HDTenEightyP/NetNews huggingface dataset:
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Subject: Re: DP and throwing
Organization: University of Illinois at Urbana
Date: Thu, 19 Nov 1992 23:49:12 GMT

mlm@mrcnext.cso.uiuc.edu (Michael McCool) writes:


>I have 2 questions, really.  The first is:  When executing the dragon punch,
>is it easiest to go directly from forward to down?  I keep trying to do the
>move but I can't seem to to save my life.  So I guess the question is:  What's
>the most certain way to get off a dragon punch, or do I just have to spend
>more money?
     Well, im not sure precisely what the motion you seem to be doing is,
     however, since the diagrams you have presumably seen here are not helping
     one simple explanation of the DP is that it entails the same motion as
     a fireball, you must just be walking forward at the same time.  This is
     a very simplistic definition, but should help you to grasp the basic
     technique.
>The second is:  I keep hearing about people blocking high and getting thrown.
>However, I've never seen someone get thrown while blocking; only if someone
>gets behind you or if you the block to try and attack.  Am I just foolish?
     Foolish?  Well don't be too hard on yourself, but yes, you are just 
     plain wrong.  You can walk right up to any blocking character and toss
     his silly butt.  This is also why you will hear so much crap about the
     "cheapness" of throwing.  The players who cannot retreat into their 
     safe haven of blocking will bitch and moan to no end because you can
     still damage them.  The balance lent to the game by throwing is 
     indespensable.  As one who used to play in a "no throw" area, the ones
     that won matches were the ones who got in the first two or three hits
     and proceeded to hide for the remainder of the time.  If you prefer 
     this style to the occasional tick, then you are welcome to it.  Just 
     remember, a "master" is just that.  A master.  Of all the moves and a
     ll the techniques, regardless.  For those who still say throwing is an 
     "anti-skill" you can keep your opinions and yourself out of any kind of
     tournament.  You'll be dead twice before you can get the words "that was
     cheap" out of your mouth.  

     P.S. If Capcom thought it was cheap, then why the hell did they put 
     it in the damn game?  Think about it.

     Seth Killian

>Thank you much.

>--
> ____
>/ oo \  Mike McCool 
>\ .. /  mlm@mrcnext.cso.uiuc.edu
> ||||   

> \__/   "Well, you're certainly in touch with your anger."  --Frank Drebbin
Newsgroups: alt.games.sf2
From: j_herlih@oz.plymouth.edu (Axl)
Newsgroups: alt.games.sf2
Subject: Vega question
Date: 15 Nov 92 22:04:31 GMT
Reply-To: j_herlih@oz.plymouth.edu (Axl)
Organization: Plymouth State College - Plymouth, N.H.


	OkOk, lame question, but its bugging me...how do you get Vega
to jump back and bounce of the rear wall, then forward?  (The same
kinda move that Chun Li has.)  I know, it is probly ridiculously
simple, but it just seems to elude me.  Help me out if u can..thankye. :)

--
-Axl @)-->---
j_herlih@oz.plymouth.edu - "There can be only one."
From: aoo@po.CWRU.Edu (Akinwale O. Olugbile)
Newsgroups: alt.games.sf2
Subject: 2600 quarterly magazine
Date: 24 Nov 1992 03:31:10 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: aoo@po.CWRU.Edu (Akinwale O. Olugbile)
NNTP-Posting-Host: slc5.ins.cwru.edu

I was asked by an FOAF to find out where or how to get a magazine called
2600 quarterly and information on any underground bbs sys's in the
Dayton-Cincinati area. If anyone has any info reply to aoo@po.cwru.edu.
thanks...!!

ciao
-- 
One can only truly appereciate moderation until they have experinced excess!
Games without frontiers, War without Tears<==Peter Gabriel
I see you lying to me... Death to the weakling! Wealth to the strong!
disclaimer:===> This is all a lie and I don't believe a word of it......!!!
Newsgroups: alt.games.sf2
From: mlm@mrcnext.cso.uiuc.edu (Michael McCool)
Subject: Re: <None>
X-Newsreader: Tin 1.1 PL5
Organization: CSO Resource Center
Date: Mon, 23 Nov 1992 13:10:27 GMT

cvafy006@vmsb.is.csupomona.edu wrote:
: h8eg173@stan.xx.swin.oz.au ( the spiderman...) writes:
: > 	is there a dhalsim strategy guide?
: 
: In respone to your article:
: 
:         B)  The strategy guides for Dhalsim and Dhalsim/CE have already been
:             posted.  I did not copy them, but I printed them out.  If you
:             missed them, I can post them.  Don't plan on seeing them until
:             January, because I don't plan to do anything but study during
:             finals!

[portions removed]

Also in response to same article:

They are still here.  They were posted by Brian Odom, and they are about 
4 articles above this note.  I refuse to repost something that is still 
here.  Please look before you complain about them not being here, ok?

--
 ____
/ oo \  Mike McCool 
\ .. /  mlm@mrcnext.cso.uiuc.edu
 ||||   
 \__/   "Well, you're certainly in touch with your anger."  --Frank Drebbin
Newsgroups: alt.games.sf2
Subject: RE: Codes for SNES
From: aleung@uwpg02.uwinnipeg.ca
Date: 23 NOV 92 00:55:22 CST
Organization: University of Winnipeg

>In a previous article, priss@glia.biostr.washington.edu (Lisa) wrote:
>Same Player Char Code:
>Down Keypad, Right Button, Up Keypad, Left Button, Y button, B Button.
>For Super Familicon, add: X button, A Button.
>This must be done while the "Capcom" logo fades in.  You know you got it when
>you here a tone climbing up.  This only works on the a restart when you turn
>it on, or there after.  I have yet to see it done when you just turn it.
> 

You must press X,A button after Y,B button. Not only Super Familicom need that.

Alan.
From: jkcc@bale.cis.ufl.edu (James Chiou)
Newsgroups: alt.games.sf2
Subject: Re: Stop this nonsense and grow up!!!
Date: 23 Nov 92 01:49:07 GMT
Organization: Univ. of Florida CIS Dept.

To: cvafy006@vmsb.is.csupomona.edu
Subject: Re: Please...save the fighting for the SF2 machines!
Newsgroups: alt.games.sf2
Organization: Univ. of Florida CIS Dept.
Cc: 
Bcc: 

To: cvafy006@vmsb.is.csupomona.edu
Subject: Re: Please...save the fighting for the SF2 machines!
Newsgroups: alt.games.sf2
Organization: Univ. of Florida CIS Dept.
Cc: 
Bcc: 

To: west@ponder.csci.unt.edu
Subject: Re: Racism in SF2
Newsgroups: alt.games.sf2
Organization: Univ. of Florida CIS Dept.
Cc: 
Bcc: 

  This message is for all the people who have debated this issue.  Please
leave this issue out of thie newsgroup FOR CHRIST SAKE.  Let the people
who are willingly become the master of SF@ have an ease looking through these
articles.  This message is not intend to insult any individual.  It is my
REQUEST.
Newsgroups: alt.games.sf2
From: chambers@lclark.edu (Christopher Chambers)
Subject: Re: Throw combos--why are they cheap?
Summary: Some fun throw combos
Organization: Lewis & Clark College, Portland OR
Date: Sun, 22 Nov 1992 01:07:57 GMT

In article <8f3f5VO00iV3E3kHwR@andrew.cmu.edu> Kenichiro Tanaka <kt12+@andrew.cmu.edu> writes:
>Ican see how ticking is kinda unfair but why is a combo involving a
>throw any worse than an all hits combo?  If someone goes in for the
>throw after a hit, won't the defender almost always get the sac throw if
>s/he's recovered from the initial hit?  And if s/he hasn't recovered,
>well, isn't it just as reasonable to go for the throw as it is to punch
>or kick?
>
>What's the reasoning behind this cheaping rule?

Actually, the defender won't get the sac throw if the tick-combo is done
correctly. Just a few hours ago I learned this first hand with some 
nifty new throw combos I didn't know about. 

With Z the possibilities are endless but the most frustrating to me was
the jump-chest hit, duck jab duck jab duck short SPD. Even walking up and
doing from the first duck jab on seemed to be un throwable if Z's distance
was right. 

How about Dhalsim's funky cheap where you are in the corner and he throws
a slow fireball and throws you while you block? MUCH worse than Guile's 
because Dhalsim has outrageous throw range.

Ken/Ryu can jump a bit beyond you as you get up, hit you with the edge
of the jump-roundhouse, one duck-short and a throw. Something about the
time it takes for your character to turn around makes it impossible to 
counterthrow very well at all.

Guile Improvement: As the slow boom hits the blocking opponent, you can 
follow HIT A STANDING SHORT KICK which will also be blocked and then
throw. This makes this cheap around twice as difficult to counter.

These additions are fun. They are cruel. I am a very good counter ticker,
and I have many problems with them. They won't win you a round by any
means but they will get you a throw or two up on your opponent.

if you play that way :)

chambers@lclark.edu
From: cl330@cleveland.Freenet.Edu (Lewis Lee)
Newsgroups: alt.games.sf2
Subject: Re: a real master
Date: 21 Nov 1992 07:24:46 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


Hey, is Chester the NYC Grand Central station SF2 champ.  From your
description, he must be.  Yea, we've seen him here in Cornell playing
Guile.  He's pretty good(with Guile), but you know what, he got his
ass kicked here at Cornell the last time he came.  He defeated some
Ken's and Ryu's, but he got kill by Sagat and Dhalsim, and cheese to
death by Vega, he he.  Chester want to be, may be you should tell
you hero to perfect his cheese before he come down again.
-----ICE
Newsgroups: alt.games.sf2,rec.games.video.arcade
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Balrog vs. Blanka
Organization: Indiana University
Date: Mon, 23 Nov 1992 18:31:08 GMT

In <0f449tK00UhWA49gpR@andrew.cmu.edu> ct20+@andrew.cmu.edu (Clifford T. Tanaka) writes:

>>	I play Balrog too, I've noticed one thing.  Blanka's priority attacks in
>>the air CAN cancel Balrog's sliding attacks... I was so annoyed... I've never
>>seen anything like that happen... I mean I slide attacked him perfectly and he
>>kicked me perfectly... so all Balrog players VS Blanka players.. beware... a 
>>smart Blanka player can use his silly priority in the AIR to get you!!
>>	Agh how I really dislike Blanka now.......

>Blanka's aerial fierce CAN hit Balrog's uppercut, but only if Blanka
>hits the fierce early.  Usually you can trade damage and win, but if he
>hits you without you hitting him, then you can easily get the headbutt
>when he lands since he hit the fierce too early and is vulnerable.  The
>headbutt will do more damage then Blanka's aerial fierce, and you can
>immediately ready a windup punch and take off a bit more.  Also, the
>Blanka always seems to be attracted to BaIrog
>s headbutt like a magnet.  The sac headbutt works unbelievable well on
>Blanka, but not so well on the rest of the characters.  Now that I think
>about it, it might require some timing with your rushing uppercut to get
>into position to headbutt.  Ideally, I think, you want to do the
>uppercut either while he's on the way up or at or near the peak of his
>jump, that way he MUST hit a button early if he wants to hit you, in
>which case he's dead when he comes down.  Some times you slide under
>Blanka, then of course, you should be able to get the headbutt off.  


ARGH!!!!    If that's a problem, don't use rushing uppercut, use standing
strong.  Trust me, it works great.

-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Organization: University of Illinois at Chicago
Date: Monday, 23 Nov 1992 11:16:21 CST
From: <U58505@uicvm.uic.edu>
Newsgroups: alt.games.sf2
Subject: Re: Advanced Strategy vs Guile and Ken/Ryu

In article <j3pqz4b@lynx.unm.edu>, dphantom@triton.unm.edu (darlene an  92sep02
lawry) says:
>
>You're damn right--it's very annoying.  Because, the first round you
>fight someone, sure, you might lose...but at least now you've seen
>a little of their strategy and perhaps weakness, but THEN they switch
>off.  And by the end of THAT round, when you've just gotten used to
>playing that person, BOOM, back to the first.
>
>I really do hate people who can't fight their own battles.
>
>And you know what's REALLY annoying?  When about 5 of them (mostly
>expert players) do it between all the good machines (so that you can't
>just play on another machine if you don't feel it's fair).  And then,
>you win a round (there's always at least a couple of them you can beat)...
>and they see this and switch off with someone else that they know CAN
>beat you so that they can continue to monopolize the games.
>
>Oh yah, and then, by some stroke of luck (or skill, doesn't really
>matter which), you finally win all the rounds, they just drop in
>another quarter and switch off AGAIN.
>
>That's the one time I've come about an inch away from starting a
>brawl.
>
>---Phantom (getting mad just thinking about it :)
>

Wow Darlene.  This is a side of you that I don't think me or the other
netters have seen - it's frightening.  And yet, strangely exciting in a
certain way.

Later sweetie,
X-Man
Newsgroups: alt.games.sf2
From: loverde@ux1.cso.uiuc.edu (AstralWolf)
Subject: Re: CE Guile's knee hop
Keywords: Guile
Organization: University of Illinois at Urbana
Date: Sun, 22 Nov 1992 21:28:12 GMT

In <By4s4I.pB@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:

>>I HATE that move.  It's annoying and it's faggy looking.  I get it all the
>>time when I want a forward razor kick.  But, it does have one use (to me
>>only one use).  That is to surprise your opponent and throw them (considered
>>cheap).  I don't ever want to use it.  Only once I tried to use it, and I 
>>threw the guy.  (he could of countered it, but didn't react to it fast enough)
>>When I accidently do that, I immediately go for the throw.  
>
     Yes it seems that it's only uses come at the goofiest times.  I mean there
are spacings where an opponent jumps in and you can hop knee em and they can't
toss you afterwards.  But I can't really recall any consistent uses other
than the Sagat one.  Oh but it is fun to kill someone with when they
have no energy I mean the humiliation...hehe  Either that or the goofy hit with
the upclose standing strong.....

-- 
   /|        /              / |      /       /  /-/  Can be reached on the
  / |  /--/ --- |/-/ /-\|  |  |  ^  /  /-\  |  |/    Astral Planes known as:
 /--|  \-\   |  |   |   |  |  | /| /  |  |  |  |      loverde@ux1.cso.uiuc.edu
/   | \--/  /  /    \--/| /   |/ |/   \-/  /   /      jvl45017@uxa.cso.uiuc.edu
From: minnierl@NeXTwork.Rose-Hulman.Edu (Richard L Minniear)
Newsgroups: alt.games.sf2
Subject: Codes
Date: 15 Nov 1992 23:12:55 GMT
Organization: Computer Science Department at Rose-Hulman
Reply-To: minnierl@NeXTwork.Rose-Hulman.Edu (Richard L Minniear)
NNTP-Posting-Host: o231-22.nextwork.rose-hulman.edu

I would like to know how many codes there are for the SNES version of sf2.   
could somebody please post them or email them to me.  I have already been  
sent the code for playing doubles.  Thank you.
Newsgroups: alt.games.sf2
From: ollie@mizzou1.missouri.edu (Oliver Ilagan)
Subject: Another Accelerated SFIICE
Organization: University of Missouri
Date: Mon, 23 Nov 1992 05:40:07 GMT
X-Posted-From: mizzou1.missouri.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

I just saw another version of an accelerated SFIICE.  There are many "improveme
nts" over the first version.  One of the major differences I saw was the abilit
y to change characters in battle.  The computer also does the same.  Also in th
is new version, any character who can throw missle weapons, can throw and have
appear on the screen a lot of fireballs ,sonic booms.  For example, I watched t
hese two guys playing each other one was Guile,the other was Ken.  The Guile pl
ayers threw about four or five sonic booms in succession and they all were on t
he screen at the same time.  I almost forgot to mention the speed of the missle
s.  One was a ridiculously slow missle, one was slow to begin with then sped up
 (or maybe it was just incredibly fast) and the last was a heat seeker.  There
were probably a lot of other differences, but I didn't get to see them all.  Ha
s anyone else seen or heard of this gray market (black market?) version.  A res
ponse or e-mail would be appreciated.
                                     Oliver
Organization: University of Illinois at Chicago
Date: Monday, 23 Nov 1992 11:35:34 CST
From: <U58505@uicvm.uic.edu>
Newsgroups: alt.games.sf2
Subject: Re: Balrog!
 <If3eyIK00iV303kHI9@andrew.cmu.edu> <By3Iu2.K8t@news.cso.uiuc.edu>
 <Uf3mbMK00iV4A6DKQJ@andrew.cmu.edu>

In article <Uf3mbMK00iV4A6DKQJ@andrew.cmu.edu>, "Clifford T. Tanaka"
<ct20+@andrew.cmu.edu> says:
>
>   Again, I have a comment on the consensus of the net on a particular
>character.  This time it's on Balrog.  The consensus is that Balrog does
>poorly against characters w/ missile attacks. In the case of Sagat and
>Guile, I do agree with this, but I'm not so sure about Ken,Ryu and
>Dhalsim.  In general, I do well against these characters.  Dhalsim does
>

Well for Ken and Dhalsim, yeah Balrog can give them problems.  But a Ryu?
No way.  His fireball speed and fireball recovery are both too fast for
Balrog.  The only way for a Balrog to do decently against Ryu is if the
Ryu wants to make it interesting and decides not to go the endless fireball
routine.

X-Man
Organization: Penn State University
Date: Wed, 18 Nov 1992 17:09:44 EST
From: <ECN101@psuvm.psu.edu>
Newsgroups: alt.games.sf2
Subject: A Public Apology:(was RE:Racism in sf2)

I wish to make a public apology to the people that I offended by posting my ide
as.  This will be the last time I will post anything in this newsgroup about ra
cism.  This topic has led to many arguments (many heated) that has seperated us
from the original purpose.  In my screaming invoctation of the First Amendment,
I neglected to see the rights of others (having the right to post what they wan
t).  In this I wish to make a suggestion: Some time in the future (How about ea
rly december?) we have an online forum about racism, in which everyone can stat
e their oppinions freely.  I know that the idea takes away the SF2 group for aw
hile (say two days?). I have had my inflexability cast in my face and think tha
t this idea might broaden some people's horizons.  Please Email me yor responce
s on the Idea.

PS (1) Please don't flame this idea just on the grounds that it doesn't seem to
       belong in the SF2 group.  It was thought up here and should be taken
       care of here.

PS (2) To the person that I had an Email argument with (I don't remember the
       address, but it was one of the major Racism posters) I appologize for
       the use of obsenities in my responce to your comments. (though what
       you said was a little obscene too).  If we are to argue, we should at
       least argue civily.

Remember, everyone's ideas have merit, no matter what you belive.
So just listen, you might learn something new.
-------------------------------------------------------------------------------
     Erix    :  Please address all Flames, comments and stuff to
Rush Limbaugh:  ECN101@PSUVM.PSU.EDU
For President:
-------------------------------------------------------------------------------
Newsgroups: alt.games.sf2
From: mlm@mrcnext.cso.uiuc.edu (Michael McCool)
Subject: Re: Racism in SF2?
X-Newsreader: Tin 1.1 PL5
Organization: CSO Resource Center
Date: Mon, 16 Nov 1992 21:36:22 GMT


I'm sorry, but I have yet to see anyone who is offended by the characters
in Street Fighter 2.

I mean, really.  They're comical!  I'm not even going to get into an argument
about PC, put it somewhere else.  This is a game, for crying out loud.  If
you're really offended by Street Fighter 2, bring it up to Capcom.
	--MLM

--
 ____
/ oo \  Mike McCool 
\ .. /  mlm@mrcnext.cso.uiuc.edu
 ||||   
 \__/   "Well, you're certainly in touch with your anger."  --Frank Drebbin
Organization: Fifth yr. senior, Social & Decision Sciences, Carnegie Mellon, Pittsburgh, PA
Newsgroups: alt.games.sf2
Date: Tue, 17 Nov 1992 11:00:32 -0500 
From: John Teng <jt2o+@andrew.cmu.edu>
Subject: Re: Ryu -- Stuck in a corner...
Distribution: world

>Subject: Ryu -- Stuck in a corner...
>From: johnjohn@cco.caltech.edu (John White)
>Date: 17 Nov 1992 10:45:55 GMT
> 
>Whenever I play Ryu against another Ryu/Ken, I seem to get pushed back into  
>a corner.  And of course, I have a severe problem then:
> 
>They freeze me in the corner with fireballs, and DP everytime I try to jump  
>out or over.  Also, everytime I fireball back, they'll just jump in and  
>combo me... Then the cycle starts over.  Am I an idiot?  How do I get out of  
>this?
> 
>I know I shouldn't be back in that corner, but the same story applies  
>outside:  they'll fireball, and I'll have to jump, or block and get pushed  
>back into the corner.  If I fireball block, they jump in and combo.  If I  
>block, I get pushed back into the corner...
> 
>Any suggestion?
 
One way to get out of Ryu's fireball barrage is to to jab DP through one
fireball, and then match his next fireball with your own.  From there,
you might be able to get out of it, depending on how far away the other
Ryu is.  Another method, but much harder, is to time a hurricane kick
through his fireball at the last second, but that also depends on how
far away your opponent is.  If he's close, you'll be able to hit him, or
at least trade hits, with him suffering much more damage than you.  If
he's a little further away, however, he'll be able to throw another
fireball in time to hit you in mid-hurricane, or DP your ass.  I guess
you have to judge which way would be best depending on how far away he
is.  Admittedly, this is a really hard thing to get out of.  Hopefully
more suggestions are on the way.

(Cliff, how'd I do?)
John
Newsgroups: alt.games.sf2
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Newsgroups: alt.games.sf2
Subject: Ryu -- Stuck in a corner
Summary: Ryu in the corner
Keywords: Ryu cornered
Date: 18 Nov 92 23:19:40 GMT
Organization: University of Illinois at Urbana


	I agree that Ryu's fireball trap is one of the most truly evil 
	concoctions in all of SF2.  If executed properly, it is difficult
	to escape and spells death for Balrog, Honda, and even Guile.  On 
	the other hand, if you yourself are playing Ryu or even Ken, then 
	there should be no valid reason to be caught in this predicament.
	A conditioned use of Ryu's hurricane kick is easily the best     
	method for escape.  If your opponent is at the correct distance to 
	execute the trap (close enough to keep a steady stream of fireballs
	coming and still DP you, while remaining out of foot sweep range)
	then he is also at the ideal distance for you to execute a hurri-
	cane kick right through his fireball and into his head.  Many may 
	complain about the seeming difficulty of this maneuver, but in   
	actuality, it is easier to execute than a DP.  The majority of      
	players simply do not think mastering this technique to be worth   
	their time and rightly suffer the consequences.  A well timed jab
	DP is also a good (better?) maneuver for Ken as his hurricane kick
	inflicts little damage and will not knock your opponent down.  As 
	an added bonus to Ryu afficionado's, the roundhouse hurricane kick
	not only inflicts sizable damage upon impact, but when you land you
	will be on the other side of your opponent, effectively reversing 
	the positions and countercornering him.  Further, upon mastering 
	this technique in the corner, you can expand its uses to include
	going through all fireballs at close range, or at least getting a  
	favorable damage trade.

	Seth Killian         "We all believe that which we know cannot be
			      other than it is."
						      -Aristotle
Newsgroups: alt.games.sf2