Different Levels In Sean's Bonus Stage
Hold down these buttons when you get to Sean's bonus stage.
Effect Code Harder Level DOWN+LP+MK+HP Level 5 UP+LK+MP+HK
Unlock Akuma in Hyper Street Fighter 2
First select Super T mode. Next have your cursor on Ryu for 1-5 seconds, then do the same for T. Hawk, Guile, and Cammy in that order, the last person to highlight will be Ryu again. Once you've highlighted Ryu for the duration of time, press Back Button, then you will have less then a second to press LP, MP, HP all at the same time. If the character you have choosen has a black shadow portrait and no name you now have enabled Akuma for the battle. If you wish to use Akuma again, just repeat the process.
Contributed By: gamefreak1025.
System Direction Pages
Unlockable How to Unlock System Direction Page 10 Beat Arcade Mode With 15 Different Characters. System Direction Page 8 Beat Arcade Mode With 5 Different Characters. System Direction Page 9 Beat Arcade Mode With 10 Different Characters.
Unlock Extra Options
Unlockable How to Unlock Extra Options Beat Arcade Mode With Gill
The system direction must be left on normal; all other options can be changed. He is located above Yun and under Yang.
Unlockable How to Unlock Gill Beat arcade mode with all the characters.
Extra Costume Colors
Hold the back button when you've highlighted the character, then press any of the three punches or kicks to get a hidden costume. You must have beaten the game with a character to use any of his/her hidden costumes. To use the secret costume and press LP, HP, and MK. (beating the game with the character is not required for this costume).
Fight Q In Arcade Mode
In order to fight Q you must not lose a single round up to the end of stage 8. If you do this successfully his picture will flash across the screen and the fight will begin.
Hyper Street Fighter II: The Anniversary Edition Cheats
Reach Bison without losing a round (you can continue, just don't lose a round) and get 4 perfects. If done right, you'll fight Akuma instead of Bison.
Unlock the Credits
Finish the game without using a continue to be able to see the credits. Beat it without losing a round, to get a different set of credits.
Street Fighter III: 3rd Strike - Fight for the Future Cheats
Akuma's Shakunetsu Hadoken Juggle
Due to a programming bug, it's possible to juggle the Fierce version of Akuma's Shakunetsu Hadoken. To do this, your opponent must jump forward into the tip of the fireball. If done correctly, the character will be knocked back in the air, but the game will register that only the first hit of the Shakunetsu Hadoken connected. The rest of the fireball will continue across the screen as if nothing happened. In order to connect the other two hits, you have to dash forward to scroll the screen and keep the Shakunetsu Hadoken going for as long as possible. If timed well, all three hits can connect separately.
When playing as Remy against Urien, try to get hit right after his neutral throw animation connects. The most common way to do this is when Urien's Aegis Reflector is triggered. Not only does it let you escape from the Super Art, but it completely freezes Urien as well. He will be unable to attack or even move until Remy hits him again.
Necro VS Dudley Freeze Glitch
If Necro throws Dudley with a suplex while the latter's back is turned, both characters will suddenly be unable to attack or dash. To get back to normal, the characters must either jump or throw. Since the game registers Necro as being airborne in this glitched state, getting hit by one of Dudley's attacks will knock him backwards. If Necro parries the attack, he'll start floating in a second glitched state.
Q's Deadly Double Interruption
Q's Deadly Double Combination usually involves a powerful punch and a hammer strike. But if the combo is interrupted by another Super Art when the first punch connects, the animation will stop, both characters will freeze, and your opponent will be sent flying to the other side of the screen.
Q's Total Destruction Glitches
Q's Total Destruction Super Art has unique properties due to programming issues. Due to how it quickly drains a target's health bar instead of immediately KOing them, it's possible to beat Q during his post-attack animation frames by using a slow projectile like the Aegis Reflector. If characters trade hits during the explosion, the game won't always register that the explosion actually occurred, giving you chance to trigger a second one.
Sean's Backward Basketball
Sean's basketball taunt is a homing projectile; it's programmed to land at the opponent's location. However, this become problematic when it's targeted on characters who can move behind Sean quickly, such as when using Yang's Kaihou. If timed correctly, the game will register the opponent's location incorrectly and send the basketball backward from Sean's sprite, thus ignoring the normal physics of the attack.
Extra character colors
Complete arcade mode with any character. When choosing the character hold start and press any of the six attack buttons to select one of the six new colors.
Unlockable How to Unlock Extra color Complete the game at least once with any character
In order to fight Q, you have to win the first 8 matches without losing a round, remain at a D rank or higher in each match, get 5 Super Art finishes, and get 2 or more Special Points.
Contributed By: JinnyPants.
Chun-Li's second win pose features her jumping up and down, laughing, and yelling, "Yatta!" However, there's also a hidden variation of it. When you win a match, immediately hold down the Start button. Chun-Li will go through her usual animations, but will be blushing at the end of it.
Makoto's Hayate Taunt
When playing as Makoto, perform her Hayate special and do a taunt input immediately afterward. She'll do a unique animation and battle cry, regardless if the Hayate connected or not. Unlike her regular taunt, however, this one doesn't provide any stat boosts.
Twelve's Bonus Round Headache
When you play through the Arcade Mode as Twelve, be sure to choose his X.C.O.P.Y Super Art. This lets him shape-shift into whatever opponent he's fighting. But if you activate it while trying to destroy the SUV in the bonus round, it'll trigger a special animation.Twelve will stop attacking and grab his head in agony. He can't change into a car, after all.
Alex's Reverse Hyper Bomb
Alex has an alternate version of his Hyper Bomb. In order to perform it, you have to trigger and connect with the Super Art specifically while your opponent is facing away from you. If done properly, Alex will skip his usual animations and do five consecutive backdrop suplexes rapidly across the screen.
Canceling Elena's Healing
Normally, Elena's Healing Super Art leaves her wide open to attack; the longer it lasts, the more health she regains. If you don't want to be vulnerable, you can end the animation quickly by pressing all three punch buttons at the same time.
Chun-Li's Corner Head Stomps
In most situations, Chun-Li's head stomps can only successfully connect twice. However, she can stomp up to 10 times consecutively on a cornered opponent, provided that the target doesn't counterattack or parry. You can also incorporate Chun-Li's unique wall jump techniques to alter the timing and trajectory of the stomps.
Deflecting Object Projectles
Sean, Dudley, and Ibuki are unique in that their projectiles are objects instead of fireballs. While it's possible to parry Sean's basketball, Dudley's rose, and Ibuki's regular and EX kunai, you can simply deflect them by connecting with a well-timed punch or kick. All three objects can even cancel each other out if they connect in midair. Note that this doesn't work on Super Arts; you can still hit someone out of a Super Art animation with these projectiles, but you have to hit the opponent's character sprite instead.
Dudley's Rolling Thunder Dash
When you activate Dudley's Rolling Thunder Super Art, immediately hold forward and all three punches. Instead of his usual barrage, Dudley will dash forward instead.
Hugo's Delayed Hammer Mountain
When using Hugo's Hammer Mountain Super Art, you can delay its activation by holding down a punch button. If you hold it down long enough, the move will be canceled entirely. This can be used to throw off parrying tactics, or to better deal with enemies that jump behind you.
Ibuki's Waving Taunt
Ibuki's default taunt features her doing a short forward hop, which evades most low attacks. However, there's a second animation that triggers if you're within throwing range of your opponent. If it connects, Ibuki will grab the opponent and leap over their head, and then wave at the camera for a second. This extra animation also gives Ibuki an attack power boost. Note that this taunt has the same properties as a light attack. It can be blocked or parried, and does minimal damage. But like a throw, it can stop certain oncoming attacks in mid-animation.
Infinite Taunting With Necro And Yun
Necro and Yun are unique in that they're the only characters in Street Fighter III who can taunt continuously. As long as you hold down HP + HK or they get hit by an attack, their animations won't stop. Each completed animation gives the characters stat boosts. All of Necro's attacks aside from his throws will get damage boosts, and Yun's special attacks will be given a large boost, and all other moves a smaller boost. Yun's stats will max out after 8 taunt animations. While it's possible to perform these taunts one at a time, it's much faster to get the stat boosts by using this method.
Makoto's Triple Taunt
Makoto's taunt is actually the first of three animations. In order to see the two extra ones, you have to keep holding down HP + HK instead of releasing the buttons. Performing the entire taunt gives Makoto's attack power two boosts, and three Stun Gauge recovery boosts.
Oro's EX Super Arts
All three of Oro's Super Arts have alternate EX versions that can only be triggered when you've maxed out the Super Gauge, and input the regular motions with two buttons instead of one. The Kishin Riki becomes a single, but devastating throw called the Kishin Tsui. The Yagyou Dama becomes the Yagyou-Odama, which fills half the screen with a giant fireball. The Tengu Stone becomes the Tengu Midareishi, which has more powerful projectiles and better juggling properties, but stays on the screen for less time.
Secret character color
To choose the seventh default color, highlight a character and press Light Punch, Medium Kick, and Strong Punch.
Stopping Projectiles With Special Attacks
Alex, Hugo, Yun, and Yang are at a disadvantage due to their limited attack range. However, you can slightly even the odds by using some of their special moves in an unexpected way. Alex's Flash Chop, Hugo's Giant Palm Bomber, Yun's Kobokushi, and Yang's Byakko Soshoda are the only specials that cancel out projectiles as long as the attacks connect at the same time. This can be used to surprise opponents who assume you'll parry the projectile instead.
Twelve's X.C.O.P.Y Taunting
Twelve's X.C.O.P.Y Super Art allows him to temporarily transform into his opponent. Not only does he get their moves, but the stat boosting benefits of their taunts as well. Instead of directly attacking your opponent, you have the option of using that time to spam taunts to quickly build up Twelve's attack and defense stats before he returns into his original form.
Urien's Alternate Aegis Reflector
Urien can perform a special version of his Aegis Reflector Super Art. If you press all three punch buttons while inputting the command, the Aegis Reflector will appear diagonally upwards on the screen, resulting in different potential corner combos and juggles.
Urien's Knockdown Taunt
Urien's taunt boosts his attack stat. If he does it at close range, the game will register it as a low attack, and the opponent will be knocked to the ground and left wide open for combos. If you connect with the taunt, however, Urien won't get the stat boost.
Dropping Sean's Basketballs
Instead of parrying Sean's basketball taunt, try rushing in and hitting him at the start of the animation. If you hit him before he catches the basketball, it'll go flying harmlessly across the screen.
Interrupting Gill's Super Arts
While Gill's Super Arts are intentionally designed to make them difficult to counter, they can be interrupted mid-animation if you're close and fast enough. The Meteor Strike can be avoided if you can quickly dash under the first volley of projectiles and hit Gill. The Seraphic Wing can be stopped if you're near the center of the screen when it's triggered. It takes a few animation frames for the Seraphic Wing to activate, so you need to hit Gill when he starts floating, but before he opens his wings. The Resurrection can't be stopped, but you can limit the amount of health Gill regains by dashing up close and hitting him out of the animation. Due to how Resurrection pushes your character back, projectiles and most heavy attacks won't work. The easiest way is to use a light or medium attack; if you have a Super Art stocked up, you can combo Gill into another KO.
Parrying Akuma's Kongou Kokuretsu Zan
Contrary to popular belief, it is possible to parry Akuma's final Super Art, the Kongou Kokuretsu Zan. However, this can only be done at certain distances. The bolt of energy at the start of the animation can't be parried, but it won't cause damage if you're far enough away. You need to be out of throw range, but close enough to connect an HK. If you input the parry command just as Akuma hits the ground, you should be able to parry the shockwaves that come at the second part of the attack. If done correctly, the game will register that you've parried 4 hits at the same time. This parry can be done while jumping as well.
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