Editing Street Fighter Alpha 3/Modes and ISMs

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==ISMs==
==ISMs==
===Comparisons at a glance===
===Comparisons at a glance===
{| {{prettytable}}
{| align="center" cellpadding="2"
!Ability!!X-ISM!!A-ISM!!V-ISM
!Ability
!X-ISM
!A-ISM
!V-ISM
|-
|-
|Air blocking||{{no}}||{{yes}}||{{yes}}
|Air blocking||No||Yes||Yes
|-
|-
|Air recovery||{{yes}}||{{yes}}||{{yes}}
|Air recovery||Yes||Yes||Yes
|-
|-
|Ground recovery||{{no}}||{{yes}}||{{yes}}
|Ground recovery||No||Yes||Yes
|-
|-
|Taunts||Dan only||{{yes}}||{{yes}}
|Taunts||Dan only||Yes||Yes
|-
|-
|Guard power rating||High||Varies||Varies
|Guard power rating||High||Varies||Varies
|-
|-
|Gauge fill speed||Slow||Normal||Fast
|Gauge fill fpeed||Slow||Normal||Fast
|-
|-
|Gauge stock count||1||3||2 (50% / 100%)
|Gauge stock count||1||3||2 (50% / 100%)
|-
|-
|Alpha counter cost||{{n/a}}||1 SC + 1 GP||50% OC + 1 GP
|Alpha counter cost||n/a||1 SC + 1 GP||50% OC + 1 GP
|-
|-
|Damage Rating||x1.2*||x1.0||x0.8
|Damage Rating||x1.2*||x1.0||x0.8
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|Defense Rating||x0.8||x1.0||x1.0
|Defense Rating||x0.8||x1.0||x1.0
|}
|}
''* Does not include Super Combo damage.''
<nowiki>*</nowiki> Does not include Super Combo damage.


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


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


===V-ISM===
===V-ISM===
*+ Air blocking.
<big>
*+ Both ground and air recoveries.
+ Air blocking.<br>
*+ Alpha Counters (these cost 50% of a full OC gauge and drain 1 notch from your Guard Power Gauge).
+ Both ground and air recoveries.<br>
*+ Taunting (once per round only, excluding Dan).
+ Alpha Counters (these cost 50% of a full OC gauge and drain 1 notch from your Guard Power Gauge).<br>
*+ 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).
+ Taunting (once per round only, excluding Dan).<br>
*+ OC gauge also charges very quickly.
+ 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).<br>
*+ Use Original Combos instead of Super Combos.
+ OC gauge also charges very quickly.<br>
*- Damage per hit is lower than in any other mode.
+ Use Original Combos instead of Super Combos.<br>
*- It costs half an OC gauge to use an Alpha Counter.
- Damage per hit is lower than in any other mode.<br>
 
- It costs half an OC gauge to use an Alpha Counter.<br>
===Extra ISM-Pluses===
</big>
There are twenty-six ISM-Pluses across Alpha 3's ports. The first 13 are in the PS1/Saturn versions of World Tour Mode. 12 more were added in the Dreamcast port's revamped version of World Tour Mode, as well as rewards for completing extra game modes. Examples include Arcade, Reverse Dramatic Battle, Dreamcast-only local challenges via Saikyo Dojo Mode, and various Survival Mode challenges. The final one is a reward in the PSP port, Alpha 3 MAX, for completing World Tour's Gokuentou fights (and available by default in JP Dreamcast's "For Matching Service" edition). Only Alpha 3 MAX (and JP Matching Service) contains Edit Mode, which allows you to create a fighter with custom stats and ISM-Pluses, without playing through World Tour Mode.
(Some JP names listed where applicable/known; all instances of "Alpha" use "Zero" in JP versions)
 
# '''Alpha Combo:''' Described as "multi-hit attacks" in-game, all Light and Medium Normals  , similar to Alpha 1, but with tighter timing. Command Normals and Heavy Normals can be considered chain enders, and are not chainable.
# '''Alpha Cancel:''' All Normals can be cancelled into Special Moves, even if the attack whiffs. In-game description does not note that this also includes Super Moves.
# '''Super Alpha Cancel:''' All Special Moves can be cancelled into Super Moves.
# '''Super Guard:''' You will not receive damage when you guard against Special, or Super Moves.
# '''∞ Guard:''' Your Guard Power Gauge becomes infinite.
# '''Auto Guard:''' You automatically block attacks as long as you're not currently attacking.
# '''Guard Crush Plus / Gauge Power Plus:''' On block, your moves do 50% more Guard Power Gauge damage.
# '''Custom Combo / Original Combo:''' Allows your character to perform Custom/Original Combos without using V-ISM.
# '''Air Guard:''' Gives the ability to block in the air (outside of anti-airs and certain specials/supers), which is already a default function of A-ISM and V-ISM, essentially making this ISM-Plus only useful with X-ISM.
# '''Alpha Counter Plus:''' Alpha Counters do double damage.
# '''Super Combo Gauge Plus / Gauge Plus:''' Causes your Super Gauge to slowly increase, and doubles the increase given for attacks and blocks.
# '''Resist Dizziness / Hard Body:''' Your character cannot be dizzied, and guard damage is reduced.
# '''Damage Plus:''' Adds extra damage to all of your attacks.
# '''Status Plus / Guts:''' Your overall statistics will be increased; boosts your status maximums.
# '''Guard Smash / Guard Destroy:''' Combines Guard Crush Plus with more HP damage dealt when your attacks are blocked.
# '''Super Guard Smash / GPG Super:''' Combines Guard Crush Plus with ∞ Guard.
# '''Supreme Guard Smash / Super GP Plus:''' A boosted version of Guard Crush Plus.
# '''Custom Combo Charger / Original Combo Master:''' Combines Custom/Original Combo ISM-Plus with Super Combo Gauge Plus
# '''Alpha Power / Technical Attack:''' Combines the Alpha Combo and Alpha Cancel abilities.
# '''Super Alpha Power / Technical Mania:''' Combines the Alpha Combo and Super Alpha Cancel abilities.
# '''Supreme Alpha Power / Super Attack:''' Combines the Super Alpha Cancel and Alpha Cancel abilites.
# '''∞ Auto Guard:''' Combines ∞ Guard with Auto Guard.
# '''SC Gauge Recover / Mach Gauge:''' A boosted version of Super Combo Gauge Plus.
# '''Overall Power Up / Limit Off:''' You deal, and take more damage.
# '''Multiple Taunt:''' Like Dan, you can now taunt more than once per fight.
# '''Air Chain Combo:''' Air Normals become chain-cancellable on hit/block.


==Modes==
==Modes==
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* You cannot cancel a ground attack into a special move.
* You cannot cancel a ground attack into a special move.
* You can get dizzied easier (your resistance is halved).
* You can get dizzied easier (your resistance is halved).
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