Street Fighter Alpha 3/System: Difference between revisions

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- Damage per hit is average (less than in X-ISM and more than in V-ISM).
- 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===
===V-Ism===

Revision as of 01:48, 9 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 Standard x1.04
Air Blocking No Yes Ye
Air Recovery Yes Yes Yes
Ground Recovery (roll) No Yes Yes
CPS1 Chain Yes No No
Number of Moves Less than Z-ISM Standard More than Z-ISM
Timer for Special Moves Input Standard +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 Standard x0.5 ~ x0.8 Standard
Levels Available 1 3 2 (50% / 100%)
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).

+ It's slightly easier to cancel normal moves into special moves/supers.

+ It's slightly easier to perform special moves/supers

+ Can only use Custom Combos instead of Super Combos.

+ Chip damage received is halved.

- Damage per hit is lower than in any other mode (0.8x modifier).

- It costs half an OC gauge to use an Alpha Counter.

- Chip damage inflicted is halved.

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).

+ Inflicts more chip damage (2.0x modifier).

+ Regular throws gain a little more range (throwbox grows 4 pixels 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).

- Receives more chip damage (2.0x modifier).

Walk Speed Differences

X - x1.02

Z - x1.00

V - x1.04

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

Sakura Chunli:3F

Other Char: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

Game Mechanics

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
Dhalsim
E. Honda
Gen
Guy
Juli
Juni
Karin
Ken
M. Bison
R. Mika
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Vega
Zangief
Home/Handheld Exclusive
Dee Jay
Eagle
Evil Ryu
Fei Long
Guile
Ingrid
Maki
T. Hawk
Yun