The difficulty level in the AI in Super Street Fighter II Turbo is no joke, even on the lowest difficulty setting. I own the Sega Saturn version as well and it has the same issue.
Street Fighter 30th Anniversary Collection is a big dissapointment in my opinion because it only includes inferior versions of some of the titles. Hyper Street Fighter 2 is the by far the best version of Street Fighter 2 but it's not included in the 30th anniversary collection, I find it incredible that the best version of the game is not included in the anniversary collection, the funny thing is that Hyper fighting is an anniversary edition, so the anniversary edition wasn't included in the anniversary collection - the fucking retards. Street Fighter Alpha 3 Upper is by far the best version of Street Fighter Alpha 3 - it includes an extra 12 or so fighters that are not featured in SFA3 - and guess what? - you got it - that game wasn't included in the anniversary collection either. The version of Third Strike featured in the collection is also inferior to the later updated version. The people who put this collection together are fucking retards lol
Actually the sad truth about the 30th anniversary is it's not that hard what's making it hard as the stupid pointless button layout that they messed up over the original game even the arcade games I could go in and probably beat the entire game in my opinion the button system is broken it can still be played and I can still Master it but the way they made the buttons it's like learning a different language it's corny as that sounds I don't even like it Place Normal to the original Street Fighter because I remember beating that game like crazy
Craig Adams what's sucks is that CAPCOM never bother updated this problem with Super Turbo that's why playing Ultra it's a much better version than this one other than that the first Super at least has the bonus stages.
In regards to SF2 being harder - it is. The Emulation in the 30th Anniversary is based off of the 1.0 Arcade ROMs and in one of these SF2 games (I believe it was Turbo) the 1.0 version was bugged way back in the day and the AI read the player inputs far too accurately. Capcom back in the day even acknowledged this as a known glitch. It is unfortunate that the 30th Anniversary chose to use this glitched version. Not sure if the difficulty settings even really do anything in that version either as the AI is still reading the inputs way too much.
Difficulty in Hyper Fighting(Japan Turbo) make a difference, but it's difficult even on easiest.And first I started playing it it seems simillar difficulty, but on hardest, the health gauge is dropping really fast, and after 3rd fight its getting harder and harder. But you right, AI is reading your moves - it have all your possibilities from that situation, and knows what you could do.But i have solution for that.Im using a "bait" move, for instance im jumping after hadouken just to change set of possibilities. Thanks for info about this reading inputs, you confirm my suspicion :).
what's sucks is that CAPCOM never bother updated this problem with Super Turbo that's why playing Ultra it's a much better version than this one other than that the first Super at least has the bonus stages.
No, it's not just you having difficulty beating the AI. I put the difficulty down to the lowest, and the only game I've beaten so far is Alpha 1. I'm guessing because these are the arcade ROMs and not the actual console ports. They did ramp up the difficulty of the CPU in arcades, so you'd keep pumping in more money.
@@joeyfarris2543 I haven't gone back to this collection for a long time. But there is another collection coming out since I posted my comment 3 years ago lol. Capcom Fighting Collection. Hopefully it's better than this one, but it seems they're just cash grabs released every few years for these companies.
In most of the games the AI isn't that bad, but in Super Turbo it's absolutely fucking nuts. I can beat Third Strike without using a continue but in Super Turbo I couldn't get past the first fight even when the difficulty was on 1. Every time you try to use a jumping attack the AI instantly jumps up and counters it, barely anything they do can be punished, they read your inputs like crazy, and if I remember correctly they blatantly do more damage than you as well.
Yeah I agree it mainly was more challenging for me in Super Turbo and also Hyper Fighting and the damages you receive is crazy. Thanks for checking the video out
Capcom need to do something about the difficulty I was excited when I saw super Street fighter 2 turbo on the collection but I'm disappointed that the ai is a bit fucked up
@Beau James I was tempted too and actually bought it on Black Friday for $15. But I immediately came to my senses and returned it. Seeing how lazy this game was put together, i just know it's going to make be ANGRY especially since we SF fans have experienced much more robust SF collections in the past from Capcom Japan... It's not even worth $5 for the "convenience" of playing on modern consoles, including the Switch. You're better off investing in a Raspberry Pi or an RG350 handheld. The ROMs natively are much better than this (the emulators actually automatically SAVES high scores too), and you can actually configure the buttons. This collection is definitely NOT "arcade perfect."
My biggest gripe about this release? The lack of certain game versions, particularly in the Alpha series. I get that they were focusing primarily on the arcade releases, but not including Alpha 2 Gold and Alpha 3 Upper is a bit of an oversight, given that these versions contained additional characters. Alpha 3 Upper in particular included T. Hawk, Dee Jay, Fei Long, Guile, and Evil Ryu as playable characters.
The ai is so difficult that I have blood spraying out of my hands after the first fight and the buttons and sticks are hanging out of the controller. I shouldn't have bought this port. ☹️
Personally, the only legit problem I have with the game in your list would be not having training modes for all games. However, you have to keep in mind that these are games based off of arcade ports, not the console versions. I guess Capcom tried to re-create the "arcade experience" with these games, hence a lack of training modes and not being able to set time and rounds for a lot of games. Also, some cabinet-based Street Fighter games really didn't dumb down difficulty, even when it was set lower. It isn't like console difficulty in some cases. In the case of the controller, well, it IS the Xbox d-pad we are talking about, lol. Not necessarily the best d-pad in the world. You're better off trying to find a specific fighting game controller with a better d-pad (if that is possible) or start learning arcade sticks (which take time, but are awesome). Finally, the mechanics of Street Fighter games change from game to game. What normally would have worked in newer games may not work in older games because of frames and timing. Some of us got so used to the newer 3D Street Fighter games that when we go back to 2D (and if we're not used to it) our timing might get messed up. Could also have to do with frames of button presses. Just have to re-learn the mechanics of the games, man. That's all.
Kenoji8 True, but it’s just made me appreciate Ultra SF2 much more now since they really modernized and polished it to feel right. It plays like you remember without any need to relearn or get an arcade stick.
IT'S NOT FUCKING ARCADE PORTS, just horrible lazy emulations. Going by that dumb ass logic no games should contains online play & training modes at all. People like you are useless hypocritical idiots.
1: I think people are confused on what Arcade only games means 1.5: Should've called it Street Fighter 30th Arcade Anniversary Edition 2: Why are we whining about 30 year old games and D-Pads, this collection should be overmastered for most 3: Just fix the net code or tell us who's connection sucks so we don't accept blindly, this is my only true complaint so far
I think you're confuse on what good compilations are. Not everyone play SF, you fucking idiot. Urban gameplay is right about his complaints. Also another dumb ass sell out attacking another black man. Fuck outta here.
"Attacking another black man"?!.. Ffs. I didn't know you couldn't disagree with another black man? Can't you see the flaw in your logic? You actually just attacked a black (don't see why it matters) man for disagreeing with another black man.. Fuck outta here with your hive mind.
They are definitely arcade ports. Computer A.I.= give me your quarters noob. Just got a fightstick and at first I thought the controls were off but after going into practice and turning on the input signs it turned out I was hitting additional directions with the stick that I didn't think I was hitting. A little practice and I was cranking out the dragon punches and fireballs. Just takes some practice and I highly recommend playing on a fightstick instead of a pad but everybody will have their own preference.
Had to give my two cents here. The problems this dude has comes from someone who played old street fighter when they were young, got this version and the glory days didn't pan out as remembered. Street Fighter is hard if you are playing the right person. Even the AI will wax you on eazy (E Honda gives no fuks). Also, in reference to the Dpad, ANYONE who plays fighting games knows Xbox controllers are bad when it comes to Dpad use.
Someone else replied with an explanation, The very first cabinet version had a glitch that made the AI to read the player way too accurately. Capcom has ascknoledge that and later issued a patch for consoles like the SNES. #0th anniversary collection takes the arcade versions that's why we ended up with the harder/arguably glitched version
Execution in games older than third strike is more difficult. This is what happens when games like SFV cater to casuals and make execution incredibly easy. So now people throw fireballs and toss out supers with ease in SFV then try and go back and play super turbo and can't do shit.
While I don't have issues with input (both on Hori RAP5 or Switch Pro Controller), my partner has a lot of trouble getting the timing right (even with a stick). The difference is we started playing on different games. I started with ST, and she started with SFV. People should really train. Once you got the timing right it's consistent. I also would like to point out that the D-Pad on XBox controllers has always been rubbish for fighting games.
Dario Mario It’s terrible on PS4 as well, it’s the game being arcade ports and having no accommodation for pads. Some people are actually really good on Xbox pads too ironically enough.
The Dpad is terrible on PS4, I am a dpad player by default, and even I can fail getting fireball attacks out, especially in SF/SFII games, it seemed to get better in Alpha/III.
SmoothLegend I have the switch version ans play with the pro controller. Never had only one problem. I would also not have a problem with a ps4 or xboxone controller...
One way you might be able to test the A.I. in SF 2, CE, and HF is to simply do the "Zangief" trick. It was a trick where you could easily beat Zangief by continually jumping straight up and down and hitting roundhouse kick just as he came within reach. It worked with every character as a I recall. If it doesn't work then they probably changed the A.I.
I’m on PS4 and I can’t execute moves well enough consistently, even though I do just fine with Ultra SF2 on the Switch. I never realized this before, but it is as if fighting games need to design for the dpad in order for it to work well, and since these are just straight arcade ports with no real accommodation for console, it falls apart. The dpad is whack, the AI input reading is whack, no features, etc.
All these Arcade ports of SF are patched you cannot do the spam attacks like before in 90's. For me I wish they added the console releases too like the complete roster of SSFII Turbo with Akuma, SFA3Max with all the rosters, SFIII 2nd Impact and SFIII 3rd Strike were Gill and Akuma are playable from the get go.
True Alpha3 Max has one of the largest rosters and all the characters there are really great to play from Juni, Juri, Ingrid, Maki, Eagle, SFII New Challengers Fei Long, T.Hawk and D.Jay, Evil Ryu, Shin Akuma. I feel I'm a bit cheated on this collection. Oh Well.... :/
SONGOKU02 I know what I was buying day.1, I just feel a bit cheated that they didn't included the console ports as well because it had more characters. Probably to bag on again in another collection release oh well....
The AI is broken, especially in SSF2 Turbo. They're straight ports of the arcade machines which were made to be hard to milk quarters from you, but SSF2 Turbo in particular is literally broken. The game always plays at the hardest level no mater what you set it to.
I'm so glad you mentioned the d-pad. I was an SFII master back in the day and couldn't even pull off a Sonic boom from low back to forward. I don't think it registers diagonals at all
I love this collection but it definitely needs some tweaking to make it perfect. A Training Mode in every game is definitely needed as I find it extremely difficult to pull off a level 3 super in Alpha & Alpha 2 due to there being a lack of a 3xPunch or 3xKick button option. The vanilla versions of Alpha 2 & Alpha 3 are not as good as their updated versions (Gold, Upper & Max) but the main thing for me is the graphics. They’re blocky as hell and I hate scanlines. They need a decent smoothing filter that makes the games look fresh without losing the detail. Just my opinion. But otherwise great.
Thanks for sharing some of your experience and yeah I feel adding the training modes would have been a nice touch. LOL I was going to speak about the graphics as well but I am sure hardcore fans would have gone in even harder
Man great video,most definitely fighting games most be played with the D-pad and on this games it feels like the controller is broken i thought it was just me,then i tried 3rd strike on the sega dreamcast and i can pull off all the moves quick,i get off the floor with a shoryuken or super special,but on this version its harder to that,i guess cause these are the arcade versions
Capcom needs to port Ultra Street Fighter 2: The Final Challengers on to the PS4, Xbox One and PC. And the way, the cool feature about Street Fighter: 30th Anniversary is you can turn off the input lag online. To turn off the input lag, go online and go to the online options and you will see the option that says "Input lag". The default number for the input lag is set to 3. Just set the input lag to zero and you're all set.
Super turbo has broken AI.... it's based off version 1.1 USA rom. It's broken and Capcom actually had to fix the arcade boards back in the day because the difficulty was so bad people stopped playing. I can not believe Capcom didnt catch this.
I had the exact same problem with the difficulty. And playing without an arcade/fightstick feels like crap as someone who plays these games in a arcade. However, I do like the museum and the inclusion of the first Street Fighter
The Wu-Tang Batman Old SF/MK arcade games were intentionally designed to read player inputs and steal their quarters, where as the console versions were more fair.
This is what I expected as I noticed in nearly each SFII, you could destroy the CPU in Round 1, and then in Round 2, they just seemed to know everything you were trying to do, able to counter/prevent all of your attacks.
I'm on the fence about getting a refund right now . just cause of how the online works . I've had multiple times where my name isn't in the lobby but I'll be listed as another's I'd. very confusing . and it'll knock you out the fight right after the character select . and the picking of the game everyone plays should maybe be a winner gets choice. instead they randomize it and then u never get the game u want . lastly start button on stick problem . and the start button for doing the secret factors just won't work for me at all .
Training mode lol, In the old days there was no Training mode, put quarter in, play game, fight the CPU or fight another player, that in the true training mode. lol
Yep, the AI counters everything in each game from sf2 to ssf2t on easiest difficulty.. I tested out some of my copies on cart and easiest was easier to beat than on this collection..
I just picked up this title after waiting for a price drop. I completely agree with every single thing you stated. I’m also a D-pad player from the SNES days and I get what you mean. I also use the hard kick jump in combo and noticed it doesn’t work here. Difficulty is high on low. You’re spot on mate
1. Fair complaint 2. It's an arcade collection, so you won't be able to change time. A few arcade games in the alpha/sf3 series may have allowed you to set it to 3/5 rounds. 3. The arcade games have always had stricter inputs for special moves. Basically you're saying you are used to the home ports of the SF series. Practice and you'll get better. 4. It's an arcade collection, so the AI will be hard. 5. You're complaining about air resets, which have been in the game and have always worked identically on both home and arcade versions since SF2. You have a lack of understanding of the basic mechanics of SF2. Don't complain because the mechanics are the same as they've always been.
Great video and good to chat today - you should for sure do more videos like this - this is very slickly produced between - love the comic book Visuals between the 5 rounds. On a side note I reckon the AI has stayed the same they’ve just removed the glitches the original games had. There’s a great video on RU-vid that show the Street Fighter 2 glitches somewhere.
T h e S e c o n d C i t y S a i n t when you play the older capcom collections and play this collection you can only help but feel some things are missing. Like a macro for all 3 p and k. But you might say oh its arcade perfect but when you sell it to a console gamer than chances are hes using a controller so that becomes a hassle
#4 Maxamillian explained that the first US Arcade version of SF ST had an insanely difficult AI and had to be updated soon after, apparently 30th Ann uses this first version.
Number 1 was announced before the game release Number 2 because it is intended to be the arcade experience Number 3 you must be really bad + xbox pad is the worst Number 4 Really? Number 5 you’re jokin’, right?
Rehashed? For most of the games yes others not really. Poorly ported? Not at all,l. Maybe you are used to the console versions? These are the arcade versions and are near perfect ports. But it's 40 bucks with, at least for me, good netcode and thank God it's not split into 2 collections like the megaman and megaman x collections.
Street Fighter II Turbo is HORRIBLE as far as the AI goes. No problem with the rest of them though. Keep in mind these are the 'Arcade' versions of these games which means... They are meant to be ball bustingly hard to suck your quarters. This is why it is a bad idea to use the Arcade versions in this collection.
Bruh, heavy jump kick into sweep isn't a "trick" that's meant to work😂 It's the most basic street fighter "mix up". The fact it worked often for you in the past was obviously because a lot of people didn't think about it very often outside of competition as a "Thing". With online, a lot of people were introduced to people who use that as a fallback more frequently thus attuning people to the idea of blocking high then low for just about every aerial attack instinctively. Oh but the newer AI is programmed to guard against the string more often however, if that's what you were referring to fam. Agreeable enough video though. Liked. I'll run some sets with you sometime if you ever wanna
LOL the thing is people use to think you was just spamming doing that but its true it is the pinnacle of the earlier street fighter games. Thanks for stopping by man and yeah when the time is right I am always up for sparring. Its the only true way I will really get use to this version
What is the point of this video? This collection was not made for players like you. It's supposed to be perfect ports of the arcade version. NO special/super move command shortcuts. Which is why you think it feels off and are struggling with execution, cause that's how it was in the arcades. Which is also why you are having issues using the D-Pad. And why you think the AI is hard. DId you ever play SS2T in the arcades? The AI starts reading and countering your inputs at 3rd-6th stage, depending on difficulty setting. It's almost pointless to play the AI in that game, because the only way to beat it is find some stupid spacing exploit and spam it. You learn nothing from it. You're just not as good at fighting games as you think.
Got it today and yh same minor issues for me, but I heard they based it off the arcade boxes that's why the games aint got as much options as the console versions I think
Rakim Iverson that makes more sense with it being arcade versions. I just would have loved to change the duration or rounds and time for some of the local arcade games but not a major deal breaker. How you find fighting against the AI
Urban Gameplay yhh when I got it I started playing vs mode straight away but after in arcade mode normal I was getting murdered sometimes, but yh I wish unlimited time was there for vs mode you can run out of time on a good match
Nevermind Turbo, Street Fighter 2 alone is fucking hard. I can't even beat Vega whereas I could as a kid. This collection is a joke, it's not as fun as I remember it. They've made it far too hard. Vega literally just jumps and kicks the whole fucking time and it's annoying as hell.
Stunnaful Photography I hear you on that bro. I still think it’s worth having in the collection on the PS4 Xbox one or switch as a nice nostalgia pick up and play but far from perfect.
Dude, most of your reasons are stupid. The d pad is about the only thing i agree with but, it just take getting use to. These are arcade versions of the game, not console ports. Why should there be a trainning mode for all of them? You answered that question yourself, but then you go & don't agree with what the answer might be. Those are the best versions of those sf series & they would be the only ones that would be available to play online, but i guess that doesn't make sense to you.
This game sucks rn. You cant do training mode for all games. There is no shortcuts for all three p and k. Some frames of the sprite viewer are missing. No dipswitch settings. No bgm settings for sf3. No additional backgrounds for games. Training mode doesnt have much unique options.
Bro, this is the way arcades were. They weren’t made to beat with one quarter or even a hand full of quarters. lol. The games were made to take money are were hard AF. The game is great!!!!!!
Yeah totally understandable. I personally love the game but just felt for this version there was gonna make a few subtle tweaks so that on console it would be a slight different experience. Once you get use to it, the game is all good. Its been years since I played the arcade version so was a little rusty
Dude, all of your gripes are as if you expected to be playing the home ports of these games. These are all the arcade versions, which means, when you change the setting to easy, you're setting it to arcade easy, which is still a challenge, not SNES easy, which was pretty much braindead AI. Same thing goes for number of rounds and the timer. The arcade settings never had these options. Also, we're lucky we got ANY training modes, seeing as how the arcade never had them.
I cant disagree with you bro as most of my experience with Street Fighter stemmed from SNES. Whilst I did play in the arcade most of my memory stems from the console version so my expectations was a little different. I still enjoying the game as I have become use to the differences between Arcade and Console versions but overall still a great game
From what I have seen online, these are actual Arcade Roms that are emulated, so they do play arcade perfect, however they Roms used were Rev1, and not the latter revisions that had the difficulty issues resolved and had a few other balance tweaks.
1) They should have had a training mode for alpha 2, that one really sticks out. Those are the main 5 old school Street Fighter titles hf, st, a2, a3 and 3s, but I agree with you that there should be a training mode for each game. 2) It sounds like to me you are trying to relive the nostalgia of having these games at home on your console and the controls that come with those releases, that is not what this is. These are supposed to be arcade perfect ports, to relive the nostalgia of playing in the arcades where the rounds were 99 seconds, best 2 out of 3. 3) Try getting an arcade stick to play arcade games? 4) Nope, old games are hard. Arcade games are really hard, they are designed to eat quarters. On the harder difficulties the computer reads your inputs and counters your every move. Welcome to my childhood, and the games that birthed this phrase: 'get good scrub' 5) At 4:58 that is not a 'retaliation' even though it looks like Blanka's standing roundhouse it is his air recovery animation. You were at advantage there and you regained the space that you lost when he jumped in, if you had threw a meaty fireball you would have gotten even more space. That plus the damage from your anti air and I would say that's a pretty good advantage, wouldn't you?
Don't you realize these games are based on the arcade counterparts? Not the home console version. Hence half of the things on this list aren't going to be there on principle alone.
Yeah totally understandable but I thought considering it was getting released on a console some tweaks would have been implemented. Once you get used to it, its all good but can be a reality shock if you not used to the arcade versions
Ultra Street Fighter 2: The Final Challengers pampered me with its easiest / rookie difficulty setting. Now that I know the difficulty setting in Street Fighting 30th Anniversary Collection is not consistent through the whole of each game, I will consider to skip my purchase then. :(
what's sucks is that CAPCOM never bother updated this problem with Super Turbo that's why playing Ultra it's a much better version than this one other than that the first Super at least has the bonus stages.
The collection is supposed to be 100% arcade accurate. All the in-game settings are only changes you could have made in the official arcade versions & effect the games the same way. This even goes with setting the difficulty to Easy. So that's why adjusting time of rounds, or changing it to only 1 round isn't an option. Personally, I think that's how it should be. It's meant for the purists that wanted an authentic arcade collection available on home consoles. Also, I had no problem using the D-Pad with my x360 controller. Executed the special moves pretty easily (I use Ken)
My gripes with this collection: Can't map KKK or PPP Commands aren't fluid as said in the video No online for SFA2 is a sin The arcade version of SFA3 is a sin compared to what the PS1, Dreamcast, PSP or even what the GBA has. No practice mode for all the games as said in the video. This could have been better, but it's not too bad of a price for arcade perfect versions of all these games.
TBH i dont think lack of training mode is a negative. these games didnt have a training mode back in the day, your training was just getting into arcade mode or versus and learning the game on the fly !
I called Capcom many years ago and complained to them about the computer cheating not holding down 2 seconds to execute a special move and taking more damage. They pretty much explained to me that the artificial intelligence was increased not only on the arcade version however the sequel version on the SNES Hyper fighting was increased from the World Warrior. They pretty much told me they weren't going to fix this issue to give the computer an advantage since we humans they figured had some type of advantage? I'm still pissed about this and Capcom's needs to redo their artificial intelligence at least only allow the computer to only take equal damage instead of more.
I have been playing these since 1991 when i saw SF2 in Adealiade, South Australia.... it was $1 for 1 game and it was on a big screen with most of the people in the arcade all around it, it literally stole the show. Then soon after it started popping up in small corner stores and take away food shops. Yes, there were arcade games before that but this game took gaming up a major level.... but anyway LOL i have been playing it on and off for 28 years and apart from the original SF2 which you could kind of get the enemies into traps and patterns that the AI just can't understand, all other versions do seem pretty difficult.
The AI is no joke on this remake anniversary lease! I tryout Street Fighter Alpha 3 with Ken! Around the final Boss M.Bison (Cheap Bison) fight I began to lose multiple times! Finally after two attempts I beat the game on my PS4!
The first thing I noticed is that in Versus mode picking random on stages doesn't ever really work. It stays on the same stage every time. The codes to get the classic character hardly work, Super Turbo has to be the worst at move execution by far.
About the AI Issue. These games are meant to be pretty much arcade perfect ports of their respective titles and as such, are designed to make the AI pretty cheap and consume your quarters. I also have this issue as well.