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1* ActingForTwo: With the exception of Chun-Li, everyone in the cast of the original ''II'' had the same voice set. ''Super'' would start giving everyone their own voice actor.
2* AscendedFanon: How Akuma was conceived. ''Electronic Gaming Monthly'' created Sheng Long (the would-be [[VideoGame/StreetFighterIV Gouken]]) for one of their infamous April Fools' articles and caused fans to swarm to arcades to find him. Capcom USA ended up calling Capcom of Japan about this secret boss character, and so they decided to go with it and add in Akuma. The method to fight him in ''Super Street Fighter II Turbo'' is a greatly simplified version of the hilariously impossible instructions in the joke article.
3* BadExportForYou: The localization for ''Super Street Fighter II Turbo'' removes all text related to Akuma (i.e. his battle introduction upon fulfilling the requirement to fight him, his win quotes, and both variants of his ending).
4* CashCowFranchise: A cash cow within a cash cow, the ''II'' series is the most well-known and successful sub-series in the ''Street Fighter'' franchise, so much so that the SNES port of the original was Creator/{{Capcom}}'s best-selling game for a long time. At the time of release, ''Street Fighter II'' resurrected the {{UsefulNotes/arcade|game}} scene, particularly in the United States as people lined up at machines to compete against each other. A FightClubbing mentality (not in the "Project Mayhem" sense, mind you) is alleged to have evolved at the time; machines that cost just over $1,300 made that amount back in less than a month.
5* CreatorsFavourite:
6** Chun-Li was originally designed by Akira Yasuda, and when questioned by composer Yoko Shimomura why her thighs were so big, he told her "You just don't understand the appeal" and started ''explaining his sexual fetish to her'', which she said made her rather uncomfortable.
7** Chun-Li seesaws between thick and muscular and slim and athletic [[DependingOnTheArtist depending on the game]]. Some-time series director Yoshinori Ono has stated that he prefers her slimmer, ''Alpha''-era look, while Daigo Ikeno, the main artist for the series, loves meaty thighs. Ikeno has admitted that he makes sure that ''his'' designs are the final drafts sent to the programmers. Kinu Nishimura, whenever she provides promotional and in-game art, also tends to see-saw back and forth between her slim frame and her thicker look.
8* FollowTheLeader: All the knockoffs caused the genre to turn into clones of the game, until games like ''VideoGame/VirtuaFighter'', ''VideoGame/{{Tekken}}'', and ''VideoGame/SuperSmashBros'' brought variance back to the genre. Funny enough, ''Street Fighter'' characters (often Ryu himself either accompanied by Chun-Li or Ken) have made it a habit of showing up [[VideoGame/CapcomVs to pick fights with many of these characters]].
9* KillerApp: The [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version of ''Street Fighter II: The World Warrior'' sold 6.3 million copies, making it the system's bestselling third party game, while ''Street Fighter II Turbo: Hyper Fighting'' sold 4.1 million copies. Combine those two together, and you get a whopping ''10.4 million copies sold''. And if you count the sales of ''Super Street Fighter II'', which sold 2 million copies, then it brings it up to 12.4 million copies, making ''Street Fighter II'' and all of its re-releases ''the second-bestselling game on the SNES''. The only game to sell more was ''VideoGame/SuperMarioWorld'', at over 20 million copies. Anticipation for the console port was so high that, when the SNES version was released a year later, it gave {{Creator/Nintendo}} a tremendous boost in the UsefulNotes/ConsoleWars after it had been trailing behind the UsefulNotes/SegaGenesis in the NA region; it got to the point where it was sold as a console bundle in Europe.
10* LifeImitatesArt: There are a lot of Website/YouTube videos of people trying to imitating the famous car-breaking bonus stage. While any RealLife martial artist can do this, it needs more than 60 seconds just to being able to wreck a car using regular fighting techniques and it's not as cool at it sounds.
11* MarketBasedTitle:
12** The full title of ''Street Fighter II′: Champion Edition'' in Japan is ''Street Fighter II Dash: Champion Edition''. However, the word "Dash" is not spelled out, but represented on the game's logo by a prime mark (an apostrophe-like symbol used in mathematics to indicate derivatives). The prime symbol still appears on the title screen in the overseas versions, but Capcom USA didn't [[LostInTranslation understand its significance]] and simply referred to the game as ''Street Fighter II: Champion Edition'' on promotional materials.
13** ''Street Fighter II′: Hyper Fighting'' is known as ''Street Fighter II Dash Turbo: Hyper Fighting'' in Japan (the word "Turbo" did not appear in the overseas versions). The SNES version is simply known as ''Street Fighter II Turbo: Hyper Fighting'' in all regions.
14** The first of the two Mega Drive/Genesis ports is known as ''Street Fighter II Dash Plus: Champion Edition'' in Japan and ''Street Fighter II′: Special Champion Edition'' everywhere else.
15** ''Super Street Fighter II Turbo'' is known as ''Super Street Fighter II X: Grand Master Challenge'' in Japan.
16* PopCultureUrbanLegends:
17** "You must defeat Sheng Long to stand a chance!" This mistranslation of Ryu's winquote ("You have no chance against my Shoryuken!") resulted in a long-standing rumor that Sheng Long was a SecretCharacter or {{Superboss}}. ''EGM''[='=]s running of an April Fools' Day hoax article purporting to give instructions on how to fight him only fueled it further, but also resulted in the birth of Akuma and indirectly, Gouken. The SNES ports changed the mistranslated line from "Sheng Long" to "my Dragon Punch", and ''Ultra'' further changed it to "my Shoryuken".
18** [[RippedFromTheHeadlines Right off the heels of the Mike Tyson ear bite]], rumors persisted that by cancelling Boxer's Megaton Punch, you can unlock a hidden Super Combo just as the punch lands. Rotate the controller full-circle twice and hit all three buttons and Boxer will lock his opponent in a headlock and start biting until [[VideoGame/FinalFight Edi. E]] busts Balrog and carts him off to jail, forfeiting the match. This became a AscendedMeme in ''Super Street Fighter IV'' when he received a new Ultra called Dirty Bull which, before ''AE'', was two full-circle controller rotations and involves illegal boxing maneuvers such as sucker punching, stepping on someone's foot, and clinching.
19* PortOverdosed: Ported to every platform in existence at the time, and continually re-released since then. Even the ZX Spectrum got a version.
20* SerendipityWritesThePlot: Dee Jay's pants [[WhatCouldHaveBeen were originally going to have "MANTIS" printed on them]]. However, "MANTIS" was changed to "MAXIMUM" so that the letters would have the horizontal symmetry necessary for an AmbidextrousSprite.
21* ThrowItIn: Since Dhalsim and Guile were the only members of the cast to have a family at the time, Dhalsim's son Datta and Guile's daughter Amy were made pen pals, a plot point that resurfaces in ''IV'' (Datta hears from Amy that Guile has left on a mission, informing Dhalsim that [[Theatre/{{Hamlet}} there's something rotten in the state of Denmark]]).
22* WhatCouldHaveBeen:
23** Originally, the game was going to be ''Street Fighter '89'', which became ''VideoGame/FinalFight'' due to the RAM chip shortage.
24** Ryu and Ken were not part of the original eight combatants; among them was the prototype for Chun-Li, Zhi Li, whose murdered father would have been Gen from the first game. Vega also started off as a knight.
25** The game would have taken place on an island with seven stages, each with a different locale.
26** Originally, the game would have had stage hazards, such as fighting on a train and having to dodge obstacles, as well as the ability to pick up and use weapons.
27** [[http://fightingstreet.com/folders/artworkfolder/artworkpages/sf_art_pages/sfii_art_pages/sfiiww_art_pages/sfiiww_bwart2.html Zangief was originally going to go by the name of Vodka Golbalsky]]. He was also going to be replaced in the early stages of ''II'' by [[VideoGame/FinalFight Mike Haggar]], but Capcom decided against it due to a quarter of the original roster already comprised of American fighters.[[note]]Ken, Guile and Balrog (Boxer).[[/note]]
28** Dhalsim was going to be named Naradatta, according to [[http://shmuplations.com/streetfighterii/ this interview]].
29** Initially the developers wanted to have Chun-Li move faster and string attacks quicker than the males but have a much smaller health bar to compensate. While in the final game she has just as much HP as the males, later games would be infamous for the females having less on average health than and Chun herself would often be on the lower end of health.
30** One of T. Hawk's prototype names was ''[[ValuesDissonance Geronimo.]]'' A member of the American development team suggested that his name be changed.
31** Two of the four new characters in ''Super Street Fighter II'' were going to be {{head swap}}s of each other: namely Fei Long and an unnamed rival. James Goddard, a Capcom USA employee who previously worked on ''Hyper Fighting'' and ''VideoGame/SaturdayNightSlamMasters'', was against the idea of having another pair of head swaps, since he believed that having a completely unique character instead of another head swap would add more variety to the game. The character he came up with to replace Fei Long's rival was none other than Dee Jay, who was modeled after Billy Blanks. The twin kung fu fighter idea would come to fruition in ''VideoGame/StreetFighterIII'' with Yun and Yang. Also, two of the original pitches for Dee Jay's name were "Mantis" and "JJ Bam."
32** The original prototype control scheme involved pads the player hit that would determine the strength of attacks depending on how hard the player hit it.
33** Cammy's original name might have been Sarah, as there's unused character text in the code of ''Super Street Fighter II'' with that name.
34** ''Super Turbo'' had several different subtitles before its final name. Some early promos had it listed as ''Super Street Fighter II: The Ultimate Championship''.
35** Akira Nishitani, the director of the ''Street Fighter II'' series, [[http://mugenguild.com/forum/topics/akira-nishitani-speaks-sf2-director-154210.0.html revealed on his Twitter account]] several planned features that never came through:
36*** Originally, characters were supposed to take more damage when being hit while in dizzy mode. It was removed for balance issues, though a glitch was accidentally left in ''The World Warrior'' where Ryu would take more damage at one frame of his dizzy animation.
37*** There were plans for weak points on certain characters to hit for more damage as well, though it was scrapped.
38*** Juggle combos were going to be implemented much early on, but the development team felt the time wasn't right for it. One remnant can be seen in Dhalsim's juggle glitch.
39*** Instead of holding backward then pressing forward, the input for Blanka's Rolling Attack would have been holding ''down'' then tapping forward, imitating the idea and feeling of curling up then suddenly springing forward.
40*** Projectiles were originally planned to be able to duck under.
41*** Yoshiki Okamoto suggested that Chun-Li should have a shorter life bar than the other characters, as he felt a female fighter would realistically be easier to beat than a male one. Nishitani overruled him.[[note]]Upon learning this years later, composer Creator/YokoShimomura suggested that Chun-Li should've had a ''bigger'' life bar, since statically speaking, women tend to have longer lifespans than men.[[/note]]
42*** Originally, on the game's continue screen, the (Japan only) advice that appears on the bottom would have been dispensed by a mysterious old man.
43** Dee Jay's pants were originally going to have "MANTIS" printed on them, but that was changed to "MAXIMUM" so that he could have a proper AmbidextrousSprite.
44** There was a ''Street Fighter 2'' in 1988, called ''VideoGame/HumanKillingMachine: Street Fighter 2'' that was developed by Tiertex, who had developed the PC port of the first game and pitched it to Capcom. The game was single-player only, had players fighting enemies that included a dog and a bull, and whose final boss was completely glitched (and never patched).
45** Leftover data in ''Super Street Fighter II Turbo'' suggests that there was going to be a round robin tournament variant dubbed "The League Battle", where players would fight up to nine rounds against others.
46* WordOfGod: The ''Eiga Street Fighter II Memorial Kōshiki Fanbook'' suggests that the man in the Shopping District on Taiping Road is a Monitor Cyborg.

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