Super Street Fighter II X Dipswitch Settings
Entry is the number...
Description in [brackets] signifies I don't know fully what this means
Setting to 0 = switch is off
Setting to 1 = switch is on
Sources
Other
Entry | Description | 0 / Off | 1 / On | Additional Details |
00 | [Vega Mode] | Something to do with your final boss? | ||
01 | [Gouki Mode] | Something to do with your final boss? | ||
02 | [After 2-hit combo during jump] | [Ground] | [Blown away] | |
03 | Location-test ending | Normal ending | Location-test ending | |
04 | Ending character screen | Alternate color | Standard color | [I may have these backwards] |
05 | Ending credits staff roll | DC version credits | Arcade version credits | |
06 | Gouki: Vertical vs Forward jump P hit sound | [Don't really know how to describe these] | ||
07 | ||||
08 | Fei Long: Forward jump HK combo bonus | [Don't really know how to describe these] | ||
09 | ||||
0a | ||||
0b | ||||
0c | ||||
0d | ||||
0e | ||||
0f | ||||
Entry | Description | 0 / Off | 1 / On | Additional Details |
10 | Screen darkens during supers | Disabled | Enabled | |
11 | Balrog Rolling Izuna/super uses gauge | Only when he grabs opponent | Consumed when he touches the wall | |
12 | ||||
13 | ||||
14 | Gouki: Air hurrican kick 1st-frame guard probability | 50% | 100% | |
15 | S Ryu/S Ken: Air hurrican kick 1st-frame guard probability | 50% | 100% | |
16 | ||||
17 | ||||
18 | Chun-Li: HS of K remains during flight | Not able | Possible | ["Hit stop after trampling in car plane"] |
19 | Slowdown when stunned | Yes | No | Game slows when stunned (not dizzied) by a projectile |
1a | ["Normal bullet damage fix"] | No clue - something to do with 19? | ||
1b | Character portraits near life bar | Portraits shown | Portraits not shown | |
1c | Character name color (near lifebars?) | Blue | Yellow | |
1d | ||||
1e | Survival mode enabled | Mode disabled | Mode enabled | Face all 16 fighters / No continue or P2 join-in |
1f | ||||
Entry | Description | 0 / Off | 1 / On | Additional Details |
20 | [Loop with 256 games played] | What happens after 256 games are played? | ||
21 | Balrog: 1P/2P written above claw | Appears | Does not appear | When Balrog loses his claw, 1P or 2P flashes above |
22 | Arcade-mode enemies show ?s | ?s shown | ?s not shown | |
23 | Gouki: 1st character of victory line (before screen switches) | Normal | Disappears | ["Intrusion is allowed only during Gouki's victory lines"] = ??? |
24 | Name on high-score chart | POO | MNR | Which was ARC original? |
25 | [High score remains without name entry] | Not sure | ||
26 | Vega: Hit stop after low-altitude head press hit | Not able | Possible | Not sure what this does |
27 | Tien Gouki Playable (Also need 28 on) | Off | On | |
28 | Shin Gouki playable | Off | On | |
29 | Chun-Li: [Bonus stage invincible] | Blown Away | Invincible | After Hyakuretsu / After dropping from car, etc. / ??? |
2a | Game language | Japanese | English | Affects quotes/endings/names & Cammy move speech |
2b | Attract Demo: Show points during combos | Does not display | Displays | For combos/first hit/reversals, points are/are not shown during attract demo |
2c | Chun-Li: Thousand Legs Input | Enabled | Disabled | =can keep tapping to keep going??? |
2d | E. Honda: Ginkou throw - input sustained | Enabled | Disabled | I think this allows you to input store his Oicho throw (see 2e below) |
2e | E. Honda: Bank his Onimusou super | Can 'bank' his super | Cannot 'bank' his super | For his super, charge B, F, B and hold F as long as you'd like |
2f | Attract Demo Display Game | SSFIIX | SSFII | |
Entry | Description | 0 / Off | 1 / On | Additional Details |
30 | ||||
31 | ||||
32 | Gouki: Same color selectable | Not possible | Possible | Same-color Gouki battle! |
33 | ||||
34 | ||||
35 | ||||
36 | Zangief: Vacuum Final Atomic Buster | Does not vacuum | Vacuums opponent towards you | Verify |
37 | ||||
38 | ||||
39 | ||||
3a | ||||
3b | ||||
3c | ||||
3d | ||||
3e | ||||
3f |