SFII Turbo adventure archiveStreet Fighter II TurboGUIDES
Street Fighter II Turbo / Characters

The twelve World Warriors

Meet every selectable fighter and understand the main input styles.

Edition covered

Original 1993 SNES Street Fighter II Turbo: Hyper Fighting, with Normal and Turbo modes. This is the twelve-fighter game, before Super Street Fighter II and Super Turbo; there are no Super Combos or Akuma. SNES button names are used.

12 characters · one picture per entry · open a picture for full size.

Character directory

Ryu artwork from the original SNES manual
Balanced projectile fighter

Ryu

Ryu combines a fireball, rising Dragon Punch and Hurricane Kick. Learn to keep a useful distance and respond to jumps before attempting elaborate attack strings.

Ken artwork from the original SNES manual
Motion-command fighter

Ken

Ken shares the familiar fireball, uppercut and Hurricane Kick commands. He provides another way to learn directional motions without changing to charge inputs.

Guile artwork from the original SNES manual
Charge-command fighter

Guile

Guile uses the Sonic Boom and Flash Kick. Holding a direction before releasing the attack makes his rhythm different from Ryu and Ken.

Chun-Li artwork from the original SNES manual
Mobile kick specialist

Chun-Li

Chun-Li combines fast kicks and movement with the Spinning Bird Kick. Her Turbo-mode projectile adds another option for controlling space.

E. Honda artwork from the original SNES manual
Sumo and charge attacks

E. Honda

Honda uses Hundred-Hand Slap and Sumo Head Butt; Turbo adds Sumo Smash. His tools reward learning charge timing and close-range pressure.

Blanka artwork from the original SNES manual
Rolling attacks and electricity

Blanka

Blanka combines Electricity with horizontal Rolling Attack. Turbo adds a vertical rolling attack.

Zangief artwork from the original SNES manual
Close-range grappler

Zangief

Zangief threatens with the Spinning Pile Driver and Double Lariat. Closing distance safely matters more than repeatedly jumping at an opponent.

Dhalsim artwork from the original SNES manual
Long-range specialist

Dhalsim

Dhalsim uses extended limbs and Yoga Fire to contest space. Turbo also gives him Yoga Teleport.

Balrog artwork from the original SNES manual
Boxer

Balrog

The American boxer uses forward rushing punches. This English-language guide follows the Western names used by the SNES manual.

Vega artwork from the original SNES manual
Claw and wall attacks

Vega

The Spanish fighter attacks with a claw and can leap from the wall. Track both the wall approach and the landing instead of focusing only on his starting position.

Sagat artwork from the original SNES manual
High and low projectiles

Sagat

Sagat uses Tiger Shots and Tiger Uppercut. Recognise projectile height before choosing whether to block, crouch or advance.

M. Bison artwork from the original SNES manual
Final tournament opponent

M. Bison

The Shadaloo leader is selectable along with the other bosses. His charge specials include Psycho Crusher and Scissor Kick.

Quick notes

  • Motion and charge styles. Ryu and Ken are useful starting points for learning motion commands.
  • Specialists change the distance. Zangief wants close range, while Dhalsim makes opponents negotiate a much longer reach.
  • Bosses are available from the start. Balrog, Vega, Sagat and M. Bison join the original eight as selectable fighters.
FIELD NOTE

Try a motion character and a charge character before committing to your favourite.

Picture details

Game artwork belongs to its respective rights holders.

References