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5[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sf2_akiman.png]]
6[[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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8->''"Here Comes a New Challenger!"''
9
10''Street Fighter II'' (subtitled in-game as ''The World Warrior'' in its original release) is a 1991 arcade 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'', it is generally considered as the genre's first modern entry.
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12Compared 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:
13
14* KickChick extraordinaire Chun-Li;
15* [[{{Eagleland}} All-American]] soldier Guile;
16* [[MotherRussiaMakesYouStrong Soviet bear-wrestler]] Zangief;
17* [[AmazingTechnicolorPopulation Green-skinned mutant]] Blanka;
18* [[RubberMan Yoga-magic practitioner]] Dhalsim;
19* [[{{Acrofatic}} Airborne sumo wrestler]] E. Honda.
20
21Defeat the other seven characters, and you're flown out to battle [[FourIsDeath the Four Devas of Shadaloo]]:
22
23* [[NoCelebritiesWereHarmed I-Can't-Believe-It's-Not-Mike-Tyson]] a.k.a. Balrog;
24* [[TheFightingNarcissist Egomaniac cage fighter]] Vega;
25* The returning (and now-scarred) Sagat from ''[=SF1=]'';
26* Lastly, M. Bison himself, [[TheGeneralissimo a tinpot dictator]] with strange PsychicPowers.
27
28In addition to reinstating features from the first ''Street Fighter'' (e.g. six-button control setup and ThreeRoundDeathmatch), ''Street Fighter II'' massively refined the combat by expanding the basic moveset and introducing new mechanics like proper JumpPhysics, throws, {{Combos}}, and LagCancel -- which have since became staples of the genre. Its biggest influence was creating the character archetypes found in fighting games: a JackOfAllStats {{Shotoclone}} with [[KamehameHadoken Hadoken]] and {{Shoryuken}} moves (Ryu), a HeadSwap[=/=]PaletteSwap MovesetClone (Ken), a ChargeInputSpecial fighter (Guile), TheGrappler (Zangief), an ExtremityExtremist CloseRangeCombatant (Balrog), and so forth were invented with this game.
29
30Its 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]], who later became the inspiration for [[JokeCharacter Dan Hibiki]]), 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 ''VideoGame/SuperFighter'' (not to be confused with [[VideoGame/{{Superfighters}} the Newgrounds game]]).
31
32''Street Fighter II'' became the best-selling game since the golden age of arcades in the 70s and 80s. By 1994, it had been played by at least 25 million people in the United States alone. Due to its major success, [[UpdatedReRelease a series of updated versions were released]], containing additional features and characters.
33
34Worldwide, more than 200,000 arcade cabinets and 15 million software units of all versions of ''Street Fighter II'' have been sold, grossing an estimated $10 billion in total revenue, making it the third highest-grossing video game of all time, just behind ''Videogame/SpaceInvaders'' and ''Videogame/PacMan'', and held the record for the best-selling fighting game for '''28 years''' until ''Videogame/SuperSmashBrosUltimate'' managed to surpass its sales in 2019. The Super NES port of the original ''World Warrior'' version sold 6.3 million copies, making it Capcom's best-selling single game until 2013, when it was surpassed by ''Videogame/ResidentEvil5''. However, it does remain Capcom's best-selling game on a single platform.
35
36''Super Street Fighter II Turbo'' (see below) was followed by series of {{interquel}} games, ''VideoGame/StreetFighterAlpha'', that were released semi-annually from 1995-98. A true sequel, ''VideoGame/StreetFighterIII'', wasn't released until '97.
37
38See also ''VideoGame/StreetFighter2010'' and ''VideoGame/HumanKillingMachine'', the unofficial sequels to the first ''Street Fighter''.
39----
40!!Revisions:
41''II'' was a frequent subject of [[UpdatedRerelease double-dipping]] by Capcom; some of those releases (much like ''[[VideoGame/MortalKombat3 Ultimate Mortal Kombat III]]'') made it into arcades before they were ported to home consoles. There were also a large number of home computer versions, more than any later edition.
42
43* ''Street Fighter II’: Champion Edition'' (1992, a.k.a. ''Street Fighter II Dash'' in Japan) -- In addition to the requisite {{Balance Buff}}s, including [[DivergentCharacterEvolution differentiating the fighting styles]] of Ryu and Ken, ''Champion Edition'' offered [[DegradedBoss downgraded]] versions of the four end-bosses as playable characters, and also switched around the scenery and/or the time of day in a few levels. Players can also fight in {{Mirror Match}}es with the aid of {{Palette Swap}}s. (''World Warrior'' did not have this feature). It was ported to the [[Platform/TurboGrafx16 PC Engine]], albeit only in Japan.
44* ''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 Platform/Xbox360 Marketplace in 2006 under the combined title of ''Street Fighter II Turbo: Hyper Fighting'', which was successful enough for Capcom to greenlight production on ''VideoGame/StreetFighterIV''.
45* ''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 (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 T. Hawk, known for his palms-out fighting stance, being a Native American (from Mexico), and 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.
46* ''Super Street Fighter II Turbo: The Ultimate Championship'' (1994, a.k.a. ''Super Street Fighter II X: Grand Master Challenge'' in Japan) - The fifth and last of the original arcade releases. This one introduced the now-standard Super Combo Gauge: filled by [[LimitBreak performing special attacks, landing hits, and taking damage]], the bar flashes the word "SUPER" when completely full. At this point, the player can input a command to perform a Super Combo, basically a special move which is more powerful than anything else in your arsenal, and the gauge empties. This game also allows you to play as the four bosses. Of all the versions, ''Super Street Fighter II Turbo'' stands as the canonical game: Akuma, a martial artist who is powered by an evil force called the Satsui no Hadou, interrupts the final boss fight by [[BaitAndSwitchBoss killing M. Bison with the "Raging Demon"]], thus assuming his place as the TrueFinalBoss. You unlock this fight by reaching M. Bison without continues and getting at least three flawless wins along the way (Akuma is playable via a cheat code, but even in this diminished state, he's still banned from TournamentPlay due to being overpowered). This one also brought back the faster game speed of ''Hyper Fighting'', this time with adjustable settings. It is a common sight at tournaments even today, but moreso in Japan than in the U.S., due to the American version shipping with a bug that locked the difficulty to max settings. It received standalone ports for the [[Platform/ThreeDOInteractiveMultiplayer 3DO]] and Platform/{{Amiga}} [=CD32=], in what was the first 32-bit console port in the series.
47* ''Street Fighter Collection'' (1997) - A CompilationRerelease for the Platform/PlayStation and Platform/SegaSaturn. It contains ''Super'' and ''Super Turbo'' in one disc, along with ''Street Fighter Alpha 2 Gold'' on the other.
48* ''Street Fighter Collection 2'' (1998, a.k.a. ''Capcom Generation 5'') - Another CompilationRerelease for the [=PlayStation=] and Sega 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 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.
49* ''Super Street Fighter II X for Matching Service'' (2000) - A Platform/SegaDreamcast port of ''Super Turbo'' which features slew of unlockable extra 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.
50* ''Super Street Fighter II Turbo Revival'' (2001) - This is a Platform/GameBoyAdvance adaptation of ''Super Turbo''. It is notable for making Akuma and Shin Akuma unlockable characters, including new endings that better align to the series canon post-''Alpha'', and having redesigns of various stages.
51* ''Hyper Street Fighter II: The Anniversary Edition'' (2003) - [[invoked]] 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 Platform/PlayStation2 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 Platform/{{Xbox}} in every region. It also received an arcade release in Japan and Asia, which eventually made it to the West as one of the games in the non-''{{VideoGame/Darkstalkers}}'' half of the compilation title ''Capcom Fighting Collection'' in 2021.
52* ''Super Street Fighter II Turbo HD Remix'' (2008) - [[invoked]] This is a remaster of ''Super Turbo'' released as a downloadable game for the Platform/Xbox360 and the Platform/PlayStation3. It holds the longest title in the series. Developed by Backbone Entertainment, this remaster features rebalanced/tweaked characters, high definition sprites, new character and stage artwork courtesy of [[ComicBook/StreetFighter UDON Comics]], online play, widescreen support, and a brand-new soundtrack created by Music/{{OverClocked ReMix}}. [[NoExportForYou It was never officially released in Japan]], as it was made and developed specifically for Western countries.
53* ''Ultra Street Fighter II: The Final Challengers'' (2017) - [[invoked]] This is a port of ''Super Turbo'' made for the Platform/NintendoSwitch [[MilestoneCelebration to kick off the series' 30th anniversary]]. It adds [[SuperPoweredEvilSide Evil Ryu and Violent Ken]] (the former is originally from ''Alpha 2'' and the latter from ''VideoGame/SNKVsCapcomSVCChaos'') to the playable roster, and it tosses in Shin Akuma as a hidden character (but limits him to certain game modes). ''Ultra'' includes the updated graphics from ''HD Remix'' (with the ability to use the original visuals as in that game as well), but Capcom opted not to use the Music/OverClockedRemix soundtrack and the UDON Comics-designed character portraits from that game.[[note]]''Ultra'' uses a new soundtrack of theme remixes and redrawn versions of the character portraits from ''Super Turbo'' instead. The ''Hyper Street Fighter II'' arranged tracks, as well as the more obscure PC port arrange tracks, are also not included.[[/note]] ''Ultra'' also includes the voice acting from ''VideoGame/StreetFighterIV'' in the HD Remix Mode, and it features several new game modes, including the return of the Dramatic Battle Mode last seen in the ''Alpha'' series.
54
55----
56!!Round 1 - FIGHT!
57* AcCENTUponTheWrongSylLABle: Ryu and Ken's "Had-oh-ken" is often heard as "Hadu-ken." The pronunciation is clearer in later games in the series, but the samples from ''Street Fighter II'' were so iconic that it's understandable that people can still get it wrong. The [[http://saboten.canalblog.com/archives/2008/10/09/10884425.html "Are you Ken?!" comic,]] for example, only works with the old sample in mind.
58* 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
59* 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.
60* ArtEvolution: The graphics were revised with each subsequent installment; this is especially notable with the character portraits, which were modified in ''Champion Edition'' and completely replaced in ''Super Street Fighter II''.
61* 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.
62* AscendedGlitch: Playtesters would input special moves too fast and end up with normals, so a leniency system was designed to allow faster execution. During further testing, it was discovered that this allowed special moves to start during the recovery frames of a normal move, and was kept in the game. Various types of cancels are now a core part of combos in fighting games.
63* 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.
64* BattleAgainstTheSunset: While a few versions take place after nightfall, most iterations of Ryu's pagoda rooftop stage feature a setting sun against a red sky.
65* BestServedCold: Chun-Li's father, an {{Interpol|SpecialAgent}} officer, went missing while investigating Bison's crime syndicate Shadaloo [[YouKilledMyFather and was presumed dead]]; his daughter followed in his footsteps by becoming an undercover cop, a detail which was famously carried into [[Film/StreetFighter the live-action movie]]. T. Hawk is also out to avenge his father, who died when Bison robbed their ancestral land 30 years ago. Guile's non-canon ending has him [[SwordOverHead preparing to kill Bison]] in the name of his {{bash brother|s}} Charlie Nash, another Air Force pilot who died while trying to apprehend Bison: Guile's wife and daughter appear out of nowhere and urge him to [[IfYouKillHimYouWillBeJustLikeHim not sink to Bison's level]] and instead return home with them, which he does.
66* BlindIdiotTranslation:
67** In the original arcade version, one of M. Bison's winning quotes has him telling the loser to "GET LOSE". It was corrected in ''Champion Edition'' and onward.
68** The original arcade version had one of Balrog's winning quotes saying he has his opponent's blood "of" his fist. Unlike "get lose", this was not corrected to "on" until ''Super Street Fighter II''.
69** 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."
70* BloodKnight: Further deconstructed in individual character pages, but common enough that it applies to the series as a whole. While each character has their own reasons for fighting in the tournament, and some are more violent than others, virtually every character in the series actually ''enjoys'' brutal hand-to-hand combat, and even the decidedly "good" or peace-loving characters still clearly love a good knock-down, drag-out fight.
71* BonusStage: ''II'' introduced both the familiar barrel-breaking bonus levels, and the less-frequent [[WatchThePaintJob car-trashing]] level carried over from its [[SharedUniverse sister series]] ''VideoGame/FinalFight''. A third bonus stage involving flaming oil drums is confined to this game. The [[MediaNotes/The16BitEraOfConsoleVideoGames 16-bit]] ports added [[BrickBreak a wall of bricks to demolish.]]
72* 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.
73* {{Bowdlerise}}:
74** The SNES port of ''The World Warrior'' removed the "Funny Background Events" from Guile and Chun-Li's stages. (See below.)
75** The SNES port of ''Super'' have blood censored out of the defeated portraits.
76** The [[Platform/ThreeDOInteractiveMultiplayer 3DO]] version of ''Super Street Fighter II Turbo'' censored the cuts and bruises that the characters receive in post-battle scenes.
77** In ''Ultra'' and the ''30th Anniversary Collection'', the USAF logo in Guile's stage was replaced by the same one used in ''VideoGame/StreetFighterV'', probably for legal reasons.
78** 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.
79** ''30th Anniversary Collection'' and '"Capcom Arcade Stadium'' also removed the rising sun background in E. Honda's stage, as the [[https://en.wikipedia.org/wiki/Rising_Sun_Flag Rising Sun Flag]] is widely associated with UsefulNotes/WorldWarII Japanese war crimes in countries like China and South Korea.
80* BreakoutCharacter:
81** While the original roster of 12 are all iconic in their own way, Chun-Li has had a bigger impact than the rest, as she has appeared as a playable fighter in almost every ''Street Fighter'' game since. She is also [[WolverinePublicity required to appear in every game]] in the ''VideoGame/CapcomVs'' series.
82** Cammy, by virtue of being the second female fighter in the series, has more return appearances than any of the other "New Challengers" from ''Super''.
83** Akuma, who went on to become a series mainstay, later appeared in unrelated Capcom games such as ''VideoGame/XMenChildrenOfTheAtom'' and ''VideoGame/{{Cyberbots}}''. He's a requisite boss character in most of the ''Vs.'' games, including ''VideoGame/MarvelSuperHeroesVsStreetFighter'' (as a {{cyborg}}) and ''VideoGame/SNKVsCapcom'' (as the lead villain representing Capcom [[EvilVsEvil in opposition to]] SNK's Rugal who attempts to [[PowerParasite steal his powers]] in ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Mark of the Millennium]]''). He's even a boss in ''VideoGame/PocketFighter''. The only fighting games not to grace his presence are ''New Generation'', the ''[[VideoGame/StreetFighterEX EX]]'' sequels and the launch edition of ''[[VideoGame/StreetFighterV V]]''; of course he was eventually added to the latter.
84* BriefsBoasting: Zangief. He wears extremely small underwear and loves to brag.
85* CallingYourAttacks: About every other special move has this to accompany it:
86** Ryu and Ken's Hadoken, Shoryuken, and Tatsumaki Senpukyaku.
87** Chun-Li's Spinning Bird Kick and her Kikoken in the ''Super'' editions.
88** Dhalsim's Yoga Fire, Yoga Flame, and just saying "Yoga" repeatedly in a grab move where he punches his opponent a lot.
89** Guile's Sonic Boom.
90** Sagat's Tiger Shot and Tiger Uppercut. His Tiger Knee gets this in the ''Super'' editions.
91** Cammy's Cannon Drill, Thrust Kick[[note]]International version[[/note]], Spiral Arrow, and Cannon Spike[[note]]Japanese version[[/note]].
92** Dee Jay's Air Slasher, called as "Slash!"[[note]]Japanese version[[/note]] or "Max Out!"[[note]]International[[/note]]
93* CanonImmigrant: For a certain value of "canon"; ''Ultra'' not only 'brings back' Evil Ryu from the ''Alpha'' series, but also Violent Ken from ''VideoGame/SNKVsCapcomSVCChaos'', who was based on the brainwashed Ken seen in ''Anime/StreetFighterIITheAnimatedMovie''. However, it is likely that these dark variants are meant to be WhatIf characters included for fun.
94* CapcomSequelStagnation:
95** This game is the purest example of this. Capcom milked out a total of five arcade editions of ''Street Fighter II'' in a span of just three years, in addition to all the console ports. By the time ''Super Street Fighter II Turbo'' was released, gaming magazines were already making memes about Capcom's apparent inability to count past the number two.
96** ''Ultra Street Fighter II'' for the Switch is an update of a 2008 remaster of a 1994 game which was released nine years after said remaster.
97* ColorCodedMultiplayer: From ''Champion Edition'' onward, two players can use the same character, with one player having an alternate color scheme assigned for their character.
98** In ''Champion Edition'', the player using a character's standard palette has his or 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).
99** In ''Super Street Fighter II'', each character has eight palette choices (the three palettes from the previous games and five new ones). This was due to ''Tournament Battle'' variants of the game which allowed up to eight players to compete at the same time by linking four cabinets together.
100** ''Super Turbo'' gave each of the 16 main fighters a new default palette, along with the alternate "classic" versions of the characters, who each used the original default palette plus an exclusive alternate, bringing 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.
101* CompilationRerelease: Several
102** 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'') for the same platforms (although the Saturn version is Japan-exclusive). The latter collection also includes some bonus content such as 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.
103** The second compilation was the home release of ''Hyper Street Fighter II'', which was included in ''Street Fighter Anniversary Collection'' for [=PS2=] and Xbox alongside ''VideoGame/StreetFighterIII: 3rd Strike''. This is less of a straight example due to it only being ''Hyper'' and no other ''Street Fighter II'' games (although ''Hyper''[='s=] purpose is to be a DreamMatchGame of the various iterations of ''Street Fighter II'' so it still fits broadly).
104** 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, and the Switch port of the collection includes a recreation of ''New Challengers''' ''Tournament Battle'' version.
105* TheComputerIsACheatingBastard:
106** Throughout all of the releases, the computer doesn't need to "charge" their moves like the player does. For example, the computer loves to have Guile walk up to an opponent and deliver a Flash Kick after ducking for only a split-second. They could also not only choose to just be randomly invincible so they can freely counter-attack you at their discretion, but then turn around and hit you with the holds of characters like Zangief or E. Honda, and impossibly mash out enough hits to take over 95% of your health bar in one go, defeating you with a single attack you can't tech or escape. Wind-up frames that are supposed to give your character a chance to block could also just be omitted, resulting in what amounts to unblockable attacks that ''hit faster than you guard.'' For extra insult to injury, they even recovered from Stun in 12 frames, or a fifth of a second, and certain later versions made that even shorter to ''3 frames''.
107** The overseas versions of ''Super Turbo'' and its later derivatives are notorious for having cheap A.I. that can not only read player inputs but also attack and combo instantly with perfect reaction times. Give ''anyone'' a mistake to work from, even as early as the first match, and you can expect them to ceaselessly and aggressively beat you down within seconds. They also liberally use all their tricks above, and attack faster than humans can; it's not uncommon to see Sagat, Guile and Ryu have frame-perfect projectile spam you can't escape all match long.
108* DancePartyEnding: Zangief's ending is this. After Zangief beats Bison, Mikhail Gorbachev suddenly descends out of a helicopter, and after praising Zangief, the scene suddenly changes to Gorbachev and Zangief, along with several KGB agents, doing ThatRussianSquatDance.
109* 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.
110* 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.
111* DubInducedPlotHole: Some of the endings in the original arcade versions were translated rather liberally and the characters' backstories were also embellished for the instruction manuals of the SNES and Genesis versions:
112** Guile mentions that Charlie was killed by Bison during a mission they were both involved with in Cambodia. However, Cambodia is not mentioned in the Japanese version or in the first two ''Alpha'' games, and Guile wasn't even present when Charlie was killed.
113** In the ''Super'' games, Bison insidiously claims that he and Cammy used to be lovers. This would have rather incestuous implications after ''Alpha 3'' revealed that Cammy was borne from DNA taken from Bison himself. In the Japanese version, Bison merely alleges that Cammy worked for him.
114* DubNameChange
115** Capcom changed Bison's, Vega's, and Balrog's names around in the overseas versions. This was done mainly out of fear that they'd be sued by Creator/MikeTyson due to Balrog/Bison being a psychotic Tyson pastiche. (It's mentioned in his backstory that he was kicked out of the pro boxing circuit for his barbarism.) Ironically, when the real Mike Tyson [[https://www.youtube.com/watch?v=nb3tfd9ZAGo found out about this in July 2019]], he was flattered that there was a character who looked like him. Also, "Vega" is a common Spanish surname and Capcom U.S.A. thought that the name "Vega" did not fit the dictator, so the Spanish claw fighter was given that name when rotating the names. To simplify discussions between regions, in fan terms they are simply titled “Boxer”, “Claw”, and “Dictator” based on their physical attributes.
116** Although his name never actually appears in ''II'', Akuma is named “Gouki” in Japan.
117* 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, 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'' under the title of "Super Combos", and the proper combos as we know them today were introduced officially in the base ''Super'' with the original release just allowing for chaining 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.
118* EasterEgg:
119** According to 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.
120** 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.
121** Being able to use Shin Akuma in ''Ultra''. To do so, players have to select specific characters, highlight certain colors, cancel and repeat the process before pressing both L and R buttons on the random select icon to play as him. (This won't work if playing online.) The characters are in order: Ryu with color 1, Ken with color 9, Sagat with color 8 and Bison with color 7. Those numbers aren't random, either: 1987 was the year the original ''Street Fighter'' was released in arcades.
122* EasyModeMockery: In the console versions, clearing the single player mode on one of the three easiest settings will not play the character's ending. Instead, there is a screen encouraging the player to try a harder difficulty.
123* EnemyRollCall: Most versions have credits at the end of Arcade Mode that show the names of two characters at a time.
124* {{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..?
125* FourIsDeath: There are four bosses in the Street Fighter II games.
126* FunnyBackgroundEvent:
127** Chun-Li's stage has a man in the background literally "choking the chicken".
128** There's a guy cheering in Las Vegas who, after a knockout occurs, sobs into his arm. Must be hard always betting on the loser.
129** In Guile's stage, a woman appears to be *ahem* servicing one of her male colleagues.
130** 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.
131* GameBreakingBug:
132** The YYC bootleg hack of ''Champion Edition'' had a bug with Dhalsim's Yoga Drill where he would charge towards the edge of the stage indefinitely, even when the time limit reads zero, requiring a reboot.
133** ''Super Turbo Revival'' on the Platform/GameBoyAdvance has a pretty terrible one wherein, if the player manages to reach Akuma in Arcade Mode, the game will lock up on a glitchy picture of him and upon resetting, all of their Time Attack and Survival records will be glitched beyond repair. On a lesser scale, Balrog, Vega and Bison's win quotes are mixed up so that Balrog (Boxer) has Bison's quote, Vega (Claw) has Balrog's and Bison (Dictator) has Vega's, likely a result of the nature surrounding their name switch. A ROM patch released in 2014 fixed this, as well as the Wii U Virtual Console release.
134* 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.
135* HomeStage: There are twelve stages in the original game, based in eight different countries, for each one of the twelve characters, with the four introduced in ''Super'' getting their own as well from their respective countries. Though they were more formally named in later installments.
136** Air Force Base for Guile (U.S.A.)
137** Amazon River Basin for Blanka (Brazil)
138** Ayutthaya Ruins for Sagat. (Thailand)
139** Battle Harbor for Ken. (U.S.A.)
140** Big Factory for Zangief. (Soviet Russia)
141** Hospicio Cabañas for T. Hawk. (Mexico)
142** Edo no Yu for E. Honda. (Japan)
143** Fighting Barroom/ Flamenco Tavern for Vega. (Spain)
144** Fraserburgh Castle for Cammy (England)
145** Las Vegas / High Roller Casino for Balrog. (U.S.A.)
146** The Lemony for Deejay. (Jamaica)
147** Maharaja's Palace for Dhalsim. (India)
148** Shopping District, Taiping Road for Chun-Li. (China)
149** Suzaku Castle for Ryu and Akuma. (Japan)
150** Temple Hideout for M. Bison. (Thailand)
151** Tiger Balm Garden for Fei Long. (Hong Kong)
152* 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.[[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]]
153* JigglePhysics: Cammy's boobs are pretty bouncy in the arcade versions.
154* LicensedPinballTable: [[Pinball/StreetFighterII Right here.]]
155* LongSongShortScene:
156** Before the [=CPS2=] games, all of the stage themes started over with the new rounds, and while it didn't hurt the game as most themes were less than 99 seconds long, it was very noticeable with Ken's theme, where it was cut off before the last part of the theme was played out.
157** Starting from the SNES port of ''The World Warrior'', the second loop of Sagat's theme has a different ending.
158* MeetYourEarlyInstallmentWeirdness: ''Hyper Street Fighter II'' allows you to select classic versions of certain characters from the earlier renditions of the game like ''The World Warrior'' and ''Champion Edition''.
159* MirrorMatch: A code in the SNES version of ''The World Warrior'' enabled this when the original arcade version didn't.[[note]]By pressing Down, R, Up, L, Y, B while the Capcom logo flashes on the screen.[[/note]] From ''Champion Edition'' and onward, all future games allowed players to match characters up with themselves.
160* {{Nerf}}:
161** The game's infamous re-releases were the UrExample. Long before patches were possible, they provided an opportunity to re-balance characters. Notable examples include Guile being notoriously overpowered in vanilla ''Street Fighter II'', and Sagat being nerfed in ''Super Street Fighter II''/''Turbo''. And the latter is ''still'' considered top-tier, to the point of being "soft-banned" from competitive play in Japan. (Not technically banned, but players have collectively agreed not to play as him.) Not hard to see why Capcom needed to tweak him.
162** An odd example applies to a mechanic from ''[[VideoGame/StreetFighterIV Super Street Fighter IV: 3D Edition]]'' which was brought over to ''Ultra Street Fighter II'', which is the Lite mechanic. With charge characters and specials, you either have to properly charge a move before triggering it, or wait for the game to automatically charges it for you. For instance, this prevents Guile from executing a Sonic Boom while walking forward and then following it with an instant Flash Kick.
163* NotWorthKilling: Guile chooses to do this to Bison rather than kill him in his ending. This has become a bit of CharacterizationMarchesOn as Bison is such a monumental world-ending threat that sparing him like this is hardly practical.
164* ObviousRulePatch: In ''The World Warrior'', battles can last as many as ten rounds with enough double knockouts or draws. The round limit was decreased to four in ''Champion Edition''.
165* OneHitPointWonder: [[http://www.polygon.com/2017/1/13/14258708/ultra-street-fighter-2-nintendo-switch-capcom According to the Japanese website,]] ''Ultra Street Fighter II'' includes a simplified gameplay mode with one-hit knockouts.
166* PedestrianCrushesCar: ''Street Fighter II'' features a {{minigame}} copied from ''VideoGame/FinalFight'', where fighters have to destroy a sedan within the time limit.
167* PermaStubble: Ryu gets one from ''Champion Edition'' and onward.
168* PersonalityBloodTypes: The character biographies list blood types.
169* PromotedToPlayable: One of the selling points of ''Champion Edition'' is the ability to play as the four endgame opponents.
170* {{Retraux}}: For ''Hyper Street Fighter II'', when you have the [=CPS1=] music enabled, the music for the four new characters from ''Super'' is taken from the Platform/SharpX68000 port of ''Super Street Fighter II'' and Akuma has a new [=CPS1=] arrangement of his theme, since those characters only appeared on the [=CPS2=] versions of ''Street Fighter II''.
171* SeanConneryIsAboutToShootYou: ''Super Street Fighter II'' replaced the original opening sequence with a new one where Ryu launches a ''Hadōken'' towards the player.
172* SecretCharacter: The "O./Old"[[note]]Or "S./Super", for Japanese players[[/note]] versions of characters in ''Super Street Fighter II Turbo'' function as this, with a character-specific code needing to be entered to play as them. Akuma also could be played with a specific code, but his code is very difficult to enter.
173* 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.
174* SinglePlayerGauntlet: The TropeCodifier. While [[VideoGame/StreetFighterI the first game]] had similar gameplay, ''II'' was the first to feature other playable characters out of a selection. Even the non-playable ([[PromotedToPlayable at first]]) bosses largely played like the other matches. The subsequent games in the ''Street Fighter'' series mostly keep it the same.
175* TheSmurfettePrinciple: Chun-Li among the original twelve World Warriors and Cammy among the New Challengers.
176* 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.
177* SuperSpecialMove: ''Super Turbo'' introduced the Super Combo mechanic to the 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.
178* TakeItToTheBridge: Ryu's and Cammy's stages both take place on a bridge suspended next to a castle. One is in Japan, the other in the UK.
179* TiebreakerRound: 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.
180* TriumphantReprise: The Credits theme is a victorious, major key variation on Ken's theme.
181* TwinkleInTheEye: If you stop the countdown clock after losing a battle, the fighter you lost with gets one.
182* 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 at the very least.
183* VersusCharacterSplash: The fight openers.
184* VideoGameSliding: While other characters in the original ''SFII'' have sliding attacks -- most notably, M. Bison -- Dhalsim's crouching Roundhouse is notable for being the only attack that can slide under fireballs and projectile attacks.
185* WelcomeToCorneria: Guile advising his fallen enemies to "GO HOME AND BE A FAMILY MAN!", regardless of whether his opponent is a woman.
186* WhatHappenedToTheMouse: The two guys from the [[https://www.youtube.com/watch?v=PYBRv9C9X0U intro movie]] are the first thing many kids of the '90s saw of the franchise -- and yet, they are ''nowhere'' in the game itself, nor were they ever added to it in later updates. It wasn't until the 2010s when Capcom finally revealed their names are Scott and Max.

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