Spike Spiegel said:
SSF2Turbo's super bar fucked up that game. Every match is a battle to the super bar. SSF2 is better because it's still skill based and old school but still keeps most of the new things without feeling like moves were cut and pasted in. Want a super bar? Play SF3 third strike.
Don't really know what you're talking about. The only super that's really whored is the Chun-Li glitch where after you charge, you can just walk forward and press kick at any time to activate it. You can still pick O.G. versions of characters, ironically which one of them is on the highest tier (Sagat).
No matter which one you play, the game boils down to fireball traps, throw setups, and noogie traps in the end (if you're really trying to win). Fireball traps are WAY easier to do in SSF2 because of the slowness of it, allowing for really late anti-airs that you'd otherwise not be able to pull off (with as much consistency) in Super Turbo.
If anything, the super bar makes things a lot more interesting because some characters can't really get into their groove without it, especially Balrog. You can fireball trap Balrog all day, that is, until he has meter. When he has meter he can activate his super and fly through any random fireball for mega damage. This allows for the opponent to approach him a different way, wherein Balrog has a better chance. He can sit on the super and beast him without even using it, or if the guy tries to get stupid, he can use it through any number of moves the other may throw out.
Lots of characters are like this. Super bar helps out a lot more people than not having one and just being stuck at a complete disadvantage with other people, like in SSF2.
So to stay on topic, I'd pick Super Turbo version of SF2. If we're including any SF2 game, then Alpha 2 would definitely be up there as well. Both are great games, though.