Street Fighter 2

  • Street Fighter 2

    Street Fighter 2 Champion Edition is a competitive fighting game released for the arcades by Capcom in 1992. It was the first of several updated versions of Street Fighter 2: The World Warrior, part of the Street Fighter II sub series of Street Fighter games. The main changes were the addition of the Grand Masters (the final four computer controlled opponents in the single-player mode) as playable characters and mirror matches (vs. matches using the same character). The fighting techniques of the eight main characters from the original game were also further refined to allow for more balanced competitive play.Champion Edition was followed by Street Fighter II Turbo: Hyper Fighting, released several months later. Read More

  • How to Play Street Fighter 2

    RShift = Insert Coin / Enter = Start / Setup your Controls in game up to 4 Players / Suported Options = Gamepad, Fullscreen, Save and Load
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  • Street Fighter 2 Wiki

    Street Fighter II: Champion Edition is a competitive fighting game released for the arcades by Capcom in 1992. It was the first of several updated versions of Street Fighter II: The World Warrior, part of the Street Fighter II sub-series of Street Fighter games. The main changes were the addition of the Grand Masters (the final four computer-controlled opponents in the single-player mode) as playable characters and mirror matches (vs. matches using the same character). The fighting techniques of the eight main characters from the original game were also further refined to allow for more-balanced competitive play.

    Champion Edition was followed by Street Fighter II Turbo: Hyper Fighting, released several months later.


    Sagat vs. M. Bison. The ability to play as the four Grand Masters was made possible in Champion Edition.

    Gameplay was similar to other versions of the Street Fighter II sub-series. The following changes were made from the original World Warrior edition of the game.


    In addition to the eight main characters, the four Grand Masters (Balrog, Vega, Sagat, and M. Bison), who were controlled exclusively by the CPU in World Warrior, are now playable characters. The Grand Masters were toned down considerably from the previous iterations, but remain relatively strong compared to the standard eight fighters.

    The returning eight main characters had many of their techniques and priorities modified in order to allow for more-balanced competition between different characters. Ryu's and Ken's fighting techniques in particular were changed in order to differentiate their common fighting styles.

    Matches and rounds
    In World Warrior, players were not allowed to choose the same character. This restriction has been eliminated in Champion Edition, allowing for "mirror matches". Each fighter now has a standard palette and an alternate palette that can be chosen by pressing the Start button. If a palette is already chosen by one player, the other player will be automatically assigned the remaining palette.

    Graphics and audio

    Minor graphical changes included color improvements, particularly for background stages. The portraits for all the characters and endings of some of the returning characters were redrawn (particularly Ryu's, Ken's, and Zangief's), while each of the four bosses received an ending as well. The ending for the boss characters consist of an image of all four Grand Masters (with the character used by the player on top), with scrolling text overlaid on it specific to the player character with a large army of demonic-looking soldiers marching below and accompanied by the same ending music.

    Ryu's face in his ending was redrawn with a more serious expression. Ken's fiancée (Eliza) in his ending was given a more-realistic design. The Soviet President (a caricature of Mikhail Gorbachev despite him having stepped down after the dissolution of the Soviet Union in 1991) is drawn with a more-serious expression in Zangief's ending. The clothes Chun-Li threw away were redrawn in her ending. The drinks Guile's wife is holding were redrawn.

    Champion Edition features new music for the end credits sequence (shown if the player completes the single-player tournament without losing a match). The special credits sequence, where the player completes the game without losing a single round, was changed to depict the twelve playable fighters performing their special moves on oil drums and crates.

    PC Engine

    The PC Engine version (published by NEC Home Electronics and developed by Capcom) was released exclusively in Japan on June 12, 1993. The accuracy of this port is high compared to the Super NES port of The World Warrior, as it featured the barrel-breaking bonus stage that was cut out from that version, along with numerous voice clips by the announcer and the elephants in Dhalsim's stage (these were later integrated in Street Fighter II Turbo for the SNES). This version was released on a 20-Megabit HuCard. NEC Avenue released the Avenue Pad 6 specifically for the PC Engine version of Champion Edition, which added four additional action buttons (labelled III through VI) in addition to the standard I and II buttons. Other six-button controllers were later released for the platform such as the Fighting Commander PC by HORI and the Arcade Pad 6 by NEC Home Electronics. When the game is played on a standard two-button controller, the Run button, along with buttons I and II, are used as switchable attack buttons, while the Select button is used to toggle between punches and kicks. This version was released on Virtual Console on November 16, 2009.

    Mega Drive/Genesis

    The Mega Drive/Genesis version titled Street Fighter II: Special Champion Edition,[b] was released on September 28, 1993 in Japan, September 27, 1993 in North America, and October 29, 1993 in Europe. It was first of two Street Fighter II ports for the console and came in a 24 Megabit cartridge.

    The Genesis version was originally intended to be a standalone port of Champion Edition, similar to the PC Engine version. However, following the announcement of Street Fighter II Turbo for the SNES, Sega ordered their version to be delayed so that Capcom could add all of the extra content from the SNES Turbo version as well, resulting in the title change.

    A six-button control pad for the Genesis, the MK-1653 (or SJ-6000 in Japan), was made primarily for the game, adding three action buttons labelled XYZ in addition to the standard ABC buttons. The game can also be played with the original three-button controller, in which the ABC buttons are used for attacks (light, medium, and heavy), while the Start button is used to toggle between punches and kicks (the pause function cannot be used with a three-button controller as a result).

    Special Champion Edition consists of a "Champ" mode with Champion Edition rules and a "Hyper" mode with Hyper Fighting rules,[c] similar to the "Normal" and "Turbo" modes in the SNES Turbo version. This was the first console version of a Street Fighter II game to feature the original opening sequence which depicted two generic martial artists fighting in front of a cheering public (the Japanese version features a white fighter hitting a black opponent, while the overseas versions replaced the black opponent with another white fighter). The ten-stars speed settings in "Hyper" mode, which were only accessible in the SNES version through a cheat code, is available by default in the Genesis version, and a cheat code that allows players to adjust the speed in "Champion" mode was added in its place. Special Champion Edition was the only home version at the time to allow players to cancel simultaneous button inputs.

    This version was a bestseller in Japan, the UK[4] and US. In November 1993, Famitsu magazine's Reader Cross Review gave the Dash Plus version of the game a 10 out of 10.

    Special Champion Edition was released as a plug'n play system in 2005 as part of the "Play TV Legends" series by Radica. It also included the Genesis version of Ghouls'n Ghosts.

    Special Champion Edition can be seen in Walker, Texas Ranger episode 18 season 1 ("Deadly Vision") at 26:28X68000

    On November 26, 1993, Capcom released an X68000 port of Champion Edition exclusively in Japan, which consisted of four floppy disks. The port is almost identical to the arcade version, with the same exact graphics and almost identical soundtrack. However, the X68000 version forces player to switch floppy disks when loading different stages and characters (it is possible to avoid this by installing the game to the system's hard drive if the computer has more than 6 Megabytes). The game also included a joystick adapter that allowed players to use the Super Famicom and Mega Drive versions of Capcom's CPS Fighter joystick controller. On an X68030 with multiple PCM (pulse-code modulation) drivers installed, the music and voice quality can match that of the arcade version's ADPCM sound system.Master System

    A Master System port of Champion Edition was released in 1997 for the Brazilian market, published by Tec Toy, although the character portraits in the player select screen are based on Super Street Fighter II. It features only eight characters; Dhalsim, E. Honda, Zangief and Vega are not in this version.

    Other releasesStreet Fighter II Turbo for the SNES, while based on the succeeding game in the series (Street Fighter II Turbo: Hyper Fighting), allows players to choose between Champion Edition rules (Normal mode) and Hyper Fighting rules (Turbo mode).

    The arcade version is also included in Street Fighter Collection 2 (Capcom Generation 5) for the PlayStation and Sega Saturn, as well as Capcom Classics Collection Vol. 1 for the PlayStation 2 and Xbox, and Capcom Classics Collection: Reloaded for PlayStation Portable.

    A wiki is a collaborative web site that collects and organizes content, created and revised by its users. The most well-known example is Wikipedia. Wikis are a way to grow a knowledge base around a particular content area, They are used to create static Websites, manage online communities, connect businesses with their customers, and even write magazines.

  • Street Fighter 2 Walkthrough

    Street Fighter 2 Cheats/Codes

    Display Character and Credits Usage (Arcade Street Fighter II: The World Warrior and Street Fighter II': Champion Edition only): This code is entered during a fight following the attract sequence (mostly Blanka vs Guile in SFII and M. Bison vs Sagat in Champion Edition). The player have to press Up, Up, Down, Down, Left, Right, Left, Right, MP, LP on the 2P side to display a row of numbers. The top numbers are for number of coins inserted in the machine, the bottom numbers display the number of times each fighter has been selected in the game.

    Button Configuration Screen (16-bit SFII): Before the first match in Arcade Mode, the player can hold down the Select button to open the button configuration screen to make last minute changes. Hold Start if playing the Genesis versions. From SFII Turbo and onwards, it can be done before any match. In any game, it can be done before any match in any game mode, except the original SFII's Arcade Mode, which only works after character selection.

    Remove Vitality Gauge Display (SNES SFII only): Enter Option Mode and press Start to return to the attract sequence, repeat 27 times. Then select Game Start or V.S. Battle. The title music will continue playing and the vitality gauges and sound will disappear from the game. The game locks up after one round is completed, the player has to reset the game.

    Enter Championship Mode (SNES SFII only): At the Capcom symbol, press Down, R, Up, L, Y, and B in order (in the Japanese version, the code is Down, R, Up, L, Y, B, X, A). If done correctly, a sound will be heard to confirm to correct entry. This will give the title screen and every fighter a different color scheme. For the code to work, the player needs to hit reset on the console, however. Since hitting reset in the Virtual Console is the same as hitting the Power button, this doesn't work on the Wii Virtual Console release.

    View Each Character Profile (SNES only): When Ryu's (or any character's) profile is displayed on the screen, hold both L and R buttons on controller 2. When it disappears, the profile of the next character will be displayed. Keep holding to continue displaying profiles.

    How to Play


    Each battle consists of best-of-three round match between you and your opponent. At the start of each round, both player's life or health bars are full. The first player to drive the other player's health bar to zero wins the round. The first player to win two total rounds wins the match and moves on to the next opponent. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent.


    To win a round, the player must use his or her character's attack moves to damage the opponent, and block or dodge the opponent's attacks. Each player may attack from a standing or crouching position, or they may jump and attack in the air. To attack from a standing position, press any single attack button. To attack from a crouching position, pull the joystick in a downward direction (including both diagonals) and press any single attack button. To attack from the air, direct your character to jump straight up, or jump in a diagonal position, and press any single attack button in mid-air.


    To block an attack, a player must push backwards on the joystick when the opponent attacks (otherwise, pressing back on the joystick moves the player away from the opponent.) Blocking can be done standing which blocks middle and high attacks, as well as attacks in the air, but does not block attacks which are low to the ground. Blocking can also be down crouching by pressing the joystick diagonally down and back. A Crouching block will successfully block low and middle attacks. High attacks will usually go over your character's head if they are crouching, but a crouching block does not defend against air attacks.

    Special Attacks

    In addition to normal attacks there are attacks known as command moves and special moves. Command moves are special combinations of a joystick direction and a particular attack button that produces a different attack than when the button is pressed alone. A special move is a move that requires a more complicated joystick motion and an attack button to perform. For example, Ken and Ryu's fireball attack, called Hadouken, is performed by sliding the joystick in a circular sweeping motion from down to forward, and finished off with any punch button. In this example, the strength of the punch button used happens to dictate the speed at which Ken and Ryu's fireball attack travels across the screen. Special attacks can be blocked like any other attack, but they do what's known as "chip damage." That is, even when blocked, they remove a single hit point from your health bar. Most special moves have a pause associated with them that leave you vulnerable to attack if you miss the opponent, or "whiff".


    The last form of attack available in this game is a throw. Throws are executed by standing immediately next to your opponent, pressing the joystick either towards or away, and pressing a punch or kick button. If performed correctly, your character will grab the opponent and toss them to the ground in a manner specific to your character's fighting style. Different characters have a different array of throws, so while some characters can throw with the medium punch button, not all characters can. In general, every character can throw with the hard punch button, and no character can throw with the light punch or light kick button. Throws are unblockable.

    Super Moves (SSF2T only)

    Super Moves were added to the game in Super Street Fighter II Turbo. In addition to the health bar shown at the top of the screen, each player has a super meter at the bottom. As the player attacks and damages the opponent, and as the player takes damage from the opponent, the super meter fills up incrementally. When the super meter fills to capacity, the player is given access to a Super Move. Super Moves are activated by inputting slightly more complex motions than special moves. When they are successfully executed, the game will freeze for a brief moment, and then the animation and attack associated with the super move begins. If the super move connects and is not blocked, it will do substantial damage to the opponent. Super moves can be used to turn the tide of a battle. Every player (except for the secret character Akuma) has one unique super move.

    A game walkthrough is a guide aimed towards improving a players skill within a particular game and often designed to assist players in completing either an entire game or specific elements. Walkthroughs may alternatively be set up as a playthrough, where players record themselves playing through a game and upload or live-stream it to the internet. Walkthroughs may be considered guides on helping to enhance the experience of players, to assist towards unlocking game achievements or simply as a means to socialise with like-minded individuals as a distraction from everyday life. Walkthroughs originated as text-based descriptive instructions in magazines for playing through a video game.

  • Street Fighter 2 Cheats

    If you know cheat codes, secrets, hints, glitches or other level guides for Street Fighter 2 that can help others leveling up, then please Submit your Cheats and share your insights and experience with other gamers.

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    Street Fighter 2 Hacks

    If you know hacks, codes, aimbot, wallhack, tools, scripts or other hack guides for Street Fighter 2 that can help others leveling up, then please Submit your Hacks and share your insights and experience with other gamers.

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