Do you think A3 + new -isms (minus CE) is unbalanced?
I gues I misinterpreted.
Do you think A3 + new -isms (minus CE) is unbalanced?
I gues I misinterpreted.
I came to the same (or similar?) conclusion everyone else did. CE > A1 > extra-isms sans ce > A3
But the point was weather it was broken (unplayable). I don’t think it’s broken. I just think the extra-isms make the game really linear and mindless – maybe boring, maybe not boring, I dunno. That’s all I was saying.
So you think Blue and Green are better than A3?
Hrm… Interesting. I think they’re good too. But I don’t think they edge out normal A3 top tier. But I also don’t think I’ve seen Blue or Green used to it’s fullest.
Personally I think GS-Ism is probably the best (not including PS-Ism) simply because of it’s defensive options. Push block counters V-Ism pretty well as if timed right nullifies the threat of unblockables. Also free alpha counters is stupid, it takes away the threat of them advancing offence simply because it’s a guarenteed knock down and doesn’t effect your super status.
BS-Ism isn’t so bad I think, parrying isn’t the easiest thing to do and though it’s immune to super freeze, timing the first hit of a VCC can be harder than even counter activating with V-Ism. Super canceling isn’t too bad, it’s pretty perfect for what they have to compete with I think. Not entierly balanced, but no where near broken.
When the other versions are concerned, A1 deffinately comes on top I think. Although, I think Capcom knew that at the time as it seems to be designed to try and counter that. Only the A3 characters have the CC limit (something with the recovery system I think) meaning pre A3 characters can be mindlessly CC’d with GS-Ism’s air chains till stun. Also when A1 players are thowing out chain combo after chain combo, GS-Ism players have their free deffense to either get them off them or knock them to the ground.
PS-Ism on the other hand though is completely retarded. Highest damage and stun factor in the game, plus they can’t be countered… If I had to tier them (by predicting the highest level of play) I would say something like this…
PS-Ism
A1
GS-Ism, V-Ism, A2
BS-Ism
X-Ism, RS-Ism, A-Ism
PS-Sagat has possibly the gayest 100% I’ve ever seen… Seriously, j.hk, s.hk (stun), j.hk, c/s.lk, DP… Gay as hell…
Well I think its pretty obvious to anyone that championship doesnt even deserved to be tier since its obviously broken and unfair… At least if thats what ps stands for…
And yea the darkstalker thing is pretty retarded, though I dunno why no one ever mentions the fact you have no air block stun in darkstalker mode… Guess everyone just thinks of the push blocking etc. But you can do stupid shit like purposely air block a move that would normaly give the other guy the advantage then just come down with a attack to combo them for free, throw or whatever… I guess a easy example say ryu or ken alpha 1 do the tiger knee anti air hurricane kick which gives them a free attack since you land before them, well not against dark stalker groove since you can just cancle your block with a throw or wait till they land then cancle your block with a attack to combo. Or another example normaly after blocking adons flick kick hes at advantage well just press up back really fast then hit fierce as soon as you block to combo him etc. Not co complicated shrug and pretty dum.
Also im gonna have to disagree with parrying being pretty hard, its just a level below mark of the wolves in terms of parrying if you ask me. Just mash on shoryuken motion durning supers etc, and you just parried everything.
Yeah, the no-blockstun means you can easily chicken-block any jump in. Basically lets you escape Gief’s traps for free (or anyones non-meaty jump-ins for that matter).
And I also disagree about parrying being hard. It’s easy IMO. Maybe I put a bit more weight on it because I play 3S and CvS2. But, you can’t meaty, you can’t trap, there is no guessing game – all that’s left is throws and command throws. Option parries and option selects neutralize everything. Talk about silly.
Serious:
It’s not even a question of how more or less broke or unbalanced/balanced they are. They are simply very very linear and “dumbed down”. The extra-isms make the game “stupid”.
down parry ftw! :looney:
:lol:
Personally I think it has potential… V-Ism’s devastating, but now with Ism’s that directly counter it I think it would be interesting finding out the true and propper way what’s the best Ism in that game… Not including A1 of course. I think A2 is acceptable, BS-Ism counters that directly aswell so it would be an interesting match.
You know, GS-Ism could probably counter A1 if it was used properly. Spamming of chain combos is easy bussiness for push blocks and alpha counters; especially free alpha counters. Although the damage is silly high, no where near that of PS-Ism, but it’s up their in the top of the list.
Edit: Although, do any of the changes between A3 and A2 benefit the characters at all in A2?
^ don’t forget that Green builds lvl3 super in the time it takes A-ism to build lvl2… and they have access to all supers. Since most lvl1 supers are fucking garbage, I don’t see any reason to pick A-ism for the most part, never mind the extra stuff… Actually, Green and Blue ism are just beefed up version of A and X-ism right? (does blue get CPS1 chains?)
A2 vs A3 is the generic better priority on moves, better vulnerable hitboxes, better roll, fireballs that cause damage, throw stuff, can’t be jugled after neutral state… supers that hit better/have more invincibility/do more damage/have way better super freeze, etc. I think everyone got sorta nerfed in the transition to A3, but loaded with new gimmicks/normals/etc.
I think it’s basically like the benefits that A1 has vs A3 but less so. …and you give up chains for CC. This is speaking broadly on the whole, as character differences and new moves change a lot as you know. Like, a move might be more invincible in A2, but not be as practical as it is in A3. I think you’d have to examine characters individually to form a decent opinion.
On paper, Blue-ism is insanely good. But does anyone know how parries really work yet? Do they freeze the opponent at all/how long? Is there a sloppy vs tight parry a la 3S? Are there limitations that prevent you from parrying? Why can you hold forward for free-parry during super freeze, but can’t hold down? What makes you drop straight down to the ground when you parry at the beginning of your jump? Blah blah.
parry does get the CPS chain, as well as random super cancles on some moves, like say evil ryu can super cancle the fake rush fierce etc. As for parrying I dont know anything concrete about it other then you can mash it almost the the point of mark of the wolves stupidity and still parry supers. And of course like ive said before I know theres a glitch or bug or something with parrying and then takeing no block damage just dunno how its done shrug…
Does anyone know if any site ever put up all the changes from character to character from there orginal form to there hyper form? I was skimming some sites and found differences from the acctualy arcade version to the supposed “perfect” versions in this game, but nothing about all the diff to hyper etc.
What’s imperfect about them?
Don’t forget the dip switches aren’t set up correctly by default. Adjusting the dip switches makes certain things (and characters) more arcade perfect.
guy stops closer to the opponent then he does in other versions. You use to be able to get a stand mp, hp, short run and it would automaticly stop for you. But in the ps2 version guy doenst stop automaticly from this distance. Where as well he did before.
Dan could combo after his alpha counter in a1 supposedly(Acctualy I never knew this, but I read it on a japanese site, so I cant really say for sure myself.But I dont see why theyd lie shrug…)
Evil ryus raging demon is only suppose to hit 12 times but it hits 15 in alpha 2. Yet it hits for 12 like it suppose to in hyper go figure. (dunno anthing about alpha 2 dip switch settings though, so I dunno if this fixs it)
http://wiki.livedoor.jp/sfh21/d/����������
theres other stuff there, though it doesnt have some things like say the guy run cancleing farther away.
Which game does that Guy run cancel difference apply to?
I remember specifically arcade SFA3 (980904) Guy did not automatically stop, you had to input another kick to stop the run or wait till he got close enough to the opponent.
According to that page you linked, there’s only 3 differences for SFA3:
There’s nothing listed for SFA2 and the only thing listed for SFA1 is the thing you mentioned about Dan’s alpha counter having combo potential.
I know a bit about parrying… Firstly there is no difference between high and low, low attacks can be parried high and high attacks can be parried low. The only thing that can’t be parried low are over heads. Secondly parrying is immune to super freeze, meaning you can wait for them to activate a VC, super or even Valle CC and parry on reaction. Lastly you can only counter attack in the recovery of their move, you don’t get a free window instantly like in 3S, you can only attack while they’re recovering. This will probably lead to the parrying of light attacks being useless, as they have short recovery periods…
Evil Ryu’s Shun Goku Satsu shows 15 hits on the combometer in arcade SFA2. In the home versions of SFA3 and Upper, this was changed to 12 hits. The different versions of Evil Ryu should reflect this. Is this not the case?
I’m unsure, I’ll test it in a short while…
Just thinking about parrying, wouldn’t it make sense to parry the first hit of a VC and instead of blocking just stick out a light attack to knock them out of V-Ism?
Edit: Yeah, 12 hits all round…
Could you list the hits for each version of Evil Ryu’s SGS in SFA2, A2G, SFA3U, HSFA2, HSFA2G, please?
Also, is there a damage difference or is the number of hits the only difference?
Will do, I’ll post up shortly…
Edit: Although, what are the codes for Evil Ryu?