Alpha Anthology *Capcom for the motherfucking WIN*

Man why are the A1 and A2 characters soo damn nasty?!?!? I didn’t know A2 sagat could do a level 1 CC that does 50% damage untill it happend today! Damn I feel like I need to learn A2 or I won’t beable to compete in this game. Now wonder they changed CC to V-ism. You can spaze and get 50%. The best thing about A2 is no gaurd meter, Alpha counters that do great damage, and fast tech roll. I know it’s early, but A2 seems too strong to me. I guess i’ll have to take my ass whoopin’s like a man untill I learn A2. All of the OG’s of A2 are going to run through people like a hot knife in butter! There’s no reason to play A3 x,v,a-ism in this game unless you like how the character plays in A3. I don’t know if sakura, geif, ryu, sim, are better in A3 or A2-A1. I know guy doesn’t have his redizzy combo in A1, but he is still retarded. I tried the A1 sodom unblockable and I can’t get it to work. Time to look up A1 and A2 strats.

About parries having invincibility…

You can try c.jab into spd with Gief. Parry the jab, and see if the 360 whiffs.

Some misc observations and stuff

Okay, CE-ISM’s damage is a real threat. Jumping Fierce-> close standing Fierce-> Fierce Hadouken with Ryu does about 50% damage to A-ISM Ryu

Ryu:

  • has the pass-through-fireballs-at-start-up Hurricane Kick
  • 2-hit Fierce DP
    -crouching Roundhouse sends the opponent pretty far when it connects; think A2 Gen’s crouching Roundhouse
  • CE throw range
  • Cross-up roundhouse
  • close standing Roundhouse is back, as is the close Forward knee, but is not cancellable
  • good recovery from fireballs, though I’m not sure if it’s the same as the original CE

Blanka:

  • the cross-up jumping Strong is back; his standing Strong allows for links once more and generally has his faster normals from CE

Zangief:

  • has his crouching Jab x n-> crouching Roundhouse combo; also has his links from a standing Strong
  • not sure about his SPD range; it’s definitely noticeable from A3 Fierce’s SPD but I’m not sure if it’s CE’s original range.
    He has some really strange looking punches and animations for them. Capcom couldn’t really draw these moves when they could easily use existing animation but change their properties, and that’s what they’ve done. Imo, it works well.

M.Bison:

  • a blocked Psycho Crusher against an A-ISM character does roughly the same amount of damage as an X-ISM throw.
  • has his crouching Strong-> standing Forward link after a Knee Press
  • jumps really high

Chun Li:

  • has her high jumps from CE
  • also has her ‘stays out for a really long time’ close standing Fierce

I’m still hopeful that the ‘egg-beater’ Hurricane Kick of CE-ISM Ken is in there.

Blue-ISM
I really like this mode and I think it has a lot of potential. A more powerful X-ISM with more options. The Super Cancel effectiveness varies from useless (Guy) to pretty damn good (Rose, Fei Long, Boxer). The Quick Standing is also nice; faster than A2’s Jab version recovery roll. You can even use retalaiate after being hit by grounded Shoryu Reppa type Supers. You can Parry a high Tiger shot with a low Parry. Oh, and for Dhalsim, Jab Yoga Fire-> Yoga TeleportXX Yoga Inferno works nicely. For Super Cancelling, you usually can cancel from the special really early or very late. There’s no middle ground. For a nice 100% combo: Final Turn PunchXX Crazy Buffalo.

ISMs

As previously mentioned the A3 characters are going to have a hard time. The main reason being the guard bar. However, with regards to VCs being weakened, while it’s true that a lot of the shadow-hit set ups are gone. Crouch cancels are still in this game. This includes crouch cancel-jump, crouch cancel walk, land cancel-> special. I was able to perform Cody’s and Ryu’s infinites against the A1 and A2 characters. For Ryu I was able to get [media=youtube]Vcr0Cl7L0LM[/media] set-up against A2 Guy, and I was occassially able to land t+Forward cancelled into a Short Hurricane kick-> jumping Strong as well. A set-up similar to the one linked was used for Cody, where I used multiple crouch cancel walk sequences before the the meter ran out and I started the jumping Short series.

A3 Juggling

The A3 characters can still use the juggling system from their original game against the A1 and A2 characters. So combos such as Cody’s anti-air crouchiing Strong->Roundhouse Ruffian Kick will work; or Cammy’s anti-air standing Jab-> Roundhouse Cannon Spike, or counter close Fierce-> Hooligan. Air-to-air counter hits still work in the same way, but with the different character hit boxes for the A1 and A2 sprites, you may find that some VCs and combos may be completely impossible. For example, in A3, my standard VC for Cammy is: VC3-> [Roundhouse Cannon Spike-> far standing Strong-> whiffed standing Roundhouse-> Roundhouse Spiral Arrow] x n. However, against A2 Adon, after the whiffed
standing Roundhouse, the Roundhouse Spiral Arrow, which is supposed to juggle whiffs completely. So a new VCs must be found. However, I was still able to perform her Cannon Spike x n-> close Fierce-> Hooligan corner VC perfectly. Speaking of character hit boxes; Cody’s Criminal Upper will only hit once against A2 Sakura.
As mentioned earlier, Gen’s Jakouha (qcfx2+k) had its magical juggle properties removed against the A1 and A2 cast. You can still juggle with it though, but in a more limited fashion: cancelled from a normal; deep (non-counter) air-to-air hit-> Jakouha. I think the A2/A2G Gen might even have more juggle possibilities than this version; at least that character could land the Level 2/3 version after a corner throw. A3 Gen can do no such thing to non-A3 ISMs.

A strange discovery: In A3, if Akuma landed his air Hurricane Kick against a grounded opponent, the opponent would alway be able to recover because Akuma would reach a neutral state. However, I was able to connect – against an A2 character – the following: corner air Hurricane Kick-> crouching Fierce-> Roundhouse Hurricane Kick. Keep in mind that the A1 and A2 characters cannot perform an aerial recovery, so seeing this combo is a little weird.

A2 Juggling
A2 characters cannot perform counter hits… or not in the A3 sense; there’s no ‘Counter’ message, pop-ups or increased hit stun. But we’ve all seen A2 Gens crouching Fierce counter and score huge damage.
The A2 characters have what seems to to be all of their original combos and perhaps some new ones. Things like Chun’s 1000 Burst Kick-> Kikosho/Tensho Kyakau/Hazan Tensho Kyaku, or Charlie’s Level 1 Crossfire Blitz-> Somersault Justice still work against the A3 guys, where they are unable to perform a recovery. I tried a couple of the A2 CCs against the A3 cast (Adon’s crouching Roundhouse-> Short Jag Kick x n-> Roundhouse Rising Jag; Charlie’s crouching Roundhouse-> SS x n; Chun’s TSK x n etc.), and they all worked just as they did against the A2 guys. I was able to combo this: Guy versus M.Bison in A2G’; corner Bushin chain-> any Level punch Super. I could not get this combo to work in Hyper Zero. However, I could perform this combo against both the A3 characters and the CE guys. A3 Guy, on the other hand, can no longer juggle any non-A3 with his punch Super after the Bushin chain or anything else for that matter.
More weirdness: A2G’ Guy - and I’m assuming A2 Guy as well - can combo air throw-> punch Super in the corner against everyone. But he could not do this combo in the original A2G/A2’. He retains his old A2 combos, Bushin Izuna Drop-> Super and Kick throw-> punch Super in the corner and works against all ISMs. A3 Guy can do none of this against non-A3 characters.

Though the A3 characters are usually unable to air-recover after most A2 moves such as throws, there are some moves for which they are able to. Things like Akuma level Super Hadouken or Ryu’s Level 3 Super Hadouken.

V-ISM characters can counter-activate against the Valle CC.
V-ISM characters can also counter activate against frame eating Supers; so if you weren’t blocking when A1 Ryu performed his Level 1 Shinkuu Hadouken, you can avoid this by activating and starting your combo.
A blocked Level 3 CC consisting purely of standing Fierces, say for Ken will usually send an A3 A-ISM Ryu’s Guard Power Gauge in to the danger status.

DON’T TEST ME, BIATCH

Just got the game. It seems pretty nice considering i dont play it. It’s

got the dramatic match for all the different games so you and a friend can play 2

against 1 on the computer. This was an unlockable in alpha 1 if peeps remember.

A3 seems alot nicer than the dreamcast version. buttons are setup perfect for dpad

play. And there’s almost no loading time.

Is it true that all the Alphas on this are arcade port.

one thing i noticed with rose in HSFA:

a2/a1 rose cant followup with a combo after her punch alpha counter. in a2, c.mp xx lk soul drill was guaranteed after an alpha counter, this is not the case in HSFA.

That is the weakest shit I’ve ever heard.

How the fuck are the A2 charcters gonna just steal the juggles from the A3 characters…?

Good info, though…This will not be a balanced game, but it will be intersting…for a while, at least.

Boxer- not a good test, because the invincibility frame, post-parry, might only be around for 1 or 2 frames…if you don’t cancel the Jab on the first possible frame, you might get false results. Also, you can throw people out of invincible moves. Invincible is different from unthrowable.

That was the second time a combo has been mentioned specifically not working on A2 Adon…I wonder if it’s just him?

MiddleKick:

That counter property is unique to A2 Gen, no? Where the stronger the attack that he CHs with KKK style c.HP, the more damage it does?

TS:

Balance is overrated. What we need is at interesting, different characters that compete against each other favourably. Even if it turns out to be CE vs. A2, with some other oddballs from random ISMs thrown in (A3 Dhalsim is still way better than A2 Sim, if only due to better limb speed and retarded priority), that’s still decent.

Sucks about the A3 cast though.

Correct. Though this is the most apparent example of a counter hit, I think that other less extreme cases of counter hits are possible. Things like Ryu’s Fierce DP doing slightly more damage than normal. I don’t have the CPS2 version to hand at the moment, but I will do some testing later so we can have more concrete information.


Dip switch options found so far. Taken from this Wiki:

Hyper Street Fighter Zero Customize Option

[Top Row]

?5: At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection. Another feature of Inflection is that you retain the extreme guard crushing abilities when you’re still in the post-V sped-up state. Watch [media=youtube]MW8f94YAD8Y&search=sfa3[/media] video and observe the V-Ryu against X-Zangief demonstration.
So this option allows you to turn this off by lighting the star. The default is on.

?9: Juni’s Cross Scissors Pressure damage can be modified. Lit star = 2 times damage; star off = normal arcade damage.

?12: Counter hit screen flash: on/off

?16: Crouch cancel: on/off

[Bottom Row]

?1: R.Mika’s Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-ISM. Lit star = on; the default is off.

Street Fighter Zero 3

[Top Row]

?1: Enables the no-pushback feature of the 980629 version, which occurs when the opponent is stunned by moves which cause them to perform a backward roll, e.g Guy’s Bushin Gokusa Ken or Cody’s Bad Spray. This allows Cody and Guy to
perform rapid fire standing Jabs without the opponent or Cody or Guy being pushed away, for an infinite combo. Can also be seen in the You Tube movie. Lit star = turn the feature on.

?2: Eliminates the push-away feature of Blanka’s Electric Thunder. Most noticeable when the ET is blocked in the air, where the opponent will be trapped in the ET until their guard is broken. Lit star = on; default is off where the opponent will eventually be pushed away.

?3: Boxer’s Alpha Counter (the Buffalo Headbutt) does stun damage (?) : on/off

?5: Dizzy throw bug

? 7: Sodom’s invincible Tengu Walking: on/off

?9: At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection.
So this options allows you to turn this off by lighting the star. The default is on.

?10: Saikyo Mode: Claw’s Izuna Drop damage bug, Guy’s Bushin Musou Renka damage bug

?11: Saikyo Mode: 99% damage throw

?13: Zangief’s Glitch-driver on; default is off

?14: Juni’s Cross Scissors Pressure damage can be modified. Lit star = 2 times damage; star off = normal arcade damage

?16: Dhalsim’s unblockable Yoga Flame when close against Zangief and Birdie: on/off. The default setting is off.

[Bottom Row]

?1: R.Mika punch’s air throw does zero damage: off/on

? 8: Counter hit screen flash: on/off

?10: The first hit of E.Honda’s standing Roundhouse knocks down airborne opponents: on/off

?12: Gouki air throw bug when the opponent starts a jump or is about to become airborne against an Akuma who is landing: on/off

?15: R.Mika’s Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-
ISM. Applies to Juni’s Psycho Streak: on/off

Street Fighter Zero 3 Upper

[Top Row]

?5: At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection.
So this options allows you to turn this off by lighting the star.

?6: Saikyo Mode damage boost for certain moves such as Akuma’s Shun Goku Satsu; Guy’s Bushin Musou Renka and Dhalsim’s Yoga Strike : on/off

?9: Juni’s Cross Scissors Pressure damage can be modified. Lit star = 2 times damage; star off = normal arcade damage.

?11: Counter hit screen flash: on/off

?15: Adjust if whiffed throws build meter. Star on = no meter building from whiffed throws; star off = whiffed throws build meter.

?16: Crouch cancel: star on = upper - disable crouch cancel; star off = crouch cancel enabled

[Bottom Row]

?1: R.Mika’s Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-ISM. Also applies to Juni’s Psycho Streak.

?7: Displays the Upper arrow in the title logo: on/off

Street Fighter Zero 2

[Top Row]

?3: Sodom’s Shiraha Catch, performed against a Custom Combo overhead attack will cause the caught oppponent to remain in Custom Combo mode indefinitely and allows them to perform standing attack x 99 infinites: star on = enable; star off: disable

?14: Dhalsim’s Yoga Strike grab bug when waking up. I know of this bug, but not the details. It involves something along the lines of the opponent being unable to block after the Yoga Strike. If you know the specifics of this bug or can provide more information, please post it so I can update this. Thanks.

Street Fighter Zero 2’

[Top Row]

?1: Zangief’s neutral jumping Forward alter: on/off

?10: Dhalsim’s Yoga Strike grab bug when waking up. I know of this bug, but not the details. It involves something along the lines of the opponent being unable to block after the Yoga Strike. If you know the specifics of this bug or can provide more information, please post it so I can update this. Thanks.

?11: Display the dash in the title logo: on/off

Street Fighter Zero 2 Alpha

[Top Row]

?1: Zangief’s neutral jumping Forward alter: on/off

?11: Dhalsim’s Yoga Strike grab bug when waking up. I know of this bug, but not the details. It involves something along the lines of the opponent being unable to block after the Yoga Strike. If you know the specifics of this bug or can provide more information, please post it so I can update this. Thanks.

Street Fighter Alpha 2

[Top Row]

?3: Sodom’s Shiraha Catch, performed against a Custom Combo overhead attack will cause the caught oppponent to remain in Custom Combo mode indefinitely and allows them to perform standing attack x 99 infinites: star on = enable; star off: disable

Street Fighter Zero

[Top Row]

?1: Sodom’s meaty unblockable standing Roundhouse: on/off

?2: Tengu Walking juggle extender: e.g Shinkuu Tatsu-> jumping strong-> Shinkuu Tatsu is now possible when this switch is enabled: on/off

?5: Akuma’s Shun Goku Satsu command: Jab,Jab t+Fierce, or normal

?6: Charlie can cancel crouching Forward, Fierce and Roundhouse: lit star = enable (feature of the older version of SFZ); star off = disable

?8: Adon’s Level 3 Jaguar Varied Assault addtional input: on/off

?9: Sagat’s unblockable standing Short : on/off

?15: Allow multiple Psycho Shots on screen: on/off

Edit: Thanks for the Zero 1 Sagat confirmation, Kamui. More updates

Looks like there is no dipswitch in SFA2 for Satsui no Hadou Ryu’s insane CC blowout range…

Suggest a better way? I dunno. shrugs At least if the spd does whiff, it will prove that it’s unlike 3S.

Also, what are some invincible moves that can be thrown?

Also, again, this game needs to have it’s own forum. I say we all should go post about it in the CFE forum. No one will notice or care. :stuck_out_tongue:

LOL, now that’s funny. It turns out that at certain distances Sagat’s standing LK is completely unblockable. It has to be done from absolute max range, but it certianly cannot be blocked.

As in you tested it? I don’t remember them actually fixing that goofy bug.

Middlekick, thanks for posting that list, that is good shit. It answers my questions I had a few pages back about certain glitches (99% throw is in, akuma airthrow bug is in, sodom unblocakble rh in a1 is in with a dipswitch etc.)

Are these options on by default or off? or is it a hybrid of both? what the hell is going to be the standard (esp for a3, lol, since you can turn off/on some of the well known bugs.)

edit: actually reading your list more closely answered my own question.

oh shit, time to bust out the v-sim/v-cody guardbreak vc’s hahahahaa. i never knew that capcom had a name for this, or that it was even a feature. inflection? hahahaha.

Parrying

Well, you can SPD off Parrying the first hit of Boxers super. I tried the 720 but I couldn’t execute it.

It seems you get to counter in the recovery of the move. You can’t Parry then attack straight away, you have to wait a while before it can be done. I’m guessing it’s because their move’s still in it’s hit frames.

Edit: I have a question. What does it mean that you’re character is flashing blue by mashing during block stun? Can you mash to reduce guard damage?

that’s right, except your char is being hit and not in block stun when he flashes blue. in alpha 3, if u mash the buttons while being hit, you’ll take less dameage. the char avatar at theh top corner of the screen flashes blue. i don’t know the exact name for this feature but ( im sure gamefaqs does), its what makes me mash the buttons when i’m being mashed by an a-ism combo in cvs2:sweat: not that that feature is in cvs2. but it makes v-ism a lot more playable in a3. u char takes like 75% damage instead of 100% damage.

It also annoys the hell out of the oponent too. :wink:

Thanks.

Great post man, but did you figure out how to cut on GUY’s redizzy combo with the dip switch? The main problem I see with CE-ism is they have no mobility. No alpha counters. No air blocks. Now they do dish out CE damage. A friend of mines didn’t believe that characters did that much damage back in the day, so we played CE on his modded XBOX and he was like damn I guess I was wrong. I really like how A1 charlie and A1 chun li plays.:wgrin: HyperStreetfighterAlpha might be a tournament game at FRX next year.:rolleyes: :wink:

"?13: Zangief’s Glitch-driver on; default is off"
What does this entail?