Street Fighter Alpha 3 versions. the differences

I know this has been done already but to make it more clear so people want have to click various links here is the information

Saturn

General:

  • the bigger sprites affects things slightly. In Saturn Mode, the screen is slightly smaller which equates to a less room to manoeuvre. For example, on the Saturn, from anywhere on the screen Dhalsim can use his far standing fierce, and if Blanka is grounded he must block it, as he is unable to walk out of its reach. The screen mode can be changed to Arcade Mode, but this is still different to the CPS2 game.

-some slow-down during VCs; more noticeable when the larger characters are on screen. The slow-down also causes some inputs to not register in the same way as the arcade during a VC activation; Rose’s crouching Strong-> Short Spiral is harder to do, not impossible.

  • less meter gained for whiffing throws

  • “Inflation” during VCs removed

  • post air recovery invincibility if neutral state is avoided removed

Akuma-
Super air Hadouken can be blocked in the air

Gen-
-Kiryuu crouching Fierce no longer gives the triple damage bonus for a counter hit

Dhalsim-

  • slower limbs, but still faster than the PSX and DC versions
  • new X-ISM crouching Short

Cody -

  • air Hadouken freezing bug removed

Zangief

  • no Glitch Driver VC

Rolento

  • Kattobi VC removed

PS1

General:
-Super flash now rendered with proper 3D polygons

  • different hit and block sparks
  • gradient colour effect on vitality gauges; damage inflicted is always displayed as red
  • lots of animation cuts
  • Significantly reduced invincibility of VCs at start-up
  • different VC2 and VC3 shadow timing to both the arcade and DC versions
  • post air recovery invincibility if neutral state is avoided removed

Ryu:

  • can cancel far standing Fierce and the second hit of his close standing Roundhouse in X-ISM

Birdie:

  • standing Forward can no longer be blocked in the air
  • air throw now throws them in the direction held - as opposed to the arcade game where he would always throw them forwards

Ken:

  • larger throw range (?)

Dhalsim:

  • limb speed severely reduced
  • is able to cancel his far standing Short, Strong, Forward and Roundhouse into special moves in the Japanese version.
  • new animation for X-ISM close crouching Short

Cammy:

  • during a VC, a whiffed Cannon Spike can be cancelled into a Cannon Strike at its peak
  • close standing Fierce-> crouching Forward no longer links as a 2-hit combo (?)
  • far standing Strong-> standing Jab no longer links (?)

Cody:

  • his taunt has mid-level invincibility, and can be used to avoid projectiles. V-Cody only (?)
  • standing Short has less reach, so crouching Jab x 2-> standing Short-> Forward Ruffian kick is not possible as a 4-hit combo

Guy:
-Bushin Izuna Drop can grab cornered opponents

Rose:
Level 3 Aura Soul Spark can be rolled away from before the damaging throw part can connect. May also be true of the Level 2 version.

Zangief:

  • Kattobi VC removed (?)
  • hit box when jumping drastically reduced in size
  • Glitch Driver removed

**
Dreamcast **(first version):

General:

  • Significantly reduced invincibility of VCs at start-up
  • Different movement of shadows compared to the arcade game, and as such allows many DC-exclusive shadow hit VCs in VC2 and VC3
  • “Inflation” during VCs removed
  • Animation cuts
  • Post air recovery invincibility if neutral state is avoided removed

Cammy:

  • during a VC, a whiffed Cannon Spike can be cancelled into a Cannon Strike at its peak

Gouki:
Different timing for OTG VC

Dhalsim:
Slower far standing Strong, far standing Fierce and far standing Roundhouse
Hit box for close standing Strong altered; will trade more often against jump-ins

Zangief:
Kattobi VC behaves differently - less distance travelled
"Glitch-driver" VC removed

Rose:
Level 3 Aura Soul Spark can be rolled away from before the damaging throw part can connect. May also be true of the Level 2 version.

Chun Li:
Different hit box for crouching Roundhouse - will trade a lot more.
Less invincibility on Level 3 Senretsu Kyaku

Cody:
Akuma’s air fireball freezing bug removed.
Jab Criminal Upper behaves differently, so his corner trap/pressure game is greatly weakened

Karin:
Commands after her 360+K during a VC are now performed in the direction Karin faces after the move - as opposed to the direction she was facing before the move, like the arcade version.

**Dreamcast **(second version):

Same as the first version but now crouch cancelling and crouch cancel-walk have been removed.

PS2

general:
Slower game speed

R.Mika
The opponent cannot perform a recovery roll after being hit by her Rainbow Hip Rush (QCFX+P), Flying Peach (QCB+P) or Shooting Peach (QCB+K).