SF2 FAQ
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* A R C A D E S P E C I F I C I N F O R M A T I O N *
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01. I've heard that there is a way to find out many times a character has
been played on a particular machine. How is this done?
02. I've seen a game where you could do every special move in the air.
What kind of machine is this?
03. When will SF3 be released?
04. What are the different types of endings?
05. What are the differences in the versions of the game?
06. How can I get the secret color on Super SF2?
07. What is this Zangief Magic throw I've been hearing about?
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01. I've heard that there is a way to find out many times a character has
been played on a particular machine. How is this done?
The code is as follows, on 2P controller:
Up-Up, Down-Down, Left-Right, Left-Right, Strong, Jab.
It can be put in on the Classic and Champion Edition machines. It may work
on some of the Hyper Machines, but most likely not. This is what the
numbers on the screen mean (on Classic, numbers 13-16 don't appear):
wiwiriya@mailbox.syr.edu provides:
0001 0002 0003 0004
0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016
0001 - No idea, probably some sort of "experience points" for 1P side.
0002 - The no. of tokens/quarters put in in the left-hand slot.
=> It's not the first player. I tried inserting into the right-hand
slot and pressing 1P button. The number showed up in 004.
0003 - Same as 0001, but for 2nd player.
0004 - Same as 0002, but for right-hand slot.
0005 - No. of times Ryu has been used.
0006 - No. of times Honda has been used.
0007 - No. of times Blanka has been used
0008 - No. of times Guile has been used.
0009 - No. of times Ken has been used.
0010 - No. of times Chun Li has been used.
0011 - No. of times Zangief has been used.
0012 - No. of times Dhalsim has been used.
0013 - No. of times M.Bison (US version) has been used.
0014 - No. of times Sagat has been used.
0015 - No. of times Balrog (US version) has been used.
0016 - No. of times Vega (US version) has been used.
caine@uiuc.edu adds:
It turns out that this an operator adjustable feature, and that will explain
any machines on which this does not work. As a matter of fact, I have tried
this on several HF machines without success. I wonder if it was taken out
when the HF chips were put in?
============================================================================
02. I've seen a game where you could do every special move in the air.
What kind of machine is this?
It is an illegal "accelerated" version. They are mainly responsible for the
creation of HF. They are not as balanced, or as playable as the official
one. The are notoriously unpopular. There are many added features in these
games, this includes, but is not limited to: all special moves can be done
in the air, sinusoidal fireballs, wider-arc Dragon Punch, Fireballs for
other characters and extra Fireballs, no charge times, and lots of other
"improvements".
These machines might go under the name Accelerator, Accelerator II,
Quicken, or whatever. If it is not a Classic, CE, HF, or Super, then it
is a hack.
============================================================================
03. When will SF3 be released?
No official word on this. Probably a good sign that SF3 is on its way is
when a home version of SF2 Super is announced. Don't hold your breath.
inkblot, wanderer, and asw @leland.stanford.edu inform:
At this time, no one is actively working on SFIII. She said that they'd be
crazy not to make one, given the success of SFII, though. In case you're
curious, the next game to be released by Capcom will be "Dungeons and
Dragons: Tower of Doom", which has a TSR license. (She was a Capcom rep.)
============================================================================
04. What are the different types of endings?
SF2: CLASSIC
a. If you finish the game, you get to see your character's ending.
b. If you finish the game on one quarter, without challenges, you see the
characters fight as credits roll by.
c. Finish without challenges, or losing a round, it's the same as b, but
you also see mugshots of the programmers.
SF2: CHAMPION EDITION
Better endings for each character, plus boss endings. Same as for Classic
except that if you do (c), it shows the characters attack some of the
various inanimate objects such as barrels and oil cans, etc. Endings for
the bosses are rather generic with a diamond formation with the champion
at the top, and scrolling text rolling by. The endings for the bosses
go a little like this:
Balrog rises out of the ghetto, an inspiration to young children.
Vega is insane, and wants to kill all the ugly people.
Sagat chats - comes across as a more intense Ryu.
Bison thanks you for helping him achieve world domination.
TURBO SF2: HYPER FIGHTING
Same as for Champion Edition. The last shot is a platform showing the
following:
Win with Bison: #1 Bison, #2 Sagat, #3 Vega
Win with Sagat: #1 Sagat, #2 Bison, #3 Vega
Win with <xxx>: #1 <xxx>, #2 Bison, #3 Sagat
Ryu does show up on the platform (sellout!), like his ending says he
shouldn't. I thought that the fight was all...
SUPER SF2
The endings in this game are better done in a way, at least for the boss
characters. They each have new text, and also personalized illustrations.
Ryu: some better animation in the trees.
ChunLi: "choose your own" ending: become detective or single young girl.
The graphics for each is identical except that Chun's outfit in the
pictures is different, as is the text.
Zangief, Ken, Blanka: UNCHANGED.
FeiLong: gets a movie offer from a director that wants to capture his
"4-hit redizzy combo" (which does not exist) on film, but declines,
saying he wants to improve his skills even more; homage to the Lees.
T.Hawk: gets back the land that Bison took away.
Cammy: her mission is complete, and Bison reveals that she has lost
part of her memory, and the she was once in love with him. But, her
friends tell her not to believe him, and then she leaves with friends.
DeeJay: his music is important to him; becomes a big music star.
Balrog: earns the number one title, retires wealthy with two gorgeous
women sitting on his lap.
Vega: goes back to his mansion, and admires himself.
Sagat: broods over Ryu.
Bison: achieves his evil goals - the world burns.
He also refers to "the Ancient One" -- a hint about SF3..?
============================================================================
05. What are the differences in the versions of the game?
SF2: CLASSIC Early 1991 $3500 new
There are 4 versions of the original game, the differences are below:
Version 1 and 2: Guile's bugs, no Dhalsim bugs, Ryu/Ken can destroy
the car with roundhouse only.
Version 3: Guile's and Dhalsim's bugs, no char vs. char.
Version 4: No Guile bugs, Dhalsim's bugs though, char vs. char.
This is the least balanced of the versions; Guile and Dhalsim were the
most dominant. This game is quite slow, the Dragon Punch did not have
the knockdown capability among other things.
SF2: CHAMPION EDITION Early 1992 $4000 new
One version of this game. It sports character vs. character, as well as
the ability to play the boss characters. Many graphical changes, as well
as changes to the characters. Each fighter has an additional uniform
color. The game is quite a bit (about 50%) faster than the Classic.
The endings for the characters were revised with better graphics, and
the bosses got generic endings...
TURBO SF2: HYPER FIGHTING Winter 1992 $500 upgrade
This version gives each character a new uniform color along with the
Classic colors. Most characters are changed significantly enough so
that the game is a bit difficult to catch on to. Many new moves were
added, most notable is the ability to do some moves in the air, and the
new vertical attacks. This game is 10%-25% faster than CE, depending on
the prototype. Some are slower, some faster. There is an appended
ending for each character.
SUPER SF2 Fall 1993 $??? replacement kit $???? new
Here, four new characters are added. The speed has been reduced to
slightly faster than CE. Each character now has 8 uniform colors,
the 3 from previous editions, plus 5 new ones. There are obviously
4 new backgrounds, some of the existing ones were modified for the
better, and the sound has been changed to the Q-Sound system. Some
of the characters have new moves, and there have been some touch ups
on existing moves, and variations on others.
There is at least one other version of SF2 Super. It has been observed
that on certain (newer) machines, Zangief's "magic" throw no longer works.
Also, on a local machine, you can start a one player game on the P2 side.
============================================================================
06. How can I get the secret color on Super SF2?
Hold down the button you use to select your character for 3 seconds or so,
and you can get what is called the "super" secret color. You can't use the
1P or 2P start buttons to get the secret color.
Just in case you didn't know, this is how the choices of colors are set up:
Jab Strong Fierce Hold button for 3 secs.
Classic Champion Hyper/Turbo Super Secret
Short Forward Roundhouse 1P/2P Button
Super #1 Super #2 Super #3 Super #4
maestas@cs.arizona.edu and caine@uiuc.edu compiled:
And here is a complete listing of the colors that are available for all the
characters for each of the above listed items:
Color definitions (just so you know what I mean on some of these):
Chartreuse.. a light yellow-green color, like those green firetrucks.
Sandstone... an orange-brown color
Magenta..... red-violet
Beige....... yellow-brown
Tan......... slightly yellowish brown (but more like tanned skin)
Fuchsia..... hot pink-violet
Olive....... Army drab green color, a greyish green
Teal........ Blue-green
Aqua........ slightly greenish blue
This is a list that was compiled by myself and caine@uxa.cso.uiuc.edu.
All of the colors listed are basically arbitrary. Some colors have fancy
names others are just plain. However, if you have any conflicts, e-mail me
and I will look into the situation. Sorry about some of the designations, I
work in a frame shop and we've got a zillion colors of mats to choose from.
Legend: Ja- Jab St-Strong Fi-Fierce P#-Player #
Sh- Short Fo-Forward Ro-Roundhouse Su-Super (hold 3 sec.)
Lt-Light Dk-Dark Br- Bright P - Pale
RYU (Gi, headband)
Ja - White, Red Sh - Orange, Blue
St - Grey, Purple Fo - Lt Blue, Red
Fi - Lt Blue, White Ro - Lt Green, Chartreuse
P# - Brown, Dk Brown Su - Forest Green, Red
KEN (Gi)
Ja - Red Sh - Br Green
St - Dk Grey Fo - Teal
Fi - Indigo Ro - Lt Olive
P# - Yellow Su - Bronze
E. HONDA (Face paint, Trunks)
Ja - Red, Blue & Lt Blue Sh - Lt Purple, Green & Lt Green
St - Blue, Red & Lt Red Fo - Teal, Dk & Lt Sandstone
Fi - Green, Orange & Lt Orange Ro - Red, Dk & Lt Grey
P# - Lt Blue, Dk & Lt Grey Su - Orange-Red, Dk Yellow &
Yellow
CHUN LI (Outfit, Trim)
Ja - Blue, Gold Sh - Dk Grey, Bronze
St - Red, Bronze Fo - Br Yellow, Bronze
Fi - Grey, Gold Ro - Dk Green, Bronze
P# - Lt Purple, Gold Su - Mint Green, Bronze
BLANKA (Skin, Hair)
Ja - Yellow, Orange Sh - Grey, Dk Magenta
St - Blue, Yellow Fo - Dk Yellow, Green
Fi - Yellow, Blue Ro - Flesh, Green
P# - Teal, Green Su - Beige, Dk Pink
ZANGIEF (Trunks, Bracelets)
Ja - Red, Gold Sh - Lt Grey, Gold
St - Dk Green, Lt Green Fo - Bright Yellow, Peach
Fi - Baby Blue, Gold Ro - Green, Gold
P# - Bright Blue, Gold Su - Black, Gold
GUILE (Fatigues, Hair)
Ja - Green/Brown/White, Blonde Sh - Red/Tan/White, Blonde
St - Tan/Brown/White, Blonde Fo - Dk Blue/Pink/White, Grey
Fi - Blue/Red/White, Blonde Ro - Dk Yellow/Tan/White, Dk Pink
P# - Grey/Tan/Lt Beige, Blonde Su - Blue-violet/Brown/Beige,
Dk Orange
DHALSIM (Skin, Paint, Trunks)
Ja - Tan, Red, Beige Sh - Sunburn, ?
St - Greyish Purple, Red, Orange Fo - Red-brown, Lt grey-blue,
Dk Beige
Fi - Brown, Blue, Grey Ro - Mint Green, Bronze
P# - Greyish Blue, Lt Pink, Tan Su - Lt Grey, Lt Blue, Lt Purple
BALROG (Shirt, Gloves)
Ja - Lt Blue, Red Sh - Lt Green, Red
St - Gold, Orange Fo - Red, Dk Teal
Fi - Orange, Red Ro - Lt Purple, Red
P# - Dk Bronze, Red Su - Dk Grey, Red
VEGA (Tights, Sash)
Ja - Violet-Blue/Yellow, Red Sh - Red/Tan, Black
St - Green/Yellow, Yellow Fo - Purple/P Yellow, Orange
Fi - Black/Yellow, Br Green Ro - Blue/P Yellow, Purple
P# - P Blue/White/P Red, Black Su - Dk Yellow/Yellow, Blue
SAGAT (Trunks, Trunk Stripe)
Ja - Blue, Red Sh - Purple, White
St - Red, Green Fo - Olive, Orange
Fi - Lt Beige, Red Ro - Blue-Grey, Lt Blue
P# - Dk Grey, Lt Grey Su - Yellow, Black
M. BISON (Outfit, Padding)
Ja - Red, Grey Sh - Grey-Blue, Red
St - Green, Orange Fo - Dk Tan, Dk Grey
Fi - Grey, Red Ro - Purple, Green
P# - Dk Grey, Lt Grey Su - Bronze, Bronze
CAMMY (Outfit, Beret/Gloves)
Ja - Olive, Red Sh - Lt Grey-Blue, Orange-Red
St - Platinum, Fuchsia Fo - Blue, Red
Fi - Hot Pink, Fuchsia Ro - Grey, Red
P# - Purple, Fuchsia Su - Bluish Grey, Fuchsia
DEE JAY (Pants, MAXIMUM Stripe)
Ja - Orange, Dk Orange Sh - Lt Green, Dk Green
St - Blue, Dk Blue Fo - Lt Purple, Dk Purple
Fi - Green, Dk Green Ro - Lt Olive, Dk Olive
P# - Grey, Black Su - Lt Purple, Dk Purple
FEI LONG (Pants)
Ja - Dk Grey Sh - Aqua
St - Purple Fo - Reddish Brown
Fi - Olive Ro - Lt Grey
P# - Brown Su - Red
T. HAWK (Outfit)
Ja - Lt Blue Sh - Lt Magenta
St - Off White Fo - Pink
Fi - Mint Green Ro - Grey
P# - Beige Su - Brown
============================================================================
07. What is this Zangief Magic throw I've been hearing about?
Zangief can, under certain conditions, grab an opponent from outrageous
distances with a Double German Suplex, a move that normally requires
you to be fairly close.
In case you are curious, Matthew A Wallace (mwallace@ucscb.UCSC.EDU) wrote:
I talked with one of the game's designers, and the glitch is
unintentional. They did find out about it before the game shipped,
but it was not put in on purpose.
So far as is known, Z's "magic" throw requires using Forward kick when
executing the move, and it only works in the following conditions:
1) at the start of a round
2) when Zangief gets up after being knocked down
3) after blocking anything
4) after being hit
In general, the bug does not work if the opponent is in the air, although at
least one exception has been noted - a T. Hawk player was magic thrown on the
rebound from a Condor Dive that hit low.
The timing is tricky - you need to execute the move at a precise time that
varies with each condition. When blocking a fireball, for instance, I've
found it necessary to wait a moment after blocking before attempting the
move.
The Zangief "Magic Throw" bug has apparently been corrected on the newest
versions of SSF2.
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* H O M E V E R S I O N S P E C I F I C I N F O R M A T I O N *
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01. When will Super SF2 come out?
02. What are the different types of endings?
03. What are the differences in the versions of the game?
04. What are the codes for the SNES SF2 versions?
05. Where can I find Game Genie codes for the SNES?
06. What is SF2IBM?
07. Is there a legal version of SF2 available for PC's?
****************************************************************************
01. When will Super SF2 come out?
There has been no official word, but it seems likely that there will be a
version for the SNES and Sega Genesis sometime in the future.
============================================================================
02. What are the different types of endings?
SNES: CLASSIC
Level 0-2: Why don't you try the harder difficulty level?
Level 3-5: Personalized ending for your character
Level 6-7: Credits scroll across the screen as characters battle.
Level 7: Beat the game without changing characters, a special showing the
original eight warriors.
Level 7: Don't use any continues, same as above, but all 12.
Level 7: Don't lose a round, same as above. Pushing start will make Chun
Li's sound of "Ya Tai."
SNES: TURBO
Level 0-2: Why don't you try the harder difficulty level?
Level 3-7: Well, you get the ending for your character. On level 6 and 7,
you get a picture of a promotional poster or something.
Plus the same ending as in the HF arcade game.
If you disable the special moves using the code for a 1P game only, and
beat the game on level 3, you will get to see the appropriate poster. And
if a 2nd player joins in, you get you special moves back for that fight.
I only played this on the default and the hardest level. The default was
incredibly easy, and the endings are like for the arcade HF. The hardest
level is quite difficult, and it is easy to see how much the computer
cheats on everything (Sagat even throws you!). There is a digital picture
at the end no matter how you finish, but I was unable to beat it without
having to continue at least once.
SEGA GENESIS: SPECIAL CHAMPION EDITION
Level 0-4: Why don't you try the harder difficulty level?
Level 5-7: The ending for your character. On level 7, at the end you see
a picture of Chun Li doing a standing forward kick.
This game is very much a translation of SNES: Turbo. The computer play
is like the SNES. If you have played the SNES version, you have basically
played this version.
TURBO DUO: CHAMPION EDITION
No information available.
============================================================================
03. What are the differences in the versions of the game?
SNES: CLASSIC Summer 1992 $50-70 game
This is very similar to the Classic version. You can play char vs.
char with a special code. Bosses are also available with a third party
device. Most of the game is like Classic, but there are missing frames
of animation, a few missing moves, a lot less blood that the arcade, and
the sound is not nearly as well done. The characters are smaller in
relation to the screen, and there may *slight* play differences as well.
SNES: TURBO Summer 1993 $60-80 game
Very similar to the arcade with a few easy to pick up tricks and what not.
It is faster than the arcade on the normal setting, but everything comes
off as normal. The bonus stages are like the old SNES version. Plus
there is other stuff like on the SNES, and a way to get the game to go
extremely fast... There is a Normal mode, which plays like CE in some
ways, and HF in others. The Normal mode utilizes the Disable Special
Moves option that is available through a code. 11 speeds are available
through the use of a code as well.
SEGA GENESIS: SPECIAL CHAMPION EDITION Fall 1993 $45-70 game
All in all, this is the SNES: Turbo version for the Genesis. The coded
options listed above are built in to the game without codes. There is
a group battle mode which is useless. The sound of the game is redone
slightly, and in some cases sounds better, even though the quality is
lesser. The voices are hoarse sounding, and the sound FX for hitting
the opponent are all nearly the same. This game is a decent translation
of the arcade game, and plays closer to the arcade than the SNES by the
way it feels. This doesn't have the extra sound FX that SNES does,
but there are voices for Balrog's TAP and the continue countdown, unlike
the SNES. The "skyscraper" introduction from the arcade versions previous
to Super is also included, but made more politically correct.
TURBO DUO: CHAMPION EDITION Fall 1993 $65-80 game
Not much info from me here. It has been highly regarded as a good trans-
lation of the game though, except for the sound.
============================================================================
04. What are the codes for the SNES SF2 versions?
The Code (and will hereafter be referred to as the "Code") in question is
shown below, and must be done with a fair amount of speed at the specified
times, on the correct controller:
Direction Down, Button R, Direction Up, Button L, Button Y, Button B.
The Sound (referred to as the "Sound") sounds like this:
It is identical to the sound when you pick a character from the selection
screen.
On SNES Classic, the only applicable time to use it is when the CAPCOM
logo appears. Using the 1P controller, put the Code in then, just as
the CAPCOM logo fades you should finish, and hear the Sound.
This will give you Player vs. Player. Using the ABLRXY buttons will give
you the original Classic color, and Start will give you the Champion
Edition color for that character. If you are going to fight Player vs.
Player, then each player will get the color that the first person didn't
pick.
The rest of the instances apply to SNES Turbo. They are done at different
times, and on different controllers.
For 10-star Turbo speed, you can begin to put in the Code from 2P controller
as the screen with the distant "Street Fighter 2" appears, and as late as
when the word "TURBO" scrolls right to left. You need to finish the Code
before the whole title screen appears. If you do this correctly, you will
hear the Sound.
Like said above in the 10-star Turbo section, this is the way to use the
Code to disable Special Moves.
There are 2 ways to disable Special Moves. One way is to disable all
Special Moves for the Player in a 1P match. Do it at the same time as
shown for the 10-star Turbo speed mode. I don't know about the Special
Moves for the 2P side if he decides to join in, but I would guess that he
is the same boat as you: no Special Moves.
The other way is in the vs. battle, i.e. a two player game. On the screen
after you have selected your characters, you will see the stage select
screen. On the 2P controller, input the Code. I'm not sure if you will
hear the sound, but you will know for sure when you hit Start on the 2P
controller. This will bring up the Special Moves screen, and will enable
you to disable any or all of the Special Moves for the characters. To
do this before each battle, after you have correctly inputted the Code,
you will only need to hit Start on the 2P controller at the stage select
screen. If you disable the moves that are specific only to Turbo mode,
you can play a Normal game with the Turbo colors at more speeds.
The move disable code is the only difference between the Turbo and Normal
modes. Otherwise, they are the same, except for the speed and the colors.
These are unlike the more numerous changes that were made between the
Champion Edition (Normal) and the Hyper Fighting (Turbo) arcade games.
The Sega Genesis SF2:SCE allows these options to be selected without codes.
============================================================================
05. Where can I find Game Genie codes for the SNES?
They are too numerous to list here, but there is one very complete and
excellent file at the ftp site. It is called codes.game-genie, it is
avaiable at the ftp site. This file is updated as new codes are discover-
ed by the writers, so any new versions will be there. If you are looking
for Game Action Replay codes, look for the file called codes.action-replay.
See question #4 in part 3 of the FAQ for the list of files available at the
FTP site. They are in the /pub/local/sf2/other/codes.* file names.
============================================================================
06. What is SF2IBM?
It is an illegal version of the game for the PC. It can be found at various
FTP sites. The newest version of the game is 1.96. There are a number of
patches available for the original, and they aren't necessary to play the
game, but they surely make it more fun.
You can find more information at the FTP site, in the FAQ for SF2IBM.
============================================================================
07. Is there a legal version of SF2 available for PC's?
It can be found in software stores and is considerably cheaper than any of
the versions for dedicated game systems; however, it is not generally
considered a very good translation of the arcade version. Buyer beware.
****************************************************************************
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* A R C A D E S P E C I F I C I N F O R M A T I O N *
* *
****************************************************************************
01. I've heard that there is a way to find out many times a character has
been played on a particular machine. How is this done?
02. I've seen a game where you could do every special move in the air.
What kind of machine is this?
03. When will SF3 be released?
04. What are the different types of endings?
05. What are the differences in the versions of the game?
06. How can I get the secret color on Super SF2?
07. What is this Zangief Magic throw I've been hearing about?
****************************************************************************
01. I've heard that there is a way to find out many times a character has
been played on a particular machine. How is this done?
The code is as follows, on 2P controller:
Up-Up, Down-Down, Left-Right, Left-Right, Strong, Jab.
It can be put in on the Classic and Champion Edition machines. It may work
on some of the Hyper Machines, but most likely not. This is what the
numbers on the screen mean (on Classic, numbers 13-16 don't appear):
wiwiriya@mailbox.syr.edu provides:
0001 0002 0003 0004
0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016
0001 - No idea, probably some sort of "experience points" for 1P side.
0002 - The no. of tokens/quarters put in in the left-hand slot.
=> It's not the first player. I tried inserting into the right-hand
slot and pressing 1P button. The number showed up in 004.
0003 - Same as 0001, but for 2nd player.
0004 - Same as 0002, but for right-hand slot.
0005 - No. of times Ryu has been used.
0006 - No. of times Honda has been used.
0007 - No. of times Blanka has been used
0008 - No. of times Guile has been used.
0009 - No. of times Ken has been used.
0010 - No. of times Chun Li has been used.
0011 - No. of times Zangief has been used.
0012 - No. of times Dhalsim has been used.
0013 - No. of times M.Bison (US version) has been used.
0014 - No. of times Sagat has been used.
0015 - No. of times Balrog (US version) has been used.
0016 - No. of times Vega (US version) has been used.
caine@uiuc.edu adds:
It turns out that this an operator adjustable feature, and that will explain
any machines on which this does not work. As a matter of fact, I have tried
this on several HF machines without success. I wonder if it was taken out
when the HF chips were put in?
============================================================================
02. I've seen a game where you could do every special move in the air.
What kind of machine is this?
It is an illegal "accelerated" version. They are mainly responsible for the
creation of HF. They are not as balanced, or as playable as the official
one. The are notoriously unpopular. There are many added features in these
games, this includes, but is not limited to: all special moves can be done
in the air, sinusoidal fireballs, wider-arc Dragon Punch, Fireballs for
other characters and extra Fireballs, no charge times, and lots of other
"improvements".
These machines might go under the name Accelerator, Accelerator II,
Quicken, or whatever. If it is not a Classic, CE, HF, or Super, then it
is a hack.
============================================================================
03. When will SF3 be released?
No official word on this. Probably a good sign that SF3 is on its way is
when a home version of SF2 Super is announced. Don't hold your breath.
inkblot, wanderer, and asw @leland.stanford.edu inform:
At this time, no one is actively working on SFIII. She said that they'd be
crazy not to make one, given the success of SFII, though. In case you're
curious, the next game to be released by Capcom will be "Dungeons and
Dragons: Tower of Doom", which has a TSR license. (She was a Capcom rep.)
============================================================================
04. What are the different types of endings?
SF2: CLASSIC
a. If you finish the game, you get to see your character's ending.
b. If you finish the game on one quarter, without challenges, you see the
characters fight as credits roll by.
c. Finish without challenges, or losing a round, it's the same as b, but
you also see mugshots of the programmers.
SF2: CHAMPION EDITION
Better endings for each character, plus boss endings. Same as for Classic
except that if you do (c), it shows the characters attack some of the
various inanimate objects such as barrels and oil cans, etc. Endings for
the bosses are rather generic with a diamond formation with the champion
at the top, and scrolling text rolling by. The endings for the bosses
go a little like this:
Balrog rises out of the ghetto, an inspiration to young children.
Vega is insane, and wants to kill all the ugly people.
Sagat chats - comes across as a more intense Ryu.
Bison thanks you for helping him achieve world domination.
TURBO SF2: HYPER FIGHTING
Same as for Champion Edition. The last shot is a platform showing the
following:
Win with Bison: #1 Bison, #2 Sagat, #3 Vega
Win with Sagat: #1 Sagat, #2 Bison, #3 Vega
Win with <xxx>: #1 <xxx>, #2 Bison, #3 Sagat
Ryu does show up on the platform (sellout!), like his ending says he
shouldn't. I thought that the fight was all...
SUPER SF2
The endings in this game are better done in a way, at least for the boss
characters. They each have new text, and also personalized illustrations.
Ryu: some better animation in the trees.
ChunLi: "choose your own" ending: become detective or single young girl.
The graphics for each is identical except that Chun's outfit in the
pictures is different, as is the text.
Zangief, Ken, Blanka: UNCHANGED.
FeiLong: gets a movie offer from a director that wants to capture his
"4-hit redizzy combo" (which does not exist) on film, but declines,
saying he wants to improve his skills even more; homage to the Lees.
T.Hawk: gets back the land that Bison took away.
Cammy: her mission is complete, and Bison reveals that she has lost
part of her memory, and the she was once in love with him. But, her
friends tell her not to believe him, and then she leaves with friends.
DeeJay: his music is important to him; becomes a big music star.
Balrog: earns the number one title, retires wealthy with two gorgeous
women sitting on his lap.
Vega: goes back to his mansion, and admires himself.
Sagat: broods over Ryu.
Bison: achieves his evil goals - the world burns.
He also refers to "the Ancient One" -- a hint about SF3..?
============================================================================
05. What are the differences in the versions of the game?
SF2: CLASSIC Early 1991 $3500 new
There are 4 versions of the original game, the differences are below:
Version 1 and 2: Guile's bugs, no Dhalsim bugs, Ryu/Ken can destroy
the car with roundhouse only.
Version 3: Guile's and Dhalsim's bugs, no char vs. char.
Version 4: No Guile bugs, Dhalsim's bugs though, char vs. char.
This is the least balanced of the versions; Guile and Dhalsim were the
most dominant. This game is quite slow, the Dragon Punch did not have
the knockdown capability among other things.
SF2: CHAMPION EDITION Early 1992 $4000 new
One version of this game. It sports character vs. character, as well as
the ability to play the boss characters. Many graphical changes, as well
as changes to the characters. Each fighter has an additional uniform
color. The game is quite a bit (about 50%) faster than the Classic.
The endings for the characters were revised with better graphics, and
the bosses got generic endings...
TURBO SF2: HYPER FIGHTING Winter 1992 $500 upgrade
This version gives each character a new uniform color along with the
Classic colors. Most characters are changed significantly enough so
that the game is a bit difficult to catch on to. Many new moves were
added, most notable is the ability to do some moves in the air, and the
new vertical attacks. This game is 10%-25% faster than CE, depending on
the prototype. Some are slower, some faster. There is an appended
ending for each character.
SUPER SF2 Fall 1993 $??? replacement kit $???? new
Here, four new characters are added. The speed has been reduced to
slightly faster than CE. Each character now has 8 uniform colors,
the 3 from previous editions, plus 5 new ones. There are obviously
4 new backgrounds, some of the existing ones were modified for the
better, and the sound has been changed to the Q-Sound system. Some
of the characters have new moves, and there have been some touch ups
on existing moves, and variations on others.
There is at least one other version of SF2 Super. It has been observed
that on certain (newer) machines, Zangief's "magic" throw no longer works.
Also, on a local machine, you can start a one player game on the P2 side.
============================================================================
06. How can I get the secret color on Super SF2?
Hold down the button you use to select your character for 3 seconds or so,
and you can get what is called the "super" secret color. You can't use the
1P or 2P start buttons to get the secret color.
Just in case you didn't know, this is how the choices of colors are set up:
Jab Strong Fierce Hold button for 3 secs.
Classic Champion Hyper/Turbo Super Secret
Short Forward Roundhouse 1P/2P Button
Super #1 Super #2 Super #3 Super #4
maestas@cs.arizona.edu and caine@uiuc.edu compiled:
And here is a complete listing of the colors that are available for all the
characters for each of the above listed items:
Color definitions (just so you know what I mean on some of these):
Chartreuse.. a light yellow-green color, like those green firetrucks.
Sandstone... an orange-brown color
Magenta..... red-violet
Beige....... yellow-brown
Tan......... slightly yellowish brown (but more like tanned skin)
Fuchsia..... hot pink-violet
Olive....... Army drab green color, a greyish green
Teal........ Blue-green
Aqua........ slightly greenish blue
This is a list that was compiled by myself and caine@uxa.cso.uiuc.edu.
All of the colors listed are basically arbitrary. Some colors have fancy
names others are just plain. However, if you have any conflicts, e-mail me
and I will look into the situation. Sorry about some of the designations, I
work in a frame shop and we've got a zillion colors of mats to choose from.
Legend: Ja- Jab St-Strong Fi-Fierce P#-Player #
Sh- Short Fo-Forward Ro-Roundhouse Su-Super (hold 3 sec.)
Lt-Light Dk-Dark Br- Bright P - Pale
RYU (Gi, headband)
Ja - White, Red Sh - Orange, Blue
St - Grey, Purple Fo - Lt Blue, Red
Fi - Lt Blue, White Ro - Lt Green, Chartreuse
P# - Brown, Dk Brown Su - Forest Green, Red
KEN (Gi)
Ja - Red Sh - Br Green
St - Dk Grey Fo - Teal
Fi - Indigo Ro - Lt Olive
P# - Yellow Su - Bronze
E. HONDA (Face paint, Trunks)
Ja - Red, Blue & Lt Blue Sh - Lt Purple, Green & Lt Green
St - Blue, Red & Lt Red Fo - Teal, Dk & Lt Sandstone
Fi - Green, Orange & Lt Orange Ro - Red, Dk & Lt Grey
P# - Lt Blue, Dk & Lt Grey Su - Orange-Red, Dk Yellow &
Yellow
CHUN LI (Outfit, Trim)
Ja - Blue, Gold Sh - Dk Grey, Bronze
St - Red, Bronze Fo - Br Yellow, Bronze
Fi - Grey, Gold Ro - Dk Green, Bronze
P# - Lt Purple, Gold Su - Mint Green, Bronze
BLANKA (Skin, Hair)
Ja - Yellow, Orange Sh - Grey, Dk Magenta
St - Blue, Yellow Fo - Dk Yellow, Green
Fi - Yellow, Blue Ro - Flesh, Green
P# - Teal, Green Su - Beige, Dk Pink
ZANGIEF (Trunks, Bracelets)
Ja - Red, Gold Sh - Lt Grey, Gold
St - Dk Green, Lt Green Fo - Bright Yellow, Peach
Fi - Baby Blue, Gold Ro - Green, Gold
P# - Bright Blue, Gold Su - Black, Gold
GUILE (Fatigues, Hair)
Ja - Green/Brown/White, Blonde Sh - Red/Tan/White, Blonde
St - Tan/Brown/White, Blonde Fo - Dk Blue/Pink/White, Grey
Fi - Blue/Red/White, Blonde Ro - Dk Yellow/Tan/White, Dk Pink
P# - Grey/Tan/Lt Beige, Blonde Su - Blue-violet/Brown/Beige,
Dk Orange
DHALSIM (Skin, Paint, Trunks)
Ja - Tan, Red, Beige Sh - Sunburn, ?
St - Greyish Purple, Red, Orange Fo - Red-brown, Lt grey-blue,
Dk Beige
Fi - Brown, Blue, Grey Ro - Mint Green, Bronze
P# - Greyish Blue, Lt Pink, Tan Su - Lt Grey, Lt Blue, Lt Purple
BALROG (Shirt, Gloves)
Ja - Lt Blue, Red Sh - Lt Green, Red
St - Gold, Orange Fo - Red, Dk Teal
Fi - Orange, Red Ro - Lt Purple, Red
P# - Dk Bronze, Red Su - Dk Grey, Red
VEGA (Tights, Sash)
Ja - Violet-Blue/Yellow, Red Sh - Red/Tan, Black
St - Green/Yellow, Yellow Fo - Purple/P Yellow, Orange
Fi - Black/Yellow, Br Green Ro - Blue/P Yellow, Purple
P# - P Blue/White/P Red, Black Su - Dk Yellow/Yellow, Blue
SAGAT (Trunks, Trunk Stripe)
Ja - Blue, Red Sh - Purple, White
St - Red, Green Fo - Olive, Orange
Fi - Lt Beige, Red Ro - Blue-Grey, Lt Blue
P# - Dk Grey, Lt Grey Su - Yellow, Black
M. BISON (Outfit, Padding)
Ja - Red, Grey Sh - Grey-Blue, Red
St - Green, Orange Fo - Dk Tan, Dk Grey
Fi - Grey, Red Ro - Purple, Green
P# - Dk Grey, Lt Grey Su - Bronze, Bronze
CAMMY (Outfit, Beret/Gloves)
Ja - Olive, Red Sh - Lt Grey-Blue, Orange-Red
St - Platinum, Fuchsia Fo - Blue, Red
Fi - Hot Pink, Fuchsia Ro - Grey, Red
P# - Purple, Fuchsia Su - Bluish Grey, Fuchsia
DEE JAY (Pants, MAXIMUM Stripe)
Ja - Orange, Dk Orange Sh - Lt Green, Dk Green
St - Blue, Dk Blue Fo - Lt Purple, Dk Purple
Fi - Green, Dk Green Ro - Lt Olive, Dk Olive
P# - Grey, Black Su - Lt Purple, Dk Purple
FEI LONG (Pants)
Ja - Dk Grey Sh - Aqua
St - Purple Fo - Reddish Brown
Fi - Olive Ro - Lt Grey
P# - Brown Su - Red
T. HAWK (Outfit)
Ja - Lt Blue Sh - Lt Magenta
St - Off White Fo - Pink
Fi - Mint Green Ro - Grey
P# - Beige Su - Brown
============================================================================
07. What is this Zangief Magic throw I've been hearing about?
Zangief can, under certain conditions, grab an opponent from outrageous
distances with a Double German Suplex, a move that normally requires
you to be fairly close.
In case you are curious, Matthew A Wallace (mwallace@ucscb.UCSC.EDU) wrote:
I talked with one of the game's designers, and the glitch is
unintentional. They did find out about it before the game shipped,
but it was not put in on purpose.
So far as is known, Z's "magic" throw requires using Forward kick when
executing the move, and it only works in the following conditions:
1) at the start of a round
2) when Zangief gets up after being knocked down
3) after blocking anything
4) after being hit
In general, the bug does not work if the opponent is in the air, although at
least one exception has been noted - a T. Hawk player was magic thrown on the
rebound from a Condor Dive that hit low.
The timing is tricky - you need to execute the move at a precise time that
varies with each condition. When blocking a fireball, for instance, I've
found it necessary to wait a moment after blocking before attempting the
move.
The Zangief "Magic Throw" bug has apparently been corrected on the newest
versions of SSF2.
****************************************************************************
* *
* H O M E V E R S I O N S P E C I F I C I N F O R M A T I O N *
* *
****************************************************************************
01. When will Super SF2 come out?
02. What are the different types of endings?
03. What are the differences in the versions of the game?
04. What are the codes for the SNES SF2 versions?
05. Where can I find Game Genie codes for the SNES?
06. What is SF2IBM?
07. Is there a legal version of SF2 available for PC's?
****************************************************************************
01. When will Super SF2 come out?
There has been no official word, but it seems likely that there will be a
version for the SNES and Sega Genesis sometime in the future.
============================================================================
02. What are the different types of endings?
SNES: CLASSIC
Level 0-2: Why don't you try the harder difficulty level?
Level 3-5: Personalized ending for your character
Level 6-7: Credits scroll across the screen as characters battle.
Level 7: Beat the game without changing characters, a special showing the
original eight warriors.
Level 7: Don't use any continues, same as above, but all 12.
Level 7: Don't lose a round, same as above. Pushing start will make Chun
Li's sound of "Ya Tai."
SNES: TURBO
Level 0-2: Why don't you try the harder difficulty level?
Level 3-7: Well, you get the ending for your character. On level 6 and 7,
you get a picture of a promotional poster or something.
Plus the same ending as in the HF arcade game.
If you disable the special moves using the code for a 1P game only, and
beat the game on level 3, you will get to see the appropriate poster. And
if a 2nd player joins in, you get you special moves back for that fight.
I only played this on the default and the hardest level. The default was
incredibly easy, and the endings are like for the arcade HF. The hardest
level is quite difficult, and it is easy to see how much the computer
cheats on everything (Sagat even throws you!). There is a digital picture
at the end no matter how you finish, but I was unable to beat it without
having to continue at least once.
SEGA GENESIS: SPECIAL CHAMPION EDITION
Level 0-4: Why don't you try the harder difficulty level?
Level 5-7: The ending for your character. On level 7, at the end you see
a picture of Chun Li doing a standing forward kick.
This game is very much a translation of SNES: Turbo. The computer play
is like the SNES. If you have played the SNES version, you have basically
played this version.
TURBO DUO: CHAMPION EDITION
No information available.
============================================================================
03. What are the differences in the versions of the game?
SNES: CLASSIC Summer 1992 $50-70 game
This is very similar to the Classic version. You can play char vs.
char with a special code. Bosses are also available with a third party
device. Most of the game is like Classic, but there are missing frames
of animation, a few missing moves, a lot less blood that the arcade, and
the sound is not nearly as well done. The characters are smaller in
relation to the screen, and there may *slight* play differences as well.
SNES: TURBO Summer 1993 $60-80 game
Very similar to the arcade with a few easy to pick up tricks and what not.
It is faster than the arcade on the normal setting, but everything comes
off as normal. The bonus stages are like the old SNES version. Plus
there is other stuff like on the SNES, and a way to get the game to go
extremely fast... There is a Normal mode, which plays like CE in some
ways, and HF in others. The Normal mode utilizes the Disable Special
Moves option that is available through a code. 11 speeds are available
through the use of a code as well.
SEGA GENESIS: SPECIAL CHAMPION EDITION Fall 1993 $45-70 game
All in all, this is the SNES: Turbo version for the Genesis. The coded
options listed above are built in to the game without codes. There is
a group battle mode which is useless. The sound of the game is redone
slightly, and in some cases sounds better, even though the quality is
lesser. The voices are hoarse sounding, and the sound FX for hitting
the opponent are all nearly the same. This game is a decent translation
of the arcade game, and plays closer to the arcade than the SNES by the
way it feels. This doesn't have the extra sound FX that SNES does,
but there are voices for Balrog's TAP and the continue countdown, unlike
the SNES. The "skyscraper" introduction from the arcade versions previous
to Super is also included, but made more politically correct.
TURBO DUO: CHAMPION EDITION Fall 1993 $65-80 game
Not much info from me here. It has been highly regarded as a good trans-
lation of the game though, except for the sound.
============================================================================
04. What are the codes for the SNES SF2 versions?
The Code (and will hereafter be referred to as the "Code") in question is
shown below, and must be done with a fair amount of speed at the specified
times, on the correct controller:
Direction Down, Button R, Direction Up, Button L, Button Y, Button B.
The Sound (referred to as the "Sound") sounds like this:
It is identical to the sound when you pick a character from the selection
screen.
On SNES Classic, the only applicable time to use it is when the CAPCOM
logo appears. Using the 1P controller, put the Code in then, just as
the CAPCOM logo fades you should finish, and hear the Sound.
This will give you Player vs. Player. Using the ABLRXY buttons will give
you the original Classic color, and Start will give you the Champion
Edition color for that character. If you are going to fight Player vs.
Player, then each player will get the color that the first person didn't
pick.
The rest of the instances apply to SNES Turbo. They are done at different
times, and on different controllers.
For 10-star Turbo speed, you can begin to put in the Code from 2P controller
as the screen with the distant "Street Fighter 2" appears, and as late as
when the word "TURBO" scrolls right to left. You need to finish the Code
before the whole title screen appears. If you do this correctly, you will
hear the Sound.
Like said above in the 10-star Turbo section, this is the way to use the
Code to disable Special Moves.
There are 2 ways to disable Special Moves. One way is to disable all
Special Moves for the Player in a 1P match. Do it at the same time as
shown for the 10-star Turbo speed mode. I don't know about the Special
Moves for the 2P side if he decides to join in, but I would guess that he
is the same boat as you: no Special Moves.
The other way is in the vs. battle, i.e. a two player game. On the screen
after you have selected your characters, you will see the stage select
screen. On the 2P controller, input the Code. I'm not sure if you will
hear the sound, but you will know for sure when you hit Start on the 2P
controller. This will bring up the Special Moves screen, and will enable
you to disable any or all of the Special Moves for the characters. To
do this before each battle, after you have correctly inputted the Code,
you will only need to hit Start on the 2P controller at the stage select
screen. If you disable the moves that are specific only to Turbo mode,
you can play a Normal game with the Turbo colors at more speeds.
The move disable code is the only difference between the Turbo and Normal
modes. Otherwise, they are the same, except for the speed and the colors.
These are unlike the more numerous changes that were made between the
Champion Edition (Normal) and the Hyper Fighting (Turbo) arcade games.
The Sega Genesis SF2:SCE allows these options to be selected without codes.
============================================================================
05. Where can I find Game Genie codes for the SNES?
They are too numerous to list here, but there is one very complete and
excellent file at the ftp site. It is called codes.game-genie, it is
avaiable at the ftp site. This file is updated as new codes are discover-
ed by the writers, so any new versions will be there. If you are looking
for Game Action Replay codes, look for the file called codes.action-replay.
See question #4 in part 3 of the FAQ for the list of files available at the
FTP site. They are in the /pub/local/sf2/other/codes.* file names.
============================================================================
06. What is SF2IBM?
It is an illegal version of the game for the PC. It can be found at various
FTP sites. The newest version of the game is 1.96. There are a number of
patches available for the original, and they aren't necessary to play the
game, but they surely make it more fun.
You can find more information at the FTP site, in the FAQ for SF2IBM.
============================================================================
07. Is there a legal version of SF2 available for PC's?
It can be found in software stores and is considerably cheaper than any of
the versions for dedicated game systems; however, it is not generally
considered a very good translation of the arcade version. Buyer beware.
****************************************************************************
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