HDTenEightyP/NetNews huggingface dataset:
From: ctam@nodisk.webo.dg.com (Henry Tam)
Subject: Re: can Ryu do a tripple DP?
Date: 15 Dec 92 17:46:16
To: skillian@ux4.cso.uiuc.edu (Seth James Killian)
	<Bz824z.13o@news.cso.uiuc.edu>
Organization: NSDD, Data General Corp.

>>>>> On Sun, 13 Dec 1992 23:48:34 GMT, skillian@ux4.cso.uiuc.edu (Seth James Killian) said:

In article <Bz824z.13o@news.cso.uiuc.edu> skillian@ux4.cso.uiuc.edu (Seth James Killian) writes:

> lerner@kuhub.cc.ukans.edu writes:

>>Can you do the tripple DP (or fierce, fierce DP) with Ryu?  Ken's I
>>can do, but with Ryu I get a crouching fierce and then one hit of the
>>DP.  Can you get two?

> 	You can only get a triple DP (ala Ken) on the Bonus stages.  There
> 	you can buffer a standing fierce into a double DP.  In an actual
> 	combat scenario, the only "triple type thing" that Ryu has is his 
> 	three hit version of Ken's four hit touch of death.  Neck kick 
> 	with roundhouse, buffer it into a double fierce DP from behind.
> 	WARNING- I have used this on occasion where it will not knock the
> 	 
> 	opponent down.  Go figure.  IMO the roundhouse, strong, strong DP is
> 	a more reliable combo cause it always knocks you down.             ,


You can do a neckkick, fierce, strong/jab DP combo.  It always knocked
down your opponent and is very devastating.  Only a combo ended with a
fierce dp will leave your opponent standing with an evil smile on
his/her face ;)

A question on Ryu:

By the way, has anyone been able to execute the roundhouse,
fierce, any DP combo?  I don't mean the one with the neckkick, I mean
the one with the roundhouse in front of your opponent.  I've done it
on dhalsim and zangief but I haven't been able to do it on other
characters.  I can do the roundhouse, strong, strong DP on Z, balrog,
sagat though.



--
------
 -----------------------------------------------------------------------
| Chi Hang Tam                          |    henry_tam@dg.com           |
| call me Henry...                      |    chi_hang_tam@dg.com        |
| Data General Corporation              |                               |
| Network Systems Development Division  |    (508) 870-8274             |
|                                       |                               |
|                               //|\\                                   |
 ------------------------UUU-----O O-----UUU----------------------------
                                  U 
                                 \_/
                        
Newsgroups: alt.games.sf2
From: mlm@mrcnext.cso.uiuc.edu (Michael McCool)
Subject: Re: Extremely-Easy SPD Manuver?
X-Newsreader: Tin 1.1 PL5
Organization: CSO Resource Center
Date: Wed, 16 Dec 1992 00:14:54 GMT

According to the SNES manual (take that how you like it) you need a 5/8 
circle...
	--MLM
From: kchchang@remus.rutgers.edu (kai chang)
Newsgroups: alt.games.sf2
Subject: Re: Blanka SUCKS?
Date: 17 Dec 92 07:09:06 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

singram@eng.auburn.edu (Scott Ingram) writes:


>However, Guile is a more involved character (possibly the most complex)
>and is a serious force to be reckoned with when played by a master. Vega?
>Vega is fun to play with, but is not what I would consider a serious
>character.

>Orion.
	I couldn't agree with you more.  I LOVE vega, and there isn't much much to do with him.  When your enemy just stands back, and either fireball you to death, or sonic booms to death (not that bad vs Guile, but nearly impossible with Ryu, especially Ken).
	Guile has the most potential.  Right now ALL THE INVOLVED people play ONLY Ken.  Go figure that one out.  
	Wait, before I get correctd, all the people around here play Ken..
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Ken's 4-Hit Touch of Death
Organization: Indiana University
Date: Sun, 13 Dec 1992 08:05:27 GMT

>In article <Bz2BvF.ACu@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>>jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:

>>'Pedo:  If you don't jump into the air, you'll have to block the torpedo.
>>        If you do jump into the air, you'll have to worry about landing
>>        on it when you come down fromt he air.

>   If you don't jump you have *several* ways to stop the torpedo.  If
>you do jump into the air you several ways to knock him out of it.  If
>you have time for neither of these you are in trouble - but this rarely
>would happen for 2 out of 3 rounds.

*Several* ways.  Why don't you name some of them?  I have no clue how you would
stop a torpedo without jumping (yes, we know the DP works; you don't have to
mention it)  How do you stop it by not jumping and you're far away?
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: New Blanka Combo???
Organization: University of Illinois at Urbana
Date: Mon, 21 Dec 1992 00:09:34 GMT

jcportwood@miavx2.ham.muohio.edu writes:

>the combo ---  Double knee kick (meduim) and then double head butt.

>This combo can be done on the SNES version and on Street fighter II.  The
>Champion edition won't let the head butt go through because the opponet is out
>of it's reach after the knee kick.

On SFII-classic, the head butt is easily blocked after the double knees if
the opponent is in defense.  This is NOT a combo, although it is a good
fake to use if you like to go in for the bite after the knees.

The knees are not an effective ticking move.  It's easy to throw Blanka
out of the knees before they start and after they end.  However, you can
mess up people's timing by doing the short kick knee which only hits once.
You can often get the bite with that one because people expect the knees
to hit twice.

However, if they've seen the trick before, prepare to get counter-thrown.

>Jason Portwood  -- Woody
>jcportwood@miavx0.ham.muohio.edu
> 
-- 
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.
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: How DO you counter Blanka's bite?
Organization: Indiana University
Date: Mon, 14 Dec 1992 15:02:10 GMT

In <1992Dec14.115920.14196@mercury.unt.edu> jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:

[stuff deleted]

>I'll add a Dhalsim specific reverse to this tick:

>wait until he is right about to extend his leg into your head.  At that precise
>moment short slide under him.  He will land with his back to you and you can
>throw him into the corner and have your way with him.
>   Since Blanka is so tough for Dhalsim (the toughest probably) I will often
>"lead" them into a situation where they can't resist to attempt this tick.
>When they do I short slide under em and throw.  If they *Really* arn't  
>expecting you to slide you can do the short slide THROUGH them double head-butt
>semi-combo (they can block the head-butt if they keep their wits about them).
>If they don't they will be stunned and then you may throw them.
>   After you start doing this they will *wait* until the last second before
>kicking you (so they can hit you when you short slide, if need be).  If they
>do this you can head-butt them before they kick.  Dhalsim is a very good 
>(probably the best) at countering air ticks - his short slide is just so
>damn cool.
>   Oh yea, Dhalsim can *always* roundhouse slide and knock down an opponent
>who lands on him - although this is a longer range tactic I thought I'd throw
>it in, since it is the easiest and therefor most consistent and uncounterable
>way to damage a jumping blanka.  You can throw fireballs and roundhouse
>slide his jumping butt all day.  [when he gets in close to tick, go to above].

As a fellow Dhalsim player, I tend to disagree.  I never use roundhouse slide
against Blanka players because it simply does not work.  If Blanka jumps at
you (esp. with the jumping forward), it's priority is so great such that he
will kick you out of your slide.  Then, it's combo time while you're still
frozen from the roundhouse slide.  I agree that the short slide is useful, 
probably the most useful move that Dhalsim has against a Blanka.

-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: alt.games.sf2
Date: Fri, 11 Dec 1992 08:55:06 -0500 
From: Matthew Duncan Walker <mw5d+@andrew.cmu.edu>
Subject: FAQ?

Who is the keeper of the FAQ for this group?  I have a copy and have sent
mail to the author listed in it, but have recieved no response.  If no one
out there is a FAQ keeper, I'm willing to do it.  Does anyone know what
the situation is?  Please either e-mail me or post what you know about
this situation
Thanks-
Matthew Walker
mw5d@andrew.cmu.edu
From: brehob@plantain.cps.msu.edu (Mark W Brehob)
Newsgroups: alt.games.sf2
Subject: Re: Da guy wit Da Big Bad SFII Moves List
Date: 18 Dec 92 01:53:14 GMT
Organization: Michigan State University

Axl writes
> In article <1992Dec16.181810.782@whscdp.whs.edu> stdnt163@whscdp.whs.edu  
writes:
> >
> >
> >	A reply to da guy wit da big bad SFII moves list:  If you know the  
Boss
> >special moves, why don't you know Chun Li's reverse flip kick or  
Guile's flying
> >knee attack?  Before you POST a moves list, make sure it is a COMPLETE  
moves
> >list!
> >
> >					Me (You're better off knowing me  
as 
> >					    just that!!!)  
> [from my 'hallowed' ;) list ]
> 
>  Guile:
>  ------
>  
>  knee butt           :  -0 + middle kick button
> 
> 
> 	Letting the prescription on your glasses run out again, eh?
> Do get it redone, it may help you see more clearly.  As to Chun Li's
> 'reverse flip kick', I am at a loss.  If you mean when you jump
> straight up + roundhouse kick, that is not a 'super move' in my
> definition, so it is not included in 'da list'  
> Have a nice day... :)
> --
> -Axl @)-->--- 
>  j_herlih@oz.plymouth.edu - "There can be only one"
I think he refers to her --O <Foward kick> move.  
hobit
Newsgroups: alt.games.sf2
From: loverde@ux1.cso.uiuc.edu (AstralWolf)
Subject: Re: How DO you counter Blanka's bite?
Organization: University of Illinois at Urbana
Date: Mon, 14 Dec 1992 09:40:19 GMT

In <Bz8n7x.9EA@news.cso.uiuc.edu> cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:

>Hmm... Just wondering, has anyone found a consistent
>way to actually counter the bite? The other day,
>Cybergeek was playing against Blanka as Dhalsim, and
>he was getting ticked to death by Blanka. Ming is one
>of the best if not the best counter thrower around 
>here and he was getting chomped to death. Anyways,
>anyone know the key to countering the bite? 
>
>I haven't tried it, (Our 1P joystick has been kidnapped)
>but I was thinking, maybe you just have to get in closer.
>(block, then throw towards the opponent, I've mainly
>been trying to reverse throw...) Anyone have any 
>ideas to do this consistently? 
>
>My question is directed at the situation where you have
>already blocked Blanka's jump attack, how do you counter?
>Obviously if you prevent this situation, you avoid it, but
>what if you are already in the standing block situation?
>k
>-- 
     Ahh this tick.  This is one of the more difficult ones to escape when
performed properly.  (though it is difficult to put you opponent into a 
position where you can perform the tick, anyway).  Yeah it is very similar to
the Ken/Ryu roudhouse to the head when you are in the corner, then walk in and
throw.  Possible avenues of escape:
  Sac the first hit and throw...works if they expect you to block or are just
  plain slow with their combos...when ticked right you can't do this...but
  who knows you may surprise em.

  Block then throw...very difficult...seems to me like in order to counter
throw this you have to hit the button exactly before Blanka or Ken/Ryu do..
and hope they aren't sweeping your legs...  Very difficult...one of the 
situations where is you jam buttons you WILL DEFINATLY get bitten/thrown...
This tic requires precise timing to escape...myself I can counter it 
only about 25% of the time....add this to the fact that they occasionally
sweep, and you can see my energy bar go down...*sigh*....

  Best advice...don't let him corner you.  And if you do, be careful not
to get swept there.  This is the only situation I believe this tick can
be executed in..other situations and the counter is much simpler...


-- 
   /|        /              / |      /       /  /-/  Can be reached on the
  / |  /--/ --- |/-/ /-\|  |  |  ^  /  /-\  |  |/    Astral Planes known as:
 /--|  \-\   |  |   |   |  |  | /| /  |  |  |  |      loverde@ux1.cso.uiuc.edu
/   | \--/  /  /    \--/| /   |/ |/   \-/  /   /      jvl45017@uxa.cso.uiuc.edu
Newsgroups: alt.games.sf2
From: cyu@athena.mit.edu (Erorppn Xrzavgm)
Subject: Re: Ken's 4-Hit Touch of Death
Organization: Mike Institute of Technology
Date: Sat, 12 Dec 1992 00:55:22 GMT

I'd much rather fight a Bison than Ken anyday.  If both characters are trying
to throw while Bison's torpedo is blocked, the blocker almost always wins.
Bison doesn't have much of a defense vs. jumping opponents like Ken does.
Ken has 3 things going for him.

1: Touch of Death (no explanation needed)
2: Neck kick- just about impossible to block if he mixes it up with normal kicks.
3: Jab dragon punches are almost impossible to attack.  I can't count the number
   of times I tried to attack Ken after a dragon punch, only to be dragon punched
   again.

Fighting Bison can actually be fun compared to Ken.  Fireballs/sonic booms
keep him from using his 2 biggest weapons.  And arial throws keep him from
using his 3rd biggest weapon.
Newsgroups: alt.games.sf2
From: ctam@nodisk.webo.dg.com (Henry Tam)
Subject: Re: Damage explanation (was  Kens 4hitter)
Date: 15 Dec 92 17:38:17
To: epasls@kuhub.cc.ukans.edu
	<Uf9dQfa00awUI=W0Zn@andrew.cmu.edu> <Bz2BvF.ACu@news.cso.uiuc.edu>
	<1992Dec12.233122.45593@kuhub.cc.ukans.edu>
	<1992Dec13.003328.45598@kuhub.cc.ukans.edu>
Organization: NSDD, Data General Corp.

>>>>> 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, someone wanna count?).  If a move
> takes x pixels when y pixels are remaining then that formula will
> always hold true.  Basicially the pixels represent more damage the
> closer they are to the end.  for instance a blocked sonic will always
> take 1 pixel from a certain point but will take more at the beginning.


uhmm.....  but occasionally an attack does an exceptionally large
amount of damage towards the end of a round(when the time was running
out, not when the energy is low).  well, I guess I've just answered my
own question.
--
------
 -----------------------------------------------------------------------
| Chi Hang Tam                          |    henry_tam@dg.com           |
| call me Henry...                      |    chi_hang_tam@dg.com        |
| Data General Corporation              |                               |
| Network Systems Development Division  |    (508) 870-8274             |
|                                       |                               |
|                               //|\\                                   |
 ------------------------UUU-----O O-----UUU----------------------------
                                  U 
                                 \_/
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Range of Magic Throw?  Help Needed.
Date: 18 Dec 92 01:09:10 CST
Organization: University of Kansas Academic Computing Services

Hey guys,

I'm the one who asked for help on the magic throw a couple of 
days ago and thanx to my friends on the net I finally succeded
in doing the magic throw tonite(actually *5* times :) ).
special thanx to justin@something.whatever who helped the most.
actually the only piece of info that I used was the fact that it might
help to take a fraction of a step before hitting the buttons. the
odd part is that of the 5 times i did it i'm sure that a couple of
times I didn't take the step.  anyway thanx to all who helped.

Now for my questions.

a) can you do it when opponent is in the air.
I'll probably answer this one myself when I practice more
tommorrow.

b-important)  Range, is it?

1)  No limit, can you do it wherever you want whenever you want.
I seriously doubt this one.

2)  Just when your within range of the inverted roundhouse kick.
It must be at least this since thats what I was able to do.

3) must start charging while opponent is within range of the 
upside down kick but once charging opponent may walk away.

I seem to remember our local guile master saying it was option 3 when
he showed it to me once, took him 4 rounds(not mush of a master heh?)


thanx in advance...
-- 


Later...

/--------------------------------------------------\
|    DMC@Planet.Pinball=epasls@kuhub.cc.ukans.edu  |
|    RYU=de stud boy                               |
|    Guile=de style boy                            |
|    Vega=cheese                                   |
|    Cindy Crawford=GODDESS                        |
|    Pain=Happiness=Sadness=Pleasure               |
|    And remember-"Big Brother is Watching you."   |
\--------------------------------------------------/
Newsgroups: alt.games.sf2
From: petitc@vccnw03.its.rpi.edu (Christopher Jon Petit)
Subject: Re: Good of ticking [please read]
Distribution: usa
Date: Sat, 19 Dec 1992 14:58:14 GMT

cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:

>Speaking of Chicagoland weenies, I ran into a couple of them the other day
>in the union. They were the type that go past whining and muttering cheap to
>screaming obsenities and yelling at you when you throw. They were exchanging
>rounds as Ken, and I came in against them. They recognized me cause I had
>pissed them off before, so one of the dudes (there were three of them) said
>"no throws allowed." I didn't reply and just put a quarter in. The first round
>I ended up just not getting into the situation of throwing. I had him whittled
>down to almost no energy while keeping about 75% of my energy. So I just 
>sat back to see what he would do. He threw fireballs and I just jumped up
>over them. He started complaining "Fucking cheap time game." I mean jeez,
>what is wrong with these people? 

  They escaped from the insane asylum across the street? :&)

>Anyways, my point is : What is the deal with these psychos? Are they really
>that common around Chicago? Where else have these lame no-throw areas sprung
>up other than Chicago? Anyone seen any others? 

  Lame is an understatement.  Next they'll call Ken's DP cheap.  I call it
ANNOYING but not cheap.  If this trend continues, no special moves will be
allowed, eventually. :&P

>P.S. I wonder what would happen if you magic threw them in the old game...

  I think they'd wee their pants and run home cryng to mommy.

-- 
Now on sale, in Aisle 5 of the Divine Supermarket---Lives, and Clues.  Buy
yours now and avoid the rush!  They make great Christmas gifts!
Cynicism is only realism projected into the future.
If your fondest wish is to fly, don't draw up plans for flippers.
Newsgroups: alt.games.sf2
From: larsen@hellgate.utah.edu (Steve Larsen)
Subject: Re: Theory: How SF2 Does Attacks
Organization: University of Utah CS Dept
X-Newsreader: Tin 1.1 PL4
Date: Wed, 16 Dec 92 18:18:53 GMT

tmorris@tasman.cc.utas.edu.au (Tim Morris) writes:
: 
: >|> According to your definitions, wouldn't Ken and Ryu's entire body be
: >|> made up of attacker sprites during a DP?  (this is why you can DP
: >|> someone's foot as they sweep you)
: 
: >  Not really.  Only their arm and fist---the computer just starts them out
: >REAL LOW and they go up very quickly.
: 
: This doesn't account for people jumping from below and getting DP'ed by
: Ken's *feet*.  Or have Ken and Ryu do DP's simultaneously - whoever drops
: first can get hit by any part of the other guys body as it goes up.
: 
: --
: Tim Morris
: 

  Well, I have always looked at it this way.  Have you ever noticed that when
Ken/Ryu do a DP, they hold one fist up and they also bend one knee slightly?
The way the I have always looked at it is that the fist hits for one attack,
and the knee hits for the second (if applicable).  Just my oppinion.

Steve
Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: SFII-CE Match-UPs and Ratings
Organization: University of Illinois at Urbana
Date: Mon, 14 Dec 1992 06:42:41 GMT

loverde@ux1.cso.uiuc.edu (AstralWolf) writes:

>In <Bz68GF.Gu5@news.cso.uiuc.edu> cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:

>>inkblot@leland.Stanford.EDU (Thomas Calvin Cannon) writes:
>>
>>>GUILE
>>>------
>>
>>>Toast.  Against Guile, the trap is every bit as effective as Ryu's is.  I 
>>>haven't found a Guile yet that's been able to get out, although it _is_
>>>possible to turn the trap into a stalemate.  All Guile has to do is duck the 
>>>high tigers, and do a forward 'turn kick' (neutral stick + forward) over the
>>>low tigers.
>>
>>Not quite. There is quite a bit of difference between the Ryu fireball
>>trap and the Sagat tiger trap.  First of all, Sagat has more delay 
>>after throwing his tiger than Ryu does after a fireball. In addition,
>>you can combo Sagat as Guile with a jumping forward kick combo if
>>you anticipate and jump a low tiger. 
>>
>     First off....nope sorry but Sagat and Ryu have identical delay times.
>I can keep a missle war going all day vs Ryu.  And second you HAVE to
>anticipate the tiger...you CAN'T react, or you will get hit.  This
>means jumping up into the air towards a Sagat who may just be sitting
>there....and .....TIGER UPPERU...*drain-o*

OK OK... You're right about the delay. What I'm trying to say is that
after throwing his low tiger, Sagat is a bit more susceptible to combos
than Ryu is. This is mainly because when you hit Sagat after a low
tiger, it's as if you hit him if he were blocking low against a jump
attack...

>>Sagat is also more susceptible to the Guile trap...

>TRUE
>-- 
>   /|        /              / |      /       /  /-/  Can be reached on the
>  / |  /--/ --- |/-/ /-\|  |  |  ^  /  /-\  |  |/    Astral Planes known as:
> /--|  \-\   |  |   |   |  |  | /| /  |  |  |  |      loverde@ux1.cso.uiuc.edu
>/   | \--/  /  /    \--/| /   |/ |/   \-/  /   /      jvl45017@uxa.cso.uiuc.edu
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu
From: egarcia@polyslo.csc.calpoly.edu (Edward Carlos B. Garcia)
Newsgroups: alt.games.sf2
Subject: Buffering
Date: 17 Dec 92 07:15:30 GMT
Distribution: usa
Organization: Cal Poly State Univ,CSC Dept,San Luis Obispo,CA 93407

I'm pretty new at buffering .. Anyone have any hints in buffering? 

How it's done w/ certain characters? etc.

-- 
=========
Egarcia@polyslo.calpoly.edu
Egarcia@nemesis.calpoly.edu
Newsgroups: alt.games.sf2