Tekken 2 Ver.B (US, TES3/VER.B)
Two years after winning the original 'King of the Iron Fist' tournament, Kazuya Mishima decides to hold a second tournament in an attempt to finish off his father, Heihachi Mishima, in this sequel to 1994 original.
The gameplay in Tekken 2 is identical to that of its predecessor, with one or two players fighting over a series of 3D-rendered backdrops. As before, the fighting system utilises four attack buttons: left punch, right punch, left kick and right kick. Certain button combinations will initiate both standard and special grab and throwing moves.
The gameplay in Tekken 2 is identical to that of its predecessor, with one or two players fighting over a series of 3D-rendered backdrops. As before, the fighting system utilises four attack buttons: left punch, right punch, left kick and right kick. Certain button combinations will initiate both standard and special grab and throwing moves.
Télécharger Tekken 2 Ver.B (US, TES3/VER.B)
Contents of the ROM :
Technical
CPU
- maincpu CXD8530AQ (@ 67 Mhz)
- c76 M37702 (@ 16 Mhz)
Chipset
- C352 (@ 25 Mhz)
Display
- Orientation Yoko
- Resolution 255 x 255
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 4
- Kind of controler joy (8 ways)
Clones of Tekken 2 Ver.B (US, TES3/VER.B)
If you liked Tekken 2 Ver.B (US, TES3/VER.B)
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- Street Fighter EX (Euro 961219)
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- Street Fighter: The Movie (v1.12)
- Tekken (World, TE4/VER.C)
- Tekken 2 (Asia, TES2/VER.A)
- Tekken 3 (Japan, TET1/VER.E1)
- Tekken Tag Tournament (US, TEG3/VER.C1)
- Ultimate Mortal Kombat 3 (rev 1.2)
- Virtua Fighter
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Tips on Tekken 2 Ver.B (US, TES3/VER.B)
* Basic throws can be escaped by pressing the same buttons as the corresponding throw. A LP+LK throw is escaped by pressing LP+LK, and a RP+RK throw is escaped by pressing RP+RK.
* Special throws, as well as back throws, cannot be escaped - use these when in close quarters, but don't abuse them or people (and the CPU) will start ducking under them.
* Ultimate Tackle (Paul, Kazuya) can be escaped with RP+RK. The running tackle cannot be escaped however.
* Non-grab throws also cannot be escaped :
Body Press (Jack-2, P.Jack, Kuma)
Frankensteiner (King, Armor King, Roger/Alex)
Run Up To Drop (Law)
Whirlwind Toss (Wang)
Slow Power Punch Combo (Michelle, Wang)
Machine Gun Cannon (Michelle)
Running Tackle (all)
Attack Reversal (Nina, Paul, Jun, Wang, Anna) - 'Chicken' move added in Tekken 3 to counter throw
* Tekken 2 also has a few bugs in its moves database :
Hammer Punch (Paul, Heihachi, P.Jack). Can be done facing backwards. You can also continue to the Power Punch by following with RP.
Geta Stomping (Heihachi). Can be done facing backwards, opponent must be on ground.
Sledge Hammer (Bruce). Can be done facing backwards.
Face Crushing Knee (Bruce). On Ver.A machines this causes a sound bug against the opponent, who will use another character's voice half way through.
Killer Beam (Devil/Angel). Can be done facing backwards (both standing and flying versions).
Special throws (all). Throws like King's Tombstone Pile Driver can be done backwards by reversing the directional input as though you're facing the opponent.
* Play As Hidden Characters (even if they aren't selectable yet) :
Wang : On the character select screen, highlight Jun/Baek (whoever's default), then press Start, Down, Right, Left, Up
P. Jack : Highlight Jack-2, press Down(x2), hold Start and press Up(x2)
Armor King : Highlight King, press Left, hold Start, press Left, Right, release Start, press Right
Ganryu : Highlight Michelle, hold Start, press Down, Up
Bruce : Highlight Lei, press Start(x4) and then Right
Kazuya : Highlight Heihachi, press Down, Up, hold Up, press Start(x2), release Up, press Up again
For the following characters you have to hold a button before entering the character select...
Kunimitsu : Hold LP, then press Start to enter character select, highlight Yoshimitsu, then press Right, Start
Kuma : Hold RP, press Start, highlight Paul, press Down, Start, Down
Alex : Hold RK, press Start, Up(x2)
Roger : Hold LK, press Start, Up(x2)
* Fight Roger or Alex on Stage 4 : On the second/final round of Stage 3, defeat the opponent with less than 5% health (so the announcer says 'Great!'). Roger will appear if your character was selected with a punch button, Alex if selected with a kick button.
* Fight Kuma on Stage 4 : If you have Roger or Alex and do the same thing Kuma will appear instead.
* Each character has a sub-boss (stage 8) depending on who started the game :
If Jun (default) was chosen Wang will be on stage 8. Baek is in place of Jun if the "New Character" setting is set to 'Baek & Lei'.
If Yoshimitsu was chosen, Kunimitsu will be on stage 8.
Nina : Anna.
Law : Baek or Jun depending on the "New Character" setting.
Heihachi : Lee.
Paul : Kuma.
Jack-2 : P. Jack.
King : Armor King.
Michelle : Ganryu.
Lei : Bruce.
Roger : Alex.
Kazuya : Roger, Heihachi on stage 9 (never Alex on stage 8).
Devil : Heihachi, Jun on stage 9.
If a sub-boss is selected the characters are reversed e.g. selecting Armor King will make King appear.
* Tekken 2 Ver.B introduced some new moves into the game :
Wang : Whirlwind Toss (throw) - d/f+LP+LK+RK
Wang : Dragon Power Punch - b+LP+RP
Armor King : Jump to Capital Punishment - u (or u/f), LP+RP
Armor King : Jump to Burning Double Knuckle - u (or u/f), LP+RP,d (hold)
Armor King : Jump to Moonsault Body Press - u (or u/f), LP+RK
Lee : Silver Cyclone - (while crouching) d+LK+RK
Lee : Blazing Kick - d,d/b+RK (launches opponent on counter hit)
Ganryu : Sumo Popup - b,d/b,d,d/f+1
Ganryu : Take Down - (while fully crouched) d+LP+RP
Kuma : Salmon Hunting - b,f+RP+LK
Kuma : Head Butt (Stonehead) - RP+RK,b (hold)
Kuma : Grizzly Claw - b+LP+RP
Kuma : Rolling Bear - b+LP+RP, clockwise 360 x2(?)
King : 10-Hit Combo ender - Combos ending in LK can now end in LP for an elbow drop; combo ending with Power Bomb can also end with LP or LK
* Some original moves were modified in Tekken 2 Ver.B :
Kazuya : Rising Sun combo was given an extra low sweep and named Roundhouse to Triple Spin Kick - u/f+RK,RK,RK,RK
Jack-2 : Volcano Blaster move notation was changed - Ver.A is d/f,d/f+LP, Ver.B is d/f+d/f+RP+RK
Ganryu : Thunder Slap move notation was changed - Ver.A is d,d/f+RP, Ver.B is d/f+RP+LK
* Special throws, as well as back throws, cannot be escaped - use these when in close quarters, but don't abuse them or people (and the CPU) will start ducking under them.
* Ultimate Tackle (Paul, Kazuya) can be escaped with RP+RK. The running tackle cannot be escaped however.
* Non-grab throws also cannot be escaped :
Body Press (Jack-2, P.Jack, Kuma)
Frankensteiner (King, Armor King, Roger/Alex)
Run Up To Drop (Law)
Whirlwind Toss (Wang)
Slow Power Punch Combo (Michelle, Wang)
Machine Gun Cannon (Michelle)
Running Tackle (all)
Attack Reversal (Nina, Paul, Jun, Wang, Anna) - 'Chicken' move added in Tekken 3 to counter throw
* Tekken 2 also has a few bugs in its moves database :
Hammer Punch (Paul, Heihachi, P.Jack). Can be done facing backwards. You can also continue to the Power Punch by following with RP.
Geta Stomping (Heihachi). Can be done facing backwards, opponent must be on ground.
Sledge Hammer (Bruce). Can be done facing backwards.
Face Crushing Knee (Bruce). On Ver.A machines this causes a sound bug against the opponent, who will use another character's voice half way through.
Killer Beam (Devil/Angel). Can be done facing backwards (both standing and flying versions).
Special throws (all). Throws like King's Tombstone Pile Driver can be done backwards by reversing the directional input as though you're facing the opponent.
* Play As Hidden Characters (even if they aren't selectable yet) :
Wang : On the character select screen, highlight Jun/Baek (whoever's default), then press Start, Down, Right, Left, Up
P. Jack : Highlight Jack-2, press Down(x2), hold Start and press Up(x2)
Armor King : Highlight King, press Left, hold Start, press Left, Right, release Start, press Right
Ganryu : Highlight Michelle, hold Start, press Down, Up
Bruce : Highlight Lei, press Start(x4) and then Right
Kazuya : Highlight Heihachi, press Down, Up, hold Up, press Start(x2), release Up, press Up again
For the following characters you have to hold a button before entering the character select...
Kunimitsu : Hold LP, then press Start to enter character select, highlight Yoshimitsu, then press Right, Start
Kuma : Hold RP, press Start, highlight Paul, press Down, Start, Down
Alex : Hold RK, press Start, Up(x2)
Roger : Hold LK, press Start, Up(x2)
* Fight Roger or Alex on Stage 4 : On the second/final round of Stage 3, defeat the opponent with less than 5% health (so the announcer says 'Great!'). Roger will appear if your character was selected with a punch button, Alex if selected with a kick button.
* Fight Kuma on Stage 4 : If you have Roger or Alex and do the same thing Kuma will appear instead.
* Each character has a sub-boss (stage 8) depending on who started the game :
If Jun (default) was chosen Wang will be on stage 8. Baek is in place of Jun if the "New Character" setting is set to 'Baek & Lei'.
If Yoshimitsu was chosen, Kunimitsu will be on stage 8.
Nina : Anna.
Law : Baek or Jun depending on the "New Character" setting.
Heihachi : Lee.
Paul : Kuma.
Jack-2 : P. Jack.
King : Armor King.
Michelle : Ganryu.
Lei : Bruce.
Roger : Alex.
Kazuya : Roger, Heihachi on stage 9 (never Alex on stage 8).
Devil : Heihachi, Jun on stage 9.
If a sub-boss is selected the characters are reversed e.g. selecting Armor King will make King appear.
* Tekken 2 Ver.B introduced some new moves into the game :
Wang : Whirlwind Toss (throw) - d/f+LP+LK+RK
Wang : Dragon Power Punch - b+LP+RP
Armor King : Jump to Capital Punishment - u (or u/f), LP+RP
Armor King : Jump to Burning Double Knuckle - u (or u/f), LP+RP,d (hold)
Armor King : Jump to Moonsault Body Press - u (or u/f), LP+RK
Lee : Silver Cyclone - (while crouching) d+LK+RK
Lee : Blazing Kick - d,d/b+RK (launches opponent on counter hit)
Ganryu : Sumo Popup - b,d/b,d,d/f+1
Ganryu : Take Down - (while fully crouched) d+LP+RP
Kuma : Salmon Hunting - b,f+RP+LK
Kuma : Head Butt (Stonehead) - RP+RK,b (hold)
Kuma : Grizzly Claw - b+LP+RP
Kuma : Rolling Bear - b+LP+RP, clockwise 360 x2(?)
King : 10-Hit Combo ender - Combos ending in LK can now end in LP for an elbow drop; combo ending with Power Bomb can also end with LP or LK
* Some original moves were modified in Tekken 2 Ver.B :
Kazuya : Rising Sun combo was given an extra low sweep and named Roundhouse to Triple Spin Kick - u/f+RK,RK,RK,RK
Jack-2 : Volcano Blaster move notation was changed - Ver.A is d/f,d/f+LP, Ver.B is d/f+d/f+RP+RK
Ganryu : Thunder Slap move notation was changed - Ver.A is d,d/f+RP, Ver.B is d/f+RP+LK
Tekken 2 Ver.B (US, TES3/VER.B) and M.A.M.E.
0.142u2 [Atchoo, Smitdogg, The Dumping Union, smf]
0.74u2 [?]
0.71 [?]
Bugs:
- Original PCB running attract mode and service mode through an RGB board and into my PC. Sound is stereo. Smitdogg (ID 04038)
WIP:
- 0.142u2: Atchoo, Smitdogg, The Dumping Union and smf added Tekken 2 Ver.B (US, TES3/VER.D). Changed 'Tekken 2 Ver.B (TES3/VER.B)' to clone 'Tekken 2 Ver.B (US, TES3/VER.B)' and clones 'Tekken 2 Ver.B (TES2/VER.B)' to 'Tekken 2 Ver.B (Asia, TES2/VER.B)' and 'Tekken 2 (TES2/VER.A)' to 'Tekken 2 (Asia, TES2/VER.A)'. Renamed (tekken2) to (tekken2ub), (tekken2a) to (tekken2ab) and (tekken2b) to (tekken2aa).
- 19th April 2011: Smitdogg - We bought or borrowed the following: Tekken 2 (TES3/Ver.D) -latest version dumped.
- 0.122u2: Phil Bennett replaced tekken2/tekken2a/tekken2b 'tes1wave.8k' ROM with the correct, non-byte-swapped dump.
- 10th June 2006: smf - Back in 2003, Tekken 2 looked old and busted in MAME. There were two hurdles to getting it working properly. The major one was it's reliance on a pre-release version of the GPU ( also required by Tekken and Crypt Killer ). I'll cover how that was reverse engineered another time. We now get this: This is because of a bug in the following code, that works on real hardware because of how the processor works (80107d8c bgtz t9,$80107d18; 80107d90 mfc2 t0,sz1; 80107d94 mfc2 t1, sz2; 80107d98 mfc2 t2, sz3 and 80107d18 mtc2 t0, vxy0; 80107d1c mtc2 t1, vz0; 80107d20 mtct2 t2, vxy1). When t0 is moved into vxy0 at 8010d718 it needs to contain the value it had before sz1 is moved into t0 at 80107d90. This is because the results of some operations on the R3000 do not show up until after the next instruction. This is something that most emulators don't bother with, as all R3000 documentation tell you not to write code that does it. At the time I was told by FarFetch'd that the CPU in the PSX had a feature from the later MIPS processors, where it detected this condition and waited an extra clock cycle until the result showed up. But on the PSX it had a bug where it didn't work if you were in the delay slot of a branch. Code was added to MAME to emulate this & Tekken 2 looks much better. The only problem with this, is that the PSX has no such feature. At least not on the console I have in front of me. Just recently I have put together a unit test framework for the PlayStation, which makes it easy to run little fragments of code and test the results. I based the idea on nunit, which is a unit test framework for c#. I implemented try/catch & any cpu exceptions get turned into my own type of exception, so you can write tests that check for them & if you get one when you didn't except it then that is classed as a failure. I wrote a few tests based on the information I was given back in 2003, which worked in MAME but reported a failure on my console. I thought that maybe it was just moving data to and from the GTE, but the more tests I write the more it shows the PSX is no different from other R3000 series CPU's. As the tests are automated they can be run any time a change is made & they will also run on any emulator ( or any console ). All thats left is to add more tests, I guess I should have written this a few years ago.
- 0.100: Fully share the sound part of the MCU RAM for System 11. This allows games to read back the song names and fixes the sound test menu in Tekken and Tekken 2 [R. Belmont].
- 0.79: Added new cpu2 and sound1 roms.
- 0.76u1: Changed input to 2 Player with 4 buttons.
- 20th October 2003: smf sent in a major update to the Namco System 11 driver, making Tekken, Tekken 2, Xevious 3D/G and Prime Goal EX work.
- 0.74u2: Added Tekken 2 Ver.B (TES3/VER.B) (Namco 1995) and clones (TES2/VER.B) and (TES2/VER.A).
- 0.71: Added (Testdrivers) Tekken 2 (10:39:16, SEP 2 TES3/VER.B) and clones (19:01:47, AUG TES2/VER.A) and (10:39:16, SEP 2 TES2/VER.B).
- 4th June 2003: Guru - Dumped another version of Tekken 2.
- 19th October 2002: Guru - Tekken 2 Ver. B (Namco 1995, System 11) arrived. Thanks to Brian Troha for the loan of the boards.
- 11th June 2002: Guru - The Tekken 2 PCB that arrived 1st June turned out to be Version A (previously not dumped). So I dumped it a few hours ago, and here's the first emulation screenshot...
- 1st June 2002: Guru - Received Tekken 2 (Namco 1995, world version) from Pelle.
LEVELS: 10
Other Emulators:
* ZiNc
Romset: 24848 kb / 15 files / 19.3 zip
0.74u2 [?]
0.71 [?]
Bugs:
- Original PCB running attract mode and service mode through an RGB board and into my PC. Sound is stereo. Smitdogg (ID 04038)
WIP:
- 0.142u2: Atchoo, Smitdogg, The Dumping Union and smf added Tekken 2 Ver.B (US, TES3/VER.D). Changed 'Tekken 2 Ver.B (TES3/VER.B)' to clone 'Tekken 2 Ver.B (US, TES3/VER.B)' and clones 'Tekken 2 Ver.B (TES2/VER.B)' to 'Tekken 2 Ver.B (Asia, TES2/VER.B)' and 'Tekken 2 (TES2/VER.A)' to 'Tekken 2 (Asia, TES2/VER.A)'. Renamed (tekken2) to (tekken2ub), (tekken2a) to (tekken2ab) and (tekken2b) to (tekken2aa).
- 19th April 2011: Smitdogg - We bought or borrowed the following: Tekken 2 (TES3/Ver.D) -latest version dumped.
- 0.122u2: Phil Bennett replaced tekken2/tekken2a/tekken2b 'tes1wave.8k' ROM with the correct, non-byte-swapped dump.
- 10th June 2006: smf - Back in 2003, Tekken 2 looked old and busted in MAME. There were two hurdles to getting it working properly. The major one was it's reliance on a pre-release version of the GPU ( also required by Tekken and Crypt Killer ). I'll cover how that was reverse engineered another time. We now get this: This is because of a bug in the following code, that works on real hardware because of how the processor works (80107d8c bgtz t9,$80107d18; 80107d90 mfc2 t0,sz1; 80107d94 mfc2 t1, sz2; 80107d98 mfc2 t2, sz3 and 80107d18 mtc2 t0, vxy0; 80107d1c mtc2 t1, vz0; 80107d20 mtct2 t2, vxy1). When t0 is moved into vxy0 at 8010d718 it needs to contain the value it had before sz1 is moved into t0 at 80107d90. This is because the results of some operations on the R3000 do not show up until after the next instruction. This is something that most emulators don't bother with, as all R3000 documentation tell you not to write code that does it. At the time I was told by FarFetch'd that the CPU in the PSX had a feature from the later MIPS processors, where it detected this condition and waited an extra clock cycle until the result showed up. But on the PSX it had a bug where it didn't work if you were in the delay slot of a branch. Code was added to MAME to emulate this & Tekken 2 looks much better. The only problem with this, is that the PSX has no such feature. At least not on the console I have in front of me. Just recently I have put together a unit test framework for the PlayStation, which makes it easy to run little fragments of code and test the results. I based the idea on nunit, which is a unit test framework for c#. I implemented try/catch & any cpu exceptions get turned into my own type of exception, so you can write tests that check for them & if you get one when you didn't except it then that is classed as a failure. I wrote a few tests based on the information I was given back in 2003, which worked in MAME but reported a failure on my console. I thought that maybe it was just moving data to and from the GTE, but the more tests I write the more it shows the PSX is no different from other R3000 series CPU's. As the tests are automated they can be run any time a change is made & they will also run on any emulator ( or any console ). All thats left is to add more tests, I guess I should have written this a few years ago.
- 0.100: Fully share the sound part of the MCU RAM for System 11. This allows games to read back the song names and fixes the sound test menu in Tekken and Tekken 2 [R. Belmont].
- 0.79: Added new cpu2 and sound1 roms.
- 0.76u1: Changed input to 2 Player with 4 buttons.
- 20th October 2003: smf sent in a major update to the Namco System 11 driver, making Tekken, Tekken 2, Xevious 3D/G and Prime Goal EX work.
- 0.74u2: Added Tekken 2 Ver.B (TES3/VER.B) (Namco 1995) and clones (TES2/VER.B) and (TES2/VER.A).
- 0.71: Added (Testdrivers) Tekken 2 (10:39:16, SEP 2 TES3/VER.B) and clones (19:01:47, AUG TES2/VER.A) and (10:39:16, SEP 2 TES2/VER.B).
- 4th June 2003: Guru - Dumped another version of Tekken 2.
- 19th October 2002: Guru - Tekken 2 Ver. B (Namco 1995, System 11) arrived. Thanks to Brian Troha for the loan of the boards.
- 11th June 2002: Guru - The Tekken 2 PCB that arrived 1st June turned out to be Version A (previously not dumped). So I dumped it a few hours ago, and here's the first emulation screenshot...
- 1st June 2002: Guru - Received Tekken 2 (Namco 1995, world version) from Pelle.
LEVELS: 10
Other Emulators:
* ZiNc
Romset: 24848 kb / 15 files / 19.3 zip