Per your request phillai:
(scroll down just over half-way to get to the dip-switch settings)
Although the second faq seems to have a more extensive dip switch faq.
(scroll down just over half-way to get to the dip-switch settings)
Although the second faq seems to have a more extensive dip switch faq.
Originally posted by Chris MacDonald - Super Street Fighter II X faq
========================================
5. SECRET OPTION / DIP SWITCHES
========================================
------------------------------------------------------------------------
SECRET OPTION MENU
------------------------------------------------------------------------
To enable the Secret Option menu, see the previous section. Anyway,
the Secret Option screen lookes like this:
AUTO SETTING
1993/10/05 ver
1994/02/23 ver
1994/05/29 ver
2000/12/22 ver
????/??/?? ver
MANUAL SETTING
1 0 1 0 0 1 0 0 0 1 0 0 1 0 1 0
1 1 0 0 1 0 1 0 1 0 1 1 0 1 0 1
1 1 0 0 1 1 1 0 1 0 1 1 0 1 0 1
1 0 1 0 1 0 1 0 0 1 0 1 0 1 0 1
Using "Auto Setting" will automatically set the dip switches to 0 or 1
depending on what revision date you use. "Manual Setting" lets you do
it yourself. Below is a table listing the effects of each dip switch.
Changing the dip gives you the opposite effect, so, for example, set
3-16 to 0, and you get the SSF2X intro and the SSF2X-colored title
screen.
------------------------------------------------------------------------
DIP SWITCH LISTINGS
------------------------------------------------------------------------
I will just go by 1-4 for the rows, and then 01-16, running right to
left. So, 1-01 is the dip switch in the upper left corner, and 4-16
is the dip switch in the lower right corner.
This list is a translation of information found at T. Akiba's page
<http://tt.rim.or.jp/~akiba/sf2/dc.html>, along with my own notes and
observations. In some cases, T. Akiba lists an explanation of a switch
that I have been unable to confirm. So, for those switches, I've listed
his original text and what I think the switch's effect may be. You will
need a program that can view Shift-JIS encoded text to read the Japanese
(try www.njstar.com and check out one of their products).
NUM. DIP EFFECT
------------------------------------------------------------------------
1-01 Unknown.
1-02 Unknown.
1-03 ?W?????v???[?V????????Q?q?b?g?R???{??
0=?n?? 1=????????
I think it refers to how you land after being hit by a 2-hit
combo (0 is on your feet, 1 is knocked to the ground), but I
can't figure it out.
1-04 (1) You get the "beta version" ending, which shows Vega sniveling
in defeat, then some text in Japanese and English. If you
have dip 3-11 turned on, then Vega's face is static, and
only the English portion of the text is shown. Either way,
there's no staff roll or anything else, even if you beat the
game without continuing or you beat Shin Gouki.
1-05 (1) If you beat the game without continuing, the whole SF2 crew
will be shown after the credits. (0) gives them their
original (SF2) colors, while (1) puts them in some of the
new SSF2X-only colors.
1-06 (1) This gives you the original staff credits instead of the DC
version (so none of staff who did the DC port are mentioned).
1-07 (0) Gouki's vertical jumping HP sounds like a jumping MP instead
of a jumping HP.
'' (0) Gouki's diagonal jumping MP sounds like a jumping HP instead
of a jumping MP when it hits.
1-08 (1) If you combo into Dee Jay's diagonal jumping HP, you get a
larger point bonus in Arcade Mode.
1-09 (1) If you combo into Fei Long's diagonal jumping HK, you get a
larger point bonus in Arcade Mode.
1-10 (0) Dhalsim's db + HP sounds like a MP attack instead of a HP
attack. T. Akiba's page mentions something about a combo
bonus, but comboing into this move doesn't change the sound
of the move hitting, nor do you get a different point bonus
for comboing into it, no matter how the dips are set.
1-11 (0) Zangief's f + MP Headbutt sounds like a HP attack instead of
a MP attack when it hits.
'' (0) Zangief's far standing LP sounds like a MP attack instead of
a LP attack when it hits.
1-12 (1) If you combo into Chun-Li's Kouhou Kaiten Kyaku, you get a
larger point bonus in Arcade Mode.
1-13 (0) Ken's vertical jumping HP sounds like a jumping MP instead
of a jumping HP when it hits (also applies to SSF2 Ken).
'' (0) Ken's diagonal jumping MP sounds like a jumping HP instead
of a jumping MP when it hits (also applies to SSF2 Ken).
1-14 (0) If you combo into Guile's Knee Bazooka, you get a larger
point bonus in Arcade Mode, and it sounds like a MK attack
when it hits.
1-15 (0) E. Honda's Hiza Geri sounds like a HK attack instead of a
MK attack.
1-16 (0) Ryu's Sakotsu Wari sounds like a HP attack instead of a MP
attack. You also get a higher point bonus when the move
combos.
'' (0) Ryu's vertical jumping HP sounds like a jumping MP instead
of a jumping HP when it hits (also applies to SSF2 Ryu).
'' (0) Ryu's diagonal jumping MP sounds like a jumping HP instead
of a jumping MP when it hits (also applies to SSF2 Ryu).
NUM. DIP EFFECT
------------------------------------------------------------------------
2-01 (1) The screen darkens during the start of a Super Combo.
2-02 (1) Balrog's Rolling Izuna Drop causes the SC gauge to empty when
he touches the wall, not when he actually grabs his opponent.
This means that if you miss the grab attempt or do the Flying
Barcelona Attack, you've still drained your SC gauge.
2-03 ?o?[?`?J???P?t???[?????K?[?h?m??
0=50% 1=100%
It has something to do with the probability of being able
to block one frame of Blanka's Vertical Rolling.
2-04 ???[?????O?P?t???[?????K?[?h?m??
0=50% 1=100%
As above, but this applies to Blanka's Rolling Attack.
2-05 ?S?E?L??????????P?t???[?????K?[?h?m??
0=50% 1=100%
As above, but this applies to Gouki's mid-air Tatsumaki
Zankuu Kyaku.
2-06 ?r?????E?E?r?P????????????P?t???[?????K?[?h?m??
0=50% 1=100%
As above, but this applies to SSF2 Ryu and Ken's mid-air
Tatsumaki Senpuu Kyaku.
2-07 Unknown.
2-08 Unknown.
2-09 ????œ???t???????q?b?g?X?g?b?v
0=??? 1=? ??
This is something about Chun-Li's Yousou Kyaku causing
"hit stop" when used on the car bonus stage (0 is no,
1 is yes).
2-10 (1) This turns off the "slowdown" feature that occurs when you
hit an opponent. This prevents you from doing combos like
following Guile's Sonic Boom with an attack, as your enemy
recovers too quickly.
2-11 Unknown.
2-12 (1) This hides the character portraits that normally appear at
the end of your life gauge.
2-13 (1) This makes the color of your character's name yellow instead
of blue.
2-14 (0) This makes the life and Super Combo gauges transparent.
2-15 (1) In Arcade Mode, you fight 16 opponents in a random order,
then you fight Gouki. This repeats until you lose a round,
at which point you cannot continue and the game ends. It's
sort of like "Survival Mode" from the KoF games (the main
difference being that you get a full life gauge at the start
of every round.
2-16 (1) This gives the SSF2 characters the same cancelable attacks as
their SSF2X counterparts (for example, SSF2 Sagat's close MP
would be cancelable, as would the 2nd hit of his standing LK
and MK).
NUM. DIP EFFECT
------------------------------------------------------------------------
3-01 Unknown.
3-02 (1) If Balrog loses his claw, it will flash 1P or 2P for a while,
then stop (normally, it keeps flashing until Balrog picks up
his claw).
3-03 (1) In vs. CPU play, your future opponents are displayed, instead
of being hidden behind a "?" box.
3-04 ?S?E?L??????Z???t??P??????(???????O???????)
0=???? 1=??????
I have no idea what this is about. It's something about
Gouki's "victory serif character" that changes before a
2-player battle (0 is normal, 1 makes it disappear).
3-05 (1) This changes the default high score names from POO, SIN, KID,
MIN, and MCH to MNR, KRM, MEI, CHA, and CZY.
3-06 Unknown.
3-07 ?w?b?h?v???X????q?b?g?X?g?b?v
0=??? 1=? ??
This is something about Vega's Head Press causing "hit stop"
when used (0 is no, 1 is yes).
3-08 (1) You can pick Ten Gouki by pressing MP+MK+HP+HK+Start, but
only if 3-10 is set to (1) as well.
3-09 (1) You can pick Shin Gouki by pressing KKK + Start.
3-10 ????????t????S????????????
0=???????? 1=???G????
I think this determines how Chun-Li's Hyakuretsu Kyaku
affects the obstacles in any of the bonus stages. 0
knocks them down, 1 makes them invincible to that move.
3-11 (1) This gives the game US features, including:
- English text
- Only 1-2 winquotes per person (and none for Gouki)
- Changed names (so Balrog is the boxer)
- Changed voice samples (i.e. Dee Jay's "Max Out!" quote
for his Air Slasher, instead of "Slash!")
- No 'advice' shown during the Continue Screen.
- Gouki doesn't talk to you when you fight him, and he
doesn't kill Shin Gouki after beating him.
- The "location test" ending is altered (see 1-04)
The Versus Mode record screen stays the same, however, so
Gouki is still called 'Gouki', and Vega is the last boss,
and not the Spanish guy with the claw.
3-12 (1) This will display the bonus messages (i.e. First Attack)
for the CPU as well as yourself.
'' (1) During the game's demo, bonus points (i.e. for a First
Attack) are not displayed (they are if 3-12 is set to 0).
3-13 (0) You can input "charge b,f,b,hold f" for Chun-Li's Senretsu
Kyaku. As long as you hold uf~df, the 'charge' is maintained
until you press K. You can even change the direction press
(as long as it's always uf~df), and attack with punches or
her throws. If you cross up an opponent, switch to ub~db
right as you turn around to keep the charge going.
3-14 (0) You can input "hcb" for Honda's Ooichou Nage. As long as you
hold ub~db, the 'charge' is maintained until you press P (you
won't throw unless your opponent is within throw range,
though). Unlike 3-13 and 3-15, you cannot reverse the
controls when you jump over an opponent to keep the charge.
3-15 (0) This works like 3-13, but it applies to Honda's Oni Musou.
He can use any Kick attack or his Kick throws and still keep
the charge going (until you press P, obviously).
3-16 (1) This gives you the old SSF2 intro (it only shows Ryu).
It also changes the title screen colors.
NUM. DIP EFFECT
------------------------------------------------------------------------
4-01 (1) If either CPU character attempts a Super Combo during the
demo, they will freeze in place until the demo ends.
4-02 (1) This forces you to select Gouki the old way (pause on each
of these characters for 1 second: Ryu, Guile, Cammy, Ryu,
(move to any character), then press PPP + Start for Gouki
(or KKK + Start or MP+MK+HP+HK + Start, if you have those
dip switches activated and want to use Shin Gouki or the
alternate version of Shin Gouki).
4-03 ?S?E?L???F???
0=??? 1=? ??
This has something to do with a Gouki vs. Gouki match in
which both characters have the same color outfit (0 is no,
1 is yes).
4-04 (1) If you throw someone and the throw dizzies them, you cannot
throw them until they recover.
4-05 Unknown.
4-06 ???L?????Z????M?g????
0=?????? 1=?X?L?Z?k
Something about being able to "kara cancel" Gouki's
Shakunetsu Hadou Ken. The only kara cancelling I know of
applies to throws in SF3: 3rd Strike (in which you cancel a
normal attack very early into a throw, thus giving it more
range), so I'm not sure how this works. 0 is "no change",
while 1 is "shortened miss." (?)
4-07 (1) With this turned on, you can do a "vacuum" version of the
Final Atomic Buster (I assume this means that you suck
them in from anywhere onscreen). How you do this, however,
is a mystery to me.
4-08 Unknown.
4-09 Unknown.
4-10 ???o?[????????????Z
0=? ?? 1=???
It says something like, "lever up for special input
technique" (0 is yes, 1 is no). I haven't figured out what
this is referring to, though.
4-11 (0) You can use Ken's Shouryuu Reppa as a reversal. Can't get
it to work, though.
4-12 (0) You can use Dhalsim's Yoga Inferno as a reversal. Can't get
it to work, though.
4-13 ?L?b?N?{?^????W?F?m?T?C?h
0=?o??? 1=?o??
Literally, "Kick button Genocide." I assume that this means
you can perform the Tiger Genocide with a Kick button, but
that doesn't work (0 is won't occur, 1 is will occur).
4-14 (0) You can use Sagat's Tiger Genocide as a reversal. Can't get
it to work, though.
4-15 Unknown.
4-16 (0) You can use SSF2 Vega's Devil Reverse as a reversal. Can't
get it to work, though.
5. SECRET OPTION / DIP SWITCHES
========================================
------------------------------------------------------------------------
SECRET OPTION MENU
------------------------------------------------------------------------
To enable the Secret Option menu, see the previous section. Anyway,
the Secret Option screen lookes like this:
AUTO SETTING
1993/10/05 ver
1994/02/23 ver
1994/05/29 ver
2000/12/22 ver
????/??/?? ver
MANUAL SETTING
1 0 1 0 0 1 0 0 0 1 0 0 1 0 1 0
1 1 0 0 1 0 1 0 1 0 1 1 0 1 0 1
1 1 0 0 1 1 1 0 1 0 1 1 0 1 0 1
1 0 1 0 1 0 1 0 0 1 0 1 0 1 0 1
Using "Auto Setting" will automatically set the dip switches to 0 or 1
depending on what revision date you use. "Manual Setting" lets you do
it yourself. Below is a table listing the effects of each dip switch.
Changing the dip gives you the opposite effect, so, for example, set
3-16 to 0, and you get the SSF2X intro and the SSF2X-colored title
screen.
------------------------------------------------------------------------
DIP SWITCH LISTINGS
------------------------------------------------------------------------
I will just go by 1-4 for the rows, and then 01-16, running right to
left. So, 1-01 is the dip switch in the upper left corner, and 4-16
is the dip switch in the lower right corner.
This list is a translation of information found at T. Akiba's page
<http://tt.rim.or.jp/~akiba/sf2/dc.html>, along with my own notes and
observations. In some cases, T. Akiba lists an explanation of a switch
that I have been unable to confirm. So, for those switches, I've listed
his original text and what I think the switch's effect may be. You will
need a program that can view Shift-JIS encoded text to read the Japanese
(try www.njstar.com and check out one of their products).
NUM. DIP EFFECT
------------------------------------------------------------------------
1-01 Unknown.
1-02 Unknown.
1-03 ?W?????v???[?V????????Q?q?b?g?R???{??
0=?n?? 1=????????
I think it refers to how you land after being hit by a 2-hit
combo (0 is on your feet, 1 is knocked to the ground), but I
can't figure it out.
1-04 (1) You get the "beta version" ending, which shows Vega sniveling
in defeat, then some text in Japanese and English. If you
have dip 3-11 turned on, then Vega's face is static, and
only the English portion of the text is shown. Either way,
there's no staff roll or anything else, even if you beat the
game without continuing or you beat Shin Gouki.
1-05 (1) If you beat the game without continuing, the whole SF2 crew
will be shown after the credits. (0) gives them their
original (SF2) colors, while (1) puts them in some of the
new SSF2X-only colors.
1-06 (1) This gives you the original staff credits instead of the DC
version (so none of staff who did the DC port are mentioned).
1-07 (0) Gouki's vertical jumping HP sounds like a jumping MP instead
of a jumping HP.
'' (0) Gouki's diagonal jumping MP sounds like a jumping HP instead
of a jumping MP when it hits.
1-08 (1) If you combo into Dee Jay's diagonal jumping HP, you get a
larger point bonus in Arcade Mode.
1-09 (1) If you combo into Fei Long's diagonal jumping HK, you get a
larger point bonus in Arcade Mode.
1-10 (0) Dhalsim's db + HP sounds like a MP attack instead of a HP
attack. T. Akiba's page mentions something about a combo
bonus, but comboing into this move doesn't change the sound
of the move hitting, nor do you get a different point bonus
for comboing into it, no matter how the dips are set.
1-11 (0) Zangief's f + MP Headbutt sounds like a HP attack instead of
a MP attack when it hits.
'' (0) Zangief's far standing LP sounds like a MP attack instead of
a LP attack when it hits.
1-12 (1) If you combo into Chun-Li's Kouhou Kaiten Kyaku, you get a
larger point bonus in Arcade Mode.
1-13 (0) Ken's vertical jumping HP sounds like a jumping MP instead
of a jumping HP when it hits (also applies to SSF2 Ken).
'' (0) Ken's diagonal jumping MP sounds like a jumping HP instead
of a jumping MP when it hits (also applies to SSF2 Ken).
1-14 (0) If you combo into Guile's Knee Bazooka, you get a larger
point bonus in Arcade Mode, and it sounds like a MK attack
when it hits.
1-15 (0) E. Honda's Hiza Geri sounds like a HK attack instead of a
MK attack.
1-16 (0) Ryu's Sakotsu Wari sounds like a HP attack instead of a MP
attack. You also get a higher point bonus when the move
combos.
'' (0) Ryu's vertical jumping HP sounds like a jumping MP instead
of a jumping HP when it hits (also applies to SSF2 Ryu).
'' (0) Ryu's diagonal jumping MP sounds like a jumping HP instead
of a jumping MP when it hits (also applies to SSF2 Ryu).
NUM. DIP EFFECT
------------------------------------------------------------------------
2-01 (1) The screen darkens during the start of a Super Combo.
2-02 (1) Balrog's Rolling Izuna Drop causes the SC gauge to empty when
he touches the wall, not when he actually grabs his opponent.
This means that if you miss the grab attempt or do the Flying
Barcelona Attack, you've still drained your SC gauge.
2-03 ?o?[?`?J???P?t???[?????K?[?h?m??
0=50% 1=100%
It has something to do with the probability of being able
to block one frame of Blanka's Vertical Rolling.
2-04 ???[?????O?P?t???[?????K?[?h?m??
0=50% 1=100%
As above, but this applies to Blanka's Rolling Attack.
2-05 ?S?E?L??????????P?t???[?????K?[?h?m??
0=50% 1=100%
As above, but this applies to Gouki's mid-air Tatsumaki
Zankuu Kyaku.
2-06 ?r?????E?E?r?P????????????P?t???[?????K?[?h?m??
0=50% 1=100%
As above, but this applies to SSF2 Ryu and Ken's mid-air
Tatsumaki Senpuu Kyaku.
2-07 Unknown.
2-08 Unknown.
2-09 ????œ???t???????q?b?g?X?g?b?v
0=??? 1=? ??
This is something about Chun-Li's Yousou Kyaku causing
"hit stop" when used on the car bonus stage (0 is no,
1 is yes).
2-10 (1) This turns off the "slowdown" feature that occurs when you
hit an opponent. This prevents you from doing combos like
following Guile's Sonic Boom with an attack, as your enemy
recovers too quickly.
2-11 Unknown.
2-12 (1) This hides the character portraits that normally appear at
the end of your life gauge.
2-13 (1) This makes the color of your character's name yellow instead
of blue.
2-14 (0) This makes the life and Super Combo gauges transparent.
2-15 (1) In Arcade Mode, you fight 16 opponents in a random order,
then you fight Gouki. This repeats until you lose a round,
at which point you cannot continue and the game ends. It's
sort of like "Survival Mode" from the KoF games (the main
difference being that you get a full life gauge at the start
of every round.
2-16 (1) This gives the SSF2 characters the same cancelable attacks as
their SSF2X counterparts (for example, SSF2 Sagat's close MP
would be cancelable, as would the 2nd hit of his standing LK
and MK).
NUM. DIP EFFECT
------------------------------------------------------------------------
3-01 Unknown.
3-02 (1) If Balrog loses his claw, it will flash 1P or 2P for a while,
then stop (normally, it keeps flashing until Balrog picks up
his claw).
3-03 (1) In vs. CPU play, your future opponents are displayed, instead
of being hidden behind a "?" box.
3-04 ?S?E?L??????Z???t??P??????(???????O???????)
0=???? 1=??????
I have no idea what this is about. It's something about
Gouki's "victory serif character" that changes before a
2-player battle (0 is normal, 1 makes it disappear).
3-05 (1) This changes the default high score names from POO, SIN, KID,
MIN, and MCH to MNR, KRM, MEI, CHA, and CZY.
3-06 Unknown.
3-07 ?w?b?h?v???X????q?b?g?X?g?b?v
0=??? 1=? ??
This is something about Vega's Head Press causing "hit stop"
when used (0 is no, 1 is yes).
3-08 (1) You can pick Ten Gouki by pressing MP+MK+HP+HK+Start, but
only if 3-10 is set to (1) as well.
3-09 (1) You can pick Shin Gouki by pressing KKK + Start.
3-10 ????????t????S????????????
0=???????? 1=???G????
I think this determines how Chun-Li's Hyakuretsu Kyaku
affects the obstacles in any of the bonus stages. 0
knocks them down, 1 makes them invincible to that move.
3-11 (1) This gives the game US features, including:
- English text
- Only 1-2 winquotes per person (and none for Gouki)
- Changed names (so Balrog is the boxer)
- Changed voice samples (i.e. Dee Jay's "Max Out!" quote
for his Air Slasher, instead of "Slash!")
- No 'advice' shown during the Continue Screen.
- Gouki doesn't talk to you when you fight him, and he
doesn't kill Shin Gouki after beating him.
- The "location test" ending is altered (see 1-04)
The Versus Mode record screen stays the same, however, so
Gouki is still called 'Gouki', and Vega is the last boss,
and not the Spanish guy with the claw.
3-12 (1) This will display the bonus messages (i.e. First Attack)
for the CPU as well as yourself.
'' (1) During the game's demo, bonus points (i.e. for a First
Attack) are not displayed (they are if 3-12 is set to 0).
3-13 (0) You can input "charge b,f,b,hold f" for Chun-Li's Senretsu
Kyaku. As long as you hold uf~df, the 'charge' is maintained
until you press K. You can even change the direction press
(as long as it's always uf~df), and attack with punches or
her throws. If you cross up an opponent, switch to ub~db
right as you turn around to keep the charge going.
3-14 (0) You can input "hcb" for Honda's Ooichou Nage. As long as you
hold ub~db, the 'charge' is maintained until you press P (you
won't throw unless your opponent is within throw range,
though). Unlike 3-13 and 3-15, you cannot reverse the
controls when you jump over an opponent to keep the charge.
3-15 (0) This works like 3-13, but it applies to Honda's Oni Musou.
He can use any Kick attack or his Kick throws and still keep
the charge going (until you press P, obviously).
3-16 (1) This gives you the old SSF2 intro (it only shows Ryu).
It also changes the title screen colors.
NUM. DIP EFFECT
------------------------------------------------------------------------
4-01 (1) If either CPU character attempts a Super Combo during the
demo, they will freeze in place until the demo ends.
4-02 (1) This forces you to select Gouki the old way (pause on each
of these characters for 1 second: Ryu, Guile, Cammy, Ryu,
(move to any character), then press PPP + Start for Gouki
(or KKK + Start or MP+MK+HP+HK + Start, if you have those
dip switches activated and want to use Shin Gouki or the
alternate version of Shin Gouki).
4-03 ?S?E?L???F???
0=??? 1=? ??
This has something to do with a Gouki vs. Gouki match in
which both characters have the same color outfit (0 is no,
1 is yes).
4-04 (1) If you throw someone and the throw dizzies them, you cannot
throw them until they recover.
4-05 Unknown.
4-06 ???L?????Z????M?g????
0=?????? 1=?X?L?Z?k
Something about being able to "kara cancel" Gouki's
Shakunetsu Hadou Ken. The only kara cancelling I know of
applies to throws in SF3: 3rd Strike (in which you cancel a
normal attack very early into a throw, thus giving it more
range), so I'm not sure how this works. 0 is "no change",
while 1 is "shortened miss." (?)
4-07 (1) With this turned on, you can do a "vacuum" version of the
Final Atomic Buster (I assume this means that you suck
them in from anywhere onscreen). How you do this, however,
is a mystery to me.
4-08 Unknown.
4-09 Unknown.
4-10 ???o?[????????????Z
0=? ?? 1=???
It says something like, "lever up for special input
technique" (0 is yes, 1 is no). I haven't figured out what
this is referring to, though.
4-11 (0) You can use Ken's Shouryuu Reppa as a reversal. Can't get
it to work, though.
4-12 (0) You can use Dhalsim's Yoga Inferno as a reversal. Can't get
it to work, though.
4-13 ?L?b?N?{?^????W?F?m?T?C?h
0=?o??? 1=?o??
Literally, "Kick button Genocide." I assume that this means
you can perform the Tiger Genocide with a Kick button, but
that doesn't work (0 is won't occur, 1 is will occur).
4-14 (0) You can use Sagat's Tiger Genocide as a reversal. Can't get
it to work, though.
4-15 Unknown.
4-16 (0) You can use SSF2 Vega's Devil Reverse as a reversal. Can't
get it to work, though.
Comment