Alpha Anthology *Capcom for the motherfucking WIN*

The US release of Alpha 2 had Evil Ryu while the JP version didn’t but capcom released Zero 2 Alpha in Japan to compensate.

Correct me if I’m wrong but I remember when Street Fighter Zero 3 Upper came out there were talks of it having the World Tour and you can use the DC memory card to save your progress. I might have gotten it mixed up with another game:wonder:

Cole retracted his statement. And it’d make more sense for Capcom USA to take the collection that Capcom of Japan already made and just switch the text out, than it would for them to go through the process of having to port PSX games. Calm down.

-9

Gamespot are idiots.

Capcom USA has to localize it, that is all. They won’t change a goddamn thing except make the USA versions the main versions instead of Japanese ones, translate the menus and/or options if they are in Japanese ( I believe they are).

Probably change the box art to something ugly like they always do, then send it off to get printed, pressed.

Wham bam in stores 2nd week of June.

To do something extreme like add a world tour mode or alter anything major would take more than 3-4 weeks of work. It ain’t gonna happen.

You guys are mad paranoid and need to chill lol.

I just ordered my copy off of ebgames.com, they said it will ship when its released.

But at least for a good reason :looney: :wgrin:

I must say that this Hyper Street Fighter Alpha title is kinda like a dream come true, now its just a time until people start testing this games gameplay but until now it seems that HSFA will rock and become a must have in any fighting game tournaments :lovin: (maybe?)
thank god that now we can have an A2 vs A3 duel :sweat:

Bought a Japan Import JUST IN CASE!!

I am slightly surprised that World Tour didn’t make it in, since it seems like a pretty complete collection of the Alpha games but then again with these new modes who needs a World Tour character to muck around with things anymore.

Problems

  1. HSFZ does not have Crouch Cancels. Even SFZ3 arranged has them.
  2. Guy/Rolento got their Kattobis taken away
  3. Random whiffs at the beginning of the round: I walked up Evil Ryu with Ryu at the beginning of the round in training mode . Did a b+hk and it went right through him. Restarted, did a sweep. Same thing. Maybe its a training mode bug?
  4. All the shotos in Marvel-ism get big fbs except Ryu. At least Akuma has big fbs come out when he does either of his fb supers. Whack. Shin shoryuken doesn’t even do that good of damage.

GOOD SHIT
SF2CE-ISM is the TRUTH
3 hit combos doing 50% damage? YES
Throws doing the damage of a level 1 super? YES!

Miscellaneous
SF2CE-Ism tries really hard to bring back those days

  1. Bison’s scissor kick takes like 10 seconds to charge
  2. Ryu’s fierce dp won’t knock down on a grounded opponent

puh - lease

with all the new additions

I’m surprised Capcom didn’t call this SFA4 or SFA3 upper turbo super jet

:wasted:

Yeah, I would like to know this as well.

I mean, only 3 backrounds? Fuck that.

That will ruin the entire HyperAlpha mode for me right there.

haha, I’ve been playing the HSFZ for about five hours and didn’t realize the lack of variety in the backgrounds. Yeah, the stages are dull looking, but there’s a good amount of variety for the BGM.

SF2CE-ism rules. No screwing around when you’re up against it.

SF3-ism kinda stinks. No meter from parrying, limited to one super and X-ism movesets.

DS-ism I’m liking. Timing for the advance guard (or whatever it’s called) is fairly tight, but it is very useful. Chain combos work better for some characters than others, though. Many chains will whiff quickly, etc. Just have to mess around with it to see what works.

M-ism… I don’t get the point. I’m having trouble finding any changes to be honest. It seems to me that M-ism, for a majority of characters, is nothing but A-ism with only one bar. Granted, I haven’t tried very hard yet, but I am struggling to find differences.

Here’s what I’ve noticed so far, feel free to add
Ryu - Shin Shoryuken
E. Ryu - Air Hadouken, dive kick
Ken - Big Hadouken full screen, Big angled Air hadouken partial screen, fp shoryuken has big fire effect
Akuma - Big Messatsu Gou hadou supers (air and ground), f.p goushoryu has effect added
Dan - gadouken is smaller (that’s all I could find)
Sakura - lots of changes, qcb p - big fireball angled upwards, has big air fireball (strength of punch determines distance), has akuma style teleports (forget the name) and has a shungokusatus type move.
Guy- 22P or 22K quick teleport. Punch drops Guy off in the sky and kick leaves him near the ground. Very similar to Chip’s teleports from GG but with even more recovery.
Bision (dictator)- has s-ism Psycho crusher super.
Dhalsim - Yoga fire is bigger, can be done in air and QCFx2 P super looks bigger

I’ve tried finding differences for several other characters (including but not limited to Guile, Charlie, Blanka, E. Honda, Cammy) without any luck.

All is right with the world. Dumbass Gamespot.

Are those all HSFZ problems? Do those problems exist in the normal versions?

-9

Now that I think about it, having soo much variety in characters and BGM’s, they probably limited the backrounds to 3 of the least visually noisy, because their is already enough visual noise to take in.

That’s just artistic cue bullshit so if you didn’t understand don’t worry.

HSFZ lacks CCs which SFZ3 and arranged have
Guy/Rolento kattobi are gone in both HSFZ and SFZ3/arranged

The training mode bugs, i’m not sure I haven’t tested yet in a3 practice

From the sound of things, they might actually be trying to balance HSFZ, no crouch cancels automatically take away the ability to infinite, M-ism doesn’t appear to do too much damage, Classic-ism might actually be useful this time around.

Of course I said ‘trying’ so who knows what else will be found now. The ism tiers might turn out similar to CFJ. Although I’m interested if Chikyuu might play VS-ism Sodom… :looney:

Also are there plans in the works for a Japanese arcade HSFZ machine? Similar to when Hyper Street Fighter Anniversary Edition was released?

What?? No crouch cancels?? Please say it ain’t so…

What about air-recovery? Can only A3 characters do it? A3-ism characters? Can A3 characters juggle non-a3 characters?

Hopefully there’s some sort of switch or something to turn it back on. I don’t want to play A3 characters unless I can crouch cancel. :sad:

Totally off-topic

[Quote=Old IGN interview with Omni regarding GoW II that I just noticed]
Finally, to wrap up our conversation, Daniels wanted to mention that the Golden Fleece that was in the E3 demo is a key item to Kratos. It actually allows him to perform parries, similar to what’s available in the first game.

Knowing that Daniels and Williams are both big Street Fighter fans, I had to ask one final question, “will we see V-ism in God of War 2?”

Both of them laughed, but they answered “we asked, but they wouldn’t let us!”
[/Quote]

C’mon Omni, no crouch cancelling infinites!?

EDIT: Have you written your check to Saotome yet?

-9

:lol:

Non A3 chars don’t have air recovery. Why? Because A3 chars CANNOT juggle non-A3 chars. Except for during VCs. Basic test? Akuma repeated lk HK doesn’t work :frowning:

Other things of note:
Evil Ryu’s Shoryureppa super is the most damaging super in the game I think. Does more than both FAB and Raging Demon. Also outclasses Ken’s for whatever reason too :bluu:

And because Omni asked me to test it <3 <3:

CE Guile’s sonic boom recovery is RETARDEDLY good. To make sure I wasn’t hallucinating, in the corner I did cr. strong->fierce boom->Backhand. This combo works for CE-ism Guile, but not for A3 Guile

CE Gief’s u+fierce headbutt dizzies in one hit. You only get one since dizzy meter goes up by a notch every time. Then it takes like a headbutt and a cr. mk or some jabs. Still pretty good.