Difference between revisions of "Street Fighter Alpha 2"
From Sega Retro
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{{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 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 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}} |
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{{MoveListRow | Jaguar Fury | {{QCF}} {{QCF}} {{kick}} | Adon performs two Jaguar Tooth kicks in quick succession.}} | {{MoveListRow | Jaguar Fury | {{QCF}} {{QCF}} {{kick}} | Adon performs two Jaguar Tooth kicks in quick succession.}} | ||
{{MoveListRow | Jaguar Variable Assault | {{QCF}} {{QCF}} {{punch}} | Adon dashes forward and hits his opponent with a series of quick strikes, ending in the air.}} | {{MoveListRow | Jaguar Variable Assault | {{QCF}} {{QCF}} {{punch}} | Adon dashes forward and hits his opponent with a series of quick strikes, ending in the air.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Adon performs multiple quick hand strikes.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Adon performs a Rising Jaguar.}} |
}} | }} | ||
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{{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).}} | {{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).}} | ||
{{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick.}} | {{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Chun-Li thrusts both hands out.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Chun-Li performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Bushin Hassou Ken | {{QCF}} {{QCF}} {{punch}} | Guy pummels his opponent high into the air with a series of strikes.}} | {{MoveListRow | Bushin Hassou Ken | {{QCF}} {{QCF}} {{punch}} | Guy pummels his opponent high into the air with a series of strikes.}} | ||
{{MoveListRow | Bushin Gourai Kyaku | {{QCF}} {{QCF}} {{kick}} | Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.}} | {{MoveListRow | Bushin Gourai Kyaku | {{QCF}} {{QCF}} {{kick}} | Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Guy performs an elbow strike.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Guy performs a sweep kick.}} |
}} | }} | ||
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{{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | Ken performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}} | {{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | Ken performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}} | ||
{{MoveListRow | Shinryuuken | {{QCF}} {{QCF}} {{kick}} | Ken performs a powerful spinning Dragon Punch that ascends upward, drawing in nearby opponents.}} | {{MoveListRow | Shinryuuken | {{QCF}} {{QCF}} {{kick}} | Ken performs a powerful spinning Dragon Punch that ascends upward, drawing in nearby opponents.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Ken performs a Dragon Punch.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Ken performs a roundhouse kick.}} |
}} | }} | ||
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{{MoveListRow | Yoga Inferno | {{QCF}} {{QCF}} {{punch}} | Dhalsim belches a chain of fireballs in front of him.}} | {{MoveListRow | Yoga Inferno | {{QCF}} {{QCF}} {{punch}} | Dhalsim belches a chain of fireballs in front of him.}} | ||
{{MoveListRow | Yoga Strike | {{QCF}} {{QCF}} {{kick}} | Dhalsim jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.}} | {{MoveListRow | Yoga Strike | {{QCF}} {{QCF}} {{kick}} | Dhalsim jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Dhalsim performs a knee strike followed by an upward hand chop.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Dhalsim performs a knee strike followed by a ground slide.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Zan'ei | {{QCF}} {{QCF}} {{punch}} | Gen charges through his opponent, continuing to cause injury even after he has moved through them.}} | {{MoveListRow | Zan'ei | {{QCF}} {{QCF}} {{punch}} | Gen charges through his opponent, continuing to cause injury even after he has moved through them.}} | ||
{{MoveListRow | Shitenshuu | {{QCB}} {{QCB}} {{punch}} | 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.}} | {{MoveListRow | Shitenshuu | {{QCB}} {{QCB}} {{punch}} | 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.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Gen performs a palm thrust.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Gen performs a rising kick.}} |
}} | }} | ||
{{hr}} | {{hr}} | ||
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{{MoveListRow | Kouga | {{QCB}} {{QCB}} {{kick}} in midair | Gen does multiple wall jumps and diving kicks.}} | {{MoveListRow | Kouga | {{QCB}} {{QCB}} {{kick}} in midair | Gen does multiple wall jumps and diving kicks.}} | ||
{{MoveListRow | Jakouha | {{QCF}} {{QCF}} {{kick}} | Gen jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.}} | {{MoveListRow | Jakouha | {{QCF}} {{QCF}} {{kick}} | Gen jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Gen performs a shoulder charge.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Gen performs a flying kick.}} |
}} | }} | ||
}} | }} | ||
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{{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.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Sakura performs a jumping uppercut.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Sakura performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Take No Prisoners | {{QCF}} {{QCF}} {{kick}} | 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.}} | {{MoveListRow | Take No Prisoners | {{QCF}} {{QCF}} {{kick}} | 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.}} | ||
{{MoveListRow | Mine Sweeper | {{QCB}} {{QCB}} {{punch}} | Rolento rolls backwards while dropping several grenades.}} | {{MoveListRow | Mine Sweeper | {{QCB}} {{QCB}} {{punch}} | Rolento rolls backwards while dropping several grenades.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Rolento performs a baton strike.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Rolento leaps to the other side of his opponent.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Final Atomic Buster | D-Pad in a 360° rotation twice, then {{punch}} (close) | Zangief grabs his opponent and performs two rolling suplexes followed by a Spinning Piledriver.}} | {{MoveListRow | Final Atomic Buster | D-Pad in a 360° rotation twice, then {{punch}} (close) | Zangief grabs his opponent and performs two rolling suplexes followed by a Spinning Piledriver.}} | ||
{{MoveListRow | Aerial Russian Slam | {{QCF}} {{QCF}} {{kick}} | Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.}} | {{MoveListRow | Aerial Russian Slam | {{QCF}} {{QCF}} {{kick}} | Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Zangief grabs them and does an elbow strike.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Zangief performs a standing kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Crossfire Blitz | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Charlie dashes forward while performing a series of fast kicks.}} | {{MoveListRow | Crossfire Blitz | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Charlie dashes forward while performing a series of fast kicks.}} | ||
{{MoveListRow | Somersault Justice | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Charlie performs two Somersault Shells in succession.}} | {{MoveListRow | Somersault Justice | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Charlie performs two Somersault Shells in succession.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Charlie performs a Spin Back Knuckle.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Charlie performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Jackhammer | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent multiple times.}} | {{MoveListRow | Jackhammer | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent multiple times.}} | ||
{{MoveListRow | Bull Revenger | {{QCF}} {{QCF}} {{punch}} or {{kick}} | Birdie leaps into the air from across the screen, grabs his opponent, and slams them into the ground with his chain. He leaps close with {{punch}} and far with {{kick}}.}} | {{MoveListRow | Bull Revenger | {{QCF}} {{QCF}} {{punch}} or {{kick}} | Birdie leaps into the air from across the screen, grabs his opponent, and slams them into the ground with his chain. He leaps close with {{punch}} and far with {{kick}}.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Birdie performs a headbutt.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Birdie does a front kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Aura Soul Throw | {{QCF}} {{QCF}} {{punch}} | Rose pummels her opponent into the air, then throws them back toward the ground.}} | {{MoveListRow | Aura Soul Throw | {{QCF}} {{QCF}} {{punch}} | Rose pummels her opponent into the air, then throws them back toward the ground.}} | ||
{{MoveListRow | Soul Illusion | {{QCF}} {{QCF}} {{kick}} | Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.}} | {{MoveListRow | Soul Illusion | {{QCF}} {{QCF}} {{kick}} | Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Rose grabs and switches positions with them.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Rose performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Daikyou Burning | D-Pad in a 360° rotation, then {{kick}} (close) | Sodom impales his opponent with his jitte and runs across the screen while dragging them into the ground.}} | {{MoveListRow | Daikyou Burning | D-Pad in a 360° rotation, then {{kick}} (close) | Sodom impales his opponent with his jitte and runs across the screen while dragging them into the ground.}} | ||
{{MoveListRow | Shiraha Catch | {{DPF}} {{kick}} | Sodom closes his arms together. If his opponent attacks him while he is doing this, Sodom catches the opponent and throws them across the screen.}} | {{MoveListRow | Shiraha Catch | {{DPF}} {{kick}} | Sodom closes his arms together. If his opponent attacks him while he is doing this, Sodom catches the opponent and throws them across the screen.}} | ||
− | {{MoveListRow | Kouten Okiagari | {{ | + | {{MoveListRow | Kouten Okiagari | {{QCFD}} {{punch}} when knocked down | Sodom rolls away from his opponent.}} |
− | {{MoveListRow | Tengu Walking | {{ | + | {{MoveListRow | Tengu Walking | {{QCBD}} {{kick}} when knocked down | Sodom catches himself by sticking his jitte in the ground, then uses them to walk forward.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
{{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of jitte strikes in succession.}} | {{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of jitte strikes in succession.}} | ||
{{MoveListRow | Tenchuu Satsu | D-Pad in a 360° rotation twice, then {{punch}} (close) | Sodom grabs his opponent, jumps into the air, and slams them into the ground twice.}} | {{MoveListRow | Tenchuu Satsu | D-Pad in a 360° rotation twice, then {{punch}} (close) | Sodom grabs his opponent, jumps into the air, and slams them into the ground twice.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Sodom performs an upward jitte strike.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Sodom performs a low sliding kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick.}} | {{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick.}} | ||
{{MoveListRow | Tiger Genocide | {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow.}} | {{MoveListRow | Tiger Genocide | {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Sagat performs a Tiger Blow.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Sagat performs a standing kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}} | {{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}} | ||
{{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Akuma performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison spirals toward his opponent while infused with psycho energy.}} | {{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison spirals toward his opponent while infused with psycho energy.}} | ||
{{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | M. Bison does two consecutive Double Knee Press maneuvers.}} | {{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | M. Bison does two consecutive Double Knee Press maneuvers.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, M. Bison performs a standing punch.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, M. Bison warps behind them.}} |
}} | }} | ||
}} | }} | ||
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{{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.}} | ||
{{MoveListRow | Kouryuu Rekka | {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}} | {{MoveListRow | Kouryuu Rekka | {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Dan knocks his opponent away by flexing his bicep.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Dan performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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{{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 | {{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 | 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 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}} | {{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}} | ||
{{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Akuma performs a sweep kick.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).}} | {{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).}} | ||
{{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick.}} | {{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick.}} | ||
− | {{MoveListRow | Alpha Counter 1 | {{ | + | {{MoveListRow | Alpha Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Chun-Li thrusts both hands out.}} |
− | {{MoveListRow | Alpha Counter 2 | {{ | + | {{MoveListRow | Alpha Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Chun-Li performs a sweep kick.}} |
}} | }} | ||
}} | }} |
Revision as of 18:53, 19 March 2024
- 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), Wooyoung System (KR) | ||||||||||||||||||||||||||||||||||||||||||||||||||
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. 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 console ports feature an optional arranged soundtrack.
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).
Modes
The following game modes are available:
- Arcade Mode: The single-player mode consists of eight matches against computer-controlled opponents, including a 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 fights the player's character after a short dialogue scene. With Akuma now a regular character, a more powerful version of the character dubbed Shin Akuma replaces him as a secret opponent, fought before the final opponent if certain requirements are met.
- Versus Mode: A two-player versus mode where two players can choose any character and a handicap and fight each other.
- Training Mode: A practice mode where the player can select any character and any opponent. The opponent cannot be defeated, and the player's Super Combo gauge can be set to any level and automatically replenishes after it is used. The opponent can be set to stand, crouch, or jump. There is a recording feature that records the player's actions and plays them back.
- Survival Mode: A Saturn-exclusive single-player mode where the player chooses a character and tries to defeat every character in the game (besides hidden characters) with a single vitality bar. Some vitality is replenished after each round, depending on the player's score.
- Illustrations: A Saturn-exclusive bonus mode that contains 100 pieces of art for the game.
There are eight difficulty levels for computer-controlled opponents. The game saves high scores to the console's internal memory.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
MP | Medium punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
MK | Medium kick |
HK | Hard kick |
TAUNT | Taunt |
Playable
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.
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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 |
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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
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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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Saturn, KR |
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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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