Alex has ordered a copy of the re-released Japanese version of AE. Allegedly, that version was retooled to allow for not only tech throwing against non-ST characters, but all of the original arcade glitches (Chun’s stored super, variable fireball speeds, and shortcut inputs for Guile/Claw) were put back in. We have yet to try this version out, as Alex hasn’t shown his mug since EVO. But once we do, I’m sure the more seasoned players would be glad to offer their opinions. I’m not certain, but you might need a chipped PS2 or magic swap to run this.
Gian mentioned the Japanese PS1 version at Evo, but I have heard scathing reviews of that port. Some have speculated that it’s the preferred console version for Japanese players simply because it’s been around for so long.
As I stated in the tournaments thread, the arcade version is superior to all. But for the purposes of running tournaments, we should stick to console versions. I have no objections to holding individual tournament matches on the cab if both players agree to it. But there’s a reason why Evo is a console tournament. On consoles, people have the luxury of practicing on the same version at home so that they know how the mechanics work and can familiarize themselves with their own controls before arriving to play competitively. Plug and play controls are also a blessing for organizers, in the event of hardware failure.
Edit: Pablo, doing motions for fireballs and DPs isn’t the issue with circular or octagonal gates. The problem is with hitting corners. Charge characters like Guile, Dee Jay, Claw, and Boxer need to hug the corners. Many of those characters also need to be able to hit 4 corners in rapid succession. Accidentally hitting an axis during execution means that a move simply won’t come out.