Street Fighter Alpha 2 (Arcade)
Frequently Asked Questions
Street Fighter Alpha 2 FAQ v1.7 by Tyler Oswald Created - 7/16/96 Last Update - 1:04 PM 10/4/96 Street Fighter Alpha 2 FAQ Intro --------------------------------------------------------------------------------------------- Street Fighter Alpha 2, the sequel to Alpha, is the best Street Fighter to date despite the various flaws that it has against it. Didn't every version have it's flaws, but we loved all of them anyway. There are many new features in this one. The one that should be noted first is the addition of 5 new characters. Dhalsim and Zangief from SFII, Gen from the original Street Fighter, Rolento from Final Fight I and II, and Sakura is totally new. The backgrounds are also all brand spanking' new. There are now a total of 20. Another new addition to the game's engine in the Custom Combo, another way to be creative in your ass kicking. What's Different in this Version --------------------------------------------------------------------------------------------- v1.0 - Just had the moves and tricks v1.1 - Lots of game engine stuff was added v1.2 - Lots of character info, Juggling, Throw Softening v1.3 - Endings, taunts, winning poses were added v1.4 - CC symbols and more win poses are added, all the moves explained, 99 hit combo trick added, table of contents v1.5 - More win poses and other little changes. v1.6 - Alpha Counter descriptions, Dhalsim's ending, Japanese move names added, a new move for Rolento. v1.7 - All the missing things included. Table of Contents --------------------------------------------------------------------------------------------- Game Engine Air Blocking Throws and Throw Softening Super Meter and Super Combos Alpha Counters Custom Combos Chain Combos 2-in-1 Combos Juggling Combos Rolling Taunts Winning Symbols Legend Joystick Movements Buttons Other Types The World Warriors Section Tricks Credits Game Engine --------------------------------------------------------------------------------------------- Air Blocking ---------------- Air blocking is the ability to block while you are in the air (duh). Not everything can be air blocked. The types of moves that can be blocked are any air based attack and any projectile. The general rule is that if the character that is attacking is touching the ground you cannot air block that attack. So ground-based Special moves or basic moves cannot be air blocked. Same with Super Moves (except Charlie's Sonic Break). Can be Air Blocked: Air attacks Projectiles Cannot be Air Blocked: Ground based basic attacks Ground based special moves Super Combos of any kind (except Charlie's Sonic Break) Throws and Throw Softening ------------------------------------ If you get close to the opponent you can throw or grab him (depending on the character) by pressing toward or away and Strong, Fierce, Forward, or Roundhouse. You can also recover without losing that much energy by doing the throw command right when you are being thrown causing you land on your feet. Super Meter and Super Combos --------------------------------------- The Super Meter is a gathering of a character's chi energy. With this energy they can unleash a number of different attacks. Super Combos, Custom Combos, and Alpha Counters (which will be discussed later) all take away from the Super Meter when they are used. The Super Meter is filled a little every time you hit the other guy or he hits you. The Super Combo, or SC, is a series of very powerful attacks that are followed by shadows. There are three levels to the Super Meter therefore allowing the SC to have three different strengths. At level 3 SC's take off serious damage. Alpha Counters -------------------- An Alpha Counter, or AC, is sort of a way to get out of traps easily. First you block any hit, then perform the motion for the AC which is B,DB,D + any punch or kick, and then your character will interrupt the block animation and strike the opponent. Every time an AC is performed a one level will be taken off your Super Meter. Custom Combos --------------------- The Custom Combo, or CC, is similar to the Super Combo because it is a string of attacks put together to make a combo. But with a CC you choose the attacks that will be part of the move. A CC is started by pressing two punches and a kick or two kicks and a punch. After that a time will appear over the Super Meter that tells you how long you have to input the moves you want into the combo. Only basic attacks and special moves are allowed in the CC. Chain Combos ------------------- There are two types off chain combos. The first being the more difficult to do. These started way back in SFII. They involved doing a basic attack and then doing another one right after quick enough to make it a combo. These took a little more skill then their SFAlpha counterparts. With the newer ones all someone had to do was do a basic attack and then press the next one and the second move would interrupt the first making it really easy to time. Almost all of the SFA chains were removed. There are maybe a couple that are still in there. Mostly it is the SFII style chains that are there now. 2-in-1 Combos ------------------- A 2-in-1 or buffered combo is when the animation of a basic attack is interrupted by a special move or SC thus but together two moves into one motion making it a 2-in-1 move. To do this magic you must start the motion of any special move or SC then hit a basic move in the middle of the motion, after that finish the motion for the special move or SC then you will be a combo master. Remember practice makes perfect. Juggling Combos ---------------------- Juggling is the ability to keep hitting the opponent in the air not allowing him to hit the ground. These combos started in Super Street Fighter 2 Turbo. Some basic attacks will juggle, many special moves will also, and most SC's will if you are in the air and they catch you. The easiest example is Ryu's jumping Strong. If you hit someone while you are jumping up you will smack them up twice. Rolling ---------- Rolling is another way of escaping traps. After being knocked down, while you are in the air press B,DB,D + and punch. The punch used will determine the distance that you will roll. Jab being the shortest distance and Fierce being the longest. Taunts --------- Taunts are a way of intimidating or humiliating the opponent. All you have to do is press the Start button on your side. There is no way to stop a Taunt once it is started. Taunts can only be done once a round unless you are using Dan. Dan can Taunt an infinite amount of times. Chun Li, Sakura, and Sodom can do damage to an opponent when they Taunt but nothing more than 1% damage. Players that are hit with taunts tend to fly across the screen. Winning Symbols ---------------------- After every round that is won you will get a symbol showing that you have won. Here is a list of them. If I missed any let me know. Cherry -- winning with either a Jab or a Short V -- winning with any other basic attack S -- winning with any special move A -- winning with an alpha counter Lasso -- winning with a throw CC symbol -- winning with a custom combo (this is different for every character, check out their individual section). Lightning bolt * -- winning with a Level 1 SC Lightning bolt ** -- winning with a Level 2 SC Lightning bolt *** -- winning with a Level 3 SC Cheese -- winning by beating a blocking opponent that that has no energy left Hour Glass -- winning by time-out P -- winning with a perfect Legend --------------------------------------------------------------------------------------------- This is a list of the abbreviations that are used for the moves of the characters. Joystick Movements ------------------------- U UB O UF B | F DB DF D F - forward DF - down-forward D - down DB - down-back B - back UB - up-back U - up UF - up-forward Buttons ---------- Jab Strong Fierce O O O O O O Short Forward Roundhouse P - any punch 2P - any two punches 3P - all three punches K - Kick 2K - any two kicks 3K - all three kicks Jab - first and weakest punch Strong - second and medium punch Fierce - third and strongest punch Short - first and weakest kick Forward - second and medium kick Roundhouse - third and strongest kick Start - the start button Other Types ---------------- Dir - press in any direction Jump - press up, up-back, or up-forward Charge - hold in that direction for 2 seconds 360 - rotate the joystick in a 360 degree motion 720 - rotate the joystick in a 720 degree motion Hold - hold the button down Release - release the button Tap - press the button rapidly (air) - move can also be done in the air + - do at the same time , - do one right after another or - do one or the other Moves in CAPITALS - can only be done when the Super bar at the bottom of the screen is full. The World Warriors Section (in alphabetical order) --------------------------------------------------------------------------------------------- ADON: ----------------------------------------------------------------- Background: (Thailand) Mid-Boss: M.Bison End-Boss: Sagat Colors: Punch - Purple Kick - Black 2 Punches - Dark Black 2 Kicks - Light Purple Auto 1 - Blue Auto 2 - Green CC symbol: Jaguar head Taunt: Adon gives a thumbs down. Win Pose #1: He crosses his arms and laughs. (Start + Jab) Win Pose #2: Same as his taunt. (Start + Strong) Win Pose #3: He turns around, flexes, and grins. (Start + Fierce) Win Pose #4: He kneels, puts his arms back, and looks into the sky. (Start + Short) Win Pose #5: He does a back flip and takes of his head dress. (Start + Forward) Ending: Adon said Sagat's Muay Thai skill was out-dated, and he'd kill Sagat next time they fought (so he didn't kill Sagat this time). Back in his cabin, Adon was waiting for his next match. His crew rushed in and reported that his opponent was killed by Akuma. Adon said he must defeat Akuma in order to prove he's the real champion. Special Moves: ------------------- Jaguar Kick: D,DF,F + K -- Adon does a front flip and kicks you with his heel on the way down. <1 Hit Jaguar Tooth: F,DF,D,DB,B + K -- He jumps off the wall and spears you with his leg. <1 Hit Rising Jaguar: F,D,DF + K -- This is a jumping knee. <2 Hits Alpha Counters: ------------------- Alpha Counter #1: Block,B,DB,D + P -- Adon does a bunch standing punches. <1 Hit Alpha Counter #2: Block,B,DB,D + K -- He does a Rising Jaguar. <1 Hit Super Combos: ------------------- JAGUAR ASSAULT: D,DF,F,D,DF + P,tap P or K -- He slides in hitting you with various punches and elbows and ending it with a flying punch or knee at higher levels, tap buttons for more hits.JAGUAR REVOLER: D,DF,F,D,DF,F + K -- Adon does multiple Jaguar Kicks. AKUMA: ----------------------------------------------------------------- Background: (Japan) Mid-Boss: Ryu End-Boss: Gen Colors: Punch - Black Kick - Red 2 Punches - Blue 2 Kicks - White Auto 1 - Gray Auto 2 - Orange CC symbol: Chinese/Japanese character that means "destruction" Taunt: Akuma stomps on the ground shaking the screen. Win Pose #1: Same as his taunt. (Start + Jab) Win Pose #2: Same as his taunt but he going "Mmmmm". (Start + Strong) Win Pose #3: He turns around and a Japanese symbol appears on his back. (Start + Fierce) Win Pose #4: He turns around, a Japanese symbol appears, and he says something. (Start + Short) Ending: Gen prepared to deliver his last shot on Akuma. But Akuma didn't come near. Instead he vanished. Then we see Akuma standing on the top of the Great Wall. He realized that there were actually worthy opponents (like Gen, M.Bison and Ryu) on earth. He knew that he had to improve his skill, or he would be the next one to die. Special Moves: ------------------- Go Hadoken (Blue Fireball): D,DF,F + P -- A standard fireball. <1 Hit Shakunetsu Hadoken (Red Fireball): F,DF,D,DB,B + P -- A flaming fireball. <1,2,3 Hits Kuchu Hadoken (Air Fireball): Jump,D,DF,F + P -- A blue fireball that's angle changes with the button used. <1 Hit Go Shoryuken (Dragon Punch): F,D,DF + P -- A rising uppercut. <1,2,3 Hits Tatsumaki Zankuu Kyaku (Hurricane Kick): D,DB,B + K (air) -- Spinning air kicks <2,3,3 Hits Ashura Senkuu (Ashura Warp): B,D,DB or F,D,DF + 3K or 3P -- Akuma goes across the screen with blue shadows trailing behind him, vulnerable at start and finish. <0 Hit Roll: D,DB,B + P -- He rolls very slowly forward. <0 Hit Hyaku Ki Go Zan (Hundred Demon Somersault): D,DF,F,UF + P,P or K -- He can either hit the opponent or throw depending on how close he is. <1 Hit Alpha Counters: ------------------- Alpha Counter #1: Block,B,DB,D + P -- A Fierce Dragon Punch. <1 Hit Alpha Counter #2: Block,B,DB,D + K -- He does a crouching Roundhouse. <1 Hit Super Combos: ------------------- MESSATSU GO HADO (MESSATSU FIREBALL): F,DF,D,DB,B,F,DF,D,DB,B + P -- A big blue fireball. MESSATSU GO SHORYU (MESSATSU UPPERCUT): D,DF,F,D,DF + P -- Multiple Dragon Punches. TENMA GOZANKUU (VIOLENT AIR SLASH): Jump,D,DF,F,D,DF,F + P -- A multiple hitting air fireball. INSTANT HELL MURDER: Jab,Jab,F,Short,Fierce (Level 3) -- He warps in a grabs the opponent and the screen goes white while he kicks butt. BIRDIE: ----------------------------------------------------------------- Background: (England) Mid-Boss: Dhalsim End-Boss: M.Bison Colors: Punch - Green Kick - Blue 2 Punches - Gray 2 Kicks - Purple Auto 1 - Light Green Auto 2 - Dark Purple CC symbol: Chain Lock Taunt: He whips out his switch blade comb. Win Pose #1: He licks his chain. (Start + Jab) Win Pose #2: He combs his hair. (Start + Strong) Win Pose #3: He combs his hair then it falls down. (Start + Fierce) Ending: Birdie fights Bison. Same deal as SFA1, where Birdie wants into Shadoloo. After the match, Birdie starts working for him. Then, we see Birdie smash into something large and metal (I couldn't make out what it was). Then, Birdie tells Bison, "I know your secret agenda! I'm outta here!" Then, someone, don't remember if it was Birdie or Bison, says, "Watch your back." Special Moves: ------------------- Bull Head: Charge B,F + P -- A charging headbutt. <1 Hit Bull Horn:Hold 2P or 2K 1 sec,release -- A turn around headbutt. <1 Hit Murderer Chain:360 + P -- Birdie grabs the guy with his chain and smashes him into the ground twice. <2 Hit Bandit Chain:360 + K -- The opponent is smashed into the ground three times. <1,2,3 Hit Alpha Counters: ------------------- Alpha Counter #1: Block,B,DB,D + P -- A Bull Head. <1 Hit Alpha Counter #2: Block,B,DB,D + K -- A front kick. <1 Hit Super Combos: ------------------- BULL REVENGER: D,DF,F,D,DF + P or K -- Birdie flies through the air and chain grabs the opponent. THE BIRDIE:Charge B,F,B,F + P -- Multiple Bull Horns. CHARLIE: ----------------------------------------------------------------- Background: (U.S.A.) Mid-Boss: Rolento End-Boss: M.Bison Colors: Punch - Yellow Kick - Red 2 Punches - White 2 Kicks - Light Yellow Auto 1 - Orange Auto 2 - Pink CC symbol: Dog tag Taunt: Charlie writes in his book. Win Pose #1: Same as his taunt. (Start + Jab) Win Pose #2: He pulls on his vest. (Start + Strong) Win Pose #3: He puts on his glasses. (Start + Fierce) Win Pose #4: He turns around and says "Too easy." (Start + Short) Ending: Charlie has some talk with M.Bison after the fight. Then some Shadaloo copter flies up behind Charlie and shoots him with a machine gun. We last see his dog tag and some blood before he falls down the waterfall to a supposed doom.I believe that this time,he's really dead meat. Special Moves: ------------------- Sonic Boom: Charge B,F + P -- A spinning whirl of energy. <1 Hit Somersault Shell: Charge D,U + K -- A rising backflip kick. <1,1,2 Hits Alpha Counters: ------------------- Alpha Counter #1: Block,B,DB,D + P -- He does a Spinning Backfist. <1 Hit Alpha Counter #2: Block,B,DB,D + K -- A sweep. <1 Hit Super Combos: ------------------- SONIC BREAK: Charge B,F,B,F + P,Tap P -- Multiple Sonic Booms, tap punch for more hits. SOMERSAULT JUSTICE: Charge DB,DF,DB,U + K -- Multiple Somersault Shells. CROSSFIRE BLITZ: Charge B,F,B,F + K -- He charges forward with a barrage of kick and punches. CHUN LI: ----------------------------------------------------------------- Background: (China) Mid-Boss: Gen End-Boss: M.Bison Colors: (SFA2) (Super Turbo) Punch - Blue Blue Kick - Green Pink 2 Punches - Gray Green 2 Kicks - Pink Gray Auto 1 - Dark Blue Dark Blue Auto 2 - Tan Light Pink CC symbol: Spiked bracelet Taunt: Chun hits you and says "gomen ne." <1 Hit Win Pose #1: She crosses her arms and bows. (Start + Jab) Win Pose #2: She does a couple a kicks. (Start + Strong) Win Pose #3: She jumps around, laughs, then says "Yatta." (Start + Fierce) Win Pose #4: Same as her taunt. (Start + Short) Ending: Chun Li asks Bison where her father is. Bison says that she shouldn't ask question if she is not prepared for the answer. After the fight Bison floats to his VTOL leaving Chun Li standing in the field looking at him in anger. Back at HK interpol, the department asks Chun Li to help them investigate her father and Bison, the screen then shows Chun Li looking at the windows, then tears roll down her cheeks. She then says to her father that this is the last time she will cry. Special Moves: ------------------- Kikoken (Fireball): B,DB,D,DF,F + P (or Charge B,F + P when using the Super Turbo version) -- A standard fireball. <1 Hit Hyakuretsu Kyaku (Lightning Leg): Tap K -- A flurry of standing kicks. <2,3,4 Hits Tensho Kyaku (Rising Bird Kick): Charge D,U + K -- A rising triple kick. <1,2,3 Hits Sen'en Shuu (Flip Kick): F,DF,D,DB,B + K -- A forward flip into an overhead kick. <1 Hit Alpha Counters: ------------------- Alpha Counter #1: Block,B,DB,D + P -- She does a punch that is the same animation as her Fireball. <1 Hit Alpha Counter #2: Block,B,DB,D + K -- She does a crouching Forward. <1 Hit Super Combos: ------------------- KIKOSHO (SUPER FIREBALL): D,DF,F,D,DF,F + P -- She makes a whirl of energy that stays in her hands. SENRETSU KYAKU (THOUSAND BURST KICK): Charge B,F,B,F + K -- A bunch of charging kick followed by a lightning leg. HAZAN TENSHOKYAKU (BRAVE MOUNTAIN RISING HEAVEN KICK): Charge DB,DF,DB,U + K -- Multiple Rising Bird Kicks. DAN: ----------------------------------------------------------------- Background: (Hong Kong) Mid-Boss: Guy End-Boss: Sagat Colors: Punch - Pink Kick - Green 2 Punches - Orange 2 Kicks - Yellow CC symbol: Kabuki mask Taunt: Dan sticks out his arm and flexes. Win Pose #1: Same as his taunt. (Start + Jab) Win Pose #2: When he flexes his arm comes out of his shirt. (Start + Strong) Win Pose #3: He flexes his arm and tears run down his face. (Start + Fierce) Win Pose #4: He gives the thumbs up like at the end of his Super Taunt. (Start + Short) Ending: Dan asks Sagat if he likes his eyepatch and asks him if he wants another. Sagat says that the one who caused him the eye paid. Dan calls Sagat a murderer. Dan cries in joy saying he has avenged his father and now he is the strongest ! Then in HK, the screen shows a martial art school , Sankyu Kan. Then the screen shows Dan standing in middle laughing as his students train. Dan blindly searches for fame, is that his destiny? Special Moves: ------------------- Gadoken (Self-Taught Wave Punch): D,DF,F + P -- A very short fireball. <1 Hit Koryuken (Shiny Dragon Punch): F,D,DF + P -- A weak version of Ken and Ryu's move. <1 Hit Dankuukyaku (Flurry Kick): D,DB,B + K -- A flying triple kick that has low priority. <1,2,3 Hit Rolling Taunt: D,DF,F or D,DB,B + Start -- Dan rolls forward or back and does his taunt. <0 Hit Alpha Counters: ------------------- Alpha Counter #1: Block,B,DB,D + P -- He hit you with his Taunt. <1 Hit Alpha Counter #2: Block,B,DB,D + K -- He does a crouching Roundhouse. <1 Hit Super Combos: ------------------- SHINKUU GADOKEN (SUPER WAVE PUNCH):D,DF,F,D,DF,F + P -- A more powerful fireball. SUPER SHINY DRAGON:D,DF,F,D,DF,F + K -- Multiple stationary Dragon Punches. HISSHO MURAI KEN (CERTAIN VICTORY RELYING ON NOBODY BUT MYSELF FIST):D,DB,B,D,DB,B + K -- A flurry of kicks and punches that end with a dragon punch at higher levels. SUPER TAUNT:D,DF,F,D,DF,F + Start -- Dan rolls around a couple of times doing taunts then he gives a thumbs up. DHALSIM: ----------------------------------------------------------------- Background: (India) Mid-Boss: Zangief End-Boss: M.Bison Colors: Punch - Brown Kick - Blue 2 Punches - Dark Brown 2 Kicks - Gray Auto 1 - Light Brown Auto 2 - Dark Gray CC symbol: Elephant Taunt: Dhalsim holds his hands. Win Pose #1: Same as taunt. (Start + Jab) Win Pose #2: Same as taunt and he says "Yoga". (Start + Strong) Win Pose #3: He crosses his legs and floats. (Start + Fierce) Win Pose #4: He crosses his legs, floats, and says something. (Start + Short) Win Pose #5: He crosses his legs, floats,
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