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==Glossary==
=Glossary=
==Framedata Definitions==
===Frames===
All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).
===Damage===
Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula).
===Stun===
Units of stun done to Ken (40 units of stun).
===Startup===
The frame the move hits on (1st active frame).
===Active===
The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.
===Recovery===
The period of time where you are recovering and unable to block/move.
===Frame Adv===
These are frame advantage values when the attack blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)
===Meter===
The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)
===Block===
Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.
===Properties===
*Chain Cancel: Can be canceled into itself or another light attack.
*Special Cancel: Can canceled into a special attack.
*Super Cancel: Can canceled into a super attack.
*Throw/Air-Throw: A normal throw or command grab.
*Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
*Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
*Projectile: Produces a projectile (i.g. Hadoken).
*Proj. Reflect: Will reflect an opponent's projectile back at them.
*Proj. Absorb: Will absorb an opponent's projectile.
*Invuln. Startup: Has frames at the start that are completely invincible.
*Invuln. Lower: Has frames that are invincible to lower attacks.
*Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
===Speed===
All framedata collected with the game speed set to normal.
===Hitboxes===
All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.
 
 
==Other Terminology==
 
These are common terminologies used in Alpha 2 and other games. Specific terminology and mechanics will be explained below.
These are common terminologies used in Alpha 2 and other games. Specific terminology and mechanics will be explained below.


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*Super moves: Very damaging attacks that cost meter. Example: [[File:Qcf.png]], [[File:Qcf.png]] + [[File:P.png]] in the Shinkuu Hadouken. They are done in 1, 2 or 3 levels, or doable only with 3 stocks.
*Super moves: Very damaging attacks that cost meter. Example: [[File:Qcf.png]], [[File:Qcf.png]] + [[File:P.png]] in the Shinkuu Hadouken. They are done in 1, 2 or 3 levels, or doable only with 3 stocks.
**Press 1, 2 or 3 punches or kicks to use 1, 2 or 3 stocks of your meter, respectively. Other moves such as Akuma's Raging Demon require 3 stocks to be executed.
**Press 1, 2 or 3 punches or kicks to use 1, 2 or 3 stocks of your meter, respectively. Other moves such as Akuma's Raging Demon require 3 stocks to be executed.
'''Frames, startup, active, and recovery'''
*Frame: One image in a movie roll as in the old days. Alpha 2 runs at 60 frames per second. That means 60 images will be shown in 1 second, although the game is capturing inputs at a higher frequency. Whatever you do now will show up right on the screen on the next 1/60 of a second. Therefore, in games, we count the duration of things in frames.
*Startup: The start of a move, the frame the move hits on (1st active frame).
*Active: The portion of a move that can hit. Light attacks usually lasts of 3 or 4 frames, harder and special attacks last longer. For instance, a fireball is active for as long as it exists.
*Recovery: At the expense of trying to attack, there is a period of time where you are recovering from that move, and your guard will be open, unless you cancel the previous attack into a new one.




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This concept will be very important for a bit of information in the advanced section.  
This concept will be very important for a bit of information in the advanced section.  
'''Counter hit'''
A move attempt that takes a "counter hit" during its start or recovery animation by another move will cause a counter hit. It gives 10% additional damage and 2 extra frames of hitstun (10f), allowing bigger combos and hit confirmations. Two frames are not too much too see, but you may try a follow up even if you don't see if it worked.




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In alpha 2, you can execute special moves by releasing (negative) instead of pushing it, to give you extra leniency against execution mistakes. This concept is important later on in advanced tactics.
In alpha 2, you can execute special moves by releasing (negative) instead of pushing it, to give you extra leniency against execution mistakes. This concept is important later on in advanced tactics.


A piano input is just rolling your fingers in an arcade stick as in piano keys, increasing your chance of getting a move right.
A piano input is just rolling your fingers in an arcade stick as in piano keys, increasing your chance of inputting a move correctly. Although, unlike other Street Fighters, Alpha 2 doesn't allow you to piano/double tap to help you hit timing windows for specials/supers. This makes wake-up reversals truly 1 frame windows.
 
 
''Other terminology''
 
Specific terminology that pertains to some advanced gameplay, such as juggle, will be explained when required.




--[[User:Raf|Raf]] ([[User talk:Raf|talk]]) 22:33, 9 November 2019 (MSK)
--[[User:Raf|Raf]] November 2019 & [[User:Veri7as|Veri7as]] November 2021


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[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha Series]]

Revision as of 04:09, 3 November 2021

Glossary

Framedata Definitions

Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Damage

Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula).

Stun

Units of stun done to Ken (40 units of stun).

Startup

The frame the move hits on (1st active frame).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Recovery

The period of time where you are recovering and unable to block/move.

Frame Adv

These are frame advantage values when the attack blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties

  • Chain Cancel: Can be canceled into itself or another light attack.
  • Special Cancel: Can canceled into a special attack.
  • Super Cancel: Can canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.


Other Terminology

These are common terminologies used in Alpha 2 and other games. Specific terminology and mechanics will be explained below.

Normals, unique normals, specials, and super moves

  • Normals: Moves are moves you can input together with directions.
  • Unique normals: Special commands, usually with a special function, such as Rose's slide Df.png + Mk.png, Ryu's overhead F.png + Mp.png, and Chun's neck kick Df.png + Hk.png.
  • Special moves: A sequence that must be done fast and precisely enough to be executed. Example: Qcf.png + P.png is the "hadouken."
  • Super moves: Very damaging attacks that cost meter. Example: Qcf.png, Qcf.png + P.png in the Shinkuu Hadouken. They are done in 1, 2 or 3 levels, or doable only with 3 stocks.
    • Press 1, 2 or 3 punches or kicks to use 1, 2 or 3 stocks of your meter, respectively. Other moves such as Akuma's Raging Demon require 3 stocks to be executed.


Blockstun and hitstun

"Stuns" are pauses in the animation. During a hit or block, the game freezes both characters for 8 frames (or 7 for hit according to the note below). This notion will be very important when discussing alpha counter denial/reversal. Apparently, for alpha 2 there is an important change in frame data: for all grounded normals, hitstun is 1 frame faster (7f) than blockstun (8f).

This concept will be very important for a bit of information in the advanced section.


Combos

Combos allow you to attack in sequence. Once hit, your opponent cannot block it. The sequence of hits are usually executed by cancelling moves into specials or supers. You can also link normal moves.


Negative edge & piano

In alpha 2, you can execute special moves by releasing (negative) instead of pushing it, to give you extra leniency against execution mistakes. This concept is important later on in advanced tactics.

A piano input is just rolling your fingers in an arcade stick as in piano keys, increasing your chance of inputting a move correctly. Although, unlike other Street Fighters, Alpha 2 doesn't allow you to piano/double tap to help you hit timing windows for specials/supers. This makes wake-up reversals truly 1 frame windows.


--Raf November 2019 & Veri7as November 2021

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