View Full Version : Alpha Anthology *Capcom for the motherfucking WIN*
Pages :
1
2
3
4
5
6
7
8
[
9]
dialupsucky
07-28-2006, 02:31 PM
Wow so get this, I played today and for some reason I couldnt recreate those low damaging SPDs, supers throws etc. Well it would appear in this you can acctualy TECH super throws. Cuz if I put teching on and then did super throws, they all did reaaaaaaaaaaaaaaaally low damaging. So I guess that explains why throws even SPDs in this game randomly dont damage me at all. Cuz im acctualy teching them. Cept you dont tech them, the game just makes them do like no damage....
Pretty random.
Best Kind Boxer
07-28-2006, 04:57 PM
Yeah.. I was gonna say "wtf are you talking about?" because I don't fuck around with throw tech on. Pretty crazy stuff.
But, at the same time, it doesn't seem to affect all throws? A3 gief's lvl3 FAB does the same damage regardless of throw tech. ..and WHY does it affect Rolento's tripwire??? That's not a throw? Weird shit.
EDIT: and just in case anyone didn't know, the training mode option for air recovery is like all the the other console A3 dummy air recovery (well, I dunno about saturn). It doesn't air recover after certain stuff for no reason. I figured they'd get it right with this one, but I guess not.
EDIT II: Fei Long's lvl3 shit super doesn't work right on pre-A3 characters it seems. The alst hit whiffs outside the corner, on others when they're in the corner.. bleh. who cares. lol
Demon Dash
07-28-2006, 05:00 PM
A dip switch maybe?
AKUMA2000
07-28-2006, 07:55 PM
Has anyone figured out which star on the dip switch settings for SFA2 that changes the super combo button strength method to that of SFA3 ??
I like how capcom changed in A3 from that of A2, it's alot more simpler and easier.
(A3= LP, MP, HP / LK, MK, HK ........ A2= LP, MP + MK, HP + HK)
Ken34
07-28-2006, 10:55 PM
lol, this CE-ISM is retartdly good, not even fair, lol, I played a friend using CE-ISM Ken and it was over pretty quickly, way too much damage.
dialupsucky
07-28-2006, 10:56 PM
Other random things....
Chun lis flip kick, guys flip kick(not a3 guys flip kick), ryus jump mp, gens duck lk are untechable if done on a dizzy opponent.
Cody can be juggled even AFTER he recovers from a attack. So say with guy I anti air stand p cody. I can think walk up, and then air juggle him after he recovers. That kinda stuff. So you have a lot of time to juggle him.
Akuma,ken, and ryus hurricane kick can no longer crosses up chun li in the second player corner.(a1)
Akuma(a1-a2) can no longer walk over bodies after his rageing demon. So you can no longer say in the corner, rageing demon walk over then attack to cross up that kinda stuff... Of course just jumping and crossing up still works but not walking over the body shrug. Also it would seem you cant combo after his super fireball anymore ethier. I was thinking since fireballs act differently then they did in a1 etc now maybe you could get super fireball mid screen to juggle... But looks like you cant juggle after it period now... Bummer...
Ryus lk hurricane kick to super fireball seems easier to me now... Of course the other a1 juggles are all harder unfortantly, or just not possible. All the jump mp after super hurricane kick, or super to super fireball. They just dont work, or are much much harder or character specific now. You can get shoryuken to super fireabll on cody, and you can get it to hit really early, so he bounces off after one hit then flys away and gets by the last one later. If you have some crazy timeing, tiger knee hurricane kick foward after the super fireball, then assuming your next to him try and go for the super hurricane kick to juggle.
Were Mazi/Saikyo mode on when you were gettting the weird damage from throw specials/supers? Because it does that...
Can you recreate this in regular VS mode?
dialupsucky
07-30-2006, 04:25 PM
Ah... No it wasnt...
As for testing it hard to do, cuz theres only me, and you cant tell if you yourself are taking more damage, since the cpu doesnt deal any damage to you really in training mode. So you cant really tell....
Although I did test breaking throws with sodoms super SPD... And I would break throws with the motion etc... so take that as you will I guess.
dialupsucky
07-30-2006, 08:05 PM
Oh yea to add, sakuras hurricane kick is also untechable when dizzy... obvious I guess but yea... so you can then do when the other guy is dizzy combo to hurricane kick then juggle whatever.... Oh and of course obvious again I guess, cody cant really tech it period cuz even if he does, he cant do anything about the upcoming juggle he may recieve shrug....
More obvious stuff perhaps I guess, ken can juggle with a super off his strong dp against cody. You can also get it mid screen, and it looks pretty ridiculous as the super wont even hit cody yet he'll be juggled for the hits. Neat looking... I guess.
Best Kind Boxer
07-30-2006, 08:23 PM
You mention that you can keep juggling Cody after he air-recovers/techs/whatever..
But this is the norm for all A3 characters. If they air recover, they can be juggled again.
Or are you talking about something else?
dialupsucky
07-30-2006, 08:36 PM
im talking about the automatic tech that characters do. Example being say someone jumps at you and you duck fierce them with ryu or something, they get hit, and then they flip and land back on there feet. Normaly when there falling back down and no longer in that hit stun of sorts they are invincable till they touch the ground again. But vs cody even after he flips, he can be juggled etc. And there are some normal moves that automaticly do this. So yea stuff like that.
Best Kind Boxer
07-30-2006, 08:54 PM
ahhh.. ok, when you knock someone out of the air with a non-knockdown move. That "fall on their feet" reel. I got ya.
Poor Cody. lol.
FMJaguar
07-30-2006, 09:14 PM
Re: teching super throws, are you jsut pressing the buttons once or twice to tech? I would think that this is maybe some glitch in the "mash to reduce damage" idea than teching throws, since the throw supers are so few hits and they take forever to land.
dialupsucky
07-31-2006, 01:36 PM
Other perhaps obvious stuff....
sagat(a1) vs cody can get some pretty big combos like...
Jump in attack, stand jab, stand strong, tiger knee/strong dp, tiger genocide(level 1 or 2), fierce dp.
Or combo yadda yadda, tiger raid, then tiger genocide, then tiger uppercut.
Also A1 sagat can hit both hits of his tiger knee and still juggle after it. He can also throw, then tiger uppercut.
A1 ken you can get stuff vs T.hawk like air hurricane kick(5 hits), then ground hurricane kick(9hits or whatever it is), then shoryuken. For umm.. a lot of hits... Kinda neat I guess...
CaliLifeStyle
07-31-2006, 03:18 PM
In HSFA, X-ism Zangief does no stun damage? My friend told me this.
Best Kind Boxer
07-31-2006, 08:51 PM
^ nope. Only his headbut/stomach crunch/whatever the hell that move is called.
Akuma Infinites? (http://youtube.com/watch?v=NEjetB7eC8c)
Dunno about the first one, but the V-Akuma combo has to have an infinte in there somewhere.
Sonic_Reaper
07-31-2006, 09:10 PM
Other perhaps obvious stuff....
sagat(a1) vs cody can get some pretty big combos like...
Jump in attack, stand jab, stand strong, tiger knee/strong dp, tiger genocide(level 1 or 2), fierce dp.
Or combo yadda yadda, tiger raid, then tiger genocide, then tiger uppercut.
Also A1 sagat can hit both hits of his tiger knee and still juggle after it. He can also throw, then tiger uppercut.
A1 ken you can get stuff vs T.hawk like air hurricane kick(5 hits), then ground hurricane kick(9hits or whatever it is), then shoryuken. For umm.. a lot of hits... Kinda neat I guess...
You can basically combo after A1 Ken's air Hurricane Kick. It has retarded recovery and done from the air will leave you with an advantage if the opponent is hit, so that you can do a chain combo afterwards for HUGE damage. A1 Ken's Hurricane Kick also crosses-up, and you can still combo afterwards. Air Hurricane, land, cr. lk x2, cr. mk xx super/whatever. A1 Ken is a beast.
Yeah he is...if only Evo would just allow A2,A3 characters this game would rock.
Demon Dash
08-01-2006, 05:33 AM
^ nope. Only his headbut/stomach crunch/whatever the hell that move is called.
Akuma Infinites? (http://youtube.com/watch?v=NEjetB7eC8c)
Dunno about the first one, but the V-Akuma combo has to have an infinte in there somewhere.
Yeah, Desk found that a while ago. I seems it can be done mid screen too but I don't think it's humanly possible... Programable pad business.
Although, was it possible in A3?
Check the first combo in this vid, seems it could be done on anyone.
http://youtube.com/watch?v=NHYyFAAxTe0&search=ken%20vs%20gief
felineki
08-01-2006, 06:05 AM
Has anyone figured out which star on the dip switch settings for SFA2 that changes the super combo button strength method to that of SFA3 ??
It's not a dipswitch star, it's one of the seetings in the extra option menu.
Best Kind Boxer
08-01-2006, 06:05 AM
^ bah, he only did one tiger-kneed air hurricane.. :wgrin: But I know what you mean. Thanks to middlekick for letting me know that you can crouch cancel after air hurricane. I didn't know that. This is not green-ism BTW, but regular A-ism.
The V-Akuma infinite is more interesting I think. He's already a beast... if that works on everyone, watch the fuck out.
fatboy
08-01-2006, 08:42 AM
It's not a dipswitch star, it's one of the seetings in the extra option menu.
Where I looked myself in every option and I can find it?
Maybe I am blind and can't find it...LOL
But I really looked.
Best Kind Boxer
08-01-2006, 08:41 PM
I think the V-Akuma infinte I posted is possible on other characters.. but fucking unlikely. You need to get the 3 hit air hurricane, which is possible, but practically impossible on not-big characters.. but alternately, you can do the tiger-kneed air hurricane thing instead during your crouch cancel series. Good luck? :lol:
I'm glad. Fuck V-Akuma.
new vids at A-cho.com ..those guys are the sickest A3 players I have ever seen. They've totally taken it to a new level. Crasha (is that his name? the Sodom player) is my new favorite player. He makes Sodom look top-tier.
As for crouch-cancelling after air-hurricane... is this in arcade A3? I never see anyone in vids (japanese players) do it.
felineki
08-01-2006, 11:31 PM
Where I looked myself in every option and I can find it?
Maybe I am blind and can't find it...LOL
But I really looked.
Hold R1 when selecting "Game Options" to get the Extra Options menu. Then hit R1 again to scroll to the second page. You should see an option labelled "Super Level". Highlight it, then press left or right to switch it from "Alpha2" to "Alpha3".
Xenozip.
08-02-2006, 12:15 AM
As for crouch-cancelling after air-hurricane... is this in arcade A3? I never see anyone in vids (japanese players) do it.
I Know for a fact that you can always flip after a ground hurricane.
As for the air hurricane, I believe it depends on your distance from the ground. I think there is a "cool-down" time after executing the air hurricane that makes it like an air attack, and therefor disables tripguard (which nullifies crouch cancelling).
However, if you perform it fairly early off the ground, or you have enough time to execute all the frames of the air hurricane, then I believe you actually "recover" fully from it and are therefor put in a neutral falling state, which allows you to trip guard as you land.
I know that X-Akuma does have a true infinite that involves repeated air hurricanes while high in the air, but actually there might be more to it than just that.
I remember reading a post (I think by middlekick, but I'm not sure who, sorry), that stated that there are different properties when starting an air juggle with a high-counter as apposed to starting a juggle without a counter. That might also come into play, but I don't know.
I know one thing for sure though, you're not hitting a neutral state. If you were, then the corner juggle limit would go into effect and you wouldn't be able to hit them any more. Thus, we know you're not hitting neutral.
As for specifics, sorry, I haven't done enough testing to know the exact frames or mechanics.
fatboy
08-02-2006, 09:48 AM
new vids at A-cho.com .
Where? I searched the whole site and could not find the video. I found the brackets fo the tourny but no videos.
Could you please post a link?
dialupsucky
08-03-2006, 04:04 PM
other randomness.... for a1 sodom only his supers can be tech throwed. But for the other sodoms there normal SPDs etc can also be teched... As for the whole teching them or damage buffering them or whatever... Im pretty sure its just teching them and not the other damage buffer crap... Also note that you can only tech a1-a2 gold characters throws... No other characters speical throws can be teched that ive seen...
And on a really random note, it would appear akuma in a2 has a new move... I havnt been able to recreate it though. But ive deffintly seen it, and have done it on accident. Hell it might be with the other akumas to... but I was a2 akuma when I did it. Also if it helps if someone is bored, I pressed kick when I got it. shrug
And on a random CPU cheating note, besides the fact that cpu guy can do bushin combo stand fierce X2, then roundhouse.. Now he can do any regular old fierce, into bushin roundhouse as well now. I dont recall him being able to do that before shrug.
Best Kind Boxer
08-03-2006, 04:06 PM
^ care to describe this new move?
I saw A2 Chun do flipping neck breaker in the air the other day... wtf.
dialupsucky
08-03-2006, 04:10 PM
well I dont want to say EXACTLY what it was, since when I saw it.. I was just like... ah.. wtf, but akuma basicly does his kick from the demon flip... But... back wards, and grunts like he does durning hurricane kick etc etc...
felineki
08-04-2006, 06:04 AM
Where? I searched the whole site and could not find the video. I found the brackets fo the tourny but no videos.
Could you please post a link?
Here you go: http://www.a-cho.com/ac/mov.html
The third one is very good V-Gouki vs. X-Dhalsim match. Several unexpected twists, it's an exciting watch.
PBalla
08-04-2006, 01:02 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
yeah
Nov. 2006 Capcom® Classics Collection Vol. 2 RP PlayStation®2
any idea anyone on what is included here?
Thanks
Best Kind Boxer
08-04-2006, 04:06 PM
Here you go: http://www.a-cho.com/ac/mov.html
The third one is very good V-Gouki vs. X-Dhalsim match. Several unexpected twists, it's an exciting watch.
Counter DP vs the flame super was tight. A-cho is awesome.
I think I'm going to start putting them up on youtube. Anyone have older matches saved? I only have the recent ones.
Ken34
08-04-2006, 04:32 PM
Here you go: http://www.a-cho.com/ac/mov.html
The third one is very good V-Gouki vs. X-Dhalsim match. Several unexpected twists, it's an exciting watch.
That match was insane, but that's the reason i hate gouki, his dam dragon punch just goes through everything you throw at him.
spudlyff8fan
08-05-2006, 09:54 AM
Here's a remedial question. In Hyper Alpha, do all characters have access to, say, the 3-ism or the Darkstalkers-ism?
Also, does, say, Ryu, have his Alpha 1, 2, 3 and his VS movesets? I've heard of that sort of stuff. What's the deal?
Also, who was added? I hear that the SF2 cast was completed, but who else is thrown in there?
Best Kind Boxer
08-05-2006, 10:02 AM
yes, depends on which -ism (but mainly no), everyone who was in console A2/A3.
spudlyff8fan
08-05-2006, 10:47 AM
Ok, another remedial question, how close are the games to being arcade-perfect?
Best Kind Boxer
08-05-2006, 11:20 AM
Apparently they're the closest ports yet.
A3 is spot on I hear, dunno about the rest. Don't really care. :looney:
Kayin
08-05-2006, 12:20 PM
Ok, another remedial question, how close are the games to being arcade-perfect?
Depending on the dipswitches, you'll either be way off or spot on.
Simple answer tho, is yes. By far the best ports of these games yet.
dialupsucky
08-05-2006, 05:09 PM
A1 sagat(probably others to, but I didnt test it)can get 3 level 1 fireballs in a row vs a2 rolento, level 1 super fireball to level 2 tiger genocide, or level 2 super fireball to level 1 tiger genocide... It would be cool if you could get something like combo yadda yadda, level one super fireball, level 1 tiger raid, shoryuken.. but doesnt look like its possible shrug....
Also my bad some of those sagat combos acctualy work on a few more then just cody.... Though not all of them.(again that is assuming there a3 characters though)
spudlyff8fan
08-05-2006, 06:58 PM
Here's another dumb question. Does Alpha Anthology have Alpha 3 Max from the PSP on it? And do those four characters, Maki, Eagle, Yun and Ingrid show up in it Hyper?
Sweet Tooth
08-05-2006, 07:24 PM
No. None of that is in it, IIRC.
dialupsucky
08-06-2006, 05:22 PM
CE ryu duck strong has to blocked low from max range, as does CE sagats duck strong, and fierce. And all shoto duck fierce a1-a2gold are also unblockable standing up from max range. CE sagats stand short also hits low if right next to the opponent or at max range. And CE shoto stand short has to be blocked low now as well for some reason shruuuuuuuUuuuUUg....
And on a random note(might be with others but not sure) if you super right when your partner dies in a1 dramatic battle the little swirl super thing will follow you around.. Kinda neat... Kinda... I wonder if you could get a bugish type sitution by say having akuma whoever throw a fireball you throw akuma but the fireball kills your partner while your throwing him... What happens then??? Ill assume you still die but the opponent just does his win pose in teh air or something.. but who knows I guess...
Seerd
08-06-2006, 07:07 PM
...And all shoto duck fierce a1-a2gold are also unblockable standing up from max range. ...
I can't recreate this with a2/a2g. I can recreate with a1 shotos, but all crouching punches from a1 need to be blocked low.
dialupsucky
08-06-2006, 07:45 PM
keep trying I guess...
fatboy
08-07-2006, 09:00 AM
Here you go: http://www.a-cho.com/ac/mov.html
The third one is very good V-Gouki vs. X-Dhalsim match. Several unexpected twists, it's an exciting watch.
DUDE you the the f'n man. Thanks!!!
Iapetus
08-09-2006, 11:04 PM
I know this is slightly off topic, but I figure I gotta ask.
Does the JAP version of SFAA (SFZ-FG) have the same sound glitches the NTSC-US has? I cited the examples of Balrog's stage playing the Sf2 music in training mode and Bio music having slight delay along with a lot of the sound effects. Are these in the NTSC-JAP as well?
Best Kind Boxer
08-10-2006, 06:02 AM
Green Guy Dizzy Combos (http://youtube.com/watch?v=8TfZ8qTsNns)
Looks like Guy should be able to straight up kill an A3 character if he lands kick super or bushin chain near the corner? Probably has a slew of "redizzy" combos too.
Cavern mantis
08-11-2006, 03:37 AM
I was just playing... and i noticed a little blue and red icon down on the bottom of the screen, between the 2 super meters. I quit out just as I noticed it.. what is it? I couldn't get it back.
It was like a little poke-ball or something. half blue half red down the middle.
EDIT: CC links.. blah (http://youtube.com/watch?v=HsUwGHU9Jr4)
I had the same trouble,in faact it activated the mazi mode it seems it appears if you press some buttons at the characters select screen
dialupsucky
08-11-2006, 08:36 AM
A1 sagats(i assume a2 and a2 gold as well shrug)tiger raid wont fully combo vs karin or vega(claw) in the corner if there ducking. I thought it would be cool, maybe if you were put at the advantage so you could keep comboing... But alas looks like your at the disadvantage. Bummer.
A1 rose can combo off her throw on rolento, blanka, a3 birdie, and looks like geif. Though I kept fucking up the few times I tried. As geif gets throw all wacky if you well try and throw him.
In A1 the game it self, theres a glitch where if you get caught on fire, then comboed for awhile theres that one effect where basicly your still on fire... But with out the fire. Well if you tech roll then do a reversal. The fire effect stays on you even while you fight, till your hit again. At least... Thats what I thought it was... However I havnt really been able to reproduce. So maybe theres something else to it shruuuuuuuuuuug.
Raiko
08-11-2006, 02:48 PM
And on a really random note, it would appear akuma in a2 has a new move... I havnt been able to recreate it though. But ive deffintly seen it, and have done it on accident. Hell it might be with the other akumas to... but I was a2 akuma when I did it. Also if it helps if someone is bored, I pressed kick when I got it. shrug
Thank goodness I'm not the only one who has witnessed this. I think I was using V-Akuma when I saw/performed this new move though. Not to positive at the moment.
cent208
08-11-2006, 03:01 PM
Not sure if this is correct place to post this but I was just wondering if anyone transcribed Cammy's new ending , mid-boss conversation, and boss conversation in SFA2G. do you have a link?
fatboy
08-11-2006, 03:49 PM
And on a really random note, it would appear akuma in a2 has a new move... I havnt been able to recreate it though. But ive deffintly seen it, and have done it on accident. Hell it might be with the other akumas to... but I was a2 akuma when I did it. Also if it helps if someone is bored, I pressed kick when I got it. shrug
What did it look like?
dialupsucky
08-12-2006, 08:05 PM
Back to the cody thing, also if you are juggling him/hitting him out of the air whatever your doing, when he flips he cant block moves that juggle right when he lands... So say ryu can do a jumping strong, land wait for cody about to land then super hurricane kick, and you'll get all 13 hits of it for a 15 hit combo. Same idea with say ken or akuma hit cody wait for him about to land then dp super and every hit will combo. Rose can also do soul illusion combo, knock cody in the air whatever, then wait for him about to land then start comboing him on the ground again. To bad she doesnt have that slide infinite anymore. Shrug... Maybe you can do something like combo to level 2 punch super or something...
Also note that some moves have diff effects when you do this, like ryus super hurricane kick no longer causes the opponent to roll when you do this...
Anywho.. umm yea... Hrmm I wonder if this means can cody not reversal when he lands from a flip or something? Though its not like you cant block period, just if the move can juggle you cant block it when you land... Hrm random.
Also on another note for ryu,ken, and akuma if your opponent air blocks(seems to not work on hit, go figure..)a hurricane kick and is near the corner and you super,special whatever right when you land, you keep the momentum from the hurricane kick. Kinda cool looking for some stuff, say ken if you shinryuken right when you land,ken will move foward about qaurter screen and then do the shinryuken. Almost looks like he does dp super into. Dunno why it doesnt work on it, and only seems to work in the corner. Kinda like your sucked towards it if you can see it. Shrug
And on a final note, ive also seen the cpu somehow reversal out of a gaurd break. But wierd in that they were gaurd broken, then instantly it said reversal for them, and they got out of the broken stun. shrug
PBalla
08-13-2006, 02:30 PM
yeah
any idea anyone on what is included here?
Thanks
anyone?
dialupsucky
08-13-2006, 03:22 PM
just to say that fire effect thing, I guess it has to be from a move that causes you to roll THEN you reversal and you'll fight with the fire effect. However it seems unless the attack kills the opponent, the effect goes away after you are done with the reversal bummer....
A1 sodoms lp SPD and super SPDs ranges are still huge. To the point where you can acctauly SPD some characters as far as right when the round starts, just SPD, super whatever and it will grab from that far. Plus unlike rose who seems to only have gotten tone downs after coming from alpha 1, sodom acctauly got some stuff to make up for loseing unblockable roundhouse etc. Like the fact if you hit a lp SPD say... well right at the begining of the match a punch super will juggle even mid screen on most characters for huge damage. 50% or more if you get all 3 hits. Pretty ridiculous. Im sure if you kara cancled a stand roundhouse to SPD it would hit a lot more characters as well at the begining of the round. Also dont forget that A1 sodoms regular SPD cant be teched unlike the other throw characters.
You can also level 1 punch superX2 for almost as much damage as if you were to do the level 3 in the first place. Also you can chain combo end with stand roundhouse, fierce scrape, then level 1 punch super as well. The roundhouse has to hit pretty far away, but still a lot of damage. Also vs alpha 3 characters you can get a chain combo to a far distant slide then level 1 super as well.
Also perhaps obvious but vs cody you can get that kick SPD to level 1 super as well... Pretty shitty damage though.
dialupsucky
08-24-2006, 05:50 PM
threads starting to fall so ill bump i guess....
So no one else has found anything of intrest eh??? I Guess ill post something random, i dont recall it being in other games but rose apperently has 2 diff variations of her soul illisuion... Now normaly from what i remmeber in alpha 1 etc the shadows were always kinda diff colored flashly looking things. But normaly now in hyper(besides the fact that you also have one less shadow)the shadows are normal looking faint versions of yourself, but everynow andthen you get the more flashy shadows... Does this change anything? I was thinking maybe capcom did keep the rose slide unblockable stuff but you can only get it if you get those shadows(shurg hey who knows), but alas doenst seem to work when you get those shadows ethier.. Oh well...
Anyway is this new to hyper? And does it acctauly change anything?
Oh yea also umm in auto mode you can autogaurd A3 moves that are normal unairblockable with the autogaurd. You cant do this to a1-a2g characters.
Best Kind Boxer
08-24-2006, 06:08 PM
I haven't played in forever.. Haven't had the chance.
Congrats on the tourney placing btw!
Do you have any insight on what went down? From the sounds of it, most people used characters they used to use in the old games (and were dissapointed that they're not perfectly exactly the same). Were the players familiar with the new stuff?
Did you guys really play with dipswitches on?
dialupsucky
08-24-2006, 07:17 PM
Thanks....
As for what went down heres my foggy memory of it or something, umm basicly honestly most the tourny was acctualy alpha 2 characters. With random alpha 1, and 3 characters thrown into the mix. And jeron was the only one to play a "seekrit" characer when he was playing darkstalkers karin randomly.... Umm at first there was only like 12 people or so it started out as a round robin then later on more people enterd so it became a bigger round robin and couldnt really be finished or something so they took the top 8 from the round robin at that point and then point them into a regular tourny. I guess jeron said valle, mike, and him had highest scores at the end of round robin. but personaly I remember I only lost once period durning the round robin that i remember so im confused to about that but I guess it doesnt matter in the end....
Anyway started the regular tourny, again not enough time to finish it so then it got moved to the bathroom of coles room or something lol. Anyway in losers finals it was me vs cole and I think i needed one more round or something to vs mike again in grand finals but then some bs happend with some people smokeing weed outside the room so the tournment or something so the tourny kinda acctualy never got to totaly finish....
Anyway yea I didnt acctualy think I was playing that well, but I got lucky I guess cuz I dont think people were ready for, or rememberd how fast guy dizzys you shrug. And there are random differences so considering there was no casual of the game and say a characetr like a1 guy can dizzy you in basicly 2 overheads, and his regular throw does like 20% life at least, its hard to wing it against stuff like that. And its easier to just complain about it or something.
As for familar with the new stuff hrmm.. I dunno I dont think any of us there had played the game exstensivly id say it seemed maybe me and jeron had played it a bit more then everyone else, but nothing major. Then again I cant really speak for him, I only say this beacuse he was trying a lot of characters out shrug. Instead of not being ready for the new stuff, id say it was honestly just not remembering how good the older characters were, cuz i know i at least personaly didnt go for any glitchs or anything. Shrug
And yea dipswitch settings were on.
shrug anywho I had fun, I wanted to play more but there werent any casuals of the game. I guess maybe the tourny looked kinda ugly peopel were saying, but im sure once everyone gets more use to everything the old and the new things, the game will be more fun.
dialupsucky
08-24-2006, 07:29 PM
Anyway I can see a lot of potential in the game personaly, granted some characters seem to have got the shaft(cody.... that juggle shit vs him is pretty mind boggling how it got past the programers, unless they gave him some unknown bug that helps him out in turn for it)... But beause of the way everything works I think the game is way more then just a A1 random A2 fast. I mean jeron seemed to be doing well with that darkstalker shit. Plus I didnt even realize that darkstalker had pushblock crap. WTF is that bs? Lol Im sure thats hella good vs some characters. And some can probably abuse the hell out of it. Plus say characters like A1 sagat, hes all right and stuff now, but vs A3 cast(agian this is assumeing some A3 type characters pop up, who knows maybe darkstalkers karin shrug)hes hella strong. All his juggles are sooooooo brain dead vs a3 characters. And his combos do hella stun if not dizzying you out right. Where as say a character maybe like guy, only gets the super after the bushin combo and the cross up over head vs a3(not that, that stuff isnt good), but now its harder for him to do his dizzy combo vs the a3 characters then it is vs A1-2. As there smaller. Plus a1 guys stand fierce wiffs vs a majority of the a3 characters ducking so stand fierce run cancle type stuff doesnt work vs a lot of them, since then can just duck it. blah i dunno whatever just trying to defend the game a little lol shrug.. I think theres more to it then people give credit for shrug.
Best Kind Boxer
09-03-2006, 05:49 PM
Yeah, pushblock is wacky.
Hrm, can you negative edge their ACs? Maybe option select :r::d::df::db:+release :p:/:k: when you get up to have a block or AC?
Kyokuji
09-03-2006, 06:06 PM
Buddy, shrug less when you post, lol.
evilmuffinmanX
09-06-2006, 07:09 AM
did bradygames give us the missing info on there site yet?
Mike_Z
09-06-2006, 11:53 AM
Okay, so yesterday I noticed:
Alpha 1 characters -only A1 chars- get meter for whiffing Jabs/Shorts. (Of course this isn't true in actual SFA1). So if your char has a rapid-fire Jab or Short, you can have Lv3 in approximately 6-8 seconds. Ken gets more than half a level for mashing c.Jab after every throw, for example.
Mike Z
Xenozip.
09-07-2006, 01:08 AM
A1 characters.. As in the A1 characters in HSFA? Or does this also happen in the SFA1 stand-alone?
If it happens in both, that's terrible. :|
I wonder if there's a dipswitch that enables/disables it.
thaBadGuy
09-07-2006, 02:32 PM
Ok ive skimmed the thread and ive found conflicting statements made about this game bieng arcade perfect. Some say its an arcade perfect port some say its the best console port. I just wanna know which of these statements is most accurate
secondly can anyone confirm that giefs spd otg is in A3
please go easy on my the search isnt working
Mike_Z
09-07-2006, 04:49 PM
Xenozip - A1 chars in HSFA, not in the standalone SFA1. That combined with the roll-anything...hmm, so good.
They also all can combo after throws (ex Ryu corner throw -> Shinkuu Hadoken any level, or Lv3 Hurricane). Was this always true?
Also, A1 Dan's supers do crazy stun - Fierce xx RH Hurricane, juggle with any DP super does near full stun.
And to elaborate for Sodom: A1 and A2 Sodom can both do SPD, juggle with Lv1 Super Scrape for 50% (from FinalShodown). They can both also do Lv1 FAB to Lv1 Scrape for the same damage but invincible startup to the grab. (^.^) They can do Lv2 FAB to Lv1 Scrape for more damage than the Lv3 FAB. Sodom's nuts.
Mike Z
dialupsucky
09-07-2006, 05:31 PM
Nah ryu couldnt do that. Basicly after you throw(tech or not... Unless its one of the random techs that acctualy puts the thrower not at a disadvantage being able to be comboed) in this game anything that can juggle will juggle more or less it seems. Where as in other games of course it was more specific kinda stuff like guy knee bash to super. Now you could just do regular throw to super with out having to worry about timeing it right after the knee bash since well you of course always know when you get out of the regular throw shrug....
lol and yea seems sodom is hella ridiculous. Well they had to give him something for takeing out that unblocakble roundhouse shrug....
I guess since im posting again heres some random stuff I didnt bother posting before just to keep this thread going while its umm going.....
A1 adon....
-His combo to super seem more lax then in the orginal alpha to me shrug.
-You can link a super now after his jaguar tooths, works standing and ducking. However of course ducking is much easier... Then again hitting a ducking opponent with this move maybe not to realistic.
-Also seems you can link a super after his umm lk jaguar kick(? whatever the flip kick is). However always missed the few times I tried it. Ill assume its jsut timeing.
-His level 1 punch super to me seems more punishable now. Then again the move was always deceptivly PUNISHABLE in the first place even though it seemed safe so im unsure... Also seems the super has a higher chance of missing from far when countering moves then in the orginal, but maybe its just my imagination. All I know is useing the super to go through fireballs a lot of times the other guy can block the second hit. shrug
-And on a last note maybe not new but for certain moves adon flies the wrong way. Doesnt really help the opponent ora nything though. But it does make you automaticly get that green block? Blue block? Whatever the fuck that thing is in a3 when you block of course after being knocked down.
Xenozip.
09-07-2006, 08:48 PM
-snip- The dipswitches allow each game to be arcade perfect.
Yes, Gief's OTG VC is in (as with other OTG's).
-snip- Wow. That's pretty twisted.
Mike_Z
09-08-2006, 02:02 AM
Well, I actually got to play tonight.
A2 Sodom > A1 Sodom. A1 Sodom's normal throw puts them far from you at a low arc, and you need to super right away to juggle. A2 Sodom throws them waaaaaaaay up, you can actually walk up and Super when they're low enough that you always get the 3 hits. A1 Sodom can't do normal throw->Super on Charlie, A2 can. Plus A2 has the CC and all. And even if you tech the throw, you recover but he can do the super, and A3 characters still can't air tech so it's always guaranteed.
On the other hand, A1 Sodom's Lv1 Scrape has a ton of invincibility on startup.
Sodom really seems to be the king of dumb now - throw/super, throw/super, throw = dead, and still have a level left over.
Mike Z
dialupsucky
09-08-2006, 09:51 AM
Hrmm im gonna have to say a1 >a2. A1 sodoms range on his SPD is waaaaaaaay longer, to the point where you can grab some characters right when it says FIGHT. Its pretty ridiculous.(A2 sodom can only do this with his super)Plus a2 sodoms regular SPD is also techable, where as only a1 sodoms super SPD is techable. And teching SPDs is pretty lax. Super SPDs are almost impossible not to tech. You can mash when the game turns black and you'll always tech. So having at least something you cant tech is good. Plus A1 has random combos like chain combo yadda yadda HK, fierce scrape, level 1 super, or chain combo yadda yadda HK, level 1 scrape super, level 1 scrape super.
Hrmm didnt know about A2 sodom having a different throw, never realized that one. Intresting. Though I just tired it out and did you notice his kick throw is different to? Throws them right to the ground and LITTERALY does like one pixel damage lol. Hrmm I wonder if a a3 did that red hit thing durning the throw, would the throw acctualy do ZERO damage? Is that even possible? lol
dialupsucky
09-11-2006, 04:08 PM
I guess other random things to post... lol to important just trying to keep intrest in this game alive or something blah.....
A big misconseption of the game is that A3 characters can not tech A1-A2 characters moves. Which is just totaly false. The only thing is the game has some wierd rules about what can be teched, and what can not be teched...
If its a move that causes a effect to be on you(say fire, blue fire etc), theres a good 90% you can tech the move.(hell acctualy the only moves you cant tech that catch you on fire off the top of my head are ryus regular red fireball, kens shoryuken, and bisons pycho crusher.. meaning yes you can tech out of roses throw etc) Example you can tech ryus super fireball, sagats super fireball, akumas super fireball(and his red fireball)... However you CANT tech dans super fireball? Random.... Also other fire examples being you can of course tech sodoms rug burn, and his super throw if its the level 3 version since you well.. Your on fire....
Id like to note however for whatever reason the game has a bit more randomness in that overall theres a small chance you just might not be able to tech. I dun really get it myself. But sometimes the game just doesnt allow you to tech them. Granted its a very small chance(id say less then 20%), but still random none the less.
Also depending on how high a move hits you, you can also tech. Say for a random example say ahh I dunno alpha counters... if alpha counter hits you in on the ground or close to it, you cant tech. However if a alpha counter hits you higher in the air you can tech.
Also I dunno the specifics on teching say in a3. But now when you tech if you press nothing your totaly invincable till you land back on the ground, except to throws. However if you press anything at all, doesnt matter if its even lightly press back, you can be hit again.(I should note of coruse if it isnt obvious cody sucks and this doesnt work for him lol)
Also in case it wasnt obvious going back to the cody landing bug, it works for tech throws etc. So you tech a throw with cody, no you can not block a super that can juggle right when you hit the ground. Thus ryu could throw you, you throw break, his level 3 super hurricane kicks you for ful damage as you land... And well yea you cant do anything about it. (though acctualy I did never test if cody can reveral or not when he lands... to lazy to I guess...)
dialupsucky
09-14-2006, 07:46 PM
Oh yea another random thing off the top of my head, dunno if this was possible in any other game(shrug I certainly havnt seen it), but theres a way now to view how long youve been chargeing while playing. Ive only seen it once though and havnt been able to recreate it, but say with birdie there was a meter by his name that said what level his punch/kick bull rush was at. Kinda neat... But again I dunno how its done, as ive only seen it once.
Middlekick
09-14-2006, 10:13 PM
The Turn Punch display timer worked in the arcade version of A3, but only for Boxer: at the start of a round, hold Short and Fierce for at least 2 seconds.
Anyone manage to get the Sally code -- which makes Dhalsim's wife appear on whichever stage He fights on -- to work on any version other than the PS1?
Works on the Saturn version.
Can someone test if A2 Rose can combo after her punch AC in Hyper SFA? I saw her not be able to do it at Evo when Arturo was playing Cole, but Cole was playing Balrog; In A3, Rose can combo after her AC, so I'm curious if A2 Rose is the same, or if it just doesn't work vs A3/new-ISM characters.
dialupsucky
09-15-2006, 01:18 PM
Hrmm I see intresting.. Guess ill give that thing a try next time I play the game... Though I dont recall holding short and fierce.. shrug...
As for roses AC, I dont belive any rose can combo after her AC now in hyper.
dialupsucky
09-18-2006, 02:59 PM
Blah just trying to keep the discusion going.. blah ya.asfghoajsdfphijasfd....
Dunno if its in other games like a3 etc... but if you time fei longs 3rd rekka ken as fast as possible, he wont move, and will get pushed about twice the amount as usual, makeing him pretty much safe from everything but really long fast moves/fast long reaching reversal type supers.
Again dunno maybe its in other games but ive never noticed it before.
evilmuffinmanX
09-21-2006, 07:43 AM
wheres that shit from cent and bradly at?
dialupsucky
09-23-2006, 07:28 PM
ah random stuff I forgot to say....
For some reason randomly alpha 3 characters can still gain meter by wiffing throws, and other times they cant.... Im not sure how it "turns on" but theres a way to do it. Cuz I remember being bored whoreing that boss bison, and wiffing throws to build meter, next time I play, I cant do it anymore.... Strange.....
Also I might already said this(and maybe its old news so if so forget it)but if you time guys slide after a knock down in CC mode in a2 at the right umm time. his slide will be stationary... Dunno if theres any point or use of it of course but still kinda random..............
Duck Strong
09-25-2006, 04:36 PM
umm. CE Chun Li's close stand strong is unblockable is you do it meaty. wtf. I wonder if there are any more?
dialupsucky
09-26-2006, 02:59 PM
Did you try blocking it yourself? Some moves the cpu cant block for some reason unfortantly. So just in case you tested it vs the cpu and not vs human Id try that.
Xenozip.
09-26-2006, 03:06 PM
Was the mystery of Sunburned Sakura ever solved?
(I don't mean Marvel Sakura -- I mean Sunburned version)
Duck Strong
09-26-2006, 08:42 PM
I made the dummy perform it on me. Only a few times tho.
anyone know where can I find a dispwitch list for the new game ?
dialupsucky
09-29-2006, 10:47 PM
Random A3 juggle stuff vs A1-A2....
Again a common misconception about this game seems to me that you cant juggle A1-A2 characters is well totaly false... Also note this next stuff im about to post does NOT work for A1 or A2 characters. It is only A3 type characters vs A1 or A2.
Anyway....
To make a long story short basicly as long as the move isnt a move that knocks down, A3 characters can do juggle type combos vs A1-A2 characters if they were to try and tech roll. Example say A3 ryu hits a jumping strong, now if the opponent inputs a tech roll command now they can be juggled in the air with anything but throws. So ryu could just stand there and wait for him about to fall then stand stand fierce shoryuken or whatever. Its not tooooooooo hard to see coming cuz if a A1-A2 character does the motion for a tech roll after being hit by a A3 move, they go into a totaly diff animation then when they get hit by another type character.
Also note of course as long as they tried to tech roll the juggle will continue... Say for random combos say fei long could say anti air/air to air who knows whatever, then he does f+hk, then stand hp, shoryuken whatever. Combos like that. Or say rolento could do something random like anti air, air to air what have you then, d u+mp, land stand fierce, bomb super.(acctualy ive once gotten a loop with this... perhaps its a "infinite" assumeing you could time it? That is of coruse something like stand lp, d up+mpXn.... then again of course this is assuming the opponent continues to try and tech roll each time... So maybe a loop of it is a bit much to ask... But still certain at least a juggle combo is plasuable.)
Also note you can not do say.... stand jab infinite... or the same attack more then twice in a row it seems. Strange, usualy you have to mix it up with something say a stand attack, then jump attack/misc attack(say like a ryu hop kick who knows)then go back to a stand attack, then finish with a special o rsomething who knows.
Also this works for there throws to, so if you threw a guy and they teched then tried to tech roll whatever they can be juggled again....
Anyway yea remember this only works for A3 type characters. But its there at least... Plus it gives them something to combat all the stupidness of A1 roll almost everything(acctualy there is a way ive seen to make it so the game just doesnt allow you to roll for some reason... its pretty bizare and honestly I havnt played the game enough to try to figure it out, but ive deffintly seen it where you just cant roll for some reason... wierd....). And as I said the A1 or A2 character will acctualy go into a different animation then when they are hit by the same thing from a A1-A2 character. So its deffintly possible to be able to react to it somewhat.
Blah theres my random info for the week........ =[
Duck Strong
09-30-2006, 03:27 PM
nice find!
As long as you don't cause a knockdown (use a special), they'll stay in that state, and you can keep juggling.
..but, corner juggle A3 rules still apply. Also, after your first hit the rest will cause a longer hit reel... they'll fly further making it harder to get near them. This can be remedied by using VC tho, because it will keep the original "bounce" during and after VC.
There are some really silly combos like s.fierce xN and even a couple infinites. Also works against A2 characters.
..and Hawk's c.short does as much stun as his fierce attacks. wtf?
dialupsucky
10-25-2006, 04:33 PM
Forgive me if its been answerd in some other thread or something, but did anyone ever figure out why alpha 3 characters randomly can build meter by wiffing throws and sometimes they cant? Doesnt look like it was part of those dip switch settings so yea... anyone ever figured out what the deal was with that? I never botherd to try and figure it out myself since no one will is really willing to play me anyway.. sniffle sniffle woes me sniffle...
See, I wanna say "I'd play with you if you were here now" but that sounds so wrong...
Throw thing happens in the Saturn version too, IIRC. Just a revision from the original arcade versions so whiffing throws doesn't build meter so quick.
dialupsucky
10-25-2006, 08:02 PM
lol anyway....
Nah im talking about hyper version of the game though. I was playing once with that boss bison, and I was scrubbing it out with super pycho crusher, wiff throws to build meter, super psycho crusher, wiff throws to build meter yadda yadda... And then next round I couldnt wiff throws to build meter anymore. And I was never able to recreate it.... So theres some off there or something more to it shrug....
Ah, I see. Maybe it's just a dumb glitch, like how sometimes in MvC2 you can't do Smart Bombs with IM/WM.
Xenozip.
10-25-2006, 10:24 PM
Random A3 juggle stuff vs A1-A2....
-snippie- Two quick questions..
1) Wouldn't it be a good idea to just not roll at all against A3 characters? As in, do A1/2 characters retain their invulnerability if they don't roll (assuming the A3 character entered neutral)?
Therefor, aren't A3 juggles (that require neutral) rendered useless so long as you (A1/2) don't roll?
2) How does this effect A3 VC's?
Technically normal moves cause "knockdown" while in VC mode, but is it possible to break (enter neutral) VC combos against A1/2 characters?
Like, from what you're describing, is there any way an A3 character can juggle after hitting a neutral state?
dialupsucky
10-26-2006, 01:23 PM
Yea you can of course juggle a1/a2 characters some what with out the rolling thing just not as much. Honestly I really dont know much about neutral states and more complicated stuff like that, I only know kinda what works, works or something. So anything more specific like that your guess is probably better then mine. I never was really into a3, so... Probably better to test that kinda stuff yourself cuz I really have no idea about more detailed stuff like that shrug....
As for being a good idea just to not roll, well I dunno about never rolling but yea if someone knew about it, it would be a good idea of course not to roll as much. Just makes it a little less stupid I guess. But theres still a lot of moves that a1 characters can punish after being hit by. Like I know they can punish a lot of supers by rolling, and even some shoryukens they can roll to punish after being hit by them, and well you cant really do anything about it... I dunno it just makes it so you have to roll a bit smarter? I guess to say....
Anyway yea umm im dum and stuff so really best bet for more specific a3 stuff which I know jack shit about, youd need to test yourself or something sorry...
Xenozip.
10-26-2006, 07:22 PM
No worries, I just wanted to ask first to see if you already knew or not. I'm not really interested in HSFA so I haven't really done too much testing in that area (yet).
Duck Strong
10-26-2006, 09:25 PM
Yea you can of course juggle a1/a2 characters some what with out the rolling thing just not as much.
Not to be an ass, but with what? I'm curious because I've never* seen it happen with nuetral states. I could be wrong..
2) How does this effect A3 VC's?
Technically normal moves cause "knockdown" while in VC mode, but is it possible to break (enter neutral) VC combos against A1/2 characters?
Like, from what you're describing, is there any way an A3 character can juggle after hitting a neutral state?
It doesn't affect (impair) standard ones i don't think.
no they don't and yes with this trick*.
yes.
http://www.youtube.com/watch?v=EqqbXerjWO4
* Although I have done otherwise on occasion but haven't been able to recreate it.
EDIT: don't mean to be so abrupt.. it's late. sorry.
Xenozip.
10-26-2006, 09:39 PM
Yeah that answered my questions perfectly. Thanks.
So it is a bad idea for A1/2 chars to roll against A3 chars. Unless there is a way to juggle them after hitting neutral regardless if they roll or not (doubtful).
Iapetus
11-30-2006, 05:43 PM
All this talk about Hyper SFA makes me think - is SFA2/3 done for in terms of competition? Why did Kyokuji say SFAA is broken?
I am so confused...
^ because the modes aren't balanced enough.
Generally speaking, CE-ism > SFA1 > everybody. There are exceptions, but for the most part, it's true.
Iapetus
11-30-2006, 08:18 PM
^ because the modes aren't balanced enough.
Generally speaking, CE-ism > SFA1 > everybody. There are exceptions, but for the most part, it's true.
I am sorry, I didn't phrase my question correctly. Is the actual games SFA2 and SFA3 defunct now that Hyper SFA is in? Kyokuji said the games were broken.
jsheppar
12-01-2006, 12:41 AM
he most likely meant that hsfa is broken
Demon Dash
12-07-2006, 07:15 AM
Building meter by whiffing throws is a dip switch, chances are you changed the settings without realising...
So, what you're saying is you can juggle A1/2 characters regardless of neutral states as long as they keep rolling?
So I just noticed something... In the origional A3 does the computer cause the VC super screen wile it's in V-Ism? Because on AA it doesn't, I've only ever see me cause it...
If they roll AT ALL, it lasts until they enter knockdown state (or touch the ground I guess).
I believe only normals (non-knockdown moves) can cause it though.
Xenozip.
12-07-2006, 09:11 PM
Blue ism Rose is fun. c.MK xx short Drill xx super, easy confirm
Blue ism Birdie is pretty funny. Bull Horn/Head xx Super = 100% damage, easy confirm
Blue Karin, Fei Long, Juli, and Sakura aren't bad either. Too bad about CE and A1..
I think if you banned CE, A1, and A2... HSFA would be a sweet game. Basically A3, with new characters, and new modes.
Too bad it seems pretty fucking retarded to ban 75% of the cast.
Demon Dash
12-08-2006, 07:00 AM
Street Fighter Alpha 3 + anyone? It would be cool aswell as GS-Ism is a direct counter to V-Ism. Only problem is there's an eight hit CC limit, it might not effect gameplay much but people might be enclined not to play as it's different to regular A3.
dialupsucky
12-08-2006, 10:16 AM
the fact that something even as ridiculous as banning 75% of the cast would be banned prooves the game is not broken. Most games have a much smaller majorty of the cast being better then the others....
People are just all pissed that a3 type characters arent the best and even then if you ask me you just havnt found out everything about them. You can still build meter by wiffing throws somehow(I did not change the dip switch settings when I play it just randomly happend), parry groove has some way to not take block damage from anything(again I dont know how I did it but I did)..... theres lots of shit in the game its just a matter of people finding it instead of complaining about a1-a2 type stuff.
Xenozip.
12-08-2006, 09:42 PM
It's really just the extra-isms. CE-ism in particular is just stupid. Blue-ism is pretty stupid too, but not quite as stupid as CE-ism.
With the extra-isms allowed, I think the game is ridiculously unbalanced and mindless. Could be mindless fun, but still mindless.
^ You really think the extra -isms totally ruin A3 top tier?
As for A1 vs A3. I think it's ridiculous how bad it is.
Supers are WAY WAY WAY better in A1
A3 loses all nuetral state juggling (no air chasing)
A1 can roll and punish a TON of stuff
A1 normals >>>>>>>> A3 normals
A3 normals get WORSE against A1 (anti-air low strong, anyone?)
A1 characters are harder to crossup (wtf??)
A1 can build meter with whiff jabs (LOL!)
A3 loses most all VC crouch cancel setups
A3 VCs don't work as well against A1 (smaller hitboxes or some shit i dunno, stuff whiffs)
A1 specials are ten times better than A3
A1 can actually cause damage with fireballs (and they're better anyhow!)
A1 damage on the whole
A1 throws vs A3 throws.. nuff said
Blah blah.. Stuff like shoto air hurricane in A1 vs A3. What a joke.
Although yes, I think A3 can still win, it's not impossible.. I still think it's plainly obvious that A1 characters have the absolute BEST attributes/priority for their moves, while later on down the series as you go, all the moves get nerfed successivle but they give them more gimmicks/normals/etc.
Xenozip.
12-09-2006, 02:43 AM
^ You really think the extra -isms totally ruin A3 top tier? No. That isn't what I meant.
Do you think A3 + new -isms (minus CE) is unbalanced?
I gues I misinterpreted.
Xenozip.
12-09-2006, 03:38 AM
I came to the same (or similar?) conclusion everyone else did. CE > A1 > extra-isms sans ce > A3
But the point was weather it was broken (unplayable). I don't think it's broken. I just think the extra-isms make the game really linear and mindless -- maybe boring, maybe not boring, I dunno. That's all I was saying.
So you think Blue and Green are better than A3?
Hrm.. Interesting. I think they're good too. But I don't think they edge out normal A3 top tier. But I also don't think I've seen Blue or Green used to it's fullest.
Demon Dash
12-09-2006, 05:42 AM
Personally I think GS-Ism is probably the best (not including PS-Ism) simply because of it's defensive options. Push block counters V-Ism pretty well as if timed right nullifies the threat of unblockables. Also free alpha counters is stupid, it takes away the threat of them advancing offence simply because it's a guarenteed knock down and doesn't effect your super status.
BS-Ism isn't so bad I think, parrying isn't the easiest thing to do and though it's immune to super freeze, timing the first hit of a VCC can be harder than even counter activating with V-Ism. Super canceling isn't too bad, it's pretty perfect for what they have to compete with I think. Not entierly balanced, but no where near broken.
When the other versions are concerned, A1 deffinately comes on top I think. Although, I think Capcom knew that at the time as it seems to be designed to try and counter that. Only the A3 characters have the CC limit (something with the recovery system I think) meaning pre A3 characters can be mindlessly CC'd with GS-Ism's air chains till stun. Also when A1 players are thowing out chain combo after chain combo, GS-Ism players have their free deffense to either get them off them or knock them to the ground.
PS-Ism on the other hand though is completely retarded. Highest damage and stun factor in the game, plus they can't be countered... If I had to tier them (by predicting the highest level of play) I would say something like this...
PS-Ism
A1
GS-Ism, V-Ism, A2
BS-Ism
X-Ism, RS-Ism, A-Ism
Demon Dash
12-11-2006, 12:28 PM
PS-Sagat has possibly the gayest 100% I've ever seen... Seriously, j.hk, s.hk (stun), j.hk, c/s.lk, DP... Gay as hell...
dialupsucky
12-11-2006, 02:39 PM
Well I think its pretty obvious to anyone that championship doesnt even deserved to be tier since its obviously broken and unfair... At least if thats what ps stands for...
And yea the darkstalker thing is pretty retarded, though I dunno why no one ever mentions the fact you have no air block stun in darkstalker mode... Guess everyone just thinks of the push blocking etc. But you can do stupid shit like purposely air block a move that would normaly give the other guy the advantage then just come down with a attack to combo them for free, throw or whatever... I guess a easy example say ryu or ken alpha 1 do the tiger knee anti air hurricane kick which gives them a free attack since you land before them, well not against dark stalker groove since you can just cancle your block with a throw or wait till they land then cancle your block with a attack to combo. Or another example normaly after blocking adons flick kick hes at advantage well just press up back really fast then hit fierce as soon as you block to combo him etc. Not co complicated shrug and pretty dum.
Also im gonna have to disagree with parrying being pretty hard, its just a level below mark of the wolves in terms of parrying if you ask me. Just mash on shoryuken motion durning supers etc, and you just parried everything.
Xenozip.
12-11-2006, 09:44 PM
Yeah, the no-blockstun means you can easily chicken-block any jump in. Basically lets you escape Gief's traps for free (or anyones non-meaty jump-ins for that matter).
And I also disagree about parrying being hard. It's easy IMO. Maybe I put a bit more weight on it because I play 3S and CvS2. But, you can't meaty, you can't trap, there is no guessing game -- all that's left is throws and command throws. Option parries and option selects neutralize everything. Talk about silly.
Serious:
It's not even a question of how more or less broke or unbalanced/balanced they are. They are simply very very linear and "dumbed down". The extra-isms make the game "stupid".
down parry ftw! :looney:
:lol:
Demon Dash
12-12-2006, 05:36 PM
Personally I think it has potential... V-Ism's devastating, but now with Ism's that directly counter it I think it would be interesting finding out the true and propper way what's the best Ism in that game... Not including A1 of course. I think A2 is acceptable, BS-Ism counters that directly aswell so it would be an interesting match.
You know, GS-Ism could probably counter A1 if it was used properly. Spamming of chain combos is easy bussiness for push blocks and alpha counters; especially free alpha counters. Although the damage is silly high, no where near that of PS-Ism, but it's up their in the top of the list.
Edit: Although, do any of the changes between A3 and A2 benefit the characters at all in A2?
^ don't forget that Green builds lvl3 super in the time it takes A-ism to build lvl2... and they have access to all supers. Since most lvl1 supers are fucking garbage, I don't see any reason to pick A-ism for the most part, never mind the extra stuff.. Actually, Green and Blue ism are just beefed up version of A and X-ism right? (does blue get CPS1 chains?)
A2 vs A3 is the generic better priority on moves, better vulnerable hitboxes, better roll, fireballs that cause damage, throw stuff, can't be jugled after neutral state.. supers that hit better/have more invincibility/do more damage/have way better super freeze, etc. I think everyone got sorta nerfed in the transition to A3, but loaded with new gimmicks/normals/etc.
I think it's basically like the benefits that A1 has vs A3 but less so. ..and you give up chains for CC. This is speaking broadly on the whole, as character differences and new moves change a lot as you know. Like, a move might be more invincible in A2, but not be as practical as it is in A3. I think you'd have to examine characters individually to form a decent opinion.
On paper, Blue-ism is insanely good. But does anyone know how parries really work yet? Do they freeze the opponent at all/how long? Is there a sloppy vs tight parry a la 3S? Are there limitations that prevent you from parrying? Why can you hold forward for free-parry during super freeze, but can't hold down? What makes you drop straight down to the ground when you parry at the beginning of your jump? Blah blah.
dialupsucky
12-12-2006, 07:54 PM
parry does get the CPS chain, as well as random super cancles on some moves, like say evil ryu can super cancle the fake rush fierce etc. As for parrying I dont know anything concrete about it other then you can mash it almost the the point of mark of the wolves stupidity and still parry supers. And of course like ive said before I know theres a glitch or bug or something with parrying and then takeing no block damage just dunno how its done shrug...
Does anyone know if any site ever put up all the changes from character to character from there orginal form to there hyper form? I was skimming some sites and found differences from the acctualy arcade version to the supposed "perfect" versions in this game, but nothing about all the diff to hyper etc.
Xenozip.
12-12-2006, 09:34 PM
supposed "perfect" versions in this game What's imperfect about them?
Don't forget the dip switches aren't set up correctly by default. Adjusting the dip switches makes certain things (and characters) more arcade perfect.
dialupsucky
12-12-2006, 09:48 PM
guy stops closer to the opponent then he does in other versions. You use to be able to get a stand mp, hp, short run and it would automaticly stop for you. But in the ps2 version guy doenst stop automaticly from this distance. Where as well he did before.
Dan could combo after his alpha counter in a1 supposedly(Acctualy I never knew this, but I read it on a japanese site, so I cant really say for sure myself.But I dont see why theyd lie shrug..)
Evil ryus raging demon is only suppose to hit 12 times but it hits 15 in alpha 2. Yet it hits for 12 like it suppose to in hyper go figure. (dunno anthing about alpha 2 dip switch settings though, so I dunno if this fixs it)
http://wiki.livedoor.jp/sfh21/d/%c1%ed%b9%e7%a5%d0%a5%b0%be%f0%ca%f3
theres other stuff there, though it doesnt have some things like say the guy run cancleing farther away.
Xenozip.
12-13-2006, 02:50 AM
Which game does that Guy run cancel difference apply to?
I remember specifically arcade SFA3 (980904) Guy did not automatically stop, you had to input another kick to stop the run or wait till he got close enough to the opponent.
According to that page you linked, there's only 3 differences for SFA3:
- Juni's Earth Direct (360 command throw) against Sodom would cause a game crash and that glitch was fixed.
- Rolento could pogo (air down+MK) infinitely after KO, and that was taken out (and I'm pretty sure that was taken out because it could crash the game).
- And the third difference refers to something about Dan's "Orikon".
There's nothing listed for SFA2 and the only thing listed for SFA1 is the thing you mentioned about Dan's alpha counter having combo potential.
Demon Dash
12-13-2006, 04:06 AM
I know a bit about parrying... Firstly there is no difference between high and low, low attacks can be parried high and high attacks can be parried low. The only thing that can't be parried low are over heads. Secondly parrying is immune to super freeze, meaning you can wait for them to activate a VC, super or even Valle CC and parry on reaction. Lastly you can only counter attack in the recovery of their move, you don't get a free window instantly like in 3S, you can only attack while they're recovering. This will probably lead to the parrying of light attacks being useless, as they have short recovery periods...
Middlekick
12-13-2006, 07:40 AM
Evil Ryu's Shun Goku Satsu shows 15 hits on the combometer in arcade SFA2. In the home versions of SFA3 and Upper, this was changed to 12 hits. The different versions of Evil Ryu should reflect this. Is this not the case?
Demon Dash
12-13-2006, 07:43 AM
I'm unsure, I'll test it in a short while...
Just thinking about parrying, wouldn't it make sense to parry the first hit of a VC and instead of blocking just stick out a light attack to knock them out of V-Ism?
Edit: Yeah, 12 hits all round...
Middlekick
12-13-2006, 08:48 AM
Edit: Yeah, 12 hits all round...
Could you list the hits for each version of Evil Ryu's SGS in SFA2, A2G, SFA3U, HSFA2, HSFA2G, please?
Xenozip.
12-13-2006, 09:26 AM
Also, is there a damage difference or is the number of hits the only difference?
Demon Dash
12-13-2006, 10:13 AM
Could you list the hits for each version of Evil Ryu's SGS in SFA2, A2G, SFA3U, HSFA2, HSFA2G, please?
Also, is there a damage difference or is the number of hits the only difference?
Will do, I'll post up shortly...
Edit: Although, what are the codes for Evil Ryu?
dialupsucky
12-13-2006, 01:41 PM
I dont have a exact damage or anything but in hyper alpha the rageing demon does a fair amount more with a2 versions of evil ryu then it did in the real game. But then again just like anyone from a1 or a2 all the characters seem to have quite a few random differences, which is why I was asking if anyone had seen a site or a complete list or anything...
As for the guy run cancle im talking about a1. The game use to automaticly stop it for you at a good distance where basicly you were still far away but close enough to throw. Like I said you use to be able to do right next to the guy a stand mp, hp, qcf+lk and the game would automaticly stop it for you as quick as possible. So no worry of say randomly stopping it a few frames or whatever later then you could. But now it only works with say a stand fierce alone. You cant acctualy get any kind of chain for it to work.
And just to say in case you didnt know orikon is custom combo.
Xenozip.
12-13-2006, 01:46 PM
-snip- Hmm, interesting. Thanks for clarifying.
Demon Dash
12-13-2006, 02:00 PM
Hmm, I just noticed something wierd... Does Juli have a charge move? Because I was just playing random vs mode and she charged up her health...
For some reason even if I disable Classic in random vs mode (HSFZ) it still shows up.
Xenozip.
12-13-2006, 02:12 PM
In SFA3 by default human players can't use either Juli or Juni's charge-up moves. There's a dipswitch that allows human players to use the moves in Dramatic Battle when both Juli and Juni are paired as a team.
However, I'm pretty sure the CPU always has access to both moves.
(Star 2-04 in SFAA->SFA3)
I dunno about HSFA.
Demon Dash
12-13-2006, 02:24 PM
Well they're still there at least we know that much...
Edit: Brain storm, it's a long shot but do you think it's possible you can do it in RS-Ism? Being the equivelent of boss mode... Do you know the command for them in dramatic battle?
Xenozip.
12-13-2006, 08:49 PM
^ V
- Juli: The following moves only work in Dramatic Battle Mode:
XAV Psycho Charge Beta Press KKK
XAV Psycho Charge Gamma CPU Juli only
A Psycho Rolling qcf,qcf + P
A Death Cross Dancing LP,LP,f,LK,HP at Level 3
- Juni: The following moves only work in Dramatic Battle Mode:
XAV Psycho Charge Alpha Press PPP
A Psycho Rolling qcf,qcf + P
A Death Cross Dancing LP,LP,f,LK,HP at Level 3
Always remember Chris.
FYI. in case it wasn't obvious the super moves are tag team supers that require both dolls on the same team (Dramatic Battle).
I dont have a exact damage or anything but in hyper alpha the rageing demon does a fair amount more with a2 versions of evil ryu then it did in the real game.
Wow, that's weird. I though most things did more damage in the original version (reduced in HSFA)
This thread needs more match vids. Surely there must be some random japanese site with vids of this game?
lomo the kid
12-14-2006, 01:58 AM
I'm sure such a site could exist somewhere out in the deep and dark net. But how to find such a site when it's written in japanes and you just can't search for it? That's sad.
dialupsucky
12-14-2006, 01:55 PM
Oh yea one more thing about the parry, about that how if you parry right when you jump in the air you fall down, thats acctualy pretty abuseable, cuz you can to use a horrible term chicken gaurd with it in a sence as well. Someone does a jump in attack, instead of doing a stand parry to combo, jump up/foward really fast, then hit whatever air attack you want to do, then land and combo them. Easier to do then say that chicken gaurd stuff with the darkstalker groove since you arent pushed back at all.....
Ive also parryed before randomly while I hit the 2kicks to do the safe roll, I like didnt even get a chain to get into the roll basicly. I got knocked down then all of the sudden im parrying...
Also sometimes it seems you parry even when you dont mean to. I dunno how to explain I guess... parrys just weird in the game or something...
Other random stuff... Umm... For some reason I dunno if this happens in alpha 3, but you can meaty attack and it will count as a counter hit(as in the opponent will fly up)yet, theres no counter hit on the screen, they just get counter hit for what seems to be no reason... Unless this is something obvious and im missing it.
Ah P groove ryu can do this combo vs thawk... with ryu in the corner, cross up mk, duck lk, rush fierce(with chain combo glitch thing), duck mk, fireball, super fireball... Kinda cool or... something...
Alpha one ryus super hurricane kick combos from little attacks where it did not in the orginal game.
Oh yea back to ryus rush fierce anyone know if theres a ryhme or reason to the randomness of the stun the move gets. I can set the cpu to rapid fire and randomly I cant link after the move even though im in the same spot same sitution. Just sometimes a duck mk wont link after it even with the rapid fire button on the whole time. Hell a couple times ive gotten a stand fierce to link after it. But I just cant recreate it all the time, even when im in the same spot same thing... weird...
Oh and maybe obvious or old so ignore if so, but with some characters whos throws do stun, if the throw is the first move that stun will not go away on its own time wise. It will stay there till other stun in inflicted on the other guy. However if the throw is done if they already have stun of some sort it will go away by time like normal. pretty random... And again doesnt work for all throws that do stun only some.... And yea if old never mind ignore...
dialupsucky
12-14-2006, 03:53 PM
Oh .. one more thing to add at least I think one more thing I forgot if I ever said it or not, or hell maybe someone else already knew of it. But alpha one chun lis lighting kick is a infinite vs rolento(a2/a2 gold) if you cross up with it.
Xenozip.
12-14-2006, 08:45 PM
^ Oh, I meant to ask you for referance/clarification what arcade versions of A1 and A2 are you using for comparisons?
And I also noticed on that chart and also from one of your posts that Hyper Alpha acts differently in some of the cases than the PS2 A1/A2, and I wanted to ask if it was Hyper or the vanilla versions that mirrored the arcade versions more?
dialupsucky
12-14-2006, 09:09 PM
Dunno what arcade versions just the ones when I was a kid if thats waht you mean. I didnt know anything like versions etc back then. Just played what was at the arcade and stuff. Unless you count the ones in this game it self. I have the sega saturn verisons of alpha 1 and 2.. if that.. counts I guess as well.
Dunno what you mean by hyper and vanilla versions. Theres more then one version of hyper alpha? With all the alpha characters in one game in some vanilla version or something? Im dum, dunno the slang of what vanilla is.
Xenozip.
12-14-2006, 09:44 PM
I'm mean when you load SFAA and then load SFA1 (that's vanilla SFA1, not Hyper). As apposed to loading Hyper.
That site suggested that Hyper acted differently than "plain" (hence, vanilla) PS2 SFA1 and PS2 SFA2 in SFAA.
I don't know what is different in the Sega Saturn versions from the Arcade. Saturn SFA2 has a kick ass art gallery though.
Also, I don't know if there are any big differences in the arranged mode of SFA2 (in SFAA).
dialupsucky
12-14-2006, 10:05 PM
oh yea yea yea... Of course. I dont think any character is the same from alpha 1 or 2 to there hyper alpha 1 hyper alpha 2 versions. Thats one of the things I was asking what are all the differences...
I know just in genral stun seems different all togther. In alpha 1 and 2 its quite hard to do meaty fireball type combos. Yet when you play a hyper alpha1/2 version of the character its like your fireballs do more stun, its pretty easy to link moves after meaty fireballs. Or perhaps its that fireballs are bigger in hyper then they were orginaly in the other games. Or maybe characters are bigger or something. Also diff stun wise say that ryu example I used above how orginal alpha 1 ryu can not combo super hurricane kick after a light attack, yet hyper alpha 1 ryu can. I dunno why, it could be super hurricane kick is faster in hyper, maybe his light attacks just do slightly more stun, or maybe its some random bugish type thing like the tiger genoicide not being able to combo in alpha 1(maybe ryus super hurricane kick fell into that same catagory in alpha 1 even though I dont belive it did). Id almost lean towards little attacks doing more stun in genral though, cuz stuff like cross up mk, duck lkX3/4, qcf+hp with ryu is noticably more lenient. Other things like a2 evil/ryu links after stand roundhouse also seem much easier as well then orginaly.
I guess one random example is in hyper alpha adon gets knocked the wrong way from random moves where he didnt in the orginal game. Some moves just make him face the wrong way for no reason.
blah I dunno theres so many differences.... take to long to all find out, write down.
Or if this kinda stuff wasnt what you ment then never mind. Everything is flying over my head then and im just dum....
I think A3 Akuma can link two low strongs in HSFA. I don't remember that working in other A3's.
Xenozip.
12-15-2006, 07:21 AM
That's strange. The stun caused by T.Hawk's Storm Hammer persists (doesn't reset) in arranged SFA3 or HSFA.
Normally stun will reset to 0 after a while if the character doesn't get hit, but with T.Hawk's Storm Hammer the stun just stays there untill the player gets hit or blocks something, then the reset flag goes back to normal. But if T.Hawk causes a bunch of stun (let's say 15 points) and then grabs with Storm Hammer (raising stun to 19 points) then the stun will linger.
Is that supposed to happen?
dialupsucky
12-15-2006, 10:42 AM
Not to my knowledge, but like I said it seems random, and not every characters acts that way say, championship characters throws that do stun do go away, but someone like P groove ryu doesnt go away if its the first hit like thawk. Pretty random.
FullMetalRoss
12-15-2006, 10:51 AM
That's strange. The stun caused by T.Hawk's Storm Hammer persists (doesn't reset) in arranged SFA3 or HSFA.
Normally stun will reset to 0 after a while if the character doesn't get hit, but with T.Hawk's Storm Hammer the stun just stays there untill the player gets hit or blocks something, then the reset flag goes back to normal. But if T.Hawk causes a bunch of stun (let's say 15 points) and then grabs with Storm Hammer (raising stun to 19 points) then the stun will linger.
Is that supposed to happen?
someone said in an older thread that the in all the console versions, T.Hawks storm hammer stun persisted. And it's a special case. Lets say you do umm cr.j, st.j xx DP. Then land a storm hammer. Stun gets stuck at the current value. Now you do something else, like hit them with jumping jab, the stun should once again be put into a normal state and reset, unless you hit them with a storm hammer before it resets and then boom more stun. It's pretty weirddd.
lomo the kid
12-15-2006, 03:01 PM
I also wrote about this T.Hawk gimmick in this thread. Maybe you want to re-read it: http://forums.shoryuken.com/showthread.php?p=3428823#post3428823
dialupsucky
12-18-2006, 01:35 PM
Other random things....
Apperently I was wrong with the list I gave at first for all the characters rose could now combo after her throw on as alpha 1 and 2(at least I think it was 2 as well).. Apperently some characters like sagat is totaly random. So just trying once isnt good enough. Randomly when you throw vs sagat he just doesnt move. Theres just no set reason for why sometimes it works and sometimes it doesnt it seems....
Also although her unblockable etc doesnt work anymore, seems you can get a shit load of jabs while in her shadow mode which if you have a some crazy hands can almost out right dizzy someone just from that period.
Also did anyone ever find out why her shadows are randomly different colors in this game? And if they ever do anything different?
You can now combo into her fireball super from little attacks, and juggle with it from farther away then before. Hrmm I think maybe in hyper the whole way supers works is just different and thats why all these supers comboing from diff ranges or comboing period works now.
Also on a random note maybe its old but apperently moves do more stun when there part of a combo then normaly. So say something like in a1 rose can not normaly link 2 strongs in a row, but if its in a combo like jab, strong, strong. She can... Theres other various random things like that but yea kinda wierd. Oh and it does not happen if the first hit is a jump attack. It has to be a ground attack for the property to start takeing effect or something. So no jump kick, then 2 strongs in a row that doesnt work.
EDITED:::::::::::::::::::::::::::::::;;;;; Rose can link 2 strongs in a row, but forwhatever reason it seems easier when you combo into it... Hrmm maybe its just some rapid fire bug whatever fuck me I guess.
Demon Dash
12-18-2006, 07:33 PM
Other random things....
Apperently I was wrong with the list I gave at first for all the characters rose could now combo after her throw on as alpha 1 and 2(at least I think it was 2 as well).. Apperently some characters like sagat is totaly random. So just trying once isnt good enough. Randomly when you throw vs sagat he just doesnt move. Theres just no set reason for why sometimes it works and sometimes it doesnt it seems....
I experimented with this when it first came out, as long as you're talking about Hyper. As far as I could tell it's a bug in training mode with the dummy. Depending on what recovery you have it on determines how well and often it tech flips. I've always had mine set to back because it recovers more often for some reason.
dialupsucky
12-18-2006, 07:38 PM
no alpha one rose can combo even alpha 1 and 2 characters. When she throws the character instead of flying away, they just fly towards her body allowing you to get a throw super and stuff.
^ ahh! yeah, I've seen that!
Did anyone figure out how you make V-Ryu hopkick into hurricane infinite setup to work reliably on A1/A2 characters yet? (or did i miss that?)
I dunno if I'll ever firmly believe a tier ranking in HSFA. There's too much cheap crap. Like MvC2 but with no big scene to flesh it out.
dialupsucky
12-19-2006, 01:26 AM
Well ive already given my opinon on the alpha 1 characters in some other thread.....
Top tier imo is...
Akuma
Ken
Charlie(auto mode only)
Next tier
Sodom/ryu
Guy
Next tier after that gets really iffy, cuz you some characters like sagat is pretty strong vs a3 type characters, but not so much vs other characters. Dan is pretty good as well, juggles easier then he use to, he can combo from larger ranges then he use to be able to all that kinda stuff. And of course adon got better etc etc... Birdie was basicly shitted on so hes probably pretty low. Only thing they gave him was he can take more damage and is harder to stun. But you can tech his throws now and yea.. he just didnt get much. Rose got significantly worse as well compared to her orginal form... But shes not that bad all things considerd as well....
Anyway... I think quite a few darkstalkers characters and some P groove characters as well. Both have enough defensive options to even out the huge priorty difference from a1 to a3 types if you ask me. So it evens it out I think. P groove regular ryu seems pretty good to me. He has a lot easy basic stuff that does good damage, and seems to benifit from parryings modes a lot. Id say evil ryu in green groove and P is good as well... But he seems to reaaally have to rely on everything extra he gets cuz the priorty difference from ryu to evil ryu when fighting someone like a alpha one character is pretty bad. Also to bad you dont have access to all your supers in P groove cuz besides random gimmicks etc for rageing demon etc(and even then its to little of damage overall)he could really use something as brain dead as P groove ryus easy super fireball combos. Evil ryu also can combo in and out of hop kick in darkstalker mode, but yea priorty on his moves are pretty low so hard to abuse it. To bad....Other then that theboss groove characters are basicly pretty much left out. Besides shin bison seems to me. All the other ones with there new moves dont seem to matter to much since they inevitably have low priorty compared to alpha 1/2 characters so pretty hard to abuse them. And of course championship doesnt count cuz... it doesnt count.
Anyway yea I think tier list in genral is basicly almost all the alpha 1 characters are good, the characters that were good in alpha 2 and alpha 3 are still good, and random good characters in darkstalker and Parry....
^ well that's kinda what I mean. You can see which are ones are some obvious stand-outs... but there's like 30 other "don't forget this" and "this might be good too" and stuff like that. Then there's also character specific matchups to consider when trying to rank characters and there's hundreds of those.
There's a lot of "OMG that's mad cheap lol" stuff with lots of characters, sorta like marvel.. but with no big scene to fully flesh out all the differences and matchups. Marvel was a much different game at the beginning.
I bet 2nd tier in HSFA probably has 30 characters in it. :lol:
dialupsucky
12-30-2006, 08:39 PM
No one else has anything to add eh.... Sad, seemed like everyone liked the game at first, even convinced me to buy it in a sence, so I get it right before evo, and then after evo, the game is suddenly trash etc... Seems pretty retarded.... Oh well...
On a random note dunno if this is known or old or something, but after you guard break a character in the air(say make them block move, then jab them out of air something to that exstent), the stun they recive is less then normal. Also add to that, the one cody juggle glitch does no apply after you gaurd break him period. pretty random.
lomo the kid
12-31-2006, 06:15 AM
dialupsucky,
just because "someone" says this and that game is trash, should harm your opinion. I purchased this collection just for A3. Hyper Alpha is a great bonus, but sadly I don't have anybody to play it with. Everybody just wants to play A3 with me, which again is very great for me so I don't complain.
A3 is the best fighting game outhere and we have it now and should party hard. :wgrin:
I think the game deserves a chance.
I don't play it much (as everyone wants to play A3, and I rarely play SF anyhow), but I think it could hold up.
I just haven't seen this game reach it's peak yet. There's so much for people to learn, employ, to use and abuse, but we haven't seen anyone really do it. We know what in theory is good, but we haven't seen it done.
..and even if we did, we'd know that something could beat it. There's no scene for this game, the only vids we see are the little bullshit vids that *I* make, and the game itself is a joke for all the OG alpha players.. (it seems)
I bet if this game was released for arcade in Japan (like HSF2:AE) this forum would be as busy as Paris Hilton's handlers.
dialupsucky
01-01-2007, 11:35 AM
Yea I agree on the japanese part...
Anyway I was talking to obot and he said he may give me his old capture card so ill try and make some fun videos of the game showing some cool things, or find some new things... maybe illfigure out how I did that backwards akuma demon flip thing or whatever I did that one time... Maybe I can make the game look fun somehow or something...
dialupsucky
01-04-2007, 08:20 PM
Dunno if its old or not, but whatever... Birdie, geif, and sodom can not jump out of rageing demon set ups etc... So even something as the ever ghetto sweep, then meaty rageing demon, they acctauly cant jump out of that. Or say with evil ryu in P groove stuff like rush fierce, rageing demon is unjumpable for them....
Then again of course they can always just throw you.. but whatever if they go for the more obviously used option of jumping away from stuff like that. Its not possible for them. And of course if it isnt obvious saying that, birdie, geif, and sodom of course can not escape well timed tick throws with jumping away ethier, they must throw themselves/or reversal to get out of it. shrug
Again if old never mind....
Lv.32 Z-Ism Rose
01-04-2007, 09:08 PM
Dunno if its old or not, but whatever... Birdie, geif, and sodom can not jump out of rageing demon set ups etc... So even something as the ever ghetto sweep, then meaty rageing demon, they acctauly cant jump out of that. Or say with evil ryu in P groove stuff like rush fierce, rageing demon is unjumpable for them....
Then again of course they can always just throw you.. but whatever if they go for the more obviously used option of jumping away from stuff like that. Its not possible for them. And of course if it isnt obvious saying that, birdie, geif, and sodom of course can not escape well timed tick throws with jumping away ethier, they must throw themselves/or reversal to get out of it. shrug
Again if old never mind....
the only thing i can think of that would cuase that would be that their jumping frames were altered, whether slowed down, takes longer to get off the ground, or something along those lines. What Ism where the poor victims?
Kyokuji
01-04-2007, 09:25 PM
Lol, dial, aren't you the dude who refuses to accept that Guy was top tier in A1?
Honestly, there's no reason to play AA over A3 unless you really really like using the Upper characters.
Alpha Anthology is just one giant infinite/re-dizzy fest. Plus it's way too rock, paper, scissors for its own good. I don't think the well known players care too much for it either. There was like 0 enthusiasm for it at last year's EVO, and some of the people didn't even show up for their matches.
dialupsucky
01-04-2007, 09:44 PM
No im the guy that said he wasnt the best in the game. Which he isnt, akuma and ken are. Also if you think the game is one giant redizzy infintie fest then obviously you havnt played it very much. As for people not showing up for there matchs etc, id assume thats beacuse the tourny was on and off the whole weekend, and the the very last day it was me and watson in the finals and we never even ended up getting to finish it cuz there just wasnt enough time with everything else. So im sure half the time people didnt even know when to show up in the first place. Me included as I wanted to play in more matchs vs people durning the round robin, and then at the end of one day I had heard it ended and they were switching the tourny to semi final thing for the next day shruuuuuuuuUuuuuuug.
Oh.. As for the throw crapola, its only vs a1-a2 version of birde sodom, and all versions of geif
I thought Gief has almost always been pwned by demon on the getup throughout the alphas?
Dunno the specifics, but I remember "sticky throw" stuff like that being in A2. They also changed throws in HSFA somehow . Like how Gief can SPD most charcters on getup before they can jump.
-=KOH=-
01-16-2007, 07:01 PM
I think people are kind of overwhelmed by how much random shit is in Hyper.
I would play it the game more, but doesn't seem like anyone cares for it. I still play a3 though on and off though.
What I don't understand Is why people expect it to be alpha 2 or something when It's easy to consider it an entirely new game.
dialupsucky
01-25-2007, 11:27 AM
Blah other random stuff....
Basicly everything in the game now can be damaged bufferd now.(besides alpha 3 version of guys rageing demon.. though maybe I was just missing it or something)However one weird thing is unless I was missing it(I didnt duldge to much time into it shrug)or something, if its a alpha 3 vs alpha 3 type, you can only damage buffer one hit of the others throw type super. Where as if it was say alpha 3 character vs a alpha 2 geif or something, you can damage buffer every "hit" of the SPD super, so if you teched it, and then damaged bufferd obviously it does really like no damage. I think it something like 40 something if you teched the throw and then 20 or so if you teched it and damage bufferd it... Yea blah anyway dunno why doesnt work if its a3 vs a3.. But maybe I was missing it... shrug...
Also seems rageing demon supers only get bufferd slightly like... 10 points around etc... Unless theres a better way to mash it shrug........
Blah other random useless things.. Though maybe I already mentioned them I forget.... Reseting the game in alpha 1 durning akumas rageing demon can cause the game to glitch up bug out for a bit graphicly wise....
In P groove doing a teleport to rageing demon and then having the other character super glitchs out the shadows... Yea I told you useless but looks neat.. or something....
In all versions of training mode you can attack before you can record... Hrmm not sure how to explain well.
Moves cuz different effects randomly... Dont see a ryhme or reason for it... 2 off the top of my head would be I guess rolento trip wire super usualy puts the opponent right next to him(behind or in front)but every now and then the opponent will bounce towards the corner for no reason. Also you can sometimes cross opponents up in the corner after the roll. But sometimes you cant... Dunno why I can record it to do the same thing every time and it doesnt work. And ive tried it many times myself... Sometimes you can sometimes you cant shrug...
There was also something random about moves that charge... But... I forgot about it...lol*scratchs head* oh well..
Or if this is all old then neeeeeeeeeeeeeeeeeeeevermind.
evilmuffinmanX
01-30-2007, 01:13 PM
you should make a mook sucky! =:0D
dialupsucky
01-31-2007, 09:19 PM
Random crap old obvious maybe whatever probably...
A1 akuma seems to do a fair amount less damage in general. Juggle combos specificly(dp super as well)... Where as before doing a fierce shoryuken in juggles was ok, now it always seems to do less damage then if you were to just do a jab or a strong dp. Maybe the "random" factor for akuma was leaned toward the bad side or something. As yea just seems in juggles you'll never get that super damaging dragon punch to make the combo do a lot with the fierce. So always seems better to do jabs or a strong.
Of course though saying all this rageing demon does do quite a bit more damage then it use to.
Another thing to add to the theory of maybe akumas "random" damage was adjusted was although things like fierce shoryuken do quite a bit less, red fireball seems to do quite a bit of damage fairly regularly.
Hop kick is slower, and no longer gives the advantage. To bad as cuz of the way supers seem to work in the game etc you probably could combo after hop kick in hyper... Speaking of that...
super fireball now links after overhead, and pretty lienent on distance and timeing as well unlike before, so that makes his overhead even more abusable then before.
Also although you can no longer combo after level 3 super fireball, comboing after level 2 super fireball is much easier now, works mid screen, and is not flippable to A3 type characters. However the damage is quite a bit less then it use to be. And of course its a level 2, so that means its already shitty in general going by a1 standards....
His demon flip to grabs like guy no longer grabs ducking opponents. Also the backbreak one ethier has more recovery, or the opponent bounces up lower.. Ethier way timeing for combos after is harder...
Air hurricane kick spins one less rotation now.(very random... Randomness like this again makes me think they acctualy took time on the game... maybe)
Also once I was doing his rageing demon I did 2 stand jabs, and then all of the sudden I got a regular throw. 1. It was fast enough to the point it looked like it comboed. 2. theres no way I should have been able to throw from that distance? Some random kara cancle bug thingy maybe? Then again ive also seen adon in hyper throw from a qaurter of the screen away litteraly. He has long throw range, but qaurter screen? Again I assume maybe there some kara cancelish thing you can do now in this game...
Hrmm anyway I think thats all of a1 akuma changes in this game, of course he has all the regular stuff that shotos got like hurricane kick sucks in, easier to do that ryu dizzyish combo(though akumas fireball knock down is still smaller then ryus), stuff like that. And as ive said before they took away walking over the body rageing demon stuff, and hes missing his player 2 cross up crap, and random cross up stuff you could do with him in general in a1. Seems Bison is the only one that kept any of that shrug.
Final note I belive that one japanese site I posted about awhile ago added some other bugs that are in the game that werent in the orginal or vise versa. Of course not that anyone seems to play................................
Blah other random stuff....
Basicly everything in the game now can be damaged bufferd now.(besides alpha 3 version of guys rageing demon.. though maybe I was just missing it or something)However one weird thing is unless I was missing it(I didnt duldge to much time into it shrug)or something, if its a alpha 3 vs alpha 3 type, you can only damage buffer one hit of the others throw type super. Where as if it was say alpha 3 character vs a alpha 2 geif or something, you can damage buffer every "hit" of the SPD super, so if you teched it, and then damaged bufferd obviously it does really like no damage. I think it something like 40 something if you teched the throw and then 20 or so if you teched it and damage bufferd it... Yea blah anyway dunno why doesnt work if its a3 vs a3.. But maybe I was missing it... shrug...
Something to do with the A3 system probably. When Capcom was making A3 they likely just gave everyone the ability to reduce the damage on every attack, and then went back later and made exceptions for various moves (slam throws, most of Gen's driveby super etc). Same thing in Hyper SFA, but the A1/A2 characters don't have those moves flagged, so everything can be damage-reduced.
Good work on exploring the game, man.
dialupsucky
02-02-2007, 04:41 PM
Oops my bad on one thing... Alpha 3 guys black out super acctualy can be damaged bufferd. But it only takes away a piddly 3 points of damage shurg.
My knowledge of A3 is horrible at best, but could you always shake out of gaurd crushes? You can acctualy gaurd crush someone and if they mash right when there broken they acctualy get out instantly. It would be kinda funny if someone had turbo buttons on and picked saikyo mode or some BS and purposely let them self be gaurd crushed so they could punish things that arent normaly punishable from normal blocking.
Also again I dunno anything about a3 really, but could you buffer how much gaurd meter damage you take? Seems you can in this game or something as you can acctauly make it pretty much impossible to get someone to flashing. Pretty easy to tell when you get it beacuse instead of seeing that flash of gaurd breakage, you see it multiple times and you dont really lose anything. Again though maybe its old so if so ignore.....
jsheppar
02-02-2007, 08:46 PM
i've never played a person who could negate the guard crush stun enough for it to be effective, but i do remember that guard crushing the computer on higher levels in a3 is pretty well inconsequential because it recovers so quickly. the computer has fast fingers.
dialupsucky
02-02-2007, 09:19 PM
I see... well is that other thing in the orginal alpha 3? Buffering the gaurd break stuff? Usualy of course you lose one block or whatever everytime your gaurd is broken but oyu can like buffer it so you dont lose anything really. The game will keep makeing that crash sound as many times as it umm happens. shrug
You can reduce the damage you take to the guard bar (blue blocking, and guard damage for rapid attacks also scales down) and you can mash to reduce the stun from having your guard broken, but once you're guard broken or use an Alpha Counter, you lose a block of guard bar. The exceptions would be once you only have one block left, and of course training mode. So yeah, that'd be new if you can keep your bar...
dialupsucky
02-05-2007, 09:16 AM
K guess its new then.. Random.
And since im posting I forgot if I mentioned it or not. But A1 rose jabs dont work the same way anymore... They like... Rapid fire differently, so you can get different combos durning the freind super. As a matter of fact if you have fast hands you can almost dizzy someone period with just duck jab really fast durning friend super. Also before they didnt cuz proxemity blocking full screen like all her other moves d