Alpha Anthology *Capcom for the motherfucking WIN*

^ But Rolento and Rose can still nail you after an AC though, right? Nothing you can do about that except super cancel in the special-isms?

Oh, sorry, I wasn’t paying attention. I didn’t test that. :o

I just tried to avoid super-freeze with CC in true A2 and A2G and couldn’t get it to work? Hyper only?

Hyper is starting to seem quite different than the other games. More juggles, more combos, etc.

Pre-A3 Ken can do his knee-bash throw anywhere, and juggle with super afterwards, even if they tech.

Sakura - Using rapid-fire sweep after CC for the valle
+
Vega - Using rapid-fire PPP/KKK after CC flash

= Vega getting hit everytime. :sad:

Although, regular people probably won’t sweep on the first possible frame, and there’s no harm in trying. I say go for it? The guidebook covers this issue, and basically says the same thing.

re: Rolento

A2 Rolento always had the godly CCs. And yet, he was still only second tier.

Who’s First?

Ken, Ryu, Chun-li, Rose (not necessarily in that order).

Ok, Ken, Ryu, Chun-li, Rose are top tier, but rolento comes in 2nd. Damn that’s funny, wonder if anyone picked the humor in this.

Is it just me, does the A1 cast seem to have the more rounded out characters? It just seems to me that some chars are really well thought in A1 than any of the later Alphas. Ken and Ryu are great–srk’s cant be beaten, supers have ridiculous priority and damage, firebals are pretty fast and have very good recovery time on them, AC’s do a lot of damage. Honestly, a good Ken/Ryu is extremely hard to beat. Chun Li I raved about in a previous post. At least to me, it seems the further down the alpha’s they go, their abilities get damped more and more. I mean, by A3, they cant even two in one out of their cr roundhouse! Rose is exceptional, Adon was probably at his best, Charlie was really good (chains really helped his game out a lot), and Dan, well, see his thread above:) Guy was walking death, and Sodom wasnt actually that bad (although he still was a walking target). Akuma was nasty, and I think he will still hold his own against the CE characters. The only ones that I can think of that werent that good were Bison, Birdie, and Sagat. They just didnt strike me as that good. I think something that relly helps their games a lot is the chain combos. No need to risk sticking out a cr strong as a poke, when they can just let out a jab or something like that and if it hits, chain into it…

Yes, I am one of the few that actually liked SF Alpha when it came out. It was my first serious SF game:(

ah sodom was not a walking target, he was one of the best in the game PERIOD. And charlie wasnt anything special.

Something interesting with Sakura. Just wondering if anyone knows of Sakura’s semi-cross up? What that is is where a jump in that normally doesn’t cross up more often does, if you hit the opponent’s hit box correctly. With most of these semi-cross ups, you can’t combo a normal afterwards. However, some of these do let you combo.

Sakura’s one example. Her J.Fierce can hit the back hit box on some standing characters. So far, I can do this on Ryu, plus do C.Short x 3 - S.Short - Fierce Shouken. Now do the same thing with her except in SF3-ism, but replace the S.Short with CPS1 Close S.Fierce and super cancel the 4th Shouken hit with her super. Very insane damage.

I wonder who else have semi-cross ups?

I dont have the game so can anyone test this? In a1, sodom use to be able to throw to super etc on everyone but guy. Just wondering if this was still the same. Cuz I remmeber when I played guy vs guy i was having trouble landing landing a punch super after that bushin throw. were as in the original i thought it only missed vs chun li. This is a1 period. Not hyper. Anyway I dont see why that would be the case, but still random.

“well-thought-out” not a phrase I would use to describe SFA1, no. They just gave everybody chains, and handed out some new supers and added Alpha Counters. And ground recovery.

Characters are good, but they’re good because they weren’t really balanced. When Capcom found out about a lot of the things that were good in SFA, they removed them, because they were good on accident and/or players complained (I’m guessing this is why they removed chains- the Japanese players probably felt they were too scrubby). Sodom is good because of his stupid unblockable Roundhouse, Guy had his re-dizzy and probably some other BS, Rose had stupid Soul Illusion combos, characters to ground recovery and punish supers that hit them, etc. Characters gained/lost moves…it was a fair effort, overall. The deciscion to have only one set of standing attacks (no difference between close/far moves, like in A2, Marvel, etc) was interesting. As usual, Capcom just threw a bunch of ideas together, and watched what happened.

In all revisions of Capcom games, the damage goes down, and the system gets a bit more complex, and the same happened with Alpha. Also, like with all sequels, stuff gets nerfed that probably shouldn’t have.

I don’t know why people didn’t like A1 much, since I never played it much myself. But IIRC some of the complaints, aside from Guy/Sodom stuff, was that a lot of people’s favorite characters were gone. Also, chains were not well-recieved by some people…the SF2 games had high damage hit-for-hit as well (though I’d guess damage went up from ST to A1), but I could see people feeling that being able to do Short-Forward-super for 70% damage simplified the game.

Viper- I’ve noticed it before in A3. There are a few attacks that will only cross up in certain situations…for example, if Honda does a sweep, or something, some characters can cross up up with jumping Fierce, etc. Outside of special occasions like that, Blanka’s jumping Fierce doesn’t crossup unless you time it correctly.

BS-Ryu can hit confirm super off close and AA jab Shoryu… lol, BS-Ryu…

Realising this I tried super canceling in the recovery of other characters anti airs, unfortunatly no one really takes much use of it. If anything it made me realise how little effort went into BS-Ism. Adon for example can’t super cancel anything as far as I can tell, the only thing I’ve managed was getting one hit of his punch super after his knee. I mean, you’d think they’d give him his kick super so he at least has some remote chance of landing damage with a super cancel.

LOL, I’m stupid. A3 Rolento of course still has a “valid” CC set-up that works on A2 chars.

http://forum.streetfighteralpha.net/index.php?topic=7.15

random stuff link at bottom of the page

haha wow… that ken shinryuken is ridiculous… It deffintly didnt do that in the old one. Nor that whole knee bash to super…

Though heres something, can you get with a1 ken maybe something like cross up mk, duck mp, hp, qcb+lp, link shoryuken, then super? Ken in a1 roll is fast enough to link a shoryuken after it… I dont see why you would be able to get the super now… But shrug looks like a lot of things work that shouldnt or didnt work before…

Also does A1 sagat jump mp still dizzy like a mother fucker? See if you can get some dizzy combos with it, sagat use to have some really impractical dizzyish combos in a1 but didnt really work to well cuz they were to hard to juggle. Say something like in the corner, jump mp, duck lp, stand lp, mp, tiger knee(one hit), tiger uppercut…

Maybe with it being easier to juggle you can get it to juggle… umm… easier.

Or maybe the hit box on the move is better now for some reason now period. So you can just do jump mp, jump mp for a dizzy shrug… I doubt that though… At least… I hope lol

A1-Sagat j.mp does 20 stun. That’s huge. But oddly, s.fierce does 0 stun. wtf?

In A2 they changed it so j.mp does 10 stun and s.fierce does 8 stun. They also added 2 stun to s.rounhouse to bring it up to 8. BUT! They took 2 stun away from jump roundhouse bringing it down to 6. Go Capcom.
They also made it so it’s almost impossible to land 2-hit knee against not-tall characters… unless you’re at a certain range (far out).
I also couldn’t land uppercut after knee in A1, only in A2. Is this normal? Should I be able to do it? Maybe it’s just me, i dunno.

[media=youtube]eTKpcNDRHo0[/media]

(This is all HSFA by the way, when I say A1 I mean HSFA-A1…etc)

EDIT: If you find a way to land it, jump strong x2 would instantly stun most of the cast.

Wow thats quite strange… Cuz if alpha one, I dont remember that being a dizzy combo. I mean hell if that was a dizzy combo then sagat might have acctualy been good… hrmm ok maybe not its still a akward jump in but still… Anyway yea, umm I dont remember that shit dizzying at all that fast. Damn almost seems as if the alpha1 characters are BETTER then they were before. Besides maybe guy, cuz his combos just dont work the same but even then it might be made up for with the fact now you can juggle all over the place after throws etc now… Intresting in a way shrug.

Strange that dizzys, yet something that did dizzy in alpha like guys combos dont dizzy in hyper… bizare…

Also for the uppercut to juggle, you have to hit with only the last hit of the tiger knee, not both hits. Works in both games, so I dunno ill assume your just to close when you hit the tiger knee try and be a bit farther away maybe shrug. I guess MAYBE its harder in alpha 2? But not that I recall.

Oh well I guess it doesnt matter, if you dont need the uppercut to dizzy I guess its better off as the combos kinda hard anyway shrug.

o yea something else to, in alpha one, sagats tiger genocide was basicly just about impossible to combo into from regular attacks. The first hit of the super had like no hit box what so ever, so say something like duck foward to tiger genocide(any level)just didnt work. First hit of the super would wiff, and they could block…

Can you try this out? Ill assume it works now where it didnt before since the hit boxs seem to be messed up but maybe it still doesnt as well.

I couldn’t get this link to work. :frowning:

Ok, yeah. Got it now. Max range Knee allows uppercut. Although, with A2-sagat, it doesn’t seem to matter as long as you knockdown, two hits or not. It’s just hard getting it to knockdown/two hits on small characters. :frowning:

In “true” A1, yes, it whiffs. In HSFA, it combos. it still whiffs a bit at the beginning I think (it doesn’t hit till way late), but it works.

Also, Ken can sweep into Shinryuken. Against Sodom, he can sweep -> roll -> shinryuken/shoryureppa. Is this normal?