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Sign up for free Log in. EMBED for wordpress. However, his super special attack is particularly deadly. Dhalsim returns intact. There is virtually no change in this character from Street Fighter 2 Turbo.

There’s a new combo system that involves setting up custom programmed moves. To start the special combos, press three buttons simultaneously to start your character glowing similar to a super combo. The three buttons have to be either two Punches and one Kick, or two Kicks and one Punch. Once the combo is started, the player can chain moves by tapping a certain combination of Kick and Punch buttons.

How this will affect the gameplay once it’s finished is unknown. Capcom is known for hiding characters in its games, and rumors are abuzz of Blanks hidden inside as well as a guest appearance from Guile. Retsu, Goken and Gosetsu are also potential secret characters. Will these possibilities come true? Diligent gamers are hunting for them. At the time of our preview, the game was only 70 percent complete. Most of the gameplay hasn’t been tweaked yet. The computer Al was simplistic. Even the ending wasn’t programmed.

Still from this early look, Street Fighter Alpha 2 does the series proud. Continuing to build on the best, Capcom pushes the envelope again in the Street Fighter series. With a custom combo system and new fighters, moves, and backgrounds, Street Fighter Alpha 2 delivers a new but familiar level of fun. Street Fighter Alpha 2’s characters blend more of the old with the new. Returning from the original SF is Gen Chun Li’s master , who has two sets of fighting styles you can switch between any time during a fight.

Back from SF 2 are Dhalsim and Zangief. Both are completely re-animated with some new moves and awesome super moves. Rolento a boss character from Final Fight has military moves but plays much like Vega. Completely new to the SF series, Sakura is said to be Ryu’s biggest fan, but looks more like his twin sister. Sakura has all of Ryu’s moves, as well as matching head and wrist bands. The graphical improvements mainly involve the backgrounds. Each one has been completely redone; they’ve never looked better.

The detail of sharp, vibrant colors reaches a new level of beauty. The big change to the game-play is the combo system. Linking moves disappeared just as suddenly as they were implemented in Alpha.

The main combo system now plays like SSF 2 Turbo, where players can jump in with a move and then go into a two-in-one combo.

Now players are treated to custom combos that perform similarly to the super moves. By simultaneously pressing three buttons when your super bar is full, you get a limited shadow combo. In the shadow’s small timeframe, players can hit any button or special-move combinations to score high-hitting combos.

The faster you hit the buttons, the more hits you can score. Alpha 2 offers the best of both worlds with two combo systems and a fresh mix of old and new characters. Now if Capcom would please put a “3” at the end of the title, we’d be ready to go. Street Fighter Alpha 2 continues Cap-corn’s outstanding record of successful arcade to bit conversions. SFA2 offers 18 selectable fighters, including old veterans Dhalsim and Zangief. The graphical improvements are mainly seen in each of the completely redone backgrounds.

With sharper detail and vibrant colors, they reach a new level of beauty. Also added are Custom Combos–by simultaneously pressing three buttons when your Super bar is full, you begin a limited shadow combo where players can execute a series of attacks and special moves to score massive numbers of hits. Even at the 50 percent mark. SFA2 plays great and controls perfectly. Street Fighter Alpha 2 continues Capcom’s record of lr successful arcade-to-Play-Station conversions, offering the biggest lineup in the series yet, with 18 selectable fighters.

Capcom didn’t just throw gamers a quick bone with new fighters; two new combo systems have also been added. Linking moves have been replaced by original SF chain combos, and also new are Custom Combos that work off the Super bar.

Custom Combos provide fighters with a speed burst, enabling them to chain attacks and special moves together for several hits, but only for a limited time.

This version includes a training mode, a shortcut loadtime feature, and extra turbo settings that dust the speed of the arcade version. Alpha 2 is nothing less than a perfect arcade-to-home translation. The additional fighters are great and the new combo systems enhance the gameplay.

The new backgrounds clearly stand out with sharp details and colors that are more vibrant than the first version’s. All the characters retain their smooth animations from the original SFA. All the fighting voices and sound effects are excellent. It’s disappointing, however, that you’re stuck with the remixed music, with no option for the original tunes.

If you can’t pull off the moves, you’re either doing them wrong or you’re using a substandard controller. Alpha 2 is designed for fighting enthusiasts. Beginners can prevail using the helpful Training mode, while experts sweat it out with eight difficulty settings. Or so it seems, and with the likes of Street Fighter Alpha 2, it could be a long time indeed.

Back again are all the regulars from the first Alpha, with some new tricks up their sleeves, plus a cast of newcomers, old favorites, previously hidden characters and bosses. You probably heard all this before in our arcade preview, but guess what? There should be the usual array of custom options, like round time and difficulty select, and I hope we’ll see the practice mode return, as well as some nifty extras.

Capcom is making sure that the games will look as good on the home systems as they did in the arcade, and you can’t doubt the results so far, with outstanding conversions of Night Warriors and the first Alpha already under its belt. The famed Street Fighter has a brand-new addition to the family.

Street Fighter Alpha 2. This game has cool features including new characters, new backgrounds and a new auto-combo system. This revealed auto-combo system gives players a chance to build their own killer combos with a sequence of multiple button taps to pound the opposition into the ground.

Let’s face it, there are just certain games that shouldn’t be made on the Bitters. There’s a slight load time right before the battle and the sound sounds like it’s being played through a coffee can-a poor-quality coffee can at that. Sodom’s name was changed to Katana-I wonder why?

The graphics were good but the poor control pretty much negated that Speaking of poor control, I think back to Super SF2 and remember how well that played compared to this one.

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