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ShinJN
05-24-2006, 05:19 PM
Has anyone tried running the game in 480p?

YellowS4
05-24-2006, 05:35 PM
I must've connected dp xx super w/Ryu 1 out of 10 times. The window is ridiculously tight for the cancel.

dp wait, then super probably works half the time until you get used to it haha. What do you get out of it? Atleast 50% dmg, maybe 80+ if you're lucky.

About the whole Dhalsim thing, I couldn't get it to work.

Middlekick
05-24-2006, 05:36 PM
Onslaught2000: http://www.shoryuken.com/forums/showthread.php?t=96975

Babelfish is garbage.

I enjoyed this though:

"Being able to play zero series entirely, stripe fish profit 1 is."

Saiyajin11
05-24-2006, 05:50 PM
.................................................. .................................................. ........:wonder:

Edited by omni cause i'm tired of fools quoting huge blocks of text and putting in some dots and an emoticon as a post.

Feel grateful that I have graced this forum with my appearance :wgrin:

Rhio2k
05-24-2006, 05:54 PM
Suposedly it's the characters in Marvel that get the changes, no other changes have been found I believe.

So this affects Ryu, Guile, Sakura, Gouki, Chun (?), Nash, Zangief, Dhalsim, Dan and Bison?

felineki
05-24-2006, 06:15 PM
And, what is up with Special Sakura in the first place?Just extra palettes, I suppose. She plays identically to regular Sakura as far as I know.

Bill Wood: If it's anything like the Vampire Collection, then yes, those stars represent individual dipswitch settings. You can select preset configurations based upon each game's revisions, or you can customize them (turn on and off whichever ones you wish). However, since there are no descriptions for what each do, the effects of each have to be found out by trial and error.

If anyone out there wants to try and discover what some of the dispwitches do, here is something that might give a start... either turn ON all of the switches using customize, or turn them all OFF. Try whatever bug or effect you can remember, and see if you can get it to work. Once you have determined if it is/isn't possible, go back and flip all of the dipswitches to the opposite of how you set them earlier (if you had them all on, turn them off, vice-versa). Then try the bug again, and see if there is a change. If there IS, then you know one of those dipswitches controls it. Determining which one will be trial-and-error after that.

Also note that if this is like the Vampire Collection, there will be some bugs or effects from the original releases that were simply removed outright, and can't be replicated no matter what the dipswitch settings are.

9TNine
05-24-2006, 07:05 PM
I enjoyed this though:

"Being able to play zero series entirely, stripe fish profit 1 is."

I got a kick out of that too.

-9

doujinshi_2001
05-24-2006, 07:42 PM
Ok guys I just got the import. Anything you want me to test out in A2 and A3? I'll gladly do it.

BTW there's no loading in A3 haven't tried A2 yet. Makes me believe it's a direct port of the arcade kinda like how CCC2 will be for ST

el_diablo
05-24-2006, 08:45 PM
there's a V-ism crouch cancel ender that doesn't seem to work with Nash. it involves a double crossup(so it's a 2p only ender). i can do it consistently on arcade/emu. weird.

Slapper Joe
05-24-2006, 09:25 PM
Some of my random notes and such, apologies if some of it is hard to understand or already been reported:

* Cody does have that overhead in Red-ism, Guy's teleport d,d+button tps you to position on screen relevant to button, it's startup/recovery is good. Kick tp's allow for fullscreen lvl 3 grab setup since you land fast and have the same recovery as a jump.

* Red-ism also has Dan fireball (no premium sign or otoku michi though), Sims FB and air FB are marvel. Red Bison is just shin-bison (no chip fireball or anything.) Charlie's Razor kick is a totally new sprite, comes out too fast, recovers too fast,has way too much range and a good decent arc.

* Blue-ism Zangief is a beast. SC wiffed SPD, blocked hand or lariet and you'll usually grab. For example, c.LK->SPD will wiff because of block or hit stun. This can almost instantly be SCed into FAB (before you even see missed grab animation) and that will grab.

* But there are a lot of totally useless SC's as well (Vega's wall grab, Mika's run, Rolento trip wire.) Tiger Knee -> Tiger Genocide is corner only but looks great. Dan gets crossup roll taunt (hit) SC into super. Cody can SC his hurricane into FF mode, might be useful for the j.K combo. Birdie's sc hits entirely even after the 3p/3k that launches, complete with autodizzy. Bushin run into lvl 3 grab without stopping. You can SC wiffed moves, guessing it just doesn't like the 2 different fireballs on screen at once (for that Ryu problem above since I can replicate it.) Akuma's Fireball->Raging Demon works.

* Sim's Green-ism chains won't combo. He gets b+LP, b+MP but no mvc2-like stretchy limb combos. Honda has lp, mp, hhs. Chun can use j.lk, j.mk, mk, lightning kick. Adon's A1 cps chains are better than his DS ones though (suprising.) I guess a few of the A1 characters will be like this.

* It seems like the Pink-ism (CE) have actually had a lot of work put into them. Boxers speed on the ground and attack frames are fastfastfast. One hit dizzy stomach crunch for Gief. Ken has his crossup j.RH, FP, F.DP dizzy combo. All fireballs do big damage. Considering the characters have A3 jump arcs and such this mode will probably be the strongest. They use A3 animations but have the same move mappings (All of Claws's jump attacks are the MK animation.)

* A lot of stuff won't hit the smaller A1 cast (a lot of the standard V-isms, Akuma Hurricane into DP and even last hit of Fei's Lvl3) They fall a bit faster and also seem to have a smaller hitbox. Small seems to be anyone smaller than Adon.

dialupsucky
05-24-2006, 10:39 PM
can you combo after the shin shoryuken in this game? That is with that marvel ryu? Seems like he got the shaft compared to other characters shrug...

kaworu_scott
05-25-2006, 01:04 AM
A few questions please:

1. How do you select the Red/Green/Blue - marvel/ST/SF3 ism's etc?

2. Has it been confirmed that this game is arcade perfect? is it still good enough to run tournies on rather than emu SFA3?

3. Does anyone have a list of secret unlockables in the game?

Thankies.

Saotome Kaneda
05-25-2006, 01:19 AM
A few questions please:

1. How do you select the Red/Green/Blue - marvel/ST/SF3 ism's etc?

2. Has it been confirmed that this game is arcade perfect? is it still good enough to run tournies on rather than emu SFA3?

3. Does anyone have a list of secret unlockables in the game?

Thankies.
Go back about 2-3 pages. BAM there's your answers.




HOLY SHIT I CAME UP WITH A NEW CONCEPT


IT'S CALLED READ THE FUCKING THREAD

TS
05-25-2006, 01:48 AM
X-ISM characters had issues because of the A3 system....Vs non-VISM characters they won't be so bad, though they miss having crouch-cancels for nice damage. And since A3 characters can't cancel their sweeps, they're gonna have issues with A2 chars, who can recover immediately after being swept.

Can A3 characters juggle each other like normal? Like with the Ryu hurricane kick combo.

Please test the following stuff in HSFA, curious about the juggle system:

-sweep xx fireball super with A2 Dan.
-juggling with A3 supers (like Jab DP in the corner and then land and fireball super, or Final Fight chain into punch super with Guy)
-see if A3 characters can air recover out of A2 chars' CCS if they do Sweep xx Jab and then do nothing.
-If anyone can verify if the CE Bison combo works midscreen, that would be nice. Does CE Bison have the Devil's Reverse (charge d, u+P)? Can he crossup with either Roundhouse or Forward?
-How much damage do CE characters take? Do they do normal damage to the guard bar of A3 characters? Can they escape throws/have theirs escaped?
-Do the marvel-ISM characters have the pushblock?
-speed of supers; have A2 Ryu stand close to someone and do a Level 3 fireball super, nd try to block AFTER the screen freezes. Doesn't work in A2, since supers were faster (or at least extended further before the screen froze). See if it works with A3 Ryu, also.
-General speed of versions? A3 characters faster, CE characters slower etc?
-Can A2 characters/others escape from A3 air throws?
-What about Counter Hits/Major Counters (the counter hit where you pop someone up)?? Available for all characters? A3 only? Gone?
-Does crouching Fierce xx Level 1 Aura Soul Throw (qcfx2+p) work as anti-air for A1/A2 Rose? Does crouching Fierce xx Soul Throw (dragon punch motion+P) work as anti-air for A3 Rose? A2 Rose also? (may not say "2 hits" on the combo counter, but does it connect?) Does Gen's rising kick move (dp motion +K in PPP mode) still come out for full damage easier in A3 mode than in A2? Does using a crouching Roundhouse as anti-air with A3 Chun result in a knockdown vs non-A3 chars, or an auto-recover?
-Valle CC? And do A2 characters still do the "blowout" if they're close to someone and activate a CC? Do supers juggle for reduced damage? for example, use Level 3 fireball super with A2 Ryu to hit somenoe out of a jump, and it won't get all hits like in A2...will A3 Ryu's get full damage like in A3? Both full damage?
-Can A3 characters still do Timing Guard (blue blocking to reduce guard damage....mash buttons/directions when blocking). Can they still do damage reduction to soften damage when hit (pink flash, ditto when hit). Can they do OTG throws on non-A3 characters?-do all versions of 'Gief have the small hitbox when you do an empty jump like in A3?
-VS non-A3 characters, do V-ISM A3 characters need to whiff moves to avoid neutral ste, or will combos work anyway? For example with V-Akuma, corner someone and activate with Jab+Short and do FP fireball, neutral standing Fierce (pause) netural standing Fierce, etc without whiffing a fireball in between... Likewise, can they do A2/CvS2-type midscreen combos on non-A3 characters (ie sweep xx standing Jab, etc).
-Marvel mode and SF3 mode both get one super move only, right? Is it usually teh same super (though marvel mode may be a bigger/prettier version)?
-Do all versions of Ryu have a hurricane kick which hits multple tiems like A3 Ryu?

I know nobody is going to answer ALL of these questions, but I asked so many becauseeven one would be good to know the answer to.

One question for A3/Arranged/Hyper: do A3 Rose's qcfx2+P super at either level 2 or 3...can you completely mash out of it like in the non-arcade/Saturn versions? I'm pretty confident that the regular A3 on the disk is pretty close to being arcade-perfect, and even if it's not, there are different revisions on there. But this was a bug from most of the A3 ports that buggs me, so it's more a question for Arranged/Hyper.

Ouroborus
05-25-2006, 01:51 AM
hyper street fighter alpha is fuckin broken

ce bison, ce guile and ce vega owns the game

TS
05-25-2006, 02:09 AM
one MOOORE thing

Who all can be played in CE mode? Just the 12 SF2 characters, or Dee Jay/Cammy/Fei/Hawk too? Final Fight guys? Is the only Dee Jay version playable the Upper/Arranged version with the crappy fireball...?

TGC
05-25-2006, 02:17 AM
Just a quick question: So how are the ports of A3 and ish? I haven't been keeping up on this collection so if someone can just give me a quick answer i'd appreciate it thanks.

kaworu_scott
05-25-2006, 02:49 AM
I have just read the last 15 pages and couldn't find out how you get "Secret Game 4" I have unlocked 1, 2 and 3, do you have to complete one of the games on a certain difficulty setting or something?

Ouroborus
05-25-2006, 02:51 AM
hold select on alpha 1 and press o

kaworu_scott
05-25-2006, 03:01 AM
hold select on alpha 1 and press o

I know that but you need to unlock it first, i think it's classed as secret game 4.

Slapper Joe
05-25-2006, 03:26 AM
Some answers at least.

-sweep xx fireball super with A2 Dan.
3 hits, regardless of level. Appears to work on everyone.

-juggling with A3 supers (like Jab DP in the corner and then land and fireball super, or Final Fight chain into punch super with Guy)
I can't land either of these examples on A1 or A2 Adon, but can on A3 Adon. Doesn't come close on A1, but A2 just magically wiffs at same height as A3.

-see if A3 characters can air recover out of A2 chars' CCS if they do Sweep xx Jab and then do nothing.
Can't Air or Roll recover.

-speed of supers; have A2 Ryu stand close to someone and do a Level 3 fireball super, nd try to block AFTER the screen freezes. Doesn't work in A2, since supers were faster (or at least extended further before the screen froze). See if it works with A3 Ryu, also.
A2 Ryu can block A3 Ryu lvl 3 fireball, A3 Ryu cannot block A2 Ryu.

-General speed of versions? A3 characters faster, CE characters slower etc?
Character dependant. CE Boxer is a lot faster. Has to be close to fastest foot speed in the game and most of his normals are faster (comparing their MPs really shows it.) Sagat CE is slower than A3.

-Can A2 characters/others escape from A3 air throws?
A1 and A2 can. CE, Classic and X-ism can't

-Can A3 characters still do Timing Guard (blue blocking to reduce guard damage....mash buttons/directions when blocking). Can they still do damage reduction to soften damage when hit (pink flash, ditto when hit). Can they do OTG throws on non-A3 characters?-do all versions of 'Gief have the small hitbox when you do an empty jump like in A3?
A3 still has blue block and dam reduction. Can OTG all versions. Never thought A3 gief had a special hitbox, regardless A2 and A3 and other modes look identical.

-Marvel mode and SF3 mode both get one super move only, right? Is it usually teh same super (though marvel mode may be a bigger/prettier version)?
SF3 (blue) get X-ism bar, Marvel (red) get a single bar for lvl 3 supers that uses Z-ism supers, only prettier super in this mode appears to be Akuma's air fireball (3rd Strike air fireball).

-Do all versions of Ryu have a hurricane kick which hits multple tiems like A3 Ryu?
A1, A2 and CE only hit once, X-isms and Classic A3 are a bit different but hit multiple times, others are identical.

Edit: Unlocking is completing every game (including secret game 1,2,3 & Pocket Fighter) once

YellowS4
05-25-2006, 05:19 AM
Personally, I had to go through the 4 games, then the english version of a2. (options > game options (hold r2, push O), selection 96/4/30 version?) and beat that. You should be able to unlock "secret game 4." Then do the select, start thing on a1

And yeah, I can't juggle or do certain combos on most of the a1-2 chars but work on the a3+variations.

Do ppl think that ST Akuma still needs a soft ban (if theres ever a tourney) in this? The lockdown potential is still there bc of the air fb haha.

darthJones
05-25-2006, 05:42 AM
We need to set up a wiki page specifically for this anthology. I would do it myself but I do not know where it should be set up. Would it be appropriate to make one in the strategy guide (http://www.shoryuken.com/wiki/index.php/Strategy_Guide) section? I am not sure where to put it since it spans at least 4 separate games. I tried to PM inkblot and ponder to ask but they cannot receive PMs... I think that the wiki is way too underutilized and this would be a great way to get people to contribute.


The page should at least have the following -

- A separate section for each game/version.
- A listing of what each dip swtich does for each game. Even if none are known yet, the section should be created so that as people figure out what they do they can fill them in.
- A section on how to select each of the "special games" and how to select the isms in Hyper. That way people can stop asking.
- The standard stuff that can be found in every game section in the wiki (intro, game mechanics, basic strategy, advanced strategy, characters).

Oo 3s masta oO
05-25-2006, 06:21 AM
^ i agree that we should have a strat section for this game. I just got it this morning and omfg. Im loving this collection. I really thought i was going to hate it but im really liking this shit. Making me want to get in to the "a" series. I just need more information on what all is in the hyper version of this game.

Ultima
05-25-2006, 06:34 AM
LOL at CE-Bison. See, that's why CE/HF Bison had a 3 second charge on his Scissors Kick, cause if it was a normal 2 second charge, it would have been an infinite back then as well. I can't believe that that slipped through - how did someone else report Bison's Scissors Kick takes 19 days to charge, and he still ends up with this? Is this a training mode-only thing?

Does CE-Vega's throw do 30% damage?

So it looks like, with the exception of the top tier V-characters, A3 characters are going to be rubbish. The A1/A2 characters will be better in some way or form. Barring CE-stupidity, and maybe some V-characters slipping in there, I think that the Big Four in A2 (Ryu, Ken, Rose, Chun-li) are going to run things again. >:|

Ryu1999
05-25-2006, 06:35 AM
* It seems like the Pink-ism (CE) have actually had a lot of work put into them. Boxers speed on the ground and attack frames are fastfastfast. One hit dizzy stomach crunch for Gief. Ken has his crossup j.RH, FP, F.DP dizzy combo. All fireballs do big damage. Considering the characters have A3 jump arcs and such this mode will probably be the strongest. They use A3 animations but have the same move mappings (All of Claws's jump attacks are the MK animation.)


They actually re-animated SOME moves. CE Boxer's cr. normals weren't in arcade A3, and st. mp is completley different from regular A3's. CE Chun Li got some new animations for st. fierce (which a lot of people noted from the official screenshots)

CE Ken's close MK knee is not cancellable like it was in "real" CE

CE Shoto sweeps knocks the opponent pretty far away on hit and takes away crossups oppurtunities.

Edit: CE Chains are are in

TheDarkPhoenix
05-25-2006, 06:35 AM
I'm really intrested to know how any type of tournament will be run with this.....Looks like its gonna be a pain to try to get everyone on one page...

JBGolden
05-25-2006, 06:47 AM
CPS1 Chains work, but stuff like Chun st.mp->cr. rh doesn't work. Doesn't work for Blanka either.



That's odd, I was able to get Chunners and Blanka to combo that. Is there a specific way to do it that I don't know about?

Oh, and another awesome bit I noticed. When you play as a CE character and they play the old music? When their health gets low it plays the speed up version just like the old days. :D

Ryu1999
05-25-2006, 07:00 AM
That's odd, I was able to get Chunners and Blanka to combo that. Is there a specific way to do it that I don't know about?

Oh, and another awesome bit I noticed. When you play as a CE character and they play the old music? When their health gets low it plays the speed up version just like the old days. :D

Really? I never played them back in CE, so is there a timing you used? I just mashed sweep after st. mp and was unable to get them to combo. I was just testing it for someone else so I probably did it wrong

JBGolden
05-25-2006, 07:07 AM
Really? I never played them back in CE, so is there a timing you used? I just mashed sweep after st. mp and was unable to get them to combo. I was just testing it for someone else so I probably did it wrong

Yeah, you have to wait half a second to a second before you hit roundhouse to combo it.

Spirited_Away
05-25-2006, 07:10 AM
I just tried Z2/A2 Zangief against friends...his SPD is no longer instant like Arcade, it's more like Z2A/A3's SPD. No more jumping foward -> SPD ticks :sad:.

UPDATED :

Ok, A2/Z2A CE Gief has instant SPD along with the bonus ISM's in HSFZ.
Also if you DIP Switch Zero 2/Alpha 2 back to earlier dates Zangief will get back his instant SPD.

Vic Viper
05-25-2006, 07:24 AM
Yeah, you have to wait half a second to a second before you hit roundhouse to combo it.

So I take it its CvS2 style linking in CE-ism, right?

Lv.32 Z-Ism Rose
05-25-2006, 08:08 AM
Can CE Gief SPD you out of hitstun or blockstun? I remember combos in the past that went like cross up splash, jabx2, SPD....

Ultima
05-25-2006, 08:15 AM
Rose:

I sincerely doubt it. All of his old SPD "combos" didn't actually involve comboing SPD, just performing it in such a way that it would connect as soon as you came out of hit stun.

Vic Viper:

I'm guessing CE-ISM has CE style link combos. I wonder if Bison can link c.MP to s.MK?

toilet
05-25-2006, 08:29 AM
Can CE Gief SPD you out of hitstun or blockstun? I remember combos in the past that went like cross up splash, jabx2, SPD....FWIW, you couldn't grab them while they're in hit/blockstun, it was actually happening when they came out of stun. In CE against characters that didn't have reversals with invincible startup or immediately got them off the ground it was a problem though.

omni
05-25-2006, 09:42 AM
* It seems like the Pink-ism (CE) have actually had a lot of work put into them. Boxers speed on the ground and attack frames are fastfastfast. One hit dizzy stomach crunch for Gief. Ken has his crossup j.RH, FP, F.DP dizzy combo. All fireballs do big damage. Considering the characters have A3 jump arcs and such this mode will probably be the strongest. They use A3 animations but have the same move mappings (All of Claws's jump attacks are the MK animation.)


CE Balrog got his redizzy combo back but even better this time around IMO. Jump in Rh, low short x 2 cancel into short kick rush, link standing fierce. Before in CE it was harder to cancel low short into rush (unless you kara canceled a 3rd low short) so you had to do standing short which missed on a lot of people. You can still do the whole combo but only against bigger characters and it often doesn't redizzy them since their dizzy meter is higher.

CE Guile's jump in fierce, low short + standing fierce, sonic boom, backhand does ridiculous damage and dizzy.

They shoulda put mecha gief in this game.

I'll test out A2 Gief's spd later on tonight.

Derek Daniels
http://lowfierce.blogspot.com

Bill Wood
05-25-2006, 09:57 AM
CE Guile's jump in fierce, low short + standing fierce, sonic boom, backhand does ridiculous damage and dizzy.

Awesome, looks like it's time to brush on some old-school Guile combos! I only wish that Capcom had somehow incorporated SFZ3's 1P/Story Mode into HSFZ, it would have expanded the 1P experience by leaps and bounds. Oh well, time to try and find someone else who wants to learn SF (yet again!)!

And with CE Guile, does anyone know if you can throw a Jab Sonic Boom from a distance, walk forward then combo with a jump-in Fierce? That used to be a pretty nasty setup for the combo omni posted.

YellowS4
05-25-2006, 10:13 AM
Couldn't land the jab boom, j.fp unless they were in the corner and still, you're too far to really do a big combo other than doing a s.fp or something

But midscreen you can do the jab boom, j.rh..

edit - nm. jab boom, j.fp, s.mp, boom, backhand does 90% and about 48 stun.

Bah, I'll just continue to edit this post since I'm jsut randomly testing shit.

CE Gief has funky animations for his s.jab and fierce. His spd range isn't that far, it's a little outside of where his s.jab hits at max range (the hitbox, NOT the animation cos it goes through ppl from far out)

Dark Geese
05-25-2006, 10:22 AM
Couldn't land the jab boom, j.fp unless they were in the corner and still, you're too far to really do a big combo other than doing a s.fp or something

But midscreen you can do the jab boom, j.rh..

edit - nm. jab boom, j.fp, s.mp, boom, backhand does 90% and about 48 stun.


Sickening...:lovin:

AKUMA2000
05-25-2006, 10:55 AM
We need to set up a wiki page specifically for this anthology. I would do it myself but I do not know where it should be set up. Would it be appropriate to make one in the strategy guide (http://www.shoryuken.com/wiki/index.php/Strategy_Guide) section? I am not sure where to put it since it spans at least 4 separate games. I tried to PM inkblot and ponder to ask but they cannot receive PMs... I think that the wiki is way too underutilized and this would be a great way to get people to contribute.


The page should at least have the following -

- A separate section for each game/version.
- A listing of what each dip swtich does for each game. Even if none are known yet, the section should be created so that as people figure out what they do they can fill them in.
- A section on how to select each of the "special games" and how to select the isms in Hyper. That way people can stop asking.
- The standard stuff that can be found in every game section in the wiki (intro, game mechanics, basic strategy, advanced strategy, characters).


That's awesome, never knew that exsisted.

If i could rep you i would.:nunchuck: :tup:

darthJones
05-25-2006, 11:09 AM
We need to set up a wiki page specifically for this anthology. I would do it myself but I do not know where it should be set up. Would it be appropriate to make one in the strategy guide (http://www.shoryuken.com/wiki/index.php/Strategy_Guide) section? I am not sure where to put it since it spans at least 4 separate games. I tried to PM inkblot and ponder to ask but they cannot receive PMs... I think that the wiki is way too underutilized and this would be a great way to get people to contribute.


The page should at least have the following -

- A separate section for each game/version.
- A listing of what each dip swtich does for each game. Even if none are known yet, the section should be created so that as people figure out what they do they can fill them in.
- A section on how to select each of the "special games" and how to select the isms in Hyper. That way people can stop asking.
- The standard stuff that can be found in every game section in the wiki (intro, game mechanics, basic strategy, advanced strategy, characters).

Alright. I spent the morning throwing something together. You guys know more about it than me. Lets fill it up!

http://www.shoryuken.com/wiki/index.php/Street_Fighter_Alpha_Anthology

Goldsplinter
05-25-2006, 11:39 AM
Wow the game(s) seems to be turning out awesome. Can't wait to get it.

9TNine
05-25-2006, 11:49 AM
Can someone try Guy and Rolento's Kattobi cancels with different dipswitch settings? Someone said that there are two stars that aren't used, maybe check those too?

-9

Best Kind Boxer
05-25-2006, 12:09 PM
I just tried Z2/A2 Zangief against friends...his SPD is no longer instant like Arcade, it's more like Z2A/A3's SPD. No more jumping foward -> SPD ticks :sad:.

UPDATED :

Ok, A2/Z2A CE Gief has instant SPD along with the bonus ISM's in HSFZ.
Also if you DIP Switch Zero 2/Alpha 2 back to earlier dates Zangief will get back his instant SPD.

Umm. His SPD has always been instant in every game?

Middlekick
05-25-2006, 12:14 PM
Will some one check the dead body jumping glitch for A1 and A2? It's, after you've defeated your opponent with a normal move, you jump over their body, and when you land, you jump in the opposite direction over their body. You can repeat this forever.

Maxstah
05-25-2006, 12:19 PM
u have to kill them with a crouching normal then hold forward and u can walk forward as long as their body is still in falling,bouncing movement. jump over right before their body comes to a stand still. if u kill them with a air to air move u can still do this just make sure when u land u duck for a split sec before moving forward. my favorite was killing with chun cuz u could not only jump back and forth but u could also jump back and forth off the walls too with her wall jump. was the ultimate appeal.

Middlekick
05-25-2006, 12:25 PM
Imagine if you could build meter during that.

TheFragile
05-25-2006, 12:38 PM
A little question about graphics...

is there a way to play it in its original resolution? (384x224 with scanline, or maybe 768x448)

also for darkstalker collection, 3s ecc..

Does anybody found a way to play theme in their original res (maybe using, hdtv, 480p, ecc)

or u have to play them resized ? (with or without filter)

ImMrDurp
05-25-2006, 02:15 PM
FYI, Gamespot is doing a preview of SF:AA on On the Spot tonight at 4PM PST...I'm going to watch to see if they comment on the above discussed features inclusion in the american version...

fubarduck
05-25-2006, 02:15 PM
Has anyone tried running the game in 480p?

I can confirm that the game supports/outputs 480p. As with most other supported titles, simply hold down X and Triangle while the game is booting. Select the left option (yes) with circle button to switch to 480p and then select the left option one more time (yes) to confirm that your TV supports the resolution.

Great news for HDTV owners.

Master Chibi
05-25-2006, 02:23 PM
Is anyone else CONFUSED AS FUCK with this thread?

Hell, when I finally get my copy I won't know what the hell I should actually do with it.

X(

apokalipze2
05-25-2006, 02:24 PM
I ran the game in 480p and I dunno it still doesn't look that much different. I could tell the difference in guilty gear but not in this one

TS
05-25-2006, 02:49 PM
Finally got arond to seeing the YouTube vids
Dee Jay's fireball not so bad... more recovery than the Saturn version (IIRC), but definitely less than the DC/Upper version, where it had as much or more recovery time than Bison's fireball.


http://www.youtube.com/watch?v=d9gdJIDLCuk
http://www.youtube.com/watch?v=9ssDyccVtBs <--lolerskates?

Anyway, I'm convinced Valle CC will be in it...this game wil be sooo gaaaaay... :rofl: A2 characters vs CE characters trying to trade damage vs crazy broken stuff yet to be found...

Seems like fun, though. I noticed the SF3-mode characters have a Guard bar...

http://img138.imagevenue.com/img.php?loc=loc236&image=97550_8773_3.jpg
This pic...Cody pushblocks Z2A/A2Gold Guy, but his guard meter is full...? Is it in Training Mode or something with Guard Damage turned off, or do some versions of characters not do Guard damage (hope against hope)? Perhaps the dummy can't damage the human character like in A3 training mode?

http://img144.imagevenue.com/img.php?loc=loc112&image=97792_8773_6.jpg
This pic shows Mika having taken damage from an Z2A/A2G character, but she's in a different mode.

Edit: nevermind, pic on the Japanese website shows DS-mode Balrog taking guard damage from A2G Cammy...my GOD I'm going to hate A2. If ANYONE needed a guard bar of their own...

Edit 2: thanks to Slapper Joe for answering my questions, I appreciate it.

and WTF @ CE characters doing more damage than they did in CE...

FighterX
05-25-2006, 03:01 PM
http://www.youtube.com/watch?v=9ssDyccVtBs <--lolerskates?



Haha, niiiiiiiiiiiiice. :rofl:

SF4LIFE
05-25-2006, 03:16 PM
FYI, Gamespot is doing a preview of SF:AA on On the Spot tonight at 4PM PST...I'm going to watch to see if they comment on the above discussed features inclusion in the american version...

Thanks for the heads up I will be watching also.

TheGlow
05-25-2006, 03:34 PM
Wow, so much to go through and I did, but some slips my mind.
I need some refreshing.
Giefs Kottobi, which versions is this for? I tried Z3 and didnt seem to be working for me. Is it Z3 arranged and/or Hyper Z only?
Also, besides the console chars, what differences are Z3 and arranged?

Now for Z2. What was the diff with Z2 and Z2gold again?
And then what are the diff with Z2 and z2 arranged, and z2gold and z2gold arranged??!

i think ill prolly stick with Z3 arranged and hyper wit my friends.

Rhio2k
05-25-2006, 03:40 PM
Thanks for the heads up I will be watching also.

I wanna watch too...is this a cable show or a webstream?

Gen-An
05-25-2006, 03:41 PM
Gief's Kattobi works in normal Z3, I did it several times myself last night.

Phil McFly
05-25-2006, 03:47 PM
Since this thread sucks ass, and you have to be out of your goddam mind to read the entire thing... I'll make a general damn post to clarify shit.

To get Hyper Street Fighter Zero do the following:

1) Buy the game (Saotome should ban you people just for talking about downloading the thing - goddam have some common sense).
2) You'll have a select screen of Zero 1, Zero 2, Zero 2 Alpha, Zero 3, Pocket Fighter
3) Beat each one once on any settings (Preferably 1 star difficulty, 4 star damage, 4 star timer, 1 round vs CPU)
4) After this you will have access to Arrange Zero 2, Arrange Zero 2 Alpha, and Arrange Zero 3. At the game select menu hold select on either game while you choose them to access the arrange mode. Beat these 3 games once also.
5) Now you should have unlocked "Secret Game 4" (with the 3 previous arrange games being the first 3 "Secret Games"). Hold Select on Zero 1 at the Game Select menu and you'll get Hyper Street Fighter Zero.

Picking the New Isms (Pasted from NeoDX90)
When you get to Hyper
To Choose the new S-isms on HSFZ
1) Select Character
2) Select SFZ3
3) When the list of Green, Blue, Pink, Red options shows up Hold Start and Push Left on P1 (Right on P2), then hit O
* Do this on Green and you get DS-ism
* Do this on Blue and you get SF3-ism
* Do this on Pink and you get SF2CE-ism
* Do this on Red and you get M-ism

Extra Notes:
-The upper version with all the characters is ONLY in arrange mode for zero 3 and hyper.
-Hyper has no arcade mode, just options, training, versus

I hope to god this helps anyone cuz it fucking sucked reading this thread.

-McFly

Bill Wood
05-25-2006, 03:49 PM
I know Brady is handling the publishing, but any word yet on who's actually authoring the SFAA guide? Because if it's anywhere near as good as the SFAC guide, I'll definitely be getting it.

Ryu1999
05-25-2006, 04:08 PM
Anyway, I'm convinced Valle CC will be in it...this game wil be sooo gaaaaay... :rofl: A2 characters vs CE characters trying to trade damage vs crazy broken stuff yet to be found...

and WTF @ CE characters doing more damage than they did in CE...

a) Valle CC is in. I put the computer on
1) Guard All
2) Stand

Tested stuff to see if it'd crouch block if I swept, overhead, that kind of thing. Blocked everything. So then I activate->sweep and CPU never blocked it

b) CE chars have always done that kind of damage. Half life from a simple 3-hit combo was the norm back in the day

Master Chibi
05-25-2006, 04:16 PM
I hope to god this helps anyone cuz it fucking sucked reading this thread.

-McFly

A-FUCKING-MEN.

9TNine
05-25-2006, 04:35 PM
Gief's Kattobi works in normal Z3, I did it several times myself last night.

So far no one's reported Guy's or Rolento's as working though.

-9

master akuma
05-25-2006, 04:42 PM
snip

I hope to god this helps anyone cuz it fucking sucked reading this thread.

-McFly

I made copy/paste of the info that you posted (with other info from other users) and posted in a thread for all the secrects + extra stuff of HSFA

This way will help people keep a track about what do to to get what they want/need in HSFA: http://www.shoryuken.com/forums/showthread.php?t=114226

ruthless_nash
05-25-2006, 05:02 PM
ok dudes, just started playing the hyper. some news for fans who like parrying and third strike.

parrying, is a bit tricky to do, but i guess its just cos i got used to the CVS2 parrying :S im sure ill get used to after a while.

characters only get one choice of super, which kinda sucks cos some of the choices are shite.

YOU CAN SUPER CANCEL like third strike where you throw out a fireball and cancel into a super. it DOES NOT have to connect. ive tried this with severl characters and it works. you can whiff specials into supers. the only thing is, the timing is a bit tricky/fussy. you gotta wait a split second before you do it. im not sure how exactly i do it, but its kinda like SF3 in that you do a firebal, and then do a second fireball to do the super. sometimes the fireball will come out, and sometimes it will cancel before it comes out, so if your gonna do it, make sure you delay the second motion a tiny bit.

here is a video i took with my fone with a shit quality. its hard to see, but you can just about make out me cancelling guiles sonic boom into super somersault.

http://www.yousendit.com/transfer.php?action=download&ufid=A1F170585D8600D8

the motion i used for this was charge db, f + p, db, df, db, uf kick.

you may do supers in between parrys, as we expect, but its hella tight. im sure some prodigy out there (and the rest of us) will be able to do this with a bit of practice.

EDIT:

SF2 characters will own you for 3, seriously you can do about 75% with one guile dizzy combo, (ie death, beacuse theyre dizzy)

i dont see that much use for the marvel-ism. i guess some characters got extra moves, but i didnt really test out non marvel characters. guile in M-ism has a slightly different sonic hurricane effect.

also, you can choose the alpha 2 version of the classic characters, in case anyone hasnt mentioned this. basically when you have to choose between zero, zero 2, zero 2 alpha, and zero 3, hold start and zero 2 alpha will turn blue. this will give classic characters (who were in zero 2 alpha), selectable. instead of a super, youll get just something that says zero 2 alpha or something at the bottom. im not sure how these characters vary from zero 3 classic characters.

ohayo1234
05-25-2006, 05:04 PM
does A2 Rolento still have his damaging custom involving kkk jumping shorts? Can a2 characters do guard damage to other isms? in sf3 ism can rolento combo his trip wire? question question?

-Kim

ruthless_nash
05-25-2006, 05:10 PM
sorry bro, not an advanced player so i wont know about Customs. i did try super canceling rolentos rekka ken into super, and whilst it does cancel, i didnt get it to connect yet. also, rolento in 3-ism doesnt jump as normal, he jumps with his KKK, b+KKK hops. :S

YellowS4
05-25-2006, 05:20 PM
I've been too lazy to edit my post in regards to super cancelling but half the stuff is still pretty bad.

I still find it odd that parrying supers kinda bypasses some of the hits. Still not a fan of how 3s was implemented in this.

Middlekick
05-25-2006, 05:25 PM
Ryu1999: Could you please test to see if V-characters can counter-activate against the Valle CC.

felineki
05-25-2006, 05:35 PM
I still find it odd that parrying supers kinda bypasses some of the hits. Still not a fan of how 3s was implemented in this.Wait, wha? You mean, you don't have to parry every single hit of a super? Like, if a super was 8 hits, you might only have to parry 6 and 2 will just whiff? That's odd...:confused:

Rhio2k
05-25-2006, 05:59 PM
i did try super canceling rolentos rekka ken

*cough* Patriot Circle *cough*

YellowS4
05-25-2006, 06:11 PM
Wait, wha? You mean, you don't have to parry every single hit of a super? Like, if a super was 8 hits, you might only have to parry 6 and 2 will just whiff? That's odd...:confused:

Parrying Chun's sa2 (7 hits) - 5 parries on level 3
Boxer's bfbf+k super (9 hits) - 5 parries. Even parrying just the first one, only 7 hits register if you fuck up.

So far fb supers require all the hits to be parried. I blame the way supers animate, hence ignoring frames or wtvr when you parry them.

I'll edit this post after I sort out the Bison psycho crusher supers and see what happens.

About Rolo's circles xx zipline super (wtvr lol), whether you cancel on the first set or last, you're still too close for the super to even connect, atleast from what I've been finding out.

SaBrE
05-25-2006, 06:13 PM
man this thread is impossible.

anyway, i hope theres an insider for capcom that can get an accurate list of all the dipswitch stars for all games, and what each one controls. i think thats the part a lot of people should be interested in. maybe arcadia will get a list of what they all do. atleast capcom gave you the choice to choose which romsets you want to play with. bout time

Colt Steele
05-25-2006, 06:19 PM
The thread gave me a headache just looking at it. My only question is: Did they get Guy's A1 broken dizzy combo back in there?

Kamui
05-25-2006, 06:27 PM
Yes, the custom still does 80%. Yes, but they do a little less overall Guard Damage then other characters, and no, it does not combo in SF3 ism, so he can't super cancel into it off of Patriot Circle ;_;

does A2 Rolento still have his damaging custom involving kkk jumping shorts? Can a2 characters do guard damage to other isms? in sf3 ism can rolento combo his trip wire? question question?

-Kim

omni
05-25-2006, 06:31 PM
*cough* Patriot Circle *cough*

*cough* THRA THRA THRA!! *cough*

Derek Daniels
http://lowfierce.blogspot.com

TheGlow
05-25-2006, 06:43 PM
I admit, I skipped 5 pages or so but all prerelease date stuff.
I guess Ill try the kattobi again. Might have been the crack hindering my performance.
And I figured lvl 1, 1 round was fastest. Although I did em on 8 stars figuring id unlock everything like in z3. Oh well. 1 star or 8, AI still eats gief 360s and dies quick.

FallingEdge
05-25-2006, 06:45 PM
Anyone watch that gamespot preview?

Bill Wood
05-25-2006, 06:48 PM
Anyone watch that gamespot preview?

Yeah, I did. They showed some guy playing a bit of SFA2 and Pocket Fighter, then they fielded tough-as-nails questions from fans, such as "are the graphics just like they are in the arcade?". Color me enlightened.

ShinJN
05-25-2006, 07:12 PM
Sabre: A3 at EVO 2k7!

Long live Rolento's A2 short short short CC!!!

omni: you forgot to do the running arm motions... lol

SaBrE
05-25-2006, 08:11 PM
shinjn: hahaha maybe homie. who knows

Saotome Kaneda
05-25-2006, 08:49 PM
Sabre: A3 at EVO 2k7!

Long live Rolento's A2 short short short CC!!!

omni: you forgot to do the running arm motions... lol
I'm still trying to figure out how he managed to do Patriot Circle back in A2 with the pipe so close to his fucking body. lol Look at how far s.fierce goes, then look how far the pipe sticks out when he's spinning it

elvis_a_presley
05-25-2006, 08:56 PM
I ran the game in 480p and I dunno it still doesn't look that much different. I could tell the difference in guilty gear but not in this one
Of course it didn't look any different. The sprites are low-res sprites. Scaling up low-res sprites doesn't make them look any more hi-res.

Guilty Gear was drawn for a 640x460 (ie: VGA) screen. When you play it in 480p mode, you are playing it as it was intended to be played.

ALL 2D Street Fighter games have sprites drawn for their original ~240-line screens. Doubling the resolution your TV shows these at won't magically make them higher resolution. It'll simply stretch the image.

The only thing 480p is good for in Street Fighter games is to stop the interlace flickering the crappy PS2 SDK makes default (and to reduce lag on your HDTV if it has problems with 15KHz modes). Other than that, it's pointless.

felineki
05-25-2006, 09:11 PM
ALL 2D Street Fighter games have sprites drawn for their original ~240-line screens.
224. At least, I think CPS resolution is 384x224...

ShinJN
05-25-2006, 09:30 PM
I'm still trying to figure out how he managed to do Patriot Circle back in A2 with the pipe so close to his fucking body. lol Look at how far s.fierce goes, then look how far the pipe sticks out when he's spinning it

In A2, when you did patriot circle on someone, that person pretty much stayed in one place until you either screw up the motion or knock them back on the 3rd qcf. In A3, it's the same animation except they gave him forward motion. Good move on Capcom's part.

EDIT: Wait, I just now got the point of your post after re-reading it. Lol.. yeah... Rolento probably has a magical baton. It can shorten and lengthen at will.

_MJ_#R
05-25-2006, 09:48 PM
why wait til evo2k7?
lets have a side tourney at 2k6

Best Kind Boxer
05-25-2006, 09:58 PM
A2 CCs are gonna RAPE a lot of stuff if they're the same. You couldn't whiff a normal from half screen. Nothing is safe.

This game is gonna be nuts. Your whole gameplan is gonna drastically change depending on what -ism you're facing. I hope peple play this alot, because I can see a lot of counter-characters (counter -isms?) developing. Don't worry about CE Bison just yet, or CE Guile. There's wayyyyy too many matchups to figure out before anything gets set in stone.

SF4LIFE
05-25-2006, 10:22 PM
Anyone watch that gamespot preview?

I just watched it and let me say that I hope the game select screen is the only thing they changed.

AiRiC
05-25-2006, 10:44 PM
Did you guys check out the capcom usa site yet.... doesn't mention nothing hidden or anything.... personally i think capcom is going to screw us over... now can someone tell me where i can get a swap thingy that ships to the USA and is legit?

Best Kind Boxer
05-25-2006, 10:50 PM
^ they don't hate us that much.. do they?

goodm0urning
05-25-2006, 11:21 PM
^ they don't hate us that much.. do they?
You know how it is with Capcom. Expect the worst in every scenario, particularly when it involves the Japanese getting some sort of elaborate bonus with their game. Remember when they brought Rival Schools to America? There was a bitchin' second disk in Japan with, among other things, a fighter creation mode. Guess what happened when it came time to release it here? Yup... sayonara, second disk.

But then, as somebody pointed out earlier, it would be very simple to translate the Japanese version of AA, as is, to bring it here. Predicting a lot of cuts to the package is pretty much a doomsayer scenario in this case. But you never know.

SF4LIFE
05-25-2006, 11:26 PM
Did you guys check out the capcom usa site yet.... doesn't mention nothing hidden or anything.... personally i think capcom is going to screw us over... now can someone tell me where i can get a swap thingy that ships to the USA and is legit?

They didn't mention Gill in SF3:3S either I think they are just trying to keep it secret even though we know all about the Japanese version, we'll know something in June. .:pray:

ohayo1234
05-26-2006, 12:09 AM
do any isms have dashing? hows rolento suppose to get out of the corner?!!?

AiRiC
05-26-2006, 12:27 AM
:rofl: here let me explain myself this is why I think capcom is going to screw us over...


http://www.capcom.com/xpml/game.xpml?gameid=750095
"- Characters from five classic Capcom® titles PLUS ADDITIONAL HIDDEN CHARACTERS"

http://www.capcom.com/xpml/game.xpml?gameid=850043

"- Play alone to unlock characters in the main game for use in 2-player co-op mode. "
- "Bonus mini-games, unlockables (including the original Final Fight), side stories, and a pulse-pounding music soundtrack featuring hot new hip hop and alternative metal artists. "

http://www.capcom.com/xpml/game.xpml?gameid=800041

Original and sketch art, remixed soundtracks, plus much more!

http://www.capcom.com/xpml/game.xpml?gameid=600034

- Unlock dark secrets and equipMaximo's sword and shield with the power of the gods!


Just a few examples of CAPCOM doesnt leave shit out.... surprises :rofl: MY ASS



Heres what they say about SFAA

READY... SET... FIGHT ALPHA STYLE!

The definitive Alpha Collection comes together with five prized fighters united for the first time. Street Fighter® Alpha Anthology is a perfect compilation of Street Fighter® Alpha, Street Fighter® Alpha 2, Street Fighter® Alpha 2 Gold and Street Fighter® Alpha 3. As an added bonus the "pint-sized" Super Gem Fighter MiniMix® (released on consoles as Pocket Fighter®) is also added.

Game Features:

• Street Fighter Alpha brings together a cast of 13 characters from the collective Street Fighter universe: Ryu, Chun-Li, Ken, Charlie plus 10 more
• Street Fighter Alpha introduces the use of super combos and alpha counters to add new dimension to fighting
• Street Fighter Alpha 2 introduces the new Custom Combo system to perform devastating multi-hit combos using the super meter
• Street Fighter Alpha 2 gives players access to new high and low Alpha counters to increase battles
• Street Fighter Alpha 2 Gold is an enhanced version of its predecessor
• Street Fighter Alpha 3 includes an unprecedented 25 charactersand offers players the choice of three "isms" fighting styles
• X-ism: Simple fighting style with one powerful Super Combo
• A-ism: Standard fighting style with several Super Combos
• V-ism: Variable fighting style including Custom Combos
• Super Gem Fighter MiniMix is a miniature version of the popular Capcom fighters in fierce battles
• Collect power-ups gems to perform an array of special attacks and powerful combos


at nothing less capcom would have said "plus much more!" at the end of all that bullshit we already know.
So yea if anyone wants to bet that will be missing some of the extras if NOT ALL let me know LOL:rofl:

thedude.com
05-26-2006, 04:50 AM
make a combo vid ! XD !

thedude.com
05-26-2006, 05:34 AM
The us version will almost certainly not support the official hdd install like the Japanese version of this and the vamp. col. I think the hdd support is what casues the problem. So there is a chance it will work. Either way I'm buying this sucker as soon as it hits our shores.

looking at your avatar ....

they should have port other fighting games into ps2 too... :sad:

Dark Geese
05-26-2006, 05:42 AM
A2 CCs are gonna RAPE a lot of stuff if they're the same. You couldn't whiff a normal from half screen. Nothing is safe.

This game is gonna be nuts. Your whole gameplan is gonna drastically change depending on what -ism you're facing. I hope peple play this alot, because I can see a lot of counter-characters (counter -isms?) developing. Don't worry about CE Bison just yet, or CE Guile. There's wayyyyy too many matchups to figure out before anything gets set in stone.


Thats my point..we cant start making tiers yet..its WAYYYY TOOO EARLY...

Ouroborus
05-26-2006, 05:46 AM
do any isms have dashing? hows rolento suppose to get out of the corner?!!?

kick alpha counter

Middlekick
05-26-2006, 05:57 AM
Okay, I'm not sure if this combo (http://www.youtube.com/watch?v=yMj2AK3mXH4) is legit - i.e inescapable because a few people have mentioned in this thread that crouch cancels were not possible in Hyper SFZ. Could CCs still be available for certain isms or characters? Can some-one please test this combo to see if can be broken or not.

There have been no comments on game speed between this version of SFZ3 and the CPS2 version. Are there differences? Please post.

Dark Geese
05-26-2006, 06:24 AM
Does this game have record??? It had better bc shit like that from all the other combo vids was hard as hell to try without record..if there is record in this game I am gonna be in heaven..and able to test out and confirm everything??

Any word of a record option in training???

FallingEdge
05-26-2006, 06:28 AM
I really wanna buy this game on the release day. But I might wait just to see if the US version gets all the goodies. If not, then I need to buy me an import. I ain't gonna buy the game twice.

MoxManiac
05-26-2006, 06:39 AM
I don't see why Capcom USA would actively remove stuff from the US version; it's not like these games aren't translated already. It would take more effort to actually remove the stuff as opposed to leaving it in, probably. It's possible Capcom USA didn't know about this hidden stuff at the time of writing.

The Rival Schools situation isn't applicable here. The 2nd disc fighter creation mode thingie (btw, the US version -did- have a second disc with extras. It was just this mode that got cut) was cut because it had a shitload of text, and CoA thought the game was simply too niche to warrant the effort. Crappy, sure, but not at all an indication of anything about SFAA.

YellowS4
05-26-2006, 06:39 AM
Yeah, there's a record option in training.

Middlekick, I've got no time to test that particular combo but I don't think it'd work on the non a3-isms since the juggle properties are different for the a1-2 / ce modes. Atleast I couldn't connect certain combos or finishers compared to doing them on a3 / 3s guys.

iirc, when I was parrying the a2 Chun super, if I got hit, I'd automatically 'tech roll' on the ground.. confirmations if this always happens if you eat an A1/2 super?

NiteWalker
05-26-2006, 06:48 AM
Why don't a few people email capcom asking if it's identical to the japan version? I know I am. I'll post a reply when I get one.

TheDarkPhoenix
05-26-2006, 06:51 AM
I don't see why Capcom USA would actively remove stuff from the US version; it's not like these games aren't translated already. It would take more effort to actually remove the stuff as opposed to leaving it in, probably. It's possible Capcom USA didn't know about this hidden stuff at the time of writing.

The Rival Schools situation isn't applicable here. The 2nd disc fighter creation mode thingie (btw, the US version -did- have a second disc with extras. It was just this mode that got cut) was cut because it had a shitload of text, and CoA thought the game was simply too niche to warrant the effort. Crappy, sure, but not at all an indication of anything about SFAA.


It seems that capcom of USA might just throw together all the vers of alpha that came out in the states together and call it Collection...:annoy:

MoxManiac
05-26-2006, 06:52 AM
Wouldn't that be more work then simply a direct translation of the JP version?

thedude.com
05-26-2006, 06:55 AM
hmmm is this the best fighting game compliation in the world ??

SF4LIFE
05-26-2006, 07:23 AM
I'm hoping capcom doesn't screw us over based off of the first trailer I saw where cammy and ken were fighting on kens stage in A2G and cammy had a score above her name, and also our boxart features feilong so I'm hoping capcom doesn't fuck up and if they do they will here from me in a very angry email that I know they won't respond to but I hope they read.

SlaughterX
05-26-2006, 07:32 AM
This thread is pretty long and I'm not about to go back and read every post, but have you all seen the stick (http://www.e-capcom.com/shop/?goods=1238907&associate=official01) they're releasing for this game? Looks like it has removeable face paltes so you can change your button lay-out to your preferences, looks good for people who like both the Capcom and SNK fighters.

Anyway I'ms till pretty pissed that this isn't on Xbox and it isn't online,b ut I might just sell all the Saturn games I have in this collection and buy it for PS2...

Does anyone know if a PS1 multitap will work with this game for Dramatic battle?

YellowS4
05-26-2006, 07:35 AM
Wow I'm gonna buy that stick

ruthless_nash
05-26-2006, 07:43 AM
i dont think it has 3 player dramatic mode, does it?

Demon Dash
05-26-2006, 08:33 AM
All standard games have Dramatic Battle.

NiteWalker
05-26-2006, 08:35 AM
But not 3 player. None of them have 3 player.

Demon Dash
05-26-2006, 08:38 AM
Isn't that the point of Dramatic Battle?

SlaughterX
05-26-2006, 08:44 AM
Looks like people in this thread are very confused.

Alpha 2 on this disc looks arcade perfect to me. I couldn't find any differences, at least. It is certainly NOT the PS1 version. That version of A2 is horrible, and it would be insane to think the game on this disc is that version. Play it for like 5 seconds and you can figure out that much. Perhaps it's the Saturn port of A2, which would make sense. That is one of the best ports Capcom ever did. It was like 99.9% perfect and had training and versus modes.

Next, Alpha 3. I didn't actually play the A3 on this disc, but it has the same character select screen as the arcade and only Balrog, Juni, and Juli as secret characters. It does have all sorts of mode like survival and dramatic battle, so whoever said it doesn't is wrong. Also, there are two Alpha 3 games on the disc, not 1. The second one is called Alpha 3 Arrange, so maybe check that out before going off.

Finally, the game titles. Capcom uses different titles for US and Japanese games, such as Alpha here and Zero there, or Pocket Fighter here and Gem Fighter there. It has nothing to do with which actual version of the game is on the disc, so you can draw no conclusions from name. For example, whether it's Alpha 2 CPS2, Alpha 2 PS1, or Zero 2 CPS2, they will call the game "Alpha 2" and make a title screen that says "Alpha 2."

Anyway, Alpha 3 is a bad game, so whatever. This disc has a terrific version of Alpha 2 and a bunch of secret codes to mess around with game features like alpha counters on/off, special properties for Sodom's jitte handstand, and so on. Also, if you want Capcom to care about making more SF games, the best way to do that is to buy things that have SF on them. I know this first hand, that they judge the SF fan base size by how many people buy SF stuff. More players bought SF AE than they expected, so they are getting more and more interested in SF. I'm telling you that both as a game developer and member of Evolution staff.

And p.s., buy Capcom Classics Collection Volume 2 when it comes out. I'm trying very hard make it even better than CCC1 and CCC:Remixed. I'm seniior producer on those three collections, btw.

--Sirlin

Well can you make the Xbox version (if there is one) Live, because there is little need to buy these games if you can't play them online.

AlphaCrush
05-26-2006, 08:54 AM
Gah, I cant tell if hyper SFA1 Akuma is nerfed or works differently due to the lack of hit-pause. He just feels different and alot of his fireball combos dont seem to work anymore. ;(

Fei Long really stands to gain from the new isms.

Ultima
05-26-2006, 09:10 AM
Demon Dash:

I think he's referring to the 2 on 1 (i.e. two HUMAN players vs. one HUMAN player) Dramatic Battle mode in the DC version. A mode which was utter shit, BTW, since even with all the handicaps on, it was impossible for the one player to win. Reverse Dramatic Battle (which is also not present, I don't think) >>> 3 player dramatic battle .

Mr-Megalo
05-26-2006, 09:17 AM
I really wasn't expecting much from this collection after initial reports, but after reading all 35 pages of this thread - what the hell - curiousity has got the better of me and i've ordered the Japanese PS2 version.

NiteWalker
05-26-2006, 09:24 AM
Isn't that the point of Dramatic Battle?
Sorry for not being more clear dude. 3 human players isn't possible on any of the dramatic battle modes.

Tigard's Own Dr. Evil
05-26-2006, 09:51 AM
Remember when they brought Rival Schools to America? There was a bitchin' second disk in Japan with, among other things, a fighter creation mode. Guess what happened when it came time to release it here? Yup... sayonara, second disk.But even though they left out the Edit Mode, they still included the second disk in the US release.

Shoot, I even wrote a FAQ for the Evolution disk. :\

player2
05-26-2006, 10:02 AM
Can Zangief air-chain a d.mk into a d.hp in Marvel-/DS-ism?
Does he have his Mech-Zangief flame?
Are his 'Marvel' moves intact (like his elbow move, mp throw, air lariat, air SPD, lvl 3 super, and/or autoguard)?
Is his FAB like his Marvel incarnation?


MISCELLANEOUS Qs...

In Marvel-ism, do they play any of the "vs." music for the characters?
Do any characters retain their airdash?
Are the super inputs the same as in the "vs." series?

Saiyajin11
05-26-2006, 10:08 AM
In case no one has seen it yet, IGN's Playtest of SFZ Fighter's Generation:

http://ps2.ign.com/articles/710/710086p1.html

aznflict
05-26-2006, 10:10 AM
wow, Capcom FTW.

SF4LIFE
05-26-2006, 10:12 AM
I translated one of the pages for the japanese version and they made no mention of the arrange modes or hyper sfz anywhere even though we all know they are included.

Neo DX90
05-26-2006, 10:16 AM
Can Zangief air-chain a d.mk into a d.hp in Marvel-/DS-ism?
Does he have his Mech-Zangief flame?
Are his 'Marvel' moves intact (like his elbow move, mp throw, air lariat, air SPD, lvl 3 super, and/or autoguard)?
Is his FAB like his Marvel incarnation?


MISCELLANEOUS Qs...

In Marvel-ism, do they play any of the "vs." music for the characters?
Do any characters retain their airdash?
Are the super inputs the same as in the "vs." series?



no
no
no
no
no
no
and no
(gotta double check on one or two of those, but I'm pretty sure it's a no all across the board)

toilet
05-26-2006, 10:18 AM
but have you all seen the stick (http://www.e-capcom.com/shop/?goods=1238907&associate=official01) they're releasing for this game?
Nice find. I would really like to see that stick in person. Looks good. I think it is kinda funny that it is called the Royds Stick.

Superking
05-26-2006, 10:26 AM
But even though they left out the Edit Mode, they still included the second disk in the US release.

Shoot, I even wrote a FAQ for the Evolution disk. :\

Holy shit, a TODE sighting and repping his OG RCR avatar too. Though bear reading, how can this be will forever be god tier. XD

DarkDragon
05-26-2006, 10:38 AM
anyone know how to do an alpha counter in darkstalker-ism?
Ive done it few times but i dunno wth i did

SNkNuT
05-26-2006, 12:28 PM
does anybody have gameplay vids yet?

FullMetalRoss
05-26-2006, 01:00 PM
anyone know how to do an alpha counter in darkstalker-ism?
Ive done it few times but i dunno wth i did

To alpha counter in a ds game you generally have to do a specfic move while blacking that is your alpah counter move, for instance I would assume the shotos is DP while blocking.

Superking
05-26-2006, 01:03 PM
anyone know how to do an alpha counter in darkstalker-ism?
Ive done it few times but i dunno wth i did

Well if Vampire-ism has Guard Cancels, if this is Vampire Savior styles GCs, you do a dp + P or K (depending on the character) off a guard. If it's Vampire Hunter style GCs, it's not standardized as they are specific moves that vary per character done off a guard.

This is what I remembered from all the Vampire games, so hope that helps.

TheGlow
05-26-2006, 01:04 PM
So what the hell good is Marvelism?
Advance Guarding or whatever the hell it was called?

As for swap magics, I got mine from a joint something along the lines of go cybershop. Google it, canada based. Sent it to me in NYC in 2-3 days right during xmas rush so I say they did damn fine.

Shame this game wont lemme run it off the hdd, but load times are nice n small as is.

Superking
05-26-2006, 01:13 PM
So what the hell good is Marvelism?
Advance Guarding or whatever the hell it was called?

As for swap magics, I got mine from a joint something along the lines of go cybershop. Google it, canada based. Sent it to me in NYC in 2-3 days right during xmas rush so I say they did damn fine.

Shame this game wont lemme run it off the hdd, but load times are nice n small as is.

Advancing Guard is from Vampire Savior, basically you can tech any attack off a guard.

Unless you're referring to Marvel's Push Block.

hubcapsignstop
05-26-2006, 01:49 PM
I think that the wiki is way too underutilized...
indeed

SlaughterX
05-26-2006, 03:17 PM
Ok well I've read through the first 25 pages of this post and I changed my mind about not getting this game. I already have every single version of the games on this collection for Saturn but the new stuff they added warrent a purchase at only $30. I'm still pretty pissed about there not being an Xbox Live version but ohh well, hopefully they make one later on down the line. Anyway if this sells well what are the chances of seeing the Vampire Collection here in the US?

I wonder if I can still get a good amount for all those Saturn games if I sell them one bay, should have done that when they first annouced this...

BTW a few people mentioned that stick before me.

FallingEdge
05-26-2006, 03:28 PM
I can't wait to get this game.

chaoscntrl77
05-26-2006, 03:51 PM
Preordered it today. Can't wait. Looks like I'll be playing tons of HSFA over the summer!

felineki
05-26-2006, 04:28 PM
Anyway if this sells well what are the chances of seeing the Vampire Collection here in the US?
No clue, but I would love for it to happen. Haven't gotten the import version yet...

Midnight
05-26-2006, 06:52 PM
The import of Vampire Collection is well worth it! Now only if we could figure out all the stars in VC.

FighterX
05-26-2006, 07:15 PM
Anyway if this sells well what are the chances of seeing the Vampire Collection here in the US?

I'd say there is no chance. You know this as well as I do.

ruthless_nash
05-26-2006, 08:59 PM
personally dont see the point of marvel ism. i think its rubbish.

anyways, what the fuck happened to my save? how to load my data from the save shit?

evilmuffinmanX
05-26-2006, 10:21 PM
can u parry unblockables?


P.S i heard that stick sucks

Bahn Yuki
05-26-2006, 10:51 PM
Anyone notice new moves for characters?

I found out in Marvel-ISM, Guy has a teleport done with down, down+ attack. not sure if it's new or not...

AiRiC
05-26-2006, 11:05 PM
well i just wrote capcom asking if their going to include the extras that are in the japanese version to the USA version.... I heard someone else say they emailed them, get a reply yet?

Sonic_Reaper
05-26-2006, 11:20 PM
You stay true to your user name I see.

Neo DX90
05-26-2006, 11:30 PM
five posts in this thread, one post in two or three other threads, and a new thread devoted to this question...

impressive.

FallingEdge
05-26-2006, 11:33 PM
WTF man, get that shit outta this thread.

And fuck it, I've placed my preorder on SF:AA. If it don't have the extras, I'm just gonna import it. Simple as that.

Strider2k2
05-26-2006, 11:42 PM
Please anyone help me with CCC Vol. 1 for PS2 to unlock all extras/secrets. The code that was on gamefags... I mean gamefaqs isn't working--- HELP!:sad: It says to press L1, R1, Up, Down, L1, R1, Up, Down, L1, R1, Up, Down. Basically it's L1, R1, Up, Down, repeated 3 times. Why aint this workin?:confused:
---BlitheringIdiot

^Join Date: 05-26-2006

Somebody fuckin ban this troll.
This is getting annoying.
I'm getting pissed seeing his shit everywhere.

Neo DX90
05-27-2006, 12:09 AM
seriously, please, he's ruining several threads, and it's very annoying.

Sonic_Reaper
05-27-2006, 12:24 AM
Instead of posting in some random thread why don't you actually start a thread and ask the question in the proper forum?

Back on topic; I'm interested in the marvel-ism. We've heard so few about it (specifically from a gameplay perspective).

I noticed that chain combos were in. However I've heard that air combos are in as well. How does that work though? Is the opponent still launched in the air? Can you super jump after them by pressing up after a launcher? How long can you make the air combos?

On paper the marvel-ism SHOULD be horribly broken but I've noticed people are saying it's generally pretty ass.

dbfury
05-27-2006, 12:25 AM
Is there "dash" or "run" in marvel-ism or any other ism? That would be awesome...
Also, does ryu's marvel-ism have his 3 modes like in mvc(ryu, ken, gouki)?

Neo DX90
05-27-2006, 12:25 AM
Ok...

I cannot help you with your code issue, and I'm only going to say this once.

If you want help, then just wait and post in the topic that you created. The people here are generally good guys and are willing to help new people out. However, posting mulitple times in multiple threads is irritating and does not make people inclined to help you.

You sound like a young kid (and whether you are or not doesn't matter), but I'm a nasty guy in my mid to late 20s. I don't like putting up with this stuff, and neither would most people.

My advice to you is relax, only post in the topic you created, and be patient.

Or... you could just look for the codes elsewhere...

sheesh
-----------------------------------
back on topic

No, no dashes in Marvel-ism
no air chains either, I don't know where that idea came from.
I don't even think there are gound chains either (haven't played the game in two days, though, so I don't remember).
Basically, all M-ism does is give some characters new moves or different effects to existing moves. It really isn't that special

Sonic_Reaper
05-27-2006, 12:37 AM
That kinda ... fucking blows.

There was a screenshot with Karin performing her cr. hk on another character and in the top left corner of the screen it said "3 hit combo" as if the screenshot was illustrating a chain combo (cr. lk x cr. mk x cr. hk). I could be mistaken though.

No air combos kinda bites though. That would've been really interesting.

Neo DX90
05-27-2006, 12:41 AM
If you're referring to this pic (http://img106.imagevenue.com/img.php?loc=loc101&image=97555_8773_2.jpg)

Notice that it's a green bar that Karin has, so she's in DS-ism.

I could be wrong, but I'm pretty sure DS-ism is the only one of the new ISMs that gets chain combos,

I'm with you, though, I also believe M-ism kinda blows (for the most part)

Sonic_Reaper
05-27-2006, 12:56 AM
This is obviously a joke/troll account. Even when I was ten I had better shit to do. Ban please.

Superking
05-27-2006, 01:09 AM
So what's up with M-Ism anyway, aside from the new moves that some characters got?

SlaughterX
05-27-2006, 01:30 AM
www.gamefaq.com

HELP YOURSELF!

TS
05-27-2006, 01:33 AM
...are you actually invincible for a second after you parry...? I saw the Chun vs Ken parry vid, and I assumed SF3-mode Chun's super just hit fewer times or some BS, but I'm thinking maybe Capcom made people invincble for a few frames after they parry, to make parry -> counter attack easier. Though there's an exception for projectiles, apparently.

Parry question: When parrying...

-Ken/Akuma Fierce DP still 3 hits? I'm wondering if the # of hits you need to parry only lowers vs super moves.

-Do Honda's Fierce HHS, Chun li's Roundhouse lighting leg, or Gen's HHS-type move, Rose's shadow super early c.SP etc...parry the first hit with someone, and then try to Jab them out of the move.

I'm curious as to whether you can still be hit, but don't have to parry, or if you're just made invulerable for a second like it's a version Cody's dodge which you can cancel.

Random question, can Chun cancel c.Forward into kick super like in 3S?

TS
05-27-2006, 01:37 AM
Can we get a ban?

edit: ...it's NOT a spambot...? Wow.

Still ban though thx.

Bahn Yuki
05-27-2006, 02:21 AM
please dont ban me i'm sorry. i will go to bed and leave you all alone for now so sorry. please dont ban me and i wont ask for the code again. :sad: :sweat: :confused: :sad: I'm not a truoble maker. VG emblem put me up to it. its his fault casue he told me to do this cause you guys don't like Nintendo. please have mercy on me and I'll prove i will never again cause troulbre or listen to him again.

Bah Wii is gonna kick ass, but that's neither here nor there...

Anyone on any new moves? So far only Cody's overhead and Guy's teleport in Marvel-ISM.

Saotome Kaneda
05-27-2006, 02:53 AM
Damage control.

nothingxs
05-27-2006, 03:01 AM
SK just hit BI with the unblockable SK banhammer or some shit.

Saotome Kaneda
05-27-2006, 03:14 AM
SK just hit BI with the unblockable SK banhammer or some shit.
It's a new unlockable, only on my copy of SFAA. You gotta know the secret code.

YellowS4
05-27-2006, 05:05 AM
...are you actually invincible for a second after you parry...? I saw the Chun vs Ken parry vid, and I assumed SF3-mode Chun's super just hit fewer times or some BS, but I'm thinking maybe Capcom made people invincble for a few frames after they parry, to make parry -> counter attack easier. Though there's an exception for projectiles, apparently.

Parry question: When parrying...

-Ken/Akuma Fierce DP still 3 hits? I'm wondering if the # of hits you need to parry only lowers vs super moves.

-Do Honda's Fierce HHS, Chun li's Roundhouse lighting leg, or Gen's HHS-type move, Rose's shadow super early c.SP etc...parry the first hit with someone, and then try to Jab them out of the move.

I'm curious as to whether you can still be hit, but don't have to parry, or if you're just made invulerable for a second like it's a version Cody's dodge which you can cancel.

Random question, can Chun cancel c.Forward into kick super like in 3S?

I'll test the other supers later but from what I notice, if it's a fast moving / hitting super, you ignore some of the actual hits when you're parrying. I'll try to come up w/a list of what you don't have to fully parry in regards to total hits.

Parrying Deejay's kick super... slows him down so you can react to every single hit, I wouldn't be surprised if it's like that for others as well.

Timing is off for everything, Chun sa2 is 3 well spaced parries into 2 quick ones, blah blah.

I'll get you an answer.

edit - minor update:
dp's - all hits (of course depending on when they do it)
Akuma - fb super (all), dp super (some [height dependent])
Ken - dp super (all / height), qcbx2+k (all / height), vertical (6 of 7 [no mashing], all if taller)
Sagat - tiger knee super (5/7), dp super (most / height)
More later.

You could jab someone after parrying a super, but you're better off doing a dp like move to make sure you beat it out. At best, the jab will trade hits. At times though, you freeze and nothing will come out :S
Same thing goes for the HHS moves, you can jab them out of it, but you get beat 7 out of 10.

NG1313
05-27-2006, 07:33 AM
Did you see this

http://youtube.com/watch?v=yMj2AK3mXH4&search=hyper%20zero

FMJaguar
05-27-2006, 08:14 AM
Did you see this

http://youtube.com/watch?v=yMj2AK3mXH4&search=hyper%20zero

quick hide it from cole.

Slide
05-27-2006, 08:24 AM
Wow Guy has a teleport HAHA

YellowS4
05-27-2006, 08:39 AM
DS mode has broken corner combos for anyone caught jumping or getting launched.

Ryu alone does 90% if you get launched high enough from a dp haha. a1/2 anti-juggle system ftw!

Shifty Nevers
05-27-2006, 09:19 AM
Did you see this

http://youtube.com/watch?v=yMj2AK3mXH4&search=hyper%20zero

that was hella dirty :lol:

FMJaguar
05-27-2006, 09:24 AM
Are these doable with flipping on? can special isms flip anyway?

Dark Geese
05-27-2006, 09:32 AM
It seems to be flippable..we at Guardcrush already discussed it being flippable...but good to test.once I get it I will confirm whether it is a true combo or not...it seems shady..

_MJ_#R
05-27-2006, 10:19 AM
bleh if this game ever gets a tourney im sure all these new isms will be banned.
keep it arcade style :]

Demon Dash
05-27-2006, 11:01 AM
That's why you have two tournies.

The new Isms aren't what you'd expect them to be, they're nothing really all that special. They actually feel nothing like where they're from, it's wierd.

Neo DX90
05-27-2006, 11:08 AM
exactly, there seems to be enough broken stuff that it almost seems to balance out
(I hope)

eks
05-27-2006, 11:11 AM
That's why you have two tournies.

The new Isms aren't what you'd expect them to be, they're nothing really all that special. They actually feel nothing like where they're from, it's wierd.

i dunno man, after hours of versus play, CE-ism seems to be very dominating

mr. newbie
05-27-2006, 11:13 AM
at least there are new isms. they look exciting.

Demon Dash
05-27-2006, 11:36 AM
Okay, I don't know if this has been mentioned or not but in HSFZ there's even more versions of characters. While selecting game type, Zero, Zero2, Zero2A, Zero3 hold start and depending on the character some of them will change colour.

If your character was in Zero2A it will change to blue and your character will have no meter but Zero2A instead.

Also another I've only noticed with Sakura. While selecting game if you hold start Zero2 and Zero2A will turn red and you can select another version of Sakura (I don't think it's sunburned).

Anyone know what these versions are? Guy I've noticed has no blue Zero2A mode.

eks
05-27-2006, 11:41 AM
classic mode for certain characters zero2a/alternate costume sakura z2a/shin akuma z2-z2a are some of the options available

Demon Dash
05-27-2006, 12:09 PM
It seems to be flippable..we at Guardcrush already discussed it being flippable...but good to test.once I get it I will confirm whether it is a true combo or not...it seems shady..
It's off a counter..... It stops them from reseting.

Oo 3s masta oO
05-27-2006, 12:17 PM
Ive been playing this game for the last few days and man... there is sooo much shit in this game... Im gonna start looking for the new moves and such.

Demon Dash
05-27-2006, 01:32 PM
Adon doesn't seem to have his rdp + k in 3S-Ism.

Has anyone managed to super cancel a charge super yet? I can't seem to do it. Not with Guile or Charlie anyway.

Edit: Yes, he does, it's arial with qcb + k... You can even IA it.

Zerox12
05-27-2006, 01:36 PM
So now that more of you have this, can anybody tell me how good Guile is? I'm talking about no CE-ism since he probably owns there like he does in actual CE.

Demon Dash
05-27-2006, 02:21 PM
Edit: Now you've said that I've been messing around with Guile more..... It seems..... It seems he can recover out of throws when other characters can't. Now... I've never been a serious Alpha player so I don't know if it existed before, but certain Sodom corner combos off his throw don't work on Guile because he flips out where others don't. I'm going to play around with it some more.

Rhio2k
05-27-2006, 02:51 PM
Lol.. yeah... Rolento probably has a magical baton. It can shorten and lengthen at will.

Nyoi-bo for the win!

goodm0urning
05-27-2006, 03:32 PM
Nyoi-bo for the win!At last, an explanation for why we never see Rolento and Son Goku in the same place at the same time.

Desk
05-27-2006, 05:11 PM
I here by christen this 'the desk infinite' lol


http://www.youtube.com/watch?v=fgNgzjuH7rQ

dublo7
05-27-2006, 05:21 PM
question:is there any playing differences btw alpha anthology and the japanes version zero fighters generation? I' d like to get the best one possible, and i don't care if i can read what's on the screen or not. i also don't think i can wait till jun 13.

is it a true port of the arcade series or not? ok just read 5 more pages...looks like its a ture port of z3. i'll take that.

Demon Dash
05-27-2006, 05:32 PM
Desk, you beat me to it, I'd noticed the air chains but never messed around with them. Hey well, at least it wasn't me who ruined HSFZ.... :bluu:

Desk
05-27-2006, 05:35 PM
they're not easy. No where near as easy as MvC2, plus, as far as I can tell they're only possible on the tallest charaters

Rico!
05-27-2006, 06:00 PM
This game needs its own section like SF3 and MvC2, just because there's too much to keep in one thread.

FighterX
05-27-2006, 06:08 PM
I agree. I'm getting headache trying to sort all this shit out.

Demon Dash
05-27-2006, 06:12 PM
I'd noticed it with Dhalsim combo testing to see if that combo was techable. At first I'd thought it was because I had enough time to recover while the dummy was in the air, but I never tried using the shotos to test the chains. I was too busy Super Canceling and hell all else there is to do in the game..... Nice find.

It doesn't neciceraly mean it's broke the game yet. There's 20+ dip switches in the secret option that could possibly disable it. Capcom have went a long way with this game, it would be a shame they'd miss something like this. It's hard to think with that many stars and the actual length they've went with bugs in the collection that there won't be something that could be done about it. I guess we'll just have to wait and see.

Edit: Was there any actuall information that came directly from Capcom saying the new Isms are DS-Ism, SF3-Ism and VS-Ism? It's crazy how DS-Ism's meant to be based on Darkstalkers yet it's more like the Marvel engine than fucking VS-Ism. :lol:

FMJaguar
05-27-2006, 06:35 PM
Re: sim combo, I don't know, 100% combos aren't excatly new to sf, especially in corner off a counter hit with full meter.

Hwoarvang
05-27-2006, 06:37 PM
Someone please add the details about the game in the first post. I don't think I can't filter through 38 pages for some info about the game.:sad:

Desk
05-27-2006, 06:41 PM
^^ i don't think much useful info has been posted. you're better off was MA's thread for now. I'm sure someone will put together a comprehesive rundown of the features soon.

Also there are quite a few infinites in Hyper, not just in air chain groove either. I can't see it being balanced. Then again MvC2 gets hella play so I guess it doesn't matter, lol.

YellowS4
05-27-2006, 07:16 PM
lol at DS infinite, I'm not surprised. It's just getting the timing for chains on a consistent basis that is the frustrating part.

If super cancelling in DS was possible, Ryu could do a s.mp > fp > fireball xx super :0 but now you just have to remove the fb lolj

edit - I don't think a ban on grooves is warranted, if anything, it should chars or even what groove they're using. Shin Akuma in DS or another groove is scary =\

master akuma
05-27-2006, 07:17 PM
Someone please add the details about the game in the first post. I don't think I can't filter through 38 pages for some info about the game.:sad:

Here you go: http://www.shoryuken.com/forums/showthread.php?t=114226

everything that I found I post in the first post.

if anyone find any info that can be usefull to post please let me know and post in the thread: http://www.shoryuken.com/forums/showthread.php?t=114226
and I will copy/paste into the very first post.
thanks in advance guys.

btw: there´s any word about banning any grooves in Hyper Alpha for tournament level? :wonder:

Desk
05-27-2006, 07:29 PM
it's too early to tell if any groove should be banned but if any groove was, i'd go with CE at the moment.

felineki
05-27-2006, 07:40 PM
Edit: Was there any actuall information that came directly from Capcom saying the new Isms are DS-Ism, SF3-Ism and VS-Ism? It's crazy how DS-Ism's meant to be based on Darkstalkers yet it's more like the Marvel engine than fucking VS-Ism. :lol:Nah, just speculation... first place that seemed to refer to the ISMs that way was "Fighters' Front Line", a Japanese website that was linked to earlier in this thread.

But I think the labels are fairly common sense. "Marvel"-ISM gives characters that were in the Marvel games moves like the ones they used in said games... "SF3"-ISM has parries and super cancels... only one I'm not sure about is the "Darkstalker" ISM, since chains and push block aren't exclusive to that series (although they are heavily associated with it). However, there was some talk in the thread about Guard Cancels possibly being in this ISM instead of Alpha Counters, which would definitely make this ISM function like the later Darkstalkers games in many ways if proven to be true.

Say, can you cancel off of chains in Darkstalker-ISM? In all of the original Darkstalkers games, normals became uncancellable if they were chained into, regardless of whther they are normally cancellable or not (kind of like with the rapid-fire jabs and shorts in SF2).

Also, if this ISM is supposed to be based off of Darkstalkers, then having the chains stricter than in the Marvel games, as Desk mentioned, would be accurate.

Desk
05-27-2006, 07:44 PM
yeah, you can cancel off them. I think that's one of the reasons some peeps think it's more like marvel. But on the otherhand, 'marvel' ism actually has marvel moves.

EDIT: you can't cancel from air chains though, If you could those infs would be hella easier. Also the chains do feel stricter than marvel.

felineki: could you repost that link? i just wasted hella time looking through this thread and found nothing :(

YellowS4
05-27-2006, 07:45 PM
I could be wrong but you can't cancel air chains into specials.. if that's what you were asking.

From what I remember j.rh (and character specific normals) aren't cancellable or I just have horrible timing

Overworld
05-27-2006, 09:38 PM
I only read through a handful of the pages, but are the parries like 3S timing or CvS2 timing?

BanditChain360
05-27-2006, 09:46 PM
I only read through a handful of the pages, but are the parries like 3S timing or CvS2 timing?

Supposedly somewhere in between the two.

TheGlow
05-28-2006, 12:03 AM
Bah, whats going on with this game. I pick marvel and block and do f+PPP and Im getting alpha counters...
Also is it me, or is Charlies super somersault shell crazy hard to get out?

Bahn Yuki
05-28-2006, 12:31 AM
Was playing around in sound mode and I found some odd things:

CPS1 soundtracks for the SF2 people.
Arranged tracks for the SF2, including the near death speedups! (Like Hyper SF2's tracks)
SF Zero music in CPS1, CPS2 AND Arrange tracks(Saturn and PSX fans rejoice)
SF Zero 2 Gold is CPS1 and CPS2
Alpha 3 music is CPS2
Pocket Fighter music

PUZZLE FIGHTER Music, INCLUDING the bonus Sakura track(with and WITHOUT the voice).

Old School FINAL FIGHT music! Every board is here!

Seems some stuff is still left to be unlocked as I don't see the point of adding all that extra sound, my guess is you're going to see Puzzle Fighter and Final Fight spring up sometime in this game.

TS
05-28-2006, 12:51 AM
YellowS4- Thanks. I realized Jab wasn't a good counter attack, but the thing is, it shouldn't hit at all, because the gap between the hits of Honda's Fierce HHS and Chun's rapid kick move are only 1 or 2 frames (and can only hit for 1 frame for each strike), so not only is the move slowed down like in other games with parry, it seems like the person parrying is actually invulnerable for a bit after (most Jabs don't hit for 3-4 frames).

I think you don't have to parry all the hits of some moves is because you're invulnerable at those times. Slower moves require all of the parries, because the invulnerable period has ended, and you have to parry again.

Can anyone test if you can parry Valle CC? Like, if there's a point where you can't block yet, but can still parry.

Rhio2k
05-28-2006, 06:08 AM
I haven't noticed in this thread, but does 3rd Strike-ism have Target Combos?

Bill Wood
05-28-2006, 06:21 AM
Seems some stuff is still left to be unlocked as I don't see the point of adding all that extra sound, my guess is you're going to see Puzzle Fighter and Final Fight spring up sometime in this game.

Now that you say that, I seem to remember hearing when this game was first announced that Puzzle Fighter was a part of this collection. Or maybe my memory just plain sucks. In any case, it would be great if Puzzle Fighter was Pocket Fighter's Select + Start bonus game!

master akuma
05-28-2006, 08:18 AM
it's too early to tell if any groove should be banned but if any groove was, i'd go with CE at the moment.

I see, the damage level of CE groove is amazing high in Hyper Alpha.

ZaeLock
05-28-2006, 08:19 AM
So now that more of you have this, can anybody tell me how good Guile is? I'm talking about no CE-ism since he probably owns there like he does in actual CE.

Broken... CE-ism is broken too good 3-hit combo 70% life bar. But its ok you just dont play CE-ISM vs any other groove only CE-ISM vs CE-ISM.

Demon Dash
05-28-2006, 09:22 AM
From what I remember j.rh (and character specific normals) aren't cancellable or I just have horrible timing
Yes it is, that's what makes the infinite possible. Not every character can do it, only ones with 5 hit air chains and they can only be done on Sagat and T. Hawk. You need to instant air jab, short, forward (slight pause), fierce (longer pause), roundhouse as low as possible. Heavy's need to be canceled later in mediums moves, it's not like the marvel engine. Since mediums are slower than lights, the cancel timing is delayed.

master akuma
05-28-2006, 09:29 AM
Yes it is, that's what makes the infinite possible. Not every character can do it, only ones with 5 hit air chains and they can only be done on Sagat and T. Hawk. You need to instant air jab, short, forward (slight pause), fierce (longer pause), roundhouse as low as possible. Heavy's need to be canceled later in mediums moves, it's not like the marvel engine. Since mediums are slower than lights, the cancel timing is delayed.

so Demon Dash: the 2 infinite combos that are done in T.Hawk and Sagat have a hard timing to be performed and they can be done only by some characters of some grooves only, right?
so maybe this means that here´s no need to have bans in this area (maybe?) :confused:

DaliPicard
05-28-2006, 09:40 AM
If it has CE_Guile I guess I'll get it. -- That's my fucking character. :lol:

Demon Dash
05-28-2006, 09:41 AM
MA, they're extremely hard to do. Firstly they're only on 2 characters (so far) and the timing is horrible to land. It looks easy but it's not, firstly you have to get used to instant airing normals, then you have to learn the chain timing and you even have to manipulate it to get the roundhouse as close to the ground as you can. The only thing I see this being good for is an anti Sagat strategy. It makes a lot of sense as Sagat's are going to have to work a lot harder to keep people away from them.

---------------

Chain Engine

A lot of people have been mentioning how the chain engine works so here's what I understand of it so far. The chains aren't like Marvel being canelable at any point, they have strict timing (ususally upon a hit or even after it hits) that seems to flow evenly. jab and short are canceled very fast; since you're canceling off a light your first cancel into a medium is the same timing. But once you're in mediums the timing changes..... You now have to delay your timing because (from what I can tell) the moves are slower. Again strong into forward is the same and so is forward into fierce... But now we're in the heavy's (this is why some people thought roundhouse wasn't canelable) we have to delay our timing even more to cancel into roundhouse.

YellowS4
05-28-2006, 09:44 AM
Ah thanks for the clearup, I wasn't paying enough attention to the vid to realize the rh was as late as possible to take advantage of hit stun and such.

Demon Dash
05-28-2006, 10:00 AM
I've just noticed the same training glitch from the Saturn version is still here. You'll notice sometimes the computer will decide not to flip out of combos. There's one thing I'm confused with though.

Can some characters recover faster than others? Some not at all? Versus Karin with Sodom you can throw, forward, qcf+p in the corner, but with other characters the can flip out of the throw... Guile instantly!

Can Karin not recover from throws? Or does she have shit recovery? Or is she just effected by this training glitch? I can't tell.

felineki
05-28-2006, 12:04 PM
felineki: could you repost that link? i just wasted hella time looking through this thread and found nothing :(http://ffl.sakura.ne.jp/log/h18_m05l.htm#2006-05-23

Saotome Kaneda
05-28-2006, 12:21 PM
WHERE'S MY MONEY, OMNI
WHERE'S MY MONEY, OMNI
WHERE'S MY MONEY, OMNI
WHERE'S MY MONEY, OMNI
WHERE'S MY MONEY, OMNI


you lost fair and square

Demon Dash
05-28-2006, 12:54 PM
I've just noticed the same training glitch from the Saturn version is still here. You'll notice sometimes the computer will decide not to flip out of combos. There's one thing I'm confused with though.

Can some characters recover faster than others? Some not at all? Versus Karin with Sodom you can throw, forward, qcf+p in the corner, but with other characters the can flip out of the throw... Guile instantly!

Can Karin not recover from throws? Or does she have shit recovery? Or is she just effected by this training glitch? I can't tell.
Anyone? There's a lot of irregularity between the three recovery modes in training. Either you're limited to certain recovery angles in different situations, or there is in fact a training glitch. This is where I'm confused though, I remember it happening on the Saturn and now it's here aswell I don't know what it is. I find it hard to believe the same bug would be there..... Unless they've ported the training mode from the console versions.

Spoony
05-28-2006, 02:41 PM
Chain Engine


That sounds a lot like Guy's final fight chain in SFA3, what with the peculiarities of the timing (specific time during or AFTER hit) and all.

Jake
05-28-2006, 03:05 PM
Has anyone managed to super cancel a charge super yet? I can't seem to do it. Not with Guile or Charlie anyway.



I did with rog the boxer by doing dash punch, then back forward again to get the 2nd half of the super to come out and it cancels fine. I also did blanka's super out of electricity so charge supers cancel fine..

epsilon_
05-28-2006, 03:08 PM
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