The Glitch Bible Version 1.9 By: NKI zachd.com/nki twitter.com/nkivideos facebook.com/nkivideos youtube.com/nkivideos This document should be viewed using a monospace font. Otherwise, formatting will be erratic. >---------< Copyright >---------< This document may be freely distributed and reproduced, but only in its entirety and unmodified. >---------------< Version History >---------------< -Version 1.9 -updated URL info -Version 1.8 -Mortal Kombat II -updated Hack Up A Baby glitch -Version 1.7 -updated URL info -Version 1.6 -X-Men vs. Street Fighter -added Controlling Dead Characters -Version 1.5 -removed To-do list, because I'm never going to get around to it -Mortal Komabt Trilogy (N64) -added glitches courtesy of Tiberious -Version 1.4 -Super Street Fighter II Turbo -added Akuma Time Stop -added Invincible Characters -added Instant Air Hurricane Kick -added TUG -Version 1.31 -removed "About This FAQ", as I didn't find it necessary anymore -Version 1.3 -Marvel Vs. Capcom -updated Web Throw Escape glitch -updated TUG -added Double Take glitch -added Extended Combos glitch -added Standing Air Moves glitch -added Backwards Characters glitch -added Frozen Characters Glitch -Version 1.2 -removed the Preface, as it is no longer relevent -reworded several glitches which were not described clearly -clearly labeled platform-specific glitches -Mortal Kombat II -updated Hack Up A Baby glitch -updated Free Square Wave glitch -MK3 / UMK3 / MKT -updated Play Forever With One Credit glitch -Tekken 3 -added Chicken Back-throws -X-MEN vs. Street Fighter -added Distorted Colors glitch -updated Phantom Zangief glitch -updated credits -Version 1.1 -various typos and formatting corrected -Marvel Vs. Capcom -added Ring Out glitch -updated Pretty In Pink glitch -X-MEN vs. Street Fighter -added Impossible Super glitch -added Instant Super glitch -added note about platforms -updated Same Character trick -updated Static Trails glitch -corrected Zombie Characters glitch which was incorrectly described -Version 1.0 -X-MEN vs. Street Fighter: -added Same Character trick -added Static Trails glitch -updated CYODS glitch -corrected some formatting issues -put games in alphabetical order -added the following games: -Marvel Vs. Capcom -Super Street Fighter II -Super Street Fighter II Turbo -Street Fighter Zero 2 -Version 0.01 (beta) -added a credits section -added some minor corrections and fixed typos here and there -added what platform each game is -rearranged MKT section to make it more readable -Version 0.00 -first draft >-----------------< Table of Contents >-----------------< -The games -Marvel Vs. Capcom -Mortal Kombat -Mortal Kombat II -MK3 / UMK3 / MKT -Panzer Dragoon Saga -Street Fighter II' Champion Edition -Street Fighter Zero 2 -Super Mario Bros. -Super Mario 64 -Super Street Fighter II -Super Street Fighter II Turbo -Tekken 3 -Turok: Dinosaur Hunter -X-men Vs. Street Fighter -Thanks and Credits >---------< The games >---------< If a game contains an especially horrific glitch, that particular glitch will be labeled as TUG, which stands for The Ultimate Glitch. *!*!*!*!*!*!*!*!*!*!*!*!*!*!*! * Marvel Vs. Capcom (arcade) * *!*!*!*!*!*!*!*!*!*!*!*!*!*!*! -------------------------------------------------------------------------------- Team Cheating Aftermath -------------------------------------------------------------------------------- What it does: Allows Chun and Shadow Lady to both stay on screen after Team Cheating. How to do it: Both characters will stay on screen after Team Cheating as long as they are doing Lightning Kicks. You can sandwich the opponent between Chun and Shadow Lady, then do Lightning Kicks for 100% block damage. -------------------------------------------------------------------------------- Double Gold War Machine cr.Fierce -------------------------------------------------------------------------------- What it does: Locks two Gold war Machines into cr.Fierce animation while both do an infinite combo to each other. How to do it: Have two Gold War Machines do cr.Fierce to each other at the same time. One of GWM's properties is that if he is getting hit while doing a move, he will not stop doing his move until he is no longer getting hit. Because his cr.Fierce is a multi-hitting laser, and neither GWM will stop until reaching neutral state, both continue until at least one of them dies. -------------------------------------------------------------------------------- Handcuffs -------------------------------------------------------------------------------- What it does: Freezes the opponent for the rest of the round. How to do it: Have Venom (or Red Venom) throw the opponent with punch, then as the web is on, hit the opponent with Spiderman's Web Ball. If done correctly, the opponent will be frozen after the web comes off. He or she will stay that way until the end of the round, or until hit. -------------------------------------------------------------------------------- Web Throw Escape -------------------------------------------------------------------------------- What it does: Allows you to control a character with Venom's web still on. How to do it: Have the opponent throw you using either Venom's or Red Venom's punch throw and have his assist hit you as the web is on. This can be done during Team Cheating, but the easiest set up that I have found is with Lou assist (Start+MP). Have him call Lou, then throw you right before the arrows hit. After the arrows hit (while the web is still on), have Venom throw you with punch a second time. Now you can control your character for the brief time that the web is on you. Effects: -Regardless of what you are doing, when the web pops off, you will return to neutral state. (So if you are doing a Royal Flush with Gambit while the web is on, you will be able to combo after the web pops off because you return to neutral state.) -Certain moves that normally cause your color to change only for a split second (like Captain Commando's Captain Corridor, which makes him all white for a split second) will cause you to stay that color if you were doing that move when the web came off. -If a character is thrown between when he is hit and when the web pops off, the thrower will continue the animation, but the character thrown will be controllable. This applies to super throws as well (like FAB, Raging Demon, etc). Throws can produce interesting results such as: -Wolverine's throws cause frozen upside-down characters. -If Zangief is whiffing an FAB and your character is above super jump height, Zangief will fall off the screen and continue to wrap around the screen (but only his shadows will be visible). -If Ryu (as Akuma) whiffs a Raging Demon and you get hit by certain moves, you will fall off the screen as the screen shakes wildly. -Doing Roll's Beat Plane (QCB+KK) will cause her to go into her fireball super animation (looped), and if you press the down/towards or down/back, the game completely freaks out. Roll will start saying her win quotes, there will be glitchy blocks all over the screen, and the game slows down to a crawl. She can still be hit during this time. -Captain Commando's punch throw will cause him to freeze in the middle of his animation. Venom's/Spiderman's command throws will cause the game to completely freak out if certain moves are done during the Web Throw: -If Gambit does his Cajun Explosion super while Venom is whiffing a command throw, all the graphics will glitch out and the game will slow down for a moment. -If Red Venom does his Venom Web super while his teammate Venom or Spiderman is whiffing a command throw, the game will reset. -------------------------------------------------------------------------------- Double Take -------------------------------------------------------------------------------- What it does: Causes the character to do a move twice in a row, even though the command was only input once. How to do it: Using the Web Throw Escape above, grab the opponent with a Raging Demon. While the Raging Demon is whiffing, any move that is input will be executed twice, even if you don't have enough meter. For example, if you have only one level and you input a super, your character will do the super twice, even though you only had one level. This also works using Spiderman's/Venom's command throw in place of Raging Demon. -------------------------------------------------------------------------------- Pretty In Pink -------------------------------------------------------------------------------- What it does: Makes a character's palette stay shades of pink for the rest of the match. How to do it: With a Gambit/Venom or Gambit/Red Venom team, activate Team Cheating and sandwich the opponent between Venom and Gambit. Have Venom throw the opponent with punch, and have Gambit do a st.Short as Venom is putting the web on. After the st.Short, immediately throw the opponent with Gambit's punch throw. The opponent's palette should stay pink (like during Gambit's throw) the rest of the round. Effects: -If the pink character tags out leaves the screen (from a tag out, team super, alpha counter, etc) the glitch is deactivated. -If the pink character's color changes for any reason, the glitch is deactivated. Examples of things that can do this: Zangief doing FAB (because he turns red), Venom/Red Venom doing Venom Web super (because he flashes white before doing the super), being thrown by Gambit's punch throw (because it turns the opponent pink), etc. -------------------------------------------------------------------------------- Ring Out -------------------------------------------------------------------------------- What it does: Allows characters to walk off the screen and wrap around the other side. How to do it: Using the TUG (described below), simply have a dead character cause Flying Screen. Most air combos ending in a Fierce or Roundhouse will do this, but some supers do as well (such as Wolverine's Berserker Barrage X). Effects: -For the dead character (but not for the opponent), Flying Screen will stay active until either he or the opponent dies. This means that the dead character can not do special moves, super moves, dash, super jump, etc. -If the opponent does a super, Flying Screen will be deactivated for the dead character, and if the dead character is off-screen, he will be teleported back on screen. -------------------------------------------------------------------------------- Floating Mega Man -------------------------------------------------------------------------------- What it does: Allows Mega Man to float around the screen and be invincible. How to do it: Use the Web Throw Escape glitch above, doing Mega Man's Beat Plane with the web on you. When the web pops off, Mega Man will be terribly glitchy. Effects: -Mega Man can still hit the opponent, but Mega Man can not be hit. -Your are permanently stuck in the air. -You can control the position of Mega Man on the screen using the joystick. Moving different directions causes him to assume different wacky animations. -Very few normal moves actually work anymore. j.Fierce (the Mega Buster) is one of the few. -Super moves still work. -You get the normal amount of meter for the buttons you press, but because most of the moves do not have any animation, mashing RH (for example) will give you meter tremendously fast. Rules and limitations: -If you do another Beat Plane, Mega Man reverts back to normal. -Pressing towards causes the game to severely glitch up, sometimes freezing. Note: If the Mega Man doesn't completely charge up for the Beat Plane super before the web is off, he will be pure white after the web pops off. -------------------------------------------------------------------------------- TUG -------------------------------------------------------------------------------- What it does: Allows you to control dead characters. How to do it, method 1: Use the Web Throw Escape glitch above, but have the move that hits (Lou's arrows, in the example above) kill the opponent with the web on him. How to do it, method 2: Get Megaman's life down to where a blocked special move would kill him. If he activates Leaf Shield and blocks a special move, he will die but still be controllable. Rules and limitations: -If the dead character gets hit or blocks anything, he or she dies (for good). -Dead characters can not throw. -If the dead character does a team super or Team Cheating, both characters stay on screen and are controllable. -Certain characters get strange properties when they are dead. For example, Megaman's Mega Buster does not need to be charged, and it will hit infinitely. (Only works with Method 1.) -If the dead character causes flying screen, the dead character can walk off screen. -When Megaman dies and activates team cheating or does a team super, Rush will constantly be "beaming up". -------------------------------------------------------------------------------- Extended Combos -------------------------------------------------------------------------------- What it does: Allows you to combo anything at all. How to do it: Using TUG above to get both characters on screen at once, you can extend your combo by killing the dead character. When the dead character dies for good, there is a period of a couple seconds where you can hit the point character, and it will combo no matter what. Basically anything you do before the dead character's body hits the ground will combo. You can combo throws using this glitch. -------------------------------------------------------------------------------- Standing Air Moves -------------------------------------------------------------------------------- What it does: Allows you to do air moves from the ground. How to do it: Using the Web Throw Escape glitch above, have the second Web Throw kill the opponent. The next move the opponent does will be an air move, even though he/she is standing on the ground. The glitch will be deactivated if you hit any direction other than down. (Note that your character will not duck when you hit down.) -------------------------------------------------------------------------------- Backwards Characters -------------------------------------------------------------------------------- What it does: Allows the characters to face away from each other. How to do it, method 1: Using the Web Throw Escape glitch above, use Red Venom's kick throw as the second throw, and have the opponent jump over Red Venom duing that animation. The character will remain backwards until you do a move, dash, or super jump. How to do it, method 2: Using TUG above, have the dead character cause flying screen and walk off the screen until he/she loops back around. You can position the characters so that they are facing away from each other. -------------------------------------------------------------------------------- Frozen Characters -------------------------------------------------------------------------------- What it does: Causes a character to freeze on the screen. How to do it, method 1: With Red Venom/Wolverine vs. Wolverine, have Red Venom/Wolverine activate team cheating and have them sandwich the other Wolverine. Red Venom does a web throw as his teammate Wolverine does a st.Jab follwed by a Fierce throw. The opponent Wolverine throws Red Venom with Strong throw, and both of them (the Wolverine doing the Strong throw and Red Venom who is being thrown) get frozen together. If Wolverine didn't do anything as he was being thrown, he would simply be stuck on the ground until he did a move, he got hit, or the opponent jumped to the other side of him. How to do it, method 2: Same setup as above, but use Strider's punch throw or air throw. How to do it, method 3: Have Spiderman do his Fierce throw while being thrown by another Spiderman's command throw. (Have a Red Venom/Spiderman team do the Web Throw Glitch to another Spiderman, but for the second throw, instead of using a normal throw, use Spidermans command throw. While Spiderman is doing his command throw, have the other Spiderman throw Red Venom with Fierce.) How to do it, method 4: Same setup as above, but use Strider's punch throw. How to do it, method 5: Same setup as above, but have Jin do any of his D+RH or j.D+RH. *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!* * Mortal Kombat (arcade/SNES) * *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!* -------------------------------------------------------------------------------- OTG Fatality -------------------------------------------------------------------------------- What happens: You perform a Fatality to a an opponent who is still lying on the ground. If you kill your opponent during the second round with a move that puts them on the ground and doesn't have much recovery time (like a throw, drop kick or sweep), you can do a Fatality to them and they won't stand up. So if you do Scorpion's throw, then immediately tap U,U for the Fatality, he will scorch 'em while they're laying on their back. The skeleton then appears standing, and falls to its knees as usual. -------------------------------------------------------------------------------- Freeze Goro (unconfirmed in arcade version) -------------------------------------------------------------------------------- What happens: Goro becomes "frozen" and doesn't move at all. Do Scorpion's teleport punch, then immediately follow that with a spear. If Goro blocks the spear, more often than not, he will be frozen in his block pose. You can just sweep him to death (and he will NOT unfreeze), or you can just hit him with anything else and he will unfreeze. -------------------------------------------------------------------------------- Silver Goro (SNES only) -------------------------------------------------------------------------------- What it does: Makes Goro's palette a glitchy silver color while you fight him. Kill the last person of the third endurance match with Rayden's Fatality. If they go up in smoke and Goro comes down, he will be a glitchy silver color. He will automatically revert back to normal after the first round. -------------------------------------------------------------------------------- Surviving a Fatality (SNES only) -------------------------------------------------------------------------------- What happens: You do Sub-Zero's Fatality to an opponent, then they re-appear. As Sub-Zero, do either 4 throws or 4 uppercuts. This will leave the opponent with 0 energy left. Now throw an ice blast--it will kill them. When it says "Finish Him/Her", if you do the Fatality immediately, he will do the Fatality as normal, but after he shatters them, they will re-appear in their standing animation (but they can't move or block). If you wait a little while, then do the Fatality, sometime when they are frozen, they will appear behind the frozen body and be in their dizzy animation. If you kill them with an ice blast while they are in the air, they will simply be on the ground when they unfreeze. -------------------------------------------------------------------------------- Free Knives (unconfirmed in arcade version) -------------------------------------------------------------------------------- What happens: You can do a knife toss with Kano by simply hitting block. Kill the opponent with Kano's knife toss and don't let go of block. The next round, Kano will continue to throw out knife after knife, one at a time, until you release block. I am unsure if this works in the arcade or not. -------------------------------------------------------------------------------- In Your Face (unconfirmed in arcade version) -------------------------------------------------------------------------------- What happens: At the beginning of a round, the two characters start very close to each other instead of having the typical 1/2 screen space between them. I'm not sure of the exact details on how to do this, but many times in a Rayden vs. Rayden match, they will start very close together at the beginning of the second and/or third round. -------------------------------------------------------------------------------- TUG (SNES only) -------------------------------------------------------------------------------- What happens: You can walk off screen and walk through characters. (Will not work on Liu Kang.) As Sonya, be in the corner--just a bit away from the very edge--and have your opponent within leg-grab range. Do the leg-grab and then, as they are slightly air-born from the bounce off the ground, do an upper-cut to juggle them. For some reason unknown to me, this activates TUG. Effects of TUG: -characters can walk through each other -characters can walk off of the screen Doing a throw or another leg-grab will de-activate TUG. Things to do with TUG: -Do Sonya's Fatality (F,F,B,B+BL) from off the screen. -As Sub-Zero, be in the corner with the opponent so that you are both facing the same way. Kill them with a sweep (looks weird), then do his Fatality (F,D,F+HP), and he will be well out of range for the back-hand which is suppose to shatter them. They still shatter even though Subby is almost a half-screen away from them. -Do Scorpions spear with the opponent about 1 and 3/4 screens away. -Be in the corner with Rayden and have your opponent jump all the way to the other corner. Do a teleport and the view will ZOOM over to the other corner. *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! * Mortal Kombat II (arcade/SNES) * *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! -------------------------------------------------------------------------------- Evasive Maneuver -------------------------------------------------------------------------------- What happens: Reptile's Force Ball will explode right in front of the opponent and will not harm them. Have your opponent do Reptile's Force Ball. Right before it hits you, do a ducking HK. Your character's hit box will be too low for the Force Ball to hit, so it will just explode in front of you and you will take no damage. -------------------------------------------------------------------------------- Hack Up A Baby (arcade version 2.1 only) -------------------------------------------------------------------------------- What happens: After performing a Babality, your character is still controllable, so you can perform normal/special moves on it. After the Babality, you can perform a Friendship, another Babality, or whatever you want. Different moves will produce different results. This was fixed in later arcade versions, but I have heard that it also existed in the Saturn version. (I have not confirmed this.) -------------------------------------------------------------------------------- Screwy Skeleton -------------------------------------------------------------------------------- What happens: You knock them in the Dead Pool and their skeleton goes the wrong way and ends up floating through the wall. Just be in the corner when you do a pit fatality on the Dead Pool. They will land in the wall and start floating the wrong way. -------------------------------------------------------------------------------- Free Square Wave (unconfirmed in arcade version) -------------------------------------------------------------------------------- What happens: Kitana does a Square Wave when you only hit HP. After you get them in a fan lift, do a HP, then the square wave. Hit HP exactly as you land, she will do a second square wave as soon as she lands, even though you only hit HP. -------------------------------------------------------------------------------- One Last Attack -------------------------------------------------------------------------------- What it does: Allows you to perform one last move after your opponent kills you and it says "Finish Him/Her". Certain characters have throws that will allow the opponent to do a move after it says "Finish Him/Her". Whether or not a character's throw allows this or not is determined by if the opponent bounces after being thrown. If they do bounce, that throw will not work. Therefore, only the male ninjas, Baraka, and Liu Kang's throw will work. (I find it easiest to do with Baraka's.) The two easiest things to do are uppercuts and mashable moves--ones that have the same direction two or three times, then a button. Johnny Cage's Friendship is a good example of a mashable move (D,D,D+HK). Just mash D+HK as fast as you can. I have done Rayden's Friendship, so it IS possible to do moves other than mashable ones...it just takes very good timing. Things to do with this glitch: -On the Deadpool, be about one character's length away from the corner. Have your opponent hold LK and LP. Throw them into the corner (then it says "Finish Him/Her"), then have them do an uppercut. Because they were holding LP+LK, the WINNER of the match gets knocked into the Deadpool, but the win is credited properly at the top of the screen. -Have your opponent do Johnny Cage's friendship. You can still move around and beat down Cage as he signs the photo. If you wait until after it is on-screen, then hit him, the photo will turn glitchy and have the blood splatter shape on it. -Use Scorpion's air throw to finish them off, then as soon as you land, do your Babality and have your opponent do an uppercut. Now your opponent is a baby, but you can move around freely. Almost every move crashes the game when done to the baby. -------------------------------------------------------------------------------- TUG (SNES only) -------------------------------------------------------------------------------- What happens: Makes projectiles stationary, makes an invisible "hit" float on the stage which can hit the opponent, leads to many Fatality glitches. As Johnny Cage, be across the screen so that your back is up against the edge of the screen. The SNES version is weird--when you try to get both people across the screen, only one person can be all the way against the side of the screen. The other person is about a character's length away from their side, and can't get any farther away. Be a short character, so Cage's high fireball will go over them. Throw a high fireball, then, before that one gets off the screen--as soon as you recover from the animation,--throw another high fireball. The second one won't come out at all. Now do a Shadow Kick. If your shadows are slightly higher than you are, you did it correctly. If they are exactly even with you (horizontally) like they should be, try again. Effects of TUG: -There is an invisible "hit" floating on the stage. (The "hit" is a few steps back from where you did the Shadow Kick.) If your opponent walks into it, they will get hit. If you don't do the Shadow Kick, the invisible hit is not present. -The next time you do a fireball with Cage, it will come out from where you did the one that disappeared. So if you did TUG from mid-screen, then walked back half a screen and threw another one, it would come out half a screen in front of Cage. -As Shang Tsung, morph to Johnny Cage (D,D,B+LP). Do the TUG. When you morph back, throw a fire ball (B,B+HP). It will be frozen in mid-air (right where you did the Shadow Kick). Most characters' projectiles will behave in the same way--they simply get stuck on screen in the same general place (but some appear higher up than others). Below is a list of the different effects of all the character's projectiles that do not behave generically. -Liu Kang- No matter what fireball you do (high, low, or air) it will be at the height of the regular fireball (F,F+HP). -Kung Lao- While his hat-toss behaves normally, the "aura" coming off of him from his spin move (U,U+LK) will come out from where you did the shadow kick. -Mileena- If you do her Sai Shot while right next to them, they will be hit, even though the sais came out behind her. (The sais will still be frozen in mid-air.) -Scorpion- The Spear will come out normally and float in mid-air, however; when they get hit by it, they are NOT dizzied--they simply stagger backwards. -Sub-Zero- If they get hit by the Ice Blast, they will stagger and not be frozen, then another Ice Blast will appear directly above where the last one disappeared. If they touch *that* Ice Blast, they will be frozen. Having stationary projectiles can lead to legions of glitches. Try fooling around with having a fireball stationary, then doing a Fatality that knocks them into it. *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!* * MK3 / UMK3 / MKT (many platforms) * *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!* Please note: I have not tested every single glitch on ever single platform, but I will note the ones that I am sure only work on specific platforms. -------------------------------------------------------------------------------- Free Square Wave (UMK3/MKT only) -------------------------------------------------------------------------------- After you get them in a fan lift, do a HP, then the square wave. The instant you land, hit HP and she will do a second square wave, even though you only hit HP. -------------------------------------------------------------------------------- Human Smoke Whiffed Fatality (MKT only) -------------------------------------------------------------------------------- Have your opponent in the corner and do his teleport punch decap fatality. (RN,BL,RN,RN,HK) He will go right through the opponent as if he/she weren't even there. -------------------------------------------------------------------------------- View past the limit of the stage (unconfirmed in MK3/UMK3) -------------------------------------------------------------------------------- There are two ways to do this. One: Have your opponent in the corner and do a fatality in which your character moves a lot (Cyrax’s helicopter or Sindel's hair spin are the easiest to do it with). The camera will pan right (if you have them in the right corner or it will pan left in the left corner) and reveal a glitchy part of the background that you can’t usually see. Two: I have only seen this once and I think I did it like this: Face Motaro (I have never gotten this to work when I play as Motaro), and if he is in the corner and he kills you with his lift and smack, the camera will pan to him and reveal more of the background. For some reason, this didn’t look glitchy at all, like they intended for it to be there... -------------------------------------------------------------------------------- Two Ways To Pick Character Ending (arcade UMK3 only) -------------------------------------------------------------------------------- There are two ways to choose your character’s ending from Shao Kahn’s treasures. The first one everyone knows (choose the first symbol). For some reason, if you beat it on double master go all the way to the end of symbols, and you can go one past the last symbol. If you choose this, you will see the ending. My guess is that it simply loops around back to the first symbol (the character's ending), and simply doesn't display it. -------------------------------------------------------------------------------- Play Forever With One Credit (arcade UMK3 only) -------------------------------------------------------------------------------- This worked on both of the major releases for UMK3. In the early version, after beating the game, choose as your reward the yin yang and you will fight Ermac. If you did a mercy to Ermac, it would take you to the "Choose Your Destiny" screen after the match. There is also a way to do it on the latest version (which I think is 3.1). All you have to do is beat the game and choose to fight Noob Saibot (the "3" symbol). Win one round by time, and the other just by beating him. (And no, it doesn't matter if you won the first, second or third by time, just as long as you win one of the rounds by time). After the match is over it will take you to the "Choose Your Destiny" screen. You can lose one round and it will still work. -------------------------------------------------------------------------------- Jade Green Shadows (MKT only) -------------------------------------------------------------------------------- Get Jade's aggressor all the way until it is about to activate. Do her green kick (D,F+LK) and her shadows from the aggressor will be green. -------------------------------------------------------------------------------- Reptile Fatality (UMK3/MKT only) -------------------------------------------------------------------------------- When it says "Finish Him/Her" be the appropriate distance away for the tongue fatality (about half screen). Do a slow force ball and then quickly do his tongue fatality and they will pop up, fall down, then teleport to their feet and be eaten. The weird thing about this is, it was not possible in MK2. They disabled fatalities while there were projectiles on the screen. Strange that they would think of it for MK2, but not for UMK3/MKT... -------------------------------------------------------------------------------- Block While Dead -------------------------------------------------------------------------------- (Though this can probably be done with more than one move, I have never found any.) Simply have the opponent on "Danger" and have them block Liu Kang's Bicycle Kick. (The block damage must kill them.) They will stand there blocking until you let go of block, or until you duck-block. -------------------------------------------------------------------------------- Reptile Fall Through the Floor (UMK3/MKT only) -------------------------------------------------------------------------------- Almost the same as the fatality glitch... Be across the screen on the third round when it says "Finish Him/Her". Do a slow force ball then a mercy. The force ball will hit them then the Mercy will take place. When they get hit one of two things will happen. One: (I think this is only on Trilogy...) They will go into their standing pose (not dizzy any more) and pop up, and then fall through the floor. After about two seconds, it will just say "Reptile Wins" and your opponent will be nowhere in sight. Two: (I think this is only on arcade...) They will float forward (without going into their walking animation) and neither one of you can hit the other. After about two seconds it says "Reptile wins" and "Finish Him/Her" at the same time, they fall over, and the round ends. -------------------------------------------------------------------------------- Knock 'em Off Screen -------------------------------------------------------------------------------- When it says "Finish Him/Her" wait until the very last second before they fall over, then do a roundhouse. If they started to fall when you did the roundhouse, it will connect and knock them off the screen. This can be done with other moves, too. Some off the top of my head are: -any non-stunning projectile. (The Spear and Freeze won't work.) -an uppercut. (You can still see their feet at the edge of the screen.) -any move that takes you a distance across the screen. (Jax's Rush, Jade's Green Kick, Liu Kang's Bicycle Kick, etc.) -------------------------------------------------------------------------------- Beat Shao Kahn with ease -------------------------------------------------------------------------------- (This is more of a pattern than a glitch.) There are a few ways to do this. One: With any character, at the start of the match, hold back. -If he does a forward Ram, it will whiff (barely) - combo him (should use a pop-up combo if available). -If he does a fireball, duck under it - run up and combo him (again, a pop-up combo is good to use). -If he does his upward charge, uppercut him. Any time he has been knocked down, run up, wait until he gets up, then do an uppercut. A well timed uppercut will always connect (he tries to do a move, but yours snuffs it). Run up, uppercut. Repeat. Two: When he is getting up, jump over him. He will almost always do a move the wrong way. If he does a move that doesn't move him away from you, do a HP (while still in air), land and start your combo again. If he does a ram, just duck and start over. Three: I think this only works for male ninjas with a HK, LP combo (Ermac and Human Smoke). Get him in that combo, and jump forward. Don't attack, just land and instantly start the same combo again. The knee will miss, but the uppercut will connect, and the combo counter will not keep going (but he usually won't block it). Repeat. -------------------------------------------------------------------------------- Beat Motaro with ease -------------------------------------------------------------------------------- One: Do any combo with Motaro in the corner. Right after the combo (while he is staggering) walk up and start the combo again and the combo counter will keep going. As you will discover in two player mode, this is completely blockable, but he never blocks it. Two: Any time he does anything, jump straight up. -If he does a teleport or jumps forward, do a HP (or HK) while still in the air to start a combo. -If he does the big jump, simply knock him out of the air with whatever you choose. Immediately run up and combo him. (The computer never blocks it.) -If he does a fireball, you will jump over it. If he does multiple fireballs in a row, hope that you jumped early enough to land and block the rest. You can also just do a standing HK when he jumps at you, then run up and do a combo. (He never blocks it.) -------------------------------------------------------------------------------- Reset wins glitch (MKT only) -------------------------------------------------------------------------------- First turn on level select in the cheat menu (or hit U+start on Sonya every time) so you can see for yourself. Usually, when the level select comes up, it starts on the last stage you were on. On the first match, it starts on the Wasteland. For some reason, ever time the level select starts on The Wasteland (and that wasn't the stage you were on last), your wins get reset. I have no idea why this happens, and it seems to be random. -------------------------------------------------------------------------------- Screwy skeleton (MKT only) -------------------------------------------------------------------------------- (This could also be done in MK2...) If you are in the corner when you do a pit fatality to the opponent on the Dead Pool, they will land in the wall and start floating the wrong way. -------------------------------------------------------------------------------- Hack Up a Baby (UMK3/MKT only) -------------------------------------------------------------------------------- Be Kitana on any stage. When it says "Finish Him/Her", be all the way across the screen and do a mid air fan toss from as low as you possibly can (with out doing a ground fan toss). As soon as you finish the fan taps, even before she lands, start her Babality taps (F, F, D, F, HK). If you timed it right, they will turn into a baby, then the fan will hit them, and blood will spray everywhere. The game usually crashes at this point. If you did it fast enough to get it off, but not fast enough for them to turn into a baby first, they will just start spewing blood, then turn into a baby. -------------------------------------------------------------------------------- 2-in-1 a Mercy -------------------------------------------------------------------------------- Any move that has the command D, D, D+button (and it can also have a command after it, like D, D, D, F+LK) can be 2-in-1ed with a Mercy. In essence, what you are doing is: Hold Run, tap D, D, D, neutral+release Run+last command. So say you were trying to do Jax's Babality, you would do this: Hold Run, tap D, D, D, neutral+release run+LK. This particular glitch will simply crash the game. There are others, like Noob's teleport slam and Sheeva's teleport stomp, each having a slightly different effect. -------------------------------------------------------------------------------- Whiff Stage Fatality -------------------------------------------------------------------------------- Turn on infinite fatality time. Start slightly out of range for the pit fatality. On any pit stage other than "The Pit 1", simply do your character's pit fatality command repeatedly while inching closer and closer between each one. Eventually, you will get *JUST* inside the range for a pit fatality, but not close enough for the uppercut to connect. Your character will whiff the uppercut, and just stand there, dizzied. The easiest example is to do Cyrax's pit fatality. The exact command would be: Run, Block, Run, slightly tap forward, repeat. Another thing to try is to do this as Shang Tsung while morphed. When they whiff the uppercut, he will morph back and you can proceed to beat them around. -------------------------------------------------------------------------------- Shang Tsung Morph Glitch -------------------------------------------------------------------------------- Morph to Jade and right when he is about to morph back, do Jade's projectile invincibility (B,F+HK). He will morph back all messed up. -------------------------------------------------------------------------------- Motaro's poor depth perception (SNES and Genesis UMK3, MKT only) -------------------------------------------------------------------------------- As Motaro, when it says "Finish Him/Her", jump over your opponent and do Motaro's fatality. He will reach down to rip their head off, but his hand will not be touching their head. (It is floating in the air.) -------------------------------------------------------------------------------- The Pit Aftermath (MKT only) -------------------------------------------------------------------------------- When it says "Finish Him/Her", after you do an uppercut to your opponent on The Pit 1 stage, you can still hit them while they are falling. The result of you hitting them with a universal move (that is, an uppercut, a sweep, a HP, etc.) is they will simply stand on the spikes, dizzied. All characters can throw the opponent (who is down on the spikes below) from the top of the pit. Some special moves can make weird stuff happen. -If the opponent is speared on the way down, he or she will become invisible. -After the uppercut, Cyrax can do his air throw to the opponent, and the screen will stay scrolled up at the top. -While the opponent is standing on the spikes, Mileena can teleport kick to sail down to the opponent on the spikes, but she will fly right by without hitting him or her. For some reason, Subby is the only character I have found who can do a fatality after the uppercut. Only his ice spike works for some reason, and I don't think you can touch him/her. (I have never gotten it to work after I touched the opponent). The fun starts when you realize that you can do this from anywhere, even when they are in the bottom of the pit. You can also do this when they are high in the air from the uppercut. There are some very glitchy ways to do this: After you freeze them, wait until they unfreeze and just before they hit the spikes, do the fatality. The screen will turn dark, then it will show Sub-Zero doing his upper cut animation. The opponent will fly all the way up past the top of the stage as Sub-Zero forms the ice spike (very funny looking). They fly way off course of the spike, and the camera will follow them (they go about 1 and a half screens away), but magically, manage to land on the spike. If you do the fatality without touching them after the uppercut (do it just before they land), they will hit the spikes, fly up from the uppercut of the fatality, fall through the ice spike, and fall back into the spikes below. Keep in mind, you can do this from anywhere except if you have them in the corner...then you can't do it at all. If anyone figures out how to do his other fatality or any other characters' Fatalities after the Pit scenario, please e-mail me. -------------------------------------------------------------------------------- TUG (Saturn UMK3 only, untested in PSX MKT) -------------------------------------------------------------------------------- This will allow Shang Tsung to perform any character's moves while he is NOT morphed to that character. This glitch results in massive character distortion and many game-crashing effects. This may all seem very confusing because I'm giving a lot of detail here. After you mess around with the glitch, you will understand everything below. (For simplicity's sake, I'm going to assume player 1 is Shang and player 2 is the other character. This glitch will work the other way around.) Choose Shang Tsung as one character, and the person whose moves you want Shang to do as the other character. Put in the Kombat Kode 444-444 (Randper Kombat). When anyone plays as Shang with Randper Kombat active, no matter what you do, you will never turn into anyone except Shang. As soon as the round starts, the game will load, trying to get player 2's animations loaded for Shang. Instead, it doesn't get either, and both players get Shang's frames. In addition, Player 1 (the person who was Shang Tsung) will have player 2's name. After a few moments, the game will try to load once again, and once again, it messes up during the load process, and gives player two the moves of the original character you chose, but you will have Shang Tsung's frames. Essentially, you look like Shang Tsung, but you can do other character's moves. Most of the time, Shang will be very distorted, with his colors completely wrong and glitchy spots on him. The only time he looks even remotely normal is if you chose one of the female ninjas as the other character. Then Shang will simply look normal, but his pants will be a different color. (And if you chose Jade, his skin will be very dark.) It is rather frustrating after you get the glitch because Randper Kombat constantly changes who the Shang/second-character hybrid is. The way to get around this is as follows: (I'm going to use Mileena as P2 for this example.) 1) Get P2-Shang's life down until he is almost dead. 2) Have P1-Shang corner P2-Shang, with P2 cornered and jumping. 3) If both names say "Mileena", P2 is the Shang/Mileena hybrid, and P1 is Shang Tsung, kill P2. In step 3, listen to Shang's voice when he jumps. It will change to Mileena's when he turns into the hybrid. The next round, both players will permanently be the Shang/Mileena hybrid with no load time whatsoever during the round. Fun things to do with this: listed move = cool effect, will not crash the game unlisted move = crashes the game, not worth seeing (C) = crashes the game, but worth seeing (H) = you can hit with the move and it won't crash the game (if there is no (H), it will crash the game if the move hits) I will specify both ground AND air moves. For example; Kitana's ground fan-toss will NOT crash the game, and it can hit, but her air fan-toss WILL crash the game. |-----------------------|-----------------------------------------------| | Character | Moves | |-----------------------|-----------------------------------------------| | | | | Kitana...............| Fan-toss (H), Square Wave (H) | | | | | Reptile..............| Elbow dash (H), Invisible | | | | | Sonya................| All (H) | | | | | Jax..................| All (H) except Missile/Double Missile | | | | | Nightwolf............| All (H) | | | | | Jade.................| Green Kick (H), projectile invincibility | | | | | Scorpion.............| Teleport Punch (H), air-throw (H) | | | | | Kano.................| All (H), Grab 'n' Shake (C) | | | | | Mileena..............| All (H) | | | | | Ermac................| Fireball (H), Teleport Punch (H) | | | | | Classic Sub-Zero.....| Slide | | | | | Sub-Zero.............| Freeze (H), Slide, Ice Clone (H) | | | | | Sektor...............| All, both projectiles (C) | | | | | Sindel...............| Scream (H), Float | | | | | Stryker..............| All (H) except Grenade-toss | | | | | Cyrax................| Net (C), Bomb (C), Air Throw (H) | | | | | Kung Lao.............| Hat-toss (C), Teleport (H), Spin (H) | | | | | Kabal................| All (H) | | | | | Sheeva...............| Ground-stomp (H) | | | | | Liu Kang.............| Flying Kick (H), Bicycle Kick (H) | | | | | Smoke................| Teleport Punch (H), Invisible, Air Throw (H) | | | | | Human Smoke..........| Teleport Punch (H), Air Throw (H) | | | | |-----------------------|-----------------------------------------------| Notes: -Sektor's projectile will launch a Kano at them. -Try out various character's throws and combos. It's really funny to watch the computer try to come up with animations it doesn't have. -If you do Reptile's invisibility (might work with Smoke, too), another Shang will appear directly below you. Only his head will be visible, though, because he's so far down. If you do this MANY times (as in all the way across the screen), the game will slow down HORRIBLY, and the graphics will get distorted. -If you do a RH at the very beginning of the first round so that the game pauses to load while you are doing your RH, you will end up stuck in some goofy animation, like your jumping animation, hit-stun, or falling to the ground for no reason. -Mileena's Sai Shot puts a VERY glitchy Shang Tsung in his jumping animation around your opponent. If you get enough of these on them, then do the her eater fatality (D,F,D,F+LP), sometimes the top layers of sprites will disappear. (The top layers being everything except the background.) This will not be corrected until you turn the Saturn off or reset it. Basically, your characters, the character select cursor, most of the "Vs" screen, your life bars, and some other things will not be present. (I have only gotten this glitch to work once, so if it doesn't work the first couple of times, don't be surprised.) -If you put a whole lot of Sai-guys (see above) on an opponent (done by killing them with nothing but blocked Sai damage), then try to do a Fatality, the game will crash, and you will receive a message at the top of the screen: "PROCESSCREATE, NO MORE PROCESS LEFT TO ALLOCA" (Which would end in "ALLOCATE" if it didn't get cut off by the right side of the screen.) -------------------------------------------------------------------------------- Backwards Bicycle Kick -------------------------------------------------------------------------------- If Scorpion or Human Smoke does his teleport punch as Sonya does her Bicycle Kick, she will go the wrong way in the air. (Looks very odd if the Bicycle Kick connects.) -------------------------------------------------------------------------------- Noob Saibot Glitches (MKT only) -------------------------------------------------------------------------------- There are two factors that contribute to all of these glitches. One: when it says "Finish Him/Her", he can do his move where he sends another Noob after you to throw you (which I call the Noob buddy) and it will not end the fatality time (just like any characters' throw). Two: he can do his teleport slam and it will not end the fatality time. This opens the door to some very interesting glitches. -Flying babies and Non baby-ish Babality- Do his Noob buddy, then do his Babality before the opponent is being thrown. One of two things will happen... One: They will flip over you, then in mid air, turn into a baby. The baby will teleport straight to the ground below. Two: The will flip over you and not turn into a baby. They will land and go back into their dizzy animation, but Shao Kahn will still say "Babality" -Disappearing disabler- Ever once in a while, when you do the Noob buddy(after it said "Finish Him/Her", then hit them with a disabler right before they hit the ground, (after it said "Finish Him/Her", the disabler will simply disappear after he releases it. I am guessing it has to do with the timing... -Two disabling rings- When it says "Finish Him/Her", do the teleport, then the disabler, then as soon as they get up, the disabler fatality (B, B, F, F, HK). They will have two rings around them. -------------------------------------------------------------------------------- Noob Pit Glitches (MKT only) -------------------------------------------------------------------------------- (For all of the below, you do the teleport, then a disabler right before the opponent hits the ground. As soon as they get up, do his pit fatality (F,D,F,BL), and the following will happen, depending on what stage you are on.) -Dead pool- They fly up with the ring still around them (and still flashing). When they hit the acid, the ring does not disappear, and when their skeleton comes up, they are super deformed. The ring does not follow them as they float away. -Kombat Tomb- They fly up and the ring disappears immediately, but they keep flashing. -The Subway- They fly up through the ceiling, as usual, but when they come down, they are still flashing (without the ring) and their animation is very choppy. I don't think there is even a frame when they hit the ground. When the train hits them, they are still in their falling position. The whole time, they area flashing. -Pit 1- Nothing special. They do everything as normal, but they are still flashing with the ring around them. -Pit 3- Usually, the ring and flashing have stopped by the time they actually get down there, but if they don't, nothing happen unusual. -Scorpion's Lair- Similar to the subway, the opponent will have very choppy animation and will still be flashing with the ring around him/her. When he/she hits the lava, it makes the wrong noise. (It does the sound effect for when Rayden does his lightning). -The Bell Tower- This depends on the exact time the uppercut of the pit fatality connects... They will always be flashing on the way up, but on the way down, they will be frozen in the frame that they were in when they left the top of the screen. So if they were in the white frame of the flashing, they will be pure white. If they are in the gray frame, they will be pure gray and so on. In addition to that, a weird "hole" in the wall of the background will appear. I have no idea why this happens. *********************************************************** * The rest of the MKT glitches come courtesy of Tiberious * *********************************************************** -------------------------------------------------------------------------------- Permanent Bosses -------------------------------------------------------------------------------- What it does: Allows you to use Motaro or Shao Kahn as your standard character in 1P mode. How to do it: Start a 2P 1-on-1 fight on any of the proper stages (found elsewhere), and do the boss change code TWICE before beating the dummy. Why it works?: I believe there are two character modifier values, one that's active, and one that's called as a backup. When in 1P mode on the proper stage, the game runs a check, and if you are the stage boss, it ignores your code input. No such check for 2-player mode. What ends up happening then is the boss value gets copied to the backup location, and reads that for the 1-Player mode when you return. You can see this when in single-player mode, you switch to the other boss. You'll change back after that match. -------------------------------------------------------------------------------- Crash the game at the end -------------------------------------------------------------------------------- What it does: See description. How to do it: After defeating Shao Kahn as himself or Motaro, select Tournament Outcome for your prize. Instant blackout. Why?: No endings were programmed, not even placeholders. -------------------------------------------------------------------------------- Ignored Kombat Kode -------------------------------------------------------------------------------- What it does: Negates the use of the No Powerbars Kombat Kode. How to do it: Put in the Kode at the vs. screen as Shang Tsung. Morph at any time. The bars will reappear. Why?: Midway must've altered Tsung's morph routine. Look when he's morphed, and you'll see the name of the character he's morphed to there, not his. Since this updates the bars, they're redrawn, and the Kode is worthless. -------------------------------------------------------------------------------- Crash the game on a Pit -------------------------------------------------------------------------------- How to do it: As Shang Tsung, perform a Pit fatality with the motion, and start moving around and attacking. Quite often, this crashes the game. Why?: Why is control handed back when Shang Tsung does his Pit when morphed? This is the cause of the bug. Apparently, the same change that renders the No Powerbars Kode ineffective is what allows this to happen. -------------------------------------------------------------------------------- Lock up the Game with two Motaros -------------------------------------------------------------------------------- How to do it: In one of the secret option screens is a Show Collision Boxes option. Enable it, and do a Motaro vs. Motaro fight. Stand close to each other and start throwing fireballs, charging the next as the first is released (it's a button charge move). After awhile, the game will slow noticeably, and then finally stop altogether. Why?: With this option on, every attack shows what parts can be hit, or will hit. When the attack ends, the last hitboxes linger, but are normally cleared when another attack is made. With Motaro's projectile immunity, however, a new pair of boxes is generared with each bounce of the fireball. Since in this case, the projectile is sandwiched between the two Motaros, the boxes are redrawn hundreds of times before it disappears. The routine to clear the mess of boxes never fires, and eventually, the game can't do anymore (similar to the 'no more process left to allocate' error on the Saturn). *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! * Panzer Dragoon Saga (Saturn) * *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! -------------------------------------------------------------------------------- In the crawl-space -------------------------------------------------------------------------------- On disc 3, after you are granted a pass to get into the Holy District of Zoah, there is a house in which you can walk through the walls. The house belongs to Vaiman (who asks you if you will defend the town against the Empire). There is a stair-case in his house, which you normally can't go up. (Edge says, "The stairs are blocked...I can't get up there.") If you walk slowly up the right-hand side of the steps (Edge's right-hand side, that is), then drop off right before Edge says he can't go up, you will fall into the walls, where you can walk around. I haven't found any practical use for this glitch, other than to get in the crawl space of Vaiman's house *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! * Street Fighter II' Champion Edition (multiple platforms) * *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! -------------------------------------------------------------------------------- Juggle combos (untested on home versions) -------------------------------------------------------------------------------- For some reason, Dhalsim can be juggled after being knocked out of the air. You must use a move that will make him land on his feet to be able to juggle him. For example, if you knock him out of the air with a Jab, you can juggle him because he will land on his feet. If you try to knock him out of the air with a Dragon Punch, you won't be able to juggle him because he wouldn't land on his feet. The time to hit Sim to juggle him is as soon as his mid-air hit-stun animation changes. It's easy to time. Here are the rules for juggling Dhalsim: -Any non-throw move can juggle -You can juggle Sim infinitely, provided that you find a way to get in after each move. (Chun can do a pseudo-infinite with head stomps, similar to her MvC infinite) -Pushback still applies -The juggle moves are unblockable *!*!*!*!*!*!*!*!*!*!*!*!* * Street Fighter Zero 2 * *!*!*!*!*!*!*!*!*!*!*!*!* -------------------------------------------------------------------------------- Infinite CC (untested in SNES version) -------------------------------------------------------------------------------- What it does: gives you unlimited time to do a Custom Combo. How to do it: One character must have an overhead attack, the other character must be Sodom. Have the character do a CC and perform the overhead attack as Sodom uses his overhead reversal move (D,D/F,F+kick). If Sodom successfully grabs the opponent, he or she will have infinite CC until either the round ends or the character gets hit. Characters that have overhead attacks: Ryu, Adon, Chun, Guy, Ken, Dhalsim, Gen, Sakura, Akuma -------------------------------------------------------------------------------- Frozen flames (untested in SNES version) -------------------------------------------------------------------------------- If Dhalsim is grabbed by a Final Atomic Buster while he is doing his Yoga Inferno (any strength), the flames will stay on screen until either Dhalsim gets up after the FAB, or (if the FAB killed him) until the next round starts. -------------------------------------------------------------------------------- The CC Effect (Saturn only, untested in PSX version) -------------------------------------------------------------------------------- What it does: if a character is doing a special move when the opponent dies, the winning character will stop mid-animation (no matter what special is being done) and do the win pose How to do it: In the Saturn version of Zero 2, in training mode, there are two codes you can use. Holding Start+R while choosing your character will give you turbo buttons; holding Start+L while choosing your character will give you "CC mode" where you are not forced to move forward during a CC, you have infinite time to do a CC, and you can jump during the CC (much like Alpha 3's VC). There is an interesting effect of "CC mode," though: if the winning character is doing a special move (or super) at the moment the opponent is killed, the winning character will freeze wherever he or she is (either on the ground or in the air) and do the win pose. Another interesting effect is that if the winning character was doing a special throw, the opponent will freeze in hit animation, often times causing the game to freeze. -------------------------------------------------------------------------------- TUG (Saturn only, untested in PSX version) -------------------------------------------------------------------------------- What it does: causes all the background sprites in the game to become extremely distorted. How to do it: simply kill a character with a super, and pause the game (press start) on the first frame of the sunburst animation. After pausing it, hit up, then A (that will go to "Exit" and reset the game). When it loads back up, everything will be completely messed up. I have found that the easiest setup for this glitch (at least for me) is to do Zangief's level 2 FAB. I find that it is easiest to time for that super, but it works with all supers, and even CCs. I have not confirmed this glitch on the PSX version. *!*!*!*!*!*!*!*!*!*!*!*!*!* * Super Mario Bros. (NES) * *!*!*!*!*!*!*!*!*!*!*!*!*!* Note: I have not verified any of these glitches in the arcade version, only the NES version. -------------------------------------------------------------------------------- Infinite Lives -------------------------------------------------------------------------------- What it does: Gives you more lives than you could ever use. On World 7-1, near the end, there is a large set of block-steps with a beetle going down them. If you manage to jump on the beetle once and only once (so as not to knock it off the step), on the very edge of any given step, you can repeatedly jump on it. This will give you points which increment and eventually start giving you extra lives. Essentially, you bounce up into the air off of the beetle as it is kicked into the side of the step. Then you start to fall and it slides right under you and you bounce off it again. This can be repeated as long as time allows. Eventually, your number of lives will become glitchy numbers and symbols. -------------------------------------------------------------------------------- Small Fire Mario -------------------------------------------------------------------------------- What it does: Allows you to be small Mario, but still throw fireballs. On any given Bowser stage (except, of course, level 8-4), beat Bowser by both hitting the ax AND getting hit by Bowser at the same time while you are fire-Mario. In the next level, you will be small, but you can shoot fire-balls, and you can get hit twice before you die. This also works with a mushroom. The difference is you will simply have an extra hit on the next level. -------------------------------------------------------------------------------- Stuck In the Walls -------------------------------------------------------------------------------- What happens: You get stuck in the wall and can hop your way to the top. On brick stages (1-2, 4-2, etc.) you can get "stuck" in the bricks. To do this, simply break a three or so bricks in a vertical line. Now carefully inch your way to the right side of the screen. What you want to do is get it so the vertical opening you made is barely on the screen. If you position the screen properly, then go back to the left side and jump up in the space you made. You should get stuck about half way. You can then proceed to jump again and get on top of the bricks. This makes for some nice short-cuts through tough levels, but it can also get you stuck a-top a level with no way down (other than dying by time). -------------------------------------------------------------------------------- World " -1" -------------------------------------------------------------------------------- What happens: You get stuck in an infinite loop of swimming levels. On world 1-2, at the end of the underground part, before you go into the pipe to come out on the surface, jump on on top of the pipe and break the second and third brick from the right on the top. Now stand on the very edge of the pipe. Facing the left, hold turbo ("B" button) and jump to the right (still facing left while in the air), and you should go straight through the remaining brick that is next to the pipe. If you did it right, you will slide right on through a small portion of bricks and come out where the Warp Zone should be. However, if you manage to go down a pipe without the "Welcome to the Warp Zone" message appearing, you will go to "World -1". World -1 is an endless, looping swimming level. You will eventually get a game over because time does not start over when you "beat" the level. -------------------------------------------------------------------------------- Between A Rock and A Hard Place -------------------------------------------------------------------------------- What happens: You get stuck with your head through an unbreakable brick. On any swimming level (even World -1), you can get stuck between the pipe and the unbreakable bricks above it. Simply swim into the single-cube space between the bricks and the pipe. (Your head will go right through the top brick, and you will be stuck if you swim to the right.) There's nothing you can do except wait for time to run out. *!*!*!*!*!*!*!*!*!*!*!*! * Super Mario 64 (N64) * *!*!*!*!*!*!*!*!*!*!*!*! -------------------------------------------------------------------------------- Zombie Mario -------------------------------------------------------------------------------- What it does: allows you to control Mario while he is dead. The easiest example (though you are limited in terms of what you can do) is on Wet/Dry World. Get in the canon with 1/2 life or less, get the canon lined up vertically with the sun, then go up as far as possible. Shoot Mario out, and he should hit an invisible wall, then fall, hit the ground right next to the canon, die, then fall into the canon. You can then shoot him again and repeat the process. As soon as you hit the ground, you die. This can also be done by triple jumping. This is done by doing jump number one, then doing jump number two to jump off of the platform, then when you land (which should kill you) and do the third jump. If you have the wing-cap, you can proceed to fly around while dead. You should time the third jump by hitting the button basically as soon as you land. -------------------------------------------------------------------------------- Phantom Box -------------------------------------------------------------------------------- What it does: allows you to pick up a second box as the first one hits a wall and explodes. To do this, toss a box at a wall from a far distance, then super-jump your way in front of the box so that you can wait for it to slide into the wall. At the exact moment of the collision, hit B to pick up the box. If timed properly, both the box will explode, and you will pick up another one. When you throw the phantom box, it will simply disappear when it leaves your hand. *!*!*!*!*!*!*!*!*!*!*!*!*!* * Super Street Fighter II * *!*!*!*!*!*!*!*!*!*!*!*!*!* -------------------------------------------------------------------------------- Zangief magic throw (untested in home versions) -------------------------------------------------------------------------------- What it does: allows Zangief to grab the opponent from anywhere on the screen (as long as he is grounded). How to do it: simply do a reversal with Zangief's 360+Forward. If the opponent is anywhere on the ground, he will be grabbed. This glitch does not work in the later version(s). *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!* * Super Street Fighter II Turbo * *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!* -------------------------------------------------------------------------------- Whiffed FAB (untested in home versions) -------------------------------------------------------------------------------- What it does: causes Zangief to do his Final Atomic Buster animation, but the opponent can still be controlled. How to do it: knock Zangief out of the air, cross him up, then have Zangief do a reversal FAB. The easiest setup for this is with Bison (the dictator). Simply do a st.Jab to knock Zangief out of the air, then walk under him to the other side as Gief does a reversal super. Effects: If you hit Zangief in the first couple frames of his FAB, he will stop, and you will have super shadows as long as you are doing a move. (You lose your shadows as soon as you stop doing moves.) So if you hit him out of the FAB with a cr.Jab cancelled into Shoryuken, you will have shadows until you land from the Shoryuken. -------------------------------------------------------------------------------- Phantom Boom (Saturn only, untested in PSX version) -------------------------------------------------------------------------------- What it does: Guile throws a Sonic Boom without a hitbox How to do it: Simply have two Sonic Booms on the screen at once. The second one will not be able to hit the opponent. The easiest set up is to trip with the second hit of Guile's cr.RH, throw a Jab Sonic Boom that passes over the opponent as he or she is getting up, then throw another Sonic Boom as the first one is leaving the screen. The second one will go right through the opponent. -------------------------------------------------------------------------------- Akuma Time Stop (Dreamcast only) -------------------------------------------------------------------------------- What it does: Causes the opponent to become frozen while Akuma is still able to move around. Will remain like that until Akuma does another super. How to do it: Have Akuma get hit at the same time that he does his super. Effects: -Akuma can still move around, but the opponet will be frozen and can not be hit. -Akuma can throw one fireball if one wasn't already on screen, and he can throw the opponent (though the opponent will remain stationary until Akuma does his super again). -If the glitch is done with a hit that kills Akuma, the game will be frozen forever (until you reset it). -------------------------------------------------------------------------------- Invincible Characters (Dreamcast only) -------------------------------------------------------------------------------- What it does: Causes a character to be invincible (can not be hit) on a bonus stage. How to do it: The character must be elevated above ground (on top of the car, on top of the oil drums, etc), and get knocked to the ground (landing on their feet) by Honda's Hundred Hand Slap or Chun's Lightning Legs. Effects: The character that was hit will be invinicible for the duration of the bonus stage. This is actually a very old glitch from the CPS1 games, and it was carried over into the DC version of ST. -------------------------------------------------------------------------------- Instant Air Hurricane Kick -------------------------------------------------------------------------------- What it does: Causes Ken to do an extremely quick, one-hit air Hurricane Kick while standing on the ground. How to do it: In the arcade version of ST, Ken, Sagat, and Dhalsim can not do their supers as reversals. If you successfully time a reversal super command, you will simply get the last special move you did. In Ken's case, it can be an air Hurricane Kick. -------------------------------------------------------------------------------- TUG -------------------------------------------------------------------------------- What it does: Causes severe graphical glitches. How to do it: While Akuma's super is hitting and the whole screen is white, pause the game, then quit. Effects: -Causes foreground sprites (life bars, super bars, fireballs, bonus stage objects, etc) to disappear when a move hits or gets blocked. -Certain supers, like Ryu's, will causes the shadows and random other sprites to stay frozen on screen. -Some endings (like Blanka's) are missing sprites. -Endings that have dialogue on Dictator's stage (such as Guile's ending) are missing the black box that is usually behind the white text for the ending. -Will stay in effect until Akuma does his super again. *!*!*!*!*!*!*!*!*!*!*!*!*! * Tekken 3 (PSX, arcade) * *!*!*!*!*!*!*!*!*!*!*!*!*! -------------------------------------------------------------------------------- Floating Win Poses -------------------------------------------------------------------------------- What it does: makes the character who won the round do his or her win pose while floating away. How to do it: Simply have a player with more life than Paul get hit by Paul's Burning Fist just as time runs out. The character that got hit will keep his or her momentum during the win pose. -------------------------------------------------------------------------------- Chicken Back-throws -------------------------------------------------------------------------------- Dean Nakanishi (Fred Flintstone) has written an excellent FAQ describing Chicken Back-throws. You can view it here: http://db.gamefaqs.com/console/psx/file/tekken_3_chicken_glitch.txt or here: http://home.coqui.net/evilaro/gamecombos/nki/tekken_3_chicken_glitch.txt *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! * X-MEN Vs. Street Fighter (arcade, PSX, Saturn) * *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! Please note: I have not confirmed these glitches in the PSX version. -------------------------------------------------------------------------------- Same Character Trick -------------------------------------------------------------------------------- What it does: Allows you to choose the same character twice How to do it: Start random select on the character that you want and select that character through random select. After selecting him or her, the cursor should still be on that character, so you can select the same character again. For example, if you wanted double Storm, put the cursor to the right of her, then hit and hold left so that the cursor moves to her, then starts random select. Select Storm by correctly timing the button press during random select, and the cursor for your second character should stay on Storm so that you can select her again. Note: This will randomly not work sometimes, even when you do get the correct character through random select. To avoid this, simply continue to hold the direction after you press the button (so that random select continues for the second character), then release the direction. The cursor should stay on the same character. -------------------------------------------------------------------------------- Distorted Colors -------------------------------------------------------------------------------- What it does: randomly changes certain palettes to strange colors. How to do it: There are two ways, and both are platform-specific. On the Saturn version, having two double-Magneto teams (four Magnetos total) both do a team super at the same time from about half-screen away will sometimes cause strange colors in the combo meter, the super charge animation, and other small things. On the arcade version, start a two player game. Have 1P do the Same Character Trick (described above) to choose double Wolverine, and it will cause 2P's colors to become distorted. The colors will only be distorted until 2P chooses his character. If 2P had already chosen his characters before double Wolverine was chosen, 2P's colors will revert back to normal at the start of the match. -------------------------------------------------------------------------------- Stationary Psycho Crusher -------------------------------------------------------------------------------- If Bison does his Psycho Crusher at the same time Gambit does his Royal Flush super, Bison will simply be stationary while in the Psycho Crusher animation and neither one will get hit. This also works with Dhalsim's Yoga Inferno. Another similar glitch... Have two teams of double Dhalsim (four Dhalsims total) about half a screen away from each other. If both do the team super at the same time, neither team will be hit, even though both are surrounded by the other team's fire. -------------------------------------------------------------------------------- Rogue's Magic Throw -------------------------------------------------------------------------------- What it does: Rogue will grab the opponent with the end of her super (the kiss) regardless of where the opponent is or what he is doing. How to do it: There are two set-ups. The first is to hit both characters at the same time with Rogue's super. Easiest example of this is after blocking a double Gambit team super (while they have their backs turned). The second way is to steal Akuma's Raging Demon, do it to the opponent, then OTG with her super. The first few hits will connect, but then she will start to whiff. -------------------------------------------------------------------------------- Static Trails -------------------------------------------------------------------------------- What happens: Wolverine's trails from Berserker Barrage X stay on screen How to do it: While a double Wolverine team is doing their team super, hit the point character with any attack. Effects: -Afterwards, if Wolverine does either of his supers, the trails will change colors. After they have changed color, if you tag out, they will change back. -The trails will stay on-screen until another team super is done, or until the next match. -------------------------------------------------------------------------------- Phantom Zangief -------------------------------------------------------------------------------- What happens: Wolverine dashes straight through Zangief. How to do it: Have Wolverine do his dash at the same time Zangief does his Green Hand. If Wolverine reaches Gief at the animation where Gief is turning around, Wolverine will go right through Gief. -------------------------------------------------------------------------------- Zombie Character -------------------------------------------------------------------------------- What it does: Allows you to control a dead character. How to do it: During a team super, have both characters get hit, killing the helper character. The point character will disappear, and the dead helper character will be controllable. Rules and limitations: -If the dead character gets hit or blocks anything, he or she will die (for good). This includes taunts, which is the only time that a taunt can kill a character. Also, if grabbed by Zangief's FAB, the zombie character will die during the FAB, instead of at the end like normal. -If the dead character tags out or does a team super, he is no longer controlable. -Dead characters can not dash. -------------------------------------------------------------------------------- TUG - CYODS: Create Your Own Double Super [credited to Mike Z] -------------------------------------------------------------------------------- What it does: Allows you to use almost any super you want in conjunction with the super your team-mate usually does. (So you are able to achieve otherwise impossible team-super combinations, such as a Ryu and Ken team doing a Shoryureppa/Shinkuu Hadouken team-super.) How to do it: As the opponent is doing a team super, hit it the helper character (the one who jumped in) and throw the point character (the one who activated the team super). An easy example of this is the Ryu/Ken team I mentioned above. Ken activates the team super, and you jump over the two so that they are facing the wrong way doing a double Shinkuu Hadouken. After you land, hit Ryu with anything, then throw Ken to produce a two-hit combo. If it does not say 2-hit Combo, you did not get it. Effects: The next time the point character does a super, the helper character will assist with his usual team-super combination. Rules and limitations: -Only one level is required for the next super, even though it is a team super. -If you do a special move, you lose TUG. -Throw supers (Zangief's FAB, Dhalsim's Yoga Strike, and Akuma's Raging Demon) cannot grab. -Some super do not work with this glitch, for example Charlie's Sonic Break, Cammy's Killer Bee, and Wolverine's Weapon X. -------------------------------------------------------------------------------- Impossible Super -------------------------------------------------------------------------------- What it does: Allows team supers that require no meter. Allows Dhalsim to do an otherwise non-existent super. How to do it: For Sabretooth, after activating CYODS, do a regular Berserker Claw (QCF+punch). For Dhalsim, after activating CYODS, do a Yoga Flame (HCB+punch). He will do a Yoga Flame super (which is otherwise impossible to do) assisted by his teammate. I have not found any other characters that are able to use this glitch. -------------------------------------------------------------------------------- Instant Super -------------------------------------------------------------------------------- What it does: Causes a super to come out with no pause (no screen darkening/super flash). How to do it: When performing CYODS, kill the assist character when you hit him, then throw the point character. Effects: -The next super (and only the next super) that the point character does will be instant. -The glitch does not work with certain supers (the same ones that CYODS will not work with, as listed in the description of the CYODS glitch). -Akuma can do his Raging Demon instantly, and the next super will also be instant. As long as each one hits and he doesn't switch sides, he can continue doing instant Raging Demons infinitely. -If after activating the glitch Akuma does his teleport, he will have no shadows. -------------------------------------------------------------------------------- Controlling Dead Characters -------------------------------------------------------------------------------- What it does: Allows you to control a character even after the game registers them as being dead. How to do it: Method 1 - While the opponent is doing a team super, hit both characters, killing the helper character. Method 2 - On the Manhattan stage, do Magneto's Fierce punch throw such that it kills the opponent and breaks the ground. Effects: -Dead characters can not dash. -The next time a dead character gets hit or blocks anything, he truly dies. This holds true even for moves that normally can't kill, like Sabretooth's alpha counter and Wild Fang, Gief's anti-air grab, and Chun's/Rogue's taunts. ........................................................................................................................ >------------------< Thanks and Credits >------------------< mofojo, for some MvC glitches. Patrick Hartman (AKA BADRoCK, AKA the bad man), for numerous UMK3/MKT glitches. Mike Z (AKA Mike Z), for a lot of X-men Vs. Street Fighter glitches, and a few Mario 64 glitches. CKI, for helping with two-player cooperative glitches. Jason Shearer, for MK2 Babality glitch info.