The below is a list of changes/additions that was made to SFA2G as compared to SFA2. I did not discover any of these changes on my own, I just compiled the list from 2 interent sources from a couple of years ago (can’t remember the source) and added changes that were listed in the SFAA guide. Its the most comprehensive list I’ve seen. Please let me know if any of the info is incorrect or if I am missing anything.
Thanks,
cent208
Character Changes/Additions
Adon:
more recovery on his specials
super damage increased
slower low strong and low forward, and the low forward can’t be cancelled into specials
level 1 jaguar varied assault always finishes with the jumping knee/elbow
Akuma:
his taunt now hits
slower messatsu gou hadou
his shakunetsu hadouken, when performed during his cc now does a lot less damage
teleport now moves Akuma into the corner if done on a cornered opponent
Birdie:
turn punch does extra hits depending on charge which makes it less powerful in custom combos; at full length it now knocks down
priorities decreased
Charlie:
short flash kick can be air blocked
super move damage decreased
delay on Sonic Break Supers & Sonic Booms is very short; sonic boom travels slightly
faster
standing strong and forward are not reliable as Anti-Airs anymore
handspring (new move): press 3 kick buttons (punch?)
level 1 somersault justice has a lot more frames of invincibilty, and travels slightly farther
his low jab, although still can be rapid-fired, the timing has been changed - it’s slower; and it’s harder to chain more jabs
level 1(possibly the other levels) crossfire blitz has a smaller hit area
Chun-Li:
lost her low forward cancel
lighting kicks no longer useful in CCs (opponent are juggled upwards and does less damage)
slower sen en shu
Dhalism:
Yoga Tempest (new super move): two half circles from front to back with punch. level 1: 3 hits, level 2: 4 hits, level 3: 5 hits; it has juggle potential
priorities decreased
Yoga Legend super can be comboed after a buffered air-counter (timing is critical); level 3 can now juggle allowing him to do combos such as crouching roundhouse into level 3 Yoga Legend
Evil Ryu:
no infinite cc range
fierce fireball doesn’t knockdown or change to a red fireball
less damage on fireballs
slower level 1 Shinkuu Hadouken
back to forward half circle with punch for red fireball
Gen:
So-Ryu (punch style) now has a very quick but low jump, while his jump in Ki-Ryu (kick style) is very high and slow
his gekirou now behaves in a similar way to his SFA3 version; after the intial hit, there is a more time to follow with more kicks. the gekirou now also does far less damage during ccs, eliminating his high damage ccs and his 100% damage cc
Guy:
bushin musourenka (new super move): two half circles from front to back with any punch (level 3 only). It only connects if you are right next to the opponent (its a grab). It is unblockable and hits 10 times.
level 3 kick super has a bigger hit area
Ken:
new close standing roundhouse (can be two in oned)
jumping fierce hits a lot deeper
Shinryuken range decreased.
Shoryureppa does more damage.
M. Bison:
jumps farther and higher like in SF2 but it is slower
headstomp hits on wakeups now
level 1 knee press nightmare has less frames of invincibility
Rose:
new command move called Soul Piede: hold forward and hit roundhouse
the soul reflect no longer increases the damage of soul sparks performed during a cc; she also receives a smaller damage increase from absorbing projectiles
the soul drill when performed during the soul illusion, does slightly less damage
Rolento:
damage reduced on all specials
pogo move (altered move): can now pogo infinitely after a jump by holding DB or DF (depending on the direction you want to go), and press MK when about to reach the floor
all moves performed during a custom combo high jump now do minimal damage, eliminating his very damaging custom combos
standing jab to low forward link seems easier
bomb from taunt damages now
Ryu:
fierce fireball doesn’t knockdown or change to a red fireball
less damage on fireballs
slower level 1 Shinkuu Hadouken
back to forward half circle with punch for red fireball
Sagat:
Angry Charge (new super move): double fireball motion with start for super move (level 1 only), it increases the damage of one Tiger Blow by 15%. You are invincible during early frames of super.
level 1 Tiger Raid has a lot more frames of invincibility, making easier to override/pass through moves; its damage is decreased
tiger crush hits differently
better damage on Tiger Blow
his fake standing forward is much to do
Sakura:
sakura otoshi (new special move - hopping punch): dragon punch motion with kick then hit any punch while in the air
Sodom:
Tengu Walking (altered special move): F, DF, D + any punch. Before this move could only be done when Sodom fell onto the floor.
Zangief:
SPDs not instant, and it’s harder to tick; his spd has been changed so that some of his ticks(low jab-> spd, knees-> spd) and tricks (the spd can now longer grab opponents on the some of the earlier frames as they stand up) are easier to escape. his fab has undergone similar alterations as well
siberian bear hug no longer auto-grab
lariat hit boxes changed (no longer useful against Dhalsim’s limbs)
level 3 aerial russian slam has new juggling abilities, it will connect after a standing jab and one of his mashable throws
Other Changes
Sodom’s Background now has wacky English text in background and art changes such as the big haired guy with shades on
sidearms win icon added when you win using a taunt
alpha counters now take up one and a half levels of the super meter and some do less damage
custom combos have lesser freeze state frames, do less damage and shortened invulnerability
custom combos are performed by pressing fierce + roundhouse instead of 2 punches + 1 kick or 2 kicks + 1 punch
you can no longer roll recover after a custom combo
Miscellaneous
the arcade was called Street Fighter Zero 2 Alpha in Japan and the home version was called Street Fighter Alpha 2 Gold in the U.S.; the arcade version was not released in the U.S.
the arcade version and PS2 version featured dramatic battle and the PS1,Saturn and PS2 versions added Cammy to the roster; the PS2 version is the only one that lets you use Cammy in Arcade Mode so she now has win quotes, a mid-boss conversation, boss conversation and an ending
I don’t think you have that one right.
I played this all last weekend with some guys.
J_Cole and I had a good talk about A2G Dhalsim.
His priority is better. Standing normals don’t trade nearly as much.
You can’t even beat his cr.sh slide with many of the normals in the game.
Its comes out in 3 frames. Most other character cr.shorts come out in 4.
His yoga tempest is beefy at level one. It will never loses cleanly to normals. It can be traded with, but that is a few situtations.
You also forgot to mention that he has the ‘yoga escape’ just like in alpha 3.
updated the list again. this should now be final. its definately the best list I’ve seen. I 'm going to do one for SFA3U. Let me know if I’m missing anything or if anything is wrong. thanks
Adon:
more recovery on his specials
super damage increased
slower low strong and low forward, and the low forward can’t be cancelled into specials
level 1 Jaguar Varied Assault always finishes with the jumping knee/elbow
Akuma:
his taunt now hits
slower Messatsu Gou Hadou
his Shakunetsu Hadouken, when performed during his cc now does a lot less damage
teleport now moves Akuma into the corner if done on a cornered opponent
Birdie:
turn punch does extra hits depending on charge which makes it less powerful in custom combos; at full length it now knocks down
priorities decreased
Charlie:
short Flash Fick can be air blocked
super move damage decreased
delay on Sonic Break Supers & Sonic Booms is very short; sonic boom travels slightly
faster
standing strong and forward are not reliable as anti-airs anymore
handspring (new move): press 3 kick buttons (punch?)
level 1 Somersault Justice has a lot more frames of invincibilty, and travels slightly farther
his low jab, although still can be rapid-fired, the timing has been changed - it’s slower; and it’s harder to chain more jabs
level 1(possibly the other levels) crossfire blitz has a smaller hit area
Chun-Li:
lost her low forward cancel
lighting kicks no longer useful in CCs (opponent are juggled upwards and does less damage)
slower Sen En Shu
Dhalism:
Yoga Tempest (new super move): two half circles from front to back with punch. level 1: 3 hits, level 2: 4 hits, level 3: 5 hits; it has juggle potential
priorities increased
Yoga Escape (new move): back, downback, down with kick during a reversal
Yoga Legend super can be comboed after a buffered air-counter (timing is critical); level 3 can now juggle allowing him to do combos such as crouching roundhouse into level 3 Yoga Legend
Evil Ryu:
no infinite cc range
fierce fireball doesn’t knockdown or change to a red fireball
less damage on fireballs
slower level 1 Shinkuu Hadouken
back to forward half circle with punch for red fireball
Gen:
So-Ryu (punch style) now has a very quick but low jump, while his jump in Ki-Ryu (kick style) is very high and slow
his Gekirou now behaves in a similar way to his SFA3 version; after the intial hit, there is a more time to follow with more kicks. the gekirou now also does far less damage during ccs, eliminating his high damage ccs and his 100% damage cc
Guy:
Bushin Musourenka (new super move): two half circles from front to back with any punch (level 3 only). It only connects if you are right next to the opponent (it?s a grab). It is unblockable and hits 10 times.
level 3 kick super has a bigger hit area
Ken:
new close standing roundhouse (can be two in oned)
jumping fierce hits a lot deeper
Shinryuken range decreased.
Shoryureppa does more damage.
M. Bison:
jumps farther and higher like in SF2 but it is slower
headstomp hits on wakeups now
level 1 knee press nightmare has less frames of invincibility
Rose:
new command move called Soul Piede: hold forward and hit roundhouse
the soul reflect no longer increases the damage of soul sparks performed during a cc; she also receives a smaller damage increase from absorbing projectiles
the Soul Drill when performed during the Soul Illusion, does slightly less damage
Rolento:
damage reduced on all specials
pogo move (altered move): can now pogo infinitely after a jump by holding DB or DF (depending on the direction you want to go), and press MK when about to reach the floor
all moves performed during a custom combo high jump now do minimal damage, eliminating his very damaging custom combos
standing jab to low forward link seems easier
bomb from taunt damages now
Ryu:
fierce fireball doesn’t knockdown or change to a red fireball
less damage on fireballs
slower level 1 Shinkuu Hadouken
back to forward half circle with punch for red fireball
Sagat:
Angry Charge (new super move): double fireball motion with start for super move (level 1 only), it increases the damage of one Tiger Blow by 15%. You are invincible during early frames of super.
level 1 Tiger Raid has a lot more frames of invincibility, making easier to override/pass through moves; its damage is decreased
tiger crush hits differently
better damage on Tiger Blow
his ?fake? standing forward is much to do
Sakura:
Sakura Otoshi (new special move - hopping punch): dragon punch motion with kick then hit any punch while in the air
pressing Start 5 times while the cursor is on her at the character selection screen gives you another full set of color pallettes to choose from for her
Sodom:
Tengu Walking (altered special move): F, DF, D + any punch. Before this move could only be done when Sodom fell onto the floor.
Zangief:
SPDs not instant, and it’s harder to tick; his spd has been changed so that some of his ticks(low jab-> spd, knees-> spd) and tricks (the spd can now longer grab opponents on the some of the earlier frames as they stand up) are easier to escape. his fab has undergone similar alterations as well
Siberian Bear hug no longer auto-grab
lariat hit boxes changed (no longer useful against Dhalsim’s limbs)
level 3 Aerial Russian slam has new juggling abilities, it will connect after a standing jab and one of his mashable throws
Other Changes/Additions
Sodom’s Background now has wacky English text in background and art changes such as the big haired guy with shades on
sidearms win icon added when you win using a taunt
alpha counters now take up one and a half levels of the super meter and some do less damage such as Ken?s kick alpha counter
custom combos have lesser freeze state frames, do less damage and shortened invulnerability
custom combos are performed by pressing fierce + roundhouse instead of 2 punches + 1 kick or 2 kicks + 1 punch
you can no longer roll recover after a custom combo
the colors of the health/power bars and menus and such are different from SFA2
there are now EX versions of Ryu, Ken, Chun-Li, Sagat, and M. Bison, can be selected by highlighting the character and hitting start once or twice
the codes to for selecting EX Dhalsim, EX Zangief, Evil Ryu, Shin Akuma, and Original Chun-Li are now easier to perform, can be selected by hitting start a specified number of times
Miscellaneous
the arcade was called Street Fighter Zero 2 Alpha in Japan and the home version was called Street Fighter Alpha 2 Gold in the U.S.; the arcade version was not released in the U.S.
the arcade version and PS2 version featured dramatic battle
the PS1, Saturn and PS2 versions added Cammy to the roster; the PS2 version is the only one that lets you use Cammy in Arcade Mode so she now has win quotes, a mid-boss conversation, boss conversation and an ending
What is this charlie hand spring you speak of… Ive never heard of such a thing. Press all 3 kicks then punch(?)… Hrmmm anyone have a video of this move?