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Group: streetfighter Message: 9063 From: Rinaldo Gambetta Date: 9/19/2000
Subject: Re: The Ages Challenges.
Group: streetfighter Message: 9064 From: Rinaldo Gambetta Date: 9/19/2000
Subject: Ages Weekend.
Group: streetfighter Message: 9065 From: Jeff Yurkiw Date: 9/20/2000
Subject: Re: player strategies
Group: streetfighter Message: 9066 From: Steve Karstensen Date: 9/21/2000
Subject: Die by the Sword entry
Group: streetfighter Message: 9067 From: Yasuharu Konishi Date: 9/21/2000
Subject: player strategies
Group: streetfighter Message: 9068 From: Jeff Yurkiw Date: 9/21/2000
Subject: Re: player strategies
Group: streetfighter Message: 9069 From: Chris Hoffmann Date: 9/22/2000
Subject: Re: Die by the Sword entry
Group: streetfighter Message: 9070 From: J. Scott Pittman Date: 9/23/2000
Subject: Re: player strategies
Group: streetfighter Message: 9071 From: Mike Date: 9/23/2000
Subject: Re: player strategies
Group: streetfighter Message: 9072 From: Soldar Date: 9/23/2000
Subject: Re: List activity
Group: streetfighter Message: 9073 From: Rinaldo Gambetta Date: 9/23/2000
Subject: Ages Challenges: Ready to tomorrow.
Group: streetfighter Message: 9074 From: Rinaldo Gambetta Date: 9/24/2000
Subject: Ages Challenges: Delta Vs Max Power.
Group: streetfighter Message: 9075 From: Yasuharu Konishi Date: 9/24/2000
Subject: Delta Vs Max Power.
Group: streetfighter Message: 9076 From: Jens-Arthur Leirbakk Date: 9/24/2000
Subject: Re: List activity
Group: streetfighter Message: 9077 From: J. Scott Pittman Date: 9/24/2000
Subject: Re: Ages Challenges: Delta Vs Max Power.
Group: streetfighter Message: 9078 From: Thomas Merton Date: 9/25/2000
Subject: Re: Die by the Sword entry
Group: streetfighter Message: 9079 From: Thomas Merton Date: 9/27/2000
Subject: Important!!!!
Group: streetfighter Message: 9080 From: Fred Chagnon Date: 9/27/2000
Subject: Re: Important!!!!
Group: streetfighter Message: 9081 From: Robert Pascuttini Date: 9/28/2000
Subject: Re: Die by the Sword entry
Group: streetfighter Message: 9082 From: Robert Pascuttini Date: 9/29/2000
Subject: Re: player strategies
Group: streetfighter Message: 9083 From: Rinaldo Gambetta Date: 9/29/2000
Subject: Ages Challenges:Later material.
Group: streetfighter Message: 9084 From: cliff rice Date: 9/29/2000
Subject: Re: Important!!!!
Group: streetfighter Message: 9085 From: Chad Riley Date: 9/30/2000
Subject: New guy here. Gotta question
Group: streetfighter Message: 9086 From: Herder Family Date: 9/30/2000
Subject: Re: New guy here. Gotta question
Group: streetfighter Message: 9087 From: J. Scott Pittman Date: 9/30/2000
Subject: Re: New guy here. Gotta question
Group: streetfighter Message: 9088 From: Knight of the Black Rose Date: 9/30/2000
Subject: Re: New guy here. Gotta question
Group: streetfighter Message: 9089 From: Thomas Merton Date: 9/30/2000
Subject: Re: Important!!!!
Group: streetfighter Message: 9090 From: Rinaldo Gambetta Date: 9/30/2000
Subject: Ages Tournament fighters table and quotes.
Group: streetfighter Message: 9091 From: Chad Riley Date: 10/1/2000
Subject: Re: Digest Number 214
Group: streetfighter Message: 9092 From: Herder Family Date: 10/1/2000
Subject: Re: Digest Number 214
Group: streetfighter Message: 9093 From: Chad Riley Date: 10/1/2000
Subject: Re: New guy stuff
Group: streetfighter Message: 9094 From: mesmeron@hotmail.com Date: 10/2/2000
Subject: Re: New guy stuff
Group: streetfighter Message: 9095 From: mesmeron@hotmail.com Date: 10/2/2000
Subject: Re: New guy stuff
Group: streetfighter Message: 9096 From: cliff rice Date: 10/2/2000
Subject: Dan is the man!
Group: streetfighter Message: 9097 From: Robert Pascuttini Date: 10/2/2000
Subject: Re: New guy stuff
Group: streetfighter Message: 9098 From: Chris Hoffmann Date: 10/3/2000
Subject: Re: Ages Tournament fighters table and quotes.
Group: streetfighter Message: 9099 From: doc_mental@yahoo.com Date: 10/3/2000
Subject: Street Fighting in Northern VA?
Group: streetfighter Message: 9100 From: mesmeron@hotmail.com Date: 10/3/2000
Subject: so everybody..
Group: streetfighter Message: 9101 From: Rinaldo Gambetta Date: 10/3/2000
Subject: Re: Ages Tournament fighters table and quotes.
Group: streetfighter Message: 9102 From: doc_mental@yahoo.com Date: 10/3/2000
Subject: The Rabbit and the Hare
Group: streetfighter Message: 9103 From: J. Scott Pittman Date: 10/3/2000
Subject: Re: The Rabbit and the Hare
Group: streetfighter Message: 9104 From: J. Scott Pittman Date: 10/3/2000
Subject: Re: so everybody..
Group: streetfighter Message: 9105 From: J. Scott Pittman Date: 10/3/2000
Subject: CHAMPS
Group: streetfighter Message: 9106 From: doc_mental@yahoo.com Date: 10/3/2000
Subject: Re: The Rabbit and the Hare
Group: streetfighter Message: 9107 From: gero24@hotmail.com Date: 10/3/2000
Subject: got a quick question
Group: streetfighter Message: 9108 From: doc_mental@yahoo.com Date: 10/3/2000
Subject: The Chat Room
Group: streetfighter Message: 9109 From: wallace heard Date: 10/3/2000
Subject: Re: got a quick question
Group: streetfighter Message: 9110 From: J. Scott Pittman Date: 10/3/2000
Subject: Re: got a quick question
Group: streetfighter Message: 9111 From: mesmeron@hotmail.com Date: 10/3/2000
Subject: The adv. I run
Group: streetfighter Message: 9112 From: Rinaldo Gambetta Date: 10/4/2000
Subject: Re: Ages Tournament fighters table and quotes.



Group: streetfighter Message: 9063 From: Rinaldo Gambetta Date: 9/19/2000
Subject: Re: The Ages Challenges.
I need a new pattern I check my mailbox and I can´t find your tactic. And Joe you
continue with the same pattern?

Chris Hoffmann wrote:

>
> --- Yasuharu Konishi <robotomizer@...> wrote:
> >
> > I'm all set. Just use Max Power's usual tactics.
>
> Same here. This will be interesting. I've actually forgotten what tactics I
> sent you...
>
> =====
> staredown@... http://members.xoom.com/staredown
>
> "We don't expect kittens to fight wildcats and win
> --we merely expect them to try."
> -- Robert Heinlein
>
> __________________________________________________
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> Yahoo! Mail - Free email you can access from anywhere!
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Group: streetfighter Message: 9064 From: Rinaldo Gambetta Date: 9/19/2000
Subject: Ages Weekend.
Well I will make the challenges between Delta Vs Max Power and Sha Long
Vs Rebellion.
The random selection to see who fight with who, and some background.

Bye Folks. :).
Group: streetfighter Message: 9065 From: Jeff Yurkiw Date: 9/20/2000
Subject: Re: player strategies
>>"(Groundfighting aside) I was  wondering whether the -2 for getting up
>>should be applied
to grabs used after the flying tackle. Couldn't you
>>execute a brain
cracker on the guy on the ground next to you without
>>getting up?
"

Yep. See below.

>>"The other storyteller doesn't seem to think so (nor
that
>>there is any penalty for using a grab on someone who is knocked
down).
>>Granted, some attacks appear that they should have no penalty
hitting a
>>knocked down foe, but I figure trying to use some grabs on
grounded foes
>>would encounter the penalties mentioned under
Groundfighting.
 
>>Tony"


>I generally say that they either wait until the person is on their feet, or
>they manually haul 'em up into a standing position and then
execute the
>Grab.
My take on groundfighting is that it allows you to attack opponents while prone as long as you don't use maneuvers that are not aerial (there might be more. I'm at Washington State University right now and my SF books are about an hour and a half away...)
Anyway. Use braincracker against a prone opponent? Sure you can. Just climb on top of him, grab his face and proceed to beat it to a bloody pulp. If they don't know how to fight from a prone position...they take penalities to break your sustained hold.
 
Now, try that with a spinning piledriver? Ummm...no. Aerial. Got'ta get up first buddy.
 
My Personal Strats:
 
1) Be mobile. If you can't move you can't dodge.
 
2) Use your mobility. If they can't hit you they can't hurt you.
 
3) Blocking in this system is generally a losing battle unless your opponent is a moron or you have a plan.
 
3a) If you have a plan, there are usually more decicive ways to win the fight than to block.
 
3b) Psycho Crusher is the only maneuver you will want to block, but it's a munchie maneuver anyway.
 
3c) (IMHtGO) Never let PCs learn the booked psycho crucher. It IS M. Bison.
 
4) ALWAYS interrupt you opponent's maneuvers when you beat speed. If you don't (this might not be an issue in other games. We run SF combat a bit strangely) you forefit your chance to avoid a finishing maneuver.
A.K.A: the "He couldn't possibly hit me for 11!"
    "STORM HAMMER!"
    "That's HOW many dice?"
 
Jeff's Pimpin' Tactics:
1) Combo maneuvers that knock opponent's down like Slide Kick to Suplex to Foot Sweep and then wait untill they get up before you hit them.
 
2) (This one relates to the "I hate blocks" opinion above) Don't combo blocks when you can combo a knockdown move. Both give you a total bonus of +4. One does it by giving a +2 bonus to you, the other does it by giving your opponent a -2 penalty or neigating your opponen't attack. It just matters who's faster.
 
3) Speedy multi-hit moves make great 2 round dizzy combos and most of them are cheap to boot. Try Double-hit Knee to Double-hit Kick next time you start a new character.
 
4) Always combo moves that don't move very far with moves that move, cause knockdown, or both (neck choke is king here.)
 
5) Always combo moves that don't go very fast with moves that cause knockdown.
 
6) Always follow-up big moves in a combo with fast moderately damaging moves in case you miss or just don't do enough damage.
 
7) Never dizzy combo a tripple knockdown combo. It's doesn't add anything constructive.
 
8) If you have nothing better to do, you want to kill some rounds, or you just want to annoy your opponent do nothing but air throw. If they don't jump you just interrupt and jump out of the way. If they go aerial you introduce them to the concept of gravity (maneuvers don't spend chi or willpower untill you actually use the maneuver. Air Throw is just a jump untill you throw the poor bastard.)
 
9) Make different combos that start with the same maneuvers. Usually one dizzy combo with evened out combos, and one big non-dizzy combo that relies on getting them to stay still. It's great if you can make the dizzy combo reset the situation for the non-dizzy.
For an example take Spinning Clothesline to Spinning Pile Driver and Spinning Clothesline to Fierce to Siberian Suplex (Dizzy).
If the clothesline doesn't dizzy your opponent just continue with the dizzy combo and reset for another clothesline. If the clothesline dizzy's them, finish the fight with the piledriver and mark down another victory.
 
10) Remember that being a good fighter means doesn't necessairily mean keeping a perfect honor record. 10 honor is roughly 100 temporary honor. Hitting a dizzy opponent isn't as dishonorable as you might think. Especially if it wins you the fight. In the end it all ammounts to who's still standing (you can hit them while they're stunned and STILL be a good sport about participating in an event based about people beating the crap out of one another. Please don't steriotype.)
 
Jeff's Pimpin' Combo Examples: and reasonings
1) Foreward Flip Kick to Back Flip Kick: Avoid them on the way in and deny them on the way out. One of the ultimate screw you combos.
 
2) Scissor Kick to Rolling Attack (Dizzy): Close with a distant opponent and get full use of your rolling attack.
 
3) Yoga Teleport to Repeating Fireball: Use the teleport to avoid something big, then add insult to injury by tossing the projectile attack. Repeating Fireball is just an example. You can use anything you want.
 
4) Slide Kick to Foot Sweep to Slide Kick: Tripple knockdown that lets you get in, stay in, and get out without reproach. Another screw you combo.
 
5) Diving Hawk to Storm Hammer: 'Nuff said. If you want to be honorable then dizzy combo the combo. Else, pull something else if the Diving Hawk does't dizzy them and they might be able to get out of the way.
 
6) Flying Thrust Kick to Backroll Throw to Fireball: In fast, get distance, hit them again. Usually they won't be able to move far enough to hit you the next round if you have respectible str and grab scores. This is a tamer screw you combo.
 
Just my $0.02
 
Jeff Yurkiw
 
Group: streetfighter Message: 9066 From: Steve Karstensen Date: 9/21/2000
Subject: Die by the Sword entry
Attachments :
    Here is a recent photo of me taken for my company's web site. Notice my
    previous lack of attempt to translate myself into SF stats like my
    bretheren. The reason for this, I think, will be clear upon viewing. I
    would have won the tournament hands-down. ;)

    Stephen Karstensen
    Applications Consultant
    Concurrent Technologies
    (908)604-6100 x216

    ...and that's the bottom line, 'cuz:
    response.write "IRINA SAID SO" & "<BR>"
    Group: streetfighter Message: 9067 From: Yasuharu Konishi Date: 9/21/2000
    Subject: player strategies
    --- Jeff Yurkiw <shinjo7@...> wrote:
    > >>"(Groundfighting aside) I was wondering whether
    > the -2 for getting up
    > >>should be applied to grabs used after the flying
    > tackle.

    Generally, I say yes. You're both knocked down, so
    those penalties end up sort of cancelling each other
    out, unless Kippup is involved. So the +2 speed bonus
    for using a Grab after the Flying Tackle is still an
    advantage. But that's just how we do it, not a law
    cast in stone.

    > >>Couldn't you execute a brain cracker on the guy
    > >>on the ground next to you without
    > >>getting up?
    > Use braincracker against a prone opponent?
    > Sure you can. Just climb on top of him, grab his
    > face and proceed to beat it to a bloody pulp. If
    > they don't know how to fight from a prone
    > position...they take penalities to break your
    > sustained hold.

    Penalties to break the hold? Where did that come from?

    I agree that Brain Cracker is valid (and cool) after a
    Flying Tackle, but I'm not sure I'd go so far as to
    ignore the speed penalty for the knockdown. Granted,
    some moves like Brain Cracker, Neck Choke, and even
    Knee Basher (if you have side control, you can throw
    knees into his ribsuntil he wriggles free) would seem
    to be usable on the ground, but I don't think the
    basic system was ever equipped to handle situations
    like that.

    > >>"The other storyteller doesn't seem to think so
    > (nor that
    > >>there is any penalty for using a grab on someone
    > who is knocked down).

    It never occured to me that there would be a penalty
    for Grabbing a Knocked Down opponent. In almost all
    cases they get right back up, and there you are with
    your Grab, ready for them.

    > 3) Blocking in this system is generally a losing
    > battle unless your opponent is a moron or you have a
    > plan.

    Blocking is invaluable in that it is an Abort
    Maneuver. Granted, if you have Jump you can use that,
    but it doesn't Combo as effectively. Also, we use
    Punch Defense and Kick Defense as Abort Maneuvers...

    > 4) ALWAYS interrupt you opponent's maneuvers when
    > you beat speed. If you don't (this might not be an
    > issue in other games. We run SF combat a bit
    > strangely) you forefit your chance to avoid a
    > finishing maneuver.
    > A.K.A: the "He couldn't possibly hit me for 11!"
    > "STORM HAMMER!"
    > "That's HOW many dice?"

    The way we play, you can interrupt your opponent at
    any point before he rolls dice. There are lots of
    tense moments with people yelling "WAIT!" but the end
    result is that when your opponent announces his
    Maneuver, you can say "No thank you, I think I'll move
    several hexes over yonder..." Again, just our house
    rule.

    > 2) Don't combo blocks when you can combo a
    > knockdown move. Both give you a total bonus of +4.
    > One does it by giving a +2 bonus to you, the other
    > does it by giving your opponent a -2 penalty or
    > neigating your opponen't attack.

    Except that Blocks can negate Knockdowns, and Kippups
    can lessen the speed penalty. The Block bonus, on the
    other hand, always works... Start a Combo with
    Deflecting Punch and you're halfway to the Dizzy Combo
    of your choice. We don't use Deflecting Punch as an
    Abort Maneuver, but we're still debating it...

    > 6) Always follow-up big moves in a combo with fast
    > moderately damaging moves in case you miss or just
    > don't do enough damage.

    I'm totally with you there! It's a good way to bail
    out if the big move fails, especially if your opponent
    Blocked the big move and follows with a fast Grab.

    > 9) Make different combos that start with the same
    > maneuvers. Usually one dizzy combo with evened out
    > combos, and one big non-dizzy combo that relies on
    > getting them to stay still. It's great if you can
    > make the dizzy combo reset the situation for the
    > non-dizzy.

    It's always good to keep your opponent confused >:)

    > 10) Remember that being a good fighter means doesn't
    > necessairily mean keeping a perfect honor record. 10
    > honor is roughly 100 temporary honor. Hitting a
    > dizzy opponent isn't as dishonorable as you might
    > think. Especially if it wins you the fight. In the
    > end it all ammounts to who's still standing (you can
    > hit them while they're stunned and STILL be a good
    > sport about participating in an event based about
    > people beating the crap out of one another. Please
    > don't steriotype.)

    Yes, if you have a pretty good Honor rating you can
    get away with a cheap shot here and there. Van Damme
    nails people in the nads in almost every movie he's
    in, but he's still the "good guy." I think in "Cyborg"
    he must have stabbed or shot twenty people but he
    still comes off as heroic...

    > Jeff's Pimpin' Combo Examples: and reasonings
    > 1) Foreward Flip Kick to Back Flip Kick: Avoid them
    > on the way in and deny them on the way out. One of
    > the ultimate screw you combos.

    You mean Forward Flip Knee? Wow, that's nasty!

    > 3) Yoga Teleport to Repeating Fireball: Use the
    > teleport to avoid something big, then add insult to
    > injury by tossing the projectile attack. Repeating
    > Fireball is just an example. You can use anything
    > you want.

    All I can say is... Yikes!

    Yasu



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    Group: streetfighter Message: 9068 From: Jeff Yurkiw Date: 9/21/2000
    Subject: Re: player strategies
    > >>"(Groundfighting aside) I was  wondering
    whether
    > the -2 for getting up
    > >>should be applied to grabs
    used after the flying
    > tackle.

    Generally, I say yes. You're both knocked down, so
    those penalties end up sort of cancelling each other
    out, unless Kippup is involved. So the +2 speed bonus
    for using a Grab after the Flying Tackle is still an
    advantage. But that's just how we do it, not a law
    cast in stone.

    > >>Couldn't you execute a brain cracker
    on the guy
    > >>on the ground next to you without
    > >>getting up?
    > Use braincracker against a prone opponent?
    >
    Sure you can. Just climb on top of him, grab his
    > face and proceed to
    beat it to a bloody pulp. If
    > they don't know how to fight from a
    prone
    > position...they take penalities to break your
    > sustained
    hold.

    "Penalties to break the hold? Where did that come from?"
    I don't have my books with me so I can't look up the specifics, but I think you get a basic penalty to everything when you're knocked down...or something like that. Just read the groundfighting descrtiption.

    "I agree that Brain Cracker is valid (and cool) after a
    Flying Tackle, but I'm not sure I'd go so far as to
    ignore the speed penalty for the knockdown. Granted,
    some moves like Brain Cracker, Neck Choke, and even
    Knee Basher (if you have side control, you can throw
    knees into his ribsuntil he wriggles free) would seem
    to be usable on the ground, but I don't think the
    basic system was ever equipped to handle situations
    like that. "
     
    That's why they made the groundfighting maneuver. It kind'a explanes fighting from a prone position...kind'a.

    > >>"The other storyteller doesn't seem to think so
    > (nor
    that
    > >>there is any penalty for using a grab on someone
    >
    who is knocked down).

    "It never occured to me that there would be a penalty
    for Grabbing a Knocked Down opponent. In almost all
    cases they get right back up, and there you are with
    your Grab, ready for them. "
    If you have groundfighting you can attack while prone without penalty. It is also vital to remember that you can't get back to you feet untill the speed of your maneuver. Getting up basically looks like this...
     
    Speed 5: forward kick would go off, but instead we're getting up.
    Speed 6: Getting Up
    Speed 7: Open up that can of whoop ass!

    > 3) Blocking in this system is generally a losing
    > battle
    unless your opponent is a moron or you have a
    > plan.

    "Blocking is invaluable in that it is an Abort
    Maneuver.  Granted, if you have Jump you can use that,
    but it doesn't Combo as effectively. Also, we use
    Punch Defense and Kick Defense as Abort Maneuvers..."
     
    Well, you can abort to any block maneuver. Not just the basic block.
     
    My only problem with blocking is that it doesn't reduce damage that well...(it just might be a personal thing. Every time i've blocked i've STILL gotten banged up for lots of damage.) Additionally, blocking in the present system doesn't let you maneuver into a better position. You get a +2 speed bonus the round after, but this is to compensate for simply sitting in one spot and taking damage without dealing damage to you opponent. Also, if they manage to dizzy you your bonus is neigated. If they knock you down your bonus is defeated. If they throw you, you're screwed.
     
    Unless they're throwing a projectile attack you can very easily aviod ALL damage by simply moving out of the way. This takes a bit of knowledge about the maneuver they're throwing, but if you wait untill after they move and run before they throw dice you can easily deny them anything and only be a single hex away.
     
    It's probably just a personal preferience of my own to ignore blocking...but it's working so far.

    > 4) ALWAYS interrupt you opponent's maneuvers when
    > you beat
    speed. If you don't (this might not be an
    > issue in other games. We run
    SF combat a bit
    > strangely) you forefit your chance to avoid a
    >
    finishing maneuver.
    > A.K.A: the "He couldn't possibly hit me for
    11!"
        "STORM
    HAMMER!"
        "That's HOW many dice?"

    "The way we play, you can interrupt your opponent at
    any point before he rolls dice. There are lots of
    tense moments with people yelling "WAIT!" but the end
    result is that when your opponent announces his
    Maneuver, you can say "No thank you, I think I'll move
    several hexes over yonder..." Again, just our house
    rule."
     
    We play in a more AD&D style where the fastest person goes first. I usually sit back, kick my feet up, let Mizarau (sp josh?) go first, let Siege knock someone out, and interrupt whoever's left at the most inappropriate time. I usually go either second or third depending on what Siege does (if he ties me he goes first, but he likes some of the slower maneuvers) and my response to "It's your turn Jeff" is "I'll hold action and interrupt later."
     
    I told you it was kinda screwy.

    > 2) Don't combo blocks when you can combo a
    > knockdown move.
    Both give you a total bonus of +4.
    > One does it by giving a +2 bonus to
    you, the other
    > does it by giving your opponent a -2 penalty or
    >
    neigating your opponen't attack.

    Except that Blocks can negate Knockdowns, and Kippups
    can lessen the speed penalty. The Block bonus, on the
    other hand, always works... Start a Combo with
    Deflecting Punch and you're halfway to the Dizzy Combo
    of your choice. We don't use Deflecting Punch as an
    Abort Maneuver, but we're still debating it...
    Deflecting punch is a wierd maneuver. It is the only block besides maka wara that allows you to hurt your opponent during a block (My favrite is blocking a cheesed up cartwheel kick with kick defense + maka wara.)
     
    The only problem is that deflecting punch only works against 1/6th of the spectrum of special maneuvers. If they kick you're SOL my friend.

    > 6) Always follow-up big moves in a combo with fast
    >
    moderately damaging moves in case you miss or just
    > don't do enough
    damage.

    "I'm totally with you there! It's a good way to bail
    out if the big move fails, especially if your opponent
    Blocked the big move and follows with a fast Grab."
     
    Thanx ;)

    > 9) Make different
    combos that start with the same
    > maneuvers. Usually one dizzy combo with
    evened out
    > combos, and one big non-dizzy combo that relies on
    >
    getting them to stay still. It's great if you can
    > make the dizzy combo
    reset the situation for the
    > non-dizzy.

    It's always good to keep your opponent confused >:)

    > 10) Remember that being a good fighter
    means doesn't
    > necessairily mean keeping a perfect honor record.
    10
    > honor is roughly 100 temporary honor. Hitting a
    > dizzy
    opponent isn't as dishonorable as you might
    > think. Especially if it wins
    you the fight. In the
    > end it all ammounts to who's still standing (you
    can
    > hit them while they're stunned and STILL be a good
    > sport
    about participating in an event based about
    > people beating the crap out
    of one another. Please
    > don't steriotype.)

    "Yes, if you have a pretty good Honor rating you can
    get away with a cheap shot here and there. Van Damme
    nails people in the nads in almost every movie he's
    in, but he's still the "good guy." I think in "Cyborg"
    he must have stabbed or shot twenty people but he
    still comes off as heroic..."
    Even if you don't have good honor. 3 honor is still 30 cheap shots before you become a GM character.

    > Jeff's Pimpin' Combo Examples: and reasonings
    > 1) Foreward
    Flip Kick to Back Flip Kick: Avoid them
    > on the way in and deny them on
    the way out. One of
    > the ultimate screw you combos.

    "You mean Forward Flip Knee? Wow, that's nasty!"
     
    Thanks for the correction :)
     
    Fore even more pimpin' make it a dizzy. You kind of have to go out of your way to use the forward flip knee to it's fullest, but it's what makes capoira artests so annoying.

    > 3) Yoga Teleport
    to Repeating Fireball: Use the
    > teleport to avoid something big, then add
    insult to
    > injury by tossing the projectile attack. Repeating
    >
    Fireball is just an example. You can use anything
    > you want.

    All I can say is... Yikes!

    Yasu



    =====
    Conspiracy got you down? Tired of being Their bitch?Get Sex! Money! Pills! TERRIBLE PSYCHIC POWERS!!!You can't afford NOT to send ONE DOLLAR to:The Subgenius FoundationPO Box 140306 Dallas TX 75214"Join us or die... can you do any less?"Visit www.subgenius.com before it's too late!

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    Group: streetfighter Message: 9069 From: Chris Hoffmann Date: 9/22/2000
    Subject: Re: Die by the Sword entry
    --- Steve Karstensen <skarstensen@...> wrote:
    > Here is a recent photo of me taken for my company's web site. Notice my
    > previous lack of attempt to translate myself into SF stats like my
    > bretheren. The reason for this, I think, will be clear upon viewing. I
    > would have won the tournament hands-down. ;)

    Where'd I put my mandalorean armor? I know I put it right next to that
    assassin droid I'm working on, damnit!

    =====
    staredown@... http://members.xoom.com/staredown

    "We don't expect kittens to fight wildcats and win
    --we merely expect them to try."
    -- Robert Heinlein

    __________________________________________________
    Do You Yahoo!?
    Send instant messages & get email alerts with Yahoo! Messenger.
    http://im.yahoo.com/
    Group: streetfighter Message: 9070 From: J. Scott Pittman Date: 9/23/2000
    Subject: Re: player strategies
    Hello? Test test? Is this list still active??
     
    Scott
    ----- Original Message -----
    Sent: Wednesday, September 20, 2000 10:49 AM
    Subject: Re: [streetfighter] player strategies


    >>"(Groundfighting aside) I was  wondering whether the -2 for getting up
    >>should be applied to grabs used after the flying tackle. Couldn't you
    >>execute a brain cracker on the guy on the ground next to you without
    >>getting up? "

    Yep. See below.

    >>"The other storyteller doesn't seem to think so (nor that
    >>there is any penalty for using a grab on someone who is knocked down).
    >>Granted, some attacks appear that they should have no penalty hitting a
    >>knocked down foe, but I figure trying to use some grabs on grounded foes
    >>would encounter the penalties mentioned under Groundfighting.
     
    >>Tony"


    >I generally say that they either wait until the person is on their feet, or
    >they manually haul 'em up into a standing position and then execute the
    >Grab.
    My take on groundfighting is that it allows you to attack opponents while prone as long as you don't use maneuvers that are not aerial (there might be more. I'm at Washington State University right now and my SF books are about an hour and a half away...)
    Anyway. Use braincracker against a prone opponent? Sure you can. Just climb on top of him, grab his face and proceed to beat it to a bloody pulp. If they don't know how to fight from a prone position...they take penalities to break your sustained hold.
     
    Now, try that with a spinning piledriver? Ummm...no. Aerial. Got'ta get up first buddy.
     
    My Personal Strats:
     
    1) Be mobile. If you can't move you can't dodge.
     
    2) Use your mobility. If they can't hit you they can't hurt you.
     
    3) Blocking in this system is generally a losing battle unless your opponent is a moron or you have a plan.
     
    3a) If you have a plan, there are usually more decicive ways to win the fight than to block.
     
    3b) Psycho Crusher is the only maneuver you will want to block, but it's a munchie maneuver anyway.
     
    3c) (IMHtGO) Never let PCs learn the booked psycho crucher. It IS M. Bison.
     
    4) ALWAYS interrupt you opponent's maneuvers when you beat speed. If you don't (this might not be an issue in other games. We run SF combat a bit strangely) you forefit your chance to avoid a finishing maneuver.
    A.K.A: the "He couldn't possibly hit me for 11!"
        "STORM HAMMER!"
        "That's HOW many dice?"
     
    Jeff's Pimpin' Tactics:
    1) Combo maneuvers that knock opponent's down like Slide Kick to Suplex to Foot Sweep and then wait untill they get up before you hit them.
     
    2) (This one relates to the "I hate blocks" opinion above) Don't combo blocks when you can combo a knockdown move. Both give you a total bonus of +4. One does it by giving a +2 bonus to you, the other does it by giving your opponent a -2 penalty or neigating your opponen't attack. It just matters who's faster.
     
    3) Speedy multi-hit moves make great 2 round dizzy combos and most of them are cheap to boot. Try Double-hit Knee to Double-hit Kick next time you start a new character.
     
    4) Always combo moves that don't move very far with moves that move, cause knockdown, or both (neck choke is king here.)
     
    5) Always combo moves that don't go very fast with moves that cause knockdown.
     
    6) Always follow-up big moves in a combo with fast moderately damaging moves in case you miss or just don't do enough damage.
     
    7) Never dizzy combo a tripple knockdown combo. It's doesn't add anything constructive.
     
    8) If you have nothing better to do, you want to kill some rounds, or you just want to annoy your opponent do nothing but air throw. If they don't jump you just interrupt and jump out of the way. If they go aerial you introduce them to the concept of gravity (maneuvers don't spend chi or willpower untill you actually use the maneuver. Air Throw is just a jump untill you throw the poor bastard.)
     
    9) Make different combos that start with the same maneuvers. Usually one dizzy combo with evened out combos, and one big non-dizzy combo that relies on getting them to stay still. It's great if you can make the dizzy combo reset the situation for the non-dizzy.
    For an example take Spinning Clothesline to Spinning Pile Driver and Spinning Clothesline to Fierce to Siberian Suplex (Dizzy).
    If the clothesline doesn't dizzy your opponent just continue with the dizzy combo and reset for another clothesline. If the clothesline dizzy's them, finish the fight with the piledriver and mark down another victory.
     
    10) Remember that being a good fighter means doesn't necessairily mean keeping a perfect honor record. 10 honor is roughly 100 temporary honor. Hitting a dizzy opponent isn't as dishonorable as you might think. Especially if it wins you the fight. In the end it all ammounts to who's still standing (you can hit them while they're stunned and STILL be a good sport about participating in an event based about people beating the crap out of one another. Please don't steriotype.)
     
    Jeff's Pimpin' Combo Examples: and reasonings
    1) Foreward Flip Kick to Back Flip Kick: Avoid them on the way in and deny them on the way out. One of the ultimate screw you combos.
     
    2) Scissor Kick to Rolling Attack (Dizzy): Close with a distant opponent and get full use of your rolling attack.
     
    3) Yoga Teleport to Repeating Fireball: Use the teleport to avoid something big, then add insult to injury by tossing the projectile attack. Repeating Fireball is just an example. You can use anything you want.
     
    4) Slide Kick to Foot Sweep to Slide Kick: Tripple knockdown that lets you get in, stay in, and get out without reproach. Another screw you combo.
     
    5) Diving Hawk to Storm Hammer: 'Nuff said. If you want to be honorable then dizzy combo the combo. Else, pull something else if the Diving Hawk does't dizzy them and they might be able to get out of the way.
     
    6) Flying Thrust Kick to Backroll Throw to Fireball: In fast, get distance, hit them again. Usually they won't be able to move far enough to hit you the next round if you have respectible str and grab scores. This is a tamer screw you combo.
     
    Just my $0.02
     
    Jeff Yurkiw
     
    Group: streetfighter Message: 9071 From: Mike Date: 9/23/2000
    Subject: Re: player strategies
    I was wondering the same thing.  I have gotten absolutely no email from any of my egroups lists.  And Im a member of a lot of lists.
     
    MikeM
    -----Original Message-----
    From: J. Scott Pittman [mailto:joespitt@...]
    Sent: Saturday, September 23, 2000 12:40 PM
    To: streetfighter@egroups.com
    Subject: Re: [streetfighter] player strategies


    Hello? Test test? Is this list still active??
     
    Scott
    ----- Original Message -----
    Sent: Wednesday, September 20, 2000 10:49 AM
    Subject: Re: [streetfighter] player strategies


    >>"(Groundfighting aside) I was  wondering whether the -2 for getting up
    >>should be applied to grabs used after the flying tackle. Couldn't you
    >>execute a brain cracker on the guy on the ground next to you without
    >>getting up? "

    Yep. See below.

    >>"The other storyteller doesn't seem to think so (nor that
    >>there is any penalty for using a grab on someone who is knocked down).
    >>Granted, some attacks appear that they should have no penalty hitting a
    >>knocked down foe, but I figure trying to use some grabs on grounded foes
    >>would encounter the penalties mentioned under Groundfighting.
     
    >>Tony"


    >I generally say that they either wait until the person is on their feet, or
    >they manually haul 'em up into a standing position and then execute the
    >Grab.
    My take on groundfighting is that it allows you to attack opponents while prone as long as you don't use maneuvers that are not aerial (there might be more. I'm at Washington State University right now and my SF books are about an hour and a half away...)
    Anyway. Use braincracker against a prone opponent? Sure you can. Just climb on top of him, grab his face and proceed to beat it to a bloody pulp. If they don't know how to fight from a prone position...they take penalities to break your sustained hold.
     
    Now, try that with a spinning piledriver? Ummm...no. Aerial. Got'ta get up first buddy.
     
    My Personal Strats:
     
    1) Be mobile. If you can't move you can't dodge.
     
    2) Use your mobility. If they can't hit you they can't hurt you.
     
    3) Blocking in this system is generally a losing battle unless your opponent is a moron or you have a plan.
     
    3a) If you have a plan, there are usually more decicive ways to win the fight than to block.
     
    3b) Psycho Crusher is the only maneuver you will want to block, but it's a munchie maneuver anyway.
     
    3c) (IMHtGO) Never let PCs learn the booked psycho crucher. It IS M. Bison.
     
    4) ALWAYS interrupt you opponent's maneuvers when you beat speed. If you don't (this might not be an issue in other games. We run SF combat a bit strangely) you forefit your chance to avoid a finishing maneuver.
    A.K.A: the "He couldn't possibly hit me for 11!"
        "STORM HAMMER!"
        "That's HOW many dice?"
     
    Jeff's Pimpin' Tactics:
    1) Combo maneuvers that knock opponent's down like Slide Kick to Suplex to Foot Sweep and then wait untill they get up before you hit them.
     
    2) (This one relates to the "I hate blocks" opinion above) Don't combo blocks when you can combo a knockdown move. Both give you a total bonus of +4. One does it by giving a +2 bonus to you, the other does it by giving your opponent a -2 penalty or neigating your opponen't attack. It just matters who's faster.
     
    3) Speedy multi-hit moves make great 2 round dizzy combos and most of them are cheap to boot. Try Double-hit Knee to Double-hit Kick next time you start a new character.
     
    4) Always combo moves that don't move very far with moves that move, cause knockdown, or both (neck choke is king here.)
     
    5) Always combo moves that don't go very fast with moves that cause knockdown.
     
    6) Always follow-up big moves in a combo with fast moderately damaging moves in case you miss or just don't do enough damage.
     
    7) Never dizzy combo a tripple knockdown combo. It's doesn't add anything constructive.
     
    8) If you have nothing better to do, you want to kill some rounds, or you just want to annoy your opponent do nothing but air throw. If they don't jump you just interrupt and jump out of the way. If they go aerial you introduce them to the concept of gravity (maneuvers don't spend chi or willpower untill you actually use the maneuver. Air Throw is just a jump untill you throw the poor bastard.)
     
    9) Make different combos that start with the same maneuvers. Usually one dizzy combo with evened out combos, and one big non-dizzy combo that relies on getting them to stay still. It's great if you can make the dizzy combo reset the situation for the non-dizzy.
    For an example take Spinning Clothesline to Spinning Pile Driver and Spinning Clothesline to Fierce to Siberian Suplex (Dizzy).
    If the clothesline doesn't dizzy your opponent just continue with the dizzy combo and reset for another clothesline. If the clothesline dizzy's them, finish the fight with the piledriver and mark down another victory.
     
    10) Remember that being a good fighter means doesn't necessairily mean keeping a perfect honor record. 10 honor is roughly 100 temporary honor. Hitting a dizzy opponent isn't as dishonorable as you might think. Especially if it wins you the fight. In the end it all ammounts to who's still standing (you can hit them while they're stunned and STILL be a good sport about participating in an event based about people beating the crap out of one another. Please don't steriotype.)
     
    Jeff's Pimpin' Combo Examples: and reasonings
    1) Foreward Flip Kick to Back Flip Kick: Avoid them on the way in and deny them on the way out. One of the ultimate screw you combos.
     
    2) Scissor Kick to Rolling Attack (Dizzy): Close with a distant opponent and get full use of your rolling attack.
     
    3) Yoga Teleport to Repeating Fireball: Use the teleport to avoid something big, then add insult to injury by tossing the projectile attack. Repeating Fireball is just an example. You can use anything you want.
     
    4) Slide Kick to Foot Sweep to Slide Kick: Tripple knockdown that lets you get in, stay in, and get out without reproach. Another screw you combo.
     
    5) Diving Hawk to Storm Hammer: 'Nuff said. If you want to be honorable then dizzy combo the combo. Else, pull something else if the Diving Hawk does't dizzy them and they might be able to get out of the way.
     
    6) Flying Thrust Kick to Backroll Throw to Fireball: In fast, get distance, hit them again. Usually they won't be able to move far enough to hit you the next round if you have respectible str and grab scores. This is a tamer screw you combo.
     
    Just my $0.02
     
    Jeff Yurkiw
     
    Group: streetfighter Message: 9072 From: Soldar Date: 9/23/2000
    Subject: Re: List activity
    Don't look at me man, I just Lurk here.
     
    Heh.
     
    ;-)
    ----- Original Message -----
    From: Mike
    Sent: Saturday, September 23, 2000 12:12 PM
    Subject: RE: [streetfighter] player strategies


    I was wondering the same thing.  I have gotten absolutely no email from any of my egroups lists.  And Im a member of a lot of lists.
     
    MikeM
    -----Original Message-----
    From: J. Scott Pittman [mailto:joespitt@...]
    Sent: Saturday, September 23, 2000 12:40 PM
    To: streetfighter@egroups.com
    Subject: Re: [streetfighter] player strategies


    Hello? Test test? Is this list still active??
     
    Scott
    ----- Original Message -----
    Sent: Wednesday, September 20, 2000 10:49 AM
    Subject: Re: [streetfighter] player strategies


    >>"(Groundfighting aside) I was  wondering whether the -2 for getting up
    >>should be applied to grabs used after the flying tackle. Couldn't you
    >>execute a brain cracker on the guy on the ground next to you without
    >>getting up? "

    Yep. See below.

    >>"The other storyteller doesn't seem to think so (nor that
    >>there is any penalty for using a grab on someone who is knocked down).
    >>Granted, some attacks appear that they should have no penalty hitting a
    >>knocked down foe, but I figure trying to use some grabs on grounded foes
    >>would encounter the penalties mentioned under Groundfighting.
     
    >>Tony"


    >I generally say that they either wait until the person is on their feet, or
    >they manually haul 'em up into a standing position and then execute the
    >Grab.
    My take on groundfighting is that it allows you to attack opponents while prone as long as you don't use maneuvers that are not aerial (there might be more. I'm at Washington State University right now and my SF books are about an hour and a half away...)
    Anyway. Use braincracker against a prone opponent? Sure you can. Just climb on top of him, grab his face and proceed to beat it to a bloody pulp. If they don't know how to fight from a prone position...they take penalities to break your sustained hold.
     
    Now, try that with a spinning piledriver? Ummm...no. Aerial. Got'ta get up first buddy.
     
    My Personal Strats:
     
    1) Be mobile. If you can't move you can't dodge.
     
    2) Use your mobility. If they can't hit you they can't hurt you.
     
    3) Blocking in this system is generally a losing battle unless your opponent is a moron or you have a plan.
     
    3a) If you have a plan, there are usually more decicive ways to win the fight than to block.
     
    3b) Psycho Crusher is the only maneuver you will want to block, but it's a munchie maneuver anyway.
     
    3c) (IMHtGO) Never let PCs learn the booked psycho crucher. It IS M. Bison.
     
    4) ALWAYS interrupt you opponent's maneuvers when you beat speed. If you don't (this might not be an issue in other games. We run SF combat a bit strangely) you forefit your chance to avoid a finishing maneuver.
    A.K.A: the "He couldn't possibly hit me for 11!"
        "STORM HAMMER!"
        "That's HOW many dice?"
     
    Jeff's Pimpin' Tactics:
    1) Combo maneuvers that knock opponent's down like Slide Kick to Suplex to Foot Sweep and then wait untill they get up before you hit them.
     
    2) (This one relates to the "I hate blocks" opinion above) Don't combo blocks when you can combo a knockdown move. Both give you a total bonus of +4. One does it by giving a +2 bonus to you, the other does it by giving your opponent a -2 penalty or neigating your opponen't attack. It just matters who's faster.
     
    3) Speedy multi-hit moves make great 2 round dizzy combos and most of them are cheap to boot. Try Double-hit Knee to Double-hit Kick next time you start a new character.
     
    4) Always combo moves that don't move very far with moves that move, cause knockdown, or both (neck choke is king here.)
     
    5) Always combo moves that don't go very fast with moves that cause knockdown.
     
    6) Always follow-up big moves in a combo with fast moderately damaging moves in case you miss or just don't do enough damage.
     
    7) Never dizzy combo a tripple knockdown combo. It's doesn't add anything constructive.
     
    8) If you have nothing better to do, you want to kill some rounds, or you just want to annoy your opponent do nothing but air throw. If they don't jump you just interrupt and jump out of the way. If they go aerial you introduce them to the concept of gravity (maneuvers don't spend chi or willpower untill you actually use the maneuver. Air Throw is just a jump untill you throw the poor bastard.)
     
    9) Make different combos that start with the same maneuvers. Usually one dizzy combo with evened out combos, and one big non-dizzy combo that relies on getting them to stay still. It's great if you can make the dizzy combo reset the situation for the non-dizzy.
    For an example take Spinning Clothesline to Spinning Pile Driver and Spinning Clothesline to Fierce to Siberian Suplex (Dizzy).
    If the clothesline doesn't dizzy your opponent just continue with the dizzy combo and reset for another clothesline. If the clothesline dizzy's them, finish the fight with the piledriver and mark down another victory.
     
    10) Remember that being a good fighter means doesn't necessairily mean keeping a perfect honor record. 10 honor is roughly 100 temporary honor. Hitting a dizzy opponent isn't as dishonorable as you might think. Especially if it wins you the fight. In the end it all ammounts to who's still standing (you can hit them while they're stunned and STILL be a good sport about participating in an event based about people beating the crap out of one another. Please don't steriotype.)
     
    Jeff's Pimpin' Combo Examples: and reasonings
    1) Foreward Flip Kick to Back Flip Kick: Avoid them on the way in and deny them on the way out. One of the ultimate screw you combos.
     
    2) Scissor Kick to Rolling Attack (Dizzy): Close with a distant opponent and get full use of your rolling attack.
     
    3) Yoga Teleport to Repeating Fireball: Use the teleport to avoid something big, then add insult to injury by tossing the projectile attack. Repeating Fireball is just an example. You can use anything you want.
     
    4) Slide Kick to Foot Sweep to Slide Kick: Tripple knockdown that lets you get in, stay in, and get out without reproach. Another screw you combo.
     
    5) Diving Hawk to Storm Hammer: 'Nuff said. If you want to be honorable then dizzy combo the combo. Else, pull something else if the Diving Hawk does't dizzy them and they might be able to get out of the way.
     
    6) Flying Thrust Kick to Backroll Throw to Fireball: In fast, get distance, hit them again. Usually they won't be able to move far enough to hit you the next round if you have respectible str and grab scores. This is a tamer screw you combo.
     
    Just my $0.02
     
    Jeff Yurkiw
     
    Group: streetfighter Message: 9073 From: Rinaldo Gambetta Date: 9/23/2000
    Subject: Ages Challenges: Ready to tomorrow.
    I finish one challenge and I near to finish the second but my time is over and
    I must turn off the machine...
    Tomorrow Ages Table and the two challenges.
    Group: streetfighter Message: 9074 From: Rinaldo Gambetta Date: 9/24/2000
    Subject: Ages Challenges: Delta Vs Max Power.
    Max Power Player: Yasuharu Konishi Style: Wrestiling Country: ? Maybe
    U.S.A? (Well I just ask to him)

    Appearance: He is six foot six, 275 pounds. He is bulging with muscle
    yet moves with lightning speed. He is bald-headed and wears a black
    lycra bodysuit with
    "Max" in giant letters across the front and "power" across the back. He
    wrestles barefoot.

    Quote before fight: Max swaggers into the ring wearing a bed-sheet as a
    toga, and some seaweed wrapped around his head like a
    crown of laurel. A sudden gust of wind would give one the impression
    that Max is a Regimental Highlander. "Russell Crowe, eat your heart
    out!!!"

    VS

    Delta Andrycha Player: Josh Diemert Style: Pankration Country: Rome
    Empire.

    Appearance: Shoulder length black hair, loose and curly amber eyes.
    Tanned Complexion with a thunderbolt birthmark over her right eye.
    Outfit: Short, dove gray tunic tied at both shoulders. Black leather
    belt around her waist, black leather bracers and soft knee-high boots.

    Quote before fight: "Ave, imperator, morituri te salutant." (Hail,
    emperor, those who will die salute you.)

    Arena: The Guardian Island temple the monks are making their normal
    works (of course out they watch the fight).

    Fighters are 3 hexes from each other.

    Fight....

    Move 1- Max Power hold his position and block for combo (dizzy) Delta
    Andrycha in another hand move 3 hexes and attack using Jumping Short
    Kick with this Max Power receive: 1 point of damage.
    Move 2- Delta Andrycha try attack using her Spinning Back Fist but Max
    Power is more faster using Flying Tackle for combo (dizzy) and Delta
    Andrycha receives: 5 points of damage and stun!!!
    Move 3- Max Power see Delta´s pain and make his show: he flexes his
    muscles for the audience and shouts "Power!", and Delta is dizzy.
    Move 4- Delta Andrycha recover from stun and block but this what Max
    Power wants he make a Brain Cracker for combo (dizzy) and Delta
    receives: 5 points of damage and stun!!!
    Move 5- Max Power see Delta´s pain and make his show: he flexes his
    muscles for the audience and shouts "Power!", and Delta is dizzy.
    Move 6- Delta Andrycha try to make a Flying Tackle for combo but Max
    Power is more faster and hit a Elbow Smash for combo and Delta Andrycha
    receives: 3 points of damage but this don´t stop Delta Andrycha and she
    hit her Flying Tackle and Max Power receive: 4 points of damage and both
    fighter go to the ground (knockdown) Delta Andrycha stand up and is
    ready to make her next grab (combo sequence) and Max Power receive the
    penalty of course with less efect because he have kippup but his combo
    is broken.
    Move 7- Max Power try to make a Suplex but Delta Andrycha is
    more faster and use a Back Roll Throw and Max Power receive: 3 points of
    damage and Max Power fall at ground and stand up quickly.
    Move 8- Delta Andrycha make a Flying Knee Thrust and Max Power try to
    make a Improved Pin but is too slow... so Max Power receives: 5 points
    of damage but Max Power continue his manuver and use the Improved Pin
    and Delta Andrycha receives: 2 points of damage and Strenght test and
    Max Power keep and continue the hold.
    Move 9- Max Power continue the hold and Delta Andrycha receives: 4
    points of damage and that´s it the Delta Andrycha don´t resist anymore
    she lost her counscious and it´s mean a knockout. Max Power wins by
    knockout.

    Max begins leaping and cavorting around the ring... "I am the
    Inter-Gender Wrestling Champion of the World!
    That's right, I got the brains! I'm from Hollywood!"
    Group: streetfighter Message: 9075 From: Yasuharu Konishi Date: 9/24/2000
    Subject: Delta Vs Max Power.
    (whew) Another close scrape for Max!

    Hey Josh, I gotta hand it to you... Delta's a tough
    cookie! You almost made the comeback of the century!
    Good fight, and I hope we meet again! By the way,
    Max's little tirade at the end was a tribute to Andy
    Kaufman (RIP?) and was not meant to offend anybody :)

    Rinaldo, thanks for putting this fight on for us. This
    list was getting to be a drag without you! And yes,
    Max is American... he's from Northern Kentucky (or is
    it Southern Missouri?)

    Stay tuned for more exciting wrestling action!

    -Yasu

    >Move 1- Max Power hold his position and block for
    > combo (dizzy) Delta
    > Andrycha in another hand move 3 hexes and attack
    > using Jumping Short
    > Kick with this Max Power receive: 1 point of damage.
    >Move 2- Delta Andrycha try attack using her
    > Spinning Back Fist but Max
    > Power is more faster using Flying Tackle for combo
    > (dizzy) and Delta
    > Andrycha receives: 5 points of damage and stun!!!
    >Move 3- Max Power see Delta�s pain and make his
    > show: he flexes his
    > muscles for the audience and shouts "Power!", and
    > Delta is dizzy.
    >Move 4- Delta Andrycha recover from stun and block
    > but this what Max
    > Power wants he make a Brain Cracker for combo
    > (dizzy) and Delta
    > receives: 5 points of damage and stun!!!
    >Move 5- Max Power see Delta�s pain and make his
    > show: he flexes his
    > muscles for the audience and shouts "Power!", and
    > Delta is dizzy.
    >Move 6- Delta Andrycha try to make a Flying Tackle
    > for combo but Max
    > Power is more faster and hit a Elbow Smash for combo
    > and Delta Andrycha
    > receives: 3 points of damage but this don�t stop
    > Delta Andrycha and she
    > hit her Flying Tackle and Max Power receive: 4
    > points of damage and both
    > fighter go to the ground (knockdown) Delta Andrycha
    > stand up and is
    > ready to make her next grab (combo sequence) and Max
    > Power receive the
    > penalty of course with less efect because he have
    > kippup but his combo
    > is broken.
    >Move 7- Max Power try to make a Suplex but Delta
    > Andrycha is
    > more faster and use a Back Roll Throw and Max Power
    > receive: 3 points of
    > damage and Max Power fall at ground and stand up
    > quickly.
    >Move 8- Delta Andrycha make a Flying Knee Thrust and
    > Max Power try to
    > make a Improved Pin but is too slow... so Max Power
    > receives: 5 points
    > of damage but Max Power continue his manuver and use
    > the Improved Pin
    > and Delta Andrycha receives: 2 points of damage and
    > Strenght test and
    > Max Power keep and continue the hold.
    >Move 9- Max Power continue the hold and Delta
    > Andrycha receives: 4
    > points of damage and that�s it the Delta Andrycha
    > don�t resist anymore
    > she lost her counscious and it�s mean a knockout.
    > Max Power wins by
    > knockout.
    >
    > Max begins leaping and cavorting around the ring...
    > "I am the
    > Inter-Gender Wrestling Champion of the World!
    > That's right, I got the brains! I'm from Hollywood!"


    =====
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    Group: streetfighter Message: 9076 From: Jens-Arthur Leirbakk Date: 9/24/2000
    Subject: Re: List activity
    Like Soldar said, I only lurk here as well ;)

    ---
    Jens-Arthur Leirbakk
    leirbakk@...
    Group: streetfighter Message: 9077 From: J. Scott Pittman Date: 9/24/2000
    Subject: Re: Ages Challenges: Delta Vs Max Power.
    That was an excellent bout! I enjoyed reading it.... pins and nails!
     
    Scott
     
    ----- Original Message -----
    Sent: Sunday, September 24, 2000 9:59 AM
    Subject: [streetfighter] Ages Challenges: Delta Vs Max Power.


    Max Power Player: Yasuharu Konishi  Style: Wrestiling Country: ? Maybe
    U.S.A? (Well I just ask to him)

    Appearance: He is six foot six, 275 pounds. He is bulging with muscle
    yet moves with lightning speed. He is bald-headed and wears a black
    lycra bodysuit with
    "Max" in giant letters across the front and "power" across the back. He
    wrestles barefoot.

    Quote before fight: Max swaggers into the ring wearing a bed-sheet as a
    toga, and some seaweed wrapped around his head like a
    crown of laurel. A sudden gust of wind would give one the impression
    that Max is a Regimental Highlander. "Russell Crowe, eat your heart
    out!!!"

                                                               VS

    Delta Andrycha Player: Josh Diemert Style: Pankration Country: Rome
    Empire.

    Appearance: Shoulder length black hair, loose and curly amber eyes.
    Tanned Complexion with a thunderbolt birthmark over her right eye.
    Outfit: Short, dove gray tunic tied at both shoulders. Black leather
    belt around her waist, black leather bracers and soft knee-high boots.

    Quote before fight: "Ave, imperator, morituri te salutant." (Hail,
    emperor, those who will die salute you.)

    Arena: The Guardian Island temple the monks are making their normal
    works (of course out they watch the fight).

    Fighters are 3 hexes from each other.

    Fight....

    Move 1-  Max Power hold his position and block for combo (dizzy) Delta
    Andrycha in another hand move 3 hexes and attack using Jumping Short
    Kick with this Max Power receive: 1 point of damage.
    Move 2-  Delta Andrycha try attack using her Spinning Back Fist but Max
    Power is more faster using Flying Tackle for combo (dizzy) and Delta
    Andrycha receives: 5 points of damage and stun!!!
    Move 3-  Max Power see Delta´s pain and make his show: he flexes his
    muscles for the audience and shouts "Power!", and Delta is dizzy.
    Move 4-  Delta Andrycha recover from stun and block but this what Max
    Power wants he make a Brain Cracker for combo (dizzy) and Delta
    receives: 5 points of damage and stun!!!
    Move 5-  Max Power see Delta´s pain and make his show: he flexes his
    muscles for the audience and shouts "Power!", and Delta is dizzy.
    Move 6-  Delta Andrycha try to make a Flying Tackle for combo but Max
    Power is more faster and hit a Elbow Smash for combo and Delta Andrycha
    receives: 3 points of damage but this don´t stop Delta Andrycha and she
    hit her Flying Tackle and Max Power receive: 4 points of damage and both
    fighter go to the ground (knockdown) Delta Andrycha stand up and is
    ready to make her next grab (combo sequence) and Max Power receive the
    penalty of course with less efect because he have kippup but his combo
    is broken.
    Move 7- Max Power try to make a Suplex but Delta Andrycha is
    more faster and use a Back Roll Throw and Max Power receive: 3 points of
    damage and Max Power fall at ground and stand up quickly.
    Move 8- Delta Andrycha make a Flying Knee Thrust and Max Power try to
    make a Improved Pin but is too slow... so Max Power receives: 5 points
    of damage but Max Power continue his manuver and use the Improved Pin
    and Delta Andrycha receives: 2 points of damage and Strenght test and
    Max Power keep and continue the hold.
    Move 9- Max Power continue the hold and Delta Andrycha receives: 4
    points of damage and that´s it the Delta Andrycha don´t resist anymore
    she lost her counscious and it´s mean a knockout. Max Power wins by
    knockout.

    Max begins leaping and cavorting around the ring... "I am the
    Inter-Gender Wrestling Champion of the World!
    That's right, I got the brains! I'm from Hollywood!"

    Group: streetfighter Message: 9078 From: Thomas Merton Date: 9/25/2000
    Subject: Re: Die by the Sword entry
    This officially concludes the doomed-from-the-start Buena Vista Fight Club.
    Steve won. Got a problem with it? Bug Steve.

    The Hurtin'
    >
    >Here is a recent photo of me taken for my company's web site. Notice my
    >previous lack of attempt to translate myself into SF stats like my
    >bretheren. The reason for this, I think, will be clear upon viewing. I
    >would have won the tournament hands-down. ;)
    >
    >Stephen Karstensen
    >Applications Consultant
    >Concurrent Technologies
    >(908)604-6100 x216
    >
    >...and that's the bottom line, 'cuz:
    >response.write "IRINA SAID SO" & "<BR>"
    >
    ><< stevek3.jpg >>

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    Group: streetfighter Message: 9079 From: Thomas Merton Date: 9/27/2000
    Subject: Important!!!!



    Just kidding. Nothing Important here. This is a test to see if the list still works. But as long as I have everyone's attention, let's have a round of applause for GUY!

    YAAAYYYY!

    Okay, that's it.

    The Hurtin'


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    Group: streetfighter Message: 9080 From: Fred Chagnon Date: 9/27/2000
    Subject: Re: Important!!!!
    | Just kidding. Nothing Important here. This is a test to see if the
    | have a round of applause for GUY!

    This list has been rather dead lately. Probably best off since I'm going
    on vacation for two weeks (wedding + honeymoon..YAY) and won't be flooded
    with email. Not that I care either way.

    See you in a couple weeks guys! I hope Zethar kicks some butt in the Ages
    tournment while I'm gone.

    ___________________________________________________
    Fred Chagnon "Only in RPGs does fighting
    seagull@... make you a better person."
    seagull@... - Peter Olafson
    Group: streetfighter Message: 9081 From: Robert Pascuttini Date: 9/28/2000
    Subject: Re: Die by the Sword entry
    Wow. I expected there to be half a dozen diffrent types of messages bt I
    guess not.
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    Group: streetfighter Message: 9082 From: Robert Pascuttini Date: 9/29/2000
    Subject: Re: player strategies
    Im here again. just been gone for a while sorry guys.


    >From: "J. Scott Pittman" <joespitt@...>
    >Reply-To: streetfighter@egroups.com
    >To: <streetfighter@egroups.com>
    >Subject: Re: [streetfighter] player strategies
    >Date: Sat, 23 Sep 2000 09:40:04 -0700
    >
    >Hello? Test test? Is this list still active??
    >
    >Scott
    > ----- Original Message -----
    > From: Jeff Yurkiw
    > To: streetfighter@egroups.com
    > Sent: Wednesday, September 20, 2000 10:49 AM
    > Subject: Re: [streetfighter] player strategies
    >
    >
    >
    >
    > My Groups | streetfighter Main Page | Start a new group!
    >
    >
    >
    > >>"(Groundfighting aside) I was wondering whether the -2 for getting up
    > >>should be applied to grabs used after the flying tackle. Couldn't you
    > >>execute a brain cracker on the guy on the ground next to you without
    > >>getting up? "
    >
    > Yep. See below.
    >
    > >>"The other storyteller doesn't seem to think so (nor that
    > >>there is any penalty for using a grab on someone who is knocked down).
    > >>Granted, some attacks appear that they should have no penalty hitting
    >a
    > >>knocked down foe, but I figure trying to use some grabs on grounded
    >foes
    > >>would encounter the penalties mentioned under Groundfighting.
    >
    > >>Tony"
    >
    >
    > >I generally say that they either wait until the person is on their
    >feet, or
    > >they manually haul 'em up into a standing position and then execute the
    > >Grab.
    >
    > My take on groundfighting is that it allows you to attack opponents
    >while prone as long as you don't use maneuvers that are not aerial (there
    >might be more. I'm at Washington State University right now and my SF books
    >are about an hour and a half away...)
    > Anyway. Use braincracker against a prone opponent? Sure you can. Just
    >climb on top of him, grab his face and proceed to beat it to a bloody pulp.
    >If they don't know how to fight from a prone position...they take
    >penalities to break your sustained hold.
    >
    > Now, try that with a spinning piledriver? Ummm...no. Aerial. Got'ta get
    >up first buddy.
    >
    > My Personal Strats:
    >
    > 1) Be mobile. If you can't move you can't dodge.
    >
    > 2) Use your mobility. If they can't hit you they can't hurt you.
    >
    > 3) Blocking in this system is generally a losing battle unless your
    >opponent is a moron or you have a plan.
    >
    > 3a) If you have a plan, there are usually more decicive ways to win the
    >fight than to block.
    >
    > 3b) Psycho Crusher is the only maneuver you will want to block, but it's
    >a munchie maneuver anyway.
    >
    > 3c) (IMHtGO) Never let PCs learn the booked psycho crucher. It IS M.
    >Bison.
    >
    > 4) ALWAYS interrupt you opponent's maneuvers when you beat speed. If you
    >don't (this might not be an issue in other games. We run SF combat a bit
    >strangely) you forefit your chance to avoid a finishing maneuver.
    > A.K.A: the "He couldn't possibly hit me for 11!"
    > "STORM HAMMER!"
    > "That's HOW many dice?"
    >
    > Jeff's Pimpin' Tactics:
    > 1) Combo maneuvers that knock opponent's down like Slide Kick to Suplex
    >to Foot Sweep and then wait untill they get up before you hit them.
    >
    > 2) (This one relates to the "I hate blocks" opinion above) Don't combo
    >blocks when you can combo a knockdown move. Both give you a total bonus of
    >+4. One does it by giving a +2 bonus to you, the other does it by giving
    >your opponent a -2 penalty or neigating your opponen't attack. It just
    >matters who's faster.
    >
    > 3) Speedy multi-hit moves make great 2 round dizzy combos and most of
    >them are cheap to boot. Try Double-hit Knee to Double-hit Kick next time
    >you start a new character.
    >
    > 4) Always combo moves that don't move very far with moves that move,
    >cause knockdown, or both (neck choke is king here.)
    >
    > 5) Always combo moves that don't go very fast with moves that cause
    >knockdown.
    >
    > 6) Always follow-up big moves in a combo with fast moderately damaging
    >moves in case you miss or just don't do enough damage.
    >
    > 7) Never dizzy combo a tripple knockdown combo. It's doesn't add
    >anything constructive.
    >
    > 8) If you have nothing better to do, you want to kill some rounds, or
    >you just want to annoy your opponent do nothing but air throw. If they
    >don't jump you just interrupt and jump out of the way. If they go aerial
    >you introduce them to the concept of gravity (maneuvers don't spend chi or
    >willpower untill you actually use the maneuver. Air Throw is just a jump
    >untill you throw the poor bastard.)
    >
    > 9) Make different combos that start with the same maneuvers. Usually one
    >dizzy combo with evened out combos, and one big non-dizzy combo that relies
    >on getting them to stay still. It's great if you can make the dizzy combo
    >reset the situation for the non-dizzy.
    > For an example take Spinning Clothesline to Spinning Pile Driver and
    >Spinning Clothesline to Fierce to Siberian Suplex (Dizzy).
    > If the clothesline doesn't dizzy your opponent just continue with the
    >dizzy combo and reset for another clothesline. If the clothesline dizzy's
    >them, finish the fight with the piledriver and mark down another victory.
    >
    > 10) Remember that being a good fighter means doesn't necessairily mean
    >keeping a perfect honor record. 10 honor is roughly 100 temporary honor.
    >Hitting a dizzy opponent isn't as dishonorable as you might think.
    >Especially if it wins you the fight. In the end it all ammounts to who's
    >still standing (you can hit them while they're stunned and STILL be a good
    >sport about participating in an event based about people beating the crap
    >out of one another. Please don't steriotype.)
    >
    > Jeff's Pimpin' Combo Examples: and reasonings
    > 1) Foreward Flip Kick to Back Flip Kick: Avoid them on the way in and
    >deny them on the way out. One of the ultimate screw you combos.
    >
    > 2) Scissor Kick to Rolling Attack (Dizzy): Close with a distant opponent
    >and get full use of your rolling attack.
    >
    > 3) Yoga Teleport to Repeating Fireball: Use the teleport to avoid
    >something big, then add insult to injury by tossing the projectile attack.
    >Repeating Fireball is just an example. You can use anything you want.
    >
    > 4) Slide Kick to Foot Sweep to Slide Kick: Tripple knockdown that lets
    >you get in, stay in, and get out without reproach. Another screw you combo.
    >
    > 5) Diving Hawk to Storm Hammer: 'Nuff said. If you want to be honorable
    >then dizzy combo the combo. Else, pull something else if the Diving Hawk
    >does't dizzy them and they might be able to get out of the way.
    >
    > 6) Flying Thrust Kick to Backroll Throw to Fireball: In fast, get
    >distance, hit them again. Usually they won't be able to move far enough to
    >hit you the next round if you have respectible str and grab scores. This is
    >a tamer screw you combo.
    >
    > Just my $0.02
    >
    > Jeff Yurkiw
    >

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    Group: streetfighter Message: 9083 From: Rinaldo Gambetta Date: 9/29/2000
    Subject: Ages Challenges:Later material.
    I known I say about the start in the other weekend but I have some problems (you known work and other stuff). but I´m try to make better things to this weekend.

    "J. Scott Pittman" wrote:


    That was an excellent bout! I enjoyed reading it.... pins and nails! Scott 
    ----- Original Message -----
    Sent: Sunday, September 24, 2000 9:59 AM
    Subject: [streetfighter] Ages Challenges: Delta Vs Max Power.
     

    Max Power Player: Yasuharu Konishi  Style: Wrestiling Country: ? Maybe
    U.S.A? (Well I just ask to him)

    Appearance: He is six foot six, 275 pounds. He is bulging with muscle
    yet moves with lightning speed. He is bald-headed and wears a black
    lycra bodysuit with
    "Max" in giant letters across the front and "power" across the back. He
    wrestles barefoot.

    Quote before fight: Max swaggers into the ring wearing a bed-sheet as a
    toga, and some seaweed wrapped around his head like a
    crown of laurel. A sudden gust of wind would give one the impression
    that Max is a Regimental Highlander. "Russell Crowe, eat your heart
    out!!!"

                                                               VS

    Delta Andrycha Player: Josh Diemert Style: Pankration Country: Rome
    Empire.

    Appearance: Shoulder length black hair, loose and curly amber eyes.
    Tanned Complexion with a thunderbolt birthmark over her right eye.
    Outfit: Short, dove gray tunic tied at both shoulders. Black leather
    belt around her waist, black leather bracers and soft knee-high boots.

    Quote before fight: "Ave, imperator, morituri te salutant." (Hail,
    emperor, those who will die salute you.)

    Arena: The Guardian Island temple the monks are making their normal
    works (of course out they watch the fight).

    Fighters are 3 hexes from each other.

    Fight....

    Move 1-  Max Power hold his position and block for combo (dizzy) Delta
    Andrycha in another hand move 3 hexes and attack using Jumping Short
    Kick with this Max Power receive: 1 point of damage.
    Move 2-  Delta Andrycha try attack using her Spinning Back Fist but Max
    Power is more faster using Flying Tackle for combo (dizzy) and Delta
    Andrycha receives: 5 points of damage and stun!!!
    Move 3-  Max Power see Delta´s pain and make his show: he flexes his
    muscles for the audience and shouts "Power!", and Delta is dizzy.
    Move 4-  Delta Andrycha recover from stun and block but this what Max
    Power wants he make a Brain Cracker for combo (dizzy) and Delta
    receives: 5 points of damage and stun!!!
    Move 5-  Max Power see Delta´s pain and make his show: he flexes his
    muscles for the audience and shouts "Power!", and Delta is dizzy.
    Move 6-  Delta Andrycha try to make a Flying Tackle for combo but Max
    Power is more faster and hit a Elbow Smash for combo and Delta Andrycha
    receives: 3 points of damage but this don´t stop Delta Andrycha and she
    hit her Flying Tackle and Max Power receive: 4 points of damage and both
    fighter go to the ground (knockdown) Delta Andrycha stand up and is
    ready to make her next grab (combo sequence) and Max Power receive the
    penalty of course with less efect because he have kippup but his combo
    is broken.
    Move 7- Max Power try to make a Suplex but Delta Andrycha is
    more faster and use a Back Roll Throw and Max Power receive: 3 points of
    damage and Max Power fall at ground and stand up quickly.
    Move 8- Delta Andrycha make a Flying Knee Thrust and Max Power try to
    make a Improved Pin but is too slow... so Max Power receives: 5 points
    of damage but Max Power continue his manuver and use the Improved Pin
    and Delta Andrycha receives: 2 points of damage and Strenght test and
    Max Power keep and continue the hold.
    Move 9- Max Power continue the hold and Delta Andrycha receives: 4
    points of damage and that´s it the Delta Andrycha don´t resist anymore
    she lost her counscious and it´s mean a knockout. Max Power wins by
    knockout.

    Max begins leaping and cavorting around the ring... "I am the
    Inter-Gender Wrestling Champion of the World!
    That's right, I got the brains! I'm from Hollywood!"

    Group: streetfighter Message: 9084 From: cliff rice Date: 9/29/2000
    Subject: Re: Important!!!!
    Skrew guy dan would kick his ass! =)

    Cliff


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    Group: streetfighter Message: 9085 From: Chad Riley Date: 9/30/2000
    Subject: New guy here. Gotta question
    Okay, I bought all this stuff recently, Main rules, SHadoloo, Players
    guide, very disappointed i couldn't find Contenders...anyway, I
    notice
    this list has been around for a while, and while I'm not sure I have
    all the rules down, I love the genre. My question is this, with the
    Capcom vs SNK game coming out soon, has anyone written up characters
    from other games series? I'm looking for King of Fighters (art of
    fighting and fatal fury included) and World Heroes (old neo geo game)
    anyone? Anyone?


    Thanks a bunch

    Chad Riley
    Group: streetfighter Message: 9086 From: Herder Family Date: 9/30/2000
    Subject: Re: New guy here. Gotta question
    I don't think there's an official method worked out. I have been
    considering writing a system similar to what you're talking about. Would
    you like to team up with me and come up with a system?

    Danyal Herder
    Group: streetfighter Message: 9087 From: J. Scott Pittman Date: 9/30/2000
    Subject: Re: New guy here. Gotta question
    I have written up the original Mortal Kombat characters, if you'd like to see them.
     
    J. Scott Pittman
     
    ----- Original Message -----
    From: Chad Riley
    Sent: Friday, September 29, 2000 11:37 PM
    Subject: [streetfighter] New guy here. Gotta question

    Okay, I bought all this stuff recently, Main rules, SHadoloo, Players
    guide, very disappointed i couldn't find Contenders...anyway, I
    notice
    this list has been around for a while, and while I'm not sure I have
    all the rules down, I love the genre. My question is this, with the
    Capcom vs SNK game coming out soon, has anyone written up characters
    from other games series? I'm looking for King of Fighters (art of
    fighting and fatal fury included) and World Heroes (old neo geo game)
    anyone? Anyone?


    Thanks a bunch

    Chad Riley

    Group: streetfighter Message: 9088 From: Knight of the Black Rose Date: 9/30/2000
    Subject: Re: New guy here. Gotta question
    I have written up maneuvers for most of the SNK crowd at my web page. I
    should possibly specify which maneuvers these are (I don't list the
    game/character for every move I based off a game.)
    http://members.xoom.com/shliff/countdown
    (actually an NBC.com page now, but the above link should still forward)
    I'll post several more SNK characters on my page, but I'll post that link
    here when I do. I want it to be harder for my players to find that
    information. When they defeat Rugal, I'll post him. I've so far mainly
    specialized in maneuvers/styles and not posting the characters
    themselves.

    Street Fighter Alpha has links to pages with SNK characters on them.
    Street Fighter Z Dash has SNK maneuvers as well. I have links to these
    pages if you can't find them.

    Tony
    (some of the characters I've made for my game are: Ralf, Clark, Leona,
    Iori, Rugal, the secretaries, Kim, Fatal Fury team, Mai, Chizuru, Japan
    Hero Team, Hinako - I haven't played her though and just know the
    concept, and Kasumi Todoh.)

    > all the rules down, I love the genre. My question is this, with the
    > Capcom vs SNK game coming out soon, has anyone written up characters
    >
    > from other games series? I'm looking for King of Fighters (art of
    > fighting and fatal fury included) and World Heroes (old neo geo
    > game)
    > anyone? Anyone?
    >
    >
    > Thanks a bunch
    >
    > Chad Riley
    >
    >
    > -------------------------- eGroups Sponsor
    >
    >
    >
    Group: streetfighter Message: 9089 From: Thomas Merton Date: 9/30/2000
    Subject: Re: Important!!!!
    >
    > Skrew guy dan would kick his ass! =)
    >
    >Cliff

    Dan couldn't FIND Guy's ass with a map and some bread crumbs.

    Guy all the way. Vote Guy.

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    Group: streetfighter Message: 9090 From: Rinaldo Gambetta Date: 9/30/2000
    Subject: Ages Tournament fighters table and quotes.
    Pc´s

    1- Rebellion- From Chris Hoffmann.
    2- Sha Long- From J.Scott Pittman.
    3- Joseph Masterson- From Cliff Rice.
    4- Billy “The Blimp” Berstein- From Danyal Herder.
    5- Hyamamoto Suzuki- From Jade M. Prout (I known he take off the list
    but I send mails to him).
    6- The Dragon Reborn- From Jens-Arthur Leirbakk.
    7- Delta- From Josh Diemert.
    8- Huo Feng- From Ronny Anderssen.
    9- Max Power- From Yasuharu Konishi.
    10- Zethar- From Fred Chagnon.
    11- All Oha- From Luiz.

    Npc´s

    1- Colonel Ernest Voss.
    2- Shuna Kane
    3- Khalid
    4- Maso
    5- Julian Del Solar III
    6- Chaotic
    7- The Plague
    8- Daisuke Kimura
    9- Pavel Kozminski
    10- Sir Richard Thorndyke
    11- Edwing Van Seddar

    The starting bouts: A pc against a npc.
    Sha Long (J.Scott Pittman) Vs Pavel Kozminski (Npc)
    Rebellion (Chris Hoffmann) Vs Chaotic (Npc)
    Zethar (Fred Chagnon) Vs Khalid (Npc)
    The Dragon Reborn (Jens Arthur Leirbakk) Vs Julian Del Solar III (Npc)
    Billy “The Blimp” Berstein (Danyal Herder) Vs Maso (Npc)
    Max Power (Yasuharu Konishi) Vs Shuna Kane (Npc)
    Joseph Masterson (Cliff Rice) Vs Daisuke Kimura (Npc)
    Delta (Josh Diemert) Vs Sir Richard Thorndyke (Npc)
    Huo Feng (Ronny Anderssen) Vs Edwing Van Seddar (Npc)
    Hyamamoto Suzuki (Jade M.Prout) Vs Colonel Ernest Voss (Npc)

    Well this the fighter event table I will make this fights next week so I
    will wait for tactics, quotes about the opponent or something else.

    Background note: The Guardian "walk" (well he always flying or better
    say levitate) and say:
    - I´m very proud... I can see here a great group of fighters each one
    with his own combat skill, all persons here want the big prize but for a
    sad fact only one from this group can get this honor and now the day for
    this contest of strenghts finaly come so good luck and protect
    yourselves.

    The Guardian will watch every fight but he isn´t the referee, he have
    many agents to do this for him, the system is simple eliminatory (to a
    fast work) the winner go ahead and the loser is out. I set the fights
    for pc´s against npc´s first but after the first stage this will be a
    total random thing (pc´s against pc´s or npc´s and so on).

    The Npc´s quotes:

    Pavel Kozminski for Sha Long:
    "Concentration and skill are my knownledge so I´m ready to win."

    Chaotic for Rebellion:
    "Now giant woman you must meet your own doom."

    Khalid for Zethar:
    "Words don´t win any battle, so I will wait for the fight."

    Julian Del Solar III for The Dragon Reborn:
    "You must known... I´m realy dangerous when I want to."

    Maso for Billy "The Blimp" Berstein:
    "The pain is my aly so I will resist your attacks and crush you with my
    counter attacks."

    Shuna Kane for Max Power:
    "Your raw power is nothing against my speed and skill."

    Daisuke Kimura for Joseph Masterson:
    "I´m very glady... We will make a fine battle."

    Sir Richard Thorndyke for Delta:
    "A woman? Oh... Good Lord... I can´t fight against a woman this a great
    fault to my gentleman code of honor, but I need to so I´m sorry milady."

    Edwing Van Seddar for Huo Feng:
    "Wait for my fast attacks your freak!!!"

    Colonel Ernest Voss for Hyamamoto Suzuki:
    "A sumo wrestler? This could be fun."
    Group: streetfighter Message: 9091 From: Chad Riley Date: 10/1/2000
    Subject: Re: Digest Number 214
    Well, I'm not so familiar with the rules yet, but much of it wouldn't be to
    hard. Lets see what we can accomplish.
    Chad

    sMessage: 5

    > Date: Sat, 30 Sep 2000 00:00:55 -0700
    > From: "Herder Family" <herder@...>
    > Subject: RE: New guy here. Gotta question
    >
    > I don't think there's an official method worked out. I have been
    > considering writing a system similar to what you're talking about. Would
    > you like to team up with me and come up with a system?
    >
    > Danyal Herder
    >
    > ________________________________________________________________________
    > ________________________________________________________________________

    --
    "Don't wait for heroes,
    believe in yourself, you have the power.
    Winners are losers,
    who got up and gave it just one more try."
    --Dennis De Young
    Group: streetfighter Message: 9092 From: Herder Family Date: 10/1/2000
    Subject: Re: Digest Number 214
    Cool. Now, which games would you want to incorporate into the Street
    Fighter system? King of Fighters, Fatal Fury and Art of Fighting are
    givens, but what else?
    Group: streetfighter Message: 9093 From: Chad Riley Date: 10/1/2000
    Subject: Re: New guy stuff
    J. Scott Pittman" <joespitt@...> wrote:

    > Message: 1
    > Date: Sat, 30 Sep 2000 04:50:59 -0700
    > From: "J. Scott Pittman" <joespitt@...>
    > Subject: Re: New guy here. Gotta question
    >
    > I have written up the original Mortal Kombat characters, if you'd like to see them.
    >
    > J. Scott Pittman
    > http://www.tsixroads.com/~joespitt/dogsofwar.htm
    >
    >

    Cool! Thanks!


    Then, to my surprise, Knight of the Black Rose <anton_figueroa@...> intoned:

    >
    > ________________________________________________________________________
    > ________________________________________________________________________
    >
    > Message: 2
    > Date: Sat, 30 Sep 2000 11:07:10 -0400
    > From: Knight of the Black Rose <anton_figueroa@...>
    > Subject: Re: New guy here. Gotta question
    >
    > I have written up maneuvers for most of the SNK crowd at my web page. I
    > should possibly specify which maneuvers these are (I don't list the
    > game/character for every move I based off a game.)
    > http://members.xoom.com/shliff/countdown
    > (actually an NBC.com page now, but the above link should still forward)
    > I'll post several more SNK characters on my page, but I'll post that link
    > here when I do. I want it to be harder for my players to find that
    > information. When they defeat Rugal, I'll post him. I've so far mainly
    > specialized in maneuvers/styles and not posting the characters
    > themselves.
    >
    > Street Fighter Alpha has links to pages with SNK characters on them.
    > Street Fighter Z Dash has SNK maneuvers as well. I have links to these
    > pages if you can't find them.
    >
    > Tony
    > (some of the characters I've made for my game are: Ralf, Clark, Leona,
    > Iori, Rugal, the secretaries, Kim, Fatal Fury team, Mai, Chizuru, Japan
    > Hero Team, Hinako - I haven't played her though and just know the
    > concept, and Kasumi Todoh.)
    >
    >

    > __________________________________________________
    >
    > Message: 6
    > Date: Sat, 30 Sep 2000 23:27:28 -0700
    > From: "Herder Family" <herder@...>
    > Subject: RE: Digest Number 214
    >
    > Cool. Now, which games would you want to incorporate into the Street
    > Fighter system? King of Fighters, Fatal Fury and Art of Fighting are
    > givens, but what else?
    >
    > ________________________________________________________________________
    > ________________________________________________________________________

    Well, there is World Heroes (and WH2Jett), these two games used carbon copy
    streetfighters, Ken &Ryu types, Fei Long type, Zangief type, etc. But some were weird
    and pretty cool.

    Thanks again to all the answers to my post


    --
    "Don't wait for heroes,
    believe in yourself, you have the power.
    Winners are losers,
    who got up and gave it just one more try."
    --Dennis De Young
    Group: streetfighter Message: 9094 From: mesmeron@hotmail.com Date: 10/2/2000
    Subject: Re: New guy stuff
    --- In streetfighter@egroups.com, Chad Riley <chadriley01@s...> wrote:
    >
    >
    > J. Scott Pittman" <joespitt@t...> wrote:
    >
    > > Message: 1
    > > Date: Sat, 30 Sep 2000 04:50:59 -0700
    > > From: "J. Scott Pittman" <joespitt@t...>
    > > Subject: Re: New guy here. Gotta question
    > >
    > > I have written up the original Mortal Kombat characters, if you'd
    like to see them.
    > >
    > > J. Scott Pittman
    > > http://www.tsixroads.com/~joespitt/dogsofwar.htm
    > >
    > >
    >
    > Cool! Thanks!
    >
    >
    > Then, to my surprise, Knight of the Black Rose <
    anton_figueroa@j...>
    intoned:
    >
    > >
    > >
    ______________________________________________________________________
    __
    > >
    ______________________________________________________________________
    __
    > >
    > > Message: 2
    > > Date: Sat, 30 Sep 2000 11:07:10 -0400
    > > From: Knight of the Black Rose <anton_figueroa@j...>
    > > Subject: Re: New guy here. Gotta question
    > >
    > > I have written up maneuvers for most of the SNK crowd at my web
    page. I
    > > should possibly specify which maneuvers these are (I don't list
    the
    > > game/character for every move I based off a game.)
    > > http://members.xoom.com/shliff/countdown
    > > (actually an NBC.com page now, but the above link should still
    forward)
    > > I'll post several more SNK characters on my page, but I'll post
    that link
    > > here when I do. I want it to be harder for my players to find that
    > > information. When they defeat Rugal, I'll post him. I've so far
    mainly
    > > specialized in maneuvers/styles and not posting the characters
    > > themselves.
    > >
    > > Street Fighter Alpha has links to pages with SNK characters on
    them.
    > > Street Fighter Z Dash has SNK maneuvers as well. I have links to
    these
    > > pages if you can't find them.
    > >
    > > Tony
    > > (some of the characters I've made for my game are: Ralf, Clark,
    Leona,
    > > Iori, Rugal, the secretaries, Kim, Fatal Fury team, Mai, Chizuru,
    Japan
    > > Hero Team, Hinako - I haven't played her though and just know the
    > > concept, and Kasumi Todoh.)
    > >
    > >
    >
    > > __________________________________________________
    > >
    > > Message: 6
    > > Date: Sat, 30 Sep 2000 23:27:28 -0700
    > > From: "Herder Family" <herder@i...>
    > > Subject: RE: Digest Number 214
    > >
    > > Cool. Now, which games would you want to incorporate
    into
    the Street
    > > Fighter system? King of Fighters, Fatal Fury and Art of Fighting
    are
    > > givens, but what else?
    > >
    > >
    ______________________________________________________________________
    __
    > >
    ______________________________________________________________________
    __
    >
    > Well, there is World Heroes (and WH2Jett), these two games used
    carbon copy
    > streetfighters, Ken &Ryu types, Fei Long type, Zangief type, etc.
    But some were weird
    > and pretty cool.
    >
    > Thanks again to all the answers to my post
    >
    >
    > --
    > "Don't wait for heroes,
    > believe in yourself, you have the power.
    > Winners are losers,
    > who got up and gave it just one more try."
    > --Dennis De Young
    Group: streetfighter Message: 9095 From: mesmeron@hotmail.com Date: 10/2/2000
    Subject: Re: New guy stuff
    Hey I'm Wallace and I occasionally run the streetfighter roleplaying
    game, I have a small group, but we still run the comedy, I have all
    the books except "shades of grey." Some of those rules had to be
    fudged but really it's all for the better.

    I sometimes run shadoloo or non-shadoloo adv.

    I sometimes keep in touch with John Robey (the guy who wrote "perfect
    warrior")

    comments, questions..email me, mesmeron@...

    didn't knoe there were people still playing this game..wow!!
    Group: streetfighter Message: 9096 From: cliff rice Date: 10/2/2000
    Subject: Dan is the man!
    This isnt an election for the greatest fighter
    just a fact. dan is the bomb!

    Cliff

    __________________________________________________
    Do You Yahoo!?
    Yahoo! Photos - 35mm Quality Prints, Now Get 15 Free!
    http://photos.yahoo.com/
    Group: streetfighter Message: 9097 From: Robert Pascuttini Date: 10/2/2000
    Subject: Re: New guy stuff
    hey mes welcome to the group.


    >From: mesmeron@...
    >Reply-To: streetfighter@egroups.com
    >To: streetfighter@egroups.com
    >Subject: [streetfighter] Re: New guy stuff
    >Date: Mon, 02 Oct 2000 13:19:24 -0000
    >
    >
    >Hey I'm Wallace and I occasionally run the streetfighter roleplaying
    >game, I have a small group, but we still run the comedy, I have all
    >the books except "shades of grey." Some of those rules had to be
    >fudged but really it's all for the better.
    >
    >I sometimes run shadoloo or non-shadoloo adv.
    >
    >I sometimes keep in touch with John Robey (the guy who wrote "perfect
    >warrior")
    >
    >comments, questions..email me, mesmeron@...
    >
    >didn't knoe there were people still playing this game..wow!!
    >

    _________________________________________________________________________
    Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com

    Share information about yourself, create your own public profile at
    http://profiles.msn.com
    Group: streetfighter Message: 9098 From: Chris Hoffmann Date: 10/3/2000
    Subject: Re: Ages Tournament fighters table and quotes.
    --- Rinaldo Gambetta <rinaldo.gambetta@...> wrote:

    > The starting bouts: A pc against a npc.
    > Sha Long (J.Scott Pittman) Vs Pavel Kozminski (Npc)
    > Rebellion (Chris Hoffmann) Vs Chaotic (Npc)

    I'd love the chance to smack Chaotic around again.

    > Chaotic for Rebellion:
    > "Now giant woman you must meet your own doom."

    Rebellion for Chaotic:
    "Aren't you that little Gokiwa wanabe?"

    I'll be sending you my revised tactics in a moment.

    =====
    staredown@... http://www.workspot.net/~staredown

    "We don't expect kittens to fight wildcats and win
    --we merely expect them to try."
    -- Robert Heinlein

    __________________________________________________
    Do You Yahoo!?
    Yahoo! Photos - 35mm Quality Prints, Now Get 15 Free!
    http://photos.yahoo.com/
    Group: streetfighter Message: 9099 From: doc_mental@yahoo.com Date: 10/3/2000
    Subject: Street Fighting in Northern VA?
    Hey all-

    I'm just wondering if anyone on this list lives in the Northern VA
    area. I have all the SF books, but no one to play with! :) Any
    interested parties, contact me at doc_mental@...! (Don't forget
    the underscore between 'doc' and 'mental', or your email won't get to
    me! :)
    Group: streetfighter Message: 9100 From: mesmeron@hotmail.com Date: 10/3/2000
    Subject: so everybody..
    how long have you guys been playing??

    My group and I have been playing for a few years...eventually I fell
    under the mantle of Gm or storyteller to be precise

    I was actually working on perfect warrior 2
    did anybody run p.w and what happened?? yeah but basically all the
    other adv. cme from the old noggin..about 105 adv. to be exact
    you name it I ran it..mortal kombat..etc..

    one thing that really irked us was that chi thing..once you were out
    of it, no more fireballs,etc. what i tried to work out was that
    normal fireballs were ok (after all in the video game ken and ryu can
    shoot them for days) but the inferno strike and those other moves,
    once chi was gone could subtract from health..about 2 or 3, a do or
    die situation if you know what i mean, when you really want to take
    somebody or something down

    but send comments questions..lata
    mesmeron
    Group: streetfighter Message: 9101 From: Rinaldo Gambetta Date: 10/3/2000
    Subject: Re: Ages Tournament fighters table and quotes.
    He will love this too.

    Chris Hoffmann wrote:

    > --- Rinaldo Gambetta <rinaldo.gambetta@...> wrote:
    >
    > > The starting bouts: A pc against a npc.
    > > Sha Long (J.Scott Pittman) Vs Pavel Kozminski (Npc)
    > > Rebellion (Chris Hoffmann) Vs Chaotic (Npc)
    >
    > I'd love the chance to smack Chaotic around again.
    >
    > > Chaotic for Rebellion:
    > > "Now giant woman you must meet your own doom."
    >
    > Rebellion for Chaotic:
    > "Aren't you that little Gokiwa wanabe?"
    >
    > I'll be sending you my revised tactics in a moment.
    >
    > =====
    > staredown@... http://www.workspot.net/~staredown
    >
    > "We don't expect kittens to fight wildcats and win
    > --we merely expect them to try."
    > -- Robert Heinlein
    >
    > __________________________________________________
    > Do You Yahoo!?
    > Yahoo! Photos - 35mm Quality Prints, Now Get 15 Free!
    > http://photos.yahoo.com/
    >
    Group: streetfighter Message: 9102 From: doc_mental@yahoo.com Date: 10/3/2000
    Subject: The Rabbit and the Hare
    OK, on that fable note....

    I'm trying to design a couple of characters... one is a mutant turtle
    (NO, not a TMNT!) :) and a hare...

    "Tank", and "Jackrabbit".

    Anyways, I'm wondering if anyone has any ideas for animal hybrid
    armor (Tank's shell) and superleap (Jackrabbit's a... well, rabbit,
    so I assume he can jump better than what's listed for the "Jump"
    maneuver).

    Any ideas?
    Group: streetfighter Message: 9103 From: J. Scott Pittman Date: 10/3/2000
    Subject: Re: The Rabbit and the Hare
    Okay, here we go with the shameless plug that is sure to get me into trouble....
     
    On the Dogs of War homepage you can download the "Encyclopedia Combatica" that has lots of new powers, including "Animae Leap" which should take care of your leaping question. As for armor, I suggest Toughskin, which simulates very well turtle armor. When not using the power, he's getting hit in the noggin, not the shell.
     
    Scott
     
    ----- Original Message -----
    Sent: Tuesday, October 03, 2000 1:08 PM
    Subject: [streetfighter] The Rabbit and the Hare

    OK, on that fable note....

    I'm trying to design a couple of characters... one is a mutant turtle
    (NO, not a TMNT!) :)  and a hare...

    "Tank", and "Jackrabbit". 

    Anyways, I'm wondering if anyone has any ideas for animal hybrid
    armor (Tank's shell) and superleap (Jackrabbit's a... well, rabbit,
    so I assume he can jump better than what's listed for the "Jump"
    maneuver).

    Any ideas?

    Group: streetfighter Message: 9104 From: J. Scott Pittman Date: 10/3/2000
    Subject: Re: so everybody..
    You can use CHAMPS to create Maneuvers like fireball that require no Chi, but they should have a high Focus requirement! Maybe that's what Ryu and Ken have.....
     
    Scott
     
     
    ----- Original Message -----
    Sent: Tuesday, October 03, 2000 7:16 AM
    Subject: [streetfighter] so everybody..

    how long have you guys been playing??

    My group and I have been playing for a few years...eventually I fell
    under the mantle of Gm or storyteller to be precise

    I was actually working on perfect warrior 2
    did anybody run p.w and what happened?? yeah but basically all the
    other adv. cme from the old noggin..about 105 adv. to be exact
    you name it I ran it..mortal kombat..etc..

    one thing that really irked us was that chi thing..once you were out
    of it, no more fireballs,etc.  what i tried to work out was that
    normal fireballs were ok (after all in the video game ken and ryu can
    shoot them for days) but the inferno strike and those other moves,
    once chi was gone could subtract from health..about 2 or 3, a do or
    die situation if you know what i mean, when you really want to take
    somebody or something down

    but send comments questions..lata
    mesmeron

    Group: streetfighter Message: 9105 From: J. Scott Pittman Date: 10/3/2000
    Subject: CHAMPS
    Has anyone bothered to look over CHAMPS? What do you think? Good Bad? So-so? Has anyone created Maneuvers using the system?
      I would like to slowly convert everything from Dogs of War to CHAMPS material, but am i wasting my time undertaking such a huge project? If I'm alone in the effort, i won't bother. The final hope was to have tournaments using the CHAMPS rules so everyone could join in with their own backgrounds, styles and Maneuvers that they made up themselves, and we could have a web page on which to keep adding those styles, maneuvers and backgrounds that everyone made up.
     
    Scott
    ----- Original Message -----
    Sent: Tuesday, October 03, 2000 7:16 AM
    Subject: [streetfighter] so everybody..

    how long have you guys been playing??

    My group and I have been playing for a few years...eventually I fell
    under the mantle of Gm or storyteller to be precise

    I was actually working on perfect warrior 2
    did anybody run p.w and what happened?? yeah but basically all the
    other adv. cme from the old noggin..about 105 adv. to be exact
    you name it I ran it..mortal kombat..etc..

    one thing that really irked us was that chi thing..once you were out
    of it, no more fireballs,etc.  what i tried to work out was that
    normal fireballs were ok (after all in the video game ken and ryu can
    shoot them for days) but the inferno strike and those other moves,
    once chi was gone could subtract from health..about 2 or 3, a do or
    die situation if you know what i mean, when you really want to take
    somebody or something down

    but send comments questions..lata
    mesmeron

    Group: streetfighter Message: 9106 From: doc_mental@yahoo.com Date: 10/3/2000
    Subject: Re: The Rabbit and the Hare
    Okay, yeah, that would work! :) Only with Toughskin, I wouldn't see
    it costing Chi per se, since he doesn't have to 'focus'- he's always
    wearing a shell! :) But then arises the matter you mentioned,
    getting hit in the noggin...

    As for the leap, that sounds like it'll work, I'll have to check it
    out!

    Thanks! :)

    --- In streetfighter@egroups.com, "J. Scott Pittman" <joespitt@t...>
    wrote:
    > Okay, here we go with the shameless plug that is sure to get me
    into trouble....
    >
    > On the Dogs of War homepage you can download the "Encyclopedia
    Combatica" that has lots of new powers, including "Animae Leap" which
    should take care of your leaping question. As for armor, I suggest
    Toughskin, which simulates very well turtle armor. When not using the
    power, he's getting hit in the noggin, not the shell.
    >
    > Scott
    > http://www.tsixroads.com/~joespitt/dogsofwar.htm
    >
    > ----- Original Message -----
    > From: doc_mental@y...
    > To: streetfighter@egroups.com
    > Sent: Tuesday, October 03, 2000 1:08 PM
    > Subject: [streetfighter] The Rabbit and the Hare
    >
    >
    > OK, on that fable note....
    >
    > I'm trying to design a couple of characters... one is a mutant
    turtle
    > (NO, not a TMNT!) :) and a hare...
    >
    > "Tank", and "Jackrabbit".
    >
    > Anyways, I'm wondering if anyone has any ideas for animal hybrid
    > armor (Tank's shell) and superleap (Jackrabbit's a... well,
    rabbit,
    > so I assume he can jump better than what's listed for the "Jump"
    > maneuver).
    >
    > Any ideas?
    Group: streetfighter Message: 9107 From: gero24@hotmail.com Date: 10/3/2000
    Subject: got a quick question
    i have been a member of this list for about 2 years off and on, and i
    still have no clue how to make a character for one the play by email
    type battles, you guys run on this e-group

    can someone please directly e-mail me and tell me how to do it, thanx

    i would love to take part of the battles, cause i do love the game so
    much.

    Gero24@...

    do not send me e-mail to gero24@...

    thanx

    Gero
    Group: streetfighter Message: 9108 From: doc_mental@yahoo.com Date: 10/3/2000
    Subject: The Chat Room
    Being new to the list, maybe there's just some sort of protocol I'm
    not aware of, but... does anyone here ever make use of the Chat
    Room? I've been in and out all times of the day and it's always
    barren! :)
    Group: streetfighter Message: 9109 From: wallace heard Date: 10/3/2000
    Subject: Re: got a quick question
    >From: gero24@...
    >Reply-To: streetfighter@egroups.com
    >To: streetfighter@egroups.com
    >Subject: [streetfighter] got a quick question
    >Date: Wed, 04 Oct 2000 00:22:31 -0000
    >MIME-Version: 1.0
    >X-Originating-IP: 209.222.102.153
    >Received: from [208.50.99.208] by hotmail.com (3.2) with ESMTP id
    >MHotMailBBA3C30D0065D821979ED03263D07D3391; Tue Oct 03 17:26:06 2000
    >Received: from [10.1.10.36] by fk.egroups.com with NNFMP; 04 Oct 2000
    >00:22:41 -0000
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    >From sentto-1008569-2813-970618952-mesmeron Tue Oct 03 17:27:57 2000
    >X-eGroups-Return:
    >sentto-1008569-2813-970618952-mesmeron=hotmail.com@...
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    >Mailing-List: list streetfighter@egroups.com; contact
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    >Precedence: bulk
    >List-Unsubscribe: <mailto:streetfighter-unsubscribe@egroups.com>
    >
    >i have been a member of this list for about 2 years off and on, and i
    >still have no clue how to make a character for one the play by email
    >type battles, you guys run on this e-group
    >
    >can someone please directly e-mail me and tell me how to do it, thanx
    >
    >i would love to take part of the battles, cause i do love the game so
    >much.
    >
    >Gero24@...
    >
    >do not send me e-mail to gero24@...
    >
    >thanx
    >
    >Gero

    I'm kind of new to the group..never ran a email type battle
    hello

    mesmeron
    >

    _________________________________________________________________________
    Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com

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    http://profiles.msn.com
    Group: streetfighter Message: 9110 From: J. Scott Pittman Date: 10/3/2000
    Subject: Re: got a quick question
    Gero - go to
     
    the rules for tournaments can be downloaded from there
     
    Scott
    ----- Original Message -----
    From: gero24@...
    Sent: Tuesday, October 03, 2000 5:22 PM
    Subject: [streetfighter] got a quick question

    i have been a member of this list for about 2 years off and on, and i
    still have no clue how to make a character for one the play by email
    type battles, you guys run on this e-group

    can someone please directly e-mail me and tell me how to do it, thanx

    i would love to take part of the battles, cause i do love the game so
    much.

    Gero24@...

    do not send me e-mail to gero24@...

    thanx

    Gero

    Group: streetfighter Message: 9111 From: mesmeron@hotmail.com Date: 10/3/2000
    Subject: The adv. I run
    I just run a multitude of adv. just to get everyone's flavor figured
    out

    for example I don't mind kidnapping your brother telling you he owes a
    tremendous gambling debt..pay us or we find out if your brother (or
    significant other can swim with concrete boots on!!)

    or have a dying scientist tell you that shadoloo has created a
    bioweapon of mass destruction..stop them before it's too late!!

    since there are new backgrounds..even more possibilities are opened

    and that's just a taste..bye

    mesmeron
    Group: streetfighter Message: 9112 From: Rinaldo Gambetta Date: 10/4/2000
    Subject: Re: Ages Tournament fighters table and quotes.
    Ops I forgot the challenge All Oha (Luiz) Vs The Plague (Npc).

    Rinaldo Gambetta wrote:

    > Pc´s
    >
    > 1- Rebellion- From Chris Hoffmann.
    > 2- Sha Long- From J.Scott Pittman.
    > 3- Joseph Masterson- From Cliff Rice.
    > 4- Billy “The Blimp” Berstein- From Danyal Herder.
    > 5- Hyamamoto Suzuki- From Jade M. Prout (I known he take off the list
    > but I send mails to him).
    > 6- The Dragon Reborn- From Jens-Arthur Leirbakk.
    > 7- Delta- From Josh Diemert.
    > 8- Huo Feng- From Ronny Anderssen.
    > 9- Max Power- From Yasuharu Konishi.
    > 10- Zethar- From Fred Chagnon.
    > 11- All Oha- From Luiz.
    >
    > Npc´s
    >
    > 1- Colonel Ernest Voss.
    > 2- Shuna Kane
    > 3- Khalid
    > 4- Maso
    > 5- Julian Del Solar III
    > 6- Chaotic
    > 7- The Plague
    > 8- Daisuke Kimura
    > 9- Pavel Kozminski
    > 10- Sir Richard Thorndyke
    > 11- Edwing Van Seddar
    >
    > The starting bouts: A pc against a npc.
    > Sha Long (J.Scott Pittman) Vs Pavel Kozminski (Npc)
    > Rebellion (Chris Hoffmann) Vs Chaotic (Npc)
    > Zethar (Fred Chagnon) Vs Khalid (Npc)
    > The Dragon Reborn (Jens Arthur Leirbakk) Vs Julian Del Solar III (Npc)
    > Billy “The Blimp” Berstein (Danyal Herder) Vs Maso (Npc)
    > Max Power (Yasuharu Konishi) Vs Shuna Kane (Npc)
    > Joseph Masterson (Cliff Rice) Vs Daisuke Kimura (Npc)
    > Delta (Josh Diemert) Vs Sir Richard Thorndyke (Npc)
    > Huo Feng (Ronny Anderssen) Vs Edwing Van Seddar (Npc)
    > Hyamamoto Suzuki (Jade M.Prout) Vs Colonel Ernest Voss (Npc)
    >
    > Well this the fighter event table I will make this fights next week so I
    > will wait for tactics, quotes about the opponent or something else.
    >
    > Background note: The Guardian "walk" (well he always flying or better
    > say levitate) and say:
    > - I´m very proud... I can see here a great group of fighters each one
    > with his own combat skill, all persons here want the big prize but for a
    > sad fact only one from this group can get this honor and now the day for
    > this contest of strenghts finaly come so good luck and protect
    > yourselves.
    >
    > The Guardian will watch every fight but he isn´t the referee, he have
    > many agents to do this for him, the system is simple eliminatory (to a
    > fast work) the winner go ahead and the loser is out. I set the fights
    > for pc´s against npc´s first but after the first stage this will be a
    > total random thing (pc´s against pc´s or npc´s and so on).
    >
    > The Npc´s quotes:
    >
    > Pavel Kozminski for Sha Long:
    > "Concentration and skill are my knownledge so I´m ready to win."
    >
    > Chaotic for Rebellion:
    > "Now giant woman you must meet your own doom."
    >
    > Khalid for Zethar:
    > "Words don´t win any battle, so I will wait for the fight."
    >
    > Julian Del Solar III for The Dragon Reborn:
    > "You must known... I´m realy dangerous when I want to."
    >
    > Maso for Billy "The Blimp" Berstein:
    > "The pain is my aly so I will resist your attacks and crush you with my
    > counter attacks."
    >
    > Shuna Kane for Max Power:
    > "Your raw power is nothing against my speed and skill."
    >
    > Daisuke Kimura for Joseph Masterson:
    > "I´m very glady... We will make a fine battle."
    >
    > Sir Richard Thorndyke for Delta:
    > "A woman? Oh... Good Lord... I can´t fight against a woman this a great
    > fault to my gentleman code of honor, but I need to so I´m sorry milady."
    >
    > Edwing Van Seddar for Huo Feng:
    > "Wait for my fast attacks your freak!!!"
    >
    > Colonel Ernest Voss for Hyamamoto Suzuki:
    > "A sumo wrestler? This could be fun."
    >