Street Fighter Alpha 2

aka: SFA2, Street Fighter Alpha2, Street Fighter Zero 2
Moby ID: 3706
SNES Specs
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Description official descriptions

Another Street Fighter sequel (this time for Street Fighter Alpha) adds even more to the classic fighting series.

New characters in this version include Gen (a wise kung-fu master), Rolento (who you may remember from another Capcom classic, Final Fight) and Sakura, a young school girl who follows her hero Ryu so close, she has the same type of moves. Dhalsim and Zangief also return to the fight with some news moves.

The other major difference is the loss of chain-combos and the gain of a custom combo system. Once you reach the required level (which is 1 at the least) you can execute a custom combo by combining any of the buttons (which there are 6 in total) or any of the special attacks (fireballs, etc.)

Spellings

  • ストリートファイター ゼロ2 - Japanese spelling

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Credits (SNES version)

107 People (85 developers, 22 thanks) · View all

Planner
Programmer
Scroll Design
[ full credits ]

Reviews

Critics

Average score: 81% (based on 41 ratings)

Players

Average score: 4.0 out of 5 (based on 106 ratings with 4 reviews)

Arcade goodness, as well as the SNES can do it.

The Good
Graphically, sound-wise, musically, control, everything's here that's on the 32-bit versions. All is good and is fun to play. Even the intro is completely here.

The Bad
Slower than the other versions, though can get used to it. What really gets me is this is a cart, and yet there's access time. On a cart? What? I thought the principle of the cart was to extend the basic elements of the game as simulated RAM, and the RAM would just keep things like the high score and other user-input data. But no, there's access right before every round starts, and that's annoying.

The Bottom Line
Still avoiding the optical disc revolution, then buy this game by all means. If you can get used to the access time, you can enjoy one of the best fighting games on the SNES.

SNES · by Fake Spam (85) · 2006

The last great game of the SNES and one of SF's best arcade-to-console conversions

The Good
Almost everything about the game ticks, far too many to mention. The graphics are well-designed for 16-bit standards, the animations are smooth (despite the missing frames of animation), the vast majority of the arcade voices and tunes are here and, the best of all, near-flawless controls. I can pull off any Special or Super/Ultra move with the greatest of ease and almost any given time. It's also the only time in which characters like Sakura, Charlie, Rose, Birdie, Akuma and Dan appear on a 16-bit console.

One side note: Sagat is considerably faster here than in previous games. His Uppercut is EXTREMELY POWERFUL, inflicting as much as 7 hits, which some people may complain as being cheap, but I find it very useful. the same goes to his super moves.

The Bad
The music. Even though it's well composed, it's not as memorable nor as catchy as seen in previous Street Fighter games, but it has nothing to do with the hardware limitations, as all the other consoles share the same flaw. Also, after the announcer says "Fight!", there's a brief loading time (on a cartridge?), which is not a glitch, but it's something I have trouble getting used to. Lastly, the Waterfall stage is not included due to lack of space, but my complaints end here.

The Bottom Line
Everything that you've seen or played in previous Street Fighter games on the SNES is here. Excellent graphics, great sounds, near-flawless controls, and, although it doesn't match up with its CD-based-counterparts in terms of visuals and sounds, the SNES version has all the ingredients that make a great game and is a must for any SF fan. This game was released in 1996, at the sunset of the 16-bit-era and its days were clearly numbered by then, but this game sure made the console go out with a bang!

SNES · by Stsung (30) · 2009

A Windows 95 gem forgotten by history.

The Good
It's on Windows 95 and runs swell on a Pentium II at 350 MHz with 64 MB of RAM and an ATi Rage with 4 MB of vRAM. It takes about 400 MB of HD space or so, and the music is all in .WAV files, so it can be converted to .MP3 or *.AAC for use on your favorite digital music player.

The graphics are 320x200 at VGA, but that's okay, because Capcom stuck a lot of effort in those graphics, and the game looks great!

Sounds great, too, because QSound is applied to all of the *.WAV music and sound files, and using a Microsoft SideWinder or Capcom's own ProPad 6 is a dream.

There's almost no access time from the hard drive in between matches, and everything's here that's on the Saturn version. Video is used for the intro and a few other tricky points to save the limitations of the majority of Windows 95 PCs at the time (you know, the one your lawyer brother-in-law in his mid-30s refuses to upgrade or give up on, and it doesn't even have USB) so that's forgiven.

The Bad
Still, 320x200? Why? The SNES I can undestand, that's in it's hi-res mode, but that's the low-res mode for Windows 95 by 1998, the year of its release. Windows 95 on my Pentium II system was at least 640x480 in thousands of colors (24-bit mode, 32-bit mode ran my resources dry). When Acclaim and Capcom did X-Men: COTA on DOS, they did right by allowing a 65,000 color mode if your system RAM was 16 MB or more, and that was nice. This is four years later (a long time in a game's life) and there's not even that option. It's not really bothersome unless you've become used to the Saturn and PlayStation's 320x200 modes in 65,000, which comes off sharp. I think Capcom could've just upped it to 32,000 colors at the 640x480 res mode, and it would've looked spectacular.

Also, since most PCs don't have an extra game port, I think Capcom should've included a Y-splitter for two joypad support. But what was I expecting for $19.99? Yes, that was its actual retail price with a little manifesto from Capcom stating how they wanted to put all of their games on PC from that point on (yeah, sure).

The Bottom Line
After being burned by the Saturn in 1995 and the Nintendo 64 in 1996, 1997 to 2000 was the time I turned to Windows 95/98 for my gaming fixes. If more games like this version of Alpha 2 were pumped out by the console companies, I'd be in Utopia. But Final Fantasy 7 sealed our fate on that (not Capcom, these games were decent). If you see it used, I say buy it, but it conflicts with Windows ME, 2000, XP and most likely won't run on Vista if it's on a 64-bit CPU.

Windows · by Fake Spam (85) · 2006

[ View all 4 player reviews ]

Trivia

Decompression Chip

Together with Star Ocean and Tengai Makyō Zero, this was the only game for the SNES to include the S-DD1 chip. This chip allowed sprite data to be decompressed in real time, and is only one of the various chips that allowed SNES games to stay ahead in the 16-bit console market for a while. It was also one of the latest obstacles that hindered SNES emulation: before the chip was completely emulated, "graphic packs" with the uncompressed graphics were necessary in order to play the game.

PlayStation Omissions

Missing from the Playstation version of the game are the characters Evil Ryu, Classic Dhalsim and Classic Zangief. Plus the number of color palettes available for each character has been reduced to 2.

References

There are several in-jokes and messages hidden in the game, for instance on Ken's stage you can find lots of Capcom characters, among them you may find a Strider Hiryu holding a Teddy Bear. This was sort of a "get well soon" message left for a fellow Capcom member who worked under tremendous stress on a Neo-geo pocket version of Strider, and when that version was ultimately canned, had a nervous breakdown, and had to be hospitalized.

SNES Version

Despite an admirable effort, Capcom's port of Alpha 2 to the SNES took some serious sacrifices, namely in graphics (characters aren't as detailed, and frames were removed from animations) and sound. There was also a small but annoying load time (?!) at the start of each round, and even then the game was slow, even when the speed was cranked to its highest setting. Also, in another move in Nintendo's infamous censoring activities, the character 'Sodom' was renamed 'Katana', since 'Sodom' was too close the word 'Sodomy' (taken from an actual city in the Bible called Sodom, where people committed immoral sex acts). Even though Sodom's name (the character) is pronounced 'So-dum', not 'Saw-dum' (the place in the Bible).

Awards

  • Electronic Gaming Monthly
    • December 1996 (Issue 89) - Game of the Month (Saturn version) (shared with Tomb Raider)
    • March 1997 (Issue 92) - Saturn Game of the Year runner-up + Arcade Game of the Year + Fighting Game of the Year runner-up (Saturn version) + Saturn Game of the Year runner-up (Readers' Choice) + Arcade Game of the Year (Readers' Choice)
    • November 1997 (Issue 100) - ranked #36 (Best 100 Games of All Time) (Saturn version)

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Contributors to this Entry

Game added by Kartanym.

Wii added by Charly2.0. PS Vita, New Nintendo 3DS added by GTramp. Wii U added by Michael Cassidy. Arcade added by 666gonzo666. PSP, PlayStation 3 added by Foxhack. Windows added by Satoshi Kunsai.

Additional contributors: Matthew Bailey, Zovni, Alaka, ケヴィン, piltdown_man, Plok.

Game added April 5, 2001. Last modified May 15, 2024.