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Street Fighter II Table Guide

This document provides a guide to the Street Fighter II pinball table. It includes: 1) An overview of the table layout and key features such as ramps and orbits. 2) Instructions on how to perform multiball modes, side missions, and world warrior battles by hitting targets and ramps in a specific sequence. 3) Details on extra balls, skill shots, kickbacks, and end of ball bonuses. The guide aims to explain how to activate all the modes and complete objectives on the Street Fighter II pinball table.

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Checo Aranda
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
269 views13 pages

Street Fighter II Table Guide

This document provides a guide to the Street Fighter II pinball table. It includes: 1) An overview of the table layout and key features such as ramps and orbits. 2) Instructions on how to perform multiball modes, side missions, and world warrior battles by hitting targets and ramps in a specific sequence. 3) Details on extra balls, skill shots, kickbacks, and end of ball bonuses. The guide aims to explain how to activate all the modes and complete objectives on the Street Fighter II pinball table.

Uploaded by

Checo Aranda
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

Page 1 of 13

Street Fighter II Table Guide


By ShoryukenToTheChin

Page 2 of 13

Key to Table Image Above *Thanks to Community Member - Cloda for the Overhead Image*
1.
2.
3.
4.
5.
6.
7.
8.

Special Move Up Kicker


Left Orbit
Akuma Ramp
Bumper Mini - Orbit
SMASH Targets
Blanka Ramp
Right Orbit
Boat Ramp

In this Guide when I mention a Ramp etc. I will put a number in brackets which will correspond to the Key
above, so that you know where on the Table that particular feature is located.

TABLE SPECIFICS
Introduction
Back in the days of Pinball FX1, Zen treated us with a tribute Table for Super Street Fighter II, which
released about a week before the impending Super Street Fighter II HD Remix.. Hahaha Im not lying
thats the title of the Game. The Table captured the Heart and Soul of Capcoms Brawler excellently with
great Background Music stripped from the Game itself along with Audio cues from the Game. This all came
together to allow for one of the best tributes Ive seen in a long while.
Now when Pinball FX2 came out, Zen decided to upgrade all the Pinball FX1 Tables to the new Platform
this meant new physics along with updated artwork. The Table does play differently on the new physics
engine but its still a lot of fun and as challenging as ever. Hopefully this Guide will make it less of a
challenge
Make sure to try out the other classic Tables from Pinball FX 1, as well as the newer Tables on the Platform
etc.

Page 3 of 13

Skill Shot
Skill Shot This Table has no Skill Shot.

Kick Back & Ball Save


Both the Left & Right Kickbacks are activated by hitting the Wall Target which is just above the Right
Bumper. Hit that with enough Power to light the Left Kickback then again to light the Right Kickback,
sometimes it may require a couple of hits to activate as you need to hit it dead centre to activate a Kickback.

Wall
Target

Left
Kickback
Activated
Light

Right
Kickback
Activated
Light

*Note - This Table resets the Kickbacks earned if you lose a Ball*
As for Ball Save, you need the Ball to light the Rollover lights that spell YOGA after which Ball Save will
be lit for a short period of time. Shown below you can see where these Rollovers are located
Y

Ball Save
Activated
Light

Page 4 of 13

Extra Balls
The 2 Ways to achieve an Extra Ball

Knock Out Zangief After you max out the Multiplier at 10x, you are then given a short amount of
time to hit the Bumpers to land the Knock Out blow on Zangief to collect the Extra Ball. Shown
below you can see how you increase the Multiplier etc. To increase the Multiplier you must light
both the S & F Rollovers at the Upper Left of the Table, after which 2x will be lit and the
Rollover will reset thus you need to repeat the above to max it out to 10x. The Multiplier
Notification Lights are just above the Left & Right Flippers.

S
rollover

F
Rollover

Hit the Bumpers


to Knock Out
Zangief once you
have 10x

2x Multiplier
Activated Light

8x Multiplier
Activated Light

6x Multiplier
Activated Light

4x Multiplier
Activated Light

10x Multiplier
Activated Light

Page 5 of 13

Barrel Breaker

Barrel Up Kicker roll the


Ball over it to open it up, and
then hit the Ball into it to
destroy a Barrel *Remember it
needs to be hit into the Hole
before it closes, It usually
closes in 30 or so seconds.*
Repeat the above process a
further 4 times (5 Times
altogether) to collect an Extra
Ball

Ship End of Ball (Fans) Bonus Increase


Use the Top Right Flipper to hit the Ball into the Boat Ramp (8) each successful shot into it increases the
number of Fans on the Boat, which increases the End of Ball Bonus given when you drain your Ball. If you
get enough Fans, it is also possible that the Boat will sink and you will be awarded with the Ken Fan Bonus
Award (Points).
There is other End of Ball Bonuses for things such as how many Battles you have Completed etc.

Page 6 of 13

Multiball Modes/Frenzy Modes


There are 2 Multiball Modes on this Table
Blanka Multiball *2 Ball Multiball*
To activate this Multiball Mode you must hit the Ball up the Blanka Ramp (6) each time it will light one of
the letters of CHARGE which once all 6 are lit the Multiball Mode will begin, so you need to hit the Ball
up through that 6 times. *Note That you need to hit the Blanka Ramp (6) within about 30 Seconds of
your last hit up that Ramp or you will lose a light*
C
H

A
R
G
E

After you have done that you will be given a 2 Ball Mulitball where you can gain Jackpots and Super
Jackpots by hitting the various Orbits/Ramps.
The Multiball will continue as long as you have a minimum of 2 Balls in play, you will have to repeat the
above process again if you wish to re-enter this Multiball Mode again.

Page 7 of 13

DeeJay Multiball *3 Ball Multiball*


To activate this Multiball Mode you must lit the 5 Targets which spell out SMASH by hitting the SMASH
Target (5) there are 5 Targets altogether. Hit each of those Targets twice because the first hit will cause the
Target to begin flashing then the second causes it to become solid. Then lock 3 Balls into the Plane which is
activated now, do this by hitting the Blanka Ramp (6).

After you have done that you will be given a 3 Ball Mulitball where you can gain Jackpots and Super
Jackpots by hitting the various Orbits/Ramps.
The Multiball will continue as long as you have a minimum of 2 Balls in play, you will have to repeat the
above process again if you wish to re-enter this Multiball Mode again.

Page 8 of 13

Side Mission Battles


There are 2 available on the Table;
Spar with Akuma *Completion will light up one of the letters of CHI* To activate this you must hit the Ball up the Akuma Ramp (3) each successful hit up that Ramp will award
you with a Letter of AKUMA, now repeat the above process a further 4 times to successfully light up
AKUMA then hit the Ball into it one final time to begin this Side Mission.
To complete this you must only hit Ramps/Orbits to attack Akuma but avoid hitting the Bumpers or Targets
as they will cause you to receive damage from Akuma. If you manage to hit the Blanka Ramp (6) you will
notice that the Special Move Up Kicker (1) will be flashing, if you manage to hit the Ball into it you will fire
a Special Move at Akuma. Special Moves take a lot of Life of the opponent so its best to try to go for this
when you can but Akuma is defeated in about 3 or so successful hits up any of the Ramps/Orbits so its not
really necessary.
You can see your life and youre Opponents just below the Left Flipper (Your Life Bar) & Right Flipper
(Opponents Life Bar)

Youre
Health Bar

Opponents
Health Bar

Completing the Spar with Akuma will light one of the 3 lights just below the Akuma Ramp (3) the first one
to light will be C but you will notice there is 2 more which are H & I they spell out CHI
Each of those will help you in the World Warrior Battles & Wizard Mode (Final Mission) in that you will
deal more Damage to your Opponent, so its best to try and have CHI lit therefore you should be aiming to
complete the Spar with Akuma Side Mission a total of 3 times.

Page 9 of 13

Chun-Li & Shadowloo You will need to hit the Ball through either the Left Orbit (2) or Right Orbit (7) multiple times to gain access
to this, you will notice that each time you pass through an Orbit one of the Lights which represent the
Letters of POLICE will light up. These Letters can be seen at the entrance of the Left Orbit (2) & Right
Orbit (7), so basically you need to go round the Orbits 6 times to successfully light up POLICE. After
which the Side Mission will begin. The goal here is to arrest the Evil doers (mainly Cammy who is
brainwashed by M.Bison). The Middle of the Playfield will see 2 Objects erect from it which will have 1
Target on each, you must only hit the Target which is flashing. For Example -

As you can see


the Left Target
is lit therefore
you would want
to hit this one

This isnt lit


so if you hit
that the Side
Mission would
Fail!

If there is no Target flashing you will be required to hit the Ball round the Left Orbit (2) or Right Orbit (7)
until one appears. After you have successfully Arrested 3, the Side Mission will be completed but remember
if you hit a Target that is not lit the Side Mission will fail. For example if both Targets are unlit

Both Unlit so you need


to hit the Ball through
either the Left Orbit (2)
or Right Orbit (7) to
rotate them till one is lit

Page 10 of 13

World Warrior Battles


This Table has 4 World Warrior Battles;
Each of these Battles use the same format
To Attack youre Opponent *Note - Completion of the Spar with Akuma Side Mission will increase
your Damage output! (Up to 3 times by lighting the Letters of CHI)*

Normal Attack Hit any of the Ramps/Orbits.


Special Move Attack - you must hit the Blanka Ramp (6) you will then notice that the Special Move
Up Kicker (1) will be flashing, if you manage to hit the Ball into it you will fire a Special Move
*Note - This does the most Damage*

If you hit any of the Bumpers/Targets you will take Damage from your Opponent instead.
You can see the Health Bars below the Left & Right Flippers

Youre
Health Bar

Opponents
Health Bar

I will now list how you activate each of the 4 World Warrior Battles; below is an Image showing where you
can see your progress on how much more you need to do to activate any of the 4 Missions *Note If you
miss a Ramp/Orbit you were meant to hit next to further your progress on the Mission Activation,
that Mission Activation progress will be reset and you have to begin the process to activate another.
So try to aim and shoot as best you can.*
*Note you must hit the next Ramp/Orbit in the sequence of that World Warrior Battle you are
trying to activate within about 20 Seconds of your last hit up that Ramp or you will lose a light* -

These 4 Symbols
represent your progress
on activating the Ryu
Vs. Sagat Mission

These 4 Symbols
represent your progress
on activating the ChunLi Vs. Vega Mission

These 4 Symbols
represent your progress
on activating the Ken
Vs. Evil Ryu Mission

These 4 Symbols
represent your progress
on activating the Guile
Vs. Balrog Mission

Page 11 of 13

Ryu Vs. Sagat


You must hit these Ramps/Orbits in this order *Note You have about 20 seconds to hit the next
Ramp/Orbit otherwise it will reset the last one you did*
1.
2.
3.
4.

Left Orbit (2)


Left Orbit (2)
Akuma Ramp (3)
Left Orbit (2)

After which to begin the Mission you must hit the Akuma Ramp (3) which will then lock the Ball and begin
the Battle.
Ken Vs. Evil Ryu
You must hit these Ramps/Orbits in this order *Note You have about 20 seconds to hit the next
Ramp/Orbit otherwise it will reset the last one you did*
1.
2.
3.
4.

Right Orbit (7)


Akuma Ramp (3)
Blanka Ramp (6)
Left Orbit (2)

After which to begin the Mission you must hit the Boat Ramp (8) this is done with the Top Right Flipper
*Note Try sending the Ball round the Left Orbit then time the shot correctly just as it appears
round the entrance of the Right Orbit (7).* A successful hit will then lock the Ball and begin the Battle.
Chun-Li Vs. Vega
You must hit these Ramps/Orbits in this order *Note You have about 20 seconds to hit the next
Ramp/Orbit otherwise it will reset the last one you did*
1.
2.
3.
4.

Right Orbit (7)


Right Orbit (7)
Left Orbit (2)
Right Orbit (7)

After which to begin the Mission you must hit the Left Orbit (2) which will then lock the Ball and begin the
Battle.
Guile Vs. Balrog
You must hit these Ramps/Orbits in this order *Note You have about 20 seconds to hit the next
Ramp/Orbit otherwise it will reset the last one you did*
1.
2.
3.
4.

Right Orbit (7)


Blanka Ramp (6)
Akuma Ramp (3)
Right Orbit (7)

After which to begin the Mission you must hit the Blanka Ramp (6) which will then lock the Ball and begin
the Battle.

Page 12 of 13

WIZARD MODE (Final Mission)


Lord Bison Activation
To Gain Access to the Final Battle you must have won all the above 4 World Warrior Battles
After which you must hit the Akuma Ramp (3) to begin the Wizard Mode. M.Bison will then erect from the
Middle of the Table, his Head and 2 Hands will be visible

M.Bison
Hit the Head
to Attack

Avoid the 2
Hand Targets
as you will take
Damage

Youre
Health Bar

M.Bisons
Health Bar

How to Complete this/Defeat M.Bison? *Note - Completion of the Spar with Akuma
Side Mission will increase your Damage output! (Up to 3 times by lighting the Letters
of CHI)*
To complete the Wizard Mode make sure to aim for his Head which is in-between his Hands, be careful
because if you hit his Hands you will take Damage, time to time he will have a Protective Aura which will
require you to hit the Head to remove it (This doesnt take Damage of him) you then need to hit him again to
take Damage off him. The Projective Aura usually returns in about 10 15 seconds. After you have depleted
his Health Bar you win the fight and complete the Wizard Mode, but if you fail the Table will then reset
itself meaning you would need to do the 4 World Warrior Fights again etc.
Completion if I remember rewards you with 100 Million Points.

*WIZARD MODE IS COMPLETED AT THIS POINT*

Page 13 of 13

Special Thanks to all the Zen Studios Forum Community! Members such as Cloda, Wednesday, Wims,
Steviej, shogun00, Hypno74, skippycue & YouTube Member StOrMtRoOpErMx19 I
couldnt have completed the Guide without your help either directly or indirectly - you are all awesome!!!

In closing I hope you enjoyed this Table, I certainly have and I hope by using this Guide it increases that
Fun factor for you and everyone else who plays with you etc.
Check out the other Tables available, they are all available to download on the Xbox Live Marketplace in
Add-Ons section or download it straight from the PFX2 Platform itself. Zen Pinball on PlayStation
Network, Zen Pinball on the Apple AppStore, Zen Pinball 3D on Nintendo 3DS and Zen Pinball THD on
Android Marketplace.

Thanks for viewing my Guide,


Remember

You have to defeat Sheng Long to stand a chance!

Yours
ShoryukenToTheChin

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