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Group: streetfighter Message: 12616 From: mean_liar Date: 2/15/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12617 From: azq2die4 Date: 2/15/2002
Subject: Email problems
Group: streetfighter Message: 12618 From: necro6hit Date: 2/15/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12619 From: necro6hit Date: 2/15/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12620 From: mean_liar Date: 2/15/2002
Subject: Re: Email problems
Group: streetfighter Message: 12621 From: AzQ Date: 2/15/2002
Subject: Re: Email problems
Group: streetfighter Message: 12622 From: AzQ Date: 2/15/2002
Subject: Re: Email problems
Group: streetfighter Message: 12623 From: AzQ Date: 2/15/2002
Subject: Re: Email problems
Group: streetfighter Message: 12624 From: necro6hit Date: 2/15/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12625 From: mean_liar Date: 2/15/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12626 From: streetfighter@yahoogroups.com Date: 2/15/2002
Subject: New poll for streetfighter
Group: streetfighter Message: 12627 From: Tony Figueroa Date: 2/15/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12628 From: AzQ Date: 2/16/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12629 From: sfstg Date: 2/16/2002
Subject: Issue Eight of Warrior's Pride is up
Group: streetfighter Message: 12630 From: necro6hit Date: 2/16/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12631 From: mean_liar Date: 2/16/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12632 From: mean_liar Date: 2/16/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12633 From: necro6hit Date: 2/16/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12634 From: necro6hit Date: 2/16/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12635 From: AzQ Date: 2/17/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12636 From: Herve Gander Date: 2/17/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12637 From: necro6hit Date: 2/17/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12638 From: AzQ Date: 2/17/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12639 From: mean_liar Date: 2/17/2002
Subject: Re: Combos and sustained holds
Group: streetfighter Message: 12640 From: J. Scott Pittman Date: 2/18/2002
Subject: Streetfighter Machine
Group: streetfighter Message: 12641 From: Andy Johnston Date: 2/18/2002
Subject: The RPG books are being sold....
Group: streetfighter Message: 12642 From: Josh Diemert Date: 2/20/2002
Subject: Re: The RPG books are being sold....
Group: streetfighter Message: 12643 From: galin_ra Date: 2/20/2002
Subject: Re: The RPG books are being sold....
Group: streetfighter Message: 12644 From: streetfighter@yahoogroups.com Date: 2/22/2002
Subject: New file uploaded to streetfighter
Group: streetfighter Message: 12645 From: streetfighter@yahoogroups.com Date: 2/22/2002
Subject: New file uploaded to streetfighter
Group: streetfighter Message: 12646 From: mean_liar Date: 2/22/2002
Subject: New files
Group: streetfighter Message: 12647 From: galin_ra Date: 2/23/2002
Subject: Re: New files
Group: streetfighter Message: 12648 From: necro6hit Date: 2/24/2002
Subject: funny shit
Group: streetfighter Message: 12649 From: J.J. Date: 2/26/2002
Subject: Fw: Cool Ability (was: Style Ability)
Group: streetfighter Message: 12650 From: Jeff Yurkiw Date: 2/26/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Group: streetfighter Message: 12651 From: Blue Dorian Date: 2/26/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Group: streetfighter Message: 12652 From: J R D Date: 2/26/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Group: streetfighter Message: 12653 From: necro6hit Date: 2/27/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Group: streetfighter Message: 12654 From: doc_mental Date: 2/27/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Group: streetfighter Message: 12655 From: galin_ra Date: 2/27/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Group: streetfighter Message: 12656 From: Jason Obeston Date: 2/27/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Group: streetfighter Message: 12657 From: The King of Chickens 2001 Date: 2/28/2002
Subject: Re: New files
Group: streetfighter Message: 12658 From: necro6hit Date: 2/28/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Group: streetfighter Message: 12659 From: mean_liar Date: 2/28/2002
Subject: I love the Dreamcast
Group: streetfighter Message: 12660 From: Jeff Yurkiw Date: 3/1/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12661 From: necro6hit Date: 3/1/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12662 From: Jeff Yurkiw Date: 3/1/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12663 From: The King of Chickens 2001 Date: 3/1/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12664 From: nat_drest Date: 3/1/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12665 From: Ian Toltz Date: 3/1/2002
Subject: Re: I love the Dreamcast



Group: streetfighter Message: 12616 From: mean_liar Date: 2/15/2002
Subject: Re: Combos and sustained holds
> 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.


Note that in theory, this wrestler could play Block to Bearhug,
followed by as many Bearhugs as he wanted. The first turn his victim
has escaped, the wrestler could play the Suplex and it would receive
the +2 Speed bonus from being in a Combo.
Group: streetfighter Message: 12617 From: azq2die4 Date: 2/15/2002
Subject: Email problems
Can somebody explain why I don't receive the posts on my email
anymore ? I changed my suscription at Yahoo! Groups because my
former email service began to charge users, and I don't receive
emails anymore.
Group: streetfighter Message: 12618 From: necro6hit Date: 2/15/2002
Subject: Re: Combos and sustained holds
i think the book actually says somewhere that all hits of a sustained
hold are part of the combo (like multi hit maneuvers)

Ill post again after I have a chance to look through my books

--- In streetfighter@y..., "azq2die4" <azq2die4@l...> wrote:
> 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: 12619 From: necro6hit Date: 2/15/2002
Subject: Re: Combos and sustained holds
i think the book actually says somewhere that all hits of a sustained
hold are part of the combo (like multi hit maneuvers)

Ill post again after I have a chance to look through my books

--- In streetfighter@y..., "azq2die4" <azq2die4@l...> wrote:
> 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: 12620 From: mean_liar Date: 2/15/2002
Subject: Re: Email problems
--- In streetfighter@y..., "azq2die4" <azq2die4@l...> wrote:
> Can somebody explain why I don't receive the posts on my email
> anymore ? I changed my suscription at Yahoo! Groups because my
> former email service began to charge users, and I don't receive
> emails anymore.

Log into the group at the website
(http://groups.yahoo.com/group/streetfighter), then click on "Edit My
Membership" (located just below the upper-right corner), and follow
the menus. If that doesn't work, click on "Account Info" in the
upper-right corner, and update your profile as necessary.
Group: streetfighter Message: 12621 From: AzQ Date: 2/15/2002
Subject: Re: Email problems
 
-----Mensagem original-----
De: mean_liar <mean_liar@...>
Para: streetfighter@yahoogroups.com <streetfighter@yahoogroups.com>
Data: Sexta-feira, 15 de Fevereiro de 2002 18:19
Assunto: [streetfighter] Re: Email problems

--- In streetfighter@y..., "azq2die4" <azq2die4@l...> wrote:
> Can somebody explain why I don't receive the posts on my email
> anymore ? I changed my suscription at Yahoo! Groups because my
> former email service began to charge users, and I don't receive
> emails anymore.

Log into the group at the website
(http://groups.yahoo.com/group/streetfighter), then click on "Edit My
Membership" (located just below the upper-right corner), and follow
the menus.  If that doesn't work, click on "Account Info" in the
upper-right corner, and update your profile as necessary.



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12622 From: AzQ Date: 2/15/2002
Subject: Re: Email problems
 
-----Mensagem original-----
De: mean_liar <mean_liar@...>
Para: streetfighter@yahoogroups.com <streetfighter@yahoogroups.com>
Data: Sexta-feira, 15 de Fevereiro de 2002 18:19
Assunto: [streetfighter] Re: Email problems

--- In streetfighter@y..., "azq2die4" <azq2die4@l...> wrote:
> Can somebody explain why I don't receive the posts on my email
> anymore ? I changed my suscription at Yahoo! Groups because my
> former email service began to charge users, and I don't receive
> emails anymore.

Log into the group at the website
(http://groups.yahoo.com/group/streetfighter), then click on "Edit My
Membership" (located just below the upper-right corner), and follow
the menus.  If that doesn't work, click on "Account Info" in the
upper-right corner, and update your profile as necessary.



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12623 From: AzQ Date: 2/15/2002
Subject: Re: Email problems
Well, forgive me by the 3 messages spam, but as by magic, I began to receive the emails again. I had already did what you said, but I didn't receive the posts anyway.
 
 
-----Mensagem original-----
De: mean_liar <mean_liar@...>
Para: streetfighter@yahoogroups.com <streetfighter@yahoogroups.com>
Data: Sexta-feira, 15 de Fevereiro de 2002 18:19
Assunto: [streetfighter] Re: Email problems

--- In streetfighter@y..., "azq2die4" <azq2die4@l...> wrote:
> Can somebody explain why I don't receive the posts on my email
> anymore ? I changed my suscription at Yahoo! Groups because my
> former email service began to charge users, and I don't receive
> emails anymore.

Log into the group at the website
(http://groups.yahoo.com/group/streetfighter), then click on "Edit My
Membership" (located just below the upper-right corner), and follow
the menus.  If that doesn't work, click on "Account Info" in the
upper-right corner, and update your profile as necessary.



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12624 From: necro6hit Date: 2/15/2002
Subject: Re: Combos and sustained holds
i scanned the book quickly and it doesnt appear to say anything about
whether multiple rounds of a sustained hold all count as 1 move of a
combo.

however i think that since multiple HIT manuevers (whirlwind kick,
cartwheel kick, lightning leg) add all hits to a dizzy combo then it
is likely that a sustained hold could as well.


--- In streetfighter@y..., "necro6hit" <throwrocks@b...> wrote:
> i think the book actually says somewhere that all hits of a
sustained
> hold are part of the combo (like multi hit maneuvers)
>
> Ill post again after I have a chance to look through my books
>
> --- In streetfighter@y..., "azq2die4" <azq2die4@l...> wrote:
> > 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: 12625 From: mean_liar Date: 2/15/2002
Subject: Re: Combos and sustained holds
> i scanned the book quickly and it doesnt appear to say anything
about > whether multiple rounds of a sustained hold all count as 1
move of a > combo.
>
> however i think that since multiple HIT manuevers (whirlwind kick,
> cartwheel kick, lightning leg) add all hits to a dizzy combo then
it > is likely that a sustained hold could as well.


Main Book, p. 140, Sustained Hold, paragraph 3.

"If the victim does not break free, she loses her action next turn.
The wrestler can choose to play the same Combat Card next turn and
automatically gets to inflict damage on his held opponent whenever
his Speed allows him to act during the turn."

Pay attention to the mechanic: the opponent loses 'her action next
turn'. There is nothing forcing the wrestler to play the same card
again next turn, even though the opponent has already lost the
action. Playing the identical Sustained Hold maneuver again is an
entirely new maneuver, though this time against a helpless foe.

Sustained Holds are not multiple hits on 1 attack, they are attacks
executed each turn, that the opponent cannot get out of freely.
Multiple-hit maneuvers "allow the attacker to roll multiple times
for damage when the attack lands." In the case of published
Sustained Hold Grab maneuvers, this is not the case -- each attack
only nets 1 damage test, though a successful Strength test at the
end of the round removes the opponent's next action.
Group: streetfighter Message: 12626 From: streetfighter@yahoogroups.com Date: 2/15/2002
Subject: New poll for streetfighter
Enter your vote today! A new poll has been created for the
streetfighter group:

How do you resolve ties for Sustained
Hold Strength tests? (i.e., both
attacker and defender get the same
number of successes).

o Ties go to the attacker. Since the defender needs to beat the attacker, the defender must get at least 1 net success.
o Ties go to the defender. Sustained Holds are remarkably powerful and deserve special consideration.
o Re-roll ties.
o Highest Strength score wins.
o Highest Stamina score wins.


To vote, please visit the following web page:

http://groups.yahoo.com/group/streetfighter/polls

Note: Please do not reply to this message. Poll votes are
not collected via email. To vote, you must go to the Yahoo! Groups
web site listed above.

Thanks!
Group: streetfighter Message: 12627 From: Tony Figueroa Date: 2/15/2002
Subject: Re: Combos and sustained holds
I don't believe the book cover Sustained Holds in combos at all.

However, I believe very firmly that each round of a sustained combo counts
as 1 move of a combo. A combo is only over a certain number of rounds.
Therefore, you can't just say that a sustained hold makes those rounds
vanish. You play the moves of a combo in order, turn by turn. (I take this
to mean that each maneuver in a combo may only occupy one round, for combo
speed to count, the next move in the combo must be played on the turn
immediately after the previous one). I believe doing otherwise would be an
abuse of the rules.

If you want a sustained hold to add to dizzy, you must specify a combo as
such:

Jab to Stomach Pump to Stomach Pump (dizzy)

so that the first two rounds of Stomach Pump will combine to dizzy (not to
mention if they make the break-out roll you have a faster speed to grab them
again and put them back into it).

Tony "Knight of the Black Rose" Figueroa
Street Fighter RPG/STG: http://home.fuse.net/shermie/





----- Original Message -----
From: "necro6hit" <throwrocks@...>
To: <streetfighter@yahoogroups.com>
Sent: Friday, February 15, 2002 5:46 PM
Subject: [streetfighter] Re: Combos and sustained holds


> i scanned the book quickly and it doesnt appear to say anything about
> whether multiple rounds of a sustained hold all count as 1 move of a
> combo.
>
> however i think that since multiple HIT manuevers (whirlwind kick,
> cartwheel kick, lightning leg) add all hits to a dizzy combo then it
> is likely that a sustained hold could as well.
>
>
> --- In streetfighter@y..., "necro6hit" <throwrocks@b...> wrote:
> > i think the book actually says somewhere that all hits of a
> sustained
> > hold are part of the combo (like multi hit maneuvers)
> >
> > Ill post again after I have a chance to look through my books
> >
> > --- In streetfighter@y..., "azq2die4" <azq2die4@l...> wrote:
> > > 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 ?
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
Group: streetfighter Message: 12628 From: AzQ Date: 2/16/2002
Subject: Re: Combos and sustained holds
So, if the grab maneuver must be made every turn, and it has a speed score, then somebody should be able to counterattack before the grabber makes his move, right ? Maybe with a throw of his own, maybe with Shock Treatment, or sth else.
 
-----Mensagem original-----
De: mean_liar <mean_liar@...>
Para: streetfighter@yahoogroups.com <streetfighter@yahoogroups.com>
Data: Sexta-feira, 15 de Fevereiro de 2002 21:12
Assunto: [streetfighter] Re: Combos and sustained holds

> i scanned the book quickly and it doesnt appear to say anything
about > whether multiple rounds of a sustained hold all count as 1
move of a > combo.
>
> however i think that since multiple HIT manuevers (whirlwind kick,
> cartwheel kick, lightning leg) add all hits to a dizzy combo then
it > is likely that a sustained hold could as well.


Main Book, p. 140, Sustained Hold, paragraph 3.

"If the victim does not break free, she loses her action next turn. 
The wrestler can choose to play the same Combat Card next turn and
automatically gets to inflict damage on his held opponent whenever
his Speed allows him to act during the turn."

Pay attention to the mechanic: the opponent loses 'her action next
turn'.  There is nothing forcing the wrestler to play the same card
again next turn, even though the opponent has already lost the
action.  Playing the identical Sustained Hold maneuver again is an
entirely new maneuver, though this time against a helpless foe.

Sustained Holds are not multiple hits on 1 attack, they are attacks
executed each turn, that the opponent cannot get out of freely. 
Multiple-hit maneuvers "allow the attacker to roll multiple times
for damage when the attack lands."  In the case of published
Sustained Hold Grab maneuvers, this is not the case -- each attack
only nets 1 damage test, though a successful Strength test at the
end of the round removes the opponent's next action.



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12629 From: sfstg Date: 2/16/2002
Subject: Issue Eight of Warrior's Pride is up
Well that covers pretty much everything I wanted to say.

The Editor
Group: streetfighter Message: 12630 From: necro6hit Date: 2/16/2002
Subject: Re: Combos and sustained holds
Next paragraph:

"The sustained hold continues until either the victim breaks free at
the end of a turn, the wrestler drops the hold and uses a different
manuever, or a number of combat turns equal to the wrestlers Grab
technique have passed"

'hold' is singular and it specifically says the singular move
continues for many rounds.

I think that a hold you keep someone in for several rounds is
considered as one move. not considered as playing the same card over
and over.

but to each his own, it wouldnt be the FIRST time a rule (or lack of)
was inturpreted differently by different ppl.

Reminds me of the bible, except this was written in our common way of
speaking and we STILL cant agree on an interpretation:)

Matt

--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> Main Book, p. 140, Sustained Hold, paragraph 3.
>
> "If the victim does not break free, she loses her action next
turn.
> The wrestler can choose to play the same Combat Card next turn and
> automatically gets to inflict damage on his held opponent whenever
> his Speed allows him to act during the turn."
>
> Pay attention to the mechanic: the opponent loses 'her action next
> turn'. There is nothing forcing the wrestler to play the same card
> again next turn, even though the opponent has already lost the
> action. Playing the identical Sustained Hold maneuver again is an
> entirely new maneuver, though this time against a helpless foe.
>
> Sustained Holds are not multiple hits on 1 attack, they are attacks
> executed each turn, that the opponent cannot get out of freely.
> Multiple-hit maneuvers "allow the attacker to roll multiple times
> for damage when the attack lands." In the case of published
> Sustained Hold Grab maneuvers, this is not the case -- each attack
> only nets 1 damage test, though a successful Strength test at the
> end of the round removes the opponent's next action.
Group: streetfighter Message: 12631 From: mean_liar Date: 2/16/2002
Subject: Re: Combos and sustained holds
> "The sustained hold continues until either the victim breaks free
at > the end of a turn, the wrestler drops the hold and uses a
different > manuever, or a number of combat turns equal to the
wrestlers Grab > technique have passed"
>
> 'hold' is singular and it specifically says the singular move
> continues for many rounds.

But keep in mind that subsequent rounds of the Sustained Hold after
the first "go on its normal Speed" -- i.e., you have to play the
card, turn after turn. Its a hold in the sense that your opponent
can't DO anything, but its not 1 maneuver.

For example, you could successfully place your opponent into a
Sustained Hold, and then on turn 2 play a different maneuver that
could be a different Sustained Hold, since your opponent has lost
their action anyway, and its your choice what maneuver to play. You
could go from a Brain Cracker to a Stomache Pump, for example, and
it would still constitute a 'Sustained Hold'. After all, your
opponent has lost their next action, and you can play anything,
right? Basically, the 'Hold' you quote is the sequence
of 'Sustained Hold' maneuvers, and you can chain together as many
rounds of Sustained Hold manuevers as you have Grab technique.
Group: streetfighter Message: 12632 From: mean_liar Date: 2/16/2002
Subject: Re: Combos and sustained holds
--- In streetfighter@y..., "AzQ" <azq2die4@l...> wrote:
> So, if the grab maneuver must be made every turn, and it has a
speed score, then somebody should be able to counterattack before
the grabber makes his move, right ? Maybe with a throw of his own,
maybe with Shock Treatment, or sth else.
>

Yes, so long as "somebody" isn't the opponent that failed the
contested Strength roll against the wrestler (since if they failed,
they get no action).

I believe thats in the last paragraph of the Sustained Hold
description -- its a VERY important rule in team combats.
Group: streetfighter Message: 12633 From: necro6hit Date: 2/16/2002
Subject: Re: Combos and sustained holds
because of the nature of a sustained hold i think, it is open to
interpretation.

some may see it as a single move you are caught in for a long time,
and the combat card is played each round to show that you are still
in it.

others may see it as different instances of the same move, because
the card is played over and over.

nothing is said about them in combos, no examples are given for this
in the book. and we both find passages that seem to agree with us.

lets just agree to disagree
Group: streetfighter Message: 12634 From: necro6hit Date: 2/16/2002
Subject: Re: Combos and sustained holds
i think thats just so if a third party stops the wrestler by dizzying
him or something then you know if he has dealt damage or not that
round, based on speed.

because of the nature of the move (singular) it damages every turn.
this is just so you know exactly 'when' the damage occurs.

you of coarse, are free to think otherwise:)

Matt

--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> But keep in mind that subsequent rounds of the Sustained Hold after
> the first "go on its normal Speed" -- i.e., you have to play the
> card, turn after turn. Its a hold in the sense that your opponent
> can't DO anything, but its not 1 maneuver.
> Grab technique.
Group: streetfighter Message: 12635 From: AzQ Date: 2/17/2002
Subject: Re: Combos and sustained holds
Yeah, but what prevents somebody that is holded by his hair, like in a Brain Cracker, to land a punch on the balls of the grabber, as an example ? I think rules should be fair and simple, and in my group rules have to be that way, mainly because everybody who plays with me at this time pratice martial arts, so they say to me: "Hey, I'm grabbed in a Neck Choke, but I can counter attack simply by lifting the guy, or executing other kinds of counters for grabs" and I can't just say "You can't because the rule say you lose your action". Alas, the rules can break you apart. If you speak portuguese, check out the forum and see the sample combo a friend of mine posted there and try to say "you can't use this" ( I'll will post the combo in english as soon as I have time to translate it ).
 
 
-- In streetfighter@y..., "AzQ" <azq2die4@l...> wrote:
> So, if the grab maneuver must be made every turn, and it has a
speed score, then somebody should be able to counterattack before
the grabber makes his move, right ? Maybe with a throw of his own,
maybe with Shock Treatment, or sth else.
>

Yes, so long as "somebody" isn't the opponent that failed the
contested Strength roll against the wrestler (since if they failed,
they get no action).

I believe thats in the last paragraph of the Sustained Hold
description -- its a VERY important rule in team combats.
Group: streetfighter Message: 12636 From: Herve Gander Date: 2/17/2002
Subject: Re: Combos and sustained holds
hello guys,


"The sustained hold continues until either the victim breaks free at
the end of a turn, the wrestler drops the hold and uses a different
manuever, or a number of combat turns equal to the wrestlers Grab
technique have passed"

in this part what seems important is the last part.
if it was considered as mutltiple use of the grab, one for each round, why
would you be limited to a number of round equal to your grab technique?

My opinion is that it's a matter of Roleplaying ....of course , you do a
bear hug....the guy loose his action, and you can do somethiing else,
another maneuver or re-do a bear hug....but i doubt in this case you will
drop the guy, take your breath, and re-grab him....you will just continue
what you were doing....so in this case you don't play maneuver and you
continue the bear hug....(for a number of round equal to your grab.)

for this example i would say a combo something to grab to something would
allow the speed bonus for the third maneuver, whatever the number of round
you maintened the grab.

----
and for the topic about striking the guy while you are grabbed....lifting
him or what lese technique used to get free....i suppose this is dealt with
the opposed strengh roll...to break the grab.



herve
Group: streetfighter Message: 12637 From: necro6hit Date: 2/17/2002
Subject: Re: Combos and sustained holds
the rules DO allow that.
as a stunt card
as grappling defense
or as disengage.

tell your ppl to buy disengage and they can describe it as whatever
fancy counter grab they want.

hope that helps,
Matt

--- In streetfighter@y..., "AzQ" <azq2die4@l...> wrote:
> Yeah, but what prevents somebody that is holded by his hair, like
in a Brain Cracker, to land a punch on the balls of the grabber, as
an example ? I think rules should be fair and simple, and in my group
rules have to be that way, mainly because everybody who plays with me
at this time pratice martial arts, so they say to me: "Hey, I'm
grabbed in a Neck Choke, but I can counter attack simply by lifting
the guy, or executing other kinds of counters for grabs" and I can't
just say "You can't because the rule say you lose your action". Alas,
the rules can break you apart. If you speak portuguese, check out the
forum and see the sample combo a friend of mine posted there and try
to say "you can't use this" ( I'll will post the combo in english as
soon as I have time to translate it ).
>
>
> -- In streetfighter@y..., "AzQ" <azq2die4@l...> wrote:
> > So, if the grab maneuver must be made every turn, and it has a
> speed score, then somebody should be able to counterattack before
> the grabber makes his move, right ? Maybe with a throw of his
own,
> maybe with Shock Treatment, or sth else.
> >
>
> Yes, so long as "somebody" isn't the opponent that failed the
> contested Strength roll against the wrestler (since if they
failed,
> they get no action).
>
> I believe thats in the last paragraph of the Sustained Hold
> description -- its a VERY important rule in team combats.
Group: streetfighter Message: 12638 From: AzQ Date: 2/17/2002
Subject: Re: Combos and sustained holds
>and for the topic about striking the guy while you are grabbed....lifting him or what
> ese technique used to get free....i suppose this is dealt with the opposed strengh
> roll...to break the grab.
 
 
Good point.
 
Group: streetfighter Message: 12639 From: mean_liar Date: 2/17/2002
Subject: Re: Combos and sustained holds
> "The sustained hold continues until either the victim breaks free
at> the end of a turn, the wrestler drops the hold and uses a
different> manuever, or a number of combat turns equal to the
wrestlers Grab> technique have passed"
>
> in this part what seems important is the last part.
> if it was considered as mutltiple use of the grab, one for each
round, why> would you be limited to a number of round equal to your
grab technique?
>

Game balance. Someone with a Grab of 2 and a Brain Cracker
shouldn't be able to hold you as long as a wrestler with Iron Claw
and Grab 5.


> My opinion is that it's a matter of Roleplaying ....of course ,
you do a> bear hug....the guy loose his action, and you can do
somethiing else,> another maneuver or re-do a bear hug....but i
doubt in this case you will> drop the guy, take your breath, and re-
grab him....you will just continue> what you were doing....so in
this case you don't play maneuver and you> continue the bear hug....
(for a number of round equal to your grab.)
>

Well... you're not dropping him and allowing him to catch his
breath, etc. BUT, you still are playing the maneuver card again.
This is EXPLICIT in the Sustained Hold section. So regardless of
what the action LOOKS like in the game (i.e., you certainly don't
drop the guy and reapply the hold), the game mechanic requires that
you play a Combat Card. And according to the definition of a Combo:


Main Book, p. 132, "Combo Benefits", paragraph one:

"Combos have two effects. The first is that the second and third
maneuvers of a Combo Maneuver gain an extra +2 Speed modifier over
and above any other modifiers to that maneuver. ***This bonus is
only given when the moves of the Combo are played in order turn by
turn.*** For example, if Balrog has a Jab Punch - Fierce Punch
Combo Maneuver, then Balrog's Fierce Punch would gain a +2 Speed
bonus whenever he played it in a turn immeditately following a turn
in which he played a Jab Punch."

Note the use of the word 'played', referring to the actual playing
of the appropriate Combat Card. And since you have to 'play' a card
for every turn you execute a Sustained Hold... you can see the
reasoning. Also note the use of the term 'turn by turn', rather
than 'move by move'.


> for this example i would say a combo something to grab to
something would> allow the speed bonus for the third maneuver,
whatever the number of round> you maintened the grab.

Main Book, p. 132, "Combo Benefits", paragraph two:

[Explicit reference to Dizzy combos requiring the moves by done in
sequence, TURN by TURN]

Note that this makes no mention of MANEUVER by MANEUVER, but rather
TURN by TURN. The order of cards played IS important, but so is the
timing as well.



All this being said, its still your game. All I'm saying is that
the rules are explicit regarding this -- if you don't want to use
it, thats fine. But the book DOES deal with Sustained Holds and
Combos.
Group: streetfighter Message: 12640 From: J. Scott Pittman Date: 2/18/2002
Subject: Streetfighter Machine
Hey Guys!
 
  I just placed this Street Fighter - related item up for bid. Some of you might be interested in it!
 
 
Scott
 
Group: streetfighter Message: 12641 From: Andy Johnston Date: 2/18/2002
Subject: The RPG books are being sold....
I'm sure that ya'll know about it already. but Ebay has everybook except the contenders for sale here:
looks pretty cheap right now.
 
 
G/l folks.
 
Group: streetfighter Message: 12642 From: Josh Diemert Date: 2/20/2002
Subject: Re: The RPG books are being sold....
--- Andy Johnston <dlatrex@...> wrote:
> I'm sure that ya'll know about it already. but Ebay
> has everybook except the contenders for sale here:
>
http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=1705099829
> looks pretty cheap right now.
>
>
> G/l folks.
>
>

Too late, as of 10:54 AM Pacific time, the auction is
closed, and someone with the handle "doctorfeit" is
the winner....those books looked to be in really good
condition too.... :(

Josh

=====
Get paid cash every time you receive email!Sign up FREE at: http://www.MintMail.com/?m=476955

__________________________________________________
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Yahoo! Sports - Coverage of the 2002 Olympic Games
http://sports.yahoo.com
Group: streetfighter Message: 12643 From: galin_ra Date: 2/20/2002
Subject: Re: The RPG books are being sold....
Heh.. It was good man Matt Feit who bought them.

He's on my SF-UW-Campaign list. He calls himself for boctor_doctopus.

Probably on this list too ^_^


-----Ronin-----

--- In streetfighter@y..., Josh Diemert <boomergold@r...> wrote:
>
> --- Andy Johnston <dlatrex@h...> wrote:
> > I'm sure that ya'll know about it already. but Ebay
> > has everybook except the contenders for sale here:
> >
> http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=1705099829
> > looks pretty cheap right now.
> >
> >
> > G/l folks.
> >
> >
>
> Too late, as of 10:54 AM Pacific time, the auction is
> closed, and someone with the handle "doctorfeit" is
> the winner....those books looked to be in really good
> condition too.... :(
>
> Josh
>
> =====
> Get paid cash every time you receive email!Sign up FREE at:
http://www.MintMail.com/?m=476955
>
> __________________________________________________
> Do You Yahoo!?
> Yahoo! Sports - Coverage of the 2002 Olympic Games
> http://sports.yahoo.com
Group: streetfighter Message: 12644 From: streetfighter@yahoogroups.com Date: 2/22/2002
Subject: New file uploaded to streetfighter
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the streetfighter
group.

File : /Street Fighter - Maneuvers.doc
Uploaded by : mean_liar <mean_liar@...>
Description : Every maneuver in an easy-to-read, quick consultation chart

You can access this file at the URL

http://groups.yahoo.com/group/streetfighter/files/Street%20Fighter%20-%20Maneuvers.doc

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

mean_liar <mean_liar@...>
Group: streetfighter Message: 12645 From: streetfighter@yahoogroups.com Date: 2/22/2002
Subject: New file uploaded to streetfighter
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the streetfighter
group.

File : /Street Fighter - Styles.doc
Uploaded by : mean_liar <mean_liar@...>
Description : Every official Style in an easy to read format. Easily compare the benefits of each style!

You can access this file at the URL

http://groups.yahoo.com/group/streetfighter/files/Street%20Fighter%20-%20Styles.doc

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

mean_liar <mean_liar@...>
Group: streetfighter Message: 12646 From: mean_liar Date: 2/22/2002
Subject: New files
I altered the previous .pdf and Word docs containing the compilation
of Styles. Basically, I added some new notations on the Maneuvers
and altered their order (alphabetical instead of point-based).

Also, the Maneuver reference document has EVERY maneuver, lovingly
recreated in 7-pt font. Every move's prerequisite, system, points
cost for each style, and combat details (move, speed, damage) all
right there.

Its really useful for creating characters, NPCs or PCs. I especially
like the comparison of Styles, now with an explicit reference to
unique, defining, and massively cheap maneuvers all marked as such.
Group: streetfighter Message: 12647 From: galin_ra Date: 2/23/2002
Subject: Re: New files
Hmms.. Just a thougt..

Maybe you could upload these to the SFUW group too??

Then ew would have correct lists of maneuvers and styles..

----Ronin----


--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> I altered the previous .pdf and Word docs containing the compilation
> of Styles. Basically, I added some new notations on the Maneuvers
> and altered their order (alphabetical instead of point-based).
>
> Also, the Maneuver reference document has EVERY maneuver, lovingly
> recreated in 7-pt font. Every move's prerequisite, system, points
> cost for each style, and combat details (move, speed, damage) all
> right there.
>
> Its really useful for creating characters, NPCs or PCs. I especially
> like the comparison of Styles, now with an explicit reference to
> unique, defining, and massively cheap maneuvers all marked as such.
Group: streetfighter Message: 12648 From: necro6hit Date: 2/24/2002
Subject: funny shit
well this is vaguely on topic since this is a street fight, but
mostly just funny:)

http://www.consumptionjunction.com/feat/cc/detail.asp?ID=7718

click on "who you calling a fag?" to see Mike Vallely (professional
skateboarder) beat up 4 fratboys at once cuz they called him
a "skater fag".

I laffed till I cried when I first saw this:)

I met him once at a demo, he's burly.
I wouldnt wanna scrap with him.

Matt
Group: streetfighter Message: 12649 From: J.J. Date: 2/26/2002
Subject: Fw: Cool Ability (was: Style Ability)
Something from the werewolf lists I figured people would want to take a look
at.

----- Original Message -----
From: "Ethan Skemp" <fenris@...>
To: <WEREWOLF-L@...>
Sent: Monday, February 25, 2002 9:26 AM
Subject: Cool Ability (was: Style Ability)


on 2/23/02 6:14 PM, Elizabeth Torren at CelicanKnight@... wrote:

> cool ability?
> I'm really interested could you explain it a little more?
> thanks for the input. ^_^

Well, it was a Background that gave you a certain amount of, well, "cool."
Not to be confused with Renown. I wish I could remember the precise wording
of all the ranks, but it went something like this. (Bear in mind this was,
like, 1996 or 1997; so things like X-Files and Pulp Fiction are decided):

? (Justin's example of mild cool)
?? Fox Mulder
??? (Justin's example of strong cool)
???? Winston Wolf
????? Shit, man, you've got Mothra in your pocket.

Within the setting, I'd personally go with something like this. Note that
this is cool within the game setting, not "the character people most enjoy
playing" -- if Blanka and Ryu switched move-sets, Blanka would be the most
popular character in Street Fighter.

No dots: Zangief, Blanka
? Guile
?? Ken, T-Hawk
??? Fei Long, Cammy
???? Dee Jay, Vega
????? Morrigan

(Note: Yes, I cheated; my five-dots example is a Darkstalker, not a World
Warrior. Nonetheless, my personal criterion for five dots of Cool is "Is the
character as cool as Morrigan?" IMO, no World Warriors qualify.)

I think I was the only one who bought a couple of ranks in it, to give my
Kansas air elementalist wu shu "twister"-motif street fighter that extra bit
of aloof niftiness. And, well, apparently the character with the highest
Cool ranking got singled out for special subplots (the spunky teenage
daughter of the guy holding the tournament you're attending singles you out
to try and learn your mad kung fu skills, etc.). Or that's how it would have
worked had the game kept going.

I don't recommend Cool for World of Darkness games; they take themselves too
seriously for something like this. Very bad for Vampire and Bastet games in
particular, where every player is automatically convinced that their
character deserves five dots of Cool (or even one!) just for being a vampire
or a Bastet. I recommend it unreservedly for Street Fighter, however, and it
might work well for Adventure! or Aberrant.

--
Ethan Skemp
WWGS
Group: streetfighter Message: 12650 From: Jeff Yurkiw Date: 2/26/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Ok, I'm sorry but if Morrigan has 5 dots in cool, the Hayato has to have at least 6.
 
Especially just after a Black Hayato!
 
Jeff
----- Original Message -----
From: J.J.
Sent: Tuesday, February 26, 2002 7:26 AM
Subject: [streetfighter] Fw: Cool Ability (was: Style Ability)

Something from the werewolf lists I figured people would want to take a look
at.

----- Original Message -----
From: "Ethan Skemp" <fenris@...>
To: <WEREWOLF-L@...>
Sent: Monday, February 25, 2002 9:26 AM
Subject: Cool Ability (was: Style Ability)


on 2/23/02 6:14 PM, Elizabeth Torren at CelicanKnight@... wrote:

> cool ability?
> I'm really interested could you explain it a little more?
> thanks for the input. ^_^

Well, it was a Background that gave you a certain amount of, well, "cool."
Not to be confused with Renown. I wish I could remember the precise wording
of all the ranks, but it went something like this. (Bear in mind this was,
like, 1996 or 1997; so things like X-Files and Pulp Fiction are decided):

    (Justin's example of mild cool)
??    Fox Mulder
???   (Justin's example of strong cool)
????  Winston Wolf
????? Shit, man, you've got Mothra in your pocket.

Within the setting, I'd personally go with something like this. Note that
this is cool within the game setting, not "the character people most enjoy
playing" -- if Blanka and Ryu switched move-sets, Blanka would be the most
popular character in Street Fighter.

No dots: Zangief, Blanka
      Guile
??      Ken, T-Hawk
???     Fei Long, Cammy
????    Dee Jay, Vega
?????   Morrigan

(Note: Yes, I cheated; my five-dots example is a Darkstalker, not a World
Warrior. Nonetheless, my personal criterion for five dots of Cool is "Is the
character as cool as Morrigan?" IMO, no World Warriors qualify.)

I think I was the only one who bought a couple of ranks in it, to give my
Kansas air elementalist wu shu "twister"-motif street fighter that extra bit
of aloof niftiness. And, well, apparently the character with the highest
Cool ranking got singled out for special subplots (the spunky teenage
daughter of the guy holding the tournament you're attending singles you out
to try and learn your mad kung fu skills, etc.). Or that's how it would have
worked had the game kept going.

I don't recommend Cool for World of Darkness games; they take themselves too
seriously for something like this. Very bad for Vampire and Bastet games in
particular, where every player is automatically convinced that their
character deserves five dots of Cool (or even one!) just for being a vampire
or a Bastet. I recommend it unreservedly for Street Fighter, however, and it
might work well for Adventure! or Aberrant.

--
Ethan Skemp
WWGS



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12651 From: Blue Dorian Date: 2/26/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
>From: "Jeff Yurkiw" <jyurkiw@...>
>Reply-To: streetfighter@yahoogroups.com
>To: <streetfighter@yahoogroups.com>
>Subject: Re: [streetfighter] Fw: Cool Ability (was: Style Ability)
>Date: Tue, 26 Feb 2002 10:37:45 -0800
>
>Ok, I'm sorry but if Morrigan has 5 dots in cool, the Hayato has to have at
>least 6.

Okay... Ken has less cool than Ken? Look at the hair, man! Ken's a pretty
boy. Oh, and Morrigan? Hayato? Forget 'em all, 'cause Balrog is the man. He
lives in Vegas, surrounds himself in scantily clad and large-breasted women
and owns Tom Jones. Ken? The guy wears a red hemp suit and is -never high-!
Vega? Dude wears tights. Fei Long? Bruce Lee, but with a name like Long you
know the only films he stars in are pornos. And forget Morrigan; Balrog
could buy and sell 'er a million times.


It is time to rise up against the bourgois' obsession with elevating
Eastern styles of fighting above Western! We, the proletariat, do hereby
declare this day 'West Day', a day dedicated to drinking, smoking up and
having sex.

_________________________________________________________________
Join the world�s largest e-mail service with MSN Hotmail.
http://www.hotmail.com
Group: streetfighter Message: 12652 From: J R D Date: 2/26/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
At 7:18 PM +0000 2/26/02, Blue Dorian wrote:
>Vega? Dude wears tights. Fei Long? Bruce Lee, but with a name like Long you
>know the only films he stars in are pornos. And forget Morrigan; Balrog
>could buy and sell 'er a million times.

As for the tights issue, to quote (from memory) the Simpsons, "So
many of your heroes wear tights, Batman, for instance." Besides, I'd
say it's Spandex he wears. Of course, that may lower him even
further.

I don't know about Fei Long as a porn star, but he is a Bruce Lee
wannabe, and, IMO, wannabes of any type should rarely, if ever, have
more than a 1 in cool.

As for Balrog, money doesn't buy cool. One, he's really only rich
because of his connections in Shadoloo. Hes a stooge and an M. Bison
kiss up. Two, he's nothing more than a Mike Tyson wannabe. 1 cool

--
"This is reality, not T.V. Can't you tell the difference?"
"Sure, I just like T.V. better."

jrdss@...
ICQ#37222294
J R D
Group: streetfighter Message: 12653 From: necro6hit Date: 2/27/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
isnt the "cool rating" from 'teenagers from outer space'?
(weird ol rpg)

--- In streetfighter@y..., "J.J." <tyger1@f...> wrote:
> Something from the werewolf lists I figured people would want to
take a look
> at.
>
> ----- Original Message -----
> From: "Ethan Skemp" <fenris@M...>
> To: <WEREWOLF-L@O...>
> Sent: Monday, February 25, 2002 9:26 AM
> Subject: Cool Ability (was: Style Ability)
>
>
> on 2/23/02 6:14 PM, Elizabeth Torren at CelicanKnight@A... wrote:
>
> > cool ability?
> > I'm really interested could you explain it a little more?
> > thanks for the input. ^_^
>
> Well, it was a Background that gave you a certain amount of,
well, "cool."
> Not to be confused with Renown. I wish I could remember the precise
wording
> of all the ranks, but it went something like this. (Bear in mind
this was,
> like, 1996 or 1997; so things like X-Files and Pulp Fiction are
decided):
>
> ? (Justin's example of mild cool)
> ?? Fox Mulder
> ??? (Justin's example of strong cool)
> ???? Winston Wolf
> ????? Shit, man, you've got Mothra in your pocket.
>
> Within the setting, I'd personally go with something like this.
Note that
> this is cool within the game setting, not "the character people
most enjoy
> playing" -- if Blanka and Ryu switched move-sets, Blanka would be
the most
> popular character in Street Fighter.
>
> No dots: Zangief, Blanka
> ? Guile
> ?? Ken, T-Hawk
> ??? Fei Long, Cammy
> ???? Dee Jay, Vega
> ????? Morrigan
>
> (Note: Yes, I cheated; my five-dots example is a Darkstalker, not a
World
> Warrior. Nonetheless, my personal criterion for five dots of Cool
is "Is the
> character as cool as Morrigan?" IMO, no World Warriors qualify.)
>
> I think I was the only one who bought a couple of ranks in it, to
give my
> Kansas air elementalist wu shu "twister"-motif street fighter that
extra bit
> of aloof niftiness. And, well, apparently the character with the
highest
> Cool ranking got singled out for special subplots (the spunky
teenage
> daughter of the guy holding the tournament you're attending singles
you out
> to try and learn your mad kung fu skills, etc.). Or that's how it
would have
> worked had the game kept going.
>
> I don't recommend Cool for World of Darkness games; they take
themselves too
> seriously for something like this. Very bad for Vampire and Bastet
games in
> particular, where every player is automatically convinced that their
> character deserves five dots of Cool (or even one!) just for being
a vampire
> or a Bastet. I recommend it unreservedly for Street Fighter,
however, and it
> might work well for Adventure! or Aberrant.
>
> --
> Ethan Skemp
> WWGS
Group: streetfighter Message: 12654 From: doc_mental Date: 2/27/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
It's from all of R. Tal's games. Mekton, Cyberpunk... and TFOS, I
think. :) I think the definition of 'Cool' as far as the game is
concerned is the ability of the character to keep his head under
fire... which I thought was what Wits was for. :) *shrug*

--- In streetfighter@y..., "necro6hit" <throwrocks@b...> wrote:
> isnt the "cool rating" from 'teenagers from outer space'?
> (weird ol rpg)
>
> --- In streetfighter@y..., "J.J." <tyger1@f...> wrote:
> > Something from the werewolf lists I figured people would want to
> take a look
> > at.
> >
> > ----- Original Message -----
> > From: "Ethan Skemp" <fenris@M...>
> > To: <WEREWOLF-L@O...>
> > Sent: Monday, February 25, 2002 9:26 AM
> > Subject: Cool Ability (was: Style Ability)
> >
> >
> > on 2/23/02 6:14 PM, Elizabeth Torren at CelicanKnight@A... wrote:
> >
> > > cool ability?
> > > I'm really interested could you explain it a little more?
> > > thanks for the input. ^_^
> >
> > Well, it was a Background that gave you a certain amount of,
> well, "cool."
> > Not to be confused with Renown. I wish I could remember the
precise
> wording
> > of all the ranks, but it went something like this. (Bear in mind
> this was,
> > like, 1996 or 1997; so things like X-Files and Pulp Fiction are
> decided):
> >
> > ? (Justin's example of mild cool)
> > ?? Fox Mulder
> > ??? (Justin's example of strong cool)
> > ???? Winston Wolf
> > ????? Shit, man, you've got Mothra in your pocket.
> >
> > Within the setting, I'd personally go with something like this.
> Note that
> > this is cool within the game setting, not "the character people
> most enjoy
> > playing" -- if Blanka and Ryu switched move-sets, Blanka would be
> the most
> > popular character in Street Fighter.
> >
> > No dots: Zangief, Blanka
> > ? Guile
> > ?? Ken, T-Hawk
> > ??? Fei Long, Cammy
> > ???? Dee Jay, Vega
> > ????? Morrigan
> >
> > (Note: Yes, I cheated; my five-dots example is a Darkstalker, not
a
> World
> > Warrior. Nonetheless, my personal criterion for five dots of Cool
> is "Is the
> > character as cool as Morrigan?" IMO, no World Warriors qualify.)
> >
> > I think I was the only one who bought a couple of ranks in it, to
> give my
> > Kansas air elementalist wu shu "twister"-motif street fighter
that
> extra bit
> > of aloof niftiness. And, well, apparently the character with the
> highest
> > Cool ranking got singled out for special subplots (the spunky
> teenage
> > daughter of the guy holding the tournament you're attending
singles
> you out
> > to try and learn your mad kung fu skills, etc.). Or that's how it
> would have
> > worked had the game kept going.
> >
> > I don't recommend Cool for World of Darkness games; they take
> themselves too
> > seriously for something like this. Very bad for Vampire and
Bastet
> games in
> > particular, where every player is automatically convinced that
their
> > character deserves five dots of Cool (or even one!) just for
being
> a vampire
> > or a Bastet. I recommend it unreservedly for Street Fighter,
> however, and it
> > might work well for Adventure! or Aberrant.
> >
> > --
> > Ethan Skemp
> > WWGS
Group: streetfighter Message: 12655 From: galin_ra Date: 2/27/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Hmmm.. Cool would be more like Willpower I think ^_^

And Cool in SF already exists... GLory!!!!!! The more Glory the more
known and cool are you..

Me and herr Tevik has tought about a system where 10 permanents of
Glory adds 1 in Fame(SF curcuit) or something similar.
And then starts with 0 in Glory till it reachees 10 again ^_^

VCould be the background cool. Of course.. We don't really know yet.

-----ROnin-----


--- In streetfighter@y..., "doc_mental" <doc_mental@y...> wrote:
> It's from all of R. Tal's games. Mekton, Cyberpunk... and TFOS, I
> think. :) I think the definition of 'Cool' as far as the game is
> concerned is the ability of the character to keep his head under
> fire... which I thought was what Wits was for. :) *shrug*
>
> --- In streetfighter@y..., "necro6hit" <throwrocks@b...> wrote:
> > isnt the "cool rating" from 'teenagers from outer space'?
> > (weird ol rpg)
> >
> > --- In streetfighter@y..., "J.J." <tyger1@f...> wrote:
> > > Something from the werewolf lists I figured people would want to
> > take a look
> > > at.
> > >
> > > ----- Original Message -----
> > > From: "Ethan Skemp" <fenris@M...>
> > > To: <WEREWOLF-L@O...>
> > > Sent: Monday, February 25, 2002 9:26 AM
> > > Subject: Cool Ability (was: Style Ability)
> > >
> > >
> > > on 2/23/02 6:14 PM, Elizabeth Torren at CelicanKnight@A... wrote:
> > >
> > > > cool ability?
> > > > I'm really interested could you explain it a little more?
> > > > thanks for the input. ^_^
> > >
> > > Well, it was a Background that gave you a certain amount of,
> > well, "cool."
> > > Not to be confused with Renown. I wish I could remember the
> precise
> > wording
> > > of all the ranks, but it went something like this. (Bear in mind
> > this was,
> > > like, 1996 or 1997; so things like X-Files and Pulp Fiction are
> > decided):
> > >
> > > ? (Justin's example of mild cool)
> > > ?? Fox Mulder
> > > ??? (Justin's example of strong cool)
> > > ???? Winston Wolf
> > > ????? Shit, man, you've got Mothra in your pocket.
> > >
> > > Within the setting, I'd personally go with something like this.
> > Note that
> > > this is cool within the game setting, not "the character people
> > most enjoy
> > > playing" -- if Blanka and Ryu switched move-sets, Blanka would be
> > the most
> > > popular character in Street Fighter.
> > >
> > > No dots: Zangief, Blanka
> > > ? Guile
> > > ?? Ken, T-Hawk
> > > ??? Fei Long, Cammy
> > > ???? Dee Jay, Vega
> > > ????? Morrigan
> > >
> > > (Note: Yes, I cheated; my five-dots example is a Darkstalker, not
> a
> > World
> > > Warrior. Nonetheless, my personal criterion for five dots of Cool
> > is "Is the
> > > character as cool as Morrigan?" IMO, no World Warriors qualify.)
> > >
> > > I think I was the only one who bought a couple of ranks in it, to
> > give my
> > > Kansas air elementalist wu shu "twister"-motif street fighter
> that
> > extra bit
> > > of aloof niftiness. And, well, apparently the character with the
> > highest
> > > Cool ranking got singled out for special subplots (the spunky
> > teenage
> > > daughter of the guy holding the tournament you're attending
> singles
> > you out
> > > to try and learn your mad kung fu skills, etc.). Or that's how it
> > would have
> > > worked had the game kept going.
> > >
> > > I don't recommend Cool for World of Darkness games; they take
> > themselves too
> > > seriously for something like this. Very bad for Vampire and
> Bastet
> > games in
> > > particular, where every player is automatically convinced that
> their
> > > character deserves five dots of Cool (or even one!) just for
> being
> > a vampire
> > > or a Bastet. I recommend it unreservedly for Street Fighter,
> > however, and it
> > > might work well for Adventure! or Aberrant.
> > >
> > > --
> > > Ethan Skemp
> > > WWGS
Group: streetfighter Message: 12656 From: Jason Obeston Date: 2/27/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
Sorta combination of how cool you can keep under fire
and the raw charisma you have at least in tfos. I
fondly remember my christmas tfos where jay and silent
bob made an appearance.



--- doc_mental <doc_mental@...> wrote:
> It's from all of R. Tal's games. Mekton,
> Cyberpunk... and TFOS, I
> think. :) I think the definition of 'Cool' as far
> as the game is
> concerned is the ability of the character to keep
> his head under
> fire... which I thought was what Wits was for. :)
> *shrug*
>
> --- In streetfighter@y..., "necro6hit"
> <throwrocks@b...> wrote:
> > isnt the "cool rating" from 'teenagers from outer
> space'?
> > (weird ol rpg)
> >
> > --- In streetfighter@y..., "J.J." <tyger1@f...>
> wrote:
> > > Something from the werewolf lists I figured
> people would want to
> > take a look
> > > at.
> > >
> > > ----- Original Message -----
> > > From: "Ethan Skemp" <fenris@M...>
> > > To: <WEREWOLF-L@O...>
> > > Sent: Monday, February 25, 2002 9:26 AM
> > > Subject: Cool Ability (was: Style Ability)
> > >
> > >
> > > on 2/23/02 6:14 PM, Elizabeth Torren at
> CelicanKnight@A... wrote:
> > >
> > > > cool ability?
> > > > I'm really interested could you explain it a
> little more?
> > > > thanks for the input. ^_^
> > >
> > > Well, it was a Background that gave you a
> certain amount of,
> > well, "cool."
> > > Not to be confused with Renown. I wish I could
> remember the
> precise
> > wording
> > > of all the ranks, but it went something like
> this. (Bear in mind
> > this was,
> > > like, 1996 or 1997; so things like X-Files and
> Pulp Fiction are
> > decided):
> > >
> > > ? (Justin's example of mild cool)
> > > ?? Fox Mulder
> > > ??? (Justin's example of strong cool)
> > > ???? Winston Wolf
> > > ????? Shit, man, you've got Mothra in your
> pocket.
> > >
> > > Within the setting, I'd personally go with
> something like this.
> > Note that
> > > this is cool within the game setting, not "the
> character people
> > most enjoy
> > > playing" -- if Blanka and Ryu switched
> move-sets, Blanka would be
> > the most
> > > popular character in Street Fighter.
> > >
> > > No dots: Zangief, Blanka
> > > ? Guile
> > > ?? Ken, T-Hawk
> > > ??? Fei Long, Cammy
> > > ???? Dee Jay, Vega
> > > ????? Morrigan
> > >
> > > (Note: Yes, I cheated; my five-dots example is a
> Darkstalker, not
> a
> > World
> > > Warrior. Nonetheless, my personal criterion for
> five dots of Cool
> > is "Is the
> > > character as cool as Morrigan?" IMO, no World
> Warriors qualify.)
> > >
> > > I think I was the only one who bought a couple
> of ranks in it, to
> > give my
> > > Kansas air elementalist wu shu "twister"-motif
> street fighter
> that
> > extra bit
> > > of aloof niftiness. And, well, apparently the
> character with the
> > highest
> > > Cool ranking got singled out for special
> subplots (the spunky
> > teenage
> > > daughter of the guy holding the tournament
> you're attending
> singles
> > you out
> > > to try and learn your mad kung fu skills, etc.).
> Or that's how it
> > would have
> > > worked had the game kept going.
> > >
> > > I don't recommend Cool for World of Darkness
> games; they take
> > themselves too
> > > seriously for something like this. Very bad for
> Vampire and
> Bastet
> > games in
> > > particular, where every player is automatically
> convinced that
> their
> > > character deserves five dots of Cool (or even
> one!) just for
> being
> > a vampire
> > > or a Bastet. I recommend it unreservedly for
> Street Fighter,
> > however, and it
> > > might work well for Adventure! or Aberrant.
> > >
> > > --
> > > Ethan Skemp
> > > WWGS
>
>


__________________________________________________
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Group: streetfighter Message: 12657 From: The King of Chickens 2001 Date: 2/28/2002
Subject: Re: New files
Great, I just came back from a long period of abscence to find that while I could still receive email from this mailing list, I am NOT A MEMBER OF STREETFIGHTER (?!?!?!). I can't DL the files! >_< Curse you Yahoo!
 
These would prove very useful. Any help?
 
>From: "mean_liar"
>Reply-To: streetfighter@yahoogroups.com
>To: streetfighter@yahoogroups.com
>Subject: [streetfighter] New files
>Date: Sat, 23 Feb 2002 01:24:27 -0000
>
>I altered the previous .pdf and Word docs containing the compilation
>of Styles. Basically, I added some new notations on the Maneuvers
>and altered their order (alphabetical instead of point-based).
>
>Also, the Maneuver reference document has EVERY maneuver, lovingly
>recreated in 7-pt font. Every move's prerequisite, system, points
>cost for each style, and combat details (move, speed, damage) all
>right there.
>
>Its really useful for creating characters, NPCs or PCs. I especially
>like the comparison of Styles, now with an explicit reference to
>unique, defining, and massively cheap maneuvers all marked as such.
>


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Group: streetfighter Message: 12658 From: necro6hit Date: 2/28/2002
Subject: Re: Fw: Cool Ability (was: Style Ability)
my group just handles how cool you are based on roleplaying.
kinda goofy to have a stat for it.
Group: streetfighter Message: 12659 From: mean_liar Date: 2/28/2002
Subject: I love the Dreamcast
New game I've started playing:

Capcom vs SNK 2.

More fun than you can shake a stick at. Though I have to say that
converting the SNK characters and maneuvers seems to generate a LOT
of Focus-based powers, or at least a lot of powers that look like
they should be Focus based.

Ah, who cares. Its got Haromaru!
Group: streetfighter Message: 12660 From: Jeff Yurkiw Date: 3/1/2002
Subject: Re: I love the Dreamcast
I've played the PS2 version. Extremely impressed. Now all I need is $40 and a lot of free time during the summer to become super-1337 at Cap vs. SNK ;)
 
Love to challenge you Josh...
 
Jeff
----- Original Message -----
From: mean_liar
Sent: Thursday, February 28, 2002 3:26 PM
Subject: [streetfighter] I love the Dreamcast

New game I've started playing:

Capcom vs SNK 2.

More fun than you can shake a stick at.  Though I have to say that
converting the SNK characters and maneuvers seems to generate a LOT
of Focus-based powers, or at least a lot of powers that look like
they should be Focus based.

Ah, who cares.  Its got Haromaru!



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12661 From: necro6hit Date: 3/1/2002
Subject: Re: I love the Dreamcast
the rolls in cap mode can get annoying.
changes EVERYTHING. (fireball? 'Gief rolls under and final atomic
buster)

I suggest making a custom cap groove without rolls as soon as you
unlock the groove editor (give em the sf3 parry instead:)).

I love this game too, VAST improvement over cap vs snk 2 in which it
was a 4 button snk layout (yuck). 6 buttons rule!

Matt
p.s. anyone know where I can get 2d fighter maker for the pc? (yes,
there was one waay before 3d fighter maker)


--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> New game I've started playing:
>
> Capcom vs SNK 2.
>
> More fun than you can shake a stick at. Though I have to say that
> converting the SNK characters and maneuvers seems to generate a LOT
> of Focus-based powers, or at least a lot of powers that look like
> they should be Focus based.
>
> Ah, who cares. Its got Haromaru!
Group: streetfighter Message: 12662 From: Jeff Yurkiw Date: 3/1/2002
Subject: Re: I love the Dreamcast
Oh. I also love the way that Bison is back to his good 'ole bad-ass pre-alpha self. Good ridance to the pilsburry-bison-boy look.
 
Jeff
Group: streetfighter Message: 12663 From: The King of Chickens 2001 Date: 3/1/2002
Subject: Re: I love the Dreamcast

Too much street fighter = not enuff roll countering training.

I'm quite at home with this game thanks to KOF ^_^.

Rugal Rocks! Thanks to his ultra cheapo air dark smash ^_^ 

>From: "necro6hit"
>Reply-To: streetfighter@yahoogroups.com
>To: streetfighter@yahoogroups.com
>Subject: [streetfighter] Re: I love the Dreamcast
>Date: Fri, 01 Mar 2002 06:29:34 -0000
>
>the rolls in cap mode can get annoying.
>changes EVERYTHING. (fireball? 'Gief rolls under and final atomic
>buster)
>
>I suggest making a custom cap groove without rolls as soon as you
>unlock the groove editor (give em the sf3 parry instead:)).
>
>I love this game too, VAST improvement over cap vs snk 2 in which it
>was a 4 button snk layout (yuck). 6 buttons rule!
>
>Matt
>p.s. anyone know where I can get 2d fighter maker for the pc? (yes,
>there was one waay before 3d fighter maker)
>
>
>--- In streetfighter@y..., "mean_liar" wrote:
> > New game I've started playing:
> >
> > Capcom vs SNK 2.
> >
> > More fun than you can shake a stick at. Though I have to say that
> > converting the SNK characters and maneuvers seems to generate a LOT
> > of Focus-based powers, or at least a lot of powers that look like
> > they should be Focus based.
> >
> > Ah, who cares. Its got Haromaru!
>


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Group: streetfighter Message: 12664 From: nat_drest Date: 3/1/2002
Subject: Re: I love the Dreamcast
> I love this game too, VAST improvement over cap vs snk 2 in which
it
> was a 4 button snk layout (yuck). 6 buttons rule!

You mean over Cap vs SNK 1, right? CvS2 has 6 buttons. ^_^

Personally, I love having the rolls. One of the things I hated back
when I played SF2 was Ryu/Guile players who would just sit there
throwing fireballs and then dragon punch when you leap over. With
rolls, projectiles are no longer exasperating doom for characters who
don't have them.

So is anyone besides me tempted to make a SF:STG style based on
King? :)
Group: streetfighter Message: 12665 From: Ian Toltz Date: 3/1/2002
Subject: Re: I love the Dreamcast
For the 2D fighter maker, try M.U.G.E.N.

Search yahoo. If you have linux you can get the latest build off
elecbyte.com, the maker, otherwise you'll need to find the last DOS
version off one of the sites on yahoo.

And for the record, CvS2 had a 6 button layout, CvS1 had a 4 button layout.

necro6hit wrote:

> the rolls in cap mode can get annoying.
> changes EVERYTHING. (fireball? 'Gief rolls under and final atomic
> buster)
>
> I suggest making a custom cap groove without rolls as soon as you
> unlock the groove editor (give em the sf3 parry instead:)).
>
> I love this game too, VAST improvement over cap vs snk 2 in which it
> was a 4 button snk layout (yuck). 6 buttons rule!
>
> Matt
> p.s. anyone know where I can get 2d fighter maker for the pc? (yes,
> there was one waay before 3d fighter maker)
>
>
> --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> > New game I've started playing:
> >
> > Capcom vs SNK 2.
> >
> > More fun than you can shake a stick at. Though I have to say that
> > converting the SNK characters and maneuvers seems to generate a LOT
> > of Focus-based powers, or at least a lot of powers that look like
> > they should be Focus based.
> >
> > Ah, who cares. Its got Haromaru!
>
>
> Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service
> <http://docs.yahoo.com/info/terms/>.