It’s from ST. Now THAT is what a guide should be like! Look at all the friggin’ info!
Ultima: I believe Guile had that link in every game.
From the sounds of it, having a guard meter is kinda shitty in this game. If you’ve got some uber-powerful technique, it probably evens out (VCs, etc) but chains and customs can really eat that shit up. It also sucks fighting someone without guard meter because they can turtle up and you can’t. I don’t see the point of picking A/X-ism… except maybe A-Bison. bleh.
I remeber reading about “inflection” or something regarding guard crush damage. Something like after 33 blocked hits it would start draining EXTREMELY fast. If this is true, Couldn’t an A2 character take advantage of this? i’m sure they could whip out a ton of jabs or whatever, and you’re constantly being pushed forwards. I dunno.
(I always thought “inflection” was a term used to describe the retaining of quick hitting moves/cancels/etc after VC? )
CE-mode is retarded. Not a free win, but damn… It’s pretty sad that a simple 2-in-1 combo does more than your level 3 that you work your ass off to land. You have to play keepaway hardcore vs CE-Gief, and A3 fullscreen FBs do pixels worth of damage. He even gets the safe negative edge SPD to boot. It really does feel like they’re cheating when you’re doing all these fancy customs and combos and techniques, and they just trade a few moves and win.
It works in the corner with A1 guy, but not off the chain combo. Just a close Standing F.Punch into the overhead running kick thingy. The redizzy seems to be taken out of this game which is a good thing IMO. After you dizzy them in hsfa the game adds to the amount of damage needed to redizzy them again. I think in the arcade version didn’t increase the amount damage you had to do like it does in hsfa. If you put the attack data option on during practice mode you will notice everytime you dizzy someone the amount of damage to dizzy them again is raised 5 points. That’s just enough to keep you from redizzy combo’s. But the next attack will dizzy most characters in hsfa. It goes all the way up to 200 damage before it stops adding the amount to dizzy any higher.
You never notice if ken, ryu, or sagat hit you with a deep DP that it would take a lil bit more than normal DP damage? It would always add that extra lil bit of damage if they was losing and landing a deep dp that wouldn’t kill you normally, but would just do (just) enough damage for the win!:sad: I felt that pain for years.:sad:
Because everyone knows the old school gameplay is great and boring all in one fail swoop. I personally love how the CE-ism characters play in HSFA. Blanka feels like an old shoe I found in the back on my closet when I play him in CE-ism. Not the worthless mut his is in A3. I know he’s a joke character in A3 when " DAN IS HIS FUCKING RIVAL"!!! WTF!!!
IMO Alpha1 normal attacks and special moves are close to CE-ism in priority. A1 RYU, Ken, and Sagat’s DP’s have old school priority IMO. Cross it up if you dare.:rolleyes: A1 characters seems like they do more damage than A2 and A3 characters.
It seems they tried to make the attacks the same range as they were in CE. Now they got lazy by not drawing new attacks and just making the hit boxes smaller on the attacks that seem to long in the Alpha series compared to CE.
It is the CE damage sir. I won a bet with a friend because he didn’t think/remember how much damage you lost in the old scool games. I was playing CE-sagat and he was playing with CE-ryu. I was losing the match and he jumped at me after I did a low shortkick tigershot and I hit with a DEEEEEEEEP tiger uppercut for 38%-40% for the win. He was like “WTF THAT SOME BULLSHIT!!!” That’s not CE damage man that’s SF2WW damage. I was like your wrong man that’s CE damage all day long sir. You must have forgot sucka. lol He was use to the alpha damage, so I told him to go on his X-box and play CE. He has a modded X-box with all of the cps1 and cps2 games. So we put in CE and got sagat vs. ryu. I was sagat and he was ryu. He jumped in and I hit with a deep DP as he tried to jump kick me and it did the same damage. If you have CE on kwaks, finalburn, or the original arcade game just test it out. I promise it’s the same damage.
I wouldn’t use A3 against CE-ism for that reason sir. A3 v-ism akuma is still great IMO and can still fight against more characters in hsfa. Matter of fact most, if not all of the top tier characters for each version of Alpha are still great in hsfa mode. To me having a gaurd meter is the choice you really have to make. Why handicap yourself with that meter. You can’t block and you can’t alphacounter or you risk making your gaurd meter smaller. Against DS-ism this weakness is bright as the sun!
For example try this sir:
IMO Feilong has the best gaurd break pattern in DS-ism that i’ve seen in hsfa. When your foe is waking up do a meaty crouching FP(it’s has the same or almost the same priority as it does in ST) into the forward and RH kick. That shit is stupid and your gaurd will be crushed in no time unless you AC them if you have a gaurd meter. If you block this pattern 2 times a strong punch will break your gaurd on the next block. Now you have to AC them before that happens and so what if you do, because that’s what they want you to do. A3 ac’s does hardly any damage and now your gaurd meter is blinking and it’s smaller. Now your foes will jump and run like a lil hoe because the next block will turn into a 6hit combo and start the gaurd crush pattern all over again as they get up.
IMO Playing in any A3 ism in hsfa seems like you want to ice skate up a steap hill. Don’t get me wrong. There are character’s that are still great in V-ism , but if you like A-ism or X-ism there seems to be better options in hsfa IMO.
That v-ism T.Hawk sounds really tight buk. I personally like v-ism sodom and A-ism sim, but I hate getting guard crushed to death and running into stupid shit because of the crouching FP of death that feilong has. That shit beat almost everything. Only lvl2 supers VC’s and CE-ism DP’s beat that shit.
Check All That Apply:
[] - Proximity Cancels for DS-ism and supercancelling teleports (muhahaha) don’t count?
[] - XX Slash. Hulktemkin.
[] - It being based on A1, A2, and A3, having CE characters, etc. means it was already broken to start with. At least MvC2 took work.
[] - Buktooth, Middlekick, Ultima and all the rest seem to be handling it just fine. Parrying unblockable supers FTW.
Guile only has the C.Forward - C.Strong link in WW, CE, and Turbo. I’ll try CvS2 next.
Also, the Shotos on CE-ISM can do C.Short x 3 - Fierce Hadouken, which couldn’t been done on the SF2 games.
Edit: Yup, the old Guile C.Forward - C.Strong works on CvS2 also, but doesn’t have much uses but to combo in a Sonic Hurricane. Also, you can start it after a Super Jumped Fierce or a Cross Up J.Short, unlike on WW, CE, Turbo, and CE-ISM on HSFA.
Holy fuck, my firefox exploded or something… I just posted like 13 identical messages? Real sorry.
A2G Gief can juggle with lvl3 kick super. It appears it will always grab if they are in the “just-starting-to-fall-back-reel”. Sorry for the lame description, i don’t know how else to describe it. Not when they’re horizontal…? i dunno.
Anyhow, df+fierce throw and roundhouse throw set up the juggle in the corner. Can this be done midscreen? You can do it after meaty anti-air kick lariat too… good luck landing it in a match. Maybe after deep air-to-air jump attack?
I noticed you can make a button rapid-fire by hitting select on the button in the config screen (it turns purple). You can break a full guard meter with an Akuma CC consisting of nothing but c.fierce. :lol: It’s not that “inflection” thing either. The guard drains BIGTIME at first, but then gets really slooooowwwwww… but still, a lvl1 CC can bring their guard bar down to flashing or bust one completely if you score a few blocked hits beforehand. Maybe it would be worth it to burn the lvl1? (and this is without rapid fire)
Something weird about CCs too. I think they’re some kind of neutral state rule in effect or properties carry over? With Chun, if you do lightning legs AFTER CC is over, it won’t juggle. But if you do them right before CC ends, you can juggle for an extra 16 hits. Looks like an infinite at first… they just bounce on top. But then they fall harmlessly through… maybe there’s a limiter? I have no idea. I didn’t take note if it built meter or not. Anyone of you old-schoolers out there know the quirks of CCs?
It appears A2G Gen can’t juggle with his slappy hands at all… ? But he has something wacky if you turn on rapid fire fierce (jab and strong don’t seem to work?). For some reason, he can cancel standing/ducking roundhouse into slappy hands (maybe he can cancel everything?) What’s even weirder is that it you just tap the rapid fire fierce when roundhouse hits, it cancels into s.fierce instead. So you can do s.roundhouse x s.fierce xx drive-by super. Anyone know wtf is going on with that?
Maybe you can do c.fierce x s.rh x c.fierce x s.rh kara’d into drive-by?
Not that I’m normally bold enough to correct anything with NKI’s name on it, particularly regarding ST, but the translation for the pic felineki posted is a bit wrong.
It’s much more likely eight points of damage and not 8%…I don’t think characters have 100 points of damage for their health (more likely something closer to 143/144 points from MvC2 and SFA3 and other games (I assume). So I’m guessing eight points and eight percent would be different amounts, as in later games.
Other minor nag would be that it should be light/medium/heavy instead of Jab/Strong/Fierce, as the latter group refers specifically to punches.
The two untranslated boxes are the state the move puts you in after being hit by it (each of the three hits will knock you down, in this case), and the box next to it is how it can be blocked (crouching or standing).
And about Zangief’s SPD range in HSFA- you don’t need to kara Zangief’s SPD to get maximum range from it, I think. There was an article about it here on SRK, but I think it’s disappeared since SRK has turned into a blog(?). I think just doing teh shortcut version of the SPD motion gets you the extended version…? I don’t know, I’m sure someone here played 'Gief in A2/A3. Or am I wrong? Does canceling the SPD from a Short actually extend the max-range SPD any further? And can CE Gief also do the extended SPD? There was some disagreement about which version of Zangief had the better SPD range, and I figured someone might not have been getting max range on it.
edit: ah, so max range SPD is apparently done by not letting Gief star his jumping animatino. But is kara-SPD of any greater range than max-range SPD, or are you just getting the maxiumum range because canceling a normal is a way of avoiding the shortened range you get when you SPD out of the start of a jump?
I played for a few mins today I dont know what the dip switch settings were so ill assume I was playing with all the “shitty” settings on…
Random things ive noticed…
Championship characters dont seem quite right to me. Ryus hurricane kick hits wierd at some angles and sucks in, in certain situtions where it… umm shouldnt. Or I certainly dont remember it doing in championship. M.bison seems off as well. Kens fierce shoryuken does not go far enough at all.
A1 guy seems wierd to me as well, I obviously must have been playing with the redizzy switch off cuz it wasnt working at all. Hell even the dizzy combo seemed harder. Strange, I assumed guy was going to be like he was in saturn version(the redizzy didnt really work, but you could still do dizzy combos easily. ). Also bushin chain to punch super was like… reaaaaaaaaaaaally easy… I dont remember it being so brain dead in a1. I dunno guy just seems wierd to me, hes not like how he was in the arcade, and hes not like he was in the saturn version of the game… I dunno I guess ill just assume it was the dip switch settings which is confuseing me.
I’ve encountered in HSFA and in SFA3U, after some knockdowns, characters take a VERY long time to get back up. Is this a command, a particular effect, or a glitch?
It’s happened to me about 4 times in the past couple of days during VS play in HSFA and in A3 arcade mode…
***Dunno if it’s true for the other Versions of Guile/Charlie but in CE-Guile you can charge down, stand up, wait a second(or do a normal attack like jab/short) then do the Sonic Kick (w/e it’s called).
the street fighter alpha anthologies is different from the GBA and PSP versions. those are just street fighter alpha 3 and only half decent ports imo. in anthologies you can unlock Hyper Street Fighter Alpha. which has all the street fighter alpha characters. you can pick any street fighter alpha style after choosing the character. then you can pick alpha-isms. darkstalker-ism, SF3-ism [allows you to parry] SF2-ism and Marvelvscapcom-ism [though its not exactly like marvel vs capcom but you get evil sakura which is pretty awesome]
i have to say this game is awesome. not as good as 3rd strike [to me] but a great SF
As I said, I know he could link after it on meaty, but I didn’t know he could do it on a standing opponent.
Shin Blanka:
I’m gonna have to disagree, re: CE damage. We had an actual CE machine here not long ago that I used to play. The damage is NOT as high as in WW, nor is it as high as it is here. It’s still high, don’t get me wrong, higher than HF, but it is NOT WW damage. Only in WW do you get fierce attacks doing 17% damage. Gief also needs 3 SPDs and one small hit to kill you, whereas CE-Gief only needs 3 SPDs.
That Sagat combo does about 45% damage in CE, here it does about 55%.
Ken’s cross up HK, s.HP, HP Shoryuken did 50% in CE, here it does something like 70%.
Guile’s j.HP, c.s.HP, Sonic Boom, s.HP did about 55% damage, here it does 80%.
Sorry, the damage is considerably higher than it should be. Even with the random damage variance, it’s still a lot higher than it should be.
Concerning the random damage, of course I’ve observed the random damage on late deep hits in SF2, but I thought it was because they were latedeep hits, not because of there was a random number generator affecting damage on all non-throw attacks.
Forgot another thing, in A1 IIRC guys level one rush super acctualy wiffed on some characters ducking if they were blocking(or maybe even on hit as well)… I dont rememeber it wiffing when I played but maybe again its a dip switch thing or that kinda placement just wasnt happening…
Oh yea also with alpha one guy I did the knee bash to throw… I dont remember him having that 1. But maybe im mistaken.
I found Guy’s Level 1 rush super to be gliched. Blocked or hit, I would ALWAYS get punished after the first two attacks. >:|
Guy’s redizzu works, but only in one of the earlier versions of Alpha 1 (not sure if you need to set a dip switch as well). I think in HSFA, everyone is based on the latest version, so no re-dizzy for A1 Guy.
BOxer:
> Maybe you can do c.fierce x s.rh x c.fierce x s.rh kara’d into drive-by?
I doubt it. A2 Gen (not A3 Gen) had the ability to perform reverse hunter chains as well as hunter chains. So s.HK -> s.HP -> drive-by isn’t anything special. But once he does two hard attacks in the same combo (either HP -> HK or HK -> HP), he shouldn’t be able to chain into anything else.