Super Street Fighter 2 Turbo: Difference between revisions

From SuperCombo Wiki
mNo edit summary
 
(637 intermediate revisions by 90 users not shown)
Line 1: Line 1:
= Introduction =
{{Infobox Game
This guide is not intended to be a basic FAQ for beginners who have little-to-no experience with the game.  It will not contain things such as a move list, and it will only contain gameplay/strategy-related info (no list of win quotes, no story lines, etc).
| gamename    = Super Street Fighter II Turbo
| abbreviation = ST, SSFIIT, SSFIIX
| image        = Ssf2turboarcadeflyer.jpg
| image2      = Stintro.png
| image3      = STselect.png
| developer    = Capcom
| system      = '''CPS-II (Arcade)'''<br>NA: February 23, 1994<br>JP: February 23, 1994<br>EU: February 23, 1994<br>AS: February 23, 1994<br>AU: February 23, 1994<br>NA: March 23, 1994 (latest/beta)<br>EU: March 1994 (latest/beta)
| system2      = '''3DO'''<br>NA: November 7, 1994<br>JP: November 14, 1994<br>AU: November 21, 1994<br>EU: November 23, 1994
| system3      = '''GameTek PC Ports'''<br>PC-DOS<br>NA: May 5, 1995<br>AU: June 1, 1995<br>EU: June 2, 1995<br>Amiga<br>EU: 1995
| system4      = '''Street Fighter Collection'''<br>PS1/PSX<br>JP: October 23, 1997<br>NA: November 30, 1997<br>EU: July, 1998<br>Sega Saturn<br>JP: September 18, 1997<br>NA: November 30, 1997<br>EU: 1997
| system5      = '''Super Street Fighter II X For Matching Service'''<br>Dreamcast<br>JP: December 22, 2000
| system6      = '''Super Street Fighter II Turbo Revival'''<br>Game Boy Advance<br>JP: July 13, 2001<br>NA: October 30, 2001<br>AU: November 1, 2001<br>EU: November 2, 2001
| system7      = '''Capcom Classics Collection Volume 2'''<br>Playstation 2<br>NA: November 24, 2006<br>EU: April 13, 2007<br>AU: April 11, 2007<br>Xbox<br>NA: November 14, 2006
| system8      = '''Super Street Fighter II Turbo HD Remix'''<br>Playstation 3<br>NA: November 25, 2008<br>EU: February 19, 2009<br>Xbox 360<br>NA: November 26, 2007
| system9      = '''Street Fighter 30th Anniversary Collection'''<br>PC/PS4/NSW/XBO<br>WW: May 29, 2018<br>JP: October 25, 2018


If you are looking for "general strats", there is now a wealth of footage available online, featuring the world's best players. That is probably the best way to get general strats, so go to [http://www.combovideos.com ComboVideos.com], or if you use Direct Connect, you can hit up smash.servegame.com.
| netcode      = '''FightCade2'''<br>(PC, rollback)
| netcode2    = '''Super Street Fighter II HD Remix Classic Mode'''<br>(PS3/Xbox 360, rollback)
| netcode3    = '''Street Fighter 30th Anniversary Collection'''<br>(PC/PS4/Xbox One/Nintendo Switch rollback)
}}
[[Image:Ssf2turbologo.png|480x360px|middle|]]


Other ST References:
==Introduction==
<br>
[http://www.shoryuken.com/forums/showthread.php?t=73872 NKI's random Japan log] on Shoryuken forums
<br>
[http://www.shoryuken.com/forums/showthread.php?t=97281 The ST Thread] on Shoryuken forums
<br>
[http://games.t-akiba.net T.Akiba's site] (entirely in Japanese)<br>
[http://nki.combovideos.com/ST NKI's translations from T.Akiba's site] (thanks to BlazeD of [http://www.combovideos.com ComboVideos.com] for hosting)


'''TERMINOLOGY'''<br>
To many, this game needs no introduction.
Jab = weak punch<br>
Strong = medium punch<br>
Fierce = fierce punch<br>
Short = weak kick<br>
Forward = medium kick<br>
Roundhouse (RH) = fierce kick<br>


cr. = crouching<br>
Super Street Fighter II Turbo, or Super Street Fighter II X: Grand Master Challenge in Japan, is the fifth revision of Street Fighter II. This version builds upon the foundations set by the previous versions (Street Fighter II: The World Warrior, Street Fighter II': Champion Edition, Street Fighter II': Hyper Fighting ("Turbo" in Japan), and Super Street Fighter II: The New Challengers) with balance changes, new moves, and new features to polish an already revolutionary title into a game that stands the test of time.
st. = standing<br>
j. = jumping<br>
~ = immediately after (ex: "Strong~Fierce" means press Fierce)


WW = World Warrior<br>
Super Turbo's defining new addition is Super Combos. By using special moves, you can fill your character's Super Combo gauge on the bottom of the screen, and when it's full, you can unleash your character's most powerful move, potentially turning the tide of the entire match. Also notable was the return of Turbo speed, introduced in Hyper Fighting and removed in Super. You could also adjust the speed yourself to multiple settings, depending on the arcade operator's configuration. For those skilled enough to complete the arcade mode on 1 credit, a new secret final boss awaits. Akuma/Gouki is notable for his extreme power, to the point where even his toned-down playable form selectable via a secret code is banned in tournament play.
CE = Champion Edition<br>
HF = Hyper Fighting = SF2T = Street Fighter 2 Turbo<br>
SSF2 = Super Street Fighter 2<br>
ST = Super Street Fighter 2 Turbo<br>


DP  = Dragon Punch
Old favorites received new tools in their kit with new moves, such as Chun-Li's Tenshokyaku anti air kicks, Zangief's Banishing Flat green hand of projectile destruction, and E.Honda's massively powerful Oicho Throw. Every character also gained access to the ability to soften throws. In previous versions, you had no way whatsoever to defend against throws outside of reversals, but now if you input the throw command right after your opponent throws you, you'll take less damage and recover quicker. Finally, every character besides Akuma has access to a version of themselves similar to their iterations from Super Street Fighter II: The New Challengers, often called Old Characters or Super Characters. Selectable via a code, these versions didn't have access to Super Turbo's new mechanics such as Super Combos, throw softening, or any new moves added in this version, but while most of them have been disregarded as worse versions of their New counterparts, some Old characters are as good as or even better than their New counterparts in competitive play.
TAP = Boxer's Turn Around Punch (hold 3P or 3K, then release)


Before a character's name, "O." means "Old" and "N." means "New".<br>
Despite many decades passing and a deluge of new fighting games to play, Super Street Fighter II Turbo has been played competitively since its release and has been featured in countless major fighting game tournaments, such as the Evolution Championship Series/EVO and SBO/Tougeki. To this day, it is a beloved old-school game and still recognized by many professional-level players as one of the best fighting games of all time.
O.Sagat = Old Sagat = choose Sagat, then hit Up, Down, Down, Up+Jab<br>
N.Sagat = New Sagat = Super Turbo Sagat<br>
Keep in mind that Super Turbo's old characters are not the same as SSF2 characters. For example, O.Sagat can cancel his st.Short and st.Forward after two hits, but Sagat can not do this in SSF2.


Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, I will not use the names Vega, Bison, or Balrog.
<youtube>lb9jshbCKtk</youtube> <br>
==Characters==
===New Characters===
{|
|
|-
| [[Image:Ssf2t_akuma_css.png|62x80px|link=Super Street Fighter 2 Turbo/Akuma | Akuma]]
|-
| [[Image:Ssf2t_ryu_css.png|62x80px|link=Super Street Fighter 2 Turbo/Ryu | Ryu]]
|| [[Image:Ssf2t_honda_css.png|62x80px|link=Super Street Fighter 2 Turbo/E. Honda | E. Honda]]
|| [[Image:Ssf2t_blanka_css.png|62x80px|link=Super Street Fighter 2 Turbo/Blanka | Blanka]]
|| [[Image:Ssf2t_guile_css.png|62x80px|link=Super Street Fighter 2 Turbo/Guile | Guile]]
|| [[Image:Ssf2t_thawk_css.png|62x80px|link=Super Street Fighter 2 Turbo/T. Hawk | T. Hawk]]
|| [[Image:Ssf2t_fei_css.png|62x80px|link=Super Street Fighter 2 Turbo/Fei Long | Fei Long]]
|| [[Image:Ssf2t_boxer_css.png|62x80px|link=Super Street Fighter 2 Turbo/Balrog | Balrog]]
|| [[Image:Ssf2t_sagat_css.png|62x80px|link=Super Street Fighter 2 Turbo/Sagat | Sagat]]
|-
| [[Image:Ssf2t_ken_css.png|62x80px|link=Super Street Fighter 2 Turbo/Ken | Ken]]
|| [[Image:Ssf2t_chun_css.png|62x80px|link=Super Street Fighter 2 Turbo/Chun-Li | Chun-Li]]
|| [[Image:Ssf2t_zangief_css.png|62x80px|link=Super Street Fighter 2 Turbo/Zangief | Zangief]]
|| [[Image:Ssf2t_dhalsim_css.png|62x80px|link=Super Street Fighter 2 Turbo/Dhalsim | Dhalsim]]
|| [[Image:Ssf2t_cammy_css.png|62x80px|link=Super Street Fighter 2 Turbo/Cammy | Cammy]]
|| [[Image:Ssf2t_deejay_css.png|62x80px|link=Super Street Fighter 2 Turbo/Dee Jay | Dee Jay]]
|| [[Image:Ssf2t_claw_css.png|62x80px|link=Super Street Fighter 2 Turbo/Vega| Vega]]
|| [[Image:Ssf2t_dictator_css.png|62x80px|link=Super Street Fighter 2 Turbo/M. Bison | M. Bison]]
|}


Claw = American Vega = Japanese Balrog<br>
Boxer = American Balrog = Japanese Bison<br>
Dictator (Dic) = American Bison = Japanese Vega<br>


More terms will be added as it becomes obvious that people don't know what they mean.
===Old Characters===
 
{|
--[[User:NKI|NKI]] 23:35, 9 April 2006 (CDT)
|+
 
|-
= Game Mechanics =
|  || [[Image:Ssf2t_ryu_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Ryu | Old Ryu]]  
'''Reversals'''
|| [[Image:Ssf2t_honda_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. E. Honda | Old E. Honda]]
<br>
|| [[Image:Ssf2t_blanka_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Blanka | Old Blanka]]
A reversal is defined as any time you go from a non-neutral state directly into a move (normal, special, super, or throw), without ever going to neutral state.  A non-neutral state is any state that your opponent inflicts on you: block stun, hit stun, getting up after being knocked down, dizzy, or being knocked out of the air.
|| [[Image:Ssf2t_guile_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Guile | Old Guile]] ||
 
|-
Easiest example:  your opponent knocks you down, and as you're getting up, you time a DP perfectly so that it comes out on the first frame possible.  You never go to neutral state - you go directly from getting up animation to DP animation.  You get a reversal message, and 1000 points!  (Note that you only get a reversal message for specials and supers.)
| [[Image:Ssf2t_boxer_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Balrog | Old Balrog]]  
 
|| [[Image:Ssf2t_ken_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Ken | Old Ken]]
'''Tech Hits'''
|| [[Image:Ssf2t_chun_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Chun-Li | Old Chun-Li]]
<br>
|| [[Image:Ssf2t_zangief_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Zangief | Old Zangief]]
Also called "softening a throw".  When your opponent throws you, enter a throw command (back or towards plus Strong or Fierce or Forward or RH) within 13 frames, and you will take half the damage and recover in th air.  Not that you can tech with buttons that do not correspond to your character's throws.  For example, Chun can tech with Forward or RH kick, even though she can't throw with those buttons.  Grabs such as Blanka's, Boxer's, Dhalsim's Noogie, etc can not be teched.  See "Throw For The Win" in the Advanced Strategy section below.
|| [[Image:Ssf2t_dhalsim_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Dhalsim | Old Dhalsim]]
 
|| [[Image:Ssf2t_sagat_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Sagat | Old Sagat]]
'''Juggles'''
|-
<br>
| [[Image:Ssf2t_claw_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Vega | Old Vega]]
After being hit by a juggle-able move, any juggle-able special move can juggle for up to 2 hits (except Sagat's Tiger Uppercut, which can juggle for up to 4 hits). Any non-throw super can juggle for up to 4 hits.
|| [[Image:Ssf2t_thawk_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. T. Hawk | Old T. Hawk]]
<br><br>
|| [[Image:Ssf2t_fei_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Fei Long | Old Fei Long]]
Juggle-able special moves:
|| [[Image:Ssf2t_deejay_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Dee Jay | Old Dee Jay]]
<br>
|| [[Image:Ssf2t_cammy_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. Cammy | Old Cammy]]
Akuma - Forward and RH Hurricane Kicks, DPs<br>
|| [[Image:Ssf2t_dictator_css.png|62x80px|link=Super Street Fighter 2 Turbo/O. M. Bison | Old M. Bison]]
Balrog - super<br>
|}
Blanka - super<br>
Cammy - super<br>
Chun-Li - upkicks, super<br>
Dee Jay - Forward and RH upkicks, super<br>
Dhalsim - super<br>
E. Honda - super<br>
Fei Long - Chicken Wing (his Tiger Knee move), super<br>
Guile - super<br>
Ken - super<br>
M. Bison - j.Strong, super<br>
Ryu - j.Strong, super<br>
Sagat - Tiger Uppercut, super<br>
T. Hawk - none<br>
Vega - Flip Kick<br>
Zangief  - none<br>
<br>
Simply being a juggle-able move does not mean that it can juggle at any time.  The opponent must first be hit by a juggle-able move, then you can follow it up with a juggle.  For example, Chun can do upkicks (3 hits) to knock the opponent out of the air, then juggle with the super for 2 more hits.  However, she can not follow up with a juggle super after knocking the opponent out of the air with a fireball, because the fireball is not a juggle-able move.
 
--[[User:NKI|NKI]] 17:40, 10 April 2006 (CDT)
 
= Randomness =
Unfortunately, in ST there is a fair amount of randomness.  Known randomness includes:
* amount of damage done by a move (this can be extreme)
* "dizzy meter" (read:  when you will get dizzy)
* amount of dizzy damage done by a move
* charge times for special/super moves (can vary up to 3 frames)
* Ryu's [cr.Short->cr.Short xx super] simply won't combo half the time, even when timed perfectly
* Gief's standing 720 (he'll just jump half the time, even when timed perfectly)
* who gets the throw when both players input the command on the same frame
* getting a normal move when attempting a wake-up throw
 
--[[User:NKI|NKI]] 17:24, 15 May 2006 (CDT)
 
= Basic Strategy =
When playing ST, the three most important things are:<br>
-knowing the match-ups<br>
-being able to out-smart your opponent<br>
-being able to execute<br><br>
You can learn a lot by reading and watching vids, but the most important thing is experience.
<br><br>
'''Counter Characters'''
<br>
There are two very different schools of thought when it comes to character selection.  The American school of thought is basically that because the game has counter characters, you should learn more than one character in order to do well overall.  The Japanese school of thought is basically that if you just stick with one character and learn all of the match-ups inside and out, the "counter matches" will not be nearly as hard, and you won't ever need to switch characters.
<br><br>
I feel that relying on counter characters is a very unstable strategy. For one thing, every match is winnable, and for another thing, the numbers are overwhelming.  For every one character you play, you need to know 16 match-ups, and that can take an extraordinary amount of time to learn.  If you only stick with one character, say, T.Hawk, and if you just man up and learn all 16 matches, you can beat any character, even Dhalsim (as Toutanki has shown).  Obviously Dhalsim still has the advantage, but it is definitely not a free win, as a lot of people would have you believe.
<br><br>
Playing counter characters will only work consistently against other people who also play counter characters (people who don't know their characters 100%).  It will not consistently work against people who know the matches, and that is why I would not advise relying on counter characters.
<br><br>
I think a good example is the Japanese player Muteki Guile (whose name means "Invincible Guile").  He has unquestionably one of the best Guiles in the world, and he also plays a little bit of Chun (in casual matches).  If he were to play in tourney against a Blanka player, he could try switching to Chun (who is considerably better than Guile versus Blanka), but if he wins, then his opponent could just switch it up to O.Sagat and counter-character his Chun (because Muteki Guile doesn't know Chun 100%).
<br><br>
But that situation will never come up for him, because he has taken the time to master Guile, and he has no need to switch to Chun.  Even though Blanka vs. Guile is an uneven match, Muteki knows exactly what he can do, and that match is still totally winnable for him, even against the best Blankas.
<br><br>
While the advantage of counter characters is grossly over-exaggerated by a lot of players, it is true that certain characters have inherent advantages over others.  Counter characters that particularly stand out:
<br>
<br>
-Chun does well against Gief<br>
-Honda does well against non-fireball characters<br>
-fireball characters do well against Honda<br>
-Sim does well against O.Sagat, Gief, Hawk, Boxer, Ryu, Ken<br>
-O.Sagat does well against Chun, Gief, Hawk, Honda<br>
-Blanka does well against Hawk, Guile
<br><br>
'''Game Plan'''
<br>
You should never be free-styling a match. You should know before-hand exactly what your game plan is, what advantages/disadvantages you have, and exactly what moves of yours will counter your opponent's (as well as what moves your opponent can use to counter yours).
<br><br>
For example, if I'm Chun playing against Dictator, I go into the match knowing that Chun can get in his face pretty well, and there's not much he can do about it. Dic has no good anti-air, so I can do j.Forward a lot; Dic has no reversal other than super, so I can do meaty D/F+RH for free; lightning legs will beat his Psycho Crusher and Scissor Kicks cleanly; upkicks will lose cleanly to his headstomp, etc.
<br><br>
'''Playing to Win'''
<br>
If you notice that your opponent has any particular weakness, you need to show no mercy and exploit it.  Common weaknesses include:
<br><br>
-inability to consistently reverse throws<br>
-inability to consistently reverse meaties<br>
-wanting to use the super as soon as the meter is full<br>
-going for the "revenge super" after getting hit by something big<br>
-overaggression (ex:  always going for the reversal DP)<br>
-panic moves (ex:  throwing away the super, jumping back to the corner, or blatantly jumping at the opponent when in a really tight spot)<br>
-lack of knowledge (ex: opponent keeps trying to Tiger Uppercut Sim's j.Forward, not knowing that Tiger Uppercut loses cleanly)<br>
-patterns (ex:  always doing a second Shoryuken if the first one whiffs)
<br><br>
'''Stored Moves'''
<br>
Through a programming glitch, it is possible to do a move's motion, hold the last direction, and then press the button whenever you want, and the move will still come out.  This works with Chun's super, Honda's super, Honda's command throw, and Claw's Flip Kick (kind of).
<br><br>
For Chun's super and Honda's super, charge back, then hit towards, back, then towards and hold it.  As long as you're holding towards (or up/towards or down/towards), you can press the button at any time to do the super.
<br><br>
For Honda's command throw, do a half-circle from towards to down/back, and hold down/back. As long as you're holding down/back (or back or up/back), you can press punch at any time to do the command throw.
<br><br>
For Claw's Flip Kick, after you charge down/back, you can switch to back or up/back without losing your charge. (Note that you can not store the move with towards.)
 
--[[User:NKI|NKI]] 17:58, 11 April 2006 (CDT)
 
= Advanced Strategy =
'''Multi-tap/Multi-release'''
<br>
Multi-tapping refers to hitting more than one button in an attempt to get a reversal.  For example, if I simply hit F, D, D/F+Fierce, I have to time my reversal with the precision of a single frame (about 1/60th of a second), and that's pretty hard.  But if I do F, D, D/F+press Jab~press Strong~press Fierce~release Jab~release Strong~release Fierce, I now have a SIX-FRAME window to work with, which is remarkably easier.
<br><br>
Multi-tapping can (and should) be used with throws as well. Don't simply hit one button if you are trying to do a reversal throw.  Unless you are going for one specific throw (like Ken's knee bash) and you have extreme confidence in your reversal timing, you should use every button your character can throw with.  With Chun, you should try to reversal throw with Strong~Fierce.  With Ryu, you should try to reversal throw with Strong~Fierce~Forward~RH.
<br><br>
'''Option Select'''
<br>
Option select refers to doing one thing that covers more than one possible outcome.  For example, I am Honda, and my opponent is trying to do a meaty attack to me as I get up.  I do a half-circle to down/back and hold it, so now I have the command throw stored.  I press and hold all three punches before I get up (so that nothing comes out), and with reversal timing, I multi-release the punches.  There are only two possible outcomes:
<br>
1) I timed the reversal properly, and I will throw the opponent
<br>
2) I did not time the reversal properly, but I will block safely because I was holding down/back
<p>
Another good example of option select is safe jumping and safe reversing...
<br>
<br>
'''Safe Jumps'''
<br>
You can time a jump-in meaty enough so that it will force the opponent to block if they don't reverse, but if they do reverse, you can land quickly enough to block their reversal. This works because there are very few moves in ST that hit on the first frame.
<br>
<br>
Safe jumps are much more practical against moves that do not have hitting frames at the very beginning.  For example, it's very easy to do safe jumps against Boxer's Buffalo Charge, because the quickest version (Jab) has a window of 11 non-hitting frames in the beginning, which gives you plenty of time to land.  Safe jumps are extremely hard (or impossible) against moves that have very few (or zero) frames of start-up.  Don't try doing safe jumps against:
<br>
-Ken's DPs
<br>
-Blanka's upballs and horizontal balls
<br>
-Akuma's hurricane kicks and uppercuts
<br><br>
'''Safe Reversal'''<br>
Safe reversal is a very useful (but very difficult) option select technique. When your opponent does a meaty to you, safe reversal allows you to attempt a reversal risk-free.  For the command of the move you're attempting to do as a reversal, rather than leaving the stick in the command's final position and pushing the buttons, if you quickly move the stick to D/B and release the buttons after finishing the motion, you will block if you didn't time the reversal correctly.
<br><br>
For example, with Ryu, as you're getting up, hold all three punches, then do F, D, DF, D/B+release Jab~release Strong~release Fierce. If you timed it correctly, you will get a DP.  If you didn't time it correctly, you will block.  Note that you only have a relatively small window of time to reach D/B and release the buttons, so you must be quick.
<br><br>
'''Throw For The Win'''<br>
If you have the opponent's life down to where a teched throw would not kill him, but a non-teched throw would kill him, he will die regardless of if he techs or not. You will see him visually tech the throw, but he will still take full damage and die.
<br><br>
This also works with dizzies.  If the opponent has gotten hit by a couple of moves and is at the point where a throw would dizzy him, that throw is  untechable, and the dizzy is guaranteed.
<br><br>
'''Instant Jumping Overheads'''<br>
Only a few characters (Ryu, Ken, Fei) have true overheads as ground moves, but some characters can also do an overhead as a jumping attack immediately after leaving the ground, at point blank range.  These typically can only be done to finish the opponent, because obviously you can't block on your way down from the jump.  Good jumping overheads include:
<br><br>
-Chun's headstomp (will beat DP clean)<br>
-Dic's j.Forward<br>
-Boxer's j.Short and j.Forward
<br><br>
Note that Dhalsim's drills, despite being jumping moves, can be duck-blocked.  In fact, if angled correctly, they MUST be duck-blocked, because they can hit as a low move.
<br><br>
'''Cross-up Charge'''<br>
If your opponent knocks you down and goes for the cross-up, it is always possible to keep your charge.  You simply need to switch the direction exactly when your opponent switches sides.  It's an amazingly simple concept, but it's somewhat quirky and hard to do, so not many people utilize it.  A practical example would be with Claw:
<br><br>
Chun is on the 2P side (right side), and she knocks down Claw and tries to go for the cross-up.  Claw already had a charge (charging left) before he was knocked down.  When Chun is directly overhead, Claw switches the direction of his charge from left to right, so now he's still holding back, but instead of holding left, he's now holding right.  He only holds right for a split second before he gets up, then hits left (which is now towards) and RH.
<br><br>
<br><br>
This works with all charge moves (even supers), and it is especially useful for characters like Chun, Claw, and Dic whose only good reversals are horizontal charge moves.
<br><br>
--[[User:NKI|NKI]] 23:34, 9 April 2006 (CDT)


= Game Versions=
==Wiki Roadmap==
<section begin=Main/>
{{ProgressBar|80}}
{| class="wikitable" style="margin: auto;"
! In Progress / Completed !! To-do
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
'''Completed:'''
* Front page
* Frame data and hitboxes for all characters
* Merge Controls and Notation page
* Create HUD page


'''CPS2 (arcade)'''<br>
'''In-Progress:'''
The arcade version is the only version that can truly be considered Super Turbo.  Every single home version suffers from some (usually grotesque) flaw.  It should be noted that the American CPS2 version and the Japanese CPS2 version do contain some small differences.  Known differences are:<br>
-American version has speeds Turbo 0, Turbo 1, Turbo 2, and Turbo 3<br>
-Japanese version has speeds Turbo 1, Turbo 2, Turbo 3, and Turbo 4<br>
-the speeds appear to be the same; just numbered differently<br>
-Japanese version has no Free Play option<br>
-In the Japanese version, Zangief's j.U+Fierce (the stomach crunch) has insane dizzy properties (pretty much a guaranteed dizzy), but it was toned down considerably in the American version.


The following versions are listed in order of accuracy, from most accurate to least accurate.
* General wiki organization and cleanup
* Rewrite hard to understand phrasing
* Fix broken links
* Update character pages to fit modern formatting standards
* Expand Matchup sections when needed
* Adjust navigation template to account for wiki changes
| style="width: 50%;"|
* Create combos, Match Ups and strategy pages for all characters
* Create update page to chronicle the differences between each major revision of SF2


'''Playstation 1''' (tied with Dreamcast version)<br>
|-
Both the PS1 version and the Dreamcast version are considerably different from the arcade version, but for different reasons.  Known differences in the PS1 version:<br>
|}
-Ken, Dhalsim, and Sagat can do reversal supers (which they can not in the arcade version)<br>
<section end=Main/>
-there is a slight delay between "Round 1, Fight!" and when you can actually move<br>
-Chun Li falls extremely slowly after her medium upkicks (Short and RH are correct, though)<br>
-Guile regains [http://www.video-opera.com/features/f0016.php CPS1 chains]<br>
-only two buttons are required for three-button moves (ex: Zangief can do a lariat by hitting only Jab+Strong or Strong+Fierce or Jab+Fierce)<br>
-inputs must be done more quickly<br>
-tapping two buttons one right after the other counts as hitting them simultaneously<br>
-when a character has zero life left, it takes two blocked specials to kill him/her<br>
-characters don't seem to get dizzy as easily (speculation, untested)<br>
 
'''Dreamcast''' (tied with Playstation version)<br>
The main problem with the Dreamcast version is that all the character sizes are wrong (too small), and all the hit-boxes/ranges are slightly different.  There are certain combos that just don't work anymore.  Other differences include:<br>
-Ken, Dhalsim, and Sagat can do reversal supers (which they can not in the arcade version), though this can be corrected in the DIP switch menu<br>
-there is a slight delay between "Round 1, Fight!" and when you can actually move<br>
 
'''Playstation 2''' (Hyper Street Fighter II Anniversary Edition, only the ST characters will be addressed)<br>
This version has not been thoroughly tested, but the known differences are:<br>
-O.Sagat's Tiger Shots have been toned down considerably<br>
-Ken, Dhalsim, and Sagat can do reversal supers (which they can not in the arcade version)<br>
-Due to an error in porting, Claw's wall dive (ST versions only) must be performed Charge D, K, U (pressing Kick before Up, instead of the normal order)<br>
-if an ST character is facing a non-ST character, the ST character can not tech the throws (in ST, New characters can tech Old characters' throws)
'''Sega Saturn'''<br>
Sega just can't seem to get the character sizes right.  While the DC version's characters are too small, the Saturn version's characters are too big, which has the same consequence of hit-boxes/ranges being different.  Guile also regained his [http://www.video-opera.com/features/f0016.php CPS1 chains].  This version is not thoroughly tested, and most likely contains more differences.
 
'''3D0'''<br>
The most glaring problem with the 3D0 version is that the Old characters are completely missing.  It also has lots of missing animation.  For example, all of Zangief's ducking punches are the same animation in the 3D0 version.  This version has not been thoroughly tested, but those two things alone make it unplayable.
 
'''PC'''<br>
The programmers of the PC version probably tested it for a total of 20 minutes.  This version should be avoided at all costs.  It was patched multiple times, but none of them really made the game playable.  It contained such colossal bugs as entire moves being inexplicably missing, and the game randomly crashing when you simply do a special move.
 
'''Game Boy Advance'''<br>
Not even ST, really.  It has the same characters and same basic engine, but the character sizes and animations are totally different.  Way too many differences to try to list.
 
'''X-Box''' (Hyper Street Fighter II Anniversary Edition, only the ST characters will be addressed)<br>
The X-Box version appears to be at least decent, but it is still under review.
 
--[[User:NKI|NKI]] 23:38, 9 April 2006 (CDT)
 
= The Characters =
'''Old Characters'''<br>
To choose the old version of a character, first choose that character, then immediately input the corresponding code.  Each of the codes consists of four directions (combinations of Up, Down, Left, or Right) followed by Jab or Fierce.  If you also press Short, you will get the 2P color.
<br><br>
There is actually a pattern with the old character codes.  For Ryu through Guile, the code is the inverse for the character below.  For example, Ryu's code is RRRL, and Ken's is LLLR.  This pattern is followed until you get to the four new challengers (Hawk, Fei, Cammy, DeeJay).  Instead of having top/bottom inverses, they have adjacent (left/right) inverses.  The top/bottom inverses begin again with the bosses.
<br><br>
 
[[Image:Old.char.codes.jpg]]
 
Old Sagat is pretty much the only old character worth playing.  Old Ken and Old Guile have a few advantages over their new counterparts, but overall the new versions are definitely better.
 
'''In-depth Strategies'''
<br>
* [[Akuma (ST)|Akuma]]
* [[Balrog (ST)|Balrog (Boxer)]] - Old character code:  RLLR
* [[Blanka (ST)|Blanka]] - Old character code:  RLLL
* [[Cammy (ST)|Cammy]] - Old character code:  UUDD
* [[Chun-Li (ST)|Chun-Li]] - Old character code:  DDDU
* [[Dee Jay (ST)|Dee Jay]] - Old character code:  DDUU
* [[Dhalsim (ST)|Dhalsim]] - Old character code:  DUUU
* [[E. Honda (ST)|E. Honda]] - Old character code:  UUUD
* [[Fei Long (ST)|Fei Long]] - Old character code:  LLRR
* [[Guile (ST)|Guile]] - Old character code:  UDDD
* [[Ken (ST)|Ken]] - Old character code:  LLLR
* [[M. Bison (ST)|M. Bison (Dictator)]] - Old character code:  DUUD
* [[Ryu (ST)|Ryu]] - Old character code:  RRRL
* [[Sagat (ST)|O.Sagat]] - Old character code:  UDDU
* [[T. Hawk (ST)|T. Hawk]] - Old character code:  RRLL
* [[Vega (ST)|Vega (Claw)]] - Old character code:  LRRL
* [[Zangief (ST)|Zangief]] - Old character code:  LRRR
<br><br>
--[[User:NKI|NKI]] 17:16, 11 April 2006 (CDT)
 
= Miscellany =
Some additional details on miscellany can be found in T.Akiba's game data:
<br>[http://games.t-akiba.net/sf2/data.html Japanese text] / [http://nki.combovideos.com/data.html English text]
<br><br>
-In the arcade version, Dhalsim, Sagat, and Ken can not do reversal supers.  If they successfully time a reversal super, they will simply get the last special move they did.
<br>
-After getting up from being knocked down, you are unthrowable for 13 frames.
<br>
-Old characters have the exact same walking speed as new characters.
<br>
-Not all characters get dizzied at the same rate.  In order from easiest to dizzy to hardest to dizzy:
<br>
* Sim, Claw
* Guile, Cammy DeeJay
* Boxer, Blanka, Chun, Honda, Fei, Ken, Dictator, Ryu, Sagat, Hawk, Zangief
-Blanka's stage is the widest, and Claw's stage is the shortest.
<br>
-Boxer's Strong throw has more range than his Fierce throw, even though they're the same throw.
<br>
-After being knocked down, different characters get up at different speeds.
<br>
-In the Japanese version, Zangief's jump straight up up+Fierce is practically a guaranteed dizzy.  This dizzy property was removed in the American version.
<br>
-In the Japanese version, there is no Free Play option.


--[[User:NKI|NKI]] 17:24, 15 May 2006 (CDT)
{{Navbox-ST}}


[[Category:Super Street Fighter 2 Turbo]]
[[Category:Super Street Fighter 2 Turbo]]
[[Category:Street Fighter II series]]
<style>.st-screen { height: auto; aspect-ratio: 4/3 }</style>

Latest revision as of 14:18, 16 May 2023

Super Street Fighter II Turbo
(ST, SSFIIT, SSFIIX)
Ssf2turboarcadeflyer.jpg
Developers

Capcom

Systems

CPS-II (Arcade)
NA: February 23, 1994
JP: February 23, 1994
EU: February 23, 1994
AS: February 23, 1994
AU: February 23, 1994
NA: March 23, 1994 (latest/beta)
EU: March 1994 (latest/beta)

3DO
NA: November 7, 1994
JP: November 14, 1994
AU: November 21, 1994
EU: November 23, 1994
GameTek PC Ports
PC-DOS
NA: May 5, 1995
AU: June 1, 1995
EU: June 2, 1995
Amiga
EU: 1995
Street Fighter Collection
PS1/PSX
JP: October 23, 1997
NA: November 30, 1997
EU: July, 1998
Sega Saturn
JP: September 18, 1997
NA: November 30, 1997
EU: 1997
Super Street Fighter II X For Matching Service
Dreamcast
JP: December 22, 2000
Super Street Fighter II Turbo Revival
Game Boy Advance
JP: July 13, 2001
NA: October 30, 2001
AU: November 1, 2001
EU: November 2, 2001
Capcom Classics Collection Volume 2
Playstation 2
NA: November 24, 2006
EU: April 13, 2007
AU: April 11, 2007
Xbox
NA: November 14, 2006
Super Street Fighter II Turbo HD Remix
Playstation 3
NA: November 25, 2008
EU: February 19, 2009
Xbox 360
NA: November 26, 2007
Street Fighter 30th Anniversary Collection
PC/PS4/NSW/XBO
WW: May 29, 2018
JP: October 25, 2018
Online Play

FightCade2
(PC, rollback)

Super Street Fighter II HD Remix Classic Mode
(PS3/Xbox 360, rollback)
Street Fighter 30th Anniversary Collection
(PC/PS4/Xbox One/Nintendo Switch rollback)

Ssf2turbologo.png

Introduction

To many, this game needs no introduction.

Super Street Fighter II Turbo, or Super Street Fighter II X: Grand Master Challenge in Japan, is the fifth revision of Street Fighter II. This version builds upon the foundations set by the previous versions (Street Fighter II: The World Warrior, Street Fighter II': Champion Edition, Street Fighter II': Hyper Fighting ("Turbo" in Japan), and Super Street Fighter II: The New Challengers) with balance changes, new moves, and new features to polish an already revolutionary title into a game that stands the test of time.

Super Turbo's defining new addition is Super Combos. By using special moves, you can fill your character's Super Combo gauge on the bottom of the screen, and when it's full, you can unleash your character's most powerful move, potentially turning the tide of the entire match. Also notable was the return of Turbo speed, introduced in Hyper Fighting and removed in Super. You could also adjust the speed yourself to multiple settings, depending on the arcade operator's configuration. For those skilled enough to complete the arcade mode on 1 credit, a new secret final boss awaits. Akuma/Gouki is notable for his extreme power, to the point where even his toned-down playable form selectable via a secret code is banned in tournament play.

Old favorites received new tools in their kit with new moves, such as Chun-Li's Tenshokyaku anti air kicks, Zangief's Banishing Flat green hand of projectile destruction, and E.Honda's massively powerful Oicho Throw. Every character also gained access to the ability to soften throws. In previous versions, you had no way whatsoever to defend against throws outside of reversals, but now if you input the throw command right after your opponent throws you, you'll take less damage and recover quicker. Finally, every character besides Akuma has access to a version of themselves similar to their iterations from Super Street Fighter II: The New Challengers, often called Old Characters or Super Characters. Selectable via a code, these versions didn't have access to Super Turbo's new mechanics such as Super Combos, throw softening, or any new moves added in this version, but while most of them have been disregarded as worse versions of their New counterparts, some Old characters are as good as or even better than their New counterparts in competitive play.

Despite many decades passing and a deluge of new fighting games to play, Super Street Fighter II Turbo has been played competitively since its release and has been featured in countless major fighting game tournaments, such as the Evolution Championship Series/EVO and SBO/Tougeki. To this day, it is a beloved old-school game and still recognized by many professional-level players as one of the best fighting games of all time.


Characters

New Characters

Akuma
Ryu E. Honda Blanka Guile T. Hawk Fei Long Balrog Sagat
Ken Chun-Li Zangief Dhalsim Cammy Dee Jay Vega M. Bison


Old Characters

Old Ryu Old E. Honda Old Blanka Old Guile
Old Balrog Old Ken Old Chun-Li Old Zangief Old Dhalsim Old Sagat
Old Vega Old T. Hawk Old Fei Long Old Dee Jay Old Cammy Old M. Bison



Wiki Roadmap

80% complete


In Progress / Completed To-do

Completed:

  • Front page
  • Frame data and hitboxes for all characters
  • Merge Controls and Notation page
  • Create HUD page

In-Progress:

  • General wiki organization and cleanup
  • Rewrite hard to understand phrasing
  • Fix broken links
  • Update character pages to fit modern formatting standards
  • Expand Matchup sections when needed
  • Adjust navigation template to account for wiki changes
  • Create combos, Match Ups and strategy pages for all characters
  • Create update page to chronicle the differences between each major revision of SF2


Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief

<style>.st-screen { height: auto; aspect-ratio: 4/3 }</style>