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Gainaxing is now definition-only


* {{Gainaxing}}: Cammy's boobs are pretty bouncy in the arcade versions.
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** Cammy's Cannon Drill, Cannon Spike, Spiral Arrow and Thrust Kick.

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** Cammy's Cannon Drill, Thrust Kick[[note]]International version[[/note]], Spiral Arrow, and Cannon Spike, Spiral Arrow and Thrust Kick.Spike[[note]]Japanese version[[/note]].
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Don't shout the examples.


'''''[[TropeCodifier THE]]''''' Fighting Game.

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'''''[[TropeCodifier THE]]''''' '''[[TropeCodifier The]]''' Fighting Game.
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moderator restored to earlier version
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** Ryu's win quote, "You must defeat Sheng Long to stand a chance," was supposed to be, "You must defeat my Dragon Punch to stand a chance," but Capcom USA screwed up the translation.

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** Ryu's win quote, "You must defeat Sheng Long to stand a chance," was supposed to be, "You must cannot defeat my Dragon Punch to stand a chance," Shoryuken," but Capcom USA screwed up the translation.

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* LostInTranslation: Capcom USA's tomfoolery removed the obvious play on Mike Tyson that was Mike Bison's name, as well as the eventual obvious relation between Gouki and Gouken by changing Gouki's name to Akuma. All of Gouki's text was also removed from Western releases, rendering him entirely devoid of personality in those versions.

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* LostInTranslation: LostInTranslation:
**
Capcom USA's tomfoolery removed the obvious play on Mike Tyson that was Mike Bison's name, name by randomly slapping it onto the dictator Vega, as well as the eventual obvious relation between Gouki and Gouken by changing Gouki's name to Akuma. All Akuma.
** Capcom USA also removed all
of Gouki's text was also removed from Western releases, rendering him entirely devoid of personality in those versions.versions.
** Ryu's win quote, "You must defeat Sheng Long to stand a chance," was supposed to be, "You must defeat my Dragon Punch to stand a chance," but Capcom USA screwed up the translation.
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* LostInTranslation: Capcom USA's tomfoolery removed the obvious play on Mike Tyson that was Mike Bison's name, as well as the eventual obvious relation between Gouki and Gouken by changing Gouki's name to Akuma. All of Gouki's text was also removed from Western releases, rendering him entirely devoid of personality in those versions.
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grammar, info, and readability


* WelcomeToCorneria: Guile advising his fallen enemies to "GO HOME AND BE A FAMILY MAN!", regardless of whether his opponent is a woman.
* 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.

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* WelcomeToCorneria: Guile advising his fallen enemies to to, "GO HOME AND BE A FAMILY MAN!", regardless of whether his opponent is a woman.
* WhatHappenedToTheMouse: The two guys from the [[https://www.youtube.com/watch?v=PYBRv9C9X0U original 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.
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** ''Super Turbo Revival'' on the UsefulNotes/GameBoyAdvance has a pretty terrible one wherein if the player manages to reach Gouki 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's, Vega's, and Mike Bison's win quotes are mixed up so that Mike Bison (Boxer) has Vega's quote, Balrog (Claw) has Bison's, and Vega (Dictator) has Balrog's as a result of Capcom USA's name-swapping shenanigans. A ROM patch released in 2014 fixed this, as well as the Wii U Virtual Console release.

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** ''Super Turbo Revival'' on the UsefulNotes/GameBoyAdvance has a pretty terrible one wherein if the player manages to reach Gouki 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's, Vega's, and Mike Bison's win quotes are mixed up so that Mike Bison (Boxer) has Vega's quote, Balrog (Claw) has Bison's, and Vega (Dictator) has Balrog's as a result of Capcom USA's name-swapping shenanigans. A ROM patch released in 2014 fixed this, as well as the Wii U Virtual Console release.



** 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.
** 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.
* 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.

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** 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 II: The New Challengers'' and ''Super Turbo''. 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.
** 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.
* NotWorthKilling: Guile chooses to do this to Bison Vega rather than kill him in his ending. This has become a bit of CharacterizationMarchesOn CharacterizationMarchesOn, as Bison Vega is such a monumental monumental, world-ending threat that sparing him like this is hardly practical.practical for keeping the story going.



* PedestrianCrushesCar: ''Street Fighter II'' features a {{minigame}} copied from ''VideoGame/FinalFight'', where fighters have to destroy a sedan within the time limit.
* PermaStubble: Ryu gets one from ''Champion Edition'' and onward.

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* PedestrianCrushesCar: ''Street Fighter II'' features a {{minigame}} copied from ''VideoGame/FinalFight'', ''VideoGame/FinalFight'' where fighters have to destroy a sedan within the time limit.
* PermaStubble: Ryu gets one from ''Champion Edition'' and onward.



* PromotedToPlayable: One of the selling points of ''Champion Edition'' is the ability to play as the four endgame opponents.
* {{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''.
* SeanConneryIsAboutToShootYou: ''Super Street Fighter II'' replaced the original opening sequence with a new one where Ryu launches a ''Hadōken'' towards the player.
* 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.

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* PromotedToPlayable: One of the selling points of ''Champion Edition'' is was the ability to play as the four endgame opponents.
* {{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 Gouki has a new [=CPS1=] arrangement of his theme, since those characters only appeared on the [=CPS2=] versions of ''Street Fighter II''.
* SeanConneryIsAboutToShootYou: ''Super Street Fighter II'' replaced the original opening sequence with a new one where Ryu launches a ''Hadōken'' towards at the player.
* 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 Gouki also could be played with a specific code, but his code is very difficult to enter.



* TheSmurfettePrinciple: Chun-Li among the original twelve World Warriors and Cammy among the New Challengers.

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* TheSmurfettePrinciple: Chun-Li among the original twelve World Warriors Warriors, and Cammy among the New Challengers.



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

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** [[Characters/StreetFighterAkuma Akuma]]'s Gouki]]'s multi-hit, HurricaneKick has an improved version, the [[https://www.youtube.com/watch?v=7XF0lrF7kRo Demon Armageddon Ultra]], which does far more damage and has a nice black slash added to it for aesthetics.
** [[Characters/StreetFighterMBison M. Bison]]'s Vega]]'s "Ultimate Psycho Crusher", Crusher," which has enough power to plant his opponent in a wall.
* TakeItToTheBridge: Ryu's and Cammy's stages both take place on a bridge bridges suspended next to a castle. castles. One is in Japan, Japan and the other in the U.K., respectively.



* 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.

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* VideoGameSliding: While other characters in the original ''SFII'' have sliding attacks -- most notably, M. Bison notably Vega -- Dhalsim's crouching Roundhouse roundhouse is notable for being the only attack that can slide under fireballs and projectile attacks.attacks. Dee Jay has one, too, and Blanka got one of his own in later versions.
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** Capcom USA changed Mike 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 Mike 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 appearances.

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** In a frustrating move that has caused global confusion ever since, Capcom USA changed around Mike Bison's, Vega's, and Balrog's proper names around in the overseas versions. This was done mainly out of fear that they'd be sued by Creator/MikeTyson due to Mike Bison being a an obvious, 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, Furthermore, "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 appearances.



* 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.

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* 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.
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* 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.

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* DancePartyEnding: Zangief's ending is this. After Zangief beats Bison, Vega, 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.



** Capcom USA 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 appearances.

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** Capcom USA changed Mike 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 Mike 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 appearances.



** Being able to use Shin Gouki 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.

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** Being able to use Shin Gouki 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 Vega (Dictator) with color 7. Those numbers aren't random, either: 1987 was the year the original ''Street Fighter'' was released in arcades.



** ''Super Turbo Revival'' on the UsefulNotes/GameBoyAdvance has a pretty terrible one wherein if the player manages to reach Gouki 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's, Vega's, and Bison's win quotes are mixed up so that Bison (Boxer) has Vega's quote, Balrog (Claw) has Bison's, and Vega (Dictator) has Balrog's as a result of Capcom USA's name-swapping shenanigans. A ROM patch released in 2014 fixed this, as well as the Wii U Virtual Console release.
* 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.

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** ''Super Turbo Revival'' on the UsefulNotes/GameBoyAdvance has a pretty terrible one wherein if the player manages to reach Gouki 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's, Vega's, and Mike Bison's win quotes are mixed up so that Mike Bison (Boxer) has Vega's quote, Balrog (Claw) has Bison's, and Vega (Dictator) has Balrog's as a result of Capcom USA's name-swapping shenanigans. A ROM patch released in 2014 fixed this, as well as the Wii U Virtual Console release.
* 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 They were more formally named in later installments.



** Fighting Barroom/ Flamenco Tavern for Vega. (Spain)
** Las Vegas / High Roller Casino for Balrog. (U.S.A.)

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** Fighting Barroom/ Flamenco Tavern for Vega.Balrog. (Spain)
** Las Vegas / High Roller Casino for Balrog.Mike Bison. (U.S.A.)



** Suzaku Castle for Ryu and Akuma. (Japan)
** Temple Hideout for M. Bison. (Thailand)

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** Suzaku Castle for Ryu and Akuma.Gouki. (Japan)
** Temple Hideout for M. Bison.Vega. (Thailand)



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

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

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* DifficultyByRegion: Taken to outright cruel levels in the Western releases, with the AI becoming just plain broken in order to suck as many quarters out of players as possible.



** In ''Super Turbo,'' it's possible to uncover a hidden fight against Gouki if you manage to finish the game under a specific set of circumstances which are already very difficult as is, but become almost impossible in Western releases due to those versions' ridiculous DifficultyByRegion.

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** In ''Super Turbo,'' it's possible to uncover a hidden fight against Gouki if you manage to finish the game under a specific set of circumstances which are already very difficult as is, but become almost impossible in Western releases due to those versions' ridiculous offensive DifficultyByRegion.



** Chun-Li's stage has a man in the background literally "choking the chicken".

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** Chun-Li's stage has a man in the background literally "choking the chicken".chicken."



** ''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.

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** ''Super Turbo Revival'' on the UsefulNotes/GameBoyAdvance has a pretty terrible one wherein, wherein if the player manages to reach Akuma Gouki in Arcade Mode, the game will lock up on a glitchy picture of him him, and upon resetting, all of their Time Attack and Survival records will be glitched beyond repair. On a lesser scale, Balrog, Vega Balrog's, Vega's, and Bison's win quotes are mixed up so that Balrog Bison (Boxer) has Bison's Vega's quote, Vega Balrog (Claw) has Bison's, and Vega (Dictator) has Balrog's and Bison (Dictator) has Vega's, likely as a result of the nature surrounding their name switch.Capcom USA's name-swapping shenanigans. A ROM patch released in 2014 fixed this, as well as the Wii U Virtual Console release.

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* 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 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.
** 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.

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* DubInducedPlotHole: Some of the endings in the original arcade versions were translated rather liberally 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 Vega 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.
** In the ''Super'' games, Bison Vega 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 Vega himself. In the Japanese version, Bison Vega merely alleges that Cammy worked for him.



** 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.
** Although his name never actually appears in ''II'', Akuma is named “Gouki” in Japan.
* 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.

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** Capcom USA 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”, “Boxer,” “Claw,” and “Dictator” based on their physical attributes.
appearances.
** Although his name never actually appears in ''II'', Capcom USA changed Gouki's name to Akuma is because they didn't think "Gouki" sounded intimidating enough. This causes the problem of making the relation between Gouki and Gouken less obvious than it was intended to be, and since "Akuma" literally means "devil," it also carries the unfortunate implication that their parents literally named “Gouki” in Japan.
one of their children "Devil."
* 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, {{NonPlayerCharacter}}s and mirror matches are impossible.



** 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.

to:

** Being able to use Shin Akuma Gouki 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 8, and Bison with color 7. Those numbers aren't random, either: 1987 was the year the original ''Street Fighter'' was released in arcades.arcades.
** In ''Super Turbo,'' it's possible to uncover a hidden fight against Gouki if you manage to finish the game under a specific set of circumstances which are already very difficult as is, but become almost impossible in Western releases due to those versions' ridiculous DifficultyByRegion.

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* 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.

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* CanonImmigrant: For a certain value of "canon."canonicity." ''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.



** 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.
** ''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.

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** 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 jokes about Capcom's apparent inability to count past the number two.
** ''Ultra Street Fighter II'' for the Switch is an a 2017 update of a 2008 remaster of a 1994 game which was released nine years after said remaster.update of a 1991 game.



** 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).

to:

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



** ''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).

to:

** ''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, this brought the total to 10 palettes per character (except for Akuma, Gouki, who only has two).



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

to:

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



** Then there was the ''Street Fighter Alpha Anthology,'' a collection of the ''Alpha'' titles (including an updated version of ''Alpha 2 Gold'') alongside some bonus games, such as ''Pocket Fighter'' / ''Super Gem Fighter Mini Mix'' and a couple of unlockable, alternate versions of ''Alpha 3''.



** 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''.
** 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.

to:

** 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 recover from Stun being stunned in 12 frames, or a fifth of a second, and certain later versions made that even shorter to ''3 frames''.
** 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, above and attack faster than humans can; it's can. It's not uncommon to see Sagat, Guile Guile, and Ryu have frame-perfect projectile spam you can't escape all match long.
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grammar, info, and readability


* ''Super Street Fighter II Turbo'' (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: Gouki (changed to Akuma in Western releases), a martial artist who is powered by an evil force called the Satsui no Hadou, interrupts the final boss fight by [[BaitAndSwitchBoss killing Vega with the "Raging Demon"]], thus assuming his place as the TrueFinalBoss. You unlock this fight by reaching Vega without continues and getting at least three flawless wins along the way (Gouki 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 more-so in Japan than in the U.S. It received standalone ports for the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] and UsefulNotes/{{Amiga}} [=CD32=] under the title ''Super Street Fighter II Turbo: The Ultimate Championship'', in what was the first 32-bit console port in the series.

to:

* ''Super Street Fighter II Turbo'' (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: Gouki (changed to Akuma in Western releases), a martial artist who is powered by an evil force called the Satsui no Hadou, interrupts the final boss fight by [[BaitAndSwitchBoss killing Vega with the "Raging Demon"]], Demon,"]] thus assuming his place as the TrueFinalBoss. You unlock this fight by reaching Vega without continues and getting at least three flawless wins along the way (Gouki 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 more-so in Japan than in the U.S. It received standalone ports for the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] and UsefulNotes/{{Amiga}} [=CD32=] under the title ''Super Street Fighter II Turbo: The Ultimate Championship'', in what was the first 32-bit console port in the series.



* 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).
* 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.

to:

* 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).
revisions). Outright averted with Balrog, the beautiful Spanish fighter, who gets ''very'' messed up in his post-loss portrait.
* BestServedCold: Chun-Li's father, an {{Interpol|SpecialAgent}} officer, went missing while investigating Bison's Vega'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 Vega robbed their ancestral land 30 years ago. Guile's non-canon non-canonical ending has him [[SwordOverHead preparing to kill Bison]] Vega]] in the name of his {{bash brother|s}} Charlie Nash, another Air Force pilot who died while trying to apprehend Bison: Vega: Guile's wife and daughter appear out of nowhere and to urge him to [[IfYouKillHimYouWillBeJustLikeHim not to sink to Bison's Vega's level]] and instead return home with them, which he does.



** 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.
** 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''.
** 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."
* 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.
* 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:

** In the original arcade version, one of M. Bison's Vega's winning quotes has him telling the loser to "GET LOSE". LOSE." It was corrected in ''Champion Edition'' and onward.
** The original arcade version had one of Balrog's Mike Bison's winning quotes quote saying he has his opponent's blood "of" his fist. Unlike "get lose", lose," this was not corrected to "on" until ''Super Street Fighter II''.
** Ryu's win quote, "You must defeat Sheng Long to stand a chance" chance," is a mistranslation in the arcade releases 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."
* 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, 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.
* BonusStage: ''II'' introduced both the familiar barrel-breaking bonus levels, level 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.]]



** 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.

to:

** Akuma, Gouki, 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 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 graced by his presence are ''New Generation'', the ''[[VideoGame/StreetFighterEX EX]]'' sequels sequels, and the launch edition of ''[[VideoGame/StreetFighterV V]]''; of course course, he was eventually added to the latter.



** Cammy's Cannon Drill, Cannon Spike, Spiral Arrow and Thrust Kick.
* 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.

to:

** Cammy's Cannon Drill, Cannon Spike, Spiral Arrow Arrow, and Thrust Kick.
* CanonImmigrant: For a certain value of "canon"; "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.
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corrected my own ignorance


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

to:

* ''Super Street Fighter II: The New Challengers'' (1993) -- This is the biggest {{expansion|pack}} in the series, developed on new hardware with better graphics, giving the game a major ArtEvolution. It added four entirely new stages and characters: BruceLeeClone Fei Long, {{amnesiac|hero}} commando Cammy (an [[LeotardOfPower ass]]...er, ''[[GlassCannon glass]]'' [[GlassCannon cannon]] with one of [[https://www.youtube.com/watch?v=tMNPDiytN_I the best theme tunes]] and an interesting backstory which ties into the then-upcoming prequels), Jamaican DanceBattler and music star Dee Jay, and the legendarily-bad T. Hawk: known for his goofy fighting stance, being a Native American [[MoonLogic (from Mexico)]], from Mexico (as in ''North'' American, not the United States ''of'' America), and consistently ranking in the bottom-tier. It added more new attacks for the existing characters, such as Ken's flaming Shoryuken which sets his target aflame, and it even tossed in some new animations for existing characters thanks to the newer and better CP System II hardware, which also upgraded the sound quality. Even though the speed increase from ''Hyper Fighting'' was well-received in many parts of the world, countries flooded with bootleg hacks assumed ''Hyper Fighting'' was another hack (and a lot of players just could not keep up with the increased pace), so the speed increase was dropped for ''Super''. This caused backlash from fans of ''Hyper Fighting'', which is one of the reasons this game failed to acquire the intended playerbase. This entry was ported simultaneously to the SNES and Genesis and later brought to the Amiga and DOS.
Is there an issue? Send a MessageReason:
grammar, info, and readability


* ''Super Street Fighter II: The New Challengers'' (1993) - This is the biggest {{expansion|pack}} in the series, developed on new hardware with better graphics, giving the game a major ArtEvolution. It added four entirely new stages and characters: BruceLeeClone Fei Long, {{amnesiac|hero}} commando Cammy (an [[LeotardOfPower ass]]...er, {{glass cannon}} with one of [[https://www.youtube.com/watch?v=tMNPDiytN_I the best theme tunes]] and an interesting backstory which ties into the prequels), Jamaican DanceBattler and music star Dee Jay, and the legendarily-bad T. Hawk: known for his goofy fighting stance, being a Native American (from Mexico), and consistently ranking in the bottom-tier. It added more new attacks for the existing characters, such as Ken's flaming Shoryuken which sets his target aflame, and it even tossed in some new animations for existing characters thanks to the newer and better CP System II hardware, which also upgraded the sound quality. Even though the speed increase from ''Hyper Fighting'' was well-received in many parts of the world, countries flooded with bootleg hacks assumed ''Hyper Fighting'' was another hack (and a lot of players just could not keep up with the increased pace), so the speed increase was dropped for ''Super''. This caused backlash from fans of ''Hyper Fighting'', which is one of the reasons this game failed to acquire the intended playerbase. Ported simultaneously to the SNES and Genesis, and was later brought to the Amiga and DOS.
* ''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.
* ''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.
* ''Street Fighter Collection 2'' (1998, a.k.a. ''Capcom Generation 5'') - Another CompilationRerelease for the [=PlayStation=] and Sega Saturn. This one contains ''World Warrior'', ''Champion Edition'', and ''Hyper Fighting''. These ports would serve as the basis for future re-releases of these games. It also included a special game mode allowing character versions from the three games to be pitted against one another.
* ''Super Street Fighter II X for Matching Service'' (2000) - A UsefulNotes/SegaDreamcast port of ''Super Turbo'' which features slew of unlockable extra options. It also featured online play. However, it was available only in Japan as a Sega Direct, making it a sought-after collector's item.
* ''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'' (2004) - [[invoked]] This is a re-release of ''Super Turbo'' that includes the ability to change characters to variations from previous ''Street Fighter II'' installments (e.g., ''Champion Edition'' Ken vs. ''Super Turbo'' Blanka). Originally released as a stand-alone game on the UsefulNotes/{{PlayStation 2}} in Japan and Europe, it was bundled with ''Street Fighter III 3rd Strike'' in North America as a compilation titled ''Street Fighter Anniversary Collection'', which also saw a release on the original UsefulNotes/{{Xbox}} in every region. It also received an arcade release in Japan and Asia.
* ''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: The New Challengers'' (1993) - -- This is the biggest {{expansion|pack}} in the series, developed on new hardware with better graphics, giving the game a major ArtEvolution. It added four entirely new stages and characters: BruceLeeClone Fei Long, {{amnesiac|hero}} commando Cammy (an [[LeotardOfPower ass]]...er, {{glass cannon}} ''[[GlassCannon glass]]'' [[GlassCannon cannon]] with one of [[https://www.youtube.com/watch?v=tMNPDiytN_I the best theme tunes]] and an interesting backstory which ties into the then-upcoming prequels), Jamaican DanceBattler and music star Dee Jay, and the legendarily-bad T. Hawk: known for his goofy fighting stance, being a Native American [[MoonLogic (from Mexico), Mexico)]], and consistently ranking in the bottom-tier. It added more new attacks for the existing characters, such as Ken's flaming Shoryuken which sets his target aflame, and it even tossed in some new animations for existing characters thanks to the newer and better CP System II hardware, which also upgraded the sound quality. Even though the speed increase from ''Hyper Fighting'' was well-received in many parts of the world, countries flooded with bootleg hacks assumed ''Hyper Fighting'' was another hack (and a lot of players just could not keep up with the increased pace), so the speed increase was dropped for ''Super''. This caused backlash from fans of ''Hyper Fighting'', which is one of the reasons this game failed to acquire the intended playerbase. Ported This entry was ported simultaneously to the SNES and Genesis, Genesis and was later brought to the Amiga and DOS.
* ''Super Street Fighter II Turbo: The Ultimate Championship'' Turbo'' (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, Gouki (changed to Akuma in Western releases), 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 Vega with the "Raging Demon"]], thus assuming his place as the TrueFinalBoss. You unlock this fight by reaching M. Bison Vega without continues and getting at least three flawless wins along the way (Akuma (Gouki 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 more-so in Japan than in the U.S. It received standalone ports for the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] and UsefulNotes/{{Amiga}} [=CD32=], [=CD32=] under the title ''Super Street Fighter II Turbo: The Ultimate Championship'', 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 the previously Japan-exclusive ''Street Fighter Alpha 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. It also included a special game mode allowing character the various versions of the characters from across the three games to be pitted against one another.
* ''Super Street Fighter II X for Matching Service'' (2000) - -- A UsefulNotes/SegaDreamcast port of ''Super Turbo'' which features a slew of unlockable extra options. It 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 Gouki and Shin Akuma Gouki unlockable characters, including new endings that better align to the series series's canon post-''Alpha'', and having redesigns of various stages.
* ''Hyper Street Fighter II: The Anniversary Edition'' (2004) - -- [[invoked]] This is a re-release of ''Super Turbo'' that includes the ability to change characters to variations from previous ''Street Fighter II'' installments (e.g., ''Champion Edition'' Ken vs. ''Super Turbo'' Blanka). Originally released as a stand-alone game on the UsefulNotes/{{PlayStation 2}} in Japan and Europe, it was bundled with ''Street Fighter III 3rd Strike'' in North America as a compilation titled ''Street Fighter Anniversary Collection'', which also saw a release on the original UsefulNotes/{{Xbox}} in every region. It also received an arcade release in Japan and Asia.
* ''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.UsefulNotes/PlayStation3. 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' series's 30th anniversary]]. It adds [[SuperPoweredEvilSide Evil Ryu and Violent Ken]] (the former is originally from ''Alpha 2'' 2 Gold'' and the latter from ''VideoGame/SNKVsCapcomSVCChaos'') to the playable roster, and it tosses in Shin Akuma Gouki 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.
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grammar, info, and readability


* ''Street Fighter II’: Champion Edition'' (1992, a.k.a. ''Street Fighter II''' 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' 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' 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.
* ''Super Street Fighter II: The New Challengers'' (1993) - This is the biggest {{expansion|pack}} in the series, developed on new hardware with better graphics. It added four entirely new stages and characters: BruceLeeClone Fei Long, {{amnesiac|hero}} commando Cammy (an [[LeotardOfPower ass]]...er, {{glass cannon}} with one of [[https://www.youtube.com/watch?v=tMNPDiytN_I the best theme tunes]] and an interesting backstory which ties into the prequels), Jamaican DanceBattler and music star Dee Jay, and the legendarily-bad T. Hawk: known for his goofy fighting stance, being a Native American (from Mexico), and consistently ranking in the bottom-tier. It added more new attacks for the existing characters, such as Ken's flaming Shoryuken which sets his target aflame, and it even tossed in some new animations for existing characters thanks to the newer and better CP System II hardware, which also upgraded the sound quality. Even though the speed increase from ''Hyper Fighting'' was well-received in many parts of the world, countries flooded with bootleg hacks assumed ''Hyper Fighting'' was another hack (and a lot of players just could not keep up with the increased pace), so the speed increase was dropped for ''Super''. This caused backlash from fans of ''Hyper Fighting'', which is one of the reasons this game failed to acquire the intended playerbase. Ported simultaneously to the SNES and Genesis, and was later brought to the Amiga and DOS.

to:

* ''Street Fighter II’: Champion Edition'' (1992, a.k.a. ''Street Fighter II''' II' '' in Japan) Japan; the apostrophe in the title was intended to be pronounced as "Dash" regardless of the market) -- 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' Turbo'' in Japan) -- This version was released a few months after ''CE'' ''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, increased the play speed for more intense fighting, and included new alternate palettes as the characters' default colors. It got two console ports: ports, with the SNES version, titled ''Street Fighter II Turbo'', was released releasing 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' 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.
* ''Super Street Fighter II: The New Challengers'' (1993) - This is the biggest {{expansion|pack}} in the series, developed on new hardware with better graphics.graphics, giving the game a major ArtEvolution. It added four entirely new stages and characters: BruceLeeClone Fei Long, {{amnesiac|hero}} commando Cammy (an [[LeotardOfPower ass]]...er, {{glass cannon}} with one of [[https://www.youtube.com/watch?v=tMNPDiytN_I the best theme tunes]] and an interesting backstory which ties into the prequels), Jamaican DanceBattler and music star Dee Jay, and the legendarily-bad T. Hawk: known for his goofy fighting stance, being a Native American (from Mexico), and consistently ranking in the bottom-tier. It added more new attacks for the existing characters, such as Ken's flaming Shoryuken which sets his target aflame, and it even tossed in some new animations for existing characters thanks to the newer and better CP System II hardware, which also upgraded the sound quality. Even though the speed increase from ''Hyper Fighting'' was well-received in many parts of the world, countries flooded with bootleg hacks assumed ''Hyper Fighting'' was another hack (and a lot of players just could not keep up with the increased pace), so the speed increase was dropped for ''Super''. This caused backlash from fans of ''Hyper Fighting'', which is one of the reasons this game failed to acquire the intended playerbase. Ported simultaneously to the SNES and Genesis, and was later brought to the Amiga and DOS.
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The Japanese versions do not have "Dash" in the names, they just use the same apostrophe. The apostrophe was always intended to be read aloud as "dash" in both markets, but the correct pronunciation didn't catch on in the US.


* ''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.

to:

* ''Street Fighter II’: Champion Edition'' (1992, a.k.a. ''Street Fighter II Dash'' II''' 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, 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 II' 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 II' Plus'' in Japan). The difference in title was due to an exclusivity contract between Capcom and Nintendo over the rights to the ''Turbo'' branding. While both games featured a mode based on ''Champion Edition'', the Genesis version put more emphasis on ''Champion Edition'' as its default mode, while the SNES version leaned more towards the aforementioned ''Turbo'' branding and its differences.
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None


''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.

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''Super Street Fighter II Turbo'' (see below) was followed by a series of {{interquel}} games, ''VideoGame/StreetFighterAlpha'', that were released semi-annually from 1995-98. A true sequel, ''VideoGame/StreetFighterIII'', wasn't released until '97.
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info correction


* [[NoCelebritiesWereHarmed I-Can't-Believe-It's-Not-Mike-Tyson]] a.k.a. Balrog;
* [[TheFightingNarcissist Egomaniac cage fighter]] Vega;

to:

* [[NoCelebritiesWereHarmed I-Can't-Believe-It's-Not-Mike-Tyson]] a.k.a. Balrog;
M. Bison, short for Mike Bison (changed to Balrog in [[DubNameChange Western releases]]);
* [[TheFightingNarcissist Egomaniac cage fighter]] Vega;Balrog (changed to Vega in Western releases);



* A [[TheGeneralissimo Yinpot dictator]] with strange PsychicPowers known as M. Bison.

to:

* A [[TheGeneralissimo Yinpot dictator]] with strange PsychicPowers known as Vega (changed to M. Bison.
Bison in Western releases).
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None

Added DiffLines:

* SuperSpecialMove:
** [[Characters/StreetFighterAkuma Akuma]]'s multi-hit, HurricaneKick has an improved version, the [[https://www.youtube.com/watch?v=7XF0lrF7kRo Demon Armageddon Ultra]], which does far more damage and has a nice black slash added to it for aesthetics.
** [[Characters/StreetFighterMBison M. Bison]]'s "Ultimate Psycho Crusher", which has enough power to plant his opponent in a wall.
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Upon closer inspection, that background lady appears to have her hand on her own elbow (not the background man’s crotch)


** Chun-Li's stage has a man in the background literally "choking the chicken", while Guile's stage has a female member of his groundcrew who appears to be giving a handjob to one of her male comrades. This was removed in the SNES version, though it would be brought back in the SNES version of ''Super Street Fighter II''.

to:

** Chun-Li's stage has a man in the background literally "choking the chicken", while Guile's stage has a female member of his groundcrew who appears to be giving a handjob to one of her male comrades. This was removed in the SNES version, though it would be brought back in the SNES version of ''Super Street Fighter II''.chicken".
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None


* ''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.

to:

* ''Street Fighter II: 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: II’: Hyper Fighting'' (1992, a.k.a. ''Street Fighter II Dash Turbo'' in Japan) -- This version was released a few months after ''CE'' as a countermeasure to bootleg [[GameMod hacks]] that were incredibly unbalanced, featured faster playing speed, and vastly modified the behavior of many moves to the point of eccentricity. ''Hyper Fighting'' introduced brand new special moves for half of the returning characters, further adjusted character balance, increased the play speed for more intense fighting, and included new alternate palettes as the characters' default colors. It got two console ports: the SNES version, titled ''Street Fighter II Turbo'', was released first. {{Creator/Sega}}, not to be outdone, commissioned their own version for the Genesis/Mega Drive titled ''Street Fighter II: Special Champion Edition'' (a.k.a. ''Street Fighter II Dash Plus'' in Japan). The difference in title was due to an exclusivity contract between Capcom and Nintendo over the rights to the ''Turbo'' branding. While both games featured a mode based on ''Champion Edition'', the Genesis version put more emphasis on ''Champion Edition'' as its default mode, while the SNES version leaned more towards the aforementioned ''Turbo'' branding and its differences.
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Better trope


* [[LawyerFriendlyCameo I-Can't-Believe-It's-Not-Mike-Tyson]] a.k.a. Balrog;

to:

* [[LawyerFriendlyCameo [[NoCelebritiesWereHarmed I-Can't-Believe-It's-Not-Mike-Tyson]] a.k.a. Balrog;
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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. 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. Both games featured a mode based on ''Champion Edition'', as well.

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.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. Both While both games featured a mode based on ''Champion Edition'', the Genesis version put more emphasis on ''Champion Edition'' as well.its default mode, while the SNES version leaned more towards the aforementioned ''Turbo'' branding and its differences.
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Add more detail why the Spanish claw fighter was given the name "Vega" during localization.


** Capcom changed Bison's, Vega's, and Balrog's names around in the overseas versions. This was done 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. To simplify discussions between regions, in fan terms they are simply titled “Boxer”, “Claw”, and “Dictator” based on their physical attributes.

to:

** 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.
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None


[[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]]]]

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[[caption-width-right:350:'''''[[center:[[AC:ROUND 1...FIGHT!]]]]'''''[[note]]Clockwise from top: [[TheGrappler Zangief]], [[{{Shotoclone}} Ken]], [[WildMan Blanka]], [[MartialPacifist Dhalsim]]. [[TheHero Ryu]], [[{{Eagleland}} Guile]], and [[{{Acrofatic}} E.Honda]]. Center: [[KickChick Chun-Li]]]]Chun-Li]][[/note]]]]
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* IconicOutfit: Chun-Li's {{Qipao}} is so iconic that when she was given a new, more practical outfit in ''Alpha'', all subsequent games in the series provided the option for the player to use her old outfit. (As a standard PaletteSwap in ''Alpha 2'', an EmbeddedPrecursor version of her ''Champion Edition'' moveset in ''Alpha 2 Gold'', or as her X-ism outfit in ''Alpha 3''.)

to:

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

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