HDTenEightyP/NetNews huggingface dataset:
From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Subject: Re: Triple Hit DP Test Confirmed
Summary: TOD is a farce!!
Organization: DSG, Stanford University, CA 94305, USA
Date: Sat, 17 Oct 92 01:23:42 GMT

Hello.

I think I amy have figured out why so many people claim that there is a
'Touch of Death' combo out there.  For newbies, the TOD combo is the
following.

Jumping fierce + standing fierce + triple DP  (5 hits)

The TOD is often used as proof that a triple DP exists, and people usually
agree that the TOD only works on tall characters. (like Sagat)

Some of you may know that under certain situations, Ryu can pull of a jumping
fierce + standing fierce + DP combo.  It only hits 3 times, and it only
works when Ryu jumps at just the right distance, but try it enough, and
you can get it to work.  Anyway, today while I was playing a friend (he was
Sagat), I julled this combo, and low and behold, IT HIT FOUR TIMES!!!

When I asked my friend what happened, he told me that her was trying to
jump away.  So in fact, this is what happened.

Ryu:  Jumping fierce + standing fierce + DP (3 hits, doesn't knock Sagat down)
Sagat: Jumps back
Ryu:  Fierce DP hits one more time for a total of 4 hits.

Three more tests confirmed this. It sounded like PowPowPow............Pow.
I haven't tried the same thing with Ken, but it's not unreasonable to suggest
that the same trick would result in 5 hits, a la TOD.

So, what's the verdict?  Is this a coincidence, or what.  Please try it out,
and see what happens.

BTW: Sagat was in the corner

Cheers,

T. Cannon

Xref: sparky alt.games.sf2:3361 rec.games.video.arcade:8051
From: lanier@acpub.duke.edu (Dustin Lanier)
Newsgroups: alt.games.sf2,rec.games.video.arcade
Subject: Re: No Simgle Balance in SF2:CE
Date: 11 Oct 92 22:05:43 GMT
Followup-To: alt.games.sf2
Organization: Duke University; Durham, N.C.

In article <7-yz9g_@rpi.edu> petitc@rpi.edu writes:
>
> Seems to me that there is NO balance in CE.  At least not in the sense that
>any character has an equal chance to take out any other character.
>
> Seems that the characters come in "levels" of power.  From what I can tell,
>the levels are something like this:
>
>(From most to least powerful)
>
>Guile

jeez, I hate it when I see things like this but I still get pounded sometimes
playing Guile. I tried to get a guile manual but the guy I was supposed to mail
 to isn't there so if anyone has one I'd love to get it, but in the interem
 I have a couple of questions since I have see so many "Guile pounds everyone"
messages on the net; maybe then I can pound people too (especially that little
7 year old kid that keeps beating me with Blanka .. grrrrrr ) :).

I just went through like 300 old posts and was wondering if someone 
would translate these casual references to actual moves for me.
These are all Guile moves by the way, I know razor and sonic, natch, 
but vague references to "fierce" befuddle me

"the fierce(?)/fierce(?)/sonic boom combo"

"the 4-fierce is 2nd nature to Guilers" (aaagh)

"(?)kick, crouch, strong razor"

"3X fierce combo"

"ticks such as Guile's throw after a sonic boom hit"


and these two especially confuse me

"3X fierce, double sweep, sonic"

"jumping fierce(?), standing fierce(?), fierce sonic."

how can you charge to do a sonic fast enough for these to be considered
part of a combo?

someone else made a similar reference:

You must start at the oppisite end of the screen and jump towards
your opponent without a ground approach (this way you can renew
your charges while still moving towards your opponent)

How can you do this? do you have to charge first, then if you jump
you don't loose it? how can that work?


and randomly:

can you do a standing razor?  I like standing cause I can watch his
feet and do sonics on every second step but I loose my razor that way
which is not to say guile does :), just I do :)

how do you do a magic throw with guile? i'm kinda fuzzy on the magic 
throw concept.  I saw a desc that said "jump in hit low, and way in till
you think the other is going to come out." s I guess I kinda get that but
then he says "pull the joystick to back defense and tap strong quickly.
if you tapped it twice and stood up and did nothing you did it too
early" but when I push strong I hit :/

can someone explain buffering using guile as an example?

I sat and tried to do 2 booms at a time, jab-sonic, strong-sonic against
 a dummy character and i don't see how that could happen I'd like to see
 it ...

These are my questions, please lend a hand to a fellow sf2ceer who
needs some help! :)

and if you have a guile guide please lemme know.

Dustin Lanier
lanier@acpub.duke.edu
From: dcha@flex.com (Doug Cha)
Newsgroups: alt.games.sf2
Subject: Re: Vega's 5 hit combo
Date: Wed, 07 Oct 92 09:00:08 HST
Organization: Flex Information Network [Hawaii] 808.531.3539

btdcs207@csd.brispoly.ac.uk (DOC) writes:

> In article <1992Oct3.042859.15217@vax5.cit.cornell.edu> pqe@vax5.cit.cornell.
> >Vega's 5 hit combo
> >  When you have dizzy your opponent, do this combo for maximum damage.
> >     flying forward somersault to land in front of your opponent, pulling
> >       joystick back in defensive crouch for charging while in the air.
> >     low jab, and immediately execute
> >     rolling, rolling claw move by pushing the joystick foward and fierce.
> >     follow up by crouching strong
> >
> >  The secret is charging while in the air.  Have fun practicing.
> >
> >     Call me ICE, cause I'm real cool.
> Hmm, really ?

        Yeah, he's REAL cool.

    +------------------------------+
    |  Doug Cha    dcha@flex.com    --------+            ..Neo-Jion..
    +- GE:D.Cha1   dougc@musubi.pubnet.com   --------+      .H.Q.
      ---------+   doug_cha-uhmanoa@uhplato.bitnet    --------+
                ------------------------------------------------------
Newsgroups: alt.games.sf2
From: 11445246@eng2.eng.monash.edu.au (THOMAS HAYWOOD)
Subject: American key layout
Organization: Faculty of Engineering, Monash University 
Date: Fri, 9 Oct 1992 03:33:49 GMT

I'm an Australian streetfighter fanatic, and I was wondering what the names 
of the American keys are called. Ours are as follows.

  /-\                /-\            /-\
  \-/                \-/            \-/
Weak Punch        Medium Punch    Strong Punch

  /-\                /-\            /-\
  \-/                \-/            \-/
Weak Kick         Medium Kick     Strong Kick

Weak is sometimes replaced with Slow( But not often)
Thanks in advance

*************************************************************
*  Tom Haywood.  1st Year Computer Science and Engineering  *
*                Monash University, Clayton, Victoria, AUS  *
*       Email : 11445246@eng2.eng.monash.edu.au             *
*************************************************************
*                 "He who Seeks, Finds "                    *
*************************************************************
Newsgroups: alt.games.sf2
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Subject: Re: Triple Hit DP Test Confirmed
Date: Fri, 16 Oct 92 07:55:09 GMT
Organization: University of New Mexico, Albuquerque

>Maybe I'm being a little simplistic here, but could the "triple" DP be the
>standing fierce-DP?  I know that there's a difference in animation between
>the crouch-fierce-DP and the standing-fierce-DP?  

If it does damage all 3 times to a blocking opponent.  All it is is a true
DP (with the punch at the end of the DP sequence) when you're close to your
opponent.  Doesn't have to be fierce, but yes, it's that simple.

---Phantom
From: jstrachman@vax.clarku.edu
Newsgroups: alt.games.sf2
Subject: RE: A few combos for orig. SF2.
Date: 15 Oct 92 00:45:49 GMT
Organization: Clark University

> 
>|> 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 ;)
> 
> 

Good reason:  Usually, the first three knock you down and stun you.  It's not 
really part of the combo, it's more like adding insult to injury if you're 
lucky.

One more combo:  crouching jab/jab DP.  Three hits and NASTY damage.
        also:    crouching jab or strong/fireball
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Try This on sf2 or CE
Date: 11 Oct 92 00:03:41 CDT
Organization: University of Kansas Academic Computing Services

thanks for posting a cool trick that WORKS.
I tried it on 2 old machines.  1 for 2
and 3 sf2 ce's              .  2 for 3
and 1 super                 .  0 for 1

to people who disbelieve-go out and try it. it wont cost a dime.

dmc...
Newsgroups: alt.games.sf2
Subject: Triple Hit DP Test Confirmed
From: Rob_Tan@kcbbs.gen.nz (Rob Tan)
Date: 14 Oct 92 04:20:00 GMT
Organization: Kappa Crucis Unix BBS, Auckland, New Zealand

So you (dtmlee@gfx.engga.uwo.ca (David Lee)) are saying that the 3 hit 
DP is actually a crouch fierce & then a DP which hits twice & of which 
all three hits take off energy when blocked? 

Newsgroups: alt.games.sf2
From: truly@hardy.u.washington.edu (Shay Bockmann)
Subject: Re: Super Street Fighter 2 championship edition!!
Organization: University of Washington, Seattle
Distribution: na
Date: Wed, 7 Oct 1992 04:47:36 GMT


Hopefully this will work... (I've had problems trying to post messages
before.)
 I just started playing SF2CE (let alone any SF!), and haven't been able
to learn all the moves yet... I decided to go with Guile, and have kind of
learned how to do the Sonic Boom (Is it away then toward opponent, then
punch?), but don't understand why sometimes it works, and sometimes it
doesn't... Is there a recharge time?
 I'm also wondering how to do the flash kick, someone said it is Defensive
crouch, down, up, fierce. Is this true? (I haven't had a chance to try it
yet...)
 One more thing, how can Guile counter the sweep kick from Ryu that seems
to do a LOT of damage, and is pretty fast.
 Please bear with the newbie... I welcome any advice on playing Guile...
Organization: University of Illinois at Chicago
Date: Wednesday, 14 Oct 1992 15:10:50 CDT
From: <U58505@uicvm.uic.edu>
Newsgroups: alt.games.sf2
Subject: Re: SF2 Whiners.
 <Bw48Fv.EKI@news.cso.uiuc.edu>

In article <Bw48Fv.EKI@news.cso.uiuc.edu>, el27166@uxa.cso.uiuc.edu (This Space
for Rent) says:
>
>loverde@ux1.cso.uiuc.edu (AstralWolf) writes:
>
>>     Cheap here at UIUC?  The term is meaningless here.  Especially thanx
>>to such notable events as Cybergeek's "cheap Fridays" (Heck I would say
>>everyday's been cheap day for a while now.  I never used to throw, never
>>got much out of it, but after being tossed like a rag doll a few times,
>>I've altered my game.  (Don't believe me?  Try asking Joe how I beat him
>>the other day...about 3 or 4 throws/round)  Now do you see what you've
>>gone and done here Cybergeek?  Hehe...but it's fun to see that look of
>>disgust on people's faces...I enjoy it...
>
>The best is when they say, "That's SOOOO cheap!  You can't get out of
>it!"  Then they'll try to jab jab throw, except it's like jab jab, walk
>half a mile, counter throw!  And they get all indignant and say "You
>SUCK!"  To which I reply, "I do.  I don't know how to dragon punch or
>fireball, but I can beat you anyway.  So I guess you must suck MORE."
>
>One time, when there was a long line, and lotta good players waiting,
>one player came in and played Sagat.  It was "Cheap Friday"--- when
>I use Ken but never dragon punch, and throw ALOT.  I managed to
>jump and and do reverse rolling kick throws the entire to rounds.
>He wouldn't even try to counter or anything, even when it was completely
>obvious after about the 7th or 8th time.  He just threw his hands up
>and rolled his eyes as if I had committed some mortal sin.  Finally,
>he said, "You're an asshole.  You didn't have to be cheap to beat me."
>It's true.  I didn't.  But why bother?  There were plenty of GOOD
>people waiting who could give me a challenge.
>
>If you guys thought _I_ was bad.  You should remember Quinn, who would
>rub it in your face if you lost by cheap moves :).
>
>--
>Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
>"Nobody told me there'd be .sigs like these."
>-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
>NO CARRIER

Ooh.  Ooh Cybergeek.  I just love it when you talk cheap moves on the
net.  Come on stud, come on.  Why don't you tell us more of your
exploits?  Ha ha ha ha.

The X-Man
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Balrog
Organization: University of Illinois at Urbana
Date: Fri, 16 Oct 1992 18:48:47 GMT

jstrachman@vax.clarku.edu writes:

>I would have beat a "master" Ken player, but he cheaped me second round.  He
>jumped in and started to do the 4 hit combo, but then changed hit mind after
>the first two were blocked and decided to throw me instead.  I died.  If he
>had proceeded with the combo, he would have been in the air and I would have
>killed him.  We were even when he decided to be a cheap prick.  He won 3rd 
                                                   ^^^^^^^^^^^
Thank you for your public whining.  I don't get enough of this when I play.

>round fair and square, but I should have won that game that I worked so hard 
>for.

I don't have any sympathy for you.  You should have counter thrown or
dragon punched or whatever.  If you're just going to sit there and not
do anything but complain, then you're going to lose, not matter HOW much
or HOW loud you complain.

>Balrog rules, period.

NOT!

>-Zephyr, master of the orig. SF2

-Zamfir, master of the pan flute.

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER
Newsgroups: alt.games.sf2
From: ramos@engr.latech.edu (Alex Ramos)
Subject: Is this a tick [Blanka] ?
Reply-To: ramos@engr.latech.edu
Organization: Louisiana Tech University
Date: Sun, 11 Oct 1992 02:52:32 GMT

Some people keep on getting caught by this over and over, so I wonder
if it can be blocked or they are just not blocking: after knocking
someone out of the air with a toward-jumping hit, blanka walk and
headbut as they land (you will be already on the ground before they
fall). Is it just a mistake by my opponent? When conditions are right
(blanka on the ground before opponent) it *always* hits.

What about the headbut followed by a forward kick? The forward hits
most of the time, but is it a tick or an opponent's mistake?

Related to that, but not really the same thing, there is this trick:
walk to a fallen Chun-Li and headbut. If your timing is good but not
perfect you'll get thrown out of the headbut. But once you get the
timing down, they'll try to throw you and get hit everytime. Blanka
allways wins no matter when the chunli player hits the button (I'm
talking about very good chun-li throwers here). (Other characters
cannot throw unless you mess up badly).


-------------------------------------------------------------------------------
                      |       Alex Ramos       | fala-se portugues, tche! 
ramos@engr.latech.edu | Electrical Engineering | se habla espanol         
                      |      LA Tech Univ.     | english spoken here
-------------------------------------------------------------------------------
 ... at least, it doesn't matter what you say!                        The Cure
-------------------------------------------------------------------------------
From: jstrachman@vax.clarku.edu
Newsgroups: alt.games.sf2
Subject: RE: Balrog
Date: 16 Oct 92 06:13:13 GMT
Organization: Clark University

I would have beat a "master" Ken player, but he cheaped me second round.  He
jumped in and started to do the 4 hit combo, but then changed hit mind after
the first two were blocked and decided to throw me instead.  I died.  If he
had proceeded with the combo, he would have been in the air and I would have
killed him.  We were even when he decided to be a cheap prick.  He won 3rd roundfair and square, but I should have won that game that I worked so hard for.

Balrog rules, period.

-Zephyr, master of the orig. SF2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Newsgroups: alt.games.sf2
Subject: Re: Blanka x Guile
Date: 15 Oct 92 22:07:04 GMT
Organization: University of Illinois at Urbana

lerner@kuhub.cc.ukans.edu writes:

>By the way, doesn't it get booring having everybody so good?  It adds
>an element of chance around here when you don't know if the guy knows
>the counter to a move, or if he will be able to DP at the exact right
>instant, or whatever.  Oh, well.

No, they're good because they capitalize on the element of chance.  If
they did the same things over and over, then they wouldn't be good.
I noticed some of the "No-Throw" imported freshmen have patterns which
they do over and over, and it's difficult to get out of unless you
counter-throw them once in a while.

The element of chance is not knowing is someone is going to hurricane
kick through your fireball, jump over your fireball and kill you with
a combo, or whatever.  It DOES get boring after a bunch of Ryu vs. Ryu
matches, however.  Especially since it's difficult to jump in on another
Ryu without getting DP-ed.  So, I play Cheap Ken in order to change
the pace.  Usually, what happens is that people start playing Zangief,
Chun Li, and Vega.  We get different matchups.  If things are getting
boring for you, then do something different!

>-Michael Lerner
-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER
Newsgroups: alt.games.sf2
From: ramos@engr.latech.edu (Alexandre Ramos)
Subject: Re: That damn neck kick!
Reply-To: ramos@engr.latech.edu
Organization: Louisiana Tech University
Date: Sun, 11 Oct 1992 02:23:23 GMT

In article 718561118@bruny, u895174@bruny.cc.utas.edu.au (Tim Morris) writes:
>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?
>

block forward (push towards the side where Ken is coming from).

Otherwise (better) you can Razor Kick or Dragon Punch (that surprises
people most of the time and you'll hear "that's bullshit" or something
to that effect).

--- ramos


Newsgroups: alt.games.sf2
From: mjk31124@uxa.cso.uiuc.edu (the Weasel...)
Subject: Re: Info Needed on Blanka
Organization: University of Illinois at Urbana
Date: Sat, 10 Oct 1992 02:01:50 GMT
Keywords: Blanka

11445246@eng2.eng.monash.edu.au (THOMAS HAYWOOD) writes:

>In particular I am sick of Guile players destroying me. How can I win 
>consistently against guile players?

I find that playing against Guile players are the biggest pain in the ass.
Usually, I'm limited to a defensive game.  I stay back against the corner
and patiently jump over his sonic booms. (be careful of speed switching)
Eventually the bastard will make his move and come in if he has any balls.
The standing roundhouse (back flip) has enough range to hit his face as he
comes in close.  It also protects you from his leg sweeps.  It will ALSO
take him out of the air if he chooses to jump kick you. (this requires better
timing).  I usually follow these with some fast ground attacks.  If you can
do the standing roundhouse with the joystick pulled back, you can charge for
a rolling ball immediately following the defensive roundhouse.

NEVER press an attack when he is either backed up (backing up) or crouching.
Cause you will get "kicked/boomed" up the crotch.  Best way to approach these
guys are to move in as close as you can (not jumping) and do a crouching
roundhouse. Blocking the sonic booms as you move close will not take too
much damage.  Trading a footsweep for a boom is not too bad and gives you time
to do some attacks. Most Guile players I've meet sit around waiting for me to do
a jumping attack (ie. jumping roundhouse) and proceed to razor me.  So I 
walk as close as they allow me to and do a footsweep followed by a ball and a
headbutt followed by another footsweep.

If your unfortunate enough to play Guiles who know how to press a proper attack
I pray for you... haha... If a Guile has you in the corner, block, wait and
charge for a strong ball.  I prefer strong to fierce cause I've been more
sucessful with them.  In SF classic, if you get knocked out of a ball you take
mongo damage.  It's best to use them only in combos, when he's walking towards
you or jumping forward.  Trying to jump on Guile makes as much sense as jumping
on a porcupine.  I save that for when he's dizzy. (Jumping Feirce, Strong, and
Strong ball)  Remember the name of the game is "counter-attack!"   =)

These are my strategies for SF2 only, I don't garantee these on the CE.
I can usually get to Vega on one credit and kick a bunch of avg. Guiles to
boot... Now if anybody has any sure-fire methods to kick Vega (computer)
let me know, I can only get him half the time.  Sagat and Bison are a laugh!

Mike...

>Thanks in advance.
>*************************************************************
>*  Tom Haywood.  1st Year Computer Science and Engineering  *
>*                Monash University, Clayton, Victoria, AUS  *
>*       Email : 11445246@eng2.eng.monash.edu.au             *
>*************************************************************
>*                 "He who Seeks, Finds "                    *
>*************************************************************
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Art of Throwing... Throw chart
Organization: University of Illinois at Urbana
Date: Tue, 13 Oct 1992 01:34:53 GMT

cyu@athena.mit.edu (Zangief hurls) writes:

>In article <Bw03Ew.3K1@news.cso.uiuc.edu>, el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>|> I disagree with the concept of THROW SPEED.  There is no throw speed.
>|> It's whomever times their throw the best according to their range and
>|> extended range.  I'll post my ideas about 'priority' in another article
>|> sometime.

>If there is no throw speed, then how do you explain this:

>Guile walks up to a stunned opponent.  He starts tapping both the strong and
>fierce buttons.  The opponent is always strong thrown....

Have you ever seen Zangief mess up the spinning lariat?  Which move does he
do?  Is it the jab?  No, it's always the fierce so that Zangief gets hit
by the fireball.  When you hit two buttons at once, the higher strength
one has priority.  This happens to me when I play Ryu, too.  I'll
suddenly do a strong dragon punch only because my finger touched the
strong button ever so slightly.

Does that mean the strong dragon punch comes out faster than the jab one?
Maybe.  But I don't think so.

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER