0:00 Akuma 0:50 Alex 1:32 Dudley 2:02 Elena 2:36 Gill 3:08 Hugo 3:46 Ibuki 4:19 Ken 4:50 Necro 5:18 Oro 6:07 Ryu 6:50 Sean 7:19 Urien 7:54 Yang 8:28 Yun 9:05 Shin Akuma
Yeah these two previous versions of SF3 have different voice work. I just dont know them in details to tell if all voice work was redone for Third Strike, or if it's only some chars. That's interesting because in SF2 there's no such kind of change. The audio got better in SSF2T but the chars sound the same. In SFA3 there's some different voice work from SFA2 too, but i dont remember if its the whole roster or not.
@RealKheso oh yeah I forgot ibuki had the same VA for 3rd strike. I knew Akumas VA was the same for 2nd impact and 3rd strike, but I thought ibukis was different
I always liked the the aesthetics of Street Fighter III. Elena's animations are visually stunning. Especially her idle and victory pose. That victory pose seems like it's rotoscoped animation.
Akuma: Has main super arts with 2 max ones and air inputs on tatsu and hado. Oro: 3 super arts that have secret variations and changes allowing them to havs a different approach. Gill: Holds all 3 supers at once 2 of which are screen nukes and one which prevents him from dying. Im starting to see a pattern when it comes to the ridiculously high tier characters in this game and it makes me afraid but excited by what these three can do if they show up in street fighter 6, with its super art system being like a combination of sf3 and alpha with just a hint of sf4 and sf5.
@@mchatertv8982 his first SA varient has a move where it jumps at the opponent immediately and slams them down if you press two punches at the same time. His second SA varient is like the green ball but is bigger and comes from above. Its activated using two punch with max meter. The last variant of SA3 is activated the same as SA2 varient and adds more tengu stone so it's not too special.
If im not mistaken this game (and SF3 NG before it) have the merit of introducing these aesthetics of "flashy background during super" in Capcom fgs. It started in SF and then it was taken to Marvel in MvSF, from the same year of SF3, then it became a standard element present in all sequels... while SF abandoned it. And that was probably a right decision imo... These flashy backgrounds look too "hyper" for something slow and methodical like SF. I mean compared to most 2d fgs from Capcom and others.
Alex sounds a bit nerdy here I found out his VA was in the Telltale Back to the Future game as Marty's dad and that's how I found out this and New Gen were the only Capcom projects to have their voices done in the Bay Area
@yourlocalFrostingfan both, as well as Arthur (Marty's grandfather) in the part where they go back to 1931 idk I still need to play that game. another bit of trivia is that Marty's VA AJ LoCassio is Gambit in that new X-Men cartoon
@@Ysah17 3D street fighter is as bad as it can get. Like literally if you asked to make street fighter bad I would make that. Bulkly slow players. Wish they went back to a more clean 2D version.
Have you thought of opening your content to MK? It would be really nice to see evolution of some MK moves in the occasion of the upcoming new game. Also MK tends to change more things than most jp fgs, either the moves themselves or their inputs, so this virtue of MK devs of not being very repetitive (overall) can be nicely displayed by "evolution" videos. Not to mention character redesigns.
This just makes me realise how much I love 3rd Strike’s voice acting and sound effects, music, announcer, aesthetic, etc. It really makes an entirely different feeling game
Isn't there a mistake in the Shun Goku Satsu input? It's LP twice Also, about Ibuki SA1 the direction of the kunais depend on your P button! That also aplies to Alex SA3!
@AnhDonoi have you even looked at a 360 input? machinegun upper requires you to press up and punch at the same time. 360 requires you to press other directions AFTER up. you outright can't read.