Codex Gamicus
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Super Street Fighter II is an update to Street Fighter II which includes 4 new character, improved graphics, and audio.

Graphic and Audio[ | ]

The game has improved graphics from Street Fighter II. A brand new introduction was included in the attract mode, featuring Ryu executing a Hadouken toward the screen.

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

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

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

Super Street Fighter II featured an entirely updated soundtrack using Capcom QSound, sporting applied acoustics making for crisper music. Stereo sound was also implemented. Several character voices were added, giving each character a unique throw and knock-out cry, as opposed to the generic male and female audio samples of previous games. Moreover, the announcer was changed from a fairly deep voice to a clearer, higher voice. Guile's voice also changed to this new voice as well, but was changed back to having a deeper voice in later games.

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

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

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

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

Gameplay[ | ]

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

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

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

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

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

Super Street Fighter II also established many new conventions for the Street Fighter series, including a combo hit counting system and bonus points awarded for first attacks, combos, dizzy recoveries, and reversal attacks. Each character also had 7 color pallets to pick from.

Features[ | ]

  • Stun effects
  • combo hit system and reversals

Playable Characters[ | ]

Additional Characters

  • Cammy White an English Delta Red agent
  • Fei Long modeled after actor Bruce
  • Dee Jay a kickboxer from Jamaica.
  • T. Hawk the first Native American fighting game character

Box Art[ | ]

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