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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" | ||
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|- | |- | ||
|} | |} | ||
===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 01:29, 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 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