HDTenEightyP/NetNews huggingface dataset:
Organization: Penn State University
Date: Mon, 14 Dec 1992 14:19:31 EST
From: <ECN101@psuvm.psu.edu>
Newsgroups: alt.games.sf2
Subject: Re: VERY SECRET MOVE(DO NOT TELL ANYONE)


In article <1992Dec8.155427.2313@dct.ac.uk>, mcsdc1rs@dct.ac.uk says:
>
>SAD CONSOLE FREAKS.
>GET A REAL HOBBY LIKE SMOKING AND DRINKING AND GOING OUT EVERY NIGHT
>
Gee, I always called these kind of people trash who had no hope for the future.
I should have guessed that they were "cool", Oh,good luck on your kidney, lung
transplant.
Newsgroups: alt.games.sf2
From: prock@teetot.acusd.edu (The Prock)
Subject: Re: Ken's 4-Hit Touch of Death
Organization: University of San Diego, Earth
Date: Mon, 14 Dec 92 19:05:02 GMT

In article <Bz7Gzp.37L@ux1.cso.uiuc.edu> loverde@ux1.cso.uiuc.edu (AstralWolf) writes:
>In <1992Dec12.071750.26451@teetot.acusd.edu> prock@teetot.acusd.edu (Big A) writes:
>
>>But very easy to throw by undercutting the Ken Player.  By undercutting I
>>mean walking under and throwing the fool.  BTW Bison also has a Neck Kick
>>and a seven hit comb, which is a very deadly combination!
>>
>     I still contend that the seven hit combo is BS.  There is no way any
>move after the scissor kick will hit.  I can see the four jabs and then
>maybe being able to go into the scissor kick, but nothing beyond that is
>a guaranteed hit.  But again I think you could only do 3 jabs before being
>pushed too far back for the scissor kick to hit.  I have just started 
>trying to learn how to play Bison, so will have a better understanding
>of this later, but based on my experience VS Bison, I can always 
>counter any move after the scissor kick.

Actually I believe that any fool with good timing can DP right after
the Scissor Kick.  I've never tried the seven-hit thing and have not
even seen it.  But I think I was just trying to make a point.  
Bison is equally capable of dealing a fair amount of damage.  And 
thus is a worthy (more than worthy?) opponent. 

Andrew Prock


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


Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Counter-throwing
Organization: University of Illinois at Urbana
Date: Mon, 14 Dec 1992 21:58:06 GMT

loverde@ux1.cso.uiuc.edu (AstralWolf) writes:

>     Based upon my experience, after the torpedo, there is a short period of
>time in which you are still recovering from the block, and Bison can move.
>He can not throw you since you are recovering from the block (It is not
>possible to throw someone till after they recover...easy example Guile
>following the boom...have to wait til they recover or you punch instead of 
>throw...same concept here)  However, he can move to throw, or instead can move
>and attempt to kick you or something like that.  So basically, if you
>try to throw and he doesn't, you get hit by him, and if you just block,
>he can toss you....so you have to guess....I personally alternate between
>block and throw...kind of flip a coin in my head....

Never guess.  Just block.  If he gets too close to you throw him.  He
can't throw you when he's out of range.  So keep blocking.  As soon as he
gets into range, throw him.  If he leg sweeps or something, he'll get
thrown out of it.

So I never do a mental coin toss.  It's all reaction.  If you're gonna come
in that close to me, you'd better TRY and throw me, otherwise you'll get
counter-thrown if you do a normal move.

If you can counter 50% of the time, you're in very good shape.  If the
outcome of a tick is unfavorable, people tend not to take that chance.
In my games, I usually take great risks at the beginning of the round,
and play more conservatively as the round wears down.  I feel that changing
the momentum of the game is just another aspect of keeping 'control'.

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
Guys with long sigs are just trying to compensate for something...
Newsgroups: alt.games.sf2
From: tzbw5@isuvax.iastate.edu
Subject: Re: Possible cast list
Reply-To: tzbw5@isuvax.iastate.edu
Organization: Iowa State University, Ames, Iowa
Date: Fri, 18 Dec 1992 16:37:23 GMT

In article <BzF6Gt.3wC@usenet.ucs.indiana.edu>, juacoope@silver.ucs.indiana.edu (Weasel) writes:
>In article <1992Dec17.054711.7475@newshub.ariel.yorku.ca> cs922096@ariel.yorku.ca (JOSE J. MONTANO) writes:
>
>[Cast list removed]
>
>>But Bison would try to get revenge and an
>>all-out mano a mano war would ensue.......|)
> ^^^^^^^ ^^^^ ^ ^^^^ ^^^
>>Well.....what does everyone think?
>I think you've got a contradiction in terms--kinda hard to have an all-out
>	war between two people, hmm?
>
>>|)  Joe
>
>Julius Cooper, UCS Consultant\Personal mail/flames to: juacoope@ucs.indiana.edu
>ME! ME! ME!  MINE! MINE! MINE!  MY OPINIONS!  NOT MY EMPLOYER'S!  Thank you...
>-------------------------->Insert Witticism Here<------------------------------
>-- 
>|Julius Cooper, UCS Consultant|+| Note:  I speak for myself, not my school or |
>|juacoope@ucs.indiana.edu     |+| my employer, University Computing.          |
>|juacoope@silver.ucs.indiana.edu|=============================================|


Here is my cast.
Bison - Stevel Segal
Chunli - That lady from double impact.
Sagat - the guy that played Tong Po in kickboxer.
Vega - Jean Claud
Ryu - Brandon Lee
Ken - that guy from all the american ninja movies.
Guile - Dolph Lundgren
Dhalsim - two characters preferably Manute bol for the extended body parts
sequences
Blanka - Big Lou Ferrigno (he has worn enough green makeup in his time)
Zangief - I hvent thought of a good one yet
Balrog - got get Iron Mike outta jail

This movie would probably cost an arm and a leg to make.
I think it would work out best in animation.

Jason Gregry














>|-------------------------<Insert Witticism Here>-----------------------------|
Newsgroups: alt.games.sf2
From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Subject: Re: Sagat's fireball trap
Organization: DSG, Stanford University, CA 94305, USA
Date: Sun, 13 Dec 92 19:42:43 GMT

In article <Bz68pu.Gz2@news.cso.uiuc.edu> cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:
>el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>
>
>
[stuff deleted]

>>Sagat certainly can get you into a fireball trap, but it's not as annoying
>>as Ryu's... except maybe for Guile :-)
>
>You really think Sagat's trap is worse than Ryu's (for Guile)? One major 
>difference I found is that if you can anticipate Sagat and jump over his
>low tiger, you can do much more than you can against Ryu, because of
>the forward kick combos. Against Ryu, if you stick your foot out too
>early, you'll get sac thrown... If you are too late, you'll get DP'd.
>Against Sagat, you'll hit him in the low "after tiger" delay position
>and can follow it up with a combo.

This just doesn't work!  Guile is _too_ far away from Sagat (who _should_ be
nearly 3/4 the screen away in a proper trap) to combo Sagat.

>
>>-- 
>>Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
>>Guys with long sigs are just trying to compensate for something...
>-- 
> Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
> 			| Internet: c-wang@uiuc.edu			
---
T. Cannon


Newsgroups: alt.games.sf2
From: caine@uxa.cso.uiuc.edu (Dark Lord of the Sith)
Subject: Re: Best Opening Moves
Organization: University of Illinois at Urbana
Date: Tue, 15 Dec 1992 02:51:41 GMT
Keywords: Best Opening Moves

skillian@ux4.cso.uiuc.edu (Seth James Killian) writes:
>	Although I know my own personal choices, I was wondering what the
>	favorite opening moves vs. any given character are in general.  I
>	don't remember hearing any threads about this in recent memory and
>	in some matches it is important enough to decide the momentum and
>	in some cases, the whole round.  More specifically, what is a good
>	opening move against Bison?  Or Ryu/Ken vs. Guile?  Just interested
>	in opinions in general here, but please try to support them by saying
>	"DP at the very beginning, because if so and so does this then you
>	can just do that to counter..." or give some sort of reasoning.
>	Any thoughts?

Against computer opponents (if you have a projectile or body attack):
  vs. Ryu, Ken, Chun Li, Vega, and Bison:  Wait, step back, or jump straight up.
  vs. Others:  Throw a fireball, they won't block it most of the time.

Against humans:
  Never do the same thing over and over.  You WILL get caught sometime by
  someone.  Honesty is the best policy, so just step back in the defensive
  position, and wait for the opponent to screw up.

  However, if your opponent does the same thing over and over, open with
  a move in which it might be easy to get a combo...Take 'em down real fast!


In Ryu/Ken battles, a fireball is usually a wise move, but doing it repeatedly
will get you DP'ed or comboed to death.  Step back now and then, throw a FB
here and there, maybe a DP once in while...nothing too risky.  BTW a FIERCE FB
or a JAB DP, not a slow FB or huge, I'm here for the hitting DP.

I'm not going to get into specifics in certain battle like Ryu v. Guile and the
other 70 possible matchups.  My favorite is to try and jump in to combo, but
I don't use it very often.  I stick with what's reliable: BLOCK!

Caine Schneider
Newsgroups: alt.games.sf2
From: mlm@mrcnext.cso.uiuc.edu (Michael McCool)
Subject: Re: Da guy wit Da Big Bad SFII Moves List
X-Newsreader: Tin 1.1 PL5
Organization: CSO Resource Center
Date: Thu, 17 Dec 1992 04:38:43 GMT

stdnt163@whscdp.whs.edu wrote:
: 
: 	A reply to da guy wit da big bad SFII moves list:  If you know the Boss
: special moves,why don't you know Chun Li's reverse flip kick or Guile's flying
: knee attack?  Before you POST a moves list, make sure it is a COMPLETE moves
: list!
: 
: 					Me (You're better off knowing me as     
: 					    just that!!!)  

Because they're only normal attacks and not special attacks.

If you want a really complete one, there's a book selling for like $9.00
which has pictures and everything.  

Most people are grateful someone took the time to make a list at all.
	--MLM
--
 ____
/ oo \  Mike McCool 
\ .. /  mlm@mrcnext.cso.uiuc.edu
 ||||   
 \__/   "Well, you're certainly in touch with your anger."  --Frank Drebbin
Newsgroups: alt.games.sf2
From: robs@hardy.u.washington.edu (Robert Suh)
Subject: Re: SFII-CE Match-UPs and Ratings
Organization: University of Washington, Seattle
Date: Sat, 12 Dec 1992 08:18:38 GMT

In article <Bz44s0.40G@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>These are my ratings for matchups in SF2-CE based on my experience.
>A score given to a character is the number of times he can win out of
>ten when fighting master vs. master.
>
<GREAT Match-Up list deleted..>
>
>Guile is the most powerful character when matched against all of the
>characters.  However, often only a few characters are selected to be
>played in a match.  These are the characters which have few enemies.
>
>Blanka is powerful because his natural enemy (Balrog) is seldom played.
>Ken, Ryu, and Guile used to be more dominant at UIUC before Sagat players
>got better.
>
>-- 
>Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
>Guys with long sigs are just trying to compensate for something...

Great List, I couldn't agree more.  I think that's probably the most
informative text to come out of a.g.sf2 in awhile.

Though I would of put Guile's percentage against Ryu a little higher, but I 
guess mileage will vary

Also like how you rated Sagat, perfect.  I find that he has the best response
to Ryu's FB/DP cycle.  Just poke that long leg of his out, and Ryu eats a
foot.  Great (only?) Guile-Killer.  (Tiger.. Tiger.. Tiger Knee.. Tiger. 
Tiger Uppercut.)

Now, I think I'll import the chart into MS Excel, and make a nice 3D graph
of it.

.
Newsgroups: alt.games.sf2
From: isc30006@nusunix1.nus.sg (HO KHEE YOKE)
Subject: Re: Z's SPD - let's get a final answer [please read and respond]
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 17 Dec 1992 03:15:24 GMT

Christopher Jon Petit (petitc@nuge111.its.rpi.edu) wrote:
: 
:  I heard that a method that might work is:
: 
:   -O      |     O
:           O     |
: 
:  Not sure, though.
: 

Yup.. This work...   Look like there is plenty of way to to SPD.. :)

I start to love playing Zangref now.. :)


---
Exodus Ho, Member of the Trio Software Group.
Newsgroups: alt.games.sf2
Subject: Re: Being a Master? my child
From: jmangold@eagle.wesleyan.edu
Date: 14 Dec 92 01:44:07 EST
Organization: Wesleyan University

In article <1gh0cbINNmgl@master.cs.rose-hulman.edu>, operbwt@nextwork.rose-hulman.edu(Barry Trottier) writes:
> What makes one a master at SF2 or SF2CE?
> 
> Could you masters out there please explain!

I'm glad you asked Barry.  First of all, you must decide if you really want to
be a master.  Being a master is _not_ just being good at the game.  The first
misconception is that Street Fighter 2 is a game.  Its not, its a complete
lifestyle choice.  You must become the character you choose.  I have become
Ryu.  Each morning I awaken at 5:30 to greet the sun.  I sit above a vast
field with my Super Nintendo.  I then breathe in and begin.  I am now Ryu.  I
move as one with the character, feeling pain at each blow.  If I should be
blessed to win, I give thanks to the heavens.  I also remeber to thank my
opponents, for if they were not there I would have a great void in my life.
	I then begin the ritual morning exercises.  10 sets of curls for each
finger, and one-hundred presses on my set of practice buttons.  I then walk to
the nearest arcade.  I greet the manager as a friend, and silently walk to the
machine.  With a bow of respect I begin.  I insert my quarter and my work
begins.  I do not merely best my oponents, I challenge their whole being.  Our
souls are matched in fierce battle.  The day progresses and I tire.  I leave,
bringing with me the wisdom of a new day.  At home I kneel silently and eat my
meal.  I give thanks to Sheng Long and offer a final prayer that I may be
united with Ken, and drift off to sleep.

	Barry, this is a life that you can have.  Reach out with your feelings
at pick the character that you are.  Live and breathe as him.  This is the only
way.  I clothe myself as Ryu, for he is me and I am him.  I bid you farewell. 
May your quest be pleasant and your rewards many.

					May Sheng Long guide your journey,
					Ryu  
> 
> ---------
> Barry Trottier
> e-mail:  operbwt@nextwork.rose-hulman.edu
If I can ever be of assistance do not hesitate to ask.  I want all to
experience mastery as it is a thing of beauty.

Newsgroups: alt.games.sf2
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Subject: Re: Even more Bison (was: Ken's 4-Hit Touch of Death)
Organization: University of Illinois at Urbana
Date: Sun, 13 Dec 1992 19:05:57 GMT

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

>In article <tmorris.724072366@tasman> tmorris@tasman.cc.utas.edu.au (Tim Morris) writes:
>>jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:

	[much Bison/HK rhetoric deleted]
>>
>>I disagree - the guy on the ground always has the edge when it comes to
>>throwing Ryu as he comes down from the cyclone kick.  Ryu's cyclone is
>>so slow, you can dragon punch it anyway - just hit jab (crouching) then
>>quickly DP.

>   I love the way everyone assumes your are playing Ken/Ryu.  Sorry, but,
>Dhalsim can't dp.  But don't bother telling me how to get out of the
>situation, I just head-spin him.

	Head Spin?!  Why?  It is a fairly effective way to knock Ryu out
	of the HK, but isn't the point here to HURT him?  The head spin does
	pitiful damage, (don't all of Dhalsim's moves?) and the throw with
	Dhalsim is near 100% reliable.  Some characters will occasionally
	be knocked a little too far away to throw out of the HK, but Dhalsim's
	amazing range virtually eliminates this problem.  I look on the HK
	as a gift from Ryu to me, "here, please throw me".  It sounds as though
	you haven't quite mastered throwing Ryu out of the HK... do it.  It's
	not too hard to learn and it's invaluable.  I used to HK all day long
	at characters like Dhalsim or Chun Li cause I knew they didn't have any
	uppercut (I was too close at the time of execution for them to jump up).	This was also when I was under the mistaken impression that I could DP
	immediately upon landing and never be thrown if I timed it right.  It's
	better to toss them, if for nothing else, psychological reasons.  It 
	can be very discouraging to be thrown out of the HK twice or three times	in a row.  Learn this technique.

		Seth Killian

>>
>>--
>>Tim Morris
>>


Newsgroups: alt.games.sf2
From: news@piccolo.cit.cornell.edu (USENET News System)
Subject: Re: New version of sf2ibm
Organization: Cornell Information Technologies
Date: 18 Dec 92 04:45:34 GMT

This article was probably generated by a buggy news reader.
Newsgroups: alt.games.sf2
From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: Z and the circle
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: Mon, 14 Dec 92 20:38:40 GMT


djt2445@ritvax.isc.rit.edu writes (in partial):
 
>Question: Has anyone ever successfully managed to pull a screwdriver, walk to
>a person, and screwdrive IMMEDIATELY as soon as he gets up? The computer did
>this to me once, suprising the heck out of me, because usually when the
>computer walks up, he kicks, which means I DP... but somehow, the computer
>SCREWDRIVED me as soon as I got to my feet. Annoyed the hell out of me. The
>computer did this at the exact moment my feet got up on the ground. Of
>course, I had a perfect life stat up until he screwdrove me twice. (I was
>playing Ken, if that's any help). Now, anyone ever tried screwdriving as soon
>as the person started getting to his feet? Would that be considered a tick?
 
I remember that bullshit from the first week or so of SF2:CE came.  Basically,
I haven't done that with Zangief, but I have done something similar with Ryu
vs. Dhalsim.  Basically, he was floating in the air and I jumped in and kicked
him.  I then landed (from the jump) and he landed (from getting hit in the
air), and as soon as he did, I threw him.  Don't ask me how I did it, I was
just holding Foward and hit Fierce (planning to combo to Dragon Punch).  I've
also seen/did something similar with Vega's "screaming eagle."
 
Yes, this sort of thing happens like once in a blue moon.  In a nutshell,
don't count on it in part of your strategy.  If it is possible to do it every
time, it must be damn near impossible to get the timing.  (Can you say 1/60th
of a second?)
--
John Nishinaga - jnishina@nyx.cs.du.edu
Newsgroups: alt.games.sf2
From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: Being a Master?
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: Mon, 14 Dec 92 20:33:38 GMT


operbwt@nextwork.rose-hulman.edu (Barry Trottier) writes (in partial):
 
>What makes one a master at SF2 or SF2CE?
>
>Could you masters out there please explain!
 
Alas, a master by *MY* definition is a person who consistantly plays "perfect"
games.  "Perfect" games are those where the player does everything he is
supposed to do and times everything correctly.  Thus, all counters are done at
the proper distance, all potential throws are always done, and patience is a
virtue.  The determining factors between two masters is usually who is quicker
and luckier.
 
It's very difficult to be master of a single character, much less a total
master of the game.  I personally screw up (mis-time) too often to be labled
as a master, even though I do know the most, if not all the counters for my
characters.  (Simply knowing what to do isn't enough -- you need to have to
good timing/reflexes.)
--
John Nishinaga - jnishina@nyx.cs.du.edu
From: lerner@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Ken's 4-Hit Touch of Death
Date: 12 Dec 92 23:31:21 CST
Organization: University of Kansas Academic Computing Services

In article <Bz2BvF.ACu@news.cso.uiuc.edu>, el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
> jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:
> 
>>   No like.  It is a big projectile coming at you.  But then again, Ken's
>>body is a big projectile going up, and at you - and it has maximum
>>priority.  So I don't see any lack of balance here.
> 
> Comparing Bison's torpedo to Ken's DP:
> 
> DP: Harder joystick motion to perform
> 'Pedo: Longer charge time, but very easy joystick motion

Actually, it was much harder for me to get the timing for the
sonic-boom (same as 'pedo) down than for the DP.  Guess I'm just wierd.

> 'Pedo:  Hits a possible 6+ times when blocked.  Each hit does as much
>         damage as the second hit from the DP.  So blocking the torpedo
>         does as much damage as if you had jumped into 6+ fierce DP's,
>         assuming Ken didn't hit you with the 'hurting part' of the DP.
>         Bison is not vulnerable after his torpedo is blocked.  He can
>         very easily throw you as he comes out of it.

Are you sure?  This worked for a while, but now it seems pretty easy
to throw Bison after he torpedos.  Are we doing something wrong with
Bison?

> 'Pedo:  When not blocked, the torpedo does about 1 inch of damage, variable
>         at times (like the razor kick).  It knocks you down so that Bison
       
    Do you understand how the damage works?  I used to think it just
depended on how much time was left in the match, but that doesn't seem
to be true.

[stuff deleted all over the place]

BTW, can Guile razor Bison out of the 'pedo as he is getting up?

> -- 
> Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
> Guys with long sigs are just trying to compensate for something...

-Michael Lerner
Newsgroups: alt.games.sf2