The game is a one-on-one fighting game that evolves the gameplay from ''[[Super Street Fighter II Turbo]]''. The game introduces several new features, with graphics drawn in a similar art style to ''[[:Category:Darkstalkers|Darkstalkers]]'' and ''[[X-Men: Children of the Atom]]''.
The game is a one-on-one fighting game that evolves the gameplay from ''[[Super Street Fighter II Turbo]]''. The game introduces several new features, with graphics drawn in a similar art style to ''[[:Category:Darkstalkers|Darkstalkers]]'' and ''[[X-Men: Children of the Atom]]''.
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Characters move with {{left}} and {{right}} and crouch with {{down}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. Punches are done with {{X}} (jab), {{Y}} (medium), and {{Z}} (fierce), and {{L}} is equivalent to holding all three punch buttons at once. Kicks are done with {{A}} (short), {{B}} (medium), and {{C}} (roundhouse), and {{R}} is equivalent to holding all three kick buttons at once. Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with {{L}}+{{R}}, which is a short animation during which the character is vulnerable to attack.
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Characters move with {{left}} and {{right}} and crouch with {{down}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. Punches are done with {{X}} (jab), {{Y}} (medium), and {{Z}} (fierce). Kicks are done with {{A}} (short), {{B}} (medium), and {{C}} (roundhouse). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with {{L}}+{{R}}, which is a short animation during which the character is vulnerable to attack.
There is a new combo system called Chain Combos (Zero Combos in the Japanese version), which are combos that are performed by interrupting the animation of one basic move by performing another of equal or greater strength, similar to the system used in the ''Darkstalkers'' series. This is sometimes called a "magic series," since it follows a set order from lightest to hardest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick), with some variation between characters.
There is a new combo system called Chain Combos (Zero Combos in the Japanese version), which are combos that are performed by interrupting the animation of one basic move by performing another of equal or greater strength, similar to the system used in the ''Darkstalkers'' series. This is sometimes called a "magic series," since it follows a set order from lightest to hardest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick), with some variation between characters.
Street Fighter Alpha: Warriors' Dreams, known as Street Fighter Zero (ストリートファイターZERO) in Japan, is an entry to the Street Fighter series, developed and published by Capcom. The three entries in the Street Fighter Alpha series take place before the events of Street Fighter II but after the events of the original Street Fighter.
The plot is set after the original Street Fighter but before Street Fighter II. Thus, the game features younger versions of established characters, as well as characters from the original Street Fighter and Final Fight (which was originally developed as a sequel to Street Fighter) and a few who are new to the series. Rather than a tournament bringing the characters together, the characters are on their own personal journeys that cross paths with each other.
Characters move with and and crouch with . They jump with and flip back and forth with and . Punches are done with (jab), (medium), and (fierce). Kicks are done with (short), (medium), and (roundhouse). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with +, which is a short animation during which the character is vulnerable to attack.
There is a new combo system called Chain Combos (Zero Combos in the Japanese version), which are combos that are performed by interrupting the animation of one basic move by performing another of equal or greater strength, similar to the system used in the Darkstalkers series. This is sometimes called a "magic series," since it follows a set order from lightest to hardest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick), with some variation between characters.
Throws and grabs are done by holding or when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can reduce the damage taken from a fall by likewise holding or and pressing a medium or hard punch or kick button. It is also possible to roll on the ground after falling from a throw or other attack by pressing P (or P if facing left).
Blocking is done by holding the D-Pad away from the opponent. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Characters can also block in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. Special moves still do a small amount of "chip damage" if blocked. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. In addition, characters can perform a special counterattacking technique called an Alpha Counter (Zero Counter in the Japanese version) after blocking an opponent's attack, which interrupts the blocked attack at the cost of a level of the Super Combo gauge.
The game expands the Super Combo system introduced in Super Street Fighter II Turbo with a three-level Super Combo gauge. Like in Super Turbo, the Super Combo gauge fills as the character performs regular and special techniques or takes damage. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed, with higher levels hitting more times and doing more damage. Pressing is equivalent to pressing all three punch buttons simultaneously, and pressing is equivalent to pressing all three kick buttons simultaneously. The Super Combo gauge carries over between rounds (but not between battles).
There are two playing styles that can be selected after choosing a character: Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously, but at the expense of reducing the maximum level of the Super Combo gauge to one.
Modes
The single-player mode consists of seven random computer-controlled opponents and a final opponent whose identity depends on the storyline of the player's selected character. M. Bison is the final boss for half of the characters. There are also two hidden characters: Akuma, who returns from Super Street Fighter II Turbo as an alternate final boss only after certain in-game requirements are met, and a new character named Dan, who challenges the player during the course of the game if certain requirements are met. The game ends if the player loses a match but can be continued an unlimited number of times. A second player can join the game to challenge the other player to a fight by pressing START , with the victor continuing in the tournament. There are eight difficulty levels for computer-controlled opponents.
The console ports added an optional arranged soundtrack, a dedicated two-player Versus Mode (where two players can fight each other), and a Training Mode (where a single player can practice against a non-hostile character). The game saves high scores to the console's internal memory.
The game also features a secret two-on-one Dramatic Battle mode in which two players as Ryu and Ken fight against a computer-controlled M. Bison (mirroring the climactic final battle in Street Fighter II: The Animated Movie).
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P
Any punch button
LP
Light punch
MP
Medium punch
HP
Hard punch
K
Any kick button
LK
Light kick
MK
Medium kick
HK
Hard kick
Playable
Ryu, Ken, Chun-Li, and Sagat return from Street Fighter II, along with Birdie and Adon (Sagat's former apprentice) from the original Street Fighter, who make their first appearances as playable characters. Guy, one of the main playable characters from Final Fight, appears along with Sodom, a boss character from the same game. New to the series are Charlie, Guile's combat buddy who fights with similar techniques, and Rose, an Italian fortune teller who uses an energy known as "Soul Power."
Originally appeared in:
Street Fighter
Final battle:
Sagat
Ryu
The rumors of a fighter with a mysterious power shook Ryu's heart. Armed with the Hadouken and the Shouryuken that scarred Sagat, Ryu's heart beats faster as he reaches new heights.
Move list (Special moves)
Name
Command
Description
Hadouken Fireball
P
Ryu focuses energy through his palms and fires a surging punch across the screen. When performed with HP , it has a fire effect at close range that knocks opponents over. The projectile moves faster when a stronger button is used.
Dragon Punch
P
Ryu rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.
Hurricane Kick
K
Ryu moves forward through the air while spinning around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Sakotsu Wari
+ MP
Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku
+ MK
Ryu hops forward, doing a single spinning kick similar to a Hurricane Kick.
Move list (Super Combos)
Name
Command
Description
Shinkuu Hadouken
P
Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. It has a fire effect at level 3.
Shinkuu Tatsumaki Senpuukyaku
K
Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times. The distance of the vacuum effect is larger at higher levels.
Alpha Counter
P while blocking
After interrupting his opponent's attack, Ryu performs a Dragon Punch.
Originally appeared in:
Street Fighter II
Final battle:
M. Bison
Chun-Li
Haunted by the unsolved disappearance of her father, Chun-Li became a detective to find out what happened with her own eyes. The existence of a certain drug syndicate might hold a clue to her father's whereabouts.
Move list (Special moves)
Name
Command
Description
Lightning Kick
KKKKK
Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.
Spinning Air Kick
Hold for 2 seconds, then +K
Chun-Li jumps high into the air while spinning her legs around in kicks. The move hits more times when a stronger button is used.
Kikouken Fireball
Hold for 2 seconds, then +P
Chun-Li shoots an energy ball across the screen. The projectile moves faster when a stronger button is used.
Axe Kick
K
Chun-Li does a handstand and then kicks downward with a straight leg. This is an overhead strike that can hit characters who are crouch blocking. The move covers more horizontal distance when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Chun-Li can jump off the edges of the screen.
Yosou Kyaku
+ MK in midair
Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku
+ HK
Chun-Li backflips high into the air, coming down with a kick.
Move list (Super Combos)
Name
Command
Description
Kikoushou
P
Chun-Li produces a large fireball directly in front of her.
Senretsu Kyaku
Hold for 2 seconds, then +K
Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).
Hazan Tenshou Kyaku
Hold for 2 seconds, then +K
Chun-Li performs a more powerful version of her Spinning Air Kick that can hit more times.
Alpha Counter
K while blocking
After interrupting her opponent's attack, Chun-Li performs a sweep kick.
Originally appeared in:
Street Fighter Alpha
Final battle:
M. Bison
Charlie (Nash)
A soldier who is conducting an undercover investigation by himself after receiving intelligence that members of the military's top brass are under the payroll of a certain drug syndicate. Charlie seeks to bring those who have sold their souls to the devil to justice.
Move list (Special moves)
Name
Command
Description
Sonic Boom
Hold for 2 seconds, then +P
Charlie fires a circular energy wave across the screen by swinging his arm. The projectile moves faster when a stronger button is used.
Somersault Shell
Hold for 2 seconds, then +K
Charlie somersaults upward while kicking in an arc. He somersaults higher when a stronger button is used. The move can hit twice when it is performed with HK .
Move list (Command normals)
Name
Command
Description
Jump Sobat
+ MK or + MK
Charlie hops toward his opponent with a turning kick. This is an overhead strike that can hit characters who are crouch blocking.
Step Kick
+ HK or + HK
Charlie takes a step forward and kicks.
Spin Back Knuckle
+ HP
Charlie rotates around and swings his fist like a club.
Move list (Super Combos)
Name
Command
Description
Sonic Barrage
Hold for 2 seconds, then +PPPPP
Charlie fires a Sonic Boom. He can launch multiple Sonic Booms in a row (up to two at level 1, three at level 2, and four at level 3) by continuing to press P.
Crossfire Blitz
Hold for 2 seconds, then +K
Charlie dashes forward while performing a series of fast kicks. He finishes with a backhand at level 2 and a backhand and an uppercut at level 3.
Somersault Justice
Hold for 2 seconds, then +K
Charlie performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.
Alpha Counter
P while blocking
After interrupting his opponent's attack, Charlie performs a Spin Back Knuckle.
Originally appeared in:
Street Fighter
Final battle:
Ryu
Ken
Ken has been training by himself until hearing tales of Ryu's exploits. Learning that his former training partner has defeated Sagat, Ken seeks to test his strength one more time in order to not be outdone.
Move list (Special moves)
Name
Command
Description
Hadouken Fireball
P
Ken focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.
Dragon Punch
P
Ken rises off the ground while punching upwards. He ascends higher when a stronger button is used. He hits one time with LP , up to two times with MP , or up to three times with HP before knocking the opponent down, and he has a flaming fist when the move is performed with HP .
Hurricane Kick
K
Ken moves forward through the air while spinning around an axis with his leg extended, potentially hitting his opponent up to five times if performed with HK . This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Zenpou Tenshin
P
Ken rolls forward. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.
Move list (Command normals)
Name
Command
Description
Inazuma Kakato Wari
+ MK
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Combos)
Name
Command
Description
Shouryuu Reppa
P
Ken performs a low Dragon Punch, then a high Dragon Punch. He does two low Dragon Punches and has a flaming fist for the high Dragon Punch at level 3.
Shinryuuken
K
Ken performs a powerful spinning Dragon Punch that ascends upward, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.
Alpha Counter
P while blocking
After interrupting his opponent's attack, Ken performs a Dragon Punch.
Originally appeared in:
Final Fight
Final battle:
M. Bison
Guy
After the Metro City incident, Guy felt he made little progress in his Bushin-ryuu training. While his style excelled in martial sports, it had no role in actual combat. Guy now travels the world seeking opponents to fight in order to experience true combative ninjutsu.
Move list (Special moves)
Name
Command
Description
Bushin Izuna Drop
P
Guy curls into a ball and leaps across the screen in an arc, with stronger punches traveling further. This maneuver can be interrupted at any time by pressing P: if he is next to his opponent, he performs a body slam (Bushin Izuna Otoshi); otherwise, he performs an elbow drop (Izuna no Hiji Otoshi).
Dashing Crescent
K
Guy runs towards his opponent, which can be followed up with another K. The effect of the follow-up depends on the initial button used: Guy stops short with LK (Kyuuteishi), does a sweep kick with MK (Kage Sukui), or does a jumping turnaround kick with HK (Kubikari).
Whirlwind Kick
K
Guy jumps into the air and spins around an axis with his leg extended. It is similar to the Hurricane Kick performed by Ryu and Ken but has more vertical jump height (with stronger kicks flying higher).
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Guy can jump off the edges of the screen.
Hiji Otoshi
+ MP in midair
Guy thrusts downward with an elbow.
Kubi Kudaki
+ MP
Guy smashes downward with an elbow, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Kamaitachi
+ HK
Guy does a backflip kick.
Move list (Super Combos)
Name
Command
Description
Bushin Hassou Ken
P
Guy jumps diagonally upward and pummels his opponent high into the air with a series of strikes.
Bushin Gourai Kyaku
K
Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.
Alpha Counter
K while blocking
After interrupting his opponent's attack, Guy performs a sweep kick.
Originally appeared in:
Street Fighter
Final battle:
M. Bison
Birdie
Birdie was banned from competing in martial arts tournaments due to his ferocious temper and illegal techniques and has been working as a bouncer since then. But when he hears rumors of a criminal organization seeking to recruit strong men, he quits his job in order to show his true strength to the world.
Move list (Special moves)
Name
Command
Description
Headbutt
Hold for 2 seconds, then +P
Birdie dashes forward and headbutts his opponent. He dashes further when a stronger button is used. The move does more damage if the button is held for longer.
Sledgehammer
Hold any two P or K buttons for 1 second, then release
Birdie turns around and headbutts his opponent.
Choke Chain
D-Pad in a 360° rotation, then P (close)
Birdie grabs his opponent and slams them to the ground two times with his chain.
Move list (Command normals)
Name
Command
Description
Body Press
+ HP
Birdie falls down with a diving splash.
Move list (Super Combos)
Name
Command
Description
Jackhammer
Hold for 2 seconds, then +P
Birdie dashes forward and headbutts his opponent multiple times.
Bull Revenger
P or K
Birdie leaps into the air from across the screen, grabs his opponent, and slams them into the ground with his chain. He slams the opponent one time at level 1 and 2 and two times at level 3, and he also follows up with a headbutt at level 3. He leaps close with P and far with K.
Alpha Counter
P while blocking
After interrupting his opponent's attack, Birdie performs a headbutt.
Originally appeared in:
Final Fight
Final battle:
Guy
Sodom
To comprehend the ultimate Japanese martial arts, Sodom has achieved the first step of his grand ambition. Having gained a certain feeling from his training in Japan, Sodom now pursues a lonely battle seeking strong allies in order to revive the Mad Gear Gang.
Move list (Special moves)
Name
Command
Description
Jitte Strike
P
Sodom charges forward and performs a strike with his jitte. He performs a different strike, each traveling slightly further, depending on the strength of the punch used. He slashes inward with LP , at an upward angle with MP , or downward with HP .
Power Slam
D-Pad in a 360° rotation, then P (close)
Sodom grabs his opponent, jumps up, and slams them into the ground. He jumps higher when a stronger button is used.
Spine Grinder
D-Pad in a 360° rotation, then K (close)
Sodom impales his opponent with his jitte and runs across the screen while dragging them into the ground.
Move list (Super Combos)
Name
Command
Description
Meido no Miyage
P
Sodom performs a series of jitte strikes in succession. He jumps into the air for a final strike at level 3.
Tenchuu Satsu
D-Pad in a 360° rotation twice, then P (close)
Sodom grabs his opponent, jumps into the air, and slams them into the ground twice. He drags the opponent along the ground after slamming them at level 3.
Alpha Counter
P while blocking
After interrupting his opponent's attack, Sodom performs an upward jitte strike.
Originally appeared in:
Street Fighter
Final battle:
Sagat
Adon
Sagat's loss in the tournament brought up a great sense of disappointment in Adon. There is no reason for someone who has truly mastered the ways of Muay Thai to lose to anyone. In order to truly become a god of the fighting world, Adon gives Sagat, who has defiled the holy strength of Muay Thai, his last rites.
Move list (Special moves)
Name
Command
Description
Rising Jaguar
K
Adon leaps diagonally into the air with a knee strike, which hits up to two times and knocks his opponent down. He leaps higher when a stronger button is used.
Jaguar Kick
K
Adon somersaults forward while swinging his leg around. He jumps higher when a stronger button is used (which reduces the horizontal distance covered).
Fang Kick
K
Adon jumps high into the air and thrusts downward toward his opponent with a kick. He drops at a wider angle when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Jutting Kick
+ MK
Adon kicks high into the air from a crouched position.
Move list (Super Combos)
Name
Command
Description
Jaguar Fury
K
Adon performs two Jaguar Kicks in quick succession. He does a third Jaguar Kick at level 3.
Jaguar Varied Assault
P
Adon dashes forward and hits his opponent with a series of quick strikes. He knocks the opponent into the air for a final strike at level 3.
Alpha Counter
K while blocking
After interrupting his opponent's attack, Adon performs a Rising Jaguar.
Originally appeared in:
Street Fighter Alpha
Final battle:
M. Bison
Rose
Rose trembled as she sensed a nearby power. Her Soul Power reacted to an evil presence who also controls spiritual energy. She now must seek the source of this calamity and seal its power. This is a final mission she has been burdened to complete.
Move list (Special moves)
Name
Command
Description
Soul Reflect
P
Rose whips her scarf down in front of her. If it hits an opponent, it does damage directly, but it can also be used to absorb projectiles with LP or reflect them back toward her opponent with MP or HP .
Soul Spark
P
Rose lashes her scarf straight out as a soul sphere shoots down it. The projectile moves faster when a stronger button is used.
Air Throw
P
Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.
Move list (Command normals)
Name
Command
Description
Slide Kick
+ MK
Rose does a slide kick forward.
Move list (Super Combos)
Name
Command
Description
Aura Soul Spark
P
Rose does a version of her Soul Spark that can hit multiple times. She precedes it with a rolling kick at level 2 or a scarf swipe at level 3.
Aura Air Throw
P
Rose does a more powerful version of her Air Throw. She has to catch an airborne opponent to connect with this move at level 1, but she pummels her opponent into the air with grounded strikes at levels 2 and 3.
Soul Illusion
K
Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.
Alpha Counter
P while blocking
After interrupting her opponent's attack, Rose grabs and switches positions with them.
Originally appeared in:
Street Fighter
Final battle:
Ryu
Sagat
He was once known as the Emperor of Muay Thai until he was defeated by an unknown Eastern fighter with a single blow. Overcome with a sense of defeat and disgrace that he never felt before, Sagat stands up to reclaim his throne.
Move list (Special moves)
Name
Command
Description
Tiger Shot
P or K
Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with P, he shoots a high shot while standing; if performed with K, he shoots a low shot while kneeling. The projectile moves faster when a stronger button is used.
Tiger Blow
P
Sagat rises off the ground while punching upwards. He hits one time with LP , up to five times with MP , or up to seven times with HP before knocking the opponent down.
Tiger Crush
K
Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over. The move covers more horizontal distance when a stronger button is used.
Move list (Super Combos)
Name
Command
Description
Tiger Cannon
P
Sagat fires a large Tiger Shot that can hit multiple times.
Tiger Raid
K
Sagat performs a barrage of kicks, finishing with a flying side kick. The final kick is flaming at level 3.
Tiger Genocide
K
Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow. He performs two Tiger Blows at level 3.
Alpha Counter
K while blocking
After interrupting his opponent's attack, Sagat performs a standing kick.
In addition to the ten regular characters, there are also three hidden characters, selectable only by inputting cheat codes. M. Bison appears as the final boss for certain characters, while Akuma, returning from his appearance as a hidden boss character in Super Street Fighter II Turbo, and Dan, a parody of Ryo Sakazaki and Robert Garcia from the Art of Fighting series by SNK, can be fought by fulfilling certain conditions.
Originally appeared in:
Super Street Fighter II Turbo
Final battle:
M. Bison
Akuma (Gouki)
Akuma sees the very fists that killed his own master and mutters to him, "Is this the proof of my strength?" The answer lies in the midst of battle. He is seeking someone else in this world also obsessed with true strength.
Move list (Special moves)
Name
Command
Description
Gou Hadouken
P
Akuma focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.
Zankuu Hadouken
P in midair
Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.
Shakunetsu Hadouken
P
Akuma shoots a flaming variant of the Hadouken. The projectile moves faster when a stronger button is used.
Gou Shouryuken
P
Akuma rises off the ground while punching upwards. He ascends higher when a stronger button is used. He hits one time with LP , up to two times with MP , or up to three times with HP before knocking the opponent down.
Tatsumaki Zankuukyaku
K
Akuma moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air with each hit to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Hyakki Shuu
P
Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with P for a palm strike or K for a falling kick. He somersaults further when a stronger button is used.
Zenpou Tenshin
P
Akuma jumps forward, then rolls along the ground. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.
Ashura Senkuu Forward
+ all three P or K simultaneously
Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward
+ all three P or K simultaneously
Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name
Command
Description
Tenma Kuujin Kyaku
+ MK before the apex of the jump while flipping forward in the air
Akuma dive kicks diagonally downward.
Zugai Hasatsu
+ MP
Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku
+ MK
Akuma hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.
Move list (Super Combos)
Name
Command
Description
Messatsu Gou Hadou
P
Akuma fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.
Messatsu Gou Shouryuu
P
Akuma performs a low Gou Shouryuken, then a high Gou Shouryuken. He does two low Gou Shouryukens at level 3.
Tenma Gou Zankuu
P in midair
Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu
LP LP LK HP (at max level)
Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.
Alpha Counter
K while blocking
After interrupting his opponent's attack, Akuma performs a sweep kick.
Originally appeared in:
Street Fighter Alpha
Final battle:
Sagat
Dan
Dan pursued his martial arts training in order to avenge the death of his father at the hands of Sagat. But when rumors spread that Sagat was defeated by a mysterious martial artist, Dan flew to Thailand to verify. Feeling that only he can defeat Sagat, this time he will not be denied his revenge.
Move list (Special moves)
Name
Command
Description
Gadouken
P
Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when a stronger button is used.
Kouryuuken
P
Dan rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.
Dankuukyaku
K
Dan leaps forward and performs a sequence of kicks in midair. He performs one kick with LP , two kicks with MP , and three kicks with HP .
Move list (Super Combos)
Name
Command
Description
Shinkuu Gadouken
P
Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.
Hisshou Buraiken
K
Dan performs a barrage of kicks at level 1, a barrage of punches ending with a Gadouken and a Kouryuuken at level 2, and combination of both at level 3.
Kouryuu Rekka
K
Dan performs a single low Kouryuuken, followed by a high Kouryuuken.
Alpha Counter
K while blocking
After interrupting his opponent's attack, Dan performs a sweep kick.
Originally appeared in:
Street Fighter II
Final battle:
Rose
M. Bison (Vega)
Evil is the only absolute power. With that belief, M. Bison created his ultimate technique known as the Psycho Crusher, the manifestation of his Psycho Power. With that, M. Bison begins his plan to gather strong warriors and make Shadaloo greater. The devil's eyes shine as the day of world domination draws near.
Move list (Special moves)
Name
Command
Description
Psycho Shot
Hold for 2 seconds, then +P
M. Bison throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.
Double Knee Press
Hold for 2 seconds, then +K
M. Bison leaps forward while kicking down with each leg. The move covers more horizontal distance when a stronger button is used.
Head Press
Hold for 2 seconds, then +K
M. Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with and .
Skull Diver
Hold for 2 seconds, then +P
M. Bison flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with and .
Warp Forward
+ all three P or K simultaneously
M. Bison disappears and reappears an the entire screen ahead with P or half the screen ahead with K.
Warp Backward
+ all three P or K simultaneously
M. Bison disappears and reappears an entire screen back with P or half the screen back with K.
Move list (Super Combos)
Name
Command
Description
Psycho Crusher
Hold for 2 seconds, then +P
M. Bison spirals toward his opponent while infused with psycho energy. He travels farther at levels 2 and 3.
Knee Press Nightmare
Hold for 2 seconds, then +K
M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 3.
Alpha Counter
P while blocking
After interrupting his opponent's attack, M. Bison performs a standing punch.
Stages
Each character has his or her own stage where matches are hosted in single-player games. The stage can be manually chosen in the two-player mode.
There are only six unique stage backdrops, with every backdrop reused at least once (but with unique variations for each character).
Ryu
Chun-Li
Charlie
Ken
Guy
Birdie
Sodom
Adon
Rose
Sagat
Akuma
Dan
M. Bison
History
Development
The working titles for the game were Street Fighter Classic and Street Fighter Legends. The development team was only given a three-month deadline, which ended up being extended to six months.[10] Because of the rushed development process, the game has some incomplete aspects, such as only including six unique stage backdrops.
The original arcade game was developed for Capcom's CPS-2 arcade board. A slightly downgraded version was also released for their older CPS-1 board. The Saturn port is faithful to the arcade version. The main difference is the video mode, which is 384x224 in the arcade version but 352x224 in the Saturn version. Because of this, some sprites (notably the characters) appear slightly wider. Also, because of memory constraints, some frames of animation had to be removed from the home ports. Both home ports have a new arranged soundtrack (with the original soundtrack still available as an option), along with extra modes.