Super Street Fighter II Turbo playthrough (Nintendo Switch, 1CC)
Playthrough with Ryu, using the version of the game included on Street Fighter 30th Anniversary Collection. Long time viewers may remember I did a playthrough of this game on this console several years ago with Ken, and it was terrible. I had to use savestates to win and it didn’t help that the only controller I had was a pair of Joy-Cons, which were useless. So here’s a redemption run of the game. With Ryu, you don’t need combos, you just need to use his special moves and super fireball a lot. Several opponents -like Dee Jay, Zangief and Fei Long -have issues with his hurricane kick, and will get hit by it over and over. Sometimes they may react -Zangief was really doing his best to embarrass me -but most of the time just spamming this move is enough to win. Ryu’s fireballs are his other main asset. There are a few opponents where if you knock them down, and then do a red fireball as they get up, you can knock them over again and again with this if you can get the timing right. His super fireball is pretty good as well, if you do it close to the opponent they usually try and counter, and will aways get hit. However Ryu’s meter building game in this is awful, it seems to take him forever to get the super bar full. His fireballs barely fill it at all, usually doing some backward jump hurricane kicks when the fight starts is the best way to go. The biggest problem I had with this playthrough was beating Akuma. I couldn’t figure out a reliable strategy other than when Akuma stands still for a second or so, he’s probably going to throw out a fireball. I have no idea how I won the second round, I don’t get how his fireball didn’t kill me. It must have had something to do with me using the super combo at the exact same time, but I don’t know. I love how dumb the CPU acts during the credits. And how much slower the game speed is. If only the actual game was anything like that when you played it, nobody would be complaining.

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