There used to be an unstated rule that all video game art had to either suck, or be silly.Regarding The Stats:
Street Fighter characters can be a little tricky to stat in a game like Mutants & Masterminds. The White Wolf "Street Fighter" RPG was actually a VERY good (if totally unrealistic) fighting system, which involved high-Init guys interrupting slower guys' attacks with moves, each of which was keyed to a certain speed (so not every attack was the same speed for each guy), and a quite varied score for damage effects. But for a system that needs to be more broad (because in includes martial artists, animals, super-heroes, Gods and soldiers), you need a different approach- a system that has a man's punch and a God's Hammer Strike in the same damage range is gonna have more "log-jamming" in it's categories. Basically, most Street Fighter characters are going to have Strength & Damage scores within the upper-levels of human norms (between Strength 3 and 5), with their Special Moves doing a bit more damage (but not overly-much- a Fierce Punch doesn't do way less damage than a Dragon Punch does, for example).
Most of the characters will be within the same range- I see some of the main World Warriors as being PL 10s, so that they can brawl with Shang-Chi, The Iron Fist, Daredevil and Wolverine on an even keel. Lower-level guys will probably be PL 9- they're still great fighters, but nobody would believe Dudley or Balrog defeating the mighty Ryu one-on-one most of the time (or even half the time). PL 9 is still pretty good with the way I stat guys, anyways (many solid Avengers were around that level). The PL 10 status means that the accuracy is high-end: they do +3-5 damage, with +15-+17 being the accuracy. Quite reasonable for guys who are ONLY martial artists, and are the greatest in their world.
Special Maneuvers are less accurate, as anyone who plays the game will tell you- they're harder to pull off compared to a Jab. And going by the fluff (comics, movies), they're also probably less accurate, since most require some "charge time" or the target to be a bit tired/dazed, since otherwise everyone would be ONLY doing their Special Moves. Speaking of which... SF guys have six different basic attacks to choose from, going from the fast, light punches (Jab) to powerful but slow kicks (Roundhouse). This means they have both Accurate and Power Attack.
Special Moves are tricky, and often leave you completely open, but with occasional accurate bursts- this is All-Out Attack. Most of them are merely "Strength Damage +2" (Enhanced Strength- Limited to Striking- I keep the same Attack Bonus as Unarmed Damage, since these are all unarmed attacks still) attacks with Inaccurate thrown on (balancing them out with their unarmed attacks, PL-wise). Every SF fighter can grab, Crits easily in melee, and Block to absorb the damage from punches (but usually none from Special Moves)- this to me is a picture-perfect reflection of the Withstand Damage Advantage from "Mecha & Manga" in 2nd Edition- you give up some Defense for higher Toughness.
As such, every Street Fighter character features the following Advantage set-up for 12 points:"World Warrior Fighting Style":
Accurate Attack (Jab), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed) 2 (note: Weapon-users like Vega & Eagle will be lower), Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)
After Super SFII Turbo, every character developed the ability to do Super Moves, which are basically high-energy versions of regular attacks thrown into combos, with shadow-energy following the guy. These can only be done once or twice in a fight, and are generally just more power. Other moves are just your special moves, but more of them. Both of these are essentially Hero Point-playing for Extra Effort or the like. As such, no Super Moves will be accounted for- it's rare HP-playing to do push yourself to do more damage, nothing more- if I were to stat them, they'd essentially be higher damage, Multiattack, Inaccurate, and probably the Tiring Flaw.Some other notes:
-The Strength rules for M&M can be a bit quirky, and some guys who should be doing more damage than +3 or +4 can't really lift 800-1,600 lbs., and as a result, those guys will have Strength-Damage +1 "Power Punch" moves in their "Powers" section. This is basically Enhanced Strength (Limited to Punching), which I write as Strength-Damage +1, because it looks neater on the page.
-Many Street Fighters use projectile attacks, such as the Fireball or Sonic Boom. These attacks do about as much damage as a medium-to-strong punch (+4 to +6 usually), but are less accurate than melee attacks. Similarly, these Blasts are hampered by Diminished Range, meaning that their long range is 50 feet, and medium range is 25 feet. Therefore, attacks from "across screen" (25 feet) have worse accuracy, just like the game.
-Most Street Fighters are much better at their Parry than their Dodge- Ranged Attacks tend to have less accuracy anyways.
-Most Street Fighters are evened-out with their Parry/Toughness and Attack/Damage. Since Stronger guys tend to have an advantage in the law of averages in M&M, a few Strength-based fighters may be lesser in their Accuracy, to keep the balance.
-Most guys have some form of Expertise (Martial Artist). This is a catch-all for knowledge of fighting styles (avoids Surprise and stuff like that), countries from which they come, and a general who's-who of everyone in the Street Fighter world, and things related to Shadowloo (gonna use that spelling- "Shadaloo" looks ugly)- since Bison is mixed-in with everything "Martial Arts", most skilled fighters have run into his representatives.
-Most multi-hitting types of moves have the Multiattack Extra on their unarmed damage, and the Distracting Flaw. This showcases that they can hit many times (doing more damage), but are also forced to kinda stand there and be easier to hit at the same time (Distracting leaves you Vulnerable)- since all SF guys have Defensive Roll, this also diminishes their Toughness.
-Generally, characters will be statted based off of their fluff personae, rather than based directly off of the games. If you want, you can easily just add some points to Attack & Defense to even out the characters to the same PL.
-In "Street Fighter" games, Spamming out attacks like a cheese-meister can be effective, but is highly-predictable, and leaves you open for coutner-attacks. And in M&M, certain attacks are more effective math-wise (Special Moves and their higher power, especially when boosted by Accurate, All-Out or Power Attack). As such, every fighter will include the complication "Weakness (Predictability)- Ryu, like all Street Fighters, cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done." This will prevent Spamming, and keep people honest.The Full Roster of Street Fighters:
1) Ryu (gi-wearing generic dude)
2) Ken (head swap, outgoing rich guy)
3) Geki (ninja)
4) Adon (Sagat's student)
5) Lee (generic Chinese guy)
6) Gen (generic Chinese guy, later becomes a master of various kung-fu styles)
7) Eagle (English butler with knightsticks)
8) Birdie (big chubby punker, first white, then turns black)
9) Mike (generic black boxer)
10) Joe (generic white American dude)
11) Retsu (generic Japanese dude)
12) Sagat (Giant kickboxer, later becomes obsessed with beating Ryu)
"Street Fighter II"
13) M. Bison (mad dictator)
14) Vega (clawed psychopath)
15) Balrog (ugly dumb boxer)
16) Dhalsim (elongating Indian mystic)
17) Zangief (proud Russian wrestler)
18) E. Honda (Sumo)
19) Chun-Li (Chinese government agent, after Bison)
20) Guile (American Soldier, after Bison)
21) Blanka (Brazilian man-monster)
"Super Street Fighter II"
22) Cammy (brainwashed British agent)
23) Thunder Hawk (stereotypical Indian wanting his land back)
24) Fei Long (Bruce Lee Clone)
25) Dee Jay (American-created Jamaican Billy Blanks knock-off)
"Super Street Fighter II Turbo"
26) Akuma (super-secret boss, head-swap of Ken & Ryu)
"Street Fighter Alpha 1"
27) Guy (Final Fight hero)
28) Sodom (Final Fight mid-boss)
29) Rose (the Anti-Bison)
30) Charlie (Guile's old murdered partner)
31) Dan (joke character, head-swap of Ken & Ryu)
"Street Fighter Alpha 2"
32) Sakura (standard Japanese schoolgirl)
33) Rolento (another Final Fight boss, a military goon wanting an army)
"Street Fighter Alpha 3"
34) R. Mika (boob-baring Zangief wannabe)
35) Karin (Sakura's rival)
36) Cody (Final Fight hero turned ruffian)
37) Juli (Cammy Clone)
37) Juni (Cammy Clone)
38) Maki (Final Fight 2 hero, Guy's sister)
39) Ingrid (Mary Sue character, controls Psycho Power)
"Street Fighter III"
40) Elena (African princess)
41) Alex (original main hero, wrestler)
42) Dudley (English, black gentleman boxer)
43) Necro (stretchy bio-altered kid)
44) Ibuki (cute ninja girl)
45) Sean (Ken's student)
46) Oro (old hermit, binds one arm to hide full power)
47) Yun (Chinese kung fu teen)
48) Yang (Chinese kung fu teen, head-swap of Yun)
49) Gill (boss, conspiracy head)
"Street Fighter III: 2nd Impact"
50) Hugo (Final Fight recurring character, Alex's rival)
51) Urien (Gill's brother)
"Street Fighter III: 3rd Strike"
52) Makoto (generic Japanese karate girl)
53) Q (mysterious masked man)
54) Twelve (Shapeshifting creature, after Necro)
55) Remy (SNK-looking guy, fights like Guile)
"Street Fighter IV"
56) Abel (MMA Frenchman, amnesiac)
57) Crimson Viper (American spy using super-suit)
58) Rufus (fat goofy guy, after Ken)
59) El Feurte (Luchadore, chef)
60) Seth (move-copying Shadowloo boss)
61) Gouken (Ken & Ryu's mentor, revealed to be alive)
"Super Street Fighter IV"
62) Juri (Korean TKD girl, acts like a slut)
63) Hakan (Turkish oil wrestler)
64) Mike Haggar (not in any SF games, but I just have to build the mayor of Metro City if I'm including Guy, Cody & Maki)