Alpha Anthology *Capcom for the motherfucking WIN*

This is obviously a joke/troll account. Even when I was ten I had better shit to do. Ban please.

So what’s up with M-Ism anyway, aside from the new moves that some characters got?

www.gamefaq.com

HELP YOURSELF!

…are you actually invincible for a second after you parry…? I saw the Chun vs Ken parry vid, and I assumed SF3-mode Chun’s super just hit fewer times or some BS, but I’m thinking maybe Capcom made people invincble for a few frames after they parry, to make parry -> counter attack easier. Though there’s an exception for projectiles, apparently.

Parry question: When parrying…

-Ken/Akuma Fierce DP still 3 hits? I’m wondering if the # of hits you need to parry only lowers vs super moves.

-Do Honda’s Fierce HHS, Chun li’s Roundhouse lighting leg, or Gen’s HHS-type move, Rose’s shadow super early c.SP etc…parry the first hit with someone, and then try to Jab them out of the move.

I’m curious as to whether you can still be hit, but don’t have to parry, or if you’re just made invulerable for a second like it’s a version Cody’s dodge which you can cancel.

Random question, can Chun cancel c.Forward into kick super like in 3S?

Can we get a ban?

edit: …it’s NOT a spambot…? Wow.

Still ban though thx.

Bah Wii is gonna kick ass, but that’s neither here nor there…

Anyone on any new moves? So far only Cody’s overhead and Guy’s teleport in Marvel-ISM.

Damage control.

SK just hit BI with the unblockable SK banhammer or some shit.

It’s a new unlockable, only on my copy of SFAA. You gotta know the secret code.

I’ll test the other supers later but from what I notice, if it’s a fast moving / hitting super, you ignore some of the actual hits when you’re parrying. I’ll* try* to come up w/a list of what you don’t have to fully parry in regards to total hits.

Parrying Deejay’s kick super… slows him down so you can react to every single hit, I wouldn’t be surprised if it’s like that for others as well.

Timing is off for everything, Chun sa2 is 3 well spaced parries into 2 quick ones, blah blah.

I’ll get you an answer.

edit - minor update:
dp’s - all hits (of course depending on when they do it)
Akuma - fb super (all), dp super (some [height dependent])
Ken - dp super (all / height), qcbx2+k (all / height), vertical (6 of 7 [no mashing], all if taller)
Sagat - tiger knee super (5/7), dp super (most / height)
More later.

You could jab someone after parrying a super, but you’re better off doing a dp like move to make sure you beat it out. At best, the jab will trade hits. At times though, you freeze and nothing will come out :S
Same thing goes for the HHS moves, you can jab them out of it, but you get beat 7 out of 10.

Did you see this

quick hide it from cole.

Wow Guy has a teleport HAHA

DS mode has broken corner combos for anyone caught jumping or getting launched.

Ryu alone does 90% if you get launched high enough from a dp haha. a1/2 anti-juggle system ftw!

that was hella dirty :lol:

Are these doable with flipping on? can special isms flip anyway?

It seems to be flippable…we at Guardcrush already discussed it being flippable…but good to test.once I get it I will confirm whether it is a true combo or not…it seems shady…

bleh if this game ever gets a tourney im sure all these new isms will be banned.
keep it arcade style :]

That’s why you have two tournies.

The new Isms aren’t what you’d expect them to be, they’re nothing really all that special. They actually feel nothing like where they’re from, it’s wierd.

exactly, there seems to be enough broken stuff that it almost seems to balance out
(I hope)