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** You can control the trajectory of Sean's basketball during his opening animation; if done correctly, you can hit ''any'' character with it, not just Elena. If Sean taunts during a match, you can hit him out of the animation before he catches the ball, and it'll go flying harmlessly across the screen.
** If you defeat three human opponents with Yang, his cat will appear in the next match, and all subsequent consecutive matches that you win.
** You can alter the difficulty level of the parrying bonus round by holding certain button combinations when the "Parrying" message appears on screen.
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* EasterEgg: As ''3rd Strike'' was supposed to be the final ''Street Fighter'' game, there were several secrets put in for people to discover:
** Chun-Li will blush during her "Yatta!" victory animation if you press Start immediately after winning the match.
** Dudley's Rolling Thunder can be changed to a dash if you hold hold forward and all three punches.
** Alex's will do an alternate version of his Hyper Bomb Super Art if the opponent is facing away when he connects with it.
** Elena's Healing can be canceled by pressing all three punch buttons at the same time.
** Sean, Dudley, and Ibuki's projectiles (the basketball, rose, and kunai) are all physical objects instead of ki. As such, they cancel each other out if they collide.
** Hugo's Hammer Mountain can be delayed by holding down a punch button. If you hold it down long enough, the move will be canceled entirely.
** Oro has EX versions of all of his Super Arts, including a Anime/DragonBallZ-style Spirit Bomb. You need to fully charge his meter and use all three punch buttons to trigger them.
** Ibuki's hopping taunt has properties of a light attack and a throw at close range; she'll jump over the opponent's shoulder and give a little wave. It can even be used to stop some oncoming attack in mid-animation.
** Necro and Yun can taunt continuously until you let go of the buttons or they get hit.
** Makoto's taunt is actually the first part of three animations; you have to keep holding down the buttons to see the entire thing.
** Makoto also has hidden taunt that only activates if you input the taunt directly after doing a Hayate. Unlike most other taunts in the game, it doesn't have any practical use.
** Similarly, Hugo's taunts have a few variations depending on the input. The first two versions boost his stats. But if you hold down the Start button and taunt, Poison will walk onscreen and do her own taunt.
** Alex's Flash Chop, Hugo's Giant Palm Bomber, Yun's Kobokushi, and Yang's Byakko Soshoda can cancel out projectiles as long as the attacks connect at the same time.
** Chun-Li can do her aerial stomp up to 10 times in a row in corners, and can wall jump as well.
** Urien can do an alternate version of his Aegis Reflector if you trigger it with all three punch buttons.
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* HermitGuru: Oro is an OldMaster from South America. While the location of his grotto in ''New Generation'' and ''2nd Impact'' is never specified, it's based on the real-life ''tepui'' caves found in the Guiana Highlands, most commonly in Venezuela and western Guyana. This is fitting with Oro's distant and mysterious nature; the ''tepui'' caves are among the last unexplored regions of the world. It's not until ''3rd Strike'' that he's relocated to an entirely different stage that's based in Brazil.

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* HermitGuru: Oro is an OldMaster from South America. While the location of his grotto in ''New Generation'' and ''2nd Impact'' is never specified, it's based on the real-life ''tepui'' [[https://ideas.ted.com/deep-in-an-ancient-cave-an-unexpected-form-of-life/ caves found in the Guiana Highlands, Highlands]], most commonly in Venezuela and western Guyana. This is fitting with Oro's distant and mysterious nature; the ''tepui'' caves are among the last unexplored regions of the world. It's not until ''3rd Strike'' that he's relocated to an entirely different stage that's based in Brazil.
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* HermitGuru: Oro is an OldMaster from South America. While the location of his grotto in ''New Generation'' and ''2nd Impact'' is never specified, it's based on the real-life ''tepui'' caves found in the Guiana Highlands, most commonly in Venezuela and western Guyana. This is fitting with Oro's distant and mysterious nature; the ''tepui'' caves are among the last unexplored regions of the world. It's not until ''3rd Strike'' that he's relocated to an entirely different stage that's based in Brazil.
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* OldMaster: As a Senjutsu master, [[HermitGuru Oro]] is canonically one of the oldest and most powerful fighters. This is reflected in his design; he has a DoubleJump, [[MindOverMatter telekinesis]], [[PainfullySlowProjectile projectiles that can]] [[HomingProjectile hit from multiple angles at the same time]], and [[IAmNotLeftHanded EX versions of his Super Arts]]. No other character - not even ''Akuma'', his ''3rd Strike'' rival - has those abilities. [[WithMyHandsTied He also keeps one arm bound]] [[WillfullyWeak to give his opponents an actual chance at winning]]. Higher-level strategies are indicative of this as well; Oro has some of the longest and most complex juggling combos in the series. They require patience, timing, and dexterity due to him being a charge character, [[https://www.youtube.com/watch?v=3ntki8-OPkc but some are unblockable and can completely shut down a match if done correctly]]. In his ''3rd Strike'' ending, he's interested in Ryu's potential, but notes it'll take at least ''15 years'' of training before Ryu could make him use both arms.
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** Yun and Yang. Yun is an absolute terror in matches due to great combos, speed, and dive kick tactics. He's especially deadly if he's using his Gen'ei Jin Super Art, which basically lets him juggle his target with impunity until the meter runs out. Yang is slower and doesn't have as many good combos or speed, but he hits hard and racks up stun damage quickly. He thrives by understanding spacing, being patient, and punishing his opponents' mistakes. Despite all of this, these BashBrothers have the least amount of health after Akuma. Their strengths also rely on momentum; if you know how to block or parry competently, you can shut down most of their best tactics, and then destroy them quickly.

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** Yun and Yang. Yun is an absolute terror in matches due to great combos, speed, and dive kick tactics. He's especially deadly if he's using his Gen'ei Jin Super Art, which basically lets him juggle his target with impunity until the meter runs out. Yang is slower and doesn't have as many good combos or speed, but he hits hard and racks up stun damage quickly. He thrives by understanding spacing, being patient, and punishing his opponents' mistakes. Despite all of this, these BashBrothers have the least amount of health after Akuma. Their strengths also rely on momentum; if you know how to block or parry competently, you can shut down most of their best tactics, and then destroy them quickly.them.



** At competetive levels, the only characters who ''remotely'' stand a chance against an experienced Chun-Li are another Chun-Li, Dudley and Yun. Dudley has a superior wakeup game, and can combo/juggle a cornered, knocked-down Chun-Li relatively easy. Yun also holds a tiny advantage if the Chun-Li player doesn't know the ranges of his dive kicks, thus making her vulnerable to his Gen'ei Jin. Ken also has some solid mixups and damage output, but he can be easily countered by a defensive player. Urien can also overwhelm her if he gets enough momentum going, but that requires mastery over the buffering of his tackles and Aegis Reflector. All of these characters aside from Yun could be considered Lightning Bruisers in their own ways, but Chun-Li outclasses all of them.

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** At competetive competitive levels, the only characters who ''remotely'' stand a chance against an experienced Chun-Li are another Chun-Li, Dudley and Yun. Dudley has a superior wakeup game, and can combo/juggle a cornered, knocked-down Chun-Li relatively easy. Yun also holds a tiny advantage if the Chun-Li player doesn't know the ranges of his dive kicks, thus making her vulnerable to his Gen'ei Jin. Makoto has insane damage output and impressive speed, but requires setups and precision to be truly effective; given the recovery time on some of her moves and lackluster footsie options, whiffing an attack can be disastrous. Since Makoto's best combos require her Karakusa command grab, her tactics become predictable and thus easier to counter. Ken also has some solid mixups and damage output, but he can be easily countered by a defensive player. Urien can also overwhelm her if he gets enough momentum going, but that requires mastery over the buffering of his tackles and Aegis Reflector. All of these characters aside from Yun could be considered Lightning Bruisers in their own ways, but Chun-Li outclasses all of them.

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* SecretCharacter: Q isn't normally seen in an arcade playthrough. In order to fight him, you have to win the first 8 matches without losing a round, remain at a D rank or higher in each match, get 5 Super Art finishes, and get 2 or more Special Points. If done correctly, a close up of his character portrait will suddenly pop up on the screen before the fight begins.

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* SecretCharacter: In ''3rd Strike'', Q isn't normally seen in an arcade playthrough. In order to fight him, you have to win the first 8 eight matches without losing a round, remain at a D rank or higher in each match, get 5 five Super Art finishes, and get 2 two or more Special Points. If done correctly, a close up of his character portrait will suddenly pop up on the screen before the fight begins.



* StoneWall: Q is designed to be a defensive and parry-based fighter; his offensive options are quite limited compared to the rest of the cast. But his taunt dramatically boosts his defense stats. If you max out at 3 taunts, Q will be able to easily tank some of the most damaging combos in the game. This drags the fight out longer and gives you more opportunities to counterattack.

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* StoneWall: Q is designed to be a defensive and parry-based fighter; his offensive options are quite limited compared to the rest of the cast. But his taunt dramatically boosts his defense stats. If you max out at 3 three taunts, Q will be able to easily tank some of the most damaging combos in the game. This drags the fight out longer and gives you more opportunities to counterattack.

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* GlassCannon: Akuma is gradually nerfed every time he's playable. He loses most of his lengthy ''Alpha 3'' combos in the transition to ''2nd Impact'', along with a considerable portion of his health. ''3rd Strike'' removes the borderline broken combos (of which nearly every character has) along with his ground roll. This final version has slightly reduced damage, and his health is the absolute lowest of the roster. A heavy hitter like Chun-Li needs only a couple of combos to take him out. To make up for this, Akuma is given ''one more Super Art'' - bringing the total to 5 - that can be triggered whenever his meter is completely full. He has great priority and combos, better control over his teleports, and variations on his dive kicks/throws. It's rather telling that despite his pathetic health, he's still considered a high tier character.
** Yun and Yang also qualify, surprisingly. Yun is an absolute terror in matches due to great combos, speed, and dive kick tactics. He's especially deadly if he's using his Gen'ei Jin Super Art, which basically lets him juggle his target with impunity until the meter runs out. Yang is slower and doesn't have as many good combos or speed, but he hits hard and racks up stun damage quickly. He thrives by understanding spacing, being patient, and punishing his opponents' mistakes. Despite all of this, these BashBrothers have the least amount of health after Akuma. Their strengths also rely on momentum; if you know how to block or parry competently, you can shut down most of their best tactics, and then destroy them quickly.

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* GlassCannon: GlassCannon:
**
Akuma is gradually nerfed every time he's playable. He loses most of his lengthy ''Alpha 3'' combos in the transition to ''2nd Impact'', along with a considerable portion of his health. ''3rd Strike'' removes the borderline broken combos (of which nearly every character has) along with his ground roll. This final version has slightly reduced damage, and his health is the absolute lowest of the roster. A heavy hitter like Chun-Li needs only a couple of combos to take him out. To make up for this, Akuma is given ''one more Super Art'' - bringing the total to 5 - that can be triggered whenever his meter is completely full. He has great priority and combos, better control over his teleports, and variations on his dive kicks/throws. It's rather telling that despite his pathetic health, he's still considered a high tier character.
** Yun and Yang also qualify, surprisingly.Yang. Yun is an absolute terror in matches due to great combos, speed, and dive kick tactics. He's especially deadly if he's using his Gen'ei Jin Super Art, which basically lets him juggle his target with impunity until the meter runs out. Yang is slower and doesn't have as many good combos or speed, but he hits hard and racks up stun damage quickly. He thrives by understanding spacing, being patient, and punishing his opponents' mistakes. Despite all of this, these BashBrothers have the least amount of health after Akuma. Their strengths also rely on momentum; if you know how to block or parry competently, you can shut down most of their best tactics, and then destroy them quickly.
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* GlassCannon: Akuma is gradually nerfed every time he's playable. He loses most of his lengthy ''Alpha 3'' combos in the transition to ''2nd Impact'', along with a considerable portion of his health. ''3rd Strike'' removes the borderline broken combos (of which nearly every character has) along with his ground roll. This final version has slightly reduced damage, and his health is the absolute lowest of the roster. A heavy hitter like Chun-Li needs only a couple of combos to take him out. To make up for this, Akuma is given ''two extra Super Arts'' - bringing the total to 5 - that can be triggered whenever his meter is completely full. He has great priority and combos, better control over his teleports, and variations on his dive kicks/throws. It's rather telling that despite his pathetic health, he's still considered a high tier character.
** Yun and Yang also qualify, surprisingly. Yun is an absolute terror in matches due to great combos, speed, and dive kick tactics. He's especially deadly if he's using Gen'ei Jin Super Art, which basically lets him juggle his target with impunity until the meter runs out. Yang is slower and doesn't have as many good combos or speed, but he hits hard and racks up stun damage quickly. He thrives by understanding spacing, being patient, and punishing his opponents' mistakes. Despite all of this, these BashBrothers have the least amount of health after Akuma. Their strengths also rely on momentum; if you know how to block or parry competently, you can shut down most of their best tactics, and then destroy them quickly.

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* GlassCannon: Akuma is gradually nerfed every time he's playable. He loses most of his lengthy ''Alpha 3'' combos in the transition to ''2nd Impact'', along with a considerable portion of his health. ''3rd Strike'' removes the borderline broken combos (of which nearly every character has) along with his ground roll. This final version has slightly reduced damage, and his health is the absolute lowest of the roster. A heavy hitter like Chun-Li needs only a couple of combos to take him out. To make up for this, Akuma is given ''two extra ''one more Super Arts'' Art'' - bringing the total to 5 - that can be triggered whenever his meter is completely full. He has great priority and combos, better control over his teleports, and variations on his dive kicks/throws. It's rather telling that despite his pathetic health, he's still considered a high tier character.
** Yun and Yang also qualify, surprisingly. Yun is an absolute terror in matches due to great combos, speed, and dive kick tactics. He's especially deadly if he's using his Gen'ei Jin Super Art, which basically lets him juggle his target with impunity until the meter runs out. Yang is slower and doesn't have as many good combos or speed, but he hits hard and racks up stun damage quickly. He thrives by understanding spacing, being patient, and punishing his opponents' mistakes. Despite all of this, these BashBrothers have the least amount of health after Akuma. Their strengths also rely on momentum; if you know how to block or parry competently, you can shut down most of their best tactics, and then destroy them quickly.
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** Makoto can be turned into one if you use her [[TurnsRed Tanden Renki Super Art]]. It adds a 25% stat boost to her already high attack power, but at the expense of her ability to block. Using it recklessly will end a match very quickly, and usually not in Makoto's favor.
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* GlassCannon: Akuma is gradually nerfed every time successive game in which he's playable. He loses most of his lengthy ''Alpha 3'' combos in the transition to ''2nd Impact'', along with a considerable portion of his health. ''3rd Strike'' removes the borderline broken combos (of which nearly every character has) along with his ground roll. This final version has slightly reduced damage, and his health is the absolute lowest of the roster. A heavy hitter like Chun-Li needs only a couple of combos to take him out. To make up for this, Akuma is given ''two extra Super Arts'' - bringing the total to 5 - that can be triggered whenever his meter is completely full. He has great priority and combos, better control over his teleports, and variations on his dive kicks/throws. It's rather telling that despite his pathetic health, he's still considered a high tier character.

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* GlassCannon: Akuma is gradually nerfed every time successive game in which he's playable. He loses most of his lengthy ''Alpha 3'' combos in the transition to ''2nd Impact'', along with a considerable portion of his health. ''3rd Strike'' removes the borderline broken combos (of which nearly every character has) along with his ground roll. This final version has slightly reduced damage, and his health is the absolute lowest of the roster. A heavy hitter like Chun-Li needs only a couple of combos to take him out. To make up for this, Akuma is given ''two extra Super Arts'' - bringing the total to 5 - that can be triggered whenever his meter is completely full. He has great priority and combos, better control over his teleports, and variations on his dive kicks/throws. It's rather telling that despite his pathetic health, he's still considered a high tier character.
Is there an issue? Send a MessageReason:
None


* GlassCannon: Akuma is gradually nerfed every time successive game in which he's playable. He loses most of his lengthy ''Alpha 3'' combos in the transition to ''2nd Impact'', along with a considerable portion of his health. ''Third Strike'' removes the borderline broken combos (of which nearly every character has) along with his ground roll. This final version has slightly reduced damage, and his health is the absolute lowest of the roster. A heavy hitter like Chun-Li needs only a couple of combos to take him out. To make up for this, Akuma is given ''two extra Super Arts'' - bringing the total to 5 - that can be triggered whenever his meter is completely full. He has great priority and combos, better control over his teleports, and variations on his dive kicks/throws. It's rather telling that despite his pathetic health, he's still considered a high tier character.

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* GlassCannon: Akuma is gradually nerfed every time successive game in which he's playable. He loses most of his lengthy ''Alpha 3'' combos in the transition to ''2nd Impact'', along with a considerable portion of his health. ''Third ''3rd Strike'' removes the borderline broken combos (of which nearly every character has) along with his ground roll. This final version has slightly reduced damage, and his health is the absolute lowest of the roster. A heavy hitter like Chun-Li needs only a couple of combos to take him out. To make up for this, Akuma is given ''two extra Super Arts'' - bringing the total to 5 - that can be triggered whenever his meter is completely full. He has great priority and combos, better control over his teleports, and variations on his dive kicks/throws. It's rather telling that despite his pathetic health, he's still considered a high tier character.
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* BadassAdorable: Ibuki and Elena. Their cheerful personalities are balanced with their incredible combat prowess. Chun-Li also qualifies due to her updated laughing win animation; not only will she jump and cheer, but she'll even blush if you hold the Start button when you win.


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* FragileSpeedster: Ibuki is the fastest character in the game. She relies on quick mixup combos that are hard to parry and counter, and has solid ground and aerial strategies. She has a high learning curve, but she's nearly unstoppable in the right hands... as long as she doesn't get hit. She has the 4th worst health in the game, and can have trouble rebuilding lost momentum. A heavy hitter or anyone with anti-air options can crush her in seconds.


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* GlassCannon: Akuma is gradually nerfed every time successive game in which he's playable. He loses most of his lengthy ''Alpha 3'' combos in the transition to ''2nd Impact'', along with a considerable portion of his health. ''Third Strike'' removes the borderline broken combos (of which nearly every character has) along with his ground roll. This final version has slightly reduced damage, and his health is the absolute lowest of the roster. A heavy hitter like Chun-Li needs only a couple of combos to take him out. To make up for this, Akuma is given ''two extra Super Arts'' - bringing the total to 5 - that can be triggered whenever his meter is completely full. He has great priority and combos, better control over his teleports, and variations on his dive kicks/throws. It's rather telling that despite his pathetic health, he's still considered a high tier character.
** Yun and Yang also qualify, surprisingly. Yun is an absolute terror in matches due to great combos, speed, and dive kick tactics. He's especially deadly if he's using Gen'ei Jin Super Art, which basically lets him juggle his target with impunity until the meter runs out. Yang is slower and doesn't have as many good combos or speed, but he hits hard and racks up stun damage quickly. He thrives by understanding spacing, being patient, and punishing his opponents' mistakes. Despite all of this, these BashBrothers have the least amount of health after Akuma. Their strengths also rely on momentum; if you know how to block or parry competently, you can shut down most of their best tactics, and then destroy them quickly.


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* LightningBruiser: ''3rd Strike'' Chun-Li is by far and away the most powerful version the character, as well as in the game's roster itself. She has great health, and her damage/stun output is staggering. Most of her normal attacks are all excellent pokes with incredible damage output and priority over oncoming attacks. She can hit opponents out of most of their best attacks with impunity. Some of her normals (especially Standing Fierce, Back Fierce, and Crouching Medium Kick) are so good, some tutorials recommend using them exclusively. Most players like to hang back and just pick apart their opponents with defensive punishes, build meter, and then finish them off with the Houyoku Sen, the best Super Art in the game. But an ''offensive'' Chun-Li is absolutely monstrous:
** While Crouching Medium Kick is the standard and safest way to hit confirm into her Houyoku Sen, nearly ''all'' of [[https://www.youtube.com/watch?v=MkSEACeyfg0 her normals can combo into it.]] It can even be canceled into after a teched throw. There are multiple ways to follow it up as well. And remember, all of this can be done ''without parrying.'' As long as she has at least one super meter stocked up, your opponent will ''always'' be in danger.
** She has the best kara throw in the game, which can turn the tables on usually safe close-range tactics.
** She has an air throw. Very few players remember this is a thing, let alone know how to use it effectively. It's easier to use one of her anti-air options, but it's viable against any opponent that has a relatively slow jump speed. That especially goes for Chun-Li mirror matches, Hugo, Alex, and Twelve. This can also be used to counter someone who's trying to punish your jump in with a Shoryuken, but requires you to parry the Shoryuken in midair first. Same goes with any anti-air that causes your opponent to jump.
** Her pressure tactics are absurdly powerful; the raw speed, damage, and mixup options can easily overwhelm even experienced opponents. Her Lightning Legs can be buffered/partitioned to be triggered at unexpected moments. Her Spinning Bird Kick, which is arguably her most useless Special Attack, can hit multiple times, gives you forward momentum, can knock around jumping opponents with larger hit boxes, and does a surprising amount of chip damage. Even AI-controlled Gill has trouble with it. The EX version is an essential wakeup tool due to its speed and difficult parrying.
** Her other most useless Special Attack is her Crouching Forward Fierce Kick, which lets you backflip kick over your opponent. It's slow, clunky, and easy to parry on landing, but if it's positioned and timed well, you can use it to dodge Shoryukens and some Super Arts. If the opponent misses the parry, it can be a fun and unexpected lead-in to Houyoku Sen.
** She has a unique wall jump ability in corners/edge of screens, the angle and speed of which can be altered depending on your directional input. This can be used to dodge some Super Arts and fake out defending opponents. She can also use her aerial medium kick/head stomp up to ''10 times in a row'' in corners. The wall jumps and stomps can also be altered via super jumps.
** Her taunts are slow and randomized with different effects, but all of them give her considerable stat boosts on top of all her other abilities.
** At competetive levels, the only characters who ''remotely'' stand a chance against an experienced Chun-Li are another Chun-Li, Dudley and Yun. Dudley has a superior wakeup game, and can combo/juggle a cornered, knocked-down Chun-Li relatively easy. Yun also holds a tiny advantage if the Chun-Li player doesn't know the ranges of his dive kicks, thus making her vulnerable to his Gen'ei Jin. Ken also has some solid mixups and damage output, but he can be easily countered by a defensive player. Urien can also overwhelm her if he gets enough momentum going, but that requires mastery over the buffering of his tackles and Aegis Reflector. All of these characters aside from Yun could be considered Lightning Bruisers in their own ways, but Chun-Li outclasses all of them.
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* CuteBruiser: Makoto is the smallest character, but [[PintsizedPowerhouse she hits absurdly hard]] and has one of the easiest 100% "Touch of Death" combos in the game.



* JackOfAllStats: Ryu, as usual. He has all the essentials, such as the Hadoken for a projectile, Shoryuken as an anti-air, the Hurricane Kick, etc. His speed is completely average, attacks are simple, and his inputs and hit confirms are easy to learn. His EX moves are also a great introduction into how the mechanic works. It's not until you start delving into parrying, super jumps, and stun damage that you find out how effective he can be.
* LethalJokeCharacter: Sean was intentionally nerfed in ''3rd Strike'' to become this. Both in-game and story canon, he is the weakest fighter, even more so than Dan Hibiki. His attacks are slow, and lack both range and priority. But he's not entirely useless. Winning with him requires a mastery of the fundamental gameplay mechanics, especially knowing how to fake out your opponent with high and low attacks, as well as parrying. His attacks are easy to counter, but if an overconfident opponent misses something, the tables will turn ''very'' quickly. His few combos dish out considerable physical and stun damage. His goofy-looking roll can evade a surprising number of attacks. His ridiculous basketball taunt can lure the opponent into an easy parry while he charges in and tries a mixup. In the right hands and against reckless opponents, Sean is pretty fun to use.



* PaperTiger: Just going by the descriptions of his character design, Twelve should be one of the most dangerous characters in the entire series. He's a VoluntaryShapeshifter whose [[ShapeshifterWeapon arsenal]] includes blades, axes, spikes, and the ability to turn into any fighter and mimic their fighting styles. He has an air glide that allows him to jump and change direction in midair, which gives him unparalleled mobility that defies the physics that the other characters are bound to. He can cancel the glide and drop at varying angles depending on what buttons are pressed, which can make his exact landing placement and incoming hits harder to predict. He can walk underneath fireballs. His taunt turns him invisible. In theory, he should be unstoppable. In actual gameplay, especially at high levels, it's the complete opposite:

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* PaperTiger: Just going by the descriptions of his character design, Twelve should be one of the most dangerous characters in the entire series. He's a VoluntaryShapeshifter whose [[ShapeshifterWeapon arsenal]] includes blades, axes, spikes, and the ability to turn into any fighter and mimic their fighting styles. He has an air glide that allows him to jump and change direction in midair, [[MechanicallyUnusualFighter which gives him unparalleled mobility that defies the physics that the other characters are bound to. to.]] He can cancel the glide and drop at varying angles depending on what buttons are pressed, which can make his exact landing placement and incoming hits harder to predict. He can walk underneath fireballs. His taunt turns him invisible. In theory, he should be unstoppable. In actual gameplay, especially at high levels, it's the complete opposite:


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* SecretCharacter: Q isn't normally seen in an arcade playthrough. In order to fight him, you have to win the first 8 matches without losing a round, remain at a D rank or higher in each match, get 5 Super Art finishes, and get 2 or more Special Points. If done correctly, a close up of his character portrait will suddenly pop up on the screen before the fight begins.


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* StoneWall: Q is designed to be a defensive and parry-based fighter; his offensive options are quite limited compared to the rest of the cast. But his taunt dramatically boosts his defense stats. If you max out at 3 taunts, Q will be able to easily tank some of the most damaging combos in the game. This drags the fight out longer and gives you more opportunities to counterattack.

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* PopStarComposer: Canadian rapper and former Ghetto Concept member Infinite, who was fresh off his critically acclaimed 1998 EP release ''360 Degrees'', recorded three hip hop themes for ''3rd Strike'': "Let's Get It On", "Movin' On" and "Third Strike". Unfortunately, the full versions of the songs were never officially available until the release of ''3rd Strike Online Edition''.


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* PopStarComposer: Canadian rapper and former Ghetto Concept member Infinite, who was fresh off his critically acclaimed 1998 EP release ''360 Degrees'', recorded three hip hop themes for ''3rd Strike'': "Let's Get It On", "Movin' On" and "Third Strike". Unfortunately, the full versions of the songs were never officially available until the release of ''3rd Strike Online Edition''.

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** In ''3rd Strike'', Elena is typically overlooked due to her limited range, slow startup on some of her moves, seemingly low priority, and clunky hitbox. But hiding underneath all of those flaws is easily one of the best offensive rushdown characters in the entire game. This is due to a healthy dose of ConfusionFu, as she has some absurd mixups, and most opponents are unaccustomed to fighting her, and the fact that several of her attacks - both regular ''and'' EX - can be easily comboed into each other. If she connects with one of her aerial combos on an opponent and follows it up properly, she can rack up tons of damage and induce stun status in a matter of seconds. She also has an exceptional kara throw. Lastly, if her Brave Dance Super Art fully connects, it is ''slightly stronger than Chun-Li's SA2''.

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** In ''3rd Strike'', Elena is typically overlooked due to her limited range, slow startup on some of her moves, seemingly low priority, and clunky hitbox. But hiding underneath all of those flaws is easily one of the best offensive rushdown characters in the entire game. This is due to a healthy dose of ConfusionFu, as she has some absurd mixups, and most opponents are unaccustomed to fighting her, and the fact that several of her attacks - both regular ''and'' EX - can be easily comboed into each other. If she connects with one of her aerial combos on an opponent and follows it up properly, she can rack up tons of damage and induce stun status in a matter of seconds. She also has an exceptional kara throw. Lastly, if her Brave Dance Super Art fully connects, it is ''slightly stronger than Chun-Li's SA2''.Houyoku Sen Super Art''.

Changed: 140

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** Elena in Third Strike is typically overlooked due to her limited range, slow startup on some of her moves, seemingly low priority, and clunky hitbox. But hiding underneath all of those flaws is easily one of the best offensive rushdown characters in the entire game. This is due to a healthy dose of ConfusionFu (she has some absurd mixups, and most opponents are unaccustomed to fighting her), and the fact that several of her attacks - both regular ''and'' EX - can be easily comboed into each other. If she connects with one of her aerial combos on an opponent and follows it up properly, she can rack up tons of damage and induce stun status in a matter of seconds. She also has an exceptional kara throw. Lastly, if her Brave Dance Super Art fully connects, it is ''slightly stronger than [[ThatOneAttack Chun-Li's SA2]].'' Let that sink in.
* EXSpecialAttack: Introduced in this game. By pressing two buttons of the same type while performing special attacks and spending half of a meter, you can perform a stronger special attack. Note that "half of a meter" means the exact cost varies depending on your chosen Super Art, since different ones have differently sized meters.

to:

** In ''3rd Strike'', Elena in Third Strike is typically overlooked due to her limited range, slow startup on some of her moves, seemingly low priority, and clunky hitbox. But hiding underneath all of those flaws is easily one of the best offensive rushdown characters in the entire game. This is due to a healthy dose of ConfusionFu (she ConfusionFu, as she has some absurd mixups, and most opponents are unaccustomed to fighting her), her, and the fact that several of her attacks - both regular ''and'' EX - can be easily comboed into each other. If she connects with one of her aerial combos on an opponent and follows it up properly, she can rack up tons of damage and induce stun status in a matter of seconds. She also has an exceptional kara throw. Lastly, if her Brave Dance Super Art fully connects, it is ''slightly stronger than [[ThatOneAttack Chun-Li's SA2]].'' Let that sink in.
SA2''.
* EXSpecialAttack: Introduced in this game. ''2nd Impact''. By pressing two buttons of the same type while performing a special attacks move and spending half of a meter, you can perform a stronger version of said special attack.move. Note that "half of a meter" means the exact cost varies depending on your chosen Super Art, since different ones have differently sized meters.



* PaperTiger: Just going by the descriptions of his character design, Twelve should be one of the most dangerous characters in the entire series. He's a VoluntaryShapeshifter whose [[ShapeshifterWeapon arsenal]] includes blades, axes, spikes, and the ability to turn into any fighter and mimic their fighting styles. He has an air glide that allows him to jump and change direction in midair, which gives him unparalleled mobility that defies the physics that the other characters are bound to. He can cancel the glide and drop at varying angles depending on what buttons are pressed, which can make his exact landing placement and incoming hits harder to predict. He can walk underneath fireballs. His taunt turns him invisible. In theory, he should be unstoppable. In actual gameplay (especially at high levels), it's the complete opposite:

to:

* PaperTiger: Just going by the descriptions of his character design, Twelve should be one of the most dangerous characters in the entire series. He's a VoluntaryShapeshifter whose [[ShapeshifterWeapon arsenal]] includes blades, axes, spikes, and the ability to turn into any fighter and mimic their fighting styles. He has an air glide that allows him to jump and change direction in midair, which gives him unparalleled mobility that defies the physics that the other characters are bound to. He can cancel the glide and drop at varying angles depending on what buttons are pressed, which can make his exact landing placement and incoming hits harder to predict. He can walk underneath fireballs. His taunt turns him invisible. In theory, he should be unstoppable. In actual gameplay (especially gameplay, especially at high levels), levels, it's the complete opposite:



* SnowMeansLove: Effie and Necro barely dodge SnowMeansDeath when Necro saves Effie from falling to her death in a snowy frontier place. The trope goes full-blast when Effie embraces Necro as they get away safely, and he expresses happiness regarding [[PlayingWithSyringes the heavily modified body]] [[RubberMan that allowed him to reach for her.]]

to:

* SnowMeansLove: Effie and Necro barely dodge SnowMeansDeath when Necro saves Effie from falling to her death in a snowy frontier place. The trope This goes full-blast when Effie embraces Necro as they get away safely, and he expresses happiness regarding [[PlayingWithSyringes the heavily modified body]] [[RubberMan that allowed him to reach for her.]]her]].
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** His supposedly game-breaking ability of altering his jump trajectory is negated by its slow speed and the fact that ''you can't parry while gliding.'' Chun-Li, Hugo, or anyone else with an air grab can utterly demolish him every time he tries. Same goes with any fighter that has good juggling combos or at least one vertically or diagonally-aimed attack. So basically ''every character in the game'' can counter easily him.

to:

** His supposedly game-breaking ability of altering his jump trajectory is negated by its slow speed and the fact that ''you can't parry while gliding.'' Chun-Li, Hugo, or anyone else with an air grab can utterly demolish him every time he tries. Same goes with any fighter that has good juggling combos or at least one vertically or diagonally-aimed attack. So basically ''every character in the game'' can easily counter easily him.
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** The trade-off for his exceptional mobility is his pathetically small health bar. Only Akuma, Yun, Yang, and Ibuki have less health, but they all have better moves and defensive options. A competent player can destroy him with a couple of decent combos in about 10 seconds. This includes Necro, who in the story is the FlawedPrototype while Twelve is the SuperiorSuccessor.

to:

** The trade-off for his exceptional mobility is his pathetically small health bar. Only Akuma, Yun, Yang, and Ibuki have less health, but they all have better moves and defensive options. A competent player can destroy him with a couple of decent combos in about 10 seconds. This includes Necro, who in the story is the FlawedPrototype while Twelve [[GameplayAndStorySegregation is supposed to be]] the SuperiorSuccessor.
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** The trade-off for his exceptional mobility is his pathetically small health bar. Only Akuma, Yun, Yang, and Ibuki have less health, but they all have better moves and defensive options. A competent player can destroy him with a couple of decent combos in about 10 seconds.

to:

** The trade-off for his exceptional mobility is his pathetically small health bar. Only Akuma, Yun, Yang, and Ibuki have less health, but they all have better moves and defensive options. A competent player can destroy him with a couple of decent combos in about 10 seconds. This includes Necro, who in the story is the FlawedPrototype while Twelve is the SuperiorSuccessor.



** His supposedly game-breaking ability of altering his jump trajectory is negated by its slow speed and the fact that ''you can't parry while gliding.'' Chun-Li, Hugo, or anyone else with an air grab can utterly demolish him every time he tries. Same goes with any character that has good juggling combos or at least one vertically or diagonally-aimed attack.

to:

** His supposedly game-breaking ability of altering his jump trajectory is negated by its slow speed and the fact that ''you can't parry while gliding.'' Chun-Li, Hugo, or anyone else with an air grab can utterly demolish him every time he tries. Same goes with any character fighter that has good juggling combos or at least one vertically or diagonally-aimed attack.attack. So basically ''every character in the game'' can counter easily him.
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** His aerial game requires a lot of setup; you have to glide and constantly switch up move cancels to keep your opponent guessing. It's basically a slow, repetitive hit-and-run strategy. It eats up a lot of time, which means trouble when the clock is running out and your health is at a deficit. The attacks that deal the most damage - his aerial fierce kick and divekick in particular - are also the most predictable.

to:

** His aerial game requires a lot of setup; you have to glide and constantly switch up move cancels to keep your opponent guessing. It's basically a slow, repetitive hit-and-run strategy. It eats up a lot of time, which means trouble when the clock is running out and your health is at a deficit. The attacks that deal the most damage - his aerial fierce kick roundhouse and divekick in particular - are also the most predictable.
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** The start up animation for his taunt his ridiculously slow, so you need to throw your opponent to the other end of the screen just to get enough distance between you. Otherwise, your opponent will simply dash up and combo you into oblivion.

to:

** The start up animation for his invisibility taunt his is ridiculously slow, so you need to throw your opponent to the other end of the screen just to get enough distance between you. Otherwise, your opponent will simply dash up and combo you into oblivion.
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** The trade-off for his exceptional mobility is his pathetically small health bar. Only Akuma, Yun, Yang, and Ibuki have less health, but they all have better moves and damage output. A competent player can destroy him with a couple of decent combos in about 10 seconds.
** He has only a handful of combos, most of which deal relatively little damage, connect only at close range, and are unsafe on block. They also have abysmal priority; Chun-Li can tear him apart despite having a severe range disadvantage. The few good moves he has can be easily parried by an experienced opponent. The EX versions don't do much more damage, and burn through too much meter to be practically.

to:

** The trade-off for his exceptional mobility is his pathetically small health bar. Only Akuma, Yun, Yang, and Ibuki have less health, but they all have better moves and damage output.defensive options. A competent player can destroy him with a couple of decent combos in about 10 seconds.
** He has only a handful of combos, most of which deal relatively little damage, connect only at close range, and are unsafe on block. They also have abysmal priority; Chun-Li can tear him apart despite having a severe range disadvantage. The few good moves he has can be easily parried by an experienced opponent. The EX versions don't do much more damage, and burn through too much meter to be practically.practical.
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* PaperTiger: Just going by the descriptions of his character design, Twelve should be one of the most dangerous characters in the entire series. He's a VoluntaryShapeshifter whose [[ShapeshifterWeapon arsenal]] includes blades, axes, spikes, and the ability to turn into any fighter and mimic their fighting styles. He has an air glide that allows him to jump and change direction in midair, which gives him unparalleled mobility that defies the physics that the other characters are bound to. He can cancel the glide and drop at varying angles depending on what buttons are pressed, which can make predicting his exact landing placement and incoming hits harder to predict. He can walk underneath fireballs. His taunt turns him invisible. In theory, he should be unstoppable. In actual gameplay (especially at high levels), it's the complete opposite:

to:

* PaperTiger: Just going by the descriptions of his character design, Twelve should be one of the most dangerous characters in the entire series. He's a VoluntaryShapeshifter whose [[ShapeshifterWeapon arsenal]] includes blades, axes, spikes, and the ability to turn into any fighter and mimic their fighting styles. He has an air glide that allows him to jump and change direction in midair, which gives him unparalleled mobility that defies the physics that the other characters are bound to. He can cancel the glide and drop at varying angles depending on what buttons are pressed, which can make predicting his exact landing placement and incoming hits harder to predict. He can walk underneath fireballs. His taunt turns him invisible. In theory, he should be unstoppable. In actual gameplay (especially at high levels), it's the complete opposite:
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** He has only a handful of combos, most of which deal relatively little damage, connect only at close range, and are unsafe on block. They also have abysmal priority; Chun-Li can tear him apart despite having a severe range disadvantage. The few good moves he had can be easily parried by an experienced opponent. The EX versions don't do much more damage, and burn through too much meter to be practically.

to:

** He has only a handful of combos, most of which deal relatively little damage, connect only at close range, and are unsafe on block. They also have abysmal priority; Chun-Li can tear him apart despite having a severe range disadvantage. The few good moves he had has can be easily parried by an experienced opponent. The EX versions don't do much more damage, and burn through too much meter to be practically.
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* PaperTiger: Just going by the descriptions of his character design, Twelve should be one of the most dangerous characters in the entire series. He's a VoluntaryShapeshifter whose [[ShapeshifterWeapon arsenal]] includes blades, axes, spikes, and the ability to turn into any fighter and perfectly mimic their fighting styles. He has an air glide that allows him to jump and change direction in midair, which gives him unparalleled mobility that defies the physics that the other characters are bound to. He can cancel the glide and drop at varying angles depending on what buttons are pressed, which can make predicting his exact landing placement and incoming hits harder to predict. He can walk underneath fireballs. His taunt turns him invisible. In theory, he should be unstoppable. In actual gameplay (especially at high levels), it's the complete opposite:
** The trade-off for his exceptional mobility is his pathetically small health bar. Only Akuma, Yun, Yang, and Ibuki have less health, but they all have better moves and damage output.

to:

* PaperTiger: Just going by the descriptions of his character design, Twelve should be one of the most dangerous characters in the entire series. He's a VoluntaryShapeshifter whose [[ShapeshifterWeapon arsenal]] includes blades, axes, spikes, and the ability to turn into any fighter and perfectly mimic their fighting styles. He has an air glide that allows him to jump and change direction in midair, which gives him unparalleled mobility that defies the physics that the other characters are bound to. He can cancel the glide and drop at varying angles depending on what buttons are pressed, which can make predicting his exact landing placement and incoming hits harder to predict. He can walk underneath fireballs. His taunt turns him invisible. In theory, he should be unstoppable. In actual gameplay (especially at high levels), it's the complete opposite:
** The trade-off for his exceptional mobility is his pathetically small health bar. Only Akuma, Yun, Yang, and Ibuki have less health, but they all have better moves and damage output. A competent player can destroy him with a couple of decent combos in about 10 seconds.



** His Super Arts aren't very good. The first sends out a wave of spikes that deals a ton of damage if it connects. But the start up is incredibly slow; if you don't combo into it (for which very few moves work), you'll simply telegraph and allow yourself to be easily punished. The second requires you to be airborne, but the angle and hit detection are finicky. Your opponent needs to be standing on the ground, too; if you connect in midair, the damage output is drastically reduced. The third is the only truly useful one; it lets you shapeshift into your opponent. You have the option of playing as the character normally, or repeatedly taunting to gain stat boosts. But the meter burns up quickly (and using this Super Art makes utilizing EX moves impractical), and Twelve will trigger a painfully slow transformation sequence that leaves him wide open.

to:

** His Super Arts aren't very good. The first sends out a wave of spikes that deals a ton of damage if it connects. But the start up is incredibly slow; if you don't combo into it (for which very few moves work), you'll simply telegraph and allow yourself to be easily punished. The second requires you to be airborne, but the angle and hit detection are finicky. Your opponent needs to be standing on the ground, too; if you connect in midair, the damage output is drastically reduced. The third is the only truly useful one; it lets you shapeshift into your opponent. You have the option of playing as the character normally, or repeatedly taunting to gain stat boosts. But you can't use the mimicked character's EX moves or Super Arts. Also, the meter burns up quickly (and using this Super Art makes utilizing Twelve's EX moves impractical), and impractical); once it runs out, Twelve will trigger enter a painfully slow transformation sequence that leaves him wide open.
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** His Super Arts aren't very good. SA1 sends out a wave of spikes that deals a ton of damage if it connects. But the start up is incredibly slow; if you don't combo into it (for which very few moves work), you'll simply telegraph and allow yourself to be easily punished. SA2 requires you to be airborne, but the angle and hit detection are finicky. Your opponent needs to be standing on the ground, too; if you connect in midair, the damage output is drastically reduced. SA3 is the only truly useful one; it lets you shapeshift into your opponent. You have the option of playing as the character normally, or repeatedly taunting to gain stat boosts. But the meter burns up quickly (and using SA3 makes utilizing EX moves impractical), and Twelve will trigger a painfully slow transformation sequence that leaves him wide open.

to:

** His Super Arts aren't very good. SA1 The first sends out a wave of spikes that deals a ton of damage if it connects. But the start up is incredibly slow; if you don't combo into it (for which very few moves work), you'll simply telegraph and allow yourself to be easily punished. SA2 The second requires you to be airborne, but the angle and hit detection are finicky. Your opponent needs to be standing on the ground, too; if you connect in midair, the damage output is drastically reduced. SA3 The third is the only truly useful one; it lets you shapeshift into your opponent. You have the option of playing as the character normally, or repeatedly taunting to gain stat boosts. But the meter burns up quickly (and using SA3 this Super Art makes utilizing EX moves impractical), and Twelve will trigger a painfully slow transformation sequence that leaves him wide open.
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Added DiffLines:

* PaperTiger: Just going by the descriptions of his character design, Twelve should be one of the most dangerous characters in the entire series. He's a VoluntaryShapeshifter whose [[ShapeshifterWeapon arsenal]] includes blades, axes, spikes, and the ability to turn into any fighter and perfectly mimic their fighting styles. He has an air glide that allows him to jump and change direction in midair, which gives him unparalleled mobility that defies the physics that the other characters are bound to. He can cancel the glide and drop at varying angles depending on what buttons are pressed, which can make predicting his exact landing placement and incoming hits harder to predict. He can walk underneath fireballs. His taunt turns him invisible. In theory, he should be unstoppable. In actual gameplay (especially at high levels), it's the complete opposite:
** The trade-off for his exceptional mobility is his pathetically small health bar. Only Akuma, Yun, Yang, and Ibuki have less health, but they all have better moves and damage output.
** He has only a handful of combos, most of which deal relatively little damage, connect only at close range, and are unsafe on block. They also have abysmal priority; Chun-Li can tear him apart despite having a severe range disadvantage. The few good moves he had can be easily parried by an experienced opponent. The EX versions don't do much more damage, and burn through too much meter to be practically.
** His throw deals out a lot of damage, but sends the opponent flying to the other end of the screen, forcing you to work your way back in again. It's only really safe if you parry into it as well.
** His Super Arts aren't very good. SA1 sends out a wave of spikes that deals a ton of damage if it connects. But the start up is incredibly slow; if you don't combo into it (for which very few moves work), you'll simply telegraph and allow yourself to be easily punished. SA2 requires you to be airborne, but the angle and hit detection are finicky. Your opponent needs to be standing on the ground, too; if you connect in midair, the damage output is drastically reduced. SA3 is the only truly useful one; it lets you shapeshift into your opponent. You have the option of playing as the character normally, or repeatedly taunting to gain stat boosts. But the meter burns up quickly (and using SA3 makes utilizing EX moves impractical), and Twelve will trigger a painfully slow transformation sequence that leaves him wide open.
** His aerial game requires a lot of setup; you have to glide and constantly switch up move cancels to keep your opponent guessing. It's basically a slow, repetitive hit-and-run strategy. It eats up a lot of time, which means trouble when the clock is running out and your health is at a deficit. The attacks that deal the most damage - his aerial fierce kick and divekick in particular - are also the most predictable.
** His supposedly game-breaking ability of altering his jump trajectory is negated by its slow speed and the fact that ''you can't parry while gliding.'' Chun-Li, Hugo, or anyone else with an air grab can utterly demolish him every time he tries. Same goes with any character that has good juggling combos or at least one vertically or diagonally-aimed attack.
** The ability to parry completely negates the need to ever walk under fireballs.
** The start up animation for his taunt his ridiculously slow, so you need to throw your opponent to the other end of the screen just to get enough distance between you. Otherwise, your opponent will simply dash up and combo you into oblivion.

Changed: 12

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* ArtificialStupidity: Despite its reputation for being one of the most challenging and technically demanding games in the series, some of the AI opponents consistently make really dumb decisions even on the highest difficulty settings.

to:

* ArtificialStupidity: Despite its reputation for being one of the most challenging and technically demanding games in the series, some of the AI opponents consistently make really dumb decisions even on the highest difficulty settings. settings:



** Makoto will bust out her Abare Tosanami and ''especially'' Tanden Renki at random. Both Super Arts require some setup or predicting your opponent, and doing them randomly just leaves her wide open. Poorly using the latter is especially ridiculous, as it gives her a massive [[TurnsRed attack boost]] in exchange for [[GlassCannon removing her ability to block incoming attacks.]]
** But the most egregious example is Twelve, who loves taunting almost as much as Dan. [[PracticalTaunt Twelve's taunt turns him invisible]], but the [[AwesomeButImpractical startup animation is ridiculously slow and leaves him wide open to attack.]] There are very few instances where a human player can get away with this safely, but the AI tries doing it ''randomly''. Even if he ''does'' manage to turn invisible, tracking him down and hitting back into visibility is very easy. All this predictable, mindboggling stupidity comes from the same AI that is capable of ''red parrying''.

to:

** Makoto will bust out her Abare Tosanami and ''especially'' Tanden Renki at random. Both Super Arts require some setup or predicting your opponent, and doing them randomly just leaves her wide open. Poorly using the latter is especially ridiculous, as it gives her a massive [[TurnsRed attack boost]] in exchange for [[GlassCannon removing her ability to block incoming attacks.]]
attacks]].
** But the The most egregious example is Twelve, who loves taunting almost as much as Dan. [[PracticalTaunt Twelve's taunt turns him invisible]], but the [[AwesomeButImpractical startup animation is ridiculously slow and leaves him wide open to attack.]] attack]]. There are very few instances where a human player can get away with this safely, but the AI tries doing it ''randomly''. Even if he ''does'' manage to turn invisible, tracking him down and hitting back into visibility is very easy. All this predictable, mindboggling stupidity comes from the same AI that is capable of ''red parrying''.
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* {{Nerf}}: Sean's infamous downgrade between 2nd Impact and 3rd Strike. In the former, he had some excellent combos, good speed, and even a glitch that allowed him to build his EX meter twice as fast as any other character. In the latter, he's lost some of his best combos, and his speed and priority are abysmal.

to:

* {{Nerf}}: Sean's infamous downgrade between 2nd Impact ''2nd Impact'' and 3rd Strike.''3rd Strike''. In the former, he had some excellent combos, good speed, and even a glitch that allowed him to build his EX meter twice as fast as any other character. In the latter, he's lost some of his best combos, and his speed and priority are abysmal.

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