Süper Street Fighter 2 Turbo

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  • Super Street Fighter 2 Turbo

    Super Street Fighter 2 Turbo is a competitive fighting game released for the arcades by Capcom in 1994. It is the fifth installment in the Street Fighter 2 sub-series of Street Fighter games, following Super Street Fighter 2: The New Challengers. Like its predecessor, it ran on the CP System 2 hardware. A large criticism of Super Street Fighter 2: The New Challengers was the slower game speed in comparison to the previous release: Street Fighter 2: Hyper Fighting. Super Turbo was the first Street Fighter game released in arcades to feature an adjustable speed setting. Special moves are attacks or evading maneuvers that have special properties, but demand some joystick motion or button pattern to be obtained.

  • How to Play Super Street Fighter 2 Turbo

    RShift = Insert Coin / Enter = Start / Setup your Controls in game up to 4 Players / Suported Options = Gamepad, Fullscreen, Rom Load, Reset, Save and Load

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  • Super Street Fighter 2 Turbo Wiki

    Super Street Fighter II Turbo (known in Japan as Super Street Fighter II X — Grand Master Challenge) is an updated version of Super Street Fighter II. The game was released in 1994 and featured four speed settings (hence the name "Turbo") plus new moves and animations for all the existing characters, as well as the first appearance of Akuma. Super Turbo also introduced Super Combo techniques to the series.

    Gameplay

    A Super Combo is a type of special move, (usually a more powerful version of a character's special move) that can be performed only under a certain condition and will strike an opponent multiple times. Each player has a Super Combo gauge at the bottom of the screen which is filled up while the character performs their basic and special techniques against the opponent. When the Super Combo gauge is filled completely, then the gauge will be replaced with the word "SUPER". The player will then be able to perform their Super Combo technique by inputting the specific command, which will then reset the Super Combo gauge back to zero. If an opponent is defeated with a Super Combo, then the background will flash red and yellow.

    Air Combos

    Similar to the Juggle Combo where the opponent is held up in the air by successive hits, the Air Combo differs because the character performing the combo does not remain standing on the ground, but rather uses the first hit of the combo (usually called the "launcher") to propel his opponent into the air and jumps in pursuit to continue hitting in close proximity throughout the duration of the jump. Those following hits will often give the opponent additional air momentum to keep being juggled longer, and lighter characters who are less affected by gravity (such as Dhalsim) are often able to sustain longer air combos.

    Other new features and changes

    Super Turbo was the first Street Fighter game, excluding home versions of the previous games, to feature an adjustable speed setting. The speed can be adjusted on the system configuration by the game's operator or, if the speed setting is set to "Free Select", can be chosen by the player at the start of the game. The player has a choice between three speed settings, from the original setting in Super Street Fighter II to one which is slightly faster than Street Fighter II Hyper Fighting.

    Additionally, the bonus rounds from previous versions of Street Fighter II were removed entirely from the game.

    Characters

    Super Street Fighter II Turbo allows players to play as versions of characters from the original Super Street Fighter II (officially dubbed "Super characters") in addition to their regular counterparts in the game by inputting a code for each character. The character would play as they would in Super Street Fighter II, with subtle differences. For example, Super Sagat in Super Turbo can now cancel his short kick into any special move, whereas in Super Street Fighter II he couldn't.

    This method has its strengths and weaknesses. "Old" characters cannot perform the Super Combo moves and they cannot fall safely from a throw. On the other hand, some features are beneficial, such as at the start of a Dragon Punch, "Super" Ken and "Super" Ryu are invulnerable when they perform their Dragon Punch and cannot be hit out of it, while normal Ken and Ryu can be hit out of it at any point.

    Introduction of Akuma

    Super Street Fighter II Turbo also saw the introduction of the series' first hidden character, Akuma, known as Gouki in Japan. Should the player succeed in defeating all eight preliminary opponents, as well as Balrog, Vega, and Sagat without using any continues and achieve a high score or reach the final match in less than 25 minutes, Akuma will reveal himself. Once the player reaches M. Bison, at the start of the round Akuma will warp in, and dispose of Bison. There is no name on Akuma's life gauge; the portrait is completely black and the background music changes to Akuma's theme music. In Hyper Street Fighter II, M. Bison's theme plays for a while until Akuma warps in.

    Akuma can also be selected by the player by inputting a certain code at the player select screen. To select him, the player must highlight Ryu for three seconds, then go to T. Hawk for three seconds, then Guile for three seconds, then Cammy for three seconds, and then go back to Ryu, wait three seconds, and hit the Start Button and all three Punch buttons at once, and Akuma will now be playable. However, the player-controlled Akuma is dramatically weaker than the CPU version, including some differences in attacks - CPU Akuma can throw two Hadokens in midair, whereas player-controlled Akuma can only throw one. There are also major differences in attack strength and priority, and player stamina. There is no way to play as the superior CPU version.

    Versions

    The 3DO port was released on November 13, 1994 in Japan, with subsequent releases in North America and Europe. While the graphics are more accurately reproduced compared to the previous console ports for 16-bit platforms such as the Super NES, some of the backgrounds don't scroll like they do in the arcade version, the score system when performing combos is not accurately reproduced, and the order of opponents in the 1-player mode is a bit different as well. Although the loading times are considerably short by CD-ROM standards at the time, the game loads during battle when a player performs an elaborate move such as jumping (especially when both characters jump at the same time) and the play controls are affected occasionally as well. The soundtrack features the same remixed music from the FM Towns version of Super Street Fighter II (with a few additional remixes specific to Super Turbo).

    This port also features "simultaneously button cancels", a feature that only existed in the arcade versions up until Hyper Fighting.

    MS-DOS

    The MS-DOS version, developed by Eurocom and published by GameTek, was released on May 1995 in North America and Europe. The version was released on floppy disk (with MIDI audio) and CD-ROM (with CD audio). The port is almost accurate to the arcade version and utilizes a six-button controller. There are secret commands to use each character's original color scheme, as well as moves that were removed from the 3DO version due to memory issues. The option menus have custom settings (such as enabling and disabling parallax scrolling) that allows the game to be played in a low hardware specs. The biggest change is the game's resolution. The game is played on a resolution of 320x200 on AT/PC-compatible machines and since the graphic data is ported straight from the arcade version, all the characters appear large due to the narrow screen size. Because of this, the distance between both fighters at the beginning of a match is a bit narrower than in the arcade version. There were many glitches in the initial shipments of the DOS port, such as characters landing and recovering normally after landing from a jump if they are knocked out in mid-air with a basic attack. A patch file was distributed that corrected these bugs, which were later fixed in version 1.5 of the retail release. A patch file for a version 1.6 was later released. The CD-ROM version has remixed music, although the soundtrack is different from the one released for the 3DO.

    Amiga

    An Amiga port was also released by Gametek (and ported by Human Soft) in 1996, which is graphically very close to the original arcade game and remixed stage tracks, but suffers from jerky animation and other shortcomings.PlayStation and Sega Saturn

    Super Turbo is included in Street Fighter Collection, a compilation for the PlayStation and Sega Saturn that also included the original Super Street Fighter II in the same disc, as well as Street Fighter Alpha 2 Gold on a second disc. Although the Super Turbo port is very accurate, the game suffers from slightly processing glitches that make the controls unresponsive during close-quarters combat in certain stages, and there's a bug that allows Guile to throw two "Sonic Boom" projectile attacks on-screen at the same time. Due to the CD-ROM media, the beginning of each stage theme is played one beat later for convenience. The Street Fighter II series took a while to appear on the PlayStation and Sega Saturn due to the fact that Capcom has already moved on to the Street Fighter Alpha series on the arcades.

    Dreamcast

    Capcom released Super Street Fighter II X for Matching Service for the Dreamcast in Japan as an exclusive mail-order release via the online Dreamcast Direct store (later known as Sega Direct) on December 22, 2000. The Dreamcast version features an online versus mode compatible on Sega's "Matching Service" compatible only on analog modems. Although the Matching Service closed down on September 1, 2003, it is still possible to play the game online. The bonus rounds from previous Street Fighter II which were cut in the arcade version were restored in this port and can enabled via a special options menu. The port is considerably more accurate than the PlayStation and Sega Saturn versions, as almost nothing was changed aside for the score display. If the player fulfills a certain series of requirements, then Shin Gouki (the computer-controlled version of Akuma from the single player mode) can be used by the player, who boasts greater fighting skills than his regular self. There's also a third version of Akuma called "Ten Gouki" who can use the Shun Goku Satsu ("Raging Demon") technique as a Super Combo. Other secret options are available as well.

    Game Boy Advance

    The title screen of Super Street Fighter II Turbo Revival in Game Boy Advance version.

    Released on June 13, 2001 in Japan, with subsequent releases in North America and Europe, Super Street Fighter II Turbo Revival is a port of the original Super Turbo for the Game Boy Advance with an all new title screen and character illustrations. Because the GBA only has four buttons installed on its hardware, the four action buttons can be easily customized. The character sprites and animations were transferred from the SNES version of the original Super Street Fighter II, the new techniques that were added from Super Turbo used the same sprites and animations from the arcade version. Guile's standing Heavy Kick for example (at close and far range) has him growing in size from one frame to the next. Likewise, the animation frames when a character advances towards an opponent are the same when he or she retreats. Only Akuma uses character sprites exclusively from the arcade version and his advancing and retreating animations are different as a result.

    The home stages for Ryu, Ken, Guile, Zangief, and M. Bison are all-new, while Chun-Li's new stage is lifted from Street Fighter Alpha 2, and Balrog's stage is from Street Fighter Alpha 3. Ryu's home stage resembles his 3rd Stike stage, but with minor differences. Akuma also has a specific home stage, which is the same one as Ryu's, but with a different palette. All the voice clips of the characters are taken from the arcade version with the exception of Ryu's, which is based on the original Street Fighter II, while Akuma's voice clips are from the Street Fighter Alpha series.

    While the music quality is not of the same rate as the arcade version due to hardware differences, the danger versions of the stage themes are included just like the arcade version's and there are exclusive remixes as well. Like the Dreamcast port, bonus stages from previous versions were also included. An easy control option can be activated to allowed for easy perform of special and super combo moves.

    Akuma can use the Shun Goku Satsu as a Super Combo, unlike in the arcade version (where he had none). The player can also unlock "Shin Akuma", a variation of Akuma who boasts even greater fighting skills, in addition to the regular version.

    Also like every versions of Super Turbo, the requirement to fight Shin Akuma in Arcade Mode are the same. However, due to programming error in the North American and PAL region games, reaching Shin Akuma will hang the game in a corrupted screen with Akuma's artwork and music, Hence it being called the 'dreaded' Akuma glitch.

    Numerous placement errors exist in the game, such as unlike in other versions of Super Turbo, the cutscene where Shin Akuma kills M. Bison in Arcade Mode is not shown. Furthermore, the location of the stage is shown to be Japan despite the game uses M. Bison's Thailand stage. Other notable placement error is the mixed winning quotes between Vega, Sagat, Balrog and M.Bison, where each character has incorrect winning quote from one to another.

    Akuma can be unlocked once the player has accumulated 5,000 VS Points. Shin Akuma is unlocked at 9,999 VS Points. However, unlike the Dreamcast Super Turbo and HD Remix versions of the game, the Raging Demon has the usual 15 hits seen in earlier and later games. Due to the limited amount of buttons on the system, the Raging Demon can be executed with any Kick button.

    PlayStation 2 and Xbox

    Super Turbo is included in Capcom Classics Collection Vol. 2 for the PlayStation 2 and Xbox. Although the first compilation included the first three Street Fighter II games, the second volume skipped the original Super Street Fighter II and only included Super Turbo.

    PlayStation 3 and Xbox 360

    In 2008, Capcom released a downloadable online multiplayer version titled Super Street Fighter II Turbo HD Remix for the PlayStation Network and Xbox Live Arcade, featuring high definition graphics and rebalanced roster, based on Super Street Fighter II X for Matching Service for Dreamcast.

    Remake

    A remake of the game, Super Street Fighter II Turbo HD Remix, was released on the PlayStation Network on November 25, 2008 for the PlayStation and on the Xbox Live Arcade on November 26 for the Xbox 360. The game features all the characters from Super Street Fighter II Turbo as well as high definition graphics drawn by UDON Entertainment, arranged music by OverClocked ReMix, and rebalanced gameplay.


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  • Super Street Fighter 2 Turbo Walkthrough

    How to Play



    Rules

    Each battle consists of best-of-three round match between you and your opponent. At the start of each round, both player's life or health bars are full. The first player to drive the other player's health bar to zero wins the round. The first player to win two total rounds wins the match and moves on to the next opponent. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent.

    Attacking

    To win a round, the player must use his or her character's attack moves to damage the opponent, and block or dodge the opponent's attacks. Each player may attack from a standing or crouching position, or they may jump and attack in the air. To attack from a standing position, press any single attack button. To attack from a crouching position, pull the joystick in a downward direction (including both diagonals) and press any single attack button. To attack from the air, direct your character to jump straight up, or jump in a diagonal position, and press any single attack button in mid-air.

    Blocking

    To block an attack, a player must push backwards on the joystick when the opponent attacks (otherwise, pressing back on the joystick moves the player away from the opponent.) Blocking can be done standing which blocks middle and high attacks, as well as attacks in the air, but does not block attacks which are low to the ground. Blocking can also be down crouching by pressing the joystick diagonally down and back. A Crouching block will successfully block low and middle attacks. High attacks will usually go over your character's head if they are crouching, but a crouching block does not defend against air attacks.

    Special Attacks

    In addition to normal attacks there are attacks known as command moves and special moves. Command moves are special combinations of a joystick direction and a particular attack button that produces a different attack than when the button is pressed alone. A special move is a move that requires a more complicated joystick motion and an attack button to perform. For example, Ken and Ryu's fireball attack, called Hadouken, is performed by sliding the joystick in a circular sweeping motion from down to forward, and finished off with any punch button. In this example, the strength of the punch button used happens to dictate the speed at which Ken and Ryu's fireball attack travels across the screen. Special attacks can be blocked like any other attack, but they do what's known as "chip damage." That is, even when blocked, they remove a single hit point from your health bar. Most special moves have a pause associated with them that leave you vulnerable to attack if you miss the opponent, or "whiff".

    Throwing

    The last form of attack available in this game is a throw. Throws are executed by standing immediately next to your opponent, pressing the joystick either towards or away, and pressing a punch or kick button. If performed correctly, your character will grab the opponent and toss them to the ground in a manner specific to your character's fighting style. Different characters have a different array of throws, so while some characters can throw with the medium punch button, not all characters can. In general, every character can throw with the hard punch button, and no character can throw with the light punch or light kick button. Throws are unblockable.

    Super Moves (SSF2T only)

    Super Moves were added to the game in Super Street Fighter II Turbo. In addition to the health bar shown at the top of the screen, each player has a super meter at the bottom. As the player attacks and damages the opponent, and as the player takes damage from the opponent, the super meter fills up incrementally. When the super meter fills to capacity, the player is given access to a Super Move. Super Moves are activated by inputting slightly more complex motions than special moves. When they are successfully executed, the game will freeze for a brief moment, and then the animation and attack associated with the super move begins. If the super move connects and is not blocked, it will do substantial damage to the opponent. Super moves can be used to turn the tide of a battle. Every player (except for the secret character Akuma) has one unique super move.

    Balrog

    Portrait SF2T Balrog.png
    Name Input
    Head Bomberclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Dash StraightArcade-Stick-CB.pngArcade-Stick-Right.png+Arcade-Button-Punch.png
    Dash UpperArcade-Stick-CB.pngArcade-Stick-Right.png+Arcade-Button-Kick.png
    Turn PunchHold Arcade-Button-3xPunch.png orArcade-Button-3xKick.png and release.

    Blanka

    Portrait SF2T Blanka.png
    Name Input
    Wild Fangclose, Arcade-Stick-Left.pngorArcade-Stick-Right.png+Arcade-Button-HPunch.png
    Rock Crushclose, Arcade-Stick-Left.pngorArcade-Stick-Right.png+Arcade-Button-MPunch.png
    Electric ThunderArcade-Modifier-Tap.pngArcade-Button-Punch.png
    Rolling AttackArcade-Stick-CB.pngArcade-Stick-Right.png+Arcade-Button-Punch.png
    Vertical RollingArcade-Stick-CDU.png+Arcade-Button-Kick.png

    Chun-Li

    Portrait SF2T ChunLi.png
    Name Input
    Sankaku TobiJump against a wall,press in opposite direction
    Koshuu Touclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Ryuusei RakuArcade-Modifier-Air.pngclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Kouhou Kaiten KyakuArcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MKick.png
    Kaku Kyaku RakuArcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-HKick.png
    Yousou KyakuArcade-Modifier-Air.pngArcade-Stick-Down.png+Arcade-Button-MKick.png
    Spinning Bird KickArcade-Stick-CDU.png+Arcade-Button-Kick.png
    Hyakuretsu KyakuArcade-Modifier-Tap.pngArcade-Button-Kick.png
    KikoukenArcade-Stick-Hcf.png+Arcade-Button-Punch.png

    Dhalsim

    Portrait SF2T Dhalsim.png
    Name Input
    Yoga Smashclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png
    Yoga Throwclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-HPunch.png
    Drill Zutsuki/Yoga MummyArcade-Modifier-Air.pngArcade-Stick-Down.png+Arcade-Button-HPunch.png
    Drill Kick/Yoga SpearArcade-Modifier-Air.pngArcade-Stick-Down.png+Arcade-Button-HKick.png
    Yoga FireArcade-Stick-Qcf.png+Arcade-Button-Punch.png
    Yoga FlameArcade-Stick-Hcf.png+Arcade-Button-Punch.png
    Yoga Teleport ForwardArcade-Stick-Dp.png+Arcade-Button-3xPunch.png or Arcade-Button-3xKick.png
    Yoga Teleport BackwardArcade-Stick-RDp.png+Arcade-Button-3xPunch.png or Arcade-Button-3xKick.png

    E. Honda

    Portrait SF2T EHonda.png
    Name Input
    Tawara Nageclose, Arcade-Stick-Left.pngorArcade-Stick-Right.png+Arcade-Button-MPunch.png
    Saba Oriclose, Arcade-Stick-Left.pngorArcade-Stick-Right.png+Arcade-Button-HPunch.png
    Hiza Gericlose, Arcade-Stick-Left.pngorArcade-Stick-Right.png+Arcade-Button-MKick.png
    Sekkan Kyakuclose, Arcade-Stick-Left.pngorArcade-Stick-Right.png+Arcade-Button-HKick.png
    Hyakuretsu HariteArcade-Modifier-Tap.pngArcade-Button-Punch.png (move Arcade-Stick-Left.pngorArcade-Stick-Right.png)
    Super ZutsukiArcade-Stick-CB.pngArcade-Stick-Right.png+Arcade-Button-Punch.png
    Super Hyakkan OtoshiArcade-Stick-CDU.png+Arcade-Button-Kick.png

    Guile

    Portrait SF2T Guile.png
    Name Input
    Judo Throwclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png
    Dragon Suplexclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-HPunch.png
    Flying MareArcade-Modifier-Air.pngclose, Arcade-Stick-Down.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Flying Buster DropArcade-Modifier-Air.pngclose, Arcade-Stick-Down.png+Arcade-Button-MKick.png or Arcade-Button-HKick.png
    Knee BazookaArcade-Stick-Left.pngorArcade-Stick-Right.png+Arcade-Button-MKick.png
    Reverse Spin KickArcade-Stick-Left.pngorArcade-Stick-Right.png+Arcade-Button-HKick.png
    Sonic BoomArcade-Stick-CB.pngArcade-Stick-Right.png+Arcade-Button-Punch.png
    Somersault KickArcade-Stick-CDU.png+Arcade-Button-Kick.png

    Ken Masters

    Portrait SF2T Ken.png
    Name Input
    Seoi Nageclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Tsukami Nageclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MKick.png or Arcade-Button-HKick.png
    HadoukenArcade-Stick-Qcf.png+Arcade-Button-Punch.png
    ShoryukenArcade-Stick-Dp.png+Arcade-Button-Punch.png
    Tatsumaki SenpuukyakuArcade-Stick-Qcb.png+Arcade-Button-Kick.png
    Kuchuu Tatsumaki SenpuukyakuArcade-Modifier-Air.pngArcade-Stick-Qcb.png+Arcade-Button-Kick.png

    M. Bison

    Portrait SF2T MBison.png
    Name Input
    Deadly Throwclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Psycho CrusherArcade-Stick-CB.pngArcade-Stick-Right.png+Arcade-Button-Punch.png
    Double Knee PressArcade-Stick-CB.pngArcade-Stick-Right.png+Arcade-Button-Kick.png
    Head PressArcade-Stick-CDU.png+Arcade-Button-Kick.png
    └►Somersault Skull DiverPressArcade-Button-Punch.png after Head Press

    Ryu

    Portrait SF2T Ryu.png
    Name Input
    Seoi Nageclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Tomoe Nageclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MKick.png or Arcade-Button-HKick.png
    HadoukenArcade-Stick-Qcf.png+Arcade-Button-Punch.png
    ShoryukenArcade-Stick-Dp.png+Arcade-Button-Punch.png
    Tatsumaki SenpuukyakuArcade-Stick-Qcb.png+Arcade-Button-Kick.png
    Kuchuu Tatsumaki SenpuukyakuArcade-Modifier-Air.pngArcade-Stick-Qcb.png+Arcade-Button-Kick.png

    Sagat

    Portrait SF2T Sagat.png
    Name Input
    Tiger Carryclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Tiger ShotArcade-Stick-Qcf.png+Arcade-Button-Punch.png
    Ground Tiger ShotArcade-Stick-Qcf.png+Arcade-Button-Kick.png
    Tiger UppercutArcade-Stick-Dp.png+Arcade-Button-Punch.png
    Tiger Knee CrushArcade-Stick-Qcf.pngArcade-Stick-UR.png+Arcade-Button-Kick.png

    Vega

    Portrait SF2T Vega.png
    Name Input
    Sankaku TobiJump against a wall,press in opposite direction
    Rainbow Suplexclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Stardust DropArcade-Modifier-Air.pngclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Back Slash Arcade-Button-3xPunch.png
    Rolling Crystal FlashArcade-Stick-CB.pngArcade-Stick-Right.png+Arcade-Button-Punch.png
    Flying Barcelona AttackArcade-Stick-CDU.png+Arcade-Button-Kick.png, then Arcade-Button-Punch.png
    Izuna DropArcade-Stick-CDU.png+Arcade-Button-Kick.png, then Arcade-Stick-Left.pngorArcade-Stick-Right.png+Arcade-Button-Punch.png when close.

    Zangief

    Portrait SF2T Zangief.png
    Name Input
    Piledriverclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png
    Iron ClawArcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png
    Brain Busterclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-HPunch.png
    KamitsukiArcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-HPunch.png
    Deadly Driverclose, Arcade-Stick-DL.png or Arcade-Stick-DR.png+Arcade-Button-MPunch.png
    Leg Throwclose, Arcade-Stick-DL.png or Arcade-Stick-DR.png+Arcade-Button-HPunch.png
    Stomach ClawArcade-Stick-DL.png or Arcade-Stick-DR.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    German Suplexclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MKick.png
    Thunder Fire Powerbombclose, Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-HKick.png
    Kuuchuu HeadbuttArcade-Modifier-Air.pngArcade-Stick-Up.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
    Flying Body AttackJump diagonally, Arcade-Stick-Down.png+Arcade-Button-HPunch.png
    Double Lariat Arcade-Button-3xPunch.png (move Arcade-Stick-Left.pngorArcade-Stick-Right.png)
    Quick Lariat Arcade-Button-3xKick.png (move Arcade-Stick-Left.pngorArcade-Stick-Right.png)
    Screw PiledriverArcade-Stick-360.png+Arcade-Button-Punch.png

    A game walkthrough is a guide aimed towards improving a players skill within a particular game and often designed to assist players in completing either an entire game or specific elements. Walkthroughs may alternatively be set up as a playthrough, where players record themselves playing through a game and upload or live-stream it to the internet. Walkthroughs may be considered guides on helping to enhance the experience of players, to assist towards unlocking game achievements or simply as a means to socialise with like-minded individuals as a distraction from everyday life. Walkthroughs originated as text-based descriptive instructions in magazines for playing through a video game.
  • Super Street Fighter 2 Turbo Cheats

    If you know cheat codes, secrets, hints, glitches or other level guides for Super Street Fighter 2 Turbo that can help others leveling up, then please Submit your Cheats and share your insights and experience with other gamers.

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    Super Street Fighter 2 Turbo Hacks

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    Visitors can play the game without leaving your site. Place it anywhere on the page or in your blog article for free. The width of the game window will auto-adjust to fit the available space on PC, tablet or smartphone.Simply copy the embed code below and paste it where you want the game to appear on your page. Make sure to copy the complete code.

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  • Super Street Fighter 2 Turbo Discord Server

    Join us on Discord
    Discord is a free voice, video and text chat app for teens and adults ages 13 and up. It was created to bring people together through a love of gaming. Teens can access Discord via their PC, browser, or mobile phone. Once there, they can join a chat they’ve been invited to or they can create private servers and invite their friends to play and discuss games by voice, text or video. They can also message each other individually or in group chats with up to ten other friends.

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