The SF2 Hyper Fighting Thread

And you posted this in the HF thread why???

Anyway, that’s one of the endings to the SF:The Movie Real Battle on Film for Saturn. Had some really good ideas that Capcom should consider recycling, though the game itself was shit. You take a Monitor Cyborg and build him up RPG style by monitoring other fights; sadly, it’s not as cool as it sounds. The Cyborg fights exactly like ST Ken, and the last boss is Ryu. Depending on how you do, you defeat Ryu then turn on Bison (the “good” ending), or you beat Ryu and you get welcomed to Shadaloo as it’s newest weapon or something (the “bad” ending). Oh, and those subtitles are all made up and are not actually in the game.

Ah ty ty

Not quite what I had hoped for given it is the SF2 Hyper Fighting Thread… where’s Crayfish and everyone who used to post in this thread? How come http://www.mastercheng.com/games/index.html never finished it’s hitboxes? Anyone find new match videos to post?

I don’t know if it’s due to it being a bad port of hf but in the arcade do specials randomly do 0 damage? I was in a match earlier today and 2 of my flashkicks and a tiger uppercut did literally 0 damage when I AA’ed them clean.

i have no idea, but when I’m Sim, sometimes it seems like the damage Yoga Fire/Flame does is random, so maybe… Anyone know if you take more damage on a counter hit? I want to say that you take less damage as you get closer to losing the match, but I dont know for certain

I’m not sure that the idea of counterhitting was in anyone’s minds when HF was developed. Some moves do very random damage. Honda’s jumping roundhouse is the same way - sometimes it does a little damage, sometimes it does crazy damage. No one’s been able to pinpoint why just yet.

I’m not saying they did very little damage, they did NONE at all and this has happened several times before to everyone on my friends list who plays hf don’t know if it’s because of the xbla port or if it’s a bug in the game itself but so gay when it does happen.

Yeah, the damage in HF definitely seems to fluctuate, a lot. I too have noticed that Sim’s yoga flame damage varies incredibly. Sometimes it seems like block damage and other times it takes off a fierce SRK’s worth. I’ve also seen the Tiger Uppercut vary quite wildly. One time at a tourney, on arcade btw, I was sim and did a jumping MK. Sagat Tiger Uppercutted me and it did, no joke, at least 50% damage. Insane!

It could be that counter hits strengthen the chance for high damage, but I don’t know if that explains the absolutely abysmal damage that you sometimes get. My guess is that some moves in the game are just incredibly random in their damage output. And maybe counter-hits up the chance to land in the high damage range?

OZL, I was more responding to Warrior’s Dreams than to you particularly. I have yet to play the XBox version, so that bug might be particular to it because, short of one time in the SNES version of SF2:WW, I’ve never seen a move that hit do zero damage.

SweetJohnnyV, I actually tried to do a test on Callus to see if that was a case once. Whether or not the opponent is attacking doesn’t seem to play into it. Positioning doesn’t, either. It just seems random, perhaps timer dependent.

I’ve seen moves do what appears to be 0 damage in arcade, not just the XBLA port. It does do SOME damage though, it’s just not represented on the lifebars. If you go on to win the round without taking any more damage, it wont say “Perfect”, even though your lifebar is full.

I’ve seen Balrog’s st.fierce do it, Zangief’s kick lariat do it, and like you guys, I’ve seen Dhalsim’s Yoga Flame do it.

^It’s happened to lots of people I used to play with online several times even when the opponent had less then a pixel of health left and they get a special in the face it just knocks them down:mad:

Is there any hitbox data on hf? I’d like to see how retarded guiles flashkick looks and how terrible sagats dp is:rofl:

Is it just me or does jab roll whiffed into bite seem to work better in hf then st?

ALL damage in all SF2 games is random. Some moves have greater variance than others, but they’re all random. And I’m not sure about WW or CE, but in HF onwards, you take less damage the less life you have. So sometimes, a low life character + random damage = extremely low damage attack. I’ve seen Guile’s air throw inflict like 1 point of damage already, and I’ve seen characters live from attacks when they should have died waaaaay too often.

http://www.mastercheng.com/games/sf2t/hitbox/guile.html

He doesnt have anything on Sagat though, which brings me back to one of my original comments: Someone, or some group of people, need to do hitboxes for the rest of the chars in this game.

^That hitbox data is wrong because guiles flashkick is the size of that entire link:rofl:

Damn st rh is no joke.

Were you just kidding or is there other frame data available? If so where? This site is the only place that I am aware of that actually has frame data for SFII Turbo. (technically the Yoga Book Hyper also has a few hitboxes for some Turbo characters, but you get the idea…).

If someone can tell me how to enable the hitboxes in an emulator I can do the remaining characters.

R | C was involved in doing these hitboxes. You should send him a PM asking for the details as to how to do this. It’d be very much appreciated!

http://forums.shoryuken.com/member.php?u=17332

I have a question about the Guile/Blanka matchup… mainly about dealing with the vertical roll. I can think of a few ways that I’ve had some success with:

  1. c. fierce when he’s positioned to land right in front of you. The c. fierce must be timed so that the hitbox is extended to where Blanka lands on it.

  2. flash kick. Works best when he’s not above you.

  3. Sonic Boom. Only works if he wiffs it without being close to hitting you.

I dont know/think c. mk works as an anti air… but I’ve never tried.
Nor do I know if Backfisting it will work.

So here’s my problem: I’m backed in a corner as Guile, and Blanka will do several of these vertical rolls in a row, sometimes over and over, and I dont know how to stop it, or if I can even do anything TO stop it. I’m thinking that maybe he can only do it a few times before he either tires from the charging, or before the game mechanics prevent him from doing it again, or until he messes it up I suppose. So perhaps one option is to just block and wait for him to stop, but I’m wondering if this is a viable option seeing as I dont really have any good way of getting out of there I’m aware of.
I’m thinking maybe doing the knee bazooka, but it’d only work if he did the roundhouse version, and even then, maybe it wouldnt because the ball could catch me coming down as I recover from the knee bazooka.

Alternate scenario: Not in corner, but I block the vertical ball as it goes up, but then Blanka lands behind me and either does another ball, which resets the scenario, or option select.

Anybody know how to handle these scenarios? (aside from "its best not to get into them)?

Scenario 2 you should be able to short flash-kick it. It might even be plausible to short flash kick the vertical ball in scenario 1. But either way, short flash kick or crouch fierce should do you well in that situation.

There is a point at the apex of Blanka’s flight where he’s vulnerable and you can, among other things, air throw him. I dunno how practical it is with Guile, though Chun can do it fairly easily.

I never found a reliable counter to Blanka vertical rolling Guile in the corner repeatedly. I think the best thing is to just not be put in the corner.