SFA2: Hitboxes now available

I’ve been diggin’ A2 lately. I skipped past A2 and played A3 WAYS back when arcade days were still pretty active. I must say, A2 isn’t so bad. I think I’ve been spoiled by A3 though, but I’ll get over that eventually x.x

EDIT: I glanced at the tier list, read up on the Birdie 101, chose to stick with Birdie. Wow… I’ve got a lot of losing to do xD
Is there any meaty’s that Birdie can rely on?

c.mk is a meaty, but don’t expect alot of frame advantage if any.

Questions/Birdie Notes:

Birdie’s [PP] -> ]PP[
seems to be full body invincible? Would this be accurate? Or is it only a portion invincible? Is Birdie’s s.FP overhead?

I found out something interesting with Birdie that should be mentioned if it hasn’t already:
Because of negative edging, you can charge while holding [PP]. While charging back, you can press forward and simultaneously release one of those "P"s and immediately hold it again; so you can perform his red charge move while always keeping the PP charged. cr.LK -> Red Charge move, if this isn’t listed already. cr.FP does more damage, but cr.LK is a low.

Because you CAN’T jump during “cc state”, you can use the cc as a way to tick Birdie’s 360 command grabs without having to buffer anything :tup:

A few other questions:

Q: Is the duration of any level “custom combo state” consistent throughout the game? Or is the duration of each “custom combo state” character specific?

Q: How do you tech roll?

Q: How many frames do you have available to tech a throw?

Q: How many different taunt “animations” does a character have? I know Birdie has 3.

Yeah I knew about the negative edge thing, I actually use it alot.

Because you CAN’T jump during “cc state”, you can use the cc as a way to tick Birdie’s 360 command grabs without having to buffer anything :tup:

Sorta confused on what you mean there.

Q: Is the duration of any level “custom combo state” consistent throughout the game? Or is the duration of each “custom combo state” character specific?
It’s the same for everyone, duration is based on meter available when activated.

Q: How do you tech roll?
b, db, d+p and button press depends on how far the roll goes. Alot of questions like this are in the systems guide.

Q: How many frames do you have available to tech a throw?
Not exactly sure, but you can start while you are in the air, you don’t have to wait to touch the ground.

Q: How many different taunt “animations” does a character have? I know Birdie has 3.
Im not going to list them all but a couple characters have multiple such as Ryu, Bison,

I learned something about Birdie’s Hold/Release PP move (Final?). It seems that it can avoid command grabs (both super and non-super) thanks to the invincibility frames. Seems to be Invulnerable to everything, not just strikes or projectiles.

It has about 7 frames full body invincibility, so yeah, it can avoid everything to include ccs.

A question as occurred to me.
Why A2 over A2Gold?

A2G basically took A2 and nerfed everyone and everything, while adding useless moves. Alot of changes were unnecessary, the gameplay is just dull in comparison. Some charcters are damn near worthless in A2G, such as rolento and Birdie who got the biggest nerfs of all, and only rolento needed it, but capcom went to the extreme and made him shitty.

Thanks for the games RSX :tup:
Enjoyed going against your Gen!

Good games, you seem to be picking up the game well.

randomdps was talking about discovering something big with Akuma… can we see that? :smiley:

What time are you guys generally online for A2?

I haven’t been on lately, but just im me for a match AIM: feilong9842, Yahoo: jeffh_batman, MSN: ragingstormx@live.com

Man Sim vs Dan sucks for Dan. Sim can hit him out of the air with far c.mp lol.

I’ve run into a few people that wanted to know if there was any matchup charts for alpha2. What do you all think…we could probably knock out a decent matchup chart in a day, on the other hand, this game (imo) doesn’t really need a matchup chart for the most part.

There are some tougher matches and a few bad ones, but I dunno if it’s worth making a whole chart just to show it.

I just started playing A2 2 weeks ago, and I’m enjoying it immensely. Once I get mame/ggpo set up, I’d be down for some games though I have a lot to learn.

Sure just hit me up.

What the hell, I never did a Ryu 101. Well after the 101s are finished Ill be adding the 201s, character specifics of what to do when in and mentality to have while playing them and you over all goal. Stay tuned. As fro frame data, Im just gonna scan the shit lol.

Just started playing A2 a few days ago and this thread has been a lot of help eagerly awaiting the Ryu 101 :wgrin:

Ryu 101.

****Normals Breakdown:

Standing:

Lp- Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.

Mp- Quick one arm uppercut, good anti-air and cancelable to a special move.

Hp- Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. Not cancelable.

Lk- Good ranged kick to the shin, cancelable, good priority and range.

Mk- Ugly axe kick which can be used as a anti-crossup.

Hk- A roundhouse kick to the face. Good meaty to whoever cant crouch it, gives hella frame advantage, but despite look isnt a anti-air.

Crouching:

Lp- Little jab to the shin, not really all that great range wise.

Mp- A straight punch with good priority and frame advantage, cancelable.

Hp- Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.

Lk- Quick kick to the foot, combo starter, cancelable

Mk- A good reaching low kick, probably overall bset poke, gives frame advantage, awesome meaty, and cancelable.

Hk- A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.

Jumping:

Mp- A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.

Hp- A fist to the face >_<. Good jump in with good priority, especially when done early.

Mk- His cross-up, self-explanatory.

Hk- Best when used when jumping from far away, good priority.

****MEATIES!!!

These are important because if make it alot more difficult for your opponent to do wake-up reversals on you, and allow link not normally possible.

c.fp- this is a real good one allowing comboing of a cc, c.mk, or c.rh.
c.mk- really good since its a low hit, can link c.lk, c.rh, or cc.
s.mp- this one allows you to easily connect a c.mk or c.rh
s.rh- this only works on certain character but gives alot of frame advantage, enough to link a c.rh.

****Specials Breakdown:

Hadouken:

A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed.

Hurricane kick:

Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent. Can be done in the air and has annoyingly great priority, also if connected against a grounded opponent allows for a j.mp juggle. 1 hit and knockdowns

Dragon Punch:

His invincible anti-air. Lp version seem to have no lower invincibility. At best you might trade with a low hit, which Ive only done with Ken. Lp Dp’s on the ground tend to suck in A2 and this being multi-hit isnt reliable, best bet is to used as a anti-air or wake-up when opponent is right on you. Hp does a good chunk of damage and beats anything non super pretty much.

Supers:

Shinku Hadouken:

Only real use is to blow thru fireballs, sucks as a AA at any lvl other than 1, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit.

Hurricane Kick:

Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down.

****Play Style:

I like to zone with ryu, fireball away, build meter, cc for chip whatever. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Main goal is to force the opponent to make mistakes by zoning with fireballs, then anti-airing them if they jump. His HP fb knocks down and has great release speed, so Ryu can really get annoying fast.

Well if within or a little outside sweep range go for his cc:

c.rh xx lk hurricane xN, fp dp

UPDATED: Better Customs at lvl 3

  1. c.rh xx lk hurricane x3, fp dp x2
  2. c.rh xx lk hurricane x2, lp dp, lp dp, hp dp
  3. c.rh xx lk hurricane x3, hp fireball x4, hp dp
  4. c.rh xx hp dp, hp dp, lp dp, hp dp.

Note in CC mode E. Ryu’s specials are like regular Ryu’s.

Tired of people jumping on you, well then just anti-air cc. Shoto’s have probably the best AA ccs. If no cc is available, used c.fp or s.mp (cancel into hurricane to move close or hadouken to push back). S.mk works as a anti-cross up.

Activate, s.mp xx lk hurricane xN, fp dp

Now if they jump from afar…

Activate, s.fp xx rh hurricane, fp dp

Congrats! You just made you opponent think twice about jumping on you which leads to more hadouken and cc mix-up fun! This is just a quick overview if you have any in depth question feel free to ask.

Also vs fireballers, if you hit a air hurricane kick…

immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp.

****Hadouken Knockdown

After a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Its a safe jump in and if it hits go into c.lk x2 fireball. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Repeat til j.lk and c.lk is blocked.

From the blocked c.lk, go for throw, or c.mk xx fireball if you think they expected your throw attempt. If they jump at you when you have meter, cc them with s.mp/c.mp xx lk hurricanes xN, end with hp dp. If they jump from afar, actiavte, s.fp xx hk hurricane into lk hurricanes, end with dp.

C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head.

****COMBOS!!!
(next to opponent standing)
c.mk (or c.lk x2) xx lk hurricane, fp dp

(standing or crouching)
c.fp xx hadouken
c.fp xx hk hurricane
c.lk x3 xx any lvl shinku hadouken