Thumbs up!
Your game satisfies two conditions:
1. It's a Street Fighter game and
2. It's an rpg
And it's a heck of a lot of fun, but some things are strange. For instance, the dialogue at times fits and at other times is completely out of character. The Blanka bit was funny, but I'm speaking mainly about some of Ryu's lines, especially at the end. There were also some technical issues:
-The move commands in the upper left hand screen are visible (when engaging), but the name is often cut out.
-The energy bar will sometimes appear full but won't register as such.
And some gameplay issues:
-Move commands don't appear to follow commands from the Capcom games or correllate to where they do damage. The hurricane kick seems to hit opponents anywhere but their heads.
-Certain moves are just more powerful than others of the same category, so that makes the previous ones obsolete. I don't need 4 different 3-hit moves
-Because of the damage system it makes more sense to spam a single move than use a diverse array of attacks
-Because the guard meter takes an entire turn to be filled and any unblocked attacks will leave you dead or near dead, guard becomes the most important stat. Although you need to add some points to combo to allow for more attacks, the best strategy is undoubtedly to add as many points to guard as possible and play a defensive game. This can be fixed in a number of ways:
-Make the AI fail to block occasionally (perhaps cause this to happen when you select a more diverse array of attacks)
-Make the guard stat weaker/other stats more effective
-Have certain attacks that are stronger at breaking blocks than they are at dealing damage. This will encourage more investment in combos to unlock those types of attacks.
One last point: For an rpg, there aren't many menus or maps or dungeons, etc. How about more of an rpg feel to it?
And I appreciate only allowing Ryu and Ken as playable in the first game, but I hope the sequel allows for multiple characters/endings.
Thanks for the submission!