Alpha Anthology *Capcom for the motherfucking WIN*

Uh I said red, not marvel, red…as in select her, and hold down start which makes alpha 2 and alpha 2 gold-isms turn red… The same way you turn Akuma into Shin Akuma The changes for Akuma are pretty obvious but for her not so much.

oh yea I forgot to add. If you pick A1 ryu in hyper all those old jump mp juggle combos are ethier harder or seem to be gone period.

Imagine it like this… There’s two parts to the game mechanics, the outside things like how Hyper is the A3 system and it has it’s wall juggle limit, also the inside things like hit boxes, character specifics, Ism specifics and game mode specifics. Naturally in A2 the inside and outside things work in a particular way, resulitng in the things you know in Alpha 2. But since the inside things have been taken from A2 and put with the outside things of A3, you get different results. It’s as if the A1, A2 and A2G characters are guests in the A3 universe. Since they’re in the A3 enviroment they must abide by A3’s laws.

There’s one common ground between A2 and A3, mid screen. When you’re mid screen the only main disturbances you get are hit stun, block stun, crouching, moving, jumping or attacking. There’s no set rules that say the A2 characters can’t act the way they want to besides those that define the interaction between two different types of inside things, A2 and A3 (like A2 vs A3 = no recovery for e.g). But when you reach the corner you hit an outide thing that all A3 characters must live by (except Gen, the swine). Since you’re a guest in their world, you must abide by it also.

I tested it with A2 Nash last night (activate, sumersault, sumersault, sumarsault) and you can occupy your time with a normal to land the last sumersault deep. You activate and do your first, you get the second one for free where the juggle limit is activated then if you cancel that with a sweep you can cancel again to another sumersault and catch them deep. The only thing you have to take into concideration with this is his sumersault has slow recovery, so you have quite a bit of time to cancel after he lands. But if you do wait till you return to a neutral state he whiffs the third.

I wouldn’t quite say it retains it’s juggle properties, but since LL is one continuous move, even after that last hit you never returned to a neutral state. So it should be concidered on the very verge of the juggle limit activating.

Suposedly there’s a limit on the ammount of hits you can do while crouch canceling. Maybe there’s a limit to how many juggles you can do without reaching a neutral state all together.

The disk has arcade perfect versions of SFA1, SFA2, SFA2G, and SFA3, yes.

I don’t remember Sakura having any alternate modes in the original Alpha 2… but her Alpha 2 Gold alternate mode was identical to her normal mode, just with different palettes.

Ah I dont think there arcade perfect.

What I’d suggest for dipswitch settings is for people to test it out at Evo2k6. If you’re going to Evo, take your PS2 and your copy of SFAA with you, play some casuals against other people, try stuff out, maybe even have side HSFA tournament if possible. Leave all the options/dipswitch settings on default, and allow all the isms for now. That would be a nice way to see if there’s anything that ruins the game or if anything should be banned. Also, by playing people from other places you might see the game from a different perspective.

Even though the game hasn’t been out that long, I think that playing HSFA casuals at Evo would be a nice way to evaluate the game, the new isms, dipswitch settings, etc.

Oh, I see.

Well the reason the combo failed on Sakura is more of a timing issue than a game mechanic. I got it to work with:
FP scrape, SP scrape, whiff JP scrape (crosses up), [RH, whiff JP scrape]xN

The timing is a bit weird, you have to do the scrapes slow and the kick at the “right time”.

As for shadow set-ups, yeah you’re right. The A3 VC’s that involve shadow hits don’t “avoid” neutral and aren’t designed to. Most shadow set-ups are flippable, it’s just that normally it’s a bad idea to tech-flip out of them because there’s a few frames after the flip-invulnerability wares off where you can’t block and the opponent can hit you, re-setting the combo. So you see, you’re going to get hit weather you don’t flip, back flip, forward flip, or neutral flip (which means you’re getting hit no matter what). And by flipping you’re resetting the damage scaling, which means you’re better off not flipping at all.

However, the A2 characters become immune to all juggles as soon as the A3 characters hit neutral during a combo. So yeah, shadow set-ups don’t work on them, since they become invulnerable immediately after the shadow hit.

There are like 2 or 3 exceptions to shadow set-ups being flippable, though.

But incidentally one of the major unflippable set-ups is Chun-Li’s mid-screen unblockable and her anti-air VC’s which appear to not work at all against the majority of the A2 cast. In the case of the unblockable, either they simply can’t be hit by the shadows of her tenshou kyaku, or they fall too fast to be hit by the shadow of her standing SK. Either way, the unblockable setup doesn’t work. And in the case of her anti-air, I can’t get the shadow of the standing SK to hit at all, even though they can be hit after an anti-air sweep.

Normally in A3 both setups would be completely unflippable, it would actually avoid neutral because the hit frames would occur simultaneously with the recovery frame. It still works in HSFA against the A3 characters, but not the A2 cast.

That means the only “true” CC set-ups that work on the A2 characters is pretty much air-to-air, I guess. I can’t confirm the other “true” set-ups right now because they’re random anyway.

Why does CFE have a forum and this game not? Age?

Anyways…people should help work on the wiki…wiki is way better than 100 page threads.

Ok, so I see people talking about in HSFA mode, A3 gets the shaft because they have a guard bar. When playing, I realized I haven’t seen any guard bars on A3 chars in this mode. What gives?

I just find it really strange that A3 rules ONLY apply in the corner. …and why can’t they air-recover if A3 rules apply? I guess you can’t air-recover during CCs?

YET, all the rules that define air-recovery ONLY apply if they’re in the corner? …and STILL prevent air-recovery? :sweat:

LL don’t juggle AT ALL outside of CC. So I’m guessing they gain some sort of juggling properties during CC. I guess during CC they enter the “A3 world” and can juggle, i dunno. Anyhow, if you start the LL during CC, they still retain the exact same “during CC” juggle potential after CC.

But I guess Capcom knew about this “A3 world” business during testing and gave it the 17 hit juggle limit to avoid infinites. For one, LL cause pushback during CC (unlike A2) and if there was no limit it would be an infinite post-CC (where there is no pushback) because of A3 rules.

I also noticed it has MAD pushback on block. I dunno if this is in A2 or not, but more-than-halfscreen-bounce is pretty extreme. I dunno.

Ya? I just did the same recorded combo against different characters. I do find it strange though that it won’t work against A2-Sak but will work against A3-Sak. Did they give Sak different hitboxes in each version?

Can you give me some examples of this? For the ones similar to Sodom’s (hit right after the the whiff) it doesn’t seem like the shadow can possibly get hit after the air-recovery. I tried it a bunch of times, and forward flip seemed to be the only one able to get out of them… and even then it avoided the shadow. The ones in the vid can’t be recovered from as far as I can tell (see the input).

So are these the same way in A3? Do they also not work in classical-ism? Or, lets say you juggle an opponent in the corner, they flip, then you do you anti-air VC… if you try a shadow-hit crouch cancel setup will it whiff (because of corner juggle limit?)

btw: calling crouch-cancels “CCs” can be confusing for A2 players. :sweat:

In other news… A2 CC meter seems to be a free guard crush a lot of the time against A3 characters. :stuck_out_tongue:

I haven’t really read anything regarding the LL stuff, but just out of curiosity, have you tested some things out in dramatic battle? Like mid-screen LL juggles?

I think they fall differently (faster, actually), and therefor the timing is slightly different.

Well, yeah. Like every “valid” CC setup in A3 is technically an example. Easiest one I can think of is Karin’s:
Corner the opponent, activate VC2, dp+HP, immediate jump LP.

The shadow of the DP hits, and then the opponent has the option to tech flip or not, because there is a neutral state there right after the shadow hits. However, it’s in thier best interest NOT to tech flip, because if they tech, they will get hit by the jumping LP, since there is a few frames right after a tech flip where you can’t block.

Now, try the same thing on an A2 character. The shadow still hits, but because of the neutral state the A2 character becomes instantly invulnerable to everything and will land.

I could give you other examples too, like Sakura, Sagat, Cammy, etc –

But for the most part just realize that no character has an unflippable setup in A3 except Chun, and Chun’s set-ups apparently don’t work on the A2 cast at all. The only exception to this rule happens completely random and it’s difficult to explain, but a lot of characters that use VC1 setups and whiff jabs and shorts to let the shadow hit sometimes get an unflippable setup, but this is damn near impossible to time consistantly because the shadow has to hit at the exact frame at the exact height to work.

No the set-ups do work on x-ism characters the same way as they do on A and V characters. But yes, the juggle limit applies. If you hit neutral then they becomes immune just like the A2 characters, because you’ve exceeded the juggle limit.

The exception is the unflippable set-up from Chun since that doesn’t reach neutral at all.

So?

Oh hey, can you please do me a favor since you’re able to record and post on youtube? Could you use A2 Rolento and then do activate, c.RH, [sj.LK/LP]xN?

To show the retarded damage glitch. Try to hit as many times as you can per SJ.

I forgot about the crouch cancel limiter…that would explain why A2 Chun’s lighting leg isn’t an infinite vs A3 characters, because it actually sorta SHOULD be in the A3 system.

I’m gonna try to explain the neutral state thing again.

Neutral states DO exist in A2 CCs. They just don’t matter outside of the corner.

Normally when there’s a neutral state, you can air-recovery with A3 characters. But, air recovery is apparently turned off when CCs are active. There are still neutral states, but you can’t air recovery, so it doesn’t matter. This is why Akuma’s standing Shorts connected mid screen.

In the corner, the same is true, only A3 has a juggle limit for combos in the corner. So when you go into a netural state in the corner, it will mess the combo up. This is why stuff whiffed with Akuma in the corner in the video.

Works exactly the same as A3, only you can’t air recover. That is the only difference. Just like the A3 VCs will stop hitting in the corner if you go into a neutral state, so will the A2 CCs now.

Basically: A2 CCs, but in A3 juggle system. Corner juggle limit from A3 in effect, but since there’s not one in A3 mid-screen, it works the same way as A2.

BTW, can someone see if you need to stay out of a netural state mid-screen vs A1/A2/CE characters? Because if not, I’m seeing some ugly infinite setups for the A3 cast. Or, does the neutral state rule make the VC invalid even mid-screen?

edit: thanks. Yeah, I guess it’s less retarded that way… :bluu:

You know, I was watching some HSFA matches…it occurs to me that having the same Counter Hit system for the A3 characters is a nice bonus. Even if some big combos are gone, causing a Major Counter with Sak’s close Fierce or Dhalsim’s limbs is still pretty damn nice. Also, T.Hawk seems to be more fluid in his animation…

Can someone check if you can juggle with A3 characters vs non-A3 after a Major Counter? (counter hit that pops them up into the air, uses Fierce or Roundhouse) For example, Dhalsim close crouching fierce xx fireball, Guy close standing Fierce xx bushin flip, Sak close FP xx fireball, etc.

Best Kind Boxer already did. You have to stay out of neutral or they become invulnerable. This includes both midscreen and corner (A3 vs A2, anyway, I didn’t bother testing anything else).

In other words, yeah they become invalid.

Yeah, those work

Oh and if my reply to Best Kind Boxer wasn’t too clear, I don’t think there are any valid A3 infinite set-ups vs the A2 characters except for air-to-air CH.

[Edit]: You can OTG them, and command grab them out of hitstun and block stun, too.

[Edit2]: And air-throw them during a valid juggle.

I don’t think it’s actually got anything to do with recovery. The recovery system and the juggle limit are two different things, I guess they just both use neutral states. I think it’ll have something to do with equasions Capcom used, like if an A2 character hits an A3 character, they can’t recover, yet if an A3 character hits an A2 character, it doesn’t matter because they can’t recover anyway. I’m just wondering if having the wall juggle limit active for them was intended, or if it’s a gltch they never noticed.

Why did they add it? I messed with it for a while and never found the difference? Anyone else have an interesting alternate mode you can access with holding start?

I just made the A3 forum, so go have fun in there!

Who knows. :rolleyes: Probably just to boost Sakura’s popularity even more. “Look, new colors!”

Well, you already mentioned Shin Akuma, who is in A3, A2G, and possibly A2? Can’t remember at the moment… Bison can be Final Boss version from A3 with the fancy energy punches and Uber Psycho Crusher. Many of the SF2 characters in A2 and A2G have “Old” versions where they play SF2-style (no supers, etc.).

Anyway, nice move on the Alpha Anthology forum, Mr. Wizard! I think it will definitely be worth it, because now there’s one place to concentrate discussion not only on HSFA, but on all of the originals included on the disk as well.

Thank you. You’re the greatest!

This is perfect reasoning for CC behaviour against A3 characters.

However, it doesn’t explain A1/A2/A2G/CE characters midscreen. Once you reach neutral state against these characters, they are supposed to become totally invincible and fall through any juggle afterwards (like classical-ism in A3). So if neutral state applies, why don’t they fall harmlessly to the ground (like they do when you try a VC on them and reach neutral state)?

Unless all characters/modes are considered to be A3 during CC. I dunno. That would explain it, and the universal corner behavior as well.