SF Alpha 2 or SF Alpha 3?

YeldellGW

Bartender,
20 Year Member
Joined
Apr 12, 2001
Posts
1,714
To be honest, I prefer Zero 1 over both games. Custom Combos pretty much killed my enjoyment of this series. Plus I could have done without all the returns from SF2 (As far as the arcade version of Zero 3 went, Cammy was the only returning character I did miss.). I just play Zero 2 and 3 for Cammy and the new; non-returning characters (Sakura, Gen, Karin, and Cody).

---------------------------------------------

"Don't be scared! I'll only cut off one of your heads! Guess!"
 

GregN

aka The Grinch
20 Year Member
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Dec 16, 2000
Posts
17,570
I was very disappointed in Alpha 3 on the DC. Controls were horrible. Too tough to pull off supers.

SFA2 is better on the saturn. Controls like butter, big char graphics, awesome game.
 

hebretto

Hardened Shock Trooper
Joined
Apr 13, 2001
Posts
436
Zero 2 Alpha for me,dramatic battle in that was better than the Alpha 3 version
 
K

Kyo 2000

Guest
If you enjoy the Zero/Alpha series, I highly recommend acquiring them for the Saturn, if you cannot acquire the arcade version.

Now, these CAN be a bit hard to come by, but are worth it.
If you're after Alpha/Zero 2, grab the 1st Saturn Street Fighter Collection, which comes with a slightly better version of Zero 2.

Zero 3 adds a TON of new characters, moves, and features. Also everything is done in a "futuristic" fashion - the whole interface and music is just smooth.

Zero/Alpha 3 is good (in general terms) on any of the available platforms (Saturn, PSX, and Dreamcast).

The Dreamcast version adds a gimmic internet mode that lets you download these "expert characters" that you can fight, if you're interested in that.

Hope that helps!
 

hebretto

Hardened Shock Trooper
Joined
Apr 13, 2001
Posts
436
Originally posted by NeoGML:
<STRONG>is Zero 2 Alpha for DC or Saturn?</STRONG>

Zero 2 Alpha was the arcade version of Alpha 2 Gold(minus the Sgin Gouki/Akuma and Cammy)

Here's a list of Alhpa related games:

Zero/Alpha(arcade)-The first one

Zero/Alpha(PSX/SS)-Not much difference compared to the arcade version,but the loading time...

Zero/Alpha 2(arcade)-More characters,later revealed that you can use an Evil Ryu and original Dhalsim/Zangief from SF2 WW/CE/Turbo.Chun Li also had her original outfit as a code.Could verse a more powerful Akuma(two fireballs)

Zero/Alpha(PSX/SS)-Same as the arcade plus the loading

Zero 2 Aplha(arcade)-Enabled you to have an Survivor or Dramatic battle mode (hold PPP/KKK before pressing Start).Enabling secret characters were also made easier(pressing Start over the character).Sakura was given more outfits,Shin Akuma still not access-able

Alpha 2 Gold(PSX/SS)-Just about the same as Zero 2 Alpha,but you couldn't do dramatic battle.Shin Akuma and Cammy were added as secret characters

Zero/Alpha 3(arcade)-Need I say more?

Zero/Alpha 3(PSX/SS)-Just about the same as the arcade version with the introduction of a World Tour mode.I heard that the PSX version wasn't really good

Zero/Alpha 3(DC)-Given more modes like Dramatic Battle and such.Net Play allowed(I think in the JAP version)

Zero/Alpha 3 + or hyper or something like that(arcade)-Capcom decided to do an arcade port of the DC version of Zero/Alpha 3

Sorry for any mistakes
 
C

Caris Nautilus

Guest
Alpha 2 is the premier game in the series, Zero 2 Alpha on the arcade is the best version (It was only released in japan, and had the extra Alpha Gold charatcers in it).

Newer doesn't always mean better, I consider KOF 98' the premier game in the series. I also think Street Fighter 3: 2nd impact is the best game in that series (Cause it has all the cool combos and glitches they took out of 3rd strike)

Alpha 1 is cool, because of the ryu ken bison team up. I like Alpha 3, but it gets old, Alpha 2 is far superior, since they tryed to do to much in 3, making 3 different ism's, which was dumb.

The new naomi Zero 3 in japan was re released, since I believe it has link-up and internet play, just like slash out arcade had. Or maybe you can just exchange VMS saves from the net playable version of Alpha 3 on DC in japan, I dont know, havnt played it.

Originally posted by hebretto:
<STRONG>Zero 2 Alpha was the arcade version of Alpha 2 Gold(minus the Sgin Gouki/Akuma and Cammy)

Here's a list of Alhpa related games:

Zero/Alpha(arcade)-The first one

Zero/Alpha(PSX/SS)-Not much difference compared to the arcade version,but the loading time...

Zero/Alpha 2(arcade)-More characters,later revealed that you can use an Evil Ryu and original Dhalsim/Zangief from SF2 WW/CE/Turbo.Chun Li also had her original outfit as a code.Could verse a more powerful Akuma(two fireballs)

Zero/Alpha(PSX/SS)-Same as the arcade plus the loading

Zero 2 Aplha(arcade)-Enabled you to have an Survivor or Dramatic battle mode (hold PPP/KKK before pressing Start).Enabling secret characters were also made easier(pressing Start over the character).Sakura was given more outfits,Shin Akuma still not access-able

Alpha 2 Gold(PSX/SS)-Just about the same as Zero 2 Alpha,but you couldn't do dramatic battle.Shin Akuma and Cammy were added as secret characters

Zero/Alpha 3(arcade)-Need I say more?

Zero/Alpha 3(PSX/SS)-Just about the same as the arcade version with the introduction of a World Tour mode.I heard that the PSX version wasn't really good

Zero/Alpha 3(DC)-Given more modes like Dramatic Battle and such.Net Play allowed(I think in the JAP version)

Zero/Alpha 3 + or hyper or something like that(arcade)-Capcom decided to do an arcade port of the DC version of Zero/Alpha 3

Sorry for any mistakes</STRONG>

[ June 23, 2001: Message edited by: Caris Nautilus ]
 

outsider

Benimaru's Hairdresser
Joined
Sep 17, 2000
Posts
799
Your list was pretty much accurate, except for the Alpha 3 ones.

As fas as I know, it goes like this:

SFA/SFZ3 (arcade) original 3rd in series

SFA/SFZ3 (psx/ss/dc) port of the above adding more characters. each of these 3 each had little tidbits extra than the other. the dc version didnt have internet play, just access to a website or some lame thing like that. (psx version of the 3 being the worst of course)

SFZ3 Upper- Arcade version of the DC version.

SFZ3 DC (internet playable version) This is one of those d-direct titles with internet play, same as SFZ3 for DC above, just with real internet play.

Which is best? Personally, I prefer SFA3 over them all.
 

benares

Kula's Candy
Joined
Oct 1, 2000
Posts
294
Will the Zero/Alpha games on the Sega Saturn take advantage of a RAM cartridge if one is present?
 

Apathy Wind

Cheng's Errand Boy
Joined
Apr 12, 2001
Posts
121
I have risen from the grave to address which is the best Alpha game.

Alpha 2 is the best game in the series; hands down. In my opinion, it's the best SF game ever as well.

Alpha 1 suffers in my opinion because of it's chain combos. I dislike chain combos in any serious fighter (even the limited chains in SF3). True, Gen and Guy have chains in SFA2 but it's far more limited than the chains in Alpha 1. Another factor that hurts Alpha 1 is the 'unfinished' feeling it has. Characters sharing 'exact' backgrounds is less than ideal, especially when those backgrounds are as lackluster as those found in A1.

A2 took the best aspects of A1 and improved on them. The chains are gone, characters now have two Alpha counters each (giving players options in countering different types of attacks), each characters has hidden midbosses complete with dialogue, each guy has their own quality background. The best thing about A2 is the fact it plays like a SF game. No fancy gimicks (chaining, juggling, linkable supers), just solid gamplay. The game is fairly balanced and offers a great variety of novel fighters with unique playstyles. People complain about custom combos, but since they have a significant risk associated with using them (burning your entire super bar) and they are easily avoided or nullified they're really not to much of a problem. Same with A2 style counters - players can lessen their effectiveness or even reserve them. All this adds up to a fighter packed full of technique.

My main complaint with Alpha 3 is the juggly combo system. I don't want to launch opponents into the air with certain regular moves - especially if that launcher is a move you tend to use to two-in-one in combos. I don't like the excess of additional hits while in the air either. Yes, players can reserve themselves and all but the heavy emphasis on juggling just doesn't have that SF 'feel' to it. Another issue with A3: the total elimination of the Alpha counter as a viable tool. While certain Alpha counters in A2 were overpowered, the total neutering of them in A3 was unnecessary. Limiting each character to one counter (one for A-ism, one for V-ism) also lessened a players options. A3 seems far too casual for a SF game - sort of a SF Lite.

If you're talking game options, then A3 is the best hands down (with World Tour, Dramatic battle etc.). But I believe this question refers to how the actual game plays. And in that department A2 reigns supreme.
 

Ultima

n00b
Joined
Jun 21, 2001
Posts
15
From hebretto:

> Zero 2 Alpha for me,dramatic battle in that was better than the Alpha 3 version

Uhm, how so? Didn't you fight 6 battles in the arcade version, just like in Zero 3 arcade Dramatic BAttle? And Zero 3 for Saturn's Dramatic Battle stomps a mudhole in ALL other dramatic battles (including the DC's version): Pick any two characters and you get to fight the ENTIRE cast, in regular or survival mode. plus the ultimate challenge: REVERSE dramatic battle. Of Dramatic Battle is your thing, you can NOT do better than Saturn Zero 3.

From Apathy Wind:

> I have risen from the grave to address which is the best Alpha game.

> Alpha 2 is the best game in the series; hands down. In my opinion, it's the best SF game ever as well.

It's a matter or personal preference. A3 is my favourite of the Alphas by far. Both are filled with a ton of bullshit, so it's all what you are willing to stand.

> Alpha 1 suffers in my opinion because of it's chain combos. I dislike chain combos in any serious fighter (even the limited chains in SF3). True, Gen and Guy have chains in SFA2 but it's far more limited than the chains in Alpha 1. Another factor that hurts Alpha 1 is the 'unfinished' feeling it has. Characters sharing 'exact' backgrounds is less than ideal, especially when those backgrounds are as lackluster as those found in A1.

No argument here. And let's not forget Guy's re-dizzies and Ken's roll trap nonsense.

> A2 took the best aspects of A1 and improved on them. [snip] The best thing about A2 is the fact it plays like a SF game. No fancy gimicks (chaining, juggling, linkable supers), just solid gamplay. The game is fairly balanced and offers a great variety of novel fighters with unique playstyles. People complain about custom combos, but since they have a significant risk associated with using them (burning your entire super bar) and they are easily avoided or nullified they're really not to much of a problem. Same with A2 style counters - players can lessen their effectiveness or even reserve them. All this adds up to a fighter packed full of technique.

Unfortunately, I can see from this that you have never experienced A2 at high levels. Custom Combos have risk? Only to other CCs. Have you ever heard of the Valle CC, by any chance? Y'know, the technique where you die JUST for standing up? And Alpha Coutners are effective alright - in fact, some are TOO effective, which is why they were massively toned down in A3 - they were just too powerful in A2.

Also, Alpha 2 is by far the most boring game I've ever seen at high levels (matched only by the SF3 games). It's nothing bu the same four characters (Ryu, Ken, Chun Li, Rose) doing the EXACT same thing over and over ad infinitum. I swore off A2 forever after that. > <IMG SRC="smilies/frown.gif" border="0">

> My main complaint with Alpha 3 is the juggly combo system. I don't want to launch opponents into the air with certain regular moves - especially if that launcher is a move you tend to use to two-in-one in combos. I don't like the excess of additional hits while in the air either. Yes, players can reserve themselves and all but the heavy emphasis on juggling just doesn't have that SF 'feel' to it.

Understandable. You spend way too much time in the air in A3. The thing is, many of the juggles - at least IMO - make sense. Stuff like Adon's Jaguar Revolver -> Jaguar Knee. It *looks* like it should combo, and it does in A3. In A2, it's arbitrary what juggles and what doesn't. In A3, where everything juggles, it makes more sense.

Unfortunately, they went a little far in the "what juggles" department - jabbing someone out of the sky should knock them to the ground, not launch them back into the air. Too MANY things launched in A3, giving it that "jumpy" feeling. I can understand why you don't like it, but personally, I don't mind it.

> Another issue with A3: the total elimination of the Alpha counter as a viable tool. While certain Alpha counters in A2 were overpowered, the total neutering of them in A3 was unnecessary. Limiting each character to one counter (one for A-ism, one for V-ism) also lessened a players options.

You didn't eat enough Ken, Rose and Chun Li ACs it seems. They DID go a little far in the neutering though - they already did pathetic damage, they didn't need to reduce your guard meter as well. They seem to have found the right balance in CvS2 (i.e. pathetic damage still, but they don't reduce your guard meter).

> A3 seems far too casual for a SF game - sort of a SF Lite.

I don't know where you're coming with this. It is a much more complex game than A2, especially since VCs (abusable as they are) are way more complex and add a ton more options than CCs ever were. Not to mention the whole ISM thing, each with its own advantages/drawbacks, plus the considerably larger cast. How is this game "SF Lite"?

BTW, I hope you don't think that CvS2 is going to be a "lite" game as well, since it will be to CvS what A3 is to A2.
 

Tom

The Frog of Genjuro,
Joined
Feb 6, 2001
Posts
1,281
I have to say Zero 2. The backrounds, the characters and the other improvements from the first zero really made this one shine.
 

steveold

Guerilla Warrior
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Nov 7, 2001
Posts
1,732
It's a tough choice... but in terms of gameplay and classic gameplay, however you may define it.... it's all about Alpha 2.

But to the "mass" SF Fan, Alpha 3 delivers the goods. (Guys like Blanka, Guile, etc. a welcome back)

A2 or A3.... they're both excellent fighters. A1.... I never really liked.... and I always believed WHP was way ahead of A1..... <IMG SRC="smilies/smirk.gif" border="0">
 

hebretto

Hardened Shock Trooper
Joined
Apr 13, 2001
Posts
436
Ultima : The Zero 2 Alpha dramatic battle only has 4 battles between you and a partner fighting against Adon,Sagat,Bison and Shin Akuma in the waterfall stage.Did I mention with UNLIMITED super bars???

Zero/Aplha 3 dramatic battle doesn't have that
 

SakurabaStyle

Marked Wolf
Joined
Jun 20, 2001
Posts
214
Hey:

You know, out of all of them I enjoyed the original Alpha/Zero on the Saturn the most. 2 is good and Gold isn't much different, and 3 is nice for its number of fighters, but the original just feels smoother to me than the other two.

-SakurabaStyle
 
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