Monday, 6 July 2026

Street Fighter Alpha 3 Max (PSP)

I see a VOD about Street Fighter Alpha 3 in a Capcom Fighting Collection. I’m fairly disappointed to see the roster is not as big as Capcom’s Street Fighter Alpha 3 Max (2006) on PSP. Although it’s only short by 4 characters. I do believe the Street Fighter Alpha 3 there uses roster of Sony Playstation version.

Another opening of fighting game that I need to make gif besides Asura Buster because static image won’t do justice for this remarkable over-the-top opening animation. So, who are these 4 characters that exclusive to SFA 3 Max? This opening kindly answers that question. They’re included in it if you can see them over this fast animation. So, they are (sorted by their appearance order): 1) Eagle from first Street Fighter, 2) Maki from Final Fight 2, 3) Yun from Street Fighter 3, and lastly 4) Ingrid from not-so-beloved Capcom’s fighting game: Capcom Fighting Evolution. I will play as these 4 characters so don’t you worry. That’s the main reason I pick this version of SFA 3.

 

That’s a lot of modes cramped into main menu. I remember World Tour is where you pick a fighter and take them into world tour with various challenge. Later, they can gain extra power or various ability (including auto-block) to make them stronger. You can edit them in Edit Mode. Anyway, let’s just do simple arcade mode.

 

Here’s the character select screen. I think PS1 version has larger roster. Not in number of characters but in portrait size. Anyway, I notice Guile and Evil Ryu is in upper side of the roster. I believe they’re unlockable secret character in PS 1 version. Do you know where the 4 characters that exclusive to PSP version, located? They’re conveniently placed in corner on lower part of the roster. Yun is in second to the bottom left corner. Eagle is in the most bottom left corner. Ingrid is in second to the bottom right corner. Maki is in the most bottom right corner. In case you didn’t know, it’s official that Final Fight and Street Fighter take place in the same setting. That’s the reason there are Cody, Guy, Sodom, and Rolento in the roster, right above Eagle. Not above Maki, funnily enough. Also, you can see Mike “Metro City Mayor” Haggar in the background of Guy’s stage.          

 

I pick Maki because she’s the only new character that’s not from fighting game. I’m curious how well her moveset. So, Maki’s motivation is to find guy and duel him to test who’s the real successor of Bushin Style Ninja. I don’t think Maki is someone who have ambition being successor of Bushin Style Ninja. But it’s official so I’m forced to accept it. In PS 1 version, there’s bit of movelist after fighter’s biodata. But in this PSP version, there’s 3 sizes (bust, waist, and hip size) of the fighter after the biodata. Why do I want to know Maki’s 3 sizes? Move list is definitely more useful! Thanks, Capcom. [Obviously Sarcasm]      

 

Maki’s first opponent is Vega. He looks disgusting no wonder Maki looks annoyed.

 

If the opening doesn’t give you a clue how flashy over-the-top the visual effect of this game, this pre-match visual should convince you more. Even though these visual effects block the game very badly, they’re pretty fast and I can only read anything on them in still image. On top of that, the announcer is very energetic. He’s probably on same level as Sally Cahill (Resident Evil 2’s Ada Wong voice actress) in Marvel versus Capcom.

 

So, I find Maki has run and then follow up with either sliding kick or small dive kick. That’s what Guy can do but with addition slam after successful hit. I like this special move even though it eats lots of space. I forget to warn you that: since Maki doesn’t wear trouser, you will most likely see lots of panties shot in this article. So please prepare lots of tissue to wipe your nosebleed.

 

Naturally, there’s super special move in this Street Fighter game. There are 3 types of super bar: 1) X-ism, 2) A-ism, and 3) V-ism. The first one works like in Super Street Fighter 2 where you have to fill an entire super bar so you can do the super special move. It’s slow to build but the super move is strongest. The middle one like what I have, works like in Street Fighter EX. You know the 3D one made by Arika. The super bar consists of 3 sections. I can spend the bar with various cost and strength depend on which attack button that I use in super input command (for example: double quarter circle forward or double quarter circle backward). Using light attack only costs 1 section but weakest. Using medium attack costs 2 sections with intermediate power and so forth. The last one is customized super move. So, you create your own super move by doing normal and super move whatever you like. The fighter will have after-image effect and their moves become faster. You can only activate this V-ism super when you have at least 50% bar. The super automatically cancelled if you get hit but it will no longer drain your super bar. I think it’s activated by pressing both medium punch and kick at the same time or is it both strong punch and kick? It works like excel in Street Fighter EX

 

This special move is her desperation move in Final Fight 2. It’s activated by pressing 3 kick buttons together. For the life of me, I never been able to do it normal way by -you know- actually pressing those 3 kick buttons together, so I resort with shortcut key of 3 kick buttons at L shoulder button. If you know the layout controller of PSP, you should know that I have to sacrifice 1 attack function for the shortcut.

If you don’t understand what I mean, I explain it slowly. PSP’s controller layout has 4 face buttons, 1 analog joystick, 4 directional buttons, and 2 shoulder buttons. Street Fighter Alpha 3 has 6 buttons function like most Street Fighter games: light punch, light kick, medium punch, medium kick, strong punch, and strong kick. Those 6 buttons strictly fitted into the PSP controller layout with no more button for any shortcut. Now, you know why I have to sacrifice 1 attack function for the 3 kick buttons shortcut and that’s strong punch because Maki’s moveset mostly use kick button. Come to think of it, I can just sacrifice taunt function on select button instead. I wasn’t that creative back then. Another important note: you hold back on direction, to block enemy’s attack. 

 

You say you wasn’t really trying but I was the one who really trying back then. Her moveset is unusual or weird and I need to accustom it very bad. I will talk about how bizarre her moveset in detail later.

 

Next opponent is Sodom which is irony because Sodom is not in Final Fight 2. Thus, he never officially met with Maki until now. Maki’s special run is done with quarter circle forward + kick button and then press kick button for the actual attack. If I use light kick, Maki only runs and then brakes in attempt to feint the move. If I use medium kick, Maki will do the slide and if it connected, she follows up with Ninja back drop. If I use heavy kick, Maki will do the small dive kick and if it connected, she follows up with Ninja powerbomb like here. I use the slide more often because Maki can slide safely under enemy’s projectile. But I don’t think Maki can jump over enemy’s projectile with the dive kick. It’s too low.

 

If I do the quarter circle forward + punch button, Maki will do solid punch with her Tonfa Baton. This move will have bigger dash before the punch if I use heavy punch. It deals big damage and knock back enemy big time when connected. Maybe this special move it’s meant to push away enemy that was too close from her. So, later she can use the run and slide special move that requires large amount of distance to make it work properly.  

 

The super combo that I did in match with Vega, is done with double quarter circle forward + punch button. If I do input double quarter circle forward + kick button, Maki would do super version of the run and does this flying kick when I press kick button. I try everything, hoping to produce different super attack but to no avail. I don’t think there’s movelist in GameFAQS. Luckily, Street Fighter Wiki sheds some light on Maki’s moveset in Street Fighter Alpha 3 Max. But regarding this super, I can only do the flying kick even though the wiki said there’s more to it than that.

 

I got careless. I don’t think Sodom’s super combo here can reach me while I’m clearly in the middle of jumping kick just because his first attack in super combo is overhead slash. But that’s just me.

 

There you go. Eye for an eye. I defeat Sodom with the super combo and win the match. Heavy_revenge03.wav

 

Next opponent is the famous Cammy White. Hopefully, she’s easier opponent than that Mad Gear Weeb.

 

The match turns bad as Cammy begins to spam grab! She can even grab me while I’m crouching. That’s not supposed to happen! Heavy_negativevocalization05.wav

 

There you go. I knocked her out with dive kick. But this dive kick doesn’t work like what you think. It only works if Maki is in the corner! Maybe this special move is meant to be derivative of Guy’s (and also Chun Li’s) ability to jump kick out of corner. But making the usual jump out of corner to become special move on its own is not good idea since I can only activate it when Maki jump on the corner and it always move when opponent move closer to Maki unless it’s in very edge of the stage like here. The input is pretty simple though: just quarter circle backward + kick button.

 

I did the dive kick from the corner again in this match against Charlie. Scout_cheers05.wav

 

I hate that Charlie gains split-second invincibility when he activates the variable super move. Just take the hit like brave street fight! Heavy_jeers01.wav

 

Now, Charlie is using Cammy’s trick of spamming grab and it annoyingly works. Speaking of grab, it’s done by pressing 2 punch or kick buttons at the same time. I need time to prepare the grab input meanwhile CPU can just spam it without problem. Besides, Maki’s grab moves are not interesting. One is she whack her opponent with tonfa baton and kick them away. The other one is repeated knee strike. None of them is as interesting as any of Maki’s special throw.

 

In the end we won. Well said, Maki. Well said.

In arcade mode, there’s dialogue in 5th, 9th, and final match. For Maki in 5th match, a dialogue triggered with Sakura. She comments how Maki looks like gangster. If I remember correctly in Street Fighter Wiki, Maki is used to be school delinquent so Sakura’s comment is on something. Maybe Maki’s father the very master of Bushin style, kicked her ass so bad, making her abandon path of school delinquent into righteous way of Bushin Style ninja. Anyway, they fight.

 

I get used to initiate the combat with the run & slide special move but Sakura answers it with the super uppercut level 3. I should be more creative. That’s the thing with Street Fighter Alpha 3. You and your opponent immediately have full super bar from the start. You don’t have to build the bar throughout rounds to get full bar. I think it’s meant to make the game’s pace very fast. As far as I know, there’s no other fighting game that you get full super bar from the start of the match. Not even other Street Fighter game.  

 

I discover that I can spam crouching heavy kick and Sakura eat it up. But in this case, she can block this one. Funny enough.

 

Haha! Look at Sakura falls on her ass. So funny.

 

After defeating Sakura, she tells Maki about Guy and where he’s going next. Scout_thanks02.wav

 

Apparently, Sakura tells Maki that Guy went to Hong Kong. But I don’t see Guy. Only Gen appears to pick a fight with Maki. I find the Gen’s stage is quite interesting. On the right side, we got Hong Kong’s back alley setting with fair lady waiting for her boyfriend while lean on the wall and the backroom of slaughterhouse with pigs hanging upside down. On the left side, we got informal dock and wooden boats. Sometime there’s airplane flies low in back ground.

 

I can’t believe Maki kicks an old man. But to be fair, this old man is master of assassin Kung Fu which excel at puncture and swift deadly attack.  

 

My next opponent is the parody character of Robert Garcia and Ryo Sakazaki from Art of Fighting 3, I mean Dan Hibiki. I know that Dan is joke character but I have hard time fighting him. Once again, maybe I rely too much on the run & slide that I can’t answer Dan aggressively closing on me. And there’s occasion of Dan able to grab me while I’m crouching which is very unnatural.

 

After 3 rematches, I finally beat Dan. Maki looks very happy but I don’t feel good because how bad I am when I’m fighting against Dan. So, let’s move on, shall we?

 

Next opponent is the Muay Thai Emperor himself: Sagat! This is the first time I manage to damage the guard bar into danger level. This game implements limited guard bar to discourage turtling style of fighting. Once the guard bar is fully depleted, the fighter will get stunned for a bit and the guard bar will be reduced by 1 part. There are 4 parts total in the guard bar initially. Through repeated break on guard bar, it can be reduced until only 1 part.

 

This is very funny. I defeat Sagat on first try. I had hard time fighting Dan than the Muay Thai emperor. I think this time Dan can avenge his father’s death by defeating Sagat in this instance.

 

Finally, Maki catches up on Guy. In M. Bison’s stage none other. Maki will have the duel to determine who’s the successor of Bushin Style, like what she’s really long for.  

 

This is very anticlimactic fight. I can defeat him without losing a round on first try. Why everyone after Dan is easier than the joke character? I don’t get it. I think Guy is better rushdown fighter than Maki due to more various way to approach opponent. He has Diagonal roll jump than can be changed into diving elbow attack or rolling powerbomb if he’s very close to the opponent. He also has the run & slide or hook jumping kick which is higher than Maki’s dive kick from the run. Lastly, he has the low roll into forehand smash which can bypass enemy’s projectile safely. He also has diagonal tornado kick but that’s simply for anti-air measure. Overall, I like Guy’s moveset. To comparison, Maki’s moveset feels undercooked. I mean, not well-designed.

 

Guy claims that he wasn’t serious in the duel because there’s great evil that threatens the world. Maki replies with she will defeat this evil so Guy can be more serious in the duel. I don’t buy that. The CPU is just too dumb to fight as Guy, in my opinion.

Of course, the great evil that Guy talked about, is M. Bison. In fact, everyone in Street Fighter Alpha 3 will fight M. Bison as final boss. Well, except M. Bison himself. He fights Ryu as final boss IIRC.

 

One thing you must really aware from M. Bison is obviously the Super Psychic Crusher. It feels entire screen so no way you can jump over it. So, you’re forced to block it and sacrifice 2 parts of guard bar. Remember that each fighter starts with full super bar at the beginning. So, there’s pressure he’s about to do the Super Psychic Crusher anytime within first round. I mean he won’t do it immediately at the start but the chance of him doing it builds up as the timer goes down.

 

Once he uses The Super Psycho Crusher, you can be aggressive. But when he already has full super bar again. The fear and tense rise high up again.   

 

How’s that cape swipe on crouching position can defeat my jumping kick? It attacks too low! I blame the Goddamn Psycho Power.

 

If he keeps distance and ready to charge his projectile move, it’s cue for me to do the run & slide. M. Bison bends his body in wrong way but he's barely human at this point. So, normal anatomy, can't be applied on him. Maybe.

 

Naturally, the sliding attack misses when M. Bison does the double knee press because he’s in mid-air which mean his special move right here automatically dodge low attack.

While I try to defeat M. Bison, why don’t you hear the OST of the M. Bison? It’s very recognizable because I play the PS 1 version when I was High School student with every character including Evil Ryu. To be honest, I can’t remember any of fighting game final boss OST as catchy as M. Bison here. It starts slow but then suddenly energized and invokes dreaded feeling. It’s very brilliant theme for final boss.

 

Anyway, Maki won the fight and she naively tells M. Bison to abandon being evil with smug grin. That won’t do.

 

Of course, M. Bison doesn’t accept that. He launches the slowest yet most dramatic Psycho Ball at Maki and Maki foolishly got hit. This scene of M. Bison shoots the Psycho Ball, is done in many many ending of the game. The outcome usually makes the fighter you pick become weakened and they are open for Psycho Crusher. Or in Ryu’s case, the Psycho Ball will invoke Ryu’s Satsui no Hado but later he can reject the evil power. In Maki’s case she becomes lifeless like zombie and M. Bison is about to unleash the finishing attack.

I’m aware that Psycho Ball also projectile move of Athena Asamiya from King of Fighters. But what else I can call purple round psycho projectile launched by M. Bison who’s obsessed with Psycho power other than Psycho Ball, huh? So, I conclude: M. Bison is the evil Psycho Ball user and Athena Asamiya is the good Psycho Ball user. However, it was Arthur from Ghouls 'n Ghosts that discovered and used Psycho Ball way way earlier than M. Bison and Athena. Like 500 years ago or so.

 

But then Guy interrupts M. Bison’s Psycho Crusher with flurry of punch and kick, killing the villain in process. I thought this move is just in the cinematic. But apparently, it’s super move with the same input of Akuma’s. Also, I like to point out that this same scene also happens in Guy’s ending. I don’t want to call Capcom lazy for this, even though it feels like it is the case.

 

Maki has the Tsundere moment where she reluctant to admit she’s grateful for being saved by Guy. This exact moment is like Maki is in Sim Dating game even though Guy has fiancé who’s Maki’s big sister. Yeah, you can say that Maki is Guy’s little sister-in-law. Come to think of it. Why there’s no Street Fighter Sim Dating? I bet it sells like hotcake. Everyone will choose Chun Li or Cammy. If you make character’s romance affinity into negative, the game is over and they will kick your arse and also burry your head into pavement. Solid idea for Sim Dating game, right?

 

Maki purposes another duel to determine who’s the true successor of Bushin Style ninja in which Guy agrees. Then they run in opposite directions. The End.

Funny that from this final shot, Maki’s stage is supposed to be the same as Guy’s in Metro city yet when I retried matches Maki’s stage is the same as Rainbow Mika’s stage.

 

I need to show you some more thing. For this occasion, I go to training mode. I set the stage into “Karin 2”. It’s like Sakura’s stage but takes place in night time so we don’t see the housewife and the damned kid that scribbles on floor. Then I remember that in arcade mode this is stage for Karin before the deck on Karin’s personal cruise line while her assistant watches her fight.

Anyway, I want to show you another Maki’s super which is super air grab done with 720o motion! Moreover, in FREAKING mid-air! That sounds absurd! I mean, given that I’m not grappler main so I can’t speak whether doing 720o motion is easier in air or on ground. I was about to give up when hear that another Maki’s super is 720o motion in mid-air. But I can do this with 60% consistency. All I did is switch the control from using keyboard to controller that i can use to play Steam games. You can say that it’s my fault to not use proper controller from the get go and I fairly agree.

Overall, Maki is weird rushdown fighter. Her moveset is modified from Guy but the result is unpolished. The run & slide is quite good. I wish the damage power is slightly bigger though. The dive kick from the run should be higher to ensure it can pass the enemy’s projectile safely. Then for some reason there’s running backward, the exact opposite of the running forward move. You can follow it up with jumping forward kick (with medium kick version) or jumping backward kick (with heavy kick version). I can see the former can be used to trick opponent. But I don’t see the use for the latter case. Maybe to escape while the opponent rushing down on Maki and later use the corner dive kick. Speaking of which, the corner dive kick is bizarre kind of special move. The requirement for it is very specific and restricting: Maki must be in mid-air corner of the screen in order for the special move to work! If you do quarter circle backward + punch button instead using kick like in corner dive kick, you will get corner dive grab. There’s no reason for Capcom not to remove the corner requirement and let Maki be able to do the dive kick and dive grab anywhere in mid-air. One will argue that will make the special move too easy, broken, cheap, or whatever fighting game expert calls it. But then Foote from Asura Blade can do the dive kick anywhere in mid-air freely albeit she spinning around first to give her opponent some telegraph what she’s about to do. Next, there’s air grab activated with half circle forward + punch button and apparently it only works if you use other punch button than the light one. I think it’s fine. The grab is look like the super version like in this screenshot but only slam the opponent in one corner and end the throw with non-spinning Ninja head drop. The real problem is the super version. Why the input has to be 720o motion? Capcom can just make do with 360o motion and I already get the message. Then the tonfa punch and handstand spinning kick. There are also fine. Apparently, the latter can be utilized to juggle opponent and it can hit 3 times which is fun. Lastly, the super run special. I wish there’s more follow up than just the flying kick. Otherwise, this super move is way too predictable.

I know I have ranted very long words but I must be committed to show the other exclusive-only SFA 3 Max characters. Here’s Yun from Street Fighter 3 and he’s here to investigate Fei Long that rumored to be in associate with drug dealer! Scout_no03.wav

 

As much as I know, Yun’s moveset is identical with the one in Street Fighter 3. He’s solid rushdown fighter without bizarre gimmick like Maki. I keep thinking Yun has anti-air kick but no. Maybe I mix him with Yang.

 

Yun has this ki push strike or whatever is this. No anti-air special move so I rely on his high kick as medium kick. I accidentally discover that this weird short move can destroy projectile. That counts as something.

 

I discover that Yun has 2 super moves. 1 is the usual super combo with double quarter circle forward + punch button. Another one is also super combo with double quarter circle backward + punch button. But it starts with the ki push strike and ends with uppercut that launches opponent sky high if connected. This last super combo has shorter reach. No idea in what situation to choose this one over the first one which has longer reach.

 

Yang also here in one of Yun’s victory poses. I’m glad they get along well as usual.

 

In 5th match, Yun fights Dee Jay. After defeated, Dee Jay says that Fei-Long is nice guy and no way related to drug dealer. Well said, mon!  

 

Move on to Eagle. So, he’s master of Bojutsu? I thought that twin stick is Kali Stick. Also, isn’t Bojutsu about staff? Anyway, Eagle is here for the sake of fighting a best duel. Generic motivation.

 

Of course, he has the spinning move. It’s like Zangief’s Spinning Lariat but with stick on each hand. This special move is activated with quarter circle backward + punch button.

 

When I input command quarter circle forward + punch button, Eagle spins the stick and thrust in 3 different angle depends on which punch button used. Light punch button for high angle which can be used for anti-air measure. Medium punch button for middle angle. Heavy punch button for low angle which can be used for strong low attack. At this point, I realize that I need to switch back the L shoulder button with Heavy punch for this special move. Eagle doesn’t need button for triple kick like Maki does.   

Eagle’s super combo ends with flurry of thrust which can disarm Vega from his blasted claw. I’m very impressed.

 

With quarter circle backward + kick button input. Eagle does -what I called- diving hook attack, where Eagle jump high and then landing for attack. The jumping pattern makes circular arc. It’s special movie for footsie. Giving opponent a space to attack forward but immediately punish them afterward. Other fighters that have kind of special attack are: Rolento, Kyo Kusanagi from King of Fighters, and B. Jennet from Garou. I think Eagle is my kind of fighter. Besides I heard rumor that Eagle’s design is based of Freddie Mercury, the vocalist of Queen Band. No wonder, I really like him.       

 

Finally, we move on to Ingrid. I played as her back in Capcom Fighting Evolution. No one knows (except Capcom) what she really is or how old she is. I think she’s fictional old lady with young age appearance. To make things worse, she has baby face in this screen. As for her motivation. Obviously, she has to resort crisis by defeating M. Bison.

I do believe that Ingrid here plays similarly like in Capcom Fighting Evolution. She can throw magic spark with quarter circle forward + punch button input, and perform back flip as anti-air with dragon punch motion + kick button input.

 

She can blow big magic spark as super move. It’s executed with double quarter circle forward + punch button.   

 

Then I win by time out. It must be very embarrassing for Rolento to be defeated by girl’s magic spark. Thus, he blows himself up with his own grenade. But to be fair, this is what Rolento did in Final Fight after defeated by Mike Haggar and co. Faithful homage right there.

 

Ingrid also has the counter attack, done with quarter circle backward + kick button. By using mysterious magical girl thingamajig, Ingrid can counter enemy’s punch or kick and launch them sky high. Unlike Geese Howard who use strong technique of Aikido to counter enemy’s attack which more make sense.

Finally, Ingrid can defeat Rolento just in time, saving him from another embarrassment and his own grenade. You may think Ingrid is too weak to win without time out. That may be not true. I remember back when I play the PS 1 version a lot. As naïve or stupid as it sounds, I picked Ryu as my main and thrown Hadou Ken a lot. I realized that the iconic projectile does so little damage compared to any melee attack. Then I check with other projectile special moves. Turns out, all of the projectile (except for Sakura’s short blast) in fact do little damage. Presumably, it’s intended to discourage “turtling with projectile attack” playstyle. That sounds bad for any Shoto type fighter including Ingrid here. So, if you don’t like win by time out while using Shoto type fighter, I suggest you increase the damage power setting in option. That also means you will receive bigger damage from enemy’s attack but it’s risk-and-reward kind of thing, I guess?

 

Well. It’s your fault for being too weak to make the game appropriately fun, Ingrid. Anyway, let’s wrap things up!

 

Capcom’s Street Fighter Alpha 3 Max (2006) is the maximum of Street Fighter Alpha 3 as hinted by the title. In case you don’t get the clue, I really love Street Fighter Alpha 3. I’m torn between Street Fighter Alpha 3 or Asura Blade as my most favorite fighting game. Anyway, SFA 3 is pretty great in general. Timeless masterpiece by Capcom. The hit detection is not left to be criticized. It’s pinpoint accuracy. The pace is fast. But because of that, the projectile move’s power gets nerfed to discourage turtling with projectile which is harsh for Shoto type fighter. The variety on super bar is great. A-ism is powerful but you can only have 1 super. A-ism is my personal favorite because I can have more than 1 super move with 3 level of power to add layer of strategy. V-ism is the one where you need to tailor the super move by yourself. It’s not interesting to me but I heard it can be broken. The guard bar element is brilliant idea. I do believe that it’s staple to many modern fighting games to discourage player who only block attacks. The roster is big with mix of grappler, shoto, zoner, footsie, charge, and rushdown fighter. I can’t analyze every one of them. So, I go with the 4 characters that exclusive to this PSP version. I think Eagle is the best. At least for me. Yun is the second best. Ingrid is very weak. Lastly, Maki. I have mixed feeling about her. Her moveset is lacking in solidness. The slide & run, tonfa baton punch, the spinning handstand kick, and the air grab. They’re all fine. The corner dive kick and corner dive grab are the problem. The super air grab also problem in the input like I have said before. The music is top notch. The sound effect is fairly good. The presentation is crazy fun.

 

Street Fighter Alpha 3 Max (2006) is amazing fighting game. I think Garou is almost on same level as SFA 3 but not as good. But both are top good fighting game in my book. They’re separated by 1 year in term of release date. SFA 3 was released in 1998 and Garou was released in 1999. Another viable comparison is when I compare SFA 3 with Mortal Kombat 3. Midway keep adding character until become Mortal Kombat 3 Trilogy (1996) and that’s the equivalent of SFA 3 Max. Although I heard people don’t like MK 3 Trilogy. But to me, it’s serviceable and fun enough. Hands down, SFA 3 Max get my AAA recommendation. Wait! It even deserves S-rank recommendation! Just be careful that projectile attack is weak in any SFA 3. Though super version of projectile move does decent damage. Also, I don’t suggest you pick the arcade version. Because if you lose to M. Bison even once, you will get bad ending. M. Bison is barely unfair boss fighting game but that still feels harsh to get bad ending immediately. Lastly, I want to say someone should modify Maki’s moveset into more intuitive. I really need that modification.

 

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