Difference between revisions of "Street Fighter Alpha 2"
From Sega Retro
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Characters have a Super Combo gauge that 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). | Characters have a Super Combo gauge that 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). | ||
− | If the Super Combo gauge is at least level 1, the player can initiate a Custom Combo (Original Combo in the Japanese version) by pressing two punch buttons and a kick or one punch button and two kicks. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create a Custom Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Custom Combo. The character can be hit out of the combo early, but the Custom Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level). | + | If the Super Combo gauge is at least level 1, the player can initiate a Custom Combo (Original Combo in the Japanese version) by pressing two punch buttons and a kick or one punch button and two kicks. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create a Custom Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Custom Combo. Charge moves can be performed without charging (for example, the player only needs to press {{left}} {{right}} {{punch}} for a Sonic Boom). The character can be hit out of the combo early, but the Custom Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level). |
There are two game speeds, Normal and Turbo, and 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 limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Custom Combo if the character only has two Super Combos). | There are two game speeds, Normal and Turbo, and 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 limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Custom Combo if the character only has two Super Combos). | ||
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| desc=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. | | desc=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. | ||
{{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 {{ | + | {{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 | 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.}} | ||
{{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | 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.}} | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | 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.}} | ||
− | {{MoveListRow | Hadou no Kamae | {{QCF}} {{ | + | {{MoveListRow | Hadou no Kamae | {{QCF}} {{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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Sakotsu Wari | {{right}}+{{ | + | {{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}}+{{ | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Ryu leaps forward, doing a single spinning kick similar to a Hurricane Kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Jaguar Crunch | {{right}}+{{ | + | {{MoveListRow | Jaguar Crunch | {{right}}+{{MP}} | Adon takes a step forward and strikes with his elbow, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Jutting Kick | {{downright}}+{{ | + | {{MoveListRow | Jutting Kick | {{downright}}+{{MK}} | Adon kicks high into the air from a crouched position.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{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 | Yosokyaku | {{down}}+{{ | + | {{MoveListRow | Yosokyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}} |
− | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{ | + | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{HK}} | Chun-Li backflips high into the air, coming down with a kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{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, with stronger punches traveling further. 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 | Bushin Izuna Drop | {{QCF}} {{punch}} | 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 {{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 {{ | + | {{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. It is similar to the Hurricane Kick performed by Ryu and Ken but has more vertical jump height (with stronger kicks flying higher).}} | {{MoveListRow | Whirlwind Kick | {{QCB}} {{kick}} | 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).}} | ||
{{MoveListRow | Houzantou | {{QCB}} {{punch}} | Guy crouches and spins around, then charges at his opponent with his shoulder.}} | {{MoveListRow | Houzantou | {{QCB}} {{punch}} | Guy crouches and spins around, then charges at his opponent with his shoulder.}} | ||
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{{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 | Hiji Otoshi | {{down}}+{{ | + | {{MoveListRow | Hiji Otoshi | {{down}}+{{MP}} in midair | Guy thrusts downward with an elbow.}} |
− | {{MoveListRow | Kubi Kudaki | {{right}}+{{ | + | {{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 | Kamaitachi | {{downright}}+{{ | + | {{MoveListRow | Kamaitachi | {{downright}}+{{HK}} | Guy does a backflip kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{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.}} | ||
− | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. When performed with {{ | + | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. When performed with {{HP}}, Ken has a flaming fist and can hit his opponent up to three times.}} |
− | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | 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 {{ | + | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | 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 {{HK}}. This move can be performed in midair.}} |
{{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward, the distance depending on the strength of the punch used.}} | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward, the distance depending on the strength of the punch used.}} | ||
− | {{MoveListRow | Zentou | {{QCF}} {{ | + | {{MoveListRow | Zentou | {{QCF}} {{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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Inazuma Kakato Wari | {{right}}+{{ | + | {{MoveListRow | Inazuma Kakato Wari | {{right}}+{{MK}} | Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Short Attacks | {{left}}+{{punch}} or {{kick}} | Dhalsim can perform shorter, quicker attacks without stretching his arms by holding {{left}}. This works while standing, crouching, or jumping.}} | {{MoveListRow | Short Attacks | {{left}}+{{punch}} or {{kick}} | Dhalsim can perform shorter, quicker attacks without stretching his arms by holding {{left}}. This works while standing, crouching, or jumping.}} | ||
− | {{MoveListRow | Forward Chop | {{right}}+{{ | + | {{MoveListRow | Forward Chop | {{right}}+{{LP}} | Dhalsim quickly jabs his open hand forward.}} |
− | {{MoveListRow | Downward Chop | {{left}}+{{ | + | {{MoveListRow | Downward Chop | {{left}}+{{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. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Headbutt | {{left}}+{{ | + | {{MoveListRow | Headbutt | {{left}}+{{HP}} | Dhalsim headbutts his opponent, hitting up to two times.}} |
− | {{MoveListRow | Yoga Mummy | {{down}}+{{ | + | {{MoveListRow | Yoga Mummy | {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill.}} |
− | {{MoveListRow | Yoga Spear | {{down}}+{{kick}} in midair | Dhalsim spins downward feet first like a drill. The angle depends on the button used, with {{ | + | {{MoveListRow | Yoga Spear | {{down}}+{{kick}} in midair | Dhalsim spins downward feet first like a drill. The angle depends on the button used, with {{LK}} being the closest to 0° and {{HK}} being the closest to 270°.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Flower Kick | {{right}}+{{ | + | {{MoveListRow | Flower Kick | {{right}}+{{MK}} | Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Sailor Shoot | {{right}}+{{ | + | {{MoveListRow | Sailor Shoot | {{right}}+{{MK}} or {{HK}} (close) | Sakura jumps off her opponent's chest.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListRow | Mekon Delta Escape | {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down.}} | {{MoveListRow | Mekon Delta Escape | {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down.}} | ||
{{MoveListRow | Mekon Delta Attack | All three {{kick}} simultaneously | Rolento performs a backflip. If the player presses {{punch}} 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.}} | {{MoveListRow | Mekon Delta Attack | All three {{kick}} simultaneously | Rolento performs a backflip. If the player presses {{punch}} 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.}} | ||
− | {{MoveListRow | Stinger | {{DPF}} {{kick}} | Rolento high into the air. Pressing {{punch}} or {{kick}} before he lands throws a knife at an angle. The angle depends on the button used, with {{ | + | {{MoveListRow | Stinger | {{DPF}} {{kick}} | Rolento jumps high into the air. Pressing {{punch}} or {{kick}} 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°.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | High Jump | {{down}} {{up}} | Rolento flips high into the air forward (potentially leaping over his opponent).}} | {{MoveListRow | High Jump | {{down}} {{up}} | Rolento flips high into the air forward (potentially leaping over his opponent).}} | ||
− | {{MoveListRow | Spike Rod | {{down}}+{{ | + | {{MoveListRow | Spike Rod | {{down}}+{{MK}} in midair | Rolento jabs his staff downward, which can be used to hit his opponent or bounce slightly off the ground.}} |
− | {{MoveListRow | Fake Rod | {{right}}+{{ | + | {{MoveListRow | Fake Rod | {{right}}+{{MK}} | Rolento jabs his staff into the ground and uses it to support his weight.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Flying Body Attack | {{down}}+{{ | + | {{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief falls down with a diving splash.}} |
− | {{MoveListRow | Double Knee Drop | {{down}}+{{ | + | {{MoveListRow | Double Knee Drop | {{down}}+{{LK}} or {{MK}} while jumping diagonally | Zangief falls with his knees forward.}} |
− | {{MoveListRow | Russian Kick | {{downleft}}+{{ | + | {{MoveListRow | Russian Kick | {{downleft}}+{{MK}} or {{HK}} | Zangief does a low kick.}} |
− | {{MoveListRow | Kuuchuu Headbutt | {{up}}+{{ | + | {{MoveListRow | Kuuchuu Headbutt | {{up}}+{{MP}} or {{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 | {{left}}+{{ | + | {{MoveListRow | Jump Sobat | {{left}}+{{MK}} or {{right}}+{{MK}} | Charlie hops toward his opponent with a turning kick. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Step Kick | {{left}}+{{ | + | {{MoveListRow | Step Kick | {{left}}+{{HK}} or {{right}}+{{HK}} | Charlie takes a step forward and kicks.}} |
− | {{MoveListRow | Spin Back Knuckle | {{right}}+{{ | + | {{MoveListRow | Spin Back Knuckle | {{right}}+{{HP}} | Charlie rotates around and swings his fist like a club.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Body Press | {{down}}+{{ | + | {{MoveListRow | Body Press | {{down}}+{{HP}} | Birdie falls down with a diving splash.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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| desc=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. | | desc=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. | ||
{{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 does damage directly, but it can also be used to absorb projectiles with {{ | + | {{MoveListRow | Soul Reflect | {{QCB}} {{punch}} | Rose whips her scarf down in front of her. If it hits an opponent, it does damage directly, but it can also be used to absorb projectiles with {{LP}} or reflect them back toward her opponent with {{MP}} or {{HP}}.}} |
{{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.}} | ||
{{MoveListRow | Soul 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 | Soul 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=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Slide Kick | {{downright}}+{{ | + | {{MoveListRow | Slide Kick | {{downright}}+{{MK}} | Rose does a slide kick forward.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{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.}} | ||
− | {{MoveListRow | Tiger Blow | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, hitting up to five times with {{ | + | {{MoveListRow | Tiger Blow | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, hitting up to five times with {{MP}} or seven times with {{HP}} before knocking the opponent down.}} |
{{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.}} | ||
}} | }} | ||
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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, which knocks over opponents.}} | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which knocks over opponents.}} | ||
− | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with {{ | + | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with {{MP}} or three times with {{HP}}.}} |
{{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 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. When Akuma is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}} | {{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. When Akuma is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{ | + | {{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}}+{{ | + | {{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}}+{{ | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Akuma leaps forward, doing a single spinning kick similar to a Hurricane Kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}} | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou 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 | {{ | + | {{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 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.}} | {{MoveListRow | Alpha Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.}} | ||
{{MoveListRow | Alpha Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Akuma performs a sweep kick.}} | {{MoveListRow | Alpha Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Akuma performs a sweep kick.}} | ||
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{{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.}} | ||
{{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of three kicks in midair.}} | {{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of three kicks in midair.}} | ||
− | {{MoveListRow | Zenten Chouhatsu | {{QCF}} {{ | + | {{MoveListRow | Zenten Chouhatsu | {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt.}} |
− | {{MoveListRow | Kouten Chouhatsu | {{QCB}} {{ | + | {{MoveListRow | Kouten Chouhatsu | {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Chouhatsu | {{ | + | {{MoveListRow | Chouhatsu | {{Taunt}} | Dan's taunt uniquely can be performed multiple times per round and increases the power in his Super Combo gauge.}} |
− | {{MoveListRow | Kuuchuu Chouhatsu | {{ | + | {{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dan can perform his taunt in midair.}} |
− | {{MoveListRow | Shami Chouhatsu | {{down}}+{{ | + | {{MoveListRow | Shami Chouhatsu | {{down}}+{{Taunt}} | Dan can perform his taunt while crouching.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Chouhatsu Densetsu | {{QCF}} {{QCF}} {{ | + | {{MoveListRow | Chouhatsu Densetsu | {{QCF}} {{QCF}} {{Taunt}} | Dan rolls forward multiple times, stopping each time to taunt.}} |
{{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 punches and kicks right in front of him, ending with a Kouryuuken.}} | {{MoveListRow | Hisshou Buraiken | {{QCB}} {{QCB}} {{kick}} | Dan performs a barrage of punches and kicks right in front of him, ending with a Kouryuuken.}} | ||
Line 632: | Line 632: | ||
| desc=A hypothetical version of Ryu that succumbed to the power of the Satsui no Hadou. | | desc=A hypothetical version of Ryu that succumbed to the power of the Satsui no Hadou. | ||
{{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 {{ | + | {{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 | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards. Hits up to two times with {{ | + | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards. Hits up to two times with {{MP}} or three times with {{HP}}.}} |
{{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | 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.}} | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | 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.}} | ||
− | {{MoveListRow | Hadou no Kamae | {{QCF}} {{ | + | {{MoveListRow | Hadou no Kamae | {{QCF}} {{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.}} |
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Ryu 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 | Ryu 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 | Ryu 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 | Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Sakotsu Wari | {{right}}+{{ | + | {{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}}+{{ | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Ryu leaps forward, doing a single spinning kick similar to a Hurricane Kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
Line 647: | Line 647: | ||
{{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.}} | ||
− | {{MoveListRow | Shun Goku Satsu | {{ | + | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Ryu 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 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}} | {{MoveListRow | Alpha Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}} | ||
{{MoveListRow | Alpha Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}} | {{MoveListRow | Alpha Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}} | ||
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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, which knocks over opponents.}} | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which knocks over opponents.}} | ||
− | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with {{ | + | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with {{MP}} or three times with {{HP}}.}} |
{{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 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. When Akuma is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}} | {{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. When Akuma is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{ | + | {{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}}+{{ | + | {{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}}+{{ | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Akuma leaps forward, doing a single spinning kick similar to a Hurricane Kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}} | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou 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 | {{ | + | {{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 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.}} | {{MoveListRow | Alpha Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.}} | ||
{{MoveListRow | Alpha Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Akuma performs a sweep kick.}} | {{MoveListRow | Alpha Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Akuma performs a sweep kick.}} | ||
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{{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 | Yosokyaku | {{down}}+{{ | + | {{MoveListRow | Yosokyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}} |
− | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{ | + | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{HK}} | Chun-Li backflips high into the air, coming down with a kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Yoga Spear | {{down}}+{{ | + | {{MoveListRow | Yoga Spear | {{down}}+{{HP}} or {{button|text=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°.}} |
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Flying Body Attack | {{down}}+{{ | + | {{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief falls down with a diving splash.}} |
− | {{MoveListRow | Double Knee Drop | {{down}}+{{ | + | {{MoveListRow | Double Knee Drop | {{down}}+{{LK}} or {{MK}} while jumping diagonally | Zangief falls with his knees forward.}} |
− | {{MoveListRow | Headbutt | {{up}}+{{ | + | {{MoveListRow | Headbutt | {{up}}+{{MP}} or {{HK}} in midair | Zangief performs a headbutt in midair.}} |
}} | }} | ||
}} | }} |
Revision as of 15:32, 16 September 2023
- For the updated release, see Street Fighter Zero 2'.
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Street Fighter Alpha 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Saturn | ||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Capcom (Japan, US), Virgin Interactive Entertainment (Europe) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Capcom | ||||||||||||||||||||||||||||||||||||||||||||||||||
Original system(s): Capcom CPS-2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
Sound driver: SCSP (1 track) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Action[1][2] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
Contents
Gameplay
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. 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 finishes at least five rounds with a Super Combo or a Custom Combo 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. There are eight difficulty levels for computer-controlled opponents.
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 crouch with . They jump with and flip back and forth with and . Punches are done with (jab), (medium), and (fierce), and is equivalent to holding all three punch buttons at once. Kicks are done with (short), (medium), and (roundhouse), and is equivalent to holding all three kick buttons at once. Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with +, which is a short animation during which the character is vulnerable to attack.
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 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, players 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.
Characters have a Super Combo gauge that 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).
If the Super Combo gauge is at least level 1, the player can initiate a Custom Combo (Original Combo in the Japanese version) by pressing two punch buttons and a kick or one punch button and two kicks. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create a Custom Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Custom Combo. Charge moves can be performed without charging (for example, the player only needs to press P for a Sonic Boom). The character can be hit out of the combo early, but the Custom Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level).
There are two game speeds, Normal and Turbo, and 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 limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Custom Combo if the character only has two Super Combos).
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).
Originally appeared in: Street Fighter
Rival battle: Sakura
Final battle: Akuma
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Ryu | |||||
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. | ||||||
Originally appeared in: Street Fighter
Rival battle: M. Bison
Final battle: Sagat
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Adon | |||||
Sagat's former disciple, he believes that his former master has disgraced the Muay Thai style with his defeat at the hands of Ryu. | ||||||
Originally appeared in: Street Fighter II
Rival battle: Gen
Final battle: M. Bison
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Chun-Li | |||||
A female detective who is pursuing a criminal organization that may have been involved in the disappearance of her father. | ||||||
Originally appeared in: Final Fight
Rival battle: Rose
Final battle: M. Bison
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Guy | |||||
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. | ||||||
Originally appeared in: Street Fighter
Rival battle: Dan
Final battle: Ryu
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Ken | |||||
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. | ||||||
Originally appeared in: Street Fighter II
Rival battle: Zangief
Final battle: M. Bison
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Dhalsim | |||||
A returning character from Street Fighter II. An Indian yogi who gets involved in the recent events to raise money for his poor village. | ||||||
Originally appeared in: Street Fighter
Rival battle: Chun-Li
Final battle: Akuma
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Gen | |||||
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. 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. | ||||||
Originally appeared in: Street Fighter Alpha 2
Rival battle: Sagat
Final battle: Ryu
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Sakura | |||||
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. | ||||||
Originally appeared in: Final Fight
Rival battle: Sodom
Final battle: Guy
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Rolento | |||||
One of the boss characters from Final Fight. An ex-Mad Gear member who wants to create his own utopic nation through underhanded methods. | ||||||
Originally appeared in: Street Fighter II
Rival battle: Birdie
Final battle: Ken
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Zangief | |||||
Another returning character from Street Fighter II. A Soviet wrestler who travels around the world to show the strength of "the Great Motherland." | ||||||
Originally appeared in: Street Fighter Alpha
Rival battle: Rolento
Final battle: M. Bison
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Charlie (Nash) | |||||
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. | ||||||
Originally appeared in: Street Fighter
Rival battle: Dhalsim
Final battle: M. Bison
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Birdie | |||||
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.
| ||||||
Originally appeared in: Street Fighter Alpha
Rival battle: Akuma
Final battle: M. Bison
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Rose | |||||
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.
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Originally appeared in: Final Fight
Rival battle: Ken
Final battle: Guy
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Sodom | |||||
A surviving member of the Mad Gear Gang from the original Final Fight. He seeks to find strong fighters worthy of joining his revived Mad Gear gang. | ||||||
Originally appeared in: Street Fighter
Rival battle: Adon
Final battle: Ryu
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Sagat | |||||
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. | ||||||
Originally appeared in: Super Street Fighter II Turbo
Rival battle: Ryu
Final battle: Gen
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Akuma (Gouki) | |||||
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. | ||||||
Originally appeared in: Street Fighter II
Rival battle: Charlie
Final battle: Ryu
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M. Bison (Vega) | |||||
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. | ||||||
Originally appeared in: Street Fighter Alpha
Rival battle: Guy
Final battle: Sagat
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Dan | |||||
Dan's father was killed by Sagat after gouging Sagat's eye out. Dan developed his own style called Saikyou-ryuu ("Strongest Style"), and sets out to avenge his father's death. |
Hidden
- Main article: Street Fighter Alpha 2/Hidden content.
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.
Stages
Each character has his or her own stage where matches are hosted.
There are two special stages in the Arcade Mode: Australia, used when Sagat fights Ryu, and Venezuela, used when Charlie fights M. Bison.
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.
The game was followed by Street Fighter Alpha 3, which was ported to the Saturn (as Street Fighter Zero 3, released exclusively in Japan) and to the Dreamcast in 1999.
Versions
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.
Localised names
Language | Localised Name | English Translation |
---|---|---|
English | Street Fighter Alpha 2 | Street Fighter Alpha 2 |
English (US) | Street Fighter Alpha 2 | Street Fighter Alpha 2 |
Japanese | ストリートファイターZERO2 | Street Fighter Zero 2 |
Comparisons
- Main article: Street Fighter Alpha 2/Comparisons.
Production credits
- Planner: Noritaka Funamizu (POO), Neo_G, Kanetaka
- Programmer: Cham Cho Choy, PON, Kiyoko Arikichi, Hard.Yas -Yoga & Sakura-, Hyper Shinchan, Super "Birdie" Sailor
- Scroll Design: Konomi, Kayoko Shibata, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu,T, Takapon, Tanopu, Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku
- Object Design: Eri_Eri, Ball Boy, Yu_Suke, Makoto Ishi, A Iwasaki, Arahijuf, Seigo"Ushi"Kawakami, K.Takechan, Alien Pole, Kurigeruge, Masaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I=Rassi, Takayuki Kosaka, Reiko Komatsu, Sagata
- Visual Planner: Mucchi (Haruo.M)
- Original Art Work: Holyhomerun
- Sound & Voice Design: Hiroaki "X68K" Kondo
- Music Compose & Arrange: Syun Nishigaki, Setsuo Yamamoto, Tatsuro-
- All Sound Produce: Arcade Sound Team
- Voice Actor: Katashi Ishizuka, Tetsuya Iwanaga, Yuko Sasamoto, Wataru Takagi, Tomomichi Nishimura, Osamu Hosoi, Shinichiro Miki, Yuko Miyamura, Toshiyuki Morikawa, Yoshiharu Yamada, Jin Yamanoi
- Producer: Iyono Pon
- Special Thanks: Scott Pikulski, Rita Rokos, Alison Stroll, Denise Wallner, Darryl Williams, Takuya Shiraiwa, Ryoji Yamamoto, Ueshita-Tegekick-Masakazu
- Planner: Neo_G -H. Ishizawa-, Kanetaka (Kinta)
- Programmer: Akiyoshi Eshiro (E-Bou), B.I.N, Toshihiko Tsuji, Shingo Aoi, Tada -Middle Kick- Hideki, Yasuhito Okada, Hero Hero, Miki Miki (Shaver) Okagawa, K.Sano "Happy!^3", Kato Kato Kato, Hiro, Takeda -Alpha-
- Scroll Design: Konomi, Kayoko Shibata, Y.Kyo, Megumi Maeno
- Object Design: M.Ishii, T.Takemoto, Fujihara, Iwasaki, Sagata
- Visual Planner: Mucchi (Haruo.M)
- Original Illustrations: Ikeno Medaka
- Sound & Voice Design: Hiroaki "X68K" Kondo
- Music Compose & Arrange: Syun Nishigaki, Setuo Yamamoto, Taturo-
- All Sound Produce: Arcade Sound Team
- Producer: Noritaka Funamizu (POO)
- Special Thanks: Manasi, Jiwasaki, Toyozo, Takuya Shiraiwa, Koji Nakajima, Yoshihiro Sudo, And Capcom All Staff
- Thank You For Playing
- Presented by: Capcom
Magazine articles
- Main article: Street Fighter Alpha 2/Magazine articles.
Promotional material
- Main article: Street Fighter Alpha 2/Promotional material.
Artwork
Satakore cover
Physical scans
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89 | |
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Based on 28 reviews |
Saturn, EU (newer) |
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Saturn, AU |
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Technical information
- Main article: Street Fighter Alpha 2/Technical information.
External links
- Sega of America webpage: Saturn
References
- ↑ File:SFA2 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)
- ↑ File:StreetFighterZero2 Saturn JP Flyer.pdf
- ↑ 4.0 4.1 Press release: 1996-10-24: Capcom Launches Street Fighter Alpha 2 with Fireballs
- ↑ Computer & Video Games, "December 1996" (UK; 1996-11-xx), page 49
- ↑ 6.0 6.1 Computer & Video Games, "December 1996" (UK; 1996-11-xx), page 62
- ↑ File:SFZ2 Saturn JP SSEnding.pdf
- ↑ Bravo ScreenFun, "April 1997" (DE; 1997-0x-xx), page 35
- ↑ Electronic Gaming Monthly, "December 1996" (US; 1996-xx-xx), page 84
- ↑ Famitsu, "1996-09-20" (JP; 1996-09-06), page 1
- ↑ GameFan, "Volume 4, Issue 11: November 1996" (US; 1996-xx-xx), page 20
- ↑ GamePro, "November 1996" (US; 1996-xx-xx), page 122
- ↑ Intelligent Gamer, "October 1996" (US; 1996-xx-xx), page 60
- ↑ Intelligent Gamer, "November 1996" (US; 1996-1x-xx), page 86
- ↑ Joypad, "Octobre 1996" (FR; 1996-xx-xx), page 74
- ↑ Joypad, "Décembre 1996" (FR; 1996-1x-xx), page 106
- ↑ MAN!AC, "12/96" (DE; 1996-11-13), page 78
- ↑ Mega Force, "Novembre/Décembre 1996" (FR; 1996-1x-xx), page 88
- ↑ Mega Fun, "03/97" (DE; 1997-02-05), page 85
- ↑ Mean Machines Sega, "December 1996" (UK; 1996-11-01), page 66
- ↑ Next Generation, "December 1996" (US; 1996-11-19), page 268
- ↑ Player One, "Décembre 1996" (FR; 1996-xx-xx), page 96
- ↑ Saturn Fan, "1996 No. 19" (JP; 1996-09-06), page 196
- ↑ Saturn Fan, "1996 No. 22" (JP; 1996-10-18), page 62
- ↑ Saturn+, "Issue 4" (UK; 1996-10-24), page 24
- ↑ Secret Service, "Luty 1997" (PL; 1997-xx-xx), page 18
- ↑ Sega Magazin, "Februar 1997" (DE; 1997-01-08), page 74
- ↑ Sega Power, "December 1996" (UK; 1996-10-24), page 46
- ↑ Sega Saturn Magazine, "November 1996" (UK; 1996-10-17), page 66
- ↑ Sega Saturn Magazine, "1996-16 (1996-09-27)" (JP; 1996-09-13), page 244
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 11
- ↑ Total Saturn, "Volume One Issue Two" (UK; 1996-09-30), page 40
- ↑ Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 55
- ↑ Ultra Game Players, "November 1996" (US; 1996-10-08), page 92
Street Fighter Alpha 2 | |
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Main page | Comparisons | Hidden content | Magazine articles | Reception | Promotional material | Technical information
Demos: Street Fighter Zero 2 Taikenban (1996) |
Street Fighter games for Sega systems | |
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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 | |
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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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