New Zealand Fighting Game Forum

General Category => Strategy => Topic started by: fluxcore on June 07, 2009, 11:41:49 AM

Title: SF Hyper Fighting: The Champion's Champion edition
Post by: fluxcore on June 07, 2009, 11:41:49 AM
Stu, Blackstar & I were playing Hyper Fighting on XBLA last night until 2:30 in the morning, had a wicked time, so I thought I'd just post some informative links to various HF things :)

First up, lots of chars in this are very good, Guile, Blanka, Ryu, Sagat are usually considered top, but most people are decent except Dictator and Claw :)

SRK wiki:
http://www.shoryuken.com/wiki/index.php/Street_Fighter_2:_Hyper_Fighting

SRK thread:
http://forums.shoryuken.com/showthread.php?t=113811

Basic combos vid
http://www.youtube.com/watch?v=l-p5tqdKovs

CPS1 chains explained:

I can only really think of Ryu/Ken/Guiles c.lk,lk+hpxxspecial cps1 chain as being useful, but I'm sure there are others I'm just not aware of.

It's so goddamn nice to play a game that doesn't penalize you for beating the shit out of your opponent!!! And you have to actually perform a dragon punch motion precisely, and your block strings aren't interrupted by spammy shit! Tick throws might be a LITTLE too powerful though... :)


Characters in roughly tier order: (minimalist pics care of http://www.infinitecontinues.net/2010/10/street-fighter-abstract-turbo-edition/)















(http://nzism.alphaism.com/images/minimalist/minryu.png)Ryu

Hurricane kick startup&recovery is invincible, great for beating/trading with close fireballs.
Fireball traps in corner wherever possible.

Combos:
j.HK, cr.MP, cr.HK
j.HK, cl.HP xx HP Fireball
cl.LK, cr.LK XX MP Shoryuken (cps1 chain the MP SRK with LK)
cr.LK, cl.HP xx HP Fireball (cps1 chain)
j.HK, cr.LK, cl.HP xx HP Fireball (cps1 chain the cl.HP)
cr.LK, s.LK, cr.MP xx HP Fireball (cps1 chain the cr.MP)
Crossup j.HK, cr.lk, cr.lk, cl.HP xx HP Fireball (cps1 chain redizzy TOD)
Crossup j.HK, cr.MP, cl.HP xx HP fireball (redizzy TOD)
j.HP, cr.lk, cr.lk, s.HP xx HP Fireball (corner only, redizzy TOD)
cr.lk x 4, s.HP xx HP Fireball (corner only, redizzy)

Ryu hitboxes (http://nzism.alphaism.com/sf2t/HFRyuHitboxes.html)
(http://nzism.alphaism.com/images/minimalist/minguile.png)Guile
Guile vs Ryu tactics (http://shoryuken.com/f2/sf2-hyper-fighting-thread-113811/index11.html#post3291267)

Combos:

j.FP, cr.MP xx Sonic Boom, b+HP (last hit corner only)
j.FP, cr.MP xx Flash Kick
cr.LK, cr.LK, s.HP xx Sonic Boom (cps1 chain)

http://www.youtube.com/watch?v=vYbQyJQTxsU&p=47C5A033A9B1E2E9

Guile hitboxes (http://nzism.alphaism.com/sf2t/HFGuileHitboxes.html)
(http://nzism.alphaism.com/images/minimalist/minsagat.png)Sagat

Tiger Knee can go over fireballs, allowing for an in-your-face throw/uppercut 'mixup' if you are fast enough.

Combos:

cr.MP, cr.LK xx Tiger anything
j.HK, cr.LK xx Tiger anything
crossup j.LK, cr.LK, cr.LK xx Tiger knee

Sagat hitboxes (http://nzism.alphaism.com/sf2t/sagathitboxes.html)

(http://nzism.alphaism.com/images/minimalist/minken.png)Ken

DP goes pretty far.

Combos:
j.HK, s.HP, HP Shoryuken (psch... psch.. psch!!)
cr.LK, cl.HP xx HP Shoryuken (cps1 chain the cl.HP)
cr.LK, cr.LK, cl.HP xx HP Fireball (cps1 chain the cl.HP)

Ken hitboxes (http://nzism.alphaism.com/sf2t/HFKenHitboxes.html)
(http://nzism.alphaism.com/images/minimalist/minblanka.png)Blanka
Has a lot of dirty shenanigans in HF, what with upball hitting on the way down, good recovery on balls etc. He can do a horizontal ball with df+P and retain charge for an upball upon recovery.

Combos:
j.FP, s.MP, cr.HK

http://www.youtube.com/watch?v=67AxITnluCY&feature=player_embedded
http://www.youtube.com/watch?v=A0wCzcs32lw&p=47C5A033A9B1E2E9
http://www.youtube.com/watch?v=DAXCxVF2EjE&p=47C5A033A9B1E2E9
(http://nzism.alphaism.com/images/minimalist/minzangief.png)Zangief

Combos:
cr.LK, SPD (lol)
Crossup splash, cr.LP, cr.LP, cr.LP, cr.LP, cr.HK
Crossup Splash, cr.LP, cr.LP, st.LK, SPD
st.LK (far), cr.HK
cr.LP, st.MP, cr.HK

http://www.youtube.com/watch?v=c_B34W7NFsE&p=47C5A033A9B1E2E9
http://www.youtube.com/watch?v=7evHhpaTmOM&p=47C5A033A9B1E2E9
http://www.youtube.com/watch?v=IVxhk9OwgAk&p=47C5A033A9B1E2E9

Zangief hitboxes (http://nzism.alphaism.com/sf2t/HFZangiefHitboxes.html)
(http://nzism.alphaism.com/images/minimalist/minchun.png)Chun-Li
Chun Li hitboxes (http://nzism.alphaism.com/sf2t/HFChunLiHitboxes.html)
(http://nzism.com/images/minimalist/minhonda.png)E.Honda

Tick throw fiend. j.MK, HP throw. Has some nigh-on unstoppable tick strings after a grab.
Great vs Boxer - just Hundred Hand Slap all day.
Bad vs Ryu.
Headbutt goes over low tiger shots.

Combos:
Hug, Crossup j.MK, s.MK (2hit) xx Hundred Hand Slap
http://youtube.com/watch?v=JCnw1MibarY
http://youtube.com/watch?v=pB1_TIoJy1o
(http://nzism.alphaism.com/images/minimalist/mindhalsim.png)Dhalsim
s.LP is a good anti-air...
(http://nzism.alphaism.com/images/minimalist/minboxer.png)Boxer

Turnpunch has slight projectile invincibility, which makes his match vs Ryu/Ken fairly fun. Guile much less so.

Combos:
j.HP, cr.LP, cr.LP, s.LP xx dash upper or dash punch
cr.LP x 4, s.LP xx dash punch
cr.LK, cr.LK, s.LK xx dash upper, cr.HK
j.HK, cr.LK, s.LK xx dash upper, cr.HK

(http://nzism.alphaism.com/images/minimalist/minclaw.png)Claw

Fast walk/jump speed. Most of his game is throwing. Gets destroyed by tick throws. Seems to have weird hitboxes.
Blanka owns him.

Combos:

j.HK, cr.MK, cr.MP
meaty cr.MK, cr.MK, cr.MP
Crossup j.HK, cr.MK, cr.MK, cr.MP
HP rolling crystal flash, cr.HP (redizzy)
(http://nzism.alphaism.com/images/minimalist/mindictator.png)Dictator

Also sucks. Also destroyed by tick throws.
Terrible match against Zangief.
Title: Re: SF Hyper Fighting goodshit
Post by: fluxcore on June 07, 2009, 02:04:25 PM
Added links to the hitboxes for ryu/ken/chun/zangief/guile (mirrored by me, since the original Master Cheng site seems to be gone :()
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: fluxcore on October 16, 2010, 05:19:29 PM
I've updated the first post with a bit of information for some chars. If anyone has stuff to add I'll update it further, of if they have requests for things they want I'll see what I can do.

Learning quite alot myself, like that Ryu's crossup is actually HK (lol)
Title: THE HYPER FIGHTING THREAD!
Post by: redtie on February 06, 2011, 08:16:18 PM
Lets start this off with boxer

I'm starting to think boxer ain't so shit after all.

Instant overhead
2hit dizzy. TAP, dash upper
Block string mixup
=if they block crouching then, cr.jab, cr.jab xx whiff dash upper into throw
=if they block standing then cr.jab, cr.jab, cr.roundhouse for knockdown
Decent AA
Good priority cr. roundhouse
Standing fierce long as poke
TAP to deal with fireballs and his jump is also nice and short
Huge range on throw, and easy mixups after it

Someone tell me why he's so shit.
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: Nick4now on February 06, 2011, 10:35:19 PM
Quote from: fluxcore on October 16, 2010, 05:19:29 PM
I've updated the first post with a bit of information for some chars. If anyone has stuff to add I'll update it further, of if they have requests for things they want I'll see what I can do.

Yep! Since Gief's set of combos looks incomplete (compared to Ryu lol) I've got a few  ;D
- Crossup Splash, cr.lp, cr.lp, st.lk, SPD
- st.lk (far), cr.hk
- cr.lp, st.mp, cr.hk
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: massi4h on February 07, 2011, 08:19:01 PM
So I'm trying to look at the frame data here: http://nki.combovideos.com/flame.html

But there's numbers everywhere so I can't tell what is what. Anyone know how to read or translate it?
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: LN on February 07, 2011, 08:25:42 PM
First make sure you're using SHIFT_JIS encoding to read it.

Then  you find your char, look for the row corresponding to the game

eg
KEN
close st.punch
WW   |   CE.HF   |  etc
----        3   4  5
----        4   2  17
----        4   2   6  23

Top is for LP, middle for MP, bottom for HP.
Leftmost number is startup, 2nd (red number) is active (if there are multiple hits, there will be multiple red numbers), last is recovery.


I've actually almost finished making a Vega hitbox/frame data movie, cross referencing with that data, so I'm pretty well versed in it - and it's hard taking into account HF's random frame skipping. I have no idea how T.Akiba came up with those numbers. They are probably right, but he must have repeated moves over and over to try to compensate for the frame skipping, and for the 10+ long frame sections, I have no idea...
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: massi4h on February 07, 2011, 09:22:14 PM
Ah k thanks man that makes sense. I failed to see it said st.punch I skimmed and assumed it said st.lp or something and was like wtf why are there so many numbers on one normal. I googled how to encode it with SHIFT_JIS but no luck, but I can still read it fine with all the squares and stuff anyway.
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: LN on February 07, 2011, 09:32:02 PM
It's an option for the page on your web browser. for chrome you go menu->tools->encoding-> Japanese (SHIFT_JIS)
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: massi4h on February 07, 2011, 10:33:58 PM
Sweet worked perfectly. Looks nice and tidy now.
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: redtie on February 10, 2011, 01:02:53 PM
How to deal with tick throws:

Reversal Specials! Make sure to piano!

REVERSALS GIVE 1 FRAME INVINCIBILITY! The 1 frame you need to get out of the tick throw loop.

Pianoing is hitting all 3 punches or kicks in QUICK succession one after another. Like quickly playing the first 3 notes of Mary had little lamb on a Piano.

fierce~strong~jab or roundhouse~forward~short

You pretty much do this because in the sf2 series (excluding WW where you can't reversal) the reversal window is only open for 1 Frame! Pianoing gives you 6 chances of executing on that frame, not 3 because negative edge also adds another 3.

Example reversal moves for each character:

Guile: Flashkick
Shotos: DP
Blanka: Either ball, not sure if it has an invincibility frame. But I do think it hits on the first frame

Some characters don't really have a good reversal (Dictator) so you are going to have to reversal throw. Throws can also be executed as a reversal too. Just time it so that your throw comes out on the first frame and you should beat their throw attempt clean every time. It might even be possible to do a 2 button Piano throw with some characters, such as Guile since he can throw with both Strong and Fierce.

I might have some shit wrong, got taught this along time ago. This is all I remember. okbyebye


Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: massi4h on February 10, 2011, 02:14:33 PM
What I hate about that is most of the time the light one is the only decent one to use as the rest will normally hit them and not knock down and then you can punish with whatever.

Btw are all the the dps (srk, tu, fk) more invincible on the light versions?
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: LN on February 10, 2011, 02:56:31 PM
For Ryu at least, you piano with LP~MP. You don't want to hit with HP because it doesn't knock down. Unless they are jumping in, of course.

Shoto dps are invincible on the way up. It's just they are much more punishable the higher in strength you go.

Tuppercut is pretty shitty for inv in general, flash kick has around 4 frames by the looks.

Guess I need to finish off more of my hitbox investigations. Take a look at the hitboxes that are posted in the relevant chars sections in the first post though.
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: massi4h on February 10, 2011, 03:11:56 PM
Yeah they're real good. Even saw this thread linked on the SRK HF thread haha n1. No Sagat hitboxes though. Maybe I should try get that thing for mame and try do it with that. I'm sure I can find a way to do frame steps and stuff as well on it then I can really understand it all.
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: Nick4now on February 10, 2011, 03:46:25 PM
With Gief I usually piano spds with fierce~strong~jab. Although I do think it's obvious why lol
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: HoneyBadger on February 10, 2011, 03:55:16 PM
Tuppercut has NO inv frames =(
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: CrazyMobius on February 10, 2011, 04:25:58 PM
That's strange. It says the opposite on the Ps2 version in the TIPS section.
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: massi4h on February 10, 2011, 04:47:44 PM
I went through a meaty fireball the other day with light TU so it definitely has some.

Also so if I were to try chip someone out with an uppercut, heavy would be the way to go?
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: Nick4now on February 10, 2011, 05:06:17 PM
With Sagat's uppercut? Any I guess since they're all one hit iirc. But in sf2 whenever I'm finding myself to chip I usually use fb since they're almost always only one hit away from getting chipped to death anyways. lol
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: LN on February 10, 2011, 05:37:59 PM
Yeah, may as well do HP.

With shoto vs shoto, you definitely should do HP, because if the other guy wakes up with a DP as well, since they are inv all the way up it just goes to whoever ends last. Which is either going to be the guy who did the strongest DP, or if both did the same, the guy who did it last (which will be the guy waking up)
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: CrazyMobius on February 10, 2011, 07:22:06 PM
Quote from: LN on February 10, 2011, 05:37:59 PM
since they are inv all the way up

On a side note. I used to think this was so cool in World Warrior.
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: LN on February 10, 2011, 07:46:38 PM
I'm going to have a quick fiddle with some 'gat hitboxes, might get it done tonight
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: fluxcore on February 11, 2011, 06:46:48 PM
First post updated with Sagat hitboxes, thanks LN :)
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: Nick4now on February 11, 2011, 07:56:54 PM
Hahahaha thanks fluxcore  ;)
Title: Re: SF Hyper Fighting: The Champion's Champion edition
Post by: massi4h on February 12, 2011, 02:06:07 AM
Lol awesome thanks Alan...