Hyper Street Fighter 2: Difference between revisions

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== Introduction ==
== Introduction ==
Hyper Street Fighter II The Anniversary Edition is an Arcade game with console ports that contains every character from every iteration of Street Fighter II. Almost every character is identical to their original counterpart in each arcade version with some minor adjustments.


== Notation ==
==Differences from other Street Fighter versions==


===Joystick Notation===
-Several glitches like the ST versions of Ken, Dhalsim and Sagat being unable to do reversal supers have been corrected.<br><br>
-"In CE and SSF2, the recovery time of the Tiger Shots is fixed, but in ST (and for some reason in HF, also), it is determined by the normal that was done just before the Tiger Shot. In other words, you can shorten the length of the Tiger Shot’s recovery time by kara canceling a Jab or Short. In AE, it is unclear if this was corrected for HF Sagat, but for ST Sagat (both the altered ST and original ST versions), it depends on the strength of the previous High Tiger Shot. (Tested on the PS2 version.)" --From NKI's frame data on his site<br><br>
-ST characters cannot tech non-ST character's throws, unlike ST where ST characters could tech old character's throws.<br><br>
-Holding start when selecting Super or Super Turbo mode brings out the original arcade version of that character. Notable examples are Chun Li and Honda who cannot store their supers and Ochio Throw (Honda only) without choosing them this way.<br><br>
-Super Sagat's low tigershots have a 45 frame recovery instead of the 37 frame recovery they had in ST, CapKore version of the game addresses this issue giving O.Sagat it's old lower frame count recovery.<br><br>
-Champion Edition Bison (dictator)'s Psycho Crusher only hits 4 times, in the arcade it hit 6.


*F - Forward - Tilt stick forward/towards the opponent. (X-axis)
==Notation==
*B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
The notation in this section follows the standards notation found through out the guide. Details are on the [[Notation]] page of this guide.
*U - Up - Tilt stick upwards. (Y-axis)
*D - Down - Tilt stick downwards. (Y-axis)
*QCF - Quarter circle forward - Tilt stick downwards, then to downwards and forward, then forward.
*QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
*HCF - Half circle forward/Hadouken/Fireball - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
*HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
*DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
*360/FC - Full circle - Complete a full rotation of the stick.
*720 - N/A - Complete a 720 degree rotation of the stick.
*Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
 
X-axis functions can be used interchangably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
 
===Six Button Notation===
 
Expressed in the form: Notation - Move - (X-box Default Map) - (PS2 Default Map)
 
*LP - Low Punch - (X) - (?)
*MP - Medium/Strong Punch - (Y) - (?)
*HP - High/Fierce Punch - (Right Trigger/White) - (?)
*LK - Low Kick - (A) - (?)
*MK - Medium/Strong Kick - (B) - (?)
*HK - High/Roundhouse Kick - (Left Trigger/Black) - (?)
 
Occasionally people may use "Notation" and "Move" interchangeably.
 
===Descriptors===
 
====Connectors====
 
* : Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X"  "Y", "X" should be performed at the same time as "Y".
''e.g. F  MP''
*-> (Sometimes >): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z". 
''e.g. F -> Fierce Shoryuken''
*x: Used between two other pieces of notation to signify that the first should be cancelled (interuppted earlier than it would finish otherwise) into the second. i.e. "X" x "Y", "X" should be cancelled into "Y".
''e.g. MP x Fierce Shoryuken''
*~: Indicates that the preceeding action should link (immediately follow with) into the next action. i.e. "X" ~ "Y", "X" should be followed immediately by "Y"
''e.g. LK ~ MP ~ HP''
*/: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results.
 
====State Modifiers====
 
*s. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. s."X", perform "X" whilst standing.
*c. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. c."X", perform "X" whilst crouching.
*j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j."X", perform "X" whilst in the air.
 
===Miscellaneous Notation===
 
*twds - ?????
*x(Integer) - Number of times - Shows how many times that particular part of a sequence can be repeated.
*Tap/Rapidly - Repeatedly press a button.
 
== Game Mechanics ==
 
== Basic Strategy ==
 
== Advanced Strategy ==
 
 
== Tier List ==
 
WW = World Warrior (Normal)
 
CE = Champion Edition (Champ)
 
HF = Hyper Fighting (Turbo)
 
S = New Challengers (Super)
 
ST = Super Turbo (SuperT)
 
 
 
SSS:
CE-Bison, CE-Guile, CE-Ryu, CE-Sagat
 
SS:
WW-Guile, HF-Guile, HF-Ryu, CE-Ken,
HF-Ken, HF-Sagat, ST-Dhalsim, ST-Balrog,
ST-Ryu
 
S:
WW-Dhalsim, HF-Blanka, ST-Chun-Li,
S-Ryu, S-Ken, ST-Ken, ST-Honda,
ST-Dee Jay, ST-Sagat
 
A:
HF-Honda, HF-Zangief, HF-Balrog,
S-Balrog, S-Bison, S-Sagat, S-Chun-Li,
S-Vega, S-Dee Jay
 
B:
ST-Blanka, HF-Dhalsim, HF-Vega, S-
Honda, ST-Fei Long, ST-Guile
 
C:
WW-Chun-Li, CE-Chun-Li, WW-Blanka,
CE-Blanka, CE-Balrog, WW-Honda, CE-
Honda, HF-Bison, S-Fei Long, S-Hawk,
ST-Zangief, S-Guile
 
D:
WW-Ryu, WW-Ken, WW-Zangief, CE-
Zangief, S-Zangief, ST-Hawk, S-Blanka,
S-Cammy, ST-Cammy
 
== Game Versions ==
 
* [[Playstation 2 (HSF2)|Playstation 2]]
* [[Xbox (HSF2)|Xbox]]
 
== The Characters ==
 
* [[Balrog (boxer) (HSF2)|Balrog (boxer)]]
* [[Blanka (HSF2)|Blanka]]
* [[Cammy (HSF2)|Cammy]]
* [[Chun-li (HSF2)|Chun-li]]
* [[Dee Jay (HSF2)|Dee Jay]]
* [[Dhalsim (HSF2)|Dhalsim]]
* [[E. Honda (HSF2)|E. Honda]]
* [[Fei Long (HSF2)|Fei Long]]
* [[Guile (HSF2)|Guile]]
* [[Ken (HSF2)|Ken]]
* [[M. Bison (dictator) (HSF2)|M. Bison (dictator)]]
* [[Ryu (HSF2)|Ryu]]
* [[Sagat (HSF2)|Sagat]]
* [[T. Hawk (HSF2)|T. Hawk]]
* [[Vega (claw) (HSF2)|Vega (claw)]]
* [[Zangief (HSF2)|Zangief]]


{{Navbox-HSF2}}
[[Category:Hyper Street Fighter 2]]
[[Category:Hyper Street Fighter 2]]
[[Category:Street Fighter II series]]

Latest revision as of 03:06, 7 January 2021

Hsf2.jpg

Introduction

Hyper Street Fighter II The Anniversary Edition is an Arcade game with console ports that contains every character from every iteration of Street Fighter II. Almost every character is identical to their original counterpart in each arcade version with some minor adjustments.

Differences from other Street Fighter versions

-Several glitches like the ST versions of Ken, Dhalsim and Sagat being unable to do reversal supers have been corrected.

-"In CE and SSF2, the recovery time of the Tiger Shots is fixed, but in ST (and for some reason in HF, also), it is determined by the normal that was done just before the Tiger Shot. In other words, you can shorten the length of the Tiger Shot’s recovery time by kara canceling a Jab or Short. In AE, it is unclear if this was corrected for HF Sagat, but for ST Sagat (both the altered ST and original ST versions), it depends on the strength of the previous High Tiger Shot. (Tested on the PS2 version.)" --From NKI's frame data on his site

-ST characters cannot tech non-ST character's throws, unlike ST where ST characters could tech old character's throws.

-Holding start when selecting Super or Super Turbo mode brings out the original arcade version of that character. Notable examples are Chun Li and Honda who cannot store their supers and Ochio Throw (Honda only) without choosing them this way.

-Super Sagat's low tigershots have a 45 frame recovery instead of the 37 frame recovery they had in ST, CapKore version of the game addresses this issue giving O.Sagat it's old lower frame count recovery.

-Champion Edition Bison (dictator)'s Psycho Crusher only hits 4 times, in the arcade it hit 6.

Notation

The notation in this section follows the standards notation found through out the guide. Details are on the Notation page of this guide.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ

Game Navigation

Super Turbo
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma

Game Navigation

Super (Old)
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief

Game Navigation

Hyper Fighting
Balrog
Blanka
Chun-Li
Dhalsim
E. Honda
Guile
Ken
M. Bison
Ryu
Sagat
Vega
Zangief

Game Navigation

Champion Edition
Balrog (boxer)
Blanka
Chun-li
Dhalsim
E Honda
Guile
Ken
M. Bison (dictator)
Ryu
Sagat
Vega (claw)
Zangief

Game Navigation

World Warriors
Blanka
Chun-Li
Dhalsim
E. Honda
Guile
Ken
Ryu
Zangief