Street Fighter Alpha 2/Adon

From SuperCombo Wiki

Overview

Adon
SFA2 Adon Portrait.png
Health: 144
Defensive Rating: 0
Stun: 40
Walk Speed Forward: 300
Walk Speed Backward: 200
Jump Backward: 45f (3+42+0)
Neutral Jump: 45f (3+42+0)
Jump Forward: 45f (3+42+0)
Wake-Up: 47f
Quick Rise: 20f
Throw Range: 17
Colors
Punch 2 Punches Punch(Auto)
A2 Adon Color1.png A2 Adon Color3.png A2 Adon ColorAuto1.png
A2 Adon Color2.png A2 Adon Color4.png A2 Adon ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

Drawing from the speed and cunning of the majestic jaguar, Adon's style has been known to mesmerize victims. A master of Muay Thai, Adon trained with Sagat, but when the latter was defeated by Ryu, Adon believed Sagat to be a disgrace. Adon now seeks Sagat to become the Muay Thai leader once and for all.

Moveset


Playstyle

A2 Icon Adon.png Adon is pretty good in A2, of course he has a few flaws, but he is blessed with great normals and a damaging CC. When Adon hits, he hits hard.

Strengths Weaknesses
  • Great set of normals, cr.mp is great
  • All levels of Custom Combos do amazing damage
  • Great cross-up
  • Great set of supers
  • Long reaching pokes
  • Jaguar tooth mind games
  • Awesome anti-airs
  • Jaguar Kick is unsafe, even on hit
  • Jaguar Tooth can be CC'd or AC'd pretty easily
  • Sweep is slow and punishable
  • Punch AC has a tendency to not connect fully

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and theĀ % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, April 2022

Standing

st.Lp.png

A2 Adon st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 8 4 +4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Quick little elbow, alot of characters cant duck it, ok normal not great.

st.Mp.png

A2 Adon st.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 6 5 4 +5 1/3/6 Mid.png Specialcancel.png
Supercancel.png

Decent far anti-air, st.Mp.png xx Hk.png dp juggles.

st.Hp.png

A2 Adon st.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
16[2] 8 11 6 -5 2/5/9 Mid.png -

st.Lk.png

A2 Adon st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
6[0] 3 5 5 -3 0/1/2 Mid.png Specialcancel.png
Supercancel.png

st.Mk.png

A2 Adon st.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 9 6 0 1/3/6 Mid.png Supercancel.png

A mid hit knee with good priority and limted anti-air abilities, good poke.

st.Hk.png

A2 Adon st.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[2] 3 9 8 -2 2/5/9 Mid.png -

Long poke, not duckable, very very good zoning tool.

Crouching

cr.Lp.png

A2 Adon cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 4 4 +4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Links into itself, cr.Mp.png, or cr.Lk.png.

cr.Mp.png

A2 Adon cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 5 6 +4 1/3/6 Low.png Specialcancel.png
Supercancel.png

Very abusable poke that stuffs a lot of moves and links into itself.

cr.Hp.png

A2 Adon cr.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2] 8 11 6 -3 2/5/9 Mid.png -

Very good anti-air, long reach, very good poke as well.

cr.Lk.png

A2 Adon cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
6[0] 3 4 4 +2 0/1/2 Low.png Specialcancel.png
Supercancel.png

cr.Mk.png

A2 Adon cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 1 7 6 0 1/3/6 Low.png Specialcancel.png
Supercancel.png

Very good low poke with good range.

cr.Hk.png

A2 Adon cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 1 9 6 -11 2/5/9 Low.png Softknockdown.png

Long reaching sweep, but slow. CC starter.

Neutral Jumping

nj.Lp.png

A2 Adon nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 5 10 - 0/1/2 High.png -

nj.Mp.png

A2 Adon nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 5 8 - 1/3/6 High.png -

Very good air-to-air.

nj.Hp.png

A2 Adon nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 9 6 - 2/5/9 High.png -

Slow but great air-to-air.

nj.Lk.png

A2 Adon nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 4 10 - 0/1/2 High.png -

Good air-to-air.

nj.Mk.png

A2 Adon nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 7 8 - 1/3/6 High.png -

nj.Hk.png

A2 Adon nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
16[2] 8 13 6 - 2/5/9 High.png -

Diagonal Jumping

dj.Lp.png

A2 Adon dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 5 10 - 0/1/2 High.png -

dj.Mp.png

A2 Adon dj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 5 8 - 1/3/6 High.png -

dj.Hp.png

A2 Adon dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 9 6 - 2/5/9 High.png -

dj.Lk.png

A2 Adon dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 4 10 - 0/1/2 High.png -

dj.Mk.png

A2 Adon dj.mk 1.png
A2 Adon dj.mk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1], 6[1] 6, 6 7 2(0)8 - 1/3/5,6 High.png Cross-up

Extremely good cross-up and decent jump in.

dj.Hk.png

A2 Adon dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 9 6 - 2/5/9 High.png -

Very good jump in or jump back move, with great range.

Command Normals

Jaguar Crunch
Overhead
F.png + Mp.png

A2 Adon f.mp 1.png
A2 Adon f.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1], 8[1] 4, 4 29 3(2)3 -2, -7 1/1+1 per hit/4+2 High.png -

Far reaching overhead, great on opponent wake-up.

Jutting Kick
Df.png + Mk.png

A2 Adon df.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 8 7 4 -3 0/2/5 Mid.png -

Great anti-air.

Normal Throws

Jaguar Carry
Punch Throw
B.png/F.png + Mp.png/Hp.png

A2 Adon ThrowRange.png
A2 Adon PThrow 1.png
A2 Adon PThrow 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 8 damage when opponent tech throws.
  • Adon has average throw range (Alpha2ThrowRanges).

Jaguar Slam
Kick Throw
B.png/F.png + Mk.png/Hk.png

A2 Adon ThrowRange.png
A2 Adon KThrow 1.png
A2 Adon KThrow 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 8 damage when opponent tech throws.
  • Adon has average throw range (Alpha2ThrowRanges).

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Adon PAC 1.png
A2 Adon PAC 2.png
A2 Adon PAC 3.png
A2 Adon PAC 4.png
Damage Stun Startup Active Frame Adv Meter Block Properties
6[0]x4 1x4 1 [2(1)x3]2 +7 0/0/0 Mid.png Startupinv.pngUnblockable.png
Hardknockdown.png
  • First 3 hits are unblockable.
  • Only the last hit results in a knockdown.
  • Note: The USA revision (960430), Adon's Punch AC hits the opponent very easily during a fixed animation frame (even if it is a weak attack), making it a slight buff. Special thanks to Raf for the finding!

Adon rapid fists the opponent as an anti-air, and sends them almost fullscreen.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Adon KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[1] 8 4 18 -36 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Adon's Kick AC also acts as an anti-air and sends the opponent about 1/4 screen away from you.

Special Moves

Jaguar Kick
Axe Kick
Qcf.png + K.png

A2 Adon JagKick 1.png
A2 Adon JagKick 2.png
A2 Adon JagKick 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 14[4], 11[4] 8, 8 22 2(0)2 -10, -8 9/12/15 Mid.png -
Mk.png 15[5], 12[5] 10, 8 27 2(0)3 -10, -8 9/12/15 Mid.png -
Hk.png 16[8], 13[8] 12, 10 28 2(0)7 N/A, -12 9/12/15 Mid.png -

Great air-to-air but is a very unsafe move. On hit they can still do a CC or cr.Mk.png xx special. Only time it is safe is by distance, example is hitting Ryu's hand with a Mk.png jag kick at max distance. Using this move wrong will get you killed very fast. Jaguar Kick has slightly better frame advantage if blocked crouching, but is still punishable.

  • Punishable on hit.

Lk.png


Mk.png - [Hitboxes pictured]

Best version to use to punish fireballs, leaving you far away.


Hk.png

Rising Jaguar
Dragon Punch, Uppercut
Dp.png + K.png

A2 Adon RisingJag 1.png
A2 Adon RisingJag 2.png
A2 Adon RisingJag 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 15[4], 4[4] 8, 6 3 2(2)10 -17 7/7+1 per hit/10 Mid.png Startupinv.png
Softknockdown.png
Mk.png 17[5], 5[5] 8, 4 5 5(2)9 -23 7/7+1/7 Mid.png Softknockdown.png
Hk.png 16[8], 4[8] 6, 6 5 8(4)6 -28 7/7/7+3 Mid.png Softknockdown.png

Rising Jaguar has slightly better frame advantage if blocked standing, but is still punishable.

  • Cannot be air blocked.
  • Unscaled damage in CC.

Lk.png - [Hitboxes pictured]

  • 3 frames of startup invul; 1 of which while active.
  • Hits 1 time max.

Good anit-air. Only version with any invul.


Mk.png

  • 0 frames of startup invul.
  • Hits 1 time max.

Hk.png

  • 0 frames of startup invul.
  • Hits 2 times max.

Jaguar Tooth
Wall Dive, Divekick
Hcb.png + K.png

A2 Adon JagTooth.lk.png
A2 Adon JagTooth.mk.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 15[7] 8 43-47 10 -2 2/4/6 High.png -
Mk.png 15[8] 10 43-47 13 -3 2/4/6 High.png -
Hk.png 15[10] 12 43-47 17 -7 2/4/6 High.png -

Nice for mind games, but very easy to CC and alpha counter. Use to make your opponent whiff a move and punish with a CC. Doing this on reaction to a fireball will get you DP'd or CC'd.

  • Startup depends on the distance to the wall behind Adon.
  • Better frame advantage the lower Jaguar Tooth hits or is blocked. Can give positive frame advantage.
  • Unscaled damage in CC.

Lk.png - [Hitbox pictured top]

  • Travels about half screen.

Mk.png - [Hitbox pictured bottom]

  • Travels about 3/4ths screen.

Hk.png - [Hitbox pictured bottom]

  • Travels about full screen.
  • Punishable on hit.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.


Jaguar Varied Assault
Punch Super
Qcf.pngQcf.png + P.png

A2 Adon AssaultSuper 1.png
A2 Adon AssaultSuper 2.png
A2 Adon AssaultSuper 3.png
A2 Adon AssaultSuper 5.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
12[12], 10[12], 8[12], 5[12] 0, 1x3 6+0 10[(4)9x3] -2 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
P.pngP.png
14[12], 12[12], 10[12], 7[12], 5[12], 9[12] 0x5, 3 6+0 12[(4)9x3](4)10(6)8 -37 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3p.png
17[12], 16[12], 14[12], 14[12], 5[12], 9[12] 0x5, 3 6+0 12[(4)9x3](4)10(6)8 -39 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Combo into this after a cross up.

  • A full 2 quarter-circles isn't required. Required inputs: D.pngDf.pngF.pngD.pngDf.png + P.png.

Level 1

  • 5 frames of startup hit invul.; 0 of which while active.
  • 7 frames of startup projectile invul.
  • Hits 4 times.

Level 2

  • 6 frames of startup hit invul.; 1 of which while active.
  • 10 frames of startup projectile invul.
  • Hits 6 times.

Level 3

  • 6 frames of startup hit invul.; 1 of which while active.
  • 13 frames of startup projectile invul.
  • Hits 6 times.

Good wake-up super. Mash K.png at the end to get a stronger version (Jaguar Assassin), mash P.png if it is blocked (Jaguar Thousand).

Jaguar Varied Assault (Level 3) -> Jaguar Thousand
Punch Ender
Qcf.pngQcf.png + 3p.png, P.png (rapidly)

A2 Adon ThousandSuper 1.png
A2 Adon ThousandSuper 2.png
A2 Adon ThousandSuper 3.png
A2 Adon ThousandSuper 4.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[12], 16[12], 14[12], 14[12], 5[12]x11 0x4, 1x5 6+0 12[(4)9x3](4)[2(1)x10]1 -12 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • 6 frames of startup hit invul.; 1 of which while active.
  • 13 frames of startup projectile invul.
  • Hits 9 times max.

Jaguar Varied Assault (Level 3) -> Jaguar Assassin
Kick Ender
Qcf.pngQcf.png + 3p.png, K.png (rapidly)

A2 Adon AssassinSuper 1.png
A2 Adon AssassinSuper 2.png
A2 Adon AssassinSuper 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[12], 16[12], 14[12], 14[12], 7[12], 6[12], 9[12] 0x4, 1x3 6+0 12(4)9(4)9(4)8(3)3(2)3(2)10 -26 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • 6 frames of startup hit invul.; 1 of which while active.
  • 13 frames of startup projectile invul.
  • Hits 7 times max.

Jaguar Revolver
Axe Kick Super
Qcf.pngQcf.png + K.png

A2 Adon RevolverSuper 1.png
A2 Adon RevolverSuper 2.png
A2 Adon RevolverSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
13[13], 13[13], 10[13] 0, 2, 2 6+18 3(0)3(16)1 +7 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
15[13], 11[13], 12[13], 9[13] 0, 1x3 6+18 3(0)3(15)1(0)1 +7 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
17[13], 11[13]x3, 10[13], 7[13] 0x3, 1x3 6+18 3(0)3(14)1(0)1(18)1(0)1 +7 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Very good move to punish fireballs at lvl 1. Works w/ lvl 2 and 3, but I would CC instead thru the fireball. Use this super to punish cr.Mk.png or cr.Hk.png xx fireball pokes.

  • A full 2 quarter-circles isn't required. Required inputs: D.pngDf.pngF.pngD.pngDf.png + K.png.

Level 1

  • 23 frames of startup hit invul.; 0 of which while active.
  • 33 frames of startup projectile invul.
  • Hits 3 times.

Level 2

  • 26 frames of startup hit invul.; 3 of which while active.
  • 36 frames of startup projectile invul.
  • Hits 4 times.

Level 3

  • 29 frames of startup hit invul.; 6 of which while active.
  • 39 frames of startup projectile invul.
  • Hits 6 times.

The Basics


You wanna force your opponent to mess up and punish hard. His cross up is very good, and should be done after any knock down. Adon want to zone the oppoent and be smart with jag tooths to make them jumpy. cr.Mp.png is your friend, but dont under use his other normal cause they are very good, especially cr.Mk.png, cr.Hp.png, Hk.png. His overhead has good range but use it sparingly since it is slow and can be cc'ed; best used after knocking them down. Just remember: hit hard, always look for a opening to land his cc.

Advanced Strategy


Combos


cr.Mp.png, cr.Mp.png

cr.Lk.png/Mp.pngxx Hk.png Jaguar Kick

cr.Lp.png x2 xx Jaguar Varied Assault

Custom Combos


These ccs can be at any lvl, just watch the meter and end with dp.

1. cr.Hk.png xx Lk.png jag kick xN, Hk.png dp

or cr.Hk.png xx Lk.png jag kick x4, Lk.png dp, Hk.png dp

2. [cr.Mp.png xx Lk.png jag kick xN, Lk.png xx Hk.png dp (opponent must be standing)

3. Lvl 3- cr.Hk.png xx Hk.png jag kick, Hk.png dp x2

Anti-air ccs

4. lvl 1- Lp.png or Mp.png xx Hk.png dp x2

5. lvl 2 and up- Lp.png or Mp.png xx Lk.png jag kick xN, Hk.png dp

6. lvl 3- Lp.png or Mp.png xx Hk.png jag kick, Hk.png dp x2

This is where Adon shines his long limbs let him punish from far away, even blocked fireballs mid screen. To punish from far as hell, use Hk.png to start cc #2. Most customs you do should be #1 or #4. Also at lvl 2/3, blow threw fireballs and cc, pretty much a round winner. After any cc, sweep, if the tech roll you will hit them and get a free jag dp juggle.

Adon: lvl 1- c.rh xx hk dp x2

lvl 1- c.rh xx lk jag kick x2, hk dp

lvl 2- c.rh xx lk jag kick xN, hk dp

lvl 3- c.rh xx [hk jag kick, hk dp]x2

lvl 3- c.rh xx lk jag kick x4, mk jag kick, hk dp

lvl 3- c.mp xx lk jag kick x5, s.mp or s.lk in hk dp (must be standing)

Match-ups


A2 Icon Adon.png Vs. Adon(mirror):

[Loading match-up info...]

A2 Icon Akuma.png Vs. Akuma: 4-6 Akuma's favor

[Loading match-up info...]

A2 Icon Birdie.png Vs. Birdie: 6-4 Adon's favor

You can anti-air him with any of your normal aa's (Rising Jaguar, df+mk, cr. hp (far), and just AC as well) and that will take a lot of his game away. Don't ever jaguar kick unless you want to die or you're absolutely sure you're far enough away to be safe. This match is basically just building meter and trying to outpoke each other, then land the CC.

Standing roundhouse and cr.mp are obviously tough for Birdie to deal with, but remember his cr.hp will AA just about anything.

A2 Icon Charlie.png Vs. Charlie-Nash: 4-6 Charlie's favor

[Loading match-up info...]

A2 Icon ChunLi.png Vs. Chun-Li: 4-6 Chun-Li's favor

[Loading match-up info...]

A2 Icon Dan.png Vs. Dan: 7-3 Adon's favor

[Loading match-up info...]

A2 Icon Dhalsim.png Vs. Dhalsim: 4-6 Dhalsim's favor

[Loading match-up info...]

A2 Icon Akuma.png Vs. Evil Ryu:

[Loading match-up info...]

A2 Icon Gen.png Vs. Gen: 7-3 Adon's favor

[Loading match-up info...]

A2 Icon Guy.png Vs. Guy: 5-5 Even match-up

[Loading match-up info...]

A2 Icon Ken.png Vs. Ken: 3-7 Ken's favor

[Loading match-up info...]

A2 Icon Bison.png Vs. M. Bison (dictator): 7-3 Adon's favor

[Loading match-up info...]

A2 Icon Rolento.png Vs. Rolento: 4-6 Rolento's favor

[Loading match-up info...]

A2 Icon Rose.png Vs. Rose: 4-6 Rose's favor

[Loading match-up info...]

A2 Icon Ryu.png Vs. Ryu: 3-7 Ryu's favor

[Loading match-up info...]

A2 Icon Sagat.png Vs. Sagat: 5-5 Even match-up

[Loading match-up info...]

A2 Icon Sakura.png Vs. Sakura: 3-7 Sakura's favor

[Loading match-up info...]

A2 Icon Sodom.png Vs. Sodom: 4-6 Sodom's favor

[Loading match-up info...]

A2 Icon Zangief.png Vs. Zangief: 5-5 Even match-up

[Loading match-up info...]


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief