25 Year Later, Street Fighter III: 3rd Strike’s Reputation is Better Than Ever
Street Fighter III didn’t exactly get off to an auspicious start. Six years after the genre-codifying Street Fighter II set the arcades on fire, its follow-up was met with a dull whimper. In Polygon’s oral history of the game, developer Akira Yasuda explained that the initial version saw “shockingly low sales” and that, at the time, “it felt like we’d created the worst-selling game ever at Capcom. It felt awful.” Similarly, developer Shinichiro Obata told them, “I personally felt that the game was incomplete. You know, there were three versions of Street Fighter III, and I think the first one in particular felt unfinished.”
There were many reasons why the game saw this initially hostile response: the roster was widely hated as only two characters made their return from Street Fighter II (Ryu and Ken), there were changes to core mechanics that frustrated old-heads, it stuck to pixel art in an era where 3D fighting games like Tekken and Virtua Fighter were seen as the future, and came out in the dwindling days of arcades.
However, this negative image wouldn’t stick when it came to the third and final version of the game, Street Fighter III: 3rd Strike, which was released 25 years ago on May 12th. Although it also wasn’t particularly popular at release, it slowly built up a reputation in the coming decades, eventually gaining a near-mythic status in the scene which has made it a frequent pick for the “greatest fighting game of all time.”
There’s a long list of explanations for why it’s ascended to cult classic status. As for the game itself, while its visuals weren’t celebrated at the time, in retrospect, its pixel art is simply some of the best the genre has ever seen and has held up dramatically better than that of its polygonal peers. Its colorful cast is full of oddball newcomers like the shapeshifting Twelve, the ripped old man Oro, or the enigmatic Q, each with a distinct look that catches the eye. Painstakingly rendered animation conveys their personalities and fighting styles, whether it’s their fierce strikes or walk cycles and post-match celebrations.
Similarly, everything about its audio, from its immaculate hip-hop-influenced soundtrack to announcer lines that oscillate with a DJ scratch, create a cohesive energy that drips with confidence. From the voice line, “Welcome to the world of Street Fighter III,” that greets you at the character select screen, to “Jazzy NYC ’99” and its groovy, high-energy horns, there are countless little touches that create a punchy soundscape.
But of course, this is a fighting game, and the main thing that has convinced so many people to spend years of their lives grinding obscure tech is how it feels to play. Here, the visuals and audio pull their weight as well, with fluidly animated attacks that give every move a unique flavor and some of the most sonically satisfying crunches and crackles you’ll hear from cabinet speakers. Supers are punchy and mercifully quick (something modern fighting games can certainly learn from), making it only mildly frustrating when Chun Li hits you with Houyoku Sen for the gazillionth time.
The cast embodies many distinct playstyles, and while things aren’t remotely balanced at higher levels of play, there is a wide range of options available for those of us who don’t plan on winning Evo, from the fleet-footed Ibuki to the bone-breaking Makoto (who is the coolest character in the game, by the way). Although the “low-tier” characters are genuinely terrible competitively (Twelve, *cough, cough*), they are so wacky and interesting that they still attract more than a few masochistic devotees.

And while mechanically, there are some big departures from other Street Fighter games for reasons I’ll get into, it still maintains similar motion inputs, and most standard combos are on the shorter side, meaning it isn’t as hard to jump into as you might expect. At the same time, it also offers a practically infinite skill ceiling, allowing layers and layers of optimized play. There are myriad input tricks, unique combo routes to memorize for different foes, and lots of specific hidden tech, but much of its complexity comes from a single mechanic: parry.
Nothing defines the pace and flow of 3rd Strike more than parry. It is a defensive technique that, if landed, removes all blockstun on an enemy’s attack and allows you to quickly turn the tables on aggression. In addition to being used on the ground, it can also be used in the air, which carries massive implications. While much of Street Fighter II’s cast seeks to control space with fireballs and then uppercut opponents out of the air when they try to jump over these projectiles, the grounded parry can nullify fireballs, and air parry lets you punish foes who try to knock you out of the sky. These factors combine to make this game feel entirely unique from other entries in the series, even compared to installments that incorporate parry like Street Fighter 6. When parries are used by a seasoned pro who can anticipate your next move, it can feel like you’re getting punked on by Donnie Yen’s Ip Man.
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