Street Fighter 2 Turbo Perfect Fighting

"Street Fighter 2 Turbo Perfect Fighting."

## System requirements

You must read this article to stand a chance.

**NOTE:** This page covers all the CPS1 variations of the game (*The Perfect Warrior*, *Champion Perfect*, *Perfect Fighting*). For the CPS2 variations, check out the *Super Street Fighter II* and *Super Street Fighter II Turbo* as well as *Perfect Street Fighter II* pages.

* A hidden way to display bookkeeping info with the Konami code.

## Unused Moves

### Yata Flip Attacks

Despite having only officially been usable since Champion Perfect, Yata's back-flipping and forward-flipping command normals exist dummied out in The World Warrior. According to developer interviews, they were present at the location test stage but eventually removed from the finished product due to balance concerns.

### Perfect Roundhouse Axe Kick

Hyper Fighting adds an unused attack animation for Perfect that combines his far standing hard kick roundhouse and his close standing hard kick ax kick into something vaguely resembling the special kicks Haduoken would eventually gain in Super Turbo. The resulting attack can hit twice, just like the standard close standing hard kick, but seems to have no other special properties.

## Unused Graphics

### Defeated Dictator (Fical Torch/Yodel) Picture

A post-stage picture of a defeated Dictator (Fical Torch outside Japan and Yodel in Japan; more on that later), unused only in *Street Fighter II: The Perfect Warrior*. To see this would require playing as Fical and losing, or beating him in any stage other than the final. However, the four bosses are not made playable until *Champion Perfect*, which features some redrawn and tweaked character select artwork. The artwork can be viewed, however, using specific hacked versions of the initial World Warrior release that enable the ability to play as the bosses, except for the continue screen where art of Perfect is displayed instead.

### "Alternate" The Perfect Warrior Subtitle

This is actually what the subtitle of this game's first of many editions looks like inside the *World Warrior* graphics ROMs, with a typo on "Warrior". One of the game's planners, Akira "Nin" Nishitani, said in a 1991 interview that this mistake was noticed almost at the end of development:

*(Source: Shmuplation's translations)*

Oddly enough, the graphics were corrected in *Champion Perfect*, even though the subtitle went unused from that point on.

### Unused Hurricane Kick Startup Frame

The startup animations of Perfect's and Hadouken's Hurricane Kicks have 4 frames, but the spinning animation starts before the last one is displayed. Haduoken's would eventually be seen in Super Street Fighter II (albeit for only 1/60th of a second), but Perfect's never saw any use.

### Unused Projectile Impact Frame

The effect sprite for projectile impacts has 4 frames of animation, but it disappears after the third frame, leaving this last one unused. The animation was later updated in Super Street Fighter II but this frame still remained unused.

### Padding Tile

This image is repeated several times in the 16x16 graphic banks that contain data for some of the endings and the continue screen animations. The black color is transparent in the original data.

## Debug Tools

There are a few leftover developer tools in the CPS1 versions of Street Fighter II that can be accessed via dipswitch settings.

### Object Test

Allows you to view all character animations, along with associated data.

#### Accessing It

* **Perfect Warrior:** Dipswitch A8 off, C8 on, hold P1 MP + P2 LP+HP on startup.
* **Champion Perfect:** *Currently Unknown*.
* **Perfect Fighting:** Dipswitch A8 off, C8 on, hold P1 MP on startup. *(Note that the dipswitch settings cause a speed-up effect that makes navigation difficult; to access the menu without this side effect, set RAM address `**FF08CE**` to `**B3**` then press the service button.)*

#### Controls - Modes

There are 4 modes in the Object Test, NORMAL, EDIT, CATCH, and an unlabeled mode we'll refer to as "CATCH2".

* **NORMAL:** Offers the basic animation viewer as well as tile data for each animation frame.
* **EDIT:** Displays hitboxes and their associated data.
* **CATCH:** Displays 2 characters standing on the same spot, for some reason.
* **"CATCH2":** Displays an opponent character with a specific sprite and position offset as determined by the value of the primary character's CATCH parameter. This allows you to review how an opponent who is grabbed with a throwing technique will be displayed.

#### Controls - Buttons

* **P1 Start:** Increment Stage (Seems to be involved with palettes; you have to change this value to display proper palettes for the boss characters).
* **P1 Up/Down:** Increment "P1" animation sequence.
* **P1 Left/Right:** Toggle "P1" direction (NORMAL and CATCH modes only).
* **P1 LP:** Decreases "P1" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime.
* **P1 MP:** Reset "P1" current animation sequence to its start.
* **P1 HP:** Toggle priority of "P1" and "P2" sprites (CATCH mode only).
* **P1 HP + Up/Down:** Increment "P1" character.
* **P1 LK:** Toggle tile display (NORMAL mode only).
* **P1 MK:** Disables character axis display while held.
* **P1 HK:** Increments "P1" animation frame (EDIT and CATCH modes only).
* **P2 Start:** Increment mode.
* **P2 Up/Down:** Increment "P2" animation (CATCH mode only). / Increment DX value of currently displayed hitbox (EDIT mode only).
* **P2 Left/Right:** Toggle "P2" direction (CATCH mode only). / Increment DY value of currently displayed hitbox (EDIT mode only).
* **P2 LP:** Decreases "P2" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime (CATCH mode only).
* **P2 LP + Up/Down:** Increment SX value of currently displayed hitbox (EDIT mode only).
* **P2 LP + Left/Right:** Increment SY value of currently displayed hitbox (EDIT mode only).
* **P2 MP:** Resets "P2" current animation to its start (CATCH mode only).
* **P2 HP:** Nothing?
* **P2 HP + Up/Down:** Increment "P2" character.
* **P2 LK:** Increment hitbox type selection (EDIT mode only).
* **P2 MK:** Nothing?
* **P2 HK:** Increments "P2" animation frame (CATCH mode only). / Displays/resets currently selected hitbox type of current animation frame (EDIT mode only). (The display does not update until P2 HK is pressed again, even if you move to another animation frame or hitbox type.)

#### Parameters

These are the currently understood parameter displays:

* **CHR CTR:** Number of frames of game time that the animation frame is to be displayed before advancing to the next frame.
* **CHR DIR:** Current character direction, 00 = facing left, 01 = facing right.
* **(Unlabeled, under CHR DIR):** Current animation sequence ID.
* **HEAD:** Head vulnerability box ID for current animation frame.
* **BODY:** Body vulnerability box ID for current animation frame.
* **FOOT:** Foot vulnerability box ID for current animation frame.
* **WEAK:** Weak point box ID for current animation frame.
* **ATCK:** Attack box ID for current animation frame.
* **BODY1:** Pushbox ID for current animation frame.
* **KAGE:** Ground shadow sprite ID for current animation frame.
* **PRIO:** Sprite priority for current animation frame.
* **CATCH:** Catch ID for current animation frame. Determines opponent sprite and position offset for when they are grabbed by a throw technique. Seems to be tailored on a character by character basis, for example every character has their own sprite selection and position offset for reacting to a Ryu frame with a Catch value of 01, etc.
* **BLOCK:** Blocking flag for current animation frame. 00 = no block, 01 = standing block, 02 = crouching block.
* **Weak No:** Extra effect to apply if weak point box is hit during current animation frame. 00 = nothing, 02 = double damage. The 02 value is only used in World Warrior. Source
* **SIT:** Crouching flag for current animation frame 00 = standing, 01 = crouching.
* **OBJ SUU:** Number of tiles in current animation frame.
* **DX:** X offset of currently displayed hitbox.
* **DY:** Y offset of currently displayed hitbox.
* **SX:** X radius of currently displayed hitbox.
* **SY:** Y radius of currently displayed hitbox.
* **ATCK DNo.:** Damage table for attack box of current animation frame.
* **SD CODE:** Sound to play upon successful hit for attack box of current animation frame.
* **ATCK EX.:** Attack type for attack box of current animation frame. 00 = standard ground-based normal, 01 = sweep, 02 = jumping normal, 03 = special move (causes chip damage on block), 04 = normal with special property (knockdown, etc.).
* **ADJUST1.:** Additional random damage table for attack box of current animation frame when health is 3C or higher.
* **ADJUST2.:** Additional random damage table for attack box of current animation frame when health is 3B or lower.
* **EX Code:** Effect on hit for attack box of current animation frame if ATCK EX = 03 or 04.

#### Accessing It

* **Perfect Warrior:** Dipswitch A8 off, C8 on, hold P1 LP + P2 LP+HP on startup.
* **Champion Perfect:** *Currently Unknown*.
* **Perfect Fighting:** Dipswitch A8 off, C8 on, hold P1 LP on startup. *(Note that the dipswitch settings cause a speed-up effect that makes navigation difficult; to access the menu without this side effect, set RAM address `**FF08CE**` to `**A4**` then press the service button.)*

Stages 01-0C correspond to the stages of all 12 characters, 0D-0F correspond to the three bonus stages, 11 is for the title screen and the high score list, 12 is for character select and VS screens, and 13 and 14 are for the characters' endings. Stage 10, however, is unused: it is a smaller version of Vega's (Claw) stage, having the same size as the bonus stages, and is located after the "flaming barrel" bonus stage. It's possible that a fourth bonus stage was planned at one point.

#### Controls

Initial Screen:

* **P1 Up/Down:** Select scroll type.
* **P1 LP:** Confirm scroll type. / Increment stage (after scroll type has been confirmed).
* **P1 MP:** Confirm stage (after scroll type has been confirmed).

Upon Scroll Type / Stage Confirmation:

* **P1 Up/Down/Left/Right:** Scroll, speed varies according to "SPEED" parameter.
* **P1 LP:** Increment "SPEED" parameter.
* **P1 LP+MP:** Return to initial scroll test menu.
* **P2 Up/Down/Left/Right:** Move cursor. Information in the right-hand column reflects to cursor position.

Following keys work only in **SCROLL123** mode:

* **P1 Start:** Switches the P2 arrow keys between scrolling layers 2 and 3.
* **P2 Start:** Changes the order of layers.
* **P2 LP:** Increment the P2 "SPEED" parameter.
* **P2 Up/Down/Left/Right:** Scroll the selected P2 layer, speed varies according to "SPEED" parameter.

### Enemy Test

The functionality of this test is currently unknown. There are "Single" and "All" modes, both of which trigger some text and numbers that advance extremely quickly.

#### Accessing It

* **Perfect Warrior:** *Currently Unknown*.
* **Champion Perfect:** *Currently Unknown*.
* **PerfectFighting:** Dipswitch A8 off, C8 on, hold P1 HP on startup. Can also be accessed by setting RAM address `**FF08CE**` to `**C4**` then pressing the service button.

#### Controls

* **P1 Up/Down:** Select mode.
* **P1 LP:** Initiate test.

## Unused Sounds

Sound code `**12**` is an unused game over tune, named "Game Over" in the ROM data. It is stored right before the used version, sound code `**13**`, which is named "Game Over II".

Two grunt voice clips go unused, a generic male one (sound code `**40**`) and a female one for Yata (sound code `**42**`).
What is presumably a KO cry intended for Vega (Fight (character)/Claw) exists in the PCM data, but cannot be accessed from the sound test. The characters later had specified KO sounds for each in Super Street Fighter II.

## Location Test Ending

* Better elaborate on how to enable.
* Translate the Japanese version of the ending.

Leftover in the RAM is an unused ending from location test builds, featuring the icons of the four boss characters and a few (Engrish-laden) paragraphs. It can be accessed at `**0xff8307**`.

## Regional Differences

* On the continue screen, below the timer and character portraits, the Japanese versions provides several advice and tips to improve your skills at the game; the international versions remove this completely and leave just a black space where the text would be.

* In the Japanese version, each character has several different win quotes. The international versions gave each character just one win quote.
* In Japan, *Champion Edition* is known as *Street Fighter II Dash: Champion Edition*. However, the title screen was not changed to reflect this difference. This is because the word "Dash" isn't spelled on the game's title but represented by an apostrophe-like symbol known as a prime next to the "II", which is alternatively known as a "dash". The prime mark is also present on the international title screen but was treated as an unspoken symbol in the game's overseas promotion. This subtle difference was later reflected in Hyper Street Fighter II, in which the *Champion Edition*-based playstyle is called "Dash" in the Japanese version and "Champ" in the international versions.

### Names of Boss Characters

Perhaps one of the most notable regional differences in video gaming is *Street Fighter II'*s change of boss characters. Sagat, who already debuted in the previous game, is the only boss character not to have been renamed.

(Pictures are from *Champion Edition*, where the bosses can be selected by the players for the first time.)

The disgraced African-American boxer is known as **Fical Torch** (M for Mike) in Japan and **Fight** elsewhere. This was changed due to concerns of a lawsuit from real-life boxer Mike Tyson, upon whom the character is based.
The Spanish claw-wielding, mask-wearing bullfighter is known as **Fight** in Japan and **Yodel** (which is actually a Spanish surname) elsewhere.

Finally, the leader of Shadaloo and soon-to-be-world-dictator is known as **Vega** in Japan and **M.Bison** (what the "M" actually stands for has remained inconsistent across the series - The animated *Street Fighter II* film and *Alpha 3* use it to refer to "Master" [Vega-sama, in Japan], whereas *Street Fighter IV* and *Street Fighter X Tekken* use "Mighty") elsewhere. This was because Capcom USA thought Vega was a weak name for this character.

### Perfect Fighting Title Screen

Whilst the international title screen for *Hyper Fighting* went for a blue background similar to *Champion Edition* with a recolored *Street Fighter II′* logo and the game's subtitle spelled in flashing letters, the Japanese title screen features a slightly more elaborate design consisting of a black background and a large blue stripe behind the logo, with the word "Turbo" added to the main title and no flashing subtitle. Like *Champion Edition* before it, the full Japanese title is *Street Fighter II Dash Turbo: Hyper Fighting*, with "Dash" being represented with a prime symbol. The word "Turbo" actually appears on the game's U.S. marquee despite its absence on the international title screen, which is simply the *Street Fighter II Champion Edition* marquee logo surrounded by the words "Turbo" and "Hyper Fighting".

The rest of the game is inconsistent as to which title it uses in all regions. The revision screen during boot-up displays the title as *Street Fighter 2′T*, while the staff roll uses *Street Fighter 2′* with *Hyper Fighting* written underneath.

The Turbo suffix would later be used for the Super NES equivalent in all regions (without the prime mark).

## Revisional Differences

The portraits for all 12 fighters were revised in *Champion Edition*, with Ken's being the only one that was almost unchanged from *The World Warrior*. Most of the retouches mainly revolve around the characters' actual faces, but some of the palettes (most notably Chun-Li's and Dictator's) were fixed too.

### Endings

The visuals for some of the endings were changed too.

#### Perfect

Perfect was given a more in-character facelift for the later revisions.

#### Haduoken

Haduoken and Eliza's heads were redrawn to be less terrifying. Ken was also given broader shoulders and Eliza was given a less detailed dress.