Capcom Database

Street Fighter II: The World Warrior (ストリートファイターⅡ Sutorīto Faitā Tsū?) is a 1991 2D fighting game produced by Capcom originally released as an arcade game and the second main installment in the popular Street Fighter series. A sequel to the original 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.

The success of Street Fighter II is credited with popularizing the fighting game genre and sparking a renaissance for the arcade game industry. It is considered one of the greatest video games of all time, appearing on several lists of such games, and the gameplay itself also became the major trendsetter of fighting games in general. Its success not only led to the production of several updated versions, each offering additional features and characters over previous versions, as well as many home versions, but adjusted for inflation, all versions of Street Fighter II are estimated to have exceeded $10 billion in gross revenue, making it one of the highest-grossing video games. Street Fighter II's success also led to the production of several merchandise and cross-media adaptations (including two separately produced theatrical films).

Artwork was handled by famed Capcom artists Akiman, Shoei, SENSEI and Kinu Nishimura; several Western releases used covers by Mick McGinty.


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.


Japanese Cover Art by Akiman

Returning characters
Ken Masters
New characters
E. Honda
M. Bison
Introduced in Super Street Fighter II
Dee Jay
Fei Long
T. Hawk
Introduced in Super Street Fighter II Turbo
Akuma (Secret Character)
Added or introduced in Ultra Street Fighter II: The Final Challengers
Evil Ryu
Violent Ken


Although the original Street Fighter had not been very popular, Capcom began to make fighting games a priority after Final Fight was commercially successful in the United States.[1] 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."[2] About 35 to 40 people worked on Street Fighter II, with Noritaka Funamizu as a producer, and Akira Nishitani and Akira Yasuda in charge of the game and character design, respectively.[3][1] 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.[1] The quality of animation benefited from the developers' use of the CPS-1 hardware, the advantages of which included the ability for different characters to occupy different amounts of memory; for example, Ryu could take up 8Mbit and Zangief 12Mbit.[1] The game's development took two years.[1]

The game's combo system came about by accident. Noritaka Funamizu stated: "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 SFII 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."[1]

The vast majority of the in-game music was composed by Yoko Shimomura. This was ultimately the only game in the series on which Shimomura worked, as she subsequently 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 this game and subsequently became the main composer on the remaining Street Fighter II games. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi, who had been the composer on the original Street Fighter.

Regional differences

With the exception of Sagat, the Grand Masters 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"), while 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, fearing that the boxer's similarities to Tyson could have led to a likeness infringement lawsuit.[4] This name change would be carried over to future games in the series. To avoid confusion in Tournament Play, many players refer to each character by a defining characteristic. The names are "Claw" to refer to the character from Spain, "Boxer" to refer to the African-American boxer, and "Dictator" to refer to the final boss of the game.

The characters in the Japanese version also have more than one win quote[5] 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 would later debut as a playable fighter in Street Fighter Alpha) was changed from Nash to Charlie, since a staff member from Capcom USA felt that Nash was not a natural sounding English name.[3]


Street Fighter II U.S. Cover Art, by Mick McGinty

Street Fighter II Turbo U.S. Cover Art, by Mick McGinty

Hyper Street Fighter II/Anniversary Collection Cover Art

Street Fighter II: The World Warrior

Street Fighter II: The World Warrior, the first iteration of the Street Fighter II series, was released in March 1991. The game featured all the basic features that would be carried over to subsequent Street Fighter II editions. The original game featured eight selectable characters, with Ryu and Ken being the only characters with identical moves. In the single-player tournament, the player faces against the other seven main characters, before proceeding to the final four opponents, which were non-selectable boss characters. In World Warrior, matches could go up to ten rounds if there were no clear winner before making the player lose by default (from Champion Edition onward, this was reduced to four rounds).

Street Fighter II': Champion Edition

Street Fighter II': Champion Edition, released in Japan in 1992 as Street Fighter II Dash (ストリートファイターIIダッシュ, Sutorīto Faitā Tsū Dasshu?).

  • All four boss characters became playable. This also marks Sagat's first time being playable.
  • Players could choose the same character to fight against each other, using palette swapping (different colors) to differentiate the second player.
  • 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 Guile's Handcuffs), as well as some balancing of the characters.

Street Fighter II Turbo: Hyper Fighting

Street Fighter II Turbo: Hyper Fighting, released in Japan as Street Fighter II Dash Turbo (ストリートファイターIIダッシュターボ, Sutorīto Faitā Tsū Dasshu Tābo?) , was made in response to the proliferation of modified bootlegs of Champion Edition. It was released only eight months after Champion Edition in 1992. Changes included:

  • Faster gameplay.
  • Many characters gained new moves (all composed of recycled animation frames), and several that could now be performed in mid-air.
  • All characters were given new, default color palettes, with their original color scheme accessible as an alternate color scheme (replacing the ones from Champion Edition). The only exception to this was the final boss, M. Bison, who still used his original color scheme by default, but was given a new alternate color scheme anyway.

Super Street Fighter II: The New Challengers

Super Street Fighter II: The New Challengers (スーパーストリートファイターII, Sūpā Sutorīto Faitā Tsū?) was the first Street Fighter game that Capcom would release on its CPS-2 hardware. The 1993 arcade version of this game also included a variant titled Super Street Fighter II: Tournament Battle that allowed four 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 (Fei Long, T. Hawk, Cammy, and Dee Jay).
  • Boss characters received updated regular move sets.
  • Boss characters received new, individual game endings.
  • Each character could be selected with one of eight different color palettes.
  • Some of the original eight playable characters received updated art 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.

Super Street Fighter II Turbo

Super Street Fighter II Turbo, or Super Street Fighter II X: Grand Master Challenge (スーパーストリートファイターII X, Sūpā Sutorīto Faitā Tsū Ekusu?, "Two Ex") in Japan, is a slightly updated version of Super Street Fighter II. This version, released in 1994, introduced:

  • The addition of the "SUPER" bar. This allowed character to build up and unleash a very powerful special attack. This same technique would be used in a lot of Capcom fighting games to come.
  • The speed was again raised from Super SFII, close to Turbo: Hyper Fighting levels.
  • Intentional air juggling (a series of attacks that could hit an opponent while airborne).
  • 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 secret character (Akuma).
  • Alternate versions of each character with similar characteristics (but not quite identical) to their Super Street Fighter II versions.
  • The bonus stages (where players try to destroy all the objects in the stage before time runs out) were removed.
  • Super Street Fighter II Turbo Revival was the name of the 2001 GBA version.


  • Street Fighter Collection - a compilation that contained Super Street Fighter II (and Turbo) and Street Fighter Alpha 2 Gold, was released for the PlayStation and Saturn in 1997. All three games were close to their arcade counterparts.
  • Street Fighter Collection 2 - a second compilation that contained Street Fighter II: The World Warrior, Street Fighter II': Champion Edition and Street Fighter II Turbo: Hyper Fighting. This was released in Japan as the final volume in the Capcom Generations series.
  • Hyper Street Fighter II: The Anniversary Edition (ハイパーストリートファイターII, Haipā Sutorīto Faitā Tsū?) is an arranged version of Super Street Fighter II Turbo with the ability to choose every previously playable version of the characters from all five arcade versions of Street Fighter II (including the alternate versions of the characters in Super Turbo). It was first released as a PlayStation 2 game, but was backported to the CPS-2 hardware and distributed in arcades in Japan and Asia. The game includes an option to switch between the CPS (with Sharp X68000 versions for themes from Super), CPS-2 and arranged (from the FM Towns version of Super and the 3DO version of Super Turbo) renditions of the game's soundtrack. The PS2 version of the game was sold as a stand-alone game in Japan and in the PAL region, and bundled with Street Fighter III 3rd Strike retitled Street Fighter Anniversary Collection in North America. This same bundle was released worldwide for the Xbox.


Commercial reception

Adjusted for inflation in 2016, all versions of Street Fighter II are estimated to have grossed a total of $10.61 billion in revenue, mostly from the arcade market. This makes it one of the top three highest-grossing video games of all time, after Space Invaders (1978) and Pac-Man (1980).[6]

Street Fighter II has sold 15.5 million units across all versions and platforms, making it the best-selling fighting game up until it was surpassed by Super Smash Bros. Ultimate in 2019.[7]



The Street Fighter II games were followed by several sub-series of Street Fighter games and spinoffs which include Street Fighter Alpha, Street Fighter EX, Street Fighter III, Pocket Fighter, Super Puzzle Fighter II Turbo and Capcom's Vs. series (which combined Capcom's characters with properties from other companies such as Marvel, SNK, and Tatsunoko). Capcom released Street Fighter IV for the arcades in July 2008, followed by the release for the Xbox 360 and PlayStation 3 consoles in February 2009 and for Microsoft Windows in July 2009. Most recently, Street Fighter V was released for the PlayStation 4 and PC in 2016.


Street Fighter II is regarded as one of the most influential video games of all time,[8][9][10] and the most important fighting game in particular.[10][11][12] The release of Street Fighter II in 1991 is often considered a revolutionary moment in the fighting game genre. It featured the most accurate joystick and button scanning routine in the genre thus far, allowed players to reliably execute multi-button special moves (which had previously required an element of luck), and its graphics took advantage of Capcom's CPS arcade chipset, with highly detailed characters and stages. Whereas previous games allowed players to combat a variety of computer-controlled fighters, Street Fighter II allowed players to play against each other. The popularity of Street Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand.[13] Street Fighter II was also responsible for introducing the combo mechanic to the general audince, which came about when skilled players learned that they could combine several attacks that left no time for the opponent to recover if they timed them correctly.[1][9][14]</ref> Its success inspired a wave of other fighting games, which were and still are often labeled as "clones",[8][15] including popular franchises such as Mortal Kombat[16] and The King of Fighters.

Street Fighter II was also responsible for revitalizing the arcade video game industry in the early 1990s,[8][9] to a level of popularity not seen since the days of Pac-Man in the early 1980s;[9][12] It was the best-selling arcade video game by far since the golden age of arcade video games,[9][12] setting off a renaissance for the arcade game industry in the early 1990s.[17] Its impact on home video games was equally important, with its release being a major event that boosted sales of the Super Nintendo Entertainment System and became a long-lasting system-seller for the platform.[8] Since then, numerous best-selling home video games have been arcade ports.[18]

The game was also responsible for popularizing the concept of direct, tournament-level competition between two players.[8] Previously, video games most often relied on high scores to determine the best player, but this changed with Street Fighter II, where players would instead challenge each other directly, "face-to-face," to determine the best player,[8] paving the way for the competitive multiplayer and deathmatch modes found in modern action games.[10] 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.[19]

Another impact it had on the gaming industry was the concept of revisions, with Capcom continuously upgrading and expanding the arcade game instead of simply releasing a sequel, paving the way for the patches and downloadable content found in modern video games.[8]

Popular culture

Street Fighter II has been influential in hip hop culture, as the video game most frequently sampled and referenced in hip hop music. It has been referenced in the lyrics of songs by rappers such as Nicki Minaj, Lupe Fiasco, Dizzee Rascal, Lil B, Sean Price, and Madlib, for example. The connection between Street Fighter and hip hop dates back to 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 was 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."[20]

Street Fighter II has been similarly influential in UK rap culture, frequently referenced and sampled in grime music. According to grime DJ Logan Sama, "Street Fighter is just a huge cultural thing that everyone experienced growing up, the characters are hugely recognisable as well as the moves", and it "had 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" and "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 as early as 2002, and Street Fighter II has since been sampled "by almost every grime MC at one time or another". Street Fighter II became established in grime culture to the point of becoming 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.[21] The "Perfect" announcer sample has also been used to tag verses by North American rappers.

WhoSampled lists about 80 songs that have sampled Street Fighter II, including songs by artists such as Jay-Z, Drake, Psy, Dizzee Rascal, Lupe Fiasco, Bryson Tiller, and A Guy Called Gerald, among many others.[22] "Hadouken!" was also the name of a British grindie band.[21] The diss track for Mia Khalifa by iLOVEFRiDAY, titled "Mia Khalifa", uses sound effects from Street Fighter II, including the Capcom logo jingle, and the "Fight!" announcer clip.


  • A little known fact is that makes Ken more desirable in high level play is that in The World Warrior Ryu has a single frame in his stun animation where he takes double damage from any attack (similar how Blanka would take double damage if he is hit out of his Blanka Ball or Sagat if he is hit before Tiger Uppercut recovers) while Ken does not. This can usually be seen in Tool Assisted videos.


Arcade Version [Street Fighter II]

Planner.: Nin, Akiman
Character Designer: S.Y, Ikusan.Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S・Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki
Programmer: Shin., Marina, Macchan, Ecchro!
Sound: Shimo-P., Oyaji Oyaji
Special Thanks: CBX and Poo, Kanekon, Shono.
Presented by: Capcom®

Arcade Version [Champion Edition]

Planner: Nin, Akiman
Character Designer: S.Y, Sho, Pigmon, Ikusan.Z, Erichan, Katuragi, Mak!!, Ballboy, Q Kyoku, Tanuki, S・Taing?, Manbou, Kurisan, Mikiman, Yamachan, Nissui, Buppo, Zummy, Ziggy, Y.Nakamura, M.Okazaki
Programmer: Shin., Marina, Macchan, E Oyaji!, Hirakin!
Sound: Shimo-P., Oyaji Oyaji.
Special Thanks: CBX, Poo, Kanekon, Shono, Nac Kai, Erlingr Ogachy, DJames
Presented by: Capcom®

SNES Version [Street Fighter II] [SNSP Street Fighter Ⅱ Staff]

Planner: Nin Nin
Software Design: Koji "Yoshilim" Yoshida, Seiji "Coco★Azusa" Okada, Harunobu "Img" Imagawa, Yoshihiro "Macchan" Matsui, Kowichiro "Kow" Nakamura, Hisashi "Roy" Kuramoto
Sound Design: Yoshihiro "Oyabun" Sakaguchi, Youko "P♪" Shimomura, Tatsuya "Anie" Nishimura, Isao "Oyaji" Abe
Object Design: Masao "Sakusan" Sakurai, Wild Cats, Hidetoshi "Arashi" Kai, Takashi "Mighty" Hama, Hironori "Fishman" Matsumura, Hayato "Drill" Kaji, Satoshi "Ukashisu" Ukai
Scroll Design: Shizuyo "Kix" Ukai, Ryutaro's Mama, Chieko Ryugo, Jun "Bunny" Takeuchi
Very Special Thanks: Hisashi "MX-5" Yamamoto, Shin, Akiman, Street Fighter Ⅱ Arcade Staff
Special Thanks: Haggar, Kiyomi "Kanekon" Kaneko, Masayuki "Imo" Akahori, Mickey, Bamboo, Kamecha, Duke, Yamazou, Linda, H.Hiroyuki, Aeg, Yasuko Watanabe, Capcom All Staff

Arcade Version [Turbo]

Planner: Nin, Akiman
Character Designer: S.Y, Ikusan.Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S・Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki
Programmer: Shin., Marina, Macchan, Ecchro!!
Sound: Shimo-P., Oyaji Oyaji
Design Support: D.James
Special Thanks: CBX and Poo, Kanekon, Shono., Hirakin., Nac Kai, Erlingr Ogachy, Zenji., Super・Cheap・Joe
Presented by: Capcom®

TurboGrafx-16 Version [Champion Edition] [Street Fighter Ⅱ Staff]

Planner: Hyper Mickey
Software Design: Koji "Yoshilim" Yoshida, Koji "Cuty" Ueyama, Harunobu "Img" Imagawa, Hisashi "Kurarin" Kuramoto, Hiroki "Chun" Bandoh, Mitsutoshi "Mit" Gotoh
Sound Software Design: Yoshihiro "Oyabun" Sakaguchi, Yasushi "Ikebomb" Ikeda
Music Design: Mari Yamaguchi, Isao "Oyaji" Abe
Sound Effect Design: Tatsuya "Anie" Nishimura, Tadashi "Elf" Joukagi
Object Design: Masao "Sakusan" Sakurai, Kaijin Pe.Pe.Pe
Scroll Design: Shizuyo "Izzy" Ukai, Chie "Tanoq" Nishida
Technical Design: Nobuhiro "Nob" Takagaki, Yasunobu "Planet" Kasuya, Takato Matsumura
Market Design: Masao "Tekesan" Takeuchi, Yoshiro "Single" Suzuki, Nobuyuki "Kon" Kondoh, Hideaki Azima, Meg, Hirotada "Baco" Hashimoto
Very Special Thanks: Tadashi "Breath" Sanzen, Manashi, Masayuki "Imo" Akahori, Professor F, Mizushima Ya.
Special Thanks: Shin, Ryo Miyazaki, Noriko "Cozy" Aiba, Pukuch, PC Tompon, Hyper Bengie, Hanaten "Uckey" Sarujima, Key Mountain
Produced by: Capcom Co., Ltd.
Presented by: NEC Home Electronics, Ltd.

SNES Version [Turbo] [SNES Street Fighter Ⅱ Turbo Staff]

Planner: Tatsuya "Mickey" Minami
Software Design: Koji "Yoshilim" Yoshida, Seiji "Senou Azusa" Okada, Kiyomi "Kanekon" Kaneko, Koji "Cuty" Ueyama, Harunobu "Img" Imagawa, Hisashi "Kurarin" Kuramoto, Tadashi "Sanchan" Sanzen, Syuichiroh "Luck" Chiboshisan, Hiroki "Chun" Bandoh
Sound Design: Yoshihiro "Oyabun" Sakaguchi, Yasushi "Ikebomb" Ikeda
Music Design: Isao "Oyaji" Abe, Yuki "3D" Satomura
Sound Effect: Tatsuya "Anie" Nishimura
Object Design: Masao "Sakusan" Sakurai, Kaijin Pe.Pe.Pe, Hironori "Fishman" Matsumura, Hidetoshi "Arashi" Kai, Takashi "Mighty" Hama, "Sailormoon" Saitoh
Scroll Design: Shizuyo "Izzy" Ukai, Chie "Tanoq" Nishida
Very Special Thanks: Masayuki "Imo" Akahori, Professor F, Mizushima Ya.
Special Thanks: Manashi, Zi Zi, Ukakichi, F2 Character Staff, Wa! Oh!, Key Mountain, Miss Omaya, Capcom All Staff
Presented by: Capcom

Genesis/Mega Drive Version [Special Champion Edition] [Mega Drive Street Fighter ⅡSpecial Champion Edition Staff]

Planner: Tatsuya "Mickey" Minami
Software Design: Yoshito "Leo" Itoh, Tomoyuki "E-Hito" Ohta, Koji "Yoshilim" Yoshida, Kiyomi "Kanekon" Kaneko, Harunobu "Img" Imagawa, Koji "Cuty" Ueyama, Hisashi "Kurarin" Kuramoto, Tadashi "Sanchan" Sanzen, Syuichiroh "Luck" Chiboshi, Hiroki "Chun" Bandoh
Music Design: Tadashi "Elf" Joukagi, Setsuo "Kashira" Yamamoto
Sound Design: Tatsuya "Anie" Nishimura, Tadashi "Elf" Joukagi
Object Design: Masao "Sakusan" Sakurai, "Nabe-Chan" Mayumi, Akemi "Zizi" Iwasaki, Hajime‑Chan, Naokazu "Sailor-V" Saitoh
Scroll Design: Shizuyo "R.H.C.P." Ukai, Ryutaro's Mama, Jun "Bunny" Takeuti, Joe Yabuki
Very Special Thanks: Masayuki "Imo" Akahori, Professor F
Special Thanks: Hyper Bengie, Mizushima "Afh"‑Ya., Mr. Sawalim, Factory Matsubara, Hironobu Takeshita, Mr. Makino, Osu Nakajima, Capcom All Staff, and You
Presented by: Capcom

Master System Version [Dash] [Street Fighter II for Master System Staff]

Planner: Tatsuya "Mickey" Minami
Software Design: Yoshito "Leu" Itoh, Tomuyuki "E-Hito" Ohia, Koji "Yoshilim" Yoshida, Kiyomi "Kanekon" Kaneko, Harunobu "Imc" Imagawa, Koji "Cuty" Ueayama, Hisashi "Kurabin" Kuramoto, Tadashi "Sanchan" Sanzen, Syuchiroh "Lucky" Chiboshi, Hiroki "Chun" Bandoh, Mauricio Antonio Guerta, Heriberto Martinez Manrique, Luis Carlos Ferreira, Flavia de Cassia Gardin, Elielson Antonio Salaro, Joyce Reco Tendero, Nivaldo Carriao, Ana Rita M. Vieira, Luís Carlos Campello, Helio Fujimoto, Luiz Carlos de Moraes, Eliton Donizete Lomba, Edgard Satoshi Fujisawa, Druzolina Viol Salaro, "Dog" Golias, "Dog" Tanga e Ufo, Mr. Loper
Music Design: Tadashi "Elf" Joukagi, Setsuo "Kashira" Yamamoto
Sound Design: Tatsuya "Anie" Nishimura, Tadashi "Elf" Joukagi
Object Design: Masao "Sakusan" Sakurai, "Nabe-Chan" Mayumi, Akemi "Zizi" Imasaki, Hajime‑Chan, Naokazu "Sailor-V" Saitoh
Scroll Design: Shizuyo "R.H.C.P" Ukai, Ryutaros Mama, Jun "Bunny" Takeuti, Joe Tabuki
Testers: Edson Takeshi Nakaya, Juliano Barboza de Oliveira, Daniel Trevisan
Very Special Thanks: Masayoki "Imo" Akahori, Professor F
Special Thanks: Hyper Bengie, Mizushima "Afh"‑Ya., Mr. Sahalim, Factory Matsubara, Hironobu Takeshita, Mr. Makino, Osu Nakajima, Willian Roger Zampolli, Capcom All Staff, TecToy All Staff, and You
Presented by: Capcom, TecToy


Box Art

Media and Merchandise


UDON comics


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 "The Making Of... Street Fighter II". Edge. Bath: Future Publishing (108). March 2002. "Noritaka Funamizu: We made Street Fighter 2 Dash, and sales were so high. I mean the game cost around ¥150,000 or ¥160,000 [£820] and we sold about 140,000 of them. I can't even imagine such numbers now."
  2. cite news|last= |first= |title=Interview: The Men Who Make Street Fighter II!|work=GamePro|issue=59|publisher=IDG|date=June 1994|page=32
  3. 3.0 3.1
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6
  9. 9.0 9.1 9.2 9.3 9.4
  10. 10.0 10.1 10.2 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=0-240-81146-1|pages=239–255|url= Barton|author2=Bill Loguidice |accessdate=April 17, 2012
  12. 12.0 12.1 12.2 Spencer, Spanner, The Tao of Beat-'em-ups (part 2), EuroGamer, February 12, 2008, Accessed March 18, 2009
  15. cite magazine |title=What If Street Fighter 3 Isn't Good?|magazine=Electronic Gaming Monthly|issue=88 |publisher=Ziff Davis|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.
  18. cite book|work=Digital illusion: entertaining the future with high technology|chapter=30|title=Coin-Op: The Life (Arcade Videogames)|author=Mark Stephen Pierce (Atari Games Corporation)|publisher=ACM Press|year=1998|isbn=0-201-84780-9|url= 2, 2011|page=444
  19. cite book|last=Consalvo|first=Mia|year=2016|title=Atari to Zelda: Japan's Videogames in Global Contexts|pages=201–3|url= Press|isbn=0262034395
  21. 21.0 21.1

External Links