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Street Fighter II
|Street Fighter II|
This game has unused areas.
This game has a prerelease article
A self-explanatory title if I ever saw one.
NOTE: This page covers all the CPS1 variations of the game (World Warrior, Champion Edition, Hyper Fighting). For the CPS2 variations, check out the Super Street Fighter II and Super Street Fighter II Turbo as well as Hyper Street Fighter II pages.
Regional and revisional differences (between WW, CE, HF) - background color change, new colors, etc..
- 1 Unused Moves
- 2 Unused Graphics
- 3 Debug Tools
- 4 Unused Sounds
- 5 Regional Differences
Chun-Li Flip Attacks
Despite having only officially been usable since Champion Edition, Chun-Li's back-flipping and forward-flipping command normals exist dummied out in World Warrior. According to developer interviews, they were present at the location test stage but eventually removed from the finished product due to balance concerns.
Ryu Roundhouse Axe Kick
Hyper Fighting adds an unused attack animation for Ryu that combines his far standing hard kick roundhouse and his close standing hard kick axe kick into something vaguely resembling the special kicks Ken would eventually gain in Super Turbo. The resulting attack can hit twice, just like the standard close standing hard kick, but seems to have no other special properties.
Defeated Dictator (M.Bison/Vega) picture
|In-Game (unused)||Fixed palette|
A post-stage picture of a defeated Dictator (M. Bison outside Japan and Vega in Japan; more on that later), unused only in Street Fighter II: The World Warrior. To see this would require playing as Bison and losing, or beating him in any stage other than the final. However, the four bosses are not made playable until Champion Edition, which features some redrawn and tweaked character select artwork.
A typo of "Warrior" in the game's title can still be found in the ROM.
Unused Hurricane Kick Startup Frame
The startup animations of Ryu's and Ken's Hurricane Kicks have 4 frames, but the spinning animation starts before the last one is displayed. Ken's would eventually be seen in Super Street Fighter II (albeit for only 1/60th of a second), but Ryu's never saw any use.
Unused Projectile Impact Frame
Unused Stage Elements
There are a few leftover developer tools in the CPS1 versions of Street Fighter II that can be accessed via dipswitch settings.
Allows you to view all character animations, along with associated data.
- World Warrior: Dipswitch A8 off, C8 on, hold P1 MP + P2 LP+HP on startup.
- Champion Edition: Currently Unknown
- Hyper Fighting: Dipswitch A8 off, C8 on, hold P1 MP on startup. (Note that the dipswitch settings cause a speed up effect that makes navigation difficult; to access the menu without this side effect, set RAM address FF08CE to B3 then press the service button.)
Controls - Modes
There are 4 modes in the Object Test, NORMAL, EDIT, CATCH, and an unlabeled mode we'll refer to as "CATCH2".
- NORMAL: offers the basic animation viewer as well as tile data for each animation frame.
- EDIT: displays hitboxes and their associated data.
- CATCH: displays 2 characters standing on the same spot, for some reason.
- "CATCH2": displays an opponent character with a specific sprite and position offset as determined by the value of the primary character's CATCH parameter. This allows you to review how an opponent who is grabbed with a throw technique will be displayed.
Controls - Buttons
- P1 Start: Increment Stage (Seems to be involved with palettes; you have to change this value to display proper palettes for the boss characters).
- P1 Up/Down: Increment "P1" animation sequence.
- P1 Left/Right: Toggle "P1" direction (NORMAL and CATCH modes only).
- P1 LP: Decreases "P1" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime.
- P1 MP: Reset "P1" current animation sequence to its start.
- P1 HP: Toggle priority of "P1" and "P2" sprites (CATCH mode only).
- P1 HP + Up/Down: Increment "P1" character.
- P1 LK: Toggle tile display (NORMAL mode only).
- P1 MK: Disables character axis display while held.
- P1 HK: Increments "P1" animation frame (EDIT and CATCH modes only).
- P2 Start: Increment mode.
- P2 Up/Down: Increment "P2" animation (CATCH mode only). / Increment DX value of currently displayed hitbox (EDIT mode only).
- P2 Left/Right: Toggle "P2" direction (CATCH mode only). / Increment DY value of currently displayed hitbox (EDIT mode only).
- P2 LP: Decreases "P2" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime (CATCH mode only).
- P2 LP + Up/Down: Increment SX value of currently displayed hitbox (EDIT mode only).
- P2 LP + Left/Right: Increment SY value of currently displayed hitbox (EDIT mode only).
- P2 MP: Resets "P2" current animation to its start (CATCH mode only).
- P2 HP: Nothing?
- P2 HP + Up/Down: Increment "P2" character.
- P2 LK: Increment hitbox type selection (EDIT mode only).
- P2 MK: Nothing?
- P2 HK: Increments "P2" animation frame (CATCH mode only). / Displays/resets currently selected hitbox type of current animation frame (EDIT mode only). (The display does not update until P2 HK is pressed again, even if you move to another animation frame or hitbox type.)
These are the currently understood parameter displays:
- CHR CTR: Number of frames of game time that the animation frame is to be displayed before advancing to the next frame.
- CHR DIR: Current character direction, 00 = facing left, 01 = facing right.
- (Unlabeled, under CHR DIR): Current animation sequence ID.
- HEAD: Head vulnerability box ID for current animation frame.
- BODY: Body vulnerability box ID for current animation frame.
- FOOT: Foot vulnerability box ID for current animation frame.
- WEAK: Weak point box ID for current animation frame.
- ATCK: Attack box ID for current animation frame.
- BODY1: Pushbox ID for current animation frame.
- KAGE: Ground shadow sprite ID for current animation frame.
- PRIO: Sprite priority for current animation frame.
- CATCH: Catch ID for current animation frame. Determines opponent sprite and position offset for when they are grabbed by a throw technique. Seems to be tailored on a character by character basis, for example every character has their own sprite selection and position offset for reacting to a Ryu frame with a Catch value of 01, etc.
- BLOCK: Blocking flag for current animation frame. 00 = no block, 01 = standing block, 02 = crouching block.
- Weak No: Extra effect to apply if weak point box is hit during current animation frame. 00 = nothing, 02 = double damage.
- SIT: Crouching flag for current animation frame 00 = standing, 01 = crouching.
- OBJ SUU: Number of tiles in current animation frame.
- DX: X offset of currently displayed hitbox.
- DY: Y offset of currently displayed hitbox.
- SX: X radius of currently displayed hitbox.
- SY: Y radius of currently displayed hitbox.
- ATCK DNo.: Damage table for attack box of current animation frame.
- SD CODE: Sound to play upon successful hit for attack box of current animation frame.
- ATCK EX.: Attack type for attack box of current animation frame. 00 = standard ground-based normal, 01 = sweep, 02 = jumping normal, 03 = special move (causes chip damage on block), 04 = normal with special property (knockdown, etc.).
- ADJUST1.: Additional random damage table for attack box of current animation frame when health is 3C or higher.
- ADJUST2.: Additional random damage table for attack box of current animation frame when health is 3B or lower.
- EX Code: Effect on hit for attack box of current animation frame if ATCK EX = 03 or 04.
Allows you to view backdrop elements.
- World Warrior: Dipswitch A8 off, C8 on, hold P1 LP + P2 LP+HP on startup.
- Champion Edition: Currently Unknown
- Hyper Fighting: Dipswitch A8 off, C8 on, hold P1 LP on startup. (Note that the dipswitch settings cause a speed up effect that makes navigation difficult; to access the menu without this side effect, set RAM address FF08CE to A4 then press the service button.)
Stages 01-0C correspond to the stages of all 12 characters, 0D-0F correspond to the three bonus stages, 11 is for the title screen and the high score list, 12 is for character select and VS screens, and 13 and 14 are for the characters' endings. Stage 10, however, is unused: it is a smaller version of Vega's (Claw) stage, having the same size as the bonus stages, and is located after the "flaming barrel" bonus stage. It's possible that a fourth bonus stage was planned at one point.
- P1 Up/Down: Select scroll type.
- P1 LP: Confirm scroll type. / Increment stage (after scroll type has been confirmed).
- P1 MP: Confirm stage (after scroll type has been confirmed).
Upon Scroll Type / Stage Confirmation:
- P1 Up/Down/Left/Right: Scroll, speed varies according to "SPEED" parameter.
- P1 LP: Increment "SPEED" parameter.
- P1 LP+MP: Return to initial scroll test menu.
- P2 Up/Down/Left/Right: Move cursor. Information in the right-hand column reflects to cursor position.
Following keys work only in SCROLL123 mode:
- P1 Start: Switches the P2 arrow keys between scrolling layers 2 and 3.
- P2 Start: Changes the order of layers.
- P2 LP: Increment the P2 "SPEED" parameter.
- P2 Up/Down/Left/Right: Scroll the selected P2 layer, speed varies according to "SPEED" parameter.
The functionality of this test is currently unknown. There are "Single" and "All" modes, both of which trigger some text and numbers that advance extremely quickly.
- World Warrior: Currently Unknown
- Champion Edition: Currently Unknown
- Hyper Fighting: Dipswitch A8 off, C8 on, hold P1 HP on startup. Can also be accessed by setting RAM address FF08CE to C4 then pressing the service button.
- P1 Up/Down: Select mode.
- P1 LP: Initiate test.
Sound code 12 is an unused game over tune, named "Game Over" in the ROM data. It is stored right before the used version, sound code 13, which is named "Game Over II".
Two grunt voice clips go unused, a generic male one (sound code 40) and a female one for Chun-Li (sound code 42).
Also what is presumably a KO cry intended for Vega exists in the PCM data, but cannot be accessed from the sound test.
- On the continue screen, the Japanese version provides advice and tips to improve your game; the international versions remove this.
- In the Japanese version, each character has several different win quotes. The international versions gave each character just one win quote.
- In Japan, Champion Edition is known as Street Fighter II Dash: Champion Edition. However, the title screen was not changed to reflect this difference. This is because the word "Dash" isn't spelled on the game's title, but represented by an apostrophe-like symbol known as a prime next to the "II", which is alternatively known as a "dash". The prime mark is also present on the international title screen, but was treated as an unspoken symbol in the game's overseas promotion. This subtle difference was later reflected in Hyper Street Fighter II, in which the Champion Edition-based play style is called "Dash" in the Japanese version and "Champ" in the international versions.
Names of Boss Characters
Perhaps one of the most notable regional differences in video gaming is Street Fighter II's change of boss characters. Sagat, who already debuted in the previous game, is the only boss character not to have been renamed.
(Pictures are from Champion Edition, where the bosses can be selected by the players for the first time)
The disgraced African-American boxer is known as M.Bison (M for Mike) in Japan and Balrog elsewhere. This was changed due to concerns of a lawsuit from real-life boxer Mike Tyson, upon whom the character is based.
The Spanish claw-wielding, mask-wearing bullfighter is known as Balrog in Japan and Vega (which is actually a Spanish surname) elsewhere.
Finally, the leader of Shadaloo and soon-to-be-world-dictator is known as Vega in Japan and M.Bison (what the "M" actually stands for has remained inconsistent across the series - Alpha 3 uses it to refer to "Master" [Vega-sama, in Japan], whereas Street Fighter IV uses "Mighty") elsewhere. This was because Capcom USA thought Vega was a weak name for this character.
Hyper Fighting title screen
Whilst the international title screen for Hyper Fighting went for a blue background similar to Champion Edition with a recolored Street Fighter II′ logo and the game's subtitle spelled in flashing letters, the Japanese title screen features a slightly more elaborate design consisting of a black background and a large blue stripe behind the logo, with the word "Turbo" added to the main title and no flashing subtitle. Like Champion Edition before it, the full Japanese title is Street Fighter II Dash Turbo: Hyper Fighting, with "Dash" being represented with a prime symbol. The word "Turbo" actually appears on the game's U.S. marquee despite its absence on the international title screen, which is simply the Street Fighter II Champion Edition marquee logo surrounded by the words "Turbo" and "Hyper Fighting".
The rest of the game is inconsistent as to which title it uses in all regions. The revision screen during boot-up displays the title as Street Fighter 2′T, while the staff roll uses Street Fighter 2′ with Hyper Fighting written underneath.
The Turbo suffix would later be used for the Super NES equivalent in all regions (without the prime mark).