Street Fighter 3 - Ryu/Ken/Akuma FAQ, For Sega Dreamcast
FAQ by Jimbo [
[email protected]]
This is an in-depth look at the two original street fighters in Street
Fighter 3. This Ryu/Ken FAQ has all their moves, supers, and some
combos for everyone.
Contents
I. Introduction
- Intro to SF3
- Version History
II. Controls
- Dreamcast Controls
- Arcade Controls
III. Characters
- Ryu – The Lone Fighter
- Ken – The Flaming Dragon
- Akuma – The Murderous Demon
IV. Thankyou's
V. Legal Stuff
=======================================================================
I. Introduction
INTRO TO STREET FIGHTER 3
=========================
Street Fighter 3 has been in the arcades for a couple of years now but
hasn't been able to make the jump home because of the lack of power in
the current consoles. Now that the DC is out Capcom brought out this
little number which has Street Fighter 3 and Second Impact. Third
Strike is due out on the Dreamcast too by the end of the year!
This isn't actually the 3rd Street Fighter out as almost anyone can
tell you it's more of less the 30th or so. This of course means that
this is the most refined Street Fighter out. It's take everything good
from the Alpha series the original series and even a bit of the Vs.
series to make the best fighter ever.
Well before I babble on anymore I'm gonna get on with the guide for my
Favorite Characters who are Ryu, Ken, and Akuma.
VERSION HISTORY
===============
Last UPDATED [4/22/00]
Version 1.1 [4/22/00]
This is the final version of the FAQ. It's done so enjoy the first FAQ
for SF3: W Impact even though it isn't much and not very well done.
Sorry I'm busy doing a site with the webmaster NomEr-On. The DREAMFOURM
is coming soon. 'www.dreamfourm.com'
Version 1.0 [3/13/00]
This is the first version of this FAQ and I'll be sure to do a couple
more before it's fully finished. I've done most but I still have to do
Akuma's whole section and Ken's combos. I'll probably do Ken's combos
tomorrow and Akuma's stuff the day after.
=======================================================================
II. Controls
DREAMCAST CONTROLS
==================
Here are the controls for the Sega Dreamcast.
Directional Pad – Moves your character
A Button – Light Kick
B Button – Medium Kick
R Button – High Kick
X Button – Light Punch
Y Button – Medium Punch
L Button – Hard Punch
Start Button – This pauses the game or move's forward through options
ARCADE CONTROLS
===============
These are the controls for the Arcade version of Street Fighter 3. Here
is the layout of the machine.
__
| | <-- Joystick
|__| _ _ _
|| |_||_||_| <--- LP – MP - HP
|| _ _ _
|_||_||_| <--- LK – MK - HK
Joystick – Moves you're character
LP Button – Light Punch
MP Button – Medium Punch
HP Button – Hard Punch
LK Button – Light Kick
MK Button – Medium Kick
HK Button – Hard Kick
=======================================================================
III. Characters
RYU – THE LONE FIGHTER
======================
Ryu is back and in great shape too! He's been training for a long time
getting ready to fight for the glory and fighting for the fight once
again. Here is his story for the 'next generation' of the fighters!
"With his lifelong rival now happily married (Ken has become even
less readily available since the arrival of his son), Ryu has
become even more desperate in his quest for a strong fighter.
Likely the star of the game again, this ageless fighter is
expected to have some powerful punches and kicks at his disposal.
Ryu's style is solid and intense, unlike his friend and rival
Ken's style, which is flashy. How will his tried and tested
techniques fare against the new opponents?"
Everyone knows that Ryu and Ken Masters have been rivals forever, even
since the original Street Fighter game. Even with this they are still
friends and have trained with each other and by the same master as they
grew up.
Stage: Snow Covered - Tokyo Zoo, Japan
Costume: White Gi, Red Gloves & Headband, and Black Belt
Supers: I. Shinkuu Hadoken
II. Shin Shoryuken
III. Denjin Hadoken
Special Moves::]
Hadouken - Fireball] Down –to- Forward, Punch
The fireball or commonly known as an Hadouken, which (if I'm no
mistaken) is the Japanese word Fireball? Anyway everyone should already
known that the fireball come from Ryu's hands and take only half a
second to come out. It travels along the screen in a blue flame color.
The fireball is small and is the second most powerful one in the game,
Akuma's being the strongest. This move is best used for when you're at
a distance to your opponent or he might block and counter you. If he's
to far he may block or might be smart and jump over it.
Shoryuken - Dragon Punch] Forward, Down –to- Forward, Punch
This is another well-known Street Fighter move and has and will be
probably forever. Anyway it's a basic flying uppercut. Ryu will just
jump in an almost vertical jump with his right arm outstretched in an
uppercut stance.
This is a good move to do as long as you know they aren't blocking or
won't be blocking. It's easiest to do it when they have just jumped and
are still next to you. This will hit them but wont have as much power.
The other way is to do a quick floater by pressing, Down +plus+ Fierce
Punch. This will knock them up in the air, and leave an open spot for a
dragon punch. If you do it right after, in an almost continuous motion
you should get a two-hit combo.
Tatsumaki-Senpuukyaku - Hurricane Kick] Down –to- Back, Kick
Here's another famous move with a more in-famous name. Of course most
people know it's the hurricane kick but who actually can spell and
pronounce the Japanese name!?
Anyway this s a quick move in which Ryu does a spinning kick in the
air. He jumps upwards and then mid jump starts spinning while moving
across the screen. This is another hugely gravity-defying move but it's
cool nonetheless. It's a basic move that's easy to pull off. Use it
when your opponent is in the corner or when you need to push him away
and hurt him at the same time.
Joudansokutou Geri – Snap Kick] Down –to- Forward, Kick
This is a quick kick or "snap" kick, as it's title says. Ryu takes a
leap forward with a quick 1-hit kick. This move is quick but not very
powerful. You're better off just sticking with the Hurricane
[Tatsumaki-Senpuukyaku] Kick, which is a better move with damage and
it's harder to block and counter. This is a good move however for when
playing against turteler because is will hit them out of it. Also it's
a good counter for when you block a super art.
Sakotsu Wari - Overhead Punch?] Forward +plus+ Strong Punch
This is just Ryu's overhead punch, except is does a two hit as he steps
forward and takes a stab downwards at you opponents head. It will hit
someone who's holding a low block but not a normal/high block. Also you
can use this move to a cheese although I don't recommend it because it
is a crappy way to win.
To do the cheese just do the Wari, then do a sweep kick and back to the
Wari again and again. This works most of the time except they might
counter you with there own overhand.
Ex Specials::]
Ex Hadouken – Ex Fireball] Down –to- Forward, 2 Punches
Ex Shoryuken – Ex Dragon Punch] Forward, Down –to- Forward, 2 Punches
Ex Tatsumaki-Senpuukyaku – Ex Hurricane Kick] Down –to- Back, 2 Kicks
Ex Joudansokutou Geri – Ex Snap Kick] Down –to- Forward, 2 Kicks
Super Arts::]
Shinkuu Hadouken] Down –to- Forward, Down –to- Forward, Punch
- Maximum, Level 2 super bar -/- 5 Hits
This is Ryu's main super art, as it has been for a long time. Anyway
Ryu will do a big charge up and then blow out a big fireball. This
fireball will do a bunch of hit's if it makes full contact. This
fireball doesn't go to far and it's the same size as the normal
fireball.
Anyway this move is great super if you know that you can pull it off
and hit your opponent head on, if not you might want to think twice
because the clipping isn't that good. For a final thought the recovery
time is pretty good so don't worry too much.
Shin Shoryuken] Forward, Down –to- Forward, Down –to- Forward, Punch
- Maximum, Level 1 super bar -/- 4-6 [close-far] Hits
This is the super art for the normal Shoryuken. This is a more powerful
one, which is done three times getting higher and more powerful on each
jump. It starts of exactly the same as a normal Shoryuken but he will
do three in a row.
This is a very powerful more if you can hit your opponent with it. If
you can use it better than the Shinkuu Hadouken then use this move it's
better and more powerful. If not don't because it has bad clipping and
it's recovery time isn't very good either.
Denjin Hadouken] Down –to- Forward, Down –to- Forward, Punch
- Maximum, Level 2 super bar -/- 4 Hits
This is an electric fireball, which Ryu does. It is only a stunner move
and it's best for someone who is just sitting there blocking trying to
fill up his/her gauge. This move is the same except the longer you hold
the punch the faster and more powerful the stun will be.
Use this move to set up a quick combo, which you can do some major
damage on. Don't try using this super within a combo because it won't
work very well. This is of course because it only does one unblockable
hit that stuns the opponent.
Combos::]
Combo 1 – 4 Hit] Jump-In Fierce Punch, Standing Medium Punch, Standing
Fierce Punch, Standing Roundhouse Kick
Combo 2 – 4-6 Hit] Jump-In Medium Punch, crouching Forward Kick,
Roundhouse Kick Tatsumaki-Senpuukyaku
Combo 3 – 3 Hits] Jump in Fierce Punch, Standing Fierce Punch, Fierce
Punch Hadouken
Combo 4 – 4-8 Hits] Jump-In Fierce Punch, standing Fierce Punch, Fierce
Punch Hadouken, super cancel into an Shinkuu Hadouken
Combo 5 – 5-10 Hits] Jump-In Fierce Punch, standing Fierce Punch,
Fierce Punch Shoryuken, super cancel into a Shin Shoryuken, dash in,
Fierce Punch Shoryuken.
Combo 6 – 6-10 Hits] Jump in Fierce Punch, standing Forward Kick, EX
Joudansokutou Geri, Hadouken, super cancel into an Shinkuu Hadouken.
Combo 7 – 5-8 Hits] Jump in Fierce Punch, standing Fierce Punch, Fierce
Punch Shoryuken, super cancel into a Shin Shoryuken, dash in (F, F),
Fierce Punch Shoryuken.
Combo 8 – ? Hits] Jump in Fierce Punch, Shoryuken, immediately super
cancel into a Denjin Hadouken, release as opponent gets up, if opponent
is stunned, jump in Fierce Punch, standing Fierce Punch, EX Tatsumaki-
Senpuukyaku
Combo 9 – 4-7 Hits] Jump in Roundhouse Kick, standing Forward Kick,
super cancel into a Shin Shoryuken, jumping Roundhouse Kick.
Combo 10 – 4 Hits] Jump in Fierce Punch, standing Fierce Punch, Fierce
Punch Shoryuken
KEN – THE FLAMING DRAGON
========================
Ken is back again just like Ryu, of course he hasn't been in all Street
Fighters now, with Marvel Vs. Capcom. Anyway he's back and is the same
as he's always been with a powerful Dragon Punch and a weaker Hadouken.
Well here is his story...
"Having studied under the same master, Ken and Ryu respectively
hail each other as lifelong rivals. Known to have less finesse,
but greater power than his friend, the blond maned fighter is back
in his customary red garb. Ken now lives on the California coast
with his wife and three-year old son, Mel. Although domestic
commitments keep him busy, he has been given permission by his
wife to take part in any fighting tournament with Ryu. Ken's style
is seemingly reckless but never to be underestimated."
As I said with Ryu him and Ken have been rivals forever but Ryu's been
better. Anyway Ken is back for the first time since he got married and
had his child. This has stopped him for fighting until now because Ryu
is in it.
Stage: San Francisco Bay – Boat Harbor, United States of America
Costume: Red Gi, Brown Gloves, and Black Belt
Supers: I. Shoryu Reppa
II. Shinryuken
III. Shipuu Jinrai Kyaku
Special Moves::]
Hadouken – Fireball] Down –to- Forward, Punch
This is the same fireball as Ryu's although this isn't Ken's main move
as it is with Ryu's. The fireball that is Ken's happens to be the
weakest in the game and in most other Street Fighters.
This move isn't very good for Ken against other Gi wearing fireball
fighters like Sean Ryu, and Akuma. If you get into a fire ball war with
any of them jump it and use the Hurricane kick to push them back and do
them some good damage.
Shoryuken – Dragon Punch] Forward, Down –to- Forward, Punch
This is Ken's main move, which is a good and bad thing in people's
minds. His Dragon Punch is a fire one, which does major damage compared
to Ryu and even Akuma! Anyway the Jab version of the Shoryuken is
usually better to hit at your enemies with.
This is because the Jab one only does one wick short hit. The Fierce
version does three hits but you have to hit with the first one and if
you don't you opponent has the chance to pull off some good damage when
you return to recover.
Tatsumaki-Senpuukyaku – Hurricane Kick] Down –to- Back, Kick
This is Ken's version of the Hurricane Kick, which is almost exactly
the same as Ryu's version. I'm pretty sure they do the same damage but
I'm not positive? Anyway this move is gravity defying as usual and he
moves along the screen doing good damage every hit it makes.
Ken has an upper hand because he is able to do his Kick when he's in
the air. This isn't that good but it can be if you know you'll get the
hit in. Otherwise they'll probably block it or just parry and counter
with a much better hit.
Ex Specials::]
Ex Hadouken – Ex Fireball] Down –to- Forward, 2 Punches
Ex Shoryuken – Ex Dragon Punch] Forward, Down –to- Forward, 2 Punches
Ex Tatsumaki-Senpuukyaku – Ex Hurricane Kick] Down –to- Back, 2 Kicks
Super Arts::]
Shoryu Reppa] Down –to- Forward, Down –to- Forward, Punch
- Maximum, Level 1 super bar -/- 11 Hits
The Shoryu Reppa is a very fast Supper Art, which happens to be one of
the fastest in the game. This of course doesn't mean that it isn't as
good. No this move is very good. It allows you to go through fireballs
and it's quick to get to your opponent.
This move is good for doing to your opponents, but only when you can
make it. This is mainly because it has a bad recovery time so you
better watch out if you think your going to miss it. Also if you need
to do some damage quickly just to kill them it doesn't have that good
clipping damage. If you need a quick hit do a sweep or a jump in then
start the Shoryu Reppa.
Shinryuken] Forward, Down –to- Forward, Down –to- Forward, Punch
- Maximum, Level 1 super bar -/- 15 Hits
The Shinryuken is a cool looking Super Art that can do some HUGE damage
when done right. To do it right you just have to get them to jump into
you and then pull it before the hit you. If you do this Ken will rise
into the while spinning with fire. It's very cool to look at as well as
do damage.
This move although does have it's faults because if you miss your still
going straight into the air and your opponent has a great start to do
some damage. This and the recovery time isn't that good so watch out on
your way down. To get a good hit just use
Shipuu Jinrai Kyaku] Down –to- Forward, Down –to- Forward, Kick rapidly
- Maximum, Level 2 super bar -/- 13 Hits
This Super Art is also very quick to pull onto your opponent. Not only
this but it can also go through fireballs on it's way to your opponent.
If you get a full hit you'll do some good damage with a lot of hits,
but it's not quite as good as Ken's other Super Arts. To get a good hit
in with it, like his other supers, use it after a quick sweep or as a
counter.
This also has the fault of Ken's other supers, which is it's recovery
time. This one isn't as bad as his others, but it still is bad. Anyway
all you have to do is make sure you know what you're doing when you do
the move.
Combos::]
Combo 1 – 4 Hit] Jump-in Fierce Punch, crouching Medium Kick, (cancel)
Fierce Punch Hadouken
Combo 2 – 3-5 Hit] Jump-in Fierce Punch, Crouching Medium Kick,
(cancel) Roundhouse Kick Hurricane Kick
Combo 3 – 3-5 Hit] Jump-in Fierce Punch, Medium Punch, Fierce Punch,
(cancel) Roundhouse Kick Hurricane Kick
Combo 4 – 2-4 Hit] Jump-in D,DB,B+2xKicks, [juggle] Dragon Punch
Combo 5 – 3 Hit] Crouching Light Kick, Crouching Light Kick, (cancel)
Dragon Punch
Combo 6 – 3-5 Hit] Jump-in Fierce Punch, Crouching Medium Kick,
(cancel) Hadouken
Combo 7 – 3 Hit] Crouching Jab Punch, Crouching Medium Kick, (cancel)
Hadouken
AKUMA – THE MURDEROUS DEMON
===========================
Akuma is back again being the third and last fighter to return from the
old Street Fighters. All of his moves have stayed intact and he's
almost exactly the same as he was in Alpha 3. He is still strong and
this is a bit unfair against other fighters. Now though he's a secret
character so you'll have to earn him to get him.
"Shun Goku Satsu.... Shun Goku Satsu!! Akuma learned this from his
master Goutetsu. He was told this movepowerful it could kill the
person who uses it. Goutetsu's ancestors feared it was too
powerful so they sealed the move, never to be seen again. But
Akuma believed his ancestors were fools so he released the move.
In his opinion a true warrior will do everything he can to win
the fight. "It is cowardly to avoid a technique because you fear
it. A life of fear is not much of a life." Akuma is confident he
can perform the move without dying. It is his dream to be
stronger than anyone else. Akuma chooses his own master, Goutetsu
to test this move on. During there fight, Akuma sees the chance.
He feels like all the cells in his body will explode. After a
second, he watches his dead master's body spray blood. Akuma's
evil fate was set. It is his destiny and there is no turning
back."
Akuma is a very, very evil fighter and therefore is Ryu and Ken's
mortal enemy. They always fight it out and Ryu was once taken over by
Akuma and used for evil. This is when Evil Ryu came about although he's
still in some fighters it doesn't have any real relevance anymore.
Stage: San Mountain Fuji - Japan
Costume: Black Gi, Brown Gloves, and Brown Belt
Supers: I. Messatsu Gou Hadou
II. Messatsu Gou Shoryu
III. Messatsu Gou Rasen
IV. Tenma Gou Zankuu
V. Shun Goku Satsu
Special Moves::]
Gou Hadouken – Fireball] Down –to- Forward, Punch
Yet again Akuma has the fireball exactly the same as Ryu and Ken's. The
difference here is that Akuma's fireball is purple and it is the
strongest out of the three overall.
Kuchu Gou Hadouken – Air Fireball] [In Air] Down –to- Forward, Punch
Akuma is the only fighter who can do the downward air fireball. It has
the same power/speed as the normal fireball. The only difference here
is that it's in the air and it harder to block.
Gou Shoryuken] Forward, Down –to- Forward, Punch
Again this is the same dragon punch as Ken. He has a fire dragon ball
and it does about the same damage as Ken's. It is also slow like the
rest and has the same animation.
Tatsumakisenpuukyaku - Hurricane Kick] Down –to- Back, Kick
This time his hurricane is a little different and is much more powerful
that Ryu and Ken's. This time he does a three-hit hurricane kick. If
the first spin hit's you, you still get hit by the following before
being knocked down.
Kuchu Tatsumakisenpuukyaku – Air Hurricane Kick] Down –to- Back, Kick
This is just an air version of the normal hurricane kick. When you do
this in the air you don't do it straight but you move downwards in a
slow motion as you do the spins. This isn't as maneuverable of a move
as the normal one though.
Tenma Kujinkyaku] [Air] Down+Medium Kick
This is a very useful move in Akuma's set. It's a kick in which you
move down in one kick motion. It does 3 hit's and it's powerful enough
to do some good damage. It's a good move to catch your opponent off
guard with because it's quick and comes from the air.
Tomoe Nage] Forward+Medium Kick
This is the same snap kick that Ryu does. As I said before it's not
very powerful or useful. It is quite quick but that's about all it has
going for it.
Ex Specials::]
* Akuma has no Ex moves that he can perform *
Super Arts::]
Messatsu Gou Hadou] Down –to- Forward, Down –to- Forward, Punch
- Maximum, Level 1 super bar -/- 11 Hits
This is the Super fireball that can also be done by Ryu. Akuma has a
purple fire instead of blue and it does about the same damage. Akuma
does take longer to start his fireball. It's the same speed once it's
started and it does about the same amount of hits as Ryu's.
You should use the move the same way as Ryu's. If you don't think that
you are going to hit your opponent don't even try. If you think you'll
hit them then do it. If not you will probably get hit because you can't
move for close to 5 seconds once you start the move. As long as you hit
your opponent, blocked or not, you should have enough time to recover.
Messatsu Gou Shoryu] Down –to- Forward, Down –to- Forward, Punch
- Maximum, Level 1 super bar -/- Hits
This is the super dragon punch and it is the same the one Ken performs.
This is basically a chain of three Dragon Punches with more power done
consecutively. It has a quick enough start and it does good damage if
all hits are connected, although not as much as Ryu's straight dragon
punch super.
When you use this move make sure you hit with the first hit or else you
could be in trouble and even if you do connect later you will get small
damage done. It is best to start this move by canceling another move
like a Fierce Punch or a Hurricane Kick, which is the best way in my
opinion.
Messatsu Gou Rasen] Down –to- Forward, Down –to- Forward, Kick
- Maximum, Level 1 super bar -/- Hits
Tenma Gou Zankuu] Down –to- Forward, Down –to- Forward, Punch
- Maximum, Level 1 super bar -/- Hits
This is the air version of the super fireball [Messatsu Gou Hadou] and
it isn't the same type of move. When your in the air and you start the
move Akuma starts the normal air fireball animation but then goes crazy
shooting over 20 fireballs in a spot of under 5 seconds! Its fast and
the fireballs go in all different directions meaning it has a broad
range of attack.
When you do this move you wont hit with every fireball so don't try.
Once it's off and you hit with one of them you should get the rest in
his direction until the moves over. Try and do it so that you know
you'll get it if you don't though you wont have to worry because it's
hard to completely evade and start a new move before your back and
ready.
Shun Goku Satsu] Light Punch, Light Punch, Forward+Medium Punch
- Minimum, Level 3 super bar -/- 16 Hits
This is the most powerful move that Akuma can do. It is also probably
the most powerful movie in game! You can do it whenever you want no
matter what Super you choose but it does take a FULL THREE super bars
to do. It is a slow starting move but once you grab you're opponent
they are screwed!
The move is where Akuma does a teleport movement and then grabs your
opponent and basically puts the smackdown on them. It goes black and
you only see some flashes of light. Then the screen will fade back with
Akuma's back in your view and the sign on his back glowing. The best
strategy for this move I've found I to do a trip move with down and
fierce and then start the move immediately. If you do it right you
should grab your opponent right as they stand up before your move
finishes and then causes huge damage!
Combos::]
Combo 1 – 3 Hit] Crouching Jab Punch, Crouching Light Kick, (cancel)
Hadouken
Combo 2 – 3 Hit] Crouching Light Kick, Crouching Light Kick, (cancel)
Hadouken
Combo 3 – 3 Hit] Jump-in Fierce Punch, Crouching Medium Kick, (cancel)
Hadouken
Combo 4 – 3-5 Hit] Jump-in Fierce Punch, Crouching Medium Kick,
(cancel) Fierce Punch Hadouken
Combo 5 – 3-4 Hit] Jump-in Fierce Punch, Crouching Medium Kick,
(cancel) Roundhouse Kick Hurricane Kick
Combo 6 – 4-6 Hit] Jump-in Fierce Punch, Fierce Punch, (cancel) Light
Kick Hurricane Kick, Fierce Punch Hadouken
Combo 7 – 4-6 Hit] Jump-in Medium Kick, Crouching Fierce Punch,
(cancel) Light Kick Hurricane Kick, (juggle) Fierce Punch Dragon Punch
Combo 8 – 3 Hit]
Jump-in Roundhouse Kick, Crouching Medium Kick, (cancel) Hadouken
Combo 9 – 3-5 Hit] Jump-in Roundhouse Kick, Crouching Medium Kick,
(cancel) Roundhouse Kick Hurricane Kick
=======================================================================
IV. Thankyou's
Thanks to anyone who's helped me with this guide.
Capcom –capcom.jp.co-] For making this game so everyone could enjoy it.
Sega –sega.jp.co-] For getting Capcom on your team and making the DC.
Also thanks to all the people who let me whoop them in the making of
this FAQ.
=======================================================================
V. Legal Stuff
This FAQ is for gamefaqs.com only and cannot be copied without my
permission. E-mail me for permission at
[email protected].