
The sixth time’s the charm
Ultra Street Fighter II needs to be the final final challenge

As a Street Fighter fan of a certain age, I can remember the many jokes back in the day about Capcom never learning how to count to three. It wasn’t a lie, though. Capcom couldn’t count to three because they continued to make major revisions to Street Fighter II while other fighting game series were starting and making sequels. More than 30 years later, even after Capcom learned what trés meant in New Generation, Giant Attack and 3rd Strike, we’re still returning to the SFII well and I don’t know if this return trip with the buckets was worth it.
By now, we all know the story of Street Fighter II: A bunch of World Warriors get together and fight the megalomaniacal dictator/drug runner/supernatural enthusiast M. Bison. Someone among the based crew that is Ryu, Chun-Li and Guile got their revenge and faced him at the end of the second World Warrior Tournament until the ever-present Akuma showed up and promptly took Bison out with a well-placed Raging Demon. Except that given the story events of Street Fighter V: Championship Edition, this no longer holds true exactly (see Bison’s resurrection in Street Fighter 6’s DLC). Anyway, at the point of Ultra Street Fighter II: The Final Challengers, Bison is dead, on his way to hell with gasoline undergarments on for his various misdeeds. This has always been Street Fighter II’s storyline in its basest form, and nothing notable has changed about it in Ultra.

The controls also are the same old Street Fighter II that’s been played and rehashed to death during the past 35 years. It’s the same shoryuken, hurricane kicks, and hadokens you’re used to, and to Capcom’s credit, that’s the best thing they could have ever done. Don’t fix what isn’t broken and what generations have learned to cut their teeth on. That said, if you can play Super Turbo, you can play this because that’s all this is in terms of how to play Street Fighter II. And to mitigate the potential issues, buying a Pro Controller is a smart idea, but you already knew that if you bought this port because there is no way you’re casually playing a port of a 35-year-old fighting game without knowing you need a decent controller.
Now, the one thing that has changed is the graphics. Graphically, this is more in line with the weird Street Fighter II HD Remix that featured anime style graphics. It’s kind of gorgeous but also kind of not. It feels a little like a rehash of that port and not too many people were clamoring for it outside of the fact that it was one of the few ports of Super Turbo released in the U.S. Some of the stages look great and benefit from the art style change and some of them just look rather meh. Also, one of the few things that mercifully stayed the same is the soundtrack. SFII has always had an excellent soundtrack and it, too, is untouched from the Super Turbo version.
The new additions to this are what’s going to influence your decision to get this or pass. On the roster side of things are newcomers Evil Ryu and Violent Ken. Why, they aren’t new you say? Exactly. They aren’t new at all if you care about Capcom fighting lore. Evil
Ryu is a mainstay evil version of the beloved Ryu who’s been hanging around ever since Capcom USA forgot to ask if he was real or not in the heyday of Street Fighter Alpha 2. Violent Ken is a little deeper but not by much. If you played the weird SNK vs. Capcom Chaos — better known as SNK’s attempt in the Capcom vs. SNK series — you’d recognize this version of Ken. He also kind of made a what-if appearance in Street Fighter Alpha 3 in the arcade story mode. While I get that they’re a novelty and people love these characters for whatever reason, I’m not sure I understand why we needed another version of Street Fighter II to include them. Because for the folks playing along at home, this makes the sixth version of the game to be released as an official port. By the time this was released, Capcom was talking seriously and making a lot of noise about Street Fighter V, so this is unnecessary quite honestly. And throwing in the moribund and extra Way of the Hado mode does not justify the need for a wholly new version of this game.
Don’t get me wrong, I love Street Fighter II. It was instrumental and paved the way for my favorite genre of video games. I’ve played every version of SFII at this point and every spinoff of it, too. But when it comes to these highly unnecessary retreads of the same game that Capcom won’t let loose, I have a problem. As much as I have come to love the franchise in my later years, I can’t stand that Capcom beats the SFII horse to death while ignoring their other viable fighting game franchises such as Rival Schools/Project Justice and Vampire/Darkstalkers. We get it, Street Fighter II is extremely popular. But Capcom has released enough versions of it to last a lifetime and this version is not needed. Capcom really needs to let this be the final challenge for sure.


While I love a lot of Dread, there are some things that I don’t quite love. First, as a veteran Metroid lover, I can’t help but wonder why it took so long to get a side-scrolling version of Metroid again and why it followed Fusion after so many years. Dread is fantastic, but Fusion was not exactly Super, and Dread tries a little too hard to make Fusion work. I’d rather Dread had its own identity aside from the cleanup of Fusion’s mess. 


There are your standard attacks, a throw, a fireball sometimes, and an ultimate screen-clearing attack that requires energy. While the payoff is the same for all the Supermen, the attack animation is different. It’s kind of cool to see what each character is capable of but it’s by no means anything exciting. And, as is the problem with most beat-’em-ups like this one, you’re going to run into quarter-muncher syndrome. The hits are always unfair, especially with multiple enemies on the screen, and health isn’t exactly plentiful. The bosses particularly are bad about this, and it’s infuriating to no end that you can’t get clean hits against them without taking a brutal beating.

to move around the playfield. My only gripe is that it’s a little hard to remember which button controls special moves. Otherwise, it’s a standard action platformer for the 

polished a little more. Some of the translation is rough and there are frequent grammar errors in the text. For a game that relies on text to get the point across, that’s too jarring and takes me out of the experience. Another gripe is that, while most of the mechanics are improved, some of the new mechanics — such as the pole vault — need some work. It’s not hard to do — once you figure it out. The problem is that it takes much too long to figure out. If I have to watch a playthrough video to get the concept, it’s doing too much.

continue through the game. Also, realize now that in Arcade Mode, you’re going to fight everyone in the cast. There is no “let’s select six to eight opponents from this very full cast;” no, you’re fighting everyone before you even sniff Amakusa so you will get lots of practice with those hard movesets. However, it is broken up with progressively harder mini games, so this isn’t unfamiliar territory. The Countdown Mode, a sort of early survival mode, is a decent challenge that also gets progressively harder. There is replay value there, so that adds to the charm of an otherwise barebones game.








well, sometimes he moves almost too well. I had the same issue here as I did with the later Wii version: Mario slides around entirely too much. I have to keep in the back of my mind to undercompensate and overcorrect with running and jumping movements constantly, and it’s a bit much to keep up with while trying to play well. When I want Mario to stop running, it should be instantly. There shouldn’t be extra frames of stopping. Also, some of the jumps don’t feel as clean as they should if we’re basing it on the known Mario standard. It’s all a little too loosey-goosey for my liking and makes clean play a little bit more of a chore than I’d care to do. Later entries have cleaned this up, but it’s obvious here and I can cut it some slack because it has been fixed. Just know that it’s part of the “new” experience.