Dhalsim street fighter 2
Depending on your character, while near your opponent, holding left or right on the stick while pressing particular punch or kick buttons (usually hard punch) will perform a throw. If your opponent is blocking your attacks, Throws allow you to grab your opponent anyway and deal damage. Special moves inflict a small amount of damage to your opponent even when blocked. Generally, performing special moves using the weaker punch or kick buttons will do less damage or travel shorter distances, but be less punishable by your opponent. These will take some practice to get used to, but are very important tools.
#DHALSIM STREET FIGHTER 2 SERIES#
An example is E.Honda's 'Hiza Geri' which is performed by holding left or right on the controller and pressing the Medium Kick button.Įvery character has 'special' attacks, which involve a series of controller movements and/or button presses. Some normal attacks only are available when holding particular directions on the stick, these are known as 'unique moves' or 'command normals'. Normal attacks are your most basic offensive tools, and you should familiarise yourself with your character's normals as thoroughly as possible. Weaker normals are to the left, stronger to the right. Punches are the top 3 buttons, kicks the bottom 3. Pressing a button on the control panel results in a normal move. While blocking you cannot move or perform attacks, you must wait until the block has completed. All attacks which are not specifically 'high' or 'low' attacks can be blocked either standing or crouching. Standing block (high block) will block your opponent's high attacks (including jumping attacks), while crouching block (low block) will block your opponent's low attacks (including sweeps, and some other crouching kicks). However, there are two blocking states, one standing, and one crouching. Holding away from your opponent on the controller while they are attacking results in your character defending their attack (blocking), and will take little to no damage. Jumping is very useful for avoiding projectiles. Pressing up+left or up+right on the controller will jump left or jump right. New attack options are available in the air, but no defensive options are present so it is dangerous to jump too much. Pressing up on the controller will make your character jump into the air. This lowers your character's body and can evade some moves, and is also important for blocking and some special moves. Holding down on the controller causes your character to crouch. Your character's backwards walking speed is slower than their forward speed. Pressing left or right on the controller while nothing else is happening moves the character left or right on the screen. SF2 has very simple movement controls, with no dashes, rolls, or anything more complicated than a jump. The timer starts at 99 and counts down faster than a real-world second. Hyper Fighting is a timed game, and once time runs out the round is awarded to whichever character has more health. The state of characters' stun is not displayed. This results in a knockdown, followed by a considerable period of time where the character is unable to perform any actions and is at the mercy of their opponent.
If a character is hit or thrown too often in quick succession, they are "stunned" or "dizzied". Both characters may be reduced to 0 life at the same time, in which case the round is a draw.
Once this is depleted through being hit, thrown, or taking block damage, the character with 0 life loses the round. Every character initially has the same amount of life, which is 144 "hit points". Life meters for both characters are displayed at the top of the screen. This is not to say it's an easy game to play or master however! Hyper Fighting is a very bare-bones fighting game these days, and is very simple to comprehend, with only one visible meter and only very simple gameplay abilities.