From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Newsgroups: alt.games.sf2
Subject: Re: Questions questions
Date: 27 Jan 93 02:17:26 GMT
Organization: DSG, Stanford University, CA 94305, USA

In article <x-q3trb@rpi.edu> hoanga@rpi.edu writes:
>
>	Okay, I've played this game for so long now and here I am, an on the 
>verge non-tick master (but wouldn't mind learning how to tick) and I still
>have questions.  But then again don't the best always question themselves??
>their abilites, etc??  Well I dunno, you tell me on that since many of you
>seem to have hit master level according to my ratings.  
>
>	Anyways to the questions
>
>
>1.  I have heard the big old argument on the tiger Knee of Sagat.  Well I have
>    one thing to ask.   The moves of /  then O  is generally a consensus
>    but I'm wondering just  ONE     O       /    thing.  Does this back then up
>    move (similar to a Guile Jackknife) require any charging or some special
>    timing?  Please inform me.  I WOULD like to know.  
>
     Nope, no charging necessary.  The timing's a bit tricky, but you'll get
     the hang of it eventually.

>2.  The FB trap of Ryu (Ryules!  Flame me if you want but I'm going back to Ryu)
>    is a very nasty nasty item I have learned but am just wondering is Blanka
>    almost non-susceptible to this move (In Hyper FIghter that is).  Becuz 
>    the Blanka master I was fighting just hopped over them then started a 
>    slugfest on my face (ouch!).  I was just wondering the effectiveness of 
>    the fireball trap against certain characters.

     Hmmm.. HF hasn't come to my campus yet [ =( ] but I'm sure that one of
     the UIC folks would be thrilled to answer this one.

>
>3.  I've seen this and would like it confirmed.  Can you jump attack then 
>    do an air Hurricane kick?  I've seem some guy trying to come in with a 
>    flying short knee with Ken but at the last minute (BEFORE he landed) he
>    went into an air Hurricane Kick.  Is this possible and if so what is the
>    timing?
>
     Yes, but for some reason, the only way I've been able to do it is by
     treating it like a buffered move.  (i.e. jumping roundhouse, then
     do a HK _right_ after it connects)  Unfortunately, using this method,
     the HK flies right over your opponent's head.

>4.  Ryu's HK on the ground.  When is the time you do the move to hop over a
>    FB from Ken/Ryu?  Last moment?  A certain distance?  Far distance (I doubt
>    that).  I've been practicing the move and have sometimes jumped over Ken's
>    fireballs and hit the guy that just stood there dumbfounded.  I also love
>    using that move to knock out torpedo type attacks >:)  I love it when Blanka
>    does the rolling steam train (again and again balls) and I HK at the last
>    moment and then he goes sailing >:).  I love it.
>

     Ryu is invunerable while going up into the HK _and_ while coming down,
     so in order to phase though anything, you have to start the HK _right_
     before you get smacked.

>5.  I'm going to try Balrog soon and just wondered how long does the 
>    invincibility of the TAP last?  I wanna have an idea of its invulnerability
>    length so I have an idea of what to do.
>

     The TAP is only invunerable while Balrog is turned around.  It's a little
     bit longer than the invunerability of Ryu's HK

>6.  Is Dhalsim's teleport bufferable like a DP?  I mean like you're down and
>    someone jumps in to hit you just as you get up... can you buffer in the
>    teleport and go poof?  

     This isn't buffering, but I assume it's possible.  Ever since CE, the
     'man down' has always had an opportunity to get the first move off, 
     providing that it's a special technique or a throw.

>
>	Except for question 1, all the rest is assumed to be playing on the
>Hyper Fighter.  
>
>Thanx for the help if it comes, beforehand.

Your welcome

>
>hoanga@rpi.edu
>Alain Hoang
>"There is always something new to learn."
>
---
T. Cannon