Street Fighter Alpha 2: Difference between revisions

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[[Image:SFA2_title.png|right|Title Screen]]
<templatestyles src="CharacterPage-SFA2/styles.css"/>
{{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


==Introduction==
| release      =
=== Game Versions ===
| website      =  
| website2    =  
| netcode      = PC: Fightcade (Rollback)
| resources    = [https://www.fightcade.com Fightcade Official Website]
| community    = [https://discord.gg/bb3rf28MMA Discord]
| community2  = [https://www.facebook.com/groups/StreetFighterAlpha2/about/ Facebook Group]
}}


* Arcade
[[Image:SFA2_title.png|left|Title Screen]]
* PC
[[Image:Alpha2CharacterSelectScreen.png|center|Character Select Screen]]
* Playstation
* Playstation 2
* Sega Saturn
* Super Nintendo
* Ninentdo Switch
* Playstation 4
* Xbox One


== Community Links ==
==Introduction==
* '''FightCade :''' [https://www.fightcade.com/ https://www.fightcade.com] An online plateform for arcade gaming, where people gather to play online and chat about the game.
* '''Discord Fightcade Group :''' [https://discord.gg/q9ys2Wp https://discord.gg/q9ys2Wp] A Discord group useful for finding people to play Fightcade games with.


==Notation==
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.
===Joystick Notation===
* 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===
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.
Expressed in the form: Notation - Move - (PS2 Default Map)


* LP - Weak/Light/Low/Jab Punch - (Square)
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.
* 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===
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.
====Connectors====
====State Modifiers====
===Miscellaneous Notation===
Street Fighter Alpha2 is now playable online with FightCade! PC, Mac, and Linux support! [http://www.fightcade.com/ Download Fightcade Here!]


==Game Mechanics==
==The Characters==
===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.
!
 
|-
===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.
|
 
<div class="row">
===Counter CC===
    <div class="cell portrait">[[Image:SFA2_Ryu_Portrait.png|165px|link=Street Fighter Alpha 2/Ryu | Ryu]]</div>
*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.
    <div class="cell portrait">[[Image:SFA2_Adon_Portrait.png|165px|link=Street Fighter Alpha 2/Adon | Adon]]</div>
 
    <div class="cell portrait">[[Image:SFA2_ChunLi_Portrait.png|165px|link=Street Fighter Alpha 2/Chun-Li | Chun-Li]]</div>
===Air super CC glitch===
    <div class="cell portrait">[[Image:SFA2_Guy_Portrait.png|165px|link=Street Fighter Alpha 2/Guy | Guy]]</div>
*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.
    <div class="cell portrait">[[Image:SFA2_Ken_Portrait.png|165px|link=Street Fighter Alpha 2/Ken | Ken]]</div>
 
</div>
===Juggles===
*Some moves have juggle properties this move include:
**Sagat's Tiger Uppercut
**Akuma's Shoryuken and Hurricane
**Adon's Jaguar DP
**Various Fireball supers
**Chun-li's upkicks, super upkicks, super puffball, d+mk in the air
***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.
 
===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.
 
===Throw===
*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 towards 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 is a special circumstance where you don't actually have to knock your opponent down with the CC before getting a HKD. Basically, if you do a CC consisting of all non-knockdown moves(like a bunch of standing normals or stream of fireballs) you can link a knockdown move at the end of the CC, and get a HKD. So, with Sakura you could activate a CC, do a bunch of standing normals(lame, I know), then just as your 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 a CC ends.
***Ken: Crouching Roundhouse
***Ryu/E.Ryu: Crouching Roundhouse/Crouching Roundhouse, Fierce Red Fireball
***Chun Li: Crouching Roundhouse(close)
***Rose: Crouching Roundhouse, Soul Spiral
***Zangief: Crouching Roundhouse, df+Roundhouse
***Sakura: Crouching Roundhouse
***Akuma: Crouching Roundhouse, Fireball(close), Red Fireball(1,2 or 3 hit), d,db,f,uf+Punch move
***Sagat: Crouching Roundhouse, Jab Tiger Uppercut
***Charlie: Crouching Roundhouse
***Rolento: Has no moves that will HKD
***Dhalsim: db+Roundhouse, Strong/Fierce Yoga Fire, Yoga Flame
***Guy: Crouching Forward, df+Roundhouse
***Adon: Crouching Roundhouse
***M. Bison: Crouching Roundhouse(slide)
***Sodom: Crouching Roundhouse(slide)
***Gen: Has no moves in either style that will HKD
***Dan: Crouching Roundhouse
***Birdie: Crouching Roundhouse
 
*Ok, now there are two basic types of combos that can done using the HKD trick...


**Normal HKD combos:
<div class="row">
***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:
    <div class="cell portrait">[[Image:SFA2_Dhalsim_Portrait.png|165px|link=Street Fighter Alpha 2/Dhalsim | Dhalsim]]</div>
****Adon - Jumping Fierce, crouching Roundhouse(HKD), Roundhouse Jaguar Kick
    <div class="cell portrait">[[Image:SFA2_Gen_Portrait.png|165px|link=Street Fighter Alpha 2/Gen | Gen]]</div>
****E. Ryu - Crouching Jab, crouching Short, Fierce Red Fireball(HKD), Short HK, Fierce DP. (vs. Zangief, corner only)
    <div class="cell portrait">[[Image:SFA2_Sakura_Portrait.png|165px|link=Street Fighter Alpha 2/Sakura | Sakura]]</div>
****Chun Li - Jumping Roundhouse, crouching Roundhouse(HKD), Triple Up-Kick
    <div class="cell portrait">[[Image:SFA2_Rolento_Portrait.png|165px|link=Street Fighter Alpha 2/Rolento | Rolento]]</div>
****Sagat - Crossup Short, crouching Strong, Jab Tiger Uppercut, Fierce Tiger Uppercut
    <div class="cell portrait">[[Image:SFA2_Zangief_Portrait.png|165px|link=Street Fighter Alpha 2/Zangief | Zangief]]</div>
</div>


**After Rebuilding Meter:
<div class="row">
***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:
    <div class="cell portrait">[[Image:SFA2_Charlie_Portrait.png|165px|link=Street Fighter Alpha 2/Charlie | Charlie]]</div>
****Charlie - Jumping Roundhouse, crouching Roundhouse(HKD), Level 3 Somersault Justice (corner)
    <div class="cell portrait">[[Image:SFA2_Birdie_Portrait.png|165px|link=Street Fighter Alpha 2/Birdie | Birdie]]</div>
****Guy - Jumping Roundhouse, crouching Forward(HKD), Level 3 Air Punch Super
    <div class="cell portrait">[[Image:SFA2_Rose_Portrait.png|165px|link=Street Fighter Alpha 2/Rose | Rose]]</div>
****Ken - Jumping Fierce, crouching Roundhouse(HKD), 2in1 Short Roll, Level 3 Shinryuken
    <div class="cell portrait">[[Image:SFA2_Sodom_Portrait.png|165px|link=Street Fighter Alpha 2/Sodom | Sodom]]</div>
****Rose - Jumping Roundhouse, crouching Jab, crouching Short, crouching Strong, Short Drill(HKD), Level 2 Aura Soul Catch (corner)
    <div class="cell portrait">[[Image:SFA2_Sagat_Portrait.png|165px|link=Street Fighter Alpha 2/Sagat | Sagat]]</div>
****Akuma - Jumping Fierce, crouching Roundhouse(HKD), Short HK, Short HK, jump towards Level 3 Air Super Fireball or Level 3 DP
</div>
****Dhalsim - b+Fierce(headbutt), Jab Yoga Flame(HKD), Level 3 Yoga Inferno (corner)
****Zangief - 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
<div class="row">
examples should give you the idea. Also, it's possible to juggle
    <div class="cell portrait">[[Image:SFA2_EvilRyu_Portrait.png|165px|link=Street Fighter Alpha 2/Evil Ryu | Evil Ryu]]</div>
with a CC after a HKD when you rebuild your meter.
    <div class="cell portrait">[[Image:SFA2_Akuma_Portrait.png|165px|link=Street Fighter Alpha 2/Akuma | Akuma]]</div>
    <div class="cell portrait">[[Image:SFA2_Dictator_Portrait.png|165px|link=Street Fighter Alpha 2/M. Bison | M. Bison]]</div>
    <div class="cell portrait">[[Image:SFA2_Dan_Portrait.png|165px|link=Street Fighter Alpha 2/Dan | Dan]]</div>
</div>
|
Wiki Completion %<br>
[[File:A2_Icon_Adon.png]] [[Street Fighter Alpha 2/Adon | Adon]] [[File:80%.gif]]<br>
[[File:A2_Icon_Akuma.png]] [[Street Fighter Alpha 2/Akuma | Akuma]] [[File:80%.gif]]<br>
[[File:A2_Icon_Birdie.png]] [[Street Fighter Alpha 2/Birdie | Birdie]] [[File:50%.gif]]<br>
[[File:A2_Icon_Charlie.png]] [[Street Fighter Alpha 2/Charlie | Charlie]] [[File:80%.gif]]<br>
[[File:A2_Icon_ChunLi.png]] [[Street Fighter Alpha 2/Chun-Li | Chun-Li]] [[File:100%.gif]]<br>
[[File:A2_Icon_Dan.png]] [[Street Fighter Alpha 2/Dan | Dan]] [[File:80%.gif]]<br>
[[File:A2_Icon_Dhalsim.png]] [[Street Fighter Alpha 2/Dhalsim | Dhalsim]] [[File:40%.gif]]<br>
[[File:A2_Icon_Akuma.png]] [[Street Fighter Alpha 2/Evil Ryu|Evil Ryu]] [[File:80%.gif]]<br>
[[File:A2_Icon_Gen.png]] [[Street Fighter Alpha 2/Gen | Gen]] [[File:60%.gif]]<br>
[[File:A2_Icon_Guy.png]] [[Street Fighter Alpha 2/Guy | Guy]] [[File:80%.gif]]<br>
[[File:A2_Icon_Ken.png]] [[Street Fighter Alpha 2/Ken | Ken]] [[File:80%.gif]]<br>
[[File:A2_Icon_Bison.png]] [[Street Fighter Alpha 2/M. Bison | M. Bison]] [[File:80%.gif]]<br>
[[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]]
|}


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)
To do: Matchups.


= Ultimate Custom Combo List =


THE ULTIMEATE CC LIST!


Here is everyones ccs:
*Gen:
any lvl- c.rh xx lk dp xN
*Ryu:
any lvl- c.rh xx lk hurricane xN, Hp dp ender
aa cc- c.mp/c.mp into above cc
*Ken:
any lvl- c.rh xx lp dp xN, hp dp ender (if not close enough you can use hk hurricane after c.rh instead of the first lp dp)
aa cc- s.mp xx lp dp xN, hp dp
*Akuma:
lvl 1- c.rh xx lp dp, red fb, hp dp
lvl 1- c.rh xx hk hurricane, hp dp (far cc)
lvl 2- c.rh xx hk hurricane, lk hurricane, red fb, hp dp
lvl 3- c.rh xx lp dp, lp dp, lk hurricane, red fb, hp dp
lvl 3- c.rh xx hk hurricane, lk hurricane x3, red fb, hp dp
lvl 3- c.rh xx lp dp, red fb, lp dp, red fb, hp dp (dreamfire cc)
*Sodom:
any lvl standing or on anyone who cant duck mp scrape: c.mk xx mp scrape xN, c.fp xx 360+hk
On anyone who can duck it use lp scrape but dont use c.fp, go straight into 360+hk
*Dhalsim:
Any lvl- c.rh xx hk up flame xN
AA cc- s.lp xx hk upflame xN
*Chun Li
lvl 1- c.rh xx up kick x2
lvl 1- c.rh xx lightning legs, up kicks when meter is almost out
lvl 2- c.rh xx lightning legs longer, up kicks when meter is almost out
lvl 3- c.rh xx up kicks x2, hold db a split second, upkicks
lvl 3- c.rh xx lightning legs, up kicks x2
aa cc- s.lp xx up kicks xN
*Dan:
Coming Soon
*Bison:
lvl 1/2- c.rh xx SK xN, sweep xx headstomp, p. Land and unblockable sweep
lvl 3- c.rh xx SK x4, s.mp xx headstomp, p. Land and unblockable sweep
*Rose:
lvl 1- c.rh x hk drill x2, hp soul throw
lvl 2- c.rh x hk drill x3, hp soul throw
lvl 3- c.rh x hk drill x4, hp soul throw
*Adon:
lvl 1- c.rh xx hk dp x2
lvl 1- c.rh xx lk jag kick x2, hk dp
lvl 2- c.rh xx lk jag kick xN, hk dp
lvl 3- c.rh xx [hk jag kick, hk dp]x2
lvl 3- c.rh xx lk jag kick x4, mk jag kick, hk dp
lvl 3- c.mp xx lk jag kick x5, s.mp or s.lk in hk dp (must be standing)
*Birdie:
lvl 1- c.lk, s.lk xN, 360+hk
lvl 1- c.hk xx final x2
lvl 2- c.hk xx final x3
lvl 3- c.hk xx final x4/5 (can add a red headbutt at the end but is hard)
*Sagat:
lvl 1- c.rh xx hp tiger uppercut x2
lvl 1- c.rh xx hk tiger knee, hp tiger uppercut
lvl 2/3- c.rh xx hk tiger knee xN, hp tiger uppercut
*Charlie:
lvl 1- c.rh xx lk fk, hp sb, hk fk
lvl 1- c.rh xx hk fk x2
lvl 2- c.rh xx hk fk x3
lvl 3- c.rh xx hk fk x2, lk fk, hk fk
lvl 3- c.rh xx lk fk x3, mk fk, hk fk
*Guy:
lvl 1- c.mk xx hp shoulder x2, hk hurricane
lvl 2- c.mk xx hp shoulder x3, hk hurricane
lvl 2- c.mk xx hp shoulder, hk hurricane x2
lvl 3- c.mk xx hp shoulder x4, hk hurricane
lvl 3- c.mk xx hp shoulder x3, hk hurricane x2
lvl 3- df+rh xx hp shoulder x5, hk hurricane
aa cc- s.lp xx hk hurricane xN
aa cc lvl 3- s.lp xx qcf+hp,p, hp shoulder x 3, hk hurricane
Near corner on standing tall opponent- c.fp xx qcf+p, grab, mk hurricane, hk hurricane
*Rolento:
Any lvl- c.rh xx [scouter jump piano mash all kicks or mash lk]xN
aa cc- s.lp instead of c.rh into above combo
*Gief:
any lvl: df+rh xx lp gloves xN, ppp
any lvl: c.mk xx fp gloves xN, 360
aa cc: kkk, lp gloves xN, ppp
--[[User:Jeff|Jeff]] 22:20, 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 ==
[http://sfz2.wordpress.com/ Keiko's SFA2 Blog] Lots of useful SFA2 stuff, combos, custom combos, articles, guides, etc. <br>


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