Super Turbo attempts to update the formula of Super to match Hyper Fighting and create a competitive game that could be played to this day. While the game continues to run in tournaments even now, the game takes some slight steps down as it takes some other big steps up.
The changes in Super Turbo are more pronounced than Super. …
Read more
Super Turbo attempts to update the formula of Super to match Hyper Fighting and create a competitive game that could be played to this day. While the game continues to run in tournaments even now, the game takes some slight steps down as it takes some other big steps up.
The changes in Super Turbo are more pronounced than Super. Gone are the bonus stages, music and graphics have been slightly tweaked, and a special character named Akuma has been added to the roster for those willing to take on the much crueler AI this time around. Turbo is now available for up to three different speeds, but mostly just makes the game harder for people who are already struggling.
The bigger addition, however, is the addition of a super meter and a Super Combo move. As the player takes damage and does special attacks, they can build a meter towards a special attack. The inputs range from manageable (2 QCFs) to insane and incredibly unreliable (2 720s, whatever Guile and Vega's super is, etc) and must come alongside a combo if they don't want to get easily blocked. Pulling off a super combo is extra exciting, but mostly features recycled versions of other moves instead of anything particularly new (with the exception of Ryu's sweet hadouken super). Teching throws also dramatically reduces the damage from throws, creating an odd meta where grabs are suddenly the most important close combat attacks.
Whereas difficult inputs and new imbalances are stuff that players can kind of get used to, most of the fighters either don't get added moves this time or get unhelpful moves. There are some exceptions like Blanka's added sweep, the legendary chicken wing for Fei Long, and a couple others but most of the time players will either scratch their heads on how to use these new moves or ignore them entirely. At this point some movesets are extremely chunky as they are complicated, which at least adds to some extra options to use.
Apart from those additions, it feels weird to leave off on a slightly lower note for Street Fighter II. What turned from an alright beginning to some sobering thoughts on turbo, character balances, and difficult inputs, we've reached what many consider the pinnacle of the series. Given that I'd still go back to Super, maybe there's some room for re-iteration after all (or a sequel??) but players will likely stick with this version for as long as they can practice its tough entry and intricate strategies.
Read less