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// STREET FIGHTER ALPHA 2 //
// SUPER NINTENDO //
// SUPER->SUPER + GLITCHES FAQ VERSION 1.0 BY nIwSe (02ND MAY 2001) //
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// CONTENT //
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Introduction
Version History
What's A Super->Super?
Explanation Of Terms
The Fighters' Super->Super
How To Practice
KO Glitches
Rose's Freeze Frame Glitch
Other Glitches
Conclusion
Who To Contact?
Credits
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// INTRODUCTION //
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As a loyal supporter of the Super Nintendo (SNES), my copy of Street
Fighter Alpha 2 (SFA2) still remains on top of my play list. Ever since I
bought it over a year ago, the more I played, the more discoveries I
made. So dust off your old SNES, SFA2 cart and experience how SFA2 for
the SNES should be played.
Although, SNES version of SFA2 is considered the weakest among all the
different versions. It is still highly playable, mainly due to the fact
that some of the Super->Super are unique to SNES.
This FAQ has certainly come a long way, Intentionally, this FAQ covers
only Super->Super. But grows into one that contains a few glitches as
well. Thus, it's only fair that I give the glitches where credit is due.
Therefore this FAQ is renamed to SUPER->SUPER + GLITCHES FAQ.
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// VERSION HISTORY //
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02nd May 2001
v1.0 - Added Akuma's Custom Combo Glitch in Other Glitches section.
Added Alpha Counter Combo Meter Glitch in Other Glitches section.
Changed email address in Who To Contact section.
28th Apr 2000
v0.9 - Renamed the FAQ.
Added some words to the Introduction section.
Follow-up on Rose's Freeze Frame Glitch section.
Jason Fuller's Super->Super for Dan.
New section on Other Glitches.
Remove Is That All? section.
Added Conclusion section.
Minor corrections here and there.
04th Jan 2000
v0.8 - Added in dates in the Version History section.
Added 4 more Sagat's Super->Super.
Included a help guide in How to Practice section.
Added 1 more Gen's Super->Super.
Removed Ryu's KO glitch.
Added list of characters who have Super->Super.
Added Rose's Freeze Frame Glitch section.
Contributions from Jason Fuller. (See Credits section)
30th Nov 1999
v0.7 - Mini-revamp of the FAQ including change of layout and corrections.
Added more Charlie's Super->Super, contributed by Cletus Kasady.
Added Ryu's KO glitch.
25th Nov 1999
v0.6 - Added Akuma's Super->Super.
Did some minor corrections, here and there.
Finally did a spell check.
23rd Nov 1999
v0.5 - Followed up on some pointers for certain Super->Super.
Added Rose's KO glitch.
Did some minor touch up on some of the sections.
Changed Version History section. *gasp*
22nd Nov 1999
v0.4 - Added a new section and more words.
Did some minor corrections.
19th Nov 1999
v0.3 - Added Katana's (Sodom) Super->Super.
Added more words to boost up the file size.
17th Nov 1999
v0.2 - Added the conditions for the combos to work.
Changed the layout of the FAQ.
Added more words to boost up the file size.
15th Nov 1999
v0.1 - First draft up.
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// WHAT'S A SUPER->SUPER? //
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After you perform a super move, you can link to another super move.
Mainly use for showing off.
You must be quite good at performing super moves otherwise you will have
troubles doing the Super->Super. A good gauge of how good your standard
should stand is that you are able to do Ryu's Super->Super consistently.
Some of the Super->Super moves can be done only on the SNES version.
The basic requirements of the entire Super->Super are
1) The first super move must connect the opponent for the entire hits.
2) After the animation for the first super move ends, the second super
move must come out immediately. Timing is the key.
3) The second super move usually juggles the opponent. Thus not all the
hits of the super move will connect.
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Characters Who Have Super->Super
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Akuma
Charlie
Chun-Li
Dan
Gen
Katana
M.Bison
Ryu
Sagat
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Characters Who Do Not Have Super->Super
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Adon
Birdie
Dhalsim
Guy
Ken
Rolento
Rose
Sakura
Zangief
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// EXPLANATION OF TERMS //
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Please note that I use CooperTeam's FAQ on the SNES version of SFA2 for
names of the super moves. So please refer to the FAQ as to how to
perform the super moves. You can get his FAQ at www.gamefaqs.com/.
Remember to search under SNES section and not the arcade section.
Of course, the latest version of this FAQ can be found there too.
A typical Super->Super can be either:
1) L1 <Super Move> -> L1 <Super Move>
2) L2 <Super Move> -> L1 <Super Move>
3) L1 <Super Move> -> L1 <Super Move> -> L1 <Super Move>
Legends:
L1 - level 1
L2 - level 2
-> - followed by
<Super Move> - name of the super move
For Super->Super of this type: L1 <Super Move> -> L1 <Super Move>,
it is possible to substitute L1 for L2. Therefore you can do
L1 <Super Move> -> L2 <Super Move> OR L2 <Super Move> -> L1 <Super Move>.
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// THE FIGHTERS' SUPER->SUPER //
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Akuma
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1) L1 Super Fireball -> L1 Super Air Assault
* Opponent must be a full screen distance away.
* After performing the Super Fireball, move Akuma towards the opponent
by pressing forward.
* When Akuma is at the mid-point of the screen, the Super Fireball will
hit the opponent.
* Make Akuma jump towards the opponent. Immediately after the Super
Fireball connects all the hits, perform the Super Air Assault.
Remember that Akuma must still be in the air when performing the Super
Air Assault.
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Charlie
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1) L1 Cross Fire Blitz -> L1 Cross Fire Blitz
* The opponent must be trapped in the corner OR the opponent must be
pushed to the corner by the first Cross Fire Blitz.
* The second Cross Fire Blitz will only hit the opponent once.
2) L1 Cross Fire Blitz -> L1 Somersault Justice
* The opponent must be trapped in the corner OR the opponent must be
pushed to the corner by the Cross Fire Blitz.
3) L1 Sonic Barrage -> L1 Cross Fire Blitz
* The opponent must be trapped in the corner.
* The Sonic Barge must hit the opponent twice.
4) L1 Sonic Barrage -> L1 Somersault Justice
* The opponent must be trapped in the corner.
* The Sonic Barge must hit the opponent twice.
5) L1 Sonic Barrage -> L1 Cross Fire Blitz -> L1 Cross Fire Blitz
* The opponent must be trapped in the corner.
* The Sonic Barge must hit the opponent twice.
* The second Cross Fire Blitz will only hit the opponent once.
6) L1 Sonic Barrage -> L1 Cross Fire Blitz -> L1 Somersault Justice
* The opponent must be trapped in the corner.
* The Sonic Barge must hit the opponent twice.
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Chun-Li
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1) L1 Chaos Kick -> L1 Super Fire Blast
* The opponent must be trapped in the corner OR the opponent must be
pushed to the corner by the Chaos Kick.
2) L1 Chaos Kick -> L1 Air Kick Assault
* The opponent must be trapped in the corner OR the opponent must be
pushed to the corner by the Chaos Kick.
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Dan
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1) L2 Super Fire Attack -> L1 Super Fire Attack
* The opponent must be trapped in the corner.
2) L2 Super Fire Attack -> L1 Super Uppercuts
* The opponent must be trapped in the corner.
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Gen
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1) L1 Shadow Rush (Mantis Style) -> L1 Crane Strike (Crane Style)
* The opponent must be trapped in the corner.
* After the Shadow Rush hits, quickly change to Crane Style during the
animation for the Shadow Rush.
* Gen will now be in the corner. Before the opponent falls to the
ground, perform the Crane Strike.
* The Crane Strike will not add to the combo meter.
2) L1 Mad Claw (Crane Style) -> L1 Crane Strike (Crane Style)
* Gen must be in corner.
* Opponent must be BETWEEN "half screen" TO "half screen plus one
character" distance from Gen.
* Jump up and do the Mad Claw.
* When the SECOND hit of the Mad Claw hits the opponent, watch the
opponent carefully. The opponent should fall at about the same place
where Gen lands. Before the opponent falls to the ground, perform the
Crane Strike.
* If the opponent does not fall at about the same place where Gen lands,
you have to position the opponent again.
* The Crane Strike will not add to the combo meter.
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Katana
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1) L2 Super Pummeler -> L1 Super Pummeler
* The opponent must be trapped in the corner OR the opponent must be
pushed to the corner by the first Super Pummeler.
* For certain opponents like Sagat, Zangief or Dhalsim, the second Super
Pummeler will juggle the opponent 3 times. Otherwise, for other
characters, 2 hits.
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M.Bison
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1) L1 Knee Press Assault -> L1 Psycho Crusher
* The opponent must be trapped in the corner.
* If you substitute a L2 Psycho Crusher after the L1 Knee Press Assault,
then the opponent does not have to be cornered.
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Ryu
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1) L1 Super Hurricane -> L1 Super Fireball
* The opponent must be trapped in the corner,
* After the Super Hurricane, watch Ryu carefully. Immediately after his
feet touches the ground, perform the Super Fireball.
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Sagat
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1) L1 Tiger Raid Assault -> L1 Tiger Genocide
* The opponent must be trapped in the corner OR the opponent must be
pushed to the corner by the Tiger Raid Assault.
2) L1 Tiger Raid Assault -> L1 Tiger Cannon
* This Super->Super can be perform anywhere.
* The Tiger Cannon will only hit the opponent once.
3) L1 Tiger Cannon -> L1 Tiger Cannon
* Opponent must be a full screen distance away.
* After the first Tiger Cannon hits, the second Tiger Cannon must be out
as soon as the combo meter shows 4 hits. Timing must be tight.
4) L1 Tiger Cannon -> L1 Tiger Raid Assault
* Opponent must be a full screen distance away.
* After the Tiger Cannon hits, the Tiger Raid Assault must be out as
soon as the combo meter shows 4 hits. Timing must be tight.
5) L1 Tiger Cannon -> L1 Tiger Cannon -> L1 Tiger Cannon
* Opponent must be a full screen distance away.
* After the first Tiger Cannon hits, the second Tiger Cannon must be out
as soon as the combo meter shows 4 hits. The third Tiger Cannon must
be out as soon as the combo meter shows 8 hits. Timing must be tight.
6) L1 Tiger Cannon -> L1 Tiger Cannon -> L1 Tiger Raid Assault
* Opponent must be a full screen distance away.
* After the first Tiger Cannon hits, the second Tiger Cannon must be out
as soon as the combo meter shows 4 hits. The Tiger Raid Assault must
be out as soon as the combo meter shows 8 hits. Timing must be tight.
7) L1 Tiger Cannon -> L1 Tiger Raid Assault -> L1 Tiger Cannon
* Opponent must be a full screen distance away.
* After the Tiger Cannon hits, the Tiger Raid Assault must be out as
soon as the combo meter shows 4 hits. Timing must be tight.
* The second Tiger Cannon will only hit the opponent once.
8) L1 Tiger Cannon -> L1 Tiger Raid Assault -> L1 Tiger Genocide
* Opponent must be a full screen distance away.
* Opponent MUST be in the corner.
* After the Tiger Cannon hits, the Tiger Raid Assault must be out as
soon as the combo meter shows 4 hits. Timing must be tight.
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// HOW TO PRACTICE //
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Since the SNES's version does not have a practice mode, the best way to
practice is to
1) Go to Option Mode
- Set Time Limit to infinity
- Set Max Round to 5
- Set Damage Level to 1 star
- Set Game Speed to Normal
- Set Automatic to Off
2) Exit
3) Go to Versus Mode
- Set Damage Level to 1 star
Now, by using this setting, you get the most possible rounds, the least
possible damage and infinite time.
Since you now control 2 characters, you can use Player 1 to practice and
reduce the opponent's life meter to bare minimum. Then take control of
Player 2 and carry on practicing on Player 1
Next is the problem of building up the super meter. The easiest way is of
course to keep tapping Fierce or Roundhouse. This may take more than 30
seconds to fill the super meter completely.
The fastest way is to use the tap/short version of any special moves. But
make sure that the special moves do not cause any damage to the dummy
opponent. (Fireball is definite a no-no.) Using this method, you can fill
up the super meter in less than 30 seconds.
You may need to set the Game Speed to Normal.
The reason is that I performed the entire Super->Super using this
setting. However, I believe that if you set the Game Speed to
Turbo1/Turbo2, the Super->Super still work.
Set the Game Speed to Turbo2 at your own risk. The frame rate is terrible
and most importantly the whole game becomes unplayable.
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Help Guide
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All Super->Super have been tested and proven to work. But I cannot
confirm that all will work against all characters. If you have problems
pulling off the Super->Super, here is what I can advise.
1) You are not doing it fast enough. This is especially true for Sagat's
Super->Super that starts with a Tiger Cannon. The timing for the
second super move is a pain to pull out.
2) Try using a different character to practice on. If you think you are
right on the timing but the second super move refuses to connect,
change to a different opponent.
3) Rest and try again later. (Sometimes this helps.)
4) Jason Fuller told me that if player 2 is using Sagat, Sagat's
super->super may not work properly.
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// KO GLITCHES //
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Before I get on to it, there are a few things you should know when you
KOed an opponent.
1) You can still control your character for a second or two.
2) During this short period of time, your character can still punch,
kick, jump and do overhead moves.
3) However you cannot perform any special moves or super moves.
4) You cannot hit your KOed opponent to add more hits to the combo
meter, even if the punch/kick clearly connects to your opponent.
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Jumping KO Glitch
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After you KOed your opponent, force your character to jump over the
fallen opponent and onto the other side and then jump back. Keep doing
this. What happens is that you can control your jumping character for
infinite time. The game will not proceed until your character stops
jumping over the opponent.
You may need to use characters with good jumping ability like Guy to get
the hang of it. Also if the KOed opponent lands in the corner, the glitch
cannot work. The glitch works for all characters.
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Rose's KO Glitch
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You have to be controlling Rose and have at least 1 super meter filled.
Reduced the opponent's life meter to bare minimum. Stand close to the
opponent, preferably with the opponent in the corner. Perform Rose's
super move, Soul Illusion, any level will do. Do crouching jabs till
opponent is KOed. Immediately after the KO message appears, do a
crouching Fierce. Hey, what did you know? You can carry on juggling your
opponent in the air with jumping punches/kicks or any normal moves that
launches the opponent up in the air. And wait, there is more. All the
hits will add to the combo meter.
The glitch will stop when the Soul Illusion wears out or the opponent
lands on the ground or when you are unable to control Rose anymore. This
glitch can be perform anywhere on the screen but it is easier to try in
the corner first.
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// ROSE'S FREEZE FRAME GLITCH //
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How To Do The Glitch
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1) You must be controlling Rose.
2) Opponent must be a full screen distance away.
3) Throw a jab Soul Spark.
4) When the jab Soul Spark hits the opponent, immediately do a Aura Soul
Spark or Aura Soul Throw.
5) If done correctly, the screen will turn and remain dark. If you did a
Aura Soul Spark, the projectile will not appear.
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How To Tell The Freeze Frame Glitch Is Done Correctly
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1) Opponent freezes.
2) You can still control Rose.
3) Timer stops counting down.
4) Background turns dark.
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What You Can Do During The Freeze Frame Period
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1) Control Rose.
2) Inflict damage on the opponent until opponent is dizzy. At the point
where you cannot inflict any more damage to the opponent, when you
undo the glitch, you will see that the opponent will be dizzied
instantly.
3) Build up the super meter.
4) Be warned, sometimes the game will lock-up during the freeze frame
period.
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How To Undo The Glitch
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1) Perform any super moves or custom combo.
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Side Effects
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1) If you undo the glitch with Soul Illusion, Rose may become
"corrupted". You know Rose is "corrupted" when you undo the glitch
with Soul Illusion, there are no shadows following Rose.
The effects are:
Rose will be push much further back from the opponent with every
attack. Making basic combo jump attack->normal attack->special move
impossible to pull off.
Rose cannot build up the super meter. The only way to build up the
super meter is to do jumping fierce/roundhouse.
Rose cannot do any Soul Spark. In order to do a Soul Spark, Rose need
to do a Soul Reflect or Soul Throw first.
Rose cannot execute Soul Illusion.
If Player 1 controls Rose with this property, and Player 1 changes to
another character, this new character will retain this weird property.
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Fun Things To Do With The Glitch
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1) Turn the background darker and darker until completely black.
To do this,
- You need to reduce opponent life meter.
- Perform the freeze frame glitch.
- KOed opponent during freeze frame.
- The game will move on. Therefore you do not need to undo the
glitch.
- When the next match starts, the background remains dark.
You can do this for a total of 3 times. For the 3rd time, the
background will be totally black.
2) Spot lights
Just do the above trick twice. The shadows of the characters will
look like spot lights shinning on them. Load up your sound system with
disco music, turn up the volume and fight! (^_^)
3) Weird Combos
Get a "corrupted" Rose. See sub-section "Side Effects". Usually, I
find that using Rose vs. Rose in a match up tends to produce a
"corrupted" Rose easier. After you got a "corrupted" Rose, finish the
match and switch to another character. Do not reset your SNES. The new
character you choose will retain the "corrupted" properties. There are
weird combos you can do.
The most interesting is Ryu's 6 hit hurricane kick combo. Using
"corrupted" Ryu, with opponent in corner.
jumping strong -> crouch strong -> roundhouse Hurricane Kick
(2 hits) (1 hit) (3 hits)
Furthermore, you can replace the crouch strong with a crouch
roundhouse. The roundhouse will not knock down the opponent. However,
you need to position the opponent a few steps away from the corner and
jump in from mid-screen. It's kind of hard to get the position right
but it's possible.
Also using other "corrupted" characters also produce some weird
combos. I discovered that using "normal move 2 into 1
fierce/roundhouse version of special moves" tends to give strange
results.
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// OTHER GLITCHES //
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Birdie/Katana/Zangief's Max Combo Meter Glitch
--------------------------------------------------------------------------
1) You need to be in Arcade Mode and have to be controlling Birdie,
Katana or Zangief.
2) Build up your super meter.
3) Stand close to the opponent.
4) Activate custom combo.
5) Do about 2-3 standing short and immediately into a 360 + punch/kick
move. The 360 move must still be in custom combo mode when you execute
it. All the moves have to connect including the 360 move.
6) Notice that the combo meter shows 2-3 hits before you do the 360 move
and the 360 move does not add on to the combo meter.
7) Finish the match WITHOUT doing any more combo or using any moves that
hit twice or more. You may want to set the number of rounds to 1.
8) After you WIN the match, wait for the match summary screen. The max
combo figure will show 1 hit. But didn't you just did a 2-3 hits
custom combo? Apparently, the 360 move cancelled the combo meter
during the custom combo mode.
9) The glitch will not work with Katana's 360 + kick move.
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Akuma's Custom Combo Glitch
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1) Using Akuma, build up your super meter to at least level 2.
2) Jump up and activate custom combo.
3) While in the air, immeditately perform Super Air Assault. Yes, you
can perform a super in custom combo mode.
4) With your super meter filled up to level 3, you can do at most a
level 2 Super Air Assault.
5) If you KOed an opponent using this glitch, the KOed screen behaves
like as you KOed an opponent using custom combo.
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Alpha Counter Combo Meter Glitch
--------------------------------------------------------------------------
1) This is abit hard to do. So I will explain with an example and you
can try out with other characters.
Go to Option Mode
- Set Difficulty to 8 stars
- Set Time Limit to infinity
- Set Max Round to 5
- Set Damage Level to 1 star
- Set Game Speed to Normal
Go to Arcade Mode and choose Charile in a 1 player mode.
Play until you reach Dan. Now you are set to do the glitch.
2) Make sure BOTH you and the computer controlled Dan have the super
meter filled up to at least level 1.
3) Back yourself to the corner and wait for Dan to come over.
4) Wait for an opening to do 2 hit combo using
standing jab -> standing short
AND THEN IMMEDITATELY BLOCK.
5) What you want is for DAN to immeditately to do a Super Fire Attack.
If Dan does not perform the super, repeat step 2 to step 4.
6) When Dan does the Super Fire Attack, immeditately perform an Alpha
Counter.
7) Now look at the combo meter, you have just done a 3-hits combo.
1 hit (standing jab) + 1 hit (standing short) + 1 hit (Alpha Counter)
8) This is what I think happens
- Characters used is irreverent. However, please follow the example
described above to get a general idea how the glitch work.
- The character at the corner (opponent A) when attacking opponent B,
must end the combo with a jab/strong/short/forward and then block.
- Opponent B must immeditately do a super move.
- Opponent A must immeditately counter with an Alpha Counter.
9) In other words, if you repeat step 2 to step 6, instead of
standing jab -> standing short
you can do just a standing jab and block. In this case, you will get
a 2-hits combo.
1 hit (standing jab) + 1 hit (Alpha Counter)
Just remember than you can use any combination of jab/strong/
short/forward, as long as you can chain them up together.
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// CONCLUSION //
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Well, that's it. I won't include any Special->Super moves or
Super->Special moves. There's quite a few and it's up to you to
discover them. I certainly enjoy doing this FAQ.
If you discover any more Super->Super or glitches, by all means, send
them it.
On a final note, I'll like to thank Jason Fuller who has helped quite a
lot on this FAQ and all those who have been following this FAQ all this
while.
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// WHO TO CONTACT? //
//////////////////////////////////////////////////////////////////////////
Send queries/comments/corrections/doubts to
[email protected]
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// CREDITS //
//////////////////////////////////////////////////////////////////////////
CooperTeam - His SNES SFA2 FAQ.
Cletus Kasady - Charlie's Super->Super #3, #4, #5 and #6.
Jason Fuller - Explain Ryu's KO custom combo juggle is not a glitch but
just a normal property of custom combos.
- His M.Bison's L1 Knee Press Assault -> L2 Psycho Crusher
"uncornered" property.
- Just about everything on Rose's Freeze Frame Glitch.
- Dan's Super->Super #1 and #2.