Here are some random/obscure things from old text file I had:
- After air tech throw against Chun-Li, Ibuki, and Oro, Makoto is the only character that can follow up with attack before landing on the ground. Makoto's air HK works anywhere while air HP deals more stun but only works if Makoto or opponent is in corner. She can't do air special move. Makoto's opponent can't parry after air tech throw, so Makoto's attack is guaranteed to land.
- In 2I and 3S, if you whiff a move with Gill (except Super and fireball/iceball) and then do air tech throw, the opponent will be hit in air with the move you whiffed even though Gill does his air tech throw animation. So, if I press HP and air tech Chun-Li's throw, she will be hit with Gill's HP. If Gill whiffs a throw (3s only) and then does air tech throw, opponent will be stunned as if hit (no hit spark though) and take no damage from it. Depending on what side of screen you do air tech throw, you will get fire or ice effect to your attacks like you normally do.
Btw, air tech throw animations are same as air parry animations. Some characters descent from air like they did air parry, some have air reset animation. In New Generation, you can't perform air tech throw. Doing Ibuki's and Oro's air throw at same time results in their attacks coming out.
- The game (emulator) crashes when Urien's SA2 reflects from Aegis Reflector and hits him at about same time. The distance between Urien and Aegis Reflector must be very specific for this to work. I think it happens when projectile hits Urien at same time it's supposed to reflect from Aegis Reflector. Game crashes on 7th frame after Urien is hit, which is same frame at which his projectile advances towards him again, so maybe that causes crash.
- Akuma's SA1 has 6 hits, Ryu's SA1 has 5 hits. Why do they both disappear after first hit when they run into Urien's SA2 which has 5 hits? Sean's SA1 counts 1 hit when it lands on someone, but it's actually 2 hit fireball against other projectiles and even SUV in bonus stage.
- If time runs out when Ibuki performs EX Slide grab move, she will stop doing it even if she didn't finish 3 attacks.
- When Necro does standing HK, his kick crosses his arm like it's not there.
http://i.imgur.com/vy260lP.png
http://i.imgur.com/hlZUmPD.gif
- In 2nd Impact, there is actual feature in service mode (Configuration>Game>Screen Mode) that enables a wide screen version of the game where corners are stretched, so it actually changes gameplay. For example, if I use Ryu's EX Joudan Geri and try Tatsumaki juggle, it will miss. Here's comparison when Ken hits the wall on normal and wide screen mode. I don't know how it looks on actual arcade machine, probably not as natural as on emulator.
- In all 3 SFIII games, in attract mode, the damage is reduced like CPU is connecting all his moves.
- You can parry Gill's throw (throwing in NG is done like in SF2). Weird thing is that you don't really parry any particular move, as seen on screenshot. After this parry, Gill's attack will come out (depending what throw button he used) if you wait for it. To parry Gill's throw, simply press forward or down when he tries to throw you.
- Gill's air parry animation looks weird. After parrying in air, he doesn't change that sprite frame until he lands on ground or gets hit. It's because CPU Gill was never meant to parry in air.
- Another weird thing with Gill is when he tries to throw himself in mirror match. It was never meant for Gill to do that, so that animations were never done correctly.
Punch throw
http://i.imgur.com/0Cygq6d.gif
Kick throw
http://i.imgur.com/BFAkSDS.gif
- Very weird thing happens when you try to finish Oro with Elena's SA1. If 3rd wave of kicks is about to hit Oro when he has 1 health left, he'll recover from hit stun and be able to parry.
- Elena can link normal attack after HP Mallet Smash on Yun/Yang, but not on other characters. He simply recovers slower from that move. There is similar thing with Alex, he can link multiple MP Slash on Elena, but not on other characters.
- When Alex's c.HP hits airborne opponent, he can't use SA1 for about 1 second. You can't do anything with it anyway.
- If you juggle Gill when his health bar is drained and he has full super bar for Resurrection, "Time Over" won't happen until he actually resurrects. This allows you to juggle him infinitely. When "Time Over" happens, Gill's health bar is barely filled, and that's what will count against your own health bar. So even though Gill's health will be full after "Time Over", you still win. And because it's full, he won't perform time over losing animation even though he lost.
- Ken has mustache? I don't know what's the decision behind that black coloring, but it looks weird. It's removed in 3rd Strike.
- In New Generation and 2nd Impact, When Yun/Yang throws a character with F+MP/HP while near corner or from corner, it looks weird. It's like Yun is out of screen for 1 frame and game takes 2 frames to readjust him. This especially looks weird on Oro because distance between Yun and him is greater than when throwing other characters. In 3rd Strike, Yun and Yang get new better animation for this throw.
New Generation
http://i.imgur.com/IvMaDHU.png
2nd Impact
http://i.imgur.com/noMBvRR.png
Pretty much same thing from frame to frame.
- In sfiiin version (Asia version), Yang's Genei Jin activation voice is same voice of him being K.O.-ed.
Cheats stuff ------------------------------------------------------------------------------------------------------------------
- In all 3 games, K.O. Gill and then give him infinite health. When he resurrects, he will go upwards very slowly and he won't stop. Eventually, he will re-appear from bottom of the screen, but then he becomes invincible and cannot be hit. Gill just repeats this upward animation forever. Time over cannot affect game until Gill resurrects.
http://i.imgur.com/Vzaw80f.png
- When you use infinite super cheat you need to whiff or hit with any move to fill super meter. In Ibuki's introduction animation, when she spars with another ninja and hits the punching pad, she gets super before match starts. Same thing happens when Sean's basketball hits you before round starts.
- If you use cheat to select Gill, his rival (2nd to last opponent) will be Hugo (I guess, there's no sprite in match). If you get into match without the game crashing, bunch of glitches will happen at once and game cannot continue or it crashes. I managed to beat the game with Gill and he has Hugo's ending which is interesting because he's in it.
Why does diagonal sprite of Akuma's name even exist?
- In 2nd Impact, if you use "Drain All Energy Now" cheat to reduce health to minimum, and you watch CPU playing in attract mode, CPU will win, but next round doesn't begin. After that, score screen starts when it should. After that, there's second attract mode and when CPU wins there, and score screen is shown almost right away.
- 2nd Impact has weirder glitch with this cheat. In intro, there are 3 short fights: Ryu vs Urien, Alex vs Hugo, Yun vs Yang. Whoever gets hit can be K.O.-ed, and winning character starts doing win pose. If you K.O. Hugo in intro, and turn off this cheat before Yun vs Yang fight, Yang will fall out of right side of screen and appear on left side of screen. Then, he gets up, does EX Slash Mantis and disappears into left corner.
If you use stun cheat to stun Yang in intro, the flying birds around his head will last almost until title screen, but dizzy sound lasts until character select screen, unless you insert coin.
If you use cheat to select Shin Akuma, Ryu will have Denjin instead of Shin Shoryuken in that intro.