Street Fighter 2 Versus

Street Fighter 2 Versus

by JarvisTsui

👁 735 ❤️ 15 ⭐ 13 🔄 0
Created: Feb 18, 2023 Last modified: Mar 10, 2026 Shared: Feb 21, 2025

Description

Beware this version [[ONLY contains RYU and SAGAT ]] due to the limitations on uploaded Scratch Projects. The other available characters are removed to fit within these restrictions. It's best to play with turbowarp, as the sprites do not load well on this page. Just input the number ID you see in this project and put it in turbowarp. (See @Jake_the_flake 's comment) This is a remake of my Favourite Fighting Game Street Fighter II again! However, this time it is only for 2 players to play together, and only 5 characters are playable. You can pull off some interesting combos in this game such as air infinites. Please read the following changes before playing the game if you are too familiar with Street Fighter II Champion Edition. Changes ------------------------------------------------------------------------- There are some major changes from the original Champion Edition. (1) Some normal attacks had been incorporated from the Super Version to provide variations between the moves. For example, Sagat's Standing Strong (Standing Medium Punch) is his close Standing Strong from Super and can now cancel combo into Tiger Shots or Tiger Uppercut. M. Bison's Jumping Light and Medium Punches are his air J.MP target combo from Super Turbo. (2) Properties of some moves such as Hit Detection and Hurtbox Area had been slightly modified but I cannot remember which moves. While some moves will push you a bit forward before returning to your original position such as Sagat's new Standing Strong. Pseudo kara-cancelling into Tiger Shot is thus possible with this move to push you slightly forward. (3) Due to some property differences, now characters can pull off some combos that were never seen in Street Fighter II. One example is you can link Sagat's Standing Forward (Standing Medium Kick) into his Crouching Medium Punch and cancel into a special move (See combo 6). (4) Although the health points of the players are the same as the original (144), the attacks do way less damage which strongly lengthens the gameplay time. (5) There is no throws or stuns in this game. I am planning to implement it in the future if I have time. Gameplay ------------------------------------------------------------------------- In Character Select, you can choose your character's alternate palette by pressing Space (for Player 1) or numpad 0 (for Player 2). Cancellable normals ------------------------------------------------------------------------- RYU Standing: LP, MP, HP, LK Crouching: LP, MP, HP, LK, MK * Ryu can perform CPS1 chain from crouch light kick to standing heavy punch. SAGAT Standing: LP, MP, LK Crouching: LP, MP, HP, LK, MK Special Thanks ----------------------------------------------------------------------- SuperCombo Wiki --- Hitbox and Frame Data NFG Arcade Fonts --- Texts for the Game Spriters Resource and Sprite Database --- Sprites on

Instructions

Controls: Player 1 Movement: WASD Punches: G H J Kicks: B N M Player 2 Movement: Arrows Punches: 4 5 6 Kicks: 1 2 3 Check Instructions for colours and character move list. Sample combos ------------------------------------------------------------------------- Ryu (1) J.HP --> C.HP --> H.DP/[QCB.MK/HK] (2) C.MP --> C.MK --> QCF.P (3) C.LK --> Close S.HP --> QCF.P (similar to CPS1 chain) (4) S.LP --> S.LK --> QCF.P/QCB.MK Guile (1) J.HK --> Close S.HP --> BF.P (2) J.HK --> C.MP --> DU.K (3) S.MP --> C.MP --> BF.P (4) (Corner Only) C.MP --> Close S.HP --> BF.P --> S.HP Chun-Li (1) Close S.HP --> BF.P (2) C.MP --> C.LP --> DU.K (3) C.MK --> DU.K Sagat (1) J.HP --> S.LP --> S.MP --> DP (2) J.HK --> C.MK --> QCF.P/K (3) (On Jumping opponent only) J.HP --> S.HP/S.HK --> DP (4) C.MK x2 --> QCF.K (5) C.LK --> C.LP --> C.MP --> QCF.K (6) S.MK --> C.MP --> QCF.K M.Bison (1) C.MP --> BF.MP (PsychoCrusher) (2) C.MK --> BF.K (3) C.LP x3 --> BF.LK (4) S.LK x3 --> BF.K (5) J.LP --> J.MP (Similar to J.MP juggle in super turbo)

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