Dreamcast Super Turbo Option Menus
Translated to English by NKI
T.Akiba's original Japanese page:
https://games.t-akiba.net/sf2/dc.html


Note from NKI:
T-Akiba tested these DIP switches by hand, through trial and error and a lot of guesswork. The information on T-Akiba's page is mostly correct; however, there are some mistakes and omissions.
Years after this page was originally published, Toodles discovered that the DIP switches are actually documented (in Japanese) in the game data itself, though you need a hex editor to view it. The extracted data can be seen here.

The mistakes and omissions on T-Akiba's page have been updated here on this page, specifically:
00, 01, 02
15, 16, 17, 19, 1A
20, 21, 25, 2A, 2B
34, 37, 38, 3E

These DIP switches are also highlighted in yellow down below, to signify that they differ from the info on T-Akiba's page.


EX Options
Secret Options
  • Auto Setting
  • Manual Setting
    Other


    EX Options
    Hold the left trigger while choosing "Options" to go to the EX Options menu.

    Super Meter
    You can choose regular (the default option, 通常), carry over between rounds (press right once, 持ち越し), or infinite (press right twice, 無制限). 1P and 2P do not have to choose the same type.

    Input Lag
    You can turn it off, or set it anywhere from 1 to 15 frames.

    Bonus Stages
    Default is off (なし). Press left or right to turn them on (あり).

    Old Character Menu
    You don't have to put in the code for old (SSF2) characters; the game will ask you what version you want to use. Default is off (なし). Press left or right to turn it on (あり). This only applies to versus mode and training mode.

    Computer Controlled Characters
    Will allow you to choose "human" or "com" in versus mode. Default is off (なし). Press left or right to turn it on (あり).

    Damage Handicap
    Default is off (なし). Press left or right to turn it on (あり). Only applies to versus mode.

    Clear High Scores

    Default


    Secret Options
    After beating Akuma with all 32 characters (16 new and 16 old), hold the 'Y' button while selecting "Options" to access the Secret Options (DIP switch) menu.

    Auto Setting
    Choose one of the pre-selected versions.

  • 1993/10/05 (SSF2 version?)
    	Line 0	012  5
    	Line 1	       78  bcd f
    	Line 2	01 3 56  9     f
    	Line 3	012345678 abcdef
  • 1994/02/23 (ST version 1?)
    	Line 0	012  5
    	Line 1	       78
    	Line 2	01 3 56  9
    	Line 3	012345678 abcdef
  • 1994/05/29 (ST version 2?)
    	Line 0	012  5
    	Line 1	       78
    	Line 2	01 3 56  9  c e
    	Line 3	012345678 abcdef
  • 2000/12/22 (Dreamcast Version?)
    	Line 0	01
    	Line 1
    	Line 2
    	Line 3
  • ????/??/?? (latest version?)
    	Line 0	01  4 6789abcdef
    	Line 1	0123456  9a    f
    	Line 2	    4      bcde
    	Line 3	         9
    Manual Setting

    Row 0
    number effect when set to 0 when set to 1
    00 Vega/Bison (Dictator) mode ??
    01 Gouki/Akuma mode ??
    02 dizzy icon fix ??
    03 game's ending normallocation test
    04 character colors in the group pose after special credits SSF2 colorsST colors
    05 staff roll DC versionarcade version
    06 hit sound for Akuma's neutral j.Fierce StrongFierce
    hit sound for Akuma's diagonal j.Strong FierceStrong
    07 number of points for DeeJay's diagonal j.Fierce 500 (Strong)1000 (Fierce)
    08 number of points for Fei's diagonal j.RH 500 (Forward)1000 (RH)
    Fei's far st.Forward has the properties of a ... ShortForward
    09 Sim's close cr.Fierce has the properties of a ... StrongFierce
    0A hit sound for Gief's towards+Strong hop FierceStrong
    hit sound for Gief's far st.Jab StrongJab
    0B number of points for Chun's D/F+Forward 100 (Short)500 (Forward)
    0C hit sound for O.Ken's/N.Ken's neutral j.Fierce StrongFierce
    hit sound for O.Ken's/N.Ken's diagonal j.Strong FierceStrong
    0D Guile's knee bazooka has the properties of a ... ForwardShort
    0E hit sound for Honda's close Towards or Back+Forward kick RHForward
    0F Ryu's overhead has the properties of a ... FierceStrong
    hit sound for O.Ryu's/N.Ryu's neutral j.Fierce StrongFierce
    hit sound for O.Ryu's diagonal j.Strong FierceStrong

    Notes from NKI
    03: The "location test" version didn't have any endings for the characters. It just says something like "Thanks for playing".
    06 through 0F: There are many glitches where the sound and/or points attributed to a normal move were incorrect. Switches 06 through 0F allow you to correct these.

    Row 1
    number effect when set to 0 when set to 1
    10 screen darkens during super moves noyes
    11 Claw's super drains the meter when he ... grabs the opponenttouches the wall
    12 Blanka's vertical ball (point blank) unblockable 50% of the timealways blockable
    13 Blanka's horizontal ball (point blank) unblockable 50% of the timealways blockable
    14 Akuma's air hurricane kick (point blank) unblockable 50% of the timealways blockable
    15 O.Ken's air hurricane kicks (point blank) unblockable 50% of the timealways blockable
    16 O.Ryu's air hurricane kicks (point blank) unblockable 50% of the timealways blockable
    17 blocking sound effect on bonus stages ??
    18 hit-stop for Chun's headstomp on the car bonus stage noyes
    19 fireballs cause slowdown yesno
    1A correct damage on normal fireballs ??
    1B character portraits under life bars yesno
    1C color of characters' names blueyellow
    1D background is visible through the super meter yesno
    1E 1P mode normalsurvival
    1F normal move cancel window for old characters one frame longer than ST characterssame as ST characters


    Row 2
    number effect when set to 0 when set to 1
    20 match counter loops after 256 ??
    21 Balrog/Vega's broken claw (and icon) float away glitch ??
    22 show portraits for CPU opponents in 1P mode only next opponentall opponents
    23 Akuma's win quote glitch noyes
    24 high score name POOMNR
    25 high score remains even without entring initials ??
    26 hit-stop after Dictator's ultra low Head Stomp noyes
    27 Start + Strong/Fierce/Forward/RH to choose Ten Akuma (switch 28 must be on) noyes
    28 Start + all three kicks for Shin Akuma noyes
    29 Chun Lightning Legs bonus stage glitch noyes
    2A region setting, including language and gameplay changes JapanUSA
    2B display combo counter for CPU noyes
    2C Chun can store her super yesno
    2D Honda can store his command throw yesno
    2E Honda can store his super yesno
    2F demo mode version STSSF2

    Notes from NKI:
    23: Fixes a glitch where during a 1P game, if you lose to Akuma and then player 2 enters right before Akuma's win quote, the first character of his win quote disappears.
    26: If you time a meaty Head Stomp to hit as late as possible, Dic will land on the ground (rather than bounce off the opponent), and there will be no hit-stop.
    29: Fixes a glitch on the bonus stages where you will become invincible if you get hit by Chun's Lightning Legs and it causes you to fall off something (such as the car).

    Row 3
    number effect when set to 0 when set to 1
    30 when CPU does supers during demo mode demo continuesscreen freezes
    31 can select Akuma without using the code yesno
    32 1P and 2P can both use same color Gouki/Akuma noyes
    33 can throw an opponent who was dizzied by a throw yesno
    34 getting dizzied by a juggle move ??
    35 Gouki/Akuma fireball recovery glitch noyes
    36 can do Zangief's whiffed FAB glitch noyes
    37 can get hit after the round ends ??
    38 variable window of time for opponent's uppercut-style moves ??
    39 can do up+button glitched input moves yesno
    3A Ken can do reversal super yesno
    3B Dhalsim can do reversal super yesno
    3C Sagat can do his super using a kick button noyes
    3D Sagat can do reversal super yesno
    3E can get hit after time over ??
    3F O.Dictator can do reversal Devil's Reverse (charge D, U+punch) yesno

    Notes from NKI:
    35 - Fixes a glitch where the recovery on Gouki/Akuma's fireballs depends on the last normal move that he did.
    39 - Fixes a glitch where certain moves that are supposed to be done with left or right can actually be done using up as well. For example, Chun Li can throw by inputting up+Strong.

    Reference #1 - miscelaneous items that apparently cannot be corrected via DIP switches
    [Note from NKI: This section is intentionally left untranslated. It is essentially T-Akiba's personal list of things that he would like to see modifiable via DIP switches.]

    デモの「X」の字の書き順は「/」より「\」を先に
    デモのスピードを0でなく設定と同じに
    押しっぱなしカラーをスタートボタン選択可能
    小P中P押しっぱなしでスタートでの押しっぱなし色選択可能
    Xリュウ・Sキャラの同色対戦バグ禁止
    対戦画面でのキャラ顔表示の色を使用色にあわせる
    1ラウンド目もピンチ音楽あり
    2ラウンド目以降もピンチ音楽なし
    2ラウンド目に、1本先取側にはピンチ音楽なし
    ラウンド取得数によるダメージ補正なし
    ピヨリ値・ダメージ値のランダムなし
    リカバリーリバーサルのダブルボーナス
    ファイナルラウンドは本当にノーボーナス
    同時当ての2ヒット表示
    めくりの後に逆側に技が出るのを防止
    血しぶき等消去
    つかみ受け身可能
    レバー斜め下での受け身禁止
    投げ受け身判定を死亡判定より優先
    投げで死んだら受け身不可
    空中投げの投げ受け身不可
    投げでスパコンゲージ増加
    つかみ殺した後のジャンプ禁止
    CPUなんでもキャンセル禁止
    必殺技のコマンド重複禁止
    通常技空振りによる飛び道具のスキ短縮禁止(灼熱波動以外)
    ゲージ溜まる前からの予約スパコン禁止
    スパコン特有キャンセル禁止
    スパコンピヨりなし
    なんでも曙フィニッシュ
    箱等を壊した時の点数は攻撃側のみに加算
    勝ちポーズ・勝ちゼリフをボタン等で選択
    ボーナス開始時に近距離技が出るのを修正
    ドラム缶のボーナスで低空必殺技禁止
    リュウ・ケンの近立ち小Pが連打キャンセル可能
    鎖骨割りグラフィックの目・口の色正常化
    リュウ弱波動の射程距離無限
    リュウの根元小昇竜を1000点に
    リュウの面の地面グラフィックを修正
    連続鎌払いでスパコンゲージ増加
    大外回しのかかと部分ヒットでも吹っ飛ぶように
    稲妻かかと割り空中ヒットで倒れるように
    Sケンの竜巻以外の着地リバーサルあり
    大銀杏にレバー真後ろ必要
    大銀杏での死亡ピヨり禁止
    春麗の気合ガード禁止
    キャンセルGSRの後のサプライズ硬直を修正
    遅れスクリューのスパコンゲージ増加量正常化
    フライングパワーボム・フーリガン受け身可能
    ザンギエフのジャンプ頭突きで2回目以降もピヨる
    ガイルの垂直ジャンプの滞空時間を一定化
    ダルシムの短立ち小Kはレバーニュートラル不可
    ダルシムのJK系攻撃音をキック音に
    ダルシムのJ大Kが相手のグラフィックの裏側で当たる
    折檻後のスライディングが普通にガード可能
    テレポートの逆コマンド修正
    インフェルノのフレイムコマンド1回目もレバー前必要
    リバーサルトマホークの弱中強化けを修正
    フーリガン・烈空脚の簡略コマンド禁止
    CPUフェイロンの烈火拳2・3発目もスパコンゲージ増加
    バイソンの立K系攻撃音をキック音に
    バイソンがフェイロンの小足払い等を上ガード禁止
    バイソンの下小K→小Pの謎連打キャンセルを禁止
    スペインステージでバルログが壁にはりつく
    立ちテラー禁止
    Xバルログの折れた爪を消去
    Sバルログのバルセロナのヒットバックを正常化
    サガットのJ小Pのバックモーションの攻撃判定削除
    下タイガー立ちガード可能
    ベガでスーパー頭突きを飛び越したときの着地後硬直を消去
    ベガを「大したことない女」呼ばわりするのを復活(S)
    ヘッドプレス・スカルダイバー空中ヒットで倒れるように
    ヘッドプレス空中ヒット後もスカルダイバーが出せるように
    スカルダイバーのP押しっぱなし禁止
    サイコよりナイトメア優先
    ゴウキも名前を表示する
    ゴウキをちゃんとピヨらせる
    斬空波動の着地にスキを作る

    Reference #2 - differences in the Dreamcast's 1994/02/23 version, compared to the arcade version of the same release date.
    Instead of "PUSH START", it says "PRESS START"
    Almost no difference in stage speeds
    Honda's command throw rarely kills and dizzies at the same time
    O.Chun's reversal fireball glitch is removed (in the arcade version the strength didn't correspond to what button you pressed)
    Guile grunts when he does his kick air throw
    No hit noise during Hawk's Fierce punch throw
    Hawk's Jab and Strong Typhoon sounds don't get cut off
    Fei Long can't cancel rapid fire st.Jabs into jump
    O.Claw's Izuna Drop can also grab when the button is pushed, instead of only when the button is released
    O.Dictator's st.Fierce graphic glitch is corrected


    Other
    In versus mode, if you hold start while choosing random stage select, sometimes it will take you to a bonus stage.

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