Super Street Fighter II

Super Street Fighter II

Infobox VG
title= Super Street Fighter II
developer= Capcom
publisher= Capcom
designer= Planners: Noritaka Funamizu (Poo)
Haruo Murata (Mucchi)
composer= Yoko Shimomura
Isao Abe
Syun Nishigaki

released= JPN September 10, 1993
NA EU September 11, 1993
genre= Fighting
modes= Up to 2 players simultaneously
platforms= Arcade
Amiga, PC-DOS, Sharp X68000
3DO, Amiga CD32, Dreamcast, GBA, PlayStation, PlayStation Network, Sega Saturn, Sega Genesis, SNES, Xbox Live Arcade, Virtual Console
input= 8-way Joystick, 6 Buttons
cabinet= Upright
arcade system= CPS-2
display= Raster, 384 x 224 pixels (Horizontal), 4096 colors
nihongo|"Super Street Fighter II"|スーパーストリートファイターⅡ|Sûpâ Sutorîto Faitâ Tsû is the fourth installment of a long string of fighting games in the "Street Fighter II" series.


In late 1993, Capcom released another version of "Street Fighter II", "Super Street Fighter II: The New Challengers". As the subtitle implies, four new characters were added: Cammy, Dee Jay, Fei Long and T. Hawk. The "Super" in the title suggested to gamers the graphical enhancements possible due to the new hardware (CPS-2) the game ran on. Though the game looked superficially similar, every character had in fact been redrawn and animations added to their repertoire. Some say the release of the game was made too early (rumors say that this was done because of the recent release of "Mortal Kombat II")Fact|date=November 2007 - several of the team working on the game later publicly stated that the "Turbo" version was the game originally intended for release.

Among the major changes were redrawn character portraits for the returning characters, 8 available colors for each character's costume (likely due to a version of the game called "Super Street Fighter II: The Tournament Battle" that featured interconnected arcade machines where up to 8 players fought to win the tournament), new endings for the boss characters, an alternate ending for Chun-Li, and new animations and special moves such as a "Red Fireball" for Ryu, a "Flaming Dragon Punch" for Ken, and a new fireball animation for Chun-Li. New dizzy animations were added (such as angels and reapers), as well as points incentives for achievements such as performing the first attack. This was also the first game in the series to formally incorporate a combo system; the HUD would show the number of attacks in a combo and award points bonuses accordingly. Another improvement from previous games was the "reversal", allowing quick recovery into an attack after landing on the ground or blocking, thus negating the opportunity in previous incarnations of "ticking" one's opponent (i.e., hitting an opponent with a light attack and immediately throwing during their block animation).

Changes from "Hyper Fighting"

"Super Street Fighter II" made several significant deviations from the well-established "Street Fighter II Turbo".


"Super Street Fighter II" introduced four new playable characters: Cammy, an English Delta Red agent; Fei Long, modeled after actor Bruce Lee; T. Hawk (short for Thunder Hawk), the first Native American fighting game character; and Dee Jay, a kickboxer from Jamaica.


"Super Street Fighter II" featured an entirely updated soundtrack using Capcom QSound, sporting applied acoustics making for crisper music. Stereo sound was also implemented.

Several character voices were added, giving each character a unique throw and knock-out cry, as opposed to the generic male and female audio samples of previous games.

Moreover, the announcer was changed from a fairly deep voice to a clearer, higher voice. Guile's voice also changed to this new voice as well, but was changed back to having a deeper voice in later games.

Chun-Li was given a "Kikouken" audio sample.

Dee Jay's "Max Out" audio sample is "Slash" in Japan, and in subsequent games.

Dee Jay has two voice samples "Did it!" and "Alright!" for his win poses in Japan, and in subsequent games.

Cammy's "Thrust Kick" and "Cannon Drill" are "Cannon Spike" and "Spiral Arrow" in Japan and subsequent games.


A brand new introduction was included in the attract mode, featuring Ryu executing a "Hadouken" toward the screen.

The game update included faster rendering, improved animation, and redrawn character portraits. Each character had eight different outfit colors, to facilitate tournament play (which took place on a special version of the game known as "Super Street Fighter II: The Tournament Battle").

Examples of individual graphical updates are as follows: Ryu's fireball, the "Hadouken", was redrawn, while Ken's "Hadouken" used the same sprites from the previous games; however Ken's "Shoryuken" was redrawn to leave a fire trail, whereas Ryu's remained the same. Other graphical improvements are present, such as a new fireball animation for Chun-Li.

Each of the returning characters was given a fully redrawn ending, and the bosses received individualized endings with unique artwork, instead of the generic image of their faces with scrolling text used in "Champion Edition" and "Hyper Fighting". Chun-Li's ending allowed players to choose whether she would continue being a detective or return to the exciting life of a young, single girl.


"Super Street Fighter II" played at a slightly faster speed than "Street Fighter II", but nowhere near as fast as "Street Fighter II' Turbo". This was seen as a step back by long time players who had been accustomed to the faster speed.

Many gameplay elements were adjusted. For example, Ken and Ryu, whose play styles were similar in previous games, have more pronounced changes to their arsenal to more clearly distinguish them (e.g., Ryu having a much faster fireball attack and Ken having a multi-hit "Dragon Punch").

Dizzy/Stun animations were added. Grim Reapers signified a dizzy that would be difficult to recover from, stars or birds represented a standard recovery time dizzy, and angels represented a dizzy that could be escaped from quickly.

Other subtle changes took place with most of the characters: new moves were added and parameters of the moves were altered, generally making the game more balanced than its previous iterations.

The number of "re-dizzy" combos were greatly reduced. Such combos involve executing an unblockable combination on a dizzied character that results in the target character becoming dizzy again.

"Super Street Fighter II" also established many new conventions for the "Street Fighter" series, including a combo hit counting system and bonus points awarded for first attacks, combos, dizzy recoveries, and reversal attacks.

uper Street Fighter II Turbo

An update of the game, "Super Street Fighter II X — Grand Master Challenge" (known as "Super Street Fighter II Turbo" outside Japan and abbreviated as "Super Turbo", "ST" or "SSF2T"), was released in 1994 and featured enhanced speed and difficulty, as well as the first appearance of Akuma, who would become a recurring hidden character in "Street Fighter" and other Capcom fighting games. It also was the first game in the series to have "super combo" techniques.

Extra characters

"Super Street Fighter II Turbo" allows players to play as versions of characters from the original "Super Street Fighter II" 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. "Super" characters cannot perform the Super Combo moves and they cannot flip out of a throw. On the other hand, some features are beneficial, such as at the start of a "Dragon Punch", "Super" Ken and "Super" Ryu are invulnerable when they perform their Dragon Punch and cannot be hit out of it (Normal Ken and Normal Ryu can be hit out of it at any point).

Introduction of Akuma

"Super Street Fighter II Turbo" also saw the introduction of the series' first hidden character, Akuma (Gouki in Japan). Should the player succeed in defeating all preliminary opponents, as well as Balrog, Vega and Sagat without using any continues (or to a greater extent, without losing rounds), he will reveal himself. Once the player reaches M. Bison, at the start of the round Akuma will warp in, and dispose of Bison. There is no name on Akuma's lifebar, the portrait is completely black and the background music changes.


* "Super Street Fighter II" was released for the Super Nintendo Entertainment System and Sega Genesis in vgy|1994. The 16-bit console versions included additional game modes such as Group Battle, Tournament Battle and Time Challenge, as well as adjustable game speed.

* "Super" was also released for DOS in North America, the Amiga in Europe and the X68000 and FM Towns in Japan.

*A port of "Super Street Fighter II Turbo" was initially released to the 3DO Interactive Multiplayer in vgy|1995, which features an arranged soundtrack. Also in 1995, a port was realised for the Amiga CD32 which graphically, is very close to the original arcade game, but suffers from jerky animation and other shortcomings.

* A DOS version of "Super Turbo" was also released by Gametek in North America and Europe in 1995 as well.

* "Street Fighter Collection", a compilation that contains "Super" and "Super Turbo", as well as "Street Fighter Alpha 2 Gold", was released for the PlayStation and Saturn in vgy|1997.

* In vgy|2000, Capcom released "Super Street Fighter II X for Matching Service" for the Dreamcast in Japan as a mail-order release. The Dreamcast features an online versus mode, as well as other features such as selectable Super Combo gauges and the returning of the bonus rounds from the previous "Street Fighter II" games.

* In vgy|2001, Capcom released "Super Street Fighter II Turbo Revival" for the Game Boy Advance. This portable version features a simplified control configuration (due to the reduced amount of buttons in the GBA), new stages for some of the characters (some taken from the "Street Fighter Alpha" and "Street Fighter III" games) and revised endings (and localization) for all the characters.

* An emulation of the arcade version of "Super Street Fighter II Turbo" is included in the vgy|2006 compilation "Capcom Classics Collection Volume 2" for the PlayStation 2 and Xbox.

* Capcom is currently producing a downloadable online multiplayer version titled "Super Street Fighter II Turbo HD Remix" for the Xbox Live Arcade and PlayStation Network, featuring high definition graphics.

External links

;General resources
* [ (the online center of competitive Street Fighter)]
* [ Super Street Fighter II art at]

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