Super Street Fighter II Turbo (Arcade) - All Throw Moves & Super Combo Grabs

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Published on ● Video Link: https://www.youtube.com/watch?v=V3IqMQLPCDc



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Duration: 3:33
16,234 views
149


Character selection:

Akuma - 0:00
"Balrog" / M. Bison (Boxer) - 0:06
Blanka - 0:12
Cammy - 0:28
Chun-Li - 0:37
Dee Jay - 0:41
Dhalsim - 0:47
E. Honda - 0:55
Fei Long - 1:10
Guile - 1:20
Ken - 1:32
"M. Bison" / Vega (Dictator) - 1:46
Ryu - 1:49
Sagat - 1:55
T. Hawk - 1:58
"Vega" / Balrog (Claw) - 2:18
Zangief - 2:35
Akuma (ending sequence) - 3:21

Super Street Fighter II Turbo is the fifth installment (fourth revision) in the Street Fighter II sub-series. It was released by Capcom in 1994 for their CP System II arcade hardware.

While Super Street Fighter II Turbo was the last in the original run of Street Fighter II releases, it has since been ported to multiple systems including PlayStation 3, Xbox 360 Nintendo Switch and Game Boy Advance, with further enhancements. The arcade version remains a staple of the competitive tournament scene, due to glitches present in the ported releases.

Super Street Fighter II Turbo marks the debut of the secret boss character Akuma (Gouki in Japan). Akuma is encountered as the final boss (after a cutscene in which he defeats the standard boss, M. Bison) should the player perform to a high standard throughout the game (using no continues and achieving a high score, or reaching the final level in under 25 minutes). Akuma is also available as a playable character by using a cheat code on the character selection screen.

The game introduces numerous new colour palettes for each fighter (except Akuma), which are assigned to different buttons when selecting a character. Tweaks have been made to the abilities of pre-existing characters since the previous version of the game, Super Street Fighter II. It is possible to play as former revisions of the characters, with their original colour palettes, by entering cheat codes at the selection screen.

The player can also select from four possible gameplay speeds. This feature was implemented in response to pirated versions of Street Fighter II, which arguably improved the gameplay by speeding it up. This option must be enabled in the service menu of the arcade machine; otherwise the game speed can be set by the machine operator.

Super Street Fighter II Turbo introduced super combos, some of which are throws. The player must fill up their super meter by attacking their opponent in order to perform their super combo. Disappointingly, Akuma does not have a super combo. Later revisions of the game added his Raging Demon (Shun Goku Satsu) technique, which was originally introduced in Street Fighter Alpha (1995). The move involves Akuma grabbing his opponent, with a white flash obscuring the strikes he then delivers. In the ending sequence for Akuma in the arcade version of the game (shown at the end of this video), a similar move is seen without a flash hiding the action.

The game contains an great variety of throws and grabs, which undoubtedly inspired the moves of Street Fighter clone games which followed it. For example, Cammy's technical and acrobatic throws likely inspired the creation of Blue Mary in SNK fighting games. However, there are quite a few grab moves based on pummeling, which can be repetitive and boring to watch. Zangief notably has three moves of this type.

Many of the air throws in Super Street Fighter II Turbo feel broken. Getting them to connect is hard, even when your character is right next to the opponent. It seems that some of the jumping throws must be performed at very specific heights, and with a vertical offset between the characters.

The game also includes throws which are performed with a 360 degree joystick motion. These moves are very difficult to perform without making the character jump by accident. A shortcut can be used to avoid jumping, which involves only completing the bottom half of the motion, plus 45 degrees of the top half (a 225 degree motion). The grapplers Zangief and T. Hawk have super combos which require a double full circle motion (720 degrees). It is impossible to avoid jumping during the input, unless the player pre-emptively initiates a movement which cannot be interrupted by jumping. Ironically, a jump can be used for this purpose, as seen in the video.

Putting the difficulties of some of the grappling moves aside, Super Street Fighter II Turbo is a highly enjoyable game with iconic characters and great fighting techniques.

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Tags:
Street Fighter 2
Arcade
Turbo
Hyper
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Fighting
The New Challengers
The World Warrior
Throws
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Grappling
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German suplex
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Akuma
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Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Boxer
Dictator
Claw
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