I think this game is interesting if only to get a better appreciation of how Capcom balances their titles. In Alpha 1, basically everything you would expect to work works exceedingly well(including some things that probably shouldn’t. Everything is good: the normals are all excellent, most of the specials are excellent, no weird hitboxes, the supers(even level 1) are huge, hardly anything has frame disadvantage on block. All this leads to a broken ass shitfest, but it still plays like you would expect it to(in a manner of speaking).
With each subsequent game, capcom just decided to gimp the good shit to the point of uselessness and strap on a new gimmicky feature to give us something to play with. It’s ridiculous when you think about it. The Alpha games are aesthetically so similar, but each one plays radically differently because practically nothing works from the previous iteration.
For further proof, compare an A-ism level 1 super with an Alpha 1 level 1. It’s like the difference between a pellet gun and a nuclear warhead. The stupidity is further compounded by the fact that the Alpha 1 guys get a ton of juggles they didn’t have before and tons of the A3 combos simply don’t work on the older characters. The games are WAY too different to work well together. It’s just that simple.
p.s. You guys forgot to mention the retarded throw ranges and added links as to why CE characters are broken beyond repair.
p.p.s. The Alpha 1 normals are so fucking good, that almost all crouching attack s have to be blocked low(i.e. shoto :d: :hp: :d: :mp: ). I’m sorry, but that’s just fucking dumb. Oh yeah, and charging meter with whiffed rapid fire jabs is possibly to stupidest thing ever. Oh no wait, having supers charge their own meter is even dumber.