Street Fighter Alpha 3/Modes and ISMs: Difference between revisions

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{{Header Nav|game=Street Fighter Alpha 3}}
{{Header Nav|game=Street Fighter Alpha 3}}
(''Note: Much of the info provided here is taken from Kao Megura's SFA3 FAQ.'')
(''Note: Much of the info provided here is taken from Kao Megura's SFA3 FAQ.'')
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==ISMs==
==ISMs==
===Comparisons at a glance===
===Comparisons at a glance===
{| align="center" cellpadding="2"
{| {{prettytable}}
!Ability
!Ability!!X-ISM!!A-ISM!!V-ISM
!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
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|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
|}
|}
<nowiki>*</nowiki> Does not include Super Combo damage.
''* Does not include Super Combo damage.''


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


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


===V-ISM===
===V-ISM===
<big>
*+ Air blocking.
+ Air blocking.<br />
*+ Both ground and air recoveries.
+ Both ground and air recoveries.<br />
*+ Alpha Counters (these cost 50% of a full OC gauge and drain 1 notch from your Guard Power Gauge).
+ Alpha Counters (these cost 50% of a full OC gauge and drain 1 notch from your Guard Power Gauge).<br />
*+ Taunting (once per round only, excluding Dan).
+ Taunting (once per round only, excluding Dan).<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).
+ 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 />
*+ OC gauge also charges very quickly.
+ OC gauge also charges very quickly.<br />
*+ Use Original Combos instead of Super Combos.
+ Use Original Combos instead of Super Combos.<br />
*- Damage per hit is lower than in any other mode.
- Damage per hit is lower than in any other mode.<br />
*- It costs half an OC gauge to use an Alpha Counter.
- It costs half an OC gauge to use an Alpha Counter.<br />
</big>


==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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