Street Fighter Alpha: Warriors’ Dreams
Capcom
1995
1–2 Players
Arcade
Arcade
Fighting
Not Rated
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Description
This game continues the fighting game tradition and provides few alternative characters from Capcom’s past games. It’s Street Fighter as you always remember it, with some new moves, characters and combo systems, as well as a more polished look and feel.
The new moves available for each fighter, called Super moves, allow them to fire off very powerful moves. A bar at the bottom of the screen represents the power that you have to use for the moves. You start the first round on 0, and each attack that you make adds power to the bar. Once you reach level 3, you can unleash the special attacks, that can sometimes KO the opponant.
The other major change over the Street Fighter 2 series are the Alpha counters. These can be used to counter an on-coming attack after blocking.
Street Fighter Alpha: Warriors' Dreams
Overview & History
Released by Capcom in 1995 for the CP System II arcade hardware, Street Fighter Alpha: Warriors' Dreams brilliantly bridges the chronological gap between the original Street Fighter and Street Fighter II. Set during a turbulent era of youth and intense rivalry, the narrative explores formative years when icons like Ryu, Ken, and Chun-Li were still refining their signature martial arts disciplines. The game introduced a gorgeous, vibrant anime-inspired art style that replaced the gritty realism of its predecessors, injecting fresh life into the franchise and setting a new visual standard for mid-90s fighting games.
Gameplay Features & Mechanics
Alpha revolutionized arcade fighting mechanics by introducing the revolutionary three-tiered Super Combo gauge, allowing players to execute devastating customized super moves based on how many levels of the meter were charged. It also debuted the Alpha Counter—a defensive maneuver letting players retaliate immediately while blocking—and mid-air blocking, which drastically altered aerial offense and defense. Players could choose between two distinct fighting styles at the character select screen: 'Normal' mode, featuring traditional charging and blocking mechanics, or 'Auto' mode, which granted automatic blocking against standard attacks at the cost of a permanently reduced Super meter capacity. Iconic movesets were expanded; for instance, Ryu could seamlessly transition between his classic Hadoken and the rapid-fire Shakunetsu Hadoken, while Guy and Birdie returned from Final Fight with modernized, agile toolkits.
Keyboard Controls
- Arrow Keys / D-Pad: Move
- Action Keys: Attack / Jump
- Enter: Start / Pause
Video
What's new
★ 4.2 / 5 · 162 votes
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