HDTenEightyP/NetNews huggingface dataset:
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: SF2 regulars at UIUC.
Organization: Indiana University
Date: Wed, 16 Dec 1992 09:55:44 GMT

In <BzCE24.Lwq@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:

>I won't include the rest of the article, because I assume that the only
>people who actually read those posts were the people mentioned in them.
>Yeah, so let's have a conversation about ourselves.

>The problem with me:
>I'm always trying to learn some new intricacy about the game.  For me,
>it's not winning the game which is important, it's learning some basic
>understanding of it.  If I happen to use that to my advantage to win,
>so be it.

>I don't play to win when either of the joysticks are not working
>properly.  It's meaningless whether you win or lose.  I take those
>opportunities to have fun and possibly frustrate my opponent ;).
>IMO, the controls haven't been working properly since Halloween.
>I haven't played a 'serious' game since.

Oh yeah, what about that previous post you said awhile back about if the
joystick was broken, you'll still kill them, because you said it's not your
fault the stick is broken (ie, if block is broken, you'll still walk up to them
and DP or foot sweep or whatever).  I remember you saying that the broken
joystick wasn't your fault and why should I lose?  Now all of a sudden, it
doesn't matter if you win or lose.

>In general, if the machine is not busy (there's less than 4 or 5 people
>waiting), I'm not playing to win.  I'm playing to learn.  So you'll see
>me LET you come in and tick or not DP when you jump in.  I purposely
>disadvantage myself in certain situations to figure out HOW to react
>in those situations.  I'll let you walk from way far away behind that
>sonic boom JUST so I can see if I can counter-throw it consistently.

[uiuc ticking school stuff deleted]
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: SFII-CE Match-UPs and Ratings
Organization: Indiana University
Date: Sat, 12 Dec 1992 02:03:01 GMT

In <Bz44s0.40G@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:

>Rank Character  Score  %age   Crushes          Crushed by
>-----------------------------------------------------------------
>1)   Guile       71    59.2   Balrog    (10)   Sagat/Ryu      (3)
>2)   Sagat       70    58.3   E. Honda   (8)   Blanka         (3)
>3)   M. Bison    69    57.5   Balrog     (8)   Guile/Zangief  (4)
>4)   Vega        68    56.7   Dhalsim    (9)   Guile/E. Honda (4)
>5)   Ryu         67    55.8   Balrog     (9)   Sagat          (3)
>6)   Blanka      62    51.7   CL/Dh/Sag  (7)   Balrog         (2)
>7)   Dhalsim     61    50.8   Balrog     (9)   Vega           (1)
>8)   Ken         58    48.3   Bal/E.H.   (8)   Dha/Veg/Sag    (3)
>9)   Zangief     57    47.5   Balrog     (7)   Hon/Gui/Sag    (3)
>10)  E. Honda    53    44.2   Balrog     (8)   Ryu/Ken/Gui/Sag(2)
>11)  Chun Li     51    42.5   Dha/Bal/Sag(6)   Guile          (2)
>12)  Balrog      33    27.5   Blanka     (8)   EVERYONE!

This is a great chart, but of course, everyone will have their disagreements.
Dhalsim vs. Vega.  C'mon.  Vega does not crush Dhalsim.  A good Sagat or a 
Honda will give Dhalsim more problems that a Vega would.  Zangief gets 
CRUSHED by Dhalsim.  He simply can't get in effectively.  All a Dhalsim has to
do do against the screaming eagle is jump back and kick.  If you don't hit him,
you'll both "bump" in the air and he won't touch the wall.  It's about even
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: jbw@ponder.csci.unt.edu (WEST JASON BRUCE)
Subject: Good of ticking [please read]
Organization: University of North Texas, Denton
Date: Thu, 17 Dec 1992 04:38:03 GMT

Here is why ticking is necessary, and having house rules against it are
stupid:

I used to play in Austin, when I went to UT.  The competition there was 
fairly good and ticking abounded.  Counter-ticking, etc were just a part
of my strategy and reaction skills.

  I then moved here, Denton (a hole from hell), where there are some really
good comboers and master no-throwers.  I got used to it.  I actually just
crouch block sometimes.  Two people will be crouched to close to do anything.
You slap yourself and throw the guy - everyne murmers.  So you decide, hell
I'll play their way.
  3rd round, tight match, 15 seconds left.  Short throw boom your dead.
It started to catch me off guard - I got worried.  I now play as completely
cheap as possible.  Not only is it infintely more fun and interesting than
the normal boring mathes of Ryu/Ryu etc etc - but it improves your skills.
And next time that shmo tries that crap at the last second you will be
ready.


All you master no-throwers....you better start playing cheap and getting into
"throwing matches".  If you don't you will be destined to lose to true
masters of the game - forever your words of "cheap" ringing in your own
ears.


Ciao...


                                                       - Jason

Newsgroups: alt.games.sf2
From: victor@ucme.Berkeley.EDU (Victor Wang)
Subject: Re: Prelude #3:  Chun-Li, the story goes on....
Organization: University of California at Berkeley
Date: Wed, 16 Dec 1992 23:17:29 GMT

In article <!+m2a2j@rpi.edu> hoanga@rpi.edu writes:
>				CHUN-LI
>
>	She had been training for as long as she can remember, and now she
>would show the world strength of a woman.  One glance at her and one would know
>that she was not your ordinary girl with your ordinary figure.  Her legs were
>more muscle bound than most men that she worked out with.  He arms were lean
>and thin but with muscles rippling all on her muscles but not as evident as
>in her legs.  Even with all that strength and muscles, she retained her womanly
>figure quite well.  Most people would underestimate her abilities as a martial
>artists but once she began practicing, most of the doubt from onlookers washed
>away about her abilities as a martial artist.  As agile, acrobatic, and 
>beautiful as she was she was known to be a deadly weapon in combat.  All around
>China many people in her area knew never to underestimate her and many others
>learned the hard way.
>	She finished her intensive weight lifting session and retired to the 
>showers for some rest and relaxation.  She sighed as she realized that today
>would be the last day she would be in training for the one thing that she
>had strived for all her life, to become stronger than the evil man that 
>shattered her life beyond repair.  She finally was strong enough to combat
>men and defeat them on an equal level.  She was not the strongest woman in
>perhaps pure raw strength but she was the strongest woman who could combine
>her agility and speed together effectively.  She was as agile as a cat, as
>strong as a bodybuilder, and more beautiful than an Ice Queen.  And that's
>where many would-be male contenders made their mistake, they challenged her
>like she was any other girl which she wasn't.  Chun Li opened up the flyer
>again she had folded in her gym sack and looked at it again, she had read the
>message on it many times over and knew it by heart but just looking at it gave
>her a new expectation from it.  This flyer about the Goodwill tournament was 
>her key to getting to the one thing in this whole world she despised most, a
>man named Master Bison...
>

According to this story, she must be very strong since "more muscle bound than  most men that she worked out with", and she must be very beautiful.  But do you
see the problem here?  If a girl has more muscle than a man and stronger than
a man how can she be a "beauti" like the picture shown in the game?  Who would
want to marry her?(she might beat you up too)  Well, in the SNES virsion or may
be the arcade virsion too.  She says "Finally, I can get back to be a single
girl."  I mean what for?  Nobody will even look at her since she has more muscle
than a man.  Maybe she should go to Olympic for some activities.

Andy Chien (Just see this as a joke)
From: alex@crystal.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: several things
Date: 13 Dec 1992 23:03:39 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: crystal.ipac.caltech.edu

I have seen several postings, including ones from Cybergeek himself, saying
that a jab dragon punch NEVER NEVER hits twice when its not blocked. But
that just isn't true. I got jab DPs to hit twice on two separate occasions
today. I don't remember the circumstances of the second time, but the first
time computer Dhalsim was sliding into me just as I was standing up and I
did a jab DP and it hit him twice. spiff


I also read the new Gamepro and it had a review of Turbo SF2:CE (which we
should start calling TSF2:CE for short) with the following interesting
things:
-Chun li will be able to throw a fireball. It looks like a blue version
of a dhalsim fireball, and you throw it like a yoga flame. It can be
stuck in combos (like crouching forward-fireball).
-Bison's cheespedo is toned down and will hit fewer times when blocked.
Also, the scissor kick will be easier to counter
-Balrog's turn punch will do more damage the longer you charge it for, 
taking off a max of 50% of your opponents damage. Also, his charging
straight punch will hit ducking opponents.
-Ken/Ryu can do their hurrican kick in mid-air (as can Chun)
-If Dhalsim charges straight down and then pressus up and two buttons,
he will teleport to the other side of the screen
-The whole game is 10% faster
-Sagat's tiger uppercut will be faster and harder to counter
-Vega's roll will be better... he will roll over three times before
stiucking his claw out which improves the range.
-Honda's torpedo will be invulnerable for longer at the beginning so
that some fireballs can go right through him while he executes it

I think that's all it said
Newsgroups: alt.games.sf2
From: petitc@vccnw01.its.rpi.edu (Christopher Jon Petit)
Subject: Re: Prelude #3: Chun-Li, the story goes on....
Keywords: fanfiction, story, intro 
Date: Thu, 17 Dec 1992 03:16:36 GMT

jengagne@wam.umd.edu (Jenny Lynne Gagne) writes:

>(A full-length SF2 fanfiction story would be amusing to read.  Pretty tough
>to write, but fun to read.  I'd tackle it myself, but I tend to write
>sarcasticly/parodyily... if that's a word.)

  I'm gonna try it now.  Will post it when finished.  Wish me luck.


-- 
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: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Magic throw help please.(I know the de-cuffs)
Organization: University of Illinois at Urbana
Date: Wed, 16 Dec 1992 07:49:50 GMT

epasls@kuhub.cc.ukans.edu writes:

>Hi all,

>This message is to people whow can do the magic thro consistantly
>as well as the 'de-cuffs' whick should technically be the same.

>For me I can do the cuffs and then 'magic thro' them out of it rather
>consistently(at most 2 failures before success).
>My problem is that I cant the the 'magic thro' other times.  I have in 
>fact only seen it done once and it took our local guile master about
>4 rounds to do it once successfully.

>My question to you all is Is the cuffs thro EXACTLY the same as the 
>magic thro.  I know that the opponent must be near you when you start
>charging and I obviously know the de-cuffs(which should be the m.t.)
>but I have yet to execute the move once.

>Ther MUST be some subtle difference between the de-cuffs and the m.t.
>and would some of you 'masters' out there please help me out.

>thanx in advance.
>-- 

One point you might be overlooking is the fact that, in order to
magic throw, you have to be within range of the inverted roundhouse
kick.

To do a magic throw
1) take a tiny step forward
2) start the inverted kick
3) immediately interrupt with a sonic boom.

I also noticed that if you do the magic throw joystick motions when
you are out of range of the opponent, you'll get a standing fierce
uppercut rather than the backfist. Well, hope it helps...

>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."   |
>\--------------------------------------------------/
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Does Sagat have longer delay than Ryu
Organization: University of Illinois at Urbana
Date: Wed, 16 Dec 1992 03:19:33 GMT

I was just wondering, has anyone figured out whether 
Ryu has less delay than Sagat? Yes, I know Sagat
can match tigers with Ryu's fireballs, but the
determining factor in the "rate" of fireballs/tigers
depends on the "speed" of the fireball/tiger.. I think
the limiting factor on "rate" is the fact that 
there can be only one missile on the screen at once.
It just seems to me that Sagat has more delay than
Ryu, but I haven't gone out and tested it... If
anyone can come up with definitive proof either
way, please post.
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: alt.games.sf2
From: dhg1@crux2.cit.cornell.edu (Gilgamesh)
Subject: New version of sf2ibm
Organization: Cornell Information Technologies
Date: 18 Dec 92 01:50:41 GMT

I found a new version of sf2ibm while strolling through wuarchive. The new file,entitled sf2new.zip, can be found at wuarchive.wustl.edu in the pub\MSDOS_UPLOADS directory. The new game is different in that a) most of the writing is in Japanese (I think it's Japanese) b)the fighting action is much more like that of the arcade games than sf2ibm was, and c)all of the original 8 characters are displayed on the opening screen, although only Blanka, Ryu and Guile are available. (I got really excited when I saw 


all the characters and then rather pissed off when I selected Ken and got Ryu instead...
But I think the author is slowly adding all the characters, so keep on the lookout for new versions. The part I don't understand is, there are files for all the characters, but only some are playable. If someone understandsr this please post.
From: kchchang@remus.rutgers.edu (kai chang)
Newsgroups: alt.games.sf2
Subject: Re: Blanka SUCKS?
Date: 17 Dec 92 07:03:31 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

mystic@weird.miami.fl.us (Victor Marrero) writes:


>        
>        
>Unfortunately, my choice of CHARACTER is being insulted by other players.
>Although I get many wins, I seem to lose many more then I win. People say
>it is because BLANKA is limited with is moves. Unlike GUILE, VEGA, ETC.
>        
	Sorry to tell you this.  But Blanka is a VERY good beginner character.  He's extremely easy to learn, and becoming good at hime isn't all that hard (mastering him is another story.  Good at him isn't hard)
	Do you know how to move foward and turn the electricity on REAL quick?  How to kick through Guile's flip kick?  what to do when Ken jumps behind you and do the upper cut?  if not, then you're not a master at him..
Newsgroups: alt.games.sf2
From: prock@teetot.acusd.edu (The Prock)
Subject: Re: Ryu vs. Guile strategy
Organization: University of San Diego, Earth
Date: Tue, 15 Dec 92 07:45:07 GMT

In article <Bz9rxz.C9J@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>prock@teetot.acusd.edu (The Prock) writes:
>
>>The same thing happened when the Guile's around here found out that
>>I could DP their sweeping foot that followed a Sonic Boom.  Now it
>>is a guessing game.  And a bit more stressful.  But fun.  Also Guile
>>is fast enough that if you miss a DP he'll almost assuredly throw you
>>after you miss if he is close at all.  
>
>Right.  After 'setting up' Guile with a DP to his forward kick, you can
>start doing fierce fireballs after you block the sonic boom to get yourself
>out of the 'Guile trap' range.  Sometimes, you do a fireball, sometimes,
>you DP the forward sweep, sometimes you don't do anything.  Now the
>guessing game is in Guile's court.  The fast fireball and DP Guile's forward
>sweep are the very small changes which enable Ryu to escape the Guile
>trap which was so devastating in classic.

Actually I think you misunderstood my meaning...
Oh well, I'm not an english major:-)
What I was trying to say was that Guile can now guess that you'll do 
the DP and hesitate.  If you DP you are thrown.  Oh well.  So it's
up to you, DP or not to DP.  It is safer if you don't, but if you
connect then you are out of that annoying trap.  

Andrew Prock

k
>-- 
>Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
>Guys with long sigs are just trying to compensate for something...


Newsgroups: alt.games.sf2
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: What's wrong with Honda?
Organization: University of Tasmania, Australia.
Date: Sun, 20 Dec 1992 09:53:17 GMT

larsen@hellgate.utah.edu (Steve Larsen) writes:

>skillian@ux4.cso.uiuc.edu (Seth James Killian) writes:

>: 
> >  While it is true that Honda can't defend the sweep if he jumps, he can beat
>: >this quite easily.  Just stand about3 inches away.  If you opponent throws
>: >a fireball, roundhouse sweep him. 
>: >[snip] 
>: 
>: 	Wow.  I'm completely Flabbergasted!  Now I know what I've been doing
>: 	wrong all these years with Honda!  I should have KICKED him!  
>: 	Needless to say (I hope), this is a dumb solution.  Ken/Ryu should 
>: 	not be fireballing if Honda is three inches away.  Honda sucks because
>: 	he has no way to approach or get in on Ken, Ryu, Guile, or Blanka.
>: [slice]

>[chop] 
>Did I say that Honda was
>better than Ryu?  No, I don't think so.  Did I say that a master Honda could
>beat a master Ryu?  Nope.  All I said was that the one trap described above
>could be countered, and explained how.  

Well actually you didn't describe how to defeat this trap at all.  Kicking
through fireballs is only effective if you're at close range, which pre-
supposes that you've already beaten the trap and gotten in on Ryu/Ken.
If you're more than three inches away, then there's nothing to stop
Ryu/Ken throwing jab fireballs and knocking you down with a sweep
if you try and jump in.  How does kicking through fireballs save you
in this situation?

--
Tim Morris

Newsgroups: alt.games.sf2
From: robs@hardy.u.washington.edu (Robert Suh)
Subject: Re: Let's play Smash the Lexus
Organization: University of Washington, Seattle
Date: Sat, 19 Dec 1992 04:16:20 GMT

In article <BzGx9J.su@news.cso.uiuc.edu> cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:
>
>I got a question. How exactly do you do the magic throw on the
>Lexus stage? I always get the Guile freeze when I try...
>What am I doing wrong?
>
>-- 
> Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
> 			| Internet: c-wang@uiuc.edu			

This probably won't help you much, but try waiting that extra second before 
you push the buttons.

So right after the roundhouse sweep, pull the joystick back to charge.
Then do the 'sonic boom motion', wait the 1/2 second, the press the 
Roundhouse-Fierce.

I can do it pretty consistenly now, but I used to skip that 'extra 1/2 second'
and get the freeze.  I guess it's different than in a match, because you don't
walk forward.

I especially like doing it when the opponent is on the other side.  They'll
be happily DP the car, when suddenly they see themselves fall down.  :)
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Newsgroups: alt.games.sf2
Subject: Re: How DO you counter Blanka's bite?
Date: 15 Dec 92 10:19:50 GMT
Organization: Indiana University

In <1992Dec15.084334.9985@mercury.unt.edu> jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:

>In article <Bz98FM.1qu@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) writes:
>>In <1992Dec14.115920.14196@mercury.unt.edu> jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:
>[my thing deleted]>
>>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

>  No way?  He kicks you out when he lands ON you.  The roundhouse slide is
>like when Ryu roundhouse sweeps and you land on it - if you land on it you
>are screwed.
>  All I know is I did this to a good Blanka about 7 times in a row - every
>time he tried something to hit me (forward kick several times).  And I
>always knocked him down.  Are you sure you are timing it right?

It doesn't matter if you time it right.  It's totally up to Blanka.  The
Blanka you're playing against is probably kicking too early.  If he kicks
later in his jump then you are toast.
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: mlm@mrcnext.cso.uiuc.edu (Michael McCool)
Subject: Re: Possible cast list
X-Newsreader: Tin 1.1 PL5
Organization: CSO Resource Center
Date: Fri, 18 Dec 1992 15:21:48 GMT

Adrian Bradley (atb@mighty.engin.umich.edu) wrote:
: 
: >      Balrog.....Riddick Bowe
: 
: Or Mike Tyson, since that's who Balrog looks like...
: 

..he could shoot it from the slammer...

: Yeah, it could. IMHO,though I'd like to see them do a cartoon out of it, kinda
: like the Transformer's movie. The graphics would be great, the sounds from the
: SFII game could be sampled, and they could get the characters to do the exact
: same things as on the video game without spending $$$ on special effects (like
: Dhalsim's stretching, Z's SPD, or heck, anybody else's special moves for that
: matter...
: 
: Peace out from the dojo...

Gak, the sound effects the same?  Who would be the announcer, someone who 
follows them all around?

Why not make some real sounds, like a real sonic boom for Guile, or a 
real scream for the screaming eagle?  Anything except that annoying "Tiger!"
noise...
	--MLM
--
 ____
/ oo \  Mike McCool 
\ .. /  mlm@mrcnext.cso.uiuc.edu
 ||||   
 \__/   "Well, you're certainly in touch with your anger."  --Frank Drebbin
From: archer@ucscb.UCSC.EDU (Zog Archer)
Newsgroups: alt.games.sf2
Subject: Re: SFA (Street Fighter Anonymous)
Date: 20 Dec 1992 02:02:41 GMT
Organization: University of California, Santa Cruz
Distribution: scruz
NNTP-Posting-Host: ucscb.ucsc.edu


In <Dec.18.16.06.55.1992.5448@andromeda.rutgers.edu> poon@andromeda.rutgers.edu (Mark Poon) writes:

>	I seem to suffer from SFS (Street Fighter Sydrome): that is I can't
>resist the temptation of playing that damn game.  I feel that I'm ok and all
>but I can get better.  Ending the game is no problem.  If I had save up all
>the quarters that I've used for that game I could of bought the coin-op itself!

Ah, I understand. I'm a relatively new player, trying to beat everyone with
Guile, but I now feel SF2 withdrawal setting in... grr!

Something interesting... Last night, I got to play the SNES version of the
game for many, many hours. Usually, I stuck to Guile, but there were a few
matches where I ended up being Chun Li... I'd never used her before, but I
ended up kicking major butt with her, 4 out of 4 matches. Karma?

-- ZOG

Newsgroups: alt.games.sf2