Street Fighter II: The World Warrior is a 1991 fighting game created and released by Capcom for arcade machines. It is the second game in the Street Fighter series, following the 1987 version of Street Fighter. Yoshiki Okamoto and Akira Yasuda designed the game. They had previously worked on Final Fight. It is the fourteenth game to use Capcom's CP System arcade board. Street Fighter II improved many features from the first game, such as special moves based on commands, a combo system, a six-button layout, and more playable characters, each with a unique fighting style.
Street Fighter II became the best-selling game since the golden age of arcade video games. By 1994, about 25 million people in the United States had played it. Worldwide, over 200,000 arcade machines and 15 million copies of every version of Street Fighter II were sold. This earned about $10 billion in revenue. As of 2017, it was one of the top three highest-grossing video games of all time. It remained the best-selling fighting game until 2019. Over 6.3 million SNES cartridges of Street Fighter II were sold. This made it Capcom's best-selling single game for the next 20 years, the best-selling game on the SNES platform, and the highest-selling third-party game for that system.
Unlike its predecessor, Street Fighter II became a major part of pop culture and is often called one of the greatest video games ever made. It is also considered the most important and influential fighting game ever created. Its release helped popularize the fighting game genre in the 1990s and inspired other game developers to make their own fighting series. The game helped keep the arcade business alive during a time when it was declining. It introduced a two-player mode that required human-to-human competition, leading to small local tournaments and eventually the Evolution Championship Series (EVO). Street Fighter II changed how arcade games were played, shifting the focus from achieving high scores to head-to-head competition among large groups. Because of its success, updated versions were released, starting with 1992's Street Fighter II: Champion Edition. Its major successor was Street Fighter III in 1997.
Gameplay
Street Fighter II follows rules and traditions set by its 1987 version, Street Fighter. Players compete in timed one-on-one fights where they are close to each other. To win a round, a player must either reduce the opponent’s health bar to zero by attacking or have more health left when the timer ends. If both fighters have the same health when time runs out or if they both knock each other out at the same time, neither wins the round. The first player to win two rounds is declared the winner.
In a single-player game, a second player can join, creating a head-to-head match. The winner of this match continues playing in single-player mode.
The original Street Fighter II allowed up to 10 rounds per match. This number was reduced to four starting with the Champion Edition. If no player has won after the final round, the computer-controlled opponent wins by default in a single-player match, or both players lose in a two-player match. After every third match in single-player mode, a bonus stage appears. Players can earn extra points by breaking objects like cars, wooden barrels, or metal oil drums. After each match, the next match’s location is chosen on a world map.
Like Street Fighter, the game uses an eight-directional joystick and six attack buttons. The joystick allows players to jump, crouch, move left and right, and block. Three punch buttons and three kick buttons (light, medium, and heavy) balance strength and speed. Players can perform basic moves, including grabbing and throwing attacks, from any position. Special moves are triggered by pressing specific combinations of joystick directions and buttons.
Street Fighter II differs from its predecessor by offering multiple playable characters, each with unique fighting styles and special moves, including combos. According to IGN, the combo system—where linked attacks cannot be blocked if timed correctly—was discovered by players of the original game. It was not planned by the designers but later became a standard feature in fighting games and was expanded in this series.
Plot
According to the timeline, the story takes place two years after the events of Street Fighter Alpha 3 and three years before the events of Street Fighter IV.
After gaining a new body, M. Bison uses his Shadaloo organization to build a base inside a temple in Thailand. He also controls a nearby village to help grow his criminal empire. However, he still provides the village with necessary supplies. To try to bring Ryu back, Bison uses advice from his bodyguard Sagat to organize the Second World Fighting Tournament, which is sponsored by Shadaloo. Sagat was the sponsor and final challenger of the First World Fighting Tournament several years earlier. Bison’s main goal is to recover Ryu’s body and get revenge on fighters who had stopped his criminal organization. To do this, he lures them to Shadaloo’s Temple Hideout, where Bison, Sagat, Vega, and Balrog defeat each fighter so no one can stop Bison’s plan for global domination.
At the end of the Second World Fighting Tournament, Ryu wins the title of two-time champion and becomes known as The World Warrior. During the Award Ceremony, Sagat finishes in third place, and M. Bison finishes in second place. However, the first-place winner is missing. The crowd is surprised, but Ryu does not stay for the ceremony. Instead, he leaves immediately to find a new challenge.
Characters
The original Street Fighter II includes eight playable fighters. This group features Ryu and Ken, the main characters from Street Fighter, along with six new international fighters. In the single-player tournament, the player battles the other seven fighters, then faces four final opponents known as the Grand Masters. These opponents are controlled by the computer and include Sagat from Street Fighter.
- Ryu is a Japanese martial artist who does not seek fame or the title of "champion." He focuses on improving his Ansatsuken Karate skills using the power of Chi. He lives a solitary life, dedicating himself to training and only maintains a close relationship with Ken. He won the previous tournament but believes he is not the greatest fighter. He enters this tournament to find new challenges.
- E. Honda is a Japanese sumo wrestler who wants to show that sumo wrestling is a legitimate sport.
- Blanka is a mutant from Brazil who grew up in the jungle. He joins the tournament to learn more about his past.
- Guile is a former United States Air Force soldier who wants to defeat M. Bison, who killed his friend Charlie.
- Ken is Ryu’s best friend and training partner from the United States. He rekindled his fighting spirit after Ryu challenged him and decided to join the tournament, even though he felt less confident because he spent time with his fiancée.
- Chun-Li is a Chinese martial artist and Interpol officer. She does not fight for glory but to prove she can beat anyone who challenges her. She once worked to stop a smuggling group called Shadaloo. Now, she seeks to avenge her father by confronting the leader of the group.
- Zangief is a professional wrestler and sambo fighter from the Soviet Union. He wants to prove that Soviet strength is the strongest by defeating American opponents.
- Dhalsim is a yoga master from India who can breathe fire. He fights to earn money and help people escape poverty, even though he prefers peace.
CPU-exclusive characters, in the order they appear:
• Balrog is an American boxer who looks like Mike Tyson. He is called M. Bison in Japan. He was once a top boxer but now works for Shadaloo for money.
• Vega is a Spanish bullfighter who uses a claw and ninjutsu. He is called Balrog in Japan. He wants to remove ugly people from the world.
• Sagat is a Muay Thai kickboxer from Thailand and a former World Warrior champion. He was once called "The King of Street Fighters" but was defeated by Ryu’s shoryuken (rising dragon punch), which left a scar on his chest. He now seeks revenge against Ryu and works with Shadaloo.
• M. Bison is the leader of the criminal group Shadaloo. He uses a power called Psycho Power and is the final opponent in the game. He is called Vega in Japan.
Takayuki Nakayama said in an interview that many character design ideas were tested but not used during development. Some rejected designs for Street Fighter II included another bullfighter and an American amateur wrestler.
Regional differences
In the Japanese version of the game, all Shadaloo bosses have different names except Sagat. The boxer named Balrog in international versions was created to look like real-life boxer Mike Tyson and was originally called M. Bison (short for "Mike Bison," with "Mike" referencing an opponent in Street Fighter). Vega and M. Bison were originally named Balrog and Vega, respectively. When Street Fighter II was translated for other countries, the bosses' names were changed to avoid legal issues related to the boxer's resemblance to Tyson. In international tournaments, players often call the characters "Boxer," "Claw," and "Dictator" based on their traits to prevent confusion.
In the Japanese version, characters have multiple win quotes. If a player loses to the CPU, a random tip appears on the continue screen. While the ending text was translated directly at first, some changes were made due to differences in creative direction between Capcom's Japanese and U.S. teams. For example, the name of Guile's fallen friend (later introduced as a playable character in Street Fighter Alpha) was changed from Nash to Charlie because a Capcom U.S. staff member felt "Nash" sounded unnatural in English.
Development
Although the original punching-pad cabinet for Street Fighter was not very popular, the alternate six-button version was more successful and sparked interest in making a sequel. Capcom started focusing on fighting games after Final Fight became successful in the United States. Yoshiki Okamoto said, "The main goal at Capcom was to bring back Street Fighter, a strong game idea, and improve it to make a better arcade game."
Developing Street Fighter II took about two years and involved 35 to 40 people. Noritaka Funamizu was the producer, while Akira Nishitani and Akira Yasuda were responsible for game design and character design, respectively. The budget was estimated at $2,450,000 (worth about $5,790,000 today).
Funamizu noted that the developers did not focus heavily on making Street Fighter II balanced. He believed the game's success came from its attractive animation. The animation quality improved because of the CPS-1 hardware, which allowed different characters to use different amounts of memory. For example, Ryu used 8 megabits of memory, while Zangief used 12 megabits.
The combo system was created by accident.
Most of the in-game music was composed by Yoko Shimomura. This was the only Street Fighter game she worked on, as she left Capcom for Square two years later. Isao Abe, a new employee at Capcom, composed a few additional tracks, including "Versus Screen," "Sagat's Theme," and "Here Comes A New Challenger," for Street Fighter II. He later became the main composer for future versions. Yoshihiro Sakaguchi, the composer of Street Fighter, oversaw the sound programming and effects.
Testing began in Japan. The game was later shown in the United Kingdom at the Amusement Trades Exhibition International (ATEI) in January 1991. In the same month, Capcom tested the game in North America for two weeks. On February 1, 1991, Capcom introduced Street Fighter II at a distributor conference in Fort Lauderdale, Florida. They called it their "greatest video game ever."
Updated versions
Street Fighter II led to several changes that were first released in arcades and later made available on different platforms, both as separate games and in collections. Each version improved the game’s controls, visuals, characters, and other features:
- Street Fighter II: Champion Edition, released in March 1992, adjusted how strong each character was. It allowed both players in two-player matches to choose the same character, distinguished by different colored outfits, and let players select four characters who had previously only been playable by the computer.
- Street Fighter II Turbo: Hyper Fighting, released in December 1992, made the game faster and added new special moves for some characters. It was created by Capcom to address unauthorized changes to arcade versions of Champion Edition, such as Street Fighter II: Rainbow Edition.
- Super Street Fighter II: The New Challengers, released in September 1993, used a newer system called the CP System II, which improved graphics and sound. It added four new characters but reduced the increased speed from Turbo: Hyper Fighting.
- Super Street Fighter II Turbo, released in February 1994, combined the improvements from Super Street Fighter II with those from Turbo: Hyper Fighting. It let players choose the game’s speed, introduced stronger special moves called Super Combos, and added a hidden character.
Later versions for home consoles included changes from the arcade games:
- Hyper Street Fighter II: The Anniversary Edition, released in December 2003, let players choose from five different styles based on earlier Street Fighter II versions. It was later released in arcades and is part of the Museum of Modern Art’s collection to represent the Street Fighter II series.
- Super Street Fighter II Turbo HD Remix, released in November 2008, was a remake of Super Street Fighter II Turbo with high-definition graphics.
- Ultra Street Fighter II: The Final Challengers, released in May 2017, added three new characters who had previously appeared outside the Street Fighter II series. It also let players choose between the original graphics from the first six Street Fighter II games or the remade graphics from Turbo HD Remix.
In addition to official updates, many fake or altered versions of Street Fighter II were widely available. For example, nine different fake versions were sold on the Super Famicom in Japan by December 1992.
Ports
Street Fighter II was first released for the Super Famicom in Japan on June 10, 1992. It later came out for the SNES in North America in August and in Europe in December. This version was the first game to use a 16-megabit SNES cartridge. Many features from the arcade version were changed or made simpler to fit the smaller memory of the SNES. A secret code in this version allows both players to control the same character during a match, which was not possible in the original arcade game. The second player uses a different color palette first introduced in Street Fighter II: Champion Edition. The four Shadaloo Bosses remain unplayable, but the secret code lets them use the Champion Edition color palette. Tatsuya Nishimura, who recently joined Capcom from TOSE, created the soundtrack with help from Shimomura, Abe, and Sakaguchi.
The North American SNES version was re-released in November 2017 as a limited edition item to mark the anniversary of the Street Fighter series.
U.S. Gold released versions of Street Fighter II for several home computer platforms in Europe, including the Amiga, Atari ST, Commodore 64, PC (DOS), and ZX Spectrum. These versions were developed by Creative Materials, except for the ZX Spectrum version, which was made by Tiertex Design Studios. The PC version was also published in North America by Hi-Tech Expressions. These versions have many errors, such as missing graphics, incorrect colors, and missing music. They also lack six-button controls because the platforms typically had only one or two-button joysticks. Though advertised by U.S. Gold and expected in magazines, an Amstrad CPC version was never made.
A standalone handheld version of the game did not include Chun-Li or Dhalsim.
The Game Boy version of Street Fighter II was released in Japan on August 11, 1995, and internationally in September 1995. It does not include Dhalsim, E. Honda, or Vega. The graphics, character portraits, and stages are based on Super Street Fighter II, but some moves, such as Blanka's Amazon River Run from Super Street Fighter II Turbo, are also included. Because the Game Boy only has two buttons, the strength of punches and kicks depends on how long the buttons are pressed.
Street Fighter II, Champion Edition, and Turbo were included in the compilation Capcom Generation 5 for the PlayStation and Sega Saturn. This was released in North America and Europe as Street Fighter Collection 2. All three games are also part of 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, but the compilation was later removed from the App Store. In 2018, Street Fighter II was included in the Street Fighter 30th Anniversary Collection for the PlayStation 4, Nintendo Switch, Xbox One, and Windows.
Reception
By 1994, Street Fighter II had been played by about 25 million people in the United States alone, in arcades and homes. All versions of Street Fighter II are estimated to have earned a total of $10.61 billion, mostly from the arcade market. As of 2017, it was one of the top three highest-earning video games of all time, along with Space Invaders (1978) and Pac-Man (1980).
Street Fighter II was not immediately successful in Japan, as most players initially played it alone instead of with others as intended. Yoshiki Okamoto was unhappy with its early performance and was told he should have made another solo game like Final Fight instead. After a Japanese arcade magazine called Gamest started writing about the "battle play" feature, the game became more popular in Japanese arcades. In Japan, Game Machine magazine listed the game as the second most successful arcade cabinet in March 1991, beating games like Detana!! TwinBee and King of the Monsters. Two weeks later, Street Fighter II topped the charts. It became the highest-earning arcade game of 1991 in Japan and again in 1992. Street Fighter II Turbo was the highest-earning 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 also very successful in the Western world. In the United States, the game was immediately popular and earned more money than expected in test markets, with each machine earning about $1,300–$1,400 per week. A Capcom sales representative named Jeff Walker predicted it would "become the kit of 1991," and a magazine called RePlay said it showed that the struggling arcade business still had potential. By March, it became a top-selling game and the most popular in the United States, helping street operators earn more money. It stayed on top of the RePlay arcade charts from May 1991 through August 1992, for a total of 16 months. On the Play Meter charts, it was the top-earning video game during January–February 1992 and May 1992. Street Fighter II was the highest-earning arcade game of 1991 in the United States and one of the top five highest-earning arcade games of 1992 (below Champion Edition). Its success was considered amazing. By 1992, it helped turn around the convenience store segment of the coin-op industry and became the best-selling arcade game in ten years. A magazine called Electronic Games noted in October 1992 that "Not since the early 1980s has an arcade game received so much attention and all-out fanatical popularity." It was also very successful in Australia, where it was still doing well after 16 months on the market. A magazine called Leisure Line said in 1992 that "not since the days of Space Invaders (1978) has a game had such longevity."
In 1991, 50,000 arcade machines were sold worldwide, including 17,000 in Japan. Capcom continued making arcade machines because of repeat orders. In the United Kingdom, a magazine called Your Commodore reported in July 1991 that people were betting on players at London arcades. Between early 1991 and early 1993, Street Fighter II captured about 60% of the global coin-op market. By mid-1991, 10,000 units were installed in the United Kingdom, with each machine earning between £70–£1,000 per week for the next two years. Street Fighter II earned about £260 million annually in the United Kingdom from mid-1991 to mid-1993, totaling £520 million (equivalent to $913 million at the time, or $2.09 billion in 2025).
Capcom sold more than 60,000 arcade machines of the original Street Fighter II, including about 20,000 to 25,000 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. Each unit in Japan cost ¥160,000 ($1,300), generating ¥22.4 billion ($182 million) in revenue from hardware sales (equivalent to $430 million in 2025). About 20,000 to 25,000 units were sold in the United States. In July 1992, Champion Edition was number one on the upright cabinets chart in the United States (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 earned $1.5 billion annually in 1993 (equivalent to $3.44 billion in 2025), making it the year's highest-earning entertainment product, above the film Jurassic Park. In January 1994, Capcom called Street Fighter II "the most successful video game series of the decade" while promoting Super Street Fighter II. In early 1994, Capcom predicted sales of Super Street Fighter II would reach 100,000 arcade units. According to the March 1995 issue of GameFan, the game had earned "billions of dollars in profit."
In addition to official arcade machines, many fake Street Fighter II arcade clones were sold worldwide. A magazine called RePlay noted in January 1993 that Street Fighter II "single-handedly re-ignited the worldwide black market in counterfeit PCBs and speed-up kits." Many fake units sold more than official ones in some markets. For example, about 200,000 counterfeits were in Mexico, where Capcom did not officially sell the game. A company from Hong Kong called Bondeal produced 3,000 copied arcade units per month for markets like Latin America, and a firm in
Legacy
The Street Fighter II games were followed by several related series and other versions, including Street Fighter EX, Pocket Fighter, Super Puzzle Fighter II Turbo, and the Vs. series. A game that happened before Street Fighter II, called Street Fighter Alpha, was released in 1995. The direct follow-up to Street Fighter II, called Street Fighter III, came out in 1997. Capcom released Street Fighter IV for arcade machines in July 2008, then for Xbox 360 and PlayStation 3 in February 2009, and for Microsoft Windows in July 2009. Street Fighter V was released for PlayStation 4 and Windows in 2016. Street Fighter 6 was released for PlayStation 4, PlayStation 5, Windows, and Xbox Series X/S in June 2023. An arcade version of Street Fighter 6 was released in Japan in December 2023.
- The characters appeared in the G.I. Joe: A Real American Hero toy line in 1993 after Hasbro bought the rights to make toys of them.
- An unofficial animation from South Korea, called Street Fighter, was made by Daiwon Animation in 1992. It used the characters from Street Fighter II. A Hong Kong movie called Future Cops used characters from Street Fighter II with new names.
- Two movies were made in 1994: Street Fighter II: The Animated Movie, a Japanese anime film by Group TAC; and Street Fighter, a live-action movie from the United States starring Jean-Claude Van Damme.
- A U.S. cartoon version of Street Fighter combined the story from the live-action movie and the game series. A different anime called Street Fighter II V showed younger versions of characters similar to those in The Legend of Chun-Li.
- Capcom supported an IndyCar driver named Kenji Momota at the 1992 Indianapolis 500. They gave his car, number 88, a design inspired by Street Fighter. However, the car did not qualify for the race.
Street Fighter II is considered one of the most important video games ever made, especially for fighting games. Its release in 1991 changed the fighting game genre. It had the most precise joystick and button system, letting players perform special moves reliably. The game used Capcom’s CPS arcade technology, which created detailed characters and backgrounds. Unlike earlier games that only let players fight computer-controlled opponents, Street Fighter II allowed two human players to fight each other.
The popularity of Street Fighter II surprised the gaming industry. Arcade owners bought more machines to meet demand. It introduced the combo mechanic, where players could chain attacks together without letting opponents recover. Its success inspired many other fighting games, such as Guardians of the 'Hood, Art of Fighting, Time Killers, Mortal Kombat, and Killer Instinct. Street Fighter II also influenced the combat system in the beat 'em up game Streets of Rage 2. However, the game was criticized for showing street violence and for inspiring other violent games.
Street Fighter II was the best-selling arcade game during the golden age of arcade games. It helped revive the arcade industry in the early 1990s. It also had a big impact on home video games, helping the Super Nintendo Entertainment System sell well. Many successful home games were based on arcade versions of Street Fighter II. In 2005, Electronic Gaming Monthly ranked Street Fighter II as the ninth most important game since 1989, saying no game did more to help arcades in the 1990s and that it was the first major success for the SNES.
Street Fighter II popularized the idea of "face-to-face" competition between two players, not just high scores. This led to competitive multiplayer and deathmatch modes in modern games. For example, John Romero, a game designer, said Street Fighter II’s multiplayer mode influenced the deathmatch mode in the game Doom.
Street Fighter II was updated many times instead of being replaced by a new game. This practice inspired modern video games to use patches and downloadable content.
Street Fighter II has been used 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 began with Hi-C’s song "Swing'n" (1993) and DJ Qbert’s "Track 10" (1994), which used music from Street Fighter II. The Street Fighter movie soundtrack (1994) was the first major film soundtrack mostly made of hip hop music. DJ Qbert said, "I think hip-hop is a cool thing, I think Street Fighter is a cool thing." Vice magazine noted that Street Fighter’s themes of competition, confidence, and individuality match those of rappers. The "Perfect" sample was used by Kanye West and Drake in The Life of Pablo (2016). UK rap artist Logan Sama said Street Fighter is a huge cultural influence that everyone experienced growing up. Jake Hawkes of Soapbox said grime music, which focuses on lyrical battles, was inspired by Street Fighter’s one-on-one competition. Grime artists like Dizzee Rascal used Street Fighter II samples in 2002, and many grime musicians have used Street Fighter II samples. Street Fighter II became part of BBC Radio 1Xtra DJ Charlie Sloth’s Fire in the Booth segments, using sounds like "Hadouken," "Shoryuken," and the "Perfect" announcer voice.