noiseredux wrote:dude thanks for the run-down. That's awesome. This part intrigues me:
Flake wrote:
X-ism is for players that preferred Super Street Fighter 2 - some of the characters normal move sets change to reflect this, i.e. M. Bison loses his alpha fireball and instead has his psycho crusher back.
So I'm a Chun-Li guy... how do I want to learn? What do I need to know?
Truth be told I'd probably do well to have the instruction manual, which I don't. Anybody have an Alpha 3 GBA manaul they can send me?
my way of playing now is basically just kicks/punches... I really don't know any special moves.
Chun-Li is probably the character with most differences between modes, that must be why you're having a hard time.
Chun-Li in X-ism is almost the same as in Super Street Fighter 2 Turbo. Charging back, forward + punch is her palm thrust. Oddly, she has no fireball, but this move is very damaging. Charging down, up + kick does her spinning bird kick. Downfoward + strong kick makes her do her useful backflipping kick. I think down + medium kick while jumping does her stomp. Since you're playing the GBA version, I don't know the equivalent, but it must be light kick. Kick repeatedly makes her do her lightning leg move. Charging back, foward, back, foward + kick releases her super combo.
The difference between this and A-ism is that in A-ism her fireball input is a U-turn + punch, and her spinning bird kick goes upward (activated by forward, down, down-forward + kick). Also, she has a forward flip kick with a backwards U-turn + kick. And she has other 2 super combos:
Kikosho: same movement as Ryu's super Hadouken.
Super Rising Kick: charge down-backwards, 270° + kick.
X-ism causes more damage, but doesn't have air blocking, the other two modes have it. Because of this, the guard bar in X-ism is bigger. The super combo in X-ism causes more damage than the strongest A-ism super.
There are some gameplay differences between V-ism and A-ism aside from the super bar, but mostly they play the same. To make a "Variable combo" (V-combo), you press punch+kick. Stronger punch and kick combinations make the delay between the character and the shadows become bigger. Generally it's better to activate it with weaker combinations, then (light punch + light kick).
V-ism is good for charge characters (such as Chun-Li) because there's no charge time when you activate your super. So you can just spam fireballs with back, foward + punch.
Throwing is very strong in this game, but it is different from SSF2T in that you do it with forward or back + two punches or two kicks (instead of strong punch/kick). So there's less chance you'll have a free throw if you don't connect a punch.
You should also know about Alpha Counters, even though they're more advanced stuff. Basically, they help you get out of combos, so it's a blessing against spamming V opponents. You press forward + punch and kick of same strength, spending one meter in A-ism or V-ism.