|
||||
Contents News Previews Reviews Features Columns Media Wallpapers Interactive DCS Forum Letters Chat Submit Stuff Feedback Staff Join us Affiliates>> Be ahead of the game! Enter your email address and get notified of site updates: Help keep this site alive. Please visit our sponsors |
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!] Related: >>Download some exclusive Dreamcast wallpapers! >>Compare prices for this game and get the best deal! >>Discuss this game and share your opinions in the Forums! >>Read other Dreamcast reviews
|
Written by: in conjuction with the Street Fighter 3rd Strike review
>>Download some exclusive Dreamcast wallpapers!
Compare prices for this game and get the best deal!
|
||
All copyrighted images and names are trademarks of their respective copyright holders. All original work is copyrighted by Farooq Asif. Unauthorised reproduction of any material from this site is strictly prohibited. © 2000 DreamcastSource.co.uk |
||||