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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Target combo into Light ShoryukenMP›HP›→↓↘LPMP › HP › 623LPTrain this
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Close HP into ShoryukenHP›→↓↘PHP › 623PTrain this
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Target combo into Super Art IIIMP›HP›↓↘→↓↘→KMP › HP › 236236KTrain this
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Target combo, fireball into Super Art IIIMP›HP›↓↘→LP›↓↘→↓↘→KMP › HP › 236LP › 236236KTrain this
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Low light confirm into Super Art III↓LK›↓LK›↓↘→↓↘→K2LK › 2LK › 236236KTrain this
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Crouching MK into Super Art III↓MK›↓↘→↓↘→K2MK › 236236KTrain this
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Far MP link into Super Art IIIMP›↓↘→↓↘→KMP › 236236KTrain this
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Jump-in, Shoryuken into Super Art IIIjumpHK›↓MK›→↓↘MP›↓↘→↓↘→Kj.HK › 2MK › 623MP › 236236KTrain this
Special moves
Command moves. No meter needed.
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Hadouken · 236P↓↘→P236PTrain this
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Shoryuken · 623P→↓↘P623PTrain this
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Tatsumaki Senpukyaku · 214K↓↙←K214KTrain this
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Air Tatsumaki Senpukyaku · j.214Kjump↓↙←Kj.214KTrain 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: Shoryureppa · 236236P↓↘→↓↘→P236236PTrain this
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Super Art II: Shinryuken · 236236K↓↘→↓↘→K236236KTrain this
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Super Art III: Shippu Jinraikyaku · 236236K↓↘→↓↘→K236236KTrain this