Ultra Street Fighter II
On the 26th of May 2017, Ultra Street Fighter II: The Final Challengers launched on the Nintendo Switch. This release marked a specific moment in video game history as Capcom celebrated thirty years of its flagship fighting series. The game arrived not as a new creation but as an updated version of Super Street Fighter II Turbo from 1994. It served as a bridge between the arcade era and modern handheld gaming. Players could choose between two distinct visual styles during their first session. One style preserved the original pixel art in a 4:3 aspect ratio while the other offered high-definition graphics in widescreen format. The audio also shifted based on player preference to match either the classic arcade soundtrack or remixed music with Japanese voices from later titles. A hidden character named Evil Ryu appeared briefly in the game's intro sequence alongside standard fighters.
In the Suzaku Castle stage, Evil Ryu stands opposite Violent Ken for a battle that never occurred in the original 1991 roster. Evil Ryu represents a version of protagonist Ryu who has succumbed to the evil power known as Satsui no Hado since his appearance in 1996's Street Fighter Alpha 2. He fights with dark energy that glows around his fists. Violent Ken makes his official debut within this title after previously appearing only in SNK vs. Capcom: SVC Chaos. This version of Ken Masters is brainwashed by M. Bison and utilizes Psycho Powers instead of his usual fire-based attacks. Akuma appears as a regular selectable fighter while his Shin Akuma form remains a secret boss accessible only through specific input codes on the character select screen. Nineteen standard characters join these two new additions to create a total roster of twenty-one playable options including local play restrictions for certain forms.
The visual presentation shifts between two distinct modes depending on player selection during gameplay setup. The Classic mode displays pixel art graphics exactly as they appeared in the original arcade cabinet using a 4:3 aspect ratio. The New Generation mode features updated high-definition artwork produced by Udon Entertainment similar to the 2008 Super Street Fighter II Turbo HD Remix. Audio choices mirror this duality with players able to toggle between the original arcade soundtrack or newly remixed music paired with Japanese voices from the Street Fighter IV series. A gallery mode contains over 1400 illustrations sourced directly from the SF20: The Art of Street Fighter book. Players can listen to stage music for each fighter while browsing these images in either modern or classic-styled audio formats. Color Edit mode allows users to create custom palettes for all nineteen fighters and store up to ten variations per character for use in Arcade Mode or online battles.
Development began in early 2017 with a team composed of both veteran employees and younger staff members who had worked on recent titles like Street Fighter V. By the 14th of February 2017, the project reached fifty percent completion status before its final release date. Series producer Yoshinori Ono stated that the goal was to return to their roots rather than overhaul the entire experience. Capcom chose to include two graphical styles so older fans could feel nostalgia while new audiences appreciated the updated art. The high-definition graphics were produced by Udon Entertainment under contract for this specific anniversary celebration. The development team avoided major balance changes to preserve the feeling of a 1990s fighting game despite re-tuning some questionable aspects. No plans existed to release the title on any console other than Nintendo Switch following the last Street Fighter entry on a Nintendo system in 2011.
Critics gave mixed-to-positive reviews regarding the forty-dollar retail price point for what many viewed as an updated port of a much cheaper predecessor. IGN concluded that despite being the most complete version available, the specific additions did not excite them enough to justify the cost. The Way of the Hado mode faced criticism for poorly implemented motion controls that confused attack inputs with other commands. Reviewers also pointed out issues with the Joy-Con D-Pad and analog stick controls suggesting players spend an extra seventy dollars for a Pro Controller. Despite these complaints the game reached number eight in the UK sales chart and number three in both Japan and New Zealand. By August 2017 Takashi Mochizuki reported sales exceeding four hundred fifty thousand copies surpassing Capcom's initial expectations. Total sales eventually crossed five hundred thousand units across global markets including Australia where it ranked second behind Minecraft on the US eShop.
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Common questions
When did Ultra Street Fighter II launch on the Nintendo Switch?
Ultra Street Fighter II launched on the 26th of May 2017. This release marked thirty years since Capcom began its flagship fighting series.
Who created the high-definition graphics for Ultra Street Fighter II?
Udon Entertainment produced the updated high-definition artwork under contract for this anniversary celebration. The Classic mode retains original pixel art while New Generation mode features their modern designs.
What is Evil Ryu in Ultra Street Fighter II and when did he first appear?
Evil Ryu represents a version of protagonist Ryu who has succumbed to the evil power known as Satsui no Hado since his appearance in 1996's Street Fighter Alpha 2. He appears briefly in the game's intro sequence alongside standard fighters.
How many playable characters are available in Ultra Street Fighter II?
Nineteen standard characters join two new additions to create a total roster of twenty-one playable options. Akuma serves as a regular selectable fighter while Shin Akuma remains a secret boss accessible only through specific input codes.
Why did critics criticize the Joy-Con controls in Ultra Street Fighter II?
Reviewers pointed out issues with the Joy-Con D-Pad and analog stick controls suggesting players spend an extra seventy dollars for a Pro Controller. The Way of the Hado mode faced criticism for poorly implemented motion controls that confused attack inputs with other commands.