Super Street Fighter II Turbo (1994)

Capcom

Expanded Game of Super Street Fighter II: The New Challengers

3DO Interactive Multiplayer · Amiga · Amiga CD32 · Arcade · DOS

3.78 from 292 ratings

588 members have it in their collection · 6 playing now · 68 backlogged · 36 wish listed

How long? · with extras 1h (from 1 logged playthrough)

Super Street Fighter II Turbo, released in Japan as Super Street Fighter II X: Grand Master Challenge, is a competitive fighting game released for the arcades by Capcom in 1994. It is the fifth installment in the Street Fighter II sub-series of Street Fighter games, following Super Street Fighter II: The New Challengers. Like its predecessor, it ran on the … Read more
Super Street Fighter II Turbo, released in Japan as Super Street Fighter II X: Grand Master Challenge, is a competitive fighting game released for the arcades by Capcom in 1994. It is the fifth installment in the Street Fighter II sub-series of Street Fighter games, following Super Street Fighter II: The New Challengers. Like its predecessor, it ran on the CP System II hardware. Super Turbo introduced several new gameplay mechanics not present in previous versions of Street Fighter II, including the addition of Super Combos and air combos. It also introduced the secret character Akuma, who would go on to become a recurring character in later Street Fighter installments and other Capcom fighting games. Super Turbo was originally ported to the 3DO Interactive Multiplayer, followed by the PlayStation and Sega Saturn (under the title of Super Street Fighter II Turbo: The Ultimate Championship) as part of the Street Fighter Collection, and for the Dreamcast in Japan under the title of Super Street Fighter II X for Matching Service. A remake of the game was released for the PlayStation 3 and Xbox 360 titled Super Street Fighter II Turbo HD Remix. Read less
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Release dates

  • Mar 23, 1994 (North_America) Arcade
  • Q1 1994 (Full Release) (Worldwide) Arcade
  • Apr 05, 1994 (Europe) Arcade
  • Nov 06, 1994 (Full Release) (North_America) 3DO Interactive Multiplayer
  • Nov 13, 1994 (Full Release) (Japan) 3DO Interactive Multiplayer
  • Nov 23, 1994 (Full Release) (Australia) 3DO Interactive Multiplayer
  • Nov 23, 1994 (Full Release) (Europe) 3DO Interactive Multiplayer
  • May 05, 1995 (Full Release) (North_America) DOS
  • Jun 01, 1995 (Full Release) (Australia) DOS
  • Jun 02, 1995 (Full Release) (Europe) DOS
  • 1995 (Full Release) (Europe) Amiga
  • 1996 (Full Release) (Europe) Amiga CD32

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Featured in lists

Super Nintendo by KiingShady · 38 games · 0

Rating distribution

5 stars
74
4 stars
102
3 stars
96
2 stars
19
1 star
1
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Community All Reviews Statuses

RossBonaime

Review RossBonaime 4/5 · May 5, 2025

Super Street Fighter II Turbo was the game that made me want a 3DO. It's wild to believe they put out one of the most definitive versions of Street Fighter II, but only put it out for years on a ridiculously expensive system that no one had. But man, is this a great version of the game. I love how …

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Super Street Fighter II Turbo was the game that made me want a 3DO. It's wild to believe they put out one of the most definitive versions of Street Fighter II, but only put it out for years on a ridiculously expensive system that no one had. But man, is this a great version of the game. I love how smoothly it plays on the 3DO, and this truly feels like the bridge between SFII and the Alpha series.

So why four stars and not five? Why do you have to make it so hard for me to play as Akuma? This gets so much right, from the way these characters handle to the different ways you can adjust how a match plays. But you can't give me ONE MORE CHARACTER without having me have to jump through ridiculous hoops? I tried at least two dozen times to try and select Akuma the other night, and I simply could not figure it out. I get that video games back in the day were all about these intricate secrets and hidden gems, but ugh, if I'm shelling out all this money for a 3DO in the '90s, I'm going to be pretty pissed if I can't play as Akuma.

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GigaDeathNullGolem

Review GigaDeathNullGolem 4/5 · Jun 18, 2023

Good but so hard on default difficulty?

Fast and fluid, no slowdown or flicker. Hard as fuck tho. Also really nice looking (not sure if its an improvement with CP System II or not as I remember 'the new challengers' also looking great)

Like, it's really, really hard. I dont see myself ever winning a single fight in this without an emulator.

Nice cutscenes at the end. …

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Fast and fluid, no slowdown or flicker. Hard as fuck tho. Also really nice looking (not sure if its an improvement with CP System II or not as I remember 'the new challengers' also looking great)

Like, it's really, really hard. I dont see myself ever winning a single fight in this without an emulator.

Nice cutscenes at the end. Other than that, feels like the same game as New Challengers. Couldnt' figure out how to unleash a full power meter.

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Mazinkaiser

Review Mazinkaiser 3/5 · Jan 1, 2022

Super Street Fighter II Turbo: Definitive Edition

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. …

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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.

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