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==Rules==
==Rules==
Each battle consists of best-of-three round match between you and your opponent. At the start of each round, both player's life or health bars are full. The first player to drive the other player's health bar to zero wins the round. The first player to win two total rounds wins the match and moves on to the next opponent.  If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent.
Each battle consists of best-of-three round match between you and your opponent. At the start of each round, both player's life and ISM bars are full. The first player to drive the other player's health bar to zero wins the round. The first player to win two total rounds wins the match.


===Attacking===
When both player's lose all their health at the same time, nobody wins the round. When timer runs out, the player with more health wins the round. When both players have same amount of health left at the end of the round, nobody wins the round. If there is a 4th round due to this, it's declared a "Final Round" and if nobody wins this round, both players lose.
To win a round, the player must use his or her character's attack moves to damage the opponent, and block or dodge the opponent's attacks. Each player may attack from a standing or crouching position, or they may jump in to the air and attack. To attack from a standing position, press any single attack button. To attack from a crouching position, pull the joystick in a downward direction (including both diagonals) and press any single attack button.  To attack from the air, direct your character to jump straight up, or jump in a diagonal position, and press any single attack button in mid-air.


===Blocking===
===Blocking===
''Air blocking is not available in X-ISM.'' Hold {{cade|Left}} to block most standing attacks, jumping attacks, and overheads. Hold {{cade|DL}} to block most standing and low attacks. Note that you won't block unless the attack your opponent is using is relatively close to you. You can also block in air by performing the block command while jumping or after an air recovery. When you block, you take no damage from normal moves, and reduced damage from special moves and Super Combos.
''Air blocking is not available in X-ISM mode.'' Hold {{cade|Left}} to block attacks. Hold {{cade|DL}} to block low attacks. When you block low attacks, you are vulnerable to overhead and air attacks. You can block in air by holding {{cade|Left} while in mid air. You take no damage from normal moves, and small damage from special moves and Super moves.


===Special Attacks===
===Special Attacks===
In addition to normal attacks there are attacks known as command moves and special moves. Command moves are special combinations of a joystick direction and a particular attack button that produces a different attack than when the button is pressed alone. A special move is a move that requires a more complicated joystick motion and an attack button to perform. For example, Ken and Ryu's fireball attack, called Hadouken, is performed by sliding the joystick in a circular sweeping motion from down to forward, and finished off with any punch button. In this example, the strength of the punch button used happens to dictate the speed at which Ken and Ryu's fireball attack travels across the screen. Special attacks can be blocked like any other attack, but they do what's known as "tick damage." That is, even when blocked, they removed a single hit point from your health bar. Most special moves have a pause associated with them that leave you vulnerable to attack if you miss the opponent, or "whiff".
In addition to normal attacks there are attacks known as command moves and special moves. Command moves are special combinations of a joystick direction and a particular attack button that produces a different attack than when the button is pressed alone. A special move is a move that requires a more complicated joystick motion and an attack button to perform. For example, Ken and Ryu's fireball attack, called Hadouken, is performed by sliding the joystick in a circular sweeping motion from down to forward, and finished off with any punch button. In this example, the strength of the punch button used happens to dictate the speed at which Ken and Ryu's fireball attack travels across the screen. Special attacks can be blocked like any other attack, but they do what's known as "tick damage." That is, even when blocked, they removed a single hit point from your health bar. Most special moves have a pause associated with them that leave you vulnerable to attack if you miss the opponent, or "whiff".


===Ground Recovery===
===Ground Recovery===
''Not available in X-ISM mode.'' This is the new implementation of the Rolling Rule from SFA and SFA2. When you're knocked down, or if you've just air-blocked an attack, press {{cade|2xKick}} as you're falling. To do the roll behind Ground Recovery, do {{cade|Right}}{{plus}}{{cade|2xKick}} instead. Then keep holding forward and you'll roll all the way behind your opponent, even if they're in the corner. By using the ground recovery, you can pass through your opponent or simply move closer towards them. It's useful for escaping from corners and so that your foe can't attack you as you get up.
''Not available in X-ISM mode.'' This is the new implementation of the Rolling Rule from SFA and SFA2. When you're knocked down, or if you've just air-blocked an attack, press {{cade|2xKick}} as you're falling. To do the roll behind Ground Recovery, do {{cade|Right}}{{plus}}{{cade|2xKick}} instead. Then keep holding forward and you'll roll all the way behind your opponent, even if they're in the corner. By using the ground recovery, you can pass through your opponent or simply move closer towards them. It's useful for escaping from corners and so that your foe can't attack you as you get up.


===Air Recovery===
===Air Recovery===
When you're knocked up into the air, press {{cade|2xPunch}} to flip upright and land a short distance away. Pressing {{cade|Left}}{{plus}}{{cade|2xPunch}} makes you move further back upon flipping, while {{cade|Right}}{{plus}}{{cade|2xPunch}} makes you stay in your same trajectory when you flip. Normally, you can be juggled by another of your enemy's attacks when you're knocked into the air. However, once you've flipped, you can air block (in certain modes), or perform an attack to prevent this from happening. It's also a useful way to land on your feet rather than your back.
When you're knocked up into the air, press {{cade|2xPunch}} to flip upright and land a short distance away. Pressing {{cade|Left}}{{plus}}{{cade|2xPunch}} makes you move further back upon flipping, while {{cade|Right}}{{plus}}{{cade|2xPunch}} makes you stay in your same trajectory when you flip. Normally, you can be juggled by another of your enemy's attacks when you're knocked into the air. However, once you've flipped, you can air block (except in X-ISM mode), or perform an attack to prevent this from happening. It's also a useful way to land on your feet rather than your back.


===Throws===
===Throws===
Press {{cade|Left}} or {{cade|Right}}{{plus}}{{cade|2xPunch}} (some characters can also use {{cade|2xKick}}). This can also be done in air. Some characters have 'holding' ground throws, in which you can rap on the buttons to increase the number of times your enemy is squeezed / choked / bitten / etc. You'll know if tapping the buttons is paying off as your character will shine white when an extra hit has been added. If you're not close enough to your opponent, you'll go into a "missed throw" animation that leaves you vulnerable to attacks. Your opponent can reduce the damage he or she takes from a throw by doing a Tech. Hit ({{cade|Left}}{{plus}}{{cade|2xPunch}} or {{cade|2xKick}} when thrown), which also makes them land on their feet. If you miss a throw, you'll still earn SC power, or if you're using V-ISM, you'll earn quite a bit of OC power.
Press {{cade|Left}} or {{cade|Right}}{{plus}}{{cade|2xPunch}} (some characters can also use {{cade|2xKick}}). This can also be done in air. Some characters have 'holding' ground throws, in which you can rap on the buttons to increase the number of times your enemy is squeezed / choked / bitten / etc. You'll know if tapping the buttons is paying off as your character will shine white when an extra hit has been added. If you're not close enough to your opponent, you'll go into a "missed throw" animation that leaves you vulnerable to attacks. Your opponent can reduce the damage he or she takes from a throw by doing a Tech. Hit ({{cade|Left}}{{plus}}{{cade|2xPunch}} or {{cade|2xKick}} when thrown), which also makes them land on their feet. If you miss a throw, you'll still earn SC power, or if you're using V-ISM, you'll earn quite a bit of VC power.


===Reversal Only moves===
===Reversal Only moves===
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|After an air block||No||No||Yes||Yes||Yes
|After an air block||No||No||Yes||Yes||Yes
|}
|}
<nowiki>*</nowiki> The Tengu Walking in question is the {{cade|Left}}{{cade|DL}}{{cade|Down}}{{plus}}{{cade|Kick}} version. Sodom's {{cade|Qcf}}{{plus}}{{cade|Kick}}
<nowiki>*</nowiki> The Tengu Walking in question is the {{cade|Left}}{{cade|DL}}{{cade|Down}}{{plus}}{{cade|Kick}} version. Sodom's {{cade|Qcf}}{{plus}}{{cade|Kick}}
Tengu Walking can be used while getting off of the floor.
Tengu Walking can be used while getting off of the floor.


===Taunts===
===Taunts===
''Not available in X-ISM mode.'' The Taunt button is the Start button on the arcade machine, assignable on the Dreamcast, and the select button on most consoles. You can press Taunt while standing or crouching.   Birdie, Cody, Charlie, Ken, Ryu, and Evil Ryu all have a second taunt which is done by pressing {{cade|Right}} + Taunt. Birdie has a third taunt which is done by pressing {{cade|Left}} + Taunt.   Rose has a random, alternate saying for her taunt, and the following characters have damaging taunts: Akuma, Shin Akuma, Birdie, Chun-Li, Dan (only in X-ISM), Rolento, Sakura, and Sodom. These cause minor damage, but they can kill someone. Dan and Dhalsim have an air taunt which can be done by pressing Taunt while in the air. Dan can also taunt when he's crouching. You can taunt once per round (Dan can taunt infinitely in each round). You can also cancel a normal move into your taunt animation, if that move is normally cancelable. Dan earns small amounts of SC energy from his crouching and standing taunts, as well.
''Not available in X-ISM mode.'' The Taunt button is the Start button on the arcade machine, assignable on the Dreamcast, and the select button on most consoles. You can press Taunt while standing or crouching. Birdie, Cody, Charlie, Ken, Ryu, and Evil Ryu all have a second taunt which is done by pressing {{cade|Right}} + Taunt. Birdie has a third taunt which is done by pressing {{cade|Left}} + Taunt. Rose has a random, alternate saying for her taunt, and the following characters have damaging taunts: Akuma, Shin Akuma, Birdie, Chun-Li, Dan (only in X-ISM), Rolento, Sakura, and Sodom. These cause minor damage, but they can kill someone. Dan and Dhalsim have an air taunt which can be done by pressing Taunt while in the air. Dan can also taunt when he's crouching. You can taunt once per round (Dan can taunt infinitely in each round). You can also cancel a normal move into your taunt animation, if that move is normally cancelable. Dan earns small amounts of SC energy from his crouching and standing taunts, as well.


===Alpha Counter===
===Alpha Counter===
''Not available in X-ISM mode.'' While you're blocking an attack on the ground, press {{cade|Right}} along with the same power {{cade|Punch}}{{plus}}{{cade|Kick}}
''Not available in X-ISM mode.'' While you're blocking an attack on the ground, press {{cade|Right}} and the same power {{cade|Punch}}{{plus}}{{cade|Kick}}. You need to have at least 1 level of your A-ISM gauge or 50% of your V-ISM gauge for this. When you use Alpha Counter, the animation will pause briefly and you'll stop blocking and perform an attack. The attack you use changes depending on what ISM you're using. Alpha Counters are handy if your opponent is aggressive or is trying to kill you via block damage. It deals small damage but can still finish opponent. Because they shorten the length of your Guard gauge, they're best saved for do-or-die situations, because small Guard Power gauge is not a good thing to have.
. You need to have at least 1 level of your SC gauge filled in A-ISM, or 50% or higher of your OC gauge filled in V-ISM, in order to do this. You also need at least one spare notch in your Guard Power Gauge.  When you use an AC, the animation will pause briefly and you'll stop blocking and perform a preset attack. The attack you use changes depending on what "-ISM" you're using. ACs are handy if your opponent is aggressive or is trying to kill you via block damage and you want to get away from them. ACs do little damage but can kill someone. However, because they shorten the length of your GPG, they're best saved for do-or-die situations, as a small Guard Power gauge is not a good thing to have.


===Super Combos===
===Super Combos===
''Not available in V-ISM mode.'' The command for a SC changes depending on the character. The button used has no purpose in X-ISM; in A-ISM, it affects the level of power used ({{cade|LPunch}} / {{cade|LKick}} for Level 1, {{cade|MPunch}} / {{cade|MKick}} for Level 2, {{cade|HPunch}} / {{cade|HKick}} for Level 3). Some A-ISM characters have SCs that can only be used at Level 3--in that case, the button used is unimportant. If you have one level of power and use a Medium or Hard attack, you'll still do a Level 1 SC; the same applies to using HP or HK if you have only 2 levels. Super Combos share many traits: they are generally faster and have more priority than normal moves; they can juggle an opponent, and they hit multiple times and usually do lots of damage. In A-ISM, these traits improve depending on the level of SC energy expended
''Not available in V-ISM mode.'' The command for a SC changes depending on the character. The button used has no purpose in X-ISM; in A-ISM, it affects the level of power used ({{cade|LPunch}} / {{cade|LKick}} for Level 1, {{cade|MPunch}} / {{cade|MKick}} for Level 2, {{cade|HPunch}} / {{cade|HKick}} for Level 3). Some A-ISM characters have SCs that can only be used at Level 3--in that case, the button used is unimportant. If you have one level of power and use a Medium or Hard attack, you'll still do a Level 1 SC; the same applies to using HP or HK if you have only 2 levels. Super Combos share many traits: they are generally faster and have more priority than normal moves; they can juggle an opponent, and they hit multiple times and usually do lots of damage. In A-ISM, these traits improve depending on the level of SC energy expended
(so a Level 3 SC costs more but does more damage, etc. than a Level 1 SC). X-ISM SCs can be considered as "Level 4" SCs; they are generally better than even a Level 3 SC but take a longer amount of time to charge up.
(so a Level 3 SC costs more but does more damage, etc. than a Level 1 SC). X-ISM SCs can be considered as "Level 4" SCs; they are generally better than even a Level 3 SC but take a longer amount of time to charge up.


===Original Combos===
===Variable Combos===
''Only available in V-ISM mode.'' Press the same strength {{cade|Punch}}{{plus}}{{cade|Kick}} buttons together. You need to have at least 50% of your OC energy built up in order to use this. When you activate an OC, you are trailed by shadows that mimic your every action, but only the last one (it's colored differently) can actually hit an opponent. What strength punch and kick you use determines the amount of space between each shadow; use {{cade|LPunch}}{{plus}}{{cade|LKick}} for them to be close together, {{cade|MPunch}}{{plus}}{{cade|MKick}} to space them further apart, and {{cade|HPunch}}{{plus}}{{cade|HKick}} for a wide gap between each shadow. Basically, the closer your last shadow is to you, the sooner it attacks after you perform an attack. OCs are very different from the way they were in SFA2. You can't block during an OC, and you can taunt infinitely and use charge moves without charging (i.e. simply tap {{cade|Left}}{{cade|Right}}{{plus}}{{cade|Punch}} for Birdie's Bullhead). You can still juggle an opponent easily with your   attacks, and can cancel normal attacks (not special moves, although there's still no delay time after performing one so you can go into another move faster than you could normally). Unlike a SFA2 CC, you can walk wherever you want to or jump without always moving forward. Also, you can throw / air throw during a OC as well. If you're hit while your OC is activated, it ends, and you lose all remaining OC power above 50% (more if you were closer to reaching 50%). If you started with 50%, then you lose it all if you're hit.
''Only available in V-ISM mode.'' Press the same strength {{cade|Punch}}{{plus}}{{cade|Kick}} buttons together. You need to have at least 50% of your VC energy built up in order to use this. When you activate an VC, you are trailed by shadows that mimic your every action, but only the last one (it's colored differently) can actually hit an opponent. What strength punch and kick you use determines the amount of space between each shadow; use {{cade|LPunch}}{{plus}}{{cade|LKick}} for them to be close together, {{cade|MPunch}}{{plus}}{{cade|MKick}} to space them further apart, and {{cade|HPunch}}{{plus}}{{cade|HKick}} for a wide gap between each shadow. Basically, the closer your last shadow is to you, the sooner it attacks after you perform an attack. VCs are very different from the way they were in SFA2. You can't block during an VC, and you can taunt infinitely and use charge moves without charging (i.e. simply tap {{cade|Left}}{{cade|Right}}{{plus}}{{cade|Punch}} for Birdie's Bullhead). You can still juggle an opponent easily with your attacks, and can cancel normal attacks (not special moves, although there's still no delay time after performing one so you can go into another move faster than you could normally). Unlike a SFA2 CC, you can walk wherever you want to or jump without always moving forward. Also, you can throw / air throw during a VC as well. If you're hit while your VC is activated, it ends, and you lose all remaining VC power above 50% (more if you were closer to reaching 50%). If you started with 50%, then you lose it all if you're hit.


===Guard Power Gauge===
===Guard Gauge===
When you block or air block an attack, this gauge decreases slightly.  If you keep blocking attacks, it will keep decreasing until it empties. If this happens, your character gets Guard Crushed and will become dizzy (and open to an attack) for a moment before it recharges. However, when it recharges, it's overall length is reduced by a notch, making it easier for you to be Guard Crushed.  When not blocking, the GPG refills slowly, but only to the current length of the GPG and not any further if you've lost a notch or more.  Another way to lose GPG notches is to use a Zero Counter.  If your opponent can block in the air, you can Guard Crush them in the air, although they'll fall to the ground after getting GC'd.
When you block an attack, your Guard gauge takes damage. The amount of damage depends on the attack you blocked. Guard gauge restores slightly after about one second has passed since you blocked or took damage. When Guard gauge is empty, Guard crush animation occurs and you are open for an attack for a short time. Every time your Guard gauge is crushed, it will be shortened until it reaches the point where it always flashes "Danger".


===Counter Hit===
===Counter Hit===
Hit your opponent with an attack while they're in the midst of performing their own attack. When you perform a Counter Hit, the hit sound is much louder and the action pauses for a brief moment. A move that becomes a Counter Hit does more damage than it normally would.
Hit your opponent with an attack while they're in the midst of performing their own attack. When you perform a Counter Hit, the hit sound is much louder, the action pauses for a brief moment and whole screen flashes white for 1 frame. A move that becomes a Counter Hit does more damage than it normally would. Some normal attacks send opponent in the air when they counter hit.


===Damage Reduction===
===Damage Reduction===
When getting hit by an attack, press in any direction plus any button. Doing this slightly reduces the amount of damage you take from an attack. You'll know if it worked because you'll flash red while in your 'damaged' pose. This can be done repeatedly against multi-hit attacks in order to conserve more life. Furthermore, if you're in the midst of an attack and are hit, you can perform the Damage Reduction and your character will continue the attack, instead of going into hitstun. Think of it like the
When getting hit by an attack, press in any direction plus any button. Doing this slightly reduces the amount of damage you take from an attack. You'll know if it worked because you'll flash red while in your 'damaged' pose. This can be done repeatedly against multi-hit attacks in order to conserve more life. Furthermore, if you're in the midst of an attack and are hit, you can perform the Damage Reduction and your character will continue the attack, instead of going into hitstun. Think of it like the Super Armor found in the VS. games.
Super Armor found in the VS. games.


===Guard Crush Protection===
===Guard Protection Blocking===
Try to block an attack as it comes out instead of blocking it in advance. This works against high and low attacks, and can be done in the air as well, if your character can air block.  Doing this reduces the amount of Guard Power you lose from your Guard Power Gauge. Your character will flash blue if you've done this properly.
Press {{cade|Left}} to block attack just before it hits you to reduce amount of guard damage you take (50% reduction). The timing window for this block is 2 or 3 frames (mostly 2), depending on the attack. To reduce block damage for any additional blocked attacks that would chain into a combo, you must press {{cade|Left}} just before it's blocked, again. You can also do this in the air. Your character flashes blue if you've done this properly.

Revision as of 13:32, 18 June 2017

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

Rules

Each battle consists of best-of-three round match between you and your opponent. At the start of each round, both player's life and ISM bars are full. The first player to drive the other player's health bar to zero wins the round. The first player to win two total rounds wins the match.

When both player's lose all their health at the same time, nobody wins the round. When timer runs out, the player with more health wins the round. When both players have same amount of health left at the end of the round, nobody wins the round. If there is a 4th round due to this, it's declared a "Final Round" and if nobody wins this round, both players lose.

Blocking

Air blocking is not available in X-ISM mode. Hold Arcade-Stick-Left.png to block attacks. Hold Arcade-Stick-DL.png to block low attacks. When you block low attacks, you are vulnerable to overhead and air attacks. You can block in air by holding {{cade|Left} while in mid air. You take no damage from normal moves, and small damage from special moves and Super moves.

Special Attacks

In addition to normal attacks there are attacks known as command moves and special moves. Command moves are special combinations of a joystick direction and a particular attack button that produces a different attack than when the button is pressed alone. A special move is a move that requires a more complicated joystick motion and an attack button to perform. For example, Ken and Ryu's fireball attack, called Hadouken, is performed by sliding the joystick in a circular sweeping motion from down to forward, and finished off with any punch button. In this example, the strength of the punch button used happens to dictate the speed at which Ken and Ryu's fireball attack travels across the screen. Special attacks can be blocked like any other attack, but they do what's known as "tick damage." That is, even when blocked, they removed a single hit point from your health bar. Most special moves have a pause associated with them that leave you vulnerable to attack if you miss the opponent, or "whiff".

Ground Recovery

Not available in X-ISM mode. This is the new implementation of the Rolling Rule from SFA and SFA2. When you're knocked down, or if you've just air-blocked an attack, press Arcade-Button-2xKick.png as you're falling. To do the roll behind Ground Recovery, do Arcade-Stick-Right.png+Arcade-Button-2xKick.png instead. Then keep holding forward and you'll roll all the way behind your opponent, even if they're in the corner. By using the ground recovery, you can pass through your opponent or simply move closer towards them. It's useful for escaping from corners and so that your foe can't attack you as you get up.

Air Recovery

When you're knocked up into the air, press Arcade-Button-2xPunch.png to flip upright and land a short distance away. Pressing Arcade-Stick-Left.png+Arcade-Button-2xPunch.png makes you move further back upon flipping, while Arcade-Stick-Right.png+Arcade-Button-2xPunch.png makes you stay in your same trajectory when you flip. Normally, you can be juggled by another of your enemy's attacks when you're knocked into the air. However, once you've flipped, you can air block (except in X-ISM mode), or perform an attack to prevent this from happening. It's also a useful way to land on your feet rather than your back.

Throws

Press Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-2xPunch.png (some characters can also use Arcade-Button-2xKick.png). This can also be done in air. Some characters have 'holding' ground throws, in which you can rap on the buttons to increase the number of times your enemy is squeezed / choked / bitten / etc. You'll know if tapping the buttons is paying off as your character will shine white when an extra hit has been added. If you're not close enough to your opponent, you'll go into a "missed throw" animation that leaves you vulnerable to attacks. Your opponent can reduce the damage he or she takes from a throw by doing a Tech. Hit (Arcade-Stick-Left.png+Arcade-Button-2xPunch.png or Arcade-Button-2xKick.png when thrown), which also makes them land on their feet. If you miss a throw, you'll still earn SC power, or if you're using V-ISM, you'll earn quite a bit of VC power.

Reversal Only moves

Use the following chart to determine when a character can use a particular reversal move.

Balrog Chun Li Cody Dhalsim Sodom
Situation Buffalo Head X-ISM Tenshou Kyaku Bad Spray Yoga Escape Tengu Walking*
When knocked down Yes Yes No No Yes
After hit stun Yes Yes No No Yes
After block stun Yes Yes No No Yes
Knocked back in the air No No Yes Yes Yes
After an air block No No Yes Yes Yes

* The Tengu Walking in question is the Arcade-Stick-Left.pngArcade-Stick-DL.pngArcade-Stick-Down.png+Arcade-Button-Kick.png version. Sodom's Arcade-Stick-Qcf.png+Arcade-Button-Kick.png Tengu Walking can be used while getting off of the floor.

Taunts

Not available in X-ISM mode. The Taunt button is the Start button on the arcade machine, assignable on the Dreamcast, and the select button on most consoles. You can press Taunt while standing or crouching. Birdie, Cody, Charlie, Ken, Ryu, and Evil Ryu all have a second taunt which is done by pressing Arcade-Stick-Right.png + Taunt. Birdie has a third taunt which is done by pressing Arcade-Stick-Left.png + Taunt. Rose has a random, alternate saying for her taunt, and the following characters have damaging taunts: Akuma, Shin Akuma, Birdie, Chun-Li, Dan (only in X-ISM), Rolento, Sakura, and Sodom. These cause minor damage, but they can kill someone. Dan and Dhalsim have an air taunt which can be done by pressing Taunt while in the air. Dan can also taunt when he's crouching. You can taunt once per round (Dan can taunt infinitely in each round). You can also cancel a normal move into your taunt animation, if that move is normally cancelable. Dan earns small amounts of SC energy from his crouching and standing taunts, as well.

Alpha Counter

Not available in X-ISM mode. While you're blocking an attack on the ground, press Arcade-Stick-Right.png and the same power Arcade-Button-Punch.png+Arcade-Button-Kick.png. You need to have at least 1 level of your A-ISM gauge or 50% of your V-ISM gauge for this. When you use Alpha Counter, the animation will pause briefly and you'll stop blocking and perform an attack. The attack you use changes depending on what ISM you're using. Alpha Counters are handy if your opponent is aggressive or is trying to kill you via block damage. It deals small damage but can still finish opponent. Because they shorten the length of your Guard gauge, they're best saved for do-or-die situations, because small Guard Power gauge is not a good thing to have.

Super Combos

Not available in V-ISM mode. The command for a SC changes depending on the character. The button used has no purpose in X-ISM; in A-ISM, it affects the level of power used (Arcade-Button-LPunch.png / Arcade-Button-LKick.png for Level 1, Arcade-Button-MPunch.png / Arcade-Button-MKick.png for Level 2, Arcade-Button-HPunch.png / Arcade-Button-HKick.png for Level 3). Some A-ISM characters have SCs that can only be used at Level 3--in that case, the button used is unimportant. If you have one level of power and use a Medium or Hard attack, you'll still do a Level 1 SC; the same applies to using HP or HK if you have only 2 levels. Super Combos share many traits: they are generally faster and have more priority than normal moves; they can juggle an opponent, and they hit multiple times and usually do lots of damage. In A-ISM, these traits improve depending on the level of SC energy expended (so a Level 3 SC costs more but does more damage, etc. than a Level 1 SC). X-ISM SCs can be considered as "Level 4" SCs; they are generally better than even a Level 3 SC but take a longer amount of time to charge up.

Variable Combos

Only available in V-ISM mode. Press the same strength Arcade-Button-Punch.png+Arcade-Button-Kick.png buttons together. You need to have at least 50% of your VC energy built up in order to use this. When you activate an VC, you are trailed by shadows that mimic your every action, but only the last one (it's colored differently) can actually hit an opponent. What strength punch and kick you use determines the amount of space between each shadow; use Arcade-Button-LPunch.png+Arcade-Button-LKick.png for them to be close together, Arcade-Button-MPunch.png+Arcade-Button-MKick.png to space them further apart, and Arcade-Button-HPunch.png+Arcade-Button-HKick.png for a wide gap between each shadow. Basically, the closer your last shadow is to you, the sooner it attacks after you perform an attack. VCs are very different from the way they were in SFA2. You can't block during an VC, and you can taunt infinitely and use charge moves without charging (i.e. simply tap Arcade-Stick-Left.pngArcade-Stick-Right.png+Arcade-Button-Punch.png for Birdie's Bullhead). You can still juggle an opponent easily with your attacks, and can cancel normal attacks (not special moves, although there's still no delay time after performing one so you can go into another move faster than you could normally). Unlike a SFA2 CC, you can walk wherever you want to or jump without always moving forward. Also, you can throw / air throw during a VC as well. If you're hit while your VC is activated, it ends, and you lose all remaining VC power above 50% (more if you were closer to reaching 50%). If you started with 50%, then you lose it all if you're hit.

Guard Gauge

When you block an attack, your Guard gauge takes damage. The amount of damage depends on the attack you blocked. Guard gauge restores slightly after about one second has passed since you blocked or took damage. When Guard gauge is empty, Guard crush animation occurs and you are open for an attack for a short time. Every time your Guard gauge is crushed, it will be shortened until it reaches the point where it always flashes "Danger".

Counter Hit

Hit your opponent with an attack while they're in the midst of performing their own attack. When you perform a Counter Hit, the hit sound is much louder, the action pauses for a brief moment and whole screen flashes white for 1 frame. A move that becomes a Counter Hit does more damage than it normally would. Some normal attacks send opponent in the air when they counter hit.

Damage Reduction

When getting hit by an attack, press in any direction plus any button. Doing this slightly reduces the amount of damage you take from an attack. You'll know if it worked because you'll flash red while in your 'damaged' pose. This can be done repeatedly against multi-hit attacks in order to conserve more life. Furthermore, if you're in the midst of an attack and are hit, you can perform the Damage Reduction and your character will continue the attack, instead of going into hitstun. Think of it like the Super Armor found in the VS. games.

Guard Protection Blocking

Press Arcade-Stick-Left.png to block attack just before it hits you to reduce amount of guard damage you take (50% reduction). The timing window for this block is 2 or 3 frames (mostly 2), depending on the attack. To reduce block damage for any additional blocked attacks that would chain into a combo, you must press Arcade-Stick-Left.png just before it's blocked, again. You can also do this in the air. Your character flashes blue if you've done this properly.