View Full Version : Advanced A2 Discussion
RadicalEdward
10-04-2002, 10:11 PM
I just started playing the game again after a somewhat long hiatus (like 2 years) and I'm hoping I can learn some new tricks. Hopefully some of you guys can help me out.
First a question: How the hell does Sodom fight Chun-Li? Her jumping short beats his crouching fierce alot of the time, and his crouching strong doesn't work either. Sac-throwing doesn't get me too far if she times the kick right. Nothing short of an AC seems to work. Her standing jabs are great pressure, and she can mix that up with throws. Her ducking RH beats alot as well. Is there any tricks I can use against her or is this a complete mismatch? I've noticed she's considered kind of a monster in this game.
I hope we can get some good Alpha 2 conversation into the air.
Fritz
10-06-2002, 04:41 PM
User his supers, they take off more than normal punches and kicks, but you only get 3 altogether
Ouroborus
10-06-2002, 06:11 PM
you cant, chun li is god in that game.:(
and in 3s and in XvSF.
damn.............weaken that bitch!:mad:
RadicalEdward
10-06-2002, 07:46 PM
Sodom's Lvl1 Scrape super trades with many of Chun's pokes, so it isn't worth it to throw them out randomly. Actually, it isn't such a good idea to throw out supers randomly for any reason. I guess just using the Alpha Counter wouldn't be such a bad idea, seeing how fast you gain meter.
Yeah, Chun-Li has a lot going for her in the game. Crazy low forward and whatnot. But fighting an uphill battle makes the match-ups more entertaining, IMO. :cool:
I'm not really so bad at the game, so if you have any questions, feel free to post. Come on, people still play Alpha 2! You know who you are.
js2756
10-07-2002, 06:04 AM
Sodom is pretty much fucked, kinda like most of the rest of the characters. Chun has way too much priority and speed for Sodom to keep up (not to mention that huge ass damage custom combo of hers). Not much (if anything) in Sodom's repetoire will beat her jumping short or crouching RH (some moves might trade, but even then, they are few and far between). Sorry, I don't play Sodom much, but Chun's got him beat clean.
MCTek
10-07-2002, 08:43 AM
A2 Chunli is a symbol of typical Capcom girl charcters - good speed, ungodly air priority, easy ass combos.
however, things aren't so grim, since this IS alpha 2, the land of alpha counters. Plus Sodom has some other advantages as well.
Against jumping chun : chunli can either stick her legs out early or late when she jumps. Sodom can counter in 5 ways :
1) Jumping back roundhouse - this is just on reaction/prediction. Sodom has an above average air to air roundhouse.
2) Crouching fierce : against chunli who sticks leg out late
3) Throw : against chunli for sticks leg out early
4) Alpha counter : against chunli who sticks leg out early
5) His air catchy thingie : for fun :)
Against crouching forward chun, try sticking out standing short and fierce at max range. You can also throw in a jab 360 every now and then and it WILL hit Chun from that range. If you have a level 2 or above meter jump straight up. From there you get multiple options
1) If Chun walks forward you do jumping forward.
2) If Chun tries to crouch forward + roundhouse you can 720 or do rush super.
3) If Chun jumps you block, then throw her ass when you both land.
Sodom's effective range IMO is about 1 to 2 characters outside Chun's crouching forward range. Mainly you have to use standing fierce and jab jitte scrap to keep her there. Build up that meter and AC anything she throws at you. Chunli can't CC you from that range.
Another important thing to remember about Sodom is that he can recover roll BACKWARDS. Always always roll backwards whenever you hit the floor. This puts you in your ideal range and Chun has to work her way back in.
RadicalEdward
10-07-2002, 08:21 PM
Actually I've been playing this matchup a decent amount recently, and I've found that Sodom doesn't lose the fight for free. Let me just write down what I've found.
Sodom has a solid ground game, but Chun's j.lk is just insane. Although like you said, positioning is paramount. Sodom CAN counter it although you end up using many flimsy anti-airs depending on the situation. I end up just saving meter for the AC and just trying to stay out of the way of her jump.
Sodom's C.RH is great. It accents his ground game very well, and is his best mid-range move, IMO. Learn the range on it. His Standing strong and standing forward are also good, and you can cancel the forward into a jab Jitte Slash, then possibly follow it up with a Slide. His crouching short is also important, and every so often I buffer it into his 360+P. This is effective but should be done no more than like, twice a match because it is not a tick and you can be jabbed out of it on reaction. Sometimes I'll use a standing strong after a crouching short, because it will whack people jumping away expecting the 360. More later.
You know in all the years I've played Alpha 2 I never knew about that backwards roll! :D How do you do it?
Does anyone have any CC's with Sodom? What's the Chun-Li one that was mentioned?
If you have a level 2 or above meter jump straight up. From there you get multiple options
1) If Chun walks forward you do jumping forward.
2) If Chun tries to crouch forward + roundhouse you can 720 or do rush super.
3) If Chun jumps you block, then throw her ass when you both land.
I haven't tried this, but couldn't Chun-li just walk under you and hit you with her C.RH? That functions as a great anti-air.
Ouroborus
10-07-2002, 08:54 PM
that bitch has wayyyyyyyy too much going for her.
c. hp
c.mk
c.mp
c.hk
wall jumps
j.mk
j.lk
standing lp
and that damn coustom combo!:mad:
js2756
10-08-2002, 06:16 AM
The Chun Li CC is:
cr. RH --> Lightning Kick til meter is almost gone --> Rising Spinning Bird Kick
I think that with a full meter, this can kill.
marvelscrub
10-08-2002, 11:24 AM
The Sodom CC i usually go for is: Blow-out CC, forward into repeated strong jitte strikes, CC meter runs out, d.fierce into 360+rh. Painfull. Although, sometimes they get knocked off their feet at the end off the CC sometimes (?) which means you can't d.fierce into 360+rh. I have no idea why.
Try it after a blocking a high jump-in, or when she tries to throw.
Dasrik
10-08-2002, 01:17 PM
Originally posted by Fritz
User his supers, they take off more than normal punches and kicks, but you only get 3 altogether Most useless advice ever.
SaBrE
10-08-2002, 01:34 PM
lololololol agreed das
oriku
10-09-2002, 02:32 AM
What are the tiers for this game anyway?
My guess is (from what I've read, seen and heard):
Tier1
Ken, Chunli, Rose
Tier2
Ryu ??
Bottom
Dan (tho he isn't too bad).
Solid-Snake
10-09-2002, 03:34 AM
Also, utilize Sodom's grab moves, when positioned right, she has trouble getting out of them, also his 720 grab super, it really kills her life meter.......i think grabs would mean the death of Chunny in this game.....
my favorite matchup is Chunny vs Bison, Chun owns Bison for free!!! literally!!
Gunter
10-09-2002, 09:06 AM
Originally posted by oriku
What are the tiers for this game anyway?
My guess is (from what I've read, seen and heard):
Tier1
Ken, Chunli, Rose
Tier2
Ryu ??
Bottom
Dan (tho he isn't too bad).
Traditionally, the top tier is known as "The (Big) Four" -
Ryu
Ken
Chun Li
Rose
Most people put Zangief in the second tier, but other than him it's debateable.
Dan is considered 2nd worst in the game, better than only Birdie. I however am willing to prove everyone wrong about that. I think Dhalsim is pretty shitty in A2, and Dan is somewhere closer to mid-tier.
SaBrE
10-09-2002, 10:22 AM
i really think sim is decent. his only real flaw(granted its a big flaw) is that ac's destroy his limbs. but other than that, i still think hes a solid character. good CC and inferno super and the typical sim shit. its just that damn downfall when it comes to getting owned by ac's
Mummy-B
10-09-2002, 10:34 AM
What is Guy's CC?
RadicalEdward
10-09-2002, 11:21 AM
Actually, if someone can post CCs for all the characters that would be most helpful. :D
What do you guys think of Sakura? I thought that she was one of the top four, after Ken, Ryu and Chun. But then, I only learned of Rose's sneaky low strong not too long ago.
js2756
10-09-2002, 12:18 PM
Most CCs consist of initial normal (more often than not, it is cr. RH), to repeatedly special until meter is nearly done, then finishing special for hits.
eg. Ken - cr. Rh --> repeated jab DP --> fierce DP
however, some characters have different customs (although almost all still rely on repeating the same move)
Rose and Ryu - fireball rave (still same idea, cr. RH --> repeated fireballs, although I think that Rose's is cr. Rh --> short Soul Spiral --> repeated fireballs)
Rolento - cr. RH --> superjumping shorts and forwards (I think)
As for Sak, she isn't nearly as good in this game as she was in A3. She seems slower, fireballs come out slower (to me), and her CCs aren't really that good (nowhere near as good as her VCs in A3). She isn't a bad character, but nowhere near the top 4 in this game.
Solid-Snake
10-09-2002, 12:34 PM
ken/ryu/akuma CC's i use are trip, rh hurricane kick, srk x2, does hella damage..........chuns of course everyone knows hers.....umm lets see thats about all the cc's i know! lol, i only use 3 characters.
i shall try to find a sakura one..........
Strike
10-09-2002, 06:04 PM
Originally posted by js2756
Most CCs consist of initial normal (more often than not, it is cr. RH), to repeatedly special until meter is nearly done, then finishing special for hits.
eg. Ken - cr. Rh --> repeated jab DP --> fierce DP
however, some characters have different customs (although almost all still rely on repeating the same move)
Rose and Ryu - fireball rave (still same idea, cr. RH --> repeated fireballs, although I think that Rose's is cr. Rh --> short Soul Spiral --> repeated fireballs)
As for Sak, she isn't nearly as good in this game as she was in A3. She seems slower, fireballs come out slower (to me), and her CCs aren't really that good (nowhere near as good as her VCs in A3). She isn't a bad character, but nowhere near the top 4 in this game.
Um, no. After the top 4, second tier is: Zangeif, Rolento, Sakura
Sakura is still very solid with the best cross-up games in the cast. She's very near the top.
Rose CCs? Why bother? CCs are the last thing you'll be wanting to spend her meter on. Level 1 Illusion, Level 1 Soul Throw, and both ACs are far better options than her CCs. But if you must:
Rose CC1: cr.HK, LK Soul Spiral xN, HP Soul Throw
Rose CC2: (with charged fireball), cr.HK, LP Soul Spark xN
Ken CC: cr.HK, HK Hurricane Kick xN, HP Dragon Punch
Solid-Snake
10-09-2002, 08:12 PM
sakura has an awesome ground game yet her air game sucks, except for her crossup fk, jumping straight up, rh on the way down is pretty good if you play rushers.....her bnb's are nice as usual
totalScrubPower
10-09-2002, 08:39 PM
Sakura: For her custom combo, trip and immediately cancel into hk hurricane kick, then xx into the dragon punch at the end of her hurricane kick. Its weird but with sakura, but if you want to get full damage with her hurricane kick, make sure you cancel when the opponent is still near the ground, and not flying outward from the cc cr. rh.
Rose: never really try it on arcade, but for people who can't roll, use her hp grab in the corner with her. So for example, actiavte cc, cr. rh, xx hk drill xx (air grab * n). It works on snes thats for sure. If at all possible, safe your super for her anti-air grab or better yet the soul illusion. It gives rose ability for insane chip damage.
Ouroborus
10-09-2002, 09:08 PM
Guys CC: trip, bushin elbow x n then hurricane kick to end.
Rolentos CC is sick. trip, scouter jump and lk repeatedly.
all CC's should start with c.rh, if anything for the Valle CC factor.
Gunter
10-09-2002, 09:42 PM
Originally posted by erco
all CC's should start with c.rh, if anything for the Valle CC factor.
No. All CC's should start with a LOW HIT. Guy and Zangief have extremely damaging CCs starting with c.forward.
shit, didn't know there were decent non-sweep ccs.
Gunter
10-09-2002, 11:37 PM
Originally posted by erco
shit, didn't know there were decent non-sweep ccs.
Guy's c.forward IS a sweep. It's just faster than his slide. Gief's c.forward isn't... it's just so you can keep them grounded so you can end the combo with a grab (although I seem to remember there being a glitch where you can still SPD at the end of juggling CC... but that may have just been a rumor). Gief's CC that starts with a c.roundhouse still isn't that bad...
js2756
10-10-2002, 06:38 AM
The Rose CC that I put up does a ton of damage if done properly. I believe that if you do the soul sparks fast enough, you can do 100% damage with it.
Gunter: I kinda consider Guy's cr. Forward to be a psuedo-sweep since you can cancel the first hit (which doesn't knock down) into other moves.
Please don't use the SNES version of the game for examples. That game is screwed up to shit.
For anyone who's wondering about CC's, check out my Alpha 2 vid here (http://home.coqui.net/evilaro/gamecombos/nki). It has each character's most damaging CC (or at least the most damaging one I could find). Transcript can be found on the same page.
-Nick
Gunter
10-10-2002, 09:15 AM
Originally posted by NKI in his transcription
Gunter for 0wning me with Dan at B5 (too good!)
LOL! Thanks for the props. Maybe NOW ppl will believe in the power of DAN! BWAHAHAHA!
Too bad we couldn't play at Evo. Those damn ST players hogged all the cabinets, couldn't play the best SF ever....
Mummy-B
10-10-2002, 12:20 PM
Originally posted by Gunter
No. All CC's should start with a LOW HIT. Guy and Zangief have extremely damaging CCs starting with c.forward.
you wouldn't mind posting that Guy CC would you? Or is it just the Bushin Elbow xn -> Hurricane Kick as someone else posted
Strike
10-10-2002, 12:24 PM
Rose's fireball CC only does insane damage if your Soul Spark is powered up (like 6-8 absorbs). No one with a brain will allow her to absorb that many. After at most 2 absorbs, most people stop when they see they've just given her a free level. Her repeated Soul Spirals is the more practical combo.
js2756
10-10-2002, 12:51 PM
Still not a bad thing to have in her repetoire if fighting someone who is a little too fireball happy.
Not like she really needs it, all she needs is crouching strong :p
RadicalEdward
10-10-2002, 04:24 PM
Hey Gunter, I understand your something of a Zangief expert, so here's a question for ya.
Are Zangief's ticks in this game as effective as they seem? I've used various ticks on various people over the years and they said they couldn't jump out of it. I don't know if thats true, but they seem very effective. On that note, do you think that using CCs with him is worth it over ticking the FAB, or the FAB in general?
Gunter
10-10-2002, 10:49 PM
Originally posted by RadicalEdward
Hey Gunter, I understand your something of a Zangief expert, so here's a question for ya.
Are Zangief's ticks in this game as effective as they seem? I've used various ticks on various people over the years and they said they couldn't jump out of it. I don't know if thats true, but they seem very effective. On that note, do you think that using CCs with him is worth it over ticking the FAB, or the FAB in general?
I wouldn't call myself an expert... I just stole all my stuff from Chensor, Sirlin, and various Gief players in Japan. :cool:
But as far as ticks with him go... forward knees into SPD is extremely good. It is WAY too good. A2 was the last version of SF where he could tick with such success.
And Gief's meter should be used for CCs 95% of the time. Even at level 1, ppl can't block low if they were standing when you activated. Gief has the longest non-slide c.roundhouse in the game (maybe tied with Rose?), and comboing into Green Hands from that leads to BIG damage. I never really tick into FABs. I like to empty jump and land with FABs once in a while, as it'll grab any poke that they tried to stick out. I'll use FABs maybe 1% of the time I'm playing him. The other 4% is for ACs. His ACs are really really good. You just have to know when to use which one (although I tend to lean towards his Kick AC in more situations...).
Lv.32 Z-Ism Rose
10-11-2002, 09:45 AM
What is the damage formula for a good CC in A2? Is it the highest amount of hits, or the special moves, or what? What makes a good CC?
marvelscrub
10-11-2002, 11:27 AM
Just some little tips:
Don't be afraid to try anti-air CCs, they get crazy damage too. EX: Ken CC (d)strong, jab DP xN, hp DP.
Use CCs to get out of ticks (Gief)
Don't be afraid to throw with Sakura, it's great. Not the throw itself, but because it leads to perfect crossup opportunity.
If you get caught Standing (and they CC), at least *TRY* to counter with a special or CC. I've seen too many people just eat the CC without even trying to stop it. Even if you get blow-back. It's hard, but why not right?
Oh yeah, what's the deal with Bison? He seems soo shitty. Alpha Fat Bison = bleh
Azn_Flava
10-11-2002, 09:33 PM
Originally posted by Mummy-B
you wouldn't mind posting that Guy CC would you? Or is it just the Bushin Elbow xn -> Hurricane Kick as someone else posted
c.rh -> hurrican kick works too, main one i use lol...
RadicalEdward
10-14-2002, 08:15 PM
More random questions on CCs:
1.) Does invincibility play any role in seting up a CC? I've tried blowing through fireballs with it and have just ended up getting hit as I ran through it. Is it worth the effort?
2.) Did anyone check out NKI volume 6? That is some crazy shit. Is that what the tournament CCs look like?
3.) If you can't block in reaction to a CC, can you CC in reaction to a CC? It seems like its possible, but I've not tried it yet.
Gunter
10-14-2002, 08:52 PM
Originally posted by RadicalEdward
More random questions on CCs:
1.) Does invincibility play any role in seting up a CC? I've tried blowing through fireballs with it and have just ended up getting hit as I ran through it. Is it worth the effort?
2.) Did anyone check out NKI volume 6? That is some crazy shit. Is that what the tournament CCs look like?
3.) If you can't block in reaction to a CC, can you CC in reaction to a CC? It seems like its possible, but I've not tried it yet.
The more meter you have, the longer your invincibility lasts... so in general, you want to CC through FBs at level 2 or higher. I like doing it at 2 and a half. Also, the width of the character plays a huge role. In my entire life, I've only gone through a fB once with Gief, but Guy can probably go through at level 1.
Also, counter CCs are what makes CCs tolerable. Anyone who says "if you stand near them, you die" doesn't know how to play A2 properly. The customer is NOT always right. The SECOND customer is USUALLY right. However (having worked in customer service I know this for a fact), you're always better off keeping customers away. In A2, you do this by constantly pressuring with c.strong and c.forward. A2 has the best footsies of any SF, which is why I love it so much. :D
Oh yeah... I can't believe I'm saying this, but GO GIANTS!!!!
NIN_CrimzinTerry
10-15-2002, 07:47 AM
Originally posted by RadicalEdward
More random questions on CCs:
1.) Does invincibility play any role in seting up a CC? I've tried blowing through fireballs with it and have just ended up getting hit as I ran through it. Is it worth the effort?
2.) Did anyone check out NKI volume 6? That is some crazy shit. Is that what the tournament CCs look like?
3.) If you can't block in reaction to a CC, can you CC in reaction to a CC? It seems like its possible, but I've not tried it yet.
where did you get the NKI volume???
im outi
Roberth
RadicalEdward
10-15-2002, 09:39 AM
This was already posted.
Its at http://www.gamecombos.com. Down a bit on the main page.
GuyZero
11-11-2002, 12:11 AM
I think the tier ranking in this game changes for the upgraded Zero 2 Alpha version. Mainly, Chun-Li is slightly weakened (can't cancel from FK) and the abused Zero/Alpha counter now uses 1.5 levels (i.e. half of max) which I think is a lot better.
There has been no mention of Sodom, who I think is a very highly rated character in this game. His whiff k->720k is the most powerful anti-air in the game (albeit only over certain distances) and he clearly owns Zangief because of it. Vs. Ken's zero-counter, he can 720k back even though he gets HIT by the counter (must be on the ground of course). He ticks very well and his c.SP and c.FP has very good range and priority. His counter has very long range and his slide is excellent as well.
Personally, I like Guy, but he's rather weak when playing against turtlers. Relies on counter-attacks, which means the opponent has to attack in the first place.
Gunter
11-11-2002, 01:30 AM
I challenge ANY Sodom to try to own my Gief in A2 "because of" anti-air 720.
Can't be done. Gief wins the match, hands down.
NIN_CrimzinTerry
11-11-2002, 03:09 PM
Originally posted by GuyZero
I think the tier ranking in this game changes for the upgraded Zero 2 Alpha version. Mainly, Chun-Li is slightly weakened (can't cancel from FK) and the abused Zero/Alpha counter now uses 1.5 levels (i.e. half of max) which I think is a lot better.
There has been no mention of Sodom, who I think is a very highly rated character in this game. His whiff k->720k is the most powerful anti-air in the game (albeit only over certain distances) and he clearly owns Zangief because of it. Vs. Ken's zero-counter, he can 720k back even though he gets HIT by the counter (must be on the ground of course). He ticks very well and his c.SP and c.FP has very good range and priority. His counter has very long range and his slide is excellent as well.
Personally, I like Guy, but he's rather weak when playing against turtlers. Relies on counter-attacks, which means the opponent has to attack in the first place.
personally i dont think guy has problems with turtlers...his footies are pritty good, and his c. mk is so good in a2, you can cancel into anything...
actually IMO turtlers die to guy because guy is suited to rushdown...but hey thats just me...
im outi
Roberth
ShinRyuX
11-14-2002, 04:21 AM
Originally posted by Gunter
I challenge ANY Sodom to try to own my Gief in A2 "because of" anti-air 720.
Can't be done. Gief wins the match, hands down.
Actually....I think Sodom has a real good advantage against Gief simply because he blocks sodom's strong scrape even while crouching. Essentially this pins Gief to the grond and he can't do much about this except lariat at the right time. And Gief has trouble escaping sodom's 720 super because of his size and lack of speed. If gief jumps in, all sodom has to do is jump back roundhouse. Most expert sodom players will tell you this. I think sodom is favored in this matchup IMO.
AdverseSolutions
11-14-2002, 02:30 PM
Can someone tell me how Charlie can beat Akuma? Akuma's j.MP or maybe it's j. FP owns my shell kick, jab seems like it wouldn't work. Air fireball makes it hard for me to advance.
-Sk!
ShinRyuX
11-15-2002, 01:47 AM
as for akuma's air fireball, try jumping straight up and hitting akuma with forward or fierce. you should be able to s. shell his jump in fierce. if you want to do more damage, try doing cc that goes something like s. strong, repeated short s. shells. it does good damage. you can also custom through his air fireball(also ground fireball if you have at least lv. 2). charlie has lots of anti airs like standing strong, standing forward, standing roundhouse, or jump up fierce. if you try to punch alpha counter with charlie, make sure the jump in isn't really deep. otherwise, the alpha counter will whiff. i like to use standing forwards and roundhouse as anti air. and another thing, watch out for smart opponent who like to jump in custom. they will try to mistime their jump to tempt into s. shell so they can custom through and hurt you. if you smell a custom, let them waste their whole meter.
against shotos, just sit back and throw sonic booms all day and try to hit them with sonic break super when they fireball . if they do close fireball, just block and alpha counter it to push them back. if you manage to kick ac, always follow up with jump forward cross up into a combo/throw attempt. sometimes if you see a fireball coming from long range, jump in with roundhouse. it has a long reach....charlie loses when either he starts jumping carelessly or if you let shotos cross you up all over. so just keep them out!
ShinRyuX
11-15-2002, 02:06 AM
And about Guy in A2...he has a hard time against Charlie because Guy has problems against defensive tactics. For example Guy vs. Ryu, Ryu can fireball in his face and keep him out with footsies and AC Guy when Ryu has meter. Usually Ryu likes to be in a position where it's hard for Guy to react to fireballs(hard to lightning drop) and Guy likes to be within range where his pokes are most effective such his standing forward. For this reason, putting ACs and Fireballs into Guy's face makes it difficult for Guy to win. Either he gets ACed when ryu is blocking or Guy gets hit by fireball while sticking out a move or Guy just blocks the fireball. He almost has to guess when Ryu will fireball and he can hurricane kick through the fireball. Guy cannot jump at this range because his jump is so high. If guy misses with the hurricane kick, then Ryu can retaliate with combos. Turtling up against Guy may seem a bit dishonorable but that's how it's played. Charlie, Chun Li, Rose, Ryu are very good at this and can slowly wear Guy down. Of course this maybe theory but it is very very close to what happens in a real match.
How do you beat turtle Charlie with Rose?
Strike
11-19-2002, 09:09 PM
Originally posted by TS
How do you beat turtle Charlie with Rose?
How can you not? I don't see how Charlie's turtling would pose a threat to her. Tossing Sonic Booms from a distance, that's just free meter for her. Rose with excess meter = Illusions, that's like free chip or extreme damage whether he blocks or makes a mistake respectively. Out poke her? ROSE?!? Nothing in Charlie's arsenal will beat crouching MP. And he can't jump on her: crouching HP or Level 1 Throw will beat it always.
If Charlie's turtling, let him. Absorb his fireballs and retaliate accordingly when he's forced to approach.
Maxstah
11-19-2002, 09:21 PM
Cool a A2 thread. I like me some A2 :) Someone start askin some questions so i can be unbored and answer stuff or somethin. Anyone wanna know Chun stuff /matchups??
Gunter. I would have to say Sim isn't great in A2 also but he's definetly not bottom'ish, he's more around 6-7 in my oppinon but he does have certain matchups that are just horrid for him. but only high level play usualyl exploits his weaknesses. most people of average skill in A2 can't get around sims standard poke patterns,CC's and drill zoning. i found a pretty good ambigous crossup with him too. knockdown into crossup Rh drill , at the right height its 50/50 on blocking and if it connects is free combo into CC. By far the coolest thing about sim is hitting people with the level 3 jab overhead (hold jab for 3 seconds) or even better doing it in a cC and getting the CC victory flash for winning on it.
State of Nature
11-19-2002, 11:26 PM
I thought that Sodom was generally favored in his matchup against Gief.
The two main factors were:
1. Strong scrape isnt duckable by gief
and
2. Butsumetsu Buster registers Sodom as off the ground, so Gief cannot SPD him while he is `hopping.`
As for Rose, she`s a lot more than just ducking strong, unless your name is David Sirlin. She has one of the best ACs in the game (especially against CCs thanks to her glitch), and lv. 1 illusions give her the best cross-up in the game and the best airdefense options in the game, as well as great chip. St. fwd is also good for footsies, and cr. rh has raaaange.
ShinRyuX
11-20-2002, 01:22 AM
The way Charlie can counter Rose's low strong is either kick AC or push CC after Rose misses....I think CCing her whiffed low strong is the key. Rose doesn't have too many ways to reverse AC except her soul spark super. How standing forward is resilient towards a lot of ground based kick ACs such as Ryu's and Charlie's because when she does her standing forward, she is off the ground(similiar to Birdie's low forward).
Rose can basically stand at Charlie's face and absord sonic booms or punch AC when Charlie sticks out something. Or she can just low strong when she wants to play conservative. If charlie jumps in, Rose can low fierce xx lv. 1 aura soul throw. Or push illusion and as Charlie jump in, do her slide so that Charlie lands on it then low fierce into roundhouse drill. Ouch?
Obviously, this is a fight where Rose is clearly at an advantage. There are some thing that Charlie can do.
1) CC her whiffed low strong. This is hard but this will greatly increase your chances. Or simply walk within her range and try to kick AC her. If Rose just sits there, Rose is probably waiting for a chance to punch AC.....a throw attempt might be useful at close range. You must try to beat the low strong which is difficult for Charlie.
2) Jump in with CC through her low fierce.
3) Sonic break super when you think Rose will try reflect so that she gets hit by 2nd sonic boom. If she ever misses a reflect in close range, CC her immediately.
4) kick AC her illusion powered drill on the last hit. then try for a cross up combo/cheap. if you do it too early, you will trade hits.
There is a kind of a glitch you can do with Rose. When someone customs you and you are blocking with Rose, you can punch AC the CC followed up by low strong, short drill. Afterwards....jump at them and do a jump in combo. If they were blocking the normal way, they will get hit. This is a trick. In order to block, you have block by holding forward. Of course, Rose can jump in and throw but her throw is pretty useless. If you ever get thrown by Rose, just tech it and it will do no damage.
Strike
11-20-2002, 03:19 AM
Jump in CC against anti-air works, but it works for everybody. And if I see a metered Charlie jump in on my Rose from a very punishable angle, it's most likely he's trying for an air CC blowthrough. No one jumps on Rose unless they're planning on CCing through her. She counters basically everything clean. There is ONE attack Charlie has that can beat her Level 1 Throw... but I think it only works if he's jumping away. I think it's his short, but I remember being extremely surpised when she didn't grab him.
On CCing a whiffed low strong, yeah, if you can do that, that's great. But you're window of opportunity to punish her is so miniscule, the risk might be a little too great to use. Bait a Soul Reflect and CC a missed one on reaction would be a safer and more reliable option.
I think Sonic Break is key against the vs. Rose fight for Charlie. It baits the reflect, and it's hard for her to jump over since you can delay it. Other than that, follow the advice above.
Maxstah
11-20-2002, 10:37 AM
ShinRyuX that rose glitch you were tryin to explain is applicable to everyone. What it is, is everytime you CC when you get knocked down out of the CC the character that was CC always gets up in the direction that they were running during CC. Its been around quite awhile and is actually something that happens quite often in high level play. When you punch AC with rose she is turning them around (away from you) then she'll usually ,lowstrong drill at which point its the perfect distance and timing for her to land a jump in combo as yer getting up. The person getting up must always block in the opposite direction. but outside of blocking you can try to get out of it with a wake up reversal. trick is you must do the wake up in the opposite direction also BUT it will do the reversal in the right direction to counter your opponent. Lots of mind games can be achieved with the stuff. cuz then u worry so much about blocking the right way she'll just jump in with nothing, then throw, or wait just a SPLIT second longer before going to combo which allows your character to turn back around correctly(getting up wrong way from CC only last first couple frames) then combos you the right way. its quite funny. Feels good when u actually guess right :) Also if people try to jump in CC you and overshoot you , sweep them from behind and they'll get up wrong way.
As far as Charlie using his AC's against low strong from rose, not worth it. Charlies AC's both have some of the worst start up time in the game. in fact i've personally seen rose low strong get AC'ed by charlies kick AC, she recovered before it hits her, she blocks it and AC's his AC.
ONe good thing Charlie has going for him is his throw, HIs throw takes off the same amount of damage if teched,or not teched. I think Jef Pearlman was first to figure that out.
Rose can just pressure charlie to death with the right ranged low forward slides which charlie can't hit after or else he eats AC or soul spark super. can't throw sonics cuz she can throw em back followed by more pressure, She has great crossup. too good anti air. Something else Omar does as anti air for style points is to hit them out the air With crouching fierce,2n1 that into friends, then activate CC and soul throw or combo.
I'll post more crap later, MAX-OUT kRIS g.
arcticninja
11-20-2002, 04:18 PM
while we're on the subject of Charlie....
I got owned by DreamTR's Chun-Li at MWC this year. What can Charlie do against her?
and Charlie owns Gief almost for free :D
ShinRyuX
11-20-2002, 05:58 PM
There is one character who can jump on Rose....Zangief. His forward double knee drop can beat Rose's anti air attempts. Her low fierce and I think her lv. 1 throw gets hit by it. Basically, Rose has to do something strange like jump up strong or fierce. I think the best Anti Rose character possibly could be E. Ryu. His blow out custom is really useful against Rose's low strong... Just my opinion.
Charlie almost owning Gief? hmm I don't know that matchup too well but I'm sure Gief can find a way to win. It's funny how normal gief gets owned by normal chuns or shotos but against highly trained giefs, he can surprisingly even things up. Hmm how would this match go.... I would imagine Gief will probably just hang back and charge up meter for awhile. He can avoid sonic boom by greenhand or lariat. Gief should just stick to the ground at this point. I'd imagine Charlie would have a hard time dealing with Gief's jump in, i.e. double knee drop on the way up, especially without charge. And if you do double knee drop then you can SPD him of course. I think Gief should slowly gain ground on Charlie and play footsies with him at close range just like against Shotos. Then jump on Charlie when you think he isn't expecting it or when he is sticking out a move. Even if Gief gets hit, he should keep jumping and try to figure out his opponent such as what makes them sweep or when he likes to sonic boom so Gief can jump in. Good Zangief players will mix up jump in CC, jump in with nothing SPD, knee drop into SPD. And don't forget his lv. 3 FAB. Of course you can try CC after knee drop but Gief can just block the whole thing and now you have zero meter and now you have no AC or CC to save you, muwahaha. It's an old but solid guessing game that makes Gief REALLY dangerous(particularly when he has a lv3). Charlie should be working extremely hard to keep Gief out so I don' think Charlie wins so easily. Actually, if I had choice btw. Gief or Charlie, I'd go with Gief.
Chun vs. Charlie is what you call a total mismatch. Charlie can't jump against Chun, he gets out projectiled, don't even compare CCs, and Chun li can jump in on Charlie when he sonic booms from fair distance without being punished. Basically Charlie is going to get owned even by a decent Chun li player. You can try forward shell kick to beat her ground moves and never jump on her. Against Chun, you should try to build up to level 3 so you can CC through her Kikoken. I cannot stress enough not to jump against Chun. She will keep you away with kikokens and if you do jump, just jump straight up or just block. You are going to lose if you keep jumping against her because she can and will counter you cleanly everytime by low roundhouse. If you want a good anti Chun(not really since she really has no bad matchup), try Ryu, Ken, Sodom, Rose. I've seen those characters do pretty well against her. I personally like playing Ryu against her. Other than these characters, Chun is pretty much unstoppable if you play her correctly. Of course you could play Chun vs Chun which is perfectly even but really :lame:
Gunter
11-20-2002, 11:16 PM
Charlie vs. Gief at low levels is hilarious. Charlie can just sonic boom and s.forward as anti-air all day, and a stupid Gief won't know what to do about it.
High-level Giefs own Charlie for free, because only high-level Giefs know about j.strong, drop through SPD, and of course, knees.
arcticninja
11-21-2002, 12:00 AM
I'll have to take your word for it Gunter ;)
Do any of the moves you mentioned beat out Charlie's short somersault shell? Cause if so, then I see what you're talking about. Hopefully I can make it to Cali in the summer so I can see what high-level Gief is all about :)
and about Charlie vs. Gief at low-levels, I completely agree :D I perfected some guy's Gief at MWC with my Charlie :)
ShinRyuX: Thanks for the anti-chun advice :)
ok, I have another question now: how good is Evil Ryu? Last time I checked, he was allowed in tournaments. How does he compare to the other shotos? I tried using him in a tourney before with limited success, but I prefer using him over the other shotos.
Gunter
11-21-2002, 12:52 AM
Why would Gief ever jump on a Charlie that is charged for a flash kick? I mean, I can understand doing it just to CC through, but during the course of a match, the only times Gief is jumping is when it's over a FB or after hypnotizing his opponent into thinking "only ground game". At that range, Gief will either trade or beat a flash kick. Gief should always be in his opponent's face, with s.short, s.forward, s.strong, c.fierce, etc. If he gets pushed back by FBs, he jumps over with j.strong and restarts the ground game. When his opponent starts to poke back, he jumps in for surprise knees and ticks into SPD. By this time there's absolutely no way Gief is without meter and he has the added bonus of "CC fear factor". Gief destroys Charlie in A2.
ShinRyuX
11-21-2002, 01:33 AM
Yeah i forgot about that jumping strong. It has a very long reach. Gief's best ground move is probably the s. forward and c. fierce. I know that Gief's s. strong can magically hit certain sweeps like ryu's low forward. With Gief, you should whiff a lot of normals. Not to poke but to charge up and as Gunter said to get in their face to annoy them and to distract them.
Gief can jump on Charlie when he's charged when he's too busy thinking about the ground or when he tosses a SB. I see now that Gief would totally own him. I just haven't seen this match up too often. I don't regard Charlie as a real threat since he has several mad matchups.
E. Ryu has few stuff that makes him really good. He has the dragon punch super like akuma's which does crazy damage and he can do juggle combos with his hurrican kick like Akuma. All his fireballs do knockdown no matter what strength. Normal Ryu can only score a knockdown after a fierce hadoken. No big deal since you're gonna use fierce fireballs at close range anyway. The biggest thing E. Ryu has to offer is his CC. It has this ability to blow someone out at anywhere on the screen. So landing CC with E. Ryu is a must. I would play E. Ryu if his strong dp wasn't multihit. I use that to counter CC or footsies with normal Ryu but E. Ryu's doesn't hit clean. To me, normal Ryu feels more solid although E. Ryu can do more damage. Normal Ryu has everything he needs to win so I choose him over E. Ryu. Omar would probably argue against this but I choose characters that I feel comfortable with. I pick different shotos for different matchups. For instance, against Chuns, Rose, I pick Ryu is probably best. Or characters like Rolento, Gief, I like to pick Ken or Sakura for various reasons. I think as in terms of fun factor, Ken is best hands down. Just watch people cry when he starts rolling after crossups or ticks for some wicked confusion tactics. :evil:
js2756
11-21-2002, 08:18 AM
I think that with E. ryu, you have to be slightly more careful than with regular Ryu. If I remember correctly, the damage that E. Ryu takes is comparable to the damage Akuma takes, so there is slightly less room for error because you'll take more damage than if you play with regular Ryu. The comboability of E. Ryu's hurricane kick is still not as good as Akuma's or Ken's though, I'm pretty sure that it will wiff on crouching opponents if you land a combo (eg. j. Rh, cr. Forward, hurricane kick), so A3 strategy applies a bit here: standing opponents finish with the hurricane kick, crouching, use fireball.
gutabo
11-21-2002, 12:14 PM
Can't download the vid!!!!
HELP!!!!
marvelscrub
11-21-2002, 12:24 PM
ShinRyuX: It's not that Gief's j.strong has long reach, (I don't think it compares to his superman punch anyhow), it's the fact that Gief magically shrinks to the size of a peanut when you do it. It allows Gief to jump over projectiles much MUCH easier.
Forgive me if I'm wrong, but can't charlie just anti-air CC Gief when he jumps on reaction? Prolly needs a high level, but I remember jumping booms, then eating fat CC. :(
Maxstah
11-21-2002, 01:30 PM
Yea Gief does win that match vs charlie imo. gief jump strong is a definite key to that matchup but also another one not mentioned i don't think is that far jumping fierce(not the splash) that move has great priority and reaches alot further then most people think. but yea like gunter was saying i believe. Giefs meter is 95% used for his CC and that other 5% is for kick Ac. The throw AC isn't really to great imo. only real real close and against moves with long hit stun is it reliable. Standing forwards,crouching fierce and standing shorts all part of the ground game i agree.
As far as E.ryu I think he's really good when you use his CC to its full advantage. Being really good at reaction CC to whiffed moves and or anticipating moves is key. Yes one big disadvantage is Strong uppercut doesn't knock down. from certain ranges, we used to think that wasn't SUCH a big deal but it really is. most times jab dp is a better use for knockdown attempts. As far as damage handicap yea he does have one but its not as bad as akumas for sure. Uppercut super really isn't to be used to much unless its in a combo at level 2 or 3 cuz combo into CC at level 1 can give u much more then combo into level 1 uppercut super.
Eryus ability to Combo into CC is also another big advantage. Meaty into CC is cake with him even meaty crouching fierce can be linked into CC, outside of meaty he can combo CC off of crouching strong jabs or shorts, u can do things such as crossup,jab,short,crouch strong, link CC as a standard combo. Teleport is a plus at times.But also remember Player 2 E.ryu is> then p1 e.ryu cuz of the ability to go into corner combos and swith directions for additional juggling.
Someone also mentioned something on the Rose/Gief fight and how it was mostly giefs advantage. I'd like to point u to the A2 discussion thread on Fighting games forum (prolly have to go few pages back) i posted quite a long response there to that fight. maybe i'll just cut/paste if i can find it. MAX-OUT kRIS g.
arcticninja
11-21-2002, 09:34 PM
what is Evil Ryu's CC?
isnt it just, c.rh, fp fireballs over and over...???
im outi
Roberth
Kenstar
12-26-2002, 05:00 AM
"RESURECTION"
Somes alpha 2 questions
1. How do you roll backwards when doing the air recovery thing? I've done it a couple of times but cant work out how.
2. How does the invincibilty work on CC's. Are the invicibility frames immediately after you activate? Because a lot of the time I see a sweep coming out, activate and get hit out of the CC instantly. But If I activate earlier and there just in the first few frames of the sweep it goes straight through me and they eat a combo.
3. How does the damage work in a CC? Its seems that if you start with a sweep it does alot more damge then if you just start with a special. Why is this?
4. From talk in here it seems that Chun-Li is No. 1 but I have the videos from B3 and only a few people use her. Why is it so?
Thanks for any help.
Maxstah
12-26-2002, 06:25 AM
Originally posted by Kenstar
"RESURECTION"
Somes alpha 2 questions
1. How do you roll backwards when doing the air recovery thing? I've done it a couple of times but cant work out how.
Um Are you sure you are talking about A2 ? no air revovery in A2 only A3. Please don't mix up a great game like A2 with A3 garbage.
2. How does the invincibilty work on CC's. Are the invicibility frames immediately after you activate? Because a lot of the time I see a sweep coming out, activate and get hit out of the CC instantly. But If I activate earlier and there just in the first few frames of the sweep it goes straight through me and they eat a combo.
If you are anyone but evil ryu (his is full screen) you should be blowing out opponents normal moves when they are out on the screen causing you to be able to go into a CC ,Again seems like you might be talking about A3 VC's where they don't blow out moves
3. How does the damage work in a CC? Its seems that if you start with a sweep it does alot more damge then if you just start with a special. Why is this?
If you aren't getting good damage in a CC u again must be talking about A3. A2 CC's consist mostly of CC,Sweep,juggle with specials.
4. From talk in here it seems that Chun-Li is No. 1 but I have the videos from B3 and only a few people use her. Why is it so?
Chun isn't paticularly #1 but she is top tier meaning one of the top 4 or 5 characters in the game. Ryu,Ken,Chun,Rose are usually considered the top 4 in the game.
Thanks for any help.
Not too much discussion about A2 anymore but nice to see. Although only a few of you guys seem to know what your talking about, I would love to get in some matches (for money or without) in the California area. I normally go to Family Fun Arcade in the Los Angeles area but I would travel to play someone who is exceptionally good. My arcade is the only one in the nation that still plays A2 competitively and holds tournaments so anyone interested can contact me on AIM (MrCali818) or just check the tournament and events regularly for the dates. We also are having a tournament the first week of next year for CvS2, MvC2, and ST. Peace.
Long live A2!:D
Gunter
12-26-2002, 06:30 PM
Originally posted by OMEN
I would love to get in some matches (for money or without) in the California area. I normally go to Family Fun Arcade in the Los Angeles area but I would travel to play someone who is exceptionally good.
Come to NorCal. Sirlin and I believe that A2 is the best SF ever. I'll play it over any other SF, anyday of the week. Only problem is, we can't find a quality board of it.... his is broken, and I sold mine to Thao years ago. Berkeley is the closest place with it that I know of...
Maxstah
12-26-2002, 08:06 PM
hey i'm game when i come to cali next year for Quals for japan. A2 is my favorite game also. I'm not too shaby at the game for someone who doesn't get to play as much as i'd like. Chun,Sak,E.ryu and Sim are my best i'd say. Wilson tells me all the time how much people play A2 at family fun. sounds like a god send to me. Must be nice. Maybe you guys can organize a tourney for the fri night 24th(my birthday i might plug too) or on 26th . 25th i'll prolly be at quals at camelot all day. Maybe we can get a A2 machine there too! I'll bring the board.
2good@Pimpin!
12-26-2002, 08:27 PM
I used to be so bomb in Alpha 2 back in the day. I used akuma and fucked up all these good players at my arcade, i usualy got like 30 wins or so. Brings back some funny memorys and shits. With akuma his air fireball usualy catches peeps off gaurd and then u and come in with his down hard kick or a ground fireball. His raging demon is hella tite too. Try this ud be suprised by how good it works~!
Maxstah
12-26-2002, 08:43 PM
*eyes gunter* um yea what he said...... hehe
Kenstar
12-27-2002, 07:20 AM
Yeh, no help there help there Maxtah
1. Air recovery= b,db,d in air after being hit. Sometimes I roll backwards when landing how?
2. A3 blows out moves easily there is a big invinsibility chunk of frames at the start. A2 just seems different Im not sure how it works which is my question.
3. I get huge damage on my CC's but it seems you do more damage when you sweep first then special x n . Slighty less when anti air special x n and less again when just straight out special x n. Is this right??
Is there any James Chen sorta in depth guide anywhere on A2?
marvelscrub
12-31-2002, 04:26 PM
I'll try to help you Kenstar, someone else can probably elaborate a bit better though..
1. were you using Sodom? AFAIK He is the only one that can roll backwards.
2. I can remmber complaining about this a while back. I don't really understand it myself. One thing to remember is that the more level = more invincibility. EX: It's hard to go walk thru FB's at lvl1, insanely easy at lvl3. Another thing is that you kinda lose it when you hit a button (i think?) Try waiting for the attack to pass through you (by ducking) or walk through it, then attack.
When you activate, it advances frames. So sometimes you see the attack (let's say a sweep) totally animate when you actiavte (whiffing), so you're in the clear. It's the times when their attack is fully extended that it gets iffy.
EX: you activate, and during the "SHWING!" you see your opponent's d.forward fully extended inside your character. This usually means you'll get hit. But sometimes you can just sweep away anyhow and still hit them. Probably has something to do with the amount of super meter you have. But maybe it also has to do with timing? anyhow, this is why you poke with high priority attacks (rose low strong argh) that stay out a bit to defend against CCs.
But if you catch them when ytheir attack is just starting to come out, you got em.. hehe.
3. I dunno, basic rule is that you want to be juggling them somehow. I don't see anti-air CCs being that much less damaging though. Any examples you can give?
hope that helps.
chun_li1
01-01-2003, 05:32 PM
Originally posted by Gunter
Traditionally, the top tier is known as "The (Big) Four" -
Ryu
Ken
Chun Li
Rose
Most people put Zangief in the second tier, but other than him it's debateable.
Dan is considered 2nd worst in the game, better than only Birdie. I however am willing to prove everyone wrong about that. I think Dhalsim is pretty shitty in A2, and Dan is somewhere closer to mid-tier.
huh, I thought Rolento would be among top tiers in a2? he has a good AA, hard to AC his low strong, damaging CC and best (and only) run away game.
Also, I think his Kick AC into CC is dangerous.
And Rolento can charge the fastest in a2. qcb + p, his back roll, is too good for meter building.
chun_li1
tactics108
01-29-2003, 10:34 PM
a little off-topic, but i was wondering how sfa2 gold from sf collection 2 on ps1 stands up to the arcade original
also as fans of sfa2 you may or may not care but capcom just started selling posters for sfa2 again at their website
SaBrE
01-29-2003, 11:26 PM
alpha2gold is a terrible terrible game. only cool thing was the color chemes in the presentation lol...
tactics108
01-30-2003, 03:43 PM
yeah, i figured as much, i kinda remember it being different in the arcade but it had been so long
is regular sfa2 for ps1 much better? i don't have that game but i might be willing to look for a used copy if it's worth it.
SaBrE
01-30-2003, 07:58 PM
eh, ps1 a2 is a pretty bad port IMO, but if its your only choice, im sure itll do. its missing a lot of animations which messes a lot up. more slowdown, long loadtimes compared to saturn and other various crap.
if you have a saturn, i would highly recommend that version, other than a couple of sound effect issues like rose c.strong sound, the game is the best non-naomi capcom port they've done yet. load times are bearable, all animations are intact, everything in the arcade works. just gotta beef up the speed to turbo 3 since its slower than arcade.
or just get an emulator or the cps2 board and play the real thing
anyway, hope that helps.
Ryu1999
01-30-2003, 11:43 PM
Originally posted by SaBrE
alpha2gold is a terrible terrible game. only cool thing was the color chemes in the presentation lol...
just curious, did they fix the colors fot the CE chars in sfa2gold. cause i remember sfz2a (which sfa2 gold is based off of, no?) had weird CE colors. esepcially for ryu, who was basically just a brown color scheme instead of the off-white, red headband getup we're so used to. however i saw a screencapture of him with those colors, and i figured it was from sfa2 gold...answers?
Stump
02-08-2003, 02:16 AM
This could of already been mentioned, but I'm way too lazy to look, so cut me some slack and just answer the question:
What's the differences between SFA2 and SFA2 Gold?
marvelscrub
02-08-2003, 02:06 PM
I think I know some..
A2G has:
Cammy (whee)
CCs are done with fierce+rh
ACs take a meter and a half to do?
and I think I've heard people complain about priorities being messed with. >shrugs<
Might as well play the original if you have it..
I've got a question about ACs. Are there any ACs besides Rose's that allow you to combo afterwards? Sometimes I notice they hit funny and leave the opponent standing.. If not, what are some nasty things you can do with Rose's AC after you connect it? CC perhaps? Something nasty with the shadows?
Overdrive
02-08-2003, 05:30 PM
I'd agree that A2 is probably the only enjoyable SF game left. But it has its problems as well. My biggest gripe is that shotos (except Akuma) are just brain-dead easy to play. Chun and Rose are obviously very good, but you have to know what you're doing to make them go. The shotos... anybody can just pick up and go with them.
However, probably the best thing about A2, at least for me, is meter management. Other than MvC2 and CvS2, where you have multiple characters or whatever, there really is no other SF game with as much depth just in the super bar. You have 3 weapons from the super bar, all of which are extremely useful. This depth opens up a whole subgame of keeping track of your opponent's meter as well as yours.
Kenstar
02-09-2003, 09:46 PM
Originally posted by marvelscrub
I'll try to help you Kenstar, someone else can probably elaborate a bit better though..
1. were you using Sodom? AFAIK He is the only one that can roll backwards.
2. It's the times when their attack is fully extended that it gets iffy.
3. I dunno, basic rule is that you want to be juggling them somehow. I don't see anti-air CCs being that much less damaging though. Any examples you can give?
hope that helps.
Very late reply but thanks marvelscrub that clears up a few things.
I think I've worked out the backwards roll thing. From what I can gather its when you air recovery roll after getting hit out of an attempted crossup. The computer thinks your facing the other way so you roll away from your opponent instead of towards. It doesn't happen all the time though, its pretty rare.
Im gonna try and work out the damage difference between sweep, anti air and just straight out special today. Its a bit tricky though since the saturn doesn't give damage levels. I report my results soon.
Ryu1999
02-09-2003, 10:38 PM
Originally posted by Overdrive
Chun and Rose are obviously very good, but you have to know what you're doing to make them go. The shotos... anybody can just pick up and go with them.
i disagree. chun-li is probably more brain dead than any you give her credit for...i mean its pretty easy to bait a intermediate shoto player, but chun-li is so low risk high reward...its ridiculous. i am talking about below expert-level play btw. the bufferability of cr. mk just makes her a borderline scrub char
Maxstah
02-09-2003, 11:14 PM
Um its all about Paintball now but i'll jump in here quick and just state as a former avid chun player of A2 days, chun in early A2 era was great but as months,years past she wasn't so powerful when anti chun techniques became the standard. She has about 10 things that are more useful then low forward fb and more practical. For one low forward,Fb from anywhere but up close is suicide since u can pretty much Reversal CC through the fb and get big time damage, or reversal super ect will beat a long low forward, fb. Yea if a scrub is playign he's gonna sit there and keep blocking but we're talkin expert level play i think? Besides Stand short,Fb is more effective and longer range then low forward. Best thing about Chun is her CC. Always has been always will be. rh,rh,rh,rh, up+rh is a killer weapon to have at yer disposal.BUT that just didn't cut it after first year of A2. Not many players can really play chun effectively in high level play. You'll notice more ryu,kens then u will chun.Ok now that i wrote all this i dunno what the hell the post was about anymore and i really don't care enough to hit the back button so i will close out this random babble. cya
4neqs
02-10-2003, 05:23 AM
Originally posted by SaBrE
alpha2gold is a terrible terrible game. only cool thing was the color chemes in the presentation lol...
How bout the SNES version :p
btw, I was looking for some Rolento and Dhalsim tips or combos. Anyone?
ramberk
02-10-2003, 10:16 PM
Any serious A2 Bison players here. Yeah, quit laughing. He's my favorite in A2. Well anyway, anyone here have any special Bison strategies or tricks?
How I play Bison?
Poke, poke, poke, turtle, turtle, turtle. Standing MK all day long, with a long distance crouch roundhouse sometimes. Crouching/standing MP sometimes. Fireball is great if you know when to use it! (Spacing, Bison must be the king of space.)
"Why do you turtle so much? Quit turtling!"
My Bison "Rush Down" is:
Jump in LK all day long, land and crouch LK, stand LK (repeat from the jump in LK). Foot stomp sometimes, hand stomp sometimes. Jumping up forward or roundhouse. Air throw sometimes. (always charging.) Fireball sometimes. Pin them. Walk up and throw.
Missed a kneepress nightmare? THROW RIGHT AFTERWARDS.
Coolest thing? Once cancelled a standing roundhouse into a kneepress nightmare!
And don't play Rose, Chun or Sakura. But everyone else is fair game!
shinDAN
02-11-2003, 03:01 AM
Finding A2 tournaments where I live is almost impossible. IMO, I think A2 is the best SF ever. I hear Texas Showdown is going to have alpha 2. any of the surviving alpha 2 fans going to Texas to play?
Kenstar
02-17-2003, 06:08 PM
I've just started to play Chun Li and Im trying to work out a solid anti air system. There seems to be alot of different options but nothing is as solid as the good old DP which im used too. So what do you Chun players use and at what distance?
Spirited_Away
02-18-2003, 09:50 AM
Originally posted by Kenstar
I've just started to play Chun Li and Im trying to work out a solid anti air system. There seems to be alot of different options but nothing is as solid as the good old DP which im used too. So what do you Chun players use and at what distance?
Try the standing/crouching rounhouse it does wonders, if want something more like a special move anti air use her triple kick (short version is invincible, super is very good). Chunli is actually an anti-air power-house I'm puzzle why you think she doesn't have solid anti air, personally all her anti-air moves are higher priority than any other character in the game.
Kenstar
02-19-2003, 12:06 AM
I generally use standing roundhouse when the opponent is gonna land right on top of me or if there going for a crossup. That seems to work fine aslong as they are deep enough on me, it has hardly any horizontal range. She is extremely quick and I can often walk under them and use standing roundhouse when there not deep enough on me. But its the normal sort of jump in I cant find the best option. I havn't tried out crouching roundhouse much I'll see how it goes from memory it seems to trade a lot when I use it. The special triple kick I really dont like but I've never tried it using the short version that may work better.
marvelscrub
02-22-2003, 11:52 PM
This is A2.. have you tried CC or AC for anti-air? :p
I think i remember walk under, s.strong might be ok against cross ups.
What about Adon in this game? His specials seem to be CC fodder, but he does have a crazy low strong, and a fat CC (who doesn't tho i guess). Is he better in this game than A3?
SaBrE
02-23-2003, 11:21 AM
he is stronger in a2 than a3. its kinda hard to say tho cuz a3's dynamics are totally different than a2. completely different games. but yeah, i think he does better in a2
ShinRyuX
02-24-2003, 07:10 PM
adon CC = death. that is his whole strategy. he has good normals and should refrain from using a lot of jaguar kicks. low strong, overhead, low roundhouse, standing roundhouse, d/b+forward should be your main weapons. he's very good at zoning and feels sort of like rolento because adon likes to stick to his normals until his CC is ready. once you get a lv3, try to land low roundhouse into short jaguar kicks and finish with a jaguar knee. the damage is just plain sick.
ShinRyuX
02-24-2003, 07:20 PM
Originally posted by ramberk
Any serious A2 Bison players here. Yeah, quit laughing. He's my favorite in A2. Well anyway, anyone here have any special Bison strategies or tricks?
How I play Bison?
Poke, poke, poke, turtle, turtle, turtle. Standing MK all day long, with a long distance crouch roundhouse sometimes. Crouching/standing MP sometimes. Fireball is great if you know when to use it! (Spacing, Bison must be the king of space.)
"Why do you turtle so much? Quit turtling!"
My Bison "Rush Down" is:
Jump in LK all day long, land and crouch LK, stand LK (repeat from the jump in LK). Foot stomp sometimes, hand stomp sometimes. Jumping up forward or roundhouse. Air throw sometimes. (always charging.) Fireball sometimes. Pin them. Walk up and throw.
Missed a kneepress nightmare? THROW RIGHT AFTERWARDS.
Coolest thing? Once cancelled a standing roundhouse into a kneepress nightmare!
And don't play Rose, Chun or Sakura. But everyone else is fair game!
Ryu, Ken, Chun Li, Rose will just eat up bison. Here's why I think he has such problems in that game. ALL of his normals like standing forward gets BEAT by low strongs. Those four characters can just beat all his normals. Add fireball to the face while he stalls and AC his headstomps etc. and Bison is pretty much a sitting duck. For real. This also works on Birdie since you can low strong EVERYTHING. Not just Rose has a good crouching MP. Still, Bison's pretty decent despite this weakness. I think Bison does pretty decent against Sakura since she has a hard time with his pindown but Sak's got her crossup and better CC. Bison's CCs are really sad too because they don't do much damage.
mr.hadoken
02-28-2003, 04:19 PM
Originally posted by Kenstar
I've just started to play Chun Li and Im trying to work out a solid anti air system. There seems to be alot of different options but nothing is as solid as the good old DP which im used too. So what do you Chun players use and at what distance?
Jump towards forward or fierce, standing fierce, standing forward, low roundhouse.
1. Air recovery= b,db,d in air after being hit. Sometimes I roll backwards when landing how?
You automatically roll backwards when hit by Ryu's hurricane kick super or Guy's Bushin chain, etc. I think Sodom is the only one who can go backwards on command. And rolling is Ground Recovery.
Good thread.
master akuma
10-19-2004, 03:33 PM
Finding A2 tournaments where I live is almost impossible. IMO, I think A2 is the best SF ever. I hear Texas Showdown is going to have alpha 2. any of the surviving alpha 2 fans going to Texas to play?
At least here on Portugal we will have Alpha 2 again on the biggest SF tournament, we had Alpha 2 on the first EFT and we will have it again on 2005 (around summer time) for 2004 results check: www.akumacombos.com/extreme (soon I will add a new layout to that page)
Anyway: do you know if they recorded anything on that Texas tournament?
ramberk: the best Bison Alpha 2 players that I ever saw was from a chinese tournament (both Bison players got into the finals and beat many Ryu, Ken, Rose, Chun Li etc.. players) They used a lot of the Down-Up+HK to rush down agaisnt fireball players by staying a litle more far away for midle screen --> at this distance almost every fireball donīt have time to reach Bison and give him planny of time to perform his Down-Up+HK, and after hiting the opponent with this move they always had the chance to: 1st --> hit the opponent if he does DP LP (by pressing HP after the hit of Down-Up+HK) because as you know after Bison hit the opponent with this move he will be on air and DP LP doesnīt go high enought to hit him and on the way down he can hit again if the DP LP is performed by opponent) or 2nd: Fake this same move into landing out of the DP range (on this case DP HP) and punish then with a regular combo or super, and there was more stuff..
Talking this way looks very easy but it takes a hard Bison player to do this without mistakes like they were doing on that chinese tournament (it was not by accident that they beat all the shotos and chun liīs, etc.. players there.. they were the best Bison players from Alpha 2 that I ever saw)
I donīt see Bison from Alpha 2 as a Top Tier but on very good hands he can be a problem.
Xenozip.
10-19-2004, 04:20 PM
You automatically roll backwards when hit by Ryu's hurricane kick super or Guy's Bushin chain, etc. I think Sodom is the only one who can go backwards on command. And rolling is Ground Recovery.
Good thread.
Wow, this thread was over a year old.
master akuma
10-20-2004, 03:21 PM
I've just started to play Chun Li and Im trying to work out a solid anti air system. There seems to be alot of different options but nothing is as solid as the good old DP which im used too. So what do you Chun players use and at what distance?
As far as special moves or regular moves Chun Li doesnīt has a 100% solid anti air like Ken DP LP but she can manage very well to work on anti-air to make any opponent to think 2 times before jumping on her.
hereīs how:
On Alpha 2 the most classic/safe regular anti-air move for Chun Li itīs her standing HP, but thereīs some situations were you this move itīs not 100% safe --> you can and should change this move in order to confuse a lot your opponent like: if you opponent jump at you from kinda far/midle distance use always standing HP, if your opponent jumps at you from real close distance use standind HK, and more important: many opponents like to jump on Chun Li from midle distance in order to exchange hits by hiting regular attacks on high: this means that if they jump at you from midle distance and you anti-air them with standing HP they can have the choice to hit you at the same time by pressing (HK for example) a litle high (because as you know Chun Li standing HP works great against opponents that want to hit you with regular/deep attacks coming from air) but if they press their attack on higher (on air) the result will be the exchange of hits and on this case they know that even if they get hit by your HP they will hit you with their HK. Now the key to make them fear you on anti air is: if they start hiting your standing HP by hiting high just use your (down+HK) --> this way if they try again to hit you on high they will get hit by Chun (down + HK) and you will not get any damage.
Now you know that if they try to hit you from the air with regular or deep moves: you can kick their ass with Satnding HP, but if they try to exchange hits or even hiting you by pressing the attack on high just press down + HK and you will hit them without any damage (this is a pain for many opponents that try to jump a lot on Chun Li)
Thereīs a lot of more ways (and much safer) to beat suckers who try to jump on Chun Li (a good opponent almost donīt jump on Chun Li) and hereīs why:
Try to be always at kinda close distance from your oppoent (but at safe distance from their down + MK/HK), this way when he/they jump you can punish them A LOT!) ---> by staying at close distance and after he jumps all you need to do is go to front and when they land you will be behind him :badboy: and on this situation you can damage the sucker by trowing him or activating CC, etc.. --> when this happens your opponent will fear you more than ever and he will think 100 times before jumping at you (well.. if heīs dumb he will keep jumping and you will get an easy win)
So as far as anti air system for Chun Li you can chose from several weapons: from standing HP if they try to hit you on regular/deep attack, or from down+HK if they try to with you or exchange hits on higher attacks that the stand HP doesnīt work at 100%, or much more simple: just go under them when they jump and when they land: do a monster combo with CCīs or just trow them as soon they land.
If you need any more help from Alpha 2 feel free to post it here.
btw: Chun Li is a great choice :tup: (she has a lot of more weapons/tricks that makes her great on this game)
Xenozip.
10-20-2004, 04:39 PM
master akuma, you realize that Kenstar posted those questions back in February of 2003. And that the date is currently October 2004?
master akuma
10-20-2004, 04:52 PM
master akuma, you realize that Kenstar posted those questions back in February of 2003. And that the date is currently October 2004?
Yes, I know that, but since Alpha 2 is my fav fighting game I donīt mind to post all that info because other people that enjoy to play Alpha 2 can use that at any compettion level.
btw: do you enjoy Alpha 2?
Wow, this thread was over a year old.
Yeah, had to find an excuse to bump it so it didn't get erased.
master akuma
11-06-2004, 08:25 AM
Does anyone else here plays Alpha 2? or want to ex-change some ideas? strats? techniques?
master akuma
11-28-2004, 01:54 PM
---> Bump
Gen-An
11-29-2004, 12:39 PM
I played some Gief vs Charlie in A2 this weekend, and frankly I couldn't buy a win. Jump strong over SB didn't help much as he'd still jump towards kick me out of the air or do backhand for AA. Staying back and doing lariat thru SBs wasn't much help either since he was only throwing slow ones, he could walk after them and hit me as I spun thru. And for some reason SPD just doesn't come out for me well in A2, but it comes out better in ST and A3. Don't ask. Jump knee wasn't working too well either...
mr.hadoken
11-29-2004, 01:25 PM
That matchup is a bitch. Charlie is the ultimate turtler on top of that. I wouldn't jump with Gief that much in a2 and if I was the knee and fierce body splah would work best.use the spinning green glove to counter sonic booms and to advance you closer. Practice on your SPD (I know the range sucks on A2) but it's one of his most used tools. Girf also revolves around alot meter as well. I rarely use his supers, I use ihis super bar only for ACs and CCs. Charge it up by using alot by using the Turbo Clothesline (two kicks) because from a distance even if Charlie walks up you can recover fast enough to block. Hope this helps
master akuma
11-29-2004, 02:48 PM
Zangief is a lot more weaker in Alpha 2 than in ST version (a lot weaker) and the Charlie deep LK flash kick cannot be air blocked like in SFZ2A or SFA3, one of the main reasons that Charlie is a really good defense player (one of the best defense players in A2) is because is LK flask kick cannot be air blocked and that makes most opponents to think at least twice before jumping on him when heīs charging back/down.
This is a hard match for Zangief players because since he power from ST version the Charlie players can play on defense a lot by trowing LP sonic booms and LK flask kick Zangief every time that he jumps (even when Zangief jumps with his HP-down)
The smart thing that Zangief can do in this situation is 3K every time that charlie trows LP sonic booms but by doing this he needs to pay attention to the range were he press the 3K so charile downīt hit him down with c.HK, and after pass trought his LP sonic boom wait that he stand (if he stand at any time) so you can jump with down HP into 360š trow.
maybe this doesnīt help much but at least you have something to manage the LP sonic booms (itīs a question of doing the 3K on a distance that his c.HK canīt reach you) and after that if you see him standing at any moment then you have at least a change to jump on him with down HP or down MK and grab him with 360 or 720.
didimau
11-29-2004, 02:59 PM
Someone give me advice on Chun-Li vs. Zangief. The Versus book says it's way in Chun's favor, but then again that Versus book was written in 1996 and had Gief last. I hardly think it's as braindead easy for Chun as the book makes it out to be. So what can Chun do to stop Gief's jumping, Lairats, etc. And what can she do to apply the pressure back?
ShinRyuX
11-29-2004, 03:28 PM
Someone give me advice on Chun-Li vs. Zangief. The Versus book says it's way in Chun's favor, but then again that Versus book was written in 1996 and had Gief last. I hardly think it's as braindead easy for Chun as the book makes it out to be. So what can Chun do to stop Gief's jumping, Lairats, etc. And what can she do to apply the pressure back?
lol. Crouching roundhouse beats all of Gief's attacks. He cannot jump at her unless he CC's through. Keep the pressure up with low fowards and kikokens. The only way for Gief is to win is by doing a surprise jump while you do a ground move so watch for him to jump or with a CC. He HAS to jump against her because she is just too good on the ground. This match is very hard for zangief to win. Believe it.
Also, if you think Gief isn't good in A2 then obviously you don't know the game very well. This along with Hyper Fighting is like the best version of him. And Gief wins against Charlie....
I still think A2 was the best SF. :karate:
didimau
11-29-2004, 04:07 PM
Thanks... sort of. Just to make it clear, I didn't say Gief sucked at all in my post. I said the Versus book (which many people refer to when it comes to A2) ranked him last, which made me question how authoritative the book was about the Chun vs. Gief match in the first place. And I questioned how outdated the book was if it listed Gief last.
Doesn't Gief jumping fierce beat Chun cr.roundhouse? I know when I was last fighting Gief and relying on cr.roundhouse for AA, he still managed to beat it somehow and get in. So I guess the standard, cr.foward xx Kikoken stuff, anti-air as normal. Sounds simpler than when I actually play the match, but I'll retry it next time.
Prozac`Nation
11-29-2004, 05:03 PM
I'm pretty sure the 'Gief doesn't suck' portion of ShinRyu's post was directed to the post before yours, didi, not your book comments. ;)
Good stuff in this thread. :)
mr.hadoken
11-29-2004, 05:05 PM
I still think A2 was the best SF. :karate:[/QUOTE]
That and HF. Didn't care for A3 that much
master akuma
11-29-2004, 06:48 PM
didimau: The Chun Li vs Zangief fight is one of the most hardest fights for Zangief in Alpha 2, like I said: in this game Zangief is a LOT weaker than on his ST version.
Hereīs a few examples about how Chun Li can smoke Zangief very easy: On ground mind games Chun Li only needs her c.MK that has great range and great speed (with more speed and range than Zangief ground game Chun Li can make him crazy on ground), when Zangief jumps on Chun Li she got a lot of choices and hereīs 2 main ones: if Zangief try to hit high she can (c.HK), if Zangief try to hit medium or deep she can (stand HP), and on ground when Chun Li hits with her c.MK thereīs always the options to connect with hcf+P because even if Zangief block the c-MK he need to block her fireball or press 3K (by pressing 3K on ground games with Chun Li is a mistake due her c.MK range and speed)
With that huge size, smaller range and much smaller speed Zangief will find on Chun Li his hardest match when playing agaisnt a good Chun Li player)
Even on the famous Alpha 2 strat book the Alpha 2 champions wrote that this is one of the hardest fights ever for Zangief in Alpha 2 (and everyone who really play this game can understand that even if the Zangief character is been played by a great player)
And on the other way: everything is possible and all depends in how the players will play the game, from what I know in this game itīs very hard for Zangief to beat a good Chun Li player in this game, the bad thing about Zangief in Alpha 2 is that he lost many power from SSF2T/X (maybe heīs not the worst Alpha 2 character but heīs far away to be the best)
ShinRyuX: SF Alpha 2 (is) the best SF game (IMO) :karate: :bgrin:
ShinRyuX
11-30-2004, 02:08 PM
I would have to disagree that gief is weaker in a2 than st. I just don't see how you can say that because gief's CC is so good. You get to do huge damage off the cc and then get a free cross up. What more can you ask for? He has like crazy options when he jumps too; knee drop into spd, splash into spd, jump in nothing spd, jump in CC. He has a lot of good normals too like crouching jab, standing forward, jump up fierce, splash, knee drop, and has a huge low roundhouse range. If gief plays smart, he can beat characters like chun but you have to be patient and block. Like always, the CC is the key to winning with gief.
master akuma
12-01-2004, 06:52 AM
I would have to disagree that gief is weaker in a2 than st. I just don't see how you can say that because gief's CC is so good. You get to do huge damage off the cc and then get a free cross up. What more can you ask for? He has like crazy options when he jumps too; knee drop into spd, splash into spd, jump in nothing spd, jump in CC. He has a lot of good normals too like crouching jab, standing forward, jump up fierce, splash, knee drop, and has a huge low roundhouse range. If gief plays smart, he can beat characters like chun but you have to be patient and block. Like always, the CC is the key to winning with gief.
Let me start with 2 things: first is that Zangief is a lot more weaker than in ST version and most players (even the ones that play ST at high level) will agree with this fact, and second is that Zangief CCīs are weak and not strong like you are saying.
Now let me post FACTS that can prove why Zangief CCīs ARE weak:
If you really play Alpha 2 then you know that Deadly CC Zones (Valle CCīs) are one of the most powerfull weapons in this game and Zangief does not have a Deadly CC like some characters, hereīs a perfect example:
In order to a character have a Deadly CC Zone (Valle CC) this character needs to have a move that once is activated thereīs no way to fight it or block it once the character is standing, and how this is done you may ask? ---> Deadly CC Zone (Valle CC) is so amazing powerfull because once it is activated on the CC Zone and once the character is standing thereīs nothing he can do to stop for been hited for a massive fast combo, and this is simple because (for example: Ryu) can start his CC with c.HK into any other move that he wantsso fast that his opponent will not have time to react once heīs into the CC Zone.
Zangief does NOT have Deadly CC Zone like Ryu (note that Iīm not saying that Zangief does have have a powerfull CC, itīs not that, Zangief can have a powerfull CC but he DOES NOT have a Dealy CC Zone) and some people maybe asking why is that? ---> just because Zangief c.HK takes a few more frames than Ryu c.HK to hit the opponent on CC mode and those very few frames will be the diference between "Deadly" and "Powerfull"
So I agree when you said that Zangief has a powerfull CC, yes.. thatīs true, Zangief does really have a powerfull CC but itīs not a Deadly CC and that is a big diference when playing against characters like Chun Li.
Also: the famous knee drop into spd, splash into spd will not be as good like in ST and you know why, right? both knee drop and splash or any other air attack can be stoped very easy due to 2 reasons: first because his air attacks donīt have that big priority like in ST and second because if he does that against a good anti air (example: Ken LP DP that has a huge priority against air attacks) he will go down again.
I could post that Zangief is a lot more weaker and you could post that Zangief is stronger or with the same power of Super Turbo version but that will not change much because if we donīt play against each other then all we can do is to post what we know of each character in this game.
ShinRyuX
12-01-2004, 11:32 AM
I don't see how you can gief has lower priority with his jumpins. I mean his knee drop on the way up beats or trades almost all non uppercut normals. For example, he can jump in against Rose almost without fear and if you try rolento's standing strong, it's a bit difficult to hit gief clean. As for the CC, gief can do the low roundhouse cc trick like anyone else. Better yet, his d/f+roundhouse gives him even more range imo. The CC combined with his guessing game makes him a much stronger character than his ST version. Are you also saying that his jumpins beat DPs in ST? I don't think so. If you are within range and if you time the dp correctly, gief is going to get hit out of the air. Old characters don't even have to worry about timing since the DP is completely invincible. Relying on the DP solely for all anti air is a bad idea anyway since gief can jump shallow where the dp will whiff. You're also assuming that gief will jump in blindly where a smart gief will wait until the right moment. With the CC, gief can jump in and activate CC through any anti attempts. You're going to get hit out of the air when playing gief. You just keep the pressure going until you CC or spd them. Another useful trick is to do a SPD, activate CC and pressure them when they get up into another SPD.
Maybe you haven't seen really good gief's in Alpha2. In the U.S., I've met and played against some really good gief players and it showed that gief, by large, is a very underestimated character.
Flamie Z
10-31-2005, 11:35 AM
*bump*
Anyone still play this game? Looking for some Birdie or Dan strategy if any. Can they win? o_O
TwinDragz
10-31-2005, 07:43 PM
I've had Zero2 Dash for saturn for awhile now, though I only played it casually. I kinda want to get into this game and need to know some questions. First, should I get the original Zero 2 for Saturn? Also is Gen any good? He hasn't been mentioned in this thread and he's my fav character in the game:sad:
What should I do for a CC, trip into hand slaps? LOL.
Duy Nguyen
10-31-2005, 11:38 PM
I was planning to get into A2 with a couple of my friends.
I was wondering how close is the ps1 version of A2 to the arcade version?
Also the speed on the ps1 version for A2 seems a bit weird, can someone tell me the speed setting that would somewhat match the arcade version?
I've had Zero2 Dash for saturn for awhile now, though I only played it casually. I kinda want to get into this game and need to know some questions. First, should I get the original Zero 2 for Saturn? Also is Gen any good? He hasn't been mentioned in this thread and he's my fav character in the game:sad:
What should I do for a CC, trip into hand slaps? LOL.
A2 for Saturn is good. If you don't have any competition in normal SFA2, Z2A/A2 Gold is fine. There was a thread about the differences in the two versions in Fighting Game Discussion, so you might want to look for that. A big one is that Alpha Counters do less damage and require 1.5 meters instead of one, and CCs also do less damage.
Gen in SFA2 is not good. When SFA2 was popular, he was actually ranked bottom 3, along with Birdie and Dan by some people. Priority sorta sucks, and even if it didn't, A3 system is more his style (guard bars, juggles, no ACs that do a bajillion % damage, don't get CCd for walking, etc). Best CC involved repeated waterfall kicks (f, d, d/f+k in punch style), IIRC.
TwinDragz
11-01-2005, 08:43 AM
Gen on the same level as Birdie...that makes me sad. Well I'll have some fun with this game then maybe give Zero3 another shot(wish that game didn't have air recoveries).
BBCampbell
11-01-2005, 09:59 AM
I play me some A2! :tup:
I'm not an expert (somewhat of a scrub even), but here's how I play. Critiques are much appreciated!
The four characters I play are Sakura, Rose, Dhalsim and Dan. (Yes, Dan.)
ROSE: Rose wins me the most matches, so I'll start with her. Let me start by saying Soul Illusion is your best friend. Seriously, I don't even use CCs with her. One of my favorite things to do is activate when someone jumps and Slide (df+MK) under them. The shadows will hit from the other side, effectively making it a cross-up. Also, Soul Spiral brings the pain with this super, even on block.
I play mostly defensive, with my bread & butter being c.MP into Short Soul Spiral. C. MP is a godly normal in this game, the priority is insane. Also, Rose's C. HK has much range on it, perfect for responding to point-blank fireballs. I play mostly defensively, so I'm usually at the end of the screen (this gets me trapped in the corner, which is bad).
A few more notes: Last minute Level 1 Aura Soul Spark is a decent anti-air. Time it right, and you get all 3 hits, but be careful. More often than not, you'll get tagged for it. I don't think I need to tell anyone that Soul Reflect is an important part of Rose's game, if for nothing other than super meter. Finally, s. HK is great as anti-air for a distance.
SAKURA: The main character of this game, Sakura plays like a faster, weaker, retarded Ryu. HK Shunpuukyaku is great for going over FBs (but I think I use it too much.).
With Sak, I use the Shunpuukyaku a lot, as well as playing mind games with her chargeable Hadouken. I use the Hadouken to bait a jump-in, then charge it to her huge Hadouken, which works as an anti-air.
The second I get a level of super, I go for a jump-in CC. I usually do j.MK, c.MK, MK Shunpuukyaku until the meter's almost gone, then finish with HP Shououken.
The Strangle is a great grab. I do a lot of jump-in/walk-up throws when I play and sometimes I'll get 3 in a row on people. You'd think I get nailed more often using it, but I don't. I should, but I don't.
Finally, for a good, non-super combo, j.MK, c.MK, c.MK, s.MK, HP Shououken. But you all knew that already, right?
DHALSIM: After Rose & Sakura, Dhalsim's my 3rd best. I actually started playing Dhalsim in A3 with his X-ism insta-super.
Dhalsim, of course, works best at a distance using psychic limbs and Drills when you want to put the pressure on. The normals I use the most are s.MK, s.MP, c.HP, j.HP, C.MP and the Drills.
His supers aren't that great in this game. Yoga Inferno can work if you get a c. MP/MK in. The Yoga Strike is extremely hard to get an opening for, but if you do and you win with it, you come out looking like a hero! Honestly though, I can win a match without using any meter with him.
DAN: Well, if you're going to play Dan, it's an uphill battle and you're probably going to lose, but...
Dan's Gadouken is better than most people think it is. The key is not to use it as a "Fireball", but think of it more as an extended FP that snuffs FBs (like Gief's Banishing Flat). It works okay as an anti-air too.
His best jump-ins are SK & MK. MK is great for setting up combos, while SK has great range. It does shit for damage, but I mostly use it as a safer jump-in than MK.
Dan's throw is pretty good, I use it a lot.
And of course, if you pick Dan, taunt as much as you can!!! ^_^
Taunt more than you hit!
Deathstroke
11-07-2005, 09:29 AM
[QUOTE=Deathstroke]In Ryuuko.cl, i have too many vids of Alpha2 ( I love this game )...
Akuma is Top Tier! I have matches of this game...
http://www.ryuuko.cl/descargas/[A2]Deathstroke[Sak]_Vs_KuntaBoy[Sg].avi
http://www.ryuuko.cl/descargas/[A2]Deathstroke[Sak]_Vs_KuntaBoy[Ak].avi
http://www.ryuuko.cl/descargas/[A2]Deathstroke[Ch]_Vs_KuntaBoy[Ak].avi
http://www.ryuuko.cl/descargas/[A2]Deathstroke[Ak]_Vs_KuntaBoy[Gen].avi
If you canīt see the videos, download the codecs in
http://www.free-codecs.com ( K-Lite Codec Pack )
I'm sorry if you already know this link (i didn't see it) but there is a lot of SFZ2 matchs from a jap tournament here :
http://walhall.sakura.ne.jp/movie.html
How do you beat turtle Charlie with Rose?
I just need to defend this scrub-ass post of mine, over 3 years after I made it. I was playing on the A2 machine at the CSU Sacramento game room...which hella didn't work. So supers and ACs would randomly not work, and it was just hella gay.
Also, I hella sucked at A2.
The A2 machine has long since been replaced by one of those SF Anniversary Edition Ultracade machines, which is also shitty, but less so.
This post bruoght to you by....Ego.
Mixah
08-10-2006, 02:10 PM
General Rule for custom combo...
Sweep, most damaging move, multi hitting move at the end
Sagat can do a lot more in this game than his tier gives him credit for
and aside from dan and birdie, this game is hella balanced...
:tup: <3 alpha 2 for life.
thumbs_up
08-23-2006, 04:23 PM
I play a lot of alpha 2 but i cant for the life of me get chun-li's lightning legs CC to work!!!
I do c.rh and mash rh kick but to no avail i also mash lk and mk or mash them all together but it dosent work can someone give some help thanks
Lv.32 Z-Ism Rose
08-23-2006, 06:59 PM
This is more Alpha 2 Gold related, but are there any good Cammy custom combos? I cant seem to get anything of hers to work out to well....
EveryFlowerFlow
10-01-2006, 02:40 PM
what IS a valle CC as oppossed to a regular one?
Terry_nb
10-02-2006, 12:57 AM
what IS a valle CC and oppossed to a regular one?
It is when you activate point blank your CC and start it with a low sweep kinda move. So stuff like Ken's lvl 1 CC c.RK, qcb+RK, dp+FP. Somehow CC's do more damage after a sweep and are also not blockable if you would be in the standing animation on the up close activation.
There are two unblockable CC issues:
#1 involves range more strictly than the other: if you're standing close to someone and activate a CC, there is a "blowout" range where they can't block. Even if they had already been blocking, they will stop.
#2 is the Valle CC. Valle CC is as described by Terry-nb above, but you don't have to be as close. From well outside of sweep range, if you activate a CC against someone who was standing or not blocking low, they cannot do so for a moment, and are vulnerable. However, if they were out of the blowout range, thy can still continue blocking if they were doing so already.
This makes things like throwing too many fireballs (fast ones moreso) dangerous, and also whiffing too many slow pokes, or walking forward.
Duck Strong
10-02-2006, 05:50 AM
you can block blow-out. blow-out only happens if you weren't blocking.
master akuma
10-09-2006, 06:26 AM
Maybe you haven't seen really good gief's in Alpha2. In the U.S., I've met and played against some really good gief players and it showed that gief, by large, is a very underestimated character.
Sorry for the super late reply but I tought that this thread was gone, and if you are still around here at srk:
yes, you are probably right, over here mainly no one plays with Gief and if there's anyone who play with him then they don't know much, I know that many people in the U.S. enjoy Zangief in Alpha 2 (his long c.HK has crazy range wich is amazing good for Valle CC with good damage, his regular hits do more damage than the rest of the cast, etc..)
Most peole here plays with Ryu, Ken, Chun Li, Charlie, Akuma and that is kinda bad because a good rolento or a good rose, etc.. can a ton of things after a certain level.
master akuma
10-09-2006, 07:36 AM
I play me some A2! :tup:
I'm not an expert (somewhat of a scrub even), but here's how I play. Critiques are much appreciated!
The four characters I play are Sakura, Rose, Dhalsim and Dan. (Yes, Dan.)
ROSE: Rose wins me the most matches, so I'll start with her. Let me start by saying Soul Illusion is your best friend. Seriously, I don't even use CCs with her. One of my favorite things to do is activate when someone jumps and Slide (df+MK) under them. The shadows will hit from the other side, effectively making it a cross-up. Also, Soul Spiral brings the pain with this super, even on block.
I play mostly defensive, with my bread & butter being c.MP into Short Soul Spiral. C. MP is a godly normal in this game, the priority is insane. Also, Rose's C. HK has much range on it, perfect for responding to point-blank fireballs. I play mostly defensively, so I'm usually at the end of the screen (this gets me trapped in the corner, which is bad).
A few more notes: Last minute Level 1 Aura Soul Spark is a decent anti-air. Time it right, and you get all 3 hits, but be careful. More often than not, you'll get tagged for it. I don't think I need to tell anyone that Soul Reflect is an important part of Rose's game, if for nothing other than super meter. Finally, s. HK is great as anti-air for a distance.
Hey BBCampbell, how about some anti-Rose strats? I enjoy to play mainly with Ken and Chun Li but sometimes I have fun with Rolento, I also kinda play with Akuma, Ryu and Charlie.
and yes, the c.MP is a bitch, that move is like the c.HP of Sagat from CvS2 but with smaler range (I think)
A few months ago I lost big time against a good Rose player in a tournament final, the thing was: I never played against a good Rose opponent and I ended been smoked big time, I know that before the tournament I played some matches against him in Hyper Alpha with Zero 2 Rolento/Ken vs his Zero 2 Rose and I won without problems but Hyper Alpha (Zero 2 ISM) is not exactly the same as the original A2 (but then again I don't know much about HA)
I know that if we played more times that I would get things around because I never faced good Rose opponents (in fact no one plays with Rose here and she's really good in A2) but like in every tournament: we can't play vs the same guy the times we want, so whoever wins 3 fights in the finals would won the tournament and I lost the 3 fights (I suck) :tdown: :wasted:
So could you post some knowledge about some anti-Rose strats?
Does anyone else here who still enjoy this game and has some Rose knowledge could post some stuff for Chun, Ken, Rolento, etc..?
master akuma
10-13-2006, 05:58 AM
Bump: does anyone want to share some anti-rose strats for Chun, Ken?
Strike
10-13-2006, 01:27 PM
Rose can't jump on Chun-Li. Everytime Rose jumps, Chun-Li can cr.HK anti-air her consistently from any angle... except for Rose's jumping LK. If Rose is jumping in with that, Chun can just use any other of her billion reliable AAs: Kikosho/Rising Kick/etc. So if any Rose is jumping on you at all, Chun should be winning.
Similarly, Chun cannot jump on Rose. Rose will just cr.HP or Level 1 Aura Soul Throw her every time. This match is fought on the ground.
Rose's best ground poke is cr.MP; Chun's is cr.MK. For the first part of the match, it's a cr.MP vs. cr.MK fest until someone has meter. You realistically can't poke "in-between" Rose's cr.MP because they are so fast and have the best priority in the game. But random cr.MKs from their max distance will not be stuffed quite so easily by Rose because of the range, and you can always cancel into a Kikoken or Axe Kick overhead to build meter. Never throw fireballs from long range because Rose will just absorb them and she'll be ahead in the meter game.
Once you have 1 level of meter, you can be more aggresive. You can jump in CC to blow through her cr.HP or level 1 AST attemp and hurt her badly. You can block, then Kick AC her ground pokes to knock her down and start a crossup/throw/overhead kick guessing game when she gets up. If you have godtiming, you can CC her cr.MP on recovery so I've heard... but I've never really seen anyone do that.
If Rose gets meter, she'll probably start Illusions and look for the chance to do chip damage or a crossup. Always AC the Illusioned Soul Spiral towards the end so you don't trade with her shadows. Be careful not be be lured by a cornered/metered Rose who will most likely Punch AC you into her corner. A Punch AC happy Rose is just throw-fodder.
Chun's lightning fast walking speed helps out a lot. You can walk in and out of her cr.HK/slide range, wait for her to turtle, and walk up throw. Once you get close to Rose (and she has no meter), you can pressure her immensely with standing LK xx LK Axe Kick; cr. MK xx Kikoken, or just cr. MP --> walk up throw.
Supposedly the circle goes Chun beats Rose beats Shotos (Ken/Ryu) beats Chun. It's a pretty even match regardless though. The Chun that isn't too jump happy and can control the ground by using good-ranged cr.MK pokes and stopping the cr.MPs will win over Rose.
Kyokuji
10-13-2006, 03:31 PM
Nice to hear that Chun' can't just jump all over people in A2 at least.
They gave her way too much jump-in priority in A3.
master akuma
10-16-2006, 03:42 AM
Rose can't jump on Chun-Li. Everytime Rose jumps, Chun-Li can cr.HK anti-air her consistently from any angle... except for Rose's jumping LK. If Rose is jumping in with that, Chun can just use any other of her billion reliable AAs: Kikosho/Rising Kick/etc. So if any Rose is jumping on you at all, Chun should be winning.
Similarly, Chun cannot jump on Rose. Rose will just cr.HP or Level 1 Aura Soul Throw her every time. This match is fought on the ground.
Rose's best ground poke is cr.MP; Chun's is cr.MK. For the first part of the match, it's a cr.MP vs. cr.MK fest until someone has meter. You realistically can't poke "in-between" Rose's cr.MP because they are so fast and have the best priority in the game. But random cr.MKs from their max distance will not be stuffed quite so easily by Rose because of the range, and you can always cancel into a Kikoken or Axe Kick overhead to build meter. Never throw fireballs from long range because Rose will just absorb them and she'll be ahead in the meter game.
Once you have 1 level of meter, you can be more aggresive. You can jump in CC to blow through her cr.HP or level 1 AST attemp and hurt her badly. You can block, then Kick AC her ground pokes to knock her down and start a crossup/throw/overhead kick guessing game when she gets up. If you have godtiming, you can CC her cr.MP on recovery so I've heard... but I've never really seen anyone do that.
If Rose gets meter, she'll probably start Illusions and look for the chance to do chip damage or a crossup. Always AC the Illusioned Soul Spiral towards the end so you don't trade with her shadows. Be careful not be be lured by a cornered/metered Rose who will most likely Punch AC you into her corner. A Punch AC happy Rose is just throw-fodder.
Chun's lightning fast walking speed helps out a lot. You can walk in and out of her cr.HK/slide range, wait for her to turtle, and walk up throw. Once you get close to Rose (and she has no meter), you can pressure her immensely with standing LK xx LK Axe Kick; cr. MK xx Kikoken, or just cr. MP --> walk up throw.
Supposedly the circle goes Chun beats Rose beats Shotos (Ken/Ryu) beats Chun. It's a pretty even match regardless though. The Chun that isn't too jump happy and can control the ground by using good-ranged cr.MK pokes and stopping the cr.MPs will win over Rose.
I'm aware of the Chun's strong ground game and it's kinda what I do when I'm using her, basically I use her c.MK a lot (best ground move) with her speed in order to force the opponent to c.Block and as soon they are c.Blocking to much I go for a trow, as far as anti-air I always use her s.HP and if I trade hits (due the opponent hit early when he jumps on me) I switch to c.HK, so if the opponent jump and hit attack button late I assume it's better to use s.HP and if he hit attack button early then the c.HK will hit him clean, but from what you are saying the c.HK of Chun Li will counter all the air attacks of Rose (except LK), and doesn't matter if Rose hit the attack early or late? if so then the c.HK of Chun's can still counter even if it's an late hit attack?
The problem that I had against Rose was manly the soul illusions combined with MK slide into c.MP, and also the soul illusions of j.MK, c.MP into (insert other moves here) or soul illusions of j.crossup.MK, c.HP into DP HK, etc...
One of Rose main strengths is her supers of soul illusions that are hard to counter if we don't have meter to perform an AC, I guess the key is just to wait that the soul illusion ends out because it doesn't last long at level 1, my problem was that I used Ryu and Ken against Rose and I was not aware of the strenght of Soul Illusion, but there's nothing like to get kicked in the head to learn from it and try to improve (at least try)
Next time I will not just limit my choice to Ken/Ryu, I'm playing more with Rolento (good range with the c.HK and c.HP, plus the stingers are maybe the best projectile in the game, well: at least that's what they wrote in the SFA2 strat guide, etc..) and Chun is always a good choice in any A2 tournament.
The main characters that I use are: Ken/Ryu, Chun Li, Akuma, Rolento and Charlie, but I really need to get Rose number in every move that she perform in order to know eaxactly what I need to do and when to do every time she pulls out anything.
So if you are playing with Chun and Rose has his soul illusions on: and if you don't have meter then the best thing to do with Chun is block and wait that soul illusion ends out? and is Chun AC really usefull if Rose jump with and late MK?
More: how about when you c.Block the Rose's MK slide of soul illusions? Does Chun or any character has time to perform an crouch AC without trading hits? the reason that I ask it's because after she perform the slide from the max distance she pretty much recover her defense back due the 4 hit delay of the shadows, right? and by that time Rose just recovered from the slide and she will be ready to hit again with her "bitch" c.MP.
Note: I just realized a few days ago that once Rose activates the soul illusion she has only 2 air moves: MP and MK, all the punch moves on air turn ith MP and all the Kick moves turn into MK, that was something that I never knew about it because I never played to much with her :wonder: (damn I feel stupid) :annoy: :wasted:
Thanks for heads up Strike :tup:
Strike
10-16-2006, 08:55 PM
Chun's cr.HK should counter pretty much all of Rose's jump ins be it early or late; Rose's j.LK being the exception I know off hand. cr.HK counters m