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Hello for everbody. This is my first time bringing this game here and also it is my first SF submission. Street Fighter Alpha Warriors Dreams or Street Fighter Zero (ストリートファイター ZERO) as Japanese version and original version both released in 95 by Capcom as fighting game.
SFA/Z is the first Alpha/Zero game from the Alpha series, as you can see at the tittle screen there are less characters compared with a2/a3, the combo-style are the same but with some limitations a good example are the ISM's and the Custom Combos exclusive to the successors versions which allow to do more combos and other additions, so this game isn't the same as the sucessors that easily or constantly can do infinite, 100% or 99 hit combos and also continue with turbo and normal mode.

About The Game

As Warriors Dream is the first game he will have some limits as I said Custom Combos and ISM's are example, concluding having only the super moves.
  • A new history, endings, alpha counters, combo system, air blocking, mid-air guard, characters was included in game as you can see: Dan, Charlie (Nash), Guy (Final Fight), Sodom (Final Fight), Birdie, Adon & Rose, a good new feature compared with predecessor Super Street Fighter II Turbo.
The old feature still lives in this new game, the secret characters as SSFT Akuma continue being a secret character and needs a code to choose him, in this game Akuma, Dan and M.Bison (Vega) need some sequences just place the cursor in ? box and do the sequences to have acess of these characters.
Another new in this game is the coming of dramatic battle wich 2 players enter in a battle against 1 enemy, but it isn't same as z2a/z3 to acess this dramatic fight you have to do a code with both players in Ryu & Ken and you will to a secret stage where Ryu & Ken will fight but the fight was interrupted by M.Bison, the true is that fight are a mode inspired by the final fight between the characters in SFII The Animated Movie, all know wich dramatic battle are good for TASes but in this you didn't see because are just a single fight.

Game objetive

  • Emulator: FBA-RR v0.0.2
  • Game rom: Street Fighter Alpha - warriors' dreams (950727 Euro)
  • Aims for entertainment
  • Combos, small glitches added
  • Reset Game
  • 2 players
  • AI manipulation
  • Plays on Hardest Difficult

Comments from me

I started this movie about 8/9 months ago after finished my runs with all the cast. I was with a lot of ideas about what add, but I stopped after the first 2p fight, so some weeks ago I decided to return and put all my ideas in practice and finally finished, first I choose this game because for me is a potential game yes I know that this game have been reject in past, but didn't convince me despite limitations of combos or glitches this game should make good fights and gratify who are watching.

Stuffs,Glitches

FIRST of all: if you are expecting a glitched SF movie I feel to say that this isn't the movie you are searching, sorry this game really didn't have graphical, abuses of glitches, I search for a lot in google and in some japanese websites and didn't found nothing about "great abuse" of glitches in this version, Zero Koubou is a superb example of what I'm saying SFAWD compared with z2a/a3 are totally sad the successors versions are totally "glitched" compared with SFAWD mainly z2a that in future it's possible to a playaround too.

Tengu Walk

A glitch initially found by Zero Koubou and maybe it's the essential glitch to do some combos. Sodom is knocked down in the air, after this he can peform your special move called Tengu Walking (B,DB,D+K while knocked down in the air), after did this move he are totally vulnerable thus allowing you to junjuggling some moves (normal or super), have some frame limitations to do these combos of course you will see how it works at Sodom vs Sodom fight (Called OTG Throw Glitch), Dan, Akuma vs Sodom fights are another example, this glitch also works in a2/z2 version and this isn't works more in Japanese versions of Warriors Dreams idk why only in Euro and USA versions.

Juggling after Alpha Counters

I would say that is the only exclusive small combo/glitch in this version, Birdie (only) can be juggled after an Alpha Counter, after did the Alpha Counter you can do a Special Move or a Super Move and Birdie will took some hits, maybe is a fault or something similar because nobody still don't know why this happen.

The fast Soul Spark

It's not an glitch, is just a stuff found by an user playing on Anthology, this can be done only using Rose vs Rose,first both players go to the corners, now do the Soul Spark sequence and make Soul Reflects with both Roses, the Soul Spark projectile will go more fast after some reflects, I guess interesting.
Hm.. I don't know more what talk about, now will be you who will this will rate the run, I'm happy with this work and with this game.

Thanks to

  • Keikomars and your greatest Youtube channel and website wich help anyone who want to work with Alpha series.
  • Zero Koubou group for some combo ideas
Now I really hope you enjoy my work. Have a fun!


TASVideoAgent
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Cooljay
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Started boring but picked up afterwards. Akuma was a good choice for the rest of the arcade mode. He has more than enough tricks up his sleeve to lead into different combos to keep even skilled players guessing. So I was entertained enough for a yes vote.
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The movie had its moments... and some meh to it. The Rose vs Rose match was entertaining though. Akuma was more versatile then I recalled him in Alpha 1 though. You definitely added some nice entertainment value. [Alright, Dan didn't hurt either] This is just over enough for a Yes, but it was dicey in places. But still, enjoyed. Thanks for all your hard work on this. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
d-feather
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Nice to see you've done a Street Fighter playaround! Yes vote.
:shrug: I'm more active on Twitter nowadays: @HunterCoates5
Dark_Noob
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Mr. Kelly R. Flewin wrote:
The movie had its moments... and some meh to it. The Rose vs Rose match was entertaining though. Akuma was more versatile then I recalled him in Alpha 1 though. You definitely added some nice entertainment value. [Alright, Dan didn't hurt either] This is just over enough for a Yes, but it was dicey in places. But still, enjoyed. Thanks for all your hard work on this. Mr. Kelly R. Flewin
Oh thanks. Dan just want to make your revenge against Sagat :) (although Dan don't impress much in this version with your yahoo taunts)
Someone who still enjoy playing fighting games ;)
Noxxa
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I'm voting no, sorry. Most of the fights just weren't entertaining enough to hold my interest.
  • Sodom v Sodom: there were a few decent moments, but for a lot of it I didn't really get the feeling I was watching a tool-assisted superplay. There were a few decent combos (and the obligatory mirror match) but for large parts of it I got more the impression of two normal players duking it out than two superplayers.
  • Dan: Taunting after every combo or throw got boring real fast. The rest was fairly standard TAS action, nothing really spectacular.
  • Dan vs Sagat: Again didn't really feel very much like a superplay, there was just too much Sagat spamming specials (Tiger Shot and Tiger Knee in particular). If I want to see fireball wars, I'll just go watch a competitive SF4 Sagat/Guile/Juri match.
  • Chun-Li vs Guy: Finally some fast characters! This made it more interesting to watch than the previous matches, but other than one nice combo by Chun-Li with two supers, the combos didn't get beyond 6 hits. I didn't like some of the action at times, Guy taunting just to get hit and spamming supers looked really scrub-esque, which should not be in a TAS at all.
  • Rose vs Rose: The reflector gimmicks were nice, as was seeing some Custom Combo action at last. However, the double KO gimmick got really old after a few times and the match dragged on far too long.
  • Akuma: Definitely the best part of the run, although the Tatsu spamming got a little grating at times and by the midway point of the campaign Akuma's whole moveset has been shown already and the movie started dragging on. That said, there was a fair amount of good stuff in there, and it was decent overall, but it just took too long to get to this point.
Perhaps my expectations are a bit too high. Mortal Kombat has extensive glitches, Marvel vs. Capcom has infinite combos, even the already published Street Fighter Alpha series playarounds have Dramatic Battle for two-player action and V-ISM Custom Combo action. This movie is just lacking in comparison. Custom Combo was used only once as far as I remember. The rest was 'standard' Street Fighter gameplay, which just isn't enough to keep me entertained for 18 minutes. I'm certain that you put in a fair amount of work into this run, and I hope I won't discourage you from doing more playarounds (I know you have made some great MK playarounds) but this one isn't it for me. So I'm voting no.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Dark_Noob
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Mothrayas wrote:
I'm voting no, sorry. Most of the fights just weren't entertaining enough to hold my interest.
  • Sodom v Sodom: there were a few decent moments, but for a lot of it I didn't really get the feeling I was watching a tool-assisted superplay. There were a few decent combos (and the obligatory mirror match) but for large parts of it I got more the impression of two normal players duking it out than two superplayers.
  • Dan: Taunting after every combo or throw got boring real fast. The rest was fairly standard TAS action, nothing really spectacular.
  • Dan vs Sagat: Again didn't really feel very much like a superplay, there was just too much Sagat spamming specials (Tiger Shot and Tiger Knee in particular). If I want to see fireball wars, I'll just go watch a competitive SF4 Sagat/Guile/Juri match.
  • Chun-Li vs Guy: Finally some fast characters! This made it more interesting to watch than the previous matches, but other than one nice combo by Chun-Li with two supers, the combos didn't get beyond 6 hits. I didn't like some of the action at times, Guy taunting just to get hit and spamming supers looked really scrub-esque, which should not be in a TAS at all.
  • Rose vs Rose: The reflector gimmicks were nice, as was seeing some Custom Combo action at last. However, the double KO gimmick got really old after a few times and the match dragged on far too long.
  • Akuma: Definitely the best part of the run, although the Tatsu spamming got a little grating at times and by the midway point of the campaign Akuma's whole moveset has been shown already and the movie started dragging on. That said, there was a fair amount of good stuff in there, and it was decent overall, but it just took too long to get to this point.
Perhaps my expectations are a bit too high. Mortal Kombat has extensive glitches, Marvel vs. Capcom has infinite combos, even the already published Street Fighter Alpha series playarounds have Dramatic Battle for two-player action and V-ISM Custom Combo action. This movie is just lacking in comparison. Custom Combo was used only once as far as I remember. The rest was 'standard' Street Fighter gameplay, which just isn't enough to keep me entertained for 18 minutes. I'm certain that you put in a fair amount of work into this run, and I hope I won't discourage you from doing more playarounds (I know you have made some great MK playarounds) but this one isn't it for me. So I'm voting no.
No problem, I talked in the submission text this isn't a great Alpha game, but until even little things can become great. I understand your point about MvC, MK, and other generations at all, but these games are totally better in speed,graphics and some others you didn't expect this for this game. All what I'm learned with the time is this same if are a poor game you can take the most of him, compared this movie with MK, SF, MvC games are really poor because: you can't do a 99 hit, infinites or 100% combos, have less glitches, and the exit are the addition of the 2players, the dramatic in this game are a single fight that in z2a/a3 maybe is what made a great part of the runs cause you are free to choose what fighters will fight the CPU, sorry maybe I'm rude but for me a 100% or a long 99 hit combo makes me bored sometimes in a combo-video it's superb but in some parts in a playaround no in a playtrough too are an example but it's only my opinion. Well I submitted this knowing about the flak, because isn't a great game if look at the actual movies already published in the site and I will read all without any problems maybe is that why I submit this.
Someone who still enjoy playing fighting games ;)
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I'm not sure I fully agree with the goal of this TAS. In a fighting game it's, of course, very heavily a question of opinion whether the player (who ought to be an absolutely perfect god-like being, in terms of gameplay) should get a "perfect" end result in each round or not. When the player does not, it reeks of imperfection (even if it's completely intentional). I understand differing opinions, but I'm perhaps slightly leaned towards the side that in a TAS you should never get hit, and thus always get "perfect" in each round. After all, you are supposed to be a perfect player, so...
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I found this hard to watch for the entire thing. I'm someone who enjoys watching street fighter, but a lot of this just looked like normal play. (Context: I do follow street fighter, so while some of these are hard to do technically, they don't actually look a whole lot different from what good players of the game can do.) I feel like if you want to do a playaround with a game like this, and you don't have crazy glitches, mess around with the hitboxes. You can make crazy looking interactions in street fighter games where characters miss each other constantly when it looks like they should be hitting, or hitting people with hitboxes that don't look like they should work. The best example I can find is around the start of the round between Akuma and Rose where Akuma punches the wrong way at 12:40 and still hits Rose. I know why this works, but it looks weird, and is a good example of abusing the hitboxes. That kind of stuff can go a long way to making it more fun, I'd suggest working a lot more of that into the movie. Other than that, I have to agree that the Rose v Rose match really got dragged out a bit too long. Akuma probably wasn't the best choice to end on, as we saw him against the most CPU opponents and watching Akuma beat up on the CPU isn't really as interesting as some of the other characters. Things you did well and should do more: -Go through fireballs. Fireball invincibility is something that is pretty inconsistent thematically and it makes very little sense to viewers sometimes. Create that curiosity as to why fireballs aren't hitting you. -Super freezes AFTER the K.O. are always fun to watch, just don't do it every round. It's another example of something that obviously isn't supposed to happen since you're supposed to be locked out from input -Play around with hitboxes like you did at 12:40. Things to do better on: -Mirror matches are amusing but should be kept short. I would suggest less mirror matches, but still use a few just for the sake of silliness. -The Rose silliness was fun, but the double KO's made it drag on too long. It might work with a single double KO, but that many made it take way too long. -Try to play with the CPUs more, the cpu matches often just looked like a good player beating up on a CPU without a whole lot special going on.
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Warp wrote:
I'm not sure I fully agree with the goal of this TAS. In a fighting game it's, of course, very heavily a question of opinion whether the player (who ought to be an absolutely perfect god-like being, in terms of gameplay) should get a "perfect" end result in each round or not. When the player does not, it reeks of imperfection (even if it's completely intentional). I understand differing opinions, but I'm perhaps slightly leaned towards the side that in a TAS you should never get hit, and thus always get "perfect" in each round. After all, you are supposed to be a perfect player, so...
It depends in what term of "perfect" you are saying, if you are saying about CPU fights you are right, is ridiculous take damage with no reason, but if you take a intentional damage to make something for me the terms change, example you are saying vs CPU fights right? Dan vs Sodom? I need to take damage to make the 15 hit combo that generally the combo needs 2 players to do, but with the right position you can do this on CPU making a intentional hit. I understand your point about this, but think about TASes in the site (not fighting games) that have to die or take damage to pass more fastest possible or do a glitch, isn't the same? take damage or die to do a glitch or in that case a combo which supposedly needs 2 players to do. Well...is your opinion I wouldn't try to change your mind about.
Someone who still enjoy playing fighting games ;)
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In terms of entertainment, I find this compares infavorably to existing playarounds of e.g. XMVSF. I agree with Mothrayas's statement that it looks more like two regular players than two sets of TAS input. Hence, voting no.
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Dark Noob wrote:
I understand your point about this, but think about TASes in the site (not fighting games) that have to die or take damage to pass more fastest possible or do a glitch, isn't the same?
In a normal speed-oriented TAS damage ought to be taken only if it makes the run faster. Otherwise it just looks sloppy. If a fighting game is TASed for maximum speed, then if taking damage at some point allows completing the game faster, it's obviously completely ok. However, since this is not a speed-oriented but an entertainment-oriented TAS... it's not that straightforward.
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I'm vote No With tag "playaround", I'm looking for longest combos, most tricks or glichest. This's still not enough for me get entertaiment I suggest a example combos video: https://www.youtube.com/watch?v=D4dbfKSqh6I
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Dark_Noob
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@Raelcun Thanks for your opinion maybe I forgot about somethings and I also know how the hitboxes works :D The fireballs suggestion it's hilarioys addition which I missed sometimes and about if I'm happy working in this game? Of course I believed that all games have your bright star same if don't have: great graphics, combos, glitches, and others. @Warp If you see other playarounds in the site you will see several times taking damage to make a glitch or a combo, this movie isn't an exception. @xxNKxx Sorry these combos (the great most) are did in Sodom using Tengu Walk glitch, so it's literally impossible to make in other characters, I worked with all the cast in this game and you only can add these combos against Sodom. Now my conclusion: before canceling is time to my words, I see that most people used the same arguments about this movie well.. maybe the Dan's addition are really bad, the balanced combos isn't impress much, I'm happy because I see this in movie which is motivating me to another try. MY demotivation: Isn't I who judge if this is good or not at all, but what really makes me sad are still some normal plays still continue being published here (I'm not referring about Vault) some categories which are "playaround" be accepted normally and only in my movie receive these criticisms and the others already published doesn't has these opinions, I won't enter in details of what movies are or my opinion about that, cause maybe I get an possible ban saying about. Well maybe I try to make another playaround maybe not idk, I said that this isn't demotivate-me to make more playarounds, what really demotivates are try submitting here and looking you receiving variable opinions and other less enterteinment playing receiving as good feedback whereas in fact it isn't so. Cancelling it by the opinions.
Someone who still enjoy playing fighting games ;)
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Dark Noob, I have understand, don't sad. We came TAS because we watched TAS videos, we have enjoy about them, right? Then we should make our videos can make other pepole watch and feel good like us About other TAS like you said, maybe you don't have feel good from them but other pepole have it, why not? Or maybe they have some mistake, I don't know Sorry my english isn't good. But if you have any question or discommodity then try say something in General zone. You'll get some help
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Dark_Noob
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@xxNKxx Don't worry. About the other TAS that I said I'm not judging the authors on the contrary, he are excellent players on the site but maybe idk if don't has much informations about the combos or some crazy glitches and all know playaround categories needs all about the game and in my view point that TASes mentioned didn't put a lot of playaround needs. *Again I didn't despising the authors or saying that he didn't work hard I don't blame them, but it's unfair uses all these arguments in my submission and in others didn't, in other just accept and is this. It is really a stab in the heart you adding a lot things found in internet or by yourself put in your TAS, get the publication and see a other TAS with the same category being published as an good enterteinment value without really be much entertainment, if google about the glitches or the combos of the game choosed you will see a lot of glitches or combos that could be added and same the submission was acepted only because didn't come a guy who didn't show arguments about improvements on the TAS. I know that Fighting Games are really very hard to TASing see this I tripped and didn't see what I forgot and I already have been working on variables fighting games TASing for an few years. I'm happy when people like you come and show feedback as the video showed, if in all submission of this category was like this I would stay more happy. Pass the time and the things continues the same, the old arguments was because people don't know how to judge a fighting game by fastest time or entertainment. Pass the time and concluded additions as gltiches, combos, 2 players are more convience to watch, but sometimes for me this idea just disappear around my eyes. I don't enter in details as I said because I know this will continue same if are 1,2,3 didn't matter how much movies are. It's what appear at myself. And thanks for your comment I'm happy with all the experience my mind will continue with this thought, I will work more on this but I won't promise that my next work I will try to load here btw my works didn't boil down on this site, but I will continue in this forum. And sorry for the long sentences and paragraphs.
Someone who still enjoy playing fighting games ;)
Cooljay
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With Non-VS Capcom Fighters(Dramatic Battle being an exception). I've found with characters that do have infinites (B.B. Hood in Darkstalkers 3, Ibuki in New Generation,Hugo in Second Impact, Saber in Slam Masters II, Shin Gouki in CVS2). Once you show them, then the ones who don't(which is usually all of the cast) usually don't have nearly as lengthy combos can't compete with what you just saw. Once you show many variations for the character with infinites, you will run out of ideas. Along with knockback(Every time you make a hit depending on strength of attack pushes you away from opponent) and juggle limits. Most combos can only go so far where they are still not far off from being reproduced by a skilled player. It's not fault of you but just balance mechanisms of the game engine. I think myself personally it might be hard to get a non vs capcom fighter published. But i have great respect for you for making this.