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- From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
- Subject: Re: Good of ticking [please read]
- References: <1992Dec29.070851.7175@ils.nwu.edu> <2wqr--_@lynx.unm.edu> <C045Bu.HwC@news.cso.uiuc.edu> <gwrr#c#@lynx.unm.edu>
- Message-ID: <C05z8u.LF9@news.cso.uiuc.edu>
- Sender: usenet@news.cso.uiuc.edu (Net Noise owner)
- Organization: University of Illinois at Urbana
- Distribution: usa
- Date: Fri, 1 Jan 1993 07:24:29 GMT
- Lines: 59
-
- dphantom@triton.unm.edu (darlene an 92sep02 lawry) writes:
-
- >>Huh?! If you are being swept, and you hold the joystick in the jumping
- >>position, won't you get swept anyways? Assuming, the timing is right...
- >>
- >>Besides, I think his problem is the joystick...
- >>
- >> Kenneth C. Wang | University Of Illinois Champaign-Urbana
- >> | Internet: c-wang@uiuc.edu
-
- >Not necessarily. A perfectly timed knock-over sweep will knock down
- >an opponent when he gets up, because the opponent has to first get up
- >before he can go into defense (check out the animation closely). It's
- >at this point that you can knock him down...although, I must admit, it's
- >hard to time with a Ken/Ryu footsweep, but with, say, Chun's roundhouse
- >pushover, it's actually pretty easy (that is, until they reach the end
- >of the screen, then the timing gets really difficult because the stand up
- >much quicker for some odd reason...I guess it's because they don't fall as far
- >because the wall stops them).
-
- Hmmm... I still don't believe it... I guess I'll have to go see it for myself.
- I remember when the game first came out, we thought that endless sweeping
- was possible, but we decided it was because of the joysticks... (They
- had that funny angle defensive crouch at the 1st arcade we played TCE at)
-
- Anyways, I suppose it wouldn't be hard to prove either way if you can
- find an SF2 machine with decent joysticks...
-
- I really don't believe it though. If there is an instant of vulnerability
- when you are standing, couldn't Vega or Bison just slide you to death once
- they knock you down?
-
- >Jumping just simply seems to be a more instantaneous move than to try to
- >crouch block. You're already standing anyways, it's just like your
- >continuing the motion. A good way to see how well it works is to use
- >Chun Li against Zangeif...Zan's make lunch meat out of most Chun's that
- >jump in. But try jumping in with her (land just in front...if you let them
- >walk under your jump your almost guaranteed dead meat)...now most Zan's
- >will try to do a SPD on you, but immediately jump straight up. Using
- >this technique, I can avoid a SPD approx 90% of the time. And it requires
- >almost no skill...you just have to be a little creative in it's uses.
-
- The reason you are jumping out is because the Zangief players aren't timing
- the SPD right. If they timed the SPD right or used a normal throw (which
- is easier to time) you would still be caught.
-
- >Now, I don't know how well it works with characters other than Chun...after
- >all, Chun does have one of the quickest jumps there is...but it's worth
- >a shot.
-
- The only character I think that has a quick enough takeoff to avoid throws
- I think is Vega... Even in this case I'm not sure though. Anyone have
- any insight on Vega's jumping abilities?
-
- >---Phantom
-
- --
- Kenneth C. Wang | University Of Illinois Champaign-Urbana
- | Internet: c-wang@uiuc.edu
-