Super Street Fighter II EX: The Ultimate Championship
Japan's Super Turbo, with everything added back
Screenshots



VS screen

In the fight





About this patch
Super Turbo is the version competitive players swear by, but it left things behind. The bonus stages from Super Street Fighter II were gone. Shin Akuma was a hidden boss you had to earn, and Ten Akuma only turned up years later at home. Tournament Battle, the eight-player linked-cabinet mode, stayed with the earlier Super Street Fighter II.
EX puts it together on the arcade game. Shin and Ten Akuma are playable from the start, picked from Ryu. The car, the falling barrels and the oil drums are back between fights. Link cabinets with the adapter and it runs Tournament Battle; without it, it plays as normal. Every fighter gets two more colors, the move names are the modern ones, and the new title reads The Ultimate Championship.
Nothing about the existing fighters changes: this is Japan's Super Turbo underneath. The USA build carries all of Grand Master Challenge's English text; the Japan build keeps the Japanese.
EX keeps the board's own ROM layout: the same files as the Japanese set, so it runs in MAME, HBMAME and on MiSTer, and on a real CPS-2 board.
This is a release candidate.
What's changed
- Shin Akuma and Ten Akuma, playable from the start: on Ryu, hold Start and press three kicks for Shin, or MP, HP, MK and HK together for Ten (hold Start and three punches still gives Akuma)
- Ten Akuma has his Super gauge and the Raging Demon, with the 天 pose
- The three bonus stages from Super Street Fighter II, back in one-player games: the car after three fights, the barrels after six, the oil drums after nine
- Tournament Battle: with the link adapter, eight players and three matches across linked cabinets; without it, the game plays normally
- A new title screen: The Ultimate Championship, with an EX mark
- Two more colors for every fighter: pick with two punches or two kicks, or hold Start as well for the Old version in those colors. The VS screen and the fight portrait show the color you picked
- Free Play in the Japanese build too
- Modern move names: Cammy's Spiral Arrow, Cannon Spike and Quick Spin Knuckle, and Dee Jay's Air Slasher, with the Japanese voice callouts in the USA build
- USA build: all of Grand Master Challenge's English. Japan build: the original Japanese text, with Grand Master Challenge's backdrop fixes
- The existing fighters play exactly as in Japan's Super Turbo
Compared with Super Turbo
How EX compares with the Japanese board and with Grand Master Challenge.
| Japan | Grand Master Challenge | EX | |
|---|---|---|---|
| Gameplay | Japanese version | Japanese version | Japanese version |
| Language | Japanese | English | English (USA build) or Japanese (Japan build) |
| Shin Akuma | Hidden boss | Hidden boss | Playable from the start |
| Ten Akuma | No | No | Playable, with the Raging Demon |
| Bonus stages | No | No | Car, barrels, oil drums |
| Tournament Battle | No | No | Yes, with the link adapter |
| Colors per fighter | 8 | 8 | 10 |
| Free Play | No | Yes | Yes |
| Title | Grand Master Challenge | Grand Master Challenge | The Ultimate Championship |
| Runs in stock MAME | Yes | Yes | Yes |
Downloads
Tools updated 2026-09-20. Game version unchanged.
You need your own dump of Super Street Fighter II X: Grand Master Challenge (Japan 940311) as the MAME
set ssf2xj.zip. Every build is made from that one set.
Each zip includes a readme.txt with full instructions.
Merged, split and complete sets work, including nested or renamed ROMs. Use --rompath /path/to/roms to search a collection (repeatable), and --check to check inputs before building. ZIPs and extracted folders need no extra software; 7z archives require 7-Zip. QSound can stay in your emulator's ROM path; valid firmware already embedded in a source set is kept in complete outputs.
The builds
| Build | --variant | MiSTer setname | HBMAME set |
|---|---|---|---|
| USA (English) | usa | ssf2tuc | ssf2tuc |
| Japan (Japanese) | japan | ssf2xuc | ssf2xuc |
How to apply
unzip ssf2-ex-rc1-ips.zip -d ssf2xj-patch
cd ssf2xj-patch
python3 apply.py /path/to/ssf2xj.zip --out-dir out
The script checks every file against the checksums below, applies the patches,
checks the result, and writes the files for every platform in one go: (add --variant usa to make just one build)
USA (English):
out/mame/usa/ssf2xj.zip
out/hbmame/ssf2tuc.zip
out/mister/_Arcade/_Arcade Patches/_Enhanced Versions/Super Street Fighter II EX The Ultimate Championship (USA).mra
out/mister/games/hbmame/ssf2tuc.zip
Japan (Japanese):
out/mame/japan/ssf2xj.zip
out/hbmame/ssf2xuc.zip
out/mister/_Arcade/_Arcade Patches/_Enhanced Versions/_Japan/Super Street Fighter II EX The Ultimate Championship (Japan).mra
out/mister/games/hbmame/ssf2xuc.zip
MAME and original hardware. Put the zip from out/mame/ ahead of the
stock set in your MAME rompath (it keeps the name ssf2xj.zip, so use one build at a time), or burn its ROM
files. MAME reports checksum warnings for the patched ROMs. That's expected, and the game runs
normally.
HBMAME. Put the zip from out/hbmame/ in HBMAME's
roms/ folder next to your stock ssf2xj.zip. It loads with no checksum
warnings. The HBMAME set definition (ssf2tuc, ssf2xuc) is generated with the edition; an upstream submission is pending, so for now you add it to your own HBMAME build.
MiSTer. Copy the _Arcade folder from
out/mister/ to the root of your SD card, and keep the stock, unmodified romset at
games/mame/ssf2xj.zip (split MAME sets also need qsound.zip). You need
Jotego's jtcps2 core, which update_all installs. The MRA applies the edition in memory
as the game loads, so nothing on your card is modified, and each build keeps its own settings and saves under its own setname.
The MiSTer-only download holds the same MRAs, ready to copy.
out/mister/ also holds the HBMAME set in games/hbmame/.
The MRA above doesn't need it, but the CPS+ Arrange and HD Remix MRAs load it,
so if you use CPS+, copy the games folder from out/mister/ to your card as well.
Any IPS patcher. Apply each file in ips/<variant>/
(Flips, Lunar IPS, …) to the ROM file of the same name and re-zip the set yourself.
Changed ROMs
Shared by every build:
| File | Size | Original CRC32 | Patched CRC32 |
|---|---|---|---|
| sfx.21m | 1.0 MB | e32854af | 537c08de |
| sfx.23m | 1.0 MB | 760f2927 | d6f6a331 |
| sfx.25m | 1.0 MB | 1ee90208 | df87c45d |
| sfx.27m | 1.0 MB | f814400f | ec70511e |
| sfxj.05 | 512 KB | f4ff18f5 | 477b0a5e |
| sfxj.07a | 512 KB | a18b3d83 | 9655f0c5 |
| sfxj.08 | 512 KB | 2de76f10 | ea0d1d90 |
sfx.13m (2.0 MB, original CRC32 cf94d275) differs per build:
| Build | Patched CRC32 |
|---|---|
| USA (English) | 75dac0eb |
| Japan (Japanese) | unchanged |
sfx.15m (2.0 MB, original CRC32 5eb703af) differs per build:
| Build | Patched CRC32 |
|---|---|
| USA (English) | 84dcc039 |
| Japan (Japanese) | unchanged |
sfx.17m (2.0 MB, original CRC32 ffa60e0f) differs per build:
| Build | Patched CRC32 |
|---|---|
| USA (English) | bfcaf206 |
| Japan (Japanese) | unchanged |
sfx.19m (2.0 MB, original CRC32 34e825c5) differs per build:
| Build | Patched CRC32 |
|---|---|
| USA (English) | 13a55fd3 |
| Japan (Japanese) | unchanged |
sfxj.03d (512 KB, original CRC32 50b52b37) differs per build:
| Build | Patched CRC32 |
|---|---|
| USA (English) | 59a05dec |
| Japan (Japanese) | e6224e3f |
sfxj.04a (512 KB, original CRC32 af7767b4) differs per build:
| Build | Patched CRC32 |
|---|---|
| USA (English) | ad1e9ae5 |
| Japan (Japanese) | 8479b16b |
sfxj.06b (512 KB, original CRC32 413477c2) differs per build:
| Build | Patched CRC32 |
|---|---|
| USA (English) | e868b480 |
| Japan (Japanese) | ddb9cab8 |
Related projects
- Super Street Fighter II Turbo: Grand Master Challenge, the English restoration EX's USA build is built on
- originalgrego's SSF2X Tournament Battle restoration, EX's Tournament Battle link code comes from this project
- CPS+, companion project: the Anniversary Edition and HD Remix soundtracks for EX on MiSTer, through its SSF2 EX MRAs
Notes
- Credits: the bonus stages are adapted from Capcom's Super Street Fighter II, the Tournament Battle link code comes from originalgrego's SSF2X Tournament Battle restoration, and Ten Akuma's move timing comes from the Dreamcast version.
- MAME reports checksum warnings for the patched files. That's expected; the game plays normally. HBMAME with the ssf2tuc or ssf2xuc set definition loads it without them.
- Fan work, unaffiliated with Capcom.