Difference between revisions of "Super Street Fighter II: The New Challengers"

From Sega Retro

Line 76: Line 76:
 
Characters move with {{left}} and {{right}} and flip back and forth with {{upleft}} and {{upright}}. They crouch with {{down}}. 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. When playing with a standard three-button control pad, {{Start}} toggles between punches and kicks. Special moves for each character are done by pairing specific directional combinations with an attack button.
 
Characters move with {{left}} and {{right}} and flip back and forth with {{upleft}} and {{upright}}. They crouch with {{down}}. 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. When playing with a standard three-button control pad, {{Start}} toggles between punches and kicks. Special moves for each character are done by pairing specific directional combinations with an attack button.
  
Throws and grabs are done by holding the D-Pad toward 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. 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 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. 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 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.
  
 
===Modes===
 
===Modes===
Line 173: Line 173:
 
{{MoveListTable|desc=Command normals|
 
{{MoveListTable|desc=Command normals|
 
{{MoveListRow|Knee Bazooka|{{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}}|Guile hops forward with a knee strike.}}
 
{{MoveListRow|Knee Bazooka|{{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}}|Guile hops forward with a knee strike.}}
 +
{{MoveListRow|Reverse Spin Kick|{{left}}+{{button|text=HK}} or {{right}}+{{button|text=HK}} (close)|Guile does an upside-down kick.}}
 
}}
 
}}
 
}}
 
}}
Line 257: Line 258:
 
{{MoveListRow|Yoga Fire|{{QCF}} {{punch}}|Dhalsim spits out a fireball that scorches whoever it touches.}}
 
{{MoveListRow|Yoga Fire|{{QCF}} {{punch}}|Dhalsim spits out a fireball that scorches whoever it touches.}}
 
{{MoveListRow|Yoga Flame|{{HCF}} {{punch}}|Dhalsim spews forth a close-ranged cloud of flame.}}
 
{{MoveListRow|Yoga Flame|{{HCF}} {{punch}}|Dhalsim spews forth a close-ranged cloud of flame.}}
{{MoveListRow|Yoga Teleport (in front of opponent)|{{left}} {{down}} {{downleft}} and all three {{punch}} or {{kick}} simultaneously|Dhalsim teleports himself in front of his opponent, with his distance depending on which buttons were pressed: {{punch}} teleports him close to his opponent, while {{kick}} teleports him further away.}}
+
{{MoveListRow|Yoga Teleport Forward|{{left}} {{down}} {{downleft}} and all three {{punch}} or {{kick}} simultaneously|Dhalsim teleports himself in front of his opponent, with his distance depending on which buttons were pressed: {{punch}} teleports him close to his opponent, while {{kick}} teleports him further away.}}
{{MoveListRow|Yoga Teleport (behind opponent)|{{DPF}} and all three {{punch}} or {{kick}} simultaneously|Dhalsim teleports himself behind his opponent, with his distance depending on which buttons were pressed: {{punch}} teleports him close to his opponent, while {{kick}} teleports him further away.}}
+
{{MoveListRow|Yoga Teleport Backward|{{DPF}} and all three {{punch}} or {{kick}} simultaneously|Dhalsim teleports himself behind his opponent, with his distance depending on which buttons were pressed: {{punch}} teleports him close to his opponent, while {{kick}} teleports him further away.}}
 
}}
 
}}
 
{{MoveListTable|desc=Command normals|
 
{{MoveListTable|desc=Command normals|
Line 280: Line 281:
 
{{MoveListRow|The Hawk|All three {{punch}} simultaneously in midair|T. Hawk dives down onto his opponent from the air.}}
 
{{MoveListRow|The Hawk|All three {{punch}} simultaneously in midair|T. Hawk dives down onto his opponent from the air.}}
 
{{MoveListRow|Thunderstrike|{{DPF}} {{punch}}|T. Hawk launches upward to strike his opponent head first.}}
 
{{MoveListRow|Thunderstrike|{{DPF}} {{punch}}|T. Hawk launches upward to strike his opponent head first.}}
{{MoveListRow|Storm Hammer|D-Pad in a 360° rotation, then {{punch}} (close)|T. Hawk grapples his opponent and slams them into the ground.}}
+
{{MoveListRow|Storm Hammer|D-Pad in a 360° rotation, then {{punch}} (close)|T. Hawk swings his opponent high into the air, then slams them into the ground.}}
 
}}
 
}}
 
{{MoveListTable|desc=Command normals|
 
{{MoveListTable|desc=Command normals|
Line 345: Line 346:
 
{{MoveListRow|Cannon Drill|{{QCF}} {{kick}}|Cammy spins forward feet first like a drill.}}
 
{{MoveListRow|Cannon Drill|{{QCF}} {{kick}}|Cammy spins forward feet first like a drill.}}
 
{{MoveListRow|Front Kick|{{DPF}} {{kick}}|Cammy leaps into the air with a front kick.}}
 
{{MoveListRow|Front Kick|{{DPF}} {{kick}}|Cammy leaps into the air with a front kick.}}
{{MoveListRow|Spinning Knuckle|{{HCF}} {{punch}}|Cammy hops forward and does an elbow smash and a punch. This move passes through projectiles.}}
+
{{MoveListRow|Spinning Knuckle|{{HCF}} {{punch}}|Cammy hops forward and does an elbow smash and a backfist. This move passes through projectiles.}}
 
}}
 
}}
 
}}
 
}}
Line 367: Line 368:
 
{{MoveListRow|Final Punch|Hold all three {{punch}} or {{kick}} simultaneously, then release|Balrog delivers a powerful punch. The longer the {{punch}} or {{kick}} buttons are held down, the greater the punch's power.}}
 
{{MoveListRow|Final Punch|Hold all three {{punch}} or {{kick}} simultaneously, then release|Balrog delivers a powerful punch. The longer the {{punch}} or {{kick}} buttons are held down, the greater the punch's power.}}
 
{{MoveListRow|Shoulder Butt|Hold {{down}} for 2 seconds, then {{up}}+{{punch}}|Balrog headbutts his opponent in the shoulder.}}
 
{{MoveListRow|Shoulder Butt|Hold {{down}} for 2 seconds, then {{up}}+{{punch}}|Balrog headbutts his opponent in the shoulder.}}
{{MoveListRow|Dash Punch|Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}}|Balrog sprints forward and smashes his opponent. Pressing {{punch}} causes a straight punch, while {{kick}} causes an uppercut.}}
+
{{MoveListRow|Dash Punch|Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}}|Balrog sprints forward and smashes his opponent. Pressing {{punch}} causes a straight punch, while {{kick}} causes an uppercut. He dashes farther when a stronger attack button is used.}}
 
}}
 
}}
 
}}
 
}}
Line 387: Line 388:
 
{{MoveListRow|Wall Leap|Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then D-Pad towards opponent + {{punch}}|Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.}}
 
{{MoveListRow|Wall Leap|Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then D-Pad towards opponent + {{punch}}|Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.}}
 
{{MoveListRow|Claw Thrust|Hold {{down}} for 2 seconds, then {{up}}+{{punch}}|Vega dives towards his opponent claw first.}}
 
{{MoveListRow|Claw Thrust|Hold {{down}} for 2 seconds, then {{up}}+{{punch}}|Vega dives towards his opponent claw first.}}
{{MoveListRow|Back Flip|All {{punch}} or {{kick}} simultaneously|Vega performs a backflip. Pressing the punch buttons performs a double backflip, while the kick buttons perform a single backflip.}}
+
{{MoveListRow|Back Flip|All {{punch}} or {{kick}} simultaneously|Vega performs a backflip. Using {{punch}} performs a double backflip, while using {{kick}} performs a single backflip. He is invulnerable while performing this move.}}
 
}}
 
}}
 
{{MoveListTable|desc=Command normals|
 
{{MoveListTable|desc=Command normals|

Revision as of 06:46, 31 July 2023

For the Sega Saturn version, see Street Fighter Collection.

n/a

  • NTSC-U
  • NTSC-J
  • PAL

SuperSteetFighter2 Title.png

SuperStreetFighterII MD JP TitleScreen.png

SuperStreetFighterII MD EU TitleScreen.png

Super Street Fighter II: The New Challengers
System(s): Sega Mega Drive, Virtual Console
Publisher: Capcom (Japan, US), Sega (Europe)
Developer:
Original system(s): Capcom CPS-2
Peripherals supported: Six Button Control Pad
Genre: Action[1][2], Fighting[3]

















Number of players: 1-2
Release Date RRP Code
Sega Mega Drive
JP
¥10,900 (11,227)10,900e[4] T-12043
Sega Mega Drive
US
T-12056
Videogame Rating Council: MA-13
Sega Mega Drive
EU
1098-50
Sega Mega Drive
ES
5449-06
Sega Mega Drive
FR
5449-09
Sega Mega Drive
PT
MDJ1098
Sega Mega Drive
UK
£59.9959.99[7] 5449-05
Sega Mega Drive
SE
(Rental)
Sega Mega Drive
AU
FSUP00SMC
OFLC: M15
Sega Mega Drive
BR
049010
Tectoy: 13+
Sega Mega Drive
KR
GM94014JT
Sega Mega Drive
AS
1098
Wii Virtual Console
JP
600pts600[9]
CERO: B
Wii Virtual Console
US
800pts800[11]
ESRB: Teen
Wii Virtual Console
EU
800pts800[10]
PEGI: 12+
Wii Virtual Console
DE
800pts800[10]
USK: 12
Non-Sega versions

Super Street Fighter II: The New Challengers (スーパーストリートファイターII ザ ニューチャレンジャーズ) is an update to Street Fighter II, originally released in arcades in 1993. It was ported to the Sega Mega Drive in 1994.

It was the fourth arcade release of Street Fighter II, following the original Street Fighter II: The World Warrior, Street Fighter II′: Champion Edition, and Street Fighter II′ Turbo: Hyper Fighting, and the second release for the Mega Drive, following Street Fighter II': Special Champion Edition. The game is notable for using a 40-megabit cartridge, the largest for any officially licensed Mega Drive game.

Story

As part of his global domination plan, M. Bison sets up a tournament to find the world's best fighters to brainwash into his criminal organization Shadaloo.

Gameplay

SuperStreetFighterII MD Select.png

Character select

The arcade version of Super Street Fighter II runs on the more powerful Capcom CPS-2 hardware (as opposed to the CPS-1 which previous entries in the series used). Though the core gameplay is the same, the graphics and audio were refined and in many cases redone. As such, the game is generally seen as the most significant upgrade to the game. In addition to the improved presentation, the game adds four "New Challengers" to the series (T. Hawk, Cammy, Fei Long, and Dee Jay), expanding the total number of playable characters to sixteen. Several returning characters have received new techniques as well.

Characters move with Left and Right and flip back and forth with Up-left and Up-right. They crouch with Down. 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. When playing with a standard three-button control pad,  START  toggles between punches and kicks. Special moves for each character are done by pairing specific directional combinations with an attack 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. 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 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.

Modes

There are multiple game modes:

  • Super: The single-player arcade mode, where the player plays a matches against a series of computer-controlled opponents, ending with the four Shadaloo bosses Balrog, Vega, Sagat, and M. Bison. By default, the player faces 12 total opponents, with the first eight chosen randomly. After every three matches, the player plays a bonus stage. By enabling Expert mode in the options, the player can face all 16 characters, which gives the player an extra ending sequence after completing the game. There are no bonus stages in Expert mode. In either mode, a second player can join the game to challenge the other player to a fight by pressing  START , with the victor continuing in the tournament. There are eight different difficulty levels for computer-controlled opponents.
  • Versus: A dedicated two-player mode. Players choose a character, a handicap, and a stage. The game keeps track of wins, losses, and draws for each player (until the console is powered off).
  • Tournament: A tournament mode where up to 8 players (which can be set to computer-controlled) compete in a double-elimination tournament bracket. Matches are only one round in this mode. Players can set their handicap before each match.
  • Group: A two-player mode where each player picks up to eight fighters (which can be randomly selected) and fight in a series of one-round matches. Players can choose a different number of characters and can set handicaps. In the Point Match mode, players are awarded points for each victory and extra points for time remaining in each round. After every character on both sides has fought, the player with the most points at the end is the winner. In Elimination mode, players lose the character they are playing when they lose a match. A player loses upon losing every character.
  • Challenge: A single-player mode played against computer-controlled opponents. In the Time Challenge mode, the player tries to knockout opponents in the fastest time possible. In the Score Challenge, the player tries to accumulate the biggest score possible. The player chooses a character to play as well as the opponent. The stage is chosen randomly. Matches are only one round in this mode. The game does not remember records after the console is powered off.

Unlike the original arcade game, the Mega Drive port of the game has four selectable game speeds, which affect every mode except the Challenge mode.

Characters

Move lists assume the player is facing right. If facing left, Left and Right should be reversed. P refers to any of the punch buttons, while K refers to any of the kick buttons. For moves that require pressing all three P or K buttons, pressing any two buttons also works.

All of the characters from previous versions of Street Fighter II return, with some receiving new moves. Four "New Challengers" have been added: T. Hawk, a Native American warrior from Mexico whose ancestral homeland was taken from him by Shadaloo; Fei Long, a Hong Kong movie star who wishes to test his martial arts against real opponents; Dee Jay, a kickboxing musician from Jamaica seeking inspiration for his next song; and Cammy, a 19-year-old female special forces agent from England with a mysterious past tied to M. Bison.

Players choose one of eight character color schemes: the character's original color scheme with  LP , their color scheme from Champion Edition with  MP , their color scheme from Hyper Fighting with  HP , or one of five new color schemes (with any of the kick buttons or  START , with one additional color scheme available by continuing to hold any button after choosing a character).

SSFII MD Portraits.png
Japan Ryu
Date of birth:
1964-07-21
Height:
5'10"
Weight:
150 lbs.
Blood type:
O
A pure warrior who trained at the Shotokan school of karate, Ryu has no home, friends or family, and tirelessly travels the globe seeking a challenge.
Move list (Special moves)
Name Command Description
Fireball Down Down-right Right P Ryu famously shouts "Hadouken!" and shoots a ball of energy from his hands.
Red (Stun) Fireball Left Down-left Down Down-right Right Right P A variant of the Hadouken, known as the Shakunetsu Hadoken, that is larger and travels more slowly. It has a fire effect and can knockover opponents in close range.
Dragon Punch Right Down Down-right P Ryu shouts "Shoryuken!" and delivers a powerful uppercut.
Hurricane Kick Down Down-left Left K Ryu shouts "Tatsumaki Senpukyaku!" and spins his leg like a hurricane. This move can be performed in midair.
SSFII MD Portraits.png
Japan E. Honda
Date of birth:
1960-11-03
Height:
6'2"
Weight:
304 lbs.
Blood type:
A
A sumo wrestler who has earned the title of "Yokozuna." He has entered the World Warrior tournament to prove that sumo wrestling is a true sport.
Move list (Special moves)
Name Command Description
Hundred Hand Slap PPPPP E. Honda unleashes a flurry of hand slaps. He can move with Left and Right while doing this.
Sumo Head Butt Hold Left for 2 seconds, then Right+P E. Honda propels himself forward head first using his leg strength.
Sumo Smash Hold Down for 2 seconds, then Up+K E. Honda leaps high into the air and uses his weight to flatten an opponent.
Move list (Command normals)
Name Command Description
Hiza Geri Left+ MK  or Right+ MK  (close) E. Honda performs a knee strike that can hit up to two times.
Flying Sumo Press Down+ MK  while jumping diagonally E. Honda falls down with a diving splash.
SSFII MD Portraits.png
Brazil Blanka
Date of birth:
1966-02-12
Height:
6'5"
Weight:
218lbs
Blood type:
B
A bizarre beast-like fighter who suddenly appeared from the rainforests of Brazil to challenge anyone who dares oppose him.
Move list (Special moves)
Name Command Description
Electricity PPPPP Blanka charges himself with electricity, zapping anyone who touches him.
Rolling Attack Hold Left for 2 seconds, then Right+P Blanka curls into a ball and rolls straight into his opponent.
Beast Leap Hold Left for 2 seconds, then Right+K Blanka does a handstand, then leaps high into the air for a rolling attack.
Vertical Rolling Attack Hold Down for 2 seconds, then Up+K Blanka curls into a ball and launches upwards to hit an airborne opponent or drop on them from above.
SSFII MD Portraits.png
United States of America Guile
Date of birth:
1960-12-13
Height:
6'1"
Weight:
191 lbs.
Blood type:
O
An ex-member of an elite Special Forces team who has entered the tournament to avenge the death of his co-pilot Charlie at the hands of M. Bison.
Move list (Special moves)
Name Command Description
Sonic Boom Hold Left for 2 seconds, then Right+P Guile fires an energy burst by whipping his arms in the air.
Flash Kick Hold Down for 2 seconds, then Up+K Guile performs a backflip kick, causing a damaging vacuum.
Move list (Command normals)
Name Command Description
Knee Bazooka Left+ MK  or Right+ MK  Guile hops forward with a knee strike.
Reverse Spin Kick Left+ HK  or Right+ HK  (close) Guile does an upside-down kick.
SSFII MD Portraits.png
United States of America Ken
Date of birth:
1965-02-14
Height:
5'10"
Weight:
169 lbs.
Blood type:
B
A martial artist who received the same training as Ryu, though is brash and arrogant. A challenge from his old partner rekindled his fighting spirit.
Move list (Special moves)
Name Command Description
Fireball Down Down-right Right P Ken shouts "Hadouken!" and shoots a ball of energy from his hands.
Dragon Punch Right Down Down-right P Ken shouts "Shoryuken!" and delivers a powerful uppercut. When performed with  HP , Ken has a flaming fist and can hit his opponent up to three times.
Hurricane Kick Down Down-left Left K Ken shouts "Tatsumaki Senpukyaku!" and spins his leg like a hurricane. This move can be performed in midair.
SSFII MD Portraits.png
China Chun-Li
Date of birth:
1968-03-01
Height:
5'8"
Weight:
She won't tell
Blood type:
A
Unlike the other contestants, Chun-Li has joined the tournament to investigate the crime syndicate Shadaloo, believing that the "Grand Masters" are responsible for her father's murder.
Move list (Special moves)
Name Command Description
Lightning Kick KKKKK Chun-Li unleashes a flurry of rapid kicks.
Whirlwind Kick Hold Down for 2 seconds, then Up+K Chun-Li flips upside down and spins like a top.
Kioken (Fireball) Hold Left for 2 seconds, then Right+P Chun-Li shoots a fireball from her hands, which only travels part of the width of the screen.
Move list (Command normals)
Name Command Description
Wall Jump D-Pad in the opposite direction when jumping onto the edge of the screen Chun-Li can jump off the edges of the screen.
Yousou Kyaku Down+ MK  in midair Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku Up+ HK  Chun-Li backflips high into the air, coming down with a kick.
SSFII MD Portraits.png
Soviet Union Zangief
Date of birth:
1956-06-01
Height:
7'0"
Weight:
256 lbs.
Blood type:
A
A good-natured Russian wrestler who joined the tournament to seek greater competition, and is believed to have entered out of fierce respect for his country.
Move list (Special moves)
Name Command Description
Spinning Clothesline All three P simultaneously Zangief spins around with his arms outstretched, knocking anyone who wanders into him. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with Left and Right while spinning.
Turbo Spinning Clothesline
(Hyper Fighting only)
All three K simultaneously Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with Left and Right while spinning.
Spinning Piledriver D-Pad in a 360° rotation, then P (close) Zangief grapples his opponent and drives them head first into the ground like a drill.
Siberian Suplex D-Pad in a 360° rotation, then K (close) Zangief grapples his opponent and suplexes them head first.
Siberian Bear Crusher D-Pad in a 360° rotation, then P (far away) Zangief grapples his opponent and slams their back on the ground. Can only be performed when Zangief is far away from his opponent.
Move list (Command normals)
Name Command Description
Flying Body Attack Down+ HP  while jumping diagonally Zangief falls down with a diving splash.
Double Knee Drop Down+ LK  or  MK  while jumping diagonally Zangief falls with his knees forward.
Headbutt Left+ MP  or  HP  or Right+ MP  or  HP  Zangief hops into the air and does a headbutt.
Kuuchuu Headbutt Up+ MP  or  HP  in midair Zangief performs a headbutt in midair.
SSFII MD Portraits.png
India Dhalsim
Date of birth:
1952-11-22
Height:
5'10"
Weight:
107 lbs.
Blood type:
O
Dhalsim sought to unify his mind, body and soul through Yoga, and has entered the tournament to test his skills. He stretches his limbs to attack from afar.
Move list (Special moves)
Name Command Description
Yoga Fire Down Down-right Right P Dhalsim spits out a fireball that scorches whoever it touches.
Yoga Flame Left Down-left Down Down-right Right P Dhalsim spews forth a close-ranged cloud of flame.
Yoga Teleport Forward Left Down Down-left and all three P or K simultaneously Dhalsim teleports himself in front of his opponent, with his distance depending on which buttons were pressed: P teleports him close to his opponent, while K teleports him further away.
Yoga Teleport Backward Right Down Down-right and all three P or K simultaneously Dhalsim teleports himself behind his opponent, with his distance depending on which buttons were pressed: P teleports him close to his opponent, while K teleports him further away.
Move list (Command normals)
Name Command Description
Yoga Mummy Down+ HP  in midair Dhalsim spins downward head first like a drill.
Yoga Spear Down+ HK  in midair Dhalsim spins downward feet first like a drill.
SSFII MD Portraits.png
Mexico T. Hawk
Date of birth:
1959-07-21
Height:
7'7"
Weight:
357 lbs.
Blood type:
O
T. Hawk and his family moved to Mexico after his homeland was taken from him by Shadaloo. He has entered the World Warrior tournament to destroy Bison with powerful Native American techniques and reclaim his homeland.
Move list (Special moves)
Name Command Description
The Hawk All three P simultaneously in midair T. Hawk dives down onto his opponent from the air.
Thunderstrike Right Down Down-right P T. Hawk launches upward to strike his opponent head first.
Storm Hammer D-Pad in a 360° rotation, then P (close) T. Hawk swings his opponent high into the air, then slams them into the ground.
Move list (Command normals)
Name Command Description
Thrust Peak Left+ LP  or Right+ LP  T. Hawk chops his hand downward.
Heavy Shoulder Down+ MP  while jumping diagonally T. Hawk drops with his elbow out.
Heavy Body Press Down+ HP  while jumping diagonally T. Hawk falls down with a diving splash.
SSFII MD Portraits.png
HK 1959 Fei Long
Date of birth:
1969-04-23
Height:
5'8"
Weight:
132 lbs.
Blood type:
O
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.
Move list (Special moves)
Name Command Description
Rekka Ken Down Down-right Right P Fei Long steps forward and punches his opponent. This move can be performed up to three times in quick succession.
Rising Dragon Kick Left Down Down-left K Fei Long unleashes a flaming kick that spirals upwards.
Move list (Command normals)
Name Command Description
Chokka Raku Shou Left+ MK  or Right+ MK  Fei Long jumps up and performs an axe kick.
En Geki Shuu Right+ HK  Fei Long steps forward and performs a kick that can hit two times.
SSFII MD Portraits.png
Jamaica Dee Jay
Date of birth:
1965-10-31
Height:
6'0"
Weight:
203 lbs.
Blood type:
O
Trained as a kickboxer, Dee Jay has shown his affinity of music by integrating the beat of his music into his fighting style, which he believes will help him win the World Warrior tournament and reach the top of the charts.
Move list (Special moves)
Name Command Description
Hyper Fist Hold Down for 2 seconds, then Up+PPPPP Dee Jay unleashes a furious punch.
Max Out Hold Left for 2 seconds, then Right+P Dee Jay thrusts his fist upwards to launch a projectile.
Double Dread Kick Hold Left for 2 seconds, then Right+K Dee Jay kicks twice in succession.
Move list (Command normals)
Name Command Description
Knee Shot Down+ LK  while jumping diagonally Dee Jay attacks with his knee.
SSFII MD Portraits.png
United Kingdom Cammy
Date of birth:
1974-01-06
Height:
5'5"
Weight:
101 lbs.
Blood type:
B
Having been found with amnesia by British Intelligence, Cammy underwent Special Forces training and became head of the class. She is working undercover in the World Warrior tournament to learn about her dark past.
Move list (Special moves)
Name Command Description
Cannon Drill Down Down-right Right K Cammy spins forward feet first like a drill.
Front Kick Right Down Down-right K Cammy leaps into the air with a front kick.
Spinning Knuckle Left Down-left Down Down-right Right P Cammy hops forward and does an elbow smash and a backfist. This move passes through projectiles.

Bosses

SSFII MD Portraits.png
United States of America Balrog (M. Bison)
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. He was hired by M. Bison.
Move list (Special moves)
Name Command Description
Turn Punch Hold all three P or K simultaneously for 2 seconds, then release Turning his back to his opponent, Balrog delivers a powerful punch.
Final Punch Hold all three P or K simultaneously, then release Balrog delivers a powerful punch. The longer the P or K buttons are held down, the greater the punch's power.
Shoulder Butt Hold Down for 2 seconds, then Up+P Balrog headbutts his opponent in the shoulder.
Dash Punch Hold Left for 2 seconds, then Right+P or K Balrog sprints forward and smashes his opponent. Pressing P causes a straight punch, while K causes an uppercut. He dashes farther when a stronger attack button is used.
SSFII MD Portraits.png
Spain Vega (Balrog)
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."
Move list (Special moves)
Name Command Description
Claw Roll Hold Left for 2 seconds, then Right+P Vega executes a quick forward roll and quickly stabs his opponent.
Claw Dive Hold Down for 2 seconds, then Up+K, then P Vega climbs to the ceiling and then drops on his opponent.
Wall Leap Hold Down for 2 seconds, then Up+K, then D-Pad towards opponent + P Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.
Claw Thrust Hold Down for 2 seconds, then Up+P Vega dives towards his opponent claw first.
Back Flip All P or K simultaneously Vega performs a backflip. Using P performs a double backflip, while using K performs a single backflip. He is invulnerable while performing this move.
Move list (Command normals)
Name Command Description
Wall Jump D-Pad in the opposite direction when jumping onto the edge of the screen Vega can jump off the edges of the screen.
SSFII MD Portraits.png
Thailand 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.
Move list (Special moves)
Name Command Description
Tiger Shot Down Down-right Right P or K Sagat shoots a projectile that can damage opponents or negate other projectiles. Pressing P throws a high shot, while pressing K throws a low shot.
Tiger Uppercut Right Down Down-right P Sagat rises off the ground while punching upwards, knocking down his opponent on impact.
Tiger Knee Down Down-right Right Up-right K Sagat leaps forward over an opponent's low attack and delivers a knee strike.
SSFII MD Portraits.png
Thailand M. Bison (Vega)
Date of birth:
Unknown
Height:
5'11"
Weight:
254 lbs.
Blood type:
A
The leader of the crime syndicate Shadaloo and one of the primary antagonists of the series. Bison rules over his empire with an iron fist, and only uses his psychic ability when necessary.
Move list (Special moves)
Name Command Description
Psycho Crusher Hold Left for 2 seconds, then Right+P Bison channels his psychic energy and flies into his opponent head first, igniting them in psychic flame.
Scissor Kick Hold Left for 2 seconds, then Right+K Bison sails over low attacks with two devastating kicks.
Head Stomp Hold Down for 2 seconds, then Up+K Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a Psycho Fist by pressing P.
Flying Psycho Fist Hold Down for 2 seconds, then Up+P Bison performs a flying punch on his opponent.

Stages

Each character has his or her own stage where matches are hosted. The stage can be manually chosen in the two-player mode.

Super Street Fighter II MD, Stages, Ryu.png

Japan Ryu
Super Street Fighter II MD, Stages, Ryu.png

Super Street Fighter II MD, Stages, E. Honda.png

Japan E. Honda
Super Street Fighter II MD, Stages, E. Honda.png

Super Street Fighter II MD, Stages, Blanka.png

Brazil Blanka
Super Street Fighter II MD, Stages, Blanka.png

Super Street Fighter II MD, Stages, Guile.png

United States of America Guile
Super Street Fighter II MD, Stages, Guile.png

Super Street Fighter II MD, Stages, Ken.png

United States of America Ken
Super Street Fighter II MD, Stages, Ken.png

Super Street Fighter II MD, Stages, Chun-Li.png

China Chun-Li
Super Street Fighter II MD, Stages, Chun-Li.png

Super Street Fighter II MD, Stages, Zangief.png

Soviet Union Zangief
Super Street Fighter II MD, Stages, Zangief.png

Super Street Fighter II MD, Stages, Dhalsim.png

India Dhalsim
Super Street Fighter II MD, Stages, Dhalsim.png

Super Street Fighter II MD, Stages, T. Hawk.png

Mexico T. Hawk
Super Street Fighter II MD, Stages, T. Hawk.png

Super Street Fighter II MD, Stages, Fei Long.png

HK 1959 Fei Long
Super Street Fighter II MD, Stages, Fei Long.png

Super Street Fighter II MD, Stages, Dee Jay.png

Jamaica Dee Jay
Super Street Fighter II MD, Stages, Dee Jay.png

Super Street Fighter II MD, Stages, Cammy.png

United Kingdom Cammy
Super Street Fighter II MD, Stages, Cammy.png

Super Street Fighter II MD, Stages, Balrog.png

United States of America Balrog
Super Street Fighter II MD, Stages, Balrog.png

Super Street Fighter II MD, Stages, Vega.png

Spain Vega
Super Street Fighter II MD, Stages, Vega.png

Super Street Fighter II MD, Stages, Sagat.png

Thailand Sagat
Super Street Fighter II MD, Stages, Sagat.png

Super Street Fighter II MD, Stages, M. Bison.png

Thailand M. Bison
Super Street Fighter II MD, Stages, M. Bison.png

Bonus stages

A bonus stage appears in the single-player game after every three matches won (except when playing on Expert mode). Characters destroy inanimate objects within a time limit by attacking them for bonus points.

Super Street Fighter II MD, Bonus Stage 1.png

Bonus stage 1
Characters destroy a car, similar to the first bonus stage of Final Fight.

Super Street Fighter II MD, Bonus Stage 2.png

Bonus stage 2
Characters destroy a pyramid-shaped stack of bricks.

Super Street Fighter II MD, Bonus Stage 3.png

Bonus stage 3
Characters destroy rolling barrels as they fall from a conveyor belt.

History

Development

Super Street Fighter II was the second Street Fighter II game to be released for the Sega Mega Drive, following from the Mega Drive-only release of Street Fighter II': Special Champion Edition (essentially a compilation of the arcade's Champion Edition and Hyper Fighting revisions with alterations suited to the Mega Drive's hardware). Unlike the arcade lineage, however, Super Street Fighter II was rebuilt almost completely from scratch, so although derives from the same base as Special Champion Edition, borrows very few assets from that earlier release.

Super Street Fighter II uses a different sound driver than Special Champion Edition, and the majority of graphics have been re-drawn and improved. It also re-introduces missing elements from the older release such as the announcer's voice.

However, this comes at a cost: the game ROM is 5MB (40 Megabits) in size, while the Mega Drive console can only safely access 4MB. Capcom created a special bank switching mapper unit to get around this problem, with Super Street Fighter II being the only officially licensed game on the Mega Drive to use such technology (others opt for an SRAM mapper). The custom hardware and larger ROM, however, drove the game's price to ¥10,900 in Japan, with similar inflated prices across the world. The only other licensed Mega Drive games originally priced at more than ¥10,000 were Koei's various titles, but those were deliberately sold at those prices.

Capcom also released a Super NES version of Super Street Fighter II at around the same period, which shares assets with this Mega Drive version. The SNES code (and by extension, likely this Mega Drive version's code) derives from two older SNES releases; a port of Street Fighter II: The World Warrior (1992) and Street Fighter II Turbo: Hyper Fighting (1993, officially spelled without the prime mark in this version).

Legacy

In the arcades, Super Street Fighter II would be followed up by yet another update, Super Street Fighter II Turbo (known as Super Street Fighter II X in Japan). This would avoid the Mega Drive and Super NES in favour of the 3DO, Amiga, Amiga CD32, and IBM PC. However, it would eventually make its way to the Sega Dreamcast in a tweaked form, Super Street Fighter II X for Matching Service.

Arcade ports of both Super Street Fighter II and Super Street Fighter II Turbo would be included in the Sega Saturn release of Street Fighter Collection. This Mega Drive version of Super Street Fighter II has also since been brought over to the Wii's Virtual Console in Japan (and listed on Sega's main site).

Versions

Super Street Fighter II was originally designed with Capcom's CPS-2 arcade hardware in mind, as opposed to previous iterations which ran on the original CPS board. While Capcom's development teams would have been more accustomed to the Mega Drive hardware at this point, the gap in technology is wider than in Street Fighter II′: Special Champion Edition, meaning more intricate details are missing from the Sega version. Virtually no assets from Special Champion Edition were recycled, being instead re-converted from the arcade.

In addition to expected losses in colour and smaller sprites across the board, backgrounds are simplified on the Mega Drive, either with layers of parallax scrolling removed (T. Hawk's stage) or missing animations (Dee Jay's stage). Many of the missing elements in Special Champion Edition are still missing in the Mega Drive port of Super, such as the overflowing water of E. Honda's stage and a missing parallax layer for clouds in Blanka's stage. More complex effects, such as the northern lights in Cammy's stage are dialed back considerably.

Bonus stages appear in a different order in the Mega Drive version for unknown reasons: rather than fight barrels in the third bonus stage, the player has to fight a wall in the second. The credits sequence where matches take place in the background was removed in the Mega Drive conversion.

While the larger ROM size means Super Street Fighter II is able to offer more voice samples than Special Champion Edition, the quality of the samples in many cases have been noticeably reduced, in addition to simplified music tracks. ROM hacking communities have since released fan-made patches to improve the quality of this audio, as well as to bring the colour palettes more in-line with the arcade version (addressing situations such as the water in Ken's stage, which is unnaturally green in the standard version).

Digital manuals

Magazine articles

Main article: Super Street Fighter II: The New Challengers/Magazine articles.

Promotional material

Main article: Super Street Fighter II: The New Challengers/Promotional material.

Physical scans

Sega Retro Average 
Publication Score Source
94 №20, p44-46
Sega Mega Drive
94
Based on
1 review
Sega Retro Average 
Publication Version Score
1700 igr dlya Sega (RU)
60
[14]
Alaab Alcomputtar (SA)
90
[15]
Beep! MegaDrive (JP) NTSC-J
75
[16]
Consoles + (FR)
92
[17]
Computer & Video Games (UK)
88
[18]
Edge (UK)
80
[19]
Electronic Gaming Monthly (US) NTSC-U
68
[20]
Game Players (US) NTSC-U
96
[6]
Game Players (US)
96
[21]
GamePro (US) NTSC-U
90
[22]
GamePro (DE)
87
[23]
Games World: The Magazine (UK) PAL
85
[24]
Game Informer (US) NTSC-U
75
[25]
Hacker (HR)
79
[26]
Joker (SI)
86
[27]
Joypad (FR) PAL
80
[28]
LeveL (CZ)
85
[29]
Mega (UK) NTSC-J
94
[30]
Mega Force (FR) PAL
89
[31]
Mega Fun (DE) NTSC-J
89
[32]
Mega Play (US) NTSC-U
84
[33]
MegaTech (UK) NTSC-J
96
[34]
Mean Machines Sega (UK) NTSC
92
[35]
Player One (FR)
98
[36]
Play Time (DE)
91
[37]
Score (CZ)
90
[38]
Sega Magazine (UK) PAL
96
[7]
Sega Power (UK) NTSC
96
[39]
Sega Pro (UK) PAL
90
[40]
Sega Force (SE)
80
[41]
Sega Mega Drive Review (RU)
82
[42]
Sega Opisaniy i sekretov (RU)
89
[43]
Sega Saturn Magazine (JP) NTSC-J
82
[44]
Sonic the Comic (UK) PAL
92
[45]
Todo Sega (ES)
96
[46]
Tricks 16 bit (RU)
92
[47]
Video Games (DE) PAL
91
[48]
Sega Mega Drive
87
Based on
37 reviews

Super Street Fighter II: The New Challengers

Mega Drive, JP
SuperStreetFighter2 MD JP Box.jpg
Cover
SSF2 MD JP CartTop.jpg
SuperStreetFighterII MD JP Cart.jpg
Cart
SSFII MD JP pcb.jpg
PCB
Mega Drive, US
SSF2 MD US Box.jpg
Cover
SSF2 md us cart.jpg
Cart
SSF2 md us manual.pdf
Manual
SSFII MD US pcb.jpg
PCB
Mega Drive, EU
SuperStreetFighter2 MD EU Box.jpg
Cover
SuperStreetFighterII MD EU Cart.jpg
Cart
Super Street Fighter II MD EU Manual.jpg
Manual
Mega Drive, UK (Blue)
SuperStreetFighter2 MD UK Blue Cover.jpg
Cover
SuperStreetFighterII MD EU Cart.jpg
Cart
Mega Drive, UK (Brick)
SuperStreetFighterII MD UK Box.jpg
Cover
SuperStreetFighterII MD UK Cart.jpg
Cart
Super Streetfighter II MD UK Manual.jpg
Manual
SSFII MD UK pcb.jpg
PCB
Mega Drive, FR
SSFII MD FR cover.jpg
Cover
SuperStreetFighterII MD EU Cart.jpg
Cart
Mega Drive, ES
SuperStreetFighter2 MD ES Blue Cover.jpg
Cover
SuperStreetFighterII MD EU Cart.jpg
Cart
Mega Drive, PT
SSFII MD PT cover.jpg
Cover
Mega Drive, SE rental (SF)
SSFII MD SE rental cover.jpg
Cover
Mega Drive, AU
SSFII MD AU cover.jpg
Cover
Mega Drive, AU (Classics)
SSFII MD AU classics cover.jpg
Cover
Mega Drive, BR
SuperStreetFighter2 MD BR Box.jpg
Cover
SuperStreetFighterII MD BR Cart Top.jpg
SuperStreetFighterII MD BR Cart.jpg
Cart
Super Street Fighter II The New Challengers MD BR Manual.pdf
Manual
Mega Drive, KR
SSFII MD KR cover.jpg
Cover
SuperStreetFighterII MD KR cart.jpg
Cart
Mega Drive, KR (cardboard)
SSFII MD KR cb front.jpg
Cover
SuperStreetFighterII MD KR cart.jpg
Cart
Mega Drive, Asia PAL
Super Street Fighter II Asia.jpg
Cover
SuperStreetFighterII MD Asia Cart.jpg
Cart
Super Street Fighter II MD AS Manual.pdf
Manual
Mega Drive, Asia NTSC
SuperStreetFighter2 MD JP Box.jpg
Cover
SuperStreetFighterII MD JP Cart.jpg
Cart
SSF2 md us manual.pdf
Manual

Technical information

Main article: Super Street Fighter II: The New Challengers/Technical information.

External links

  • Sega of Japan Virtual Console pages: Mega Drive
  • Nintendo catalogue pages: US, UK

References

  1. File:SuperStreetFighter2 MD JP Box.jpg
  2. 2.0 2.1 https://sega.jp/history/hard/megadrive/software_l.html (Wayback Machine: 2020-07-02 23:21)
  3. File:SSFII MD SE rental cover.jpg
  4. Beep! MegaDrive, "July 1994" (JP; 1994-06-08), page 138
  5. VideoGames, "July 1994" (US; 1994-0x-xx), page 61
  6. 6.0 6.1 Game Players, "Vol. 7 No. 7 July 1994" (US; 1994-0x-xx), page 38
  7. 7.0 7.1 Sega Magazine, "August 1994" (UK; 1994-07-15), page 78
  8. https://www.nintendo.co.jp/wii/vc/software/14.html (Wayback Machine: 2018-03-21 22:05)
  9. http://vc.sega.jp/vc_ssf2/ (Wayback Machine: 2012-01-20 09:25)
  10. 10.0 10.1 10.2 10.3 10.4 http://www.nintendolife.com/games/megadrive/super_street_fighter_ii (Wayback Machine: 2017-07-04 12:16)
  11. http://www.nintendo.com/games/detail/wiDX_oRftkYWoLJNe54F4JOiFcecWHFO (Wayback Machine: 2012-04-27 15:54)
  12. https://www.nintendo.co.uk/Games/SEGA-MEGA-DRIVE/Super-Street-Fighter-II-The-New-Challengers--279712.html (archive.today)
  13. https://www.nintendo.de/Spiele/SEGA-MEGA-DRIVE/Super-Street-Fighter-II-The-New-Challengers--279712.html (archive.today)
  14. 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 225
  15. Alaab Alcomputtar, "" (SA; 1995-08-xx), page 23
  16. Beep! MegaDrive, "August 1994" (JP; 1994-07-08), page 20
  17. Consoles +, "Juillet/Août 1994" (FR; 1994-0x-xx), page 116
  18. Computer & Video Games, "August 1994" (UK; 1994-07-15), page 58
  19. Edge, "September 1994" (UK; 1994-07-28), page 62
  20. Electronic Gaming Monthly, "September 1994" (US; 1994-xx-xx), page 36
  21. Game Players, "Vol. 7 No. 12 December 1994" (US; 1994-1x-xx), page 54
  22. GamePro, "August 1994" (US; 1994-xx-xx), page 42
  23. GamePro, "September 1994" (DE; 1994-08-26), page 50
  24. Games World: The Magazine, "November 1994" (UK; 1994-09-29), page 15
  25. Game Informer, "September/October 1994" (US; 1994-0x-xx), page 30
  26. Hacker, "07/1995" (HR; 1995-xx-xx), page 40
  27. Joker, "Oktober 1994" (SI; 1994-xx-xx), page 28
  28. Joypad, "Juillet/Août 1994" (FR; 1994-0x-xx), page 122
  29. LeveL, "Červen 1995" (CZ; 1995-06-01), page 41
  30. Mega, "August 1994" (UK; 1994-07-21), page 50
  31. Mega Force, "Juillet/Août 1994" (FR; 1994-07-04), page 72
  32. Mega Fun, "09/94" (DE; 1994-08-24), page 82
  33. Mega Play, "August 1994" (US; 1994-0x-xx), page 62
  34. MegaTech, "August 1994" (UK; 1994-07-21), page 6
  35. Mean Machines Sega, "September 1994" (UK; 1994-07-30), page 60
  36. Player One, "Juillet/Août 1994" (FR; 1994-0x-xx), page 78
  37. Play Time, "10/94" (DE; 1994-09-07), page 102
  38. Score, "Říjen 1994" (CZ; 1994-10-01), page 54
  39. Sega Power, "August 1994" (UK; 1994-07-07), page 25
  40. Sega Pro, "August 1994" (UK; 1994-07-14), page 44
  41. Sega Force, "7-8/94" (SE; 1994-10-19), page 20
  42. Sega Mega Drive Review, "2" (RU; 1996-01-03), page 144
  43. Sega Opisaniy i sekretov, "14000 Opisaniy i sekretov" (RU; 2003-03-11), page 179
  44. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 85
  45. Sonic the Comic, "October 14th 1994" (UK; 1994-10-01), page 10
  46. Todo Sega, "Septiembre 1994" (ES; 1994-0x-xx), page 30
  47. Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 255
  48. Video Games, "8/94" (DE; 1994-07-27), page 96


Super Street Fighter II: The New Challengers

SuperSteetFighter2 Title.png

Main page | Comparisons | Hidden content | Magazine articles | Video coverage | Reception | Promotional material | Region coding | Technical information | Bootlegs


No results



Street Fighter games for Sega systems
Sega Mega Drive
Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994)
Sega Saturn
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)
Sega Master System
Street Fighter II' (1997)
Sega Dreamcast
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)
Arcade
Street Fighter Zero 3 Upper (2001)
Sampler discs
Sega Saturn
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997)
Sega Dreamcast
Street Fighter Zero 3 Tentou Taikenban (199x)
Unlicensed Street Fighter games for Sega systems
Sega Master System
Sega Game Gear
Jang Pung II (1993)
Sega Mega Drive
X-Men vs. Street Fighter (Mega Drive) (1998)