Expanded Versions of Street Fighter II: Champion Edition
3.88 average rating based on 520 ratings
Street Fighter II Turbo introduces very subtle changes to the Champion Edition formula - at this point a little too subtle, only making the game harder to play and imbalancing the character list even further with nerfs and attempted move additions.
The biggest change, however, will be the speed. Players with faster reflexes looking to really get their fighting game on will find this a huge step up, but for someone who already struggled with the gameplay in previous editions it did less to improve my game so much as worsened it. At the least AI behaviors were a bit more fair (less spamming charge moves with instant speed) but I think I appreciated the more deliberate speed of the previous iterations.
There are slight move additions for some characters - Chun-Li gets a fireball to try to mitigate her punishable strategies, Blanka has an excellent vertical roll as well as a new splash for Honda, and Dhalsim can teleport. The inputs on these and their effectiveness varies, with Honda's vertical splash being less effective in practice than Blanka's vertical roll and the required inputs (Dhalsim's dragon punch + triple input being the most egregious) being a little too unreliable …
Street Fighter II Turbo introduces very subtle changes to the Champion Edition formula - at this point a little too subtle, only making the game harder to play and imbalancing the character list even further with nerfs and attempted move additions.
The biggest change, however, will be the speed. Players with faster reflexes looking to really get their fighting game on will find this a huge step up, but for someone who already struggled with the gameplay in previous editions it did less to improve my game so much as worsened it. At the least AI behaviors were a bit more fair (less spamming charge moves with instant speed) but I think I appreciated the more deliberate speed of the previous iterations.
There are slight move additions for some characters - Chun-Li gets a fireball to try to mitigate her punishable strategies, Blanka has an excellent vertical roll as well as a new splash for Honda, and Dhalsim can teleport. The inputs on these and their effectiveness varies, with Honda's vertical splash being less effective in practice than Blanka's vertical roll and the required inputs (Dhalsim's dragon punch + triple input being the most egregious) being a little too unreliable to be a welcome addition. Worse still was characters that received no new interesting changes and in some cases (Vega), a move becomes more difficult to pull off for no particularly good reason. Instead of balancing the cast, this throws some high tier characters into ineffective playstyles and some changes fail to improve characters at all.
The game is largely unchanged graphically, saved for an added podium segment at the end and having the 2P color as the default for 1P. As a response to bootleg versions this Turbo does bring the speed, but doesn't so much improve the issues I had with the original game so much as it exacerbates them.
I know for a lot of people, Street Fighter II Turbo was the best iteration of SFII back in the day, but it's main selling point is what I don't care about: it's too damn fast! I can appreciate what this is doing, and in many ways, it's the same great SFII I've always loved, but now, I just find it more frustrating. This definitely amps up the difficulty for me, as characters who were previously pretty easy to beat are now powerhouses, and I get the idea of giving people a bigger challenge (and sure, speeding up existing games was a major selling point of updated games in the arcades around this time), but it's just not for me.
I also find that of all the different SFII iterations, this is the least interesting evolution. Slightly faster and with different color options is...fine. But it doesn't feel like the step forward that something like Championship Edition was. And again, it's targeting a type of player that I just am not, and that's fine, but I've never quite found the appeal of SFII Turbo. It's still fun, but faster than I can usually handle.
I'm sure there were a bunch of minor but impactful changes to this game, but the main thing that made a difference to me was the speed. It's turbo now! Arcade mode was also significantly harder this time around. I don't know if that's because of new AI or just that it's faster though.