HDTenEightyP/NetNews huggingface dataset:
From: johnjohn@cco.caltech.edu (John White)
Newsgroups: alt.games.sf2
Subject: Question on SF2:HF
Date: 6 Jan 1993 00:13:56 GMT
Organization: California Institute of Technology, Pasadena
Distribution: world
NNTP-Posting-Host: scratchy.caltech.edu
Originator: johnjohn@scratchy

Just wondering if the "official" Capcom version only allows Ken/Ryu to do  
the mid-air HK, or if it allows them to interrupt any attack with a special  
attack.

The "turbo" version here at Caltech has the latter, which allow you to hit  
with the DP as many times as you can do the motion, which in turn allows 7+  
hit DP combos.  Make the game pretty unbalanced, actually.

John White
Xref: sparky alt.games.sf2:6292 rec.games.video:26972
From: kw@doc.ic.ac.uk (K. Wong)
Newsgroups: alt.games.sf2,rec.games.video
Subject: Re: TSFIICEHF (whew!) Thoughts
Date: 8 Jan 1993 18:43:18 -0000
Organization: Department of Computing, Imperial College, University of London, UK.
NNTP-Posting-Host: oak8.doc.ic.ac.uk

	Hmmm... SFII:TCE.HF ?!? Sounds like a chem formula for some kinda
exotic drug.. Come to think of it, not a bad analogy either... Coming up 
next, SFIII:LSD:PCP.... Get totally smashed outa your brains... Whatever 
happened to the good 'ole classic? Heck, whatever happened to SFI?

==============================================================================
" There's nothing dumber in the world than a man with an erection. "
				- Borric, Prince of the Blood.

Hadoken! -Ken
From: cvafy006@vmsb.is.csupomona.edu
Newsgroups: alt.games.sf2
Subject: Re: Mortal Kombat moves list?
Date: 10 Jan 93 20:56:39 GMT
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvafy006

In article <1993Jan10.160137.2769@mnemosyne.cs.du.edu>, awilson@nyx.cs.du.edu (Andy Wilson) writes:
> 
>    Greetings, Earthlings! I realize that this may not be _precisely_ the
> place to post this, but I can't seem to find alt.games.mk. :) Could some-
> one please post, email, or shove me at an ftp site where I could find a list
> of the moves for Mortal Kombat? Thanks!
> (Oh, one more thing. What on Earth _is_ the fatality for Kang? My friend and I
> cannot figure this one out for unlimited free play or money...)

	It's so easy to do, that it's hard to think that that's all you have to
do.  Just spin the joystick in the direction of the enemy in a full circle!
> 
> ObSF2: There are few things sweeter to hear than an opponent getting caught
>         right in the middle of Chun Li's wind kick with his guard down. :)
> 
> --
> --------------------------------------------------------------------------------
>                   Andy Wilson -- awilson@nyx.cs.du.edu
>       "From the sublime to the ridiculous is but a step." --Napoleon
>                 "Ying tong iddle i po!" --Spike Milligan
From: 2261as@gmuvax2.gmu.edu (Ilphay)
Newsgroups: alt.games.sf2
Subject: Re: Damage Explanation
Date: 6 Jan 93 18:56:56 GMT
Organization: George Mason University, Fairfax, Va.

To the best of my understanding, the game favors the one who is
losing and favors the use of standard attacks.
Horror story:  I(Guile) was matched up against Ken(player) and
I had him down to about one more solid hit for a KO while I 
looked like I had about a throw-worth left.  Well I relaxed a little
bit and he landed a footsweep when all the sudden "UUUGGGGHHHH!!!!"
"Ken Wins!"

Ever notice how little damage special moves do now...except the
dragon punch.  And how much easier it is to do special moves.
I believe this was meant to promote the use of combinations.

I remember a time on the SF2:Classic machine, the 4-fierce(or rather
my favorite variation--jump-fierce, uppercut, sonic, 2X sweep, sonic,
jump-kick, crouched strong, sonic) was enough to pretty much
kill the opponent before landing that second jump-kick.  On Champ's
edition, the whole arrangement (a jump-fierce, uppercut, sonic, 2X
sweep,
blocked sonic and another blocked sonic) takes away less than 1/3
of the opponent's vitality.
Same deal with Ken, a jump-fierce, triple uppercut was enough
to kill the opponent on Classic, but on champ's it only 
takes away about 1/2 (on most machines, it does less than that.)
From: robrod@csa.bu.edu
Newsgroups: alt.games.sf2
Subject: Balrog in HF:  correction
Date: 11 Jan 93 18:04:19 GMT
Distribution: usa
Organization: Computer Science Department, Boston University, Boston, MA, USA
Originator: robrod@csa


Sorry for the typo in my last article:  When you hold down the 3 punch
or kick buttons you start up at power level 1, and you can go all the
way to power level Final (5).  When you release the buttons the computer
voice says (verbally) the power level.

If you could combo that move you could win with one attack!!
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Good (and bad) of ticking[please read]
Organization: Indiana University
Date: Wed, 6 Jan 1993 08:47:04 GMT

In <1992Dec30.161900.45981@kuhub.cc.ukans.edu> epasls@kuhub.cc.ukans.edu writes:

>In article <1992Dec29.165407.45953@kuhub.cc.ukans.edu>, epasls@kuhub.cc.ukans.edu writes:
>> 
>> 
>> 	There are two kinds of ticks. 
>> 
>> 	You can do a whole bunch of little hits to dizzy your opponents,
>> but you can also do a bunch of ticks that are unavoidable.  You can corner

OK, OK, how do you do Dhalsim's noogie until death?  I've never seen it and
would like to learn it.  Seems to me that you can reverse any throw; just press
the button before your opponent does, but the general consensus around here
(this newsgroup) is that you can't reverse the noogies.  Why?  

e-mail preferred please
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: awilson@nyx.cs.du.edu (Andy Wilson)
Subject: Mortal Kombat moves list?
Summary: Where to find one...?
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Keywords: Mortal Kombat moves
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Sun, 10 Jan 93 16:01:37 GMT

   Greetings, Earthlings! I realize that this may not be _precisely_ the
place to post this, but I can't seem to find alt.games.mk. :) Could some-
one please post, email, or shove me at an ftp site where I could find a list
of the moves for Mortal Kombat? Thanks!
(Oh, one more thing. What on Earth _is_ the fatality for Kang? My friend and I
cannot figure this one out for unlimited free play or money...)

ObSF2: There are few things sweeter to hear than an opponent getting caught
        right in the middle of Chun Li's wind kick with his guard down. :)

--
--------------------------------------------------------------------------------
                  Andy Wilson -- awilson@nyx.cs.du.edu
      "From the sublime to the ridiculous is but a step." --Napoleon
                "Ying tong iddle i po!" --Spike Milligan
Newsgroups: alt.games.sf2
From: chambers@lclark.edu (Christopher Chambers)
Subject: Dhalsim HF
Organization: Lewis & Clark College, Portland OR
Date: Mon, 11 Jan 1993 00:42:47 GMT

Help. I desperately want there to be some funky Dhalsim combos out there but
I can't find one that works consistently except for the basic 
forward-fireball or
strong-fireball
there's gotta be something... once or twice I've knocked opponents down 
thrown a fireball too soon and knocked them back into it with a long fierce
Are there any yoga masters out there? How 'bout any teleport uses? Help.

chambers@lclark.edu
Newsgroups: alt.games.sf2
From: justin@seas.smu.edu (Justin Anderson)
Subject: Re: SFII: HF info [Dhalsim uses, and more ;)  ]
Organization: School of Engineering and applied science; S.M.U.; Dallas, Tx
Date: Wed, 13 Jan 1993 01:45:06 GMT

>
>     It's good if you tele *AS* they fireball.  They CANNOT counter, you
>just get to throw them.  It's the equivalent of a Bison like head stompy in
>this situation - ie. if you tele AS they FB you get a free hit.

    Sure....just like the slide, or jump-dive...all players can attack if you
    time it _exactly_ right....but the point is...against a master, you can
    really never tell when a fireball will come.

>
>
>     The tele is MUCH better for this.  For one, the jab can be beaten by 
>many moves.  Second, the "push away fierce" can be hit easily.  The tele will
>put you in the advantage position and leave you unscathed.

    I would _REALLY_ like to play my Dhalsim against people who think like thhis    Must not have many good Dhalsim's around there.  A properly executed jab
    (not hard to do)  will go through every Air attack that I have seen.  They
    just have to be near above you, and then do the chop.  Obviously you dont
    just stick out your arms to get punched, so you mix it up.  After all, being    unpredictable is how most chars win.  You dont know when an attack is coming    so you cant have the counter waiting.  Realisticly, the tele is not useful.
    Possibly is you could go right to block it would be, but like it is....
    Combo-City.

    Justin
    justin@seas.smu.edU
Newsgroups: alt.games.sf2
From: mjb@srl07.cacs.usl.edu (Matthew Brumley)
Subject: Balrog
Organization: University of SW Louisiana
Date: Mon, 11 Jan 1993 22:51:00 GMT


Ahhh...  Thanks for the info about the power indicator.  (the sound on our
machine is kinda screwd) 

And, I noticed the moment o' invulnerability when Vega tried to slide into
me right as I let go of the buttons (we were right next to each other). 
hehehehe


So, a quick question...  What about Zangief's Spinning Lariat and his 
New and Improved Spinning Lariat?  The only way I can get thru it is to time
a Charging punch right as he's finishing (else, he'll footsweep/Lariat again)
or jump and Punch.  Am I missing something?

(and the Jumping Fierce - Short or Jab - Charging Fierce combo works a lot
 better)

Thanks


Ryules
Newsgroups: alt.games.sf2
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Guile handcuffs--are you sure you want to do them?
Date: 7 Jan 93 01:26:57 CST
Organization: University of Kansas Academic Computing Services

In article <C0GE89.3AA@news.cso.uiuc.edu>, cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:
> Speaking of Guile bugs, I was practicing my magic throw the other day
> and pulled off 4 in a row against Honda and suddenly, the machine reset.
> Anywone else ever have this problem? That's the first time I ever had that
> problem (resetting the machine) 
> 
> -- 
>  Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
>  			| Internet: c-wang@uiuc.edu			
You probably used (on accident) buttons other than roundhouse and fierce.
I dont know about the magik throw(which i'm pretty good at lately) but if
you do the cuffs with fierce instead of strong it will reset.

-- 

Later...

/----------------\
| Doug McClendon   \
| DMC@Planet.Pinball \-----\
| epasls@kuhub.cc.ukans.edu \
| C.C.=Perfection            \---\
| Pain=Happiness=Sadness=Pleasure \--------\
| "Give up on life, life's given up on you" \
|      -Keith James, 1992|                  | 
\-------------------------------------------/
Newsgroups: alt.games.sf2
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Subject: Re: Guile handcuffs--are you sure you want to do them?
Date: Wed, 06 Jan 93 10:03:04 GMT
Organization: University of New Mexico, Albuquerque

>	The definiton of ticking is the repeated use of a single move or
>combination of moves over and over, like shrt, short, throw, or jab, jab, sonic
>boom, or (on the Champion Edition) torpedoing left to right with M. Bison.
>

Well, I have to disagree completely with your definition of ticking.  The
general definition of ticking in my area is most accurately a "throw
combo" (using the term combo loosely, there is a slight pause before
the throw, but it's as small as possible).  But they are usually
used with short moves, because it's more reliable that way.  Examples
would be: 

jab, jab, throw
foward kick, throw

Anyways, the key is, they put you in a position where you block, and
then they stop doing their attack to throw you.  Until you get your
timing down, it will seem unstoppable, and therefore unfair, because
it's so easy for them to do.  Even if you get your timing to counter
throw down, some of the better ticks are still challenging to avoid,
because you have to recognize *when* they're going to throw you.

Anywyas, enough babbling...

---Phantom
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: test please ignore
Organization: Indiana University
Distribution: usa
Date: Sun, 10 Jan 1993 14:37:53 GMT


Organization: Senior, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA
From: vcsc1090@sfsuvax1.sfsu.edu (Dionicio Lazo)
Subject: location
Organization: San Francisco State University
Date: Tue, 12 Jan 1993 16:27:36 GMT


Aren't you sick of seeing this:

This program posts news to thousands of machines throughout the entire
civilized world.  Your message will cost the net hundreds if not thousands
of dollars to send everywhere.  Please be sure you know what you are doing.

Are you absolutely sure that you want to do this? [ny] y

It does not cost thousands of dollars to send a message!

 


Anyway, does anyone know of a place that has the Capcom SF2 Turbo Edition
in San Francisco? besides that creepy place on Market Street?
Thanks for the response

Dio
From: 2261as@gmuvax2.gmu.edu (Ilphay)
Newsgroups: alt.games.sf2
Subject: Re: Guile handcuffs--are you sure you want to do them?
Date: 6 Jan 93 19:10:44 GMT
Organization: George Mason University, Fairfax, Va.

In article <1993Jan4.191141.1@vmsb.is.csupomona.edu> cvafy006@vmsb.is.csupomona.edu writes:
>	Handcuffs are a bug in the original Street Fighter II.  Don't do this
>
>	Like this:
>
>	O-- for 2 seconds, then Roundhouse and then immediately (no delay...DO
>NOT wait for the kick to execute) --O + Fierce.  You must be at close range!
>

You just gave the instructions for the Guile-Freeze!  The only way
I know of to get out of the freeze is the Razorkick.
Tale of Lore:  I(Guile) was playing against Zangief(CPU) and 
Zang had no vitality left, so I just waited for him to close
in to "FINISH HIM" with a razorkick, but at the last second
I changed my mind and tried a sonic.  Well, I ended up doing an
inverted kick which KOed Zangief, but I was stuck!  Zang was laying
on the ground and Guile was in his ready-stanze.  After about 15
seconds I decided to go throught the motions of a rzaorkick and sure
enough.
Guile goes right from the ready stantz to combing his hair and
the game proceeds par usual.
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Street fighter losers
Organization: Indiana University
Date: Sun, 10 Jan 1993 14:29:29 GMT

In <s-_39#m@rpi.edu> petitc@vccnw03.its.rpi.edu (Christopher Jon Petit) writes:

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

>>Noel.Bakh@dartmouth.edu (Noel Bakh) writes:

>>>All you fuckers don't know how to play and you write to this thing
>>>thinking you do. If you want to learn how to play come to
>>>Doughnut Deli in Cerritos, CA and I'll show you. Fuckin game is dead
>>>and the
>>>crazy one is so fucked up it's so stupid. Later.

>>Ooooh. Doughnut Deli. Sounds like a breeding ground for SF2 masters, huh? :)

> Nah.  It breeds superb cops, though.  :&)

yeah, I bet they don't have any shootouts over there, do they?
"Hey, that's cheap.  I'll KILL you if you do that again.  hey cop, come here!!"
"you are under arrest for cheaping an opponent while engaged during a battle
of SF2.  you have the right to remain silent.  you have the right to an 
attorney.  if you can't afford one, one will be appointed for you, etc...."

hey, new .sig (finally)
-- 
   (}						 | BRIAN ODOM
  (->-={      ={O)                   		 | bodom@silver.ucs.indiana.edu
  |++/                 8================ {)	 | STREET FIGHTER II
  /;;-\                8================ \===)	 | It's not a game,
Newsgroups: alt.games.sf2
From: hum@cs.concordia.ca (HUM william)
Subject: SNES SF2 : same character matches.
Summary: what's the code for it
Organization: Computer Science, Concordia University, Montreal, Quebec
Distribution: na
Date: Wed, 6 Jan 1993 00:00:37 GMT

A few weeks ago I saw a post on how to enable SNES SF2 to have same
character matchups. (eg. RYU vs. RYU)  I didn't save that post at the
time and am now kicking myself because I just got the game as a gift.
If anyone knows how to do this, could you please enlighten me?

Thanks.
Will.
hum@cs.concordia.ca

Newsgroups: alt.games.sf2
From: marine@ils.nwu.edu (Colette Marine)
Subject: Re: Dhalsim HF
Organization: The Institute for the Learning Sciences
Date: Mon, 11 Jan 1993 07:44:27 GMT

***** Posting from a friend's account *****

In article <1993Jan11.004247.7924@lclark.edu> chambers@lclark.edu (Christopher Chambers) writes:
>Help. I desperately want there to be some funky Dhalsim combos out there but
>I can't find one that works consistently except for the basic 
>forward-fireball or
>strong-fireball
>there's gotta be something... once or twice I've knocked opponents down 
>thrown a fireball too soon and knocked them back into it with a long fierce
>Are there any yoga masters out there? How 'bout any teleport uses? Help.
>
>chambers@lclark.edu

Here are a couple of sequences (technically not combos) that I use with some
success:

Slow fireball, teleport toward opponent for throw/punch/whatever.

When up close:  crouching forward twice (the "gimpy kick", not the slide),
                crouching roundhouse.

These sequences don't really work that well with experienced players, but give
them a shot.

Meditating,
Jared D. Brame

p.s.  Don't overuse the forward teleport!  A good player will start an attack
      just after you disappear, effectively quishing you.
From: Ti.Nguyen%p156.f156.n2605.z1@hourgls.fidonet.org (Ti Nguyen)
Newsgroups: alt.games.sf2
Subject: SNES SF2 modify.
Date: 5 Jan 93 21:02:28 GMT

Please tell me how and where I can call to get this amazing device.
Call me at 919-855-3305


 * Origin: (1:2605/156.156)
Newsgroups: alt.games.sf2
From: mjb@srl03.cacs.usl.edu (Matthew Brumley)
Subject: SFII: TCE HyperFighting (did I miss anything? >:)
Organization: University of SW Louisiana
Date: Sat, 9 Jan 1993 08:51:50 GMT


     I got a chance to play it a coupla days ago, and figured out/guessed most
of the moves, but I was kinda puzzled...

What about Sagat (in those nifty white shorts)?  I couldn't discern any diff.
in the Knee or the Uppercut (except for what I think was just the faster speed
of the game).  He still can't interrupt a Fierce attack with his Uppercut (now 
THAT would have been a nice change), and the standard moves (charging, spinning
and other things) don't work with him...  Any hints?  More damage on the 
Uppercut, perhaps?  hehehe  (I was even trying aerial throws, holding down
buttons, and tapping 'em Chun Li or Honda-style)


While I'm at it, how about Guile?  I did notice that I could throw sonic booms
a lot quicker, (that might be due to the speed of the game) but nothing in the
way of a new move or anything.

    Finally, this might just be the local difficulty setting, but the computer
apparently has been upgraded as far as its fighting style is concerned, for
Dhalsim threw me (gasp!), Honda walked while he did his HHSlap and torpedoed me
to counterattack my jumping fierce, Zangief did his Spinning Lariat to knock me
out of the air, and basically the computer countered my attacks more
effectively than it did before.  I thought it was kinda cool.


Ryules (get a load of that azure suit...  Coolness has been achieved)
From: Ti.Nguyen%p156.f156.n2605.z1@hourgls.fidonet.org (Ti Nguyen)
Newsgroups: alt.games.sf2
Subject: BOSSES
Date: 5 Jan 93 20:52:14 GMT

CAn anyone out there tell me how to play Street Fighter 2 using the
bosses.  I have heard you can but can't quite figure out how to!!!


 * Origin: (1:2605/156.156)
Newsgroups: alt.games.sf2
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Subject: Re: Newbie Question
Date: Thu, 07 Jan 93 00:59:55 GMT
Organization: University of New Mexico, Albuquerque

>Well, I just give a little wiggle, just like trying to recover from a stun
>quickly.  The computer can break out of them quickly because it's the computer.
>However, I broke out of noogie ONCE without taking any damage.  Maybe a bug,
>or glitch.  No way would you be able to break out of a hold quickly like the
>computer, because you have to wiggle the joystick VERY fast (probably not 
>humanly possible) and you must also anticipate very quickly that you are being
>held, so you know when to wiggle the joystick VERY fast.
>
>-- 
>Brian T Odom

What also helps is if you can predict such a move, wiggling the joystick
and tapping buttons before they actually do it.  I can avoid a Blanka bite
completely on occasion by doing this, and lessen many holds to just one
damage.

---Phantom

PS - tried out the reverse counter-throw, works well enough... :)
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: How to counter-throw
Organization: University of Illinois at Urbana
Date: Tue, 5 Jan 1993 02:08:29 GMT

cyu@athena.mit.edu (Erorppn Xrzavgm) writes:

>Good article, but there's one thing I'm not sure about.  When I'm blocking
>Bison's torpedo with Guile, I can almost always throw him at the end, but never
>with Blanka.  I assumed Blanka just wasn't fast enough.  What's the deal?

>Well, I'll admit all I do is tap the throw buttons while blocking, but I still
>don't see why Guile can throw and not Blanka.

If you are playing Blanka and tapping the button to throw, you might be
starting the electricity, instead of getting the throw.

I find Bison's torpedo/throw the hardest tick for me to counter throw
because it messes up my timing.  Is this one scenario in which I SHOULD
tap the buttons like an idiot?  I would like to think that it takes skill
to counter it, as it takes skill to counter the other ticks, but hey,
whatever works, right?
-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
If you have nothing good to say, sit down, shut up, and post to USENET.
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Newsgroups: alt.games.sf2
Subject: Re: Computer Ken
Date: 13 Jan 1993 01:40:30 GMT
Organization: University of New Mexico, Albuquerque
NNTP-Posting-Host: triton.unm.edu

In article <1il605INN1ih@usenet.INS.CWRU.Edu> cr415@cleveland.Freenet.Edu (Adam S. Wang) writes:
>
>
>I have played SF2 for about 2 months now and can defeat most of
>the computer players, but I've never been able to advance to
>the boss characters because either Ken or Ryu will destroy me
>near the end (is it my imagination, or do they get tougher as
>the game progresses?).  

Yes.


Sorry, can't be of much further help...I rarely play Guile.

---Phantom
From: todd@lrc.edu
Newsgroups: alt.games.sf2
Subject: WANTED: SFII SNES Codes!
Date: 12 Jan 93 14:26:07 EST
Organization: Lenoir-Rhyne College, Hickory, NC

Does anyone have codes that will enable me to play characters against 
each other, the boses, etc. on SFII for the SNES?  If so please send 
them to me.

Thanks,
Todd
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: alt.games.sf2
Date: Tue, 12 Jan 1993 13:59:38 -0500 
From: "Robert W. Igo" <gryphon+@CMU.EDU>
Subject: Re: speed

Excerpts from netnews.alt.games.sf2: 12-Jan-93 speed Dionicio
Lazo@sfsuvax1.s (336)


> I have never played the official Turbo version put out by Capcom,
> but I have played the illegal ones.  I feel that the illegal ones
> are tooooooo fast!  For those who have played the official Capcom
> Turbo edition, how is the speed?

> For me, making the game too fast really turns me off to playing it
> and I play somehting else.

> Thanks

What I'd like to see instead of hyper speed is more frames of animation.
 That would make for a smoother game, and it would be a lot more
enjoyable to see, and more realistic-looking.  Yeah, realistic.  Sure. 
Like anyone can do a fireball anyway...



[********************************* Bob Igo ********************************]
Witty and universally-true .sig file under construction.
[***************************** gryphon+@cmu.edu ***************************]
Newsgroups: alt.games.sf2