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Alpha Counter (ゼロカウンター, Zero Kauntaa) is a maneuver first introduced in the Street Fighter Alpha series.

Input
Street Fighter Alpha, Street Fighter Alpha 2 Quarter-circle back to downward + Punch/Kick while blocking
Street Fighter Alpha 3 (A- and V-isms) Right + (Punch + Kick of the same strength) while blocking
Capcom vs. SNK 2 (C-, A-, S-, and N-Grooves) Right + Medium Punch + Medium Kick while blocking

Description[]

Alpha Counters are performed by executing a quarter-circle forward motion (specifically a "9-to-6 o' clock" motion) and pressing either kick or punch (in Street Fighter Alpha and Street Fighter Alpha 2), or holding forward and pressing any punch and kick buttons of the same strength (in Street Fighter Alpha 3), while blocking; if done properly, the user will block their foe's attack and counter with a predetermined attack, which will send the opponent spinning to the ground. In Alpha 3, Alpha Counters are not a function of X-ism.

In the original Alpha, each character would use either the punch or kick button, depending on the character in question. In Alpha 2, all characters use both buttons, with one corresponding to high attacks, and the other to low. In Alpha 3, A-ism and V-ism characters once more have only one Alpha Counter, as two buttons must be pressed at once to execute it.

In all games, one has to keep an eye on the Super Combo Gauge to determine if they have enough meter built to do an Alpha Counter; In Alpha 3, this additionally consumes one block of the Guard Power Gauge for the rest of the round, and may result in situations where the player can easily be guard crushed if Alpha Counters are used haphazardly. Furthermore it's important to note too they do feeble damage so won't turn the tide in one sided fights, they are best reserved for desperate times e.g. to avoid being guard crushed or KOed by blocking damage. Note in 2v1 battles there is no guard bar, making it more useful and when being double teamed it may be necessary to use it, otherwise the player will have their health chipped away by blocking 2 foes relentlessy attacking.

Not all Alpha Counters will outright knockdown an enemy, such as in Rose's case, where her punch Alpha Counter will perform an exclusive move called Soul Passing. Another example is M. Bison, whose Alpha Counter is the Bison Warp.

The function returns in Capcom vs. SNK 2 (in which it is simply called "Counter Attack") as a function of the C-, A-, S-, and N-Grooves. The input is identical to Alpha 3, except that the player must press both medium attack buttons instead of being able to use any strength. As in Alpha 3, counters consume one level of the Super Combo Gauge and a portion of the Guard Power Gauge (unlike in Alpha 3, the latter gauge is not segmented and portions are not permanently lost when performing a counter).

World Tour entry tactics to enhance Alpha Counter utility[]

However, the player can make more use of them via world tour mode e.g. having 'Infinite guard' the player won't have to worry about losing guard meter chunks and if mixed with 'Super combo gauge plus' the player can play defensively & patiently, with their super passively replenishing giving the player essentially free hits by alpha countering, for good measure doing extra damage with 'Alpha counter plus' or they can use 'Auto guard' to block attacks that otherwise would connect. Another defence alternative is 'Super Guard' & 'Infinite Guard', the player never has to fear blocking damage or guard crushes, although they won't enjoy the abundance of Alpha Counters they would have from 'Super combo gauge plus.


Gallery[]

Successors[]

Sprites[]

Ryu's Alpha Counter

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