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Last Update: Jul 30th, 1996
Street Fighter Alpha 2 is the sequel to Capcom's Street Fighter Alpha, and is the most recent episode in the never ending Street Fighter series. New features have been added, some features have been taken out, and several new (but not so new) characters join the fight:
Dhalsim The Yoga Master from Street Fighter 2 Zangief The Russian Wrestler with the SPoD (Spinning Piledriver of Death) Rolento Boss from the fourth stage of Final Fight Gen A fighter from Street Fighter 1 (the old days) Sakura Truly a brand new character; she fights MUCH like Ryualso Akuma, M. Bison and Dan are now normal, selectable characters.
Go on... do it! You know you want to. After you insert your money, you're instantly faced with the question of all questions:
If you started on P1 side, your cursor will start on Ryu (top-left), if you started on P2 side, your cursor will start on Ken (top-right.) Once you have moved your cursor over the character you'd like to play, then you need to...
Normally, each character can choose from between four different colors:
Color #1 Press any punch button Color #2 Press any kick button Color #3 Press any two punch buttons together Color #4 Press any two kick buttons together
Some games have the AutoBlock feature of SFA2 available while others do not. If your machine has this option available, you will be given the choice directly after choosing your color. Choosing to autoblock will give your character yet ANOTHER different color.
Auto-blocking is fairly balanced out in this game. If you are not properly blocking nor attacking when somebody attacks you, the computer will automatically block for you. However, when you have AutoBlock turned on, a sliver of power is removed for every hit that you block.
First of all, when describing moves in this game, I will use a standard Moves Legend so that there won't be any confusion.
Throughout the course of your match, you'll have to meters to keep an eye on:
Their use is pretty much self-evident. When your health meter is all the way down, you lose the round (and the match if it's your second loss.) The more you attack, the more your Super Meter will go up. You use your Super Meter for different kinds of special maneuvers during the course of the game.
Your Super Meter rises in "Levels" and your level is clearly indicated on the meter itself. The highest Super Meter Level you can attain is Level 3.
One of the most used (and hated by many people) features of SFA2 -- The Alpha Counter. When your Super Meter is charged up to at least Level 1, you can perform an Alpha Counter by doing the appropriate motion (AC - B,DB,D) and pressing either a punch or a kick button.
Each person has two Alpha Counters depending on whether you press a punch button or a kick button. Although not always the case, Punch Alpha Counters (ACs) generally counter high, and kicks are generally low. However, it's very important to know the effect of your character's two different Alpha Counters and the situations that they can effectively counter.

When blocking an attack, if you quickly do the Alpha Counter motion and press a button, you'll hear a sort of "loud blocking" noise and the Counter will come off. Merely doing an AC does not guarantee that you will hit your opponent and there are many cases where you'd be better off just not doing it.
Super Combo strength Level is determined by how many punch OR kick buttons you press when doing the SC motion. For example: to do Ryu's Level 3 Fireball SC you do the Fireball SC motion (2xFB+punch(es)) and press all three punch buttons. To do Ken's Level 2 Shoryureppa you do 2xFB and press two punch buttons.

You start a Custom Combo, by performing the CC motion, which is just two press any two punches and one kick, or vice versa. When you do, your Super Meter will be completely drained, you'll hear a power up noise, and a small meter of time will appear above your Super Meter and will begin counting down very rapidly.
During that time, you have the ability to enter as many button presses, Special Moves, or whatever to come off very rapidly. Even Fierces or Roundhouses will come off with jab speed. Multiple fireballs can be thrown on the same screen AND every attack that hits will juggle your opponent if they're in the air.
Although I haven't seen many truly elegant uses of this feature (it's mostly just a button- pounder's dream), I'm sure that they're out there for the people that want to take some time.

This move needs to be done right as you're getting knocked off your feet. If you do the move, when you hit the ground you'll hit the ground rolling instead.
There are some characters (like Sodom and Dhalsim) for example, that have special recovery moves that are done in a similar fashion at the same time. These moves will be listed in each character's page if they have a special recovery.
While you are being thrown by somebody, you have the ability to lessen the damage, or "soften" the throw. The funny part is, I'm not sure exactly how this is done, although I'm finding out for you. Some people say you just wiggle the joystick; I do that as well as press all the punch buttons. Sometimes it works, sometimes it doesn't, but that's because I believe I'm not doing it properly each time.
There is timing involved when doing this as well; although I'm not sure yet if you do it as soon as you're grabbed, or right when you hit the ground, or what. I'll find out.
Because of how easy it is to be attacked while you're taunting; succesfully pulling off a taunt generally does one of two things to your opponent:
Personally, I think it's much more fun to reach up and press their Start button!
To control which winning pose your character does at the end of the round; right after you do the move that finishes that round, hold down the Start button together with any punch or kick button. This "selects" the winning pose that you strike. Some buttons may choose the same pose.
It is before the fight with your boss, and after that you'll see some dialog between the two characters that gives you a little bit of a glimpse into the whole Street Fighter Alpha 2 storyline.
In addition to having a normal boss at the end of the game, each character also has a
When the fourth match starts, the screen will dim and say "Here Comes A New Challenger " Your Mid-Boss will come out and there will be some dialog.
Each character's Boss and Mid Boss are recorded on their Information screens. I'm still building this whole Guide, so if there's anything else you'd like to see: Let me know!