Hyper Street Fighter Zero (Codes+Secrets+Extra Stuff)

Since everyone is asking over and over the same questions about Hyper Street Fighter Alpha (I know there is a thread for this game in sticky mode but is getting a lot of pages and the many of the info that people is loking for is not in the firsts post) and since this game is making some people confused I will make this thread to clarify everyone about how to acess Hyper Street Fighter mode, how to get each ISM, and all the extra crazy stuff that this title has.
To the Mods: if you guys think that this is not necessary then feel free to close or delete this thread, otherwise I will update thsi first post with all the extra/secret stuff that I find in the web so everyone can get everything that is needed for Hyper Street Fighter Zero.
(note: I made this thread by copy/paste what other users posted in other threads/pages, so special thanks to those guys who posted that info)

**
To acess to SECRET OPTIONS:**

1- Select options and highlight “game options”

2- While that’s higlighted hold the R1 and L1 shoulder buttons and press O.
Also you can do the same thing with R2 and L2 and get even more options.

Extra secret: hold R1 while going into the options screen you get the CREDITS


To acess Hyper Street fighter Alpha mode:

1- You’ll have a select screen of Zero 1, Zero 2, Zero 2 Alpha, Zero 3, Pocket Fighter
2- Beat each one once on any settings
3- After this you will have access to Arrange Zero 2, Arrange Zero 2 Alpha, and Arrange Zero 3. At the game select menu hold select on either game while you choose them by pressing “O” to access the arrange mode. Beat these 3 games once also.
4- Now you should have unlocked “Secret Game 4” (with the 3 previous arrange games being the first 3 “Secret Games”). Hold Select on Zero 1 at the Game Select menu and you’ll get Hyper Street Fighter Zero.


After unlocking the Hyper Street Fighter Alpha there is several “groove” systems:

Normal Grooves:
SF ZERO 1
SF ZERO 2
SF ZERO 2 Gold
SF ZERO 3 Normal (X-ISM, A-ISM, V-ISM)
SF ZERO 3 Mazi (X-ISM, A-ISM, V-ISM)
SF ZERO 3 Saikyo (X-ISM, A-ISM, V-ISM)
SF ZERO 3 Classic

Secret Grooves:
ISM Green (Darkstalkers)
ISM Blue (3rd Strike)
ISM Pink (Champion Edition)
ISM Orange (Marvel)


To Choose the secret isms on Hyper Street Fighter Alpha:

1- Select you character

2- Select Street Fighter Zero 3

3- After selecting Street Fighter Zero 3 you’ll be given a list of options for each mode: Green, Blue, Pink, Red.

4- Hold Start and Push Left on Player 1 (Right on Player 2)

Do this on Green and you get DarkStalker - ism
Do this on Blue and you get Street Fighter 3 - ism
Do this on Pink and you get Street Fighter 2 CE - ism
Do this on Red and you get Marvel - ism


Overpowered characters/stuff:

Bison CE (S-ISM Pink)
[media=youtube]YdrAJFIrdYY[/media]
(dunno if this works only in corner but with more updates coming we will know)


Extra Notes:

A2/Z2A CE Gief has instant SPD along with the bonus ISM’s in HSFZ.
If you DIP Switch Zero 2/Alpha 2 back to earlier dates Zangief will get back his instant SPD.

Dates for DIP Switch options:
Street Fighter Zero 2 (Asia 960227)
Street Fighter Zero 2 (Japan 960227)
Street Fighter Zero 2 (Brazil 960304)
Street Fighter Alpha 2 (US 960306)
Street Fghter Zero 2 (Brazil 960531)


Total game versions available in Street Fighter Zero - Fighters Generation:

Standard Games (Japanese title on the left and US on the right):
Street Fighter Zero / Street Fighter Alpha
Street Fighter Zero 2 / Street Fighter Alpha 2
Street Fighter Zero 2 Alpha / Street Fighter Alpha 2 Gold
Street Fighter Zero 3 / Street Fighter Alpha 3
Pocket Fighter / Super Gem Fighter II Mini Mix

Secret Factor Games (Japanese titles only, US titles yet to be confirmed):
Hyper Street Fighter Zero
Street Fighter Alpha 2**
Street Fighter Zero 2 Dash
Street Fighter Zero 3 (Arranged)
Street Fighter Zero 3 Upper***

**Note: This maybe a little confusing, because the arranged game for SFZ2 IS the American SFA2, how they’ll do this in the US version is beyond me.

***Note: By enabling the secret factor / dip switch settings in the arranged version of SFZ3, you can actually select the unpopular Naomi Street Fighter Zero 3 Upper game.

To understand the normal and arranged game versions:

The four Street Fighter games in the collection are:
Street Fighter Zero
Street Fighter Zero 2
Street Fighter Zero 2 Alpha
Street Fighter Zero 3

Once you beat these games, you can access alternate versions for 3 of them by holding select when selecting the game you wish to play.
So Street Fighter Zero 2 becomes Street Fighter Alpha 2; Street Fighter Zero 2 Alpha becomes Street Fighter Zero 2 ’ and Street Fighter Zero 3 becomes Street Fighter Zero 3 Upper.


Colour Edit Mode:
Go to display options, hold R1 and press O. In there you can choose any of the default colour settings. The colours go in order of Jab, Short, Strong, Forward, Fierce and Roundhouse so what ever costume you edited, hit that button in game and your edit will come up. To change your edit in game back to it’s origional simply go back to colour edit and reset it to default.


Dipswitch options found so far:

Hyper Street Fighter Zero Customize Option

[Top Row]

?5: At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection. Another feature of Inflection is that you retain the extreme guard crushing abilities when you’re still in the post-V sped-up state. Watch this video and observe the V-Ryu against X-Zangief demonstration.
So this option allows you to turn this off by lighting the star. The default is on.

?9: Juni’s Cross Scissors Pressure damage can be modified. Lit star = 2 times damage; star off = normal arcade damage.

?12: Counter hit screen flash: on/off

?16: Crouch cancel: on/off

[Bottom Row]

?1: R.Mika’s Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-ISM. Lit star = on; the default is off.

Street Fighter Zero 3

[Top Row]

?1: Enables the no-pushback feature of the 980629 version, which occurs when the opponent is stunned by moves which cause them to perform a backward roll, e.g Guy’s Bushin Gokusa Ken or Cody’s Bad Spray. This allows Cody and Guy to
perform rapid fire standing Jabs without the opponent or Cody or Guy being pushed away, for an infinite combo. Can also be seen in the You Tube movie. Lit star = turn the feature on.

?2: Eliminates the push-away feature of Blanka’s Electric Thunder. Most noticeable when the ET is blocked in the air, where the opponent will be trapped in the ET until their guard is broken. Lit star = on; default is off where the opponent will eventually be pushed away.

?3: Boxer’s Alpha Counter (the Buffalo Headbutt) does stun damage (?) : on/off

?5: Dizzy throw bug

? 7: Sodom’s invincible Tengu Walking: on/off

?9: At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection.
So this options allows you to turn this off by lighting the star. The default is on.

?10: Saikyo Mode: Claw’s Izuna Drop damage bug, Guy’s Bushin Musou Renka damage bug

?11: Saikyo Mode: 99% damage throw

?13: Zangief’s Glitch-driver on; default is off

?14: Juni’s Cross Scissors Pressure damage can be modified. Lit star = 2 times damage; star off = normal arcade damage

?16: Dhalsim’s unblockable Yoga Flame when close against Zangief and Birdie: on/off. The default setting is off.

[Bottom Row]

?1: R.Mika punch’s air throw does zero damage: off/on

? 8: Counter hit screen flash: on/off

?10: The first hit of E.Honda’s standing Roundhouse knocks down airborne opponents: on/off

?12: Gouki air throw bug when the opponent starts a jump or is about to become airborne against an Akuma who is landing: on/off

?15: R.Mika’s Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-
ISM. Applies to Juni’s Psycho Streak: on/off

Street Fighter Zero 3 Upper

[Top Row]

?5: At the 33rd hit of a blocked combo the Guard Power Gauge will decrease rapidly. Also known as Inflection.
So this options allows you to turn this off by lighting the star.

?6: Saikyo Mode damage boost for certain moves such as Akuma’s Shun Goku Satsu; Guy’s Bushin Musou Renka and Dhalsim’s Yoga Strike : on/off

?9: Juni’s Cross Scissors Pressure damage can be modified. Lit star = 2 times damage; star off = normal arcade damage.

?11: Counter hit screen flash: on/off

?15: Adjust if whiffed throws build meter. Star on = no meter building from whiffed throws; star off = whiffed throws build meter.

?16: Crouch cancel: star on = upper - disable crouch cancel; star off = crouch cancel enabled

[Bottom Row]

?1: R.Mika’s Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-ISM. Also applies to Juni’s Psycho Streak.

?7: Displays the Upper arrow in the title logo: on/off

Street Fighter Zero 2

[Top Row]

?3: Sodom’s Shiraha Catch, performed against a Custom Combo overhead attack will cause the caught oppponent to remain in Custom Combo mode indefinitely and allows them to perform standing attack x 99 infinites: star on = enable; star off: disable

?14: Dhalsim’s Yoga Strike grab bug when waking up. I know of this bug, but not the details. It involves something along the lines of the opponent being unable to block after the Yoga Strike. If you know the specifics of this bug or can provide more information, please post it so I can update this. Thanks.

Street Fighter Zero2’

[Top Row]

?1: Zangief’s neutral jumping Forward alter: on/off

?10: Dhalsim’s Yoga Strike grab bug when waking up. I know of this bug, but not the details. It involves something along the lines of the opponent being unable to block after the Yoga Strike. If you know the specifics of this bug or can provide more information, please post it so I can update this. Thanks.

?11: Display the dash in the title logo: on/off

Street Fighter Zero 2 Alpha

[Top Row]

?1: Zangief’s neutral jumping Forward alter: on/off

?11: Dhalsim’s Yoga Strike grab bug when waking up. I know of this bug, but not the details. It involves something along the lines of the opponent being unable to block after the Yoga Strike. If you know the specifics of this bug or can provide more information, please post it so I can update this. Thanks.

Street Fighter Alpha 2

[Top Row]

?3: Sodom’s Shiraha Catch, performed against a Custom Combo overhead attack will cause the caught oppponent to remain in Custom Combo mode indefinitely and allows them to perform standing attack x 99 infinites: star on = enable; star off: disable

Street Fighter Zero

[Top Row]

?1: Sodom’s meaty unblockable standing Roundhouse: on/off

?2: Tengu Walking juggle extender: e.g Shinkuu Tatsu-> jumping strong-> Shinkuu Tatsu is now possible when this switch is enabled: on/off

?5: Akuma’s Shun Goku Satsu command: Jab,Jab t+Fierce, or normal

?6: Charlie can cancel crouching Forward, Fierce and Roundhouse: lit star = enable (feature of the older version of SFZ); star off = disable

?8: Adon’s Level 3 Jaguar Varied Assault addtional input: on/off

?9: Sagat’s unblockable standing Short : on/off

?15: Allow multiple Psycho Shots on screen: on/off


Several pics from several grooves:

http://img125.imagevenue.com/img.php?loc=loc269&image=97530_8771.jpg
http://img147.imagevenue.com/img.php?loc=loc50&image=97539_8771_2.jpg
http://img124.imagevenue.com/img.php?loc=loc263&image=97544_8773_5.jpg
http://img138.imagevenue.com/img.php?loc=loc236&image=97550_8773_3.jpg
http://img106.imagevenue.com/img.php?loc=loc101&image=97555_8773_2.jpg
http://img124.imagevenue.com/img.php?loc=loc18&image=97786_8773.jpg
http://img144.imagevenue.com/img.php?loc=loc112&image=97792_8773_6.jpg
http://img129.imagevenue.com/img.php?loc=loc60&image=97797_8773_4.jpg
http://img7.imagevenue.com/img.php?loc=loc172&image=97802_8771_10.jpg
http://img124.imagevenue.com/img.php?loc=loc210&image=97811_8773_7.jpg
http://img151.imagevenue.com/img.php?loc=loc73&image=98061_8773_8.jpg
http://img140.imagevenue.com/img.php?loc=loc237&image=98067_8771_3.jpg
http://img106.imagevenue.com/img.php?loc=loc74&image=98074_8771_4.jpg
http://img34.imagevenue.com/img.php?loc=loc108&image=98079_8771_5.jpg
http://img134.imagevenue.com/img.php?loc=loc222&image=98085_8771_6.jpg
http://img126.imagevenue.com/img.php?loc=loc98&image=98297_8771_7.jpg
http://img133.imagevenue.com/img.php?loc=loc56&image=98304_8771_8.jpg
http://img13.imagevenue.com/img.php?loc=loc83&image=98309_8771_9.jpg

Also, buy the game because this is the best way to keep Capcom to make more productions like this:

http://www.play-asia.com/paOS-13-71-w0-49-en-70-19ne.html (it´s less then 40 dollars)

i’ll buy this ish just to play alpha 3 with parrying… lol

lmfao… this can make for so much fun…

marvel guile vs 3s akuma wooh

I’ve read that HSFZ will only have Options, Training, and Versus. Since there will be no 1P story mode available, will the versus mode give you the option to set Player2 as the computer to play a single match against? If so, can you set its difficulty level as well?

-SRH-

Yes, you can set either player as the computer for versus. Honestly don’t remember if you can set the difficulty, though.

I can’t wait to get this game, looking forward to playing with the ism that makes Ken “flame” all over (whatever that is called) when he does a dragon punch.

Syphil-ism?:wonder:

you can set the difficulty in HSFZ and set 2P to COM.
you will still have to select the character and ISM tho.
(can random select, but you still have to choose ISM.)

**also when selecting the game ZERO1, 2, 2A or 3 - hold start to get alternate versions of characters.
Blue = EX (Classic Versions, no super meter)
Red = Alternate Versions (Shin Gouki, Classic Oufit Chun-Li, Extra Color Sakura)

Yes I agree…this is a great decision for a thread I give you props!

Good one…:rofl:

I was talking about this… http://img151.imagevenue.com/img.php?loc=loc73&image=98061_8773_8.jpg

I’m going with the marvel one because only in versus games have i seen such flames.

Ya, and since the world is coming to an end: lets get this game as soon as possible and play it to death :wonder: :lovin:

Update: added information about Zangief in the first posts: “If you DIP Switch Zero 2/Alpha 2 back to earlier dates Zangief will get back his instant SPD”

Man… it looks like this Hyper Alpha stuff deal has tons of secrects/extra goodies :looney:

If you guys find good information abou Hyper Alpha that needs to be post it please post it here so I can update the first post, Im reading the whole 30-40 pages of the Alpha Ant. thread just to find more usefull stuff about Hyper Alpha, this game looks deep with so many extra/hidden stuff :wasted: :sweat:

Added the dates of A2/Z2 release dates for the DIP Switch options effects on gameplay.

Thanks for the info.

So its the marvel ism eh ? cool.

No problem, and I added several pics in the bottom of first post (some show ken with his mega-huge flamming DP of MvC2)

edit: you can see pics from here as well:


















Dark Sakura is kinda mad :sweat:

Ken doing his MvC2 DP:

Ken doing his MvC2 fireball version:

Sakura doing an huge anti-air fireball:

Sakura/Dark Sakura doing Raging Demon:

I can already see the extra damage that can be done by the flames alone…and that’s even before you connect with the dragon punch.

does Ken get full invincibility during his SRK in Red & Pink ISM?

I dont know, I dont have the game yet and all the usefull info that Im finding about Hyper Alpha in the wen Im posting it.

So from those screens, it looks like there is only one background, just in different colors? Seems like it will get kinda old pretty fast.:tdown:

From what people was saying there is 3 backgrounds in Hyper Alpha (one from each Zero game) and the background from Zero 3 has different colours (day/night/sunset/etc…)