NEW IMPROVEMENTS
- Throws: throws are no longer merely F + P or K. They have been changed to F + 2P or 2K, this way you cannot mistake a throw when you wanted a punch.
- Alpha Counter: unlike the previous 2 Alpha games, Alpha Counters are performed by B, F + P + K of the same strength. Another difference is that it takes up 2 Super Bars, not just one.
- Major Counters: this is performed by tapping HP + HK. The counter takes more off than Alpha Counters.
- Super Meter (ISM): you now start off with a full Super Meter, the problem is that once you use it, it is slower to build it up again. There are 3 modes you may select to use:
- X Mode (X-ISM): you have one Super Bar and may only use one preselected Super Combo. Your character will do more damage than in any other mode as well as having a larger Block Meter.
- Variation Mode (V-ISM): based for Custom/Original Combo users, you may air block and Alpha Counter, but you cannot use Super Combos.
- Zero Mode (Z-ISM): the Super Meter you are familiar with. 3 levels of Super Bars, and you may do everything you did in the previous 2 games. In this mode, your character will do less damage than any other mode.
- Block Meter: there is a meter under your health bar which determines how long you can block. When you do block, the meter decreases, just like you were hit. If the meter diminishes, your character's guard is crushed and becomes dizzy. Once you recover from a guard crush, your meter will be smaller than before and so on until the end of the round. You can restore your meter by hitting the your opponant or wait for it to slowly refill.
- Super Combos: the strength of the button used with the Super Combo affects the number of Super Bars used (ex. LP uses 1 Super Bar and HP uses 3 Super Bars). When playing against a character with a Super Combo that requires repeatidly tapping of the buttons (Ken's Shin Ryuken), you may reduce the damage your character takes by doing the same. This might reduce the damage to 10%.
- Custom Combos: to perform a begin a custom combo, tap a P + K of the same strength. LP + LK is similar to Alpha, MP + MK or HP + HK allows you to move around freely. You must have at least 50% of your V-ISM Super Bar. The Bar runs out slower than Alpha and the shadows behind your character will contribute to the hits.
- Safe landing: performed by tapping 2P while on the way down.
- Quick recovery: if your character has already hit the ground, tap 2K to get back to your feet quickly.
- Launchers: some charcters have moves that pick their opponants off the floor. NOTE: this is not the same as in the crossover games but sets up for juggling.
- Launch recovery: if your character is launched, tap 2P to to recover and block the attack or counter attack.
CHARACTERS
From SFA2:
| From SSF2:
|
Ryu
| Rose
| Cammy
|
Ken
| M.Bison
| Vega
|
Akuma
| Charlie
| Edmund Honda
|
Adon
| Sodom
| Blanka
|
Guy
| Birdie
| New:
|
Sagat
| Dan
| Karin
|
Sakura
| Rolento
| Cody
|
Dhalsim
| Zangief
| Rainbow Mika
|
MOVES
Ryu
UNIQUE MOVES
Overhead Punch: F + MP
Hop Kick: F + MK
Elbow Thrust: F + HP (X-ISM only)
SPECIAL MOVES
Fireball: D, DF, F + any punch
Fake Fireball: D, DF, F + start
Huricane Kick: D, DB, B + any kick
Dragon Punch: F, D, DF + any punch
SUPER MOVES
X-ISM
Vacuum Fireball: D, DF, F, D, DF, F + any punch
Z-ISM
Vacuum Fireball: D, DF, F, D, DF, F + any punch
Vacuum Hurricane Kick: D, DB, B, D, DB, B + any kick
Shin Ryuken: D, DF, F, D, DF, F + any punch (level 3)
[Top]
Ken
UNIQUE MOVES
Axe Kick: F + MK
Roundhouse: F + HK
SPECIAL MOVES
Fireball: D, DF, F + any punch
Dragon Punch: F, D, DF + any punch
Hurricane Kick: D, DB, B + any kick
SUPER MOVES
X-ISM
Shoryu Reppa: D, DF, F, D, DF, F + any punch
Z-ISM
Shoryu Reppa: D, DF, F, D, DF, F + any punch
Shin Ryuken: D, DF, F, D, DF, F + any kick
Shippu Jinrai Kyaku: D, DB, B, D, DB, B + any kick (level 3)
[Top]
Adon
UNIQUE MOVES
Jutting Kick: DF + MK
Jaguar Crunch: F + MP
SPECIAL MOVES
Jaguar Kick: B, D, DB + any kick (Z-ISM and V-ISM only)
Rising Jaguar: F, D, DF + any kick
Jaguar Tooth: F, DF, D, DB, B + any kick
SUPER MOVES
X-ISM
Jaguar Assault: D, DF, F, D, DF, F + any punch
Z-ISM
Jaguar Assault: D, DF, F, D, DF, F + any punch (hold)
Jaguar Revolver: D, DF, F, D, DF, F + any kick
[Top]
Chun Li
X-ISM
UNIQUE MOVES
Lightning Kick: any kick (rapidly)
SPECIAL MOVES
Kioken: charge B, F + any punch
Spinning Bird Kick: D, DF, F + any kick
Tensho Kyaku: charge D, U + any kick
SUPER MOVES
Thousand Burst Kick: charge B, F, B, F + any kick
Z-ISM
UNIQUE MOVES
Lightning Kick: any kick (rapidly)
SPECIAL MOVES
Kioken: B, DB, D, DF, F + any punch
Senen Kyaku: D, DB, B + any kick
Tensho Kyaku: charge D, U + any kick
SUPER MOVES
Thousand Burst Kick: charge B, F, B, F + any kick
Kikoshou: D, DF, F, D, DF, F + any punch
Hasan Tenshou Kyaku: charge DB, DF, DB, U + any kick
[Top]
Cody
Note:
In V-ISM, Cody will dodge most high and mid attacks automatically when blocking.
UNIQUE MOVES
Gut Punch: F + MP
Jump Kick: F + HK
Glean Knife: D + 2P
SPECIAL MOVES
Criminal Upper: D, DB, B + any punch
Raffian Kick: D, DF, F + any kick
Bad Stone: D, DF, F + any punch (hold, release)
Bad Spray: B, DB, D + any punch (after knockdown or air block)
Knife Throw: D, DF, F + any punch (must have knife)
SUPER MOVES
X-ISM
Final Destruction: D, DF, F, D, DF, F + any punch
Note: After the Super Combo, Cody will be in a mode similar to Final Fight. There will only be one attack button and by repeatedly tapping it, Cody will do an Auto Combo. This mode ends after a period of time or if he gets hit.
Z-ISM
Final Destruction: D, DF, F, D, DF, F + any punch
Dead End Irony: D, DF, F, D, DF, F + any kick
[Top]
Rainbow Mika
SPECIAL MOVES
Furaingu Bichi: D, DB, B + any punch
Daydream Head Rock: 360 + any kick (rapidly)
Paradise Hold: 360 + any punch
Wing Resueapuren: F, DF, D, DB, B + any punch (must be in air)
SUPER MOVES
X-ISM
Satein Zupi Chi Special: D, DF, F, D, DF, F + any kick,
any punch,
Moonsault Press: any punch
Missile Kick: any kick
Wing Resueapuren: F + any punch
Paradise Hold: F + any kick
any kick, any punch or kick,
Spin Lariat: any punch
Spin Drop Kick: any kick
Rainbow Suplex: F + any punch
Daydream Head Rock: F + any kick
Z-ISM
Satein Zupi Chi Special: D, DF, F, D, DF, F + any kick (see above)
Rainbow Hit Rash: D, DF, F, D, DF, F + any punch
Hebunri Dynamite: 720 + any punch (rapidly)
[Top]
Karin
SPECIAL MOVES
Hou Shou: F, D, DF + any punch
Mujin Kyaku: F, D, DF + any kick
Ressen Chou: B, D, DB + any punch, any punch
Ressen Ha: D, DF, F, UF + any kick
Yashagaeshi: D, DB, B + any kick or any punch
Special Grab: B, DB, D, DF, F, UF, U + any kick
Red Lotus Fist: D, DF, F + any punch,
F + any punch
DF + 2 punches
B + any punch
any kick
F + any kick
D + any kick
U + any kick
any punch,
any punch
F + any punch
DF + 2 punches
B + any punch
F + any kick
SUPER MOVES
X-ISM
Kanzukiryu ShinPukaibyaku: D, DF, F, D, DF, F + any punch
Z-ISM
Kanzukiryu ShinPukaibyaku: D, DF, F, D, DF, F + any punch
Kanzukiryu Houhouken: D, DF, F, D, DF, F + any kick
[Top]
Dee Jay
UNIQUE MOVES
Flying Knee: D + LK (in air)
SPECIAL MOVES
Air Slasher: charge B, F + any punch
Rolling Sobat: charge B, F + any kick
Machine Gun Upper: charge D, U + any punch, any punch
Jacknife Maximum: charge D, U + any kick (X-ISM and V-ISM only)
SUPER MOVES
X-ISM
Carnival Hook Kick: charge B, F, B, F + any kick
V-ISM
Carnival Hook Kick: charge B, F, B, F + any kick
Theme of Sunrise: charge DB, DF, DB, UB + any kick
Superr Machine Gun Upper: chargee DB, DF, DB, UB + any punch
[Top]
Balrog
UNIQUE MOVES
Turn Punch: 3P (hold, release)
SPECIAL MOVES
Dash Straight: charge B, F + any punch
Low Dash Straight: charge B, DF + any punch (Z-ISM and V-ISM only)
Dash Upper: charge B, F + any kick
Low Dash Upper: charge B, DF + any kick (Z-ISM and V-ISM only)
Buffalo Head: charge D, U + any punch (Z-ISM and V-ISM only)
SUPER MOVES
X-ISM
Crazy Buffalo: charge B, F, B, F + any punch or kick
Z-ISM
Crazy Buffalo: charge B, F, B, F + any punch
Gigaton Punch: charge B, F, B, F + any kick (Level 3)
[Top]
Akuma
SPECIAL MOVES
Gou Hadouken: D, DF, F + any punch (air)
Red Gou Hadouken: F, DF, D, DB, B + any punch
Gou Shoryuken: F, D, DF + any punch
Tatsumaki Zankukyaku: D< DB, B + any kick (air
Ashura Warp: F, D, DF + 3K or B, D, DB + 3P or 3K
Hundred Demon Somersault: D, DF, F, UF + any punch,
- Slide Kick: nothing
- Punch Attack: any punch
- Body Drop: any kick
- Overhead Knee Smash: F + any punch
- Rolling Air Drop: F + any kick
SUPER MOVES
X-ISM
Shun Goku Satsu: LP, LP, F + LK, HP
Z-ISM
Shun Goku Satsu: LP, LP, F + LK, HP (Level 3)
Messatsu Gou Shoryu: D, DF, F, D, DF, F + any punch
Messatsu Gou Hadou: F, DF, D, DB, B, F, DF, D, DB, B + any punch
Tenma Gou Zanku: D, DF, F, D, DF, F + any punch (must be in air)
[Top]
Birdie
UNIQUE MOVES
Bull Horn: 3P or 3K (hold, release)
SPECIAL MOVES
Bull Head: charge B, F + any punch
Murderer Chain: F, D, B, U or 360 + any punch
Bandit Chain: F, D, B, U or 360 + any kick
SUPER MOVES
X-ISM
The Birdie: charge B, F, B, F + any punch or kick