
On the other hand, some features are beneficial, such as "Super" Ken's and "Super" Ryu's brief invulnerability when performing their Dragon Punch, hindering the move from being cancelled out by getting hit. "Old" characters cannot perform the Super Combo moves and they cannot fall safely from a throw. This method has its strengths and weaknesses. 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.

The character would play as they would in Super Street Fighter II, with subtle differences.
#Super street fighter ii turbo hd remix faqs code
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. This version of the game removes the bonus rounds from previous versions of Street Fighter II. 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. The speed can be adjusted on the system configuration by the game's operator or, if the "Speed" setting is set to "Free Select", it can be chosen by the player at the start of the game. Super Turbo was the first Street Fighter game, excluding home versions of the previous games, to feature an adjustable "Speed" setting.

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. Unlike the Juggle Combo, where the opponent is held up in the air by successive hits, the character performing an Air 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. If an opponent is defeated with a Super Combo, then the background will flash red and yellow. 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. When the Super Combo gauge is filled, the gauge will be replaced with the word "SUPER".

Ryu finishes off Zangief with his Shinku Hadoken Super Combo.Ī 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.Įach 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.
