HDTenEightyP/NetNews huggingface dataset:
From: kalex@quip.eecs.umich.edu (Ken Alexander)
Subject: Re: location
Organization: University of Michigan EECS Dept., Ann Arbor
Date: Wed, 13 Jan 1993 00:44:25 GMT

In article <1993Jan12.162736.8618@csus.edu> vcsc1090@sfsuvax1.sfsu.edu (Dionicio Lazo) writes:
>Aren't you sick of seeing this:
>
>This program posts news to thousands of machines throughout the entire
>civilized world.  Your message will cost the net hundreds if not thousands
>of dollars to send everywhere.  Please be sure you know what you are doing.
>
>Are you absolutely sure that you want to do this? [ny] y

My system prints a slightly different version of this:

This program posts news to billions of machines throughout the
civilized universe.  Your message will cost the net enough to bankrupt
your entire planet, and as a result your species will be sold into
slavery.  Please be sure you know what you are doing.

Newsgroups: alt.games.sf2
From: singram@eng.auburn.edu (Scott Ingram)
Subject: Re: Computer Ken
Reply-To: singram@eng.auburn.edu
Organization: Auburn University Engineering
Date: Sun, 10 Jan 1993 22:29:11 GMT

In article 1il605INN1ih@usenet.INS.CWRU.Edu, cr415@cleveland.Freenet.Edu (Adam S. Wang) writes:
>I have played SF2 for about 2 months now and can defeat most of
>the computer players, but I've never been able to advance to
>the boss characters because either Ken or Ryu will destroy me
>near the end (is it my imagination, or do they get tougher as
>the game progresses?).  If I fight Ken as the first opponent
>then I can defeat him, but if I fight Ken as the 3rd or 4th or
>last opponent then I get creamed.

Are we talking Classic or Championship here? CE is much harder, but this should
work for you:

If he walks up, wait until the last second to razor. Preferably wait for him to
DP, defend it, and then jump up and aerial throw him.

Otherwise, just sonic boom him and follow it in.

If you get him knocked down, go for multiple jabs (Classic) as this
will desroy him easily.
 
Orion.



Newsgroups: alt.games.sf2
From: mjb@srl07.cacs.usl.edu (Matthew Brumley)
Subject: Sagat
Organization: University of SW Louisiana
Date: Sun, 10 Jan 1993 05:17:35 GMT


     Ah!  Found out.  Each of his three Tiger Uppercuts knock the opponent 
off of their feet.  And they look faster than normal.


Ryules


Newsgroups: alt.games.sf2
From: sg7017095@v9001 (tomwoof)
Subject: Re: SF2*ibm*: black belt edition available (was re:sf2eng.lzh?
News-Software: VAX/VMS VNEWS 1.41    
Organization: Nanyang Technological University - Singapore
Date: Mon, 11 Jan 1993 13:20:00 GMT

In article <1993Jan9.233930.46270@kuhub.cc.ukans.edu>, epasls@kuhub.cc.ukans.edu writes...
>> 
>> 	I found this while browsing thru wuarchive.  Has anybody tested 
>> this version?  Does anyone know how to un-lzh it on vax or unix?
>> 	Where can I found sf2new2.zip?  Thanks for the time.
> 
>Sf2eng.lhz is an illegal hack of sf2ibm.zip(which also happens to be illegal
>due to copyright infringement, but he did the work).  It is very similar
>to the hacks in the arcade.
>there are 8 characters to choose from, 4 are ryu clones, and 4 are guile
>clones.  each clone does variations, for instance scarlet(guile num.4)
>has a wierd razor kick that uses the first instant sonic boom animation.
> 
>sf2-184.lzh is equivelent to sf2new2.zip.
>all this is for ibms only of course.
> 
>the 2 files are on wuarchive.wustl.edu under pub/MSDOS_UPLOADS/games
>and lzh(or lhz, whatever) is under mirrors3/archive.umich.edu/msdos/compression
>/lzh  (or something recognizably similar).
> 
> 
>> 
>> 
>>     [][][][]   [] [][] []    []  ***********************************************
>>    []     []  [] [] [] [][]  []  *  EVAN CHAN  V060P9RR@UBVMS.CC.BUFFALO.EDU   *
>>   [][][][][] [] [][][] [] [] []  *  LAMBDA PHI EPSILON------SPANKY             *
>>  []       [][] []   [] []  [][]  *  "Here'sMr.BustaRhymewitdaSCENARIO" TCQuest *
>> [][][][][][]  []    [] []    []  *  "BUUUDDDYYYBUUUDDDDYYY" Raiden (MK)        *
>>                                  ***********************************************
>-- 
Are they faster than the Korean version? I ran it on a 486-33 and the game
feels very sluggish. Maybe it's because of the lack of sound, but I find it
totally lacking the atmosphere of the original.

IMHO, the Amiga version is much more playable and feels pretty close to the
real thing, apart from the slightly modified controls and lesser colors.
I suppose sound really makes a big difference when playing SF2, I mean,
imagine playing it WITHOUT sound!

-tomwoof-
> 
>Later...
> 
>/----------------\
>| Doug McClendon   \
>| DMC@Planet.Pinball \-----\
>| epasls@kuhub.cc.ukans.edu \
>| C.C.=Perfection            \---\
>| Pain=Happiness=Sadness=Pleasure \--------\
>| "Give up on life, life's given up on you" \
>|      -Keith James, 1992|                  | 
>\-------------------------------------------/
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Newbie Question
Organization: University of Illinois at Urbana
Date: Fri, 8 Jan 1993 04:19:17 GMT

dementia@cheshire.oxy.edu (Daniel Steven Reinker) writes:

>Anyone know if wiggling the joystick also helps if you are the one
>putting the move on the other guy? 

If you're really putting the moves on the other guy, try wiggling HIS
joystick.

>A friend of mine would always 
>wiggle the joystick back and forth when he got me in a honda bear hug,

I'll bet he does!

>and it seemed to take me longer to get out of it, and plus it did
>it faster. 

I'll bet you wished it was harder too!

>Since then, every time I get someone in one of those
>moves, I wiggle the joystick...just in case...

>Hiz Lord Dementia

And you call yourself Dementia... Shame!
-- 
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: larsen@hellgate.utah.edu (Steve Larsen)
Subject: Big BAD Balrog
Organization: University of Utah CS Dept
X-Newsreader: Tin 1.1 PL4
Date: Tue, 12 Jan 93 20:17:24 GMT

  This guy really is cool now.  I have read quite a bit of traffic
about how people are having a hard time holding down all three kick
buttons while they use the punch buttons so as to charge the haymaker.
I just thought I would share my solution with you.  I took a peice of
3/4" PVC (sprinkling system) pipe and cut it in half down the interior
axis (so you have a half moon peice of pipe left).  Then I take this pipe
and tape it to the machine so that one edge rests on the kick buttons
(or the punch, whichever you prefer).  Then all I need to do is rest my
hand on the pipe as I normally do on the machine anyway, and release it
when I am ready to punch.  It works very well, and is quite comfortable.

Happy Balroging

Steve
From: v060p9rr@ubvmsb.cc.buffalo.edu (SYS$LOGIN:SIGNATURE.TXT)
Newsgroups: alt.games.sf2
Subject: sf2eng.lzh
Date: 8 Jan 93 12:10:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41


	I found this while browsing thru wuarchive.  Has anybody tested 
this version?  Does anyone know how to un-lzh it on vax or unix?
	Where can I found sf2new2.zip?  Thanks for the time.


    [][][][]   [] [][] []    []  ***********************************************
   []     []  [] [] [] [][]  []  *  EVAN CHAN  V060P9RR@UBVMS.CC.BUFFALO.EDU   *
  [][][][][] [] [][][] [] [] []  *  LAMBDA PHI EPSILON------SPANKY             *
 []       [][] []   [] []  [][]  *  "Here'sMr.BustaRhymewitdaSCENARIO" TCQuest *
[][][][][][]  []    [] []    []  *  "BUUUDDDYYYBUUUDDDDYYY" Raiden (MK)        *
                                 ***********************************************
From: lerner@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Turbo question
Date: 4 Jan 93 14:08:15 CST
Organization: University of Kansas Academic Computing Services

Does anyone know just how one does Chun Li's Bird kick in the air?
Yesterday, I was doing it without jumping off anything except the
ground.  I know it's easy if you jump off the wall, or someone's head,
but I was just doing a forward jump, hitting the short button, and
getting the kick.  I must have been doing something else, because I
doubt it's that easy.  Maby you just charge for it and then keep the
joystick pointed up before you het the button?  I don't know.  

-Michael Lerner
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Newsgroups: alt.games.sf2
Subject: Re: SFII classic - Ryu's better than Ken!
Date: 13 Jan 1993 01:32:32 GMT
Organization: University of New Mexico, Albuquerque
NNTP-Posting-Host: triton.unm.edu

In article <C0H1AJ.ApF@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>Aside from the obvious kick throw difference in SFII classic, can anyone
>tell the difference between Ken and Ryu?
>

There are some interesting differences, but mainly, Ryu has better fireballs
(quicker recovery time), and Ken has better DP's (greater range, greater
potential damage, maybe even faster recovery time).

But, as you outlined in your post, Ryu seems have an overall functional
advantage with regards to positioning.  But, a good Ken with experience
playing against Ryu can compensate that with jab DP's to a large extent.

Ah well, just my observations...

---Phantom
From: plantee@JSP.UMontreal.CA (Plante Eric)
Newsgroups: alt.games.sf2
Subject: Problem with battletech
Date: 4 Jan 93 16:06:21 GMT
Distribution: na
Organization: Universite de Montreal

My problem is that I lost my documentation for battletech and I don't remember
the password in the map's room(the one with the planets);if you have the game,
email me at 'plantee@jsp.umontreal.ca'
            
                  thanks!
From: larsen@hellgate.utah.edu (Steve Larsen)
Subject: Re: Chun Li and one more Balrog thing
Organization: University of Utah CS Dept
X-Newsreader: Tin 1.1 PL4
Date: Mon, 11 Jan 93 19:41:13 GMT

mjb@srl07.cacs.usl.edu (Matthew Brumley) writes:
: 
: Since when does Chun Li hit her opponent when she's just starting her Spin
: Kick (I still don't get this Spinning Bird Kick stuff >:) ??  No one has ever
: stood right next to me and just done the SK, but a coupla days ago on the
: Turbo SF, while in stars, the guy just walked up to me and did the move,
: hitting me AS she turned upside down, then hitting me as she spun her legs
: violently.  Weird.
: 
: Also, it seems that they've added an extra frame of animation to Balrog's
: crouching Fierce (normal upperut), so that it can hit lower targets.  And,
: his standing Strong isn't as effective as before.
: 
: 
: Ryules
: 

  Yes, Chun Li's Bird Kick now hit you on the way up (and it is still
invulnerable), while it is executing (if you are not crouching), and on
the way down.  It is FAR more useful than before.  I think she is
great fun to play.  I am finally used to the yoga-flame fireball, and
she can be very devistating.  As a matter of fact, I just won the local
tourney with her the other day.  I played a lot of good Ryu's, and was
able to beat them.  However, I am not sure if that is because of her
increased ability, or everyone not being used to a fireball from her.
Only time will tell.

Steve
Newsgroups: alt.games.sf2
From: mhen@nodisk.webo.dg.com (Mat Hen)
Subject: Re: ChunLi's hurricane kick
Date: 11 Jan 93 10:50:29
To: ongg@athena.mit.edu (Jay Ongg)
Organization: NSDD, Data General Corp.

>>>>> On Fri, 8 Jan 1993 23:55:40 GMT, ongg@athena.mit.edu (Jay Ongg) said:
In article <1993Jan8.235540.18926@athena.mit.edu> ongg@athena.mit.edu (Jay Ongg) writes:



> Does anyone know how to do the Helicopter kick for chun li in the air
> for SF2CEHF?

> I'm not talking about the regular one where she is just a couple of feet
> off
> the ground, but where she actually jumps in the air and then does it
> thanks



Just charge it up on the ground as you would normally do.  Then jump
up.  When you're about in the middle of the screen, press a kick
button(short is the easiest).

You can also do that when you bounce off from a heel kick.  Just
charge it up and press a kick button when you bounce off.

--
------

Mat Hen		


Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: some observations of HF
Organization: Indiana University
Date: Wed, 13 Jan 1993 05:32:17 GMT


For me, it seems that moves are executed a little differently.  For example,
it seems to me that a DP is easier to execute and executing the "combo" is
also easier to perform.  It could be due to the speedup, but I don't know.
Also, it seems that charge up moves are executed funny (at a disadvantage).

I was playing Bison, Guile, and Blanka the other day (just fooling around) and
I was having serious problems adjusting.  When I use Guile (on CE and classic),
I am usually in the familiar charge up position like so:

 / 
0

and I have always executed my sonic boom like this:

 / (charge), -0 + punch
0

and my razor kick like so:    
              0
 / (charge), / + punch
0

Yes, for some strange reason, I always pull it to the diagonal.  I guess I
don't want to differentiate the sonic boom and razor kick motion too much.
But, you can't do this on the HF.  It seems tough for me to adjust since it
seemed like I couldn't do razor motions like I'm so used to.  I was really
having trouble with Blanka's upward ball.  Does anyone else notice this?
Or am I just imagining this?  I'm starting to adjust but it just seems like
everything is executed a little differently since HF won't let you do a razor
kick motion like this.
From: chambers@lclark.edu (Christopher Chambers)
Newsgroups: alt.games.sf2
Subject: Re: Newbie Question
Date: 7 Jan 93 18:45:38 GMT
Organization: Lewis & Clark College, Portland OR

>Anyone know if wiggling the joystick also helps if you are the one
>putting the move on the other guy? A friend of mine would always 
>wiggle the joystick back and forth when he got me in a honda bear hug,
>and it seemed to take me longer to get out of it, and plus it did
>it faster. Since then, every time I get someone in one of those
>moves, I wiggle the joystick...just in case...
>
>Hiz Lord Dementia

Yeah, I think so definitely. The direction varies depending on the move;
The bear hug is a horizontal wiggle whereas Blanka's bite is up and down. 
If you are really into this, and your opponent is only halfheartedly wiggling
you can get around six bites, and I landed twelve against one of those people
who didn't think wiggling helped at all. The only one that doesn't seem to 
go much faster is Balrog... he always seems to headbash at a regular pace. 

chambers@lclark.edu
Newsgroups: alt.games.sf2
From: justin@seas.smu.edu (Justin Anderson)
Subject: Re: Hyper Fighting
Organization: School of Engineering and applied science; S.M.U.; Dallas, Tx
Date: Tue, 5 Jan 1993 22:47:58 GMT

In article <1993Jan5.223130.12638@leland.Stanford.EDU> inkblot@leland.Stanford.EDU (Thomas Calvin Cannon) writes:
>In article <1992Dec31.162933.46007@kuhub.cc.ukans.edu> lerner@kuhub.cc.ukans.edu writes:
>>In article <C04J7t.8HL@ux1.cso.uiuc.edu>, loverde@ux1.cso.uiuc.edu (AstralWolf) writes:
>
>[stuff deleted]
>
>>
>>Balrog-   No new moves, but some new things:  his turnaround punch can
>>          be charged for longer, and takes off like half your life
>>          when fully charged.  Also, the charging straight punches hit
>>          crouching opponents.
>
>I haven't noticed any difference in the turn-around punch's damage, no
>matter how long it's charged.  But here's a new twist: Balrog is invunerable
>while "turned around".  This is especially useful for smacking Ryu/Ken
>_through_ one of their fireballs. 
>
>>
>>-Michael Lerner
>>
>>
>---
>Tom Cannon

   An interesting side note to the changes......While i was playing the computer   Ryu, and i was Ken, I threw a fireballl at him, just as he was throwing one
   My fireball went through him, and his came at me....either is was a mini-bug,   or Ryu is invincible in part of the fireball motion, just like he is in part
   of the HK motion....makes him much better if he is!!! ;-)

   Justin
   justin@seas.smu.edu

Newsgroups: alt.games.sf2
From: scst90@csc.liv.ac.uk (Mr. J.J. Willmott)
Newsgroups: alt.games.sf2
Subject: SFII Combos Wanted
Keywords: Hi,
     I am relatively new to SFII and like to see what good combos are out there for the basic SFII. So if you have any good ones send them to me. Ta.
Date: 11 Jan 93 10:51:58 GMT
Organization: Computer Science, Liverpool University


                              _
 Jamie 'WeirdWolf' Willmott  / ])  "Given that God is infinite, and given
  scst90@uk.ac.liv.compsci  RED/    that the universe is also infinite...
                           DWARF
    "Better Than Life"    ([_/  ...would you like a cheese & ham breville ?"
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: SFII classic - Ryu's better than Ken!
Organization: Indiana University
Date: Wed, 13 Jan 1993 03:04:35 GMT

In <1ivrfgINNmq3@lynx.unm.edu> dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:

>In article <C0H1AJ.ApF@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>>Aside from the obvious kick throw difference in SFII classic, can anyone
>>tell the difference between Ken and Ryu?
>>

>There are some interesting differences, but mainly, Ryu has better fireballs
>(quicker recovery time), and Ken has better DP's (greater range, greater
>potential damage, maybe even faster recovery time).

>But, as you outlined in your post, Ryu seems have an overall functional
>advantage with regards to positioning.  But, a good Ken with experience
>playing against Ryu can compensate that with jab DP's to a large extent.

>Ah well, just my observations...

>---Phantom

But, the original post asked about differences on SF2 classic.


Newsgroups: alt.games.sf2
From: cwyang@eve.kaist.ac.kr (ChulWoong Yang 890284)
Subject: test
Organization: Center for Artificial Intelligence Research, KAIST.
X-Newsreader: Tin 1.1 PL3
Date: Wed, 6 Jan 93 05:24:09 GMT

hm.....

no argue about this topic?

just test :)
bye
From: ian@csc.liv.ac.uk (Ian Finch)
Newsgroups: alt.games.sf2
Subject: Yet another `cheap' story
Date: 4 Jan 93 22:39:57 GMT
Organization: Knee Deep in Sky High
X-Newsreader: TIN [version 1.1 PL8]

Over Christmas, I was in an arcade I'd never visited before, with my partner.
I've been getting her interested in SF2, and typically I'd take first and last
rounds against the computer (and rubbish humans) and she'd take the second
(and occasionally win :-).

Anyway, whilst we were playing, some kid (about 10 years old) comes over and
asks to challenge us.  I say `okay' and he comes in as Bison (we were using
Ken).  His tactics consist of sitting in a defensive crouch for ages and then
using a torpedo or something at me.  I was a little ahead during the first
round until a couple of torpedoes killed me.  I had been trying to explain
`cheap' to my partner for a week or so and she didn't understand what I meant,
until she saw what this kid was doing.  Anyway, the kid wasn't particularly
good and now I had sussed his style, I managed to win both the next two
rounds.  I didn't use anything particularly devastating, just stuff like
fireball-dp and jab dp-jab dp.

Anyway, we continued against the computer with me winning the first round
then as soon as my partner moved to the machine, this kid's finger started
hovering over the 2p button.  As soon as she started playing, he joined in
with Guile.  Again, he spent the round in a defensive crouch waiting for
my partner to attack him.  Since she is not too consistent with fireballs and
dp's (and unwary against human opponents), she got caught several times
jumping into somersault kicks, etc.  Again this kid was not very good, not
even using stuff like sonic boom-backfist!  I took over for the second and
third rounds and got near perfects on both rounds.  At that point, he left
us to finish our game against the computer!

This is not a complaint against cheapness or a lesson in dealing with
cheapness, just a story which we thought we'd use to waste bandwidth!

[If I wanted to complain, it would be about SNES weenies like the one I met
 last night who kept saying things like ``Oh it's easy to beat Honda (or
 whoever I was fighting at the time), just keep jumping at him''.  If you're
 good enough to give me advice, why not join in against me ... rant ... rave
 ... moan :-) ]

Incidentally, I found an arcade with a SF(1) machine in it (six buttons, not
two big buttons), and couldn't get the special moves off (apart from the odd
hurricane kick).  Are they the same as SF2?

Cheers,
        Ian

--
 //                             //
 // ian@compsci.liverpool.ac.uk //
 //                             //
From: cl330@cleveland.Freenet.Edu (Lewis Lee)
Newsgroups: alt.games.sf2
Subject: Guile on the SF2 HF
Date: 6 Jan 1993 06:31:38 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


Just a few words about Guile on the new sf2 Turbo Hyper Fighting edition.
Like always, Guile is still powerful, although not as dominating as before.
His charge time for the sonic boom seem to be shorter even after taken 
into account the overall increase in game speed.  Most of the old combos
still work if performed perfectly.  The useless jumping in knee(jostick
backward or forward and forward kick) in CE can actually be use in this 
edition to gain distance while charging for a sonic boom and executing it
immediately after Guile lands.  For example, you are fighting Ryu and you
are on one edge of the screen and Ryu is on the other edge.  As ususl,
there will be a projectile fight, you throwing a sonic boom, and Ryu throwing
a fireball to counter it.  In CE, Guile usually have to wait for the right
moment to jump over the fireball to get in.  In HF, Guile can throw a sonic
boom, knee hop while the sonic boom is being cancel by the fireball, and as
Guile lands, throw another sonic boom.  With your distance, if Ryu throws
another fireball, you can backfist him.  End of story. 
-----ICE
Newsgroups: alt.games.sf2
From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: How to counter-throw
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Wed, 6 Jan 93 13:46:09 GMT


dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes (in partial):
 
>>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?
>
>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.
 
If you also think Bison's torpedo - throw is the hardest tick in the game,
you're not alone.  I've noticed this since the first days of playing CE, and I
kinda gave up trying to figure out why.  When I saw a friend do torpedo -
throw's against computer E. Honda, I stopped feeling so bad. :)
--
John Nishinaga - jnishina@nyx.cs.du.edu
Newsgroups: alt.games.sf2