Ultra Street Fighter II (Arcade backport)

strygo

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title_us.png

Download and instructions at arcadepatches.com
Current version: rc1 (October 16, 2026)​

The Street Fighter movie comes out today, and this is how I'm marking it: Ultra Street Fighter II: The Final Challengers, running as a CPS-2 game.

Ultra is the 2017 Nintendo Switch edition of Super Street Fighter II Turbo, and it never had an arcade release. This backport rebuilds it for CPS-2. Akuma has his own select cell, and Evil Ryu and Violent Ken join the original sixteen fighters with their Ultra moves, colors and endings. Shin Akuma stays hidden, for twenty fighters in all.

What's in it​

  • Twenty fighters. Akuma on his own select cell, Evil Ryu and Violent Ken, and the hidden Shin Akuma.
  • Ultra's colors for the new fighters, chosen on a color select screen.
  • Stage select. Sixteen stages and Random to choose from after you pick a fighter.
  • Ultra's presentation: the Ultra title and intro, and ULTRA on the VS, Continue and Game Over screens.
  • The Switch edition's sound: its sound effects in every build, and its arranged music on MiSTer. The ULTRA CONFIGURATION page in Test Mode switches the sound effects and, on MiSTer, the music between MODERN and CLASSIC.
  • Two builds. USA in English and Japan in Japanese.

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Evil Ryu in the intro.

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Evil Ryu on the select screen.

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Evil Ryu's ending.​

Getting it running​

  • You need your own Nintendo Switch game files: the USA base game of Ultra Street Fighter II for the USA set and the Japanese base game for the Japan set, plus your own Switch prod.keys.
  • You also need your own arcade ssf2xj set (with its parent ssf2t if yours is a split set) and the QSound firmware. No game data is hosted.
  • The kit opens your Switch game files with your own keys, combines them with the arcade set, and writes out the finished sets: usf2t4 and usf2j4 (4 MB, for MAME), usf2t8 and usf2j8 (8 MB, for HBMAME and MiSTer), the MiSTer files and the music pack. It needs Python 3.10 or newer, git, CMake and a C/C++ compiler.
  • On MiSTer, copy the contents of the kit's out/mister/ folder to the root of your SD card. It holds the CPS+ core, the sets, the music pack and one launcher per region under _Arcade/_Arcade Patches/_Restorations (Japan in its _Japan subfolder). You need a 128 MB SDRAM module, and each game image is about 92 MB, so it takes longer to load than the original game.
  • MAME and HBMAME need the kit's set definitions compiled in, because the stock emulators don't know these sets. The kit includes an installer for them.
Full instructions are on the project page.

This is a release candidate. Bug reports and suggestions are welcome right here. Tell me which build you ran and what you saw.

Fan work, unaffiliated with Capcom.
 
Thanks for making this one happen, @strygo !

Seeing Ultra Street Fighter II running as an arcade game is honestly a dream come true for me. I always wished something like this existed, and seeing it brought to CPS-2/CPS+ is amazing.

Really impressive work. Thank you for making it a reality!

Bye!
 
Hello strygo you're doing an impressive job ! is it possible to make a port of the X68000 super street fighter 2 music, same for 3do's SSF2X ? I'd love to sse these things happening on the cps2 as they have some nice tunes, at least the option to choose the soundtrack would be awesome
 
Hello strygo you're doing an impressive job ! is it possible to make a port of the X68000 super street fighter 2 music, same for 3do's SSF2X ? I'd love to sse these things happening on the cps2 as they have some nice tunes, at least the option to choose the soundtrack would be awesome
Good news! I've built something that lets you do exactly this. Details are here. You'll use your source audio to generate packs that enable their playback with the arcade game. Let me know if you run into any issues!
 
Love the idea of this one but finding the components is proving tricky, can't find a decent dump of USF2 and don't have a modded switch to dump the keys sadly.
 
Hi @strygo !

I managed to get your Ultra Street Fighter II backport running in FBNeo using the MAME ROMs and ROMDATA, with hsf2 as the base driver. Both versions boot and are playable!

So far I've noticed a couple of graphical issues: there's a strange ghosting effect during the intro when Ryu throws the Hadoken, and some flickering on the title screen. Since I'm running it through FBNeo/ROMDATA rather than one of the officially supported configurations, these could very well be FBNeo-related.

I also noticed that the Japanese version still says “USA” at the bottom of the title screen. That's more of a small improvement/detail than an actual bug.

Just wanted to share the results with you. It's really cool to see USF2 running in FBNeo too!

Bye

EDIT: One more small wish for a future update: I hope you can add an option to use the classic sound effects someday.

EDIT 2: I got another report from a user on a different forum:

“One thing I’ve noticed—though I’m not sure if it’s an FBNeo issue or a bug in this specific version—is that when Violent Ken performs his Rasetsu Kyaku (teleport), the animation breaks instead of playing correctly.”

I haven't verified this one myself yet, but I thought I'd pass it along in case it's useful.
 

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They should run easily, we just need someone to convert them to the multi format. I guess that all files remain as in the version it was based on except the peogram rom
 
Tested this a bit last night and here's what I found.

Violent Ken's already reported dash
Violent Ken's super did not consume meter
Evil Ryu and Violent Ken's supers do not trigger the starburst
Evil Ryu's horseriding stance always faces the wrong way
 
Tested this a bit last night and here's what I found.

Violent Ken's already reported dash
Violent Ken's super did not consume meter
Evil Ryu and Violent Ken's supers do not trigger the starburst
Evil Ryu's horseriding stance always faces the wrong way
I'm working on a new build that address game play issues. I'll make sure these are addressed in that. Thank you!
 
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