Street Fighter Alpha 2: Difference between revisions

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==Introduction==
<templatestyles src="CharacterPage-SFA2/styles.css"/>
=== Game Versions ===
{{Infobox Game
| gamename    = Street Fighter Alpha 2
| abbreviation = SFA2
| image        = Alpha2Poster.png
| developer    = Capcom
| system      = Arcade CPS-2<br>JP & AS: February 27, 1996<br>OC & EU: February 29, 1996<br>NA: March 6, 1996<br>SA: May 31, 1996
| system2      = PlayStation<br>JP: August 9, 1996<br>NA: September 30, 1996<br>AU: October 18, 1996<br>EU: December 6, 1996
| system3      = Sega Saturn<br>JP: September 14, 1996<br>NA: September 30, 1996<br>EU: November 16, 1996
| system4      = Super Nintendo<br>NA: November 1996<br>EU: December 19, 1996<br>JP: December 20, 1996
| system5      = Windows PC<br>NA: November 1, 1997<br>JP: March 12, 1998<br>EU: 1998
| system6      = ''Street Fighter Alpha Anthology''<br>PlayStation 2<br>JP: May 25, 2006<br>NA: June 13, 2006<br>AU: June 30, 2006<br>EU: July 7, 2006
| system7      = ''SF30th Anniversary Collection''<br>Nintendo Switch, PlayStation 4,<br>Windows PC, Xbox One<br>NA, EU, & AU: 29 May 2018<br>JP: 25 October 2018


* Arcade
| release      =
* PC
| website      =
* Playstation
| website2    =
* Playstation 2
| netcode      = PC: Fightcade (Rollback)
* Sega Saturn
| resources    = [https://www.fightcade.com Fightcade Official Website]
* Super Nintendo
| community    = [https://discord.gg/bb3rf28MMA Discord]
| community2  = [https://www.facebook.com/groups/StreetFighterAlpha2/about/ Facebook Group]
}}


==Notation==
[[Image:SFA2_title.png|left|Title Screen]]
===Joystick Notation===
[[Image:Alpha2CharacterSelectScreen.png|center|Character Select Screen]]
    * F - Forward - Tilt stick forward/towards the opponent. (X-axis)
    * B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
    * U - Up - Tilt stick upwards. (Y-axis)
    * D - Down - Tilt stick downwards. (Y-axis)
    * QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
    * QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
    * HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
    * HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
    * DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
    * 360/FC - Full circle - Complete a full rotation of the stick.
    * 720 - N/A - Complete a 720 degree rotation of the stick.
    * Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.


===Six Button Notation===
==Introduction==
Expressed in the form: Notation - Move - (PS2 Default Map)


    * LP - Weak/Light/Low/Jab Punch - (Square)
Street Fighter Alpha 2, known as Street Fighter Zero 2 in Japan, Asia, South America, and Spain, is a 1996 fighting game originally released for the CPS II arcade hardware by Capcom. The game is a sequel to Street Fighter Alpha: Warriors' Dreams, which is itself a prequel to Street Fighter II in terms of plot and setting.
    * MP - Medium/Middle/Strong Punch - (Triangle)
    * HP - Heavy/Hard/High/Fierce Punch - (R1)
    * P - Any punch (Square/Triangle/R1)
    * LK - Weak/Light/Low/short Kick - (X)
    * MK - Medium/Middle/Strong Kick - (Circle)
    * HK - Heavy/Hard/High/Roundhouse Kick - (R2)
    * K - Any kick - (C/Circle/R2)


===Descriptors===
The game featured a number of improvements over the original, such as new endings, stages, sound, animations, moves and gameplay systems. Some character's endings were retconned from the original, overwriting their prior story (i.e. Akuma's), or were otherwise tweaked.
====Connectors====
====State Modifiers====
===Miscellaneous Notation===
StreetFighter Alpha2 is now playable online, www.GGPO.net


==Game Mechanics==
All thirteen characters from the original Alpha return, with previously secret characters M. Bison, Akuma, and Dan are part of the immediate roster. Five additional characters are featured, extending the selectable roster to 18. The new characters include Zangief and Dhalsim from Street Fighter II; Gen from the original Street Fighter; Rolento from Final Fight; and Sakura, a new character who is a schoolgirl that idolizes Ryu and emulates his fighting techniques.
*Custom Combo (cc)- Press 2 punches and 1 kick or 2 kicks and 1 punch when you have at least a lvl 1. This allows you to do multi special moves in a row, canceling recovery. Once activated you move forward very fast. The high the lvl the more invincibiltiy you get, generally for a normal sized character, at lvl 2/3 you can go thru a fireball.


*Valle CC- If they opponent is standing, you can activate a custom combo and start with a low hit which is unblockable into a whatever cc.
Street Fighter Alpha 2 also features an alternate version of Chun-Li in her Street Fighter II outfit as a hidden character, as well as Shin Akuma, a more powerful version of Akuma who appears as a secret computer-controlled opponent in the single-player mode. The North American version of the arcade game also features three additional hidden characters who were not in the Japanese version: Evil Ryu, an alternate version of Ryu who uses the same power as Akuma; as well as extra versions of Zangief and Dhalsim who play like their counterparts from Street Fighter II: Champion Edition, including the omission of gameplay features such as super moves and air blocking.


*Blowout CC- When around point blank to your oponent, when cc is activated and the opponent did any normal attack or was not blocking, they go into a stun animation. This allows you to hit them with pretty much anything for free.
==The Characters==
 
{|
*Counter CC- Basically, your opponent does a cc, and you cc right back. This isnt easy but not impossible, allowing you to counter Valle ccs and blowouts.
|-
 
!
*Air super CC glitch- When is cc mode, as long as you have the meter, you can perform your air super if in the air. Akuma can super fireball from a f+mk.
!
 
!
*Juggles- Some moves have juggle properties this move include:
|-
 
|
Sagat's Tiger Uppercut
|
Akuma's Shoryuken and Hurricane
<div class="row">
Adon's Jaguar DP
    <div class="cell portrait">[[Image:SFA2_Ryu_Portrait.png|165px|link=Street Fighter Alpha 2/Ryu | Ryu]]</div>
Various Fireball supers
    <div class="cell portrait">[[Image:SFA2_Adon_Portrait.png|165px|link=Street Fighter Alpha 2/Adon | Adon]]</div>
Chun-li's upkicks, super upkicks, super puffball, d+mk in the air
    <div class="cell portrait">[[Image:SFA2_ChunLi_Portrait.png|165px|link=Street Fighter Alpha 2/Chun-Li | Chun-Li]]</div>
 
    <div class="cell portrait">[[Image:SFA2_Guy_Portrait.png|165px|link=Street Fighter Alpha 2/Guy | Guy]]</div>
Note that all fireball super only juggle for 3 hits, so best used at lvl 1 for anti air. As for Akuma's juggles after a lk hurricane you can actually do the tech roll motion in the air and the dp will miss.
    <div class="cell portrait">[[Image:SFA2_Ken_Portrait.png|165px|link=Street Fighter Alpha 2/Ken | Ken]]</div>
 
</div>
*Alpha counter (AC)- b, db, d+p or kick. Varies per character and some are very strong like Rose's punch ac or kens kick. Piano kicks for best result. Do this when is block stun to cancel out into a pre-determined attack, which has some invincibility and temporarily creates a freeze effect. Knock down acs cannot be tech rolled except by Sodom's Tengu Walking.
 
*Alpha counter reversal- Delay any safe normal into any invincible move that will beat a alpha counter but will not come out unless the normal was ac'd. Ex. Shoto's c.fp, attempt to cancel it into a shoryuken right after cancel frame window is up. If the opponent ac's, your c.fp will be on the active frames since the acs freeze it temporarily and you will shoryuken the hell out of them.
 
*Kara-cancel- Canceling any normal quickly before the hit frames come out. Ex. f+mp xx raging demon or c.rh xx fireball. This allows for quicker meter building, ex. Rolento kara c.rh xx lp roll.
 
*Throws- Forward or back+ mp/fp/mk/hk. Not all character can throw with all buttons, ex Rose and Sagat only have punch throws.
 
*Tech-throw- Basically when thrown, you have a slight window to reverse by throwing, to avoid most damage from the throw. Some throw do no damage at all when tech ex Rolento's kick throw.
 
*Tech roll- After a non-ac non throw knock down, do b, db, d+lp, mp, or hp. This will roll you torwards you opponent depending on strength used, with lp getting up in place and hp rolling far. These are punishable by any low hit, so be careful when using.
 
*High Knock Down Juggle Glitch- This is best explain by a old post from Endy 22, so I'm gonna copy and paste. Basically it is a knock down that pops your opponent WAY up in the air, allowing juggles. If you are too lazy just know easiest way to set it up is after a cc, ex Sagat does his cc, opponent tech rolls when Sagat is done, Sagat does c.rh which creates a HDK, juggles with HP tiger uppercut.
 
Awhile back I posted an article about how special juggle combos could
be done after knocking someone down with a CC(i.e. with Sagat;
couching Roundhouse, juggle with Fierce Tiger Uppercut). Since then
I've learned a lot more about how the high knockdown trick works as
well as a bunch of combos that can be done using it.
 
For those who missed the original article or have yet to see someone
use the trick, I'll explain how it's done...
 
Basically, when you're in CC mode and you do a move that knocks
down, the opponent is knocked higher than they usually are when you
are out of CC mode. For instance, when you activate a CC and then do
a crouching Roundhouse, your opponent is knocked up in the air higher
than a normal sweep would, so it's easier to follow up with another
attack during the CC(this is one reason why the Valle CC is so
devastating). The interesting thing is, you can still get the benefit
of a high knockdown(HKD for short) _after_ a CC ends (meaning your CC
meter has completely run out, and your opponent is getting up from the
knockdown your CC caused). In order to get a HKD, you must first hit
your opponent with any kind of CC that ends in a knockdown. Then, as
your opponent is getting up or _right_ after, if you connect with a
move that knocks down(a sweep for instance) they will be knocked high
in the air(much higher than they normally should) allowing you to hit
them with a juggling move before they land. note: You can only follow
up a HKD with a move that juggles, like Akuma's DP or Guy's HK, all
non-juggling moves will whiff.
 
An interesting thing about HKD's is that you can normally only juggle
an opponent knocked in the air on the way up or at the apex, as soon
they start to fall you can no longer juggle. However, with a high
knockdown, just like in CC mode, you can juggle an opponent no matter
how high they are off the ground. This means, if you do a crouching
Roundhouse that results in a high knockdown, you can wait till just
before the opponent lands and still juggle them. Also, you aren't
limited to initiating a HKD with a sweep, certain special moves that
knock down will work, too. Another cool thing about HKD's is that
they can be initiated with combos, as well. So, with E. Ryu as the
opponent is getting up, you could do crouching Jab, crouching Short,
Fierce Red Fireball(HKD), juggle with a Fierce Dragon Punch. It's
also possible to do repeated high knockdowns. For instance, with
Sagat I could do a crouching Roundhouse as their getting up(HKD),
juggle with a Fierce Tiger Uppercut. Then as they're getting up from
the TU, I could do another crouching Roundhouse(HKD), Fierce TU,
crouching Roundhouse(HKD), Fierce TU, etc. As long as you keep
getting consecutive HKD's it can be repeated.
 
Now, landing a CC and then hitting your opponent with a knockdown move
or combo as they're getting up _will not automatically_ result in a
HKD. Whether you get the high knockdown or not is _completely_
determined by what your opponent does after getting knocked down by
the CC. Obviously, if they just block as they're getting up, there is
no way you can hit them, so there's no chance for a HKD. So, you can
only get a HKD in certain circumstances(most of which involve your
opponent doing a particular action as they're getting up). Those
circumstances include:
 
1. The opponent rolls after the CC - This is the easiest and most
common way to land a HKD in a match. If your opponent rolls right
after getting hit by a CC, simply hit them out of it with a knockdown
move or combo and you will get a high knockdown, FOR FREE. note: This
will only work in regular SFA2, since you can't roll after a CC in
A2Gold(and I'm assuming, Z2A).
 
2. The opponent whiffs a Reversal Attack("Reversal" _has_ to appear)
- This means if they do any kind of Reversal Attack(including Supers),
and it misses, you can hit them during the recovery with a knockdown
move or combo and get a HKD. i.e. Ryu does a Reversal DP and it
whiffs, if you do a knockdown move as he lands it will result in a
HKD.
 
3. You stuff their Reversal Attack - Just like #2, except if you
knock them out of the Reversal Attack with a knockdown move you will
get a HKD.
 
4. You do an AC reversal - If you stick out an attack as the opponent
is getting up which they AC and you reverse it, you will get a HKD.
So with Sagat, you could do a crouching Strong(they AC), 2in1 Jab
Tiger Uppercut(knocks them out of their AC and results in a HKD), then
juggle with a Fierce Tiger Uppercut.
 
5. The opponent is holding 'back' - Meaning, if they're simply
holding straight back on the stick while they're getting up and you
hit them with a knockdown move or combo, you will get a HKD. I have
_no_ idea why this works, especially since holding in any other
direction won't result in a HKD. note: While experimenting, this
happens to be the easiest way to get a HKD, and is a great way for
doing repeated high knockdowns.
 
6. You dizzy them with a HKD move or combo - If you dizzy your
opponent with repeated HKD's, then hit them while they're dizzy with a
knockdown move or combo, it will result in another HKD. i.e. With
Sagat, you do crouching Roundhouse(HKD), Fierce TU, repeatedly till
your opponent gets dizzy. While they're dizzy you could do a combo
like Jumping Roundhouse, crouching Roundhouse(HKD), Fierce Tiger
Uppercut. note: This is only really useful while practicing, since
landing repeated HKD's on someone in a real match is just about
impossible.
 
7. You counter them as they're getting up - This one is kinda hard to
explain, since I'm not exactly sure why this sometimes works, and
sometimes doesn't. When I originally posted about the HKD trick, I
believed that all you had to do was counter your opponent with a
knockdown move as they're getting up and it would result in a HKD.
Meaning, that if your opponent is entering any kind of joystick
command(besides blocking) or button command, as they're getting up and
you hit them with a knockdown move, you'd get a HKD. I soon found out
that is not always the case. It works a lot of times when your
opponent is going for a Reversal and miss-times it, and your knockdown
move hits them, but not always. I guess it's something specific that
they're doing that makes a HKD possible, but I'm not exactly sure what
it is yet. note: This makes jump-in or crossup HKD combos possible.
 
8. You AC their Reversal Attack - AFAIK, this one is worthless. If
you rebuild your meter through repeated HKD's then have your opponent
do a Reversal and you do an AC that knocks down, the AC will result in
a HKD. Unfortunately, you can't follow-up the HKD because your
opponent will have that 'spinning' animation and apparently can't be
hit. I only mention this one, because I haven't bothered to try it
with all the different AC's, so I'm not 100% sure that none of them
can be followed-up.


9. You link a knockdown move at the end of a non-knockdown CC - This
<div class="row">
is a special circumstance where you don't actually have to knock your
    <div class="cell portrait">[[Image:SFA2_Dhalsim_Portrait.png|165px|link=Street Fighter Alpha 2/Dhalsim | Dhalsim]]</div>
opponent down with the CC before getting a HKD. Basically, if you do
    <div class="cell portrait">[[Image:SFA2_Gen_Portrait.png|165px|link=Street Fighter Alpha 2/Gen | Gen]]</div>
a CC consisting of all non-knockdown moves(like a bunch of standing
    <div class="cell portrait">[[Image:SFA2_Sakura_Portrait.png|165px|link=Street Fighter Alpha 2/Sakura | Sakura]]</div>
normals or stream of fireballs) you can link a knockdown move at the
    <div class="cell portrait">[[Image:SFA2_Rolento_Portrait.png|165px|link=Street Fighter Alpha 2/Rolento | Rolento]]</div>
end of the CC, and get a HKD. So, with Sakura you could activate a
    <div class="cell portrait">[[Image:SFA2_Zangief_Portrait.png|165px|link=Street Fighter Alpha 2/Zangief | Zangief]]</div>
CC, do a bunch of standing normals(lame, I know), then just as your
</div>
meter runs completely out, link a normal crouching Roundhouse while
they're still in hit stun(results in a HKD), and then juggle with a
Strong DP.


Here's a list of moves for each character that will cause a HKD after
<div class="row">
a CC ends.
    <div class="cell portrait">[[Image:SFA2_Charlie_Portrait.png|165px|link=Street Fighter Alpha 2/Charlie | Charlie]]</div>
    <div class="cell portrait">[[Image:SFA2_Birdie_Portrait.png|165px|link=Street Fighter Alpha 2/Birdie | Birdie]]</div>
    <div class="cell portrait">[[Image:SFA2_Rose_Portrait.png|165px|link=Street Fighter Alpha 2/Rose | Rose]]</div>
    <div class="cell portrait">[[Image:SFA2_Sodom_Portrait.png|165px|link=Street Fighter Alpha 2/Sodom | Sodom]]</div>
    <div class="cell portrait">[[Image:SFA2_Sagat_Portrait.png|165px|link=Street Fighter Alpha 2/Sagat | Sagat]]</div>
</div>


Ken: Crouching Roundhouse
<div class="row">
Ryu/E.Ryu: Crouching Roundhouse/Crouching Roundhouse, Fierce Red
    <div class="cell portrait">[[Image:SFA2_EvilRyu_Portrait.png|165px|link=Street Fighter Alpha 2/Evil Ryu | Evil Ryu]]</div>
Fireball
    <div class="cell portrait">[[Image:SFA2_Akuma_Portrait.png|165px|link=Street Fighter Alpha 2/Akuma | Akuma]]</div>
Chun Li: Crouching Roundhouse(close)
    <div class="cell portrait">[[Image:SFA2_Dictator_Portrait.png|165px|link=Street Fighter Alpha 2/M. Bison | M. Bison]]</div>
Rose: Crouching Roundhouse, Soul Spiral
    <div class="cell portrait">[[Image:SFA2_Dan_Portrait.png|165px|link=Street Fighter Alpha 2/Dan | Dan]]</div>
Zangief: Crouching Roundhouse, df+Roundhouse
</div>
Sakura: Crouching Roundhouse
|
Akuma: Crouching Roundhouse, Fireball(close), Red
Wiki Completion %<br>
Fireball(1,2 or 3 hit), d,db,f,uf+Punch move
[[File:A2_Icon_Adon.png]] [[Street Fighter Alpha 2/Adon | Adon]] [[File:80%.gif]]<br>
Sagat: Crouching Roundhouse, Jab Tiger Uppercut
[[File:A2_Icon_Akuma.png]] [[Street Fighter Alpha 2/Akuma | Akuma]] [[File:80%.gif]]<br>
Charlie: Crouching Roundhouse
[[File:A2_Icon_Birdie.png]] [[Street Fighter Alpha 2/Birdie | Birdie]] [[File:50%.gif]]<br>
Rolento: Has no moves that will HKD
[[File:A2_Icon_Charlie.png]] [[Street Fighter Alpha 2/Charlie | Charlie]] [[File:80%.gif]]<br>
Dhalsim: db+Roundhouse, Strong/Fierce Yoga Fire, Yoga
[[File:A2_Icon_ChunLi.png]] [[Street Fighter Alpha 2/Chun-Li | Chun-Li]] [[File:100%.gif]]<br>
Flame
[[File:A2_Icon_Dan.png]] [[Street Fighter Alpha 2/Dan | Dan]] [[File:80%.gif]]<br>
Guy: Crouching Forward, df+Roundhouse
[[File:A2_Icon_Dhalsim.png]] [[Street Fighter Alpha 2/Dhalsim | Dhalsim]] [[File:40%.gif]]<br>
Adon: Crouching Roundhouse
[[File:A2_Icon_Akuma.png]] [[Street Fighter Alpha 2/Evil Ryu|Evil Ryu]] [[File:80%.gif]]<br>
M. Bison: Crouching Roundhouse(slide)
[[File:A2_Icon_Gen.png]] [[Street Fighter Alpha 2/Gen | Gen]] [[File:60%.gif]]<br>
Sodom: Crouching Roundhouse(slide)
[[File:A2_Icon_Guy.png]] [[Street Fighter Alpha 2/Guy | Guy]] [[File:80%.gif]]<br>
Gen: Has no moves in either style that will HKD
[[File:A2_Icon_Ken.png]] [[Street Fighter Alpha 2/Ken | Ken]] [[File:80%.gif]]<br>
Dan: Crouching Roundhouse
[[File:A2_Icon_Bison.png]] [[Street Fighter Alpha 2/M. Bison | M. Bison]] [[File:80%.gif]]<br>
Birdie: Crouching Roundhouse
[[File:A2_Icon_Rolento.png]] [[Street Fighter Alpha 2/Rolento | Rolento]] [[File:60%.gif]]<br>
[[File:A2_Icon_Rose.png]] [[Street Fighter Alpha 2/Rose | Rose]] [[File:100%.gif]]<br>
[[File:A2_Icon_Ryu.png]] [[Street Fighter Alpha 2/Ryu | Ryu]] [[File:100%.gif]]<br>
[[File:A2_Icon_Sagat.png]] [[Street Fighter Alpha 2/Sagat | Sagat]] [[File:80%.gif]]<br>
[[File:A2_Icon_Sakura.png]] [[Street Fighter Alpha 2/Sakura | Sakura]] [[File:80%.gif]]<br>
[[File:A2_Icon_Sodom.png]] [[Street Fighter Alpha 2/Sodom | Sodom]] [[File:60%.gif]]<br>
[[File:A2_Icon_Zangief.png]] [[Street Fighter Alpha 2/Zangief | Zangief]] [[File:80%.gif]]
|}


Ok, now there are two basic types of combos that can done using the
HKD trick...


Normal HKD combos:
To do: Matchups.
Combos that can be done by characters who have specials that
juggle(Akuma, Chun Li, Guy, E. Ryu, Sakura, Adon, Sagat) and can be
done after any CC that knocks down(every other character has to
rebuild meter so they can juggle with a SC). Examples:


(pardon some of the generic names for moves)


Adon - Jumping Fierce, crouching Roundhouse(HKD), Roundhouse Jaguar
Kick
E. Ryu - Crouching Jab, crouching Short, Fierce Red Fireball(HKD),
Short HK, Fierce DP. (vs. Zangief, corner only)
Chun Li - Jumping Roundhouse, crouching Roundhouse(HKD), Triple
Up-Kick
Sagat - Crossup Short, crouching Strong, Jab Tiger Uppercut, Fierce
Tiger Uppercut
After Rebuilding Meter:
Combos that are only possible after you rebuild your meter through
doing repeated HKD's. Basically, there is no way you'd ever, EVER get
this type of combo off in a real match, but do indeed work with some
setting up. Examples:
Charlie - Jumping Roundhouse, crouching Roundhouse(HKD), Level 3
Somersault Justice (corner)
Guy - Jumping Roundhouse, crouching Forward(HKD), Level 3 Air Punch
Super
Ken - Jumping Fierce, crouching Roundhouse(HKD), 2in1 Short Roll,
Level 3 Shinryuken
Rose - Jumping Roundhouse, crouching Jab, crouching Short, crouching
Strong, Short Drill(HKD), Level 2 Aura Soul Catch (corner)
Akuma - Jumping Fierce, crouching Roundhouse(HKD), Short HK, Short HK,
jump towards Level 3 Air Super Fireball or Level 3 DP
Dhalsim - b+Fierce(headbutt), Jab Yoga Flame(HKD), Level 3 Yoga
Inferno (corner)
Zagief - Crossup d+Fierce, bd+Roundhouse, Level 3 Air Catch
Super(A2Gold, Z2A only)
There's a bunch of other combos that can done using the trick, but the
examples should give you the idea. Also, it's possible to juggle
with a CC after a HKD when you rebuild your meter.
Well, that's about all I have to report on the high knockdown trick.
I hesitated to post all this, since A2 is such an old game, but
figured someone may find it of interest. There's also another little
CC trick I found that I was thinking of posting in the future, but
this should be enough for now =).
--[[User:Jeff|Jeff]] 22:17, 4 September 2008 (UTC)
==Tiers==
== Tier List ==
'''1996 USA:'''<br>
1) Ken<br>
2) Chun-Li<br>
3) Rose<br>
4) Ryu<br>
5) Akuma<br>
6) Adon<br>
7) Sagat<br>
8) Charlie<br>
9) Rolento<br>
10) M. Bison<br>
11) Guy<br>
12) Dhalsim<br>
13) Sakura<br>
14) Sodom<br>
15) Zangief<br>
16) Gen<br>
17) Birdie<br>
18) Dan<br>
<br>
'''1996 Japan:'''<br>
1) Chun-Li<br>
2) Charlie<br>
3) Rose<br>
4) Adon<br>
5) Birdie<br>
6) Rolento<br>
7) Guy<br>
8) Dhalsim<br>
9) M. Bison<br>
10) Ryu<br>
11) Ken<br>
12) Sakura<br>
13) Akuma<br>
14) Sodom<br>
15) Sagat<br>
16) Zangief<br>
17) Gen<br>
18) Dan<br>
<br>
<br>
'''Modern Tier List:'''<br>
''Top Tier''<br>
Chun-Li<br>
Rose<br>
Ken<br>
Ryu<br>
<br>
''Second Tier''<br>
Zangief<br>
Rolento<br>
Sakura<br>
<br>
''Middle Tier''<br>
Akuma<br>
Sodom<br>
Charlie<br>
M.Bison<br>
Adon<br>
Sagat<br>
Dhalsim<br>
Guy<br>
''Bottom Tier''<br>
Gen<br>
Dan<br>
Birdie<br>
==Strategy==
==The Characters==


* [[Adon (SFA2) | Adon]]
* [[Akuma (SFA2) | Akuma]]
* [[Birdie (SFA2) | Birdie]]
* [[Charlie (SFA2) | Charlie]]
* [[Chun-Li (SFA2) | Chun-Li]]
* [[Dan (SFA2) | Dan]]
* [[Dhalsim (SFA2) | Dhalsim]]
* [[Gen (SFA2) | Gen]]
* [[Guy (SFA2) | Guy]]
* [[Ken (SFA2) | Ken]]
* [[M. Bison (SFA2) | M. Bison]]
* [[Rolento (SFA2) | Rolento]]
* [[Rose (SFA2) | Rose]]
* [[Ryu (SFA2) | Ryu]]
* [[Sagat (SFA2) | Sagat]]
* [[Sakura (SFA2) | Sakura]]
* [[Sodom (SFA2) | Sodom]]
* [[Zangief (SFA2) | Zangief]]


== Miscellaneous ==


{{Street Fighter Alpha 2 characters}}


{{Navbox-SFA2}}
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha 2]]

Latest revision as of 15:53, 18 July 2024

Street Fighter Alpha 2
(SFA2)
Alpha2Poster.png
Developers

Capcom

Systems

Arcade CPS-2
JP & AS: February 27, 1996
OC & EU: February 29, 1996
NA: March 6, 1996
SA: May 31, 1996

PlayStation
JP: August 9, 1996
NA: September 30, 1996
AU: October 18, 1996
EU: December 6, 1996
Sega Saturn
JP: September 14, 1996
NA: September 30, 1996
EU: November 16, 1996
Super Nintendo
NA: November 1996
EU: December 19, 1996
JP: December 20, 1996
Windows PC
NA: November 1, 1997
JP: March 12, 1998
EU: 1998
Street Fighter Alpha Anthology
PlayStation 2
JP: May 25, 2006
NA: June 13, 2006
AU: June 30, 2006
EU: July 7, 2006
SF30th Anniversary Collection
Nintendo Switch, PlayStation 4,
Windows PC, Xbox One
NA, EU, & AU: 29 May 2018
JP: 25 October 2018
Online Play

PC: Fightcade (Rollback)

Player Resources

Fightcade Official Website

Community Channels

Discord

Facebook Group
Title Screen
Character Select Screen

Introduction

Street Fighter Alpha 2, known as Street Fighter Zero 2 in Japan, Asia, South America, and Spain, is a 1996 fighting game originally released for the CPS II arcade hardware by Capcom. The game is a sequel to Street Fighter Alpha: Warriors' Dreams, which is itself a prequel to Street Fighter II in terms of plot and setting.

The game featured a number of improvements over the original, such as new endings, stages, sound, animations, moves and gameplay systems. Some character's endings were retconned from the original, overwriting their prior story (i.e. Akuma's), or were otherwise tweaked.

All thirteen characters from the original Alpha return, with previously secret characters M. Bison, Akuma, and Dan are part of the immediate roster. Five additional characters are featured, extending the selectable roster to 18. The new characters include Zangief and Dhalsim from Street Fighter II; Gen from the original Street Fighter; Rolento from Final Fight; and Sakura, a new character who is a schoolgirl that idolizes Ryu and emulates his fighting techniques.

Street Fighter Alpha 2 also features an alternate version of Chun-Li in her Street Fighter II outfit as a hidden character, as well as Shin Akuma, a more powerful version of Akuma who appears as a secret computer-controlled opponent in the single-player mode. The North American version of the arcade game also features three additional hidden characters who were not in the Japanese version: Evil Ryu, an alternate version of Ryu who uses the same power as Akuma; as well as extra versions of Zangief and Dhalsim who play like their counterparts from Street Fighter II: Champion Edition, including the omission of gameplay features such as super moves and air blocking.

The Characters

Ryu
Adon
Chun-Li
Guy
Ken
Dhalsim
Gen
Sakura
Rolento
Zangief
Charlie
Birdie
Rose
Sodom
Sagat
Evil Ryu
Akuma
M. Bison
Dan

Wiki Completion %
A2 Icon Adon.png Adon 80%.gif
A2 Icon Akuma.png Akuma 80%.gif
A2 Icon Birdie.png Birdie 50%.gif
A2 Icon Charlie.png Charlie 80%.gif
A2 Icon ChunLi.png Chun-Li 100%.gif
A2 Icon Dan.png Dan 80%.gif
A2 Icon Dhalsim.png Dhalsim 40%.gif
A2 Icon Akuma.png Evil Ryu 80%.gif
A2 Icon Gen.png Gen 60%.gif
A2 Icon Guy.png Guy 80%.gif
A2 Icon Ken.png Ken 80%.gif
A2 Icon Bison.png M. Bison 80%.gif
A2 Icon Rolento.png Rolento 60%.gif
A2 Icon Rose.png Rose 100%.gif
A2 Icon Ryu.png Ryu 100%.gif
A2 Icon Sagat.png Sagat 80%.gif
A2 Icon Sakura.png Sakura 80%.gif
A2 Icon Sodom.png Sodom 60%.gif
A2 Icon Zangief.png Zangief 80%.gif


To do: Matchups.




Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief