Was Street Fighter ZERO a “Revolution”? 5ch: “ZERO2 Made the Comeback”

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The story

Street Fighter ZERO launched in arcades in June 1995, followed by ZERO2 in March 1996, bringing an anime-style visual overhaul along with new mechanics like chain combos, air guard, and the ability to use multiple Super Combos. On 5ch’s Hardware/Industry (Geha) board, opinions split over whether this really amounted to a “revolution.” Some were skeptical, arguing it was “just CPS1 dressed up to look next-gen,” while others recalled that almost nobody in arcades at the time could actually chain into a Super Combo, and that although ZERO1 flopped, ZERO2 brought the series back into the spotlight.

What people said

1AnonymousSep 23, 2026 17:18
Like Vampire (Darkstalkers), the characters got an anime-style makeover, plus chain combos, air guard, and multiple Super Combos.
Was that actually shocking?
2AnonymousSep 23, 2026 17:20
Street Fighter ZERO's just a CPS1 vertical-multi board game…
they just muscled their way into looking next-gen.
14AnonymousSep 23, 2026 17:33
Re: #2
Capcom's always got circumstances like this tangled up in it.
3AnonymousSep 23, 2026 17:22
ZERO2 got a lot of buzz because of Sakura.
4AnonymousSep 23, 2026 17:23
ZERO didn't catch on, but ZERO2 was a hit.
3 flopped completely.
5AnonymousSep 23, 2026 17:23
I remember it being really easy to pick up and play.
Though I was a console player.
6AnonymousSep 23, 2026 17:23
Compared to the shock of Virtua Fighter 2 back then, it was nothing.
8AnonymousSep 23, 2026 17:24
KOF '95 and Tekken 2 came out and ate into its popularity, I think…
but then Street Fighter ZERO2 came out the next year and clawed it back.
9AnonymousSep 23, 2026 17:27
Chain combos and stuff felt half-baked to me.
Apparently they didn't have time to make character-specific stages, so I guess it was just under-polished.
21AnonymousSep 23, 2026 17:40
Personally, the Capcom fighting games that actually shocked me were:
the live-action Street Fighter movie tie-in fighter
Capcom's JoJo Part 3 fighter
and Warzard, which for some reason threw in RPG elements
24AnonymousSep 23, 2026 17:46
Re: #21
>Warzard, which for some reason threw in RPG elements

Maybe it started out as the third entry in the D&D series before getting switched from a beat-'em-up to a fighting game concept.


By the way, there's also a D&D versus fighting game that came out for PS1 overseas.
31AnonymousSep 23, 2026 18:03
Original Combos, Blocking (a parry-like defensive move)… I just couldn't keep up with any of it.
34AnonymousSep 23, 2026 18:07
Re: #31
The Original Combo system that actually shipped wasn't the one previewed in magazines before release (something that anticipated JoJo's Tandem Combos — where you could build your own custom 'recipes' for rush attacks).
38AnonymousSep 23, 2026 18:12
There's nothing here that's even shocking, so I don't get why this is up for debate.
39AnonymousSep 23, 2026 18:13
Re: #38
It turned into a combo-focused game.
Original Combos.
Though the precise-timing combos were a downgrade from Vampire (Darkstalkers).
40AnonymousSep 23, 2026 18:14
Street Fighter ZERO's new (revived) character picks were niche in their own way — like Adon from the original Street Fighter, or Guy and Sodom from Final Fight.
41AnonymousSep 23, 2026 18:15
Re: #40
And then there's Lisa Lisa from JoJo — talk about a niche pick.
48AnonymousSep 23, 2026 18:22
Re: #40
Considering Birdie and Sagat are in there too, maybe part of the intent was to remake the original Street Fighter — which back then you could only play if you owned a PC Engine — on a current-gen board.
55AnonymousSep 23, 2026 18:29
Re: #40
If they'd put Haggar in there, it would've been popular.
43AnonymousSep 23, 2026 18:17
These days it's a Street Fighter 6 monopoly, but back then it was losing out to Tekken, Virtua Fighter, and KOF.
46AnonymousSep 23, 2026 18:18
Re: #43
Capcom was putting stuff out too — like an arcade substitute for Toshinden, and Arika made Street Fighter EX, plus there was Star Gladiator and Justice Gakuen (known overseas as Rival Schools)…
50AnonymousSep 23, 2026 18:25
Re: #46
Star Gladiator and Justice Gakuen were made in-house by Capcom, weren't they?
51AnonymousSep 23, 2026 18:26
Re: #50
Sorry, my wording was confusing.
56AnonymousSep 23, 2026 18:30
Re: #55
Muscle Bomber (Saturday Night Slam Masters) be like, "Wait, what?"
82AnonymousSep 23, 2026 19:08
Re: #56
Muscle Bomber used an outside artist, so it feels like Capcom couldn't push it hard during the Street Fighter ZERO era.
91AnonymousSep 23, 2026 19:20
Re: #82
The sequel just turned into a regular fighting game, that's the thing.
57AnonymousSep 23, 2026 18:32
Gotta hand it to the hardware/industry board (Geha), this is wild.
This game's 30-40 years old, right?
Which means anyone who played it in real time is at least 50-something by now.
A bunch of middle-aged-to-elderly guys swarming to talk about it is kind of low-key horror.
59AnonymousSep 23, 2026 18:34
Re: #57
I'm not even pushing 50, but honestly, the whole 'internet forum' format itself is……
68AnonymousSep 23, 2026 18:50
Re: #57
Young people know this series too, thanks to Arcade Stadium (the compilation re-release).
61AnonymousSep 23, 2026 18:37
A series that was made as a stopgap until 3, but ended up more popular than 3.
63AnonymousSep 23, 2026 18:43
Re: #61
A lot of people think that, but III actually released after ZERO2.

Street Fighter ZERO — June 1995
Street Fighter ZERO2 — March 1996
Street Fighter III — February 1997
64AnonymousSep 23, 2026 18:43
Re: #61
The Marvel tie-up made the moves super flashy, which ended up making Street Fighter III look plain by comparison.
(Though III's animation work is far more detailed.)
62AnonymousSep 23, 2026 18:41
ZERO1 had clunky anime-style graphics, a so-so character lineup, and sluggish controls — combined with getting ported to consoles early on, it fell to single cabinets in arcades almost immediately.

ZERO2, on the other hand, had pre-release ads in Gamest revealing Zangief, Dhalsim, Gen from the original game, Rolento from Final Fight, and a mysterious girl in a sailor uniform — a complete turnaround from ZERO1 that built real anticipation.
70AnonymousSep 23, 2026 18:52
Re: #62
That ad was great.
Really stuck with me.
79AnonymousSep 23, 2026 19:02
Back in the ZERO days, nobody in the arcades could actually chain into a Super Combo.
If I had my current skills back then, I could've been an instant hero…
80AnonymousSep 23, 2026 19:03
Re: #79
There's no more pointless time-slip fantasy than that one.
98AnonymousSep 23, 2026 19:26
Re: #79
Actually, from what I saw around me, ZERO was the first time you could buffer inputs to cancel into a Super Combo. In X (Super Turbo), the input window was way too short to pull it off at all.
94AnonymousSep 23, 2026 19:23
There hasn't really been a "revolution" since Street Fighter II, has there? Vampire (Darkstalkers) impressed me with how good it looked, though.
101AnonymousSep 23, 2026 19:42
Re: #94
If you change things enough to call it a revolution, it stops being a fighting game.
After Street Fighter II, it was Virtua Fighter, and there hasn't been another one since.
99AnonymousSep 23, 2026 19:35
It's a series where the new entries never get that popular, and it keeps clawing back with upgraded re-releases that add Street Fighter II characters.
102AnonymousSep 23, 2026 19:43
Re: #99
If you want to swap out the whole cast, you might as well change the title, right?
In fighting games, different characters completely change how the game feels to play, so unlike other action games, it's hard to keep the core the same when you swap characters.

Background and Key Points of This Discussion

Street Fighter ZERO launched in arcades in June 1995, ZERO2 in March 1996, and III — which overhauled the series — in February 1997; as commenters note, ZERO2 actually came out before III. ZERO ran on the CPS1 board, and it also served as a comeback strategy during a period when Capcom was losing arcade traffic to newer-generation titles like Tekken 2 and KOF ’95. What split the thread was exactly what counted as a “revolution”: some praised new features like chain combos, air guard, and multiple Super Combos, while plenty of others were more dismissive, calling it “just CPS1 dressed up to look next-gen” or saying the precise-timing combo system was “a downgrade from Vampire (Darkstalkers).” It’s also easy to overlook how differently ZERO1 and ZERO2 were received: ZERO1’s character lineup and sluggish controls drew criticism, while ZERO2’s roster — revealed early through magazine ads — generated buzz that carried over into real popularity once it hit arcades.

※This article is excerpted and summarized from the 5ch (Hardware/Industry (Geha)) thread “Was Street Fighter ZERO actually a revolution back then?.”

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