The original was just the same animation as her close double palm strike with a fireball added. I never noticed that.
Which makes it seem weird to me that the let a lot of cool Zangief frames go to waste. In SFII - The World Warrior, Zangief had like 10 different regular grapple moves. Then in the later versions, they switched some around and kept removing others so he has significantly less by SSFII Turbo.Loads of that across 2D street fighter of course, animation frames were really the main workload of those games.
I do have to say though I always felt Capcom were a bit lazy when it came to all the different versions of Street Fighter 2, releasing 95% the same game about half a dozen times.
Which makes it seem weird to me that the let a lot of cool Zangief frames go to waste. In SFII - The World Warrior, Zangief had like 10 different regular grapple moves. Then in the later versions, they switched some around and kept removing others so he has significantly less by SSFII Turbo.
The american arcade version of SSF2T is especially garbage, with input reading AI. It's really not fun to play.Honestly I think he was the worst example of capcom not really dealing with fundamental issues with the game and instead just making it cheaper and cheaper.
People tend to think it was 3D that hurt Street Fighter but I tend to think it was more Capcom burned though a lot of their goodwill, by the time of Super Street Fighter 2 really the game was just so broken and cheap IMHO that casual players gave up on it for stuff like Tekken.
The original was just the same animation as her close double palm strike with a fireball added. I never noticed that.
The american arcade version of SSF2T is especially garbage, with input reading AI. It's really not fun to play.
A lot of the time the AI is just outright cheating with moves like Zangrief's sweep hitting faster or being invincible plus charge moves like Guiles flip kick the CPU pulls off walking forward. Capcom really should have been sorting that shit out but instead they doubled down on it and again I think that turned everyone but the hardcores off.
The sad thing is the games that followed I think did improve quite a bit, by the time of SF3 Third Strike its actually a very balanced game were you can play the CPU without just cheesing it out.
TBF, it wasn't just Capcom at the time. Sega, Namco, Midway, and especially SNK had cheap AI in their games. They were meant to take a bunch of quarters before you can see the endings. SNK was by far the worst. Holy shit.
SNK had a rep for making their bosses very cheap but I don't think the games as a whole were as bad as SF2 were really cheesing out the AI by targeting its weaknesses is the only way to win.
The earlier titles in SNK fighting games were much MUCH worse than any version of SF2. Go try fighting the first opponent in Art of Fighting 2. It's like fighting Rugal. I've never had a problem with the AI in most of Capcom's fighting games (X-Men COTA), but Art of Fighting 2 and Fatal Fury Special? Those were ridiculous.
My memory of those is you could actually play them without a gameplan though, something you can't really do with SF2. you basically need to know the weaknesses of each CPU character to beat them.
SF2 wasnt unreasonable hard but I just don't think it was very fun to play.