Dreamclub - Round 4: TBA

SMS, Genesis, 32X, Sega CD, Saturn, Dreamcast
mjmjr25

Re: Dreamclub: Street Fighter Alpha 3

Post by mjmjr25 »

Like I said, Brad. Start a top 5 scores, 1 credit, default difficulty.

It should like like this:

1. CD Ages
2. Every
3. One
4. El
5. se
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CD AGES
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Re: Dreamclub: Street Fighter Alpha 3

Post by CD AGES »

:lol:

Alpha 3 is not my game at all. Besides, the goal here is based on score, not wins ;)
FerretGamer
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Re: Dreamclub: Street Fighter Alpha 3

Post by FerretGamer »

I fully expect to not make the Top 5. I am beyond terrible at fighters even though I enjoy them. It's just not my genre at all... now racing games. :wink:
Exhuminator wrote:Sega gonna Sega.
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Re: Dreamclub: Street Fighter Alpha 3

Post by noiseredux »

no worries Ferret. It's all in good fun. I've never actually played a fighting game for score before. As CDAGES pointed out, being good at a fighting game (as in, you can beat a lot of dudes) might not necessarily translate to score.

So let's talk some strategy... I'm pretty sure that having lifebar and seconds on the clock left at the end of a round translate to more points. And I'm pretty sure that specials, combos, etc are going to add some points as well. But what else might we want to know? Anyone?

I was telling Mike that Alpha 3 is interesting because it's one of the few fighters I can think of that features Chun-Li where I don't automatically want to use her. The lack of Flying Bird Kick bums me out, haha. But, aiming to play this one for score will give me a good excuse to try experimenting with a lot of different characters.
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Re: Dreamclub: Street Fighter Alpha 3

Post by Flake »

noiseredux wrote:
I was telling Mike that Alpha 3 is interesting because it's one of the few fighters I can think of that features Chun-Li where I don't automatically want to use her. The lack of Flying Bird Kick bums me out, haha. But, aiming to play this one for score will give me a good excuse to try experimenting with a lot of different characters.
Classic Chun Li should be selectable with a code, I think. I am less familiar with the Dreamcast version than I was the PSX.

So one thing I've noticed is that the number of hits in the combo that kills your opponent is a pretty huge multiplier. I am aiming to put up a score with Evil Ryu using his demon rush X-ism super combo. I had a great streak going with over a million points before I got beaten by E-Honda right before I moved on to the boss. Of course, using Evil Ryu, I'll be dealing with a much more difficult boss than most of the characters.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
mjmjr25

Re: Dreamclub: Street Fighter Alpha 3

Post by mjmjr25 »

I'm liking this - a lot. As a competitive personality, i've already enjoyed this more in the last 45 minutes than I have in all the years i've owned various iterations of this title.

Here's a start:
273,200 - mjmjr25 - Juni - Round 5 (Honda)

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Re: Dreamclub: Street Fighter Alpha 3

Post by noiseredux »

yeah having a lot of fun... 300k w/ Akuma and 415k w/ Chun-Li... just messing w/ various characters to see who I feel best w/ for combos.
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Re: Dreamclub: Street Fighter Alpha 3

Post by mjmjr25 »

Score seems to really be heavily tied to time and your remaining health. I had a 200,000+ pt. round w/Bison due to a victory with full health and 82 seconds remaining (then lost to Gen in 2nd round :/ ). Ending with supers is big too.

Like you Brad i'm messing w/characters trying to find a comfort zone. I've used Rolento, Juni, Bison and Zangief. This is my high thus far:
512,800 - mjmjr25 - Zangief - Round 6 (Ryu)

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Re: Dreamclub: Street Fighter Alpha 3

Post by mjmjr25 »

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Re: Dreamclub: Street Fighter Alpha 3

Post by CD AGES »

Classic Chun is more or less her incarnation of when selecting X Ism so no code is actually required. I'm going off memory here, but I'm certain X Ism Chun has her Spinning BRID Kick intact.
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