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Super Street Fighter 2 Turbo

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Super Street Fighter II Turbo
(ST)
Ssfiitlogo.png
Developers

Capcom

Systems

CPS-II
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
JP: September 18, 1997
NA: November 30, 1997
EU: 1997
PS1/PSX
JP: October 23, 1997
NA: November 30, 1997
EU: July, 1998
Dreamcast
JP: December 22, 2000
Game Boy Advance
JP: July 13, 2001
NA: October 30, 2001
AU: November 1, 2001
EU: November 2, 2001
PS2
NA/EU: 2006
Online Play

FightCade (PC)
HDR classic mode (PS3/XBox360)
SF30th anniversary (PC/PS4/XBox One/Switch)

Attract Mode
Character Selection

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. The previous versions were 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.

Street Fighter II: The World Warrior was released in 1990 by Capcom for the CPS-1 arcade board and completely revolutionized gaming by then. 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 being considered the best arcade game by then, it did have a few 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.

Street Fighter II': Champion Edition was released in 1991 and had a number of improvements. First of all, the four bosses were made playable, which turned the game into another huge success. Also, reversal special attacks were fixed and many moves were adjusted for improved balance.

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, 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. 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. Still, the previous incarnation of every character, from Super Street Fighter II, was available through a code which could be used after selecting the character, effectively doubling the number of characters from the previous game. 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, 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.

Super Street Fighter II Turbo has been played competitively since then and has been featured in countless major fighting game tournaments such as the EVO Series and SBO/Tougeki. To this day, it is a favorite old-school game and still recognized by many professional-level players as the best fighting game ever.

Game Navigation

General
Controls
Notation
System
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