Also 3P or 3K for level 3 supers is stupidest mechanic ever.
SFZ2 on the other hand is

Freaking amazing!!! Love the compilation of backgrounds.BIL wrote: (^ yeah I know, record_screech.wav - couldn't resist.https://imgur.com/gallery/GPlx4)
Actually...werk91 wrote:I guess I'm the odd one out here but 3rd Strike will always be my favourite SF game. I get that the 'urban' style and soundtrack aren't for everyone though. The reason why I really like it is the the way the fighting feels, its incredibly smooth. The fact that I love the visuals and adore the OST is a bonus really. Alpha 3 comes right after it in my list. Followed by II and IV, and all the vs. crossovers. SFV on the other hand is a disgraceCIT wrote:Agree. SFIII’s character designs are ugly as hell.Xyga wrote:For me the art in the 2D series style goes
II > Alpha > III
The later only has the incredible animations for it, because overall taste is awful (both visually and audibly at that)
Prefer the visuals of the Alpha Series out of all Street Fighters. That was really the high point of Capcom’s 2D prowess.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
How's the SNES port btw ?KAI wrote:SFZ2 on the other hand is
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Strikers1945guy wrote:"Do we....eat chicken balls?!"
You didn't even mention Remy! Possibly the worst character design in SF history. Trashy emo Iori wannabe. Sean was pretty bad too, wiht his ear ring and basketballs.....I actually like Oro though.BIL wrote: Piling on re: character designs. As long as it's sticking to the classic Hokuto no Ken vibe, I'm mostly okay with 'em. But the grungier/wackier stuff can fuck right off. IDGAF what Oro's power level is, the motherfucker looks like chicken and BO. Necro is a waste of a cool name. Twelve looks like something I'd skullfuck in mass quantities during Metal Slug 3's final mission. Not impressed! I dig Q's win poses though.
You don't play arcade fighters ported to 16bit consoles, even 32bit systems weren't powerful enough to get good ports of MVS and CP2 games, unless you want to play stuff with broken hit/hurt/pushboxes, incorrect speed and less animation, avoid them at all cost.Xyga wrote:How's the SNES port btw ?
That's the kind of extreme opinion I avoid, there aren't tons but some 32bit ports were still well-regarded.KAI wrote:You don't play arcade fighters ported to 16bit consoles, even 32bit systems weren't powerful enough to get good ports of MVS and CP2 games, unless you want to play stuff with broken hit/hurt/pushboxes, incorrect speed and less animation, avoid them at all cost.Xyga wrote:How's the SNES port btw ?
Strikers1945guy wrote:"Do we....eat chicken balls?!"
The correct answer is always "it depends." A lot of PS2 ports are plagued with the 480i + smoothing filter scurge.KAI wrote:Don't get me wrong, i loved all the snk and capcom catalogue on psx, but all the re-ports/compilations on ps2 are fantastic, i could never go back to play those same games on psx or saturn after getting those nearly-perfect ports on 128bit systems.
Why do you suppose they forced bilinear in the first place? Are there any consoles that actually have built-in bilinear filtering? The N64 does have that awful VI blur.CIT wrote:480i + smoothing filter
RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
Strikers1945guy wrote:"Do we....eat chicken balls?!"
You sure about that? I thought that SFAA/SFZ:FG on PS2 had no way to remove the filtering. it was discussed in the hardware section at some point and I'm pretty sure Fudoh would've mentionned it if the option was thereKAI wrote:You can disable/enable filtering in some fgs iirc, at least the sfz
I mean, it has this optionFinalBaton wrote:You sure about that?
I'll try that. but I have the feeling that it's something that adds additional smoothing on top of what's already there, if you select "ON".KAI wrote:I mean, it has this option
but I'm not sure if that gets rid of all the screen smooth or not.
Yep I mentionned that in my post higher on the pageShelcoof wrote:Wasn't there 480p support for street fighter alpha anthology?
I just use a scanline generator on a CRT monitor.it290 wrote:This thread is making me want to bust out my Emotia. IIRC if you ran Alpha Anthology at 480p into the Emotia and then set the Emotia to 240P and turned the filter off, you'd get a nice crispy image that almost matched the arcade, but not quite 100% since the scanline alignment wasn't perfect. I think there's still some HW interpolation going on in this mode (e.g. not just strict integer scaling) but prob worth testing. I'll give it a go this weekend if no one else has reported back by then.
With all the re-releases, the Saturn still has that exclusive gorgeous art gallery, too. I still have mine.evil_ash_xero wrote:Really love this game. The Saturn port is great too. They used the RAM cart to finally get rid of those shit load times. Not as fast as arcade or emulations, but still pretty darn good.
heli wrote:Why is milestone director in prison ?, are his game to difficult ?
I walked under the El every day for four years for college and it always made me think of this stage lolit290 wrote:That Freeman one from MOTW is my personal favorite with its beautiful lighting effects. I used to live right above the L in downtown Chicago it could feel just like this at night sometimes.
But yeah, some of those AOF2 ones are incredibly beautiful as well. I think background art was actually an area where SNK generally surpassed Capcom, at least until the later KOF years, although Capcom had some very strong titles in this area—bringing it back to the thread (sorta), I think SFA2 is their best work in that regard.