STREET FIGHTER ALPHA FAQ v1.6 for the Sega Saturn (domestic) by Chris MacDonald Unpublished work Copyright 1995-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Chris MacDonald . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid the following publishers/publications from using this FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer), Future Publishing, Ltd. (publishers of PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games, and Prima Games. Remember, plagiarism is a crime and is punishable by law. The Street Fighter game series and the Final Fight series are (c) Capcom of Japan and (c) Capcom of America. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - The Controls - FAQ Terminology - Basic Commands 2. CHARACTER MOVELIST - Adon - Birdie - Charlie - Chun-Li - Guy - Ken - Rose - Ryu - Sagat - Sodom 3. HIDDEN CHARACTER MOVELIST - Akuma - Dan Hibiki - M. Bison 4. SECRETS AND TRICKS - Play as the Hidden Characters - Fight the Hidden Characters - Store the Hidden Characters in Memory - Team Battle 5. MISCELLANEOUS - Chain Combos - Super Combo Gauge - Translations 6. AUTHOR'S NOTE - Special Thanks - Revision History ======================================================================== 1. INTRODUCTION ======================================================================== Alright, the final revision of this FAQ is done...finally :) This guide isn't meant to be the end-all to SFA. It's just a moveslist, some comments, some tricks, and the translations--standard FAQ procedure for yours truly. If you liked the old format with all the descriptions and funky ASCII notation and fluff, it's on the 'Net somewhere waiting to be read, I'm sure. Personally, I couldn't stand the thing ^_^; ------------------------------------------------------------------------ THE CONTROLS ------------------------------------------------------------------------ This section outlines the basic controls for all characters: [ Controller Layout ] ------------------------------------------------- ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Block Neutral Walk Forward / | \ db d df Crouch / Low Block Crouch Offensive Crouch Obviously, when facing left, the controls are reversed. :) [ Button Layout ] ----------------------------------------------------- LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick ------------------------------------------------------------------------ FAQ TERMINOLOGY ------------------------------------------------------------------------ The following terms / notation is used in this FAQ: P / K - Press any Punch or Kick button. PP / KK - Press two Punch or Kick buttons together. PPP / KKK - Press all three Punch or Kick buttons together. a-d - Press in any direction. a-d-u - Press in any direction but directly up. db~df - You can use any of the three downward directions. ub~uf - You can use any of the three upward directions. MP~HK - You can use MP, HP, MK, or HK. qcf / hcf - Input (d,df,f) or (b,db,d,df,f) on the controller. qcb / hcb - Input (d,db,b) or (f,df,d,db,b) on the controller. Charge - Hold in the first direction for 2 seconds, then press in the next direction(s) before hitting the button. Rotate 360 - Spin the controller in a full circle. The shorthand method is to input (f,df,d,db,b,ub,u) or the reverse. Rotate 720 - Spin the controller in two full circles. tap d/p/k - Tap the d-pad in any direction rapidly while tapping the Punch and Kick buttons. overhead - The move must be blocked low (use a down-back crouch). s / c / j - standing / crouching / jumping. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Standing Block Hold b when attacked Crouching Block Hold db when attacked Mid-Air Block Block an attack while airborne Escape Roll b,db,d + P when knocked to the ground Automatic Roll Occurs after certain attacks Alpha Counter b,db,d + P / K while blocking Throw Attempt Press b / f + MP / HP Throw / Hold Escape Press b / f + MP~HK as you're grabbed Hold Recovery Tap d/p/k Dizzy Recovery Tap d/p/k Taunt Press the L + R shoulder buttons - When you block an attack, you take no damage from it. Blocking special moves and Super Combos results in reduced damage. The standing block protects you from mid-air, standing, and overhead attacks, while the crouching block works against standing attacks, low attacks, and sweeps, but not overhead or mid-air moves. The mid-air block only works against attacks that are not touching the ground (for instance, you could block a projectile, or a Shouryuu Ken that has left the ground, but not a Shouryuu Ken that his while your attacker is still standing). - When you use the Escape Roll, you roll forwards. The distance is not affected by the button used. - The Automatic Roll makes you roll backwards upon touching the ground. It happens after being hit with certain attacks, like Ryu's Shinkuu Tatsumaki Senpuu Kyaku, or Guy's Bushin Gokusa Ken. - An Alpha Counter can only be used while blocking on the ground. Furthermore, it costs one level of your Super Combo Gauge in order to use. Certain characters use b,db,d + P for their counters, these include Birdie, Charlie, Ken, M. Bison, Rose, Ryu, and Sodom. Other characters can only use b,d,db + K. They include Adon, Akuma Chun-Li, Dan, Guy, and Sagat. - Every character can throw their opponent by getting close and pressing back or forward plus MP or HP. Some characters can also throw with MK and HK. Throws are unblockable, but you can escape from them by pressing towards your enemy and MP, HP, MK, or HK just as you're thrown. This prevents you from taking normal damage. You can only escape normal throws and holds (special ones, like Birdie's Murderer Chain or Akuma's Hyakki Gou Sai, are inescapable). - Some characters have holds instead of throws. They will grab you and hit you repeatedly before tossing you away. When you're in a hold, you can get out of it sooner and take less damage by tapping the directional pad in any direction rapidly while tapping the Punch and Kick buttons. - A character is dizzied when they take too many hits in a short period of time. When dizzied, they are left vulnerable for a brief moment. You can get out of a dizzy faster by entering the same command you use to escape from holds (tap the d-pad and buttons rapidly). - Each character can taunt once per round by pressing the L and R shoulder buttons together. While taunting, you are vulnerable to attack and cannot move. Chun-Li's taunt can hit an enemy, while Dan can taunt as many times as you want during a round. - Some characters have more than one taunt that can be performed by pressing f while taunting; this includes Charlie, Ken, M. Bison, and Ryu. Birdie can taunt while holding back or forward. ======================================================================== 2. CHARACTER MOVELIST ======================================================================== The moves are listed in this order: normal throws, then special moves, command attacks, Super Combos, and then their Alpha Counter. Afterwards are some notes on their special moves and abilities (if applicable). ------------------------------------------------------------------------ ADON ------------------------------------------------------------------------ Jaguar Carry b / f + MP / HP when close Jaguar Slam b / f + MK / HK when close Rising Jaguar qcf,uf + K Jaguar Kick b,d,db + K Jaguar Tooth hcb + K Jutting Kick df + MK Jaguar Revolver qcb,qcb + K Jaguar Varied Assault qcf,d,df + P Jaguar Thousand Tap P during Lv. 3 Jaguar Varied Assault Jaguar Assassin Tap K during Lv. 3 Jaguar Varied Assault Alpha Counter b,db,d + K while blocking ------------------------------------------------------------------------ BIRDIE ------------------------------------------------------------------------ Bull Spike b / f + MP / HP when close (tap d/p/k) Bad Throw b / f + MK / HK when close Murderer Chain Rotate 360 + P Bull Head Charge b,f + P Bull Horn Hold PP / KK, then release Body Slam d + HP in air Bull Drop Press HK The Birdie Charge b,f,b,f + P Bull Revenger qcf,d,df + P / K Alpha Counter b,db,d + P while blocking - The longer you charge the Bull Head, the more damage it does. The buttons held affect the Bull Head's range: LP + MP / LK + MK Short-range LP + HP / LK + HK Medium-range MP + HP / MK + HK Long-range - Note that when Birdie is turning around to do the Bull Head, he is invincible during that short period of time. You can use this to pass through attacks and deliver an attack yourself, but it's difficult to time correctly. - Normally, you can charge two Bull Heads at once (hold PP + KK). However, there is a trick to charge 3 or 4 Bull Heads at once. To do this, hold down five or six buttons, then release one button at a time. You have to keep holding down at least one Punch and one Kick button, and once you've released every button but those two, they become useless (so holding down PPP + KK gives you three Bull Head charges, not five). - The Murderer Chain and Bull Revenger are unblockable. - The Bull Drop can hit at two points; one, when Birdie first lifts his leg, or else when he is dropping it down. The "dropping" animation is an overhead attack, if it hits. - During the Bull Revenger, using P makes Birdie hop forward, while using K makes him leap across the screen. ------------------------------------------------------------------------ CHARLIE (aka "Nash" outside of the US) ------------------------------------------------------------------------ Dragon Suplex b / f + MP / HP when close Knee Gatling b / f + MK / HK when close (tap d/p/k) Flying Buster Drop a-d-u + MP / HP when close (air only) Sonic Boom Charge b,f + P Somersault Shell Charge d,u + K Jump Sobat b / f + MK Step Kick b / f + HK Spin Back Knuckle f + HP Sonic Break Charge b,f,b,f + P, tap P rapidly Crossfire Blitz Charge b,f,b,f + K Somersault Justice Charge db,df,db,uf + K Alpha Counter b,db,d + P while blocking - The Jump Sobat is an overhead attack. - During the Sonic Break, you can press P for an extra Sonic Boom toss. At Level 1, you get one extra Sonic Boom. At Level 2, you get two of them, and at Level 3, you get three extra Sonic Booms (for four attacks total). All of the Sonic Booms are considered to be Super Combo projectiles, meaning that they can pass through standard projectiles. ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Koshuu Tou b / f + MP / HP when close Ryuusei Raku a-d-u + MP / HP when close (air only) Kikou Ken hcf + P Sen'en Shuu hcb + K Tenshou Kyaku Charge d,u + K Hyakuretsu Kyaku Tap K rapidly Yousou Kyaku d + MK in air (can repeat) Kaku Kyaku Raku df + HK Sankaku Tobi Jump against a wall, press in opp. dir. Kikou Shou qcf,qcf + P Senretsu Kyaku Charge b,f,b,f + K Hazan Tenshou Kyaku Charge db,df,db,uf + K Alpha Counter b,db,d + K while blocking - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks. ------------------------------------------------------------------------ GUY ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Tsukami Nage b / f + MK / HK when close (tap d/p/k) Izuna Otoshi a-d-u + MP / HP when close (air only) Bushin Izuna Otoshi qcf + P, then press P when close Izuna no Hiji Otoshi qcf + P, then press P from afar Hayagake qcf + K Hayagake: Kyuuteishi qcf + LK, then press K Hayagake: Kage Sukui qcf + MK, then press K Hayagake: Kubikari qcf + HK, then press K Bushin Senpuu Kyaku qcb + K Bushin Gokusa Ken LP,MP,HP,HK when close Hiji Otoshi d + MP in air Kubi Kudaki f + MP Kamaitachi df + HK Sankaku Tobi Jump against a wall, press in opp. dir. Bushin Hassou Ken qcf,d,df + P (Press P again at Lv. 2/3) Bushin Gourai Kyaku qcf,d,df + K Alpha Counter b,db,d + K while blocking - The Bushin Izuna Otoshi is an unblockable throw. However, it cannot grab people who are in the corner of the screen. - The Kubikari and Kubi Kudaki are overhead attacks. - The Kage Sukui must be blocked crouching. - During the Level 2 or 3 Bushin Hassou Ken, you have to press Punch again after jumping into the air. Otherwise, Guy jumps without attacking. ------------------------------------------------------------------------ KEN MASTERS ------------------------------------------------------------------------ Jigoku Guruma b / f + MP / HP when close Tsukami Nage b / f + MK / HK when close (tap d/p/k) Jigoku Fuusha a-d-u + MP / HP when close (air only) Hadou Ken qcf + P Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K Zenpou Tenshin qcb + P Inazuma Kakato Wari f + MK Shouryuu Reppa qcf,d,df + P Shinryuu Ken qcf,d,df + K (tap P / K at Lv. 2/3) Alpha Counter b,db,d + P while blocking - The Inazuma Kakato Wari is an overhead attack. - You can use the Zenpou Tenshin to roll under attacks and through your opponent. ------------------------------------------------------------------------ ROSE ------------------------------------------------------------------------ Soul Drain b / f + MP / HP when close Soul Spark hcf + P Soul Throw f,d,df + P Soul Reflect qcb + P Sliding df + MK Aura Soul Spark qcb,qcb + P Aura Soul Throw qcf,d,df + P Soul Illusion qcf,d,df + K Alpha Counter b,db,d + P while blocking - The Soul Throw is an anti-air throw. It is unblockable, but will not hit a character unless thy're airborne. However, this will even work if they are just off the ground (such as when Ryu does a Senpuu Kyaku and is hopping). - The LP Soul Reflect will absorb projectiles and give a small amount of SC energy to Rose. The MP version reflects them horizontally, and the HP version reflects them diagonally upward. You cannot reflect Super Combo projectiles (like the Tiger Cannon). However, you can reflect Dan's Shinkuu Gadou Ken, which will become a full- range attack (like a Shinkuu Hadou Ken). - If you reflect Dan's Gadou Ken, it becomes a full-range attack (like a Hadou Ken). - The Sliding must be blocked crouching. - The Level 3 Aura Soul Spark makes a aura appear in front of Rose while she is attacking. This aura can horizontally reflect both normal and Super Combo projectiles. - During the Level 2 and 3 Aura Soul Throw, Rose will pop her enemy into the air before jumping up to throw them. - During the Soul Illusion, Rose is trailed by illusions who add to the number of hits that any of her attacks inflict. This move will end once a certain amount of time has passed. - Rose's Alpha Counter does no damage. Instead, it makes her switch places with her opponent, and since she recovers faster than they do, you can attack your opponent immediately afterward. ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Tomoe Nage b / f + MK / HK when close Hadou Ken qcf + P Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K (air) Sakotsu Wari f + MP Senpuu Kyaku f + MK Shinkuu Hadou Ken qcf,qcf + P Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K Alpha Counter b,db,d + P while blocking - When you throw a HP Hadou Ken from up close, it flashes red. Hitting someone with the fireball while it's red will set them on fire and knock them to the ground. - The Sakotsu Wari is an overhead attack. - Ryu's jumping MP hits twice. It also has the interesting property of being able to juggle opponents who could not normally be hit. For example, if your opponent is in the corner and you do the Shinkuu Tatsumaki Senpuu Kyaku, you could land, jump after them as they fall, and hit them with Ryu's jumping MP. However, try it with any other jumping Punch or Kick, and the move will miss. ------------------------------------------------------------------------ SAGAT ------------------------------------------------------------------------ Tiger Carry b / f + MP / HP when close (tap d/p/k) Tiger Shot qcf + P Ground Tiger Shot qcf + K Tiger Blow f,d,df + P Tiger Crush f,d,df + K Tiger Cannon qcf,qcf + P Tiger Raid qcb,qcb + K Tiger Genocide qcf,d,df + K Alpha Counter b,db,d + K while blocking ------------------------------------------------------------------------ SODOM ------------------------------------------------------------------------ Shogun Throw b / f + MP~HK when close Jigoku Scrape f,d,df + P Butsumetsu Buster Rotate 360 + P Daikyou Burning Rotate 360 + K Kouten Okiagari f,df,d + P when knocked down Tengu Walking b,db,d + K when knocked down Meido no Miyage qcf,qcf + P Tenchuu Satsu Rotate 720 + P Alpha Counter b,db,d + P while blocking - If the Daikyou Burning hits, Sodom drags his opponent across the screen. In certain situations (like when you hit an airborne opponent), they will merely bounce off Sodom's jitte instead of being grabbed. - When you are knocked down, you can use the Kouten Okiagari to roll backward upon touching the floor. Alternately, you can use the Tengu Walking to perform a special attack that makes Sodom run into his opponent. - The Butsumetsu Buster, Daikyou Burning, and Tenchuu Satsu are unblockable. ======================================================================== 3. HIDDEN CHARACTER MOVELIST ======================================================================== ------------------------------------------------------------------------ AKUMA (aka "Gouki" outside of the US) ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Tomoe Nage b / f + MK / HK when close Gou Hadou Ken qcf + P Zankuu Hadou Ken qcf + P in air Shakunetsu Hadou Ken hcf + P Gou Shouryuu Ken f,d,df + P Tatsumaki Zankuu Kyaku qcb + K (air) Hyakki Shuu qcf,uf + P, then... Hyakki Gou Zan ...do nothing Hyakki Gou Shou ...press P Hyakki Gou Sen ...press K Hyakki Gou Sai ...a-d + P when close (enemy on ground) Hyakki Gou Tsui ...a-d + K when close (ground or air) Zenpou Tenshin qcb + P Ashura Senkuu b,d,db / f,d,df + PPP / KKK Tenma Kuujin Kyaku Jump uf, press db~df + MK at apex Zugai Hasatsu f + MP Senpuu Kyaku f + MK Messatsu Gou Hadou hcb,hcb + P Messatsu Gou Shouryuu qcf,d,df + P Tenma Gou Zankuu qcf,qcf + P in air Shun Goku Satsu LP,LP,f,LK,HP (at Level 3) Alpha Counter b,db,d + K while blocking - You can juggle an opponent after the Tatsumaki Zankuu Kyaku (for example, follow with a Gou Shouryuu Ken). - The Zugai Hasatsu is an overhead attack. - The Gou Sai, Gou Tsui, and Shun Goku Satsu are unblockable. - During the Hyakki Shuu, doing nothing results in a sliding kick that must be blocked low. Pressing P or K results in attacks that can be blocked crouching, strangely enough. The other two moves (the Gou Sai and Gou Tsui) are throws. They can't be used on an opponent in the corner of the screen, and the Gou Sai can't be used against an airborne opponent. - You can use the Zenpou Tenshin to roll under attacks and through your opponent. - Akuma can be hit during the start of the Ashura Senkuu, but while moving, he is immune to all attacks except throws. Using "b,d,db" makes you warp backward, while "f,d,df" carries you forward. KKK makes you teleport further than PPP does. ------------------------------------------------------------------------ DAN HIBIKI ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Gadou Ken qcf + P Kouryuu Ken f,d,df + P Dankuu Kyaku qcb + K Shinkuu Gadou Ken qcf,qcf + P Hisshou Burai Ken qcb,qcb + K Kouryuu Rekka qcf,d,df + K Alpha Counter b,db,d + K while blocking - The Gadou Ken may have a limited range, but it can still negate other normal projectiles, like a Sonic Boom or Kikou Ken. - The range of the Shinkuu Gadou Ken increases depending on what level of SC power you use. - Dan can taunt an infinite number of times. ------------------------------------------------------------------------ M. BISON (aka "Vega" outside of the US) ------------------------------------------------------------------------ Deadly Throw b / f + MP / HP when close Psycho Shot Charge b,f + P Double Knee Press Charge b,f + K Head Press Charge d,u + K, then move b / f Somersault Skull Diver Press P after Head Press Somersault Skull Diver Charge d,u + P, move b / f, press P Vega Warp b,d,db / f,d,df + PPP / KKK Psycho Crusher Charge b,f,b,f + P Knee Press Nightmare Charge b,f,b,f + K Alpha Counter b,db,d + P while blocking - During the Vega Warp, using "b,d,db" makes you warp away from your opponent, while, "f,d,df" teleports you behind them. PPP makes you teleport closer to your opponent than KKK does. ======================================================================== 4. SECRETS AND TRICKS ======================================================================== ------------------------------------------------------------------------ PLAY AS THE HIDDEN CHARACTERS ------------------------------------------------------------------------ To play as a hidden character, go to the Character Select screen. Hold down the L and R shoulder buttons, move to the Random Select box (the box with the question mark on it), then enter the following codes: To play as Akuma - Tap b,b,b,d,d,d + XY or AB To play as M. Bison - Tap b,b,d,d,b,d,d + XY or AB To play as Dan Hibiki - Press Y,X,A,B,Y or Y,B,A,X,Y. The code to play as Dan can be done anywhere, not just on the Random Select box. There is an alternate method to play as M. Bison--set the game's difficulty to Level 5 or higher, then fight him and lose the battle. He will now be selectable without a code. However, this isn't permanent, so you'll have to do it all over again if you turn off your Saturn and want to play with him again later on. ------------------------------------------------------------------------ FIGHT THE HIDDEN CHARACTERS ------------------------------------------------------------------------ FIGHT AKUMA THE EASY WAY ------------------------------------------------------------------------ To fight against Akuma, start a new game and hold the L and R shoulder buttons. While holding them, pick any character (except Akuma) using the B button. Continue to hold L + R + B until the first round starts. If you lose the fight against Akuma, the game is over. If you win, you automatically get to see the credits. FIGHT AKUMA THE HARD WAY ------------------------------------------------------------------------ Start a new game and pick any character (except Akuma). Make sure to use any Punch button to select your character if you're on the first player side (or any Kick button if you're on the second player side). While playing the game, you must fulfill these requirements before reaching your 8th opponent: - Don't lose any rounds. - Get at least 10 Super Combo finishes. - Get at least 3 Perfect finishes. If you meet all the requirements, your 8th fight will take place in Akuma's stage. If you lose the fight against Akuma, the game is over. If you win, you automatically get to see the credits, and a gold star will appear next to the level of difficulty that you chose. Note that early copies of SFA may contain a glitch that crashes the game if you get to Akuma the hard way, AND if your boss would have normally been M. Bison. You'll have to reset the game or turn the power off and then on again to play. FIGHT DAN HIBIKI THE EASY WAY ------------------------------------------------------------------------ Start a new game and pick any character (except Dan). Once you've defeated your 5th, 6th, or 7th opponent, hold down the L and R shoulder buttons and hold Up on the directional pad. Continue to hold L + R + U until the next match starts, and Dan will interrupt your fight. If you beat him, the game progresses normally, (whomever you were supposed to fight will now challenge you). If you lose, you may continue, although you cannot fight Dan a second time. FIGHT DAN HIBIKI THE HARD WAY ------------------------------------------------------------------------ Start a new game and pick any character (except Dan). Don't lose any rounds, and at the end of each match, press and hold in any direction + PPP to select your win quote. Keep selecting the same win quote at the end of each match. At the start of your 6th match, Dan will interrupt your fight. RANDOMLY FIGHT DAN HIBIKI ------------------------------------------------------------------------ Play through a normal game and get a Master Ranking. If you beat the game without losing a round, you'll get a messate stating that "someone new has entered the fight." If you start a new game, there is a random chance that Dan will challenge you during the game while you're fighting against Adon. This trick won't work if you're playing as Dan, however. ABOUT THESE CODES ------------------------------------------------------------------------ It's possible to fight Dan and Akuma in the same game (using the Easy or Hard method for Dan and the Hard method for Akuma), but that means that you can't use Dan or Akuma as your character. Also, fighting against Dan does not count against the number of enemies you have to defeat in order to reach Akuma the hard way (although any Super Combo or Perfect victories will count). ------------------------------------------------------------------------ STORE THE HIDDEN CHARACTERS IN MEMORY ------------------------------------------------------------------------ To permanently enable Akuma, Dan, and M. Bison, you have to store them in the Saturn's memory. The requirements vary for each character: FOR AKUMA ------------------------------------------------------------------------ Fight Akuma the hard way. After defeating him, save your game. Akuma should now playable. FOR DAN HIBIKI ------------------------------------------------------------------------ Set the difficult to 8 (the hardest), and play a normal game. Get to Dan (either using the easy or hard methods), beat him, then lose to your next opponent. Continue, and play as Dan. Then beat the game using Dan, and save your game. Dan should now be playable. FOR M. BISON ------------------------------------------------------------------------ Set the difficult to 8 (the hardest), and play a normal game. You have to use a character who's final boss is M. Bison (that would include Akuma, Birdie, Charlie, Chun-Li, Guy, or Rose). Beat the game, then save it to memory. M. Bison should now be playable. ------------------------------------------------------------------------ TEAM BATTLE ------------------------------------------------------------------------ Start a new game in Arcade Mode, and at the Character Select Screen, don't select any characters. Instead, have the second player join in. Now, on the first player controller, highlight Ryu, hold the L shoulder button and tap Up twice. Release L, tap Up twice again, and press LP. On the second player's controller, highlight Ken and do the same thing, but use HP instead of LP. You don't have to do it at the same time that the first player does his code, but you have to have joined in before the first player starts entering his code. Finally, be sure to choose "Manual" mode for both characters. If you choose "Auto" it won't work. If you entered the code correctly, Ryu and Ken will fight each other at Akuma's stage. However, M. Bison will interrupt the fight, and now both characters will fight a computer-controlled M. Bison. Unlike normal battles, Ryu and Ken share life gauges and Super Combo gauges. They cannot hurt each other, but M. Bison can attack both of them at the same time. If you lose the battle, you can repeat it by having the first player select Ryu with LP, and the second player select Ken with HP, instead of re-entering the entire code. Once you beat M. Bison, the "Team Mode" option will appear on the main menu, allowing you to fight M. Bison as often as you like without entering the code. Note that you need two controllers plugged in, in order to choose Team Mode. ======================================================================== 5. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ CHAIN COMBOS ------------------------------------------------------------------------ In SFA, every character (except M. Bison) has chainable attacks. These are normal punches or kicks that can have their animations canceled into another attack. As an example, you can do Sodom's standing MK, then press HK, and he'll do that before the MK has completed. Note that this is different from linking attacks, where the animation of the first attack is completed before the second attack comes out. For example, try comparing Ryu's c MK -> s HK chain to his c MP -> c MK link. When chaining into the standing HK, it clearly cancels from the crouching MK into that attack. HOwever, when you try do do the c MP -> c MK link, you end up having to wait for the c MP to complete, then timing the c MK so that it hits before you opponent has recovered. Chainable attacks can be comboed into attacks of an equal or higher strength. So while Charlie could do c LK -> c LP -> s MP, he couldn't do c MP -> c LK. So which moves are chainable? Patrick Beja already has an excellent FAQ listing chainable and cancelable moves. You can get it in at GameFAQs (www.gamefaqs.com). Just look in the "Arcade" section, under "Street Fighter Alpha." ------------------------------------------------------------------------ SUPER COMBO GAUGE ------------------------------------------------------------------------ The Super Combo Gauge is found at the bottom of the screen. You can fill up the SC gauge by making attacks that miss (except LP and LKs), having those attacks hit, throwing, and by getting damaged. When you earn enough energy, you'll earn one level of SC power (up to three levels can be stored at a time). Super Combo energy can be carried over from round to round, but not battle to battle. So, what do you do with all those SC levels? Expend them on Alpha Counters or Super Combos, of course :) Super Combos are souped-up special moves that have a number of neat properties, most notably higher damage than other moves, and the ability to juggle opponents (for example, you could throw an opponent using Sodom, then juggle them with a well-timed Meido no Miyage, or do a crouching HK with Rose, then juggle with a Level 1 Aura Soul Spark or Level 1-3 Aura Soul Throw). Super Combos can be upgraded depending on how many SC levels you choose to expend when you perform them. If you want to use more than one level for a Super Combo, just perform it with two or three buttons. For example, a level 3 Bull Revenger would be (qcf,d,df + PP / KK). A Level 3 Crossfire Blitz would be performed as (Charge b,f,b,f + KKK). The more SC power you expend on a Super Combo, the stronger it becomes (more hits, damage, more startup invincibility, etc.) ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ All translations were done by yours truly. My Japanese is not that great, so there are undoubtedly some mistakes. Some translations were also based on information contributed by readers to my other FAQs. Moves are not listed more than once if more than one character has them. CHUN-LI ------------------------------------------------------------------------ Koshuu Tou Attacking Tiger Overthrow Ryuusei Raku Shooting Star Drop Kikou Ken Chi Fist Sen'en Shuu Spinning Circle Kick Tenshou Kyaku Ascension Kick Hyakuretsu Kyaku Hundred Rending Kicks Yousou Kyaku Eagle's Talon Kick Kaku Kyaku Raku Crane's Leg Drop Sankaku Tobi Triangle Hop Kikou Shou Chi Palm Senretsu Kyaku Thousand Rending Kicks Hazan Tenshou Kyaku Supreme Mountain Ascension Kick GUY ------------------------------------------------------------------------ Seoi Nage Over-the-Shoulder Throw Tsukami Nage Holding Throw Izuna Otoshi Izuna Drop Bushin Senpuu Kyaku "Bushin" Whirlwind Kick Bushin Izuna Otoshi "Bushin" Izuna Drop Izuna no Hiji Otoshi Izuna Elbow Drop Hayagake Rapid Running Hayagake: Kyuuteishi Rapid Running: Quick Stop Hayagake: Kage Sukui Rapid Running: Shadow Scoop Hayagake: Kubikari Rapid Running: Neck Cutter Bushin Gokusa Ken "Bushin" Imprisoning Chain Fist Hiji Otoshi Elbow Drop Kubi Kudaki Neck Crusher Kamaitachi Whirlwind Cut Bushin Hassou Ken "Bushin" Eight Paired Fists Bushin Gourai Kyaku "Bushin" Strong Lightning Kick - "Bushin" is the god of military arts. KEN MASTERS ------------------------------------------------------------------------ Jigoku Guruma Hell Wheel Tsukami Nage Holding Throw Jigoku Fuusha Hell Windmill Hadou Ken Surge Fist Shouryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Zenpou Tenshin Forward Roll Inazuma Kakato Wari "Flash of Lighting" Heel Splitter Shouryuu Reppa Rising Dragon Renderer Shinryuu Ken Divine Dragon Fist RYU ------------------------------------------------------------------------ Tomoe Nage Overhead Judo Throw Sakotsu Wari Collarbone Splitter Senpuu Kyaku Whirlwind Kick Shinkuu Hadou Ken Vacuum Surge Fist Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick SODOM ------------------------------------------------------------------------ Shogun Throw (emperor's follower) Throw Jigoku Scrape Hell Scrape Butsumetsu Buster Unlucky Day Buster Daikyou Burning Worst Luck Burning Kouten Okiagari Roll Backwards while Getting Up Tengu Walking (a type of demon) Walking Meido no Miyage A Present from Hades Tenchuu Satsu Death in the Midst of Heaven AKUMA ------------------------------------------------------------------------ Gou Hadou Ken Great Surge Fist Zankuu Hadou Ken Air-Slashing Surge Fist Shakunetsu Hadou Ken Scorching Heat Surge Fist Gou Shouryuu Ken Great Rising Dragon Fist Tatsumaki Zankuu Kyaku Tornado Sky-Slashing Kick Hyakki Shuu Evil Pandemonium Attack Hyakki Gou Zan Evil Pandemonium Great Slash Hyakki Gou Shou Evil Pandemonium Great Raid Hyakki Gou Sen Evil Pandemonium Great Edge Hyakki Gou Sai Evil Pandemonium Great Smash Hyakki Gou Tsui Evil Pandemonium Great Crush Ashura Senkuu (a type of demon) Air Flash Tenma Kuujin Kyaku Demonic Air Blade Kick Zugai Hasatsu Skull Destroyer Messatsu Gou Hadou Great Surge Deadly Attack Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack Tenma Gou Zankuu Demonic Great Sky Slashing Shun Goku Satsu Imprisoning Death Flash DAN HIBIKI ------------------------------------------------------------------------ Gadou Ken Self-Taught Fist Kouryuu Ken Shiny Dragon Fist Dankuu Kyaku Air-Cutting Kick Shinkuu Gadou Ken Shaking Sky Self-Taught Fist Hisshou Burai Ken Certain Victory Bandit Fist Kouryuu Rekka Shiny Dragon Conflageration ======================================================================== 6. AUTHOR'S NOTE ======================================================================== ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ Chris - Some of the move names and translations in this guide were taken from my other guides, which in turn, I had gotten from Chris' excellent site, Dash Taisen. You can visit it at . Jeffrey's J<->E Dictionary - As usual, I relied on this site for translating some of the Japanese move names--this is a pretty cool dictionary. NJStar - Not only does NJStar offer great Japanese word processors, you can also look up the translation for single or multiple kanji. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ Version 1.6 (February 17, 2001) - A complete rewrite using information from my other FAQs. The FAQ was shortened for brevity's sake, and unneeded stuff was removed. Version 1.5 - More minor corrections. Probably the last revision. Version 1.4 - Corrected the names of Dan's special moves. This FAQ is now found at www.gamefaqs.com, too. Version 1.3 - Minor corrections/changes. Quick Moves Sheet section removed. Somersault Justice and Hazan Tenshou Kyaku move commands altered. Version 1.2 - Corrections concerning the Jagaur Assault and Shinryuu Ken were made. Dan's new winning pose added to the Miscellaneous section. Chun-Li's double-hit Roundhouse included in the Game Engine section, as well as more detailed information concerning two-in-ones. Instructions on fighting Dan (the hard way) added to the Hidden Warriors section. Version 1.1 - Minor corrections made. Information about the multiple endings was also added, as well as how to put the hidden warriors in the Saturn's internal memory. Version 1.0 - The first version. Mostly complete, but missing some information about the hidden characters. Unpublished work Copyright 1995-2001 Chris MacDonald