Street Fighter Alpha 3 (Arcade) Walkthrough No Commentary

Street Fighter Alpha 3 (Arcade) Walkthrough No Commentary

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Street Fighter Alpha 3[a] is a 2D competitive fighting game originally released by Capcom for the arcades in 1998. It is the third game in the Street Fighter Alpha sub-series, which serves as a prequel to Street Fighter II, and ran on the same CP System II hardware as previous Alpha games. The game was produced after the Street Fighter III sub-series has started, being released after 2nd Impact, but before 3rd Strike. Alpha 3 further expanded the playable fighter roster from Street Fighter Alpha 2 and added new features such as selectable fighting styles called "isms".Street Fighter Alpha 3 discards the "Manual" and "Auto" modes from the previous Alpha games and instead offers three different playing styles known as "isms" for players to choose from. The standard playing style, A-ism (or Z-ism in Japan), is based on the previous Alpha games, in which the player has a three-level Super Combo gauge with access to several Super Combo moves. X-ism is a simple style based on Super Street Fighter II Turbo, in which the player has a single-level Super Combo gauge and access to a single but powerful Super Combo move. The third style, V-ism (or "variable" style), is a unique style that allows the player to perform custom combos similar to the ones in Street Fighter Alpha 2, but cannot use Super Combos. In X-ism, players cannot air-block nor perform Alpha Counters, and can only use 1 Super Combo move in its powerful Level 3 version. X-ism has the highest attack power but least defence, A-ism has more attack power than V-ism and a similar level of defence. All three modes have variations of movesets for each character, adding considerable depth to the gameplay. If 3 modes weren't enough there are hidden modes too that add handicaps to the player as well as benefits (E.g. Classic Mode while you cannot use super combos you cannot be knocked in the air and juggled).

Alpha 3 also introduces a "Guard Power Gauge" which depletes each time the player blocks – if the gauge is completely depleted, then the player will remain vulnerable to an attack. When broken the bar shrinks and is refilled to its new maximum, it can be shrunk a number of times. Worth noting, while in X-Ism the character has the least defence of all modes it also has the largest guard bar, vice versa for V-ism with A-Zism being in the middle. Also the guard bar varies between characters, Zangief e.g. has a very large guard bar. The guard bar does not exist in Dramatic Battle matches so no guard crushing is possible there.

The I-ism style is customizable when selecting which character and super gauge to be used, which is only exclusive to Dreamcast version's Saikyo Dojo Mode, or PSP version's MAX update on World Tour or/and Entry Modes.

The controls for several actions have been modified from the previous Alpha games. For example, the level of a Super Combo move in A-ism is now determined by the strength of the attack button pressed (i.e. Medium Punch or Kick for a Lv. 2 Super Combo), rather than the number of buttons pushed; and throwing is now done by pressing two punch or kick buttons simultaneously.







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