System changes:
-Guard Cancelling into Back Dashes occur 1 frame earlier, and
now grants human players 8 frames of invincibility.
Avra:
-New Target Combo: S/C.LP > S.MP/HP
-S.HP does less damage to Human players than CPU players. This
is now implemented back, but in a different way.
-C.LP does less dizzy to human players than CPU players. It
also does block damage to the computer now.
-J.HP can now knockdown airborne opponents, at the expense of
its overhead properties.
Belva:
-S.HP's Hitbox and C.HP's 1st Hitbox are expanded 28px forward.
Can hit from full screen.
-Diagonal J.HP's 1st Hitbox is expanded 6px downwards, so it
can punish Psycho Crushers after a Guard Cancel Back Dash more
consistently.
Wednesday, May 28, 2025
Rev. 2.9A Changelist
Sunday, May 25, 2025
Rev. 2.9 Changelist
Avra:
-Fixed a bug where if a human-controlled Avra gets hit out of
her Standing or Jumping Fierce, and a tiny amount of damage is
done to her, she instantly loses the round. It's also a 4-hit
KO against human players now...
-C.HK's active Body Hurtbox is reduced 6px upwards.
-C.HK's active Foot Hurtbox is reduced 2px upwards.
Friday, May 23, 2025
Retro Achievement Ideas
Here are idea I have for achievements for this ROM Hack, in case it gets added to RetroAchievements:
Shotokan Justice (10):
Beat Arcade Mode using only Ryu on default difficulty or higher.
Sumo Disciple (10):
Beat Arcade Mode using only Jadoo on default difficulty or higher.
Housekeeping Robot Girl (10):
Beat Arcade Mode using only Roll on default difficulty or higher.
Man of Family (10):
Beat Arcade Mode using only Guile on default difficulty or higher.
I betrayed Eliza (10):
Beat Arcade Mode using only Ken on default difficulty or higher.
Spin like the Whirlwind (10):
Beat Arcade Mode using only Chun-Li on default difficulty or higher.
Gutsy Cyclone (10):
Beat Arcade Mode using only Zangief on default difficulty or higher.
Kunoichi Justice (10):
Beat Arcade Mode using only Mai on default difficulty or higher.
Tremble in Fear (10):
Beat Arcade Mode using only Dictator on default difficulty or higher.
Muay Thai Championship (10):
Beat Arcade Mode using only Sagat on default difficulty or higher.
Marvelous Magician (10):
Beat Arcade Mode using only Avra on default difficulty or higher.
Sharp Love (10):
Beat Arcade Mode using only Claw on default difficulty or higher.
Delta Red Operations (10):
Beat Arcade Mode using only Cammy on default difficulty or higher.
For my Kingdom (10):
Beat Arcade Mode using only T. Hawk on default difficulty or higher.
The Darkness Hunter (10):
Beat Arcade Mode using only Emily on default difficulty or higher.
Ballet of Prime (10):
Beat Arcade Mode using only Madonna on default difficulty or higher.
Gadget Robot Maid (10):
Beat Arcade Mode using only Belva on default difficulty or higher. Select Avra, then hold Back+X+Y+Z+B or Back+Y+Z+B+C at the start of a round.
Pressure Escape (5):
Guard Cancel into a Back Dash or Forward Dash.
Stealthy Measures (5):
Perform delayed wakeup (hold at least 2 Kick buttons before your wakeup animation plays).
Flawless Round (5):
Win a perfect round against the computer.
Big Ham! (5):
Win a round against the computer by time over.
{would have a badge of Jadoo's back dash}
Tournament Champion (5):
Win a Tournament in Tournament Mode with 7 CPU players.
Steel Pipes (5):
Get a perfect in the car bonus stage.
Break them! (5):
Get a perfect in the brick bonus stage.
Lumberjack (5):
Get a perfect in the barrel bonus stage.
100% Combo (10):
Perform a combo that KO's the opponent from full health.
Speed Brawler (10):
Win a round against the computer in 5 seconds or less.
Hardest is Easy as Pie (25):
Finish Expert Arcade Mode on the highest difficulty.
Fighting Star (25):
Defeat Nightmare Dictator in Arcade Mode on default difficulty or higher.
Undisputed Champion (25):
Beat Expert Arcade Mode without losing any rounds.
Supreme Warrior (50):
Score over 2,000,000 points and finish Expert Arcade Mode with no continues on default difficulty or higher.
Marionette Legend (25):
Beat Expert Arcade Mode without continues while every match is a mirror match (Hold Up+ABC until each match starts).
Shadow Champion (50):
Beat Expert Arcade Mode without continues, while starting the run as Dictator and switching to the last defeated character in every match (Hold Down+ABC until the next match starts).
Superior Student (5):
Defeat Jadoo in Arcade Mode as Roll on default difficulty or higher.
Burn, Baby Burn! (5):
Win a round by setting your opponent on fire.
Gassy Girl (5):
Win a round using Jadoo's Standing Roundhouse.
Cheeks for Weeks (5):
Win a round using Roll's Puny Peach (Back Forward + Kick)
Thunder Bolt (5):
Win a round using Zangief's Coconut Thunder (Jump Down+MP).
Crispy Elbow (5):
Win a round using Mai's Chou Hissatsu Shinobi Bachi (QCB+Kick).
Bouncy Bounce (5):
Win a round using Mai's Yusura Ume (Jump Down+MK).
Blossom! (5):
Win a round using Emily's Dive Kick (Jump Down+HK).
Peach Clap (5):
Win a round using Avra's Standing/Crouching Medium Kick.
Medical Madam (5):
As Avra or Belva, have half of your health gone, then restore your health back to full.
Reversal Back Dash (5):
Perform a Back Dash out of your wakeup state. Only New Femme Fatales can do this.
Rampage Troubles (25):
Get a perfect in the car bonus stage as Belva.
Surprise Attack! (10):
As Belva, hit your opponent with the highest level of her TAP.
Stable Robot Maid (10):
Beat Arcade Mode as Belva without reloading her gadget ammo, which includes using delayed wakeup.
Creator's Mascot (10):
Defeat Belva in both rounds of a match in Arcade Mode. The computer can use her with one controller by holding the Mode button until a round starts.
Thursday, May 22, 2025
How to play on FinalBurn Neo
Nightly builds of FinalBurn Neo support this ROM Hack.
- Download the ROM Hack from the Releases page.
- If you downloaded the main patch by itself, also download the No Pause sub-patch from here.
- Apply both patches over a US Genesis Super Street Fighter II ROM.
- Name the ROM "Bishoujo Super Street Fighter II - Glamor Queen v2.8 (2025)(Yoni Arousement).bin".
- If a ROM folder for Mega Drive ROMs isn't configured, in FBNeo, go to Misc → Configure ROM Paths and assign a directory for Mega Drive ROMs.
- Create a zip named "bssf2gq.zip" in your Mega Drive ROM folder.
- Place the ROM inside bssf2gq.zip.
Wednesday, May 21, 2025
Rev. 2.8 Changelist
System changes:
-The game no longer waits until Jadoo has finished playing her
liedown animation, before her opponent plays their win pose,
if her opponent returns to their neutral state before she hits
the ground from her knockdown bounce. One could see it as
wanting the audience to pay attention to this animation while
it's playing.
-Increased the CPU's minimum dizzy timer by double the length,
allowing a little bit of time before an extremely mash-happy
CPU recovers from dizzy.
Other changes:
-The Capcom logo is appended with a star from Streets of Rage
2 and 3. The "A" in the logo is also made taller.
-Belva now has her own icon used at the Character Select,
Tournament Brackets and Tournament Results screens, if both
Player sides are using their alt forms. Belva's grayed out
icon also appears on the Next Opponent screen if she is
defeated in Arcade Mode.
-Switching between Avra and Belva now properly updates the
lifebar name at the start of a round.
-Dictator's Nightmare form is given his own lifebar name
plate.
-Updated Ryu's lifebar name with a little extra shading.
-Reverted the damage decrease on Shotos and Sagat's throws.
Yes, they share the same throw damage value as each other.
-Optimized the sprite maps in the opening, so the tiles used
for the hands are among the only tiles that are used. This
frees up tiles in the 1st 4MB of the ROM and allows me to use
them for more sprites.
-You can now change a CPU player's form by holding the Mode
button at the start of a round, without needing to hold one of
two button combinations on the other controller, outside of
Group Battle Mode. Dictator is an exception to this. You can
use this code and switch forms yourself in the same round.
-Avra and Belva's Charge Back Forward moves gain throw
invincibility against the CPU. From my testings, Zangief would
simply sweep you instead of doing an SPD.
Also included subpatches.txt file in the zip. It describes
the subpatches that are in the zip.
Shotos:
-Partially reverted the damage reduction on Close S.HP.
-Close S.MP does less dizzy.
Jadoo:
-Jadoo walks forward faster, now surpassing Chun-Li's forward
walk speed. Backwards walk speed is also increased by 1/4.
-C.HP's Hitbox is expanded 4px upwards, now extending beyond
her ahoge. This helps with her bread 'n butter death combos.
-MP Throw recovers 4 frames faster.
-Reverted the damage of HP Headbutt's 2nd active part back to
its original value.
-MP Headbutt's 1st active part has its Body and Foot Hurtboxes
removed.
-MP Headbutt's 1st Hitbox is expanded 2px downwards, so it can
hit Roll's slides.
-HP Headbutt's 2nd Hitbox's damage is adjusted to have
less randomness.
-Headbutt recoils slightly closer to the opponent.
-Headbutt and Butt Slam's recovery gain throw invincibility
against the CPU.
Roll:
-C.HK's startup travels further.
-Roll is considered on the ground when she goes into a
crouching position after a Horizontal Ball.
-Made a fix to her Target Combo.
Guile:
-Burn Knockdown is given a Foot Hurtbox.
-Fixed Guile being able to steer Far S.HP forward.
-Flash Kick's 1st active part is given a Foot Hurtbox.
-CPU Guile is given a Body Hurtbox during Flash Kick's startup.
Chun-Li:
-Stand Hurt Low 2nd Foot Hurtbox is expanded 4px forward, so
Jadoo's Crossup > C.MK x2 > HP Headbutt Combo can work on
her.
-Burn Knockdown is given a Foot Hurtbox to make it easier for
Mai's Ryuu Enbu to juggle her.
Zangief:
-MK Knee Drop can now be used. On both SNES & MD, the LK Knee
Drop would come out even if MK is pressed, due to an oversight
in the code. The animation and Hitbox data for the MK version
exists, but was unused, at least for human players. I added
extra code for MK Knee Drop to be usable.
I needed to add a measure for the CPU to prevent the game from
soft locking when CPU Zangief wants to use Knee Drop, though.
-Zangief falls down faster from Coconut Thunder.
Mai:
-Neutral Jump now recycles Forward Jump's animation data.
-One of her jump Pushboxes is 2px smaller.
-The startup on most of her Standing Punches use a different
Body Hurtbox that is less projected forward.
-Close C.HP's Hitbox is raised 8px upwards, so it can hit
Jadoo's Headbutts.
-Close C.HP can knockdown airborne opponents.
-HP Throw recovers 4 frames faster.
-2 of Chou Hissatsu Shinobibachi's later frames use a smaller
Pushbox.
-New Move: Yusura Ume (Jump Down+MK)
Dictator:
-Burn Knockdown is given a Foot Hurtbox.
-Numerous nerfs to the CPU verison's collision boxes.
-Nightmare Dictator's jump attack animations are now sped up
when the CPU uses them.
Sagat:
-Increased the pitch of his throw voice clip to sound closer
to the Arcade.
-Close and Far S.LP recover 2 frames faster.
-C.LK starts up 1 frame faster.
-C.LK's Hitbox is expanded 4px forward.
-C.LK does more damage.
-Neutral J.LK can now be steered.
-CPU Sagat is given a Foot Hurtbox during Tiger Uppercut's
startup.
Avra:
-Avra walks forward slightly slower, so Belva's forward walk
doesn't push Shotos while they're walking forward.
-S.HP and J.HP do more consistent damage to reduce the
dependence on luck for speedruns. They do 5pts less damage to
Human players than CPU players.
-Body Hurtbox used on Jump Attacks' startup is expanded 4px
horizontally.
Cammy:
-Close S.LP's startup and recovery use the same sprite used
on Far S.LP, Close and Far S.MP. This looked strange due to me
replacing one of her 1st Win Pose's sprites with a missing
stance sprite.
-Close S.HP and Far S.HP's 1st Hitbox are expanded 4px
horizontally.
-S.MK's Hitbox is expanded 3px forward.
-Spinning Backfist's Head Hurtboxes are reinstated, in case
players spam this move or the CPU responds with this move.
-CPU Cammy is given a Foot Hurtbox during Thrust Kick's
startup.
T. Hawk:
-Moved the art of his electrocuted sprite to a later location
in the ROM.
-Burn Knockdown is given a Foot Hurtbox.
-Reverted the recovery nerf on Close S.MP.
-Reverted 2 edits to his AI.
-CPU T. Hawk is given a Foot Hurtbox during Tomahawk Buster's
startup.
Emily:
-Moved the art of her 4th stance sprite to a different location
in the ROM.
-Emily walks forward faster, now surpassing Chun-Li's forward
walk speed. Backwards walk speed is also increased by 1/4.
-Standing Pushbox is reduced 2px vertically, so Emily can walk
under Jadoo's back dash just like Chun-Li, Avra and Cammy can.
-C.LP's active Body Hurtbox is moved 4px backwards and reduced
6px upwards.
-C.LP's active Foot Hurtbox is moved 6px backwards.
Madonna:
-Madonna walks forward faster, now surpassing Chun-Li's forward
walk speed. Backwards walk speed is also increased by 1/4.
-Crouching Body Hurtbox is moved 5px backwards.
-MK Magic Waltz 2nd Kick's startup uses a different parameter
set.
-HK Magic Waltz's 1st Hit has its Head Hurtbox removed, and its
Foot Hurtbox is reduced 6px in height and moved 6px downwards,
so it can beat Avra's S.HP cleanly.
-HK Magic Waltz's part between the 1st and 2nd Kicks use
Hurtboxes that match the sprite further.
-HK Magic Waltz 3rd Kick's Hitbox is expanded 6px downwards.
Less likely to whiff on Cammy in a juggle combo.
-Reverted Swan Kicks' 1st Hit back to its original damage
value.
-Dashes' horizontal movement is 1/4 faster.
Belva:
-Stance Pushbox is moved 4px downwards.
-Jump/Flight Pushbox is reduced 8px vertically, so Belva can
easily get around Jadoo's back dash. Before, Belva was
extremely inconsistent at it.
-S.HP does as much damage as C.HP.
-J.LK starts up 1 frame faster.
-J.LK uses Smile Cream's sprites.
-J.LK is only head vulnerable, and has no Pushbox while active.
-J.LK does block damage.
-J.LK can knockdown airborne opponents, at the expense of its
overhead properties.
-Home Run Rush stays active for 4 frames longer and recovers 6
frames faster.
-Belva can now pull her opponent closer to her during G.LK by
holding back.
-Fixed Belva being able to move forward while waking up after
using Neutral J.HP.
Friday, April 25, 2025
Rev. 2.7 Changelist
-The CPU has a random chance of being unable to block your
attacks in Arcade Mode.
-It's now possible to do a jump attack out of a dash post-KO.
Arcade Ladder changes:
-Roll's arcade ladder where Cammy is fought first has Guile
and Madonna's positions swapped with each other, to cut down
on ladders where Mai and Madonna are right next to each other.
-Guile's ladder where Jadoo is fought first has Roll and
Zangief swapped with each other. The ladder where Ken is
fought first is also adjusted to have the opponents starting
with Chun-Li fought earlier. In the ladder with Madonna first,
T. Hawk is fought earlier while Ryu is fought later.
-Ken's arcade ladder where Roll is fought first has Ken and
Madonna's positions swapped with each other, to cut down on
ladders where Mai and Madonna are right next to each other.
Swapped Roll and Guile's positions in the ladder with Emily
fought first.
-2 of Chun-Li's ladders had T. Hawk as the last opponent before
the bosses. The one where Jadoo is fought first now has Guile
as the last opponent.
-Zangief had 2 ladders with Ryu fought right before Jadoo. The
ladder with Chun-Li first is adjusted so Jadoo is fought last
before the bosses. The ladder where Mai is fought first moved
Madonna from the 2nd slot to the last one.
-2 of Mai's ladders had Jadoo fought right before Ryu. The
ladder with Ken first has some of the slots swapped and has
Ryu fought last before the bosses. The ladder with Guile first
has T. Hawk and Emily fought later.
-In Dictator's ladder where Jadoo is fought first, Roll is
preceded by Ken instead of Guile for variety. In the ladder
Cammy first, Guile and Madonna's slots are swapped with each
other.
-2 of Sagat's ladders had Chun-Li as the last opponent before
the bosses. The ladder with Madonna first has Jadoo as the
last opponent.
-2 of Avra/Belva's arcade ladders had Chun-Li, Ryu and Cammy as
the last 3 opponents, respectively. Swapped the 1st 2 in one
of the ladders. Jadoo is now the last opponent in the ladder
where Zangief is fought first, and Ryu is fought earlier.
Swapped Guile and Zangief's ladder positions in the one where
Emily is fought first. T. Hawk is now a 1st opponent in one of
the ladders.
-2 of Claw's ladders had Madonna as the last opponent before
the bosses. The ladder with Zangief first now has Guile as the
last opponent.
-2 of Cammy's ladders had Chun-Li as the last opponent before
the bosses. The ladder with Ryu now has Emily as the last
opponent.
-2 of Emily's ladders had Zangief as the last opponent before
the bosses. The ladder with Cammy first now has Mai as the
last opponent. Swapped around the last 3 slots in the ladder
where is T. Hawk fought first.
Other changes:
-The Capcom Logo palette is tweaked with the green channels
lowered, and new blues.
Shotos:
-Partially reverted the damage reductions on C.MK, C.HK, J.HP,
Diagonal J.MK, Diagonal J.HK.
Ryu:
-CPU Ryu is given a Foot Hurtbox during Ground Tatsu's startup.
Jadoo:
-S.HP's Hitbox is expanded 3px horizontally.
-Diagonal J.LK's Hitbox is expanded 4px forward.
-Head Hurtbox used during LK Butt Slam's 1st hit is 2px
smaller.
-LK Butt Slam's 1st hit uses the same Pushbox as the other
versions.
-HK Butt Slam's Hitboxes are stretched 6px horizontally.
-Jadoo's Back Dash command resets if she lands from a jump, air
reset or Back Dash while facing the same direction as her
opponent. This will be make it easier to hit her with a sweep
or slide after getting behind her.
Roll:
-S.MK and J.MP can knockdown airborne opponents.
-C.MK's Hitbox is expanded 2px forward.
Guile:
-Diagonal J.LK is reworked to be more usable as a crossup. It
has less vertical range, though.
-Flash Kick's 1st active part has its horizontal range
restored.
-Flash Kick's horizontal movement during the opponent's stun is
increased.
Dictator:
-Reverted Psycho Crusher's Hitboxes to how they were before. I
found out that it couldn't even hit a standing Jadoo. The idea
for it was to pass through Mai's Ryuu Enbu, but that move
can't hit Psycho Crusher no matter how much I stretched Psycho
Crusher's active Body Hurtbox.
-Nightmare Dictator walks way faster.
Sagat:
-Foot Hurtbox given to Tiger Uppercut's 1st active part is
expanded 4px horizontally, and 4px upwards.
-Tiger Uppercut's 2nd active Body Hurtbox is moved 4px forward
and expanded 16px horizontally.
-Tiger Uppercut's 3rd active Body Hurtbox is stretched 8px
horizontally.
-Tiger Uppercut's 1st recovery frame uses a Head Hurtbox that
matches the sprite.
Avra:
-C.MP and HP's active and recovery parts are given the same
Foot Hurtbox as C.LP's active part. Said Hurtbox is also
expanded 2px horizontally.
-Body Hurtbox used on J.HP's startup is moved 7px upwards and
reduced 4px vertically.
-J.HP's active Body Hurtbox is moved 3px backwards, 2px upwards
and reduced 4px vertically.
T. Hawk:
-T. Hawk is given a new wakeup animation where he does a back
flip like Emily does, also like his Tomahawk Buster's
recovery.
Madonna:
-Changed S.MP's hit type to the one used by Rekkas.
-Diagonal J.MP can knockdown airborne opponents, at the
expense of its overhead properties.
Belva:
-C.LP's Head Hurtboxes are moved 4px downwards.
-C.LP's Hitbox is moved 10px upwards to make it usable as an
anti-air. It can now hit Psycho Crushers.
-Neutral and Diagonal J.LP use her jumping Head and Body
Hurtboxes.
-J.MP uses her jumping Body Hurtbox when active.
-Removed the Foot Hurtbox from Diagonal J.HP's 1st active part.
-Diagonal J.HP's 1st Hitbox is 2px larger.
-Diagonal J.HP's 2nd Hitbox is expanded 4px horizontally.
-Removed the Body Hurtbox from J.MK's active part.
-Home Run Rush and Smile Cream's Hitboxes are expanded 2px
horizontally.
-Forced Diaper Reload resets the amount of HP to heal when she
turns back. If she does a forced Diaper Reload (from using her
gadgets too many times), holds all Kick buttons to moon the
4th wall for as long as she can, and does a TAP Diaper Reload,
the heal amount from the forced Diaper Reload didn't reset.
Thus, she restores ridiculously high amounts of HP during her
initial turning frames.
Friday, April 18, 2025
Rev. 2.6 Changelist
System changes:
-The CPU recovers from dizzy faster than before, but still
slower than before Rev. 2.5. I later realized that I overdid
this CPU nerf, as you could easily timer scam most dizzy CPU
opponents on lower difficulties. The intent was to reduce the
amount of CPU cheating further, but it wasn't really fair for
the CPU to stay dizzy for so long.
-When a character gets dizzy, only 2 dizzy symbols appear over
the character, down from 3, which helps reduce slowdown.
-Projectiles do slightly more damage than before. The CPU
blocking projectiles (especially a Level 8 Zangief) is less
likely (if at all) to make their lifebars visibly empty. This
also helps with bad matchups for "Shadow Mode"/"Baton Pass"
playthroughs.
Jadoo:
-S.MK starts up 1 frame faster. It can now be special
cancelled.
-C.MK does the same damage as C.MP.
-J.HK's Hitbox is expanded 2px horizontally, so it can hit a
standing T. Hawk while he's cornered.
-HHS's looping hits have 3px more horizontal range.
-HP HHS Finisher uses the same animation data as the MP
version.
-HHS Finisher is given an additional active part in case the
1st one whiffs. I found out that the finisher seems to always
whiff if any of HHS's hits during its looping cycles whiff.
Roll:
-Roll walks forward slightly faster, instead of matching E.
Honda's forward walk speed.
-Puny Peach bounces back slightly closer to the opponent.
Guile:
-Close and Far S.HK can knockdown airborne opponents.
-Close S.MK has less knockback.
-C.HP recovers 4 frames faster.
Chun-Li:
-Stand Hurt Low 1st Body Hurtbox is expanded 2px horizontally,
so Guile's C.LP can connect after crossing up with Diag J.LK.
Mai:
-New Target Combo: S.LK > S.MK
Dictator:
-Far S.MK's Hitbox is 2px shorter in height, so it doesn't
easily stuff Avra's C.LP.
-Diagonal J.MP starts up 1 frame faster. It can now be
special cancelled.
-Psycho Crusher's Hitboxes are 3px shorter in height, so it
doesn't hit Mai's Ryuu Enbu when both moves are used on the
ground.
Avra:
-S.LP, S.MP and C.LP recover 1 frame faster.
-S.MP, C.LP and C.MP can knockdown airborne opponents.
-S.HP recovers 2 frames faster.
-S.HP's active Head Hurtbox is reduced 3px forward.
-S.HP's Hitbox is expanded 4px forward.
-All Crouching Punch Hitboxes are expanded 2px horizontally.
-C.LP's active Head Hurtbox is moved 5px back, 4px downwards,
and is 7px smaller.
-C.LP uses a more projected Foot Hurtbox while active.
-C.MP recovers 3 frames faster.
-Mighty Heel falls down faster, making it easier to juggle from
it. This also applies to Belva's Smile Cream.
Belva:
-S.LP's Hitbox is expanded 2px forward.
-G.LK's Hitbox is expanded 2px horizontally.
Character Colors:
Jadoo Start: Recolored her hair from Pink to Light Brown, gave
it normal skin colors, and brightened her skirt. At first, I
wanted this color to bear some resemblance to Sailor Chibi
Moon, since I based Jadoo's back dash on hers. The color didn't
really work, though. Her hair blended too much with her attire,
so I decided to change it.
Jadoo Mode+HP: Gave her a new skin color. Her attire is now a
weird assortment of colors, like Roll's Hold color.