
The original character select screen in Street Fighter II: The World Warrior. Often hailed as the most memorable select screen in the series and fighting games in general.
In fighting games, Character Select, also called Character Select Screen or just Player Select, is the feature where the player(s) decide which available character they will fight as throughout the game as an option.
Description
Origin
In the Street Fighter series, the character select screen had debuted in the second game, as the first game simply had the player(s) deciding on both Ryu on the left-sided 1P controls and Ken on the right-sided 2P controls from either arcade cabinets, home consoles, or touch screens.
Elements
- An arrow or another visual marker to show which character has been highlighted.
- Artwork of the character to further indicate who has been highlighted.
- The name of the highlighted character.
- Stats of the highlighted character, which would include items such as weight, height, difficulty, individual stats, among other things.
Announcer
In older games, characters would simply be represented by a picture and the announcer wouldn't say their names. In the more advanced games such as the Marvel vs. Capcom CP System II titles, the character model is used to visualize them. When the character model is selected, they usually either quote or pose. For example, in Super Gem Fighter Mini Mix, Ryu crosses his arms, while in Street Fighter X Tekken, Dhalsim says "Allow me to show you the wonders of yoga", and in Street Fighter V, M. Bison laughs and says "Very good".
Extra Options

Street Fighter V also allows players to pick the V-Trigger of their fighter before the battle starts in the Character Select.
Some games ask for extra options to be selected. In all game modes of Street Fighter V, the game will ask for what V-Trigger is desired from the player. In Street Fighter X Tekken the game will ask how much health the player wants to start off within local vs in terms of total health (for example, Ibuki and Ling Xiaoyu have a below average max of 900 while Zangief has an above average total max of 1100, so picking 100% for Ibuki would mean she has 900 and Zangief would have 1100 and lower percentages will be scaled from their top health values so for example, if 75% health is chosen for Ibuki, it would be 75% of 900 and in Zangief's case, it would be 75% of 1100) and what Gem Units from a preset of 5 (as of the latest patch) the player desires to use.
Hidden Options
In the original arcade version of Street Fighter Alpha 3, hidden characters such as Balrog (shown here) can appear despite not being selectable by normal means via the random selection slot.
Some games (primarily the Alpha series) were infamous of keeping secrets from within the character selection screen. Alpha 2 Gold, for example, allows the player to select Cammy from M. Bison's character slot despite, Cammy being an altogether different character with a different fighting style and being hidden from the normal selection of characters. Other games need sequences of buttons, such as the Turbo edition of Super Street Fighter II for picking Akuma and others require the usage of the "random" character selection slot which usually takes the form of a question mark.
Super Street Fighter II Turbo also has a hidden option for "Old" incarnations of characters. These characters have unique inputs required for each, they can not tech throws and have no super meter. Some characters such as Sagat are considered much better than their Super Turbo incarnation due to better properties despite the general downfalls of the "Old" characters that they all share.
Downloadable Content
More recent games allow for downloadable content (DLC). In these games, the initial roster is released with missing characters that will be filled in due time as new characters are released. For example, DLC characters in Street Fighter V and SFXTK, are changed in orientation.
Artistic themes and aesthetic direction (mainstream games)
Street Fighter
The 1987 original lacks any on-screen character select feature, instead featuring a simplistic "Country Select" screen featuring the national flag of Japan, United Kingdom, United States, and China for the player to select a pair of regional competitors from that country as the next opponents.
Street Fighter II
Highlighting its 1980s into 1990s era, the sequel utilizes blue backgrounds with a large Aitoff/Hammer type globe to emphasize a feeling of worldwide grand competition. The map is marked with national flags of each fighter's origin. With the US and Japan marked with two or more flags on the map as there are more than two fighters from the respective nations which are a total of twelve (eight in The World Warrior).
Super/Ultra Street Fighter II
The New Challengers
It is an improved and detailed version of Street Fighter II's original player select, except it is a three-layered roster with the four bosses on the sides.
Grand Master Challenge
The roster is now back to resembling how it looked in both Champion Edition and Hyper Fighting, but is also illustrated in the style that would be later used for Street Fighter Alpha: Warriors' Dreams, and a noticeable change is the flags instead being displayed below the character's name.
Street Fighter III
New Generation
Emphasizing its next generation escalation, a world map is made to be the entire backdrop, while the continents are raised and leveled in 3D.
2nd Impact - Giant Attack
Second Impact: Drawing upon themes found on Gill, the screen is divided in half, with red for the left and blue for the right. A metallic feel and finish is found on the triangle sections for the timer and the character indicator, making for a somewhat industrial but future like 1990s feel; notable is the use of millennium silver, which was in trend for the few years before the coming of the year 2000 in many video games and software settings.
3rd Strike - Fight for the Future
The backdrop is a lit gold orange to black shade gradient concrete wall, helping to draw out a feeling of yearning and "twilight" among Third Strike's urban street feel. Titles and words are streamlined with minimalist features, connected with white lines or are cut out within red windows, and written in Impact font. Illegible written words are near the timer, which are believed to be words of encouragement or musing insight, as these themes also are found in the opponent select and continue screens.
Street Fighter IV
Showcases a backdrop with a dimmed black wall with white scraped paint, going for a gritty and "dirty" feel. Behind characters, a transparent dark red enso is displayed, helping to emphasize mastery and aptitude for that character's artwork and IV's "ki-ink" aesthetic, while the red emphasizes not just power but something potentially fearsome.
Super/Ultra Street Fighter IV
Makes the use of a tilted painted world map, while barbed wire is elevated and extended above and a red painted image of the diner from the Drive-in At Night stage is overlapped at the bottom, going for a more hardcore feel that communicates that something is happening on the streets.
Street Fighter 6
Embracing the street culture, urban hood and hip-hop vibe and aesthetic by having the character select screen take place inside a garage with a graffiti spray-painted garage door being the backdrop. Boxes, cans of paint, spray cans, and a step ladder line the edges. Player One's side spotlighted in red, while Player Two's side is spotlighted in blue. Upon highlighting a character, their full model appears on the player's respective side of the screen, either warming up or waiting to be selected. Upon both players character selection, the garage door backdrop opens up as both characters walk to the battle ground before the VS screen appears.
Artistic themes and aesthetic direction (spin-off or crossover games)
Final Fight
This is the first arcade game where players are able to freely select a fighter, the player select looks very similar to the one shown in Konami's 1989 arcade brawler Teenage Mutant Ninja Turtles: Super Kame Ninja, except there are only three playable fighting protagonists instead of four.
Street Fighter: The Movie
This tie-in game based on the movie Street Fighter: The Ultimate Battle draws upon aesthetics found on western competing series Mortal Kombat, character portraits use instead digitized actors on backdrops that further reflect their inner character, while the select is featured on a granulated polished metal wall, with character names studded onto metal plates and a raised emblem of Shadaloo is featured in the middle, helping to show the hardcore nature of Shadaloo's underground fighting underworld.
Street Fighter EX
Backdrop consists of a funneled red and orange gradient, with blue cutoff angles to showcase "a surge of blazing power". A vertical lime green "power meter" with a percentage reading is used mostly for aesthetics, helping to psychologically prime players as they choose their intended fighter.
Street Fighter EX plus Alpha
Goes for a flashy psychedelic bright rainbow for its gradient, with red cutoff angles to help communicate power of all sorts coming into the fray and a competition that clashes all against one another. Ex Plus Alpha Versus, Practice, Trial, Time Attack, and Survival Modes: Utilizes a dark navy black backdrop with the logo muted and white outlines and words to go for an almost futuristic but modern computer OS like feel for a "next level generation hi tech" aesthetic.
Street Fighter EX2
Now features a two-layer roster that looks similar to the one from Super Street Fighter II Turbo, it starts off with 14 characters and 4 more to unlock. The backdrop is a blue swirl-portal that flashes everytime the player moves the highlight.
Street Fighter X Tekken
Has its character indicator featured on a crushed stone slab, emphasizing a brutal and primal feeling along with matching motifs found on Pandora.
Trivia
- In many character select screens, characters related to each other in any way are usually placed near each other (immediately left right up or down), except for enemies, who are usually (but not always) placed on the equivalent spot of the opposite side.
- Street Fighter X Tekken uses character models rather than images and has unique "come in" animations and poses for each character that fits their occupation and personality. For example Ibuki comes in seemingly from a high place, and stands there in a ninja battle pose smiling seemingly looking at the player while Hugo comes in slowly from the side and seemingly looks down at the opponent team.
- Street Fighter V also uses character models as opposed to artwork for the visual display of said selectable characters in the screen. If one moves the camera it can be seen that while they are fully rendered only the viewable area in said screen of the character is shaded.