Street Fighter Alpha
Frequently Asked Questions
** *** ** *** *** *** *** *** ** * * *** *** ** * * * * * * * * * * * * * * * * # # ## ## ## # ## # # # ### # ## ## # # # # # # # # # # # # # # # # # ## # # # ### ### # # ### ## # # # ### # # ______________________________________________________________________ +--------------------------------------------------------------------+ | AA AA | | AAAA LL PPPPP HH AAAA | | AAAAAA LLL PPPPPPPPP HH HHH AAAAAA | | AAAAAAAA LLL PPPPPPPPPPPP HHH HHH AAAAAAAA | | AAA AAAAA LLL PPPPP PPPPPP HHH HHH AAAAA AAA | | AAA AAAAA LL PPPPP PPPP HHHHHHHHHHH AAAAA AAA | | AAA AAAAA L PPPPPPP PPP HHHHHHHHH AAAAA AAA | | AAA AAAAAAAAAAAA LLLLLL PPP PPPPPPPP HHH AAAAAAAAAAAA AAA | | AAA AAAAAAAAAAAAA LLLLLL PP PPPPP HHH AAAAAAAAAAAAA AAA | |_____________________ _____________________| +--------------------\\ //--------------------+ \\ // \\ // \\ // \\ // \\ // \\// ************************************** STREET FIGHTER ALPHA Frequently Asked Questions ver 2.0 ************************************** Current 2.0 version by Allen Kim ([email protected]) Version 1.5 by Dan Wells 7/24/95 Original 1.0 version by Tom Cannon Please send any corrections or comments to [email protected] ------------------------------------------------- TABLE OF CONTENTS 1) INTRODUCTION 1.1) Author's Preface, Version 2.0 1.2) Introduction to SFA 1.3) What's New In This Revision? 1.4) Where to Get SFA Resources 1.5) Is Alpha Still Beta-Testing Or What? 1.6) Legend and Abbreviations 2) GAME ENGINE SPECIFICS 2.1) SFA ROM Options 2.2) The Old and the New 2.3) Proximity Blocking 2.4) Auto-Blocking 2.5) Chain Combos 2.6) The New Super Combo System 2.6.1) Using Super Combos 2.6.2) Super Combos and the Animation Pause 2.7) Alpha Counters 2.7.1) Practicing Alpha Counters 2.7.2) How to Avoid Getting Alpha Countered 2.8) Air Blocking 2.9) Rolling on the Ground 2.10) Overhead Hits 2.11) Throws, Throw Softening (Tech), and Ticks 2.12) Jump-ins, Neck Kicks, and Meaty Attacks 2.13) Wake-up Dragon Punches 2.14) Taunts 2.15) Choose Your Own Winning Quote 3) Moves and Strategies Specific to Each Character 3.0) Conventions Used 3.1) RYU 3.2) KEN 3.3) SAGAT 3.4) CHUN LI 3.5) CHARLIE 3.6) BIRDIE 3.7) ADON 3.8) GUY 3.9) SODOM 3.10) ROSE 3.11) AKUMA 3.12) M. BISON 3.13) DAN 4) Secrets, Storylines, and Extras 4.1) Endings (Spoiler Alert!) 4.2) Those Little Symbols 4.3) Character Histories 4.4) Selecting the Hidden Characters 4.5) Code to Fight Akuma or Dan 4.6) Ryu & Ken vs. Bison Code 4.7) Special Endings and Hidden Characters 4.8) The Future for Capcom's Fighting Game Genre 5) Appendices 5.1) Glossary 5.2) Top Eleven Reasons to Use Dan 5.3) Top Ten Meanings for the Kanji on Akuma's Back 6) Credits and Thanks *************** 1) INTRODUCTION *************** ---------------------------------- 1.1) Author's Preface, Version 2.0 ---------------------------------- Tom Cannon was the original FAQ writer, but, due to the fact that he unfortunately was unable to update it, people still had many questions. Dan Wells became the next keeper of the FAQ, but then even more secrets were found, and Dan was not able to come up with a revision. Thus, I have taken over as the maintainer of the SFA FAQ. After writing a draft revision of the FAQ, I let it sit so that I can spend some time verifying a lot of the information on the FAQ. Of course, I wanted this final revision to be finished much earlier. However, time constraints plus the lack of new SFA discoveries made me procrastinate somewhat. Still, I saw that there are many people who still download the FAQ for informational purposes. There is still a lot of talk about various aspects of SFA, such as the value of Alpha Counters or Overhead Hits. Finally, there is no telling whether Street Fighter Alpha will hit the home systems like the Sega Saturn, the Sony PSX, or even the upcoming Ultra 64. Thus, I considered it worthwhile to bring out a final 99% accurate version of the FAQ. Anyway, Tom Cannon and =P (Mr. Cheung) deserve a lot of credit for finding a lot of the preliminary moves out. They were the first to have the game and were (and still are) much appreciated by those of us who weren't fortunate enough to have beta versions at the time. Also, a lot of credit belongs to Dan Wells for his excellent writing and efforts. This current version of the FAQ borrows very heavily from his version. ------------------------ 1.2) Introduction to SFA ------------------------ Street Fighter Alpha is Capcom's latest installment in the Street Fighter series. The graphics style has been changed to a more anime-esque look, and almost every character in the game comes from a game from Capcom's past. There is Charlie, Guile's friend who was killed by M. Bison. You can play Guy from Final Fight or try your hand at Adon, the wicked Thai kickboxer from Street Fighter 1 who still retains his awesome Jaguar Kick. Or go the alternate route and play Rose, a woman with magical hair and clothing that falls into the style of Darkstalkers 2. SFA is truly a blast from the past which brings back the magic of the SF series all over again. Note that in Japan, SFA is known as Street Fighter Zero, which is why a 'Z' zig-zags across the screen during transitions. ------------------------------------------- 1.3) What's New In This Revision of the FAQ ------------------------------------------- Changes in version 2.0: - Added ASCII logo. - Added section, "How to Avoid Getting AC'ed." - Corrected method to roll on the ground. - Auto-Block section revised. - Added section, "Wake-up Dragon Punches." - Added Japanese names for moves where available. - Added starting and winning poses. - Changed Guy's move names from "Bushido" to "Bushin." - Sodom's cheesy S. ROUNDHOUSE added. - Added how to choose winning quote. - Revised "Code to Fight Akuma or Dan." - Added glossary. - Added Top Ten lists. - General additions, revisions, and corrections all over the place. Changes in version 1.9: - Added the Ryu & Ken vs. Bison code. - Added the Fight Against Akuma code. - Moves and Strategies now combined into one section. - Changed some names of moves. Some moves also have two names; the one in parentheses is the name I made up. - Dan Wells' Top Ten list deleted. - General revisions in wording and grammar for just about every section. - General corrections and additions to the moves section. Changes in version 1.5: * Explanations of the various operator-controlled options in SFA. * Better explainations of how to link SC's with chain combos. * Expanded uses of the Alpha Counter for specific characters. * Clarification of air-blocking multiple hits. * A Moves Legend added * Corrected/added moves for: -Ken Shoryureppa SC corrected -Chun Li Mega Kikoken SC corrected -Charlie Standing ROUNDHOUSE kick clarified -Birdie Chain Grab corrected Leaping Chain Grab SC corrected Overhead Hit added -Adon Offensive crouching FORWARD kick added -Guy Overhead Hit added "re-dizzy" fully explained -Sodom Sai Grab corrected Sai Crawl added (explained) -Akuma A couple moves corrected/updated Downward Air Kick added -Dan Total information added * Official Capcom names for moves added * Expanded and re-done character strategy sections. * Updated information on Super Combos, including # of hits and damage inflicted * Verbatum endings (some of them) * Information on the new hidden character, Dan. * My Top 10 Cheap Things in SFA List * An expanded Wish List of stuff that I want changed. :) ------------------------------- 1.4) Where to Get SFA Resources ------------------------------- This FAQ has generously been put on a couple of FTP sites where you can always download the latest version. * brawl.mindlink.net /pub/sfa/sfafaq20.txt Brawl is an FTP site with a large directory dedicated to fighting game FAQs, pictures, sounds, guides, etc. You can DL pictures of SFA digitized from the latest Gamest magazine at this location. * ftp.netcom.com /pub/vi/vidgames/faqs/sfalpha.txt Maintained by Andy Eddy, Senior Editor of GamePro magazine, this site carries tons of FAQs regarding both arcade stand-ups and home entertainment system games. If there's a video game and there's a FAQ for it, it's here. * AOL Game Forum If you are an AOL member, just go to the keyword GAMES and check the game FAQ section for this file. For pictures of SFA digitized from various magazines like Gamest and DHGF, you can D/L these at brawl.mindlink.net in the same directory listed above. If you're looking for good Web sites that feature SFA, let me suggest one of the following: - Patrick Beja's SFZ Page. http://www.miage.dauphine.fr/~beja/sfz/sfz.html - Shoryken's Site O' Nothing http://www.crl.com/~shoryken There are two "combo" guides out there that do a really good job listing which of the moves in SFA can be used in a chain combo or an interrupt combo: - Derek Liu, SFA Advanced FAQ. E-mail [email protected] - Patrick Beja, SFA List of Comboable Moves. E-mail [email protected] As usual, there are many character-specific guides out there written by fans like you and I. I'll list just a few here; if you'd like your character guide listed here, just tell me and I'll put it in later. AKUMA Derek "Dee-ciple" Bryant, Unofficial Akuma Mini-Faq. ([email protected]) (ftp://brawl.mindlink.net/pub/sfa/guides/akuma.bryant) ROSE Dmitri "Dmitheon" Lenna, Rose: The Guide. ([email protected]) (http://www.rpi.edu/~lennad/vg/rose.htm RYU Samuel Goh, Ryu Guide. (ftp://brawl.mindlink.net/pub/sfa/guides/ryu.goh) KEN Rahmon "Omar" DeLoney, Ken Strategy Guide v1.0. ([email protected]) (ftp://brawl.mindlink.net/pub/sfa/guides/ken.deloney) Finally, if you have files pertaining to SFA, such as character guides, digitized pictures, and BGM .WAV or MIDI files, by all means upload them to one or all of the public sites mentioned above! ----------------------------------------- 1.5) Is Alpha Still Beta-Testing Or What? ----------------------------------------- Alpha is completely done beta-testing. From all reports and indications that I've gotten, the versions of SFA released nationally are virtually identical to those that were beta-testing in Chicago, California, and elsewhere. The only difference may be in the computer AI difficulty. There still exist some flaws in the game engine, such as Guy's re-dizzy combo and Sodom's unblockable S. ROUNDHOUSE. If the rumor is true and Capcom releases a new version of SFA, these bugs will probably be fixed. (See section 4.8) ----------------------------- 1.6) Legend and Abbreviations ----------------------------- Throughout this guide I will be using symbols and notations for moves that you may be unfamiliar with. Here is what everything means: JOYSTICK POSITIONS O O O Backwards Jump Vertical Jump Forward Jump \|/ O--*--O Back Center Forward /|\ O O O Defensive Crouch Down Offensive Crouch *NOTE*: ALL JOYSTICK DIAGRAMS ASSUME THAT YOU ARE ON THE LEFT SIDE OF THE SCREEN FACING RIGHT. Thus, if you are on the right side facing left, just reverse the left and the right. BUTTONS JAB STRONG FIERCE O O O O O O SHORT FORWARD ROUNDHOUSE C. JAB translates as Crouching JAB S. FORWARD translates as Standing FORWARD J. ROUNDHOUSE translates as Jumping ROUNDHOUSE (a jump kick) Some Abbreviations: You should be able to figure out most abbreviations from the context, but just in case something stumps you, here are some of the abbreviations that you may find. SSF2T.....Super Street Fighter II Turbo (the last of the SF2 series) SC.....Super Combo AC.....Alpha Counter QCF.....Quarter Circle Forward QCB.....Quarter Circle Back HCF.....Half Circle Forward HCB.....Half Circle Back FB.....Fireball DP.....Dragon Punch (usually referring to a DP-type motion) HK.....Hurricane Kick FK.....Flash Kick TBK.....Thousand Burst Kick (Chun Li) TAH.....Turn-Around Headbutt (Birdie) ************************ 2) GAME ENGINE SPECIFICS ************************ -------------------- 2.1) SFA ROM Options -------------------- There are 4 main options that your operator has control over in the SFA ROM Menu. * Speed Select The speed of the game can be preset at 3 different speeds: Normal, Turbo 1, and Turbo 2. The operator also has the option of letting the players select their speed. Unfortunately, when this option is active, players can only choose between the 2 slower speed settings. Many players prefer Turbo 2 because this speed is similar to SSF2T, but others (like myself) feel that Turbo 2 turns the game into a spaz-fest. On the other hand, I find that the normal speed is just too slow, but some people prefer to play at a less hectic pace, so it's up to you. * Auto-Blocking Arcade operators have the option of turning Auto-blocking on or off, which determines whether players get the option of using it. See Section 2.4 to find out how it works. * Damage Level This is also configurable to several levels. If it is set at anything less than normal, the only difference I've noticed is that you get considerably more time-out victories, which isn't too good. On the other hand, if the damage is set too high, you'll find that typical combos, especially Level 3 Supers, will cause over 3/4 damage, which may be overdoing it (IMHO). * Computer AI Difficulty There are at least 6 or so settings for this. I've played one of the harder ones, and the computer AI pulls NASTY combos on you with ease, almost to the point where it gets like SSF2T was. It is still a fun challenge, but you really have to know what you are doing (i.e. newbies will get squashed!). ------------------------ 2.2) The Old and the New ------------------------ The first character you will pick when you first play SFA will probably be Ryu, Sagat, Ken, or Chun Li. It's understandable. One thing that needs to be stressed, however, is that while this game is essentially based on the SF2 engine, there are a LOT of little nuances and tricks, as well as some major alterations, which make SFA dramaticly different from SSF2T. If you play SFA exactly like you play SSF2T, you're going to get your butt blasted once you run into someone who's learned to adapt to the new engine. Don't make the mistake of assuming that Charlie is Guile, Ken is Ken, Ryu is Ryu, etc. and overlook the differences. Definitely experiment and fool around a bit. Figure out what everyone has lost, what they've gained, and what the new guys mean to the old SF2 strategies. The first time you play Ryu and get grabbed by Birdie's Super Combo, torn apart by a Guy player, or humiliated by Rose and her "magic shawl", you'll know what I mean. ----------------------- 2.3) Proximity Blocking ----------------------- One of the limitations of the old SF2 engine was that you could not walk backwards if someone threw a projectile at you. However, in SFA, the blocking has been modified into what I call "proximity blocking." Basically, if you are moving backwards and the opponent throws an attack or a projectile, you will not go into a block stance until the attack is within hitting range. The obvious advantage is that you can back away from projectiles and some close-range attacks. However, some people are in the habit of moving the joystick back for a standing block when they see a projectile coming from long range. Thus, their character will keep walking back and back until either the projectile is blocked or until they corner themselves. This happens especially with joysticks that don't have sensitive diagonals. Thus, to avoid moving yourself into the corner, either block the projectile with a crouching block, or move the joystick back at the moment before the projectile hits. ------------------ 2.4) Auto-Blocking ------------------ Auto-Blocking is now in SFA (provided your arcade operator has activated the option). If you choose Auto-Block, then you will see a counter up in the corner next to your portrait. This counter will start at some number (8 for human competition) and count down every time you block a hit, whether automatically OR manually. Once the counter hits zero, you must block manually for the rest of the round. The counter is reset at the start of every round. Unlike Capcom's X- Men:CotA, if you win the match, Auto-Block will remain active for subsequent matches. The most severe limitation of Auto-Block is that you will only be able to store one level of energy in your Super Meter. Another limitation is that you will automatically stand to block Sagat's High Tiger Shot and Tiger Cannon SC. You cannot duck these projectiles unless your Auto-Block counter is at zero. Note that if you are playing against the CPU with Auto-Block activated, your first round of the game will set your Auto-Block counter to 10. If you win the round, the next round your counter will be reset to your original value, minus 2. In other words, after you win a total of five straight rounds (not matches), you will no longer have Auto-Block, and you will still be stuck with the limitations of Auto-Block. But if you lose a round, the next round (if you haven't lost the match yet) will add 2 to your original value. Furthermore, if you lose a match, continue, and activate Auto-Block again, your counter will go back up to 10. If you win the game with Auto-Block and without continuing, you don't get to see the credits. Finally, if you get a high score, your entry in the high-score charts will have an "Auto" label next to it. Auto-Blocking comes with one more advantage. Anyone using the Auto- Block feature can execute a Super Combo by pressing a punch and a kick button of the same strength simultaneously. For example, once your meter is charged up, you can simply press STRONG + FORWARD, just like the motions in X-Men:CotA and Nightwarriors. This can allow players to throw easy SC's on reaction without the need for precise timing and dexterity. For example, Ryu could easily throw a Shinkuu Hadouken SC right after blocking a sweep. ----------------- 2.5) Chain Combos ----------------- Like Darkstalkers and X-Men, SFA now has chain combos. Not only do you have "normal" combos from SF2, but you now have certain combinations of normal moves that are specificly designed to work together in a "chain." More specifically, when you see a sequence of ground attacks and each attack "interrupts" the previous one, that's a chain combo. The only way you can recognize these chain combos is by the way that they "flow" together. These chains open a whole new door to comboing. Take Ken for instance. If a chain combo starts with a JAB, you can do the JAB 1-2 times, follow up with a C. FORWARD, a C. ROUNDHOUSE, and then finish with a special move. You can mix chain combos and Super Combos, or even lead off the chain combo with a jump attack. The whole system is pretty flexible now, allowing you to use which combo you need at the right time, whether you are comboing in a Super Combo, going for maximum damage, or trying to get a dizzy. ------------------------------- 2.6) The New Super Combo System ------------------------------- Every character has a Super Meter at the bottom of the screen that is divided into 3 Levels of power. Your character adds to your Super Meter as he or she fights. Note that the Meter is reset only between matches, not rounds, so you get to keep whatever you already built up in your Meter. There are 4 ways to increase your Super Meter: 1) Hitting your opponent By far the quickest way of increasing your Super Meter. Attacks that damage will increase your Meter faster than attacks that are blocked. 2) Performing special moves Everytime you do any type of special move, whether it hits your opponent or not, your Meter goes up. 3) Getting hit by your opponent Blocking and taking damage increase your Super Meter, but only by a very small amount. 4) Throwing a normal punch or kick Every time you hit a button (except JAB or SHORT), you will add a tiny amount to your Super Meter. Each character has two, three, or four Super Combos which require energy (Chi) from their Super Meter. Each Super Combo can be performed at 3 levels of power, corresponding to the 3 levels of the Super Meter. To perform a Level 1 SC, simply do the proper joystick motion and hit a single punch or kick button (according to the SC). To perform a Level 2 SC, press any 2 of the punch or kick buttons. To perform a Level 3 SC, press all 3 punch or kick buttons. When you actually execute the SC, the screen darkens, the game pauses for under half a second, and Chi (or energy) swirls around your character, focusing on their fists, feet, or even their eyes. The SC is then executed with blue "shadows" trailing your character. Since you gather energy relatively quickly while fighting, you almost always have a Level 1 SC at your disposal. For this reason most Level 1 SC's have somewhat mediocre priority, invulnerability, and damage potential. Level 2 and 3 SC's are much better, especially Level 3 SC's where you can often get up to 50% or more damage with all hits. ------------------------- 2.6.1) Using Super Combos ------------------------- When executing SC's, you can either attack with a series of weaker SC's or strike with one big SC. Which approach you use is totally dependent on the character you are using, your opponent, and your individual style. In general, if you want to shave off your opponents health little by little, throw a series of weak SC's. If you like to wait until you see a rare opening, execute the Level 3 SC to cause the most damage possible in a single opportunity. However, there are 2 things to be careful of. First, if you use a SC, make sure that you are in a position to get most or all of the hits. Using Ken's Level 1 Shoryureppa against a jumper isn't very effective since you'll get a pitiful number of hits and damage. Don't do Charlie's Level 3 Rushing Kick SC if your opponent is airborn since you will only get 2 hits of the SC. Don't execute Rose's Aura Soul Catch SC if your opponent is on the ground. Pretty basic stuff. Second, remember that you keep your Super Meter Chi between rounds. Thus, you want to be careful about finishing off an opponent with a SC if he is already near KO. That can be a big unnecessary waste of Chi. Similarly, if you are losing to an opponent and he hasn't already won a round, you might want to save your Meter for the next round. Here's another thing you may want to consider. Let's say you are saving up your Meter for an opportunity, but you can't find one and your meter has remained at Level 3 for a while. Instead of keeping a full meter, consider throwing a Level 1 SC to cause block damage to your opponent. You might as well use the Chi energy that would otherwise just sit there, and your meter will quickly charge back up to Level 3 anyway. (Alternatively, you can use an Alpha Counter instead of a SC. AC's are explained in section 2.7.) ------------------------------------------- 2.6.2) Super Combos and the Animation Pause ------------------------------------------- If you perform a SC while your opponent's guard is down, he WILL NOT be able to block for a very split-second after the Chi gathering animation ends. Thus, if your opponent is close and you catch him with a SC while he's not blocking, he simply cannot just block after the SC animation begins. This is very good, IMHO, since it doesn't allow the Chi animation to be a sort of a "flag" that gives the opponent all day to block the oncoming SC. Note that this "no-block period" means nothing if your opponent is at a fair distance away from you. When you perform a Super Combo, the game progresses your opponent's animation by one frame. One partial reason for this may be to show players who tap a button at the last second before a SC that they actually did indeed push a button. In terms of gameplay, though, you can make use of this and other properties of the SFA engine in a particular situation. When your opponent jumps toward you, you can back off (since you can walk backwards while being attacked). This will cause your opponent's jump attack to miss. Then, just before your opponent lands, perform a Super Combo. The animation will progress so that your opponent will land exactly as the Super Combo is performed. Then, since your opponent technically isn't blocking as he automaticly lands, he will not be able to block the Super Combo. Net result: properly timed, you can nail opponents jumping in by throwing a ground-based Super Combo (i.e. Charlie's Crossfire Blitz SC). Since the damage potential is very good, especially if you have a Level 2 or 3 SC ready, you may want to consider this in place of your standard anti-air move. ------------------- 2.7) Alpha Counters ------------------- There is now a guard-reversal system in SFA called Alpha Counters. To execute an Alpha Counter, perform the following joystick motion early in your block-stun animation: O- / | + Any punch or any kick button (punch or kick depends on O O the character, noted individually.) In other words, right when you block an attack like a jump kick, move the joystick down and press a punch (or kick, depending on the character) button. Basicly, when you do this, your character will swat your opponent's attack to the side, freezing the animation by one or two frames. Your character then throws one of his moves over your opponent's move, knocking them out of it (in theory). When you hit your opponent with an AC, they are knocked down spinning with air swirling around them. Note that an AC requires one level of your Super Meter. Thus, an expert in Alpha Counters can't just retreat back and play like a turtle who AC's every attack. You must "finance" your Super Meter by throwing attacks and becoming offensive before you become defensive with AC's. Unfortunately, Alpha Counters seem to be the most unpredictable moves of the entire game. Sometimes AC's will be blocked or will not hit. Some characters' AC's just can't hit aerial opponents that well. To top it off, AC's don't cause a whole lot of damage, especially considering that it uses up some of your Chi Power. Why would you use one, then? * Getting out of the corner. The corner is a BAD place to be in SFA, and you can sometimes use AC's to smack your way out of a corner/fireball trap. * Keeping an opponent in the corner. The corner is a very powerful tool in defeating your opponent. It is often much more critical to keep your opponent in the corner than to preserve one Level of Chi for a Super Combo. * Smacking those annoying kicks! For battling characters who use a lot of long-range kicks (i.e. Adon, Guy, Ken, Charlie, etc), you can break through their kicks and try to make your opponent a bit more weary by Alpha Countering. * Stopping those projectile patterns. Some characters have AC's with good reaches. Thus, if someone throws a projectile at you from a close or medium distance, you can AC it and smack him while his guard is down. * Alpha Countering a Super Combo. Sometimes an opponent will try and use a SC to finish you off by making you eat tons of block-damage. You can _usually_ AC a Super Combo without any difficulty. * Getting Out of a Tick Attempt. When your opponent is mad and cheap and you can't deal with it, just Alpha Counter the jump-in or whatever other move is being used as a lead-in for the tick. As a word of caution, be careful about using Alpha Counters against a Super Combo. Do it only if it is crucial to you staying alive. Sometimes, if your opponent is performing a Level 2 or 3 SC and your character's AC isn't fast enough, the Super Combo will knock you out of your Alpha Counter and you will be the one that ends up getting plastered, not your opponent. This can REALLY be disappointing when you try to AC a Level 3 Super Combo and you end up eatting the whole SC because your AC wasn't up to par. :( -------------------------------- 2.7.1) Practicing Alpha Counters -------------------------------- If you have trouble with Alpha Counters, practice against a projectile thrower like Ryu or Ken. Have your opponent throw projectiles at you. When you block a projectile, immediately execute the AC. (Yes, you can AC a blocked projectile, but in an actual match, it has little tactical value unless you are close to your opponent.) Remember, you _must_ block first, then AC. The timing is pretty quick, but with a little practice, it will become second nature to you. One skill you will have to learn is Alpha Countering from a crouching position, i.e. AC'ing sweeps. To do this, you simply need to quickly move the joystick out of the defensive crouch position and perform the Alpha Counter. You have to be very fast, but you will be able to do it with practice. This ability really helps out when both you and your opponent have very little life left and both have enough Chi for an Alpha Counter. These situations can turn into huge turtle-fests where both opponents are afraid to touch each other for fear of receiving an Alpha Counter. One tactic here is to try a lot of low attacks, since these are much harder to Alpha Counter. If you can reliably AC a low attack and your opponent cannot, that gives you a definite advantage that could very well win the round for you. ------------------------------------------- 2.7.2) How to Avoid Getting Alpha Countered ------------------------------------------- Here's the situation: You are fighting against an opponent who uses AC's regularly. Plus, he plays rather offensively, meaning his Super Meter charges rapidly, yet whenever you throw an attack, he blocks it and AC's without difficulty. How do you fight a seemingly "invulnerable" opponent like that? - Be unexpected. Throw low attacks sparringly. Don't jump in and attack, because you might as well hold up a sign that says "Alpha Counter me." - Use someone with a projectile, and fight from a distance. If your opponent closes the distance, do whatever it takes to get away. - Walk up and throw. (Yeah, you'll be called cheap, but this IS Street Fighter, not KI, and throws are all part of the game.) If your opponent can see your throw attempt coming, either throw a few sweeps now and then, or just "fake" a throw attempt, block any sweep and AC it. - Jump in, but don't throw any aerial attack. Your opponent will be expecting to block *something* so that he can perform an AC; thus, he may not throw an attack. Once you reach the ground, either throw or sweep. Or when you land, just block and hopefully you'll draw a blocked counterattack from your opponent so that you can AC him. ----------------- 2.8) Air Blocking ----------------- SFA now has air-blocking in its game engine. Note that SFA has limited air-blocking, where some moves can be air-blocked and others can't. This differs from Capcom's X-Men which has full air-blocking. Here is the list of what can and cannot be air-blocked in SFA: Moves that ABSOLUTELY CANNOT be air-blocked: * Super Combos, except Charlie's Sonic Blade SC and Akuma's Air Fireball SC. (Note that you CANNOT air-block other SC projectiles like Ryu's Vacuum Fireball SC.) * All ground-based normal moves (i.e. normal uppercuts) Moves that USUALLY CANNOT be air-blocked but very occasionally are: * Ken/Ryu/Sagat/Akuma's Dragon Punches * Chun Li's Vertical Kick * Adon's Jaguar Knee Moves that USUALLY CAN be air-blocked * Charlie's Flash Kick and Sonic Blade SC * Adon's Jaguar Kick and Jaguar Tooth * Akuma's Air Fireball SC * All normal projectiles * All normal air-based moves Basicly, there are some weird cases (i.e. Ryu's HK), but these are the only exceptions you probably need to be concerned with. Don't worry about all the weird cases, just learn what usually can and cannot be air-blocked and don't be surprised when something else (like a DP) gets air-blocked occasionally. One thing you will want to keep an eye out for is retaliating against your opponent after air-blocking his attack, like a jump kick. Although it typicly only happens near the corner, sometimes you will land close enough to an airborne opponent to hit them as they come down. Your airborn opponent will not be able to block whatever attack you throw at them, so use this opportunity to quickly land a hit instead of waiting for them to land (i.e. a fireball, DP, uppercut, etc.). The reverse is also possible (the attacker landing first and attacking) but this happens less frequently. -------------------------- 2.9) Rolling on the Ground -------------------------- As you are knocked down, such as from a sweep or throw, perform this motion: O-- / | + punch (An easier way to roll is to just keep moving O O the joystick in quarter or half-circle motions while pressing the punch button.) and you will hit the ground rolling, similar to Ken's rolling move. You can also roll after getting knocked from the air or even after an air-block. This move can be used to get out of corner traps, counter a fireball set-up, etc. The roll can also go through projectiles. However, you are not invulnerable to other attacks while rolling, like sweeps. You can also get thrown if you end up too near to your opponent. Note that you can only roll towards your opponent, not away. The only exception is Sodom who can roll forwards or backwards, or even initiate his Tengu Walk if he "rolls forward" with a kick button. ------------------- 2.10) Overhead Hits ------------------- Similar to Ryu's Rushing Punches of SSF2T, many characters have been given overhead hits that will hit a crouching defender. These moves must be blocked standing, like a jump kick. There usually is a delay to overhead attacks, so if you keep on your toes, you can spot them. One tactic is to jump-in and immediately perform an overhead hit. Since most people will block low after blocking an aerial attack, you can nail people with the overhead hit. ----------------------------------------------- 2.11) Throws, Throw Softening (Tech), and Ticks ----------------------------------------------- Yes, those ultra-cheap throws are back! :) Capcom has made some adjustments to the throwing part of the game engine to appeal to both throw and non-throw players. * Capcom now calls throw-softening "techs." To soften a throw, or "tech out of a throw" as I call it, just move the joystick either towards or away from your opponent and press Fierce right when you are thrown (Roundhouse can sometimes work as well.) In essense, you are trying to counter your opponent's throw with a throw of your own. * Throw softening is more difficult now. Your reaction time to the throw has to be much quicker than in SSF2T. You also can't soften throws "accidentally" like you almost always could in SSF2T. * All non-special move throws can be softened now, which includes presses and air-throws. * Throw ranges have been reduced. This makes ticking (throwing someone as they come out of a block stun) more difficult and easier to anticipate. * Special move throws like Birdie and Sodom's grabs have shorter ranges than Zangief's piledriver and can can be countered with a jab or other move pretty easily. Ticking is much easier to anticipate now with the reduced throw ranges. It is very easy to chain combo someone out of a tick attempt. The exception is Birdie, who has a few monster ticks with his Chain Grab. However, this tick requires the slow, lethargic Birdie to move-in and get a close jump-in attack or other set-up move, something which isn't necessarily easy. The bottom line is that ticking and throws are harder than before and play less of a role in the outcome of the game. They are not as big a nightmare as they were in SF2. --------------------------------------------- 2.12) Jump-ins, Neck Kicks, and Meaty Attacks --------------------------------------------- Just as in SF2, you can jump-in on an opponent who is getting up so that they must block or be hit. In this FAQ, we refer to this type of aerial attack as a jump-in attack. It is reasonably difficult to time, being somewhere between Turbo and Hyper Fighting. Of course, your opponent can try Alpha Countering, but that's the risk you take. If your jump-in attack connects (maybe your opponent tried and failed to DP or something), there are a number of Super Combos and chain combos that go well with a jump-in. These are described later on. If you try and jump-in, however, you must watch to make sure your opponent does not roll away and try to nail you as you come down. There also exist a form of neck kicks in SFA. This is where you hit your opponent's "neck" with the back of your leg as you jump in. Because of the positioning, the fighter on the ground must "reverse his block," or block by holding the joystick TOWARDS the opponent, as opposed to away. Neck kicks is much harder to do than in SF2 due to the difficult timing and positioning. The only character I personally can do it reasonably well with is Ken with his flying forward kick. The positioning is actually pretty deceiving since Ken hits on the very upper forward part of the opponent's forehead. Ken then "magicly" skips to the other side to hit behind his opponent. This move sets up some really nice combo attempts. Other characters may have similar attacks. I've seen a human Ryu land a neck kick a few times before as well as the CPU with several characters. But, because of the really difficult positioning and timing, don't expect it to be a huge part of the game by any means. Contrary to the difficulty of jump-ins, meaty attack are relatively easy. Meaty attacks are the ground-based equivalents of jump-ins; in other words, just stay on the ground and throw an attack as your opponent gets up so that he will have to block or get hit. These are very easy to time. One strategy is to land early from a jump-in, faking your opponent into trying to throw or DP, and then throwing a meaty attack at the last second. All attacks can theoreticly be used as meaty attacks. Try mixing in long-range kicks and close-in punches and jabs to provoke your opponent to try something. As with jump-ins, meaty attacks are prone to the same risks with regard to Alpha Counters as jump-ins. ---------------------------- 2.13) Wake-up Dragon Punches ---------------------------- It seems that SFA really does allow players to perform wake-up Dragon Punches. A wake-up DP is performed right as the character is getting up from a knockdown and the opponent is coming in with a jump-in attack. Apparently, if timed right, the wake-up DP will always win over a jump-in attack, even if the jump-in itself is timed perfectly. Of course, the catch words are "Perfect Timing," since if you mistime your wake-up DP motion, your opponent will be able to land a pretty hefty jump-in combo. Thus, in my opinion, wake-up DP's should not be performed unless absolutely necessary, such as when you have little life left. There are other, safer ways to deal with jump-in attacks, like Alpha Counters, or even blocking and waiting for the opponent to make a mistake. ------------ 2.14) Taunts ------------ Yes! The SF series has jumped on the humiliation bandwagon by putting character taunts in SFA. To taunt, just hit the START button (yours, of course! Your opponent could get very mad if you accidentally make him taunt you). Remember, you can only taunt once per round, with the exception of Dan. Taunts do not use up any Chi, do not hit your opponnet (except for Chun Li's), and leaves your guard down for a brief moment. You cannot use a special move to get out of a taunt. You just have to sit there and let the animation run its course. Neat, eh? Perfect for using after a big SC, or after throwing a non-thrower. Sodom is perfect for this as he just picks up his opponent and throws quickly without even bending down. Taunting right afterwords makes him bow down at his opponent in "respect." Gets people real mad! :) ----------------------------------- 2.15) Choose Your Own Winning Quote ----------------------------------- If you win a match, you can choose your own winning quote by holding down all three punch or kick buttons and moving the joystick in a certain direction before the winning quote appears. For example, after you win the second round with Ryu, hold Up + All Punches to choose one quote, or Down + All Punches to choose another. By itself, this feature doesn't mean much; however, it is a requirement to get to Dan as a computer opponent. See section 4.5 for details. ************************************************** 3) MOVES AND STRATEGIES SPECIFIC TO EACH CHARACTER ************************************************** What follows is an in-depth coverage of each of the individual characters' moves and a general strategy outline for each character. This covers what combos are most often used, what each opponent's strengths are, and what to avoid or watch out for when playing with or against a certain character. Note that the combos listed for each character are there to give you ideas and should not be considered an exhaustive list. The combo system in SFA is very flexible, allowing players to create their own combos or modify existing combos to suit their playing styles. Thus, listing every possible SFA combo in existence is impossible. If you do want a guide that tells you what moves are interruptable or chainable in combos, try either Lanzer's SFA Advanced FAQ or Patrick Beja's SFA combo guide. See section 1.4 for details. --------------------- 3.0) Conventions Used --------------------- Move names and translations: I know that each move can have several different names, according to who you talk to. Therefore, I will use the name that is most commonly used on the Internet newsgroup alt.games.sf2. However, I will also give the "official" name designated by Capcom and listed in Gamest magazine. If the name is in English, I will list it in curly braces {}. If the name is in Japanese, I will give the Romanized Japanese name in {brackets}, then the English translation (if available). The translation will most likely not be a straight literal translation, so all you Japanese speakers out there please bear with me! (By the way, in Romanized Japanese, "ou" is pronounced like the long 'o' in "go." For example, Gouken is pronounced "go-ken", not "goo-ken.") -------- 3.1) RYU -------- "What's wrong? Why do you hold back?" -Ryu, SFA Ryu is in the tournament for the spirit of the fight. Does he need a better reason? Starting Pose: Ryu tightens his headband, then his gauntlets. Winning Pose #1: Ryu raises his fist in triumph. Winning Pose #2: Ryu folds his arms and looks away from his fallen opponent. *Alpha Counter* O-- / | + punch O O Ryu blocks the attack and throws a fierce Dragon Punch. While not having as much range as other Super Combos, this AC has the advantage of hitting your opponent the instant it starts (no unnecessary animation like in Charlie's or Birdie's AC's). It does not hit as deep as a normal DP, so be very careful trying to AC sweeps and slides. The AC is pretty invulnerable, insuring that you can use it against all types of attacks and Super Combos without much fear of trading. Since Ryu performs a FIERCE Dragon Punch, make sure you connect with this move, or you will definitely be eating a combo on your way down. *Taunt* #1 Ryu stops to adjust his gauntlets. #2 Ryu stops to adjust his headband. *Overhead Punch* {Sakotsu Wari - Collarbone Breaker} --O + STRONG Ryu raises his fist over his shoulder and then slams down for 2 hits. This is an overhead hit. This is a decent move. It has more range than you might think, and you can sometimes nail your opponent with the last part of the hit from afar. *Spin Kick* {Senpuu Kyaku - Cyclone Kick} --O + FORWARD Ryu does one rotation of a Hurricane Kick. Ryu's foot hits the opponent as he comes down. Can hit crouching opponents, but note that this is not an overhead hit. This move is very quick and lets Ryu skip in closer to his opponent without retaliation. You can use it to try to push your opponent back, tick with it, or skip over foot sweeps, slides, and other low attacks. Since you can sometimes be hit afterwords if you try anything but blocking (depending on distance), your opponent may try and sweep you afterwords. Try using a Super Combo as you land if your opponent becomes this predictable. *Fireball* {Hadouken - Wave Motion Punch} | \ --O + punch O O The FIERCE fireball flickers red for a brief second after it comes out. If you hit your opponent with it while it is red, they will catch on fire and be knocked down. Ryu still has a very short fireball delay. However, since many opponents have other means besides jumping to get around fireballs, you have to be very careful when and where you throw fireballs. Fireball corner traps don't work against a lot of characters, and using only fireballs to push an opponent back is risky as well. Use fireballs more in moderation with other attacks to keep your opponent guessing. To keep opponents away, combo fireballs after footsweeps and other attacks, forcing them to block and be pushed back. Whenever adding a fireball to a combo, use the FIERCE version. If you are close, your opponent will be set on fire and be knocked down, giving you the positional advantage. *Hurricane Kick* {Tatsumaki Senpuu Kyaku - Tornado Whirlwind Kick} | / O-- + kick O O Now goes over fireballs and Charlie's Sonic Boom. Can be done in the air. Knocks opponents down in a single hit. If you are quick, this move can counter close-range fireballs easily. You have to do it slightly early to make it over the fireball. Also, if you need to air-block, use the aerial HK instead while jumping to gain superiority over most of your opponent's aerial attacks. *Dragon Punch* {Shoryuken - Rising Dragon Punch} --O | \ + punch O O Almost impossible to air-block. If blocked, Ryu's DP can hit twice, but if unblocked, it will knock down an opponent in a single hit. As usual, this move causes the most damage if the opponent is hit during the first few frames of motion (while Ryu's fist is still below his shoulders). It is also invulnerable during this time. However, once Ryu's fist extends over his head, the DP is no longer invulnerable, and it causes less damage. This makes timing all the more essential, since you want to execute the DP as late as possible so that you will cause the most damage without worrying about getting hit. *Super Combo #1* Shinkuu Hadouken {Vacuum Fireball} | \ --O | \ --O + punch O O O O Ryu sends out a massive fireball that goes through projectiles. The fireball loses 1 hit for each projectile it passes through. Level 1: 3 hits. Level 2: 4 hits. Level 3: 5 hits. The Shinkuu Hadouken is an excellent attack in fireball wars and close-in fighting. For example, if you are throwing projectiles at each other, throw the Super Fireball instead. It will go right through your opponent's projectile and score some hits. By having a charged SC, you can really take control and intimidate a fireballing opponent. Close-in, ALWAYS look for openings where you can throw your SC, especially in the corner. Opponents will often throw a fireball that they expect you to block. However, even if their fireball is right in front your face, you can still launch the SC instantaneously and nail your opponent. Here's a good habit: Always do the SC motions as you are pulling out of certain moves and watch for a projectile attempt from your opponent. Good situations include after a blocked sweep or uppercut, after an intentionally missed sweep (hit them as they run in to hit you), after the overhead punch as they try to retaliate, etc. Using the Shinkuu Hadouken in normal combos requires a bit of fancy joystick work, but the results can be particularly damaging. You have very little leaway in getting the motions done if you want the SC to hit. The optimum move for this is the crouching FORWARD kick. Basically, you need to insert the FORWARD kick into the first QCF motion of the SC. Then, after the first QCF, just buffer-in a normal fireball. If you do everything close enough together, you will get the Super Combo instead of a fireball, doing nice damage to your unfortunate opponent. It looks something like this: | \ + FORWARD --O | \ --O + punch O O O O Or it may look something like this: | \ --O | + FORWARD \ --O + punch O O O O Because you have so little time to buffer the SC motion into the C. FORWARD kick, you have to start the motion for the SC before you actually kick. Doing a C. FORWARD and then attempting to do the 2QCF motion will not work. You simply cannot do it fast enough (physically). As described in the combo section, you can incorporate a variety of combos with the Shinkuu Hadouken like above. As a final warning, be very careful when trying to use the Shinkuu Hadouken against an opponent with an anti-fireball SC like Adon or Birdie. These characters can buffer their SC's during the chi animation of your SC, thus being able to easily counter before your SC fireball even comes out. *Super Combo #2* Shinkuu Tatsumaki Senpuu Kyaku {Vacuum Hurricane Kick} | / O-- | / O-- + kick O O O O Ryu does a Hurricane Kick in place, and you can see the air fanning away on the ground. Hits lots of times and does KILLER damage, even if blocked. Level 1: 4 hits. Level 2: 8 hits. Level 3: 12 hits. This move really has little range, so you have to anticipate your opponent moving in or opening-up to get it to hit. It is best used at close range, especially when your opponent is cornered and desparately trying to escape. Try using it after the Spin Kick if you know that your opponent will try and retaliate. This move does very good damage, so don't totally discount it based solely on its limited range. If you play Ryu like an old-schooler (constantly throwing FB's and DP's), this SC may be of little use to you. However, for players like me who like to take the fight up close and personal, this SC can be a real beefy attack. I like to execute a Level 1 after coming in with a flying kick. If anything, it will cause good block damage. Do not use this move as an anti-air defense. If you have time to do the SC, do a Dragon Punch instead. If you do this against an airborne opponent, you will get a poor number of hits and damage. *Chains* S. JAB, S. STRONG, C. ROUNDHOUSE C. SHORT, C. ROUNDHOUSE C. SHORT, C. FORWARD, C. ROUNDHOUSE *Combos* J. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL The old SF2 combo is still there. It isn't a chain combo, so you do have to time it differently than chain combos. J. ROUNDHOUSE, S. JAB, S. STRONG, FIREBALL J. ROUNDHOUSE, C. SHORT, C. SHORT, C. FORWARD, FIREBALL Similar to another old SF2 combo, you can now insert a couple C. SHORT kicks since they chain with the C. FORWARD. J. ROUNDHOUSE, C. FORWARD, SHINKUU HADOUKEN SC The easiest combo to put the Shinkuu Hadouken SC into. As described before, practice putting the FORWARD kick in during the QCF motions. J. ROUNDHOUSE, C. SHORT, C. SHORT, C. FORWARD, SHINKUU HADOUKEN SC * RYU'S TOUCH OF DEATH * The ultimate Ryu combo, this will do *heavy* damage at Level 2 or 3. I recommend putting extra money in the machine and playing a standing-still opponent to get good at this combo. On the heavy-damage machine I've been playing on recently, this combo automatically kills your opponent at Level 3. On a normal damage machine, it might do something like 70% damage. SIDE NOTE: It is possible for Ryu to trip-up an opponent with a ROUNDHOUSE sweep and hit them with a Shinkuu Hadouken on the way down. However, anytime you can get a RH sweep, you can usually FORWARD sweep instead and tack-on the SC on the ground, giving you full hits and damage. The Shinkuu Hadouken can only hit an airborne opponent twice, so its damage potential is limited. Basically, Ryu has not changed much from SSF2T. With the ability to throw multiple Shinkuu Hadoukens per round, Ryu can gain considerable ground superiority. However, there are many, MANY moves designed to avoid and retaliate against fireballs. Anti-Fireball Moves: *Ryu- Shinkuu Hadouken SC *Ken- Ground Roll, Shoryureppa SC *Sagat- Tiger Cannon SC, Tiger Knee *Chun Li- Axe Kick, TBK SC *Charlie- Sonic Blade SC *Birdie- Chain Grab SC *Adon- Jaguar Kick/Jaguar Tooth/Jaguar Revolver SC *Guy- Bushin Leap/Bushin Jump SC *Sodom- Slide *Rose- Slide/Soul Reflect *Akuma-
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