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Super Street Fighter II EX: The Ultimate Championship

Enhanced version

Release candidaterc4Capcom CPS-2
Game
Super Street Fighter II X: Grand Master Challenge (Japan 940311)
Hardware
Capcom CPS-2
MAME set
ssf2xj
Version
rc4
Updated
2026-10-01

Screenshots

The Ultimate Championship, with the EX mark. USA build.
The Ultimate Championship, with the EX mark. USA build.
The Japan build keeps the big X.
The Japan build keeps the big X.
Akuma has his own cell on the select screen, with a random-select roulette opposite him.
Akuma has his own cell on the select screen, with a random-select roulette opposite him.
Ten Akuma's Raging Demon finish, with the 天 as in the Dreamcast version.
Ten Akuma's Raging Demon finish, with the 天 as in the Dreamcast version.

VS screen

VS screen: Portraits follow the color you picked, including the two new ones. Ryu is shown in his tenth color.

In the fight

In the fight: Portraits follow the color you picked, including the two new ones. Ryu is shown in his tenth color.
Portraits follow the color you picked, including the two new ones. Ryu is shown in his tenth color.
The car is back, along with the barrels and the oil drums.
The car is back, along with the barrels and the oil drums.
The falling barrels, after six fights.
The falling barrels, after six fights.
The oil drums, after nine fights.
The oil drums, after nine fights.
Link cabinets and the title turns into The Tournament Battle.
Link cabinets and the title turns into The Tournament Battle.

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. Akuma has his own select-screen cell, with Shin and Ten available through codes there; the original Ryu codes still work. A random-select cell sits opposite him. 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, Akuma and Shin Akuma get their colors from Ultra Street Fighter II, 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 uses the same ROM files as the Japanese set. It runs in MAME and HBMAME and on MiSTer.

This is a release candidate.

What's changed

Compared with Super Turbo

How EX compares with the Japanese board and with Grand Master Challenge.

JapanGrand Master ChallengeEX
GameplayJapanese versionJapanese versionJapanese version
LanguageJapaneseEnglishEnglish (USA build) or Japanese (Japan build)
Shin AkumaHidden bossHidden bossPlayable from the start
Ten AkumaNoNoPlayable, with the Raging Demon
Bonus stagesNoNoCar, barrels, oil drums
Tournament BattleNoNoYes, with the link adapter
Colors per fighter8810
Free PlayNoYesYes
TitleGrand Master ChallengeGrand Master ChallengeThe Ultimate Championship
Runs in stock MAMEYesYesYes

Downloads

Patch kit for MAME, HBMAME, MiSTer and original hardware, all 2 builds
SHA-256: c7f4c37b57f864dd0b6ea408ebbd41eeca0682ad0880ceb39f6b288fc3a4da0e
MiSTer MRAs only, all 2 builds
SHA-256: 0e6bc15184993884e86d18a9c387573f167743578508f5b65554256f15869615

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--variantMiSTer setnameHBMAME set
USA (English)usassf2tucssf2tuc
Japan (Japanese)japanssf2xucssf2xuc

How to apply

unzip ssf2-ex-rc4-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 (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 (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:

FileSizeOriginal CRC32Patched CRC32
sfx.14m1.0 MBb7cc32e71a6e6aa9
sfx.16m1.0 MB8376ad180f6251bd
sfx.18m1.0 MBf5b1b3368b1eccaf
sfx.20m1.0 MB459d5c6b26eb0233
sfx.21m1.0 MBe32854af94b141da
sfx.23m1.0 MB760f2927359e2c32
sfx.25m1.0 MB1ee9020899008d5f
sfx.27m1.0 MBf814400f164bbf8b
sfxj.05512 KBf4ff18f5477b0a5e
sfxj.07a512 KBa18b3d83890e641d
sfxj.08512 KB2de76f10ea0d1d90

sfx.13m (2.0 MB, original CRC32 cf94d275) differs per build:

BuildPatched CRC32
USA (English)438dbbdf
Japan (Japanese)f9c3a941

sfx.15m (2.0 MB, original CRC32 5eb703af) differs per build:

BuildPatched CRC32
USA (English)38b5b44c
Japan (Japanese)e2de77da

sfx.17m (2.0 MB, original CRC32 ffa60e0f) differs per build:

BuildPatched CRC32
USA (English)6812d6a5
Japan (Japanese)287e2aac

sfx.19m (2.0 MB, original CRC32 34e825c5) differs per build:

BuildPatched CRC32
USA (English)784795aa
Japan (Japanese)5f0aefbc

sfxj.03d (512 KB, original CRC32 50b52b37) differs per build:

BuildPatched CRC32
USA (English)a2d97153
Japan (Japanese)27c7261d

sfxj.04a (512 KB, original CRC32 af7767b4) differs per build:

BuildPatched CRC32
USA (English)45b204e6
Japan (Japanese)6cd52f68

sfxj.06b (512 KB, original CRC32 413477c2) differs per build:

BuildPatched CRC32
USA (English)f4d71289
Japan (Japanese)c1066cb1

Release history

rc4 (2026-10-01)

rc3 (2026-09-28)

rc2 (2026-09-24)

rc1 (2026-09-17)

Related projects

Notes