Street Fighter II - dperry analysis

Written: December 2, 2025 at 12:57 AM
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INTRO

  • What impressed you?
    • Glad there was a difficulty option (32:17, 32:30 "by the way I'm glad there was a difficulty option").
    • (Missing information on ease of navigation of options, introduction/story, or getting in the mood before control - no mentions of menus beyond difficulty or initial setup beyond starting fights.)
  • What would you change?
    • Apologize for not being pure (1:01 "I apologize for not being pure" due to SNES port instead of arcade/MAME).
    • (Missing other changes - player expresses terror but no specific intro changes.)
  • How could it be better?
    • (Missing information - no suggestions on intro improvements.)

GETTING GOING

  • What impressed you?
    • Difficulty option allows thinking and learning (32:36 "give me time to think about what actually happening", 32:43 "even difficulty zero is seems to be the one that I kind of need to pay attention").
    • Methodical approach to deconstruct controls in slower environment (41:10 "this game definitely has taken a methodical approach to start to deconstruct my controls in a slower environment where I can actually do so").
  • What would you change?
    • Steep learning curve for noob (0:24 "I am I'm a fighting game Noob", 1:07 "I'm kind of kind of terrified", 3:35 "I'm just going to Button Mash for a little bit until I figure out", 5:19 "lot of trial and error as I figure out").
    • No quality of life like double tap to run (2:48 "stick I want to like double tap to run", 2:59 "a lot of the quality of life features and things like that were not added in this game").
    • Not intuitive at start (3:11 "fing with AIO", theoretical knowledge but no game knowledge 1:48).
  • How could it be better?
    • Add combos explanation (3:11 "this game is super combo heavy don't know what those combos").
    • Better feedback on goals/controls (19:00 "you don't really control the direction with your stick in this game that just controls movement", 21:10 "how do you break out of that", 1:21:10 "I wish I wish I understood how the controls worked better reverse engineering them is not working").

FUN

  • What impressed you?
    • Intense and fast (1:05:00 "very very close it's either me or he", 1:05:07 "you really don't get too much time in each one of these rounds it's just like fast and intense").
    • Getting better feels good (58:18 "I can feel myself getting better which is nice", 1:42:32 "bit by bit I can feel myself just getting a little bit better", 1:51:34 "holy crap this game is a lot of fun").
    • Excited wins/noises (9:31 "hey I won a thing actually tried to win that one and I and then I did that's surprising", 16:09 "I'm kicking butt way more with E Honda", 1:04:54 "woo yeah man", 1:07:14 "nice yes").
  • What would you change?
    • Stressful losses (16:54 "jeez I just got absolutely manhandled", 22:47 "absolutely getting Bodied", many "come on" e.g. 1:03:48, 1:05:43).
    • Short fights but button mashing at start (3:35 button mash, 29:18 "these fights are very very short").
  • How could it be better?
    • Less daydreaming risk (1:16:49 "I started kind of daydreaming thinking about work for a second and I absolutely abolutely lost track this is a fully conscious game").
    • More like Smash dancing (1:05:07 "I'm so used to the Smash Brothers model where you can kind of dance around each other").

VISUALS

  • What impressed you?
    • Parallax background shift (38:39 "ground Tech and the background Tech to have the perspective shift is pretty cool they really don't need mode seven for that do they I mean that's just a parallax thing that you could just have slices that shift", 21:47 "it's probably not actually mode seven").
    • Destructible environments (39:53 "you destructible environments that's nice nice").
    • Japan-centric world map (30:44 "I love how the world is Japan Centric instead the United States Centric it's pretty great Pacific is in the middle").
    • Punching car (43:02 "beating the crap out of a car be honest this is a new one I've never never punched a card pieces before").
  • What would you change?
    • (Missing information - no complaints.)
  • How could it be better?
    • (Missing information - no suggestions.)

INTELLIGENCE

  • What impressed you?
    • Gets harder on higher difficulty (50:52 "this guy is significantly harder", 51:33 "why don't you try the harder difficulty level").
    • AI fights differently by round/lead (1:30:21 "what if there's logic in these games to have them fight differently first and second rounds and whether they're in the lead or behind").
    • Aware and punishing (50:59 "once you gain an advantage it is easier to keep the advantage conversely I guess that would mean that it's harder to gain the advantage where you at a disadvantage").
    • Recovery/vulnerability times (1:31:40 "I read him when he jumped at me I was waiting for him cuz I wasn't in some vulnerable position that seems to be a thing as well as some attacks put you make you more vulnerable than others there's like recovery time").
  • What would you change?
    • Unforgiving (28:19 "absolutely unforgiving").
    • Hard to read timings (1:14:24 "how does he time the kicks his stuff so well when I try to do the same thing and then I miss").
  • How could it be better?
    • (Missing information - no specific AI changes.)

IMMERSION

  • What impressed you?
    • Fully conscious/engaging (1:16:49 "this is a fully conscious game").
    • Time pressure intense (1:05:19 "10 seconds to beat the Poo at each other and 10 seconds of Glory").
    • Getting better progress (1:42:40 "micro bit at a time", 1:43:04 "gotten over the initial barrier now I'm at just steady progress").
  • What would you change?
    • High barrier of entry (1:42:50 "that barrier of Entry is really high").
    • Responding to game not freedom (1:05:13 "navigating the environment and stuff but this is just like", implies less freedom than Smash).
    • Daydreaming breaks (1:16:49).
  • How could it be better?
    • Lower initial barrier then plateau (1:42:50 "and then after that can you get past that plau I'm definitely not up that plau yet").

CAMERAS

  • What impressed you?
    • (Missing information - no mentions.)
  • What would you change?
    • (Missing information - no camera problems noted.)
  • How could it be better?
    • (Missing information - no suggestions.)

CONTROLS

  • What impressed you?
    • Block by holding back (8:42 "seems I can also hold backwards away from the character to block that's cool").
    • Learning punches/kicks distinct (33:54 "focusing on only doing punches", 43:31 "kicks have a longer range and they're a little slower maybe... more power", 1:15:19 "one thing that Rio doesn't seem to have a perfect mapping of low mid high kicks and punches Gs are closer").
    • Grabs working when intentional (1:38:34 "that was the first time I actively tried to Grapple someone and grabbed them so I think I figured it out", 1:36:02 "I don't really strategically use block that might be how I throw now they think about it if I push backwards").
    • Mistakes own fault as improving (58:18 "getting better", 1:09:21 implies progress).
  • What would you change?
    • Frustrating/not full control (1:09:21 "still not full in control of my body", 20:43 "how do you break out of that").
    • Unintentional inputs (33:15 "right now I'm just focusing on controlling what I actually push and pushing what I mean to").
    • No run (2:48), jumps confuse (1:10:48 "I find myself jumping just to like confuse him but I feel like I'm not using jump appropriately").
    • Throws context unclear (34:31 "seems like the mid punch will also throw him but I'm not sure what context").
    • Smash habits (48:51 "I trained by my Smash Brothers experience to push up to to attack up").
  • How could it be better?
    • Reverse engineering hard (1:21:10 "reverse engineering them is not working as well as I'd like").
    • Interface good implied (health/timer used 10:36, 1:08:10).

IDEAS

  • What impressed you?
    • Character variety/strategies (16:09 "kicking butt way more with E Honda", 24:29 "he's got a really long extended reach so my strategy... stay for the back", 1:13:20 "learn from the different enemies").
    • Difficulty scaling (41:47 "now that I've gotten a little bit more Focus the next thing I should do is up the difficulty").
    • Hooks like mastery/perpetual improvement (1:52:29 "Perpetual Mastery and getting better and and not being able to perform as high as you can think", 1:52:37 "pitted against real people one at a time").
    • Customize char/diff (choose chars e.g. 7:28 "try a couple of different characters", diff levels).
  • What would you change?
    • (Missing information - no changes to ideas.)
  • How could it be better?
    • (Missing information - no suggestions.)

MEMORY

  • What impressed you?
    • Wants more play (1:51:41 "holy crap this game is a lot of fun", 1:52:02 "Street Fighter 2 definitely goes on the list and I understand why").
    • Appeal of one-on-one mastery (1:52:29 "I can understand the appeal of of just that Perpetual Mastery... being pitted against real people one at a time um that one-on-one just no it's not an environmental thing", 1:52:51 "this genre of fighter game has continued to exist").
  • What would you change?
    • (Missing information - positive close.)
  • How could it be better?
    • More research context (1:51:49 "I will need to do more research into what um what the fighting game landscape was like before this").
  • High-point (50 words): Holy crap fun, perpetual mastery, getting better, one-on-one competition, kicked off golden age arcades/fighting era (1:51:34-1:52:07).