

Street Fighter III 2nd Impact: Giant Attack
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About Street Fighter III 2nd Impact: Giant Attack
Capcom CPS-III kit published 29 years ago:
Street Fighter III - 2nd Impact: Giant Attack (c) 1997 Capcom Company, Limited.
The sequel to "Street Fighter III - New Generation". Joining the existing Street Fighter III cast are Hugo, Urien and recurring character Akuma (Gouki in the Japanese version). Other improvements include a speed increase, new moves and several damage-related tweaks.
- TECHNICAL -
Capcom Play System III Hardware (CP-S III) CD Number: Cap-3GA000 CD Label: Cap-3GA-1
Players: 2 Control: 8-Way Joystick Buttons: 6 => [1] LP (Jab), [2] MP (Short), [3] HP (Firece) => [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse)
- TRIVIA -
Street Fighter III 2nd Impact was released on September 30, 1997.
The 'Giant Attack' subtitle refers to the 2 huge characters that are added to the Street Fighter III series with this game: Hugo and Urien.
This is the only CPS3 game to feature a widescreen mode.
The character Hugo is based on the late WWF Hall of Famer Andre The Giant. He also made an appearance in "Final Fight" as a non-boss enemy.
The character Urien is identical in figure and fighting style to the boss character, Gill, except that Urien has much less hair, and his skin is the same color on both sides.
Gill, the boss character, has added a new Super Art to his arsenal, 'Meteor Strike', which is the only one listed as available in the Vs. screen. However, he does still have access to his 'Resurrection' Super Art.
Firstsmile released a limited-edition soundtrack album for this game (Street Fighter III - 2nd Impact: Giant Attack Original Soundtrack - FSCA-10025) on December 17, 1997.
- UPDATES -
Player layout in our catalog: 2P sim.
If you are exploring by feel rather than by title, jump from the tags above into the matching genre rooms, or return to the Arcade hall for the full wall.
Open Play on this page to start Street Fighter III 2nd Impact: Giant Attack. Keyboard, USB/Bluetooth pads, and the on-screen touch gamepad all work inside the emulator bar. Save states and fullscreen live on that same bar so you can pause mid-session and resume later.
Street Fighter III 2nd Impact: Giant Attack — play guide
What Street Fighter III: 2nd Impact wants from you
Street Fighter III: 2nd Impact (Capcom) densifies the SFIII reboot with more characters, super arts, and parry tools under CPS3 pace that still punishes jump-in addiction. Your job is parry honesty and anti-air—dumping supers into trained blockers ends the round before the art fantasy pays off. Continues fund matchup literacy against the CPU ladder and later humans, not free title belts. 2nd Impact rewards whiff respect and planned supers over vanity jump tourism mid-bout. Win rounds with composure left; the chrome sells a bigger cast on the select screen, but the exam is the same whiff-respect tax once the round starts.
First minutes in Street Fighter III: 2nd Impact
Lock a main for many credits before inventing every character tourism across 2nd Impact’s expanded roster. Spend early credits on anti-air and parry timing under SFIII speed. Learn which specials and super arts are unsafe on block; dumping meter on wakeup every scare is free punish tuition. Ignore fancy infinite talk until defense is boring. One clean round with composure left beats three jump-in deaths that looked like attract mode until the anti-air arrived.
Core systems in Street Fighter III: 2nd Impact
Normals, specials, super arts, parries as mapped, throws, and footsies define Street Fighter III: 2nd Impact. Continues fund matchup memory as the ladder tightens. Parries are rewards for reads—not panic buttons. Patterns dig punish jump-ins and unsafe specials on block. Defense gates the stylish routes the cast promises. Whiff respect still applies when the super art flash looks impressive—recovery frames do not care about your CPS3 cosmetics on this denser ROM.
Score, continues, and resources in Street Fighter III: 2nd Impact
Round wins with meter spent on confirms beat vanity dumps that look like demos and still lose to a punish. Continues while anti-air and basic parries become boring; cut them once jump-ins and wakeup super mash stop ending credits. Pride runs need boring defense first. Extends follow score when present—composure rounds beat farming the first fighter forever for highlight super arts that still whiff into a throw.
Mistakes that burn credits in Street Fighter III: 2nd Impact
Jump addiction, wakeup super dumps, specials on block, character tourism every credit, and ignoring throw techs are classic 2nd Impact mistakes. Lock a main, anti-air first, punish on block, parry with intent, and spend meter only on real openings. Sequel art will not soften a whiff you mashed. Panic supers into nothing are still a spent gauge with a long recovery on CPS3.
Next steps after Street Fighter III: 2nd Impact
Street Fighter III is Capcom parry literacy if Street Fighter III: 2nd Impact’s super-art honesty still feels soft—re-learn anti-air peeks there first under clearer super-art gospel. Street Fighter Alpha 3 keeps Capcom ism company warm on denser ism boards. Street Fighter III: 3rd Strike is Capcom once 2nd Impact timing honesty finally sticks and you want denser parry stress instead of 2nd Impact boards. Counters drop once panic-mash specials stop mid-bout. Win one careful match before vanity specials return on denser Capcom cabinets.
Sources cited below under Further reading.
Cabinet dossier
Street Fighter III 2nd Impact: Giant Attack is filed in our catalog as a 1997 release.
Player layout on this cabinet: 2P sim.
Genre tags on Classic Arcade Games: Fighter.
Credit line lists Capcom as developer.
Screenshots






Next cabinets
Nearby cabinets you may also open from this hall (each on its own play page):Street Fighter III: New Generation, Street Fighter (US, set 1), Street Fighter II': Hyper Fighting, Super Street Fighter II: The New Challengers, Super Street Fighter II - The New Challengers (bootleg of Japanese Mega Drive version), Super Street Fighter II Turbo, Street Fighter II (handheld), Street Fighter: The Movie (v1.12), Hyper Street Fighter II: The Anniversary Edition, Street Fighter II: The World Warrior, Street Fighter II': Champion Edition, Street Fighter III 3rd Strike: Fight for the Future
Explore more on this site
Same series
Street Fighter III: New Generation · Street Fighter (US, set 1) · Street Fighter II': Hyper Fighting · Super Street Fighter II: The New Challengers · Super Street Fighter II - The New Challengers (bootleg of Japanese Mega Drive version) · Super Street Fighter II Turbo · Street Fighter II (handheld) · Street Fighter: The Movie (v1.12) · Hyper Street Fighter II: The Anniversary Edition · Street Fighter II: The World Warrior · Street Fighter II': Champion Edition · Street Fighter III 3rd Strike: Fight for the Future
Same genre
Street Fighter III: New Generation · Street Fighter (US, set 1) · Street Fighter II': Hyper Fighting · Super Street Fighter II: The New Challengers · Super Street Fighter II - The New Challengers (bootleg of Japanese Mega Drive version) · Super Street Fighter II Turbo · Street Fighter II (handheld) · Street Fighter: The Movie (v1.12) · Hyper Street Fighter II: The Anniversary Edition · Street Fighter II: The World Warrior · Street Fighter II': Champion Edition · Street Fighter III 3rd Strike: Fight for the Future
Same studio
Street Fighter III: New Generation · Street Fighter (US, set 1) · Street Fighter II': Hyper Fighting · Super Street Fighter II: The New Challengers · Super Street Fighter II - The New Challengers (bootleg of Japanese Mega Drive version) · Super Street Fighter II Turbo · Street Fighter II (handheld) · JoJo's Venture · Mega Man: The Power Battle (CPS1, USA 951006) · Mega Man 2: The Power Fighters · Plasma Sword: Nightmare of Bilstein · Street Fighter Zero (CPS Changer, Japan 951020)
How to play Street Fighter III 2nd Impact: Giant Attack online
- Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start.
- USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
- On phones, open the on-screen pad from the emulator bar; rotate sits next to fullscreen.
- Save states, load, volume, and fullscreen stay on the emulator bar between credits.
Studio notes — Capcom
Capcom appears on this cabinet’s credit line. Browse more titles from the same studio on the developer shelf, or stay on this page and try the next cabinets in the same hall.
Street Fighter III: New Generation · Street Fighter (US, set 1) · Street Fighter II': Hyper Fighting · Super Street Fighter II: The New Challengers · Super Street Fighter II - The New Challengers (bootleg of Japanese Mega Drive version) · Super Street Fighter II Turbo · Street Fighter II (handheld) · JoJo's Venture
Questions about Street Fighter III 2nd Impact: Giant Attack
Can I play Street Fighter III 2nd Impact: Giant Attack free in a browser?
Yes. Classic Arcade Games hosts Street Fighter III 2nd Impact: Giant Attack as a Arcade cabinet you can start on this page. The emulator loads in the browser; you do not need to install a separate app.
What controls does Street Fighter III 2nd Impact: Giant Attack support?
Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start. USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
Are there other games in the same series as Street Fighter III 2nd Impact: Giant Attack?
Yes — related series cabinets on this site include Street Fighter III: New Generation, Street Fighter (US, set 1), Street Fighter II': Hyper Fighting, Super Street Fighter II: The New Challengers, Super Street Fighter II - The New Challengers (bootleg of Japanese Mega Drive version), Super Street Fighter II Turbo, Street Fighter II (handheld), Street Fighter: The Movie (v1.12). Each has its own play page with the same browser emulator path.
Further reading
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