Alpha Anthology *Capcom for the motherfucking WIN*

Does the SFAA guide says something about an ideal dip-switch setting for SFA3 Upper? what do you guys consider the best option, to use the default setting (almost zero stars on) or the setting of the only selectable version available (almost all of the stars on)?

Any chance you can use Cody with his Final Fight 1 costume? That prison thing is gay.

If it doesn’t work, try to time it so X gets pressed first. If that doensn’t work then maybe the Japan version doesn’t have it or it’s different. The code also works for all the other games.

EDIT.

If you do the code for Super Gem Fighter, you fight to the Puzzle Fighter music.

Maybe. If I tried hard enough I could beat your Ryu/Chun (Alpha version). That or I would find a new character that’s even more broken than Ken.

More stuff:
CE Gief can’t grab out of hitstun. His SPD seems slightly bigger than A3 Gief non-jump-cancel Jab version. You can kara his SPD off s.Short for even more range. Also his headbutt only does 50 stun, aww.
3s Akuma/E.Ryu/Shin Akuma can supercancel their F+Strong, but only that of all their normals. Also, supercancelling their teleports is more useful than I initially thought. s.Fierce xx teleport xx Raging Demon is pretty good.
DS Ryu can do c.Shortx2->c.Fwd xx real Shin Shoryuken, but the damage isn’t all that hot. DS Fei can do c.Short->s.Strong xx real Whatever-That-Super-Is but again, damage from c.Short->c.Strong->c.Fwd xx rekkas is good enough.
3s Zangief can do Glove->FAB (as F,DF,D+P,continue for a 360 back to D+release Punch) for a large-ranged FAB. Woo.
3s Rose can supercancel her DP+P as she hits the ground after hitting. It appears that if you do this right, she will grab them with the end of the super no matter what - I had the opponent on far recovery roll, and she would do the last part and they’d appear in her hands. Hmm.

DS-ism everyone can use that bug that Guy had…even if you can’t cancel a normal, if you chain from it then kara-cancel that normal, you can do specials or supers. It’s easier than you think, just do, say, QCTx2+RH~Fierce (that’s RH-kara-Fierce for you non-3s-players):
Sagat can do c.Short->c.Fierce->kara RH into high Tiger/any Super/(corner)Tiger Uppercut or Knee.
Blanka can do c.Short->c.Fwd->c.Fierce->kara RH into Fierce Ball.
Gen (kick, corner) can do c.Short->c.Fierce->kara RH into airthrow Super.
Fei can do c.Short->c.Strong->far s.Fierce->kara neutral RH into Rekkas, but it’s hard.
Honda can do c.Short->s.Strong->far s.Fierce->kara RH into Fierce Headbutt.
Dhalsim can cancel his far normals into a Yoga Fire using kara RH.
I’m sure more useful ones will be found.

If you put the training dummy on Back/Front tech, and also turn on ground roll, they won’t tech a lot of stuff that can be easily teched. Boo.

Mike Z

^called Proximity Canceling, for some reason, and good find. Interesting to see if anyone will use it…You see someone use it in regular A3 with Guy for dizzy combos, but most Guy players don’t even do it… I wonder if it’s easier…

And IIRC you can’t ground recover/air recover in the same situation…like if you get hit by a Shoryuken and press 2K, you lose the ability to air recover. So it makes sense that it would screw with recovering from combos in some way if you had both options on.

To whoever was having trouble- I think the Final Battle mode (where you immediately skip to fighting the last boss) is only in the Japanese arcade version of A3.

player2- about Gen’s punch-style sweep, that’s accurate to their respective versions. In A2, it knocked you far away, for some retarded reason.

Anyone know if CE Zangeif has the small jumping hitbox? I don’t know if it’s true of A2 Gief, but in A3 if you jumped at someone and didn’t attack, a lot of their anti-airs would whiff. Something like far shoto standing Roundhouse or far Strong/Fierce might connect, but a lot of normals, and even some DPs would whiff.

I’ve had a much easier time doing it with DS-ism than I did when I tried it with A-Guy. Especially if you do the motion as (for a super, extra QCT), D, DF+RH,F+other button, I can get Gen’s midstage c.Short->s.Strong xx RH~airthrow, Adon’s c.Short->s.Fierce->RH~Variable Assault, or Birdie d.Jab->B+Fierce->RH~headbutts about 90% of the time now. It’s even pretty easily confirmable - most of it is learning the initial timing of when you should hit RH. IMO it makes Dhalsim keepaway a lot better.

It should just be called kara cancelling, since that’s really what it is. Why are there 10 different terms for it in A3, depending on what you kara’d into? (^.^)

Edit: I think it’s because in DS-ism, chains have relatively lenient timing compared to Guy’s - you can’t hit the button early, but you can hit it fairly late and the next move will still combo, so the cancels are not that hard as long as you wait at least the minimum amount of time.
Mike Z

^Training mode actually has what seems to be a recovery glitch, the computer wont recover more on different settings than others.

Also I agree it is a kara, but in different terms. Most “karas” I know of are to increase range, with this you need to do it even to cancel.

Another thing on Xenozip’s video he does s.lk, s.lp, s.mp, s.hp x qcf+lk -> f.k+k, I just don’t understand how he managed it, I couldn’t even see one frame for s.hk.

Yeah I mentioned this a while back. I thought it was a training mode bug only. I thought they would have fixed it for the US version.

To whoever said SPD was harder for CE-Gief, I concur. Also, does A3 Gief have the shrinkifying j. strong like A2 Gief?

Well that solves where Puzzle Fighter’s tracks come in.

I figured out wat was wrong. When I was pressing the buttons it kept going back to the title screen.

On the title screen (press start) hold X, triangle and R2. Press start to enter the game menu then press start on versus.

Can anyone remember reading an arogant post about the differences between console and arcade Upper? If you do can you tell me where it is? I haven’t a clue.

Do that same code in Gem Fighter but do it for Arcade and you’ll get Running Battle. However, it’s not the same running battle from the console versions.

How did you test this? I used the opponent’s normals to space myself and A3 gief had the longest range everytime.

Kara with short? sweet. :slight_smile:

If the shadows are any indication (like 3S) his s.HP looks like it would be a huge kara.

Are you using the CE versions of characters?

If you notice thier hit boxes for normals are really short. Try to hit with Vega’s (japan) jab at max range, then move closer a little bit at time until it hits to see how long the hit box is…You see that it is really short.

Most of the hit boxes on most CE characters are about half the length of the full extended animation frames.

BKB - so did I, although I probably just suck at it since it was 3 AM. (^.^) I’ll accept your results - 50 damage is good enough for me, either way.
I just kara’d with kicks since he doesn’t have the running grab. Seems like you have a lot less time to kara than in 3s (?) so the only one I could get any advantage off was Short, which wasn’t very much. Maybe real Alpha players will have more luck with c.RH (looks like more is possible) or punches.

Can DS-Blanka kara…er…Proximity Cancel to his dash? Seems like you just have to hold Short+Fwd, press RH then do the dash with negative edge. In that same vein, can you Proximity Cancel to a throw whiff?

The only thing that keeps me playing is Progressive Scan, hehe.
Mike Z

Hey someone should post a seperate thread on the tiers in this game…even though its pretty much CE guys on top. On another note, just u wait ill get monstrous in this game eventually…just like i did in 3s haha.

How do you play the computer in Hyper Street Fighter Alpha?

Until there’s high level play (with tournaments) that take place, any tiers formed will undoubtedly be inaccurate. It’s just too early to tell.

Interestingly enough, some people were saying that CE Ism are on top for sure, but now there is new evidence coming to light that their reach is only half of other Isms. Whether this is true or not is besides the point, the point is that it will take quite a while to find out how the different Isms and iterations of characters interact with each other.

Wasn’t it some years ago, some players were stating that Cable is nigh broken because of his AHVB X 3?

CE characters won’t be top tier.

So does V-Zangief have his kotobi cancel? I know kotobi cancels aren’t the same, but I could never get his to work. I always asumed it wasn’t arcade perfect because he doesn’t even have it, just thought I’d check to make sure. If he’s lost it how has this effected his game?

Yes, he has it. I’ve done it in regular and arranged Alpha 3