Outside of Cammy, the EX characters, and Evil Ryu.
Alpha 2 is an amazing game, I play it when I’m home and play Alpha 3 Max when I’m out (or slacking off at work). It’s great how different the two are on that one isn’t a simple upgrade of the other.
rolentos “pogo” in the air has a “bounce” in A2 gold when you land but in a2 its just a normal that you can combo into or use to cancel your wall hops.
There are lots. I have the “All about Alpha 2 Gold,” book at home from japan. I’ll write more about when I get home and have a chance to look at it tonight.
Off the top of my head.
All FB’s do less damage.
Ryu, Red fireball new motion, more frames
Nerfed Priority on many moves for Chun & Adon.
Adon level one super always jumps at end, even on block.
Big recovery hit box on Shoto sweeps.
Sim gets yoga tempest (big ass super flame).
Gen gets different jumps between forms. His touch of death is better (counts faster does more life).
I fact there is an entire book called “All About Street Fighter Zero 2” which lists all differences between the two games. So, that’s a quite long list…
Does anyone have the list of changes from the All About Street Fighter Zero 2 book? My arcade has both Zero 2 and Zero 2 Alpha and both gets regular play often. It’ll be useful to have a grasp of what are the changes between the two versions since I’m always alternating between the two versions.
If a translated list is not available, just give me a scan of the parts on the changes from the book and I’ll try helping to translate the list and post it here. I’m sure this information will be useful to some people.
The following information was posted by Spirited_Away in the Shoryuken.com
forums. I cannot verify everything here, but I’ve edited out the information
listed elsewhere.
General System changes
ACs do less damage.
As mentioned CCs have lesser freeze state frames
Some characters CCs don’t do much damage, while others are still deadly.
Adon
CC’s useless
More recovery on his specials
Super damage increased
Birdie
Turn punch do extra hits depending on charge
Priorities decreased
Chun-Li
Lost her low forward buffer.
Lighting kicks no longer useful in CCs (opponent are juggled upwards).
Ken
Ken gained a new close standing RH kick.
Shinryuken range decreased.
Shoryureppa does more damage.
Dhalsim
Priorities decreased
Unblockable bug removed
Yoga air throw super can be comboed after a buffered air-counter.
(Timing is very critical)
Gouki
His taunt hits
Nash
All Flash kicks are air blockable (even short version)
Damage on CCs and Supers reduced.
Delay on Sonic Break Supers & Sonic Booms is very very short.
Standing strong and forward are not reliable as Anti-Airs anymore.
Rolento
Damage reduced on all specials
Gained jumping hop
Most reduced CC damage in the game…virtually useless
Bomb from taunt damages now
Ryu
Gained Red fireball
Fireballs damage during CCs decreased.
Sagat
Taunt increases damage (15% extra), invincible on early frames
Tiger crush hits differenly (hit box changed?)
Better damage on Tiger Blow
Tiger Genocide damage increased
Reduced CC damage
Sakura
Does less damage
Vega
His jump is high like in SF2’s
Headstomp hits on wakeups now
Zangief
SPDs not instant, and it’s harder to tick
Siberian bear hug no longer auto-grab
Lariat hit boxes changed (no longer useful against Dhalsim’s limbs)