^^ i don’t think much useful info has been posted. you’re better off was MA’s thread for now. I’m sure someone will put together a comprehesive rundown of the features soon.
Also there are quite a few infinites in Hyper, not just in air chain groove either. I can’t see it being balanced. Then again MvC2 gets hella play so I guess it doesn’t matter, lol.
lol at DS infinite, I’m not surprised. It’s just getting the timing for chains on a consistent basis that is the frustrating part.
If super cancelling in DS was possible, Ryu could do a s.mp > fp > fireball xx super :0 but now you just have to remove the fb lolj
edit - I don’t think a ban on grooves is warranted, if anything, it should chars or even what groove they’re using. Shin Akuma in DS or another groove is scary =\
if anyone find any info that can be usefull to post please let me know and post in the thread: http://www.shoryuken.com/forums/showthread.php?t=114226
and I will copy/paste into the very first post.
thanks in advance guys.
btw: theres any word about banning any grooves in Hyper Alpha for tournament level? :wonder:
Nah, just speculation… first place that seemed to refer to the ISMs that way was “Fighters’ Front Line”, a Japanese website that was linked to earlier in this thread.
But I think the labels are fairly common sense. “Marvel”-ISM gives characters that were in the Marvel games moves like the ones they used in said games… “SF3”-ISM has parries and super cancels… only one I’m not sure about is the “Darkstalker” ISM, since chains and push block aren’t exclusive to that series (although they are heavily associated with it). However, there was some talk in the thread about Guard Cancels possibly being in this ISM instead of Alpha Counters, which would definitely make this ISM function like the later Darkstalkers games in many ways if proven to be true.
Say, can you cancel off of chains in Darkstalker-ISM? In all of the original Darkstalkers games, normals became uncancellable if they were chained into, regardless of whther they are normally cancellable or not (kind of like with the rapid-fire jabs and shorts in SF2).
Also, if this ISM is supposed to be based off of Darkstalkers, then having the chains stricter than in the Marvel games, as Desk mentioned, would be accurate.
yeah, you can cancel off them. I think that’s one of the reasons some peeps think it’s more like marvel. But on the otherhand, ‘marvel’ ism actually has marvel moves.
EDIT: you can’t cancel from air chains though, If you could those infs would be hella easier. Also the chains do feel stricter than marvel.
felineki: could you repost that link? i just wasted hella time looking through this thread and found nothing
Bah, whats going on with this game. I pick marvel and block and do f+PPP and Im getting alpha counters…
Also is it me, or is Charlies super somersault shell crazy hard to get out?
Was playing around in sound mode and I found some odd things:
CPS1 soundtracks for the SF2 people.
Arranged tracks for the SF2, including the near death speedups! (Like Hyper SF2’s tracks)
SF Zero music in CPS1, CPS2 AND Arrange tracks(Saturn and PSX fans rejoice)
SF Zero 2 Gold is CPS1 and CPS2
Alpha 3 music is CPS2
Pocket Fighter music
PUZZLE FIGHTER Music, INCLUDING the bonus Sakura track(with and WITHOUT the voice).
Old School FINAL FIGHT music! Every board is here!
Seems some stuff is still left to be unlocked as I don’t see the point of adding all that extra sound, my guess is you’re going to see Puzzle Fighter and Final Fight spring up sometime in this game.
YellowS4- Thanks. I realized Jab wasn’t a good counter attack, but the thing is, it shouldn’t hit at all, because the gap between the hits of Honda’s Fierce HHS and Chun’s rapid kick move are only 1 or 2 frames (and can only hit for 1 frame for each strike), so not only is the move slowed down like in other games with parry, it seems like the person parrying is actually invulnerable for a bit after (most Jabs don’t hit for 3-4 frames).
I think you don’t have to parry all the hits of some moves is because you’re invulnerable at those times. Slower moves require all of the parries, because the invulnerable period has ended, and you have to parry again.
Can anyone test if you can parry Valle CC? Like, if there’s a point where you can’t block yet, but can still parry.
Now that you say that, I seem to remember hearing when this game was first announced that Puzzle Fighter was a part of this collection. Or maybe my memory just plain sucks. In any case, it would be great if Puzzle Fighter was Pocket Fighter’s Select + Start bonus game!
Yes it is, that’s what makes the infinite possible. Not every character can do it, only ones with 5 hit air chains and they can only be done on Sagat and T. Hawk. You need to instant air jab, short, forward (slight pause), fierce (longer pause), roundhouse as low as possible. Heavy’s need to be canceled later in mediums moves, it’s not like the marvel engine. Since mediums are slower than lights, the cancel timing is delayed.
so Demon Dash: the 2 infinite combos that are done in T.Hawk and Sagat have a hard timing to be performed and they can be done only by some characters of some grooves only, right?
so maybe this means that heres no need to have bans in this area (maybe?)
MA, they’re extremely hard to do. Firstly they’re only on 2 characters (so far) and the timing is horrible to land. It looks easy but it’s not, firstly you have to get used to instant airing normals, then you have to learn the chain timing and you even have to manipulate it to get the roundhouse as close to the ground as you can. The only thing I see this being good for is an anti Sagat strategy. It makes a lot of sense as Sagat’s are going to have to work a lot harder to keep people away from them.
Chain Engine
A lot of people have been mentioning how the chain engine works so here’s what I understand of it so far. The chains aren’t like Marvel being canelable at any point, they have strict timing (ususally upon a hit or even after it hits) that seems to flow evenly. jab and short are canceled very fast; since you’re canceling off a light your first cancel into a medium is the same timing. But once you’re in mediums the timing changes… You now have to delay your timing because (from what I can tell) the moves are slower. Again strong into forward is the same and so is forward into fierce… But now we’re in the heavy’s (this is why some people thought roundhouse wasn’t canelable) we have to delay our timing even more to cancel into roundhouse.