Street Fighter II Turbo is the third version of Street Fighter II on the SNES, released in 1992. It is a port of the arcade game and features many improvements including faster gameplay, improved balance, and the addition of the four boss characters to the roster: Balrog, Vega, Sagat and M. Bison.
The game features 12 fighters, each with unique abilities and characteristics. Ryu and Ken have their fireballs and dragon punches; Guile has his sonic boom and flash kick; Chun Li has her lightning-fast legs; E. Honda has his hundred hand slap; Blanka has his electrical attacks and rolling attacks; Zangief has his command grabs; Dhalsim has his stretchy arms and teleportation abilities; and each one requires different strategies and timing to master.
In terms of the SNES version itself, it was extremely faithful to the arcade version, although there were a few minor differences in graphics and audio. The graphics were compressed slightly, removing some of the detail from the characters and backgrounds, and some of the animation frames were also cut out to save space. Additionally, the sound effects and music were somewhat altered from the arcade version. However, input lag was minimal and for the time period, it was still very responsive and suitable for high-level play.
The combat system in Street Fighter II has had a lasting impact on the fighting game genre and is still widely regarded as one of the greatest combat systems ever devised. The six-button layout of the game – three light punches and kicks and two heavy punches and kicks – created a risk/reward situation for each button press, creating a sense of strategy and depth that has yet to be replicated in many modern fighting games.
Additionally, the use of quarter circle motions and charge-back motions created a new layer of complexity in terms of execution and required players to spend hours practicing the movements to build muscle memory.
However, execution was merely the foundation upon which the true depth of the game rested. Once players mastered the basic movements and techniques, they were able to focus on the true elements of the game: spacing, timing and reading their opponent. Each and every decision a player made in the heat of battle had consequences, and good players could read their opponents more quickly and make better decisions under pressure.
As such, Street Fighter II Turbo has a character balance that is – somewhat – fair. At casual to intermediate levels, balance really isn’t as much of an issue as individual skill and understanding of the game mechanics. In fact, a good Blanka player can often beat a mediocre Ryu player. However, at high-level competitive play, the balance is severely skewed towards a handful of characters (Ryu, Ken, Guile, and Dhalsim), and the rest of the cast is relegated to secondary status. Even then, the boss characters are intentionally overpowered and were never meant to be balanced fighters. As such, playing as the bosses is generally considered “cheap” in casual games, but dominant in competitive ones.
The SNES version of Street Fighter II Turbo made several concessions to fit within the constraints of the SNES hardware. While the game was nearly identical to the arcade version in terms of gameplay, the graphics were slightly compressed, and some of the animation frames were removed to fit the available cartridge space. The audio quality suffered as well, with voice samples and music being more heavily compressed than the arcade version.
While the game did suffer from a small amount of input lag (which would become a non-issue on CRT TV’s with wired controllers), it was generally not a problem for casual players. Serious players would notice it, however, and had to adjust their timing accordingly. Nonetheless, the game remained responsive enough to allow for competitive play.
Despite the limitations of the SNES controller, it actually performed reasonably well with Street Fighter II. The D-pad was responsive enough to allow for precise execution of special moves, and the shoulder buttons provided an additional set of face buttons, making it easier to access all of the button combinations required to perform advanced moves.
The game included a versus mode that allowed for head-to-head competition between two players, which was essential for developing competitive fighting skills. Fighting the AI is never quite the same as competing against human opponents. Human opponents adapt, counter-adapt, and force you to improve your skills.
The competitive aspect of Street Fighter II Turbo helped to foster the rivalry between friends that is often associated with fighting games. Casual players who competed regularly developed their own patterns and habits, and learned to anticipate and counter their opponents’ moves. Losing streaks led to frustration, while winning streaks led to arrogance. And close matches led to plenty of trash-talking. Of course, there was also that one moment when you landed a perfect combo, or caught your opponent with a perfectly timed reversal move – pure elation. And that moment when your opponent beat you with a move you should have blocked – pure rage.
The tournaments held during the group’s regular gaming session were always a great way to settle which of us truly was the best. The competitive nature of the game, combined with the social interaction of the group, helped to create a sense of camaraderie among the members, and despite the occasional heated argument, the group remained strong throughout.
From a technical standpoint, the techniques that separated players at the higher levels were relatively simple in concept, but difficult to execute. Casual players could simply throw fireballs and land basic combos, but intermediate players understood the importance of spacing, anti-airing, and performing tick-throws. Advanced players took it a step further, using frame-traps, option-selects, and mix-ups to completely dominate their opponents.
None of these techniques were explicitly taught in the game. Instead, players learned through trial and error, observation of other players, and word-of-mouth communication through the community. Local arcades and communities were instrumental in disseminating this knowledge.
Overall, Street Fighter II Turbo is the definitive SNES fighting game, and is an excellent port of an arcade classic that brought competitive fighting to the masses. The gameplay is solid, the characters are unique and memorable, the depth of the game is unparalleled, and the satisfaction of improving and mastering the game is unmatched.
Whether you are looking to understand the historical context of fighting games, want to relive memories of your childhood, or simply want to challenge yourself to a higher level of play, Street Fighter II Turbo is a must-play.
Modern fighting games have certainly surpassed it in terms of both complexity and balance. However, the fundamental aspects of Street Fighter II Turbo remain relevant to modern fighting games, and the skills and techniques developed through its gameplay can easily translate to other fighting games.
As such, the SNES version of Street Fighter II Turbo is no longer as competitive as it once was due to superior arcade versions now being available on modern consoles. However, the version still holds up today in casual play, and provides a solid introduction to the world of fighting games for newer players.
The SNES version of Street Fighter II Turbo is ranked #9 in our SNES rankings primarily because it is the definitive SNES fighting game, but it does not provide anything particularly innovative for the SNES itself. The arcade version of Street Fighter II Turbo revolutionized the fighting game genre, and the SNES version is a very faithful port.
Games ranked above Street Fighter II Turbo in our SNES rankings either represented innovations specific to the SNES, or were more uniquely suited to the console itself.
The legacy of Street Fighter II Turbo extends far beyond its influence on the fighting game genre. It single-handedly created a culture surrounding competitive fighting, including the creation of the EVO Championship, frame data analysis, match-up charts, tier lists and more. Street Fighter II Turbo was also one of the first fighting games to bring competitive fighting into people’s homes and allowed them to practice seriously for the first time.
Many of the ideas and concepts that have come to define modern fighting games owe a debt to Street Fighter II Turbo. The six-button layout, the use of quarter-circle motions and charge-back motions to create special moves, the concept of combo systems, the creation of character archetypes – all of these ideas were pioneered by Street Fighter II Turbo and have since become the standard for the genre.
Verdict:
Street Fighter II Turbo is the definitive SNES fighting game. It is an excellent port of an arcade classic that brought competitive fighting into people’s homes and created a culture around competitive fighting that continues to exist today. The gameplay is solid, the characters are unique and memorable, the depth of the game is unparalleled, and the satisfaction of improving and mastering the game is unmatched.
If you haven’t played it, you should play it to gain a deeper understanding of the evolution of fighting games. If you played it as a kid, try to approach it again with the mindset of a serious gamer to appreciate the depth and complexity of the game. If you are currently playing modern fighting games, go back and experience the game that paved the way for them.
Ultimately, this is how you do a successful arcade-to-console port. This is how you create a competitive multiplayer experience that will be remembered for years to come. This is how you create a game that will continue to be played and analyzed decades after it was originally released.
Rating: 9/10 – The fighting game that defined a generation
Samuel’s been gaming since the Atari 2600 and still thinks 16-bit was the golden age. Between accounting gigs and parenting teens, he keeps the CRTs humming in his Minneapolis basement, writing about cartridge quirks, console wars, and why pixel art never stopped being beautiful.

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