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'''Super Street Fighter II Turbo''' (hereafter referred to as ''SSF2T'') was the | '''''Super Street Fighter II Turbo''''' (hereafter referred to as ''Super Turbo'' or ''SSF2T'') was the fifth and final updated arcade of the ''[[Street Fighter II]]'' games, following ''[[Super Street Fighter II]]'' (not counting the later ''[[Hyper Street Fighter II]]''). | ||
In addition to speeding gameplay up substantially from | In addition to speeding gameplay up substantially from the original ''Super'' (and providing the player with the option to choose the speed after selecting a character), there are two important changes to the game. The first is the introduction of Super Combos, a feature inspired by the Super Special Moves featured in other fighting games, and a mainstay in the ''Street Fighter'' since then. Super Combos are more powerful versions of Special Moves that are capable of devastating damage if they connect. | ||
The other is the introduction of a mysterious secret character whose history is somehow linked to Ryu and Ken, with deadlier versions of the duo's signature special techniques. This mysterious secret challenger is known as Akuma, or Gouki (as he is named in Japan), the younger brother of Ryu and Ken's sensei Gouken. Akuma would also become a mainstay in the ''Street Fighter'' series. | |||
The cast (aside from Akuma), story, controls, and rules for SSF2T are | This version of SF2 has seen several releases on many "next-generation" platforms, usually included in compilation titles that included this game with other Street Fighter games. It was one of the more popular and recognizable titles released for the [[3DO]] system and was also released for the [[PlayStation]] and [[Sega Saturn]] as part of the ''[[Street Fighter Collection]]''. It was also released for the [[Sega Dreamcast]] in Japan only for use with Capcom's online battle system known as Matching Service. A portable version was made with new backgrounds and endings with updated plot lines for the [[Game Boy Advance]] as ''[[Super Street Fighter II Turbo Revival]]''. | ||
The cast (aside from Akuma), story, controls, and rules for SSF2T are identical to the original ''Super'', which is itself built up from the original Street Fighter II. Please see the [[Street Fighter II|SF2 guide]] and the [[Super Street Fighter II|SSF2 article]] for any questions regarding how to play. A list of the updates beyond SSF2 can be found below. | |||
{{Continue Nav|nextpage=Walkthrough|nextname=How to play|nextpage2=Moves}} | {{Continue Nav|nextpage=Walkthrough|nextname=How to play|nextpage2=Moves}} | ||
==Updates and changes== | ==Updates and changes== | ||
* The game is sped up again in comparison to Super, but the player is given the chance to select from 3 different speeds to control the pace of the game. (Essentially | * The game is sped up again in comparison to Super, but the player is given the chance to select from 3 different speeds to control the pace of the game. (Essentially ''Super'' speed, somewhere between ''Super'' and ''Hyper Fighting'', and above ''Hyper Fighting'' level) | ||
* A secret character, Akuma, will come out and fight you at the end of the game instead of M. Bison if you have met the criteria (which generally consists of exceptional playing) needed to encounter him. | * A secret character, Akuma, will come out and fight you at the end of the game instead of M. Bison if you have met the criteria (which generally consists of exceptional playing) needed to encounter him. | ||
* The secret character Akuma is also selectable by a special code, but the selectable version of Akuma is weaker than the CPU controlled version. | * The secret character Akuma is also selectable by a special code, but the selectable version of Akuma is weaker than the CPU controlled version. | ||
* Every character (with the single exception of Akuma) now has a Super | * Every character (with the single exception of Akuma) now has a Super Combo gauge that grows as the player attacks and get attacked, until it fills up, at which point the player may access a unique and powerful super special move. | ||
* Every character has been given new abilities in addition to their | * Every character has been given new abilities in addition to their Super Combos. | ||
* If the player desires to use the Super Street Fighter II version of a character, | * If the player desires to use the Super Street Fighter II version of a character, they can do so by entering a code while selecting the character. | ||
{{ToC}} | {{ToC}} |
Revision as of 20:08, 13 October 2008
Super Street Fighter II Turbo (hereafter referred to as Super Turbo or SSF2T) was the fifth and final updated arcade of the Street Fighter II games, following Super Street Fighter II (not counting the later Hyper Street Fighter II).
In addition to speeding gameplay up substantially from the original Super (and providing the player with the option to choose the speed after selecting a character), there are two important changes to the game. The first is the introduction of Super Combos, a feature inspired by the Super Special Moves featured in other fighting games, and a mainstay in the Street Fighter since then. Super Combos are more powerful versions of Special Moves that are capable of devastating damage if they connect.
The other is the introduction of a mysterious secret character whose history is somehow linked to Ryu and Ken, with deadlier versions of the duo's signature special techniques. This mysterious secret challenger is known as Akuma, or Gouki (as he is named in Japan), the younger brother of Ryu and Ken's sensei Gouken. Akuma would also become a mainstay in the Street Fighter series.
This version of SF2 has seen several releases on many "next-generation" platforms, usually included in compilation titles that included this game with other Street Fighter games. It was one of the more popular and recognizable titles released for the 3DO system and was also released for the PlayStation and Sega Saturn as part of the Street Fighter Collection. It was also released for the Sega Dreamcast in Japan only for use with Capcom's online battle system known as Matching Service. A portable version was made with new backgrounds and endings with updated plot lines for the Game Boy Advance as Super Street Fighter II Turbo Revival.
The cast (aside from Akuma), story, controls, and rules for SSF2T are identical to the original Super, which is itself built up from the original Street Fighter II. Please see the SF2 guide and the SSF2 article for any questions regarding how to play. A list of the updates beyond SSF2 can be found below.
Updates and changes
- The game is sped up again in comparison to Super, but the player is given the chance to select from 3 different speeds to control the pace of the game. (Essentially Super speed, somewhere between Super and Hyper Fighting, and above Hyper Fighting level)
- A secret character, Akuma, will come out and fight you at the end of the game instead of M. Bison if you have met the criteria (which generally consists of exceptional playing) needed to encounter him.
- The secret character Akuma is also selectable by a special code, but the selectable version of Akuma is weaker than the CPU controlled version.
- Every character (with the single exception of Akuma) now has a Super Combo gauge that grows as the player attacks and get attacked, until it fills up, at which point the player may access a unique and powerful super special move.
- Every character has been given new abilities in addition to their Super Combos.
- If the player desires to use the Super Street Fighter II version of a character, they can do so by entering a code while selecting the character.
Table of Contents
- Street Fighter II (Moves)
- Street Fighter II': Champion Edition (Moves)
- Street Fighter II Turbo (Moves)
- Super Street Fighter II (Moves)
- Super Street Fighter II Turbo (Moves)
- Super Street Fighter II Turbo Revival (Moves)
- Super Street Fighter II Turbo HD Remix (Moves)
- Ultra Street Fighter II: The Final Challengers (Moves)