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.