.3
for the Sega Dreamcast (import)
Written by Chris MacDonald
Unpublished work Copyright 2000-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
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and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
The Street Fighter series is (c) Capcom Co., Ltd.
This FAQ is just a section from my 3rd Strike FAQ (you can find it at
www.gamefaqs.com) which I have cut out and made into a separate file.
Enjoy!
=================
TABLE OF CONTENTS
=================
1. SYSTEM DIRECTION MENU
- Basic Instructions
- System Direction Pages
- Page Explanations
2. MISCELLANEOUS
- The Hidden Pages, Gill, and Extra Options
- Translations
3. AUTHOR'S NOTE
- Special Thanks
- Revision History
- In Closing
========================================================================
1. SYSTEM DIRECTION MENU
========================================================================
"System Direction" is an interesting feature that lets you change the
basics of how the game plays. For example, you could disable high
jumps, or make EX moves cost nothing to use, or even change the Leap
Attack command back to d,d + P / K instead of MP + MK. This section
explains each option in the menus. In order to aid those who can't read
Japanese, I've included Japanese text in this section, so you can simply
compare it to the text on-screen and figure out which option is which.
Note that the text is EUC encoded, and you will need a Japanese word
processor to read it (or a web browser that can display Japanese). The
only good free word processor I know of is NJSTAR, created by Hongbo Ni
and available at <
http://www.njstar.com>.
------------------------------------------------------------------------
BASIC INSTRUCTIONS
------------------------------------------------------------------------
Once you go into the System Direction menu, you'll be confronted with
several options:
SYSTEM - NORMAL uses the game's default rules of play, while
ORIGINAL uses any changes you've made in the System
Direction menu. So without this option set to
ORIGINAL, no changes you make will affect the game!
DIRECTION - This takes you to the System Direction pages, explained
below.
SAVE - System Direction data is saved separately from the
standard save file. If you create a particular setup
that you want to keep, don't forget to save!
LOAD - You can use this to load up any previous System
Direction data files that you've already saved.
------------------------------------------------------------------------
SYSTEM DIRECTION PAGES
------------------------------------------------------------------------
Here's where you can start altering how the game works. Press up or
down to highlight an option, then press left or right to change it.
White indicates the default settings, red indicates any changed
settings. Unfortunately, there is no 'master reset' option, so you'll
have to put the options back to normal yourself if you didn't like a
change that you made. You can go to the next page by going down to the
black bar at the bottom of the screen, then pressing left or right plus
a button, or else tap left or right twice.
The pages are as follows. Note that the option titles are there to help
you understand what the option does, and aren't verbatim translations of
the Japanese text (that's all found in the Translations section, below).
Some of the stuff that I couldn't translate, I was able to figure out by
fooling around, but some of the options have me stumped, frankly.
Anyway, here goes:
[ PAGE 1 ] ------------------------------------------------------------
Ground Parrying [ 地上ブロッキング ]
Anti-Air Parrying [ 対空ブロッキング ]
Mid-Air Parrying [ 空中ブロッキング ]
Time to Input a Parry [ ブロッキング受け付け時間 ]
Guard Parrying [ ガードブロッキング ]
Time to Input a Guard Parry [ ガードブロッキング受け付け時間 ]
[ PAGE 2 ] ------------------------------------------------------------
Blocking [ ガード ]
Active Blocking [ 強制ガード ]
Distance at which Blocking Occurs [ ガード讙別距離 ]
Block Damage [ 消りダメージ ]
[ PAGE 3 ] ------------------------------------------------------------
Forward Dash [ 前方ダッシュ ]
Backward Dash [ 後方ダッシュ ]
Jump [ ジャンプ ]
High Jump [ ハイジャンプ ]
Quick Standing [ クイックスタンディング ]
[ PAGE 4 ] ------------------------------------------------------------
Basic Throws and Holds [ 投げ ]
Grap Defense [ グラップディフェンス ]
Restricted Grap Defense [ グラップディフェンスの制限 ]
[ PAGE 5 ] ------------------------------------------------------------
Leap Attacks [ リープアタック ]
Leap Attack Command Change [ リープアタックのコマンド ]
Personal Actions [ パーソナルアクション ]
Personal Actions after a KO [ KO後パーソナルアクション ]
[ PAGE 6 ] ------------------------------------------------------------
Super Arts [ スーパーアーツ ]
Special Moves [ 必殺技 ]
EX Special Moves [ EX必殺技 ]
EX Special Move Gauge Consumption [ EX必殺技のゲージ消費量 ]
[ PAGE 7 ] ------------------------------------------------------------
Target Combos [ ターゲットコンボ ]
Normal Move Cancels [ キャンセル必殺技 ]
Supercancels [ SAキャンセル ]
High Jump Cancels [ キャンセルハイジャンプ ]
Method of High Jump Canceling Used [ ハイジャンプキャンセルの仕様 ]
[ PAGE 8 ] ------------------------------------------------------------
Mid-Air Blocking [ 空中ガード ]
Jump after a Knockdown (?) [ 吹き飛び後ジャンプ状態へ ]
All Attacks Cause Block Damage [ すべての技に消りダメージ ]
Start off with a full SA Gauge [ SAゲージMAXスタート ]
SA Gauges reset after each round [ SAラウンドリセット ]
[ PAGE 9 ] ------------------------------------------------------------
Ground Chain Combos [ 地上チェーンコンボ ]
Mid-Air Chain Combos [ 空中チェーンコンボ ]
Cancel out of any Normal Attack [ 全通常技がキャンセル可能 ]
Supercancel into Specials or SAs [ 必殺技→必殺技orSA ]
[ PAGE 10 ] -----------------------------------------------------------
Use All Super Arts [ 全スーパーアーツ使用可能 ]
Cancel Super Arts into Super Arts [ SAキャンセルSA ]
Mid-Air Chain Combo Restrictions [ 空中コンボ制限値 ]
Pages 8 through 10 are not normally accessible. See Section 2 for
details on how to enable them.
------------------------------------------------------------------------
PAGE EXPLANATIONS
------------------------------------------------------------------------
For those desiring a more in-depth explanation, here you go. I can't
figure out some of these options, so I've typed the Japanese text in;
maybe someone out there could translate it for me? :)
[ PAGE 1 ] ------------------------------------------------------------
GROUND PARRYING [ 地上ブロッキング ]
- With this turned off, players cannot use any kind of ground parry
(standing or crouching parries).
ANTI-AIR PARRYING [ 対空ブロッキング ]
- You can't parry an incoming mid-air attack from the ground.
MID-AIR PARRYING [ 空中ブロッキング ]
- With this turned off, players cannot use the mid-air parry (against
ground or air attacks, so this effectively turns off Anti-Air
Parrying as well).
TIME TO INPUT A PARRY [ ブロッキング受け付け時間 ]
- This determines how long you have to enter a parry. S is the
shortest amount of time, L is the longest (so one star makes it
difficult to parry after blocking an attack). Honestly, though, I
can't tell the difference. The literal translation is 'parrying
recival time', if that means anything to anybody.
GUARD PARRYING [ ガードブロッキング ]
- With this turned off, players cannot use the standing or crouching
guard parry while blocking an attack.
TIME TO INPUT A GUARD PARRY [ ガードブロッキング受け付け時間 ]
- This determines how long you have to enter a parry after blocking an
attack. S is the shortest amount of time, L is the longest (so one
star makes it difficult to parry after blocking an attack).
Honestly, though, I can't tell the difference. The literal
translation is 'guard parrying recival time', if that means anything
to anybody.
[ PAGE 2 ] ------------------------------------------------------------
BLOCKING [ ガード ]
- With this turned off, players cannot use the standing or crouching
block.
ACTIVE BLOCKING [ 強制ガード ]
- This affects how you block attacks. With it turned off, you can
block a multi-hit attack, and remain blocking even if you let go of
the controller. With it turned on, you stop blocking shortly after
letting go of the controller, so if you want to block all the hits of
an attack, you have to keep holding back or down-back.
DISTANCE AT WHICH BLOCKING OCCURS [ ガード讙別距離 ]
- This affects how close your opponent has to be to you in order for
you to go into your blocking animation. S means you won't block
unless the attack actually hits you; L means you'll block their
attack even if their throwing jabs from the other end of the screen.
BLOCK DAMAGE [ 消りダメージ ]
- With this turned off, players take no damage from blocking special
moves or Super Arts.
[ PAGE 3 ] ------------------------------------------------------------
FORWARD DASH [ 前方ダッシュ ]
- With this turned off, players cannot tap f,f to dash forward.
BACKWARD DASH [ 後方ダッシュ ]
- With this turned off, players cannot tap b,b to backstep.
JUMP [ ジャンプ ]
- With this turned off, players cannot jump.
HIGH JUMP [ ハイジャンプ ]
- With this turned off, players cannot high jump.
QUICK STANDING [ クイックスタンディング ]
- With this turned off, players cannot use d to get up after being
knocked to the floor.
[ PAGE 4 ] ------------------------------------------------------------
BASIC THROWS AND HOLDS [ 投げ ]
- With this turned off, players cannot use any kind of LP + LK throw
or hold.
GRAP DEFENSE [ グラップディフェンス ]
- With this turned off, players cannot use the Grap Defense to get
out of throws or holds.
RESTRICTED GRAP DEFENSE [ グラップディフェンスの制限 ]
- I couldn't figure this one out...it's something about pressing and
holding any upwards or downwards direction for a Quick Standing (?)
The original text reads as follows:
[ 方向ボタンが上または下要素に押されていたら
クイックディフェンスができなくなります ]
[ PAGE 5 ] ------------------------------------------------------------
LEAP ATTACKS [ リープアタック ]
- With this turned off, players cannot use Leap Attacks.
LEAP ATTACK COMMAND CHANGE [ リープアタックのコマンド ]
- This option changes the command used for Leap Attacks. On '3rd',
the command is MP + MK. On '2nd', the command is d,d + P / K.
Note that you cannot EX your Leap Attacks using the 2nd-style
command (although you could in the arcade version of 2nd Impact).
PERSONAL ACTIONS [ パーソナルアクション ]
- With this turned off, players cannot use Personal Actions. This
will also affect the option below (so if this is off, you can't
use Personal Actions after a KO, too).
PERSONAL ACTIONS AFTER A KO [ KO後パーソナルアクション ]
- With this turned off, trying to do a Personal Action after the KO
sign has already appeared isn't possible. For example, normally
Twelve could do his invisibility PA in the few moments he has left
after having just killed Ryu (before he does his win pose). But
with this option on, pressing HP + HK would have no effect.
[ PAGE 6 ] ------------------------------------------------------------
SUPER ARTS [ スーパーアーツ ]
- With this turned off, players cannot select or use Super Arts.
SPECIAL MOVES [ 必殺技 ]
- With this turned off, players cannot use Special Moves.
EX SPECIAL MOVES [ EX必殺技 ]
- With this turned off, players cannot EX their special moves.
EX SPECIAL MOVE GAUGE CONSUMPTION [ EX必殺技のゲージ消費量 ]
- This determines how much SA gauge power is used up when you perform
an EX special move. S is the smallest amount (EX moves are free),
while L is the largest amount used (EX moves cost a whole level, just
like Super Arts).
[ PAGE 7 ] ------------------------------------------------------------
TARGET COMBOS [ ターゲットコンボ ]
- With this turned off, players cannot use their Target Combos.
NORMAL MOVE CANCELS [ キャンセル必殺技 ]
- With this turned off, you can't cancel the following attacks into
special moves or Super Arts:
> Cancelable punches and kicks, such as Oro's crouching MP into
Oni Yanma or Yagyou Dama.
> Cancelable command attacks, such as Chun-Li's Hakkei into Kikou
Ken or Houyoku Sen.
> Supercancelable command attacks, such as Dudley's Step Straight
into Rolling Thunder.
> Cancelable Target Combos, such as Ibuki's close standing
LP, MP (1 hit), HP into Tsumuji or Yoroi Dooshi.
SUPERCANCELS [ SAキャンセル ]
- With this turned off, you can't supercancel the following moves into
Super Arts:
> Special moves, such as Ryu's Hadou Ken into Shinkuu Hadou Ken.
> Supercancelable Target combos, such as Yun's MP, HP, b + HP into
the Youhou.
HIGH JUMP CANCELS [ キャンセルハイジャンプ ]
- With this turned off, you can't cancel certain normal attacks with
high jumps. For example, Oro can cancel his close standing MP with
a high jump, but with this option turrned off, he'd be unable to.
METHOD OF HIGH JUMP CANCELING USED [ ハイジャンプキャンセルの仕様 ]
- I can't tell what this is for--it says something like, "You can use
the 2nd Impact style of high jump canceling," which would appear
to be the ability to cancel special moves with a high jump. That
being said, I couldn't get anything like that to work (it didn't
affect Chun-Li's Houyoku Sen, either), so I'm stumped. The original
text reads as follows:
[ ハイジャンプキャンセルをスト?2nd仕様
「必殺技へもキャンセル可」に変更できます ]
[ PAGE 8 ] ------------------------------------------------------------
MID-AIR BLOCKING [ 空中ガード ]
- With this turned on, you can block attacks while jumping. The only
catch is that you have to hold back in order to block--hold up-back
or down-back and you'll still get hit. Not only can you block in
mid-air, but you can also Guard Parry multi-hit attacks in mid-air,
too (I could only get the "tap f" version of the Guard Parry to
work and not the "tap d" version, though).
JUMP AFTER A KNOCKDOWN (?) [ 吹き飛び後ジャンプ状態へ ]
- I can't get this to work, nor can I figure out the translation. It's
something about jumping the moment you hit the ground, and it tells
you that you can attack while doing this, too. The original text
goes like this:
[ 吹き飛びやられから着地までの間、ジャンプ時と
同時状態になります(攻撃などが可能に) ]
ALL ATTACKS CAUSE BLOCK DAMAGE [ すべての技に消りダメージ ]
- With this turned on, all of your attacks do block damage (normal
punches and kicks, command attacks, etc.) Personal Actions that can
hit will do block damage, but some won't (like Ibuki's).
START OFF WITH A FULL SA GAUGE [ SAゲージMAXスタート ]
- With this turned on, you start with a maxed out Super Arts gauge at
the beginning of each round (this overrides the option below).
SA GAUGES RESET AFTER EACH ROUND [ SAラウンドリセット ]
- With this turned on, your SA gauges at the start of each round, so if
you had 1.5 levels when you won (or lost) the round, you'd start the
next round with nothing.
[ PAGE 9 ] ------------------------------------------------------------
GROUND CHAIN COMBOS [ 地上チェーンコンボ ]
- With this turned on, you can do chain combos while standing or
crouching. The pattern is like the six-hit series from the VS games;
you can go from the same strength Punch to the same strength Kick,
and can go from any strength P / K into a stronger one. That means
you could (theoretically, not in actuality), do the following combo:
LP -> LK -> MP -> MK -> HP -> HK
Turning this on will prevent you from doing some of your Target
Combos, though (for example, I couldn't do Yun's MP,HP,b+HP combo).
MID-AIR CHAIN COMBOS [ 空中チェーンコンボ ]
- This lets you do chain combos in air. Presumably it works like the
above option, but I could never get more than two hits myself, and
was unable to do the same strength Punch to Kick (like MP -> MK);
I could only go from a weaker attack to a stronger one. Turning
this on will prevent you from using some of the Target Combos
though (like Chun-Li's diagonally jumping HP,HP).
CANCEL OUT OF ANY NORMAL ATTACK [ 全通常技がキャンセル可能 ]
- With this turned on, any normal attack or command attack can be
canceled into a special move or super art. For example, you could
do Ryu's standing HP into a Hadou Ken or Denjin Hadou Ken, even
though that normally isn't possible. There's a notice regarding this
option that I can't figure out (at all!), so here's the text in full:
[ すべての通常技がキャンセル可能になります
(注意:一部できない技があります)]
SUPERCANCEL INTO SPECIALS OR SAs [ 必殺技→必殺技orSA ]
- This lets you cancel special moves into different special moves
(for example, Twelve's N.D.L into an A.X.E. or EX A.X.E.) You can
also cancel any special move into any Super Art (like Gouki's Gou
Shouryuu Ken into the Tenma Gou Zankuu).
[ PAGE 10 ] -----------------------------------------------------------
USE ALL SUPER ARTS [ 全スーパーアーツ使用可能 ]
- Turn this on and you can use any of your Super Arts, instead of just
one of them. There is a drawback, though--everyone gets the same
uniform Super Arts Gauge, only capable of holding two stocks. For
'timer' SAs, you'll still have power in reserve once the Super Art
ends (if you had more than one level beforehand), but MAX level SAs
cost the whole deal, so instead of only needing to fill up one level
for Oro's Tengu Midare Ishi, you now need two levels. Also, because
your Super Arts, some characters have altered Super Art commands:
see below for details.
CANCEL SUPER ARTS INTO SUPER ARTS [ SAキャンセルSA ]
- With this turned on, you can supercancel from one Super Art into
another, _different_ Super Art. For example, you could do the
Tyrant Punish into the Jupiter Thunder. What this means, though,
is that if you don't turn on 'Use All Super Arts', this option
is useless.
MID-AIR CHAIN COMBO RESTRICTIONS [ 空中コンボ制限値 ]
- I can't figure this out; it's something about the changing the
amount of time you have to do mid-air chain combos. One thing I
was able to figure out is that it affects juggles, since with it
turned all the way up, I was able to juggle someone with Gill's
Psycho Headbutt indefinitely. Turn it down a bit and you can't
do that many juggles--put it to one star and you can only get in
one to two hits before the juggle ends. Anyway, the original
text is as follows:
[ 空中コンボができる時間の長さを
制限している数値を設定します ]
[ NOTES ON USING ALL SUPER ARTS ] -------------------------------------
As I said above, when you turn on this option, the commands for your
Super Arts change. Here are the following SAs with new commands. If
an SA isn't listed, that means you perform it the same way you would
had you selected it by itself.
Alex Stun Gun Headbutt qcb,qcb + P
Chun-Li Tensei Ranka qcb,qcb + K
Dudley Rolling Uppercut qcf,qcf + K
Corkscrew Blow qcb,qcb + P
Elena Brave Dance qcb,qcb + K
Gill (no changes) (see below)
Gouki Messatsu Gou Shouryuu Ken qcf,qcf + K
Messatsu Gou Rasen qcb,qcb + K
Messatsu Gou Senpuu In air, qcb,qcb + K
Hugo (no changes) (see below)
Ibuki Yami Shigure qcf,qcf + K
Ken Shippuujinrai Kyaku qcb,qcb + K
Makoto Tanden Renki: Seme no Kata qcb,qcb + P
Necro Electric Snake qcf,qcf + K
Slam Dance qcb,qcb + P
Oro Kishin Riki qcb,qcb + P
Tengu Ishi qcf,qcf + K
Kishin Tsui qcb,qcb + PP (max level)
Tengu Midare Ishi qcf,qcf + KK (max level)
Q Super Art II qcb,qcb + P
Super Art III qcf,qcf + K
Remy Shoushin no Nocturne qcb,qcb + K
Ryu Shin Shouryuu Ken qcf,qcf + K
Denjin Hadou Ken qcf,qcf + P
Twelve X.C.O.P.Y. qcb,qcb + P
Urien Tyrant Punish qcf,qcf + K
Aegis Reflector qcb,qcb + P
Yang Sei'ei Enbu qcb,qcb + P
Yun Gen'ei Jin qcb,qcb + P
The two characters who are unaffected by this are Hugo (all of his
Super Arts use differnet commands), and Gill (he can already use all
of his Super Arts). Not only is this option useless for Gill players,
but it actually makes Gill harder to use because all of his Super Arts
(Meteor Strike, Seraphic Wing, and Ressurection), require max levels to
use--in other words, two levels instead of just one.
========================================================================
2. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
THE HIDDEN PAGES, GILL, AND EXTRA OPTIONS
------------------------------------------------------------------------
The way I was able to unlock Page 8 was to beat the game on maximum
difficulty (Level 8). I used a bunch of continues and still got the
page unlocked. I had beaten the game previously at Level 8, but I
had turned the System Direction to ORIGINAL (I was cheating, aheheh),
and nothing was unlocked. So I think you have to play with System
Direction set to NORMAL, or else beating the game doesn't count.
The method Jimmy Lee told me will unlock all the pages (8 through 10).
Simply beat the game once with every character--it doesn't matter what
difficulty you're playing on, or how many times you continue. As you
beat the game with more characters, the pages are unlocked. I would
assume you have to leave the game on NORMAL, but I haven't tested it,
so I can't say.
Technically this has little to do with the System Direction FAQ, but
once you beat the game with all the characters, Gill is usable (he's
between Yang and Yun). Once you beat the game with Gill, an 'Extra
Options' submenu appears if you go into the Options menu, and it's
got pages of goodies to mess around with (I will get around to
explaining these, since they have Japnese descriptions, in a future
update).
By the way, one of the options in Extra Options lets you change how
many stocks you can hold. Changing this will make Gill's Super Arts
unusable--I'm not sure why, though. Probably has something to do
with his Super Arts costing all of his stocks to use, normally.
------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------
These were all done by me and so there may be some mistakes. However,
accuracy was strived for ;)
Chijou Blocking Ground Blocking
Taikuu Blocking Anti-Air Blocking
Kuuchuu Blocking Mid-Air Blocking
Blocking Uketsuke Jikan Blocking Receival Time
Guard Blocking Uketsuke Jikan Guard Blocking Receival Time
Kyousei Guard Enforced Block
Guard Shikibetsu Kyori Guard Distance Indentification
Keri Damage Erased Damage
Zenpou Dash Forward Dash
Kouhou Dash Backward Dash
Nage Throw
Grap Defense no Seigen Restricted Grapple Defense
Leap Attack no Command Leap Attack's Command
KO nochi Personal Action Personal Action after a KO
Hissatsu Waza Certain Death Techniques
'EX Hissatsu Waza no Gauge 'Level of Gauge Consumption for EX
Shouhi-ryou' Certain Death Techniques'
Cancel Hissatsu Waza Certain Death Techniques Cancel
High Jump Cancel no Shiyou Method of High Jump Cancel
Kuuchuu Guard Mid-Air Guard
Fukitobi go Jump Joutai e Able to Jump after being Blown Over (?)
Subete no Waza ni Keri Damage All Techniques cause Erased Damage
Chijou Chain Combo Ground Chain Combo
Kuuchuu Chain Combo Mid-Air Chain Combo
'Subete Tsuujou Waza ga All General Techniques are Cancelable
Cancel Kanou'
'Hissatsu Waza -> Hissatsu Certain Death Techniques -> Certain
Waza or SA' Death Techinques or Super Arts
'Subete Super Arts shiyou All Super Arts are usable
kanou'
Kuuchuu Combo Seigen Atari Mid-Air Combo Restriction Level
========================================================================
3. AUTHOR'S NOTE
========================================================================
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
This FAQ could not have been written without help from the following
people:
Jimmy Y. Lee
- For telling me a ton of stuff; the other method for getting page 8,
how to get pages 9 and 10, as well as how to get Gill and the Extra
Options. Thanks man!
Jonathan Winkler
- I found out about the unlockable 8th page from a post he made to
alt.games.sf2.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
VERSION 0.3 (July 5, 2000)
- Added in the rest of the pages and how to unlock them.
VERSION 0.2 (July 3, 2000)
- Added information on the eight page, fixed the encoding (hopefully).
VERSION 0.1 (July 3, 2000)
- The first release, some stuff not figured out yet / untranslated.
------------------------------------------------------------------------
IN CLOSING
------------------------------------------------------------------------
Remember that none of your System Direction changes will work unless
you've set the mode to 'Original'. Also, the changes you make effect
all modes of play (except for replays). If you want to have an easy
time beating the computer, turn off all the jumping, blocking, and
parrying commands, and just fireball or sweep your opponent to death ;)
Have a question not answered in this FAQ or my Third Strike general FAQ?
Comments or complaints? Want to send me money? Then feel free to drop
me a line at <
[email protected]>. If you've seen this FAQ reprinted in
any magazine or put up with the credits removed on any site, please let
me know so I can take appropriate action against these creeps.
------------------------------------------------------------------------
"I can't go on, digging roses from your grave / to linger on / beyond
the beyond / where the willows weep / and the whirlpools sleep / you'll
find me / and the night mare rides on / and the night mare rides on /
with a december black psalm / and the night mare rides on...."
- 'Behold! The Night Mare', by the Smashing Pumpkins
------------------------------------------------------------------------
Unpublished work Copyright 2000-2001 Chris MacDonald