A quick summary about the Game.
Street Fighter II: The World Warrior (ストリートファイターⅡ Sutorīto Faitā Tsū?) is a 1991 fighting game produced by Capcom, originally released as an arcade game. A sequel to Street Fighter, Street Fighter II improved upon many of the concepts introduced in the first game, including the use of command-based special moves and a six-button control configuration, while offering players a selection of multiple playable characters, each with their own unique fighting style and special moves.
Street Fighter II is credited with starting a fighting game boom during the 1990s. Its popularity led to the production of several updated versions, each offering additional features and characters over previous versions, as well as many home versions; the game itself also established many of the core concepts of the fighting game genre. Some of the home versions of the Street Fighter II games have sold millions of copies, with the SNES port of the first Street Fighter II being Capcom's best-selling consumer game of all-time as of 2008.
Game Objetives
- Hardest Level: Set Dip Switch Difficult Level to 8
- Abuses programming errors
- Some 2 player matches
- Entertaiment
- Aims for showing interesting glitches, variety, best combos, tricks, funny situations and CPU manipulation
The run itself and Game choice
Street Fighter II at this point is a old hat game were everything or at least almost was discovered by the community who still play this franchise nowadays, both me and SDR picked World Warrior to work some years ago deciding what routes would be good enough for a good playaround featuring off the best combos & glitches.
At start we decided to goes for 910522 however due some researching we decided that switching to USA 910206 would be a better choice since this is one of the versions who does not reset so often like 910522 does while doing Guile glitches who even resets the game when doing Scrollings which is one of the most important glitches for us, also for entertaiment purpose and run development, so playing the main rom wouldn't make any sense for the run progress having in mind our initial playset.
The Combo-Trick-Glitch Handbook
I will start doing it sorting out in two parts since would help to understand the the game a bit more about what is happening between combo and glitching.
Glitches
This glitch consists in turning Dhalsim invisible by just doing his Yoga Fire D, DF, Hold F, MK or HK, HP) who for unknown reasons it's a inconsistency glitch since you may need time doing the same input over and over again to make him invisible, Dhalsim can't attack during his invisible state, to take Dhalsim back all you need to do is hiting him.
A interesting result between a slow projectile collision while doing normal move will turn into an air stun state, easiest way to setup it up is having a character like Guile doing a slow Sonic Boom in a corner and having the 2nd player at the otherside of the corner, after releasing a Sonic Boom walk with both players until reach the otherside limit, then before the projetile hits do a normal move (need a good frame time to hit the right time between the ground and the air stun animation) the other character will get stuck in air being able to do a air move or even blocking while you keep pressing kick or punches, the state for the float doesn't stands forever so keep in mind that 2nd player will fall off eventually, but you can still make some cool combos with it, this glitch also works for all sf2 games except Super Turbo.
One of the most old hat known glitches from sf2, for who still don't know how it works it's basically a spot from the car bonus where a character get stucked in the mid air while doing a infinite heavy/medium punch/kick animation, it seems a easy glitch to setup but it's not at all, you need to break one part of the car until can't be any longer destroyed while doing stand moves, then press back followed by back + up at the same time hitting the right spot before starting the trigger animation, this glitch also works on Champion Edition.
A exclusive glitch that only works against Vega only on World Warrior, if you do a knowckdown move (crouching.HK) against him for a few frames he will be vulnerable to any attack/special move allowing to connect or start a new combo from a knowckdown move.
Guile Glitches
This is the key character of the run for a reason, since he is the core I will have to list all the stuff behind him one by one whereas Guile smells like a broken character who is able to keep corrupting game memory just by connecting throws + Flash Kicks or Sonic Booms.
Before starting: all Guile glitches need to charge a Sonic Boom or Flash Kick before any setup, keeping that in mind might help to understand what is hapenning and how it works.
Charge a Flash Kick in front of a character then do a MP throw releasing down while pressing up + kick, second player will get stuck in front of you, opponent became invencible and special moves will not work, Guile will also stuck if you do the same thing but instead charging a Sonic Boom, doing a Flash Kick will free you and your opponent fromn the glitch, if you did the Sonic Boom route you will need to do a Magic Throw instead (will be explained bellow too).
Similar to Handcuff inputs but instead you need to be close to the opponent and do a F+HK canceling into a Sonic Boom will cause a invulnerable Guile stuck animation, to release from this glitch just do a Flash Kick, it's possible to do the same thing while being on handcuff state.
This is where Guile start showing how broken he is since you can't escape from this glitch, can't be blocked don't matter what you try to do.
Works the same as Stance while holding forward for a bit longer and then pressing heavy kick and heavy punch nearly as the same time, if you did the right input at the right frame Guile will throw your opponent without even touching him, you can keep doing it infinite times even while opponent entered in the dizzy state, also to keep switching positions all you need is pressing right/left before pressing both kick and punch.
One of the mainly reasons why we pick USA version over the main one was for this glitch, doing it at the main rom will cause game reset while in some versions the game start corrupting allowing crazy/funny animations during scrollings. The way to perform is the same as Handcuffs but instead of doing a MP throw will be a HP throw and then releasing a Flash Kick in sequence.
Lot of effects happens while pressing a sonic boom at determined states depending on the screen position, sometimes game resets, crash, freeze, give odd states like a E.Honda freezing in a stuck frame animation, to proceed scrolling doing a Flash Kick will reset back.
Combos/Tricks
This is also treated as a glitch in World Warrior who only works in CPS-1 SF2 games like CE & HF.
A common glitch who allow characters with rapid fire weak kicks cancel their low kicks into a low, medium or heavy punch, all you need to know to link any punch off a stand/crouch is pressing punch button + low kick (example: crouch LK>standing HP/MP + LK as chain) will give you ability to start chainning movements allowing new combos to be made.
Works for all sf2 games. Press Up + LP while doing stand/crouch low kick or punches to cancel and then you can connect any air attack while doing any standard combo.
Characters like Zangief, Blanka and E.Honda have ability to keep doing multiple throw hit damage while pressing some combinations of punches and kicks making able to extend the damage you can inflict, all you need to do is entering the throw looping animation holding any directional + press the opposite directional before hiting the punch/kick button (example if you are holding back then the last frames to keep the looping will be forward + punch/kick) and keep pressing punches or kicks simultaneously until it reachs the limit.
Thanks to:
- Combovid.com again for their amazing work on the glitchandbook transcript who never get old.
- Sonichurricane for both transcript and guile cmv who helped me with lot of combos and tricks.
- NZism and error1 for all their video content showing how to do all the glitch stuff.
- SDR for cooperating in this run in the past doing stuff I couldn't do at that time.
- For everyone who watched, hope everyone get at least a bit entertained.
That's it.
feos: Claiming for judging.
feos: Awesome job! Accepting to Alt.