Alpha Anthology *Capcom for the motherfucking WIN*

I experimented with this when it first came out, as long as you’re talking about Hyper. As far as I could tell it’s a bug in training mode with the dummy. Depending on what recovery you have it on determines how well and often it tech flips. I’ve always had mine set to back because it recovers more often for some reason.

no alpha one rose can combo even alpha 1 and 2 characters. When she throws the character instead of flying away, they just fly towards her body allowing you to get a throw super and stuff.

^ ahh! yeah, I’ve seen that!

Did anyone figure out how you make V-Ryu hopkick into hurricane infinite setup to work reliably on A1/A2 characters yet? (or did i miss that?)

I dunno if I’ll ever firmly believe a tier ranking in HSFA. There’s too much cheap crap. Like MvC2 but with no big scene to flesh it out.

Well ive already given my opinon on the alpha 1 characters in some other thread…

Top tier imo is…
Akuma
Ken
Charlie(auto mode only)

Next tier
Sodom/ryu
Guy

Next tier after that gets really iffy, cuz you some characters like sagat is pretty strong vs a3 type characters, but not so much vs other characters. Dan is pretty good as well, juggles easier then he use to, he can combo from larger ranges then he use to be able to all that kinda stuff. And of course adon got better etc etc… Birdie was basicly shitted on so hes probably pretty low. Only thing they gave him was he can take more damage and is harder to stun. But you can tech his throws now and yea… he just didnt get much. Rose got significantly worse as well compared to her orginal form… But shes not that bad all things considerd as well…

Anyway… I think quite a few darkstalkers characters and some P groove characters as well. Both have enough defensive options to even out the huge priorty difference from a1 to a3 types if you ask me. So it evens it out I think. P groove regular ryu seems pretty good to me. He has a lot easy basic stuff that does good damage, and seems to benifit from parryings modes a lot. Id say evil ryu in green groove and P is good as well… But he seems to reaaally have to rely on everything extra he gets cuz the priorty difference from ryu to evil ryu when fighting someone like a alpha one character is pretty bad. Also to bad you dont have access to all your supers in P groove cuz besides random gimmicks etc for rageing demon etc(and even then its to little of damage overall)he could really use something as brain dead as P groove ryus easy super fireball combos. Evil ryu also can combo in and out of hop kick in darkstalker mode, but yea priorty on his moves are pretty low so hard to abuse it. To bad…Other then that theboss groove characters are basicly pretty much left out. Besides shin bison seems to me. All the other ones with there new moves dont seem to matter to much since they inevitably have low priorty compared to alpha 1/2 characters so pretty hard to abuse them. And of course championship doesnt count cuz… it doesnt count.

Anyway yea I think tier list in genral is basicly almost all the alpha 1 characters are good, the characters that were good in alpha 2 and alpha 3 are still good, and random good characters in darkstalker and Parry…

^ well that’s kinda what I mean. You can see which are ones are some obvious stand-outs… but there’s like 30 other “don’t forget this” and “this might be good too” and stuff like that. Then there’s also character specific matchups to consider when trying to rank characters and there’s hundreds of those.

There’s a lot of “OMG that’s mad cheap lol” stuff with lots of characters, sorta like marvel… but with no big scene to fully flesh out all the differences and matchups. Marvel was a much different game at the beginning.

I bet 2nd tier in HSFA probably has 30 characters in it. :lol:

No one else has anything to add eh… Sad, seemed like everyone liked the game at first, even convinced me to buy it in a sence, so I get it right before evo, and then after evo, the game is suddenly trash etc… Seems pretty retarded… Oh well…

On a random note dunno if this is known or old or something, but after you guard break a character in the air(say make them block move, then jab them out of air something to that exstent), the stun they recive is less then normal. Also add to that, the one cody juggle glitch does no apply after you gaurd break him period. pretty random.

I think the game deserves a chance.

I don’t play it much (as everyone wants to play A3, and I rarely play SF anyhow), but I think it could hold up.

I just haven’t seen this game reach it’s peak yet. There’s so much for people to learn, employ, to use and abuse, but we haven’t seen anyone really do it. We know what in theory is good, but we haven’t seen it done.

…and even if we did, we’d know that something could beat it. There’s no scene for this game, the only vids we see are the little bullshit vids that I make, and the game itself is a joke for all the OG alpha players… (it seems)

I bet if this game was released for arcade in Japan (like HSF2:AE) this forum would be as busy as Paris Hilton’s handlers.

Yea I agree on the japanese part…

Anyway I was talking to obot and he said he may give me his old capture card so ill try and make some fun videos of the game showing some cool things, or find some new things… maybe illfigure out how I did that backwards akuma demon flip thing or whatever I did that one time… Maybe I can make the game look fun somehow or something…

Dunno if its old or not, but whatever… Birdie, geif, and sodom can not jump out of rageing demon set ups etc… So even something as the ever ghetto sweep, then meaty rageing demon, they acctauly cant jump out of that. Or say with evil ryu in P groove stuff like rush fierce, rageing demon is unjumpable for them…

Then again of course they can always just throw you… but whatever if they go for the more obviously used option of jumping away from stuff like that. Its not possible for them. And of course if it isnt obvious saying that, birdie, geif, and sodom of course can not escape well timed tick throws with jumping away ethier, they must throw themselves/or reversal to get out of it. shrug

Again if old never mind…

the only thing i can think of that would cuase that would be that their jumping frames were altered, whether slowed down, takes longer to get off the ground, or something along those lines. What Ism where the poor victims?

Lol, dial, aren’t you the dude who refuses to accept that Guy was top tier in A1?

Honestly, there’s no reason to play AA over A3 unless you really really like using the Upper characters.
Alpha Anthology is just one giant infinite/re-dizzy fest. Plus it’s way too rock, paper, scissors for its own good. I don’t think the well known players care too much for it either. There was like 0 enthusiasm for it at last year’s EVO, and some of the people didn’t even show up for their matches.

No im the guy that said he wasnt the best in the game. Which he isnt, akuma and ken are. Also if you think the game is one giant redizzy infintie fest then obviously you havnt played it very much. As for people not showing up for there matchs etc, id assume thats beacuse the tourny was on and off the whole weekend, and the the very last day it was me and watson in the finals and we never even ended up getting to finish it cuz there just wasnt enough time with everything else. So im sure half the time people didnt even know when to show up in the first place. Me included as I wanted to play in more matchs vs people durning the round robin, and then at the end of one day I had heard it ended and they were switching the tourny to semi final thing for the next day shruuuuuuuuUuuuuuug.

Oh… As for the throw crapola, its only vs a1-a2 version of birde sodom, and all versions of geif

I thought Gief has almost always been pwned by demon on the getup throughout the alphas?

Dunno the specifics, but I remember “sticky throw” stuff like that being in A2. They also changed throws in HSFA somehow . Like how Gief can SPD most charcters on getup before they can jump.

I think people are kind of overwhelmed by how much random shit is in Hyper.

I would play it the game more, but doesn’t seem like anyone cares for it. I still play a3 though on and off though.

What I don’t understand Is why people expect it to be alpha 2 or something when It’s easy to consider it an entirely new game.

Blah other random stuff…

Basicly everything in the game now can be damaged bufferd now.(besides alpha 3 version of guys rageing demon… though maybe I was just missing it or something)However one weird thing is unless I was missing it(I didnt duldge to much time into it shrug)or something, if its a alpha 3 vs alpha 3 type, you can only damage buffer one hit of the others throw type super. Where as if it was say alpha 3 character vs a alpha 2 geif or something, you can damage buffer every “hit” of the SPD super, so if you teched it, and then damaged bufferd obviously it does really like no damage. I think it something like 40 something if you teched the throw and then 20 or so if you teched it and damage bufferd it… Yea blah anyway dunno why doesnt work if its a3 vs a3… But maybe I was missing it… shrug…

Also seems rageing demon supers only get bufferd slightly like… 10 points around etc… Unless theres a better way to mash it shrug…

Blah other random useless things… Though maybe I already mentioned them I forget… Reseting the game in alpha 1 durning akumas rageing demon can cause the game to glitch up bug out for a bit graphicly wise…

In P groove doing a teleport to rageing demon and then having the other character super glitchs out the shadows… Yea I told you useless but looks neat… or something…

In all versions of training mode you can attack before you can record… Hrmm not sure how to explain well.

Moves cuz different effects randomly… Dont see a ryhme or reason for it… 2 off the top of my head would be I guess rolento trip wire super usualy puts the opponent right next to him(behind or in front)but every now and then the opponent will bounce towards the corner for no reason. Also you can sometimes cross opponents up in the corner after the roll. But sometimes you cant… Dunno why I can record it to do the same thing every time and it doesnt work. And ive tried it many times myself… Sometimes you can sometimes you cant shrug…

There was also something random about moves that charge… But… I forgot about it…lolscratchs head oh well…

Or if this is all old then neeeeeeeeeeeeeeeeeeeevermind.

you should make a mook sucky! =:0D

Random crap old obvious maybe whatever probably…

A1 akuma seems to do a fair amount less damage in general. Juggle combos specificly(dp super as well)… Where as before doing a fierce shoryuken in juggles was ok, now it always seems to do less damage then if you were to just do a jab or a strong dp. Maybe the “random” factor for akuma was leaned toward the bad side or something. As yea just seems in juggles you’ll never get that super damaging dragon punch to make the combo do a lot with the fierce. So always seems better to do jabs or a strong.

Of course though saying all this rageing demon does do quite a bit more damage then it use to.

Another thing to add to the theory of maybe akumas “random” damage was adjusted was although things like fierce shoryuken do quite a bit less, red fireball seems to do quite a bit of damage fairly regularly.

Hop kick is slower, and no longer gives the advantage. To bad as cuz of the way supers seem to work in the game etc you probably could combo after hop kick in hyper… Speaking of that…

super fireball now links after overhead, and pretty lienent on distance and timeing as well unlike before, so that makes his overhead even more abusable then before.

Also although you can no longer combo after level 3 super fireball, comboing after level 2 super fireball is much easier now, works mid screen, and is not flippable to A3 type characters. However the damage is quite a bit less then it use to be. And of course its a level 2, so that means its already shitty in general going by a1 standards…

His demon flip to grabs like guy no longer grabs ducking opponents. Also the backbreak one ethier has more recovery, or the opponent bounces up lower… Ethier way timeing for combos after is harder…

Air hurricane kick spins one less rotation now.(very random… Randomness like this again makes me think they acctualy took time on the game… maybe)

Also once I was doing his rageing demon I did 2 stand jabs, and then all of the sudden I got a regular throw. 1. It was fast enough to the point it looked like it comboed. 2. theres no way I should have been able to throw from that distance? Some random kara cancle bug thingy maybe? Then again ive also seen adon in hyper throw from a qaurter of the screen away litteraly. He has long throw range, but qaurter screen? Again I assume maybe there some kara cancelish thing you can do now in this game…

Hrmm anyway I think thats all of a1 akuma changes in this game, of course he has all the regular stuff that shotos got like hurricane kick sucks in, easier to do that ryu dizzyish combo(though akumas fireball knock down is still smaller then ryus), stuff like that. And as ive said before they took away walking over the body rageing demon stuff, and hes missing his player 2 cross up crap, and random cross up stuff you could do with him in general in a1. Seems Bison is the only one that kept any of that shrug.

Final note I belive that one japanese site I posted about awhile ago added some other bugs that are in the game that werent in the orginal or vise versa. Of course not that anyone seems to play…

Something to do with the A3 system probably. When Capcom was making A3 they likely just gave everyone the ability to reduce the damage on every attack, and then went back later and made exceptions for various moves (slam throws, most of Gen’s driveby super etc). Same thing in Hyper SFA, but the A1/A2 characters don’t have those moves flagged, so everything can be damage-reduced.

Good work on exploring the game, man.

Oops my bad on one thing… Alpha 3 guys black out super acctualy can be damaged bufferd. But it only takes away a piddly 3 points of damage shurg.

My knowledge of A3 is horrible at best, but could you always shake out of gaurd crushes? You can acctualy gaurd crush someone and if they mash right when there broken they acctualy get out instantly. It would be kinda funny if someone had turbo buttons on and picked saikyo mode or some BS and purposely let them self be gaurd crushed so they could punish things that arent normaly punishable from normal blocking.

Also again I dunno anything about a3 really, but could you buffer how much gaurd meter damage you take? Seems you can in this game or something as you can acctauly make it pretty much impossible to get someone to flashing. Pretty easy to tell when you get it beacuse instead of seeing that flash of gaurd breakage, you see it multiple times and you dont really lose anything. Again though maybe its old so if so ignore…

i’ve never played a person who could negate the guard crush stun enough for it to be effective, but i do remember that guard crushing the computer on higher levels in a3 is pretty well inconsequential because it recovers so quickly. the computer has fast fingers.