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* SuddenDeath: The Final Round if neither fighter wins after three rounds (nine in ''The World Warrior''). The player who wins the Final Round doesn't get a point bonus. In solo play, the computer player wins the battle should the Final Round end in a draw or a double knockout. If this happens in two-player mode, both players get a game over.
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* ''Street Fighter II’: Hyper Fighting'' (1992, a.k.a. ''Street Fighter II Dash Turbo'' in Japan) -- This version was released a few months after ''CE'' as a countermeasure to bootleg [[GameMod hacks]] that were incredibly unbalanced, featured faster playing speed, and vastly modified the behavior of many moves to the point of eccentricity. ''Hyper Fighting'' introduced brand new special moves for half of the returning characters, further adjusted character balance, increased the play speed for more intense fighting, and included new alternate palettes as the characters' default colors. It got two console ports: the SNES version, titled ''Street Fighter II Turbo'', was released first. {{Creator/Sega}}, not to be outdone, commissioned their own version for the Genesis/Mega Drive titled ''Street Fighter II: Special Champion Edition'' (a.k.a. ''Street Fighter II Dash Plus'' in Japan). The difference in title was due to an exclusivity contract between Capcom and Nintendo over the rights to the ''Turbo'' branding. While both games featured a mode based on ''Champion Edition'', the Genesis version put more emphasis on ''Champion Edition'' as its default mode, while the SNES version leaned more towards the aforementioned ''Turbo'' branding and its differences.

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* ''Street Fighter II’: Hyper Fighting'' (1992, a.k.a. ''Street Fighter II Dash Turbo'' in Japan) -- This version was released a few months after ''CE'' as a countermeasure to bootleg [[GameMod hacks]] that were incredibly unbalanced, featured faster playing speed, and vastly modified the behavior of many moves to the point of eccentricity. ''Hyper Fighting'' introduced brand new special moves for half of the returning characters, further adjusted character balance, increased the play speed for more intense fighting, and included new alternate palettes as the characters' default colors. It got two console ports: the SNES version, titled ''Street Fighter II Turbo'', was released first. {{Creator/Sega}}, not to be outdone, commissioned their own version for the Genesis/Mega Drive titled ''Street Fighter II: Special Champion Edition'' (a.k.a. ''Street Fighter II Dash Plus'' in Japan). The difference in title was due to an exclusivity contract between Capcom and Nintendo over the rights to the ''Turbo'' branding. While both games featured a mode based on ''Champion Edition'', the Genesis version put more emphasis on ''Champion Edition'' as its default mode, while the SNES version leaned more towards the aforementioned ''Turbo'' branding and its differences. Notably, it got a standalone rerelease on the UsefulNotes/Xbox360 Marketplace in 2006, which was successful enough for Capcom to greenlight production on ''VideoGame/StreetFighterIV''.
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Its success sparked a renaissance for the arcade video game industry and inspired other producers to develop [[FollowTheLeader copycats]], from ''VideoGame/ArtOfFighting'' (developed by Capcom's rival Creator/{{SNK}} and featuring [[CaptainErsatz the Ken lookalike Ryo Sakazaki]]), to the mostly-forgotten ''VideoGame/FightersHistory'' (Capcom tried and failed to sue Creator/DataEast for infringement) and ''VideoGame/WorldHeroes'', to [[SerialNumbersFiledOff bald-faced ripoffs]] like the creatively-named ''Super Fighter'' (not to be confused with [[VideoGame/{{Superfighters}} the Newgrounds game]]).

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Its success sparked a renaissance for the arcade video game industry and inspired other producers to develop [[FollowTheLeader copycats]], from ''VideoGame/ArtOfFighting'' (developed by Capcom's rival Creator/{{SNK}} and featuring [[CaptainErsatz the Ken lookalike Ryo Sakazaki]]), to the mostly-forgotten ''VideoGame/FightersHistory'' (Capcom tried and failed to sue Creator/DataEast for infringement) and ''VideoGame/WorldHeroes'', to [[SerialNumbersFiledOff bald-faced ripoffs]] like the creatively-named ''Super Fighter'' ''VideoGame/SuperFighter'' (not to be confused with [[VideoGame/{{Superfighters}} the Newgrounds game]]).
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* DifficultyByRegion: Infamously with ''Super Turbo'' in the overseas release. A GameBreakingBug meant that the AI that could be scaled per cabinet via DIP switch was [[HarderThanHard always set to the maximum difficulty]], making the game nigh impossible but for the absolute, most hardcore players out there that could game the [[TheComputerIsACheatingBastard cheating computer]] as much as possible. As of 2023, only ''Capcom Arcade Stadium'' (or Japanese-region copies of ''30th Anniversary Collection'') contain the original, pre-bugged Japanese version of the game, as the emergency 1.1 patched version for overseas was never re-released.
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* ''Hyper Street Fighter II: The Anniversary Edition'' (2004) - [[invoked]] This is a re-release of ''Super Turbo'' that includes the ability to change characters to variations from previous ''Street Fighter II'' installments (e.g., ''Champion Edition'' Ken vs. ''Super Turbo'' Blanka). Originally released as a stand-alone game on the UsefulNotes/{{PlayStation 2}} in Japan and Europe, it was bundled with ''Street Fighter III 3rd Strike'' in North America as a compilation titled ''Street Fighter Anniversary Collection'', which also saw a release on the original UsefulNotes/{{Xbox}} in every region. It also received an arcade release in Japan and Asia.

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* ''Hyper Street Fighter II: The Anniversary Edition'' (2004) (2003) - [[invoked]] This Created for the series’ 15th anniversary, this is a re-release of ''Super Turbo'' that includes the ability to change characters to variations from previous ''Street Fighter II'' installments (e.g., ''Champion Edition'' Ken vs. ''Super Turbo'' Blanka). Originally released as a stand-alone game on the UsefulNotes/{{PlayStation 2}} in Japan and Europe, it was bundled with ''Street Fighter III 3rd Strike'' in North America as a compilation titled ''Street Fighter Anniversary Collection'', which also saw a release on the original UsefulNotes/{{Xbox}} in every region. It also received an arcade release in Japan and Asia.
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Added an example from the new trope page.

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* BorderOccupyingDecorations: Playing the Game Boy release on the Super Game Boy makes the game use what the stage the characters are fighting on would have looked like on the SNES to fill in the leftover space, with Ryu's stage also being used for the menu.
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Compared to the first game, ''Street Fighter II'' has a bit more story to it. M. Bison, the leader of the criminal empire Shadaloo, organizes a worldwide fighting tournament, and a number of characters set out to settle a personal grudge with him; the rest are just in it for the prestige. The number of available player characters increased from two to eight. Alongside the returning Ryu and Ken, six now-iconic characters were tossed into the mix--each with their definitive fighting styles and theme music by the great Creator/YokoShimomura (the catchiness of "Guile's Theme" later became a [[MemeticMutation widespread internet meme]] in the 2000s):

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Compared to the first game, ''Street Fighter II'' has a bit more story to it. M. Bison, the leader of the criminal empire Shadaloo, organizes a worldwide fighting tournament, and a number of characters set out to settle a personal grudge with him; the rest are just in it for the prestige. The number of available player characters increased from two to eight. Alongside the returning Ryu and Ken, six now-iconic characters were tossed into the mix--each mix, each with their definitive fighting styles and theme music by the great Creator/YokoShimomura (the catchiness of "Guile's Theme" later became a [[MemeticMutation widespread internet meme]] in the 2000s):
styles:



While certainly not the first FightingGame by any stretch, ''Street Fighter II'' was the one which [[TropeCodifier codified the genre]] and its related tropes, more notably the {{Shotoclone}}. It invented the fighting game definition of {{combos}}, which quickly became a staple of the genre. Fighting game-style combos later crossed over into other genres of games. ''Street Fighter II'' is regarded as one of the greatest video games of all time and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. It sparked a renaissance for the arcade video game industry and impacted competitive video gaming and wider popular culture such as films and music.

Its success spawned [[FollowTheLeader countless copycats]], from ''VideoGame/ArtOfFighting'' (developed by Capcom's rival Creator/{{SNK}} and featuring [[CaptainErsatz the Ken lookalike Ryo Sakazaki]]), to the mostly-forgotten ''VideoGame/FightersHistory'' (Capcom tried and failed to sue Creator/DataEast for infringement) and ''VideoGame/WorldHeroes'', to [[SerialNumbersFiledOff bald-faced ripoffs]] like the creatively-named ''Super Fighter'' (not to be confused with [[VideoGame/{{Superfighters}} the Newgrounds game]]).

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While certainly not In addition to reinstating features from the first FightingGame by any stretch, ''Street Fighter'' (e.g. six-button control setup and ThreeRoundDeathmatch), ''Street Fighter II'' was the one further introduced many more such as proper JumpPhysics, {{Combos}}, and LagCancel -- which [[TropeCodifier codified the genre]] and its related tropes, more notably the {{Shotoclone}}. It invented the fighting game definition of {{combos}}, which quickly have since became a staple staples of the genre. Fighting game-style combos later crossed over into other genres of games. ''Street Fighter II'' is regarded as one of Its biggest influence was creating the greatest video games of all time and the most important and influential character archetypes found in fighting game ever made. Its launch is seen as games: a revolutionary moment within its genre, credited JackOfAllStats {{Shotoclone}} with popularizing the fighting genre during the 1990s [[KamehameHadoken Hadoken]] and inspiring other producers to create their own fighting series. It {{Shoryuken}} moves (Ryu), a HeadSwap[=/=]PaletteSwap MovesetClone (Ken), a ChargeInputSpecial fighter (Guile), TheGrappler (Zangief), a CloseRangeCombatant (Balrog), and so forth were invented with this game.

Its success
sparked a renaissance for the arcade video game industry and impacted competitive video gaming and wider popular culture such as films and music.

Its success spawned
inspired other producers to develop [[FollowTheLeader countless copycats]], from ''VideoGame/ArtOfFighting'' (developed by Capcom's rival Creator/{{SNK}} and featuring [[CaptainErsatz the Ken lookalike Ryo Sakazaki]]), to the mostly-forgotten ''VideoGame/FightersHistory'' (Capcom tried and failed to sue Creator/DataEast for infringement) and ''VideoGame/WorldHeroes'', to [[SerialNumbersFiledOff bald-faced ripoffs]] like the creatively-named ''Super Fighter'' (not to be confused with [[VideoGame/{{Superfighters}} the Newgrounds game]]).
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[[caption-width-right:350:'''''[[center:[[AC:ROUND 1...FIGHT!]]]]'''''[[note]]Clockwise from top: [[TheGrappler Zangief]], [[{{Shotoclone}} Ken]], [[WildMan Blanka]], [[MartialPacifist Dhalsim]]. [[TheHero Ryu]], [[{{Eagleland}} Guile]], and [[{{Acrofatic}} E.Honda]]. Center: [[KickChick Chun-Li]][[/note]]]]

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[[caption-width-right:350:'''''[[center:[[AC:ROUND 1... FIGHT!]]]]'''''[[note]]Clockwise from top: [[TheGrappler Zangief]], [[{{Shotoclone}} Ken]], [[WildMan Blanka]], [[MartialPacifist Dhalsim]]. [[TheHero Ryu]], [[{{Eagleland}} Guile]], and [[{{Acrofatic}} E.Honda]]. Center: [[KickChick Chun-Li]][[/note]]]]
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* A [[TheGeneralissimo Yinpot dictator]] with strange PsychicPowers known as M. Bison.

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* A Lastly, M. Bison himself, [[TheGeneralissimo a Yinpot dictator]] with strange PsychicPowers known as M. Bison.
PsychicPowers.
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''Street Fighter II: The World Warrior'' is a 1991 fighting game published by Creator/{{Capcom}} and the second main game in the ''Franchise/StreetFighter'' series, which rocketed the franchise into the mainstream eye overnight and became one of the best selling video games of its time. It's credited as a TropeCodifier of {{fighting game}}s, and while influenced by early games like ''VideoGame/KarateChamp'', ''VideoGame/YieArKungFu'', and its own predecessor ''VideoGame/StreetFighterI'' (1987), it is generally considered as the genre's first modern entry.

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''Street Fighter II: The World Warrior'' is a 1991 fighting game developed and published by Creator/{{Capcom}} and the second main game in the ''Franchise/StreetFighter'' series, which rocketed the franchise into the mainstream eye overnight and became one of the best selling video games of its time. It's credited as a TropeCodifier of {{fighting game}}s, and while influenced by early games like ''VideoGame/KarateChamp'', ''VideoGame/YieArKungFu'', and its own 1987 predecessor ''VideoGame/StreetFighterI'' (1987), ''VideoGame/StreetFighterI'', it is generally considered as the genre's first modern entry.
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''Street Fighter II: The World Warrior'' is a 1991 fighting game published by Creator/{{Capcom}} and the second main game in the ''Franchise/StreetFighter'' series, which exploded the franchise into the mainstream overnight and became one of the best selling video games of its time. It's credited as a TropeCodifier of {{fighting game}}s, and while influenced by early games like ''VideoGame/KarateChamp'', ''VideoGame/YieArKungFu'', and its own predecessor ''VideoGame/StreetFighterI'' (1987), it is generally considered as the genre's first modern entry.

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''Street Fighter II: The World Warrior'' is a 1991 fighting game published by Creator/{{Capcom}} and the second main game in the ''Franchise/StreetFighter'' series, which exploded rocketed the franchise into the mainstream eye overnight and became one of the best selling video games of its time. It's credited as a TropeCodifier of {{fighting game}}s, and while influenced by early games like ''VideoGame/KarateChamp'', ''VideoGame/YieArKungFu'', and its own predecessor ''VideoGame/StreetFighterI'' (1987), it is generally considered as the genre's first modern entry.
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'''[[TropeCodifier The]]''' FightingGame.
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* AnimationBump: The original roster of ''II'' gained new moves and win animations in ''Super'' with a similar level of fidelity as the new characters, which can clash quite a bit with the original sprites. For example, E. Honda's command grab makes him look far more muscular than in his doughy idle stance.
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* EarlyInstallmentWeirdness: Players who were introduced to ''II'' through the later installments may be surprised to find that in the original ''World Warrior'' release, the four bosses are unselectable characters until ''Hyper Fighting'', and mirror matches are impossible. "Super Moves", as in the especially hard-hitting and meter-costing specials, didn't exist until ''Super Turbo'', and combos as we know them today were only introduced "properly" in ''Champion Edition'' with the original release just allowing for chaining certain attacks together in an unintended sequence. Only the absolute bare minimum of the base gameplay, music themes and initial characters were here for the rest of the franchise to extensively iterate upon.

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* EarlyInstallmentWeirdness: Players who were introduced to ''II'' through the later installments may be surprised to find that in the original ''World Warrior'' release, the four bosses are unselectable characters until ''Hyper Fighting'', and mirror matches are impossible. "Super Moves", impossible, with both of these being rectified in ''Champion Edition''. Super Moves, as in the especially hard-hitting and meter-costing specials, didn't exist until ''Super Turbo'', Turbo'' under the title of "Super Combos", and the proper combos as we know them today were only introduced "properly" officially in ''Champion Edition'' the base ''Super'' with the original release just allowing for chaining certain attacks together an attack and special in an unintended sequence. Only the absolute bare minimum of the base gameplay, music themes and initial characters were here for the rest of the franchise to extensively iterate upon.
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* EarlyInstallmentWeirdness: Players who were introduced to ''II'' through the later installments may be surprised to find that in the original ''World Warrior'' release, the four bosses are unselectable characters, and mirror matches are impossible.

to:

* EarlyInstallmentWeirdness: Players who were introduced to ''II'' through the later installments may be surprised to find that in the original ''World Warrior'' release, the four bosses are unselectable characters, characters until ''Hyper Fighting'', and mirror matches are impossible.impossible. "Super Moves", as in the especially hard-hitting and meter-costing specials, didn't exist until ''Super Turbo'', and combos as we know them today were only introduced "properly" in ''Champion Edition'' with the original release just allowing for chaining certain attacks together in an unintended sequence. Only the absolute bare minimum of the base gameplay, music themes and initial characters were here for the rest of the franchise to extensively iterate upon.

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'''[[TropeCodifier The]]''' Fighting Game.

After the obscure release of ''VideoGame/StreetFighterI'' in 1987, [[Franchise/StreetFighter the series]] exploded into the mainstream overnight with the release of its 1991 sequel, ''Street Fighter II: The World Warrior''. This one had a bit more story to it, with a number of characters setting out to challenge the tournament organizer and settle a personal grudge with him; the rest are just in it for the prestige.

Creator/{{Capcom}} increased the number of available player characters from two to eight. Alongside the returning Ryu and Ken, six now-iconic characters were tossed into the mix--each with their definitive fighting styles and theme music by the great Creator/YokoShimomura (the catchiness of "Guile's Theme" later became a [[MemeticMutation widespread internet meme]] in the 2000s):

to:

'''[[TropeCodifier The]]''' Fighting Game.

After
''Street Fighter II: The World Warrior'' is a 1991 fighting game published by Creator/{{Capcom}} and the obscure release second main game in the ''Franchise/StreetFighter'' series, which exploded the franchise into the mainstream overnight and became one of the best selling video games of its time. It's credited as a TropeCodifier of {{fighting game}}s, and while influenced by early games like ''VideoGame/KarateChamp'', ''VideoGame/YieArKungFu'', and its own predecessor ''VideoGame/StreetFighterI'' in 1987, [[Franchise/StreetFighter (1987), it is generally considered as the series]] exploded into genre's first modern entry.

Compared to
the mainstream overnight with the release of its 1991 sequel, first game, ''Street Fighter II: The World Warrior''. This one had II'' has a bit more story to it, with it. M. Bison, the leader of the criminal empire Shadaloo, organizes a worldwide fighting tournament, and a number of characters setting set out to challenge the tournament organizer and settle a personal grudge with him; the rest are just in it for the prestige.

Creator/{{Capcom}} increased the
prestige. The number of available player characters increased from two to eight. Alongside the returning Ryu and Ken, six now-iconic characters were tossed into the mix--each with their definitive fighting styles and theme music by the great Creator/YokoShimomura (the catchiness of "Guile's Theme" later became a [[MemeticMutation widespread internet meme]] in the 2000s):
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* ArtShift: While all of the characters gradually got ArtEvolution, compare and contrast the new cast members of ''Super'' versus the pre-existing characters and it's night and day between animation quality and detail. More frames of animation, more detail per frame, and a notably different shading and visual consistency make them stand out significantly.
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!! This game and its revisions provide examples of:

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!! This game and its revisions provide examples of:!!Round 1 - FIGHT!

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* AmbidextrousSprite: While everyone has, for the most part, perfectly symmetrical designs, Sagat's newly added scar (along with his eyepatch and hand wraps) can rather obviously be seen swapping orientation whenever he turns around



** In ''Ultra'', the USAF logo in Guile's stage in both classic and HD modes was replaced by the same one used in ''VideoGame/StreetFighterV'', probably for legal reasons.

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** In ''Ultra'', ''Ultra'' and the ''30th Anniversary Collection'', the USAF logo in Guile's stage in both classic and HD modes was replaced by the same one used in ''VideoGame/StreetFighterV'', probably for legal reasons.



* DivergentCharacterEvolution: ''Street Fighter II'' marked the point where Ryu and Ken started to differ from one another ever so slightly. In ''World Warrior'' they were more or less exactly the same, so players could fight on even ground. To name a few examples of their evolution, the subsequent ''Champion Edition'' altered Ryu and Ken's Tatsumaki Senpukyakus, with Ryu's hitting once but knocking the opponent either while Ken's was multi-hit but didn't. By ''New Challengers'', Ryu had a new set of Hadoken sprites as well as the Shakunetsu variant while Ken had his now iconic flaming Shoryuken, and by ''Super Turbo'', Ryu had two new command normals and the Shinku Hadoken super, while Ken got a new roundhouse animation, a set of new kick specials and the Shoryu Reppa super. If they weren't going in separate directions before, by ''Super Turbo'' they certainly were.



** In ''World Warrior'', there is a 512-in-1 chance a single button press will activate a special move on its own. This was done to bring the myriad special moves to everyone's attention.



* HeadSwap: Carrying over from the previous game, Ryu and Ken serve as the quintessential examples of this trope, sharing a body sprite with only different heads and colours to tell them apart. Akuma became the third such example when added in ''Super Turbo'', though unlike Ryu and Ken, Akuma's body sprites do have one subtle addition; a prayer bead necklace.



* ShipLevel: Ken's stage takes place at a crowded port somewhere on the east coast.

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* ShipLevel: Ken's stage takes place at a crowded port somewhere on the east coast. In the [=CPS-1=] games the crowd watches from a clunky steamboat, while the [=CPS-2=] versions add a lot more flash to the background and swapout the steamboat for a more modern yacht.



* SuperSpecialMove: ''Super Turbo'' introduced the Super Combo mechanic to the game. Requiring a full Super gauge, each character had one highly damaging version of a regular special move that could turn the tide of the battle. Due to his overwhelming power as an ingame opponent, Akuma lacked a Super Combo at all, and when he finally gained one (his signature Shun Goku Satsu) in the Dreamcast version, it required a lot of hoop-jumping to unlock. Later versions from ''HD Remix'' onward gave him said Super Combo as standard.

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* SuperSpecialMove: ''Super Turbo'' introduced the Super Combo mechanic to the game.game and the series as a whole. Requiring a full Super gauge, each character had one highly damaging version of a regular special move that could turn the tide of the battle. Due to his overwhelming power as an ingame opponent, Akuma lacked a Super Combo at all, and when he finally gained one (his signature Shun Goku Satsu) in the Dreamcast version, it required a lot of hoop-jumping to unlock. Later versions from ''HD Remix'' onward gave him said Super Combo as standard.

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Some extras. Also rewrote the Super Special Move segment since it was concerning things that were in later games but weren't actually in SF 2.


* AttackItsWeakPoint: While not a well known mechanic, [[https://sonichurricane.com/?p=4476 this was featured in the]] [=CPS-1=] versions of the game. Depending on certain point values, characters could take double damage if hit in certain animations. This especially applied to the bosses in ''World Warrior'', as they could take twice the damage if hit during their signature specials (such as Sagat's Tiger Uppercut recovery or Bison (Dictator)'s Psycho Crusher.) One odd case (and a holdover from a scrapped version of the "Dizzy" mechanic) was Ryu having such a weakpoint hitbox in a single frame of his dizzy animation.



** ''Super Turbo'' gave each of the 16 main fighters a new default palette. Along with the alternate "classic" versions of the characters, whom each used the original default palette plus an exclusive alternate, brought the total to 10 palettes per character (except for Akuma, who only has two).

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** ''Super Turbo'' gave each of the 16 main fighters a new default palette. Along with the alternate "classic" versions of the characters, whom each used the original default palette plus an exclusive alternate, brought the total to 10 palettes per character (except for Akuma, who only has two). Akuma later received a full set of palettes in ''Ultra'', along with a separate set for his Shin form.



** The first was the 1997 collection of ''Super Street Fighter II: The New Challengers'' and ''Super Street Fighter II Turbo'' (along with the western debut of the UpdatedRerelease of ''VideoGame/StreetFighterAlpha 2'', ''Alpha 2 Gold'') for the original [=PlayStation=] and Sega Saturn. This was followed on by a second collection (part of the "Capcom Generations" lineage of compilations) that collected the first three (''The World Warrior'', ''Champion Edition'', and ''Hyper Fighting'') installments for the same platforms (although the Saturn version is Japan-exclusive). The latter collection also includes some bonus content such as artwork.

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** The first was the 1997 collection of ''Super Street Fighter II: The New Challengers'' and ''Super Street Fighter II Turbo'' (along with the western debut of the UpdatedRerelease of ''VideoGame/StreetFighterAlpha 2'', ''Alpha 2 Gold'') for the original [=PlayStation=] and Sega Saturn. This was followed on by a second collection (part of the "Capcom Generations" lineage of compilations) that collected the first three [=CPS-1=] based installments (''The World Warrior'', ''Champion Edition'', and ''Hyper Fighting'') installments for the same platforms (although the Saturn version is Japan-exclusive). The latter collection also includes some bonus content such as artwork.artwork, and also intruced a "Deluxe Versus" mode, where one could pit different versions of characters against one another, preceding ''Hyper'' by quite a few years.



** The most recent compilation was ''Street Fighter 30th Anniversary Collection'' ([=PS4=], Xbox One, PC, Switch), which includes emulated versions of all five major revisions of ''Street Fighter II'' alongside other installments of the franchise. ''Hyper Fighting'' and ''Super Turbo'' can also be played online.

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** The most recent compilation was ''Street Fighter 30th Anniversary Collection'' ([=PS4=], Xbox One, PC, Switch), which includes emulated versions of all five major revisions of ''Street Fighter II'' alongside other installments of the franchise. ''Hyper Fighting'' and ''Super Turbo'' can also be played online.online, and the Switch port of the collection includes a recreation of ''New Challengers''' ''Tournament Battle'' version.



** Breaking the statues in Bison's stage causes the normally meditating monks in the background to get up and start angrily shouting at the fighters.



* SongsInTheKeyOfPanic: When a player is close to losing the round, the music changes to an up-tempo remix until it fades out at K.O. In the vanilla ''SFII'', this happened every round; in ''Super'' and most other versions, this is only done from the second round onward and in ''Hyper'' it only changes when the fighter low on health is in danger of losing the whole match.

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* SongsInTheKeyOfPanic: When a player is close to losing the round, the music changes to an up-tempo remix until it fades out at K.O. In the vanilla ''SFII'', this happened every round; in ''Super'' and most other versions, this is only done from the second round onward and in ''Hyper'' and ''Ultra'' it only changes when the fighter low on health is in danger of losing the whole match.



* SuperSpecialMove:
** [[Characters/StreetFighterAkuma Akuma]]'s multi-hit, HurricaneKick has an improved version, the [[https://www.youtube.com/watch?v=7XF0lrF7kRo Demon Armageddon Ultra]], which does far more damage and has a nice black slash added to it for aesthetics.
** [[Characters/StreetFighterMBison M. Bison]]'s "Ultimate Psycho Crusher", which has enough power to plant his opponent in a wall.

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* SuperSpecialMove:
** [[Characters/StreetFighterAkuma Akuma]]'s multi-hit, HurricaneKick has
SuperSpecialMove: ''Super Turbo'' introduced the Super Combo mechanic to the game. Requiring a full Super gauge, each character had one highly damaging version of a regular special move that could turn the tide of the battle. Due to his overwhelming power as an improved ingame opponent, Akuma lacked a Super Combo at all, and when he finally gained one (his signature Shun Goku Satsu) in the Dreamcast version, the [[https://www.youtube.com/watch?v=7XF0lrF7kRo Demon Armageddon Ultra]], which does far more damage and has it required a nice black slash added lot of hoop-jumping to it for aesthetics.
** [[Characters/StreetFighterMBison M. Bison]]'s "Ultimate Psycho Crusher", which has enough power to plant his opponent in a wall.
unlock. Later versions from ''HD Remix'' onward gave him said Super Combo as standard.



* UpdatedRerelease: May as well be the standard-bearer for fighting games. The core ''Street Fighter II'' lineage spans five major revisions across two generations of arcade hardware.

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* UpdatedRerelease: May as well be the standard-bearer for fighting games. The core ''Street Fighter II'' lineage spans five major revisions across two generations of arcade hardware.hardware at the very least.
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After the obscure release of ''VideoGame/StreetFighterI'' in 1987, [[Franchise/StreetFighter the series]] exploded into the mainstream overnight with its 1991 sequel, ''Street Fighter II: The World Warrior''. This one had a bit more story to it, with a number of characters setting out to challenge the tournament organizer and settle a personal grudge with him; the rest are just in it for the prestige.

to:

After the obscure release of ''VideoGame/StreetFighterI'' in 1987, [[Franchise/StreetFighter the series]] exploded into the mainstream overnight with the release of its 1991 sequel, ''Street Fighter II: The World Warrior''. This one had a bit more story to it, with a number of characters setting out to challenge the tournament organizer and settle a personal grudge with him; the rest are just in it for the prestige.
Is there an issue? Send a MessageReason:
None


After the obscure release of ''VideoGame/StreetFighterI'', [[Franchise/StreetFighter the series]] exploded overnight with its 1991 sequel, ''Street Fighter II: The World Warrior''. This one had a bit more story to it, with a number of characters setting out to challenge the tournament organizer and settle a personal grudge with him; the rest are just in it for the prestige.

to:

After the obscure release of ''VideoGame/StreetFighterI'', ''VideoGame/StreetFighterI'' in 1987, [[Franchise/StreetFighter the series]] exploded into the mainstream overnight with its 1991 sequel, ''Street Fighter II: The World Warrior''. This one had a bit more story to it, with a number of characters setting out to challenge the tournament organizer and settle a personal grudge with him; the rest are just in it for the prestige.

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* ''Street Fighter Collection 2'' (1998, a.k.a. ''Capcom Generation 5'') - Another CompilationRerelease for the [=PlayStation=] and Sega Saturn. This one contains ''World Warrior'', ''Champion Edition'', and ''Hyper Fighting''. These ports would serve as the basis for future re-releases of these games. It also included a special game mode allowing character versions from the three games to be pitted against one another.
* ''Super Street Fighter II X for Matching Service'' (2000) - A UsefulNotes/SegaDreamcast port of ''Super Turbo'' which features slew of unlockable extra options. It also featured online play. However, it was available only in Japan as a Sega Direct, making it a sought-after collector's item.

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* ''Street Fighter Collection 2'' (1998, a.k.a. ''Capcom Generation 5'') - Another CompilationRerelease for the [=PlayStation=] and Sega Saturn.Saturn, this time focusing on the CPS-1 versions of the game. This one contains ''World Warrior'', ''Champion Edition'', and ''Hyper Fighting''. These ports would serve as the basis for future re-releases of these games.games up until the port of ''Hyper Fighting'' on Xbox 360. It also included a special game mode allowing character versions from the three games to be pitted against one another.
* ''Super Street Fighter II X for Matching Service'' (2000) - A UsefulNotes/SegaDreamcast port of ''Super Turbo'' which features slew of unlockable extra options.options, including the first instance of playable Shin Akuma as well as being the first version of the game to grant Akuma a Super Combo. It also featured online play. However, it was available only in Japan as a Sega Direct, making it a sought-after collector's item.



** Ryu's win quote, "You must defeat Sheng Long to stand a chance" is a mistranslation in the arcade releases as the localization team misread the kanji for his dragon punch as something in Chinese. The Super NES version corrects this error to read "You must defeat my dragon punch to stand a chance."

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** Ryu's win quote, "You must defeat Sheng Long to stand a chance" is a mistranslation in the arcade releases as the localization team misread the kanji for his dragon punch as something in Chinese. The Super NES version corrects this error to read "You must defeat my dragon punch to stand a chance," and by ''Ultra'' it finally read "You must defeat my Shoryuken to stand a chance."



** Similarly, the SNES Classic Edition version of ''Turbo'' removes the USAF logo entirely from the stage.

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** Similarly, the SNES Classic Edition version of ''Turbo'' removes the USAF logo entirely from the stage. as does the ''Special Champion Edition'' version available on Nintendo Switch Online's Genesis set.



** Dee Jay's Air Slasher, called as "Slash!"[[note]]Japanese version[[/note]] or "Max Out!"[[note]]International]][[/note]]



** In ''Champion Edition'', the player using a character's standard palette has his or hername tag displayed in yellow fonts and the one using the alternate palette is displayed in blue. The same thing applies in ''Hyper Fighting'', except all the characters have a new default palette and the original ''World Warrior'' palettes are now used as the alternate palette (except for Bison, who keeps his original as a default, but still gets a new alternate palette).

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** In ''Champion Edition'', the player using a character's standard palette has his or hername her name tag displayed in yellow fonts and the one using the alternate palette is displayed in blue. The same thing applies in ''Hyper Fighting'', except all the characters have a new default palette and the original ''World Warrior'' palettes are now used as the alternate palette (except for Bison, who keeps his original as a default, but still gets a new alternate palette).



* SongsInTheKeyOfPanic: When a player is close to losing the round, the music changes to an up-tempo remix until it fades out at K.O. In the vanilla ''SFII'', this happened every round; in ''Super'' and subsequent games, this is only done from the second round onward.

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* SongsInTheKeyOfPanic: When a player is close to losing the round, the music changes to an up-tempo remix until it fades out at K.O. In the vanilla ''SFII'', this happened every round; in ''Super'' and subsequent games, most other versions, this is only done from the second round onward.onward and in ''Hyper'' it only changes when the fighter low on health is in danger of losing the whole match.
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Per TRS, this was renamed to Incidental Multilingual Wordplay and moved to Trivia


* LuckyTranslation: Guile's Sonic Boom has been misheard as "Sabit-ku!" in Malaysia. Coincidentally, "sabit-ku" literally means "my sickle" or loosely, "my crescent" in Malay. Guess how the Sonic Boom is represented onscreen?
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* {{Foreshadowing}}: In the original game, the four bosses' portraits (and flags) don't appear on the world map until you reach Boxer, but their STAGE markers are on the map from the very beginning. Hmm, what's that unlabeled dot doing over there in Spain..?
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Creator/{{Capcom}} increased the number of available player characters from two to eight. Alongside the returning Ryu and Ken, six now-iconic characters were tossed into the mix--each with their definitive fighting styles and theme music by the great Creator/YokoShimomura (the catchiness of "Guile's Theme" later became a [[MemeticMutation widespread internet meme]] in the 2010s):

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Creator/{{Capcom}} increased the number of available player characters from two to eight. Alongside the returning Ryu and Ken, six now-iconic characters were tossed into the mix--each with their definitive fighting styles and theme music by the great Creator/YokoShimomura (the catchiness of "Guile's Theme" later became a [[MemeticMutation widespread internet meme]] in the 2010s):
2000s):
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* ''Super Street Fighter II: The New Challengers'' (1993) - This is the biggest {{expansion|pack}} in the series, developed on new hardware with better graphics. It added four entirely new stages and characters: BruceLeeClone Fei Long, {{amnesiac|hero}} commando Cammy (an [[LeotardOfPower ass]]...er, {{glass cannon}} with one of [[https://www.youtube.com/watch?v=tMNPDiytN_I the best theme tunes]] and an interesting backstory which ties into the prequels), Jamaican DanceBattler and music star Dee Jay, and the legendarily-bad T. Hawk: known for his goofy fighting stance, being a Native American (from Mexico), and consistently ranking in the bottom-tier. It added more new attacks for the existing characters, such as Ken's flaming Shoryuken which sets his target aflame, and it even tossed in some new animations for existing characters thanks to the newer and better CP System II hardware, which also upgraded the sound quality. Even though the speed increase from ''Hyper Fighting'' was well-received in many parts of the world, countries flooded with bootleg hacks assumed ''Hyper Fighting'' was another hack (and a lot of players just could not keep up with the increased pace), so the speed increase was dropped for ''Super''. This caused backlash from fans of ''Hyper Fighting'', which is one of the reasons this game failed to acquire the intended playerbase. Ported simultaneously to the SNES and Genesis, and was later brought to the Amiga and DOS.

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* ''Super Street Fighter II: The New Challengers'' (1993) - This is the biggest {{expansion|pack}} in the series, developed on new hardware with better graphics. It added four entirely new stages and characters: BruceLeeClone Fei Long, {{amnesiac|hero}} commando Cammy (an [[LeotardOfPower ass]]...er, (a {{glass cannon}} with one of [[https://www.youtube.com/watch?v=tMNPDiytN_I the best theme tunes]] and an interesting backstory which ties into the prequels), Jamaican DanceBattler and music star Dee Jay, and the legendarily-bad T. Hawk: Hawk, known for his goofy palms-out fighting stance, being a Native American (from Mexico), and consistently ranking in the bottom-tier.for being fairly difficult to master. It added more new attacks for the existing characters, such as Ken's flaming Shoryuken which sets his target aflame, and it even tossed in some new animations for existing characters thanks to the newer and better CP System II hardware, which also upgraded the sound quality. Even though the speed increase from ''Hyper Fighting'' was well-received in many parts of the world, countries flooded with bootleg hacks assumed ''Hyper Fighting'' was another hack (and a lot of players just could not keep up with the increased pace), so the speed increase was dropped for ''Super''. This caused backlash from fans of ''Hyper Fighting'', which is one of the reasons this game failed to acquire the intended playerbase. Ported simultaneously to the SNES and Genesis, and was later brought to the Amiga and DOS.
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** According to Akira Nishitani, the orange Hadoken "glitch" was in fact an intentional Easter egg put in by the programmers. Nishitani admitted that he never imagined it would spawn a new special move for Ryu.

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** According to Akira Nishitani, Creator/AkiraNishitani, the orange Hadoken "glitch" was in fact an intentional Easter egg put in by the programmers. Nishitani admitted that he never imagined it would spawn a new special move for Ryu.
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** In Guile's stage, a woman appears to be *ahem* servicing one of her male colleagues.

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* IconicOutfit: Chun-Li's UsefulNotes/{{Qipao}} is so iconic that when she was given a new, more practical outfit in ''Alpha'', all subsequent games in the series provided the option for the player to use her old outfit. (As a standard PaletteSwap in ''Alpha 2'', an EmbeddedPrecursor version of her ''Champion Edition'' moveset in ''Alpha 2 Gold'', or as her X-ism outfit in ''Alpha 3''.)

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* IconicOutfit: Chun-Li's UsefulNotes/{{Qipao}} is so iconic that when she was given a new, more practical outfit in ''Alpha'', all subsequent games in the series provided the option for the player to use her old outfit. (As [[note]]As a standard PaletteSwap in ''Alpha 2'', an EmbeddedPrecursor version of her ''Champion Edition'' moveset in ''Alpha 2 Gold'', or as her X-ism outfit in ''Alpha 3''.)[[/note]]
* JigglePhysics: Cammy's boobs are pretty bouncy in the arcade versions.

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