Why is Alpha so different than the other Street Fighters?

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Flake
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Re: Why is Alpha so different than the other Street Fighters?

Post by Flake »

gennss wrote:I think II was more successful than alpha and 3 and with the retro movement like xbla and such is probably why they did that. I agree it was probably a mistake. I seem to like alpha better.
Agreed. The Alpha games just felt so much more complete. Alpha 3 in particular offered no end of variety what with the bajillion characters and the 3-isms. And unlike Marvel vs Capcom 2, having that many characters didn't totally break the game. Yeah, there are a lot of useless fighters (looking at you, Juni and Juli) but there isn't any 4 man God-Tier that ruins everything.

When it came down to it, I always chose the home releases of Alpha 3 over 3rd Strike. Alpha 3 might be a step or two behind 3rd Strike in terms of animation, but the home releases were always so much more than an arcade port on a disc.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
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noiseredux
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Re: Why is Alpha so different than the other Street Fighters?

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I personally prefer II over Alpha 3. I'm not crazy about the Isms. Though this could be because I've never really mastered the game (or Capcom Vs SNK 2 for that matter, which is similar). At any rate, it's tough to be fair, since SFII is way up there for me. Street Fighter II Turbo Revival is probably my favorite GBA cart of all time. There's something about the simplicity of the system that just feels so wonderful to me. Classic.

Now compared to SF Alpha 3 for GBA... Alpha 3 offers way more characters and the graphics are amazing. However, I feel like I often start playing it and get frustrated because I don't know all the moves, I don't really understand the Isms, don't know combo's, etc. So then I just end up playing II instead. haha.
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Re: Why is Alpha so different than the other Street Fighters?

Post by AppleQueso »

noiseredux wrote:
EvilRyu2099 wrote: I thought from the thread you were... Anywho you really should try out the III series, it's some of the best Sprite and artwork from Capcom... Still looks amazing with a decent resolution..
no I was just playing Alpha last night and remembering that I'm not nearly as good at it as SFII becuz I the moves aren't memorized and 2nd nature for me.

Anyway, I'm sure III is great, but I don't own any consoles its on (I don't think -- is there a Wii compilation that contains it?)
The arcade version is easy to emulate via MAME or Final Burn Alpha.
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noiseredux
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Re: Why is Alpha so different than the other Street Fighters?

Post by noiseredux »

AppleQueso wrote:
The arcade version is easy to emulate via MAME or Final Burn Alpha.
as a rule, my PC is not for gaming.
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Flake
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Re: Why is Alpha so different than the other Street Fighters?

Post by Flake »

I think of the Ism's as approaches to play.

V-ism is perfect when you don't know the moves. You make up your own combos.

A/Z-ism is for players that like to have options. A selection of weak, medium, and strong super moves. The downside being you are punished for playing defensively.

X-ism is for players that preferred Super Street Fighter 2 - some of the characters normal move sets change to reflect this, i.e. M. Bison loses his alpha fireball and instead has his psycho crusher back.

For learning moves in street fighter alpha, with some exceptions there are only two actual move sets: Charge and Shoto

Charge characters mostly have two main specials: Charge down + up + attack button and Charge back + forward + attack button

Shoto characters (think Ryu) are all about the U-Turn: back, back-down, down, down-forward, forward attack and then variations of that. Most shotos have a trademark move set triggered by down, forward, down forward (Dragon punch, tiger strike, Sakura's sloppy bullshit, etc)

The oddballs are grapple characters like Maki and Zangief or close-in fighters like Cammy, Juni, or Juli. But those are typically characters you pick up when you're bored with the rest and understand the games mechanics.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
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noiseredux
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Re: Why is Alpha so different than the other Street Fighters?

Post by noiseredux »

dude thanks for the run-down. That's awesome. This part intrigues me:
Flake wrote: X-ism is for players that preferred Super Street Fighter 2 - some of the characters normal move sets change to reflect this, i.e. M. Bison loses his alpha fireball and instead has his psycho crusher back.
So I'm a Chun-Li guy... how do I want to learn? What do I need to know?

Truth be told I'd probably do well to have the instruction manual, which I don't. Anybody have an Alpha 3 GBA manaul they can send me?

my way of playing now is basically just kicks/punches... I really don't know any special moves.
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AppleQueso

Re: Why is Alpha so different than the other Street Fighters?

Post by AppleQueso »

noiseredux wrote:
AppleQueso wrote:
The arcade version is easy to emulate via MAME or Final Burn Alpha.
as a rule, my PC is not for gaming.
Oh well, a shame, tsk. If you ever change your mind, it doesn't need a lot of power to run on FBA. I ran it on a 10-year old computer so hey.

At least check out a few videos sometime, it really is a beauty in motion.
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Re: Why is Alpha so different than the other Street Fighters?

Post by EvilRyu2099 »

AppleQueso wrote:
noiseredux wrote:
EvilRyu2099 wrote: I thought from the thread you were... Anywho you really should try out the III series, it's some of the best Sprite and artwork from Capcom... Still looks amazing with a decent resolution..
no I was just playing Alpha last night and remembering that I'm not nearly as good at it as SFII becuz I the moves aren't memorized and 2nd nature for me.

Anyway, I'm sure III is great, but I don't own any consoles its on (I don't think -- is there a Wii compilation that contains it?)
The arcade version is easy to emulate via MAME or Final Burn Alpha.
Yeah I have the arcade emulators myself on PC... I have 3rd Strike on PS2 with SF Anniversary collection, but I wanted 2nd Impact and III as well and I can't find the Double Impact version in DC.. I sold my copy back when my first DC broke.. >.<
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Re: Why is Alpha so different than the other Street Fighters?

Post by jfrost »

noiseredux wrote:dude thanks for the run-down. That's awesome. This part intrigues me:
Flake wrote: X-ism is for players that preferred Super Street Fighter 2 - some of the characters normal move sets change to reflect this, i.e. M. Bison loses his alpha fireball and instead has his psycho crusher back.
So I'm a Chun-Li guy... how do I want to learn? What do I need to know?

Truth be told I'd probably do well to have the instruction manual, which I don't. Anybody have an Alpha 3 GBA manaul they can send me?

my way of playing now is basically just kicks/punches... I really don't know any special moves.
Chun-Li is probably the character with most differences between modes, that must be why you're having a hard time.

Chun-Li in X-ism is almost the same as in Super Street Fighter 2 Turbo. Charging back, forward + punch is her palm thrust. Oddly, she has no fireball, but this move is very damaging. Charging down, up + kick does her spinning bird kick. Downfoward + strong kick makes her do her useful backflipping kick. I think down + medium kick while jumping does her stomp. Since you're playing the GBA version, I don't know the equivalent, but it must be light kick. Kick repeatedly makes her do her lightning leg move. Charging back, foward, back, foward + kick releases her super combo.

The difference between this and A-ism is that in A-ism her fireball input is a U-turn + punch, and her spinning bird kick goes upward (activated by forward, down, down-forward + kick). Also, she has a forward flip kick with a backwards U-turn + kick. And she has other 2 super combos:

Kikosho: same movement as Ryu's super Hadouken.
Super Rising Kick: charge down-backwards, 270° + kick.

X-ism causes more damage, but doesn't have air blocking, the other two modes have it. Because of this, the guard bar in X-ism is bigger. The super combo in X-ism causes more damage than the strongest A-ism super.

There are some gameplay differences between V-ism and A-ism aside from the super bar, but mostly they play the same. To make a "Variable combo" (V-combo), you press punch+kick. Stronger punch and kick combinations make the delay between the character and the shadows become bigger. Generally it's better to activate it with weaker combinations, then (light punch + light kick).

V-ism is good for charge characters (such as Chun-Li) because there's no charge time when you activate your super. So you can just spam fireballs with back, foward + punch.

Throwing is very strong in this game, but it is different from SSF2T in that you do it with forward or back + two punches or two kicks (instead of strong punch/kick). So there's less chance you'll have a free throw if you don't connect a punch.

You should also know about Alpha Counters, even though they're more advanced stuff. Basically, they help you get out of combos, so it's a blessing against spamming V opponents. You press forward + punch and kick of same strength, spending one meter in A-ism or V-ism.
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noiseredux
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Re: Why is Alpha so different than the other Street Fighters?

Post by noiseredux »

thanks jfrost!

The two most important things you told me were:

Chun-Li in X-ism is almost the same as in Super Street Fighter 2 Turbo. and Kick repeatedly makes her do her lightning leg move.

I think knowing which Ism to use will change everything for me. Thanks!! :)

EDIT: Yup, this is what I was looking. I didn't want to learn a new set of moves -- with X-Ism I can (mostly) just fucking play now. And of course there's some new moves to learn, but it's not like learning a whole new character. Kick ass. I'm actually playing well now!
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