Difference between revisions of "Capcom Generation: Dai 5 Shuu Kakutouka-tachi"

From Sega Retro

Line 42: Line 42:
 
''Champion Edition'' adds the ability to play as the four boss characters and play matches against the same character. The character portraits and endings of many characters were redrawn, and the color palettes for every stage was changed. ''Hyper Fighting'' introduces a faster playing speed and new special moves for several characters. Both versions of the game introduced numerous balance changes.
 
''Champion Edition'' adds the ability to play as the four boss characters and play matches against the same character. The character portraits and endings of many characters were redrawn, and the color palettes for every stage was changed. ''Hyper Fighting'' introduces a faster playing speed and new special moves for several characters. Both versions of the game introduced numerous balance changes.
  
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. Quick attacks can be linked together, with some moves flowing into each other and forming combination attacks (combos) that cannot be blocked once started.
+
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 but do less damage, while hard attacks are slower but deal more damage. Slower attacks leave the character vulnerable for longer if they miss the opponent. Quick attacks can be linked together, with some moves flowing into each other and forming combination attacks (combos) that cannot be blocked once started.
  
In addition to their regular punches and kicks, every character has multiple special moves, typically showcasing superhuman capabilities. Half of the roster predominantly uses motion-based inputs, where special moves are performed by rolling the D-Pad in a semicircular motion, such as a quarter circle, followed by a punch or a kick button. The strength of the attack button affects the damage inflicted by the special move and often other characteristics, such as the movement speed of a projectile. The remaining characters use "charged" inputs, where special moves are performed by holding the D-Pad in one direction for at least two seconds to "charge" the attack, then moving the D-Pad in the opposite direction and pressing a punch or a kick button. Charged inputs require more preparation than motion inputs in order to build the charge, but in return, they generally have a quicker recovery time, leaving the character vulnerable for less time after performing the move.
+
In addition to their regular punches and kicks, every character has multiple special moves, typically showcasing superhuman capabilities. Half of the roster predominantly uses motion-based inputs, where special moves are performed by rolling the D-Pad in a semicircular motion, such as a quarter circle, followed by a punch or a kick button. The strength of the attack button affects the damage inflicted by the special move and often other characteristics, such as the movement speed of the projectile or the distance traveled by the maneuver. The remaining characters use "charged" inputs, where special moves are performed by holding the D-Pad in one direction for at least two seconds to "charge" the attack, then moving the D-Pad in the opposite direction and pressing a punch or a kick button. Charged inputs require more preparation than motion inputs in order to build the charge, but in return, they generally have a quicker recovery time, leaving the character vulnerable for less time after performing the move.
  
 
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.
 
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.
Line 56: Line 56:
  
 
===Characters===
 
===Characters===
{{MoveListNote|legend=StreetFighter|desc=For moves that require pressing all three {{punch}} or {{kick}} buttons, pressing any two buttons also works.}}
+
{{MoveListNote|legend=StreetFighter}}
 +
For moves that require pressing all three {{punch}} or {{kick}} buttons, pressing any two buttons also works.
 
====Playable====
 
====Playable====
 
In ''Champion Edition'' and ''Hyper Fighting'', every character has two selectable color schemes, one chosen by pressing any attack button and a secondary color scheme chosen with {{Start}} (and also used for mirror matches). ''Hyper Fighting'' gives every character a new primary color scheme and uses the original color schemes as the secondary colors.
 
In ''Champion Edition'' and ''Hyper Fighting'', every character has two selectable color schemes, one chosen by pressing any attack button and a secondary color scheme chosen with {{Start}} (and also used for mirror matches). ''Hyper Fighting'' gives every character a new primary color scheme and uses the original color schemes as the secondary colors.
Line 329: Line 330:
 
{{gallery|widths=200|screens=yes|
 
{{gallery|widths=200|screens=yes|
 
{{ginfo|Street Fighter II Hyper Fighting Saturn, Bonus Stage 1.png|Bonus stage 1|Characters destroy a car, similar to the first bonus stage of ''[[Final Fight]]''.}}
 
{{ginfo|Street Fighter II Hyper Fighting Saturn, Bonus Stage 1.png|Bonus stage 1|Characters destroy a car, similar to the first bonus stage of ''[[Final Fight]]''.}}
{{ginfo|Street Fighter II Hyper Fighting Saturn, Bonus Stage 2.png|Bonus stage 2|Characters destroy a pyramid-shaped stack of bricks.}}
+
{{ginfo|Street Fighter II Hyper Fighting Saturn, Bonus Stage 2.png|Bonus stage 2|Characters destroy rolling barrels as they fall from a conveyor belt.}}
{{ginfo|Street Fighter II Hyper Fighting Saturn, Bonus Stage 3.png|Bonus stage 3|Characters destroy rolling barrels as they fall from a conveyor belt.}}
+
{{ginfo|Street Fighter II Hyper Fighting Saturn, Bonus Stage 3.png|Bonus stage 3|Characters destroy a stack of flaming oil drums.}}
 
}}
 
}}
  

Revision as of 22:19, 15 March 2024

n/a

  • Main title
  • Street Fighter II
  • Street Fighter II'
  • Street Fighter II' Turbo

CapcomGeneration5 title.png

CapcomGeneration5 Saturn JP SSTitle SF2.png

CapcomGeneration5 Saturn JP SSTitle SF2Dash.png

CapcomGeneration5 Saturn JP SSTitle SF2Turbo.png

Capcom Generation: Dai 5 Shuu Kakutouka-tachi
System(s): Sega Saturn
Publisher: Capcom
Developer:
Original system(s): Capcom CPS-1
Game total: 3
Sound driver: SCSP (1Track)
Genre: Compilation, Fighting/Taisen Kakutou (対戦格闘)[1], Action[2]

















Number of players: 1-2
Release Date RRP Code
Sega Saturn
JP
¥5,800 (6,090)5,800e[3] T-1236G
Sega Rating: All Ages
Non-Sega versions

Capcom Generation: Dai 5 Shuu Kakutouka-tachi (カプコン ジェネレーション 第5集 格闘家たち) is the fifth of five Capcom Generation compilations, released for the Sega Saturn and PlayStation in 1998.

The compilation includes faithful ports of the first three arcade releases of Street Fighter II, originally released for Capcom's CPS-1 hardware. The last two arcade releases, released for Capcom's CPS-2 hardware, were previously compiled on Street Fighter Collection.

Games included

  • Street Fighter II: The World Warrior
  • Street Fighter II′: Champion Edition
  • Street Fighter II′ Turbo: Hyper Fighting

Gameplay

Street Fighter II Saturn, Gameplay.png

The World Warrior

Street Fighter II Champion Edition Saturn, Gameplay.png

Champion Edition

Street Fighter II Hyper Fighting Saturn, Gameplay.png

Hyper Fighting

This release is a compilation of the first three versions of Street Fighter II, which are one-on-one fighting games in which the player engages opponents in a series of timed, close-quarters combat matches. Street Fighter II revolutionized the fighting game genre by introducing a greater emphasis on command-based special moves, a combo system, a six-button layout for attacks, a wide selection of playable characters with unique fighting styles, and competitive two-player play. In order to win a round, the player must either completely drain the opponent's health bar by landing attacks, or have more health left than the opponent when the timer runs out. Neither fighter wins the round if they have equal health when time expires or if they simultaneously knock each other out. The first fighter to win two rounds is declared the victor of the match.

Champion Edition adds the ability to play as the four boss characters and play matches against the same character. The character portraits and endings of many characters were redrawn, and the color palettes for every stage was changed. Hyper Fighting introduces a faster playing speed and new special moves for several characters. Both versions of the game introduced numerous balance changes.

Characters move with Left and Right and crouch with Down. They jump with Up and flip back and forth with Up-left and Up-right. 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 but do less damage, while hard attacks are slower but deal more damage. Slower attacks leave the character vulnerable for longer if they miss the opponent. Quick attacks can be linked together, with some moves flowing into each other and forming combination attacks (combos) that cannot be blocked once started.

In addition to their regular punches and kicks, every character has multiple special moves, typically showcasing superhuman capabilities. Half of the roster predominantly uses motion-based inputs, where special moves are performed by rolling the D-Pad in a semicircular motion, such as a quarter circle, followed by a punch or a kick button. The strength of the attack button affects the damage inflicted by the special move and often other characteristics, such as the movement speed of the projectile or the distance traveled by the maneuver. The remaining characters use "charged" inputs, where special moves are performed by holding the D-Pad in one direction for at least two seconds to "charge" the attack, then moving the D-Pad in the opposite direction and pressing a punch or a kick button. Charged inputs require more preparation than motion inputs in order to build the charge, but in return, they generally have a quicker recovery time, leaving the character vulnerable for less time after performing the move.

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

Every game has the same modes:

  • Arcade Mode: A series of matches against computer-controlled opponents, ending with the four Shadaloo bosses M. Bison, Balrog, Sagat, and Vega. A second player may join at any time by pressing  START  on a second control pad, immediately starting a head-to-head match. The winner continues the game in single-player mode. There are eight different difficulty levels for computer-controlled opponents. After every three matches, the player plays a bonus stage.
  • Versus Mode: A dedicated two-player mode where players can choose a handicap, choose the number of rounds to play (1, 3, or 5), and pick any stage to play.
  • Training Mode: A practice mode where the player can practice playing a character against a non-hostile opponent, with no time limit and infinite vitality. There is a recording option, and the dummy character can be set to stand, crouch, or jump.

Characters

Note: Move lists assume that the character is facing right. When facing left, Left and Right 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

In Champion Edition and Hyper Fighting, every character has two selectable color schemes, one chosen by pressing any attack button and a secondary color scheme chosen with  START  (and also used for mirror matches). Hyper Fighting gives every character a new primary color scheme and uses the original color schemes as the secondary colors.

Street Fighter II Hyper Fighting Saturn, Characters.png
Japan Ryu
Date of birth:
1964-07-21
Height:
5'10"
Weight:
150 lbs.
Blood type:
O
A Japanese martial artist seeking no fame or recognition, but only wishing to hone his skills. He dedicates his life to perfect his own potential while having no family and few friends.
Move list (Special moves)
Name Command Description
Hadouken Down Down-right Right P Ryu focuses energy through his palms and fires a surging punch across the screen. The fireball sometimes randomly appears red instead of the normal blue, but there is no functional difference between the two colors.
Shouryuuken Right Down Down-right P Ryu rises off the ground while punching upwards, knocking down his opponent on impact.
Tatsumaki Senpuukyaku Down Down-left Left K Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. In Champion Edition and Hyper Fighting, this move can be performed in midair.
Street Fighter II Hyper Fighting Saturn, Characters.png
Japan E. Honda
Date of birth:
1960-11-03
Height:
6'2"
Weight:
304 lbs.
Blood type:
A
A sumo wrestler from Japan. He aims to improve the reputation of sumo wrestling by proving competitors to be legitimate athletes.
Move list (Special moves)
Name Command Description
Hyakuretsu Harite P P P P P E. Honda unleashes a flurry of hand slaps. In Champion Edition and Hyper Fighting, he can move with Left and Right while doing this.
Super Zutsuki Hold Left for 2 seconds, then Right+P E. Honda propels himself forward head first using his leg strength.
Super Hyakkan Otoshi
(Hyper Fighting only)
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  MK  while jumping diagonally E. Honda falls down with a diving splash.
Street Fighter II Hyper Fighting Saturn, Characters.png
Brazil Blanka
Date of birth:
1966-02-12
Height:
6'5"
Weight:
218 lbs.
Blood type:
B
A beast-like mutant from Brazil who was raised in the jungle. He enters the tournament to uncover more origins about his forgotten past.
Move list (Special moves)
Name Command Description
Electric Thunder P P P P P 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.
Vertical Rolling Attack
(Hyper Fighting only)
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.
Street Fighter II Hyper Fighting Saturn, Characters.png
United States of America Guile
Date of birth:
1960-12-13
Height:
6'1"
Weight:
191 lbs.
Blood type:
O
A former United States Air Force special forces operative seeking to defeat Vega, who killed his best friend Nash.
Move list (Special moves)
Name Command Description
Sonic Boom Hold Left for 2 seconds, then Right+P Guile shoots a spinning blade-like projectile across the screen.
Flash Kick Hold Down for 2 seconds, then Up+K Guile jumps high into the air while performing a backflip kick.
Move list (Command normals)
Name Command Description
Knee Bazooka
(Champion Edition and Hyper Fighting only)
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.
Street Fighter II Hyper Fighting Saturn, Characters.png
United States of America Ken
Date of birth:
1965-02-14
Height:
5'10"
Weight:
169 lbs.
Blood type:
B
Ryu's best friend, greatest rival, and former training partner, from the United States. Ryu's personal challenge rekindled Ken's fighting spirit and persuaded him to enter the World Warrior tournament.
Move list (Special moves)
Name Command Description
Hadouken Down Down-right Right P Ken focuses energy through his palms and fires a surging punch across the screen. The fireball sometimes randomly appears red instead of the normal blue, but there is no functional difference between the two colors.
Shouryuuken Right Down Down-right P Ken rises off the ground while punching upwards, knocking down his opponent on impact.
Tatsumaki Senpuukyaku Down Down-left Left K Ken jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. In Champion Edition and Hyper Fighting, this move can be performed in midair.
Street Fighter II Hyper Fighting Saturn, Characters.png
China Chun-Li
Date of birth:
1968-03-01
Height:
5'8"
Weight:
She won't tell
Blood type:
A
A Chinese martial artist who works as an Interpol officer. She enters the World Warrior tournament to track down the movements of the smuggling operation known as Shadaloo and avenge her deceased father.
Move list (Special moves)
Name Command Description
Hyakuretsu Kyaku K K K K K Chun-Li unleashes a flurry of rapid kicks.
Spinning Bird Kick Hold Down for 2 seconds, then Up+K Chun-Li flips upside down and spins her legs while moving forward.
Kikouken
(Hyper Fighting only)
Left Down-left Down Down-right Right P Chun-Li shoots a fireball from her hands.
Move list (Command normals)
Name Command Description
Sankaku Tobi 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  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.
Street Fighter II Hyper Fighting Saturn, Characters.png
Soviet Union Zangief
Date of birth:
1956-06-01
Height:
7'0"
Weight:
256 lbs.
Blood type:
A
A professional wrestler and sambo fighter from the Soviet Union who aims to demonstrate "Soviet Strength" to the world.
Move list (Special moves)
Name Command Description
Spinning Clothesline All three P simultaneously Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. In Champion Edition and Hyper Fighting, 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. In Champion Edition and Hyper Fighting, he can move with Left and Right while spinning.
Spinning Piledriver D-Pad in a 360° rotation, then P (close) Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning.
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  while jumping diagonally Zangief falls with his knees forward.
Kuuchuu Headbutt Up+ MP  or  HP  in midair Zangief performs a headbutt in midair.
Street Fighter II Hyper Fighting Saturn, Characters.png
India Dhalsim
Date of birth:
1952-11-22
Height:
5'10"
Weight:
107 lbs.
Blood type:
O
A fire-breathing yoga master from India. Even though he is a pacifist, he uses the money earned from fighting in order to lift people out of poverty.
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 breathes a large mass of flame in front of him.
Yoga Teleport Forward
(Hyper Fighting only)
Right Down Down-right + all three P or K simultaneously Dhalsim disappears and reappears an the entire screen ahead with P or half the screen ahead with K.
Yoga Teleport Backward
(Hyper Fighting only)
Left Down Down-left + all three P or K simultaneously Dhalsim disappears and reappears an entire screen back with P or half the screen back with K.
Move list (Command normals)
Name Command Description
Yoga Mummy
(Champion Edition and Hyper Fighting only)
Down+ HP  in midair Dhalsim spins downward head first like a drill.
Yoga Spear
(Champion Edition and Hyper Fighting only)
Down+ HK  in midair Dhalsim spins downward feet first like a drill.

Bosses

The four boss characters are only playable in Champion Edition and Hyper Fighting.

Street Fighter II Hyper Fighting Saturn, Characters.png
United States of America M. Bison (Balrog)
Date of birth:
1968-09-04
Height:
6'5"
Weight:
252 lbs.
Blood type:
A
An American boxer who was once one of the world's greatest heavyweight boxers. He began working for Shadaloo for easy money. All of his attacks are performed with punches and similar strikes such as elbows or headbutts, including moves performed with the kick buttons.
Move list (Special moves)
Name Command Description
Dash Straight or Upper Hold Left for 2 seconds, then Right+P or K M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when a stronger attack button is used.
Turn Punch Hold all three P or K simultaneously, then release M. Bison turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.
Street Fighter II Hyper Fighting Saturn, Characters.png
Spain Balrog (Vega)
Date of birth:
1967-01-27
Height:
6'0"
Weight:
208 lbs.
Blood type:
O
A vain Spanish bullfighter who wields a claw and uses a unique style of ninjutsu. He fights with a claw on one hand, which can be broken from blocking too many hits, reducing the damage of his punches.
Move list (Special moves)
Name Command Description
Claw Roll Hold Left for 2 seconds, then Right+P Balrog executes a quick forward roll and quickly stabs his opponent.
Claw Dive Hold Down for 2 seconds, then Up+K, then P Balrog 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 Balrog jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.
Back Flip Left Left (Champion Edition)
All P simultaneously (Hyper Fighting)
Balrog performs a backflip. He is invulnerable while performing this move.
Move list (Command normals)
Name Command Description
Sankaku Tobi D-Pad in the opposite direction when jumping onto the edge of the screen Balrog can jump off the edges of the screen.
Street Fighter II Hyper Fighting Saturn, Characters.png
Thailand Sagat
Date of birth:
1955-07-02
Height:
7'4"
Weight:
283 lbs.
Blood type:
B
A Muay Thai kickboxer from Thailand and former World Warrior champion. His defeat at the hands of Ryu's dragon punch left a deep gash across his chest.
Move list (Special moves)
Name Command Description
Tiger Shot Down Down-right Right P or K Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with P, he shoots a high shot while standing; if performed with K, he shoots a low shot while kneeling.
Tiger Uppercut Right Down Down-right P Sagat rises off the ground while punching upwards, knocking down his opponent on impact.
Tiger Knee Crush Down Down-right Right Up-right K Sagat jumps forward, ramming his opponent with his knee.
Street Fighter II Hyper Fighting Saturn, Characters.png
Thailand Vega (M. Bison)
Date of birth:
Unknown
Height:
5'11"
Weight:
254 lbs.
Blood type:
A
The leader of the criminal organization Shadaloo, who uses a mysterious power known as Psycho Power. He is the final opponent of the game.
Move list (Special moves)
Name Command Description
Psycho Crusher Hold Left for 2 seconds, then Right+P Vega spirals toward his opponent while infused with psycho energy.
Double Knee Press Hold Left for 2 seconds, then Right+K Vega leaps forward while kicking.
Head Press Hold Down for 2 seconds, then Up+K Vega 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.

Stages

Main article: Capcom Generation: Dai 5 Shuu Kakutouka-tachi/Comparisons.

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

Street Fighter II Hyper Fighting Saturn, Stages, Ryu.png

Japan Ryu
Street Fighter II Hyper Fighting Saturn, Stages, Ryu.png

Street Fighter II Hyper Fighting Saturn, Stages, E. Honda.png

Japan E. Honda
Street Fighter II Hyper Fighting Saturn, Stages, E. Honda.png

Street Fighter II Hyper Fighting Saturn, Stages, Blanka.png

Brazil Blanka
Street Fighter II Hyper Fighting Saturn, Stages, Blanka.png

Street Fighter II Hyper Fighting Saturn, Stages, Guile.png

United States of America Guile
Street Fighter II Hyper Fighting Saturn, Stages, Guile.png

Street Fighter II Hyper Fighting Saturn, Stages, Ken.png

United States of America Ken
Street Fighter II Hyper Fighting Saturn, Stages, Ken.png

Street Fighter II Hyper Fighting Saturn, Stages, Chun-Li.png

China Chun-Li
Street Fighter II Hyper Fighting Saturn, Stages, Chun-Li.png

Street Fighter II Hyper Fighting Saturn, Stages, Zangief.png

Soviet Union Zangief
Street Fighter II Hyper Fighting Saturn, Stages, Zangief.png

Street Fighter II Hyper Fighting Saturn, Stages, Dhalsim.png

India Dhalsim
Street Fighter II Hyper Fighting Saturn, Stages, Dhalsim.png

Street Fighter II Hyper Fighting Saturn, Stages, M. Bison.png

United States of America M. Bison
Street Fighter II Hyper Fighting Saturn, Stages, M. Bison.png

Street Fighter II Hyper Fighting Saturn, Stages, Balrog.png

Spain Balrog
Street Fighter II Hyper Fighting Saturn, Stages, Balrog.png

Street Fighter II Hyper Fighting Saturn, Stages, Sagat.png

Thailand Sagat
Street Fighter II Hyper Fighting Saturn, Stages, Sagat.png

Street Fighter II Hyper Fighting Saturn, Stages, Vega.png

Thailand Vega
Street Fighter II Hyper Fighting Saturn, Stages, Vega.png

Bonus stages

A bonus stage appears in the single-player game after every three matches won. Characters destroy inanimate objects within a time limit by attacking them for bonus points.

Street Fighter II Hyper Fighting Saturn, Bonus Stage 1.png

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

Street Fighter II Hyper Fighting Saturn, Bonus Stage 2.png

Bonus stage 2
Characters destroy rolling barrels as they fall from a conveyor belt.

Street Fighter II Hyper Fighting Saturn, Bonus Stage 3.png

Bonus stage 3
Characters destroy a stack of flaming oil drums.

History

Release

While the Saturn version was only released in Japan, the PlayStation version was released internationally as Street Fighter Collection 2 (marketed as a sequel to Street Fighter Collection).

Production credits

Street Fighter II: The World Warrior

  • Planner: Nin, Akiman
  • Character Designer: S.Y, Ikusan.Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S•Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki
  • Programmer: Shin., Marina, Marina, Ecchro!
  • Sound: Shimo-P., Oyaji-Oyaji
  • Special Thanks: CBX, Poo, Kanekon, Shono.
Source:
In-game credits
Street Fighter II Saturn credits.pdf
[4]

Street Fighter II′: Champion Edition

  • Planner: Nin, Akiman
  • Character Designer: S.Y, Ikusan.Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S•Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki
  • Programmer: Shin., Marina, Macchan, Ecchro!
  • Sound: Shimo-P., Oyaji-Oyaji
  • Design Support: D.James
  • Special Thanks: CBX, Poo, Kanekon, Shono., Hirakin., Nac Kai, Erlingr Ogachy, Zenji., Super•Cheap•Joe
Source:
In-game credits
Street Fighter II Champion Edition Saturn credits.pdf
[5]

Street Fighter II′ Turbo: Hyper Fighting

  • Planner: Poo, Nin, Akiman
  • Character Designer: S.Y, Sho, Pigmon, Ikusan.Z, Erichan, Katuragi, Mak!!, Ballboy, Q Kyoku, Tanuki, S•Taing?, Manbou, Kurisan, Mikiman, Yamachan, Nissui, Buppo, Zummy, Ziggy, Y.Nakamura, M.Okazaki
  • Programmer: Shin., Kid, Watari
  • Design Support: D.James
  • Sound: Shimo•P., Oyaji Oyaji.
  • Special Thanks: CBX, Kanekon, Shono, Nac Kai, Erlingr Ogachy, Zenji, Super•Cheap•Joe
Source:
In-game credits
Street Fighter II Hyper Fighting Saturn credits.pdf
[6]


Magazine articles

Main article: Capcom Generation: Dai 5 Shuu Kakutouka-tachi/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Dreamcast Magazine (JP) #1998-05: "1998-05 (1998-12-18)" (1998-12-04)
Logo-pdf.svg

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Consoles News (FR) NTSC-J
50
[7]
Dreamcast Magazine (JP) NTSC-J
77
[8]
Famitsu (JP) NTSC-J
63
[9]
Sega Saturn Magazine (JP) NTSC-J
86
[10]
Sega Saturn
69
Based on
4 reviews

Capcom Generation: Dai 5 Shuu Kakutouka-tachi

Saturn, JP
CapcomGeneration5 Saturn JP Box Back.jpgCapcomGeneration5 Saturn JP Box Front.jpg
Cover
CapcomGeneration5 Saturn JP Spinecard.jpg
Spinecard
CapcomGeneration5 Saturn JP Disc.jpg
Disc

Technical information

Main article: Capcom Generation: Dai 5 Shuu Kakutouka-tachi/Technical information.

References


Capcom Generation: Dai 5 Shuu Kakutouka-tachi

CapcomGeneration5 title.png

Main page | Comparisons | Hidden content | Magazine articles | Reception | Technical information


No results



Capcom Generation compilations
Capcom Generation: Dai 1 Shuu Gekitsuiou no Jidai (1998) | Capcom Generation: Dai 2 Shuu Makai to Kishi (1998) | Capcom Generation: Dai 3 Shuu Koko ni Rekishi Hajimaru (1998) | Capcom Generation: Dai 4 Shuu Kokou no Eiyuu (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998)



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)