HDTenEightyP/NetNews huggingface dataset:
Newsgroups: alt.games.sf2
Subject: Read 5145 first for more info. SF2new
From: genyjf@lure.latrobe.edu.au
Date: Wed, 20 Jan 1993 13:41:54 GMT
Organization: VAX Cluster, Computer Centre, La Trobe University 

Hi, I got myself a copy of sf2187.zip and used it. I found it pretty good but
pretty lacking in speech, eg sonic-boom. I could only get the moot-point sound 
and ryu's weird one. I undid the useless files (read last letter) that I got
into the directory because they had a whole lot of voc files. I ran the game
again and now I have it saying Fight and You Win. These are only 2 of the many
voc files I have so how do I use the rest?. Also can anyone get ken or dhaslim
to work?

Bye for now,
            Andrew


--------------------------------------------------------------------------------
GENYJF@LURE.LATROBE.EDU.AU|
--------------------------------------------------------------------------------

Newsgroups: alt.games.sf2
From: caine@uxa.cso.uiuc.edu (Dark Lord of the Sith)
Subject: Re: Tiger Knee Motion as per SF2 Guide (was Re: More combo's)
Organization: University of Illinois at Urbana
Date: Tue, 26 Jan 1993 17:28:52 GMT

>>>The Tiger Knee is simply Down, down-righ and right plus a 
>>>fierce kick button.  I know beccause I'd always mess up the
>>>low Tiger's (which is Down, down left).
>> 
>> I won't even bother with correcting this, except by saying two things:
>> 
>> 1.) This is WRONG!
>> 2.) The two methods commonly used have been posted a million times!  

>	So are you saying that the GamePro/Capcom SF2 Strategy guide is wrong?
>They show the "Tiger Knee motion (Sagat) as:

>          O
> | \ --O /
> O  O

>which is why a lot of people ask questions about this move.  To me, I see no
>difference (excpet for speed) in any jump kick(knee) and the tiger knee--the
>animation looks the same to me.

I have that strategy guide, and I found that half the comos that are in there
are not even combos by their definition.  They say a combo is:
A sequence of moves in which all hit, no matter what the recipient does,
provided that the first in the series hits.

They say the fireball/DP "trap" is a combo.  Now that's B.S.  They even
say that Bison had a 7-hit combo.  No punch can hit after the scissor knee.

I didn't say they were wrong.  Look up at my article:  I say "The two methods
commonly used have been posted a million times!".  The method you mention
IS RIGHT.  For god's sake.  That method will lead to a Tiger Knee, OK.
I feel that if you use that method, you are more prone to accidentally
throwing a low firebird.  I use this:

|  or  /  and  O  +kick
O    O       /

OK, there.  I said it.  You all probably were pestering me to post the other
way to do this :-).  End of story.

-- 
Caine Schneider
"Attack me if you dare, I will crush you!" -Ken
"I've got a bad feeling about this..." -Solo -Skywalker -Leia
--
Xref: sparky alt.games.sf2:6776 rec.games.video:28873
From: hwong@volta.elee.calpoly.edu (Hanson Wong)
Newsgroups: alt.games.sf2,rec.games.video
Subject: Re: SFII Soundtrack
Date: 27 Jan 93 21:32:58 GMT
Organization: Cal Poly, San Luis Obispo

In article <1k4c4pINNsd5@sumax.seattleu.edu> kuo@sumax.seattleu.edu (Chih-Ping Kuo) writes:
>In article <priss.728032151@glia> priss@glia.biostr.washington.edu (Lisa Richardson) writes:
>>In <25JAN93.25689463.0088@UNBVM1.CSD.UNB.CA> M6QC000 <M6QC@UNB.CA> writes:
>>>Does anyone know where I can get the soundtrack to SFII ? (cassette
>>>or CD)  I remember seeing an ad for it a few months ago and would like
>>>to hear it.
>>I do not know where it is, but if I can confirm that it DOES exist.  A friend
>
>Laser Perceptions
>1739 Noriego St.
>San Francisco, CA 94122
>voice 415-753-2016
>fax   415-564-3821
The street is Noriega...
>
>Note:  They have probably over 100 gaming title CDs, include many version
>of SF II, Mario, R-Type, many Ys, to obscure title like The Admiral's decision,
>Atari, Neo-geo, Megadrive, SFC, etc.
>
>WARNING #1:  you are talking about IMPORT CDs here, price ranged from $25
>to $45 (double image disks for SFII), most of them are around $30-33, and
>that doesn't include shipping.
>
>WARNING #2:  Laser Perceptions, a well known anime LD/CD place, is notorous
>for its sloppy/under hand dealing with mailing customers.  I do NOT recommend
>anyone order stuffs from them if they are NOT in stock, and you better 
>make sure the other side know exactly what you want, clear on
>communication, etc.
>
>put it another way, I don't want you scream bloody murder to me if they
>screw you, they are known for overcharge, and they are known for mistakes
>prone, they get away with it because they are most of the time the only
>places carry specific things in stock.
>
I live in that area whenI am home.  If you are afraid of the store.
I am willing to go there and buy it in person.  You pay the amount
of the merchadnise and the shipping.  I will do it for free.
Of course, I am not home very often.  Maybe once a month...
Of course, if you can't trust me...that's another problem...Just
offering...
>-- 
>*********************************************************************
>Ping Kuo			"There is not enough darkness in all    
>kuo@sumax.seattleu.edu		 the world to put out the light of  
>standard disclaimer applied   	 one small candle." 	 

Hans
hwong@hertz.elee.calpoly.edu
From: mapsj@gdr.bath.ac.uk (Simon Juden)
Newsgroups: alt.games.sf2
Subject: Honda/Zangieff vs cheesepedos
Date: 22 Jan 93 11:14:50 GMT
Organization: School of Mathematics, University of Bath, UK

I know this sort of thing is old hat to most of you but we only just got a CE
on campus so apologies if my question is dumb...

I mainly play Honda (these days at least) and generally do OK - joined against
a Bison who did topedo-torpedo-torpedo....so that before you get time to get up
from the last one th next one's on you and you hav to block etc - you know the
sort of thing.  How does Honda counter this? In the end I picked Zangieff and
lariatted through them, or alternatively blocked and SPD'd him at the end of a
'peedo which seemed to work ok - but I'm really interested in how Honda would
counter the constant cheesies.  Any suggestions?

Thanks,

Simon
Newsgroups: alt.games.sf2
From: jl52800@uxa.cso.uiuc.edu (The Incredible Mr.Wong)
Subject: Anyone else having SF2IBM problems?
Organization: University of Illinois at Urbana
Date: Tue, 26 Jan 1993 07:55:48 GMT

Just like da title sez...IS anyone? I know sometimes things will freeze after
2 or 3 matches. When it does this, it freezes at the character selection
screen. Strange that the music continues. I can't reset it from the keyboard 
and have to press the reset button on the computer. Also, on certain character
matchups (don't remember which) the program will exit and give me an error 
message. Something about insufficient memory with a bunch of numbers. Any ideas?

Mr.Wong


Newsgroups: alt.games.sf2
From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Subject: Re: Tiger Knee Motion as per SF2 Guide (was Re: More combo's)
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 26 Jan 93 19:32:39 GMT

In article <C1H1w4.BEo@news.cso.uiuc.edu> caine@uxa.cso.uiuc.edu (Dark Lord of the Sith) writes:
>>>>The Tiger Knee is simply Down, down-righ and right plus a 
>>>>fierce kick button.  I know beccause I'd always mess up the
>>>>low Tiger's (which is Down, down left).
>>> 
>>> I won't even bother with correcting this, except by saying two things:
>>> 
>>> 1.) This is WRONG!
>>> 2.) The two methods commonly used have been posted a million times!  
>
>>	So are you saying that the GamePro/Capcom SF2 Strategy guide is wrong?
>>They show the "Tiger Knee motion (Sagat) as:
>
>>          O
>> | \ --O /
>> O  O
>
>>which is why a lot of people ask questions about this move.  To me, I see no
>>difference (excpet for speed) in any jump kick(knee) and the tiger knee--the
>>animation looks the same to me.
>
>I have that strategy guide, and I found that half the comos that are in there
>are not even combos by their definition.  They say a combo is:
>A sequence of moves in which all hit, no matter what the recipient does,
>provided that the first in the series hits.
>
>They say the fireball/DP "trap" is a combo.  Now that's B.S.  They even
>say that Bison had a 7-hit combo.  No punch can hit after the scissor knee.
>
>I didn't say they were wrong.  Look up at my article:  I say "The two methods
>commonly used have been posted a million times!".  The method you mention
>IS RIGHT.  For god's sake.  That method will lead to a Tiger Knee, OK.
>I feel that if you use that method, you are more prone to accidentally
>throwing a low firebird.  I use this:

O.K, I'll say it then.  The Game Pro SF2 Guide is WRONG.  Half the 'combos'
they list don't work (as you mentioned), and the rolling execution of the
Tiger Knee is just plain incorrect.  Sure, it can be done by rolling the 
stick, but that's like saying that the sonic boom is done by rolling the
stick from back to forward + punch (BTW, this works).  You are of course
free to do the Tiger Knee in any way that gets you consistant results, but
for heaven's sake, lets not start treating Game Pro as gosphel (pun intended).

>
>|  or  /  and  O  +kick
>O    O       /
>
>OK, there.  I said it.  You all probably were pestering me to post the other
>way to do this :-).  End of story.
>

This is the _correct_ (i.e. minimum # of stick positions) way to do a tiger
knee.

>-- 
>Caine Schneider
>"Attack me if you dare, I will crush you!" -Ken
>"I've got a bad feeling about this..." -Solo -Skywalker -Leia
>--
---
T. Cannon
From: alex@crystal.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: Re: The pristine SFII arcade machine (survey)
Date: 26 Jan 93 18:48:23 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: crystal.ipac.caltech.edu

In article <1993Jan26.015331.5329@wam.umd.edu> milkman@wam.umd.edu writes:
>
>
>Pristine
None that I can think of
>
>Very Good
The only good machine I know of around the main line (pennsylvania) is the
HF at the Pie in the Sky pizzeria in Wayne, PA. It's a large cabinet, 
very good joysticks and usually some scrubs/low-level experts to beat up
on.... 50/25

The best place to play (quite possibly in the entire world) is the Pak-Mann
arcade in Pasadena, CA (on Colorado, across from Pasadena City College).
There are around 15 HF machines, which very in condition from very good to 
good. There are also a TON of other games, including tons of different
wacked up CE's and classic's. There are always lots of people to play against
(Ryu is the dominant character) and no anal anti-tickers (although ticking
isn't common practice)
best of all, they're all 25/25
>Good
Western Arcade on Colorado in Pasadena has 4 or 5 decent to good HF's
which are all 25/25


>Pretty F***ing bad
The CE and classic at Mapes in Ardmore (Pennsylvania) both suck
so do the CE (might be an HF by now... haven't been there for a while) and
classic at the Galactica arcade in Narberth (Pennsylvania)
From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Newsgroups: alt.games.sf2
Subject: Re: More combo's
Date: 27 Jan 93 02:06:10 GMT
Organization: DSG, Stanford University, CA 94305, USA

In article <1k4lqnINNjlj@gap.caltech.edu> alex@crystal.ipac.caltech.edu (Alex Werner) writes:
>In article <1993Jan25.042802.23721@nmt.edu> drkhoe@nmt.edu (ONID) writes:
>>Yeees...  You can throw a strong in before the TU... and you can still 
>>interrupt the standing forward kick... (short only) try it on the car...
>The standing forward kick, short only?
>That's like saying the crouching Fierce punch, jab only...
>
>With regard to the argument about what the proper way to do a Tiger Knee
>is, if you think of the joystick as having eight zones, corresponding to
>the points of the compass, you'll see that moving the joystick from down to
>forward jump in a straight line necessitates moving it through forward crouch
>and forward. The only way to test if the forward crouch and forward were
>really necessary would be to do it           O    O    O 
>                                    |  /  O-  \   |   /
>                                    O O
>and see if that worked

You wouldn't have posted this if you'd ever seen the insides of an SF2
machine.  The way the sticks are build, there's a switch at the outermost
_edge_ of each of your 8 zones.  So, it's possible to go diagonally across
the stick (def. crouch to forward flip) without passing through the in
between zones. (just like it's possibe to go from down to up on a SNES
control pad without goine left or right in between)  At any rate, I'm
pretty sure that your above method would work, but for a different reason.
I think that the game's CPU just scans for a certain stick & button
combination within a certain amount of time.  So, it's possible to stick 
all sorts of stick postions in between the first and last postion, if you
do it fast enough.  THis is why it's possible to do both the sonic boom
and the flash kick by 'rolling' the stick.

---
T. Cannon
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: HF: Chun Q?
Organization: Indiana University
Date: Thu, 28 Jan 1993 05:18:52 GMT

In <jbr362j@rpi.edu> lennad@bray1a.its.rpi.edu (Dmitri Lenna) writes:


>   Quick question for all you chun-li nuts :)
>   
>     well now that I think about it 2 questions :)

>   First and foremost, has anyone tried the possible combo of
>    Jumping fierce,standing fierce, buffered fireball ?
>      ( after all seems to work for ken and ryu )

I don't play Chun Li.  sorry.  Wouldn't her palm press be a little slow??
I dunno, she's really underused here (same with Blanka).

>   I'd try it myself but I'm having trouble with the fireball,
>    which bring me to me second question :)

>   I used to know someone who used to throw firebals with ken/ryu
>    by throwing one normally, but then continuing to move the joystick 
>   around in a circle hitting a punch button everytime the joystick
>   was in the forward position... does this work  for our little girl 
>  from China too ?

It should.  Provided that you complete the necessay motions (although there's
a lot of unnecessary motions in there).  Don't be surprised if you jump by
accident a lot.
Newsgroups: alt.games.sf2
From: Elliott Kim
Subject: Are you Ken? (survey)
Reply-To: milkman@wam.umd.edu
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Thu, 28 Jan 1993 11:03:37 GMT


It is common knowledge here that Ken/Ryu is saying "Sho-Ryu-Ken" when he  
does the DP.  But what do you THINK he is saying?  We've all come up with  
possibilities and it would be fun to see what we all came up with.

Are you Ken?
Aryukin!
Harryuken!
Sure you can!
Small Yogurt!
Tall Blue Kid!
Whole Mule Kick!
Tom Nugent!
Paul Houston!
Paul Newman!
Are you gay?!
Or-Yugit!
Why do it?!


what else do you think they're saying? Or have I pretty much covered it  
all?

Elliott Kim, milkman@wam.umd.edu
From: cvafy006@vmsb.is.csupomona.edu (Daniel Rouse, Jr.)
Newsgroups: alt.games.sf2
Subject: Tiger Knee Motion as per SF2 Guide (was Re: More combo's)
Date: 26 Jan 93 06:56:44 GMT
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvafy006

In article <C1DzFA.FJ1@news.cso.uiuc.edu>, caine@uxa.cso.uiuc.edu (Dark Lord of the Sith) writes:
> 
>>The Tiger Knee is simply Down, down-righ and right plus a 
>>fierce kick button.  I know beccause I'd always mess up the
>>low Tiger's (which is Down, down left).
> 
> I won't even bother with correcting this, except by saying two things:
> 
> 1.) This is WRONG!
> 2.) The two methods commonly used have been posted a million times!  
> 
> Caine Schneider
> 
> -- 
> "Attack me if you dare, I will crush you!" -Ken
> "I've got a bad feeling about this..." -Solo -Skywalker -Leia
> --

	So are you saying that the GamePro/Capcom SF2 Strategy guide is wrong?
They show the "Tiger Knee motion (Sagat) as:

          O
 | \ --O /
 O  O

which is why a lot of people ask questions about this move.  To me, I see no
difference (excpet for speed) in any jump kick(knee) and the tiger knee--the
animation looks the same to me.
-- 
Signed,

Daniel Rouse, Jr.
Sophomore, Computer Engineering 
California State Polytechnic University, Pomona (Cal Poly, Pomona)
Email: cvafy006@vmsb.is.csupomona.edu

And now...the moment we've been waiting for.  GamePro magazine and EGM
magazine proudly present:  The Arcade Champion!
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: alt.games.sf2
Subject: Re: Hyper Edition
Date: 21 Jan 93 19:11:38 GMT

In article <tmorris.727619904@bruny> tmorris@bruny.cc.utas.edu.au (Tim Morris) writes:
>>We have just got the new hyper edition of streetfighter II in New Zealand
>>and I was wondering if anyone has made a list of the new stuff involved in
>>this version. Please help me - no one knows how to play properly in Auckland!

>Chun-Li Fireball:  
>	Same as Yoga Flame.
>Chun Li Aerial Spinning Bird Kick:
>	Jump, (charge), spinning bird kick.
        Usually charge by jumping off the wall or toe tapping

>Blanka Vertical Ball, Honda Super Sumo ("Buttofuoco") Dive:
>	As razor kick (must finish with joystick straight up).

>Dhalsim Telport:
>	DP with all kick buttons (teleports across screen).
>	Backwards DP with all kick buttons (teleports in place).

>Ken/Ryu Aerial Cyclone Kick:
>	Jump then cyclone kick.

>Zangief Super Lariat:
>	All kick buttons (two probably sufficient, three to guarentee contact).

 Honda Divine Wind (swoosh, fart):
 	As razor kick (must finish with joystick straight up).
       
 Vega Backflip:
        Changed to all 3 Punch buttons
 
>Other Changes:
>	Balrog's turn-around punch (TAP) can go through fireballs.
>	Balrog's TAP does damage proportional to charge time.
 	Balrog's charging straight punch can hit crouching opponents.
        Balrog   has an improved low Fierce punch.  
>	Sagat's uppercut will knock down grounded opponents.
>	Dhalsim's head/footdrills are slower.
>	Honda's torpedo is faster.
        Honda's Jab Torpedo will also stop short like Blanka's Jab Speedball.
        Honda's Jab Torpedo retains its near invulnerability at the beginning.
>	Bison's torpedo hits a blocking opponent less times.
        Bison's Scissor Kick has a delay after its execution.
        Chun Li's Spinning Kick can hit close opponents as it starts as well
           as when it ends.
        Vega's  Strong and Fierce Roll-Claw has him roll twice and then claw.
        Vega's  air throw is improved to act like Guile's & Chun Li's
>		   :
>	Anything else worth mentioning?


                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 

>--
>Tim Morris
Newsgroups: alt.games.sf2
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Subject: Re: A Story of Revenge, or Missed Him By That () Much
Organization: University of Illinois at Urbana
Date: Sat, 23 Jan 1993 23:07:02 GMT

	

		I regret my overly vociferous response to your original
	post.  I simply cannot stand to see SF2 and morality put together.
	About Balrog:  Ask Ming.  I don't pretend to know what I'm talking
	about when it comes to Balrog, but if what you said about increased
	fierce TAP range is true, then it's news to me.  My Balrog is only
	good enough to beat non masters, although I can TAP through FB's 
	and hold my own while charging for the TAP.  About Z:  We don't
	have a HF within walking distance (I do get out to a semi-nearby mall
	on occasion however) yet, and my Christmas break experience is old
	news.  To my knowledge, there is no delay after the Quiklariat, maybe
	your Z just missed an SPD or tried something dumb.  There was no delay
	from the old (CE) lariat so I wouldn't imagine they would saddle him
	with one now.  Incidentally, that Quiklariat is an excellent aerial
	counter.  You can go straight from crouch into that thing and Ken/Ryu
	don't seem to have any sure ways through it.  Very tough.  For the
	HF Bison:  I don't see many people play him anymore.  Seems like they
	left him in CE mode, only slightly weaker.  BTW, that torpedo seems
	to do a lot more damage (when it actually hits) than before.  An OK
	compromise for the reduced blocking damage.  Against Bison, my style
	becomes very simple.  Hyper defensive to Hyper offensive.  I begin the
	round by jumping backwards to avoid being scissor kicked and then I 
	HK in the air if he torpedos.  Currently, I am searching for a better
	opener, maybe something involving the super repeatable DP.  Anyway,
	upon getting him at some distance from me, I begin to throw FB's.  I
	just sit back and keep doing it.  I have a good feel for when he has
	charged for the head stomp, although this seems less effective now (?).
	When he jumps, a simple standinng roundhouse or "deep" DP are enough.
	Basically, you might say I try to stifle the Bison, try to force them
	to do something dumb, like drift into the corner.  You can stand about
	2-3 inches away from a cornered Bison and just keep throwing strong
	FB's.  All he has time to do is jump straight up.  None of his moves
	will even trade damage.  This can be very frustrating, esp. against
	Ken.  With his decreased FB recovery time and super easy DP, he can 
	follow Bison into the air and tag him with a DP.  I try to be as 
	"annoying" as possible.  Bisons are always looking for a chance to    
	torpedo and will fall for stupid fakes more easily.  For Hyper 
	offensive, I wait until I get one chance to jump in and let the combos
	fly.  I also like to tick Bison a lot, and then go back to hiding
	behind FB's.  Bison's hang time is his downfall.

		Seth Killian

Newsgroups: alt.games.sf2
From: leblat2@rs6407.ecs.rpi.edu (Thomas Arthur Leblanc)
Subject: how to do turbo mode on sf2ibm...
Summary: how to do turbo mode on sf2 ibm...
Date: Thu, 28 Jan 1993 19:10:37 GMT




I'm not sure if you have the same version as me,
(you can play anyone but dhalsim or the bosses)
but there is at least two turbo modes!!!

they can be run by instead of starting the game as usual,
type "super" or "sf4" instead...
these are .bat files, and there are a lot more than these 2!!
one does a sine wave fireball with ryu, blanka spits electric
butterflies, etc.
give these a try...one tip: there a lot more moves than you
might realize...waste a couple of rounds doing nothing but
sonic booms (remember there's no charge time) with each player,
using every one of the six buttons...I think chun li can even
throw stars, and do her lightning kick and fly towards her 
opponent at the same time!!!



tom leblanc   "just my $.02..."

Newsgroups: alt.games.sf2
From: bennetta@fraser.sfu.ca (Jason Patrick Bennett)
Subject: Re: SFIIHF:Confirm this move
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Tue, 26 Jan 1993 08:41:19 GMT

all3877@ultb.isc.rit.edu (A.L. Lee) writes:

>I heard this from my brother so don't flame me if I'm wrong about this.

>He found out that you can do Zangief's SPD with Chun Li.  You have to be
>in the air close to your opponent's head or something like that and do
>the reverse dragon punch motion with the joystick while pressing the
>three punch buttons.

>I want to find out if this works, so reply through E-mail or on the net.

I'm not exactly sure if this is what your brother saw, but Chun Li can do
her helicopter kick in "mid-air," nearly like Ken/Ryu's mid-air Hurricane
Kick.  To do it successfully, simply charge for 2 seconds (should be a bit
less since the game is speeded up) and then "roll" the stick towards your
your opponent.  Continue rolling the stick to the top position, and then
hit "short."  Chun Li will start her helicopter kick while in the air, 
allowing her to go over fireballs.  Of course, you can perform the motion
rolling the stick "away" from the opponent from down to up and do the 
air kick.

However, I'll try the in-the-air DP plus 3 punch buttons, but I have my 
doubts.  :-)

Jason
-- 
Jason Patrick Bennett     "The little girl had the making of a poet in her
Simon Fraser University    who, being told to be sure of her meaning before
Burnaby, B.C., Canada      she spoke, said: 'How can I know what I think 
bennetta@sfu.ca            till I see what I say?'"  --Graham Wallas