Street Fighter Alpha 3/System

From SuperCombo Wiki

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
Air Blocking No Yes Yes
Air Recovery Yes Yes Yes
Ground Recovery No Yes Yes
Taunts Only Dan Yes Yes
Guard Power Rating High Varies Varies
SC/OC Gauge Speed Slow Normal Fast
Levels Available 1 3 2 (50% / 100%)
Alpha Counter Cost n/a 1 SC + 1 GP 50% OC + 1 GP
Damage Rating x1.2* x1.0 x0.8
Defense Rating x0.8 x1.0 x1.0

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)

Game Mechanics

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
Dhalsim
E. Honda
Gen
Guy
Juli
Juni
Karin
Ken
M. Bison
R. Mika
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Vega
Zangief
Home/Handheld Exclusive
Dee Jay
Eagle
Evil Ryu
Fei Long
Guile
Ingrid
Maki
T. Hawk
Yun