Alpha Anthology *Capcom for the motherfucking WIN*

Yes to the 1st question. CE ken and CE ryu can DP through projectile’s instead of jumping over them. CE ken=best DP in the game. Fireball and DP trap covers half the screen.:looney: :confused: :confused:

re: Shoto DPs

I too would be VERY susprised to hear that you could SPD shotos out of their DPs in WW to SSF2, because they were supposed to be completely invincible. I’ve never ever ever seen it happen. And HF is still played regularly here, so…

In A3, though, it’s a different story. You can REGULAR throw them out of DPs. I’ve seen Gief do it (with regular pile driver, not the SPD). It wasn’t even early. I clearly saw Ryu go into his SRK animation and then next I know he’s on the ground. I don’t know which version DP it was, but it was definitely a O_O moment.

re: Honda in A3

Honda goes under Sagat’s high Tigers in A3, which is the opposite of what it used to be in SF2. I dunno about CE Honda vs. CE Sagat. It would be pretty stupid if he could neither travel under the high nor over the low.

CE chars take ALOT of dmg compared to the other versions in the game. (to make up for the dmg they dish out haha)

Throw range and dmg isn’t consistent between char to char but it’s sizeable in difference.

CE Gief is a rapist, his hitbox on j.fp / rh and splash are too good; his s.lp / c.fp hitbox can’t be judged visually and 1 headbutt = stun, jab and land another headbutt = another stun.

After having a get together last night, I realize that quite a few things really need to be looked at in regards to soft bans and permaban for tournament play.

I know I’m forgetting some stuff to write about.

edit - if a CE char throws you, you can throw recover or wtvr the term was. 3s-ism has air recovery / air throws.

So far, you cannot crouch under CE Gief lariat, you take block dmg.

I just tested this with my little programable Kawaks setup in SF2CE.

If the DP and the SPD happen on the exact same frame the SPD wins. You don’t hear Ryu say shoryuken though.

If the DP happens 1 frame earlier it wins.

Here is the input I tried, each line is a frame. It could probably be recycled for ST etc. If anyone’s interested the program is available here.

Edit:

Distance doesn’t matter. If you’re far enough away that the DP won’t reach, but the 360 will still connect, the SPD still won’t grab the DP. Zangief has to wait a minimum of 29 frames before the SPD will grab (Jab DP), otherwise the SPD doesn’t happen. This is however 6 frames before Ryu is fully recovered from the DP.

Hey guys, I e-mailed Capcom about having SFA:A coming out to the Xbox or Xbox 360 and they said there were no plans for it as of now. Does anyone know where I would go to start a petition to bring this game to the Xbox with Live support? Thanks for any help inadvance.

I’m hoping the SFAA guide is as great as the SFAC guide, but with three days before its supposed ship date and absolutely zero info regarding size/authors/extras, I guess it’s up in the air. What’s even stranger is that it seems as though Brady has removed any reference to the SFAA guide from their site, now I don’t even see it in the “Coming Soon” section. Weird.

EB has the street date set for 6/8 with a $19.99 price tag, You’d figure at that price the guide would be pretty big, or would at least come with a nice bonus such as the 3S CD in the SFAC guide. Guess we’ll find out soon enough.

They didn’t put the mega man battle network guide on their site until they released the guide so that’s probably what they’ll do when the SFAA guide is released.

Yea it is stupid. I don’t know if it’s CE sagat’s tiger shot’s or is it CE- honda can’t fly over or under his shit.:confused: :confused: :confused:

Considering all the time they’re spending on HF I don’t think that will be pushed as quickly.

ok, i’ll tell you the truth. The CE-ism is too fucking good. I’m not going to lie anymore. I think CE blanka can beat 96% of the characters in H.S.F.A. mode if the characters aren’t in CE-ism. CE bison is the best in that game HANDS DOWN. CE sagat is 2nd, 3rd is CE ryu, 4th CE ken, 5th CE SIM, 6th is CE guile and CE Blanka. CE runs that shit for free. No gaurd meter. Fierce punch take off level 1 super damage. Super priority on their normal and special moves. I couldn’t lie anymore. A3 sucks ass sideways because you have a gaurd meter. Your alpha counter makes your gaurd meter smaller. With the chain combo ism and A1 chain combo character’s are going to break that gaurd fast as hell. Characters like X-ism rolento, V-ism Sakura are weak IMO if they can’t gaurd crush you too death. Yes you can still play them, but it will be an uphill battle trying to win with any normal A3 ism. Play A2 or A1 if you want to compete against the old school dirties in CE-ism. CE old school is too powerful for the alpha games. CE will either be banned or HSFA will “NEVER” be a tournament worthy game because it’s soooooo unbalanced IMO towards one ism.

Supers?!?!?!?!? I don’t need no stinking supers!
Valle CC’s?!?!?!? I don’t need no stinking CC’s!
V-ism?!?!?!?!? I don’t need no stinking V-ism!

All I need is a FP that does level 1 super damage. You hit me 20-25 times to kill me or I hit you 7 times to kill you. What do you think is going to win?

Example blanka 3 hit combo in CE-ism:

jumping FP
standing strong punch
crouching FP

= 55% of your life!!!

hmmm… Some level 3 supers don’t do that much damage! lololol and I hit you with the blanka (ABC…my first link combo) and did the same if not more damage than your level 3 super.

The only weakness I think the CE characters have is they MIGHT get aced by v-ism players that knows how to do the 100% crouch cancel combo since they don’t have a flip out in the air. I don’t know if you can crouch cancel against the CE characters in H.S.F.A. Am I the only one that thinks CE is the best ISM in H.S.F.A. by far? IMO it’s not even close. If you want to have fun playing the game you should use all of the ism’s, but if you want to win the loot at tournaments then CE-bison and CE-sagat are going to be your best shot IMO.

I think people will play the normal versions of each game and leave the HSFA alone after they see how the CE-ism rules that version of Alpha for free. Atleast each version (A1-A3) are almost arcade perfect and with the help of dip switches you can make it as cheap as the original arcade versions. I love the CE-ism, but I fear it will turn people away from HSFA mode. The same way people played AE untill the game got stale and for the most part people agree that ST is the only major tournament worthy game. Not the smash brothers version of ST and that’s the same way HSFA will be viewed in a couple of months. I hope i’m wrong and maybe I am. Someone prove me wrong, because I really want to play this against people and not have it die out like CFE/CFJ. :frowning:

I noticed in SFA3, well in the PS1 version, that Balrog (boxer) has a super cancel only move (C.Fierce). I wonder who else has a super cancel only move in SFA3?

Also, seeing that CE style links are in CE-ism but in a SFA engine, I wonder if you can link from weak to medium attack without CPS1 chaining?

I think the HSFA mode won’t be as broken as you think. Yes, the CE characters have damaging moves and combos, and have no guard bar. But, since they can’t air recover, or alpha counter, etc, they’re prime pickings for A3 V-ism/A2 characters. Crouch cancels are confirmed to be in the game, and they should work versus CE characters because CE characters are still subject to A3 gameplay rules (that’s my logic anyway). YellowS4 states that they take significant damage as well.

So in my view, CE characters need these advantages, or else it wouldn’t be much different from X-ism (at least in X-ism, you still have a Super Bar). With all that damage potential CE characters have, the only question is how hard will it be to actually land them on an opponent that has alpha counters, VC’s/CC’s, etc.

It’s still too early to say, but from what I’ve heard thus far, HSFA seems less broken than A3 itself, yet A3 still gets play in tournaments. Even in the worst case scenario, that it’s extremely broken, how’s this any different from MvC 2? Out of 56 characters, only 4 are playable at a tournament level (and a few others in a backup role). As long as it’s fun, why shouldn’t it be allowed?

definitely lets keep every char in until some true broken stuff has been 'game proven. hell its not even released in the us yet. i like a,2 i don’t luv it. i played sim in that game but i prefer the ce version. while i can win with him, i won’t win any tournaments or place for that matter for simple reasons that are difficult to overcome: alpha counters and supers. airblocking isn’t that crucial a feature unless u grew up with it. i’d gues ce gief had the same problem in that game, but i’m not sure, anyone know?

agsf2 mode.

all right. i’ll ac your jump-in. or i’ll super or i’ll jump up and trade - since u can’t air block. what’s my on the ground anti air move doing?

i’m not sure if u’re playing against humans, and i never thought much of the alpha series ai, but maybe u can try the hardest level and see wht the ai comes up with. i’m guessing here, bear with me :confused:

[snip]

another counter attack option.
agsf2 mode off.

the only way cfj/cfe can come close is if hsfa has a cfj mode in there :looney: :lame: and i 've only read about alpha anthology/hsfa.

we’ll have gg @ evo east. right…?:nunchuck: :karate:

We all know this is really about Pocket Figher anyway.

I can’t even begin to imagine what tournament-level Pocket Fighter play would be like…:rofl:

The SRK.com boards would be choked with requests for Pocket Fighter tiers, and with threads about the finer points of hitting your opponent over the head with a birdhouse.

From the short amount of time I’ve played Pocket Fighter, it seems completely insane.

Damn, wrong Tiger Shot Honda flies past, I guess. Ah, well. Speaking of Honda, does his HHS move on it’s own like in ST/A3 etc, or can you move Honda back and forth while he’s doing it again? Does 'Gief only have PPP lariat? Does it go through firealls?

Haha, they should have thrown that mode in too. Instead of a joystick or a PS2 controller, you use a keyboard.

secret code: “I’ll just walk up to you. If you attack I’ll Shoryuken and if you do nothing I’ll throw.”

CE will be good, no doubt, but I’m not sure if they wanna be jumping at people. You risk eating V-ISM, not to mention if you get hit by a DP or a super, you’re going to feel it. Plus, most air throws in A3 are nearly instant, so you have to watch out for that. I guess it may be worth the risk, though- either you do some guard damage, or if you’re fighting a character who has to use a non-invincible move as anti-air, a trade is almost definitely in your favor.

CE will run into problems vs Valle CC, unless everyone can counter Valle CC now, and it’s not just V-ISM. Fireball recovery is quicker, I’m sure, but you can CC through fireballs at higher levels, and any CE character who decides they want to use an anti-air of any sort is still risking a VC/CC to the face. A1/A2 ACs might also be a problem, especially since they’re harder to reverse without a super. Might make CE Balrog, Vega and Dhalsim a bit less scary (though I’m already worried about Balrog and Vega). DS mode seems to have infinite ACs, even if they do ass damage- and they don’t require meter or guard bar. That mode also has pushblock, which may or may not be of any benefit- I’d guess a lot of CE characters are going to be strong turtles, if anything.

They may also have issues because they can’t air/ground recover like other characters, which will lend itself to more crossups and wakeup games. Jab DP and the like is probably a free crossup attempt now, ditto Akuma/Guy/Ryu’s hurricane kick, various supers and throws etc, that even if they don’t lend themselves to crossup, make you lose initiative more than other modes when you get hit by them, and have to worry about wakeup games (against people with unblockable CC ranges and VCs and Alpha Counters and parries and chains which lead to knockdowns). V-Cody might cause some trouble, though once he blows his meter, he’s gonna be on the run for a while. A2 Rose will still be good (shadow super unblockables will be mean vs CE, if she bothers to get close), and A2/A3 Zangief will definitely beat some CE characters, even if he can’t trade hits for (better) damage. Dhalsim…

I can’t say that CE characters are gonna suck- things not looking to good for Honda, though…no assdrop or command throw…but I guess he’ll just turtle vs non-fireball characters- but I don’t think they’re going to dominatee the game by a wide margin. I’m curious about their reversal (wakeup) throw range. They might have issues being put into wakeup situations more often, if they can throw other characters out of meaty attacks with relative ease, that’s actually pretty good.

This is, of course, just Theory Fighter.

Anyone thinking of banning Marvel/Shadaloo mode Bison? On a related note, he hits that super vs CE characters for free, and it probably does 25% block damage anyway. I would assume he would be banned, if anyone. But if you’re allowing CE characters, I guess he’s not SO bad…

CE characters will be good, though… I’m counting on some stupid programming oversight to make them take free losses…infinite air throw loop vs A3 Charlie, stupid corner juggles/infinites from A3/SF3/DS characters, etc.

Could have sworn Zangief had a wider window to SPD Shoryukens than that…damn.

Prediction: End game is going to be (the best of) CE vs. (the best of) A2 woth some A1 characters, and maybe a scattered number across the other ISMs. BUt most A3 characters, V or not, are going to get hosed.

dublo7:

COuntering the jump in is all well and good. It’s just that risk reward is so skewed in their favour. Counter CE-Blanka’s jump in, he eats, what, 10-12% damage? He wins, you lose 55%. Even if you hit him with something really hard - Level 3 super, or a VC, he’s still not going lose more than about 60-70% (depends on how much damage CE characters take). And typically, once you use you Big Move, that’s it until you build up meter. Meanwhile, Blanka gets to remove 55% every time he jumps. So it’s a matter of averages. He only needs two jump ins to kill you, while you need many more.

I guess it’s a matter of if you can play perfectly and counter their jump-in (or whatever) every time. That may not help you against CE-Sagat or CE-Bison though.

iirc, Ryu’s hurricane kick in 3-ism goes over fireballs but I’ll have to make sure. Same w/the HHS, I think you have to move it on your own.

Marvel mode still blows.

TS, CEGief only has PPP lariat and yeah it goes through fireballs and has some lowerbody invul. + the hitbox is just as retarded as his jump attacks.

About the CE guys, the block dmg they give out, they take just as much when it’s returned; so block dmg cc’s are worth wasting now if you need an out.

edit - I might have to retract my post about CE taking xx dmg until I get more versus play in, I don’t think training mode is the right place to test things out -_-.