cr.- Super cancelable into her Senretsu (kick super). Start Game. The same applies here in A2, however there are some differences, it revolves around spacing. Spielprinzip. This is actually better than the Up Kicks CC because it does more damage. She has a charge fireball (hold b, f + P) instead of a fireball motion, and because of that she loses much of her pressure potential, as she cannot move forward and cancel a move into a fireball. If they jump at you, you can easily anti-air with crouching Roundhouse, standing fierce, standing roundhouse, Kikosho, etc. Do a jumping roundhouse while activated, and when you land immediately go into her roundhouse Rising Kicks. As an anti-air, Chun has better options than to Punch AC, but the Punch AC is still good to use in situations where you know her Kick AC would whiff completely (like vs. shoto Hurricane Kick CCs). They are just ridiculously easy to do (no timing involved whatsoever), they do more than above average damage even at level 1, and she can land them very easily. vega: como le hago para sacar sus super especiales guille: como saco sus super especiales sagat: como hago el moviento en que a sagat le brilla el pecho y carga poder akuma_ como hago esa tecnica en el que el agarra al oponente y le pega mucho gracias It a good meaty when your opponent is getting up and can link into her cr.LK if it hits. The damage is comparable, but there is less likely chance of messing up. Rose has possibly the best alpha counter in the game in her punch alpha counter. Keep in mind, this will not work if your opponent does crouch block after neckbreaker as they'll be able to block the up-kicks like normal. Chun wants to remain in Sodom's face and keep attacking him with her crouching forward's range, always canceling into Kikoken to keep him blocking. Street Fighter Alpha 2, known as Street Fighter Zero 2 in Japan, Asia and South America, is a 1996 fighting game originally released for the CPS II arcade hardware by Capcom. Axe Kick a.k.a. Choose your favorite character and make your moves, fighting in numerous duels against powerful warriors, such as Ryu, Ken, Chun-Li, Sagat, M. Bison and many others. The Valle Custom Combo applies to all characters and is something every player should know. If Zangief does manage to get in on you, custom combo your way out to avoid any Pile Driver set ups. Congratulations. Finally, her standing strong works as an unexpectedly good anti-air when they're jumping in from far away. You can stop these annoying types with jump back forward, which will stop both Bison's jump ins and Head Stomp attempts. Keep him pressured on the ground with crouching forwards xx Kikoken to try to get him cornered. This article is a list of all the character moves in Street Fighter Alpha 3 from A-G. aka c.jab will whiff, but if your opponent presses any button, c.jab stuffs it. If you're in range, it's better to standing LK xx fireball than cr.MK xx fireball since her short comes out faster. Anyone familiar with ST knows how much of a living wall O.Sagat can be with his high and low tiger shots, and good buttons against grounded opponents and jump ins. Street Fighter Zero 2 Alpha (960813 Brazil) 1,376 4 22 0 . https://streetfighter.fandom.com/wiki/List_of_moves_in_Street_Fighter_II?oldid=228012. also....you can do this as a jump in CC....CC roundhouse, low roundhouse xx lightning kick. You can mix up walk up throw and walk up CC in their face to keep them guessing whether to block or not. nj.- Use in air-to-air battles or to start combos for big damage or to get a random air throw. Covering everything from Street Fighter to Street Fighter V and in-between. Street Fighter Alpha 2 schlägt mit dem für die Serie typischen, blitzschnellen Gameplay, einem Custom-Combo-System und innovativen Alph-Countern auf der Virtual Console ein. However, it's important to not get too jump crazy especially without any meter as Sagat can bait your jump in with his anti-air answers, he can AC, or anti-air CC that does great damage. Option 1, you can throw a slow fb, walk alittle bit, stop, and try to get the Sagat player to react by jumping in and punish with Kikosho, deep Up-Kicks, or Punch AC. If you try to do the loop when you're completely up close against your opponent, they will get knockback towards the center of the screen and you will put yourself in the corner after the neckbreaker. 1 Introduction. The old Chun is not as good. Chun Li. Level 2 Custom Lightning Legs a.k.a. Also, this is Chun-Li's best "jump back" move. 2 years ago. Use this to control the ground and zone your enemy. Embed Code. If you know he's gonna do it, just activate. At best he'll get a trade with his low strong. After they get knocked down from being hit by her Kick Alpha Counter, start your mix up game on their get up. Her hit-confirm combo into her kick super. 2. Guy. 0. Arkanoid (Japan, older rev) Start Game. Street Fighter Alpha 2 (USA) 5,929 6 4 0 . This is the Japanese version of the game and can be played using any of the SNES emulators available on our website. Once you're in though, it's important to stay in and don't relent. Finally, this is probably her overall best move to custom combo with because it does obscene damage and is retardedly easy to do. Jump back forward will beat out high jumping Rolentos and Bisons who are jump happy and will protect you from their Scouter Jumping/Headstomping. Android (prototype, later build) Start Game. 5. standing strong (far jump ins) From Shoryuken Wiki! 1. crouching strong, crouching strong xx Kikoken 2. jumping fierce - her throw Posted by 2 years ago. Adon. Arcade. dj.- Probably Chun-Li's best air-to-air. low rounhouse xx roundhouse lightning kick pause...then roundhouse rising kicks. She has outstanding priority on all her normals, safe special moves, extremely fast walking speed, and overly damaging Custom Combos. Street Fighter Alpha 2 Cheats, Tipps & Lösung. You may be interested in: Start Game. Since Chun has the fastest walking speed in the game, she can get away with just walking up and randomly throwing them more often than she should. Throwing Chun's cr.LP may not have the range of her kicks, but it does have speed coming out, and it's good for stopping tick throws and in priority ambiguous situations when a faster move will win out. It does insane damage in custom combos, but it is somewhat harder to pump out and maintain continual custom combo Lightning Legs than it is to just do repeated custom combo Rising Kicks. Street Fighter Alpha 2 (Street Fighter Zero 2 in Japan) came … This will cause the opponent to be knock down again. And finally, as an almost unnecessarily good side benefit, Chun's release of her fireball causes her to lean backwards, often getting her out of range from pokes that would have normally hit her. Circle Kick a.k.a Overhead + cr.- Chun-Li's best ground poke by far and one of the most dominating moves in the game. If Charlie matches, he will eventually lose the projectile war and be forced to block or jump in. This is her infamous high damage Lightning Leg custom that does somewhere in the realm of 80% life. If you get caught in Ryu's poke strings and fireball strings up close, try to remain charged and Senretsu through his fireball on reaction. If you jump in deep, he can't even AC it. Chun-Li's signature move. Download the Street Fighter Alpha 2 ROM now and enjoy playing this game on your computer or phone. Vs. Charlie: 7-3 Chun-Li's favor If he jumps, crouching roundhouse or Kikosho him to hit him cleanly. En esta segunda parte, se pulen las ideas vertidas en el juego original, añadiendo más personajes y retocando mecánicas y aspectos jugables en general. OG Chun can super cancel it into her kick super, but that's just random trivia. If you're fighting an alpha counter happy Rose, then Chun should boldly start empty jumping and then throwing or walk up throwing turtling Roses. Some people have said it seems like an unblockable, but it's probably not. When the match starts, you want to build meter from full screen as Sakura's fireball fades before it hits you (You can even throw out a fireball the moment Sak's fades with perfect timing/spacing). Hast Du selbst einen Street Fighter Alpha 2 Tipp für unsere Leser? Rose cannot jump in on you freely because your crouching roundhouse and Kikosho will cleanly counter her, so make sure you punish any Rose that jumps in at you stupidly with the appropriate anti-air. Chun-Li with 1 level of meter can do roughly 35-40% damage with just her bread and butter level 1 Rising Kick custom. Fight him on the ground. 2.1 Normal Moves; 2.2 Command Normals; 2.3 Normal Throws; 2.4 Alpha Counters; 2.5 Special Moves; 2.6 Super Moves; 3 The Basics; 4 Advanced Strategy; 5 Standard Combos. 1. If someone can fix it a rom for me cool or tell me what i can prob do would be cool to ty. When Rose gets meter, you have to be careful of 4 things: This gets people more than it should. He'll get frustrated. Akuma can do big damage, but luckily for Chun he takes damage really badly. your opponent goes wtf and has to look out for two poke strings, he has to tech if you low short grab, he has to low strong if you low short walk up s.short, he has to block if you low short low short. Game profile of Street Fighter Alpha 2 (Super Nintendo) first released Nov 1996, developed by Capcom and published by Capcom. Street Fighter Zero 2 (ストリートファイターZERO2) (auch: Street Fighter Alpha Generations) ist ein 2005 entstandener Anime-Film von Ikuo Kuwana, der auf der Street-Fighter-Alpha-Reihe zahlreicher Konsolenspielen der Firma Capcom unter dem Titelbanner Street Fighter basiert.. Hintergrund. Kick Super charge B (2 seconds), F, B, F + Kick Charlie and Rose The idea of the game is to neatly tie up some story loopholes in the Street Fighter universe before the future release of SF3. Supposedly a lopsided match in Chun's favor, but a smart Zangief can still wreck havoc on you if you let him get close. Her big mistake punisher if you wanted to combo into her kick super. Also at his max Scrape range, his normals can counter Chun's crouching forward which is a very bad thing. Getting in is really easy for chun li. Obviously when they have little or no meter, it is the opportune time to go on an all out offense, starting her crouching forward xx Kikoken; standing short xx Kikoken; crouching forward xx Axe Kick; etc. But the s.short has to hit his extended hit box. Check out our Livestream! Level 1 Lightning Leg Custom This article covers all of the special moves of SFII's characters. Upkicks Super charge DB (2 seconds), DF, DB, UF + Kick The somewhat tricky part is timing the last Rising Kick. To bypass this just cancel your attacks into overhead kick, or fake/whiff a jab, then grab them. Here are the move lists of all 19 characters in the Street Fighter II series, including their Super Combos added in Super Street Fighter II Turbo. Always punish mistakes with custom combos! Mainly, don't jump at Rose when she has meter. Released in 1996 as a sequel to Street Fighter Alpha: Warriors' Dreams. You can help Video Game Wiki by expanding it. This page has been accessed 48,942 times. This is Chun-Li's all-purpose anti-air as it work most of the time for almost any jumping attack in the game. Soul Illusion. Once they have a dangerous amount of meter, it is then better to hold back and turtle up, waiting for them to come to you and countering their moves appropriately. Again, be careful about people doing this to you and be ready to block if someone with meter jumps in at you at a really obvious angle hoping to jump in custom on you. Well, for one thing, there are now 18 fighters to choose from. +- This looks like her fireball, except no projectile comes out. See actions taken by the people who manage and post content. If you're trapped in the corner with fireballs, or you're suffering from a poke string into throw or special move mixup, just Kick AC the pokes and get yourself back on the offensive. Punch Alpha Counter. Plus it is cancelable into Kikoken or Axe Kick overhead special. SFA2 offers 18 selectable fighters, including old veterans Dhalsim and Zangief. This match is one where you have to switch between turtling and rushdown depending on the situation. I found some roms but i keep getting a black screen and then i just return to the home screen on my mini. There's a few things Guy does about your fireballs. This is one of the most popular STREET FIGHTER games ever. PlayStation - Street Fighter Alpha 2 - The #1 source for video game sounds on the internet! Chun recovers very quickly from her fireball to the point of it being practically safe even if blocked in close range. Street Fighter League: Pro-US 2020 is a new 3-on-3 Team Battle tournament series featuring Street Fighter™ V: Champion Edition. Well, for one thing, there are now 18 fighters to choose from. He has good anti-airs vs. your jumps such as his Rising Jaguar, Jaguar Revolver super, and Jutting Kick command normal, so don't get too jump happy in this match. If Charlie does manage to get close to you, push him back with your crouching forward xx Kikoken to a safe distance and continue your turtling. If your enemy has meter and is in close range, make sure you are ready for the Valle custom combo by always blocking low. Close. Chun's special move anti-air. It also the second game in the Street Fighter Alpha … 7. jump straight up roundhouse (to keep them away) This does about 40-45 % damage if your execution is good...and if they block you won't be stuck up in the air. And finally, this is Chun's best AC reversal: crouching forward xx Axe Kick; the crouching forward will be alpha countered only to have the invincibility frames of the Axe Kick beat out your opponent's Alpha Counter attempt. This is also a good super to wake up with if you're in the corner since it will protect you from their ground meaty or if they jumped in on you while you're getting up. You can fake throw Kikokens at this range by doing random standing jabs when they think you're throwing a Kikoken. Contains character profiles, images, sprites, and more! If you always do the same poke string, your opponent will always block. Vs. Sagat: 6-4 Then he lands and you're up close and can start pressuring. walk up then take a small step back low jab. Keep him pressured with lots of crouching forwards xx Kikoken until you have meter. It makes for a good wake up super if they try to meaty you on the ground. She virtually has no bad matchups with all other characters, having a clear advantage over the majority of the cast or at worst an even match up. mk or neutral j. hk if he closes in. If you get cornered, try to Flipping Neck Breaker over his fireball traps or Axe Kick through them to get out quickly. In any case, it should be your goal in every round to land as many customs as you can. It's also important to not get too predictable with the footsies and air-game. This does ridiculous damage for the absolute ease it is to execute. Street Fighter Alpha 2 (USA) Start Game. If they tried to poke you, you will block at the DB part of the alpha counter motion, then you'll quickly perform her alpha counter and knock them down. Otherwise, you can depend on your opponent to have a poor enough reaction time to all your mix ups. STREET FIGHTER ALPHA 2 ===== Well, since this is what you are playing and why you got this strategy guide for in the first place, I might as well tell you some of the changes since the first STREET FIGHTER ALPHA. Thanks for watching Not much use other than possible anti-airing when they are jumping right over you, possibly while you're in the corner. You can air throw him fairly easily because his jumps are so high, so just always meet him in the air with jumping strong. Match his fireballs from far range and anti-air him when he jumps over them. Add to Favorite . Being predictable will get you countered, so keep it dynamic. Level 1 Up Kicks Custom She should mix up the speed of her Kikoken, mainly throwing fierce ones, but occasionally tossing in a jab or strong Kikoken to throw off their timing if they tried to jump over them. Valle Custom Combo If they jump to get out, you can nail them back into the corner with her Kikosho or crouching Roundhouse. 3. Use it to alpha counter projectiles and knock them down, especially if they predictably end their block strings with a fireball like a lot of shotos do. It's also important to not play the zoning game and throw out fireballs all day, because Sagat can simply take over the fireball war with his Tiger Cannon super, or activate CC and become a bullet hell boss with a barrage of tiger shots coming at you at different speeds and heights. Starting grabbing him. Up Kicks charge (2 seconds) , + Sakura has to get in somehow due to her playstyle, you have your anti-air answers, you have Punch AC, you can play footsies with Cr MK, or option select Cr MK/Kick AC. On the ground, it is a good poke as it can go over certain low pokes and still nail your enemy. Valle Custom Combo. Even between your pokes, don't commit them. It was followed by an improved version, Street Fighter EX Plus, in 1997, which expanded the character roster. When they get predictable with their block string attacks, such as when Ryu does his typical crouching jab, crouching short, crouching strong xx fireball, keep blocking and charging back throughout the whole string, then bust out her Senretsu when you see the fireball coming. It is best used against ground pokes and projectiles because it comes out so fast and has excellent range. Street Fighter Alpha 2 - 1996. Jump to: navigation, search. crouching roundhouse, roundhouse Rising Kick x3 Basic Ground Game Spam on her crouching forward while jiggling back and forth in and out of your opponent's range to annoy them and force them into the corner. Don't throw too many Kikokens from any range closer than her crouching forward because if they guess right, they can jump in on you and do big damage. Throwing Kikokens at long range is her best way to charge her bar up quickly until she gets that all important level 1. Chun should be constantly jiggling in and out of her opponent's range and attack with lots of crouching forwards canceled into Kikokens or Axe Kicks. 24:03. I'd say this match is free, but a good opponent will work around it. When selecting your character, press and hold Start anywhere (you can select a stage), and move the cursor to Chun, wait for five seconds or more, release start, and press and button. But even then you beat it if spaced properly. (jumping attack), crouching strong xx Kikoken This allows Chun to set up many throw cheaps by forcing them to block a standing jab, then going into mix-ups of walk-up throw, walk-up CC, or making them block another jab. In one smooth motion, do B, DB (this is the point you block), then finish with D + forward. Guy has some dirty mixups, but not a whole lot else, he can flick over your fireballs/pokes into a high priority fierce or grab and he can s.forward poke you. Street Fighter Alpha 2 (960430 USA) Start Game. STREET FIGHTER ALPHA 2. Her Kikosho will beat pretty much every jump in except jump in Custom Combos. Vs. M. Bison (dictator): 6-4 Chun-Li's favor Dan nuff said, but really just don't get him to jump in on you with his j. LK shenanigans. You just have to be slightly closer for that to work. This is especially good when they're turtling up. QSound Logo 0:09: Download vgz Add to . It stuffs most other jabs in the game, if you do it just outside of it's range. Taunt- Chun's taunt. I’ve been hanging 10 this week with a paid vacation that has allowed me to play a LOT of great Monster Hunter video games! Your opponent will always lose this, since chun's fireball has fantastic recovery. Not much use since her other jumping attacks are better for air-to-air and for combo starters. Her level 1 Aura Soul Throw does a huge chunk of life for a level 1 super and cleanly beats all Chun's jump ins. This includes versions such as Street Fighter Zero 3 Upper and Street Fighter Alpha 3 MAX. Hi gacha friends, please watch game videos of my dad and brother I hope you enjoy. With the fast fireball that Chun has, it makes the MU much more manageable to turn it around. Chun-Li works best when she can intelligently switch between turtling and rushdowing depending on her opponent and their super bar. Vs. Sakura: 5.5 - 4.5 When you have meter, you can attempt to jump in custom combo him and either CC through his Flash Kick or do the 'Random Jump in Custom Combo Jumping Roundhouse into Rising Kicks.' If he doesn't commit to an uppercut, your opponent has committed to blocking, and the few frame delay will only mess with him more. It cleanly beats every move in the game except projectiles and leads into a 3-hit knockdown combo leaving you in a big disadvantage. While not quite as godly as Ryu's fireball, Chun's Kikoken still comes out very fast, travels very fast, and recovers very fast compared to the rest of the casts' projectiles.