HDTenEightyP/NetNews huggingface dataset:
From: tmorris@tasman.cc.utas.edu.au (Tim Morris)
Subject: Re: SFII-CE Match-UPs and Ratings
Organization: University of Tasmania, Australia.
Date: Mon, 14 Dec 1992 10:21:48 GMT

>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).

--
Tim Morris

Newsgroups: alt.games.sf2
From: hague@cat27.cs.wisc.edu (Vince Hague)
Subject: Re: Z and the circle, buffer note
Organization: University of Wisconsin, Madison -- Computer Sciences Dept.
Date: Mon, 14 Dec 1992 01:47:25 GMT

In article <1992Dec13.001521.11857@ultb.isc.rit.edu> djt2445@ritvax.isc.rit.edu writes:

Tons of stuff deleted...
>Now, anyone ever tried screwdriving as soon
>as the person started getting to his feet? Would that be considered a tick?

Yes, once.
My favorite character to play is Zangief. I've played
him long enough that I can do the SPD at will (3 different
ways).

   Once, against the computer (classic), I did the old SPD on
him. I didn't plan it, but as soon as he got up, I ripped
the joystick around and hit the button without thinking.
   I was surprised as Hell when I got a SPD.             
   I could only guess that the computer was initiating a move,
and since the I was being attacked, I was allowed the
option of countering with the SPD.
   It was just dumb luck that he attacked and I did the SPD.
   Come to think of it, I think my opponent may have been Ken.

   By the way, I still can't buffer a SPD; but I can do it
the split second after the end of an attack (I don't consider
it a buffering since my attack must retract). Any suggestions
would be appreciated.

Vincent   :)
Newsgroups: alt.games.sf2
Newsgroups: alt.games.sf2
Subject: Re: Let's play Smash the Lexus
From: whan@eagle.wesleyan.edu
Date: 19 Dec 92 08:40:46 EST
Organization: Wesleyan University

The quickest way that I've seen to destroy the Lexus in the car stage is to use
Zangief.  All you have to do is a single spinning pile driver.  Yes, it's true;
you can pick up the car although I'll admit it does take some practice.  i must
say though that seeing that huge car spinning between Zangief's legs makes all
that efforts worth it, you know what I mean?  


WHAN@eagle.wesleyan.edu

"It's just a game, not a way of life"
			-Socrates
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: SFII-CE Match-UPs and Ratings
Organization: Indiana University
Date: Tue, 15 Dec 1992 09:35:28 GMT

In <BzA13z.GnF@news.cso.uiuc.edu> skillian@ux4.cso.uiuc.edu (Seth James Killian) writes:

>>>>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.

>	OK.  Not to say for a second that Honda is worth his weight in brine
>	shrimp as a character in general, but he fares alright against Bison.
>	I have not seen the forward kick used with any great success, but the
>	crouching strong is very effective.  Try it and see.  The 1000 hand
>	slap can (is capable of) beating the cheese, but only if Bison is   
>	unlucky enough to connect when one of the 1000 hands is in the position
>	of the strong punch (ie straight ahead).  Needless to say this does
>	not happen very often, much the same as Chun Li's lihtning kick.
>	Using this crouching strong punch as a ground based counter to the
>	cheese, Honda becomes more than capable against your average Bison.

I thought that you were trying to say at first that the crouching strong would
beat the cheese, but at the end, you say to use it as a counter.  What can
Honda do about the cheese itself rather than just countering it?  It would
seem like all a Bison has to do is flame, and then block, so the crouching
strong would have no effect.  Maybe I'm just misinterpreting what you're 
saying cuz I don't use Honda.
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: bigdave@vermont.tdd.sj.nec.com (David Sweeney  x2987)
Subject: Re: Let's play Smash the Lexus
Reply-To: bigdave@tdd.sj.nec.com
Organization: NEC-AM TDD, San Jose, California
Date: Fri, 18 Dec 1992 21:59:45 GMT

tmorris@bruny.cc.utas.edu.au (Tim Morris) writes:
>
> [car stage commentary deleted (editing--what a concept!)]
>
>Blanka (23 seconds):
>
>  Fry the left side with electricity (this probably wastes time as you
>wait for the electricity to stop) then hop over and fry the car from
>the other side.

A faster way to do it:

   Start with three knee butts to destroy one side (sometimes, only two
are necessary--I guess it depends on the game's setting.)  Jump on to the car,
and hit fierce to hit the car on the way down.  Jump again off the edge, and 
turn when you fall off the edge of the car and press fierce for another hit.
(It's kinda visual--just hold the joystick diagonally to keep jumping.
After the second jump, push the joystick to the left and fierce punch.) 
After hitting the car on the way down, keep pressing fierce to get 
electricity.   I usually do the stage with 25-26 seconds left on the clock.

>Other guys: ????

Dhalsim - lots o' headbutts!

Balrog and Vega - lots of medium punches and kicks.  Boring, but it works.

Sagat - Two Tiger knees to destroy one side, jump over, two 2-hit roundhouses
and a bunch of crouching strongs.

Speaking of bonus stages, the flaming barrel stage with Blanka can be
done pretty quickly as well.  Destroy the first barrel with several 
knee butts, then walk forward until you touch the next barrel.  Press
standing strong to destroy four barrels at once, and fierce or roundhouse
the rest.  I've done it with 28 sec. left on the clock.

-- 
Dave Sweeney     bigdave@tdd.sj.nec.com
From: h8eg173@stan.xx.swin.oz.au ( the spiderman...)
Newsgroups: alt.games.sf2
Subject: dhalsim fb trap?? just a question..
Date: 14 Dec 92 03:32:41 GMT
Organization: Comp. Centre, Swinburne University of Tech., Melbourne, Australia


	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?

	just asking really...

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

giz.
Newsgroups: alt.games.sf2
From: petitc@nuge114.its.rpi.edu (Christopher Jon Petit)
Subject: Extremely-Easy SPD Manuver?
Date: Sun, 13 Dec 1992 12:59:24 GMT

  I was just looking at the ways to do the SPD, and I thought of what might
be the simplest possible way to do the SPD.

  Note:  This hasn't been tested yet---I'll do that when the union opens,
and follow this up later, either with a confirmation or apology for wasting
bandwidth.

  Anyhow, what seems to be an easy way to SPD is:

 O-      -O        O-

  or

 -O     O-      -O

 (and then any punch)

 Maybe the SPD just looks for 3 different compass directions in a row?


-- 
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!
"I may not agree with what you say, but I will defend to the death your right
to say it."  - Voltaire.
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Newsgroups: alt.games.sf2
Subject: Re: New Blanka Combo???
Date: 21 Dec 92 00:39:01 GMT
Organization: University of Illinois at Urbana

jcportwood@miavx2.ham.muohio.edu writes:

>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.

I don't think the headbutt will automatically hit...

On the SNES though it seems impossible to counter the double knee, bite 
after you are stunned, because you are still reeling from the double knee
when you get bitten.



>Jason Portwood  -- Woody
>jcportwood@miavx0.ham.muohio.edu
> 
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: alt.games.sf2
From: Zoid@mindlink.bc.ca (Dave Kirsch)
Subject: Re: Let's play Smash the Lexus
Organization: MIND LINK! - British Columbia, Canada
Date: Fri, 18 Dec 1992 23:46:21 GMT

> Tim Morris writes:
>
> Guile (12 seconds):
>
>   Four roundhouses to destroy each corner, then 2-4 crouching strongs
> followed by roundhouse sweep, repeat.  Is there anything better?

You can get another second with Guile by doing a flying forward kick while
jumping over the car to get to the other side, it'll bonk the far side when
you jump once, so you only have to do three standing roundhouses.

Also, I do it by doing crouching roundhouse (charge while roundhousing) then
sonic boom, which usually leaves 13 or 14 seconds on the clock.  So it's
bonk, bonk for the roundhouse then smack with the sonic, over and over.  :)
--
/// Dave 'Zoid' Kirsch         | Surrey, BC |Internet:              __
MIND LINK! Communications Corp.|   CANADA   |  zoid@mindlink.bc.ca  \/
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Good of ticking [please read]
Organization: University of Illinois at Urbana
Date: Fri, 18 Dec 1992 22:59:26 GMT

skillian@ux4.cso.uiuc.edu (Seth James Killian) writes:




>		I agree that style points do not necessarily disclude throwing.
>	You can tell that anyone who says that only normal moves (or combos or
>	whatever) can earn style points is himself a non thrower.  If he were a
>	thrower, he would realize all the subtleties and art behind the many
>	varieties of different characters ticks.  Some nameless Ken scrub lands
>	a devastating Ken combo, by laying it all on the line and betting it all
>	that the opponent will throw a FB.  *YAWN*.  Who cares?  How many times
>	have we seen this before?  Ah, but the careful execution of a ticking
>	fest... The subtle psychological games, the fakes, the unspoken threats,	now that is master level SF2.  To the average no throw, all of this SF2
>	ballet is wasted, as he will see it simply as some cheap no skill         	bastard ticking a "noble" player.  There is so much more to this game
>	than they can ever realize.  Oh well, their loss (meant in every aspect
>	of the word).

>		Seth Killian

Oh how many games have I played dancing back and forth, enticing a mistimed
roundhouse?  Or a walk forward up to an opponent getting up and then walk
back at the last second to see Ryu go up into the air for a DP and then
throw Ryu after he comes down?  None of these subtle dances are possible
when players have no fear of getting thrown.

What happens when I try these things on a No-Throw player?  I start doing
a little dance way out of throw range, and the No-Throw player just sits
and blocks... EXCITING!  So I walk in and throw him... Why?  I'm a cheap
bastard and I find the game very dull if you can retreat into a haven of
blocking.

To me, BLOCKING is cheap. It's the easiest move in the world.  I consider
No-Throw players master blockers, since they know one move which is
appropriate against ALL attacks.  In a throwing competition, you'd better
be ready with an appropriate counter attack, or else you bear the risk
of being put into a disadvantageous position, one in which you may get
thrown, swept, or caught in a fireball trap.

In a No-Throw game, the advantage of the attacker is easily nullified by
blocking all of their attacks.  There's no point in being the aggressor.
As a result, players tend to retreat into their block positions and take
very few risks.

The ones who are aggressive, take advantage of the No-Throw rule and jump
in with mistimed aerial attacks which are easily sac-thrown, or even just
counter-thrown, had that possibility ever occurred to them.

IMO, these people just learn 'BAD' strategy and techniques which are
effective ONLY in the No-Throw arenas.  Once, their rules are stripped
away, these players are simply not effective.
-- 
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: jbw@ponder.csci.unt.edu (WEST JASON BRUCE)
Subject: Z's SPD - let's get a final answer [please read and respond]
Organization: University of North Texas, Denton
Date: Tue, 15 Dec 1992 09:56:34 GMT

Many different SPD method have been floating around, many have been stated in
a less than definitive way.  So, in the below, Z on the LEFT SIDE of the
opponent.  I hope everyone will respond with their j-stick motions stating
which side they are on and how the timing works.

METHOD THAT STARTED THIS:

   -0,\ , | , /,0-    (yoga flame)
       0  0  0 

   survey says:  FALSE  (but close)

TO MAKE IT WORK:   add an  0   to the end ot the above motion.  That *works*
                            \ 
I'm also pretty sure you can reverse the above - but I've never done that.
This is called the "4/5ths" method.


CYBER's METHOD:    [I must have misunderstood this I think]

    /,|,\ ,-0, /    this works from the left hand side?  Confirmation?
   0  0  0    0     when do you hit the button (maybe that's whats wrong)

is the above really:

    /,|,\ ,-0,0-, /     ?  Perhaps you are doing this unconsciencly?
   0  0  0       0

ANOTHER METHOD:

   0-, /,|,\ ,-0,0-   Many say this works, but it seems much slower than
      0  0  0         the "4/5ths" method above, so I havn't tried it.

CONSLUSIONS:

   It seems to me we really don't understand how the SPD works.  There are many
ways to DP - but all methods hit the same contacts, and there is a clear winner
among them.  This does not seem to be the case for the SPD, since most masters
were happy enough to do full-circle methods since the SPD is so damn cool.
   I see no logic in the SPD being a full-circle.  All special moves are a
combination of "sonic boom" motion horizontal and vertical - or "fireball"
motions, with very few exceptions (which make sense).
   I would like verification of the above methods that you know of - and
additional method if they exist.  I will compile these and try to figure out
the best "least contact and quickest" method of doing the SPD.  Please do
not verify a method if you are not sure you use *exactly* those contacts and
only those contacts.

C'mon guys, it's been 3 or so years and we still don't know how to *really*
do Z's SPD (not to mention his holds).  This is pretty sick.  We knew the moves
of all the new CE characters the day it came out.


Ciao...


                                    - Jason, who thinks Z is the character of 
                                             the future.

Newsgroups: alt.games.sf2
From: petitc@vccsouth30.its.rpi.edu (Christopher Jon Petit)
Subject: SNES SF2:  Balance Question
Date: Mon, 21 Dec 1992 02:35:48 GMT

I know that you can select something that says 'how much power am I using'
when on SNES SF2.  But my question is---

(1) Exactly WHAT do you select (e.g. punch hit power?)

(2) Exactly what effect does this selection have upon the game?


-- 
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.
Newsgroups: alt.games.sf2
From: loverde@ux1.cso.uiuc.edu (AstralWolf)
Subject: Re: Ken's 4-Hit Touch of Death
Organization: University of Illinois at Urbana
Date: Sun, 13 Dec 1992 16:17:27 GMT

In <pz#r5kh@lynx.unm.edu> dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:
>
>BTW, why is it so difficult to do correctly?  I can do the palm push no
>problem...and considering howlong it takes to execute I should think
>buffering the wind kick would be no problem....?

     Personally I don't think that the problem is the palm push, but the 
fact that I think almost all the characters can recover from the palms and then
counter before the buffered scissor kick connects.  I am hesitant to call
this a combo because I have never seen a palm push lightning kick.  I have
on the other hand seen the arial attack to lightning and readily accept it.
My problem with Chun-Li's palm press lightning is that I have never seem
the frames where she retracts the palms disappear.  To me this means
that the other character has at least enough time to go into a block.
I could be mistaken, but this has been my experience...

-- 
   /|        /              / |      /       /  /-/  Can be reached on the
  / |  /--/ --- |/-/ /-\|  |  |  ^  /  /-\  |  |/    Astral Planes known as:
 /--|  \-\   |  |   |   |  |  | /| /  |  |  |  |      loverde@ux1.cso.uiuc.edu
/   | \--/  /  /    \--/| /   |/ |/   \-/  /   /      jvl45017@uxa.cso.uiuc.edu
Newsgroups: alt.games.sf2
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Subject: Re: How DO you counter Blanka's bite?
Organization: University of Illinois at Urbana
Date: Tue, 15 Dec 1992 01:59:24 GMT

jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:

>In article <Bz8tJL.8CE@ux1.cso.uiuc.edu> loverde@ux1.cso.uiuc.edu (AstralWolf) writes:
>>In <Bz8n7x.9EA@news.cso.uiuc.edu> cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:

	[much Blanka ticking discussion deleted]

>I'll add a Dhalsim specific reverse to this tick:

>wait until he is right about to extend his leg into your head.  At that precise
>moment short slide under him.  He will land with his back to you and you can
>throw him into the corner and have your way with him.
>   Since Blanka is so tough for Dhalsim (the toughest probably) I will often
>"lead" them into a situation where they can't resist to attempt this tick.
>When they do I short slide under em and throw.  If they *Really* arn't  
>expecting you to slide you can do the short slide THROUGH them double head-butt
>semi-combo (they can block the head-butt if they keep their wits about them).
>If they don't they will be stunned and then you may throw them.
>   After you start doing this they will *wait* until the last second before
>kicking you (so they can hit you when you short slide, if need be).  If they
>do this you can head-butt them before they kick.  Dhalsim is a very good 
>(probably the best) at countering air ticks - his short slide is just so
>damn cool.
>   Oh yea, Dhalsim can *always* roundhouse slide and knock down an opponent
>who lands on him - although this is a longer range tactic I thought I'd throw
>it in, since it is the easiest and therefor most consistent and uncounterable
>way to damage a jumping blanka.  You can throw fireballs and roundhouse
>slide his jumping butt all day.  [when he gets in close to tick, go to above].

>Just food for thought, enjoy.
>Ciao...

	First off, the slide will _not_ work against Blanka, most notably  
	against the forward kick.  Secondly, the short slide headbutt/throw
	is only effective once, maybe twice at the outside.  It is simply
	an interesting defensive tick, and can be countered once you recognize
	it.  In fact, once the tick has been "recognized" it is extremely    
	foolish to try it again.  Blanka can still come in with a forward 
	kick, but use it even later so that if this throws you off, you take
	that hit and the accompanying combo, even if you manage to slide away
	to safety Blanka still has the opportunity (advantage?) when going
	for the counter.  Risky advice.

		Seth Killian


>                                                           - Jason
From: ccaajcw@ucl.ac.uk (Jevon White)
Newsgroups: alt.games.sf2
Subject: Re: Street Farcer II
Date: 14 Dec 92 14:22:04 GMT
Organization: Bloomsbury Computing Consortium

drkhoe@nmt.edu (ONID) writes:


>BBBBZZZZZZZZZZZZZZZZZZ!!!!!!!!!!!!! ******WRONG******

>Capcom's Turbo Version is *NOT* out yet... you did not play Capcom's...

>Not that anyone might ever play it...

>Since it might never be released....

There is a beta version of the Turbo out in England but it is only in an arcade
on Tottenham Court Road, London (the one that supplies Electro-Coin games to the
rest of the country).  I have played it and it is a lot better than the pirate
chips.

Tek.
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Ken's 4-Hit Touch of Death
Organization: Indiana University
Date: Sun, 13 Dec 1992 04:02:59 GMT

In <1992Dec11.111149.8188@nmt.edu> drkhoe@nmt.edu (ONID) writes:


>Well, the torpedo is nice, you can try to play cheap, but any Ken/Ryu master will
>know to throw a DP as soon as he is getting up, and then you are fucked if you
>are torpedoing back and forth across the screen...

>The torpedo may do as much damage as a fierce DP, but a fierce triple DP does much
>more... :)

That's the problem.  Only a master Ken/Ryu can beat a cheap and mediocre Bison.
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: loverde@ux1.cso.uiuc.edu (AstralWolf)
Subject: Re: SFII-CE Match-UPs and Ratings
Organization: University of Illinois at Urbana
Date: Sun, 13 Dec 1992 17:58:06 GMT

In <Bz5KoJ.3Ct@acsu.buffalo.edu> v080jq9a@ubvmsd.cc.buffalo.edu (Thomas J Pastor) writes:

>>ON ANOTHER NOTE...
>>------------------
>> 
>>Now that the 'Ryu fireball' thread has died down, how's about discussing 
>>Sagat's low 'tigerball' trap.  I tried it for the first time today, and
>>it seems to be just as (if not more) effective than Ryu's trap.  It's basic
>>execution is exactly like Ryu's (i.e. stand about 3/4 of the screen away
>>from your opponent when he's in the corner and assault him with a barrage
>>of low tigers.)  Any comments?
>
> I tend to mix up high and low tigers.  This really screws up my opponents
>since they have to anticipate the speed AND height of the oncoming tigers.
>
     Only problem with this is if they stay in a defensive crouch.  If they do
and a tiger flies over their head, they are effectively out of the trap, though
I still believe you are in a postion of advantage.

-- 
   /|        /              / |      /       /  /-/  Can be reached on the
  / |  /--/ --- |/-/ /-\|  |  |  ^  /  /-\  |  |/    Astral Planes known as:
 /--|  \-\   |  |   |   |  |  | /| /  |  |  |  |      loverde@ux1.cso.uiuc.edu
/   | \--/  /  /    \--/| /   |/ |/   \-/  /   /      jvl45017@uxa.cso.uiuc.edu