[[caption-width-right:210:''[[Music/{{Hyadain}} Hey, hey, Street Fighter\\
Keep on fighting, make the future brighter]]'']]

->''"Round 1, Fight!"''
-->-- '''Announcer'''

After the release of the original ''VideoGame/{{Street Fighter|I}}'', [[Franchise/StreetFighter the series]] practically exploded overnight with its 1991 sequel, ''Street Fighter II: The World Warrior''. Capcom increased the number of available player characters to eight: alongside the returning Ryu and Ken, six new characters, each with their unique fighting styles and techniques, were tossed into the mix: Chinese [[ActionGirl female]] [[TheyFightCrime crime-fighter]] Chun-Li, [[{{Eagleland}} American]] soldier Guile, Russian wrestler and hero[[note]][[CulturalTranslation Except in the American series.]][[/note]] Zangief, Brazilian mutant Blanka, Indian yoga practitioner Dhalsim, and Japanese sumo wrestler E. Honda. Players who could defeat the other seven characters would then encounter four bosses: [[LawyerFriendlyCameo Not-Really-Mike-Tyson]] boxer Balrog; [[McNinja Spanish ninja]]/cage fighter Vega; a returning (and now-scarred) Sagat; and the game's final boss, [[BigBad evil]] {{drug|sAreBad}}lord M. Bison.

The game also ({{a|scendedGlitch}}ccidentally) 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.

While not the first FightingGame by any stretch, ''Street Fighter II'' was the breakthrough game that [[TropeCodifier defined the genre]] and gave it concepts that numerous games borrowed as they tried to duplicate Capcom's success. At the time of release (and the releases of the subsequent {{update|dRerelease}}s), ''Street Fighter II'' renovated the arcade scene--particularly in the United States--as people lined up at ''[=Street Fighter II=]'' machines to compete against each other. A FightClubbing mentality (not in the "blowing up buildings" 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.

Anticipation for the console port was so high, that when the UsefulNotes/SuperNES version was released a year later, it gave Nintendo's 16-bit console a tremendous boost in sale after it's been trailing behind the UsefulNotes/SegaGenesis in the North America region. It even got to the point that it was sold as a console bundle in Europe.

See also ''VideoGame/HumanKillingMachine'' (the unofficial sequel to the first ''Street Fighter'').

* '''''Street Fighter II: Champion Edition''''' (1992, a.k.a. ''Street Fighter II Dash'' in Japan) -- In addition to adjusting the character balance (including [[DivergentCharacterEvolution differentiating the fighting styles]] of Ryu and Ken), ''Champion Edition'' also allowed players to play as the four end bosses and fight in {{Mirror Match}}es (''World Warrior'' did not have this feature), differentiating one player's character from the other with a different [[PaletteSwap color scheme]]. It was ported to the [[UsefulNotes/TurboGrafx16 PC Engine]], albeit in [[NoExportForYou Japan only]].
* '''''Street Fighter II: Hyper Fighting''''' (1992, a.k.a. ''Street Fighter II Dash Turbo'' in Japan) -- This version was released a few months after ''Champion Edition'' 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, and increased the play speed for more intense fighting. It got two 16-bit console ports: the SNES version, titled ''Street Fighter II Turbo'', was released first. Sega, not wanting to be left behind, commissioned their own version for the Genesis 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 of the ''Turbo'' branding.
* '''''Super Street Fighter II: The New Challengers''''' (1993) - This is the biggest expansion in the series; it added four entirely new characters -- BruceLeeClone Fei Long, British soldier Cammy, Mexican chief Thunder Hawk and Jamaican DanceBattler and music star Dee Jay -- as well as more new attacks for the existing characters, it upgraded the sound quality, and it even tossed in some new animations for existing characters (thanks to the newer and better CP System II hardware). 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 some 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.
* '''''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 entry introduced Super Combos, saw the debut of the ferocious Akuma as the TrueFinalBoss, and brought back the faster game speed of ''Hyper Fighting'' (this time with adjustable settings). It is still a common sight at [[TournamentPlay tournaments]] even today, but moreso in Japan than in the U.S. It received a standalone port for the [[UsefulNotes/ThreeDO 3DO]] in what was the first 32-bit console port in the series.
* '''''Street Fighter Collection''''' (1997) - A CompilationRerelease for the UsefulNotes/{{PlayStation}} and UsefulNotes/SegaSaturn. It contains ''Super'' and ''Super Turbo'' in one disc, along with ''VideoGame/StreetFighterAlpha 2 Gold'' on the other.
* '''''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.
* '''''Super Street Fighter II X for Matching Service''''' (2000) - A UsefulNotes/SegaDreamcast port of ''Super Turbo'' that 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.
* '''''Super Street Fighter II Turbo Revival''''' (2001) - This is a UsefulNotes/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-''VideoGame/StreetFighterAlpha'', and having redesigns of various stages.
* '''''Hyper Street Fighter II: The Anniversary Edition''''' (2004) - 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 an arcade game, it was released for the UsefulNotes/{{PlayStation 2}} and the original UsefulNotes/{{Xbox}} alongside ''VideoGame/StreetFighterIII 3rd Strike'' as part of the ''[[CompilationRerelease Street Fighter Anniversary Collection]]'' to celebrate [[MilestoneCelebration the series' 15th anniversary]].
* '''''Super Street Fighter II Turbo HD Remix''''' (2008) - This is a remaster of ''Super Turbo'' released as a downloadable game for the UsefulNotes/{{Xbox 360}} and the UsefulNotes/{{PlayStation 3}}. 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.
* '''''Ultra Street Fighter II: The Final Challengers''''' (2017) - This is a port of ''Super Turbo'' made for the UsefulNotes/NintendoSwitch [[MilestoneCelebration to kick off the series' 30th anniversary]]. It adds Evil Ryu and Violent Ken (the latter originally 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 the character portraits from ''Super Turbo'' instead.[[/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.

!! This game, and its revisions, provide examples of:

* 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.
* 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''.
* BeautyIsNeverTarnished: Averted... more or less. The sprites never show any harm, but the defeated faces are bloody and bruised. This is also downplayed when, compared to the male fighters, Chun-Li and Cammy get away with only light bruising (even when the faces are updated for the revisions).
* BlindIdiotTranslation: In the original arcade version, one of M. Bison's winning quotes has him telling the loser to "get lose". It was corrected to "get lost" in ''Champion Edition'' and onward.
* 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.
* {{Bowdlerise}}:
** The SNES port of ''The World Warrior'' removed the {{Funny Background Event}}s from Guile and Chun-Li's stages.
** The 3DO version of ''Super Street Fighter II Turbo'' censored the blood and bruising the characters received.
** 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.
* BreakoutCharacter:
** 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/CapcomVsWhatever Vs.]]'' [[VideoGame/CapcomVsWhatever series]].
** Cammy, by virtue of being the [[MsFanservice second female fighter]] in the series, has more return appearances than the other new characters introduced in ''New Challengers''.
** Akuma, who became a consistent mainstay in subsequent ''Street Fighter'' entries (with ''New Generation'', the ''[[VideoGame/StreetFighterEX EX]]'' sequels and the launch edition of ''[[VideoGame/StreetFighterV V]]'' being the only games not to grace his presence), even going as far as to appear in other Capcom fighting games such as ''VideoGame/XMenChildrenOfTheAtom'' and ''VideoGame/{{Cyberbots}}''.
* CallingYourAttacks: About every other special move has this to accompany it:
** Ryu and Ken's Hadoken, Shoryuken, and Tatsumaki Senpukyaku.
** Chun-Li's Spinning Bird Kick, and her Kikoken in the ''Super'' editions.
** Dhalsim's Yoga Fire, Yoga Flame, and just saying "Yoga" repeatedly in a grab move where he punches his opponent a lot.
** Guile's Sonic Boom.
** Sagat's Tiger Shot and Tiger Uppercut. His Tiger Knee gets this in the ''Super'' editions.
* CanonImmigrant: For a certain value of "canon"; ''Ultra'' not only "brings back" Evil Ryu from the ''Alpha'' series, but also features Violent Ken from ''VideoGame/SNKVsCapcomSVCChaos'', who was based upon the brainwashed Ken seen in ''Anime/StreetFighterIITheAnimatedMovie''. However, it is likely that these dark variants are meant to be WhatIf characters included [[RuleOfCool simply for]] [[RuleOfFun the hell of it]].
* CapcomSequelStagnation:
** 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 two.
** ''Ultra Street Fighter II'' for the Switch is an update of a 2008 remaster of a 1994 game that was released ''nine years'' after said remaster.
* ColorCodedMultiplayer: From ''Champion Edition'' and onward, two players could use the same character, with one player having an alternate color scheme assigned for their character:
** 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).
** 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.
** ''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).
* {{Combos}}: [[TropeMakers Created them]] for fighting games [[AscendedGlitch by accident]].
* TheComputerIsACheatingBastard:
** In ''The World Warrior'', the computer doesn't need to "charge" their moves like the player does. For example, the computer loves to have Guile walk up to the opponent and deliver a Flash Kick after only ducking for a split second.
** The overseas versions of ''Super Turbo'' is notorious for having cheap A.I.
* 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.
* 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:
** Guile mentions that Charlie was killed by Bison during a mission they both had in Cambodia. However, Cambodia is not mentioned in the Japanese version and in the first two ''Alpha'' games, Guile wasn't even present when Charlie was killed.
** In the ''Super'' games, Bison reveals that he and Cammy used to be lovers. This would later bring a rather incestuous implication when ''Alpha 3'' revealed that Cammy was actually a DNA copy of Bison himself. In the Japanese version, Bison merely said that Cammy worked for him.
* DubNameChange: Capcom changed M. Bison, Vega, and Balrog's name around in the overseas versions, out of fear that they'd be sued by Mike Tyson due to M. Bison being a Tyson pastiche. The GBA version of ''Super Turbo'' pulls an unintentional LampshadeHanging on this by making it so the win quotes for these characters match their Japanese names as opposed to their Western names.
* EasterEgg:
** According to Akira Nishitani, the orange Hadouken "glitch" was in fact an intentional Easter egg put in by programmers. Nishitani admitted that he never imagined it would spawn a new special move for Ryu.
** 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. [[SNKBoss Appropriately enough, this won't work if playing online.]][[note]]The characters are in order: Ryu with color 1, Ken with color 9, Sagat with color 8 and Bison with color 7. [[MythologyGag Those numbers]] aren't for show either; 1987 was the year the original ''Street Fighter'' was released in arcades.[[/note]]
* 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.
* EnemyRollCall: Most versions have credits at the end of Arcade Mode that show the names of two characters at a time.
* FunnyBackgroundEvent:
** Chun-Li's stage has a man in the background choking a chicken, while Guile's stage has a female member of his groundcrew [[AccidentalInnuendo who appears to be giving a handjob to one of her male comrades]]. [[{{Bowdlerize}} This was removed in the SNES version]]. [[note]]This would be brought back in the SNES version of ''Super Street Fighter II''.[[/note]]
** There's a guy cheering in Balrog's stage who, after a knockout occurs, sobs into his arm. [[WelcomeToCorneria Must be hard always betting for the loser.]]
* Gainaxing: Cammy's boobs are pretty bouncy in the arcade versions.
* GameBreakingBug:
** 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.
** ''Super Turbo Revival'' on the UsefulNotes/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.
* IconicOutfit: Chun-Li's {{Qipao}} is so iconic that when she was given a new, more realistic outfit in ''VideoGame/StreetFighterAlpha'', 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]]
* ItIsPronouncedTroPAY: Ryu and Ken's "Hadouken" is often heard as "Hadooken." 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 these days. 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.
* LicensedPinballTable: [[Pinball/StreetFighterII Right here.]]
* LongSongShortScene:
** With the exception of ''Super Turbo'', all music in ''Street Fighter II'' 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.
** Starting from the SNES port of ''The World Warrior'', the second loop of Sagat's theme has a different ending.
* 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?
* 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''.
* 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.
* {{Main/Nerf}}: An odd example, in that it applies to a mechanic from the 3DS edition of StreetFighterIV that was brought to Ultra Street Fighter II, which is the Lite (specials at a button press instead of inputs) mechanic. With charge characters and specials, it will now either require the proper charge to activate instantly, or do it for you before executing the move, preventing things such as using a Sonic Boom while walking forward and following with an instant Flash Kick as Guile.
* NotWorthKilling: Guile chooses to do this to M. Bison rather than kill him in his ending. This has become a bit of CharacterizationMarchesOn as M. Bison is such a monumental world-ending threat that sparing him like this is hardly practical.
* 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.
* PedestrianCrushesCar: ''Street Fighter II'' features a {{minigame}} copied from ''VideoGame/FinalFight'', where fighters have a time limit to destroy a car.
* PermaStubble: Ryu gets one from ''Champion Edition'' and onward.
* PersonalityBloodTypes: The character biographies list blood types.
* SeanConneryIsAboutToShootYou: ''Super Street Fighter II'' replaced the original opening sequence with a new one where Ryu launches a ''Hadōken'' towards the screen.
* 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.
* 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.
* TheSmurfettePrinciple: Chun-Li among the original twelve World Warriors and Cammy among the New Challengers.
* VersusCharacterSplash: The fight openers.