Street Fighter 2: Hyper Fighting: Difference between revisions

From SuperCombo Wiki
mNo edit summary
(Inclusion of images, adding info, and wiki links fixed.)
 
(61 intermediate revisions by 14 users not shown)
Line 1: Line 1:
== Introduction ==
{{SF2HFHeader}}
Released in late 1992, this game is Capcom's response to all of the bootleg versions of the Street Fighter series that were popping up around the world. One of the more famous bootleg versions was called Street Fighter 2: Rainbow Edition.


Hyper Fighting introduced some additional moves for select characters which helped in balancing the game. Some examples of this are:
[[Image:HFsplash.png|right|Title Screen]]
[[Image:HFselect.png|right|Character Selection]]
[[Image:HFaction.png|right|New Moves]]


• Air hurricane kicks with Ken and Ryu
== Introduction ==
• Chun-li fireball
• Blanka vertical ball
• E. Honda sumo splash


more to come...--[[User:Decoy|Decoy]] 15:12, 16 February 2006 (CST)
Released in late 1992, Street Fighter 2 Hyper Fighting (known as ''Street Fighter 2 Turbo'' in Japan) is Capcom's final Street Fighter release on the CPS1 arcade hardware, and a response to [https://wiki.supercombo.gg/w/Street_Fighter_2:_Champion_Edition/FAQ#Bootleg_Versions bootleg versions] of [https://wiki.supercombo.gg/w/Street_Fighter_2:_Champion_Edition Street Fighter 2' Champion Edition] which often had faster gameplay and allowed special moves to be performed in the air.


== Game Mechanics ==
SF2HF introduced an overall game sped up, fixed SF2CE bugs (But not all of them!) and balanced the characters in various ways, including additional moves for several of them and even nerfing some top tiers. Examples of this are:


== Basic Strategy ==
• Air hurricane kicks with Ken and Ryu
 
== Advanced Strategy ==
Utilizing the CPS1 gaming engine to your advantage. The first three editions
 
of Street Fighter II (WW,CE,HF aka Turbo) were programmed with the CPS1
 
engine. There was an old glitch that was fixed in super and super turbo that


allowed for a number of rapid fire kicks to be linked into a punch and then
• Chun-li Fireball


further cancelled into your favorite special.
• Blanka Vertical Ball ("Upball")


EX. Ken: 3x c.lk-> s.hp xx Hadoken (qcf+p)
• E. Honda Sumo Splash


How this works is beyond me, but I do know how to utilize the CPS1 chains, and here's how:
• Dhalsim Yoga Teleport


After hitting with the first three rapid fire kicks, let the pad, stick, whatever go back to neutral (so you are standing) and input lk+whichever punch you want with the same timing as the initial lk's. In the example above you would input c.lk..c.lk..c.lk.(neutral).s.lk+hp then just cancel into hadoken.
• Balrog's (Boxer) Turn Around Punch can pass through fireballs


This is the just one of the ways to use CPS1 chains. You can use these to get high punches in when all you had time for was a low kick.  
• No more infinite combos for M.Bison (Dictator)


One more note, you can go from standing lk's to crouching punches; or from crouching lk's to standing punches. But curiously enough not vice versa, punches don't go to kicks, and standing kicks do not go to standing punches.
• And a lot more...


Danthrasher
== Characters ==
{| width="128px"
| align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Ryu|Ryu]] ||  align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/E._Honda|E.Honda]] || align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Blanka|Blanka]] ||  align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Guile|Guile]] ||  align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Balrog|Balrog]] ||  align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Vega|Vega]]
|-
| colspan="6" |
<imagemap>
Image:Sf2hf-charselect.png
rect 0 0 63 63  [[Street_Fighter_2:_Hyper_Fighting/Ryu]]
rect 64 0 127 63  [[Street_Fighter_2:_Hyper_Fighting/E._Honda]]
rect 128 0 191 63  [[Street_Fighter_2:_Hyper_Fighting/Blanka]]
rect 192 0 255 63  [[Street_Fighter_2:_Hyper_Fighting/Guile]]
rect 256 0 319 63  [[Street_Fighter_2:_Hyper_Fighting/Balrog]]
rect 320 0 383 63  [[Street_Fighter_2:_Hyper_Fighting/Vega]]
rect 0 64 63 127  [[Street_Fighter_2:_Hyper_Fighting/Ken]]
rect 64 64 127 127  [[Street_Fighter_2:_Hyper_Fighting/Chun-Li]]
rect 128 64 191 127  [[Street_Fighter_2:_Hyper_Fighting/Zangief]]
rect 192 64 255 127  [[Street_Fighter_2:_Hyper_Fighting/Dhalsim]]
rect 256 64 319 127  [[Street_Fighter_2:_Hyper_Fighting/Sagat]]
rect 320 64 383 127  [[Street_Fighter_2:_Hyper_Fighting/M._Bison]]
desc none
</imagemap>
|-
| align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Ken|Ken]] ||  align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Chun-Li|Chun-Li]] ||  align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Zangief|Zangief]]||  align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Dhalsim|Dhalsim]]||  align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/Sagat|Sagat]]||  align="center" width="64px" | [[Street Fighter 2: Hyper Fighting/M._Bison|M.Bison]]
|}


== Game Versions ==


* [[CPS1 (HF)|Arcade (CPS1)]]
* [[Playstation (HF)|Playstation]]
* [[Playstation 2 (HF)|Playstation 2]]
* [[Super Nintendo (HF)|Super Nintendo]]
* [[Sega Genesis (HF)|Sega Genesis]]
* [[Xbox (HF)|Xbox]]
* [[Xbox 360 (HF)|Xbox 360]]


== The Characters ==
<table width=100%><tr><td width=50%>
* [[Balrog (HF)|Balrog]]
* [[Blanka (HF)|Blanka]]
* [[Chun-Li (HF)|Chun-Li]]
* [[Dhalsim (HF)|Dhalsim]]
* [[E. Honda (HF)|E. Honda]]
* [[Guile (HF)|Guile]]
</td><td width=50%>
* [[Ken (HF)|Ken]]
* [[M. Bison (HF)|M. Bison]]
* [[Ryu (HF)|Ryu]]
* [[Sagat (HF)|Sagat]]
* [[Vega (HF)|Vega]]
* [[Zangief (HF)|Zangief]]
</td></tr></table>


{{Navbox-SF2HF}}
[[Category:Street Fighter 2: Hyper Fighting]]
[[Category:Street Fighter 2: Hyper Fighting]]
[[Category:Street Fighter II series]]

Latest revision as of 18:42, 15 February 2025

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png
Title Screen
Character Selection
New Moves

Introduction

Released in late 1992, Street Fighter 2 Hyper Fighting (known as Street Fighter 2 Turbo in Japan) is Capcom's final Street Fighter release on the CPS1 arcade hardware, and a response to bootleg versions of Street Fighter 2' Champion Edition which often had faster gameplay and allowed special moves to be performed in the air.

SF2HF introduced an overall game sped up, fixed SF2CE bugs (But not all of them!) and balanced the characters in various ways, including additional moves for several of them and even nerfing some top tiers. Examples of this are:

• Air hurricane kicks with Ken and Ryu

• Chun-li Fireball

• Blanka Vertical Ball ("Upball")

• E. Honda Sumo Splash

• Dhalsim Yoga Teleport

• Balrog's (Boxer) Turn Around Punch can pass through fireballs

• No more infinite combos for M.Bison (Dictator)

• And a lot more...

Characters

Ryu E.Honda Blanka Guile Balrog Vega
Street Fighter 2: Hyper Fighting/RyuStreet Fighter 2: Hyper Fighting/E. HondaStreet Fighter 2: Hyper Fighting/BlankaStreet Fighter 2: Hyper Fighting/GuileStreet Fighter 2: Hyper Fighting/BalrogStreet Fighter 2: Hyper Fighting/VegaStreet Fighter 2: Hyper Fighting/KenStreet Fighter 2: Hyper Fighting/Chun-LiStreet Fighter 2: Hyper Fighting/ZangiefStreet Fighter 2: Hyper Fighting/DhalsimStreet Fighter 2: Hyper Fighting/SagatStreet Fighter 2: Hyper Fighting/M. BisonSf2hf-charselect.png
Ken Chun-Li Zangief Dhalsim Sagat M.Bison



Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Balrog
Blanka
Chun-Li
Dhalsim
E. Honda
Guile
Ken
M. Bison
Ryu
Sagat
Vega
Zangief