HDTenEightyP/NetNews huggingface dataset:
From: ian@csc.liv.ac.uk (Ian Finch)
Newsgroups: alt.games.sf2
Subject: Re: Bugs on the Classic
Date: 18 Dec 92 18:35:06 GMT
Organization: Knee Deep in Sky High
X-Newsreader: TIN [version 1.1 PL8]

renton_c@kosmos.wcc.govt.nz wrote:
> Can Somebody confirm these bugs on the classic
>
> 2. Ken/Ryu - on the car bonus stage Ken/Ryu gets into the car and starts it?
>
This only works if you've fought Ken before getting to the car bonus stage.
You have to beat Ken in two rounds with perfects, *and* end up close to him.
As he dies, you have just enough time to do a final dragon punch.  This knocks
a bunch of keys out of his pocket (that's right, it's Ken's car), which fall
into your hand.  If you then do a dragon punch on the car stage, Ken/Ryu will
take out those keys, get into the car and start it up.

Have fun,
           Ian
--
 //                             //
 // ian@compsci.liverpool.ac.uk //
 //                             //
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Z and the circle
Organization: Indiana University
Date: Mon, 14 Dec 1992 05:36:20 GMT

In <1992Dec13.001521.11857@ultb.isc.rit.edu> djt2445@ritvax.isc.rit.edu writes:

>Question: Has anyone ever successfully managed to pull a screwdriver, walk to
>a person, and screwdrive IMMEDIATELY as soon as he gets up? The computer did
>this to me once, suprising the heck out of me, because usually when the 
>computer walks up, he kicks, which means I DP... but somehow, the computer
>SCREWDRIVED me as soon as I got to my feet. Annoyed the hell out of me.
>The computer did this at the exact moment my feet got up on the ground. 
>Of course, I had a perfect life stat up until he screwdrove me twice. (I was
>playing Ken, if that's any help). Now, anyone ever tried screwdriving as soon
>as the person started getting to his feet? Would that be considered a tick?

I've had that happen to me, too.  It happened when I was trying to learn Ken
and he did it 3 times in a row before I could do ANYTHING!!!  Well, of course,
I was dead.  After a SPD, you can usually walk up to him and throw him back.
So, I tried that.  I got SPD'd.  So, I figured that I'll jump back after 
getting SPD'd the second time.  Didn't get off the ground.  
But, yes, I think that would be a tick, and, no, I haven't been able to do it.

-- 
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: SF2 around the globe!
Organization: University of Illinois at Urbana
Date: Wed, 16 Dec 1992 12:09:05 GMT


Exotic places I've played SF2:

Taiwan:  Taipei, Tai Chung, Tam Sui, and other small towns. (summer 1990)
Atlantic City, NJ (summer 1991)
New York City, NY (summer 1991)
Toronto, Canada (summer 1992)
Madison, WI (summer 1992)

The competition in the cities in the US sucked.  There was a very nice
large screen SF2-CE on the Madison campus.  It cost $.50 to start and
continue, so not many people were playing it.  And the ones who were
weren't very good.

Toronto had a lot of strip joints, a hell of a lot of tax, and very
clean streets, but not very good SF2-CE competition.

New York had a lot of graffiti covered vans, and the big screen in
Times Square was under repair, but I didn't have much chance to play
any real competition there (just in a dinky arcade in Chinatown
which had a live chicken which would play tic-tac-toe and beat
you.  I didn't ask if she was any good at SF2, or if she was one
of the chickens on the Chun Li screen).

Atlantic City was full of old people and very young SF2 players.
They weren't very good, but swore that the best competition was
at the 'mall'.  I didn't have a car, so I couldn't investigate
further.

It would be fun to scour the country in search of decent SF2
competition, however.  I have yet to see something truly stunning
or novel.  The last time I felt this way, I was pleasantly surprised
to see rumors of a 'magic throw' surface.

-- 
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: holmes7000@iscsvax.uni.edu
Newsgroups: alt.games.sf2
Subject: Re: Dhalsim vs. com. Z 
Date: 17 Dec 92 00:34:40 -0600
Organization: University of Northern Iowa

In article <BzC75o.6z6@usenet.ucs.indiana.edu>, bodom@silver.ucs.indiana.edu (Brian Odom) writes:
> In <6gl2zrq@rpi.edu> petitc@vccsouth02.its.rpi.edu (Christopher Jon Petit) writes:
> 
>>holmes7000@iscsvax.uni.edu writes:
> 
>>>Does anyone have any hints on Dhalism vs. computer Zangeif on Ce?  Also who has
>>>the comos list?
> 
>>  Well, I play both Dhalsim (Gumby) and Zangief (the Z.).  I HATE playing
>>against Dhalsim---the reach always gets me.
> 
>>  Advice:  Keep Zangief away with Forward kicks, Fireballs, and if he gets in
>>close, GET OUT using a head dive.
> 
>>  No-one beats the Z. :&)  (Wishful thinking, but hey, I gotta dream :&) )
> 
> There's a pattern that I have to get perfects against computer Z.  Use _slow_
> fireballs.  When he jumps over the fireball, fierce punch him when he lands.
> The timing for the fierce punch may be tricky at first, but after a while, it
> will become easy.  Also, some random yoga flames wouldn't hurt.
> 
> This pattern will make you angry because you'll hit him with 15 fierce punches
> and he still will probably have more than 1/2 energy.  :)
> 
> -- 
> Brian T Odom
> 
> "We are all manufacturers -- some make good, others make trouble, and still
> others make excuses."

Here's a follow up to my own post.  I tried the slow fire-standing fierce but
it's hard to get the timing down.  He always hit me with a kick.  I found that
the standing roundhouse works alot better.  Also, if you can get distance on
him, try doing the standing roundhouse.  Extend it out when he walks up to you,
so esentially he walks into your extended foot.  Works pretty good for me. 
Don't do it too soon or too late or he'll kick your foot.  I was playing a
human blanka today with dhalsim but I always had trouble with him when he
constantly jumped+Roundhouse at me.  I usually perfect him if I could keep on
the offensive, but one mistake and he be jumping all over me or biting my head
off.  I tried the slides but they didn't do too well.  Is my timing just off?

-Brando
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: Re: Being a Master?
Date: 16 Dec 1992 07:35:05 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ar903@cleveland.Freenet.Edu (Robert Taylor)
NNTP-Posting-Host: slc4.ins.cwru.edu


In a previous article, el27166@uxa.cso.uiuc.edu (This Space for Rent) says:

[Senseless bullshit deleted]

>Of barf.  We're talking about SF2 masters, not masters of Zen-Gandi.
>People who have mastered SF2, the GAME, may or may not have the
>sportsmanship you describe above.  What you are describing is not
>someone who has mastered SF2, but someone who has mastered some 
>other discipline completely different from SF2.  The two are NOT
>the same.  This person may or may not be a SF2 master.  But thank
>you anyway for your cheesy meta-physical crap.  I haven't seen enough
>good bullshit in this group to flame since X-Man stopped posting
>homophobic and sexist rantings.
>
>I can't stand those who feel all self-righteous and chivalric about
>SF2 to make up for some sort of moral dilemma they lack in real life.
>SF2 is a game, folks, not a religion.  If you want to slap each other
>around with white gloves and take ten paces before you fire, that's
>fine with me.  Just don't cry cheap which someone shoots before you
>complete your first pace.  Really, you shouldn't take the game so
>seriously.  Whether or not someone 'cheaps' you doesn't make him/her
>a bad guy.  If you are losing and you try to 'cheap', you haven't
>lost any honor.
>
>Really, would someone explain to me 'SF2 morality'?  I don't understand
>why people refrain from doing certain things which are a winning
>strategy because the opponent considers it 'cheap'.  Why does it
>work on so many people?  Why doesn't it work on ME?
>-- 
>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.
>
I think people say it's cheap, because it's so easy that, they CAN'T
do it!!!

being 'cheap' is just like a special move, it takes practice to do it
consistently.  You, don't say cheap when someone does the SPD, and
you can't                     

-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
Newsgroups: alt.games.sf2
From: jdavis@wam.umd.edu (Joel H. Davis)
Subject: Re: dhalsim fb trap?? just a question..
Organization: University of Maryland, College Park
Date: Tue, 15 Dec 1992 03:56:35 GMT

In article <7633@stan.xx.swin.oz.au> h8eg173@stan.xx.swin.oz.au ( the spiderman...) writes:
>
>	okay.. i know this would need alot of weird play first, from both
>	players..
>
>	but.. do you masters out there think it'd be poss to get
>	a sorta trap going? basically where you fb a player, it hits, they 
>	go down, and you manage to fb them as soon as they get up, before 
>	they can get their block up...
>
>	would it work? or would they still be able to get a block in?
>
>	just asking really...
>
>	and lets all reply constructively, if at all...
>
>giz.

	Dhalsim is my thang now, after giving up on Ken/Ryu.  I beat the game,
beat a lot of people, got beaten, got bored.
 
Anyhow.
 
	On the classic, I can do this sort of trap against human players.  If I
hit with one, I find that for some reason Strong fireballs work best.  I just
stand in one place and belt 'em out.  I can usually hit with 2 or 3 after the
first before I blow the timing and they block.  Against the computer, on the
other hand...

	Ken/Ryu seem to stand up into a DP, so the fire passes right through
them.  The other characters just block it.  Weird, since a lot of the time
computer chatacters will just stand there as a Jab fb moves towards them and
hits...


Joel.
From: ghosty@terapin.com (Noah Hanna)
Newsgroups: alt.games.sf2
Subject: Re: Super duper sf2 CE
Date: 11 Dec 92 19:07:08 PST
Organization: BBS

> Anyway..the preoblem is..the computer somehow avoids the fireballs
> by teleporting...does anyone know how to teleport ???

 Don't take this as truth since I have only played the "supercharged" one that
has Blanka turning to Ryu, but someone posted that you could do it by holding
all of the buttons and releasing, sort of like Balrog's turnaround punch but
with all 6 buttons. I dunno, you tell me...

Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Ken
Organization: University of Illinois at Urbana
Date: Thu, 17 Dec 1992 03:45:41 GMT

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

>Well, it's pretty much second nature around here...and it works much better
>with Ken (because his DP range can be varied more than Ryu's, hence, jumping
>forward over any fireball pretty much guarantees you'll get smooshed).  And
>if the jumping opponent is sitll too far away, why they take a couple steps
>foward first, and then it'll still connect.

Actually, I think it works better with Ryu, since his DP does more damage
and the delay time is less after throwing a fireball.  If they jump in
from out of Ryu's DP range, you can always forward jump-kick or foot sweep.

>And people wonder why I never do jumping in combos with Chun anymore..:)

You can, you just have to jump before they throw the fireball.  Chun Li
can still do some devastating damage with her combos.

>---Phantom

-- 
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.
Newsgroups: alt.games.sf2
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Subject: Re: can Ryu do a tripple DP?
Organization: University of Illinois at Urbana
Date: Mon, 14 Dec 1992 05:09:22 GMT

victor@ucme.Berkeley.EDU (Victor Wang) writes:

>In article <1992Dec14.000149.28146@leland.Stanford.EDU> inkblot@leland.Stanford.EDU (Thomas Calvin Cannon) writes:
>>In article <1992Dec13.113457.45604@kuhub.cc.ukans.edu> lerner@kuhub.cc.ukans.edu writes:
>>>Can you do the tripple DP (or fierce, fierce DP) with Ryu?  Ken's I
>>>can do, but with Ryu I get a crouching fierce and then one hit of the
>>>DP.  Can you get two?
>>>
>>>Thanks, 
>>>
>>>-Michael Lerner
>>
>>Ryu's DP doesn't go far enough out to allow a triple DP....do a fiere + jab
>>DP instead (so you don't go flying into the air, but you still get 2 hits)
>>
>>---
>>T. Cannon
>>

>I don't think Ryu can do it at all even two hits with dragon punch.  Simply   
>because Ryu's dragon punch is too stron, it will knoch the opponent with one
>hit.

	False.  The fierce DP will hit twice from close range, but not always
	knock the opponent down.  Like I mentioned above, Ryu can do a three
	hit version of Ken's touch of death, or other variations thereof.

		Seth Killian

Newsgroups: alt.games.sf2
From: robs@hardy.u.washington.edu (Robert Suh)
Subject: Re: Magic throw help please.(I know the de-cuffs)
Organization: University of Washington, Seattle
Date: Wed, 16 Dec 1992 09:16:25 GMT

In article <1992Dec16.002345.45673@kuhub.cc.ukans.edu> epasls@kuhub.cc.ukans.edu writes:
>Hi all,
>
>This message is to people whow can do the magic thro consistantly
>as well as the 'de-cuffs' whick should technically be the same.
>
>For me I can do the cuffs and then 'magic thro' them out of it rather
>consistently(at most 2 failures before success).
>My problem is that I cant the the 'magic thro' other times.  I have in 
>fact only seen it done once and it took our local guile master about
>4 rounds to do it once successfully.
>
>My question to you all is Is the cuffs thro EXACTLY the same as the 
>magic thro.  I know that the opponent must be near you when you start
>charging and I obviously know the de-cuffs(which should be the m.t.)
>but I have yet to execute the move once.
>
>Ther MUST be some subtle difference between the de-cuffs and the m.t.
>and would some of you 'masters' out there please help me out.

I personally don't find much difference in the two.(Throwing out of 'cuffs,
and doing the Magic Throw.)  Though, I believe the slight difference is 
that when doing the Magic Throw, you have to take that extra 'step',
before pushing roundhouse-Fierce.  Throwing 'em out of the 'cuffs, I believe
that the extra 'step' forward doesn't have to be as long.

Case in point, I was trying to teach a newbie Guile player the Magic Throw.
I was giving him rounds against the computer, and he couldn't do a Magic
Throw if his life depended on it.(Even after ump-teeth times explaining, 
and ump-teenth times playing the computer.) Anyways, so I get the computer
opponent dizzy, and then into the 'cuffs.  I hand it over to the guy, and
he Magic Throws the computer out.  hmm.. So I put the computer back into
the 'cuffs, and hand it over again, and he still magic threw the computer out.
I think the timing for magic throwing out of cuffs, is just a tad shorter,
thus sometimes, it screws me up.  (Sometimes I'll magic throw out of cuffs on
the first try, and other times I just get freeze and freeze.)

P.S. How does that 'Magic Throw, after Magic Throw' go like. (Is
there such thing as Magic Throw Infintum??

P.P.S. Another point, I've heard people stating that you can Magic Throw
Blanka out of the ball, or Honda out of the torp', is it true?  I personally
think it's B.S., my theory is that you can Magic Throw a Blanka when they
are standing on the ground, and thus move into the 'magic throw sequence'
while Blanka is 'balling' your _"throwing" body_. I've done that before, but
haven't seen a Guile Magic throw someone already in the projectile position

Anyways...
.
Newsgroups: alt.games.sf2
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: Re: Ken's HK and invincibility...
Date: 16 Dec 1992 06:23:18 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ar903@cleveland.Freenet.Edu (Robert Taylor)
NNTP-Posting-Host: slc4.ins.cwru.edu


In a previous article, caine@uxa.cso.uiuc.edu (Dark Lord of the Sith) says:

>>As you all should know by now, Ken's HK is not invincible at any point.
>>But for those of you who refuse to accept this as fact, as I once did, I
>>shall prove to you that he is vulnerable at all point in the HK.
>
>>Play Dhalsim, have him throw a fierce or strong yoga fireball.  Wait until
>>the fireball is as close as it would have to be for Ryu to go over one of his
>>or Ken's fireballs, then do the HK.  You should get torched by the fireball,
>>and if you waited long enough, you will see a frame where Ken has his back to
>>you when he gets hit.  Obviously, if you had Ryu, this would not be a problem,
>>but that is proof that he IS vulnerable while doing the HK.
>
>I forgot to say that you also should know that Ken can do the HK over Dhalsim's
>fireball and Guile's SB...as if you didn't already know that.  BTW, this works
>for the CE.  I don't think the HK has the same powers in Classic.  Oh, and
>don't do the HK too early, or you'll never get it.  Duh...

You can HK over the sonic boom in the classic, but I'm not sure of the
fireball (Dhalsim).
>
>Caine Schneider
>-- 
>>------------------------------------------------------------------------------<
>"I've got a bad feeling about this..." -Solo -Skywalker -Leia
>"Attack me if you dare, I will crush you!" -The One and Only...Ken
><------------------------------------------------------------------------------>
>

-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
Newsgroups: alt.games.sf2
From: j_herlih@oz.plymouth.edu (Axl)
Subject: Re: Best Opening Moves
Keywords: Best Opening Moves
Organization: Plymouth State College - Plymouth, NH.
Date: Tue, 15 Dec 92 16:01:15 GMT

	Using Vega against human opponents, I usually start with 2-3
strong punches (claws) to catch them off guard.  Doesn't do a helluva
lot of damage, but unnerves them a bit.  Against computer, i can
usually walk up & backdrop to open up a match.  Or sometimes do a 
roundhouse slide, and rolling claw. 
--
-Axl @)-->--- 
 j_herlih@oz.plymouth.edu - "There can be only one"
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Damage explanation (was Kens 4hitter)
Organization: Indiana University
Date: Mon, 14 Dec 1992 05:27:41 GMT

In <1992Dec13.003328.45598@kuhub.cc.ukans.edu> epasls@kuhub.cc.ukans.edu writes:

>>        
>>     Do you understand how the damage works?  I used to think it just
>> depended on how much time was left in the match, but that doesn't seem
>> to be true.

>Each pixel is not the same,  Pixels towards the end represent
>more strength then pixels towards the center.  Say there are
>100 pixels(dont know exactly, someone wanna count?).  If a move
>takes x pixels when y pixels are remaining then that formula will
>always hold true.  Basicially the pixels represent more damage the
>closer they are to the end.  for instance a blocked sonic will always
>take 1 pixel from a certain point but will take more at the beginning.

Actually, you have 144 "clicks" of damage.  If you live with all your energy
(perfect), you get 30000 bonus points.  Otherwise you get between 0 and 14300
bonus points.










-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Subject: Re: Masterity time
Organization: University of Illinois at Urbana
Date: Thu, 17 Dec 1992 02:55:17 GMT

hogue@cs.arizona.edu (Justin C. Hogue) writes:


>  Please ignore the spelling in the subject, but I was wondering how long
>it takes people to master a character, and if you are a master at more that
>one, how long did the others take?  Trying not to be cocky or humble, I
>stand at
>   ~8 months for Honda

	While this is not really the correct definition of "master", I do
	usually include some sort of vaguely favorable win ratio under my
	general conception of mastery.  While I'm sure there are those that
	have perfected all of the timing and moves and combo's for Balrog
	and Honda, they still can't win.  So what good is this "mastery"?
	That is to say, do you actually win with Honda?  If so, who do you
	win against?  Doesn't anyone play Ken/Ryu or Guile?  If you are 
	claiming that a master Honda can beat master Ken/Ryu and Guile's,
	then please share your mysterious techniques.  I await your response
	eagerly.

		 
		                                                           C
		Seth Killian

>   ~4 months for Zangief
>And I am better with Z now.  What about Y'all.
>--Jowfus
Newsgroups: alt.games.sf2
From: mhen@nodisk.webo.dg.com (Mat Hen)
Subject: Re: Z and the circle
Date: 10 Dec 92 17:09:18
To: muwab@uxa.ecn.bgu.edu (William A. Brien)
Organization: NSDD, Data General Corp.

In article <Bz0C6M.MBC@uxa.ecn.bgu.edu> muwab@uxa.ecn.bgu.edu (William A. Brien) writes:


>    Tried some Z stuff that was posted here.  So far, I feel like the game
>    is no longer boring!  I kinda like the power of sucking a guy into
>    the Z-vacuum and slamming the poor fool's body into the ground at a
>    really cool rate of speed.  Thanks to posts for the techniques to use
>    for being a more effective SF2' Zangief - they were most effective.  
>    Thanks to Mat Hen, who posted Justin C. Hogue's guide (ta to you also)
>    Very informative, and well written - makes me wish *I* wrote the damn
>    thing! =)  It was also very fun to give the computer Z a taste of his own.
>    You know - walk towards him, *ZOT*  Walk away from him, *ZOT*  Sit there
>    and wait for the s.o.b. to come up to you, *ZOT*  Real fun!  I had to quit 
>    because my hand hurt from doing the circles.  Heh.  Which brings me to 
>    another point.


I used to play Ken, Ryu, Guile a lot(I mean A LOT) and I kind of got
sick of them.  Then I saw this Z guide written by Justin.  The only
supermove that I couldn't do in the game was SPD and so I decided to
give a Z a try.  Boy, it was fun and suddenly I was in heaven!
Justin's guide was my first introduction to Z and my thanks to him.  I
really like Z's vacuum effect, you know.  I guess you need to play Z
to realize it. :)



>    It seems that the motion is not exactly a full circle, as described by
>    many, nor is it a half circle, as described by Brian Odom.  Rather, it
>    seems kind of like a 2/3 or 3/4 circle.  I tried to do a straight half
>    and it didn't seem to work all the time, but when I added that little 
>    extra ooomph to the circle, voila!  Suction time!  However, this theory
>    has a few problems.  I have just learned, in about an hour, how to
>    do the SPD fair to middling.  I am just posting my observations in the

Here are the ways I do a SPD:

Walking forward(I'm player 1):

-0  \  |  /  0- -0
     0 0 0


Defensive crouching:

 /  0-  -0  \  |  /
0            0 0 0


Just reverse the joystick positions for walking backward and offensive
crouching.

If I can corner my opponent in the right corner, I like to do a SPD
from the offensive crouch position.  This way I can do another SPD
combo right afterwards.

I've also heard that you can do a SPD simply touching the 4 "vertices"
of the circle instead of completing a whole circle.  I tried that and
it worked but I still like my methods better. :)

By the way, I like a do a lariat from a crouching position so that my
opponent can't hit Z's head when he/she's jumping in and has to
wait until the last moment to attack.  By then, I can almost always be
sure that the lariat can hit him/her.  After that, WHOOSH, WHOOSH, WHOOSH,
BAM!

--
------

Mat Hen		


Newsgroups: alt.games.sf2