Alpha Anthology *Capcom for the motherfucking WIN*

I translated this site: http://www.capcom-fc.com/staffroom/archives/2006/05/zero_fighters_g.php with babelfish and come out like this about SFZ Fighter’s Generation:

‘Street fighter ZERO Fighter’s Generation’ staff comment

2006 May 24th

Everyone beginning.
And, it sprouts and the producer pupil is people [gomennasai] which expects appearance.
It is [minomi] of the strike zero FG production team. The programmer is done mainly, (this time the varieties it did but).

‘’ As for to street fighter zero Fighters generation with the 5in1 software which adds the pocket fighter street fighter ZERO street fighter ZERO2 street fighter ZERO2 ALPHA street fighter ZERO3 that,

Being able to play zero series entirely, stripe fish profit 1 is.

Because it is transplantation title, as for explanation of individual title being unnecessary in everyone of the fan, the shank. With being the case that it is said, this time until completion we would like to speak distance and the like.

Well, as for this work like [vuanpaiadakusutokazukorekushiyon] which last year is sold, paralleling to the flow, PSP?PS2, the PSP edition street fighter 3 ?? which it is preceded is sold (development started (with says in the form which compensates double upper) contents or, it made) it is reason selfishly, with example, but now then in earnest it tries starting development with you became aware in being several big walls.

First one is certain person BGM of strike 1. Because it is the fake old title,. But! As expected, our corporation is proud, it sprouts and the producer pupil is. You could get over with the capable [tsu] [pu] [ri].

And already one is problem of the [omake] element. Saying, that it is a lot of faithful transplantation, zero series past the varieties being hard, have been transplanted many degrees. Furthermore with original element attachment. Following, as for the [omake] element you thought even because it cannot point to loss to the people of the fan which you buy that it is necessary.

Because quick stage (about summer) it had ended the transplantation job itself of main part, still a little there was a time in connection with release time. Then, because still there is a room in time, you try thrusting even with [are]?, that it is the case that it becomes, but thinking at the time of how this it means at the never to look outrageous hell with this decision it did not rub.

To the last, because it is the [omake] element, here you cannot write detailed contents, but if the fan of zero series as for one time probably you have thought, [are] is. Because (conversely, it was the route where the ?? inserts new [kiyara], in order not to wear, to do, only [are] it was not also you can say, but)

While keeping advancing job, you do in volume above imagining, it is where it is notAlthough with [heko] seeing, when one time you would like to try trying even with by your, because it is thing, you did not abandon and aimed toward completion intently. It digs out the character and sound from the various place, use it may uses the thing. But a certain day, [buchi] it hit to the problem which is evasion impossible. As for that

'Being new by any means, it does not add and as for the [te] the good character (the marker) is’
With it means saying.

It was defeated as expected in this. Asking to the staff of [kiyara] charge, if it has making?Don’t you think? how perhaps, you think. But! It is society so not to be sweet. Because

'The person et. al who draws the dot picture it is not!'
It is.

With saying, when it comes to here, it cannot retreat anymore afterwards. As a result, the conclusion which reaches how!

'You strike the dot by your’
Is.

Obtaining it may obtain, is also. Because the human who is made basically by his is not to be naturally it becomes so. Well, either the how imagination where the day when never personally the dot is struck comes had not done (the tear). While being and being able to do also the day when also the day when it comes excavating the development equipment and material comes the [hi] ~ [hi] ~ calling, you struck the dot,.

With well, there was a variety with such such, but being also cooperation only of the development staff the around, somehow it could make complete. If the air tries being attached, most time (about 70%?)You think that you worked this [omake] element. When such a love saw this software which it had you can play to every nook and cranny, it is staff all deep emotion.

PS2 edition
’Street fighter zero Fighters generation’.

We ask regardless may!

‘As for street fighter ZERO Fighter’s Generation’ official sight this

Depending (2) | Track/truck back (0)

Depending

  • After as for depending one time verifying in the u-capcom editorial staff, it publishes. However all contributions cannot be placed, sending with ease, don’t you think?.

With the long-awaited new work which it waited in the truth waiting the shank! Especially me myself the fact that it has dissatisfaction is the ZERO2 series of PS?SS edition. Also BGM being arranged, also the opposition picture was different from the arcade delicately. To in addition to opening demonstration and the like (^_^;)

But! The latest PS2 edition (street fighter zero Fighters generation) with the dissatisfied all cancellation!! You call arcade edition complete reappearance, it is at all delightful. And also being defeated is attached,! If it is this degree of completion, the present ZERO fan and the people of the maniac are satisfied, probably will be. This the ZERO series is done anew in the opportunity and densely is also the person who comes being increases, don’t you think? probably will be.

Only the staff seems the tired way truly at the time of development. ! Tomorrow we would like to play promptly!

Contribution person ZERO2?: 2006 May 24th 19:17

It is the zeroFG already enormous pleasure. Just this you expected the [ro] which is after several years? When being PS edition 3, perhaps ever since. With the certain sight already various information is flying about, but (the sweat)

Tomorrow may keep vigil, is, (laughing) [dotsuta] was not and you think that it was the [te] serious. Also the fan which desires so with 4 it is, when is with the air faces please produces! As 4 it can start with also just the being defeated element of that example the ~

Contribution person taka: 2006 May 24th 19:00

Interesting little piece about the PSP…

…:wonder:

Edited by omni cause i’m tired of fools quoting huge blocks of text and putting in some dots and an emoticon as a post.

If this is the case, and it’s console-type supercancelling (a la XvSF or CFJ) it has really good uses in other ways (although, totally unlike SF3)

If the “as long as a special hits, you can cancel whatever move you’re doing” rule is in effect, it can bes used to make laggy moves bait or even safe if you have a safe super.

Try throwing a slow FB with Sim, teleport before it hits, and see if you can super while sim is invisible. Or throw a slow FB, taunt, and see if you can cancel taunt with super. See if you can cancel your landing recovery after a blocked DP with super. This stuff worked in other games.

EDIT: Can I be the first to request a SFA Collection forum? I mean, CFJ got one… and that game is sooooo popular.

Sorry if this has aleady been covered in this topic, but do all of those customization stars in the Extra Options actually represent dipswitch settings? If not, does anyone know how they affect gameplay?

Babelfish is garbage.

-9

Has anyone tried running the game in 480p?

I must’ve connected dp xx super w/Ryu 1 out of 10 times. The window is ridiculously tight for the cancel.

dp wait, then super probably works half the time until you get used to it haha. What do you get out of it? Atleast 50% dmg, maybe 80+ if you’re lucky.

About the whole Dhalsim thing, I couldn’t get it to work.

Onslaught2000: http://www.shoryuken.com/forums/showthread.php?t=96975

I enjoyed this though:

“Being able to play zero series entirely, stripe fish profit 1 is.”

Feel grateful that I have graced this forum with my appearance :wgrin:

So this affects Ryu, Guile, Sakura, Gouki, Chun (?), Nash, Zangief, Dhalsim, Dan and Bison?

Just extra palettes, I suppose. She plays identically to regular Sakura as far as I know.

Bill Wood: If it’s anything like the Vampire Collection, then yes, those stars represent individual dipswitch settings. You can select preset configurations based upon each game’s revisions, or you can customize them (turn on and off whichever ones you wish). However, since there are no descriptions for what each do, the effects of each have to be found out by trial and error.

If anyone out there wants to try and discover what some of the dispwitches do, here is something that might give a start… either turn ON all of the switches using customize, or turn them all OFF. Try whatever bug or effect you can remember, and see if you can get it to work. Once you have determined if it is/isn’t possible, go back and flip all of the dipswitches to the opposite of how you set them earlier (if you had them all on, turn them off, vice-versa). Then try the bug again, and see if there is a change. If there IS, then you know one of those dipswitches controls it. Determining which one will be trial-and-error after that.

Also note that if this is like the Vampire Collection, there will be some bugs or effects from the original releases that were simply removed outright, and can’t be replicated no matter what the dipswitch settings are.

I got a kick out of that too.

-9

Ok guys I just got the import. Anything you want me to test out in A2 and A3? I’ll gladly do it.

BTW there’s no loading in A3 haven’t tried A2 yet. Makes me believe it’s a direct port of the arcade kinda like how CCC2 will be for ST

there’s a V-ism crouch cancel ender that doesn’t seem to work with Nash. it involves a double crossup(so it’s a 2p only ender). i can do it consistently on arcade/emu. weird.

Some of my random notes and such, apologies if some of it is hard to understand or already been reported:

  • Cody does have that overhead in Red-ism, Guy’s teleport d,d+button tps you to position on screen relevant to button, it’s startup/recovery is good. Kick tp’s allow for fullscreen lvl 3 grab setup since you land fast and have the same recovery as a jump.

  • Red-ism also has Dan fireball (no premium sign or otoku michi though), Sims FB and air FB are marvel. Red Bison is just shin-bison (no chip fireball or anything.) Charlie’s Razor kick is a totally new sprite, comes out too fast, recovers too fast,has way too much range and a good decent arc.

  • Blue-ism Zangief is a beast. SC wiffed SPD, blocked hand or lariet and you’ll usually grab. For example, c.LK->SPD will wiff because of block or hit stun. This can almost instantly be SCed into FAB (before you even see missed grab animation) and that will grab.

  • But there are a lot of totally useless SC’s as well (Vega’s wall grab, Mika’s run, Rolento trip wire.) Tiger Knee -> Tiger Genocide is corner only but looks great. Dan gets crossup roll taunt (hit) SC into super. Cody can SC his hurricane into FF mode, might be useful for the j.K combo. Birdie’s sc hits entirely even after the 3p/3k that launches, complete with autodizzy. Bushin run into lvl 3 grab without stopping. You can SC wiffed moves, guessing it just doesn’t like the 2 different fireballs on screen at once (for that Ryu problem above since I can replicate it.) Akuma’s Fireball->Raging Demon works.

  • Sim’s Green-ism chains won’t combo. He gets b+LP, b+MP but no mvc2-like stretchy limb combos. Honda has lp, mp, hhs. Chun can use j.lk, j.mk, mk, lightning kick. Adon’s A1 cps chains are better than his DS ones though (suprising.) I guess a few of the A1 characters will be like this.

  • It seems like the Pink-ism (CE) have actually had a lot of work put into them. Boxers speed on the ground and attack frames are fastfastfast. One hit dizzy stomach crunch for Gief. Ken has his crossup j.RH, FP, F.DP dizzy combo. All fireballs do big damage. Considering the characters have A3 jump arcs and such this mode will probably be the strongest. They use A3 animations but have the same move mappings (All of Claws’s jump attacks are the MK animation.)

  • A lot of stuff won’t hit the smaller A1 cast (a lot of the standard V-isms, Akuma Hurricane into DP and even last hit of Fei’s Lvl3) They fall a bit faster and also seem to have a smaller hitbox. Small seems to be anyone smaller than Adon.

can you combo after the shin shoryuken in this game? That is with that marvel ryu? Seems like he got the shaft compared to other characters shrug…

A few questions please:

  1. How do you select the Red/Green/Blue - marvel/ST/SF3 ism’s etc?

  2. Has it been confirmed that this game is arcade perfect? is it still good enough to run tournies on rather than emu SFA3?

  3. Does anyone have a list of secret unlockables in the game?

Thankies.

Go back about 2-3 pages. BAM there’s your answers.

HOLY SHIT I CAME UP WITH A NEW CONCEPT

IT’S CALLED READ THE FUCKING THREAD

X-ISM characters had issues because of the A3 system…Vs non-VISM characters they won’t be so bad, though they miss having crouch-cancels for nice damage. And since A3 characters can’t cancel their sweeps, they’re gonna have issues with A2 chars, who can recover immediately after being swept.

Can A3 characters juggle each other like normal? Like with the Ryu hurricane kick combo.

Please test the following stuff in HSFA, curious about the juggle system:

-sweep xx fireball super with A2 Dan.
-juggling with A3 supers (like Jab DP in the corner and then land and fireball super, or Final Fight chain into punch super with Guy)
-see if A3 characters can air recover out of A2 chars’ CCS if they do Sweep xx Jab and then do nothing.
-If anyone can verify if the CE Bison combo works midscreen, that would be nice. Does CE Bison have the Devil’s Reverse (charge d, u+P)? Can he crossup with either Roundhouse or Forward?
-How much damage do CE characters take? Do they do normal damage to the guard bar of A3 characters? Can they escape throws/have theirs escaped?
-Do the marvel-ISM characters have the pushblock?
-speed of supers; have A2 Ryu stand close to someone and do a Level 3 fireball super, nd try to block AFTER the screen freezes. Doesn’t work in A2, since supers were faster (or at least extended further before the screen froze). See if it works with A3 Ryu, also.
-General speed of versions? A3 characters faster, CE characters slower etc?
-Can A2 characters/others escape from A3 air throws?
-What about Counter Hits/Major Counters (the counter hit where you pop someone up)?? Available for all characters? A3 only? Gone?
-Does crouching Fierce xx Level 1 Aura Soul Throw (qcfx2+p) work as anti-air for A1/A2 Rose? Does crouching Fierce xx Soul Throw (dragon punch motion+P) work as anti-air for A3 Rose? A2 Rose also? (may not say “2 hits” on the combo counter, but does it connect?) Does Gen’s rising kick move (dp motion +K in PPP mode) still come out for full damage easier in A3 mode than in A2? Does using a crouching Roundhouse as anti-air with A3 Chun result in a knockdown vs non-A3 chars, or an auto-recover?
-Valle CC? And do A2 characters still do the “blowout” if they’re close to someone and activate a CC? Do supers juggle for reduced damage? for example, use Level 3 fireball super with A2 Ryu to hit somenoe out of a jump, and it won’t get all hits like in A2…will A3 Ryu’s get full damage like in A3? Both full damage?
-Can A3 characters still do Timing Guard (blue blocking to reduce guard damage…mash buttons/directions when blocking). Can they still do damage reduction to soften damage when hit (pink flash, ditto when hit). Can they do OTG throws on non-A3 characters?-do all versions of 'Gief have the small hitbox when you do an empty jump like in A3?
-VS non-A3 characters, do V-ISM A3 characters need to whiff moves to avoid neutral ste, or will combos work anyway? For example with V-Akuma, corner someone and activate with Jab+Short and do FP fireball, neutral standing Fierce (pause) netural standing Fierce, etc without whiffing a fireball in between… Likewise, can they do A2/CvS2-type midscreen combos on non-A3 characters (ie sweep xx standing Jab, etc).
-Marvel mode and SF3 mode both get one super move only, right? Is it usually teh same super (though marvel mode may be a bigger/prettier version)?
-Do all versions of Ryu have a hurricane kick which hits multple tiems like A3 Ryu?

I know nobody is going to answer ALL of these questions, but I asked so many becauseeven one would be good to know the answer to.

One question for A3/Arranged/Hyper: do A3 Rose’s qcfx2+P super at either level 2 or 3…can you completely mash out of it like in the non-arcade/Saturn versions? I’m pretty confident that the regular A3 on the disk is pretty close to being arcade-perfect, and even if it’s not, there are different revisions on there. But this was a bug from most of the A3 ports that buggs me, so it’s more a question for Arranged/Hyper.