Isn’t HSF: Anniversary Edition going to be at EVO? That wasn’t in arcades, was it?
I finally managed some competitive fights last night and from what ive discovered it would appear as if this game is very strict on low tier/high tier interaction. I chose characters in which i suspected where garbage…so when it came time to fight i couldnt stand a chance agiasnt my friends cheap ken lol. I mean how the hell can ken cross up with his hurricane kick then combo into on top of that. Its not to much of a problem though, Sagat, Chun and charlie have his number heh…oh can i also mention that Dan is pretty sweet in the alpha 1 groove.
i’m almost positive HSF2 had an arcade release. could be wrong, but i’m pretty sure there’s was a HSF2 arcade release.
It is. But so is A3 Gief and A2G Gief and A2 Gief SPD range. Each of them can SPD further than their FAB
CE-Gief seems to retain the same range for any strength SPD? His fierce is huge anyhow.
A2G Gief’s range is noticabley larger than regular A2 Gief’s range. this struck me as odd. I can’t tell who has more range though between A2G gief and CE-Gief. Seems identical? Maybe A2G has an extra pixel?
The winner for furthest range though is A3 gief jab (no pre-jump) SPD.
Someone correct me if i’m wrong please.
random notes:
Borrowed the game for a while, and found out some interesting things:
A1 Dan can do a :qcb: + :hk: after standing :hp: and it connects, whereas the other incarnations can’t. At best, if (1) you’re in deep enough and (2) if you can cancel fast enough, you can PROBABLY get that same gale-kick to connect after a crouching :hp: .
A3 Zangief’s SPD/FAB is iffy in it’s execution. For example, my X-ISM Zangief attempted to do a FAB against a blocking X-ISM Sakura, and the grab went right through her! Is this some wierd glitch where if you’re too close, the grab won’t catch? Someone explain…
A2 Gen’s crouching :hk: sends the character flying away, whereas his A3’s crouching :hk: drops the opponent where he’s tripped, making for an easier cross-up setup. Does this happen with other characters between their A2 and A3 incarnations?
Question: what other characters have different normals in CE-ISM Besides Zangief?
I think Bison has a different standing Fierce punch and Roundhouse kick. Also, all of Sagat’s jumping punches are kicks. Honda also has some different stuff I think.
You know I did notice an awfull lot of whiffing today. Didn’t someone mention random whiffs at the beginning of the round in Hyper? Like sweeps going straight through them or something? Maybe the glitch is spread further beyond the beginning of the round.
Also might I remind people of this web site?
It’s dedicated to Alpha Anthology, it would be nice if this place became the Dust loop of the Alpha series (quoted from someone, I can’t remember who).
I CC’d -through- A2 Chun yesterday. Also seen a few sweeps whiff, and not the after-akuma-jab-DP whiff (although I have seen that as well)
I’ve done the Random Versus Battle code and the Final Boss Battle codes but for some reason the Final Boss Battle code doesn’t work for the Alpha 3’s. Is the code different or is there no code at all? Also, in Random Versus for HSFA, has anyone noticed the names for the hidden ISM’s are Shadaloo-A,B,C, and D.
BKB - CE Gief has the same range and damage for all strength SPDs, yeah. I could have sworn it was larger than any of the other ones, I mean, outside shoto sweep range etc. I’ll check today.
No miss pose is so sweet.
Mike Z
What’s the random vs code in Hyper?
Highlight Versus, press and hold Triangle, X, and R2 at the same time.
^Nice one, thanks. And off I go…
Edit: Hmm, got one for the Japanese version? I can’t seem to get it to work.
It seems to me that for CE Zangief, you have to do a full 360. I tried doing the usual <- to^ (270), I couldnt get the SPD to come out.
Is it just me, or does it seem like he can grab out of hitstun?
I like how he got his long range face grab:)
Any word on the color edit mode for the american relelase? I have tried the original code posted on gamefaqs and the other hyer thread, and I cant sem to get it to work…
i know, but it’s a simple fact that if a game isn’t released on an arcade format, regardless of the quantity, it won’t have a serious tourney scene.
take for example SLASH. You’re right. SLASH had a limited arcade release in the USA, but a release nonetheless. and as a side note, console SLASH is tourney standard in USA only. JP players get to play the arcade version, and that’s their standard. that’s important to note because minor (and a couple major) changes were made during the arcade to PS2 conversion.
and i think you misunderstood me. i’m not saying EVERY tourney has to be strictly on arcade. not at all. i’m saying that if there is a console only fighter released, and there wasn’t an arcade iteration, the likelihood of said fighter to be taken seriously at legit tourneys is VERY slim.
however, that isn’t so if you have an arcade only release (like you pointed out, T5:DR). the tekken community LOVES DR compared to console 5.0.
Can someone check to see if…
…Shin-M. Bison’s Psycho-Crusher is still comboable from a crouching :mk: ?
(May also be comboable from other medium attacks. Never tested.)
OMG Rik is that you? My Alpha Ken was totally raping your guys. Cross-up air Hurrican xx chain combo FTW plz!
Heh, thanks. Just wanted to make sure!
Well, I thought I was getting the codes right. I would hold start on Karin, then move to the random select box and then try holding either/or left or down but still would keep getting Balrog. So far, the only way I would be able to get either Juni or Juli, I would have to keep tapping select until it landed on either one of them.
Thanks Desk, oh yeah, YOUR VID PWNZ!!! GOOD STUFF!!!, Even my Wife was impressed and she usually shrugs when watching combo videos.:tup:
No way man…i would have won easily if i had remained as ryu and chun…i screwed up when i picked dahlism as much as i did. Remember those vega matches…jap,jap,jap, slide hahaha. At any rate i agree dude…this game will be a joke if there is a tourny scene…unless we ban the CE and Alpha 1 groove.