Street Fighter Alpha 3/Modes and ISMs

Controls
One player may compete against the computer, or two players may simultaneousy compete against each other. Each player has an 8-way joystick and 6 buttons.

Buttons
The buttons on the arcade are typically laid out in the following fashion: The L, M, and H stands for light, medium, and hard respectively. In general, light attacks are less powerful and faster, and hard attacks are more powerful but slower, with medium attacks in between.

Joystick
The joystick works intuitively in that pressing left will generally move your character left, and pressing right will generally move your character right. But it is more important to think in terms of relative direction. For this reason, all instructions are given with respect to forward and backward since the left and right directions change purpose when your character switches directions.
 * If your character is facing to the right, then pressing left on the joystick means backward, and pressing right on the joystick means forward.
 * If your character is facing to the left, then pressing left on the joystick means forward, and pressing right on the joystick means backward.

The following directions assume that your character is facing right, the starting direction of every fight for player one, who begins on the left side:

ISMs
(Note: Much of the info provided here is taken from Kao Megura's SFA3 FAQ.)

Comparisons at a glance
* Does not include Super Combo damage.

X-ISM
+ Longer Gaurd Power Gauge length (so it's harder to get Guard Crushed). + All attacks, excluding Super Combos, do more damage. - No air block. - No ground recovery roll. - No Alpha Counters. - No Taunting (except for Dan) - X-ISM characters have only one predetermined Super Combo. - They take slightly more damage from attacks (blocked or not).

A-ISM
+ Air blocking. + Both ground and air recoveries + Alpha Counters (these cost 1 level of SC power and 1 notch of your Guard Power Gauge) + Taunting (once per round only, excluding Dan). + SC gauge charges up faster than X-ISM's SC gauge. + Access to all Super Combos (excluding Dhalsim). - Damage per hit is average (less than in X-ISM). - Guard Power Gauge size depends on character (certain characters are easy to Gaurd Crush).

V-ISM
+ Air blocking. + Both ground and air recoveries. + Alpha Counters (these cost 50% of a full OC gauge and drain 1 notch from your Guard Power Gauge). + Taunting (once per round only, excluding Dan). + Determine which range of attacks you'll use (far or close), by leaving the controller neutral or holding it back when you press Punch or Kick (Does not apply to all characters). + OC gauge also charges very quickly. + Use Original Combos instead of Super Combos. - Damage per hit is lower than in any other mode. - It costs half an OC gauge to use an Alpha Counter.

Classic Mode

 * The damage rating is the same as in X-ISM (x1.2), and the gameplay is also the same (i.e. Chun-Li is in her SF2 outfit and has moves like the Sou Hakkei, etc.)
 * In addition to all of X-ISM's restrictions, you lose the ability to air recover, reduce block damage, or reduce damage taken.
 * Furthermore, you have no Super Combo gauge and no Guard Power Gauge.

Mazi (Serious) Mode

 * The damage your attacks inflict is considerably increased, regardless of the ISM used.
 * You take double damage from any attack.
 * Your opponent only needs to win one round to defeat you.

Saikyou ("Strongest") Mode
(Note: Saikyou is a reference to Dan's dojo and the interpretation of "Strongest" is meant to be sarcastic.)
 * The damage your attacks inflict is slightly lessened regardless of the ISM used.
 * Your Guard Power Gauge is drastically shortened.
 * You cannot cancel a ground attack into a special move.
 * You can get dizzied easier (your resistance is halved).