Hyper SFll AE thread

CE and HF Ken are debatable. CE does a little bit more damage (I think), but the air hurricane is not available. HF keeps his Touch of Death (TOD) combos. One friend of mine likes HF Ken better because he likes to use the air hurricane, and another prefers CE Ken to play ground games. I guess it depends on preference.

ST Ken is pretty good too, since he can beast so much with that version using his :mk: throw into mixups, and his infamous shortshortsuper.

how do you pick o. sagat in hsf2?

Best version of Dhalism and matchups?

shinobidj: check the various HSF2 threads. Picking Old Sagat has been discussed many times.

Solace: ST sim is the best version. You’ll have to be more specific about matchup questions though.

Which is the best Sim out of WW, CE, and HF? I don’t play Sim, but I’m curious.

I assume it’s CE, because of the damage as compared to HF. And the fact that WW Sim has shitty drills… and that HF teleport is broken.

I remember HF teleport being random sometimes… like, not working the way you want it, and putting your somewhere else. Usually resulting in you getting killed. It was like this in the other collection anyhow, is it like this in AE?

Also, how do these old Sims deal with CE/HF Ryu hurricane? When done from far out, yes you can j.Punch or kick… but even that gets hit sometimes if you’re not perfect. Upclose is a different story… I’m probably missing something, but since you can’t hit him on the way up NOR on the way down, you’re forced to hit him when he’s above your head. How does Dhalsim do that safely? Trading is NOT an option because of damage, and because Sim gets knockdown and Ryu doesn’t meaning he can just do it again.

It’s really dumb, but I can see Ryu just doing short hurricanes over and over… and Sim is in a tight spot. Slide to escape?

I guess the 2 major questions are:

What moves will hit him when he’s above your head? Ryu can alter when and where he’s going to land, so it would be easier if you could just smack him down instead of trying to anticipate/react to the landing.

and…

Does Ryu have recovery time upon landing from a LK hurricane? Meaning, could you possibly throw him as he lands garaunteed? Or can he throw YOU, or DP, or just short hurricane again??

It seems Ryu can use it as AA and everything, because it’ll usually trade at least, and it’s big damage. You don’t seem to get as much of a “will he attack or not” gussing game as you do with DP either, because it travels towards him meaning he HAS to hit you cleanly out of it or get hit.

It also seems good for hitting limbs on the ground and for getting close, because you’re not left open like if you try psychic DP… what the hurricane doesn’t hit or trade with, it will usually avoid because of the invincibility and it is airborne. Sim even has a hard time punishing you for guessing wrong because it’s invincible on the way down.

C’mon Sim players… educate me. :slight_smile: I’m probably missing something here that easily hits him out of it when he’s above your head.

I have no idea what u just talked about, sims, Ryu, stuff, etc. But what I do know is…IT DOESN’T MATTER!!! CAUSE Champ BISON RULES BABY!!! YEAHH!!! WOOOHOOOO!!! :smiley:

>sigh< i suppose you’re right…

i dunno either. i use ce every once and awhile just to hear the old sounds. i’d take hf oiver ce though just for the telepoprt.

really its just the computer compensating for some simultaneous movement of sim and the opponent. doesn’t happen that often.

throw. when hes close. or short slide the land and throw. or rhslide out of there. really u don’t want ryu that close anyway, get out of there… another reason why haveing the teleport is helpful.

…yeah…

if he’s in the hk and u don’t have space to jump up and drill him, or jump back fierce/strong/jab/fwd/short, sblock and throw or a well timed slide.

guessing game …let’s see who has the better reflexes. if sim is bloicking the hk hits its easier for sim toi throw him afaik. the ryu should be tryi8ng toi hk up to sim not touchiing him and dp on landing/reaction.

it’s not that bad

the hk is good for knockdowns and hitting sim limbs. keep ryu out by flaming and getting into the air to keep him out.

good luck…

HF Guile has longer Somersault charge time (notice how much harder it is to do jump fierce, s fierce xx somersault with HF Guile as opposed to any of the others).

although HF Gief is probably the best version, I still like the ST version the best, due to the banishing punch and the his Super. Some good Zangief combos (guaranteed, non tickers):

Jumping HP, Standing MP, Low HK: his basic three hitter, does nearly 50%

Cross Up Splash (d+HP in air), low MK, cancel into Spinning Lariat: A little less dmg than the combo above (surprisingly), but more stylish, and crosses up.

Jumping HP (or Splash if you prefer), low MK, cancelled into running powerbomb (360+any K): This combo does slightly more dmg than his basic three hitter mentioned above, and the throw (obviously) doesn’t register as a hit in the combo. However, running powerbomb is guaranteed, as Zangief grabs the opponent right out of their “reeling back” animation. And, since it is a special 360 throw that you can buffer into, there is no block stun whiff on this special throw. This combo comes in handy when your opponent is in the corner (but it works just as well in the middle of the screen) dizzy and can’t be crossed up.

Cross up body splash, standing MP, low MK, cancelled into Banishing Punch: Well over 50% (almost two thirds) damage. I discovered this one kind of by accident. A lot of people may not realize that Gief can do this one in ST (most cross up combos that end w/the banishing punch that I’ve seen involved LP/LK variants. It’s a legit 4 hitter that works on everyone and if it doesn’t dizzy by the end of it, creates a great mix up game for Gief after the final hit (Banishing punch). If you do this combo on a dizzy opponent, you can tack on a Siberian Suplex (you’ll still be in range) after the Banishing punch (better than the SPD IMO, due to slightly higher damage, and no whiff animation; also seems to be more “immediate” than SPD and harder to escape/counter). Or you can wait, let your opponent do a desparation move to counter SPD type attempts, and then punish their mistake. Of course if you have your super meter charged, you can substitute FAB for the Siberian, or SPD attempt. Well, I have some good tick combos as well, but I’ll post them later.

ce dhalsim is tight.

drills have godly priority.

his pokes also have great priority too and it seems more easier to tick throw with this version. not to mention they do wayyy more damage than other versions.

Actually from I what I read on

http://www8.plala.or.jp/ichirou/hypersf2/

the PS2 version is a little fucked up when it comes to special inputs, the timing for executing a special motion seems to be at random. If you wanna test this pick any charge character and do the instant charge method (example : Charge B-F-B + Punch) you will see that u’ll have 50% chance of excuting the move currectly.

Didnt know where to post this question so ill just put it here. How do you do that combo with guile with the jump in fp s.fp xx flash kick? Is there a place I can go that is dedicated to sf like dustloop is to gg and tekkenzaibatsu is to tekken?

you press s.fierce while the stick is in neutral when you perform the flashkick.

for a compilation data, check the threads in FG: there’s 3 or four. there’s also the wiki, which is probably a better place to start.

Ya it was pretty obvious to me after I had made the post and I did figure it out but damn I cant get it consistantly for the life of me. So far I was only able to land all 3 hits like 3 times total. I just cant seem to get the flash kick to come out at all. Is there like a certain distance you have to jump from to start charging the flash kick or does it not matter?

jump times are pretty standard I believe. If you’re lazy, like me, instead of standing fierce, you can use c.jab x2 flashkick. And if you’re playing a CPS1 character you can even do jump in c.short x2 s.fierce flashkick/sonicboom.

i need some guile redizzies for more options as a guile player i have only 1 can some 1 else state some?

About CE Guile to Hyper Guile there is another thing that differs from them besides damage. Though Hyper Guile is weaker he gains more priority in AA (Standing Roundhouse). In CE Guiles Ducking fierce is more notable to him in that version.
About the whole CE to Hyper Ken debate HF Ken would be the Ken of choice. Same damage more or less but in HF he gains the air hurricane which can 1. get him out of certain corner situations. 2 can be used as an sly way to get in since its so fast.
Im more than certain that at Evo there will be no debate as the only characters worthy of doing real damage from the older versions are HyperFighting Shotos. I say right now these are the most threatening characters in the game next to the ST cast which is just as dominant.
ST cast and HF shotos everyone else will be obselete on high level.

Jeron

Who theres plenty of these threads everywhere I see…cool shit.

what about WW Zangief? Doesn’t WW come with some retarded throw glitches?