When point blank, close Jab xx close Jab xx close Short is a decent super confirm for both SA1 and SA2 (and is technically damage optimal for SA2), but is executionally difficult due to the fact that the close Short must be done while the stick is in the neutral position. Useless on grounded opponents, but serves as another 2-hit anti-air option select should the opponent parry the first hit.Ī very strange target combo that gives Remy better damage and versatility off of a close Jab anti-air as discussed previously. Generally an HK kara universal overhead has a bit less range but accomplishes the same thing without being minus. While this is an overhead with good range, it has little else going for it - the startup is somewhat reactable (meaning opponents can potentially parry on reaction, depending on skill level) and it's pretty bad on hit/block, ending your turn and potentially opening the door for the opponent to punish you for it.
![play street fighter iii 3rd strike play street fighter iii 3rd strike](https://www.fightersgeneration.com/np/games/sf3-tsselect.jpg)
Parry: How opponent must parry the move, High (H), Low (L) or both (HL).Guard: How opponent must guard the move, High (H), Low (L) or both (HL).# ~ # : Advantage/disadvantage can vary from # to #.- # : You have # frames of disadvantage.Crouching Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit while he's crouching.Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit.Blocked Advantage: Number of frames you are in advantage/disadvantage after opponent have been blocked the hit.Recovery: Number of frames it takes to recover from the move.Hit: Number of frames that can hit the opponent.Startup: Number of frames it takes to start the move.Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels).Throw Range: Range of the throw (in pixels).Juggle or Reset: If the move knocks down on air connect or air resets.Juggle Value: Amount of JP the move adds in aerial juggles.Super Cancel: If you can cancel the move into a Super Art.Special Cancel: If you can cancel the move into a Special Move.Chains into itself: If you can combo into the same movement.Stun Damage: Stun Damage it does (in pixels).
![play street fighter iii 3rd strike play street fighter iii 3rd strike](https://gamefabrique.com/screenshots2/pc/street-fighter-3-3rd-strike-07.big.jpg)
Motion: What you must do to execute the move.Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. All Framedatas in "Move Analisys" section are taken from Game Restaurant, this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.All those sprites are taken from the site.