HDTenEightyP/NetNews huggingface dataset:
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Zangief trick on SFII-CE (Car bonus round)
Organization: University of Illinois at Urbana
Date: Wed, 7 Oct 1992 07:15:32 GMT

Well, I haven't played the new Super CE (with the mutant Blanka/Ryu).
So I had to get a taste of what it would be like to SPD someone from the
air on the good old normal SFII-CE edition.

You know that you can do the spinning lariat and walk off the top of
the car in mid-air, right?

You also know that you can SPD someone who's on the ground from on top
of the car, right?

Did you know that after you walk off the top of the car in mid-air after
doing the spinning lariat, you can SPD the opponent before you touch the
ground?

Yep, try it, it's cool.  Get your opponent to move all the way to the
right of the car bonus stage.  Then, you (Zangief), jump on top of the
car standing near the right edge of it.  Do the spinning lariat and walk
off the top of the car toward your opponent.  When your spinning lariat
is finished (good Zangief's can time this perfectly), do a SPD.  You will
grab your opponent from off the ground into a SPD before ol' Zangief
touches the ground.  Wheee.... Cheap thrills!

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER
From: ez007368@othello.ucdavis.edu
Newsgroups: alt.games.sf2
Subject: Re: Super SF2 CE
Date: 15 Oct 92 21:34:38 GMT
Distribution: usa
Organization: Computing Services, UC Davis

In article <97674@bu.edu> robrod@csa.bu.edu (Roberto Rodriguez) writes:
>
>
>        - Vega: This character can do his screaming eagle, move on top of
>                you, and even thou he is all the way at the top of the
>                screen, he air-slams you.  There is no way out.  Not even
>                Ken's uppercut is able to reach you properly.
>
>
not true, guile and ken/ryu must execute the flash/dp VERY early to stop this,
practically before Vega even gets to the top of the screen. another vega
can also mid air throw him out of it, as long as it is done EARLY.
-clif
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Newsgroups: alt.games.sf2
Subject: Re: A few combos for orig. SF2.
Date: 14 Oct 92 02:09:48 GMT
Organization: University of Illinois at Urbana

jstrachman@vax.clarku.edu writes:

>Honda:  Jumping roundhouse, crouching fierce
>        Jumping fierce, standing strong, crouching fierce
         Jumping fierce, standing strong, hundred hand slap

>Blanka: Jumping roundhouse, crouching fierce
>        Jumping fierce, standing strong, crouching fierce/roundhouse
>        Jumping roundhouse, standing strong, crouching fierce
>        Jumping fierce/roundhouse, standing strong, standing fierce

>Guile:  Jumping fierce, crouching strong, fierce sonic boom
>        Jumping fierce, crouching strong, forward razor kick
>        Jumping fierce, standing fierce, fierce sonic boom
         Jumping roundhouse works better than jumping fierce, since it
                 hits those short crouching idiots like Blanka.

>Ken/Ryu:Jumping fierce, crouching strong, fierce fireball
>        Jumping roundhouse, crouching roundhouse
>        Jumping fierce, standing strong, fierce fireball (VERY tough)
If this is the orig. SF2, the easiest combo is:
         Jumping roundhouse, short, short, short, short sweep.
Others:
         Jumping roundhouse, forward sweep, fierce fireball
         jumping roundhouse/fierce, jab dragon punch
         fierce punch, jab dragon punch (for missed fierce DP's :)

>Chun Li:Jumping fierce, standing strong/crouching forward, crouching fierce
>        Jumping roundhouse, crouching forward, crouching fierce
>        Jumping forward, crouching forward, crouching forward
         Jumping fierce, standing strong, crouching forward
         Jumping fierce, standing strong, standing fierce (good in corner
           or when you nearly jump over their heads)

>Zangief:In theory:  Jumping fierce, crouching forward, crouching roundhouse
>        In practice:  Not worth it if you can SPD, anyway.
>        Standing forward, crouching roundhouse (useful against people just
>                                                getting up)
         Jumping fierce (Joystick down and nearly jumping over them),
         crouching jab, jab, forward sweep, SPD.

>Dhalsim:Forget it.

>Any combo with special moves (fireball/sonic boom/razor kick) must be
>buffered, ie. do the move before you finish the last one.
-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Final Post on :Try This on sf2 of CE
Date: 14 Oct 92 18:29:09 CDT
Organization: University of Kansas Academic Computing Services

It's a nice trick but this is last im going to deal with it.

on any sf2, most machines old and new do this

up,up,down,down,left,right,left,right,strong,jab

must be done on 2nd P stick during a fight scene demo mode.

works on most machines.
Newsgroups: alt.games.sf2
From: carlson@ucunix.san.uc.edu (David Carlson)
Newsgroups: alt.games.sf2
Subject: Please post .arj file to an FTP site
Date: 16 Oct 92 20:29:12 GMT
Organization: University of Cincinnati

Could someone (either the original poster or someone who has
reconstructed the file(s) from the posts) please post the SF2 for the PC
demo (or whatever it is) to an FTP site like wuarchive or ulowell?
I and I'm sure a lot of others would greatly appreciate it!

				Thanks

					David
				(carlson@ucunix.san.uc.edu)
From: jvessey@husc8.harvard.edu (Jonathan Vessey)
Newsgroups: alt.games.sf2
Subject: Handcuffs and grenades
Date: 10 Oct 92 18:52:43 GMT
Organization: Harvard University Science Center

I know this is really old news, but I sort of came in on the tail end of the
discussion: could somebody (probably in e-mail) tell me how to do the infamous
handcuffs, grenades, magic throws, and whatever other funky tricks are known?

I know the handcuffs only work on certain machines, but we have a couple
nearby because I've seen the handcuffs trick done.

Thanks.
Jon

-- 
						Jon Vessey
                                                jvessey@husc.harvard.edu
Newsgroups: alt.games.sf2
Subject: Re: Bison Stuff...
From: pntbllr@netlink.cts.com (Jesse Guest)
Date: Wed, 14 Oct 92 00:29:31 PDT
Organization: NetLink Online Communications, San Diego CA

accom@terapin.com (Andrew Ross) writes:

> Ok... I am a dedicated Bison player and I have a few questions... First, does
> anyone know any of the Bison combos, except the double-flip kick? Also, I hav
> developed this super nasty Bison tecnique, and I don't alwayz play Bison, so 
> wanna know how to counter it... Basically you do a Roundhouz flip-kick, and
> then go into crouch, hit two forward kicks charging, then repeat... My favori
> opener is the flip kick, and I found out it can be buffered sometime after th
> FIGHT! logo comes up.. Sometimes I also do multiple openings like that agains
> a Ryu/Ken/Guile player, and then fake to draw a DP or Sonic Kick and then get
> in two flip-kicks... So how can ya beat it? I know a standing forward or
> roundhouz will cause an exchange of damage, but I haven't found out who's fav
> it's in... Also, how the hell do you beat those lame Ken/Ryu players that do
> nothing but fireball? I usually take a ball or two then use the head step, bu
> a good player can sometimes counter it... I usually change the pattern around
> and try to fake the fireballer into missing the counter, but this is not real
> the ideal solution, since the player will usually block the step... Anywayz..
> Answers appreciated!! L8r!


well, i'm a ken player, but bison is my secret weapon...i can beat 
anybody with bison except really good dhalsim/ryu/ken/guile players...oh 
and zangeif is the worst.
my favorite style with bison is an opening roundhouse scissor kick, 
followed by a low strong low forward, then another roundhouse scissor 
kick, followed by the same as above, or a jab torpedo... if u play ken or 
ryu, the counter is to DP right at the end of the blocked scissor kick.  
or u can even throw bison after the kick if he does it too close... well, 
those are my 2 cents...

--                    
INTERNET:  pntbllr@netlink.cts.com (Jesse Guest)
UUCP:   ...!ryptyde!netlink!pntbllr
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Would you buy an SNES just for SF2?
Organization: Indiana University
Date: Mon, 12 Oct 1992 03:43:53 GMT

In <schmidt2.718773340@scws2> schmidt2@scws2.harvard.edu (Gary Schmidt) writes:

>	
>	Hi. I know this subject has been dealt with before (most thoroughly
>a couple months ago), but now that people with SNES SF2 have had theirs for
>a while, I'd like your opinions. Do you think it's worth it to buy the SNES 
>just for SF2? I've just recently started spending a fair amount of money on the
>arcade versions, and gotten addicted (like, who hasn't?) ... so I started to
>wonder if it really would just be better to get the SNES.
>	If I did, I would probably buy the basic set ($99) plus an extra
>controller for two-player games, and SF2 ($60) ... that total would probably be
>more than I spend in the arcade over time, but then again, there's the con-
>venience of having it at home ...
>	Also, if I were to decide to buy it, do you think I should wait in 
>hopes of a SNES SF2:CE? I probably wouldn't want to wait longer than 
>Christmas, although if I knew a CE-equivalent was coming out, I could wait ...
>	Opinions?

I wouldn't buy the SNES just for SF2.  Even if I had an SNES, I probably
wouldn't buy SF2, because I won't be the same.  I'm not talking about the
differences between the arcade and the home version (there's ALWAYS some
differences), but the competition at the arcades can't be matched with a home
game system.  The reason I play SF2 in the arcades is for the competition.
I don't wish to buy the home system, and "practice".  Gets really boring
beating up the computer and some friends.  

When you buy the SF2 for the SNES, you will have more friends all of a sudden.
-- 
Brian T Odom
Newsgroups: alt.games.sf2
From: larsen@unislc.uucp (Steve Larsen)
Subject: Fighter.Arj : Complete ?
X-Newsreader: TIN [version 1.1 PL6]
Organization: Unisys Corporation SLC
Date: Thu, 15 Oct 1992 00:04:46 GMT


the posting for Fighter.Arj is of the format XX/56, implying that there
are 56 different posts, but there are only 15 here.  Is this file complete,
or did all of the posts not make it here?

Steve
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Does anyone believe in "super" sf2ce
Date: 10 Oct 92 00:54:12 CDT
Organization: University of Kansas Academic Computing Services

kIn article <1b29pmINNb6m@darkstar.UCSC.EDU>, nate@cats.ucsc.edu (Nathaniel Douglas Renwick) writes:
> 

> stuff deleted...  "Super" SFII:CE
> is just a contest to see who has better timing after picking a character
> with an air-throw.
> 
> 		I'll still watch, I'll still laugh, but I won't play...
> 
> 					***Nate***


Around here we have an unofficial rule not to play chun-li and vega and
to avoid the cheap air throw with guile.  The game wont be more popular
than orig sf2ce more than a couple of weeks but it is still fun and it
does take skill not to play cheap.  It doesn't take away from the game
it merely adds another dimension(upwards).
Newsgroups: alt.games.sf2
From: jtasler@mccoy.NMSU.Edu (TASLER)
Subject: THE COOLEST COMBO EVER!!
Keywords: VALKOR DID IT!!
Organization: New Mexico State University
Date: Wed, 7 Oct 1992 05:45:48 GMT

WHOA!

I was watching this guy, Valkor they call him, play the other day...
it seems he hasn't lost in about a year..this guy has won his own machine, he  
has won hundreds of dollars in prize money, but he still plays on the machine  
in the arcade.....anyway, i was watching him play....he was using Sagat.  The  
other player was Guile.  So the Guile player does a Razor kick...Valkor blocked  
and then WOW....he did a TRIPLE TIGER UPPERCUT from HELL!!  the first one hit  
guile in the air, the second occured right after the landing, immediately  
followed by a third.....the coolest thing about it, though, was that each  
Uppercut was of different strength....each increasingly powerful (jab, strong,  
fierce!)  Incredible!  Needless to say, everyone in the arcade was speechless,  
and you should have seen the expression on the Guile player's face...classic.

laters,
Jon
Organization: Penn State University
Date: Wed, 14 Oct 1992 16:24:55 EDT
From: <JFK108@psuvm.psu.edu>
Newsgroups: alt.games.sf2
Subject: Re: Super 2ce...
 <1992Oct11.045834.26093@organpipe.uug.arizona.edu>

I'm not really up on posting ettiquette so please forgive me if this post devia
tes from 'accepted protocol'.  I'm just curious about 'Mortal Combat' and this
seem'd to be if not the corrrect one, at least close to the appropriate news gr
oup.  Nothing real specific really, would just like impressions of and potentia
l strategies for the different characters.  Oh..almost forgot would like to kno
w: (1) Does the Raiden character have a throw move?
   (2) There's this character whose name escapes me right now whose graphic is
a bare chested guy in black pants, has a really fast normal attack style, and h
as a sort of orange fire ball for an energy attack. Query: is it possible to th
row  th e fire ball from a crouching position?

    Any info appreciated.

                         Courtesy: Journeyman Demigod Prod., Terra.
From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Subject: Re: No Simgle Balance in SF2:CE
Organization: DSG, Stanford University, CA 94305, USA
Date: Mon, 12 Oct 92 17:28:36 GMT

In article <92285.205246U58505@uicvm.uic.edu> <U58505@uicvm.uic.edu> writes:
>Well, I'm no Guile studboy but I think these that you mentioned:
>
>1.  fierce, fierce, sonic boom
>2.  jumping fierce, standing fierce, fierce sonic
>3.  3X fierce
>4.  3X fierce combo
>
>are all the same combo.  My friends and I call it the fierce, fierce,
>sonic boom.  It is one nasty combo and was an auto-stun on classic.

[Instructions deleted]
>
>The X-Man Cometh
>*************************************************************************
>* I MET A LITTLE GIRL.  GODDESS WAS HER NAME.  PUT ME IN A CAGE.  TIED  *
>* ME TO A TREE.  SAID, "YOU WON'T DISCOVER NOTHING ABOUT ME BABY IF YOU *
>*     TREAT ME THAT WAY".  SHIPWRECKED ON THE SHORES OF YOUR SKIN.      *
>*************************************************************************

You forgot one hit.  If your opponent's in a corner, take a half step towards
him and hit fierce.  You'll get a spinning backhand for a 4-hit combo. =)

T. Cannon
From: dcha@flex.com (Doug Cha)
Newsgroups: alt.games.sf2
Subject: Re: Would you buy an SNES just for SF2?
Date: Sun, 11 Oct 92 11:09:06 HST
Organization: Flex Information Network [Hawaii] 808.531.3539

schmidt2@scws2.harvard.edu (Gary Schmidt) writes:

> 	
> 	Hi. I know this subject has been dealt with before (most thoroughly
> a couple months ago), but now that people with SNES SF2 have had theirs for
> a while, I'd like your opinions. Do you think it's worth it to buy the SNES 
> just for SF2? I've just recently started spending a fair amount of money on t
> arcade versions, and gotten addicted (like, who hasn't?) ... so I started to
> wonder if it really would just be better to get the SNES.
> 	If I did, I would probably buy the basic set ($99) plus an extra
> controller for two-player games, and SF2 ($60) ... that total would probably 
> more than I spend in the arcade over time, but then again, there's the con-
> venience of having it at home ...
> 	Also, if I were to decide to buy it, do you think I should wait in 
> hopes of a SNES SF2:CE? I probably wouldn't want to wait longer than 
> Christmas, although if I knew a CE-equivalent was coming out, I could wait ..
> 	Opinions?
> 
> 						DOS KOI!
> 
> 						G.S. (no sig)

        I know 3 people who've done the same.  Bought a SNES and a SFII 
cartridge and THAT'S IT!!!  NO OTHER GAMES IN THEIR DAMNED COLLECTION.

        Hear their buying CE if/when it comes out, and maybe the joystick 
to practice with too.

    +------------------------------+
    |  Doug Cha    dcha@flex.com    --------+            ..Neo-Jion..
    +- GE:D.Cha1   dougc@musubi.pubnet.com   --------+      .H.Q.
      ---------+   doug_cha-uhmanoa@uhplato.bitnet    --------+
                ------------------------------------------------------
Newsgroups: alt.games.sf2
From: mlm@mrcnext.cso.uiuc.edu (Michael McCool)
Subject: Honda and broken machines
X-Newsreader: Tin 1.1 PL5
Organization: CSO Resource Center
Date: Thu, 15 Oct 1992 04:10:11 GMT


This note is for the Honda masters out there... I'm an aspiring Honda master,
and I have a question.

The joystick at the local arcade of SF2 CE has a broken offensive leap 
direction.  So, here I am, on the left side of the screen, just got through
5 battles, and here's computer Ryu.  Of course his strategy is simply to 
launch off 90,000 fireballs at an inhuman rate and wait for you to get
close so he can do something else.

It's easy enough to jump in on him when he fires a fireball too late, and
get a good combo off, but if that direction is broken, I'm stuck.  What 
options do I have?  I've tried using that ungodly reach on the roundhouse 
kick to block then nail him, and he usually has time to block.  I've tried
blocking until I get real close, he does a leaping roundhouse and knocks my 
fat ass to the ground.  

Of course, I'll be waiting for the 50 responses reading "Get a real character
like Guile" but I find it to be a lot of fun fighting as Honda.

Any help is much appreciated.
	--MLM
--
 ____
/ oo \  Mike McCool 
\ .. /  mlm@mrcnext.cso.uiuc.edu
 ||||   
 \__/   "Well, you're certainly in touch with your anger."  --Frank Drebbin
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Newsgroups: alt.games.sf2
Subject: Re: Triple Hit DP Test Confirmed
Date: 16 Oct 92 05:51:08 GMT
Organization: University of Illinois at Urbana

<U58505@uicvm.uic.edu> writes:

>In article <1992Oct15.191725.11602@julian.uwo.ca>, dtmlee@gfx.engga.uwo.ca
>(David Lee) says:
>>
>>I believed that Mr Phantom and I both have the same belief that the
>>Triple Hit DP is a special move.  As I said before, in theory, the DP
>>should not come out if the first move is a crouching fierce.  And the
>>sequence will result in a crouching fierce, fireball combo.  This is
>>the reason why I believe that the sequence is a Triple Hit DP -- a
>>special move.
>>
>>Do you agree, Mr Phantom?  BTW, I am sorry that I made a mistake if
>>that 3-hit DP sequence was posted by you originally.  I am also very
>>disappointed to hear that the 3-hit DP cannot be buffered.
>>

>You're in for it now guy.  You're either new on the net or don't read
>it often enough.  Mr Phantom is a chick.
                                   ^^^^^

You think HE'S in for it.  I think I'd rather be mistaken for a guy
than called a 'chick' if I were a woman.  Get with the program!  It's
the 90's...  Oh yeah, who am I talking to here, X-Man?  I forget,
the X-Men refer to collection of super-mutants male AND female.
Hmmmm....

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER
From: kt12+@andrew.cmu.edu (Kenichiro Tanaka)
Newsgroups: alt.games.sf2
Subject: Re: buffering
Date: 10 Oct 92 22:22:59 GMT
Organization: Junior, Design, Carnegie Mellon, Pittsburgh, PA

On 10-Oct-92 in buffering                    
user Opus@athena.mit.edu writes:

>I keep reading about moves (DP) being buffered, but I don't remmeber
>reading any of it in the FAQ, and I don't have access to a FAQ currently,
>so can someone explain what buffering is?  Can characters besides Ken/Ryu
>do it? with only special moves? 

Buffering a special move means to execute it _immediately_ after another
regular move so that the special attack interrupts the first one after
the hit.  Normally, if Ken/Ryu throws a standing fierce, you have to
wait pretty long for them to recover (a little under a second?).  If you
buffer a special attack, it will come out immediately after the fierce
hits.  The important things are (1) the special attack has to be
executed immediately after the original button is pressed (you have to
be pretty fast) and (2) the first move has to touch your opponent - it
can be blocked but if you're swinging through thin air, the buffered
attack won't come out.

Someone mentioned in an earlier post about the triple hit DP that all of
Ken/Ryu's special moves and the sonic boom can be buffered.  The tiger
uppercut cannot.

On a related note, is there a term for those Ken/Ryu moves where you tap
the button twice (or hold and let go) toward the end of the joystick
motion?  For example:

       |            \     
--0    |  (fierce)   \   (fierce)
       0              0

will give you a crouching fierce and a fierce DP.  I've heard people
call it a DP combo but that's not descriptive enough when you're
referring to it.  I always end up saying something stupid like "that DP
where you tap the button."


Ken
Newsgroups: alt.games.sf2
From: ramos@engr.latech.edu (Alex Ramos)
Subject: Re: Info Needed on Blanka
Reply-To: ramos@engr.latech.edu
Organization: Louisiana Tech University
Date: Sun, 11 Oct 1992 03:17:49 GMT

In article 718601377@eng2.eng.monash.edu.au, 11445246@eng2.eng.monash.edu.au (THOMAS HAYWOOD) writes:
>I was wondering if anybody could tell me how to get a hold of a Blanka 
>Stragegy guide, Plus any cheats that exist with Blanka.
>In particular I am sick of Guile players destroying me. How can I win 
>consistently against guile players?

You cannot. 

If I am unfortunate enough to be challenged by a Guile while playing
Blanka, I switch to Ken, Zangief, Chun-Li or Dhalsim.

For that one game I use the following strategies be as tough to beat as
possible:

* If opponent does not know he can charge a razor kick before the round
starts (of course don't ask him if he knows that, just guess), then
open the round by jumping at him.  Don't give him a break. Jump punch,
kick, kick, jump punch, kick, kick, jump punch, bite, jump punch, bite,
etc. Any half a second without attacking and he'll charge his razor
kick. You'll either get a perfect or you lose.

* If he charges before the round starts, back up, jump over his sonic
boom, and kick him out of the razor kick with the very tip of your
roundhouse kick. (This worked for me 5 games in a row because the guy
thought he was miss-timing his razor kick). This strategy is very
limited, but don't expect anything much better than this.

* Guile cannot razor-kick you out of the air after a sonic boom if you
outguess him and jump as he throws it. Be sure not to miss an
opportunity like this - attack, attack, attack.

* Try a deffensive strategy (but follow with relentless attack when you
have a chance) - jump over sonic booms (don't block!).

Note: His jab-jab-grab-crap is uncounterable by blanka.



---
-------------------------------------------------------------------------------
                      |       Alex Ramos       | fala-se portugues, tche! 
ramos@engr.latech.edu | Electrical Engineering | se habla espanol         
                      |      LA Tech Univ.     | english spoken here
-------------------------------------------------------------------------------
 ... at least, it doesn't matter what you say!                        The Cure
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