Sunday, January 25, 2026

Next New Femme Fatale in Progress

 

After I finally figured out how to fix most of the slowdown that was introduced in this ROM Hack, I decided to work on another New Femme Fatale. This time, she will occupy T. Hawk's character slot. T. Hawk has the 2nd highest amount of sprite tiles in the ROM, beaten by Dee Jay. T. Hawk was one of the hardest characters to give interesting changes to.


The next character is a special case, however, Her sprites needed to be re-indexed so they can fit within a 16-color palette. At the time of this writing, only 2 custom sprites were drawn for her. Her icons and portraits are done. She has ending artwork that's inserted, but her ending can use an additional set of art. This character would take a lot of creative liberties with her moveset to work within the realm of Street Fighter II.


An idea I have for this New Femme Fatale is that she borrows features from other New Femme Fatales, like Jadoo's double jump and Emily's air dash. She might also even be able to steer her jumps like Avra can. Most of her movement options have been implemented, and I also coded in a whiff, like what was done to T. Hawk in HD Remix. At the moment, I am still waiting for custom hurt sprites to be given to me before I start editing the grab positions that pertain to T. Hawk's replacement.


On an unrelated note, I would like to expand on the lore of this ROM Hack further. I was considering making an RPG Maker 2003 project as a spinoff of this ROM Hack, but I changed my mind about it. Perhaps it can be a sprite-based web series inspired by Super Mario Bros. Z, for example, which I would upload to my FSTube channel for this ROM Hack. Rolls can be aided by their tentacle companions.

Sunday, December 28, 2025

Top 10 things to clear up about BSSF2GQ

As I look at the comment sections of several people's YouTube videos of this ROM Hack, its Retro Game Talk page, among other pages, there are quite some questions that got brought up pretty often:

10) The clashing art styles, I can understand. You have Roll's Marvel vs. Capcom sprites juxtaposed with Street Fighter II sprites, for example. This was quite an experimental ROM Hack, being the very first Street Fighter II ROM Hack I made.

09) The balance was meant to favor the New Femme Fatales, as they are one of the focal points of the ROM Hack. Other characters like Chun-Li, Dictator and Claw are still fairly competitive, though.

08) Belva, one of my mascots was included as a (secret) fighter because I was waiting for Avra's sprites to be drawn, which took a very long time to finish. I had to get multiple different artists to draw Avra's sprites.

07) The backgrounds are the way they are because I'm not really good with scenery, and I don't know who to turn to for making the backgrounds stand out from other ROM Hacks of the same game.

06) Avra is a character I created in response to someone offering help with art, and then rejecting the character choices I presented to him. I then had an artist create a model sheet of Avra to use as a reference for her sprites, icon and portraits.

05) Zangief got "censored" by coloring his legs the same as his clothes, to go with the "Bishoujo" theme of the fighter replacements.

04) I emphasize panty shots because I like them, and I can receive satisfaction from seeing certain ones. Yes, I know they can be distracting. In fact, back in 2012, I started to run a blog called Stupid Pervert. It only took 13 years until that blog was put behind a warning. Perhaps contact with the bottom area would be going too far.

03) People ask for characters without ever going into detail as to why they want those characters, and they usually don't take into consideration the important factors that go into changing one character into another. One of the most important factors would be the movesets, mostly in terms of special moves. The vast majority of this feedback is addressed to other peoples' comment sections and not to me.

02) A Korean cultural icon, Jadoo was included in the roster because I had previously commissioned her sprites for a game I created, named Diaper Enforcers Deluxe. Also, series creator Lee Bin himself took notice of this ROM Hack and even tweeted and made an Instagram post about it. Not knowing a character isn't really required to enjoy them. Take Mr. Game & Watch in Super Smash Bros. Melee for example, an amalgamation of Game & Watch games. He stood out from the other characters in a charming way IMO with his frame-by-frame animations and beeping sounds.

01) By far the most frequently asked question, one that has also been directed to me a few times, is why I choose to ROM Hack the Genesis version instead of the SNES version. There a number of good reasons for this. One thing is that I have more experience with 68K assembly from ROM Hacking Streets of Rage 2 & 3. Also, just about all the graphics data in Capcom's in-house developed Genesis are uncompressed, making them easy to edit. In addition, I don't understand the SNES's equivalent to PCM's.

Friday, November 28, 2025

Rev. 2.9C Changelist

 System changes:

-The horizontal movement on most characters' back dash is
 slightly reduced.

-Cancelling normal moves into a back dash now reduces the back
 dash's horizontal movement, to make combos that use jump
 attacks out of back dashes easier to perform. The only
 exception is T. Hawk.

Other changes:

-Added another star to both the Capcom Logo and Expert Arcade's
 End Screen.

-Most of the sprite censors are undone in the version that's up
 on RHDN.


Note: This revision was submitted on November 28, 2025, and was approved on RHDN on December 2, 2025.

Friday, November 21, 2025

Rev. 2.9B Changelist

 Jadoo:

-Jump and Jump Attack Pushboxes are reduced 2px horizontally.

-C.HP's active Head Hurtbox is reduced 3px downwards.

-J.LP can knockdown airborne opponents, at the expense of its
 overhead properties.

-Removed Foot Hurtbox from Neutral J.LK's startup.

-LP Headbutt's startup is 2 frames shorter (in between Old and
 New Honda's LP Headbutt startup). This change was made with
 online play in mind.

Roll:

-Slide travels faster without needing to be powered up.

Guile:

-C.HP recovers 2 frames faster.

Chun-Li:

-C.LP's startup and active parts use a retracted Body Hurtbox.

-C.LK's startup and active parts use her standing Foot Hurtbox,
 which lets her beat Roll's slides easily with it.

-Partially reverted the movement nerf on Neck Breaker. The
 intent was to prevent it from crossing up certain characters
 on their wakeup, but the change was too drastic, to the degree
 where it was less than half of the original movement speed.
 Since New Femme Fatales can back dash out of their wakeup
 animation, this shouldn't pose too much of a threat to them.

Zangief:

-Far S.MK's Hitbox is expanded 4px forward, but reduced 2px
 upwards. It now covers the length of his leg, like in Super
 Turbo. A change that I was really reluctant on deciding to
 make. Close S.MK will still reach lower, though.

-Lariat's Foot Hurtbox is reduced 2px upwards.

-Fixed a soft lock introduced in Rev. 2.7 where cancelling his
 Coconut Thunder into any jump attack on KO would keep Zangief
 in the air forever. The attacker now checks for their gravity.
 This was one of the main reasons I issued this update.

Mai:

-Diagonal J.LK's Hitbox is expanded 4px backwards, to make it
 easier to use as a crossup.

-Reverted the Hitbox nerf on Ryuu Enbu from Rev. 2.5, as I
 encountered problems with juggling certain characters with it,
 such as Shotos.

-Yusura Ume starts up 2 frames faster, to make it somewhat
 usable in air chains.

Dictator:

-Stance Foot Hurtbox is expanded 3px forward.

-Far S.LK recovers 6 frames slower, to patch out a corner
 infinite with Nightmare Dictator.

-Far S.LK does more damage and medium stun.

-C.HP uses the active Body Hurtbox that used to be used for
 C.MP (their dimensions are the same as each other). I need a
 free Body Hurtbox slot for C.LK's changes.

-C.LK uses a new Body Hurtbox, and his standing Foot Hurtbox
 while active. It can now be used as a counter to Roll's slides
 as long as she doesn't do them too close.

-CPU Nightmare Dictator now switches to his nerfed CPU
 collision boxes upon taking hits.

Avra:

-S.HK's active Foot Hurtbox is reduced 5px horizontally.

T. Hawk:

-J.LP knocks down airborne opponents, at the expense of its
 overhead properties. I don't see why it's okay for Guile's
 J.LP to do this, but not T. Hawk's.

Madonna:

-Removed Foot Hurtbox from Diagonal J.LK's active part.

-Jump Kicks' Body Hurtbox is reduced 4px downwards, but
 expanded 8px horizontally.

-Neutral J.MP starts up 3 frames faster.

-Diagonal J.MP starts up 3 frames faster.

Belva:

-Standing Pushbox is reduced 4px upwards. It used to cover the
 height of her body, now it goes up to her forehead.

-S.LP and S.MP's Hitboxes are expanded 2px downwards, so they
 can hit Roll's slide while it's active.

-G.LK's Hitbox is expanded 2px horizontally, and 4px
 vertically.

-C.HP's 1st Hitbox is expanded 2px downwards. Can now hit Roll
 out of her slide while it's active.

-Removed the Foot Hurtbox from Diagonal J.MP startup's 2nd
 frame.

-Flight no longer has a Foot Hurtbox.

System changes:

-Any character besides Shotos and Roll can now hold straight
 down to descend faster when knocked down by Roll (excluding
 sweep knockdowns).

-Adjusted the timings of the round start sequence. Starting
 around Rev. 2.0 or later, when playing on 4-star speed,
 Avra/the announcer wouldn't say the round number. Hopefully
 this is fixed now.

-KO Slow Motion on 4-star speed is 15 frames shorter.

-You now have 128 frames of throw invincibility against the
 CPU at the start of a round.

-Air Chains are added to the game. Jump Punches can be chained
 into Kicks, and lower strength normals can be chained into
 higher strength normals.

Other changes:

-The Capcom Logo is appended with an additional star.

-Updated bssf2_movelist.txt. Added mention of the special
 cancel window.

-Added an extra star and clymax's name to Expert Arcade Mode's
 end screen.

-Fixed Dictator's Arcade Ladder where Jadoo is fought first. It
 had Ken listed twice. Now, Cammy is the 2nd opponent on this
 ladder.

-Removed AI code for Avra healing. It took me almost 2 hours of
 painstakingly repositioning my bookmarks in the Hex Editor I
 use. This piece of AI used to be excecuted properly earlier in
 the making, as evidenced by my early tournament streams from
 the time after I introduced Avra to the public. From my
 testings, the game generates different amounts of lag frames
 from the same save states.

-Removed code for additional movement speed on Roll's slide, to
 make room for the Air Chain code.

Wednesday, May 28, 2025

Rev. 2.9A Changelist

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.

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.

Wednesday, April 9, 2025

Rev. 2.5 Changelist

 System changes:

-Added more conditional code for the New Femme Fatales back
 dashing out of wakeup. Jadoo couldn't chain her back dashes
 consistently, which has now been fixed.

-Boss Rush cancels the KO slow motion only on 4+ star speed.

-In Arcade Mode, the computer now grants you one second of
 throw invincibility when they wake up. This way, Zangief can't
 SPD you on the exact frame after he wakes up, for example.

-The CPU takes much longer to mash out of dizzy. There's
 extreme cases like Zangief and Dictator for example, who
 sometimes could recover from their dizzy state in only 3
 frames. In fact, the CPU's internal dizzy timer can be as
 short as only 1 second, so I added an extra measure to ensure
 they can't snap out of their dizziness so quickly.

-Back dashes and landing from jumps now give you 12 frames
 of throw invincibility against the computer in Arcade Mode.

-Projectile impact slow motion is 8 frames shorter.

Jadoo:

-Tweaked her wakeup animation from sweep knockdowns, as well as
 her air reset and Headbutt animations.

-Crouching Foot Hurtbox is moved 2px backwards.

-S.MP's Hitbox is expanded 2px upwards, so it can hit the car
 in the 1st Bonus Stage before any of its parts are destroyed.

-C.LK and C.MK's Hitboxes are expanded 2px forward.

-C.HK's 1st Hitbox is expanded 4px forward.

-Hundred Hand Slap Finisher's Hitbox is expanded 16px
 downwards.

-Fixed HP Hundred Hand Slap's Finisher not having a Hitbox. It
 couldn't hit at all.

Roll:

-The 2nd part of her crouch reel is no longer considered
 internally as standing.

-C.HK makes the CPU respond in a different way, which seems to
 make it easier to setup her C.HK → C.HP → Puny Peach combo
 against the CPU.

-Super Roll's J.LP can knockdown airborne opponents at the
 expense of its overhead properties.

-Super Roll's Puny Peach active Foot Hurtbox is reduced 2px
 downwards.

Ken:

-S.HK travels further. It can reach Zangief starting from full
 screen in 5 S.HK's, down from 8.

Mai:

-Ryuu Enbu is given mid-body invulnerability, which partially
 mirrors how its HP version was in Fatal Fury Special.

-Ryuu Enbu's Hitbox is reduced 6px upwards, so it doesn't beat
 Roll's Puny Peach as easily if Roll spaces her move so that
 she's over Mai's elbow. It does little to affect her juggle
 game, though.

Emily:

-Fixed Emily facing away from the Director. I found out that
 the last frame of Fei Long's ending animation uses the same
 parameter set as the 1st frame of his Punch Throw, bizarrely
 enough. I had edited the parameters of the 1st throw frame to
 have Emily facing the other direction.

-Rekkas travel 1/8 faster.

Dictator:

-Reverted the nerfs to Head Stomp's Hitboxes for human players.

-Under CPU control, Dictator now has larger Hurtboxes to make
 him easier to swat out of the air, and to offset his
 evasiveness. His Hitboxes are also much smaller, and most of
 his attacks do less damage.

 As an example, his slide can't beat the vulnerable part of
 Belva's G.LK now.

Madonna:

-S.MP's Hitbox is expanded 4px horizontally.

-Swan Kicks' last hit recovers 4 frames faster.

Belva:

-Fixed her intro animation so her stance loops correctly. It
 was noticeable during Bonus Stages.

-C.HK's 1st startup frame uses her Crouching Head Hurtbox.

-Flight now gives Belva 1 second of throw invincibility against
 the computer.

Sunday, March 30, 2025

Rev. 2.4 Changelist

An update made with Speedrunning in mind, now that this ROM
Hack has been added to Speedrun.com:

https://www.speedrun.com/BSSF2GQ


Misc. changes:

-Corrected a typo in "Titanium Frying Pan" on the move list.

System changes:

-Cancelling a normal into a Back Dash or Forward Dash without
 attacking out of it no longer cancels out the KO slow motion.
 A downside to this is that you can't attack afterwards to
 get more points. I know, this is useful for speedruns, but
 trying to ensure your normal not only hits, but also
 cancelling it into a dash to omit the KO slow motion can make
 optimizing speedruns of this ROM Hack pretty annoying. Not all
 characters could reliably utilize the KO slowdown cancel.
 I wish this never existed, or that I patched it early enough.

-The CPU receives more strike damage in Boss Rush.

-KO's in Boss Rush always cancel out the KO slow motion.

-You can now hold Start to cancel out the KO slow motion after
 losing any rounds in Arcade Mode.

-At the end of a Round in Arcade Mode on 4-star Speed, the KO
 slow motion is shorter to compensate for dashes canceling out
 the slow motion being patched out.

-All New Femme Fatales can now Back Dash out of their wakeup
 state, Roll included. There's an intentional exception for
 Jadoo receiving sweep knockdowns.

 The timing is rather tricky, unfortunately. The easiest way
 for it to work seems to be timing the first back input while
 the wakeup animation is playing.

AI changes:

-Sagat uses Tiger Knee instead of Tiger Uppercut in one
 instance of his AI script.

-Cammy tries to counter with Thrust Kick less frequently.

Other changes:

-Reverted a damage value that caused Guile's Close S.HP to do
 less damage.

-The next opponent screen is 30 frames shorter.

Jadoo:

-Stand to crouch transition uses a new Head Hurtbox and her
 crouching Body Hurtbox, so Jadoo can crouch under Psycho
 Crusher on wakeup, like Roll, Emily and Belva can.

Roll:

-Forward jump's horizontal movement is slightly increased.

Sagat:

-Tiger Uppercut's 1st active part is given a Foot Hurtbox.

Avra & Belva:

-Shifted a grab position on their hold against another
 Avra/Belva 2px forward, so it looks more like Avra's lips are
 touching Belva's head.

Cammy:

-Reverted the change where Thrust Kick did less dizzy. The
 reduction was more than I wanted it to be.

Madonna:

-Swan Kicks' last hit does more stun to be safer on block
 (excluding Guard Cancels, of course).

Belva:

-S.HK starts up 1 frame faster and stays active for 1 more
 frame.

-Diagonal J.HP does more damage (same as Neutral J.HP).

-Diaper Reload now restores more HP the longer her diaper stays
 down.

-Final TAP/Surprise Attack's screen shake effect no longer
 carries over to other attacks.

-Flight can now be activated from her landing state.

-Forced Diaper Reload resets her Gadget use count as soon as
 its animation begins.

-Forced Diaper Reload's last frames are now head vulnerable,
 like the vulnerable part of her "TAP" Diaper Reload, to help
 in rewarding knowledge checks.

-Forced Diaper Reload can delay part of its animation by
 holding any Kick button, like with G.LK. (Keep in mind that
 Belva can no longer charge a "TAP" Diaper Reload during
 Forced Diaper Reload).

Sunday, March 23, 2025

BSSF2GQ on Speedrun.com

 



This ROM Hack is now on Speedrun.com! There are categories for each character (Belva included), as well as categories where you switch characters.


Try to set the best records you can!

Thursday, March 13, 2025

Zero800 ROM Hack Discord Server


A Discord Server for Zero800's Street Fighter ROM Hacks was recently created. Click here to join the server. It even includes a channel for this ROM Hack named "ssf2ntf"!

Thursday, February 27, 2025

Rev. 2.3 Changelist

 System changes:

-"Alt Form"/EX characters can now rapid fire their Close
  Standing Light Normals by holding back.

Stage changes:

-Added 2 lines of pixels to a tile used by the right Mariko
 cheerleader's 2nd frame.

Roll:

-Tweaked a sprite map of her 1st stance sprite to use fewer
 tiles.

Guile:

-Close S.HP can now be used on command from a distance with
 "V-ISM" Normals activated. Guile is a strange case when it
 comes to his normals, as far as the code is concerned.

-Far S.HP's Hitbox is expanded 8px backwards, in case this
 comes out by accident from point blank distance, to be fair.

Emily:

-1st Rekka Ken's Hitbox is expanded 4px downwards, so it can
 hit a crouching Cammy.

Belva:

-Diagonal J.HP's 1st Hitbox is expanded 4px downwards, so it
 can hit a crouching Cammy.

-6 of the tiles on her last Diaper Reload sprite are now
 properly indexed, so it's consistent with her other model
 renders. The issue was especially noticeable on her Mode+Hold
 color.

-Belva can no longer cancel her forced Diaper Reload (from
 using her gadgets too many times) into another Diaper Reload
 (the one where the announcer voice denotes a level).

Thursday, February 20, 2025

Rev. 2.1B Changelist

 System changes:

-Reverted the change where you could throw your opponent after
 they get dizzy from throws, as not only was it not useful, but
 it created a problem where command throws often wouldn't work
 when you either use them in the air, or try to do tick throws.

Zangief:

-Fixed costume-colored pixels on Far S.HK's hitting sprite.

Monday, February 17, 2025

Rev. 2.1A Changelist

 Madonna:

-Corrected a mistake I made with a tile map on her 2nd wakeup
 sprite. It used the wrong sprite map shape.

Wednesday, February 12, 2025

Rev. 2.1 Changelist

 Other changes:

-Adjusted some code used by CPU players to reduce the slowdown,
 at the expense of some of the CPU AI, which might make this
 ROM Hack even more speedrun friendly. I tested this hack on a
 Mega Everdrive X7 through a Model 1 Sega Genesis yet again,
 to find that there is much less slowdown from CPU players
 getting dizzy now. It's not entirely eradicated, though, but
 it did help with the game's performance.

-The timer after both players choose their characters in
 Versus Mode is 15 frames shorter.

-The timer after a character plays their win pose is 12 frames
 shorter, making the time it takes to go to the next round
 closer to the Arcade.

Mai:

-Made a technical tweak to her stance animation.

-Stance Body Hurtbox is moved 2px back but expanded 7px
 horizontally, to match the sprite further.

-Stance Foot Hurtbox is moved 3px back but expanded 7px
 horizontally, to match the sprite further.

-S.LK's 2nd startup part uses a smaller Body Hurtbox, and
 the Foot Hurtbox from her Stance.

-S.LK stays active for only 3 frames, down from 6 frames.

-S.LK and S.MK each have 2 additional recovery animation
 frames.

-S.LK's active Body Hurtbox is expanded 12px forward.

-S.LK's active Foot Hurtbox is expanded 4px forward.

-S.LK's Hitbox is reduced 3px downwards, so it doesn't stuff
 Belva's low rush as easily.

-S.MK's 2nd startup part uses a smaller Body Hurtbox.

-S.MK stays active for only 4 frames, down from 8 frames.

-S.MK's active part uses the same shadow sprite as its
 recovery.

-S.MK's recovery is closer to Dhalsim's Far S.MK. It is
 much slower.

-All Far Crouching Punches recover 2 frames slower.

-Close Crouching Kicks' active Foot Hurtbox is moved 2px back,
 but is expanded 8px horizontally and 5px vertically.

-Far C.LK's active Foot Hurtbox is expanded 8px forward.

-Far C.LK's Hitbox is reduced 4px downwards.

-Diagonal J.HK's startup uses a more retracted Body Hurtbox.

-Diagonal J.HK's Foot Hurtbox is expanded 4px vertically.

-Back Dash uses one of her jumping Pushboxes, instead of a
 wide Pushbox.

-Kachosen starts up 1 frame faster.

-Chou Hissatsu Shinobi Bachi's horizontal movement is 1/8
 slower, making it easier to Guard Cancel punish. These changes
 were made in response to videos where they spam this move over
 and over again.

-Chou Hissatsu Shinobi Bachi's Head Hurtbox on its last active
 part is expanded 4px downwards.

-Chou Hissatsu Shinobi Bachi's last active part now has a
 Pushbox, allowing it to be Guard Cancel punished easily.

-Chou Hissatsu Shinobi Bachi's last active part does light
 stun, from medium stun.

-Chou Hissatsu Shinobi Bachi now has its own landing animation,
 so Mai can't attack immediately after landing from it. She can
 still juggle into S.HK afterwards, but it's harder to do now.

Emily:

-Moved the art of her 3rd stance sprite to a different location
 in the ROM.

Madonna:

-S.MP can now knockdown airborne opponents.

-J.LP can knockdown airborne opponents, at the expense of its
 overhead properties.

Belva:

-S.HK uses a more retracted Head Hurtbox while active. Said
 Head Hurtbox is also moved 4px down.

-Belva can now flight cancel G.LK at the end of a round.

Wednesday, February 5, 2025

Finest Update

Revision 2.0 of Bishoujo Super Street Fighter II: Glamor Queen and the New Femme Fatales is out now!

This might be the final update, in terms of trying to fix things all by myself. I've tried to implement the features I wanted to the best of my capabilities.

But there's still a lot of things that I don't know how to fix. Thinking of this as experimental hack is probably the best way to put this. I feel like I've reached my limits when it comes to being able to fix the issues with the edits I made.

I wasn't going to make another update to this ROM Hack at first, but later I found a way to apply randomly chosen palettes to the CPU character's portrait, at the vs screen in Arcade Mode.

This ROM Hack is no longer being updated without major fixes that are beyond my capabilities.