Alpha 2 Resurgance Thread! (Thanks to GGPO!)

So uhm, yeah, I love Alpha2. I know others do too. And now that there is a way to play this against the people who also love Alpha2, and there are those who are giving the game a try simply because we can now play it online with minimal lag in ideal conditions, I figured I’d start a thread to answer questions about the game, tactics, help on characters, etc. etc.

So far starters!

BnB Simple Customs!

Ryu: Activate, c.hk, qcf+p x n
Activate, c.hk, qcb+hk, dp+lp x n, dp+hp

Adon: Activate, c.hk, qcf+lk x n, dp+hk

Chun: Activate, c.hk, k rapidly x n, d, u+hk

Guy: Activate: mk, qcb+hp x n, qcb+hk

Ken: Actiavte, c.hk, qcb+hk, dp+lp x n, dp+hp

Dhalsim: Activate, c.hk, hcb+k x n

Gen: Punch mode, Activate, c.hk, dp+hk x n (mash for only a few hits), dp+hk (time for all 7 hits)

Sakura: Activate, c.hk, qcb+hk x n, dp+hp

Rolento: Actiavte, c.hk, d->uf+k k k k x n

Zangief: Activate, d/f.hk, dp+lp x n, 3p

Charlie: Activate, c.hk, d->u+lk x n, d->u+hk

Birdie: I don’t remember lol, does he even have one worth doing?

Rose: Activate, c.hk, qcf+hk x n, dp+hp
Absorb lots of fireballs with qcb+lp, Activate, c.hk, hcf+lp x n

Sodom: Activate, mk, qcf+mp x n, 360+hk

Sagat: Activate, c.hk, dp+hk x n, dp+hp

Akuma: Activate, c.hk, qcb+hk, dp+lp x n, dp+hp

Bison: Activate, c.hk, b->f+lk x n, d->u+k, p

Dan: Activate, c.hk, qcb+hk x n, qcf+p, qcf+hp

These will all do decent damage. Remember if you see an opponent standing within sweep range, he cannot block a custom that starts with a low RH! Use this to your advantage. Of course they can still reversal, stick out early moves, countercustom, etc to stop that, or simply not standing while close enough to you. Some of these can be outright devastating. Chun’s and Sagat’s level1 customs will do anywhere from 40-60% depending on how you hit with the last hits. Rolento’s and Adon’s level 3’s will do 75%+. Of course don’t forget customs are not your only use of meter. A lot of characters have very useful supers and good Alpha Counters which can be abused as well. I’ll add random stuff as I remember it, and if anyone needs help with specifics, I’m a fountain of knowledge for a good deal of the cast.

Maybe this thread could be merged with http://forums.shoryuken.com/showthread.php?t=12435&page=10? After all it is all about A2 … Anyway, such a small overview like in here might be nice.

Also for Guy, it is even simpler to do c.FK/RK, qcb+FK, qcb+RK (xN when more then 1 meter lvl) and also very damanging. Furthermore some lvl 1 cutoms should be in here too. Like besides stateing Ken: Actiavte, c.hk, qcb+hk, dp+lp x n, dp+hp you add with lvl 1 meter do c.hk, qcb+hk, dp+hp …^^

How much do you know about Charlie? Just started playing Alpha when GGPO came out and Charlie is my favorite so far. Anything would help, tactics, non CC meter use, whatever you have to say I’ll listen :china:

Can anyone give me some basic Rolento tips? I generally try to pressure with knife throws from just outside my cr.Fierce range. If they try walking forward or sticking out a poke, I cr.Fierce. If they jump in, I use st.Strong or st.Fierce depending on the angle of their jump. If they’re getting too close to me, I do cr.Jabs or cr.Forward xx Jab roll to get back into my optimal range. When I’m getting too close to the corner, I use wall jump to switch sides before I actually get cornered. What should I be doing?

that seems like a pretty sound rolento.

you can also:

  • learn his ccs, and use them to counter (tick) throws and the opponent’s attack after you’ve blocked a non-deep jump in
  • poke with standing jabs up-close and end the string with crouching mk xx stinger
  • use vertical jumping jab and short as anti-air moves
  • use the mekong delta attack to roll through fireballs
  • use the level 3 take no prisoner as an anti-fireball. the high jump is also good for this
  • cross up with mk
  • high jump d+mk has great priority, and can be useful in rushing
  • use the kick alpha counter against laggy moves and follow with standing jab-> patriot circle or a cc
  • bait out anti-moves (dps and the like) with his qcb+k. you have great control over this move and it’s fast, so you can use it to fly over dps unscathed, or land right in front and punish
  • use crouching strong-> crouching fierce as a poke string
  • play footsies with crouching roundhouse, and punish whiffed moves with crouching fierce
  • use the higher levels of his super gauge for a cc to walk through fireballs and counter
  • be aware that connecting with all hits of the patriot circle gives the opponent a generous amount of super meter

That chun CC can be done in the middle of the screen, be ready to Tenshoukyaku twice if the opponent goes up too much, d, u+HK twice, the damage is almost the same. Be sure to be able to land after the first Tensho… before the CC time is up.

Can anyone give me tips against Rose? General tips would do, just a few, I have no specific situations cause I dont know what does she has that take so much of my life meter.

Does anyone know exactly which moves are un-rollable? I think someone told me that it’s everything except sweep and throw, is that right? Would be cool to know when I have a guaranteed knockdown setup and when I have to prepare for a tech.

A few basic tips with Rolento:

Always throw with st. strong. Using fierce is bad because even if it hits up close, it’s very punishable on hit. Stand fierce is a great move, just not from that range. As for his kick throw, it seems to do the exact same damage as his punch throw, except it does no damage if they tech (whereas punch will do a small bit on tech, just like any other throw). Quite a shame since kick throw looks way cool.

Tripwire super gives him advantage on block, and can be used as a tick. It also can’t be blocked if you do it point-blank and they are not blocking low before the flash (any level).

Scouter hop forward (d,u) into j. strong puts him in a situation where he only has a bit of advantage; st. or cr. jab will combo but not much else. A lot of people will try to throw or even sac-throw when they get hit. Use this as a setup by doing scouter -> j. strong -> land CC or tripwire.

alpha counters, throws and supers.

I was actually intending to ask; what’s the deal with tech rolls? Are they punishable at all? When should I use them/not use them?

they can be easily punished by attacks which hit low; so, nearly all crouching kicks, a few crouching punches (sakura, dhalsim), and a super (sakura’s qcbx2+k) can all be used as anti-rolling measures.

with this in mind you’ll want to roll when you’re out of range of your opponent’s anti-roll attack (this includes cc). you can also roll when you’re the sure opponent has something else in mind for okizeme (a cross-up, for example).

there are three distances available for the roll:

jab; an on-the-spot tumble - useful for when you want to be on your feet as quick as possible.

strong; travels a few character spaces forward. used when you want to avoid rush-down and need a bit of breathing room, i guess.

fierce; similar to the strong version but can be used against opponents who throw a projectile immediately after you’ve been floored. allows you to get right back in their face. somewhat useful for grapplers. key word: mix-up

rolling can also be used to alter your falling trajectory and thus escape specific juggles. ryu’s air hk-> jumping strong and gen’s kiryu (kkk style) crouching short-> jakouha are two examples.

You mean the Yoga Blast, right? You’re probably aware, but the command is HCB+kick.

I find that adding a Yoga Fire before the Yoga Blast makes the combo slightly easier: crouching Roundhouse-> Yoga Fire-> Yoga Blast x 2~5

Dhalsim’s Level 1 Yoga Inferno has a tendency to trade with lot of ground attacks, and as a result allows him in most cases to recover before the opponent and continue into a combo. After you’ve traded with the Level 1 YI, it’s possible to link into the following:

  • close standing Fierce (1st hit)-> Fierce Yoga Fire

  • close crouching Forward-> Fierce Yoga Fire

  • far crouching Short (the slide)-> Level 1/2 Yoga Inferno

  • a Custom Combo

Don’t forget that after you land a Yoga Strike you can attempt the glitch YS glitch; another YS as the opponent wakes up. Even if the opponent is blocking, they’ll become airborne and be grabbed by the YS.

How is that Ryu CC in comparision to his multiple short hurricane CC? (the one in NKI’s video) I tried it once and it seemed to do quite a bit of damage. Obviously, it’s more difficult but not difficult enough that it’s impractical.

Wow, i never knew about GGPO until this thread. :tup:

I think one trick to getting big damage in your CCs is to connect with a high damage move right as the CC ends… that sweet spot will net you a lot of red.

can anyone tell me where to find a alpha2 rom because i can’t find it?

Google helps.

Any tips on Rose?

I’m having problems on wakeup. I mostly just crouchblock but its getting me dominated by those kicks. What should I do on wakeup to mix up my games?

How should I play the match up against Ryu. Most Ryu’s I’ve played does a jump in kick to multiple shorts or forwards and then end with hadoken. How should I punish or interupt this?

What do you guys think about 236236 k for her super or should I CC instead?

Onto Ryu.
What is one of his Bnb’s that is not a CC.

Does it matter what kind of kick is used during Rolento’s CC, or do all normal moves do the same damage once you enter CC mode?

^ use light kick or jab. It’s just easier.

Mr PH… dunno what you’re asking exactly? For wakeup, your only invincible moves are supers and CC, and you also have instant throw.

If you REALLY need a get-the-fuck-off-me move, use a super. I think the lvl1-2 fireball supers are safe? I dunno, I don’t play Rose. Wake-up throw if they’re right on top of you (but don’t get baited!).

Easiest option would be to block then Alpha Counter I think. Her Alpha Counter is way too good. Combo low strong into short drill, then illusions into unblockable or some other bullshit.

this is more of a technical question really, but it’s been bugging me for a bit. i’ve just tried ggpo with a friend of mine, and the speed seemed kinda off compared to the arcade version we play here in ottawa, so i was wondering what default speed is used in tournaments, is it turbo 1 or 2? 1 felt more like it for here, but it could be simply because we use factory default here and tournament run it at 2, which is what ggpo was set at for some reason.

tournaments would use 2 afaik

I apologise for this somewhat noobish question but I couldn’t find an adequate answer at gamefaqs or in the forums here. Does auto mode in the original arcade SFA2 have a limited number of auto blocks?, since that definitely isn’t the case in the anthology edition.On a similar note do you guys think auto mode could be feasible for any characters in tourney play? It seems rather weak imho.