From: sieh@panix.com (Nutella)
Subject: Re: Turbo SF2 - changes
Organization: Panix Public Access Internet & Unix, NYC
Date: Sat, 23 Jan 1993 08:57:09 GMT

In article <1993Jan20.194029.11291@seas.smu.edu> justin@seas.smu.edu 
(Justin Anderson) writes:
>In article <C148GG.AvM@panix.com> sieh@panix.com (Nutella) writes:
>>A couple of other thoughts.  I'm almost certain that Dhalsim's grab range
>>is much greater than every character except Zangief's.  I was throwing
>>people at ranges where I had no business grabbing.  Pissed off a good
>>deal of people.  Any Dhalsim masters who might be noticing this?  With
>>Dhalsim, I've nearly perfected a version of Ryu's fireball trap in SF2CE.
>>It works pretty well.  Similar concept to the posts a several weeks ago
>>by Seth Killian and et al detailing Ryu's fireball trap.  Has anyone else
>>tried it with Dhalsim?
>
>   His throw range has been lengthened.  I can grab people when they are just
>   trying to footsweep or punch me.  Also, D has a good fireball trap against
>   most all players. It works the same as ken/ryu, except when they jump up to
>   get out, you can always hit them with a ducking fierce or roundhouse slide
>   The obvious exceptions are ken/ryu hurricane kick, and hondas kamakazee
>   attack that goes above and beyond D's fireballs.   Other than that, you can
>   pretty much adjust the trap as needed, and decided whether a roundhouse, 
>   round. slide, fierce, ducking fierce is the right move to hit them when 
>   they try to get out of the trap.  With so many options, one is guaranteed 
>   to work on any given player.  Good luck!

Great!  I see that there is at least someone else who's been experimenting.
I was playing some more this week and met my match vs. a Ryu stud who seemed
to "break" my Dhalsim trap and so I'm experimenting again some more (ie.
shoveling more quarters :-)).

Just recently (about a month or so), I've turned to Ryu (reasons are not too
important here).  I implement Ryu FB trap on SF2CE by measuring myself against
the timer.  I basically stand underneath the 2nd digit.  For Dhalsim's FB trap
on SF2HF however, I thought that the speed differential allowed me to be a tad
closer than that because I was able to turn out FBs super fast.  But apparently
this is too close because of Ryu/Ken's HK kick.  I tried mixing it up so that
I was using short kicks and punches rather than just all FBs which isn't a
"pure" FB trap but a trap of sorts nevertheless.  I even started to mix up 
FBs with Yoga Flames because that can catch them in the HK.  I'm not too
satisfied with the results.  I've started to move back again to take advantage
of Dhalsim's slide or standing fierce (dangerous if Ryu/Ken studs are also
DP studs) and now I'm standing before the first digit so that any kinds of
jumping by Ryu/Ken I can counter with the above or with a Yoga Flame.  I
actually use the Flame much more now because they can come out very fast 
(the strong Flame usually is preferred) also.  I guess I'm curious whether
you just use the FB or do you also mix Flames and punches with your version
of Dhalsim's trap?  I take care not to do the "standard" pattern with Dhalsim
vs. Ryu/Ken (ie. Fireball, Standing Fierce, Kick <-- {Dragon Punch}) because
they expect that sort of non-thinking.

On a side note, I had also mentioned the increased grab range of both Dhalsim
and Zangief and a couple of people have also felt that Dhalsim's grab is
longer.  Tonight I found out how long Zangief's grab range is...it's
approximately 2 inches on the screen.  Zangief can grab you and do the SPD
even if you're just blocking.  In the old SF2 versions, Zangief can extend
his SPD grab if the opponent was caught in a footsweep or some move but for
SF2HF, it appears that this isn't required anymore.  

In some other experiences tonight with Blanka, I feel that the SF2HF Blanka
killer at this point in time is...Sagat!  Why not Balrog or Bison?  Well,
certainly Bison is still tough because it's a lot harder to time the Flame
and the Scissorkick still has high priority over Blanka's other moves.  This
evening, I fought Balrog people who used to cream my butt on SF2CE but not
tonight...I got revenge :-).  They seemd to have problems defending or 
hitting Blanka's vertical Roll.  I'm not sure whether that's a timing problem
on their part of if indeed Balrog has problem knocking that move out.  It
can be done but I've found that the closer Blanka is to Balrog, the harder
it is for Balrog to hit it and the vertical Roll sets up some nice Blanka
combos.  Also, they've reduced the length of his crouching roundhouse and
standing fierce punch which used to kill Blanka but because of this limit
Blanka needs not to be afraid.  My reasons for saying that Sagat is a good
character vs. Blanka is the fact that Blanka can't successfully kick him
out of the TiggerUppercuts anymore and with Sagat's super fast FBs and Tigger-
Knee, it's very difficult for Blanka to move close enough to inflict damage.
Sagat, I think, "controls" the match strategy in this matchup.

Anyhow, enough babbling.  Any comments, observations, questions would be
appreciated.

-- 
//Lui Sieh		|How seldom we weigh our neighbor in the same
Mail: sieh@panix.com 	|balance with ourselves. -- Thomas A. Kempis
Disclaimer: These are my opinions...but others may share them as well
Newsgroups: rec.games.video.arcade