Aside from the cool animation, and the speed, there was a reason for the Bush Buster having a 1F startup.I'd like to talk about that reason someday if I have the chance, but for now, let's just say that the reason is why the move was given more startup after SFII Turbo.Ĭross-Up Yoga Mummy, RH.HK, C.MK - 3 hits However, Blanka's vertical neutral jump HP, also known as the "Bush Buster," has a start-up of just 1F, same as his Rolling Attack. This is something that's unique to N-Blanka, and unfortunately due to stun values it's impossible to get anything more out of the situation. Taking advantage of all these properties, by performing it in the corner against an opponent with a low crouching height, it basically becomes an instant teleport move with no hitbox. When Rolling Attack gets to the corner of the screen, it'll become grounded at that instant. Note: In the combo descriptions I may use popular nicknames for the moves used in the combos, such as "Dragon Punch" for the Shoryuken.įor N-Blanka, when you perform his Rolling Attack from a cancel, it loses its hitbox.Īdditionally, when performed against a character with a low crouch height, it'll fly over their head. 「()」.Number within the parenthesis will show the number of hits for the move 「SP」.Simultaneous press (press the buttons at the same time) 「x」.Number of times the same move is peformed in succession (ex. This lets you really break down how the combos work, for all you aficionados out there. But basically, the character performing the combos are Normal type.Īnd as a YouTube protip, once you've paused the video, you can use comma "," on your keyboard to rewind a single frame, or period "." to advance a single frame. With the stun system in the original SF2, it's quite easy to create re-dizzy combos.Īlso, while the combo dummy is usually set to Normal, but there were times when I went with something other than Normal based on my feelings at the time. Jump attacks in particular also dish out a lot of stun, even L jump attacks are no joke. You can dizzy from scratch with just 2 M attacks. L attacks do roughly the same amount of damage as M attacks by current standards. Just two sets of 4 normals are enough to KO. Using my previous column, Getting Max Enjoyment Out of SFII Combos as a reference, there are two things I'd like you to take note of in this video. Note - N = Normal, C = Champ, T = SFII Turbo, S = Super SFII, and ST = Super SFII Turbo. I feel these Hyper-exclusive combos are pretty interesting, so I hope you enjoy them. There are quite a few combos that can only be done in Hyper thanks to utilizing different character versions, such as the first combo, which is performed on S-Guile instead of N-Guile. If there is something that can only be done in Hyper SFII, I'll write something indicating as such. Though you may find "for N-Type" throughout the explanations, and while this is something that is limited to N-Type in Hyper SFII, as N-Type is a recreation of The World Warrior, it doesn't mean that it's something that can only be done in N-Type Hyper SFII. The combos look simple (though the inner-workings are quite complex), and with their terrifying damage the video moves at a good pace, which makes this perfect for the first video in the series, I think. All combos were recorded in Vs mode and not Training, and they start with the opponent at max health and KO the opponent, with at least 1 dizzy mixed in. Since this is the Normal mode, there aren't a lot of flashy combos, but they do fully utilize the super-damaging and high stun properties that are unique to Normal mode. 3 - Type: Super - will utilize the Super and Super Turbo versions. 2 - Type: Dash & Turbo - will feature combos from Champ mode, using the characters versions Champion Edition and Turbo. 1 - Type: Origin - features combos from Normal mode, using the original SFII characters. To explain the naming and future content.
#Street fighter 2 hyper fighting movie
The combos in this movie were performed using the PS2 version of Hyper Street Fighter II.