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Sequel to SF Alpha

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Samuel Chan

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Feb 6, 1996, 3:00:00 AM2/6/96
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In article <4f1jd5$15...@pulp.ucs.ualberta.ca>, bug wrote:
:> Test version of Street Fighter Zero 2 was released in Osaka.
:>
:> All 10 characters from SFA, Vega(M.Bison), Dan, Gouki(Akuma), are there,
:> plus 5 new(?) characters:
:>
:> Zangief,

A pleasant surprise to SPD freaks who can't master Birdie. :)

:> Dhalsim,

I bet his "boss" would be Rose. The war of mystics! :)

I'm glad that the "alternative" characters in SF2 are back. It's nice to
know that Capcom ignores the issue of popularity and doesn't bring back
people like Dee-jay instead.

:> Lorent (??? -another guy from FF--some army guy)

That's the military guy in Sodom's ending. Funny that his name gets a
different English translation in each version: Rolento in Final Fight,
Rolent in Final Fight 2, and now Lorent! (I know they're the same in
Japanese).

Will his "boss" be Guy or Sodom?

:> Gen (Chunli's grandfather from SF1)

Why did they pick Gen from the SF1 crew? The character design is severely
bounded by his relationship with Chun-li.

I guess he'd fight Bison in the final match to avenge his son's death.

:> Sakura (?? -- new character, female, wearing japanese sailor school
:> uniform)

Is she blond?

:> It seems like there's a new combo system where you create your own super
:> combos. When you activate the super combo, depending on your meter, the
:> screen pauses for awhile, and you put in as many moves as you can in that
:> time, and then when the screen unfreezes, your character does all the
:> moves you inputed in a row to make a super combo. Weird huh?

As many others have commented, that *WILL* break the joysticks.

:> I wonder what the official names going to be? Why can't capcom just come
:> out with SF3?

Streetfighter Double Zero? :)

Hopefully Capcom would fix Sagat and Adon in the upcoming version. They're
so weak in SF0 when they aren't supposed to be.


--
Login name: shbchan In real life: Samuel Chan
Directory: /lost+found/shbchan Shell: /usr/games/fish
Never logged in.
Mail forwarded to shb...@hk.super.net.
No plan.

Alexander Mogilny

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Feb 6, 1996, 3:00:00 AM2/6/96
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In article <Al5IuAm00...@andrew.cmu.edu>, Allen J Klein <aj...@andrew.cmu.edu> says:

>Seems like SFA gets a bad word anyway. What the fuck... go for the
>goofy moves, be experimental. That super thing sounds kinda decent
>actually... esp if it let you do anything (and get extra juggling
>power)... dragon punch, dragon punch, jump roundhouse!

You can already get this combo, go find a Street Fighter: The Movie
arcade game and pick Ryu and you can pull this combo no problem.

How about this Balrog combo when they jump at you:

Jab Buffalo Heabutt
Low Roundhouse (juggle)
Low Roundhouse (juggle)
Dash Uppercut (juggle)

Nice game huh?

Well since VF2 isn't all I hoped it to be, I realize I cannot
simply quit playing SF. I'll play MSH and continue to play Shuma Gorath,
weak or not. I'll play 'SFA 2', with Dhalsim of course, only if
the following are in order:

- If Rose can block a long fierce from Dhalsim from 3/4 of the
screen away, alpha counter me then combo me, I'm NOT playing this
game.

- If Dhalsim's standing forward is air-blockable, Capcom can kiss
my quarters good-bye.

- Dhalsim absolutely must have, or be tied for, the best throw
range in the whole game.

- He must have controllable limbs or you can forget about it.

Ryu would have a better chance to beat Dhalsim cause of his
super FBs coming faster. It's gonna ba cool to standing forward or
fierce or even SC those people who try to air block a flame or a
yoga fire...


chris f

Allen J Klein

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Feb 6, 1996, 3:00:00 AM2/6/96
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Excerpts from netnews.alt.games.sf2: 6-Feb-96 Re: Sequel to SF Alpha by
Alexander Mogilny@interg
> - If Dhalsim's standing forward is air-blockable, Capcom can kiss
> my quarters good-bye.

Are ground moves air-blockable in SFA1?

Well?

ARE THEY?

TELL ME, PUNK, ARE THEY AIR-BLOCKABLE?!?

I CAN'T HEAR YOU!!! CAN GROUND MOVES BE AIR BLOCKED?!?!

WELL?

ANYBODY ELSE WANT TO ANSWER THE QUESTION?!?

I ** STILL ** HAVEN'T FIGURED IT OUT! SOMEBODY FUCKING CLUE ME IN
NOW... IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED????

????

WELL?!?!?


Next person who refers to NON-*FUCKING* existent air-blocking of ground
moves in SFA gets a Rimururu infinite combo up their ass.

jk
--
0UY0T allen jamie klein S1HT0D yow! 3MT3LU0Y yan...@cmu.edu 0DYHW

Thomas Calvin Cannon

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Feb 6, 1996, 3:00:00 AM2/6/96
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In article <Ml5ptL_00...@andrew.cmu.edu>,

Allen J Klein <aj...@andrew.cmu.edu> wrote:
>Excerpts from netnews.alt.games.sf2: 6-Feb-96 Re: Sequel to SF Alpha by
>Alexander Mogilny@interg
>> - If Dhalsim's standing forward is air-blockable, Capcom can kiss
>> my quarters good-bye.
>
>Are ground moves air-blockable in SFA1?
>

No.

>Well?
>
>ARE THEY?
>

No.

>TELL ME, PUNK, ARE THEY AIR-BLOCKABLE?!?
>

Do you want to take this outside?

>I CAN'T HEAR YOU!!! CAN GROUND MOVES BE AIR BLOCKED?!?!
>
>WELL?
>
>ANYBODY ELSE WANT TO ANSWER THE QUESTION?!?
>
>I ** STILL ** HAVEN'T FIGURED IT OUT! SOMEBODY FUCKING CLUE ME IN
>NOW... IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED????

1) Grab a friend
2) plop in 2 credits
3) have both of you random select
4) have your friend jump at you and block
5) you standing firece
6) goto 4

[snip]

Try it and get back to us. =)

---
Tom Cannon
ink...@leland.stanford.edu

J Chensor

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Feb 6, 1996, 3:00:00 AM2/6/96
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In article <Ml5ptL_00...@andrew.cmu.edu>, Allen J Klein
<aj...@andrew.cmu.edu> wrote:

> IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED????
>

> ????
>
> WELL?!?!?
>
>
> Next person who refers to NON-*FUCKING* existent air-blocking of ground
> moves in SFA gets a Rimururu infinite combo up their ass.
>
> jk
> --
> 0UY0T allen jamie klein S1HT0D yow! 3MT3LU0Y yan...@cmu.edu 0DYHW

It's REALLY starting to irritate me how people complain about
AIR-BLOCKING everything. Let me put it in simple words:

YOU CANNOT AIR-BLOCK EVERYTHING!!! Anything coming from crouching or
Standing CANNOT BE AIR BLOCKED!!! Anything GOURND-BASED cannot be
air-blocked. Do people out there think Capcom went through EVERY move and
said, "Hmm... should we make this move air blockable? Uh... yeah, why
not?" No. If you can EVER name me a time when ANY ground-base move has
been BLOCKABLE, by all means report it to me and I'll shut up.

THUS, Dhalsim's standing kicks will NOT be air-blockable. Zangief's
Lariat will NOT be air-blockable. Nor will any normal ground based moves
of Lorent, Gen, and Sailor Moon rip-off chick.

And in case you STILL don't get it yet...

GROUND BASED MOVES CANNOT BE AIRBLOCKED. Get it? No? GROUND BASED
MOVES CANNOT BE AIRBLOCKED. One more time? GROUND BASED MOVES CANNOT BE
AIRBLOCKED.

Sorry about my angry rant, here, but I needed to vent...

- J. "Air-Blocking has improved the gameplay" C.
^^^^^^^^

--
The preceeding post was composed by either "J Chensor" or "LVJeff."
The opinions of one do not necessarily reflect the opinions of the other.
==================================|<><><><><><><><><><><><><><><><><>
| James Chensor: jche...@ucla.edu| LVJeff: ale...@ucla.edu |
| jche...@Delphic.com| bate...@delphic.com |
| I can never truly respect | Remember, opinions should be |
| anyone who is not willing to | shared and never forced upon |
| make a fool out of him/herself. | others. Diversity is beautiful.|
|---------------------------------|.................................|
| "Life is what happens to you | "There are three things in life |
| while you're busy making other | I have learned never to discuss:|
| plans." | religion, politics, & the Great |
| -- John Lennon | Pumpkin!" -- Linus Van Pelt |

Alexander Mogilny

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Feb 7, 1996, 3:00:00 AM2/7/96
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I'll laugh if they call it Street Fighter Beta.

chris f

Chris Finnie

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Feb 7, 1996, 3:00:00 AM2/7/96
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Allen J Klein <aj...@andrew.cmu.edu> wrote:
>Excerpts from netnews.alt.games.sf2: 6-Feb-96 Re: Sequel to SF Alpha by
>Alexander Mogilny@interg
>> - If Dhalsim's standing forward is air-blockable, Capcom can kiss
>> my quarters good-bye.
>
>Are ground moves air-blockable in SFA1?
>
>Well?
>
>ARE THEY?

>
>TELL ME, PUNK, ARE THEY AIR-BLOCKABLE?!?

Shut up. You probably didn't even realize who was posting that anyways.
It was me of course. I said that cause who knows what the fuck Capcom
is gonna do next, with the air blocking, the ACs, the rest of the
garbage. I could just picture Dhalsim's limbs being air-blockable
cause someone somewhere probaly think they're 'cheap' just like the
FB trap and the FB-sweep and landing on FBs and other scrub-talk.


>
>I CAN'T HEAR YOU!!! CAN GROUND MOVES BE AIR BLOCKED?!?!
>
>WELL?
>
>ANYBODY ELSE WANT TO ANSWER THE QUESTION?!?
>
>I ** STILL ** HAVEN'T FIGURED IT OUT! SOMEBODY FUCKING CLUE ME IN

>NOW... IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?


>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED?
>IN THE FIRST SFA, CAN GROUND MOVES BE AIR BLOCKED????

I hope you used a copy function for this.

>
>????
>
>WELL?!?!?
>
>
>Next person who refers to NON-*FUCKING* existent air-blocking of ground
>moves in SFA gets a Rimururu infinite combo up their ass.

Well take a World-Heroes 2 SNES Hanzo infinite jab combo up through your
left eye socket and a Wingnut TMNT SNES
throw-while-you-are-still-in-block-stun through the other.

chris f

Allen J Klein

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Feb 7, 1996, 3:00:00 AM2/7/96
to
Excerpts from netnews.alt.games.sf2: 6-Feb-96 Re: Sequel to SF Alpha by
Thomas Calvin Cannon@lel
> 1) Grab a friend
> 2) plop in 2 credits
> 3) have both of you random select
> 4) have your friend jump at you and block
> 5) you standing firece
> 6) goto 4

<wiping sweat off of forehead>

Oh, <pant pant>, then, <cough>, why does Mr. Finney, <wheeze> say:


> >> - If Dhalsim's standing forward is air-blockable, Capcom can kiss
> >> my quarters good-bye.


<cough> WHY?


I've known since the game came out that ground normals aren't air-blockable.

As for all the folks that randomly criticize SFA2 without any
information whatsoever on the game... *please* bash Samurai Shodown 3
instead, ok? That game has the worst air-block system in history as
well as infinite combos and horrible character balance.

I'm begging you here, cut the crap with the "SFA2 will probably suck
because they may put a block button in and add fatalities" and cut SS3
apart instead.

Kwang Soo Suh

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Feb 7, 1996, 3:00:00 AM2/7/96
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Alexander Mogilny (sfi...@intergate.bc.ca) wrote:
: In article <Al5IuAm00...@andrew.cmu.edu>, Allen J Klein <aj...@andrew.cmu.edu> says:

: simply quit playing SF. I'll play MSH and continue to play Shuma Gorath,


: weak or not. I'll play 'SFA 2', with Dhalsim of course, only if
: the following are in order:

: - If Rose can block a long fierce from Dhalsim from 3/4 of the
: screen away, alpha counter me then combo me, I'm NOT playing this
: game.

: - If Dhalsim's standing forward is air-blockable, Capcom can kiss
: my quarters good-bye.

: - Dhalsim absolutely must have, or be tied for, the best throw


: range in the whole game.

: - He must have controllable limbs or you can forget about it.

: Ryu would have a better chance to beat Dhalsim cause of his
: super FBs coming faster. It's gonna ba cool to standing forward or
: fierce or even SC those people who try to air block a flame or a
: yoga fire...

If Ryu can AC Dhalsim's arms a screen away, THEN I will really be
pissed. Dhalsim had better be powerful. I definitely agree with
you about the throw range, but I'm starting to wonder about how
they're gonna handle his slides...


: chris f

Kwang Soo Suh

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Feb 7, 1996, 3:00:00 AM2/7/96
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Kuroyume (pai...@rohan.sdsu.edu) wrote:
: Alexander Mogilny (sfi...@intergate.bc.ca) wrote:

: : - Dhalsim absolutely must have, or be tied for, the best throw


: : range in the whole game.

: Why must he? Zangief has always had the greatest throw range [SPD], and since
: he is in SFA II, I think you're out of luck.

I think he is referring to normal throws. Of course
Zangief has always had the better special throw. Now, I wonder
how THAT move is going to be butchered.

: : - He must have controllable limbs or you can forget about it.

: I assume you are talking about the SSF2T Dhalsim. Why do I see all of these
: supposed "Dhalsim master" posts and yet many of them turn around and complain
: about the new controls that he acquired on ST? Having seen IMO, several
: "Dhalsim masters" myself, they would never choose old Dhalsim vs ST Dhalsim.
: It would be like choosing ST Sagat over old Sagat. You just
don't do it.

I guess some people just didn't like having wacky limbs
going all over the place...


: : chris f

: --
: -------------------------------------------------------------------------------
: Bob Painter | "I've been walking in the night of tears. There I
: pai...@rohan.sdsu.edu | saw someone holding you. As the night was all
: pai...@mail.sdsu.edu | falling down. With my love, also vanished my
: | vision of you... my heart is cold now."
: |
: | - X JAPAN "Unfinished"
: --------------------------------------------------------------------------------

James Fabiano

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Feb 7, 1996, 3:00:00 AM2/7/96
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RE: Sakura

All right! A Sailor Scout in SF!!!!

Now, if only Tuxedo Kamen would show up.......

Allen J Klein

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Feb 8, 1996, 3:00:00 AM2/8/96
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Excerpts from netnews.alt.games.sf2: 7-Feb-96 Re: Sequel to SF Alpha by
Chris Finnie@intergate.b
> >TELL ME, PUNK, ARE THEY AIR-BLOCKABLE?!?
>
> Shut up. You probably didn't even realize who was posting that anyways.
> It was me of course. I said that cause who knows what the fuck Capcom
> is gonna do next, with the air blocking, the ACs, the rest of the
> garbage. I could just picture Dhalsim's limbs being air-blockable
> cause someone somewhere probaly think they're 'cheap' just like the
> FB trap and the FB-sweep and landing on FBs and other scrub-talk.

What, you want me to put money down on this?


So let it be written: if you ever want to make a good fighting game...
do the exact opposite of EVERYTHING in SFA. That is, it is far and away
the worst game of all time!

Cyrax007

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Feb 9, 1996, 3:00:00 AM2/9/96
to

How can you people complain about SFA, it is the best Street Fighter
game to date. People have commented on poor graphics which is
rediculous, the graphics in that game are excellent, better then the
previous, with a beanpole Sagat and Bison in SF2. I admit, the chains
are a little messed up, especially with Dan, but still the Alpha
counters are excellent ideas as well as the multiple supers, I mean
going from SFA back down to SF2 quality graphics would totally turn off
players, so for all you complaining about SFA go play Time Killers and
MK3 then you'd have something to complain about.

Cy

caine schneider

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Feb 9, 1996, 3:00:00 AM2/9/96
to

i'd prefer ssf2t as the 'best' sf game so far. sfa just doesn't
seem to be as elegant. i'm not saying that sfa isn't killer, on it's own
merits it certainly is. compared to it's (actual) predecessor it falls
a little short. i think that bison in sfa is _way_ too big and that
the representations in ssf2t are more acceptable. the cartoonier look
of sfa makes it somewhat harder to play... anyways, taking the game
as it is, it's excellent.

--
caine schneider
mailto:ca...@uiuc.edu

zzt...@faeth4.engin.umich.edu

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Feb 9, 1996, 3:00:00 AM2/9/96
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Can CAPCOM make DP move easier like SS3?

Allen J Klein

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Feb 9, 1996, 3:00:00 AM2/9/96
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Excerpts from netnews.alt.games.sf2: 9-Feb-96 Re: Sequel to SF Alpha by
Allen K...@cornell.edu
> In article <Il6PnZi00...@andrew.cmu.edu>, aj...@andrew.cmu.edu says...

> >
> >So let it be written: if you ever want to make a good fighting game...
> >do the exact opposite of EVERYTHING in SFA. That is, it is far and away
> >the worst game of all time!
>
> So you're willing to put SFA below KI, below MK3, below Time Killers, below
> SF:The Movie, and below Eternal Champions?
>
> I can't really understand why this newsgroup has turned so hostile when it
> comes to SFA. I personally think SFA is an excellent game, except for the
> graphics. If Capcom does anything to fix up the graphics in SFB (Street
> Fighter Beta, or more formally SFZ2), I think that's already a step in the
> right direction.


What, do I need to put warning labels on all my fucking posts?

Listen, people, when you read something that looks out-of-the
ordinary... check the name of the poster. If it says Allen Klein, then
it's probably bullshit. ^_^

Allen J Klein

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Feb 9, 1996, 3:00:00 AM2/9/96
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Excerpts from netnews.alt.games.sf2: 6-Feb-96 Re: Sequel to SF Alpha by
J Che...@ucla.edu
> - J. "Air-Blocking has improved the gameplay" C.


I agree. They should allow for air retaliations (tho' not SS3-like) as
well as put more air-throws in the game. Even still, the current system
is decent.

My old post was supposed to be a mockery of this one dude who was saying
"god, Zangief will bite 'cause people will air-block his lariat" and
Chris Finney with his worrying about Dhalsim's limbs getting air-blocked.

Yep, a mockery. No need to get upset, man.

Allen J Klein

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Feb 9, 1996, 3:00:00 AM2/9/96
to
Excerpts from netnews.alt.games.sf2: 9-Feb-96 Re: Sequel to SF Alpha by
Kuro...@rohan.sdsu.edu
> Allen J Klein (aj...@andrew.cmu.edu) wrote:
>
> : So let it be written: if you ever want to make a good fighting game...

> : do the exact opposite of EVERYTHING in SFA. That is, it is far and away
> : the worst game of all time!
>
> I couldn't have said it better myself. Although I wouldn't have called it
> the worst game of all time. That would be a tie between MK and KI. SFA
> wouldn't be far behind though...


***BANG***

For all the people that never realize I'm trying to spoof foolish
posters... THERE YOU HAVE IT!!! I was being sarcastic in the quote
above and Mr. Painter agreed with my sentiments!

*Now* do you folks understand how this satire thing works????

Kuroyume

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Feb 9, 1996, 3:00:00 AM2/9/96
to

Allen J Klein (aj...@andrew.cmu.edu) wrote:

: So let it be written: if you ever want to make a good fighting game...
: do the exact opposite of EVERYTHING in SFA. That is, it is far and away
: the worst game of all time!

I couldn't have said it better myself. Although I wouldn't have called it
the worst game of all time. That would be a tie between MK and KI. SFA
wouldn't be far behind though...

.

--
------------------------------------------------------------------------------
Bob Painter | "I believed, if time passes, everything turns into
pai...@rohan.sdsu.edu | beauty. If the rains stop, tears clean the scars
pai...@mail.sdsu.edu | of memory away. Everything starts wearing fresh
| colors. Every song begins playing a heartfelt
"2.5 million people in | melody. Jealousy embelishes a page of the epic.
San Diego, and all I | Desire is embraced in a dream. But my mind is
see are Ryu players.." | still in chaos, and..."
| - X JAPAN - "Say Anything"
------------------------------------------------------------------------------

Thucydides

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Feb 9, 1996, 3:00:00 AM2/9/96
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On 9 Feb 1996, Cyrax007 wrote:

>
> How can you people complain about SFA, it is the best Street Fighter
> game to date. People have commented on poor graphics which is
> rediculous, the graphics in that game are excellent, better then the
> previous, with a beanpole Sagat and Bison in SF2. I admit, the chains

True. Face it, the graphics of SFA are vastly superior to those of
SSF2T. And they just keep getting worse as you go back through the
series!

Thucydides

Kuroyume

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Feb 10, 1996, 3:00:00 AM2/10/96
to
Allen J Klein (aj...@andrew.cmu.edu) wrote:
: Excerpts from netnews.alt.games.sf2: 9-Feb-96 Re: Sequel to SF Alpha by
: Kuro...@rohan.sdsu.edu
: > Allen J Klein (aj...@andrew.cmu.edu) wrote:
: >
: > : So let it be written: if you ever want to make a good fighting game...
: > : do the exact opposite of EVERYTHING in SFA. That is, it is far and away
: > : the worst game of all time!
: >
: > I couldn't have said it better myself. Although I wouldn't have called it
: > the worst game of all time. That would be a tie between MK and KI. SFA
: > wouldn't be far behind though...


: ***BANG***

: For all the people that never realize I'm trying to spoof foolish
: posters... THERE YOU HAVE IT!!! I was being sarcastic in the quote
: above and Mr. Painter agreed with my sentiments!

: *Now* do you folks understand how this satire thing works????

: jk
: --
: 0UY0T allen jamie klein S1HT0D yow! 3MT3LU0Y yan...@cmu.edu 0DYHW

HA HA! But in reality, I got you on this one! Because I figured out your
humorless satire when I posted this and just to get on your nerves I agreed
with you.

BTW, I love how you can autoblock, airblock, turtle by alpha countering, do
chain combos by mashing buttons and spinning the joystick! The backgrounds
are so rich with colors and details! I love all of the great stage music...
Oh man, SFA by far has to be the GREATEST game ever created!!!

There....that's my stab at sarcasim.

--
-------------------------------------------------------------------------------
Bob Painter | "Words that hurt each other. Tears we shared
pai...@rohan.sdsu.edu | together. Tomorrow, they will only be memories.
pai...@mail.sdsu.edu | The melody we thought timeless, flows to my
| heartstrings. Even though I can't see you,
"2.5 million people in | still my heart beats..."

San Diego, and all I |

see are Ryu players.." | - X JAPAN - "Longing"
|
--------------------------------------------------------------------------------

Allen J Klein

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Feb 10, 1996, 3:00:00 AM2/10/96
to
Excerpts from netnews.alt.games.sf2: 10-Feb-96 Re: Sequel to SF Alpha by
Kuro...@rohan.sdsu.edu
> HA HA! But in reality, I got you on this one! Because I figured out your
> humorless satire when I posted this and just to get on your nerves I agreed
> with you.

Yeh, maybe I should pay more attention... your dislike for SFA does go
too far, however.

Kuroyume

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Feb 11, 1996, 3:00:00 AM2/11/96
to
Allen J Klein (aj...@andrew.cmu.edu) wrote:
: Excerpts from netnews.alt.games.sf2: 10-Feb-96 Re: Sequel to SF Alpha by

: Kuro...@rohan.sdsu.edu
: > HA HA! But in reality, I got you on this one! Because I figured out your
: > humorless satire when I posted this and just to get on your nerves I agreed
: > with you.

: Yeh, maybe I should pay more attention... your dislike for SFA does go
: too far, however.

Hmmm... that's only because I honestly believe that it is an awful game. To
tell you the truth, the game is just plain boring and has no depth whatsoever.
Along with that the game is very simplistic. Well, I'm sure I've ranted about
this before, so I'll stop. I suppose I was premature in bashing SFA2, because
I thought chain combos would never be taken out [because the scrubs loved them
so]. I still think that there will be many negatives remaining in this game,
but from what I gather from Tom's post [great post Tom!], it sounds like Capcom
has put a lot more effort into SFA2. That along with the removal of those
god-awful chain combos, almost guarantees an improved game.

Ok, now all I need to do is to find SFA2! Lets ship a couple of those puppies
to SD and put those old SFA boards in the dumpster, where they belong.


: jk


: --
: 0UY0T allen jamie klein S1HT0D yow! 3MT3LU0Y yan...@cmu.edu 0DYHW

--

------------------------------------------------------------------------------
Bob Painter | "I could not look back. You'd gone away from me.
pai...@rohan.sdsu.edu | I felt me heart ache. You were 'fraid of following
pai...@rohan.sdsu.edu | me. When I had looked at the shadows on the wall.
| I started running into the night, to find the truth
| in me...
| - X JAPAN "Kurenai"
------------------------------------------------------------------------------

Jeffrey Paul Jarlett

unread,
Feb 11, 1996, 3:00:00 AM2/11/96
to
dou...@mailhost.ecn.uoknor.edu (Doug Erickson) wrote:

>Raymond Leung <rle...@ucla.edu> writes:
>
>>>All 10 characters from SFA, Vega(M.Bison), Dan, Gouki(Akuma), are there,
>>>plus 5 new(?) characters:
>>>
>>>Zangief,
>>>Dhalsim,
>
> Dhalsim? Bah. I want Fei Long.
Me too- another ORIGINAL character- not another Ryuken.

>
>>>Lorent (??? -another guy from FF--some army guy)
>
> Ack, not the fourth boss, the one who blurred all over the screen,
>threw tons of grenades, and bashed you with his tonfa. Speaking of which, IS
>Lorent (or Rolent, can't remember) carrying a Tonfa?

>
>
>>>Gen (Chunli's grandfather from SF1)
>
> Booooooring.
Don't count him out yet.

>>>Sakura (?? -- new character, female, wearing japanese sailor school
>>>uniform)
>
> Gack. I'd rather they had more sophisticated female chara designs,
>rather than going straight for the libido of kawaii fans. Rose was OK, but
>I'd like to see a female fighter along the lines of Yuri Sakazaki from
>KOF.
Yuri a kawaiikune? What! I hope Sakura becomes a perversion of the Ryuken
form.
But Rose was the most interesting of the new characters.


>
>>>It seems like there's a new combo system where you create your own super
>>>combos. When you activate the super combo, depending on your meter, the
>>>screen pauses for awhile, and you put in as many moves as you can in that
>>>time, and then when the screen unfreezes, your character does all the
>>>moves you inputed in a row to make a super combo. Weird huh?
>
> Weird? Yes. Cool? Even more so. Can't wait to try this out.
>
>>Wierd, but totally inovative and sounds really cool, Now no more
>>"mindless" supers, you get to make your own. I can't wait, think of the
>>possiblities.
>
> Sounds like an improvement.
Another thing that needs to be done is to improve the BALANCE and VARIETY of
the characters- my ideas
Adon: Jag kicks now be overheads+ beat DP's
Sagat: Faster recovery on FBs, Spread out damage evenly on uppercuts
Dan: Keep slow speed, but give him Awesome power+ a Teleport or Special Throw
Charlie: Give him an Air Flash Kick (like SS3 Ukyo's Firebird Attack)
Ryu/Ken: Make it easier to mistime uppercuts
Guy: Give him some Vega-type moves& maybe an air move (also expand his Bushido
Run- make it more useful
Overheads: Make overheads more like SS3: Huge recovery if blocked
Grapplers: Make SPD's 1/2 circles instead of 360's
>
>-----
>Douglas L. Erickson - CS/English Major and ECN Stoogeboy
>Mail: dou...@mailhost.ecn.ou.edu URL: http://www.ecn.ou.edu/~douglas
>Disclaimer: ECN does not endorse the rabid blathering I call my opinions.
>"It's not a waste of time if your primary goal in life is to bug
> people. In that regard, Doug is a pretty successful fellow--very
> goal-oriented--and quite persistent." --- m.o.r.


Allen J Klein

unread,
Feb 11, 1996, 3:00:00 AM2/11/96
to
Excerpts from netnews.alt.games.sf2: 11-Feb-96 Re: Sequel to SF Alpha by
Kuro...@rohan.sdsu.edu
> To
> tell you the truth, the game is just plain boring and has no depth
whatsoever.

That's _not_ sarcasm, right? (shit, you'd think the self-proclaimed
master would be able to recognize it, sorry)

It's all relative, bro... check this shit:

If we make a spectrum of "depth" something like VH or SSF2T (also VF2,
maybe) gets a nice spot near the top.

Now we go ahead and throw Time Killers, Mortal Kombat, Killer Instinct,
etc. at the bottom. I'd say maybe games like art of fighting, power
instinct, and fatal fury are at about the 25% marker. World Heroes,
King of Fighters, X-men, MSH at maybe 60%. Samurai Shodown can go at
80% perhaps. Guess what, Bro... SFA is well above that!

Now, it's got a shitty chain combo system, plus a shitty alpha counter
system. I *still* don't agree with you about the shittiness of
air-blocking but don't feel like arguing about it any more. I _think_
there are a sufficient number of skillful players out there who agree
with me that air-blocking isn't so heinous but I'm not certain.

Still, whatever, the point is, Street Fighter Alpha is within the top
five fighting games ever made! PLUS (and this is a more important plus
than you think) more people play it than SSF2T!! Indeed, the fact that
nobody plays SSF2T makes it really worthless.. unless you like playing
the computer, I guess. I understand that the slightly shortened
learning curve means a skillful player like yourself gets ripped off
somewhat, but, guess what? You're going to have to deal with it!

See my response to Tom Cannon's original analysis for more info.

Allen J Klein

unread,
Feb 11, 1996, 3:00:00 AM2/11/96
to
Excerpts from netnews.alt.games.sf2: 11-Feb-96 Re: Sequel to SF Alpha by
Jeffrey Paul Jarlett@???
> dou...@mailhost.ecn.uoknor.edu (Doug Erickson) wrote:
> >Raymond Leung <rle...@ucla.edu> writes:
> >
> >>>All 10 characters from SFA, Vega(M.Bison), Dan, Gouki(Akuma), are there,
> >>>plus 5 new(?) characters:
> >>>
> >>>Zangief,
> >>>Dhalsim,
> >
> > Dhalsim? Bah. I want Fei Long.
> Me too- another ORIGINAL character- not another Ryuken.


You're not saying that Dhalsim is a Ryuken, are you? Please tell me you
aren't. Or if you are, admit it and I will flame you like I have never
flamed anyone before. ^_^ We're talking an all-caps bonanza! An extra
carriage return foul language extravagazna!! Go for it man... reply to
this post with a "yes, of course I was calling Dhalsim a Ryuken, he's
the same as those two shotokan guys" and be ready to have your own
excrement shoved down your throat.


BTW - there is a boss from Final Fight as well as this dude named Gen in
the game. Neither are what you would call a "ryuken." That is, your
wish for another original character has come true.

CreeD

unread,
Feb 11, 1996, 3:00:00 AM2/11/96
to
pai...@rohan.sdsu.edu (Kuroyume) wrote:


>: Yeh, maybe I should pay more attention... your dislike for SFA does go
>: too far, however.

>Hmmm... that's only because I honestly believe that it is an awful game. To

>tell you the truth, the game is just plain boring and has no depth whatsoever.


It only seems to have no depth compared to SSF2T, et al. It still
beats most of the other fighting games out there for depth, we just
take a lot of what it has for granted because we're so used to the
look, and some of the mechanics.

>Along with that the game is very simplistic. Well, I'm sure I've ranted about
>this before, so I'll stop. I suppose I was premature in bashing SFA2, because
>I thought chain combos would never be taken out [because the scrubs loved them
>so]. I still think that there will be many negatives remaining in this game,
>but from what I gather from Tom's post [great post Tom!], it sounds like Capcom
>has put a lot more effort into SFA2. That along with the removal of those
>god-awful chain combos, almost guarantees an improved game.

I think SFA2 will be worthy and very nice. The screen shot of the
character select screen looks great, I like the look of the little
sailor moon girl. .. and hey, eighteen characters.. not bad. With a
few hiddens no doubt.
Maybe Dan doesn't suck now and he too can be added to the ranks as a
real character.

>Ok, now all I need to do is to find SFA2! Lets ship a couple of those puppies
>to SD and put those old SFA boards in the dumpster, where they belong.

Sounds okay with me. I'm sure some arcades will keep the original
alpha's somewhere to entertain the scrubbies who love chain combos...

>: jk


>: --
>: 0UY0T allen jamie klein S1HT0D yow! 3MT3LU0Y yan...@cmu.edu 0DYHW

>--

>------------------------------------------------------------------------------
> Bob Painter | "I could not look back. You'd gone away from me.
> pai...@rohan.sdsu.edu | I felt me heart ache. You were 'fraid of following
> pai...@rohan.sdsu.edu | me. When I had looked at the shadows on the wall.
> | I started running into the night, to find the truth
> | in me...
> | - X JAPAN "Kurenai"
>------------------------------------------------------------------------------

CreeD.

Kuroyume

unread,
Feb 12, 1996, 3:00:00 AM2/12/96
to
Allen J Klein (aj...@andrew.cmu.edu) wrote:
: Excerpts from netnews.alt.games.sf2: 11-Feb-96 Re: Sequel to SF Alpha by
: Kuro...@rohan.sdsu.edu

[deleted]

: It's all relative, bro... check this shit:

: If we make a spectrum of "depth" something like VH or SSF2T (also VF2,
: maybe) gets a nice spot near the top.

: Now we go ahead and throw Time Killers, Mortal Kombat, Killer Instinct,
: etc. at the bottom. I'd say maybe games like art of fighting, power
: instinct, and fatal fury are at about the 25% marker. World Heroes,
: King of Fighters, X-men, MSH at maybe 60%. Samurai Shodown can go at
: 80% perhaps. Guess what, Bro... SFA is well above that!

Maybe. But the only reason why SFA would be placed that high, is because
virtually all of the new fighting games that are being released now are
flashy, chain combo happy, mega combo, flash in the pan games that most
play for a little while, then move on to the next "new" fighting game.
Also, SFA still keeps elements of SF in it [although few] and that helps
it be a better game than the rest. Notice you placed SFA over MSH...
MSH doesn't even come close to resembling SF.


: Now, it's got a shitty chain combo system, plus a shitty alpha counter


: system. I *still* don't agree with you about the shittiness of
: air-blocking but don't feel like arguing about it any more. I _think_
: there are a sufficient number of skillful players out there who agree
: with me that air-blocking isn't so heinous but I'm not certain.

Oh? The majority of the skillful players I talk to dislike airblocking.
Maybe it's just a California thing?

I can live with airblocking. I still dislike it, however chain combos I
cannot. It is just plain idiotic.


: Still, whatever, the point is, Street Fighter Alpha is within the top


: five fighting games ever made! PLUS (and this is a more important plus

SFA in the top five fighting games. Hmm, I'd probably have to agree. That
just shows you the horrible state of fighting games. Well, SF2T and SSF2T
would have to be there. As well as VF [based on it's popularity in Asia].
Hmmm... guess what there aren't many other fighting games I consider near
the same level. Yeah, you can rank it in the top five if you want, but that
could be very misleading. Consider the results of a presidential election.
Does the 5th place candidate even have a substantial percentage of votes
when compared to the winner? I would consider SFA a fifth place candidate.


: than you think) more people play it than SSF2T!! Indeed, the fact that

Of course. SSF2T is in terms of fighting games, a very old game now. It
came out in Janurary of 94 [test versions]. For a year and a half, it
maintained a very high level of popularity. When SFA came out, everyone
had a new game to play and stopped playing ST. Of course, when SFA2 hits
the arcade, what do you think everyone is going to play? Aren't we humans
intrigued by new things?

: nobody plays SSF2T makes it really worthless.. unless you like playing


: the computer, I guess. I understand that the slightly shortened
: learning curve means a skillful player like yourself gets ripped off
: somewhat, but, guess what? You're going to have to deal with it!

Oh? You should have been at Vegas, pal. I wouldn't say it looked like
a worthless game there. And guess what? It drew about the same number
of entrants as the SFA tournament. Hmmm...


: See my response to Tom Cannon's original analysis for more info.

: jk
: --
: 0UY0T allen jamie klein S1HT0D yow! 3MT3LU0Y yan...@cmu.edu 0DYHW

--
------------------------------------------------------------------------------


Bob Painter | "I believed, if time passes, everything turns into
pai...@rohan.sdsu.edu | beauty. If the rains stop, tears clean the scars
pai...@mail.sdsu.edu | of memory away. Everything starts wearing fresh
| colors. Every song begins playing a heartfelt

| melody. Jealousy embelishes a page of the epic.

| Desire is embraced in a dream. But my mind is

Jason Corkern Davis

unread,
Feb 12, 1996, 3:00:00 AM2/12/96
to

What I really love is the way that everyone bitches about how SFA has no
depth... then they scream about nuances like jumping just far enough away
so that a dragon punch can be blocked. Huh? If somebody actually
perfects this distancing he/she has the right to do punch me right in the
face and laugh. And they bitch about Sagat's tiger uppercut (claw)
needing to have better priority and be able to do good damage without the
first hit. Huh? If you did the damn thing right it does pretty real
damage... and the priority is just fine for jumpers. They scream that the
flash kick is blockable on SFA. Huh?... and besides that isn't Charlie's
super flash kick enough to make up for the blockable (not) flashkick. I
mean that super is awesome. They scream that Birdie's Murd. Chain wiffs
too much... huh?? Ever heard of timing? I'm sure everyone would have
bitched about Ryu's not so invulnerable dragon punch if it had its
introduction in SFA and not in Super.

If you're gonna bitch, please bitch about something real.

RATHead


Jeffrey Paul Jarlett

unread,
Feb 12, 1996, 3:00:00 AM2/12/96
to
Allen J Klein <aj...@andrew.cmu.edu> wrote:
>Excerpts from netnews.alt.games.sf2: 11-Feb-96 Re: Sequel to SF Alpha by
>Jeffrey Paul Jarlett@???
>> dou...@mailhost.ecn.uoknor.edu (Doug Erickson) wrote:
>> >Raymond Leung <rle...@ucla.edu> writes:
>> >
>> >>>All 10 characters from SFA, Vega(M.Bison), Dan, Gouki(Akuma), are there,
>> >>>plus 5 new(?) characters:
>> >>>
>> >>>Zangief,
>> >>>Dhalsim,
>> >
>> > Dhalsim? Bah. I want Fei Long.
>> Me too- another ORIGINAL character- not another Ryuken.
BTW, I was referring to Sakura, joining Ryu,Ken,Sagat,Akuma,and Rose as
fireball/uppercut people now only 33%of the characters and probably 90% of
played characters and the reason I stopped playing SFA.

>
>You're not saying that Dhalsim is a Ryuken, are you? Please tell me you
>aren't. Or if you are, admit it and I will flame you like I have never
>flamed anyone before. ^_^ We're talking an all-caps bonanza! An extra
>carriage return foul language extravagazna!! Go for it man... reply to
>this post with a "yes, of course I was calling Dhalsim a Ryuken, he's
>the same as those two shotokan guys" and be ready to have your own
>excrement shoved down your throat.
>
>
>BTW - there is a boss from Final Fight as well as this dude named Gen in
>the game. Neither are what you would call a "ryuken." That is, your
>wish for another original character has come true.
>

Jason Corkern Davis

unread,
Feb 12, 1996, 3:00:00 AM2/12/96
to
Allen J Klein (aj...@andrew.cmu.edu) wrote:
: Excerpts from netnews.alt.games.sf2: 11-Feb-96 Re: Sequel to SF Alpha by
: Kuro...@rohan.sdsu.edu
: > To
: > tell you the truth, the game is just plain boring and has no depth
: whatsoever.

: That's _not_ sarcasm, right? (shit, you'd think the self-proclaimed


: master would be able to recognize it, sorry)

: It's all relative, bro... check this shit:

: If we make a spectrum of "depth" something like VH or SSF2T (also VF2,
: maybe) gets a nice spot near the top.

: Now we go ahead and throw Time Killers, Mortal Kombat, Killer Instinct,
: etc. at the bottom. I'd say maybe games like art of fighting, power
: instinct, and fatal fury are at about the 25% marker. World Heroes,
: King of Fighters, X-men, MSH at maybe 60%. Samurai Shodown can go at
: 80% perhaps. Guess what, Bro... SFA is well above that!


Here-here.

: Now, it's got a shitty chain combo system, plus a shitty alpha counter
: system. I *still* don't agree with you about the shittiness of
: air-blocking but don't feel like arguing about it any more. I _think_

Air-blocking is just fine the way it is in SFA I say. Anyone want to
argue that in SSF2T if you can't jump fireballs you'll get your ass
kicked???? Ok, well then, what if you are more skilled in EVERY other
aspect of the game (just for arguement sake), then guess what... you lose
anyway. So, is that good? Just because one guy can do a fireball and a
dragon punch but sucks in ticking, combos, etc. (arguement sake) should
mean that he should beat you? Even better, just becuase someone can play
patiently means he can beat you in old SF games. I say that is utter
crap. And to tell you the truth, situations like this aren't that far
fetched. I know quite a few Ryu and Sagat players who are good at one
thing... fireball-dragon punch... and they are damn good at it. But they
can't play Dhalsim, or Chun, or Fei, or Bison, or anybody... and they
suck at ticking/throwing, and their idea of a combo is fierce fierce
fireball. And to get to the point when they can't rely on the fireball
dragon punch, they can't win: which was very much the case when they
played on SFA. So guess what... by this logic airblocking requires a
more diverse player, and therefore more SKILL. And when they got their
asses kicked on SFA they whined just like everybody on this damn
newsgroup whines about airblocking. So I say it means you can't adapt
and you suck.

: there are a sufficient number of skillful players out there who agree
: with me that air-blocking isn't so heinous but I'm not certain.

IMHO, I am one of those.

: Still, whatever, the point is, Street Fighter Alpha is within the top
: five fighting games ever made! PLUS (and this is a more important plus

: than you think) more people play it than SSF2T!! Indeed, the fact that

: nobody plays SSF2T makes it really worthless.. unless you like playing
: the computer, I guess. I understand that the slightly shortened
: learning curve means a skillful player like yourself gets ripped off
: somewhat, but, guess what? You're going to have to deal with it!

Yes, in other words ADAPT.

: See my response to Tom Cannon's original analysis for more info.

: jk


: --
: 0UY0T allen jamie klein S1HT0D yow! 3MT3LU0Y yan...@cmu.edu 0DYHW

Rathead

Allen J Klein

unread,
Feb 13, 1996, 3:00:00 AM2/13/96
to
Excerpts from netnews.alt.games.sf2: 12-Feb-96 Re: Sequel to SF Alpha by
Kuro...@rohan.sdsu.edu
> Oh? You should have been at Vegas, pal. I wouldn't say it looked like
> a worthless game there. And guess what? It drew about the same number
> of entrants as the SFA tournament. Hmmm...

Hehe... that was probably the entire pool of SSF2T players in the world...

Kuroyume

unread,
Feb 14, 1996, 3:00:00 AM2/14/96
to
Allen J Klein (aj...@andrew.cmu.edu) wrote:
: Excerpts from netnews.alt.games.sf2: 12-Feb-96 Re: Sequel to SF Alpha by

: Kuro...@rohan.sdsu.edu
: > Oh? You should have been at Vegas, pal. I wouldn't say it looked like
: > a worthless game there. And guess what? It drew about the same number
: > of entrants as the SFA tournament. Hmmm...

: Hehe... that was probably the entire pool of SSF2T players in the world...

Yeah, and just think, each one of them probably had more skill than 10 SFA
players combined.


: jk


: --
: 0UY0T allen jamie klein S1HT0D yow! 3MT3LU0Y yan...@cmu.edu 0DYHW

--

Poclips

unread,
Feb 14, 1996, 3:00:00 AM2/14/96
to
Gimme a break Bob. 10 Alpha players combined? Come on now. Mike's an
alpha player; so is Jeff. Martin Vega, Thao, myself. You've lost as many
as you have won. & The alpha players I mentioned all DOMINATED on Super
Turbo in it's hey day. If anything the Alpha players were the more
skilled as they reached the top 5 on both versions whereas not one ST
player placed in the Alpha tourney. So in ST's heyday the alpha players
ruled & now in Alpha, the alpha players rule. I really respect you as a
player & very few get that respect. But, when you're talking smack
against one person on the net you can often affend others. The bottom
line is... THEY BOTH REQUIRE TOTALLY DIFFERENT TYPES OF SKILL. It looks
as if SFA2 will mix both types of skill & then evryone will get along.
But, from what I've seen of the alpha bashing only the players that suck
at it & might be good on turbo complain.

with much respect,

Jason Gonzalez(Apocalypse)

Kuroyume

unread,
Feb 14, 1996, 3:00:00 AM2/14/96
to
Poclips (poc...@aol.com) wrote:
: Gimme a break Bob. 10 Alpha players combined? Come on now. Mike's an

: with much respect,

: Jason Gonzalez(Apocalypse)

Sorry Jason, I meant 10 pure Alpha players. Don't think I am knocking you
or other die-hard SF players. Hey, I'm an Alpha player too. I'd rather not
be, but there is no other competition here in San Diego.

You are a SFA player that I respect, however. You play the underdog characters
[Adon] and you play in a very non-turtle style [which I rarely see]. And on top
of that, you are a well mannered person. [strange, considering you were an LA
player] ;)

bTW, IMHO, I don't think I suck at Alpha, I just don't like it. :)

Jason Corkern Davis

unread,
Feb 15, 1996, 3:00:00 AM2/15/96
to
Kuroyume (pai...@rohan.sdsu.edu) wrote:
: Jason Corkern Davis (jda...@tiger.lsu.edu) wrote:
: Kuroyume wrote:

: [deleted]

: : Air-blocking is just fine the way it is in SFA I say. Anyone want to

: : argue that in SSF2T if you can't jump fireballs you'll get your ass
: : kicked???? Ok, well then, what if you are more skilled in EVERY other
: : aspect of the game (just for arguement sake), then guess what... you lose
: : anyway. So, is that good? Just because one guy can do a fireball and a
: : dragon punch but sucks in ticking, combos, etc. (arguement sake) should
: : mean that he should beat you? Even better, just becuase someone can play
: : patiently means he can beat you in old SF games. I say that is utter
: : crap. And to tell you the truth, situations like this aren't that far
: : fetched. I know quite a few Ryu and Sagat players who are good at one
: : thing... fireball-dragon punch... and they are damn good at it. But they
: : can't play Dhalsim, or Chun, or Fei, or Bison, or anybody... and they
: : suck at ticking/throwing, and their idea of a combo is fierce fierce
: : fireball. And to get to the point when they can't rely on the fireball
: : dragon punch, they can't win: which was very much the case when they
: : played on SFA. So guess what... by this logic airblocking requires a
: : more diverse player, and therefore more SKILL. And when they got their
: : asses kicked on SFA they whined just like everybody on this damn
: : newsgroup whines about airblocking. So I say it means you can't adapt
: : and you suck.

: Well, Mr. Rathead, I defy your logic [if you have any]. So I can't adapt and I
: suck? Whatever... I am the furthest thing from your basic Ken/Ryu/Guile
: FB pattern playing Street Fighter. [Honda, Zangief, T.Hawk, Dan, Birdie]

Let's see... where should I start. Ok, first, if you aren't a Ryu/Guile
fb pattern boy my little angry post shouldn't apply to you. And you say
it doesn't? Well then, I guess I agree that my logic regarding Ryu fb
pattern players sucking has nothing to do with Dan, Honda, Zan, or you. I
simply meant that these fb pattern types of players are wuss if they
relyed on those old tools and didn't bother to learn how to do something
else in SFA.

: Knowing FB traps in SF, can give you an advantage but most skillful players
: do not resort entirely to this. There is A LOT more to SF than FB/sweep
: DP/etc traps, just in case you didn't know. If you get beat by scrubs who
: only know these type of tactics and nothing else, then it is your own fault
: for not adapting and adjusting your style.

-sigh- I knew someone would have to take me too literally.... Very good,
I must suck becuase I don't like fb patterns. Actually I happened to be
exaggerating a bit regarding the fb/dragon punch issue... but I guess that
slipped by you. And yes I am well aware that there is more to SF than
fb's and dp's. If there wasn't I would have stopped playing years ago.
My whole point was that I hate people who whine, and the scrubs over here
whined about fireballs being air-blocked, and at the same time some very
good players who just happened to be best at Ryu and Sagat didn't like
getting there asses kicked by Guy and Birdie when they used Sagat and Ryu
the old way (which I'm sure you'll agree the old style was very fb pattern
saturated), and they whined about it. I guess I associate whining about
air-blocking with wusses. I guess you don't mind jumping fireballs so
you are biased against having them air-blocked. You want everyone
to play like you I guess? Well sorry, I don't really want to.

I liked (in ST) Ken, Fei, Chun, and Dhalsim. When I played Ken, Fei, and
Chun against the fb pattern players who were really good, I didn't have
much fun. Go figure, I guess I suck. Well actually I think I may have
been at a disadvantage. SFA put players with my playing style
(non-patient) in a less frustrating situation in SFA (regarding fb
patterns.) I'd much rather learn to perfect all the other skills in SF
than bothering to learn to beat Sagat in ST with Fei, Ken, and Chun
(obviously Dhal doesn't fall in the category of being annoyed with fb
traps.) I personnaly don't think it is worth the trouble. I am not a
patient enough player to jump fireballs all day and like it. To me
jumping fireballs perfectly is like playing Mario brothers for the
billionth time. It gets a little old. You obviously don't mind... and I
admire your patience, but I would have to say that fireball jumping is not
very entertaining for me.

: And I don't understand this FB/DP thing about SFA. Alpha is suited quite
: well for turtles [due to AC/shorter throw ranges] and FB/DP players seem
: to thrive pretty well on SFA. The reason why many FB/DP players lose, is
: not because of airblocking, it is due to the fact that many of the new
: characters have tactics that can thwart your scrub Ryu/Ken players.

I never said SFA was perfect. I said that air-blocking in SFA was good
enough for me, and I like it. I'll be the first to say that AC's and
smaller throwing ranges bite. When I complain about SFA it is about this.
AC's definitely help the turtler, as do shorter throwing ranges. Chain
combos are probably just way to easy to execute and link Supers too. What
does air-blocking mean to me tho? It means less focus on fb patterns and
more on the rest of the game (although the rest of the game may suffer
some imperfections... but there is enough there to make it a good game.) I
wouldn't mind seeing SFA without the AC's, shit throw ranges, etc but with
airbocking, more characters, and fine tuning.

Regarding why many old style fb pattern players lose: yes, I'll agree that
much of that can be attributed to the obvious counters to fireballs that
many characters had in SFA. But this in effect means that fb patterns
don't work that well. And just that. I don't like the fact that a
turtling Ryu on SFA may be a good playing choice. I do like, however, the
ability to use less effort to jump fireballs while getting to Ryu. Call
me lazy, go right ahead. I can jump fireballs enough to do just fine in
ST, but I'd rather not jump Sagat's and Guile's fireballs when I use Fei.
Personnaly I can't see spending the time and effort learning to do such in
a perfect manner. This is far from a personal attack on your abilities...
don't get me wrong, but I just couldn't perfect beating Ryu with Honda.
And if you are trying to tell me that everybody who is a decent player can
do this (beat Ryu with Honda) I think you're a little off.

-cut-


: BTW, it's not that hard to jump a FB. Just a little practice...

Like I said, some characters just have a big disadvantage to jumping
fireballs. This is obvious since not everyone has your abilities to beat
every good Ryu out there with Honda. I for one would just rather not
bother. Sure it is skillful to jump fireballs with Honda, etc. but
jumping fireballs is far from the only thing that makes ST a really good
game. Don't you think? I think there is alot more to the game that makes
it really good. And I also think that you are biased in the fireball
jumping area (as am I in the opposite direction I suppose) which is why
you think air-blcoking fireballs is bad and I think it is good.


RathEad

Kuroyume

unread,
Feb 17, 1996, 3:00:00 AM2/17/96
to
Jason Corkern Davis (jda...@tiger.lsu.edu) wrote:
: Kuroyume (pai...@rohan.sdsu.edu) wrote:

: : [deleted]

: Let's see... where should I start. Ok, first, if you aren't a Ryu/Guile


: fb pattern boy my little angry post shouldn't apply to you. And you say
: it doesn't? Well then, I guess I agree that my logic regarding Ryu fb
: pattern players sucking has nothing to do with Dan, Honda, Zan, or you. I
: simply meant that these fb pattern types of players are wuss if they
: relyed on those old tools and didn't bother to learn how to do something
: else in SFA.

The reason I responded was because I thought I was being targeted, for the
reason that I was basically the only one defending no-airblocking. The
rest of your paragraph I can agree with.


: -sigh- I knew someone would have to take me too literally.... Very good,


: I must suck becuase I don't like fb patterns. Actually I happened to be

Um... I never said you sucked. I just said that you couldn't adapt.


: you are biased against having them air-blocked. You want everyone

: to play like you I guess? Well sorry, I don't really want to.

Why not? I would love to play against people who played like me. Imagine
never having to face Ken or Ryu again... :)


: I liked (in ST) Ken, Fei, Chun, and Dhalsim. When I played Ken, Fei, and


: Chun against the fb pattern players who were really good, I didn't have
: much fun. Go figure, I guess I suck. Well actually I think I may have
: been at a disadvantage. SFA put players with my playing style
: (non-patient) in a less frustrating situation in SFA (regarding fb

Hold on. SFA is customized for turtles in general, with the exception of
Ken.


: : And I don't understand this FB/DP thing about SFA. Alpha is suited quite


: : well for turtles [due to AC/shorter throw ranges] and FB/DP players seem
: : to thrive pretty well on SFA. The reason why many FB/DP players lose, is
: : not because of airblocking, it is due to the fact that many of the new
: : characters have tactics that can thwart your scrub Ryu/Ken players.

: I never said SFA was perfect. I said that air-blocking in SFA was good
: enough for me, and I like it. I'll be the first to say that AC's and
: smaller throwing ranges bite. When I complain about SFA it is about this.
: AC's definitely help the turtler, as do shorter throwing ranges. Chain
: combos are probably just way to easy to execute and link Supers too. What
: does air-blocking mean to me tho? It means less focus on fb patterns and
: more on the rest of the game (although the rest of the game may suffer
: some imperfections... but there is enough there to make it a good game.) I
: wouldn't mind seeing SFA without the AC's, shit throw ranges, etc but with
: airbocking, more characters, and fine tuning.

I've said that I can live with airblocking in SF games, although I would
much rather see them modified. [I had a few suggestions in an earlier post]
I'm not saying I NEVER land on FBs and it annoys me when I do.

I don't see why no one likes my suggestion of limiting airblocking to only
projectiles, seeing that this is the main reason people want to keep air-
blocking in SF. I don't like the fact that many people will not try air-
to-air combat anylonger, because everyone simply airblocks. Therefore, many
players wait for you [and since ground based attacks IMO, hit cleaner and
trade less than in previous SF editions] simply turtle up and throw a low
firece or whatever when you jump at them.

: Regarding why many old style fb pattern players lose: yes, I'll agree that


: much of that can be attributed to the obvious counters to fireballs that
: many characters had in SFA. But this in effect means that fb patterns

Wait a minute. If you agree with me on this [many SFA characters have
counters to FBs], then why do you still need airblocking?

: don't work that well. And just that. I don't like the fact that a


: turtling Ryu on SFA may be a good playing choice. I do like, however, the

But turtle Ryu is a good choice on SFA regardless if airblocking exists or not,
due to the fact that SFA has many characteristics that reward turtlers.


: ability to use less effort to jump fireballs while getting to Ryu. Call


: me lazy, go right ahead. I can jump fireballs enough to do just fine in

Okay, you're lazy. :) No, really... I see your point. And again I think
that the airblocking of FB only theory is sufficient enough for your
complaints. Either that or you must have more reasons that you are not
telling me.


: ST, but I'd rather not jump Sagat's and Guile's fireballs when I use Fei.

: Personnaly I can't see spending the time and effort learning to do such in
: a perfect manner. This is far from a personal attack on your abilities...
: don't get me wrong, but I just couldn't perfect beating Ryu with Honda.
: And if you are trying to tell me that everybody who is a decent player can
: do this (beat Ryu with Honda) I think you're a little off.

You're right. Because there can only be ONE Honda player! ;)


: -cut-


: : BTW, it's not that hard to jump a FB. Just a little practice...

: Like I said, some characters just have a big disadvantage to jumping
: fireballs. This is obvious since not everyone has your abilities to beat
: every good Ryu out there with Honda. I for one would just rather not
: bother. Sure it is skillful to jump fireballs with Honda, etc. but
: jumping fireballs is far from the only thing that makes ST a really good
: game. Don't you think? I think there is alot more to the game that makes
: it really good. And I also think that you are biased in the fireball
: jumping area (as am I in the opposite direction I suppose) which is why
: you think air-blcoking fireballs is bad and I think it is good.

I don't think that I really said that airblocking FBs are bad, though it
may have seemed that way. Why not reduce the damage done to you when you
land on a FB? [not when hit by one otherwise] Sorry, another suggestion...

Again, I think that limiting airblocking to FBs is enough to satisfy your
complaints while satisfying mine.


: RathEad

Allen J Klein

unread,
Feb 17, 1996, 3:00:00 AM2/17/96
to
Excerpts from netnews.alt.games.sf2: 17-Feb-96 Re: Sequel to SF Alpha by
Kuro...@rohan.sdsu.edu
> I don't see why no one likes my suggestion of limiting airblocking to only
> projectiles, seeing that this is the main reason people want to keep air-
> blocking in SF. I don't like the fact that many people will not try air-
> to-air combat anylonger, because everyone simply airblocks. Therefore, many
> players wait for you [and since ground based attacks IMO, hit cleaner and
> trade less than in previous SF editions] simply turtle up and throw a low
> firece or whatever when you jump at them.


I've got a question for SFA2 players -- has dhalsim's hang time/ air
attacking been changed at all? Do they let him do two attacks in one
jump? Is the jump still really slow?

Couldn't any opponent just airblock whatever dhalsim does in the air
then walk in and hit him before he lands?? There is a lot of potential
for suckage here.

Onaje umeme Everett

unread,
Feb 17, 1996, 3:00:00 AM2/17/96
to
Kuroyume (pai...@rohan.sdsu.edu) wrote:

: Jason Corkern Davis (jda...@tiger.lsu.edu) wrote:
: : Kuroyume (pai...@rohan.sdsu.edu) wrote:

: : : [deleted]


: The reason I responded was because I thought I was being targeted, for the


: reason that I was basically the only one defending no-airblocking. The
: rest of your paragraph I can agree with.

Just to let you know, Bob, you aren't alone on no-airblocking. I hate it.

+--------------------------------------------------------------------------+
| Onaje Everett oeve...@mail.sdsu.edu for mail |
| oeve...@rohan.sdsu.edu for FAQ's, and data files |
| |
| Meaning- "The Sensitive One" Nicknames- "Fresh O.J.", "The Juice" |
+--------------------------------------------------------------------------+
| "A good thing sells itself, but a bad thing advertises." |
| -Swahili Proverb |
+--------------------------------------------------------------------------+

May the peace of Christ be with you.

Kuroyume

unread,
Feb 17, 1996, 3:00:00 AM2/17/96
to
Onaje umeme Everett (oeve...@mail.sdsu.edu) wrote:
: Kuroyume (pai...@rohan.sdsu.edu) wrote:

: : Jason Corkern Davis (jda...@tiger.lsu.edu) wrote:
: : : Kuroyume (pai...@rohan.sdsu.edu) wrote:

: : : : [deleted]


: : The reason I responded was because I thought I was being targeted, for the


: : reason that I was basically the only one defending no-airblocking. The
: : rest of your paragraph I can agree with.

: Just to let you know, Bob, you aren't alone on no-airblocking. I hate it.

Thanks, but where were you when I needed ya? ;)

Onaje umeme Everett

unread,
Feb 18, 1996, 3:00:00 AM2/18/96
to
Kuroyume (pai...@rohan.sdsu.edu) wrote:

: Onaje umeme Everett (oeve...@mail.sdsu.edu) wrote:
: : Kuroyume (pai...@rohan.sdsu.edu) wrote:
: : : Jason Corkern Davis (jda...@tiger.lsu.edu) wrote:
: : : : Kuroyume (pai...@rohan.sdsu.edu) wrote:

: : : : : [deleted]


: : : The reason I responded was because I thought I was being targeted, for the


: : : reason that I was basically the only one defending no-airblocking. The
: : : rest of your paragraph I can agree with.

: : Just to let you know, Bob, you aren't alone on no-airblocking. I hate it.

: Thanks, but where were you when I needed ya? ;)

I was watching you handle things quite well. :)

Eric Johnson

unread,
Feb 18, 1996, 3:00:00 AM2/18/96
to
On 12 Feb 1996, Jason Corkern Davis wrote:

> face and laugh. And they bitch about Sagat's tiger uppercut (claw)
> needing to have better priority and be able to do good damage without the
> first hit. Huh? If you did the damn thing right it does pretty real
> damage... and the priority is just fine for jumpers. They scream that the

I hate this move. It should have been 1 hit with good damage (maybe
alterable depending on deepness) not 7.

> flash kick is blockable on SFA. Huh?... and besides that isn't Charlie's
> super flash kick enough to make up for the blockable (not) flashkick. I
> mean that super is awesome. They scream that Birdie's Murd. Chain wiffs

The problem with the SC is that it only connects for what, 2 hits on an
airborn opponent? Lots of times the opponent lands before you and you
wind up getting comboed because of it. Mixing up the crouching fierce
and flash kicks works okay, but the flash kick shouldn't have been
air-blockable (at least as easily as it is.)

> too much... huh?? Ever heard of timing? I'm sure everyone would have
> bitched about Ryu's not so invulnerable dragon punch if it had its
> introduction in SFA and not in Super.

I like the idea of a non-invulnerable DP. It's about time the uppercut
boys got a trimming.
-Eric


Allen J Klein

unread,
Feb 18, 1996, 3:00:00 AM2/18/96
to
Excerpts from netnews.alt.games.sf2: 18-Feb-96 Re: Sequel to SF Alpha by
Eric Joh...@freenet.mb.
> The problem with the SC is that it only connects for what, 2 hits on an
> airborn opponent? Lots of times the opponent lands before you and you
> wind up getting comboed because of it. Mixing up the crouching fierce
> and flash kicks works okay, but the flash kick shouldn't have been
> air-blockable (at least as easily as it is.)


I can get four hits with a level 1 SC against airborn opponents and they
are not able to hit me when they land. The timing for this isn't very
difficult.

Also, you can't air-block a late flash kick (non-SC) Again, the timing
isn't too difficult.


Look, I am 100% certain about the above. How far are you from
Pittsburgh? Jump in on me and hold back on the joystick and my flash
kick will still hit. I'm not saying I got "skillz" or anything, just
that I'm tired of misinformation when it comes to Charlie in SFA.

Chris Finnie

unread,
Feb 19, 1996, 3:00:00 AM2/19/96
to
In article <Pine.SOL.3.91.960218...@winnie.freenet.mb.ca>, Eric Johnson <nkt...@freenet.mb.ca> says:
>
>On 12 Feb 1996, Jason Corkern Davis wrote:
>
>> face and laugh. And they bitch about Sagat's tiger uppercut (claw)
>> needing to have better priority and be able to do good damage without the
>> first hit. Huh? If you did the damn thing right it does pretty real
>> damage... and the priority is just fine for jumpers. They scream that the
>
>I hate this move. It should have been 1 hit with good damage (maybe
>alterable depending on deepness) not 7.

The reason it hits 7x is so people can't roll and kill you after conecting.

chris f

Chris Finnie

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Feb 19, 1996, 3:00:00 AM2/19/96
to
In article <4g5bmm$7...@gondor.sdsu.edu>, pai...@rohan.sdsu.edu (Kuroyume) says:

>: Just to let you know, Bob, you aren't alone on no-airblocking. I hate it.
>
>Thanks, but where were you when I needed ya? ;)

Too little too late, but I'd love to see airblocking get nuked. Put
some skill back into the game. But Capcom would lose big money
if they did this. Which sucks. But that's life.

chris f

Rathead

unread,
Feb 19, 1996, 3:00:00 AM2/19/96
to
I'll cut alot of extra stuff from before....

-cut-


> The reason I responded was because I thought I was being targeted, for the
> reason that I was basically the only one defending no-airblocking. The
> rest of your paragraph I can agree with.

I understand. I think I agree with you more than I let on, but I'll explain
that in a bit.

-cut-

> : you are biased against having them air-blocked. You want everyone
> : to play like you I guess? Well sorry, I don't really want to.
>
> Why not? I would love to play against people who played like me. Imagine
> never having to face Ken or Ryu again... :)

Heh... you're right actually... I wish everybody played like you!


>
> : I liked (in ST) Ken, Fei, Chun, and Dhalsim. When I played Ken, Fei, and
> : Chun against the fb pattern players who were really good, I didn't have
> : much fun. Go figure, I guess I suck. Well actually I think I may have
> : been at a disadvantage. SFA put players with my playing style
> : (non-patient) in a less frustrating situation in SFA (regarding fb
>
> Hold on. SFA is customized for turtles in general, with the exception of
> Ken.

I have to admit that the competition over here is scarce by far. And I'll
admit that the best competition I've had is two very turtlish Ryu's (no-one
caught on to Akuma, Rose, or the new style Ken... I of course play everybody
a little except Charlie.) Oh, and I should say that my friend has a decent
Guy, and another friend has a decent Birdie. But overall no-one uses alpha
counters much... they like to inflict the damage with supers I guess. And
only those 2 plus my Guy playing friend turtle a lot. But the potential for
turtling is very scary as I've read plenty of crap about turtles on the
newgroup. All in all I haven't played SFA enough to get sick of turtling.
But your point is well taken.

-cut-

> I've said that I can live with airblocking in SF games, although I would
> much rather see them modified. [I had a few suggestions in an earlier post]
> I'm not saying I NEVER land on FBs and it annoys me when I do.

I'm glad to see that you are human too :)

>
> I don't see why no one likes my suggestion of limiting airblocking to only
> projectiles, seeing that this is the main reason people want to keep air-
> blocking in SF. I don't like the fact that many people will not try air-
> to-air combat anylonger, because everyone simply airblocks. Therefore, many
> players wait for you [and since ground based attacks IMO, hit cleaner and
> trade less than in previous SF editions] simply turtle up and throw a low
> firece or whatever when you jump at them.

Actually I very much like the suggestion to limit air-blocking to just
fireballs (and maybe Charlie's flashkick... Ok ok, I am getting really lazy
and a bit biased.) I've always missed the air combat... I just found the
absence of the threat of landing on fireballs so appealing that I just let
air-combat leave without even saying goodbye.

Really, I don't see the point in making jump kicks vs. jump kicks
air-blockable. Can this possibly annoy anyone? I mean, I thought Capcom
softened throws and made air-blocking fireballs to make people have less
blood pressure problems after playing.... I hope to god it isn't to
encourage turtling. Yuk. Really, I think Capcom was trying to aggravate
players less while still providing plusses in attacking and defending. It
sucks that SFA seems to have come out with mostly better defense in the
higher playing levels (from all that I hear.)

>
> : Regarding why many old style fb pattern players lose: yes, I'll agree that
> : much of that can be attributed to the obvious counters to fireballs that
> : many characters had in SFA. But this in effect means that fb patterns
>
> Wait a minute. If you agree with me on this [many SFA characters have
> counters to FBs], then why do you still need airblocking?

Just in case. You know. Hehe! Really, I guess I don't trully need
air-blocking as much when I play those characters. Still, I'll take it if I
can! <grin>

Really, if throw softening was taken out, and throw ranges were put back into
business,... and AC's taken out... I'd be fine (sounds like ST, but with the
good old throws back in.) Nothing I hate more than getting in on a turtler
to have my throw softened accidentally by him. Heh, how many times have I
heard Ryu players say that throwing takes off too much. Well if they get
their throw softening I want my 1)dragon punch softening or 2) air blocking
fireballs <big grin>. This just points to my reasoning before... Capcom is
trying to make everyone happy... everyone being relative. Hell, I guess
X-Men and MSH have dragon punch sofening, don't they? Just block. Well, I
don't know if it's fair to have one with out the other (plusses on defense:
throw softening, or plusses on offense: air blocking fireballs), but ST had
throw softening (as did every Capcom since, eh?) but yet has there been a
game with real throws and air blocking fireballs. Hmm, maybe SF3??!!
Really, I guess Capcom is gonna do what they are gonna do.


Rathead

Onaje umeme Everett

unread,
Feb 19, 1996, 3:00:00 AM2/19/96
to
Eric Johnson (nkt...@freenet.mb.ca) wrote:

: On 12 Feb 1996, Jason Corkern Davis wrote:

: > face and laugh. And they bitch about Sagat's tiger uppercut (claw)
: > needing to have better priority and be able to do good damage without the
: > first hit. Huh? If you did the damn thing right it does pretty real
: > damage... and the priority is just fine for jumpers. They scream that the

: I hate this move. It should have been 1 hit with good damage (maybe
: alterable depending on deepness) not 7.

THANK YOU!! This is exactly the way it should be. One hit with good
damage, just like in SSF2, plus the deeper you hit with it, the more
damage it does. Isn't Ryu's uppercut like this too?

: > flash kick is blockable on SFA. Huh?... and besides that isn't Charlie's


: > super flash kick enough to make up for the blockable (not) flashkick. I
: > mean that super is awesome. They scream that Birdie's Murd. Chain wiffs

: The problem with the SC is that it only connects for what, 2 hits on an

: airborn opponent? Lots of times the opponent lands before you and you

No. You aren't spacing and timing it right. I can get Charlie's
Somersault Justice SC to hit at least 6 times on average on airborne
opponents. The key is doing it EXTREMELY deep, and being by a wall helps
too.

: wind up getting comboed because of it. Mixing up the crouching fierce

: and flash kicks works okay, but the flash kick shouldn't have been
: air-blockable (at least as easily as it is.)

It shouldn't be air-blockable, period.

Kuroyume

unread,
Feb 19, 1996, 3:00:00 AM2/19/96
to
Rathead (jda...@tiger.lsu.edu) wrote:
: I'll cut alot of extra stuff from before....

: -cut-

[deleted]

: > : you are biased against having them air-blocked. You want everyone


: > : to play like you I guess? Well sorry, I don't really want to.
: >
: > Why not? I would love to play against people who played like me. Imagine
: > never having to face Ken or Ryu again... :)

: Heh... you're right actually... I wish everybody played like you!

But then we would be complaining that there are no turtles! ;)


: > Hold on. SFA is customized for turtles in general, with the exception of
: > Ken.

: I have to admit that the competition over here is scarce by far. And I'll
: admit that the best competition I've had is two very turtlish Ryu's (no-one
: caught on to Akuma, Rose, or the new style Ken... I of course play everybody
: a little except Charlie.) Oh, and I should say that my friend has a decent
: Guy, and another friend has a decent Birdie. But overall no-one uses alpha
: counters much... they like to inflict the damage with supers I guess. And
: only those 2 plus my Guy playing friend turtle a lot. But the potential for
: turtling is very scary as I've read plenty of crap about turtles on the
: newgroup. All in all I haven't played SFA enough to get sick of turtling.
: But your point is well taken.

I guess you just have to be in the right place [or wrong place] to enjoy the
wonderful world of AC/Turtle SFA players. Believe me, you are having more
fun than I am.


: -cut-

: > I've said that I can live with airblocking in SF games, although I would
: > much rather see them modified. [I had a few suggestions in an earlier post]
: > I'm not saying I NEVER land on FBs and it annoys me when I do.

: I'm glad to see that you are human too :)

And as Gary Kasparov recently proved, humans still have edges over the mighty
computers we have today. Yes, it is wonderful to be human! :)


: > I don't see why no one likes my suggestion of limiting airblocking to only
: > projectiles, seeing that this is the main reason people want to keep air-
: > blocking in SF. I don't like the fact that many people will not try air-
: > to-air combat anylonger, because everyone simply airblocks. Therefore, many
: > players wait for you [and since ground based attacks IMO, hit cleaner and
: > trade less than in previous SF editions] simply turtle up and throw a low
: > firece or whatever when you jump at them.

: Actually I very much like the suggestion to limit air-blocking to just
: fireballs (and maybe Charlie's flashkick... Ok ok, I am getting really lazy
: and a bit biased.) I've always missed the air combat... I just found the
: absence of the threat of landing on fireballs so appealing that I just let
: air-combat leave without even saying goodbye.

Actually, the more I think about it, I think I perfer the FB airblocking
rather than airblocking or no-airblocking. This way the air-to-air combat
along with the strategy that goes with it stays in the game, while toning
down the effects of FB happy players.


: Really, I don't see the point in making jump kicks vs. jump kicks

: air-blockable. Can this possibly annoy anyone? I mean, I thought Capcom
: softened throws and made air-blocking fireballs to make people have less
: blood pressure problems after playing.... I hope to god it isn't to
: encourage turtling. Yuk. Really, I think Capcom was trying to aggravate
: players less while still providing plusses in attacking and defending. It
: sucks that SFA seems to have come out with mostly better defense in the
: higher playing levels (from all that I hear.)

For me, it seems like air-blocking encourages turtling for non-fb characters.
For example, when you are using a non-FB character against a mega-turtle Ryu
player, your best strategy is not an all-out attack but one that is more
turtle-like. Because of the ability to airblock FB is SFA, when you gain a
bit of a lead, the non FB character can turtle up. While the Ryu player
sits back and throws his FBs, you can simply jump fireballs without worrying
about mistiming jumps. If you mistime a few jumps, it's not a problem... just
a few pixels off your life bar. Pretty soon the turtle is forced to attack,
and this is not a strong ability of 90% of the turtles I've seen.

Hey, I actually like that... we can turtle back on them for a change. :)

[deleted]

: Really, if throw softening was taken out, and throw ranges were put back into

: business,... and AC's taken out... I'd be fine (sounds like ST, but with the
: good old throws back in.) Nothing I hate more than getting in on a turtler
: to have my throw softened accidentally by him. Heh, how many times have I
: heard Ryu players say that throwing takes off too much. Well if they get
: their throw softening I want my 1)dragon punch softening or 2) air blocking
: fireballs <big grin>. This just points to my reasoning before... Capcom is
: trying to make everyone happy... everyone being relative. Hell, I guess
: X-Men and MSH have dragon punch sofening, don't they? Just block. Well, I
: don't know if it's fair to have one with out the other (plusses on defense:
: throw softening, or plusses on offense: air blocking fireballs), but ST had
: throw softening (as did every Capcom since, eh?) but yet has there been a
: game with real throws and air blocking fireballs. Hmm, maybe SF3??!!
: Really, I guess Capcom is gonna do what they are gonna do.

Actually, I like throw softening for the most part, although it was abused
if you did it against ticking Bison players in ST. Also, the fact that they
decreased the response time for softening throws in SFA was also something
I liked.

: Rathead

Ladi Flyer

unread,
Feb 21, 1996, 3:00:00 AM2/21/96
to
>Subject: Re: Sequel to SF Alpha
>From: oeve...@mail.sdsu.edu (Onaje umeme Everett)
>Date: 19 Feb 1996 18:46:18 GMT
>Message-ID: <4gaghq$k...@hole.sdsu.edu>

>: The problem with the SC is that it only connects for what, 2 hits on an

>: airborn opponent? Lots of times the opponent lands before you and you

>No. You aren't spacing and timing it right. I can get Charlie's
>Somersault Justice SC to hit at least 6 times on average on airborne
>opponents. The key is doing it EXTREMELY deep, and being by a wall helps

>too.

Basically, you have to time the SC (not just Charlie's, but many others)
so that when the SC chi animation starts, one frame advances in the
animation, and your opponent will then *just* start to touch the ground.
They still aren't able to block the attack, but the SC will then hit like
that opponent was on the ground.

Dan Wells

Eric Johnson

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Feb 21, 1996, 3:00:00 AM2/21/96
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On Sun, 18 Feb 1996, Allen J Klein wrote:

> Excerpts from netnews.alt.games.sf2: 18-Feb-96 Re: Sequel to SF Alpha by
> Eric Joh...@freenet.mb.

> > The problem with the SC is that it only connects for what, 2 hits on an
> > airborn opponent? Lots of times the opponent lands before you and you

> > wind up getting comboed because of it. Mixing up the crouching fierce
> > and flash kicks works okay, but the flash kick shouldn't have been
> > air-blockable (at least as easily as it is.)
>
>

> I can get four hits with a level 1 SC against airborn opponents and they
> are not able to hit me when they land. The timing for this isn't very
> difficult.

I don't play Charlie to death, so I don't practice this a whole lot. So
what is the timing for the SC? Right before they hit you? Does it
connect well with higher levels too? I seem to remember something about
a level 3 only connecting a few times, then the opponent landed and my
Charlie did another BIG flash kick. My opponent waited as I landed, and
fed it to me...



> Also, you can't air-block a late flash kick (non-SC) Again, the timing
> isn't too difficult.

I've tried this a few times, and yeah it works if the other guy just
blocks. Sometimes I trade with certain moves though. It would have just
made more sense to make it un-airblockable, n'est pas?

> Look, I am 100% certain about the above. How far are you from
> Pittsburgh? Jump in on me and hold back on the joystick and my flash
> kick will still hit. I'm not saying I got "skillz" or anything, just
> that I'm tired of misinformation when it comes to Charlie in SFA.

Pittsburgh? Oh, about a 50 or so hour drive... I live in Winnipeg,
Manitoba, Canada.
-Eric


Allen J Klein

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Feb 21, 1996, 3:00:00 AM2/21/96
to
Excerpts from netnews.alt.games.sf2: 21-Feb-96 Re: Sequel to SF Alpha by
Ladi Fl...@aol.com
> Basically, you have to time the SC (not just Charlie's, but many others)
> so that when the SC chi animation starts, one frame advances in the
> animation, and your opponent will then *just* start to touch the ground.
> They still aren't able to block the attack, but the SC will then hit like
> that opponent was on the ground.

No you don't. Getting four hits is relatively easy and doesn't require
the kind of precision you describe above. You will need the above
procedure for five hits, though. (if that's what you were referring to,
sorry for stepping up)

One thing that pissed me off about SFA charlie was the fact that the
level 2 super flash kick was vastly better against airborne opponents
than the level 3 version. Whenever people jumped in (usually after
knocking charlie down) and I had a level 3 ready -- I couldn't resist
letting fly with the big one, but if I had been more patient and used a
level 2 I could've got more hits.

J Chensor

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Feb 21, 1996, 3:00:00 AM2/21/96
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In article <4geh00$e...@newsbf02.news.aol.com>, ladi...@aol.com (Ladi
Flyer) wrote:

> Basically, you have to time the SC (not just Charlie's, but many others)
> so that when the SC chi animation starts, one frame advances in the
> animation, and your opponent will then *just* start to touch the ground.
> They still aren't able to block the attack, but the SC will then hit like
> that opponent was on the ground.

I believe this only applies to SCs if it applies at all. So far as I
know, as soon as the character touches the floor, he/she can block
immediately. This is a difference between SFA and ST I have noticed since
the BEGINNING because Ryu can no longer Low Roundhouse people who jump
over fireballs. In ST, everyone would be tripped. In SFA, everyone can
a_ block it. b) SC it first. c) anything that makes the guy lift off the
floor QUICKLY before their hit (Chun's Offensive Roundhouse Kick, Birdie's
TAH, etc.). So I think everyone SHOULD be able to block the SC right when
people land... or are SCs just an exception?

> Dan Wells

- J.C.

--
"Interpretation is the art of making your opinion sound right."

J Chensor
jche...@ucla.edu

(this sig is temporarily under re-construction... my last sig was just WAAAAY too long...)

Julien B Beasley

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Feb 22, 1996, 3:00:00 AM2/22/96
to

>Poclips (poc...@aol.com) wrote:
>: Gimme a break Bob. 10 Alpha players combined? Come on now. Mike's an
>: alpha player; so is Jeff. Martin Vega, Thao, myself. You've lost as many
>: as you have won. & The alpha players I mentioned all DOMINATED on Super
>: Turbo in it's hey day. If anything the Alpha players were the more
>: skilled as they reached the top 5 on both versions whereas not one ST
>: player placed in the Alpha tourney. So in ST's heyday the alpha players

Haha, funny that you say that, since many of the true ST players DID NOT
PLAY in that stupid SFA tourney :). Do you really think that SFA takes the
same kind of skill and timing as ST?

Just because you rule at a game does not mean that game takes skill. I can
beat anyone with Sentinel in X-Men, and believe me, it takes no skill at
all. Alpha takes a bit more skill to do well in, but nowhere near as much
as in ST.

>: ruled & now in Alpha, the alpha players rule. I really respect you as a
>: player & very few get that respect. But, when you're talking smack
>: against one person on the net you can often affend others. The bottom
>: line is... THEY BOTH REQUIRE TOTALLY DIFFERENT TYPES OF SKILL. It looks

See, I think that SFA requires TOTALLY LESS SKILL. Why? Because there is
less to the game.

>: as if SFA2 will mix both types of skill & then evryone will get along.
>: But, from what I've seen of the alpha bashing only the players that suck
>: at it & might be good on turbo complain.
>
>: with much respect,
>
>: Jason Gonzalez(Apocalypse)

-Julien

--
Stream polished pebbles SF2 Code v1.0: t+ c+ T+ r+(-) f g+
In the mind's still garden pool m+ s+ v+ M+(-) n+:++ o+

Poclips

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Feb 22, 1996, 3:00:00 AM2/22/96
to
Most of the True ST players, Julien? When did you start taking drugs?
Better stop while you still can. The winner of the tourney was Bob. In
the tourneys I've been in with him before in ST's hype daze, he rarely was
top three. Who do you mean real ST players. Oh! you mean like Mike
Watson who dominated & Jeff? They beat the crap out of everyone from so.
ca. that was in Vegas all the time when it was popular. YOU my s.p.
pebbled friend were the only ONE who didn't play in the Alpha tourney.
You wouldn't have stood a chance. Come to think of it. Everyone
complaining about ST & Alpha didn't stand a chance. When players didn't
stand a chance in ST they didn't complain as much though. Alpha takes
less skill as opposed to a different kind of skill? Well, I would think a
player such as yourself then could pick it up rather quickly though the
scrubs of Vegas pick you apart. It's a different mental game. I know you
don't pick up on that well. You didn't notice when someone was toying
with you in Vegas as opposed to being serious. Why do I feel like a woman
arguing with another woman. Bro, this is stupid. Forgive this post.
Opinions are opininons my friend. Facts are facts. As I stated before.
The Alpha players dominated on BOTH games whereas the so called ST players
faired OK. If it required less skill I would think the players that used
to play on ST & lost( mainly everyone there save Jeff, Mike, Thao, Bob,
James & myself. Though only Jeff & MIke Really dominated.) Would lose
LESS badly. Not the Case though. The way it looked might make someone
think Alpha required more brain power.
I also notice a lot of those who complain( if not all) can't handle the
speed on level three & can't even hold the joystick steady on turbo 2 on
Alpha.

Apoc.

R. Suh

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Feb 23, 1996, 3:00:00 AM2/23/96
to
What's all this crap about ST and SFA?? Why not just play the best
version of SF2, .. HF!

Back then, if you fucked up and threw a fireball at the wrong
time, you lost the round. (especially against Ken) Or at least a good chunk.
I could miss time fireballs all day in SFA, and still get hit with a max 20%
draining combo per, and what the, no fierce-fierce-jab DP for ken
anymore? (From the front side)

Air-block of Guile's slice kick??! Crappy sounds. Questionable
graphics.

IMO, SF2:HF had the 'crispist' controls, and is the height of the SF2
legacy. There is just something incredibly wrong with post-HF SF2, which
I can't quite put my finger on. The play just doesn't feel right, and the
character handling is just all wrong.

In HF, a really good Ken vs Ryu, or Ryu vs Ryu battle would be epic. Sweeps,
fake FBs, short-HKs, all played in a controlled matter. None of this spastic
moves that is so prevalent in post-HF SF2.

Rob

PS: I think a game with improved Tekken 2 graphic system, and with SF2 game
play would rock. Imagine those 3D fireballs. Block the first 3-hits
of an HK and then DP him out of it, all in a 3d view.


Kuroyume

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Feb 23, 1996, 3:00:00 AM2/23/96
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Poclips (poc...@aol.com) wrote:
: Most of the True ST players, Julien? When did you start taking drugs?
: Better stop while you still can. The winner of the tourney was Bob. In
: the tourneys I've been in with him before in ST's hype daze, he rarely was
: top three. Who do you mean real ST players. Oh! you mean like Mike

Er... you must have missed my UCLA and Little Tokyo tournaments, eh? I
finished second to Mike in those tournaments. I never did well in those
SF2T tournaments at World's finest because 1] Honda sucked on that version
2] I could never stand those crappy side-by-side machines in that god-awful
tiny humid room. And I didn't place high in the SSF2T at World's finest
because I got clobbered by Vega... Vega? Damn you, Jason, you're the only
Vega ever to beat my Honda! :)

Yeah, I know.... if I was a REALLY good player, I would switch characters
and win with someone else, but that's not how I play SF. I don't go running
to Ryu if I lose with my first character choice. Honda's my guy. He will
always be my favorite character. I'm happy with just being known as that
good Honda player with a pretty descent Zangief! :)


: The Alpha players dominated on BOTH games whereas the so called ST players


: faired OK. If it required less skill I would think the players that used
: to play on ST & lost( mainly everyone there save Jeff, Mike, Thao, Bob,
: James & myself. Though only Jeff & MIke Really dominated.) Would lose
: LESS badly. Not the Case though. The way it looked might make someone
: think Alpha required more brain power.

I got worked in the SFA tournamnet, Jason. Don't you remember that? Of
course, I was using Dan, to kind of snub my nose at the tournament. :) I
shouldn't have even entered, because I knew there was no way I was going
to win in a tournament with 9-10 roll-trapping Kens. *sigh* I was so
sick of seeing Kens in Vegas, I couldn't believe I rooted for Ryu [John
Choi's] because I can't stand Ryu [Honda's arch enemy!].

Yeah, there's skill in SFA. The problem is, 'skillful' turtling is the
best skill I've found in SFA and this is how I think John won the SFA
tournament. Attacking, will in the most cases, get you killed in SFA,
although your 'crazy' Adon seems to defy this rule... :). But, the skill
in SFA IS a totally different kind of skill, and one I really do not care
to learn... and seriously, the skill needed in SSF2T and SFA should not
be thought as equal at all.

: Apoc.

Allen J Klein

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Feb 23, 1996, 3:00:00 AM2/23/96
to
Excerpts from netnews.alt.games.sf2: 22-Feb-96 Re: Sequel to SF Alpha by
Poc...@aol.com
>[...stuff...]


Ok, I know that I throw up way too many foolish posts, but here comes another:

This group RULES lately! Cannon, Finney, Apoc, my hometown Boyz
(Boston, not Pittsburgh of course), Painter, etc etc etc. I've been on
since the end of Hyper and for quite a while Ming, RPM, inkblot +
Massachusetts folks were carrying too much of the informational weight.

Good shit, man! Does Matt Wallace or Brian Weissman still play?
Somebody put them in front of a freaking unix box or some such NOW. (if
they don't mind long distance, I'll let 'em use my account ^_^)


Too bad we're not all playing the same game... (Yep, another big "Hope
it comes out decent" wish goes out for SFA2)


jk

Poclips

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Feb 26, 1996, 3:00:00 AM2/26/96
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I did miss those tournaments damn it. I didn't know you & Mike went at it
in the Finals. Sheesh! Honda & Ryu would've been a great match to watch
with you guys playing! I even used to like losing in tournaments just so
I could relax & watch the great matches.

Decent Zangief? I'd put you in the top easy. I haven't seen Kuni lately,
but that's his character.

Anyway, the only times we saw eachother were in WFinest. My point was
just that the players that dominated on ST do so on SFA as well. & I used
your name because he could never say with a straight face that you weren't
a true SF player whereas he was trying to imply that because I play SFA I
wasn't.

& Hey! When I started playing Vega & Balrog they were obscure. Not many
people played Balrog on hyper until they saw how he could be used.
Definately there were more Dhalsims, Guiles, Ken & Ryu's, Bisons, Sagats,
& even chun Lis then there were Balrog & Vega. Vega was played by scrubs
who thought he looked cool but, he was never played seriously until Super
& ST. AND THEN! AND THEN! Here comes Super!!! AND MY characters are
totally changed. No more overhead with Balrog. No more invincible TAP.
My dash uppercuts are all slowed down so my ticking with them is
diminished. & I get a paused shoulderbutt in exchange!!! AARGH! Harder
air throw with vega. No more standing jabs & strongs. But, I do have a
standing RH that I can't slide after since there's a longer delay. Blah
Blah... But I've ALWAYS BEEN LOYAL TO MY CHARACTERS!!!! Never did I
switch to Ryu or Sagat or whatever in a Tourney. Luckily my characters
just happened to kick but after the changes. But, essentially they're
different characters then what I started with. & IF they were on SFA I'd
play them even if they bit worse than Dan:)

In all seriousness though. I always thought a block & counter technique
belonged in fighting games. AC just happened to crap on that idea. I was
thinking along the lines of something... Say Ryu jumps & does a Fierce & I
anticipate his next move in the combo to be a forward & I hit forward when
he does I block & counter with my own forward. Since there are only a
limited amount of combos this would require you to know your opponents to
properly anticipate their attcks otherwise you can't block & counter.

Supers take off to much for the skill involved. So they suck too. I wish
we could have ST with the speed of SFA( I believe reflexes should be
important in any fighting game or your just playing chess with no
timeclock) A proper block & counter technique & a better story line to
help you attach more to your own specific character. I never really
bonded with any of the characters in SFA like I did in the games b4.

Supers would be great if they took less than a normal combo OR made you
take mass damage if you're hit out of one like Blanka's ball in World
Warrior.

True. John couldn't have won without turtling the whole match. I don't
think he would've won IMO if both joysticks worked.

I hope SFA2 puts the SF back into the series.

Apoc.

Julien B Beasley

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Mar 2, 1996, 3:00:00 AM3/2/96
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In article <4gjbop$l...@newsbf02.news.aol.com>, poc...@aol.com (Poclips) wrote:

>the tourneys I've been in with him before in ST's hype daze, he rarely was
>top three. Who do you mean real ST players. Oh! you mean like Mike

>Watson who dominated & Jeff? They beat the crap out of everyone from so.
>ca. that was in Vegas all the time when it was popular. YOU my s.p.
>pebbled friend were the only ONE who didn't play in the Alpha tourney.

That's funny. I thought Sam and Joel, who totally dominated the ST
machine, didn't play in Alpha. Remember them? Or did that spanking they
gave you and LA jar your brain?

>You wouldn't have stood a chance. Come to think of it. Everyone
>complaining about ST & Alpha didn't stand a chance. When players didn't

No one complained about ST (except Jeff). People complain about alpha.

>stand a chance in ST they didn't complain as much though. Alpha takes
>less skill as opposed to a different kind of skill? Well, I would think a
>player such as yourself then could pick it up rather quickly though the
>scrubs of Vegas pick you apart. It's a different mental game. I know you

Haha. I played alpha that one night for fun when Jeff and Mike came at
like 4 am, even though I tell you one the phone weeks before etc that I
don't play that game, but I am stil judged on it. Fine. I don't care. It's
a bad game, and I don't care for it. I don't play guy and ken, so I lose.
But I beat your idol, Jeff, with CHARLIE vs his rose. I also beat your
precious Thao each time.

>don't pick up on that well. You didn't notice when someone was toying
>with you in Vegas as opposed to being serious. Why do I feel like a woman

Were you toying with me in Vegas when you beat my balrog a grand total of
3 times *ever* the whole 4 days? When we played the day before the
tournament, 4 hours straight, I'm glad you let me win all those games.
Those hours of winning were getting monotonous though. I'm glad Tom was
there with Chun Li so I could lose every so often.

>arguing with another woman. Bro, this is stupid. Forgive this post.
>Opinions are opininons my friend. Facts are facts. As I stated before.

>The Alpha players dominated on BOTH games whereas the so called ST players
>faired OK. If it required less skill I would think the players that used

Bob is an ST player, but he can speak for himself. So is Joel. Hmm, that's
1st and second place right there.

>to play on ST & lost( mainly everyone there save Jeff, Mike, Thao, Bob,
>James & myself. Though only Jeff & MIke Really dominated.) Would lose

Haha, this is the kind of arrogance I cannot believe from the LA people.
Jeff dominated? Haha... I remember your telling me how Jeff's Sagat would
never lose to Vega. All those warnings about how you could never get in on
him. haha, what a joke when Mike Kutas slapped him around silly with Vega.


I also like the way everyone "lost" except your group. That's so stupid I
won't even bother to pick that apart.

>LESS badly. Not the Case though. The way it looked might make someone
>think Alpha required more brain power.

>I also notice a lot of those who complain( if not all) can't handle the
>speed on level three & can't even hold the joystick steady on turbo 2 on
>Alpha.

This is all pretty ridiculous and straying from the main point, which is
that Alpha takes less skill to play. Also, I don't want to incite bad
feelings about this (Why are you getting all personal?). If you want to
make up stories and statistics about how great your favorite players were,
fine. I know whose ass I kicked in Vegas :)

-Julien

PS: I really do appreciate your hosting us in Vegas, Jason. Thanks. I just
don't want you to think that my disagreement w/ you above invalidates this
or anything.

Julien B Beasley

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Mar 2, 1996, 3:00:00 AM3/2/96
to
In article <4haat5$9...@gondor.sdsu.edu>, pai...@rohan.sdsu.edu (Kuroyume)
wrote:


>: placed 4th. Tourneys are where skill is proven. Like a dojo to actual
>: combat. Just by the fact that joel never really played alpha shows his
>: skill was not altered too much whereas those who play alpha now will play
>: ST differently then they used too. The bottom line still is So.Ca players

>Or maybe Joel has more common sense than we who play SFA. :)

I like the way Jason has rationalized away your and Joel's victories over
his buddies. Joel won because he doesn't play SFA, and you won because his
buds were "out of practice". Why can't he just admit they lost?

>It funny.. the subject where all of our egos come out and clash is when we
>start talking about ST, and ST tournaments, and who is the best and all. No
>disrespet to you John [Choi], but no one really cares who is the best SFA
>player is, do we? It is a shame we didn't have that Vegas gathering a lot
>sooner when ST was closer to it's peak in popularity. Despite that fact
>that everyone devalues my victory because ST is ancient history and everyone
>was so out-of-practice, I am damn proud I won that tournament. There were
>a lot of people there who came just for the ST tournament, including me. I
>didn't give a rat's ass who would win the SFA tournament.

I don't think everyone devalues your victory. As far as I can tell, only
Jason (and perhaps his LA buddies) devalues it. But that's what sore
losers do, I suppose.

>We'll never know who the best player ST player is/was, unfortuantely. I
>think we might even be looking at the wrong country [read: Japan]. I'd say
>Mike would have to be somewhere in the top 25 or so in the world. [IMO, of
>course] :) Jeff? I'd rank him lower. I'm sure there are a number of Sagats
>or Bisons who can play like him in Japan. Me? No way... I'm not even close.
>I'm satisfied just placing in tournaments, not winning them. Just a measley
>Honda/Zangief player.

I think Thomas Osaki (from UC berkeley/sunnyvale) may very well be the
best ST player. I've played a lot of people from the net, and the
sunnyvale people have been the very best. Jason Nelson and Thomas Osaki
were both better than anyone I saw at Vegas, IMHO. Especially Thomas. John
Choi, Mike Kutas, and Tom Cannon can say what they think here, since they
were at Vegas too.

>I think we can all wish and hope that SFA2 will be more SSF2Tish. [that's a
>word?] But, I've given up hope. There will never be another close to SSF2T.
>Sorry, I'm living in the past here, but whenever discussions come up like this
>about ST, it gets my SF blood boiling again... *sigh* and SFA cannot come close
>to satisfying my needs.

I know what you mean, Bob. What would be great at this point would be ST
for the PSX, or something like that, that you could hook up to the
internet (like X-Band) to play.

By the way, how good was ST for the PC? Maybe if one got a good joystick,
and played on Kali, we could all play each other....

-Julien

Michael Christopher Kutas

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Mar 3, 1996, 3:00:00 AM3/3/96
to

I'd have to agree with Julien on this. I was there on the night
before
the ST tourney for about an hour, and he beat the crap out of Jason
(Apoc.) the whole time. I was *really* disappointed by the quality of
the whole ST tournament. The LA players were considerably less than
impressive, bordering on mediocre to scrubbish. I never considered
myself that great at ST because I got beat half the time here in
Berkeley, yet I still finished fifth in the tournament. Well, I have to say
that the competition at Berkeley is/was far superior to the Vegas
tournament, in almost every conceivable way. As for the best ST players
in the world, I'd have to go with Sunnyvale. The few times they showed
up here at Berkeley, they pretty much cleaned up. Thomas Osaki is easily
the best ST player I've ever played against and is pretty much on a
completely different level than anybody at the ST tournament. He could
have played old Ryu the whole time and would have won the tournament
without breaking a sweat. But damn, Jason, where are you coming up with
this smack? I saw you play the night before and you looked pretty helpless.


Mike Kutas

Allen J Klein

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Mar 3, 1996, 3:00:00 AM3/3/96
to
Excerpts from netnews.alt.games.sf2: 3-Mar-96 Re: Sequel to SF Alpha by
Kuro...@rohan.sdsu.edu
> I have a question though: How could they release a new ST-type game, while
> keeping it very much like ST but having enough new features so it is not the
> same thing and will look like a new game? [I think Chris could have a lot
> to say about this]. Anyone else?

Add to that "and will attract players in the United States" and you may
have an impossible condition, butt-munch! ^_^

SSF2T: Great learning curve, US popularity ok then died.
VH: Great learning curve, lotsa new stuff, US popularity Not Applicable.
X-men: Shitty learning curve, lotsa semi-new stuff, US popularity good.
SFA: Medium learning curve, some semi-new stuff, US popularity ok.
MSH: Shitty learning curve, some semi-new stuff, US popularity good.


Anyway... in a more serious vein, I have three words to respond to your
above quote: --->STREET FIGHTER THREE<---
(supposedly there is an interview with the designers in the latest
Gamest, hopefully some kind nihongo ga wakaru hito will translate for us)

John Choi

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Mar 3, 1996, 3:00:00 AM3/3/96
to
On 2 Mar 1996, Julien B Beasley wrote:

(Kuroyume) > wrote: > > > > I don't think everyone devalues your victory.


As far as I can tell, only > Jason (and perhaps his LA buddies) devalues
it. But that's what sore > losers do, I suppose. > > >We'll never know who

the best player ST player is/was, unfortuantely. I > > I think Thomas


Osaki (from UC berkeley/sunnyvale) may very well be the > best ST player.
I've played a lot of people from the net, and the > sunnyvale people have
been the very best. Jason Nelson and Thomas Osaki > were both better than
anyone I saw at Vegas, IMHO. Especially Thomas. John > Choi, Mike Kutas,
and Tom Cannon can say what they think here, since they > were at Vegas

too. > > I wasn't at Vegas yet when the ST tourney was happening but I
remember the last 2 big ST tourney at Sunnyvale when the LA players came
up. In the 1st one, only Mike Watson came up and a player named Geno from
Sunnyvale beat him 3-0 with E.Honda. He beat Mike's O.Ken twice and then
beat his N.Ryu once to put him in losers bracket. Later on, I eliminated
Mike 3-2 from the tourney and Graham Wolf, Thomas Osaki, and I took top 3.
At the 2nd tourney at Sunnyvale, Thomas beat Mike 3-1 and I beat Jeff 3-1.
Neither of them made their way up the losers bracket and both of them were
eliminated. Once again, Thomas, Graham, and I took top 3. That was my 1st
time seeing Jeff and he wasn't that impressive. Thomas beat Mike easily
and players from Sunnyvale that don't usually place high eliminated Mike
from the tourney as with Jeff. Jason Nelson was very good also with
O.Sagat and Bison. After those 2 tournaments, I knew that Sunnyvale had
better players than LA. ST was the best street fighter ever. I would have
quit just like Thomas did because we both hated Alpha but there is only
Alpha machines in all of Davis and Sacramento area and no ST machines. And
back home by Sunnyvale you have to drive 30 minutes to get to a ST machine
and that arcade has a $2.00 cover charge and no one good plays there. SFA
is too simple. Mike Watson thinks he is god just because he sits there all
day and ACs anything you do. Wow. That requires such skill. And from what
I saw from Alpha 2, it hasn't changed. I think that Capcom should just
make a ST2. YES! Adjust some things in there and re-release it. Now there
is a game I would spend money on. :)

John

Poclips

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Mar 3, 1996, 3:00:00 AM3/3/96
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Helpless Mike. I wasn't even tryin'& I beat the crap outta your Vega w/
Vega & Balrog & once when I was with with Ryu.( There's one BIG clue how
serious I was. I didn't even bother to learn a DP until Hyper.) BTW
didn't I beat your ass in the ST twice & single handedly knocked you out
of it? Yup that's what it says.

& THOMAS OSAKI?!!? Obviously you never knew he & Mike played & Thomas
got second. Hello! Best player? Well he lost to Mike. Respect Due
though because I've heard he is great from Jeff & Mike. But best ST
player? IMO opinion I don't care. The best SF player of all time?
Easily TOMO OHIRA hands down.

And just for the record; I officially suck at ST & SFA. I'm not
diminishing Bob's victory in fact I applauded him more than anyone( except
those he came with) there &on the net. I think he's awesome. But, All
this stuff has me thinkin' of a Vegas 2 with $20 entrance fees to make it
serious & give months in advance for practice.

& Mike do you recall the day of the tourney? After the tourney? Did you
or Julien ever beat me? No, I think not. Like I said "when it
counts".... Did Tom? Only Bob & Joel. & I was even messin' around at
that point. Usin' Ryu & Fei long sa couple times.

The game died. So did your skill. Bob doesn't even like the game(SFA) to
play it that much but at least he can adapt.

What place did you guys get on ST? Somewhere below 6th or somethin'?

Apoc.

BTW if this is getting too personal lemme know & you won't hear another
post about it.

Allen J Klein

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Mar 3, 1996, 3:00:00 AM3/3/96
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Excerpts from netnews.alt.games.sf2: 3-Mar-96 Re: Sequel to SF Alpha by
Kuro...@rohan.sdsu.edu
> Ack. Old Ryu, eh? Sorry, that disqualifies him from having any skill. :)
> Seriously though, why is it when someone is considered to be the best SF
> player [Thomas Osaki, Mike Watson, Tomo Ohira] they are always Ryu players...

Whether or not he's at the top of the ranks, hasn't Ryu long been one of
the more well rounded characters around? Even when "weaknesses" show up
like ST Balrog, hardcore Ryu players have so much fucking experience
with their character that -- after losing a few times -- they usually
can pull something out of their asses. (hehe, 'course, at least here at
CMU none of the Ryu playing freaks have a chance against my sleazy
Sodom, but that's a different story)

Guile, who of course has been constantly stomped on through the versions
is IMO, also very "well rounded."

While I'm ranting aimlessly, lemme add that, in my experience, in a
cross-version ranking only Bison, Dhalsim, and Sagat come close to
Guile+Ryu in their long term lack of weaknesses.


Later,

Allen J Klein

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Mar 3, 1996, 3:00:00 AM3/3/96
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Excerpts from netnews.alt.games.sf2: 2-Mar-96 Re: Sequel to SF Alpha by
Julien B Bea...@mit.edu
> I know what you mean, Bob. What would be great at this point would be ST
> for the PSX, or something like that, that you could hook up to the
> internet (like X-Band) to play.

The 3D0 version is that poor??

Allen J Klein

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Mar 4, 1996, 3:00:00 AM3/4/96
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Excerpts from netnews.alt.games.sf2: 4-Mar-96 Re: Sequel to SF Alpha by
Kuro...@rohan.sdsu.edu
> : SFA: Medium learning curve, some semi-new stuff, US popularity ok.
>
> I think you're too generous on the learning curve here.

Hey goofy, if the spectrum has SSF2T at one end and MK (or even Xmen) at
the other then chill.

--== Dave Finnie ==--

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Mar 5, 1996, 3:00:00 AM3/5/96
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In article <4hi0va$f...@gondor.sdsu.edu>, pai...@rohan.sdsu.edu (Kuroyume) says:

>I just finished writing my "How I Mastered Sodom Overnight" book last night.
>Although, I do feel a little guilty charging $3.95 a copy since it's only
>one page long and is in giant print.
>
>Okay for all of you who can't afford this, I'll let you in on my secret:
>
>1] slide
>2] crouch-fierce if they jump at you
>3] slide
>4] you will find use for other buttons when doing a chain combo
>5] slide
>6] oh yeah, did I mention slide?

I think stand RH 2in1 into jab rush could be added. And really, if your
opponent is not going to do anything, you could add a powerbomb after
some slides. That is all though. Your Sodom guide is VERY complete..
hehehe...

Man is Sodom crap design.

>Damn, there goes all of my profits. Now look at what you've done!
>
>Oh well, time to get started on my next book: "How I Mastered Sagat the Day
>After I Mastered Sodom".

Hmm, I don't think Sagat is the 2nd most brainless character to
win with in SFA. I'd have to give that runners-up honor to Guy.
Short HK when they FB. RH HK or low fierce-RH HK/SC when they jump.
Low forward-slide/stand forward to charge SC. Low forward into
bushin grab if they don't corner themselves. Occasional overhead
strategies when they turtle up.

chris f

Allen J Klein

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Mar 5, 1996, 3:00:00 AM3/5/96
to
Excerpts from netnews.alt.games.sf2: 5-Mar-96 Re: Sequel to SF Alpha by
--== Dave Finnie@interga
> In article <wlCvJDG00...@andrew.cmu.edu>, Allen J Klein
<aj...@andrew.cmu.e

> du> says:
> >
> >Excerpts from netnews.alt.games.sf2: 4-Mar-96 Re: Sequel to SF Alpha by
> >Kuro...@rohan.sdsu.edu
> >> : SFA: Medium learning curve, some semi-new stuff, US popularity ok.
> >>
> >> I think you're too generous on the learning curve here.
> >
> >Hey goofy, if the spectrum has SSF2T at one end and MK (or even Xmen) at
> >the other then chill.
>
> The learning curve for SFA is no better than Mortal Kombat, and it
> is LOWER than X-Men.

Chris? Is this that new sarcastic style you're working on?

Allen J Klein

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Mar 6, 1996, 3:00:00 AM3/6/96
to
Excerpts from netnews.alt.games.sf2: 5-Mar-96 Re: Sequel to SF Alpha by
--== Dave Finnie@interga
> >Damn, there goes all of my profits. Now look at what you've done!
> >
> >Oh well, time to get started on my next book: "How I Mastered Sagat the Day
> >After I Mastered Sodom".
>
> Hmm, I don't think Sagat is the 2nd most brainless character to
> win with in SFA.

Why is Sagat brainless? (serious question... if you don't have anything
nice to say give your fingers a rest)

James Margaris

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Mar 6, 1996, 3:00:00 AM3/6/96
to

>
> I just finished writing my "How I Mastered Sodom Overnight" book last night.
> Although, I do feel a little guilty charging $3.95 a copy since it's only
> one page long and is in giant print.
>
> Okay for all of you who can't afford this, I'll let you in on my secret:
>
> 1] slide
> 2] crouch-fierce if they jump at you
> 3] slide
> 4] you will find use for other buttons when doing a chain combo
> 5] slide
> 6] oh yeah, did I mention slide?
>
> Damn, there goes all of my profits. Now look at what you've done!
>
> Oh well, time to get started on my next book: "How I Mastered Sagat the Day
> After I Mastered Sodom".
>

?!?!?!?!?!!?!??!?!?!

You mastered Sagat?!?!?! Does this mean you can actually beat
someone with him? I'm impressed.

James Margaris

Kuroyume

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Mar 7, 1996, 3:00:00 AM3/7/96
to
James Margaris (js...@cornell.edu) wrote:

[deleted]

: > Oh well, time to get started on my next book: "How I Mastered Sagat the Day


: > After I Mastered Sodom".
: >

: ?!?!?!?!?!!?!??!?!?!

: You mastered Sagat?!?!?! Does this mean you can actually beat
: someone with him? I'm impressed.

: James Margaris

Hmm... well, it didn't take me long to master Sagat, even though I really
didn't play him in previous versions. But just because I've mastered him
in SFA, doesn't mean I can actually win with him. Sagat sucks... even a
masterful Sagat sucks.

Michael Christopher Kutas

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Mar 8, 1996, 3:00:00 AM3/8/96
to

Subject: Re: Sequel to SF Alpha
Newsgroups: alt.games.sf2
Organization: University of California, Berkeley
Summary:
Keywords:

>>Helpless Mike. I wasn't even tryin'& I beat the crap outta your Vega w/
>>Vega & Balrog & once when I was with with Ryu.( There's one BIG clue how
>>serious I was. I didn't even bother to learn a DP until Hyper.) BTW
>>didn't I beat your ass in the ST twice & single handedly knocked you out
>>of it? Yup that's what it says.

>Holy Shit! I seriously cannot believe you are MAKING SHIT UP about the
>tournament. Dude, it was posted on the net. I lost to Joel and Mike. I
>never played you in the tournament!! Do you really believe you beat me in
>the tourney??? Better check your posts, dude.

Actually, Julien, I think he was referring to me. True, Jason, you did
beat me in the tournament, but I don't remember you beating me with
anybody but Balrog. Considering that I played with Vega and Bison, it's
not that big of a deal. Anyways, I never denied the fact that you beat
me or proclaimed that I was a master at the game in my original post.
All I said was that:

a)Julien beat your ass the day before the tournament and was clearly the
superior player, and

b)Those at the tournament clearly don't stack up against the best (i.e.
Sunnyvale).

Late,

Mike Kutas

Allen J Klein

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Mar 8, 1996, 3:00:00 AM3/8/96
to
Excerpts from netnews.alt.games.sf2: 8-Mar-96 Re: Sequel to SF Alpha by
Julien B Bea...@mit.edu
> What an upset!!!! Everyone knows that T-hawk CRUSHES Vega!!! what chance
> can Jason POSSIBLEY HAVE????????????????????? OHMIGOD!!!! HE'S gonaa
> LOSE!!!
> Julien wins FIRST ROUND, as EXPECTED! In this SKEWED match up!

Hmm... that reminds me.. ^_^


Good post, man.

LordVoid

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Mar 8, 1996, 3:00:00 AM3/8/96
to
In article <4hiflm$p...@carrera.intergate.bc.ca>, sfi...@intergate.bc.ca (--== Dave Finnie ==--) says:

>>Okay for all of you who can't afford this, I'll let you in on my secret:
>>
>>1] slide
>>2] crouch-fierce if they jump at you
>>3] slide
>>4] you will find use for other buttons when doing a chain combo
>>5] slide
>>6] oh yeah, did I mention slide?

>I think stand RH 2in1 into jab rush could be added. And really, if your


>opponent is not going to do anything, you could add a powerbomb after
>some slides. That is all though. Your Sodom guide is VERY complete..
>hehehe...

>Man is Sodom crap design.

>>Damn, there goes all of my profits. Now look at what you've done!

>>Oh well, time to get started on my next book: "How I Mastered Sagat the Day


>>After I Mastered Sodom".

>Hmm, I don't think Sagat is the 2nd most brainless character to


>win with in SFA. I'd have to give that runners-up honor to Guy.
>Short HK when they FB. RH HK or low fierce-RH HK/SC when they jump.
>Low forward-slide/stand forward to charge SC. Low forward into
>bushin grab if they don't corner themselves. Occasional overhead
>strategies when they turtle up.

Well lets look at Ryu. FB in a corner. If they jump, DP. Occasional
overheads. Wow, you know, that is pretty freakin simple to me. You ppl
amaze me.

>chris f


Julien B Beasley

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Mar 8, 1996, 3:00:00 AM3/8/96
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In article <4hc6c8$b...@newsbf02.news.aol.com>, poc...@aol.com (Poclips) wrote:

>Helpless Mike. I wasn't even tryin'& I beat the crap outta your Vega w/
>Vega & Balrog & once when I was with with Ryu.( There's one BIG clue how
>serious I was. I didn't even bother to learn a DP until Hyper.) BTW
>didn't I beat your ass in the ST twice & single handedly knocked you out
>of it? Yup that's what it says.

Holy Shit! I seriously cannot believe you are MAKING SHIT UP about the
tournament. Dude, it was posted on the net. I lost to Joel and Mike. I
never played you in the tournament!! Do you really believe you beat me in
the tourney??? Better check your posts, dude.

Round 1: I played Milo and won
Round 2: I played Joel and lost
Round 3: I played Mike Waston and lost

I didn't play you, in the tourney, Jason!!! Wake up!

Man, you are mixing up your sad smack with fact. It was clear to everyone
there that I was kicking your ass around, Jason. Read some of the other
posts in this thread. Don't go making shit up about how you "beat me in
the tourney". It only makes you look worse for it.

Now you're saying you beat me with Ryu, or something stupid like that? No,
I don't think so, Jason. Stick to the facts. You beat my Balrog 3 times
EVER the whole damn 4 days. I seriously stopped keeping track of how many
times I kicked your ass. Right before we played, I thought "This guy is
probably good, I'm going to keep track of how many games I win against
him." After a couple of hours, though, I stopped counting, because it was
obvious you didn't have the kind of skill necessary to a) beat me or b)
beat anyone better than me

>& THOMAS OSAKI?!!? Obviously you never knew he & Mike played & Thomas
>got second. Hello! Best player? Well he lost to Mike. Respect Due
>though because I've heard he is great from Jeff & Mike. But best ST
>player? IMO opinion I don't care. The best SF player of all time?
>Easily TOMO OHIRA hands down.

Have YOU played Thomas? No. So don't judge him until you have. (By the
way, don't say IMO opinion :).

>And just for the record; I officially suck at ST & SFA. I'm not

Yes, I figured that out after playing you.

>diminishing Bob's victory in fact I applauded him more than anyone( except
>those he came with) there &on the net. I think he's awesome. But, All
>this stuff has me thinkin' of a Vegas 2 with $20 entrance fees to make it
>serious & give months in advance for practice.
>
>& Mike do you recall the day of the tourney? After the tourney? Did you
>or Julien ever beat me? No, I think not. Like I said "when it
>counts".... Did Tom? Only Bob & Joel. & I was even messin' around at
>that point. Usin' Ryu & Fei long sa couple times.

WTF?? Okay, to jog your memory and that of everyone at Vegas that I did
beat Jason the day of the tourney (since he cares so much). Remeber when I
said out loud "Okay, this is the final match to find out if Vega can beat
Balrog. Playing serious now, okay?" I looked at you, and you leaned back
and said "Okay!" with a smile. We played and I whipped you 2-0.

>The game died. So did your skill. Bob doesn't even like the game(SFA) to
>play it that much but at least he can adapt.

I did have less skill at Vegas than I did when I was playing every day.
But unlike you, I'm not going use that as an excuse.

>What place did you guys get on ST? Somewhere below 6th or somethin'?

You "guys"? Yes, I placed below 6th. But Jeff Schaefer lost to the same 2
ppl I did and took 6th... hmmm.... oh yeah, he didn't even play against
mike watson, he just resigned when they were matched up. And you my
quarter pumping friend? I'm sorry to say, but you really did not fight
anybody really good until the late rounds. The only good people you
played, you lost to. With a starting position like you did, I would have
easily done as well as you. I would have lost to Joel like you did. Would
I have lost to Bob Painter? Who knows. I wish I could have played him even
one game of ST... but I never did :P

>Apoc.
>
>BTW if this is getting too personal lemme know & you won't hear another
>post about it.

Not too personal. You are making up stuff, but in the end, that's only
making you look bad to everyone that was there and saw what happened. The
fact is I kicked your ass around in Vegas, and everyone knows it. It's up
to you if you want to admit it :)

Kuroyume

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Mar 12, 1996, 3:00:00 AM3/12/96
to
Julien B Beasley (j...@mit.edu) wrote:
: In article pai...@rohan.sdsu.edu (Kuroyume) wrote:

: >Damn, we are getting VICIOUS here aren't we? But, I'll stay out of this
: >little war. Anyways, I just wanted you to refresh my memory and tell me
: >who won that RANDOM TOURNAMENT. It totally slips my mind...

: Vicious, maybe :). But hey, if he's making stuff up to hide his losses and
: making false implications, I'm going to make sure those implications are
: clarified.

Like I said, I'm staying out of it.

: Joel Frank won the random select tourney.

Oh yeah... damn, he won the random tourney and placed second in the regular
tourney. Pretty good if you ask me...

: I DID say something to you! Remember the big fuss I made about how I
: absolutely had to play Milo in X-Men before he left? You guys had to
: leave, and I had to convince you to stay just a bit longer. I also said
: that I wanted to play you in ST, but if I had to pick between playing Milo
: in X-Men and you in ST, I would pick playing Milo (to justify my position
: on the net).

Damn, we should have went to play ST while they were having the SFA tourney.
That would have been time spent better. Oh well... at least your Sentinel [?]
proved your point.

: I think that the problem was that there was only one machine, and 16
: people playing. That makes it hard for 2 particular people to play each
: other. Oh well, if we have a gathering like this in San Jose, at nickel
: city, they have 2 ST's on a nickel a game. Maybe we can play then :).

I'm there! I think a California gathering would be a lot better than
another Vegas gathering. [sorry, Jason, but Vegas is too expensive]


: >Or maybe your T-Hawk's knees were knocking at the thought of getting eaten
: >for lunch by Honda? :)

: Heh :). I really really wanted to play you. I've played Geno from
: Sunnyvale who has a great honda, and I wanted to see who was better. BTW,
: last time I played Geno and Alex Wolfe (This summer), I beat them 3-5 (for
: the net people that know them and care :). I would have liked to play your
: honda vs my balrog, and maybe even Zan vs T-Hawk for fun. I think Zan wins
: this by a large margin, but it's still a lot of fun.

Man, I want to see this Geno. He's the guy that beat Mike 3-0 right? Not
that it matters anymore...


--
Bob Painter
pai...@rohan.sdsu.edu


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