Changes/Additions to SFA3U

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,
  1. 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

etc.

Instead of removing crouch cancelling altogether, they should’ve just imposed a limit on non-counter hit juggles.

thanks for the additions. could someone explain what specifically was changed to the v-isms that caused everybody to hate the game. thanks

I dunno, maybe what needed to be changed was how teching worked. I mean, the whole neutral state deal didn’t make much sense to be honest.

upper on sfaa does build meter on whiffed throws on default stars.

or at least mine does…

Balrog was changed up a whole lot (worsened imo) his normals mostly.
I also think the game speed differs.

Which Balrog?
I know Boxer got a real headbutt move on V. Wouldn’t that give him some kind of VC capability?

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.

i’m sorry to ask the same question again, but what specifically is different about the v-ism in sfa3u that caused everybody to hate it?

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.

thanks for explaining it in more detail

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,
  1. 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:

Ryu: Hurricane Kick does a lot less stun

I’ll get round to it eventually.

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,
  1. 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
  • Ryu’s hurricane kick does a lot less stun

I think that A3U should be the tourney version of Alpha 3 :frowning:

Seriously, the tweaks to V-Ism makes the other Isms much more useful. And there’s not the CE-ism craziness of Hyper Alpha…

But it isn’t gonna happen…sadly.

What about all the stuff that changed from the latest Arcade version to Upper?

Such as: Rose’s Illusion unblockables, Gen’s universal Jakouha, Juni’s double damage CSP, Sodom’s invulnerable Tengu, Cody’s invulnerable Bad Spray, and Inflection?

They fixed the Saikyo and Mazi mode glitches, too.

And what about kattobi cancels and proximity cancels? Are those in Upper?

There’s some other things like the stuff listed here. I’m guessing all the things listed as “lit” got changed in Upper.

How many stun points per hit?