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Game Controls
Keyboard
Controller
Full Screen Toogle
Alt + Enter
Pause Game
Shift + Escape
| Start | Left Shift |
| Escape | Esc |
| Weak Punch | V |
| Medium Punch | C |
| Strong Punch | X |
| Weak Kick | F |
| Medium Kick | D |
| Strong Kick | S |
| Jump | Up |
| Crouch | Down |
| Move Left | Left |
| Move Right | Right |
| Special Start | Left Shift |
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© 1991, 1994 CAPCOM U.S.A., INC. ALL RIGHTS RESERVED. CAPCOM is a registered trademark of CAPCOM CO., LTD.
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This game is compatible with 64-bit Windows OS
The Street Fighter Alpha games are, story-wise, a sequel to the original SF games and a prequel to the SF2 series, meant to clear up some plot gaps. SFA2 combines some of the very best 2D fighting action with rich strategy to produce a surprisingly deep and engaging fighting game. Your objective is to guide a character up through a ladder of increasingly powerful champions to prove yourself as an expert fighter. Start by selecting a character and familiarizing yourself with the controls.
All of the characters from the original Street Fighter Alpha return in this sequel, along with a few new faces. Each character has their own somewhat minimalist storyline that unfolds as you progress up the tournament ladder, culminating with a unique character ending once you've beaten the final opponent. Some of the new characters are actually old favorites or visitors from other fighting games, while a couple characters that had to be unlocked in SFA are now available from the outset.
Controlling a 2D fighting game isn't complicated; it's mastery that's difficult. You're not going to get far against a seasoned opponent using only basic punches and kicks -- but chain attacks and movements together and you'll unleash character-specific combos that really do damage. In addition to the movement controls, there are six buttons -- three each of punches and kicks at increasing levels of power. The more power behind an attack, the more damage it does...at the cost of speed.
Each character has a three-stage Super meter at the bottom of the screen. Landing attacks, avoiding blows and unleashing combos will cause the meter to fill. As it does, you can launch Super Combo attacks at one of three levels of power corresponding to the stages of the meter. The controls for combos differ character to character, but at the highest level they can be absolutely devastating. Any super power you've amassed in your meter is carried over to the next round, but not the next bout.
Carried over and improved from the original Street Fighter Alpha are Custom Combos, which essentially allow you to enter a state where any normal or special attack commands you issue are rapidly executed in sequence. This period has a sharply limited duration corresponding to the amount of energy in your Super meter. For most characters, you enter Custom Combo mode by pressing any combination of two punches and one kick. This mode causes more damage than normal attacks.
In Dramatic Battle mode, three characters fight simultaneously in a two-against-one bout. Some of the later foes are extraordinarily difficult to beat, so adding a companion can help even the playing field.
Whether you use auto blocking or not, don't dismiss the importance of your defense. You generally still take a small amount of damage when you block an attack, but it's better than taking the hit and keeps you closer to your opponent than dodging would.
You can enable Auto Blocking to have the computer handle your character's blocking of some attacks. It doesn't work all the time, of course, and the other drawback is that you only have one slot on your Super Meter -- corresponding to the lowest level of attack power -- instead of three.
If you're stunned while blocking, you can smack your opponent with an Alpha attack that turns the tables. Roll the gamepad or joystick from straight left to bottom, then press punch or kick to deliver a surprise attack. This takes one unit off your Super Meter.
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