Street Fighter 2: Hyper Fighting

From SuperCombo Wiki

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

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:

American Version
Japanese Version
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

[SRK SF2HF thread]


Technical Details

SF2 Dizzies
Dizzy durations and limits and update
SF2 Hitboxes
SF2 Throwboxes
SF2 Random damage
Cheat codes & findings