Alpha Anthology *Capcom for the motherfucking WIN*

I see… well is that other thing in the orginal alpha 3? Buffering the gaurd break stuff? Usualy of course you lose one block or whatever everytime your gaurd is broken but oyu can like buffer it so you dont lose anything really. The game will keep makeing that crash sound as many times as it umm happens. shrug

You can reduce the damage you take to the guard bar (blue blocking, and guard damage for rapid attacks also scales down) and you can mash to reduce the stun from having your guard broken, but once you’re guard broken or use an Alpha Counter, you lose a block of guard bar. The exceptions would be once you only have one block left, and of course training mode. So yeah, that’d be new if you can keep your bar…

K guess its new then… Random.

And since im posting I forgot if I mentioned it or not. But A1 rose jabs dont work the same way anymore… They like… Rapid fire differently, so you can get different combos durning the freind super. As a matter of fact if you have fast hands you can almost dizzy someone period with just duck jab really fast durning friend super. Also before they didnt cuz proxemity blocking full screen like all her other moves durning friend super, but now they as well also cuz it. Random shrug…

And I guess probably obvious but darkstalker groove can all do that guy ish bushin combo thingy so you can kara cancle moves to allow you to basicly speical move cancle moves that normaly are cancleable shrug.

whoa so ur saying a3 characters can reduce a1/a2 attacks? :wow:

Ah… yea… And to greater levels then vs other A3 type characters…

Acctualy the more I think about it, I think parry and darkstalker groove is almost as good as A1. Sue me shrug… P groove ryu I think might be one of the best characters in the game period. Plus some of his combos only work vs A1 a2 characters period, and not a3 characters since you can flip where as a1 etc can do nothing about them.

jeeezz finally an balanced capcom fighter and no1 plays it :frowning:

A3 isn’t balanced, lol.
A lot of people can’t do anything against Chun’/'Sim without meter.

That doesn’t fit with the juggling rules tho.

Not saying it doesn’t work, but it shouldn’t?. Like how Ryu shouldn’t be able to do Hadourave VC into infinite against them but I know he can. What’s up with that?

Got any P-Ryu combos to share? I think P-Groove is strong in this game. :tup:

K I put in the game and did a few… All of them are done on another ryu(a1)expect one Thawk and a geif one. (Though the geif one works on others… just… harder… and its already hard so…)… dont expect anything much… Didnt play for that long… and besides that I dont know anything to crazy in the first place with him…

Duck lk X3, super fireball 61 damage 6 stun
lp shoryuken, super fireball 63 damage 8 stun
cross up mk, duck jabX3, hk hurricane kick 83 damage 19 stun
cross up mk, stand fierce, jab shoryuken 92 damage 20 stun
jump fierce, duck lk, stand fierce, super fireball 89 damage 18 stun
jump fierce duck lk stand fierce, fireball, super fireball 90 damage 22 stun
rushing fierce, duck mk, hk hurricane kick, super fireball 89 damage 17 stun
air hurricane kick(air to air) super fireball 67 damage 8 stun
cross up mk, duck kX2, fireball, super fireball 72 damage 12 stun
cross up mk, duck lk, rush fierce, duck mk, super fireball 84 damage 14 stun
cross up mk, duck lk, rush fierce, duck mk, fireball super fireball 93 damage 18 stun(thawk)
cross up mk, stand fierce, mp shoryuken, super fireball, hk hurricane kick 79 damage(vs geif… I forgot to write down the stun)

Anyway umm yea… last one may sound wierd but it is acctualy possible to get hurricane kick juggles after a combo to super fireball… unfortnatly its quite random… random to the point of where I almost think its a glitch when ever it does work. Seems 99% of the time your hurricane kick just goes through the guy. I dont much get it myself. But you can get it with very specific set ups like that mp shoryuken to super fireball(hits late) then hurricane kick… I dont get why this works and others dont shrug… I thought for awhile maybe its something random like only the last hit of the hurricane kick can juggle after super fireballs… but ive acctualy gotten 2 hits of the hurricane kick to hit vs gief after juggles so I dont get it… shrug…

Also yea a lot of these combos are acctualy easier vs A1/2 characters cuz they cant just tech the hurricane kick to super fireball. A1/2 characters will just eat it. And its not rollable for them ethier. However all 3 hits of the hurricane kick does not hit all the characters shrug…

Plus A1/a2 characters are quite a bit larger then a3 counter parts so its easier to get bigger ground combos vs them before going into the juggles…

And yea umm I dont get why hurricane kick juggles after super fireballs and sometimes it doesnt… again I thought it was something random specific like you have to distance it beacuse only the last hit will juggle. But I have acctualy gotten it to hit while close vs geif for more hits… so I dont understand it shrug.

On other notes since I acctualy had the game in maybe its obvious… Or maybe its not… But you can parry unblockable attacks… Let that sink in I guess… Maybe it makes sence I guess…

And on that note a1 ryu and akumas cross up is unblockable from certain ranges. But you can parry out of it shrug.

pay attention!

lol im talking about hyper!:lol:

Blahs…

When alpha 3 type characters tech roll, there invincable to alpha1/2 juggles etc. Unlike of course if a alpha 3 character was to do it to another alpha 3. Or if a alpha 1 was to do it to alpha 1 etc etc. So yea not the rolling on the ground animation it self but when there animation starts for them in the air while falling there acctualy invincable to all alpha 1/2 attacks.

Also when a character is dizzy and techs a throw, there invincable to the follow up if someone tries to juggle them.

oops forgot to add to the throw thing… Also when someone “combos” a throw vs you, your also invincable to the follow up teching or not. You can also get out of throws by ducking the very instant someone tries to throw you it seems, however I cant really go into detail cuz i havnt played the game enough test it all out shrug. But yea pretty random. Maybe the reason they made it so you can tech throws etc is beacuse of the fact that you can now combo them from certain strings etc. However then again even saying that again when you “combo” the throw, you can no longer follow it up. You’ll always wiff, teched or not. Shrug

Again a lot of new stuff is in this game, which again makes me think they put some thought into it shrug…

How do you “combo” a throw? Does the hit counter go up? I assume you’re talking about A1/A2 throws…

Make the opponent block a attack, but after that make sure there still in the stun of proxemity blocking from something when you throw them…

The most realistc way would be to have the opponent air block a attack higher in the air(so they arent acctualy in stun from the attack when they land, just the stun of landing after doing a air block)and then throw them right when they land. You cannot jump away from throws like this. Again though you have make them block a air attack higher in the air though most likely beacuse if its to low you cant throw them when they land since there still counted as well being stuned I guess. They have to have air blocked, but onyl have the stun of the landing. Not the attack it self anymore…

anyway thats the most realistic way of doing it, but theres other… ghetto ways I guess… Cant say how it works in other games, cuz well throws dont work the same way in this game as they do in others so no idea to tell if your acctualy invincable when something like this happens in other games.

O and it should work for everyone, unless theres random obscureties.

This works in other games too. It isn’t real combo, but a good trap if timed right.

(a second little explanation here)
Basically turning the CPU to “jump” and try to throw when he lands, is the same idea what dialspunky is talking about. There are landing frames that you can throw. So letting the opponent air block you air normal can lead into a very good tick throw trap. This applies to many SF Games. It’s not really new. (and not a combo)

Capcom of course tried to delete this such easy traps. That’s one reason why have to activate a throw in Alpha 3 with 2 buttons. This way those good option selects are gone. In Alpha 1-2 you could let the opponent air block your air attack and let before him getting the needed advandage to activate throw and grap him. The strong thing about this is in Alpha 1-2 that throw go hand in hand with only one medium or strong attack. So if your opponent can jump again, because you did not get the exact timing then the game will option select into a mp or Hp (depends which button you pushed to try the throw.) So the opponent will still get hit. That was a good option select and this applies to oldschool Sf2 also. I don’t like those too easy option selects.

In Alpha 3 it is different. Imagine the same situation. Both players are jumping. One player block and one player attacks. Attacking player lands first has perfect timing to throw, then he has to push 2 buttons. What if the timing was not good enough and the opponent jumps again? You’ll get a whiffed throw and not the option select into a normal. This doesn’t applie to older SF because throws are on one button. (which is a bad thing to my eyes. In ST, Dhalsim and Balrog only for example always have option selects near the opponent with >>s.mp/throw<< in certain situation. Lame. ^^)

So it’s not really a combo and better solved in Alpha 3. Since in A3 this would mean you try to get the option select >>throw/whiffed throw<<, which you don’t want to gamble with.

But in older games than A3, it’s a good and usefull thing.

Ah… I dont think you understand what I was saying. I know it exsists in other games. What doesnt exisit is the way how you can combo after throws etc etc even after the other opponent has teched and should be invincable. But when you do this, there still invincable as they usual are in other games. However there also invincable even while they should be able to be juggled like the normal “rules” of the game. Unless theres some other game where you can test this with random things like ryu throw to super fireball. Cuz to my knowledge that doesnt work in other games. So yea this is what I was trying to talk about in that post as even I said in that post that I forgot to mention it in the one above it which I was talking about throwing guys when there dizzy they tech and there invincable. So yea stuff lie that.

Also your confused as well beacuse when you do it from a blocked jump attack high, your throw cannot wiff, beacuse the game will not allow the other person to jump away from it. You have to reversal on landing. You cant jump away.

Also i said “combo”…

anyway in short read better next time.

Yeah, maybe I still don’t get you then, sorry. I thought that you talked about a perfect jump timing that doesn’t allows the opponent to jump again and he’ll get grapped by the throw. But now I think you originally meant a situation AFTER a throw?

Any, I played 3rd-ism today and recognized that many charas can super cancel their landing frames of their specials. Like you could do a DP XX Shinkuu cancel in the early frames. Or you can do a dragon punch then land and before you’ll hit the neutral state you can execute the Shinkuu and get a combo and your opponent can’t flip. (but I think this should be already known)

argh grumble, ok ill try to explain this one last time.

squints eyes

OK I was orginaly talking about becoming invincable when you tech a throw when you are dizzy. Now note in this game in general you can combo after throws and even when a opponent techs the throw you can still combo them after it. Unlike other games. So the post below that was something I forgot to add that when you “combo” into throws you also become invincable. And I said there isnt really a good way to test the properties of this in other games, beacuse comboing after throws doesnt work the same as it does in this game.

You said you you can always jump out of a throw attempt or some crap when you land from a jump. But what you dont understand is, well to make it simple. Think of when you air block theres 2 stuns, theres one stun that you have automaticly on landing beacuse you did a air block in the air period(which can be thrown). Then theres the stun of you blocking the attack period(which cannot be thrown). Now to get this first stun though, you need to do have the opponent block a attack high enough that they get out of the stun from the attack(so there not still in stun when they hit the ground, so if you tried to throw them then, the game will allow them to jump), however the game still counts them as having done a air block, so they have that stun when they hit the ground. So you can throw them, and they can not jump away/ can not attack to get out of it fast enough unless they reversal. Since there still in this stun that keeps them still but doesnt count as stun of how many frames before you can throw someone again.

so yea beacuse comboing after throws doesnt work like it does in other games, i have no idea if you would become invincable like you do in this game, since it doenst work like that in other games.

Everything you can do on A3 characters should work on A2/1 characters, only difference is they have no neutral states to react to. You still have your own juggling rules aswell though, so if you don’t CC they’ll become invincible.

Theres dipswitches and different revisions you can select for EVERY game including Hyper. Quit bitchin! Hyper Alpha should be at EVO.