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Street Fighter 3 Third Strike - Fight for the future: System Direction information

 

In Street Fighter 3 Third Strike on the Dreamcast, there is a little feature called 'system direction' - this is good.

In here you can alter most of the street fighter gameplay styles. There are a total of 10 pages in the system direction. Pages 8 thru 10 are opened up by finishing the game with every character, which in turn makes Gill playable [he is between yun, and yang] and when you complete the game as him you get the Extra options in the options menu.

System Direction page 1

GROUND PARRYING - With this option turned off no parries can be performed on the ground (standing or crouching parries).it also means that when you play the 'block the ball' bonus stage you can not parry the balls away.

NO-AIR PARRYING - You can't parry an attack coming from an air borne opponent.

MID-AIR PARRYING - With this turned off, players cannot use the mid-air parry.

TIME TO INPUT A PARRY - Alters the speed at which you have to input the parry [1 star = difficult]. Very hard to see any noticeable difference.

GUARD PARRYING - Players can't parry an attack whilst blocking an attack [as if you could normally!]

TIME TO INPUT A GUARD PARRY - Self explained. Very hard to see any difference.

 

System Direction page 2

BLOCKING - With this turned off, players cannot use the standing or crouching block.

ACTIVE BLOCKING - 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 - 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 - With this turned off, you take no damage from blocking special moves or Super Arts.

 

System Direction Page 3

FORWARD DASH - With this turned off, players cannot tap f,f to dash forward.

BACKWARD DASH - With this turned off, players cannot tap b,b to backstep.

JUMP - With this turned off, players cannot jump.

HIGH JUMP - With this turned off, players cannot high jump.

QUICK STANDING - With this turned off, players cannot use d to get up after being knocked to the floor.

 

System Direction Page 4

BASIC THROWS AND HOLDS - With this turned off, players cannot use any kind of LP + LK throw or hold.

GRAP DEFENSE - With this turned off, players cannot use the Grap Defense to get out of throws or holds.

RESTRICTED GRAP DEFENSE - Changes the grapple defense values of some characters.

 

System Direction Page 5  

LEAP ATTACKS - With this turned off, players cannot use Leap Attacks.

LEAP ATTACK COMMAND CHANGE - 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 - 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- With this turned off, trying to do a Personal Action after the KO sign has already appeared isn't possible.

 

System Direction Page 6 

SUPER ARTS - With this turned off, players cannot select or use Super Arts.

SPECIAL MOVES - With this turned off, players cannot use Special Moves.

EX SPECIAL MOVES - With this turned off, players cannot EX their special moves.

EX SPECIAL MOVE GAUGE CONSUMPTION - 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).

 

System Direction Page 7

TARGET COMBOS- With this turned off, players cannot use their Target Combos.

NORMAL MOVE CANCELS - With this turned off, you can't cancel the following attacks into special moves or Super Arts:

Cancellable punches and kicks, such as Oro's crouching MP into Oni Yanma or Yagyou Dama.

Cancellable command attacks, such as Chun-Li's Hakkei into Kikou Ken or Houyoku Sen.

Super cancellable command attacks, such as Dudley's Step Straight into Rolling Thunder.

Cancellable Target Combos, such as Ibuki's close standing LP, MP (1 hit), HP into Tsumuji or Yoroi Dooshi.

SUPERCANCELS - With this turned off, you can't super cancel the following moves into Super Arts:

Special moves, such as Ryu's Hadou Ken into Shinkuu Hadou Ken.

Super cancellable Target combos, such as Yun's MP, HP, b + HP into the Youhou.

HIGH JUMP CANCELS- 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 turned off, he'd be unable to.

METHOD OF HIGH JUMP CANCELING USED - 2nd Impact style of high jump cancelling

 

System Direction Page 8

MID-AIR BLOCKING - 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 - Ability to jump after a knockdown? maybe instead of a defensive roll?

ALL ATTACKS CAUSE BLOCK DAMAGE - With this turned on, all of your attacks do block damage (normal punches and kicks, command attacks, etc.)

START OFF WITH A FULL SA GAUGE- 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 - 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.

System Direction Page 9

GROUND CHAIN COMBOS - 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.

MID-AIR CHAIN COMBOS - This lets you do chain combos in air.

CANCEL OUT OF ANY NORMAL ATTACK- With this turned on, any normal attack or command attack can be cancelled into a special move or super art.

SUPERCANCEL INTO SPECIALS OR SAs - This lets you cancel special moves into different special moves  

System Direction Page 10

USE ALL SUPER ARTS - Turn this on and you can use any of your Super Arts, instead of just one of them.

CANCEL SUPER ARTS INTO SUPER ARTS - With this turned on, you can supercancel from one Super Art into another.

MID-AIR CHAIN COMBO RESTRICTIONS - Changes the amount of time you have to do a mid-air-chain combo.

Sam

[Ed - Gosh Sam worked hard on that!]

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Written by:

Sam

in conjuction with the Street Fighter 3rd Strike review

 
If you get here [somehow] without reading the review 1st, get your ass over there!

 

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