HDTenEightyP/NetNews huggingface dataset:
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Double Damage Theory
Organization: University of Illinois at Urbana
Date: Tue, 17 Nov 1992 18:00:51 GMT

Ever wonder why sometimes combos do massive amounts of energy and sometimes
it's just lame?

Specifically, look at Ken's aerial roundhouse, standing fierce (or
crouching fierce), fierce dragon punch.  This thing can, that is
CAN, take away more than half your life and make you dizzy with just
three hits.

I've also seen this combo performed so that the three hits did NOT
make the opponent dizzy, and did NOT take away over half life.  I've
also seen this combo performed so that all four hits get in, but the
opponent did not take as much damage as in the same three hit combo.

Why?

The theory is that sometimes you take double damage.  For example,
Ken hits you with an aerial roundhouse, and your energy begins
draining from your life bar.  Before it finishes draining, you get
hit by the standing fierce.  And before THAT stops draining, you
get hit by the fierce DP.  Where does all of that 'overlap' go?
My theory is that the damage you take is the sum of the damage
from the individual moves plus the overlap.

Hence, Ken's 4-hit combo becomes:
Roundhouse damage + standing fierce damage + fierce DP damage + overlap.

This seems consistent with the gameplay.  When combos are performed
very smoothly, without pause, there seems to be a corresponding
reward in damage taken.  When I perform combos when the opponent is
dizzy, I usually get out the smooth and deadly THUMP-POW-POW combo.
If I'm jumping over a fireball and need to hit Ryu before he comes
out of his fireball stun, it's usually THUMP---POW-POW.  If I'm very
early in the sequence it may become THUMP----BLOCK-BLOCK--*wait*---
*opponent's evil grin*---POW-POW!

I noticed that I tend to do more damage with my combos using any
character than other people.  It's different when I perform Guile's
fierce, crouching strong, razor kick combo than when other people
perform it.  It always surprises me how much damage that does when
I do it because I'm not used to seeing Guile do that much in CE.

Well, what's the consensus?  Is it timing, or am I blessed with massive
damagitis?

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
Guys with long sigs are just trying to compensate for something...
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: alt.games.sf2
Subject: Re: Help! SF2 addiction
Keywords: addicted
Date: 23 Nov 92 21:20:32 GMT
Organization: U of Arizona CS Dept, Tucson

In article <s3pq72d@lynx.unm.edu> dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:
>>But anyway, is theree any suggestions on how to get rid of the sf2 bug?
>>
>>Diversion
>
>Yah, with another addiction.
>
>Either that, or just hold out until the "chip from hell" invades your
>favorite arcade.  It's managed to whittle away my SF2 habit nearly
>into oblivion.
>
>---Phantom

How true.  I will not play SFII(modified)edition.  It totally blows balance out
of proportion.  Now the fireball happy Ryu and Ken kids come and trash you.
Don't even think about playing Honda or Zangief.  I sure hope that Capcom's
chip retains as much balance as possible.  Until then, I've been playing the 
decent substitute Art of Fighting, and my newly acquired Star Control 2 (IBM)
which I must digress and say that it is one cool game.  Ship Fighter 2: Inter
stellar combat (with 25 different ships to choose from).

                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: alt.games.sf2
Date: Mon, 16 Nov 1992 11:58:55 -0500 
From: "Robert W. Igo" <gryphon+@CMU.EDU>
Subject: Re: Racism in SF2?
	<BxsG47.5vv@usenet.ucs.indiana.edu>

Excerpts from netnews.alt.games.sf2: 16-Nov-92 Re: Racism in SF2? Brian
Odom@silver.ucs.in (2186)

> I think that there's no easy solution to that.  If the black guy would always
> punch the white guy, then that's "making blacks out to be bullies or thugs".
> If the white guy always win (the way it is now), then that's "the black guy
> always loses.  that's racism".  It didn't bother me, but I thought that it 
> would have been taken out of the new edition, because I figured that many
> people would complain about it.

Yeah, and if they made it random, people would place bets on who would
win :)  Whether it was intentional that the makers of SF2 wanted to have
a black guy beaten up by a white guy, or whether it was copying
something that they had seen before is unclear.  If all they had known
of American culture was from TV, movies, etc., then it's quite possible
that consciously or subconsciously, they view black people as the bad
guys.  That doesn't mean that there was racism involved...I think.  I
dunno, I'll probably get flamed for simply continuing this thread.

> -- 
> Brian T Odom

> "We are all manufacturers -- some make good, others make trouble, and
> still others make excuses."

[*********************************** Bob Igo
**********************************]
"Like I've always said: There's nothing an agnostic can't do if he really 
doesn't know whether he believes in anything or not." --Monty Python
[******************************* gryphon+@cmu.edu
*****************************]
From: mjhwa@flauta.engr.ucdavis.edu (Jarhead)
Newsgroups: alt.games.sf2
Subject: ...
Date: 16 Nov 92 16:49:49 GMT
Organization: College of Engineering - University of California - Davis


In article <1992Nov12.004335.11782@hellgate.utah.edu> larsen@hellgate.utah.edu (Steve Larsen) writes:
>On another note, I would like to address the circulating thread that Guile
>is weak on the CE.  This is NOT true.  I can play Guile and beat almost any
>character with anyone playing that character if I am serious about winning.

[much b.s. deleted]

>
>Well, I guess that is enough for now.
>
>Chau,
>
>Steve

I'm not even going to waste my time on this one.

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/"That's a joke cuz I'll never be broke...   _mjhwa@rosarita.engr.ucdavis.edu_/
_/when I die there'll be bullets-n-gunsmoke." _mjhwa@ucdavis.edu              _/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
Newsgroups: alt.games.sf2
From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Bison's slide ticking? (Newbie Needs Help)
Keywords: newbie, bison, tick 
Organization: University of Tasmania, Australia.
Date: Sun, 22 Nov 1992 23:13:11 GMT


Tsk, tsk, I'll just have to post here...

From MAILER-DAEMON@wam.umd.edu Mon Nov 23 10:10:45 1992
jengagne: User has exceeded their disk quota, try again later

   ----- Unsent message follows -----

In alt.games.sf2 you write:

>He kept killing me with the same move, which was an odd combination of
>doing the bison slide over and over again.  This was annoying because there
>is NO WAY OUT OF IT... blocking only drives you into a corner, and you might
>squeeze in a jab or two but he can slide right back in.

Ironically, Bison's slide is one of the weakest moves in the game, because
Bison is "frozen" for a moment after he does it, where you can wham him
to considerable effect.  Here's what you do:

  1. Hold a low block and wait for the slide.
  2. Bison slides.
  3. When he stops, immediately push straight towards him and hit your
     middle punch (strong).  This throws him.  If that's too "cheap",
     then stay in your crouch and hit your heavy kick (roundhouse) to
     sweep Bison over.

This should effectively kill this guys slide for ever.  Unfortunately, his
next means of attack will probably be constant torpedos, and that becomes
_real_ hard to get out of, even masters have problems with it.  (Hence
the reason that everyone on this group wants to see M. Bison dead!).

--
Tim Morris
University of Tasmania,
Australia.
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Newsgroups: alt.games.sf2
Subject: Double Damage Theory
Summary: Extra Damage Attacks
Keywords: Extra Damage Attacks
Date: 18 Nov 92 23:37:59 GMT
Organization: University of Illinois at Urbana


 	There is definitely some sort of mysterious "bonus" to an        
	immaculately timed combo.  I have had the same idea about 
	the addition of the overlapping damage for some time, but
	I am unsure of what other factors to include in a proposed
	mathematical formula for this extra damage.  The only test 
	I have proven conclusively (to myself anyway) is a simple
	roundhouse + jab DP combo executed with Ryu.  I chose this 
	simple combo so as to limit the number of variables and so
	I could guage the resulting damage more accurately.  If      
	timed perfectly, I have relieved my opponent of up to approx.
	40% of his life with these two simple hits (try it and see).
	Independently, neither of these moves is capable of 20% of        
	your total life so I assume that the speed with which one
	follows the other is the determining factor.  The possible        
	conclusion I arrived at is that the number of hits in a given 
	combo (while obviously still important) may not be an absolute ]
	measure of combo damage.  Any thoughts?

	Seth Killian
				  "We all believe that which we know cannot
				  be other than it is."
							  -Aristotle
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Ken/Ryu stuff
Organization: University of Illinois at Urbana
Date: Mon, 16 Nov 1992 18:13:25 GMT

bodom@silver.ucs.indiana.edu (Brian Odom) writes:

>The way I counter tickers is a little different because I find it much easier
>to REVERSE throw.  While in the block position (the short sweeps), when I see
>a throw coming, I pull the joystick from crouch block to back defense and hit
>fierce.  (With Zangief, all you do is push fierce because he can throw from 
>the defensive crouch position).  This is much easier than pulling the joystick
>all the way over towards your opponent, plus your joystick is still in a 
>defensive position.

This will not work on a decent ticker.  At least it doesn't work on me. 
If Zangief is the type who can't SPD and just taps strong or fierce while
in defensive crouch, I can short, short, throw him until he's dead...
EVERYTIME!  Really!  If you want to get out of it, you'd better learn to
time your button presses.  As I sometimes say, "It's not how many times
you hit the button, nor even how hard you hit it.  It's when you hit it
that matters."

As for people ticking Zangief.  You can try it, but chances are you'll
get SPD-ed if you're playing anyone decent.

>>I am lost on the Bison thing. I would like to know how to Get outta the peedo 
>>also. Someone please post

>So would I.  I got flamed for my anti-Bison posts a while back saying how a 
>Bison master will beat anyone and how strong that damn cheesepedo is.
>I can counter all the "kids"; those who just cheese and roundhouse slide.

>The problem is when I jump, and then I land i must block that cheese, and 
>then I can't do anything but block the barrage of attacks following.

Hmmm... the Bison's around here hit you while you're in the air if you
jump back.  Letting the other character land lets him DP Bison or otherwise
escape.  There's an easy counter for this:  Don't jump back.  Always jump
straight up or forward.  You can sometimes kick Bison out of the torpedo
with a jumping straight up roundhouse kick (done it with Blanka and Ryu).
Don't jump forward if you're far away.  You won't be able to kick Bison
out of his torpedo from too far away.  Just walk towards Bison.  There's
a critical distance when you get to the center of the screen when Bison
will have to decide to torpedo or scissor kick you.  If you get too close,
it can be dangerous for Bison.  I usually do something silly to cross
this magic distance (like a short hurricane kick or jab dragon punch or
both, one after the other).  If you don't get mauled after that, then it
should be safe to jump in.

My favorite is when they torpedo you while you're in the corner and you
jump straight up, land and crush them with a deadly combo :)  This works
very well against Blanka's too :).

>Brian T Odom
-- 
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: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Dhalsim strategy guide (1/3)
Organization: University of Tasmania, Australia.
Date: Sun, 22 Nov 1992 22:54:43 GMT

>**************************************
>* The Dhalsim Champion Edition Guide *
>**************************************

>The man's name is Dhalsim, that's D-H-A-L-S-I-M.  Not Dharlsim, Dahlsim,
>Dhalism, or even Dahlsimism.

Oh?  I always thought it was D-H-A-L-S-E-E-M... has that Indian ring to it.

--
Tim Morris

Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: CE Guile's knee hop
Keywords: Guile
Organization: Indiana University
Date: Mon, 23 Nov 1992 18:16:17 GMT

In <By4znE.DIt@ux1.cso.uiuc.edu> loverde@ux1.cso.uiuc.edu (AstralWolf) writes:

>In <By4s4I.pB@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:

>>>I HATE that move.  It's annoying and it's faggy looking.  I get it all the
>>>time when I want a forward razor kick.  But, it does have one use (to me
>>>only one use).  That is to surprise your opponent and throw them (considered
>>>cheap).  I don't ever want to use it.  Only once I tried to use it, and I 
>>>threw the guy.  (he could of countered it, but didn't react to it fast enough)
>>>When I accidently do that, I immediately go for the throw.  
>>
>     Yes it seems that it's only uses come at the goofiest times.  I mean there
>are spacings where an opponent jumps in and you can hop knee em and they can't
>toss you afterwards.  But I can't really recall any consistent uses other
>than the Sagat one.  Oh but it is fun to kill someone with when they
>have no energy I mean the humiliation...hehe  Either that or the goofy hit with
>the upclose standing strong.....

I play Dhalsim a lot and I like to kill my opponent with the Dhalsim chop.
Not the strong one, but the JAB one.  It's totally humiliating.  Or with
Honda, do the crouching short.  hehehe.  That backwards leg move.  Anyone
else with some humiliating moves.  I still think the Dhalsim jab is the
funniest way to die.  Must be real close to opponent to get it to work


-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: vanichth@ux1.cso.uiuc.edu (Mitri Van)
Subject: Re: Ryu -- Stuck in a corner...
Organization: University of Illinois at Urbana
Date: Tue, 17 Nov 1992 17:07:46 GMT

johnjohn@cco.caltech.edu (John White) writes:

>Whenever I play Ryu against another Ryu/Ken, I seem to get pushed back into  
>a corner.  And of course, I have a severe problem then:

Well, as far as fireballs go, the only suggestion I have is to try and
anticipate their fireballs, and then jump in while they're recovering.
Though... this usually only works against the computer and bad Ryu/Ken
players. :)

Mitri
  vanichth@ux1.cso.uiuc.edu
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Racism in SF2  (GO AWAY, WE'RE TIRED OF THIS SHIT)
Organization: Indiana University
Date: Wed, 18 Nov 1992 18:34:43 GMT

In <BxwpJB.K06@news.iastate.edu> txam1@isuvax.iastate.edu writes:

>In article <1992Nov18.032112.10130@mercury.unt.edu>, west@ponder.csci.unt.edu (Bruce West) writes:
>>In article <Bxvqqq.M8J@news.iastate.edu> txam1@isuvax.iastate.edu writes:
>>>In article <1992Nov17.154247.1428@mercury.unt.edu>, west@ponder.csci.unt.edu (Bruce West) writes:

[EVERY FUCKING THING deleted]

This whole thread started with a thought about (possible) racism on the title
screen ,and this thread has grown immensely out of control.  I suggest to all
to quit posting this (it has no relevancy to SF2) or go somewhere else.  I read
this newsgroup for information regarding SF2, hence the name alt.games.sf2,
not alt.politics or alt.blacks.are.this.and.white.are.this.and.I'm.wasting.my.
time.posting.this.shit.  

never thought I would ever have to compile a kill file for alt.games.sf2....



-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
From: cvafy006@vmsb.is.csupomona.edu
Newsgroups: alt.games.sf2
Subject: Misunderstanding...
Date: 24 Nov 92 06:02:24 GMT
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvafy006

My posting for SFIII was in all caps because I am a lousy typist and kept 
hitting Caps Lock.  I was not angry.  I was only trying to save myself
frustration in typing it.  Sorry if I falsely conveyed anger, but I still
thought my suggestin was legitimate...
From: alex@crystal.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: Re: SFIII:  Ideas
Date: 18 Nov 1992 03:36:58 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: crystal.ipac.caltech.edu

A couple of ideas for SF3 that I've had...
 
-Have a button on top of the joystick for turning around, and 
give every player backward attacks... this would make a lot of 
things (like getting up and blocking Ken when he's doing a 
neck kick) a lot easier and in general give you more control 
over exactly what your character is doing.... it would also 
open the door to having more than 2 players fighting eachother 
at a time.... although that would be VERY difficult to 
balance...
Imagine having to fight Ken and Ryu together at the end of the 
game instead of bison!
 
-Have fights take places in locales which aren't just level 
ground. For instance, have the fighters on top of a hill, and 
if you push your opponent far enough back he'll fall off the 
hill and take damage. Or fight your opponent on the car 
stage.... having things to climb onto and over would add a 
whole new dimension of strategy
 
-Have (occasionaly) different types of matches. For instance, 
a blindfold match, where the screen is dark except when the 
two fighters touch eachother, in which case they both know 
where eachother are and thus flash onto the screen briefly 
before vanishing again... or a strap match where the players 
are tied together by a leather strap and can never move 
farther than two inches from eachother (although this would 
give Zangief a HUGE edge :) )... or a boxing match where kick 
moves and throws won't work... or a wrestling match where only 
throws work (again giving Z a huge advantage)... or a refereed 
match where whenever you knock the opponent down you have to 
retreat to the other side of the screen and wait for him to 
get back up...   or other things of that sort
 
-Have whoever plays enter their name, and then the computer 
will keep permanent track of standings of whever has ever 
played, and how well they do with each character, etc.
 
-Have MUCH MUCH BETTER SOUND
 
-make dizzying less powerful.... like, if you dizzy someone, 
they move at half speed for three seconds and can't do any 
power moves.... 
 
more later
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Stupid Question
Organization: Indiana University
Date: Mon, 16 Nov 1992 02:10:15 GMT

In <BxqIFr.M1D@news.cso.uiuc.edu> mlm@mrcnext.cso.uiuc.edu (Michael McCool) writes:


>Just what in the hell is that guy doing to the chicken in China?

>Also, did anyone notice that the head of the snake in Brazil is about the
>size of 4 character's heads?

>Don't get me wrong, I worship the backgrounds in the game, I just never
>figured this out.
>	--MLM


That's probably Sheng Long choking his chicken.   :)

-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: hoanga@nason107.its.rpi.edu (Alain Hoang)
Subject: Bison is NOT King of the top
	Sure he's easy to use (except for me, I could never use him just for the
Reply-To: hoanga@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Fri, 20 Nov 1992 07:42:31 GMT

fact when I did I lost my quarter really quickly).  I'm not saying he sux, I'm
just saying that Bison is just as counterable to things as everyone else.  As
for who I would pick against a Bison player that was thrashing everyone in sight?
I'd take Vega (my fave), Vega?  You ask yourself... Yes Vega I say.... "But he's
so cheesy, he moves too fast, hits like a wimp, and throws with the power of
a mini screwdriver".... true true, but I have found one thing out that most
Vega players haven't....... an effective combo to use that can score hits and
stop dumb torpedoes/scissor kicks etc.  I can take on the some of the best
Bison players and hold my own and sometimes crush Them real bad.  Because of
the speed of Vega a torpedo just is really not that effective against a Vega
player thjat perfectly times himself to jump and swipe that torpedo/kick at you.
Plus just because people can counter my air slam (not all the time) there is
that SECOND move that is underrated on the SF2-CE....  the rake...  Yes the rake
against any idiot airborne that is UNDER me (not sideways) I'm lord of the air...
and I mean it.... I can extend the claws and anyone trying to jump up and
hit me (does not include DP, or Flash Kick) is dead meat try it... and see 
for yourself... I've pinned many a Bison players thinking they're gonna get 
slammed and jump up only to get raked on their tails....
	Enough of Vega... anyways Bison will get crushed by a master Zangief
player... all the big Z needs is a Bison player down and its all over.... jab
knee SPD, jab knee SPD... so don't tell me Bison is king.........

Keywords:
From: btdcs207@csd.uwe.ac.uk (DOC)
Newsgroups: alt.games.sf2
Subject: Re: Codes
Date: 19 Nov 92 08:54:24 GMT
Organization: University of the West of England, Bristol

>>	Unfortuneately, the only code for the SNES SF2 is the doubles code. 
>>There were several rumors circulating about the ability to choose the last four
>>boss characters, but they were all proven to be false.  
>>
>>				-YAJ  
>
Yes, there is no way of doing it.  I have an action replay (sorta like Game
Genie) code that lets you fight the same character thru-out the entire
game, at all the locations.
Firstly, when fighting VEGA at anywhere other than his own backdrop, you
can see that when he jumps to the fence, he just clings to thin air, instead
of bouncing off the wall, as in Champion Edition, indicating that his moves
have not been programmed into the game.

Plus, using this code, if you come in on the second player side, it shows
the face of, for example, SAGAT, as if you are about to control him, but
when the fight is about to start, it crashes ! indicating again, that his
moves have not been programmed in to be controlled.


As for other codes, if you have an action replay cartridge, aswell as a SF2
cart,  I have codes, to do strange things.
For example, speed the game up to blackbelt speed.
Change the colour of your character.
Enable magic throw.
Freeze opponent.
Enable handcuff (which I can't get out of)
Modify dragon punches, they are lower, but go out further, allowing you to
do punch, double-dragon (triple).

Allow you to do Cyclone kicks along the floor.
Enable Invisibilty !
and loadsa other weird stuff.

Let me know if you want any of the codes.

Scott

##############################################################################
# DDDDD    OOOO    CCCC                                   *'Woke up lying on #
# D    D  O    O  C       AKA Scott                       * the floor, can't #
# D    D  O    O  C       btdcs207@uk.ac.uwe-bristol.csd  * recall the night #
# D    D  O    O  C                                       * before. Another  #
# DDDDD    OOOO    CCCC  'SONIC BLOOM' Guile the Gardener * day.'-Bryan Adams#