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== Game Mechanics == | == Game Mechanics == | ||
===Damage=== | |||
Damage comes from 2 sources: Hits, and Throws. Each are handled separately for randomness, scaling, and special other factors. | |||
*<b>Hit damage</b> | |||
The basic formula for any hit's damage is | |||
(base + rnd) * char_scaling * life-scaling | |||
Any hit has a predefined "base" damage level. This is the raw amount of damage that would be dealt, were there no other random factors or scaling. A random value (which may be positive or negative) is added to this base level, which varies by both the hit and how much life the opponent has left. After this, each character has a 'defense rating' which decreases damage dealt to that character by an amount specific to that character. Finally, the amount of life an opponent has determines a final scaling factor. | |||
*<b>Throw damage</b> | |||
Throws are unaffected by a character's 'defense' scaling. This means a throw will do the same damage to Zangief as it will to Chun Li. They are however affected by Lifebar scaling, and also are given a boost if the thrower is behind in rounds won. | |||
===Dizzy=== | |||
*<b>About dizzy</b> | |||
Once a character has accumulated 32 points of dizzy, they become dizzied. To reach this value, they must be hit or thrown several times in quick succession.<br> | |||
Along with a counter tracking how many dizzy points a character has accumulated, there is a separate 'dizzy timeout' counter, which tracks how long until their dizzy point tracker is reset to 0. Dizzy timeout is decremented with every game tick, regardless of whether the character is blocking an attack, in hitstun, or knocked down. | |||
*<b>Move dizzy properties</b> | |||
Any hit or throw has a predefined base dizzy amount. To this is added a random value (which may be negative), consistent across all moves. | |||
The lookup table for dizzy randomness is as follows: | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | |||
| align="center" | -3 || align="center" | -2 || align="center" | -1 || align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 3 | |||
|- | |||
| align="center" | 3.125% || align="center" | 12.5% || align="center" | 15.625% || align="center" | 37.5% || align="center" | 15.625% || align="center" | 12.5% || align="center" | 3.125% | |||
|} | |||
For example, Vega's crouching Strong has a base dizzy value of 8, to which a random value between -3 and +3 is added, resulting in a 5~11 possible dizzy range. His throw has a base dizzy value of 10, resulting in a 7~13 possible dizzy range. | |||
As well as raw dizzy value, each move has a predefined "dizzy timeout" value, which is added to the character's dizzy timeout tracker. This means that successive hits increase the length of time until a character's dizzy is reset. | |||
===Randomness=== | |||
Frame skipping | |||
Damage | |||
Dizzy dealt | |||
Time spent in dizzy (difficulty of mashing out) | |||
Throw invincibility upon wakeup | |||
Winner of a same-frame throw vs throw exchange | |||
When Vega's claw will fall off | |||
See [http://sonichurricane.com/articles/sf2randomness.html SF2 randomness] for more details. | |||
== Basic Strategy == | == Basic Strategy == |
Revision as of 12:15, 11 February 2012
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
• And tons more...
Game Mechanics
Damage
Damage comes from 2 sources: Hits, and Throws. Each are handled separately for randomness, scaling, and special other factors.
- Hit damage
The basic formula for any hit's damage is
(base + rnd) * char_scaling * life-scaling
Any hit has a predefined "base" damage level. This is the raw amount of damage that would be dealt, were there no other random factors or scaling. A random value (which may be positive or negative) is added to this base level, which varies by both the hit and how much life the opponent has left. After this, each character has a 'defense rating' which decreases damage dealt to that character by an amount specific to that character. Finally, the amount of life an opponent has determines a final scaling factor.
- Throw damage
Throws are unaffected by a character's 'defense' scaling. This means a throw will do the same damage to Zangief as it will to Chun Li. They are however affected by Lifebar scaling, and also are given a boost if the thrower is behind in rounds won.
Dizzy
- About dizzy
Once a character has accumulated 32 points of dizzy, they become dizzied. To reach this value, they must be hit or thrown several times in quick succession.
Along with a counter tracking how many dizzy points a character has accumulated, there is a separate 'dizzy timeout' counter, which tracks how long until their dizzy point tracker is reset to 0. Dizzy timeout is decremented with every game tick, regardless of whether the character is blocking an attack, in hitstun, or knocked down.
- Move dizzy properties
Any hit or throw has a predefined base dizzy amount. To this is added a random value (which may be negative), consistent across all moves.
The lookup table for dizzy randomness is as follows:
-3 | -2 | -1 | 0 | 1 | 2 | 3 |
3.125% | 12.5% | 15.625% | 37.5% | 15.625% | 12.5% | 3.125% |
For example, Vega's crouching Strong has a base dizzy value of 8, to which a random value between -3 and +3 is added, resulting in a 5~11 possible dizzy range. His throw has a base dizzy value of 10, resulting in a 7~13 possible dizzy range.
As well as raw dizzy value, each move has a predefined "dizzy timeout" value, which is added to the character's dizzy timeout tracker. This means that successive hits increase the length of time until a character's dizzy is reset.
Randomness
Frame skipping Damage Dizzy dealt Time spent in dizzy (difficulty of mashing out) Throw invincibility upon wakeup Winner of a same-frame throw vs throw exchange When Vega's claw will fall off
See SF2 randomness for more details.
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)
http://www.youtube.com/watch?v=0WzU3IXDOT0
The Characters
Tier List
The tier listing is never exact but it can give a strong indication on what would happen in a match between two players at the same capability level. Below is the general listing for HF.
Top Tier | Upper Mid Tier | Lower Mid Tier | Low Tier |
---|---|---|---|
Ryu Guile Sagat
|
Ken Blanka Zangief
|
Chun-li E. Honda Dhalsim Blarog |
Vega Bison
|
Game Versions
CPS1 (arcade)
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. [1]
Playstation
Playstation 2
Super Nintendo
Sega Genesis
Xbox
Xbox 360
Regional Differences
Please note that the Japanese versions are not the same as the American versions:
Boxer character = Balrog | Boxer character = M.Bison |
Claw character = Vega | Claw character = Balrog |
Dictator character = M.Bison | Dictator character = Vega |
Miscellaneous
-After getting up from being knocked down, you are unthrowable for a number of frames, randomly selected from 1 to 29 inclusive.
-When hitting a dizzied player, they are immune to dizzy for 60 game ticks. This means any combo after a dizzy will only start causing more dizzy after 60 frames of the first hit. This is important to take into account for redizzy combos.
Other HF links
General
Technical Details
SF2 Dizzies
Dizzy durations and limits and update
SF2 Hitboxes
SF2 Throwboxes
SF2 Random damage
Cheat codes & findings
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |