HDTenEightyP/NetNews huggingface dataset:
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: How to counter-throw
Organization: Indiana University
Date: Wed, 6 Jan 1993 09:36:34 GMT

In <wwrrlk+@lynx.unm.edu> dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:

>>Always counter-throw backwards (toward standing defense).  There is
>>no advantage in counter-throwing forwards.  Some characters (Guile)
>>get messed up with their charge if they counter-throw forwards.
>>

>Hey, you just pointed out something new to me...does counter-throwing
>backwards require any more skill or timing than a forward throw?  If
>you were already blocking in that direction, do you have to bring the
>joystick to a neutral or foward position for it register the reversal 
>correctly?

>---Phantom              

No, it doesn't require any additional skill.  Maybe your timing will be 
thrown off a wee bit to adjust to reverse throwing.  I RARELY forward throw,
because I play Dhalsim and it's better to keep an opponent further away from
you; so when they're stunned, I throw them to the middle of the screen instead
of towards the corner.

To throw forward (assume facing right):

-0 + punch

to throw backward:

0- + punch

*note*  If you hold the joystick in a neutral position, it will NOT throw.
You didn't give a direction and you will simply get a punch.  Also, you can 
only reverse throw.  You can't reverse bite, bear hug, etc. like the computer 
can.

The only thing that may throw off your timing is to move backwards and don't
press punch fast enough.  It's just backwards and punch, but make sure to
hit punch before your character begins to walk backwards.  Reverse throwing
is MUCH easier to use to escape ticks because you don't have to move out of a 
blocking position.  So, if you suspect a tick, just pull back and throw.  If 
not, stay down.  There is not need to walk forward.  It really hurts to throw
forward if you guessed incorrectly on a ticking maneuver.

Forward throwing IMHO is a little easier to do because your character can walk
forward and then still be able to throw, whereas with reverse throwing, you
may "walk out of range" and won't be able to throw.  Practice it and you'll get
the hang of it.








-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Subject: Re: SFII Tournaments?
Keywords: SFII
Organization: DSG, Stanford University, CA 94305, USA
Date: Mon, 11 Jan 93 23:51:55 GMT

In article <C0oy8t.3pC@NeoSoft.com> madmax@NeoSoft.com (Jack Stitt) writes:
>
>...There is a person around here (Houston, TX) who is known in
>almost every single arcade I have gone to, most STOP N GOs,
>and most other places that have a SFII CE arcade game.  He is
>somewhat of a legend among fans (of SF II).  I have played him
>before (he was in my senior class, '92) and he beat me (I 
>consider myself a fairly decent SFII player, I know most of
>the moves/counters, or so I thought) without even watching the
>game fully, he was more interested in watching a game of 
>Mortal Kombat that was happening on the machine next to us.
>People say that he has won SFII a nationwide SFII tournament...
>My question is this: Has anyone heard of any nationwide SFII
>tournaments?  Do these exist?  What are the prizes?  How is
>a SFII tournament set up?  I spent $4 (games are a quarter,
>some places they're still fifty cents) trying to beat this
>monster (he was playing sagat, which I gathered was not one
>of his better characters because I think I hit him twice
>with long-distance DPs)
> 

As far as I know....THERE IS NO (and has never been) a NATIONWIDE
SFII TOURNAMENT. =)

The biggest US tournament (that i've heard of) was the California State 
championships, sponsored by CAPCOM USA.  There were two regional tournaments 
(one for northern CA and one for southern CA) and the top four from each 
of these met (in LA?) in the finals.

>Thanks...
>-- 
>madmax@sugar.neosoft.com
---
Tom Cannon


Newsgroups: alt.games.sf2
From: larsen@hellgate.utah.edu (Steve Larsen)
Subject: Re: Balrog
Organization: University of Utah CS Dept
X-Newsreader: Tin 1.1 PL4
Date: Mon, 11 Jan 93 19:36:07 GMT

mjb@srl07.cacs.usl.edu (Matthew Brumley) writes:
: 
: So...  What exactly is the deal with Balrog's Haymaker?  I've heard a bunch of
: rumors (many involving some kinda counter that indicates how much damage it
: will do) which I have been unable to confirm (it isn't that hard to hold down
: 3 buttons), and I'm wondering what's up.  
: 
: All I know is :
: a) I did the Haymaker quickly (about 1-2 seconds charging time) during the
:    early part of the round, and it did less than a Fierce punch.
: b) I held down the buttons for about 15-20 clock ticks and no mysterious 
:    counter appeared.
: c) I held down the buttons for a few clock ticks and (my opponent still 
:    having a little more than a throw's worth of vitality left) finished 'im
:    off in one shot with it.
: 
: What I assume from this is the obvious...  da longer I holds down da buttonz,
: da more damigg I takes off.
: However, that's not good enough.  >:)  Any idea on what the correlation b/w
: the charge time and the power of this punch is?
: 
: Also, the charge time for his Charging punches seems to be in the 1.5-2 second
: range!  Still, the fact that he can hit a crouching opponent MORE than makes 
: up for this setback (IMHO, of course).
: 
: Thanks
: 
: 
: Ryules

  You can charge his turn-around punch with either three punch buttons,
or three kick buttons.  As far as I can tell it takes ~three seconds per
level of damage.  There are eight levels of damage.  1-7, and the highest
level is called `final`.  When you release the button for the turn-around
punch, he will say the level of damage (ie: "one", "four", "final", etc).
One other very interesting thing that I found out the other day is that
the beginning of the turn-around punch is invulnerable.  This allows him
to do some really neat things, not the least of which is turn-around
punch through fireballs and tag the opponent (if close enough).  He is
a totally cool player now.

Steve


Newsgroups: alt.games.sf2
From: mhen@nodisk.webo.dg.com (Mat Hen)
Subject: Z
Date: 12 Jan 93 16:57:30
Organization: NSDD, Data General Corp.

Well, you probably know this already.  In CE, there are no sure ways
for Z to stop Honda's torpedos.  In HF, Z can stop Honda's
torpedos with crouching jabs.  I'm not sure how to stop honda's new flying
move with Z though.  May be the double lariat will do it?  Anybody
knows how?


--
------

Mat Hen		


Newsgroups: alt.games.sf2
From: justin@seas.smu.edu (Justin Anderson)
Subject: Re: Zangief vs. Vega
Organization: School of Engineering and applied science; S.M.U.; Dallas, Tx
Date: Mon, 11 Jan 1993 22:00:17 GMT

>
    [Tons 'o stuff deleted]


>A smart Vega will NOT do a screaming eagle against Zangief.  Zangief can 
>counter that easily.  Just do a jumping head butt.  simple.  Just make sure
>you know how to distinguish a jumping fierce from a jumping head butt.  Lariat
>works ok, but the jumping head butt is best.  I think you're interpreting what
>Eu-Ming said as "a good Vega will rarely do the screaming eagle" rather than
>"a good Vega will rarely do the screaming eagle against Zangief".
>
>-- 
>Brian T Odom
>
>"We are all manufacturers -- some make good, others make trouble, and still
>others make excuses."



No way man!  All you do is as soon as you jump off the wall, stick out the   
claws.   So what if he does the Head-butt....you still jab him b/4 he can hit
you.  Works against all chars.  Just scratch them with the claws, and unless  
they jump/slide/teleport out the way, it will do damage!  But most Vegas try to
center themselves over the other player and then go for the attack.   By doing
that, they leave themselves open for counter.  What I (and other vegas here do)
is to attack, and then slide across the screen into them.  This is a boring
thread, lets get something good going like Sagat dizzy to dizzy combos, or
uses for odd moves like Blankas short or Hondas Butt-attack. ;-)

BTW...anyone found a use for Dhalsims strong?

Justin
justin@seas.smu.edu

Newsgroups: alt.games.sf2
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Subject: Re: How to counter-throw
Date: Wed, 06 Jan 93 09:51:54 GMT
Organization: University of New Mexico, Albuquerque

>I find Bison's torpedo/throw the hardest tick for me to counter throw
>because it messes up my timing.  Is this one scenario in which I SHOULD
>tap the buttons like an idiot?  I would like to think that it takes skill
>to counter it, as it takes skill to counter the other ticks, but hey,
>whatever works, right?
>-- 
>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.


Actually, if you think about it, it *should* be harder to counter throw,
because when Bison stops his torpedo (espcially when Bison uses his most  
powerful one and your in a corner), he doesn't stand up right next to you.
He actually stands up approximately where midsection was, or nearly 
an inch away.

So, perhaps in this instance an extended-range throw would be in order?
And that would also explain why it'd be so hard with Blanka.

---Phantom
(who probably won't have her account much longer...no applause, please)
:)
Newsgroups: alt.games.sf2
From: jbw@ponder.csci.unt.edu (WEST JASON BRUCE)
Subject: Re: SFII: HF info [Dhalsim uses, and more ;)  ]
Organization: University of North Texas, Denton
Date: Tue, 12 Jan 1993 13:17:00 GMT

In article <1993Jan11.222248.6991@seas.smu.edu> justin@seas.smu.edu (Justin Anderson) writes:
>    Hate to say this, but for a Dhalsim master, teleport, as we know it now, is
>    not very useful.  Offensively, it sucks, the fireball/tele thing works, but
>    against any half-good opponent, they will start footsweeping as soon as you

     It's good if you tele *AS* they fireball.  They CANNOT counter, you
just get to throw them.  It's the equivalent of a Bison like head stompy in
this situation - ie. if you tele AS they FB you get a free hit.

>    tele, or move and prepare to combo.  Defensively, and situation that Dhalsim    is on the losing end(with opponent coming in), he could get out of by using
>    jab(Da chop!), followed by a fierce to push them away.  If they werent that

     The tele is MUCH better for this.  For one, the jab can be beaten by 
many moves.  Second, the "push away fierce" can be hit easily.  The tele will
put you in the advantage position and leave you unscathed.

>    close, then a fierce or short(standing) would do the trick.  Im sorry, but
>    from what we know of the tele now, against good players it is of no use.
>
>    Though I do do teleport fakes(appearing in front of them), and as I appear,
>    some do roundhouse, and then I get a free fierce.  But after a few games of
>    it, I might only get one a match. (*shrugs helplessly*).  But the HK of Ken
>    and Ryu is easily countered with Dhalsim.  If its Ryu, wait until he is on
>    his way down and standing fierce him.  With Ken, forward kick him in the air     
>    BTW...What do people think of the new and improved honda?  Seems much more
>    playable now that he has him Kamakazee attack!
>
>    Justin
>    justin@seas.smu.edu
From: ck257@cleveland.Freenet.Edu (Michael E. Lee)
Newsgroups: alt.games.sf2
Subject: Re: How to counter-throw
Date: 5 Jan 1993 05:37:40 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


Since when does Blanka "throw" someone? (grin) I play Bison a lot
and when I'm feeling cheap it's just the strong torp with me
pressing the buttons like a madman trying to get the throw after
the torp.  Forget face munch in that situation, you'll lose 
everytime.  

Of course, all the guys here play Ken, so I don't torp much.  I
used to play Blanka a lot and the best thing that worked for me
was to get the other guy into a corner and mix up the attacks.
Try and keep Bison from dictating the match.

Tim Morris, yeah, I've started playing Guile now (just against
computer) and I was wondering when you can go under a jumping
opponent (after my slow sonic boom).  What's the "thing" that
determines whether to go under, do standing roundhouse, do razor
kick, do upside down kick, or backfist? Sometimes I try to walk
under and get a good Blanka claw in the face.  Should it mainly
depend upon screen length between me, boom, opponent?

Mike Lee
Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Guile handcuffs--are you sure you want to do them?
Organization: University of Illinois at Urbana
Date: Wed, 6 Jan 1993 22:24:07 GMT

Speaking of Guile bugs, I was practicing my magic throw the other day
and pulled off 4 in a row against Honda and suddenly, the machine reset.
Anywone else ever have this problem? That's the first time I ever had that
problem (resetting the machine) 

-- 
 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: Turbo
Organization: University of Illinois at Urbana
Date: Tue, 12 Jan 1993 01:47:07 GMT

vcsc1090@sfsuvax1.sfsu.edu (Dionicio Lazo) writes:

>What do people who have played turbo think about the speed?
>Is it too fast like those illegal chiped games?
>Thanx

I like the speed increase in SF2-HF.  It's fast enough so that I don't
get bored with Ryu vs. Ryu fights as much anymore.  It's also more
advantageous for my style of aggressive play and my quick reaction and
quick DP motions.  I'm still fast enough to DP Vega's who jump in by
sheer reaction, so the speed isn't too fast for me.

Also, by speeding it up, you have less time to think.  Everything you do
must be instinctual.  Getting out of fireball traps, hurricane kicking over
fireballs, and combos must all be done flawlessly out of honed practice.

For me, it's the perfect speed increase.  I can react and have Balrog
do the haymaker through a fireball at any point on the screen, for example.
This is useful for those Ryu players who think they can fireball you
and catch you off guard when you get too close.

I think the speed increase enhances my ability to stay on the machine with
Ryu.
-- 
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: dust@cs.UAlberta.CA (Dust Jason Norman)
Subject: Capcom address?
Organization: University of Alberta, Edmonton, Canada
Date: Wed, 6 Jan 1993 01:41:39 GMT

	Hi!  Could someone out there please post Capcom's address.
		Thanks,
			Brian
From: alex@mason.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: Re: Damage Explanation
Date: 6 Jan 1993 21:22:27 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: mason.ipac.caltech.edu

In article <1993Jan6.185656.11537@gmuvax2.gmu.edu> 2261as@gmuvax2.gmu.edu (Ilphay) writes:
>I remember a time on the SF2:Classic machine, the 4-fierce(or rather
>my favorite variation--jump-fierce, uppercut, sonic, 2X sweep, sonic,
>jump-kick, crouched strong, sonic) was enough to pretty much
What do you mean by 2X sweep? Do you mean two forward sweeps? Or do you
mean a roundhouse sweep? Because a roundhouse sweep will knock the person
down which pretty much ends your combo, and jump-fierce,uppercut,sonic,
sweep, will redizzy them anyway... and what do you mean by jump-kick?
Jumping roundhouse?
From: camp5@csbina.csubak.edu
Newsgroups: alt.games.sf2
Subject: Re: Secret Moves Only List
Date: 9 Jan 93 18:31:14 GMT
Organization: California State University, Bakersfield

In article <1993Jan9.020457.1@vmsb.is.csupomona.edu>, cvafy006@vmsb.is.csupomona.edu writes:
> The "Official" Street Fighter II Special Moves List (No glitch moves included)
> (from the left side facing right -- reverse for the other side):
> 
> Blanka:
> -------
> Rolling Ball Attack:  Hold O-- or / for two seconds, then  --O and Punch (any).
>                                  O
> 
> Electricity:  Rapidly tap any punch button repeatedly.
>        
> Chun Li:
> --------
> Head Stomp:  O, then hold | and press any Kick button.
>             /             O
No, to do the Head Stomp you must jump up (any direction, O   O   or O )
							   \  |     /
then while holding | press Forward kick.
		   O

> 
> Whirlwind kick:  Hold | for two seconds, then O and Roundhouse.
>                       O                       |
> 
(Charging usually doesn't need two seconds, but that's the 'official' number)

> Lightning Leg: Rapidly tap any kick button repeatedly.
> 
> Dhalsim:
> --------
> Yoga Fire:  | \  --O then any punch button.
>             O  O
> 
> Yoga Flame:  O-- / | \ --O then any punch button.
>                 O  O  O
> 
> Head Drill:  O, then Hold | and press any punch button.
>              |            O
No, jump up in any direction ( O  O  or O ) wait till you're at the top of your
 			  	\ |    /
jump and press any punch. ( | not needed )
			    O
> 
> Foot Drill:  O, then hold | and press any kick button.
>              |            O
> 
Same as before (jump up any direction and kick ).

> E. Honda:
> ---------
> Hundred Hand Slap:  Rapidly tap any punch button repeatedly.
> 
> Sumo Head Butt Torpedo:  Hold O-- or /  for 2 seconds then --O and any punch
>                          button.    O
> 
> Guile:
> ------
> Sonic Boom:  Hold O-- or / for two seconds, then --O and any punch button.
>                         O
> 
> Flash Kick:  Hold | or / for two seconds, then O and any kick button.
>                   O   O                        |
> 
> Ken/Ryu:
> --------
> Fireball:  | \ --O and any punch button.
>            O  O
> 
> Hurricane kick:  |  /  O-- and any kick button.
>                  O O
> Dragon Punch:  --O | \ --O and any punch button.
>                    O  O    
> 
You don't need the final -O.

> Zangief:
> --------
> Spinning Lariat Punch:   Press Jab, Strong, and Fierce together
>                          simulataneously repeatedly.
> 
> Spinning Pile Driver:  Spin joystick towards opponent, press any punch button.
>                        (turn stick a complete circle)
> 
5/8 circle works. Also,  -O \  |  / O- -O works, and you don't risk jumping if
			     O O O
you mess up. Jab punch so if you mess up, you won't waste 1/2 second punching -
they all do the same  amount of damage.

> Note:  These are from memory.  Feel free to update, add, delete, or correct
> this list.
>
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: More Turbo junk
Date: 8 Jan 1993 06:50:59 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ar903@cleveland.Freenet.Edu (Robert Taylor)
NNTP-Posting-Host: slc10.ins.cwru.edu


I got to play it for the first time today and can do most of the
new moves, but I've been told you can do Chun Li's whirlwind kick
in the air, I've tried and can't figure it out.

I found that Ken, Blanka, Balrog, Dhalsim are harder (Dhalsim not much)
and I found Bison to be easier, I was able to beat him 4 out of 4
times without continuing, all with different characters (Guile,
Dhalsim, Ryu, Vega)

-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
From: robrod@csa.bu.edu
Newsgroups: alt.games.sf2
Subject: Balrog in HF
Date: 11 Jan 93 17:58:23 GMT
Distribution: usa
Organization: Computer Science Department, Boston University, Boston, MA, USA
Originator: robrod@csa


I just want to clear-up the deal with Balrog.  If you now hold down the
3 punch or kick buttons a counter does start running.  You DON'T see it.
You know the power rating when you release the buttons.  When you hold
the buttons down you start at power rating 0 and every 10 seconds the
power rating increases by 1.  After 40 secs the power rating reaches 5
so when you release the buttons you should hear the computer say, "FINAL"
If you hit the opponent with the final power rating it does exactly half
one energy bar.  Any opponent with less than half full energy will die.
If the opponent blocks the hit, it still takes as much as a regular
Fierce punch.

The difference between the first 4 power levels is very little, but the
final power level is certainly noticeble.  The big deal about this move
is that you can hold down the punch buttons and keep fighting with the
kick buttons without interrupting the charge.  In fact, it doesn't
matter if you get hit, swept, fireballed, DPed, etc,  as long as you
hold down the 3 punch or kick buttons, the counter continues.
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: Re: Glitch Moves
Date: 6 Jan 1993 05:58:08 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, wizard@agora.rain.com (Chris Ward) says:

>
>Does anyone know of any Glitch Moves for the following:
>Mortal Kombat
>Street Fighter 2
>Street Fighter 2 Champion Edition
>Street Fighter 2 Turbo Edition
>Street Fighter 2 Rainbow Edition
>                 ^^^^^^^
What the hell is it?


Street Fighter 2 (SNES)
>Thanx.
>
>

-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
From: alex@mason.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: Re: Damage Explanation
Date: 4 Jan 1993 23:22:15 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: mason.ipac.caltech.edu

A lot of people have been saying that moves take more damage off your
life bar at the beginning of the round (or words to that effect). But a
few days ago I was playing CE guile and the very first move I hit soemone
with was a flash kick (unblocked) and it took only 1 little line of health
off. That move is SO inconsistent!!!!
Newsgroups: alt.games.sf2
Subject: Secret Moves Only List
From: cvafy006@vmsb.is.csupomona.edu
Date: 9 Jan 93 02:04:57 PST
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvafy006

The "Official" Street Fighter II Special Moves List (No glitch moves included)
(from the left side facing right -- reverse for the other side):

Blanka:
-------
Rolling Ball Attack:  Hold O-- or / for two seconds, then  --O and Punch (any).
                                 O

Electricity:  Rapidly tap any punch button repeatedly.
       
Chun Li:
--------
Head Stomp:  O, then hold | and press any Kick button.
            /             O

Whirlwind kick:  Hold | for two seconds, then O and Roundhouse.
                      O                       |

Lightning Leg: Rapidly tap any kick button repeatedly.

Dhalsim:
--------
Yoga Fire:  | \  --O then any punch button.
            O  O

Yoga Flame:  O-- / | \ --O then any punch button.
                O  O  O

Head Drill:  O, then Hold | and press any punch button.
             |            O

Foot Drill:  O, then hold | and press any kick button.
             |            O

E. Honda:
---------
Hundred Hand Slap:  Rapidly tap any punch button repeatedly.

Sumo Head Butt Torpedo:  Hold O-- or /  for 2 seconds then --O and any punch
                         button.    O

Guile:
------
Sonic Boom:  Hold O-- or / for two seconds, then --O and any punch button.
                        O

Flash Kick:  Hold | or / for two seconds, then O and any kick button.
                  O   O                        |

Ken/Ryu:
--------
Fireball:  | \ --O and any punch button.
           O  O

Hurricane kick:  |  /  O-- and any kick button.
                 O O
Dragon Punch:  --O | \ --O and any punch button.
                   O  O    

Zangief:
--------
Spinning Lariat Punch:   Press Jab, Strong, and Fierce together
                         simulataneously repeatedly.

Spinning Pile Driver:  Spin joystick towards opponent, press any punch button.
                       (turn stick a complete circle)

Note:  These are from memory.  Feel free to update, add, delete, or correct
this list.

Newsgroups: alt.games.sf2