Alpha Anthology *Capcom for the motherfucking WIN*

You know, I thought that if anything, this may not be as broken as people make it out to be …

Alpha 1 has good damaging ground chains and so forth
Alpha 2 has the damaging CC’s and counters
Alpha 3 has the added Isms

Because of so many variations of each character, and how the different mechanics affect each other, it might be a couple of years before any tier list can be compiled.

I thought the mashing to reduce damage was signified by a red flash? IIRC, the blue flash was for guarding at the last second (sorta like a Just Defend)… has similar effects, though (reducing damage, etc.).

-light red flash is damage reduction
-blue flash is “timing guard” which is the same thing. Lowers block damage a bit (though most things that do block damage only do one point, so it’s worthless most of the time). Also makes you take less guard damage.
-dark red flash is the weird priority flash

TarkanX:
-Honda can fly over low Tiger shots in regular A3, so I’d guess it’s the same with the CE characters, since they use some of the same hitboxes.
-According to what was posted earlier, parry timing is somewhere in between CvS2 and 3S
-X-ISM not so hot, except maybe against CE characters, where it it somewhat less awful.
-Rolento CC works, I think.

The Glow:
Glitchdriver is a positional glitch that makes Zangief land in a different place if he does a 360 throw right after activating V-ISM. Allows you to connect a 360 (can’t be escaped if they’re on the ground when you activate) and link into another (OTG) one.

Best Kind Boxer:
You can throw people out of all kinds of stuff. Or at least you could. Zangief could SPD shotos out of DPs in the SF2 games, and someone actually mentioned CE 'Gief could do that in Hyper SF Zero. You can SPD people out of V-ISM activation (you can grab them before the screen freezes), and you can even 360 Zangief out of his SPD super.

It’s easier to notice with Gief because his SPD has so much range, and other throws may not extend far enough, especially in newer games. There are some moves that are unthrowable and invincible (most of Akuma’s teleport, ST supers?), and some moves which aren’t invincible at all, but can’t be thrown (Akuma’s towards+Strong overhead in 3S, standing up after a sweep). Guile could air throw shotos out of DPs in SF2 games (or so I’ve heard), and Akuma can actually Raging Demon someone trying to Shoryuken in A2(?)/A3 (and out of VC activation in A3) if your timing is right. I don’t play 3S much, but IIRC I got thrown out of an EX Shoryuken with Ryu once, probably by a command throw (though who’s to say that’s even invincible, not that it matters).

Newer games are more liberal with the unthrowable moves, I think…either that, or it’s because throws have less and less range/speed and don’t extend past the unthrowable part (ie. the attacking limb) to the “core” of the character. Probably both. Varies by game. Ryu’s DP in the SF2WW/CE/HF is completely invulnerable for as long as it can hit, I think, but can be thrown. Ryu from the Marvel games has a Jab DP that works the same, but it’s unthrowable, I think.

Anyway, I’d assume you could be thrown while parrying, but I suppose it’s worth testing. Good test would be to take V-ISM Zangief and activate with Fierce and Roundhouse for the slow shadows. Do a sweep. They’ll wake up and have to parry the shadow, and you can try to grab them just as/before/after they parry. Or you could activate with Strong+Forward and do a crouching Jab. Have someone jump over the Jab, but parry the shadow when they land and test it the same way. Suppose you could use that to test with normal throws, too. Timing would be a little less strict, since you know when the shadow is coming, and thus the parry.

Middlekick for mayor.

Arcade-only Bugs

Here is a list of arcade SFZ3 bugs which haven’t made it, or are different to the PS2 version:

Rolento’s Kabotti cancel
CPS2 version: Rolento remains frozen after the VC is done
PS2 version: Rolento can still perform this, but lands once the round is over(?)

Rolento’s infinite hopping
CPS2 version: Rolento’s infinite hopping done with his jumping d+Forward after winning a round will eventually freeze the game
PS2 version: infinite hopping removed

X-Claw’s Super meter consumption and the Rolling Izuna Drop
Arcade version: when X-Claw activates his Super, his meter is drained when the screen darkens and he clings to the wall
PS2 version: the Super Combo Gauge is drained after completing the command and Claw goes for the wall
PS2 version: For Z-Claw, his meter is drained when the screen darkens

^ Please bear with me, I know this doesn’t make much sense. I’m working on it. :sweat:

Sodom VS Juni Earth Direct machine reset
Arcade version: Earth Direct performed against Sodom will reset the machine
PS2 version: this bug has been removed

^To be honest with you I’m not suprised they removed those bugs, they seem to be more game corrupting than game breaking. It seems like the reset/freeze bugs could be more of a hardware issue than a game property, as no matter how cooler effects the glitches have it still makes no sense to re-write them in this collection.

When you unlock the glitches in the normal games do you unlock them in H.S.F.A. also?

Yea I was the one that spd ryu out of his DP with CE gief. It works just like old geif. You can SPD limbs with CE gief. It adds range when someone sweeps into the fireball when your getting up. You grab their sweep.:wink: It looks weird when it happens.:looney: Just make sure if your fighting against CE gief that you sweep so the tip of your toe hit him. If your any closer you’ll get sucked up.

What sagat was you playing against? You can’t fly over CE sagat tiger shot’s with CE honda. I tried this over and over again with CE honda vs. CE sagat. You can’t fly under the high tiger shot either. So CE sagat owns CE honda for free IMO. I’ll try A3 honda and see if it’s him only that can perform that feat against
sagat or maybe CE sagat’s TS are too f’ing good!

It feels like 2nd impact parry timing to me. The parry seems useless against deep jump in attacks if you plan to parry and hit them when they land for a combo. I was playing A1 chun li and my friend was playing feilong in the parry-ism. I would knock him down and preform a deep crossup with the jumping forward kick as he wakes up. He would parry the cross up and I would land before he could hit me. Usually I would throw hit out of his attack when I hit the ground. Now if he parried an attack on the ground he would make me pay, but I don’t think the parry is used as an air counter in H.S.F.A. like it is in 3S. If you parry an person jumping at you you need to hit them out of the air. If they land they can block or throw your ass, and since the parry-ism throws are like A3 and not 3S you will get thrown by the old school characters with one button throws because the alpha3 throws have no range. So the following won’t work:

You have chun li
You parry a jumping attack and try to crouching forward kick to the super as they land like 3S.
you will either hit them out of the air because you attacked too fast with the forward kick or they will land and you won’t connect. Maybe you can do it, but we haven’t got it to work yet. Alpha counters work better as air counters then parries IMO in H.S.F.A.

ditto!

You could only throw the DP when it wasn’t totally invincible. Gief could only SPD shotos out of DPs in ST only (and you could jump kick shotos out of DP in ST), any other SF2 he couldn’t. True how you can grab pre-VC activation, but I’ve also seen spd whiff after the VC flash? And isn’t the 720 invincible before the flash and not after? Can you grab it before the flash? I dunno. Generally, full body invinciblity will avoid throws as far as I can tell (except in 3S, and CVS2 Roll) But yeah, there are a handfull of examples where it won’t. :frowning:

Oh well, where do I cast my vote for middlekick?

Actually Ive spd’ people out of shoryukens on a3 on mame before, and promptly theyd quit.
i was playing this last weekend and I had Z ism gief i believe, and was fighting against a z ryu.
And I jumped in, he started the animations, and I grabbed em with the spd, and you clearly heard the audio SHORYUKEN!
Or numerous times ive spd’d people doing shinkuu hadoukens and I grab and you see the big fireball pass right through Gief. Same on rarer instances with standard hadoukens.

^ you can also sweep people out of DPs in A3… it’s not exacty a stretch.

CE Guile is the truth, once again.

I think they should just add in HSFZ to Evo, or better yet replace HSF with HSFZ XD.

I’d genuinely be surprised if you can’t SPD shotos out of Shoryukens pre-ST. I’m 100% sure I’ve seen it before, thought it was probably CPU 'Gief…even so, the CPU tends to change the excecution of moves (walking flash kick with CPU Guile, random chains that don’t actually work for human players, etc), and doesn’t change their speed/hitboxes/throw range.

You can throw people out of V-ISM activation, but if you don’t complete the throw and actually grab them before the screen freezes, the throw will always whiff right afterward (don’t know about Raging Demon or other throws that move forward). At least, I think so…

There are usually five frames before the screen freezes when you activate V-ISM…they’re invincible, but who knows if they’re all throwable? Maybe a few frames are unthrowable? I assume, at least that they’re all throwable. It’s especially odd with SPD, since it’s instant in A3 and all games made before it (possible exception to the VS games), so it should never whiff. SPD, like most throws, can only actually throw for one frame, so it would be possible to miss something unthrowable, and do the whiff animation- perhaps the V-ISM activation messes with things. To be fair, I’m not sure I specifically remember seeing SPD whiff, but it sounds familiar.

Final Atomic Buster is invincible before the screen freezes, and only one frame afterward, at all 3 levels. So there’s not a point where he’s both invincible AND can throw you, but he throws on the very next frame, the first opportunity after time stops. So that was a bad example, I guess. I’ve seen Gief thrown out of 720 twice- I did it with Birdie vs CPU Zangief once, and I saw another Zangief player do it. AFAIK the same thing happend in both situations- 360 motion was done before the screen stopped, and the Gief doing the super got grabbed either on the first frame after (before he could throw), or the super was overridden by the throw that was done earlier and they were both active on the same frame, but the earlier one won. The only difference being that Birdie’s 360 needed to be done a bit sooner, since his throw is slower.

DP vs SPD in A3 would be a good test if it was a fierce DP, but since the character got grabbed, there was no way of knowing. Ryu’s Jab DP is fully invincible for 4 frames in A3, but is conditionally invincible for a while afterward (This is why Jab DP will trade/lose to low attacks, wheras Strong/Fierce won’t). So if it was a Jab DP, you could say that Zangief grabbed him on the fifth frame, when he’s not fully invincible. If it was a Strong or Fierce DP, that would be an example of Gief grabbing an invincible move.

Anyway, there are periods when you are unthrowable and not invincible at all (standing up from a knockdown, the start of the round in the Marvel games, hitstun (usually), ground recovery in the Alphas, the start of a jump (there seems to be a point where you’re not quite off of the ground, but can still avoid being thrown), etc. I’m pretty confident it’s something Capcom can toggle on/off and is independant of invincibility.

shinblanka- I’m pretty sure Honda can fly over low Tiger Shots in A3, so either Sagat’s low Tiger Shots are higher, or Honda’s hitbox is lower. I would guess the shots are higher.

I know this has been touched upon but god DAMN the CE characters rape. With CE Ken, a jump in hk, cr.hp, roundhouse hurricane kick does like 50% and dizzies.

oops, my bad. well, it has been while…:wasted: i remember this blue falsh as not really useful as in 'i could n’t find a use for it :sweat:

thanks.

hey guys i have a question. sometimes, when your playing next to the isms thers a little pink and blue thing that says “on/off” i think. does anyone know how to get that and what it does?

also can someone repeat how to get the secret options? thanks.

I’d be genuinely surprised if it did! :sweat: Hrm. Maybe SSF2 as well? I dunno about that game. But CE-HF? Someone ask NKI.

Which brings up some questiosn. Are the shoto DPs in CE-ism insanely invincible again? Like, all the way up to the peak invincible? Also, is Ryu’s hurricane kick insanely good again? Invincible on the way up, on the way down, with no landing recovery?

I grabbed him once with Juni’s 360. My opponent was :wtf: and I was :lol:

Also, Desk has made a combo/exhibition vid for this game and it’s up at www.combovideos.com, thanks Desk!

gogogogogogogo!

EDIT: D’oh! It’s nothing but a tease!! They hide the combos :mad:

umm whr can i find good info on alpha 3 combos strats match vids and such?

There are really good Alpha 3 threads in the strat forum under “other games.”

Also, look up the tutorial vid by Xenozip at combovideos.com, it’s awesome stuff. Some match vids are there also if you look around.

That little icon shows you who has Mazi mode on. Mazi mode is the blue icon out of the 4 you see after you pick your character in A3 Arranged and HSF2. IIRC they modded normal A3 so you can choose it then too. It should appear before you choose your ISM, but after you pick your char.

In order:
Normal
Mazi
Saikyo
Classic

Has anyone tried using the Saturn controller with this game?
I’m assuming it works fine, but I’d like to get feedback from people who did.