Well, as we all know, the SNES/Genesis ports of SF2 have fully redrawn sprites, stages, though they looks similar(especially SNES), nothing is exact. Characters missing animations, lacking their defensive backward walking, background missing little details, ect…
So, how much of the GAMEPLAY translated over? I remember some stuff being the same, and some being different. But it’s been since those systems were “in” that I’ve played/owned thier ports of SF2’s, and like all us I had all of them, on both systems. Back then I really know the big difference in CE to HF, I used to think it was just new colors, new moves, and speed.
Some stuff I mean is like in Super SF2 on Genesis, Ryu can get a 7 hit c.lk “combo”. And in the aracde, some of that suff was taken out.
Are the REAL change in CE to HF present in the SNES “Turbo” and Genesis “Special Champion Edition”? Like M Bison’s PC chip from CE, different move priorities, ect?(HF Balrog is nasty!, CE’s not as much)
Or, what about the GBA port of Super Turbo? It uses the SNES sprites for most things, but some sprites are ripped from the aracde, like the new attacks that weren’t in Super(like Ryu’s new punches), or even Akuma, his whole sprite is arcade, including the defensive walk back, which noone else in it has(like Gen/SNES). I’m sure that fact alone makes some difference?
Where do these games pank in terms of home to aracde?
SNES WW
SNES CE
SNES HF
SNES Super
GEN CE
GEN HF
Gen Super
GBA ST