The fixes won’t be noticed by average players, but those tournament-level tweaks will still benefit even us regular folk - the stronger a game is at the highest levels, the deeper it will be for those new to the game. That’s the theory, and to make certain nobody misses out, Sirlin and Capcom have adjusted the game’s more awkward special moves to make the entry level that bit easier and to stress tactical decision making over your ability to spin the stick 360 degrees in a tenth of a second.
Dragon Punch timings are less strict, button-mash moves can be activated more quickly, and all three-button moves have been reduced to two buttons to make them easier to pull off on a joypad. Zangief and T. Hawk’s 360 degree Spinning Piledriver motion is still in, but the moves can also be launched with a new, friendlier movement. Finally, motions ending in an up-forward on the stick have been stripped from the game entirely, replaced with less thumb-blisteringly cruel motions, meaning Fei Long and Cammy are finally playable, and Sagat can use his Tiger Knee without relying on luck.
Best of all, with changes coming from a Street Fighter tournament champion, none of these amount to dumbing down the game. Like introducing a couple of bunnies to Australia, monkeying with any tiny thing in SSF2T impacts heavily upon the game’s fragile ecosystem, so Capcom is making only the most critical of changes based on lessons learned by Sirlin & co. over thousands of tournament games. Even sixteen years on, Street Fighter remains the toughest test of your gaming mettle; no game matters more - you lose at Street Fighter II, and you lose at life. Try not to play Dave, then.