507 lines
26 KiB
Plaintext
507 lines
26 KiB
Plaintext
(** Street Fighter ][ tactics for Guile,Blanka,Ken,Ryu **)
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(Compiled from FIVE messages.)
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--------------------------------------------------------------------
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Air Combinations:
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* (all these combo's will daz any non-dazzed opponent)
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* (scenario: you jump at opponent. opponent is on ground and CLOSE
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If you're too far away, your first hit might make contact but the
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third and second hit might miss)
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*(remember to time jump so opponent doesn't walk under or dragon punch
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or razor kick..etc. Usually done while opponent is getting up from
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a throw,razor kick,Blanka's roll,dragon punch,...and don't jump too
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soon or you'll miss the first hit and get thrown as you land.)
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* (FIRST HIT IS ALWAYS FROM THE AIR)
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------------------------------------------------------------------------------
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Guile
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AIR COMBINATIONS:
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As soon as you push the jstick in the diagnol(jumping forward)
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pull jstick back in Sonic Booming position and KEEP it there,
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for now. Now hit the fierce punch button to hit opponent then
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then wait a 1/2 second and hit the fierce-punch-button-again-
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and-IMMEDIATELY hit the fierce punch for the third time but
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this time make it a sonic boom.
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(The reason you wait 1/2 sec between the 1st & 2nd punch is
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because if you do it too fast the 2nd punch won't register
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and most likely you'll do a sonic boom as the 2nd hit
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instead of the 3rd hit, but do it too slowly and you are
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vulnerable to a counter-throw)
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You can do another Guile combo by replacing sonic boom in the
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above procedure with a razor kick.
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STRATEGIES/TRICKS:
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Guile's middle kick is a very powerful attack.
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Its reach is long and is reliable in the air.
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Use it wisely.
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Guile is one of the faster players and can walk under jumping
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players. Guile can even throw a sonic boom and recover fast
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enough to walk under Chun Li or even Blanka!
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Usually opponents wait for Guile to throw a sonic boom so they
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can jump and attack Guile. You can fake a sonic boom by
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pressing jab or strong punch buttons with a noticable sound. Or
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a better one is to press the fierce button while in the crouch
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position. What happens is that Guile stands up with a fist in
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the air, but the jstick is still in the crouch position ready
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for a real sonic boom or a razor kick.
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Follow your sonic booms to "close in." Do this against Ryu/Ken.
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With Ryu/Ken and Dhal, you are the attacker. Against Blanka,
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Honda,Zang and Chun Li, you are the defender
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(at least initially).
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Use sonic booms a lot on Zangief. If he jumps over them then
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roundhouse kick him. Try avoid getting stuck in the
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corner against him. When you can, push him back by doing some
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combinations as described above.
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Guile's jab can tag Blanka's fierce crouch punch and roundhouse
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low kick. But the distance between players must be pretty far
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away. Guile's jab can tag Dhal's sliding low kick. So when
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you're right up next to him, throw some jabs in his face. When
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close enough, Dhal cannot penetrate the jabs except with a fire
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ball. So use jabs a lot on Dhal. One trick is to throw jabs
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in front of his face and while Dhal thinks about what to do,
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walk up to him and throw him. Remember, the only way to beat
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Dhal is to get close to him.
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A neat move is when Guile jumps straight up and does a short
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or forward kick. This kick can catch Blanka's roll and even
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his crouch fierce punch. This kick works well against Dhal's
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long legs. It is even known to beat an attacking Blanka in
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the air.
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If Blanka attacks you by air, see if you can see a pattern
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and walk under his jumps so you can toss him. Remember, it's
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better to block his attacks and sometimes get bitten than it is
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to take a hit and get dazed by Blanka's combo. Guile is
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pretty good against Blanka in the air also. Use his roundhouse
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kick because it has such a long reach. If you notice Blanka
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fierce clawing you, then you have a good chance of throwing him
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in the air because Blanka's fierce button is usually only
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pressed at the last moment. So you can meet him in the air,
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thus throwing off the timing of your opponent.
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MORE GOODIES:
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Automatic sonic boom:
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Ok the automatic sonic boom is created after Guile throws a
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opponent with strong and you keep the joystick in the thrown
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direction. Ok throw lets say a opponent to the right and keep the
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joystick pointed right after the throw. Guile will stand up from
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the throw. As he is standing press any of the punch buttons
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repeadly. When you figure out the timing all you need to do is
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press it once , but this will aleast let you see it. What is does
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is throw a sonic boom as he is standing or almost walking right
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without build up time. It is better to throw a jab sonic and follow
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it in.
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Also, if Zangief does any of his "throw" moves on Guile or Blanka
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then press any of the punch buttons as Guile or Blanka is standing.
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With Guile this will throw a sonic boom as he stands and Blanka it
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will do a ball. Keep the joystick pointed at the opponent as
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Zangief "throws" you and press any of the punch buttons as you are
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standing. No build up necessary.
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Sonic kick: crouch for 3 seconds, up, hit any kick.
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Sonic boom: defend crouch for 3 seconds, forward, hit any punch.
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Handcuff: Push or back opponent into corner, defend crouch, forward flp.,
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hit 2 middle buttons.
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Freeze: Jump at opponent, kick w/roundhouse (pull back to store up
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sonic boom), when you land kick with roundhouse again,
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while kick is in motion throw boom.
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INFO ON CUFFS & MAGIC THROW:
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1. You can do the cuffs to anyone that is withen throwing range and
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you are built up for the razor kick. If they try short,short throw
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then build up the razor and counter them by the cuffs.
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To do the cuffs just hold the joystick in crouch, off or def or
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directly down. When the are withen throwing range do a razor kick
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by running your fingers down strong and foward at the same time.
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DONT press each button with two fingers. Slide your fingers down
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both buttons very fast as you lift the joystick up for a razor
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kick.
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I have now found a 100% way to escape from them. If you understand the
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magic throw or Guile's touch of death then do this in cuffs and the
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opponent will be thrown out. If someone "cheaps" me anymore when I play
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Guile then I cuff them and wait until 6 seconds then throw them out.
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Pisses them off but, he they get what is comming to them. This is only
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if I have slightly less energy or more when I enter cuffs. When you
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throw them out it takes away 1 throws worth of energy.
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About cuffs working on any machine. No, on version 4 SF2 the Guile bugs
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DO NOT work. They have been corrected. To test for a version 4 just try
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the freeze or cuffs. If you can usually do them and you can get them to
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work then it is a version 4. If you do find a version 4 then you can do
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another very cool bug exclusive to version 4 machines. Anyplayer vs
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anyplayer. Ex Guile vs Guile, Dhalsim vs Dhalsim. SOme of the any vs
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any combinations like Dhalsim's lock up the machine sometimes. In one of
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my previous messeges I described how to do this so scan my last messages
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for the technique.
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I have found a combo that gets the opponent into cuffs pretty good. DO a
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jumping short, jab then cuffs. Timing is important and distance but it
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works.
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Anybody got the magic throw yet. I have found the ultimate in cheap
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with this. Just jump into them with just about any kick or punch. If
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they block then use jabs and Guile moves back unti the jabs stop. WHen
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Guile can no longer jab(several inches) do a magic throw. It can throw
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Honda at the begining of the round. Even if the opponent is throwing a
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specail weapon or kicking,punching the magic throw or "touch of death"
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brings them down to the ground while GUile is untouched. You can do it
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on Vega when he is climbing the wall. It knocks him off before he jumps
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down screamen with arms spread. He just falls off like you kicked him.
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So damn funny. The best most impressive and hardest way to use it is on
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a attacking opponent. You can magic throw an atacker as he jump kicks
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you. Guile is untouched and the jumper falls helpless to the ground.
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By the way if you perfect the magic throw it is impossible for the
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opponent to escape. ONce you magic throw him you can repeatldy magic
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throw him and he can NOT stand back up. As he is standing back he falls
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back to the ground again.
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If yo magic throw an opponent with stars the stars are still there when
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they get back up unless they are a fast star escaper. Ducks take longer
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to escape from and stars are fast escaping.
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I learned how to throw out of the cuffs when Guile is frozen in the
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cuffs. You know double bug. I guess when you throw out you are essential
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performing a TRIPLE bug at ONE time. Well it is awesome looking. Not
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much use but cool.
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Finally mastered the fierce,fierce, razor this week. IT is a hell of a
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lot better than the fierce,fierce, sonic boom. Only problem is I
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sometimes reset the machine doing it. 1 in 20 this happens.
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Try this combo. It is not super energy draining like the fier.,fier.
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razor but it looks cool.
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Fierce, crouching strong, magic throw. The magic throw gets them
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whether they block or dont block.
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Try magic throwing Dhalsim when he is flaming. The flame falls to the
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ground with him.
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Sean can you do the bi-directional magic throw? I mean a plan old def
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to foward one. It has more range than the reversal one. About 1/3 or
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more(screen). hint: Guile must take one step before you do it or it
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will throw a sonic boom. Timing is the SUPER CRITICAL facor. Try
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throwing a magic throw and hit roundhouse earlier. You will do the
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freeze. Interesting one step freeze method. I have figures out the
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cuffs from freeze. Works awesome on Vega who slides alot. Next I am
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going to try to magic throw Vega from the freeze. Dont think it will
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work but going to see.
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Well heres not a very useful combo but it saves you from embaresment. If
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you are playing M.Bison with Guile and do a jab razor and he is about to
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throw you as you are coming down. Do a reset. For some reason reset
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just about always works there. Even though Guile cant throw Bison first
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it seems to work.
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------------------------------------------------------------------------------
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Ken/Ryu
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AIR CONBINATIONS:
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While jstick is in any direction, fierce punch wait 1/2 sec
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and fierce-punch-again-and-IMMEDIATELY execute fierce fireball.
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(Remember, ..punch-and-IMMEDIATELY.. means as fast as your
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fingers can fly!)
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You can do a similiar combo by replacing the 2nd fierce punch
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with a crouch roundhouse kick.
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STRATEGIES/TRICKS:
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When opponents anticipate your fireballs, try to feint
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your fireballs every once in a while. You can do this in
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numerous ways. An easy one is to press to simply press the
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jab button. This might fool an amateur who thinks everytime
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your character on the screen moves a finger a fireball will
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come out. But against those who actually listen for joystick
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movement and button pressing(fireball sounds), try wiggling
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joystick and pressing the jab. But against those who are
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seasoned players who actually use their peripheral vision
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to spot that unmistakable fireball jstick movement, then
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move the jstick just like fireball but instead of pressing
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the punch button, hit the kick button. When they finally
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catch on, then go back to fire-ball-fire-ball-fire-ball..mode.
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Always keep them guessing.
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Avoid using fireball against Blanka unless he is so far away,
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he couldn't reach you. In this case, if Blanka is far away,
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throw a fireball and walk forward expecting Blanka to jump
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forward over the fireball. Then at the right distance and
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timing, trip Blanka just as he is landing. If done correctly
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Blanka's kicks will be a hair length away from your face, and
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Blanka will get tripped. What happens is that when you crouch
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roundhouse, your character's upper body moves back a little,
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just enough to avoid Blanka's kick but close enough to trip
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him. This technique can be applied to Honda and Ryu/Ken also.
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Master your dragon punch so that it becomes so natural that
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it almost becomes second nature. Use your dragon punch to
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counter Guile's crouch kick or back-hand-fist or Dhal's arms
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and leg..etc. Being vulnerable during an empty dragon punch is
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worth the damage you dish out when you actually make contact.
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Like always, don't be predictable. When players catch on to
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your dragon punches, they will most likely just sit their
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waiting for your dragon punches. In this case, execute a
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fireball when previously you would have done a dragon punch.
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Mix it up.
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Dragon punch anyone in the air. Chunli,Dhal and Guile are most
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vulnerable to this because of their long hang time.
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When executing a fireball, these characters will most likely
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give you enough time to recover and execute a dragon punch.
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Remember, if the character seems far away to hit him/her with
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a dragon punch, you still have a good chance of hitting if they
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extend a kicking leg. But good players will anticipate you
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doing this and won't do anything in the air and simply land
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while you miss with the dragon punch, then throw you as you
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come down. In this case, throw fireball and when they jump
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over, simply walk toward them and throw THEM when they land.
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They'll be expecting to hear "Aaall you can!"(or whatever),
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before they realize they're being thrown in the air. Obviously,
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they'll catch on to this also, so go back to the previous
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method. Mix it up.
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Against Guile. There are basically two types of Guile modes.
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1) Throws sonic booms every once in a while while waiting to
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razor kick any air assaults. Follows their sonic booms. And
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tries to maintain that optimal position where if you do a
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fireball, their middle crouch kick or razor kick will hit.
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2) Throws sonic booms a lot and fast. Follows their sonic
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booms. This is when your extended fireball stance is hit
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by Guile's backhand-fist(fierce punch) or the crouched
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forward or roundhouse kick.
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Against mode 1), try to avoid being trapped into the 'optimal'
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distance and throw fireball's FAST. Make him jump over your
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fireballs. If you have a sneaking suspicion that Guile is
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waiting for a fireball so he can razor kick you, then do a
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middle dragon punch. A short one might not have a long enough
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hang time to catch the razor kick in the air.
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Against mode 2), this is tougher. This is where Ryu/Ken must
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jump over the sonic booms to attack Guile. Most likely you'll
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he roundhoused out of the air. But you might get a lucky break
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and catch him throwing a sonic boom while you're in the air.
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Try some helicopters to fly over the booms instead of jumping.
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Mix it up. Do something unexpected like jumpkick and instead
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of crouching with short kicks or a roundhouse kick try jumping
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over him again. If Guile tries to walk under you to throw,
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use the roundhouse kick in the air. This kick can catch
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characters walking under you.
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In both modes, try blocking their sonic booms and just as they
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approach you execute a dragon punch, you might catch their
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sweeping leg. Or if you can't do dragon punches consistently,
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try the roundhouse crouch kick. You might be able to trip his
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sweeping leg. You can even use the short crouch kicks
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repeatedly to tag any incoming kicks.
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If your opponent is down to %40 health and is dazed, you can
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finish him/her off by doing a fierce punch dragon punch.
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First approach dazed opponent as close as possible. Then
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CROUCH(otherwise you'll throw him) fierce punch-and-IMMEDIATELY
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a dragon punch.
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MORE GOODIES:
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Ryu/Ken: (all moves that Ryu does, Ken can do too)
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Dragon Punch | -0, |, \ , -0 + [a|b|c] | Ryu punches straight up into the
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(Sheng Long) | 0 0 | air. The punch button used
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| | determines how powerful and how
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| | high it goes.
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Hurricane Punch | |, \ , -0 + [a|b|c] | Ryu throws a ball of force across
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| 0 0 | the screen. The punch button used
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| | determines how powerful and how
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| | fast it flies.
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Cyclone Kick | |, /, 0- + [1|2|3] | Ryu flies across the screen
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| 0 0 | spinning in the air with his foot
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| | extended. The kick button used
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| | determines how long he stays aloft.
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Shoulder Throw | close, -0 + [b|c] | Ryu throws his opponent over his
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Rolling Throw | close, -0 + [2|3] | Ryu grabs his opponent and rolls
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| | with him/her along the ground,
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| | finally kicking him/her away.
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Got a new Ryu/Ken bug. With Ryu or Ken as 1 player let the time get
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low. Put the second player in defensive crouch and hold him there. Get
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next to him pressing FOWARD on the 1 player joystick. With 1 player
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stand and do jabs and keep pressing foward as the time runs out. WHen
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the time runs out 1 player will do a winning or losing pose. The 2
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player will STAY crouched if you are still in defensive crouch. Until
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you move the joystick the game does not continue. It just pauses
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forever just before the point totals are calculated. Try to do a
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hurricane kick on the winning posed 1 player or a razor. If the 1 player
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has won then he is in the winning pose as you hit him. SMASH through
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Ryu's smile.
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Just got this bug today and got it to work. Try experimenting.
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------------------------------------------------------------------------------
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Blanka
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------------------------------------------------------------------------------
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AIR COMBINATIONS:
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While jstick is in NEUTRAL position, fierce claw punch wait
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1/2 sec and hit the strong punch button(the middle punch) and-
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IMMEDIATELY-crouch-hit-(middle kick).
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(Blanka's combos are the easiest to execute. If you are new
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at combinations, do it with Blanka first to get use to the
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timing aspect of the combinations)
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You can do similiar combo's by replacing the fierce claw punch
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with any attack button(fierce claw does more damage though).
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STRATEGIES/TRICKS:
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Mix Blanka's combinations so your opponent doesn't know if
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you'll finish the combination or simply walk up and bite
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him/her.
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Try not to be predictable by jumping forward all the time or
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else you'll get walked under and thrown. Don't jump forward
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everytime a sonic boom or fireball is thrown. Try jumping
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straight up. It's very difficult to time those slow boom/balls,
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because of Blanka's short hang time but worth the skill to
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master.
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Blanka is most vulnerable when he falls to the ground and tries
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to get up. If Guile or Ryu/Ken jumps at you, the crouch fierce
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is a reliable defense. Beware of the distance though. At the
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right distance(far but close enough for contact), Guile and
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Ryu/Ken can kick you while you're pressing the fierce button.
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Sometimes Ryu/Ken will come down on you with the short knee
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kick and the crouch fierce punch doesn't work! That is because
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your opponent timed his jump perfectly. So a more difficult
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but better defense is Blanka's roll. When you get knocked down
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immediately assume the roll position with the jstick. The
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difficult part is timing your roll. You can help your timing
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by NOT observing your character but the OTHER guy. Wait until
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Ryu/Ken is JUST about to hit you and then let it fly. Beware,
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if your opponent has the right distance between him/her and you,
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Blanka's roll can be countered with a kick in the air.
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Blanka's crouched forward middle kick button has priority
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against Guile's infamous crouched forward middle kick button.
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Although Blanka's middle kick doesn't have the reach as Guile's,
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you can hit his outstretched leg and do some significant
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amount of damage. So if Guile plays the crouch and wait game,
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do the same but slowly creep up to him all the while crouching
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and hitting the middle kick button repeatdly.
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If Guile does his roundhouse tripping kick(the one that comes
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around twice), block the first one and wait until his second
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swing comes around. Wait until it's just about to hit you and
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use Blanka's roundhouse tripping kick. If you do it right,
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Guile will get tripped while you won't. Sometimes you might get
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the timing off and both players will get tripped.
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Remember, Blanka's opponents are most vulnerable against the
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wall. So if your opponent walks back, walk forward but don't
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jump forward. Be patient. If your opponent throws a boom/ball,
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jump straight up or simply block it and continue to advance
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(by walking not jumping forward). If your opponent doesn't
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give up any ground then it's time to wait for an opening and
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attack. Otherwise walk them to the wall and then attack.
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MORE GOODIES:
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Blanka:
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Thunder Storm | [| | 0] + Tap[a|b] | Blanka crouches and gains an electric
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(Lightning Storm) | [0 | ] | aura, anyone who touches it gets
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| | zapped (some moves will strike throug
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| | this.)
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Rolling Attack |[0-| /],-0 + [a|b|c]| Blanka curls into a ball and flies
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(Spinning Ball) |[ |0 ] | at the opponent. The punch button
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| | used determines how fast he flies.
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Spinning Double | close,0 + c | Blanka does a forward spin in place,
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Claw | | reaching out twice to claw opponent.
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| |
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Head Butt | close,-0 + [a|b] | Blanka head butts, hitting twice,
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| | once high, once low.
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| |
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|
Knee Jab | close,-0 + [1|2] | Blanka knees opponent, hitting twice.
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| | The punch button used determines the
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| | power of the strike.
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| |
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Face Bite | close,-0+c,Tap[c] | Blanka grabs hold of opponent and
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(Face Munch) | | repeatedly bites his/her face until
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| | opponent shakes him off.
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|
Learned a new trick today. Blanka rolls then stops at the person and
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bites them. Got this from USENET today and am going to try it. The guy
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swears it true so I will have to see. Anyway if it works I will post
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it.
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|
------------------------------------------------------------------------
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Please don't take this guide as 'the' way to win, but more of a source
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of techniques that can be built on. I wrote this for those people
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who find themselves stuck in a losing pattern. I stress that anyone
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can be beat with a predictable playing pattern. Mixing up moves is
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a good way to win, and makes the fight more interesting.
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"FIGHT!"
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|
From: blue@pear.ucsb.edu (Sam Lee)
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|
Newsgroups: rec.games.video.arcade
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|
Subject: Guile,Ryu/Ken & Blanka guide
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Summary: nifty suggestions and moves
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|
Keywords: SF2, Guile, Ryu, Ken, Blanka, strategies, combinations
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Date: 2 Feb 92 02:32:20 GMT
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Organization: University of California, Santa Barbara
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|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
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|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|