Inputs are written for a character facing right; the trainer flips them when you're on the other side. Unverified means the entry comes from a community list and hasn't been confirmed in-game yet.
3rd Strike uses six buttons: LP MP HP on top, LK MK HK below. P or K means any punch or kick; PP / KK means two at once (EX moves, which cost gauge). You pick one of three Super Arts before each match, so a Super Art combo only works with that one selected. No BIOS file is needed. Gill is the arcade final boss.
Combos
Strings of hits that link or cancel into each other.
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Crouching MP into Heavy Scratch Wheel↓MP›→↓↘HK2MP › 623HKTrain this
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Crouching MP into Light Lynx Tail↓MP›←↓↙LK2MP › 421LKTrain this
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Heavy Mallet Smash into Heavy Scratch Wheel→↘↓↙←HP›→↓↘HK63214HP › 623HKTrain this
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EX Spin Scythe into Heavy Scratch Wheel↓MP›↓↙←KK›→↓↘HK2MP › 214KK › 623HKTrain this
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Double-EX cashout↓MP›↓↙←KK›←↙↓↘→KK›→↓↘KK2MP › 214KK › 41236KK › 623KKTrain this
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Corner EX Spin Scythe loop↓MP›↓↙←KK›↓MP›→↓↘MK2MP › 214KK › 2MP › 623MKTrain this
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Crouching MP into Super Art I↓MP›↓↘→↓↘→K2MP › 236236KTrain this
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Crouching MP into Super Art II↓MP›↓↘→↓↘→K2MP › 236236KTrain this
Special moves
Command moves. No meter needed.
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Rhino Horn · 41236K←↙↓↘→K41236KTrain this
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Mallet Smash · 63214P→↘↓↙←P63214PTrain this
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Spin Scythe · 214K↓↙←K214KTrain this
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Scratch Wheel · 623K→↓↘K623KTrain this
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Lynx Tail · 421K←↓↙K421KTrain this
Super Arts
Super moves. You pick one of three Super Arts before the match; it needs a full gauge.
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Super Art I: Spinning Beat · 236236K↓↘→↓↘→K236236KTrain this
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Super Art II: Brave Dance · 236236K↓↘→↓↘→K236236KTrain this
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Super Art III: Healing · 236236P↓↘→↓↘→P236236PTrain this