Super Street Fighter II4Q2020 issue

Super fight­ing fun again

Though I play a lot of fight­ing game series, I keep com­ing back to Street Fighter. I don’t know if it’s out of habit or because I’m com­fort­able with the series’ sys­tems, but I find myself inti­mately famil­iar with the Cap­com cre­ation. It started with Street Fighter II for SNES, not the arcade. As the series moved along incre­men­tally, so did I and I dis­cov­ered the upgrade. The home port of Super Street Fighter II for SNES was one of the best and that acco­lade still stands after nearly 30 years.

Though Cap­com still hadn’t learned to count to three and Super Street Fighter II reeks of milk­ing the fran­chise for all it was worth, it’s tech­ni­cally a good port. This is the best ver­sion of the arcade expe­ri­ence before Super Turbo, and the SNES, despite its prob­lems with cen­sor­ship, is the best ver­sion you’re going to get. Super is where you’re intro­duced to the four new chal­lengers, who add some inter­est­ing ele­ments. Each of their fight­ing styles are already rep­re­sented in the game with other stal­warts, but they’re fun to play, nevertheless.

The music has hit its peak here, too. It’s the same as the orig­i­nal Street Fighter II and Hyper Fight­ing, but it’s Street Fighter at peak Street Fighter. That also applies to the con­trols. It’s the Street Fighter that you know and love but cleaned up just a tad.

My main gripe with the game is the fact that it’s not Street Fighter III, which it would have been if not for the insis­tence of Cap­com not count­ing ahead. Cap­com knew it had a win­ner on its hands but repeat­edly milked the fran­chise until there was noth­ing else to wring from it. Super would absolutely have been great if not for the fact that Super Turbo came a year later and there had already been two other incre­men­tal iter­a­tions of the game pre­vi­ously. That cheap­ens Super to a degree all around. How­ever, given that Super Turbo did not come home from the arcades for the SNES, Super gets a boost in nos­tal­gic factor.

What you need to take away from SSFII is the refine­ment of the Street Fighter II expe­ri­ence, and this is where it shines. Every­thing about Street Fighter II was at peak con­di­tion and refined to a tee with this iter­a­tion. Yes, this is pre-Turbo super moves and spe­cials but in a way that makes it the last true unspoiled Street Fighter II expe­ri­ence. It was so good that later Street Fighter games attempt to repli­cate this ver­sion with modes that play like Super with no super moves and most, if not all, of its mechan­ics. That’s how you know it’s a defin­ing moment in a series’ lifes­pan. It’s a super fight­ing game for a super sys­tem that still holds up.