HDTenEightyP/NetNews huggingface dataset:
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: Re: One more sighting of Triple Hit SF2
Date: 8 Nov 1992 07:11:17 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc4.ins.cwru.edu


>Oh ya?  I can do a TEN hit combo DP.  Afterwards, the opponent is dead.

I'd like to know this combo.

-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
Newsgroups: alt.games.sf2
From: petitc@nuge102.its.rpi.edu (Christopher Jon Petit)
Subject: Re: Ken/Ryu stuff
Reply-To: petitc@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Thu, 5 Nov 1992 23:46:32 GMT

In article <0eyMcTO00aw_8Gjl1I@andrew.cmu.edu>, "Richard K. Shehady" <rs7f+@andrew.cmu.edu> writes:

|> Maybe they wanted Ryu to be the skillful fighter, and Ken to be the 
|> berzerk madman.  If so, it worked.  I still think Ken's DP should do 
|> more damage then the pitiful amount it does now.  

  AUGH!    I really HATE Ken's DP.  If it did more damage, it would be
totally unfair and totally unstoppable!  Watch a master Ken (if you aren't one).
He'll MURDER anyone on the machine, even though the DP only does 'measly'
damage.  It's more than fair, considering the huge arc Ken's Fierce DP does
now.

  I think Ken/Ryu should have their DP lowered in priority for SF3, and I
STILL want to see a fatigue meter, preventing Ryu DP'ing until the cows come
home.  I mean, REALLY, if you ever get into a real fight, you get tired from
throwing punches, right?  Maybe it would give someone like E. Honda a chance in
heck of beating Ken.

  As it is now, all you have to do is Fireball, and then DP.  Practically
unstoppable by the big lug.

-- 
Trust:  A very precious social commodity, due both to high value and terrible
scarcity.
MATWDTM:  Mothers Against Teenagers Who Drink Too Much (failed name for MADD)
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Newsgroups: alt.games.sf2
Subject: Re: SNES SF2 modify.
Date: 5 Nov 92 02:08:17 GMT
Organization: University of Illinois at Urbana

v089l3s3@ubvmsd.cc.buffalo.edu (Jeremy B Horwitz) writes:

>In article <4exyOxi00YUoE2j0w0@andrew.cmu.edu>, sc5a+@andrew.cmu.edu (Samuel Samho Chang) writes...
>>Never heard of a "MGD2"????
>>It stands for Mega-Drive-2, and it is a device which allows you to store
>>4-bit, 8-bit, or even 16-bit SNES (which for you info, stands for Super
>>Nintendo here in American) games in IBM formated 3'5" diskettes.
>>Everybody has it back home .... and you are considered "out of your mind"
>>if you dont have one ... copy every game and it is still very economical
>>on your wallet.
>> 
>>contact me if you have further Qs'   ok?
>>Sam

>Wrong.

>MGD2 doesn't stand for Mega Drive 2. It stands for Multi Game Doctor 2.
>There is no such thing as 4-bit. The rest is pretty much on target.

 I think he meant 4 megabit size games...

>[ -> Jer Horwitz ] [INTERnet Game Consultant]
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
			| AKA Che-Yuan Wang
Newsgroups: alt.games.sf2,rec.games.video,rec.games.video.arcade
From: umhaugh0@ccu.umanitoba.ca (Bruce A. Haugh)
Subject: Re: So does anyone actually LIKE the "Super CE"??
Organization: University of Manitoba, Winnipeg, Canada
Date: Tue, 10 Nov 1992 16:57:57 GMT

In <rauser.721350961@sfu.ca> rauser@fraser.sfu.ca (Richard John Rauser) writes:



>   It just gets stupider and stupider. First, the cheesy chip which speeds
>up some fireballs and slows down others, then the "walk on air" version,
>then the "we all move like the Flash" version, and now the "change your
>character in mid-game" version.

>   YYUUUUUUCCCCHHHH.

>   At my local arcades, it seems that fewer and fewer people are playing
>these bullshit screwed up "Super CE" versions, and going back to the Classic.

>   Does anyone else hate these ridiculous screwed up CE versions, or am I
>the only one?

Hear! Hear!
I agree. Granted the Super SF2CE is a NOVELTY to watch, but that's about it.
I'd rather watch MK than the Super SF2CE, BUT if some people are playing the 
classic SF2CE I'll watch that first and foremost (and ofcourse play).
I think instead of suping up the game to ridiculous speeds and IMO cheesy
effects (walking on air, fireballs in the air...get real).  I'm sorry but
it just takes away from the game, the beauty of formulating strategies are
pretty much gone.  I've seen pro's get toasted by lucky amateurs (granted
not often but it happens when it shouldn't).  But if you feel that the 
"Super" game is worth the extra quarters then, by all means, play; I'll
just watch thanks.

Bruce
umhaugh0@ccu.umanitoba.ca
SuZuKi GS750
"I just wanna ride...
	get on my bike and ride..."
From: btdcs207@csd.uwe.ac.uk (DOC)
Newsgroups: alt.games.sf2
Subject: Re: SNES: Guile's Handcuff
Date: 6 Nov 92 09:57:19 GMT
Organization: University of the West of England, Bristol

In article <AexyZBG00YUoI2j1Yl@andrew.cmu.edu> sc5a+@andrew.cmu.edu (Samuel Samho Chang) writes:
>Hi
>
>I donno if this had been discovered or not, but you can do handcuffs
>in the SNES SF2.  I did it a dozen times yesterday.
>However i am not able to freeze myself or get out of the handcuff,
>because of the wield deley time of the up-side down roundhouse ....
>
>any thoughts?
>
HOW ?!?!?!?!?!?
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: Re: Ken/Ryu stuff
Date: 6 Nov 1992 07:04:46 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc4.ins.cwru.edu


I find that it's easy to a Bison player who does nothing but torpedo
I just counter with a fireball or DP...but, I fought this guy
who was Bison, but he never use the torpedo, and he procceded to
kick my ass, so my point is Bison can be a tough opponet if used
wisely...

-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
From: v094lrtr@ubvmsb.cc.buffalo.edu (FENWYR)
Newsgroups: alt.games.sf2
Subject: Re: Ticking!!! The FINAL definition and end to arguments!
Date: 9 Nov 92 14:29:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Nov9.044637.5612@mercury.unt.edu>, west@ponder.csci.unt.edu (Bruce West) writes...
> 
>  This is to all the people who say "everything is fair", etc etc.
> 
>DEFINITION OF TICKING:
> 
>   When people call something a tick, here is what they *Really* mean.
>Something that is *very* easy to do, but takes master or near-master skill
>to eascape.
> 
> 
>   It's not "impossible".  It's not annoying.  It's just that many consider it
>not a "true outcome" to a battle.  If you assume that the winner of a battle
>is supposed to be the best, and be the most skilled, then ticking counters
>this premise.  Therefore, people call this cheap.  Cause less skilled 
>players beat infinitely "better" players.  So, this is the fundamental question.
>   So when you argue ticking, and you say "all is fair".  Please keep your
>arguments within these lines -- because this is the ture *fundamental*
>argument.  Should who wins a match be determined by the 'ol combination
>of luck and skill?  Or should the winner be whomever can win?
> 
> 
>Ciao....
> 
> 
> 
> 
>                                                           - Jason
> 
>btw:  don't respond by mail - its all forwarded.

i hate it when people just keep doing the same damn thing over and over.
its not 'ticking' so to speak, except when you are playing against a laim

player like myself. i mean, i cant even get to bison unless i get to fight
ken in the first couple fights. but anyways, i hate it when someone uses
ryu and just sheng longs over and over. i throw a punch, and they sheng long
for a block. anyone who is good enough to do that fairly complicated move
should try to make up some interesting  combos. when fighting schmucks like
myself, give us a chance/make it interesting by mixing it up a bit.try to
keep in mind that it is just a game, and people put money in to have fun. it
is sad that i would rather play the computer than most humans out there, but
it just seems that the computer is a bit more imaginative.

fenwyr
From: tang-nelson@cs.yale.edu (Nelson Tang)
Newsgroups: alt.games.sf2
Subject: Looking for Violent Fighter?  READ THIS
Date: 9 Nov 1992 19:27:51 -0500
Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158
NNTP-Posting-Host: zoo-gw.cs.yale.edu

Hello.

If you're [still] looking for Violent Fighter, a game with a similar
feel as Street Fighter with similar-looking moves and characters (to
some extent), I have it.  I am willing to e-mail it, uuencoded (3 zipped
files) to anyone who wants it:

-rw-r--r--  1 tang      1594174 Nov  9 18:59 vf1.u
-rw-r--r--  1 tang      1548794 Nov  9 18:59 vf2.u
-rw-r--r--  1 tang       460242 Nov  9 19:00 vf3.u

(uudecoded is something like 1.2 Megs for the first two, 360K for the 3rd)

This is a limited-time offer -- they are taking up valuable disk space
in my directory.  Therefore, at 12:01 EST next week, Nov 16 1992, they
will go to that great bit-bucket in the sky, as well as all subsequent
requests I receive after Sunday night.

Note that this game is for IBMs and compatibles, and requires at least
VGA (it doesn't say for sure).  Also looks like it supports sound cards
(lots of *.VOC files), but I don't have one so I'm not sure.

I'm probably asking for trouble (as well as a flooded mailbox...), but I
hate seeing all these "Where can I get this file?" posts.

-- Nelson
-- 
-------------------------------------------------------------------------------
Nelson Tang,  TC '94				tang-nelson@yale.edu
P.O. Box 3992, Yale Station
New Haven, CT  06520-3992			(203) 436-0193
Newsgroups: alt.games.sf2
From: rbassadi@cs1.uct.ac.za (R BASSADIEN)
Subject: Blanka freezes Vega
Organization: Computer Science Department, University of Cape Town
Date: Fri, 6 Nov 1992 09:13:54 GMT

Here's what happend: 

I was playing my Blanka V$ computer Vega champion Edition.
I can't remember what combo I busy was executing (I never needed to before),
but I found myself doing the shock thang when I saw the Vega dude frozen.
Well not exactly - He was shivering? abnormally shocking?
The point is he couldn't do anything.
He was in the animation frame you see when you beat him by time or when
he doesn't finish the bonus stage.
He was not loosing any power.
He was not close to me. (on other side of the screen)
He was on the ground.
This continued as long as a shocked (I could have waited until time up).
I stopped shocking after a _long_ while to see what would happen and when
I did the game continued normally. (I get to kick his ass).

I tried to repeat the situation but was unsuccessful all times.
I've tried all the theorys I had on how it was done so, from one Blanka
master to others - 
              
              IF YOU HAVE ANY INFORMATION PLEASE LET ME KNOW.

Thanx, 
  Aceman - alias Doc - alias Xon - alias Blank Magic
Newsgroups: alt.games.sf2
From: larsen@hellgate.utah.edu (Steve Larsen)
Subject: Re: Ken/Ryu stuff
Organization: University of Utah CS Dept
X-Newsreader: Tin 1.1 PL4
Date: Thu, 12 Nov 92 00:22:47 GMT

u895174@bruny.cc.utas.edu.au (Tim Morris) writes:
: >>Bison, in the hands of master, will beat ANYONE
: 
: >Ryu, in the hands of a master, will beat ANYONE.
: >Ken, in the hands of a master, will beat ANYONE.
:   :
: >Balrog, in the hands of a master, will beat ANYONE.
:   :
: 
: 
: Come off it.  I believe the original poster meant that a master Bison
: will defeat a master of equivalent skill no matter what character they happen
: to be using.
: 
: To say that a master Balrog will beat anyone is obviously foolish, because
: a master Guile will beat the master Balrog.
: 
: Given two masters of equivalent skill, the Bison master will win.  Fortunately,
: there are few Bison masters that can match the skills of many of the 
: Ken/Ryu/Guile/etc. masters.
: 

  Well, I would take great exception to this.  I do not think that a master
Bison player could beat a master Guile or a master Zangief.  Zangief will
absolutely destory Bison.  

Steve

P.S.  However, I do agree with the general sentiment.  A master Bison would
be very much a challenge.




Newsgroups: alt.games.sf2
From: jstrachman@vax.clarku.edu
Subject: Did you know;
Organization: Clark University
Date: 7 NOV 92 22:02:17 GMT

Guile can air-throw Ken/Ryu out of the hurricane kick!

Eg.  Jump in and throw out of the air.

Very cool.

-Zephyr
From: rbassadi@cs1.uct.ac.za (R BASSADIEN)
Newsgroups: alt.games.sf2
Subject: Blanka freezes Vega
Date: 5 Nov 92 07:19:10 GMT
Organization: Computer Science Department, University of Cape Town

Here's what happend:

I was playing Blanka V$ computer Vega (Champion Edition).
I Can't remember what combo I was buzy executing (I never needed to before),
but I found myself doing the shock thang when I saw the Vega dude frozen.
Well not exactly - He was shivering? Abnormally shocking?
The point is he couldn't do anything.
He was not loosing power.
He was on the ground.
He was not close to me. (on the other side of the screen)
He was in the animation frame you see when you beat him buy time or when
he doesn't finish a bonus stage.
I had all my power - he never hit me that round.
He stayed 'frozen'as long as I shocked (I could have waited until time up).
I stopped shocking after a _long_ while to see what would happend and
when I did the game continued normally. (I get to kick his ass)

I tried to repeat the situation but was unsuccessfull all times.
I've run out of theory's on how it was done so, from one Blanka master to 
others -
          IF YOU HAVE ANY INFORMATION PLEASE POST TO THIS NEWSGROUP
              (I bet the are many who would like to know more)
Thanx, 
   Aceman - alias Doc - alias Xon - alias Blank magic.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Email : Rbassadi@cs1.uct.ac.za
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From: lanier@acpub.duke.edu (Dustin Lanier)
Newsgroups: alt.games.sf2
Subject: Re: SF2/SNES Sheng Long or not ???
Keywords: sf2, SF2, SNES
Date: 7 Nov 92 20:25:24 GMT
Organization: Duke University; Durham, N.C.

Martin Mueller scriebt von Deutschland:

>Hi world !
>
>Yesterday I read in a british computer and videogames-
>magazine (I think it was C&VG) and saw some instructions
>for the SNES how to play Sheng Long.

>	Martin MAVERICK Mueller

This was a prank done for April Fools be EGM I think
I even saw how they modified the screen to create a picture
of Sheng Long, it was convincing but a total farce.

It's utter Bullshit.

Es gibt kein Sheng Long, mein Fruend :)

Dustin

Wenn Bill Clinton die antwort ist, muss es eine dumme frage sein!
:)
From: s924642@minyos.xx.rmit.oz.au (Rorschach)
Newsgroups: alt.games.sf2
Subject: moves list
Date: 5 Nov 1992 13:20:12 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au
Summary: moves list
Keywords: moves list, street fighter II

Could someone please send me a moves list which has a conversion for
the Australian machines... ie (light punch, medium punch, heavy punch, ... kick,
etc)...

Thanx alot...

Ric
-- 
    O /          Hands up all those people that like sore arms!!  
  /( )     *---------------------------------------------------------*    
  _/ \_          Mail RORSCHACH at "s924642@minyos.xx.rmit.oz.au"         
  =====                    RMiT, Melbourne, Australia
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Ticking!!! The FINAL definition and end to arguments!
Organization: University of Illinois at Urbana
Date: Mon, 9 Nov 1992 18:42:26 GMT

west@ponder.csci.unt.edu (Bruce West) writes:

>  This is to all the people who say "everything is fair", etc etc.

>DEFINITION OF TICKING:

>   When people call something a tick, here is what they *Really* mean.
>Something that is *very* easy to do, but takes master or near-master skill
>to eascape.

We learned to counterthrow very early on... since most people were ticking.
It does not give that much of an advantage because any decent player won't
let you get into that position in the first place.

>   It's not "impossible".  It's not annoying.  It's just that many consider it
>not a "true outcome" to a battle.  If you assume that the winner of a battle
>is supposed to be the best, and be the most skilled, then ticking counters

Well, I don't make this assumption.  Why does the winner have to be the
best or even remotely skilled?

>this premise.  Therefore, people call this cheap.  Cause less skilled 
>players beat infinitely "better" players.  So, this is the fundamental 
>question.
>   So when you argue ticking, and you say "all is fair".  Please keep your
>arguments within these lines -- because this is the ture *fundamental*
>argument.  Should who wins a match be determined by the 'ol combination
>of luck and skill?  Or should the winner be whomever can win?

The games that we play are determined by a combination of luck and skill.
This is not chess we're playing.  And I've played people who don't throw.
The game becomes very stale when people repeat patterns in order to
corner the opponent, and your energy gets slowly widdled away with sonic
booms, fireballs, or blanka balls.  I play with anything goes simply
because it's more fun.  The randomness that another human players adds to
the game is its appeal for me.  Those computer-drone players who perfect
a pattern to win the game against other players bore me.  If you want
to learn a pattern to beat a game, play Pac-Man.  If I wanted to play a
computer, I wouldn't be playing SF2.

>Ciao....
>                                                           - Jason

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
Guys with long sigs are just trying to compensate for something...
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: Re: SF2CE: Bugs?  Magic Throws, etc. PLEASE READ.
Date: 9 Nov 1992 06:23:26 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc4.ins.cwru.edu


Vega endless vertical scroll.
On the  bouns screen with the flaming 50 gallon drums, have vega
knock down the bottom right drum then get right next to the one in
the middle and press the controller left and right...
-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
Newsgroups: alt.games.sf2
From: empire@dorm.rutgers.edu (Michael Kraft)
Newsgroups: alt.games.sf2
Subject: Re: discovery
Date: 14 Nov 92 02:57:50 GMT
Organization: Rutgers College, Rutgers University

In article <empire.59.721693912@dorm.rutgers.edu> empire@dorm.rutgers.edu (Michael Kraft) writes:
>From: empire@dorm.rutgers.edu (Michael Kraft)
>Subject: discovery
>Date: 13 Nov 92 22:31:52 GMT
>made an interesting discovery. It seems I have some arj files in Violent 
>Fighter, but they are named anmt1 , 2 , 3 .HDT . Are they supposed to be 
>ARJED.
>
>
> /==========================================================================\
> | Michael Kraft                         Internet: empire@dorm.rutgers.edu  |
> |--------------------------------------------------------------------------|
> |                                                     New Jersey, USA      |
> \==========================================================================/
Made another discovery, when I unarj those files even the intro won't work. 
So I assume they are supposed to be ARJED. Still can't get it to work 
though. What am I supposed to see after the intro, step by step? Thanks. How 
many files are there in the game? how many bytes? Thanks for any info you 
can give me.


 /==========================================================================\
 | Michael Kraft                         Internet: empire@dorm.rutgers.edu  |
 |--------------------------------------------------------------------------|
 |                                                     New Jersey, USA      |
 \==========================================================================/
Newsgroups: alt.games.sf2
From: dphantom@triton.unm.edu (darlene an  92sep02 lawry)
Subject: Re: Ticking!!! The FINAL definition and end to arguments!
Date: Tue, 10 Nov 92 05:28:46 GMT
Organization: University of New Mexico, Albuquerque

In article <1dmt5hINN36h@usenet.INS.CWRU.Edu> cl330@cleveland.Freenet.Edu (Lewis Lee) writes:
>
>Well said, Cybergeek, I agree with everything you said about ticking.
>Further, I would like to add that ticking should be leagal whenever
>your down by alot of life, an there is not enough time to win, especially
>if the other player is playing defensive.  However, the matching tend
>to deteriorate into a throwing matches and the outcome depends heavily
>on who is better at ticking.  I agree that you can counter throw, but
>some characters(vega) are especially good on ticking, and I don't 
>think every body have a fair chance at counter throwing as you
>said in your "art of throwing" article.  
>_____ICE

Anytime you start making "exceptions"  on what is fair in the game
and what isn't, you're just the same as those who say ticking in
general isn't fair.  It's just that YOU happen to be good at countering
all but the most difficult of characters.  Or that you think
ticking is ok only if the game's almost over, or maybe if you're
losing, or whatever.  Point is, you're saying the same thing,
just that you want to put lower restrictions on it.  I'd much
rather have it be an all or nothing sorta thing, rather than
making it more judgemental than it already is. 

quite frankly, I think Bruce put it well...do you want a game where   
the person with the most skill wins, or do you want to play a game
where only when you're dealing with highly procifficient players is 
it likely to be a game where the most skilled player wins?  And
by skilled, that includes faking the other person out and psychological
battles, as well as your simple "can you do this special move/combo"
tactics.

Yes, the game allows ticking as it currently stands.  Does this mean
I want to play a game that involves ticking?  No way...even though I
can counter a fair amt of the time, it's just not enjoyable for me.

My solution...play at places where the house rules say "no ticking
allowed" or be prepared to be annoyed.  But, for the record, I would
like to see them take ticking outta the game.

---Phantom
 
Newsgroups: alt.games.sf2