{{MoveListRow | Shinku Hadoken | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadoken Fireball that can hit his opponent multiple times. At its highest level, it has a fire effect.}}
+
{{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. At its highest level, it has a fire effect.}}
{{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.}}
{{MoveListRow | Alpha Counter | {{left}} {{downleft}} {{down}} {{punch}} or {{kick}} while blocking}}
{{MoveListRow | Alpha Counter | {{left}} {{downleft}} {{down}} {{punch}} or {{kick}} while blocking}}
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}}
}}
{{MoveListTable | desc=Super Combos |
{{MoveListTable | desc=Super Combos |
−
{{MoveListRow | Shinku Hadoken | {{QCF}} {{QCF}} {{punch}} | Sakura shoots a large fireball that can hit her opponent multiple times. The fireball shrinks as it travels the screen, dissipating completely before it reaches the end. It hits more times and does more damage when it is larger, so the move is most effective when performed near Sakura's opponent.}}
+
{{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Sakura shoots a large fireball that can hit her opponent multiple times. The fireball shrinks as it travels the screen, dissipating completely before it reaches the end. It hits more times and does more damage when it is larger, so the move is most effective when performed near Sakura's opponent.}}
{{MoveListRow | Haru Ichiban | {{QCB}} {{QCB}} {{kick}} | Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.}}
{{MoveListRow | Haru Ichiban | {{QCB}} {{QCB}} {{kick}} | Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.}}
{{MoveListRow | Midare Zakura | {{QCF}} {{QCF}} {{kick}} | Sakura performs a series of low Shouokens while moving across the screen, culminating in a high Shouoken.}}
{{MoveListRow | Midare Zakura | {{QCF}} {{QCF}} {{kick}} | Sakura performs a series of low Shouokens while moving across the screen, culminating in a high Shouoken.}}
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{{MoveListRow | Flying Body Attack | {{down}}+{{button|text=HP}} while jumping diagonally | Zangief falls down with a diving splash.}}
{{MoveListRow | Flying Body Attack | {{down}}+{{button|text=HP}} while jumping diagonally | Zangief falls down with a diving splash.}}
{{MoveListRow | Double Knee Drop | {{down}}+{{button|text=LK}} or {{button|text=MK}} while jumping diagonally | Zangief falls with his knees forward.}}
{{MoveListRow | Double Knee Drop | {{down}}+{{button|text=LK}} or {{button|text=MK}} while jumping diagonally | Zangief falls with his knees forward.}}
−
{{MoveListRow | Headbutt | {{up}}+{{button|text=MP}} or {{button|text=HK}} in midair | Zangief performs a headbutt in midair.}}
+
{{MoveListRow | Headbutt | {{up}}+{{button|text=MP}} or {{button|text=HP}} in midair | Zangief performs a headbutt in midair.}}
}}
}}
{{MoveListTable | desc=Super Combos |
{{MoveListTable | desc=Super Combos |
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}}
}}
{{MoveListTable | desc=Command normals |
{{MoveListTable | desc=Command normals |
−
{{MoveListRow | Jump Sobat | {{right}}+{{button|text=MK}} | Charlie hops toward his opponent with a turning kick.}}
+
{{MoveListRow | Jump Sobat | {{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}} | Charlie hops toward his opponent with a turning kick.}}
−
{{MoveListRow | Step Kick | {{right}}+{{button|text=HK}} | Charlie takes a step forward and kicks.}}
+
{{MoveListRow | Step Kick | {{left}}+{{button|text=HK}} or {{right}}+{{button|text=HK}} | Charlie takes a step forward and kicks.}}
{{MoveListRow | Spin Back Knuckle | {{right}}+{{button|text=HP}} | Charlie rotates around and swings his fist like a club.}}
{{MoveListRow | Spin Back Knuckle | {{right}}+{{button|text=HP}} | Charlie rotates around and swings his fist like a club.}}
}}
}}
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{{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.}}
{{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.}}
−
{{MoveListRow | Gou Shoryuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with a medium punch or three times with a fierce punch.}}
+
{{MoveListRow | Gou Shoryuuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with a medium punch or three times with a fierce punch.}}
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}}
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}}
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Akuma flips forward, which can be followed up with {{punch}} or {{kick}}.}}
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Akuma flips forward, which can be followed up with {{punch}} or {{kick}}.}}
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}}
}}
{{MoveListTable | desc=Super Combos |
{{MoveListTable | desc=Super Combos |
−
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadoken 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 series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}}
+
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Akuma performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken.}}
{{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 | {{button|text=LP}} {{button|text=LP}} {{right}} {{button|text=LK}} {{button|text=HP}} | Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white.}}
{{MoveListRow | Shun Goku Satsu | {{button|text=LP}} {{button|text=LP}} {{right}} {{button|text=LK}} {{button|text=HP}} | Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white.}}
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}}
}}
{{MoveListTable | desc=Super Combos |
{{MoveListTable | desc=Super Combos |
−
{{MoveListRow | Shinku Hadoken | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadoken Fireball that can hit his opponent multiple times. At its highest level, it has a fire effect.}}
+
{{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. At its highest level, it has a fire effect.}}
{{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.}}
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{kick}} | Ryu performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}}
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{kick}} | Ryu performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}}
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{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing {{punch}} again in quick succession.}}
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing {{punch}} again in quick succession.}}
{{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.}}
−
{{MoveListRow | Gou Shoryuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with a medium punch or three times with a fierce punch.}}
+
{{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with a medium punch or three times with a fierce punch.}}
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}}
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}}
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Akuma flips forward, which can be followed up with {{punch}} or {{kick}}.}}
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Akuma flips forward, which can be followed up with {{punch}} or {{kick}}.}}
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}}
{{MoveListTable | desc=Super Combos |
{{MoveListTable | desc=Super Combos |
−
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadoken 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 series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}}
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Akuma performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}}
{{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.}}
Street Fighter Alpha 2, known as Street Fighter Zero 2 (ストリートファイターZERO2) in Japan, is a versus fighting game and a sequel to Street Fighter Alpha: Warriors' Dreams. It was released for the Sega Saturn in 1996.
The game is a one-on-one fighting game that most of the new features introduced in the original Street Fighter Alpha, such as the three-level Super Combo gauge, Alpha Counters, air blocking, and fall breaking. New to the game is a Custom Combo system (Original Combo in Japan), replacing the Chain Combos from the first game. If the Super Combo gauge is at level 1 or higher, the player can initiate a Custom Combo pressing two punch buttons and a kick or one punch button and two kicks. The player can then perform any series of basic and special moves to create a Custom Combo until the timer gauge that appears at the bottom of the screen runs out. The characters Guy and Gen can still perform Chain Combos, but only to a limited extent. Additionally, each character now has two Alpha Counters instead of just one: one that can be performed with a kick button and another with a punch button.
The single-player mode again consists of eight matches against computer-controlled opponents, including a fixed final opponent whose identity depends on the player's selected character. Each character also has a secret rival that they can face during the course of the single-player mode if the player has at least five Super Combo finishes and does not lose a match before the sixth battle. When these requirements are met, the rival interrupts the player's next match and exchanges dialogue with and fights the player's character. With Akuma now a regular character, a more powerful version of the character dubbed Shin Akuma replaces him as a secret opponent. Unlike Super Turbo and the original Alpha, Shin Akuma challenges the player before the player's final opponent, rather than as an alternate final boss.
The console ports feature 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 Saturn version has an exclusive Survival Mode (where the player chooses a character and tries to defeat as many opponents as possible with a single vitality bar) and Illustrations (which contains 100 pieces of art for the game). The game saves high scores to the console's internal memory.
Characters move with and and flip back and forth with and . They crouch with . Punches are done with (jab), (medium), and (fierce) and 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 with +, which is a short animation during which the character is vulnerable to attack.
Throws and grabs are done by holding the D-Pad toward 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 the D-Pad in the direction of the opponent 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 and can also be done in midair. 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, players can perform a special counterattacking technique called an Alpha Counter (Zero Counter in the Japanese version) after blocking an opponent's attack, which consumes a level of the Super Combo gauge.
Characters have a Super Combo gauge that fills as the player performs regular and special techniques. 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 equivalent to ++ and equivalent to ++). 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.
Characters
Move lists assume the player is facing right. If facing left, and should be reversed. P refers to any of the punch buttons, while K refers to any of the kick buttons.
All 13 characters from the original Street Fighter Alpha return (with M. Bison, Akuma, and Dan now available to play without needing cheat codes), plus 5 additional fighters (Sakura, Gen, Rolento, Zangief, and Dhalsim).
After defeating Sagat in the first Street Fighter tournament, Ryu goes on another journey when he hears rumours of a martial artist who uses a mysterious power.
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 a fierce punch, it has a fire effect at close range.
Dragon Punch
P
Ryu rises off the ground while punching upwards, knocking down his opponent on impact.
Hurricane Kick
K
Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.
Hadou no Kamae
TAUNT
Ryu performs the motion for a fireball but does not fire one. The purpose of this move is to confuse opponents. The recovery time for this move is much faster than a real fireball.
Move list (Command normals)
Name
Command
Description
Sakotsu Wari
+ MP
Ryu pulls his fist back and strikes forward and down, potentially hitting twice.
Senpuu Kyaku
+ MK
Ryu leaps 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. At its highest level, it has a fire effect.
Shinkuu Tatsumaki Senpuukyaku
K
Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times.
A female detective who is pursuing a criminal organization that may have been involved in the disappearance of her father.
Move list (Special moves)
Name
Command
Description
Lightning Kick
KKKKK
Chun-Li unleashes a flurry of rapid kicks.
Spinning Air Kick
Hold for 2 seconds, then +K
Chun-Li jumps high into the air while spinning her legs around in kicks.
Kikoken Fireball
+P
Chun-Li shoots an energy ball across the screen.
Axe Kick
K
Chun-Li does a handstand and then kicks downward with a straight leg.
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.
Yosokyaku
+ 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 Tenshoukyaku
Hold for 2 seconds, then +K
Chun-Li performs a more powerful version of her Spinning Air Kick.
One of the three heroes from Final Fight. Guy is warned by his master, Zeku, of an emerging threat to the world, so he seeks to stop this mysterious new evil.
Move list (Special moves)
Name
Command
Description
Air Suplex
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 the Bushin Izuna Otoshi (a body slam); otherwise, he performs the Izuna no Hiji Otoshi (an elbow drop).
Dashing Crescent
K
Guy runs towards his opponent. This move can be followed up with K to perform a jumping turnaround kick.
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).
Houzantou
P
Guy crouches and spins around, then charges at his opponent with his shoulder.
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.
Kamaitachi
+ HK
Guy does a backflip kick.
Move list (Super Combos)
Name
Command
Description
Bushin Hassou Ken
P
Guy 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.
Ryu's former training partner. Ken seeks to challenge Ryu once again in order to test his strength and not be outdone by his rival.
Move list (Special moves)
Name
Command
Description
Hadouken Fireball
P
Ken focuses energy through his palms and fires a surging punch across the screen.
Dragon Punch
P
Ken rises off the ground while punching upwards. When performed with a fierce punch, Ken has a flaming fist and can hit his opponent up to three times.
Hurricane Kick
K
Ken jumps into the air and spins around an axis with his leg extended, potentially hitting his opponent up to five times if performed with a strong kick. This move can be performed in midair.
Zenpou Tenshin
+P
Ken rolls forward, the distance depending on the strength of the punch used.
Hadou no Kamae
TAUNT
Ken rolls a short distance forward, falls, then flips back to a standing position. The purpose of this move is to confuse opponents. He is vulnerable while doing this.
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.
Move list (Super Combos)
Name
Command
Description
Shouryuu Reppa
P
Ken performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.
Shinryuuken
K
Ken performs a powerful spinning Dragon Punch that ascends upward, drawing in nearby opponents.
A returning character from Street Fighter II. An Indian yogi who gets involved in the recent events to raise money for his poor village.
Move list (Special moves)
Name
Command
Description
Yoga Fire
P
Dhalsim spits out a fireball that scorches whoever it touches.
Yoga Flame
P
Dhalsim breathes a large mass of flame in front of him.
Yoga Blast
K
Dhalsim breathes a large mass of flame at a diagonal angle in front of him.
Yoga Teleport Forward
+ all three P or K simultaneously
Dhalsim disappears and reappears an the entire screen ahead with P or half the screen ahead with K.
Yoga Teleport Backward
+ all three P or K simultaneously
Dhalsim disappears and reappears an entire screen back with P or half the screen back with K.
Yoga Escape
K (when knocked down)
Dhalsim teleports away after being knocked down.
Move list (Command normals)
Name
Command
Description
Headbutt
+ HP
Dhalsim headbutts his opponent.
Forward Chop
+ LP
Dhalsim quickly jabs his open hand forward.
Delayed Downward Chop
+ LP
Dhalsim chops his hand downward. He holds his hand up while the button is held and chops when it is released, allowing the player to time the attack, though he chops eventually even if the button is still held.
Yoga Spear
+ HP or K in midair
Dhalsim spins downward like a drill. The angle depends on the button used, with HP being the closest to 0° and HK being the closest to 270°.
Move list (Super Combos)
Name
Command
Description
Yoga Inferno
P
Dhalsim belches a chain of fireballs in front of him.
Yoga Strike
K
Dhalsim jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.
A returning fighter from the original Street Fighter. A Chinese assassin suffering from leukemia who enters the fighting scene once again to find a worthy opponent that can finish him off.
Gen has two fighting stances with entirely different movesets that he can switch between at any time.
The Mantis stance is a more defensive stance with faster but lighter attacks.
Move list (Special moves (Mantis stance))
Name
Command
Description
Ansatsu Ken: Ki-ryuu
All three K simultaneously
Gen changes to his Crane stance.
Hyakurenkou
PPPPP
Gen chops his hand furiously in front of him.
Gekirou
K
Gen jumps into the air while kicking diagonally upward.
Move list (Super Combos (Mantis stance))
Name
Command
Description
Zan'ei
P
Gen charges through his opponent, continuing to cause injury even after he has moved through them.
Shitenshuu
P
Gen unleashes a fury of hand chops before poking his opponent with a single finger. If the finger jab connects, a counter begins counting down above the opponent's head, causing damage on every second. The timer can be ended by attacking Gen. If the timer reaches zero without the opponent interrupting it, the opponent is knocked out and dizzied.
Alpha Counter
P or K while blocking
The Crane stance is a more offensive stance with slower but stronger attacks. His normals are complex but generally have superior reach and often can hit multiple times.
Move list (Special moves (Crane stance))
Name
Command
Description
Ansatsu Ken: Sou-ryuu
All three P simultaneously
Gen changes to his Mantis stance.
Jyasen
Hold for 2 seconds, then +P
Gen rolls along the ground, then unravels with an open-handed strike.
Ouga
Hold for 2 seconds, then +K
Gen jumps to the corner of the screen. If no direction is held, he drops a short distance down with a kick. If is held, he drops down to the ground. If is held, he kicks downward across the screen. If is held, he jumps off the screen and darts across the screen over his opponent, and the player can again hold a direction to determine Gen's next action. If no direction is held, he flies over to the other side of the opponent. If is held (or the opponent is at the end of the stage and cannot move further back), Gen falls with a downward kick. If or is held, Gen does a diagonal kick in either direction.
Move list (Super Combos (Crane stance))
Name
Command
Description
Kouga
K in midair
Gen does multiple wall jumps and diving kicks.
Jakouha
K
Gen jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.
A Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated. Hoping for a match and an autograph with him, she cuts classes and goes on a journey around the world.
Move list (Special moves)
Name
Command
Description
Hadouken Fireball
P
Sakura shoots a fireball. If the player presses P once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses P twice, a larger fireball is fired that travels half the width of the screen. If the player presses P three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.
Shouoken
P
Sakura dashes forward, then performs a jumping uppercut. She dashes a longer distance when the move is performed with stronger punches.
Shunpuu Kyaku
K
Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc.
Move list (Command normals)
Name
Command
Description
Flower Kick
+ MK
Sakura performs a wide overhead kick.
Sailor Shoot
+ MK or HK (close)
Sakura jumps off her opponent's chest.
Move list (Super Combos)
Name
Command
Description
Shinkuu Hadouken
P
Sakura shoots a large fireball that can hit her opponent multiple times. The fireball shrinks as it travels the screen, dissipating completely before it reaches the end. It hits more times and does more damage when it is larger, so the move is most effective when performed near Sakura's opponent.
Haru Ichiban
K
Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.
Midare Zakura
K
Sakura performs a series of low Shouokens while moving across the screen, culminating in a high Shouoken.
One of the boss characters from Final Fight. An ex-Mad Gear member who wants to create his own utopic nation through underhanded methods.
Move list (Special moves)
Name
Command
Description
Patriot Circle
P
Rolento twirls his staff in circles around him.
Mekon Delta Air Raid
P
Rolento rolls backwards. If the player presses P again before he finishes his roll, he launches himself across the screen while swinging his staff downward.
Mekon Delta Escape
K
Rolento jumps back to the corner of the screen and then drops back down.
Mekon Delta Attack
All three K simultaneously
Rolento performs a backflip. If the player presses P again before the backflip is over, he rolls forward in a ball (with the distance depending on the strength of the punch used), which hurts opponents that he rolls into.
Stinger
K
Rolento high into the air. Pressing P or K before he lands throws a knife at an angle. The angle depends on the button used, with HP and HK being the closest to 0° and LP and LK being the closest to 270°.
Move list (Command normals)
Name
Command
Description
High Jump
Rolento flips high into the air forward (potentially leaping over his opponent).
Spike Rod
+ MK in midair
Rolento jabs his staff downward.
Fake Rod
+ MK in midair
Rolento jabs his staff into the ground and uses it to support his weight.
Move list (Super Combos)
Name
Command
Description
Take No Prisoners
K
Rolento pulls a tripwire from the ground, which moves a short distance forward. If the wire catches the opponent, Rolento pulls the opponent onto a hook that appears overhead and drops them onto the ground.
Mine Sweeper
P
Rolento rolls backwards while dropping several grenades.
Another returning character from Street Fighter II. A Soviet wrestler who travels around the world to show the strength of "the Great Motherland."
Move list (Special moves)
Name
Command
Description
Double Lariat
All three P or K simultaneously
Zangief spins around with his arms outstretched, knocking anyone who wanders into him. He spins around once with K and twice with P. He can move with and while spinning.
Spinning Pile Driver
D-Pad in a 360° rotation, then P
Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning.
Flying Power Bomb
D-Pad in a 360° rotation, then K (far away)
Zangief grabs his opponent, jumps, and and slams them into the ground.
Atomic Suplex
D-Pad in a 360° rotation, then K (close)
Zangief grabs his opponent and performs a series of rolling suplexes.
Banishing Fist
P
Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.
Move list (Command normals)
Name
Command
Description
Flying Body Attack
+ HP while jumping diagonally
Zangief falls down with a diving splash.
Double Knee Drop
+ LK or MK while jumping diagonally
Zangief falls with his knees forward.
Headbutt
+ MP or HP in midair
Zangief performs a headbutt in midair.
Move list (Super Combos)
Name
Command
Description
Final Atomic Buster
D-Pad in a 360° rotation twice, then P
Zangief performs two Atomic Suplexes followed by a Spinning Piledriver.
Aerial Russian Slam
K
Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.
A member of the US military who seeks to crack down on corruption within the army's top brass, suspecting that some of its members are on Shadaloo's payroll.
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.
Somersault Shell
Hold for 2 seconds, then +K
Charlie somersaults upward while performing two kicks.
Move list (Command normals)
Name
Command
Description
Jump Sobat
+ MK or + MK
Charlie hops toward his opponent with a turning kick.
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 +P
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 P.
Crossfire Blitz
Hold for 2 seconds, then +K
Charlie dashes forward while performing a series of fast kicks.
Somersault Justice
Hold for 2 seconds, then +K
Charlie performs two Somersault Shells in succession.
A participant from the original Street Fighter who was banned from competing and now works as a bouncer in England. He is interested in joining Shadaloo, so he sets out to prove his strength and gain membership.
Move list (Special moves)
Name
Command
Description
Bullhead
Hold for 2 seconds, then +P
Birdie dashes forward and headbutts his opponent.
Bullhorn
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 multiple times with his chain.
Bandit Chain
D-Pad in a 360° rotation, then K (close)
Birdie grabs his opponent and slams them to the ground multiple 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.
A fortune teller who wields Soul Power. She has sensed M. Bison's evil presence and is on a mission to seal his dark power.
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 light punch) or reflect them back toward her opponent (with medium or hard punch).
Soul Spark
P
Rose lashes her scarf straight out as a soul sphere shoots down it.
Soul Throw
P
Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.
Soul Spiral
K
Rose steps forward and spins her scarf like a drill.
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.
Aura Soul Throw
P
Rose pummels her opponent into the air, then throws them back toward the ground.
Soul Illusion
K
Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.
After being scarred for life by Ryu at the end of the first Street Fighter tournament, Sagat seeks to reclaim his title as the Emperor of Muay Thai.
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 punch, he shoots a high shot while standing; if performed with kick, he shoots a low shot while kneeling.
Tiger Knee
K
Sagat jumps forward, ramming his opponent with his knee.
Tiger Uppercut
P
Sagat rises off the ground while punching upwards. If performed with medium or hard punch, it can hit up to three times before knocking the opponent down.
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.
Tiger Genocide
K
Sagat leaps ahead with a Tiger Knee and follows it up with a Tiger Uppercut.
Akuma, much like Ryu, travels the world, searching for opponents worthy enough to match the might of the Satsui no Hadou. He expresses interest in Ryu's potential.
Move list (Special moves)
Name
Command
Description
Gou Hadouken
P
Akuma focuses energy through his palms and fires a surging punch across the screen.
Zankuu Hadouken
P in midair
Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair.
Shakunetsu Hadouken
P
Akuma shoots a flaming variant of the Hadouken.
Gou Shoryuuken
P
Akuma rises off the ground while punching upwards. Hits up to two times with a medium punch or three times with a fierce punch.
Tatsumaki Zankuukyaku
K
Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.
Hyakki Shuu
P
Akuma flips forward, which can be followed up with P or K.
Zenpou Tenshin
+P
Akuma jumps forward, then rolls along the ground.
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.
Senpuu Kyaku
+ MK
Akuma leaps forward, doing a single spinning kick similar to a Hurricane Kick.
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 series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken.
Tenma Gou Zankuu
P in midair
Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu
LP LP LK HP
Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white.
The leader of the world criminal organization Shadaloo. His actions involve drug trafficking and arms dealing, among others. As a result, he and his organization have gained a great deal of notoriety.
Move list (Special moves)
Name
Command
Description
Psycho Shot
Hold for 2 seconds, then +P
M. Bison throws a fireball across the screen.
Double Knee Press
Hold for 2 seconds, then +K
M. Bison leaps forward while kicking.
Head Stomp
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 Psycho Fist by pressing P.
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 Psycho Fist.
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.
Knee Press Nightmare
Hold for 2 seconds, then +P
M. Bison does two consecutive Double Knee Press maneuvers.
Dan's father was killed by Sagat after gouging Sagat's eye out. Dan developed his own style called Saikyo-ryu, and sets out to avenge his father's death.
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.
Kouryuuken
P
Dan rises off the ground while punching upwards, knocking down his opponent on impact.
Dankuukyaku
K
Dan leaps forward and performs a sequence of three kicks in midair.
Zenten Chouhatsu
TAUNT
Dan rolls forward, then performs his taunt.
Kouten Chouhatsu
TAUNT
Dan rolls backwards, then performs his taunt.
Move list (Super Combos)
Name
Command
Description
Chouhatsu Densetsu
TAUNT
Dan rolls forward multiple times, stopping each time to taunt.
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 punches and kicks right in front of him, ending with a Kouryuuken.
Kouryuu Rekka
K
Dan performs a a single low Kouryuuken, followed by a high Kouryuuken.
The Saturn version was the only console port at the time to feature Evil Ryu, EX Zangief, and EX Dhalsim as unlockable characters, in addition to Shin Akuma and Classic Chun-Li, who were in all the other console versions.
The EX versions of characters use their Street Fighter II: Champion Edition movesets and lose abilities added in the Alpha games, including the ability to block in the air, roll out of falls, or use taunts, Custom Combos, Super Combos, or Alpha Counters.
A hypothetical version of Ryu that succumbed to the power of the Satsui no Hadou.
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 a fierce punch, it has a fire effect at close range.
Dragon Punch
P
Ryu rises off the ground while punching upwards, knocking down his opponent on impact.
Hurricane Kick
K
Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.
Hadou no Kamae
TAUNT
Ryu performs the motion for a fireball but does not fire one. The purpose of this move is to confuse opponents. The recovery time for this move is much faster than a real fireball.
Ashura Senkuu Forward
+ all three P or K simultaneously
Ryu 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
Ryu 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
Sakotsu Wari
+ MP
Ryu pulls his fist back and strikes forward and down, potentially hitting twice.
Senpuu Kyaku
+ MK
Ryu leaps 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. At its highest level, it has a fire effect.
Shinkuu Tatsumaki Senpuukyaku
K
Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times.
Messatsu Gou Shouryuu
K
Ryu performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.
Shun Goku Satsu
LP LP LK HP
Ryu glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white.
A more powerful version of Akuma's form and style, tapping into the true potential of the Satsui no Hadou. He can fire two air fireballs at a time, like his original appearance in Super Street Fighter II Turbo.
Move list (Special moves)
Name
Command
Description
Gou Hadouken
P
Akuma focuses energy through his palms and fires a surging punch across the screen.
Zankuu Hadouken
P in midair
Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing P again in quick succession.
Shakunetsu Hadouken
P
Akuma shoots a flaming variant of the Hadouken.
Gou Shouryuuken
P
Akuma rises off the ground while punching upwards. Hits up to two times with a medium punch or three times with a fierce punch.
Tatsumaki Zankuukyaku
K
Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.
Hyakki Shuu
P
Akuma flips forward, which can be followed up with P or K.
Zenpou Tenshin
+P
Akuma jumps forward, then rolls along the ground.
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.
Senpuu Kyaku
+ MK
Akuma leaps forward, doing a single spinning kick similar to a Hurricane Kick.
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 series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.
Tenma Gou Zankuu
P in midair
Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu
LP LP LK HP
Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white.
An alternate version of Chun-Li who wears her outfit from Street Fighter II. She cannot air block, and the input for her Kikoken Fireball has been reverted to a charge command.
Move list (Special moves)
Name
Command
Description
Lightning Kick
KKKKK
Chun-Li unleashes a flurry of rapid kicks.
Spinning Air Kick
Hold for 2 seconds, then +K
Chun-Li jumps high into the air while spinning her legs around in kicks.
Kikoken Fireball
Hold for 2 seconds, then +P
Chun-Li shoots an energy ball across the screen.
Axe Kick
K
Chun-Li does a handstand and then kicks downward with a straight leg.
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.
Yosokyaku
+ 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 Tenshoukyaku
Hold for 2 seconds, then +K
Chun-Li performs a more powerful version of her Spinning Air Kick.
Alpha Counter
P or K while blocking
EX Dhalsim
Originally appeared in:
Street Fighter II
Mid-boss:
Zangief
Final boss:
M. Bison
A version of Dhalsim more closely resembling his Street Fighter II moveset. He cannot air block or use Super Combos.
Move list (Special moves)
Name
Command
Description
Yoga Fire
P
Dhalsim spits out a fireball that scorches whoever it touches.
Yoga Flame
P
Dhalsim breathes a large mass of flame in front of him.
Move list (Command normals)
Name
Command
Description
Yoga Spear
+ HP or K in midair
Dhalsim spins downward like a drill. The angle depends on the button used, with HP being the closest to 0° and HK being the closest to 270°.
EX Zangief
Originally appeared in:
Street Fighter II
Mid-boss:
Birdie
Final boss:
Ken
A version of Zangief more closely resembling his Street Fighter II moveset. He cannot air block or use Super Combos.
Move list (Special moves)
Name
Command
Description
Double Lariat
All three P or K simultaneously
Zangief spins around with his arms outstretched, knocking anyone who wanders into him. He spins around once with K and twice with P. He can move with and while spinning.
Spinning Pile Driver
D-Pad in a 360° rotation, then P
Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning.
Move list (Command normals)
Name
Command
Description
Flying Body Attack
+ HP while jumping diagonally
Zangief falls down with a diving splash.
Double Knee Drop
+ LK or MK while jumping diagonally
Zangief falls with his knees forward.
Headbutt
+ MP or HK in midair
Zangief performs a headbutt in midair.
Stages
Each character has his or her own stage where matches are hosted. There are two special stages in the Arcade Mode: Fields of Fate, used when Sagat fights Ryu, and the Waterfall, used when Charlie fights M. Bison.
Ryu
Adon
Chun-Li
Guy
Ken
Dhalsim
Gen
Sakura
Rolento
Zangief
Charlie
Birdie
Rose
Sodom
Sagat
Akuma
M. Bison
Dan
Fields of Fate
Waterfall
History
Legacy
An updated version called Street Fighter Alpha 2 Gold was included as part of Street Fighter Collection in 1997. It was later released separately, exclusively in Japan, as Street Fighter Zero 2 Dash in 1998.
Both the Saturn and PlayStation versions feature an arranged soundtrack, with only the Saturn version looping properly like the arcade version.
Since it was released a month after the PlayStation version in Japan, the Saturn version includes additional features (a Survival Mode, an Illustrations menu, and a corresponding new music track), despite both versions seeing a simultaneous release overseas. Mega Man 8, another Capcom title, would follow the same pattern.
The PlayStation version served as the basis for the Windows PC port.