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| =='''Gameplay'''==
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| ===Basic Abilites===
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| '''Standing Block'''
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| Hold b when attacked
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| '''Crouching Block'''
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| Hold db when attacked
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| '''Mid-Air Block'''
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| Hold b / db when attacked while in air
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| '''GP Protection Block'''
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| Block an attack just before it hits
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| '''Semi-automatic Block'''
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| (Unsure of how this works)
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| '''Alpha Counter'''
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| Block, f + same P + K (not in X-ISM)
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| '''Throw'''
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| Press PP (all characters) or KK (some characters). Can be done in the air too.
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| '''Tech. Hit (Throw Escape)'''
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| Perform a throw as you are thrown (air)
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| '''Air Recoveries'''
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| ...(see below)
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| ...Neutral Breakfall
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| Press PP when knocked into the air
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| ...Front Breakfall
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| Press f + PP when knocked into the air
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| ...Back Breakfall
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| Press b + PP when knocked into the air
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| '''Ground Recovery'''
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| Press KK when knocked to the floor
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| '''Roll Behind Recovery'''
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| Hold f during Ground Recovery
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| '''Original Combo'''
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| Press same strength P + K in V-ISM
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| '''Taunt'''
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| Press (b / f) + Start
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| '''Counter Hit'''
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| Hit someone while they make an attack
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| '''Guard Crush'''
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| Make your foe block attacks repeatedly
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| '''Dizzy'''
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| Hit your opponent repeatedly
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| '''Dizzy Recovery'''
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| Tap P / K and wiggle pad when dizzy
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| '''Hold Damage Increase'''
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| As above, but use when you perform a hold
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| '''Hold Damage Decrease'''
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| As above, but use when you're in a hold
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| '''Damage Reduction'''
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| Press in any dir. + P / K when you are damaged (repeat during multi-hit moves)
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| =='''ISMs'''==
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| ===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
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| | +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 |
| |- | | |- |
| |} | | |} |
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| ===A/Z-Ism===
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| + Air blocking.
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| + Both ground and air recoveries.
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| + Alpha Counters (these cost 1 level of the SC gauge and 1 notch of the Guard Power gauge).
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| + Taunting (once per round only, excluding Dan).
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| + SC gauge charges up faster than in X-ISM.
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| + Access to all Super Combos (excluding Dhalsim).
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| - Damage per hit is average (less than in X-ISM and more than in V-ISM).
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| - Guard Power gauge size depends on character (certain characters are easier to Guard Crush).
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| ===V-Ism===
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| + Air blocking
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| + Both ground and air recoveries.
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| + Alpha Counters (these cost 50% of a full Original Combo gauge and 1 notch of the Guard Power gauge).
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| + Taunting (once per round only, excluding Dan).
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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).
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| + OC gauge charges very quickly.
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| + Can only use Custom Combos instead of Super Combos.
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| - Damage per hit is lower than in any other mode (0.8x modifier).
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| - It costs half an OC gauge to use an Alpha Counter.
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| ===X-Ism===
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| + Longer Guard Power gauge length (so it's harder to get Guard Crushed).
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| + All attacks (excluding Super Combos) do more damage (1.2x modifier).
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| - No air block.
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| - No ground recovery roll.
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| - No Alpha Counters.
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| - No taunting (except for Dan).
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| - X-ISM characters have access to only one predetermined, Level 3 Super Combo.
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| - Characters take slightly more damage from attacks (blocked or not). (0.8x defense modifier)
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| == Walk Speed Differences ==
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| X - x1.02
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| Z - x1.00
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| V - x1.04
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| == Wake-up Recovery Frames ==
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| 39F: Birdie
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| 43F: Sodom Dictator
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| 46F: Gen
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| 47F: Charlie Dhalsim Rolento R.Mika
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| 50F: Chunli
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| 51F: Ryu Ken Sagat Adon Guy Rose Akuma Zangief Sakura Blanka Claw Cody Karin Boxer
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| 55F: E.Honda
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| 56F: Cammy Juni Juli
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| == Pre-jump Frames ==
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| 2F: Chunli Gen Claw
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| 3F: Other Chars
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| 5F: Birdie Sodom R.Mika
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| 6F: Zangief
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| 7F: Rolento(High Jump)
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| == Activation Invincibility/Freeze Frames ==
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| Based on meter %
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| '''VC freeze and Invincible frame'''
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| 72 value = 50%
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| 144 value = 100%
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| '''VC Freeze frame:'''
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| 72-79 6F
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| 80-95 7F
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| 96-111 8F
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| 112-127 9F
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| 128-144 10F
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| '''VC Invincible Frame:'''
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| 72-79 12F
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| 80-95 13F
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| 96-111 14F
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| 112-127 15F
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| 128-143 16F
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| 144 18F
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| == Activation Start-up Frames ==
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| Rose:1F
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| Sakura Chunli:3F
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| Other Char:5F
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| == Characters With Full Invincibility Until Landing During Air Activation ==
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| (''Hitting a button before landing will negate the invincibility'')
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| Adon Guy Rose Akuma Dhalsim Sakura Cammy Juli Juni Charlie
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| == Game Mechanics ==
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| *[https://www.youtube.com/watch?v=s4txy8ArNdU& Mechanics guide (YouTube)]
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| *[https://docs.google.com/document/d/e/2PACX-1vSNs9SitRjgvIo6sTLh6ZWYXPWwDHVQyRBnem47cRKSQ4g3DLSMPnHArlWh30m-37lUYgKx23yE_rSx/pub Combo and Systems Guide by James Chen (archived)]
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| *[https://web.archive.org/web/20060201073924/http://www.shoryuken.com/features/s000229.shtml Crouch Canceling]
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| *[https://web.archive.org/web/20060703003225/http://www.shoryuken.com/features/s000602.shtml Kattobi Canceling]
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| *[https://web.archive.org/web/20060512043056/http://www.shoryuken.com/features/s000410.shtml Proxy (Whiff) Canceling]
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| {{Navbox-SFA3}}
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| [[Category:Street Fighter Alpha 3]]
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