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{{Short description|1991 video game}}
{{Infobox CVG |title = Street Fighter II
| image = ] {{For|the animated film|Street Fighter II: The Animated Movie{{!}}''Street Fighter II: The Animated Movie''}}
{{Redirect|SFII|other video games with the same initialism|SF2 (disambiguation)}}
{{DISPLAYTITLE:''Street Fighter II''}}
{{Use mdy dates|date=December 2024}}
{{Use American English|date=December 2024}}
{{Infobox video game
| title = Street Fighter II
| image = SF2 JPN flyer.jpg
| caption = Japanese arcade brochure featuring the original eight main characters.<br />Clockwise from top: Zangief, Ken, Blanka, Dhalsim, Ryu, Guile, and Honda. Center: Chun-Li.
| developer = ] | developer = ]
| publisher = ] | publisher = Capcom
| series = '']''
| designer = Akira Nishitani, ]
| platforms = {{collapsible list|title={{nobold|]}}|], ], ], ], ], ], ], ], ], ], ], ], ]}}
| series = ]
| genre = ]
| release = <small><sup>]</sup></small> ] ]<br /> <small><sup>]</sup></small> ] ]<br /><small><sup>]</sup></small> ] ]
| modes = ], ]
| genre = ]
| arcade system = ]
| modes = Up to 2 players simultaneously
| producer = ]
| platforms = ], ], ], ], ], ], ], ], ], ], ], ], ]
| designer = {{ubl|]|]}}
| media = ], ], ], ]
| programmer = {{ubl|Shinichi Ueyama|Seiji Okada|Yoshihiro Matsui|Motohide Eshiro}}
| input = 8-way ], 6 ]
| artist = {{ubl|Eri Nakamura|Satoru Yamashita}}
| cabinet = Upright
| composer = {{ubl|]|Isao Abe}}
| arcade system = ]
| release = {{collapsible list|title= {{nobold|{{nobold|March 7, 1991}}}}
| cpu = ] @ 12 MHz
|'''Arcade'''{{vgrelease|JP|March 7, 1991<ref>{{cite web |title=ヒストリー ストリートファイター35周年記念サイト |url=https://www.streetfighter.com/ja/35th/history.html |website=]}}</ref>{{efn|An article from ''Game Machine'' claims its release date to be February 1991.<ref name="GM441"/>}}|WW|March 1991<ref>{{cite web |url=http://www.capcom.co.jp/ir/english/company/history.html?tab=1 |title=CAPCOM Investor Relations - History |work=Capcom |publisher= |access-date=May 24, 2019 |archive-date=August 7, 2020 |archive-url=https://web.archive.org/web/20200807123142/http://www.capcom.co.jp/ir/english/company/history.html?tab=1 |url-status=live }}</ref>}}'''SNES'''{{vgrelease|JP|June 10, 1992|NA|July 15, 1992<ref name="egmbuyersguide1993"/><ref name="SF2 NL">{{cite web | title=Street Fighter II: The World WarriorStreet Fighter II: The World Warrior (SNES) | work=] | date=20 November 2020 | url=https://www.nintendolife.com/games/snes/street_fighter_ii_the_world_warrior | access-date=July 28, 2021 | archive-date=14 January 2022 | archive-url=https://web.archive.org/web/20220114155535/https://www.nintendolife.com/games/snes/street_fighter_ii_the_world_warrior | url-status=live }}</ref>|AU|October 23, 1992|UK|October 1992<ref name="Mega22">{{cite magazine |title=Can Mega Drive ''Street Fighter 2'' Live Up To All The Hype? |magazine=] |date=17 June 1993 |issue=10 (July 1993) |page=22 |url=https://archive.org/details/mega-issue-10-july-1993}}</ref>|EU|December 17, 1992}}'''MS-DOS'''{{vgrelease|EU|July 10, 1992|NA|April 26, 1993}}'''Amiga'''{{vgrelease|EU|November 15, 1992|UK|December 15, 1992<ref name="Mega22"/>}}'''Atari ST'''{{vgrelease|EU|December 20, 1992}}'''Amstrad CPC'''{{vgrelease|EU|December 31, 1992}}'''Commodore 64'''{{vgrelease|EU|August 20, 1992}}'''ZX Spectrum'''{{vgrelease|EU|September 14, 1992}}'''CPS Changer'''{{vgrelease|JP|July 14, 1994}}'''Game Boy'''<ref>{{cite web|url=https://www.nintendolife.com/games/gameboy/street_fighter_ii|title=Street Fighter II (GB)|website=]|access-date=March 17, 2021|archive-date=January 14, 2022|archive-url=https://web.archive.org/web/20220114155534/https://www.nintendolife.com/games/gameboy/street_fighter_ii|url-status=live}}</ref>{{vgrelease|JP|August 11, 1995|NA|September 1995|EU|1995}}}}
| sound = ] @ 3.579545 MHz, ] @ 3.579545 MHz, OKI6295 @ 7.576 kHz
| display = ], horizontal orientation, 384 x 224 pixels, 4096 colors, 60 Hz ]
}} }}
'''''Street Fighter II: The World Warrior''''' (]) is a highly popular ] created by ]. It centers on two ], ] and ] (the two main characters from the original '']''), facing the evil villain ] (Vega in ]).


{{nihongo foot|'''''Street Fighter II: The World Warrior'''''|ストリートファイターII -The World Warrior-|Sutorīto Faitā Tsū Za Warudo Uōria|lead=yes|group=lower-alpha}} is a 1991 ] developed and published by ] for ]. It is the second installment in the '']'' series and the sequel to 1987's '']''. It is the fourteenth game to use Capcom's ] ]. ''Street Fighter II'' vastly improved many of the concepts introduced in the first game, including the use of ], a ] system, a six-button configuration, and a wider selection of ], each with a unique fighting style.
Today, ''Street Fighter II'' is routinely listed as one of the greatest ] of all time. It is widely considered to be the game that created the fighting game genre, although '']'' and the first '']'' preceded it.


Designed by ] and ], who had previously worked on ], ''Street Fighter II'' is regarded as ] and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. Additionally, it prolonged the survival of the declining video-game arcade business market by stimulating business and driving the fighting game genre.<ref name="TSFL">{{cite journal |last1=Lemon |first1=Andy |last2=Rietveld |first2=Hillegonda C. |date=12 March 2020 |title=The Street Fighter Lady: Invisibility and Gender in Game Composition |url=http://todigra.org/index.php/todigra/article/view/112/159 |url-status=live |journal=Transactions of the Digital Games Research Association |volume=5 |issue=1 |doi=10.26503/todigra.v5i1.112 |issn=2328-9422 |archive-url=https://web.archive.org/web/20210421134957/http://todigra.org/index.php/todigra/article/view/112/159 |archive-date=21 April 2021 |access-date=21 April 2021 |doi-access=free}}</ref><ref name="FAO">{{cite web |last1=June |first1=Laura |date=16 January 2013 |title=For Amusement Only: the life and death of the American arcade |url=https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only |url-status=live |archive-url=https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only |archive-date=6 October 2014 |access-date=15 September 2017 |website=The Verge}}</ref> It prominently features a popular two-player mode that obligates direct, human-to-human competitive play, inspiring grassroots tournament events, culminating in ] (EVO).<ref>{{cite journal |last1=Skolnik |first1=Michael Ryan |last2=Conway |first2=Steven |date=1 November 2019 |title=Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and the Street Fighter Community |url=https://journals.sagepub.com/doi/10.1177/1555412017727687 |url-status=live |journal=Games and Culture |volume=14 |issue=7–8 |pages=742–762 |doi=10.1177/1555412017727687 |issn=1555-4120 |s2cid=149397381 |archive-url=https://web.archive.org/web/20210421131950/https://journals.sagepub.com/doi/10.1177/1555412017727687 |archive-date=21 April 2021 |access-date=21 April 2021}}</ref><ref name="FAO" /> ''Street Fighter II'' shifted the arcade competitive dynamic from achieving personal-best high scores to head-to-head competition, including large groups.<ref name="TSFL" />
The game featured a line up of eight characters which a player could choose from to battle all the other fighters around the world. Once the other characters had been defeated, four ] characters could be battled.


''Street Fighter II'' became the best-selling game since the ]. By 1994, it had been played by an estimated 25 million people in the United States alone. More than 200,000 ]s and 15{{nbsp}}million software units of all versions of ''Street Fighter II'' have been sold worldwide, grossing an estimated {{US$|10 billion|long=no}} in total revenue, making it one of the top three highest-grossing video games of all time {{as of|2017|lc=y}} and the best-selling fighting game until 2019. More than 6.3 million ] ] of ''Street Fighter II'' were sold, making it Capcom's ] single software game for the next two decades, its best-selling game on a single platform, and the ] on the SNES. Due to its major success, a ] were released with additional features and characters, starting with 1992's ]; its major successor was ] in 1997.
==Legacy==

===''Street Fighter II': Champion Edition''===
==Gameplay==
'''''Street Fighter II': Champion Edition''''' (pronounced ''Street Fighter II Dash'' in Japan) - Champion Edition included several significant updates <ref name="sf2ce">{{cite web | editor=Alexis Bousiges | year=2006 | title=Street Fighter II' - Champion Edition at Arcade-History.com - A coin-operated game & machine database project | url=http://www.arcade-history.com/index.php?page=detail&id=2659 | accessdate=08 August | accessyear=2006}}</ref>:
] defeats ] with his Flash Kick on the arcade version.]]
# All 4 boss characters (Balrog, Vega, Sagat, and M. Bison) were playable.

# Players could choose the same character to fight against each other, using ] to differentiate the clone.
''Street Fighter II'' follows several conventions and rules established by its 1987 predecessor '']''. The player engages opponents in a series of timed one-on-one, close-quarters combat matches. In order to win a round, the player must either completely drain the opponent's health bar by landing attacks, or have more health left than the opponent when the timer runs out. Neither fighter wins the round if they have equal health when time expires or if they simultaneously knock each other out. The first fighter to win two rounds is declared the victor of the match.
# The backgrounds of each player's stage were re-colored (a theme throughout most of the revisions).

# There were various bug fixes for serious glitches (such as ), as well as some balancing of the characters.
While a single-player game is in progress, a second player may join at any time, immediately starting a head-to-head match. The winner continues the game in single-player mode.
# Added the ability to execute reversal attacks (special attacks either when blocking or rising from the ground that would cancel the animation frames and give higher priority)

The original ''Street Fighter II'' allowed up to 10 rounds per match; this maximum is reduced to four rounds starting with '']''. If there is no clear winner by the end of the final round, either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a two-player match. After every third match in the single-player mode, a ] gives a chance to earn additional points by smashing a car, wooden barrels, or metal oil drums. After each match, the location for the next one is selected on a ].

]

Like in ''Street Fighter'', the controls are an eight-directional joystick and six attack buttons. The joystick can jump, crouch, walk left and right, and block. A tradeoff of strength and speed are given by three punch buttons and three kick buttons, each of light, medium, and heavy. The player can perform a variety of basic moves in any position, including new grabbing and throwing attacks. Special moves are performed by combinations of directional and button-based commands.

''Street Fighter II'' differs from its predecessor due to the selection of multiple ], each with distinct fighting styles and special moves including combos. According to ''IGN'', "the concept of combinations, linked attacks that can't be blocked when they're timed correctly, came about more or less by accident. ''Street Fighter II''{{'}}s designers didn't quite mean for it to happen, but players of the original game eventually found out that certain moves naturally flowed into other ones."<ref name=":0" /> This ] system was later adopted as a standard feature of fighting games and was expanded upon in this series.<ref name=":0">*{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=June 16, 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=August 30, 2011 |url-status=dead |df=mdy-all }}</ref>

==Plot==
The leader of the Shadaloo organization, M. Bison, in his global domination plan sets up a world fighting tournament, to select the best fighters to work in his Shadaloo organization through brainwashing.

==Characters==
The original ''Street Fighter II'' features a roster of eight playable characters. This includes Ryu and Ken—the main protagonists from ''Street Fighter''—plus six new international newcomers. In the single-player tournament, the player fights the other seven main fighters, then the final opponents{{mdash}}a group of four ]-only opponents known as the Grand Masters, which includes Sagat from ''Street Fighter''.

{{Clear left}}

Playable characters:

* {{nihongo foot|] |]: リュウ|] ]: 'Ryū'|group=lower-alpha}}, a Japanese martial artist seeking no fame or even the crown of "champion", but only to hone his ] ] skills with the inner power of Chi. He dedicates his life to perfect his own potential while abandoning everything else in life such as having no family and few friends; his only bond is with Ken. He is the winner of the previous tournament. He is not convinced that he is the greatest fighter in the world and comes to this tournament in search of fresh competition.
* ], a ] wrestler from Japan. He aims to improve the negative reputation of sumo wrestling by proving to competitors that he is a legitimate athlete.
* ], a beast-like mutant from Brazil who was raised in the jungle. He enters the tournament to uncover more origins about his forgotten past.
* ], a former United States Air Force special forces operative seeking to defeat ], who killed his best friend ].
* ], Ryu's best friend, greatest rival and former training partner, from the United States. Ryu's personal challenge rekindled Ken's fighting spirit and persuaded him to enter the World Warrior tournament, as well as feeling lackadaisical in his fighting potential due to spending too much time with his fiancée.
* ], a Chinese martial artist who works as an ] officer. Much like Guile, she does not enter the World Warrior tournament for any personal glory except proving that she can defeat any man who challenges her. Chun-Li's ambition in the past was tracking down the movements of the smuggling operation known as Shadaloo. Her goal now is her trail being led to the tournament by seeking to avenge her deceased father by holding the ''Grand Master's'' leader of the crime syndicate responsible.
* ], a professional wrestler and ] fighter from the Soviet Union. He aims to prove "Soviet Strength" is the strongest form of strength, particularly by defeating American opponents with his bare hands.
* ], a fire-breathing ] master from India. Even though he is a pacifist, he uses the money earned from fighting in order to lift people out of poverty.

CPU-exclusive characters, in the order of appearance:

* ], an American ] with a similar appearance to ]. Called M. Bison in Japan. Once one of the world's greatest heavyweight boxers, he began working for Shadaloo for easy money.
* ], a Spanish ] who wields a claw and uses a unique style of ]. Called Balrog in Japan. He is vain and wishes to eliminate ugly people from the world.
* ], a ] kickboxer from Thailand and former World Warrior champion from the original ''Street Fighter''. He was once known as ''The King of Street Fighters'' until he got demoted as ''The King of Muai Thai'' in his own tournament due to a narrow defeat at the hands of Ryu's ''shoryuken'' (rising dragon punch) which left a deep gash across his chest. Ever since that moment he felt disgrace, and will do anything to have a grudge match with Ryu to get his title back, even if it takes joining forces with Shadaloo.
* ], the leader of the criminal organization Shadaloo, who uses a mysterious power known as Psycho Power, and the final opponent of the game. Called Vega in Japan.

Takayuki Nakayama stated in an interview that many character design ideas were trialled and dropped along the development process. Rejected character designs for ''Street Fighter II'' included another ] and an American amateur wrestler.<ref>{{cite magazine|last=Thorpe|first=Nick|date=181|language=en|magazine=Retro Gamer|location=United Kingdom|publisher=Future}}</ref>

==Regional differences==
With the exception of Sagat, the Shadaloo Bosses have different names in the Japanese version. The African-American boxer known as Balrog in the international versions was designed as a ] of real-life boxer ] and was originally named M. Bison (short for "Mike Bison", with "Mike" being one of the American opponents faced in ''Street Fighter''). Vega and M. Bison were originally named Balrog and Vega, respectively. When ''Street Fighter II'' was localized for the overseas market, the names of the bosses were rotated, out of concern that the boxer's similarities to Tyson could have led to a ].<ref>{{cite web|archive-url=https://web.archive.org/web/20070423095618/http://www.capcom.co.jp/sound/topics/tpcs1_2.html|archive-date=April 23, 2007|url=http://www.capcom.co.jp/sound/topics/tpcs1_2.html|title=Interview with ''Street Fighter II'' Sound Composer Isao Abe|language=ja}}</ref>

The characters in the Japanese version have more than one win quote<ref>{{Cite web|url=http://meh.brpxqzme.net/sf2/message.html|title=STREET FIGHTER II Japanese win quote compilation|access-date=2014-09-04|archive-date=2016-02-21|archive-url=https://web.archive.org/web/20160221044440/http://meh.brpxqzme.net/sf2/message.html|url-status=live}}</ref> and if the player loses a match against the CPU in the Japanese version, a random playing tip will be shown at the bottom of the continue screen. While the ending text for the characters was originally translated literally, a few changes were made due to creative differences from Capcom's U.S. marketing staff. For example, the name of Guile's fallen friend (who later debuted as a playable fighter in '']'') was changed from Nash to ], since a staff member from Capcom USA said that Nash is not a natural sounding English name.<ref name="Polygon">{{cite web |last1=Leone |first1=Matt |title=Street Fighter 2: An Oral History |url=https://www.polygon.com/a/street-fighter-2-oral-history/ |access-date=29 April 2021 |website=] |date=February 3, 2014 |archive-date=15 May 2021 |archive-url=https://web.archive.org/web/20210515155936/https://www.polygon.com/a/street-fighter-2-oral-history |url-status=live }}</ref>

==Development==
Although the original punching-pad cabinet of ''Street Fighter'' had not been very popular, the alternate six-button version was more successful, which began to generate interest in a sequel.<ref>{{cite web |last1=Leone |first1=Matt |title=Street Fighter 1: An oral history |url=https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |website=] |publisher=] |access-date=July 16, 2020 |date=July 7, 2020 |archive-date=July 16, 2020 |archive-url=https://web.archive.org/web/20200716104722/https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |url-status=live }}</ref> Capcom began to make fighting games a priority after ''Final Fight'' was commercially successful in the United States.<ref name="Edge-Makingof">{{cite magazine|title=The Making Of... Street Fighter II|magazine=]|publisher=]|location=]|date=March 2002|issue=108}}</ref> ] recounted: "The basic idea at Capcom was to revive ''Street Fighter'', a good game concept, to make it a better-playing arcade game."<ref>{{cite magazine|title=Interview: The Men Who Make Street Fighter II!|magazine=]|issue=59|publisher=]|date=June 1994|page=32}}</ref>

Development of ''Street Fighter II'' took about two years<ref name="Edge-Makingof" /> and about 35 to 40 people, with ] as a producer, and ] and ] in charge of the game and character design, respectively.<ref name="Polygon" /><ref name="Edge-Makingof" /> The budget was estimated at {{US$|2,450,000|long=no|year=1991|round=-4}}.<ref name="Polygon" />

Funamizu notes that the developers did not particularly prioritize ''Street Fighter II''{{'}}s ]; he primarily ascribes the game's success to its appealing animation patterns. The quality of animation benefited from the developers' use of the ] hardware, with advantages including allowing different characters to occupy different amounts of memory. For example, ] can occupy 8&nbsp;]s and ] 12&nbsp;megabits.<ref name="Edge-Makingof" />


The ] system came about by accident:
===''Street Fighter II' Turbo: Hyper Fighting''===
'''''Street Fighter II' Turbo: Hyper Fighting''''' was released in response to an explosion of modified bootlegs of the Champion Edition which were becoming popular amongst arcade operators<ref name="sf2t">{{cite web | editor=Alexis Bousiges | year=2006 | title=Street Fighter II' - Hyper Fighting at Arcade-History.com - A coin-operated game & machine database project | url=http://www.arcade-history.com/index.php?page=detail&id=2664 | accessdate=08 August | accessyear=2006}}</ref> (for more information see ]). Changes included:
# Faster gameplay.
# Many characters gained new moves, and several that could now be performed in mid-air.
# All characters were given new color palettes, which served as the default palettes.


{{blockquote|text=While I was making a bug check during the car bonus stage... I noticed something strange, curious. I taped the sequence and we saw that during the punch timing, it was possible to add a second hit and so on. I thought this was something impossible to make useful inside a game, as the timing balance was so hard to catch. So we decided to leave the feature as a hidden one. The most interesting thing is that this became the base for future titles. Later we were able to make the timing more comfortable and the combo into a real feature. In we thought if you got the perfect timing you could place several hits, up to four I think. Then we managed to place eight! A bug? Maybe.|sign=Noritaka Funamizu<ref name="Edge-Makingof" />}}
===''Super Street Fighter II: The New Challengers''===
''''']''''' was the first ''Street Fighter'' game that Capcom would release on its ] hardware. All prior ''Street Fighter'' games had been released on Capcom's ] hardware. The arcade version of this game also included a variant that allowed eight arcade cabinets to be connected together for simultaneous tournament play. This version contained the most extensive changes introduced in the series:
# Four new characters were added (Cammy, T. Hawk, Fei Long, and Dee Jay).
# Boss characters received updated regular move sets, to put them on par with the original 8 (and 4 new characters).
# Boss characters also received more personalized endings (as opposed to the SF2CE/Turbo boss endings of scrolling text and the four bosses' faces).
# Some characters received new animations for standard punches or kicks (for example, Vega has the ability to do a standing kick and a jumping claw strike whereas before he could only do a crouching claw swipe while standing up and could only kick while jumping), while others received new animations for existing moves that were not present in the previous incarnations (for example, Zangief's animation for a "missed" Spinning Pile Driver).
# Each character could be selected with one of 9 different color pallettes.
# The original 12 fighters received updated animations and audio.
# The speed introduced in Hyper Fighting was reduced.
# A combo counter (a first despite combos being in the game since the original), as well as point bonuses for first attack, combos and reversals.


The vast majority of in-game music was composed by ]. This is ultimately the only game in the series on which Shimomura worked, as she left the company for ] two years later. Isao Abe, a Capcom newcomer, handled a few additional tracks ("Versus Screen", "Sagat's Theme", and "Here Comes A New Challenger") for ''Street Fighter II'' and became the main composer on the subsequent versions. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi, the composer on ''Street Fighter''.
===''Super Street Fighter II Turbo: Grand Master Challenge''===
''''']''''' (''Super Street Fighter II X'' in Japan) was a slightly updated version of ''Super Street Fighter II''. This version introduced:
*# The addition of the "SUPER" bar. This allowed character to build up and unleash a very powerful special attack (typically a special attack with more strength, and the character gained "shadows" of the previous frames of animation.
*# The speed was again raised from Super SF2, to close to Hyper Fighting levels.
*# Intentional Air juggling (a series of attacks that could hit an opponent while airborne) (Note: a glitch in Champion Edition allowed Dhalsim to be air juggled under certain conditions).
*# The ability to tech or "soften" non-multi hit throws (teching allows a character to land on one's feet instead of on their back, resulting in less damage).
*# A new ] (Akuma).
*# Alternate versions of each character that played very similar (but not quite identical) to their Super Street Fighter II incarnation without the super bar or the ability to tech throws, they are also identifiable by the fact that they are the new default colors.
*# The bonus stages (where players try to destroy all the objects in the stage before time runs out) that were present in the series since ''Street Fighter II'' are removed. Bonus stages would not re-appear in any ''Street Fighter'' related game until ].


Location testing began in Japan.<ref name="Polygon"/> It was then exhibited in the United Kingdom at London's ] (ATEI) in January 1991.<ref name="theone">{{cite magazine|title = Coin-Operated Corkers!|date = 28 January 1991|url = https://archive.org/details/theone-magazine-29/page/n19|magazine = The One|publisher = emap Images|last = Nesbitt|first = Brian|issue = 29 (February 1991)|page = 20}}</ref> The same month, Capcom held a two-week location test in North America, before unveiling the game at Capcom's distributor conference on February 1, 1991, held at ], ].<ref name="RePlay6">{{cite magazine |title=Street Fighter II: interactive jawbreaker shines bright at Capcom's Florida dealer meet; nice goods! |magazine=RePlay |date=March 1991 |volume=16 |issue=6 |pages=54, 56 |url=https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%206%20-%20March%201991/page/54}}{{Dead link|date=January 2024}}</ref><ref>{{cite magazine |title=Craven Exits Capcom to Form Leprechaun, Inc.; Walker Now Tops Capcom Sales, Sets Dealer Meet |magazine=RePlay |date=February 1991 |volume=16 |issue=5 |page=36 |url=https://archive.org/details/re-play-volume-16-issue-no.-5-february-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%205%20-%20February%201991/page/36}}</ref> Capcom introduced ''Street Fighter II'' as its "greatest video game ever".<ref>{{cite magazine |title=Capcom Bows ''Street Fighter II'', Hints At 3D Coming On CPS |magazine=RePlay |date=March 1991 |volume=16 |issue=6 |page=16 |url=https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%206%20-%20March%201991/page/16}}</ref>
===''Hyper Street Fighter II''===
'''''Hyper Street Fighter II''''' was a slightly arranged version of ''Super Street Fighter II Turbo'' with the ability to choose every playable versions of all the characters within the SFII series. This game celebrates the 15th Anniversary of the Street Fighter series.


==Ports== ==Ports==
{| class="wikitable sortable" style="font-size:95%;"
These are the major ports of the Street Fighter II games made for consumer devices and is not comprehensive.
|-
! Release date
! Platform
! Media
! Developer
! Publisher
! Notes
|-
|{{vgrelease|JP|June 10, 1992|NA|July 15, 1992<ref name="egmbuyersguide1993"/>|EU|October, 1992<ref>{{cite web|url=https://archive.org/details/nintendo-magazine-system-2/page/64/mode/2up|title=Nintendo Magazine System Issue 02|website=Archive.org|date=November 1992|access-date=March 9, 2024}}</ref>}}
|]
|]
|]
|{{vgrelease|JP|Capcom|NA|Capcom|EU|]<ref>{{cite web|url=https://archive.org/stream/nforce-magazine-06/NForce_06_Dec_1992#page/n7/mode/2up|title=N-Force Magazine Issue 06|website=Archive.org|date=December 1992|access-date=January 18, 2015}}</ref>}}
|Re-released on the ] and ] ].
|-
|rowspan=7 | ]
|]<ref name="gf_amiga">{{cite web|url=http://www.gamefaqs.com/amiga/921759-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224132618/http://www.gamefaqs.com/amiga/921759-street-fighter-ii/data|url-status=live}}</ref>
|4 ]s
|rowspan=4 | Creative Materials
|rowspan=5 | ]
|rowspan=5 | Released in Europe.
|-
|]<ref name="gf_st">{{cite web|url=http://www.gamefaqs.com/ast/948202-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224133124/http://www.gamefaqs.com/ast/948202-street-fighter-ii/data|url-status=live}}</ref>
|4 floppy disks
|-
|]<ref name="gf_c64">{{cite web|url=http://www.gamefaqs.com/c64/571874-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224132518/http://www.gamefaqs.com/c64/571874-street-fighter-ii/data|url-status=live}}</ref>
|] or floppy disk
|-
|]
|Cassette or floppy disk (unreleased)
|-
|]<ref name="gf_zx">{{cite web|url=http://www.gamefaqs.com/sinclair/946923-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224143633/http://www.gamefaqs.com/sinclair/946923-street-fighter-ii/data|url-status=live}}</ref>
|Cassette or floppy disk
|]
|-
|] (])<ref name="gf_pc">{{cite web|url=http://www.gamefaqs.com/pc/945853-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224133215/http://www.gamefaqs.com/pc/945853-street-fighter-ii/data|url-status=live}}</ref>
|3 floppy disks
|Creative Materials
|{{vgrelease|EU|U.S. Gold|NA|]}}
|Released in North America and Europe.
|-
|]
|Custom LCD hardware (handheld)
|Tiger Electronics
|Tiger Electronics
|-
|]
|]<ref>{{cite web|url=http://www.gamefaqs.com/cps/937827-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224133352/http://www.gamefaqs.com/cps/937827-street-fighter-ii/data|url-status=live}}</ref>
|ROM cartridge
|Capcom
|Capcom
|Released exclusively in Japan.
|-
|]
|]
|ROM cartridge
|Sun L
|Capcom<br />]
|
|-
|rowspan=2 | ]
|]
| rowspan="2" |]
|Capcom
|Capcom
|Included in '']''. Released exclusively ].
|-
|]
|Capcom
|Capcom
|Included in '']''.
|-
|]
|]<ref>{{cite web|url=http://www.gamefaqs.com/mobile/924634-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224133213/http://www.gamefaqs.com/mobile/924634-street-fighter-ii/data|url-status=live}}</ref>
|]
|Capcom
|Capcom
|
|-
|rowspan=3 | ]
|]
|rowspan=2 | ]
|rowspan=2 | ]
|rowspan=2 | Capcom
|rowspan=2 | Included in '']''. Based on the PS1 version.
|-
|]
|-
|]
|]
|Capcom
|Capcom
|Included in '']''. Based on the PS1 version.
|-
|rowspan=4 | ]
|]
|rowspan=2 | ]
|rowspan=4 | Digital Eclipse
|rowspan=4 | Capcom
|rowspan=4 | Included in '']''.
|-
|]
|-
|]
|Flash based ROM cartridges
|-
|]
|Online distribution
|-
|}


===Street Fighter II=== ===Super NES===
''Street Fighter II'' was released for the ] on June 10, 1992, in Japan, followed by a North American release for the ] in August and a European release in December. It is the first game released on a 16-megabit SNES cartridge. Many aspects from the arcade versions were either changed or simplified in order to fit into the smaller memory capacity. This version has a secret code allowing both players to control the same character in a match, which is not possible in the original arcade version. The second player uses the same alternate color palette introduced in '']''. The four Shadaloo Bosses are still non-playable, but the code enables their ''Champion Edition'' color palette. Tatsuya Nishimura, who had recently joined Capcom from ], arranged the soundtrack with assistance from Shimomura, Abe, and Sakaguchi.


The American SNES cartridge was re-released in November 2017 as a limited edition item to celebrate the anniversary of the ''Street Fighter'' series.<ref>{{cite web|last1=McWhertor|first1=Michael|title=Capcom re-releasing Street Fighter 2 on SNES cartridge|url=https://www.polygon.com/2017/8/30/16230658/street-fighter-2-snes-cartridge-rerelease-capcom-iam8bit|website=]|publisher=]|access-date=1 September 2017|date=30 August 2017|archive-date=1 September 2017|archive-url=https://web.archive.org/web/20170901034208/https://www.polygon.com/2017/8/30/16230658/street-fighter-2-snes-cartridge-rerelease-capcom-iam8bit|url-status=live}}</ref>
''Street Fighter II'' for the ] was the most popular port of this game and was the game that put the system ahead of the ] in the early part of the 16-bit era in the US, until ports of ''Street Fighter II: Champion Edition'' (dubbed ''Special Champion Edition'' ) and ] put the Genesis back in the lead later on.


===Home computers===
The supposed 16-bit console war between ] and ] fighting to get exclusive licensing deals for their respective systems was the source of all sorts of rumours at the time, when no console had any version.
] released versions of ''Street Fighter II'' for various ] platforms in Europe, namely the ], ], ], ] (]), and ]. These were all developed by Creative Materials, except the ZX Spectrum version by ]. The PC version was also published in North America by ].<ref name="gf_pc"/> These versions suffer numerous inaccuracies, such as missing graphical assets and music tracks, miscolored palettes, and lack of six-button controls due to these platforms having only one or two-button joysticks as standard at the time. Though officially advertised by US Gold along with the C64 and ZX Spectrum conversions and anticipated in magazines, the ] development by Creative Materials was canceled.<ref>{{cite web|url=http://retrogamingmagazine.com/2015/12/11/5-street-fighter-ii-ports-you-dont-know-about/|title=5 Street Fighter Ii Ports You Don't Know About|website=Retrogamingmagazine.com|date=11 December 2014|access-date=December 11, 2015|archive-date=24 December 2015|archive-url=https://web.archive.org/web/20151224004756/http://retrogamingmagazine.com/2015/12/11/5-street-fighter-ii-ports-you-dont-know-about/|url-status=live}}</ref>


===Tiger Electronics===
Several home computer versions of Street Fighter II were released by ], with versions developed for the ], ] and ] with varying levels of success caused by the hardware limitations of these platforms at the time it was developed. In particular, the ] version of the game was released following a campaign by readers of ], and was amongst the last full-price games released on that computer, but remained severely constrained by the limited colour palette and speed of that platform. Unfortunately, none of these home computer versions were done by Capcom (they were done by Western developers) and it is quite obvious that the gameplay in these versions was interpreted (i.e. remade) from the Western developers' playing of the game rather than porting the actual combat engine from the original source code of the arcade game. Thus, none of them played anything like Street Fighter II regardless how they look and sound.
This standalone handheld machine was missing Chun-Li and Dhalsim.<ref>{{cite web | url=https://www.ign.com/games/street-fighter-ii-lcd-game | title=Street Fighter II &#91;LCD&#93; }}</ref>


===Game Boy===
===Street Fighter II': Champion Edition''' and '''Street Fighter II' Turbo: Hyper Fighting===
The Game Boy version of ''Street Fighter II'' was released on August 11, 1995, in Japan, and in September 1995 internationally. It is missing Dhalsim, E. Honda, and Vega. The graphics, character portraits, and stages are based on ''Super Street Fighter II'', although some moves (ex: Blanka's Amazon River Run) from ''Super Street Fighter II Turbo'' are included. Because the Game Boy only has two buttons, the strength of punches and kicks is determined by the duration of button presses.


===Compilations===
''Street Fighter II''' for the PC Engine was the first console to receive the updated Street Fighter II and was ported by ]. The game is contained on a standard PCE Game chip and features graphics comparable to the more powerful SNES port which came later. A 6 Button PCE Controller was created specifically for use with this game. It was never released in the US for the Turbo Grafx system.
''Street Fighter II'', ''Champion Edition'', and ''Turbo'' are in the compilation '']'' for the ] and ], which was released in North America and Europe as ''Street Fighter Collection 2''. All three games are in '']'' for the ] and ], and in ''Capcom Classics Collection Reloaded'' for the ]. In 2011, all three games were released on ] devices as the ''Street Fighter II Collection'',<ref>{{cite web | url=https://news.capcomusa.com/lets/browse/final-fight-and-street-fighter-ii-collection-coming-to-ios-devices | title=Final Fight and Street Fighter II Collection coming to iOS Devices }}</ref> though the compilation was later delisted from the ]. In 2018, ''Street Fighter II'' was one of the many games included in the '']'' for the ], ], ] and ].


==Updated versions==
The Mega Drive/Genesis port, known as ''Street Fighter II': Special Champion Edition'', contained both ''Champion Edition'' and ''Hyper Fighting'' — as did the SNES release of ''Street Fighter II' Turbo: Hyper Fighting''. The Sega version received the ''Special Champion Edition'' subtitle because it was intended to be a port of ''Street Fighter II': Champion Edition'' to be released in the fall of 1993, about one year after the SNES version of the original SF2.
''Street Fighter II'' spawned a series of revisions, each refining the play mechanics, graphics, character roster, and other aspects of the game.


* '']'', released in arcades in March 1992, rebalances characters' power levels, allows both players in two-player matches to select the same character (distinguished by alternate costume colors) and allows players to choose the four previously computer-only boss characters.
The Genesis was to be the only US console to receive a SF2 game that allowed people to play as the bosses, but 5 months before its release Nintendo announced an exclusive deal with Capcom to port the newer ''Street Fighter II' Turbo: Hyper Fighting'' to the SNES for release before the Sega version of the game. However, their contract only extended exclusivity to the name and presentation of the game allowing Capcom to add ''Hyper Fighting'' mode to the Sega game as a bonus, giving both versions of the game the same features. The legacy of this contractual obligation is apparent in the games as the Sega version presents the ''Champion Edition'' intro, attract mode (only presenting ''Champion Edition'' gameplay and color scheme) and title screen and defaults to ''Champion Edition'' mode, while the Nintendo version contains the ''Hyper Fighting'' intro (though missing the fight in front of the skyscraper), attract mode (presenting ''Hyper Fighting'' gameplay and color scheme) and title screen and defaults to ''Turbo'' mode.
* '']'', released in December 1992, increased playing speed and gave some characters new special moves. It was Capcom's official response to a wave of unauthorized modifications for arcade cabinets of ''Champion Edition'', such as the so-called ].
* '']'', released in September 1993, used the more advanced ] which allowed for updated graphics and audio. It introduces four new characters, but relieved the speed increase of ''Street Fighter II Turbo: Hyper Fighting''.
* '']'', released in February 1994, combines the improvements of ''Super Street Fighter II'' with the previous ''Turbo (Hyper Fighting)'' edition. It allows for a selective game speed, introduces powered-up special moves called Super Combos, and adds a new hidden character.


All arcade ''Street Fighter II'' games have been ported to various platforms, as individual releases and in compilations. Later home console revisions further reinvented elements from the arcades: '']'' released in December 2003 (later given an arcade release); '']'' released in November 2008, and '']'' released in May 2017, adding three characters who previously debuted outside the ''Street Fighter II'' line of titles.
''Street Fighter II: Special Champion Edition'' for the Sega allowed the selection of game speed by increasing 'stars' at game start, up to 10-star speed (as opposed to an estimate 4-star speed that the original arcade featured. The SNES Version has the 4-10 option, but requires a ). Gameplay was faster than the arcade versions.


In 1995, Capcom released a prequel successor to the series, ], and then a complete sequel in 1997, ].
In Brazil, there was an official port of Street Fighter II' <ref name="sf2sms">{{cite web | editor=GameSpot Staff | year=2006 | title=Street Fighter II' | url=http://www.gamespot.com/sms/action/streetfighter2/index.html | accessdate=08 August | accessyear=2006}}</ref> for the ], developed and published by ]. Though this version had collision detection problems, missing moves, missing characters and played slowly, it was still very popular in that country{{cn}}.


In addition to official updated versions, numerous counterfeit modified versions of ''Street Fighter II'' were in wide circulation. For example, nine different counterfeit versions were available on the Super Famicom in Japan by December 1992.<ref>{{cite news |editor1-last=Gregory |editor1-first=Mark |title=The Buzz: Valken the Wildside |url=https://archive.org/details/MEGA-guide/The%20Sun%20MEGA%20Guide%20%281992-12-18%29/page/n1/mode/1up |work=Mega Guide |date=18 December 1992 |pages=2–3}}</ref>
''Street Fighter II': Hyper Fighting'' (the American arcade version never had the word ''Turbo'' in the title) has also been released on the ]'s ''Live Arcade'' service featuring online play through ] and a new 'Quarters mode' which allows players to watch, and challenge others to matches. The order in which the players fight is represent by a quarter. This was done to re-enact the arcade scene of the 1990's. The game was released on August 2nd, 2006 for a cost of 800 ] and has become the fastest selling game on the ] service.


==Reception==
===Super Street Fighter II''' and '''Super Street Fighter II Turbo===
===Commercial===
By 1994, ''Street Fighter II'' had been played by an estimated 25 million people in the United States alone, across arcades and homes.<ref name="businessweek_sfii">{{cite magazine|year=1994|title=Business Week|url=https://books.google.com/books?id=kAseAQAAMAAJ|magazine=]|publisher=]|issue=3392–3405|page=58|access-date=January 25, 2012|quote=Japan's Capcom Co. has sold 12 million copies of its Street Fighter games worldwide and figures that 25 million Americans have played the games at home or in arcades.|archive-date=April 9, 2023|archive-url=https://web.archive.org/web/20230409095518/https://books.google.com/books?id=kAseAQAAMAAJ|url-status=live}}</ref> All versions of ''Street Fighter II'' are estimated to have grossed a total of {{US$|10.61 billion|long=no}} in revenue, mostly from the arcade market. {{As of|2017}}, it is one of the top three highest-grossing video games of all time, along with '']'' (1978) and '']'' (1980).<ref name="gamerevolution">{{cite web|url=https://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue|title=World of Warcraft Leads Industry With Nearly $10 Billion In Revenue|date=26 January 2017|website=GameRevolution|access-date=9 January 2019|archive-date=20 April 2021|archive-url=https://web.archive.org/web/20210420110806/https://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue|url-status=live}}</ref>


====Arcade versions====
The SNES and Mega Drive/Genesis received a port of ''Super Street Fighter II'' a year after their respective SF2'T port, but was a commercial failure at retail and a financial hit to Capcom who had overestimated consumer demand. This was a sign that the audience was not willing to pay for annual updates of SFII, especially when ''Super Street Fighter II Turbo'' already superseded ''Super Street Fighter II'' in the arcades and fixed many of the complaints people had of SSF2. There was also endless speculation that Capcom would release ''Super Street Fighter II Turbo'' in less than a year, causing people to wait for what was thought to be the inevitable SSF2T release though no port was ultimately released.
''Street Fighter II'' was not immediately successful in Japan, as most arcade players were initially playing it solo, rather than multiplayer as originally intended. Yoshiki Okamoto was disappointed with its initial performance, and was told he should have produced another solo beat 'em up like ''Final Fight'' instead. After Japanese arcade magazine '']'' began publishing articles informing readers about the "battle play" feature, the game began gaining considerable popularity in Japanese arcades.<ref name="Polygon"/> In Japan, '']'' magazine listed the game on their April 1, 1991 issue as being the second most-successful ] of the month, outperforming games such as '']'' and '']'',<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=400|publisher=]|date=1 April 1991|pages=32–3|lang=ja|url=https://onitama.tv/gamemachine/pdf/19910401p.pdf|archive-url=https://web.archive.org/web/20200131224724/https://onitama.tv/gamemachine/pdf/19910401p.pdf|archive-date=31 January 2020|url-status=live}}</ref> before ''Street Fighter II'' topped the charts two weeks later.<ref name="GM401">{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=401|publisher=]|date=15 April 1991|pages=17, 25|lang=ja|url=https://onitama.tv/gamemachine/pdf/19910415p.pdf|archive-url=https://web.archive.org/web/20200131224723/https://onitama.tv/gamemachine/pdf/19910415p.pdf|archive-date=31 January 2020|url-status=live}}</ref> It went on to become the highest-grossing ] in Japan,<ref name="Gamest5">{{cite magazine |title=第5回ゲーメスト大賞 |trans-title=5th Gamest Awards |magazine=] |date=December 28, 1991 |volume=68 (February 1992) |pages=1–17 |language=ja}} {{Webarchive|url=https://web.archive.org/web/20080708023228/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html |date=2008-07-08 }}</ref><ref name="GM419">{{cite magazine |title="Final Fight II" and "Final Lap 2" Top Videos: Video Games of The Year '91 |magazine=] |issue=419 |publisher=] |date=1 February 1992 |page=26 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19920201p.pdf#page=14 |archive-url=https://web.archive.org/web/20200131224217/https://onitama.tv/gamemachine/pdf/19920201p.pdf |archive-date=31 January 2020 |url-status=live }}</ref> and then it again became the highest-grossing ].<ref name="Gamest6">{{cite magazine |title=第6回ゲーメスト大賞 〜 インカム部門 |trans-title=6th Gamest Awards – Income Category |magazine=] |date=December 28, 1992 |volume=84 (February 1993) |pages=8–28 (27) |language=ja}} {{Webarchive|url=https://web.archive.org/web/20080708023308/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html |date=2008-07-08 }}</ref><ref name="GM441">{{cite magazine |title=Overseas Readers Column: "SF II", "Exhaust Note" Top Videos '92 |magazine=] |issue=441 |publisher=] |date=1–15 January 1993 |page=36 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19930101p.pdf#page=19 |archive-url=https://web.archive.org/web/20200131223848/https://onitama.tv/gamemachine/pdf/19930101p.pdf |archive-date=31 January 2020 |url-status=live }}</ref> ''Street Fighter II Turbo'' became the highest-grossing ], with ''Street Fighter II Dash'' (''Champion Edition'') at number four and ''The World Warrior'' at number nine.<ref name="Gamest7">{{cite magazine |title=第7回 ゲーメスト大賞 〜 ヒットゲーム BEST 10 〜 インカム中心 |trans-title=7th Gamest Awards – Hit Games: Best 10 – Income Center |magazine=] |date=December 27, 1993 |volume=107 (February 1994) |pages=20–43 (39) |language=ja}} {{Webarchive|url=https://web.archive.org/web/20210210183949/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html |date=2021-02-10 }}</ref>


''Street Fighter II'' was similarly successful in the ].<ref name="Curran-38"/> In the United States, the game was more immediately successful as it exceeded expectations in test markets,<ref name="Polygon"/><ref name="RePlay6"/> with individual machines earning {{US$|1,300–1,400|long=no}} per week,<ref name="Polygon"/> Capcom USA sales representative Jeff Walker predicted it would "become the kit of 1991" and ''RePlay'' magazine said the game showed there was "plenty of life" left in the then struggling arcade business.<ref name="RePlay6"/> By March, it had become a blockbuster<ref>{{cite magazine |title=A Wealth of Games |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |page=109 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/109}}</ref> and the top-grossing game in the United States,<ref>{{cite magazine |title=Sneak Preview: what new games will be unveiled at this month's ACME? RePlay sneaks a peek at videos, pins & redemption games |magazine=RePlay |date=March 1991 |volume=16 |issue=6 |pages=68–72 |url=https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%206%20-%20March%201991/page/68}}</ref><ref>{{cite magazine |title=ACME '91: American Coin Machine Exposition |magazine=RePlay |date=April 1991 |volume=16 |issue=7 |pages=ACME 1–8, p. 56 |url=https://archive.org/details/re-play-volume-16-issue-no.-7-april-1991-600DPI/RePlay%20-%20Volume%2016%2C%20Issue%20No.%207%20-%20April%201991/page/21}}</ref> giving a substantial boost in earnings for street operators.<ref>{{cite magazine |last1=Taylor |first1=Yogi |title=Street Power! "Capcom's new ''Street Fighter II'' increased my route earnings by 50%," says California street operator Yogi Taylor |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |pages=112, 114 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/112}}</ref> It topped the ''RePlay'' arcade software charts from May 1991 through August 1992, for a total of 16 months.{{efn|<ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=June 1991 |volume=16 |issue=9 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-9-june-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%209%20-%20June%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=July 1991 |volume=16 |issue=10 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-10-july-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%2010%20-%20July%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=August 1991 |volume=16 |issue=11 |page=3 |url=https://archive.org/details/re-play-volume-16-issue-no.-11-august-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%2011%20-%20August%201991/page/n3}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=September 1991 |volume=16 |issue=12 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-12-september-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%2012%20-%20September%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=October 1991 |volume=17 |issue=1 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-1-october-1991-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%201%20-%20October%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=November 1991 |volume=17 |issue=2 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-2-november-1991-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%202%20-%20November%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=December 1991 |volume=17 |issue=3 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-3-december-1991-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%203%20-%20December%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=January 1992 |volume=17 |issue=4 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%204%20-%20January%201992/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=February 1992 |volume=17 |issue=5 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%205%20-%20February%201992/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=March 1992 |volume=17 |issue=6 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-6-march-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%206%20-%20March%201992/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=April 1992 |volume=17 |issue=7 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-7-april-1992/RePlay%20-%20Volume%2017%2C%20Issue%20No.%207%20-%20April%201992/page/n3}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=May 1992 |volume=17 |issue=8 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-8-may-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%208%20-%20May%201992/page/n3/mode/2up}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=June 1992 |volume=17 |issue=9 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-9-june-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%209%20-%20June%201992/page/n3}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=July 1992 |volume=17 |issue=10 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-10-july-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%2010%20-%20July%201992/page/n3}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=August 1992 |volume=17 |issue=11 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-11-august-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%2011%20-%20August%201992/page/4}}</ref>}} On the '']'' arcade charts, it was the top-grossing video game during January{{ndash}}February 1992<ref>{{cite magazine |title=Equipment Poll |magazine=] |date=January 1992 |volume=18 |issue=1 |pages=8–9 |url=https://archive.org/details/play-meter-volume-18-number-1-january-1992-600dpi/Play%20Meter%20-%20Volume%2018%2C%20Number%201%20-%20January%201992/page/n7/mode/2up}}</ref><ref>{{cite magazine |title=Equipment Poll |magazine=] |date=February 1992 |volume=18 |issue=3 |pages=8–9 |url=https://archive.org/details/play-meter-volume-18-number-2-february-1992-600dpi/page/n7/mode/2up}}</ref> and May 1992.<ref>{{cite magazine |title=Equipment Poll |magazine=] |date=May 1992 |volume=18 |issue=6 |pages=8–9 |url=https://archive.org/details/play-meter-volume-18-number-6-may-1992-600dpi/Play%20Meter%20-%20Volume%2018%2C%20Number%206%20-%20May%201992/page/n7/mode/2up}}</ref> ''Street Fighter II'' was the highest-grossing arcade game of 1991 in the United States,<ref name=":1">{{cite magazine |title=ACME '92: Play Meter and AAMA present annual awards |magazine=] |date=April 1992 |volume=18 |issue=5 |pages=66, 68 |url=https://archive.org/details/play-meter-volume-18-number-5-april-1992-600DPI/Play%20Meter%20-%20Volume%2018%2C%20Number%205%20-%20April%201992/page/n129}}</ref><ref name=":2">{{cite magazine |title=Coin Machine - Seven Manufacturers Receive AAMA Awards |magazine=] |date=April 18, 1992 |page=25 |issn=0008-7289 |url=https://worldradiohistory.com/Archive-All-Music/Cash-Box/90s/1992/CB-1992-04-18.pdf#page=27 |archive-url=https://web.archive.org/web/20200812054207/https://worldradiohistory.com/Archive-All-Music/Cash-Box/90s/1992/CB-1992-04-18.pdf |archive-date=August 12, 2020 |url-status=live }}</ref> and one of the top five highest-grossing arcade conversion kits of 1992<ref>{{cite magazine |title=Coin Machine: AMOA JB Award Nominees Announced |magazine=] |date=August 29, 1992 |page=29 |url=https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/90s/1992/CB-1992-08-29-OCR-Page-0027.pdf |archive-url=https://web.archive.org/web/20210513065410/https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/90s/1992/CB-1992-08-29-OCR-Page-0027.pdf |archive-date=May 13, 2021 |url-status=live }}</ref><ref>{{cite magazine |title=Game Awards |magazine=RePlay |date=October 1992 |volume=18 |issue=1 |page=61 |url=https://archive.org/details/re-play-volume-18-issue-no.-1-october-1992-600dpi/RePlay%20-%20Volume%2018%2C%20Issue%20No.%201%20-%20October%201992/page/61}}</ref> (below ''Champion Edition'').<ref name="RePlay2"/> Its success was considered phenomenal; by 1992, it had turned around the convenience store segment of the coin-op industry<ref>{{cite magazine |last1=Moore |first1=Dale |title=Viewpoints |magazine=RePlay |date=January 1992 |volume=14 |issue=7 |page=14 |url=https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%204%20-%20January%201992/page/14}}</ref> and become the best-selling arcade game in ten years.<ref>{{cite magazine |title=Distributing: East and West |magazine=RePlay |date=February 1992 |volume=17 |issue=5 |page=114 |url=https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%205%20-%20February%201992/page/114}}</ref> '']'' noted in its October 1992 issue, "Not since the ] has an arcade game received so much attention and all-out fanatical popularity."<ref name="eg_review"/> It was similarly successful in Australia, where it was performing strongly after 16 months on the market, with ''Leisure Line'' magazine noting in 1992 that not "since the days of '']'' (1978) has a game had such longevity".<ref name="Leisure">{{cite magazine |title="Street Fighter II' CE" Has Legs |magazine=Leisure Line |date=June 1992 |page=3 |publisher=Leisure & Allied Industries |location=Australia |url=https://archive.org/details/Leisure_Line_1992-06_Leisure_Allied_Industries_AU/page/n2}}</ref>
The ] received the first console port of ''Super Street Fighter II Turbo'', followed years later with a Dreamcast port released only in Japan. ''Super Street Fighter II Turbo'' was ported to the ] by Eurocom (released by Gametek) in 1995 and was the first truly ported version of a Street Fighter game for a home computer, helped by the fact that PC hardware have started to become powerful enough in 2D graphics and sound capabilities to reasonably duplicate the results of dedicated 2D game machines like the ], from which the original game was developed for. Up until this release, home computers received interpretive remakes of past Street Fighter games that did not play like the arcade games they were based on. In 1997, the PlayStation received a port of both Super Street Fighter II and Super Street Fighter II Turbo along with ] in ].


In 1991, 50,000 arcade units were sold worldwide, including 17,000 units in Japan, with Capcom reporting continued production of arcade units due to repeat orders.<ref name="GM419"/> In the United Kingdom, '']'' reported in July 1991 that spectators were betting on players at ] arcades.<ref name="Your Commodore"/> Between early 1991 and early 1993, ''Street Fighter II'' had captured about 60% of the global coin-op market, including 10,000 units installed in the United Kingdom by mid-1991, with individual machines in the UK estimated to be taking between {{£|70–1,000|long=no|link=yes}} per week over the next two years.<ref name="Mega18">Interview with David Snook, editor of '']'', published in {{cite magazine |title=The making of Street Fighter 2 - a video game legend |magazine=] |date=17 June 1993 |issue=10 (July 1993) |pages=14-35 (18-21) |url=https://retrocdn.net/images/0/07/Mega_UK_10.pdf#page=18 |archive-url=https://web.archive.org/web/20210429083203/https://retrocdn.net/images/0/07/Mega_UK_10.pdf |archive-date=29 April 2021 |url-status=live }}</ref> ''Street Fighter II'' generated an estimated annual revenue of {{£|260 million|long=no}} in the UK alone for the two years between mid-1991 and mid-1993,<ref name="Mega18"/> totaling {{£|{{#expr:260*2}} million|long=no}} ({{US$|{{To USD|520|GBR|year=1992|round=yes}} million|long=no}} at the time, equivalent to ${{formatprice|{{Inflation|US|913000000|1992|r=0}}}} in {{Inflation-year|USD}}).
===Retro Collections===


The company sold more than 60,000 ] of the original ''Street Fighter II'',<ref name="Kent-446">{{Cite book|first=Steven L.|last=Kent|author-link=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=]|url=https://books.google.com/books?id=C2MH05ogU9oC|access-date=April 9, 2011|page=446|quote=Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide.|isbn=978-0-7615-3643-7|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=C2MH05ogU9oC|url-status=live}}</ref> including about 20,000 to 25,000 units in the United States.<ref name="Polygon"/> It was followed by ''Street Fighter II′'' (''Dash'' or ''Champion Edition''), of which 140,000 arcade units were sold in Japan alone, where it cost ]160,000 (]1300) for each unit, amounting to ¥22.4 billion ($182 million) revenue generated from hardware sales in Japan<ref name="Edge-Dash">{{cite magazine|title=The Making Of... Street Fighter II|magazine=]|publisher=]|location=]|date=March 2002|issue=108|quote=Noritaka Funamizu: We made ''Street Fighter 2 Dash'', and sales were so high. I mean the game cost around ¥150,000 or ¥160,000 and we sold about 140,000 of them. I can't even imagine such numbers now.}}</ref><ref name="Curran-38">{{Cite book|title=Game plan: great designs that changed the face of computer gaming|author=Ste Curran|publisher=Rotovision|year=2004|isbn=2-88046-696-2|page=38|url=https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|access-date=April 11, 2011|quote=When ''Street Fighter II′'' (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US $1300 / £820) each. The figures were beyond massive — they were simply unheard of. Capcom's ''Titanic'' wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East.|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|url-status=live}}</ref> (equivalent to ${{formatprice|{{inflation|US|182000000|1991|r=0}}}} in {{Inflation-year|USD}}),<ref>{{cite web|title=Five Ways to Compute the Relative Value of a Japanese Yen Amount, 1879 - 2009|publisher=Measuring Worth|url=http://measuringworth.com/japancompare/|access-date=April 25, 2011|url-status=dead|archive-url=https://web.archive.org/web/20110405062703/http://www.measuringworth.com/japancompare/|archive-date=April 5, 2011}}</ref> in addition to about 20,000 to 25,000 units sold in the United States.<ref name="Polygon"/> On the US ''RePlay'' arcade charts for July 1992, ''Champion Edition'' was number one on the upright cabinets chart (above ]'s '']'') while the original ''Street Fighter II'' was number two on the coin-op software chart (below ]'s '']'').<ref name="replay_1992-07">{{cite magazine |title=Top Coin-Ops of July, 1992 |magazine=] |date=10 November 1992 |volume=1 |issue=3 (December 1992) |page=18 |url=https://archive.org/details/Electronic-Games-1992-12/page/n17}}</ref> ''Street Fighter II'' generated {{US$|1.5 billion|long=no}} (equivalent to ${{formatprice|{{inflation|US|1500000000|1992|long=no}}}} in {{Inflation-year|USD}}) annually in 1993, making it the year's highest-grossing entertainment product, above the film '']''.<ref>{{cite book |last1=Goldstein |first1=Jeffrey H. |chapter=Immortal Kombat: War Toys and Violent Video Games |title=Why We Watch: The Attractions of Violent Entertainment |date=1998 |publisher=] |isbn=978-0-19-802790-4 |pages=53–68 (53) |chapter-url=https://books.google.com/books?id=Cc_QCwAAQBAJ&pg=PA53 |quote=Its financial success was exceeded only by a video game with violence as its theme. "One single game{{ndash}}''StreetFighter II''{{ndash}}made {{US$|1.5 billion|long=no}} last year . Nothing, not even ''Jurassic Park'', touched that success in the entertainment business," said screenwriter Michael Backes (quoted in Covington, 1994).}}</ref><ref name="Kirsh-228">{{Cite book|title=Children, adolescents, and media violence: a critical look at the research|author=Steven J. Kirsh|publisher=]|year=2006|isbn=0-7619-2976-2|url=https://archive.org/details/childrenadolesce00stev|url-access=registration|access-date=April 23, 2011|page=|quote=In 1993, sales of the violent fighting video game Street Fighter II exceeded $1.5 billion.}}</ref> In January 1994, Capcom referred to ''Street Fighter II'' as "the most successful video game series of the decade" while promoting ''Super Street Fighter II''.<ref>{{cite magazine |title=More Fighters, More Moves, More Profits: Super Street Fighter II |magazine=] |date=January 1994 |volume=20 |issue=1 |page=25 |url=https://archive.org/details/play-meter-volume-20-number-1-january-1994/Play%20Meter%20-%20Volume%2020%2C%20Number%201%20-%20January%201994/page/25}}</ref> In early 1994, Capcom projected sales of ''Super Street Fighter II'' to reach 100,000 arcade units.<ref name="Handbook">{{cite magazine |title=Japan Company Handbook: Second Section |magazine=Japan Company Handbook: Second Section |date=Spring 1994 |issue=1 |page=758 |url=https://books.google.com/books?id=HqC0AAAAIAAJ |publisher=] |quote=Sales of "Street Fighter II Turbo" aimed at 4.2 mil units, and commercial-use "Super Street Fighter II" at 100,000 units, in current term.}}</ref> According to the March 1995 issue of '']'', the game had earned "billions of dollars in profit".<ref>{{cite magazine |title=Street Fighter II Movie |magazine=] |date=March 1995 |volume=3 |issue=3 |pages=26–7 |url=https://archive.org/details/GamefanVolume3Issue03March1995/page/n25/mode/2up}}</ref>
The ''Street Fighter Collection'' was released both in the US and Japan in late 1997 on the original Sony PlayStation and the ]. It featured near arcade perfect versions of both ''Super Street Fighter II'' and ''Super Street Fighter II: Turbo'' as well as ''Street Fighter Alpha 2 Gold''.


{|class="wikitable" style="text-align:center"
A second collection, titled ''Street Fighter Collection 2'', was in the US in late 1998 on the Sony Playstation and featured the first three major ''Street Fighter II'' titles: ''Street Fighter II: The World Warriors'', ''Street Fighter II: Champion Edition'' and ''Street Fighter II’: Hyper Fighting''.
|-
! rowspan=2 | Title
! rowspan=2 | Region
! rowspan=2 | ]
! colspan=2 | ] ({{estimation}} ])
! rowspan=2 | Peak chart position
|-
! No inflation
! With inflation
|-
| rowspan="5" | ''Street Fighter II: The World Warrior''
| ]
| rowspan="5" | 60,000+<ref name="Kent-446"/>
| {{Unknown}}
| {{Unknown}}
| #1<ref name="Gamest5"/><ref name="Gamest6"/><ref name="GM419"/><ref name="GM441"/>
|-
| ]
| {{Unknown}}
| {{Unknown}}
| #1<ref name="Leisure"/>
|-
| Hong Kong
| {{Unknown}}
| {{Unknown}}
| #1<ref name="GM401"/>
|-
| ]
| {{US$|{{To USD|520|GBR|year=1992|round=yes}} million|long=no}} {{small|({{as of|1993|lc=y}})}}<ref name="Mega18"/>
| {{US$|{{Inflation|US|0.913|1992|r=1}} billion|long=no}}
| #1<ref name="Mega18"/>
|-
| ]
| {{Unknown}}
| {{Unknown}}
| #1<ref>{{cite magazine |title=Top Coin-Ops of May 1992 |magazine=] |date=October 1992 |volume=1 |issue=1 |page=14 |url=https://archive.org/details/Electronic-Games-1992-10/page/n13}}</ref><ref name=":1"/><ref name=":2"/>
|-
| rowspan="3" | '']''
| Japan
| 140,000<ref name="Curran-38"/><ref name="Edge-Dash"/>
| rowspan="3" | {{US$|2.312 billion|long=no}} {{small|(as of 1995)}}<ref>{{cite web|title=Top 10 Biggest Grossing Arcade Games|website=]|url=http://www.usgamer.net/articles/top-10-biggest-grossing-arcade-games-of-all-time|access-date=January 25, 2013|archive-date=January 11, 2016|archive-url=https://web.archive.org/web/20160111065518/http://www.usgamer.net/articles/top-10-biggest-grossing-arcade-games-of-all-time|url-status=dead}}</ref>
| rowspan="3" | {{US$|{{Inflation|US|2.312|1992|r=2}} billion|long=no}}
| #1<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=426|publisher=]|date=15 May 1992|page=29|lang=ja}}</ref>
|-
| United States
| 20,000+<ref name="Polygon"/>
| #1<ref name="replay_1992-07"/><ref name="RePlay2">{{cite magazine |title=Banquet Hoedown! Game Awards |magazine=RePlay |date=November 1992 |volume=18 |issue=2 |pages=78–80 |url=https://archive.org/details/re-play-volume-18-issue-no.-2-november-1992-600DPI/RePlay%20-%20Volume%2018%2C%20Issue%20No.%202%20-%20November%201992/page/78/mode/2up}}</ref>
|-
| Australia
| {{Unknown}}
| #1<ref>{{cite magazine |title=Test Reports |magazine=Leisure Line |date=June 1992 |page=34 |publisher=Leisure & Allied Industries |location=Australia |url=https://archive.org/details/Leisure_Line_1992-06_Leisure_Allied_Industries_AU/page/n33}}</ref>
|-
| rowspan="2" | '']''
| Japan
| {{Unknown}}
| {{Unknown}}
| {{Unknown}}
| #1<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=443|publisher=]|date=15 February 1993|page=29|lang=ja|url=https://onitama.tv/gamemachine/pdf/19930215p.pdf#page=15|archive-url=https://web.archive.org/web/20200131223824/https://onitama.tv/gamemachine/pdf/19930215p.pdf|archive-date=31 January 2020|url-status=live}}</ref><ref name="Gamest7"/>
|-
| United States
| {{Unknown}}
| {{Unknown}}
| {{Unknown}}
| #1<ref>{{cite web|url=https://archive.org/stream/Electronic-Games-1993-06/Electronic%20Games%201993-06#page/n13/mode/2up|title=Electronic Games 1993-06|website=archive.org|date=June 1993 |access-date=January 18, 2015}}</ref>
|-
| rowspan="2" | '']''
| Japan
| {{Unknown}}
| {{Unknown}}
| {{Unknown}}
| #1<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=460|publisher=]|date=1 November 1993|pages=25|lang=ja|url=https://onitama.tv/gamemachine/pdf/19931101p.pdf#page=13|archive-url=https://web.archive.org/web/20200131223721/https://onitama.tv/gamemachine/pdf/19931101p.pdf|archive-date=31 January 2020|url-status=live}}</ref>
|-
| United States
| 1,000+<ref>{{cite magazine |title=Hot Off The Press! Revenue Sharing |magazine=RePlay |date=October 1993 |volume=19 |issue=1 |page=9 |url=https://archive.org/details/re-play-volume-19-issue-no.-1-october-1993-600dpi/RePlay%20-%20Volume%2019%2C%20Issue%20No.%201%20-%20October%201993/page/9}}</ref><ref name="Handbook"/>
| {{Unknown}}
| {{Unknown}}
| #1<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=461|publisher=]|date=1 December 1993|pages=25–6|lang=ja|url=https://onitama.tv/gamemachine/pdf/19931201p.pdf#page=13|archive-url=https://web.archive.org/web/20200131223711/https://onitama.tv/gamemachine/pdf/19931201p.pdf|archive-date=31 January 2020|url-status=live}}</ref>
|-
| rowspan="2" | '']''
| Japan
| {{Unknown}}
| {{Unknown}}
| {{Unknown}}
| #1<ref>{{cite magazine |title=第8回 ゲーメスト大賞 |trans-title=8th Gamest Awards |magazine=] |date=December 27, 1994 |volume=136 (January 1995) |pages=40–59 |lang=ja}} {{Webarchive|url=https://web.archive.org/web/20090304183330/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v136.html |date=2009-03-04 }}</ref>
|-
| United States
| {{Unknown}}
| {{Unknown}}
| {{Unknown}}
| #1<ref>{{cite magazine |title=Charts - Arcade: PCBs |magazine=] |issue=10 (July 1994) |publisher=] |date=26 May 1994 |page=85 |url=https://archive.org/details/EDGE.N010.1994.07/page/n84}}</ref>
|-
! Total
! Worldwide
! 221,000+
! {{US$|{{#expr:10.61/2 round 2}} billion|long=no}}+<ref name="gamerevolution"/>
! {{US$|{{Inflation|US|5.31|1991|r=2}} billion|long=no}}+
! #1
|}


In addition to Capcom's official arcade units, many pirated counterfeit ''Street Fighter II'' arcade clone units were sold across the world.<ref name="Polygon"/><ref name="RePlay"/> ''RePlay'' noted in January 1993 that ''Street Fighter II'' had "single-handedly re-ignited the worldwide black market in counterfeit ] and speed-up kits".<ref name="RePlay">{{cite magazine |title=The Bottom Line |magazine=RePlay |date=January 1993 |volume=18 |issue=4 |pages=32, 34, 42 |url=https://archive.org/details/re-play-volume-18-issue-no.-4-january-1993-600DPI/RePlay%20-%20Volume%2018%2C%20Issue%20No.%204%20-%20January%201993/page/32}}</ref> Many counterfeit arcade units often outsold official ''Street Fighter II'' ]s in various markets. For example, about 200,000 counterfeits were in ] alone, where Capcom did not officially sell the game.<ref name="Polygon"/> Bondeal from ] produced 3,000 copied arcade units per month for markets such as ], and a ]ese firm produced 20,000 copied arcade units in 1991;<ref name="RePlay-17-4">{{cite magazine |title=Hot Off The Press! Bondeal Replies |magazine=RePlay |date=January 1992 |volume=17 |issue=4 |page=3 |url=https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%204%20-%20January%201992/page/n2}}</ref> in Taiwan, up to 150,000 clone units were manufactured by 1992.<ref>{{cite magazine |title=The Shadow World Of Counterfeits: Korea, Taiwan, Italy & Spain identified as major sources of video copies; strange alliances and twisting trails lead from makes to final users |magazine=RePlay |date=February 1992 |volume=17 |issue=5 |pages=29–32 |url=https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%205%20-%20February%201992/page/29}}</ref> Many counterfeit units were in ], such as a trader selling about 100 ''Street Fighter II'' PCBs by 1992.<ref name="RePlay41">{{cite magazine |title=Cops Nab Copiers: counterfeit buyers & sellers arrested in three countries; government enforcement heats up in U.S., Canada & Korea. |magazine=RePlay |date=April 1992 |volume=17 |issue=7 |pages=41–2 |url=https://archive.org/details/re-play-volume-17-issue-no.-7-april-1992/RePlay%20-%20Volume%2017%2C%20Issue%20No.%207%20-%20April%201992/page/41}}</ref> Seven different versions of the game claimed to be sequels in 1992, mostly from Hong Kong, and one named ''Champion of Champion Editions'' reportedly was in British arcades.<ref name="CVG134">{{cite magazine |title=News: Street Fighter 21 |magazine=] |date=15 December 1992 |issue=134 (January 1993) |page=14 |url=https://retrocdn.net/images/9/92/CVG_UK_134.pdf#page=14 |archive-url=https://web.archive.org/web/20171201041607/https://retrocdn.net/images/9/92/CVG_UK_134.pdf |archive-date=1 December 2017 |url-status=live }}</ref> Capcom and its partners took legal action against counterfeit arcade units in regions such as ],<ref name="GM419"/> ],<ref name="RePlay"/> South Korea,<ref name="RePlay41"/> and ].<ref name="RePlay-17-4"/>
'']'' was released in 2004 for the Xbox and PS2, including a version of ''SSF2T'' which had the ability to select different "revisions" of each character (''Championship Edition'' Version, ''Hyper Fighting'' Version, etc). This release contained both '']'' and ''Street Fighter II: Anniversary Edition''. ] also included the censored version of '']'' as a bonus.


====Home conversions====
2005 saw the release of '']'' on the Sony PlayStation 2 and ] and it also featured the first three major Street Fighter II titles: ''Street Fighter II: The World Warriors'', ''Street Fighter II: Champion Edition'' and ''Street Fighter II’: Hyper Fighting'' as well as a multitude of other ] games. The versions contained in this collection are actually ports of Capcom Generation vol. 5 (released in North America as Street Fighter Collection 2) for the PlayStation and the Sega Saturn, complete with its special modes including versus mode, CPU battle mode, training mode, and more. Even the cast artwork and information is the same as Street Fighter Collection 2, but there is some new unlockable artwork that was not featured in that collection. One complaint about the game is that the load times from Street Fighter Collection 2 were ported over, which is unusual since the each game should be able to fit into the system RAM of the PS2 and Xbox in their entirety. Perhaps the best feature for fans is the Street Fighter Deluxe mode in all three versions of the game, which allows players to battle with characters from different versions of the game, for example, matching Champion Edition Ken vs. Turbo Chun-Li. The Deluxe mode is not unlike the concept found in Hyper Street Fighter II and Capcom's Vampire Chronicle.
The numerous home conversions of ''Street Fighter II'' are listed among Capcom's Platinum-class games, with more than one million units sold worldwide.<ref name="platinum">{{cite web|url=http://www.capcom.co.jp/ir/english/business/million.html |title=CAPCOM&nbsp;— Platinum Titles |url-status=dead |archive-url=https://web.archive.org/web/20150208030840/http://www.capcom.co.jp/ir/english/business/million.html |archive-date=2015-02-08 }}</ref> In Japan, 1 million copies of the Super Famicom version were sold in June 1992 within the first two weeks of its release,<ref>{{cite web|url=https://archive.org/stream/Electronic-Games-1992-10/Electronic%20Games%201992-10#page/n9/mode/2up|title=Electronic Games 1992-10|website=Archive.org|date=October 1992 |access-date=January 18, 2015}}</ref> at a retail price of {{¥|10,780|link=yes}}<ref>{{cite web|url=https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8857&redirect=no|title=ストリートファイターII|website=Famitsu.com|access-date=17 February 2021|archive-date=14 January 2022|archive-url=https://web.archive.org/web/20220114161036/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8857&redirect=no|url-status=live}}</ref> (equivalent to ${{To USD|10780|JPN|year=1992|link=yes}} then, or ${{Inflation|US|85.12|1992}} in {{Inflation-year|USD}}). The February 1992 issue of '']'' in Japan said that, due to low stock, the console versions were selling for much higher at ¥15,000 (equivalent to about {{US$|119.19|long=no}} at the time, or ${{inflation|US|119.19|1992|round=-1}} in {{Inflation-year|USD}}). It topped the Japanese '']'' sales charts from June<ref>{{cite magazine |title=Weekly Top 30 (6月26日) |magazine=] |date=10 July 1992 |issue=186 |pages=14–5 |url=https://archive.org/details/weekly-famitsu-no.-186-july-10th-1992-600dpi/Weekly%20Famitsu%20-%20No.%20186%20July%2010th%201992/page/n14/mode/2up |lang=ja}}</ref> through July<ref>{{cite magazine |title=Weekly Top 30 (7月10日) |magazine=] |date=24 July 1992 |issue=188 |pages=14–5 |url=https://archive.org/details/weeklyfamitsuno188july24th1992hiresscans/Weekly%20Famitsu%20-%20No.%20188%20July%2024th%2C%201992/page/n13/mode/2up |lang=ja}}</ref><ref>{{cite magazine |title=Weekly Top 30 (7月17日) |magazine=] |date=31 July 1992 |issue=189 |pages=14–5 |url=https://archive.org/details/weeklyfamitsuno189july31st1992/Weekly%20Famitsu%20-%20No.%20189%20July%2031st%2C%201992/page/n13/mode/2up |lang=ja}}</ref><ref>{{cite magazine |title=Weekly Top 30 (7月24日) |magazine=] |date=7 August 1992 |issue=190 |pages=14–5 |url=https://archive.org/details/weeklyfamitsuno190august7th1992600DPI/Weekly%20Famitsu%20-%20No.%20190%20August%207th%2C%201992/page/n13/mode/2up |lang=ja}}</ref> to August 1992.<ref name="Super-Play">{{cite magazine |title=Charts Would Be a Fine Thing! |magazine=] |date=1 October 1992 |issue=1 (November 1992) |page=17 |url=https://archive.org/details/Superplay_Issue_01_1992-11_Future_Publishing_GB/page/n16/mode/1up}}</ref><ref>{{cite magazine |title=Weekly Top 30 (8月21日) |magazine=] |date=4 September 1992 |issue=194 |pages=16–7 |url=https://archive.org/details/WeeklyFamitsuNo194Sept4th1992/Weekly%20Famitsu%20-%20No.%20194%20September%204th%201992/page/n15/mode/2up |lang=ja}}</ref> It was a multi-million seller in Japan by December 1992.<ref name="Sega-Force">{{cite magazine |title=Big in Japan! Sega grab Capcom licenses |magazine=] |date=10 December 1992 |issue=13 (January 1993) |pages=10–11 (11) |url=https://retrocdn.net/images/b/ba/SegaForce_UK_13.pdf#page=11 |archive-url=https://web.archive.org/web/20190207015355/https://retrocdn.net/images/b/ba/SegaForce_UK_13.pdf |archive-date=7 February 2019 |url-status=live }}</ref><ref name="N-Force">{{cite magazine |title=Super Savings! |magazine=N-Force |date=March 1993 |issue=10 (April 1993) |publisher=] |page=12 |url=https://archive.org/details/NForce07Jan93/NForce10-Apr93/page/n11}}</ref>


In the United States, 750,000 units of the SNES version were sold between July 15 and September 30, 1992,<ref name="egmbuyersguide1993"/> with a retail price of {{US$|74.99|1992|long=no|round=-1}}.<ref>{{cite web |url=http://huguesjohnson.com/scans/EBChristmas92/EBChristmas92_pg06.jpg |format=JPG |title=Super Nes |website=Huguesjohnson.com |access-date=2016-03-11 |archive-date=2016-03-03 |archive-url=https://web.archive.org/web/20160303225522/http://huguesjohnson.com/scans/EBChristmas92/EBChristmas92_pg06.jpg |url-status=live }}</ref> According to '']'': "Never has a game taken the country storm as this one has."<ref name="egmbuyersguide1993"/> It remained America's top-selling Super NES game for much of late 1992, in August<ref name="EGMOct1992">{{cite magazine |url=https://archive.org/details/Electronic_Gaming_Monthly_Issue_039_October_1992/page/n43/mode/2up |title=EGM Top Ten |magazine=] |issue=39 |date=October 1992 |pages=44–45}}</ref> and then October,<ref name="Super-Play-2">{{cite magazine |title=Charts Across the World |magazine=] |date=November 1992 |issue=2 (December 1992) |page=25 |url=https://archive.org/details/Superplay_Issue_02_1992-12_Future_Publishing_GB/page/n24/mode/1up}}</ref><ref name="EGMDec1992">{{cite magazine |url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20041%20%28December%201992%29/page/n47 |title=EGM Top Ten |magazine=] |issue=41 |date=December 1992 |page=48}}</ref> November,<ref>{{cite magazine |title=Charts Across the World |magazine=] |date=3 December 1992 |issue=3 (January 1993) |page=27 |url=https://archive.org/details/Superplay_Issue_03_1993-01_Future_Publishing_GB/page/n26/mode/1up}}</ref> and December.<ref name="EGMFeb1993">{{cite magazine |url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20043%20%28February%201993%29/page/n37 |title=EGM Top Ten |magazine=] |issue=43 |date=February 1993 |page=38}}</ref> In 1992 in North America, {{nowrap|2 million}} units were sold.<ref>{{cite magazine |title=News Digest: People on the Move |magazine=RePlay |date=January 1994 |volume=19 |issue=4 |page=22 |url=https://archive.org/details/re-play-volume-19-issue-no.-4-january-1994/RePlay%20-%20Volume%2019%2C%20Issue%20No.%204%20-%20January%201994/page/22}}</ref> In the United Kingdom, ''Street Fighter II'' replaced '']'' as the bundled game for the SNES,<ref>{{cite magazine |title=What's So Hot About Capcom |magazine=] |date=March 1993 |issue=46 |pages=92–3 |url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20046%20%28March%201993%29/page/n99/mode/2up}}</ref> and the SNES and Amiga versions made it the second best-selling home video game of 1992, below '']'' for the Mega Drive.<ref name="Mega22"/> Worldwide, four million ''Street Fighter II'' cartridges had been sold by September 1992,<ref name="egmbuyersguide1993"/> {{nowrap|5 million}} units by the end of 1992,<ref>{{cite book |title=Tokyo Business Today |date=1993 |publisher=Toyo Keizai Shinposha (The Oriental Economist) |page=38 |url=https://books.google.com/books?id=Fw20AAAAIAAJ |quote=The most important new contributor to Sega is Capcom Co., producer of the phenomenally successful Street Fighter II (five million unit sales last year). Capcom is widely known as the single biggest outside contributor to the Nintendo legend, but will launch software designed for Sega this spring.}}</ref> and over {{nowrap|6 million}} by 1993.<ref name="Force2">{{cite magazine |last1=Rice |first1=Chris |title=Street Fighter II Turbo |magazine=] |date=12 July 1993 |issue=2 (August 1993) |pages=28–9 |url=https://archive.org/details/SNESForce04Oct93/SNESForce02-Aug93/page/n27/mode/2up}}</ref><ref name="Edge">{{cite magazine |title=Data stream |magazine=] |date=19 August 1993 |issue=1 (October 1993) |page=14 |url=https://retrocdn.net/images/5/55/Edge_UK_001.pdf#page=14 |archive-url=https://web.archive.org/web/20190421191658/https://retrocdn.net/images/5/55/Edge_UK_001.pdf |archive-date=21 April 2019 |url-status=live }}</ref> The SNES version became the company's ] single consumer game software, at more than 6.3 million units,<ref name="capcom_ir">{{cite web|url=http://www.capcom.co.jp/ir/english/business/million.html|title=CAPCOM {{!}} Platinum Titles|date=September 30, 2013|website=Capcom Investor Relations|publisher=]|archive-url=https://web.archive.org/web/20150208030840/http://www.capcom.co.jp/ir/english/business/million.html|archive-date=February 8, 2015|url-status=dead|access-date=November 9, 2013}}</ref> and it remains its best-selling game software on a single platform.<ref name="platinum"/><ref>{{cite web|url=https://archive.org/stream/Superplay_Issue_06_1993-04_Future_Publishing_GB#page/n27/mode/1up|title=Superplay - Issue 06 (1993-04)(Future Publishing)(GB)|website=Archive.org|access-date=January 18, 2015}}</ref> By 1993, {{nowrap|10 million}} units of all home software versions had been sold,<ref>{{cite book |title=Japan Economic Almanac |date=1994 |publisher=Japan Economic Journal |isbn=978-4-532-67504-2 |page=90 |url=https://books.google.com/books?id=-jCxAAAAIAAJ |quote=As for video-game software, accumulated sales of Capcom Co.'s Street Fighter II series reached 10 million units in 1993, compared with 15 million units of Enix Inc.'s Dragon Quest series and 100 million units of Nintendo's Super Mario series.}}</ref> and {{nowrap|11.9 million}} units for Nintendo and Sega consoles by March 1994.<ref>{{cite news |last1=Pollack |first1=Andrew |title=Market Place; Pummeling A Warrior of Video Games (Published 1994) |url=https://www.nytimes.com/1994/09/06/business/market-place-pummeling-a-warrior-of-video-games.html |access-date=21 February 2021 |work=] |date=6 September 1994 |archive-url=https://web.archive.org/web/20150526101657/http://www.nytimes.com/1994/09/06/business/market-place-pummeling-a-warrior-of-video-games.html |archive-date=May 26, 2015 |quote=Capcom sold 6.5 million copies of the game for the Nintendo machine in the fiscal year that ended in March 1993, and an additional 5.4 million for the Nintendo and Sega machines combined in the year that ended last March. |url-status=live}}</ref>
2006 will see the release of '']'' for the Playstation 2 and Xbox and will contain ''Super Street Fighter II Turbo''.{{fact}}


The SNES versions of ''Street Fighter II Turbo'' and ''Super Street Fighter II'' had 4.1 million and two million unit sales, respectively, followed by the Mega Drive/Genesis version of ''Street Fighter II: Special Champion Edition'' with 1.65 million sales. In total, more than 14 million copies were sold for the SNES and Mega Drive/Genesis consoles.<ref name=platinum/> The SNES version of ''Street Fighter II'' was Capcom's best-selling single game until 2013, when it was surpassed by '']''.<ref>{{cite web|url=http://www.polygon.com/2013/10/31/5049944/resident-evil-5-is-capcoms-best-selling-game-ever|title=Resident Evil 5 is Capcom's best selling game ever|author=Emily Gera|date=October 31, 2013|website=]|publisher=]|access-date=November 9, 2013|archive-date=November 9, 2013|archive-url=https://web.archive.org/web/20131109232028/http://www.polygon.com/2013/10/31/5049944/resident-evil-5-is-capcoms-best-selling-game-ever|url-status=live}}</ref> The Amiga version was successful in the United Kingdom, where it became the best-selling home computer software of 1992, though only being available for the last 16 days of the year.<ref name="Mega22"/> ''Street Fighter II'' also topped the UK's Amiga sales chart in January 1993,<ref>{{cite magazine |title=Charts (Data supplied by Virgin Games Centre) |magazine=] |date=3 February 1993 |url=http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-02-03.htm |access-date=15 March 2021 |archive-date=16 May 2021 |archive-url=https://web.archive.org/web/20210516110747/http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-02-03.htm |url-status=live }}</ref> and the UK's Atari ST chart in March 1993.<ref>{{cite magazine |title=Charts (ELSPA Charts Compiled by Gallup) |magazine=] |date=8 April 1993 |url=http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-04-08.htm |access-date=15 March 2021 |archive-date=1 October 2021 |archive-url=https://web.archive.org/web/20211001124208/http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-04-08.htm |url-status=live }}</ref> In 2008, '']'' broke both the first-day and first-week sales records for a download-only game.<ref name="Super Street Fighter II Turbo HD Remix achieves record breaking sales">{{Cite web | author=John Diamonon | date=December 18, 2008 | title=Super Street Fighter II Turbo HD Remix achieves record breaking sales | publisher=Capcom Unity | url=http://www.capcom-unity.com/johndmoney/blog/2008/12/18/super_street_fighter_ii_turbo_hd_remix_achieves_record_breaking_sales | access-date=February 14, 2009 | archive-date=January 29, 2009 | archive-url=https://web.archive.org/web/20090129185504/http://capcom-unity.com/johndmoney/blog/2008/12/18/super_street_fighter_ii_turbo_hd_remix_achieves_record_breaking_sales | url-status=live }}</ref> ''Street Fighter II'' was the best-selling fighting game with 15.5{{nbsp}}million units sold across all versions and platforms, until it was surpassed by '']'' in 2019.<ref name="IGN">{{cite news |last1=Bankhurst |first1=Adam |title=Super Smash Bros. Ultimate Is The Best-Selling Fighting Game Ever |url=https://ign.com/articles/2019/11/04/super-smash-bros-ultimate-is-the-best-selling-fighting-game-ever |access-date=29 March 2020 |work=] |publisher=] |date=4 November 2019 |archive-date=5 January 2020 |archive-url=https://web.archive.org/web/20200105120343/https://www.ign.com/articles/2019/11/04/super-smash-bros-ultimate-is-the-best-selling-fighting-game-ever |url-status=live }}</ref>
===Control Methods for Ports===


{|class="wikitable sortable" style="text-align:center"
As a result of the different ports of ''Street Fighter 2'', it is often played with control pads, instead of the arcade-style joysticks for which it was originally designed to be played with. Subsequently, whereas some players find the game easier with this control method, others have found that purchasing an arcade-style joystick for their home system makes it significantly easier for them to execute many of the game's special moves.
|-
! Title
! Platform(s)
! data-sort-type="number" | ]
! data-sort-type="number" | ]
! Revenue
! Inflation
|-
|''Street Fighter II: The World Warrior''
|]
|6,300,000<ref name="capcom_ir"/><ref name="Capcom2001">{{cite book |chapter=Million titles |title=Company Profile |chapter-url=https://www.capcom.co.jp/ir/data/pdf/fy2001b.pdf#page=7 |publisher=] |date=May 2001 |page=7 |access-date=5 November 2021 |archive-url=https://web.archive.org/web/20030314223606/https://www.capcom.co.jp/ir/data/pdf/fy2001b.pdf |archive-date=14 March 2003 |url-status=live }}</ref>
|2,900,000<ref name="magicboxjapan">{{cite web|url=http://www.the-magicbox.com/topten2.htm|title=Japan Platinum Game Chart|publisher=The Magic Box|access-date=May 22, 2008|archive-date=December 13, 2007|archive-url=https://web.archive.org/web/20071213230402/http://www.the-magicbox.com/topten2.htm|url-status=dead}}</ref>
|rowspan="3" | {{US$|1.5 billion|long=no}}+<ref name="Kirsh-228"/>
|rowspan="3" | {{US$|{{Inflation|US|1.5|1992|r=2}} billion|long=no}}+
|-
|'']''
|]
|1,665,000<ref name="Capcom2001"/>
|{{Unknown}}
|-
|'']''
|Super NES
|4,100,000<ref name="capcom_ir"/><ref name="Capcom2001"/>
|2,100,000<ref name="magicboxjapan"/>
|-
|'']''
|Super NES
|2,000,000<ref name="capcom_ir"/><ref name="Capcom2001"/>
|1,300,000<ref name="magicboxjapan"/>
|{{Unknown}}
|{{Unknown}}
|-
|''Street Fighter II''
|]
|17,038+
|17,038<ref name="gamedatalibrary">{{cite web |title=Game Search |url=https://sites.google.com/site/gamedatalibrary/game-search |website=Game Data Library |publisher=] |access-date=28 March 2020 |archive-date=24 April 2019 |archive-url=https://web.archive.org/web/20190424035430/https://sites.google.com/site/gamedatalibrary/game-search |url-status=live }}</ref>
|{{Unknown}}
|{{Unknown}}
|-
|'']''
|]
|45,335+
|45,335<ref name="gamedatalibrary"/>
|{{Unknown}}
|{{Unknown}}
|-
|'']''
|]
|53,000+
|53,000<ref name="gamedatalibrary"/>
|{{Unknown}}
|{{Unknown}}
|-
|'']''
|] / ]
|250,000+<ref name="Super Street Fighter II Turbo HD Remix achieves record breaking sales"/>
|{{Unknown}}
|{{Unknown}}
|{{Unknown}}
|-
|'']''
|]
|500,000<ref>{{cite news |last1=Vogel |first1=Mitch |title=Capcom Says Ultra Street Fighter II And Monster Hunter XX Enjoyed Hit Status |url=http://www.nintendolife.com/news/2018/05/capcom_says_ultra_street_fighter_ii_and_monster_hunter_xx_enjoyed_hit_status |access-date=29 March 2020 |work=] |publisher=] |date=9 May 2018 |archive-date=29 March 2020 |archive-url=https://web.archive.org/web/20200329054635/http://www.nintendolife.com/news/2018/05/capcom_says_ultra_street_fighter_ii_and_monster_hunter_xx_enjoyed_hit_status |url-status=live }}</ref>
|100,000<ref>{{cite web|url=http://www.nintendolife.com/news/2017/08/capcom_reveals_ultra_street_fighter_ii_sales_figures_is_still_evaluating_switch_support|title=Capcom Reveals Ultra Street Fighter II Sales Figures, Is Still "Evaluating" Switch Support|date=3 August 2017|website=Nintendo Life|access-date=9 January 2019|archive-date=28 December 2018|archive-url=https://web.archive.org/web/20181228063355/http://www.nintendolife.com/news/2017/08/capcom_reveals_ultra_street_fighter_ii_sales_figures_is_still_evaluating_switch_support|url-status=live}}</ref>
|{{Unknown}}
|{{Unknown}}
|-
! Total sales
!
! 15,500,000<ref name="IGN"/>
! 6,515,373+
!
!
|}


Like the arcades, the home conversions were impacted by ]. Upon release of the SNES version in 1992, thirteen different unauthorized versions were reportedly available for the Super Famicom.<ref name="CVG134"/>
==Characters==
The characters in ''Street Fighter II'' were all associated with different ] around the world, although some countries had more than one representative.


===Original eight=== ===Critical===
{{Video game reviews
These were the eight World Warriors available in the original ''Street Fighter II''. The characters other than Ryu and Ken have made their debut in the series.
| title = Contemporary reception
| na = false
| ARC = true
| AMI = true
| SNES = true
| AST = true
| C64 = true
| GB = true
| ZX = true
| CVG_ARC = 93%<ref name="CVG115">{{cite magazine |last1=Rignall |first1=Julian |author1-link=Julian Rignall |title=Arcade Action: Street Fighter II |magazine=] |date=11 May 1991 |issue=115 (June 1991) |pages=118–20 |url=https://archive.org/stream/cvg-magazine-115/CVG_115_Jun_1991#page/n117/mode/2up |access-date=January 18, 2015}}</ref>
| CVG_AMI = 78%<ref>{{cite magazine |last1=Anglin |first1=Paul |title=CVG Review: Street Fighter II (Amiga) |magazine=] |date=15 February 1993 |issue=136 (March 1993) |page=49 |url=https://retrocdn.net/images/9/92/CVG_UK_136.pdf#page=49 |archive-url=https://web.archive.org/web/20210819021948/https://retrocdn.net/images/9/92/CVG_UK_136.pdf |archive-date=19 August 2021 |url-status=live }}</ref>
| Edge_SNES = 9/10<ref>{{cite magazine|title=Street Fighter II Turbo Review|magazine=]|publisher=]|date=October 1993|issue=1|url=http://www.edge-online.com/review/street-fighter-2-turbo-review/|access-date=November 20, 2012|archive-date=May 31, 2013|archive-url=https://web.archive.org/web/20130531053655/http://www.edge-online.com/review/street-fighter-2-turbo-review/|url-status=live}}</ref>
| EGM_SNES = 38/40<ref name="EGM"/><ref name="egmbuyersguide1993"/>
| EGM_GB = 29/40<ref name="EGM76"/>
| Fam_SNES = 35/40<ref name="famitsu">{{cite web|title=Famitsu Hall of Fame|url=http://geimin.net/da/db/cross_review/|work=Geimin|access-date=February 7, 2012|archive-date=February 4, 2010|archive-url=https://web.archive.org/web/20100204020438/http://geimin.net/da/db/cross_review|url-status=dead}}</ref>
| Fam_GB = 21/40<ref>''Famitsu'', {{Webarchive|url=https://web.archive.org/web/20160304223224/http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=20720 |date=2016-03-04 }}</ref>
| GamePro_SNES = 5/5<ref name="defunct_games">{{cite web|url=http://www.defunctgames.com/reviewcrew/32/street-fighter-ii-what-did-critics-say-in-1992|title=Street Fighter II: What Did Critics Say in 1992? - Defunct Games|website=Defunctgames.com|access-date=January 18, 2015|archive-date=December 24, 2014|archive-url=https://web.archive.org/web/20141224014931/http://www.defunctgames.com/reviewcrew/32/street-fighter-ii-what-did-critics-say-in-1992|url-status=dead}}</ref>
| NP_SNES = 16.2/20<ref name="NP">{{cite magazine |title=The Year in Review: Top 10 of 1992 |magazine=] |date=January 1993 |issue=44 (Super Power Club) |pages=2–11 (3) |url=https://archive.org/details/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20044%20January%201993/page/n117}}</ref>
| SUser_ARC = 84%<ref name="su_arc">{{cite magazine |last1=Cook |first1=John |title=Coin Ops |magazine=] |date=June 1991 |issue=112 |pages=40–1 |url=http://www.solvalou.com/subpage/arcade_reviews/140/334/street_fighter_ii_review.html |access-date=January 18, 2015 |archive-date=February 27, 2015 |archive-url=https://web.archive.org/web/20150227140921/http://www.solvalou.com/subpage/arcade_reviews/140/334/street_fighter_ii_review.html |url-status=live }}</ref>
| SUser_ZX = 89%<ref>{{cite web |url=http://www.worldofspectrum.org/showmag.cgi?mag=SinclairUser/Issue133/Pages/SinclairUser13300010.jpg |title=Archive - Magazine viewer |publisher=World of Spectrum |access-date=August 17, 2012 |archive-date=October 29, 2012 |archive-url=https://web.archive.org/web/20121029233952/http://www.worldofspectrum.org/showmag.cgi?mag=SinclairUser/Issue133/Pages/SinclairUser13300010.jpg |url-status=live }}</ref>
| YSinclair_ZX = 62%<ref>{{cite web |url=http://www.ysrnry.co.uk/articles/streetfighterii.htm |title=Street Fighter II |publisher=Ysrnry.co.uk |access-date=August 17, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120621133736/http://www.ysrnry.co.uk/articles/streetfighterii.htm |archive-date=June 21, 2012 }}</ref>
| rev1 = '']''
| rev1_SNES = 96%<ref>{{Cite web |url=http://www.bad-influence.co.uk/downloads/mag/BI_issue1.pdf#page=16 |title=Decisions you have to make and how they can go wrong |access-date=2014-12-11 |archive-date=2020-10-12 |archive-url=https://web.archive.org/web/20201012200127/https://bad-influence.co.uk/#page=16 |url-status=dead }}</ref>
| rev3 = '']''
| rev3_SNES = 94%<ref name="eg_review">{{cite web|url=https://archive.org/stream/Electronic-Games-1992-10/Electronic%20Games%201992-10#page/n71/mode/2up|title=Electronic Games 1992-10|website=archive.org|date=October 1992 |access-date=January 18, 2015}}</ref>
| MM_SNES = 98%<ref>{{cite magazine |title=Super NES Review: Street Fighter II |magazine=] |date=27 June 1992 |issue=22 (July 1992) |pages=22–6 |url=http://www.meanmachinesmag.co.uk/review/352/street-fighter-ii-the-world-warrior.php |access-date=January 18, 2015 |archive-url=https://web.archive.org/web/20190718045208/http://www.meanmachinesmag.co.uk/review/352/street-fighter-ii-the-world-warrior.php|archive-date=July 18, 2019 |url-status=dead}}</ref>
| rev5 = '']''
| rev5_SNES = 95%<ref>{{cite web|url=http://amr.abime.net/review_30941|title=Street Fighter 2 review from MegaZone 24 (Oct - Nov 1992) - Amiga Magazine Rack|website=Amr.abime.net|access-date=January 18, 2015|archive-date=May 12, 2015|archive-url=https://web.archive.org/web/20150512074705/http://amr.abime.net/review_30941|url-status=live}}</ref>
| rev5_C64 = 84%<ref>{{cite web|url=http://amr.abime.net/review_47404|title=Street Fighter 2 review from MegaZone 29 (Jul 1993) - Amiga Magazine Rack|website=Amr.abime.net|access-date=January 18, 2015|archive-date=May 12, 2015|archive-url=https://web.archive.org/web/20150512073653/http://amr.abime.net/review_47404|url-status=live}}</ref>
| rev6 = '']''
| rev6_ARC = 94%<ref>{{cite magazine |last=Overman |first=Jim |title=An operator's video picks of the show |magazine=] |date=April 1992 |volume=18 |issue=5 |page=52 |url=https://archive.org/details/play-meter-volume-18-number-5-april-1992-600DPI/Play%20Meter%20-%20Volume%2018%2C%20Number%205%20-%20April%201992/page/n115}}</ref>
| rev7 = ''RePlay''
| rev7_ARC = Positive<ref name="RePlay6"/>
| rev8 = '']''
| rev8_SNES = 92%<ref>{{cite magazine |title=The Super League |magazine=] |date=23 December 1993 |issue=8 (January 1994) |page=30 |url=https://archive.org/details/SNESForce04Oct93/SNESForce08-Jan94/page/n29}}</ref>
| rev9 = '']''
| rev9_AST = 91%<ref>{{cite web|url=http://www.atarimania.com/atari-magazine-issue-st-format-issue-44_1207.html|title=ST Format (Issue 44) - March - 1993|website=Atarimania.com|access-date=January 18, 2015|archive-date=May 10, 2015|archive-url=https://web.archive.org/web/20150510135347/http://www.atarimania.com/atari-magazine-issue-st-format-issue-44_1207.html|url-status=live}}</ref>
| rev10 = '']''
| rev10_SNES = 94%<ref name="gr_snes"/>
| rev11 = '']''
| rev11_ARC = Positive<ref name="Your Commodore">{{cite magazine |last1=Davy |first1=Jeff |title=Neon Zone |url=https://archive.org/details/YourCommodoreIssue82Aug91/page/n35 |magazine=] |issue=82 (26 July 1991) |publisher=] |date=August 1991 |pages=36–7}}</ref>
| award1Pub = '']'' ]
| award1 = ],<br />], ], ],<br />Best Direction, Best Characters,<br />Best Graphics (Runner-Up)
| award2Pub = ]
| award2 = Video Game of the Year, Best Action Video Game<ref name="EG">{{cite magazine |title=The 1993 Electronic Gaming Awards: Here are Your Votes for the Year's Best Games |magazine=] |date=March 16, 1993 |volume=1 |issue=7 (April 1993) |pages=38–9 |url=https://archive.org/details/Electronic-Games-1993-04/page/n37/mode/2up}}</ref>
| award3Pub = '']''<br />(''EGM'')
| award3 = Game of the Year,<br />Best Game of the Year (Super Nintendo),<br />Best Video Game Ending,<br />Hottest Video Game Babe (])
| award4Pub = ]<br />(ECTS)
| award4 = Overall Game of the Year,<br />Best Action Game, Italian Game of the Year<ref>{{cite magazine |title=News: And the Winner is... |magazine=] |date=15 May 1993 |issue=139 (June 1993) |page=14 |url=https://retrocdn.net/images/c/c8/CVG_UK_139.pdf#page=14 |archive-url=https://web.archive.org/web/20151222103601/https://retrocdn.net/images/c/c8/CVG_UK_139.pdf |archive-date=22 December 2015 |url-status=live }}</ref>
| award5Pub = ]
| award5 = Game of the Year,<ref name="cvg_gj"/><br />Console Game of the Year,<br />Best Licensed Console Game<ref>{{cite magazine |title=News: The Polls Are In! |magazine=] |date=15 June 1993 |issue=140 (July 1993) |page=10 |url=https://retrocdn.net/images/d/d4/CVG_UK_140.pdf#page=10 |archive-url=https://web.archive.org/web/20210105102507/https://retrocdn.net/images/d/d4/CVG_UK_140.pdf |archive-date=5 January 2021 |url-status=live }}</ref>
| award6Pub = ]
| award6 = Best Game, Best Arcade Translation,<br />Best One-on-One Fighting Game,<br />Best Character (] & ])<ref>''GameFan'', volume 1, issue 3 (January 1993), pages 70-71</ref>
| award7Pub = '']''
| award7 = Game of the Year, Best Playability in a Video Game
| award8Pub = '']''
| award8 = Game of the Year<ref>{{cite news |last1=Carter |first1=Chip |last2=Carter |first2=Jonathan |title=The Best of '92 That Kept You Playing and Playing... |url=https://www.chicagotribune.com/news/ct-xpm-1992-12-25-9204270261-story.html |access-date=15 September 2021 |work=] |publisher=Tribune Media Services |date=December 25, 1992 |archive-date=2022-01-14 |archive-url=https://web.archive.org/web/20220114155533/https://www.chicagotribune.com/news/ct-xpm-1992-12-25-9204270261-story.html |url-status=live }}</ref>
| award9Pub = '']''
| award9 = 16-bit Game of the Year
| award10Pub = '']''
| award10=Game of the Year (SNES), Theme and Fun (SNES), <br /> Play Control (SNES), Best/Worst Villain (Bison)<ref>{{cite magazine |title=Nintendo Power Awards '92: The NESTERS |magazine=] |date=May 1993 |issue=48 |pages=36–9 |url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20048%20%28May%201993%29/page/n37/mode/2up}}</ref>
}}


====Japan====
* ] - ]
The original arcade version of ''Street Fighter II'' was awarded ] of 1991 in '']''{{'}}s Fifth Annual Grand Prize, which also won in the genre of Best Action Game (the award for fighting games was not established yet). ''Street Fighter II'' placed No. 1 in Best VGM, Best Direction, and Best Album, and was second place in Best Graphics below the ] ] game '']''. All the characters except M. Bison (known internationally as Balrog) are on the list of Best Characters of 1991.<ref name=gamest68>{{cite magazine|magazine=Gamest |issue=68 |page=4 |url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html |script-title=ja:第5回ゲーメスト大賞 |language=ja |url-status=dead |archive-url=https://web.archive.org/web/20080708023228/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html |archive-date=2008-07-08 }}</ref>
* ] - ]
* ] - ]
* ] - ]
* ] - ]
* ] - ]
* ] - ]
* ] - ]


''Street Fighter II Dash'' was awarded Best Game of 1992 in the Sixth Annual Grand Prize, as published in the February 1993 issue of ''Gamest'', winning again as Best Action Game. It placed No. 3 in Best VGM, No. 6 in Best Graphics, and No. 5 in Best Direction. The ''Street Fighter II Image Album'' is the No. 1 Best Album in the same issue, with the Drama CD version of ''Street Fighter II'' tied for No. 7 with the soundtrack for ''Star Blade''. The List of Best Characters only had Chun-Li at No. 3.<ref name=gamest84>{{cite magazine|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html |script-title=ja:第6回ゲーメスト大賞 |magazine=Gamest |issue=84 |language=ja |page=8 |url-status=dead |archive-url=https://web.archive.org/web/20080708023308/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html |archive-date=2008-07-08 }}</ref>
===Bosses===
Four ] characters (listed in order faced) were only encountered after defeating the other normal fighters. They were not ] in the original ''Street Fighter II'', but they have been playable from ''Champion Edition'' onward. Three of the four characters had their names changed for the western version; see individual entries for the explanation.
* ] - ] (''M. Bison'' in Japan)
* ] - ] (''Balrog'' in Japan)
* ] - ]
* ] - ] (''Vega'' in Japan)
(Note: M.Bison is not a native of Thailand, as his origin is unknown, but simply fights there in this series.)


In the February 1994 issue of ''Gamest'', both ''Street Fighter II Turbo'' and ''Super Street Fighter II'' were nominated for Best Game of 1993, but neither won (the first place was given to '']''). ''Super'' ranked third place, and ''Turbo'' ranked sixth. In the category of Best Fighting Games, ''Super'' ranked third place again, while ''Turbo'' placed fifth. ''Super'' won third place in the categories of Best Graphics and Best VGM. Cammy, who was introduced in ''Super'', placed fifth place in the list of Best Characters of 1993, with Dee Jay at 36 and T. Hawk at 37.<ref name=gamest107>{{cite magazine|magazine=Gamest|issue=107|language=ja|page=20|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html|title=第7回ゲーメスト大賞|access-date=2009-01-17|archive-date=2021-02-10|archive-url=https://web.archive.org/web/20210210183949/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html|url-status=live}}</ref> In the January 30, 1995 issue of ''Gamest'', ''Super Street Fighter II X'' (known as ''Super Turbo'' internationally) placed fourth place in the award for Best Game of 1994 and Best Fighting Game, but did not rank in any of the other awards.<ref name=gamest136>{{cite magazine|magazine=Gamest|issue=136|language=ja|page=40|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v136.html|title=第8回ゲーメスト大賞|access-date=2009-01-17|archive-date=2009-03-04|archive-url=https://web.archive.org/web/20090304183330/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v136.html|url-status=live}}</ref>
===The New Challengers===
These four new characters were introduced in '']''.
* ] - ]
* ] - ]
* ] - ]
* ] - ]


The Super Famicom (SNES) version was critically acclaimed. '']''{{'}}s panel of four reviewers gave it scores of 9, 9, 9, and 8, adding up to 35 out of 40. This made it one of their five highest-rated games of 1992, along with '']'', '']'', '']'', and '']''. They later gave the ''Turbo'' update a score of 36 out of 40. This made ''Street Fighter II Turbo'' their highest-rated game of 1993, and the twelfth game to have received a ''Famitsu'' score of 36/40 or above.<ref name="famitsu"/> <!--In July 1995, '']'' magazine's Family Game Cross Review gave the Super Famicom version a 28 out of 40.<ref>実験!! ゲーム家族のクロスレビュー: ストリートファイターII. Weekly Famicom Tsūshin. No.343. Pg.107. July 14, 1995.</ref>-->
===The Secret Characters===
* ] (''Gouki'' in Japan) first appeared in ''Super Street Fighter II Turbo''. He was not given a country of origin. Akuma is a ] in the game, and is only playable through a secret ].


====International====
==Other media==
The arcade game was well received by English-language critics upon release. In March 1991, ''RePlay'' said that "the graphics and sounds are tops" while praising the "solid" gameplay,<ref name="RePlay6"/> and it was considered the top game at the American Coin Machine Exposition (ACME) that month.<ref>{{cite magazine |title=Capcom |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |page=74 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/74}}</ref> In May 1991, ] of '']'' gave it ratings of 94% for graphics, 93% for sound, 95% for playability, and 92% for lastability, with a 93% score overall. He criticized the original ''Street Fighter'' for being a "run-of-the-mill beat 'em up with little in the way of thrills and spills" but praised the sequel for being "absolutely packed with new ideas" and special moves. He noted the "six buttons combining with 8 joystick directions to provide more moves than I've ever seen in a beat 'em up" and praised the "massive, beautifully drawn and animated sprites, tons of speech and the most exciting, action-packed head-to-head conflict yet seen in an arcade game," concluding that it is "one of the best fighting games yet seen in the arcades" and a "brilliant" coin-op.<ref name="CVG115"/> In the June 1991 issue of '']'', John Cook gave the arcade game an "addict factor" of 84%. He praised the gameplay and the "excellent" animation and sound effects, but criticized the controls, stating players "might find the control system a bit daunting at first a joystick plus six (count 'em!) fire buttons it's not that bad really". He concluded "this is bound to appeal to you if you like the beat 'em up style of game."<ref name="su_arc"/> Jeff Davy of '']'' praised the game for its large sprites, character animation, varied opponents, character moves, and two-player mode.<ref name="Your Commodore"/> ''Computer and Video Games'' later referred to ''Street Fighter II'' as the "game of the millennium" in 1992.<ref>{{cite magazine |title=Hotshots: Street Fighter II |magazine=] |date=15 November 1992 |issue=133 (December 1992) |page=106 |url=https://retrocdn.net/images/8/87/CVG_UK_133.pdf#page=106 |archive-url=https://web.archive.org/web/20190216212146/https://retrocdn.net/images/8/87/CVG_UK_133.pdf |archive-date=16 February 2019 |url-status=live }}</ref>
''Street Fighter II'' was adapted into two different ] in ], '']'' (a Japanese anime released in the U.S. courtesy of Sony Music Entertainment) and an American-produced live-action film, simply titled '']''. Starring Jean-Claude Van Damme as Guile and Raul Julia as M. Bison, the film effectively incorporated the main cast of the video game and wrapped them into an action adventure very reminiscent of the classic adventure films of yore. Director Steven E. de Souza's take on the premise: "I especially loved films like The Longest Day, The Great Escape and The Guns of Navarone. What made those films great wasn't the random violence. It was the clear-cut struggle between forces of good and evil, leading to an ultimate showdown."


The SNES version of ''Street Fighter II'' was very well received. In '']'' (''EGM''), its panel of four reviewers gave it scores of 10, 9, 10, and 9, adding up to 38 out of 40,<ref name="EGM"/><ref name="egmbuyersguide1993">{{cite magazine |year=1993 |title=Electronic Gaming Monthly's Buyer's Guide |magazine=] |pages=13–24 }}</ref> and their "Game of the Month" award. ] (Ken Williams) gave it a 10, calling it "The best! ''Street Fighter II'' is the only game I have ever seen that really deserves a 10!" Martin Alessi gave it a 9, describing it as "the best cart available anywhere! Incredible game play!" Ed Semrad gave it a 10, saying "The moves are perfect, the graphics outstanding and the audio exceptional. Get one of the new 6 button sticks and you'll swear you're playing the arcade version."<ref name="EGM">{{cite magazine |last1=Harris |first1=Steve |last2=Semrad |first2=Ed |last3=Alessi |first3=Martin |last4=Williams |first4=Ken |title=Review Crew: Street Fighter II |magazine=] |issue=36 |publisher=Sendai Publishing |date=July 1992 |page=18 |url=https://archive.org/details/Electronic_Gaming_Monthly_036}}</ref> '']'' printed two reviews of the game in its August 1992 issue, both giving it a full score of 5 out of 5; Doctor Dave described it as "Capcom's best arcade conversion yet" while Slasher Quan stated that almost "everything's perfect in the Super NES version" and that it is "a nearly flawless conversion of the arcade original that's made even more enjoyable by new options and the convenience of home fighting." '']'' gave it a 94% score, stating that with "the inclusion of ''Champion Edition''{{'}}s Character vs. Character select and the extra options, I would even go so far to say that this is actually better than the coin-op."<ref name="defunct_games"/> '']'' gave it scores of 95% for graphics, 92% for sound, and 93% for playability, with a 94% overall, concluding that it is the best fighting game to date.<ref name="eg_review"/> '']'' scored it 16.2 out of 20,<ref name="NP"/> stating that the "hottest arcade game around has been faithfully reproduced for this Super NES conversion" and that it "is just like having the arcade game at home!".<ref name="defunct_games"/> ''Nintendo Power'' ranked it the best SNES game of 1992, above '']'' in second place.<ref name="NP"/>
Although the live-action film tanked at the box office and was largely considered a flop, it has gained a sizeable cult following and has even seen numerous DVD releases, complete with a plethora of special features and bonus content{{cn}}.


'']'' in April 1994 said that "''Street Fighter II'' now enters the PC ring rather late and with a touch of weak wrist". The magazine reported that "the atmosphere and the impact of hefty welts and bone-crushing action is just not here. The usual lament of many PC gamers about arcade conversions is once again true: too little and too late".<ref name="matthews199404">{{Cite magazine
There was also a US '']'' cartoon, which followed the plot of the Van Damme movie, and an ] titled '']''.
|last=Matthews
|first=Robin
|date=April 1994
|title=Sequel Syndrome Strikes Again
|department=Over There
|url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=117
|magazine=Computer Gaming World
|pages=124, 126
|access-date=2017-11-11
|archive-date=2017-11-11
|archive-url=https://web.archive.org/web/20171111041726/http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=117
|url-status=live
}}</ref>


'']'' wrote: "Sure, it's violent (people can be set on fire), but ''Street Fighter II'' offers a depth of play (each character has more than 20 different moves) unmatched by any other video-game slugfest."<ref>{{cite magazine|url=https://ew.com/article/1992/12/04/holiday-video-game-guide-1992/|title=Holiday video game guide: 1992|magazine=]|access-date=9 January 2019|archive-date=7 September 2018|archive-url=https://web.archive.org/web/20180907032246/https://ew.com/article/1992/12/04/holiday-video-game-guide-1992/|url-status=live}}</ref>
== SFII in pop culture ==
* The late ] plays ''Street Fighter II'' in the Juicy video. He also references it in "Welcome to Jamrock remix".
* The ] ] '']'' (''Future Cops'') featured ''SFII'' characters.
* In the movie '']'' (]), Roy (played by ]) talks about how he played ''SF2'' for hours and wanted to grow up to be Blanka.
* In the movie '']'', ]'s character collides with an arcade machine and randomly transforms into various ''SFII'' characters, along with his opponent.
* Dan Haigh, the bass player in the ] band ], can be seen in the video for "Lost Like Tears In Rain" wearing a T-shirt with the word '']''; there are also the now legendary instructions to perform the move written in small unreadable text on the T-shirt.
*One can find mention of Ryu's '']'' in the online web comics '']'' and '']''.
*Characters in the Internet ] series entitled ] play ''Street Fighter II'' and make reference to Ryu's ''shoryuken'', among other things.
* The Hadouken is a secret weapon in the videogame ], as well as in its PSP remake, ''Mega Man Maverick Hunter X''. In the game, it is capable of killing any enemy in one hit but requires full health in order to be used. Similarly, the Shoyruken can be acquired in ], and both moves are available in ].
* The British rock band ] have an instrumental song titled "]."
* ] executes a ''Spinning Bird Kick'', followed by a ''Shoryuken'', while fighting bandits in '']''.
* The ] band "]" (], UK) are named in honour of the video game.
* In a ] cartoon, "dangeresque 3", Homestar uses the Hurricane Kick, screaming, "The pipes are broken!", a mishearing of "Tatsu Maki Sen Pu¯ Kyaku". In a later video game, the 20X6 version of Homestar, 1-Up, uses this as an attack sans any vocals. In another Halloween special, the ] dresses as ] and does a Psycho Crusher.
* The Maskate newspaper of Manaus, Amazonas State, Brazil, known by publishing news in a comical way is famous for references to Street Fighter. Every time there's violence between politicians or any street brawl, the newspaper uses words like "Shoryuken" and "E.Honda slaps" and "short Psycho Crusher" to describe the action. A text once said a representative was speaking when an adversary gave him a "Shoryuken".{{fact}}
* Housemates on ''] 2006'' in ] have spoken at length on many occasions over their love of the game comparing themselves to certain characters.
* In the '']'' episode '']'', Peter Griffin attempts to name his children but ends up naming off characters from the Street Fighter series, specifically Zangief (although Peter pronounces the name "Zang-geef"), Chun-Li, Blanka, E. Honda, and Guile.
* In an episode of '']'', Ryu appeared in the Office Fighter sketch to defeat a lazy office worker who claimed "the report was due Thursday." In actuality, it was due Wednesday, and Ryu punished the worker with one '']''.
* In an issue of '']'', the title character asks ] if she's ever played ''Street Fighter'', then proceeds to use a Shoryuken move on her.
* In an episode of '']'', when Negi discusses how it's impossible for him and a few of his students to be transported from Japan to Wales in just a few second, the map of the world is shown a la the character select screen from ''Street Fighter II''.


''Street Fighter II'' was named by ''Electronic Gaming Monthly'' as the ] for 1992.<ref name="egmbuyersguide1993"/> ''EGM'' awarded ''Street Fighter II Turbo'' with Best Super NES Game in 1993.<ref name="egmbuyersguide1994">{{cite magazine |year=1994 |title=Electronic Gaming Monthly's Buyer's Guide |magazine=] }}</ref> ''Street Fighter II'' won the ] for ] in 1992.<ref name="cvg_gj">{{cite web|title=12 facts about the Golden Joysticks|url=http://www.computerandvideogames.com/223211/features/12-facts-about-the-golden-joysticks/|work=]|publisher=]|access-date=February 3, 2012|date=September 14, 2009|url-status=dead|archive-url=https://web.archive.org/web/20120513071751/http://www.computerandvideogames.com/223211/features/12-facts-about-the-golden-joysticks/|archive-date=2012-05-13}}</ref> '']'' gave it the "Best Game of the Year" and "Best Playability in a Video Game" awards.<ref>''Game Informer'', issue 8 (January/February 1993), page 34</ref> It won '']''{{'}}s Electronic Gaming Award for the Video Game of the Year,<ref name="EG"/> where it was nominated along with '']'' and '']''.<ref>{{cite magazine|title=Electronic Gaming Awards|magazine=Electronic Games|date=January 1993|issue=38|pages=26–7|url=http://archives.tg-16.com/00_happy_new_year_1993.htm|access-date=February 5, 2012|archive-date=January 14, 2012|archive-url=https://web.archive.org/web/20120114025550/http://archives.tg-16.com/00_happy_new_year_1993.htm|url-status=live}}</ref>
== Trivia ==

* Usually, each attack is supposed to have its animation play out in its entirety before another attack can be executed, thus allowing time for the enemy to recover. However, an unintended glitch in the combat engine gave birth to the combo attack. The glitch allowed the player to interrupt the current animation of a standard attack by executing a special move, causing the special move to be executed while the enemy is still recovering from the first hit and unable to block. This glitch formed the foundation of the more developed combo system found in future Capcom fighting games.
The Mega Drive version of ''Street Fighter II'' received ten out of ten for both graphics and addiction from '']'', who described it as "a candidate for best game ever and without a doubt the best beat-'em-up of all time" and gave it an overall 92% score.<ref>''Mega'' magazine review, 1993</ref> '']'' scored it 95% and awarded it Hyper Game, stating "the greatest coin-op hits the Megadrive in perfect form".<ref>''MegaTech'' magazine review, December 2010</ref> '']'' gave the PC Engine version of ''Champion Edition'' a score of eight out of ten.<ref>{{cite magazine|title=Street Fighter II: Championship Edition review (PC Engine)|magazine=]|publisher=]|date=October 1993|issue=1|url=http://www.edge-online.com/review/street-fighter-2-turbo-review/|access-date=November 20, 2012|archive-date=May 31, 2013|archive-url=https://web.archive.org/web/20130531053655/http://www.edge-online.com/review/street-fighter-2-turbo-review/|url-status=live}}</ref> The four reviewers of ''Electronic Gaming Monthly'', while remarking that the Game Boy control is difficult, the game speed "lethargically slow", and it is a very old game, agreed it to be an excellent conversion by Game Boy standards.<ref name="EGM76">{{cite magazine|title=Review Crew: Street Fighter II|magazine=]|issue=76|publisher=]|date=November 1995|page=52}}</ref> The Axe Grinder of ''GamePro'' agreed, praising the graphics and Game Boy ], but criticizing the slow controls and concluding that "The real problem here is that the game's just plain old."<ref>{{cite magazine|title=ProReview: Street Fighter II|magazine=]|issue=87|publisher=]|date=December 1995|page=142}}</ref>
* A version of the game was planned for the Nintendo Entertainment System and a half-decent illegal version of the game was sold and noticed by several major video game magazines. However, Capcom cancelled production of the game.

* '']'' created a hoax as an April Fools' Day joke that a character by the name of ] could be unlocked.
{{Clear}}
* Capcom unsuccessfully sued ] claiming that a ] that the company had made, ], illegally copied '']''. Capcom lost the lawsuit, because of Data East's earlier game ], but most video game critics generally panned Data East's game. <ref name="capcomvsdeco">{{cite web | editor=Chris Bennett | year=2004 | title=Street Fighter II vs. Fighter’s History | url=http://www.davis.ca/community/blogs/video_games/archive/1994/03.aspx | accessdate=08 August | accessyear=2006}}</ref><ref name="dumbmoments">{{cite web | editor=GameSpy Staff | year=2003 | title=Data East's Hypocritical Adventure | url=http://archive.gamespy.com/articles/june03/dumbestmoments/index10.shtml | accessdate=08 August | accessyear=2006}}</ref>

*In the Super NES version of ''Street Fighter II'', and ''SF II Turbo'', the 2nd bonus stage that featured flaming barrels was replaced by the new, common brick breaking stage, also featured in '']''.
====Retrospective====
*A version of the ] was featured in the arcade version of ''Street Fighter 2''. During the a demonstration fight, if a player presses the joystick in this order, Up, Up, Down, Down, Left, Right, Left, Right, then presses Medium Punch then Light Punch, the player will get a list of statistics for that machine.
{{Video game reviews
| title = Retrospective reception
| na = false
| ARC = true
| SNES = true
| C64 = true
| GB = true
| WII = true
| GR_SNES = 82%<ref name="gr_snes">{{cite web |url=https://www.gamerankings.com/snes/588700-street-fighter-ii/index.html |title=Street Fighter II for Super Nintendo |publisher=] |access-date=May 14, 2020 |archive-url=https://web.archive.org/web/20191209015626/https://www.gamerankings.com/snes/588700-street-fighter-ii/index.html |archive-date=December 9, 2019 |url-status=dead}}</ref>
| Allgame_ARC = {{Rating|5|5}}<ref>{{cite web|url=http://allgame.com/game.php?id=9378 |title=Street Fighter II - The World Warrior Review |publisher=] |access-date=February 17, 2016|archive-url=https://web.archive.org/web/20141114145104/http://www.allgame.com/game.php?id=9378|archive-date=November 14, 2014|last=Miller|first=Skyler}}</ref>
| Allgame_SNES = {{Rating|4.5|5}}<ref>{{cite web|archive-url=https://web.archive.org/web/20141114221802/http://www.allgame.com/game.php?id=2615&tab=review|url=http://www.allgame.com/game.php?id=2615&tab=review|access-date=February 17, 2016|title=Street Fighter II: The World Warrior|last=Kosydar|first=Aaron|archive-date=November 14, 2014}}</ref>
| Allgame_C64 = {{Rating|2.5|5}}<ref>{{cite web|url=https://www.allgame.com/game.php?id=22989|title=Street Fighter II: The World Warrior (Commodore 64/128)|archive-url=https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=22989|archive-date=2014-01-01|url-status=dead|website=]}}</ref>
| Allgame_GB = {{Rating|4|5}}<ref>{{cite web|url=http://www.allgame.com/game.php?id=7356&tab=review|archive-date=November 15, 2014 |archive-url=https://web.archive.org/web/20141115075408/http://www.allgame.com/game.php?id=7356&tab=review|access-date=February 17, 2016|last=Williamson|first=Colin|publisher=]|title=Street Fighter II: The World Warrior}}</ref>
| EuroG_WII = 9/10<ref>{{cite news |last1=Whitehead |first1=Dan |title=Virtual Console Roundup • Page 4 |url=https://www.eurogamer.net/articles/r_vcroundup010607_wii?page=4 |access-date=12 August 2021 |work=] |date=2 June 2007 |archive-date=12 August 2021 |archive-url=https://web.archive.org/web/20210812023040/https://www.eurogamer.net/articles/r_vcroundup010607_wii?page=4 |url-status=live }}</ref>
| GSpot_WII = 7.2/10<ref>{{cite news |last1=Navarro |first1=Alex |title=Street Fighter II: The World Warrior Review |url=https://www.gamespot.com/reviews/street-fighter-ii-the-world-warrior-review/1900-6164369/ |access-date=12 August 2021 |work=] |date=January 18, 2007 |archive-date=12 August 2021 |archive-url=https://web.archive.org/web/20210812023036/https://www.gamespot.com/reviews/street-fighter-ii-the-world-warrior-review/1900-6164369/ |url-status=live }}</ref>
| IGN_WII = 7/10<ref>{{cite news |last1=Thomas |first1=Lucas M. |title=Street Fighter II VC Review |url=https://www.ign.com/articles/2007/01/17/street-fighter-ii-vc-review |access-date=12 August 2021 |work=] |date=17 January 2007 |archive-date=12 August 2021 |archive-url=https://web.archive.org/web/20210812025219/https://www.ign.com/articles/2007/01/17/street-fighter-ii-vc-review |url-status=live }}</ref>
}}

''Street Fighter II'' has been listed among the ]. '']'' ranked it as the 22nd-best game ever made in 2001. The staff praised it for popularizing the one-on-one fighting game genre and noted that its Super NES ports were "near-perfect."<ref name=GI2001>{{cite magazine |title=Game Informer's Top 100 Games of All Time (Circa Issue 100) |url=http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |magazine=] |last=Cork |first=Jeff |date=November 16, 2009 |access-date=December 10, 2013 |archive-date=April 8, 2010 |archive-url=https://web.archive.org/web/20100408113757/http://gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |url-status=dead }}</ref> They later ranked it the 25th-best game ever made in 2009.<ref name=GI2009> {{Webarchive|url=https://web.archive.org/web/20141225233341/http://nintendoeverything.com/game-informers-top-200-games-of-all-time/ |date=2014-12-25 }}, '']'', 2009</ref> Other publications that listed it among the best games of all time include '']'',<ref name=BuzzFeed> {{Webarchive|url=https://web.archive.org/web/20180918231122/https://www.buzzfeed.com/alanwhite/the-23-best-vintage-video-games-you-can-play-in-your-browser |date=2018-09-18 }}, ], 2014</ref> '']'',<ref name=EGM1997>{{cite magazine |url=http://kisrael.com/vgames/powerlist/egm100.html |title=EGM Top 100 |magazine=] |date=November 1997 |access-date=June 1, 2011 |archive-date=June 10, 2011 |archive-url=https://web.archive.org/web/20110610191247/http://kisrael.com/vgames/powerlist/egm100.html |url-status=live }}</ref><ref name=EGM2001>, '']'', 2001</ref><ref name=EGM2006>{{cite magazine |url=http://www.1up.com/features/egm-200-greatest-videogames |title=The Greatest 200 Videogames of Their Time |date=February 6, 2006 |magazine=] |access-date=November 19, 2013 |archive-url=https://web.archive.org/web/20121017222736/http://www.1up.com/features/egm-200-greatest-videogames |archive-date=October 17, 2012 |url-status=dead }}</ref> '']'',<ref name=IGN2003> {{Webarchive|url=https://web.archive.org/web/20141207120250/http://top100.ign.com/2003/ |date=2014-12-07 }}, ], 2003</ref><ref name=IGN2005>{{cite web |url=http://top100.ign.com/2005/ |title=IGN's Top 100 Games, 2005 |year=2005 |website=] |access-date=November 19, 2013 |archive-url=https://web.archive.org/web/20141207120250/http://top100.ign.com/2003/ |archive-date=December 7, 2014 |url-status=dead |df=mdy-all }}</ref><ref name=IGN2007> {{Webarchive|url=https://web.archive.org/web/20071203021612/http://top100.ign.com/2007/ |date=2007-12-03 }}, ], 2007</ref> '']'',<ref name=Edge2000>'']'', issue 80, 2000</ref> '']'',<ref name=Empire2009>, '']'', 2009</ref><ref name=Empire2014>{{cite magazine |url=http://www.empireonline.com/features/100greatestgames/ |title=The 100 Greatest Video Games of All Time |author=<!--Staff writer(s); no by-line.--> |date=August 15, 2014 |magazine=] |access-date=September 25, 2014 |archive-date=September 24, 2014 |archive-url=https://web.archive.org/web/20140924084409/http://www.empireonline.com/features/100greatestgames/ |url-status=live }}</ref> '']'',<ref name=Famitsu>{{cite magazine | author=Edge Staff| date=March 3, 2006 | title=Japan Votes on All Time Top 100 | url=http://www.next-gen.biz/features/japan-votes-all-time-top-100 | magazine=] / ] | access-date=November 24, 2008 | archive-url=https://web.archive.org/web/20080723051728/http://www.edge-online.com/features/japan-votes-all-time-top-100 | archive-date=July 23, 2008}}</ref> '']'',<ref name=FHM> {{webarchive |url=https://web.archive.org/web/20120331030350/http://www.fhm.com/gaming/news/arcade-games-the-top-ten-greatest-83108 |date=March 31, 2012 }}, '']'', 2012</ref> ],<ref name=G4> {{Webarchive|url=https://web.archive.org/web/20141123063703/http://www.g4tv.com/top-100 |date=2014-11-23 }}, ], 2012</ref> ],<ref name=GF2004>{{cite web | title=Spring 2004: Best. Game. Ever. | url=http://www.gamefaqs.com/features/contest/c04spr | website=] | access-date=July 16, 2008 | archive-date=February 9, 2009 | archive-url=https://web.archive.org/web/20090209040851/http://www.gamefaqs.com/features/contest/c04spr | url-status=live }}</ref><ref name=GF2005>{{cite web | title=Fall 2005: 10-Year Anniversary Contest—The 10 Best Games Ever | url=http://www.gamefaqs.com/features/contest/top10 | website=GameFAQs | access-date=July 16, 2008 | archive-date=July 16, 2015 | archive-url=https://web.archive.org/web/20150716111618/http://www.gamefaqs.com/features/contest/top10 | url-status=live }}</ref><ref name=GF2009>{{cite web | title=Spring 2009: Best. Game. Ever. | url=http://www.gamefaqs.com/poll/index.html?poll=3509 | website=GameFAQs | access-date=June 10, 2009 | archive-date=May 18, 2011 | archive-url=https://web.archive.org/web/20110518195457/http://www.gamefaqs.com/poll/index.html?poll=3509 | url-status=live }}</ref><ref name=GF2014> {{Webarchive|url=https://web.archive.org/web/20141208224753/http://www.ddjgames.com/category/gamefaqs-top-100/ |date=2014-12-08 }}, ], 2014</ref> '']'',<ref name=GameSpot2006>, ], 2006</ref> ],<ref name=GamingBolt> {{Webarchive|url=https://web.archive.org/web/20141026161536/http://gamingbolt.com/top-100-greatest-video-games-ever-made |date=2014-10-26 }}, GamingBolt, ], 2013</ref> '']'',<ref name=Guinness>, '']'', 2009</ref> '']'',<ref name=NextGeneration>, '']'', September 1996, page 68</ref><ref>{{cite magazine|title=Top 50 Games of All Time |magazine=]|issue=50 |publisher=] |date=February 1999|page=80}}</ref> ],<ref name=NowGamer>100 Greatest Retro Games, NowGamer, ], 2010: {{Webarchive|url=https://web.archive.org/web/20190502004527/http://www.nowgamer.com/100-greatest-retro-games-part-1/ |date=2019-05-02 }}, {{Webarchive|url=https://web.archive.org/web/20141213205959/http://www.nowgamer.com/100-greatest-retro-games-part-2/ |date=2014-12-13 }}, {{Webarchive|url=https://web.archive.org/web/20151106101507/http://www.nowgamer.com/100-greatest-retro-games-part-3/ |date=2015-11-06 }}, {{Webarchive|url=https://web.archive.org/web/20141213210433/http://www.nowgamer.com/100-greatest-retro-games-part-4/ |date=2014-12-13 }}</ref> '']'',<ref name=RetroGamer>'']'', issue 1, p. 30, January 2004</ref> '']'',<ref name=Stuff2009>{{Citation | title = 100 Greatest Games | newspaper = ] | pages = 116–126 | date = October 2008 }}</ref><ref name=Stuff2014>"100 Best Games Ever", '']'', February 2014, pp.87-99</ref> '']'',<ref name=Time>, '']'', 2012</ref> and ]<ref name=Yahoo>, ], 2006</ref> '']'' awarded ''Street Fighter II'' the world records of "First Fighting Game to Use Combos", "Most Cloned Fighting Game", and "Biggest-Selling Coin-Operated Fighting Game" in the '']''. In 2017, ] inducted ''Street Fighter II'' to its ].<ref>{{cite web |title=Street Fighter II |url=https://www.museumofplay.org/games/street-fighter-ii/ |website=] |publisher=] |access-date=6 May 2022 |archive-date=6 May 2022 |archive-url=https://web.archive.org/web/20220506140248/https://www.museumofplay.org/games/street-fighter-ii/ |url-status=live }}</ref>

'']'' gave the PlayStation 3 version of ''HD Remix'' a score of 8.5 out of 10.<ref>{{cite web |url=http://gamespot.com/super-street-fighter-ii-turbo-hd-remix/platform/ps3/ |title=Super Street Fighter II Turbo HD Remix for PS3 - GameSpot |publisher=Uk.gamespot.com |date=February 19, 2009 |access-date=January 11, 2013 |archive-date=January 8, 2013 |archive-url=https://web.archive.org/web/20130108095810/http://www.gamespot.com/super-street-fighter-ii-turbo-hd-remix/platform/ps3/ |url-status=dead }}</ref>

'']'' listed the 1993 DOS version of ''Street Fighter II'' as one of the worst PC ports.<ref>{{cite web |last1=Elliott |first1=Matt |title=The worst PC ports ever |url=https://www.pcgamer.com/the-worst-pc-ports-ever/ |website=] |publisher=] |access-date=20 February 2023 |date=23 April 2021 |archive-date=15 August 2019 |archive-url=https://web.archive.org/web/20190815215843/https://www.pcgamer.com/the-worst-pc-ports-ever/ |url-status=live }}</ref>

==Legacy==
===Sequels===
The ''Street Fighter II'' games were followed by several sub-series of ''Street Fighter'' games and spinoffs including '']'', '']'', '']'', '']'', '']'', and ''Vs.'' series. Capcom released '']'' for the arcades in July 2008, followed by Xbox 360 and PlayStation 3 in February 2009 and Microsoft Windows in July 2009. '']'' was released for the PlayStation 4 and Windows in 2016. '']'' was released for the PlayStation 4, PlayStation 5, Windows and Xbox Series X/S in June 2023, with an arcade version set to release in Japan later in 2023.{{Update inline|date=April 2024}}

===Other media===
* The characters joined the '']'' lineup in 1993, as Hasbro bought their toy rights.<ref>{{cite book |title= The Official 30th Anniversary Salute To G.I. Joe 1964-1994|last= Santelmo|first= Vincent|year= 1994|publisher= Krause Publications|isbn= 0-87341-301-6|page=188}}</ref>
* An unofficial South Korean animation, '']'', was produced by Daiwon Animation in 1992 and features the cast of ''Street Fighter II''. The Hong Kong movie '']'' has a renamed cast of ''Street Fighter II'' characters.{{citation needed|date=March 2014}}
* Two film adaptations were released in 1994: '']'', a Japanese anime film produced by ]; and '']'', an American live-action film starring ].
* A U.S. '']'' cartoon follows a combined plot of the live-action movie and the game series. An unrelated anime, '']'', features younger characters similar to '']''.
* Capcom sponsored IndyCar driver ] at the ], providing a ''Street Fighter'' livery for his No. 88 car, which failed to qualify.<ref>{{cite news|last=Dunkin|first=Dan|url=https://www.newspapers.com/article/the-indianapolis-star-rain-fails-to-fall/136131945/|title=Rain fails to fall so Momota's day turns out all wet|newspaper=]|via=]|date=May 18, 1992|access-date=December 1, 2023}}</ref>

===Impact===
''Street Fighter II'' is regarded as one of the most influential video games of all time,<ref name="egm_influential_sf2">{{cite magazine|last=Patterson|first=Eric L.|title=EGM Feature: The 5 Most Influential Japanese Games Day Four: Street Fighter II|url=http://www.egmnow.com/articles/news/egm-featurethe-5-most-influential-japanese-gamesday-four-street-fighter-ii/|magazine=]|access-date=April 17, 2012|date=November 3, 2011|archive-url=https://web.archive.org/web/20170314064721/http://www.egmnow.com/articles/news/egm-featurethe-5-most-influential-japanese-gamesday-four-street-fighter-ii/|archive-date=March 14, 2017|url-status=dead}}</ref><ref name="1up_essential_sf2">{{cite web|title=Street Fighter II|url=http://www.1up.com/features/essential-50-street-fighter-ii|work=The Essential 50|publisher=]|access-date=April 17, 2012|archive-date=July 20, 2012|archive-url=https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii|url-status=dead}}</ref><ref name="barton_sf2">{{cite book|title=Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time|year=2009|publisher=Focal Press/Elsevier|location=Boston|isbn=978-0-240-81146-8|pages=239–255|url=https://books.google.com/books?id=M_bFdsP9L7oC|author=Matt Barton|author2=Bill Loguidice|access-date=April 17, 2012|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=M_bFdsP9L7oC|url-status=live}}</ref> and the most important fighting game in particular.<ref name="barton_sf2"/><ref>{{cite web|title=Happy 20th birthday to the most important fighting game of all time!|url=http://www.1up.com/features/20-years-street-fighter-ii|website=]|access-date=April 17, 2012|date=March 30, 2011|url-status=dead|archive-url=https://web.archive.org/web/20130509120323/http://www.1up.com/features/20-years-street-fighter-ii|archive-date=May 9, 2013}}</ref><ref name="tao2">Spencer, Spanner, {{Webarchive|url=https://web.archive.org/web/20110715094144/http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro |date=2011-07-15 }}, ''Eurogamer'', February 12, 2008, Accessed March 18, 2009</ref> The release of ''Street Fighter II'' in 1991 is often considered a revolutionary moment in the fighting game genre. It has the most accurate joystick and button scanning ] in the genre, allowing players to reliably execute multi-button special moves, and its graphics use Capcom's ], with highly detailed characters and ]. Whereas previous games allow players to combat a variety of computer-controlled fighters, ''Street Fighter II'' allows human combat.

The popularity of ''Street Fighter II'' surprised the gaming industry, as arcade owners bought more machines to keep up with demand.<ref name="sfhistory">{{cite web | url = http://www.gamespot.com/features/vgs/universal/sfhistory/history.html | title = The History of Street Fighter | website = GameSpot | access-date = October 11, 2008 | archive-date = February 4, 2009 | archive-url = https://web.archive.org/web/20090204224001/http://www.gamespot.com/features/vgs/universal/sfhistory/history.html | url-status = dead }}</ref> It was responsible for introducing the ] mechanic, which came about when skilled players learned that they could combine several attacks with no time for the opponent to recover.<ref name="Edge-Makingof" /><ref name="1up_essential_sf2"/><ref>{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |archive-url=https://web.archive.org/web/20071130221850/http://top100.ign.com/2007/ign_top_game_24.html |url-status=dead |archive-date=November 30, 2007 |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=June 16, 2011}}</ref><ref>{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=March 30, 2011 |work=1UP.com |access-date=June 16, 2011 |archive-date=April 1, 2011 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}</ref> Its success inspired a wave of other fighting games, which were initially often labeled as "]"<ref name="egm_influential_sf2"/><ref name="EGM88">{{cite magazine |title=What If Street Fighter 3 Isn't Good?|magazine=]|issue=88 |publisher=]|date=November 1996 |page=278|quote=It is not the first 2-D one-on-one fighter, but it was leaps and bounds over the competition in terms of graphics, sounds and most importantly, gameplay. Because of this success, countless clones were produced, including many by Capcom themselves.}}</ref> or imitators, including titles such as '']'', '']'', '']'',<ref name="RePlay54">{{cite magazine |title=That's Entertainment? As street crime shot higher & public morals sank lower, so did popular entertainment — including music & video |magazine=RePlay |date=January 1993 |volume=18 |issue=4 |page=54 |url=https://archive.org/details/re-play-volume-18-issue-no.-4-january-1993-600DPI/RePlay%20-%20Volume%2018%2C%20Issue%20No.%204%20-%20January%201993/page/54}}</ref> '']'',<ref name="nytimes2002">{{cite news|last=Horwitz|first=Jeremy|title=Technology: Mortal Apathy?|url=https://www.nytimes.com/2002/07/08/technology/08MIDW.html|access-date=March 4, 2012|newspaper=]|date=July 8, 2002|archive-date=October 3, 2013|archive-url=https://web.archive.org/web/20131003002950/http://www.nytimes.com/2002/07/08/business/technology-mortal-apathy.html?pagewanted=2|url-status=live}}</ref> and '']''. ''Street Fighter II'' also influenced the development of the combat mechanics of ] game '']''.<ref>{{cite web |title=Streets of Rage 2 – Developer Interview with Ayano Koshiro (designer/planner) of Ancient |url=http://shmuplations.com/streetsofrage2/ |website=Shmuplations |date=2015-04-27 |access-date=29 September 2020 |archive-date=2018-12-28 |archive-url=https://web.archive.org/web/20181228135350/http://shmuplations.com/streetsofrage2/ |url-status=live }}</ref> However, ''Street Fighter II'' also received criticism for its depiction of street violence, and for having inspired numerous other violent games in the industry.<ref name="RePlay54"/>

''Street Fighter II'' was the ] by far since the ],<ref name="1up_essential_sf2"/><ref name="tao2"/> bringing an arcade renaissance in the early 1990s.<ref name="theverge.com">{{cite web|url=https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only|title=For Amusement Only: the life and death of the American arcade|work=The Verge|date=16 January 2013|publisher=Vox Media|access-date=January 18, 2015|archive-date=6 October 2014|archive-url=https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only|url-status=live}}</ref> Its impact on home video games was equally important, becoming a long-lasting ] for the ].<ref name="egm_influential_sf2"/> Since then up until the late 1990s, numerous best-selling home video games were arcade ports.<ref name="Mark Stephen Pierce Atari Games Corporation 1998 444">{{cite book |author=Pierce |first=Mark Stephen |url=https://archive.org/details/digitalillusion00clar/page/444 |title=Coin-Op: The Life (Arcade Videogames) |publisher=] |year=1998 |isbn=0-201-84780-9 |series=Digital Illusion : Entertaining the Future With High Technology |page= |chapter=30 |access-date=May 2, 2011 |chapter-url=https://archive.org/details/digitalillusion00clar |chapter-url-access=registration}}</ref> In 2005, ''Electronic Gaming Monthly'' ranked it the ninth most important game since they began publication in 1989, stating no game "did more to prop up arcades" in the 1990s and it was the first killer app for the SNES.<ref>{{cite magazine |title=The 10 Most Important Games |magazine=] |date=January 2005 |issue=187 |page=48 |url=https://archive.org/details/electronic-gaming-monthly-issue-187-january-2005/page/48/mode/2up}}</ref>

The game popularized the concept of "face-to-face", tournament-level competition between two players<ref name="egm_influential_sf2"/> instead of just ]s.<ref name="egm_influential_sf2"/> This enabled the competitive ] and ] modes found in modern ]s.<ref name="barton_sf2"/> ], for example, cited the competitive multiplayer of ''Street Fighter II'' as an influence on the deathmatch mode of seminal ] '']''.<ref>{{cite book|last=Consalvo|first=Mia|year=2016|title=Atari to Zelda: Japan's Videogames in Global Contexts|pages=201–3|url=https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA201|publisher=]|isbn=978-0262034395|access-date=2017-09-15|archive-date=2023-01-17|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA201|url-status=live}}</ref>

It is an innovation in revision series, with Capcom continuously upgrading and ] the arcade game instead of releasing a sequel. This furthered the practice of ] and ] found in modern video games.<ref name="egm_influential_sf2"/>

===Popular culture===
''Street Fighter II'' has been frequently ] and referenced in ], by artists such as ], ], ], ], ], ], and ]. This started with ]'s "]" (1993) and ]'s "]" (1994) which sampled ''Street Fighter II'', and the ] (1994) which is the first major film soundtrack to consist almost entirely of hip hop music. According to DJ Qbert, "I think hip-hop is a cool thing, I think ''Street Fighter'' is a cool thing". According to '']'' magazine, "''Street Fighter''{{'}}s mixture of competition, bravado, and individualism easily translate into the trials and travails of a rapper."<ref>{{cite web|url=https://waypoint.vice.com/en_us/article/ypvx7k/the-long-strange-history-of-street-fighter-and-hip-hop|title=The Long, Strange History of Street Fighter and Hip-Hop|first=Stephen|last=Kearse|date=15 December 2016|access-date=9 January 2019|archive-date=15 August 2018|archive-url=https://web.archive.org/web/20180815045755/https://waypoint.vice.com/en_us/article/ypvx7k/the-long-strange-history-of-street-fighter-and-hip-hop|url-status=live}}</ref> The "Perfect" sample was used by ] and ] in '']'' (2016).<ref>{{cite web|url=https://djbooth.net/features/2016-04-05-kanye-west-street-fighter-verse-tag|title=Kanye West Tagging His Verses With a "Street Fighter" Sample is Officially a Thing|first=Nathan|last=Slavik|website=DJBooth|date=12 February 2018 |access-date=9 January 2019|archive-date=2018-02-22|archive-url=https://web.archive.org/web/20180222133057/https://djbooth.net/features/2016-04-05-kanye-west-street-fighter-verse-tag|url-status=live}}</ref><ref>{{Cite web |url=https://kotaku.com/yep-thats-street-fighter-on-kanye-wests-new-album-1759253069 |title=Yep, That's Street Fighter on Kanye West's New Album |access-date=2017-09-19 |archive-url=https://web.archive.org/web/20180630214206/https://kotaku.com/yep-thats-street-fighter-on-kanye-wests-new-album-1759253069 |archive-date=2018-06-30 |url-status=dead }}</ref> ] includes ] ] ] saying, "''Street Fighter'' is just a huge cultural thing that everyone experienced growing up such a huge impact that it has just stayed in everyone's consciousness." According to Jake Hawkes of Soapbox, "grime was built around lyrical clashes the 1v1 setup of these clashes was easily equated with ''Street Fighter''{{'}}s 1 on 1 battles." Grime MCs such as Dizzee Rascal were sampling ''Street Fighter II'' in 2002, and ''Street Fighter II'' has been sampled "by almost every grime MC". It became an integral part of ] DJ ]'s ''Fire in the Booth'' ] segments, using samples such as "Hadouken", "Shoryuken", and the "Perfect" announcer sound.<ref name="spbx">{{cite web|url=http://www.spbx.co.uk/grime-music-and-street-fighter-a-history/|title=Hadouken! Grime Music and Street Fighter: A History|access-date=9 January 2019|archive-date=4 November 2017|archive-url=https://web.archive.org/web/20171104005429/http://www.spbx.co.uk/grime-music-and-street-fighter-a-history|url-status=live}}</ref>

==Notes==
{{notelist}}


==References== ==References==
{{Reflist}}
<div class="references-small">
<references/>
</div>


==External links== ==Further reading==
*{{cite book|title=All About Capcom Head-to-Head Fighting Games 1987–2000|language=ja|date=2000|isbn=4-88554-676-1|series=A.A. Game History Series (Vol. 1)|author=Studio Bent Stuff|publisher=Dempa Publications, Inc.}}
{{external links|October 2006}}
*''Like a Hurricane: An Unofficial Oral History of Street Fighter&nbsp;II'' by Matt Leone ({{date|2023|02|23}}), published by ] {{ISBN|9780500025932}}
* at ]
* at ]
* at ]
*
*
*
*
* at
*
* at MAWS
*{{moby game|id=/street-fighter-ii |name= ''Street Fighter II''}}
* {{WikiKnowledge-FGM|Capcom/SF2|Street Fighter II}}


==External links==
{{Street Fighter series}}
* entry at Arcade-History
* {{MobyGames|id=/street-fighter-ii-the-world-warrior}}
{{Street Fighter II|state=Expanded}}
{{Street Fighter series|state=expanded}}
{{Golden Joystick GOTY}}
{{Authority control}}


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Latest revision as of 08:33, 26 December 2024

1991 video game For the animated film, see Street Fighter II: The Animated Movie. "SFII" redirects here. For other video games with the same initialism, see SF2 (disambiguation).

1991 video game
Street Fighter II
Japanese arcade brochure featuring the original eight main characters.
Clockwise from top: Zangief, Ken, Blanka, Dhalsim, Ryu, Guile, and Honda. Center: Chun-Li.
Developer(s)Capcom
Publisher(s)Capcom
Producer(s)Yoshiki Okamoto
Designer(s)
Programmer(s)
  • Shinichi Ueyama
  • Seiji Okada
  • Yoshihiro Matsui
  • Motohide Eshiro
Artist(s)
  • Eri Nakamura
  • Satoru Yamashita
Composer(s)
SeriesStreet Fighter
Platform(s) Arcade
Release March 7, 1991
  • Arcade
    • JP: March 7, 1991
    • WW: March 1991
    SNES
    • JP: June 10, 1992
    • NA: July 15, 1992
    • AU: October 23, 1992
    • UK: October 1992
    • EU: December 17, 1992
    MS-DOS
    • EU: July 10, 1992
    • NA: April 26, 1993
    Amiga
    • EU: November 15, 1992
    • UK: December 15, 1992
    Atari ST
    • EU: December 20, 1992
    Amstrad CPC
    • EU: December 31, 1992
    Commodore 64
    • EU: August 20, 1992
    ZX Spectrum
    • EU: September 14, 1992
    CPS Changer
    • JP: July 14, 1994
    Game Boy
    • JP: August 11, 1995
    • NA: September 1995
    • EU: 1995
Genre(s)Fighting
Mode(s)Single-player, multiplayer
Arcade systemCP System

Street Fighter II: The World Warrior is a 1991 fighting game developed and published by Capcom for arcades. It is the second installment in the Street Fighter series and the sequel to 1987's Street Fighter. It is the fourteenth game to use Capcom's CP System arcade system board. Street Fighter II vastly improved many of the concepts introduced in the first game, including the use of special command-based moves, a combo system, a six-button configuration, and a wider selection of playable characters, each with a unique fighting style.

Designed by Yoshiki Okamoto and Akira Yasuda, who had previously worked on Final Fight, Street Fighter II is regarded as one of the greatest video games of all time and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. Additionally, it prolonged the survival of the declining video-game arcade business market by stimulating business and driving the fighting game genre. It prominently features a popular two-player mode that obligates direct, human-to-human competitive play, inspiring grassroots tournament events, culminating in Evolution Championship Series (EVO). Street Fighter II shifted the arcade competitive dynamic from achieving personal-best high scores to head-to-head competition, including large groups.

Street Fighter II became the best-selling game since the golden age of arcade video games. By 1994, it had been played by an estimated 25 million people in the United States alone. More than 200,000 arcade cabinets and 15 million software units of all versions of Street Fighter II have been sold worldwide, grossing an estimated $10 billion in total revenue, making it one of the top three highest-grossing video games of all time as of 2017 and the best-selling fighting game until 2019. More than 6.3 million SNES cartridges of Street Fighter II were sold, making it Capcom's best-selling single software game for the next two decades, its best-selling game on a single platform, and the highest-selling third-party game on the SNES. Due to its major success, a series of updated versions were released with additional features and characters, starting with 1992's Street Fighter II: Champion Edition; its major successor was Street Fighter III in 1997.

Gameplay

Guile defeats Ken with his Flash Kick on the arcade version.

Street Fighter II follows several conventions and rules established by its 1987 predecessor Street Fighter. The player engages opponents in a series of timed one-on-one, close-quarters combat matches. In order to win a round, the player must either completely drain the opponent's health bar by landing attacks, or have more health left than the opponent when the timer runs out. Neither fighter wins the round if they have equal health when time expires or if they simultaneously knock each other out. The first fighter to win two rounds is declared the victor of the match.

While a single-player game is in progress, a second player may join at any time, immediately starting a head-to-head match. The winner continues the game in single-player mode.

The original Street Fighter II allowed up to 10 rounds per match; this maximum is reduced to four rounds starting with Champion Edition. If there is no clear winner by the end of the final round, either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a two-player match. After every third match in the single-player mode, a bonus stage gives a chance to earn additional points by smashing a car, wooden barrels, or metal oil drums. After each match, the location for the next one is selected on a world map.

Playing Street Fighter II on an arcade machine

Like in Street Fighter, the controls are an eight-directional joystick and six attack buttons. The joystick can jump, crouch, walk left and right, and block. A tradeoff of strength and speed are given by three punch buttons and three kick buttons, each of light, medium, and heavy. The player can perform a variety of basic moves in any position, including new grabbing and throwing attacks. Special moves are performed by combinations of directional and button-based commands.

Street Fighter II differs from its predecessor due to the selection of multiple playable characters, each with distinct fighting styles and special moves including combos. According to IGN, "the concept of combinations, linked attacks that can't be blocked when they're timed correctly, came about more or less by accident. Street Fighter II's designers didn't quite mean for it to happen, but players of the original game eventually found out that certain moves naturally flowed into other ones." This combo system was later adopted as a standard feature of fighting games and was expanded upon in this series.

Plot

The leader of the Shadaloo organization, M. Bison, in his global domination plan sets up a world fighting tournament, to select the best fighters to work in his Shadaloo organization through brainwashing.

Characters

The original Street Fighter II features a roster of eight playable characters. This includes Ryu and Ken—the main protagonists from Street Fighter—plus six new international newcomers. In the single-player tournament, the player fights the other seven main fighters, then the final opponents—a group of four CPU-only opponents known as the Grand Masters, which includes Sagat from Street Fighter.

Playable characters:

  • Ryu, a Japanese martial artist seeking no fame or even the crown of "champion", but only to hone his Ansatsuken Karate skills with the inner power of Chi. He dedicates his life to perfect his own potential while abandoning everything else in life such as having no family and few friends; his only bond is with Ken. He is the winner of the previous tournament. He is not convinced that he is the greatest fighter in the world and comes to this tournament in search of fresh competition.
  • E. Honda, a sumo wrestler from Japan. He aims to improve the negative reputation of sumo wrestling by proving to competitors that he is a legitimate athlete.
  • Blanka, a beast-like mutant from Brazil who was raised in the jungle. He enters the tournament to uncover more origins about his forgotten past.
  • Guile, a former United States Air Force special forces operative seeking to defeat M. Bison, who killed his best friend Charlie.
  • Ken, Ryu's best friend, greatest rival and former training partner, from the United States. Ryu's personal challenge rekindled Ken's fighting spirit and persuaded him to enter the World Warrior tournament, as well as feeling lackadaisical in his fighting potential due to spending too much time with his fiancée.
  • Chun-Li, a Chinese martial artist who works as an Interpol officer. Much like Guile, she does not enter the World Warrior tournament for any personal glory except proving that she can defeat any man who challenges her. Chun-Li's ambition in the past was tracking down the movements of the smuggling operation known as Shadaloo. Her goal now is her trail being led to the tournament by seeking to avenge her deceased father by holding the Grand Master's leader of the crime syndicate responsible.
  • Zangief, a professional wrestler and sambo fighter from the Soviet Union. He aims to prove "Soviet Strength" is the strongest form of strength, particularly by defeating American opponents with his bare hands.
  • Dhalsim, a fire-breathing yoga master from India. Even though he is a pacifist, he uses the money earned from fighting in order to lift people out of poverty.

CPU-exclusive characters, in the order of appearance:

  • Balrog, an American boxer with a similar appearance to Mike Tyson. Called M. Bison in Japan. Once one of the world's greatest heavyweight boxers, he began working for Shadaloo for easy money.
  • Vega, a Spanish bullfighter who wields a claw and uses a unique style of ninjutsu. Called Balrog in Japan. He is vain and wishes to eliminate ugly people from the world.
  • Sagat, a Muay Thai kickboxer from Thailand and former World Warrior champion from the original Street Fighter. He was once known as The King of Street Fighters until he got demoted as The King of Muai Thai in his own tournament due to a narrow defeat at the hands of Ryu's shoryuken (rising dragon punch) which left a deep gash across his chest. Ever since that moment he felt disgrace, and will do anything to have a grudge match with Ryu to get his title back, even if it takes joining forces with Shadaloo.
  • M. Bison, the leader of the criminal organization Shadaloo, who uses a mysterious power known as Psycho Power, and the final opponent of the game. Called Vega in Japan.

Takayuki Nakayama stated in an interview that many character design ideas were trialled and dropped along the development process. Rejected character designs for Street Fighter II included another bullfighter and an American amateur wrestler.

Regional differences

With the exception of Sagat, the Shadaloo Bosses have different names in the Japanese version. The African-American boxer known as Balrog in the international versions was designed as a pastiche of real-life boxer Mike Tyson and was originally named M. Bison (short for "Mike Bison", with "Mike" being one of the American opponents faced in Street Fighter). Vega and M. Bison were originally named Balrog and Vega, respectively. When Street Fighter II was localized for the overseas market, the names of the bosses were rotated, out of concern that the boxer's similarities to Tyson could have led to a likeness infringement lawsuit.

The characters in the Japanese version have more than one win quote and if the player loses a match against the CPU in the Japanese version, a random playing tip will be shown at the bottom of the continue screen. While the ending text for the characters was originally translated literally, a few changes were made due to creative differences from Capcom's U.S. marketing staff. For example, the name of Guile's fallen friend (who later debuted as a playable fighter in Street Fighter Alpha) was changed from Nash to Charlie, since a staff member from Capcom USA said that Nash is not a natural sounding English name.

Development

Although the original punching-pad cabinet of Street Fighter had not been very popular, the alternate six-button version was more successful, which began to generate interest in a sequel. Capcom began to make fighting games a priority after Final Fight was commercially successful in the United States. Yoshiki Okamoto recounted: "The basic idea at Capcom was to revive Street Fighter, a good game concept, to make it a better-playing arcade game."

Development of Street Fighter II took about two years and about 35 to 40 people, with Noritaka Funamizu as a producer, and Akira Nishitani and Akira Yasuda in charge of the game and character design, respectively. The budget was estimated at $2,450,000 (equivalent to $5,480,000 in 2023).

Funamizu notes that the developers did not particularly prioritize Street Fighter II's balance; he primarily ascribes the game's success to its appealing animation patterns. The quality of animation benefited from the developers' use of the CPS-1 hardware, with advantages including allowing different characters to occupy different amounts of memory. For example, Ryu can occupy 8 megabits and Zangief 12 megabits.

The combo system came about by accident:

While I was making a bug check during the car bonus stage... I noticed something strange, curious. I taped the sequence and we saw that during the punch timing, it was possible to add a second hit and so on. I thought this was something impossible to make useful inside a game, as the timing balance was so hard to catch. So we decided to leave the feature as a hidden one. The most interesting thing is that this became the base for future titles. Later we were able to make the timing more comfortable and the combo into a real feature. In we thought if you got the perfect timing you could place several hits, up to four I think. Then we managed to place eight! A bug? Maybe.

— Noritaka Funamizu

The vast majority of in-game music was composed by Yoko Shimomura. This is ultimately the only game in the series on which Shimomura worked, as she left the company for Square two years later. Isao Abe, a Capcom newcomer, handled a few additional tracks ("Versus Screen", "Sagat's Theme", and "Here Comes A New Challenger") for Street Fighter II and became the main composer on the subsequent versions. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi, the composer on Street Fighter.

Location testing began in Japan. It was then exhibited in the United Kingdom at London's Amusement Trades Exhibition International (ATEI) in January 1991. The same month, Capcom held a two-week location test in North America, before unveiling the game at Capcom's distributor conference on February 1, 1991, held at Marriott Harbor Beach, Fort Lauderdale, Florida. Capcom introduced Street Fighter II as its "greatest video game ever".

Ports

Release date Platform Media Developer Publisher Notes
  • JP: June 10, 1992
  • NA: July 15, 1992
  • EU: October, 1992
SNES ROM cartridge Capcom Re-released on the Wii and Wii U Virtual Console.
1992 Amiga 4 floppy disks Creative Materials U.S. Gold Released in Europe.
Atari ST 4 floppy disks
Commodore 64 Cassette or floppy disk
Amstrad CPC Cassette or floppy disk (unreleased)
ZX Spectrum Cassette or floppy disk Tiertex Design Studios
PC (DOS) 3 floppy disks Creative Materials Released in North America and Europe.
Tiger Electronics Custom LCD hardware (handheld) Tiger Electronics Tiger Electronics
1994 CPS Changer ROM cartridge Capcom Capcom Released exclusively in Japan.
1995 Game Boy ROM cartridge Sun L Capcom
Nintendo
1998 Sega Saturn CD-ROM Capcom Capcom Included in Capcom Generation 5. Released exclusively in Japan.
PlayStation Capcom Capcom Included in Street Fighter Collection 2.
2004 Mobile Online distribution Capcom Capcom
2006 PlayStation 2 DVD-ROM Digital Eclipse Capcom Included in Capcom Classics Collection Vol. 1. Based on the PS1 version.
Xbox
PlayStation Portable UMD Capcom Capcom Included in Capcom Classics Collection: Reloaded. Based on the PS1 version.
2018 PlayStation 4 BD-ROM Digital Eclipse Capcom Included in Street Fighter 30th Anniversary Collection.
Xbox One
Nintendo Switch Flash based ROM cartridges
Windows Online distribution

Super NES

Street Fighter II was released for the Super Famicom on June 10, 1992, in Japan, followed by a North American release for the SNES in August and a European release in December. It is the first game released on a 16-megabit SNES cartridge. Many aspects from the arcade versions were either changed or simplified in order to fit into the smaller memory capacity. This version has a secret code allowing both players to control the same character in a match, which is not possible in the original arcade version. The second player uses the same alternate color palette introduced in Street Fighter II: Champion Edition. The four Shadaloo Bosses are still non-playable, but the code enables their Champion Edition color palette. Tatsuya Nishimura, who had recently joined Capcom from TOSE, arranged the soundtrack with assistance from Shimomura, Abe, and Sakaguchi.

The American SNES cartridge was re-released in November 2017 as a limited edition item to celebrate the anniversary of the Street Fighter series.

Home computers

U.S. Gold released versions of Street Fighter II for various home computer platforms in Europe, namely the Amiga, Atari ST, Commodore 64, PC (DOS), and ZX Spectrum. These were all developed by Creative Materials, except the ZX Spectrum version by Tiertex Design Studios. The PC version was also published in North America by Hi-Tech Expressions. These versions suffer numerous inaccuracies, such as missing graphical assets and music tracks, miscolored palettes, and lack of six-button controls due to these platforms having only one or two-button joysticks as standard at the time. Though officially advertised by US Gold along with the C64 and ZX Spectrum conversions and anticipated in magazines, the Amstrad CPC development by Creative Materials was canceled.

Tiger Electronics

This standalone handheld machine was missing Chun-Li and Dhalsim.

Game Boy

The Game Boy version of Street Fighter II was released on August 11, 1995, in Japan, and in September 1995 internationally. It is missing Dhalsim, E. Honda, and Vega. The graphics, character portraits, and stages are based on Super Street Fighter II, although some moves (ex: Blanka's Amazon River Run) from Super Street Fighter II Turbo are included. Because the Game Boy only has two buttons, the strength of punches and kicks is determined by the duration of button presses.

Compilations

Street Fighter II, Champion Edition, and Turbo are in the compilation Capcom Generation 5 for the PlayStation and Sega Saturn, which was released in North America and Europe as Street Fighter Collection 2. All three games are in Capcom Classics Collection Vol. 1 for the PlayStation 2 and Xbox, and in Capcom Classics Collection Reloaded for the PlayStation Portable. In 2011, all three games were released on iOS devices as the Street Fighter II Collection, though the compilation was later delisted from the App Store. In 2018, Street Fighter II was one of the many games included in the Street Fighter 30th Anniversary Collection for the PlayStation 4, Nintendo Switch, Xbox One and Windows.

Updated versions

Street Fighter II spawned a series of revisions, each refining the play mechanics, graphics, character roster, and other aspects of the game.

  • Street Fighter II: Champion Edition, released in arcades in March 1992, rebalances characters' power levels, allows both players in two-player matches to select the same character (distinguished by alternate costume colors) and allows players to choose the four previously computer-only boss characters.
  • Street Fighter II Turbo: Hyper Fighting, released in December 1992, increased playing speed and gave some characters new special moves. It was Capcom's official response to a wave of unauthorized modifications for arcade cabinets of Champion Edition, such as the so-called "Rainbow Edition".
  • Super Street Fighter II: The New Challengers, released in September 1993, used the more advanced CP System II which allowed for updated graphics and audio. It introduces four new characters, but relieved the speed increase of Street Fighter II Turbo: Hyper Fighting.
  • Super Street Fighter II Turbo, released in February 1994, combines the improvements of Super Street Fighter II with the previous Turbo (Hyper Fighting) edition. It allows for a selective game speed, introduces powered-up special moves called Super Combos, and adds a new hidden character.

All arcade Street Fighter II games have been ported to various platforms, as individual releases and in compilations. Later home console revisions further reinvented elements from the arcades: Hyper Street Fighter II released in December 2003 (later given an arcade release); Super Street Fighter II Turbo HD Remix released in November 2008, and Ultra Street Fighter II: The Final Challengers released in May 2017, adding three characters who previously debuted outside the Street Fighter II line of titles.

In 1995, Capcom released a prequel successor to the series, Street Fighter Alpha, and then a complete sequel in 1997, Street Fighter III.

In addition to official updated versions, numerous counterfeit modified versions of Street Fighter II were in wide circulation. For example, nine different counterfeit versions were available on the Super Famicom in Japan by December 1992.

Reception

Commercial

By 1994, Street Fighter II had been played by an estimated 25 million people in the United States alone, across arcades and homes. All versions of Street Fighter II are estimated to have grossed a total of $10.61 billion in revenue, mostly from the arcade market. As of 2017, it is one of the top three highest-grossing video games of all time, along with Space Invaders (1978) and Pac-Man (1980).

Arcade versions

Street Fighter II was not immediately successful in Japan, as most arcade players were initially playing it solo, rather than multiplayer as originally intended. Yoshiki Okamoto was disappointed with its initial performance, and was told he should have produced another solo beat 'em up like Final Fight instead. After Japanese arcade magazine Gamest began publishing articles informing readers about the "battle play" feature, the game began gaining considerable popularity in Japanese arcades. In Japan, Game Machine magazine listed the game on their April 1, 1991 issue as being the second most-successful table arcade cabinet of the month, outperforming games such as Detana!! TwinBee and King of the Monsters, before Street Fighter II topped the charts two weeks later. It went on to become the highest-grossing arcade game of 1991 in Japan, and then it again became the highest-grossing arcade game of 1992. Street Fighter II Turbo became the highest-grossing arcade game of 1993, with Street Fighter II Dash (Champion Edition) at number four and The World Warrior at number nine.

Street Fighter II was similarly successful in the Western world. In the United States, the game was more immediately successful as it exceeded expectations in test markets, with individual machines earning $1,300–1,400 per week, Capcom USA sales representative Jeff Walker predicted it would "become the kit of 1991" and RePlay magazine said the game showed there was "plenty of life" left in the then struggling arcade business. By March, it had become a blockbuster and the top-grossing game in the United States, giving a substantial boost in earnings for street operators. It topped the RePlay arcade software charts from May 1991 through August 1992, for a total of 16 months. On the Play Meter arcade charts, it was the top-grossing video game during January–February 1992 and May 1992. Street Fighter II was the highest-grossing arcade game of 1991 in the United States, and one of the top five highest-grossing arcade conversion kits of 1992 (below Champion Edition). Its success was considered phenomenal; by 1992, it had turned around the convenience store segment of the coin-op industry and become the best-selling arcade game in ten years. Electronic Games noted in its October 1992 issue, "Not since the early 1980s has an arcade game received so much attention and all-out fanatical popularity." It was similarly successful in Australia, where it was performing strongly after 16 months on the market, with Leisure Line magazine noting in 1992 that not "since the days of Space Invaders (1978) has a game had such longevity".

In 1991, 50,000 arcade units were sold worldwide, including 17,000 units in Japan, with Capcom reporting continued production of arcade units due to repeat orders. In the United Kingdom, Your Commodore reported in July 1991 that spectators were betting on players at London West End arcades. Between early 1991 and early 1993, Street Fighter II had captured about 60% of the global coin-op market, including 10,000 units installed in the United Kingdom by mid-1991, with individual machines in the UK estimated to be taking between £70–1,000 per week over the next two years. Street Fighter II generated an estimated annual revenue of £260 million in the UK alone for the two years between mid-1991 and mid-1993, totaling £520 million ($913 million at the time, equivalent to $1.98 billion in 2023).

The company sold more than 60,000 arcade machines of the original Street Fighter II, including about 20,000 to 25,000 units in the United States. It was followed by Street Fighter II′ (Dash or Champion Edition), of which 140,000 arcade units were sold in Japan alone, where it cost ¥160,000 ($1300) for each unit, amounting to ¥22.4 billion ($182 million) revenue generated from hardware sales in Japan (equivalent to $407 million in 2023), in addition to about 20,000 to 25,000 units sold in the United States. On the US RePlay arcade charts for July 1992, Champion Edition was number one on the upright cabinets chart (above Midway's Mortal Kombat) while the original Street Fighter II was number two on the coin-op software chart (below SNK's World Heroes). Street Fighter II generated $1.5 billion (equivalent to $3.26 billion in 2023) annually in 1993, making it the year's highest-grossing entertainment product, above the film Jurassic Park. In January 1994, Capcom referred to Street Fighter II as "the most successful video game series of the decade" while promoting Super Street Fighter II. In early 1994, Capcom projected sales of Super Street Fighter II to reach 100,000 arcade units. According to the March 1995 issue of GameFan, the game had earned "billions of dollars in profit".

Title Region Hardware sales Coin drop revenue (est. US$) Peak chart position
No inflation With inflation
Street Fighter II: The World Warrior Japan 60,000+ Un­known Un­known #1
Australia Un­known Un­known #1
Hong Kong Un­known Un­known #1
United Kingdom $913 million (as of 1993) $2 billion #1
United States Un­known Un­known #1
Street Fighter II: Champion Edition Japan 140,000 $2.312 billion (as of 1995) $5.02 billion #1
United States 20,000+ #1
Australia Un­known #1
Street Fighter II Turbo Japan Un­known Un­known Un­known #1
United States Un­known Un­known Un­known #1
Super Street Fighter II Japan Un­known Un­known Un­known #1
United States 1,000+ Un­known Un­known #1
Super Street Fighter II Turbo Japan Un­known Un­known Un­known #1
United States Un­known Un­known Un­known #1
Total Worldwide 221,000+ $5.31 billion+ $11.88 billion+ #1

In addition to Capcom's official arcade units, many pirated counterfeit Street Fighter II arcade clone units were sold across the world. RePlay noted in January 1993 that Street Fighter II had "single-handedly re-ignited the worldwide black market in counterfeit PCBs and speed-up kits". Many counterfeit arcade units often outsold official Street Fighter II arcade cabinets in various markets. For example, about 200,000 counterfeits were in Mexico alone, where Capcom did not officially sell the game. Bondeal from Hong Kong produced 3,000 copied arcade units per month for markets such as Latin America, and a Taiwanese firm produced 20,000 copied arcade units in 1991; in Taiwan, up to 150,000 clone units were manufactured by 1992. Many counterfeit units were in South Korea, such as a trader selling about 100 Street Fighter II PCBs by 1992. Seven different versions of the game claimed to be sequels in 1992, mostly from Hong Kong, and one named Champion of Champion Editions reportedly was in British arcades. Capcom and its partners took legal action against counterfeit arcade units in regions such as Southeast Asia, North America, South Korea, and Puerto Rico.

Home conversions

The numerous home conversions of Street Fighter II are listed among Capcom's Platinum-class games, with more than one million units sold worldwide. In Japan, 1 million copies of the Super Famicom version were sold in June 1992 within the first two weeks of its release, at a retail price of ¥10,780 (equivalent to $85.12 then, or $185 in 2023). The February 1992 issue of Gamest in Japan said that, due to low stock, the console versions were selling for much higher at ¥15,000 (equivalent to about $119.19 at the time, or $259 in 2023). It topped the Japanese Famitsu sales charts from June through July to August 1992. It was a multi-million seller in Japan by December 1992.

In the United States, 750,000 units of the SNES version were sold between July 15 and September 30, 1992, with a retail price of $74.99 (equivalent to $160 in 2023). According to Electronic Gaming Monthly: "Never has a game taken the country storm as this one has." It remained America's top-selling Super NES game for much of late 1992, in August and then October, November, and December. In 1992 in North America, 2 million units were sold. In the United Kingdom, Street Fighter II replaced Super Mario World as the bundled game for the SNES, and the SNES and Amiga versions made it the second best-selling home video game of 1992, below Sonic the Hedgehog 2 for the Mega Drive. Worldwide, four million Street Fighter II cartridges had been sold by September 1992, 5 million units by the end of 1992, and over 6 million by 1993. The SNES version became the company's best-selling single consumer game software, at more than 6.3 million units, and it remains its best-selling game software on a single platform. By 1993, 10 million units of all home software versions had been sold, and 11.9 million units for Nintendo and Sega consoles by March 1994.

The SNES versions of Street Fighter II Turbo and Super Street Fighter II had 4.1 million and two million unit sales, respectively, followed by the Mega Drive/Genesis version of Street Fighter II: Special Champion Edition with 1.65 million sales. In total, more than 14 million copies were sold for the SNES and Mega Drive/Genesis consoles. The SNES version of Street Fighter II was Capcom's best-selling single game until 2013, when it was surpassed by Resident Evil 5. The Amiga version was successful in the United Kingdom, where it became the best-selling home computer software of 1992, though only being available for the last 16 days of the year. Street Fighter II also topped the UK's Amiga sales chart in January 1993, and the UK's Atari ST chart in March 1993. In 2008, Super Street Fighter II Turbo HD Remix broke both the first-day and first-week sales records for a download-only game. Street Fighter II was the best-selling fighting game with 15.5 million units sold across all versions and platforms, until it was surpassed by Super Smash Bros. Ultimate in 2019.

Title Platform(s) Worldwide sales Japan sales Revenue Inflation
Street Fighter II: The World Warrior Super NES 6,300,000 2,900,000 $1.5 billion+ $3.26 billion+
Street Fighter II': Special Champion Edition Mega Drive 1,665,000 Un­known
Street Fighter II Turbo Super NES 4,100,000 2,100,000
Super Street Fighter II: The New Challengers Super NES 2,000,000 1,300,000 Un­known Un­known
Street Fighter II Game Boy 17,038+ 17,038 Un­known Un­known
Super Street Fighter II Turbo: Revival Game Boy Advance 45,335+ 45,335 Un­known Un­known
Hyper Street Fighter II: The Anniversary Edition PlayStation 2 53,000+ 53,000 Un­known Un­known
Super Street Fighter II Turbo HD Remix PS3 / Xbox 360 250,000+ Un­known Un­known Un­known
Ultra Street Fighter II Nintendo Switch 500,000 100,000 Un­known Un­known
Total sales 15,500,000 6,515,373+

Like the arcades, the home conversions were impacted by copyright infringement. Upon release of the SNES version in 1992, thirteen different unauthorized versions were reportedly available for the Super Famicom.

Critical

Contemporary reception
Review scores
PublicationScore
AmigaArcadeAtari STC64Game BoySNESZX
Computer and Video Games78%93%
Edge9/10
Electronic Gaming Monthly29/4038/40
Famitsu21/4035/40
GamePro5/5
Mean Machines98%
Nintendo Power16.2/20
Sinclair User84%89%
Your Sinclair62%
Bad Influence!96%
Electronic Games94%
Mega Zone84%95%
Play Meter94%
RePlayPositive
SNES Force92%
ST Format91%
Super Play94%
Your CommodorePositive
Awards
PublicationAward
Gamest Grand PrizeGame of the Year,
Best Action Game, Best Album, Best VGM,
Best Direction, Best Characters,
Best Graphics (Runner-Up)
Electronic Gaming AwardsVideo Game of the Year, Best Action Video Game
Electronic Gaming Monthly
(EGM)
Game of the Year,
Best Game of the Year (Super Nintendo),
Best Video Game Ending,
Hottest Video Game Babe (Chun-Li)
European Computer Trade Show
(ECTS)
Overall Game of the Year,
Best Action Game, Italian Game of the Year
Golden Joystick AwardsGame of the Year,
Console Game of the Year,
Best Licensed Console Game
GameFan Golden MegawardsBest Game, Best Arcade Translation,
Best One-on-One Fighting Game,
Best Character (Dhalsim & Guile)
Game InformerGame of the Year, Best Playability in a Video Game
Chicago TribuneGame of the Year
GamePro16-bit Game of the Year
Nintendo PowerGame of the Year (SNES), Theme and Fun (SNES),
Play Control (SNES), Best/Worst Villain (Bison)

Japan

The original arcade version of Street Fighter II was awarded Best Game of 1991 in Gamest's Fifth Annual Grand Prize, which also won in the genre of Best Action Game (the award for fighting games was not established yet). Street Fighter II placed No. 1 in Best VGM, Best Direction, and Best Album, and was second place in Best Graphics below the 3D Namco System 21 game Starblade. All the characters except M. Bison (known internationally as Balrog) are on the list of Best Characters of 1991.

Street Fighter II Dash was awarded Best Game of 1992 in the Sixth Annual Grand Prize, as published in the February 1993 issue of Gamest, winning again as Best Action Game. It placed No. 3 in Best VGM, No. 6 in Best Graphics, and No. 5 in Best Direction. The Street Fighter II Image Album is the No. 1 Best Album in the same issue, with the Drama CD version of Street Fighter II tied for No. 7 with the soundtrack for Star Blade. The List of Best Characters only had Chun-Li at No. 3.

In the February 1994 issue of Gamest, both Street Fighter II Turbo and Super Street Fighter II were nominated for Best Game of 1993, but neither won (the first place was given to Samurai Spirits). Super ranked third place, and Turbo ranked sixth. In the category of Best Fighting Games, Super ranked third place again, while Turbo placed fifth. Super won third place in the categories of Best Graphics and Best VGM. Cammy, who was introduced in Super, placed fifth place in the list of Best Characters of 1993, with Dee Jay at 36 and T. Hawk at 37. In the January 30, 1995 issue of Gamest, Super Street Fighter II X (known as Super Turbo internationally) placed fourth place in the award for Best Game of 1994 and Best Fighting Game, but did not rank in any of the other awards.

The Super Famicom (SNES) version was critically acclaimed. Famitsu's panel of four reviewers gave it scores of 9, 9, 9, and 8, adding up to 35 out of 40. This made it one of their five highest-rated games of 1992, along with Dragon Quest V: Hand of the Heavenly Bride, Shin Megami Tensei, World of Illusion Starring Mickey Mouse and Donald Duck, and Mario Paint. They later gave the Turbo update a score of 36 out of 40. This made Street Fighter II Turbo their highest-rated game of 1993, and the twelfth game to have received a Famitsu score of 36/40 or above.

International

The arcade game was well received by English-language critics upon release. In March 1991, RePlay said that "the graphics and sounds are tops" while praising the "solid" gameplay, and it was considered the top game at the American Coin Machine Exposition (ACME) that month. In May 1991, Julian Rignall of Computer and Video Games gave it ratings of 94% for graphics, 93% for sound, 95% for playability, and 92% for lastability, with a 93% score overall. He criticized the original Street Fighter for being a "run-of-the-mill beat 'em up with little in the way of thrills and spills" but praised the sequel for being "absolutely packed with new ideas" and special moves. He noted the "six buttons combining with 8 joystick directions to provide more moves than I've ever seen in a beat 'em up" and praised the "massive, beautifully drawn and animated sprites, tons of speech and the most exciting, action-packed head-to-head conflict yet seen in an arcade game," concluding that it is "one of the best fighting games yet seen in the arcades" and a "brilliant" coin-op. In the June 1991 issue of Sinclair User, John Cook gave the arcade game an "addict factor" of 84%. He praised the gameplay and the "excellent" animation and sound effects, but criticized the controls, stating players "might find the control system a bit daunting at first a joystick plus six (count 'em!) fire buttons it's not that bad really". He concluded "this is bound to appeal to you if you like the beat 'em up style of game." Jeff Davy of Your Commodore praised the game for its large sprites, character animation, varied opponents, character moves, and two-player mode. Computer and Video Games later referred to Street Fighter II as the "game of the millennium" in 1992.

The SNES version of Street Fighter II was very well received. In Electronic Gaming Monthly (EGM), its panel of four reviewers gave it scores of 10, 9, 10, and 9, adding up to 38 out of 40, and their "Game of the Month" award. Sushi-X (Ken Williams) gave it a 10, calling it "The best! Street Fighter II is the only game I have ever seen that really deserves a 10!" Martin Alessi gave it a 9, describing it as "the best cart available anywhere! Incredible game play!" Ed Semrad gave it a 10, saying "The moves are perfect, the graphics outstanding and the audio exceptional. Get one of the new 6 button sticks and you'll swear you're playing the arcade version." GamePro printed two reviews of the game in its August 1992 issue, both giving it a full score of 5 out of 5; Doctor Dave described it as "Capcom's best arcade conversion yet" while Slasher Quan stated that almost "everything's perfect in the Super NES version" and that it is "a nearly flawless conversion of the arcade original that's made even more enjoyable by new options and the convenience of home fighting." Super Play gave it a 94% score, stating that with "the inclusion of Champion Edition's Character vs. Character select and the extra options, I would even go so far to say that this is actually better than the coin-op." Electronic Games gave it scores of 95% for graphics, 92% for sound, and 93% for playability, with a 94% overall, concluding that it is the best fighting game to date. Nintendo Power scored it 16.2 out of 20, stating that the "hottest arcade game around has been faithfully reproduced for this Super NES conversion" and that it "is just like having the arcade game at home!". Nintendo Power ranked it the best SNES game of 1992, above The Legend of Zelda: A Link to the Past in second place.

Computer Gaming World in April 1994 said that "Street Fighter II now enters the PC ring rather late and with a touch of weak wrist". The magazine reported that "the atmosphere and the impact of hefty welts and bone-crushing action is just not here. The usual lament of many PC gamers about arcade conversions is once again true: too little and too late".

Entertainment Weekly wrote: "Sure, it's violent (people can be set on fire), but Street Fighter II offers a depth of play (each character has more than 20 different moves) unmatched by any other video-game slugfest."

Street Fighter II was named by Electronic Gaming Monthly as the Game of the Year for 1992. EGM awarded Street Fighter II Turbo with Best Super NES Game in 1993. Street Fighter II won the Golden Joystick Award for Game of the Year in 1992. Game Informer gave it the "Best Game of the Year" and "Best Playability in a Video Game" awards. It won Electronic Games's Electronic Gaming Award for the Video Game of the Year, where it was nominated along with NHLPA Hockey '93 and Sonic the Hedgehog 2.

The Mega Drive version of Street Fighter II received ten out of ten for both graphics and addiction from Mega, who described it as "a candidate for best game ever and without a doubt the best beat-'em-up of all time" and gave it an overall 92% score. MegaTech scored it 95% and awarded it Hyper Game, stating "the greatest coin-op hits the Megadrive in perfect form". Edge gave the PC Engine version of Champion Edition a score of eight out of ten. The four reviewers of Electronic Gaming Monthly, while remarking that the Game Boy control is difficult, the game speed "lethargically slow", and it is a very old game, agreed it to be an excellent conversion by Game Boy standards. The Axe Grinder of GamePro agreed, praising the graphics and Game Boy survival mode, but criticizing the slow controls and concluding that "The real problem here is that the game's just plain old."

Retrospective

Retrospective reception
Aggregate score
AggregatorScore
ArcadeC64Game BoySNESWii
GameRankings82%
Review scores
PublicationScore
ArcadeC64Game BoySNESWii
AllGame
Eurogamer9/10
GameSpot7.2/10
IGN7/10

Street Fighter II has been listed among the best games of all time. Game Informer ranked it as the 22nd-best game ever made in 2001. The staff praised it for popularizing the one-on-one fighting game genre and noted that its Super NES ports were "near-perfect." They later ranked it the 25th-best game ever made in 2009. Other publications that listed it among the best games of all time include BuzzFeed, Electronic Gaming Monthly, IGN, Edge, Empire, Famitsu, FHM, G4, GameFAQs, GameSpot, GamingBolt, Guinness World Records, Next Generation, NowGamer, Retro Gamer, Stuff, Time, and Yahoo! Guinness World Records awarded Street Fighter II the world records of "First Fighting Game to Use Combos", "Most Cloned Fighting Game", and "Biggest-Selling Coin-Operated Fighting Game" in the Guinness World Records: Gamer's Edition 2008. In 2017, The Strong National Museum of Play inducted Street Fighter II to its World Video Game Hall of Fame.

GameSpot gave the PlayStation 3 version of HD Remix a score of 8.5 out of 10.

PC Gamer listed the 1993 DOS version of Street Fighter II as one of the worst PC ports.

Legacy

Sequels

The Street Fighter II games were followed by several sub-series of Street Fighter games and spinoffs including Street Fighter Alpha, Street Fighter EX, Street Fighter III, Pocket Fighter, Super Puzzle Fighter II Turbo, and Vs. series. Capcom released Street Fighter IV for the arcades in July 2008, followed by Xbox 360 and PlayStation 3 in February 2009 and Microsoft Windows in July 2009. Street Fighter V was released for the PlayStation 4 and Windows in 2016. Street Fighter 6 was released for the PlayStation 4, PlayStation 5, Windows and Xbox Series X/S in June 2023, with an arcade version set to release in Japan later in 2023.

Other media

Impact

Street Fighter II is regarded as one of the most influential video games of all time, and the most important fighting game in particular. The release of Street Fighter II in 1991 is often considered a revolutionary moment in the fighting game genre. It has the most accurate joystick and button scanning routine in the genre, allowing players to reliably execute multi-button special moves, and its graphics use Capcom's CPS arcade chipset, with highly detailed characters and stages. Whereas previous games allow players to combat a variety of computer-controlled fighters, Street Fighter II allows human combat.

The popularity of Street Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand. It was responsible for introducing the combo mechanic, which came about when skilled players learned that they could combine several attacks with no time for the opponent to recover. Its success inspired a wave of other fighting games, which were initially often labeled as "clones" or imitators, including titles such as Guardians of the 'Hood, Art of Fighting, Time Killers, Mortal Kombat, and Killer Instinct. Street Fighter II also influenced the development of the combat mechanics of beat 'em up game Streets of Rage 2. However, Street Fighter II also received criticism for its depiction of street violence, and for having inspired numerous other violent games in the industry.

Street Fighter II was the best-selling arcade video game by far since the golden age of arcade video games, bringing an arcade renaissance in the early 1990s. Its impact on home video games was equally important, becoming a long-lasting system-seller for the Super Nintendo Entertainment System. Since then up until the late 1990s, numerous best-selling home video games were arcade ports. In 2005, Electronic Gaming Monthly ranked it the ninth most important game since they began publication in 1989, stating no game "did more to prop up arcades" in the 1990s and it was the first killer app for the SNES.

The game popularized the concept of "face-to-face", tournament-level competition between two players instead of just high scores. This enabled the competitive multiplayer and deathmatch modes found in modern action games. John Romero, for example, cited the competitive multiplayer of Street Fighter II as an influence on the deathmatch mode of seminal first-person shooter Doom.

It is an innovation in revision series, with Capcom continuously upgrading and expanding the arcade game instead of releasing a sequel. This furthered the practice of patches and downloadable content found in modern video games.

Popular culture

Street Fighter II has been frequently sampled and referenced in hip hop music, by artists such as The Lady of Rage, Nicki Minaj, Lupe Fiasco, Dizzee Rascal, Lil B, Sean Price, and Madlib. This started with Hi-C's "Swing'n" (1993) and DJ Qbert's "Track 10" (1994) which sampled Street Fighter II, and the Street Fighter film soundtrack (1994) which is the first major film soundtrack to consist almost entirely of hip hop music. According to DJ Qbert, "I think hip-hop is a cool thing, I think Street Fighter is a cool thing". According to Vice magazine, "Street Fighter's mixture of competition, bravado, and individualism easily translate into the trials and travails of a rapper." The "Perfect" sample was used by Kanye West and Drake in The Life of Pablo (2016). UK rap includes grime DJ Logan Sama saying, "Street Fighter is just a huge cultural thing that everyone experienced growing up such a huge impact that it has just stayed in everyone's consciousness." According to Jake Hawkes of Soapbox, "grime was built around lyrical clashes the 1v1 setup of these clashes was easily equated with Street Fighter's 1 on 1 battles." Grime MCs such as Dizzee Rascal were sampling Street Fighter II in 2002, and Street Fighter II has been sampled "by almost every grime MC". It became an integral part of BBC Radio 1Xtra DJ Charlie Sloth's Fire in the Booth freestyle segments, using samples such as "Hadouken", "Shoryuken", and the "Perfect" announcer sound.

Notes

  1. An article from Game Machine claims its release date to be February 1991.
  2. Japanese: ストリートファイターII -The World Warrior-, Hepburn: Sutorīto Faitā Tsū Za Warudo Uōria
  3. Katakana: リュウ, Hepburn Rōmaji: 'Ryū'

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Further reading

  • Studio Bent Stuff (2000). All About Capcom Head-to-Head Fighting Games 1987–2000. A.A. Game History Series (Vol. 1) (in Japanese). Dempa Publications, Inc. ISBN 4-88554-676-1.
  • Like a Hurricane: An Unofficial Oral History of Street Fighter II by Matt Leone (2023), published by Thames & Hudson ISBN 9780500025932

External links

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Golden Joystick Award for Ultimate Game of the Year
† denotes 8-bit; ‡ denotes 16-bit
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