Alpha Anthology *Capcom for the motherfucking WIN*

I remember there being a glitch on the PSX version of SFA1, where if the damage setting was set at a certain level (I think the highest, it’s been awhile though), Guy’s K throw (knee bash) did insane damage, like upwards of 50-70%. It was definitely some kind of glitch. I am very unfamiliar with the arcade version of SFA1, aside from a few brief tries on an emulator; this was a console-only bug, right?

Well, I used to have a port of SFA3 for my PSX, but it died to disc scratches. Hence, I gotta get this when it comes out. And Hyper SFA3 with 3s-ism? So we’ll be able to do EX moves and parry? And DS-ism? Does this mean we can do chain combos now? I’ll definitely have to get this.

I second that.
does anyone knows if the Valle CCs work in HSFZ?

it seems that the CE characters are amazing strong, at least Bison CE is broken and “banned” on this title (I think)

I couldn’t juggle an A2 character with A3 Ryu. I tried doing d.strong>rh hurricane kick, d.strong. The 2nd strong would just whiff. I didn’t try anything with counters or any other -Isms.

Ok so 3-ism isn’t even worth mentioning anymore, the whole thing got butchered. Horrible, just horrible.

Let’s use an example w/Ryu. dp xx super will not work (will continue to test after this post) since the fb super will go under the dp popup. And iirc, it’s like cvs2, it HAS to connect (hit or blocked); you cannot throw a fb xx super from anywhere like you can in 3s.

Pretty sure about that. No ex moves, low jumps, uoh… practically bare bones.

The real question is, can he do it outside of the corner? I mean, there’s already plenty space for stupid shit in HSFZ, but if he can only do it in the corner then it lessens the blow a bit, considering he has to get you TO the corner if this is true.

^^There wasn’t any low jumps in 3s.

How does the SF3-Ism compare to X-Ism? As in the ammount of damage delivered and the super they get. If it’s similar then shouldn’t characters best in X-Ism be able to make some use of it? People are already saying it sucks even when half of them haven’t even played the game. If it’s anything like X-Ism then being limited to one super shouldn’t be much of a problem.

Parrying CC’s though? That would be jokes.

I could be wrong, but damage seems to be slightly lower than X-ism. I’ll test it out later. I’m out to a weekly in the area (and am going to show off this game, haha)

Actually, that’s exactly how I’ve been using it.

Thx. Thats kinda fucked up if people can’t figure out what each star does lol.

Yeah, I just threw out low jumps bc that was cvs2’s way of getting rid of UOH. 3-ism certainly gives you extra outs when it comes to abusing ppl but the parrying itself feels off, almost like a mix of cvs2 & 3s. What can I say though, I’ve yet to play anyone and using training mode w/cpu assist is pretty weak.

A dash would’ve been nice. Even if it’s as shit as Charlie’s haha.

aljdf

Yeah, I was gonna say. X-Characters are still tough, Parrying and Super Canceling just gives them even more options, doesn’t mean it completely sucks. Unless the damage is lame of course.

^Marvel Ism.

so marvel-ism is for whoever had there sprite in mvc2? but yet guy gets to use it? :wtf:

Capcom of Japan’s SFZ site:

http://www.capcom.co.jp/sfz_fg/

If anyone can translate or find any goodies in here, much appreciated!

Suposedly it’s the characters in Marvel that get the changes, no other changes have been found I believe.

I’ve tried to translate that page and nothing happened. There are some things you can translate but the way it translates reads crazy as shit.

This collection looks awesome and took me by surprise to say the least. Thanks for the updates, guys.

Bah, 3-ism Ryu can jab dp, land then super. I guess I’ve got a long night ahead of me to test what’ll connect when it comes to juggles like that and super cancelling ):

lol that’s how it is in the gc and xbox versions of cvs2 p-groove. kinda lame imo.

Yeah, anything that’ll work in X should work for 3-ism. It would’ve been better if they actually got rid of charge motion supers so it’d be some sort of benefit.
Claw Vega could still do the roll move xx super but it requires more effort since it’s the wall dive one and you really have to catch the guy offguard.

Parry x charge, theres more of a delay between the parry and button push rather than instant in cvs2 / 3s. It sucks!

Can anyone test whether or not chars fall differently compared to their a1 / a2 versions? It felt like a1 Ryu falls alot faster compared to a3 Ryu. Whoever mentioned the juggling properties when it comes to different versions, from what I can tell, they’re right.

Atleast Ken can fierce dp xx super and do about 100 dmg

edit - Shin Akuma still has the broken ST air fireball…

Just curious, can someone gimme a quick breakdown of the changes in Zero 2 Alpha?

The only things I noticed were that cc’s seemed to do less and worked differently, but I’m not sure how. “Special” Sakura, unblockable ryu cc was taken out.

And, what is up with Special Sakura in the first place?