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.