FWIW, you couldn’t grab them while they’re in hit/blockstun, it was actually happening when they came out of stun. In CE against characters that didn’t have reversals with invincible startup or immediately got them off the ground it was a problem though.
CE Balrog got his redizzy combo back but even better this time around IMO. Jump in Rh, low short x 2 cancel into short kick rush, link standing fierce. Before in CE it was harder to cancel low short into rush (unless you kara canceled a 3rd low short) so you had to do standing short which missed on a lot of people. You can still do the whole combo but only against bigger characters and it often doesn’t redizzy them since their dizzy meter is higher.
CE Guile’s jump in fierce, low short + standing fierce, sonic boom, backhand does ridiculous damage and dizzy.
They shoulda put mecha gief in this game.
I’ll test out A2 Gief’s spd later on tonight.
Derek Daniels
Awesome, looks like it’s time to brush on some old-school Guile combos! I only wish that Capcom had somehow incorporated SFZ3’s 1P/Story Mode into HSFZ, it would have expanded the 1P experience by leaps and bounds. Oh well, time to try and find someone else who wants to learn SF (yet again!)!
And with CE Guile, does anyone know if you can throw a Jab Sonic Boom from a distance, walk forward then combo with a jump-in Fierce? That used to be a pretty nasty setup for the combo omni posted.
Couldn’t land the jab boom, j.fp unless they were in the corner and still, you’re too far to really do a big combo other than doing a s.fp or something
But midscreen you can do the jab boom, j.rh…
edit - nm. jab boom, j.fp, s.mp, boom, backhand does 90% and about 48 stun.
Bah, I’ll just continue to edit this post since I’m jsut randomly testing shit.
CE Gief has funky animations for his s.jab and fierce. His spd range isn’t that far, it’s a little outside of where his s.jab hits at max range (the hitbox, NOT the animation cos it goes through ppl from far out)
Sickening…:lovin:
That’s awesome, never knew that exsisted.
If i could rep you i would.:nunchuck: :tup:
Alright. I spent the morning throwing something together. You guys know more about it than me. Lets fill it up!
http://www.shoryuken.com/wiki/index.php/Street_Fighter_Alpha_Anthology
Wow the game(s) seems to be turning out awesome. Can’t wait to get it.
Can someone try Guy and Rolento’s Kattobi cancels with different dipswitch settings? Someone said that there are two stars that aren’t used, maybe check those too?
-9
Umm. His SPD has always been instant in every game?
Will some one check the dead body jumping glitch for A1 and A2? It’s, after you’ve defeated your opponent with a normal move, you jump over their body, and when you land, you jump in the opposite direction over their body. You can repeat this forever.
u have to kill them with a crouching normal then hold forward and u can walk forward as long as their body is still in falling,bouncing movement. jump over right before their body comes to a stand still. if u kill them with a air to air move u can still do this just make sure when u land u duck for a split sec before moving forward. my favorite was killing with chun cuz u could not only jump back and forth but u could also jump back and forth off the walls too with her wall jump. was the ultimate appeal.
Imagine if you could build meter during that.
A little question about graphics…
is there a way to play it in its original resolution? (384x224 with scanline, or maybe 768x448)
also for darkstalker collection, 3s ecc…
Does anybody found a way to play theme in their original res (maybe using, hdtv, 480p, ecc)
or u have to play them resized ? (with or without filter)
FYI, Gamespot is doing a preview of SF:AA on On the Spot tonight at 4PM PST…I’m going to watch to see if they comment on the above discussed features inclusion in the american version…
I can confirm that the game supports/outputs 480p. As with most other supported titles, simply hold down X and Triangle while the game is booting. Select the left option (yes) with circle button to switch to 480p and then select the left option one more time (yes) to confirm that your TV supports the resolution.
Great news for HDTV owners.
Is anyone else CONFUSED AS FUCK with this thread?
Hell, when I finally get my copy I won’t know what the hell I should actually do with it.
X(
I ran the game in 480p and I dunno it still doesn’t look that much different. I could tell the difference in guilty gear but not in this one
Finally got arond to seeing the YouTube vids
Dee Jay’s fireball not so bad… more recovery than the Saturn version (IIRC), but definitely less than the DC/Upper version, where it had as much or more recovery time than Bison’s fireball.
[media=youtube]d9gdJIDLCuk[/media]
[media=youtube]9ssDyccVtBs[/media] <–lolerskates?
Anyway, I’m convinced Valle CC will be in it…this game wil be sooo gaaaaay… A2 characters vs CE characters trying to trade damage vs crazy broken stuff yet to be found…
Seems like fun, though. I noticed the SF3-mode characters have a Guard bar…
This pic…Cody pushblocks Z2A/A2Gold Guy, but his guard meter is full…? Is it in Training Mode or something with Guard Damage turned off, or do some versions of characters not do Guard damage (hope against hope)? Perhaps the dummy can’t damage the human character like in A3 training mode?
This pic shows Mika having taken damage from an Z2A/A2G character, but she’s in a different mode.
Edit: nevermind, pic on the Japanese website shows DS-mode Balrog taking guard damage from A2G Cammy…my GOD I’m going to hate A2. If ANYONE needed a guard bar of their own…
Edit 2: thanks to Slapper Joe for answering my questions, I appreciate it.
and WTF @ CE characters doing more damage than they did in CE…
Haha, niiiiiiiiiiiiice.