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Juan Hernández edited this page Mar 14, 2019 · 121 revisions

Page Content

  1. Narrative structure
  2. Characters
  3. Endings
  4. Stages
  5. Gameplay and mechanics

Narrative Structure

The story of Street Fighter II: The World Warrior, is quite simple. Since Street Fighter is an arcade fighting game, all we know about the general background story is that a grand-tournament is being held and eight participants will compete to win and achieve their goals. In this single-player tournament, the player has to face off againts the other seven fighters and then beat four non-selectable-characters bosses known as "The Grandmasters".

Each character has his own backstory and reasons to be in this tournament, we will explain and get in detail with all of the characters later on.

M.bison "Grandmasters"

Ryu vs one of the Grandmasters: M. Bison

Characters

There are a total of 12 characters in Street Fighter II: The World Warrior. In this section, we are gonna split the non-playable characters (4) and the playable characters (8), which we are gonna go in more detail later on.

Playable characters and non-playable characters (Intro)

These are the eight playable characters available.

Sprite Name Country Summary
Ryu Ryu Japan Ryu is the main protagonist of the Street Fighter series. He is a Japanese fighter who enters the tournament to test his fighting skills. Ryu is considered a "beginner" character, which means that is a character who is easy to master. Ryu is very famous for his Hadoken and Shoryuken attacks that we will see later on.
Ken Ken USA Similiar to his friend Ryu, Ken's goal is to test his power against many different fighters and strives to become stronger, but holds more restraint due to not wanting to jeopardize his family life.
E. Honda Edmond Honda Japan E. Honda is a sumo-wrestler from Japan. He enters to prove that sumo wrestling is the best fighting style in the world.
Guile Guile Usa Guile was a fighter specifically made to appeal to American audiences. He enters to put M. Bison into custody for the murdering of his best friend Charlie.
Chun-Li Chun-Li China Chun-Li is well known for not only being first playable female character in the Street Fighter series, but in the whole fighting game genre. Chun-Li is very agile and quick. She enters to get revenge on M. Bison.
Blanka Blanka Brazil Blanka is a Brazilian man whose body has been infected green with too much chlorophyll in the jungles he lives in.
Zangief Zangief USSR Zangief is a Russian bear-wrestler. He enters to represent Russia in the tournament.
Dhalsim Dhalsim India Dhalsim is one of the most memorable fighters of the cast for his long reaching body stretching moves and flaming attacks. He formally was a pacifist, but entered to raise money for his poor village.

Also known as "The Grandmasters", these are the four non-playable characters and bosses of the evil coorp Shadaloo.

Sprite Name Country Summary
Balrog Balrog USA Balrog is a boxer employed with M. Bison of Shadaloo. He fights purely with fists.
Vega Vega Spain Vega is a Spanish fighter under employment of Shadaloo. He uses a mixture of bullfighting and ninjutsu.
Sagat Sagat Thailand Sagat is the previous tournament's champion. However, a post-fight altercation with challenger Ryu left him scarred both physically and in his pride. He enters to get revenge against Ryu. Sagat is also a member of Shadaloo.
M. Binson M. Binson Unknown M. Binson is the leader of the criminal organization Shadaloo. He is the one who organizes the very tournament in the game. Bison has dark ambitions and is the enemy of several of the tournament's participants.

Playable characters (Extended).

RYU


Ryu avatar

Date of Birth: July 21

Height: 5' 10" (or about 175 cm)

Weight: 150 lbs.

Blood Type: O

A student of Master Shen Long, Ryu has developed into a pure warrior. He has devoted his entire life to the perfection of his fighting skills and has forsaken everything else in his life, Ryu has no home, no friends and no family. Instead, he wanders the globe seeking to test his skills against other fighters. Cool and calculating, Ryu is very patient in combat.

Close attacks: Shoulder throw, Back roll

Special moves:

  • Fireball: By summoning all of his will, and channeling it through his hands, Ryu can create an energy wave or “HADOKEN”. This move drains most of Ryu’s energy and it takes him a few seconds to recover from it.

  • Dragon Punch: Using the ancient word, “SHORYUKEN”, Ryu can call forth the power of Dragon and channel it through his punch. As he leaps into the air, Ryu and the power of the Dragon Punch are unstoppable.

  • Hurricane Kick: As he spins into the air, Ryu can create a small hurricane by saying “TATSU-MAKI-SEN-PU-KYAKU”. It knocks his opponent down with three quick kicks.

KEN


Ken Avatar

Date of Birth: 2-14-1965

Height: 6'0"

Weight: 205lbs

Blood Type: B

A disciple of the Shotokan school of karate, Ken Masters is a natural athlete. Unfortunately, his natural fighting skill has fuelled his giant ego and he is constantly reminding his opponents that he is the greatest fighter of all time. For the past year, he's let his skills deteriorate and has spent most of his time on the beach with his girlfriend. Only a challenge from his old training partner, Ryu, has rekindled his fighting spirit. Brash and arrogant, Ken Masters loves to show off during a fight. After knocking his opponent senseless with his Fireball, he loves to stand over his opponents and laugh at them

Close attacks: Shoulder throw, Back roll

Special moves:

  • Fireball: By summoning all of his will, and channeling it through his hands, Ryu can create an energy wave or “HADOKEN”. This move drains most of Ryu’s energy and it takes him a few seconds to recover from it.

  • Dragon Punch: Using the ancient word, “SHORYUKEN”, Ryu can call forth the power of Dragon and channel it through his punch. As he leaps into the air, Ryu and the power of the Dragon Punch are unstoppable.

  • Hurricane Kick: As he spins into the air, Ryu can create a small hurricane by saying “TATSU-MAKI-SEN-PU-KYAKU”. It knocks his opponent down with three quick kicks.

CHUN-LI


ChunLi avatar

Date of Birth: 3-1-1968

Height: 5'8"

Weight: (she won't tell)

Blood Type: A

Unlike many of the other contestants, Chun Li has not entered the tournament for personal glory. Instead, she has been secretly tracking the movements of an international smuggling operation known as Shadoloo. The trail has lead her to the tournament and she now believes that one of the Grand Masters may have been responsible for the disappearance of her father. Stunned by her good looks, opponents often underestimate Chun Li's ability and find themselves flattened by a few well placed kicks. Chun Li's quest for justice guides her life, but at heart she is still a young girl who yearns to live a normal life.

Close attacks: Shoulder Trhow, Head Stomp.

Special moves:

  • Lightning Kick: Years of training has allowed to Chun Loi to develop a series of powerful kicks which strike like lightning.

  • Whirlwind Kick: Not to be outdone by Ken and Ryu’s Hurricane Kick, Chun Li uses this move to confuse her opponents.

ZANGIEF


Zangief Avatar

Date of Birth: 6-1-1956

Height: 7'0"

Weight: 340lbs

Blood Type: A

Many believe that Zangief entered the tournament out of his fierce respect for his country, but they are only partially correct. Zangief loves his country, but he loves to stomp on his opponents even more. What else would you expect from a man who wrestles bears for fun? Good natured with a great sense of humor, Zangief loves to fight. He left the Russian Wrestling Federation because of lack of competition and now seeks suitable opponents wherever he can find them. Totally fearless, Zangief is more than willing to walk into a punch as long as he can grab his opponent and drive them into the pavement with his Spinning Pile Driver.

Close attacks: Power Slam, Pile Driver, Back Slam, Back Breaker, Alley Oop, Head Bite, Stomach Pump.

Special moves:

  • Spinning Clothesline: Copied from the famous professional wrestler Mike Haggar, Zangief uses his Spinning Clothesline to clobber opponents and to avoid fireballs.

  • Spinning Pile Driver: After seeing the boring pile driver used by professional wrestlers, Zangief decided to add his own twist and grind his opponents into the ground.

DHALSIM


Dhalsim Avatr

Date of Birth: 11-22-1952

Height: 6'0"

Weight: 148lbs

Blood Type: O

Over the course of his life, Dhalsim has sought to unify his mind, body and soul through the discipline of Yoga. Now, as he nears his goal, Dhalsim must test himself and his skills before he can rise to a higher state of consciousness. By controlling his mind and body, Dhalsim is able to extend his arms and legs great distances. Hower, Dhalsim's greatest skill is his patience. He knows that he does not stand a chance in a slugging match. Instead, he concentrates on using his unique abilities to keep his enemies at a distance and to slowly wear them down. While Dhalsim will do everything he can to win, he will never hurt his opponent more than necessary.

Close attacks: Yoga Nugie, Arm throw, Head Butt, Spinning Attack.

Special Moves:

  • Yoga Fire: By tapping mystical energies from deep within himself, Dhalsim can hurl a ball of flame that incinerate anything it touches.

  • Yoga flame: Used for close attacks, Dhalsim can tap mystical energies to spew forth a cloud flame.

GUILE


Guile avatar

Date of Birth: 12-23-1960

Height: 6'2"

Weight: 224lbs

Blood Type: O

An ex-member of the elite Special Forces team, Guile and his co-pilot Charlie were captured during a mission in Thailand six years ago. After many months of imprisonment, he and Charlie managed to escape from their jungle prison. During the perilous trek to civilisation, Charlie was recaptured and Guile has been consumed by vengeance ever since. Guile's calm and emotionless exterior hides rage inside. Driven by his need for revenge, he will let nothing stand in his way. Using a unique blend of Special Forces training and street fighting skills, Guile is a force to be reckoned with.

Close attacks: Shoulder Throw, Back breaker, Knee drop, Suplex.

Special attacks:

  • Sonic Boom: By whipping his hands and arms through the air, Guile is able to create a burst of energy called the Sonic Boom. This energy burst speeds towards an opponents and momentarily stun anyone it hits.

  • Flash Kick: Similar to the Sonic Boom, Guile is also able to cause a momentary wall of energy by whipping his feet into the air as he does a backflip.

BLANKA


Blanka avatar

Date of Birth: 2-12-1966

Height: 6'2"

Weight: 338lbs

Blood Type: B

Very little is known about this bizarre fighter from the jungles of Brazil. For years, the natives have reported seeing a half-man, half-beast roaming the rain forests. But, it was only within the last year, that the beast named Blanka appeared in the cities of Brazil and challenged any fighter who would dare oppose him. Normally passive and docile, when enraged Blanka attacks like an uncaged animal. Blanka uses his speed and agility to inflict maximum damage on his opponents. He often uses his claws and razor sharp teeth to shred his opponents into small pieces.

Close attacks: Head Bite, Double Knee, Head Butt.

Special moves:

  • Electricity: Using a technique he learned from electric eels, Blanka can channel up to 1,000 volts through his skin. Anyone who tries to grab him during this time is in for a shocking discovery.

  • Rolling Attack: Rolling himself into a ball, Blanka can launch himself like a human projectile. Blanka’s rolling attack can inflict a huge amount of damage on an opponent, but if Blanka is hit during the attack, he will lose great deal of strength.

EDMOND HONDA


Honda Avatar

Date of birth: 11-3-1960

Height: 6’2”

Weight: 304 lbs.

Blood Type: A

Edmond Honda has been trained since birth to take his place as the greatest sumo wrestler to ever step into the ring. Upon receiving the title of “Yokozuna” or grand champion, Honda was shocked to learn that the rest of the world did not consider Sumo wrestling a true sport. Outraged, he has vowed to prove that Sumo wrestlers are the greatest fighters in the world

Close Attacks: Shoulder Throw, Bear Hug, Knee Bash.

Special Moves:

  • Hundred Hand Slap: Trough years of training, honda has been able to build up the speed of his punches. His hands now move so quickly they are merely a blur.

  • Sumo Head Butt: Using his great leg strenght and the traditional sumo grunt, Honda can propel himself head first into his opponent. Best at short range, Honda’s Sumo Head Butt only inflicts a fair amount of damage.

Endings

Ryu's Ending

In Ryu's ending it shows a scene with the award ceremony and the next, shows Ryu walk into the sunshine, and while the player choose his name for the ranking, shows Ryus training in a waterfall. The scenes go with the next text:

AS THE AWARD CEREMONY BEGINS, THE CROWD CAN BE HEARD WHISPERING ...

"WHERE IS THE CHAMPION?" "WHERE IS RYU?"

ALREADY SEEKING THE NEXT CHALLENGE, CEREMONY MEANS NOTHING TO HIM.

THE FIGHT IS EVERYTHING.


Ken's Ending

In Ken's ending it shows a scene how Eliza reunited with Ken and the next, shows like it was a photo, Ken and Eliza dressed for their wedding. The scenes go with the next text:

"KEN!"

"OH ELIZA, WHAT ARE YOU DOING HERE?"

"I CAME HERE TO FIND YOU."

"SO WE CAN BE TOGETHER AGAIN."


Chun Li's Ending

In Chun Li's ending shows a scene of Chun Li in her father tomb's, and the next shows Chun Li dessed like a normal girl. The scenes go with the next text:

"FATHER, YOUR DEATH IS AVENGED.

NOW THAT I HAVE DESTROYED BISON,

HIS EMPIRE WILL SURELY COLLAPSE.

FINALLY, YOU CAN REST IN PEACE..."

"AND I CAN GET BACK TO BEING A YOUNG SINGLE GIRL."


Zangief's Ending

In Zangief's ending shows a scene of Zangief talking with the ex-president of the URSS, then shows a scene of Zangies with the ex-president dancing. The scenes go with the next text:

"COMRADE ZANGIEF, YOU HAVE MADE YOUR COUNTRY PROUD

AND SHOW THAT OUR COUNTRY'S SPIRIT CAN OVERCOME ALL OBSTACLES."

"NOW IT'S TIME TO CELEBRATE IN OUR APROPIATE FASHION."

"MR. EX-PRESIDENT, YOU DANCE VERY WELL."

"WELL, YOU KNOW, IT KEEPS ME IN SHAPE!"


Dhalsim's Ending

In Dhalsim's ending shows a scene of Dhalsim meditating, then shows a scene of Dhalsim's familly 3 years later. The scenes go with the next text:

"I CAN FINALLY GO HOME TO MY FAMILY. I'VE BEEN GONE SO LONG."

3 YEARS LATER...

"DAD, WHAT'S THAT PICTURE?" "THAT'S YOUR DAD IN HIS PAST LIFE."


Guile's Ending

In Guile's ending shows Guile trying to kill Bison searching Charlie's revenge, but Guile's wife and son stop him. The scenes go with the next text:

"HEY BISON, REMERBER ME? REMEBER ME AND CHARLIE?"

"I REMEMBER, GUILE. YOU?RE NOT THE RUNT YOU WERE THEN. GO AHEAD ... GET IT OVER WITH!"

"HONEY, STOP!"

"JANE?"

"PLEASE DEAR, LET HIM GO. DESTROYING BISON WON'T BRING CHARLIE BACK.

PLEASE COME HOME. LEST'S START OVER."

"BUT I DESERTED YOU!"

"PLEASE DADDY! MOMMY AND I STILL LOVE YOU."

"AMY? IS THAT MY LITTLE AMY?"


Blanka's Ending

In Blanka's ending shows how blanka reunited with his mother. The scenes go with the next text:

"JIMMY...? ARE YOU MY LONG LOST SON, JIMMY?"

"WHO ARE YOU? WHY WOULD I BE YOUR SON? MY NAME'S BLANKA."

"MY SON WAS LOST IN AN AIRPLANE CRASH OVER BRAZIL

WHEN HE WAS ONLY A LITTLE BOY."

"WAIT! THAT ANKLET...

I GAVE TO YOY ON YOUR BIRTHDAY!"

"MOMMY!" "JIMMY!"


E.Honda's Ending

In E.Honda's ending shows a scene of Edmund Honda talking with his students. The scenes go with the next text:

"SO MY STUDENTS, NOW YOU SEE WHAT REWARDS MAY BE REAPED

IF THE MIND AND BODY ARE IN PERFECT HARMONY.

DO YOU THINK I WILL RELAX MY DISCIPLINE JUST BECAUSE I HAVE WON?

NO! I WILL TRAIN VERY HARD.

AND I WILL STILL COOK!"

AS HONDA EATS AND CHATS WITH HIS DISCIPLES, EVERYONE IS IN HARMONY CONCENTRATING

ONLY ON FOOD ANF FRIENSHIP.

Stages

There are 12 stages in Street Fighter II: The World Warrior in 8 different countries, with each character having their own stage. Bonus stages were also introduced for the first time.

If the users are playing the versus mode there will be an option named "Stage select" where the player 1 can select the location of the match.

Character Stages

Suzaku Castle (Japan)

Suzaku castle is Ryu's home stage. It is set on the rooftops of the Suzaku Castle, 10 meters above the ground. It has breakable signs on it and it has been crossovered in several games such as Super Smash Bros.

Ryu Stage

Battle Harbor (USA)

Battle Harbor is Ken's home stage. It is a port near a sleepy small town of a city county. There are sveral people cheering and screaming for the fighters. This stage has made that several real ports organize street fights near them.

Ken Stage

Edo no Yu (Japan)

Edo no Yu is E.Honda's home stage. It is set inside of Kapukon Yu (a public bath in Higashi Komagata, Japan that has been in business for over 60 years and E. Honda's favorite spot). Honda always takes a bath after practice, and he grew up in a large bath since a young age, loving it. The sumo ring is made of vinyl to avoid sanitation problems with the water.

E.Honda Stage

Air Force Base (USA)

Air Force Base is Guile's home stage. It has some of his colleagues cheering for the battle and a jet on the background with the text CAP RF512. Guile went to the air force base while searching who killed his comrade Charlie Nash, his only clue being the name M. Bison.

Guile stage

Shopping District, Taiping Road (China)

Shopping Disctrict is Chun-Li's home stage in the Street Fighter II series, a shopping street in China. Chun-Li went to the crowded shopping district to investigate a possible drug route and ended in a street fight. There are several shops such as a meat shop and a salon, and sometimes Bicyclists speed up by the street.

Chun-Li stage

Amazon River Basin (Brazil)

Amazon River is Blanka's home stage. It is set in a town deep in the Amazon rainforest, where street fighters appear every day to get in a fight. But for the jungle king, Blanka, these fighters are nothing but kittens in front of him. Thi stage is set in the river and has a huge tree in the center of it. There are also several people cheering.

Blanka stage

Big Factory (URSS)

Big Factory is Zangief's home stage and it is set in Russia. After Zangief became famous for his fighting skills, the president called him and told him where would it be the perfect place to set fights.

President: "Please show the power of the Soviet Union to the people of the whole world, comrade Zangief. I wonder where would be a suitable place for a lot of spectators to go in..."

Zangief: "Ah, president, do you think that local big factory would be good? Everyone is familiar with it and I think they would enjoy my match."

President: "Well, that's okay over there. Moreover, it can be said that it is a triumph to the working class of our country. Do your best, comrade Zangief!"

The fight takes place inside the large factory. The center of the arena contains the USSR mark, with some fences and chains nearby. Several people watch the fight.

Zangief stage

Maharaja's Palace (India)

Maharaja's Palace is Dhalsim's home stage in Street Fighter II, set in the palace of a Maharaja from India. The room Dhalsim faces his opponent has several elephants and a picture of the Hindu deity Ganesha.

Dhalsim stage

Las Vegas (USA)

Las Vegas is Balrog's home stage. It is a city in Nevada, USA. The fight takes place in front of a casino with a neon sign that says "Golden Nugget: Nin-Nin Ball". Other neon signs can be seen nearby, such as "Wedding Chapel" and "Golden Goose". Many people are watching the fight in front of the building, and two women constantly walk back and forth. The floor of the arena contains the text "Las Vegas!".

Balrog stage

Flamenco Tabern (Spain)

Flamenco Taber is Vega's home stage. It is located in "El Mesón de las Flores", somewhere in Spain. There's a wall that separates the fight, under it, there are some musicians playing and dancers. There are also a lot of people spectating the fight.

Vega stage

Ayutthaya Ruins (Thailand)

Ayutthaya Ruins is Sagat's home stage. Sagat used these ruins to practice spiritual training in order to defeat his major rival: Ryu. The stage consists of a huge white statue and some palms.

Sagat Stage

Temple Hideout (Thailand)

Temple Hideout is M. Binson's home stage. The stage is set in Shadaloo's secret base in Thailand, in a temple with a bell and two breakable statues. When the fight begins, the bells ring.

M. Binson stage

Bonus Stages

In the Street Fighter II series, bonus stages consisted of beating up various inanimate objects. Though they are not optional, these stages are only purposed for gaining additional points to achieve a high score. There are three different stages:

Car Stage

In the car stage, the player has to destroy the car in under 40 seconds. Each hit to the car awards 100 points, and if all hits are landed successfully a maximum of 24400 points will be awarded along with 100 points per second left on the clock and a bonus 30,000 points for achieving a "perfect" round. Players must destroy the left side of the car, then the right side, and then the body of the car from either side. The bonus stage takes place in a port town in the United States, and the stage is similar to Ken's stage, Battle Harbor.

Car stage

Barrels Stage

In the barrel stage, the player has to wait below for barrels to drop down from above and then smash them using any attack. At first glance there appears to be a 20-second timer, though it is actually a count for how many barrels are left. Players must smash the barrels as they land to gain 1000 points each, which adds up to 20,000 points if all are broken. This combined with the 30,000 point "perfect" bonus will award the maximum score of 50,000. There is no time-limit.

Barrels stage

Drums Stage

In the drums stage, the player has to destroy in 40 seconds a pyramid made of oil drum cans set on fire. The oil drums sometimes will spread fire and hurt the player.

Drums stage

Gameplay and mechanics

We are gonna explain all the mechanics and gameplay taking in mind that we are playing in SNES, so, all the controls will be translated at the SNES controller.

The button configuration can be changed using the option mode.

Movement

Forward (F): Used to walk forward.

Forward flip (FF): Used to jump forward

Jump (J): Used to jump straight up

Backward flip (BF): Used to jump backward

Back defense (BD): Used to block high attacks from enemy

Defensive crouch (DC): Used to block low attacks from enemy

Crouch (C): Used to crouch

Offensive crouch (OC): Used to make low attacks.

We are going to use the shortcuts in order to explain how to execute the Special moves.

Punches and kicks

There are three basic punches and kicks in Street Fighter II:

  • Light Punch (lp): Press Y button. Quick and low damage punch.

  • Medium Punch (mp): Press the X button. Does a fair amount of damage.

  • Hard Punch (hp): Press the L button. Slow and large amount of damage.


  • Light Kick (lk): Press B button. Quick and low damage kick.

  • Medium Kick (mk): Press the A button. Does a fair amount of damage.

  • Hard Kick (hk): Press the R button. Slow and large amount of damage.

Close attacks

Close attacks can only be used when two players are right next to each other. There are basically two basic categories: Throws and Holds.

  • Throws: Allows you to grab an enemy and toss them across the room. Some characters can do mid-air throws. The Ryu's signature throw over his shoulder can be realized pushing the L button while pushing forward.

  • Holds: Allows you to grab an enemy and then smash them repeatedly. For example, to do Blanka's Head Bite, Blanka must push forward and then push the L button.

Special moves

Each character has developed his or her own special moves to use in battle before mentioned in the Playable characters section. Special moves are very powerful, but they are also very diffcult to learn and master. Now we are going to see how to execute all the special movements before mentioned.

Remember: We are using the movement shortcut keys to explain the execution of the attack.

  • Fireball

     Press (C+OC+F) in one continuous motion + any punch button.
    
  • Dragon Punch:

     Press (F+C+OC) in one continuous motion + any punch button.
    
  • Hurricane Kick:

     Press  (C+DC+BD) in one continuous motion + any kick button.
    
  • Lightning Kick:

    Press any kick button repeatedly.
    
  • Whirlwind Kick:

    Press (C) for 2 seconds + (J) + any kick button.
    
  • Spinning Clothesline:

    Press all three punch buttons simultaneously.
    
  • Spinning Pile Driver:

    Do a 360 degree rotation on the control pad + any punch button.
    
  • Yoga Fire:

    Press (C+OC+F) in continuous motion + any punch button.
    
  • Yoga Flame:

    Press (BD+DC+C+OC+F) in continuos motion + any punch button.
    
  • Sonic Boom:

    Hold (BD) for 2 seconds + (F) + any punch button.
    
  • Flash kick:

    Hold (C) for 2 seconds + (J) + any kick button.
    
  • Electricity:

    Press any punch button repeatedly.
    
  • Rolling attack:

    Hold (BD) for 2 seconds + (F) + any punch button.
    
  • Hundred hand slap:

    Press any punch button repeatedly.
    
  • Sumo Head Butt:

    Hold (BD) for 2 seconds + (F) + any punch button.
    

Difficulty

Since we are analyzing a fighting game, it is hard to set a specified difficulty to the game because each player has his/her own skills and that's difficult to rate. On the other hand, in the arcade mode we have seen that the further you get through all the battles, we feel that it gets more complicated. Furthermore, in the option mode, you can set the CPU difficulty from 0 to 7.

Although we can't rate the game difficulty, we are going to detail a bunch of tips that can help begginers players to improve their fighting skills.

  1. Use the Back Defense (BD) and Defensive Crouch (DC) positions to block the attacks.

  2. Wait for a mistake by your opponent and then attack.

  3. Do not use special moves too much. They will often leave you vulnerable to attack.

  4. You can nullify a Fireball with a Fireball.

  5. You can make the enemy dizzy if you hit three strong hits to him. When your opponent is dizzy, inflict as much damage as possible.

  6. If you are dizzy, keep pressing left and right to shake off the stars generated.

  7. If you practice all the characters, you will know their strenghts and weaknesses in battle.

  8. Set the difficulty level in 0 to make it easier to learn how to use your punches and kicks.

The Option Mode

The option mode allows the player to change characteristics of the game. You can get in this mode in the title screen. These are the following features that you can change.

  • Difficulty: This option changes the difficulty of the computer opponent. There are seven levels of difficulty, each one of them getting more complicated.

  • Time limit: This option allows the player to turn on or off the Time limit.

  • Configure: This option allows you to change the button configuration for your fighter's punches and kicks. These can be changed both for player 1 and player 2.

  • Stereo: This option allows to select either STEREO or MONOAURAL sound.

  • Music Test: This option allows you to hear various pieces of music used in the game.

  • S.E Test: This option allows you to hear varius sound effects used in the game.

Frame Data/Damage and Score points

In the SNES version, the full life meter of each fighter consists of 175 single tiles, each of them "worth" 100 points. Therefore, the full life bar is "worth" 17500 points. By hitting an opponent with an attack, the life meter (naturally) decreases, until it reaches a point LOWER than zero. At this point, the round ends, either with the fighter having zero or more energy left being declared the winner of the round or with a double-KO.

Each attack after the first one has the tendency to add 100 points of damage to the initial attack damage. This goes for all moves

With each attack, you receive a determined amount of points. These points just give you information about high-scores and rankings.

Next, we are going to detail all the frame data, damage and score points from all the characters and their respective moves and attacks.

  • Misc:
    • st. = standing
    • cr. = crouching
    • j. = jumping
    • The numbers in bold are the hitting frames.
    • In each attack, there are three rows. From top to bottom: Light/medium/hard attack.
    • We can not guarantee that this document is error-free

We have to mention that in this list there are not all the attacks of the game, so it is not 100% complete.


Ryu

Attack Frames Damage Points
close st. punch 3 4 5
4 2 17
4 2 6 23
2600
3600
4500
100
400
500
close st. punch medium 4 2 17 3600 400
close st. punch hard 4 2 6 23 4500 500
close st. kick 6 6 4
5 6 8
8 8 4 11
2600
3300
4500/400
100
300
500/100
far st. punch 3 4 4
4 4 6
6 6 22
2300
3300
4300
100
300
500
far st. kick 7 8 5
12 12 7
3 4 8 17
2600
3300
4300
100
300
500
cr. punch 3 4 4
4 4 6
4 3 8 22
2300
3300
4300/3300
100
300
500/300
cr. kick 3 4 4
4 6 8
4 6 25
2300
3300
4300
100
300
500
neutral j. punch 2 47
4 20 25
4 20 25
2600
3600
4500
100
400
500
neutral j. kick 3 40 6
5 13 31
2 4 6 37
2600
3600
4500
100
400
500
diagonal j. punch 2 46
4 8 36
4 8 36
2600
3600
4500
100
400
500
diagonal j. kick 5 43
5 13 30
5 7 36
2300
3300
4300/3300
100
300
500/300
Fireball 14 39 (not hitting frames in the cast) 4500 500
Dragon punch 4 4 14 17 6
4 4 22 20 6
4 4 26 27 6
5800/3300 1000/300
Hurricane kick 11 2 3 3 3 3 3 3 3 3 3 3 15 0
11 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
11 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
3600 400

Ken

Attack Frames Damage Points
close st. punch 3 4 5
4 2 17
4 2 6 23
2600
3600
4500
100
400
500
close st. kick 6 6 4
5 6 8
8 8 4 11
2600
3300
4500/400
100
300
500/100
far st. punch 3 4 4
4 4 6
6 6 22
2300
3300
4300
100
300
500
far st. kick 7 8 5
12 12 7
3 4 8 17
2600
3300
4300
100
300
500
cr. punch 3 4 4
4 4 6
4 3 8 22
2300
3300
4300/3300
100
300
500/300
cr. kick 3 4 4
4 6 8
4 6 25
2300
3300
4300
100
300
500
neutral j. punch 2 47
4 20 25
4 20 25
2600
3600
4500
100
400
500
neutral j. kick 3 40 6
5 13 31
2 4 6 37
2600
3600
4500
100
400
500
diagonal j. punch 2 46
4 8 36
4 8 36
2600
3600
4500
100
400
500
diagonal j. kick 5 43
5 13 30
5 7 36
2300
3300
4300/3300
100
300
500/300
Fireball 14 39 (not hitting frames in the cast) 4500 500
Dragon punch 4 4 14 17 6
4 4 22 20 6
4 4 26 27 6
5800/3300 1000/300
Hurricane kick 11 2 3 3 3 3 3 3 3 3 3 3 15 0
11 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
11 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
3600 400

E. Honda

Attack Frames Damage Points
close st. punch 4 4 2
6 4 4
6 3 4 17
3300
3800
4500
300
400
500
close st. kick 6 3 3
6 5 7
7 3 5 17
?
3800
4500/3600
500
500
500/400
far st. punch 4 4 2
6 4 4
6 3 4 17
3300
3800
4500
300
400
500
far st. kick 9 4 6
9 4 11
9 6 18
3100
3600
4300
200
400
500
cr. punch 4 8 2
6 8 10
5 4 27
3100
3600
4300
200
400
500
cr. kick 9 3 6
6 3 6 9
7 6 4 8 6
3100
3600
4300
200
400
500
neutral j. punch 11 4 28
7 4 4 28
7 4 32
3600
4000
4800
400
500
500
neutral j. kick 7 30 6
7 12 24
7 6 30
3300
3800
4500
400
400
500
diagonal j. punch 11 4 27
7 4 4 27
7 4 31
3300
3800
4500
300
400
500
diagonal j. kick 7 35
7 35 (belly flop)
7 12 23
3300
3800
4500
300
400
500
Hundred Hand Slap 8 4 4 4 4 4 …
8 2 2 2 2 2 …
8 1 1 1 1 1 …
4500
4500
5300
500
500
1000
Headbutt 12 3 3 53 12 8
12 3 3 53 12 8
12 3 3 53 12 8
4800 500

Chun-Li

Attack Frames Damage Points
close st. punch 5 4 4
5 4 4
4 20 11
2800
3300
3800
200
300
400
close st. kick 7 5 5
7 3 4 8
7 6 19
2800
3300
3800
200
300
400
far st. punch 3 2 8
5 4 4
6 6 18
2300
2800
3300
100
200
300
far st. kick 7 5 5
7 5 8
11 8 14
2300
2800
3300
100
200
300
cr. punch 5 4 5
5 4 5
7 6 19
2300
2800
3300
100
200
300
cr. kick 7 4 5
5 5 5
7 6 20
2300
2800
3300
100
200
300
neutral j. punch 8 37
8 16 21
8 8 29
2800
3300
3800
200
300
400
neutral j. kick 6 39
6 16 23
3 5 4 4 29
2300
2800
3300
100
200
300
diagonal j. punch 6 38
6 16 22
6 8 30
2600
3100
3600
100
200
400
diagonal j. kick 6 38
6 16 22
6 6 4 6 22
2600
3100
3600
100
200
400
head stomp 3 41 ?? ??
Lightning Kick ? 4 4 4 4 4
? 2 2 2 2 2
? 1 1 1 1 1
4800 500
Whirlwind Kick 24 5 17 3 6 2 3 1 3 1 4 1 4 2 7 3 6 5 19
24 5 18 3 7 2 4 1 3 1 3 1 3 1 3 2 3 2 7 3 8 5 19
24 5 20 3 8 2 4 1 3 1 3 1 3 1 3 1 3 1 3 1 3 1 3 1 3 1 3 2 4 2 8 3 6 5 19
4800 500

Blanka

Attack Frames Damage Points
close st. punch 4 2 8
3 4 2
21 6 14 6 18
3300
3800/3600
4300
300
400/300
500
close st. kick 13 4 12
11 2 4 12
7 4 17
3300
3800
4300
300
400
500
far st. punch 4 3 10
5 2 6
5 4 6 17
3100
3600
4000
200
400
500
far st. kick 6 4 6
6 4 6
6 6 5 20
3100
3600
4000
200
400
500
cr. punch 8 3 7
6 3 17
8 6 17
3100
3600
4000
200
400
500
cr. kick 4 4 6
4 4 6
7 4 17
3100
3600
4000
200
400
500
neutral j. punch 5 20 13
5 12 21
0 2 36
3300
3800
4300
300
400
500
neutral j. kick 5 20 13
5 12 21
5 6 27
3300
3800
4300
300
400
500
diagonal j. punch 5 20 13
5 12 21
5 6 27
3100
3600
4000
200
400
500
diagonal j. kick 5 20 13
5 12 21
5 6 27
3100
3600
4000
200
400
500
Headbutt 8 4 3 2 12 ?? ??
Electricity 8 4 4 4 4 … 0
8 2 2 2 2 … 0
8 1 1 1 1 … 0
5800 1000
Rolling attack 0 51 0
0 51 0
0 51 0
4500 500

Zangief

Attack Frames Damage Points
close st. punch 3 2 2 15
5 3 5
7 6 29
3100
3300
3800
200
300
400
close st. kick 8 8 5
7 4 9
10 6 8 26
3100
3600
3800/400
200
400
400/100
far st. punch 3 4 5
5 3 5
7 6 29
2800
3300
3800
200
300
400
far st. kick 5 5 0
7 4 9
5 8 11
2800
3300
3800
200
300
400
cr. punch 4 5 0
7 8 9
7 8 23
2800
2800
3800
200
400
300
cr. kick 4 4 7
4 6 9
4 10 13
2800
3300
3800
200
300
400
neutral j. punch 2 3 8 28
2 3 8 28
2 3 8 28
3100
4000
3300
200
500
300
neutral j. kick 3 3 8
3 16 8 6 8
3 8 8 16
3100
3600
4000
200
400
500
diagonal j. punch 2 3 8 26
2 3 8 26
7 7 25
3600
3800
3800
400
200
400
diagonal j. kick 5 34
3 16 8 6 6
3 8 8 6 14
2800
3300
3800
200
300
400
Stomach pump 5 36
3 6 32
?? ??
Splash 5 34 ?? ??
Spinning Clothesline 11 5 5 5 5 5 5 5 5 5 5 4300 500

Guile

Attack Frames Damage Points
close st. punch 3 3 8
4 3 12
4 3 29
2600
3600
4600
100
400
500
close st. kick 5 4 6
7 4 6
6 4 9
3600
3600
4500
100
400
500
far st. punch 3 3 4
3 2 13
10 5 18
2300
3300
4300
100
300
500
far st. kick 5 4 6
13 5 13
6 5 24
2600
3300
4300
100
300
500
cr. punch 3 3 5
4 4 8
6 4 12 10
2300
3300
4300
100
300
500
cr. kick 7 4 7
8 5 7
8 5 28 5 10
2300
3300
4300
100
300
500
neutral j. punch 7 40 28
7 20 20
7 8 32
2600
3600
4600
100
400
500
neutral j. kick 7 40
7 20 20
6 5 36
2600
3600
4600
100
400
500
diagonal j. punch 7 40
7 20 20
7 8 32
2600
3600
4600
100
400
500
diagonal j. kick 7 40
7 20 20
6 5 36
2300
3300
4300
100
300
500
Bazooka Knee 10 5 7 ?? ??
Upside down kick 16 6 16 ?? ??
Sonic boom 10 20 4500 500
Flash Kick 5 4 4 4 26 0
5 3 4 5 33 0
5 2 4 6 49 0
5300 1000

Dhalsim

Attack Frames Damage Points
close st. punch 3 3 6 5
3 3 6 5
6 3 8 17
2300
2800
3300
100
200
300
close st. kick 4 8 5
4 8 5
9 8 8
2300
2800
3300
100
100
300
far st. punch 6 6 5
8 4 6 9
8 4 6 19
2100
2600
3100
100
200
300
far st. kick 6 8 9
6 8 9
11 6 18
2800
2600
3100
200
100
200
close cr. punch 4 6 5
8 8 7
12 6 19
2300
2800
3300
100
200
300
close cr. kick 4 8 5
4 8 5
9 18 21
2300
2800
3300
100
200
300
far cr. punch 9 6 9
9 6 9
12 6 19
2100
2100
3300
100
100
300
far cr. kick 9 14 5
9 15 5
9 18 21
2100
2600
3300
100
100
300
neutral j. punch 7 4 52
7 4 52
7 4 52
2300
2800
3300
100
200
400
neutral j. kick 10 6 47
10 6 47
10 6 47
2300
2800
3600
100
200
400
diagonal j. punch 7 4 52
7 4 52
7 4 52
2300
2800
3300
100
200
400
diagonal j. kick 10 6 47
10 6 47
10 6 47
2300
2800
3300
100
200
400
Mummy 5 4 4 4 4 … 7 ?? ??
Drills 5 4 4 4 4 … 7 ?? ??
Yoga Fire 14 39 4800 500
Yoga Flame 24 51
24 67
24 83
5300 1000

Hitboxes diagram

Ryu

Attack 2 4 4
far st. punch low
Attack 1 2 4 3 3
far st. punch medium
Attack 3 2 6 10 12
far st. punch hard
Attack 3 3 8 4
far st. kick low
Attack 5 6 12 6
far st. kick medium
Attack 2 4 8 10 7
far st. kick hard
Attack 2 4 5
close st. punch low
Attack 1 2 2 6 4 3 4
close st. punch medium
Attack 3 2 6 10 13
close st. punch hard
Attack 2 3 6 3 1
close st. kick low
Attack 2 1 6 4 4 1
close st. kick medium
Attack 3 4 8 4 10 1
close st. kick hard
Attack 2 4 4 1
cr. punch low
Attack 1 2 4 3 3 1
cr. punch mid
Attack 3 3 8 10 12 1
cr. punch hard
Attack 2 4 4 1
cr. kick low
Attack 1 2 6 4 4 1
cr. kick mid
Attack 3 6 6 8 11
cr. high kick
Attack 2
jump punch low
Attack 2
diagonal jump punch low
Attack 2 2 20 4 4 4
neutral/diagonal jump punch mid
Attack 2 2 20 4 4 4
neutral jump punch hard
Attack 2 2 20 4 4 4
diagonal jump punch hard
Attack 3 40
neutral jump kick low
Attack 2 3
diagonal jump kick low
Attack 5 13 6 6
neutral jump kick medium
Attack 2 3 13 3 3 3
diagonal jump kick medium
Attack 2 4 4 3 3 3
neutral jump kick hard
Attack 2 3 7 3 3 3
diagonal jump kick hard
Attack 2 6 1 1
Fireball startup
Attack 1 1 2 2...
Fireball active
Attack 4 4 14 6 11 5
Dragon punch
Attack 4 4 3
Hurricane startup
Attack 3 3 3 3
Hurricane active
Attack 4 4 4 0
Hurricane recovery
Walk back Neutral Walk Forward Crouch
Standing reel
----
Standing out reel
----
crouching reel
----
dizzy
----

Ken

Attack 2 4 4
far st. punch low
Attack 1 2 4 3 3
far st. punch medium
Attack 3 2 6 10 12
far st. punch hard
Attack 3 3 8 4
far st. kick low
Attack 5 6 12 6
far st. kick medium
Attack 2 4 8 10 7
far st. kick hard
Attack 2 4 5
close st. punch low
Attack 1 2 2 6 4 3 4
close st. punch medium
Attack 3 2 6 10 13
close st. punch hard
Attack 2 3 6 3 1
close st. kick low
Attack 2 1 6 4 4 1
close st. kick medium
Attack 3 4 8 4 10 1
close st. kick hard
Attack 2 4 4 1
cr. punch low
Attack 1 2 4 3 3 1
cr. punch mid
Attack 3 3 8 10 12 1
cr. punch hard
Attack 2 4 4 1
cr. kick low
Attack 1 2 6 4 4 1
cr. kick mid
Attack 3 6 6 8 11
cr. high kick
Attack 2
jump punch low
Attack 2
diagonal jump punch low
Attack 2 2 20 4 4 4
neutral/diagonal jump punch mid
Attack 2 2 20 4 4 4
neutral jump punch hard
Attack 2 2 20 4 4 4
diagonal jump punch hard
Attack 3 40
neutral jump kick low
Attack 2 3
diagonal jump kick low
Attack 5 13 6 6
neutral jump kick medium
Attack 2 3 13 3 3 3
diagonal jump kick medium
Attack 2 4 4 3 3 3
neutral jump kick hard
Attack 2 3 7 3 3 3
diagonal jump kick hard
Attack 2 6 1 1
Fireball startup
Attack 1 1 2 2...
Fireball active
Attack 4 4 14 6 11 5
Dragon punch
Attack 4 4 3
Hurricane startup
Attack 3 3 3 3
Hurricane active
Attack 4 4 4 0
Hurricane recovery
Walk back Neutral Walk Forward Crouch
Standing reel
----
Standing out reel
----
crouching reel
----
dizzy
----

Chun-Li

Attack 2 2 4 3 1
far st. punch low
Attack 2 2 4 3 1
far st. punch medium
Attack 2 3 6 10 7 1
far st. punch hard
Attack 3 3 5 4 1
far st. kick low
Attack 3 3 5 4 4
far st. kick medium
Attack 3 3 4 8 7 7
far st. kick hard
Attack 3 2 3 4 3
close st. punch low
Attack 2 2 4 3 1
close st. punch medium
Attack 3 20 11
close st. punch hard
Attack 3 3 5 4 1
close st. kick low
Attack 3 3 3 6 3 4 1
close st. kick medium
Attack 3 3 6 8 11
close st. kick hard
Attack 2 2 4 4 1
cr. punch low
Attack 2 2 4 4 1
cr. punch medium
Attack 3 3 6 8 11
cr. punch hard
Attack 3 3 4 4 1
cr. kick low
Attack 1+4 5 4
cr. kick medium
Attack 3 3 6 8 11
cr. kick hard
Attack 3 3 2
jump punch low
Attack 2 3
diagonal jump punch low
Attack 3 3 2 16 2 3 4
neutral jump punch mid
Attack 3 3 8 3 4
diagonal jump punch mid
Attack 3 3 2 8 2 3 4
neutral jump punch hard
Attack 3 3 8 3 4
diagonal jump punch hard
Attack 3 3
neutral jump kick low
Attack 3 3
diagonal jump kick low
Attack 3 3 16 3
neutral jump kick medium
Attack 3 3 16 3
diagonal jump kick medium
Attack 1 2 5 4 4 4 6
neutral jump kick hard
Attack 3 3 6 4 6 6
diagonal jump kick hard
Attack 7 8
Lightning Kick startup
Attack 4 4 4 4 4 4 4 4
Lightning Kick active
Attack 2 2
Lightning kick recovery
Attack 1 4 3 2 3 4 6
Lightning Kick startup
Attack 4 3 2 1 1 1 1 1
Whirlwind active
---- 2 1 2 2 3 4 4 2
---
Attack 2 3 2 2 3 3 1
Whirlwind recovery
Walk back Neutral Walk Forward Crouch
Standing reel
----
Standing out reel
----
crouching reel
----
dizzy
----

Zangief

Attack 3 2 2 2 4 4 5
close st. punch low
Attack 3 2 2 8 4 1
close st.kick low
Attack 3 3 4 4 5
close st.kick medium
Attack 2 2 2 3 6 8 8 10 8 5
close st.kick high
Attack 2 4 5
far st.punch low
Attack 2 2 3 5
far st.punch medium
Attack 3 3 6 10 8 6 5
far st.punch high
Attack 2 2 5
far st.kick low
Attack 3 3 4 4 5
far st.kick medium
Attack 4 8 11
far st.kick high
Attack 3 5
cr.punch low
Attack 3 3 8 4 5
cr.punch medium
Attack 3 3 8 10 13
cr.punch high
Attack 3 4 7
cr.kick low
Attack 3 6 9
cr.kick medium
Attack 4 8 13
cr.kick high
Attack 2 3 8
**neutral j.punch low **
Attack 2 3 8
neutral j.punch medium
Attack 2 3 8
neutral j.punch high
Attack 2
neutral j.kick low
Attack 3 16 8 6 4
neutral j.kick medium
Attack 3 8 8 6 4
neutral j.kick high
Attack 2 3 8
**diagonal j.punch low **
Attack 2 3 8
diagonal j.punch medium
Attack 1 3 3 7 3 3
diagonal j.punch high
Attack 3
diagonal j.kick low
Attack 3 16 8 6 4
diagonal j.kick medium
Attack 3 8 8 6 4
diagonal j.kick high
Attack 3 8
**stomach pump low **
Attack 3 6
stomach pump high
Attack 5
splash
Attack 11 5 5 5 5 5 5 5 5 5 5 3
Spinning Clothesline

E. Honda

Attack 2 2 4 2 1
far st. punch low
Attack 2 2 2 4 2 2 1
far st. punch medium
Attack 3 3 3 4 7 5 3 2 1
far st. punch hard
Attack 3 3 3 4 3 3 1
far st. kick low
Attack 3 3 3 4 5 6 1
far st. kick medium
Attack 3 3 3 6 8 10 1
far st. kick hard
Attack 3 3 3 3 1
close st. kick low
Attack 3 3 3 3 1
close st. kick medium
Attack 2 2 3 3 5 8 6 3 1
close st. kick hard
Attack 2 2 8 2 1
cr. punch low
Attack 2 2 2 8 6 4 1
cr. punch mid
Attack 2 3 4 6 8 6 4 3 1
cr. punch hard
Attack 3 3 3 3 3 3 1
cr. kick low
Attack 3 3 3 6 5 4 1
cr. kick medium
Attack 3 4 6 4 8 6 1
cr. kick hard
Attack 3 4 4 30
jump punch low
Attack 3 4 4 30
diagonal jump punch low
Attack 3 4 4 12 8 4 4
jump punch medium
Attack 3 4 4 12 8 4 4
diagonal jump punch medium
Attack 3 4 6 8 4 4
neutral jump punch hard
Attack 3 4 6 8 4 4
diagonal jump punch hard
Attack 3 4 30 4
neutral jump kick low
Attack 3 4
diagonal jump kick low
Attack 3 4 12 4 4 4 4 4
neutral jump kick medium
Attack 3 4
diagonal jump kick medium
Attack 2 4 6 4 4 4 4 4
neutral jump kick hard
Attack 3 4 12 4 4 4 4 4
diagonal jump kick hard
Attack 3 4 6 3 3 22
Sumo Headbutt pt1
Attack 4 4 4 8 2 2 1
Sumo Headbutt pt2
Attack 4 4
One Hundred slaps startup
Attack 4 4 4 4 4 4
One Hundred slaps active
Attack 1 1
One hundred slaps recovery
Walk back Neutral Walk Forward Crouch
Standing reel
----
Standing out reel
----
crouching reel
----
dizzy
----

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