SOLO OR LOCAL 2P

Street Fighter II

Eight warriors. One world tour.

Arcade (World Warrior) · 1991

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How to play Street Fighter II

  1. Choose Arcade for the complete tour, Versus for a local opponent, or Practice to learn attacks against a standing dummy.
  2. Select one of the eight fighters. Read the short command list, choose Arcade difficulty if needed, and press Fight.
  3. Move into range, mix light and heavy attacks, and release movement or attack buttons when you want to recover. Holding a button does not repeatedly press it.
  4. Guard by holding away. Add Down against low kicks, but stand to defend jumping attacks. Jump over a projectile or answer it with your own.
  5. Use directional motions for specials and a close directional medium or heavy strike for a throw. Watch the opponent’s recovery before committing.
  6. Win two rounds, choose Continue after each victory, complete bonus challenges and defeat M. Bison to see your fighter’s ending.

Controls

KEYBOARD & MOUSE

  • Player 1: Arrow keys move, crouch, jump and guard. Z, X and C are light, medium and heavy punch; V, B and N are light, medium and heavy kick.
  • Player 2 in Versus: I, J, K and L move. 1, 2 and 3 punch; 4, 5 and 6 kick, from light to heavy.
  • Gamepad: left stick or D-pad moves. X, Y and RB punch; A, B and RT kick. Start pauses. Two connected gamepads control separate players.
  • P or Escape pauses; M switches sound. The visible Move list pauses play and shows commands for your fighter.
  • Hold away from the rival to guard. Down-away guards low. Near the opponent, toward or away plus a medium or heavy attack can throw.

TOUCH

  • Hold the direction pad to move, crouch or jump. Diagonal buttons combine two directions. Slide between them to enter special commands.
  • The top row, LP MP HP, contains the three punches. The bottom row, LK MK HK, contains the three kicks. Use separate fingers for movement and attacks.
  • Touch controls operate Player 1. Local Versus needs a keyboard or two gamepads. Pause, Moves and Sound remain available beside the deck.

About Street Fighter II

This independent browser recreation takes the original 1991 arcade Street Fighter II: The World Warrior as its reference. The selectable cast is Ryu, E. Honda, Blanka, Guile, Ken, Chun-Li, Zangief and Dhalsim. Balrog, Vega, Sagat and M. Bison remain computer-controlled final challengers. Later-edition additions such as selectable bosses, mirror matches and super meters are outside this version. All code, pixel artwork, stage compositions and synthesized sound were created for this browser game. It does not use a ROM, extracted sprites or the original soundtrack.

Arcade mode takes your chosen fighter through an eleven-match world tour. First come the other seven playable fighters, followed by the four bosses in their familiar order. Each match is best of three rounds, with a 99-second round clock. Empty the opponent’s health bar to win, or have more health when time expires. Equal health produces a draw; three drawn rounds end the match. Losing offers a free Continue that restarts the current match while keeping your opponent progression and score. Completing the final battle leads to an individual authored retelling of your fighter’s ending.

The six attack buttons separate punches and kicks into light, medium and heavy strengths. Light attacks recover quickly, while heavier strikes usually reach farther and leave you committed for longer. Standing close to a rival changes some normal attacks. Crouching kicks attack low; jumping attacks threaten a standing guard. Hold away from the opponent to block, or down and away to guard low attacks. You cannot block while attacking or jumping. A close directional medium or heavy attack can become a throw, which defeats ordinary guarding but cannot grab an airborne or fallen opponent.

The fighters have different tools as well as different appearances. Ryu and Ken combine fireballs, rising uppercuts and spinning kicks. Honda uses broad palms and a charging headbutt. Blanka mixes low claws with electricity and a rolling attack. Guile controls space with a charged Sonic Boom and Flash Kick. Chun-Li’s fast kicks include Lightning Kick and Spinning Bird Kick. Zangief uses heavy close strikes, Double Lariat and a rotation-command piledriver. Dhalsim contrasts long stretching attacks with short close elbows and knees, Yoga Fire and Yoga Flame.

Special commands follow the direction your fighter faces. For a quarter-circle forward, move down, down-toward, then toward and press a punch. A dragon-punch command uses toward, down and down-toward. Charge moves require holding away or down for about three quarters of a second before reversing the direction and pressing an attack. Repeated punch taps produce Honda’s hands or Blanka’s electricity; repeated kicks produce Chun-Li’s Lightning Kick. The Move list shows the selected fighter’s commands and pauses the match while you read.

Three timed bonus challenges test offense between matches. Damage both sides of the car before finishing its body. Break falling wooden barrels before they escape, then dismantle the stack of oil drums. The car and oil drums allow 40 seconds; falling barrels allow 20. Completed targets earn points, and clearing every target awards a perfect bonus. These challenges use authored layouts, durability and scoring. The ordinary fights likewise use authored animation, hitboxes, damage, timing and computer tactics rather than reproducing the original frame tables.

Practice provides a safe place to learn spacing and commands. Choose a different opposing fighter, then use the Move list to switch the dummy’s guard or reset the arena. The clock does not expire, and a knockout resets the practice round. Local Versus lets two people play best-of-three matches using separate keyboard controls or two gamepads. The on-screen touch controls operate Player 1, so local Versus on a touch device still needs a keyboard or two controllers. There is no network multiplayer.

The touch deck keeps an eight-direction pad beside two rows of attack buttons. Separate fingers can hold a direction and an attack, and diagonal buttons make jumping and command motions accessible without a physical stick. The four-to-three display keeps the arena visible in portrait and landscape. Pause stops the match and clears held input. Best score, completed character endings, difficulty and sound preference are stored locally when browser storage is available. Closing or reloading ends the current tour; no live match is resumed.

A few useful tricks

  • A heavy attack that misses leaves time for a counter. Start with light attacks to learn your safe distance.
  • Down-away is useful against low pressure, but a jumping attack requires a standing guard.
  • Begin charging while you defend. A long enough hold followed by the opposite direction and an attack releases the special.
  • Do not attempt to throw a jumping opponent. Let the rival land, or use a rising attack to cover the air.
  • Dhalsim’s far limbs and Zangief’s close attacks solve different problems. Learn the range of your selected fighter.
  • Use Practice’s guard option to compare a clean hit with a blocked strike, then reset the arena to repeat the situation.

Good questions

Which Street Fighter II version does this use?

The reference is the original 1991 arcade The World Warrior: eight selectable fighters and four CPU-only bosses. It is an independent recreation with newly written rules, artwork and sound, not an official Capcom release or a ROM.

Are the bosses playable?

No. Balrog, Vega, Sagat and M. Bison are the final computer-controlled opponents. The eight selectable characters match the original World Warrior roster.

Can I play with a friend?

Yes. Local Versus supports two people on one keyboard or two gamepads. Touch controls operate Player 1, so a touch device still needs a keyboard or two controllers for Versus. Online play is not included.

How do I perform a special move?

Open Moves to see your fighter’s commands. Directions are relative to facing: quarter-circle forward is down, down-toward, toward plus an attack. Charge moves need about three quarters of a second before reversing direction.

What happens after losing an Arcade match?

A free Continue restarts the current match with full health while preserving your world-tour opponent progress and score. Closing or reloading ends the tour.

Does this reproduce the original graphics and frame data?

No. Fighter artwork, stage compositions, animation, hitboxes, damage, timing, computer tactics and bonus layouts are authored for this recreation. The original ROM, sprite sheets, voice clips and music are not included.

What is saved in my browser?

The game stores best score, completed character endings, difficulty and sound preference when local storage is available. It does not save an active match or tour.