From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: several things
Organization: University of Illinois at Urbana
Date: Mon, 14 Dec 1992 21:31:34 GMT

alex@crystal.ipac.caltech.edu (Alex Werner) writes:

>I have seen several postings, including ones from Cybergeek himself, saying
>that a jab dragon punch NEVER NEVER hits twice when its not blocked. But
>that just isn't true. I got jab DPs to hit twice on two separate occasions
>today. I don't remember the circumstances of the second time, but the first
>time computer Dhalsim was sliding into me just as I was standing up and I
>did a jab DP and it hit him twice. spiff

I said I've never seen a jab dragon punch which hits hit twice in SF2-CE.
There's a difference between NEVER NEVER hits twice...  Are you sure you're
not doing a combo?

>I also read the new Gamepro and it had a review of Turbo SF2:CE (which we
>should start calling TSF2:CE for short) with the following interesting
>things:
>-Chun li will be able to throw a fireball. It looks like a blue version
>of a dhalsim fireball, and you throw it like a yoga flame. It can be
>stuck in combos (like crouching forward-fireball).

Her hang time is still too slow to jump in on other fireball throwers.
A fireball would freeze Chun Li in a vulnerable stance.  Her best asset 
is her quick ability to walk under and throw.  Other characters who are
fast on the ground (bison, vega) are too tall to walk under sometimes.
A fireball does not make Chun Li any more effective.

>-Bison's cheespedo is toned down and will hit fewer times when blocked.
>Also, the scissor kick will be easier to counter

Bison's a worthless character if he's actually toned down.

>-Balrog's turn punch will do more damage the longer you charge it for, 
>taking off a max of 50% of your opponents damage. Also, his charging
>straight punch will hit ducking opponents.

Evil!  Now Balrog would be a force to be worried about.  He has the ability
to stay near you much better if he can hit crouching opponents from far
away.

>-Ken/Ryu can do their hurrican kick in mid-air (as can Chun)

Cool.  Now Ryu has an extended dragon punch substitution.  Jump forward,
hurricane kick.  Would be devastating against Blanka... If Blanka jumps
forward over a fireball from far away, he gets biffed by an aerial
hurricane kick.  That would make Ryu the most powerful character in this
edition, IMO.

So what if Ken can do a hurricane kick in midair?  It does piddling damage 
unless it gets multiple hits on the ground!

>-If Dhalsim charges straight down and then pressus up and two buttons,
>he will teleport to the other side of the screen

Oh, how evil!  You finally get close to Dhalsim to smack him and suddenly
he's on the other side of the screen!  If this is NOT a charged move,
Dhalsim will be VERY annoying.  There'd better be some sort of limitations
on this move.

>-The whole game is 10% faster

Hopefully, it won't do those slow-downs after fireballs.

>-Sagat's tiger uppercut will be faster and harder to counter

Great... as if it weren't fast enough and hard enough to counter!  Sheesh!

>-Vega's roll will be better... he will roll over three times before
>stiucking his claw out which improves the range.

If you could CONTROL the number of rolls, that would be excellent.  An
extra roll for Vega just gives me more time to DP or footsweep Vega when
he does it.

>-Honda's torpedo will be invulnerable for longer at the beginning so
>that some fireballs can go right through him while he executes it

Evil!  Honda would be effective.  I mean, how are you gonna damage him?
Fireball?  No!  He can go through it.  Jump in?  No!  He's invulnerable
in the torpedo!  It's got to be harder than that... Maybe as difficult
to time as hurricane kicking over fireballs...

>I think that's all it said
-- 
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