Hyper Street Fighter II


Damn. M. Bison (Dictator) is immune to Guile’s flash kicks in this version?



Why is it the Jp Hsf2 miss sound effects attacking normals and special moves but in the US version it is not bugged. Any official reason from capcom?


I’ve never heard an explanation myself.


It bugs me they didn’t fix that. What about the capcore ps2 version that was packaged with the Vampire saviors collection, fixed?


Did the jap console ports suffer the same bug?


They corrected the Claw wall dive command that was plagued in the anniversary collection.
Other than that I suspect they correct the sound effect bug in the capcore version. Waiting for the verdict.


wall dive is d,u,punch…


I mean the off the wall dive. That’s been corrected with the capkore version of the game and fixed S.Sagat’s recovery frames.



So, has anyone tried a hack where the CPU uses other versions of characters? I know that with a character select cheat the CPU can fully use Super versions of characters


What about this:



From the video itself “It’s a terribly unfinished hack”


However, this guy found the WW boss characters in HSF2


I said the graphics were there, but there is no programming of said characters so the original hacker as I doubt that he did it. As the same channel shows of yumeji’s WW boss hack without crediting yumeji.


But just imagine using WW bosses in HSF2. People won’t be complaining about CE characters and HF characters anymore:



^Hell yeah. screw imagining, I want reality!


Nice. How are you!!!


If Capcom were to re-release HSF2 (it would seem likely for HFS2 to get a digital release over ST), what would you want them to change? Here’s some of mine:

Obvious changes:

  1. Allow WW mirror matches (yeah, we get it, couldn’t do it in the arcade version. Doesn’t matter).
  2. Un-nerf O.Sagat (if CE Bison isn’t nerfed, no reason for this).
  3. Allow the ST cast to tech throws against everyone, not just other ST characters.
  4. Fix messed up ST Vega walldive input if necessary (dependent on port).
  5. There was speculation that certain combos possible in ST cannot be replicated in HSF2. Fix that.
  6. Make the ST cast follow its original arcade release balance by default (i.e. no need to hold start to get Chun’s or Honda’s stored super/ochio). Maybe make a separate category for Old ST characters too to negate the need to hold down a button to pick them.
  7. Allow the CPU to pick any SF iteration, not just ST characters.

New changes:
2. Ability to pick old backgrounds and music (why not?).
3. Ability to lock out certain characters in VS mode (probably not needed but again, why not?).
4. GGPO netcode.
5. Maaaaybeee have a HDR category (just the character balance)?

Thoughts? This could also possibly work out as an official community supported ST port if they fix a few issues (just pick ST and Old ST characters).

Ultra SF2 General Discussion - We need the CPS1 music!
Ultra SF2 General Discussion - We need the CPS1 music!

Wouldn’t mind seeing the CPU pick WW Dictator (more of a challenge than ST Dictator). And if allowing CE Dictator in tournaments then Akuma should be allowed as well. Isn’t that a double-standard if Akuma is not allowed in tournament play, but all these other powerful characters are allowed? It’s like saying, let’s have Ancestral Recall unrestricted, but still keep Timetwister restricted…


Pretty sure we’ve had this conversation before. Akuma was never, ever made to be balanced. He’s a selectable boss character. CE Bison is bad, probably worse than ST Vega/O.Sagat, but nowhere near as bad as having to go against Akuma.


Add bonus stages, survival mode, character biography and artwork in the menu, and optional darkened supers to HSF2. This is why I really like Dreamcast ST over the cps2 arcade. It was magnificent when this was released in 2000.

Most requested is definitely WW battles of course.