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.
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
Line 0 012 5 Line 1 78 bcd f Line 2 01 3 56 9 f Line 3 012345678 abcdef
Line 0 012 5 Line 1 78 Line 2 01 3 56 9 Line 3 012345678 abcdef
Line 0 012 5 Line 1 78 Line 2 01 3 56 9 c e Line 3 012345678 abcdef
Line 0 01 Line 1 Line 2 Line 3
Line 0 01 4 6789abcdef Line 1 0123456 9a f Line 2 4 bcde Line 3 9Manual Setting
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 | normal | location test |
04 | character colors in the group pose after special credits | SSF2 colors | ST colors |
05 | staff roll | DC version | arcade version |
06 | hit sound for Akuma's neutral j.Fierce | Strong | Fierce |
hit sound for Akuma's diagonal j.Strong | Fierce | Strong | |
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 ... | Short | Forward | |
09 | Sim's close cr.Fierce has the properties of a ... | Strong | Fierce |
0A | hit sound for Gief's towards+Strong hop | Fierce | Strong |
hit sound for Gief's far st.Jab | Strong | Jab | |
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 | Strong | Fierce |
hit sound for O.Ken's/N.Ken's diagonal j.Strong | Fierce | Strong | |
0D | Guile's knee bazooka has the properties of a ... | Forward | Short |
0E | hit sound for Honda's close Towards or Back+Forward kick | RH | Forward |
0F | Ryu's overhead has the properties of a ... | Fierce | Strong |
hit sound for O.Ryu's/N.Ryu's neutral j.Fierce | Strong | Fierce | |
hit sound for O.Ryu's diagonal j.Strong | Fierce | Strong |
number | effect | when set to 0 | when set to 1 |
---|---|---|---|
10 | screen darkens during super moves | no | yes |
11 | Claw's super drains the meter when he ... | grabs the opponent | touches the wall |
12 | Blanka's vertical ball (point blank) | unblockable 50% of the time | always blockable |
13 | Blanka's horizontal ball (point blank) | unblockable 50% of the time | always blockable |
14 | Akuma's air hurricane kick (point blank) | unblockable 50% of the time | always blockable |
15 | O.Ken's air hurricane kicks (point blank) | unblockable 50% of the time | always blockable |
16 | O.Ryu's air hurricane kicks (point blank) | unblockable 50% of the time | always blockable |
17 | blocking sound effect on bonus stages | ? | ? |
18 | hit-stop for Chun's headstomp on the car bonus stage | no | yes |
19 | fireballs cause slowdown | yes | no |
1A | correct damage on normal fireballs | ? | ? |
1B | character portraits under life bars | yes | no |
1C | color of characters' names | blue | yellow |
1D | background is visible through the super meter | yes | no |
1E | 1P mode | normal | survival |
1F | normal move cancel window for old characters | one frame longer than ST characters | same as ST characters |
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 opponent | all opponents |
23 | Akuma's win quote glitch | no | yes |
24 | high score name | POO | MNR |
25 | high score remains even without entring initials | ? | ? |
26 | hit-stop after Dictator's ultra low Head Stomp | no | yes |
27 | Start + Strong/Fierce/Forward/RH to choose Ten Akuma (switch 28 must be on) | no | yes |
28 | Start + all three kicks for Shin Akuma | no | yes |
29 | Chun Lightning Legs bonus stage glitch | no | yes |
2A | region setting, including language and gameplay changes | Japan | USA |
2B | display combo counter for CPU | no | yes |
2C | Chun can store her super | yes | no |
2D | Honda can store his command throw | yes | no |
2E | Honda can store his super | yes | no |
2F | demo mode version | ST | SSF2 |
number | effect | when set to 0 | when set to 1 |
---|---|---|---|
30 | when CPU does supers during demo mode | demo continues | screen freezes |
31 | can select Akuma without using the code | yes | no |
32 | 1P and 2P can both use same color Gouki/Akuma | no | yes |
33 | can throw an opponent who was dizzied by a throw | yes | no |
34 | getting dizzied by a juggle move | ? | ? |
35 | Gouki/Akuma fireball recovery glitch | no | yes |
36 | can do Zangief's whiffed FAB glitch | no | yes |
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 | yes | no |
3A | Ken can do reversal super | yes | no |
3B | Dhalsim can do reversal super | yes | no |
3C | Sagat can do his super using a kick button | no | yes |
3D | Sagat can do reversal super | yes | no |
3E | can get hit after time over | ? | ? |
3F | O.Dictator can do reversal Devil's Reverse (charge D, U+punch) | yes | no |
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