Super Street Fighter II Turbo (known in Japan as Super Street Fighter II X — Grand Master Challenge) is an updated version of Super Street Fighter II. The game was released in 1994 and features four "Speed" settings (hence the name "Turbo") plus new moves and animations for all the existing characters, as well as the first appearance of Akuma. Super Turbo also introduced Super Combo techniques to the series.
- 1 Gameplay
- 2 Characters
- 3 Versions
- 4 Gallery
- 5 Videos
Gameplay[edit | edit source]
Super Combos[edit | edit source]
A Super Combo is a type of special move, usually a more powerful version of a character's special move, that can be performed only under a certain condition and will strike an opponent multiple times.
Each player has a Super Combo gauge at the bottom of the screen which is filled up while the character performs their basic and special techniques against the opponent. When the Super Combo gauge is filled, the gauge will be replaced with the word "SUPER". The player will then be able to perform their Super Combo technique by inputting the specific command, which will then reset the Super Combo gauge back to zero. If an opponent is defeated with a Super Combo, then the background will flash red and yellow.
Air Combos[edit | edit source]
Unlike the Juggle Combo, where the opponent is held up in the air by successive hits, he character performing an Air Combo does not remain standing on the ground, but rather uses the first hit of the combo (usually called the "launcher") to propel his opponent into the air and jumps in pursuit to continue hitting in close proximity throughout the duration of the jump. Those following hits will often give the opponent additional air momentum to keep being juggled longer, and lighter characters who are less affected by gravity, such as Dhalsim, are often able to sustain longer air combos.
"Speed" settings[edit | edit source]
Super Turbo was the first Street Fighter game, excluding home versions of the previous games, to feature an adjustable "Speed" setting. The speed can be adjusted on the system configuration by the game's operator or, if the "Speed" setting is set to "Free Select", it can be chosen by the player at the start of the game.
The player has a choice between three "Speed" settings, from the original setting in Super Street Fighter II to one which is slightly faster than Street Fighter II Hyper Fighting.
Other changes[edit | edit source]
This version of the game removes the bonus rounds from previous versions of Street Fighter II.
Characters[edit | edit source]
Extra characters[edit | edit source]
Super Street Fighter II Turbo allows players to play as versions of characters from the original Super Street Fighter II (officially dubbed "Super characters") in addition to their regular counterparts in the game by inputting a code for each character. The character would play as they would in Super Street Fighter II, with subtle differences. For example, "Super" Sagat in Super Turbo can now cancel his short kick into any special move, whereas in Super Street Fighter II, he couldn't.
This method has its strengths and weaknesses. "Old" characters cannot perform the Super Combo moves and they cannot fall safely from a throw. On the other hand, some features are beneficial, such as "Super" Ken's and "Super" Ryu's brief invulnerability when performing their Dragon Punch, hindering the move from being cancelled out by getting hit.
Akuma's Introduction[edit | edit source]
Super Street Fighter II Turbo also saw the introduction of the series' first hidden character, Akuma, known as Gouki in Japan. Should the player succeed in defeating all eight preliminary opponents, as well as Balrog, Vega, and Sagat without using any continues and achieve a high score or reach the final match in less than 25 minutes, Akuma will reveal himself.
Once the player reaches M. Bison, Akuma will warp in at the start of the round and dispose of him. There is no name on Akuma's life gauge; the portrait is completely black and the background music changes to Akuma's theme music. In Hyper Street Fighter II, M. Bison's theme is played for a while until Akuma warps in.
Playing as Akuma[edit | edit source]
Akuma can be selected by the player by inputting a certain code at the player select screen. To select him, the player must highlight Ryu for three seconds, then go to T. Hawk for three seconds, then Guile for three seconds, then Cammy for three seconds, and then go back to Ryu, wait three seconds, and hit the Start Button and all three Punch buttons at once, and Akuma will now be playable.
However, the player-controlled Akuma is dramatically weaker than the CPU version, including some differences in attacks - CPU Akuma can throw two Hadokens in midair, whereas player-controlled Akuma can only throw one. There are also major differences in attack strength and priority, and player stamina, but overall still more "powerful" than the other characters. There is no way to play as the superior CPU version in the original port.
Versions[edit | edit source]
Home versions[edit | edit source]
3DO Interactive Multiplayer[edit | edit source]
The 3DO port was released on November 13, 1994, in Japan, with subsequent releases in North America and Europe. While the graphics are more accurately reproduced compared to the previous console ports for 16-bit platforms such as the Super NES, some of the backgrounds don't scroll like they do in the arcade version, the scoring system when performing combos is not accurately reproduced, and the order of opponents in the 1-player mode is a bit different as well. Although the loading times are considerably short by CD-ROM standards at the time, the game loads during battle when a player performs an elaborate move such as jumping (especially when both characters jump at the same time) and the play controls are affected occasionally as well. The soundtrack features the same remixed music from the FM Towns version of Super Street Fighter II (with a few additional remixes specific to Super Turbo).
This port also features "simultaneously button cancels", a feature that only existed in the arcade versions up until Hyper Fighting.
MS-DOS[edit | edit source]
The MS-DOS version, developed by Eurocom and published by GameTek, was released in North America and Europe in May 1995. The version was released on both floppy disk, which features MIDI audio, and CD-ROM, which features remixed music different from the 3DO version.
The port is almost accurate to the arcade version and utilizes a six-button controller. There are secret commands to use each character's original color scheme, as well as moves that were removed from the 3DO version due to memory issues. The options menu has custom settings, such as turning parallax scrolling on and off, that allow the game to be played with low hardware specs.
The biggest change is the game's resolution. The game is played on a resolution of 320x200 on AT/PC-compatible machines. Since the graphics were ported straight from the arcade version, all the characters appear large due to the narrow screen size. Because of this, the distance between both fighters at the beginning of a match is a bit narrower than in the arcade original.
There were many glitches in the initial shipments of the DOS port, such as characters landing and recovering normally after being knocked out in mid-air with a basic attack. The retail release version 1.5, as well as a patch that had been distributed, fixes these glitches. Additionally, a version 1.6 patch was later released.
Amiga[edit | edit source]
An Amiga port was also released by Gametek (and ported by Human Soft) in 1996, which is graphically very close to the original arcade game and remixed stage tracks but suffers from jerky animation and other shortcomings.
PlayStation and Sega Saturn[edit | edit source]
Super Turbo is included in Street Fighter Collection, a compilation for the PlayStation and Sega Saturn that also included the original Super Street Fighter II in the same disc, as well as Street Fighter Alpha 2 Gold on a second disc.
Although the Super Turbo port is very accurate, the game suffers from slight processing glitches that make the controls unresponsive during close-quarters combat in certain stages, and there's a bug that allows Guile to throw two "Sonic Boom" projectile attacks on-screen at the same time.
Due to the CD-ROM media, the beginning of each stage theme is played one beat later for convenience. The Street Fighter II series took a while to appear on the PlayStation and Sega Saturn due to the fact that Capcom had already moved on to the Street Fighter Alpha series on the arcades.
Dreamcast[edit | edit source]
Capcom released Super Street Fighter II X for Matching Service for the Dreamcast in Japan as an exclusive mail-order release via the online Dreamcast Direct store (later known as Sega Direct) on December 22, 2000.
The Dreamcast version features an online versus mode compatible with Sega's "Matching Service" compatible only on analog modems. Although the Matching Service closed down on September 1, 2003, it is still possible to play the game online. The bonus rounds from previous Street Fighter II, which were cut in the arcade version, were restored in this port and can be enabled via a special options menu.
The port is considerably more accurate than the PlayStation and Sega Saturn versions, as almost nothing was changed aside for the score display. If the player fulfills a certain series of requirements, then Shin Gouki (the computer-controlled version of Akuma from the single-player mode) can be used by the player, who boasts greater fighting skills than his regular self. There's also a third version of Akuma called "Ten Gouki" who can use the Shun Goku Satsu ("Raging Demon") technique as a Super Combo. Other secret options are available as well.
Game Boy Advance[edit | edit source]
Released in Japan on June 13, 2001, with subsequent releases in North America and Europe, Super Street Fighter II Turbo Revival is a port of the original Super Turbo for the Game Boy Advance with an all-new title screen and character illustrations. Because the GBA only has four buttons installed on its hardware, the four action buttons can be easily customized. There also exists an option that allows for an easier performing of special and super combo moves.
While the character sprites and animations were, for the most part, transferred from the SNES version of the original Super Street Fighter II, the new techniques added in Super Turbo use the same graphics from the arcade version. Guile's standing Heavy Kick for example (at close and far range) has him growing in size from one frame to the next. Likewise, the animation frames when a character advances towards an opponent are the same when he or she retreats. Only Akuma uses character sprites exclusively from the arcade version and his advancing and retreating animations are different as a result.
The home stages for Ryu, Ken, Guile, Zangief, and M. Bison are all-new, while Chun-Li's and Balrog's have been lifted from Street Fighter Alpha 2 and Street Fighter Alpha 3 respectively. Ryu's home stage resembles his 3rd Stike stage, but with minor differences. Akuma also has a specific home stage, which is the same one as Ryu's, but with a different palette. All the voice clips of the characters are taken from the arcade version with the exception of Ryu's, which were taken from the original Street Fighter II, and Akuma's, which originate from the Street Fighter Alpha series.
While the music quality is noticeably lower due to hardware limitations, this version still retains the danger versions of the stage themes and has some exclusive remixes as well. Like the Dreamcast port, bonus stages from previous versions were also included.
Akuma can be unlocked once the player has accumulated 5,000 VS Points, and Shin Akuma is unlocked at 9,999 VS Points. Akuma can use the Shun Goku Satsu as a Super Combo, unlike in the arcade version, where he had none. Due to the limited amount of buttons on the system, the Raging Demon can be executed with any Kick button. The Raging Demon has the usual 15 hits seen in earlier and later games.
Numerous placement errors exist such as the cutscene, in which M. Bison gets killed by Shin Akuma, not being shown. Furthermore, the location of M. Bison's stage is shown to be Japan despite the game using his Thailand stage. Other notable placement errors are the mixed-up winning quotes between Vega, Sagat, Balrog, and M. Bison, where they would use improper quotes from one to another.
Due to a programming error in the North American and PAL region games, reaching Shin Akuma in the Arcade Mode will hang the game in a corrupted screen with Akuma's artwork and music, hence it is called the 'dreaded' Akuma glitch.
PlayStation 2 and Xbox[edit | edit source]
Super Turbo is included in Capcom Classics Collection Vol. 2 for the PlayStation 2 and Xbox. Although the first compilation included the first three Street Fighter II games, the second volume skipped the original Super Street Fighter II and only included Super Turbo.
PlayStation 3 and Xbox 360[edit | edit source]
In 2008, Capcom released a downloadable online multiplayer version titled Super Street Fighter II Turbo HD Remix for the PlayStation Network and Xbox Live Arcade, featuring high definition graphics and a rebalanced roster, based on Super Street Fighter II X for Matching Service for Dreamcast.
Remake[edit | edit source]
A remake of the game, Super Street Fighter II Turbo HD Remix, was released on PlayStation Network on November 25th and on Xbox Live Arcade on November 26th, 2008. Including all characters from Super Street Fighter II Turbo, the game also features high definition graphics drawn by UDON Entertainment, arranged music by OverClocked ReMix, and rebalanced gameplay based Super Street Fighter II X for Matching Service.
Gallery[edit | edit source]
Promotional Art and Packaging[edit | edit source]
Wii U eShop promotional screenshots (SSFII Turbo Revival)[edit | edit source]
Official Art[edit | edit source]
- To view all official character artwork, see: Official Art.