Mobile Capcom Arcade SF2WW Notes
I got the chance to play the iPhone version of Street Fighter II: The World Warrior and i have to say, it’s surprisingly good. Of course it’s nowhere near arcade-perfect, but Capcom Mobile did get a lot of details right. It’s not too hard to adapt to the touchscreen controls, although the ceiling is pretty low – nobody’s going to bust out TZW combos on the bus anytime soon.
Anyway, here are few minor things i happened to notice:
• There are no middle attacks in the default control scheme, but it turns out you can change the button layout via “Control Settings” in the Pause menu.
• In the Help menu, all the special moves have weird names. Oldschool reference?
• Each character has a predetermined “Shortcut” macro assigned to the SP button. Charge characters actually charge for two seconds and then perform the special move, making it utterly useless for all practical purposes.
• Button mash macros simply turbo-fire the designated attack for about a second. In Blanka’s case, he whiffs a jab and then performs LP Thunder Storm. If the jab connects, the command executes fast enough to cancel the jab.
• CPS1 chains work. Shotos still randomly throw out red fireballs.
• Guile’s Somersault Kick skips the kick animation and instantly displays the flash frame for the entire active duration. It still has no landing recovery, true to its original WW form.
• Guile can cancel any normal attack into Somersault Kick – even c.HP, s.HK, c.HK, and F+HK.
• Guile’s F+MP throw still sets up a free Sonic Boom if you simply hold F and press P after he recovers. However, performing a Somersault Kick immediately after Guile’s MP throw causes the Flash Kick to come out facing backwards – instead of initiating the Free Flash Kick Glitch.
• Guile’s air throw damage seems to be randomized. His F+HP air throw inflicts almost no damage sometimes.
• Blanka still has that weird WW-only s.HP double-spin attack and close s.HK sweep.
• In arcade SF2WW, performing Blanka’s Rolling Attack midscreen over a knocked-down opponent would make him bounce back immediately upon reaching the body. In this version, Blanka passes over the opponent and keeps rolling for about a character length before rebounding – creating a nasty crossup combo setup.
• Blanka’s Rolling Attack still has counterhit vulnerability.
• Zangief seems to have lost his weird c.LK -> c.LP chain.
• Zangief’s Shortcut move is the Screw Pile-Driver. One-button SPD is buff, especially when the “whiff animation” is a standing jab. The macro itself is kind of slow, but it helps that Gief starts by taking a big step forward.
• Honda’s Hundred-Hand Slap and Chun Li’s Hundred-Food Kick have no discernable impact freeze, even though they still cause pushback on block.
• Crouch blocking under Shoto Cyclone Kick keeps you facing the same direction, even allowing you to perform a backwards attack. This happened in the arcade version too.
• CPU Zangief and Honda were able to escape Blanka’s F+HP throw without taking damage.
• The procedure to establish the Ryu vs CPU Ryu mirror match doesn’t work because there’s no way to continue as the 2nd Player.