SF2IBM HyperFighting Moves List
SF2T-1.ZIP
Written by Brian Chan (chanav@sfu.ca)


Well, here is the move list for SF2 HF, in case you didn't know (yeah, right).
If you're smart enough to unzip the game, you're smart enough to understand
the notation.  Enjoy!


  Facing Right :

  [UB] [U] [UF]
                              [1]     [2]     [3]
     0  0  0                  Jab    Strong  Fierce
      \ | /                    0       0       0
[B] 0--   --0 [F]
      / | \                    0       0       0
     0  0  0                 Short  Forward RoundHouse
                              [4]     [5]     [6]
  [DB] [D] [DF]


RYU/KEN

Fireball                        [D] [F] + [1|2|3]
Dragon Punch                    [F] [D] [F] + [1|2|3]
Cyclone Kick                    [D] [B] + [4|5|6]
Throw Opponent                  Close [B|F] + [2|3|5|6]


E.HONDA

Hundred Hand Slap               [1111|22222|333333]
Sumo Head Butt                  [B] [F] + [1|2|3]
Sumo Butt Crush                 [D] [U] + [4|5|6]
Throw/Grab Opponent             Close [B|F] + [2|3|6]
Double Knee                     Close [B|F] + [5]


CHUN LI

Kikkoken                        [B] [D] [F] + [1|2|3]
Lightning Kick                  [4444|55555|666666]
Spinning Bird Kick              [D] [U] + [4|5|6]
Throw Opponent                  Close [B|F] + [2|3]
Air Slam                        Close in Air [none|B|F|UB|UF] + [3]
Flip Kick                       Close [B|F] + [5]
Flipping Neck Breaker           Close [B|F] + [6]


BLANKA

Electricity                     [1111|22222|333333]
Horizontal Roll                 [B] [F] + [1|2|3]
Vertical Roll                   [D] [U] + [4|5|6]
Bite                            Close [B|F] + [3]
Double Head Butt                Close [B|F] + [2]


ZANGIEF

Lariat                          [1] + [3]
Super Lariat                    [4] + [6]
Spinning PileDriver             Close [U] + [3]
Throw/Grab Opponent             Close [B|F|DB|DF] + [2|3|5|6]


GUILE

Sonic Boom                      [B] [F] + [1|2|3]
Blade Kick                      [D] [U] + [4|5|6]
Knee Hop                        [B|F] + [5]
Throw Opponent                  Close [B|F] + [2|3]
Upside-down Kick                Close [B|F] + [6]
Air Slam                        Close in Air [none|B|F|UB|UF] + [3]
Back Breaker                    Close in Air [none|B|F] + [3]


DHALSIM

Yoga Fire                       [D] [F] + [1|2|3]
Yoga Flame                      [B] [D] [F] + [1|2|3]
Yoga Spear                      [D] [B] + [2|3]
Yoga Mummy                      [D] [B] + [5|6]
Teleport                        [F] [D] [F] + [3|6] or [B] [D] [B] + [3|6]
Throw/Grab Opponent             Close [B|F] + [2|3]


BALROG

Charging Straight               [B] [F] + [1|2|3]
Charging Upper                  [B] [F] + [4|5|6]
Level 1 TAP                     [3] + [6]
Level 2 TAP                     [1] + [2] + [3]
Level 3 TAP                     [Charge Down] [B] [F] + [3]
Grab Opponent                   Close [B|F] + [2|3]


SAGAT

High Fireball                   [D] [F] + [1|2|3]
Low Fireball                    [D] [F] + [4|5|6]
Tiger Uppercut                  [F] [D] [F] + [1|2|3]
Tiger Knee                      [B] [F] + [4|5|6]
Throw Opponent                  Close [B|F] + [2|3]


M.BISON

Psycho Crusher                  [B] [F] + [1|2|3]
Scissor Kick                    [B] [F] + [4|5|6]
Head Stomp                      [D] [U] + [4|5|6]
Throw Opponent                  Close [B|F] + [2|3]


ANDY BOGARD (Vega's face)


Hishoken                        [D] [B] + [1|2|3]
Shoryudan                       [D] [F] + [1|2|3]
Zaneiken                        [B] [F] + [1|2|3]
Kuhadan                         [B] [F] + [4|5|6]
Dash Backwards                  [B] [B] [B]
Crawl Forwards                  [DF]
Super Kuhadan                   [Charge Down] [D] [F] + [6]
Throw Opponent                  Close [B|F] + [3]


SFLIU Combos

One of the nifty features of the SFLIU patch is the ability to perform
combos.  A combo in SF2IBM is done much like a combo in the arcade.  One
simply triggers a special move before a normal move has finished attacking.
For example, for Ken's Fierce/Fierce/DP combo, trigger a DP sequence after
Ken's fist has connected for the second fierce, while the fist is still
retracting.  This "buffering" causes the animation sequence of the fierce
punch to "interrupt" into a DP sequence.  The timing of the keystrokes would
be something like:  "Tap...TapTap".  Practice the timing for combos - you 
might learn how to perform a combo in the arcade by playing SFLIU! :)


Examples of some combos would be:

Ken/Ryu:  Fierce/Fierce/DP, Roundhouse/Forward/Fireball
Guile:  Fierce/Fierce/Blade Kick, Forward/Strong/Sonic Boom
Chun Li:  Fierce/Fierce/Lightning Kick
Dhalsim:  Short Slide/Yoga Fire
Balrog:  Fierce/Jab/Short/Charging Straight
Sagat:  Fierce/Short/Tiger Uppercut, Roundhouse/Jab/Tiger Knee
M.Bison:  Roundhouse/Jab/Torpedo
