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 LK into A.X.E.↓LK›↓↙←LP2LK › 214LPTrain this
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Crouching LP into A.X.E.↓LP›↓↙←LP2LP › 214LPTrain this
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EX N.D.L. into standing HK↓↘→PP›HK236PP › HKTrain this
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Air-dash HK into X.N.D.L.jumpHK›↓↘→↓↘→Pj.HK › 236236PTrain this
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Close MP into X.N.D.L.MP›↓↘→↓↘→PMP › 236236PTrain this
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A.X.E. into X.N.D.L.↓LK›↓↙←LP›↓↘→↓↘→P2LK › 214LP › 236236PTrain this
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Overhead link into X.N.D.L.MPMK›↓↘→↓↘→PMP+MK › 236236PTrain this
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Close MK super jump into X.F.L.A.T.MK›↓↑›jump↓↘→↓↘→KMK › 28 › j.236236KTrain this
Special moves
Command moves. No meter needed.
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N.D.L. · 236P↓↘→P236PTrain this
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A.X.E. · 214P↓↙←P214PTrain this
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Air A.X.E. · 214P↓↙←P214PTrain this
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D.R.A. · 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: X.N.D.L. · 236236P↓↘→↓↘→P236236PTrain this
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Super Art II: X.F.L.A.T. · j.236236Kjump↓↘→↓↘→Kj.236236KTrain this
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Super Art III: X.C.O.P.Y. · 236236P↓↘→↓↘→P236236PTrain this