From: Zoid@mindlink.bc.ca (Dave Kirsch)
Subject: Re: guile handcuffs????please
Organization: MIND LINK! - British Columbia, Canada
Date: Wed, 11 Nov 1992 18:38:11 GMT

In article <1992Nov10.163409.2659@bvc.edu> jungersdavej@bvc.edu writes:
> I am pretty good at sf2 and would like to know how to use the guile
> handcuffs

Well, handcuffs isn't really that useful, since it just sticks your opponent
to you and he/she can't do anything.  But its a neat trick (I do it on the
computer all the time).  It only works on Classic Street Fighter II (they
fixed it on CE).

The trick isn't getting into handcuffs, its getting OUT of them.  You have to
magic throw to get out.  Its much easier to get into handcuffs if your
opponent is dizzy or just stands there.  Note that unless you can magic
throw, you won't be able to get out of handcuffs, and if the time runs out in
the round, you'll have to reset the machine!

To do handcuffs:

1) Charge up for a Razor Kick

Your opponent must be close enough for a strong throw.

                      |                    \
    That is hold down 0 or offensive crouch 0.  Don't charge in defensive
crouch!  You do _not_ want to charge for a sonic boom, just the razor kick.

2) move joystick to forward and press strong then immediately to forward flip
or jump and press the forward kick.

What you are doing is this:

    |                       Charge up the razor.
    0

    -0 + strong punch       Execute a strong throw.

    0  + forward kick       Execute razor kick while doing the throw.
    |

So the bug happens when executing a razor kick during a strong throw.  Its
actually pretty easy to get into handcuffs.  I have taught novices how to do
it (where as trying to teach a novice how to magic throw is an exercise in
futility).

Now, getting out of handcuffs requires a magic throw.  Here's how to do that:

The following conditions must be met in order to magic throw:

                                              /
    - You must be charged for a sonic boom ( 0  or 0- for two seconds)

    - You must be close enough to your opponent to do an upside down kick
(i.e. what Guile does when you're close and move the joystick to forward or
back defense and hit roundhouse).

                              /
    - Move the joystick from 0  to -0 (forward).

    - Don't press roundhouse + fierce yet, you must wait the split second it
takes for Guile to just start moving forward a step.  To practice this
moment, just do sonic booms, but see how long you can wait before hitting a
punch button _after_ you move the joystick forward.  You'll notice that Guile
can walk a little step forward and can still sonic boom.  The timing for the
magic throw is that last moment where the sonic boom will still work.

    - Press roundhouse + fierce.  The roundhouse has to be pressed a split
second before the fierce.  An easy way to do it is lay the side of your hand
on both the roundhouse and fierce, and press down.  If your angle is right,
you'll press roundhouse a split second before the fierce.  I do it with my
index finger on roundhouse, and my middle finger on fierce.  If done right,
you won't even see a frame of the upside down kick.  It just goes right into
the throw.

And if all the above conditions are met, presto, magic throw!  And you can do
another right after the first!  When you move the joystick forward, keep it
there while the throw is happening, which charges for another sonic boom.
When the throw is completed, move it to back defense 0- and hit
roundhouse+fierce again!  Another magic throw.  Flip it to forward again and
do it again.  Repeat until dead.
--
 /// Dave 'Zoid' Kirsch         | Surrey, BC |Internet:              __
 MIND LINK! Communications Corp.|   CANADA   |  zoid@mindlink.bc.ca  \/
Newsgroups: alt.games.sf2