Advanced A2 Discussion

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  • SystemSystem Joined: Posts: 508,676 admin
    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
  • SystemSystem Joined: Posts: 508,676 admin
    This was already posted.

    Its at http://www.gamecombos.com. Down a bit on the main page.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • ShinRyuXShinRyuX Joined: Posts: 136
    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.
  • AdverseSolutionsAdverseSolutions Joined: Posts: 1,106
    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!
  • ShinRyuXShinRyuX Joined: Posts: 136
    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!
  • ShinRyuXShinRyuX Joined: Posts: 136
    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.
  • TSTS pbbbbbbt... Joined: Posts: 4,302 ✭✭✭✭✭ OG
    How do you beat turtle Charlie with Rose?
  • StrikeStrike Joined: Posts: 78
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • ShinRyuXShinRyuX Joined: Posts: 136
    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.
  • StrikeStrike Joined: Posts: 78
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • arcticninjaarcticninja Butterfly in the sky Joined: Posts: 1,205
    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
  • ShinRyuXShinRyuX Joined: Posts: 136
    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:
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • arcticninjaarcticninja Butterfly in the sky Joined: Posts: 1,205
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • ShinRyuXShinRyuX Joined: Posts: 136
    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:
  • js2756js2756 Joined: Posts: 169
    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.
  • gutabogutabo Joined: Posts: 288
    Can't download the vid!!!!
    HELP!!!!
  • SystemSystem Joined: Posts: 508,676 admin
    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. :(
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • arcticninjaarcticninja Butterfly in the sky Joined: Posts: 1,205
    what is Evil Ryu's CC?
  • HeaTHeaT mindgames Joined: Posts: 3,245 ✭✭✭✭✭ OG
    isnt it just, c.rh, fp fireballs over and over...???

    im outi

    Roberth
    I stream games - twitch.tv/heatzgaming
    Youtube channel - youtube.com/heatfury
  • SystemSystem Joined: Posts: 508,676 admin
    "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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • OMENOMEN Joined: Posts: 39
    nice thread

    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
  • SystemSystem Joined: Posts: 508,676 admin
    nice thread
    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...
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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~!
  • SystemSystem Joined: Posts: 508,676 admin
    *eyes gunter* um yea what he said...... hehe
  • SystemSystem Joined: Posts: 508,676 admin
    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?
  • SystemSystem Joined: Posts: 508,676 admin
    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_li1chun_li1 Joined: Posts: 147
    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
    Space Nazis Incoming : http://www.ironsky.net/
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • SaBrESaBrE BAI BAI Joined: Posts: 4,495 mod
    alpha2gold is a terrible terrible game. only cool thing was the color chemes in the presentation lol...
    AZ fighting game crew, team hAZmat

    www.teamhazmataz.com

    www.twitch.tv/teamhazmat
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