Alpha Anthology *Capcom for the motherfucking WIN*

I never heard of this move, how do you do it? What exactly is this move?

Thanks.

With A-ism Ryu - press :qcf: :d: :df: :k: when his super meter is charged at level 3. Make sure that when you do the move that you hit your opponent with the tip of Ryu’s elbow, and then the Metsu Shoryuken will change into the Shin Shoryuken. Very awesome move. Also very difficult to do.

Thanks for the info. I have done that super a thousand times but I was got such little damage, now I know why.

Opinions on Marvel-ism Evil Ryu?

His fireball gives him an impressive solid trapping game giving you latitude to create deadly cross-up opportunities with mk. What do you think, is his air fireball part of a solid game making him a decent character, or is he crossing the line of broken-ness. (I know it’s not easy to say if he’ll be banned yet, I’m just wondering about opinions on the matter)

At any rate, tech-flipping back and covering your ass with the air fireball is some dope shit. :slight_smile:

Other random things I noticed when I played, ken/ryus shoryuken dont seem to hit as many times as there suppose to on block as they did in CE. Also ce characters seem to be able to do that blue gaurd red priorty retarded whatever the fuck it is in a3. However strangely enough when the gaurd thing happend it was… red… Ill assume bug or something…

I think all A3 (and their secret modes) can do damage reduction and blue blocking. Not positive though.

Juggle SPD during CC

I was just wondering if anybody had trouble beating alpha 1 and alpha 2 dramatic battle. my friend and I are both very good but we were getting killed especially in alpha 1. its difficult b/c we share the same life meter in alpha 1 and 2 and the computer does very damage and takes very little damage. the cpu is set to a high difficulty too.

I just got the game today and I know what you mean in that mode, I try to keep the CPU opponent away from the other character/friend that is helping you. My idea would maybe be have someone be defense while the other could be offense.

But since I’m only playing the game by myself today I try to keep the cpu friendly fighter away from the enemy cpu fighter.

I thought dramatic mode was going to be ultra easy and unfair to be opponents but I was wrong its actually more like a handicap to me.

Ultima and I think someone else mentioned that CE Ryu and Ken can’t cancel specials from Close S.Forward. Well I figured out why. And I don’t know if someone mentioned this but I was playing with both SF2 CE on Final Burn Alpha and HSF2 and Ryu and Ken still can’t do this.

It was on SF2 Turbo that Ryu and Ken get this cancel. Unless the SNES version on CE mode, Ryu and Ken can do this.

Little A2 vs HSFA CC comparison. The first CC doesn’t work in HSFA, because you get pushed out.

The bosses are hella hard in alpha 1 and 2 dramatic battle. Try to make an opponent sandwich and spank em from both sides. Bison in alpha 1 DB–>MK–>Scissor Kick=75% of your life…:mad:

hrmm I fired up alpha one again and yea level one super deffintly doesnt not combo how it does in this game. Getting a punch super after a bushin combo is ridiculously hard, to the point of I almost think theres a trick to even getting it period.

Though I was wrong about the knee bash throw to regular throw, guess thats been in since a1 as well. However ill be damned if I know how the fuck you do it in a1 consitently.

Nope. Part of the “difficulty” of 8 just comes from the fact that the engine favors the CPU by nerfing your damage and increasing theirs, making it rather easy for the CPU to fuck you up with little effort; it’s like this in almost every fighting game. Just play it on like 6 or 7 if you want to remove some of the scaling: the CPU fights at about the same level for 6 and up IIRC.

My friend and I lost to Alpha 1 Akuma in literally 3 seconds. As soon as the round started, Akuma jumped, did a low forward that hit both of us and then two in oned into a level 3 super dragon punch. The clock said 96 when the round was over, it was probably the fastest win ever in SF history. Also, did anyone notice that you get an unlimited super meter alpha 2 dramatic battle?

Best Kind Boxer: I don´t know if someone already covered this but the CC´s in HSFZ can work also in HSFZ like they do in A2 (well, kinda) you posted that “Custom Corner Whiff” stuff and after I watched your clip a couple days ago… that was bothering me, this morning when I got off my bed I turned on my PS2 and:

I don´t know if someone already posted this but: I was playing around with HSFZ and I test that “Custom Corner Whiff” from Best Kind Boxer wich is like this: http://youtube.com/watch?v=DcB1T5_uaRo&search=Chun%20Li%20Hyper%20Street%20Fighter%20Alpha%20Anthology%20Custom

BUT the Costum Combo can work in the corner the deal is: in midle screen or any other area other than corners the CC´s work just like in A2 but in HSFZ if you try to apply Valle CC´s (ex: c.HK into several DP´s) only the first DP will connect without problems and the 2nd and 3rd DP´s will most likelly miss, so the trick is quite simple: all you need to do to aplly all the DP´s in corner is perform the DP´s FASTER, like: you turn CC´s on then connect c.HP into DP LP and right after you hit the opponent with your DP LP: perform other DP LP BEFORE your character land his feet in the ground, and in order to connect the 3rd DP do the same system and perform the move while you character is on air with his DP LP.

So the deal to connect all the moves and don´t Whiff is: in the corner in order to the CC combos work and do not Whiff DP´s all you need to do is perform the DP´s faster (while your character is still on the DP ANIMATION)

sorry if someone allready posted this, if not: then this could be something usefull.

Thanks for the input.

I find that you can juggle on the way up during their reel arc, when they start coming down… but it gets real finnicky after that. Once they drop past you shoulder, it gets shitty. I dunno.

Doing them faster makes you hit them higher? Maybe it’s that? Maybe it’s cancelling quickly into the next move a la A3?

EDIT: and to whoever was worried about Red-E.Ryu, I don’t think you have much to worry about. The air fireball seems pretty lame IMO. The fact that he floats in the air during it really kills it. You can’t combo afterwards, and are even left open to supers sometime when it connects. A nice addition, but he’s probably better off in another -ism.

Its exactly that! :karate:
For some reason in HSFZ the CCs work just as good as in A2 but when you perform them in the corner (for example jungle with several DPs) you cannot hit your oppnent if after the first DP your oppnent reach at your head, so this is why that in order to make the CCs work in the corner you must him them HIGHER, this is why you must perform the moves faster (example: perform them while the character is on the DP animation)

^I think there’d probably be more to it than that. I’m not sure height would make such a difference to cause an iregularity like that, I know recovery gets effected by height but… Juggling? Neutral states would probably be a more promising explination, but who knows?

I sorta wonder why Capcom didn’t include HF characters instead of CE…would have solved the Bison infinite, and probably some other things that haven’t even shown up yet…

Anyway, assuming HFZ is using A3 juggle rules, this would be the deal with A2 CCs:

You can’t allow what’s called a “neutral state” in A3 lingo. This is a period where you’re not doing anything. In A3, this is when an opponent can do an air recovery. Even when air recovery isn’t available (A3 VCs vs CE/A1/A2 characters, for example), this juggle rule is still active.

So, for example, repeated DPs will stop working unless you cancel into another DP as soon as you land, because you’re allowing a neutral state. But [Jab DP xx whiff sweep] over and over would probably work. As a matter of fact, just doing DPs over and over should work, but you need to tighten the timing.

Some moves have built-in neutral states, however. So like, hurricane kicks with shotos can’t be done over and over, assuming they have the same neutral state properties as they do with A3 VCs.

Midscreen would allow for more stuff, since the corner juggle rule doesn’t aplly the same way.

Most A2 CCs should work, but will require tighter timing or whiffed moves here and there. However, if you spazz out and accidentally whiff a jab or something, it could really cost you, unlike in A2.

Capcom does another good thing, probably completely by accident…making A2 CCs require more strict timing…

Edited for stupidity.