HDTenEightyP/NetNews huggingface dataset:
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Good of ticking [please read]
Organization: University of Illinois at Urbana
Distribution: usa
Date: Fri, 1 Jan 1993 07:24:29 GMT

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

>>Huh?! If you are being swept, and you hold the joystick in the jumping
>>position, won't you get swept anyways? Assuming, the timing is right...
>>
>>Besides, I think his problem is the joystick...
>>
>> Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
>> 			| Internet: c-wang@uiuc.edu			

>Not necessarily.  A perfectly timed knock-over sweep will knock down
>an opponent when he gets up, because the opponent has to first get up
>before he can go into defense (check out the animation closely).  It's
>at this point that you can knock him down...although, I must admit, it's
>hard to time with a Ken/Ryu footsweep, but with, say, Chun's roundhouse
>pushover, it's actually pretty easy (that is, until they reach the end
>of the screen, then the timing gets really difficult because the stand up
>much quicker for some odd reason...I guess it's because they don't fall as far
>because the wall stops them).

Hmmm... I still don't believe it... I guess I'll have to go see it for myself.
I remember when the game first came out, we thought that endless sweeping
was possible, but we decided it was because of the joysticks... (They
had that funny angle defensive crouch at the 1st arcade we played TCE at)

Anyways, I suppose it wouldn't be hard to prove either way if you can
find an SF2 machine with decent joysticks...

I really don't believe it though. If there is an instant of vulnerability
when you are standing, couldn't Vega or Bison just slide you to death once
they knock you down?

>Jumping just simply seems to be a more instantaneous move than to try to
>crouch block.  You're already standing anyways, it's just like your
>continuing the motion.  A good way to see how well it works is to use 
>Chun Li against Zangeif...Zan's make lunch meat out of most Chun's that
>jump in.  But try jumping in with her (land just in front...if you let them
>walk under your jump your almost guaranteed dead meat)...now most Zan's  
>will try to do a SPD on you, but immediately jump straight up.  Using
>this technique, I can avoid a SPD approx 90% of the time.  And it requires
>almost no skill...you just have to be a little creative in it's uses.

The reason you are jumping out is because the Zangief players aren't timing
the SPD right. If they timed the SPD right or used a normal throw (which
is easier to time) you would still be caught.

>Now, I don't know how well it works with characters other than Chun...after
>all, Chun does have one of the quickest jumps there is...but it's worth
>a shot.

The only character I think that has a quick enough takeoff to avoid throws
I think is Vega... Even in this case I'm not sure though. Anyone have
any insight on Vega's jumping abilities? 

>---Phantom

-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: alt.games.sf2
From: robs@hardy.u.washington.edu (Robert Suh)
Newsgroups: alt.games.sf2
Subject: Re: Dhalsims Teleport
Date: 2 Jan 1993 03:30:26 GMT
Organization: University of Washington, Seattle
Distribution: usa
NNTP-Posting-Host: hardy.u.washington.edu

In article <1993Jan2.005309.18383@teetot.acusd.edu> prock@teetot.acusd.edu (The Prock) writes:
>Well I don't know if this is popular knowledge but
>the teleport can be done either direction, not just the direction
>that your facing.  Of course with either set of kick or punch 
>buttons.  I'm not sure but I think that this determines which
>side of your opponent that you appear on.
>
>Also Vega's back flip has been removed.  
>As well as Zangiefs short knee move.
>
>Any other moves which have been removed?

Hmm, I'm not real sure about other moves they took out, but a couple of moves
seems to of been 'altered'.

For example, Guile now has a pretty noticible delay time after doing the slice
kick.  Right after you do the slice kick, Guile stands up for about 1/2 second
or so, forzen.  I didn't notice it before TCE:HF.  I'm glad they didn't add the
delay after the sonic-boom, that would of killed Guile.

Anyone else know of 'altered' moves in the new TCE:HF?


Newsgroups: alt.games.sf2
From: ostubble@agsm.ucla.edu (Otha Stubblefield III)
Subject: Moves for Capcom Turbo Edition?
Date: 30 Dec 92 14:27:34 PST

Is there a moves list out for the Capcom Turbo Edition of SFIICE

I know how to do the Chun Li fireball 
  (start at Defensive Crouch and rotate joystick to along the bottom to
   Forward and press any hit button -- like Dhalsim FLAME not FIREBALL)

How do you do the Dhalsim teleport?




Newsgroups: alt.games.sf2
From: larsen@hellgate.utah.edu (Steve Larsen)
Subject: Re: How do U do Dhalsim's teleport on tsf2cehf?
Organization: University of Utah CS Dept
X-Newsreader: Tin 1.1 PL4
Date: Mon, 28 Dec 92 19:16:04 GMT

epasls@kuhub.cc.ukans.edu writes:
: Quick question,
: 
: On tsf2cehf(yes 'Turbo Street Fighter 2 Champion Edition - Hyper Fighters')
: how do you do dhalsims teleport.
: I have tried the razor kick method with 2 buttons or with the 3 kick
: buttons but it doesn't work.
: 

Do a dragon punch with all 3 kick buttons.

Steve
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: alt.games.sf2
Date: Mon, 28 Dec 1992 12:06:25 -0500 
From: "Robert W. Igo" <gryphon+@CMU.EDU>
Subject: Re: Help Wanted for SFII of SNES

Excerpts from netnews.alt.games.sf2: 27-Dec-92 Help Wanted for SFII of
SNES Meow-Meow Teng @uxa.cso. (180)

> I have heard from my friends that the SFII of SNES
> can have the same character to fight each other.
> Wolud anybody tell me how to do that? Thanks!

> -- Teng(ccteng@uxa.cso.uiuc.edu)

Certainly: When you hear the first sound after you turn on the game (the
music that finishes with CAPCOM on the screen) hit the following
combination:
down, rightbutton, up, leftbutton, y, b

You should hear an extra little sound effect and the logo screen will be
blue if you are successful.

Now, for my question: Is there or is there not a combination which
allows you to play Sagat, Bison, Balrog, and Vega?  Did Capcom confirm
or deny that sf2 championship is hidden inside the snes cartridge?


Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: How to counter-throw
Organization: University of Illinois at Urbana
Date: Fri, 1 Jan 1993 18:34:44 GMT

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

>>Always counter-throw backwards (toward standing defense).  There is
>>no advantage in counter-throwing forwards.  Some characters (Guile)
>>get messed up with their charge if they counter-throw forwards.
>>

>Hey, you just pointed out something new to me...does counter-throwing
>backwards require any more skill or timing than a forward throw?  If
>you were already blocking in that direction, do you have to bring the
>joystick to a neutral or foward position for it register the reversal 
>correctly?

Nothing so difficult as that.  Simply move the joystick from wherever
it is to back defense, and then press the button to throw.  Don't press
it repeatedly.  That is the mistake novice throwers make.  YOU are not
a novice thrower, of course :).

Throwing, like all the other aspects of SF2, require proper timing and
skill to perform.  It's one of the easiest to learn but one of the hardest
to master....  Oh, barf!  I think I'm going to go puke on that new Kung Fu
show now...

>---Phantom              
>hm.
-- 
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.
From: alex@crystal.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: More on Turbo SF2:CE
Date: 24 Dec 1992 09:01:19 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: crystal.ipac.caltech.edu

I just got back from playing TSF2:CE for the first time... whew!
A lot of fun! But a pain in the butt. I was not once (after
about $5 at one quarter per game) able to beat the game, although
I was starting over after each quarter, not continuing. That's very
disturbing, you know? Computer Honda is now a bitch and ahlf to
beat, as is computer Zangief Balrog and Vega. 

Anyway, I have a few things tadd to what everyone has said:

-As far as I can tell, Ken and Ryu can HK at any point in their jump,
not just when they're going up, as someone else reported. They can
even HK after doing an aerial kick or punch, which might lead to some spiffy
mid-air combos against standing opponents, but that might not be
possible

-Honda is invulnerable during the beginning of his new move (which
I propose to call the Sumo Swoop, since that's what it looks like).
So he can use it to get out of FB traps and such like. Its hard for
me to say how effective a move it is, because it still disorients
the hell out of me... I've played Honda so much without it that
it still startles me whenever he does it.

-Chun Li's fireball can be buffered after her standing fierce, but
I think its too slow to be a true combo. I think it can be buffered
after her crouching strong, but I couldn't get it to work again after
I thought I saw it once. But the joystick motions for that are
really nasty, particularly if you're not a good enough Dhalsim player
to have the Yoga Flame motion down pat

-The stunning priority is a bit differeent. For instance, whenever
Ken is coming down froma DP, Ryu's 2-hit standing fierce-jap DP
combo seems to always stun him. But when Ryu is coming down from
a DP, it doesn't stun him. Weird...

-Zangiefs moves seem to have improved priority, and his invulnerability
when he's doing his spinning lariat seems to be better. I think that
it is possible to stand up and immediately lariat even if a fireball
is right over you, if you use the quicker kick-button lariat.

-Ryu's HK seems to always defeat Honda's torp.


It was the most fun I've had playing SF2 in quite a while...
From: singram@eng.auburn.edu (Scott Ingram)
Newsgroups: alt.games.sf2
Subject: Jesus Christ! Did you see what Ryu just did?
Date: 22 Dec 92 21:18:46 GMT
Reply-To: singram@eng.auburn.edu
Organization: Auburn University Engineering

Guys,

Playing some Champion (Standard) today with Vega, and the competition
got tired of being victims to the Barcelona Swan Dive, so they let me play
the computer (Yay :(

Anyway, against Ryu... I was in the corner, he was about an inch or inch
and a half away. He nailed me with a FB, I reeled and pulled into defense.
He hit me with another (as I was reeling) I stayed in defense.
He hit me with a third (still reeling at the hit) the third one knocked
me down and stunned me.

Can this combo (TRUE combo, apparently, as I never stopped reeling)
be performed by a human? Anyone ever done it (Seth?)

Orion.
Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: What's wrong with Honda?
Organization: University of Illinois at Urbana
Date: Wed, 23 Dec 1992 03:47:20 GMT

Isn't the trap that is being talked about the fireball, roundhouse
sweep trap? I think it's out of range of any of Honda's attacks, so
you CAN'T get out of it if Ryu times it right. It also works on
Blanka I believe, and is similar to the Guile backfist "trap" on
the classic.
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: alt.games.sf2
From: larsen@hellgate.utah.edu (Steve Larsen)
Subject: Re: Good of ticking [please read]
Organization: University of Utah CS Dept
X-Newsreader: Tin 1.1 PL4
Date: Wed, 23 Dec 92 20:30:51 GMT

tmorris@bruny.cc.utas.edu.au (Tim Morris) writes:
: 
: All the arcades around here are no-throw no-tick, and yet I agree totally
: with CyberGeek.  By eliminating throwing, a whole dimension of the game
: collapses into nothing.  If someone jumps in at me, I know that the worst
: that's going to happen is a high-block/low-block oh-no-I-just-lost-a-click-
: of-energy situation.  No suspense, no excitement, no reactions needed.
: If throwing is allowed, then you have to ask yourself: is he going to throw
: me?  Is he going to sweep?  Is he going to DP/razor kick/ball/lightning
: kick?  (Hopefully not all at once...).
: 
: Banning throwing not only makes for stale, relatively predictable matches,
: it unbalances the game.  Vega is a worthless character without his throw.
: Dhalsim becomes nullified once you get anywhere near him.  Chun Li loses
: any potential she had to begin with.  The thing is, some characters NEED
: their throw in order to be effective.  Some characters (Sagat) have a
: restricted ability to throw in order to compensate for their other
: strengths.  Eliminate throwing and you've just wiped out these disadvantages.
: Throwing makes for MORE game balance, not less.  And it's more fun!

  Once again, this is YOUR oppinon.  While I am glad that you have one, and
am also glad that you voiced it, I don't agree with it.

  Actually the kind of throwing that I usually refrain from is offensive
throwing.  Defensive throwing is fine by me.  If they are that close, or
let you take the hit at the right distance for a sac throw, then they 
deserve to by pitched, IMO.: 
: --
: Tim Morris
Newsgroups: alt.games.sf2
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Best Opening Moves
Organization: University of Tasmania, Australia.
Date: Mon, 21 Dec 1992 17:19:56 GMT

>> Guile vs. anyone under the sun
>>
>> SONIC BOOM [as opening move]
>>
>Well, there is one situation where there is a better move!  If Ryu or Ken
>begin by throwing a fireball, do the fiercest somersault kick!  This evades
>the fireball and knocks them over too.  I don't know if this works on CE,
>'cos nobody starts like this anymore :-)

This used to make my day on the classic... sigh... unfortunately, the
horizontal range of Guile's razor kick has been slaughtered on the CE,
and this no longer works.  :(

--
Tim Morris

Newsgroups: alt.games.sf2
From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: Dhalsims Teleport
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Distribution: usa
Date: Sat, 2 Jan 93 06:07:44 GMT


robs@hardy.u.washington.edu (Robert Suh) writes (in partial):
 
>In article <1993Jan2.005309.18383@teetot.acusd.edu> prock@teetot.acusd.edu
>(The Prock) writes:
>
>>Well I don't know if this is popular knowledge but
>>the teleport can be done either direction, not just the direction
>>that your facing.  Of course with either set of kick or punch
>>buttons.  I'm not sure but I think that this determines which
>>side of your opponent that you appear on.
 
It doesn't -- just the direction of the Dragon Punch motion.
 
>>Also Vega's back flip has been removed.
 
No, the sequence has been changed to: Jab + Strong + Fierce.
 
>>As well as Zangiefs short knee move.
 
Huh?
 
>>Any other moves which have been removed?
>
>Hmm, I'm not real sure about other moves they took out, but a couple of moves
>seems to of been 'altered'.
 
Just a couple?  There are A LOT of moves that have been altered.
 
>For example, Guile now has a pretty noticible delay time after doing the slice
>kick.  Right after you do the slice kick, Guile stands up for about 1/2 second
>or so, forzen.  I didn't notice it before TCE:HF.  I'm glad they didn't add
>the delay after the sonic-boom, that would of killed Guile.
 
The delay has been there since SF2:CE.  The real difference with Guile is with
his Sonic Kick charge time.  I noticed you can't do Foward Flip + Fierce, close
standing Fierce to Sonic Kick anymore.  Either the jump is faster, the charge
time is longer, or both.  Also, his crouching Foward kick can be hit by middle
punch's -- Balrog's crouching attacks now hit and another Guile can do a
crouching Fierce onto it (should make Guile vs. Guile fights more interesting).
 
There are too many differences with each character's attacks to list.
Practicly every fight strategy from SF2:CE will have be to be altered.
--
John Nishinaga - jnishina@nyx.cs.du.edu
Newsgroups: alt.games.sf2,rec.games.video.arcade,rec.games.video
From: positron@quip.eecs.umich.edu (Jonathan Haas)
Subject: Re: Definitive SNES/SFII/GG Question
Organization: University of Michigan EECS Dept., Ann Arbor
Date: Sun, 3 Jan 1993 02:40:41 GMT

In article <C08oCE.3sK@undergrad.math.waterloo.edu> cebarton@napier.uwaterloo.ca (Casey Barton) writes:
>Won Y. Kim writes:
>>Every once in a while, I hear something called a "action reply cart" for the
>>SNES which is supposed to allow modifications of internal game parameters,
>>for titles like SFII (I gues its sort of like a Game Genie) 
>>
>
>   Just an aside - but a British company used to sell an "Action Replay"
>cart for the C-64. As I recall, it was a copy-protection-hacker/disk-drive
>accelerator. Anyone know if it's the same company?

They still make it for the Amiga. As well as hacking copy protection,
it has the ability to save games that don't provide a save game
option, and it does neat tricks like turning off sprite collision
detection if you want. I don't know if it's the same company.


-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@eecs.umich.edu  | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
From: camp5@csbina.csubak.edu
Newsgroups: alt.games.sf2
Subject: Re: Turbo CE - "Secret message" [fact]
Date: 24 Dec 92 18:49:20 GMT
Organization: California State University, Bakersfield

In article <4fBn5ki00VIK80w2Iy@andrew.cmu.edu>, "Robert W. Igo" <gryphon+@CMU.EDU> writes:
> Excerpts from netnews.alt.games.sf2: 22-Dec-92 Turbo CE - "Secret
> message".. WEST JASON BRUCE@ponder. (1406)
> 
> 
>>     "This game to played in blah blah blah blah.  Not to be played in the
>>      United States, Canada, Japan, or ?????.  blah blah blah.
> 
>>      Any people violating this will be prosecuted to the fullest extent 
>>      of the law blah blah.  Copyright infrindment blah blah. Fines blah blah.
>>      Jail term blah blah. "
> 
>> But, it did make it VERY clearn the chip was highly illegal around here and
>> not meant to be here in anyway.  Seems to me like some Capcom engineer/janitor
>> had the smarts to EPROMM burn copys of all the throw away chips to make himself
>> some money.
> 
>>                                                               - Jason
> 
> 
> Yeah, but this seems to conflict with this:
> 
> Excerpts from netnews.alt.games.sf2: 22-Dec-92 Turbo edition The
> Prock@teetot.acusd.e (4967)
> 
> 
>> Well It seems that I have the opportunity to review the new Turbo
>> SFII for all the reading hordes.  Some of this has been mentioned
>> in another post.
> 
>> I played it this saturday down at the Hazard Center in San Diego.
>> The arcade is Yellow Brick Road which is owned by Capcom.  They
>> got the Turbo in on Friday.  
> 
> 
>> Andrew Prock
> 
> Now, I'm not accusing anyone of anything, but it's puzzling...  My
> initial confusion was "if it's illegal, why could Capcom have put one in
> one of their own arcades?"  Perhaps there is more than one version of
> the accelerated game running around, or perhaps the one in the first
> poster's local arcade was a stolen chip which the clerk put in the old
> box without having to pay Capcom to get the official turbo game.
> 
> Puzzling...
> 
> 
> [********************************* Bob Igo ********************************]
> "Now let me explain why this makes intuitive sense." --Prof. Larry Wasserman
> [***************************** gryphon+@cmu.edu ***************************]

I think he was talking about the BlackBelt, and Andrew meant the REAL,
Capcom-made Turbo. BlackBelt was a hack, but Turbo was Capcom's legal counter,
so nobody had an excuse to buy pirate chips.
Newsgroups: alt.games.sf2
From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: Hyper Fighter (Was: Re: Turbo edition)
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Distribution: usa
Date: Wed, 23 Dec 92 06:55:40 GMT


bigdave@texas.tdd.sj.nec.com (David Sweeney  x2987) writes (in partial):
 
>As for the LA area, there's a great arcade in Hermosa Beach--the 5th Street
>Arcade.  Games always in good condition, very few screaming brats.  No idea if
>they have it, but they've always been good about getting new games first. 
>Small place, but very well run.
 
That's 4th Street Arcade. :)
 
Anyways, they just installed it there tonight (12/22/92).  I got to play it for
about an hour before the owner kicked us out (closing time).  I must say that I
think Capcom finally got it right.  No kidding!
 
The game appears to be very balanced -- the 2nd class characters (Honda, Chun
Li, Balrog) seem have to been more equalized with the rest.  Probably most
important to the whiners: Bison has been toned down!
 
My "chosen" character for the moment will be Chun Li.  Hopefully, I'll be able
to get a strategy guide against a couple people soon enough. Until then, it
looks like it's going to be a memorable Christmas break! :)
--
John Nishinaga - jnishina@nyx.cs.du.edu
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Newsgroups: alt.games.sf2
Subject: Re: Ken's 4-Hit Touch of Death
Date: 24 Dec 92 12:33:44 GMT
Organization: University of Illinois at Urbana

Actually, you CAN buffer one of Dhalsim's standing
attacks.  You can do a strong slap/fireball.  You can do it in a car stage
or against an opponent.  I don't understand why your
definition of a special move must include buffering a
standing or any other normal attack.

A special move is one which takes off damage even when you're blocking.  I have
not seen the triple hit DP take off damage three times to a blocking opponent.
Even if it did, it wouldn't prove anything,
since Bison's torpedo takes off damage several times to a
blocking opponent, but only hits once, since the one hit always
knocks the opponent down.

I can and have done the joystick motions posted
by the Triple DP advocates.  It is the same as
a crouching uppercut/DP combo.  It is NOT a separate move.

Go ahead and try to interrupt a normal move with
the Triple-DP.  Tell me you can get 4 standing
fierce hits out of Ken.  I won't believe until I've seen it.  And I've never
seen it.

-- 
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.