Super Street Fighter 2 Turbo: Difference between revisions

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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 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.  


Street Fighter II: The World Warrior was released in 1991 by Capcom for the CPS-1 arcade board and completely revolutionized the gaming scene. People were used to competing against the CPU for high scores, and most two-player games were cooperative, such as Double Dragon or Final Fight. Street Fighter II presented eight selectable characters - a high number by that time - that people could use not only against the CPU, but to face other human opponents. While Street Fighter II was not the first game with features such as fighting against another human, multiple playable characters, or even combos, it took all the good ideas previous fighting games created and created a fighting game that completely trounced any competition that came before it. And while it was considered one of the best arcade games for a while, it did have a few notable glitches, and players could not select the same character at the same time. Reversal specials were impossible, with a perfectly timed input resulting in a normal move on the reversal frame (or nothing if performed by negative edge). This made safe jumps into tick throws exceedingly strong, as the only chance to escape was via reversal throw. This was extremely difficult due to the opponent being able to mix up by doing jabs, twice, once, or none at all after the jump in, and throws being a 50/50 chance of success when both players throw on the same frame.
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.  


Street Fighter II': Champion Edition was released in 1991 and had a number of improvements. Four boss characters previously inaccessible to players were made playable, which expanded the game's depth greatly. Reversal special attacks were also fixed and many moves were adjusted for improved balance, with a few extra command normals added for Guile and Chun-Li. In addition, many in-game graphics were redrawn, such as character portraits, endings, and some animations.
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.
 
In 1992, Capcom released Street Fighter II' Hyper Fighting, or Street Fighter II Turbo in Japan. This was Capcom's response to the several bootleg versions of Champion Edition which were getting spread around the world. The game speed was increased, many characters were given extra moves, and some special attacks were allowed to be used in the air. The game has also been adjusted for improved balance. This was the last Street Fighter game released to the CPS-1 board.
 
Capcom released Super Street Fighter II: The New Challengers in 1993 together with a new, more powerful hardware: the CPS-2 arcade board. The new board used data encryption to prevent piracy and bootleg versions such as the ones based on Champion Edition. The game came with reworked music, different voices for the announcer and most characters, new sound effects, redrawn graphics for the stages, redrawn character animations for a few attacks, extra win pose animations, the introduction of combo counters, bonuses for using reversals and attacking the enemy first and, finally, four new playable characters. On the other hand, the speed had been again reduced to that of the original two versions, which was a turn-off to Hyper Fighting fans.
 
In 1994, Capcom released Super Street Fighter II Turbo for the CPS-2. The speed had again been increased, all characters had moves adjusted for balance and new special and normal attacks were added. For the first time, the pervious iteration of each character from Super Street Fighter II was available to play as through codes which could be used after selecting the character, effectively doubling the number of characters from the previous game. (This idea would be expanded upon in the next iteration, Hyper Street Fighter II: The New Challengers.) Additionally, a secret final boss was introduced, Akuma, and a toned down version was available for players to use with a more complicated code. Finally, a new type of special move was introduced: the ''Super Combo''. While they have "combo" in the name, some of them are not actually combos. We shall refer to these moves as ''super moves'' instead, or simply ''super''. These super moves could only be used after the small bar at the bottom of the screen were filled, but they did high damage and often had special properties such as periods of invulnerability, the ability to combo even if the enemy was in the air (so-called juggle combos), or the ability to erase incoming projectiles.


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.
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.

Revision as of 00:10, 12 November 2022

Super Street Fighter II Turbo
(ST, SSFIIT, SSFIIX)
Ssfiitlogo.png
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
PC-DOS
NA: May 5, 1995
AU: June 1, 1995
EU: June 2, 1995
Amiga
EU: 1995
Sega Saturn (Street Fighter Collection)
JP: September 18, 1997
NA: November 30, 1997
EU: 1997
PS1/PSX (Street Fighter Collection)
JP: October 23, 1997
NA: November 30, 1997
EU: July, 1998
Dreamcast (For Matching Service)
JP: December 22, 2000
Game Boy Advance (Turbo Revival)
JP: July 13, 2001
NA: October 30, 2001
AU: November 1, 2001
EU: November 2, 2001
PS2 (Capcom Classics Collection Volume 2)
NA: November 24, 2006
EU: April 13, 2007
AU: April 11, 2007
Online Play

FightCade (PC, rollback)
HDR Classic Mode (PS3/Xbox 360, delay based)
SF30th (PC/PS4/XBox One/Switch, delay based)

Attract Mode Character Selection

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.

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

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