Three Reasons Why Ultra Street Fighter 2 Is A Dead Game

We're calling it now... It's over...

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I love Street Fighter 2. To me, it’s not only one of the most important fighting games to ever be released in history, but it’s one that has lasted far beyond its initial release and has remained fun to play across generations of players. Every iteration of Street Fighter 2, with all of their updates and character additions, has built upon the foundation that was first laid out back in the early 1990s.

However, while the new content for the latest iteration of Capcom’s finest fighting game has managed to squeeze out more of hours of gameplay for some, it has also killed some of the fun from playing it. Here are three main reasons why Ultra Street Fighter 2: The Final Challengers is a dead game.

Very Broken Characters Online

The two “new” characters for this “final” version of Street Fighter 2 are Evil Ryu and Violent Ken. Though palette swaps of the two iconic fighters from the original Street Fighter 2, these two alternate versions of the characters bend and break the mechanics of the game to their will.

Between invincible dragon punches, quick moves, and super damaging and easy-to-do combos, they are incredibly tough to deal with in a match. Fighting them in of itself can be a chore, but it’s not the fact they are included on the roster that has killed the game. What’s a shame is the ability to play as both Violent Ken and Evil Ryu in online Ranked matches and the lack of filters to prevent this in the online settings. Both characters, as well as this game’s version of Akuma, make it very easy to do damaging and game-breaking combos.

While most of the roster is tuned to be balanced to one another for highly competitive matches, these characters arguably are not. A common occurrence is to find many players who do play online only using one of three characters (Evil Ryu, Violent Ken, or Akuma) and constantly abuse their perks. Without the ability to filter this out, you essentially get a very bland and one-sided game online, with many opting to boost their rankings using only these unbalanced characters.

No Battle Lobbies

In a very confusing turn of events, Capcom never implemented lobbies that allow for multiple players online. Unlike in Street Fighter V (and Marvel vs. Capcom: Infinite), you’re only allowed to make lobbies in Casual matches that are strictly 1 vs. 1 with a match limitation. This is a huge disappointment for people that want to play online with multiple players in a King of the Hill style lobby. Instead, everyone has to settle with a very archaic online system that hasn’t been given enough attention.

This should’ve been something easy for Capcom to look into for one of their biggest releases ever. Many of the other recent fighting games to come from the publisher have done this since the previous console generation. And unlike many of those games, Street Fighter 2 is not a highly complicated game in comparison. This could be partially due to the Nintendo Switch’s online capabilities at the current moment (prior to Nintendo Network update), but it’s a confusing omission none the less.

Miniscule Extra Content

Street Fighter 2 is an old game, and Ultra Street Fighter 2 doesn’t do much to fundamentally change that. However, the extra content outside of local and online multiplayer is minuscule at best. The Gallery with the game shows images and concept art from the out of print Street Fighter anthology book originally released in Japan, but that’s it. No section for endings in the Arcade mode, no additional extra content for completing Extra Battle Mode, and no other noteworthy content to make the game feel like a special release. What you get is very shallow and uninteresting beyond the initial charm.

The Color Edit mode is a nice touch that allows you to have custom palettes of your favorite characters, but its design is inheritably flawed. You can only store one custom edit for the character select screen, despite having more than thirteen slots for custom color edits for a single character. This could have been a quality-of-life change that would’ve gone a long way, especially if it didn’t require so much effort switching between your edits before playing. But as it stands, it feels like not a lot of thought went beyond the surface level concept of having additional colors.

Do you agree or disagree with us? Got a different perspective on everything? Have some thoughts about the Street Fighter series or Capcom you want to share with everyone? Leave us a comment down below and let your voice be heard!

About The Author
Jakejames Lugo Senior Editor
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