HDTenEightyP/NetNews huggingface dataset:
From: ez007368@othello.ucdavis.edu
Newsgroups: alt.games.sf2
Subject: Re: SF2 'SUPER' Champion Edition!
Keywords: sf2
Date: 15 Oct 92 21:21:23 GMT
Organization: Computing Services, UC Davis

In article <BvIoMw.C8x@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) writes:
>In <1992Oct2.030052.2672@monu6.cc.monash.edu.au> huey@yoyo.cc.monash.edu.au (Huei Lin) writes:
>
>>I found out yesterday that there was a Super CE near my friend's place
>>here in Melbourne. I didn't believe it at first but believed it when I
>>saw it and played it myself. It looks exactly the same as the CE.
>
>
>Next question regarding aerial moves.  How in the hell could you be able
>to ball in mid-air!!??!!??  It's been stated that it is MUCH faster
>which means LESS time to charge up, and you can do this in mid-air!!??
>Can he electricute in mid-air?  If so, how cheesy.  Honda's hands (if it
>could be done in the air) would be the ultimate killer move (if not
>blocked).  Can someone near one of these machines please post more
>information?


whats the matter, none of you saw my original post of this last month?
yes, all of the moves, inc the SPD can be done in mid air. Zangief can do
the lariat all the way off the screen and come up from the floor. there
is an ever newer version, simply flashing "accelerated!" on the screen, with
even more goodies. the strong fireballs, fires, sonics all CURVE UPWARDS,
and game play is even faster. this new, fourth chip tends to freeze the 
game, however, esp when bison does a head stomp. (serves em right for
using such a cheeseball character)
these chips are PIRATE chips from Taiwan. this is the word from the guy
who installs them. they are not official, hence no promotion from
Capcom.
-clif
Newsgroups: alt.games.sf2
From: zell@ux1.cso.uiuc.edu (Joseph Zell)
Subject: Re: History of SF2 at UIUC
Organization: University of Illinois at Urbana
Date: Mon, 12 Oct 1992 19:30:39 GMT

el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:

>Over one of the breaks, I practiced playing at Dennis' Place for Games
>in Chicago.  40 tokens for 5 bucks was the deal at the time.  I kept

Still is. That's where I first started playinbg SFII as well.  (Well, it's the
deal on tues and sun anyway.)

>Hey!  I get a whole Age to myself! :)  Wait, isn't it STILL the age
>of Cybergeek? :)

Maybe we should change it Era. Or maybe Dynasty? *grin*

>net.  Why?  Who knows... maybe someday I would need to switch to Ryu
>and be able to dragon punch faster than anyone else.  Was I successful?
>Ask the people at the UIUC arcade.

As me and my wallet can attest to.

Joe
-- 
zell@ux1.cso.uiuc.edu  * "What if they went nowhere?"
Joe Zell               * "Then this is your big chance to get away from it all."
CUBS WIN! CUBS WIN!    *   -Admiral Kirk and Dr. McCoy, STII:TWOK
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: wuarchive-cartcopy.zip...where?
Date: 11 Oct 92 20:13:37 CDT
Organization: University of Kansas Academic Computing Services

>> could someone who knows tell me what subdirectory its on.
> 
> 
> me too!
> 
> eric

Its on \pub\MSDOS_UPLOADS\nescopy.zip 

thanxs to whoever emailed me that directory.

dmc.
From: ez007368@othello.ucdavis.edu
Newsgroups: alt.games.sf2
Subject: Re: SF2 'SUPER' Champion Edition!
Keywords: sf2
Date: 15 Oct 92 21:27:53 GMT
Organization: Computing Services, UC Davis

In article <1992Oct4.224420.21856@monu6.cc.monash.edu.au> huey@yoyo.cc.monash.edu.au (Huei Lin) writes:
>In <BvIoMw.C8x@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) writes:
>
>I'm not sure about the spinning bird kick since this would require a
>charge up time and you won't really have time to charge up when you
>jump.    
>
>
all this takes is some original thinking:
on the new super SF2CE, chun li jumps, while tapping short kick. presto,
lighting kick comes out in mid air. while she is doing it charge a bird 
kick, let it go when lightning kick stops. result: chun-li's mid air
spinning bird kick.
-clif
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Subject: Re: Triple Hit DP Test Confirmed
Date: Fri, 16 Oct 92 06:40:53 GMT
Organization: University of New Mexico, Albuquerque

>You think HE'S in for it.  I think I'd rather be mistaken for a guy
>than called a 'chick' if I were a woman.  Get with the program!  It's

Quite.

---Phantom
From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: That damn neck kick!
Organization: University of Tasmania, Australia.
Date: Thu, 8 Oct 1992 16:18:38 GMT

Ken knocks you down and then jumps almost over your head as you stand
up, kicking you with roundhouse.  Which way should I block?  It
seems like either way gets me toasted.  Any tips?

Newsgroups: alt.games.sf2
From: LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb)
Subject: spelling
Organization: Vanderbilt University 
Date: Thu, 8 Oct 1992 22:53:59 GMT
X-News-Reader: VMS NEWS 1.21

Not DhalISm, DhalSIm!

Andy Lipscomb
lipscoja@ctrvax.vanderbilt.edu
Mt. Juliet Capulets--Ultra Cricket
Newsgroups: alt.games.sf2
From: vanichth@ux1.cso.uiuc.edu (Mitri Van)
Subject: Re: Fighter.Arj : Complete ?
Organization: University of Illinois at Urbana
Date: Thu, 15 Oct 1992 16:58:42 GMT

jhantin@unlv.edu (Jeffrey Hantin) writes:

>In article <1992Oct15.000446.21199@unislc.uucp> larsen@unislc.uucp (Steve Larsen) writes:
>>the posting for Fighter.Arj is of the format XX/56, implying that there
>>are 56 different posts, but there are only 15 here.  Is this file complete,
>>or did all of the posts not make it here?
>>Steve
>We only have 04-14 here at UNLV.  What's the scoop?  (An overworked
>news server?)  I really want this thing... ;)

We got the first 15, then a short time later some more arrived...
I think an ftp site would be better than posting 56 files and trying to 
track down all of them

Mitri 
Newsgroups: alt.games.sf2
From: tpordon@nyx.cs.du.edu (Tony Pordon)
Subject: Art of Throwing... Throw chart
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Mon, 12 Oct 92 06:12:27 GMT


A while ago, in a followup to Eu-Ming Lee's (Cybergeek's) "Art of Throwing"
article, Mat Hen requested a post of best throw priority per character.

First, I'd like to clarify the elements which make up a character's throw
"priority".  There is no throw (with the exception of Zangief's SPD) that
is better than the next characters...It just depends on what element of 
throwing works best for you.  These elements are THROW SPEED and THROW
RANGE (distance).  I have compiled a chart for each character's throws.

This chart is based on a scale of one to five, in the throwing factors
of Speed, Range, and Damage.
Champion Edition assumed playing machine.


Character   |   Throw|	Speed|	Range|	Damage|	Total|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ken	     Fierce     3	3       (3)    	6 (9)
	     Rndhouse   2       4       (3)     6 (9)
	     Strong     4       2       (2)     6 (8)
             Forward    3       3       (2)     6 (8)

Ryu	     Fierce     2       4       (3)     6 (9)
	     Rndhouse   3       3	(3)	6 (9)
	     Strong     3       3	(2)	6 (8)
	     Forward    4       2       (2)     6 (8)

Chun Li      Fierce     4       3       (3)     7 (10)
	     Strong     5       2       (2)     7 (9)

Guile	     Fierce     2       4       (4)     6 (10)
	     Strong     3       3       (3)     6 (9)

Dhalsim	     Fierce     2       4       (3)     6 (9)
	     Strong     3       3       (3)     6 (9)

Blanka       Fierce     4       3       (4)     7 (11)

Honda	     Fierce     3       4       (4)     7 (11)
	     (R-house)
	     Strong	4       3       (4)     7 (11)

Zangief	     *SPD*      5	5	(5)	10 (15)


Balrog	     Fierce     3       2       (4)     5 (9)
	     Strong     4       1       (4)     5 (9)

Vega         Fierce/    5       1       (3)     6 (9)
	     Strong

Sagat	     Fierce	2	3	(3)	5 (8)
	     Strong     3       2       (3)     5 (8)

Bison	     Fierce     3       4       (4)     7 (11)
	     Strong     4       3       (3)     7 (10)
~~~~~~~~~~~~~~~~~~~

Again, these throw stats are based on personal observations only.  Obviously,
a Strong throw is quicker than, but has less range than a Fierce throw.
Damage is arbitrary and therefore unnecessary, but contributes slightly to
overall throw scores.  Was Zangief obvious enough? =`)

Ja mata...


						-Tony
	 

--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
   I have gone out into the world to find myself. |   | |   =`) =`) =`) =`) =`)
          Should I get back before I return,      |  ~      [insert insult here]
          please hold me until I get here.        |  \___/  ('= ('= ('= ('= ('=
Newsgroups: alt.games.sf2
From: scott@athena.mit.edu (Scott D Bradburn)
Subject: Re: A few combos for orig. SF2.
Organization: Massachusetts Institute of Technology
Date: Wed, 14 Oct 1992 20:02:11 GMT

In article <13OCT92.22535166@vax.clarku.edu>, jstrachman@vax.clarku.edu writes:

|> Guile:  Jumping fierce, crouching strong, fierce sonic boom
|>         Jumping fierce, crouching strong, forward razor kick
|>         Jumping fierce, standing fierce, fierce sonic boom

How can you exclude the rest of that last combo?  The fourth hit,
the fierce backhand/uppercut.  Although, unless your opponent was stunned
at the beginning, he won't stay standing long enough for that last hit,
but it's rather hideous damage on SF2 Classic if your opponent hasn't
fallen down stunned yet.  (And they are guaranteed to fall down stunned
afterwards ;)


Newsgroups: alt.games.sf2
From: lanier@north12.acpub.duke.edu (Dustin Lanier)
Newsgroups: alt.games.sf2
Subject: more Guile
Date: 12 Oct 92 20:21:24 GMT

Well, in a continuing effort not to suck I have a couple more questions
(thanks btw to everyone who sent me mail)  I got that combo down, 
suprisingly enough, and almost finished the game (never done that before
I know its old hat to most of you :) )  but ... well, let me describe
how most of my games against the computer go:

charge a jab sonic and throw it as the fight starts then try the 
3X fierce combo ... then I keep backing up zapping sonics, kicking when 
he gets close, ticking if he falls, and comboing if there is enough space.
This works pretty well, but I inevitably end up pinned on the wall ...
what should I do here?  I have been blocking high, they jump in, and 
trying to buffer pop them after they miss, but I keep getting my legs
swept ... is there a secret to this?

When would I use the crouching roundhouse?  its soooooooooooooooooooo
slow I can't see when I'd want to use that

I'm also having trouble deciding when to sonic and when to save my 
charge for a razor, so I sit their looking at the other guy just waiting.

and finally, what is the secret for not getting eagled by vega with
Guile?  I play vega too, and some ken player completetly trounced me cause
when it looked like I was charging he just kept doing short dp's so I 
couldn't do anything ... I know I'm supposed to jump backwards and slap,
but he keeps grabbing me ... a couple of times I grabbed him though, with
my throw ... whats the process that decides who wins that and what 
determines what kind of throw ...(neck one, backbreaker) is done?

be patient with me :) and I'll collate all this once I get responses and make
a makeshift Guile faq ... anyone who wants to contribute should send me
your fav Guile move, combo, secret, whatever, and I'll make it up.

Dustin
lanier@acpub.duke.edu
From: ins882e@aurora.cc.monash.edu.au (Mr B.C. Tay)
Newsgroups: alt.games.sf2
Subject: Re: sf2 for PC
Date: 14 Oct 92 02:02:33 GMT
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]

Hey, if you have that software, then send it to ftp and share it with others ,
will ye?
I want IT!!!!!!!!!!(If you are not talking about nonsense....I mean...you make
it up)....

\\\\\\\\\\\\\\\\\
Sonic boom in PC
\\\\\\\\\\\\\\\\\
From: jrennie@terapin.com (Jimmy Rennie)
Newsgroups: alt.games.sf2
Subject: Re: SF2 Clones for a PC
Date: 14 Oct 92 19:03:44 PST
Organization: BBS

The fireball in StickFighter looks like a  *
Newsgroups: alt.games.sf2
From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Subject: Re: Triple Hit DP Test Confirmed
Organization: DSG, Stanford University, CA 94305, USA
Date: Thu, 15 Oct 92 23:29:06 GMT

In article <15OCT92.21560499@vax.clarku.edu> jstrachman@vax.clarku.edu writes:
>  I am also very
>>disappointed to hear that the 3-hit DP cannot be buffered.
>
>Like hell it can't!  Haven't you ever seen the 4 fierce combo?
>
>Jumping fierce, 3hit DP.  Or fierce/fierce DP.  Same thing.

Jumping fierce + triple DP is _NOT_ buffering a triple DP.   Nearly any
character can get a jumping attack + standing attack at any time, as long
as the timing is right.  Now, if you _could_ buffer a triple DP, you would
have a standing 4-hit combo (Ken never leaves the ground.) Now what was
that about 'like hell' ? =)


T. Cannon
From: ackahn@taquito.engr.ucdavis.edu (Andy Kahn)
Newsgroups: alt.games.sf2
Subject: Re: Helping Blanka fight Ryu
Date: 12 Oct 92 19:20:35 GMT
Organization: College of Engineering - University of California - Davis

In article <1992Oct10.200024.18660@athena.mit.edu> cyu@athena.mit.edu (S. Hussein) writes:
>The other day, I saw a longtime Ryu master get beaten over and over by a pretty
>mediocre Blanka player, who knew one important thing:
>
>The trouble with non-fireballers like Blanka is that you have to attack.  You
>can't just wait for the other guy to come in, or he'll just pelt you with
>fireballs while you try desparately to jump each one.
>
>THIS Blanka waited close to Ryu, and kept hitting roundhouse sweep at a range
>that just misses Ryu.  Here comes the awesome part:  if Ryu tries to fireball,
>Blanka's sweep will reach under Ryu's fireball, and nail Ryu's foot as he
>steps forward!  (Ryu automatically steps forward during a fireball!)  Ryu goes 
>down, taking much more damage than Blanka getting hit by the fireball.

If this Ryu player was a "master" (or even just a very good player), he would
  have dragon punched Blanka's extending foot.  Since this Blanka player
  did crouching roundhouse's frequently enough, it is not too difficult to
  anticipate the next one and dragon punch it.  (Yes, you can dragon punch
  ground attacks...)

>  Plus
>Blanka can now press the attack on the fallen Ryu.

Similarly, if Blanka (or ANYONE for that matter) even pressed the attack
  on a falled Ryu (or Ken), they should be met by a Dragon Punch right
  when Ryu gets up.  (That means any aerial attack on a fallen Ryu is
  negated most quickly.)

>And because Blanka's footsweep is so fast, Ryu has no chance to kick Blanka's
>leg during Blanka's sweep.

Lastly, any half-intelligent Ryu/Ken player should know NOT to throw a
  fireball at close range against Blanka.  Blanka can easily jump over
  and get in a devastating combo before Ryu/Ken gets out of their pose
  after executing a fireball.

-- 
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::: "...Turn the needy into the greedy...   ::ackahn@taco.engr.ucdavis.edu :::
::: With cocaine my success came speedy."   ::ackahn@ucdavis.edu           :::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
From: ins882e@aurora.cc.monash.edu.au (Mr B.C. Tay)
Newsgroups: alt.games.sf2
Subject: Re: Super "DUPER" CE Sf2!
Date: 14 Oct 92 01:57:18 GMT
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]

That chip may have been changed by some people......
What is the point to play the character under some weird movement anyway?
However, hope you didn't bull around about this so call super "duper" 
SF.ii

\\\\\\\\\\\\\\\\\\\\\\\\\
Let's have some chip that can strip every character.....then
everyone will play it.....
\\\\\\\\\\\\\\\\\\\\\\\\\
Newsgroups: alt.games.sf2
From: robm@void.ncsa.uiuc.edu (Rob McCool)
Subject: Re: Would you buy an SNES just for SF2?
Organization: University of Illinois at Urbana
Date: Wed, 14 Oct 1992 19:28:31 GMT

U59985@uicvm.uic.edu () writes:

<stuff edited>
: tions for my SNES. I'm looking at TMNT IV, but I heard it was very easy.



TMNT IV was remarkably easy in the arcade. I don't know about the home version.
  It's still a good game, I think.


-- 
Rob McCool, NCSA STG System Administrator
robm@ncsa.uiuc.edu r-mccool@uiuc.edu robm@imsa.edu
It was working ten minutes ago, I swear...
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Newsgroups: alt.games.sf2
Subject: Best characters to use
Date: 7 Oct 92 08:03:37 GMT
Organization: University of Illinois at Urbana

These are my ratings of the characters, based on how long I can stay
on the machine using those characters.  We're talking about master
vs. master here.  And throwing, cheap moves, ticking, combos, back
and forth cheese-torpedoes, everything is legal.

Ryu:  Ryu stands a good chance against any other character.  Unlike many
other characters, Ryu has no 'nemesis' character.  Blanka and Zangief
can pose problems for Ryu, but they don't pose any greater threat than
another master Ryu.
Best when used against:  Honda, Balrog
Poses minor problems for Ryu:  Ryu, Blanka, Zangief.

Zangief:  Zangief can crush anyone.
Best when used against:  Chun Li
Poses major problems for Zangief:  Honda
Poses minor problems for Zangief:  Blanka, Balrog, Dhalsim, Bison, Guile

Blanka:  Blanka can beat anyone with combos and fast reflexes.
Best when used against:  Vega
Poses major problems for Blanka:  Balrog, Honda
Poses minor problems for Blanka:  Ryu, Bison, Guile

Guile:  Guile is as nasty as ever, even though they 'toned him down'.
Best when used against:  Chun Li, Balrog
Poses major problems for Guile:  Sagat, Ryu
Poses minor problems for Guile:  Bison, Blanka, Dhalsim

Vega:  Can be downright nasty if throws are legal.
Best when used against:  Dhalsim
Poses major problems for Vega:  Blanka
Poses minor problems for Vega:  Ryu, Guile, Bison

Chun Li:  Some people groan when I choose her.  Don't ask me why.
Best when used against:  Vega (Really!)
Poses major problems for Chun Li:  Guile, Bison
Poses minor problems for Chun Li:  Ryu, Honda

Sagat:  With a tiger uppercut, you're always in the game!
Best when used against:  Guile
Poses a major problem for Sagat: Blanka!
Poses a minor problem for Sagat: Ryu

Dhalsim:  He was so awesome in the old SF, what happened?!
Best when used against:  Balrog, Honda
Poses a major problem for Dhalsim: Vega
Poses a minor problem for Dhalsim: Ryu, Blanka, Chun Li

Honda:  He was respectable in the old game, now he is terrible.
Best when used against:  Zangief, Blanka, Chun Li, Balrog
Poses a major problem for Honda:  Ryu, Dhalsim, Ken, Sagat, Guile

Balrog:  Jump as fast as Blanka, and he'd be devastating.  Jump slower
than Honda, and he sucks more than Honda.
Best when used against:  Blanka
Poses a major problem for Balrog:  Guile, Sagat, Ryu, Honda, Ken, Dhalsim

Bison:  I don't play this guy.
Best when used against: Blanka, Chun Li, Honda
Poses a minor problem for Bison:  Guile, Ken, Ryu, Sagat

Well, that's all.  I don't include Ken because I really think Ken is
lame.  He's got great combos, but they only work if you don't block
or are dizzy.  If you're good, you don't let either of those happen.
When I use Ken, it's just to mess around...  throwing and ticking, but
never throwing a dragon punch.  IMO, he's MUCH worse than Ryu.
-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER
From: nate@cats.ucsc.edu (Nathaniel Douglas Renwick)
Newsgroups: alt.games.sf2
Subject: Re: Does anyone believe in "super" sf2ce
Date: 8 Oct 1992 21:39:02 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: si.ucsc.edu
Summary: Yes, we believe...  and want to forget.
Keywords: Fast, funny, not worth playing again...


In article <1992Oct7.195258.43672@kuhub.cc.ukans.edu> epasls@kuhub.cc.ukans.edu writes:
>Hi,
 
	W'sup?  ;^)

>I have access to a super sf2ce machine,  Lerner and epasls @kuhub.cc.ukans.edu
>(i am epasls) have both made a few question posts about super sf2ce but we 
>havent gotten much feedback to our questions.
>
>My question today is (and please followup or reply),
>
>How many of you have access to "super" and where.
>and of those who dont, How many of you believe it exists.
>
>My questions about super have been ignored mainly, and i am wondering
>if that is because you
>
>a) dont have access
>b) dont believe it exists(it does)
>c) dont care
^^^^^^^^^^^^^
>or d) dont know
>
>I'm just curious about the lack of "chatter" on super sf2ce.

	The first day I saw it, I was intrigued...  Nothing about the cabinet
revealed it to be anything other than an ordinary SFII:CE machine.  It was
obviously FAST, so I put a quarter in.  What followed was several hours of
hysterical laughter on my part, and those who were watching.  The novelty
eventually wore off, however.
	Virtually every SFII player I've discussed it with agrees that a
"bastardized" SFII:CE has little long term appeal.  Stripping a game of its
rules doesn't make it a better game.  "Super" SFII:CE is hardly a GAME in
such a state.  It's more like a 30 second Road-Runner cartoon you can control
for a quarter.
	Frankly, I would have been much more impressed if it had simply been
sped up and left it at that.  I would have been even MORE impressed if the
Blanka-Ryu switching had been taken to an extreme, so every character
changed identity every ten seconds or so.  Either of these would have made
the game more challenging from a playibility standpoint.  "Super" SFII:CE
is just a contest to see who has better timing after picking a character
with an air-throw.

		I'll still watch, I'll still laugh, but I won't play...

					***Nate***
Newsgroups: alt.games.sf2