Still a better game than A3, lol.
but not as good as FHD
BALOOOOOOOOOOOOOOOOOOOON
On the subject of fucked up hitboxes and normals, A2 had the same DUMB ass c.strong shit as A3. Rose and Bison would like a fucking word with you. That word is STRONG.
Sagat’s jumping strong has some of the dumbest stun damage EVER. I’ll wait while you go check that shit out. Has to be a glitch or something.
A2 didn’t even have close normals. What the fuck was that about?
Supers froze the shit out of the screen, effectively making them 1 to 0-frame. You are 99% certain to be hit if you weren’t already blocking or in the air.
Alpha counters were fucking stupid and almost better than Rival Schools lol!
Alpha 3 did most things much better than Alpha 2. Music and presentation is subjective.
Most of the top tier in A3 don’t even have infinites or they aren’t viable.
V-ism, no matter how ridiculous, made pretty much everyone playable and able to win. If you were willing to get your hands dirty…
Some characters in recent years are shown to be monsters in other isms and are generally better in them. Guy and Gen come to mind as they are very A-ism friendly. X-ism Sakura…FUCK THIS CHARACTER. She’ll kill you in 3 normal combos via the chain combo glitch.
I feel like people just can’t play A3 the way it was meant to be played=Balls to the wall insanity.
Some of the x-ism characters are just so different and weird that they’re worth playing just for variety.
Chun-Li has the SBK that does more damage on block than it does on hit if you’re foolish enough to block it in the air.
Adon is just wacky.
Gen is much simpler without stances.
- You’re forgetting about Rose’s cr. strong in A2?
- Subjective. To give my personal opinion, the music is equal. Yes A2 has some amazing tracks (Sakura, Rose, Adon, Guy, etc.), but it also had remixes of SF2 songs that we’ve heard a million times. I personally don’t like any remix of SF2 tracks. It must be from the original CPS1/2 board for me. A3’s songs were new which also helped give A3 it’s own individuality and were pretty addicting to listen to (Karin, Ryu, Chun-li, Gen, an awesome Final Round theme which will hype anybody up). Some were honestly forgettable though (E. Honda, Blanka, and Birdie come to mind).
- I’m not really understanding what SF is supposed to be suited for. All SF games have different mechanics in them. Air recoveries just so happen to be in A3, and with the kind of (awesome) system it has, it fits just fine. You actually have control over the direction of your flip. You can backward flip, forward flip, and neutral flip where you quickly fall straight to the ground and possibly attack first before your opponent. I know I’ve been caught off guard by it before. If flips made CC infinites, then you shouldn’t have flipped. Kinda self-explanatory.
- But that was the whole point of A3 anyway. To stray away from ST’s mechanics and create it’s own identity which it successfully did. Counter hit system helped make juggles easier but, in some instances, you could flip out. Counter hits always led to big damage anyway, whether it be a ground or juggle combo. Not sure what you are trying to get at there.
- On the contrary, meter building was the same amount in all Isms. It’s just that V-ism has a shorter bar out of the three, with it being the fastest and A-ism being the slowest because of its 3 levels. Damages were also on same all across as well. After 8 hits, any damage after that is basically equal to chip damage. 8 hits is probably at or a little over half a lifebar. A level 3 from A-ism and a full super from X-ism does MAJOR damage so it’s not right to say one ism gives off more damage than the other. Especially with X-ism because of the strength boost it gives to characters.
- Yes, V-ism is broken. But the turtleyness isn’t that bad as you make it out to be. And honestly, how is it not cool to OTG in an SF game?! (opinion) But anyway, reactivating at 50% meant less time to perform damaging combos and less invincibility frames on startup. Most times, you could meaty a 50% activated V-ism. Not a good idea unless you’re sure it will win you a round.
It’s honestly not fair to write off A3 because of its problems. A2 also has problems as well like you said. Saying A2 is better than A3 can be deemed as blasphemy as well. It isn’t even right to compare the two games in the first place. They are MAJORLY different in the way they play and their mechanisms both work effectively and are pretty damn fun in their respective games. Some people like to play a more old-school, defensive style of play as seen in A2. Some people like to play a new, fresh, more aggressive style of play as seen in A3. So it really isn’t fair to make type of comparisons between the two. But opinions will be opinions nonetheless…
I don’t think comparing the stages and BGM is all that fair either, considering the fact that A3 has about twice as many of each. The top 20 A3 stages compare favourably to the 20 A2 stages, for example.
I really don’t like A3 portrait art, but that’s a pretty trivial complaint.
Geadom would rather have Dankuga hitboxes.
http://i.imgur.com/klBUL3W.png
I would rather deal with a crouch canceling infinite after a CC then an unblockable CC that can nearly kill in a game that is more footsies oriented.
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About chain combos, you can thank Darkstalkers for that. Came out before Alpha or X-Men. Lot of the ‘new’ stuff you saw in Capcom games originated from the Darkstalkers series.
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A2 is a lot closer to SF2 and more ‘solid’ but A3 was its own entity. Capcom really went all out with the 3 isms, giant cast, and all the mechanics. Tons of juggling, air blocking, etc. Unfortunately Vism was way overpowered for the most part, and Xism was underpowered. Once it became so Vism dominant, and you had those long looping combos (which only ended cause meter ran out, though some characters have true infinites) it really lost its charm for me at least.
Your quote is wrong on a few things,
Ryo and Robert had Haohshokoken as a EX type move in AOF 1.
Ground dashing was in Samurai Shodown AND Mobile Suit Gundam in 93 but Fatal Fury 2 had back dashing in 92.
The arcade DBZ had flight in 93.
Pursuit was introduced into FGs by Virtua Fighter in 93.
I shit you not, I played this today as Boggy. When I did his HCF K move, the one where he does a flying spinaroonie, I was ground grabbed out of the air while I was almost to the top of the screen multiple times by MANY different characters.
everyone talking right now should be playing FHD instead … jus sayin
I haven’t touched Dankuga in awhile since I found the hitboxes. So I don’t know what throws look like.
Incase you want to check the hit boxes for yourself.
<cheat desc="hitboxes">
<script state="run">
<action>maincpu.pw@412b4a=3be4</action>
</script>
</cheat>
0.02
alpha 2 is a much better game than alpha 3.
alpha 3 also has a lot more nonsensical hitboxes. you have things like bisons standing hk whiffing right in front of the opponents face. yes, rose c.mp is strong in alpha 2, but its not as ridiculous as alpha 3 sim.
almost every normal sim has is ridiculous. back+lp beats almost jump in, his slides d/f+mk and d/f+lk has a profile so low, most normals can’t compete against it. for some reason, capcom decided to make his slides bufferable. his c.hp is a counter hit machine. i’m not even gonna get into how good his long ranged mp, hp, mk, hk variations are.
i will agree that V-ism and CCs makes the game more balanced and bearable for the rest of the cast. its true that the toppest tier characters have no CC infinites unless you count sodom, but they still build back almost half a bar post VC followup. what CC infinites did was bring the gap between the high-mid tier characters and the top tier characters a lot closer.
last jp tier list i checked, sodom and claw were the best 2…ouro, u might be out of date…
Vega isn’t top 2 IMO, and I’ve never seen him ranked that high. Even if were, the game probably has equal/better balance with infinites than without them.
I’m probably the biggest supporter of A2 and it has issues same as A3 but A3 has way more issues. You can try to be biased and post bids of broke a2 stuff but I could post just as many from a3 and then some. In general cc wasn’t really done well til cvs2 which still has abuse cases.
IMO, Alpha 2/Zero 2 is much more superior to Alpha 3/Zero 3.
Not only for better gameplay, but also for superior presentation: Better backgrounds, better music, better character animations, better endings, etc. The only thing that Alpha 3/Zero 3 had, was more characters, but having more characters doesn’t exactly equal a better fighting game.
Had Alpha 3/Zero 3 been more like Alpha 2/Zero 2 in terms of both gameplay & presentation, then I would’ve favored it. Heck, it’s also one of the reasons why that Capcom of Japan didn’t remix Alpha 3’s/Zero 3’s soundtracks for none of the characters who appeared in that game for the entire Street Fighter IV series & why they remixed their soundtracks from both Super Turbo & Alpha 2/Zero 2 instead: Because the music in Super Turbo & Alpha 2/Zero 2 is far more superior (though Cody didn’t appear in either of those games & has been given a better soundtrack in it’s place).