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.

 
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  • 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.

9 thoughts on “Mobile Capcom Arcade SF2WW Notes

  1. Final Atomic Buster

    Pause the game, then go into Control Settings. Press the TYPE button, until you get TYPE C. That gives you all 6 buttons.

    No cheating necessary.

    CPS1 chains are a pain on a touch screen :(.

  2. Maj Post author

    Armed with newfound medium buttons, i added a couple more observations and removed these two obsolete items:

      • Despite all six buttons being shown on the “How To Play” screen, there are no middle attacks in the control scheme. Guile misses them.

      • Somehow CPU Guile has c.MK during the demo attract sequence. Cheater.

  3. Keiko

    Looks good, i’m going to give it a try if i can.
    When i’m bored @ the university i spent my time playing SFA Mobile…wich is a very crappy game overall, did you play it?

  4. Maj Post author

    Nope, this is the first one i’ve played. I’ve never had a portable game system either, although i vaguely remember playing some GameBoy Spider-Man game a lot. Must have belonged to a cousin or school friend or something.

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