From: robs@hardy.u.washington.edu (Robert Suh)
Newsgroups: alt.games.sf2
Subject: Re: Dhalsims Teleport
Date: 3 Jan 1993 05:23:17 GMT
Organization: University of Washington, Seattle
Distribution: usa
NNTP-Posting-Host: hardy.u.washington.edu

In article <1993Jan2.060744.24639@mnemosyne.cs.du.edu> jnishina@nyx.cs.du.edu (John Nishinaga) writes:
[STUFF DELETED]>>
>>Hmm, I'm not real sure about other moves they took out, but a couple of moves
>>seems to of been 'altered'.
> 
>Just a couple?  There are A LOT of moves that have been altered.
> 
>>For example, Guile now has a pretty noticible delay time after doing the slice
>>kick.  Right after you do the slice kick, Guile stands up for about 1/2 second
>>or so, forzen.  I didn't notice it before TCE:HF.  I'm glad they didn't add
>>the delay after the sonic-boom, that would of killed Guile.
> 
>The delay has been there since SF2:CE.  The real difference with Guile is with
>his Sonic Kick charge time.  I noticed you can't do Foward Flip + Fierce, close
>standing Fierce to Sonic Kick anymore.  Either the jump is faster, the charge
>time is longer, or both.  Also, his crouching Foward kick can be hit by middle
>punch's -- Balrog's crouching attacks now hit and another Guile can do a
>crouching Fierce onto it (should make Guile vs. Guile fights more interesting).
> 
>There are too many differences with each character's attacks to list.
>Practicly every fight strategy from SF2:CE will have be to be altered.
>--
>John Nishinaga - jnishina@nyx.cs.du.edu
Well, after playing TCE:HF, I've noticed some other things.  

1) Guile seems to of been 'sped-up' faster than some of the other faster 
characters.  Being a Guile player, I can feel it.  :)
Actually, I was playing this guy that was a pretty good Ken player.  I walked
up about half the screen and threw him.  Musta been expecting a crouching 
forward.

2) They took out Ken/Ryu's knee. (standing forward)

3) Ken's 'stun' time when landing from a DP is almost non-existent.
I've never had my forward hit so many times, with the cursed followup DP.
Must use new strategy for this one.  I personally think CAPCOM killed
Guile in this version.  

4) Guile's jumping-knee is improved.  His 'delay' time he had, is very
short now.  I've been able to throw people when they block it.  Oh yeah,
I've also been able to knock some people out of the air with it, when I messed
up my Slice Kick.

5) E. Honda pretty awesome now.  His faster torpedo is great.  Use it like
Blanka's ball.

6) I still think they lengthend Guile's 'stun-time' when landing from his
Slice Kick.  I've just tried it on SNES, and there is no stun-time on it.  
And I don't remember it on the SF2:CE regular.

7) Is it my imagination, or is Ken's delay after a FB is shortened?  I've
DP'd people who should've nailed me with a Combo' before.  Seems as short as
Ryu's now.

8) Haven't noticed, or seen Balrog's supposed 'killer hay-maker punch'.  
Seem's to take away less actually. (And YES, i've held down the buttons for
over half the match.)

Finally, I personally think E. Honda is the most improved.  His new-found speed
and the energy he takes away is pretty awesome.  Ken is improved also.  I think
I'll take Ken over Ryu in this version.

I again think Capcom finally decided to kill Guile.  I've been winning with
him in TCE:HF, but not against any real opponents.  Ken with his improved
DP is probably to much for the ol' Vietnam-era Vet.  Used to be, I could
count on throwing Ken after coming down from a missed-DP, not any more.
You won't believe how many times I've muttered 'shit' when my forward got
slap back down with a follow-up DP.  :)  Perhaps there'll be some more
added nuances in this game that might change my opinion (Guile's extra
speed?)

Any other comment's??

[robs@u.washington.edu]=
"God answers all prayers, there's just an 80 year waiting period."
Newsgroups: alt.games.sf2