This is a continuation of the discussion in the “SFA3 Upper differences” thread. I posted that it is possible to make Upper behave like regular A3, but with the additions of Upper (faster A Ism bar, extra characters, Cody’s new overhead, etc). I based the dips after the 980727ver of A3. It takes care of the weirdness like Juni and Mika’s extended knockdowns, Cross Scissor Pressure damage counting twice, and Rose’s unblockables. It also gives the characters crouch cancels and whiff grabs for meter. I am sure I made a mistake somewhere, so if you find one, let me know so I can correct them and edit the original post. I am assuming since Upper is a later version, stuff like invincible Tengu walking has already been fixed, since there is no dip for it in Upper. There are two or three Upper only dips that seem pretty trivial, so I leave to you how you would like to handle them (they seem pretty minor, so it depends on how people feel about them). The info on the dips is in the “dipwitches revealed” thread on this forum. Some are kind of hard, since their Engrish makes them somewhat nonsensical…
Again, this is an experiment. Try it out at your leisure and post some feedback. So far, VC’s seem the same as regular A3, but I use Cammy, who has some really easy VC’s. They dont have that weird feling they did in DC A3
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1-01 (SFA3U) 1-04 (SFA3)
- In Mazi Mode, the projectile strength will not be any higher than in normal mode. - More powerful
- Same as normal
1-02 (SFA3U) 1-05 (SFA3)
- If a character becomes dizzy due to a throw, but uses a throw escape, they will be left invincible and escape.
- Cannot escape
- Escape
1-03 (SFA3U) 1-06 (SFA3) Rose
- With the Soul Illusion, the silhouette attacks were not the real body attack so they were unblockable. (does not enter the blocking stance)
- Blocking is possible. (can block the silhouette attacks)
- Will not enter the blocking stance and thus cannot block
1-08 (SFA3) 1-04 (SFA3U)
- By using a mid-air escape at the edge of the screen and then doing an air block, the character would land with a block hit stance. If that character then canceled out of the stance and performed something (a light attack combo), they would be invincible throughout the movement.
- Not invincible
- Invincible as long as the character keeps moving
1-09 (SFA3) 1-05 (SFA3U)
- By blocking 32 hits in a row with the same block stance, the guard power gauge would start acting funny and drop rapidly.
- Hits beyond 32 still behave as normal
- Hits beyond 32 will make the gauge act funny (undefined behavior)
1-11 (SFA3) 1-06 (SFA3U)
- For combo attacks (including throws) that aren’t powerful enough to finish the characters, the attack power drops to its minimum (1) in Saikyo Mode.
- Standard damage calculation
- Attack power goes to 1
1-12 (SFA3) 1-07 (SFA3U)
- When throwing a person getting up (right before they start being dizzy), they will have another dizzy mark.
- Dizzying marks do not double up
- Dizzying marks double up
1-13 (SFA3) 1-08 (SFA3U)
- When performing a Custom Combo, if a throw is performed before the recovery time runs out, then the remaining time will still be active once the opponent is released and for that remaining time (several frames), they would be stuck on the ground before they could move. Due to this, depending on the distance the opponent during the push of Zangief’s Atomic Suplex would get stuck and not move away.
- No time left after a throw
- The recovery time will be counted after the opponent is thrown
1-14 (SFA3) 1-09 (SFA3U) Juni
- Cross Scissor Pressure damage is counted twice (for landing the blow and when moving away)
- Damage counted once
- Damage counted twice
1-15 (SFA3) 1-10 (SFA3U)
- Gen’s Jakouha Super Combo could grab opponents despite their invincible or unthrowable states.
- Can’t grab the opponent during the states
- Can grab the opponent during the states
[COLOR=“White”]2-06 (SFA3) 1-11 (SFA3U) Juni
- The different branch conditions for the Hooligan Combination (depending on where the opponent is grabbed) have been adjusted. (before adjustment, if the opponent was Juni the Cross Scissors Pressure move wouldn’t execute)
- Adjusted
- Unadjusted[/COLOR]
2-08 (SFA3) 1-12 (SFA3U)
- Can turn animation for the counter hit on and off.
- Animation
- No animation
2-10 (SFA3) 1-13 (SFA3U)
- Whether or not the character would get knocked down for mid-air damage treated as standing damage (can stand even while crouched) has been changed (E. Honda’s close range standing heavy kick)
- Will not fall
- Will fall
1-14 (SFA3U) Dee Jay
- It is impossible to block the Alpha Counter (another hit is decided before the opponent can recover)
- Can block
- Cannot block
1-15 (SFA3U)
- This changes whether or not the gauge fills up for missed grabs.
- Increases
- Does not increase
2-13 (SFA3) 1-16 (SFA3U)
- After canceling the landing from an air attack by crouching, the opponent couldn’t escape, but can do it now.
- Cannot escape
- Can escape
2-15 (SFA3) 2-01 (SFA3U) R Mika, Juni
- There were special moves for counterattacking a defensive roll, so it was made impossible to perform a defensive roll (R. Mika = Shooting Peach, Rainbow Hip Rush, Juni = Psycho Streak)
- Can’t use the defensive roll
- Can use the defensive roll
2-16 (SFA3) 2-02 (SFA3U) Chun Li
- There was no delay after missing an air grab, but it was changed so that there would be a frame of delay like other characters.
- Delay
- No delay
3-01 (SFA3) 2-03(SFA3U) Gen
- There was no delay after missing an air grab, but it was changed so that there would be a frame of delay like other characters.
- Delay
- No delay
3-03 (SFA3) 2-04 (SFA3U) Rolento
- By trying to block the Mekong Delta Attack the guard gauge would get whittled away
- Goes down
- Doesn’t go down
3-05 (SFA3) 2-05 (SFA3U) Balrog
- In the eighth stage of the Turn Punch, there is no decreasing of the guard gauge.
- Goes down
- Doesn’t go down
3-06 (SFA3) 2-06 (SFA3U)
- Change the animation (setting switched for the Japanese and overseas versions)
?M. Bison’s falling apart pattern is not shown in the ending
?Evil Ryu, Juli and Juni’s endings don’t show blood sprays anymore - OFF (Japan) ON (overseas)
- ON (Japan) OFF (overseas)
2-07 (SFA3U) Display
- Add a symbol to the title screen.
- Use the Alpha 3 different color version
- Use the Alpha 3 Upper version
3-07 (SFA3) 2-08 (SFA3U) M Bison
- The close quarters heavy punch would be counted as a medium knockback, but now is a heavy knockback.
- Heavy
- Medium
3-08 (SFA3) 2-09 (SFA3U) Birdie
- It was possible to air block the taunt before, but now it is not possible.
- Cannot air block
- Can air block
2-10 (SFA3U) T Hawk
- The Raging Typhoon’s grab distance was 1 dot, but is bigger now.
- Rectangular area allows grabbing thin characters that overlap
- Cannot grab thin overlapping characters