What kept Street Fighter Alpha 3 from being godly!

How about this dumb combo I found for Yun:

(CORNER) LP, LK, MP > uppercut.LP > qcf2.P >> MP > f.HP >> f.MK2 > f.HP, f.MK*2 >> f.HP >> f.MK (super end) >> f.HP

This shit does 66 points of damage. It is as easy as Sakura Custom. The only tricky part is really the last move. But even if you missed it, you do 59 points of damage on the DC.

Welcome to 1998. Enjoy your stay.

I swear to God this thread makes me want to cry. This is like if you went to GameFAQs in 2001 and aksed what was wrong with MvC2. Terrible.

HAHA! Fucking scrubs complaining about broken Vism when there are infinates in other games MVC2, CVS2, and 3s that aren’t really less broken. LOL

Everyone, please re-read Paranoia’s posts, thanks.

The reason people stopped playing A3 was because it got old, basically. CvS1 came out, and A3 was still around, because CvS1 sorta sucked, but then CvS2 rolled around, and while new stuff was still going on in A3, it just sorta lost steam, as it had been popular since 1998. The high learning curve didn’t partucilarly help.

People also don’t like A3, and I think also hate V-ISM, because you can’t really pretend you’re good at the game the way you used to. You could play A2 and dick around with Ken and convince yourself that you were pretty good at the game…you can’t really do that in A3, and if you don’t know what you’re doing, it’s very easy to just get completely destroyed because you did/didn’t do very simple things (sometimes the equivalent of people new at MvC2 not rolling to escape OTGs or mashing out of Tempest or doing stupid tags). Regardless of which mode is being played.

It’s also very different…there are major system changes to A3 that sets it apart from pretty much every other Capcom game. The Guard Crush meter, the juggle system, CPS chaining, counter hits, thows, damage reduction vs normal attacks and not just holds, and also the Capcom oversight of crouch canceling. ACs work differently- they do no damage and are limited to one attack instead of 2 (exception for Gen), and take a notch away from the Guard meter, Ground Recovery (the recovery roll) works differently, throws are now two buttons, (slower?), and all characters have an air throw. Custom combos are drastically different

I like most of the changes, personally. A-ISM characters should have both ACs, maybe. Guard meter system in A3 is good, it keeps the game moving, because you can’t just sit still.

Regarding SFZ3 Upper- nobody liked it because they made too many changes, and stupid ones. A-ISM built meter faster, X-ISM wasn’t helped at all, You had less invincibilty when you started V-ISM, and IIRC you still started the match with 100% meter, but I only played it like 2 or 3 times (After I discovered how they nerfed Dee Jay from the Saturn version I decided it was best to not play anymore). Also crouch-canceling is removed, whiffed throws no longer build meter, home version characters are playable, game speed is slightly different, I think, etc etc. It’s like DC 3rd Strike or Game Cube CVS2 EO, or Xbox MvC2 only with more changes.

Infinites: OK, first of all, most people who hit you with an infinite are going to fuck up. That’s just how it is. Either they will mess up the combo which leads into it, the transition into the crouch cancel or attempt a damage reset which you can escape, or they will fuck up on one of the many opportunities between every single hit of the infinite. Secondly, most characters don’t have infinites. There are mabye 10 (out of 28 characters in the arcade version of the game). None of those characters are top 3, the best you could do would be to make a case for Sagat being #4, but many people would put say Charlie or Zangief there instead, neither of whom has an infinite. #3, you are probably not going to be caught in the infinite for more than 20 seconds, if that- a good combo that leads into an infinite will maybe do 50%…so if they hit you halfway through the round, the infinite won’t require that many reps. Only in extreme situations (V-Vega hitting you with the infinite at the very start of the round, and deliberately juggling you with atacks that do minimal damage, while you damage reduce them, and are playing a high-stamina character, and perhaps with that girl from Out of this World touching her fingers together and random intervals and actualy stopping and speeding up time), will it take an entire 99 seconds to kill someone with an infinite.

Unblockables- OK, the only characters with unblockable VCs are those with appropriate command throws (Zangief, Karin, Juni, Honda, R. Mika, Akuma), and most of those VCs aren’t even really good, and Rose, who has a bug in the Saturn/Arcade version of the game. All other unblockale VCs, and what people are usually refering to when they mention unblockables, are just mixups- it’s really hard to know which why to block the shadows sometimes, so if Akuma knocks you down, and you have to block a high attack, a low attack+a high shadowfollowed immediately by a low attack, the odds aren’t really with you. Most of these are the result of a knockdown and sometimes a crossup, so you can reversal a lot of them, Alpha Counter if you can block the first hit, reversal super/VC, or actually, hyphothetically block right. Akuma is basically the only character with a viable unblockable VC, and everyone else saves their meter for a more guaranteed damage opportunity.

Guard Crush VCs- VCs where attacks are done to break the Guard meter. Most of these suck. There are essentially none of these that are safe mid-screen, and none at all which can’t be reversed in one way or another. As a matter of fact, these don’t even really exist- people just keep attacking to avoid being hit and squeeze some use out of the meter they just wasted, because unlike Genei Jin or Yang’s super in 3S, you can’t block while your VC is active. The for the most part the only GC VCs that actually work as such and are worth the meter are done with your opponent backed up into the corner, and there are holes in many of those, also. But, about those that work…so what? If you got yourself backed up into the corner and don’t have meter to break out of it or the foresight to avoid it, too bad. If you can’t stand to lose 2.5 blocks of your Guard meter (most characters have about 4 at the begining of a round, but X-ISM characters get a bonus and V characters’ is slightly smaller) and take maybe 10% block damage in most cases, or don’t have the meter to AC out or choose not to use it, that’s your problem. Hey, even if it’s one that’s completely innescapalble, if they wasted their whole meter for it, and you get caught with it, it’s sorta your own fault. It’s complaining about losing to block damage or a throw, only a new version of it.

Balance- A3’s balance is pretty good. I could name 12 good characters off of the top of my head, and pretty much eveyone is playable. In terms of modes…no. X-ISM isn’t as useful as A or V. And V is usually the better mode than A, but there are of course exceptions, and that doesn’t mean A is bad, or even that it can’t fight V, or you’d want to choose A-ISM over V in certain specific situations (you may be comfortable enough switch to A-Ryu vs V-Sak to take advantage of his footsie options, or use A-Chun li instead of V, though V may hypothetically be better). But in terms of modes, V is the better mode for either 50-85% of the characters in the game, depending on who you talk to- it’s debatable which -ISM si the best for say, Blanka, or Rose, or Adon, R.Mika, etc. This is sorta like complaining 3rd Strike characters are only good with one super… As Scamp pointed out, and as others have noted in the past, the game does sort of rank the modes- X-ISM is “Simple,” A is “Standard” and V is “Variable,” or “Variation” on the Japanese version. By process of elimination it would seem that the intention was for V-ISM to be used by more advanced players.

The funny thing about A3 is that it doesn’t so much reward knowledge, as it does punish you for not knowing how to play.

In regards to people getting meter and turtling, um, you can’t really turtle so well in A3. It just tends not to work. There are a couple characters who can run away, but they really sorta do the Vega thing of turtling in your face, sitting at what their optimal range is. Dhalsim is sort of an exception, I suppose. You can run away for 3 seconds to build meter, that’s great, what happens when they chase you? What happens when your whiffing throws and someone throws a fireball at you? 3S Chun Li does not exist in SFA3. If you use your meter ASAP, you’re now at a disadvantage, right? Guard meter empties fast if you really wanna make an attempt at tutling, any attack you try from close range can get blown through by a super or VC an result with you getting rocked, and you’re on the defensive in a game that doesn’t really promote that sort of thing. If you sit on it, you’re betting that you can land it later, and are looking to use it to end the round. Or that you can win the match on it’s fundamental aspects and won’t need it until later, or are saving it to reverse an opponent’s VC. There’s so much “normal” SF that goes on in A3, it’s that when people ignore it, that’s how you can tell they don’t really play the game. Sakura is widely considered to be the #3 or #2 character in the game- her VC is responsible for maybe half of the reason why she’s so good.

V-ISM lasts about 10 seconds. So what then? This is ignoreing that not all characters in the game have a viable midscreen VC, or anti-air VC, btw.

While it may be true there is less incentive to fight if you have 100% meter, that assumes that you’re winning. If you’re losing (either the round or the game), you have plenty of reason to fight. Even if you’re winning, if your character isn’t any good at running away and has a good offensive, it’s much safer to try and be carefully offensive than it is to wait around while the other guy builds meter and slowly wears you down.

In regards to the original post, I do wish more games had that tournament modes from the SF2:CE/SSF2 ports. Team Battle on console A3 is fun, but possibly horribly broken…all characters start with 100% meter, which is at once very good and very bad.

Plain and Simple to TS’s thread I’ve summarized into one sentence.

" Alpha 3 is not noob friendly. "

well all the theorizing is great, on paper.

thing is i play in osakas best comp arcade and there are a3 nuts there who play everyday, like 7-10 guys. these guys and any others who roll up for a game play fucking v-ism almost exclusively, they wait for a gap and boom goodbye to half your energy.

fair enough they are the top level and im like a 7 out of 10 (prolly a scrub by all you theory ppl) but the proof is in the pudding, play v-sim or try a different game, if that werent true the experts would play a range or characters.

add to that my personal dislikes, 2 button throws, the juggle system, start with bar, air recovery and this game is pretty average imo.

We’re not talking about casual, but tournament play with money on the line if a3 is in evo. Which mean everyone would be playing top tier character. Yeah some characters are not good in v-ism but thats not a factor since they won’t be picked, in fact not good in v-ism make them not top tier in a3. So we can assume most will be playing v-gouki, now you’re telling you can defend against his v-combo easily.
Take a look at cvs2 in which a-groove is vastly inferior to v-ism. Yet kendevu pretty much beat choi and ortiz on activation game alone. He got beat in regular fighting but it doesn’t matter. Now imagine if a-groove can activate at 50%, get two meters a round instead a match, insane gc combo. A-ism is pretty much non factor in high level a3. Good game if play casually but in tournament its just v-combo over and over.

Yeah, GJ is. GJ is retarted easy. Easier than MOST CvS2 customs. Stupid dash c.lk xx palm/throw setups are just as gay as V-Ism bullshit.

If A3 isnt the best fighting game, what is? TS? DOnt make me laugh. I cant believe how people dick ride that game.

real bout 2 :slight_smile:

where a 3 hit combo from geese takes 50% thats far better =P

this topic boils down to this: people who only have a lose idea about a3 shouldnt comment on it like they know whats up.

Weren’t you the guy that had the title “forgive me, i LIKED svc chaos”?

Uh last time I checked A3 USA vs Japan had an A-Balrog on the roster who got one of the only US wins(I believe there was 2 or 3 total?). God A-ism is complete shit.

I’m really not trying to be a dick about this but what you are saying shows a complete lack of knowledge of the game. Not good in v-ism make them not top tier? A-Dhalsim anybody? Wasn’t he like #1 for YEARS? And hes still at least 2 if not still 1 last time I checked. I’ve seen A-Hondas, A-ryus beating V-Akumas and Saks in Japan tournaments. Not only that people are taking picking V-ism waaaay out of context. They don’t pick V-ism because of the combos, if you know about the game you also know it gives you the most amount of normal moves in the game! Which is awesome because characters like Akuma and Ryu get access to the axe kick b+rh.

A-groove is not inferior to V by any means, in fact I’d say A is way stronger for the fact of its simplicity. Repeatedly fireballs from Sakura breaks P and K groove guard for free making them lose 40% off block damage guard crush into super wtf? If you seriously ever gotten nailed by a GC-Vism in A3 you are doing something horribly wrong because there is soooo many ways out of it, and I’m not playing theory fighter on this one, they happen all the time if you know how to play. And if your opponent gets two meters per round you both are doing something wrong.

People need to get this idea out of their head that V-Akuma is like some win for free character, his VC is damaging but fuck that shit is hard the timing window is very small. You have to use different set ups and variations depending on where you are in the screen, he takes damage like a bitch still, he can’t get in for free on alot of characters ESPECIALLY A-sim. If hes too careless while trying to get in since there is no dash he’ll get pushed back out just as easily, he doesn’t have a crouch cancel infinite, he practically gets raped by Sakura b+fierce alone. But then again alot of those things I guess alot of people don’t see because there is no one button characters in the game :sad:

X-Chun’s F+FK.

Let’s stop this discussion honestly. We can argue about “If V-ism, Crouch Cancellin infinites broke A3” all day.

> > > PERSONALLY < < <

I found that this game had no Tier system, all the characters could own, if you found the right ISM for them. V-Mika was awesome, X-Sim was gosu, A/X-Chun is too good. You people from Vegas know how it went down at Mary K’s.

I’m also glad that there are still heated threads about A3. We SHOULD be discussing A3 @ EVO2K5!!! >_<

There were no money involved, it was a casual match up. Rog was doing alpha counter over and over for free damage, a good strategy considering its very hard to land a super compare to v-ism two buttons activate. The one time he used the super it didn’t hit.

v-Dhalsim is better. Is there anything A-Dhalsim has that v version doesn’t? I don’t think so. US player don’t pick v-dhalsim mostly because they don’t know any v-combo or they’re old school and like their traditional super. However if they switch to v and practice their v-ism I would say they would be just as good if not better.

All I see is v-ism and finish with crouch cancel infinite. Of course some of them don’t do it, but if money is on the line they will do it. There a lot of casual tourney in japan so some will play with “Honor”, but US player are top tier abuser.

How is that counter the arguement about a3 being v-ism. I know about the variable normal attacks in fact A-Dhalsim have it. That said, even if a-ism has this variable attack v-ism is still better. A-ism will catchup to v-ism when you can do two button level3 or activation need qcfx2.

I say v-ism can do anything a-ism can do, but can do some extra things that a-ism just can’t compete. Any strategy you come up in A can be done in V. You just need the extra practice session in training mode. I can do v-combo much easier than doing normalxxsuper and I get to land that combo much easier than a level3.

You’re saying v-ism sakura don’t have b+fierce. The fact you do b+fierce says you use v-ism. What happen when you go a-ism sakura?
And the whole a3 game is about setup for your v-ism combo, or when you don’t have meter, turtle and safe tactics for building that meter. If you like to see a game like that it’s fine, but don’t say a-ism is on par with v cause it’s just not true.

so its gonna just be you talking to yourself becoz you are a self prodclaimed expert?? :lame: that i and others arent entitled to our opinion according to you.

liking something and thinking something is good are two totally different things, or are you stupid? maybe not a native english speaker? nice way to disqualify my comments on the game :lame:

EDIT : @shadow charlie. which combo are you talking about, a 3 hit from geese that does 50% in real bout 2…???

some info :

rb2 : kim (terry as dummy) : j.C->s.C(2 hits)->ppower = 40-45% depending on the opponents health (less damage if they have less health)
cfj : ryu (zangief as dummy) : j.HP->c.MK->fb super = 48 or so % damage.
sf3 : ry (ryu as dummy) : j.HP->c.HP->fb super = 40-45% (plus you can juggle with a hvy dp in the corner for more damage).

rb2 is the hardest to get that damage of the three becoz you have to have red blood and a full bar (bar also runs out unlike the other two) so nailing a ppower is the most difficult. sf3 seems to be the easiest as the motions are very forgiving.

Oh my dear Lord. :k:

http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&category=13718&item=6136380345&rd=1

That’s pretty neat, cheap too, but then again I don’t know too much about buying arcade stuff.