I can easily feel there are some big differences in the different releases of Street Fighter, but I don't know exactly what they are.
I know turbo is just the speed (or is it?)
What about Alpha, EX, EX Plus, Zero, Zero 2 Alpha, Zero 3 Upper, Hyper Fighting, Champion Edition?
How about A-ism X-ism and V-ism in the EX games?
You'd think this was common information, but I've never seen it explained before.
Gameplay differences in the different Street Fighters?
Re: Gameplay differences in the different Street Fighters?
First, there's the basic breakdown between the different SF games.
Street Fighter
Street Fighter II
Street Fighter II Dash (Champion Edition US)
Street Fighter II Dash Turbo (Turbo US)
Super Street Fighter II
Super Street Fighter II X (Super Turbo US)
Hyper Street Fighter II
Super Street Fighter II Turbo HD Remix
Street Fighter Alpha
Street Fighter Alpha 2
Street Fighter Alpha 3
Street Fighter EX
Street Fighter EX 2
Street Fighter III
Street Fighter III 2nd Impact
Street Fighter III 3rd Strike
Street Fighter IV
Each of the bolded ones represents a change of game engine. The sub-entries represent the incrimental upgrades which add things such as new moves, new characters, and balance changes. When you move from one bolded entry to another you have to relearn a lot of the game, while moving between the sub-entries is a much easier transition.
Street Fighter
Street Fighter II
Street Fighter II Dash (Champion Edition US)
Street Fighter II Dash Turbo (Turbo US)
Super Street Fighter II
Super Street Fighter II X (Super Turbo US)
Hyper Street Fighter II
Super Street Fighter II Turbo HD Remix
Street Fighter Alpha
Street Fighter Alpha 2
Street Fighter Alpha 3
Street Fighter EX
Street Fighter EX 2
Street Fighter III
Street Fighter III 2nd Impact
Street Fighter III 3rd Strike
Street Fighter IV
Each of the bolded ones represents a change of game engine. The sub-entries represent the incrimental upgrades which add things such as new moves, new characters, and balance changes. When you move from one bolded entry to another you have to relearn a lot of the game, while moving between the sub-entries is a much easier transition.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
Re: Gameplay differences in the different Street Fighters?
Are the new engines mostly adding new combo, block, chain and counter systems?
I've found the moves are mostly the same for the characters I usually play as but executing them is a bit different on the newer games (maybe just speed?)
Admittedly I've only played 2 and Alpha for long periods of time, but would like to spend some more time on the series.
edit:
Zero=Alpha3
I've found the moves are mostly the same for the characters I usually play as but executing them is a bit different on the newer games (maybe just speed?)
Admittedly I've only played 2 and Alpha for long periods of time, but would like to spend some more time on the series.
edit:
Zero=Alpha3
Re: Gameplay differences in the different Street Fighters?
Generally new systems are added along the way, such as combo systems, 3-bar guages for super moves, parries, etc, though generally this isn't all that will change. In some cases, characters controls can be very different between games(I'm looking at you Chun Li), games will undergo massive changes in art styles, and the general feel of control can change, though this can also be due to controller preference. Also, in many cases the majority of the casts can change between new characters, old characters who haven't been used in a while, to the SF staple characters.
Re: Gameplay differences in the different Street Fighters?
In addition to the deliberate gameplay-system changes made from game to game, each new engine is literally that: a completely new game engine, built from the ground up, usually on a different piece of hardware from the previous games. So the differences you feel between each game engine are the subtle differences in timing, frames of animation, hitbox detection, very nuts-n-bolts, under-the-hood-type stuff. They're usually subtle, but they're there, and I think people notice them more in this series because Street Fighter is one of those games that, more than anything else, is defined by "feel."
But as far as the actual series of inputs required to perform a special move, no, those rarely, with few exceptions (I'm lookin' at you too, Chun Li), change from game to game. Rest assured that whatever version of Street Fighter you're playing, Ryu's Hadouken will always be down -> down/forward -> forward + punch.
The "-isms" are only used in Alpha 3, and the Capcom VS. SNK games. Each is meant to mimic the engine of a particular game in the series. A-ism represents the default style of the Alpha series, with a 3-tiered Super Combo meter and an even balance between attack power and defense. V-ism represents an optional Super move in Alpha 2 called a Custom Combo, and favors defense over offense. X-ism represents Super Turbo (called Super X in Japan), where attack power is increased, defense is decreased, and your Super Combo meter has only one tier, as it did in that older game.
I love Street Fighter, and I love that there are so many different flavors of it that it's easy for anyone to find a favorite. If you've only played Alpha 3, I recommend trying out Alpha 2. It has this fun, colorful 1980's aesthetic (as the Alpha series is meant to be a prequel story to SFII, chronologically) that Alpha 3 totally discarded. It's also a bit simpler and more accessible than the comprehensive, everything-but-the-kitchen-sink Alpha 3.
On the other side of the coin, if you like Alpha 3's complexity and want to dive deeper into the rabbit hole, try SFIII: Third Strike. It's a rich, nuanced, highly technical fighter. Its complexity can be intimidating, but you have to try it for the gorgeous visuals alone: the SFIII series is famous for the ridiculous number of animation frames packed into each move. You've never seen hand-drawn 2-D sprites move this fluidly.
But as far as the actual series of inputs required to perform a special move, no, those rarely, with few exceptions (I'm lookin' at you too, Chun Li), change from game to game. Rest assured that whatever version of Street Fighter you're playing, Ryu's Hadouken will always be down -> down/forward -> forward + punch.
The "-isms" are only used in Alpha 3, and the Capcom VS. SNK games. Each is meant to mimic the engine of a particular game in the series. A-ism represents the default style of the Alpha series, with a 3-tiered Super Combo meter and an even balance between attack power and defense. V-ism represents an optional Super move in Alpha 2 called a Custom Combo, and favors defense over offense. X-ism represents Super Turbo (called Super X in Japan), where attack power is increased, defense is decreased, and your Super Combo meter has only one tier, as it did in that older game.
I love Street Fighter, and I love that there are so many different flavors of it that it's easy for anyone to find a favorite. If you've only played Alpha 3, I recommend trying out Alpha 2. It has this fun, colorful 1980's aesthetic (as the Alpha series is meant to be a prequel story to SFII, chronologically) that Alpha 3 totally discarded. It's also a bit simpler and more accessible than the comprehensive, everything-but-the-kitchen-sink Alpha 3.
On the other side of the coin, if you like Alpha 3's complexity and want to dive deeper into the rabbit hole, try SFIII: Third Strike. It's a rich, nuanced, highly technical fighter. Its complexity can be intimidating, but you have to try it for the gorgeous visuals alone: the SFIII series is famous for the ridiculous number of animation frames packed into each move. You've never seen hand-drawn 2-D sprites move this fluidly.
"Oh, no, not in Utica, no. It's an Albany expression."
Re: Gameplay differences in the different Street Fighters?
Yeah, I'm still annoyed that they changed some of Chun-Li's inputs. I used to main her on SF2T, where her three specials were Spinning Bird Kick, Lightning Legs, and HCF Kikoken. Then they changed Kikoken to be the Sonic Boom input and I stopped being able to play her well.
I've dabbled a bit in SFIII myself, and it is amazing how everything looks. However, make sure you don't ever watch any videos relating to Finals or Semi finals (can't remember which), as there is one video out there that will make you realize that there is a god level of player skill that you will never even come close to approaching.
I've dabbled a bit in SFIII myself, and it is amazing how everything looks. However, make sure you don't ever watch any videos relating to Finals or Semi finals (can't remember which), as there is one video out there that will make you realize that there is a god level of player skill that you will never even come close to approaching.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
Re: Gameplay differences in the different Street Fighters?
Chun Li's variation of the fireball is one of those moves that is particularly bad about changing inputs, though I also get annoyed with the little changes that never get mentioned, the single direction and attack button maneuvers. I love using them, but I always have to figure them out on my own. Still, to this day her aerial headstomp is one of my favorite moves...
Alpha 2 and Marvel vs. Capcom are still my favorite games of the series, though I finally managed to play a little Street Fighter IV and I liked the system. Throws and counterthrows feel much easier and more natural to me, which is a plus considering I've never really gotten the hang of them. On a funny note, Ryu's jumping fierce kick + sweep + hadouken maneuver works in almost all versions.
Alpha 2 and Marvel vs. Capcom are still my favorite games of the series, though I finally managed to play a little Street Fighter IV and I liked the system. Throws and counterthrows feel much easier and more natural to me, which is a plus considering I've never really gotten the hang of them. On a funny note, Ryu's jumping fierce kick + sweep + hadouken maneuver works in almost all versions.
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gradualmeltdown
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Re: Gameplay differences in the different Street Fighters?
good stuff guys.
Every new "engine" built for Street Fighter has its own quirks. A good example is Kara Throws from SF3. They were not an intended technique but because of the 2 button throw tech all kinds of new gameplay subtleties began to arrise. In SF4 the same thing applied, Kara throws while different still work. The differences between version vary between the obvious to the smallest details.
This is what makes Street Fighter fun. One can look at the game long term and learn how it really works. Instead of knowing the differences before playing its more fun to learn them first hand. Its really fun finding something works in a way you've always wanted it too or something that finally doesn't work anymore for the better.
Every new "engine" built for Street Fighter has its own quirks. A good example is Kara Throws from SF3. They were not an intended technique but because of the 2 button throw tech all kinds of new gameplay subtleties began to arrise. In SF4 the same thing applied, Kara throws while different still work. The differences between version vary between the obvious to the smallest details.
This is what makes Street Fighter fun. One can look at the game long term and learn how it really works. Instead of knowing the differences before playing its more fun to learn them first hand. Its really fun finding something works in a way you've always wanted it too or something that finally doesn't work anymore for the better.
I like old games
I like new games
I like games
I like new games
I like games
Re: Gameplay differences in the different Street Fighters?
Street Fighter EX and EX2 have a system of guard crushes (using one level of the super meter). EX3 has a similar system, but it is defensible and doesn't use a super level. It actually seems similar to SFIV's focus attacks.
Re: Gameplay differences in the different Street Fighters?
Wow, thanks for the info guys.
I'm going to get a copy of SF3 3rd strike and see if I can get a Street Fighter competition going in the gameroom.
I'm going to get a copy of SF3 3rd strike and see if I can get a Street Fighter competition going in the gameroom.




