HDTenEightyP/NetNews huggingface dataset:
Newsgroups: alt.games.sf2
Subject: Re: Speculations on SF2 interna (was: The Triple Hit DP)
From: pntbllr@netlink.cts.com (Jesse Guest)
Date: Mon, 28 Sep 92 23:48:29 PDT
Organization: NetLink Online Communications, San Diego CA

aeg03@rrz.uni-koeln.de (Jan T. Kim) writes:

> In <7+8nb2m@lynx.unm.edu> dphantom@triton.unm.edu (darlene an  92sep02 lawry)
> 
> >In article <TZuHRB5w165w@netlink.cts.com> pntbllr@netlink.cts.com (Jesse Gue
> >>ok, let me c hear... i have one problem with one aspect of this.  with a 
> >>dragon punch, or any attack for that matter, if you hit someone while the 
> >>are in the air, they will be knocked down and 'immune' to any attacks 
> >>until they hit the ground, or stand up, depending on the strenght of the 
> >>attack used.  just someone jumping will not only dissallow a third hit, 
> >>but also make the second standard DP hit an impossibility.
> 
> >Heh, maybe I'm missing something here, but...then just don't jump!  The test
> >I'm proposing says you have to be blocking, anyways, so who are you respondi
> >to?  What are you babbling about?  Need to have a controlled environment if
> >you want to isolate the problem, so why introduce jumping?  
> 
> Well, it seems you missed my post  where  I  suggested  that  the
> chances  of  a  DP  to hit thrice may be better when the opponent
> jumps up the moment he gets DPed. The idea behind  this  is  that
> for  a  DP  to hit three times, the time that Ryu/Kens fist stays
> within the shape of the opponent should be as long  as  possible,
> and  that this time is prolonged if the opponent jumps up, rising
> along with the DP.
> The reason why I think so is that I'm pretty sure my M. Bison was
> once  hit  three  times  in  the  air by a DP. However, it is not
> entirely impossible that he may have landed a split second before
> the DP hit -- sometimes such things are really hard to tell.
> If Jesse's claim (a character once hit in the air  is  immune  to
> further  hits  until  he  gets down to the ground again) is true,
> that would imply that a  DP  on  a  jumping  character  can  only
> connect  once. I don't think that's true but I need to check that
> out.
> 
> Greetinx, Jan
> 
>  +- Jan Kim -- X.400:    S=kim;OU=vax;O=mpiz-koeln;P=mpg;A=dbp;C=de -+
>  |             Internet: kim@vax.mpiz-koeln.mpg.dbp.de               |
>  |                                                                   |
>  *----=<  hierarchical systems are for files, not for humans  >=-----*

thanx for the clarification there, Jan... and dude, (i don't c who posted 
that) but don't flame unless u got fuel... u r the 1 babbling here, not 
me, i was just posting what i thought 2 b an intelligent response 2 an 
intelligent proposal... so shut up.

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Newsgroups: alt.games.sf2
Subject: Re: Triple DP
From: pntbllr@netlink.cts.com (Jesse Guest)
Date: Mon, 28 Sep 92 23:38:01 PDT
Organization: NetLink Online Communications, San Diego CA

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

> In article <MJB.92Sep22121142@srl02.cacs.usl.edu> mjb@srl02.cacs.usl.edu (Mat
> >
> >Re:
> >PS - argh, STILL nobody else has posted anything confirming/refuting the 
> >results!  Please!                   
> >
> >Well, I've tried (and have asked the other Ken players to try), and I can't 
> >it workin'.  Of course, Forward + Down & Fierce + Forward & Fierce hits thre
> >times, but I have not been able to hit with Fierce then throw a "buffered" D
> >of this sort.  I might need to practice (I tried this for one game, and the 
> >computer wasn't very cooperative) it a little more.  
> >     
> >          
> >Ryules 
> 
> Ah, goodie!  Thank you for trying!  In order to help you (and someone else
> asked me to do thisa while back, too), here's the moves that were used to
> get the "3 hit DP" (takes damage offa you all 3 times while blocking), and
> what I refer to as the "combo":
> 
> "3 hit DP":  (taken from the person actually used in the test)
> 
> --o                \                      <fierce punch>     --o
>                     O
> (joystick forward)  (crouching foward)        (duh)         (foward again)
> 
> 
> The "combo" 3 hit (first hit won't take damage offa blocking person):
> 
> <fierce punch>     --o               \           --o
>                                       O
> 
> (yes, the only difference is where the punch occurs, and yes, you can use
> this method to do DP...some people prefer it to going all the way back to
> the crouching position, which takes longer).
> 
> So, if I'm reading what you're doing correctly (doing the fierce punch first,
> then the DP), you are getting the exact results you should be. 
> 
> Hope this helps!
> 
> ---Phantom
> 

say WHAT?  as far as i know, for a DP, u have 2 do this:
forward, crouch, offensive crouch, then fierce.... this is even printed 
on the capcom character thingy on some of the games!

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Newsgroups: alt.games.sf2
From: thao@cse.uta.edu (Laly Thao)
Subject: Re: Ken is Japanese? Chun Li is Chinese?
Organization: Computer Science Engineering at the University of Texas at Arlington
Date: Thu, 1 Oct 1992 23:08:52 GMT

In article <1992Oct1.162706.13051@athena.mit.edu> wanderer@athena.mit.edu (Opus) writes:
>In article <BvEpEG.89I@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) writes:
>>In <jrennie.1op8@terapin.com> jrennie@terapin.com (Jimmy Rennie) writes:
>>
>>>Don't you think that 'And her eyes are so big?' comment is rather racist?? [sp]
>>

[stuff gone gone gone]

>>It is customary for anime figures to have big eyes
>>(don't know why, but that's how they're all drawn).  

you know...maybe it's time steve put that in the rec.arts.anime faq.
and for those who can't quite deal with the "big" eyes of anime; well,
close your eyes when you play and you'll never have to worry about it
again.

>No, the racist part is because he's saying, "Her eyes are so big, how can
>she be chinese??????"  

maybe chun li is half chinese and half western--who's to say; but that
would explain her "big" eyes.

what about blanka--what is he???  definitely not from south america.
no one from there looks like that.  chun li would have a better
chance of coming from south america than blanka.

laly thao

"what's everyone worried about...you just use the characters to
 beat up each other anyway?"



-- 

thao@cse.uta.edu        |     "There are no balls!!" 
b645zay@utarlg.uta.edu	|               -Goku from Dragon Ball
From: 9109214g@lux.latrobe.edu.au (Gyre)
Newsgroups: alt.games.sf2
Subject: SF2:TCE:BBE
Date: 5 Oct 92 01:47:57 GMT
Organization: La Trobe University

Guys, Remember the time where XT's were in and nobody ever minded them?
Then AT's and 386's then 486's came out?  Try using an XT after a 486  
and you see what I mean when I say, SF2:TCE sucks after playing BBE!
Or perhaps I shouldn't say sucks, But It seems like its so damn
slow now!  Sigh, why did they have to do this to us?

--------------------------------------------------
|  Derek Teoh  aKa  Gyre.                        |
|  Email    : 9109214g@lux.latrobe.edu.au        |
|  Internet : 9109214g%lure@lux.latrobe.edu.au   |
--------------------------------------------------
From: v089l3s3@ubvmsd.cc.buffalo.edu (Jeremy B Horwitz)
Newsgroups: alt.games.sf2
Subject: SF2 Parody
Date: 1 Oct 92 03:28:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Following is the text of an article I wrote for a gaming
fanzine about a year ago...

"News Flash! No, Sega didn't get the license to Capcom's
Street Fighter II... so what? Sega has another game in  
production called Fighting of the Streets II. Although
nobody seems to have heard of a "Fighting of the Streets,
Part I", Sega insures us that it will NOT be a blatant 
rip-off of Street Fighter II (like Streets of Rage was
a disgusting rip-off of Sega's other lost "big" Capcom
license, Final Fight).

	In order to inform game players that Fighting of the
Streets II is not just a copy of SF2, Sega has turned to
us with some tidbits of information.

o	There will be nine characters, as opposed to SF2's
eight. Strangely enough, two of the nine characters
look exactly the same and have the same name.
o	Unlike SF2, you won't travel to Brazil, Japan, China
the USSR, the USA and India. Instead, all of the
fighters will reside in Australia.
o	Whereas SF2 had six buttons, FotS2 will have nine
buttons and two joysticks. At this time, Sega doesn't
know how the current Sega controllers can be used with
FotS2, but the game designers insure us that they'll
figure something out.
o	Unlike the sexist SF2, there won't be only a single
female character -- there will be two, and to appeal to
women who aren't "butch", one of them won't know how
to fight. 
o	SF2 had a monster as one of the characters, "Blanka".
FotS2 will stick to the Aussie theme using a character
named "Weiss", who will be a sheep.
o	Sega guarantees us that Paul Hogan will NOT be one
of the 3 final bosses.
o	Each character will have a hobby.
o 	As opposed to being plain old "Street Fighters" in a
'bogus' international championship, the "Fighters of
the Streets" will be ex-WWF wrestlers.
o   Bonus stages will consist of repairing a bicycle,
putting out a fire, and a mugging scene using the line,
"That's not a knife."
o	Although the last boss will look and act the same
as SF2's, he will be named "M. Buffalo" instead of
"M. Bison" to insure that people know the difference.

Character Profiles: Hi and Keith; Percy (a Navy sailor
turned pro wrestler), Percy (see above); Rone Ty (a
black female fighter); Sparkles (unknown female 
wrestler, can't fight; Weiss (a sheep); Zangiefski
(a Polish refugee to Australia, carries a mallet),
Frappa (Pakistani, 100 feet tall, has no arms).

The best part of Fighting of the Streets II: "It will have
unlimited continues," says SoA CEO Tom Kalinske, "because
people seem to like them."
From: v125p7ae@ubvmsb.cc.buffalo.edu (JEFF)
Newsgroups: alt.games.sf2
Subject: dhalism deficiency
Date: 1 Oct 92 21:10:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

After playing Dhalism, I realize that it has a serious
weakness.  Whenever an opponent is right on top of him,
Dhalism doesn't really have any move to counter the
move as a dragon punch, or flash kick would. What to
do in this situation? Anyone know?  I know 
Dhalism isn't a popular character but I'm sure
somebody out there knows how to use him well.
thank you
From: alex@crystal.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: USA Today article
Date: 4 Oct 1992 05:07:51 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: crystal.ipac.caltech.edu

A couple of interesting excerpts from _'Street Fighter II' packs video
wallop'_ by Susan Wloszczyna  from USA Today, October 2, 1992

'Since its release in July, the home version of the kick'-em, punch'-em,
arcade smash -- with 16 megabyte [sic] of memory as opposed to the usual
4-8 -- has become a runaway hit for the 16-bit Super Nintendo Entertainment.
Toy stores Kay-Bee, Lionel Kiddie City and Toys R Us report phenomenal sales. Says Kay-Bee's Tom Alfonsi: "It's looking to be an all-time best seller."

The initial shipment of 750,000 copies sold out quickly ( 300,000 is 
considered good for a Super Nintendo game) and the total is expected to reach
1.5 million by year's end. SFII will top _Nintendo Power_ magazine's top-20
chart in November, with the highest popularity score ever.'

...

'... But SFII won't go away, not with the usual spinoffs in the works: cartoon 
series, comic books, clothing, toys, live-action movie and trading cards'

Newsgroups: alt.games.sf2
From: davem@uvmark.uucp (Dave Meeks)
Subject: Re: SF2 vs. Mortal Kombat
Date: Wed, 30 Sep 92 19:06:07 GMT
Organization: Vmark Software, Inc.

In article <1accbuINNhpb@gap.caltech.edu> alex@crystal.ipac.caltech.edu (Alex Werner) writes:
>In article <1992Sep30.002459.61845@uvmark.uucp> davem@uvmark.uucp (Dave Meeks) writes:
>>In article <1aa3sqINNk3p@gap.caltech.edu> alex@crystal.ipac.caltech.edu (Alex Werner) writes:
>>>And as far as I'm concerned, the digitized graphics are just dumb.
>>
>>
>>Funny, others would argue that since Mortal Kombat is by far the "hotter" 
>>game at the moment, with much more popularity at the moment, that it is the
>>game to talk about.  After all, how long was Pac-Man the most popular game
>Is it? I would speculate that SF2 is still making a lot more money for
>capcom than Mortal kombat is for (I forget what company made it). Even
>if a lot of people in arcades play MK, SF2 has much wider distrubution (I

Midway is the maker, I believe, and you are probably right that SF2 is 
making more money.  At our local arcade, there are 2 SFIICE machines and
1 SFII machine.  They have moderate use, with it being quite common to
have 2 machines free.  MK is usually packed, and often with waiting lines.
My comment wasn't to say that MK was the better game, nor the game that
everyone played (meaning no one played SF), but rather, it was the new
and hot game that everyone was lining up to play. I no longer see long lines
for SFII, but do for Mortal Combat.  
-- 
David T. Meeks                    ||" We are jigsaw pieces, aligned on the 
VMark Software, Inc.              ||  perimeter edge, 
uvmark!davem@merk.com             ||  interlocked through a missing piece"
davem%uvmark@merk.com             ||" ...This world is totally Fugazi"
From: 890261i@ace.acadiau.ca (ANDREW INGRAM)
Newsgroups: alt.games.sf2
Subject: Jamie Stuart
Keywords: Personal message
Date: 29 Sep 92 18:20:40 GMT
Organization: Acadia University

James,
Please contact me at Acadia.  Thanks

Andrew
From: jonathan@comp.lancs.ac.uk (Mr J J Trevor)
Newsgroups: alt.games.sf2
Subject: WANTED: Overview of instructions for SF2 on SNES
Date: 1 Oct 92 08:02:38 GMT
Organization: Department of Computing at Lancaster University, UK.


Hi, I just got SF2 for my SNES but its the SFC version (Japanese
intructions!). This means I havent a clue what the moves are or what the
options screens say. If anyone can post me an overview of what the
buttons on the joypad do, what special moves each character has and what
options can be selected on this cartridge Id be VERY grateful - as Ive
got a great game but not a clue of how to play.

The Uk isnt quite so geared up for local arcades etc, so Ive only played
SF2 (the arcade version) a couple of times!

Thanks in advance.

Jonathan


-- 
___________
  |onathan   Phone: +44 524 65201 x3793 Address:Department of Computing
'-'________    Fax: +44 524 381707              Lancaster University
            E-mail: jonathan@comp.lancs.ac.uk   Lancaster, Lancashire
Newsgroups: alt.games.sf2
From: ferguson@uinpla.npl.uiuc.edu (Bill Ferguson)
Subject: SF2 SNES FAQ
Reply-To: ferguson@uinpla.npl.uiuc.edu (Bill Ferguson)
Organization: Nuclear Physics Laboratory, University of Illinois, Urbana-Champaign
Date: Mon, 5 Oct 1992 20:49:19 GMT

I'm new to the list. Is there a FAQ than can be FTP'd? If so, where is it?
Also, would someone care to rank the relative strenths of each in the SNES
version. Also, my son hasn't discovered all of the combos yet. Any help?
Thanks in advance,
Bill Ferguson
axibilf@uicmvc.bitnet
Newsgroups: alt.games.sf2
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Subject: Re: What Chun Li Says (Once and For All)
Date: Thu, 01 Oct 92 03:18:43 GMT
Organization: University of New Mexico, Albuquerque

In article <BvCyHu.Dvr@news.cso.uiuc.edu> jpa20553@dcl-nxt01 (John Patrick Aviles) writes:
><U58505@uicvm.uic.edu> writes:
>
>>>PS.  Yes this is a flame, and yes I hope there are responses to this flame and
>>>        lastly, I have no pity for anyone.
>
>>Duh.  Was it a flame?  Really?  I couldn't tell.  What the fuck is your
>>fucking problem you sorry ass piece of shit?
>
>>The X-Man
>
>Gees you fool don't you know what your problem is?  You are an arrogant 
>asshole who thinks he knows it all in this game of SF2.  You know that 
>Clay guy was right when he said you were full of shit.  Luckily if I 
>didn't know where you lived or who you are, you'd be a flat piece of
>X-Man shit right now

Heheheh.  We're all arrogent and full of it.  But threats of violence?  You
really do take the cake on maturity, bud.                               

Of course, if you now wanna come down and make me a flat piece o Phantom,
you're welcome to look me up anytime you're in my area.

---Phantom
(who normally doesn't get involved in personal attacks, but since nobody
could be bothered to use e-mail...)
From: 2261as@gmuvax2.gmu.edu ( )
Newsgroups: alt.games.sf2
Subject: Re: charging
Date: 29 Sep 92 01:38:40 GMT
Organization: George Mason University, Fairfax, Va.

In article <=+9n49d@lynx.unm.edu> dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:
>Yippee #2!  (this one regarding charging)
>
>Someone recently (I'm sorry, I don't know who...whoever it was please let 
>me know) posted *how* I was able to get the 2 sonic booms right in a row
>(or any of the charge moves I've done 2 in a row, for that matter): 
>computer slow down.  Thus, the way the computer timed it, it came out
>"Sonic-Sonic Boom!", but due to slow down, I could have been charging for
>the next one in real time.
>
>So, thank you, whoever you are (sorry, got disconnected before I could reply,
>and cleared my scroll back buffer accidentally).  And thank you for not
>just saying "You're wrong"...thank you for listening carefully to what I said,
>asking the right questions about how I was going it, and then posting a 
>thoughtful, logical reply.  You can't imagine how refreshing it is (and, of
>course, this goes out to the other people who responded w/o just shooting
>their mouth out and trying to argue carefully as well).
>
>With this explaination it mind, I can now see how charging can still be 
>occuring, w/o buffering or any of that other crap that other people had
>told me was the reason behind it (usually in the same posts with a            
>"You're wrong!" at least 4 times...;).  In fact, it seems even likely.
>
>---Phantom
>

Actually, the sonics must be different speeds.  I've never gotten
jab-sonic, jab-sonic,
But I've gotten:
jabs-sonic,strong-sonic; jab-sonic,fierce-sonic(the one I use most)
strong-sonic, jab-sonic and strong-sonic,fierce sonic.
Never could back a fierce sonic,any-sonic.  I'd guestimate that
the fierce gets away too fast giving U less time to charge up.

But like many tactics, doubleing sonics bacame obsolete very
quickly.  (Too quickly if you ask me), but you can dazzle the
newbies who watch and see Guile throwing the 2nd sonic in slo-mo.

One more thing, I don't recall being able to get a third sonic
off.  I suppose that when U charge Guile, U use maybe
3/4 charge for a jab sonic and 2/3 for a stron or fierce
and you only need 3/4 to throw one.  
ie:
Guile backs off and builds 100% charge,
throws sonic consuming 3/4 charge 25% remaining
guile recharges  to 75%
Guile throws second sonic consuming all of his charge
Organization: University of Maine System
Date: Wednesday, 30 Sep 1992 05:46:14 EDT
From: <IO20084@MAINE.MAINE.EDU>
Newsgroups: alt.games.sf2
Subject: Re: Vega vs Ken/Ryu was (Re: q)
 <FgDPRB2w165w@netlink.cts.com> <1992Sep29.205632.2200@msuinfo.cl.msu.edu>

The only problem with Vega trying to through Ken as he comes down from
a Hurricane Kick it the fact that a lot of people (myself included),
can do a Dragon Punch as soon as Ken's feet hit the ground.  A Vega
with perfect timing might still do it, but it's really hard.


Just start the D.P. motion as you're coming down from the H.K.



Chuck
Newsgroups: alt.games.sf2
Subject: Re: Vega vs Ken/Ryu was (Re: q)
From: pntbllr@netlink.cts.com (Jesse Guest)
Date: Thu, 01 Oct 92 01:29:49 PDT
Organization: NetLink Online Communications, San Diego CA

dcha@flex.com (Doug Cha) writes:

> And what's this about your hurricane kick hitting 4,5,6 times till they 
> get stunned?  Do you opponents know what blocking is?
> 
if u r at close range (right on top of vega), do a hurricane kick, and he 
does not crouch or somehow gets caught in it by a messed up move, ken's 
hk is not powerful enough (like ryu's) 2 knock him down, instead he will 
get trapped in it, and once trapped, u cannot block if u take a hit.  it 
WILL hit u 5,6,7 times.. (donno maybe only 5 x)

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From: btdcs207@csd.brispoly.ac.uk (DOC)
Newsgroups: alt.games.sf2
Subject: Re: Maximizing damage on DP's and tiger UP
Date: 5 Oct 92 11:29:19 GMT
Organization: Bristol Polytechnic, England

In article <1992Oct3.155801.15223@vax5.cit.cornell.edu> pqe@vax5.cit.cornell.edu writes:
>Maxamizing damage on dragon punches and upper cuts
>	Have you observe that Ryu's and Ken's dragones punch are much weaker
>compare to the old SFII? Were you frustrated when someone knock off your tiger
>upppercut when you thought you were about to inflict mega damage? Well, I have a
>method to maximize damage on the dragon punches and ensure Sagat's uppercut 
>hit's home. The secret is to do the DP's and uppercuts late, preferably at the
>last moment before your opponent lands.  For Ryu and Ken, you will notice a big
>difference in damage when your opponent is hit in the early portion of the DP
>than in the later portion of the DP.  For Sagat, executing a late tiger
>upppercut will ensure your opponent the damage he/she deserves, but Sagat can 
>still get hit in the process although this is favorable trade to Sagat.
>To maximize his chances of not being hit, you should also distance Sagat at the
>right distance when doing a tiger uppercut.  Ideally, the distance should be 
>about one body length to where your opponent should land so that the tiger
>uppercut hits your opponent at its maximim reach while still in its early
>motion.  If the tiger uppercut is executed at the right distance and at the
>right time, Sagat is almost invinsible.
>
Hmm, this is not a flame, but this post sounds very much like a sort of TV
commercial.
'Well I have a way to ensure they get the damage they deserve' Ha Ha Ha !!!
God, dont take it personally, it was a good post, it was just something I found funny.

Oh and BTW I think most people know late dragons cause more damage.

Ha Ha Ha Ha, woo har har.

Cheers.
From: alex@crystal.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: Re: Here's To You Chun Li
Date: 5 Oct 1992 14:18:03 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: crystal.ipac.caltech.edu

In article <BvMr00.DBF@acsu.buffalo.edu> v062r8ug@ubvmsb.cc.buffalo.edu (Norman Chan) writes:
>That's right. I'm not going back. I urge you, if there are still any warriors
>of true heart out there, to take up my quest as your own, and succeed where
>I have failed. Learn to be cunning and quick despite all of Chun Li's 
>disadvantages, never tolerate an improper comment about your lady fair, and
>the youthful exuberance of Chun Li will accompany you in your darkest hour.
>(Sob! Sob!) 
I'm sure this note will get flamed out of existence, but I have to say that it
is one of the funniest things I've read in a long time... I'm glad someone has
a sense of humor and a fanatical devotion to SF2 and doesn't mind admitting
it. (Although I have always seen as a perfect gentleman.... I mean, he does
give people fair warning that they will get crushed if they attack him...

And guile is definitely a jerk...

anway