Home > Impressions, Technical > Mobile Capcom Arcade SF2WW Notes

Mobile Capcom Arcade SF2WW Notes

December 25th, 2010 Leave a comment Go to comments

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.

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  1. Final Atomic Buster
    December 25th, 2010 at 23:23 | #1

    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. Final Atomic Buster
    December 25th, 2010 at 23:24 | #2

    Oh, Guile can cancel a Flash Kick from his c.MK too.

  3. December 25th, 2010 at 23:47 | #3

    Why would Capcom hide low forward from me? That’s messed up!

  4. Rollie
    December 26th, 2010 at 03:19 | #4

    Special cancellable low forward? I think I need to buy this.

  5. December 27th, 2010 at 04:03 | #5

    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.

  6. December 28th, 2010 at 06:48 | #6

    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?

  7. December 29th, 2010 at 00:03 | #7

    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.

  8. January 7th, 2011 at 15:51 | #8

    Haha “Hundred-food kick”

  9. February 8th, 2011 at 12:43 | #9

    jamheald :
    Haha “Hundred-food kick”

    inb4 fire from my hands

  1. December 26th, 2010 at 13:04 | #1
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