I forgot about the colorful japanese manual lol
Thanks for pointing that out.
Also, there’s no move list in the manual, so if you’re new to the game(s), you definitely want to pick up the guide (great btw, but lacking in a few key areas like the alpha 3 upper characters not being covered…) or a few faqs on each game for movelisis and whatnot.
It’s cool though. I’d rather have capcom skimp on the manual/packaging than the game content…
Agreed. I’d almost given up on Capcom but it just shows they haven’t given up on us yet. I have hopes for a new title… This anthology is bound to bring in a lot of money… Along with the new collections they’re releasing hopefully in a few years they’ll have enough money to make an all new title.
I just want them to release the Darkstalkers here in the US. It’s aight though cause I plan to buy KoFXI and I need to get Magic Swap, blah blah blah. When I do, I’ll prolly order DS as well.
Why did they make 3s-ism use X-ism supers? So many people have completely useless super cancels. Even DS-ism gets A-ism supers. Also, you can supercancel anything even if it doesn’t hit. Oh well, a list of some not-completely-useless ones that weren’t already covered in the video:
Blanka:
Teleport and supercancel. Nearly-instant fullscreen super that makes you have to guess which side, wow.
Sodom:
combo to QCT+Jab/Strong, supercancel. Whee. Fierce does less.
Tengu walking (3 hits), supercancel. Not bad actually.
Dic:
combo to Knee Press, super cancel when he lands. It um, does some damage?
Boxer: Obvious.
Sagat:
midstage Jab DP, supercancel when you land.
corner Tiger Knee (any), supercancel when you land.
Fei:
combo to 2 rekkas, supercancel. Much more damage than 3 rekkas.
Cammy:
(anywhere) combo to Cannon Spike, immediate supercancel before you take off.
Juli: (the charge one, I get them mixed up)
close c.Strong xx Spiral Arrow, immediate supercancel. Much harder than just doing the super off the Strong though, and not much more damage.
Rolento’s won’t combo off anything. :^( Cody can set up a juggle from any of his QCT+Ks, or his tornado if you cancel late. Akuma can supercancel his teleport, but it’s worse than Dhalsim’s. Sakura can supercancel charging her fireball, Chun can supercancel the startup for her SBK or her double-palm, etc. There were more, but mostly 1 or 2 hits of a juggle Super, or using it to cancel your recovery (Hawk, Zangief, etc). You can indeed supercancel sweep moves (Juni Demon Flip->slide, etc) or the end of command throws (Mika 360+K, supercancel after she slams them) but none of it will combo.
DS-ism, though, wow. Chains that are easily cancellable, every super…too bad they didn’t make Fierce/RH supercancellable for everyone.
I did have a question about how A3’s juggles work with this, though:
Gen, corner in Kick mode vs. Ken, c.Short and Ken can tech immediately. c.Short->whiff c.Strong and Ken can’t tech at all until he hits the floor, even though Gen recovers from the c.Strong fast enough to air-super Ken, or even Jab him. Why can’t Ken tech?
Anyway, this is the Ism for me…Gen:
corner in Kick mode: c.Short->c.Fierce, delay a split second->s.RH (1st hit only), they can’t tech, air super. Crazy damage.
anywhere in Punch mode: c.Short->c.Strong->c.Fwd xx rush super, etc. Yay!
Is it just me, or does DeeJay have longer recovery on the Max Out now? Aww.
Mike Z
Thank you all for all this great wealth of knowledge and info you guys came up with over the past few weeks, I just got my game in the mail from ebgames, im about to go try all of this stuff out:lovin:
You do not need Hstinking Dstinking Loader to load SFAA onto the Sony HDD, just go to HDD instal option in the game select menul and you are good to go. The thing is that you have to load up the SFAA disc into the PS2 which is no big deal at all.
For those who do not have Sony HDDs and have the thickPS2, head out to EBGamestop and get yourself a nice used one.
Ken can’t tech because you are avoiding hitting a neutral state with your c.strong.
DeeJjay’s Max Out is F’d up now. I used to be able to force a low block from the opponent during their hitstun from the projectile. Like (all blocked) j.mk-Maxout-cr.mk.-Max out
Now the recovery is too long on the maxout. Although, I think it keeps the opponent in hitstun longer now when it connects than it formerly did.
Ah. I see. That’s what I get for playing with it for only 10 minutes, then helping my gf pass some stages in New SMB. lol. And yes, I was pointing more towards V-ISM meter in my first post, even though I did not state it. Thanks for the heads up.
If the the training dummy or your opponent is attempting the backwards air-recovery and is failing, I think it may be because the game engine will not allow you to perform an air-recovery at that specific height. And the reason why you’re unable to air-recover in that situation may also be because the engine ‘believes’ at that height, one is unable to be juggled. However, as you may or may not be aware, Gen’s Jakouha (qcfx2+k), breaks the juggling rules in A3, both in terms of the corner juggle limit and un-juggleable state - i.e when they reach a certain height and falling animation from the ground, they can no longer be juggled.
As I mentioned earlier in this thread, Gen’s Jakouha had some of its unusual juggle properties removed for HSFZ. Though at the time of writing this was believed to have only affected the SFZ1, SFZ2, its variants, and the CE-ISM characters. But after testing, it seems that the Jakouha’s special effects now no longer work against the Z3 Classic characters. What this means is, combos such as corner punch throw-> Jakouha or corner kick throw-> Jakouha or even Zan’ei(qcfx2+p)-> Jakouha, which all work in SFZ3, no longer work against the Z3 Classic characters.
Z2/Z2’ Guy receives some more combos which were not possible in the original games - such as corner standing Strong-> standing Fierce-> Jab Houzantou(qcb+p)-> Bushin Hassou Ken(qcfx2+p). Also interesting is that the Bushin Hassou Ken - or perhaps more specifically Guy - now appears to have the strange juggle abilities A3 Gen’s Jakouha once did. Corner air throw/kick throw-> opponent throw escapes and the ‘Tech Bonus’ message appears-> Bushin Hassou Ken is now a combo. A simliar combo is possible with the Forward and Roundhouse Bushin Hurricane Kicks. More changes for SFZ2/Z2’ Guy. Anti-air crouching Strong-> Bushin Hassou Ken has always been a combo in Z2/Z2’. However, in HSFZ, once hit with the anti-air crouching Strong, the opponent remains in the just-been- hit/reeling juggle animation for a significantly longer time; so much so, that it’s easy to link the Super after the crouching Strong and have it combo.
I’ve actually noticed the dummy not recovering in training a lot, it’s in the Saturn version aswell as AA. Do you know what going on with it Middlekick? I read what you just said there, but it seems there’s more to it than that, it happens more in neautral than any other.
Ive been playing HSFA and ive been liking the ken tracks ive been hearing, it seems there all here, i was wondering if there is a way to rip the music from the PS2 disc?
I have a few programs that allow you to rip bits and pieces. But I haven’t touched that in a long while and I have no idea where it is on my computer. I plan to try Google later on tonight and I’ll post my results on here.
The 3 air recovery options (forward, neutral, back) work at different speeds, I think. There are some things that you can air recover forward/back from, but not neutral (ie. Rose’s FP Soul Reflect in the corner, some throws, etc). I’m not sure if this only applies to the corner. For the best results, you probably want to set the dummy to air recover backwards.