Alpha Anthology *Capcom for the motherfucking WIN*

Whats Guys teleport move in Hyper? Sorry if it’s been asked before.

It has…but I’m nice. Tap Down,Down+Plus and punch button. The strength of the punch determines where Guy descends. This is only accessible in the “Marvel”-ism Mode for Guy.

I wish this had come with Puzzle Fighter instead of Gem Fighter. :expressionless:

Seriously? :rofl:

2 questions, does this combo with ryu vs adon in corner still work?(A2)

c.strong x2, Lvl1 shinkuu hadoken.

Does Zangief have a smaller input window on his spd in alpha series, since I miss it far more often than I do in ST.

^^Yeah, you can low parry some crazy stuff, high tiger shots, air fireball subers, evev S. Bison’s super psycho crusher. Only thing you can’t parry low is overheads.

re: Guy redizzy

I’m having trouble with the Guy redizzy as well. The qcf+HK,HK never connects after s.HP.

re: parry

You used to be able to parry down all (ground) attacks in New Generation. That’s probably where it was taken from. Yeah, it was stupid there as well: Wake up Down parry was unstoppable except to throws and attacks that specifically hit high (overheads, jump attacks).

re: CE characters

Man, these guys are so awesome. Holy SHIT and the damage and stun damage. It’s hilarious. It’s also wrong: CE characters never did this much damage. This is closer to WW damage. 17% for a fierce? Double hit attacks doing 35% damage? That’s WW, not CE.

Speaking of damage, I never knew that the SF2 characters used to do random damage. It fluctautes by about 6 points, or about 4%. It makes sense, since it would explain those situations where a late jab DP from Ken or a LK Flash Kick from Guile would seemingly suck much more energy than usual (especially if it killed you). Do any of the other Alpha characters do this? I never noticed, and I haven’t checked.

Concerning the hit boxes, the hits boxes definitely have been retracted for a lot moves. It also seems to differ by animation: Honda’s standing kicks all use the exact same animation (and they all knock down), but they have different ranges. The s.HK has the most range, with the hit box near Honda’s ankle, while the s.LK has the least range, with the hit box nearer to his knee.

The CE characters are astonishingly close to their original versions. Many of their link timing seems very much the same. But some things are off: Ken and Ryu’s c.s.MK (the knee) is not cancellable when it used to be. And there seem to be some new links: I was playing around with CE Guile for ten minutes, and he has a link I’ve never heard of: c.MK, c.MP. I know you used to be able to link stuff after c.MK if used meaty, but now he can do it on a standing opponent (I tested it vs. A-Ryu). Guile can do c.MK, c.MP -> HK Flash Kick (only the HK version will combo after c.MP at that range) for a nice chunk of damage. Possibly good anti-wake up tactic. As if CE Guile needed more power.

It’s a bit of a shame the CE characters’ damage is so stupidly jacked that it makes them seem like easy mode. The CE character feel so “right”. Aside from maybe their retracted hitboxes, their attacks connect properly, and their links are useful without being neither too hard nor too easy to perform. Their throw range is wonderful. It makes me wonder: Why the hell didn’t we get these characters in the Alpha games before? If Capcom could have reproduced SF2 characters in the Alpha engine, why didn’t they do it? Why aren’t the regular SF2 characters playing like this, just with additional moves for the subsystems and the damage cut in half? Why don’t the other Alpha characters play this sweetly? It’s a bit depressing to only be able to enjoy these characters as a bonus in this game. >:|

Additional minour note: I note that, for the first (?) time ever, alternate characters Evil Ryu and Shin Akuma are actually called “Evil Ryu” and “Shin Akuma” on-screen. Nice touch. Was this in the JPN version? I suspect not.

Nice touch indeed. :tup:

Can anyone do a A2CC that doesn’t break guard? I just did my old stand-by A2CC with Ryu (fierce, and fierce fireball over and over and end in a DP) and got the last few hits for free from a guard break… Seems like you’ll break the opponents guard without really even trying.

seems like even if you avoid the Valle you’re still going to get raped. Well, if you can parry everything as low maybe you could just parry the whole thing?Christ that would look impressive.

Probably you can parry everything down because there was no need for a distinction between mid and low in the Alpha games - either it was overhead/jumping, or you could block it low. Going back and re-tagging every move in the game “Low” or “Mid” just so that parries work out correctly was probably decided against, just like redrawing CE-ism animations.
Which really makes me wonder - so much work HAS gone into this game, why didn’t they really finish it off perfectly? Though I wonder that about most of their other games, too. :^)

Mike Z

parry isnt so bad now i guess?

so are the dipswitch stars configs out now?

I hear what you’re saying, I know there are several things that leave me asking ‘what if?’ but everybody seems to be forgetting that this is a ‘bonus’ game. It’s not even mentioned on the packaging. It’s one of the best extra’s of recent times too. Maybe if the game sells a whole load and people show interest in it, capcom might be persuaded to go back, do some balancing, do some tweaking and release an aracde version :)… lol, maybe not, but that would be sweet.:rofl:

Sure they will, then only release it in Japan.

Nooby question: What’s a hitbox? Heard of it before many times.

A “hitbox” is an invisible rectangle that determines collision. The sprites themselves aren’t what actually determines collsion (I’m sure you’ve noticed that a punch can whiff even when the character’s knuckle actually touches the opponents knee, or that a jumping kick can actually connect even when the attacker’s foot is a half-inch or so from the opponent’s head), rather every frame of animation has sets of rectangles that determine both where a character can be hit, and what portions of them can hit during an attack. Here’s an example.

wow… CE Ken HP xx DP takes off 60%-65%.

thats truely insane.

Oh I thought it was by the sprite, since in alpha, I noticed even if i touched them from afar it would still hit, guess I wasn’t right.

all the SF3 series does not use hitboxes, maybe you are thinking of that.

So which game is that chun-li from that Feliniki gave with the example?

looks like alpha/marvel maybe?

Probably Super Turbo. Considering it has a tag for NKI’s site on it.