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Information About

Street Fighter 3




  Developer Capcom
  Publisher Capcom
  Release 1999
  Genre Versus Fighting
  Modes Up to 2 players simultaneously
  Cabinet Upright
  Arcade System CPS-3
  Monitor Raster , 512 x 512 (Horizontal), 4096 colors
  Input 8-way Joystick , 6 Buttons
  Ports Dreamcast , PlayStation 2 , Xbox


''Street Fighter III: New Generation'' is a Fighting Game produced by Capcom , released in 1997 on Capcom's CPS-3 hardware, which is a continuation of the famous '' Street Fighter '' series.

The game was produced in three editions, each adding more characters as well as making minor modifications to the Gameplay :
  • ''Street Fighter III: New Generation''

  • ''Street Fighter III: 2nd Impact - Giant Attack''

  • ''Street Fighter III: 3rd Strike - Fight for the Future''


The games are often referred to by their subtitle. For example, ''2nd Impact'' or ''3rd Strike''.


HISTORY

A Sequel to '' Street Fighter II '' was in high demand, due to the popularity of the second game. Rather than releasing a sequel, Capcom created four updates (each one taking about as long as a sequel generally would at the time) to ''Street Fighter II'', and created a spin-off series called '' Street Fighter Alpha '' before finally creating ''Street Fighter III''. Some fans began to become impatient with Capcom's unwillingness to release a true sequel, while others saw the constant fine-tuning as an effort to make sure the game would be known for its great gameplay.

''Street Fighter III: New Generation'', or alternately, ''Three: A New Generation of Street Fighter'' (or simply ''Three'' as it was called on its marquee), was the true sequel to ''Street Fighter II'', and retained the duo of Ken and Ryu which many fans of the series loved. Because of the high number of animation frames used per character (the most fluidly animated fighting game sprites as of now), the original edition of ''Street Fighter III'' only included ten characters; however, the second and third editions of the games slowly added new characters, as well as reintroducing Chun-Li and Akuma . Some fans were put off by some of the added characters, viewing them as overly exotic and remniscent of the '' Darkstalkers '' series (''Vampire'' in Japan ) more than anything from the ''Street Fighter II'' series or even the ''Street Fighter Alpha'' series. Many were also disappointed in the lack of more classic characters from previous ''Street Fighter'' games. The later updates were named ''2nd Impact'' and ''3rd Strike''.

While not unsuccessful, the series' success was hindered by a number of factors: it was released at a time when the arcade market was beginning to decline, and Xbox .


GAMEPLAY

The most important technical addition to the games was "offensive blocking" (known to American fans as "parrying"), and differs from simple blocking (guarding in the Japanese version) in that no damage is taken from the opponent's attack, and the person performing a successful parry has no block stun. A block stun is the split second after a block is executed where the character cannot make another action. This enables the player to immediately counterattack after a parry. Parrying is a skill that requires a lot of honing and practicing, however, as it requires that you press forward (or down, if it's a low attack) during the '''exact''' frame of animation when the opponent's attack would make contact with you. ''3rd Strike'' allowed a wider time-span for a player to execute a parry; this has made parrying somewhat easier than previous editions. Incorrect timing of parrying will leave your character wide open for counterattacks. Skilled players learn to parry as many single attacks and combos as possible, which caused the game to be focused primarily on quick "pokes" (light attacks) leading into long, preferably uncommon combos.

The Air Block (which was introduced in the ''Alpha'' series), was removed in order to keep with the differing rhythm of the game, and perhaps to encourage parrying over blocking in order to have a defensive option while airborne.

The Super Arts system is similar to most super moves in 2D fighters. However, there is a big difference. In ''Street Fighter III'', the player is asked to choose one of three Super Arts before the match starts. Each Super Art has its own meter length, and amount of "stocks" it can hold. This is the main difference between ''Street Fighter III'' and other fighting games, which tend to have static meter lengths for each combatant as well as a variety of Super Art-esque moves available at any time. Some moves take a long time to charge up, and can only be stocked once, while others accumulate stocks quickly and allow for multiple executions of the same Super Art.

In addition, the Super Art meter is used for ''EX Moves'' (similar to the ''Enhanced Special'' moves in ''Darkstalkers''), which are powered up versions of character's special moves. ''EX Moves'' are performed by pressing two punch or kick buttons at once, while performing the same directional motions as with normal special moves. The Super Art meter depletes depending on the character and the attack performed. The acknowledged downside to ''EX Moves'' lies in their lack of variability, as opposed to normal special moves which can be performed to varying degrees of fierceness using the three levels of attack buttons present in every ''Street Fighter'' game. ''EX Moves'' are a major contributor to the status of ''3rd Strike'' as one of the most refined fighters of all time; they allow the player to choose between Super Art conservation for sudden, devastating Super Arts (such as Chun-Li's infamous ''Hoyouku Sen'') or a constant barrage of EX attacks.


CHARACTERS


Featured in ''New Generation''



Introduced in ''2nd Impact''



Introduced in ''3rd Strike''



POP CULTURE




TRIVIA

  • Originally, Ryu and Ken were not to be in this game, instead being replaced by Sean as the lone Ansatsuken fighter. Capcom changed their minds as the result of these two characters' strong followings, and included them in the final release.



EXTERNAL LINKS