Street Fighter II

Street Fighter II

released on Feb 01, 1991

Street Fighter II

released on Feb 01, 1991

A sequel to Street Fighter, Street Fighter II improved upon the many concepts introduced in the first game, including the use of command-based special moves and a six-button configuration, while offering players a selection of multiple playable characters, each with their own unique fighting style and special moves. Street Fighter II is credited for starting the fighting game boom during the 1990s. Its success led to the production of several updated versions, each offering additional features and characters over previous versions, as well as many home versions. Some of the home versions of the Street Fighter II games have sold millions of copies, with the SNES port of the first Street Fighter II being Capcom's best-selling consumer game of all-time as of 2008. Street Fighter II follows several of the conventions and rules already established by its original 1987 predecessor. The player engages opponents in one-on-one close quarter combat in a series of best-two-out-of-three matches. The objective of each round is to deplete the opponent's vitality before the timer runs out. If both opponents knock each other out at the same time or the timer runs out with both fighters having an equal amount of vitality left, a "double KO" or "draw game" is declared and additional rounds will be played until sudden death. In the first Street Fighter II, a match could last up to ten rounds if there was no clear winner; this was reduced to four rounds in Champion Edition and onward. If there is no clear winner by the end of the final round, then either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a 2-player match. After every third match in the single player mode, the player will participate in a "bonus game" for additional points. The bonus games includes (in order) a car-breaking event; a barrel breaking bonus game where the barrels are dropped off from a conveyor belt above the player; and a drum-breaking bonus game where drums are flammable and piled over each other. The bonus games were removed from the arcade version of Super Street Fighter II Turbo. Like in the original, the game's controls uses a configuration of an eight-directional joystick and six attack buttons. The player uses the joystick to jump, crouch and move the character towards or away from the opponent, as well as to guard the character from an opponent's attacks. There are three punch buttons and three kick buttons of differing strength and speed (Light, Medium and Heavy). The player can perform a variety of basic moves in any position, including grabbing/throwing attacks, which were not featured in the original Street Fighter. Like in the original, the player can perform special moves by inputting a combination of directional and button-based commands. Street Fighter II differs from the original due to the selection of multiple playable characters, each with their distinct fighting styles and special moves. Additionally, the player can also "cancel" during animation by performing another move, allowing for a combination of several basic and special moves. Both of these features would be expanded upon in subsequent installments.


Also in series

Street Fighter II: Movie
Street Fighter II: Movie
Super Street Fighter II Turbo
Super Street Fighter II Turbo
Super Street Fighter II: The New Challengers
Super Street Fighter II: The New Challengers
Street Fighter II Turbo
Street Fighter II Turbo
Street Fighter II: The World Warrior
Street Fighter II: The World Warrior

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Great for it's time, not really worth playing over its sequels or any other 2D fighter released after for that matter.

Street Fighter II on SNES is an absolute classic! It revolutionized the fighting game genre with its iconic characters, tight controls, and addictive gameplay. The SNES version looks and sounds great, even if it's missing a few things from the arcade original. It might feel a bit basic compared to modern fighters, and the single-player gets old fast, but with friends, it's still a blast.

playing most home ports of arcade fighters before the late 90's isn't that fun. before the ps1 and n64 with analog sticks you're probably dealing with a mushy d-pad, systems couldn't match the power of arcade cabs, and you've got better options that were designed for your console in mind. I get the appeal of bringing the fight home to play with friends and without a bunch of quarters, but its just a no-go nowadays. imo this applies to street fighter, mortal kombat, fatal fury, etc.

luckily, I've got an arcade next to me so ive been able to experience a lot of these games that I didn't really like due to their home console controls. and while street fighter 2 on the arcade is pretty much the same as its home versions, it undoubtably feels better to conquer with a proper stick. give it a shot if you have the chance. it won't turn this into an instant classic, but not having to wrestle with the controls is most of the battle.


God tier. Only this score because of the subsequent updates that I will like more

Played through Arcade with all 8 characters

Dhalsim's stage is psychological torture

I've played this game before on other platforms, but I just want to share that my first time playing SF2 was through one of those in-flight screens with music, movies and games. It was a laggy, but interesting experience.

Again, I eventually went on to play it on a not-laggy platform, but without the in-flight version, I don't think I would have been as interested in fighting games as I am now.