Follow TV Tropes

Following

History VideoGame / StreetFighterII

Go To

OR

Is there an issue? Send a MessageReason:
None


In 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), a CloseRangeCombatant (Balrog), and so forth were invented with this game.

to:

In 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), a an ExtremityExtremist CloseRangeCombatant (Balrog), and so forth were invented with this game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Fraserburgh Castle for Cammy (England)
Is there an issue? Send a MessageReason:
Not a subversion.


* BeautyIsNeverTarnished: Subverted. 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).

Changed: 251

Is there an issue? Send a MessageReason:
Updating Useful Notes links


* ''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 [[UsefulNotes/TurboGrafx16 PC Engine]], albeit only in Japan.
* ''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 under the combined title of ''Street Fighter II Turbo: Hyper Fighting'', which was successful enough for Capcom to greenlight production on ''VideoGame/StreetFighterIV''.

to:

* ''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 [[UsefulNotes/TurboGrafx16 [[Platform/TurboGrafx16 PC Engine]], albeit only in Japan.
* ''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 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''.



* ''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 [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] and UsefulNotes/{{Amiga}} [=CD32=], 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 ''Street Fighter Alpha 2 Gold'' on the other.

to:

* ''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 [[UsefulNotes/ThreeDOInteractiveMultiplayer [[Platform/ThreeDOInteractiveMultiplayer 3DO]] and UsefulNotes/{{Amiga}} Platform/{{Amiga}} [=CD32=], in what was the first 32-bit console port in the series.
* ''Street Fighter Collection'' (1997) - A CompilationRerelease for the UsefulNotes/{{PlayStation}} Platform/PlayStation and UsefulNotes/SegaSaturn.Platform/SegaSaturn. It contains ''Super'' and ''Super Turbo'' in one disc, along with ''Street Fighter Alpha 2 Gold'' on the other.



* ''Super Street Fighter II X for Matching Service'' (2000) - A UsefulNotes/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.
* ''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-''Alpha'', and having redesigns of various stages.
* ''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 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, 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.
* ''Super Street Fighter II Turbo HD Remix'' (2008) - [[invoked]] This is a remaster of ''Super Turbo'' released as a downloadable game for the UsefulNotes/{{Xbox 360}} and the UsefulNotes/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.
* ''Ultra Street Fighter II: The Final Challengers'' (2017) - [[invoked]] This is a port of ''Super Turbo'' made for the UsefulNotes/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.

to:

* ''Super Street Fighter II X for Matching Service'' (2000) - A UsefulNotes/SegaDreamcast 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.
* ''Super Street Fighter II Turbo Revival'' (2001) - This is a UsefulNotes/GameBoyAdvance 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.
* ''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 UsefulNotes/{{PlayStation 2}} 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 UsefulNotes/{{Xbox}} 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.
* ''Super Street Fighter II Turbo HD Remix'' (2008) - [[invoked]] This is a remaster of ''Super Turbo'' released as a downloadable game for the UsefulNotes/{{Xbox 360}} Platform/Xbox360 and the UsefulNotes/PlayStation3.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.
* ''Ultra Street Fighter II: The Final Challengers'' (2017) - [[invoked]] This is a port of ''Super Turbo'' made for the UsefulNotes/NintendoSwitch 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.



* 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 [[UsefulNotes/The16BitEraOfConsoleVideoGames 16-bit]] ports added [[BrickBreak a wall of bricks to demolish.]]

to:

* 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 [[UsefulNotes/The16BitEraOfConsoleVideoGames [[MediaNotes/The16BitEraOfConsoleVideoGames 16-bit]] ports added [[BrickBreak a wall of bricks to demolish.]]



** The [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] version of ''Super Street Fighter II Turbo'' censored the cuts and bruises that the characters receive in post-battle scenes.

to:

** The [[UsefulNotes/ThreeDOInteractiveMultiplayer [[Platform/ThreeDOInteractiveMultiplayer 3DO]] version of ''Super Street Fighter II Turbo'' censored the cuts and bruises that the characters receive in post-battle scenes.



** ''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.

to:

** ''Super Turbo Revival'' on the UsefulNotes/GameBoyAdvance 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.



* {{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 UsefulNotes/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''.

to:

* {{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 UsefulNotes/SharpX68000 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''.
Is there an issue? Send a MessageReason:

Added DiffLines:

* 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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.
Is there an issue? Send a MessageReason:
None


* Lastly, M. Bison himself, [[TheGeneralissimo a Tinpot dictator]] with strange PsychicPowers.

to:

* Lastly, M. Bison himself, [[TheGeneralissimo a Tinpot tinpot dictator]] with strange PsychicPowers.



''Street Fighter II'' became the best-selling game since the golden age of arcades in the 70's and 80's. 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.

to:

''Street Fighter II'' became the best-selling game since the golden age of arcades in the 70's 70s and 80's.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.



* 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 2010's when Capcom finally revealed their names are Scott and Max.

to:

* 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 2010's 2010s when Capcom finally revealed their names are Scott and Max.
Is there an issue? Send a MessageReason:
None


* Lastly, M. Bison himself, [[TheGeneralissimo a Yinpot dictator]] with strange PsychicPowers.

to:

* Lastly, M. Bison himself, [[TheGeneralissimo a Yinpot Tinpot dictator]] with strange PsychicPowers.

Changed: 613

Removed: 611

Is there an issue? Send a MessageReason:
Removed gushing (Ask The Tropers)- this was already discussed and added back without reason. The first paragraph does the same job well


'''[[TropeCodifier THE]]''' FightingGame.

''Street Fighter II'' (subtitled in-game as ''The World Warrior'' in its original release) is a 1991 arcade FightingGame 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, 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.

to:

'''[[TropeCodifier THE]]''' FightingGame.

''Street Fighter II'' (subtitled in-game as ''The World Warrior'' in its original release) is a 1991 arcade FightingGame 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, 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.
Is there an issue? Send a MessageReason:
None


* ''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. It received standalone ports for the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] and UsefulNotes/{{Amiga}} [=CD32=], in what was the first 32-bit console port in the series.

to:

* ''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 [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] and UsefulNotes/{{Amiga}} [=CD32=], in what was the first 32-bit console port in the series.

Added: 611

Changed: 555

Is there an issue? Send a MessageReason:
None


''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'', it is generally considered as the genre's first modern entry.

to:

'''[[TropeCodifier THE]]''' FightingGame.

''Street Fighter II: The II'' (subtitled in-game as ''The World Warrior'' in its original release) is a 1991 fighting game arcade FightingGame developed and published by Creator/{{Capcom}} 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, of, 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The SNES port of ''Super'' have blood censored out of the defeated portraits.
Is there an issue? Send a MessageReason:
None


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

to:

** Dee Jay's Air Slasher, called as "Slash!"[[note]]Japanese version[[/note]] or "Max Out!"[[note]]International]][[/note]]Out!"[[note]]International[[/note]]
Is there an issue? Send a MessageReason:
Removing unneeded gushing.


'''[[TropeCodifier The]]''' FightingGame.
Is there an issue? Send a MessageReason:
No agreement was ever reached to agree to remove it. You can't jump the gun and decide otherwise

Added DiffLines:

'''[[TropeCodifier The]]''' FightingGame.
Is there an issue? Send a MessageReason:
Removed gushing (thread)



'''[[TropeCodifier The]]''' FightingGame.
Is there an issue? Send a MessageReason:
grammar


** ''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.

to:

** ''Super Turbo'' gave each of the 16 main fighters a new default palette. Along palette, along with the alternate "classic" versions of the characters, whom who each used the original default palette plus an exclusive alternate, brought 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.
Is there an issue? Send a MessageReason:
sp


* [[{{Acrofatic}} Airbone sumo wrestler]] E. Honda.

to:

* [[{{Acrofatic}} Airbone Airborne sumo wrestler]] E. Honda.
Is there an issue? Send a MessageReason:
None


* ''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 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, which eventually made it to the West as one of the games in thr non-''{{VideoGame/Darkstalkers}}'' half of the compilation title ''Capcom Fighting Collection'' in 2021.

to:

* ''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 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, which eventually made it to the West as one of the games in thr the non-''{{VideoGame/Darkstalkers}}'' half of the compilation title ''Capcom Fighting Collection'' in 2021.
Is there an issue? Send a MessageReason:
None


* ''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 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.

to:

* ''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 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.Asia, which eventually made it to the West as one of the games in thr non-''{{VideoGame/Darkstalkers}}'' half of the compilation title ''Capcom Fighting Collection'' in 2021.
Is there an issue? Send a MessageReason:
None


** 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 the Guile from executing a Sonic Boom while walking forward and then following it with an instant Flash Kick.

to:

** 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 the Guile from executing a Sonic Boom while walking forward and then following it with an instant Flash Kick.
Is there an issue? Send a MessageReason:
None


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 ''VideoGame/SuperFighter'' (not to be confused with [[VideoGame/{{Superfighters}} the Newgrounds game]]).

to:

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]]), 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]]).
Is there an issue? Send a MessageReason:
None


In 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 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), a CloseRangeCombatant (Balrog), and so forth were invented with this game.

to:

In 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), a CloseRangeCombatant (Balrog), and so forth were invented with this game.
Is there an issue? Send a MessageReason:
None


In addition to reinstating features from the first ''Street Fighter'' (e.g. six-button control setup and ThreeRoundDeathmatch), ''Street Fighter II'' further introduced many more such as proper JumpPhysics, {{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), a CloseRangeCombatant (Balrog), and so forth were invented with this game.

to:

In addition to reinstating features from the first ''Street Fighter'' (e.g. six-button control setup and ThreeRoundDeathmatch), ''Street Fighter II'' further introduced many more such as massively refined the combat by 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), a CloseRangeCombatant (Balrog), and so forth were invented with this game.
Is there an issue? Send a MessageReason:
None


Defeat the other seven characters, and you're flown out to battle [[FourIsDeath four bosses]]:

to:

Defeat the other seven characters, and you're flown out to battle [[FourIsDeath four bosses]]:
the Four Devas of Shadaloo]]:
Is there an issue? Send a MessageReason:
None


* ''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''.

to:

* ''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, 2006 under the combined title of ''Street Fighter II Turbo: Hyper Fighting'', which was successful enough for Capcom to greenlight production on ''VideoGame/StreetFighterIV''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''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.

Added: 348

Changed: 1

Is there an issue? Send a MessageReason:
None


* 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 U.K.

to:

* 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 U.K.UK.
* 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.

Top