Super Street Fighter II EX (Enhanced version)

strygo

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Download and instructions at arcadepatches.com
Current version: rc6 (October 9, 2026)​

Super Turbo is the version competitive players swear by, but it left things behind. The bonus stages from Super Street Fighter II were gone. Shin Akuma was a hidden boss you had to earn, and Ten Akuma only turned up years later at home. Tournament Battle, the eight-player linked-cabinet mode, stayed with the earlier Super Street Fighter II.

EX puts it all together on the arcade game. Underneath, it's still Japan's Super Turbo: the existing fighters play exactly as they do in Japan.

What's in it​

  • Akuma's own cell on the select screen, with a random-select roulette opposite him. Shin Akuma and Ten Akuma are picked from it, and the original Ryu codes still work.
  • Ten Akuma, with his Super gauge and the Raging Demon, finished with the 天 as in the Dreamcast version.
  • The bonus stages from Super Street Fighter II are back in one-player games: the car after three fights, the barrels after six and the oil drums after nine. They run at the selected Turbo speed.
  • Tournament Battle. With the link adapter, eight players play three matches across linked cabinets. Without it, the game plays normally.
  • More colors. Every fighter gets two more, and Akuma and Shin Akuma each get eleven classic colors from Ultra Street Fighter II. Portraits on the VS screen and in the fight follow the color you picked, mirror matches included.
  • EX CONFIGURATION in the operator menu: Japanese or international names; Original, 30th Anniversary Collection or Ultra Street Fighter II stage artwork; and the bonus stages on or off.
  • A new title screen with an EX mark, modern move names, and Free Play in the Japanese build too.
  • Two builds. The USA build carries all of Grand Master Challenge's English, and the Japan build keeps the Japanese.

  • On Akuma's cell (or Ryu's), hold Start and press three kicks for Shin Akuma, or MP, HP, MK and HK together for Ten Akuma. Hold Start and press three punches for Akuma.
  • Akuma's colors: three punches or three kicks, any single button, or LP+LK, MP+MK or HP+HK. LP+HK keeps the EX blue.
  • Shin Akuma's colors: pick Shin on Akuma's cell, let go of every button, then press one of the same buttons before the select screen moves on.
  • Everyone else's two new colors: pick with two punches or two kicks. Hold Start as well for the Old version in those colors.

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Akuma has his own cell, with a random-select roulette opposite him.

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Ten Akuma's Raging Demon finish, with the 天 as in the Dreamcast version.

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The car is back, along with the barrels and the oil drums.

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Link cabinets and the title turns into The Tournament Battle.​

New in rc6​

  • A third ARTWORK choice, ULTRA SF2, uses Ultra Street Fighter II's stage art: its runway emblem and a gold can on Guile's stage, Chun-Li's storefront without its signs, a red sun on E. Honda's bathhouse mural and a plain floor on Zangief's stage, with the 30th Anniversary Hong Kong flag.
  • The 30th Anniversary art now shows Guile's runway emblem with red wings, as in the collection.
  • Saved rc5 settings carry over.
Both builds have new checksums, so rebuild them with the rc6 kit. Earlier versions are listed on the changelog.

Getting it running​

  • You need your own Super Street Fighter II X (Japan 940311) set, ssf2xj, merged, split or non-merged, as a .zip, a .7z or a folder. No game data is hosted.
  • The IPS kit builds both the USA and Japan versions from it, using the same ROM files as the Japanese set. They run in MAME and HBMAME and on MiSTer.
  • On MiSTer, the MRA kit adds Super Street Fighter II EX (USA) and (Japan) under _Arcade/_Arcade Patches/_Enhanced Versions.
  • MAME reports checksum warnings for the patched files. That's expected, and the game plays normally.
Full instructions are on the project page.

Credits​

Akuma's colored portraits are Tyrone's art from Super Street Fighter II Turbo: New Legacy. The Tournament Battle link code comes from originalgrego's SSF2X Tournament Battle restoration. The bonus stages are adapted from Capcom's Super Street Fighter II, and Ten Akuma's move timing and finish come from the Dreamcast version.

This is a release candidate. Bug reports and suggestions are welcome right here. Tell me which build you ran and what you saw. If anyone has a link setup, I'd love to hear how Tournament Battle goes on real cabinets.

Fan work, unaffiliated with Capcom.
 
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Hm, followed the guide on there and none of my zips will load in mame or batocera.

edit: but thanks for the work! It looks great. Hope I can get it going.
 
I tried it in an older version of mame, but also I installed the newest one today and tried it. Both times I got this:

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I also tried it in Batocera (retrobat) but only for a quick second, I didnt try different emulators that are selectable. I had to bounce.
 
I tried it in an older version of mame, but also I installed the newest one today and tried it. Both times I got this:
The checksum errors are to be expected, since they are modified. If you use hbmame (once this update is added), you won't see those. Pressing any key should dismiss that.

It looks like you might be missing the QSound ROM (qsound.zip) - if you get that, I think you should be in good shape.
 
The checksum errors are to be expected, since they are modified. If you use hbmame (once this update is added), you won't see those. Pressing any key should dismiss that.

It looks like you might be missing the QSound ROM (qsound.zip) - if you get that, I think you should be in good shape.
yeah looks like the qsound rom was indeed missing. I downloaded it and added it to the archive (and just for gits and shiggles added qsound.zip to the ROMs folder) and now that notice is gone, but the rest of the errors appear and the game doesnt load.

I gotta be doing something wrong. I found ssf2xj.zip on 'the webz' (thought I had it, i didnt). Maybe the files are different or something.
 
yeah looks like the qsound rom was indeed missing. I downloaded it and added it to the archive (and just for gits and shiggles added qsound.zip to the ROMs folder) and now that notice is gone, but the rest of the errors appear and the game doesnt load.

I gotta be doing something wrong. I found ssf2xj.zip on 'the webz' (thought I had it, i didnt). Maybe the files are different or something.
Do you see a different error now?
 
OK first of all - how did you know Im on linux? lol

Second, yeah that loaded just fine. WTF. I was just opening mame with

mame

it brings up the "DOS" GUI, but pops that error. So clearly the ROM works. Lemme try it again with Batocera.
 
rc6 is out. EX CONFIGURATION has a third ARTWORK choice, ULTRA SF2, with Ultra Street Fighter II's stage art. That's its runway emblem and a gold can on Guile's stage, Chun-Li's storefront without its signs, a red sun on E. Honda's bathhouse mural and a plain floor on Zangief's stage. The 30th Anniversary art also gets the red-winged runway emblem from the collection. Your saved settings carry over, but both builds have new checksums, so rebuild them with the rc6 kit. The first post is updated.

Link: arcadepatches.com/ssf2-ex
 
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