SFII Turbo adventure archiveStreet Fighter II TurboGUIDES
Street Fighter II Turbo / Modes

Normal, Turbo and local versus

Compare the two rulesets and set up fair two-player sessions.

Edition covered

Original 1993 SNES Street Fighter II Turbo: Hyper Fighting, with Normal and Turbo modes. This is the twelve-fighter game, before Super Street Fighter II and Super Turbo; there are no Super Combos or Akuma. SNES button names are used.

Normal and Turbo have different rules

Normal follows the Champion Edition style of play; Turbo increases speed and introduces additional moves. Choose the same mode when comparing practice sessions. A command that exists in Turbo may not be available in Normal, so check the manual’s mode labels before assuming an input has failed.

Use the dedicated versus mode

Twelve-fighter selection screen reproduced in the original SNES manual
Twelve-fighter selection screen reproduced in the original SNES manual.

V.S. Battle allows two people to select fighters, an attack handicap and a stage. For learning, begin with equal settings and agree on a small exercise, such as defending against a fireball approach. Take turns initiating the exercise before playing a full match. This makes local play useful even when one person is much more experienced.

Treat arcade progress as practice

The single-player tournament moves through a sequence of opponents. A loss identifies a matchup to practise, rather than a need to replace your entire approach. Keep notes about one recurring situation. If a second player interrupts the tournament, the session becomes a human match; save uninterrupted arcade runs for when both players agree.

FIELD NOTE

Keep handicaps equal when judging whether a new tactic is working.

Picture details

Game artwork belongs to its respective rights holders.

References