The SF2 Hyper Fighting Thread

You can knee bazooka out of the corner with Guile

Knee bazooka isn’t a great solution, unless the guy only does Roundhouse balls (it’s harder to bazooka out of forward balls).

Ive never actually seen the hitbox/properties for this move. I thought his hitbox was active throughout the entire move. I suppose this begs an additional question: What are the hitbox/properties for this move?

I wish they didn’t nerf Bison so badly in HF. He’s a cool character and it’s always nice to have more strong characters as a lot of the weaker guys don’t get used as much. More variety makes things more interesting.

Out of curiosity, where was Bison ranked, strength-wise, in CE?

#1, usually, which is why they nerfed him.

Warrior’s dreams:

I don’t know the exact data or anything. You can look at NKI’s translated Akiba’s site, but according to that it’s continuous. All I know is that the only times I’ve ever successfully hit Blanka out of vertical Ball, and the only time he can be air thrown, is right around its peak.

re: Bison

And in typical Capcom fashion, they went waaaaay overboard, ruining not only his best specials (which I agree needed to be toned down), but nerfing all his good normals too. :frowning:

As cool as Dictator is, in CE he was absolutely broken. You would have little kids doing Psycho Crusher over and over again once they knocked you down. Even if you blocked it it would take off ridiculous amounts of damage. Also, it was so fast it made it difficult to react to. If you incorrectly whiffed a DP to try and counter it, Dic would PC you on your way down and the ridiculousness ensued. His corner knee trap was pretty ridiculous as well once he got it locked in. Yes it would have been nice if they hadnt nerfed him as much, but in some respects he sorta had it coming.

Speaking of which, anyone know where I can find videos of a good Dictator in SFII Turbo?

Yea, thats about the only time I’ve had success countering that move with c.Fierce.

IS there such a thing as a good Dictator in HF? Besides me that is? (j/k) :stuck_out_tongue:

Seriously though, he has a 8-2, a 9-1, and a 10-0 fight not in his favour, so even God’s M.Bison will eventually run into, say, Gief, and lose. :confused:

Everyone has a fight not in their favor. That doesnt mean you dont play them. If theres one thing Japanese people have taught me, its that with a little ingenuity you have a fighting chance.

Enabling visual hitboxes in Hyper fighting

I know how to enable visual hitboxes and coordinates in HF.

1.FBA
In the “Map game inputs…” menu,
change DIPA to 0x93, DIPB to 0x07 and DIPC to 0x80
and restart the game

2.Winkawaks
Open sf2t.ini file under /ini/ directory, and modify DIP to
DipA=108
DipB=248
DipC=127
and you can adjust the value of CPUFrequency if you want to reduce the gamespeed.

And you can see 3 rows of hexadecimal number in the left-hand side bottom,
The number in second row = (Difference between the x-coordinates of white crosses under the two characters in pixel) minus (Specified value);

This Specified value depends on the character use in 2P side.

CHUN LI=36
RYU=KEN=GUILE=DHALSIM=BOXER=CLAW=DICTATOR=40
SAGAT=44
ZANGIEF=46
BLANKA=53
E.HONDA=56

For example, the number is “00C5” and 2P is Chun Li,
the x-distance between two characters= 197(C5)+36=233 pixels

However, if the distance between white crosses is smaller than the “Specified value”, and value shown will remain “0000”.

The number in third row = (Difference of the y-coordinates of white crosses under the two characters in pixel);

There are several types of hitbox:

1.Hitting box: The black boxes, when 1P hitting box overlaps with 2P "To be hit"box, 1P will hit 2P.

2.“To Be hit” box:which is usually composed of three boxes: The boxes cover the head, the upper part of body and the lower part of body.

3.Character Size box:The largest box cover the whole body of character, the character size box of 1P will never overlap with that of 2P, so two characters will not pass through each other

4.Fireball size box: The Outer box cover fireball. When Two fireball size boxes touch each other, two fireballs will cancel out.

Hell yes! At last, an update about hitboxes. These NEED to get done, especially since http://www.mastercheng.com/ is no longer around! No worries though, I have the hitbox pics for Ryu, Guile, Gief, and Chun (I think I have Ken’s as well) that were on that site that I can post up on here if someone requests it. I’ve been dying to see Sim’s hitboxes from Turbo! Someone needs to make this happen!

Throw range in Hyper Fighting

I found that the throw range varies depend on the matchups.
I have measured the throw range of each matchup and have double checked that is correct.
The value shown is the difference between the two white crosses under character in pixel.

Here’s the throw range in all matchup:
Shoto:Shoto=77:77
Shoto:Honda=76:93
Shoto:Chun=73:74
Shoto:Blanka=78:93
Shoto:Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss)=93:140:96:88:80
Shoto:Guile=78:77
Shoto:Dhalsim=83:93
Shoto:Boxer(MP):Boxer(HP)=75:80:70
Shoto:Claw=76:77
Shoto:Sagat=80:77
Shoto:Dictator=76:81
Honda:Honda=92:92
Honda:Chun=89:90
Honda:Blanka=94:92
Honda:Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss)=109:139:102:102:96
Honda:Guile=94:76
Honda:Dhalsim=99:92
Honda:Boxer(MP):Boxer(HP)=91:92:86
Honda:Claw=92:76
Honda:Sagat=96:76
Honda:Dictator=92:80
Chun:Chun=70:70
Chun:Blanka=87:89
Chun:Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss)=80:136:92:84:76
Chun:Guile=74:73
Chun:Dhalsim=74:89
Chun:Boxer(MP):Boxer(HP)=74:76:66
Chun:Claw=74:73
Chun:Sagat=78:73
Chun:Dictator=74:77
Blanka:Blanka=94:94
Blanka:Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss)=109:141:104:101:93
Blanka:Guile=94:78
Blanka:Dhalsim=99:94
Blanka:Boxer(MP):Boxer(HP)=91:93:83
Blanka:Claw=92:78
Blanka:Sagat=96:78
Blanka:Dictator=92:82
Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss)=156:102:94:86 (Gief VS Gief)
Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss):Guile=141:96:88:80:93
Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss):Dhalsim=146:96:88:80:109
Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss):Boxer(MP):Boxer(HP)
=138:96:88:80:86:76
Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss):Claw=139:96:88:80:93
Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss):Sagat=143:100:92:84:93
Gief(SPD):Gief(P Grabs):Gief(K Toss):Gief(P Toss):Dictator=139:96:88:80:97
Guile:Guile=78:78
Guile:Dhalsim=83:94
Guile:Boxer(MP):Boxer(HP)=75:80:70
Guile:Claw=76:78
Guile:Sagat=80:78
Guile:Dictator=76:82
Dhalsim:Dhalsim=99:99
Dhalsim:Boxer(MP):Boxer(HP)=91:80:70
Dhalsim:Claw=92:83
Dhalsim:Sagat=96:83
Dhalsim:Dictator=92:87
Boxer(MP):Boxer(HP)=80:70 (Boxer VS Boxer)
Boxer(MP):Boxer(HP):Claw=80:70:75
Boxer(MP):Boxer(HP):Sagat=84:74:75
Boxer(MP):Boxer(HP):Dictator=80:70:79
Claw:Claw=76:76
Claw:Sagat=80:76
Claw:Dictator=76:80
Sagat:Sagat=80:80
Sagat:Dictator=76:84
Dictator:Dictator=80:80

Walking Speed in Hyper Fighting

I have found out the walking speed of all character in Hyper Fighting in pixels per frame.(The frame used in here is the game frame, not video frame, I will explain it in next paragraph.)

Although the video frame rate of Hyper fighting is 60Hz, the real game frame rate is larger as some of the frames are skipped and not be shown on screen in order to make the game faster.
And the real game frame rate depends on the CPU speed, so the game frame rates are different between platforms, and we cannot tell the game frame rate based on real time. But we can tell the game frame rate based on the game timer(The timer shown in the middle of screen, starting from 99).
And the game frame rate is set to be 40frames per timer second.
So one round=99x40frames=3960 game frames.

And the number of pixels per every walking frame may not be a constant value, which is a sequence and it will repeat itself after a period.
For example,Sagat walks forward, …,2,3,2,3,2,3,2,3,… and so on.

Walking Forward

Ryu(3 pixels per frame)
Ken(sequence repeats itself every 16 frames)
…,3,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,…(Average 3.1875 pixels per frame)
E.Honda(sequence repeats itself every 8 frames)
…,2,2,3,2,2,3,2,3,…(Average 2.375 pixels per frame)
Chun Li(sequence repeats itself every 4 frames)
…,3,4,4,4,…(Average 3.75 pixels per frame)
Blanka(sequence repeats itself every 4 frames)
…,2,2,2,3,…(Average 2.25 pixels per frame)
Zangief(sequence repeats itself every 2 frames)
…,2,3,…(Average 2.5 pixels per frame)
Guile(sequence repeats itself every 8 frames)
…,3,3,4,3,3,4,3,4,…(Average 3.375 pixels per frame)
Dhalsim(2 pixels per frame)
Boxer(sequence repeats itself every 2 frames)
…,3,4,…(Average 3.5 pixels per frame)
Claw(4 pixels per frame)
Sagat(sequence repeats itself every 2 frames)
…,2,3,…(Average 2.5 pixels per frame)
Dictator(4 pixels per frame)

Walking Backward

Ryu(2 pixels per frame)
Ken(sequence repeats itself every 8 frames)
…,2,2,2,2,2,2,2,3,…(Average 2.125 pixels per frame)
E.Honda(sequence repeats itself every 8 frames)
…,1,2,1,2,2,1,2,2,…(Average 1.625 pixels per frame)
Chun Li(sequence repeats itself every 4 frames)
…,2,3,3,3,…(Average 2.75 pixels per frame)
Blanka(sequence repeats itself every 8 frames)
…,1,2,2,2,2,2,2,2,…(Average 1.875 pixels per frame)
Zangief(sequence repeats itself every 2 frames)
…,1,2,…(Average 1.5 pixels per frame)
Guile(sequence repeats itself every 2 frames)
…,2,3,…(Average 2.5 pixels per frame)
Dhalsim(sequence repeats itself every 8 frames)
…,1,1,2,1,1,2,1,2,…(Average 1.375 pixels per frame)
Boxer(3 pixels per frame)
Claw(3 pixels per frame)
Sagat(2 pixels per frame)
Dictator(3 pixels per frame)

Comparing all of those speed, we can find that
Claw(F)=Dictator(F)>Chun Li(F)>Boxer(F)>Guile(F)>Ken(F)>Ryu(F)=Claw(B)=Dictator(B)=Boxer(B)>Chun Li(B)>Zangief(F)=Sagat(F)=Guile(B)>E.Honda(F)>Blanka(F)>Ken(B)>Dhalsim(F)=Ryu(B)=Sagat(B)>Blanka(B)>E.Honda(B)>Zangief(B)>Dhalsim(B)

Thanks for the info, I’ll try to have Sim’s boxes ready for Sunday-Monday.

Thanks, this sure was useful. IMO I think HF was the best SF version, maybe cus i grew up playing it…

Quite a bit late, but here’s Sim

[LIST]
[]Megaupload
[
]Mediafire
[*]Sendspace
[/LIST]

I’ll upload them to the wiki when I feel less lazy.

Been away a long time, thanks for keeping things going guys.

Wow, great stuff newbieGary and fantastic work on the Sim hitboxes Cronopio!!
I think I have the mastercheng hitboxes saved in my achive somewhere, ill try to dig them out…

Just discovered the fantastic: http://2dfighter.com/
Its P2P online netplay via nFBA, but with an automated frontend, game lobby/chatroom and a whole lot more besides. Get over there right away!!

Who should I do next? If someone wants a certain character, tell me, if not I’ll go with Rog I guess.

rog would be nice :slight_smile:

Nice work! After rog, could you do bison?