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Group: streetfighter Message: 12566 From: Blue Dorian Date: 2/8/2002
Subject: Re: Poll on Maka Wara
Group: streetfighter Message: 12567 From: incredible_temptations Date: 2/8/2002
Subject: Re: Intro
Group: streetfighter Message: 12568 From: lottie_the_cleric Date: 2/8/2002
Subject: Re: Poll on Maka Wara
Group: streetfighter Message: 12569 From: Kim Foster Date: 2/8/2002
Subject: Re: Poll on Maka Wara
Group: streetfighter Message: 12570 From: mean_liar Date: 2/9/2002
Subject: Maka Wara and other house rules.
Group: streetfighter Message: 12571 From: mrdya Date: 2/9/2002
Subject: Streetfighter/Feng Shui
Group: streetfighter Message: 12572 From: necro6hit Date: 2/9/2002
Subject: Re: Maka Wara and other house rules.
Group: streetfighter Message: 12573 From: mean_liar Date: 2/9/2002
Subject: Re: Maka Wara and other house rules.
Group: streetfighter Message: 12574 From: necro6hit Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
Group: streetfighter Message: 12575 From: Jason Obeston Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
Group: streetfighter Message: 12576 From: incredible_temptations Date: 2/10/2002
Subject: Two Questions......
Group: streetfighter Message: 12577 From: Andy Johnston Date: 2/10/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12578 From: Andy Johnston Date: 2/10/2002
Subject: Does anyone like Street Fighter?
Group: streetfighter Message: 12579 From: galin_ra Date: 2/10/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12580 From: mean_liar Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
Group: streetfighter Message: 12581 From: mean_liar Date: 2/10/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12582 From: incredible_temptations Date: 2/10/2002
Subject: Re: Does anyone like Street Fighter?
Group: streetfighter Message: 12583 From: incredible_temptations Date: 2/10/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12584 From: incredible_temptations Date: 2/10/2002
Subject: Main book
Group: streetfighter Message: 12585 From: necro6hit Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
Group: streetfighter Message: 12586 From: necro6hit Date: 2/10/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12587 From: Jason Obeston Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
Group: streetfighter Message: 12588 From: necro6hit Date: 2/10/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12589 From: mean_liar Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
Group: streetfighter Message: 12590 From: Andy Johnston Date: 2/11/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12591 From: galin_ra Date: 2/11/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12592 From: Chris Hoffmann Date: 2/11/2002
Subject: Re: Poll on Maka Wara
Group: streetfighter Message: 12593 From: Jason Obeston Date: 2/11/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12594 From: Sharoon Sher Date: 2/11/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12595 From: necro6hit Date: 2/11/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12596 From: necro6hit Date: 2/11/2002
Subject: Re: Maka Wara and other house rules.
Group: streetfighter Message: 12597 From: Andy Johnston Date: 2/11/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12598 From: Herve Date: 2/12/2002
Subject: block speed bonus
Group: streetfighter Message: 12599 From: Fred Chagnon Date: 2/12/2002
Subject: Re: block speed bonus
Group: streetfighter Message: 12600 From: mean_liar Date: 2/12/2002
Subject: Re: block speed bonus
Group: streetfighter Message: 12601 From: mean_liar Date: 2/12/2002
Subject: Re: block speed bonus
Group: streetfighter Message: 12602 From: galin_ra Date: 2/12/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12603 From: Jens-Arthur Leirbakk Date: 2/12/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12604 From: Dr.Destruction Date: 2/12/2002
Subject: Re: block speed bonus
Group: streetfighter Message: 12605 From: Tony Figueroa Date: 2/12/2002
Subject: Re: block speed bonus
Group: streetfighter Message: 12606 From: Fred Chagnon Date: 2/12/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12607 From: Thomas Merton Date: 2/13/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12608 From: cliff rice Date: 2/13/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12609 From: galin_ra Date: 2/13/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12610 From: Jeremy Date: 2/13/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12611 From: The Editor Date: 2/13/2002
Subject: For those of you who keep track of such things...
Group: streetfighter Message: 12612 From: necro6hit Date: 2/13/2002
Subject: Re: block speed bonus
Group: streetfighter Message: 12613 From: Jason Obeston Date: 2/13/2002
Subject: Re: Two Questions......
Group: streetfighter Message: 12614 From: azq2die4 Date: 2/15/2002
Subject: Combos and sustained holds
Group: streetfighter Message: 12615 From: mean_liar Date: 2/15/2002
Subject: Re: Combos and sustained holds



Group: streetfighter Message: 12566 From: Blue Dorian Date: 2/8/2002
Subject: Re: Poll on Maka Wara
I'm of the opinion that Maka Wara shouldn't cease working because of a
botched damage roll. Blocking, by its very nature, is less than efficient
when weighed against all the other techniques. If a person specialized in
kicking went up against one specialized in... Say... Punching, would their
maneuvers cease to work? A blocker has a built in weakness against any given
grappler and there are maneuvers specifically used to stop blocking
maneuvers from working(eg. Monkey Grab Punch or the Reverse Frontal Kick for
Savate). There are no other Techniques that have a specific weakness built
in. Even if we were to take the mighty Maka Wara and compare it to other
main maneuvers, we see that it simply doesn't stack up. It has a -3 damage
rating compared to up to a +7!. In fact, let's take a Stamina 5, blocking 5
person and pit him against a Strength 5, Punch 5 Dragon Puncher. The Maka
Wara person has concentrated his points in block and block maneuvers, the
puncher has given in to punch and punch maneuvers. Standard damage for the
Dragon Punch: 16 dice. Standard damage for the Maka Wara: 7 dice. Assuming
that the puncher has a stamina of 3, he takes 4 dice in comparison to the
Blockers 6 dice of damage. And the Puncher, with even a single point in
grab, can simply throw said Blocker around like a little girl.

Plus, I like the idea of Vega getting 7 hits against Sagat with his
rolling attack and knocking himself out with 42 dice of damage. Light
damage, multiple-hit maneuvers are horribly weak against Maka Wara. It's
their weakness and that appeals to me.:) No single maneuver - Not even
Cartwheel Kick - Should be invulnerable in return.

_________________________________________________________________
Join the world�s largest e-mail service with MSN Hotmail.
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Group: streetfighter Message: 12567 From: incredible_temptations Date: 2/8/2002
Subject: Re: Intro
--- In streetfighter@y..., Josh Diemert <boomergold@r...> wrote:
> Where at in Washington State? I'm in Spokane.

I'm over on the west side of the state just a little south of Seattle.
je t'aime,
LB
AIM: beltain25
MSN: sugarbaby_25@...
ICQ: 15606443
Group: streetfighter Message: 12568 From: lottie_the_cleric Date: 2/8/2002
Subject: Re: Poll on Maka Wara
Ok, this comes from the fact that I also own the new "Exalted" RPG
main book and the "World of Darkness: Combat" book (wich is based on
the Street Fighter combat system) no attack should ever do zero
damage. If your attack hits you have to do at least 1 point of
damage even if you botch the damage roll (your opponet still gets
his full soak though)
Group: streetfighter Message: 12569 From: Kim Foster Date: 2/8/2002
Subject: Re: Poll on Maka Wara
At 03:59 AM 2/9/02 -0000, you wrote:
>Ok, this comes from the fact that I also own the new "Exalted" RPG
>main book and the "World of Darkness: Combat" book (wich is based on
>the Street Fighter combat system) no attack should ever do zero
>damage. If your attack hits you have to do at least 1 point of
>damage even if you botch the damage roll (your opponet still gets
>his full soak though)

In Exalted, you get one Die of damage even past soak. It can still come up
"No Sucess" and the opponent takes no damage.


>
Group: streetfighter Message: 12570 From: mean_liar Date: 2/9/2002
Subject: Maka Wara and other house rules.
The whole reason I'm asking if you can Botch the damage roll is
really the question, "If you botch a damage roll from Maka Wara, do
you think the blocker's next maneuver should be at 0 Speed (+2 for
Blocking previously, -2 for Botching)?"


As it stands, I'll be running my game as follows:


Maka Wara can only be used on a played Block/etc. maneuver, and
CANNOT be used if you have Aborted to a Block.

You cannot Botch Maka Wara damage rolls.

You can only combo off of a played maneuver, and not an Aborted-to
maneuver.
EXAMPLE: Roy has a Block to Hyperfist (Dizzy) combo. If he plays a
Buffalo Punch, but Aborts to the Block, his next move gets +2 Speed
(from Blocking). If his next maneuver is a Hyperfist, it is NOT
dizzying, and it only gets +3 Speed (+2 from Blocking, +1 from
Maneuver), since it does not count as coming off of the combo.
NOTE: I'm considering allowing a Combo involving Esquives (or is it
Displacement?) that would be an exception to this.



I'm still a little unsure of how to regulate multiple-hit maneuvers
that start a Dizzying combo (i.e., Hyperfist to Elbow Smash
(Dizzy)). Since this is a Dizzy combo, does it mean that ALL
Hyperfists (in this example) not being played as part of a separate
Combo can be considered the opening move of THIS Combo? This
*seems* unbalancing, since any time Roy throws his Hyperfist, he can
declare it the opening move of his Combo, and therefore Dizzying.
Since there is no penalty for stopping a combo, if he fails to Dizzy
his opponent with the opening Hyperfist, he can stop executing the
Combo and play any other maneuver -- perhaps another Hyperfist with
the intent of Dizzying his opponent with the "combo"? Without any
penalty for stopping the completion of a combo, it essentially makes
every Hyperfist not in a combo already part of this Dizzying combo.
Group: streetfighter Message: 12571 From: mrdya Date: 2/9/2002
Subject: Streetfighter/Feng Shui
First of all allow me to introduce myself, I'm Demond...and I'm a
lurker. :) For the past six months or so I've read this egroup and
stole...errr...borrowed ideas from this group to use in my own
games. Thanks guys!

Anywho, Feng Shui and Streetfighter both encourage wild combat, and I
was wondering if anyone had any ideas on how to convert Streetfighter
to Feng Shui and vice versa.

Demond
Group: streetfighter Message: 12572 From: necro6hit Date: 2/9/2002
Subject: Re: Maka Wara and other house rules.
another GM call for you.
does the dizzy occur upon COMPLETION of the dizzy combo, or as SOON
AS you obtain enough damage to best their stamina.

this will give you your answer for the multi hit manuevers.

I currently allow it (every hyperfist can acumulate for dizzy if its
the first move in a dizzy combo) but if it ever became a problem Id
change it.

same for sustained holds by the way.

Matt

--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
>
> I'm still a little unsure of how to regulate multiple-hit maneuvers
> that start a Dizzying combo (i.e., Hyperfist to Elbow Smash
> (Dizzy)). Since this is a Dizzy combo, does it mean that ALL
> Hyperfists (in this example) not being played as part of a separate
> Combo can be considered the opening move of THIS Combo? This
> *seems* unbalancing, since any time Roy throws his Hyperfist, he
can
> declare it the opening move of his Combo, and therefore Dizzying.
> Since there is no penalty for stopping a combo, if he fails to
Dizzy
> his opponent with the opening Hyperfist, he can stop executing the
> Combo and play any other maneuver -- perhaps another Hyperfist with
> the intent of Dizzying his opponent with the "combo"? Without any
> penalty for stopping the completion of a combo, it essentially
makes
> every Hyperfist not in a combo already part of this Dizzying combo.
Group: streetfighter Message: 12573 From: mean_liar Date: 2/9/2002
Subject: Re: Maka Wara and other house rules.
> does the dizzy occur upon COMPLETION of the dizzy combo, or as
SOON > AS you obtain enough damage to best their stamina.

Regarding this, consider this example:

Of Roy's combos, he has Lunging Punch to Elbow Smash (Dizzy). If he
were to hit an opponent with the Lunging Punch and cause sufficient
damage to Dizzy his opponent, would his opponent be Dizzied? Or
because its part of a Dizzy combo, it waits for the Elbow Smash hit
to Dizzy?

Essentially, I'm asking if the nature of the Dizzying Combo causes
it to make even basic combos (single-hit-maneuver to single-hit-
maneuver) wait to tally the damage. If it would, THEN the "multi-
hit to whatever" combo question is answered. Start the reasoning
with the most basic case, and then work towards the more complex
cases (multi-hit to multi-hit combos).

I believe that because a Roundhouse to Short Kick (Dizzy) combo can
Dizzy an opponent with the first Roundhouse (provided it is
sufficiently damaging), then a multi-hit dizzying combo would
tabulate damage every round to determine if the opponent is Dizzied
or not.

I mean, you could hit the guy with a Roundhouse to Short Kick
(Dizzy) combo, do 9 damage with the initial Roundhouse, and NOT
Dizzy the guy because your next maneuver follows quickly? I feel
this is an unacceptable conclusion.



> ... same for sustained holds by the way.

I got my answer to this by a close reading of the book, with
specific attention paid to definitions. Essentially, a Combo is any
sequence of cards played, with no regard for future intentions or
declarations. A Sustained Hold is a SEQUENCE of identical maneuvers
that prevent the opponent from acting, and NOT a single maneuver
executed over a length of time.

Essentially, a Combo is a sequence of cards, that gives certain
bonuses to the 2nd and 3rd moves of the sequence. When playing a
Combo, the book makes no mention of declarations of intent, i.e.
playing all moves in the Combo at once, but each move then executing
in a normal fashion (though they are 'locked in').

EXAMPLE: Cleon (Pankration) has Stomache Pump to Thunderstrike
(Dizzy). Cleon can Stomache Pump his opponent to his heart's
content, and on any turn following a Stomache Pump, he can play his
Thunderstrike and tabulate damage as per the Dizzy Combo rules.

The only time this gets tricky is during multiple turns of a
Sustained Hold.

EXAMPLE: Cleon has Stomache Pump to Stomache Pump to Thunderstrike
(Dizzy). When Cleon gets his opponent in a Stomache Pump, the
moment he plays two Stomache Pumps in a row AND chooses to tabulate
damage to determine Dizzy effects as per the Combo, his only option
to continue the Combo is to play the Thunderstrike, though he is
under no obligation to continue the Combo. If Cleon were to
tabulate the damage to determine Dizzy after the second Stomache
Pump and then play another Stomache Pump, he CANNOT tabulate this
additional Stomache Pump to determine Dizzy unless he had a Stomache
Pump to Stomache Pump to Stomache Pump (Dizzy) combo.
NOTE: As a GM, I would make Cleon determine if his second Stomache
Pump was part of the combo BEFORE rolling for damage.

I think the problems that most have with the Sustained Holds in
calculating effects of Dizzys is that they're overlooking the
definition of Combos and Sustained Holds. A Sustained Hold is NOT 1
move -- it is several plays of the same maneuver card over several
rounds (see the description of Sustained Holds in the Combat
section). With this in mind, you realize that a Warrior playing
Stomache Pump, successfully sustaining it for a round, and then
playing Stomache Pump again, has played 2 Stomache Pumps, not 1.
From here, calculating the mechanism of damage and dizzying combos
is seen to be identical to all other Combos.
Group: streetfighter Message: 12574 From: necro6hit Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
you opened a whole new can o worms by using 'lunging punch' in that
example....

it shows th eleast regard for the rules of ALL moves...


-M

--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> > does the dizzy occur upon COMPLETION of the dizzy combo, or as
> SOON > AS you obtain enough damage to best their stamina.
>
> Regarding this, consider this example:
>
> Of Roy's combos, he has Lunging Punch to Elbow Smash (Dizzy). If
he
> were to hit an opponent with the Lunging Punch and cause sufficient
> damage to Dizzy his opponent, would his opponent be Dizzied? Or
> because its part of a Dizzy combo, it waits for the Elbow Smash hit
> to Dizzy?
>
> Essentially, I'm asking if the nature of the Dizzying Combo causes
> it to make even basic combos (single-hit-maneuver to single-hit-
> maneuver) wait to tally the damage. If it would, THEN the "multi-
> hit to whatever" combo question is answered. Start the reasoning
> with the most basic case, and then work towards the more complex
> cases (multi-hit to multi-hit combos).
>
> I believe that because a Roundhouse to Short Kick (Dizzy) combo can
> Dizzy an opponent with the first Roundhouse (provided it is
> sufficiently damaging), then a multi-hit dizzying combo would
> tabulate damage every round to determine if the opponent is Dizzied
> or not.
>
> I mean, you could hit the guy with a Roundhouse to Short Kick
> (Dizzy) combo, do 9 damage with the initial Roundhouse, and NOT
> Dizzy the guy because your next maneuver follows quickly? I feel
> this is an unacceptable conclusion.
>
>
>
> > ... same for sustained holds by the way.
>
> I got my answer to this by a close reading of the book, with
> specific attention paid to definitions. Essentially, a Combo is
any
> sequence of cards played, with no regard for future intentions or
> declarations. A Sustained Hold is a SEQUENCE of identical
maneuvers
> that prevent the opponent from acting, and NOT a single maneuver
> executed over a length of time.
>
> Essentially, a Combo is a sequence of cards, that gives certain
> bonuses to the 2nd and 3rd moves of the sequence. When playing a
> Combo, the book makes no mention of declarations of intent, i.e.
> playing all moves in the Combo at once, but each move then
executing
> in a normal fashion (though they are 'locked in').
>
> EXAMPLE: Cleon (Pankration) has Stomache Pump to Thunderstrike
> (Dizzy). Cleon can Stomache Pump his opponent to his heart's
> content, and on any turn following a Stomache Pump, he can play his
> Thunderstrike and tabulate damage as per the Dizzy Combo rules.
>
> The only time this gets tricky is during multiple turns of a
> Sustained Hold.
>
> EXAMPLE: Cleon has Stomache Pump to Stomache Pump to Thunderstrike
> (Dizzy). When Cleon gets his opponent in a Stomache Pump, the
> moment he plays two Stomache Pumps in a row AND chooses to tabulate
> damage to determine Dizzy effects as per the Combo, his only option
> to continue the Combo is to play the Thunderstrike, though he is
> under no obligation to continue the Combo. If Cleon were to
> tabulate the damage to determine Dizzy after the second Stomache
> Pump and then play another Stomache Pump, he CANNOT tabulate this
> additional Stomache Pump to determine Dizzy unless he had a
Stomache
> Pump to Stomache Pump to Stomache Pump (Dizzy) combo.
> NOTE: As a GM, I would make Cleon determine if his second Stomache
> Pump was part of the combo BEFORE rolling for damage.
>
> I think the problems that most have with the Sustained Holds in
> calculating effects of Dizzys is that they're overlooking the
> definition of Combos and Sustained Holds. A Sustained Hold is NOT
1
> move -- it is several plays of the same maneuver card over several
> rounds (see the description of Sustained Holds in the Combat
> section). With this in mind, you realize that a Warrior playing
> Stomache Pump, successfully sustaining it for a round, and then
> playing Stomache Pump again, has played 2 Stomache Pumps, not 1.
> From here, calculating the mechanism of damage and dizzying combos
> is seen to be identical to all other Combos.
Group: streetfighter Message: 12575 From: Jason Obeston Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
Not to nitpick or anything its your game run it the
way you want but maka wara is harding of all your skin
so wouldn't it still do damage when aborted to block
or are you ruling its harding specific areas which you
use to block and thus when aborting you can't block
with those specific areas because you had planned on
something else but aborted to a hasty block?


--- mean_liar <mean_liar@...> wrote:
>> As it stands, I'll be running my game as follows:
>
>
> Maka Wara can only be used on a played Block/etc.
> maneuver, and
> CANNOT be used if you have Aborted to a Block.
>


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Group: streetfighter Message: 12576 From: incredible_temptations Date: 2/10/2002
Subject: Two Questions......
My first question is just a plain old I'm really curious type of
question and let's see how many arguments this one starts. From the
Street Fighter II video game (super or the regular version), who is
your favorite character to play? Mine is definately Cammy, she has
the speed and some of the suprise moves that come out of nowhere.

Second question, I'm now only a few days away from getting my new
book (yes yes yes! As long as that moron on Ebay decides not to
outbit me anymore) and I was wondering if anyone in here was possibly
starting a new campaign online or has a campaign online that I could
join into as soon as I get my character made?.... now that I think
about it, with all the stuff you have to do with grids and
everything, is it possible to run a game online? I would think that
it would be but now i'm not so sure.... someone wanna clue me in a
little please?
je t'aime,
LB
AIM: beltain25
ICQ: 15606443
MSN: sugarbaby_25@...
Group: streetfighter Message: 12577 From: Andy Johnston Date: 2/10/2002
Subject: Re: Two Questions......
For the street figher 2 series, my over all favorite character would be Blanka. He might not be the best character, but I can usually dominate anyone with his tactics. However, the undisputed BEST character (in Super Street Fighter 2) is Vega. I still have a standing challenge for someone to defete my Vega (3/5) on the SNES version.
----- Original Message -----
Sent: Sunday, February 10, 2002 3:45 AM
Subject: [streetfighter] Two Questions......

My first question is just a plain old I'm really curious type of
question and let's see how many arguments this one starts. From the
Street Fighter II video game (super or the regular version), who is
your favorite character to play? Mine is definately Cammy, she has
the speed and some of the suprise moves that come out of nowhere.

Second question, I'm now only a few days away from getting my new
book (yes yes yes! As long as that moron on Ebay decides not to
outbit me anymore) and I was wondering if anyone in here was possibly
starting a new campaign online or has a campaign online that I could
join into as soon as I get my character made?.... now that I think
about it, with all the stuff you have to do with grids and
everything, is it possible to run a game online? I would think that
it would be but now i'm not so sure.... someone wanna clue me in a
little please?
je t'aime,
LB
AIM: beltain25
ICQ: 15606443
MSN: sugarbaby_25@...



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12578 From: Andy Johnston Date: 2/10/2002
Subject: Does anyone like Street Fighter?
Hey guys. I don't know how many other streetfighter Historians are out there, but I thought I'd let you guys know about this page.
 
It gives a detailed informative look about everything around the SFAlpha 3 game. Now, while personally I found the the game Alpha 3 to be far too wild and inconcistent to be used as canon (I only really pay attention to Alpha 2) this guys has a WHOLE bunch of info: and while I only see eye to eye with him on %50 of stuff, he makes some very, very interesting points. What's more, he has a lot of official information from Capcom of Japan, often that directly conflicts with that of Capcom USA.
A good for-instace: did you know that Ken is supposed to be only 1/4 american?  He's really 3/4 Japanese and he dyes his hair blond.
 
Take this for what you will; most of you know my feelings on the history and have seen my timeline in the files section.
----- Original Message -----
From: mean_liar
Sent: Saturday, February 09, 2002 11:54 PM
Subject: [streetfighter] Re: Maka Wara and other house rules.

> does the dizzy occur upon COMPLETION of the dizzy combo, or as
SOON > AS you obtain enough damage to best their stamina.

Regarding this, consider this example:

Of Roy's combos, he has Lunging Punch to Elbow Smash (Dizzy).  If he
were to hit an opponent with the Lunging Punch and cause sufficient
damage to Dizzy his opponent, would his opponent be Dizzied?  Or
because its part of a Dizzy combo, it waits for the Elbow Smash hit
to Dizzy?

Essentially, I'm asking if the nature of the Dizzying Combo causes
it to make even basic combos (single-hit-maneuver to single-hit-
maneuver) wait to tally the damage.  If it would, THEN the "multi-
hit to whatever" combo question is answered.  Start the reasoning
with the most basic case, and then work towards the more complex
cases (multi-hit to multi-hit combos).

I believe that because a Roundhouse to Short Kick (Dizzy) combo can
Dizzy an opponent with the first Roundhouse (provided it is
sufficiently damaging), then a multi-hit dizzying combo would
tabulate damage every round to determine if the opponent is Dizzied
or not.

I mean, you could hit the guy with a Roundhouse to Short Kick
(Dizzy) combo, do 9 damage with the initial Roundhouse, and NOT
Dizzy the guy because your next maneuver follows quickly?  I feel
this is an unacceptable conclusion.



> ... same for sustained holds by the way.

I got my answer to this by a close reading of the book, with
specific attention paid to definitions.  Essentially, a Combo is any
sequence of cards played, with no regard for future intentions or
declarations.  A Sustained Hold is a SEQUENCE of identical maneuvers
that prevent the opponent from acting, and NOT a single maneuver
executed over a length of time.

Essentially, a Combo is a sequence of cards, that gives certain
bonuses to the 2nd and 3rd moves of the sequence.  When playing a
Combo, the book makes no mention of declarations of intent, i.e.
playing all moves in the Combo at once, but each move then executing
in a normal fashion (though they are 'locked in').

EXAMPLE:  Cleon (Pankration) has Stomache Pump to Thunderstrike
(Dizzy).  Cleon can Stomache Pump his opponent to his heart's
content, and on any turn following a Stomache Pump, he can play his
Thunderstrike and tabulate damage as per the Dizzy Combo rules.

The only time this gets tricky is during multiple turns of a
Sustained Hold.

EXAMPLE:  Cleon has Stomache Pump to Stomache Pump to Thunderstrike
(Dizzy).  When Cleon gets his opponent in a Stomache Pump, the
moment he plays two Stomache Pumps in a row AND chooses to tabulate
damage to determine Dizzy effects as per the Combo, his only option
to continue the Combo is to play the Thunderstrike, though he is
under no obligation to continue the Combo.  If Cleon were to
tabulate the damage to determine Dizzy after the second Stomache
Pump and then play another Stomache Pump, he CANNOT tabulate this
additional Stomache Pump to determine Dizzy unless he had a Stomache
Pump to Stomache Pump to Stomache Pump (Dizzy) combo.
NOTE:  As a GM, I would make Cleon determine if his second Stomache
Pump was part of the combo BEFORE rolling for damage.

I think the problems that most have with the Sustained Holds in
calculating effects of Dizzys is that they're overlooking the
definition of Combos and Sustained Holds.  A Sustained Hold is NOT 1
move -- it is several plays of the same maneuver card over several
rounds (see the description of Sustained Holds in the Combat
section).  With this in mind, you realize that a Warrior playing
Stomache Pump, successfully sustaining it for a round, and then
playing Stomache Pump again, has played 2 Stomache Pumps, not 1. 
From here, calculating the mechanism of damage and dizzying combos
is seen to be identical to all other Combos.


Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12579 From: galin_ra Date: 2/10/2002
Subject: Re: Two Questions......
I am staring up a campaign at this group:
http://groups.yahoo.com/group/sf_uw_forum

Join if you like. It will start soon(I hope). But you can join
whenever you want.

Cheers.

-----Ronin-----


--- In streetfighter@y..., "incredible_temptations"
<sugarbaby_25@h...> wrote:
> My first question is just a plain old I'm really curious type of
> question and let's see how many arguments this one starts. From the
> Street Fighter II video game (super or the regular version), who is
> your favorite character to play? Mine is definately Cammy, she has
> the speed and some of the suprise moves that come out of nowhere.
>
> Second question, I'm now only a few days away from getting my new
> book (yes yes yes! As long as that moron on Ebay decides not to
> outbit me anymore) and I was wondering if anyone in here was possibly
> starting a new campaign online or has a campaign online that I could
> join into as soon as I get my character made?.... now that I think
> about it, with all the stuff you have to do with grids and
> everything, is it possible to run a game online? I would think that
> it would be but now i'm not so sure.... someone wanna clue me in a
> little please?
> je t'aime,
> LB
> AIM: beltain25
> ICQ: 15606443
> MSN: sugarbaby_25@h...
Group: streetfighter Message: 12580 From: mean_liar Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
--- In streetfighter@y..., Jason Obeston <callanme@y...> wrote:
> Not to nitpick or anything its your game run it the
> way you want but maka wara is harding of all your skin
> so wouldn't it still do damage when aborted to block
> or are you ruling its harding specific areas which you
> use to block and thus when aborting you can't block
> with those specific areas because you had planned on
> something else but aborted to a hasty block?


The reasoning is, that a character only benefits from Maka Wara when
they have enough time to prepare (getting those hard parts ready).

My group was split as to whether you could Botch damage from a Maka
Wara (and thereby incur a -2 Speed on the next move). One player
made the point that, "in combat, there is NO move involving dice
that cannot Botch". As I felt that Maka Wara should not be Botch-
able, I felt that not allowing Maka Wara on an Abort would be a good
compromise. Especially since otherwise it allows a fighter to Abort
to a damaging maneuver (namely, a Maka Wara-enhanced Block).

Since we already play with Aborted-to Blocks not able to be combo-ed
from, it seemed like a natural extension of that already established
weakening of the Aborted-to Block.
Group: streetfighter Message: 12581 From: mean_liar Date: 2/10/2002
Subject: Re: Two Questions......
> My first question is just a plain old I'm really curious type of
> question and let's see how many arguments this one starts. From
the > Street Fighter II video game (super or the regular version),
who is > your favorite character to play?


Ken. But I'll tell you right now that the BEST character in (reg.)
Street Fighter 2 (SNES) is DHALSIM.

That's right. Dhalsim. I stand by it, too. My brother mastered
Dhalsim, I mastered Ken. I won only about 15-20% of our Ken-Dhalsim
matches. Anyone else, Ken's mastered Dragon Punch took over. But
against Dhalsim, it was almost useless. He barely used any special
attacks as Dhalsim, it was mostly the standing Forward Kick, if I
remember correctly. And he would control the distance of the game,
with no effort.

I don't care what antone else has to say, I cannot be convinced that
Dhalsim was not the greatest character for SFII on the SNES.
Group: streetfighter Message: 12582 From: incredible_temptations Date: 2/10/2002
Subject: Re: Does anyone like Street Fighter?
> A good for-instace: did you know that Ken is supposed to be only
1/4 american? He's really 3/4 Japanese and he dyes his hair blond.

Zangife (I never could spell his name right) IS GAY?!?!?!? Whoa! i've
played as him many times and never once has my gay-dar gone off! Now
THAT is a plot twist!
je t'aime,
LB
Group: streetfighter Message: 12583 From: incredible_temptations Date: 2/10/2002
Subject: Re: Two Questions......
It'll be a few days before I can in there but yeah, i'd love to join.
Thanks! I hope you don't mind that it's been awhile so I might be a
bit rusty with things. Don't GM smite me!
je t'aime,
LB
Group: streetfighter Message: 12584 From: incredible_temptations Date: 2/10/2002
Subject: Main book
Ok..... the guy that I'm bidding against on Ebay has set the maximum
waaaaaay too high so there's no way I can get it. Now I turn to any
of you, does anyone have a copy of the main book that is in decent
condition that I can buy from them at a decent price? I'm willing to
pay up to 15 bucks, plus shipping.
je t'aime,
LB
Group: streetfighter Message: 12585 From: necro6hit Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
>
> The reasoning is, that a character only benefits from Maka Wara
when
> they have enough time to prepare (getting those hard parts ready).
>


you DO realize that this is contrary to the text of MakaWara right?

not that thats a BAD thing, its your campaign.
Group: streetfighter Message: 12586 From: necro6hit Date: 2/10/2002
Subject: Re: Two Questions......
I agree, Dhalsim is the best character in my experience.

He has 2 endless combos, plus if you know where all his attacks go
you can easily keep ppl from getting near you.

this is only for sf2 though, they neutered dhalsim in alpha.

yoga endless combo1 only availiable in earlier versions:
1. Drill kick, start tapping the strong punch button to grab them as
soon as you land.
2. your yoga noogie goes off with strong punch, while its goig just
hold the controller up and towards so you jump with them when they
fly out of the grab.
3. they fly back when the grab ends, you jump with them, come down
with another drill kick.
4. See #1

yoga endless combo1 only availiable in later versions:
1. throw them
2. shoot a slow (jab) fireball as before they get up and immediately
teleport behind them.
3. they get up RIGHT as the fireball hits so they have to block it or
take it.
4. you appear behind them while they are stuck blocking and throw
them.
5. see #1

Zangief is also pretty nasty now that i know how to play him but back
then i didnt. he is hard at first. you have to play 360 grab
characters totally different then other characters and hes EXTRA
weird cuz hes a totally different speed and (in alpha) size than
other characters.

Matt

--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> Ken. But I'll tell you right now that the BEST character in (reg.)
> Street Fighter 2 (SNES) is DHALSIM.
>
Group: streetfighter Message: 12587 From: Jason Obeston Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
Cool thanks for the info


> The reasoning is, that a character only benefits
> from Maka Wara when
> they have enough time to prepare (getting those hard
> parts ready).
>
> My group was split as to whether you could Botch
> damage from a Maka
> Wara (and thereby incur a -2 Speed on the next
> move). One player
> made the point that, "in combat, there is NO move
> involving dice
> that cannot Botch". As I felt that Maka Wara should
> not be Botch-
> able, I felt that not allowing Maka Wara on an Abort
> would be a good
> compromise. Especially since otherwise it allows a
> fighter to Abort
> to a damaging maneuver (namely, a Maka Wara-enhanced
> Block).
>
> Since we already play with Aborted-to Blocks not
> able to be combo-ed
> from, it seemed like a natural extension of that
> already established
> weakening of the Aborted-to Block.
>
>


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Group: streetfighter Message: 12588 From: necro6hit Date: 2/10/2002
Subject: Re: Two Questions......
I would love to give that a try but im sure you live a billion miles
from me....

think how fun it would be to get everyone in this group together for
a day to play street fighter. we could have multiple systems set up
and be playing all versions at once, scattered all over the room..


--- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
I still have a standing challenge for someone to defete my Vega (3/5)
on the SNES version.
Group: streetfighter Message: 12589 From: mean_liar Date: 2/10/2002
Subject: Re: Maka Wara and other house rules.
--- In streetfighter@y..., "necro6hit" <throwrocks@b...> wrote:
> >
> > The reasoning is, that a character only benefits from Maka Wara
> when they have enough time to prepare (getting those hard parts
ready).

> you DO realize that this is contrary to the text of MakaWara right?
> not that thats a BAD thing, its your campaign.


Sigh. Yes. Yes I do. My players are a pushy lot, and I saw the
game balance side of it.

Personally, if I was the only player in the campaign, Maka Wara would
work all the time. But I have to cater to other people than myself,
so thats the way it goes.

Besides, I do think that any Aborted-to maneuver should inherently
suck. If you want to do a move RIGHT, do it RIGHT. Not Abort to it
as a last-ditch attempt to save your butt. If an Aborted-to Block is
the exact same as a regular Block, why the hell would you play a
Block? Try and pound the guy, and Abort whenever you feel like it
(ok, so I always play guys with high Willpower). Its a crappy way to
run the combat. Especially when two people BOTH Abort to a Block in
order to boost their speed:

EXAMPLE: Amy has Block to Tiger Knee. Amy is about to get hit by a
high damage maneuver. She Aborts to the Block to combo into the
Tiger Knee. Her opponent is no fool and Aborts his damaging attack
to a Block so that he can block the Tiger Knee. Gayness erupts in
the ring as BOTH fighters Abort to a Block in order to boost their
Speed.

Once we (rules changes are generally NOT GM-mandates, but rather a
group decision) decided that the Aborted-to Block couldn't be used
for a Combo, it set up a framework where strategy mattered a heck of
a lot more than high Willpower. High on action, low on "gay"
(apologies to all homosexuals out there). From this point, limiting
the usefulness of the Aborted-to maneuver seemed more and more
attractive.

Besides, a hard qi gong block (Maka Wara) does require some degree of
knowledge that the attack is coming (ok, this is only based on what
little knowledge I have of martial arts). I know that my master hits
you ON THE FREAKIN' FOREHEAD with a tied-together group of bamboo
rods. Now, that being said, and knowing that my master learned it
from his Sigung and internalized it, I still wonder if he could take
a bat to the back of the head if he was unaware. Sure, he could duck
and deflect and roll at the last moment (an Abort) if he heard/felt
the attack, but I doubt he could just have it hit his head with no
problems (then again, I'll never try this little trick on him, so
we'll never really know).

Basically, I feel that an Aborted-to maneuver should suck, as much as
possible. Its a no-frills Block when you Abort to it in Pete-land.
Group: streetfighter Message: 12590 From: Andy Johnston Date: 2/11/2002
Subject: Re: Two Questions......
yah.. everyone probably is on other sides of the World. I'm in S. Florida, and you?
 
----- Original Message -----
From: necro6hit
Sent: Sunday, February 10, 2002 10:50 PM
Subject: [streetfighter] Re: Two Questions......

I would love to give that a try but im sure you live a billion miles
from me....

think how fun it would be to get everyone in this group together for
a day to play street fighter.  we could have multiple systems set up
and be playing all versions at once, scattered all over the room..


--- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
I still have a standing challenge for someone to defete my Vega (3/5)
on the SNES version.



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12591 From: galin_ra Date: 2/11/2002
Subject: Re: Two Questions......
No prob. We've got people who never played it before so I think you'll
do fine^_^

-----Ronin-----


--- In streetfighter@y..., "incredible_temptations"
<sugarbaby_25@h...> wrote:
> It'll be a few days before I can in there but yeah, i'd love to join.
> Thanks! I hope you don't mind that it's been awhile so I might be a
> bit rusty with things. Don't GM smite me!
> je t'aime,
> LB
Group: streetfighter Message: 12592 From: Chris Hoffmann Date: 2/11/2002
Subject: Re: Poll on Maka Wara
--- mean_liar <mean_liar@...> wrote:
> ...so far, the Poll is at 3 for, 3 against.
>
> The question is: "Can you Botch a Damage roll for damage you cause
> while using Maka Wara?"
>
> Personally, I wonder how much use it is to use a Block technique
> (with Maka Wara) when you're going to botch every once and a while?
> The idea is that you've developed your Qi and have hardened your body
> (plenty of time with the wooden dummy!), so why does it throw you off
> more than if you were blocking regularly (without Maka Wara)? Its
> not a conscious action to use Maka Wara (in Chinese arts that use it,
> anyway), so whats the reasoning for those that feel you can Botch the
> roll?

My reasoning is that the way I look at them botches aren't about you screwing
up a move exactly, it's more like outside interfearance.

An example of a Maka Wara botch happened when one of my players was fighting
Dural (from Virtua Fighters) and he rolled ALL ONES (in my campaign, the number
of ones indicates how embarrassing/slapstick it should be). I decided that
Dural was strong enough to push my player back far enough so that he tripped
over a previously unnoticed blue hedgehog and he took the -2 spd.

At the time I thought it was a damn good joke, but my player didn't get it for months.

=====
staredown@... http://staredown.8m.net

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

__________________________________________________
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Group: streetfighter Message: 12593 From: Jason Obeston Date: 2/11/2002
Subject: Re: Two Questions......
Champaign IL as long as we're listing residency


--- Andy Johnston <dlatrex@...> wrote:
> yah.. everyone probably is on other sides of the
> World. I'm in S. Florida, and you?
>
> ----- Original Message -----
> From: necro6hit
> To: streetfighter@yahoogroups.com
> Sent: Sunday, February 10, 2002 10:50 PM
> Subject: [streetfighter] Re: Two Questions......
>
>
> I would love to give that a try but im sure you
> live a billion miles
> from me....
>
> think how fun it would be to get everyone in this
> group together for
> a day to play street fighter. we could have
> multiple systems set up
> and be playing all versions at once, scattered all
> over the room..
>
>
> --- In streetfighter@y..., "Andy Johnston"
> <dlatrex@h...> wrote:
> I still have a standing challenge for someone to
> defete my Vega (3/5)
> on the SNES version.
>
>
> Yahoo! Groups Sponsor
>
>
>
> Your use of Yahoo! Groups is subject to the Yahoo!
> Terms of Service.
>
>


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Group: streetfighter Message: 12594 From: Sharoon Sher Date: 2/11/2002
Subject: Re: Two Questions......

I would love to play you in streetfighter, but unfortunatly, iam in the U.K so  its really a slim chance. Are you good, because iam quiet good, your probaly better, anyway, who cares. My favourate player is akuma and my favourite move is the "raging demon". i think its really good. well thanks for writing anyway, write back if you can.

 



 

>From: Jason Obeston
>Reply-To: streetfighter@yahoogroups.com
>To: streetfighter@yahoogroups.com
>Subject: Re: [streetfighter] Re: Two Questions......
>Date: Mon, 11 Feb 2002 11:01:30 -0800 (PST)
>
>Champaign IL as long as we're listing residency
>
>
>--- Andy Johnston wrote:
> > yah.. everyone probably is on other sides of the
> > World. I'm in S. Florida, and you?
> >
> > ----- Original Message -----
> > From: necro6hit
> > To: streetfighter@yahoogroups.com
> > Sent: Sunday, February 10, 2002 10:50 PM
> > Subject: [streetfighter] Re: Two Questions......
> >
> >
> > I would love to give that a try but im sure you
> > live a billion miles
> > from me....
> >
> > think how fun it would be to get everyone in this
> > group together for
> > a day to play street fighter. we could have
> > multiple systems set up
> > and be playing all versions at once, scattered all
> > over the room..
> >
> >
> > --- In streetfighter@y..., "Andy Johnston"
> > wrote:
> > I still have a standing challenge for someone to
> > defete my Vega (3/5)
> > on the SNES version.
> >
> >
> > Yahoo! Groups Sponsor
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo!
> > Terms of Service.
> >
> >
>
>
>__________________________________________________
>Do You Yahoo!?
>Send FREE Valentine eCards with Yahoo! Greetings!
>http://greetings.yahoo.com


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Group: streetfighter Message: 12595 From: necro6hit Date: 2/11/2002
Subject: Re: Two Questions......
north alabama:)

--- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> yah.. everyone probably is on other sides of the World. I'm in S.
Florida, and you?
>
> ----- Original Message -----
> From: necro6hit
> To: streetfighter@y...
> Sent: Sunday, February 10, 2002 10:50 PM
> Subject: [streetfighter] Re: Two Questions......
>
>
> I would love to give that a try but im sure you live a billion
miles
> from me....
>
> think how fun it would be to get everyone in this group together
for
> a day to play street fighter. we could have multiple systems set
up
> and be playing all versions at once, scattered all over the room..
>
>
> --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> I still have a standing challenge for someone to defete my Vega
(3/5)
> on the SNES version.
>
>
> Yahoo! Groups Sponsor
>
>
>
> Your use of Yahoo! Groups is subject to the Yahoo! Terms of
Service.
Group: streetfighter Message: 12596 From: necro6hit Date: 2/11/2002
Subject: Re: Maka Wara and other house rules.
well the willpower cost of aborting balances it in my group.

but then again we never have 2 ppl abort to block to gain the speed:)

sounds like in your group that is a good house rule to make aborts
suck.

I guess different styles of play dictate what needs to be changed.

Matt

--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
If an Aborted-to Block is
> the exact same as a regular Block, why the hell would you play a
> Block? Try and pound the guy, and Abort whenever you feel like it
> (ok, so I always play guys with high Willpower). Its a crappy way
to
> run the combat. Especially when two people BOTH Abort to a Block
in
> order to boost their speed:
>
Group: streetfighter Message: 12597 From: Andy Johnston Date: 2/11/2002
Subject: Re: Two Questions......
Far from here huh? But not quite the other side of the world. Where's about in the UK are you located? I've been known to travel to merry old england before...
----- Original Message -----
Sent: Monday, February 11, 2002 4:29 PM
Subject: Re: [streetfighter] Re: Two Questions......

I would love to play you in streetfighter, but unfortunatly, iam in the U.K so  its really a slim chance. Are you good, because iam quiet good, your probaly better, anyway, who cares. My favourate player is akuma and my favourite move is the "raging demon". i think its really good. well thanks for writing anyway, write back if you can.

 



 

>From: Jason Obeston
>Reply-To: streetfighter@yahoogroups.com
>To: streetfighter@yahoogroups.com
>Subject: Re: [streetfighter] Re: Two Questions......
>Date: Mon, 11 Feb 2002 11:01:30 -0800 (PST)
>
>Champaign IL as long as we're listing residency
>
>
>--- Andy Johnston wrote:
> > yah.. everyone probably is on other sides of the
> > World. I'm in S. Florida, and you?
> >
> > ----- Original Message -----
> > From: necro6hit
> > To: streetfighter@yahoogroups.com
> > Sent: Sunday, February 10, 2002 10:50 PM
> > Subject: [streetfighter] Re: Two Questions......
> >
> >
> > I would love to give that a try but im sure you
> > live a billion miles
> > from me....
> >
> > think how fun it would be to get everyone in this
> > group together for
> > a day to play street fighter. we could have
> > multiple systems set up
> > and be playing all versions at once, scattered all
> > over the room..
> >
> >
> > --- In streetfighter@y..., "Andy Johnston"
> > wrote:
> > I still have a standing challenge for someone to
> > defete my Vega (3/5)
> > on the SNES version.
> >
> >
> > Yahoo! Groups Sponsor
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo!
> > Terms of Service.
> >
> >
>
>
>__________________________________________________
>Do You Yahoo!?
>Send FREE Valentine eCards with Yahoo! Greetings!
>http://greetings.yahoo.com


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Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12598 From: Herve Date: 2/12/2002
Subject: block speed bonus
Hello all,

i am not really a martial artist...but here is my view of the speed bonus
obtained when you block another guy attack. the fact that yoyu blocked his
attack and then are able to counterstrike faster , because the guys is either
surprised or unable to react as quickly as you.....

Now what i have hard time to understand, why would someone who just fake some
block ( understand : make a useless block because the other guy is running
around, or blocking or just posing for the photograph, or even dizzy), so why
would this guy receive a speed bonus??

So maybe adding the fact that you only receive the speed bonus of the block
if your block was worth doing it...to block an attack...

no?
Feedback welcome

Herve
Group: streetfighter Message: 12599 From: Fred Chagnon Date: 2/12/2002
Subject: Re: block speed bonus
> i am not really a martial artist...but here is my view of the speed bonus
> obtained when you block another guy attack. the fact that yoyu blocked his
> attack and then are able to counterstrike faster , because the guys is either
> surprised or unable to react as quickly as you.....

Exactly. A good martial artist will have learned to chain attacks
together especially after blocking, since a good block should both
distract and unbalance an opponent. This is where the speed bonus comes
into play.

> Now what i have hard time to understand, why would someone who just fake some
> block ( understand : make a useless block because the other guy is running
> around, or blocking or just posing for the photograph, or even dizzy), so why
> would this guy receive a speed bonus??
>
> So maybe adding the fact that you only receive the speed bonus of the block
> if your block was worth doing it...to block an attack...

I've always played it this way.
A block isn't a block unless it actually blocks an attack. if there's no
attack, then there is no way to put the opponent off guard.

___________________________________________________
Fred Chagnon "Only in RPGs does fighting
seagull@... make you a better person."
seagull@... - Peter Olafson
Group: streetfighter Message: 12600 From: mean_liar Date: 2/12/2002
Subject: Re: block speed bonus
>...but is my view of the speed bonus obtained when you block another
guy attack. the fact that yoyu blocked his> attack and then are able
to counterstrike faster , because the guys is either> surprised or
unable to react as quickly as you.....

Well, this only represents the external method of blocking, most
noticable in external forms (Tae Kwon Do, Karate). Block, then
counterstrike. Street Fighter was apparently written by someone that
didn't have a whole lot of experience with internal forms.
Deflecting Punch is hardly the end-all-be-all for simultaneous attack
and defense techniques.


> Now what i have hard time to understand, why would someone who just
fake some> block ( understand : make a useless block because the
other guy is running> around, or blocking or just posing for the
photograph, or even dizzy), so why> would this guy receive a speed
bonus??

Because in theory, if you're not actually "blocking" an attack, you
would conceiveably be watching your opponent. Specifically, watching
his center-line, watching his footwork, looking for where he is
weakest in his form. Karate would have you believe that the only way
to get an advantage on the guy is to smash his kick aside with your
forearm, and then counterstrike. Just as valid is the option to
watch his movements and when he strikes, make your counterattack a
defense as well, 1 motion to do both. The only real way to simulate
any counterattack/defense as 1 motion (other than Deflecting Punch)
is the Speed bonus from Blocking the previous round, with or without
contact.

Heck, if you're good enough (ESPECIALLY in Street Fighter where
everyone can be the equivalent to an "old master") you could feel his
chi as he moves around and prepare appropriately.


> So maybe adding the fact that you only receive the speed bonus of
the block> if your block was worth doing it...to block an attack...

I'd disagree. Anyone that explicitly feels that the only way to
obtain a Speed advantage is to execute a hard block and knock a limb
out of the way is mistaken. It could be as simple as adjusting your
angle of attack slightly so that next round your opponent will have
to attack you awkwardly. If you're Blocking and your opponent is
either too far away or taunting or whatever, then he's going to be
less centered than you and less balanced. You're rooting yourself,
he's moving. The Speed bonus is the best way to describe the
difference.

I'm fine with having Block confer a Speed advantage, with or without
contact.
Group: streetfighter Message: 12601 From: mean_liar Date: 2/12/2002
Subject: Re: block speed bonus
> I've always played it this way.
> A block isn't a block unless it actually blocks an attack. if
there's no> attack, then there is no way to put the opponent off
guard.

But consider this, with each round taking 1 second:

0.0 seconds:
Amy attacks, or Moves, or whatever, but she doesn't Block.
Bob Blocks -- he is ready for an attack and is actively waiting for
one.

0.2 seconds:
Amy continues her Move
Bob realizes he is in no danger and Amy is not attacking.

0.8 seconds:
Amy is finishing her Move and is setting up for the next Round
Bob has begun to hit Amy... after all, he was waiting the whole time.

0.1 seconds:
Amy executes her next move
Bob started his move 0.2 seconds ago


See? There's no reason why Bob would be denied the Speed advantage
here. Amy is messing around, covering distance, whatever. Bob is
watching like a hawk and little else.



Now, if you want a compromise, then try this:

A Block that does not actually 'block' an attack only confers half
its Speed bonus to the next maneuver.

EXAMPLE: Amy has Block to Tiger Knee, and a Dexterity of 4. She
plays a Block, but is not attacked. If she plays a Short Kick (Speed
+0), it goes at Speed 5 (4 [DEX] + 0 [maneuver] + 1 [half the +2 from
Blocking]). If she plays a Tiger Knee, it goes at Speed 9 (4 [DEX] +
3 [maneuver] + 1 [half the Block Speed bonus] + 1 [half the combo
bonus]).

Its a little better, and I think that I'll use this system in my next
game. Compromise seems to lead to the best results.
Group: streetfighter Message: 12602 From: galin_ra Date: 2/12/2002
Subject: Re: Two Questions......
Norway here ^_^

-----Ronin-----

--- In streetfighter@y..., "necro6hit" <throwrocks@b...> wrote:
> north alabama:)
>
> --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> > yah.. everyone probably is on other sides of the World. I'm in S.
> Florida, and you?
> >
> > ----- Original Message -----
> > From: necro6hit
> > To: streetfighter@y...
> > Sent: Sunday, February 10, 2002 10:50 PM
> > Subject: [streetfighter] Re: Two Questions......
> >
> >
> > I would love to give that a try but im sure you live a billion
> miles
> > from me....
> >
> > think how fun it would be to get everyone in this group together
> for
> > a day to play street fighter. we could have multiple systems set
> up
> > and be playing all versions at once, scattered all over the room..
> >
> >
> > --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> > I still have a standing challenge for someone to defete my Vega
> (3/5)
> > on the SNES version.
> >
> >
> > Yahoo! Groups Sponsor
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
> Service.
Group: streetfighter Message: 12603 From: Jens-Arthur Leirbakk Date: 2/12/2002
Subject: Re: Two Questions......
Actually, I think we're at least three from Norway. There's you, there's
me, there's Herr Tevik... and probably a couple others. I don't know if
you've realized it, but you know who I am, and vice versa :-)

Heia Ronny.

On Tue, 12 Feb 2002, galin_ra wrote:

> Norway here ^_^
>
> -----Ronin-----
>
> --- In streetfighter@y..., "necro6hit" <throwrocks@b...> wrote:
> > north alabama:)
> >
> > --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> > > yah.. everyone probably is on other sides of the World. I'm in S.
> > Florida, and you?
> > >
> > > ----- Original Message -----
> > > From: necro6hit
> > > To: streetfighter@y...
> > > Sent: Sunday, February 10, 2002 10:50 PM
> > > Subject: [streetfighter] Re: Two Questions......
> > >
> > >
> > > I would love to give that a try but im sure you live a billion
> > miles
> > > from me....
> > >
> > > think how fun it would be to get everyone in this group together
> > for
> > > a day to play street fighter. we could have multiple systems set
> > up
> > > and be playing all versions at once, scattered all over the room..
> > >
> > >
> > > --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> > > I still have a standing challenge for someone to defete my Vega
> > (3/5)
> > > on the SNES version.
> > >
> > >
> > > Yahoo! Groups Sponsor
> > >
> > >
> > >
> > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
> > Service.
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

---
Jens-Arthur Leirbakk
leirbakk@...
Group: streetfighter Message: 12604 From: Dr.Destruction Date: 2/12/2002
Subject: Re: block speed bonus
on 2/12/02 8:37 AM, Herve at gander@... wrote:

> Hello all,
>
> i am not really a martial artist...but here is my view of the speed bonus
> obtained when you block another guy attack. the fact that yoyu blocked his
> attack and then are able to counterstrike faster , because the guys is either
> surprised or unable to react as quickly as you.....
>
> Now what i have hard time to understand, why would someone who just fake some
> block ( understand : make a useless block because the other guy is running
> around, or blocking or just posing for the photograph, or even dizzy), so why
> would this guy receive a speed bonus??
>
> So maybe adding the fact that you only receive the speed bonus of the block
> if your block was worth doing it...to block an attack...
>
> no?
> Feedback welcome

You know what, I agree. I have it in my game that when making a combo only a
successful maneuver allows you to perform the next maneuver as part of the
combo, that way if you block and no one hits you the next maneuver can't be
part of a combo that starts with block. But you're right. From now on I'm
also going to rule that simple blocks that aren't part of a combo don't give
the speed bonus on the next round unless the block is successful (iow: you
block an attack with it).
--
Dr. Michael Redford
dr_destruction_mredford@...
Group: streetfighter Message: 12605 From: Tony Figueroa Date: 2/12/2002
Subject: Re: block speed bonus
I view the block speed bonus as a "waiting for the opportunity bonus". In
the videogame, there are no turns and you can sometimes out-prioritize a
faster attack with a slower one if you started it first.
So I allow the block speed bonus whether or not you actually blocked anyone
to represent someone. If you didn't block, you are simply "waiting for the
right moment to strike".

Tony "Knight of the Black Rose" Figueroa
Street Fighter RPG/STG: http://home.fuse.net/shermie/
Group: streetfighter Message: 12606 From: Fred Chagnon Date: 2/12/2002
Subject: Re: Two Questions......
> Actually, I think we're at least three from Norway. There's you, there's
> me, there's Herr Tevik... and probably a couple others. I don't know if
> you've realized it, but you know who I am, and vice versa :-)

I remember awhile ago we had Kristopher Lundstrom from Norway.
But I think he's long since left the list. No one can lurk for that
long.

I keep forgetting who the Canadians are (besides myself and Mike).

___________________________________________________
Fred Chagnon "Only in RPGs does fighting
seagull@... make you a better person."
seagull@... - Peter Olafson
Group: streetfighter Message: 12607 From: Thomas Merton Date: 2/13/2002
Subject: Re: Two Questions......
I'm from San Chicago, myself.
Hey, Jason, if you happen to be one of the 400 Jasons in Champaign that play
Vampire on Fridays, tell Mary I said "Hi."

(She's a Brujah, or something...)

>
>Champaign IL as long as we're listing residency
>
>

_________________________________________________________________
Chat with friends online, try MSN Messenger: http://messenger.msn.com
Group: streetfighter Message: 12608 From: cliff rice Date: 2/13/2002
Subject: Re: Two Questions......
I am half canadian. Though i wasent born in canada.
Canadian/Irish Forever Wooo.

cliff

--- Fred Chagnon <seagull@...> wrote:
> > Actually, I think we're at least three from
> Norway. There's you, there's
> > me, there's Herr Tevik... and probably a couple
> others. I don't know if
> > you've realized it, but you know who I am, and
> vice versa :-)
>
> I remember awhile ago we had Kristopher Lundstrom
> from Norway.
> But I think he's long since left the list. No one
> can lurk for that
> long.
>
> I keep forgetting who the Canadians are (besides
> myself and Mike).
>
> ___________________________________________________
> Fred Chagnon "Only in RPGs does fighting
> seagull@... make you a better person."
> seagull@... - Peter Olafson
>
>


__________________________________________________
Do You Yahoo!?
Send FREE Valentine eCards with Yahoo! Greetings!
http://greetings.yahoo.com
Group: streetfighter Message: 12609 From: galin_ra Date: 2/13/2002
Subject: Re: Two Questions......
I've noticed it ^_^

I was suprised to see you on the list when I first applied to it .

-----Ronin-----

--- In streetfighter@y..., Jens-Arthur Leirbakk <leirbakk@p...> wrote:
> Actually, I think we're at least three from Norway. There's you, there's
> me, there's Herr Tevik... and probably a couple others. I don't know if
> you've realized it, but you know who I am, and vice versa :-)
>
> Heia Ronny.
>
> On Tue, 12 Feb 2002, galin_ra wrote:
>
> > Norway here ^_^
> >
> > -----Ronin-----
> >
> > --- In streetfighter@y..., "necro6hit" <throwrocks@b...> wrote:
> > > north alabama:)
> > >
> > > --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> > > > yah.. everyone probably is on other sides of the World. I'm in S.
> > > Florida, and you?
> > > >
> > > > ----- Original Message -----
> > > > From: necro6hit
> > > > To: streetfighter@y...
> > > > Sent: Sunday, February 10, 2002 10:50 PM
> > > > Subject: [streetfighter] Re: Two Questions......
> > > >
> > > >
> > > > I would love to give that a try but im sure you live a billion
> > > miles
> > > > from me....
> > > >
> > > > think how fun it would be to get everyone in this group together
> > > for
> > > > a day to play street fighter. we could have multiple
systems set
> > > up
> > > > and be playing all versions at once, scattered all over the
room..
> > > >
> > > >
> > > > --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> > > > I still have a standing challenge for someone to defete my Vega
> > > (3/5)
> > > > on the SNES version.
> > > >
> > > >
> > > > Yahoo! Groups Sponsor
> > > >
> > > >
> > > >
> > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
> > > Service.
> >
> >
> >
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >
>
> ---
> Jens-Arthur Leirbakk
> leirbakk@p...
Group: streetfighter Message: 12610 From: Jeremy Date: 2/13/2002
Subject: Re: Two Questions......
So am I the only Aussie, or did I miss someone?


----- Original Message -----
From: galin_ra <randerssen@...>
To: <streetfighter@yahoogroups.com>
Sent: Wednesday, February 13, 2002 5:47 PM
Subject: [streetfighter] Re: Two Questions......


> I've noticed it ^_^
>
> I was suprised to see you on the list when I first applied to it .
>
> -----Ronin-----
>
> --- In streetfighter@y..., Jens-Arthur Leirbakk <leirbakk@p...> wrote:
> > Actually, I think we're at least three from Norway. There's you, there's
> > me, there's Herr Tevik... and probably a couple others. I don't know if
> > you've realized it, but you know who I am, and vice versa :-)
> >
> > Heia Ronny.
> >
> > On Tue, 12 Feb 2002, galin_ra wrote:
> >
> > > Norway here ^_^
> > >
> > > -----Ronin-----
> > >
> > > --- In streetfighter@y..., "necro6hit" <throwrocks@b...> wrote:
> > > > north alabama:)
> > > >
> > > > --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> > > > > yah.. everyone probably is on other sides of the World. I'm in S.
> > > > Florida, and you?
> > > > >
> > > > > ----- Original Message -----
> > > > > From: necro6hit
> > > > > To: streetfighter@y...
> > > > > Sent: Sunday, February 10, 2002 10:50 PM
> > > > > Subject: [streetfighter] Re: Two Questions......
> > > > >
> > > > >
> > > > > I would love to give that a try but im sure you live a billion
> > > > miles
> > > > > from me....
> > > > >
> > > > > think how fun it would be to get everyone in this group together
> > > > for
> > > > > a day to play street fighter. we could have multiple
> systems set
> > > > up
> > > > > and be playing all versions at once, scattered all over the
> room..
> > > > >
> > > > >
> > > > > --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
> > > > > I still have a standing challenge for someone to defete my Vega
> > > > (3/5)
> > > > > on the SNES version.
> > > > >
> > > > >
> > > > > Yahoo! Groups Sponsor
> > > > >
> > > > >
> > > > >
> > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
> > > > Service.
> > >
> > >
> > >
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> > >
> > >
> > >
> >
> > ---
> > Jens-Arthur Leirbakk
> > leirbakk@p...
>
>
> Yahoo! Groups Sponsor
>
>
>
> Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
>
>
Group: streetfighter Message: 12611 From: The Editor Date: 2/13/2002
Subject: For those of you who keep track of such things...
Warrior's Pride will be a bit later than I hoped. I'm
still working out the details with a contributor on
one of his articles.

Issue 8 should be out sometime next week at the
latest.

Thank you for your patience and for not hunting me
down in real space and throwing bricks through my windows.

=====
The Editor sfstg@...

The proper manner of calligraphy is nothing other than not being careless, but in this way one's writing will simply be
sluggish and stiff. One should go beyond this and depart from the norm. This principle applies to all things.
-- Yamamoto Tsunetomo, Hagakure

__________________________________________________
Do You Yahoo!?
Send FREE Valentine eCards with Yahoo! Greetings!
http://greetings.yahoo.com
Group: streetfighter Message: 12612 From: necro6hit Date: 2/13/2002
Subject: Re: block speed bonus
combo is a combo the way i see it.
you practice the moves in a certain order so if you are used to
blocking and then doing something, you gain a speed bonus when you do
the blocking motion and then the move. whether it actually blocks or
not.

its the same as if you had a jab to fierce combo and the jab didnt
hit anything.

you practice the movements in a certain order so you get the speed
bonus when you do them in that order.

(I.M.O.)
Matt

--- In streetfighter@y..., "Tony Figueroa" <tony.figueroa@f...> wrote:
> I view the block speed bonus as a "waiting for the opportunity
bonus". In
> the videogame, there are no turns and you can sometimes out-
prioritize a
> faster attack with a slower one if you started it first.
> So I allow the block speed bonus whether or not you actually
blocked anyone
> to represent someone. If you didn't block, you are simply "waiting
for the
> right moment to strike".
>
> Tony "Knight of the Black Rose" Figueroa
> Street Fighter RPG/STG: http://home.fuse.net/shermie/
Group: streetfighter Message: 12613 From: Jason Obeston Date: 2/13/2002
Subject: Re: Two Questions......
No unfortunately I'm not. I just recently moved back
into the area but have been looking for that group (if
its a larp) I just can't seem to find anyone who
knows anything which is interesting because I know
most of the gamers.



--- Thomas Merton <thehurtin@...> wrote:
>
>
> I'm from San Chicago, myself.
> Hey, Jason, if you happen to be one of the 400
> Jasons in Champaign that play
> Vampire on Fridays, tell Mary I said "Hi."
>
> (She's a Brujah, or something...)
>
> >
> >Champaign IL as long as we're listing residency
> >
> >
>
>
_________________________________________________________________
> Chat with friends online, try MSN Messenger:
> http://messenger.msn.com
>
>


__________________________________________________
Do You Yahoo!?
Send FREE Valentine eCards with Yahoo! Greetings!
http://greetings.yahoo.com
Group: streetfighter Message: 12614 From: azq2die4 Date: 2/15/2002
Subject: Combos and sustained holds
Hello everybody! I got a Discussion Board in my site ( it's in the
Bookmarks section ) and somebody came up asking about 'block to
grab' combos, because he like to play strong-but-slow chars. And he
posted a combo like that: 'Block to Bear Hug to Suplex', wich calls
for sth interesting: How to deal with Sustained Holds in combos ?
Should we allow only the first hit, forcing the player to release
the grabbed character to continue the combo ? Or should us leave the
player hugging 'till the char gets free and then the grabber
continues the combo ?
Group: streetfighter Message: 12615 From: mean_liar Date: 2/15/2002
Subject: Re: Combos and sustained holds
First, re-read the Combat section detail on "Sustained Holds" (it's
important!)... then consider:

A Sustained Hold is NOT a single Maneuver held through several
rounds. It is consecutive plays of the same Maneuver over several
turns; each 'play' of the Maneuver lasts a single round.

Therefore, the Combo 'Block to Bear Hug to Suplex' requires the
character execute a Block, then a Bear Hug, then a Suplex. If the
player plays a Block, then a Bear Hug, then another Bear Hug (i.e.,
continuing the Sustained Hold into the second round), he has broken
the Combo and therefore does NOT get a Speed bonus for following the
second Bear Hug with a Suplex. If this Combo were a Dizzy Combo, the
second Bear Hug would not add to Dizzy Combo damage.

However, if the wrestler in question had TWO Combos: 'Block to
Bearhug', and 'Bearhug to Suplex (DIZZY)', then it would play out
like this: A Block, followed by a Bearhug (+4 Speed to Bearhug
meneuver Speed due to combo). This is followed by a Bearhug,
whereupon the victim escapes... and then the wrestler plays a Suplex
(+2 Speed due to being in a Combo), which combines with the last
Bearhug for damage to determine Dizzy. Note that this would NOT work
if the wrestler played a Block, then Bearhug, then Suplex, unless the
wrestler explicitly had the 'Block to Bearhug to Suplex' combo.


Hope this helps. I considered this a very perplexing problem until I
re-read the Sustained Hold section of the Combat chapter. After
that, it all seemed clear.