Street Fighter II Turbo

Screenshots1 / 2

Two fighting game characters face off in a street-level arena with a chain-link fence backdrop and storefronts visible behind it. The left character wears white and blue clothing in a crouching stance, while the right character in red and white sits in a flower-decorated chair. A horizontal score display spans the top of the screen showing health bars, round number, and time remaining in yellow and red text against a dark background. The sprite artwork displays the characteristic pixel resolution and color palette typical of 16-bit fighting game graphics.

Street Fighter II Turbo

街头霸王2

4.3 (2K)
SNES Fighting 688 plays

Street Fighter II Turbo, developed by Capcom in 1993, is a fighting game where players compete in one-on-one combat using a roster of international fighters. Each character possesses unique special moves executed through joystick and button combinations. The game features a single-player mode where you progress through a series of opponents of increasing difficulty, culminating in battles against powerful boss characters. The control scheme utilizes six buttons (three punches, three kicks of varying strength) alongside the joystick directional input. Combat revolves around mastering block mechanics, timing strikes, and chaining hits into combos. The Turbo version increased the overall game speed compared to the original. Two players can compete against each other in versus mode, testing their fight mechanics knowledge and execution. The game's balance adjustments and faster pace made it a popular competitive title in arcades and home console versions.

Developer
Released
Platform
SNES
Genre
Fighting
Players
2P
Rating
4.3 / 5 (2K)
Last updated

About Street Fighter II Turbo

Street Fighter II Turbo: Hyper Fighting arrived on the SNES in 1993, landing at a point when the console was firmly established as the dominant home system of its generation and fighting games were the genre everyone wanted to own. The original Street Fighter II: The World Warrior had already made a massive splash on SNES in 1992, selling millions of cartridges and proving that arcade-quality brawlers could find a home on Nintendo's hardware. Turbo followed as the SNES port of the arcade update Hyper Fighting, and it raised the stakes considerably: movement and attack speeds were cranked up, all eight original World Warriors gained access to special moves that had previously been exclusive to the four Grand Masters (the CPU-only bosses), and a variable speed dial let players tune the pace of combat from the relatively measured original up to a blistering top setting. Capcom's SNES conversion was handled with notable care — the six-button layout of the dedicated SNES Street Fighter II controller (sold alongside the game) mapped perfectly to the arcade's layout, eliminating the awkward shoulder-button workarounds that had plagued the original port for players using the standard pad. The roster of twelve fighters — Ryu, Ken, Chun-Li, Blanka, Guile, Zangief, Dhalsim, E. Honda, Balrog, Vega, Sagat, and M. Bison — each came with distinct move sets, strengths, and weaknesses that rewarded deep study. Gameplay is structured around best-of-three rounds, with players working through a single-player ladder of CPU opponents culminating in a boss gauntlet, or squaring off directly against a second player in versus mode. The control system relies on precise quarter-circle, half-circle, and charge-motion inputs executed on an eight-directional d-pad, and the SNES hardware reproduced these inputs faithfully enough that execution gaps between the arcade and home versions were minimal by the standards of the era. Combo opportunities, cross-up jump-ins, and throw-tech situations gave the game surprising mechanical depth for players willing to invest time. Turbo also introduced a bonus stage where players smashed a car for points — a crowd-pleasing interlude that broke up the rhythm of the fighter ladder. In its era, the release was treated as a significant event: gaming magazines ran extensive character guides, tip columns, and head-to-head matchup analyses, reflecting how seriously the competitive community took the game even in living-room settings. The SNES version was praised for its faithfulness to the arcade experience and for the quality-of-life improvements over the 1992 port, cementing Capcom's reputation for treating Nintendo's platform as a first-class destination for its flagship franchise.

Pro tips

  • Learn one character's full special move list before branching out — mastery of a single fighter's tools beats shallow knowledge of the whole roster.
  • Use the Speed 3 or 4 setting for competitive versus play; lower speeds are useful for learning inputs but don't reflect the game's intended pacing at higher skill levels.
  • Charge characters like Guile and Blanka require you to hold back or down before executing their specials — practice holding charge while blocking to keep your options open defensively.
  • Cross-up jump-ins (jumping over an opponent so your kick hits their back) are difficult to reverse and set up easy combos; learn the angle for your chosen character.
  • In single-player mode, the CPU reacts to predictable patterns — vary your approach and avoid spamming the same special move repeatedly, as the AI will begin to counter it.

Street Fighter II Turbo Controls — SNES Keyboard Keys

Default keyboard bindings for Street Fighter II Turbo on our in-browser SNES emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
D-Pad Up Move up
D-Pad Down Move down
D-Pad Left Move left
D-Pad Right Move right
X A Primary action (jump / confirm)
Z B Secondary action (attack / cancel)
S X Tertiary action
A Y Quaternary action
Q L Left shoulder
W R Right shoulder
Enter Start Start / Pause
Shift Select Select / Mode

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Street Fighter II Turbo Longplay & Gameplay Videos

Watch a full playthrough of Street Fighter II Turbo on SNES before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Street Fighter II Turbo" SNES longplay 1993

Street Fighter II Turbo Cheat Codes

30 community-curated cheats for Street Fighter II Turbo. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.

  • P1 Inf HP

    CB0A-EDD7+8D0A-ED07+620A-ED67+7D0A-EDA7+D90A-EFD7CB08-EF67+8D08-EFA7+6208-E4D7+7D08-E407+D908-E467CB01-E7D7+8D01-E707+6201-E767+7D01-E7A7+D905-EDD7 +2
  • Allows You To Select Up To 10 Stars Instead Of 4 For Turbo Mode

    ADF1-E40D+F9F1-E46DADF4-EFDD+F9F4-EF0DADFC-E40D+F9FC-E46D
  • Disable Special Moves for Human Players in Game Start Mode

    7E1C83202D35-8DA92D35-8DD9
  • Enable Special Moves Menu in VS Mode

    7E1C8501DD50-7707DD53-7DA7
  • Enable Extra Turbo Speeds

    7E1C8720DDFD-EF0DDDF6-E46D
  • Easier Special Moves[See Notes]

    DD7E-74A0+D671-E460+D65C-ED00+6D7E-8DA0
  • Bug Fix for Turbo Vega's Light Psycho Crusher (makes Light Psycho Crusher chip twice on block)

    65C7-E40A+65C7-E70A+6BC0-ED0A+EFC0-EDAA+65C0-EF0A+2DC0-EF6A+EEC0-EFAA
  • Enable (Unofficial) Turbo Champion (Normal) Mode

    DD53-5767DD56-8FD7
  • Turbo Vega has Champion Edition Vega's (better) Psycho Crusher

    DD54-ED65
  • Fix incorrect damage value (too high) assigned to Dhalsim's Yoga Noogie Grab

    D550-57D1D550-57A1
  • P1 Inf Health

    7E0530B0+7E052FB0
  • P1 No Health

    7E053000+7E052F00
Show 18 more cheats
  • P1 Never Dizzies

    7E05B300
  • P1 Can Perform Special Moves in Mid-Air

    7E05EA00
  • P1 Balrog never loses his Claw

    7E05A800
  • P2 Inf Health

    7E0730B0+7E072FB0
  • P2 No Health

    7E073000+7E072F00
  • P2 Never Dizzies

    7E07B300
  • P2 Can Perform Special Moves in Mid-Air

    7E07EA00
  • P2 Balrog never loses his Claw

    7E07A800
  • Freeze Timer

    7E18F228
  • Game Mode Modifier

    7E00EC00
  • Game Speed Modifier (Turbo Mode only)

    7E00ED00
  • Infinite Health, Player 1

    7E05307F
  • Infinite Time

    DDA5-7F04DD05-7F04
  • Timer Code #1

    3BA2-8F6F
  • Timer Doesn't Countdown

    63A0-7FD4
  • After Round Says Time, CPU Never Counts Your Score

    DFA4-77A7
  • Play 23 Rounds Against 1 World Warrior

    9480-AD6400BB4252
  • Invisible Players

    8E62-87A98ED2-87A9C186DFBF
Play Now

External references

Frequently Asked Questions

When was Street Fighter II Turbo released?

Street Fighter II Turbo was released in 1993 for the SNES.

Who developed Street Fighter II Turbo?

Street Fighter II Turbo was developed by Capcom, available to play in your browser on RetroGameSpace.

How many players does Street Fighter II Turbo support?

Street Fighter II Turbo supports up to 2 players, ideal for couch co-op or competitive sessions on the SNES.

What type of game is Street Fighter II Turbo?

Street Fighter II Turbo is a Fighting game for the SNES, playable instantly in your browser — no downloads, no installs.

How can I play Street Fighter II Turbo for free?

Open this page and click "Play Now" — Street Fighter II Turbo runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Street Fighter II Turbo in the browser?

No. Street Fighter II Turbo streams from a public archive into a browser-side SNES emulator. Nothing is installed on your computer.

Can I save my progress in Street Fighter II Turbo?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original SNES cartridge supported.

Does Street Fighter II Turbo work on mobile devices?

Yes — the SNES emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Street Fighter II Turbo this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Street Fighter II Turbo. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to beat the single-player arcade ladder?

A full single-player run through the arcade ladder takes roughly 30 to 60 minutes depending on difficulty setting and how quickly you defeat each opponent. The game has seven difficulty levels, and higher settings can extend that time significantly due to aggressive and resilient CPU behavior.

Is this worth playing today compared to later Street Fighter II versions?

Yes, particularly for its historical significance and tight controls on SNES hardware. While later versions like Super Street Fighter II Turbo added more characters and refinements, Turbo on SNES remains a clean, responsive experience that holds up well and is the definitive 16-bit home version of Hyper Fighting.

What is the best starting strategy for new players?

Pick Ryu or Ken first — their move sets are straightforward, their fireballs and dragon punch motions teach fundamental Street Fighter inputs, and their balanced stats mean you won't be fighting the character's weaknesses while also learning the game's systems.

Is the multiplayer mode recommended over single-player?

Multiplayer versus is where the game truly shines. Two-player matches expose the depth of the matchup system and character interactions in ways the CPU ladder cannot replicate. If you have a willing opponent, versus mode is the primary reason to keep returning to the game.

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