HDTenEightyP/NetNews huggingface dataset:
From: j_herlih@oz.plymouth.edu (Axl)
Subject: Re: Racism in SF2?
Reply-To: j_herlih@oz.plymouth.edu (Axl)
Organization: Plymouth State College - Plymouth, N.H.
Date: Mon, 16 Nov 92 13:32:16 GMT

In article <1992Nov15.235400.19644@midway.uchicago.edu>
alee@midway.uchicago.edu writes: 
>Hmmm, could there be perhaps a bit of racism in SF2? On the CE version,
>when it goes the demo version, it will show a blond white guy facing
>a black guy (who can only be seen by his back). The blond guy then
>punches out the black guy, and then "Street Fighter II" appears on the
>screen... Could this be a bit of racism?

	The last thing we need to see in a video game is 'political
correctness.'  geez, i play SFII to get away from all that shit.  The
chars are stereotypes (albeit majorly exaggerated ones) of where
they're from.  The blond hair/blue eye American, the big dumb Russian,
the Spanish femme, the mystical Indian, etc...
	Just sit back & enjoy the game for what it is.  Don't try to
read so much into it.
--
-Axl @)-->--- 
 j_herlih@oz.plymouth.edu - "There can be only one"
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: CF2:SE sucks big juicy dick.(nuff said)
Date: 19 Nov 92 02:47:24 CST
Organization: University of Kansas Academic Computing Services

We finally got that bastard chip in our sf2ce yesterday.

from now on I will Call it "Cheap Fighter 2:Sol Edition-CF2:SE"

Homing fireballs suck.
Warp 9 hurricane kicks suck.
warp 7 walking sucks.
warp .01 jumping sucks.
more than 2 projectiles on screen at once sucks.
changing characters is COOL.

vega and guile traps suck(yes traps)
if you get an opponent in the corner and do continous attacks
like vegas triple rolling plus fireball claw attack,
then if you opponent doesnt block hes tost and if he does
then he cant stop blocking...its true, try it.


Oh, well-the reason capcom keeps pushing their date back(currently
dec 1st) is because they are trying to equalize the characters
and amount of cheapness because they dont want to ruin the game.
unlike the piraters who dont give a fuck(thanx for the fun chip but
it gets old realll quick)


later...
Newsgroups: alt.games.sf2
From: singram@eng.auburn.edu (Scott Ingram)
Subject: Re: I suck at SFII timing...help!!!
Reply-To: singram@eng.auburn.edu
Organization: Auburn University Engineering
Date: Mon, 16 Nov 1992 06:24:35 GMT

In article 1@vmsb.is.csupomona.edu, cvafy006@vmsb.is.csupomona.edu () writes:
>
>I just got all the moves and strategies for both SFII and SFIICE.  I 
>even managed to find the strategies for the characters.  The problem is
>this...I suck miserably at Street Fighter II -- any edition!  I managed
>to actually get to the second battle today...I won Zangief vs. Ken, but
>got taken out by E. Honda.  Like I said...I suck!

First off, as a new player I suggest you do NOT play Z! as a first character.
On Classic, pick Chun Li, on Champion pick Blanka. They have very simple special
moves. To play, go against the computer and learn to defend! Play rounds where
all you do is defend HIGH as well as low vs. the computer. And don't rely
on special attacks. Learn them, but don't always try them. If you want to learn
Guile on Classic, let me know, and I'll post a Guile vs. The Computer for Beginners
that will let you take out Zangief, Honda, Chun Li, and Ken no problem.

>When executing a move...I will find that the execution is hit and miss.
>I will be successful a couple of times, and the rest of the time, I
>wind up throwing something else and taking damage.  I know that I need
>to practice...but I wonder:  Is there an easy way to get reasonably good
>at Street Fighter II without me spending $300 in quarters?  I don't own
>a Super Nintendo...so I can't practice with that.

Missing a special move depends on the move... charge moves require you to charge 
long enough, but are pretty easy to time (but it still takes lots of practice!)
Non charge moves, like Ken/Ryu fireballs and dragon punches, are slightly
more difficult due to the rotation necessary.

Orion.
From: pux@vax5.cit.cornell.edu
Newsgroups: alt.games.sf2
Subject: Capcom's SF2CE "Accelerator"
Date: 17 Nov 92 11:42:52 EST
Distribution: world
Organization: Cornell University

In article <1992Nov16.044000.16002@zip.eecs.umich.edu>,
kalex@quip.eecs.umich.edu (Ken Alexander) writes: 
> In article <1e6r6mINNkab@escargot.xx.rmit.OZ.AU> s924642@minyos.xx.rmit.oz.au (Rorschach) writes:
>>
>>Getting back to this topic... has anyone had any luck with getting
>>any further with the romour/bullshit/whatever that CapCom are making 
>>their own sf2 BB (or whatever) edition?
> 
> According to the owner of two local arcades, Capcom says that its own
> official SF2CE enhancement will be released in the USA in early December.
> 
> I certainly hope that it is thought-out better than the grossly hacked
> versions that are out right now...

I've been to a Nathan's in New York where they have 4 of these "Accelerator"
version of SF2CE which are official Capcom release. (Red logo and  "Turbo
charged" or some other nonsense written on a sticker which they put on top of
the SF2CE sticker)

Differences from SF2CE are as follows..

Any projectile (fireball, sonic boom)
	Jab - Slow (Very slow so it can be used as a "shield")
	Strong - Same speed as Sf2CE but angles up
	Fierce _ Very fast!

Blanka ball, Honda torpedo, Bison torpedo
	Faster to charge but did not see any other differences

All special moves can be done in the air...

One bug already mentioned by me -- Bison freeze/reset

2 devastating "cheap" moves seen
	Zangief - Lariat in the air and jump, repeat until off the top of the
screen, when opponent is below, do the SPD... (Just the effect is neat)
	Bison - Jump and do Scissor Kick at the level of the opponent's head
while they are throwing a projectile.

While it is faster, the novelty wears off pretty quick...

Before anyone flames me for this post, I'd like to mention that I was there
when they put the new chip into the games and saw the chips which had the
Capcom logo on it (Which doesn't mean much but...)
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Newsgroups: alt.games.sf2
Subject: Bison stuff
Date: 17 Nov 92 04:32:17 GMT
Organization: University of Illinois at Urbana

bodom@silver.ucs.indiana.edu (Brian Odom) writes:

>The Bisons over here never jump unless they're in the corner and you're jumping
>towards them.  They'll kick you out of the air (jump back + charge), then 

Hmmm... they don't do that here.  Too bad.  Anyway, try an aerial fierce
to hit Bison's leg.

>prepare for the barrage of attacks.  If the Bisons over here get off one 
>scissor kick, it's tough for you to attack again because you'll be blocking for
>a long time.  

If you're Ken or Ryu, you can jab DP out of it.  Here's what the Bison's
like to do:  Scissors kick, crouching forward, standing forward, torpedo.
Usually, I DP the crouching forward, but you can bide your time and hit
any of the three following attacks.  It's also safer to DP the crouching
forward since it will push them back if they just decide to block.  Ken
can usually get away with this, Ryu... sometimes.

>Brian T Odom
-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
Guys with long sigs are just trying to compensate for something...
From: ghosty@terapin.com (Noah Hanna)
Newsgroups: alt.games.sf2
Subject: re:Hey Dhalsim Masters, get some help?
Date: 22 Nov 92 06:37:06 GMT
Organization: BBS

Well, Im hardly a master but since noone else seems to have responded to west,
here goes.

1) close in attack? Use one of your close in attacks, if theyre jumping in use
your lil jab uppercut-type thing or simply forward kick em. 
2) well, I usually throw people out of the spinning kicks too but lots of
ryuers will use the kick to buffer a Dp or throw, if you have time jump up and
drill them, or maybe slide under them (roundhouse) and burn em. Or you can just
sit there blocking, let him DP, headbutt him on the way down and forward slide
him into dizziness.
3) fireball, plain and simple. I dont think that crounching jab will work for
the d0man like it will for other players. Once they bounce off, use either
roundhouse while they are actually bouncing up or uppercut before they land.
BTW- avoid fighting Blanka!
4) well, DONT HIT HIM IN THE HEAD! Im assuming that youre playing TCE but if
you're not then try to slide or something I guess. I guess you'll have to learn
how to jump at a point that you wont hit him in the head. Or if you're playing
TCE definitely learn how to drill em in the knees. Also remember to roundhouse
drill instead of uppercut drill.
5) keep them away? Dhalsim is made for that. If they're blocking and you wanan
push them back give them a two-arm hit (uppercut). If you mean otherwise, well
youll have to learn that yourself.

6) combos... If you're playing championship, spear[(roundhouse drill)in the
knees]/headbutt/short slide/throw, will kick anyone's ass but is considered
cheap. Ive been thinking about maybe adding a knee to that would work but I
dunno. otherwise I dunno, classic combos are very hard for me with that stupid
crouch kick as opposed to a slide.

Well, good luck!...
Newsgroups: alt.games.sf2
From: chambers@lclark.edu (Christopher Chambers)
Subject: Re: Ryu -- Stuck in a corner...
Organization: Lewis & Clark College, Portland OR
Date: Tue, 17 Nov 1992 20:07:37 GMT

We're talking about when Ryu puts you in the corner and cycles  fireballs,
DPing when you jump. Specifically Ryu vs. Ryu.

The DP then fireball and Hurricaine kick ideas are good ones but can
be hard to execute. Most of your strategy depends on how far away Ryu
is. If he's half a screen away, you really don't have a problem because you 
jump a fireball and match the next one. If he's at his idea pinning position,
about an inch outside of roundhouse sweep range, you are probably not going
to be fast enough to avoid blocking the first cycle unless you DP or 
hurricaine out of it. But that's fine because after you block the first 
two you can jump straight up and come down with a roundhouse. This seems
to deck him as he steps forward into his fireball stance. IF he's 
further away than that you can jump fireballs until he gets a callous
Watch for slow ones but it's not too hard. Getting caught in the 
corner by Ryu is asking to lose your quarter, though. 

PS. You're Ryu, so catch HIS ass in the corner and see what happens.

chambers@lclark.edu
alas, I am sigless...
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Capcom's Turbo SFII CE
Date: 23 Nov 92 18:11:21 CST
Organization: University of Kansas Academic Computing Services

In article <168A714F6B.C572105@mizzou1.missouri.edu>, ollie@mizzou1.missouri.edu (Oliver Ilagan) writes:
>  
> When will this version be shipped out to distributos and when will we be able t
> o play it?  Also, has anyone else heard of any new moves besides Chun Li's fire
> ball or a better Balrog?  Some info would be appreciated.
>                                                     Thanks
>  
>  
-- 


The latest word is Dec 1st is the offical release date, 
meaning arcades would have it within a week after, However
Capcom has been pushing they're date back for months now
and I wouldn't bet your life savings on this date(but it IS
the date that CAPCOM says).

As for the new moves, On our latest chip every character,
or at least almost everyone can throw a fireball, I have seen
the computer chunli throw a fireball out of a standing roundouse
kick(looked like it came out of her undies) but I havn't figured
out how, the only way I can do it is to do the wind kick and the
do a fireball motion with a punch button while i'm tapping the
kick buttons, I've also seen vega do a fireball out of his 
double backflip but I cant figure that one out either.



Later...

******************************************************************
******************************************************************
**   DMC@Planet.Pinball=epasls@kuhub.cc.ukans.edu               **
**   RYU=de stud boy                                            **
**   Cindy Crawford=GODDESS                                     **
**   Pain=Happiness=Sadness=Pleasure                            **  
**   Vega=Cheese                                                **
**   Signatures=Stupidity                                      **
******************************************************************
******************************************************************



Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Bison topic renewed
Organization: Indiana University
Date: Tue, 17 Nov 1992 16:46:51 GMT

In <1992Nov15.225454.1@eagle.wesleyan.edu> jmangold@eagle.wesleyan.edu writes:

>	I realize that what I'm going to ask has been a main topic on this
>conference before, but I'm fairly new so I'll ask again:

>	Why is Bison cheesy?

>	I know that there are players of little skill out there who simply
>cheesepedo back and forth across the screen, but is this the only reason why?
>As a former Bison player, I've heard cries of cheapness before, and I make it a
>rule to NEVER torpedo (unless I'm cornered).  I even respected when my opponent
>had so little life that I refused to do this manuever.  After a while, some
>liked my style of play and actually wanted to play me as Bison, while others   
>walked off mumbling "It just isn't fun anymore..."  

You just answered your own question there.  YOU make it a rule NEVER to torpedo
(unless you're cornered).  But what about others?  

Especially for a beginner, this move is the hardest to counter and it can be
very devastating.  What also makes Bison cheap is the combination of his
torpedo with his throwing range.  Torp, throw, ad infinitum...  is a VERY
difficult one for a beginner to counter.  A master player can counter it with
much better efficiency.  While most players tend to be mediocre or beginner
players, you hear the cries of foul or cheap.  It takes off way too much 
damage when blocked.

>	I also have a question about playing other Bison players:  Is there a
>way to consistently throw Bison after blocking his torpedo?  I seem to do it on
>and off, and there are times when he seems to beat me to it (and EXTREMELY
>CHEESEY combo).  Is there any priority involved?

Again you just answered your own question (hence, the cheesepedo).  Block a
torpedo for about 5 clicks and then he throws you.  Well, if you can't counter
it, that's just tough.  I usually can throw him after a blocked torpedo, but 
I can do it only about 60-70% because I feel that his throwing range is pretty
large.  Nowadays, I see the head stomp, throw combo.  This is really tough
because your character is turned the wrong way, and you can't counter throw.

-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Typical a.g.sf2 flames
Organization: University of Illinois at Urbana
Date: Fri, 20 Nov 1992 19:59:46 GMT

epasls@kuhub.cc.ukans.edu writes:

>and on a personal level

>"You are a stupid fucking moron shithead that I would gladly kick
>the fucking shit out of anyday(and not on street fucking fighter 2)
>JUst pick your sorry loser ass off of that pedestal you like to
>put yourself on and come on down to PLANET PINBALL, 23rd and Lousina
>in lawrence Kansas, My name is doug And I work tue, thurs nights
>as well as sun 12-6."

>Give me a fucking break you fucking loser.

>Later...

Wow.  I think they should rename the group.  It should be just
alt.streetfighter.
-- 
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: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: CE Guile's knee hop
Keywords: Guile
Organization: Indiana University
Date: Sun, 22 Nov 1992 14:08:12 GMT

In <Nov.22.03.17.50.1992.27610@village.rutgers.edu> kmiyake@village.rutgers.edu (Keith Miyake) writes:


>Does anyone out there know how to make this thing useful.

>For me, this is mostly just a pain which happens when the joystick isn't
>working properly, but there is one player around here who uses it a lot.
>He uses it instead of the backhand roundhouse in fireball battles
>(comes out faster), and also has a sonic boom, hop forward, sonic boom
>which works like Ryu's slow/fast fireballs on people who have fallen down
>(have to block twice).

>I've tried using it, but it doesn't work the same for me.

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.  

Am I the only one, or are there others who HATE that damn move.  Very annoying.
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
From: cvafy006@vmsb.is.csupomona.edu
Newsgroups: alt.games.sf2
Subject: Please...save the fighting for the SF2 machines!
Date: 18 Nov 92 09:32:19 GMT
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvafy006

OK, THEN...IF THIS DISCUSSION FORUM IS GOING TO BECOME A DEBATE/FLAME FORUM, 
WHY DON'T THE NEWS PEOPLE OPEN AN _ALT.FLAME.SF2?  ALTHOUGH IT'S BECOME
QUITE A JOKE (THANKS TO FOX'S SHOW "LIVING COLOR"), RODNEY KING DID SAY
IT BEST WHEN HE ASKED "CAN'T WE ALL JUST GET ALONG?"  LET'S TRY TO GET
BACK TO THE TIPS AND TRICKS AND LIKE I SAID IN 4640, TRY TO LEAVE THE FLAMING
IN ALT.FLAME (AT LEAST UNTIL ALT.FLAME.SF2 OPENS!)  HOW ABOUT IT?
Organization: Junior, Design, Carnegie Mellon, Pittsburgh, PA
Newsgroups: alt.games.sf2
Date: Sat, 21 Nov 1992 17:00:01 -0500 
From: Kenichiro Tanaka <kt12+@andrew.cmu.edu>
Subject: Throw combos--why are they cheap?

Just as the subject says...I've never heard an actual reason for throw
combos being cheap.

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?


Ken
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 21:23:21 GMT

In <Nov.22.03.17.50.1992.27610@village.rutgers.edu> kmiyake@village.rutgers.edu (Keith Miyake) writes:


>Does anyone out there know how to make this thing useful.
>
>For me, this is mostly just a pain which happens when the joystick isn't
>working properly, but there is one player around here who uses it a lot.
>He uses it instead of the backhand roundhouse in fireball battles
>(comes out faster), and also has a sonic boom, hop forward, sonic boom
>which works like Ryu's slow/fast fireballs on people who have fallen down
>(have to block twice).
>
>I've tried using it, but it doesn't work the same for me.
>
     There are a few strange situations where it is useful.  For example,
consider Guile vs Sagat.  You are fairly close and toss a bomm into Sagat's
tiger (low one), if you do the knee hop you hit him and are still in a 
position of advantage.  I think you could also just go ahaed and forward
kick but the hop puts you in a more advantageos postion.

-- 
   /|        /              / |      /       /  /-/  Can be reached on the
  / |  /--/ --- |/-/ /-\|  |  |  ^  /  /-\  |  |/    Astral Planes known as:
 /--|  \-\   |  |   |   |  |  | /| /  |  |  |  |      loverde@ux1.cso.uiuc.edu
/   | \--/  /  /    \--/| /   |/ |/   \-/  /   /      jvl45017@uxa.cso.uiuc.edu
Newsgroups: alt.games.sf2
From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Advanced Strategy vs Guile and Ken/Ryu
Organization: University of Tasmania, Australia.
Date: Sun, 22 Nov 1992 22:47:44 GMT


>>>you. They switch on and off in between rounds, and sometimes they conspire
>>>against you. ("Let him win this one, I want the third round.") Does this
>>>blatant act of arrogance annoy anyone else out there? 
>>>
>>>                                                    --Thomas Pastor--

>>You're damn right--it's very annoying.  

Guilty as charged.  So, why do we do it?  Well, usually I'll go into the
arcade with another master and we'll challenge each other for as long
as we can afford it.  Once the money supply gets low we're forced to
fight the computer, so to be fair and avoid boredom we take turns.
If someone challenges, then the same principal applies.  Remember,
it's a two-edged sword... the guy swapping in has no great advantage,
sure he's seen you play a round but that's about it.  If the challenger
is worth his (or her) salt he would have observed the two masters
for a little while anyway.  Since we're of more or less equal skill, 
I don't think it's unfair.  Certainly not as insulting as trading 
second rounds with a total mega-newbie.

--
Tim Morris

Newsgroups: alt.games.sf2
From: ollie@mizzou1.missouri.edu (Oliver Ilagan)
Subject: Capcom's Turbo SFII CE
Organization: University of Missouri
Date: Mon, 23 Nov 1992 05:51:07 GMT
X-Posted-From: mizzou1.missouri.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

 
When will this version be shipped out to distributos and when will we be able t
o play it?  Also, has anyone else heard of any new moves besides Chun Li's fire
ball or a better Balrog?  Some info would be appreciated.
                                                    Thanks
 
 
Organization: Junior, Design, Carnegie Mellon, Pittsburgh, PA
Newsgroups: alt.games.sf2
Date: Mon, 16 Nov 1992 12:39:57 -0500 
From: Kenichiro Tanaka <kt12+@andrew.cmu.edu>
Subject: Re: Racism in SF2?
	<1992Nov16.052216.13813@mercury.unt.edu>

In article <1992Nov15.235400.19644@midway.uchicago.edu> alee@midway.uchicago.e
du writes:
>IN GENERAL, the 'Americans' in SF2 are cocky, arrogant, and not all-around
>nice people, while the Japanese characters are focused, dedicated 'warriors.'
>There's a definate polarization here.  Don't believe me, check out the
nintendo
>cart...

Consider though, that Honda is a pretty demented stereotype, an
inaccurate view of how foreigners might see the Japanese.  A sumo
wrestler with kabuki face paint who practices in a public bathhouse? 
Come on.  And Ryu, the angsting moron who walks around looking for an
honorable fight, walking toward the sunset with the wind in his
hair--what kind of cheezoid crap is that?  All the characters are
exaggerated and silly--there's no malice on the designers' part. 
There's no insensitivity either, I think.  The designers are having as
much fun with the Japanese characters as they are with the others.

And not to rehash an old argument but Ken is Japanese.  :)


Ken