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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Double jab into Rising Rage Flash↓LP›↓LP›hold ↓↑HK2LP › 2LP › [2]8HKTrain this
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Double jab into Light of Justice↓LP›↓LP›↓↘→↓↘→P2LP › 2LP › 236236PTrain this
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Close MK into Supreme Rising Rage FlashMK›↓↘→↓↘→KMK › 236236KTrain this
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Close HP into Rising Rage FlashHP›hold ↓↑HKHP › [2]8HKTrain this
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Close HP into Light of JusticeHP›↓↘→↓↘→PHP › 236236PTrain this
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Anti-air crouching HP juggle↓HP›hold ↓↑HK2HP › [2]8HKTrain this
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Anti-air crouching MP into super↓MP›↓↘→↓↘→K2MP › 236236KTrain this
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Close MP link into low Light of VirtueMP›↓MP›hold ←→LKMP › 2MP › [4]6LKTrain this
Special moves
Command moves. No meter needed.
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Light of Virtue · [4]6Phold ←→P[4]6PTrain this
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Light of Virtue (low) · [4]6Khold ←→K[4]6KTrain this
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Rising Rage Flash · [2]8Khold ↓↑K[2]8KTrain this
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Cold Blue Kick · 214K↓↙←K214KTrain 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: Light of Justice · 236236P↓↘→↓↘→P236236PTrain this
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Super Art II: Supreme Rising Rage Flash · 236236K↓↘→↓↘→K236236KTrain this
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Super Art III: Blue Nocturne · 236236K↓↘→↓↘→K236236KTrain this