SF2 TAG V4 brings two-on-two teams, Cyborg and Mech Zangief to Super Street Fighter II Turbo. Pick two fighters for a tag match, call a partner assist, or play Dramatic Battle with partners fighting together. The current roster has 18 direct picks: the original sixteen plus Cyborg and Mech Zangief, arranged in a centered nine-by-two grid. The native Old versions and regular hidden Akuma remain available.
R52 finishes the latest Training-stage update and adds fresh reviews of Cyborg's normals and Mech's throws. It is still a development build: the measured native gameplay runs 9.29–15.61% behind clean stock, so the full release remains unfinished.

Two fighters, one team
The slim HUD keeps both team members' health and portraits in view. A shared continuous Super meter holds two stocks. The original-style VS composition, four-fighter introduction, visible tag exits and homing tag entry are retained.
- HP + HK: join from the title screen, then tag during combat.
- MP + MK: call your partner's assist.
- QCF + HP + HK: Team Super with a full two-stock gauge.
- QCB + HP + HK: Variable Cross with a full gauge, bringing the partner into play for 600 native gameplay updates.
Those are the current TAG controls; each side uses one controller. Dramatic Battle is a separate mode with its own configuration and save identity.
Cyborg keeps the Full, Core and Shadaloo command presets, the forearm menu,
REC/AUTO guard charge, projectiles and electric uppercut. Mech Zangief keeps
heavy movement, armor, no blocking, native throws and lariat, with blue flame
breath on HCF + P. Ernart Castel / Shakunetsu (shakunetsu_srk) contributed
the Cyborg artwork.
Shin Akuma, Shin Bison, Evil Ryu and Violent Ken have been removed from the roster. They are not pending additions to this build.

Training follows the projectile
The Training stage's Activity spectators now keep their attack layout while an owned projectile is still live, even after its fighter has recovered. Contact and cleanup follow the actual native object. Fixed layouts, Cycle and Blank remain available, and the supplied spectator stills are preserved.
The stage retains Cammy's native camera limits and floor geometry. The classic Cammy backdrop remains available separately. This update reads captured game state; it does not alter the native attacks, inputs, damage, hitboxes, AI or gameplay clocks.


What R52 establishes
The current checked scope is macOS Apple Silicon, World region, standard view and two simulated controllers, for TAG and Dramatic Battle. It does not establish physical-controller, Windows or Android phone qualification.
| Current review | Result and limit |
|---|---|
| Training and classic Cammy | Both modes pass the current camera, native jump/landing, projectile Activity and save/replay checks. The fixtures adjust horizontal spacing for the scripted opportunities. |
| Cyborg normals | 120 cases and 514,781 checks preserve native frame and artwork behavior. Four standing-HP comparisons still need an unobscured contributor guide; the working animations are present. |
| Mech throws | 17 cases and 73,249 checks, plus 409 paired captures of Mech and the opponent. Reviewed mappings are consistent; final anatomical and grip judgment remains partial. |
| Save identity | Older R51 saves and saves from the other mode are rejected. Begin a new match. |
| Native pacing | All 20 measured clean-stock comparisons fail parity by 9.29–15.61%. This remains the main release blocker. |
| Android custom cores | Both release cores pass live matches, video, nonzero audio and state replay in an Android 15 / API 35 arm64 emulator. Physical-phone performance, Android RetroArch UI installation and 16 KB runtime execution remain unverified. |
The pacing comparison uses the same emulator core for stock and TAG. Native updates, controller plans and clocks are measured directly; changing the displayed timer would not repair the deficit. Other regions, expanded view, four-controller integration, Windows and the broader release matrix still need work.
The R52 status record records the build identities, source-receipt hashes and provenance of the screenshots above.
Android and RetroArch
The experimental Android arm64 package is ready, with separate standard BPS patches, matching custom RetroArch cores and the complete corresponding core source. The easiest phone setup is the local browser patcher: your game files and key stay on your device. The page downloads patch data and creates a separate game ZIP.
- Open the patcher, choose your clean World
ssf2t.zip, pick TAG or Dramatic Battle and download the prepared ZIP. - Use 64-bit RetroArch. Download and extract the
Android arm64 cores,
then open Load Core → Install or Restore a Core and choose the matching
.sofile from the extracted folder. - Load that core, then use Load Content to open its matching game ZIP. Keep the output filename exactly as downloaded.
| Mode | Custom core | Game ZIP |
|---|---|---|
| TAG | fbneo_ssf2t_tag_r52_libretro.so | ssf2tmv4.zip |
| Dramatic Battle | fbneo_ssf2t_dramatic_r52_libretro.so | ssf2tdbmv4.zip |
Both release cores ran live matches in an Android 15 / API 35 arm64 emulator: 4,832 video and PCM callbacks per core, nonzero audio, exact 16-tick state/video/audio replay, and corrupted-content and cross-mode save refusals. That test used 4 KB pages. The cores pass static 16 KB ELF alignment checks; 16 KB runtime execution remains unverified.
This is a core-runtime test. Installation through Android's RetroArch UI, physical phones and controllers, phone performance and cross-platform save portability remain unqualified. RAM and storage capacity alone do not establish compatibility. R52's known 9.29–15.61% native pacing deficit remains unresolved.
The Android download page includes the standalone standard BPS files and the complete corresponding custom-core source, rebuild instructions and full license notices. The matching custom core is required; stock emulator cores do not provide this V4 runtime. Start a new match rather than importing an older save.
Downloads and credits
This is an unaffiliated fan modification. The original game and Street Fighter
artwork belong to Capcom. Keep contributor originals separate from generated
working art and native-frame adaptations. Thanks to Ernart Castel /
Shakunetsu (shakunetsu_srk) for the Cyborg contribution.
Public patch packages must use your own clean game files and keep those originals intact. The current release status is also on the SF2 TAG V4 download page.