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— CH. 1 · INTRODUCTION —

Street Fighter III: 2nd Impact

6 min listen · Ch. 1 of 6
6 sections
  • Street Fighter III: 2nd Impact landed in arcades in October 1997, and it arrived carrying a quiet distinction that no other game in Capcom's CPS3 library could claim: it was the only title running on that hardware to offer a widescreen feature. For a fighting game in the late 1990s, that detail alone signals ambition. But 2nd Impact's real story is about what it added, what it brought back, and the peculiar position it occupies between two more celebrated entries in the Street Fighter III lineage. Where did Hugo and Urien come from, and what made them unlike anyone the series had introduced before? Why did bonus rounds vanish from Street Fighter for years, and why did 2nd Impact finally restore them? And how did a game that critics called strictly for purists still rank as one of the year's most-played arcade machines in Japan?

  • Hugo is a professional wrestler from Germany, and his presence in 2nd Impact was not entirely a surprise. His mobile character with unfinished sprites had already been found inside the code of the original New Generation, and his stage appeared there too, waiting for a game that was not yet ready to feature him. When he finally arrived, he brought his manager Poison along, and the character's design traced back through Andore, an enemy from Final Fight, who was himself modeled after professional wrestler Andre the Giant. Urien, the other new addition, is Gill's younger brother, driven by a desire to usurp Gill's position as president of their organization; he can manipulate both electricity and metal. The twin brothers Yun and Yang, who had shared identical move sets in New Generation, were separated in 2nd Impact. Yang received his own distinct special moves, properties, and Super Arts, making them officially two separate characters rather than palette variations of each other. With Akuma returning as both a secret selectable character and a computer-controlled challenger, the playable roster reached 14. A more powerful computer-controlled form named Shin Akuma also appears in single-player, triggered by the player's performance against the regular Akuma.

  • EX Specials gave players a new layer of decision-making in every match. By spending a portion of the Super Art gauge and pressing two attack buttons of the same type simultaneously, a fighter could execute a slightly more powerful version of any special move. The Super Meter itself was redesigned from the previous game, and frame data shifted across the cast, with some characters gaining entirely new moves and improved animations. Two additional abilities entered the game as well. The tech throw let a player escape from a grabbing attack mid-execution. The personal action gave each character a taunt that also carried a practical bonus if completed: Ryu's personal action, for instance, lowers his stun gauge. One rule governed mid-match interruptions: if a second player inserted coins to challenge during an ongoing game, the first player was granted the right to change which Super Art their character carried into the fight. That small concession kept arcade competition fair in an era when coin-drop challenges were a constant reality.

  • Super Street Fighter II was the last game in the series to feature bonus rounds before 2nd Impact revived them. In the single-player mode, after the player defeats three CPU opponents, a minigame called Parry the Ball begins. Sean throws a series of basketballs at the player, and the goal is to practice parrying, the signature defensive mechanic of the Street Fighter III era. The single-player structure also introduced character-specific final opponents who exchange dialogue with the player's character before the match, as well as optional rival encounters triggered by meeting certain in-game requirements. The sequence could extend further if conditions were right, culminating in a fight against CPU Akuma and, depending on performance, a follow-up bout against Shin Akuma.

  • The music across Street Fighter III: 2nd Impact leans heavily on drum and bass, with jazz, hip-hop, and techno elements woven through. Yuki Iwai worked on the soundtracks for both New Generation and 2nd Impact, while Hideki Okugawa contributed to all three games in the Street Fighter III series. The series' first soundtrack was pressed to CD by First Smile Entertainment in 1997. The 2nd Impact soundtrack itself ran on the CP System III hardware, the same board that powered New Generation and 3rd Strike, and the game's widescreen feature remained the only one of its kind across all CPS3 releases.

  • In 1999, Capcom released Street Fighter III: Double Impact for the Dreamcast, known in Japan as Street Fighter III: W Impact. The compilation paired the original New Generation with 2nd Impact and added Arcade, Versus, Training, and Option modes for both titles. A dedicated Parry Attack Mode in 2nd Impact let players practice the bonus round's parrying challenges at will. The Dreamcast version also unlocked Gill across both games and made Shin Akuma selectable in 2nd Impact, characters who had been exclusively computer-controlled in arcades. In May 2018, 2nd Impact appeared again as part of the Street Fighter 30th Anniversary Collection, released for PlayStation 4, Xbox One, Nintendo Switch, and Steam, with save state support added. In Japan, Game Machine's the 1st of December 1997 issue listed 2nd Impact as the third most-successful arcade game of the year. Critical reception outside Japan was more reserved: one outlet called it strictly for purists, another noted that average fighting fans would find it a tough situation, while a third described the fighting engine as clean and deep enough to be a joy for dedicated players. The series continued in arcades with Street Fighter III 3rd Strike: Fight for the Future, and Akuma's voice actor Tomomichi Nishimura reprised his role for that entry as well.

Common questions

What new characters were introduced in Street Fighter III 2nd Impact?

Street Fighter III: 2nd Impact introduced Hugo and Urien. Hugo is a professional wrestler from Germany managed by Poison, based on the Final Fight enemy Andore, who was modeled after Andre the Giant. Urien is Gill's younger brother, capable of manipulating electricity and metal.

When was Street Fighter III 2nd Impact released?

Street Fighter III: 2nd Impact was released in October 1997 for arcades. It was developed and published by Capcom and ran on the CP System III hardware.

What is the EX Special mechanic in Street Fighter III 2nd Impact?

EX Specials are slightly more powerful versions of regular special moves. Players execute them by spending part of the Super Art gauge and pressing two attack buttons of the same type simultaneously while inputting the special move command.

What home versions of Street Fighter III 2nd Impact were released?

2nd Impact was released as part of Street Fighter III: Double Impact for the Dreamcast in 1999, alongside the original New Generation. It was also included in the Street Fighter 30th Anniversary Collection released in May 2018 for PlayStation 4, Xbox One, Nintendo Switch, and Steam.

What is the Parry the Ball bonus round in Street Fighter III 2nd Impact?

Parry the Ball is a minigame that appears after the player defeats three CPU opponents in single-player mode. The character Sean throws basketballs at the player, who must practice parrying them. Bonus rounds had last appeared in the series in Super Street Fighter II before 2nd Impact brought them back.

Who composed the music for Street Fighter III 2nd Impact?

Yuki Iwai worked on the soundtracks for both Street Fighter III: New Generation and 2nd Impact, while Hideki Okugawa contributed to all three Street Fighter III games. The music is predominantly drum and bass, with jazz, hip-hop, and techno elements.

All sources

11 references cited across the entry

  1. 2MagazineCoin-OperatedWarren Harrod — Emap International Limited — November 1997
  2. 3MagazineThe 1997 Amusement Machine Show: The Year of the CobraKen Ogasawara et al. — IDG — January 1998
  3. 4MagazineSFIII: 2nd ImpactZiff Davis — November 1997
  4. 9Street Fighter III: Double Impact ReviewJeff Gerstmann — 1999-12-29
  5. 10Street Fighter III: Double Impact reviewAnoop Gantayat — 2000-06-23
  6. 11MagazineGame Machine's Best Hit Games 25 - TVゲーム機ーソフトウェア (Video Game Software)Amusement Press, Inc. — 1 December 1997