The SF2 Hyper Fighting Thread

Ok, here is (the final) part 7 (of 7) of the
’GANGZHOU 2003 HYPER FIGHTING TOURNAMENT’:
GuangZhou HF3 Pg4Grp FINALS.rar

http://www.megaupload.com/?d=0YMTIYCI

Another video on the x360 live version o HyperFighting posted up by jackboot3:
http://gamevideos.com/video/id/4041

Seems it will be released this month!!
I really like the online ranking filter option to show who is the best with each character, thats a really cool feature for the hardcore fans.

*EDIT. The page says release date is 28th June!

Crayfish.

For those who care IGN got their hands on a copy of the game for the xbox360. It’s preproduction but it seemed fine till they moved out of their office network to play quarter matches at which point they got some lag.

javascript:popSizedWinProtected2(‘http://media.games.ign.com/articles/693/693580/dl_1533565.html’,'1533565’,260,490,460,0)

I beg to differ. On the surface, it definately looks like a lost cause for Blanka in that matchup but there are things that Blanka can do to turn the tables in a hurry.

For example:

If Balrog does any rush punch.

Blanka’s Options:

  1. A well timed C. RH for a knockdown into a J. Horz Ball for a crossup meaty electricity.

  2. Trade hits with a well timed surprise electricity then do the follow-up moves as above because Blanka’s get-up speed is faster than anyone else in the game.

Blanka can also sneak-in Horz Ball into Throw. If there is one thing that Rog players like to do, it’s counter after a Horz. Ball attack. You can pretty much pencil this to work at least once per round against Rog.

Since we’re talking about Ball attacks into throws(bites), let’s talk about something unique that Blanka has that gives him a great advantage when on the offensive.

Spacers

What are Spacers?

Spacers are blocked moves that position Blanka perfectly for a ball into throw attempt. They work best when setup with a C. Fierce or a C. RH at the end of a blocked attack string.

For example:

I jump-in with a standard J. FP, S. MP, C. RH. If you’re like me, you charge at every opportunity. I have a charge ready after the C. RH and I go into a J. Ball atack into throw. It’s almost free every time.

And let’s not foget about the double-charge method. You can do Horz. Ball attacks right into Vert. Ball attacks seamlessly. This is great for closing the gap on someone who is across the screen and jumping in the corner. Or a surpise crossup with the ball hitting on the way down on the opposite side. Then the fun begins.

VS. Sagat

I walk him down till I’m just outside of his extended Fierce range. Then I like to do C. FP on the ground or jump straight up into FP for the bitch slap. This beats his Tiger uppercut clean.

I also do LK. Vert. Ball over low Tiger shots to bait him into taking a step forward to counter, then I land and do C. RH for a knockdown. After that, I use Blanka’s getup speed to get-in on Sagat and finish him off.

Hope this helps.

~Decoy

CAPCOM SF2 HYPERFIGHTING TOUNAMENT
August 19TH 1993 - Tokyo.

Here is every resource I could gather on the biggest Hyper Fighting tourney that ever took place. The video of the event:
http://rapidshare.de/files/22263007/st2tb_chp_93.mpg.html

Here is the EGM news snip about the event:
http://img519.imageshack.us/img519/2433/egmsnes93jphyperfightingtrn1ix.jpg

And here have scanned in the Hyper Fighting section of the ‘All About Capcom’ game history book. IF anyone can translate any of the info it would be really interesting, especialy the section on the tournament:
http://img131.imageshack.us/img131/2526/aacapcomsf2hfcomb0dq.jpg

*Speaking of Hyper Fighting tourneys, now would be a good time to start making your voices heard on CigarBoB’s Evo thread:
http://www.shoryuken.com/forums/showthread.php?t=112492
not only to show some love for hosting a Hyper Fighting tourney, but also to secure HF a decent slot among the oher games he’s hosting (the ST and VS fans have alrady been very vocal), thnx.

Very nice input Decoy, this is the kind of substantial content we really want to see here. Nice work.
Eidrian, any news on the Pony Canyon HF tape?

Pls could anyone point me to instructions on how to inbed images in my posts rather than url linkig, also those other tricks like creating links from single ‘words’ et… thnx

Crayfish.

Is it just me or does moving from walking animation to block or jump lag? I can’t seem to walk forward against Sagat and db block on reaction, albeit I’m more successful with the jump. I’m using Blanka, but I think the lag is universal. The reason I mention Sagat, is that his fierce low tiger is god damn fast. I can block other fireballs no problem.

I also wanted to discuss the power of walking forward against shotos.

Walking forward has got to be the single scariest thing you can do against a shoto. It is particularly effective for transitioning from the fireball trap range to the FB punishable range.

It’s best to start walking forward when the shoto is an a position where doesn’t have control, if he’s already throwing fireballs at you, it’s not terribly effective. But if he just finished landing from an air hurricane kick, or is recovering from a knockdown, or landing from a shoryuken that you can’t punish. Walk forward on him. If your walk speed is fast enough, you can literally scare the shit out of the shoto. A shoto’s best space defense is to throw a fireball at you, but if you’re good and spaced properly walking forward usurps this tool.

As you walk forward, the shoto has to reevaluate the spacing very very quickly. If you’ve walked in enough the shoto will be incapable of throwing a fireball, as you’ll be in range to jump and punish. A lot of shoto’s brain freeze when they see you walking forward, they completely lose focus of their game plan which is to space you out. They’re scared to FB in case you jump and they can’t shoryuken without getting punished. This brain freeze is opponent dependent of course, but I’ve often managed to scare shotos enough to get a free walk up and throw on them. Or backed them into the corner. A lot of shoto’s are uncertain of their own poke tools, and will sit in crouch block afraid of a quick poke or sweep that they can’t react to in time.

Basically, what I want to point out is that many players I’ve seen are unaware of the incredibly powerful tool walking forward can be. Too often i’ve seen chun players play defensively with fireballs, or Blankas and vegas’ holding a down charge etc.

Ok time for more Hyper Fighting, here is a small Acho tourney from July 03, couple of nice tacts on here including Vega jump-in stuffin Tiger Uppercut then throwing just s you hit th floor!

http://rapidshare.de/files/22722264/Acho_HyperFightng_trny_July03.rar.html

Really good piece Callmeanewb, so please at the standard of posts so far, great work.

Thats now all the HyperFighting footge I have posted up. Obot64’s already taken the lead, would love to see more people posting thier matchvids, Kawaks inputs & soon xbox live matches… cmon guys!

*Btw keep chcking back to the first post if you think you’ve missed anything. I’ve continualy updated it to include every resourse update and contribution.

Crayfish.

Bumping this thread to make a point. (I haven’t been on SRK in like a month.)

I don’t understand how Honda dies to Sim 9-1, at least in HF. I played this match a lot. It’s all about trading hits. Honda beats Sim in terms of damage every time. It’s hard for Dhalsim to do anything about jumping splashes that doesn’t get him lost advantage.

That’s all.

T.Akiba’s ranking has it the other way round m8, Honda beating Sim 9-1. Would love to know what you make of the other matchups from this most baffling of ranking charts…
http://home.comcast.net/~billwood661/t-akiba_sf2_rankings.jpg
As the most knowlegeable guy on HF Honda in the west, we’d love to hear your thoughts.

Crayfish.

on a related note, how does honda go 7:3 aganist guile???

Guile: Sonic boom!

Honda: bends over

Seriously. If honda butt splashes, j.KH. If honda does a random headbutt, crouching or standing jab. Hell, standing jab beats butt splash half the time. Unless T.Akiba has secret tech to landing squeeze -> HHP.

Questionable indeed.

Can someone tell me how E. Honda would have better matchup’s then Hyper Ryu or Hyper Guile on that chart? If this was the case I should’ve seen more Honda’s during the prime days of Hyper…but this is umm…yeah.

Some of those matchup’s seem exaggerated with E. Honda in my opinion, and I never thought Hyper was that unbalanced where there would be a 9:1 matchup?! Unless I’m completely missing something where E. Honda is capable of having far more superior matchups overall when compared to guys like Hyper Ryu and Hyper Guile.

Well, Honda v. Sim is good, but I wouldn’t say 9:1 good.

Guile is different, very winnable that match is </yoda> because Guile doesn’t have a good trip like Ryu/Ken. The thing about that match is that Guile’s good range is also Honda’s good range, and so you can get a lot of crossup splashes. It’s not easy, though.

Chun li is the most underrated person in this version of sf.

Ah, Chun-Li. In HF she’s the two-button wonder.

Could you break that down Dasrik? Its the first time I’ve heard that… I use all 6 with her, but then I do tend to overcomplicate things:wonder:

Just days go now for the Xbox360 release apparently, in the meantime, some candy: http://www.xbox.com/en-US/live/marketplace/streetfighter2livearcadexbox360/themes.htm

Crayfish.

IMO, HF Chun really only needs three moves: jump forward, low forward, close fierce.

  • Jump forward has the same priority as jump short, and only needs to be timed better.
  • Low forward is an annoying quick poke and stuffs so much stuff, and sets up a lot of throw opportunities
  • Walk-under close fierce is anti-air. :smiley:

random stuff with chun, i’m not that good with her, but I’ve seen old schoolers play her in HF and ST, I.E. ike miller using old chun for ST (beat justin wong’s sagat (a counter matchup) at evo2k2 in ST, and perfected apoc one round), it’s a lot different from ST chun.

standing jab (the elbow) beat crossups.

after a throw, chun get’s a safe free jump in forward against ryu (not against ken, ken can reverse, if ryu reverse dps, you land and block) late jump jab, strong, fierce, all have different block stun but the same animation, so you can tick throw, and they don’t know when to reverse, or counter throw

chun’s HCF fireball helps her a lot against shotos. It is as fast as kens, and her walking speed is also faster than ken, meaning her footsies are better. Like guile she can walk behind a fireball and fierce an opponent if they try to match the fireball after she has already thrown it.

she can also jump straight up forward against fireballs outside of ryu’s dp range, jump straight up, rh on the way down knocks down, and sets up her ambiguous crossup neckbreaker. towards or back rh, hella better command than df+rh. It’s pretty easy to hit people 5+ in row with the neckbreaker, because it’s 50/50. you can crossup, noncrossup at close range, or fake crossup by delaying it but still doing it at the same range, or do it early, but take a small step backwards before you do it for a early looking noncrossup.

if they try to jump the fireball, she can jump towards them with early short (it sticks out there the entire time) land and chip with lighting legs.

also hcf fireball lets her have fireball fights against guile, and if guile jumps, c.hk beats EVERYTHING, i’ve had guile’s jumpins beat ryu’s low strong if you mis time the low strong, but c.hk beats everything guile has.

chun li should beat honda if she can get the lead first, if honda gets the lead first, it can be difficult.

sbk hits on the way up, you can use it as a reversal, such as against dhalsims ticks. short air sbk (not off the wall but charge down, u/f +delayed short) can be used to go over fireballs and hit on the way down at close range, kinda like a perfectly executed tiger knee hurricane kick in ST.

did i mention she’s hella good if you’re playing h2h, because they don’t know when you’re going to lighting legs?

On another thing, I’ve been playing T.Ryu vs. T.Balrog for the past few days since my buddy came back from college and I had to remember just how much T.Balrog can rape T.Ryu. Simple things like a blocked c.fk buffered into hadouken doesn’t work up against Balrog because of his stupidly good invincible turn punch, it just rips right through the fireball and smacks you in the face. I mean, just throwing out a fireball when Balrog is walking towards you is dangerous because that turn punch just goes right through it.

With the turn punch in hand it and the s.fp when Balrog is close enough to just use that to stuff Ryu’s Hadouken before it starts up makes fireball trapping almost impossible up against Balrgo. Also on a note, c.fp seems to stuff my hurricane kick alot…this is just a mad ridiculous matchup, and I would say that this is a 7:3 matchup in Balrog’s favor by a good margin…I mean I played about 30+ matches with my buddy and I only won 9 times:sad: . I don’t have alot of Ryu vs. Balrog experience in Hyper, so I’m just wondering if any other peep’s know what Ryu must do in order to raise up my chances of success?

I remember having this fight with Antos at the first Evolution tournament. We debated it heavily (in a friendly fashion, though), with me thinking Honda has the advantage. But I think Chun-Li actually wins this fight pretty hard if she doesn’t fool around too much.

Thanks for the extra info. I knew about her palm fb, I just hardly ever have to use it. It helps loads when you need it, though, as long as you don’t telegraph it (recovery is slow).

I agree, chun li beats honda pretty hard in my experience, just didn’t wanna trigger a negative response from you. Then again, I haven’t seen a really good honda yet. My honda gets beat by repeated jab psycho crushers, yet honda owns bison from what everyone says (at least in ST right?)

Quick question - I thought that Ken’s DP in WW/CE/HF has the same hit frames as Ryu’s, so wouldn’t the safe jump actually work on him here? I think he doesn’t get to hit on the first frame until Super?

Actually, who can “reverse” the safe jumps in HF? I assume Blanka can but I can’t think of anyone else.