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Unpublished work Copyright 1995-2001 Chris MacDonald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 <kmegura (at) yahoo (dot) com>. 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 <
[email protected]>
- 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 <www.dashtaisen.com>.
Jeffrey's J<->E Dictionary <
http://www.linear.mv.com/cgi-bin/j-e/>
- As usual, I relied on this site for translating some of the Japanese
move names--this is a pretty cool dictionary.
NJStar <www.njstar.com/>
- 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