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Accurate Street Fighter 2 Hyper Fighting Ryu (Read 5147 times)

Started by jay_ts, March 22, 2025, 08:37:50 am
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Accurate Street Fighter 2 Hyper Fighting Ryu
#1  March 22, 2025, 08:37:50 am
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An accurate port of SF2 Hyper Fighting Ryu. How accurate? Frame data, hitboxes, velocities, damage, stun, etc., are all about 95% close to the original.
Also includes an EX mode that gives him moves from Super Turbo reimagined in CPS1 style.
Enjoy.

Download: https://www.mediafire.com/file/89cps6ln0z026vv/jay_HF-Ryu.zip/file

P.S. After the recently released beta of my fullgame Battle Dudes I'm gonna be switching to IKEMEN full-time. There's only just a couple more solo MUGEN chars I wanna make, after that I'm gonna go to IKEMEN for future developments.
Re: Accurate Street Fighter 2 Hyper Fighting Ryu
#2  March 22, 2025, 09:39:33 am
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My real life is coming soon........!
Re: Accurate Street Fighter 2 Hyper Fighting Ryu
#3  March 22, 2025, 10:41:30 am
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Somehow, SF2 Ryu never gets old.

Found some stuff:

- Feels a little slower than default HF in general. At least the one I have. Deliberate maybe?
- A quick note after opening the CNS, but "1000/144" is integer 6, which is far from what you intended I think
- Additionally, I've had this realization that these games actually have 145 life, since unlike Mugen 0 life is still alive (the real magic pixel). Take it as you will
- The burn sprites don't have the same scale correction as Ryu
- Parrying the fireballs (Kung Fu Blocking for instance) still creates the slow motion effect
- Tatsu uses the Up animation, which looks odd. I guess all knockdowns do, but if they're all going to use the same one it probably shouldn't be Up
- When dizzied with Up animation, the enemy doesn't transition to the falling down anim
- Close raw tatsu goes through the enemy a lot
- The AI tries to block against moves with no proximity block
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Accurate Street Fighter 2 Hyper Fighting Ryu
#4  March 22, 2025, 07:19:12 pm
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Thank you very much. SF2 Hyper Fighting Ryu!!

Some nitpicking...
 - Hadouken voice comes out a bit too late for me. Sounds weird to me.
 - Ryu switches side with HK Tatsumaki up close, because on knockdown p2 just flies up. He should be flying up and backwards, so there is no side switch.
 - Do you use the correct Time Over/Draw animation?
This is the one in your version...
Spoiler, click to toggle visibilty

This is the one from the SNES version...
Spoiler, click to toggle visibilty
I remember that animation, just because it looked so "strange" back in the days.

 - EX Mode Super Turbo Shakunetsu Hadoken... In the source game the Shakunetsu (LP/MP/HP) does not knockdown p2 from afar.
Spoiler, click to toggle visibilty

Tested with the SNES and PS2 version of Hyper Fighting. Couldn't check for the Time Over/Draw animation on the PS2 version...
Last Edit: March 22, 2025, 08:02:41 pm by Staubhold
Re: Accurate Street Fighter 2 Hyper Fighting Ryu
#5  March 22, 2025, 07:44:35 pm
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Somehow, SF2 Ryu never gets old.

Found some stuff:

- Feels a little slower than default HF in general. At least the one I have. Deliberate maybe?
- A quick note after opening the CNS, but "1000/144" is integer 6, which is far from what you intended I think
- Additionally, I've had this realization that these games actually have 145 life, since unlike Mugen 0 life is still alive (the real magic pixel). Take it as you will
- The burn sprites don't have the same scale correction as Ryu
- Parrying the fireballs (Kung Fu Blocking for instance) still creates the slow motion effect
- Tatsu uses the Up animation, which looks odd. I guess all knockdowns do, but if they're all going to use the same one it probably shouldn't be Up
- When dizzied with Up animation, the enemy doesn't transition to the falling down anim
- Close raw tatsu goes through the enemy a lot
- The AI tries to block against moves with no proximity block
All of the above items have been corrected except for the up anim on Tatsu and others. That's how other SF2 characters do their knockdowns as well so I'm going to keep that as is. As for the speed, my velocities and frame counts are taken from the default speed that fightcade uses which is generally considered competitive standard. You might be thinking of perhaps the speed of SNES hyper fighting or something adjacent.

Thank you very much. SF2 Hyper Fighting Ryu!!

Some nitpicking...
 - Hadouken voice comes out a bit too late for me. Sounds weird to me.
 - Ryu switches side with HK Tatsumaki up close, because on knockdown p2 just flies up. He should be flying up and backwards, so there is no side switch.
 - Do you use the correct Time Over/Draw animation?
This is the one in your version...
Spoiler, click to toggle visibilty

This is the one from the SNES version...
Spoiler, click to toggle visibilty
I remember that animation, just because it looked so "strange" back in the days.

Tested with the SNES and PS2 version of Hyper Fighting. Couldn't check for the Time Over/Draw animation on the PS2 version...

All of the above items have been corrected, but as for the Tatsu, the vels have been slightly adjusted but due to the way MUGEN handles pushboxes compared to SF2, crossups will happen and it is out of my control since I can't closely manipulate the opponent's pushbox or Ryu's own outside of width. Should be a little better tho.
Shakunetsu knocking down is a creative liberty rather than a accuracy thing. Fucked up I know.

As for the time over animation, it is correct. The SNES version is not a 1:1 of the arcade version (close tho). This is what it looks like in the arcade version:

(if it doesn't load its cuz imgur is being weird)
Re: Accurate Street Fighter 2 Hyper Fighting Ryu
#6  March 22, 2025, 08:04:05 pm
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Wow, quick update. Nice.

Shakunetsu knocking down is a creative liberty rather than a accuracy thing. Fucked up I know.
To be specific - In the source game it knocks down when hit during the first 9 active frames.

Another nitpick...

 - Dizzy p2 with Tomoe Nage throw... First fall landing of p2 has no sound.
Last Edit: March 22, 2025, 08:11:12 pm by Staubhold