Difference between revisions of "Super Street Fighter II X for Matching Service"
From Sega Retro
(→Characters: MoveListNote template) |
|||
Line 29: | Line 29: | ||
Characters move with {{left}} and {{right}} and crouch with {{down}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. Punches are done with {{X}} (jab), {{Y}} (medium), and {{Z}} (fierce) and kicks are done with {{A}} (short), {{B}} (medium), and {{C}} (roundhouse). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. | Characters move with {{left}} and {{right}} and crouch with {{down}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. Punches are done with {{X}} (jab), {{Y}} (medium), and {{Z}} (fierce) and kicks are done with {{A}} (short), {{B}} (medium), and {{C}} (roundhouse). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. | ||
+ | |||
+ | Blocking is done by holding the D-Pad away from the opponent, with special moves still doing a small amount of "chip damage" if blocked. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. | ||
Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can recover from a throw in the air and reduce the damage taken by likewise holding {{left}} or {{right}} and pressing a medium or hard punch or kick button. | Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can recover from a throw in the air and reduce the damage taken by likewise holding {{left}} or {{right}} and pressing a medium or hard punch or kick button. | ||
− | |||
− | |||
Characters have a Super meter that fills when the player performs a special move or lands an attack (other than a throw or a grab) on an opponent. When the meter fills, it changes to read "SUPER," indicating that the player can perform a Super Combo, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The Super meter is reset after every round. If the opponent is defeated by a Super move at the end of the round, the background changes to a burst of light to indicate it was used as the final move. | Characters have a Super meter that fills when the player performs a special move or lands an attack (other than a throw or a grab) on an opponent. When the meter fills, it changes to read "SUPER," indicating that the player can perform a Super Combo, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The Super meter is reset after every round. If the opponent is defeated by a Super move at the end of the round, the background changes to a burst of light to indicate it was used as the final move. | ||
Line 67: | Line 67: | ||
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}} | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}} | ||
{{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact.}} | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact.}} | ||
− | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ryu | + | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ryu moves forward through the air while spinning around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 172: | Line 172: | ||
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}} | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}} | ||
{{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. When performed with {{HP}}, Ken has a flaming fist and can hit his opponent up to three times.}} | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. When performed with {{HP}}, Ken has a flaming fist and can hit his opponent up to three times.}} | ||
− | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken | + | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken moves forward through the air while spinning around an axis with his leg extended, potentially hitting multiple times since it does not knock the opponent down. This move can be performed in midair.}} |
− | {{MoveListRow | Kama Barai Geri | {{QCF}} {{kick}} | Ken | + | {{MoveListRow | Kama Barai Geri | {{QCF}} {{kick}} | Ken does a high roundhouse kick that can hit up to two times. Continuing to hold {{kick}} performs a Inazuma Kakato Wari right afterwards.}} |
− | {{MoveListRow | Nata Otoshi Geri | {{ | + | {{MoveListRow | Nata Otoshi Geri | {{QCFD}} {{kick}} | Ken does a reverse roundhouse kick that can hit up to two times. Continuing to hold {{kick}} performs a Inazuma Kakato Wari right afterwards.}} |
− | {{MoveListRow | Oosoto Mawashi Geri | {{ | + | {{MoveListRow | Oosoto Mawashi Geri | {{HCF}} {{kick}} | Ken does a knockdown kick. Continuing to hold {{kick}} performs a Inazuma Kakato Wari right afterwards.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
Line 227: | Line 227: | ||
{{MoveListRow | Flying Powerbomb | D-Pad in a 360° rotation, then {{kick}} (far away) | Zangief grabs his opponent, jumps, and slams them into the ground.}} | {{MoveListRow | Flying Powerbomb | D-Pad in a 360° rotation, then {{kick}} (far away) | Zangief grabs his opponent, jumps, and slams them into the ground.}} | ||
{{MoveListRow | Siberian Suplex | D-Pad in a 360° rotation, then {{kick}} (close) | Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.}} | {{MoveListRow | Siberian Suplex | D-Pad in a 360° rotation, then {{kick}} (close) | Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.}} | ||
− | {{MoveListRow | Banishing Flat | {{ | + | {{MoveListRow | Banishing Flat | {{QCFD}} {{punch}} | Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief falls down with a diving splash.}} | {{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief falls down with a diving splash.}} | ||
− | {{MoveListRow | Double Knee Drop | {{down}}+{{LK}} | + | {{MoveListRow | Double Knee Drop | {{down}}+{{LK}}/{{MK}} while jumping diagonally | Zangief falls with his knees forward.}} |
− | {{MoveListRow | Headbutt | {{left}}+{{MP}} | + | {{MoveListRow | Headbutt | {{left}}+{{MP}}/{{HP}} or {{right}}+{{MP}}/{{HP}} | Zangief hops into the air and does a headbutt.}} |
− | {{MoveListRow | Kuuchuu Headbutt | {{up}}+{{MP}} or {{HP}} | + | {{MoveListRow | Kuuchuu Headbutt | {{up}}+{{MP}} or {{up}}+{{HP}} during neutral jump | Zangief performs a headbutt in midair.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
Line 307: | Line 307: | ||
| desc=The master of several styles of Shaolin Kung Fu, Fei Long turned down the lifestyle of being a film star to enter the World Warrior tournament and test his skills. | | desc=The master of several styles of Shaolin Kung Fu, Fei Long turned down the lifestyle of being a film star to enter the World Warrior tournament and test his skills. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Rekka Ken | {{QCF}} {{punch}} | Fei Long steps forward and punches his opponent. This move can be performed up to three times in quick succession.}} | + | {{MoveListRow | Rekka Ken | {{QCF}} {{punch}} (up to 3 times) | Fei Long steps forward and punches his opponent. This move can be performed up to three times in quick succession.}} |
{{MoveListRow | Rising Dragon Kick | {{RDP}} {{kick}} | Fei Long unleashes a flaming kick that spirals upwards.}} | {{MoveListRow | Rising Dragon Kick | {{RDP}} {{kick}} | Fei Long unleashes a flaming kick that spirals upwards.}} | ||
{{MoveListRow | Rekku Kyaku | {{downleft}} {{QCF}} {{upright}} {{kick}} | Fei Long leaps forward with a rolling kick.}} | {{MoveListRow | Rekku Kyaku | {{downleft}} {{QCF}} {{upright}} {{kick}} | Fei Long leaps forward with a rolling kick.}} | ||
Line 380: | Line 380: | ||
| info4name=Blood type | | info4name=Blood type | ||
| info4=A | | info4=A | ||
− | | desc=A former heavyweight champion who was banned from professional boxing for ignoring the rules of the ring | + | | desc=A former heavyweight champion who was banned from professional boxing for ignoring the rules of the ring. Since he is a boxer, all of his attacks, even those executed with a kick button, are performed with his upper body (punches, elbow strikes, headbutts, and so forth). |
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Dash Straight or Upper | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when a stronger attack button is used.}} | {{MoveListRow | Dash Straight or Upper | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when a stronger attack button is used.}} | ||
Line 406: | Line 406: | ||
{{MoveListRow | Claw Roll | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Balrog rolls along the ground, ending with a claw thrust.}} | {{MoveListRow | Claw Roll | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Balrog rolls along the ground, ending with a claw thrust.}} | ||
{{MoveListRow | Claw Thrust | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog jumps to the edge of the screen and then dives at his opponent with a claw.}} | {{MoveListRow | Claw Thrust | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog jumps to the edge of the screen and then dives at his opponent with a claw.}} | ||
− | {{MoveListRow | Flying Barcelona Attack | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Balrog jumps to the edge of the screen | + | {{MoveListRow | Flying Barcelona Attack | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Balrog jumps to the edge of the screen, then dives onto his opponent with his arms spread when the player presses {{punch}}.}} |
− | {{MoveListRow | Izuna Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then | + | {{MoveListRow | Izuna Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Balrog jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses {{left}}+{{punch}} or {{right}}+{{punch}} when near the opponent.}} |
− | {{MoveListRow | Backslash | All three {{punch}} or {{kick}} simultaneously | Balrog performs a backflip. He | + | {{MoveListRow | Backslash | All three {{punch}} or {{kick}} simultaneously | Balrog performs a backflip. He does a full backflip with {{punch}} and half a backflip with {{kick}}. He is invulnerable while performing this move.}} |
− | {{MoveListRow | Scarlet Terror | Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Balrog | + | {{MoveListRow | Scarlet Terror | Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Balrog does a backflip kick into the air.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 415: | Line 415: | ||
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
− | {{MoveListRow | Rolling Izuna Drop | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then | + | {{MoveListRow | Rolling Izuna Drop | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Balrog jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.}} |
}} | }} | ||
}} | }} |
Revision as of 23:28, 20 April 2024
Super Street Fighter II X for Matching Service | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
System(s): Sega Dreamcast | ||||||||||
Publisher: Capcom | ||||||||||
Developer: Capcom | ||||||||||
Peripherals supported: Dreamcast Arcade Stick, Jump Pack, Dreamcast Keyboard, Dreamcast Modem, Visual Memory Unit, Dreamcast VGA Box | ||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1][2], Action[3] | ||||||||||
Number of players: 1-2 | ||||||||||
|
Super Street Fighter II X for Matching Service (スーパーストリートファイターIIX for Matching Service[4] or スーパーストリートファイターIIX フォー マッチング サービス[5]) is a fighting game developed by Capcom and released for the Sega Dreamcast exclusively in Japan in 2000.
It is an enhanced port of Super Street Fighter II X: Grand Master Challenge (known as Super Street Fighter II Turbo in Western regions), which was the final arcade update to Street Fighter II. The game plays similarly to other ports of Super Street Fighter II X (including the earlier Sega Saturn version that was released as part of Street Fighter Collection), but it was compatible with Capcom's Matching Service, meaning players could compete online.
Contents
Story
As part of his global domination plan, Vega sets up a tournament to find the world's best fighters to brainwash into his criminal organization Shadaloo.
Gameplay
The game is a versus fighting game that builds on the foundation of Super Street Fighter II but introduces several new gameplay mechanics, including the addition of special moves called Super Combos, air combos, and throw recovery. It also introduced the secret character Gouki, who would go on to become a recurring character in later Street Fighter installments and other Capcom fighting games. Returning characters have received new moves, new animations, and numerous balance changes. The game also adds three speed settings.
Characters move with and and crouch with . They jump with and flip back and forth with and . Punches are done with (jab), (medium), and (fierce) and kicks are done with (short), (medium), and (roundhouse). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button.
Blocking is done by holding the D-Pad away from the opponent, with special moves still doing a small amount of "chip damage" if blocked. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way.
Throws and grabs are done by holding or when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can recover from a throw in the air and reduce the damage taken by likewise holding or and pressing a medium or hard punch or kick button.
Characters have a Super meter that fills when the player performs a special move or lands an attack (other than a throw or a grab) on an opponent. When the meter fills, it changes to read "SUPER," indicating that the player can perform a Super Combo, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The Super meter is reset after every round. If the opponent is defeated by a Super move at the end of the round, the background changes to a burst of light to indicate it was used as the final move.
Modes
The game has the following modes:
- Arcade: A single-player mode consisting of twelve matches against randomly chosen computer-controlled opponents, always concluding with the four Shadaloo bosses M. Bison, Balrog, Sagat, and Vega. If certain conditions are met, Gouki appears before the fight with Vega, pummels him, and fights the player instead. A second player can enter at any time to challenge the first by pressing START , with the victor continuing in the tournament. There are eight different difficulty levels for computer-controlled opponents. The bonus stages from the earlier games have been removed.
- Versus: A dedicated two-player mode where players can choose a character, a handicap, and any stage to play.
- Training: A single-player mode where the player can practice playing a character against a non-hostile opponent. Both characters have vitality gauges that stay fully replenished. The player can select some options with START , such as enabling unlimited Super Combo gauges, deciding whether the opponent blocks attacks, or setting the opponent to stand, crouch, jump, attack, or be controlled manually (using a second control pad).
- Network: The game featured online play though Capcom's Matching Service dial-up matchmaking service.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
MP | Medium punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
MK | Medium kick |
HK | Hard kick |
For moves that require pressing all three P or K buttons, pressing any two buttons also works.
Playable
The roster from Super Street Fighter II is carried over, with many characters receiving new moves and all characters receiving a Super Combo. Gouki is added as a hidden character.
Like Super Street Fighter II, each character has eight color schemes available, which are selected according to which button the player uses to choose the character (one color scheme for each of the six attack buttons and START , with one additional color scheme available by continuing to hold any button after choosing a character). Each character has received a different main color scheme unique to this version of Street Fighter II, replacing their original color scheme.
Bosses
M. Bison (Balrog) | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Date of birth: 1968-09-04 Height: 6'5" Weight: 252 lbs. Blood type: A | |||||||||||||||||||||||||||||||||
A former heavyweight champion who was banned from professional boxing for ignoring the rules of the ring. Since he is a boxer, all of his attacks, even those executed with a kick button, are performed with his upper body (punches, elbow strikes, headbutts, and so forth).
| |||||||||||||||||||||||||||||||||
Balrog (Vega) | |||||||||||||||||||||||||||||||||
Date of birth: 1967-01-27 Height: 6'0" Weight: 208lbs Blood type: O | |||||||||||||||||||||||||||||||||
A vain and egotistical fighter who has blended the Japanese art of Ninjitsu with his matador skills, earning him the nickname of the "Spanish Ninja." He fights with a claw on one hand. As in previous games, his claw can be broken from blocking too many attacks, reducing the damage of his punches, but he can now collect his claw after it breaks off and reattach it.
| |||||||||||||||||||||||||||||||||
Sagat | |||||||||||||||||||||||||||||||||
Date of birth: 1955-07-02 Height: 7'4" Weight: 283 lbs. Blood type: B | |||||||||||||||||||||||||||||||||
Once the original "King of the Street Fighters" and a master of the Muay Thai fighting style, Sagat has sworn to defeat Ryu and regain his title.
| |||||||||||||||||||||||||||||||||
Vega (M. Bison) | |||||||||||||||||||||||||||||||||
Date of birth: Unknown Height: 5'11" Weight: 254 lbs. Blood type: A | |||||||||||||||||||||||||||||||||
The leader of the crime syndicate Shadaloo. Vega rules over his empire with an iron fist, and he possesses a mysterious negative psychic power.
|
Hidden
Gouki (Akuma) | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
An emotionless and powerful warrior who fights with the dark energy of Satsui no Hadou. There are three hidden playable versions of Gouki in this port, one of which has a Super Combo gauge and can perform his iconic Shun Goku Satsu move, which was not possible in any previous versions of the game.
|
Stages
Each character has his or her own stage where matches are hosted (with the exception of Gouki, who is fought in Vega's stage). The stage can be manually chosen in the two-player mode.
Versions
The difficulty of computer opponents is notably harder in this version. Aside from the online play, this version of Super Street Fighter II X includes two secret menus containing numerous options, including the ability to set the in-game text to English (along with the localized names for the boss characters) and the option to restore the bonus stages from previous entries. Some of the hidden settings were not present in any previous version of the game, such as the ability to select a special version of Gouki who can perform his Shun Goku Satsu move (which was modeled after the move he uses to dispatch Vega in this game but not introduced as a Super Combo that he can perform in a match until Street Fighter Zero).
History
Legacy
This port of the game was used as the basis for Super Street Fighter II Turbo HD Remix, released for the PlayStation 3 and Xbox 360 in 2008.[6]
Production credits
- Producer: Noritaka Funamizu, Yoshihiro Sudou
- Programmer: Nobuaki Minomiya, Hisashi Kuramoto
- Scroll Design: Yusuke Saiwai
- Sound: Hiroaki "X68K" Kondo
- Music: Yuko Takehara
- Planner: Buruma (Kojimax)
- Title Design: Ukabin
- Instruction Card Design: Yuko Uchida
- Network: Kaz Yunde, Kentaro Kaneko, Mineyuki Noda, Miss, Net Man, Shin.
- Special Thanks: Cham, Meijin, Kouhei Akiyama, Tomohiro Ueno, Tsutomu Ikai
- Test Player: Yoshihiro Tomita, Masayasu Mukai, Yuka Matsumi, Katsunori Shinano, Nozomu Umezono
- General Producer: Noritaka Funamizu, Yoshiki Okamoto
- and All Capcom Staff
- Presented by: Capcom
Magazine articles
Physical scans
Sega Retro Average | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
84 | |
---|---|
Based on 4 reviews |
Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
? |
|
GD-ROM (JP) |
External links
- Sega of Japan catalogue pages (Japanese): Dreamcast
References
- ↑ File:SSF2XfMS DC JP Box Back.jpg
- ↑ 2.0 2.1 2.2 http://sega.jp/dc/001228/ (Wayback Machine: 2014-08-04 02:15)
- ↑ https://sega.jp/history/hard/dreamcast/software_l.html#tab01 (Wayback Machine: 2020-02-01 22:57)
- ↑ Dreamcast Magazine, "2001-01 (2001-01-05,12)" (JP; 2000-12-22), page 142
- ↑ https://auctions.c.yimg.jp/images.auctions.yahoo.co.jp/image/dr000/auc0212/users/8550780167d3ffe9dac2b82cba496f8ec92ff14d/i-img1200x1200-1639316536hzanbw2133.jpg (Wayback Machine: 2023-03-27 07:12)
- ↑ https://www.sirlin.net/sf-hdr/street-fighter-hd-remix-features
- ↑ File:Super Street Fighter II X DC credits.pdf
- ↑ 576 Konzol, "Május 2001" (HU; 2001-xx-xx), page 43
- ↑ Dreamcast Magazine, "2000-41 extra (2000-12-29ex)" (JP; 2000-12-15), page 23
- ↑ Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 33
- ↑ Gamers' Republic, "March 2001" (US; 2001-xx-xx), page 82
Super Street Fighter II X for Matching Service | |
---|---|
Main page | Comparisons | Hidden content | Magazine articles | Reception | Compliance | Technical information | Bootlegs |
Street Fighter games for Sega systems | |
---|---|
Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994) | |
Street Fighter: The Movie (1995) | Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter II Movie (1996) | Street Fighter Alpha 2 (Dash) (1996) | Super Puzzle Fighter II Turbo (1996) | Street Fighter Collection (1997) | X-Men vs. Street Fighter (1997) | Pocket Fighter (1998) | Marvel Super Heroes vs. Street Fighter (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998) | Street Fighter Zero 3 (1999) | |
Street Fighter II' (1997) | |
Street Fighter Alpha 3 (1999) | Street Fighter III: Double Impact (1999) | Street Fighter III: 3rd Strike (2000) | Super Street Fighter II X for Matching Service (2000) | Street Fighter Zero 3 for Matching Service (2001) | Super Puzzle Fighter II X for Matching Service (2001) | |
Street Fighter Zero 3 Upper (2001) | |
Sampler discs | |
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997) | |
Street Fighter Zero 3 Tentou Taikenban (199x) | |
Unlicensed Street Fighter games for Sega systems | |
Jang Pung II (1993) | |
X-Men vs. Street Fighter (Mega Drive) (1998) |
- Dreamcast Arcade Stick-compatible games
- Dreamcast Keyboard-compatible games
- Jump Pack-compatible games
- Dreamcast Modem-compatible games
- Dreamcast VGA Box-compatible games
- Visual Memory Unit-compatible games
- 1-2 player games
- JP Dreamcast games
- All JP games
- Dreamcast games
- 2000 Dreamcast games
- All 2000 games
- Dreamcast fighting games
- All fighting games
- Dreamcast games with ADX audio
- Dreamcast games sold exclusively through Dreamcast Direct
- Dreamcast games using Flash
- Dreamcast games with QSound support
- All games
- External JPEG reference
- Missing ROM hashes
- Old technical information
- Super Street Fighter II X for Matching Service
- Street Fighter