Follow TV Tropes

Following

History VideoGame / StreetFighterTheMovie

Go To

OR

Changed: 2

Is there an issue? Send a MessageReason:
None


** Blade's ending says he's "able to resume his wresting career as Gunloc", a reference to the ''VideoGame/SaturdayNightSlamMasters'' series.

to:

** Blade's ending says he's "able to resume his wresting career as Gunloc", a reference to of the ''VideoGame/SaturdayNightSlamMasters'' series.

Added: 311

Changed: 305

Is there an issue? Send a MessageReason:
None


* {{Crossover}}: Blade's ending says he's "able to resume his wresting career as Gunloc", a reference to the ''VideoGame/SaturdayNightSlamMasters'' series.

to:

* {{Crossover}}: {{Crossover}}:
**
Blade's ending says he's "able to resume his wresting career as Gunloc", a reference to the ''VideoGame/SaturdayNightSlamMasters'' series.



* SuspiciouslySimilarSubstitute: Captain Sawada is often seen as Fei Long's replacement in the film, but his fighting style in both, the arcade and console versions, is nothing at all like Fei Long's.

to:

* SuspiciouslySimilarSubstitute: SuspiciouslySimilarSubstitute:
**
Captain Sawada is often seen as Fei Long's replacement in the film, but his fighting style in both, the arcade and console versions, is nothing at all like Fei Long's.

Changed: 9

Is there an issue? Send a MessageReason:
None


The home version, in contrast, plays more like a traditional ''Street Fighter'' game. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names in the arcade version. One overlooked aspect of the game is the fact it introduced the concept of EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a [[JokeCharacter joke character]], complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade version and being a better game, it's often dismissed alongside the arcade version due to guilt by association.

to:

The home version, in contrast, plays more like a traditional ''Street Fighter'' game. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names in the arcade version. One overlooked aspect of the game is the fact it introduced the concept of EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a [[JokeCharacter joke character]], complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade version version, and being a better game, game overall, it's often dismissed alongside the arcade version due to guilt by association.

Changed: 40

Is there an issue? Send a MessageReason:
None


The arcade version of the game is noted for its numerous alterations to the standard ''Street Fighter'' formula, such as the inclusion of ''Mortal Kombat''-style "tapping" commands, counter-attacks for throws, alternate Super Combos that featured "hold and release" commands, excessive juggles (in comparison to ''[[VideoGame/StreetFighterII Super Street Fighter II Turbo]]'', the last traditional ''Street Fighter'' at the time), fireball-reflecting attacks, numerous secret codes (including fake ones), among other weird changes in an attempt to pander to the ''Mortal Kombat'' crowd. This version took the character roster from ''Super Street Fighter II Turbo'' (including Akuma), but ditched Blanka, Dhalsim, Dee Jay, T. Hawk and Fei Long (who technically wasn't in the movie, but they allegedly recorded footage for him like they did with Akuma) in favor of Captain Sawada, a original character who was featured in the movie, and Blade, a Shadaloo elite troop who appears in the game along with three [[PaletteSwap palatte swapped]] hidden versions a la Sub-Zero/Scorpion. The lead designer Alan Noon wrote a tell-all account on his involvement in the game's development, which he posted [[http://shoryuken.com/forum/index.php?threads/street-fighter-the-movie-broke-my-heart.21457/page-4 here]]. Needless to say, [[OldShame he apologizes for the game]].

The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names in the arcade version. One overlooked aspect of the game is the fact it introduced the concept of EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a [[JokeCharacter joke character]], complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade version and being a better game, it's often dismissed alongside the arcade version due to guilt by association.

to:

The arcade version of the game is noted for its numerous alterations to the standard ''Street Fighter'' formula, such as the inclusion of ''Mortal Kombat''-style "tapping" commands, counter-attacks for throws, alternate Super Combos that featured "hold and release" commands, excessive juggles (in comparison to ''[[VideoGame/StreetFighterII Super Street Fighter II Turbo]]'', the last traditional ''Street Fighter'' at the time), fireball-reflecting attacks, numerous secret codes (including fake ones), among other weird changes in an attempt to pander to the ''Mortal Kombat'' crowd. This version took the character roster from ''Super Street Fighter II Turbo'' (including Akuma), but ditched Blanka, Dhalsim, Dee Jay, T. Hawk and Fei Long (who technically wasn't in the movie, but they allegedly recorded footage for him like they did with Akuma) in favor of Captain Sawada, a original character who was featured in the movie, and Blade, a Shadaloo elite troop who appears in the game along with three [[PaletteSwap palatte swapped]] hidden versions a la Sub-Zero/Scorpion. The lead designer Alan Noon wrote a tell-all account on his involvement in the game's development, which he posted [[http://shoryuken.com/forum/index.php?threads/street-fighter-the-movie-broke-my-heart.21457/page-4 here]]. Needless to say, [[OldShame he apologizes has apologize for the game]].

The home version, in contrast, plays more like a traditional ''Street Fighter''.Fighter'' game. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names in the arcade version. One overlooked aspect of the game is the fact it introduced the concept of EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a [[JokeCharacter joke character]], complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade version and being a better game, it's often dismissed alongside the arcade version due to guilt by association.



* AscendedMeme[=/=]WhatCouldHaveBeen: Sheng Long was going to be a playable character in the arcade version, but Capcom kept flip-flopping on whether he could be included.
* CanonForeigner: Sawada, who was a [[SuspiciouslySimilarSubstitute stand-in]] for Fei-Long, as well as the Shadaloo Shock Troopers (Blade, Arkane, Khyber and F7).

to:

* AscendedMeme[=/=]WhatCouldHaveBeen: Sheng Long was going to be a playable character in the arcade version, but Capcom kept flip-flopping flip flopping on whether he could be included.
* CanonForeigner: Sawada, who was a [[SuspiciouslySimilarSubstitute stand-in]] for Fei-Long, Fei Long, as well as the Shadaloo Shock Troopers (Blade, Arkane, Khyber and F7).



* GuestFighter: Subverted. While he isn't exactly a Guest Fighter (he's a Street Fighter character after all) Akuma can be viewed as this, as he wasn't in the movie, yet he did appear in both video games.
* HeadSwap: Notably averted for Ryu and Ken (and Akuma), since they used digitized images of the actors, rather than hand-drawn sprites.

to:

* GuestFighter: Subverted. While he isn't exactly a Guest Fighter (he's guest fighter, he's a Street Fighter ''Street Fighter'' character after all) all, Akuma can be viewed as this, as he wasn't in the movie, yet he did appear in both video games.
* HeadSwap: Notably averted for Ryu Ryu, Ken, and Ken (and Akuma), Akuma, since they used digitized images of the actors, rather than hand-drawn hand drawn sprites.



* NoPronunciationGuide: In the arcade version, the announcer mispronounces Ryu's name as ''Raiyu'' and the actor dubbing Ryu's voice (presumably his actual movie actor, Byron Mann) mispronounces the names of all of Ryu's techniques as well. Ken's voice actor doesn't even bother to try and simply says "Dragon" and "Hurricane" when performing the ''Shoryūken'' and ''Tatsumaki Senpūkyaku'' respectively. Capcom of Japan themselves would mock this in a later production sketch for ''VideoGame/StreetFighterAlpha'': a chibified Ryu is shown yelling "Dazoomakeesunpoo Kick!" The console version averted this by having Japanese voice actors voice the characters instead.

to:

* NoPronunciationGuide: In the arcade version, the announcer mispronounces Ryu's name as ''Raiyu'' and the actor dubbing Ryu's voice (presumably voice, presumably his actual movie actor, Byron Mann) Mann, mispronounces the names of all of Ryu's techniques as well. Ken's voice actor doesn't even bother to try and simply says "Dragon" and "Hurricane" when performing the ''Shoryūken'' and ''Tatsumaki Senpūkyaku'' respectively. Capcom of Japan themselves would mock this in a later production sketch for ''VideoGame/StreetFighterAlpha'': a chibified Ryu is shown yelling "Dazoomakeesunpoo Kick!" The console version averted this by having Japanese voice actors voice the characters instead.



* ReformulatedGame: The console version was developed internally by Capcom (as opposed to being farmed-out like the arcade version) and basically takes the same concept as the arcade version, adapting it into the ''Super Street Fighter II Turbo'' engine, getting rid of the generic palette swapped {{mook}}s in favor of two actual ''Street Fighter'' characters (Blanka and Dee Jay).

to:

* ReformulatedGame: The console version was developed internally by Capcom (as Capcom, as opposed to being farmed-out like the arcade version) version, and basically takes the same concept as the arcade version, adapting it into the ''Super Street Fighter II Turbo'' engine, getting rid of the generic palette swapped {{mook}}s in favor of two actual ''Street Fighter'' characters (Blanka and Dee Jay).
Is there an issue? Send a MessageReason:
None


* OlderThanTheyThink:
** The arcade version was the first Street Fighter game to have more than one Super Combo per character, as well as the first time Akuma was named in-game (and the first time he was playable from the start instead of being unlockable).
** The console version, on the other hand, was the first game in the series to include the EX Special Moves (while they work mostly the same, they were named Super Special Moves, and they could be used infinitely when the bar was full, unlike future games of the series). It is also the only Street Fighter game to have a "proper" Story Mode.



* RecursiveAdaptation
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GuestFighter: Subverted. While he isn't exactly a Guest Fighter (he's a Street Fighter character after all) Akuma can be viewed as this, as he wasn't in the movie, yet he did appear in both video games.


Added DiffLines:

* OlderThanTheyThink:
** The arcade version was the first Street Fighter game to have more than one Super Combo per character, as well as the first time Akuma was named in-game (and the first time he was playable from the start instead of being unlockable).
** The console version, on the other hand, was the first game in the series to include the EX Special Moves (while they work mostly the same, they were named Super Special Moves, and they could be used infinitely when the bar was full, unlike future games of the series). It is also the only Street Fighter game to have a "proper" Story Mode.
Is there an issue? Send a MessageReason:
None


The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names in the arcade version. One overlooked aspect of the game is the fact it introduced the concept of EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a [[JokeCharacter joke character]], complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade version and being a somewhat better game, it's often dismissed alongside the arcade version due to guilt by association.

to:

The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names in the arcade version. One overlooked aspect of the game is the fact it introduced the concept of EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a [[JokeCharacter joke character]], complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade version and being a somewhat better game, it's often dismissed alongside the arcade version due to guilt by association.
Is there an issue? Send a MessageReason:
None


'''''Street Fighter: The Movie''''' is the title of two different games in the ''Franchise/StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''VideoGame/TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Creator/{{Acclaim}} outside of Japan, was developed by Creator/{{Capcom}} themselves. Such {{recursive adaptation}}s are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''Franchise/MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.

to:

'''''Street Fighter: The Movie''''' is the title of two different games in the ''Franchise/StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''VideoGame/TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Creator/{{Acclaim}} outside of Japan, was developed by Creator/{{Capcom}} themselves. Such {{recursive adaptation}}s are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are as sprites, in the manner of ''Franchise/MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.

Changed: 259

Removed: 270

Is there an issue? Send a MessageReason:
None


* NoPronunciationGuide: In the arcade version, the announcer mispronounces Ryu's name as ''Raiyu'' and the actor dubbing Ryu's voice (presumably his actual movie actor, Byron Mann) mispronounces the names of all of Ryu's techniques as well. Ken's voice actor doesn't even bother to try and simply says "Dragon" and "Hurricane" when performing the ''Shoryūken'' and ''Tatsumaki Senpūkyaku'' respectively.
** This is mocked by Capcom of Japan themselves in a later production sketch for ''VideoGame/StreetFighterAlpha'' : a chibified Ryu is shown yelling "Dazoomakeesunpoo Kick!"
** The console version averted this by having Japanese voice actors voice the characters instead.

to:

* NoPronunciationGuide: In the arcade version, the announcer mispronounces Ryu's name as ''Raiyu'' and the actor dubbing Ryu's voice (presumably his actual movie actor, Byron Mann) mispronounces the names of all of Ryu's techniques as well. Ken's voice actor doesn't even bother to try and simply says "Dragon" and "Hurricane" when performing the ''Shoryūken'' and ''Tatsumaki Senpūkyaku'' respectively.
** This is mocked by
respectively. Capcom of Japan themselves would mock this in a later production sketch for ''VideoGame/StreetFighterAlpha'' : ''VideoGame/StreetFighterAlpha'': a chibified Ryu is shown yelling "Dazoomakeesunpoo Kick!"
**
Kick!" The console version averted this by having Japanese voice actors voice the characters instead.

Changed: 19

Is there an issue? Send a MessageReason:
None


* AscendedGlitch: Guile has a move in which he handcuffs the opponent, a reference to an infamous glitch in the original arcade version of ''VideoGame/Street Fighter II''.

to:

* AscendedGlitch: Guile has a move in which he handcuffs the opponent, a reference to an infamous glitch in the original arcade version of ''VideoGame/Street Fighter II''.''VideoGame/StreetFighterII''.



* TitleTheAdaptation: Subverted. The actual movie is simply call ''Street Fighter'', while the title ''Street Fighter: The Movie'' was only used for the video games. ''Street Fighter: The Movie: The Game'' is just a FanNickname.

to:

* TitleTheAdaptation: Subverted. The actual movie is simply call ''Street Fighter'', while the title ''Street Fighter: The Movie'' was only used for the video games. ''Street Fighter: The Movie: The Game'' is just a FanNickname.[[FanNickname fan nickname]].

Changed: 177

Is there an issue? Send a MessageReason:
None


'''''Street Fighter: The Movie''''' was the title of two different games in the ''StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such {{Recursive Adaptation}}s are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.

The arcade version of the game is noted for its numerous alterations to the standard ''Street Fighter'' formula, such as the inclusion of ''Mortal Kombat''-style "tapping" commands, counter-attacks for throws, alternate Super Combos that featured "hold and release" commands, excessive juggles (in comparison to ''Super Turbo'', the last traditional ''Street Fighter'' at the time), fireball-reflecting attacks, numerous secret codes (including fake ones), among other weird changes in an attempt to pander to the ''Mortal Kombat'' crowd. This version took the character roster from ''Super Turbo'' (including Akuma), but ditched Blanka, Dhalsim, Dee Jay, T. Hawk and Fei-Long (who technically wasn't in the movie, but they allegedly recorded footage for him like they did with Akuma) in favor of Captain Sawada, a original character who was featured in the movie, and Blade, a Shadaloo elite troop who appears in the game along with three [[PaletteSwap palatte-swapped]] hidden versions a la Sub-Zero/Scorpion. The lead designer Alan Noon wrote a tell-all account on his involvement in the game's development, which he posted [[http://shoryuken.com/forum/index.php?threads/street-fighter-the-movie-broke-my-heart.21457/page-4 here]]. Needless to say, [[OldShame he apologizes for the game]].

The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names in the arcade version. One overlooked aspect of the game is the fact it introduced the concept of EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a JokeCharacter, complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade version and being a somewhat better game, it's often dismissed alongside the arcade version due to guilt by association.

to:

'''''Street Fighter: The Movie''''' was is the title of two different games in the ''StreetFighter'' ''Franchise/StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', ''VideoGame/TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Acclaim Creator/{{Acclaim}} outside of Japan, was developed by Capcom Creator/{{Capcom}} themselves. Such {{Recursive Adaptation}}s {{recursive adaptation}}s are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', ''Franchise/MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.

The arcade version of the game is noted for its numerous alterations to the standard ''Street Fighter'' formula, such as the inclusion of ''Mortal Kombat''-style "tapping" commands, counter-attacks for throws, alternate Super Combos that featured "hold and release" commands, excessive juggles (in comparison to ''Super Turbo'', ''[[VideoGame/StreetFighterII Super Street Fighter II Turbo]]'', the last traditional ''Street Fighter'' at the time), fireball-reflecting attacks, numerous secret codes (including fake ones), among other weird changes in an attempt to pander to the ''Mortal Kombat'' crowd. This version took the character roster from ''Super Street Fighter II Turbo'' (including Akuma), but ditched Blanka, Dhalsim, Dee Jay, T. Hawk and Fei-Long Fei Long (who technically wasn't in the movie, but they allegedly recorded footage for him like they did with Akuma) in favor of Captain Sawada, a original character who was featured in the movie, and Blade, a Shadaloo elite troop who appears in the game along with three [[PaletteSwap palatte-swapped]] palatte swapped]] hidden versions a la Sub-Zero/Scorpion. The lead designer Alan Noon wrote a tell-all account on his involvement in the game's development, which he posted [[http://shoryuken.com/forum/index.php?threads/street-fighter-the-movie-broke-my-heart.21457/page-4 here]]. Needless to say, [[OldShame he apologizes for the game]].

The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names in the arcade version. One overlooked aspect of the game is the fact it introduced the concept of EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a JokeCharacter, [[JokeCharacter joke character]], complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade version and being a somewhat better game, it's often dismissed alongside the arcade version due to guilt by association.



* AscendedGlitch: Guile has a move in which he handcuffs the opponent, a reference to an infamous glitch in the original arcade version of ''Street Fighter II''.

to:

* AscendedGlitch: Guile has a move in which he handcuffs the opponent, a reference to an infamous glitch in the original arcade version of ''Street ''VideoGame/Street Fighter II''.



* {{Crossover}}: Blade's ending says he's "able to resume his wresting career as Gunloc", a reference to the ''Saturday Night Slam Masters'' series.

to:

* {{Crossover}}: Blade's ending says he's "able to resume his wresting career as Gunloc", a reference to the ''Saturday Night Slam Masters'' ''VideoGame/SaturdayNightSlamMasters'' series.



* SuspiciouslySimilarSubstitute: Captain Sawada is often seen as Fei-Long's replacement in the film, but his fighting style in both, the arcade and console versions, is nothing at all like Fei-Long's.

to:

* SuspiciouslySimilarSubstitute: Captain Sawada is often seen as Fei-Long's Fei Long's replacement in the film, but his fighting style in both, the arcade and console versions, is nothing at all like Fei-Long's.Fei Long's.
Is there an issue? Send a MessageReason:
Ryu And Ken is now Moveset Clone. Misuse is being deleted.


* HeadSwap: Notably averted for [[RyuAndKen Ryu and Ken]] (and Akuma), since they used digitized images of the actors, rather than hand-drawn sprites.

to:

* HeadSwap: Notably averted for [[RyuAndKen Ryu and Ken]] Ken (and Akuma), since they used digitized images of the actors, rather than hand-drawn sprites.
Is there an issue? Send a MessageReason:
None


'''''Street Fighter: The Movie: The Game'''''
Is there an issue? Send a MessageReason:
None


'''''[[Sequelitis Street Fighter: The Movie: The Game]]'''''

to:

'''''[[Sequelitis Street '''''Street Fighter: The Movie: The Game]]'''''
Game'''''

Added: 962

Changed: 1007

Is there an issue? Send a MessageReason:
None


'''''Street Fighter: The Movie''''' ([[FanNickname also nicknamed]] ''[[ColonCancer Street Fighter: The Movie: The Game]]'') was the title of two different games in the ''StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such {{Recursive Adaptation}}s are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.

to:

'''''[[Sequelitis Street Fighter: The Movie: The Game]]'''''

'''''Street Fighter: The Movie''''' ([[FanNickname also nicknamed]] ''[[ColonCancer Street Fighter: The Movie: The Game]]'') was the title of two different games in the ''StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such {{Recursive Adaptation}}s are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.
Is there an issue? Send a MessageReason:
None


** Also, in early development, VideoGame/MegaMan and [[VideoGame/{{Darkstalkers}] Demitri Maximoff]] were planned to appear.

to:

** Also, in early development, VideoGame/MegaMan and [[VideoGame/{{Darkstalkers}] [[VideoGame/{{Darkstalkers}} Demitri Maximoff]] were planned to appear.
Is there an issue? Send a MessageReason:
None


'''''Street Fighter: The Movie''''' ([[FanNickname also nicknamed]] ''[[ColonCancer Street Fighter: The Movie: The Game]]'') was the title of two different games in the ''StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such RecursiveAdaptations are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.

to:

'''''Street Fighter: The Movie''''' ([[FanNickname also nicknamed]] ''[[ColonCancer Street Fighter: The Movie: The Game]]'') was the title of two different games in the ''StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such RecursiveAdaptations {{Recursive Adaptation}}s are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.
Is there an issue? Send a MessageReason:
None


'''''Street Fighter: The Movie''''' ([[FanNickname also nicknamed]] ''[[ColonCancer Street Fighter: The Movie: The Game]]'') was the title of two different games in the ''StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such recursive adaptations are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.

to:

'''''Street Fighter: The Movie''''' ([[FanNickname also nicknamed]] ''[[ColonCancer Street Fighter: The Movie: The Game]]'') was the title of two different games in the ''StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', while the {{PlayStation}}/SegaSaturn versions, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such recursive adaptations RecursiveAdaptations are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.
Is there an issue? Send a MessageReason:
None


* TheProblemWithLicensedGames: Played straight and averted. While the arcade version of is pretty terrible, fans were surprised to find that the console version was actually a pretty decent game, since it played more like an actual ''Street Fighter'' game. It was also the first game in the series to feature EX Attacks, which would make it into the proper series and become a pretty important part of the gameplay in games they're included in.
Is there an issue? Send a MessageReason:
None


** Also, in early development, MegaMan and [[{{Darkstalkers}] Demitri Maximoff]] were planned to appear.

to:

** Also, in early development, MegaMan VideoGame/MegaMan and [[{{Darkstalkers}] [[VideoGame/{{Darkstalkers}] Demitri Maximoff]] were planned to appear.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Also, in early development, MegaMan and [[{{Darkstalkers}] Demitri Maximoff]] were planned to appear.
Is there an issue? Send a MessageReason:
None


** This is mocked by Capcom of Japan themselves in a later production sketch for ''StreetFighterAlpha'' : a chibified Ryu is shown yelling "Dazoomakeesunpoo Kick!"

to:

** This is mocked by Capcom of Japan themselves in a later production sketch for ''StreetFighterAlpha'' ''VideoGame/StreetFighterAlpha'' : a chibified Ryu is shown yelling "Dazoomakeesunpoo Kick!"
Is there an issue? Send a MessageReason:
None


** This is mocked by Capcom of Japan themselves in a later production sketch for ''StreetFighterAlpha'' : A chibified Ryu is shown yelling "Dazoomakeesunpoo Kick!"

to:

** This is mocked by Capcom of Japan themselves in a later production sketch for ''StreetFighterAlpha'' : A a chibified Ryu is shown yelling "Dazoomakeesunpoo Kick!"
Is there an issue? Send a MessageReason:
None


* FollowTheLeader: Capcom commissioned this to cash-in on the success of digitized fighters such as ''Mortal Kombat'' in the states.

to:

* FollowTheLeader: Capcom commissioned this to cash-in on the success of digitized fighters such as ''Mortal Kombat'' in the states.States.

Added: 532

Changed: 74

Removed: 372

Is there an issue? Send a MessageReason:
None


* AdaptationDistillation: While technically considered a separate game, the console version of ''Street Fighter: The Movie'' basically takes the same concept as the arcade version and adapts it into a more traditional ''Street Fighter'' engine, getting rid of the generic palette swapped {{mook}}s in favor of two actual ''Street Fighter'' characters (Blanka and Dee Jay).



* CanonForeigner: Sawada, who was a [[SuspiciouslySimilarSubstitute stand-in]] for Fei-Long, as well as the Shadaloo Shock Troopers (Blade, Arkane, Khyber, and F7).

to:

* CanonForeigner: Sawada, who was a [[SuspiciouslySimilarSubstitute stand-in]] for Fei-Long, as well as the Shadaloo Shock Troopers (Blade, Arkane, Khyber, Khyber and F7).



* FollowTheLeader: Capcom commissioned this because they were fearful of digitized fighters such as ''Mortal Kombat''.

to:

* FollowTheLeader: Capcom commissioned this because they were fearful to cash-in on the success of digitized fighters such as ''Mortal Kombat''.Kombat'' in the states.
* HeadSwap: Notably averted for [[RyuAndKen Ryu and Ken]] (and Akuma), since they used digitized images of the actors, rather than hand-drawn sprites.



* PaletteSwap: Blade and the other three Bison Elite Special Forces Troopers.

to:

* PaletteSwap: Blade and the other three Bison Elite Special Forces Shock Troopers.


Added DiffLines:

* ReformulatedGame: The console version was developed internally by Capcom (as opposed to being farmed-out like the arcade version) and basically takes the same concept as the arcade version, adapting it into the ''Super Street Fighter II Turbo'' engine, getting rid of the generic palette swapped {{mook}}s in favor of two actual ''Street Fighter'' characters (Blanka and Dee Jay).

Added: 97

Changed: 205

Is there an issue? Send a MessageReason:
None


* NoPronunciationGuide: In the arcade version, in addition to having an announcer who mispronounces Ryu's name as ''Raiyu'', the actor dubbing Ryu's voice (presumably his actual movie actor, Byron Mann) mispronounces the names of all of Ryu's techniques as well. Ken's voice actor doesn't even bother to try and simply just say "Dragon" or "Hurricane". The home version averted this by having Japanese voice actors dub the characters instead.
** This is mocked by Capcom of Japan themselves in a unrelated production sketch: A chibified Ken is shown yelling "Dazoomakeesunpoo Kick!"

to:

* NoPronunciationGuide: In the arcade version, in addition to having an the announcer who mispronounces Ryu's name as ''Raiyu'', ''Raiyu'' and the actor dubbing Ryu's voice (presumably his actual movie actor, Byron Mann) mispronounces the names of all of Ryu's techniques as well. Ken's voice actor doesn't even bother to try and simply just say says "Dragon" or "Hurricane". and "Hurricane" when performing the ''Shoryūken'' and ''Tatsumaki Senpūkyaku'' respectively.
** This is mocked by Capcom of Japan themselves in a later production sketch for ''StreetFighterAlpha'' : A chibified Ryu is shown yelling "Dazoomakeesunpoo Kick!"
**
The home console version averted this by having Japanese voice actors dub voice the characters instead.
** This is mocked by Capcom of Japan themselves in a unrelated production sketch: A chibified Ken is shown yelling "Dazoomakeesunpoo Kick!"
instead.
Is there an issue? Send a MessageReason:
None


* NoPronunciationGuide: In the arcade version, in addition to having an announcer who mispronounces Ryu's name as ''Raiyu'', the actor dubbing Ryu's voice (presumably his actual movie actor, Byron Mann) mispronounces the names of all of Ryu's techniques as well. The voice actor for Ken doesn't even bother to try and simply just say "Dragon" or "Hurricane". The home version averted this by having Japanese voice actors dub the characters instead.

to:

* NoPronunciationGuide: In the arcade version, in addition to having an announcer who mispronounces Ryu's name as ''Raiyu'', the actor dubbing Ryu's voice (presumably his actual movie actor, Byron Mann) mispronounces the names of all of Ryu's techniques as well. The Ken's voice actor for Ken doesn't even bother to try and simply just say "Dragon" or "Hurricane". The home version averted this by having Japanese voice actors dub the characters instead.
Is there an issue? Send a MessageReason:
None


* AdaptationDistillation: While technically considered a separate game, the console version of ''Street Fighter: The Movie'' basically takes the same concept as the arcade version and adapts it into a more traditional ''Street Fighter'' engine, getting rid of the generic palette swapped {{mook}}s in favor of two actual ''Street Fighter'' characters (Blanka and Dee-Jay).

to:

* AdaptationDistillation: While technically considered a separate game, the console version of ''Street Fighter: The Movie'' basically takes the same concept as the arcade version and adapts it into a more traditional ''Street Fighter'' engine, getting rid of the generic palette swapped {{mook}}s in favor of two actual ''Street Fighter'' characters (Blanka and Dee-Jay).Dee Jay).
Is there an issue? Send a MessageReason:
None


'''''Street Fighter: The Movie''''' ([[FanNickname also nicknamed]] "[[ColonCancer Street Fighter: The Movie: The Game]]") was the title of two different games in the ''StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', while the {{PlayStation}}/SegaSaturn, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such recursive adaptations are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is '''not a port''' of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.

The arcade version of the game is noted for its numerous alterations to the standard ''Street Fighter'' formula, such as the inclusion of ''MortalKombat''-style "tapping" commands, counter-attacks for throws, alternate Super Combos that featured "hold and release" commands, excessive juggles (in comparison to ''Super Turbo'', the last traditional ''Street Fighter'' at the time), fireball-reflecting attacks, numerous secret codes (including fake ones), among other weird changes in an attempt to pander to the ''Mortal Kombat'' crowd. This version took the character roster from ''Super Turbo'' (including Akuma), but ditched Blanka, Dhalsim, Dee-Jay, T. Hawk and Fei-Long (who technically wasn't in the movie, but they allegedly recorded footage for him like they did with Akuma) in favor of Captain Sawada, a movie-original character, and Blade, a Shadaloo elite troop who appears in the game along with three [[PaletteSwap palatte-swapped]] hidden versions a la Sub-Zero/Scorpion. The lead designer Alan Noon wrote a tell-all account on his involvement in the game's development, which he posted [[http://shoryuken.com/forum/index.php?threads/street-fighter-the-movie-broke-my-heart.21457/page-4 here]]. Needless to say, [[OldShame he apologizes for the game]].

The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names from the arcade game. One overlooked aspect of the game is the fact it introduced the concept of "EX Specials" to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII 2nd Impact]]''. The character roster brings back Blanka and Dee-Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a JokeCharacter, complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade game and being a somewhat better game, it's often dismissed alongside the arcade version due to guilt by association.

to:

'''''Street Fighter: The Movie''''' ([[FanNickname also nicknamed]] "[[ColonCancer ''[[ColonCancer Street Fighter: The Movie: The Game]]") Game]]'') was the title of two different games in the ''StreetFighter'' series, both based on the 1994 film adaptation ''Film/StreetFighter''. The arcade version was developed by the same staff behind ''TimeKillers'', while the {{PlayStation}}/SegaSaturn, {{PlayStation}}/SegaSaturn versions, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such recursive adaptations are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is '''not ''not'' a port''' port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''MortalKombat'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[MarketBasedTitle different title]]: ''Street Fighter: Real Battle on Film''.

The arcade version of the game is noted for its numerous alterations to the standard ''Street Fighter'' formula, such as the inclusion of ''MortalKombat''-style ''Mortal Kombat''-style "tapping" commands, counter-attacks for throws, alternate Super Combos that featured "hold and release" commands, excessive juggles (in comparison to ''Super Turbo'', the last traditional ''Street Fighter'' at the time), fireball-reflecting attacks, numerous secret codes (including fake ones), among other weird changes in an attempt to pander to the ''Mortal Kombat'' crowd. This version took the character roster from ''Super Turbo'' (including Akuma), but ditched Blanka, Dhalsim, Dee-Jay, Dee Jay, T. Hawk and Fei-Long (who technically wasn't in the movie, but they allegedly recorded footage for him like they did with Akuma) in favor of Captain Sawada, a movie-original character, original character who was featured in the movie, and Blade, a Shadaloo elite troop who appears in the game along with three [[PaletteSwap palatte-swapped]] hidden versions a la Sub-Zero/Scorpion. The lead designer Alan Noon wrote a tell-all account on his involvement in the game's development, which he posted [[http://shoryuken.com/forum/index.php?threads/street-fighter-the-movie-broke-my-heart.21457/page-4 here]]. Needless to say, [[OldShame he apologizes for the game]].

The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names from in the arcade game. version. One overlooked aspect of the game is the fact it introduced the concept of "EX Specials" EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[VideoGame/StreetFighterIII Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee-Jay, Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a JokeCharacter, complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade game version and being a somewhat better game, it's often dismissed alongside the arcade version due to guilt by association.



* AscendedGlitch: Guile has a move in which he handcuffs the opponent, a reference to an infamous glitch from the original ''StreetFighter 2'' arcade release.

to:

* AscendedGlitch: Guile has a move in which he handcuffs the opponent, a reference to an infamous glitch from in the original ''StreetFighter 2'' arcade release.version of ''Street Fighter II''.



* CanonForeigner: Sawada, who was a [[SuspiciouslySimilarSubstitute stand-in]] for Fei Long, as well as the Shadaloo Shock Troopers (Blade, Arkane, Khyber, and F7).
* {{Crossover}}: Blade's ending says he's "able to resume his wresting career as Gunloc", a reference to the ''Saturday Night Slam Master'' series.
* FollowTheLeader: Capcom commissioned this because they were fearful of digitized fighters such as ''MortalKombat''.

to:

* CanonForeigner: Sawada, who was a [[SuspiciouslySimilarSubstitute stand-in]] for Fei Long, Fei-Long, as well as the Shadaloo Shock Troopers (Blade, Arkane, Khyber, and F7).
* {{Crossover}}: Blade's ending says he's "able to resume his wresting career as Gunloc", a reference to the ''Saturday Night Slam Master'' Masters'' series.
* FollowTheLeader: Capcom commissioned this because they were fearful of digitized fighters such as ''MortalKombat''.''Mortal Kombat''.



** This is mocked by Capcom Japan themselves in a unrelated production sketch: A chibified Ken is shown yelling "Dazoomakeesunpoo Kick!"

to:

** This is mocked by Capcom of Japan themselves in a unrelated production sketch: A chibified Ken is shown yelling "Dazoomakeesunpoo Kick!"



* TheProblemWithLicensedGames: Played straight AND averted. The arcade version of the game IS pretty terrible, but fans were surprised to find that the console version was actually a pretty decent game, since it played more like an ACTUAL ''SF'' game. It was also the first game in the series to feature EX Attacks, which would make it into the proper series and become a pretty important part of the gameplay in games they're included in(''SFIII'' from ''2nd Impact'' on, the ''SFIV'' series).

to:

* TheProblemWithLicensedGames: Played straight AND and averted. The While the arcade version of the game IS is pretty terrible, but fans were surprised to find that the console version was actually a pretty decent game, since it played more like an ACTUAL ''SF'' actual ''Street Fighter'' game. It was also the first game in the series to feature EX Attacks, which would make it into the proper series and become a pretty important part of the gameplay in games they're included in(''SFIII'' from ''2nd Impact'' on, the ''SFIV'' series).in.



* TrueFinalBoss: Super Bison in the Tag Team Mode of the arcade game.

to:

* TrueFinalBoss: Super Bison in the Tag Team Mode of in the arcade game.version.
Is there an issue? Send a MessageReason:
None


The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names from the arcade game. One overlooked aspect of the game is the fact it introduced the concept of "EX Specials" to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[StreetFighterIII 2nd Impact]]''. The character roster brings back Blanka and Dee-Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a JokeCharacter, complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade game and being a somewhat better game, it's often dismissed alongside the arcade version due to guilt by association.

to:

The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names from the arcade game. One overlooked aspect of the game is the fact it introduced the concept of "EX Specials" to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[StreetFighterIII ''[[VideoGame/StreetFighterIII 2nd Impact]]''. The character roster brings back Blanka and Dee-Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a JokeCharacter, complete with a [[TakingYouWithMe Human Kamikaze]] Super Combo. Despite having little in common with the arcade game and being a somewhat better game, it's often dismissed alongside the arcade version due to guilt by association.

Top