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'''Damage Reduction''' | '''Damage Reduction''' | ||
Press in any dir. + P / K when you are damaged (repeat during multi-hit moves) | Press in any dir. + P / K when you are damaged (repeat during multi-hit moves) | ||
=='''ISMs'''== | |||
===Quick Reference=== | |||
{| class="table" | |||
!ABILITIES | |||
|X-ISM | |||
|A/Z-ISM | |||
|V-ISM | |||
|- | |||
!Air Blocking | |||
|No | |||
|Yes | |||
|Yes | |||
|- | |||
!Air Recovery | |||
|Yes | |||
|Yes | |||
|Yes | |||
|- | |||
!Ground Recovery | |||
|No | |||
|Yes | |||
|Yes | |||
|- | |||
!Taunts | |||
|Only Dan | |||
|Yes | |||
|Yes | |||
|- | |||
!Guard Power Rating | |||
|High | |||
|Varies | |||
|Varies | |||
|- | |||
!SC/OC Gauge Speed | |||
|Slow | |||
|Normal | |||
|Fast | |||
|- | |||
!Levels Available | |||
|1 | |||
|3 | |||
|2 (50% / 100%) | |||
|- | |||
!Alpha Counter Cost | |||
|n/a | |||
|1 SC + 1 GP | |||
|50% OC + 1 GP | |||
|- | |||
!Damage Rating | |||
|x1.2* | |||
|x1.0 | |||
|x0.8 | |||
|- | |||
!Defense Rating | |||
|x0.8 | |||
|x1.0 | |||
|x1.0 | |||
|- | |||
|} | |||
===A/Z-Ism=== | |||
+ Air blocking. | |||
+ Both ground and air recoveries. | |||
+ Alpha Counters (these cost 1 level of the SC gauge and 1 notch of the Guard Power gauge). | |||
+ Taunting (once per round only, excluding Dan). | |||
+ SC gauge charges up faster than in X-ISM. | |||
+ Access to all Super Combos (excluding Dhalsim). | |||
- Damage per hit is average (less than in X-ISM and more than in V-ISM). | |||
- Guard Power gauge size depends on character (certain characters are easier to Guard Crush). | |||
===V-Ism=== | |||
+ Air blocking | |||
+ Both ground and air recoveries. | |||
+ Alpha Counters (these cost 50% of a full Original Combo gauge and 1 notch of the Guard Power gauge). | |||
+ Taunting (once per round only, excluding Dan). | |||
+ Determine which range of attacks the character uses (far or close), by leaving the controller neutral or holding it forward/back when a Punch or Kick is pressed (does not apply to the button used to grab nor generally apply to all characters). | |||
+ OC gauge charges very quickly. | |||
+ Can only use Custom Combos instead of Super Combos. | |||
- Damage per hit is lower than in any other mode. | |||
- It costs half an OC gauge to use an Alpha Counter. | |||
===X-Ism=== | |||
+ Longer Guard Power gauge length (so it's harder to get Guard Crushed). | |||
+ All attacks (excluding Super Combos) do more damage. | |||
- No air block. | |||
- No ground recovery roll. | |||
- No Alpha Counters. | |||
- No taunting (except for Dan). | |||
- X-ISM characters have access to only one predetermined, Level 3 Super Combo. | |||
- Characters take slightly more damage from attacks (blocked or not). | |||
== Game Mechanics == | |||
*[http://home.earthlink.net/~jchensor/sfa3sg.txt Combo and Systems Guide by James Chen] | |||
*[https://web.archive.org/web/20060201073924/http://www.shoryuken.com/features/s000229.shtml Crouch Canceling] | |||
*[https://web.archive.org/web/20060703003225/http://www.shoryuken.com/features/s000602.shtml Kattobi Canceling] | |||
*[https://web.archive.org/web/20060512043056/http://www.shoryuken.com/features/s000410.shtml Proxy (Whiff) Canceling] |
Revision as of 16:50, 22 October 2021
Gameplay
Basic Abilites
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Mid-Air Block Hold b / db when attacked while in air
GP Protection Block Block an attack just before it hits
Semi-automatic Block (Unsure of how this works)
Alpha Counter Block, f + same P + K (not in X-ISM)
Air Recoveries ...(see below)
...Neutral Breakfall Press PP when knocked into the air
...Front Breakfall Press f + PP when knocked into the air
...Back Breakfall Press b + PP when knocked into the air
Ground Recovery Press KK when knocked to the floor
Roll Behind Recovery Hold f during Ground Recovery
Original Combo Press same strength P + K in V-ISM
Taunt Press (b / f) + Start
Tech. Hit (Throw Escape) Perform a throw as you are thrown (air)
Counter Hit Hit someone while they make an attack
Guard Crush Make your foe block attacks repeatedly
Dizzy Hit your opponent repeatedly
Dizzy Recovery Tap P / K and wiggle pad when dizzy
Hold Damage Increase As above, but use when you perform a hold
Hold Damage Decrease As above, but use when you're in a hold
Damage Reduction Press in any dir. + P / K when you are damaged (repeat during multi-hit moves)
ISMs
Quick Reference
ABILITIES | X-ISM | A/Z-ISM | V-ISM |
---|---|---|---|
Air Blocking | No | Yes | Yes |
Air Recovery | Yes | Yes | Yes |
Ground Recovery | No | Yes | Yes |
Taunts | Only Dan | Yes | Yes |
Guard Power Rating | High | Varies | Varies |
SC/OC Gauge Speed | Slow | Normal | Fast |
Levels Available | 1 | 3 | 2 (50% / 100%) |
Alpha Counter Cost | n/a | 1 SC + 1 GP | 50% OC + 1 GP |
Damage Rating | x1.2* | x1.0 | x0.8 |
Defense Rating | x0.8 | x1.0 | x1.0 |
A/Z-Ism
+ Air blocking.
+ Both ground and air recoveries.
+ Alpha Counters (these cost 1 level of the SC gauge and 1 notch of the Guard Power gauge).
+ Taunting (once per round only, excluding Dan).
+ SC gauge charges up faster than in X-ISM.
+ Access to all Super Combos (excluding Dhalsim).
- Damage per hit is average (less than in X-ISM and more than in V-ISM).
- Guard Power gauge size depends on character (certain characters are easier to Guard Crush).
V-Ism
+ Air blocking
+ Both ground and air recoveries.
+ Alpha Counters (these cost 50% of a full Original Combo gauge and 1 notch of the Guard Power gauge).
+ Taunting (once per round only, excluding Dan).
+ Determine which range of attacks the character uses (far or close), by leaving the controller neutral or holding it forward/back when a Punch or Kick is pressed (does not apply to the button used to grab nor generally apply to all characters).
+ OC gauge charges very quickly.
+ Can only use Custom Combos instead of Super Combos.
- Damage per hit is lower than in any other mode.
- It costs half an OC gauge to use an Alpha Counter.
X-Ism
+ Longer Guard Power gauge length (so it's harder to get Guard Crushed).
+ All attacks (excluding Super Combos) do more damage.
- No air block.
- No ground recovery roll.
- No Alpha Counters.
- No taunting (except for Dan).
- X-ISM characters have access to only one predetermined, Level 3 Super Combo.
- Characters take slightly more damage from attacks (blocked or not).