Difference between revisions of "Street Fighter Zero 2'"
From Sega Retro
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Characters have a Super Combo gauge that fills as the character performs regular and special techniques or takes damage. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed. The Super Combo gauge carries over between rounds (but not between battles). | Characters have a Super Combo gauge that fills as the character performs regular and special techniques or takes damage. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed. The Super Combo gauge carries over between rounds (but not between battles). | ||
− | If the Super Combo gauge is at least level 1, the player can initiate an Original Combo (Custom Combo in the Western versions) by pressing a punch and kick button of the same strength simultaneously. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create an Original Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Original Combo. The character can be hit out of the combo early, but the Original Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level). | + | If the Super Combo gauge is at least level 1, the player can initiate an Original Combo (Custom Combo in the Western versions) by pressing a punch and kick button of the same strength simultaneously. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create an Original Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Original Combo. Charge moves can be performed without charging (for example, the player only needs to press {{left}} {{right}} {{punch}} for a Sonic Boom). The character can be hit out of the combo early, but the Original Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level). |
There are two game speeds, Normal and Turbo, and two playing styles that can be selected after choosing a character, Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Original Combo if the character only has two Super Combos). | There are two game speeds, Normal and Turbo, and two playing styles that can be selected after choosing a character, Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Original Combo if the character only has two Super Combos). | ||
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{{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact.}} | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact.}} | ||
{{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | ||
− | {{MoveListRow | Hadou no Kamae | {{QCF}} {{ | + | {{MoveListRow | Hadou no Kamae | {{QCF}} {{Taunt}} | Ryu performs the motion for a fireball but does not fire one. The purpose of this move is to confuse opponents. The recovery time for this move is much faster than a real fireball.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Sakotsu Wari | {{right}}+{{ | + | {{MoveListRow | Sakotsu Wari | {{right}}+{{MP}} | Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Senpuu Kyaku | {{right}}+{{ | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Ryu leaps forward, doing a single spinning kick similar to a Hurricane Kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Jaguar Crunch | {{right}}+{{ | + | {{MoveListRow | Jaguar Crunch | {{right}}+{{MP}} | Adon takes a step forward and strikes with his elbow, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Jutting Kick | {{downright}}+{{ | + | {{MoveListRow | Jutting Kick | {{downright}}+{{MK}} | Adon kicks high into the air from a crouched position.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}} | {{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}} | ||
− | {{MoveListRow | Yosokyaku | {{down}}+{{ | + | {{MoveListRow | Yosokyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}} |
− | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{ | + | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{HK}} | Chun-Li backflips high into the air, coming down with a kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Bushin Izuna Drop | {{QCF}} {{punch}} | Guy curls into a ball and leaps across the screen in an arc, with stronger punches traveling further. This maneuver can be interrupted at any time by pressing {{punch}}: if he is next to his opponent, he performs a body slam (Bushin Izuna Otoshi); otherwise, he performs an elbow drop (Izuna no Hiji Otoshi).}} | {{MoveListRow | Bushin Izuna Drop | {{QCF}} {{punch}} | Guy curls into a ball and leaps across the screen in an arc, with stronger punches traveling further. This maneuver can be interrupted at any time by pressing {{punch}}: if he is next to his opponent, he performs a body slam (Bushin Izuna Otoshi); otherwise, he performs an elbow drop (Izuna no Hiji Otoshi).}} | ||
− | {{MoveListRow | Dashing Crescent | {{QCF}} {{kick}} | Guy runs towards his opponent, which can be followed up with another {{kick}}. The effect of the follow-up depends on the initial button used: Guy stops short with {{ | + | {{MoveListRow | Dashing Crescent | {{QCF}} {{kick}} | Guy runs towards his opponent, which can be followed up with another {{kick}}. The effect of the follow-up depends on the initial button used: Guy stops short with {{LK}} (Kyuuteishi), does a sweep kick with {{MK}} (Kage Sukui), or does a jumping turnaround kick with {{HK}} (Kubikari).}} |
{{MoveListRow | Whirlwind Kick | {{QCB}} {{kick}} | Guy jumps into the air and spins around an axis with his leg extended. It is similar to the Hurricane Kick performed by Ryu and Ken but has more vertical jump height (with stronger kicks flying higher).}} | {{MoveListRow | Whirlwind Kick | {{QCB}} {{kick}} | Guy jumps into the air and spins around an axis with his leg extended. It is similar to the Hurricane Kick performed by Ryu and Ken but has more vertical jump height (with stronger kicks flying higher).}} | ||
{{MoveListRow | Houzantou | {{QCB}} {{punch}} | Guy crouches and spins around, then charges at his opponent with his shoulder.}} | {{MoveListRow | Houzantou | {{QCB}} {{punch}} | Guy crouches and spins around, then charges at his opponent with his shoulder.}} | ||
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{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Guy can jump off the edges of the screen.}} | {{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Guy can jump off the edges of the screen.}} | ||
− | {{MoveListRow | Hiji Otoshi | {{down}}+{{ | + | {{MoveListRow | Hiji Otoshi | {{down}}+{{MP}} in midair | Guy thrusts downward with an elbow.}} |
− | {{MoveListRow | Kubi Kudaki | {{right}}+{{ | + | {{MoveListRow | Kubi Kudaki | {{right}}+{{MP}} | Guy smashes downward with an elbow, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Kamaitachi | {{downright}}+{{ | + | {{MoveListRow | Kamaitachi | {{downright}}+{{HK}} | Guy does a backflip kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}} | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}} | ||
− | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. When performed with {{ | + | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. When performed with {{HP}}, Ken has a flaming fist and can hit his opponent up to three times.}} |
− | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken jumps into the air and spins around an axis with his leg extended, potentially hitting his opponent up to five times if performed with {{ | + | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken jumps into the air and spins around an axis with his leg extended, potentially hitting his opponent up to five times if performed with {{HK}}. This move can be performed in midair.}} |
{{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward, the distance depending on the strength of the punch used.}} | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward, the distance depending on the strength of the punch used.}} | ||
− | {{MoveListRow | Zentou | {{QCF}} {{ | + | {{MoveListRow | Zentou | {{QCF}} {{Taunt}} | Ken rolls a short distance forward, falls, then flips back to a standing position. The purpose of this move is to confuse opponents. He is vulnerable while doing this.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Inazuma Kakato Wari | {{right}}+{{ | + | {{MoveListRow | Inazuma Kakato Wari | {{right}}+{{MK}} | Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Short Attacks | {{left}}+{{punch}} or {{kick}} | Dhalsim can perform shorter, quicker attacks without stretching his arms by holding {{left}}. This works while standing, crouching, or jumping.}} | {{MoveListRow | Short Attacks | {{left}}+{{punch}} or {{kick}} | Dhalsim can perform shorter, quicker attacks without stretching his arms by holding {{left}}. This works while standing, crouching, or jumping.}} | ||
− | {{MoveListRow | Forward Chop | {{right}}+{{ | + | {{MoveListRow | Forward Chop | {{right}}+{{LP}} | Dhalsim quickly jabs his open hand forward.}} |
− | {{MoveListRow | Downward Chop | {{left}}+{{ | + | {{MoveListRow | Downward Chop | {{left}}+{{LP}} | Dhalsim chops his hand downward. He holds his hand up while the button is held and chops when it is released, allowing the player to time the attack (though he chops eventually even if the button is still held). If held for at least a second, it is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Headbutt | {{left}}+{{ | + | {{MoveListRow | Headbutt | {{left}}+{{HP}} | Dhalsim headbutts his opponent, hitting up to two times.}} |
− | {{MoveListRow | Yoga Mummy | {{down}}+{{ | + | {{MoveListRow | Yoga Mummy | {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill.}} |
− | {{MoveListRow | Yoga Spear | {{down}}+{{kick}} in midair | Dhalsim spins downward feet first like a drill. The angle depends on the button used, with {{ | + | {{MoveListRow | Yoga Spear | {{down}}+{{kick}} in midair | Dhalsim spins downward feet first like a drill. The angle depends on the button used, with {{LK}} being the closest to 0° and {{HK}} being the closest to 270°.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Flower Kick | {{right}}+{{ | + | {{MoveListRow | Flower Kick | {{right}}+{{MK}} | Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Sailor Shoot | {{right}}+{{ | + | {{MoveListRow | Sailor Shoot | {{right}}+{{MK}} or {{HK}} (close) | Sakura jumps off her opponent's chest.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListRow | Mekon Delta Escape | {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down.}} | {{MoveListRow | Mekon Delta Escape | {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down.}} | ||
{{MoveListRow | Mekon Delta Attack | All three {{kick}} simultaneously | Rolento performs a backflip. If the player presses {{punch}} again before the backflip is over, he rolls forward in a ball (with the distance depending on the strength of the punch used), which hurts opponents that he rolls into.}} | {{MoveListRow | Mekon Delta Attack | All three {{kick}} simultaneously | Rolento performs a backflip. If the player presses {{punch}} again before the backflip is over, he rolls forward in a ball (with the distance depending on the strength of the punch used), which hurts opponents that he rolls into.}} | ||
− | {{MoveListRow | Stinger | {{DPF}} {{kick}} | Rolento high into the air. Pressing {{punch}} or {{kick}} before he lands throws a knife at an angle. The angle depends on the button used, with {{ | + | {{MoveListRow | Stinger | {{DPF}} {{kick}} | Rolento jumps high into the air. Pressing {{punch}} or {{kick}} before he lands throws a knife at an angle. The angle depends on the button used, with {{HP}} and {{HK}} being the closest to 0° and {{LP}} and {{LK}} being the closest to 270°.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | High Jump | {{down}} {{up}} | Rolento flips high into the air forward (potentially leaping over his opponent).}} | {{MoveListRow | High Jump | {{down}} {{up}} | Rolento flips high into the air forward (potentially leaping over his opponent).}} | ||
− | {{MoveListRow | Spike Rod | {{down}}+{{ | + | {{MoveListRow | Spike Rod | {{down}}+{{MK}} in midair | Rolento jabs his staff downward, which can be used to hit his opponent or bounce slightly off the ground.}} |
− | {{MoveListRow | Fake Rod | {{right}}+{{ | + | {{MoveListRow | Fake Rod | {{right}}+{{MK}} | Rolento jabs his staff into the ground and uses it to support his weight.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Flying Body Attack | {{down}}+{{ | + | {{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief falls down with a diving splash.}} |
− | {{MoveListRow | Double Knee Drop | {{down}}+{{ | + | {{MoveListRow | Double Knee Drop | {{down}}+{{LK}} or {{MK}} while jumping diagonally | Zangief falls with his knees forward.}} |
− | {{MoveListRow | Russian Kick | {{downleft}}+{{ | + | {{MoveListRow | Russian Kick | {{downleft}}+{{MK}} or {{HK}} | Zangief does a low kick.}} |
− | {{MoveListRow | Kuuchuu Headbutt | {{up}}+{{ | + | {{MoveListRow | Kuuchuu Headbutt | {{up}}+{{MP}} or {{HP}} in midair | Zangief performs a headbutt in midair.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Jump Sobat | {{left}}+{{ | + | {{MoveListRow | Jump Sobat | {{left}}+{{MK}} or {{right}}+{{MK}} | Nash hops toward his opponent with a turning kick. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Step Kick | {{left}}+{{ | + | {{MoveListRow | Step Kick | {{left}}+{{HK}} or {{right}}+{{HK}} | Nash takes a step forward and kicks.}} |
− | {{MoveListRow | Spin Back Knuckle | {{right}}+{{ | + | {{MoveListRow | Spin Back Knuckle | {{right}}+{{HP}} | Nash rotates around and swings his fist like a club.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Body Press | {{down}}+{{ | + | {{MoveListRow | Body Press | {{down}}+{{HP}} | Birdie falls down with a diving splash.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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| desc=A fortune teller who wields Soul Power. She has sensed Vega's evil presence and is on a mission to seal his dark power. | | desc=A fortune teller who wields Soul Power. She has sensed Vega's evil presence and is on a mission to seal his dark power. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Soul Reflect | {{QCB}} {{punch}} | Rose whips her scarf down in front of her. If it hits an opponent, it does damage directly, but it can also be used to absorb projectiles with {{ | + | {{MoveListRow | Soul Reflect | {{QCB}} {{punch}} | Rose whips her scarf down in front of her. If it hits an opponent, it does damage directly, but it can also be used to absorb projectiles with {{LP}} or reflect them back toward her opponent with {{MP}} or {{HP}}.}} |
{{MoveListRow | Soul Spark | {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it.}} | {{MoveListRow | Soul Spark | {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it.}} | ||
{{MoveListRow | Soul Throw | {{DPF}} {{punch}} | Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.}} | {{MoveListRow | Soul Throw | {{DPF}} {{punch}} | Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Slide Kick | {{downright}}+{{ | + | {{MoveListRow | Slide Kick | {{downright}}+{{MK}} | Rose does a slide kick forward.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling.}} | {{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling.}} | ||
− | {{MoveListRow | Tiger Blow | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, hitting up to five times with {{ | + | {{MoveListRow | Tiger Blow | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, hitting up to five times with {{MP}} or seven times with {{HP}} before knocking the opponent down.}} |
{{MoveListRow | Tiger Crush | {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}} | {{MoveListRow | Tiger Crush | {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}} | ||
}} | }} | ||
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{{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick.}} | {{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick.}} | ||
{{MoveListRow | Tiger Genocide | {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow.}} | {{MoveListRow | Tiger Genocide | {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow.}} | ||
− | {{MoveListRow | Angry Charge | {{QCF}} {{ | + | {{MoveListRow | Angry Charge | {{QCF}} {{Taunt}} | The scar on Sagat's chest glows, momentarily pausing gameplay, and he clutches it, which empowers his next Tiger Uppercut.}} |
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Sagat performs a Tiger Blow.}} | {{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Sagat performs a Tiger Blow.}} | ||
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Sagat performs a standing kick.}} | {{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Sagat performs a standing kick.}} | ||
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{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair.}} | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair.}} | ||
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which knocks over opponents.}} | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which knocks over opponents.}} | ||
− | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards. Hits up to two times with {{ | + | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards. Hits up to two times with {{MP}} or three times with {{HP}}.}} |
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | ||
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Gouki is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}} | {{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Gouki is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{ | + | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Gouki dive kicks diagonally downward.}} |
− | {{MoveListRow | Zugai Hasatsu | {{right}}+{{ | + | {{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Senpuu Kyaku | {{right}}+{{ | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Gouki leaps forward, doing a single spinning kick similar to a Hurricane Kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}} | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}} | ||
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}} | {{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}} | ||
− | {{MoveListRow | Shun Goku Satsu | {{ | + | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} |
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.}} | {{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.}} | ||
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Gouki performs a sweep kick.}} | {{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Gouki performs a sweep kick.}} | ||
Line 569: | Line 569: | ||
{{MoveListRow | Kouryuuken | {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact.}} | {{MoveListRow | Kouryuuken | {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact.}} | ||
{{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of three kicks in midair.}} | {{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of three kicks in midair.}} | ||
− | {{MoveListRow | Zenten Chouhatsu | {{QCF}} {{ | + | {{MoveListRow | Zenten Chouhatsu | {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt.}} |
− | {{MoveListRow | Kouten Chouhatsu | {{QCB}} {{ | + | {{MoveListRow | Kouten Chouhatsu | {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Chouhatsu | {{ | + | {{MoveListRow | Chouhatsu | {{Taunt}} | Dan's taunt uniquely can be performed multiple times per round and increases the power in his Super Combo gauge.}} |
− | {{MoveListRow | Kuuchuu Chouhatsu | {{ | + | {{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dan can perform his taunt in midair.}} |
− | {{MoveListRow | Shami Chouhatsu | {{down}}+{{ | + | {{MoveListRow | Shami Chouhatsu | {{down}}+{{Taunt}} | Dan can perform his taunt while crouching.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Chouhatsu Densetsu | {{QCF}} {{QCF}} {{ | + | {{MoveListRow | Chouhatsu Densetsu | {{QCF}} {{QCF}} {{Taunt}} | Dan rolls forward multiple times, stopping each time to taunt.}} |
{{MoveListRow | Shinkuu Gadouken | {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.}} | {{MoveListRow | Shinkuu Gadouken | {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.}} | ||
{{MoveListRow | Hisshou Buraiken | {{QCB}} {{QCB}} {{kick}} | Dan performs a barrage of punches and kicks right in front of him, ending with a Kouryuuken.}} | {{MoveListRow | Hisshou Buraiken | {{QCB}} {{QCB}} {{kick}} | Dan performs a barrage of punches and kicks right in front of him, ending with a Kouryuuken.}} | ||
Line 627: | Line 627: | ||
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen.}} | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen.}} | ||
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}} | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}} | ||
− | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards. Hits up to two times with {{ | + | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards. Hits up to two times with {{MP}} or three times with {{HP}}.}} |
{{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | ||
− | {{MoveListRow | Hadou no Kamae | {{QCF}} {{ | + | {{MoveListRow | Hadou no Kamae | {{QCF}} {{Taunt}} | Ryu performs the motion for a fireball but does not fire one. The purpose of this move is to confuse opponents. The recovery time for this move is much faster than a real fireball.}} |
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | {{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | ||
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | {{MoveListRow | Ashura Senkuu Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Sakotsu Wari | {{right}}+{{ | + | {{MoveListRow | Sakotsu Wari | {{right}}+{{MP}} | Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Senpuu Kyaku | {{right}}+{{ | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Ryu leaps forward, doing a single spinning kick similar to a Hurricane Kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
Line 641: | Line 641: | ||
{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times.}} | {{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times.}} | ||
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{kick}} | Ryu performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}} | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{kick}} | Ryu performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}} | ||
− | {{MoveListRow | Shun Goku Satsu | {{ | + | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Ryu glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} |
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}} | {{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}} | ||
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}} | {{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}} | ||
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{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing {{punch}} again in quick succession.}} | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing {{punch}} again in quick succession.}} | ||
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which knocks over opponents.}} | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which knocks over opponents.}} | ||
− | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards. Hits up to two times with {{ | + | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards. Hits up to two times with {{MP}} or three times with {{HP}}.}} |
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | ||
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Gouki is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}} | {{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Gouki is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}} | ||
Line 669: | Line 669: | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{ | + | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Gouki dive kicks diagonally downward.}} |
− | {{MoveListRow | Zugai Hasatsu | {{right}}+{{ | + | {{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} |
− | {{MoveListRow | Senpuu Kyaku | {{right}}+{{ | + | {{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Gouki leaps forward, doing a single spinning kick similar to a Hurricane Kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
Line 677: | Line 677: | ||
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}} | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}} | ||
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}} | {{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}} | ||
− | {{MoveListRow | Shun Goku Satsu | {{ | + | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} |
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.}} | {{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.}} | ||
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Gouki performs a sweep kick.}} | {{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Gouki performs a sweep kick.}} | ||
Line 701: | Line 701: | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}} | {{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}} | ||
− | {{MoveListRow | Yosokyaku | {{down}}+{{ | + | {{MoveListRow | Yosokyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}} |
− | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{ | + | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{HK}} | Chun-Li backflips high into the air, coming down with a kick.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
Line 746: | Line 746: | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}} | {{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}} | ||
− | {{MoveListRow | Yosokyaku | {{down}}+{{ | + | {{MoveListRow | Yosokyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}} |
}} | }} | ||
}} | }} | ||
Line 763: | Line 763: | ||
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}} | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}} | ||
{{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards, knocking down his opponent on impact.}} | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards, knocking down his opponent on impact.}} | ||
− | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken jumps into the air and spins around an axis with his leg extended, potentially hitting his opponent up to four times if performed with {{ | + | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken jumps into the air and spins around an axis with his leg extended, potentially hitting his opponent up to four times if performed with {{HK}}.}} |
}} | }} | ||
}} | }} | ||
Line 782: | Line 782: | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Yoga Mummy | {{down}}+{{ | + | {{MoveListRow | Yoga Mummy | {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill.}} |
− | {{MoveListRow | Yoga Spear | {{down}}+{{ | + | {{MoveListRow | Yoga Spear | {{down}}+{{HK}} in midair | Dhalsim spins downward feet first like a drill.}} |
}} | }} | ||
}} | }} | ||
Line 802: | Line 802: | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Flying Body Attack | {{down}}+{{ | + | {{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief falls down with a diving splash.}} |
− | {{MoveListRow | Double Knee Drop | {{down}}+{{ | + | {{MoveListRow | Double Knee Drop | {{down}}+{{LK}} or {{MK}} while jumping diagonally | Zangief falls with his knees forward.}} |
− | {{MoveListRow | Headbutt | {{up}}+{{ | + | {{MoveListRow | Headbutt | {{up}}+{{MP}} or {{HK}} in midair | Zangief performs a headbutt in midair.}} |
}} | }} | ||
}} | }} |
Revision as of 15:32, 16 September 2023
- For the original release, see Street Fighter Alpha 2.
Street Fighter Zero 2' | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
System(s): Sega Saturn | ||||||||||
Publisher: Capcom | ||||||||||
Developer: Capcom | ||||||||||
Original system(s): Capcom CPS-2 | ||||||||||
Sound driver: SCSP (1 track) | ||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1] | ||||||||||
Number of players: 1-2 | ||||||||||
| ||||||||||
|
Street Fighter Zero 2' (ストリートファイターZERO2′), or Street Fighter Zero 2 Dash is an updated version of Street Fighter Alpha 2. Originally released as part of Street Fighter Collection, the game was re-released separately in Japan under the Satakore label in 1998. In the West, this game is usually known as Street Fighter Alpha 2 Gold.
Contents
Gameplay
The game is a one-on-one fighting game and mostly identical to Street Fighter Zero 2. It includes a new secret character, Cammy (as she appeared in X-Men vs. Street Fighter), selectable only in the Versus and Training modes. In addition to the EX characters from the base game, EX versions of Ryu, Ken, Chun-Li, Sagat, and Vega are present (and all EX characters have been made easier to select). A Gouki Mode has been added where the player faces Shin Gouki without needing to unlock him. However, the Saturn-exclusive Illustrations feature has been removed. Some characters have new moves and Super Combos. Original Combos are now executed by pressing a punch and kick button of the same strength simultaneously, and Zero Counters now cost one and a half levels of the Super Combo gauge. The soundtrack has been revised.
The single-player mode again consists of eight matches against computer-controlled opponents, including a fixed final opponent whose identity depends on the player's selected character. Each character also has a secret rival that they can face during the course of the single-player mode if the player finishes at least five rounds with a Super Combo or an Original Combo and does not lose a match before the sixth battle. When these requirements are met, the rival interrupts the player's next match and exchanges dialogue with and fights the player's character. There are eight difficulty levels for computer-controlled opponents.
Characters move with and and crouch with . They jump with and flip back and forth with and . Punches are done with (jab), (medium), and (fierce), and is equivalent to holding all three punch buttons at once. Kicks are done with (short), (medium), and (roundhouse), and is equivalent to holding all three kick buttons at once. Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with +, which is a short animation during which the character is vulnerable to attack.
Throws and grabs are done by holding or when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can reduce the damage taken from a fall by likewise holding or and pressing a medium or hard punch or kick button. It is also possible to roll on the ground after falling from a throw or other attack by pressing P (or P if facing left).
Blocking is done by holding the D-Pad away from the opponent. Characters can block in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. Special moves still do a small amount of "chip damage" if blocked. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. In addition, players can perform a special counterattacking technique called a Zero Counter (Alpha Counter in the Western versions) after blocking an opponent's attack, which interrupts the blocked attack at the cost of one and a half levels of the Super Combo gauge. Each character has two Zero Counters, one executed with punch and one executed with kick.
Characters have a Super Combo gauge that fills as the character performs regular and special techniques or takes damage. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed. The Super Combo gauge carries over between rounds (but not between battles).
If the Super Combo gauge is at least level 1, the player can initiate an Original Combo (Custom Combo in the Western versions) by pressing a punch and kick button of the same strength simultaneously. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create an Original Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Original Combo. Charge moves can be performed without charging (for example, the player only needs to press P for a Sonic Boom). The character can be hit out of the combo early, but the Original Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level).
There are two game speeds, Normal and Turbo, and two playing styles that can be selected after choosing a character, Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Original Combo if the character only has two Super Combos).
Characters
Move lists assume the player is facing right. If facing left, and should be reversed. P refers to any of the punch buttons, while K refers to any of the kick buttons.
Most of the characters are unchanged from Street Fighter Zero 2. Guy, Dhalism, and Sagat gain new Super Combos. Ryu regains his flaming fireball, and Sakura gains a leaping attack.
Originally appeared in: Street Fighter
Rival battle: Sakura
Final battle: Gouki
|
Ryu | |||||
After defeating Sagat in the first Street Fighter tournament, Ryu goes on another journey when he hears rumours of a martial artist who uses a mysterious power. | ||||||
Originally appeared in: Street Fighter
Rival battle: Vega
Final battle: Sagat
|
Adon | |||||
Sagat's former disciple, he believes that his former master has disgraced the Muay Thai style with his defeat at the hands of Ryu. | ||||||
Originally appeared in: Street Fighter II
Rival battle: Gen
Final battle: Vega
|
Chun-Li | |||||
A female detective who is pursuing a criminal organization that may have been involved in the disappearance of her father. | ||||||
Originally appeared in: Final Fight
Rival battle: Rose
Final battle: Vega
|
Guy | |||||
One of the three heroes from Final Fight. Guy is warned by his master, Zeku, of an emerging threat to the world, so he seeks to stop this mysterious new evil. | ||||||
Originally appeared in: Street Fighter
Rival battle: Dan
Final battle: Ryu
|
Ken | |||||
Ryu's former training partner. Ken seeks to challenge Ryu once again in order to test his strength and not be outdone by his rival. | ||||||
Originally appeared in: Street Fighter II
Rival battle: Zangief
Final battle: Vega
|
Dhalsim | |||||
A returning character from Street Fighter II. An Indian yogi who gets involved in the recent events to raise money for his poor village. | ||||||
Originally appeared in: Street Fighter
Rival battle: Chun-Li
Final battle: Gouki
|
Gen | |||||
A returning fighter from the original Street Fighter. A Chinese assassin suffering from leukemia who enters the fighting scene once again to find a worthy opponent that can finish him off.
Gen has two fighting stances with entirely different movesets that he can switch between at any time. The Mantis stance is a more defensive stance with faster but lighter attacks. The Crane stance is a more offensive stance with slower but stronger attacks. His normals are complex but generally have superior reach and often can hit multiple times. | ||||||
Originally appeared in: Street Fighter Zero 2
Rival battle: Sagat
Final battle: Ryu
|
Sakura | |||||
A Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated. Hoping for a match and an autograph with him, she cuts classes and goes on a journey around the world. | ||||||
Originally appeared in: Final Fight
Rival battle: Sodom
Final battle: Guy
|
Rolento | |||||
One of the boss characters from Final Fight. An ex-Mad Gear member who wants to create his own utopic nation through underhanded methods. | ||||||
Originally appeared in: Street Fighter II
Rival battle: Birdie
Final battle: Ken
|
Zangief | |||||
Another returning character from Street Fighter II. A Soviet wrestler who travels around the world to show the strength of "the Great Motherland." | ||||||
Originally appeared in: Street Fighter Zero
Rival battle: Rolento
Final battle: Vega
|
Nash (Charlie) | |||||
A member of the US military who seeks to crack down on corruption within the army's top brass, suspecting that some of its members are on Shadaloo's payroll. | ||||||
Originally appeared in: Street Fighter
Rival battle: Dhalsim
Final battle: Vega
|
Birdie | |||||
A participant from the original Street Fighter who was banned from competing and now works as a bouncer in England. He is interested in joining Shadaloo, so he sets out to prove his strength and gain membership.
| ||||||
Originally appeared in: Street Fighter Zero
Rival battle: Gouki
Final battle: Vega
|
Rose | |||||
A fortune teller who wields Soul Power. She has sensed Vega's evil presence and is on a mission to seal his dark power.
| ||||||
Originally appeared in: Final Fight
Rival battle: Ken
Final battle: Guy
|
Sodom | |||||
A surviving member of the Mad Gear Gang from the original Final Fight. He seeks to find strong fighters worthy of joining his revived Mad Gear gang. | ||||||
Originally appeared in: Street Fighter
Rival battle: Adon
Final battle: Ryu
|
Sagat | |||||
After being scarred for life by Ryu at the end of the first Street Fighter tournament, Sagat seeks to reclaim his title as the Emperor of Muay Thai. | ||||||
Originally appeared in: Super Street Fighter II X
Rival battle: Ryu
Final battle: Gen
|
Gouki (Akuma) | |||||
Gouki, much like Ryu, travels the world, searching for opponents worthy enough to match the might of the Satsui no Hadou. He expresses interest in Ryu's potential. | ||||||
Originally appeared in: Street Fighter II
Rival battle: Nash
Final battle: Ryu
|
Vega (M. Bison) | |||||
The leader of the world criminal organization Shadaloo. His actions involve drug trafficking and arms dealing, among others. As a result, he and his organization have gained a great deal of notoriety. | ||||||
Originally appeared in: Street Fighter Zero
Rival battle: Guy
Final battle: Sagat
|
Dan | |||||
Dan's father was killed by Sagat after gouging Sagat's eye out. Dan developed his own style called Saikyou-ryuu ("Strongest Style"), and sets out to avenge his father's death. |
Hidden
- Main article: Street Fighter Zero 2'/Hidden content.
The game retains the hidden characters from Street Fighter Zero 2 (Evil Ryu, Shin Gouki, and EX versions of Dhalsim and Zangief). It adds Cammy and EX versions of Ryu, Ken, Chun-Li, Sagat, and Vega.
The EX versions of characters use their Street Fighter II: Champion Edition movesets and lose abilities added in the Zero games, including the ability to block in the air, roll out of falls, or use taunts, Original Combos, Super Combos, or Zero Counters.
Stages
Each character has his or her own stage where matches are hosted.
There are two special stages in the Arcade Mode: Australia, used when Sagat fights Ryu, and Venezuela, used when Nash fights Vega. Australia is also used in the Gouki Mode.
Production credits
- Planner: Noritaka Funamizu (POO), Neo_G, Kanetaka
- Programmer: Cham Cho Choy, PON, Kiyoko Arikichi, Hard.Yas -Secret Player-, Hyper Shinchan, Super "Birdie" Sailor
- Scroll Design: Konomi, Kayoko Shibata, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu,T, Takapon, Tonopu, Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku
- Object Design: Eri_Eri, Ball Boy, Yu_Suke, Makoto Ishi, A Iwasaki, Arahijuf, Seigo"Ushi"Kawakami, K.Takechan, Alien Pole, Kurigeruge, Masaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I=Rassi, Takayuki Kosaka, Reiko Komatsu, Sagata
- Visual Planner: Mucchi (Haruo.M)
- Original Art Work: Holyhomerun
- Sound & Voice Design: Hiroaki "X68K" Kondo
- Music Compose & Arrange: Syun Nishigaki, Setsuo Yamamoto, Tatsuro-
- All Sound Produce: Arcade Sound Team
- Voice Actor: Katashi Ishizuka, Tetsuya Iwanaga, Yuko Sasamoto, Wataru Takagi, Tomomichi Nishimura, Osamu Hosoi, Shinichiro Miki, Yuko Miyamura, Toshiyuki Morikawa, Yoshiharu Yamada, Jin Yamanoi
- Producer: Noritaka Funamizu (POO)
- Special Thanks: Scott Pikulski, Rita Rokos, Alison Stroll, Denise Wallner, Darryl Williams, Takuya Shiraiwa, Ryoji Yamamoto, Uesita-Tegekick-Masakazu
- Planner: Neo_G -H. Ishizawa-, Shirahama
- Programmer: Akiyoshi "Fly Boy" Eshiro, Tada "Nya- Nya-" Hideki, Katsu "Btype" Nishida, Toshihiko "Ed" Honda, Yasuhiro Yanagi, Nishimura "Uktkk" Yoshiaki, Tsutomu Terada (Max), Misawa(Cookie)Tsuyoshi
- Scroll Design: Konomi, Kayoko Shibata, Y.Kyo, Megumi Maeno
- Object Design: M.Ishii, T.Takemoto, Fujihara, Iwasaki, Sagata
- Visual Planner: Mucchi (Haruo.M)
- Original Illustrations: Ikeno Medaka
- Sound & Voice Design: Hiroaki "X68K" Kondo
- Music Compose & Arrange: Syun Nishigaki, Setuo Yamamoto, Taturo-
- All Sound Produce: Arcade Sound Team
- Producer: Noritaka Funamizu (POO)
- Special Thanks: B.I.N, Toshihiko Tsuji, Shingo Aoi, Yasuhito Okada, Hero Hero, Miki Miki (Shaver) Okagawa, K.Sano "Happy!^3", Kato Kato Kato, Hiro, Takeda -Alpha-, Manasi, Jiwasaki, Toyozo, Takuya Shiraiwa, Koji Nakajima, Yoshihiro Sudo, And Capcom All Staff
- Thank You For Playing
- Presented by: Capcom
Magazine articles
- Main article: Street Fighter Zero 2'/Magazine articles.
Artwork
Satakore cover
Physical scans
Sega Retro Average | ||||
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N/A | |
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Based on 0 reviews |
Technical information
- Main article: Street Fighter Zero 2'/Technical information.
References
Street Fighter Zero 2' | |
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Main page | Comparisons | Hidden content | Magazine articles | Reception | Technical information |
Street Fighter games for Sega systems | |
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Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994) | |
Street Fighter: The Movie (1995) | Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter II Movie (1996) | Street Fighter Alpha 2 (Dash) (1996) | Super Puzzle Fighter II Turbo (1996) | Street Fighter Collection (1997) | X-Men vs. Street Fighter (1997) | Pocket Fighter (1998) | Marvel Super Heroes vs. Street Fighter (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998) | Street Fighter Zero 3 (1999) | |
Street Fighter II' (1997) | |
Street Fighter Alpha 3 (1999) | Street Fighter III: Double Impact (1999) | Street Fighter III: 3rd Strike (2000) | Super Street Fighter II X for Matching Service (2000) | Street Fighter Zero 3 for Matching Service (2001) | Super Puzzle Fighter II X for Matching Service (2001) | |
Street Fighter Zero 3 Upper (2001) | |
Sampler discs | |
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997) | |
Street Fighter Zero 3 Tentou Taikenban (199x) | |
Unlicensed Street Fighter games for Sega systems | |
Jang Pung II (1993) | |
X-Men vs. Street Fighter (Mega Drive) (1998) |
Final Fight games for Sega systems | |
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Final Fight CD (1993) | |
Final Fight Revenge (1999) | |
Related games | |
Saturday Night Slam Masters (1994) | |
Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter Alpha 2 (Dash) (1996) | Street Fighter Collection (1997) | Street Fighter Zero 3 (1999) | |
Street Fighter Alpha 3 (1999) |