Street Fighter Alpha 2 Instruction Manual

Instruction Manuals for SNES or Super Nintendo games.

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Street Fighter Alpha 2



Street Fighter Alpha 2
----------------------



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



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*2*
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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.
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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."

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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!

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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.

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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.

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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.

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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)

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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)

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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)

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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)

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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)

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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

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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)

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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)

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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)

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*24*
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IMPORTANT:

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