Changes/Additions to SFA2G

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
  • no changes are listed for Dan

You’d think they would’ve taken that as a hint years later.

Man I feel old I seeing these…wrote some of that at alt.games.sf2 years ago :wonder:

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.

Thanks for the list. It does look great overall!

thanks for the info, how do you do the yoga escape. I don’t play dhalsim much.

b,db,b+k.

Basically the same as recovery roll, but with kick

thanks, I’ll add it the list and fix the decreased priorities.

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
  • no changes are listed for Dan

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?

I was wondering that myself. Like I said in the first post, I just compiled this list, I didn’t “discover” any of these.