Difference between revisions of "Street Fighter Alpha: Warriors' Dreams"
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| publisher={{company|[[Capcom]]|region=Japan, US}}, {{company|[[Virgin Interactive Entertainment]]|region=Europe}}, {{company|[[Wooyoung System]]|region=KR}} | | publisher={{company|[[Capcom]]|region=Japan, US}}, {{company|[[Virgin Interactive Entertainment]]|region=Europe}}, {{company|[[Wooyoung System]]|region=KR}} | ||
| developer=[[Capcom]] | | developer=[[Capcom]] | ||
+ | | distributor={{company|[[Ecofilmes]]|region=PT}}, {{company|[[Sega-Ozisoft]]|region=AU}}, {{company|[[Tec Toy]]|region=BR}} | ||
| system=[[Sega Saturn]] | | system=[[Sega Saturn]] | ||
| sounddriver=SCSP/CD-DA (49 tracks) | | sounddriver=SCSP/CD-DA (49 tracks) | ||
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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]]''. | ||
− | 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) | + | 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. | ||
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Throws and grabs are done by holding {{left}} or {{right}} 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 {{left}} or {{right}} 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 {{QCB}} {{punch}} (or {{QCF}} {{punch}} if facing left). | Throws and grabs are done by holding {{left}} or {{right}} 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 {{left}} or {{right}} 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 {{QCB}} {{punch}} (or {{QCF}} {{punch}} if facing left). | ||
− | Blocking is done by holding the D-Pad away from the opponent. Characters can 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. | + | 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. The Super Combo gauge carries over between rounds (but not between battles) | + | 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 {{L}} is equivalent to pressing all three punch buttons simultaneously, and pressing {{R}} is equivalent to pressing all three kick buttons simultaneously. The Super Combo gauge carries over between rounds (but not between battles). |
− | |||
− | |||
===Modes=== | ===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. There are eight difficulty levels for computer-controlled opponents. | + | 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 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 ''[[wikipedia:Street Fighter II: The Animated Movie|Street Fighter II: The Animated Movie]]''). | 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 ''[[wikipedia:Street Fighter II: The Animated Movie|Street Fighter II: The Animated Movie]]''). | ||
+ | |||
+ | 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. | ||
===Characters=== | ===Characters=== | ||
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| info2name=Final battle | | info2name=Final battle | ||
| info2=Sagat | | info2=Sagat | ||
− | | desc=The rumors of a fighter with a mysterious power shook Ryu's heart. Armed with the Hadouken and the | + | | desc=The rumors of a fighter with a mysterious power shook Ryu's heart. Armed with the Hadouken and the Shouryuuken that scarred Sagat, Ryu's heart beats faster as he reaches new heights. |
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | 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.}} | + | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | 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.}} |
− | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact.}} | + | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.}} |
− | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ryu | + | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | 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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Sakotsu Wari | {{right}}+{{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.}} | {{MoveListRow | Sakotsu Wari | {{right}}+{{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.}} | ||
− | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Ryu | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Ryu hops forward, doing a single spinning kick similar to a Hurricane Kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. | + | {{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. It has a fire effect at level 3.}} |
− | {{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times.}} | + | {{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | 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.}} |
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}} |
}} | }} | ||
}} | }} | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Lightning Kick | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks.}} | + | {{MoveListRow | Lightning Kick | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.}} |
− | {{MoveListRow | Spinning Air Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li jumps high into the air while spinning her legs around in kicks.}} | + | {{MoveListRow | Spinning Air Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li jumps high into the air while spinning her legs around in kicks, which knocks her opponent over on impact. The move hits more times when a stronger button is used.}} |
− | {{MoveListRow | | + | {{MoveListRow | Kikouken Fireball | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Chun-Li shoots an energy ball across the screen. The projectile moves faster when a stronger button is used.}} |
− | {{MoveListRow | Axe Kick | {{HCB}} {{kick}} | 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.}} | + | {{MoveListRow | Axe Kick | {{HCB}} {{kick}} | 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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | 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.}} | {{MoveListRow | 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.}} | ||
− | {{MoveListRow | | + | {{MoveListRow | Yosou Kyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}} |
{{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{HK}} | Chun-Li backflips high into the air, coming down with a kick.}} | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{HK}} | Chun-Li backflips high into the air, coming down with a kick.}} | ||
}} | }} | ||
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{{MoveListRow | Kikoushou | {{QCF}} {{QCF}} {{punch}} | Chun-Li produces a large fireball directly in front of her.}} | {{MoveListRow | Kikoushou | {{QCF}} {{QCF}} {{punch}} | Chun-Li produces a large fireball directly in front of her.}} | ||
{{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | 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).}} | {{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | 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).}} | ||
− | {{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick.}} | + | {{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick that can hit more times.}} |
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Chun-Li performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Sonic Boom | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Charlie fires a circular energy wave across the screen by swinging his arm.}} | + | {{MoveListRow | Sonic Boom | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Charlie fires a circular energy wave across the screen by swinging his arm. The projectile moves faster when a stronger button is used.}} |
− | {{MoveListRow | Somersault Shell | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Charlie somersaults upward while | + | {{MoveListRow | Somersault Shell | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Charlie somersaults upward while kicking in an arc, which knocks his opponent over on impact. He somersaults higher when a stronger button is used. The move can hit twice when it is performed with {{HK}}.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Sonic Barrage | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Charlie fires a Sonic Boom. He can launch multiple Sonic Booms in a row (two at level 1, three at level 2, and four at level 3) by continuing to press {{punch}}.}} | + | {{MoveListRow | Sonic Barrage | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{repeat|{{punch}}}} | 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 {{punch}}.}} |
− | {{MoveListRow | Crossfire Blitz | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Charlie dashes forward while performing a series of fast kicks.}} | + | {{MoveListRow | Crossfire Blitz | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | 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.}} |
− | {{MoveListRow | Somersault Justice | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Charlie performs two Somersault Shells in | + | {{MoveListRow | Somersault Justice | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Charlie performs two Somersault Shells in a row at level 1 and 2 or three Somersault Shells in a row at level 3.}} |
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Charlie performs a Spin Back Knuckle.}} |
}} | }} | ||
}} | }} | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}} | + | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}} |
− | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. | + | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used, and Ken has a flaming fist when the move is performed with {{HP}}.}} |
− | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken | + | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken moves forward through the air while spinning around an axis with his leg extended, potentially hitting multiple times since it does not knock the opponent down. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} |
− | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward | + | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | Ken performs a | + | {{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | 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.}} |
− | {{MoveListRow | Shinryuuken | {{QCF}} {{QCF}} {{kick}} | Ken performs a powerful spinning Dragon Punch that ascends upward, drawing in nearby opponents.}} | + | {{MoveListRow | Shinryuuken | {{QCF}} {{QCF}} {{kick}} | 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.}} |
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Ken performs a Dragon Punch.}} |
}} | }} | ||
}} | }} | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Bushin Izuna Drop | {{QCF}} {{punch}} | Guy curls into a ball and leaps across the screen in an arc | + | {{MoveListRow | Bushin Izuna Drop | {{QCF}} {{punch}} | Guy curls into a ball and leaps across the screen in an arc. He leaps farther when a stronger button is used. This maneuver can be interrupted at any time by pressing {{punch}}: 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).}} |
{{MoveListRow | Dashing Crescent | {{QCF}} {{kick}} | Guy runs towards his opponent, which can be followed up with another {{kick}}. 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).}} | {{MoveListRow | Dashing Crescent | {{QCF}} {{kick}} | Guy runs towards his opponent, which can be followed up with another {{kick}}. 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).}} | ||
− | {{MoveListRow | Whirlwind Kick | {{QCB}} {{kick}} | Guy jumps into the air and spins around an axis with his leg extended. | + | {{MoveListRow | Whirlwind Kick | {{QCB}} {{kick}} | Guy jumps into the air at a diagonal angle and spins around an axis with his leg extended, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | 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.}} | {{MoveListRow | 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.}} | ||
+ | {{MoveListRow | Bushin Gokusaken | {{LP}} {{MP}} {{HP}} {{HK}} | Guy performs his multi-hit combo from ''[[Final Fight]]'': a backfist, an underhand punch, an elbow strike, and a hop kick that knocks the opponent away.}} | ||
{{MoveListRow | Hiji Otoshi | {{down}}+{{MP}} in midair | Guy thrusts downward with an elbow.}} | {{MoveListRow | Hiji Otoshi | {{down}}+{{MP}} in midair | Guy thrusts downward with an elbow.}} | ||
{{MoveListRow | Kubi Kudaki | {{right}}+{{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.}} | {{MoveListRow | Kubi Kudaki | {{right}}+{{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.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Bushin Hassou Ken | {{QCF}} {{QCF}} {{punch}} | Guy pummels his opponent high into the air with a series of strikes.}} | + | {{MoveListRow | Bushin Hassou Ken | {{QCF}} {{QCF}} {{punch}} | Guy jumps diagonally upward and pummels his opponent high into the air with a series of strikes.}} |
{{MoveListRow | Bushin Gourai Kyaku | {{QCF}} {{QCF}} {{kick}} | Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.}} | {{MoveListRow | Bushin Gourai Kyaku | {{QCF}} {{QCF}} {{kick}} | Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.}} | ||
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Guy performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Headbutt | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent. | + | {{MoveListRow | Headbutt | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent. He dashes further when a stronger button is used, and the move knocks over the opponent when it is performed with {{HP}}.}} |
{{MoveListRow | Sledgehammer | Hold any two {{punch}} or {{kick}} buttons for 1 second, then release | Birdie turns around and headbutts his opponent.}} | {{MoveListRow | Sledgehammer | Hold any two {{punch}} or {{kick}} buttons for 1 second, then release | Birdie turns around and headbutts his opponent.}} | ||
− | {{MoveListRow | Choke Chain | D-Pad in a 360° rotation, then {{punch}} (close) | Birdie grabs his opponent and | + | {{MoveListRow | Choke Chain | D-Pad in a 360° rotation, then {{punch}} (close) | Birdie grabs his opponent and whips them to the ground two times with his chain.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Body Press | {{down}}+{{HP}} | Birdie | + | {{MoveListRow | Body Press | {{down}}+{{HP}} | Birdie drops with a body press.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
{{MoveListRow | Jackhammer | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent multiple times.}} | {{MoveListRow | Jackhammer | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent multiple times.}} | ||
− | {{MoveListRow | Bull Revenger | {{QCF}} {{QCF}} {{punch}} or {{kick}} | Birdie leaps into the air from across the screen, grabs his opponent, and slams them into the ground with his chain. He leaps close with {{punch}} and far with {{kick}}.}} | + | {{MoveListRow | Bull Revenger | {{QCF}} {{QCF}} {{punch}} or {{kick}} | 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 {{punch}} and far with {{kick}}.}} |
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Birdie performs a headbutt.}} |
}} | }} | ||
}} | }} | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Jitte Strike | {{DPF}} {{punch}} | Sodom charges forward and performs a strike with his jitte. | + | {{MoveListRow | Jitte Strike | {{DPF}} {{punch}} | 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}}. The move knocks over the opponent when it is performed with {{HP}}.}} |
− | {{MoveListRow | Power Slam | D-Pad in a 360° rotation, then {{punch}} (close) | Sodom grabs his opponent, jumps up, and slams them into the ground.}} | + | {{MoveListRow | Power Slam | D-Pad in a 360° rotation, then {{punch}} (close) | Sodom grabs his opponent, jumps up, and slams them into the ground. He jumps higher when a stronger button is used.}} |
{{MoveListRow | Spine Grinder | D-Pad in a 360° rotation, then {{kick}} (close) | Sodom impales his opponent with his jitte and runs across the screen while dragging them into the ground.}} | {{MoveListRow | Spine Grinder | D-Pad in a 360° rotation, then {{kick}} (close) | Sodom impales his opponent with his jitte and runs across the screen while dragging them into the ground.}} | ||
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of jitte strikes in succession.}} | + | {{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of jitte strikes in succession. He jumps into the air for a final strike at level 3.}} |
− | {{MoveListRow | Tenchuu Satsu | D-Pad in a 360° rotation twice, then {{punch}} (close) | Sodom grabs his opponent, jumps into the air, and slams them into the ground twice.}} | + | {{MoveListRow | Tenchuu Satsu | D-Pad in a 360° rotation twice, then {{punch}} (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.}} |
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Sodom performs an upward jitte strike.}} |
}} | }} | ||
}} | }} | ||
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| info2name=Final battle | | info2name=Final battle | ||
| info2=Sagat | | info2=Sagat | ||
− | | desc=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 | + | | desc=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. |
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Rising Jaguar | {{QCF}} {{upright}} {{kick}} | Adon leaps diagonally into the air with a knee strike, which hits up to two times and knocks his opponent down.}} | + | {{MoveListRow | Rising Jaguar | {{QCF}} {{upright}} {{kick}} | 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.}} |
− | {{MoveListRow | Jaguar Kick | {{RDP}} {{kick}} | Adon somersaults forward while swinging his leg around.}} | + | {{MoveListRow | Jaguar Kick | {{RDP}} {{kick}} | Adon somersaults forward while swinging his leg around. He jumps higher when a stronger button is used (which reduces the horizontal distance covered).}} |
− | {{MoveListRow | Fang Kick | {{HCB}} {{kick}} | Adon jumps high into the air and thrusts downward toward his opponent with a kick.}} | + | {{MoveListRow | Fang Kick | {{HCB}} {{kick}} | 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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Jaguar Fury | {{QCB}} {{QCB}} {{kick}} | Adon performs two Jaguar Kicks in quick succession.}} | + | {{MoveListRow | Jaguar Fury | {{QCB}} {{QCB}} {{kick}} | Adon performs two Jaguar Kicks in quick succession. He does a third Jaguar Kick at level 3.}} |
− | {{MoveListRow | Jaguar Varied Assault | {{QCF}} {{QCF}} {{punch}} | Adon dashes forward and hits his opponent with a series of quick strikes | + | {{MoveListRow | Jaguar Varied Assault | {{QCF}} {{QCF}} {{punch}} | 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.}} |
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Adon performs a Rising Jaguar.}} |
}} | }} | ||
}} | }} | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Soul Reflect | {{QCB}} {{punch}} | Rose whips her scarf down in front of her. If it hits an opponent, it | + | {{MoveListRow | Soul Reflect | {{QCB}} {{punch}} | Rose whips her scarf down in front of her. If it hits an opponent, it directly damages and knocks over the opponent, but it can also be used to absorb projectiles with {{LP}} or reflect them back toward her opponent with {{MP}} or {{HP}}. Absorbed projectiles increase Rose's Super Combo gauge and increase the damage of her next Soul Spark.}} |
− | {{MoveListRow | Soul Spark | {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it.}} | + | {{MoveListRow | Soul Spark | {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it. The projectile moves faster when a stronger button is used.}} |
{{MoveListRow | Air Throw | {{DPF}} {{punch}} | Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.}} | {{MoveListRow | Air Throw | {{DPF}} {{punch}} | Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.}} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Aura Soul Spark | {{QCB}} {{QCB}} {{punch}} | Rose does a version of her Soul Spark that can hit multiple times.}} | + | {{MoveListRow | Aura Soul Spark | {{QCB}} {{QCB}} {{punch}} | 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.}} |
− | {{MoveListRow | Aura Air Throw | {{QCF}} {{QCF}} {{punch}} | Rose pummels her opponent into the air | + | {{MoveListRow | Aura Air Throw | {{QCF}} {{QCF}} {{punch}} | 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.}} |
{{MoveListRow | Soul Illusion | {{QCF}} {{QCF}} {{kick}} | Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.}} | {{MoveListRow | Soul Illusion | {{QCF}} {{QCF}} {{kick}} | Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.}} | ||
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Rose grabs and switches positions with them.}} |
}} | }} | ||
}} | }} | ||
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| info2name=Final battle | | info2name=Final battle | ||
| info2=Ryu | | info2=Ryu | ||
− | | desc=He was once known as the Emperor of Muay | + | | desc=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. |
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling.}} | + | {{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling. The projectile moves faster when a stronger button is used.}} |
− | {{MoveListRow | Tiger Blow | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, | + | {{MoveListRow | Tiger Blow | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}} |
− | {{MoveListRow | Tiger Crush | {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}} | + | {{MoveListRow | Tiger Crush | {{DPF}} {{kick}} | 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.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
{{MoveListRow | Tiger Cannon | {{QCF}} {{QCF}} {{punch}} | Sagat fires a large Tiger Shot that can hit multiple times.}} | {{MoveListRow | Tiger Cannon | {{QCF}} {{QCF}} {{punch}} | Sagat fires a large Tiger Shot that can hit multiple times.}} | ||
− | {{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick.}} | + | {{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick. The final kick is flaming at level 3.}} |
− | {{MoveListRow | Tiger Genocide | {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow.}} | + | {{MoveListRow | Tiger Genocide | {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow. He performs two Tiger Blows at level 3.}} |
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Sagat performs a standing kick.}} |
}} | }} | ||
}} | }} | ||
}} | }} | ||
+ | |||
====Hidden==== | ====Hidden==== | ||
{{mainArticle|{{PAGENAME}}/Hidden content}} | {{mainArticle|{{PAGENAME}}/Hidden content}} | ||
− | 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. | + | 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. |
{{InfoTable| | {{InfoTable| | ||
{{InfoFighter| | {{InfoFighter| | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Akuma focuses energy through his palms and fires a surging punch across the screen.}} | + | {{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Akuma focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}} |
− | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair.}} | + | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} 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.}} |
− | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Akuma shoots a flaming variant of the Hadouken.}} | + | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.}} |
− | {{MoveListRow | Gou | + | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}} |
− | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma | + | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} |
− | {{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick.}} | + | {{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. He somersaults further when a stronger button is used.}} |
− | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Akuma jumps forward, then rolls along the ground.}} | + | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | 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.}} |
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | {{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | ||
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | {{MoveListRow | Ashura Senkuu Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | ||
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{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}} | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}} | ||
{{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} | {{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
− | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Akuma | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Akuma hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}} | {{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}} | ||
− | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Akuma performs a | + | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Akuma performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.}} |
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}} | {{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}} | ||
{{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{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.}} | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{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.}} | ||
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Akuma performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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| name=Dan | | name=Dan | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1408 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1408 | crop_y=0}} | ||
− | | sprite={{sprite | Street Fighter Alpha | + | | sprite={{sprite | Street Fighter Alpha, Sprites, Dan.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter Alpha'' | | info1=''Street Fighter Alpha'' | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Gadouken | {{QCF}} {{punch}} | Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand.}} | + | {{MoveListRow | Gadouken | {{QCF}} {{punch}} | 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.}} |
− | {{MoveListRow | Kouryuuken | {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact.}} | + | {{MoveListRow | Kouryuuken | {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.}} |
− | {{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of | + | {{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of kicks in midair that knock his opponent over on impact. He performs a knee strike with {{LK}}, a knee strike and a kick with {{MK}}, and a knee strike and two kicks with {{HK}}. This move can be performed in midair.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
{{MoveListRow | Shinkuu Gadouken | {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.}} | {{MoveListRow | Shinkuu Gadouken | {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.}} | ||
− | {{MoveListRow | Hisshou Buraiken | {{QCB}} {{QCB}} {{kick}} | Dan performs a barrage of | + | {{MoveListRow | Hisshou Buraiken | {{QCB}} {{QCB}} {{kick}} | 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.}} |
{{MoveListRow | Kouryuu Rekka | {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}} | {{MoveListRow | Kouryuu Rekka | {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}} | ||
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Dan performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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| desc=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. | | desc=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. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Psycho Shot | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | M. Bison throws a fireball across the screen.}} | + | {{MoveListRow | Psycho Shot | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | M. Bison throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.}} |
− | {{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | M. Bison leaps forward while kicking.}} | + | {{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | M. Bison leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when a stronger button is used.}} |
− | {{MoveListRow | Head | + | {{MoveListRow | Head Press | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | 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 {{punch}}, which can be aimed with {{left}} and {{right}}.}} |
− | {{MoveListRow | Skull Diver | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a | + | {{MoveListRow | Skull Diver | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a fist infused with psycho power, which can be aimed with {{left}} and {{right}}.}} |
− | {{MoveListRow | Warp Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears | + | {{MoveListRow | Warp Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}} |
− | {{MoveListRow | Warp Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears | + | {{MoveListRow | Warp Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears the entire screen back with {{punch}} or half the screen back with {{kick}}.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison spirals toward his opponent while infused with psycho energy.}} | + | {{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison spirals toward his opponent while infused with psycho energy. He travels farther at levels 2 and 3.}} |
− | {{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | M. Bison does two consecutive Double Knee Press maneuvers.}} | + | {{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 3.}} |
− | {{MoveListRow | Alpha Counter | {{ | + | {{MoveListRow | Alpha Counter | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, M. Bison performs a standing punch.}} |
}} | }} | ||
}} | }} |
Revision as of 16:27, 28 September 2024
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Street Fighter Alpha: Warriors' Dreams | ||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Saturn | ||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Capcom (Japan, US), Virgin Interactive Entertainment (Europe), Wooyoung System (KR) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Capcom | ||||||||||||||||||||||||||||||||||||||||||||||||||
Distributor: Ecofilmes (PT), Sega-Ozisoft (AU), Tec Toy (BR) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Original system(s): Capcom CPS-2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
Sound driver: SCSP/CD-DA (49 tracks) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Fighting, Action[1][2] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
Contents
Story
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.
Gameplay
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 Darkstalkers and X-Men: Children of the Atom.
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).
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).
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.
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
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Ryu | |||||||||||||||||
The rumors of a fighter with a mysterious power shook Ryu's heart. Armed with the Hadouken and the Shouryuuken that scarred Sagat, Ryu's heart beats faster as he reaches new heights. | ||||||||||||||||||
Originally appeared in: Street Fighter II
Final battle: M. Bison
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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. | ||||||||||||||||||
Originally appeared in: Street Fighter Alpha
Final battle: M. Bison
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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. | ||||||||||||||||||
Originally appeared in: Street Fighter
Final battle: Ryu
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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. | ||||||||||||||||||
Originally appeared in: Final Fight
Final battle: M. Bison
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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.
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Originally appeared in: Street Fighter
Final battle: M. Bison
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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.
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Originally appeared in: Final Fight
Final battle: Guy
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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. | ||||||||||||||||||
Originally appeared in: Street Fighter
Final battle: Sagat
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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.
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Originally appeared in: Street Fighter Alpha
Final battle: M. Bison
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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.
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Originally appeared in: Street Fighter
Final battle: Ryu
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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. |
Hidden
- Main article: Street Fighter Alpha: Warriors' Dreams/Hidden content.
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.
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).
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.
Legacy
The game was followed by Street Fighter Alpha 2, also ported to the Saturn in 1996, and Street Fighter Alpha 3, ported to the Saturn in 1999 and to the Dreamcast in 2000.
Versions
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.
Localised names
Language | Localised Name | English Translation |
---|---|---|
English | Street Fighter Alpha: Warriors' Dreams | Street Fighter Alpha: Warriors' Dreams |
English (US) | Street Fighter Alpha: Warriors' Dreams | Street Fighter Alpha: Warriors' Dreams |
Japanese | ストリートファイターZERO | Street Fighter Zero |
Production credits
- Planner: Noritaka Funamizu (POO), Mucchi, H.Itsuno -Tomoshibi-
- Programmer: Cham Cho Choy, EGW, "Tege Killer" Jyaian, Knight Rider Giu, CGT_DM, PON, Arikichi, Hard.Yas -Gouki-, Hamachan, Hyper Shinchan, Super "Vega" Sailor, Matsushita -Adon- Masakazu
- Scroll Design: Konomi, Buppo, Kayoko Shibata, Akiko Matsunaga, Daisuke Nakagawa, Megumi Maeno, Isono, SM, Mago, Mr.Oranda
- Object Design: "Dokkim"Eripyon, Yatsunonawa"D", Jun Matsumura 27, Makoto Ishii Chama(C), Gonta, Ari Inukichi, Seigo"Ushi"Kawakami, M."Kotatutoneko"Nakatani, Alien Pole, Kuriotoko, Chimorin Syogun, Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, "Noriko"M.Tsujimoto, R, Sagata, Takayuki Kosaka
- Music compose: Abe "Oyaji" Isao, Syun "Kobekko" Nishigaki, Yamamoto "Purple" Setsuo, Kadota "Pop'N" Yuko, Kuru-Kuru Chance Iwami, Mizuta "Groovy" Naoshi
- Sound design: Hiroaki "X68K" Kondo, Ryoji
- Voice Actor: Tomomichi Nishimura, Toshiyuki Morikawa, Wataru Takagi, Tetsuya Iwanaga, Yuko Miyamura, Shinichiro Miki
- Producer: Iyono Pon
- Special Thanks: Takuya Shiraiwa, Hattari, Capcom All Staff
- Consumer Staff: T.Fujiwara, M.Akahori, Hisashi Kuramoto, Kazuhiro Tsuchiya, Hiroaki Matsumoto, Yasuhiro Yanagi, Takayuki Umezu, Yasuhito Okada, Masaki Kataoka, Taro Takeda, Tatsuji Yataka, Atsushi Manobe, Hideki Tada, Takashi Nao, Hiroaki Watanabe, S.Ikuta, Shimitan, M.Sakano, H.Ando, Hiroki Bandoh, Y.Kawano, S.Murata, Y.Kanemori, M.Yasuma, H.Kaji, T.Yoshikawa, H.Katagiri, K.Toda, C.Ryugo, S.Okamura
- Sound design: Toshio"T.Kjn"Kajino (1970.2.25.B), More Rich, DJ★Wada Hiroyuki, Tomoyuki"T.K,Ny"Kawakami, Command+Z"Mac", Shinji"Amayan"Amagishi
- Music compose: Mizuta "Groovy" Naoshi, Kuru-Kuru Chance Iwami, Akari.K -Lemon-
- Guitars & Acoustic Piano: Masato Kohda
- Presented by: Capcom
Magazine articles
- Main article: Street Fighter Alpha: Warriors' Dreams/Magazine articles.
Promotional material
also published in:
- Game Champ (KR) #1997-10: "xxxx" (199x-xx-xx)[12]
also published in:
- Game Champ (KR) #1997-12: "xxxx" (199x-xx-xx)[13]
Artwork
Physical scans
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
89 | |
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Based on 30 reviews |
Saturn, KR |
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Technical information
- Main article: Street Fighter Alpha: Warriors' Dreams/Technical information.
External links
- Sega of America webpage: Saturn
References
- ↑ File:SFA Saturn JP Box Back.jpg
- ↑ 2.0 2.1 https://sega.jp/fb/segahard/ss/soft_licensee2.html (Wayback Machine: 2020-03-20 23:05)
- ↑ https://groups.google.com/g/rec.games.video.sega/c/6FKYYVSQAGE/m/XCrYEkyY2w0J
- ↑ https://groups.google.com/g/rec.games.video.sega/c/QEJfyZmRM3A/m/1yf-YQPuNNMJ
- ↑ https://groups.google.com/g/rec.games.video.sega/c/pN77cESHcUg/m/mR50tcI-8c4J
- ↑ Computer Trade Weekly, "" (UK; 1996-05-20), page 17
- ↑ 7.0 7.1 Computer & Video Games, "April 1996" (UK; 1996-03-14), page 34
- ↑ 8.0 8.1 Sega Saturn Magazine, "April 1996" (UK; 1996-03-23), page 74
- ↑ 9.0 9.1 http://www.tectoy.com.br/releases/index.htm (Wayback Machine: 1998-06-25 19:48)
- ↑ https://www.polygon.com/2020/11/23/21579064/street-fighter-alpha-an-oral-history
- ↑ File:SFZ Saturn JP SSEnding.pdf
- ↑ Game Champ, "xxxx" (KR; 199x-xx-xx), page 6
- ↑ Game Champ, "xxxx" (KR; 199x-xx-xx), page 16
- ↑ 576 KByte, "Július-Augusztus 1996" (HU; 1996-xx-xx), page 11
- ↑ Consoles +, "Mai 1996" (FR; 1996-0x-xx), page 91
- ↑ Famitsu, "1996-02-02" (JP; 1996-01-19), page 1
- ↑ Freak, "3/96" (IL; 1996-xx-xx), page 1
- ↑ Fun Generation, "05/96" (DE; 1996-04-10), page 58
- ↑ Gambler, "9/1996" (PL; 1996-xx-xx), page 1
- ↑ GameFan, "Volume 4, Issue 3: March 1996" (US; 1996-xx-xx), page 13
- ↑ GamePro, "April 1996" (US; 1996-xx-xx), page 76
- ↑ Game Informer, "March 1996" (US; 1996-0x-xx), page 50
- ↑ Joypad, "Mars 1996 (Joypad International supplement)" (FR; 1996-0x-xx), page 23
- ↑ Joypad, "Mai 1996" (FR; 1996-0x-xx), page 59
- ↑ MAN!AC, "03/96" (DE; 1996-02-14), page 40
- ↑ MAN!AC, "07/96" (DE; 1996-06-12), page 68
- ↑ Maximum, "March 1996" (UK; 1996-03-29), page 146
- ↑ Mega Force, "Mai 1996" (FR; 1996-0x-xx), page 34
- ↑ Mega Fun, "04/96" (DE; 1996-03-20), page 70
- ↑ Mean Machines Sega, "May 1996" (UK; 1996-04-04), page 74
- ↑ Player One, "Mai 1996" (FR; 1996-0x-xx), page 86
- ↑ Saturn Fan, "1996 No. 6" (JP; 1996-03-01), page 120
- ↑ Saturn+, "Easter/April 1996" (UK; 1996-03-07), page 40
- ↑ Sega Magazin, "April 1996" (DE; 1996-03-13), page 68
- ↑ Sega Power, "June 1996" (UK; 1996-04-11), page 48
- ↑ Sega Pro, "September 1996" (UK; 1996-07-xx), page 26
- ↑ Sega Saturn Magazine, "1996-02 (1996-02-09)" (JP; 1996-01-26), page 235
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 12
- ↑ Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 53
- ↑ Ultimate Future Games, "May 1996" (UK; 1996-03-29), page 58
- ↑ Video Games, "4/96" (DE; 1996-03-20), page 88
Street Fighter Alpha: Warriors' Dreams | |
---|---|
Main page | Comparisons | Hidden content | Magazine articles | Video coverage | Reception | Technical information
|
Street Fighter games for Sega systems | |
---|---|
Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994) | |
Street Fighter: The Movie (1995) | Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter II Movie (1996) | Street Fighter Alpha 2 (Dash) (1996) | Super Puzzle Fighter II Turbo (1996) | Street Fighter Collection (1997) | X-Men vs. Street Fighter (1997) | Pocket Fighter (1998) | Marvel Super Heroes vs. Street Fighter (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998) | Street Fighter Zero 3 (1999) | |
Street Fighter II' (1997) | |
Street Fighter Alpha 3 (1999) | Street Fighter III: Double Impact (1999) | Street Fighter III: 3rd Strike (2000) | Super Street Fighter II X for Matching Service (2000) | Street Fighter Zero 3 for Matching Service (2001) | Super Puzzle Fighter II X for Matching Service (2001) | |
Street Fighter Zero 3 Upper (2001) | |
Sampler discs | |
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997) | |
Street Fighter Zero 3 Tentou Taikenban (199x) | |
Unlicensed Street Fighter games for Sega systems | |
Jang Pung II (1993) | |
X-Men vs. Street Fighter (Mega Drive) (1998) |
Final Fight games for Sega systems | |
---|---|
Final Fight CD (1993) | |
Final Fight Revenge (1999) | |
Related games | |
Saturday Night Slam Masters (1994) | |
Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter Alpha 2 (Dash) (1996) | Street Fighter Collection (1997) | Street Fighter Zero 3 (1999) | |
Street Fighter Alpha 3 (1999) |
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