HDTenEightyP/NetNews huggingface dataset:
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Subject: Re: Good (and bad) of ticking[please read]
Date: Thu, 31 Dec 92 02:10:57 GMT
Organization: University of New Mexico, Albuquerque

>I think in TCE, Blanka's jumping attack then bite can't be countered by
>certain characters... 

Hm, I can't think of any character that isn't capable of countering a
tick, including that one.


However, on the general subject of ticking, this is really interesting.
Like I've said many times, I don't like a game involving ticking...to me,
it makes it less enjoyable.  But all this talk about beating people up
over it and crying "cheap" is ridiculous...maybe it's just me.

I mean, let's think about it...ticks are counterable, so it's not like
it's a completely unrealistic move.  In fact, there are a lot of moves
that I personally find "cheap", even if they aren't technically ticks.
i.e., any move where someone successfully faked me out and I accordingly
didn't do the right thing.  :)  But it is all part of the game...crying
cheap and threatening to beat someone up isn't going to help you.  I'm
beginning to see why people like Cybergeek have such a distaste for those
who think it's cheap...after all, I may not like it, but I won't cry
cheap or throw a fit just because I screwed up or I don't like it.  I
just try and play where ticking isn't done much or try not to let myself 
get too frustrated if someone does tick me because then I have no chance
at countering because I let my opponent get the best of me psychologically.

Beating people up?  Bah.  Anyone that lets a game affect them that much
in real life needs an attitude adjustment, period...gahs, people switching
off bothers me more than ticking because I feel that the designers didn't
intend it to be played that way, at least ticking *does* have an intended
place in the game, I just don't happen to like it. :)

---Phantom
From: Jarett.Weintraub%bbs@jptcs.com (Jarett Weintraub)
Newsgroups: alt.games.sf2
Subject: Optical Joystick
Date: 26 Dec 92 03:57:25 GMT
Reply-To: Jarett.Weintraub%bbs@jptcs.com (Jarett Weintraub)
X-Posting-Software: UniBoard 1.10a S/N 202921

petitc@nuge108.its.rpi.edu (Christopher Jon Petit) writes:

>  Why doesn't someone make an optical-contact joystick?  Too expensive?


>  By optical-contact, I mean we put a pyramid-shaped mirror array on the
At NYU, an optical joystick has already been made. Last I heard, it had gone
 through 10,000 hours of use without a single problem, and without any kind
of maintenance. :p

Note: No animals were killed in creating this sig :p
From: Jarett.Weintraub%bbs@jptcs.com (Jarett Weintraub)
Newsgroups: alt.games.sf2
Subject: Glitch Question Repost
Date: 22 Dec 92 01:39:55 GMT
Reply-To: Jarett.Weintraub%bbs@jptcs.com (Jarett Weintraub)
X-Posting-Software: UniBoard 1.10a S/N 202921

There wasn't much in way of response to my question, so I'm going to have to
repost it. On the accelerated SFII-CE, Blanka switches back and forth
between looking like himself and Ryu, especially when he is biting. Anyone
have an answer as to whether this is a glitch or on purpose? Seems pretty
clearly a bug to me, but a friend of mine says otherwise. Any informed
opinion out there? UIUC people? Anyone? Bueller? Bueller?....



Newsgroups: alt.games.sf2
From: mhen@nodisk.webo.dg.com (Mat Hen)
Subject: Re: Jesus Christ! Did you see what Ryu just did?
Date: 23 Dec 92 11:59:01
To: singram@eng.auburn.edu (Scott Ingram)
	<1992Dec22.211846.19344@news.duc.auburn.edu>
Organization: NSDD, Data General Corp.

>>>>> On Tue, 22 Dec 1992 21:18:46 GMT, singram@eng.auburn.edu (Scott Ingram) said:
In article <1992Dec22.211846.19344@news.duc.auburn.edu> singram@eng.auburn.edu (Scott Ingram) writes:


> Anyway, against Ryu... I was in the corner, he was about an inch or inch
> and a half away. He nailed me with a FB, I reeled and pulled into defense.
> He hit me with another (as I was reeling) I stayed in defense.
> He hit me with a third (still reeling at the hit) the third one knocked
> me down and stunned me.

> Can this combo (TRUE combo, apparently, as I never stopped reeling)
> be performed by a human? Anyone ever done it (Seth?)

> Orion.


I've done something similar before: my opponent was in a corner and I
was like 1 inch away.  I threw a slow fireball and he got hit.  I
threw a fast one immediately after the first one and he couldn't block
it even though he was trying to block.  My opponent was stunned then
and I didn't have a chance to throw the third one.  But I would think
even if I did, he would have blocked the 3rd one.  By the way, you
need to be ryu to do this combo. 


--
------

Mat Hen		


Newsgroups: alt.games.sf2
From: pierre@mari.acc-admin.stolaf.edu (Anthony J Pierre)
Subject: SF2:CE Turbo (capcom sanctioned)
Organization: St. Olaf College; Northfield, MN
Date: Mon, 4 Jan 1993 00:31:34 GMT


Hey, guys, i just got back from the mega mall, and it has that capcom 
turbo shit game there.  hmm i play a decent dhalsim, and racked everyone there
then some kid that i had already beaten many times by a large margin comes
up to me and asks me if i can go invis. i say no because i just got there and
i hadn't played that verson b4.  he picks blanka and fucking does a yo yo 
blanka ball, i said what the fuck.   he said that dhalsim could go invis too
so he showed me dammit but he didn't tell me how to do it.  little bastrd kids. he then proceded to do the cheeze ball that's faster than hell and beats me with that only.  my question is... who knows all of the fucked up moves in the turbo ed.  i'd apreciate going invis and kicking those blanka fucks asses.  

vin.
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: How do U do Dhalsim's teleport on tsf2cehf?
Date: 26 Dec 92 16:30:28 CST
Organization: University of Kansas Academic Computing Services

Quick question,

On tsf2cehf(yes 'Turbo Street Fighter 2 Champion Edition - Hyper Fighters')
how do you do dhalsims teleport.
I have tried the razor kick method with 2 buttons or with the 3 kick
buttons but it doesn't work.

Later...

/--------------------------------------------------\
|    DMC@Planet.Pinball=epasls@kuhub.cc.ukans.edu  |
|    Cindy Crawford=GODDESS                        |
|    Pain=Happiness=Sadness=Pleasure               |
|    And remember-"Big Brother is Watching you."   |
\--------------------------------------------------/
Newsgroups: alt.games.sf2
From: loverde@ux1.cso.uiuc.edu (AstralWolf)
Subject: Hyper Fighting
Organization: University of Illinois at Urbana
Date: Thu, 31 Dec 1992 12:40:26 GMT

     Well, I finally played this version the other day and was quite impressed.
The funky neon tights are perfect for Zangief, and Vega finally has a suit
that doesn't make him look like a pansy...  

     I don't know if I saw all the new moves..and definitely can't perform em
all.  Let's see I've seen hurricanes in the air, Blanka's upward ball, 
Honda's funky new belly flop (could make him dangerous), Dhalsim's teleport,
Vega's super extended roll, and I think there were a few more...

     Is it just me or does it seem that when Dhalsim does a drill from high in
the air he is much slower than when he does it near the ground?  I heard
Bison can do a flaming drill type move...

     Anyway, I went in and played Sagat, and basically found nothing too 
different about him...think he may be a bit harder to hit out of the uppercut,
especially noticed this vs Chun-Li...could be poor opponents though.  Found
that the computer got a little smarter, saw some combos from Balrog!
Anyone find anything new with Sagat?  

     Played Ryu a little, hurricanes in the air are fun...semm almost useless,
but look cool.  Everything else seems pretty much the same...

     Blanka...this new upward ball is interesting, prevents neck kicks I think.
Also, he seems to be invulnerable at the start of the ball...I could be wrong
about that though...

     Anyway, just curious about what other funky new moves are out there...
Blanka and Honda's are just like the razor motion, and to hurricane in the 
air just jump and hurricane...how does Chun toss a fireball?  Just
curious....

-- 
   /|        /              / |      /       /  /-/  Can be reached on the
  / |  /--/ --- |/-/ /-\|  |  |  ^  /  /-\  |  |/    Astral Planes known as:
 /--|  \-\   |  |   |   |  |  | /| /  |  |  |  |      loverde@ux1.cso.uiuc.edu
/   | \--/  /  /    \--/| /   |/ |/   \-/  /   /      jvl45017@uxa.cso.uiuc.edu
From: bigdave@texas.tdd.sj.nec.com (David Sweeney  x2987)
Newsgroups: alt.games.sf2
Subject: Re: What's wrong with Honda?
Date: 23 Dec 92 23:49:13 GMT
Organization: NEC-AM TDD, San Jose, California

robs@hardy.u.washington.edu (Robert Suh) writes:
>In article <1992Dec23.195401.5072@sj.nec.com> bigdave@tdd.sj.nec.com writes:
>>
>>On a related note, Mr. Freeman mentioned that Ryu's fireball/roundhouse sweep
>>pattern works on Blanka.  I got absolutely demolished by a guy doing that
>>last night.  In the past, I've always been able to counter it, mainly by
>>varying my distances.  (Either I'd jump in out of range of his sweep and 
>>sweep him after he misses or jump in close enough to hit from the air.)
>>But this guy just killed me with it--I couldn't counter it more than 20% of
>>the time.  I just figured I needed more practice.  What's the verdict on this
>>one, anyway?  Can it not be countered, or am I just fucking up?
>
>Hit Fierce right before you land.  It works like a charm.  Mix it up
>with Forward, since that seems to be less suceptible to Ryu/Ken's rounchouse,
>since it stays out longer.

Nope, it didn't work.  (It was the first thing I tried!)  That's what I 
usually do, but he was staying far enough out of range that it wouldn't
work.  That's why I was so surprised--I'm used to convincing Ryu players
that trying to sweep is a bad idea!  The guy I was playing seemed to have 
a very good sense of distancing, but mine isn't too shabby either.  I was 
playing on the "Hyper Fighter" version, which might have something to do 
with it.  

-- 
Dave Sweeney     bigdave@tdd.sj.nec.com
Newsgroups: alt.games.sf2
From: bigdave@texas.tdd.sj.nec.com (David Sweeney  x2987)
Subject: Re: What's wrong with Honda?
Reply-To: bigdave@tdd.sj.nec.com
Organization: NEC-AM TDD, San Jose, California
Date: Wed, 23 Dec 1992 19:54:01 GMT

cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:
>Isn't the trap that is being talked about the fireball, roundhouse
>sweep trap? I think it's out of range of any of Honda's attacks, so
>you CAN'T get out of it if Ryu times it right. It also works on
>Blanka I believe, and is similar to the Guile backfist "trap" on
>the classic.

That's not the trap they're referring to--they're talking about the 
fireball-fireball-DP trap.  Honda doesn't move fast enough to get out 
of it--I've anticipated Ryu's fireball with Honda and jumped BEFORE the
fireball came out only to get DP'd anyway.  A good Ryu can make that
trap unbeatable against Honda.

On a related note, Mr. Freeman mentioned that Ryu's fireball/roundhouse sweep
pattern works on Blanka.  I got absolutely demolished by a guy doing that
last night.  In the past, I've always been able to counter it, mainly by
varying my distances.  (Either I'd jump in out of range of his sweep and 
sweep him after he misses or jump in close enough to hit from the air.)
But this guy just killed me with it--I couldn't counter it more than 20% of
the time.  I just figured I needed more practice.  What's the verdict on this
one, anyway?  Can it not be countered, or am I just fucking up? 

On another note, I played around with Dhalsim's teleport last night quite a 
bit.  It has too long of a pause coming out of it for it to be that useful,
unless you do it just as your opponent does a lengthy special move.  Otherwise,
it's easy to hit Dhalsim when he reappears.

-- 
Dave Sweeney     bigdave@tdd.sj.nec.com
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Ken vs Ken in SF2?
Organization: University of Illinois at Urbana
Date: Sat, 26 Dec 1992 09:09:43 GMT

ar903@cleveland.Freenet.Edu (Robert Taylor) writes:

>I guess you went for CE to Classic, Chun- Li is pink in the classic
>it's not a bug, or fucked up chip.

Dude, I don't want to know what part of Chun Li's body you're looking
at, but if you look at her clothes, they're blue.  You're right about
one thing, it's not a bug or pirate chip--- it's your brain.

This is your brain:

         \O/
          |
         / \

This is your brain on SF2:

          \ /  _|
     >-<O  |     \--    +   [fierce punch]
          /O\    | O   

This is your brain in a buffered three hit DP combo:

                                         \ /  _|
    [aerial roundhouse], [fierce], >-<O   |     \--    +  [fierce]     
                                         /O\    | O
Any questions?
-- 
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: lerner@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Good (and bad) of ticking[please read]
Date: 29 Dec 92 21:19:40 CST
Organization: University of Kansas Academic Computing Services

In article <C01tK4.7DA@news.cso.uiuc.edu>, el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
> epasls@kuhub.cc.ukans.edu writes:
> 
> The only uncounterable tick is Dhalsim's noogie of death in Classic.  All
> else are reversible.

I thought you could magic-throw forever.


> -- 
> 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.

-Michael Lerner
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: <None>
Date: 26 Dec 92 15:53:04 CST
Organization: University of Kansas Academic Computing Services

dkkdaka;fj
a;lkfjaklf
asdklf;ajs;lf
asfl;askjdf;lk-- 


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."   |
\--------------------------------------------------/
From: lerner@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Sagat
Date: 30 Dec 92 15:46:35 CST
Organization: University of Kansas Academic Computing Services

I've been playing Sagat lately, and I don't know if it's just that
nobody's used to him, but I've been winning quite a bit lately.
Anyway, anybody have any strategies I should know?  Are there any good
strategy guides?

-Michael Lerner
Newsgroups: alt.games.sf2
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Moves for Capcom Turbo Edition?
Organization: University of Tasmania, Australia.
Date: Thu, 31 Dec 1992 15:01:04 GMT

>> Is there a moves list out for the Capcom Turbo Edition of SFIICE

Don't shoot me, I'm doing this from vague memory off the moves list off
the HF cabinet...

Chun-Li Fireball:
  Same as Yoga Flame.

Aerial Cyclone Kick (Ken/Ryu):
  Jump then cyclone kick (duh!).

Super Sumo Dive (Honda):

  |,  O  +  kick
  O   |

Vertical Roll (Blanka):
  As Honda's Sumo Dive.

Teleport (Dhalsim):
  DP with all kick buttons.

Super Lariat (Zangief):
  All three kick buttons.

--
Honda's and Blanka's new moves seem to be harder to perform than normal
charge moves, at least the few times I tried them.

There's also a box with a big alluring "?" in it, with "discover the other
secret moves!" written under it.  Hmmm...

--
Tim Morris

Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Good of ticking [please read]
Organization: University of Illinois at Urbana
Distribution: usa
Date: Thu, 31 Dec 1992 07:40:40 GMT

dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:

>>Anyway, I've run into problems with Ken/Ryu and Vega players who roundhouse
>>sweep you as you get up, knocking you down again.  All the while, I'm holding
>>the joystick in defensive crouch, to no avail.  Is there any way to get out of
>>this, short of real-life violence?
>>
>>Jared D. Brame
>>
>>

>You can try jumping (usually either straight up or backwards)...it's a little
>more reliable then trying to block.

Huh?! If you are being swept, and you hold the joystick in the jumping
position, won't you get swept anyways? Assuming, the timing is right...

Besides, I think his problem is the joystick...

>---Phantom
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: alt.games.sf2
From: marine@ils.nwu.edu (Colette Marine)
Subject: Re: Good of ticking [please read]
Organization: The Institute for the Learning Sciences
Distribution: usa
Date: Tue, 29 Dec 1992 07:08:51 GMT

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

>that common around Chicago? Where else have these lame no-throw areas sprung
>up other than Chicago? Anyone seen any others? 
>

I'm a manager of an arcade in Northbrook (a Chicago suburb), and as far as I
know, there are no "rules" governing play of SF2 here.  How would you enforce
them, anyway?  Have a friend get an attendant and say, "See, this guy's playing
'cheaply'--oh, you don't know what that means?  Well, you see...."

Anyway, I've run into problems with Ken/Ryu and Vega players who roundhouse
sweep you as you get up, knocking you down again.  All the while, I'm holding
the joystick in defensive crouch, to no avail.  Is there any way to get out of
this, short of real-life violence?

Jared D. Brame


Newsgroups: alt.games.sf2
From: j_herlih@oz.plymouth.edu (Axl)
Subject: Re: Street fighter losers
Organization: Plymouth State College - Plymouth, NH.
Date: Sun, 3 Jan 93 21:18:32 GMT

In article <1993Jan3.003239.14456@dartvax.dartmouth.edu>
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.
>
>
>Noel Bakh 

	Doughnut Deli in CA, eh?  Well, we can see at the top of yer
post that you're from Dartmouth, only 45min or so from where I am.  
So if can find a big enough knife to cut thru all the bullshit
surrounding you, c'mon down to Plymouth State.  Be glad to put you in
your place, bud...
--
-Axl @)-->--- 
 j_herlih@oz.plymouth.edu - "There can be only one"
From: alex@crystal.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: Extra screen on TSF2CE
Date: 25 Dec 1992 02:30:26 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: crystal.ipac.caltech.edu

When you win TSF2CE, there is an extra award ceremony screen showing
whoever you played standing on a platform with Bison and Sagat, just
like in Ryu's ending.

And winning is HARD! Damn its hard! Honda is SUCH A JERK NOW

anyway
From: rgray@mind.ORG (Rodney Gray)
Newsgroups: alt.games.sf2
Subject: Mortal Combat
Date: Thu, 24 Dec 92 17:32:13 -0500
Organization: Fortress Development HQ

does anyone have a complete moves list for Mortal Combat.
i know this is not exactly the appropriate place to post this
message but i couldn't find anyplace else...any assistance would 
be greatly appreciated.

thanx
rod

p.s.

Send all information to  >> rgray@mind.org <<

Newsgroups: alt.games.sf2
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Good of ticking [please read]
Organization: University of Tasmania, Australia.
Date: Wed, 23 Dec 1992 08:50:01 GMT


All the arcades around here are no-throw no-tick, and yet I agree totally
with CyberGeek.  By eliminating throwing, a whole dimension of the game
collapses into nothing.  If someone jumps in at me, I know that the worst
that's going to happen is a high-block/low-block oh-no-I-just-lost-a-click-
of-energy situation.  No suspense, no excitement, no reactions needed.
If throwing is allowed, then you have to ask yourself: is he going to throw
me?  Is he going to sweep?  Is he going to DP/razor kick/ball/lightning
kick?  (Hopefully not all at once...).

Banning throwing not only makes for stale, relatively predictable matches,
it unbalances the game.  Vega is a worthless character without his throw.
Dhalsim becomes nullified once you get anywhere near him.  Chun Li loses
any potential she had to begin with.  The thing is, some characters NEED
their throw in order to be effective.  Some characters (Sagat) have a
restricted ability to throw in order to compensate for their other
strengths.  Eliminate throwing and you've just wiped out these disadvantages.
Throwing makes for MORE game balance, not less.  And it's more fun!

--
Tim Morris

Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Good (and bad) of ticking[please read]
Organization: University of Illinois at Urbana
Date: Thu, 31 Dec 1992 07:33:38 GMT

dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:

>>This is one thing I have to warn you renegade cheapers about (listening Ming?).
>>Don't cheap (hit - throw) unless it's "OK" with your opponent.  There are too
>>many people just waiting to beat up cheapers, maim 'em, kill 'em, etc.
>> 
>>John Nishinaga - jnishina@nyx.cs.du.edu

>You know, if I didn't know better, that sounds like a threat.

 I think he was trying to warn cheapers that they COULD get hurt 
cheaping psychos... Take it easy!

>Whether your opponent is being "cheap" is all subjective, anyways.  Not
>ticking is a courtesy, not a right...and one that I appreciate if my
>opponent will do for me, but if not, oh well.  What's next, you deciding
>that if I do a throw of any kind, even if your dizzy, that it's OK for
>you to beat me up just because I didn't make sure it was OK for me to
>use throws?  That's stupid.  Who the hell are you or anyone to threaten 
>anybody about how the game should be played?  That sort of behavior has
>nothing to do with game play, and your condoning it makes me sick.

>It doesn't make them a stud, and it doesn't make it right.  People with that
>limited mentality will never amount to anything more than a loser.

Jeez, calm down! 

>---Phantom
-- 
 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: Re: Good (and bad) of ticking[please read]
Organization: University of Illinois at Urbana
Date: Thu, 31 Dec 1992 07:45:50 GMT

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


>For most ticks, you should be able to counter at least 50% if you
>are any good... And the ones that are harder to counter, should only
>be able to catch you once... (Blanka's bite tick can only be done
>once against characters that have difficulty countering it...)

I think I should clarify this... I personally have more trouble
countering this tick as Guile than any other tick... However, if
they catch you with it, you should be able to razor kick them if 
they try to jump in and do it again...

Bleah... It's tired, I'm late... 
(You know what I mean...)
 
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: alt.games.sf2
From: egarcia@polyslo.csc.calpoly.edu (Edward Carlos B. Garcia)
Newsgroups: alt.games.sf2
Subject: Patch for SNES turbo
Date: 22 Dec 92 07:20:04 GMT
Organization: Cal Poly State Univ,CSC Dept,San Luis Obispo,CA 93407

What site can this be found in?

Please post the info or e-mail if possible. Thanks.
-- 
=========
Egarcia@polyslo.calpoly.edu
Egarcia@nemesis.calpoly.edu
Newsgroups: alt.games.sf2