Street Fighter
An article by ScienceInsight
Article AI133
The article first describes the game characters and their fighting techniques. The implementation of Machine Learning (ML) for a game character will be addressed in a subsequent step.
What is Street Fighter
Street Fighter (Japanese: ストリートファイター) is a fighting game series developed by the Japanese company Capcom, which began in 1987 with the first arcade game. However, the true breakthrough and genre-defining moment came in 1991 with Street Fighter II: The World Warrior. This game revolutionized the gaming industry and laid the foundation for the entire fighting game genre as we know it today.
The core concept of the series is one-on-one combat between characters from all over the world, each with their own motivations, fighting styles, and supernatural powers (Ki). It centers on themes of honor, self-discovery, saving the world, or simply becoming the strongest.
The main players
Ryu (リュウ) : The wandering, stoic Ansatsuken fighter. He is the protagonist, constantly striving to perfect his martial art while having to control the "Satsui no Hado" (Dark Hadou) within him. His white karate-gi and red headband are iconic.
Ken Masters (ケン・マスターズ) : Ryu's rival and best friend from their training days. He is the "fiery" counterpart: extroverted, wealthy, American, and wears a red Gi. Despite having similar moves, his fighting style is more aggressive.
Chun-Li (春麗) : The first and most iconic female fighter in fighting game history. An Interpol agent from China who seeks revenge against the Shadaloo crime syndicate for her father, a police officer. She is famous for her blue Qipaos, powerful thighs, and her "Hyakuretsukyaku" (Hundred-Foot Kick).
Guile (ガイル) : A stern US Air Force Major, also seeking revenge against M. Bison for the death of his friend Charlie Nash. Unmistakable with his hairstyle, his dog tag tattoo, and his "Sonic Boom".
M. Bison (Vega in Japan, ベガ) : The primary antagonist. The tyrannical leader of the shadowy Shadaloo organization, who seeks world domination. He fights with immense "Psycho Power" and is unmistakable in his dictatorial uniform.
Dhalsim (ダルシム) : An Indian yoga master who fights for peace. He can stretch his limbs, spew fireballs ("Yoga Fire"), and teleport.
Characters : Akuma, Balrog, Blanka, Cammy, Chun-Li, Dee Jay, Dhalsim, E. Honda, Evil Ryu, Fei Long, Guile, Ken, M. Bison, Ryu, Sagat, T. Hawk, Vega, Violent Ken, Zangief (All 19 characters from the Street Fighter II series).
Fighting Techniques
Street Fighter II features three types of punches (Jab, Strong, Fierce) and three types of kicks (Short, Forward, Roundhouse), each with varying speed and power. These are basic normal attacks. Additionally, players can perform special moves, which require specific button and directional inputs, such as the Hadoken (fireball) or Shoryuken (rising uppercut).
1. Special Moves : Each character possesses unique, often supernatural techniques, executed through specific joystick motions combined with button presses.
Hadoken / Shakunetsu Hadoken (Fireball) : The iconic "boom" projectile of Ryu/Ken
Shoryuken (Dragon Uppercut) : A powerful rising uppercut, unblockable and invincible during its startup frames
Sonic Boom : Guile's slow-moving, slicing energy projectile
Spinning Pile Driver : Zangief's legendary, one-handed grappling maneuver
2. Super Combos / Critical Arts : A powerful, spectacular special technique that fills a dedicated Super/Critical Arts gauge by dealing or receiving damage. Its execution is accompanied by a cinematic animation.
3. EX Moves : An enhanced version of a Special Move, triggered by expending a portion of the Super Combo gauge. It deals more damage, has improved properties, or delivers additional hits.
4. Focus Attack (from SFIV onwards) : A chargeable attack that absorbs damage and knocks down the opponent when fully charged, crucial for "Yomi" (reading the opponent) and bypassing projectiles.
5. V-System (in SFV) : A unique set of mechanics for each character (V-Skills, V-Triggers, V-Reversals) that defines and customizes their playstyle.
Function and control
Basic Principle : Two players (or player vs. CPU) each select a character and compete in a best-of-three rounds match. The player who reduces the opponent's health bar to zero first wins the round.
Controls : The game is played using a joystick (or directional pad) and 6 attack buttons.
3 Punch buttons: Light Punch (LP), Medium Punch (MP), Heavy Punch (HP)
3 Kick buttons: Light Kick (LK), Medium Kick (MK), Heavy Kick (HK)
The Art of Input : The controls are not simply about "pressing a button." Special Moves require precise motion inputs such as:
- Quarter-Circle Forward (⤳ + Punch): For Hadouken
- Z-Motion (→ ↓ ↘ + Punch): For Shoryuken
- Charge Motions: Hold ← for 2 seconds, then → + Punch (for Sonic Boom)
Combos : The highest skill lies in seamlessly chaining together normal attacks, Special Moves, and Super Moves into "combos" to inflict maximum damage. This requires perfect timing and practice.
Basics
The main difference between a "Kick" and a "Punch" lies in the part of the body used to attack. A kick is a strike delivered with the foot or leg, whereas a punch is a strike delivered with the fist or hand.
In combat sports such as kickboxing and Muay Thai, both kicks and punches are utilized. In kickboxing, punches and kicks are permitted, while Muay Thai also includes knee and elbow strikes, as well as clinch techniques. In boxing, however, only punches are used.
In addition to the use of feet and hands, there are also technical differences in execution, such as the various types of kicks like low kicks, side kicks, front kicks, axe kicks, and roundhouse kicks.
RYU is a playable character in Streetfighter 2 and one of the most iconic characters in the series. His fighting style is rooted in karate, and he is known for his fast and powerful attacks.
Basic movements and basic actions – Basic moves – Basic actions: Punches/Blows, Kicks, Pokes, Blocking
The 'Basic moves', or normal attacks in Street Fighter II, include Jumping, Crouching, and Walking, along with three types of punches: Jab, Strong, Fierce, and three types of kicks: Short, Forward, Roundhouse
... each with varying speed and power. The choice of the appropriate punch or kick type depends on the specific combat situation, such as the distance to the opponent, the desired damage output, and the attack speed required.
Jab :
The weakest punch, often fast with short range. It is useful for interrupting opponents and initiating combos.
Short kick:
A weak, quick kick.
Strong :
A medium punch that deals more damage than Jab and has greater range. It is a versatile all-purpose attack.
Forward kick:
A medium-strength kick with moderate speed.
Fierce :
The strongest punch, dealing the most damage, but slower and with greater range. It is ideal for use as a counter or to land a powerful strike on the opponent.
Roundhouse kick:
A strong, slower kick.
--- Further translation will follow shortly ---
Special combat operations
Shoryuken (Rising Uppercut)
In the Shoryuken, the fighter delivers a powerful rising uppercut that simultaneously propels them upward and slightly forward. They rotate their body, striking the opponent upward with their fist, often resulting in a high hit and significant damage.
Upward Motion:
The character executes a forceful upward movement, launching themselves from a low position.
Uppercut:
The fist is driven in an upward arc, connecting with the opponent.
Horizontal Momentum:
In addition to the upward motion, there is a slight forward thrust, causing the opponent to be flung both upward and slightly forward.
Invincibility:
Many versions of the Shoryuken, especially EX (OD) or enhanced variants, provide a degree of invincibility against enemy attacks during execution.
Usage:
The Shoryuken is often employed as an anti-air move to hit opponents who are jumping in, or as a quick counter-attack option.
Tatsumaki Senpukyaku or Hurricane Kick (Spinning Aerial Attack)
The Tatsumaki Senpukyaku is a key component of Ryu's arsenal, enabling him to deal damage from a distance and catch opponents off guard. In Street Fighter II, Ryu and Ken are the two characters who master this technique.
In the Tatsumaki Senpukyaku, the fighter spins in the air like a tornado, striking the opponent with rapid kicks. Often called the "Hurricane Kick," this attack is used to quickly close the distance and hit the opponent. In some games, it can even overcome projectiles like fireballs.
Execution:
The move is triggered by a specific controller input combination, which may vary depending on the game version. Typically, it involves a directional input followed by an attack button (usually a kick button).
Effect:
The character performs a series of fast spins and kicks while moving through the air. This allows them to strike the opponent while covering significant ground.
Significance:
The Tatsumaki Senpukyaku is not only an effective offensive tool but also an important means of maneuvering and repositioning during combat.
Rotation:
The fighter (e.g., Ryu or Ken in Street Fighter) rotates around their own axis in mid-air while extending one leg.
Purpose:
This spinning motion allows them to rush toward the opponent rapidly and hit them with swift kicks.
Forward Momentum:
The Tatsumaki Senpukyaku is a forward-moving attack often used to close distance and corner the opponent.
Knockdown:
In many games, the attack results in a knockdown, meaning the struck opponent falls to the ground.
Projectile Defense:
In some games, the Tatsumaki Senpukyaku can also be used to bypass enemy projectiles, making it a useful tool against zoning characters.
Seoi Nage (Throwing technique) - Arm and shoulder throw
The Seoi Nage in Street Fighter II, translated as "Shoulder Throw," is a throwing technique that combines elements of both arm and shoulder throws. It is a powerful throw in which the opponent is thrown over the shoulder, while arm leverage is also used to disrupt their balance. The Seoi Nage is used by Ryu and Ken as a close-range attack. The throw is executed when in close proximity to the opponent by pressing a punch or kick button.
Shoulder Throw:
The name "Seoi Nage" (背負投) literally means "carry on the back throw," indicating a shoulder throw. The technique is based on the judo throw of the same name.
Arm Throw:
Although the name suggests a shoulder throw, the technique is not simply about lifting the opponent over the shoulder. The thrower uses the opponent's arm as a lever and pulling force to unbalance them, making the throw easier to execute.
Body Rotation:
The throw is supported by a rotation of the body and engagement of the hips, which also contributes to the technique's effectiveness.
Execution:
Directional input left or right (← or →) simultaneously with a punch or kick button.
In summary, Seoi Nage in Street Fighter is a throw that incorporates elements of both a shoulder throw and an arm throw, supported by body rotation and hip engagement. In Street Fighter, Seoi Nage is used by Ryu and Ken, as well as other characters such as Akuma and Dan.
Tomoe Nage und Tsukami Nage (Throwing technique) - Back Roll
Tsukami Nage (Grip Throw): Encompasses a variety of throws in which Tori grips Uke by the collar or clothing to execute a throw.
Execution: Varies significantly depending on the specific technique. Can involve a leg throw, a hip movement, or a combination of both.
Goal: Uke is thrown, often through a combination of grip and body movement.
Tsukami Nage is a more general term for throws performed by gripping the opponent's collar or clothing.
Can Ryu perform Tsukami Nage in Street Fighter II ?
No, Ryu cannot perform Tsukami Nage in Street Fighter II. In Street Fighter II, Ryu does not have a throw known as Tsukami Nage. While he does have a throw, it is referred to as Seoi Nage and is executed by inputting ← or → + punch when close to the opponent, according to Giga.de. Tsukami Nage is a throw used in later Street Fighter titles, such as Street Fighter III, by other characters—but not by Ryu in Street Fighter II.
Tomoe Nage and Tsukami Nage are both Sutemi-waza (sacrifice throws) in judo, but they differ in execution. Tomoe Nage, also known as the circle throw, is a throw in which the attacker (Tori) uses their body as a lever to throw the opponent (Uke) over themselves while falling onto their back. Tsukami Nage, on the other hand, is a more general term referring to throws in which the attacker grips the opponent by the collar or clothing to execute the throw. It is therefore not a specific throwing technique but a category of throws.
Tomoe Nage (Circle throw):
The Somersault Throw (Tomoe Nage, 巴投げ) is one of Ryu's throws in Street Fighter II. Tomoe Nage is a throw originating from judo that also appears in Street Fighter. It is used as a special throw by certain characters, such as Ryu. More specifically, it is a "sacrifice throw," where the attacker throws themselves onto their back along with the opponent in order to execute the throw. In Street Fighter II, Tomoe Nage is a technique that can be employed both offensively and defensively. The throw is often referred to as the "Somersault Throw" and appears in various Street Fighter titles, such as Street Fighter III: 3rd Strike.
Execution:
The attacker lifts the opponent and falls backward, similar to a backward roll. The attacker places their foot against the opponent's hip and applies pressure to throw the opponent over themselves. The attacker lands on their back while the opponent falls onto them, also landing on their back.
Tomoe Nage is an effective technique that disrupts the opponent's balance and brings them to the ground. In Street Fighter, it demonstrates how to use the opponent's own force against them.
Sutemi-waza: A sacrifice throw where Tori throws themselves onto their back in order to throw Uke.
Execution: Tori grips Uke, lies back, and places their foot against Uke's abdomen or thigh. By pushing with the foot and pulling on the belt, Tori throws Uke over their own body.
Goal: Uke is thrown over Tori's body.
In summary:
Tomoe Nage is a specific, standardized technique - a sacrifice throw.
Special kicks
Axe Kick
Does Ryu perform the Axe Kick in Street Fighter II ?
Yes, Ryu performs the Axe Kick (Kakato Otoshi) in Street Fighter II. It is one of his unique moves, executed by delivering a powerful downward kick when close to the opponent. In Street Fighter II, the Axe Kick is a close-range attack by Ryu, performed by pressing the Hard Kick button when near the opponent. This move is also known as Kakato Otoshi, which translates to "heel drop" in German. In addition to Ryu, the Axe Kick is also used by other characters such as Ken, Akuma, Evil Ryu, and Oni.
Drop Knee
Does Ryu perform the Drop Knee in Street Fighter II ?
Yes, in Street Fighter II, Ryu executes the Drop Knee, an aerial attack performed with a Light Kick. This move is referred to as the Drop Knee when executed in the air using the Light Kick button. In addition to his standard moves, Ryu in Street Fighter II can also perform special attacks such as the Shoryuken (Dragon Punch), Tatsumaki Senpu-kyaku (Hurricane Kick), and Hadoken (Energy Wave). Street Fighter II is renowned for its six-button configuration and the introduction of command-based special moves, which make each character unique.
Further kicks
Low Pokes Standard components
Ryu executes Low Pokes in Street Fighter II. These are essential components of his attack repertoire and are often used to hit the opponent low to the ground and initiate a quick sequence of attacks. Low Pokes are attacks that strike the opponent's legs. In Street Fighter II and other installments of the series, they are often fast, repeatable strikes that keep the opponent grounded and provide a good opportunity to build pressure or set up counter-attacks. Ryu's Low Pokes are effective for keeping the opponent grounded, disrupting them, and preventing them from gaining distance or attacking. They are also useful for finding gaps in the opponent's defense and setting them up for other attacks.
In Street Fighter II, Ryu primarily uses his Crouching Medium Kick as his key Low Poke to land low hits and control the opponent. This strike is a standard technique for hitting the opponent low without being easily punished when executed correctly.
Why the Crouching Medium Kick?
- Low Hit:
Ryu can hit the opponent low with this kick, which is an important tactical element in combat.
- Stability:
The Crouching Medium Kick is a relatively safe move that can surprise the opponent without leaving Ryu overly vulnerable.
- Setup:
This Low Poke can also serve as a setup for other attacks, such as Ryu's famous Hadoken fireballs, which further pressure the opponent.
High Pokes
Yes, Ryu performs High Pokes in Street Fighter II. High Pokes are quick, high-reaching strikes often used as part of standard attacks. In Street Fighter II, Ryu has a High Punch that is executed as such and serves as a High Poke.
Crouching techniques
In Street Fighter II, Ryu's crouching techniques are: crouching medium kick (crouching MK) and crouching strong punch (crouching HP). The crouching medium kick is a quick low attack useful for poking, while the crouching strong punch is a powerful anti-air attack.
Low Pokes.
Crouching Medium Kick (crouching MK):
This is a fast, low attack that can be used to interrupt opponents or create openings. In some versions, it can be chained into special moves like the Hadouken.
Crouching Strong Punch (crouching HP):
This is a strong anti-air attack that can hit opponents jumping in, making it a useful defensive tool.
Yes, in Street Fighter II, crouching pokes are generally low pokes, as they strike the opponent at knee level or lower and must be blocked by the opponent while standing. The most common low poke is the crouching medium kick (also known as "low forward"), with the crouching hard kick being referred to as a "sweep" that knocks the opponent down.
In Street Fighter II, Ryu has two important crouching attack techniques: crouching medium kick and crouching hard kick. The crouching medium kick is a fast, short-range kick useful as a "poke" (a quick, short attack to probe the opponent) or for combos. The crouching hard kick is a longer-range kick that deals more damage and can also knock the opponent down.
In addition to these basic attacks, there are, of course, various special techniques such as the Hadoken (fireball), Shoryuken (Dragon Punch), and Tatsumaki Senpu-kyaku (Hurricane Kick), which can also be performed from a crouching position. However, these are not purely "crouching techniques" in the strict sense, as they can also be executed from other stances.
Fighting techniques using tools/weapons
Fireball (Hadouken): (Faster than Ken's Hadouken)
Street Fighter II features a variety of special moves for each character. Some of the most well-known include the Hadoken, Shoryuken, and Tatsumaki Senpu-Kyaku for Ryu and Ken, the Sonic Boom and Somersault Kick for Guile, and the Yoga Flame and Yoga Teleport for Dhalsim. A detailed breakdown by character:
Fighter
Move / Technic
Input sequence
Description
Ryu & Ken
Hadouken (Fireball)
Shoryuken (dragon punch)
Tatsumaki Senpu-Kyaku (Hurricane kick)
(In der Luft)
Jodan Sokutou Geri
Seoi Nage (Wurftechnik)
(Nah am Gegner)
Tomoe Nage und Tsukami Nage (Wurftechnik)
(Nah am Gegner)
↓ ↘ → + Punch (any strength)
→ ↓ ↘ + Punch (any strength)
↓ ↙ ← + Kick (any strength)
→ ↘ ↓ + Kick
Energy projectile / A projectile attack
A rising uppercut move
A spinning kick in the air
A jumping kick
Guile:
Sonic Boom: (← ↙ ↓ ↘ → + Punch) A projectile attack.
Somersault Kick: (↓ ↘ → + Kick) A spinning kick.
Throw: (Close: → + Punch or Kick)
Chun-Li:
Kikoken: (↓ ↙ ← + Punch) A projectile attack.
Hyakuretsu Kyaku: (Repeatedly press Kick) A rapid series of kicks.
Tensho Kicks: (↓ ↘ → + Kick) A jumping kick.
Dhalsim:
Yoga Fire: (↓ ↘ → + Punch) A projectile attack.
Yoga Flame: (← ↙ ↓ ↘ → + Punch) A close-range fire attack.
Yoga Blast: (↓ ↘ → + Punch) A projectile attack.
Yoga Teleport: (← or → + 3 Punches or 3 Kicks) A teleportation move.
Other Characters:
E. Honda:
百烈张手 (Hyakuretsu Harite) (Repeatedly press Punch) and 百烈張り手 (Hyakuretsu Harite) (Close: Punch)
Blanka:
Rolling Attack (← ↙ ↓ ↘ → + Punch) and Vertical Rolling Attack (↓ ↘ → + Kick)
Zangief:
Piledriver (Close: → + Punch) and Spinning Clothesline (Hold all three Punches)
M. Bison:
Double Knee Press (→ ↓ ↘ + Kick) and Head Press (↓ ↘ → + Punch)
Balrog:
Dash Punch (← → + Punch), Dash Uppercut (← → + Kick), and Buffalo Headbutt (↓ ↑ + Punch)
Sagat:
Tiger Shot (↓ ↘ → + Punch) and Tiger Knee (↓ ↘ → + Kick)
Each character also has unique throws and other special move.
Does Ryu perform Anti-Airs in Street Fighter II?
In Street Fighter II, there are no explicit "Anti-Air" moves designed solely for that purpose, as you might find in newer games. Instead, there are general attacks that can be effectively used against jumps if timed correctly.
Ryu can perform anti-air attacks in Street Fighter II, primarily with his forward thrust punch (Strong Punch) and the Hadoken. The forward thrust punch is a good option for countering opponent jumps, while the Hadoken can also serve as a defense against jumps, especially when well-timed.
Explanation:
Forward Thrust Punch (Strong Punch):
This attack has good range and priority and is effective against jumps where the opponent's limbs are vulnerable. However, one must be careful as Ryu moves slightly forward during this attack, so some space is needed to execute it properly.
Hadoken:
The Hadoken can also be used as an anti-air attack when executed with proper timing. If the opponent jumps and the Hadoken is fired high enough, it can effectively interrupt their jump.
Roundhouse Kick in Reality, also known as a spinning kick or Mawashi-Geri.
A kicking technique in which the leg is swung in a semicircular motion to strike the opponent with the shin, instep, or ball of the foot. It is a commonly used technique in various martial arts such as kickboxing, Muay Thai, and Taekwondo.
Characteristics of a Roundhouse kick
Movement:
The leg is raised, the supporting foot and body pivot, and the leg is extended to execute the kick.
Target:
The kick can be aimed at various body regions, such as the head, torso, or thigh.
Striking Surface:
The strike is delivered with the shin, the instep, or the ball of the foot.
Power Transfer:
The hip plays a crucial role in transferring power, and the supporting foot is pivoted to achieve greater reach and force.
Applications:
The roundhouse kick can be used as an initiating technique, as a counter, or as part of a combination.
Differences between Roundhouse Kick and Mawashi-Geri:
While the roundhouse kick serves as the generic term for circular kicking techniques, Mawashi-Geri is often used as a designation for a specific form within Japanese martial arts. The main difference lies in the retraction of the leg. In Mawashi-Geri, the leg is immediately withdrawn after striking the target, whereas the roundhouse kick, particularly in certain variations, may continue its motion even after missing the target.
Variations:
- High Kick: A kick aimed at the head
- Middle Kick: A kick aimed at the torso
- Low Kick: A kick aimed at the leg
- Brazilian Kick: A variation where the kick is completed with a rapid rotation of the body
- Spinning Kick: A variation executed with a 360-degree turn
Training Aspects:
- Body Posture: Maintaining an upright upper body and rotating the hip are important for power and effectiveness
- Supporting Foot: The supporting foot should be pivoted toward the target, sliding with the heel facing the target
- Protection: During training, one must ensure proper self-protection and execute the kick from a stable stance
Use of AI
To be continued. Going forward, we will utilize Reinforcement Learning (RL) or more specifically Deep Reinforcement Learning (DRL) to train an agent.
