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- Newsgroups: alt.games.sf2
- Path: sparky!uunet!stanford.edu!leland.Stanford.EDU!inkblot
- From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
- Subject: Re: Useless Moves
- Message-ID: <1992Nov24.045954.11572@leland.Stanford.EDU>
- Sender: news@leland.Stanford.EDU (Mr News)
- Organization: DSG, Stanford University, CA 94305, USA
- References: <#b412rc@rpi.edu>
- Date: Tue, 24 Nov 92 04:59:54 GMT
- Lines: 74
-
- In article <#b412rc@rpi.edu> petitc@rpi.edu writes:
- >
- > Here are my opinions for most useless moves for each character (CE):
- >
- >Chun Li: Helicopter Kick---too slow
-
- do it when Dhalsim jumps back, works especially well on Classis
- >
- >Blanka: Downward Punch---range too tiny
- If you mean jumping fierce, it's practially the _only_ way to get out of
- Ryu/Ken fireball, crouched Roundhouse patterns. After you jump forward,
- press fierce at the last possible momemt, and you'll smake Ryu/Ken's foot.
- Also great for combos.
-
- >Balrog: Haymaker---too slow
- The 'press three buttons and release' ?? You must be joking, this is the
- only Balrog special move that hits both standing and crouched opponents.
- It's perfect for dizzed opponents, and does quite a bit to blocking opponents
- as well. It's _very_ useful against non Ryu/Ken folks, and can be affective
- against them as well, if you're careful when you use it.
-
- >Bison: None I can think of (but NOT a Bison player)
- me neither
-
- >Vega: Claw Roll---again, too slow for Vega
- It's a bit slow, but still useful. It can get three hits off a happy-go
- lucky Ryu/Ken who uppercuts too much. (Get them on the way down after blocking)
- It's also great for keeping people cornered, and it has _awsome_ range. It's
- also useful for knocking opponents out of the air if you can time (and space)
- it such that the tip of the claw barely touches him.
-
- >Sagat: Tiger Knee---too small a hit area
- Great for hopping over fireballs. And _excellent_ in combos. It's a very
- fast move, and can be used to confuse your opponent.
-
- >Guile: Knee Jump---same as Sagat
- This isn't as useful as tiger knee, but it can knock your opponent out of the
- air. (Pretty good priority) This may be the least useful move in the game,
- but it's not _useless_.
-
- >Dhalsim: Yoga Flame---too slow and tiny range, low priority
- If you play defensively, Yoga flame can be used to keep your opponent from
- jumping in too freely. Just mix in a jab or strong yoga flame with all your
- yoga fires. It does a fair amount of damage when blocked, so it's a good
- move to use on a fallen opponent.
-
- >E. Honda: 'Butt Jump' --- suplex has more range
- humor factor....can't think of anything else. =P
-
- >Ryu/Ken: Knee attack---does little damage
- Well, for a while this was the favorite lead in for the infamous 'jumping hit
- (blocked) throw' combo. (Tick really, not a combo at all) Anyway, I think
- it's safe to say that all jumping jab/short attackes are less useful than
- their strong/fierce counterparts. The only advantage that these moves has
- is that they don't knock your opponent as far back when they hit.
-
- >Zangief: Dunno---don't use him at all
- Again, jumping jabs/shorts aren't horribly helpful, but they are good for
- faking a tick. (i.e. jumping short, standing short, spinning lariat instead
- of a throw)
-
- Of course, some of the moves you've listed aren't really useful for most
- situations, but you can't dismiss the value of a particular move right away.
- Moves like Sagat's tiger knee can be the difference between a dizzy and just
- another hit at times.
- >--
- >"He shook with fear. Shook like a nervous teenage boy on his first date."
- >Paradoxes---Roach Motels of the mind. "Thoughts check in, but they don't
- >check out." Personally, I'd like to know what the cover charge is at the
- >Roach Motel.
-
- ---
- T. Cannon
-
-