sodom can be juggled on the way up AND down.
and that combo is not a link, well the last part is, its a chain, cuz its A1, but c.fp xx roll, link dp/super combos are hard.
sodom can be juggled on the way up AND down.
and that combo is not a link, well the last part is, its a chain, cuz its A1, but c.fp xx roll, link dp/super combos are hard.
Yea that combo worked vs sodom in A1. Anyway I got a chance to play the game a bit more exstensivly so heres some other random things… (of course this is hyper)
A1 Ken seems waaaaaaay better then orginaly… Its like almost not even close…
Things that got better…
-Hurricane kick now sucks you in, air or whatever. WTF is this BS? You can easily hit a cross up hurricane kick for 2-3 hits then there sucked in for you to do the easy and damaging combo of your choice. Also he can do egg beater type combos now ala championship and hyper. Hell I was getting these combos better then when I went and played championship ken. You can also link a fierce shoryuken after a the egg beater hurricane kick. I also got a duck fierce to link after the hurricane kick on birdie once. Maybe I got “lucky”… I only tried a few characters but anyway yea fucking ridiculous…
-Shinryuken is better. Does more damage, and waaaay easier to mash. I remember in A1 it was acctualy possible if you did it lackadazicaly to not get all 14 hits of the level 3 super. Not anymore. Also level 1 version is ridiculous. Its basicly A1 shinryuken priorty wise, suck in wise(I dare say it sucks in more), but on block its like A3. Every animation counts as block damage. Seems pretty abusable. Get sweep distance away from the other guy, level 1 shinryuken. Not to much they can do. If they try a reveral(say as after you knock them down)there shoryuken wiffs, and then they eventauly get hit by the last hit or 2. And if they do nothing well they just ate waaaaaaay more block damage they should have and were sucked in from ridiculously far. Seems retardly safe.
-Combos to fierce then roll shoryuken still work.
Only thing that seems worse, is a combo like cross up mk, duck k/p, stand mp/duck mk, to fierce shoryuken use to be reaaaaaally close to dizzy. Now not so much.
Other random things…
A1 rose seems way worse. Shadows not as stupid, no more unblockable slide meaty dumness, and you can still punish her after SHE hits you with some combos(soul throw type stuff)… pretty dum… I only tried her for a min or two, maybe she has some new gimmicks… Hopefully…
As Best Kind Boxer showed in that one video… teching throws is glitched… For whatever reason you can tech a throw, and your free for the opponent to pumble you, you can be juggled while teching. And theres nothing you can do about it. Guy throws you, you tech? Doesnt matter your still eating a punch super. Retarded… Also for whatever reason alpha 3 characters can acctualy tech a throw, then TECH it again in the air??? Ah… what? Yea I dun get it ethier? I guess there teching the tech of the tech? WTF lol oh well…
Also yea sagat in a1 also seems to be a bit better. He still has shit priorty on his DP, but it seems that you can juggle waaaaaaaaaay easier after tiger raid shit allow for really powerfull combos. Also yea he seems to dizzy faster, and jump mp, seems to maybe have better priorty?
Anyway yea just some random things off the top of my head I noticed shrug…
Like I said, can anyone confirm if the Alpha anomalies are due to them being based on the latest version of their respective games? In other words, if you default SFA1 to the latest version, do you still get the stuff with A1 Ken being better, A1 Rose being worse, etc.?
True SFA1 seems normal. It’s in HSFA that everything is crazy.
I think it’s due to them basically being A3 characters/engine, but tweaked to be A1 style.
BKB: could you test to see just how tweaked the engine is in HSFA; can A2 Gen, for example perform, corner kick style kick Alpha Counter-> Level 2 Jakouha?
Speaking of Gen. A2G Gen in particular had his Zan’ie upgraded. Level 1 Zan’ei will combo from his crouching Forward at almost any distance unlike the orginal games. The move is generally faster too. Fierce slappy hands (ugh I’ve forgotten the name)-> Level 2(?)/3 seemed a lot easier to perform.
A combo I’m sure that was not possible in A2G was Gekirou (1 hit)-> land Level 3 Jakouha. Now works in HSFA.
I acquired the game recently and tried a few diff things…
With A1 ken you can do 3 blocked level 1 shinryukens in a row, and if you mashed it enough you’ll have built another bar and then you can do another one shrug.
VS blanka in the corner you can get all 9 hits of the hurricane kick. Seems harder to link the shoryuken though after it(I assume cuz when you do the cross up egg beater type stuff its hitting a little later then usual), but its still possible. I couldnt get a duck fierce to link after it unfortantly. But assuming its possible something like jump hk, stand hp, hurricane kick, duck hp, lp+roll, hp shoryuken would be a pretty cool combo.
As for the dip switchs, they didnt seem to do anything to hyper when I played but I only played so much. They arent the latest version of the characters and they arent the earliest… In a way there totaly “new” since they all act kinda diff, even though there the same. Shrug
lol… what’s that… 60% chip damage? Silly me for leaving super to infinite.
I also got roll to super to work. Although, I found it easier to start the fierce from farther out? Is there a reason or is it just me?
middlekick: that gen juggle doesn’t work for me. Even though HSFA is extra juggles galore, I can’t combo after AC with anyone. But, I didn’t try EVERYONE of course.
[media=youtube]RL_zcgLjuCA[/media]
Some of this doesn’t have to be cody (like the chun flipping neckbreacker stuff) but against Cody, it’s just SO EASY. lol.
Cody players must be hating HSFA right now. It seems that as long as your move has juggle potential (i think this is the case with most juggles… is this why the lvl3 whiffs halfway?) it will work on Cody. He’s like Karin in CFJ? On other characters, it seems it has something to do with their falling animation (combined with juggle potential). I could be EXTREMELY wrong here, but usually you can tell if your juggle is going to work against people not Cody/Sodom when the screen goes black by loooking at their animation. If it’s the “just starting to fall back” it will work, but if it’s the “lying down in the air” thing it won’t. (this is very apparent with A2G-Gief’s throw into lvl3 slam combo). This is totally ignoring juggles against A3 characters of course. If someone can figure this out, it would be awesome.
Someone get James Chen in here to bust this shit wide open and make a FAQ like he did with A3. Although, I feel he would have quite a task ahead of him with all the different shit.
I tried that ken combo with A2-ken, and couldn’t get it to work. After six hits of the hurricane, it won’t hit anymore and whiffs right through them. Limiter perhaps? CE-Ken gets pushed out and won’t eggbeater for long… no infinite. Poor CE-Ken. :lol: Although, what is the startup on A1-Ken’s hurricane? I guess it’s not the same as fierce DP? If that frame-data ever comes out, I guess we’ll know.
The Ken vs Blanka combo does the exact amount needed to stun (hurricane does 1 stun each hit). Most characters need 40, Gief takes 50, Sodom takes 46, and Blanka takes 43? Why the arbitrary numbers? A1-Dictator’s s.fierce does 15 stun? wtf?
…and A1-guy’s f+strong overhead can crossup downed opponents, but A2-Guy’s can’t?
dialupsucky also, what the hell are you talking about kara cancelling guy’s bushin chain with rh? Could you be more specific? I have no idea what you’re talking about… kara-cancelling a normal with a normal? what?
Button inputs please? :wgrin:
Hrmm you should be able to get all the hits of the punch super on cody, you can practicaly wait till he hits the ground its really easy going on him for some reason. Other characters not so much.
As for the bushin combo do lp, mp, hp~hk. I just roll my fingers from the hp to hk really fast. Depending on how you time it guy will show up on the other side of the character ala ST with kens funky kicks. It doesnt work in the orginal A1. Kinda bizare its in now. Seems in genral though you can kara cancle normals way later then your suppose to for some reason…
Though if the character is to big ethier guy wont go through them, or if he goes through them the roundhouse crosses up… Which I guess would still be a good thing lol.
Also for player 2 it crosses up in the corner. I guess if your doing all these videos, try and make a video of it being blocked, then you “teleport” then throw on the other side. That would be a cool trick… Or as a meaty attack F+mp, then lp, mp, hp~hk, to super or something.
Also see if perhaps you can get that birdie thing I was talking about… I havnt messed with it again to try it out more, but it would be cool if you could get it again in some combo videoish type set up.
As for comboing after AC, I know gen can alpha counter with his p, switch stances really fast, then air throw super. Not sure if it was in the orginal alpha 2 but its deffintly in now lol.
I dunno much about alpha 3 but in alpha 3 could you TECH a throw, and then TECH again? WTF pretty wierd. Also some weird things happen with this as well. For fei long and guys knee bash this happens. Guy(a3)can not juggle while the opponent is teching(ethier the first or the second doesnt seem to matter), but fei long CAN juggle. Pretty strange. Also randomly on front tech fei longs throw is NOT techable… Its like random… Sometimes you can tech sometimes you cant? Weird…
Also all alpha 1 characters can roll everything. Hell it seems they can roll more then they use to be able to. I remmeber the rose stuff etc. But in this game(and if your playing A1 itself)you can acctualy ROLL in the air, to get out of juggle combos then your move that supposedly is suppose to juggle… Will just wiff, weather it be rolling out of guys punch super, or ryus jump mp. Its pretty bad. I remember being able to roll roses throw shit and just about everything else. But roll while your at the top of the screen??? wtf…
EDIT:Hrmm it would appear trying to roll some moves freezes you. For example if you try and roll sakuras sweep super, your character wil be froze in the air for a few seconds… Kinda neat shrug.
with championship ken and ryu cross up hk, duck mp, duck roundhouse is a dizzy. Also there axe kick does 32 stun. Though the hit box on the move seems to be smaller, so getting the second hit to hit is a bit trouble some thus linking after it to get the dizzy is troublesome.
note that different characters have different stun values. So for example, against gief those combo’s would not stun.
I only know this because I was trying to work out some CE TOD combo’s against gief recently (using CE ken). It took me a while to actually land one.
I just hit A1 Rose out of a l3 Aura Soul Throw with Fei Long’s cr fierce. I did the fierce against Rose, who was in the corner. My arms were sticking out when she turned on the super (i.e.–i did the move first), she powered up, dashed a fraction of an inch, and got hit clean out of it… Now, if she had started first, I can really see it happening, but the fact that I hit her out of it like that, that just boggles the mind.
This is… i dunno. Being able to escape EVERY juggle combo? …and they can punish stuff with their roll because they can roll after EVERYTHING? Ugh.
At least it doesn’t work against VC/CCs.
What was that birdie thing you mentioned?
…and why the hell didn’t anyone tell me you could Valle-VC??
As for the rolling thing yea its pretty bad… You can usualy only get a couple hits of a juggle then they can fall through if they choose to roll while there being juggled. IF even that.
The birdie thing was you can link a duck fierce after kens hurricane kick vs him for some reason… Not sure if its birdie only, dunno I only tried a few characters. So maybe something vs birdie link hurricane kick, duck fierce, roll, shoryuken. That might be kinda cool shrug.
Here’s something silly.
Blue-Gief only has TWO moves that inflict stun. Straight jump up+strong (18) and straight jump up+fierce (20). Everything else does 0 stun.
What. the. fuck.
Did they really think blue-gief was that good?
It’s just not only Blue-Gief. Every Alpha 3 Gief is like that and was always like that. And i don’t think that any of the new A3-ism’s will change this.
Not all throws are the same. So you can tech a throw and then tech in the air again. but only cetrain throws. Some throws you can tech but not tech in the air again.
The problem with both Guy throws is, that the opponent does after a throw tech, this auto flip (this reset flip). So if Guy’s opponent does nothing after a tech then he’s safe. But the opponent can tech this auto flip and become juggleable again. But without a tech after both Guy throws, the opponent will land on their feet.
Fei-Long (PP) throw is different. After this throw is teched, the opponent will still land on his back, he doesn’t perform this reset auto flip that makes him invincible until his feet touch the ground again. So you are juggelable. Juggelable states can be teched. So you tech. And if Fei-Long has meter then he will do of course his anti air super.
Fei-Long PP throw= juggleable
Fei-Long KK throw= non juggleable
Guy’s PP throw= non juggelable
Guy’s KK throw= juggelable
Fei-Long’s PP throw air-teched= juggelable
Fei-Long’s KK air-teched= juggleable
Guy’s PP throw air-teched= juggleable
Guy’s KK throw air-teched= juggleable
Fei-Long’s PP throw throw-teched= juggleable
Fei-Long’s KK throw throw-teched= non juggleable (because auto reset flip)
Guy’s PP throw throw-teched= non juggleable (auto reset flip)
Guy’s KK throw throw-teched= non juggleable (auto reset flip)
Important section:
Fei-Long’s PP throw throw-teched and then air teched= juggelable
Fei-Long’s KK throw throw-teched and then air teched= cannont be air teched
Guy’s PP throw throw-teched and then air teched= cannont be air teched
Guy’s KK throw throw-teched and then air teched= juggelable
Important section end
In the important section you see that both multihit throws and be throw-teched and afterward be air-teched. That means they are juggelable. So after those two examples you could come to the conlusion that in Alpha 3 all multihits throws can be double teched and then be juggeled. But that’s not the case. Take Sagat’s multithrow. It’s can be teched, but then can’t be air teched. But this time his one hit throw can be double teched and be juggeled. So there is just one case where Sagat KK throw can be juggled, after a air-tech. Only one of possible three situation. There are two cases where the PP throw can be juggled, that are two out of 3 max. situation. Sounds like the better throw.
Dunno about the rest, but CE-ism Gief does a fuckload of stun. :wgrin:
[media=youtube]qntJH6NquO4[/media] <–also example of 2nd star glitch
It appears they also gave the CE-ism characters Renda-Cancelling along with CPS1 chains. They don’t follow old-school cancel rules, yet they get all the fancy old-school cancelling techniques. meh
Could you explain how you’re canceling in PS-Ism like that please?