Street Fighter II': Hyper Fighting (1992)
"Street Fighter II' Turbo: Hyper Fighting" (original title)

Video Game  |  Action, Fantasy  |  December 1992 (Japan)
Your rating:
    1 2 3 4 5 6 7 8 9 10 -/10 X  
Ratings: 8.0/10 from 208 users  
Reviews: 3 user

Add a Plot

0Check in

IMDb Picks: June

Visit our IMDb Picks section to see our recommendations of movies and TV shows coming out in June, brought to you by Swiffer.

Visit the IMDb Picks section

User Lists

Related lists from IMDb users

a list of 26 titles
created 18 May 2011
list image
a list of 38 titles
created 06 May 2012
list image
a list of 127 titles
created 25 Jul 2012
list image
a list of 192 titles
created 23 Feb 2014
a list of 1363 titles
created 11 months ago

Related Items

Connect with IMDb

Share this Rating

Title: Street Fighter II': Hyper Fighting (Video Game 1992)

Street Fighter II': Hyper Fighting (Video Game 1992) on IMDb 8/10

Want to share IMDb's rating on your own site? Use the HTML below.

Take The Quiz!

Test your knowledge of Street Fighter II': Hyper Fighting.

User Polls



Credited cast:
Johnpaul Williams ...


Add Full Plot | Add Synopsis


Action | Fantasy






Release Date:

December 1992 (Japan)  »

Also Known As:

Street Fighter II Dash Turbo: Hyper Fighting  »

Company Credits

Production Co:

Show detailed on  »

Technical Specs


See  »

Did You Know?


This was the last Street Fighter game to use CPS-1 hardware. The next sequels were to be upgraded to a new graphics engine. See more »

Frequently Asked Questions

This FAQ is empty. Add the first question.

User Reviews

Capcom, the masters of recycling, but who cares? It's fun.
25 November 2006 | by (USA) – See all my reviews

Still Street Fighter II. Same characters. Same stages (minor changes to colors here and there). Same attract screen. Same final four battles. New colors for the logo. New alternate color for the characters (most are a drastic improvement over CE). But that's okay, I never got hooked on CE like I did with World Warriors so I was ready for another video game obsession for awhile.

With SF2T Capcom intended to answer the bootleg chips that arcades had implemented. Bootleg "accelerated" chips that altered the game in a number of ways -- aerial execution of ground based moves, crawling fireballs, full-screen dragon punch arcs, no charge time etc, etc, etc.

Thus, on the game play level Capcom's official game, Hyper Fighting, bumped up the speed and allowed a few formerly ground-only attacks to take to the air: Ken/Ryu's hurricane kick (which I overuse and abuse to this day) and Chun-Li's spinning bird kick. Other characters received new ground-based moves that allowed them to attack air-borne opponents more effectively: both E Honda and Blanka now sport a charge move that launches them up at a 45 degree angle. Still, other characters received a different flavor of new abilities -- Dhalsim can teleport, Zangief has a new spinning clothesline which negates low attacks, Chun-Li has an underwhelming fireball.

Unfortunately, many (if not all) of the new moves quite plainly recycle previous animations. Capcom pulled Chun-Li's fireball from one of her fierce punches and recolored a Yoga Fire. Blanka's new rolling attack appears virtually identical to his previous rolling attack with a new direction. Honda's new sumo leaping attack? Assembled from two of his jump attack animations. Dhalsim's teleport uses one of his victory poses. And so on, and so forth.

Despite where the moves came from, they do add a new dimension to the existing arsenal of moves in Street Fighter II. As far as new content, I believe Guile received the least of the pack (not that he needed anything new.) Although Capcom did scale down his flash-kick from a single-hit knockdown to a two-hit knockdown where unless both hits connected Guile would be left vulnerable (thank God.) No longer the turtle-from-hell he used to be.

Ryu and Ken started receiving variations in their moves -- Ryu's hurricane kick leaned towards powerful single-hit knockdowns, while Ken's drifted towards a flurry of weaker multihits more suited for combos. Ken's dragon punch gained a wider arc than his rival, and retained the double-hit quality. Ryu, by contrast, simplified his Dragon Punch down to do more damage in fewer hits.

Other fine tune tweaks exist throughout the entire game from exact range to the priority of individual character moves, but one would have to be a hardcore SF2 player to notice them all without playing Champion Edition and Turbo back to back. At its core, Street Fighter II' Turbo: Hyper Fighting is still Street Fighter II. As I said in the opening paragraph: same game, same characters, same stages, a few new bells and whistles.

Street Fighter II' version 3.0, the upgrade, if you will.

1 of 1 people found this review helpful.  Was this review helpful to you?

Message Boards

Contribute to This Page

Create a character page for: