Street Fighter 2: Hyper Fighting: Difference between revisions

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[[Image:SF2T.png|right]]
{{SF2HFHeader}}
 
[[Image:HFsplash.png|right|Title Screen]]
[[Image:HFselect.png|right|Character Selection]]
[[Image:HFaction.png|right|New Moves]]


== Introduction ==
== Introduction ==


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.
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.


Hyper Fighting introduced some additional moves for select characters which helped in balancing the game. Some examples of this are:
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
• Air hurricane kicks with Ken and Ryu
• Chun-li fireball
• Blanka vertical ball
• E. Honda sumo splash
more to come...--[[User:Decoy|Decoy]] 15:12, 16 February 2006 (CST)
== Game Mechanics ==
== Basic Strategy ==
== 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 further cancelled into your favorite special.
EX. Ken: 3x c.lk-> s.hp xx Hadoken (qcf+p)
How this works is beyond me, but I do know how to utilize the CPS1 chains, and here's how:
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.
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.
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.
--Danthrasher
Here's a video description of CPS1 chains (CE used in the vid, but the process is identical for HF)<br>
http://www.youtube.com/watch?v=0WzU3IXDOT0
== 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>
== Tier List ==
'''Top Tier'''
Ryu
Guile
Sagat
'''Upper Mid Tier'''
Ken
Blanka
Zangief
'''Lower Mid Tier'''
Chun-li
E. Honda
Dhalsim
Balrog
'''Low Tier'''
Vega
Bison
== Game Versions ==
'''CPS1 (arcade)'''<br>
This the original release of Hyper Fighting.
Variations of combinations of the A and B CPS1 board can result in the game running at different speeds. [http://www.mametesters.org/view.php?id=408]
'''Playstation'''<br>
'''Playstation 2'''<br>
'''Super Nintendo'''<br>
'''Sega Genesis'''<br>
'''Xbox'''<br>
'''Xbox 360'''<br>


== Regional Differences ==
• Chun-li Fireball


Please note that the Japanese versions are not the same as the American versions:
• Blanka Vertical Ball ("Upball")


<center>
• E. Honda Sumo Splash
<table cellspacing = 2 border = 1 cellpadding = 5>
<tr>
<td><b><center>American Version</center></b></td>
<td><b><center>Japanese Version</center></b></td>
</tr>
<tr>
<td>Boxer character = Balrog</td>
<td>Boxer character = M.Bison</td>
</tr>
<tr>
<td>Claw character = Vega</td>
<td>Claw character = Balrog</td>
</tr>
<tr>
<td>Dictator character = M.Bison</td>
<td>Dictator character = Vega</td>
</tr>
</table></center>


== Miscellaneous ==
• Dhalsim Yoga Teleport


-After getting up from being knocked down, you are unthrowable for a number of frames, randomly selected from 1 to 29 inclusive.
• Balrog's (Boxer) Turn Around Punch can pass through fireballs
-Any combo after dizzy does 0 stun, thus making redizzies impossible.


== Other HF links ==
• No more infinite combos for M.Bison (Dictator)


===General===
• And a lot more...
[[http://shoryuken.com/forum/index.php?threads/the-sf2-hyper-fighting-thread.17029 SRK SF2HF thread]]


== 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]]
|}


===Technical Details===
[http://dammit.typepad.com/blog/2010/05/sf2-sfa-dizzies.html SF2 Dizzies]<br>
[http://dammit.typepad.com/blog/2010/06/dizzy-durations-and-limits.html Dizzy durations and limits] and [http://dammit.typepad.com/blog/2010/12/dizzy-meter-video-project.html update]<br>
[http://dammit.typepad.com/blog/2010/09/street-fighter-ii-hitboxes.html SF2 Hitboxes]<br>
[http://dammit.typepad.com/blog/2011/05/sf2-throwboxes.html SF2 Throwboxes]<br>
[http://dammit.typepad.com/blog/2011/06/random-damage-in-sf2.html SF2 Random damage]<br>
[http://dammit.typepad.com/blog/2011/06/sf2-codes-and-random-findings.html Cheat codes & findings]<br>




{{Hyper Fighting}}


{{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