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//////////////////////////////////////////////////////////////////////////
// Super Street Fighter II Turbo Revival //
// Gameboy Advance //
// Glitches FAQ Version 0.5 BY nIwSe (16th Dec 2002) //
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// CONTENT //
//////////////////////////////////////////////////////////////////////////
Introduction
Version History
The Glitches
Readers' Glitches
Outstanding Glitches
Conclusion
Who To Contact?
Miscellaneous
Credits
//////////////////////////////////////////////////////////////////////////
// INTRODUCTION //
//////////////////////////////////////////////////////////////////////////
There are quite a number of glitches in Super Street Fighter II Turbo
Revival (SSF2TR). Some are harmless while some can permanently glitch
your cartridge up.
If you just brought a brand new copy (highly recommended), you want to
read this FAQ to avoid getting the nasty glitches.
WARNING: DO NOT DELIBERATELY ATTEMPT TO EMULATE ANY OF THE GITCHES FOUND
HERE IF YOU WANT YOUR COPY OF SSF2TR TO BE IN PREFECT CONDITION! Actually,
I wouldn't recommend any of you to try and perform any of the glitches
even if your copy is glitched. If you insist on trying out the glitches, I
will not be held responsible for any damage done to your cartridge.
//////////////////////////////////////////////////////////////////////////
// VERSION HISTORY //
//////////////////////////////////////////////////////////////////////////
+-------------+
|06th Mar 2002|
+-------------+
v0.0 - First draft up.
+-------------+
|12th Mar 2002|
+-------------+
v0.1 - Updates (indicated by *NEW*) in Button Menu glitch, Combo Counter
glitch, Conclusion and Who To Contact?
- Did some minor grammar corrections for the FAQ.
+-------------+
|08th Apr 2002|
+-------------+
v0.2 - Added a new section Miscellaneous.
- Added a new section Readers' Glitches.
- Updates (indicated by *NEW2*) in Timeout glitch, Who To Contact?
and Credits.
- Added a new section Outstanding Glitches.
- Moved an update (v0.1) from Conclusion to Outstanding Glitches.
+-------------+
|21st Jun 2002|
+-------------+
v0.3 - Updates (indicated by *NEW3*) in Victory Quote Glitch, Super Combo
Finish glitch, Who To Contact? and Credits
- Did some more minor grammar corrections.
- Added Message glitch in The Glitches section.
- Cleared some glitches from Outstanding Glitches section.
- Removed Combo Counter glitch and added it to Message glitch.
- Added Japanese Cartridge Glitch in Readers' Glitches section.
- Added Survival/Time Attack Mix-Up Glitch in Readers' Glitches
section.
- Added Balrog's Super in Miscellaneous section.
- Added Akuma Selection Glitches in Reader's Glitches <- MUST READ!
+-------------+
|04th Oct 2002|
+-------------+
v0.4 - Updates (indicated by *NEW4*) in Akuma Selection Glitches and
Credits.
- Added E Honda Super Meter Gauge glitch in The Glitches section.
- Added No Function Buttons Glitch in Reader's Glitches section.
- Added Background Sprites Glitch in Reader's Glitches section.
- Added Numbered Sprites Glitch in Reader's Glitches section.
+-------------+
|16th Dec 2002|
+-------------+
v0.5 - Updates (indicated by *NEW5*) in Akuma Selection Glitches,
Outstanding Glitches and Credits.
- Added 2 Buttons Press Configuration Glitch in Reader's Glitches
section.
- Did some changes to the layout.
//////////////////////////////////////////////////////////////////////////
// EXPLANATION OF TERMS //
//////////////////////////////////////////////////////////////////////////
==========================================================================
Glitch Damage
==========================================================================
'High' - Permanent damage done to the cartridge but not to the point of
making the game unbootable or unplayable.
'Low' - Harmless enough. No permanent damage done to the cartridge as far
as I know.
'????' - Unknown. Not much is known about the effect of this glitch.
==========================================================================
Glitch Difficulty
==========================================================================
'High' - Need to perform certain actions and have certain conditions
satisfied to put off the glitch. Also means that chances of
getting this glitch is relatively low.
'Low' - Occurs during normal gameplay. Chances of getting this glitch is
high.
'????' - Unknown. Unable to determine how the glitch happens or what
causes it.
//////////////////////////////////////////////////////////////////////////
// THE GLITCHES //
//////////////////////////////////////////////////////////////////////////
==========================================================================
Akuma Glitch
==========================================================================
Glitch Damage : High
Glitch Difficulty : Low
In Arcade Mode, play flawlessly (no continues, perfect KO, Super Combo
finishes, etc...). For the final opponent, instead of going to Thailand to
meet M Bison, you get to fight Akuma in Japan. After the VS match-up
screen, Akuma's victory screen picture will show up pixel and glitched up.
The game will hang until you do a hard reset.
The worst aspect of this glitch is that you will get the Best Time Glitch
which will permanently mess up all your best times in Survival Mode and
Time Attack Mode.
In order not to encounter this glitch, make sure that you LOSE a FIGHT
(not ROUND) before the final opponent. Else if you see that you will be
fighting Akuma at the World Map screen, turn off the power of your GameBoy
Advance immediately.
==========================================================================
Best Time Glitch
==========================================================================
Glitch Damage : High
Glitch Difficulty : Low
If you strive to achieve the best time in Survival and Time Attack Mode,
then pray hard that you don't encounter the Akuma glitch and the Button
Menu glitch. Once you get either one of these glitches, all your best time
records will be erased. Certain digits replaced by strange character set
or replaced by impossible timing like 00' 00" 00. This makes it impossible
to overwrite the glitched timing by setting a new time record.
In my glitched cartridge, only 1 event in Survival Mode remains unscathed
after I've gotten the Button Menu Variation A glitch followed by the Akuma
glitch. When the Button Menu Variation B glitch strikes some time after,
all the best time records are glitched up. That means all the time have
some weird characters in them.
+-----+
|*NEW*|
+-----+
In my cartridge, all best time records in all events are of the form
##' 00" 02 where # is some glitched character set.
There's no way to do a clean reset. In other words, there's no way to set
all VS points to zero and all records back to default timing. But I wonder
if it's possible do a clean reset by replacing the battery in the
cartridge or by shaking the cartridge really hard.
+-----+
|*NEW*|
+-----+
I've opened up my SSF2TR cartridge. There's no battery inside but instead
Capcom uses EEPROM. I don't think it's possible to erase the memory stored
in the EEPROM unless the programmers include the option to do so in the
game.
==========================================================================
Round Victory Sign Glitch
==========================================================================
Glitch Damage : Low
Glitch Difficulty : Low
A round victory sign (RVS) is the red counter with a 'V' found just below
the life meter when you win a round. Usually, the winner of a fight is
determined by whoever gets 2 RVS. However, for some strange reason, SSF2TR
can only display 1 RVS. If you have played any Street Fighter before, you
know that the RVS is displayed at the end of the round. However, depending
on certain conditions, SSF2TR can display the RVS at the end of the round
OR the beginning of the next round.
To get the RVS displayed at the end of the round, defeat the opponent with
a Super Combo finish.
To get the RVS displayed at the beginning of the next round, defeat the
opponent by normal KO (including Special Move finish) or by Timeout.
The glitch only works when you haven't accumulated any RVS for that round.
==========================================================================
Victory Quote Glitch
==========================================================================
Glitch Damage : Low
Glitch Difficulty : Low
Balrog has M Bison's quote.
Vega has Balrog's quote.
M Bison has Vega's quote.
+------+
|*NEW3*|
+------+
I know this isn't exactly what you call a glitch. More of a bad conversion
error/mistake on Capcom's part. How does this obvious/glaring error slips
past the programmers/testers, I do not know.
==========================================================================
Timeout Glitch
==========================================================================
Glitch Damage : Low
Glitch Difficulty : High
There's a few glaring glitches when you end a fight by letting the timer
runs out.
1) There's no Time Over message. The KO message is used instead.
2) You or your opponent can actually inflict damage and reduce the life
meter after the timer counts down to zero. However the winner of the round
is determined by the length of the life meter as the timer reaches zero.
For example, your opponent has a longer life meter. Just as the timer
reaches zero, you execute a fireball. The fireball travels across the
screen and hits your opponent reducing his life meter shorter than yours.
However, your opponent wins this round as his life meter was longer than
your at the moment the timer reaches zero. The damage done by the fireball
was ignored as it was inflicted after the timer reaches zero.
+------+
|*NEW2*|
+------+
Apparently, no damage is inflicted when you throw your opponent as the
timer hits zero. Your opponent will escape the throw with a throw
recovery.
==========================================================================
Super Combo Finish Glitch
==========================================================================
Glitch Damage : ????
Glitch Difficulty : High
This glitch is based on point 2 of the Timeout glitch.
I'll used an example to illustrate this glitch.
1) I'm using Ryu.
Conditions JUST BEFORE the timer reaches zero
a) My opponent life meter must be longer than mine.
b) My Super Comber meter must be full.
c) I must make sure that I'm able to KO my opponent when I execute Ryu's
Super Combo.
Action to take JUST AS the timer reaches zero
a) Execute Ryu's Super Combo
Conditions AFTER the timer reaches zero
a) Ryu's Super Combo must hit the opponent
The glitch
a) Screen flashes as opponent is 'KOed' by a Super Combo Finish.
b) Opponent remains standing.
c) Opponent wins the round.
d) Sometimes, if I happen to get a draw, the screen hangs there if I don't
touch any buttons. If I press some buttons, the screen jumps straight to
the Menu Mode.
+------+
|*NEW3*|
+------+
More information on point(d). In order for the screen to hang/freeze,
certain conditions must be satisfied.
- The match must end in a draw.
- Opponent must be lying on the ground. (As if opponent is KOed.)
- The fighter I'm using must be still standing up. However, the fighter
will pose as if he/her has drawn the match.
- The life meter, super combo meter, fighter portraits and timer will not
be shown.
The screen will hang there until I press Select + Start. (The game will
then return to the Menu Mode.)
+----------------+
|Variation Blanka|
+----------------+
If I switch to using Blanka and perform and HOLD the Blanka's Super Combo
at the exact moment the timer reaches zero and wait until the game
automatically releases the Super Combo. Sometimes, after the screen
flashes from the Super Combo Finish, the background gets pixel looking and
glitchy. The background returns to normal when the next round starts.
==========================================================================
Button Menu Glitch
==========================================================================
Glitch Damage : High
Glitch Difficulty : ????
+-----------+
|Variation A|
+-----------+
Access the Button Menu from the Options Menu or anytime during a fight.
The screen shown up without the button layout and hangs. The lower right
hand corner has the words 'A button' and 'B button'. The screen also goes
abit glitchy and looks like the lower right hand portion screen is 'torn'
away.
You'll need to turn off the power to reset the game. However once you get
this glitch, you'll also get the Best Time glitch even if you didn't
perform the Akuma glitch. The worse thing is that even if you did the hard
reset, the Button Menu glitch still remains. That means you couldn't
configure the buttons anymore and the game uses the last configuration. To
remove the glitch, you'll need to perform the Akuma glitch.
+-----------+
|Variation B|
+-----------+
Access the Button Menu from the Options Menu or anytime during a fight.
The screen show up with 'L/R Button: Change Input Types' repeated 7 times,
'Default' and 'Exit'. The game hangs when you select any lines except
'Default', 'Exit' and press any button. Otherwise, you still can exit from
the Button Menu normally.
If the game hangs, you'll need to turn off the power to reset the game.
The worse thing is that even if you did the hard reset, the Button Menu
glitch still remains. That means you couldn't configure the buttons
anymore. You cannot remove this glitch even if you try to undo the damage
by performing the Akuma glitch. To make matter even worse, the game is
unable to register a tap/press on the A/B buttons.
+-----+
|*NEW*|
+-----+
To remove Variation B glitch, at the Button Menu press either L/R buttons
and the configuration setup will be restored.
The chances of getting this glitch (either variations) is quite remote.
I've yet to heard of anyone getting this glitch. I myself got this glitch
twice. Before getting this glitch, I've never gotten the Akuma glitch. But
I did perform the Super Combo Finish glitch. Whether this is the cause, I
do not know.
Like I mention before, do not deliberately attempt to emulate any of the
glitches described in this FAQ.
==========================================================================
Message Glitch
==========================================================================
Glitch Damage : Low
Glitch Difficulty : Low -> High
This Message Glitch section wouldn't be made possible without the help
from Barry Bernsten and Michael Poon. Without their emails, I couldn't
have discovered all this by myself.
To understand this glitch better, it's important to know under normal
playing circumstances, what conditions trigger which messages. (At least
that's what I think the programmers originally intended.)
Conditions marked with a ?? means that I'm unsure of the correctness of
the statement. If you know what are the actual conditions or any other
mistakes I might have made, let me know.
+--+--------------+------------------------------------------------------+
|No| Message | Condition |
+--+--------------+------------------------------------------------------+
|01| FIRST | Hit the opponent first. |
| | ATTACK | (including throws) |
+--+--------------+------------------------------------------------------+
|02| REVERSAL | Perform a special/super move immediately after being |
| | | hit. |
| | | Perform a special/super move immediately after |
| | | blocking an attack. |
| | | Perform a wake up attack after being knock down. |
+--+--------------+------------------------------------------------------+
|03| RECOVERY | Recover from dizziness by hitting buttons repeatedly.|
+--+--------------+------------------------------------------------------+
|04| COUNTER | Hit opponent with strong attack move. ?? |
| | ATTACK | Both attack at the same time but your attack is |
| | | stronger than the opponent. ?? |
+--+--------------+------------------------------------------------------+
|05| <no message> | Execute 1 hit combo w/o KOing opponent. |
+--+--------------+------------------------------------------------------+
|06| 2 HIT | Execute 2 hit combo w/o KOing opponent. |
| | GOOD | |
+--+--------------+------------------------------------------------------+
|07| 3 HIT | Execute 3 hit combo w/o KOing opponent. |
| | COOL! | |
+--+--------------+------------------------------------------------------+
|08| 4 HIT | Execute 4 hit combo w/o KOing opponent. |
| | GREAT! | |
+--+--------------+------------------------------------------------------+
|09| 5 HIT | Execute 5 hit combo w/o KOing opponent. |
| | WONDERFUL | |
+--+--------------+------------------------------------------------------+
|10| X HIT | Execute X hit combo w/o KOing opponent. |
| | MARVELOUS | (where X >= 6) |
+--+--------------+------------------------------------------------------+
|11| FINISH | KO opponent with a 1 hit normal attack. |
| | | (including throws) |
+--+--------------+------------------------------------------------------+
|12| SPECIAL | KO opponent with a 1 hit special. |
| | FINISH | |
+--+--------------+------------------------------------------------------+
|13| SUPER | KO opponent with a 1 hit super. |
| | FINISH | |
+--+--------------+------------------------------------------------------+
|14| <no message> | KO opponent with Y hit combo ending with a normal |
| | | move. |
| | | (where Y >= 2) |
+--+--------------+------------------------------------------------------+
|15| SPECIAL | KO opponent with Y hit combo ending with a special. |
| | Y HIT | (where Y >= 2) |
+--+--------------+------------------------------------------------------+
|16| SUPER | KO opponent with Y hit combo ending with a super. |
| | Y HIT | (where Y >= 2) |
+--+--------------+------------------------------------------------------+
+----------------+
|Message Glitch 1|
+----------------+
The most obvious glitch in the Table is when you KO an opponent with a
combo ending with a normal move (LP/MP/HP/LK/MK/HK). There isn't any
message! Usually when you KO an opponent with a 1 hit normal move, the
message "FINISH" will appear. However if you KO an opponent with a combo
ending with a normal move, no message appears, not even the message
"FINISH".
What I usually do is, using Ryu, play until T Hawk stage. I wait until T
Hawk does his uppercut move then do this link combo:
air MP (2 hit) -> air MP (1 hit).
Note: I have to make sure that the 2nd air MP KO T Hawk.
What I see is this
1st air MP shows "2 HIT"
2nd air MP (KO T Hawk) gives no messages. Not "FINISH 3 HIT" nor "3 HIT"
nor "FINISH".
+----------------+
|Message Glitch 2|
+----------------+
Using Shin Akuma, KO an opponent with a combo that ends with a Special
Move. Instead of "SPECIAL XX HIT", the word "SPECIAL" appears instead. It
will remain on screen until the next round.
I usually do this simple combo:
opponent in corner:
Air Fireball -> jump attack -> Uppercut
This doesn't work all the time and happen only when the last special move
of the combo is an uppercut and the uppercut must multi-hit the opponent.
This glitch only occurs in Arcade Mode.
+----------------+
|Message Glitch 3|
+----------------+
Using Shin Akuma and select VS 5/10/30/50/100 in Survival Mode. Execute
Shin Akuma's Super. More often than not, after the Super ends, you'll see
the 'COUNTER ATTACK' message overlays with the '15 HIT' or '15 HIT
MARVELOUS' message.
+----------------+
|Message Glitch 4|
+----------------+
Using Shin Akuma and select VS 5/10/30/50/100 in Survival Mode or any
modes in Time Attack. Execute Shin Akuma's Super and make sure that the
Super KO the opponent.
From the table above, the expected message should be 'SUPER 15 HIT'.
However, what you'll see is '15 HIT' only.
However if you KO the last opponent with the Super, the message will be
'SUPER 15 HIT' (as from the table). Therefore the glitch doesn't work for
the last opponent.
+----------------+
|Message Glitch 5|
+----------------+
If your opponent somehow manage to hit you before you're finished
executing a combo, the number of hits will remain on screen until another
combo, reversal, counter attack, etc is done.
For example, if you're executing (1) jump attack -> (2)crouch attack ->
(3)special move for a 3 hit combo. You did (1) and (2) and then somehow
your opponent hits you just before (3). The screen shows '2 HIT' and
remains there. Notice that the congratulation message 'GOOD' does not
appear.
To make the '2 HIT' disappear, perform another combo, reversal, counter
attack etc that will bring up a message on screen. If it's still there
at the end of the round, it'll be cleared at the start of the next round.
+-----+
|*NEW*|
+-----+
Apparently, performing a reversal does not remove the '2 HIT'. 'REVERSAL'
just overlays '2 HIT'.
==========================================================================
E Honda Super Meter Gauge Glitch
==========================================================================
Glitch Damage : Low
Glitch Difficulty : Low -> High
Using E Honda, play a few rounds in Arcade Mode. Keep an eye on the Super
Meter gauge. If you're lucky, at some point during gameplay, you'll notice
that no matter what special moves you pull off, the gauge will not fill up
completely (i.e. The gauge will not flash to the word 'Super').
At this point, there're 2 path you can choose.
a) Execute E Honda's Super even though the gauge is not fill up.
or
b) Finish the round (but not the match). At the start of the next round,
the gauge will be at max. You'll need to set the gauge setting to Extra.
I don't know the exact conditions for this glitch to occur. The glitch
tends to occur most frequently when I played E Honda using as many
different special moves as possible. So far, I've only noticed this glitch
when I used E Honda. I've never seen this glitch when I used other
characters
//////////////////////////////////////////////////////////////////////////
// READERS' GLITCHES //
//////////////////////////////////////////////////////////////////////////
New glitches found by readers of this FAQ are found here. I do not
directly quote from them but rather I re-phased it in my own words. The
main idea of the glitch still belongs to the reader.
==========================================================================
Ryu's Light Punch Glitch
==========================================================================
Sent in by Matt Richenburg
Matt has this weird glitch that whenever he plays using Ryu, the game
hangs EVERYTIME he moves Ryu forward and throws light punches at the
same time. I've never come across this glitch. As hard as I try, I
couldn't recreate this glitch on my cartridge. Whether I need to satisfy
certain "conditions" to trigger this glitch or whether it's a cartridge
defect, I do not know. If anyone has more information on this glitch,
please let me know.
==========================================================================
Japanese Cartridge Glitch
==========================================================================
Sent in by Chris
If you think that the Japanese version cartridge is glitch-free. Well,
think again!
Chris has gotten the Japanese version on the first day it was released.
One week later, while he was using Shin Gouki (Akuma) in Arcade Mode, he
encountered this weird glitch.
Conditions
- Opponent was Ken and in the corner.
- Shin Gouki is half a screen distance away.
Chris performed this combo: jump up LP Air Fireball -> jump forward LP Air
Fireball -> cr FP -> MK hurricane kick -> LP dragon punch
The dragon punch shouldn't connect because Ken was too close to the
ground. But somehow it did. What happened was that Shin Gouki had numbers
at each of the 4 corners of his sprite. The numbers stayed with Shin Gouki
until Chris did a reset. Before he did the reset, he found that beside the
weird glitch on Shin Gouki, he's gotten the Best Time glitch and the
Button Menu glitch. After he did the reset, only the Best Time glitch
remains.
I would guess that this is an one-off extremely rare case where certain
conditions have to be satisfied type of glitch. I've tried recreating this
glitch but without luck. Since I have the US version, I don't know whether
this glitch affects Japanese version only.
However this shows that both versions have some bad programming bugs that
once trigger will mess up all the best timings in Survival and Time Attack
Mode.
==========================================================================
Survival/Time Attack Mix-Up Glitch
==========================================================================
Sent in by Spdragon
This isn't a true glitch but it's an interesting observation. If Spdragon
didn't tell me about this, I wouldn't have notice it.
Spdragon pointed out that the events under the Survival Mode is more like
Time Attack events and vice-versa. If you think about it, it does make
sense. Why are the bonus events (break the car/barrels) grouped under
Survival Mode? You mean to tell me that I have to survive the brutal
onslaught of a stationery car?
==========================================================================
Akuma Selection Glitches <- MUST READ!
==========================================================================
Sent in by KnightNits (Nicholas Smith)
This is the type of glitch that I wish I was the one who discovered it.
Based on his glitch, I've uncovered more weird glitches. You'll need to
unlock Akuma/Shin Akuma first before the glitch works.
1st Step :
Choose a mode.
The glitch will only works in the following modes.
Survival -> VS 5
Survival -> VS 10
Survival -> VS 30
Survival -> VS 50
Survival -> VS 100
Time Attack -> VS 8 opponents
Time Attack -> VS all opponents
Training
2nd Step :
At the character selection screen,
a) highlight Ryu -> press LEFT and A/B button at the same time
or b) highlight Ken -> press RIGHT and A/B button at the same time
or c) highlight Akuma -> press LEFT and A/B button at the same time
or d) highlight Shin Akuma -> press RIGHT and A/B Button at the same time
and then select any speed setting and enjoy the glitch.
For (a), Akuma will be selected as your character and you'll get to play
in the car bonus stage with the mode you selected.
For (b), Shin Akuma will be selected as your character and you'll get to
play in the barrel bonus stage A with the mode you selected.
For (c), Shin Akuma will be select as your character and you'll get to
play in the mode you selected with weird scrolling barrel bonus stage A
background.
For (d), Akuma will be selected as your character and you'll get to play
in the mode you selected with weird scrolling car bonus stage background.
Now, this is IMPORTANT!
On the character selection screen, listen to the sound being made as you
press left/right/up/down. This is the CURSOR sound. Now, press A/B. That
is the CONFIRM sound.
When you press LEFT/RIGHT and A/B button at the same time to enable the
glitch, you MUST HEAR ONLY the CONFIRM sound when Akuma/Shin Akuma is
selected. If you hear both the CURSOR and CONFIRM sounds being made, the
glitch won't work.
+------+
|*NEW5*|
+------+
Did you know that whether you use A or B button in the character selection
screen doesn't affect the glitch? The A/B button only determine the colour
outfit. Instead of A/B button, you can use L/R/start or (select + A/B/L/R)
buttons to select the different colour outfits. For the glitch to work,
you MUST HEAR ONLY the CONFIRM sound when Akuma/Shin Akuma is selected.
+------+
|*NEW4*|
+------+
Some of the modes will sometime freeze. This usually happened when you
use Akuma Selection Glitch (b) - the barrel bonus stage A.
+---------+
|Fun Stuff|
+---------+---------+
|Light Punches Combo|
+-------------------+
Activate Akuma Selection Glitch (a). Trap the opponent in the corner and
do this simple combo: cr LP x ?? and watch the combo meter goes up. You
may need to select the lowest speed setting in order to get this combo to
work. I've gotten to over '20 HIT'.
+------+
|*NEW4*| - send in by Megaman X
+------+
Other possible combos
1) cr LK x ?? (This is abit hard to get the combo going.)
2) st LP x ??
+-----------------------------+
|Crash The Game In Arcade Mode|
+-----------------------------+
Perform Akuma Selection Glitch (b) in Arcade Mode and watch the game
crashes. If this doesn't work, try using Akuma Selection Glitch (a), (c)
or (d).
+------+
|*NEW4*|
+------+------------------------+
|Jumping Over the Car With LP/LK| - send in by Megaman X
+-------------------------------+
When in Akuma Selection Glitch (a) - the car bonus stage, jump over the
car with a jp LP/LK, the LP/LK stays out until you reach the other side.
This doesn't work with jp MP/MK/HP/HK.
+------+
|*NEW5*|
+------+--------------------------+
|Hang The Game In Time Attack Mode| - send in by Mark Orion aka hyrax
+---------------------------------+
Select Time Attack -> VS Akuma.
At the character selection screen, perform either Akuma Selection Glitch
(a) or (b). Defeat Akuma and the game will hang. There's still music
playing but all the buttons doesn't work. A soft reset (select + start)
will not work. The only way to reset the game is to switch off the GBA.
Mark also mentioned that it's possible this glitch will work in other
events in Survival and Time Attack modes.
Although, I have never fully tested this out, I think the 2 most important
conditions are
1) Select Akuma with Akuma Selection Glitch (a) or (b).
2) Complete the event you selected in Survival or Time Attack modes.
==========================================================================
No Function Buttons Glitch
==========================================================================
Sent in by Xunainers
Xunainers happened upon this glitch which makes the ABLR buttons have no
functions. I believed it's the game itself that makes the buttons useless.
This glitch will not affect your Gameboy Advance.
Here's what Xunainers did. (Xunainers has already encountered the Akuma
Glitch and thus have the Best Time Glitch.)
- select difficulty level 1
- select Shin Akuma with colour (Select + L)
- beat the game (with M Bison as last boss) in Arcade Mode
- switch off GBA
- switch on GBA
- select difficulty level 8
- select Shin Akuma with colour (Select + L)
- beat the game (with M Bison as last boss) in Arcade Mode
- switch off GBA
Now when Xunainers tried playing again, the buttons have no functions.
That means pressing the buttons will not give any attacks. This is similar
to the Button Menu Glitch but with one BIG difference. Xunainers couldn't
reset the button configuration!
Thus, the only way to play is to enable Easy Mode, select Akuma, build up
the super meter by teleporting and perform Akuma's super by pressing A+B
buttons.
So you SSF2TR gamers out there, be careful of this. The best policy to
take is whether you play Arcade Mode, LOSE at least 1 MATCH (not ROUND)
before the final opponent.
==========================================================================
Background Sprites Glitch
==========================================================================
Sent in by Steve Hampton
This is more of a graphic glitch. For the most glaring example, simply
perform Zangief's Super in the right hand corner of E Honda's stage.
You'll notice that the big lantern object sprite (plus a few others
sprites) will fade/glitch out. Steve mentioned that this also happened in
other stages.
I guess this is due to GBA's hardware unable to handle intensive Super
(e.g. Zangief's and maybe T Hawk's) and displaying background sprites at
the same time.
==========================================================================
Numbered Sprites Glitch (see Japanese Cartridge Glitch)
==========================================================================
Sent in by Haze aka Smoke Eater
Haze reported that while playing his North American cartridge, had also
experienced numerous times, the glitch where numbers appeared on the
corners of the fighters. He also mentioned that fireball sprite is
affected by this glitch.
==========================================================================
2 Buttons Press Configuration Glitch
==========================================================================
Sent in by Barry Rodgers aka The Rogerer
This glitch only works if you use the 2 button press input type.
It doesn't affect the tap/press input type.
Using the default configuration as follows as an example
LP - B Button
MP - L Button
HP - B+L Buttons
LK - A Button
MK - R Button
HK - A+R Buttons
To perform a HP, you can use the following 3 methods
(M1) press B+L at the same time
(M2) while holding B, press L
(M3) while holding L, press B
Here's the glitch.
If you hold B button as the round starts, to perform a HP, you can only
use (M1) press B+L at the same time or (M3) while holding L, press B.
However, you cannot perform a HP using (M2) while holding B, press L.
If you use (M2), you'll find that you only get a MP.
Similarly, if you hold L button as the round starts, to perform a HP, you
can only use (M1) or (M2). You cannot perform a HP using (M3). If you use
(M3), you'll find that you only get a LP.
Similarly, if you hold B and L buttons as the round starts, to perform a
HP, you can only use (M1). You cannot perform a HP using (M2) or (M3). If
you use (M2), you'll find that you only get a MP. If you use (M3), you'll
find that you only get a LP.
Note that other buttons works normally, the glitch only affect the attack
based on what buttons are pressed/held when the round starts.
In other words, what the glitch does is this:
- Press/Hold no button at start of round.
(M1) press B+L at the same time -> glitch has no effect
(M2) while holding B, press L -> glitch has no effect
(M3) while holding L, press B -> glitch has no effect
- Press/Hold B button at start of round.
(M1) press B+L at the same time -> glitch has no effect
(M2) while holding B, press L -> behaves as if you're pressing L only
(M3) while holding L, press B -> glitch has no effect
- Press/Hold L button at start of round.
(M1) press B+L at the same time -> glitch has no effect
(M2) while holding B, press L -> glitch has no effect
(M3) while holding L, press B -> behaves as if you're pressing B only
- Press/Hold B+L button at start of round.
(M1) press B+L at the same time -> glitch has no effect
(M2) while holding B, press L -> behaves as if you're pressing L only
(M3) while holding L, press B -> behaves as if you're pressing B only
This glitch only last until the end of the round.
If you're using the 2 buttons press configuration method, make sure not to
press/hold any buttons as the round starts.
Here's another example using this configuration. (Hopefully it helps to
explain the glitch better.)
LP - B+L Buttons
MP - A+L Buttons
HP - L Button
LK - B+R Buttons
MK - A+R Buttons
HK - R Button
To perform a MP, you can use the following methods
(M1) press A+L at the same time
(M2) while holding A, press L
(M3) while holding L, press A
Hold L at start of round
(M1) - MP (glitch has no effect)
(M2) - MP (glitch has no effect)
(M3) - no attack (behaves as if you're pressing A Button which corresponds
to no attack)
Hold A at start of round
(M1) - MP (glitch has no effect)
(M2) - HP (behaves as if you're pressing L Button which corresponds to HP)
(M3) - MP (glitch has no effect)
Hold A+L at start of round
(M1) - MP (glitch has no effect)
(M2) - HP (behaves as if you're pressing L Button which corresponds to HP)
(M3) - no attack (behaves as if you're pressing A Button which corresponds
to no attack)
It's abit confusing, I must admit. Just try a few time to get the hang of
it.
//////////////////////////////////////////////////////////////////////////
// OUTSTANDING GLITCHES //
//////////////////////////////////////////////////////////////////////////
No, this section doesn't contain glitches that are out of this world but
holds some other glitches I've noticed during gameplay but I'm too lazy to
test and check thoroughly. These glitches will remain here until I muster
enough strength and energy to investigate further and include them in The
Glitches section.
+--------+
|GLITCH 1|
+--------+
There are some other weird instance where the fighters get all blocked and
pixel looking which I'm still unable to find out what's the cause.
Usually, this occurs after using Blanka to perform the Super Combo Finish
Glitch.
+------+
|*NEW5*|
+------+-+
|GLITCH 2|
+--------+
While I was testing out the Button Configuration Glitch in Arcade Mode,
this far out glitch happened. I was using Ryu and the opponent was Ken. I
was pausing the game to configure the buttons a few times within a round.
When I was unpausing the game for the 3 time or so, the sprites for Ryu
and Ken were gone! The fighters' portraits were also missing. However, the
sound and music carried on. I can still hear all the sound effects
happening. Unable to see Ryu, I got defeated by the "invisible" Ken.
Unfortunately, I already lost 1 round, so the match ended. I quickly
turned off the GBA to prevent any possible damage to the cartridge. When
I started a new game, everything was back to normal.
//////////////////////////////////////////////////////////////////////////
// CONCLUSION //
//////////////////////////////////////////////////////////////////////////
After testing out all the glitches on my SSF2TR cartridge, what I'm left
with is
1) glitched best time records (all of them)
This FAQ is meant to serve as an information source on the possible
glitches that might/might not happened to your game. It is not meant to be
a hands-on FAQ. I will not be held responsible for any damages done to
your cartridge.
//////////////////////////////////////////////////////////////////////////
// WHO TO CONTACT? //
//////////////////////////////////////////////////////////////////////////
I need some help on the following matters.
1) At the lower left side of Mode Menu screen, just beside the VS points,
there's a sort of white shadow. Anyone knows what's that?
2) Anyone else encounter/seen/heard of the Button Menu glitch before
reading this FAQ?
+------+
|*NEW2*|
+------+
In gamefaqs.com's SSF2TR message board, there's a post about a glitch
quite similar to the Button Menu glitch. So at least I know I'm not the
only one who has encountered this glitch.
+------+
|*NEW3*|
+------+
Barry Bernsten was the guy who posted the Button Menu glitch. He also
mentioned that there were times where the game freezes up on a two players
linked game. I myself also have instances where the game freezes up during
a 1 player match. Well, the only thing I can say is that it's not unusual
for a game to go freezing up once in awhile.
3) Anyone knows of a safe and sure way to remove the Best Time glitch?
It's unlikely but one can always hope.
+-----+
|*NEW*|
+-----+
SSF2TR uses EEPROM, so there's absolutely no way to do a clean reset.
4) Any other glitches not found in this FAQ. Please describe the glitch
in detail.
+------+
|*NEW2*|
+------+
5) Anyone else encountered/seen/heard of the Ryu's Light Punch glitch
before reading this FAQ?
Send queries/comments/corrections/doubts to kay-ee-eye-pee-eye-an-as-you-
at-hotmail-dot-com. (
[email protected])
//////////////////////////////////////////////////////////////////////////
// MISCELLANEOUS //
//////////////////////////////////////////////////////////////////////////
Here are some other stuff I know that neither belongs here nor there nor
warrant its own FAQ. Enjoy.
==========================================================================
Colour Outfits
==========================================================================
Beside the usual colour (A/B/L/R/Start/Hold any button), you can get
additional colour outfits by holding Select + (A/B/L/R).
Note: I haven't really fully tested out but I think (Select + B) give the
same colour as (Hold any button).
==========================================================================
Different Opponents In Arcade Mode
==========================================================================
This is just a minor point but it's really quite useful for me.
In Arcade Mode, the opponents you faced although may seem random, but it's
actually a pre-determined route. That's to say if you select Ryu, you'll
face one of these pre-determined order of opponents.
#1 Ken, Dee Jay, Dhalsim, T Hawk, Blanka, Guile, the 4 bosses
#2 Guile, Fei Long, Blanka, Ken, T Hawk, E Honda, the 4 bosses
#3 T Hawk, Chun Li, Guile, Fei Long, Dee Jay, Dhalism, the 4 bosses
#4 Zangief, T Hawk, Dee Jay, E Honda, Blanka, Cammy, the 4 bosses
#5 Dee Jay, Chun Li, Blanka, Dhalism, Guile, Zangief, the 4 bosses
#6 Fei Long, Zangief, T Hawk, Blanka, Cammy, Ken, the 4 bosses
#7 Cammy, E Honda, Guile, Fei Long, Chun Li, T Hawk, the 4 bosses
#8 Ken, Chun Li, Zangief, Fei Long, Cammy, Dhalism, the 4 bosses
Note: I can't believe I've actually gone thru the trouble to test this
out!
Usually, if you power up your Gameboy Advance and start Arcade Mode using
Ryu. More often than not, you'll face pre-determined order #1. To chose
a different order of opponents, exit the fight from the pause screen and
start Arcade Mode again with Ryu. You may have to try a few times to get
the pre-determined route you want.
So far I've found 8 different sets of opponents for Ryu. Note that
different fighters have his/her own set of pre-determined routes. Ken will
have different routes from Ryu. So if you want to play Ken's routes using
Ryu, start Arcade Mode using Ken, lose the fight, select Continue (NOT
Retry) and select Ryu.
==========================================================================
Fun Stuff To Do: Break The Car Quickly
==========================================================================
To see some fighters standing on thin air or standing on the ledge of the
background (depending on how you look at it), use the following fighters
and execute the corresponding special as the last move that will totally
destroy the car.
Ryu/Akuma/Shin Akuma/Sagat : HP uppercut
Guile : LK/MK/HK flash kick
Ken : MP/HP uppercut
Balrog : hold dn , up + LP/MP/HP
T Hawk : MP/HP uppercut
To see M Bison "posing" with his flying fist special, execute "hold dn ,
up + punch , punch" and aim for the centre top of the car as M Bison is
coming down. If done right, M Bison will "pose" for a few second on top of
the car before landing.
To see Vega do a teleporting act, stand on top of the car and do his
rolling punch special (use Easy Command: bk , fw + punch). If done right,
as Vega rolls off the top of the car, the missing landing animation looks
like Vega just did a teleporting act.
==========================================================================
Combos
==========================================================================
Here are some of my favorite combos.
Note: Most of them must be done in Training mode and the Easy Command has
to be turned on.
+------+
|Balrog|
+------+
(opponent standing in corner)
cr LP x 3 -> st LP -> hold bk , fw + MK/HK -> super
+------+
|Blanka|
+------+
(opponent jumping)
super (hold button - 1 hit opponent on air)
(let go button - 1 hit as opponent falls) ->
super (hold button - 1 hit as opponent falls)
(let go button - 1 hit as opponent falls) ->
super (hold button - 1 hit as opponent falls)
(let go button - no hit as opponent falls)
+-------+
|M Bison|
+-------+
(opponent jumping)
air MP -> air MP -> air MP -> Super
or
air MP x 2 -> Super -> Super
(opponent standing, M Bison in corner)
Super -> air MP -> Super -> Super
+---+
|Ryu|
+---+
(opponent jumping)
air MP (2 hit) -> air MP (1 hit) -> super (2 hit)
or
air MP (2 hit) -> air MP (1 hit) -> super (1 hit) -> super (1 hit)
-more to come (if I can find the time)-
==========================================================================
Balrog's Super
==========================================================================
Most of you know that Balrog's Super can be execute with either
[hold bk, fw, bk, fw + any punch] or [hold bk, fw, bk, fw + any kick]. But
did you know that what buttons you pressed afterwards affect how the Super
turns out?
Balrog's Super consists of 5 rushing punches. The 5th rushing punch will
always be a straight punch. But depending on whether you start the Super
with a punch or kick AND what buttons you press after the Super, affect
how the first 4 rushing punches turn out.
S : rushing straight punch
U : rushing uppercut punch
P : any punch button
K : any kick button
hold bk, fw, bk, fw + ...
1) press and let go P -> S-S-S-S-S
2) press and hold P -> S-S-S-S-S
3) press and let go K -> U-S-S-S-S
4) press and hold K -> U-U-U-U-S
Now, here's the fun part. Depending on how/when you press/hold/let go P/K,
you can get different Super variations.
Let say, if I want this variation S-U-U-U-S, so what I'll do is
1) hold bk, fw, bk, fw + press and let go P
2) immediately press and hold K
Confused? OK, here's another example.
S-S-U-U-S
1) hold bk, fw, bk, fw + press and let go P
2) wait a split second
3) press and hold K
and another...
U-S-U-U-S
1) hold bk, fw, bk, fw + press and let go K
2) wait a split second
3) press and hold K
and another...
U-U-U-S-S
1) hold bk, fw, bk, fw + press and hold K
2) wait a split second
3) let go K
and another...
S-U-S-U-S
1) hold bk, fw, bk, fw + press and let go P
2) immediately press and let go K
3) immediately press and let go K again
and another...
Just kidding. I think you get the general idea already. Have fun.
Oh yeah, if you enable Easy Mode, the first punch will always be a rushing
straight punch.
//////////////////////////////////////////////////////////////////////////
// CREDITS //
//////////////////////////////////////////////////////////////////////////
+------+
|*NEW2*|
+------+
Matt Richenburg - Ryu's Light Punch Glitch
+------+
|*NEW3*|
+------+
Barry Bernsten - Message Glitch
Michael Poon - Message Glitch
Chris - Japanese Cartridge Glitch
Spdragon - Survival/Time Attack Mix-Up Glitch
KnightNits (Nicholas Smith) - Akuma Selection Glitches
+------+
|*NEW4*|
+------+
Xunainers - No Function Buttons Glitch
Steve Hampton - Background Sprites Glitch
Haze aka Smoke Eater - Numbered Sprites Glitch
Megaman X - updates on Akuma Selection Glitches
+------+
|*NEW5*|
+------+
Barry Rodgers aka The Rogerer - 2 Buttons Press Configuration Glitch
Mark Orion aka hyrax - updates on Akuma Selection Glitches