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ruff0123
05-29-2006, 04:03 PM
Green-ISM
-has an A-ISM moveset
-Advancing Guard (t+ppp when blocking)
-Guard Cancel (Dragon Punch command + punch or kick when blocking)
-Chain Combo, possible in the air and on the ground
-Air recoveries are not possible in this mode

Blue-ISM
-has an X-ISM moveset including its CPS1 chain
-Parrying
-Super Cancel
-Delayed Standing (hold 2 kick buttons when knocked down)

Red-ISM
-has an A-ISM moveset
-Chain Combo, possible in the air and on the ground
-All cancel (?)

CE-ISM
-only available for the 12 characters that appeared in SF2 CE
-cancelling rapid fire attacks is easier than the original SF2 CE game
-also has the CPS1, and the Strong and Forward buttons can be used with this as well
-one-button throws with no whiff animation

Red-ISM
-Z-ISM moveset
-no chain combo
-no cancels
-can air recover
-can air block
-Red-ISM turns M.Bison/Vega into Shin M.Bison/Vega.

Red-ISM isn't the Marvel-ISM, per se. It's just the ISM that Shin M.Bison/Vega uses when you fight him in Alpha 3. When other characters use it, it gives them super human powers like how Shin M.Bison/Vega gains the full screen Psycho Crusher. The gameplay is 100% Z-ISM with the popular VS series characters getting some additional moves.

If there are chain combos, then akuma doesn't inherit the trait because I wasn't able to chain LP>MP>FP or LK>MK>RK.

Green-ISM
-Can Air recover (3P after getting knocked out in the air)
-Alpha Counter (DP + punch or kick when blocking. No super bar, guard bar needed. Abusable.)

Blue-ISM
-Quick Standing (press 3K when you hit the ground. Does not work when you are swept, only worked when knocked into the air aka by SRK)
-No delay standing.

CE-ISM
-Couldn't do Doujioshi SP with characters (Pretty sure Doujioshi SP was in CE)
-Damage wise is exactly the same as X-ISM. (DP does 21 points of damage to Z-Blanka on X-ISM and Blue-ISM while only 18 on Z-ISM.

Saotome Kaneda
05-29-2006, 04:06 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
Any day you wanna get me my money~

eks
05-29-2006, 04:17 PM
Red-ISM
-has an A-ISM moveset
-Chain Combo, possible in the air and on the ground


does it have chains??? i must have missed it

Middlekick
05-29-2006, 04:19 PM
Thanks for the corrections, ruff0123.

TheGlow
05-29-2006, 07:23 PM
I dont think CE is only doing default damage. Try testing other things, because Giefs 360 is doing something like 34%. 3 kill. I havent done X is a while, but I think it was something like 4 almost kill them.
Plus I noticed with X and Z somethings just didnt scale up properly. I think Geifs 720 and Akumas Shun Goku Satsu always did the same set amount, whether X or Z.

epsilon_
05-29-2006, 07:26 PM
ce ism does WAY WAY more than x ism. ce ism ryu j.rh, c.mk xx fireball does like 75%.

ramza
05-29-2006, 07:32 PM
ce ism does WAY WAY more than x ism. ce ism ryu j.rh, c.mk xx fireball does like 75%.


:wtf:

YellowS4
05-29-2006, 07:50 PM
If you land a CE combo in the first place, the dmg is worth all the effort trying to get close enough to do it.

Gief spd range is different in all his a1-a3+other variations -_- I still dislike his new CE animations

ruff0123
05-29-2006, 09:25 PM
You guys are only looking Zero3 ISM for tiers but I have a feeling Zero1 characters are going to rule the game. In terms of speed, power, recoverability they rank the highest, IMO.

bahn.com
05-29-2006, 11:00 PM
yes let me make it more clear. Alpha Anthology is a direct port of the ps1 version of Alpha =P Geyness. So glitches like no collision on Dhalsim standing Roundhouse on normal sized Characters etc. Such a let down.

Supposedly Capcom Classics vol. 2 is coming out and it has ST as one of the games. Since they failed with alpha, I actually have no hope for this version. sigh...fuck you Capcom.

J-Cole

LOL. Well, what did you expect? They've been disappointing us for years off/on. :p

I hope you walked up to Capcom's booth and told them that directly man. Add a double fuck you, Capcom for them not giving us the Xbox love (read: online play).

Superking
05-30-2006, 12:08 AM
LOL. Well, what did you expect? They've been disappointing us for years off/on. :p

I hope you walked up to Capcom's booth and told them that directly man. Add a double fuck you, Capcom for them not giving us the Xbox love (read: online play).

I don't know why you quoted that old incorrect post, when it's already known that Capcom has given us perfect ports of A3, A3 Upper, A2, A2 Gold, A1, Pocket Fighter, and of course Hyper Street Fighter Alpha and all the other arranged versions of the aforementioned Alphas in this awesome collection. Not to mention that the ST in CCC2 is arcade emulated, thus putting the stamp on another perfect port.

Capcom has been doing nothing but good lately. It's about damn time too.

TS
05-30-2006, 02:25 AM
Like I was saying. WTF @ CE characters doing more damage than they did in CE. Is the 70% damage Ryu combo CE vs CE? Because seriously...that's obscene...

You guys are only looking Zero3 ISM for tiers but I have a feeling Zero1 characters are going to rule the game. In terms of speed, power, recoverability they rank the highest, IMO.

A1 is OK, but I think it will be generally inferior to A2. Rose and a few other characters have stupid combos they can do in A1 mode, but A2 gets CCs and does close to the same damage. Really, Valle CC by itself puts A2 over A1, though there will definitely be A1 characters who are good (Ken, Bison, Akuma etc).

A3 characters have issues. The reason A3 characters (A-ISM especially) are how they are regarding Alpha Counters weakening your Guard meter and how ACs were weakened, was in response to A2. A2 characters are going to do more damage and have better supers, a less restricted ground recovery (instant recovery from sweeps, for example), better ACs than the A3 characters, and can use CCs in addition to having supers available. And they have no guard meter to manage. There are definitely A3 characters who would still be good (BAS VC is gone, though), A2 overall is going to be better than any of the A3 modes.

Not to mention the whole juggle system is changed from the A3 version... Characters like Guy and Chun Li (and many others, for that matter) are good because they can use the guard meter and juggle system to their advantage, and that disappears vs A2 characters. And in A3 there are a great many characters who are glad they don't have to worry about Alpha Counters...particularly those who are good at doing damage to the Guard meter...Vega, Balrog, V-Sakura, etc.

It boils down to A2 keeping all of their advantages vs A3, and A3 losing most of theirs vs A2.

blah blah blah...anyway, DS-mode characters having infinite ACs seems shady as hell. It DOES take a notch off o their Guard meter, right?

And any word on Counter Hits? A3 only? A3 vs non A1/2/CE? All? None?

edit: no guard bar needed for DS-mode AC...wow. This is the worst game ever.

I can't wait to play it. It's like CFE, but if they left all kinds of broken stuff in, instead of neutering everyone.

benj86
05-30-2006, 02:49 AM
Im importing this one :D

Superking
05-30-2006, 04:38 AM
edit: no guard bar needed for DS-mode AC...wow. This is the worst game ever.


Well, meter is never used up to do Guard Cancels in Vampire to begin with anyway.

Demon Dash
05-30-2006, 06:24 AM
I don't think V-Ism losses any advantage because they can still be juggled while it's activated. Although is V-Ism toned down in HSFZ?

To be honest it's nothing like CFJ..... Same kind of concept but a hell of a lot better.

Ryu1999
05-30-2006, 07:02 AM
I don't think V-Ism losses any advantage because they can still be juggled while it's activated. Although is V-Ism toned down in HSFZ?

To be honest it's nothing like CFJ..... Same kind of concept but a hell of a lot better.

No crouch cancels (unless some DIP switch comes out) is really going to hurt A3 chars. A2 chars build meter so much faster whereas post-VC crouch cancels were often the fastest way for certain chars in A3 to regain meter safely. By the time an A3 char builds up 50% VC, the A2 char will have probably had unleashed 2 CCs

Demon Dash
05-30-2006, 07:16 AM
Maybe that's why Capcom removed the glitches in HSFZ, to stop it from being owned by V-Ism like A3. It is a completely new game in a way, it's very experimental aswell, quite a risk I never expected Capcom to take. If only they could stop making money re-hashing games and start making money off brand new games again.

Ryu1999
05-30-2006, 07:34 AM
Maybe that's why Capcom removed the glitches in HSFZ, to stop it from being owned by V-Ism like A3.

Except...Valle CC is still there for A2-ism. A2 groove has all the beefiness, as TS so eloquently explained. Almost no reason to use A3-ism competively unless your character absolutely sucked in A2. Ironically enough Gen's one of the few chars better off in A3 than he was in A2, but a big part of it had to due to A3's juggle system, and now that's been taken away he probalby sucks equally hard in both

caliagent#3
05-30-2006, 07:57 AM
Like I was saying. WTF @ CE characters doing more damage than they did in CE. Is the 70% damage Ryu combo CE vs CE? Because seriously...that's obscene...




Maybe it's to make up for them not having easy dizzies? Becuase in CE a 3 hit combo would almost always dizzy if you landed one and the combo during the dizzy would kill your opponent. Just a thought, i don't have the game or a ps2 yet:sweat:

Lv.32 Z-Ism Rose
05-30-2006, 08:28 AM
Does Gief in CE-Ism have his ranged grabs? I remember the standing face grab, and the crouching stomach pump. which he could do from like a character's length away...

As far as Alpha 1 chars, I dont think they will be that out of the competition. Like TS mentioned, Rose has some mean combos, plus her slide is back the the original godlike self. Her chains from that game were great and a HUGE range (that cr roundhouse of hers was almost like half screen range), not to mention being able cancel out of it. I miss that version of Rose:(

A1 recovery rolls were nothing to sneeze at, either. I distinctly remember you could recover from damn near anything (except for Adon's kick throw). I remember hitting someone with a lv3 Soul Throw or Sommersault Justice, only for them to get hit, roll, and hit me in my recovery. My guess is that they kpet this versatility against CC's as well. A2's rolls were great too, but their uses were more limited (a good trade of for the really short roll).

Eric J
05-30-2006, 08:29 AM
Except...Valle CC is still there for A2-ism. A2 groove has all the beefiness, as TS so eloquently explained. Almost no reason to use A3-ism competively unless your character absolutely sucked in A2. Ironically enough Gen's one of the few chars better off in A3 than he was in A2, but a big part of it had to due to A3's juggle system, and now that's been taken away he probalby sucks equally hard in both

What is the Valle CC for A2? And what do you mean about A3's juggle system taken away?

Master Chibi
05-30-2006, 08:33 AM
Ok so I just got this game.

What do I do with it again?

*looks back to find Phil McFly's post*

epsilon_
05-30-2006, 09:08 AM
What is the Valle CC for A2? And what do you mean about A3's juggle system taken away?
basically you start your cc with a low move when they are close, and they cant block it.

Demon Dash
05-30-2006, 09:23 AM
A1 Guy anyone?

Ryu1999
05-30-2006, 09:28 AM
basically you start your cc with a low move when they are close, and they cant block it.

Only if the opponent was standing before activation

epsilon_
05-30-2006, 10:02 AM
yeah, they cant be blocking low already. forgot to say that.

hanz0
05-30-2006, 10:45 AM
I don't know why you quoted that old incorrect post, when it's already known that Capcom has given us perfect ports of A3, A3 Upper, A2, A2 Gold, A1, Pocket Fighter, and of course Hyper Street Fighter Alpha and all the other arranged versions of the aforementioned Alphas in this awesome collection. Not to mention that the ST in CCC2 is arcade emulated, thus putting the stamp on another perfect port.

Capcom has been doing nothing but good lately. It's about damn time too.

yet alpha collection is still a rehash of games that have already been avaialable on other systems for years and all you people are happy, hey just my two cents am not on any side snk is doing the same anyways its seems, garou collection kof collection aof collection.

Neo DX90
05-30-2006, 10:50 AM
available on other syestems, yes

available on other systems and arcade perfect, no

there's enough new material to keep it fresh for awhile too. Is this as good as a fully fledged new game? probably not, but it's better than the standard rehashes we're given and gives the community hope that Capcom hasn't forgotten about us yet.

ruff0123
05-30-2006, 11:45 AM
I haven't had much experience with CC in A2 so I haven't seen how devastating it could be.


What is the Valle CC for A2? And what do you mean about A3's juggle system taken away?

Z3 toons can't juggle Z/Z2/Z2A toons exception when V-ISM is activated. So basically when you use Z3 GEN vs Z2 GEN, there is almost no advantage for the Z3 GEN because the Z2 GEN follows the Z2 juggle system.

ZaeLock
05-30-2006, 11:51 AM
Hyper is more then its seems

17 grooves??? "wtf is he talking about..." ok lets go

1) Street Fighter Zero.........................SFZ-ism
2) Street Fighter Zero 2.....................SFZ2-ism
3) Street Fighter Zero 2 Gold............ SFZ2A-ism

From Street Fighter Zero 3 =>

4) Darkstalkers................................Green-ism
5) Street Fighter 3rd Strike..............Blue-ism
6) Marvel.........................................Red-ism
7) Street Fighter Champion Edition...CE-ism
8) Classic.........................................CL-ism

9) Street Fighter Zero 3..................Green X-ism
10) Street Fighter Zero 3..................Green Z-ism
11) Street Fighter Zero 3..................Green V-ism
12) Street Fighter Zero 3..................Blue X-ism
13) Street Fighter Zero 3..................Blue Z-ism
14) Street Fighter Zero 3..................Blue V-ism
15) Street Fighter Zero 3..................Pink X-ism
16) Street Fighter Zero 3..................Pink Z-ism
17) Street Fighter Zero 3..................Pink V-ism

From 9 to 17 you would ask whats the difference? test and u will see.

Lets say something like this take a Blue z-ism groove and any character u like versus a CE-ism do something.... anything and watch the pain.

Middlekick and ruff0123 have post some of this and i put it all together with some changes

!!! THIS IS NOT VERSUS CE-ISM, SFZ-ISM, SFZ2-ISM AND SFZ2A-ISM !!!

Green-ism

- Has an Z-ISM moveset
- Advancing Guard (6+ppp or 3+ppp when blocking)
- Guard Cancel (Dragon Punch command + punch or kick when blocking)
- Chain Combo possible in the air and on the ground
- Quick Standing (press 2K when you hit the ground)
- Can air block
- Throw 2xP or 2xK

Blue-ISM

- Has an X-ISM moveset including its CPS1 chain
- Parrying
- Super Cancel
- Quick Standing (press 2K when you hit the ground)
- Can't air block
- Throw 2xP or 2xK

Red-ISM

- Z-ISM moveset
- New moves for some characters
- Guard Cancel (6 or 3 and two same p+k when blocking e.x. 6+mk+mp)
- No chain combo
- No cancels
- Quick Standing (press 2K when you hit the ground)
- Can air block
- Throw 2xP or 2xK

m121akuma
05-30-2006, 11:59 AM
yet alpha collection is still a rehash of games that have already been avaialable on other systems for years and all you people are happy, hey just my two cents am not on any side snk is doing the same anyways its seems, garou collection kof collection aof collection.
But the previous versions of A3 suck. You've been on SRK long enough to know that.

Demon Dash
05-30-2006, 12:57 PM
Would Mazi and Saikyo mode even be used if there was tournament play? They're kind of gimicky aren't they? I would expect just A1, A2/+, A2G/+, A3-X/Z/V and R/B/G.

Superking
05-30-2006, 01:19 PM
yet alpha collection is still a rehash of games that have already been avaialable on other systems for years and all you people are happy, hey just my two cents am not on any side snk is doing the same anyways its seems, garou collection kof collection aof collection.

SNK-Capcom.com is that way. :r:

Autocrat1
05-30-2006, 01:25 PM
God, there's too much damn information for this compilation in this thread.

I'm just gonna buy the game, lock myself in a room, disconnect from the internet, and play this shit butt naked SO I CAN THINK OF WHAT TO DO FIRST.

Saiyajin11
05-30-2006, 01:25 PM
In case no one has seen it yet, a FAQ is up fot it at Gamefaqs now.



:wonder:

Slide
05-30-2006, 01:46 PM
Haha an agreement is probably going to have to be made in terms of the ISM usage.
Or if this new mishmash is actually going to be played seriously, it's gonna be a crazy ISM counter game. As long as there's atleast 16 playable characters with completely contrasting styles of winning matches i think the game could work for majority. Everyone's always thrived on a small amount of "playable" fighters anyway. It can't be avoided and shit.

Man who knows though of the things that can be discovered.

Tiers will shift.

Like alot of questions TS was pondering, i bet when things combine like that some interesting things happen.

TS
05-30-2006, 02:49 PM
A3 chars will still be OK because of

-V-ISM
A2 characters hopefully take more damage, and most VCs should work on them. (though confusion/block damage VCs are harder to work, since A2 characters have good ACs, and will almost always have 1 meter).

-Damage reduction
Assuming it still works the A3 way, this should help A3 characters a bit.

-Universal air throw
Most of them are only one frame, and A2 characters don't seem to be able to recover out of them (which is odd, since they can tech. A2 Ken's air throw).

And there are a few character-specific changes which will make certain A3 characters OK...like people were mentioning Gen. A3 Gen is better than A2 version because now he can combo into his supers, for one thing, and also his stomp super has better priority. A2 Gen does have the stupid CC, however. A3 Ryu has the hurricane kick which does buff dizzy, even though the re-dizzy combo is gone vs A2 characters. And some characters have better normals...even outside of V-ISM characters who have a wider move selection, Gen's priority is a little better in A3 (at least the punch-style c.FP). Shoto axe kick is nice, Chun standing Strong, universal crouching Strong as anti-air, A3 Dhalsim is faster, IIRC....it may have just been game speed, though. I wonder if he can have his limbs AC'd like A2 Dhalsim. There's a lot of stuff to test out.

The bigger issue is the Valle CC...A3 characters like to...you know...stand up. And walk forward. Which are things you can't do in A2 so freely.

I wish there was an option to play with the A3 juggle system defaults...like in Fighters Megamix, how you could play in VF mode or Fighting Vipers mode, with the air recovery and armor-breaking moves. I'm sure it's in the DIP menu somewhere...

Saotome Kaneda
05-30-2006, 02:54 PM
Ok so I just got this game.

What do I do with it again?

*looks back to find Phil McFly's post*
There's this new concept going around. It's called putting the disk in your PS2, and PLAYING THE FUCKING GAME. Come on Chibs, you know you wanna play it. Stop frontin like you're confused. =p

ZaeLock
05-30-2006, 03:14 PM
Haha an agreement is probably going to have to be made in terms of the ISM usage.
Or if this new mishmash is actually going to be played seriously, it's gonna be a crazy ISM counter game. As long as there's atleast 16 playable characters with completely contrasting styles of winning matches i think the game could work for majority. Everyone's always thrived on a small amount of "playable" fighters anyway. It can't be avoided and shit.

Man who knows though of the things that can be discovered.

Tiers will shift.

Like alot of questions TS was pondering, i bet when things combine like that some interesting things happen.

Well for me the problem is with the old school grooves A1 A2 and CE everything else is ok. I dont know were to start lets say my oponent has A1 A2 CE i cant air recover like normal but if he has everything else i can.... lot of strange things hapen with the old school dude's

ruthless_nash
05-30-2006, 03:22 PM
whats the difference between classic characters in alpha 3 (red mode) and classic characters in alpha 2?

also whats the difference between saikyo, mazi etc etc and which one is which? ive got the japanese version.

EDIT: also sometimes when you hold start, you get a red or a blue coloured game select, what does this do?

YellowS4
05-30-2006, 03:24 PM
Saikyo has lower defence and Mazi has handicapped guard meter or vice versa.

Demon Dash
05-30-2006, 05:32 PM
You know what's crazy? Honda can't jump over any Sagat prior to SFA3.

master akuma
05-30-2006, 05:49 PM
In case if anyone doesn´t know yet:

Normal Grooves:
SF ZERO 1
SF ZERO 2
SF ZERO 2 Gold
SF ZERO 3 Normal (X-ISM, A-ISM, V-ISM)
SF ZERO 3 Mazi (X-ISM, A-ISM, V-ISM)
SF ZERO 3 Saikyo (X-ISM, A-ISM, V-ISM)
SF ZERO 3 Classic

Secret Grooves:
ISM Green (Darkstalkers)
ISM Blue (3rd Strike)
ISM Pink (Champion Edition)
ISM Orange (Marvel)

(This is a simple way to put the grooves)

Edit: I just saw ZaeLock post and he already posted more info.

evilmuffinmanX
05-30-2006, 05:52 PM
can you fucking parry unblockables?


<doesnt like repeating self!

AKUMA2000
05-30-2006, 05:54 PM
God, there's too much damn information for this compilation in this thread.

I'm just gonna buy the game, lock myself in a room, disconnect from the internet, and play this shit butt naked SO I CAN THINK OF WHAT TO DO FIRST.


:rofl: :rofl: :rofl: :rofl:

Mycah Leonhart
05-30-2006, 06:03 PM
Why did you choose that old post to reply to?

That was the first one I saw a need to reply to.

But seriously, everyone now is saying "SF is dead, what do we do?!?!?!?!"

My answer to that is "Play the NEW stuff" but the day this hit an X-Box (if i ever does) I'll go get it and whore up XBL like a mofo.

FighterX
05-30-2006, 08:19 PM
Got my copy today, and I'm very impressed, to say the least.

Good job, Capcom...THIS is how you make a compilation.

mukai
05-30-2006, 08:21 PM
who has new moves or new normals

Ouroborus
05-30-2006, 08:27 PM
snip

well, a3 characters can do like 50% chip on CE characters, but still, the match is in CE characters favor, by a lot. the priority,throw range and power of the CE characters are nothing for a3 characters to compare. fireballs still do full damage on a3 characters with CE characters.

however, a2 characters fireballs dont do full damage on a3 characters. a2 characters still owns a3 characters, pretty badly too. aside from the valle CC, they also have acess to supers that actually does damage and anti airs that are reliable and not distance dependent. and the biggest reason why a2 characters own a3 characters. alpha counters actually hurts and theres no guard meter to shred.

someone correct me if i'm wrong, but there seems to be no point of using a3 sak over a2 sak. two of the reasons why a3 sak was so dominating is because of her ambiguous crossup and her back+hp. well in a2, her crossup is even more ambiguous and more easier to combo into (standing lk reaches half a mile), and her back+hp from a3 is her standing hp from a2. the reason why she wasnt top in a2 was because the top tiers can keep her from jumping in with c. fierce, standing mp, etc and also distance her with fireballs, which were absolutely lethal in a2. compared to a3, it was much more harder to stuff fireballs with standing hk since it comes out so fast and usually not worth the trade.

ZaeLock
05-30-2006, 09:21 PM
who has new moves or new normals

http://db.gamefaqs.com/console/ps2/file/street_fighter_alpha_ant_secret.txt

Thank you ShadowJin

Ryu - Shin-Shoryuken performs in a vertical motion similar to VS series,
SF3, and CvS

Ryu (Filled with Murderous Intent) - gets dive kick from Gouki and Air
Fireball. Stance also changes to Gouki style stance from MvC.

Gouki - Super Fireballs replaced with large fireball gfx from VS series.
Dragon Punches are engulfed in purple flame (don't light characters on
fire though) and ALL super combos start with him turning completely dark
with glowing red energy coming from him. Same for Shin-Gouki.

Ken - Gets flame gfx from VS series for dragon punches. Gets air fireball.
Both fireballs use VS gfx.

Sakura - Get Shun-Goku-Satsu (Instant Hell Murder) and fireball gets large
gfx from VS series. Also recieves air fireball and diagonal rising
fireball (d,db,b+p). Both use the VS. sprites.

Vega - turns into Shin-Vega. That's about the extent of it.

Guy - gets Teleport move. Performed via d,d+ANY. It's laid out like an
arcade stick for where you go. LP goes upper-left, MP goes upper-middle,
etc.

Dan - Gets VS. style fireball and super fireball.

Nash – Gets Air Blade Kick move. Performed via d,df,f+k in air.

Dhalsim – Gets fireball gfx from VS. series. Gets air fireball. Inferno
uses VS. animation.

No changes – Chun-li, Gen, Zangief, Rolento, Cammy, Guile, Fei-long,
Blanka, Karin, Balrog, Sagat, Dee-Jay, T.Hawk, Juni, Juli, Rose, E.Honda,
Cody, Adon, Sodom, R.Mika, M.Bison, and Birdie.

Best Kind Boxer
05-30-2006, 09:28 PM
So lemme get this straight.

You can only juggle with a3 characters (against non-a3) with VCs? I assume they nerfed landing/crouching/etc somehow to get rid of neutral state right? Because the VCs themselves depend on nuetral state rules.. and you can't crouch cancel during VC right?

If Guy can't juggle after bushin chain... weak. Not even with Super? He could do that in A2 right?

mukai
05-30-2006, 09:52 PM
cody has a new normal that i have never seen before. it's like a over head f.p or maybe he had it and people never use it

TS
05-30-2006, 10:05 PM
From what I read A3 juggle rules apply A3 vs A3, and also judging by the Dhalsim corner combo I finally got around to seeing, DS-mode to A3 also. It might just be all non A1/A2/A2G/CE vs each other. I would assume Guy's juggles work vs A3 characters and DS characters, and I'd guess DS/"marvel" and maybe SF3 mode too?

I read crouch cancels are gone, does that apply to A3 vs A3 also?

Good to know CE characters recieve crazy damage too. Can someone check how much the standard V-Sak VC does vs CE characters? Or V-Ryu's hadourave?

A3 Sakura is good because of the VC...I can't think of much else A2 Sak can't do better. Does whiffing throws still build meter for A3 characters?

A2 characters still hard to cross up? In A2, the timing for crossups was more strict. Or, is it harder for A2 characters to crossup other characters?

Saotome Kaneda
05-30-2006, 10:09 PM
cody has a new normal that i have never seen before. it's like a over head f.p or maybe he had it and people never use it
f.HP

CaJunStRiKE
05-30-2006, 10:13 PM
In the training modes, does anyone know what the training option "Oricom" is? It can be set to normal or infinite, and I have no idea what it refers too. Help is appreciated.

Ski11zilla
05-30-2006, 10:18 PM
Oricom is the CC meter, I believe.

mukai
05-30-2006, 10:20 PM
f.HP


i never seen that move at all

Saotome Kaneda
05-30-2006, 10:28 PM
Oricom is the CC meter, I believe.
Original Combo


And yeah, that Cody overhead is new.

AKUMA2000
05-30-2006, 10:33 PM
http://db.gamefaqs.com/console/ps2/file/street_fighter_alpha_ant_secret.txt



Gouki - Super Fireballs replaced with large fireball gfx from VS series.
Dragon Punches are engulfed in purple flame (don't light characters on
fire though) and ALL super combos start with him turning completely dark
with glowing red energy coming from him. Same for Shin-Gouki.


:sad: :sad: (tears of raging demon joy)


OMG, that going to look so cool when you kill your opponent with a supermove......can wait to get this game. :sweat: :sweat: :sweat: :nunchuck:

mukai
05-30-2006, 10:44 PM
i wonder if anyone else has anything else new

YellowS4
05-30-2006, 10:46 PM
From what I read A3 juggle rules apply A3 vs A3, and also judging by the Dhalsim corner combo I finally got around to seeing, DS-mode to A3 also. It might just be all non A1/A2/A2G/CE vs each other. I would assume Guy's juggles work vs A3 characters and DS characters, and I'd guess DS/"marvel" and maybe SF3 mode too?

I read crouch cancels are gone, does that apply to A3 vs A3 also?

Good to know CE characters recieve crazy damage too. Can someone check how much the standard V-Sak VC does vs CE characters? Or V-Ryu's hadourave?

A3 Sakura is good because of the VC...I can't think of much else A2 Sak can't do better. Does whiffing throws still build meter for A3 characters?

A2 characters still hard to cross up? In A2, the timing for crossups was more strict. Or, is it harder for A2 characters to crossup other characters?

a3 / 3s / ds / marvel have all the a3 juggle properties.

Whiffing throws give you meter, didn't check if it does the same for the extra a3-isms.

I'll test the rest tomorrow.

Gief has new animations in CE; Ryu in DS has a s.mp~fp target combo like 3s Ken. Didn't bother to check other chars in diff isms to see what else is new.

Gief hitbox for s.lp in CE? or maybe a2 is ridiculous compared to other versions.

CaJunStRiKE
05-30-2006, 10:58 PM
Original Combo.

Thanks guys. :sweat:

ohayo1234
05-31-2006, 03:54 AM
someone record what the new moves look like.. please!!!!

Oo 3s masta oO
05-31-2006, 03:57 AM
i think we should start talking about what the tourny game is going to be. I vote hyper sfz!

Ultima
05-31-2006, 05:47 AM
Chalk me into the group who thinks that A2 cast is going to dominated (I coulda sworn I had already said that in this thread, but maybe it was on another forum). I think the A2 Big Four are going to quickly remind us why we were so glad for nerfed ACs and the presence of guard meter in A3.

Goldsplinter
05-31-2006, 05:57 AM
:sad: :sad: (tears of raging demon joy)


OMG, that going to look so cool when you kill your opponent with a supermove......can wait to get this game. :sweat: :sweat: :sweat: :nunchuck:

Ditto! I love Akuma in SFA2, cuz when you get Shin-Akuma his intro taunt is so awesome!

Dark Geese
05-31-2006, 06:19 AM
As a whole I just got the game yesterday first thing I did was test V-Ryus Crouch Cancel infinite..its in the game..no doubt..V-Karins and the others..now I havent unlocked anything yet but all that stuff is there in the Arcade version..

But I don't know about the Hyper if thats what you guys are talking about..if CCs are removed from the HSFZ game then that would balance it out some more..

Goldsplinter
05-31-2006, 06:49 AM
As a whole I just got the game yesterday first thing I did was test V-Ryus Crouch Cancel infinite..its in the game..no doubt..V-Karins and the others..now I havent unlocked anything yet but all that stuff is there in the Arcade version..

But I don't know about the Hyper if thats what you guys are talking about..if CCs are removed from the HSFZ game then that would balance it out some more..
Oh so thats how you do it! Thanks!

Dark Geese
05-31-2006, 06:55 AM
No prob..and I just thought about it guys...

Would having Yun, Maki, Eagle and Ingrid really be worth it??

My BET is that that they are all CVS2 based and Ingrid is CFE based...

meaning they all would suck...not worth the time...

But If Yun was 3s based..:badboy:..its over..but I HIGHLY DOUBT THAT..

Eric J
05-31-2006, 07:13 AM
No prob..and I just thought about it guys...

Would having Yun, Maki, Eagle and Ingrid really be worth it??

My BET is that that they are all CVS2 based and Ingrid is CFE based...

meaning they all would suck...not worth the time...

But If Yun was 3s based..:badboy:..its over..but I HIGHLY DOUBT THAT..

Well they would probably be worth it just to check what they are like with the other systems. Who knows what ISM they could be good in? Yun V-ism cross over dive kicks may be slightly broken!

Demon Dash
05-31-2006, 07:14 AM
In regards to the parrying discussion, I think I understand what happens to cause some hits to whiff. I was parrying Akuma's super fireball which is 8 hits and after I got it down I was able to choose whether I either wanted to parry 8 or 6.

Someone mentioned there might be invincibility which I believe is right..... But it seems it also advances you forward (like it does in 3S except backwards). It also seems you can walk or advance the sprite forward your self by holding forward. If I was to just tap forward 8 times I would parry the whole super, but if i was to hold forward for a little longer than normal, I can, what seems to be, walk past 1 or 2 of the hits and knock it down to 6.

I'm not certain this is exactly what happens, so it'll take more experimenting. But after messing around with it this is the only conclusion I've came to so far.

I was using Ryu by the way, it might be different for other characters.

Edit: Hey, did anyone know you can change SFZ2A to SFZ2A Upper? Was there even an upper version?

SaBrE
05-31-2006, 07:50 AM
cody f+fierce move was added in arcade z3 upper.

as for a3 juggling non a3 characters in a VC. there may be no flipping out for non a3, but the game engine STILL recognizes neutral state. so the second you hit neutral state, you can no longer juggle the opponent. this actually makes VC naturally worse since in a3, theres a lot of times where the player will make the TINIEST mistake on timing and ever so slightly hit neutral during his vc, the opponent never flips cuz the window was so small that it wasnt noticeable, but now in hsfz, the game will hint any neutral position and flat out kill the combo. on top pf that, you cant do resets and other various tricks during vc combos. a3 is just flat out shit in this mode. i personally think V is the worst ism to use now in hsfz if you pick z3 mode.

also, when you pick z3 mode, it doesnt tell you, but it is UPPER mode. which is why theres no crouch cancels and all the other shit. which is pretty shitty cuz some characters got nerfed so unneccessarily badly in upper.

damon: iirc, arcade zero 2 dash was the same thing as zero 2 alpha arcade except it added cammy to the roster which was just a console thing originally.

epsilon_
05-31-2006, 07:52 AM
hold select when choosing a3.

Demon Dash
05-31-2006, 08:32 AM
damon: iirc, arcade zero 2 dash was the same thing as zero 2 alpha arcade except it added cammy to the roster which was just a console thing originally.
I know that, but if you change Zero 2 Alpha Arrange in the dip settings it adds an Upper to the titile screen. It's actually the seventh dip on the second row, although others get activated when you change the whole game.

SaBrE
05-31-2006, 08:57 AM
you mean zero 3?

IIRC, all the a2 games only have one row of dipswitch settings

Demon Dash
05-31-2006, 09:04 AM
No lol..... Street Fighter Zero 2 Alpha Arrange lol..... There's Street Fighter Zero 2 Alpha with no Cammy, Arrange with Cammy and Arrange Upper via dip switches. It doesn't look like A3's Upper Symbol, but it's the only thing it represents.

Edit: Maybe Z2A Arrange is the arcade version with Cammy (I know she wasn't in the arcade version) and Upper is the console version.

TheGlow
05-31-2006, 09:08 AM
as for parrying unblockables....

Giefs "Lil Kim" Stomach Pump for the win!

Ultima
05-31-2006, 09:56 AM
NOt sure if this was answered or not, but can the A1 cast in HSFZ recovery roll out of everything like they can in SFA? Like, eat a Rose Soul Throw, recovery roll, and then nail her before she lands?

shinblanka
05-31-2006, 10:08 AM
ce ism does WAY WAY more than x ism. ce ism ryu j.rh, c.mk xx fireball does like 75%.

That has to depend on 2 things:
1. if ryu got the 1st attack
2. what character/ism you are playing against.

CE-ism seems very strong imo, but there are alot of good shit in other modes/ism's. You just have to find them.:wink:

IMO CE-ism Bison is going to rule that game with a iron fist. Too damn fast, too damn strong and too damn basic.:rolleyes: CE-ism sagat is right behind him IMO. That fucker is the best projectile/dragonpunch character in the streetfighter world. Ryu, guile, blanka, geif are great also. Alpha1 GUY, DAN (yeah I said dan damnmit!), Charlie, Sodom (I think he still has his unblockable), ken are all good in this game.

I will agree that A3 v-ism has been toned down compared to A2 CC's. A2 Alpha counters are still gravy with rose, ken, and chun li being too nasty in A2 mode/ism. The surprise ism to me is the darkstalkers ism. You can chain to special moves/supers. the alpha counter does no damage in that ism though.

IMO any person that plays with an ism that doesn't have a guard meter can turtle that ass to death.

I like the parry ism also. It seems to feel like 2nd impact parry speed to me. The only bad thing is you only have 1 super.

I like the game, but I didn't play A1 or A2 back in the day, so I don't know much about how A1-A2 characters should play. I have a friend that plays A1 and A2 ism and it's pretty good. I would like to play against OG's in those games in this newest version of the alpha series. To me there's alot of good shit in this game, but IMO when this game is played for atleast 1 year, CE-ism will be #1 and A2 will be #2.

my .02

Saiyajin11
05-31-2006, 10:37 AM
Zero1 DAN (yeah I said Dan, damnmit!) are all good in this game.



Agreed. Dan Hibiki is back, in full effect.

:rofl:

Saotome Kaneda
05-31-2006, 10:39 AM
Yes bitches, hooray for A1 Dan. The way he SHOULD be. With combos worth doing. I'll gladly give up The CHOP™ for better damage and actual combos that don't require meter.

AKUMA2000
05-31-2006, 11:42 AM
Ditto! I love Akuma in SFA2, cuz when you get Shin-Akuma his intro taunt is so awesome!


The best thing about A2 and A3 are the character backgrounds and the music.

But A2 has THE best fighting game intro of all time.....imo.

Lv.32 Z-Ism Rose
05-31-2006, 11:56 AM
NOt sure if this was answered or not, but can the A1 cast in HSFZ recovery roll out of everything like they can in SFA? Like, eat a Rose Soul Throw, recovery roll, and then nail her before she lands?


I really want to know (I asked it a while ago). This will keep keep the A1 characters very competitive, seeing that you will hesitate to hit them with something nasty becuase they will return the favor in kind:rofl: Not even Lv 3's were safe from that:)

shadowcharlie
05-31-2006, 11:57 AM
no to mention the best 'boss' stage

hanz0
05-31-2006, 12:38 PM
SNK-Capcom.com is that way. :r:

hey dont get me wrong i love the alphas i got them all and all the arcade revisions 100% arcade perfect it seems:wink: (fbaxxxpro):wink:

by the way whos in your avatar looks interesting:wgrin: :wink:

ruff0123
05-31-2006, 12:54 PM
no to mention the best 'boss' stage

The best boss stage would be A2's Australia stage.

Anyway, Z1 character can recovery roll outta Rose's soul throw. In HSFZ, Z1 character can recovery roll outta Z3 Rose's soul throw but Z2/Z3 can't recovery roll out of Z1 Roses soul throw.

And just to clarify, the damage dealt to opponents are base on your ISM. CE-ISM character does not take CE damage when fighting a V-ISM characters.

edit: V-ISM Ryu vs CE-ISM Ken: doing hadou > t.MK. Highest damage was 92, don't know how many hits.

ScHlAuChi
05-31-2006, 02:33 PM
by the way whos in your avatar looks interesting:wgrin: :wink:

Im pretty sure its her:
http://www.smashbros.com/en/characters/chara3/img_main.html

shinblanka
05-31-2006, 03:22 PM
IMO any ism with a gaurd meter is weak now. Let's take A3 V-ism sakura for example:

IMO what makes her great in A3 is 2 things:

1. Her great normal attacks! In A3 v-ism you are allowed to use her best attacks to crush your foes gaurd from any range. That damn back and FP and standing RH kick is too (F'ing) good.
2. bread and butter v-ism combo! In the right hands she will kill that ass with ease.

Her priority on normal attacks + the gaurd meter in A3 made her top tier IMO. If you don't have a gaurd meter you can turtle that cunt to death IMO. Yes she will still be good, but she won't be as nasty as she is in A3. The gaurd meter makes you attack or run because you can't sit there or your gaurd will be crushed. V-ism sakura, x-ism rolento seems like they count on crushing your gaurd as their main tactic. Take that away from them and they are weaken IMO.

A3 X-ism is still the worst ism in the game. You have no air block and you have a gaurd meter with no alpha counter. That's still the worst mode in Alpha. Some characters are great in X-ism. Rolento, Sim, chun li, and Adon, but for the most part that ism sucks monkey nuts IMO. We all need to play the game more before we harsh the gameplay or fall in love with the gameplay.

P.S.-I would like to ask everyone that has burned a copy to PLEASE BUY THE USA VERSION WHEN IT'S RELEASED! I'm not trying to tell you how to spend your money, but we must support capcom the right way or they may not make a new game. If it reflects in usa sells that we aren't buying the games why would they spend MORE money on making a new game? They would just figure/assume that the usa market doesn't care about streetfighter anymore, so why put any type of effort into a new streetfighter game that won't get played/paid for.

i'll be playing with CE and trying to learn A1 and A2. I "SPD" ryu out of his shoryuken with CE geif.

Ryu went "......shor........"
Geif went "......huuuuu......"
=35% of ryu's life gone! lol

mr. newbie
05-31-2006, 03:36 PM
psm reviewed this.. and made no mention of arrange versions, different isms, or progressive scan (they said the interlaced graphics added shimmer). i'm worried.

shinblanka
05-31-2006, 04:11 PM
psm reviewed this.. and made no mention of arrange versions, different isms, or progressive scan (they said the interlaced graphics added shimmer). i'm worried.

Well they didn't play the game. They prolly jumped on srk and read the 1st 3 pages of this thread and made a review.:rofl: :rolleyes: :rolleyes:

Best Kind Boxer
05-31-2006, 04:40 PM
You actually trust videogame site reviews?

They have proven themselves to know NOTHING time and time again. They usually just spout about "rehash" and how it's not 3d. I bet they just picked a few different characters, and tried a few fireball motions. They only care about graphics and shit, and don't know enough to tell "arcade perfect" or anything.

Lv.32 Z-Ism Rose
05-31-2006, 04:55 PM
[QUOTE=ruff0123]The best boss stage would be A2's Australia stage.

Anyway, Z1 character can recovery roll outta Rose's soul throw. In HSFZ, Z1 character can recovery roll outta Z3 Rose's soul throw but Z2/Z3 can't recovery roll out of Z1 Roses soul throw.
QUOTE]

I guess lv3 supers arent that safe against A1 chars anymore:) I wonder if it applies to VC's and CC's as well....

FallingEdge
05-31-2006, 06:12 PM
You actually trust videogame site reviews?

They have proven themselves to know NOTHING time and time again. They usually just spout about "rehash" and how it's not 3d. I bet they just picked a few different characters, and tried a few fireball motions. They only care about graphics and shit, and don't know enough to tell "arcade perfect" or anything.

True. But with something as huge as the wide variety of ISMs and how that alone has made the gameplay and psychology of SF:AA a new experience, you think that they might have said something.

I still am hoping for the best but I just don't see why Capcom will fuck this up. This is a no brainer.

ImMrDurp
05-31-2006, 06:25 PM
psm reviewed this.. and made no mention of arrange versions, different isms, or progressive scan (they said the interlaced graphics added shimmer). i'm worried.
Don't worry about it. PSM is a terrible magazine.

felineki
05-31-2006, 06:46 PM
True. But with something as huge as the wide variety of ISMs and how that alone has made the gameplay and psychology of SF:AA a new experience, you think that they might have said something.Thing is, they probably didn't even know they were there. I doubt they would have taken the time to unlock, discover, and try the new features. They just played it for 15 minutes wrote "LOL OLD" and called it a day.

Bill Wood
05-31-2006, 06:50 PM
True. But with something as huge as the wide variety of ISMs and how that alone has made the gameplay and psychology of SF:AA a new experience, you think that they might have said something.

Not entirely true. If the guy doing the Gamespot Live preview was any indication, there aren't a lot of "fighting game guru reviewers" out there. These guys usually qualify for the job because (a) they're already on the staff; and (b) they've probably devoted a grand total of two weeks of their videogame playing time since childbirth to some sort of fighting game.

And remember; a lot of this stuff is still supposed to be Hidden Bonus Material™, they're not going to divulge all of the game's secrets before its street date. We fighting game junkies may know just about everything there is to know about the secrets in the import version of SFAA, but that doesn't hold true for the gaming public at large.

mr. newbie
05-31-2006, 07:20 PM
You actually trust videogame site reviews?

They have proven themselves to know NOTHING time and time again. They usually just spout about "rehash" and how it's not 3d. I bet they just picked a few different characters, and tried a few fireball motions. They only care about graphics and shit, and don't know enough to tell "arcade perfect" or anything.

they gave it an 8. i doubt they can tell to but they said it was emulated from the arcade and not the psx versions. my point is something as obvious as all these extras should have been mentioned if they were included.

Vic Viper
05-31-2006, 07:55 PM
Another thing I'd like to know. Does Vega (claw) have his CvS2/SSF2 Standing Roundhouse in one of the new -isms, like the CE-ism?

FighterX
05-31-2006, 08:20 PM
Vic Viper: CE Vega (claw) has all of his old claw attacks! No CvS2/SSF2 kick. Additionally, once you knock his claw off, it's gone for the rest of the round.




they gave it an 8. i doubt they can tell to but they said it was emulated from the arcade and not the psx versions. my point is something as obvious as all these extras should have been mentioned if they were included.

Perhaps they didn't play long enough to unlock those extras.

SF4LIFE
05-31-2006, 09:32 PM
psm reviewed this.. and made no mention of arrange versions, different isms, or progressive scan (they said the interlaced graphics added shimmer). i'm worried.

They probably did what alot of game reviewers do and that is review an incomplete version of the game just like play magazine or hardcore gamer magazine, and like everyone else said they probably played it for 10 to 15 minutes.

Best Kind Boxer
05-31-2006, 09:47 PM
Just pre-ordered the north american version. 42.50$ CAN @ EB.

SF4LIFE
05-31-2006, 09:58 PM
I finished paying off the balance on mine last week at EB for a total of $32.69 can't wait until the fourteenth.

Ken34
05-31-2006, 11:32 PM
I finished paying off the balance on mine last week at EB for a total of $32.69 can't wait until the fourteenth.


same here, I ordered it last week, thats all I keep thinking about now, im filled with anticipation.

WasFemto
06-01-2006, 12:44 AM
What's a good online store for ordering games? Are GamesStop and EB the only good ones?

Demon Dash
06-01-2006, 04:39 AM
Lik-Sang, Play-Asia, although those are in Japan I believe.

Superking
06-01-2006, 04:40 AM
Lik-Sang, Play-Asia, although those are in Japan I believe.

Actually those online shops are both based in Hong Kong, they only import from Japan.

FighterX
06-01-2006, 05:01 AM
They probably did what alot of game reviewers do and that is review an incomplete version of the game just like play magazine or hardcore gamer magazine, and like everyone else said they probably played it for 10 to 15 minutes.

Most likely.

I'm surprised that people haven't learned that magazine reviews = JACKSHIT.

Whenever I'm up to buy a game, I'll check out my usual message board websites - more than likely, someone that has nearly the same interests as I do gamewise has picked it up and tried it. You'll get more honesty out of us that some tool with a pre-production copy.

Demon Dash
06-01-2006, 05:06 AM
Actually those online shops are both based in Hong Kong, they only import from Japan.
Ah yes, that's it.

By the way you have a nice peach.

Shotokan Symphony
06-01-2006, 05:09 AM
What's a good online store for ordering games? Are GamesStop and EB the only good ones?
Play-Asia is great. I haven't had any issues with them, and they always deliver on time.

Dark Geese
06-01-2006, 05:35 AM
Most likely.

I'm surprised that people haven't learned that magazine reviews = JACKSHIT.

Whenever I'm up to buy a game, I'll check out my usual message board websites - more than likely, someone that has nearly the same interests as I do gamewise has picked it up and tried it. You'll get more honesty out of us that some tool with a pre-production copy.


Amen..the fucking truth.

I never trust magazine reviews..especially not about fighting games..certainly not 2d ones..all these fools are spoiled by Halo 3 and DOA4 and stuff so they wont know the true essence of how these games got their roots...

thedude.com
06-01-2006, 06:06 AM
Amen..the fucking truth.

I never trust magazine reviews..especially not about fighting games..certainly not 2d ones..all these fools are spoiled by Halo 3 and DOA4 and stuff so they wont know the true essence of how these games got their roots...

Co-sign :rock:

Ultima
06-01-2006, 07:15 AM
re: reviews

At least one reviewer I know (Racewing from Hardcore Gamer Mag) who is a big fan of SF/2D fighters was burned by a pre-release version that apparently didn't have all the extra hidden content.

But yeah: Most reviewers don't know jack shit about fighters, particularly 2D ones.

SF4LIFE
06-01-2006, 07:55 AM
Amen..the fucking truth.

I never trust magazine reviews..especially not about fighting games..certainly not 2d ones..all these fools are spoiled by Halo 3 and DOA4 and stuff so they wont know the true essence of how these games got their roots...

True shit I could not have said it better myself.

Harris 138
06-01-2006, 09:45 AM
does anyone know the deal on the US strategy guide for the game?

i loved the street fighter anniversary collection guide
does anyone know if it's the same team, or if it will be similar?

SF4LIFE
06-01-2006, 10:02 AM
It's being done by bradygames the same company that did the anniversary collection guide but their site has no info on it.

YellowS4
06-01-2006, 12:22 PM
I didn't test it w/all the supers but for some reasons if you eat a level 3 bfbf+k from Chun a2, you quick roll out.

Chun in 3s has a bf+p (looks like the b+fp) that knocks down and allows you to juggle; but has ridiculous timing or sheer luck.

Full screen raging demon :0

Master Chibi
06-01-2006, 01:17 PM
Ok.

Now let's say I don't give a damn for any of the special 'isms', 'arrange mode', or extra characters. I want to play the direct ARCADE PORT of Alpha 2 and Alpha 3, WHAT DO I DO SO I CAN PLAY THEM?

:P

Ski11zilla
06-01-2006, 01:37 PM
You choose Alpha 3 (or A2 or A2...whatever) without holding select while doing so. ^_^

FighterX
06-01-2006, 01:46 PM
:looney:

Saotome Kaneda
06-01-2006, 02:07 PM
Ok.

Now let's say I don't give a damn for any of the special 'isms', 'arrange mode', or extra characters. I want to play the direct ARCADE PORT of Alpha 2 and Alpha 3, WHAT DO I DO SO I CAN PLAY THEM?

:P
Don't make me ban you, TROLL >=O

ShinJN
06-01-2006, 02:56 PM
lol

felineki
06-01-2006, 03:30 PM
I didn't test it w/all the supers but for some reasons if you eat a level 3 bfbf+k from Chun a2, you quick roll out.Yeah, some supers do this automatically... Ryu's Hurricane Kick super does it also, I think (not sure which game, though.

Master Chibi
06-01-2006, 03:34 PM
I wanted to make sure! You guys are going off on dipswitches and funny buttons and all that so I was confused.

KANEDA, YOU WILL DO NO SUCH THING >=X

master akuma
06-01-2006, 04:03 PM
Any word about the dip switches deal? what options make what?
how many possible combinations can the dip switch star thing make?

shinblanka
06-01-2006, 04:46 PM
Man why are the A1 and A2 characters soo damn nasty?!?!? I didn't know A2 sagat could do a level 1 CC that does 50% damage untill it happend today! Damn I feel like I need to learn A2 or I won't beable to compete in this game. Now wonder they changed CC to V-ism. You can spaze and get 50%. The best thing about A2 is no gaurd meter, Alpha counters that do great damage, and fast tech roll. I know it's early, but A2 seems too strong to me. I guess i'll have to take my ass whoopin's like a man untill I learn A2. All of the OG's of A2 are going to run through people like a hot knife in butter! There's no reason to play A3 x,v,a-ism in this game unless you like how the character plays in A3. I don't know if sakura, geif, ryu, sim, are better in A3 or A2-A1. I know guy doesn't have his redizzy combo in A1, but he is still retarded. I tried the A1 sodom unblockable and I can't get it to work. Time to look up A1 and A2 strats.

Best Kind Boxer
06-01-2006, 05:27 PM
About parries having invincibility...

You can try c.jab into spd with Gief. Parry the jab, and see if the 360 whiffs.

Middlekick
06-01-2006, 05:33 PM
Some misc observations and stuff

Okay, CE-ISM's damage is a real threat. Jumping Fierce-> close standing Fierce-> Fierce Hadouken with Ryu does about 50% damage to A-ISM Ryu

Ryu:
- has the pass-through-fireballs-at-start-up Hurricane Kick
- 2-hit Fierce DP
-crouching Roundhouse sends the opponent pretty far when it connects; think A2 Gen's crouching Roundhouse
- CE throw range
- Cross-up roundhouse
- close standing Roundhouse is back, as is the close Forward knee, but is not cancellable
- good recovery from fireballs, though I'm not sure if it's the same as the original CE

Blanka:
- the cross-up jumping Strong is back; his standing Strong allows for links once more and generally has his faster normals from CE

Zangief:
- has his crouching Jab x n-> crouching Roundhouse combo; also has his links from a standing Strong
- not sure about his SPD range; it's definitely noticeable from A3 Fierce's SPD but I'm not sure if it's CE's original range.
He has some really strange looking punches and animations for them. Capcom couldn't really draw these moves when they could easily use existing animation but change their properties, and that's what they've done. Imo, it works well.

M.Bison:
- a blocked Psycho Crusher against an A-ISM character does roughly the same amount of damage as an X-ISM throw.
- has his crouching Strong-> standing Forward link after a Knee Press
- jumps really high

Chun Li:
- has her high jumps from CE
- also has her 'stays out for a really long time' close standing Fierce


I'm still hopeful that the 'egg-beater' Hurricane Kick of CE-ISM Ken is in there.


Blue-ISM
I really like this mode and I think it has a lot of potential. A more powerful X-ISM with more options. The Super Cancel effectiveness varies from useless (Guy) to pretty damn good (Rose, Fei Long, Boxer). The Quick Standing is also nice; faster than A2's Jab version recovery roll. You can even use retalaiate after being hit by grounded Shoryu Reppa type Supers. You can Parry a high Tiger shot with a low Parry. Oh, and for Dhalsim, Jab Yoga Fire-> Yoga TeleportXX Yoga Inferno works nicely. For Super Cancelling, you usually can cancel from the special really early or very late. There's no middle ground. For a nice 100% combo: Final Turn PunchXX Crazy Buffalo.


ISMs

As previously mentioned the A3 characters are going to have a hard time. The main reason being the guard bar. However, with regards to VCs being weakened, while it's true that a lot of the shadow-hit set ups are gone. Crouch cancels are still in this game. This includes crouch cancel-jump, crouch cancel walk, land cancel-> special. I was able to perform Cody's and Ryu's infinites against the A1 and A2 characters. For Ryu I was able to get this (http://www.youtube.com/watch?v=Vcr0Cl7L0LM) set-up against A2 Guy, and I was occassially able to land t+Forward cancelled into a Short Hurricane kick-> jumping Strong as well. A set-up similar to the one linked was used for Cody, where I used multiple crouch cancel walk sequences before the the meter ran out and I started the jumping Short series.

A3 Juggling

The A3 characters can still use the juggling system from their original game against the A1 and A2 characters. So combos such as Cody's anti-air crouchiing Strong->Roundhouse Ruffian Kick will work; or Cammy's anti-air standing Jab-> Roundhouse Cannon Spike, or counter close Fierce-> Hooligan. Air-to-air counter hits still work in the same way, but with the different character hit boxes for the A1 and A2 sprites, you may find that some VCs and combos may be completely impossible. For example, in A3, my standard VC for Cammy is: VC3-> [Roundhouse Cannon Spike-> far standing Strong-> whiffed standing Roundhouse-> Roundhouse Spiral Arrow] x n. However, against A2 Adon, after the whiffed
standing Roundhouse, the Roundhouse Spiral Arrow, which is supposed to juggle whiffs completely. So a new VCs must be found. However, I was still able to perform her Cannon Spike x n-> close Fierce-> Hooligan corner VC perfectly. Speaking of character hit boxes; Cody's Criminal Upper will only hit once against A2 Sakura.
As mentioned earlier, Gen's Jakouha (qcfx2+k) had its magical juggle properties removed against the A1 and A2 cast. You can still juggle with it though, but in a more limited fashion: cancelled from a normal; deep (non-counter) air-to-air hit-> Jakouha. I think the A2/A2G Gen might even have more juggle possibilities than this version; at least that character could land the Level 2/3 version after a corner throw. A3 Gen can do no such thing to non-A3 ISMs.

A strange discovery: In A3, if Akuma landed his air Hurricane Kick against a grounded opponent, the opponent would alway be able to recover because Akuma would reach a neutral state. However, I was able to connect -- against an A2 character -- the following: corner air Hurricane Kick-> crouching Fierce-> Roundhouse Hurricane Kick. Keep in mind that the A1 and A2 characters cannot perform an aerial recovery, so seeing this combo is a little weird.


A2 Juggling
A2 characters cannot perform counter hits... or not in the A3 sense; there's no 'Counter' message, pop-ups or increased hit stun. But we've all seen A2 Gens crouching Fierce counter and score huge damage.
The A2 characters have what seems to to be all of their original combos and perhaps some new ones. Things like Chun's 1000 Burst Kick-> Kikosho/Tensho Kyakau/Hazan Tensho Kyaku, or Charlie's Level 1 Crossfire Blitz-> Somersault Justice still work against the A3 guys, where they are unable to perform a recovery. I tried a couple of the A2 CCs against the A3 cast (Adon's crouching Roundhouse-> Short Jag Kick x n-> Roundhouse Rising Jag; Charlie's crouching Roundhouse-> SS x n; Chun's TSK x n etc.), and they all worked just as they did against the A2 guys. I was able to combo this: Guy versus M.Bison in A2G'; corner Bushin chain-> any Level punch Super. I could not get this combo to work in Hyper Zero. However, I could perform this combo against both the A3 characters and the CE guys. A3 Guy, on the other hand, can no longer juggle any non-A3 with his punch Super after the Bushin chain or anything else for that matter.
More weirdness: A2G' Guy - and I'm assuming A2 Guy as well - can combo air throw-> punch Super in the corner against everyone. But he could not do this combo in the original A2G/A2'. He retains his old A2 combos, Bushin Izuna Drop-> Super and Kick throw-> punch Super in the corner and works against all ISMs. A3 Guy can do none of this against non-A3 characters.

Though the A3 characters are usually unable to air-recover after most A2 moves such as throws, there are some moves for which they are able to. Things like Akuma level Super Hadouken or Ryu's Level 3 Super Hadouken.


V-ISM characters can counter-activate against the Valle CC.
V-ISM characters can also counter activate against frame eating Supers; so if you weren't blocking when A1 Ryu performed his Level 1 Shinkuu Hadouken, you can avoid this by activating and starting your combo.
A blocked Level 3 CC consisting purely of standing Fierces, say for Ken will usually send an A3 A-ISM Ryu's Guard Power Gauge in to the danger status.

Saotome Kaneda
06-01-2006, 07:10 PM
I wanted to make sure! You guys are going off on dipswitches and funny buttons and all that so I was confused.

KANEDA, YOU WILL DO NO SUCH THING >=X
DON'T TEST ME, BIATCH

MvC2fanatic
06-01-2006, 08:45 PM
Just got the game. It seems pretty nice considering i dont play it. It's

got the dramatic match for all the different games so you and a friend can play 2

against 1 on the computer. This was an unlockable in alpha 1 if peeps remember.

A3 seems alot nicer than the dreamcast version. buttons are setup perfect for dpad

play. And there's almost no loading time.

Doren2k
06-01-2006, 09:06 PM
Is it true that all the Alphas on this are arcade port.

Ouroborus
06-01-2006, 09:07 PM
one thing i noticed with rose in HSFA:

a2/a1 rose cant followup with a combo after her punch alpha counter. in a2, c.mp xx lk soul drill was guaranteed after an alpha counter, this is not the case in HSFA.

TS
06-01-2006, 10:32 PM
That is the weakest shit I've ever heard.

How the fuck are the A2 charcters gonna just steal the juggles from the A3 characters...?

Good info, though...This will not be a balanced game, but it will be intersting...for a while, at least.

Boxer- not a good test, because the invincibility frame, post-parry, might only be around for 1 or 2 frames...if you don't cancel the Jab on the first possible frame, you might get false results. Also, you can throw people out of invincible moves. Invincible is different from unthrowable.

That was the second time a combo has been mentioned specifically not working on A2 Adon...I wonder if it's just him?

Ultima
06-02-2006, 05:29 AM
MiddleKick:

That counter property is unique to A2 Gen, no? Where the stronger the attack that he CHs with KKK style c.HP, the more damage it does?

TS:

Balance is overrated. What we need is at interesting, different characters that compete against each other favourably. Even if it turns out to be CE vs. A2, with some other oddballs from random ISMs thrown in (A3 Dhalsim is still way better than A2 Sim, if only due to better limb speed and retarded priority), that's still decent.

Sucks about the A3 cast though.

Middlekick
06-02-2006, 07:22 AM
That counter property is unique to A2 Gen, no? Where the stronger the attack that he CHs with KKK style c.HP, the more damage it does?



Correct. Though this is the most apparent example of a counter hit, I think that other less extreme cases of counter hits are possible. Things like Ryu's Fierce DP doing slightly more damage than normal. I don't have the CPS2 version to hand at the moment, but I will do some testing later so we can have more concrete information.


---

Dip switch options found so far. Taken from this (http://wiki.livedoor.jp/sfh21/) Wiki:


Hyper Street Fighter Zero Customize Option

[Top Row]

☆5: At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection. Another feature of Inflection is that you retain the extreme guard crushing abilities when you're still in the post-V sped-up state. Watch this (http://www.youtube.com/watch?v=MW8f94YAD8Y&search=sfa3) video and observe the V-Ryu against X-Zangief demonstration.
So this option allows you to turn this off by lighting the star. The default is on.

☆9: Juni's Cross Scissors Pressure damage can be modified. Lit star = 2 times damage; star off = normal arcade damage.

☆12: Counter hit screen flash: on/off

☆16: Crouch cancel: on/off



☆1: R.Mika's Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-ISM. Lit star = on; the default is off.


[b]Street Fighter Zero 3

[Top Row]

☆1: Enables the no-pushback feature of the 980629 version, which occurs when the opponent is stunned by moves which cause them to perform a backward roll, e.g Guy's Bushin Gokusa Ken or Cody's Bad Spray. This allows Cody and Guy to
perform rapid fire standing Jabs without the opponent or Cody or Guy being pushed away, for an infinite combo. Can also be seen in the You Tube movie. Lit star = turn the feature on.

☆2: Eliminates the push-away feature of Blanka's Electric Thunder. Most noticeable when the ET is blocked in the air, where the opponent will be trapped in the ET until their guard is broken. Lit star = on; default is off where the opponent will eventually be pushed away.

☆3: Boxer's Alpha Counter (the Buffalo Headbutt) does stun damage (?) : on/off

☆5: Dizzy throw bug

☆ 7: Sodom's invincible Tengu Walking: on/off

☆9: At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection.
So this options allows you to turn this off by lighting the star. The default is on.

☆10: Saikyo Mode: Claw's Izuna Drop damage bug, Guy's Bushin Musou Renka damage bug

☆11: Saikyo Mode: 99% damage throw

☆13: Zangief's Glitch-driver on; default is off

☆14: Juni's Cross Scissors Pressure damage can be modified. Lit star = 2 times damage; star off = normal arcade damage

☆16: Dhalsim's unblockable Yoga Flame when close against Zangief and Birdie: on/off. The default setting is off.



☆1: R.Mika punch's air throw does zero damage: off/on

☆ 8: Counter hit screen flash: on/off

☆10: The first hit of E.Honda's standing Roundhouse knocks down airborne opponents: on/off

☆12: Gouki air throw bug when the opponent starts a jump or is about to become airborne against an Akuma who is landing: on/off

☆15: R.Mika's Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-
ISM. Applies to Juni's Psycho Streak: on/off


[b]Street Fighter Zero 3 Upper

[Top Row]

☆5: At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection.
So this options allows you to turn this off by lighting the star.

☆6: Saikyo Mode damage boost for certain moves such as Akuma's Shun Goku Satsu; Guy's Bushin Musou Renka and Dhalsim's Yoga Strike : on/off

☆9: Juni's Cross Scissors Pressure damage can be modified. Lit star = 2 times damage; star off = normal arcade damage.

☆11: Counter hit screen flash: on/off

☆15: Adjust if whiffed throws build meter. Star on = no meter building from whiffed throws; star off = whiffed throws build meter.

☆16: Crouch cancel: star on = upper - disable crouch cancel; star off = crouch cancel enabled




☆1: R.Mika's Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-ISM. Also applies to Juni's Psycho Streak.

☆7: Displays the Upper arrow in the title logo: on/off


[b]Street Fighter Zero 2

[Top Row]

☆3: Sodom's Shiraha Catch, performed against a Custom Combo overhead attack will cause the caught oppponent to remain in Custom Combo mode indefinitely and allows them to perform standing attack x 99 infinites: star on = enable; star off: disable

☆14: Dhalsim's Yoga Strike grab bug when waking up. I know of this bug, but not the details. It involves something along the lines of the opponent being unable to block after the Yoga Strike. If you know the specifics of this bug or can provide more information, please post it so I can update this. Thanks.


Street Fighter Zero 2'

[Top Row]

☆1: Zangief's neutral jumping Forward alter: on/off

☆10: Dhalsim's Yoga Strike grab bug when waking up. I know of this bug, but not the details. It involves something along the lines of the opponent being unable to block after the Yoga Strike. If you know the specifics of this bug or can provide more information, please post it so I can update this. Thanks.

☆11: Display the dash in the title logo: on/off


Street Fighter Zero 2 Alpha

[Top Row]

☆1: Zangief's neutral jumping Forward alter: on/off

☆11: Dhalsim's Yoga Strike grab bug when waking up. I know of this bug, but not the details. It involves something along the lines of the opponent being unable to block after the Yoga Strike. If you know the specifics of this bug or can provide more information, please post it so I can update this. Thanks.

Street Fighter Alpha 2

[Top Row]

☆3: Sodom's Shiraha Catch, performed against a Custom Combo overhead attack will cause the caught oppponent to remain in Custom Combo mode indefinitely and allows them to perform standing attack x 99 infinites: star on = enable; star off: disable


Street Fighter Zero

[Top Row]

☆1: Sodom's meaty unblockable standing Roundhouse: on/off

☆2: Tengu Walking juggle extender: e.g Shinkuu Tatsu-> jumping strong-> Shinkuu Tatsu is now possible when this switch is enabled: on/off

☆5: Akuma's Shun Goku Satsu command: Jab,Jab t+Fierce, or normal

☆6: Charlie can cancel crouching Forward, Fierce and Roundhouse: lit star = enable (feature of the older version of SFZ); star off = disable

☆8: Adon's Level 3 Jaguar Varied Assault addtional input: on/off

☆9: Sagat's unblockable standing Short : on/off

☆15: Allow multiple Psycho Shots on screen: on/off



Edit: Thanks for the Zero 1 Sagat confirmation, Kamui. More updates

Gen-An
06-02-2006, 07:34 AM
Looks like there is no dipswitch in SFA2 for Satsui no Hadou Ryu's insane CC blowout range...

Best Kind Boxer
06-02-2006, 10:15 AM
Boxer- not a good test, because the invincibility frame, post-parry, might only be around for 1 or 2 frames...if you don't cancel the Jab on the first possible frame, you might get false results. Also, you can throw people out of invincible moves. Invincible is different from unthrowable.


Suggest a better way? I dunno. *shrugs* At least if the spd does whiff, it will prove that it's unlike 3S.

Also, what are some invincible moves that can be thrown?

Also, again, this game needs to have it's own forum. I say we all should go post about it in the CFE forum. No one will notice or care. :P

Kamui
06-02-2006, 10:20 AM
LOL, now that's funny. It turns out that at certain distances Sagat's standing LK is completely unblockable. It has to be done from absolute max range, but it certianly cannot be blocked.



Street Fighter Zero

[Top Row]

*9 Sagat's unblockable's Short(?) : on/off

Saotome Kaneda
06-02-2006, 11:25 AM
Looks like there is no dipswitch in SFA2 for Satsui no Hadou Ryu's insane CC blowout range...
As in you tested it? I don't remember them actually fixing that goofy bug.

Sabin
06-02-2006, 12:30 PM
Middlekick, thanks for posting that list, that is good shit. It answers my questions I had a few pages back about certain glitches (99% throw is in, akuma airthrow bug is in, sodom unblocakble rh in a1 is in with a dipswitch etc.)

Are these options on by default or off? or is it a hybrid of both? what the hell is going to be the standard (esp for a3, lol, since you can turn off/on some of the well known bugs.)

edit: actually reading your list more closely answered my own question.


*9 At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection.
So this options allows you to turn this off by lighting the star. The default is on.


oh shit, time to bust out the v-sim/v-cody guardbreak vc's hahahahaa. i never knew that capcom had a name for this, or that it was even a feature. inflection? hahahaha.

Demon Dash
06-02-2006, 01:10 PM
Well, you can SPD off Parrying the first hit of Boxers super. I tried the 720 but I couldn't execute it.

It seems you get to counter in the recovery of the move. You can't Parry then attack straight away, you have to wait a while before it can be done. I'm guessing it's because their move's still in it's hit frames.

Edit: I have a question. What does it mean that you're character is flashing blue by mashing during block stun? Can you mash to reduce guard damage?

dublo7
06-02-2006, 04:15 PM
Edit: I have a question. What does it mean that you're character is flashing blue by mashing during block stun? Can you mash to reduce guard damage?


that's right, except your char is being hit and not in block stun when he flashes blue. in alpha 3, if u mash the buttons while being hit, you'll take less dameage. the char avatar at theh top corner of the screen flashes blue. i don't know the exact name for this feature but ( im sure gamefaqs does), its what makes me mash the buttons when i'm being mashed by an a-ism combo in cvs2:sweat: not that that feature is in cvs2. but it makes v-ism a lot more playable in a3. u char takes like 75% damage instead of 100% damage.

Demon Dash
06-02-2006, 04:58 PM
its what makes me mash the buttons when i'm being mashed by an a-ism combo in cvs2:sweat:
It also annoys the hell out of the oponent too. :wink:

Thanks.

shinblanka
06-02-2006, 05:25 PM
Some misc observations and stuff

Okay, CE-ISM's damage is a real threat. Jumping Fierce-> close standing Fierce-> Fierce Hadouken with Ryu does about 50% damage to A-ISM Ryu

Ryu:
- has the pass-through-fireballs-at-start-up Hurricane Kick
- 2-hit Fierce DP
-crouching Roundhouse sends the opponent pretty far when it connects; think A2 Gen's crouching Roundhouse
- CE throw range
- Cross-up roundhouse
- close standing Roundhouse is back, as is the close Forward knee, but is not cancellable
- good recovery from fireballs, though I'm not sure if it's the same as the original CE

Blanka:
- the cross-up jumping Strong is back; his standing Strong allows for links once more and generally has his faster normals from CE

Zangief:
- has his crouching Jab x n-> crouching Roundhouse combo; also has his links from a standing Strong
- not sure about his SPD range; it's definitely noticeable from A3 Fierce's SPD but I'm not sure if it's CE's original range.
He has some really strange looking punches and animations for them. Capcom couldn't really draw these moves when they could easily use existing animation but change their properties, and that's what they've done. Imo, it works well.

M.Bison:
- a blocked Psycho Crusher against an A-ISM character does roughly the same amount of damage as an X-ISM throw.
- has his crouching Strong-> standing Forward link after a Knee Press
- jumps really high

Chun Li:
- has her high jumps from CE
- also has her 'stays out for a really long time' close standing Fierce


I'm still hopeful that the 'egg-beater' Hurricane Kick of CE-ISM Ken is in there.


Blue-ISM
I really like this mode and I think it has a lot of potential. A more powerful X-ISM with more options. The Super Cancel effectiveness varies from useless (Guy) to pretty damn good (Rose, Fei Long, Boxer). The Quick Standing is also nice; faster than A2's Jab version recovery roll. You can even use retalaiate after being hit by grounded Shoryu Reppa type Supers. You can Parry a high Tiger shot with a low Parry. Oh, and for Dhalsim, Jab Yoga Fire-> Yoga TeleportXX Yoga Inferno works nicely. For Super Cancelling, you usually can cancel from the special really early or very late. There's no middle ground. For a nice 100% combo: Final Turn PunchXX Crazy Buffalo.


ISMs

As previously mentioned the A3 characters are going to have a hard time. The main reason being the guard bar. However, with regards to VCs being weakened, while it's true that a lot of the shadow-hit set ups are gone. Crouch cancels are still in this game. This includes crouch cancel-jump, crouch cancel walk, land cancel-> special. I was able to perform Cody's and Ryu's infinites against the A1 and A2 characters. For Ryu I was able to get this (http://www.youtube.com/watch?v=Vcr0Cl7L0LM) set-up against A2 Guy, and I was occassially able to land t+Forward cancelled into a Short Hurricane kick-> jumping Strong as well. A set-up similar to the one linked was used for Cody, where I used multiple crouch cancel walk sequences before the the meter ran out and I started the jumping Short series.

A3 Juggling

The A3 characters can still use the juggling system from their original game against the A1 and A2 characters. So combos such as Cody's anti-air crouchiing Strong->Roundhouse Ruffian Kick will work; or Cammy's anti-air standing Jab-> Roundhouse Cannon Spike, or counter close Fierce-> Hooligan. Air-to-air counter hits still work in the same way, but with the different character hit boxes for the A1 and A2 sprites, you may find that some VCs and combos may be completely impossible. For example, in A3, my standard VC for Cammy is: VC3-> [Roundhouse Cannon Spike-> far standing Strong-> whiffed standing Roundhouse-> Roundhouse Spiral Arrow] x n. However, against A2 Adon, after the whiffed
standing Roundhouse, the Roundhouse Spiral Arrow, which is supposed to juggle whiffs completely. So a new VCs must be found. However, I was still able to perform her Cannon Spike x n-> close Fierce-> Hooligan corner VC perfectly. Speaking of character hit boxes; Cody's Criminal Upper will only hit once against A2 Sakura.
As mentioned earlier, Gen's Jakouha (qcfx2+k) had its magical juggle properties removed against the A1 and A2 cast. You can still juggle with it though, but in a more limited fashion: cancelled from a normal; deep (non-counter) air-to-air hit-> Jakouha. I think the A2/A2G Gen might even have more juggle possibilities than this version; at least that character could land the Level 2/3 version after a corner throw. A3 Gen can do no such thing to non-A3 ISMs.

A strange discovery: In A3, if Akuma landed his air Hurricane Kick against a grounded opponent, the opponent would alway be able to recover because Akuma would reach a neutral state. However, I was able to connect -- against an A2 character -- the following: corner air Hurricane Kick-> crouching Fierce-> Roundhouse Hurricane Kick. Keep in mind that the A1 and A2 characters cannot perform an aerial recovery, so seeing this combo is a little weird.


A2 Juggling
A2 characters cannot perform counter hits... or not in the A3 sense; there's no 'Counter' message, pop-ups or increased hit stun. But we've all seen A2 Gens crouching Fierce counter and score huge damage.
The A2 characters have what seems to to be all of their original combos and perhaps some new ones. Things like Chun's 1000 Burst Kick-> Kikosho/Tensho Kyakau/Hazan Tensho Kyaku, or Charlie's Level 1 Crossfire Blitz-> Somersault Justice still work against the A3 guys, where they are unable to perform a recovery. I tried a couple of the A2 CCs against the A3 cast (Adon's crouching Roundhouse-> Short Jag Kick x n-> Roundhouse Rising Jag; Charlie's crouching Roundhouse-> SS x n; Chun's TSK x n etc.), and they all worked just as they did against the A2 guys. I was able to combo this: Guy versus M.Bison in A2G'; corner Bushin chain-> any Level punch Super. I could not get this combo to work in Hyper Zero. However, I could perform this combo against both the A3 characters and the CE guys. A3 Guy, on the other hand, can no longer juggle any non-A3 with his punch Super after the Bushin chain or anything else for that matter.
More weirdness: A2G' Guy - and I'm assuming A2 Guy as well - can combo air throw-> punch Super in the corner against everyone. But he could not do this combo in the original A2G/A2'. He retains his old A2 combos, Bushin Izuna Drop-> Super and Kick throw-> punch Super in the corner and works against all ISMs. A3 Guy can do none of this against non-A3 characters.

Though the A3 characters are usually unable to air-recover after most A2 moves such as throws, there are some moves for which they are able to. Things like Akuma level Super Hadouken or Ryu's Level 3 Super Hadouken.


V-ISM characters can counter-activate against the Valle CC.
V-ISM characters can also counter activate against frame eating Supers; so if you weren't blocking when A1 Ryu performed his Level 1 Shinkuu Hadouken, you can avoid this by activating and starting your combo.
A blocked Level 3 CC consisting purely of standing Fierces, say for Ken will usually send an A3 A-ISM Ryu's Guard Power Gauge in to the danger status.

Great post man, but did you figure out how to cut on GUY's redizzy combo with the dip switch? The main problem I see with CE-ism is they have no mobility. No alpha counters. No air blocks. Now they do dish out CE damage. A friend of mines didn't believe that characters did that much damage back in the day, so we played CE on his modded XBOX and he was like damn I guess I was wrong. I really like how A1 charlie and A1 chun li plays.:wgrin: HyperStreetfighterAlpha might be a tournament game at FRX next year.:rolleyes: :wink:

TheGlow
06-02-2006, 09:38 PM
"☆13: Zangief's Glitch-driver on; default is off"
What does this entail?

Bunkei
06-02-2006, 09:51 PM
You know, I thought that if anything, this may not be as broken as people make it out to be ..

Alpha 1 has good damaging ground chains and so forth
Alpha 2 has the damaging CC's and counters
Alpha 3 has the added Isms

Because of so many variations of each character, and how the different mechanics affect each other, it might be a couple of years before any tier list can be compiled.

felineki
06-02-2006, 09:52 PM
I thought the mashing to reduce damage was signified by a red flash? IIRC, the blue flash was for guarding at the last second (sorta like a Just Defend)... has similar effects, though (reducing damage, etc.).

TS
06-03-2006, 01:20 AM
-light red flash is damage reduction
-blue flash is "timing guard" which is the same thing. Lowers block damage a bit (though most things that do block damage only do one point, so it's worthless most of the time). Also makes you take less guard damage.
-dark red flash is the weird priority flash

TarkanX:
-Honda can fly over low Tiger shots in regular A3, so I'd guess it's the same with the CE characters, since they use some of the same hitboxes.
-According to what was posted earlier, parry timing is somewhere in between CvS2 and 3S
-X-ISM not so hot, except maybe against CE characters, where it it somewhat less awful.
-Rolento CC works, I think.

The Glow:
Glitchdriver is a positional glitch that makes Zangief land in a different place if he does a 360 throw right after activating V-ISM. Allows you to connect a 360 (can't be escaped if they're on the ground when you activate) and link into another (OTG) one.

Best Kind Boxer:
You can throw people out of all kinds of stuff. Or at least you could. Zangief could SPD shotos out of DPs in the SF2 games, and someone actually mentioned CE 'Gief could do that in Hyper SF Zero. You can SPD people out of V-ISM activation (you can grab them before the screen freezes), and you can even 360 Zangief out of his SPD super.

It's easier to notice with Gief because his SPD has so much range, and other throws may not extend far enough, especially in newer games. There are some moves that are unthrowable and invincible (most of Akuma's teleport, ST supers?), and some moves which aren't invincible at all, but can't be thrown (Akuma's towards+Strong overhead in 3S, standing up after a sweep). Guile could air throw shotos out of DPs in SF2 games (or so I've heard), and Akuma can actually Raging Demon someone trying to Shoryuken in A2(?)/A3 (and out of VC activation in A3) if your timing is right. I don't play 3S much, but IIRC I got thrown out of an EX Shoryuken with Ryu once, probably by a command throw (though who's to say that's even invincible, not that it matters).

Newer games are more liberal with the unthrowable moves, I think...either that, or it's because throws have less and less range/speed and don't extend past the unthrowable part (ie. the attacking limb) to the "core" of the character. Probably both. Varies by game. Ryu's DP in the SF2WW/CE/HF is completely invulnerable for as long as it can hit, I think, but can be thrown. Ryu from the Marvel games has a Jab DP that works the same, but it's unthrowable, I think.

Anyway, I'd assume you could be thrown while parrying, but I suppose it's worth testing. Good test would be to take V-ISM Zangief and activate with Fierce and Roundhouse for the slow shadows. Do a sweep. They'll wake up and have to parry the shadow, and you can try to grab them just as/before/after they parry. Or you could activate with Strong+Forward and do a crouching Jab. Have someone jump over the Jab, but parry the shadow when they land and test it the same way. Suppose you could use that to test with normal throws, too. Timing would be a little less strict, since you know when the shadow is coming, and thus the parry.


Middlekick for mayor.

Middlekick
06-03-2006, 05:52 AM
Here is a list of arcade SFZ3 bugs which haven't made it, or are different to the PS2 version:


Rolento's Kabotti cancel
CPS2 version: Rolento remains frozen after the VC is done
PS2 version: Rolento can still perform this, but lands once the round is over(?)

Rolento's infinite hopping
CPS2 version: Rolento's infinite hopping done with his jumping d+Forward after winning a round will eventually freeze the game
PS2 version: infinite hopping removed

X-Claw's Super meter consumption and the Rolling Izuna Drop
Arcade version: when X-Claw activates his Super, his meter is drained when the screen darkens and he clings to the wall
PS2 version: the Super Combo Gauge is drained after completing the command and Claw goes for the wall
PS2 version: For Z-Claw, his meter is drained when the screen darkens

^ Please bear with me, I know this doesn't make much sense. I'm working on it. :sweat:

Sodom VS Juni Earth Direct machine reset
Arcade version: Earth Direct performed against Sodom will reset the machine
PS2 version: this bug has been removed

Demon Dash
06-03-2006, 06:03 AM
^To be honest with you I'm not suprised they removed those bugs, they seem to be more game corrupting than game breaking. It seems like the reset/freeze bugs could be more of a hardware issue than a game property, as no matter how cooler effects the glitches have it still makes no sense to re-write them in this collection.

shinblanka
06-03-2006, 06:54 AM
When you unlock the glitches in the normal games do you unlock them in H.S.F.A. also?

shinblanka
06-03-2006, 06:58 AM
Best Kind Boxer:
You can throw people out of all kinds of stuff. Or at least you could. Zangief could SPD shotos out of DPs in the SF2 games, and someone actually mentioned CE 'Gief could do that in Hyper SF Zero. You can SPD people out of V-ISM activation (you can grab them before the screen freezes), and you can even 360 Zangief out of his SPD super.

Yea I was the one that spd ryu out of his DP with CE gief. It works just like old geif. You can SPD limbs with CE gief. It adds range when someone sweeps into the fireball when your getting up. You grab their sweep.:wink: It looks weird when it happens.:looney: Just make sure if your fighting against CE gief that you sweep so the tip of your toe hit him. If your any closer you'll get sucked up.

Honda can fly over low Tiger shots in regular A3, so I'd guess it's the same with the CE characters, since they use some of the same hitboxes.

What sagat was you playing against? You can't fly over CE sagat tiger shot's with CE honda. I tried this over and over again with CE honda vs. CE sagat. You can't fly under the high tiger shot either. So CE sagat owns CE honda for free IMO. I'll try A3 honda and see if it's him only that can perform that feat against
sagat or maybe CE sagat's TS are too f'ing good!

-According to what was posted earlier, parry timing is somewhere in between CvS2 and 3S

It feels like 2nd impact parry timing to me. The parry seems useless against deep jump in attacks if you plan to parry and hit them when they land for a combo. I was playing A1 chun li and my friend was playing feilong in the parry-ism. I would knock him down and preform a deep crossup with the jumping forward kick as he wakes up. He would parry the cross up and I would land before he could hit me. Usually I would throw hit out of his attack when I hit the ground. Now if he parried an attack on the ground he would make me pay, but I don't think the parry is used as an air counter in H.S.F.A. like it is in 3S. If you parry an person jumping at you you need to hit them out of the air. If they land they can block or throw your ass, and since the parry-ism throws are like A3 and not 3S you will get thrown by the old school characters with one button throws because the alpha3 throws have no range. So the following won't work:

You have chun li
You parry a jumping attack and try to crouching forward kick to the super as they land like 3S.
you will either hit them out of the air because you attacked too fast with the forward kick or they will land and you won't connect. Maybe you can do it, but we haven't got it to work yet. Alpha counters work better as air counters then parries IMO in H.S.F.A.

Middlekick for mayor

ditto!

Best Kind Boxer
06-03-2006, 09:19 AM
Best Kind Boxer:
You can throw people out of all kinds of stuff. Or at least you could. Zangief could SPD shotos out of DPs in the SF2 games, and someone actually mentioned CE 'Gief could do that in Hyper SF Zero. You can SPD people out of V-ISM activation (you can grab them before the screen freezes), and you can even 360 Zangief out of his SPD super.

You could only throw the DP when it wasn't totally invincible. Gief could only SPD shotos out of DPs in ST only (and you could jump kick shotos out of DP in ST), any other SF2 he couldn't. True how you can grab pre-VC activation, but I've also seen spd whiff after the VC flash? And isn't the 720 invincible before the flash and not after? Can you grab it before the flash? I dunno. Generally, full body invinciblity will avoid throws as far as I can tell (except in 3S, and CVS2 Roll) But yeah, there are a handfull of examples where it won't. :(

Oh well, where do I cast my vote for middlekick?

TheGlow
06-03-2006, 09:37 AM
Actually Ive spd' people out of shoryukens on a3 on mame before, and promptly theyd quit.
i was playing this last weekend and I had Z ism gief i believe, and was fighting against a z ryu.
And I jumped in, he started the animations, and I grabbed em with the spd, and you clearly heard the audio SHORYUKEN!
Or numerous times ive spd'd people doing shinkuu hadoukens and I grab and you see the big fireball pass right through Gief. Same on rarer instances with standard hadoukens.

Best Kind Boxer
06-03-2006, 09:58 AM
^ you can also sweep people out of DPs in A3.. it's not exacty a stretch.

Superking
06-04-2006, 12:26 AM
CE Guile is the truth, once again.

I think they should just add in HSFZ to Evo, or better yet replace HSF with HSFZ XD.

TS
06-04-2006, 02:48 AM
I'd genuinely be surprised if you can't SPD shotos out of Shoryukens pre-ST. I'm 100% sure I've seen it before, thought it was probably CPU 'Gief...even so, the CPU tends to change the excecution of moves (walking flash kick with CPU Guile, random chains that don't actually work for human players, etc), and doesn't change their speed/hitboxes/throw range.

You can throw people out of V-ISM activation, but if you don't complete the throw and actually grab them before the screen freezes, the throw will always whiff right afterward (don't know about Raging Demon or other throws that move forward). At least, I think so...

There are usually five frames before the screen freezes when you activate V-ISM...they're invincible, but who knows if they're all throwable? Maybe a few frames are unthrowable? I assume, at least that they're all throwable. It's especially odd with SPD, since it's instant in A3 and all games made before it (possible exception to the VS games), so it should never whiff. SPD, like most throws, can only actually throw for one frame, so it would be possible to miss something unthrowable, and do the whiff animation- perhaps the V-ISM activation messes with things. To be fair, I'm not sure I specifically remember seeing SPD whiff, but it sounds familiar.

Final Atomic Buster is invincible before the screen freezes, and only one frame afterward, at all 3 levels. So there's not a point where he's both invincible AND can throw you, but he throws on the very next frame, the first opportunity after time stops. So that was a bad example, I guess. I've seen Gief thrown out of 720 twice- I did it with Birdie vs CPU Zangief once, and I saw another Zangief player do it. AFAIK the same thing happend in both situations- 360 motion was done before the screen stopped, and the Gief doing the super got grabbed either on the first frame after (before he could throw), or the super was overridden by the throw that was done earlier and they were both active on the same frame, but the earlier one won. The only difference being that Birdie's 360 needed to be done a bit sooner, since his throw is slower.

DP vs SPD in A3 would be a good test if it was a fierce DP, but since the character got grabbed, there was no way of knowing. Ryu's Jab DP is fully invincible for 4 frames in A3, but is conditionally invincible for a while afterward (This is why Jab DP will trade/lose to low attacks, wheras Strong/Fierce won't). So if it was a Jab DP, you could say that Zangief grabbed him on the fifth frame, when he's not fully invincible. If it was a Strong or Fierce DP, that would be an example of Gief grabbing an invincible move.

Anyway, there are periods when you are unthrowable and not invincible at all (standing up from a knockdown, the start of the round in the Marvel games, hitstun (usually), ground recovery in the Alphas, the start of a jump (there seems to be a point where you're not quite off of the ground, but can still avoid being thrown), etc. I'm pretty confident it's something Capcom can toggle on/off and is independant of invincibility.

shinblanka- I'm pretty sure Honda can fly over low Tiger Shots in A3, so either Sagat's low Tiger Shots are higher, or Honda's hitbox is lower. I would guess the shots are higher.

Azagtoth
06-04-2006, 04:33 AM
I know this has been touched upon but god DAMN the CE characters rape. With CE Ken, a jump in hk, cr.hp, roundhouse hurricane kick does like 50% and dizzies.

dublo7
06-04-2006, 04:54 AM
I thought the mashing to reduce damage was signified by a red flash? IIRC, the blue flash was for guarding at the last second (sorta like a Just Defend)... has similar effects, though (reducing damage, etc.).


oops, my bad. well, it has been while....:wasted: i remember this blue falsh as not really useful as in 'i could n't find a use for it :sweat:

thanks.

ruthless_nash
06-04-2006, 09:04 AM
hey guys i have a question. sometimes, when your playing next to the isms thers a little pink and blue thing that says "on/off" i think. does anyone know how to get that and what it does?

also can someone repeat how to get the secret options? thanks.

Best Kind Boxer
06-04-2006, 09:34 AM
I'd genuinely be surprised if you can't SPD shotos out of Shoryukens pre-ST. I'm 100% sure I've seen it before, thought it was probably CPU 'Gief...even so, the CPU tends to change the excecution of moves (walking flash kick with CPU Guile, random chains that don't actually work for human players, etc), and doesn't change their speed/hitboxes/throw range.

I'd be genuinely surprised if it did! :sweat: Hrm. Maybe SSF2 as well? I dunno about that game. But CE-HF? Someone ask NKI.

Which brings up some questiosn. Are the shoto DPs in CE-ism insanely invincible again? Like, all the way up to the peak invincible? Also, is Ryu's hurricane kick insanely good again? Invincible on the way up, on the way down, with no landing recovery?

I've seen Gief thrown out of 720 twice- I did it with Birdie vs CPU Zangief once, and I saw another Zangief player do it.

I grabbed him once with Juni's 360. My opponent was :wtf: and I was :lol:

Also, Desk has made a combo/exhibition vid for this game and it's up at www.combovideos.com, thanks Desk!

gogogogogogogo!

EDIT: D'oh! It's nothing but a tease!! They hide the combos :mad:

tataki
06-04-2006, 11:55 AM
umm whr can i find good info on alpha 3 combos strats match vids and such?

kenmastersX
06-04-2006, 12:05 PM
umm whr can i find good info on alpha 3 combos strats match vids and such?

There are really good Alpha 3 threads in the strat forum under "other games."

Also, look up the tutorial vid by Xenozip at combovideos.com, it's awesome stuff. Some match vids are there also if you look around.

Saotome Kaneda
06-04-2006, 02:34 PM
That little icon shows you who has Mazi mode on. Mazi mode is the blue icon out of the 4 you see after you pick your character in A3 Arranged and HSF2. IIRC they modded normal A3 so you can choose it then too. It should appear before you choose your ISM, but after you pick your char.

In order:
Normal
Mazi
Saikyo
Classic

Mr Mort
06-04-2006, 03:20 PM
Has anyone tried using the Saturn controller with this game?
I'm assuming it works fine, but I'd like to get feedback from people who did.

shinblanka
06-05-2006, 04:16 AM
Which brings up some questiosn. Are the shoto DPs in CE-ism insanely invincible again? Like, all the way up to the peak invincible? Also, is Ryu's h