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= Advanced 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. | |||
Practice | |||
= Game Versions = | = Game Versions = |
Revision as of 13:10, 12 April 2006
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.
Hyper Fighting introduced some additional moves for select characters which helped in balancing the game. Some examples of this are:
• Air hurricane kicks with Ken and Ryu • Chun-li fireball • Blanka vertical ball • E. Honda sumo splash
more to come...--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.
Practice