Alpha Anthology *Capcom for the motherfucking WIN*

For SF3 cody:
jump in rh, cr fierce->hurricane punch->>Final Destruction (jump kickx2->(st jabx2->cr jab)xX).

Does about 70-80% on most characters. Does like 95% on CE characters. Oh yeah, you can still juggle the CE chars with it. It is a great super cancel for Cody, since getting a Final destruction in a fight is pretty much impossible (at least, so that you can juggle and stuff). He can combo it off his qcf+kick moves, too.

Yeah, I was figuring he could do that, but with the Roundhouse Ruffian Kick xx super…that’s corner-only though, right?

Well, the hurricane one I did midscreen. Jump kicked him twice (you have to super cancel as soon as he starts to raise his arm for the uppercut, so that when he jumps up, the victim is still getting nailed by the hurricane effect). The 2 jump kicks pushed him close enough to the corner so that I could do the jab thing. It might be possible to do more jump kicks, but I havent had the time to experiment with it yet. The more jump kicks the better it seems, since they do like 10 damage compared to the jabs, which do like 2 or 3. I did this on Blanka and Akuma, btw.

As far as the ruffian kick, it is corner only. It doesnt launch the opponent high enough to jump kick after him.

The only thing I havent tried (since I really havent learned how) is to follow up Final Destruction with a crouch cancel series. I mean you already have them in the air, and they cant flip while the super is active, so I guess you could time a jump kick just as the super ends, then go into a CC series…just a thought…

I suppose it is far to early to tell at this point…which leads me into wondering if this game will be tourny bound. I certainly hope so cause in my view id say CVS2 and MVC2 are about as broken and even more so in a lot of cases so why not include this game in Evo…just cause it doesnt have a aracde release.

Something interesting about CCs in SFA2. So far I know Sakura can link a CC from a S.Jab. Are there other characters that can link to CC from a standing normal attack?

Well … the Japanese won’t play it as regularly if it doesn’t see an arcade release. And the Japanese go out to play games, not sit at home and play them on their consoles.

I think it would be sweet if it made an appearance at Evo though.

My guess is that Alpha characters will dominate.

Wait… so these combos u guys are finding out? Are you guys saying this isn’t arcade perfect or something? Sry, havent checked out the whole thread yet =/

After the discussion the other day regarding what “tier” CE characters will be in, I decided to do some tests to understand a little bit more about their system. I decided to use always Ryu vs Ryu and test up damage and stun recieved over a hand full of Ryu’s moves, standing fierce, Hadoken and Max Shinkuu Hadoken.

It turns out CE characters follow a similar system as X-Ism, no air guard and the same damage recieved. Although as you should guess they have no guard meter and do + damage. CE character have their own damage level, but they do not have their own stamina level. They do however act the same way as the rest of the pre A3 cast (I never knew about this), as normals and specials cause random damage.

As of where they should stand, I think it’s pretty obvious (imo anyway), which is pretty high. In all they’re just X-Ism characters with 1/3 more strength, no super and no guard meter. I don’t think they have too many weakness’ to worry about that their blatant damage advantage can’t make up for.

Also someone else mentioned they have less range than other Isms, from what I’ve seen (I could experiment much much deeper) this isn’t so. Vega for example can whiff crouching strong A1 Charlie up untill his pocket ends, any further than that and you hit them; for both CE and A3 Claw. The only instance I noticed where it appeared they have lees range was with crouching short, but again it appears this isn’t so. It looks as if they have the same hit box as the A3 characters, but with new animation. CE-Claw’s crouching short whiffs up to the point where A3 Claw’s hit box exists. This proabably needs looked into more, but as far as I can tell it’s no problem for them.

Has anyone gotten Zangief’s glitch 360 in regular A3? I haven’t gotten it once in training mode yet. I tried it in the 980629 version on Kawaks and it is still there.

ya i got the game it rules, anyone know the tiers for Gem fighter?

That was me:wink: . I did check, over and over. I checked every version of M.Bison.

Demon Dash you have the Jap. Version right?

I have the US version.

When I try hit a character with a cr. jab with CE M.Bison (VEGA). My hit sprite only extends to his elbow, not to his fist. Everything from the forarm up completely whiffs.

The same thing happens with Zangiefs cr. fierce it totally whiffs past the elbow, he has NO hit detection on or anywhere near his fist, wrist, or forarm.

Can you please check the range on these on the jap. version. Maybe the is a difference in the versions?

If I recall there’s a dipswitch for it. Hold R2 while going into game options and set it to the first revision, it should be on.

It looks like we’re both right, I guess we both measured a different end of the stick. CE-Bison’s c.lp whiffs up to his wrist, also Zangeif’s c.hp whiffs like you say so. Other characters on the other hand haven’t lost anything at all. I have a theory though, I just checked up on the actual CE and they could have altered their hit box’s to represent their true CE versions.

Take Zangeif for example. In CE his c.hp is a lot shorter than it is in HSFA, if they where to keep the hit boxs the same it wouldn’t represent the CE versions. Characters like Claw and Bison both appear to have the same whiff point (well, pretty damn close) as we discribed. Note in last two pics how c.lp whiffs yet c.mp doesn’t, also please excuse the damage, no need to make it profesional.

http://img368.imageshack.us/img368/7315/clawclk0oc.png
http://img514.imageshack.us/img514/6550/bisonclp0lm.png
http://img186.imageshack.us/img186/1852/bisoncmp7yq.png

Although in some cases it seems Capcom where just lazy, as they’ve just taken existing animation and slapped it onto other buttons. As far as I can tell, Claw’s c.lk hit box is the same as his A3 incarnation, except with different animation. It definately needs more looking in to, as it might also be character specific.

Honestly, there’s too much to this game to even comprehend. I can’t wait for ten years time when the game’s finnally figured out.

I think the lak of range on some of the CE characters will hurt (some of) them dratstically.

For example:

CE Gief (I think) will ultimately be less powerfull than many are making him out to be.

Yes, He has a BEEFY 360. But that s it. And once her gets it he bounces ALL the way back to the other side fo the screen…

With the reduced range on his normals it will be very hard for him to be competive.
DON’T GET ME wrong if he gets in HE owns you.

However, it will be to difficult against a good player in any other “ism” with a good zone (ie. Sim, Charlie, Ryu, ETC).

I think he’ll still be viable. 3 stray normals (jump fierce, s.mk, sweep, etc) and a SPD and you’re dead.

Anyone mess around with CE Sagat? He’s got the crazy CE links (d.mp->DP, d.MK->d.LK x DP, etc) but doesn’t seem to have the wimpy CE c.fierce, instead having the beefy A3 c.fierce.

The whole CE thing strikes me as “idiot mode”.

After spending sometime with the isms ive determined the marvel ism as pure crap tier. Honestly there is no benefit to it.

Guy might be Marvel worthy. He only uses lvl3’s pretty much anyhow… right? RIGHT? Teleport also allows you to always be close after knockdown. meh? It’s pretty lame how teleport doesn’t build meter… wtf.

It’s REALLY lame that parry doesn’t build meter.

Actually, it strikes me as “you better bring your A game against me.”

Ryu might also be good in Red S since he got the improved Shin Shoryuken.

Oh yeah! No doubt. Don’t get me wrong.:wgrin:

He is powerfull.

But not really over powering.

He is giong to take a lot of damage :wasted: trying to get in for those three hits and SPD.

Just noticed something… alpha counters are free in DS ism f,d,df+p or k after a blocked attack…