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Street Fighter 2
1. BD62-672A 90 seconds per battle instead of 99
2. 6D62-672A 80 seconds per battle
3. 5D62-672A 70 seconds per battle
4. 1D62-672A 60 seconds per battle
5. 9D62-672A 50 seconds per battle
6. 0D62-672A 40 seconds per battle
7. 7D62-672A 30 seconds per battle
8. 4D62-672A 20 seconds per battle
9. FD62-672A 10 seconds per battle
10. DF80-AD64 Win 1 bout to win the match instead of 2 out of 3--must switch off effects before fighting M. Bison(tm)
11. EDBE-0F09 Dizziness wears off very quickly
12. C9BE-0DA9 Dizziness lasts longer--on harder levels, won't work on computer
13. BB63-6D2A 99 seconds in 1st bonus round instead of 40
14. BD63-6D2A 90 seconds in 1st bonus round
15. 6D63-6D2A 80 seconds in 1st bonus round
16. 5D63-6D2A 70 seconds in 1st bonus round
17. 1D63-6D2A 60 seconds in 1st bonus round
18. 9D63-6D2A 50 seconds in 1st bonus round
19. 7D63-6D2A 30 seconds in 1st bonus round
20. 4D63-6D2A 20 seconds in 1st bonus round
21. FD63-6D2A 10 seconds in 1st bonus round
22. 4DC6-6493 Championship mode on
23. 6DCF-D764 + FFCF-D7A4 Advance to next level when you
continue (must switch off before you continue on M. Bison(tm) stage)
NOTE: FOR CODES 24 THRU 34, DO NOT CHOOSE THE CHARACTER YOU
WANT TO ALWAYS FIGHT
24. CBA0-AF64 + EEA0-AFA4 Always fight Ryu(tm)
25. CBA0-AF64 + DDA0-AFA4 Always fight Honda(tm)
26. CBA0-AF64 + DFA0-AFA4 Always fight Blanka(tm)
27. CBA0-AF64 + D4A0-AFA4 Always fight Guile(tm)
28. CBA0-AF64 + D7A0-AFA4 Always fight Ken(tm)
29. CBA0-AF64 + D0A0-AFA4 Always fight Chun-Li(tm)
30. CBA0-AF64 + D9A0-AFA4 Always fight Zangief(tm)
31. CBA0-AF64 + D1A0-AFA4 Always fight Dhalsim(tm)
32. CBA0-AF64 + DBA0-AFA4 Always fight Balrog(tm)
33. CBA0-AF64 + DCA0-AFA4 Always fight Vega(tm)
34. CBA0-AF64 + D6A0-AFA4 Always fight Sagat(tm)
35. B9A0-AF04 Fight M. Bison(tm)
36. DDA4-A404 + 6DA4-A764 Always fight on bonus stage 1
37. DDA7-AF04 + DDA7-A4A4 Always fight on bonus stage 2
FOR CODES 38 AND 39, ZANGIEF'S PILE DRIVER DOES LESS DAMAGE
38. 3CA4-DD67 + FEA4-DFD7 High throw and grab damage
39. 3CA4-DD67 + EEA4-DFD7 Minimum throw and grab damage
40. 503E-04DF_Player dies after getting hit by 2 blows
41. 60AC-AFD4_Both players start with 3/4 energy (1/4 damage)
42. 96AC-AFD4_Both players start with 1/2 energy (1/2 damage)
43. 4AAC-AFD4_Both players start with 1/4 energy (3/4 damage)
44. C2CC-A7DF_Round number does not advance (can't fight to a draw)
45. DF81-A704_1 draw ends fight in VS. battle
46. 893E-04DF_Most punches and kicks do no damage
47. DDAC-AFD4_Both players start with no energy (1 hit and you're dead)
48. DDAC-AF64_Player 1 starts with no energy (1 hit and he's dead)
49. 1C65-DF00_Players move faster
50. D965-DF00_Some special moves are faster
51. DD61-6DA9_Both players can do special moves in the air
52. 73A5-DF60_Dragon punch does not go as high
53. 2AA5-DF60_Dragon punch goes higher
54. DD84-DD01_Some special moves are easier to perform (Edmond Honda(tm): Sumo Head Butt(tm); Blanka(tm): Rolling Attack(tm); Guile(tm): Flash Kick(tm); Guile(tm): Sonic Boom(tm); Chun Li(tm): Whirlwind Kick(tm))
55. DFA0-DDA0 + ADA0-DFD0 No pause after throwing a Fireball
56. 6D25-A467 + 6F25-A4A7 Players can hit each other no matter where they are
57. DAB8-A761 Do special moves by just pressing buttons (may make Fireballs lower)
Note: You can customize codes 58 thru 78 to your liking by using
programming method #3 in the Game Genie(tm) codebook.
58. DDB8-ADF3 Fireballs are lower to the ground
59. 1DB8-ADF3 Fireballs are higher off the ground
60. DDE3-DF01 Fireballs, Sonic Booms and Yoga Fires(tm) always go to the right (thrown to the left, they go backwards)
61. EEB8-A793 Light Fireballs, Sonic Booms and Yoga Fires are slower
62. EBB8-A793 Light Fireballs, Sonic Booms and Yoga Fires are faster
63. EDB8-A793 Light Fireballs, Sonic Booms and Yoga Fires are super fast
64. EEB8-A723 Medium Fireballs, Sonic Booms and Yoga Fires are slower
65. EBB8-A723 Medium Fireballs, Sonic Booms and Yoga Fires are faster
66. EDB8-A723 Medium Fireballs, Sonic Booms and Yoga Fires are super fast
67. EEBA-AD93 Hard Fireballs, Sonic Booms and Yoga Fires are slower
68. EBBA-AD93 Hard Fireballs, Sonic Booms and Yoga Fires are faster
69. EDBA-AD93 Hard Fireballs, Sonic Booms and Yoga Fires are super fast
70. DDB1-D4F3 + EEB1-D7B3 Light Sumo Head Butts and Rolling Attacks are slower
71. DBB1-D4F3 + EBB1-D7B3 Light Sumo Head Butts and Rolling Attacks are faster
72. F9B1-D4F3 + EDB1-D7B3 Light Sumo Head Butts and Rolling Attacks are super fast
73. DDB1-D4B3 + EEB5-DDF3 Medium Sumo Head Butts and Rolling Attacks are slower
74. DCB1-D4B3 + E5B5-DDF3 Medium Sumo Head Butts and Rolling Attacks are faster
75. F1B1-D4B3 + 33B5-DDF3 Medium Sumo Head Butts and Rolling Attacks are super fast
76. DDB1-D7F3 + EEB5-DDB3 Hard Sumo Head Butts and Rolling Attacks are slower
77. D8B1-D7F3 + E9B5-DDB3 Hard Sumo Head Butts and Rolling Attacks are faster
78. F5B1-D7F3 + 32B5-DDB3 Hard Sumo Head Butts and Rolling Attacks are super fast
79. 6DA4-6707 Most special moves disabled (computer can still do them, Zangief(tm) can still do Spinning Clothesline(tm))
80. CB61-07A4 Invisible Fireballs, Sonic Booms, Yoga Fires and Yoga Flames(tm)
81. 1868-0D6C No Fireballs, Sonic Booms or Yoga Fires, makes Yoga Flame invisible