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+ 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). | + 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). | ||
+ Normal moves gain 1 additional frame to be cancelled into special moves | + Normal moves gain 1 additional frame to be cancelled into special moves. This makes it possible to cancel moves when they hit late (like when used as anti air) and even allows it to work with a few normally uncancellable moves. | ||
+ It's slightly easier to perform special moves/supers | + It's slightly easier to perform special moves/supers | ||
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- Characters take more chip damage (2.0x modifier). | - Characters take more chip damage (2.0x modifier). | ||
== List of normals that | == List of normals that become cancellable in V-ISM == | ||
{| class="wikitable" | {| class="wikitable" | ||
!Character | !Character | ||
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|- | |- | ||
!Sagat | !Sagat | ||
|Crouching [[image: | |Crouching [[image:MK.png|MK]] (also works in X-ISM) | ||
|- | |- | ||
!Birdie | !Birdie | ||
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|- | |- | ||
|} | |} | ||
== Wake-up Recovery Frames == | == Wake-up Recovery Frames == | ||
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== Activation Start-up Frames == | == Activation Start-up Frames == | ||
Rose:1F | Rose:1F (ground), 3F (air) | ||
Sakura | Sakura, Chun Li:3F | ||
Other | Other Chars:5F | ||
== Characters With Full Invincibility Until Landing During Air Activation == | == Characters With Full Invincibility Until Landing During Air Activation == |
Latest revision as of 14:48, 12 March 2025
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)
Throw Press PP (all characters) or KK (some characters). Can be done in the air too.
Tech. Hit (Throw Escape) Perform a throw as you are thrown (air)
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
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
Ability | X-ISM | A/Z-ISM | V-ISM |
---|---|---|---|
Walk Speed | x1.02 | Equivalent to Alpha 2 | x1.04 |
Air Blocking | No | Yes | Yes |
Air Recovery | Yes | Yes | Yes |
Ground Recovery (roll) | No | Yes | Yes |
CPS1 Chain | Yes | No | No |
Number of Moves | Less than A/Z-ISM | Equivalent to Alpha 2 | More than A/Z-ISM |
Timer for Special Moves Input | Equivalent to Alpha 2 | +1 extra frame | +2 extra frames |
Normal Move Cancel Window | Standard | Standard | +1 extra frame |
Taunts | Only Dan | Yes | Yes |
Normal Throws Hitbox Check | +4 extra pixels in each direction | Standard | Standard |
Guard Power Gauge | +16 extra points | Standard | Standard (Cody loses 16 points) |
Super Combo Meter Gain | Equivalent to Alpha 2 | x0.5 ~ x0.8 | Equivalent to Alpha 2 |
Levels Available | 1 | 3 | 2 (50% / 100%) |
Alpha Counter | n/a | Punch version from Alpha 2 | Kick version from Alpha 2 |
Alpha Counter Cost | n/a | 1 SC + 16 GP | 50% OC + 16 GP |
Damage Dealt | x1.2 | Standard | x0.8 |
Damage Taken | x1.1 | Standard | Standard |
Chip Damage Dealt | x2.0 | Standard | x0.5 |
Chip Damage Taken | x2.0 | Standard | x0.5 |
A/Z-Ism
+ Air blocking.
+ Both ground and air recoveries.
+ Alpha Counters (these cost 1 level of the SC gauge and 16 points of the Guard Power gauge).
+ Taunting (once per round only, excluding Dan).
+ SC gauge charges up a little slower.
+ Access to all Super Combos (excluding Dhalsim).
- Damage per hit is average (less than in X-ISM and more than in V-ISM).
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).
+ Normal moves gain 1 additional frame to be cancelled into special moves. This makes it possible to cancel moves when they hit late (like when used as anti air) and even allows it to work with a few normally uncancellable moves.
+ It's slightly easier to perform special moves/supers
+ Can only use Custom Combos instead of Super Combos.
+ Characters take less chip damage (0.5x modifier).
- Damage per hit is lower than in any other mode (0.8x modifier).
- It costs half an OC gauge to use an Alpha Counter.
- Characters inflict less chip damage (0.5x modifier).
X-Ism
+ Longer Guard Power gauge length (so it's harder to get Guard Crushed).
+ All attacks (excluding Super Combos) do more damage (1.2x modifier).
+ Characters inflict more chip damage (2.0x modifier).
+ Regular throws gain a little more range (throw check adds 4 pixels to the throwbox in each direction)
- No air block.
- No ground recovery roll.
- No Alpha Counters.
- No taunting (except for Dan).
- It's slightly more difficult to perform special moves/supers.
- X-ISM characters have access to only one predetermined, Level 3 Super Combo.
- Characters take slightly more damage from attacks (1.1x modifier).
- Characters take more chip damage (2.0x modifier).
List of normals that become cancellable in V-ISM
Wake-up Recovery Frames
39F: Birdie
43F: Sodom Dictator
46F: Gen
47F: Charlie Dhalsim Rolento R.Mika
50F: Chunli
51F: Ryu Ken Sagat Adon Guy Rose Akuma Zangief Sakura Blanka Claw Cody Karin Boxer
55F: E.Honda
56F: Cammy Juni Juli
Pre-jump Frames
2F: Chunli Gen Claw
3F: Other Chars
5F: Birdie Sodom R.Mika
6F: Zangief
7F: Rolento(High Jump)
Activation Invincibility/Freeze Frames
Based on meter %
VC freeze and Invincible frame
72 value = 50%
144 value = 100%
VC Freeze frame:
72-79 6F
80-95 7F
96-111 8F
112-127 9F
128-144 10F
VC Invincible Frame:
72-79 12F
80-95 13F
96-111 14F
112-127 15F
128-143 16F
144 18F
Activation Start-up Frames
Rose:1F (ground), 3F (air)
Sakura, Chun Li:3F
Other Chars:5F
Characters With Full Invincibility Until Landing During Air Activation
(Hitting a button before landing will negate the invincibility)
Adon Guy Rose Akuma Dhalsim Sakura Cammy Juli Juni Charlie