Street Fighter Alpha 2/Controls: Difference between revisions

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| [[File:Ub.png]] || [[File:U.png]] || [[File:Uf.png]]
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| [[File:B.png]] || [[File:N.png]] || [[File:F.png]]
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'''Common Motions'''
'''Common Special Moves in Numpad Notation'''
* 236 - Hadouken
* {{qcf}} - 236 - Hadoken (Fireball)
* 214 - Tatsumaki
* {{qcb}} - 214 - Hurricane Kick (Tatsu)
* 623 - Dragon Punch
* {{dp}} - 623 - Dragon Punch (DP)
 
* {{360}} - 6248 - Spinning Piledriver (SPD)
* 4, 6 - Sonic Boom
* {{cb}}{{f}} - [4] 6 - Sonic Boom
* 2, 8 - Flash Kick
* {{cd}}{{u}} - [2] 8 - Flash Kick
 
* 6248 - Spinning Piledriver


== Button Layout ==
== Button Layout ==
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!width="150"|
|- style="background:none; height:50px"
|- style="background:none; height:50px"
| Light Punch || Medium Punch || Heavy Punch
| {{lp}} Jab<br>Light Punch || {{mp}} Strong<br>Medium Punch || {{hp}} Fierce<br>Heavy Punch<br>
|- style="background:none; height:50px"
|- style="background:none; height:50px"
| Light Kick || Medium Kick || Heavy Kick
| {{lk}} Short<br>Light Kick || {{mk}} Forward<br>Medium Kick || {{hk}} Roundhouse<br>Heavy Kick


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Aside from their strength and speed, there is no standard to how each character's attack performs in-game. One character's light attacks may be appreciably weaker than another's. There is no button priority system to decide the winner of same-frame trades.
Aside from their strength and speed, there is no standard to how each character's attack performs in-game. One character's light attacks may be appreciably weaker than another's. '''There is no button priority system to decide the winner of same-frame trades.''' Any mention of priority in this guide is to describe how well a normal's hitboxes perform against one another.

Latest revision as of 12:30, 17 June 2025

Street Fighter Alpha 2 is traditionally played with a lever and six attack buttons. Being an arcade game, the controls were optimized for its cabinet- But any controller can be adapted to compete.

Movement

This game uses eight directions for movement.

In some sections of this guide, numpad notation may be used: It's a simple way to describe directions as if they were numbers on a keyboard. Keep in mind that most if not all notations shown assume you're facing right.

Ub.png U.png Uf.png
B.png N.png F.png
Db.png D.png Df.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Common Special Moves in Numpad Notation

  • Qcf.png - 236 - Hadoken (Fireball)
  • Qcb.png - 214 - Hurricane Kick (Tatsu)
  • Dp.png - 623 - Dragon Punch (DP)
  • 360.png - 6248 - Spinning Piledriver (SPD)
  • Cb.pngF.png - [4] 6 - Sonic Boom
  • Cd.pngU.png - [2] 8 - Flash Kick

Button Layout

This game has six attack buttons: Three for punches and kicks, respectively. Lighter attacks are closer to the lever, while heavier ones are further.

Lp.png Jab
Light Punch
Mp.png Strong
Medium Punch
Hp.png Fierce
Heavy Punch
Lk.png Short
Light Kick
Mk.png Forward
Medium Kick
Hk.png Roundhouse
Heavy Kick


Aside from their strength and speed, there is no standard to how each character's attack performs in-game. One character's light attacks may be appreciably weaker than another's. There is no button priority system to decide the winner of same-frame trades. Any mention of priority in this guide is to describe how well a normal's hitboxes perform against one another.