Once you have both make sure to have the ROM in the same folder as ZSNES.exe
You might need to forward some ports, 7845 is the most likely.
Once you are logged into the Hamachi server, simply click netplay in ZSNES, enter the Hamachi ip of the person you want to connect to, and click connect to server. All the server user has to do is hit start server.
Back in 93/94 Konami released a SNES fighting game based on the TMNT franchise. Featuring 10 fighters, it was a forerunner to Super Street Fighter 2 Turbo and plays like sort of a cross between that and New Challengers due to having some of the same mechanics and being a ripoff of SF2.
The game is pretty simple, you only have 2 bars health and super(which charges from getting hit/hitting/having your attacks blocked), and you only have 4 buttons in light kick, light punch, heavy kick, and heavy punch.
9/10 characters are viable with War being the only exception, the game is fast paced, combos are generally easy, supers have no execution requirements, and most of all it is fun.
There are characters to fit most archetypes that people might be comfortable with.
and so on and so forth and a few original styles that aren't too street fighter like.
For anyone trying to learn combos, there is an important thing to note. You can chain stuff like crouching lk x3, cr.hk if you hit the hk as lk+hk. It stuff like that doesn't combo for every character, but can be useful in block strings.
I main him so yes. One big thing is that you can throw people in block stun in this game, and for a guy who has a very exploitable fireball this helps him a lot.
Wingnut has two huge gaping flaws. No invincible moves, meaning he is very vulnerable to meaties especially in the corner, and he has the slowest jump start up in the game, so it is hard to jump out of pressure sometimes.
moonbuster - (in air)d,df,f+p(never tk this even though it looks kinda sweet)
air dash - (in air) f/b+lp+lk Can attack out of it, but not super, dive or moonbuster. Can't attack if you instant air.
dive - (in air) d+k. LK version is slower and has a steeper dive, HK goes much farther.
dash punch - lp+lk. Combo ender, high priority. Very very useful.
st.hp - high priority poke
cr.lk - lots of range/combo starter
cl.st lp/hp - anti air
j.hk(is hard to land for me)
He has various instant overhead options, but you shouldn't really use them because they are punishable on hit.
cr.lk, st.lk, st.lk xx dash punch(lp+lk)
cr.lp x 2/3 xx cr.lp+hp (does solid damage good stun)
j.hp/hk st.hk. Will dizzy any character who you get all the hits of the hk on. It is pretty sick.
Has two versions. If you ground activate he'll float up and do it. If you do it in air he'll instant activate. You can do the air version meaty and make both sides hit. If you did a throw on someone with 100% life then properly spaced the super and they didn't block it, it would do 100%. It also does a hell of a lot of chip.
f.throw, jump forward, lp moonbuster. You can then air dash followup or whatever
incorner - hp throw, neutral jump, on the way down lp moonbuster, instant air dash, hp throw
Basically what you are trying to do with him is create high/low/throw mixups. You can also play a sort of jump back fireball game ala akuma