HDTenEightyP/NetNews huggingface dataset:
From: ongg@athena.mit.edu (Jay Ongg)
Subject: ChunLi's hurricane kick
Organization: Massachusetts Institute of Technology
Date: Fri, 8 Jan 1993 23:55:40 GMT

Does anyone know how to do the Helicopter kick for chun li in the air
for SF2CEHF?

I'm not talking about the regular one where she is just a couple of feet
off
the ground, but where she actually jumps in the air and then does it
thanks

Newsgroups: alt.games.sf2
From: vcsc1090@sfsuvax1.sfsu.edu (Dionicio Lazo)
Subject: Turbo
Organization: San Francisco State University
Date: Mon, 11 Jan 1993 01:36:29 GMT

What do people who have played turbo think about the speed?
Is it too fast like those illegal chiped games?
Thanx

Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Zangief vs. Vega
Organization: Indiana University
Date: Fri, 8 Jan 1993 06:41:41 GMT

In <1993Jan7.221915.15102@seas.smu.edu> justin@seas.smu.edu (Justin Anderson) writes:

>In article <C0H0JA.AHB@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>>If you're trying to beat a good Vega with Zangief, you'll have a few problems.
>>First, let's note what good Vegas do and what they don't do.
>>
>>Good Vega's don't do the roll when they're too close.  Zangief can SPD Vega
>>or footsweep Vega if he does it from too close.  Yes, Z can SPD Vega after
>>he begins rolling... But the best is when he tosses Vega over his shoulder.
>>It looks like a circus act.  Vega somersaults and Zangief, the Russian clown
>>tosses him into the safety net.  Whee!
>>
>>Good Vega's rarely do the screaming eagle.  This is one of the easiest ways
>>for Zangief to get in on Vega.  Just do standing jabs from a strategic

>   Shesh....I dunno what type of Vega's you have there, but for me, the Screamer   Is one of the best attacks....The trick is to not go for the throw...I jump
>   off of the wall, and position myself so that i nail him with my claws.  I do
>   that to all of the people around here, b/c most think you are going for the
>   throw, and try to counter it....The only real exception is Ken/Ryu...Is a
>   guessing game with them.  Sometimes I come in from the front, sometimes go
>   over them and attack from the back, and sometimes pull up from the attack.
>   This is all to fool those DP'ing fools.  Overall, vega is one of the better
>   chars. against Ken/ryu IMO.  His quick jump makes DP'ing hard to time, and
>   his rolls(when timed right)  will fool all but the lucky ryu master!

>   Justin

A smart Vega will NOT do a screaming eagle against Zangief.  Zangief can 
counter that easily.  Just do a jumping head butt.  simple.  Just make sure
you know how to distinguish a jumping fierce from a jumping head butt.  Lariat
works ok, but the jumping head butt is best.  I think you're interpreting what
Eu-Ming said as "a good Vega will rarely do the screaming eagle" rather than
"a good Vega will rarely do the screaming eagle against Zangief".

-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
Subject: Repost moves for SF2:HF
From: shirk@oread.cc.ukans.edu
Date: 8 Jan 93 18:18:45 CST
Organization: University of Kansas Academic Computing Serces

Could somebody repost the list of new moves for SF2: HF?  I haven't yet
had the opportunity to spend much time with the new version, but I have
played on it a couple of times--and I lost my ass!
Newsgroups: alt.games.sf2
From: cyu@athena.mit.edu (Erorppn Xrzavgm)
Subject: Re: How to counter-throw
Organization: Massachusetts Institute of Technology
Date: Mon, 4 Jan 1993 20:16:39 GMT

In article <C04FLG.8I6@news.cso.uiuc.edu>, el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
|> All of these techniques can be applied to any character.  Their 'block stun'
|> times are the same, but their range varies a bit.  I find Guile to be
|> the toughest character to perform counter-throws with.  Zangief, of course,
|> is the easiest, followed by Blanka and Ken/Ryu.  Dhalsim, Vega, and others
|> have good range throws, but sometimes I have difficulty with their counter-
|> throws for some reason or another.  I have no trouble counter-throwing
|> with Sagat (He has pretty decent range sometimes, too!).

Good article, but there's one thing I'm not sure about.  When I'm blocking
Bison's torpedo with Guile, I can almost always throw him at the end, but never
with Blanka.  I assumed Blanka just wasn't fast enough.  What's the deal?

Well, I'll admit all I do is tap the throw buttons while blocking, but I still
don't see why Guile can throw and not Blanka.
From: lerner@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: SF2:CE Turbo (capcom sanctioned)
Date: 3 Jan 93 19:55:25 CST
Organization: University of Kansas Academic Computing Services

In article <1993Jan4.003134.14442@news.stolaf.edu>, pierre@mari.acc-admin.stolaf.edu (Anthony J Pierre) writes:
> 
> Hey, guys, i just got back from the mega mall, and it has that capcom 
> turbo shit game there.  hmm i play a decent dhalsim, and racked everyone there
> then some kid that i had already beaten many times by a large margin comes
> up to me and asks me if i can go invis. i say no because i just got there and
> i hadn't played that verson b4.  he picks blanka and fucking does a yo yo 
> blanka ball, i said what the fuck.   he said that dhalsim could go invis too
> so he showed me dammit but he didn't tell me how to do it.  little bastrd kids. he then proceded to do the cheeze ball that's faster than hell and beats me with that only.  my question is... who knows all of the fucked up moves in the turbo ed.  i'd apreciate going invis and kicking those blanka fucks asses.  
> 
> vin.
> 
I posted most of the moves a couple of days ago.  I think the article
was called RE:Hyper Fighters or something.  The only thing I can think
of that isn't in it is Vega's backflip, which is all the punch
buttons.

-Michael Lerner


Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Mortal Combat
Organization: Indiana University
Date: Wed, 6 Jan 1993 08:57:53 GMT

In <1huf07INNpei@usenet.INS.CWRU.Edu> ar903@cleveland.Freenet.Edu (Robert Taylor) writes:


>In a previous article, aed005@marshall.wvnet.edu () says:

>>In article <es6awB1w165w@mind.ORG>, rgray@mind.ORG (Rodney Gray) writes:
>>> does anyone have a complete moves list for Mortal Combat.
>>> i know this is not exactly the appropriate place to post this
>>> message but i couldn't find anyplace else...any assistance would 
>>> be greatly appreciated.
>>
>>Yeah, I've got all the special moves and fatalities in an issue of EGM. 
>>However, it is a bit long, so tell me your one or two favorites and I'll tell
>>you what I know about them.  Well, I guess I can give you a COUPLE right now:
>>Raiden's Fatality is Forward (x3), back (x3), high punch.
>>Scorpion's Fatality is: Hold block, press up twice.
>>
>>For each of these you need to be about 2-3 inches away from your opponent.
>>
>>
>>                               Ted
>>
>>
>Raiden's is forward 2 times, backwards 3 times, high punch.
>but, 3 times forward will work.

No, no, no.
Actually, it's ONCE forward and back 3 times, high punch.
But, again 2 times will work.

Best method to do the fatality is when it says finish him/her, do a teleport
so that you are next to the swaggering opponent.  Now you have plenty of time
to pull off the fatality.
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
From: cvafy006@vmsb.is.csupomona.edu
Newsgroups: alt.games.sf2
Subject: Re: Newbie Question
Date: 6 Jan 93 18:38:16 GMT
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvafy006

In article <C0FEw3.DIx@usenet.ucs.indiana.edu>, bodom@silver.ucs.indiana.edu (Brian Odom) writes:
> In <b3a=Bl#@engin.umich.edu> positron@engin.umich.edu (Jonathan Scott Haas) writes:
> 
>>Question from someone who's new to SF2:
> 
>>How do you break a hold? Whenever I am playing
>>my friends, neither they nor I can escape holds
>>like Honda's Bear Hug or Dhalsim's Noogies. But
>>the computer seems to break out of them quite
>>easily. What's the trick?
> 
> Well, I just give a little wiggle, just like trying to recover from a stun
> quickly.  The computer can break out of them quickly because it's the computer.
> However, I broke out of noogie ONCE without taking any damage.  Maybe a bug,
> or glitch.  No way would you be able to break out of a hold quickly like the
> computer, because you have to wiggle the joystick VERY fast (probably not 
> humanly possible) and you must also anticipate very quickly that you are being
> held, so you know when to wiggle the joystick VERY fast.
> 
	*  How about rapid circles?  We have another (older) game called Two
Crude.  When being held, you must wiggle the joystick back and forth.  I circle
it around and I'm out of the hold by the third rotation.  Of course, I use one
rotation within a half second. :)

> -- 
> Brian T Odom
> 
> "We are all manufacturers -- some make good, others make trouble, and still
> others make excuses."
From: alex@mason.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: New (but useless) Ryu combo in HF
Date: 6 Jan 1993 20:30:44 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: mason.ipac.caltech.edu

Someone said that Ken and Ryu's short-range knee had been taken out of
HF. Well, that's wrong, and in fact, you can now do a very elegant
looking neck-kick - knee - dp combo... (I don't think you could do it
on CE). It's not really very useful, except for maybe on blanka when
sometimes neck-kick - standing forward - dp doesn't work because
the standing forward goes over his head

Newsgroups: alt.games.sf2
From: madmax@NeoSoft.com (Jack Stitt)
Subject: SFII Tournaments?
Organization: NeoSoft Communications Services -- (713) 684-5900
Date: Mon, 11 Jan 1993 13:17:14 GMT
Keywords: SFII


...There is a person around here (Houston, TX) who is known in
almost every single arcade I have gone to, most STOP N GOs,
and most other places that have a SFII CE arcade game.  He is
somewhat of a legend among fans (of SF II).  I have played him
before (he was in my senior class, '92) and he beat me (I 
consider myself a fairly decent SFII player, I know most of
the moves/counters, or so I thought) without even watching the
game fully, he was more interested in watching a game of 
Mortal Kombat that was happening on the machine next to us.
People say that he has won SFII a nationwide SFII tournament...
My question is this: Has anyone heard of any nationwide SFII
tournaments?  Do these exist?  What are the prizes?  How is
a SFII tournament set up?  I spent $4 (games are a quarter,
some places they're still fifty cents) trying to beat this
monster (he was playing sagat, which I gathered was not one
of his better characters because I think I hit him twice
with long-distance DPs)
 
Thanks...
-- 
madmax@sugar.neosoft.com
Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Zangief vs. Vega
Organization: University of Illinois at Urbana
Date: Fri, 8 Jan 1993 01:06:36 GMT

justin@seas.smu.edu (Justin Anderson) writes:

>In article <C0H0JA.AHB@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>>If you're trying to beat a good Vega with Zangief, you'll have a few problems.
>>First, let's note what good Vegas do and what they don't do.
>>
>>Good Vega's don't do the roll when they're too close.  Zangief can SPD Vega
>>or footsweep Vega if he does it from too close.  Yes, Z can SPD Vega after
>>he begins rolling... But the best is when he tosses Vega over his shoulder.
>>It looks like a circus act.  Vega somersaults and Zangief, the Russian clown
>>tosses him into the safety net.  Whee!
>>
>>Good Vega's rarely do the screaming eagle.  This is one of the easiest ways
>>for Zangief to get in on Vega.  Just do standing jabs from a strategic

>   Shesh....I dunno what type of Vega's you have there, but for me, the Screamer   Is one of the best attacks....The trick is to not go for the throw...I jump
>   off of the wall, and position myself so that i nail him with my claws.  I do
>   that to all of the people around here, b/c most think you are going for the
>   throw, and try to counter it....The only real exception is Ken/Ryu...Is a
>   guessing game with them.  Sometimes I come in from the front, sometimes go
>   over them and attack from the back, and sometimes pull up from the attack.
>   This is all to fool those DP'ing fools.  Overall, vega is one of the better
>   chars. against Ken/ryu IMO.  His quick jump makes DP'ing hard to time, and
>   his rolls(when timed right)  will fool all but the lucky ryu master!

>   Justin

He's talking about fighting Zangief though...

>>-- 
>>Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
>>If you have nothing good to say, sit down, shut up, and post to USENET.


-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu
From: wizard@agora.rain.com (Chris Ward)
Subject: Glitch Moves
Organization: Open Communications Forum
Date: Mon, 4 Jan 1993 23:55:42 GMT


Does anyone know of any Glitch Moves for the following:
Mortal Kombat
Street Fighter 2
Street Fighter 2 Champion Edition
Street Fighter 2 Turbo Edition
Street Fighter 2 Rainbow Edition
Street Fighter 2 (SNES)
Thanx.

Newsgroups: alt.games.sf2
From: vcsc1090@sfsuvax1.sfsu.edu (Dionicio Lazo)
Subject: speed
Organization: San Francisco State University
Date: Tue, 12 Jan 1993 01:48:12 GMT


I have never played the official Turbo version put out by Capcom,
but I have played the illegal ones.  I feel that the illegal ones
are tooooooo fast!  For those who have played the official Capcom
Turbo edition, how is the speed?

For me, making the game too fast really turns me off to playing it
and I play somehting else.

Thanks

Newsgroups: alt.games.sf2
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: speed
Organization: University of Tasmania, Australia.
Date: Tue, 12 Jan 1993 11:52:14 GMT

vcsc1090@sfsuvax1.sfsu.edu (Dionicio Lazo) writes:

>I have never played the official Turbo version put out by Capcom,
>but I have played the illegal ones.  I feel that the illegal ones
>are tooooooo fast!  For those who have played the official Capcom
>Turbo edition, how is the speed?

The speed increase from Championship Edition to Hyper Fight is about
the same as the increase from Classic to Championship.  When I first
saw it, I thought it looked too "cartoony", especially the throws
and the new colour schemes.  After playing a few games I knew it was
perfect.  The faster play has actually put life back into the most
dreary encounters (Ryu vs. Ryu, Ken vs. Ryu, Ken vs. Guile).  Even
fighting the all-new pumped up computer guys (Honda, Zangief) is
entertaining.  (Anyone tried to short/throw tick the new Chunny?!)
In summary - if you've got the reactions, then the speed increase
is perfect.  There's less time to think, but reactions will still
get you by, unlike those ridiculous pirate chips.

The biggest laugh is switching straight from Hyper Fight to Classic
edition... man, that game crawls!  Even TCE seems sluggish in
comparison.  

--
Tim Morris

Newsgroups: alt.games.sf2
From: ronaldm@rgm.com (Ronald Mendoza)
Subject: GG: SF2
Organization: RGM *nix - Sacramento, CA
Date: Tue, 12 Jan 1993 17:40:12 GMT

The latest GamePro (Feb. 93) has a Game Genie code to enter Championship Mode
in Street Fighter II:

4DC6-6493

Any validity to this one?

-Ron (ronaldm@rgm.com)
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Mortal Kombat moves list?
Keywords: Mortal Kombat moves
Organization: Indiana University
Date: Sun, 10 Jan 1993 19:26:05 GMT

In <1993Jan10.160137.2769@mnemosyne.cs.du.edu> awilson@nyx.cs.du.edu (Andy Wilson) writes:

>   Greetings, Earthlings! I realize that this may not be _precisely_ the
>place to post this, but I can't seem to find alt.games.mk. :) Could some-
>one please post, email, or shove me at an ftp site where I could find a list
>of the moves for Mortal Kombat? Thanks!
>(Oh, one more thing. What on Earth _is_ the fatality for Kang? My friend and I
>cannot figure this one out for unlimited free play or money...)

>ObSF2: There are few things sweeter to hear than an opponent getting caught
>        right in the middle of Chun Li's wind kick with his guard down. :)

Liu Kang's fatality is easy.  If facing right, spin clockwise, else spin 
counter clockwise.  For a list of MK moves, I suggest reading 
rec.games.video.arcade.  It's posted there all the time.

   (}						 | BRIAN ODOM
  (->-={      ={O)                   		 | bodom@silver.ucs.indiana.edu
  |++/                 8================ {)	 | STREET FIGHTER II
  /;;-\                8================ \===)	 | It's not a game,
 L    L				          <===;, | it's a religion
impostor		stud man Dhalsim (god) except in SF2HF :(  [he sucks!]
From: chambers@lclark.edu (Christopher Chambers)
Newsgroups: alt.games.sf2
Subject: Re: Balrog in HF
Date: 11 Jan 93 18:49:37 GMT
Distribution: usa
Organization: Lewis & Clark College, Portland OR

Just a tiny addendum but if you're even vaguely flexible, holding down
the bottom buttons with your palm or the underside of your knuckles 
and using the top three buttons gives much better
results as you still have all of Balrog's main attacks available...
you can do the charging punch that hits low
you can do the standing strong
you can do the new and funky duck fierce
and THEN when they make a mistake you can knock them through the wall

chambers@lclark.edu
Newsgroups: alt.games.sf2
Subject: Re: Damage Explanation
From: emiddlec@mora.gac.edu (Eric Middlecamp)
Date: 4 Jan 1993 21:06:16 GMT
Organization: Gustavus Adolphus College
NNTP-Posting-Host: ancho.gac.edu

In article <1992Dec26.065814.7331@pasteur.Berkeley.EDU>  writes:
>In article <108@jptcs.COM> Jarett.Weintraub%bbs@jptcs.com (Jarett Weintraub) writes:
>>>>>>> On 13 Dec 92 00:33:28 CST, epasls@kuhub.cc.ukans.edu said:
>>
>>In article <1992Dec13.003328.45598@kuhub.cc.ukans.edu>
>>epasls@kuhub.cc.ukans.edu writes:
>>
>>> Each pixel is not the same,  Pixels towards the end represent
>>> more strength then pixels towards the center.  Say there are
>>> 100 pixels(dont know exactly, sorom a certain point but will take more at
>>the beginning.
>>
>>What, are you guys kidding? The damage is based on a percentage of strength r
>>remaining, with aminimum damage amount done. Needless to say, this is only fo
>>the special damage moves. Normalmoves have standard quantities of damage per
>>hit Also, damage done by a move depends on what theperson hit is doing and
>>their location relative to the attacker at the time of contact.
>>
>>Note: No animals were killed in creating this sig :p
>>
>
>Well, I do have a question.  If the damage is really determine by "percendage",
>(percendage is a important word) then I don't think you would ever kill your
>oppenent.  Let's let the Fierce to be 20% of damage, after the first hit, your
>opponent will have 80% left.  The second hit will take off the 20% of the 
>[babble deleted]

Oh puh-lease. That is not what he meant. He meant that if the red bar is half
full, your character is damaged to half capacity. The other guy was saying that
the bar acted differently.
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Newsgroups: alt.games.sf2
Subject: Re: How to counter-throw
Date: 13 Jan 1993 01:24:41 GMT
Organization: University of New Mexico, Albuquerque
NNTP-Posting-Host: triton.unm.edu

>Agreed, electricity takes a long time.  One persone I know when Bison
>does his scissor kick, just takes the hit then bites right then and
>there(I don't know who gets the better end).  As for the cheezpedo,
>I'd suggest trying to time it more.  (the computer doesn't
>seem to have a problem with biting)
>

As a footnote, tried taping the buttons thoughtlessly when playing
Blanka against Bison's torpedo--oddly enough, it worked quite well.

---Phantom
Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: SFII classic - Ryu's better than Ken!
Organization: University of Illinois at Urbana
Date: Wed, 13 Jan 1993 02:18:48 GMT

dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:

>In article <C0H1AJ.ApF@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>>Aside from the obvious kick throw difference in SFII classic, can anyone
>>tell the difference between Ken and Ryu?
>>

>There are some interesting differences, but mainly, Ryu has better fireballs
>(quicker recovery time), and Ken has better DP's (greater range, greater
>potential damage, maybe even faster recovery time).

I never noticed ANY difference in Ryu and Ken's Fireball/Dragon Punch in
Classic SFII...

>But, as you outlined in your post, Ryu seems have an overall functional
>advantage with regards to positioning.  But, a good Ken with experience
>playing against Ryu can compensate that with jab DP's to a large extent.

>Ah well, just my observations...

>---Phantom
-- 

Newsgroups: alt.games.sf2
From: dementia@cheshire.oxy.edu (Daniel Steven Reinker)
Subject: Re: Newbie Question
Organization: Occidental College, Los Angeles, CA 90041 USA.
Date: Thu, 7 Jan 1993 09:39:08 GMT

In article <#vyrcac@lynx.unm.edu> dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:
>>Well, I just give a little wiggle, just like trying to recover from a stun
>>quickly.  The computer can break out of them quickly because it's the computer.
>>However, I broke out of noogie ONCE without taking any damage.  Maybe a bug,
>>or glitch.  No way would you be able to break out of a hold quickly like the
>>computer, because you have to wiggle the joystick VERY fast (probably not 
>>humanly possible) and you must also anticipate very quickly that you are being
>>held, so you know when to wiggle the joystick VERY fast.
>>
>>-- 
>>Brian T Odom
>
>What also helps is if you can predict such a move, wiggling the joystick
>and tapping buttons before they actually do it.  I can avoid a Blanka bite
>completely on occasion by doing this, and lessen many holds to just one
>damage.
>
>---Phantom

Anyone know if wiggling the joystick also helps if you are the one
putting the move on the other guy? A friend of mine would always 
wiggle the joystick back and forth when he got me in a honda bear hug,
and it seemed to take me longer to get out of it, and plus it did
it faster. Since then, every time I get someone in one of those
moves, I wiggle the joystick...just in case...

Hiz Lord Dementia


-- 
"You can't help that. We're all mad here."-The cheshire cat, Alice in WL

"A mass hysteria/a megalomania/reveal Dementia/reveal"-Metallica
Newsgroups: alt.games.sf2
Subject: Re: Street fighter losers
From: "Robert W. Igo" <gryphon+@CMU.EDU>
Date: Wed, 6 Jan 1993 16:55:01 -0500 
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

In message <1993Jan3.003239.14456@dartvax.dartmouth.edu>, 
 Noel.Bakh@dartmouth.edu (Noel Bakh) writes:
>All you fuckers don't know how to play and you write to this thing
>thinking you do. If you want to learn how to play come to
>Doughnut Deli in Cerritos, CA and I'll show you. Fuckin game is dead
>and the
>crazy one is so fucked up it's so stupid. Later.
>
>
>Noel Bakh 

Sounds like there's going to be another shooting.

[********************************* Bob Igo ********************************]
"Now let me explain why this makes intuitive sense." --Prof. Larry Wasserman
[***************************** gryphon+@cmu.edu ***************************]
Newsgroups: alt.games.sf2