Ultra 3rd Strike FULL v0.22 Release
NEW VERSION: v0.22 was released, fixing a few freeze bugs.
The purpose of this project is to bring the 3rd Strike spirit to Street Fighter 4.
This mod completely changes the game to behave closer to 3rd Strike, adding parrying, universal overheads, and tweaking every aspect of every characters.
The full version is currently supporting 11 out of 44 characters, Akuma, Cody, Decapre, Dudley, Guy, Ken, Makoto, Oni, Ryu, Seth and Yang.
Download Ultra 3rd Strike FULL v0.22 - 14.97 MB - Released April 30, 2015
Street Fighter 3 Stage Music Pack - 1.32 GB - Released April 27, 2015
Thanks to Dantarion for his amazing work with “Ono”, the moveset editor, as well as the launcher. This would not have been possible without him.
The launcher is borrowed from USF4 Remix, with the permission of Anotak, Zeipher and Dantarion.
Thanks to all of them.
Keep reading for more in-depth information.
This mod adds the following feature to the game…
-Universal Overhead (Normal and EX)
-High Jumps for all characters
-Faster Dashing Walk Speed, Stun recovery, Throw Tech
-No Reversal Mashing
-Cancellable Jabs-Shorts chains
-Meter on Whiff
And the full version now also adds:
-Complete Character Rework
-Jumping Rework (shorter jumps, smoother angle)
-More Parrying Improvements
-3rd Strike’s Triple Super Selection System
-3rd Strike’s Quick-Stand System
-3rd Strike’s Juggle System
-Dashing is completely reworked
-Focus Attacks & Armor Breaking removed
-Frame Data heavily reworked for all characters
-Damage increased against Crouched character, Counter-Hit damage removed
-Pushback, Physics, Reset Physics reworked
-CPU AI reworked to be more fun and unpredictable
Read further below for more in-depth details.
Currently supported characters: 11
Do NOT use non-supported characters.
They will not work correctly with the others.
===Complete Character Rework===
Besides everything below, every character sees many changes, some moves completely reworked, some entirely new moves, 3 distinct super, and a LOT of small changes to bring them closer to 3rd Strike’s feeling and speed.
A full sheet of character moves is available on the website.
You will also find those sheet available with the mod itself.
Jumping has been completely reworked.
Most jumps are shorter (you now have high jumps to compensate) and as such, have a smoother angle.
Parrying has been adjusted dramatically to mimic 3rd Strike as much as possible.
Moves like Ryu’s crouch MP can be parried both up and down.
Many moves have hand-crafted hitboxes to make sure that they respect 3rd Strike’s parry rules.
===3rd Strike’s Triple Super Selection System===
Ultras have been removed from the game.
Instead, you pick 1 of 3 Supers at character selection.
Different supers use different amount of meters.
This is Ryu’s selection:
I - Shinkuu Hadouken -> 2 bars
II - Shin Shoryuken -> 4 bars
III - Denjin Hadouken -> 2 bars
===3rd Strike’s Quick-Stand System===
Forget SF4’s quick-stand, and forget delayed wake-up.
The system is now exactly the same as 3rd Strike. Quick-stand makes you move backward as you get up.
You can quick-stand out of throws, crouch roundhouses and most moves you could not before, except supers.
===Dashing is completely reworked===
Each character’s dashing has been hand-crafted to feel better, smoother, and faster.
Back dashing loses invincibility to all but throws, but they move back faster as well.
===3rd Strike’s Juggle System===
The juggle system is now almost exactly like in 3rd Strike. All moves add a certain amount of Juggle Points, and if the juggle points go over 12, you can no longer juggle.
This is a much more free-style system, unlike SF4 which uses strict rules on a per-move basis to decide if you can hit in a juggle or not.
Now, if one attack can hit, all attacks can hit.
===Focus Attacks & Armor Breaking removed===
Parrying is the focus now, and everything (besides grab-moves and Akuma’s new raging fist) can be parried.
===Frame Data reworked===
Most moves in the games have been adjusted in one way or another.
Links between normals are much more scarce, jabs don’t link into fierce, jabs have less hitstun and don’t combo into everything, and more.
I’ve done as much as I can to mimic 3rd Strike’s style of hit advantage.
===Damage, Crouch Damage and Counter-Hits===
Counter-hits no longer deal additional damage or stun.
Hit on crouch characters now deals 25% more damage.
===Pushback, Physics, Reset Physics reworked===
Most attacks (mostly normals) have more pushback.
Reset physics (thats when an attack resets your character instead of a juggle in the air) is completely changed for every move.
===CPU AI reworked===
All supported characters have their AI tweaked completely to be more fun, more unpredictable and have no instant-reaction behavior.
-In SF4, a lot of moves have a flag that prevents them from hitting crouched characters completely. This is now changed. This means that certain moves will hit or whiff crouching characters depending on their size and hitboxes. This is true to 3rd Strike’s behavior.
-Air Throws can now be teched. As of now, only Decapre has a techable air-throw.
-Input Leniency has been altered slightly. You can no longer mash shoryuken with Forward + Down-Forward (you still can with Down + Down-Forward), most input windows are shortened slightly. Things like dashing -> fireball are easier now without triggering a buffered shoryuken.
-When a character is reset, they remain vulnerable to attacks for 3 to 7 frames (depending on the move). For example, Dudley can do Forward MK -> Uppercut, even though MK resets, the Uppercut comes out fast enough to hit. 3rd Strike had a similar behavior.
-The CAMERA no longer shifts angle and direction for super moves and certain command throws.
This mod has taken a LOT more time to do than I expected it to. There are so many details and things to do for every characters, and too little time in life for it.
Future versions will come (one day) with more characters.
All characters included are feature complete and shouldn’t see many changes besides bug fixes or balance changes.