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Capcom Fighting Collection
  PCFightingUC  
  opened by smbhax at 12:03:30 09/20/23  
  last modified by smbhax at 13:21:56 06/07/26  
  smbhax [sys=PC; cat=Fighting; reg=NA]
           
Download added: 00_wz_flyer.jpg (440005 bytes)
  "Flyer for War-Zard (US: Red Earth)"
 
Has an art gallery, repeats some of the stuff from Street Fighter 30th Anniversary Collection--see entry 1595.
 
  smbhax 20:20:37 09/21/23
           

 
I missed that Hyper has a Training mode in CFC! (Can display hit boxes; can't fight vs CPU.)
 
Capcom Fighting Collection's default "Full" resolution for Hyper displays at 1542x1080, a 1.43 aspect ratio--slightly wider than the 4:3 (1.33) the internet says is ST's arcade aspect ratio, but not nearly as wide as if you displayed its CPS2 hardware 384x224 pixel count as square pixels (1.71 aspect) rather than the tall-ish pixels it rendered on an arcade CRT display.
 
Googling, I can only find that 1.43 is IMAX 70 mm screen aspect. ?? But the map location dots on the character select screen world map are more round at 1.43, whereas they're definitely oval at 4:3. You can set the screen aspect to 4:3 in CFC, though.
 
I don't know what CFC's "Light Reduction" setting does in Hyper. In at least one of the first two Darkstalkers games here, for instance, it removes the screen flash effect on KO--but I checked frame-by-frame after recording and it does NOT reduce the KO/Continue strobing effect in Hyper. And it doesn't affect the flickering on-fire effect in Hyper. So, dunno.
 
According to the Game Extraction Toolbox Github https://github.com/shawngmc/game-extraction-toolbox , not all ROMs extract correctly from CAS, and extracting them requires Steam "Depot" downloading--whatever that is. It sounds like it has better support for extracting from CFC. It does not support extracting from CA2S. I haven't tried it on any of those, just on 30th Anniversary--which did give me a US ST ROM that works in MAME 0.119, and that's probably how I'll be playing ST because it's quicker to run and feels more responsive than running through the official ports...but that is subjective and I haven't tried to compare their actual input delays on my set-up...because I really just want to run it in MAME. : P
 
CAS uses MAME. A MAME dev mentioned additional challenges it had that affected performance: https://www.reddit.com/r/emulation/comments/lof9oq/capcom_arcade_stadium_uses_mame_for_emulation/

"Arcade Stadium noticeably suffered from having to make their own sound cores (and also from some performance and input lag issues caused by jamming MAME into the middle of Capcom's RE Engine, but there's nothing we can do about that)"
 
Oh, and I think CAS has pretty much all the Graphics settings CA2S has--I just didn't scroll all the way down. : P
 
Hyper - Capcom Fighting Collection
 
Good
- Can use easier JP difficulty in US version (this is CFC's default setting! : P)
- Can play either US or (easier) JP version
- online multiplayer? (didn't find anyone online)
- Training mode (can show hitboxes; can't fight vs CPU)
 
Bad
- can't disable Vsync
- Game Speed setting uses JP numbering (have to set to "3" to get US default ST speed Turbo 2)
 
ST - Capcom Arcade Stadium
 
Good
- only $1.99 for ST
- can play either US or (easier) JP version
- online single-player score leaderboard
- can run at arcade-style 59.94 fps
 
Bad
- possibly more input lag since it's running MAME through RE Engine
- leaderboard entry requires scoring at least 300,000 pts ;_;
- Game Speed setting uses JP numbering (have to set to "3" to get US default ST speed Turbo 2)
 
Hyper - Capcom Arcade 2nd Stadium
 
Good
- only $1.99 for Hyper
- can play either US or (easier) JP version
- online single-player score leaderboard
- can run at arcade-style 59.94 fps
- uses correct Game Speed numbering for both US and JP versions!
 
Bad
- possibly more input lag since it's running MAME through RE Engine
 
  smbhax 11:34:53 09/22/24
           
https://github.com/shawngmc/game-extraction-toolbox can extract the CPS2 games from CFC -- 15 ROMS total:
 
cybotsj.zip
cybotsu.zip
dktlku.zip
hsf2.zip
hsf2j.zip
nwarru.zip
pfghtj.zip
sgemf.zip
spf2tu.zip
spf2xj.zip
vampj.zip
vhunt2.zip
vhuntjr2.zip
vsav2.zip
vsavu.zip
 
None of them ran in ~current MAME (0.268). Spot checking, seemed to run in MAME 0.130, but not in 0.149.
 
  smbhax 11:40:52 03/17/26
           
I dunno why I said you can't turn off Vsync in CFC--you can. Maybe it was added in an update? Probably just missed it somehow, it's under PC Settings in Options.
 
Hyper Street Fighter II: The Anniversary Edition:
 
Versus mode option lets you change it to VS CPU!
 
VS mode stage default is random, can change to specific character stage--but have to reset each time.
 
Still have to re-pick characters when opting to continue (up to best of 10) in VS mode.
 
  smbhax 11:41:39 03/17/26
           
Honda's stage BG in Hyper here flickers a lot less on round over than in SSF2X (see entry 679).
 
  smbhax 11:48:19 03/17/26
           
I saw Aniken playing Hyper from this this online -- https://www.youtube.com/watch?v=hrPJtmf_Drw -- which is what got me thinking about checking it for SFII play.
 
  smbhax 11:59:21 03/17/26
           
Had to enable Steam Input to get HRAPV arcade stick to work.
 
  smbhax 13:50:46 03/17/26
           
Hyper here is 1542x1080; SSF2X (DC) in Flycast is 1404x1008 w/o borders--that scales up to 1504x1080 (1.39) in Photoshop, so still slightly narrower than CFC's default "Full" resolution for the game.
 
  smbhax 13:56:37 03/17/26
           
As with Hyper in Street Fighter Anniversary Collection for PS2 (see entry 680), in Arcade mode here the CPU only plays the Super Turbo versions of the characters. ; D
 
You can pick which you want them to play in Versus mode, though.
 
  smbhax 14:24:28 03/17/26
           
Curious Capcom hasn't done a 3rd Strike port of this quality. Last 3rd Strike is still Digital Eclipse' flawed 30th Anniversary. : P
 
The reduced round-over animation flicker in Honda's BG is not altered by the Light Reduction setting.
 
  smbhax 13:57:16 03/18/26
           

 
Flipping through all the art in the Gallery mode of Capcom Fighting Collection, Steam version.
 
0:00 - CFC
0:07 - Darkstalkers
0:38 - Night Warriors
1:24 - Vampire Savior
1:59 - Vampire Hunter 2
2:05 - Vampire Savior 2
2:11 - Cyberbots
2:44 - Puzzle Fighter
3:03 - Gem Fighter
3:26 - Hyper Street Fighter II
3:32 - Red Earth
 
Does not include the 5(?) pre-order bonus art pieces; I do have footage of those in my old video of the PS4 version--see entry 1437--which is the one I pre-ordered:
 
 
  smbhax 16:29:09 03/18/26
           
MAME 0.130 only runs the Japanese version of The Hyper Street Fighter 2 ROM. Also tried the US version in MAME 0.119 and MAME 0.149, and it didn't run in those, either.
 
  smbhax 22:09:02 03/21/26
           

 
Very roughly measuring input delay, for my particular hardware set-up, in "Hyper Street Fighter II: The Anniversary Edition," in "Capcom Fighting Collection" (Steam) in Windows, with Vsync Off, with 60 fps cell phone footage of me using my Hori Real Arcade Pro 2017 edition PS3/PS4 arcade stick on my mid-range gaming laptop, a "Sager NP6858CQ 15.6-Inch Thin Bezel FHD 144Hz Gaming Laptop, Intel i7-10750H, GTX 1660Ti 6GB, 16GB RAM, 1TB NVMe SSD" bought in summer 2020, outputting to a 60 Hz 1080p Asus 5ms monitor.
 
0:50 - pushing button
 
1 frame of delay is what I get in Super Street Fighter II X for Matching Service in Flycast, with rather janky pixelization and that port's slight letterboxing; the lowest I've clocked in any other SFII is 3 frames in the PS1 collection; Steam-wise, 30th Anniversary had 4 or so, Capcom Arcade Stadium had 4.5 I think (but not blurred like 30th)--so I sure didn't expect any other commercial release to get down to 1. Wow! And more reliably and with much nicer pixels than X in Flycast. And no letterboxing. And easier character selection for VS (CPU). And less strobing on round over in Honda's stage. Man. Guess I'm gonna be switching to Hyper in Capcom Fighting Collection for my SFII play!!!
 
Back when I previously looked at Hyper in Capcom Fighting Collection it had no option to disable Vsync (and no VERSUS mode; that was added in an April 2025 update that mirrored a more hyped update to their newer MvC collection, but was mentioned toward the end of the video about that one: https://youtu.be/eOP9ac_mr5k?t=88 )--and being stuck with Vsync on probably would have added about a frame of input delay.
 
I had to enable Steam Input to get the game to recognize my arcade stick. 'p'
 
Thought of taking another look at the game because I saw SFII Ken legend Aniken -- @兄ケン -- streaming his online play https://www.youtube.com/watch?v=hrPJtmf_Drw .
 
  smbhax 22:56:22 03/21/26
           
This HSF2 in MAME 0.130:
 
- Press F2 to enter Service Menu to set dips
- It's the J version so set speed Turbo 3
- Manually edit cfg to JOYCODE_2_BUTTON7 for P1_BUTTON4 (aka light kick on L2) and JOYCODE_2_BUTTON8 for P1_BUTTON6 (aka heavy kick on R2)--same as for ST in MAME 0.119
 
  smbhax 17:47:18 03/22/26
           

 
Very roughly measuring input delay, for my particular hardware set-up, in 3 versions of "Hyper Street Fighter II: The Anniversary Edition": in Capcom Arcade 2nd Stadium--Steam version on PC, with double buffering, & vsync off; in MAME, with the Hyper Street Fighter II ROM from the Steam version of Capcom Fighting Collection; and in the emulator PSCX2, with the PS2 version of Hyper Street Fighter II and the PS2 version of Street Fighter III: 3rd Strike, both from the PS2 collection "Street Fighter Anniversary Collection." It's 60 fps cell phone footage of me using my Hori Real Arcade Pro 2017 edition PS3/PS4 arcade stick on my mid-range gaming laptop, a "Sager NP6858CQ 15.6-Inch Thin Bezel FHD 144Hz Gaming Laptop, Intel i7-10750H, GTX 1660Ti 6GB, 16GB RAM, 1TB NVMe SSD" bought in summer 2020, outputting to a 60 Hz 1080p Asus 5ms monitor.
 
0:00 - Capcom Arcade 2nd Stadium
3:18 - CA2S ~ 3 frames
4:17 - CFC HSF2 ROM in MAME 0.130
5:46 - MAME ~ 5 frames
6:46 - PS2 HSF2 SFAC in PCSX2
9:33 - PCSX2 ~ 5 frames
14:27 - 3rd Strike SFAC in PCSX2
21:46 - 3S PCSX2 ~ 4 frames
 
MAME 0.130 is ancient but it's the most recent MAME I could get to run the HSF2 ROM extracted from Capcom Fighting Collection.
 
These instances of HSF2 were up against the Steam version of Capcom Fighting Collection, where HSF2 just scored a stunning mere 1 FRAME of input lag on my set-up: https://youtu.be/at2eOxRwaac
 
That edged out the slightly less stable, screen-bordered, jankily aliased 1 frame input delay of Dreamcast's Super Street Fighter II X for Matching Service when run in the emulator Flycast: https://youtu.be/mITomUUGibU
 
My notes https://smbhax.com/cgi-bin/gdb/n.pl?c=680 say a quick test I did of delay for Street Fighter Anniversary Collection's 3rd Strike in 2019 measured very roughly 4 frames of lag on the actual PS2 hardware I had at the time--which was better than the 5 to 6 frames I was getting in 3rd Strike on an actual Dreamcast.
 
So yeah I get about the same delay in PCSX2 that I do on actual hardware--and none of these game close to the 1 frame delay in CFC. Worth noting I suppose that the Capcom Arcade Stadium compilations are supposedly Capcom's RE Engine running on top of MAME, but it would have to be a far more modern version of MAME than this ol' version 0.130 I had to resort to here. ; )
 
The default arranged soundtrack in PS2 HSF2 is from the FM Towns (Japanese computer) version of Super Street Fighter II.
 
  smbhax 11:54:33 03/28/26
           
From X (see entry 679), my cheesy Ryu strats for beating the ST CPUs:
 
"jump-kicks vs T.Hawk.

Otherwise it's either a) fireballs/sweeps (Blanka, Honda, Boxer), b) turtle & cHP (Chun-Li, Cammy, Claw), or c) tatsus (Fei-Long, Guile, Dee Jay).

Sagat is jump kick over fireball, sweep.

Fireball when they're down, of course.

Ken, Zangief, and Honda (a bit, after fireballs) you gotta mix it up a bit (let Ken miss with his uppercuts; tatsu to escape Zangief). Blanka is fireball/sweeps but can be tricky. Oh, Dhalsim is jump when he teleports, otherwise fireball/sweeps. ; )

And Dictator is three things:
- H tatsu
- n HP (as anti-air, except in corner; don't try cHP there, just tatsu out, otherwise eventually you'll get thrown)
- fireball when he's down"
 
  smbhax 22:22:36 03/28/26
           

 
GameFAQs had wrong/no code for picking a Super Turbo "Old" version of a character and it was driving me crazy until I finally found the right way to do it. Then I fought level 8 E.Honda as every Ryu in the new-ish Versus (CPU) Mode.
 
5:16 - ST Ryu Vs (CPU) E.Honda
11:19 - World Warrior Ryu
14:39 - Champion Edition Ryu
24:18 - ST Ryu
31:31 - WW Ryu
32:56 - Dash Ryu
35:12 - Turbo Ryu
36:32 - Super Ryu
43:40 - Super X Ryu (hold color--dark green)
1:27:10 - Old Ryu (ST logo)
1:41:56 - Super Ryu
1:45:41 - Turbo Ryu & breaking Ryu's signs
1:46:52 - WW Ryu
1:47:54 - Dash Ryu
1:49:27 - Turbo Ryu
1:50:34 - Super Ryu
1:52:06 - Old Ryu (SX logo)
1:54:11 - ST Ryu
 
So yeah hold Start while picking SUPER player type. 'p'
 
(Got that from a post by Yoni_Arousement https://gamefaqs.gamespot.com/boards/358515-capcom-fighting-collection/80180701#:~:text=Hyper%20Street%20Fighter%20II%20removed%20the%20character-specific,select%20Super%20to%20choose%20ST%20Old%20characters. and have submitted it to GF as a CFC HSF2 cheat.)
 
Old Ryu's pretty cool: faster fireballs & m/h tatsus, among other things https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ . No fancy Ryu forward punches, supers, and I think no throw techs?
 
Versus mode is a little annoying in that a) you have to re-pick characters every match (although if not for that I probably wouldn't have stumbled across/into this), b) it doesn't look like it saves your CPU/Human opponent, one-button super (whatever those are), and random/specific stage settings (and why doesn't it default to P2's stage?), and c) when you come back into Versus mode after the first match, if you'd set opponent to CPU, they'll still be CPU, but it will say "Human." 'p'
 
And the CPU can only play as the Super Turbo/X version of a character--any other version sits there brain dead. I suppose this is why the CPU only ever plays ST type in Arcade mode. 'p'
 
Still it is fun to be able to play all the character versions yourself, at least. ^ _^
 
And I'm not sure I ever even knew that holding any button for ~3 seconds at character select is an extra (just one) character color. = o
 
(Per that same GF thread, Super has just two colors in HSF2--unlike actual SSF2, apparently https://capcomcolors.neocities.org/ssf2 ; and "Old" has two: punch or kick for color 1, Start for color 2--although it doesn't change in the large character portrait (and apparently Old was P for 1 and K for 2 in actual ST https://capcomcolors.neocities.org/st ).
 
And Hyper J version shows Turbo number equal to the number set in the menu (3 for ST default 3 in the menu), whereas Hyper USA shows one less (2 for ST default 3 in the menu).
 
I gotta stop making fun of World Warrior Ryu's short arms. Nothing wrong with short arms, I'm a jerk.
 
Anyway playing all the Ryus--Turbo supercopter!--and lounging in the hot tub is pretty fun, maybe I will be playing more Versus Mode after all.
 
The wiki has a whole page about the place: https://streetfighter.fandom.com/wiki/Kapukon_Yu#Street_Fighter_Alpha:_Warriors'_Dreams
 
"Kapukon Yu (加富根湯?) is a public bath in Higashi Komagata, Japan that has been in business for over 60 years. It is E. Honda's favorite spot, and the old gentleman who mans the counter has known Honda since before his glory days as a sumo wrestler. Honda often faces opponents in Kapukon Yu in order to drum up some business to the place, which has been going through some hard times.
 
Street Fighter II
 
Edo no Yu (江戸の湯? lit. "Hot Water of Edo") is E. Honda's stage, set inside of Kapukon Yu. Honda always takes a bath after practice, and he grew up in a large bath since a young age, loving it. Torn between his love for sumo and hot baths, Honda decides to combine both, making an unusual sumo field in the public bath. The sumo ring is made of vinyl to avoid sanitation problems with the water. The decorative illumination is operated and lit on from a back room by Honda's disciples."
 
So it's "Kapukon Yu" in Alpha, "Edo no Yu" in SFII--and it's "Honda's Bathhouse" in MvC--with an elaborate secret women's bathing room I covered in a video: https://www.youtube.com/watch?v=pjzjgZOzric --and "Honda Sento" in SFV DLC (a kinda cheesy fairly straight 3D imitation of the version from II).
 
  smbhax 10:25:37 03/29/26
           
I was thinking maybe having just two of the Super character colors could have been a ROM size thing somehow for the CPS2 conversion of HSF2, of which the CFC version is supposedly a port, but HSF2 in the original Street Fighter Anniversary Collection for PS2--see entry 680--also only has two Super colors per character.
 
Also noticedPS2 HSF2 has a Versus Mode--but it doesn't do Versus CPU. (3rd Strike in that same collection does do Versus CPU, in its own way.)
 
  smbhax 20:40:17 04/05/26
           

 
World Warrior ("NORMAL") Ryu
 
1:30 - fight
52:34 - boss, ending
56:27 - wrap!
 
WW Ryu is strong! You don't get air tatsus or supers or donkey kicks etc but hey who needs those fancy things I'm not very good at anyway when you just hit real hard? ^ D^
    
 
references:
· Capcom Arcade 2nd Stadium (PC)
· Capcom Arcade Stadium (PC)
· Capcom Fighting Collection (PS4)
· MARVEL vs. CAPCOM Fighting Collection: Arcade Classics (PC)
· Street Fighter 30th Anniversary Collection (PC)
· Street Fighter Anniversary Collection (PS2)
· Super Street Fighter II X for Matching Service (DC)

 
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