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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Light meterless hook↓LK›←↙↓↘→LP2LK › 41236LPTrain this
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Back MP super confirm←MP›↓↘→↓↘→P4MP › 236236PTrain this
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Back MP hook into super punish←MP›←↙↓↘→MP›↓↘→↓↘→P4MP › 41236MP › 236236PTrain this
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Heavy hook into shock←↙↓↘→HP›→↓↘HP41236HP › 623HPTrain this
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EX tornado carry←MK›←↙↓↘→PP4MK › 41236PPTrain this
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Back HK into down-back HP←HK›↙HP4HK › 1HPTrain this
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Jump HK into Electric SnakejumpHK›↓↘→↓↘→Pj.HK › 236236PTrain this
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Corner throw followupLPLK›MPLP+LK › MPTrain this
Special moves
Command moves. No meter needed.
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Snake Fang · 41236K←↙↓↘→K41236KTrain this
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Denji Blast · 623P→↓↘P623PTrain this
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Flying Viper · 214P↓↙←P214PTrain this
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Rising Cobra · 214K↓↙←K214KTrain this
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Tornado Hook · 41236P←↙↓↘→P41236PTrain 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: Magnetic Storm · 236236P↓↘→↓↘→P236236PTrain this
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Super Art II: Slam Dance · 236236P↓↘→↓↘→P236236PTrain this
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Super Art III: Electric Snake · 236236P↓↘→↓↘→P236236PTrain this