Alpha Anthology *Capcom for the motherfucking WIN*

I believe they drain guard meter, I know push blocks are free…

No they don’t. They are free also. The only thing bad about it is the AC in DS-ism does “HARDLY ANY DAMAGE”!:confused: It’s good to get fools off of you but it’s not as good as A2 AC’s.:wink:

Well there we go then, I think S-Ism’s proving to be pretty strong in this game.

Yea the ac does no damage in DS-ism unlike A2 ac’s, but sometimes you want to AC just to get out of a trap or pattern. You can’t kill someone with the AC in DS-ism because they do a jab’s worth of damage to your foes.

I will say this again, X-ism, A-ism, Marvel-ism seems weak in HSFA mode.

Why use X-ism when there’s CE, unless you use rolento and adon since they can’t be played in CE and they play different when played in X-ism.

And why play A-ism if your character is in A2 or A1. No gaurd meter and CC’s in A2 seems better imo.

Marvel-ism is just like X-ism IMO. Only a few characters are worth playing in marvel-ism. Mostly charlie and ken IMO.

It’s very wack that you DON’T gain meter when you parry in parry-ism.

CE-ism character range on there attacks are scale to the original range of they’re attacks in CE. I wish they would have drawn new attacks instead of cutting half of geif’s hit box off the crouching FP. The damn elbow has to hit you.:confused: It does work as air defence like it did back in the day. Don’t rely on it, but it does work against weaker jumping attacks. Jump kicks like CE-Sagat, Any charlie, and CE-blanka it won’t work, but it works against shoto’s.:wgrin:

CE-geif is good but he can get zoned to death. Most projectile based character’s will give him problems, but if he get’s in on them that’s the end of them.

Also supers do stupid damage to the CE-ism characters. Chip or hit by the supers. And unlike popular believe you “CAN” tech the CE characters throws!!! Now i’m not saying it’s easy, but it can be done.

^RS-Ism is like Z-Ism except with only a level three super. The other characters have their V-Ism move sets, but their damage properties are that of Z-Ism. Also PS-Ism characters recieve the same damage as X-Ism, except for CE vs CE/CE vs X where they recieve even more damage.

Rolento LOVES ds ism… alpha counter with kick is great and the chain system seems to help him a lot

Stupid question, but can you parry the first hit of a Valle CC to avoid it?

Hey Guys rolento can teleport in Marvel-Ism

Sometimes i pull it off sometimes i don’t does anyone know how to do this move? I know you can do it with kick and punch

Not a stupid question AT ALL. In fact, they seem to be the ONLY ones who can stop it easily (sans CC)

Parry appears to be immune to the “super freeze” that lets you get hit by Valle CCs and supers.

(For the record, if they super, and you weren’t blocking, you can’t block if they were close enough after the flash… seems most apparent for Alpha 1, and least apparent for Alpha 3)

In situations where you can’t block after the flash (block low after CCs, and some supers if in range), you can parry. So if you get caught not-blocking during the flash, you can parry. If you encounter a CC when standing, you can parry the sweep. If you get caught not blocking versus an non-blockable-after-the-flash super at close range, you can parry it.

It’s not like 3rd strike either, you can parry AFTER the flash. So, if you get caught with your pants down (standing or not blocking) you can parry, then block (or attack) to save yourself. So parry isn’t as neutered as I had first thought. You don’t build meter from a parry (lame), but it’s good in other ways. It is immune to super-freeze!

Capcom seems to have also been lazy and made it so you can parry most everything down. I found out tonight that you can down parry ALL of Sakura’s normals (unfortunately for me), and even specials. As a 3rd strike player, this is whack. On wake-up, you can parry down for EVERYTHING (except towards+mk overhead and jump-ins it seems).

I also learned that Blue-gief has SPD/FAB setups that you can’t jump out of. This is news to me (I thought you couldn’t do that in alpha 3? maybe I’m wrong). Stuff like c.short X whiff spd XX FAB can be tight enough to stop jump-outs. Jump knees into FAB is the same if timed right. Tight, but possible.

c.jab x2, c.short X running bear grab XX FAB is sneaky as hell lol. He can even do pseudo standing 720 by doing whiff spd cancelled instantly into 720… Not exactly usefull since spd would grab if in range, but looks tight against whiff DPs haha.

…and Green-Rolento is the SHIT. Thanks for the tip AiRiC! :stuck_out_tongue: s.jab/c.short x d.mk into circles is awesome. If blocked go into c.fierce for a GOOD free chunk of guard meter everytime you get close (although, Green-ism could counter this? haha). If you’re buff you can go into c.fierce anyhow and kara roundhouse into circles off hit-confirm. His punch AC is lame sometimes, but kick AC is tight. …and free ACs are ALWAYS good. Nevermind the air shenanigans he gets.

Pink-ism is still stupid, but I love this game. :wgrin:

(please correct me if I’m wrong)

Well if they didn’t rape blanka in every other ism besides CE-ism I wouldn’t like pink-sm also, but that the only ism his normal attacks have the correct priority. I hate the A3 version of blanka. Blanka’s crouching FP misses sakura at point blank range if they are crouching with her. That some bullshit!!! He does seem playable in DS-ism. Blanka with chain’s are great, but he still has the wack ass A3 priority on his normal attacks. No crossup in any ism besides CE-ism. I was hoping he would have the cvs2 ball super in marvel-ism, but noooooooo they couldn’t even get the right! His AC is great also in ds-ism. DP with punch and he does the blanka vertical ball as his AC.

P.S.-is it me or does it take a 1/2 of second longer to do charge moves using A1 characters? When I play them I seem to be doing the moves to early. But when I play any other ism/game with charge character’s I do fine. Is the charge time different in A1 compared to the other games or am I a gimp?

I have a question. What are the actual differences between the US version and the Japanese version? I know in the Japanese version all of the arcade versions are playable, including A2G, but what are they in the US version? I’m a bit confused as to what the differences between the normal and arrange versions are that the US release has lost. Is it:

US

A1 arcade
A2 arcade
A2G arcade??? Console???
A3 arcade
A3A console???

After all this time, there’s still only one HSFA combo video?

Yep, it seems so. I’m actually planning on getting a capture card, but I haven’t a clue where to start.

Indeed, if anyone finds any new vids, please let me know via PM or email me at benjamin@streetfighteralpha.net

Going from memory, I think it goes like this (normal game/arrange game):

JPN:

A1 arcade/Hyper SFA
A2 arcade/US A2 arcade (has Evil Ryu, O. Characters)
A2G Arcade/A2G console (has Cammy)
A3 arcade/A3U arcade
Pocket Fighter/none

US:

A1 arcade/Hyper SFA
US A2 arcade/none
A2G console/none
A3 arcade/A3U arcade
Pocket Fighter/none

ummm…why are you guys ACing in DS-ism when you have pushblock?

Forgot about that?

haven’t read anything else in the thread yet, but here’s some stupid stuff found in training mode that nobody will appreciate:

first, a free/safe jump-in is a set up on a downed opponent that lets you perform a jump-in attack that hits really really deep. so deep that reversal DPs or supers from opponent don’t execute fast enough, and you’re able to just land and block. hence, free jump-in. due to the precision involved to make these free jump-ins possible, the best kind of set ups are the kind that don’t require timing; you hit with your knockdown move, then you just hold up or up forward.

easy free jump in set ups are all over the place in the alpha series, many more than any other game i’ve seen. to make things even easier, everybody apparently has the same get-up speed in the alpha series.

in addition, DPs are fairly slow for the most part, so the jump ins don’t have to be quite as deep as they do in other games like CvS2. the only exception is CE Ken, as his DP is way faster than any other character. super-duper-deep jump ins are still free on CE Ken though.

v-thawk:
jab DP and anti-air fierce DP both give a free jump in

on cornered opponents, any strength SPD (they all do the same damage, just use jab for more range) or an air throw will guarantee a free jump in from fairly far away. this leads to a pretty fun option tree:

  1. jump roundhouse/fierce (blocked or hit, or opponent reversal DPs), jab SPD
  2. jump roundhouse/fierce (hits), combo sweep, walk back into jab SPD range, mix up
  3. empty jump, land and SPD
  4. jump towards, activate CC in air, “free” (because you can’t block during CC) [jump in roundhouse/fierce xx SPD]x3 until meter is gone. guaranteed on characters without a reversal. SPDs in CC mode recover a little faster for some reason, making it so subsequent jump-ins require a tiny bit of timing.

in any situation where you try to SPD in the corner, if your opponent tries to jump out you get a free fierce anti-air fierce DP after the SPD whif. from a DP:

  1. free jump in roundhouse/fierce (hits), combo jab DP, restart option tree 2
  2. free jump in roundhouse (hit or blocked), any assorted tick into SPD, go to option tree 1
  3. empty jump, land and SPD
  4. activate CC, OTG SPD, jump in roundhouse etc.

or, you can hit with thawk’s anti air CC:

CC1, jab DP, [stand fierce xx whiff rdp+jab] xn, stand fierce xx whiff rdp+fierce, OTG SPD (then free jump in)

as noted above, you get a guaranteed OTG CC off of a DP in the corner. you also can get one off of a normal punch throw in the corner

ghetto unblockable corner CC:

CC2, [low forwardx2 xx rdp+fierce] xn

there’s a hole to reversal through before the rdp+fierce hits, but if they have no reversal the CC resets like 6 times and does about 90% damage

thawk’s jab SPD has slightly less range than gief’s kara-jab SPD. it’s also not instant (well, neither is a kara-SPD if you think about it), but both jab SPDs do the same damage, and thawk’s recovers way faster on whiff and has infinitely better set ups in the corner. jab SPD goes noticably farther than a non-kara’ed gief SPD though. as far as i can tell, thawk doesnt benefit from kara SPD

and yeah, thawk still sucks. don’t ask me why i spent all this time figuring out dumb shit with him

CE ken:

strong DP on grounded opponents gives a free jump in
kick throw into the corner gives a free jump in

far’ish low roundhouse xx whiff forward hurricane, free cross up forward (which also happens to be hard to block), stand strong xx fierce DP = 95% damage plus dizzy. you can actually cross up roundhouse, stand fierce, but that’ll dizzy the opponent before the DP comes out.

A2G cammy:

level 2/3 super can be linked off of cammy’s low forward at any range, which means you can hit confirm it. it’s not exactly easy, but it seems doable with practice.

CC: low roundhouse xx rh DP xx hcb+jab xN, rh DP

links:
low strong -> low strong/stand strong/low forward/sweep
low forward -> low strong/stand strong/low forward/sweep
close fierce -> stand strong/sweep

supers may be linked off of any of those moves also

for some reason, 2 mediums into roundhouse DP in the corner will still combo

…more, but i’m tired of typing

Wow, you live in Frosty Pookie Eddy Eddy lol, always wanted to go there.

Nice info. Not sure if you know, but does OTG timing in A3 affect get up speed? Because I know some characters are harder to OTG than others.

Alpha 1 Specific: Guy

I don’t really have any problems doing his dizzy combos in Alpha 1, but my problem is getting in the proper position to re-dizzy after I do the first combo.

Example: Guy Vs Sodom

With Sodom in corner, I’ll do:

Jumping Roundhouse, Crouching Short, Standing Strong,Standing Roundhouse,Standing Fierce into qcf+Forward Kick for the dizzy…

I always end up behind Sodom while he’s dizzy and I would usually try to do this combo to redizzy:

Jump Straight up Roundhouse, Standing Strong,Standing Roundhouse, Standing Fierce into qcf + Roundhouse kick

The qcf+ Roundhouse Kick never connects (always blocked). I know that this combo would re-dizzy but its the spacing between the character that causes the problem. If I jump over Sodom I still need to walk back abit before I can jump back in to re-dizzy them, and by this time they are no longer dizzy and can retaliate.

Does anyone know how to remedy that besides not doing this combo or rep of combos in the corner?

Does anyone know a effective anti Alpha 1 ken character…my cheap friendsalways asbuses the hell out of him…honestly he is god tier. I also just noticed how often Alpha 1 characters are so overpowered…so much fo a balanced fighter.