Alpha Anthology *Capcom for the motherfucking WIN*

So just to clarify, you can do guys chain in the corner then jump xx CC inf?

just want to make sure :slight_smile:

also is the crouch cancel dipswitch on or off by default? I don’t know whether the star should be lit or turned off.

The set-up was a theory. And after putting it into practice, something a little odd happened. I was able Bushin chain-> jumping Jab-> Strong-> Forward-> Fierce-> crouch cancelled jumping Jab-> Forward-> Fierce, and the instant I landed after the second jumping Fierce, the opponent is able to recover. So it eliminates any chances for further juggles by way walk of crouch cancel, land cancel special, or crouch cancel walk.

If you want a set-up to practice the infinite without having to use counter hits, try Short Bushin Hurricane Kick-> opponent recovers-> catch in them air with the infinite.

Well it seems you can’t use the parry as air defence like you do in 3S. I’ll give the example again and you can try it out also:

use parry-ism chun li and parry a jumping attack against a CE-ryu.

Unless he kicks entirely too early he will beable to land before you can hit him with the low forward kick into the super. He can either throw you out of your moves or just block the low forward kick. If I used the parry-ism I would just throw them if I parried a jump in attack. That might be the only sure way to deal damage in this game after you parry a jumping attack.

I do think parry-ism will be a natural counter ism against CE-ism for all of the reason you stated. Also if you can crouch cancel the CE-ism characters then V-ism will be a counter ism also. Anyone with throw infinites will be great against CE characters since they don’t have flipout’s.

Maybe i’m crazy, but all I have to do is hit you is 7 times and your dead. I don’t care if I connect with the blanka (ABC) link combo. 7 hit’s with most CE characters and you are dead shawty! There’s only a few characters in the right/correct ism’s that i’ve seen in HSFA mode that can jump kick blanka out of his ball and i’m not telling you what characters they are or what ism they was playing with.:looney: :rofl: There is no dash in this game(the parry-ism should have had the dash IMO), so you can’t rush me down. The blanka ball is almost like the guile flash kick in this game, so you CAN’T jump on me.

I hope i’m wrong about CE characters, because I would like people to play this game and making it a staple in tournaments. All I know is the easiest/abused shit in streefighter gameplay is “USUALLY” the best shit in thier fighting games. That’s why chun li is great in 3S, because she has great priority on her normal attacks + low forward into the super.

If I can kill you in 7 hit’s and it takes you 25-30 hit’s who should win?!?!?:confused: I know my skill level is just above scrub in SF games compared to other people i’ve seen play around the nation, but I think I can hit most people 7 times in a match.:rolleyes: :rofl:

Don’t get me wrong about the other ism’s. I’m not dissing people that know valle CC’s or are V-ism masters. I hope i’m wrong and if i’m wrong it won’t be the 1st time I was wrong.

my .02:wink:

christ, I didn’t even have the dip switch set! no wonder I couldn’t do them. I’m so annoyed I didn’t come across these myself. I looked for crouch cancelled air chains but I assumed they weren’t there:annoy:. well done though middlekick…ggrrr!!!:arazz: If there is a way to combo into them then I think they’ll be stupidly over powered because they’re not difficult and they do pretty good damage because you’re hitting 2-4 times every jump.

Just tried the akuma thing , i’m not sure if this was possible in aplha 3 too, but if you land an air HK in the corner you can do reapeted CC’d instant air HK’s (like middlekick said). They turn out to be not too tough because you’re already crouching when you do the:qcb: then you just hit up and kick. Also when setting up the air chain CC inf with a HK I’ve found that the opponent will flip out at around 8 hits even if you’re in the air (i.e not in a neutral stance). This is more than enough time to do hella damage though.

You make a very good point. The damage advantage for CE is great. I wonder if it is enough against some chars, though. Unless they changed it, A3 starts with a full bar, which means they can blow thru pokes and give out pretty heinous damage right off the bat. V Gouki can go into the chip damage VC, run away (teleports), and repeat. Other than maybe Blanka, i dont think there are many old school chars that could keep up with him. Yeah, they can probably kill him with 7 hits, but if they cant catch up to him, then those hits become void. Speaking of which, does Blanka still take rape damage after being hit out of the ball, or was that WW only?

Another example are Ken and Ryu. They have great pokes, but they do rely on the great fireball trap. That particular tactic becomes null and void against the SF3 Ism. On the one hand, it really hampers their style, but on the other hand, they might have to rely more on their pokes and getting in, and of course damage is in their favor. Damn, this game is going to be sweet!

Just my scrub point of view:)

I’ve been gauging the response of some players’ to the Hyper mode, and quite a few are displeased. Most centers around the changes to crouch cancelling. I’ve heard one major complaint so far; The Hyper mode, while allowing crouch cancelling, is more strict regarding hitting a neutral state. It has been said that in the arcade version, a character can hit neutral state for a short period of time and the combo won’t be interrupted. Now, in Hyper mode, if you reach neutral state for just a fraction of a second, the combo stops. So, some feel playing characters in A3 mode is useless.

My reply is that such changes were probably intentional, to prevent the V-ism A3 characters from having a sizable advantage over all the Isms (like in A3 arcade) and Alpha versions. But I would also would like to remind that is only through A3 mode on Hyper can you use the new Isms, which is a huge advantage for the A3 cast. I think it’s a fair tradeoff.

I really think that a few players have a problem with Hyper mode, not just because of its changes, but because it would force players to “relearn” their characters. That is true, but is that bad? Wouldn’t it be a worthwhile (and not to mention ‘fun’) to relearn the characters to find the the most effective strategies? Tekken/VF/Guilty Gear players have to deal with this with every new version released. Why should we be any different? While I can certainly favorite characters losing their effectiveness because of certain changes, I do wonder sometimes if it’s not really about the character’s effectiveness that’s at stake here, but the effectiveness of the player …

Just food for thought …

is it a secret ? =X

Do the DS-mode infinites that involve jumping forward and not neutral jumps only work for the 1P characters? And do they not dizzy? Or they do enough damage to be close to 100% by that time?

shinblanka- crouching Forward -> super as anti-air only works in SF3. In alphas and Marvel, etc, you can block as soon as you hit the ground. There are situations where you can hit someone out of the air with a low move, but the timing is somewhat strict, it’s move-dependant, and it’s a juggle…so characters will auto-recover. You probably have less time to counter after parrying an air attack in Hyper SFZ (I’m thinking CE characters can throw anything that doesn’t hit them out of the air), but see if you can get anything out…Shoryuken, standing Strong, standing Jab, etc.

Are all charge supers changed to qcf/qcbx2 in SF3 mode?

i think CE fb traps are still great on sf3 characters, especially guiles.

reason being that its not as slow as molasses like in sf3 (both startup, release time and recovery) and it hurts like a bitch getting hit by one.

until yesterday i was saying ‘i already have alpha 2 and pocket fighter for saturn and alpha 3 for dreamcast. i can wait a while before getting this collection. hey, maybe if i wait theyll announce an xbox version with live support.’ and then i came across this thread, and the talk of Hyper Street Fighter Alpha. i have it preordered and plan on getting the guide too. fuck you guys and making me spend my money :sad:

re: infinites

Jesus. When did this game turn into Xmen vs. Street Fighter? o_O

shadowcharlie: Chun in any ISM already has a crouch cancel infinite in arcade A3.

TS: All commands for Supers are the same as their X-ISM counterparts.

The Green-ISM infinites inflict plenty of stun - which is not scaled - and damage and probably allow for a slew of 100% damage combos similiar to the Dhalsim vs Guy combo that was posted. Take this for example; Akuma vs A2 Ryu (dizzy gauge 40), air HK-> crouch cancelled [vertical Jab-> Strong-> Forward] x 4-> Ryu dizzy-> repeat. With the Good Book, you could even work out how many reps of a character’s infinite it would take to stun them completely.

So far, Green-ISM seems to be a more powerful A-ISM. It has the Advancing Guard to avoid rush sequences, free Alpha Counters (2 per character), and increased offensive and combo capability (Chain Combo). The only advantages A-ISM currently has over Green-ISM is the option of selecting how much of your Super gauge is consumed; for Green-ISM, this can vary from the loss of important strategies such as Mika’s Level 1 Heavenly Dynamite, Birdie’s Level 1 Bull Revenger, Rose’s Level 1 unblockables, through to the complete lack of access to Level 2 Supers such as Rose’s Level 2 Aura Soul Spark, Honda’s useful anti-air Level 2 Headbutt Super (Oni Musou), M.Bison’s safe-when-blocked Knee Press Nightmare and Vega’s anti-air Level 2 Scarlet Mirage.

I would dispute that that akuma combo you mentioned is possible. If you don’t set the inf up from a counter hit or catch them from a flip they escape after a certain amount of hits whether you crouch cancel or not. I’m going to say that they can’t be set up from combo’s at all. You get a few reps but it’s not a true inf.

it works in the other SFs also just in a different way. In 3s people try to parry in the air, that’s why they get hit with low forwardxxsuper when they land. It’s kind of like doing an early j.fierce in alpha and not hitting your opponent. He can hit you with low forward super when you land if he times it right

The combo posted is against an A2 character. A2 characters are unable to air-recover.

The full combo - tested a few minutes ago - is Akuma vs A2 Ryu: corner air HK cc vertical jumping [Jab->Strong->Forward] x 4-> Ryu stunned-> air HK-> cc vertical jumping [Jab->Strong->Forward] x 5 (I think) -> Ryu stunned-> cc vertical jumping [Jab->Strong->Forward] x 6 (I think) -> Ryu stunned-> Messatsu GouShoryu

I can provide an ultra low quality vid if you’d like.

hmm, no problem. I’ll change it :slight_smile: it isn’t possible on characters that can flip.

How can they flip before you even reach the ground? What happened to nuetral states?

I’ve been wondering why this happens, and I’m still not sure. Howver, it seems that, for the A3 characters, when the infinite is set-up through a non-counter/post air-recovery hit, you are only able to crouch cancel for a maximum of 3 times before the opponent is able to recover. A new juggle limiter perhaps?

^^yeah i’d go along with that plus I think it’s a good thing. Also it’s not just A3 characters, red-ism etc can also flip and recover from the inf.

Like I was saying in another thread…if there are infinites that ONLY work on A1/A2/CE characters…this will be the best game ever.

I don’t play 3S much, but I’m pretty sure I remember jumping at a Chun li player and getting my attack parried, and then getting hit with crouching Forward xx SA2- seemed like she hit me out of the air/just as I landed, and I was unable to block after coming down from my attack. I’m saying that doesn’t really work in Alphas, at least not the same way.