Hyper Street Fighter 2: Difference between revisions

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===Juggles===
===Juggles===


The following only applies to ST characters.
After being hit by a juggle-able move, any juggle-able special move can juggle for up to 2 hits (except Sagat's Tiger Uppercut, which can juggle for up to 4 hits).  Any non-throw super can juggle for up to 4 hits.
After being hit by a juggle-able move, any juggle-able special move can juggle for up to 2 hits (except Sagat's Tiger Uppercut, which can juggle for up to 4 hits).  Any non-throw super can juggle for up to 4 hits.



Revision as of 15:59, 16 October 2007

Introduction

Hyper Street Fighter II The Anniversary Edition is an Arcade game with console ports that contains every character from every iteration of Street Fighter II. Almost every character is identical to their original counterpart in each arcade version with some minor adjustments.

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

Reversals

A reversal is defined as any time you go from a non-neutral state directly into a move (normal, special, super, or throw), without ever going to neutral state. A non-neutral state is any state that your opponent inflicts on you: block stun, hit stun, getting up after being knocked down, dizzy, or being knocked out of the air.

Easiest example: your opponent knocks you down, and as you're getting up, you time a DP perfectly so that it comes out on the first frame possible. You never go to neutral state - you go directly from getting up animation to DP animation. You get a reversal message, and 1000 points! (Note that you only get a reversal message for specials and supers.)

Tech Hits

Also called "softening a throw". When your opponent throws you, enter a throw command (back or towards plus Strong or Fierce or Forward or RH) within 13 frames, and you will take half the damage and recover in th air. Note that you can tech with buttons that do not correspond to your character's throws. For example, Chun can tech with Forward or RH kick, even though she can't throw with those buttons. Grabs such as Blanka's, Boxer's, Dhalsim's Noogie, etc can not be teched. See "Throw For The Win" in the Advanced Strategy section below.

Juggles

The following only applies to ST characters. After being hit by a juggle-able move, any juggle-able special move can juggle for up to 2 hits (except Sagat's Tiger Uppercut, which can juggle for up to 4 hits). Any non-throw super can juggle for up to 4 hits.

Juggle-able special moves:

  • Akuma - Forward and RH Hurricane Kicks, DPs
  • Balrog - super
  • Blanka - super
  • Cammy - super
  • Chun-Li - upkicks, super
  • Dee Jay - Forward and RH upkicks, super
  • Dhalsim - super
  • E. Honda - super
  • Fei Long - Chicken Wing (his Tiger Knee move), super
  • Guile - super
  • Ken - super
  • M. Bison - j.Strong, super
  • Ryu - j.Strong, super
  • Sagat - Tiger Uppercut, super
  • T. Hawk - none
  • Vega - Flip Kick
  • Zangief - none

Simply being a juggle-able move does not mean that it can juggle at any time. The opponent must first be hit by a juggle-able move, then you can follow it up with a juggle. For example, Chun can do upkicks (3 hits) to knock the opponent out of the air, then juggle with the super for 2 more hits. However, she can not follow up with a juggle super after knocking the opponent out of the air with a fireball, because the fireball is not a juggle-able move.

Kara Canceling

Kara canceling is when you cancel a normal move immediately into a special or super move. The cancel is done so quickly that you don't even see the normal move come out (but you can hear it). By itself, kara canceling is really not that useful in ST aside from one small glitch. (For several characters, you can shorten the recovery time of a Strong or Fierce fireball by kara canceling a Jab or Short. See T.Akiba's frame data.) However, kara canceling is extremely useful when used in conjunction with renda canceling...

Chain Canceling (formerly known as "Renda Canceling")

In Japanese, "renda" 連打 is the word they use for rapid-fire chain combos, like cr.Short->cr.Short. In old school Street Fighter (in the pre-Alpha games), you can not cancel chain combos. If you chain two cr.Shorts, you can not cancel the second one. Using kara canceling however, you can get around this limitation. This is called chain canceling ("renda canceling", in Japanese).

The best example is probably the most practical example: Ken's cr.Short->cr.Short xx super. The input is D Short, D Short, D/F, F, D, D/F, F Short any punch. So in order to do TWO cr.Shorts into super, you actually need to hit the Short button THREE times. That st.Short on the end is being kara canceled into the super, which is why you never see it. Also note that you must go all the way to towards (even though Ken's super motion only requires you to go to down/towards). This is because for chain canceling, you must switch from crouching to standing (or from standing to crouching). Because you started with cr.Shorts, you have to end with a st.Short.

The reason why chain canceling is so incredibly good is because you can hit confirm (wait to see if it hits or not). If the shorts are blocked, go for a throw or a DP. If the shorts connect, just continue the combo into super.

Randomness

Unfortunately, in ST there is a fair amount of randomness. Known randomness includes:

  • The amount of damage done by a move (This can be extreme)
  • "dizzy meter" length. i.e. "How long it takes you to become dizzy"
  • The amount of dizzy damage done by a move
  • The charge times for special/super moves (Can vary up to 3 frames)
  • Ryu's [cr.Short->cr.Short xx super] simply won't combo half the time, even when timed perfectly.
  • Gief's standing 720 (He'll just jump half the time, even when timed perfectly)
  • Who gets the throw when both players input the command on the same frame.
  • Getting a normal move when attempting a wake-up throw against a meaty attack.

--Excerpt from ST wiki done by NKI

Basic Strategy

Advanced Strategy

Tier List

WW = World Warrior (Normal)

CE = Champion Edition (Champ)

HF = Hyper Fighting (Turbo)

S = New Challengers (Super)

ST = Super Turbo (SuperT)


SSS: CE-Bison, CE-Guile, CE-Ryu, CE-Sagat

SS: WW-Guile, HF-Guile, HF-Ryu, CE-Ken, HF-Ken, HF-Sagat, ST-Dhalsim, ST-Balrog, ST-Ryu

S: WW-Dhalsim, HF-Blanka, ST-Chun-Li, S-Ryu, S-Ken, ST-Ken, ST-Honda, ST-Dee Jay, ST-Sagat

A: HF-Honda, HF-Zangief, HF-Balrog, S-Balrog, S-Bison, S-Sagat, S-Chun-Li, S-Vega, S-Dee Jay

B: ST-Blanka, HF-Dhalsim, HF-Vega, S- Honda, ST-Fei Long, ST-Guile

C: WW-Chun-Li, CE-Chun-Li, WW-Blanka, CE-Blanka, CE-Balrog, WW-Honda, CE- Honda, HF-Bison, S-Fei Long, S-Hawk, ST-Zangief, S-Guile

D: WW-Ryu, WW-Ken, WW-Zangief, CE- Zangief, S-Zangief, ST-Hawk, S-Blanka, S-Cammy, ST-Cammy

Game Versions

Playstation 2

This version is a perfect port of the asian version of the game. It has the difficulty setting of the non-japanese ST boards (which have lower difficulty setting). There's the common knowledge that ST-Vega's(claw) off-the-wall (done D,K,U instead of D,U+K) dive is miss-mapped on the inputs due to a porting error; however, in both the asian and japanese arcade boards the input recognition of that move is flawed as well.


Xbox

The Characters