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Street Fighter II: The History and Details of the Game That Changed the Industry

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Understand how Street Fighter II forever changed the gaming industry, from its creation and release in arcades to its direct influence on the current fighting game landscape.

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translated by Meline Hoch

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The Game That Changed the Industry

When Street Fighter II hit arcades in 1991, nobody imagined that this game would turn the world of video games upside down. Until then, fighting games existed, but they were simple, clunky, and lacked identity.

The first Street Fighter, from 1987, had good ideas, but it lacked fluidity, was difficult to play, the moves didn't come out right, and it was missing something that nobody could quite explain. Capcom knew they needed to do something different. And they did. The result was a game that pushed the boundaries, becoming a phenomenon that redefined the fighting genre and influenced how games would be developed and consumed from then on.

Street Fighter II became the standard for fighting games. It created rules and a language of its own for games that are still used today. It introduced charismatic characters, deep mechanics, real competition between players, and, above all, transformed video games into a social space. Lines formed at arcades, machines were overflowing with coins, and in this context, rivalry and head-to-head competition were born.

In this article, we’ll see the impact this fighting game had: from its release, its influence on other games, to the current state and future of the franchise.

Promo Art for the Street Fighter Movie (2026)
Promo Art for the Street Fighter Movie (2026)

The People Behind the Legend

After the lackluster performance of the first Street Fighter in 1987, Capcom realized they had a good idea on their hands, but poorly executed. The game already featured special moves via commands, but it was clunky. Even so, within the studio, some developers saw potential in that one-on-one fighting concept.

That's when Yoshiki Okamoto, one of the most important figures behind Street Fighter II, came in. He assembled a young and creative team, including Akira Nishitani, the famous “Nin-Nin”, who helped create the rhythm and feel of the fights. The goal was to remake everything from scratch, fix past mistakes, and create something that was truly fun to play against another person.

The team decided that the focus would no longer be solely on facing the CPU, and brought the duel between real players to the forefront of the game. To achieve this, they created characters that weren’t only visually different, but also fought in unique ways. Ryu and Ken remained the core characters, but now shared the spotlight with other fighters such as Guile, Zangief, Blanka, Chun-Li, E-Honda, and Dhalsim, each with their own unique style, reach, and pace.

Another crucial change was the polishing of the controls. Special moves still required directional movements, but now they were more fluid and responsive. Unleashing a Hadouken ceased to be a struggle and became something any player could easily learn. This created a sense of progression: at first you miss, then you land it unintentionally, until you do it naturally like a martial arts move.

The subtitle The World Warrior arose from the idea of ​​transforming the game into a world tournament, with fighters from various parts of the world. When the final version arrived in arcades in 1991, people were unprepared for the impact the game would have.

What began as an attempt to correct mistakes became the foundation of the fighting genre. Street Fighter II was born from the desire to do better—and ended up changing everything.

The first Street Fighter II map. The text on the right explains that it was presented in the fall of 1988, at the first official project meeting. The game would take place on an abandoned island that had been purchased to host a large event featuring fighters of various styles.
The first Street Fighter II map. The text on the right explains that it was presented in the fall of 1988, at the first official project meeting. The game would take place on an abandoned island that had been purchased to host a large event featuring fighters of various styles.
Initial backgrounds. The text below explains that environmental obstacles, such as wind-blown projectiles that you need to dodge, or water that you can throw at your opponent, were intended to influence and be part of the combat itself. The statues of Kanon in the image on the left also used to throw objects at you.
Initial backgrounds. The text below explains that environmental obstacles, such as wind-blown projectiles that you need to dodge, or water that you can throw at your opponent, were intended to influence and be part of the combat itself. The statues of Kanon in the image on the left also used to throw objects at you.

The Launch That Changed Everything

When Street Fighter II: The World Warrior appeared in Japanese arcades, it seemed like just a pretty game. But all it took was putting a coin in the machine and getting your hands on the controller to realize there was something different there. The moves were executed through commands and button combinations. This made each attack a real skill of the player; there was no magic button, only the individual skill of each person.

For the first time in arcade games, winning depended more on technique than on luck or the character's brute strength. Learning to unleash a Hadouken, a Shoryuken, or a Sonic Boom was an initiation ritual within the game's universe. Whoever mastered these commands was respected among the players in that arcade.

Another revolutionary point was the roster. Each character had a style, personality, nationality, and a unique way of fighting. They weren't just different "skins" like in the first title. They truly changed how you played, and this brought a unique identity to the game. Everyone had "their" favorite character.

Local multiplayer was the most important and revolutionary part of the game. Previously, arcades were solitary experiences where the player only had the game's enemies to defeat. With Street Fighter II, it became one person facing another for real. The arcade machine area became a kind of virtual fighting arena. People gathered around, cheering, joking, and getting excited. Playing in arcades ceased to be just individual entertainment and became a social event.

The Cultural Boom

The success of Street Fighter II was so absurd that it sold thousands of machines in just a few months, dominating arcades worldwide and spawning console versions that broke even more sales records. On the SNES (the first console to receive the port), the game was a must-have.

And the game's impact went far beyond sales. It created a culture that spawned magazines teaching secret moves, VHS tapes with tips, local tournaments, urban legends about hidden characters and impossible tricks. Akuma – who at the time emerged around the legend of the character Sheng Long – became a myth even before existing and being officially presented to the public.

People literally started training, spending hours repeating movements to land precise hits. This was the cradle of modern competitive gaming. Street Fighter II planted the seed of what we now call eSports.

For the first time, someone with skill in video games was admired for it. The guy who was a real pro was no longer just someone who beat games, but someone who defeated other people, earning the title of "the unbeatable player," who, when he arrived at the arcade, made others tremble.

Concept art of Zangief, also known as "Vodka Gorbavsky
Concept art of Zangief, also known as "Vodka Gorbavsky". The text on the left says that he "hates communism" and "became a street fighter for money, which is why he's fighting in this tournament". On the right, it says that he was expelled from official pro wrestling for ignoring the rules and permanently incapacitating all of his opponents. Now, he makes a living in the underground wrestling circuit.
Concept art of Balrog (Vega). The text reads: “Above: Balrog was born from the concept of a ninja + bullfighter. Left: Our original image of him as a crusader was abandoned out of respect for Western religious sensibilities.”
Concept art of Balrog (Vega). The text reads: “Above: Balrog was born from the concept of a ninja + bullfighter. Left: Our original image of him as a crusader was abandoned out of respect for Western religious sensibilities.”

The Influence of an Entire Generation

After Street Fighter II, every company tried to make its own fighting game. A flood of games appeared, but none had the same impact. From then on, developers began to refine their ideas, which transformed into acclaimed games to this day, such as: Mortal Kombat, Fatal Fury, The King of Fighters, Samurai Shodown, Darkstalkers, Virtua Fighter, Tekken, among others. Each company put its own identity into it, but all drank directly from the Capcom source.

The model of two fighters facing off, energy bars, rounds, characters with unique styles and special moves became standard in fighting games. Even 3D games, like Tekken and Virtua Fighter, inherited the DNA of Street Fighter II.

The concept of "meta," which is common in competitive games today, was born there. Certain characters were stronger, some strategies dominated the rounds, and the community learned, adapted, and evolved. This created the way designers think about character balancing to this day.

Outside the fighting genre, the influence of Street Fighter 2 was also enormous. Games began to place more value on competition, local multiplayer, and the learning curve. The idea that a game could be simple to understand but difficult to master became a design philosophy.

The Birth of the Competitive Scene

Over time, championships began to emerge. At first, they were small events in local stores, rental shops, or arcades. Later, larger gatherings followed, eventually leading to legendary events like EVO.

The FGC (Fighting Game Community), was built upon the spirit created by Street Fighter II: respect, rivalry, learning, and that vibe of “sit down and try to beat me”.

Today, professional gamers make a living from it. They train daily for dozens of hours, travel, gain sponsorships, and become role models for other players. And it all started with two people standing and sharing the same screen on an arcade machine in the 90s.

The text says: “Our first idea for an Indian character. He was called 'Naradatta', before we finally opted for Dhalsim.” Naradatta could also refer to a character from Tezuka's manga Buddha.
The text says: “Our first idea for an Indian character. He was called 'Naradatta', before we finally opted for Dhalsim.” Naradatta could also refer to a character from Tezuka's manga Buddha.
Concept art of Chun Li. The text reads: "Our image for Chun Li has changed from the somewhat seductive 'Chinese Girl' version (left) to the strong and gallant Chun Li (right)." Note the Interpol uniform.
Concept art of Chun Li. The text reads: "Our image for Chun Li has changed from the somewhat seductive 'Chinese Girl' version (left) to the strong and gallant Chun Li (right)." Note the Interpol uniform.

The Current Landscape of Fighting Games

Fighting games have gone through highs and lows. There was a period in the 2000s when the fighting genre lost ground to shooters and open-world games. Many people thought this style of game was dying. But it never disappeared. It just transformed.

With the internet, the focus shifted from local multiplayer to online, and that changed everything. Today you can face someone on the other side of the planet in seconds. Communities are formed on Discord, Facebook, or forums. Tutorials, reviews, and debates are part of the daily routine of players passionate about fighting games.

Modern games like Street Fighter 6, Tekken 8, Guilty Gear Strive, and Mortal Kombat 1 show that the genre is more alive than ever. They seek to balance two difficult things: being accessible to beginners and deep for veterans.

Street Fighter 6, for example, brought modern controls, more beginner-friendly modes, and even a semi-open world story mode. Capcom understood that it needed to "think outside the box" and open the door to new players without alienating the old ones.

The FGC also became more open. What was once a predominantly male scene now has more women, young players, people with disabilities (PWD), and players from different countries participating in events. The competitive spirit remains, but now it's no longer side-by-side, but global.

Evo Moment #37", "Daigo Parry"

(Evo 2004) between Daigo Umehara and Justin Wong*. One of the most memorable moments in the Street Fighter series.

The Future of the Franchise

Today, Street Fighter is no longer just a game. It's a brand that sells millions, both in games and action figures, accessories, clothing, toys, backpacks, and a variety of items that have turned the game into a video game sales machine.

Capcom hit the mark with Street Fighter 6. The game respects the series' legacy while also trying to reinvent it. The focus on accessibility shows that the company wants more people to enter this world without fear of getting beaten up in the first few minutes.

The future of the series lies in a strong community: Capcom is investing heavily in events, championships, and integration with content creators; the game thrives on its community, and that's already clear. Another point the company doesn't neglect is technology, with increasingly realistic graphics, fluid animations, and a better netcode; the online experience tends to become closer to what it was in arcades, being fairer and more immediate with updates.

The company also continues working on expanding the game's universe, taking the franchise beyond traditional fighting games. We already have proof that animated series, films, more ambitious story modes, and even spin-offs sell well and bring more players and fans to the Street Fighter universe. The most important thing for Capcom is that the game remains relevant – not just a relic of the past – but something that still dictates trends in the fighting game market.

Street Fighter taught us that a game can be simple to learn but impossible to master. What characters matter, what well-thought-out mechanics create entire communities, and what every modern fighting game, in some way, carries the DNA of Street Fighter II. Even those who’ve never touched the original game feel its effects when playing any fighting game today.

Street Fighter 30th Anniversary Artwork
Street Fighter 30th Anniversary Artwork

The Blows will never stop

Street Fighter II wasn't just a commercial success, it was a game-changer. It changed how people play, compete, and interact with video games. It created a culture, a community, and an entire genre practically from scratch.

It transformed local arcades into virtual battlegrounds; players became competitors, and matches became unforgettable duels. It planted the seed of eSports, taught designers how to create games, and showed the world that video games are also about skill, training, and personal expression.

Today, when you enter an online match, choose your favorite character, and face someone on the other side of the world, you're experiencing a legacy that began back then, with Ryu and Ken exchanging pixelated punches.

The world has changed, technology has evolved, but the spirit of Street Fighter II lives on: two fighters, face to face, with their skills deciding who wins. As long as there's someone trying to land a Hadouken for the first time, that flame will never go out.

And you, when did you start playing Street Fighter and who’s your favorite character? Tell me in the comments.