It was 1991 when the world first saw Chun-Li. Since then, Capcom has milked Street Fighter II more than almost any other game in history. We've had Champion Edition, Hyper Fighting, Super, and Super Turbo. Then, out of nowhere in 2017, Capcom decided the Nintendo Switch needed its own definitive version. They called it Ultra Street Fighter II The Final Challengers.
Honestly? It's a weird game.
On one hand, it’s the most feature-complete version of the foundational fighting game. On the other, it’s a bizarre time capsule that mixes high-definition art with mechanics that feel decades old. Some people love it for the nostalgia trip. Hardcore tournament grinders? They usually stick to Super Street Fighter II Turbo on arcade hardware or the 30th Anniversary Collection. But if you're looking for the most "modern" way to play a 30-year-old classic, this is basically it.
The Evil Ryu and Violent Ken Problem
The biggest selling point—and the biggest point of contention—is the addition of two "new" characters. I put that in quotes because they aren't exactly original designs. You get Evil Ryu and Violent Ken.
Evil Ryu has been around since the Alpha series, but seeing him in the SFII engine is a trip. He's basically a glass cannon. He hits like a truck, has a teleport, and can pull off the Raging Demon (Shun Goku Satsu). But he dies fast. If you miss a DP, you're losing a third of your life bar.
Then there’s Violent Ken.
This version of Ken comes from the SNK vs. Capcom crossover. He has a unique dash called the "Rashura" that lets him phase through projectiles and close gaps instantly. In a game as slow and deliberate as Street Fighter II, giving a character a command dash is kind of insane. It breaks the traditional fireball-uppercut rhythm that has defined the series since the Bush administration. Most high-level players find them incredibly annoying to fight against because they simply don't fit the original game's balance.
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Why the Graphics Matter (And Why They Don't)
When you boot up Ultra Street Fighter II The Final Challengers, you’re greeted by the UDON Entertainment art style. This is the same "HD Remix" look we saw back on the Xbox 360 and PS3. It’s... polarizing. Some folks find the clean lines and comic-book aesthetic a bit "Flash game-y."
But here is the cool part. You can toggle it.
You can go back to the classic pixel art at any time. However, there’s a catch that annoys purists: even if you use the old graphics, the aspect ratio stays 16:9 unless you mess with specific settings, and the sound is updated. You can choose "Classic" or "New" audio. The new audio features high-fidelity remixes, but there is something about that crunchy, 16-bit "HADOUKEN!" that just feels right.
The game also includes a "Color Editor." It sounds like a minor thing, but you'll spend way too much time making Zangief look like the Incredible Hulk or turning Blanka into a neon pink nightmare. It’s a level of customization the original arcade boards obviously never had.
Way of the Hado is a Total Mess
Let’s talk about the elephant in the room. Capcom decided to add a first-person motion control mode called "Way of the Hado." You hold the Joy-Cons and make punching motions to throw fireballs at Shadaloo soldiers.
It's bad.
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It’s jittery, the motion recognition is hit-or-miss, and it feels like a tech demo from 2006 that got lost in a drawer. It’s one of those things you try once to show a friend, laugh for three minutes, and then never touch again. It’s a shame because the idea of being Ryu is cool, but the execution is just not there. It feels like filler added to justify the $40 price tag at launch.
The Grappler's Nightmare: Technical Changes
If you're coming from Super Turbo, you’ll notice things feel a bit different. One of the most significant changes in Ultra Street Fighter II The Final Challengers is the addition of Throw Escapes.
In the original SFII, if someone grabbed you, you took the damage. Period. You could "soften" the throw to take less damage, but you were going for a ride. In Ultra, you can actually tech throws. This fundamentally changes the "tick throw" meta. If you're a Zangief main, life just got a lot harder.
They also fixed some of the more egregious "old" glitches. You can't perform some of the game-breaking combos that existed in the 90s. While this makes the game "fairer," it also strips away some of the flavor that made the competitive scene so wild. It's a sanitized version of a gritty arcade classic.
Buddy Battle and Online Play
The "Buddy Battle" mode is actually pretty fun. It’s a 2-on-1 mode where you and a friend can gang up on a CPU opponent (or vice versa). It’s chaotic and absolutely not balanced, but it’s a great couch co-op experience. It reminds me of the hidden Dramatic Battle mode from Street Fighter Alpha.
As for the online? It uses delay-based netcode.
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In 2026, we've been spoiled by rollback netcode in games like Street Fighter 6 or Guilty Gear Strive. Playing Ultra Street Fighter II The Final Challengers online can be a stuttery mess if you aren't playing someone in your own backyard. If you're planning on grinding the ranked ladder, get a USB Ethernet adapter for your Switch. Seriously. Playing fighting games on Wi-Fi is a sin, and this game’s netcode will punish you for it.
Is It Worth It?
People often ask if they should buy this or the 30th Anniversary Collection.
If you want the "pure" arcade experience with multiple games, get the Anniversary Collection. But if you want a version of Street Fighter II that feels like a standalone "modern" console game with a training mode, character endings in high res, and those weird extra characters, then Ultra is the move.
It’s the final evolution of a game that refused to die. It’s not perfect. It’s got some weird design choices. But at its core, it’s still Street Fighter II. The fundamentals of spacing, footsies, and zoning are all there. It’s the game that taught us how to play fighting games, just with a fresh coat of paint and some questionable motion controls.
How to Get the Most Out of Ultra Street Fighter II
If you’re picking this up today, don't just jump into Ranked and get frustrated by laggy Ryus.
- Use a Pro Controller or Arcade Stick: The Joy-Con D-pad (or lack thereof) is miserable for quarter-circle inputs. You will drop your Shoryukens.
- Check the Gallery: The game includes a massive digital art book with over 250 pages from Shedding Light with Street Fighter Art. It’s actually one of the best parts of the package.
- Master the Tech: Spend time in training mode learning the throw escape window. It’s the biggest mechanical difference from the version you played in the 90s.
- Ignore the Motion Controls: Seriously. Save your wrists and your sanity.
Ultra Street Fighter II The Final Challengers is a weird, flawed, beautiful tribute to the king of fighters. It’s the ultimate version for the casual fan and a fascinating curiosity for the hardcore veteran. Just don’t expect it to replace your arcade board.
Actionable Next Steps
- Switch to Classic Mode: To experience the game as intended, go into the options and set the graphics to "Classic" and the sound to "Classic." It significantly improves the visual clarity during high-speed matches.
- Learn Violent Ken’s Dash: If you want to win online, spend 30 minutes in Training Mode mastering the timing of the Rashura dash. Most casual players don't know how to punish it yet.
- Audit Your Controller: If you find yourself missing inputs, invest in an 8BitDo controller or a dedicated fight stick. The Switch's default handheld buttons are not designed for the precise 360-degree motions required for characters like Zangief or T. Hawk.