Hyper Street Fighter 2: Difference between revisions

From SuperCombo Wiki
Line 42: Line 42:
''e.g. F + MP''
''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".   
*-> (Sometimes >): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z".   
''e.g. Dash -> Fierce Shoryuken''
''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".
*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''
''e.g. MP x Fierce Shoryuken''

Revision as of 20:01, 2 December 2006

Hsf2.jpg

Introduction

Notation

Joystick Notation

  • F - Forward - Tilt stick forward/towards the opponent. (X-axis)
  • B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
  • 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

Game Versions

The Characters