Alpha Anthology *Capcom for the motherfucking WIN*

I dont think CE is only doing default damage. Try testing other things, because Giefs 360 is doing something like 34%. 3 kill. I havent done X is a while, but I think it was something like 4 almost kill them.
Plus I noticed with X and Z somethings just didnt scale up properly. I think Geifs 720 and Akumas Shun Goku Satsu always did the same set amount, whether X or Z.

ce ism does WAY WAY more than x ism. ce ism ryu j.rh, c.mk xx fireball does like 75%.

:wtf:

If you land a CE combo in the first place, the dmg is worth all the effort trying to get close enough to do it.

Gief spd range is different in all his a1-a3+other variations -_- I still dislike his new CE animations

You guys are only looking Zero3 ISM for tiers but I have a feeling Zero1 characters are going to rule the game. In terms of speed, power, recoverability they rank the highest, IMO.

LOL. Well, what did you expect? They’ve been disappointing us for years off/on. :stuck_out_tongue:

I hope you walked up to Capcom’s booth and told them that directly man. Add a double fuck you, Capcom for them not giving us the Xbox love (read: online play).

I don’t know why you quoted that old incorrect post, when it’s already known that Capcom has given us perfect ports of A3, A3 Upper, A2, A2 Gold, A1, Pocket Fighter, and of course Hyper Street Fighter Alpha and all the other arranged versions of the aforementioned Alphas in this awesome collection. Not to mention that the ST in CCC2 is arcade emulated, thus putting the stamp on another perfect port.

Capcom has been doing nothing but good lately. It’s about damn time too.

Like I was saying. WTF @ CE characters doing more damage than they did in CE. Is the 70% damage Ryu combo CE vs CE? Because seriously…that’s obscene…

A1 is OK, but I think it will be generally inferior to A2. Rose and a few other characters have stupid combos they can do in A1 mode, but A2 gets CCs and does close to the same damage. Really, Valle CC by itself puts A2 over A1, though there will definitely be A1 characters who are good (Ken, Bison, Akuma etc).

A3 characters have issues. The reason A3 characters (A-ISM especially) are how they are regarding Alpha Counters weakening your Guard meter and how ACs were weakened, was in response to A2. A2 characters are going to do more damage and have better supers, a less restricted ground recovery (instant recovery from sweeps, for example), better ACs than the A3 characters, and can use CCs in addition to having supers available. And they have no guard meter to manage. There are definitely A3 characters who would still be good (BAS VC is gone, though), A2 overall is going to be better than any of the A3 modes.

Not to mention the whole juggle system is changed from the A3 version… Characters like Guy and Chun Li (and many others, for that matter) are good because they can use the guard meter and juggle system to their advantage, and that disappears vs A2 characters. And in A3 there are a great many characters who are glad they don’t have to worry about Alpha Counters…particularly those who are good at doing damage to the Guard meter…Vega, Balrog, V-Sakura, etc.

It boils down to A2 keeping all of their advantages vs A3, and A3 losing most of theirs vs A2.

blah blah blah…anyway, DS-mode characters having infinite ACs seems shady as hell. It DOES take a notch off o their Guard meter, right?

And any word on Counter Hits? A3 only? A3 vs non A1/2/CE? All? None?

edit: no guard bar needed for DS-mode AC…wow. This is the worst game ever.

I can’t wait to play it. It’s like CFE, but if they left all kinds of broken stuff in, instead of neutering everyone.

Im importing this one :smiley:

Well, meter is never used up to do Guard Cancels in Vampire to begin with anyway.

I don’t think V-Ism losses any advantage because they can still be juggled while it’s activated. Although is V-Ism toned down in HSFZ?

To be honest it’s nothing like CFJ… Same kind of concept but a hell of a lot better.

No crouch cancels (unless some DIP switch comes out) is really going to hurt A3 chars. A2 chars build meter so much faster whereas post-VC crouch cancels were often the fastest way for certain chars in A3 to regain meter safely. By the time an A3 char builds up 50% VC, the A2 char will have probably had unleashed 2 CCs

Maybe that’s why Capcom removed the glitches in HSFZ, to stop it from being owned by V-Ism like A3. It is a completely new game in a way, it’s very experimental aswell, quite a risk I never expected Capcom to take. If only they could stop making money re-hashing games and start making money off brand new games again.

Except…Valle CC is still there for A2-ism. A2 groove has all the beefiness, as TS so eloquently explained. Almost no reason to use A3-ism competively unless your character absolutely sucked in A2. Ironically enough Gen’s one of the few chars better off in A3 than he was in A2, but a big part of it had to due to A3’s juggle system, and now that’s been taken away he probalby sucks equally hard in both

Maybe it’s to make up for them not having easy dizzies? Becuase in CE a 3 hit combo would almost always dizzy if you landed one and the combo during the dizzy would kill your opponent. Just a thought, i don’t have the game or a ps2 yet:sweat:

Does Gief in CE-Ism have his ranged grabs? I remember the standing face grab, and the crouching stomach pump. which he could do from like a character’s length away…

As far as Alpha 1 chars, I dont think they will be that out of the competition. Like TS mentioned, Rose has some mean combos, plus her slide is back the the original godlike self. Her chains from that game were great and a HUGE range (that cr roundhouse of hers was almost like half screen range), not to mention being able cancel out of it. I miss that version of Rose:(

A1 recovery rolls were nothing to sneeze at, either. I distinctly remember you could recover from damn near anything (except for Adon’s kick throw). I remember hitting someone with a lv3 Soul Throw or Sommersault Justice, only for them to get hit, roll, and hit me in my recovery. My guess is that they kpet this versatility against CC’s as well. A2’s rolls were great too, but their uses were more limited (a good trade of for the really short roll).

What is the Valle CC for A2? And what do you mean about A3’s juggle system taken away?

Ok so I just got this game.

What do I do with it again?

looks back to find Phil McFly’s post

basically you start your cc with a low move when they are close, and they cant block it.

A1 Guy anyone?