If you ever get to play as the WW boss characters it would be awesome if you could record a video of them and upload it. It’d be very interesting to see.
Also, would the commands for the moves of the WW boss characters be the same as they are for later versions of SF2? The characters are only ever controlled by the CPU and executing joystick commands isn’t something the CPU has to do (it can perform moves instantly at any time). Also, WW came before any version of SF2 in which the boss characters were playable and the joystick commands for their moves were given to them.
Well i look very hard earlier for some way of playing as boss characters in World Warrior, there was nothing for the arcade versions anyway. For the snes theres hope. I learn of game genie codes which allow you play as the boss characters, but i couldn’t find them anywhere on any site. If anyone knows them or knows a site which has them please post it up.
I did play a few hacked versions on the snes though and stumbled across one which lets you play the boss characters, but it aint right. Like all ground and crouching attacks are same punch and all jumping attacks are same kick for each of the characters. And since i couldn’t do sagats low tiger since all his ground attacks are punches i couldn’t test for instant recovery. Bison is weird, when doing the crusher he pauses for a second then goes, and his scissor kick is done on the spot. I wonder if the game genie codes will have the same effect?
Yeah…Bison’s psycho crusher in WW is hella crappy. If it does have a use it can’t be because of its fast start up. You can literally see the start up animation and DP him out of it before.
I also like the random palm tree in Sagat’s stage. Dunno why it didn’t make the cut in the other games. That was a really good lookin palm tree.
Thanks for the codes nomrah but i couldn’t get them to work.
Technique121 do yourself a favor and stop typing stuff. Guile only had 2 special moves but they are great. Sonic boom, especially in CE is probably the one of the very best projectiles, fast, comes out very close to the body, and has no recovery. His flash kick is a great anti-air which is great in combos and compliments his turtle style game.
Is it just me or is the AI for the Japanese version of HSF2 easier than the Asian version? I’m comparing between the Japan 031222 and Asian 040202 roms btw.
HF Ryu over ST Ryu any day. ST characters are soft. The only thing ST Ryu really has going for him is his super fireball. Without that move, he’s whack. Since he does have it, he can keep up, but that’s relying on a super that you might or might not land to stay competitive.
Lately i’ve been mucking around with WW Blanka. He dishes out some insane damage, and its so easy to dizzy your opponent. Also his Headbutt (close MP) seems to be an anti-air machine. I’ve only seen it lose to a few moves, most of the time it will beat a jumping attack clean or trade in your favor. This lets me really advance on the opponent, not having to worry about charging for anti-air blanka balls or pulling out the electricity which seems very hard to get out quickly in WW (as will all mash type moves). Use the Blanka ball sparingly or not at all. If you get hit while doing it your gonna take serious damage, i’ve lost nearly 50% of my health from one well timed DP.
This adds to my list of viable WW characters. Guile, Dhalsim, Chun, Gief and Blanka seem like they are all competitive enough to hand with the rest versions, especially Guile and Dhalsim.
uh, doesn’t blanka go into blanka air recover roll even on whiff? I’ll stick to HF or ST thanks.
is headbutt which if harder to implement (you gotta wait til their in “close” range) really that effective? is it’s priority changed in later versions? isn’t s.HP just as effective?
Thing with s.HP is it has a good deal of start up time, so you need to anticipate early, and it doesn’t beat every air attack (thought you would have known this since your abit of a Blanka master yourself?)
The reason why the headbutt is so effective in WW is that i think it has a completely different hitbox and has alot more priority to other blanka’s. Even if you mistime it and get the normal standing MP you will most likely come off better since that too has better priority. So you don’t really need to time it that well. Excellent anti-air on the fly imo.
Well i was looking at this HSF2 tier list floating around the net, and its so bad, i decided i had to write my own one.
Tier list in question
I was thinking no wonder the tier list is messed up, the best-to-worst chart is way off. Heres how i would rank the characters.
Ryu: CE, HF, ST, S, WW
E. Honda: ST, HF, S, CE, WW
Blanka: HF, ST, WW, CE, S
Guile: CE, WW, HF, ST, S
Ken: CE, HF, ST, S, WW
Chun-Li: ST, HF, S, WW, CE
Zangief: HF, ST, CE, S, WW
Dhalsim: ST, WW, CE, S, HF
Balrog: ST, HF, S, CE
Vega: ST, CE, S, HF
Sagat: CE, HF, ST, S
M. Bison: CE, ST, S, HF
Dee Jay: ST, S
Cammy: ST, S
Fei-Long: ST, S
T. Hawk: S, ST
I’m not going to explain all my choices, only some of the weirder ones as it would simply take too long. But if anyone would want to know i rank X character abover Y character, then just ask.
RYU
I rank CE Ryu as the best Ryu simply because of the damage he does. His fireball does roughly double the damage that HF ryu does (depending on distance), and his hurricane kick has all the invincibility HF Ryu has. Only think HF has over CE Ryu is the air hurricane kicks and that he takes less damage as he is a HF character. But since i’d rather worry about doing more damage to my opponent than taking damage from my opponent, i’ll go with CE Ryu.
HONDA
I rank HF Honda as the 2nd best Honda over SSF2 Honda, because of his sumo splash. Its much faster than ST and SSF2 and has a longer, lower arc, making it much better against fireball characters. If ST didn’t have the oochio throw, i’d probably rank HF honda as the no.1 Honda.
BLANKA
I don’t many would dispute HF as Blanka’s best version, and similarly with ST as 2nd best. But WW blanka as 3rd, don’t worry i haven’t gone mad, yet anyway. Yes his blanka ball is crap, and takes loads of damage when hit, but you shouldn’t be using blanka balls that freely anyway, with any version of Blanka. I am even inclined to rank WW blanka over ST Blanka, cause of the priority he gains in his attacks. Jumping LK will consistently beat or trade well with dragon punches. His standing MP and headbutt have more priority and can be used a reliable anti-airs on the fly when theres not enough time to use HP/c.HP or you haven’t charged for a blanka ball. On top of this he does loads of damage, and scores even more dizzies. I just wish his close standing HP was more useful.
GUILE
There’s only 2 reasons (1 reason on arcade) why WW Guile is not the Guile of choice over CE Guile. They are that he cannot reversal flash kick off the ground and he cannot control the speed/strength of his booms (only ps2 version, this problem is removed on the arcade version). He does more damage, and dizzy from any tiny combo, then redizzy easily. If you score a 2 hit dizzy, you only need a big 3 hitter to redizzy, if you score a dizzy with 3 hits, you only need a big 4 hitter to redizzy. Failing that just use jabs for redizzy. Other than this, WW Guile has all the perks of CE guile, massive damage, and huge priority on his normals.
KEN
CE Ken over HF Ken for more or less the same reasons as CE Ryu over HF Ryu, does alot more damage. However, HF Ken’s combos seem to retain alot of the damage, unlike HF Ryu’s combos when compared to CE Ryu.
CHUN-LI
ST Chun is the best one, not only because of her super however. His straight up jump HK knocks down in the air to air. She has alot more cancellable normals. Her neckbreaker is alot safer against reversal attacks, and has a whole host of defensive wake-up options, spinning bird kick, upkicks and kicks. While HF Chun is good, and can cope better against fireballs, she just doesn’t have anywhere as many options as ST Chun
ZANGIEF
HF Gief all the way, his kick lariat helps him out so much against those pesky crouching pokes. SPD does huge damage no matter what version, so since he takes less damage in HF, he can afford to take a couple of knocks while he works his way in.
DHALSIM
I doubt few would argue with ST Sim being the top Sim, but i can imagine a few of you raising an eyebrow or two at WW Sim being 2nd. I wanted to rank him as no.1 but that might be too controversial. You simply cannot get in on a well played WW Sim. His legs have not only completely different hitboxes, and have so much more priority than any over version. He trades and zones unbelievably well. Don’t let the lack of anytime drills phase, he really doesn’t need them. He also has a superior tick throw to the slide noogie. c.lp to noogie is susprisingly brutal in WW.
Heres some matches demonstrating the zoning capability of WW Dhalsim against various characters. vs ST Chun-li vs CE Bison vs HF Ken
BALROG
ST Balrog is easy no.1, but HF Balrog in my eyes is the nest best one. He can deal with fireball characters so much more with his TAP, which can even be combo’d into rush punches for the dizzy. On top of he does great damage and truly has massive combos, and some redizzies (3 crouching jabs, elbow, dash upper, fierce punch, and jumping fierce, elbow, *release dash upper, jab, dash upper, fierce punch).
Vega
ST Vega is still top, even though is wall dives are abit flaky, but they can be done consistently with some practice. CE Vega has one of the best normal throws in the game, combined with his speed is a good 2nd choice.
Sagat
CE Sagat is no.1 too much damage, combine with excellent recovery on fireballs hes the closed to ST o.sagat as your gonna get. HF is good too but less damage. Too badCE Sagat doesn’t retain his unblockables from CE.
M.Bison
Is this even worth explaining? CE is best, ST is next best.
The New Challengers (Deejay, T.hawk, Cammy, Feilong)
With the exception of T.Hawk, all the new challengers are better in their ST versions. However. ST O.feilong doesn have the advantage of linking rekkas off nearly any normal. SSF2 T.Hawk is better than ST Hawk cause he has vastly superior normals, and a better cross-up. You don’t really need the super, cause it takes Hawk a life time to get it anyway.
Thats all for now, later on i’ll do a proper tier list for this crazy game.
Nice tier list. I don’t think our differences on the best-to-worst list are that massive however.
Ryu: I tend to go with HF RYu most of the time personally, and I can’t ignore how ST’s super helps him out in quite a few matches. I like the air HK as well.
Honda: I dunno. HF’s splash doesn’t knock down, and blocked splash pressure is only good when you’re fairly close. the problem is that it still doesn’t have enough range to stop Ken/Ryu’s jump back right at “Round 1” to stop them from starting the trap. Same with Guile/Sagat. So HF splash is better I think only when you’ve got them pinned down, so hard either way. I remember playing against Shotos, they take the rising hit, then just SRK me and start the trap over.
Not to mention that at “Round 1” range, characters still can jab you out of short/forward splash as you go up, which pushes you back and lets R/K/G (sort of) start playing keep-away.
Blanka: No idea about WW Blanka’s MP so I’ll go with you on this one.
Guile: I dunno, losing the ability to reverse is pretty big for me, and he has no way to move forward w/o losing his charge, which is big in some matches. I think now I would put him over ST because of the easy combos. WW needs a 4 jab/CPS1 combo to make a huge comeback, whereas ST needs like a crossup into super. If HF Guile took more damage than WW then yes, WW > HF.
Ken: If HF Ken’s combos retain most of CE’s damage, I would still go with HF.
Chun: Maybe WW’s insane normals make her better than CE, but that’s nitpicking. ST and maybe HF are still the ones to use.
Gief: I can’t decide about this one. I think it was Kuni(?) that said that ST Gief has a slight advantage in the Sagat matchup because he doesn’t have to guess which lariat to use on reaction against his FBs?
Sim: Agreed.
Hawk: I think it was only the stand RH that was uncrouchable for O.Hawk? Better crossup yes. But if it’s only one normal that’s better the differences aren’t that huge imo.
Rog: Agree (sort of), but invincible TAP still does not help him against certain characters like Guile and Sagat. But redizzies and damage do, if he can land them. And S. Rog has his uses as well.
Sagat: Yea, HF > S. Since S. Sagat is not the same as SSF2 sagat anymore.
Aside from WW sim I don’t think the differences in best versions impact the overall tiers that much. Only differences would be that WW sim moves up.
O.Hawk and N.Hawk still have the same matchup problems, HF Rog still has the problems that ST/S.Rog do not, HF Honda’s splash does little to solve his matchup problems against R/K.