Learn how Personal Actions and taunts affect characters like Ibuki, Makoto, and Twelve in Street Fighter III: 3rd Strike, including attack and defense bonuses.
- 1General Taunt/Personal Action Mechanics: Performing a Personal Action or taunting grants attack and stun damage bonuses that last until you land an attack, or it is blocked. Defense bonuses and stun gauge recovery bonuses last for the rest of the round. Bonuses are proportionate to the attack; jabs get a small boost, while hard punches or Super Arts receive considerably more damage increase.
- 2Specific Character Effects:
- Chun-Li: Holding HP+HK performs an alternate taunt that increases throw damage. Each taunt grants a defense bonus (less damage from attacks), with no further bonuses after four taunts.
- 3Ibuki: Her attack power increases if her Personal Action hits. She will not receive an attack power increase unless her Personal Action connects.
- 4Ken: His attack power increases for all moves except throws. His Personal Action can hit twice, but these hits no longer combo.
- 5Makoto: Pressing HP+HK performs one action, increasing her attack power for all moves except throws and providing a stun gauge recovery rate boost. Holding HP+HK until the second action comes out gives a further attack power increase and another stun gauge recovery boost. Holding until the third action provides two attack bonuses and three stun gauge recovery bonuses.
- 6Necro: His attack power increases for all moves except throws, including Snake Fang, German Suplex, and Slam Dance. Holding HP+HK allows him to continuously flail his tongue.
- 7Oro: His stun gauge lowers slightly. Holding HP+HK causes him to continue sleeping and lose even more stun gauge power.
- 8Q: He gains a defense bonus for the rest of the round. Taunting up to three times provides an even higher defense power bonus.
- 9Remy: All his attacks do more stun damage. Taunting more than once increases stun damage, with no further increase after four taunts.
- 10Ryu: The rate at which his stun gauge empties increases slightly. Taunting up to three times increases this rate; additional taunting has no effect.
- 11Sean: All his attacks do more stun damage. Taunting more than once increases stun damage, with no further increase after three taunts. His Personal Action can start combos. Attempting to throw another basketball after the first is thrown results in Sean jumping and panicking.
- 12Twelve: He turns invisible for a limited time or until he is hit, blocks an attack, or performs a hold or Super Art. He does not become visible after parrying, using (or being stopped by) Grap Defense. An EX special move's flash still appears. In a Twelve vs. Twelve match using X.C.O.P.Y., he cannot turn invisible. Pressing HP+HK while invisible makes him taunt and reappear.
- 13Urien: His attack power increases for all moves except throws. If his Personal Action hits, he does not receive the attack power bonus.
- 14Yang: His attack power increases for all moves, with a minuscule (1 point) increase for throws. His Personal Action can hit once.
- 15Yun: His attack power increases for special moves only, with a minuscule increase for normal attacks, command attacks, throws, and Super Arts. Holding HP+HK increases damage for all attacks until the bonus maxes out. Alternatively, taunting eight times also maxes out the damage bonus. His Personal Action can hit multiple times.
- Personal Actions that affect 'all attacks' include throws, unless specified otherwise.
- Bonuses are kept until an attack hits or is blocked, or for the rest of the round for defense and stun gauge recovery.
- Attack and stun damage bonuses are proportionate to the attack's power.
Stage Select and Bonus Stages:
Capcom replaced the 'course select' with the ability to pick your next opponent, except for the final two battles against your rival and Gill. There are two bonus stages: after the first three rounds, you beat up a car, and after three more rounds, you practice parrying with Sean, who throws basketballs. You start both bonus rounds with a full Super Art (SA) gauge, which is useful for the car bonus stage but less so for the basketball game.
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