m (→X-Ism) |
m (→X-Ism) |
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Line 216: | Line 216: | ||
+ All attacks (excluding Super Combos) do more damage (1.2x modifier). | + 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) | + Regular throws gain a little more range (throw check adds 4 pixels to the throwbox in each direction) |
Revision as of 01:53, 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.
+ Received chip damage is reduced (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.
- Inflicted chip damage is reduced (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 tale 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