Hsf2:ae

right… what floor is it on… I wonder if they will get it at casino. Mmmmm saturday afternoon it is then… oh last question for now is the sticks any good.

O.Sagat can be a real pain on the ass… :bluu:

About the game system: unless Capcom made some changes on WW system… the WW characters can be really “powerfull”

I just got my SFA2AE (dvd version) and as soon I get home I will test my CE Ken :slight_smile:

I’m not a big Vega player but I have seen people playing like crazy with him…

btw: I played SF2AE last night for a few hours and there’s some things that I need to say:

WW characters do NOT make huge damage like on original WW game (I’m disappointed) :depress:
Does anyone already played with WW guile here? --> the lp sonic boom itsn’t a litle faster?
CE Ken HP DP is a litle less wide than on the original CE edition game.

I dont know what setting you were playing on but when I played it in the arcade the WW damage was massive, alot of times I was trading with the AI and coming off better! As for SC Ken’s DP it seems fine to me.

I played on default settings with hardest level, I know that WW characters do good damage on this AE but not as huge like on the original WW arcade. If you go to a WW arcade you will see that the damage is amazing huge (more than double when you play on AE)
I played WW and CE editions at the arcades for years and I know as a fact that the WW characters on this SF2AE do way less damage than the ORIGINAL WW arcades.

Overall the game is good but the WW system is not exactly like on the origial WW arcade.

I already played VS mode and CPU AI = and I must say that WW system on AE makes way less damage than the original WW arcade game.
Also: if you play on the original CE arcade version with Ken you will see that his HP DP has more wide range.

Question for you: did you already tested the LP sonic boom with Guile frm WW version? it seems a litle faster…

Im sure I will never see a AE arcade version on my area… :depress:

If Arcade AE fixes problems from PS2 version, maybe the PS2 european version of AE will fixe also the problem of the japanese one.

One problem i noticed is that when u use the ST characters, it is much more hard to do some moves, like Dragon Punch.
I can do them perfectly with HF version i AE, but it is very difficult in ST.

I hope so, since playing the arcade in troc most of the moves come out almost all the time…mmmmm saying that havnt picked st character yet. Will try it tomorrow

Did they fix the fireball lag for O.Sagat and all the previous differences like Final Punch damage back to their “original” settings as well>

Different as in what Cray?As in animation or properites?

A little info gleamed from Derek Daniels SF2 Glitch faq (there is probably more detailed version info available now that we have all versions mamed, if you know of it, post it!), this explains the strange WW Guile in PS2 AE:

As usual, if I’m missing anything of if something is incorrect please let me know. I only have access to Version 3 so if I’m wrong on other versions please let me know. I will try to make this as complete as possible the first time around, but I will continue to update it if need be.

Version Info

So now you have your sf2 classic and you are playing your over-powered guile wondering what version you have. The general consensus is that there are 4 different versions. The 4th one being the rarest, and version 3 being the most common. I’ve only see a version 4 once. I’m not positive what the SNES
version is based off of (most home versions are based on the
most recent revision of the arcade but they may have just
released version 3 bug free. Shrug)

Version 1 - Zangief is the key to determining this version. Zangief’s low roundhouse will hit Guile’s low forward cleanly and his jumping strong has strange properties as well. He can also SPD through anything – outside of Guile’s low fwd, outside of Chun’s Lightning Leg, Honda’s 100 Hand Slap, etc. Also his jumping short will take out all of Dhalsim’s limbs. All Guile Glitches work. The only thing I’m unsure of on this version is Dhalsim’s
Invisible and Reset. Ken/Ryu may have had an endless hurricane kick glitch, and I think Guile’s standing fierce into flash kick may have reset the machine, even though it was more than likely fierce throw into flash kick which reset the machine.

Version 2 - Zangief has been toned down, his low RH will trade more often instead of hitting cleanly. Rumour has it that you can’t jump straight up over dhalsim’s jab fireball but this is unconfirmed. If there ever was a Ken/Ryu endless hurricane kick it would have been removed in this version.
You can do standing fierce into flash kick with Guile on this. This may have been the version that introduced Dhalsim’s invisible and reset as well. All Guile glitches work.

Version 3 - There are 2 easy ways to distinguish this version. Honda’s glitch only works on this version and Guile’s free flash kick glitch resets the machine. Dhalsim’s invisibility resets the machine. His reset glitch resets the machine as well. All other Guile glitches work.

Version 4 - No glitches work. The easiest way to discern this version is that all of Guile’s sonic booms are the same speed no matter what button used (jab) and all of his flash kicks are the same height (short).

MR.Hadoken: Different as in diferent speeds/heights according to strength of button used.

What Vega is the best

ST Vega is the best Vega by far, other versions of Vega might have an odd trick or two, like Hyperfightings easy re-dizzy (early Feirce Roll, c.Feirce) but overall they’re extremely primitive compared to ST Vega.

Tourney news:

Both the East Coast Championship 9: http://www.shoryuken.com/forums/thread55805.php and the Midwest Championship 2004: http://www.shoryuken.com/forums/thread52485.php are featuring HSF2 AE tournaments in their lineups and getting good feedback (see the threads) with lots of posts from participants.
Both these tourneys are high profile and take place before Evo2k4 so can hopefully provide some answers to some of the questions we have about the game.

Arcade board news:

5 Hyper SF2 AE - CPS2 boards available thu US dealer here: http://www.coinopexpress.com/products/pcbs/capcom_cps_ii/%20Hyper_Street_Fighter_2_%3AThe_Anniversary_Edition_<br%20/>4397.html

I’ve had chance to play some challenges over the last week and the thing that really stands out is the dizzying ability of the old characters. You know in ST when your fighting and you’ve taken some hits, traded maybe, you know when you have to go on the defensive cause next hit could potentially dizzy, well in ST that point only comes after quite a few hits (only Rog and Fei are really lethal ST dizziers) but in the pre-super versions its can come in as little as two hits, not even combo’d. Good St players I have played are playing to the newer set of values and are coming forward totaly comfident and getting knocked out. If your used to ST it can appear very random but you just have to get used to the old dizzy values.
I bet in the AE tourneys listed above your going to hear loads of “WTF” from ST proponents as they see stars.

Here is APOC’s guide to the Hyperfighting dizzy system that should be of great help to the uninitiated:

I’ll add by explaining the dizzy system of HF. It’s a point system:
8pts=75% dizzy(25% of the time you will be required to land one more point in order to dizzy)
9pts=100% dizzy Redizzy:land 8-9 pts of dizzy AFTER the first 3 hits of the combo.
When someone is dizzy, the dizzy meter doesn’t start counting again until the 4th hit. So, in order to redizzy someone, you must do 8-9 points of damage AFTER the first 3 hits of a combo landed on an already dizzy opponent.
Jab=1pt
strong=2pts
fierce=4pts
short=1pt
forward=2pts
roundhouse=4pts
crouching roundhouse=2pts
Special moves all vary between 2 and 4 points.
Throws also vary between 2 and 4pts and are affected by time.
Basically, if you throw right after you land a jumping fierce, the throw will do 3-4 pts(4 pts is Very rare for a throw and I’ve only known one character that can do it consistantly and that is Vega). If you wait a second, like throwing after the time it takes them to get up from a trip, it will never do 4 points. In fact, the usual amount is 2, but when you are are reaching 8 points, the
throw will usually put you in stun. So the way I’ve always thought of throws were 2 points but be aware there are some exceptions. There are also some exceptions on moves. Zangief’s
headbutt(I remember when ppl called it a stomach crunch heheh) does 8pts everytime. Generally, in the arcade you have to land another point to dizzy 80% of the time. Ironically, on the home versions(or the earlier ones anyway), it would dizzy on 8 pts waaaaaaaaaaay more often giving it the name “one hit dizzy” Which is a crock of shit in the arcade. That is never a one hit dizzy. But not to babble. So basically, it is a rough idea of the formula we used to use in SoCa to come up with redizzies or to set up throws to dizzy. When someone is cowering for fear of dizzy and you know that all you need is one throw to do it…that’s
some good knowledge that also makes landing the throw before they can react much faster. One more note, just as in SF games today, dizzy points have a timer before the eventually
expire and keeping them in blockstun maintains the points as it does today. The expiration time can get complicated because it doesn’t completely reset like it does today. It depletes.
Meaning after about 3 real time seconds you lose about 2 dizzy points per second. So if you have 8 points done and you know that you only need a short, if you wait 5 realtime seconds,
your short wouldn’t dizzy, but if you landed a fierce, it still would.

i noticed that all the shotos fireballs travel at the same speed ie ww kens fireball travels at the same speed as st ken, but what i want to know is if the lag time in getting them out is the same?

Another question,is the recovery time in super and super turbo characters better than the others in tap -grab reversals? Ie ww ken seems to have more trouuble doing a reversal dp than st ken if guile does a jab sonic boom grab.

by the way Crayfish, who are you? and where do you play?

I dont the exact differences but I dont think all fireballs travel at the same speed. ST.O.Ken for example has a v.slow jab fireball and v.fast feirce fireball.
As for the startup and recovery times they vary greatly. In CE Ken and Ryu were altered, Ryu being given fast fireball recovery and Ken his wide Dragon and fast Cyclone kick. This is true from CE onwards, tho to what extent varies from game to game.
In Super, the fireball startup animation and hitbox changed also, meaning some counters changed, specificaly its harder to attack a Shoto from the air during fireball frames.
This is quite a complicated subject, and I’m far from a Shoto expert. Anyone care to fill in more details.

If the WW characters in AE are true WW characters, the reason they have trouble reverse dping is because the ability to reversal was not added until CE. However between other versions the reversal window is the same afaik.

Well I’m just me:). I occasionally play in Trocadero, tho generaly dont play in arcades too often as I’m v.shy (not that you’d know it from my big mouth on the forums). If your a London player I presume you know Rza (who I class along with Tigerbones as the best UK ST player), he knows me, I sometimes come into play AE if I know he’s going to be in.

Crayfish.

sorry dont know them:( i only went to troc cause you said game was there, i could av played the people you mentioned ( and lost). when i come back from the states gonna take my loud mouth friends to play hsf2 ae.

one last question for you, the computer a i seems to be the same as super turbo, thought they were going to do more than just tweak it:bluu: (thats not a question really but hey)

i heard of a person called wiz, wizza or wizard( something like that) who was supposed to be the best

Yeah I HATE the ST ai. This ai is basicaly the same, few new tweaks, most notably it busts out supers alot more.

Wizza sounds alot like Rza, maybe its him. Saturday night is when he’s usually in. Fri and Sat are the main nights for challenges.

Hyper USA release!

HYPER STREET FIGHTER 2 ANNIVERSARY EDITION IS BEING RELEASED IN THE USA.

Check this link:

http://www.computerandvideogames.com/news/news_story.php?id=102906

As noticed and discussed on this thread:

http://www.shoryuken.com/forums/thread57812.php

well thats good news for the u.s

Just a few snips from playing over the last weeks:

I’m 90% sure that World Warrior characters do not have reversal moves (unable to cancel a special from hitstun, blockstun, jumping or landing frame), as I have been ticking WW characters like crazy with no comeback, though when the same player switches to a newer version tick success rate goes back to normal.

I’m starting to isolate a few of the actual differences between versions from being able to play them against eachother. For example CPS2 Guiles Sonic Boom not only has different startup properties it also travels higher. I thought CPS2 Sim’s c.Feirce had been made lower to go under Boom but it is that the Boom travels higher, as any Sim can c.Feirce under it. This also means that Blanka cannot c.Feirce slide under CPS1 Guile’s lower Booms :frowning: .

CE Bison is just crazy. Firstly the Pyscho Crusher: Not only can you get potentialy 4 hits of chip damage but that strange seemingly unblockable hit is surfacing again I remember from the CE days. Some of this is down to the way the hits are randomly spread out, sometimes you get four hits evenly spread thu the length of Bison’s body othertimes you will get 2 or 3 hits all bunched up around his head and hands then one final one just on the tip of his toes, so opponents think the are safe and stand up only to get hit by the last one but I have played several people who have said sometimes the second or third hit seems to be hitting them even though they are in def crouch the whole time, asif its hitting from the other way or something!? Anyone remember this from CE days?
c.Forward has incredible priority, can be combod before and after the sizzor and is an awsome meaty attack, this move even consistently beats the cpu outright in in footsie games and not even with good timing either, just randomly sticking it out there!
I have yet to really test the c.Feirce properly as this is CE Bison’s other awsome weapon. If it beats Geif’s splash then he becomes even more unstopable as most people I play will run for Geif against CE Bison and shut me down withn splashes. I need to rmember to c.Feirce against that splash.

Hyperfighting Balrog is a potential ST.O.Sagat killer! I now firmly beleive that this is what some might call a counter match, it certainly stops Sagat’s normal game in the same way sim does (actualy making him think!!).
The turn Punch is fast enough to hit the Tiger limbs on reaction, but the dizzying potential is what really makes ths challenging for Sagat. If he takes one TAP, now he really has to plan his next move carfully cause even if he trades on the next one its a dizzy. This is especialy dangerous because HF Rog’s dashes hit low meaning it will trade with low fireball (also s.Feirce will trade with high fireball). He can’t just throw out an uppercut cos if it whiffs its lights out, so Sagat will generaly go defencive which is also great for HF Rog cause he can whiff Dash Upper into Headbutt in an instant, even faster than ST. Rog, really giving the iniative to HF Rog.

Well thats all I can think of for the moment. I’m still dying to get some findings from the Japanese on this game, and especially some MOVIES.

BTW Drunkenmaster where are you? I miss my old partner in crime.