Alpha Anthology *Capcom for the motherfucking WIN*

Nah ryu couldnt do that. Basicly after you throw(tech or not… Unless its one of the random techs that acctualy puts the thrower not at a disadvantage being able to be comboed) in this game anything that can juggle will juggle more or less it seems. Where as in other games of course it was more specific kinda stuff like guy knee bash to super. Now you could just do regular throw to super with out having to worry about timeing it right after the knee bash since well you of course always know when you get out of the regular throw shrug…

lol and yea seems sodom is hella ridiculous. Well they had to give him something for takeing out that unblocakble roundhouse shrug…

I guess since im posting again heres some random stuff I didnt bother posting before just to keep this thread going while its umm going…

A1 adon…

-His combo to super seem more lax then in the orginal alpha to me shrug.
-You can link a super now after his jaguar tooths, works standing and ducking. However of course ducking is much easier… Then again hitting a ducking opponent with this move maybe not to realistic.
-Also seems you can link a super after his umm lk jaguar kick(? whatever the flip kick is). However always missed the few times I tried it. Ill assume its jsut timeing.
-His level 1 punch super to me seems more punishable now. Then again the move was always deceptivly PUNISHABLE in the first place even though it seemed safe so im unsure… Also seems the super has a higher chance of missing from far when countering moves then in the orginal, but maybe its just my imagination. All I know is useing the super to go through fireballs a lot of times the other guy can block the second hit. shrug
-And on a last note maybe not new but for certain moves adon flies the wrong way. Doesnt really help the opponent ora nything though. But it does make you automaticly get that green block? Blue block? Whatever the fuck that thing is in a3 when you block of course after being knocked down.

The dipswitches allow each game to be arcade perfect.

Yes, Gief’s OTG VC is in (as with other OTG’s).

Wow. That’s pretty twisted.

Well, I actually got to play tonight.
A2 Sodom > A1 Sodom. A1 Sodom’s normal throw puts them far from you at a low arc, and you need to super right away to juggle. A2 Sodom throws them waaaaaaaay up, you can actually walk up and Super when they’re low enough that you always get the 3 hits. A1 Sodom can’t do normal throw->Super on Charlie, A2 can. Plus A2 has the CC and all. And even if you tech the throw, you recover but he can do the super, and A3 characters still can’t air tech so it’s always guaranteed.
On the other hand, A1 Sodom’s Lv1 Scrape has a ton of invincibility on startup.
Sodom really seems to be the king of dumb now - throw/super, throw/super, throw = dead, and still have a level left over.

Mike Z

Hrmm im gonna have to say a1 >a2. A1 sodoms range on his SPD is waaaaaaaay longer, to the point where you can grab some characters right when it says FIGHT. Its pretty ridiculous.(A2 sodom can only do this with his super)Plus a2 sodoms regular SPD is also techable, where as only a1 sodoms super SPD is techable. And teching SPDs is pretty lax. Super SPDs are almost impossible not to tech. You can mash when the game turns black and you’ll always tech. So having at least something you cant tech is good. Plus A1 has random combos like chain combo yadda yadda HK, fierce scrape, level 1 super, or chain combo yadda yadda HK, level 1 scrape super, level 1 scrape super.

Hrmm didnt know about A2 sodom having a different throw, never realized that one. Intresting. Though I just tired it out and did you notice his kick throw is different to? Throws them right to the ground and LITTERALY does like one pixel damage lol. Hrmm I wonder if a a3 did that red hit thing durning the throw, would the throw acctualy do ZERO damage? Is that even possible? lol

I guess other random things to post… lol to important just trying to keep intrest in this game alive or something blah…

A big misconseption of the game is that A3 characters can not tech A1-A2 characters moves. Which is just totaly false. The only thing is the game has some wierd rules about what can be teched, and what can not be teched…

If its a move that causes a effect to be on you(say fire, blue fire etc), theres a good 90% you can tech the move.(hell acctualy the only moves you cant tech that catch you on fire off the top of my head are ryus regular red fireball, kens shoryuken, and bisons pycho crusher… meaning yes you can tech out of roses throw etc) Example you can tech ryus super fireball, sagats super fireball, akumas super fireball(and his red fireball)… However you CANT tech dans super fireball? Random… Also other fire examples being you can of course tech sodoms rug burn, and his super throw if its the level 3 version since you well… Your on fire…

Id like to note however for whatever reason the game has a bit more randomness in that overall theres a small chance you just might not be able to tech. I dun really get it myself. But sometimes the game just doesnt allow you to tech them. Granted its a very small chance(id say less then 20%), but still random none the less.

Also depending on how high a move hits you, you can also tech. Say for a random example say ahh I dunno alpha counters… if alpha counter hits you in on the ground or close to it, you cant tech. However if a alpha counter hits you higher in the air you can tech.

Also I dunno the specifics on teching say in a3. But now when you tech if you press nothing your totaly invincable till you land back on the ground, except to throws. However if you press anything at all, doesnt matter if its even lightly press back, you can be hit again.(I should note of coruse if it isnt obvious cody sucks and this doesnt work for him lol)

Also in case it wasnt obvious going back to the cody landing bug, it works for tech throws etc. So you tech a throw with cody, no you can not block a super that can juggle right when you hit the ground. Thus ryu could throw you, you throw break, his level 3 super hurricane kicks you for ful damage as you land… And well yea you cant do anything about it. (though acctualy I did never test if cody can reveral or not when he lands… to lazy to I guess…)

Oh yea another random thing off the top of my head, dunno if this was possible in any other game(shrug I certainly havnt seen it), but theres a way now to view how long youve been chargeing while playing. Ive only seen it once though and havnt been able to recreate it, but say with birdie there was a meter by his name that said what level his punch/kick bull rush was at. Kinda neat… But again I dunno how its done, as ive only seen it once.

The Turn Punch display timer worked in the arcade version of A3, but only for Boxer: at the start of a round, hold Short and Fierce for at least 2 seconds.

Anyone manage to get the Sally code – which makes Dhalsim’s wife appear on whichever stage He fights on – to work on any version other than the PS1?

Works on the Saturn version.

Can someone test if A2 Rose can combo after her punch AC in Hyper SFA? I saw her not be able to do it at Evo when Arturo was playing Cole, but Cole was playing Balrog; In A3, Rose can combo after her AC, so I’m curious if A2 Rose is the same, or if it just doesn’t work vs A3/new-ISM characters.

Hrmm I see intresting… Guess ill give that thing a try next time I play the game… Though I dont recall holding short and fierce… shrug…

As for roses AC, I dont belive any rose can combo after her AC now in hyper.

Blah just trying to keep the discusion going… blah ya.asfghoajsdfphijasfd…

Dunno if its in other games like a3 etc… but if you time fei longs 3rd rekka ken as fast as possible, he wont move, and will get pushed about twice the amount as usual, makeing him pretty much safe from everything but really long fast moves/fast long reaching reversal type supers.

Again dunno maybe its in other games but ive never noticed it before.

wheres that shit from cent and bradly at?

ah random stuff I forgot to say…

For some reason randomly alpha 3 characters can still gain meter by wiffing throws, and other times they cant… Im not sure how it “turns on” but theres a way to do it. Cuz I remember being bored whoreing that boss bison, and wiffing throws to build meter, next time I play, I cant do it anymore… Strange…

Also I might already said this(and maybe its old news so if so forget it)but if you time guys slide after a knock down in CC mode in a2 at the right umm time. his slide will be stationary… Dunno if theres any point or use of it of course but still kinda random…

umm. CE Chun Li’s close stand strong is unblockable is you do it meaty. wtf. I wonder if there are any more?

Did you try blocking it yourself? Some moves the cpu cant block for some reason unfortantly. So just in case you tested it vs the cpu and not vs human Id try that.

Was the mystery of Sunburned Sakura ever solved?

(I don’t mean Marvel Sakura – I mean Sunburned version)

I made the dummy perform it on me. Only a few times tho.

anyone know where can I find a dispwitch list for the new game ?

Random A3 juggle stuff vs A1-A2…

Again a common misconception about this game seems to me that you cant juggle A1-A2 characters is well totaly false… Also note this next stuff im about to post does NOT work for A1 or A2 characters. It is only A3 type characters vs A1 or A2.

Anyway…

To make a long story short basicly as long as the move isnt a move that knocks down, A3 characters can do juggle type combos vs A1-A2 characters if they were to try and tech roll. Example say A3 ryu hits a jumping strong, now if the opponent inputs a tech roll command now they can be juggled in the air with anything but throws. So ryu could just stand there and wait for him about to fall then stand stand fierce shoryuken or whatever. Its not tooooooooo hard to see coming cuz if a A1-A2 character does the motion for a tech roll after being hit by a A3 move, they go into a totaly diff animation then when they get hit by another type character.

Also note of course as long as they tried to tech roll the juggle will continue… Say for random combos say fei long could say anti air/air to air who knows whatever, then he does f+hk, then stand hp, shoryuken whatever. Combos like that. Or say rolento could do something random like anti air, air to air what have you then, d u+mp, land stand fierce, bomb super.(acctualy ive once gotten a loop with this… perhaps its a “infinite” assumeing you could time it? That is of coruse something like stand lp, d up+mpXn… then again of course this is assuming the opponent continues to try and tech roll each time… So maybe a loop of it is a bit much to ask… But still certain at least a juggle combo is plasuable.)

Also note you can not do say… stand jab infinite… or the same attack more then twice in a row it seems. Strange, usualy you have to mix it up with something say a stand attack, then jump attack/misc attack(say like a ryu hop kick who knows)then go back to a stand attack, then finish with a special o rsomething who knows.

Also this works for there throws to, so if you threw a guy and they teched then tried to tech roll whatever they can be juggled again…

Anyway yea remember this only works for A3 type characters. But its there at least… Plus it gives them something to combat all the stupidness of A1 roll almost everything(acctualy there is a way ive seen to make it so the game just doesnt allow you to roll for some reason… its pretty bizare and honestly I havnt played the game enough to try to figure it out, but ive deffintly seen it where you just cant roll for some reason… wierd…). And as I said the A1 or A2 character will acctualy go into a different animation then when they are hit by the same thing from a A1-A2 character. So its deffintly possible to be able to react to it somewhat.

Blah theres my random info for the week… =[

nice find!

As long as you don’t cause a knockdown (use a special), they’ll stay in that state, and you can keep juggling.

…but, corner juggle A3 rules still apply. Also, after your first hit the rest will cause a longer hit reel… they’ll fly further making it harder to get near them. This can be remedied by using VC tho, because it will keep the original “bounce” during and after VC.

There are some really silly combos like s.fierce xN and even a couple infinites. Also works against A2 characters.

…and Hawk’s c.short does as much stun as his fierce attacks. wtf?

Forgive me if its been answerd in some other thread or something, but did anyone ever figure out why alpha 3 characters randomly can build meter by wiffing throws and sometimes they cant? Doesnt look like it was part of those dip switch settings so yea… anyone ever figured out what the deal was with that? I never botherd to try and figure it out myself since no one will is really willing to play me anyway… sniffle sniffle woes me sniffle…

See, I wanna say “I’d play with you if you were here now” but that sounds so wrong…

Throw thing happens in the Saturn version too, IIRC. Just a revision from the original arcade versions so whiffing throws doesn’t build meter so quick.