Sequel to Street Fighter II. Street Fighter III introduces parrying, Super Arts, and extended hit stun mechanics, combining traditional 1-on-1 combat with new movement, attack, and combo options
Street Fighter III continues the one-on-one fighting tradition, with fighters using attacks and special moves to deplete their opponent’s health. It introduces new mechanics, some borrowed from other Capcom games: dashing and retreating like Darkstalkers, super jumps and quick recovery from knockdowns like X-Men: Children of the Atom, and leap attacks targeting crouching opponents. Aerial guards from the Alpha series are replaced by parrying.
Parrying allows players to deflect attacks at the precise moment they would hit, avoiding damage and opening opponents to counterattacks. This applies to both normal and special moves, including Super Arts, but requires exact timing.
Super Arts function as powerful character-specific moves similar to Super Combos. Players select one of three Super Arts per character, with a gauge that fills as they attack. Special moves can be canceled into Super Arts.
Animations include extended hit stun states, including a “turned-around” state where a character faces away from the opponent after being hit. Certain attacks trigger this state, and grabs and throws can now be comboed, exploiting the longer recovery time.
"Maybe" Images
(fuzzy search, these MAY match the game, or they may not)