Man…so psyched to get this. Gonna be sick.
i think cali’s talking simply about the act of jump in parrying. Just the act itself makes low forwardXXsuper an anti air in 3s, by the time the air parrier realizes there was nothing to parry, they’ve already hit the ground and gotten hit.
Right.
Just for clarification for TS: Once you’ve stuck out a move in the air, you can be hit with c.forward into super. If you don’t stick anything out though, you can land and block.
[edit] ^ Yeah.
I think that happens more often when the player attempts a jump-in parry and then tries to ground throw on landing. Low forward almost always gets blocked if the player did an empty jump.
Trip guard exists in 3S, and is nulled by mid air attacks.
[Edit2]: Adding to this, I’m almost positive trip guard is also nulled if an air attack is parried by a grounded opponent – however I’m not sure the same is true for when an air attack is parried by an airborne opponent. In fact, I’m pretty sure that it’s not nulled because air-to-air parries have special properties.
how does projectile damage in the different special isms change?
or does it still follow the a3 rule of less damage for more distance covered?
So did the US version come out yet? I’m seriously thinking of buying a ps2 just for this game and if the US version is the same as the japanese version it’ll seal the deal for me.
US version comes out next Tuesday or Wednesday. From what I gathered from the SF:AA strat guide, I believe that the US version is the same as the Jap version.
Hope that helps :tup:
Capcom just doesnt give a shit. Ill still buy it though but wtf there needs to be a new SF.
I personally think that V-akuma is still A great characater to use in HSFA. If you can crouch cancel the CE characters then they have a big weakness. Maybe this game is more balenced than I 1st thought.
:rolleyes: Hopefully everyone will play this game, so next year it will be at every major tournament as a staple game.
I’m trying to get the time off for EVO-east or EVO, but me and the wifes anny is coming up soon.:lovin:
You can hit them before they hit the ground with a standing strong or jab, but you don’t have a dash to move in position like you do in 3S.
Oh, I see what you’re saying. That’s a bit screwy, IMO.
Have you tried Charlie in 3S-IZM? I know Marvel-Izm Charlie has a dash. And Air Flash kick shenanigans >> all :lol:
err, final fight music. i think Final fight music plays when you use Cody in Classic mode.
I think you can only do the knee out of that dash. It’s the same shit he has in V-ism. I find the marvel ism to be the weakest besides X-mode in HSFA. Well it has some nice things about it, but overall it’s a weak ism. In a funny way X-ism and marvel-ism are almost the same thing. For example some characters are totally changed in their gameplay or special moves are changed when you play them in those ism’s. Bison turns into ShinBison in marvel-ism and Guy get’s a funky teleport in M-ism, and adon and rolento normal jumping attacks become special moves in X-ism.
The question I want to pose to the community is the following:
What glitches will be deemed normal gameplay and what glitches will be gamebreaking? IMO the creator’s of this version tried to make HSFA balance and the default setting’s “SHOULD” be the way everyone plays HSFA, but I know people can’t or won’t learn how to play a new game. That why so many people were bitching about it not being arcade perfect. Well IMO most arcade version are rushed, unfinished version of the game and the home console version are usually the finished product. Now this becomes a BIG problem if the programers change the gameplay of the game you spent years learning and mastering just to try and balance the gameplay.
What will be the standard setting for HSFA. Will some glitches be deem too gamebreaking and be ban from tournament play or will all of the glitches be turned on to be abused to the fullest?!?!?!?
In the following months this mode may become a popular tournament game and we need some guidelines so everyone can play and train on the same level. We don’t want to not pratice with or against glitches that won’t be allowed in tournament play.
In HSF2 you have characters that can kill in 7 hits, chars that can do valle ccs, chars that can custom combo, ones that can parry and super cancel… No matter what style of play you use, there will be a broken char in it, sounds like a party to me.
Is there a reason yet to change from the default setting? Once you start banning one ‘power tactic’ you end up having to ban more and more until there’s no point in playing. Thats why it’s easier just not to start unless we become forced to.
Incorrect. The fact that HSFA exists proves that Capcom actually does care, and that they’re interested in doing more for the followers of the series than just cobbling together another CFE.
Capcom isn’t currently making another SF because there’s simply no way they can be sure it’ll turn a profit. If HSFA’s sales prove that there’s still a large enough community out there who would put money into a brand new installment of SF, they might go for it. Capcom gives a shit, but they’re not about to voluntarily blow their money by building a game from scratch if only a small number of people want it.
True.
Also if SFAA exceeds everyone’s expections and has high number of sales than normal (like SFAC did), it just might convince Capcom to finally bring SF4 or SFA4 from the shadows.
hmm, anyone else pissed off that they use 3s ryu sprites for the alpha anthology banners ?
I noticed them ads on gamefaqs. I was wondering why use SF3 sprites, but hey, lies sell.
^^I’m not sure, but if I had to guess, I’d say that’s related to how GameFAQs is sorta retarded.
And weren’t crouch cancels off by default? If so, I vote that they be allowed…
shinblanka- thanks for testing. The Jab/Strong thing wasn’t for setups like in 3S, but was for linking into combos. You may not have time to do parry->special or super as anti-air, but you can probably do parry->normal xx something. Like crouching Strong into fireball super with Dan/Sagat, crouching jab xx hurricane kick with shotos/Guy, standing Jab xx stomp super with Gen, Standing Strong xx Jab DP xx super with Sak, etc.
I don’t know about A1/A2/CE etc, but A3 and the new modes all share the same juggle system, it seems, so those sort of combos should work on them, at least.
Edit: Ah, SF3 mode only gets X-ISM supers. Okay…wow… Well, at least the combos to specials still work. And Gen can actually probably combo the rush super off of a crouching Jab or Strong. Ditto Sak, Ryu, Cammy, Rose, Sodom, etc. Good luck getting something with Charlie, though…
For references’ sake,
I compiled most of the SFAA videos on youtube for viewing pleasure at http://www.streetfighteralpha.net, please let me know if I left any out.
Thanks.
Edit: If anyone plans to upload a video, please let me know so I can post it on the site; I’ll make sure you get credit for your work, thanks