Alpha Anthology *Capcom for the motherfucking WIN*

I dont have a exact damage or anything but in hyper alpha the rageing demon does a fair amount more with a2 versions of evil ryu then it did in the real game. But then again just like anyone from a1 or a2 all the characters seem to have quite a few random differences, which is why I was asking if anyone had seen a site or a complete list or anything…

As for the guy run cancle im talking about a1. The game use to automaticly stop it for you at a good distance where basicly you were still far away but close enough to throw. Like I said you use to be able to do right next to the guy a stand mp, hp, qcf+lk and the game would automaticly stop it for you as quick as possible. So no worry of say randomly stopping it a few frames or whatever later then you could. But now it only works with say a stand fierce alone. You cant acctualy get any kind of chain for it to work.

And just to say in case you didnt know orikon is custom combo.

Hmm, interesting. Thanks for clarifying.

Hmm, I just noticed something wierd… Does Juli have a charge move? Because I was just playing random vs mode and she charged up her health…

For some reason even if I disable Classic in random vs mode (HSFZ) it still shows up.

In SFA3 by default human players can’t use either Juli or Juni’s charge-up moves. There’s a dipswitch that allows human players to use the moves in Dramatic Battle when both Juli and Juni are paired as a team.

However, I’m pretty sure the CPU always has access to both moves.

(Star 2-04 in SFAA->SFA3)

I dunno about HSFA.

Well they’re still there at least we know that much…

Edit: Brain storm, it’s a long shot but do you think it’s possible you can do it in RS-Ism? Being the equivelent of boss mode… Do you know the command for them in dramatic battle?

^ V

Always remember Chris.

FYI. in case it wasn’t obvious the super moves are tag team supers that require both dolls on the same team (Dramatic Battle).

Wow, that’s weird. I though most things did more damage in the original version (reduced in HSFA)

This thread needs more match vids. Surely there must be some random japanese site with vids of this game?

I’m sure such a site could exist somewhere out in the deep and dark net. But how to find such a site when it’s written in japanes and you just can’t search for it? That’s sad.

Oh yea one more thing about the parry, about that how if you parry right when you jump in the air you fall down, thats acctualy pretty abuseable, cuz you can to use a horrible term chicken gaurd with it in a sence as well. Someone does a jump in attack, instead of doing a stand parry to combo, jump up/foward really fast, then hit whatever air attack you want to do, then land and combo them. Easier to do then say that chicken gaurd stuff with the darkstalker groove since you arent pushed back at all…

Ive also parryed before randomly while I hit the 2kicks to do the safe roll, I like didnt even get a chain to get into the roll basicly. I got knocked down then all of the sudden im parrying…

Also sometimes it seems you parry even when you dont mean to. I dunno how to explain I guess… parrys just weird in the game or something…

Other random stuff… Umm… For some reason I dunno if this happens in alpha 3, but you can meaty attack and it will count as a counter hit(as in the opponent will fly up)yet, theres no counter hit on the screen, they just get counter hit for what seems to be no reason… Unless this is something obvious and im missing it.

Ah P groove ryu can do this combo vs thawk… with ryu in the corner, cross up mk, duck lk, rush fierce(with chain combo glitch thing), duck mk, fireball, super fireball… Kinda cool or… something…

Alpha one ryus super hurricane kick combos from little attacks where it did not in the orginal game.

Oh yea back to ryus rush fierce anyone know if theres a ryhme or reason to the randomness of the stun the move gets. I can set the cpu to rapid fire and randomly I cant link after the move even though im in the same spot same sitution. Just sometimes a duck mk wont link after it even with the rapid fire button on the whole time. Hell a couple times ive gotten a stand fierce to link after it. But I just cant recreate it all the time, even when im in the same spot same thing… weird…

Oh and maybe obvious or old so ignore if so, but with some characters whos throws do stun, if the throw is the first move that stun will not go away on its own time wise. It will stay there till other stun in inflicted on the other guy. However if the throw is done if they already have stun of some sort it will go away by time like normal. pretty random… And again doesnt work for all throws that do stun only some… And yea if old never mind ignore…

Oh … one more thing to add at least I think one more thing I forgot if I ever said it or not, or hell maybe someone else already knew of it. But alpha one chun lis lighting kick is a infinite vs rolento(a2/a2 gold) if you cross up with it.

^ Oh, I meant to ask you for referance/clarification what arcade versions of A1 and A2 are you using for comparisons?

And I also noticed on that chart and also from one of your posts that Hyper Alpha acts differently in some of the cases than the PS2 A1/A2, and I wanted to ask if it was Hyper or the vanilla versions that mirrored the arcade versions more?

Dunno what arcade versions just the ones when I was a kid if thats waht you mean. I didnt know anything like versions etc back then. Just played what was at the arcade and stuff. Unless you count the ones in this game it self. I have the sega saturn verisons of alpha 1 and 2… if that… counts I guess as well.

Dunno what you mean by hyper and vanilla versions. Theres more then one version of hyper alpha? With all the alpha characters in one game in some vanilla version or something? Im dum, dunno the slang of what vanilla is.

I’m mean when you load SFAA and then load SFA1 (that’s vanilla SFA1, not Hyper). As apposed to loading Hyper.

That site suggested that Hyper acted differently than “plain” (hence, vanilla) PS2 SFA1 and PS2 SFA2 in SFAA.

I don’t know what is different in the Sega Saturn versions from the Arcade. Saturn SFA2 has a kick ass art gallery though.

Also, I don’t know if there are any big differences in the arranged mode of SFA2 (in SFAA).

oh yea yea yea… Of course. I dont think any character is the same from alpha 1 or 2 to there hyper alpha 1 hyper alpha 2 versions. Thats one of the things I was asking what are all the differences…

I know just in genral stun seems different all togther. In alpha 1 and 2 its quite hard to do meaty fireball type combos. Yet when you play a hyper alpha1/2 version of the character its like your fireballs do more stun, its pretty easy to link moves after meaty fireballs. Or perhaps its that fireballs are bigger in hyper then they were orginaly in the other games. Or maybe characters are bigger or something. Also diff stun wise say that ryu example I used above how orginal alpha 1 ryu can not combo super hurricane kick after a light attack, yet hyper alpha 1 ryu can. I dunno why, it could be super hurricane kick is faster in hyper, maybe his light attacks just do slightly more stun, or maybe its some random bugish type thing like the tiger genoicide not being able to combo in alpha 1(maybe ryus super hurricane kick fell into that same catagory in alpha 1 even though I dont belive it did). Id almost lean towards little attacks doing more stun in genral though, cuz stuff like cross up mk, duck lkX3/4, qcf+hp with ryu is noticably more lenient. Other things like a2 evil/ryu links after stand roundhouse also seem much easier as well then orginaly.

I guess one random example is in hyper alpha adon gets knocked the wrong way from random moves where he didnt in the orginal game. Some moves just make him face the wrong way for no reason.

blah I dunno theres so many differences… take to long to all find out, write down.

Or if this kinda stuff wasnt what you ment then never mind. Everything is flying over my head then and im just dum…

I think A3 Akuma can link two low strongs in HSFA. I don’t remember that working in other A3’s.

That’s strange. The stun caused by T.Hawk’s Storm Hammer persists (doesn’t reset) in arranged SFA3 or HSFA.

Normally stun will reset to 0 after a while if the character doesn’t get hit, but with T.Hawk’s Storm Hammer the stun just stays there untill the player gets hit or blocks something, then the reset flag goes back to normal. But if T.Hawk causes a bunch of stun (let’s say 15 points) and then grabs with Storm Hammer (raising stun to 19 points) then the stun will linger.

Is that supposed to happen?

Not to my knowledge, but like I said it seems random, and not every characters acts that way say, championship characters throws that do stun do go away, but someone like P groove ryu doesnt go away if its the first hit like thawk. Pretty random.

someone said in an older thread that the in all the console versions, T.Hawks storm hammer stun persisted. And it’s a special case. Lets say you do umm cr.j, st.j xx DP. Then land a storm hammer. Stun gets stuck at the current value. Now you do something else, like hit them with jumping jab, the stun should once again be put into a normal state and reset, unless you hit them with a storm hammer before it resets and then boom more stun. It’s pretty weirddd.

I also wrote about this T.Hawk gimmick in this thread. Maybe you want to re-read it: http://forums.shoryuken.com/showthread.php?p=3428823#post3428823

Other random things…

Apperently I was wrong with the list I gave at first for all the characters rose could now combo after her throw on as alpha 1 and 2(at least I think it was 2 as well)… Apperently some characters like sagat is totaly random. So just trying once isnt good enough. Randomly when you throw vs sagat he just doesnt move. Theres just no set reason for why sometimes it works and sometimes it doesnt it seems…

Also although her unblockable etc doesnt work anymore, seems you can get a shit load of jabs while in her shadow mode which if you have a some crazy hands can almost out right dizzy someone just from that period.

Also did anyone ever find out why her shadows are randomly different colors in this game? And if they ever do anything different?

You can now combo into her fireball super from little attacks, and juggle with it from farther away then before. Hrmm I think maybe in hyper the whole way supers works is just different and thats why all these supers comboing from diff ranges or comboing period works now.

Also on a random note maybe its old but apperently moves do more stun when there part of a combo then normaly. So say something like in a1 rose can not normaly link 2 strongs in a row, but if its in a combo like jab, strong, strong. She can… Theres other various random things like that but yea kinda wierd. Oh and it does not happen if the first hit is a jump attack. It has to be a ground attack for the property to start takeing effect or something. So no jump kick, then 2 strongs in a row that doesnt work.

EDITED:::::::::::::::::::::::::::::::;;;;; Rose can link 2 strongs in a row, but forwhatever reason it seems easier when you combo into it… Hrmm maybe its just some rapid fire bug whatever fuck me I guess.