@world-of-nintendo.com E-mail
address!! Sign up here!!
Username:
Password:

Street Fighter Alpha 2

Street Fighter Alpha 2 ---------------------- AkumaX Contents: Basic Controls................................2 Game Screen...................................4 Fight Rules...................................5 Game Modes....................................6 Playing The Game..............................7 Manual / Auto.................................8 Options.......................................9 Super Combo Level Gauge......................10 Special Control..............................12 The Alpha Warriors...........................14 -------------------------------------------------------------------------- *2* -------------------------------------------------------------------------- Basic Controls Back Flip Jump Forward Jump \ ^ / Back Defense - + - Forward / V \ Defensive Crouch Crouch Offensive Crouch The Control Pad is also used to: * Choose a mode * Choose a character * Move a character * Execute a special move Note: All commands are shown for a player facing right. The controls are reversed when facing left. -------------------------------------------------------------------------- *3* -------------------------------------------------------------------------- Controller Functions L - Strong Punch Y - Weak Punch X - Medium Punch R - Strong Kick B - Weak Kick A - Medium Kick Select - * Taunt your opponent. * Open the Option Screen while the game is paused. Start - * Start Game * Pause Game * During a fight, press START on the second controller for a two-player game. Note: This is the default setting. The controller functions can be changed in the Option screen under "Button Assignment." -------------------------------------------------------------------------- *4* -------------------------------------------------------------------------- The Game Screen: The game screen shows the score, energy meter, timer, name of character in use, Super Combo Level Gauge, an Auto Mark (Auto mode only), Victory Stars, and Bonus Messages. The actual manual has a picture with labels, but that's a little hard to do with text. -------------------------------------------------------------------------- *5* -------------------------------------------------------------------------- Fight Rules Fight Conditions The time limit for one round is 99 seconds. One match consists of three rounds. The first player to take two rounds wins the match. Win Conditions Use all your fighting skills to beat the living snot out of your opponent. When your opponent's energy meter is totally red, you will be declared the winner. If time runs out, the player who has the most energy wins the match. Draw When both players' energy meters become totally red at the same time, or if the energy meters are at the same level when time expires, the match will be declared a draw. A fouth and final round will be added. Whoever wins the final round wins the match. If a draw occurs in the final round, the match is over. Victory Stars For every round you win, a star will appear under your energy meter. There are several different kinds of stars. A different star will appear depending on how you win. -------------------------------------------------------------------------- *6* -------------------------------------------------------------------------- Game Modes Press START on the Title screen to access the Game Mode Selection Menu. Select the desired mode with the Control Pad, then press START. Arcade Mode Pick a fighter and battle your way through eight different computer-controlled opponents. It's a one-player game, but a second player can join in at any time (by pressing START on the second (controller). If you lose, you will have the option to continue. VS Mode The classic two-player brouhaha. Select a fighter and pummel a friend (players can even select the same player)! Match statistics are displayed between fights. -------------------------------------------------------------------------- *7* -------------------------------------------------------------------------- Playing the Game After selecting the desired game mode, you need to choose a fighter. Use the Control Pad to select a fighter and confirm by pressing any attack button. The selected character will change colors depending on which button you use to confirm. Select the game speed and Manual or Auto Mode. -------------------------------------------------------------------------- *8* -------------------------------------------------------------------------- Manual / Auto Manual All blocking functions are performed by the player. Auto When you are not attacking your opponent, your character guards automatically. The number of available auto guards is unlimited. Simple Command (Auto only) Super Combos can be executed by pressing two buttons simultaneously. If your character has only two Super Combos, Combo #2 is executed even if you enter the command for Combo #3. Only Level 1 Super Combos are available in Auto Mode. Note: Your opponent can block Super Combos in the air while you are in Auto Mode. -------------------------------------------------------------------------- *9* -------------------------------------------------------------------------- Options To access the Option screen, select Option on the Mode Select screen and press START. Press Up and Down on the Control Pad to select the desired option. Press Left and Right on the Control Pad to change the setting. Press START to return to the Mode Select screen. Number of Rounds Adjust the number of rounds per match. Game Difficulty Level The more stars you highlight, the more difficult the opponents will be to defeat. Sound Mode Play the game in monaural or hear your opponents scream in stereo! Button Assignment Change the button configuration for your fighter's punches and kicks. Time Limit Set the time limit for a round. -------------------------------------------------------------------------- *10* -------------------------------------------------------------------------- Options (continued) Damage The level of damage can be changed from 1 to 4. This determines how much damage you inflict and how much you receive. Game Speed Change the game speed. Auto Guard Turn the Auto Guard on or off. Exit Return the Mode Select screen. Super Combo Level Gauge Each time you execute normal moves and special moves, your Super Combo Gauge will build up. Your level will increase when the gauge reaches certain points, and then you will be able to perform Super Combos, Custom Combos and Alpha Counter moves. Super Combo Each character has three different Super Combo levels. The higher the level, the more damage you can inflict. The amount of damage inflicted by a combo can be controlled depending on the buttons pressed. The more buttons you press simultaneously, the more damage will be inflicted but more power will be consumed from your gauge. -------------------------------------------------------------------------- *11* -------------------------------------------------------------------------- Super Combo Level Gauge (continued) Custom Combo You can use an Original Combo by using the Super Combo Gauge. When the Super Combo Gauge reaches Level 1 or above, press PPK or KKP button simultaneously and your character will explode into a Custom Combo. Above the Super Combo Level Gauge will be the Custom Combo Timer. Custom Combo Timer While in the Combo, execute any punch, kick or special move to make up your multi-hit combination. Once the Timer expires, the Combo will end. Custom Combo Hints 1. Make continuous hits in the air and blow away your opponent! 2. Use special attacks to do more damage to your opponent. 3. Move fast! You don't have much time to execute a special attack! 4. You can make a deadly throw while pummeling your opponent! -------------------------------------------------------------------------- *12* -------------------------------------------------------------------------- Special Control Avoid Being Floored You can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command (Back, Back & Down, Down + Punch), your character will roll forward and avoid being floored by your opponent's move. Block / Air Block When your opponent is attacking, press Back on the control pad instead of fighting back to avoid taking damage. Blocking also works while you're in the air. Alpha Counter When you block your opponent's attack, press the above command. (Back, Back & Down, Down + Punch or Kick). This will perform an Alpha Counter attack, which is a quick counter move against your opponent. Alpha Counters consume one level on your Super Combo Gauge. -------------------------------------------------------------------------- *13* -------------------------------------------------------------------------- Special Control (Continued) Defensive Fall When you're being thrown, if you try to throw back at the right time, the amount of damage you receive will be reduced and you'll fall safely to the ground. Throwing/Gripping Move toward your opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, you may be able to execute a throw or grab move automatically. Taunting To do some serious trash talking, press SELECT to taunt your opponent (once per round). Just make sure you have the fighting skills to back it up! Recovering/Breaking Free If your opponent attacks you continuously, you may temporarily pass out. To recover quickly, press the Control Pad or any button rapidly. If you do the same move when grabbed, you can break free. -------------------------------------------------------------------------- *14* -------------------------------------------------------------------------- The Alpha Warriors Strength of Attack With Manual Control, the strength of the attack will depend on the buttons pressed (see page 10 for more details). Hold To ensure that your specified command will take effect, be sure to hold it for a little while. *AkumaX Note* I'm using abbreviations for the move symbols. Starting at Up and going clockwise, including diagonals is: U, UF, F, DF, D, DB, B, UB. These are Up, Up&Forward, Forward, etc. P is punch, K is Kick, KK is two kicks, etc. P(P)(P), means 1, 2 or three punches together. -------------------------------------------------------------------------- *15* -------------------------------------------------------------------------- Sakura Sakura has an unusual interest in street fighting. Most high school girls don't walk down the stree looking to pick a fight, but ever since her run-in with three college men, she has sought to take her revenge. Special Attacks Hadoken (Fireball): D, DF, F, P Sho-o-ken (Uppercut): F, D, DF, P Shun-pu-kyaku (Hurricane Kick): D, DB, B, K Super Combos Shinku-hadoken (Super Fireball): D, DF, F, D, DF, F, P(P)(P) Midare-zakura (Cherry Blossom): D, DF, F, D, DF, K(K)(K) Haru-ichiban: D, DB, B, D, DB, B, K(K)(K) Ryu A student of the Shotokan school of karate, Ryu has devoted his entire life to perfecting the true way of the warrior through mastery of the fireball. Now Ryu must stand tall against revitalized rivals. Special Attacks Hadoken (Fireball): D, DF, F, P Sho-ryu-ken (Dragon Punch): F, D, DF, P Tatsu-maki-senpu-kyaku (Hurricane Kick): D, DB, B, K Unique Moves Collarbone Breaker: F, (Medium Punch) Sen-pu-kyaku (Whirlwind Kick): F, (Medium Kick) Super Combos Sinku-hadoken (Super Fireball): D, DF, F, D, DF, F, P(P)(P) Shinku-tatsu-maki-senpu-kyaku (Super Hurricane Kick): D, DB, B, D, DB, B, K(K)(K) -------------------------------------------------------------------------- *16* -------------------------------------------------------------------------- Rolento A commando in the Vietnam War, the strict and insane Rolento now controls his own army of soldiers. He preaches survival at all times, even when captured by the enemy. He even hung a soldier with a metal cable just to make a point! Special Moves Patriot Circle: D, DF, F, P Stinger: F, D, DF, K, K Mekon Delta Attack: PP, P Mekon Delta Air Raid: D, DB, B, P, P Mekon Delta Escape: D, DB, B, K, P or K Unique Moves High Jump: D, U Trick Landing: KK Super Combos Take No Prisoners: D, DF, F, D, DF, F, K(K)(K) Mine Sweeper: D, DB, B, D, DB, B, P(P)(P) Gen Gen is legendary for defeating opponents with his bare hands. Day and night, youths seek Gen for a chance at fame. He shrugs them off in disgust. Gen seeks only true warriors, and does not fear the fight. To change Gen's fighting style, press Strong Punch or Strong Kick. (AkumaX note: I think it's two punches or two kicks) Special Moves (Fighting Style 1) Hyaku-ren-ko: P (Repeatedly) Geki-ro: F, D, DF, K Super Combos (Fighting Style 1) Zan-ei: D, DF, F, D, DF, F, P(P)(P) Shi-ten-shu: D, DB, B, D, DB, B, P(P)(P) Special Moves (Fighting Style 2) Jya-sen: Charge B, F, P Ouga: Charge D, U, K Super Combos (Fighting Style 2) Jya-ko-ha: D, DF, F, D, DF, K(K)(K) Kouga: D, DB, B, D, DB, B, K(K)(K) -------------------------------------------------------------------------- *17* -------------------------------------------------------------------------- Chun-Li Secretly pursuing the movements of Shadowloo, the international smuggling operation, Chun-Li fights bravely, unmindful of personal danger. The memory of her father burns brightly in her life. Special Moves Hyaku-retsu-kyaku (Lightning Kick): K (Repeatedly) Tensho-kyaku (Spinning Air Kick): Charge D, U, K Kikoken (Fireball): F, DF, D, DB, B, P Sen-en-shu (Axe Kick): F, DF, D, DB, B, K Super Combos Sen-retsu-kyaku (Chaos Kick): Charge B, F, B, F, K(K)(K) Ha-zan-ten-sho-kyaku (Super Chaos Kick): Charge DB, DF, DB, UF, K(K)(K) Kiko-sho: D, DF, F, D, DF, F, P(P)(P) Ken A disciple of the Shotokan school of karate and past training partner of Ryu, Ken has an amazing fighting spirit, but an even larger ego. Convinced he is the best fighter, Ken seeks a confrontation with his long-time rival. Special Moves Hadoken (Fireball): D, DF, F, P Sho-ryu-ken (Dragon Punch): F, D, DF, P Tatsu-maki-senpu-kyaku (Hurricane Kick): D, DB, B, K Unique Moves Fake Fireball: F, (Medium Kick) Forward Roll: D, DB, B, P Super Combos Sho-ryu-reppa (Shadow Dragon): D, DF, F, D, DF, P(P)(P) Shin-ryu-ken: D, DF, F, D, DF, K(K)(K) -------------------------------------------------------------------------- *18* -------------------------------------------------------------------------- Birdie Influenced by life on the European back streets, Birdie has become familiar with the workings of Shadoloo as a bouncer in many punk clubs. He yearns for a part of the action. Using his strength and style to avoid the law, Birdie knows he must fight his way into the infamous crime organization. Special Moves Bullhorn: PP or KK Choke Chain: F, DF, D, DB, B, UB, U, UF, F, P Bandit Chain: D, DB, B, UB, U, UF, F, DF, D, K Super Combos The Birdie: Charge B, F, B, F, P(P)(P) Bullrevenger: D, DF, F, D, DF + P(P)(P) or K(K)(K) Adon Drawing from the speed and cunning of the majestic jaguar, Adon's style has been known to mesmerize victims. A master of Muay Thai, Adon trained with Sagat, but when the latter was defeated by Ryu, Adon believed Sagat to be a disgrace. Adon now seeks Sagat to become the Muay Thai leader once and for all. Special Moves Jaguar Kick: D, DF, F, K Rising Jaguar: F, D, DF, K Jaguar Tooth: F, DF, D, DB, B, K Super Combos Jaguar Revolver: D, DF, F, D, DF, F, K(K)(K) Jaguar Baleed: D, DF, F, D, DF, P(P)(P) or K(K)(K) -------------------------------------------------------------------------- *19* -------------------------------------------------------------------------- Katana Katana is a self-proclaimed student of Japan and its culture. A former henchman of the Mad Gear Gang, Katana aims to revive the crime ring and is consumed with revenge towards Guy. Special Moves Jigoku Scrape: D, DF, F, P Butsu-metsu Buster: F, DF, D, DB, B, UB, U, UF, F, P Daikyo Burning: F, DF, D, DB, B, UB, U, UF, F, K Shira-ha Catch: F, D, DF, K Super Combos Meido-no-miyage (Pummeler): D, DF, F, D, DF, F, P(P)(P) Ten-chu-satsu: F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB, U, UF, F, P(P)(P) Guy Guy's command of ninjitsu fuels his belief that he is a descendant of a ninja. An intelligent fighter, Guy balances street smarts with the ninjitsu tradition. Instrumental in the downfall of the Mad Gear Gang, Guy trounces evil wherever it lurks. Special Moves Bushin-izuna-otoshi (Air Suplex): D, DF, F, P, P (Close) Bushin-senpu-kyaku (Whirlwind Kick): D, DB, B, K Haya-gake (Dashing Crescent): D, DF, F, K, K Hou-zan-to: D, DB, B, P Super Combos Bushin-gou-rai-kyaku (Shadow Barrage): D, DF, F, D, DF, K(K)(K) Bushin-hassou-ken: D, DF, F, D, DF, P(P)(P) -------------------------------------------------------------------------- *20* -------------------------------------------------------------------------- Dhalsim The indian monk fights for his people who suffer from famine and disease. He has sought to unify his mind, body and soul through the discipline of Yoga. As he nears his goal, Dhalsim must test himself and his skills before he can rise to a higher state of consciousness. Special Moves Yoga Fire: D, DF, F, P Yoga Flame: F, DF, D, DB, B, P Yoga Blast: F, DF, D, DB, B, K Yoga Teleport: (F, DF, F) or (B, D, DB), PP or KK Unique Move Yoga Shock: B + (Weak Punch) Repeatedly Super Combos Yoga Inferno: D, DF, F, D, DF, F, P(P)(P) Yoga Strike: D, DF, F, D, DF, K(K)(K) Akuma He believed his ancestors to be fools for sealing the Raging Demon. So what if the technique could kill the person who executed it? Akuma will do everything he can to win. By releasing the Raging Demon, he sealed his destiny and destroyed his own master. Special Moves Go-hadoken: D, DF, F, P Go-shoryuken: F, D, DF, P Tatsumaki-zanku-kyaku: D, DB, B, K Hyakki-shu: D, DF, F, UF, U, P Zanku-hadoken: (In Air) D, DF, F, P Shaku-netsu-hadoken: F, DF, D, DB, B, P Ashura-senku: (F, D, DF) or (B, D, DB), PP or KK Unique Move Forward Roll: D, DB, B, P Super Combos Messatsu-go-hado: D, DB, B, D, DB, B, P(P)(P) Messatsu-go-shoryu: D, DF, F, D, DF, P(P)(P) Tenma-go-zanku: (In Air) D, DF, F, D, DF, P(P)(P) Shun-goku-satsu (Raging Demon) Level 3 only: Weak Punch, Weak Punch, F, Weak Kick, Strong Punch -------------------------------------------------------------------------- *21* -------------------------------------------------------------------------- Zangief Pro wrestlers cower before his Piledriver. Zangief knows he must improve his Piledriver but is frustrated because he cannot advance it. A sudden storm sends Zangief spinning to the ground with a great thud. Seconds later, great laughter breaks out across the land; Zangief has found his inspiration! Special Moves Double Lariat: PP or KK Spinning Piledriver: D, DB, B, UB, U, UF, F, DF, D, P Flying Power Bomb: D, DB, B, UB, U, UF, F, DF, D, K Atomic Suplex: D, DB, B, UB, U, UF, F, DF, D, K (Close) Banshing Fist: F, D, DF, P Super Combos Final Atomic Buster: D, DB, B, UB, U, UF, F, DF, D, DB, B, UB, U, UF, F, DF, D, P(P)(P) Aerial Russian Slam: D, DF, F, D, DF, K(K)(K) Rose Rose's inner strength guides her in battle. Constantly searching for the right balance of action and reaction, Rose possesses an intuiton that borders on telepathy. She calls to her soul, believing the heavens will punish whomever wields the mystic power without good intentions. Special Moves Soul Reflect: D, DB, B, P Soul Spark: B, DB, D, DF, F, P Soul Throw: F, D, DF, P Soul Spiral: D, DF, F, K Super Combos Aura Assault: D, DB, B, D, DB, B, P(P)(P) Aura Soul Throw: D, DF, F, D, DF, P(P)(P) Soul Illusion: D, DF, F, D, DF, K(K)(K) -------------------------------------------------------------------------- *22* -------------------------------------------------------------------------- M. Bison Bison craves combat with true warriors. He hears of a warrior named Ryu who defeated Sagat in Thailand. Bison's body glows into a blue flash in anticipation of confronting Ryu. Ryu will taste his Psycho Crusher! Special Moves Psycho Shot: Charge B, F, P Double Knee Press: Charge B, F, K Head Press: Charge, D, U, K Somersault Skull Driver: Charge D, U, P, P Bison Warp: (F, D, DF) or (B, D, BD), PP or KK Super Combos Psycho Crusher: Charge B, F, B, F, P(P)(P) Knee Press Nightmare: Charge B, F, B, F, K(K)(K) Sagat Feared throughout his homeland and beyond, Sagat reigned supreme until his narrow defeat at Ryu's hands. Humiliated and honorless, Sagat vows revenge at any cost. The tenacious tiger now stands on a new battlefield! Special Moves Tiger Shot: D, DF, F, P Ground Tiger Shot: D, DF, F, K Tiger Knee: F, D, DF, F Tiger Uppercut: F, D, DF, P Super Combos Tiger Cannon: D, DF, F, D, DF, F, P(P)(P) Tiger Genocide: D, DF, F, D, DF, K(K)(K) Tiger Raid: D, DB, B, D, DB, B, K(K)(K) -------------------------------------------------------------------------- *23* -------------------------------------------------------------------------- Charlie A member of a secret elite military team, Charlie co-piloted a special mission into Thailand along with his long-time friend Guile. The mission backfired and Charlie and Guile were captured. After escaping the jungle prison, Charlie now seeks the force behind the unrest in Thailand. Special Moves Sonic Boom: Charge B, F, P Flash Kick: Charge D, U, K Super Combos Sonic Barrage: Charge B, F, B, F, P(P)(P) Cross Fire Blitz: Charge B, F, B, F, K(K)(K) Somersault Justice: Charge DB, DF, DB, UF, K(K)(K) Dan Ten years ago, Dan's father was killed by Sagat. Dan has trained vigorously to avenge his father's death. Filled with incredible power, he unloads his most potent attack on those who stand in his way. He will have his revenge. Special Moves Gadouken: D, DF, F, P Ko-ryu-ken: F, D, DF, P Dan-ku-kyaku: D, DB, F, P Unique Moves Forward Roll Taunt: D, DF, F, Select Backward Roll Taunt: D, DB, B, Select Super Combos Shinku-gadouken: D, DF, F, D, DF, F, P(P)(P) Kouryu-rekka: D, DF, F, D, DF, P(P)(P) Hissho-buraiken: D, DB, B, D, DB, B, K(K)(K) -------------------------------------------------------------------------- *24* -------------------------------------------------------------------------- IMPORTANT: WARNING: Copying of any Nintendo game is illegal and is strictly prohibited by domestic and inter....ah, skip it! :)

Tips and codes - Game Endings - Java Games - Reviews - Fun Stuff