Alpha Anthology *Capcom for the motherfucking WIN*

Only if the opponent was standing before activation

yeah, they cant be blocking low already. forgot to say that.

yet alpha collection is still a rehash of games that have already been avaialable on other systems for years and all you people are happy, hey just my two cents am not on any side snk is doing the same anyways its seems, garou collection kof collection aof collection.

available on other syestems, yes

available on other systems and arcade perfect, no

there’s enough new material to keep it fresh for awhile too. Is this as good as a fully fledged new game? probably not, but it’s better than the standard rehashes we’re given and gives the community hope that Capcom hasn’t forgotten about us yet.

I haven’t had much experience with CC in A2 so I haven’t seen how devastating it could be.

Z3 toons can’t juggle Z/Z2/Z2A toons exception when V-ISM is activated. So basically when you use Z3 GEN vs Z2 GEN, there is almost no advantage for the Z3 GEN because the Z2 GEN follows the Z2 juggle system.

Hyper is more then its seems

17 grooves??? “wtf is he talking about…” ok lets go

  1. Street Fighter Zero…SFZ-ism
  2. Street Fighter Zero 2…SFZ2-ism
  3. Street Fighter Zero 2 Gold… SFZ2A-ism

From Street Fighter Zero 3 =>

  1. Darkstalkers…Green-ism

  2. Street Fighter 3rd Strike…Blue-ism

  3. Marvel…Red-ism

  4. Street Fighter Champion Edition…CE-ism

  5. Classic…CL-ism

  6. Street Fighter Zero 3…Green X-ism

  7. Street Fighter Zero 3…Green Z-ism

  8. Street Fighter Zero 3…Green V-ism

  9. Street Fighter Zero 3…Blue X-ism

  10. Street Fighter Zero 3…Blue Z-ism

  11. Street Fighter Zero 3…Blue V-ism

  12. Street Fighter Zero 3…Pink X-ism

  13. Street Fighter Zero 3…Pink Z-ism

  14. Street Fighter Zero 3…Pink V-ism

From 9 to 17 you would ask whats the difference? test and u will see.

Lets say something like this take a Blue z-ism groove and any character u like versus a CE-ism do something… anything and watch the pain.

Middlekick and ruff0123 have post some of this and i put it all together with some changes

!!! THIS IS NOT VERSUS CE-ISM, SFZ-ISM, SFZ2-ISM AND SFZ2A-ISM !!!

Green-ism

  • Has an Z-ISM moveset
  • Advancing Guard (6+ppp or 3+ppp when blocking)
  • Guard Cancel (Dragon Punch command + punch or kick when blocking)
  • Chain Combo possible in the air and on the ground
  • Quick Standing (press 2K when you hit the ground)
  • Can air block
  • Throw 2xP or 2xK

Blue-ISM

  • Has an X-ISM moveset including its CPS1 chain
  • Parrying
  • Super Cancel
  • Quick Standing (press 2K when you hit the ground)
  • Can’t air block
  • Throw 2xP or 2xK

Red-ISM

  • Z-ISM moveset
  • New moves for some characters
  • Guard Cancel (6 or 3 and two same p+k when blocking e.x. 6+mk+mp)
  • No chain combo
  • No cancels
  • Quick Standing (press 2K when you hit the ground)
  • Can air block
  • Throw 2xP or 2xK

But the previous versions of A3 suck. You’ve been on SRK long enough to know that.

Would Mazi and Saikyo mode even be used if there was tournament play? They’re kind of gimicky aren’t they? I would expect just A1, A2/+, A2G/+, A3-X/Z/V and R/B/G.

SNK-Capcom.com is that way. :r:

God, there’s too much damn information for this compilation in this thread.

I’m just gonna buy the game, lock myself in a room, disconnect from the internet, and play this shit butt naked SO I CAN THINK OF WHAT TO DO FIRST.

In case no one has seen it yet, a FAQ is up fot it at Gamefaqs now.

:wonder:

Haha an agreement is probably going to have to be made in terms of the ISM usage.
Or if this new mishmash is actually going to be played seriously, it’s gonna be a crazy ISM counter game. As long as there’s atleast 16 playable characters with completely contrasting styles of winning matches i think the game could work for majority. Everyone’s always thrived on a small amount of “playable” fighters anyway. It can’t be avoided and shit.

Man who knows though of the things that can be discovered.

Tiers will shift.

Like alot of questions TS was pondering, i bet when things combine like that some interesting things happen.

A3 chars will still be OK because of

-V-ISM
A2 characters hopefully take more damage, and most VCs should work on them. (though confusion/block damage VCs are harder to work, since A2 characters have good ACs, and will almost always have 1 meter).

-Damage reduction
Assuming it still works the A3 way, this should help A3 characters a bit.

-Universal air throw
Most of them are only one frame, and A2 characters don’t seem to be able to recover out of them (which is odd, since they can tech. A2 Ken’s air throw).

And there are a few character-specific changes which will make certain A3 characters OK…like people were mentioning Gen. A3 Gen is better than A2 version because now he can combo into his supers, for one thing, and also his stomp super has better priority. A2 Gen does have the stupid CC, however. A3 Ryu has the hurricane kick which does buff dizzy, even though the re-dizzy combo is gone vs A2 characters. And some characters have better normals…even outside of V-ISM characters who have a wider move selection, Gen’s priority is a little better in A3 (at least the punch-style c.FP). Shoto axe kick is nice, Chun standing Strong, universal crouching Strong as anti-air, A3 Dhalsim is faster, IIRC…it may have just been game speed, though. I wonder if he can have his limbs AC’d like A2 Dhalsim. There’s a lot of stuff to test out.

The bigger issue is the Valle CC…A3 characters like to…you know…stand up. And walk forward. Which are things you can’t do in A2 so freely.

I wish there was an option to play with the A3 juggle system defaults…like in Fighters Megamix, how you could play in VF mode or Fighting Vipers mode, with the air recovery and armor-breaking moves. I’m sure it’s in the DIP menu somewhere…

There’s this new concept going around. It’s called putting the disk in your PS2, and PLAYING THE FUCKING GAME. Come on Chibs, you know you wanna play it. Stop frontin like you’re confused. =p

Well for me the problem is with the old school grooves A1 A2 and CE everything else is ok. I dont know were to start lets say my oponent has A1 A2 CE i cant air recover like normal but if he has everything else i can… lot of strange things hapen with the old school dude’s

whats the difference between classic characters in alpha 3 (red mode) and classic characters in alpha 2?

also whats the difference between saikyo, mazi etc etc and which one is which? ive got the japanese version.

EDIT: also sometimes when you hold start, you get a red or a blue coloured game select, what does this do?

Saikyo has lower defence and Mazi has handicapped guard meter or vice versa.

You know what’s crazy? Honda can’t jump over any Sagat prior to SFA3.

In case if anyone doesn´t know yet:

Normal Grooves:
SF ZERO 1
SF ZERO 2
SF ZERO 2 Gold
SF ZERO 3 Normal (X-ISM, A-ISM, V-ISM)
SF ZERO 3 Mazi (X-ISM, A-ISM, V-ISM)
SF ZERO 3 Saikyo (X-ISM, A-ISM, V-ISM)
SF ZERO 3 Classic

Secret Grooves:
ISM Green (Darkstalkers)
ISM Blue (3rd Strike)
ISM Pink (Champion Edition)
ISM Orange (Marvel)

(This is a simple way to put the grooves)

Edit: I just saw ZaeLock post and he already posted more info.

can you fucking parry unblockables?

<doesnt like repeating self!