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Document Title: [FAQ-SF2 Hyper moves.html (html file)]

Street Fighter 2: Hyper Fighting moves Here is a graphical representation of all the special moves for HF. All the moves are for facing to the right. When used in a phrase, the symbol "|" means or. The word beg. is beginning. The charge times shown are relative to the game's speed. So, a 2 second charge on CE is longer than on HF. The words in parentheses show which attribute of the special move is affected by using different button strengths.

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RYU and KEN

Fireball   |  \  --O  and Punch (speed)
	   O   O      Delay (Ryu's is shorter)
                      Faster for Ryu than Ken

Hurricane Kick   |   /  O--  and Kick (speed duration)
		 O  O        (ground and air)
			     Invulnerability at beg. and end for Ryu only
			     Ryu's knocks down after one hit

Dragon Punch   --O  |  \   and Punch (height range damage)
		    O   O  Invulnerability for the ride up only
		           Jab and Strong DP is knock down on 1st hit
		           Fierce may hit twice if close enough
                           Ken has faster execution and range
                           Ryu has more power 

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CHUN LI

Whirlwind Kick   |  [2 charge]  O  and Kick (speed duration)
		 O              |  (ground and air)
				   Charge in air after heel stomp
				   Doesn't need to end straight up
				   Invulnerability at beg. and end

Fireball  O--  /  |  \  --O  and Punch (speed)
	      O   O   O      Same properties as Ryu/Ken Fireball

          O--  /  |  and Punch (speed)
              O   O  Proposed shortest necessary motion

Lightning Leg  [no joystick motion]  rapidly press Kick (speed)  
				     Keep pressing to extend duration

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E. HONDA

Sumo Torpedo  O--  [2 charge]  --O  and Punch (speed duration)
				    Invulnerable at beg. of Jab Torpedo

Sumo Butt Crush  |  [3 charge]  O  and Kick (height range)
		 O              |  Must end straight up
		                   Invulnerable at beg.
				   Can hit twice

Hundred Hand Slap  [no joystick motion]  rapidly press Punch (speed)
					 Honda can move while doing this

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BLANKA

Horizontal Ball Attack  O--  [2 charge]  --O  and Punch (speed duration)
					      Can roll into electricity
					      Roll-into-bite attack

Vertical Ball Attack  |  [3 charge]  O  and Kick (speed height range)
		      O              |  Must end straight up
				        Can hit twice

Electricity Attack  [no joystick motion]  radiply press Punch
					  Can bite after attack for a tick

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ZANGIEF

Spinning Pile Driver  O--  /  |  \  --O  O--  and Punch
		          O   O   O	      Can be countered
					      There are other methods

Spinning Lariat  [no joystick motion]  all Punch simultaneously
				       Projectiles pass through

Super Spinning Lariat  [no joystick motion]  all Kick simultaneously
					     Projectiles pass through
					     Cannot be footswept
					     Shorter duration than original

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GUILE

Sonic Boom  O--  [2 charge]  --O  and Punch (speed)
				  Little delay
				  Ken and Ryu can go over with HK

Flash|Razor Kick  |  [2 charge]  O  and Kick (height range damage)
		  O              |  Doesn't need to end straight up
				    Roundhouse Flash can hit twice

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DHALSIM

Yoga Fireball  |  \  --O  and Punch (speed)
	       O   O      Ken and Ryu can go over with HK
		          Delay

Yoga Flame  O--  /  |  \  --O  and Punch 
	        O   O   O      Will hit Ken and Ryu in HK

Foot Drill  [down while in air]  and Roundhouse

Head Spear  [down while in air]  and Fierce

Teleportation  --O  |  \   and all Kick|Punch
		    O   O  Other side of opponent

               O--  |   /  and all Kick|Punch
		    O  O   Same spot or thereabouts

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BALROG

Dashing Punch  O--  [2 charge]  --O  and Punch (range)
				     Hits crouched opponents
				     Feet are vulnerable

Dashing Uppercut  O-- [2 charge]  --O  and Kick (range)
				       Hits crouched opponents
				       Feet are vulnerable

Turn Around Punch  [no motion]  Hold three buttons of different strengths
				Minimum charge is 1
				Longer charge = Greater damage
				Invulnerability at beg. (very brief)
				Feet are vulnerable
				Many charge levels (1, 2, 3, etc, Final)

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VEGA

Tumbling Claw  O--  [2 charge]  --O  and Punch (range)
				     Jab Claw hits three times
				     Others hit up to six times
				     Easy to hit while done

Backflip  [no joystick motion]  all Punch simultaneously
				Invulnerable until end
				Easily to be attacked when completing 

Wall Jump |  [2 charge]  O  or  O  and Kick (speed and height off wall)
	  O               \    /   Sets up Screaming Eagle or Air Drop
			           Can be attacked before getting to wall
		        	   Slight delay when landing after miss 
				   Up/Diagonal indicates which wall
     	 			   Slight control after hitting the wall

Screaming Eagle  [Wall Jump Attack]  and Punch while in air

Air Drop  [Wall Jump Attack and any direction]  and Punch 
						While close to opponent
						Higher up = More damage 

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SAGAT

High Firebird  |  \  --O  and Punch (speed)
	       O   O      Delay
		          Same properties as Ryu/Ken Fireball

Low Firebird  |  \  --O  and Kick (speed)
	      O   O      Same as High Firebird

Tiger Knee  |   O  and Kick (height speed)
	    O  /   Hits twice if close enough
		   Delay after landing

Tiger Uppercut  --O  |  \   and Punch (height)
		     O   O  Not invulnerable
			    Massive air damage
			    Jab knocks down

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M. BISON

Flame Torpedo  O--  [2 charge]  --O  and Punch (speed duration)
				     Can hit at most 3-4 times if blocked
				     Vulnerable beg.
				     Now, easily hit out of it

Scissor Knee  O--  [3 charge]  --O  and Kick (range)
				    Delay at beg. and end
				    Hits up to 3 times, usually 2
				    2 high, 1 low

Head Stomp  |  [2 charge]  O  and Kick (height and speed)
	    O              |  Doesn't need to end straight up
			      Can control direction after hit

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