Another argument for you: I\'d say Alpha3 is more complex and requires more skill than SF3--the counters are just too easy to pull off. In SFA3 it was an artform, in SF3, it\'s far too easy for even an average player.
Yay, arguing Street Fighter semantics rules.
Anyways, I think Alpha 3 gives the player too much freedom with the counters. Alpha counters, air blocking, all the tremondous super differences (including the butchering of V-ism from Alpha 2). it just gives the player too many counter advantages, but I will give heavy props to the A-ism style seeing as how it was so much like the Street Fighter of old without airblocking and tremendously powerful characters and super moves. Of course, when you customized your character and leveled them up, a large amount of depth was added to the game, but that was only for the home version, sadly.
Street Fighter III, and I am referring to the first edition, not 2nd impact or third strike, was by far the greatest tactical fighter of them all. No air blocking and very few counter moves. The Ken and Ryu balance was most apparent here with Ryu having the tremendous strength advantage and Ken having the large speed advantage. A lot of people claimed Ryu had the upper hand from everyone because he was way too powerful, but he\'s been in the game for years so giving him that strength only seemed logical. Parrying attacks was not as easy as a quarter circle reversed either. Countering something with a parry is a vastly risky manuever requiring timing, speed, and heavy thought into your opponents next move. With two skilled players, Matches could last right down to the last seconds on the timer as they countered back and forth with blocks, parrys, and super moves. A true 2D chess game if I ever saw one.