Compilation of the first three Street Fighter II games: Street Fighter II, Street Fighter II: Champion Edition, and Street Fighter II Turbo. They play well, with just brief loading screens between matches.
Not sure about the others but while it is otherwise like the US arcade version, Champion Edition has the character move changes that were found only in the Japanese arcade version, such as Balrog's Turn Around Punch having multiple charging levels, his Dash Punch hitting crouching characters, and all of Sagat's Tiger Uppercuts causing knockdown, rather than just the light one. And it has a training mode. There's also a Versus mode, requiring two controllers to be plugged in--there's no VS CPU option in Versus or Training modes.
Ryu's light punch in Collection 2's version of Champion Edition has an input delay--as measured in my incredibly crude cell phone footage way--of about 4 frames, occasionally dipping to 3 frames. (Compare with CE in Street Fighter 30th Anniversary Collection on PS4 (see entry 1368), where I measure a delay of 5 frames, occasionally rising to 6 frames.)
Seems my "VS CPU option" comment earlier was premature: according to GameFAQs, if you beat the game without continues, or something like that (as written it says to beat all three games without continues, and that unlocks this thing in the game you beat...which doesn't quite make sense), you unlock a "CPU Battle Mode." It doesn't give a description of it. However, Wikipedia, in its description of the Saturn version of this compilation https://en.wikipedia.org/wiki/Capcom_Generations#Capcom_Generations_5:_Street_Fighter_Collection_2 --it doesn't have a description of the PS1 one--says "If the player completes a game's single-player mode without using continues, a 'CPU Battle' mode is unlocked. CPU Battle allows the player to battle any CPU opponent at the game's highest difficulty."
I think I'd like a CPU Battle Mode 'cause then I could play characters other than Ryu--see, I can't really stand having to go up against shotos in this game if I don't have a fireball of my own, but if I could pick both my character and the CPU character, I could do oh well Balrog vs Zangief and that kind of thing.
Beating that darn M.Bison without continuing is gonna take a bit of a lucky miracle though, probably. Also, I'm not real sure I'd want to move my PS2 mem card out of its nice comfy port just for this. Well, first things first I suppose. ; )
^ There are little jumps at GAME OVER in this Champion Edition video where I edited out a brief red strobe effect. In the future I'll get around that by continuing instead, then pausing and quitting if I want to restart rather than actually continue; continue gives you a whitish-yellow strobe, but as long as it isn't red...:P
My two masterful Ryu combos (of which I only ever manage to do the first one, sometimes, usually in highly improvised and suboptimal form) are jumping heavy punch to medium uppercut, and medium crouching kick to heavy fireball (practicing at 6:16 in the above video).
Champion Edition has been my go-to SFII, so I wasn't sure about WW--and I set it to the easiest difficulty for starters, since these games don't really get easy...--and at first I thought it had more slowdown, but after some experimentation later in the session, I'm not so sure about that...but I'm maybe more sure that WW is quite possibly my new favorite SFII!
It helps I suppose that I play Ryu, and aside from being able to do an air tatsu (spin kick, after he's jumped normally in this case) in CE, he didn't get really new moves from WW to CE, like most of the rest of the cast did--and didn't need them. ; ) I do enjoy playing a bit of Balrog (Boxer) and Zangief now and then, and 'rog--along with the three other princes of Shadaloo or whatever the bosses are called--isn't playable in WW, and Zangief in WW can't move while doing the spinning tornado move that lets him avoid fireball hits, which would make him even more frustrating to play against 'ballers. But really Ryu is the one I play "for realsies," so I can probably live with that.
(Oh and in WW, as opposed to CE, Ryu's (ground) tatsus don't immediately knock the target down--instead, they can continue to batter them up for up to three hits or so! : D)
Giant Bomb says CE revised the game for balance and to "slightly increase the speed" https://www.giantbomb.com/street-fighter-ii/3025-1795/ , but otherwise I couldn't find any support for my initial impression that WW--at least in this quite good PS1 version, which as far as I know reasonably replicates the original arcade slowdown--had more slowdown.
I actually kind of dig the most concentrated playable cast in WW, and how the bosses suddenly pop up with little "pings" on the map once you've beat the regulars. The unrevised (only Ken's was left unchanged in CE) WW character portraits look even goofier and more fun ; ) (also, in this PS1 collection's CE at least, there's a weird horizontal squooshing in the victory screen version of Ryu's portrait that is obvious once you compare it with the initial matchup screen version and continues to weird me out), the world map is much easier to read, and, most of all, the colors in the stages--except maybe Chun Li's stage with its horrible pink hanging meat that looks like giant maggots, and the really high-contrast cyclists--look way, way better in WW. It's almost like the bright morning colors were what they were designed for, rather than the late afternoon colors that were swapped into them in CE.
Here's a site with a great comparison of changes between WW and CE - http://www.rq87.flyingomelette.com/RQ/SF/C/diff.html . Among others: - CE allows mirror-matches, with an alternate color palette available for characters - CE weakened the boss characters (I actually didn't find them that bad even in WW--I had my hardest time against Honda!) - stuns are more common in WW (woo!)
And should we overlook that it was US marketing that pushed for CE in the first place, rather than the Japanese developers? : P (The original team did at least get to do their own thing, aside from the marketing-directed implementation of playable bosses--the team was already thinking of doing something that--and mirror matches; US marketing directed more and more of changes in later versions, and the original designer, Akira Nishitani, left after the third version, Turbo, where he objected to demands to make the game faster) https://www.polygon.com/a/street-fighter-2-oral-history/chapter-4
Anyway yeah, The World Warrior is really neat. Thanks きっちー外 for the play request!! : D