I wrote a list of changes that were made to SFA3U as compared to SFA3. With the exception of them slowing down Dhalsim and letting you perform the Juli/Juni team moves, the changes are just new characters and mostly cosmetic changes. Please help contribute to the list if anything is incorrect or if I missed anything.
Thanks,
cent208
6 new characters: T. Hawk, Fei-Long, Dee Jay, Guile, Evil Ryu, Shin Akuma
9 new backgrounds: T. Hawks, Fei-Longs, Dee Jays, Guiles, Evil Ryus (palette swap of Akumas), Shin Akumas (palette swap of Akumas), Balrogs, Karins (in SFA3 her background was a palette swap of Sakuras), Battle
the intro now has T. Hawk, Fei-Long, Dee Jay, Guile, Evil Ryu, Juni, Juli and Balrog
Juli, Juni and Balrog are now fully developed characters, they now have their own beginning story line, win quotes, character specific conversations, and endings. They now have their own spot on the character select screen so they no longer require a code to select them.
all characters now have personal data info (height, weight, blood type)
new pre-fight animations: Evil Ryu/Shin Akuma, Ryu/Evil Ryu, Charlie/Guile
title screen has an upper swoosh with a grayish/blue background instead of white
you no longer require need a code to select Mazi, Saikyo, and Classic modes
Dhalsim is about 30% slower now
when playing as Juli and Juni as a team in Dramatic Battle mode you can now perform their team only moves: 1) Julis Psycho Charge Beta, 2) Julis Psycho Charge Alpha,
Psycho Rolling (team super combo), 4) Death Cross Dancing (team super combo)
You missed all the crap they did to V-ISM which pretty much turned everyone off the game, which is too bad since a weakened Dhalsim and the new challengers are music to my ears.
i don’t understand exactly what they did to the v-ism, could you explain? also I’ve read conflicting reports that they removed crouch cancelling. is this true?
Upper is the first version with crouch canceling gone, it’s also missing in the PSP version (Double Upper), and I heard it’s gone in the GBA version too, but I’m not sure.
Whiffed throws no longer build meter
A-ISM gains meter faster
V-ISM activation’s invincibility window shortened
You can mash out of Rose’s Level 2/3 Aura Soul Throw supers by mashing the kick buttons
Game speed slightly different (?)
Dee Jay altered from the PSX/Saturn console versions, now his fireball has the most recovery time in the game, instead of the least
There are differences between the different versions of Upper.
In the original Arcade version of Upper, what I said above applies, however in the PS2 Alpha Anthology version of Upper:
-Dee Jay’s fireball recovery time isn’t as long, but still longer than it used to be
-Whiffed throws build meter
-Probably some other stuff.
Also, like Rock Lee noted above, Balrog in the console versions is different than in the regular arcade version, and Upper Balrog is more like the console version. His punches have changed (now look different than they used to, but also have different priority/range, to his detriment), and V-Balrog gets to do the headbutt move at will, instead of just as a Reversal move, like A-Balrog.
In the console versions of A3, you can select the older version of Balrog, I don’t know if that’s possible in Upper.
Upper in Alpha Anthology seems more like the regular arcade version of A3 with new characters and elements of Upper added, than it is like the arcade version of Upper. Which is a good thing.
There are differences between the different versions of Upper.
In the original Arcade version of Upper, what I said above applies, however in the PS2 Alpha Anthology version of Upper:
-Dee Jay’s fireball recovery time isn’t as long, but still longer than it used to be
-Whiffed throws build meter
-Probably some other stuff.
Also, like Rock Lee noted above, Balrog in the console versions is different than in the regular arcade version, and Upper Balrog is more like the console version. His punches have changed (now look different than they used to, but also have different priority/range, to his detriment), and V-Balrog gets to do the headbutt move at will, instead of just as a Reversal move, like A-Balrog.
In the console versions of A3, you can select the older version of Balrog, I don’t know if that’s possible in Upper.
Upper in Alpha Anthology seems more like the regular arcade version of A3 with new characters and elements of Upper added, than it is like the arcade version of Upper. Which is a good thing.
basically v-ism’s invulnerability frames on activation were shortened, so that means vcs lose alot of their power, ie. the ability to blow through whatever your opponent is doing and start a vc, or to drop through an anti air with a vc, etc. that’s not to say it still wasn’t possible but i’m sure the usage was much more situational, whereas in normal A3 it is more universal. also the obliteration of crouch cancelling hurts vism the most of all the isms, particularly characters with cc infinites, which are generally easier to set up during a vc.
I updated the list with all of the information you guys supplied. Thanks a million. Its interesting, there is a dip switch that changes whether or not whiffed throws build meter but its only available in SFA3U and HSFA not in SFA3. It is dip switch 1-15 and the default (empty star) builds meter. I guess if you want to play “arcade perfect” you should have this star “filled”. I definately feel good now that I have a definitive list for changes for SFA2G and SFA3U. One more thing, I was going to put both list up on gamefaqs.com. I would give each of you credit in the faq, does anyone have any objections to this?
6 new characters: T. Hawk, Fei-Long, Dee Jay, Guile, Evil Ryu, Shin Akuma
9 new backgrounds: T. Hawk?s, Fei-Long?s, Dee Jay?s, Guile?s, Evil Ryu?s (palette swap of Akuma?s), Shin Akuma?s (palette swap of Akuma?s), Balrog?s, Karin?s (in SFA3 her background was a palette swap of Sakura?s), Battle
the intro now has T. Hawk, Fei-Long, Dee Jay, Guile, Evil Ryu, Juni, Juli and Balrog
Juli, Juni and Balrog are now fully developed characters, they now have their own beginning story line, win quotes, character specific conversations, and endings. They now have their own spot on the character select screen so they no longer require a code to select them.
all characters now have personal data info (height, weight, blood type)
new pre-fight animations: Evil Ryu/Shin Akuma, Ryu/Evil Ryu, Charlie/Guile, Sakura/Dee Jay
title screen has an upper ?swoosh? with a grayish/blue background instead of white
you no longer require need a code to select Mazi, Saikyo, and Classic modes
when playing as Juli and Juni as a team in Dramatic Battle mode you can now perform their team only moves: 1) Juli?s Psycho Charge Beta, 2) Juli?s Psycho Charge Alpha,
Psycho Rolling (team super combo), 4) Death Cross Dancing (team super combo)
crouch canceling is removed
A-ism builds meter faster
whiffed throws no longer build meter
game speed slightly different?
v-ism’s invulnerability frames on activation were shortened, so that means variable combos lose a lot of their power, e.g. the ability to blow through whatever your opponent is doing and start a vc, or to drop through an anti air with a vc, etc. that’s not to say it still wasn’t possible but the usage was much more situational, whereas in normal A3 it is more universal. also the removal of crouch canceling hurts v-ism the most of all the isms, particularly characters with crouch canceling infinites, which are generally easier to set up during a variable combo.
you can mash out of Rose’s Level 2/3 Aura Soul Throw supers by mashing the kick buttons
Dhalsim is about 30% slower now
Balrog?s punches have changed (now look different than they used to, but also have different priority/range, to his detriment), and V-Balrog gets to do the headbutt move at will, instead of just as a reversal move
So I was planning on compiling a similar list, which would note specific character changes from SFZ3 to SFZ3U, but laziness consumed that idea. So currently this is all I have:
Thanks for the Ryu hurricane kick info. Are there any others you are aware of? Am I missing a lot? I did not realize there were many character specific changes. Well, here is the most up to date list.
6 new characters: T. Hawk, Fei-Long, Dee Jay, Guile, Evil Ryu, Shin Akuma
9 new backgrounds: T. Hawk?s, Fei-Long?s, Dee Jay?s, Guile?s, Evil Ryu?s (palette swap of Akuma?s), Shin Akuma?s (palette swap of Akuma?s), Balrog?s, Karin?s (in SFA3 her background was a palette swap of Sakura?s), Battle
the intro now has T. Hawk, Fei-Long, Dee Jay, Guile, Evil Ryu, Juni, Juli and Balrog
Juli, Juni and Balrog are now fully developed characters, they now have their own beginning story line, win quotes, character specific conversations, and endings. They now have their own spot on the character select screen so they no longer require a code to select them.
all characters now have personal data info (height, weight, blood type)
new pre-fight animations: Evil Ryu/Shin Akuma, Ryu/Evil Ryu, Charlie/Guile, Sakura/Dee Jay
title screen has an upper ?swoosh? with a grayish/blue background instead of white
you no longer require need a code to select Mazi, Saikyo, and Classic modes
when playing as Juli and Juni as a team in Dramatic Battle mode you can now perform their team only moves: 1) Juli?s Psycho Charge Beta, 2) Juli?s Psycho Charge Alpha,
Psycho Rolling (team super combo), 4) Death Cross Dancing (team super combo)
crouch canceling is removed
A-ism builds meter faster
whiffed throws no longer build meter
game speed slightly different?
v-ism’s invulnerability frames on activation were shortened, so that means variable combos lose a lot of their power, e.g. the ability to blow through whatever your opponent is doing and start a vc, or to drop through an anti air with a vc, etc. that’s not to say it still wasn’t possible but the usage was much more situational, whereas in normal A3 it is more universal. also the removal of crouch canceling hurts v-ism the most of all the isms, particularly characters with crouch canceling infinites, which are generally easier to set up during a variable combo.
you can mash out of Rose’s Level 2/3 Aura Soul Throw supers by mashing the kick buttons
Dhalsim is about 30% slower now
Balrog?s punches have changed (now look different than they used to, but also have different priority/range, to his detriment), and V-Balrog gets to do the headbutt move at will, instead of just as a reversal move