HDTenEightyP/NetNews huggingface dataset:
From: slee@csulb.edu (Steve M Lee)
Newsgroups: alt.games.sf2
Subject: Re: Getting out of Handcuffs FAKE
Date: 15 Dec 92 10:27:40 GMT
Organization: Cal State Long Beach

Eu-Ming Lee wrote:

[ handcuff procedure deleted]

>Throwing out of handcuffs back into handcuffs:  The opponent looks like
>he's going to get strong thrown out of handcuffs, but instead winds up
>back in handcuffs after the move is completed!
>
>Charge for the magic throw.
>
>Do the magic throw, as shown below.  If you can't do the magic throw,
>then forget about getting out of the handcuffs.
>  /   ,   --O   + [roundhouse kick],  [fierce punch]
>O
>
>Immediately after doing the magic throw, do this set of joystick motions:
>
>--O (Last position from magic throw)  ,
>
>  O     O     O     
>/   ,   |   ,   \   ,   O--  ,   /  
>                               O
>
>Those joystick motions don't have to be done very quickly.  As long as you
>wrap around back to defensive crouch before the throw completes, you'll
>do the get-out-of-handcuffs-fake.  I haven't experimented with short-cuts
>to this move, but the above joystick motions work consistently for me.


     Hmmm...I've always done handcuff to handcuff using this method:

                           O
      / , | , \  , --O , /     + roundhouse and fierce
     O    O    O

     (facing right)

It seems to work better for me if I hold the 2 buttons just a bit longer
than I normally would.
This throws opponent out of handcuff and back in.  The opponent ends
up on the same side as the previous handcuff (right side, in diagram
above).  The logic being that the magic throw involves the horizontal
motion while the vertical motion sets off a razor kick.  Makes sense
to me since magic throw is a shoulder throw... just interrupt it with
a razor kick and back to handcuffs we go.

Does your opponent end up on the other side since your motions lead me
to believe you throw him/her to the left?  If so, maybe a
counter-clockwise spin from defensive crouch to back flip
will do the trick.  I got to try that one soon.  (damn finals)


>After you've amused your opponent and any onlookers sufficiently, simply
>throw you opponent out of handcuffs with the magic throw (listed above).
>
>I don't know why people actually complain when I magic throw them.  I
>mean, it's not like they had a chance to win at all if I play Guile on
>classic.  At least they could enjoy the scenery.  SF2-classic is a silly
>game, and not to be taken very seriously.
>
>SF2-CE is getting closer to being a real 'competitive sport' game, but
>it's still a silly game.
>-- 
>Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
>Guys with long sigs are just trying to compensate for something...

I also found it easy to handcuff a computer Blanka.  Assuming Blanka is
to the right, jump in with a knee (charging the razor), and as soon as
you land, go from offensive crouch to foward flip (+strong and any kick).
Works for me anytime, just on Blanka (non-dazed) though.

If you can jump in on Blanka with the knee then throw him, you can also
handcuff him.

SLee
From: ghosty@terapin.com (Noah Hanna)
Newsgroups: alt.games.sf2
Subject: Re: Zangief and his throw combo
Date: 15 Dec 92 05:29:26 GMT
Organization: BBS

While we're on the topic of the best way to SPD, whats the easiest way to do it
on the SNES,(gezundheit)? I tried all of the methods here and only seemed to be
able to get the full circle to work 1 out of 15 times for some reason, first
time I tried the full circle I got it but had problems after that.
Suggestions?Comments?Complaints?Compliments?...

  __     .  .     
 /_-host (/\)riter
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Ryu vs. Guile strategy
Organization: University of Illinois at Urbana
Date: Mon, 14 Dec 1992 22:03:31 GMT

prock@teetot.acusd.edu (The Prock) writes:

>The same thing happened when the Guile's around here found out that
>I could DP their sweeping foot that followed a Sonic Boom.  Now it
>is a guessing game.  And a bit more stressful.  But fun.  Also Guile
>is fast enough that if you miss a DP he'll almost assuredly throw you
>after you miss if he is close at all.  

Right.  After 'setting up' Guile with a DP to his forward kick, you can
start doing fierce fireballs after you block the sonic boom to get yourself
out of the 'Guile trap' range.  Sometimes, you do a fireball, sometimes,
you DP the forward sweep, sometimes you don't do anything.  Now the
guessing game is in Guile's court.  The fast fireball and DP Guile's forward
sweep are the very small changes which enable Ryu to escape the Guile
trap which was so devastating in classic.

>>get me wrong, the window of opportunity is very small, but vs a master with
>>good timing, Bison is vulnerable at that point.  Of course vs lesser
>>players, it often works since they either block at t his point, or try and
>>do some normal move and get clocked by the rest of the PSEUDO COMBO.
>>This has been my observation, and you can say that the Bison's here all
>>suck, but I encourage you to go field test it.  I have been hit by a move
>>after the scissor kick on rare occasion, but I attribute it to mistiming
>>or screwing up the DP on my part.  Try it and see...

If Bison is close enough after his scissors kick, Z can SPD him.
-- 
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: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Lamest joysticks.
Organization: University of Illinois at Urbana
Date: Wed, 16 Dec 1992 18:47:38 GMT

I think the lamest joysticks I've ever seen were up in
Waukegan (where X-man is a god, hehe.) Anyways, I went
with X once to this army base arcade where there were 3 or
4 SF2 TCE machines. They had these dinky little joysticks
about 1 inch high which didn't seem to have been designed
for 8 way motion. They seemed like the type of joysticks
you would get for a nintendo or something. Anyways, they
were even worse than the ones we have now at the union.

-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: SF2 regulars at UIUC.
Organization: University of Illinois at Urbana
Date: Wed, 16 Dec 1992 11:43:47 GMT

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

>Oh yeah, what about that previous post you said awhile back about if the
>joystick was broken, you'll still kill them, because you said it's not your
>fault the stick is broken (ie, if block is broken, you'll still walk up to them
>and DP or foot sweep or whatever).  I remember you saying that the broken
>joystick wasn't your fault and why should I lose?  Now all of a sudden, it
>doesn't matter if you win or lose.

Okay, if you want to call me 'cheap' an 'asshole' or whatever for taking
advantage of someone else's joystick deficiency, fine.  But please don't
make assumptions that I'm contradicting myself.  I'm not trying to make
myself "look good" to people on the net when I say I don't care about
winning or losing.  I'll admit to being 'cheap' and an 'asshole' when
I play SF2... and especially when I take advantage of other people's
joysticks.  Can't you just take my word that I'm a 'cheap asshole' who
doesn't care about winning or losing?

Taking advantage and not caring about winning or losing are not mutually
exclusive.  I'm not saying that I roundhouse sweep a player over and over
in the corner to win.  The joysticks aren't THAT bad.  And when they are,
people don't play the game in general.

What happens is that I notice when your character isn't in defensive
crouch.  For example, Guile doesn't go into defensive crouch when I
throw a short sweep.  So right afterwards, I'll throw a roundhouse or
a fireball.  Guile has the same opportunity to notice what I noticed
and react.  I feel it's more interesting than stopping the match and
saying, "Umm... you're not blocking."  

How often can you walk up to someone and DP or footsweep them when they're
not getting up?  Even if their defensive crouch is working, there's no
excuse for not noticing when you're not holding your crouch when _I_
noticed that you're not holding your crouch.  And if you do notice it,
there's no excuse for not stopping me from getting that close.

Finally, please don't pass value judgments on me, especially if you've
never met me.  I *HAVE* been known to be merciful in SF2, but I'm trying
to cut back :).  I won't fit that stereotype of a Zen/SF2-master or
any other stereotype you can dream up, so don't try.  I enjoyed reading
other people's reactions to my "cheap 'em when their joysticks are
busted" post.  Funny how the UIUC group was silent through that, huh? :)
Really, I'd like to hear what people think about that.

Yeah, I really enjoy being a dirty rotten bastard when I play SF2.  I
mean, when else can I act that way and get away with it?  Oh yeah, when
i post to USENET!  :)

-- 
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
Subject: New Blanka Combo???
From: jcportwood@miavx2.ham.muohio.edu
Date: 20 Dec 92 12:42:54 EDT
Organization: Miami University, Hamilton campus

I don't know if this is known or not but their is a combo for Blanka that can
do two things.  One put anyone into dizzyness and two if the oppent is dizzy it
will put them back into it.

the combo ---  Double knee kick (meduim) and then double head butt.

This combo can be done on the SNES version and on Street fighter II.  The
Champion edition won't let the head butt go through because the opponet is out
of it's reach after the knee kick.



Jason Portwood  -- Woody
jcportwood@miavx0.ham.muohio.edu
 
Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: dhalsim fb trap?? just a question..
Organization: University of Illinois at Urbana
Date: Mon, 14 Dec 1992 07:06:00 GMT

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?

They would still be able to block, as with any missile attack...

Of course that is assuming the joystick is working.....
(But as we all know, this is not always the case...)

>	just asking really...

>	and lets all reply constructively, if at all...

>giz.
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu
From: alex@crystal.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: Re: several things
Date: 15 Dec 1992 07:31:34 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: crystal.ipac.caltech.edu

In article <Bz9qGn.BGF@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>alex@crystal.ipac.caltech.edu (Alex Werner) writes:
>I said I've never seen a jab dragon punch which hits hit twice in SF2-CE.
>There's a difference between NEVER NEVER hits twice...  Are you sure you're
>not doing a combo?
Actually, I was playing classic edition.... I've never seen a jab DP hit
twice on CE
>>-Honda's torpedo will be invulnerable for longer at the beginning so
>>that some fireballs can go right through him while he executes it

>in the torpedo!  It's got to be harder than that... Maybe as difficult
>to time as hurricane kicking over fireballs...
It seemed to say that there would only be a brief invulnerable period...
enough for a fast fireball to go through you but nothing else. But the
other important thing with Honda which I forgot before is that the torpedo
wioll come out fast enough that it can be used in combos (!!!) which could
lead to some vicious damage, given how much damage Honda always does anyway.

I think it sounds like Balrog will have some SERIOUS potential, although
he will still be horrible vulnerable to FB and sonic boom traps unless
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Magic throw help please.(I know the de-cuffs)
Date: 16 Dec 92 00:23:45 CST
Organization: University of Kansas Academic Computing Services

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.

thanx in advance.
-- 


Later...

/--------------------------------------------------\
|    DMC@Planet.Pinball=epasls@kuhub.cc.ukans.edu  |
|    RYU=de stud boy                               |
|    Guile=de style boy                            |
|    Vega=cheese                                   |
|    Cindy Crawford=GODDESS                        |
|    Pain=Happiness=Sadness=Pleasure               |
|    And remember-"Big Brother is Watching you."   |
\--------------------------------------------------/
From: skrul@csugrad.cs.vt.edu (Steve Krulewitz)
Newsgroups: alt.games.sf2
Subject: Street Fighter II FAQ
Date: 12 Dec 92 01:27:17 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA
X-Newsreader: Tin 1.1 PL4

Is there a FAQ available for this group yet?  Or has anyone written
anything on all the special combos of each individual player?

Thanks...
From: stdnt163@whscdp.whs.edu
Newsgroups: alt.games.sf2
Subject: Da guy wit Da Big Bad SFII Moves List
Date: 16 Dec 92 18:18:10 CST
Organization: Washington HS, Milwaukee, WI



	A reply to da guy wit da big bad SFII moves list:  If you know the Boss
special moves, why don't you know Chun Li's reverse flip kick or Guile's flying
knee attack?  Before you POST a moves list, make sure it is a COMPLETE moves
list!

					Me (You're better off knowing me as     
					    just that!!!)  
Newsgroups: alt.games.sf2
From: petitc@vccsouth06.its.rpi.edu (Christopher Jon Petit)
Subject: Re: Bugs on the Classic
Date: Sat, 19 Dec 1992 02:29:34 GMT

ian@csc.liv.ac.uk (Ian Finch) writes:

>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

  I thought the time for jokes was April...

-- 
Now on sale, in Aisle 5 of the Divine Supermarket---Lives, and Clues.  Buy
yours now and avoid the rush!  They make great Christmas gifts!
Cynicism is only realism projected into the future.
If your fondest wish is to fly, don't draw up plans for flippers.
From: hogue@cs.arizona.edu (Justin C. Hogue)
Newsgroups: alt.games.sf2
Subject: Re: Zangief and his throw combo
Date: 14 Dec 92 06:57:13 GMT
Distribution: usa
Organization: U of Arizona CS Dept, Tucson

In article <1992Dec9.094233.23345@mercury.unt.edu> jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:
>In article <ByxBw1.1L2@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) writes:
>>OK, I posted this earlier today about an easy way to do the SPD.  In case you
>>missed it, to do an SPD, all you need is this:
>>0-, /, |, \, -0 + punch
>>   0   0   0
>
>   Can someone please confirm this for me?  I've tried it with no success.
>I can yoga flame at will - so I am confused.  If this would work I would
>be great with Z, but it doesn't work for me.  Confirmations?  Tips?
  I have also found some strange abbrieviated form of the SPD, but have never 
been able to do it onb purpose, only on accident.  Seems you only need to touch
maybe 5 points? I dunno.
  On the subject of doing Z's throws, this is going to sound wierd But I did
it.  I can never (with all my Z time I've logged in) pull off the chin smash
or iron claw on purpose.  One day I was playing around and found that a
fireball motions
(that is--crouch--offensive crouch--forward) seem to pull these off much
easier.  So far It has worked 4 out of 5 times (played sorry people and tried
it when they were dizzy), and lemme tell ya, you can really get a chin smash
going fast if you know you are going to do it (pull it off then hit buttons 
so fast you get 10 off before the opponent sees what happened).  Well, 
I was hoping some others had seen/heard/tried this, maybe I was just very 
lucky. 
--Jowfus
Newsgroups: alt.games.sf2
From: caine@uxa.cso.uiuc.edu (Dark Lord of the Sith)
Subject: Re: Let's play Smash the Lexus
Organization: University of Illinois at Urbana
Date: Fri, 18 Dec 1992 16:48:52 GMT

tmorris@bruny.cc.utas.edu.au (Tim Morris) writes:

>I'm wondering about the most efficient way to pulverise the Lexus with
>the various characters.  (For those of you that are confused, the Lexus
>is the car stage).  I hate it when I take a character I've never had
>before and fail to even destroy the damn thing!  So here's a list of
>characters and the methods I use, and the amount of time that's usually
>on the clock when the car gives up the ghost (provided I'm not screwing
>around with sonic booms, HK's etc).  Ammendments?


>Balrog (0 seconds):

>  I *never* finish the car with him - his failure pose MORE than 
>compensates the loss of points!


Dhalsim (? seconds)
  Headbutt!


Sagat (? seconds)
  This should work...standing roundhouse until the doors are history, then
  standing forwards shoudl do the job.  I think the TU is too slow.


For Balrog...Try doing the turn punch one after another.  Do it by holding
down two of the three buttons at all times, and then release one (the jab) of
them, then press it again as he hits the car.  Do this in a rhythmic method,
and repeat as desired.  I've seen him beat up the car, but there was no time
on the clock...

Caine Schneider

-- 
"I've got a bad feeling about this..." -Solo -Skywalker -Leia
"Attack me if you dare, I will crush you!" -Ken
"For a price I'd do about anything, except pull the trigger." -Queensryche
"This screen ain't big enough for the both of us." -Scorched Earth v1.2
Newsgroups: alt.games.sf2
From: jbw@ponder.csci.unt.edu (WEST JASON BRUCE)
Subject: Re: SFII-CE Match-UPs and Ratings
Organization: University of North Texas, Denton
Date: Tue, 15 Dec 1992 08:49:59 GMT

In article <Bz9Brt.7D5@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) writes:
>In <#4j2lq+@rpi.edu> petitc@nuge115.its.rpi.edu (Christopher Jon Petit) writes:
>
>>tmorris@tasman.cc.utas.edu.au (Tim Morris) writes:
>
>>>>Honda believe it or not is quite effective vs. Bison...
>
>>>I'm curious... as a non Honda player, what can he do to stop the torpedo
>>>from close in?  As I see it, Honda has to press the attack on Bison, but
>>>once you land on the ground, what's to stop Bison just torpedoing straight
>>>away?  (I'm assuming Bison can slide under the hands to knock Honda over).
>
>>  Did you try Honda's down + forward kick (the extend foot kick)?  Or does
>>the cheesepedo have priority?
>
>Knowing the cheese, Bison will win the exchange.  My question is which will
>win, the 1000 hand slap or the cheese?  If Bison wins this exchange, Honda
>can just give it up.

   Depends on where Honda's hand is - ie, its luck.  Bison will more often
than not.  But, I wouldn't be surprised if Hond'a belly flop stopped the 
pedo - much like Z's does.

>-- 
>Brian T Odom
>
>"We are all manufacturers -- some make good, others make trouble, and still
>others make excuses."


Newsgroups: alt.games.sf2
From: dtmlee@gfx.engga.uwo.ca (David Lee)
Subject: "sf2ibm" wanted DESPERATELY!!
Organization: University of Western Ontario, London
Date: Thu, 17 Dec 1992 16:27:15 GMT

     Would someone please mail me a copy of the playable "sf2ibm" (the
one that can only show Ryu and Guile).  I have the key stokes files
(for Chun Li, Blanka and so on) only.  I really appreciate that.
     Thank You!


/~~ -O- ~~v~~~~~~~ /|\ ~~~~~~~~~v~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|   /|\      v      U              dtmlee@gfx.engga.uwo.ca        |
|                 *-+-*                                           |
|                   |          David - The 'Scarecrow'            |
\___________________|_____________________________________________/

Newsgroups: alt.games.sf2
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Subject: Re: Let's play Smash the Lexus
Date: Sat, 19 Dec 92 10:59:31 GMT
Organization: University of New Mexico, Albuquerque

In article <tmorris.724682857@bruny> tmorris@bruny.cc.utas.edu.au (Tim Morris) writes:
>I'm wondering about the most efficient way to pulverise the Lexus with
>the various characters.  (For those of you that are confused, the Lexus
>is the car stage).  I hate it when I take a character I've never had
>before and fail to even destroy the damn thing!  So here's a list of
>characters and the methods I use, and the amount of time that's usually
>on the clock when the car gives up the ghost (provided I'm not screwing
>around with sonic booms, HK's etc).  Ammendments?
>
>Ken (17 seconds):
>
>  I use two jab DP's to destroy each corner, then crouching fierce 
>interrupted by jab dragon (two hits) to destroy the car from the right
>hand side (assuming I'm player 1).  
>

Ken (27 seconds):

Jab triple DP, assuming Ken starts on the left side (if he starts on the
right, it's a little longer, 'cause he has to jump back to the left after
the first).

Unless, of course, you don't believe in the triple DP.  :)  In which case,
I'd love to hear how other people can do it with that much time left.

---Phantom
From: eaeg160@orion.oac.uci.edu (Andy Wu)
Subject: Codes for Game Genie for the SF2
Newsgroups: alt.games.sf2
Distribution: usa
Date: 13 Dec 92 07:54:17 GMT

Does anybody have *any* codes for the Game genie for SF2?  Anything!

Thanks in Advance,

	Andy
--
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Andy Wu                     The Three R's--REDUCE, REUSE, RECYCLE
eaeg160@orion.oac.uci.edu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Ken
Organization: University of Illinois at Urbana
Date: Wed, 16 Dec 1992 00:11:27 GMT

spolar4879@iscsvax.uni.edu writes:

>those that can slide forward.  Has anyone else discovered this/countered it?

Maybe.  But so far, I have yet to understand it.

>                Your Newly discovered reader,
>                J. Spolar
-- 
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