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    streetfighter 2 pcb bugs

    hi
    can anyone remember the bugs in streetfighter 2 on PCB,like guiles handcuffs,i cant remember how many there is and how to do them

    any help would be great

    #2
    Yes the hand cuff was done by ducking near the opponent charging a flash kick and the doing a fast medium punch then kick ( had to be fast best to role you fingers across the buttons ). You could only do this with the original sf2.

    Comment


      #3
      Took me a while to find this... it's not mine either but I remembered it and it lists all the SF2 standard edition bugs. There are several ROM sets for SF2 too, bootlegs have extra bugs added in too... >_<

      ----

      Version Info
      ---------------
      So now you have your sf2 classic and you are playing your over-powered guile
      wondering what version you have. The general consensus is that there are 4
      different versions. The 4th one being the rarest, and version 3 being the
      most common. I've only see a version 4 once. I'm not positive what the SNES
      version is based off of (most home versions are based on the most recent
      revision of the arcade but they may have just released version 3 bug free.
      Shrug)

      Version 1 - Zangief is the key to determining this version. Zangief's low
      roundhouse will hit Guile's low forward cleanly and his jumping strong has
      strange properties as well. He can also SPD through anything -- outside of
      Guile's low fwd, outside of Chun's Lightning Leg, Honda's 100 Hand Slap, etc.
      Also his jumping short will take out all of Dhalsim's limbs. All Guile
      Glitches work. The only thing I'm unsure of on this version is Dhalsim's
      Invisible and Reset. Ken/Ryu may have had an endless hurricane kick glitch,
      and I think Guile's standing fierce into flash kick may have reset the
      machine, even though it was more than likely fierce throw into flash kick
      which reset the machine.

      Version 2 - Zangief has been toned down, his low RH will trade more often
      instead of hitting cleanly. Rumour has it that you can't jump straight up
      over dhalsim's jab fireball but this is unconfirmed. If there ever was a
      Ken/Ryu endless hurricane kick it would have been removed in this version.
      You can do standing fierce into flash kick with Guile on this. This may have
      been the version that introduced Dhalsim's invisible and reset as well.
      All Guile glitches work.

      Version 3 - There are 2 easy ways to distinguish this version. Honda's
      glitch only works on this version and Guile's free flash kick glitch resets
      the machine. Dhalsim's invisibility resets the machine. His reset glitch
      resets the machine as well. All other Guile glitches work.

      Version 4 - No glitches work. The easiest way to discern this version is
      that all of Guile's sonic booms are the same speed no matter what button used
      (jab) and all of his flash kicks are the same height (short).

      Glitches
      ---------

      I guess I should have some type of preface describing what is a glitch and
      why it is here. A glitch is essentially doing something that produces an
      unexpected or undesired result. Some of these are 'cool' as in Dhalsim's
      invisibility while others are really un-impressive. But their end result is
      what we are after. We seek out glitches to push a game's engine and try
      things that maybe the programmers didn't think of. Sometimes amazing things
      are found out this way, the whole concept of buffering normal attacks into
      specials for instance. It's unfortunate that the majority of programmers
      these days either release games buggy and only update them after everyone has
      found them out (while paying for their games mind you) or just put a limit on
      what you can do (cough maximum damage).

      While I believe classic to be an amazing game (remember...all of this was
      based on practically nothing!! Every concept they implemented set the ground
      rules for ALL fighting games to follow) as a fighting game, classic also has
      some of the most amazing glitches in the history of street fighter. It
      amazes me to this day that there were so many people aware of Guile's magic
      throw across the world before the internet as we know it today took off.
      Gaming magazines weren't really a popular thing at this point and if they
      were they would have never made mention of it. This is my attempt to finally
      put all of this in one easy to find place. So without further ado, the
      glitches of SF2 classic.

      Blanka
      --------
      First do a Jab Ball (charge back for two seconds then hit toward plus Jab) and
      immediately pull back to charge. I prefer to do this all the way across the
      screen to allow a longer charge time. After you hit the opponent you will
      bounce back. Now, before you land push toward and fierce. You will do a
      fierce roll that will not hit the opponent (it should but it just goes through
      them). I've heard this glitch should result in Blanka biting the enemy but
      I have no idea why it should. Shrug.

      Honda
      -----
      As far as I know Honda's glitch only works on Version 3. All you have to do
      is jump straight up then hit roundhouse. Have the opponent try to block it
      high (it's a high attack). If you have Version 3, you will go right through
      their block and hit them. You have to block this attack low, which makes no
      sense. Not a very exciting glitch but it helps determine which version you
      have.

      Dhalsim
      -------
      Invisibility - This is an interesting glitch as it kinda lead to a special
      move later on, his teleport in Hyper. I am rather positive that this only
      works on version 2, perhaps 1 as well. I have never gotten this glitch to
      work on mine. Everytime I try it resets the machine. And it shouldn't work
      on 4, even though I've never tested it to confirm it. Anyways, this is how it
      is done: Do a fireball and hit forward and fierce at the same time. The
      timing is kinda weird. If done properly Dhalsim will disappear from the
      screen. He can still move and do special moves. If Dhalsim gets hit he
      will come back. If you are hit with a special move while invisible, your
      projectiles become completely worthless as they will no longer harm the
      enemy.

      Reset - Same idea as his invisibility, but you do fireball with fierce and
      roundhouse this time. In all honesty I think roundhouse is the key as I've
      done strong and roundhouse at the same time and it has reset the machine as
      well. shrug.

      Delayed Move - If you do a low short to fireball, the next move you do will
      be delayed. Nothing exciting or interesting. It's just funny to hit fwd
      then see it come out 1/2 a second later. Makes you feel like you are playing
      Mortal Kombat

      Ken/Ryu
      -------
      Bonus Stage - Destroy one side of the car only. Turn away from the car then
      jump backwards and hit roundhouse. The idea is to hit the car on the top part
      you just destroyed. If you do it right you will become stuck to it. The only
      way to end this is turn the machine off and back on.

      Hurricane Kick - If this glitch exists, which it may as you still hear about
      it from time to time, it had to be version 1 only. No one I know has ever
      seen this nor done it. Shrug. Supposedly it is do a hurricane kick then
      repeatedly hit rh as fast as possible. I don't know if the initial hk is
      supposed to hit or not. If anyone knows anything more about this one, please
      email me.

      White Ryu Vs White Ryu
      ----------------------
      I have seen it done, I have even done it. But it was a long time ago and
      I have forgotten how to do it. I know it involves a draw game somehow but
      that is all I remember. Anyone else remember more?

      Zangief
      -------
      Turbo Short - This is another glitch that is fun only to do once. If you hit
      your opponent with low short, do another low short, then hit jab as fast as
      possible. If a 3rd low short would have hit the opponent a short will come
      out even though you are hitting jab. If the short would have missed, jab
      usually comes out even though short will from time to time. No clue as to
      whether or not this was in all versions.

      Guile
      -----
      Statue - Get within sweep range (technically it's upside down kick range) and
      charge back for a sonic boom. While holding back hit roundhouse (which will
      result in Guilde doing his upside down kick) and while the kick is hitting
      push toward plus punch for a sonic boom. Guile will start to go back to his
      normal pose but will get stuck in a certain frame of animation. He can not
      be hit low while in this frame. You can not move either. The easiest way to
      get out is to flash kick out. You can be hit out. This is rather fun to do
      versus the cpu as vega will just keep trying to slide to hit you (which will
      miss cause it's a low attack) and zangief will just stare at you like huh?

      Free Sonic Boom - The easiest of Guile glitches. Throw the opponent with
      strong, while holding toward (assuming you hit toward plus strong to throw)
      keep tapping a punch button. As soon as Guile recovers he will throw a
      sonic boom. This is a really easy way to set up the combo of sonic boom,
      jump in fierce, fierce, sonic boom, backhand or any other combo you want to
      start off with a sonic boom. This glitch, since it gives you a free sonic
      boom charge, will also give you a free magic throw charge. Harder to time
      though cause you have to space it so that the throw doesn't leave the opponent
      in the corner.

      Free Flash Kick - This is the glitch that allows you to amaze your friends
      with combos like jump in fierce, standing fierce sonic boom, flash kick. First
      you start off by throwing the opponent with strong. As soon as you throw
      charge down for a flash kick. Before the opponent lands do the motion for
      the flash kick (doesn't matter which button). If you actually flash kick you
      did it too late. On version 3 you will reset the machine if you did it right.
      On version 2 and below guile will recover from his throwing animation slightly
      weird. You now have a free flash kick stored up. I do believe there is a
      time you have to use it by, but the next time you hit kick Guile will do a
      flash kick.

      Handcuffs - Another glitch involving the strong throw (what was wrong with
      this thing?). Charge down for a flash kick. While moving the joystick up,
      I find it easiest to keep it held from down/away to away then to up, but at
      the away part hit strong, then press up and kick. Guile should start throwing
      the opponent then as soon as they leave his hands they should fly back toward
      Guile and become stuck to him. Guile can not hit his opponent, and his
      opponent can not hit Guile. Even if you jump the enemy is stuck to you. You
      can not do any special moves either. The only way to end this glitch is to
      magic throw the opponent out. If you don't once the timer reaches zero you
      will be forever stuck in the win/loss animation until the machine is reset.
      Since the only way out is to magic throw the enemy this makes for a nice way
      to practice the magic throw.

      Reset - This time instead of doing a strong throw before you flash kick you
      do a fierce throw. I personally think that standing fierce into flash kick
      has always worked but people do throw before and that is what caused the
      machine to glitch. Shrug. Until I find a version 1 I guess this will all
      be speculation. Anyways. Charge down for a flash kick, on the way up hit away
      and fierce for the throw, immediately hit up plus roundhouse for the flash
      kick and the machine will reset if done right.

      Magic Throw - The glitch you have all been waiting for ^_^. This glitch still
      causes arguments amongst everyone. I will first detail what I have had luck
      with then describe what I have been told works as well.

      As you know from above the only way out of the handcuffs is to magic throw,
      you may find it easier to practice on a handcuffed opponent. Also, this
      glitch involves some weird timing that requires you to tap toward for 1/2
      a second then the fierce and roundhouse. So it may be better for you to
      charge back then hit toward and see how long you can keep walking with Guile
      before hitting the punch button and still get a sonic boom. Once you get
      used to how far you can walk this will allow you to get a feel for when you
      should magic throw.

      Okay. With that all out of the way. Charge back (I should say that the
      range for this throw is around low forward range even though you can throw
      air borne opponents with it) then hit toward then slowly hit fierce and
      roundhouse at the same time. If done right Guile will throw his enemy with
      a strong throw (even though you never hit strong!). This throw will grab
      EVERYTHING. If Ryu/Ken are hurricane kicking it will grab them. If Vega
      is on the wall it will grab him. If Blanka is rolling towards you...it will
      grab that too. If you do it on a dizzied opponent...it just leaves them even
      dizzier. It is the ulimate in cheap. If your opponent is blocking too much,
      walk up to them and simply low jab, low jab, standing short into magic throw!
      That will teach them!

      That is the technique I have had the most luck with. I have also been told
      and read that you can charge back, then toward then pull back again and hit
      fierce and roundhouse. I have not experminted with this at all even though
      it should work. It more then likely just throws the opponent in the other
      direction.

      I have also heard that you don't even need to charge back! I was told by
      someone that as long as you are charging in a direction that it doesn't matter
      which direction. So you could walk towards the person (since you are walking
      you are holding the joystick towards thus charging) then pull back then hit
      fierce and roundhouse and still magic throw. CHEAP!! I haven't expreminted
      with this either.

      Finally I have been told that fierce is the real key to this. You can hit
      any kick button. This does seem to be true. When I try to charge back then
      hit fierce and forward for the throw Guile will do a standing strong?!!?
      I have never pulled off a magic throw like this but I would not be surprised
      to hear that it works.

      Comment


        #4
        that is really cool,thanks MD

        im gonna hook me up a sf2 PCB and try all these out,cant wait

        Comment


          #5
          Didn't you miss out the red hadoken glitch?

          Comment


            #6
            Not really much of a glith tho... and didnt Capcom say it wasn't really a glitch...

            Comment


              #7
              yeah i was gonna ask about the red fireball,is that ment to be in the game

              Comment


                #8
                I read in an interview with the SF guy (was in edge mag) that the red hadoken wasnt meant to be in there.

                Lets be honest - it is THE best SF2 'glitch', recognised or not - You're playing away and out pops a random reddy and you cant help shouting 'LOOK RED FIREBALL!!'.. or was that just me?

                Comment


                  #9
                  Originally posted by yashiro
                  I read in an interview with the SF guy (was in edge mag) that the red hadoken wasnt meant to be in there.

                  Lets be honest - it is THE best SF2 'glitch', recognised or not - You're playing away and out pops a random reddy and you cant help shouting 'LOOK RED FIREBALL!!'.. or was that just me?
                  I guess that doesn't really count for the list above as you can't instigate it in any way. It seemed to be random. All of the above can be replicated at will.

                  Comment


                    #10
                    So glitches only count if they're not random? Ok...

                    Comment


                      #11
                      If it is a glitch then it's not the most exciting one ever...

                      Comment


                        #12
                        the thing is its even in my capcom generations 5 on saturn so if it was a glitch surley they could of removed it for the saturn conversion

                        but i like it and yeah i also use to shout LOOK RED FIREBALL

                        Comment


                          #13
                          EDIT - **** it, can't be arsed with you.

                          Comment


                            #14
                            Originally posted by C'
                            EDIT - **** it, can't be arsed with you.
                            cant be arsed with who

                            Comment


                              #15
                              Originally posted by trev1976
                              Originally posted by C'
                              EDIT - **** it, can't be arsed with you.
                              cant be arsed with who
                              PM'd

                              Comment

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