Street Fighter Alpha 3/System: Difference between revisions

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=='''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===
===Quick Reference===
{| class="wikitable"
{| class="wikitable"
!Ability  
!Ability
! X-ISM  
! X-ISM
! {{Tooltip|text=A/Z-ISM|hovertext=A-ISM is referred to as 'Z-ISM' in Japanese versions of SFA3.}}
! {{Tooltip|text=A/Z-ISM|hovertext=A-ISM is referred to as 'Z-ISM' in Japanese versions of SFA3.}}
! V-ISM
! V-ISM
|-
|-
!Air Blocking  
!Walk Speed
| No  
| x1.02
| Yes
| Standard
| x1.04
|-
!Air Blocking
| No
| Yes
| Yes
| Ye
|-
|-
!Air Recovery          
!Air Recovery
|Yes            
|Yes
|Yes            
|Yes
|Yes
|Yes
|-
|-
!Ground Recovery (roll)
!Ground Recovery (roll)
|No            
|No
|Yes            
|Yes
|Yes
|Yes
|-
|-
!CPS1 Chain
!CPS1 Chain
|Yes    
|Yes
|No            
|No
|No
|No
|-
|-
!Normal move cancel window
!Number of Moves
|Less than Z-ISM
|Standard
|More than Z-ISM
|-
!Timer for Special Moves Input
|Standard
| +1 extra frames
| +2 extra frames
|-
!Normal Move Cancel Window
|Standard
|Standard
|Standard
|Standard           
| +1 extra frame
| +1 extra frame
|-
|-
!Taunts                
!Taunts
|Only Dan      
|Only Dan
|Yes            
|Yes
|Yes
|Yes
|-
|-
!Size of throw hitbox               
!Normal Throws Hitbox Check
| +4 extra pixels in each direction
| +4 extra pixels in each direction
|Standard  
|Standard  
|Standard
|Standard
|-
|-
!Guard Meter   
!Guard Power Gauge
| +16 extra points
| +16 extra points
|Standard
|Standard
|Standard (Cody loses 16 points)
|Standard (Cody loses 16 points)
|-
|-
!SC/OC Gauge Speed     
!Super Combo Meter Gain
|Slow           
|Standard
|Normal         
|x0.5 ~ x0.8
|Fast
|Standard
|-
|-
!Levels Available      
!Levels Available
|1              
|1
|3              
|3
|2  (50% / 100%)
|2  (50% / 100%)
|-
|-
!Alpha Counter Cost    
!Alpha Counter Cost
|n/a            
|n/a
|1 SC + 16 GP    
|1 SC + 16 GP
|50% OC + 16 GP
|50% OC + 16 GP
|-
|-
!Damage Dealt
!Damage Dealt
|x1.2    
|x1.2
|Standard          
|Standard
|x0.8
|x0.8
|-
|-
!Damage Taken
!Damage Taken
|x1.1          
|x1.1
|Standard          
|Standard
|Standard
|Standard
|-
|-
!Chip Damage Dealt        
!Chip Damage Dealt
|x2.0      
|x2.0
|Standard          
|Standard
|x0.5
|x0.5
|-
|-
!Chip Damage Taken
!Chip Damage Taken
|x2.0          
|x2.0
|Standard
|Standard
|x0.5
|x0.5
|-
|-
|}
|}
===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 (0.8x modifier).
- 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 (1.2x modifier).
- 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). (0.8x defense 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 ==
*[https://www.youtube.com/watch?v=s4txy8ArNdU& Mechanics guide (YouTube)]
*[https://docs.google.com/document/d/e/2PACX-1vSNs9SitRjgvIo6sTLh6ZWYXPWwDHVQyRBnem47cRKSQ4g3DLSMPnHArlWh30m-37lUYgKx23yE_rSx/pub Combo and Systems Guide by James Chen (archived)]
*[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]
{{Navbox-SFA3}}
[[Category:Street Fighter Alpha 3]]

Revision as of 01:19, 9 March 2025

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 frames +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