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Group: streetfighter Message: 201 From: Howard Collins Date: 9/3/1998
Subject: Re: sustained holds
Group: streetfighter Message: 202 From: Howard Collins Date: 9/3/1998
Subject: Re: stun moves
Group: streetfighter Message: 203 From: Joshua Rogers Date: 9/3/1998
Subject: Re: sustained holds
Group: streetfighter Message: 204 From: Howard Collins Date: 9/3/1998
Subject: Re: sustained holds
Group: streetfighter Message: 205 From: Howard Collins Date: 9/3/1998
Subject: Rekka Ken Mumblings
Group: streetfighter Message: 206 From: Joshua Rogers Date: 9/3/1998
Subject: Sustained Combos
Group: streetfighter Message: 207 From: Howard Collins Date: 9/3/1998
Subject: Re: stun moves
Group: streetfighter Message: 208 From: Howard Collins Date: 9/3/1998
Subject: Re: Sustained Combos
Group: streetfighter Message: 209 From: Joshua Rogers Date: 9/3/1998
Subject: Re: Sustained Combos
Group: streetfighter Message: 210 From: Steve Karstensen Date: 9/3/1998
Subject: Re: fireballs & defaulting & grabs, oh my!
Group: streetfighter Message: 211 From: Steve Karstensen Date: 9/3/1998
Subject: Re: fireballs & defaulting & grabs, oh my!
Group: streetfighter Message: 212 From: Nelson, Christopher T Date: 9/3/1998
Subject: FW: sustained holds
Group: streetfighter Message: 213 From: Joshua Rogers Date: 9/3/1998
Subject: Re: fireballs & defaulting & grabs, oh my!
Group: streetfighter Message: 214 From: Howard Collins Date: 9/3/1998
Subject: Re: Sustained Combos
Group: streetfighter Message: 215 From: Howard Collins Date: 9/3/1998
Subject: SF Pages
Group: streetfighter Message: 216 From: Joshua Rogers Date: 9/4/1998
Subject: Good combos
Group: streetfighter Message: 217 From: Chris Hoffmann Date: 9/4/1998
Subject: Re: SF Pages
Group: streetfighter Message: 218 From: Steve 'Doom Trooper' Karstensen Date: 9/4/1998
Subject: Re: Good combos
Group: streetfighter Message: 219 From: Nelson, Christopher T Date: 9/4/1998
Subject: BAD combos
Group: streetfighter Message: 220 From: Steve 'Doom Trooper' Karstensen Date: 9/4/1998
Subject: Re: BAD combos
Group: streetfighter Message: 221 From: REMO DISCONZI Date: 9/4/1998
Subject: Re: BAD combos
Group: streetfighter Message: 222 From: Ryan M Rich Date: 9/4/1998
Subject: Re: Printing Errors in the main book
Group: streetfighter Message: 223 From: Ryan M Rich Date: 9/4/1998
Subject: Re: stun moves
Group: streetfighter Message: 224 From: Steve 'Doom Trooper' Karstensen Date: 9/4/1998
Subject: Re: Printing Errors in the main book
Group: streetfighter Message: 225 From: Steve 'Doom Trooper' Karstensen Date: 9/4/1998
Subject: Re: stun moves
Group: streetfighter Message: 226 From: Joshua Rogers Date: 9/4/1998
Subject: Re: BAD combos
Group: streetfighter Message: 227 From: REMO DISCONZI Date: 9/4/1998
Subject: Re: BAD combos
Group: streetfighter Message: 228 From: cam1984@hotmail.com Date: 9/5/1998
Subject: Re: BAD combos
Group: streetfighter Message: 229 From: cam1984@hotmail.com Date: 9/5/1998
Subject: BAD CHARACTERS
Group: streetfighter Message: 230 From: cam1984@hotmail.com Date: 9/5/1998
Subject: sf vote
Group: streetfighter Message: 231 From: cam1984@hotmail.com Date: 9/5/1998
Subject: GOOD CHARACTERS
Group: streetfighter Message: 232 From: Chris Green a.k.a. OmegaSquad Date: 9/5/1998
Subject: Re: SF Pages
Group: streetfighter Message: 233 From: Steve Karstensen Date: 9/5/1998
Subject: Re: BAD CHARACTERS
Group: streetfighter Message: 234 From: Howard Collins Date: 9/5/1998
Subject: Re: BAD CHARACTERS
Group: streetfighter Message: 235 From: Matt M. Date: 9/7/1998
Subject: vote[ibuki]
Group: streetfighter Message: 236 From: Ryan M Rich Date: 9/7/1998
Subject: Again with the pages
Group: streetfighter Message: 237 From: REMO DISCONZI Date: 9/7/1998
Subject: Re: vote[ibuki]
Group: streetfighter Message: 238 From: Nelson, Christopher T Date: 9/8/1998
Subject: Re: BAD combos
Group: streetfighter Message: 239 From: Joshua Rogers Date: 9/8/1998
Subject: Re: BAD combos
Group: streetfighter Message: 240 From: Matt M. Date: 9/9/1998
Subject: Re: sf vote
Group: streetfighter Message: 241 From: cam1984@hotmail.com Date: 9/9/1998
Subject: subscribe box
Group: streetfighter Message: 242 From: cam1984@hotmail.com Date: 9/11/1998
Subject: vote:pyrotechnics
Group: streetfighter Message: 243 From: Steve 'Doom Trooper' Karstensen Date: 9/11/1998
Subject: Re: vote:pyrotechnics
Group: streetfighter Message: 244 From: Steve 'Doom Trooper' Karstensen Date: 9/11/1998
Subject: Re: vote:pyrotechnics
Group: streetfighter Message: 245 From: cam1984@hotmail.com Date: 9/11/1998
Subject: ken starr report
Group: streetfighter Message: 246 From: Matt M. Date: 9/13/1998
Subject: vote html page
Group: streetfighter Message: 247 From: Matt M. Date: 9/13/1998
Subject: !!!stat vote results!!!
Group: streetfighter Message: 248 From: Darrick Chen Date: 9/15/1998
Subject: Krav Maga
Group: streetfighter Message: 249 From: Joshua Rogers Date: 9/16/1998
Subject: Re: New Manuevers
Group: streetfighter Message: 250 From: Ryan M Rich Date: 9/18/1998
Subject: Updates



Group: streetfighter Message: 201 From: Howard Collins Date: 9/3/1998
Subject: Re: sustained holds
cam1984@... wrote:

> how in the hell does it work to have a sustained hold be like the middle hit in a three hit combo?
>
> do you get to hold them as long as you can, then when they break out, continue your combo?

Yup. Example: Jab to Stomach Pump to Buffalo Punch: the jab starts it off, then +2 speed on the sustained hold, then whether the hold concludes, the victim breaks out, or you decide to
release the hold, you can conclude with the buffalo punch, and all of the combo moves combine to dizzy (is they are used on the same person). This sort of combo tends to be somewhat
taxing on the honor, since more than likely the person will be dizzied at some point during the sustained hold, and you either have to release the hold and stop using the combo, or release
the hold and use the buffalo puinch on someone else, or take a big honor hit..


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Group: streetfighter Message: 202 From: Howard Collins Date: 9/3/1998
Subject: Re: stun moves
cam1984@... wrote:

> how do you guys feel stun moves should be handled?
>
> i mean moves that are very likely to dizzy.
>
> as far as i can tell there are only three stock stun moves:
> eye rake, sleeper hold, and blind.
> unfortunatly two of these deal with not seeing("unless they have blind fighting etc etc etc"")
> and one you are choked repeatedly.

There's also various focus powers that stun/dizzy/whatever the victim, but they are mostly very silly.

> what if i wanted to just hit you n dizzy you?
> like(examles)
> scorpions spear,
> d darks whip,
> a guard break from sf ex+@,
> a knee to the groin.
>
> please some input n dont give me that crap about heart punch because its about as likely to dizzy as spinning pile driver or storm hammer or flash kick but it ddoesnt do "real" damage.
> it sucks.

Yah but it doesn't cost willpower... nah it does suck. 8P If yer looking for something like a guard break, that could get very unbalancing in the hands of a dishonorable fighter. Take
the heart punch... Balrog learns this move and somehow manages to get it off, then the next turn yer in a Head Butt Hold. The big diff is that in the video games, attacks don't do nearly
as much relative damage as they do in the RPG, especially the more evil sustained holds. Would be interesting though, just to keep fighters on their toes (especially when their willpower
starts getting scarce for an abort). This kind of move would probably only work well with a "limit break" rule addition, like I've seen on a couple of pages, where you can't just try and
get the move off every turn, you have to build up a super bar or something.

Hmm Groin Strike (based on Kick)... +0 speed, -1 damage, move one, prereq kick 1, attacker must enter victim's hex, on a successful hit the victim is -(damage done) to Move and Kick
speed/damage for the next turn (street fighters recover fast). Also roll Stamina; if victim scores less successes than the damage done he is dizzied (if victim Blocks he gets to apply the
soak bonus to Stamina). Power Points JK, PA, SN, SF, TK 1; any 2.

Not as formidable as an insta-dizzy (although Chun Li kneeing you in the groin would be kinda scary), but it prevents unbalancing. Also, don't bother differentiating effects based on the
gender of the target; it hurts women too, and Street Fighter is kind of a PC game. This maneuver seems best suited as a desperation attack to buy time to get away (say the fireball user
who's about to get buffalo punched) or as a setup by dirty fighters.

It's not an insta-dizzy, since EVERYONE instinctively protects that area, and someone concentrating on defense (i.e. Block) will get a big bonus to avoid being nailed really badly.

This isn't any sort of definitive move I'm going to incorporate into any of my games; it's just something I thought up right now as food for thought. Hope it's useful.

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Group: streetfighter Message: 203 From: Joshua Rogers Date: 9/3/1998
Subject: Re: sustained holds
Hmm...I have to disagree. This is the same thing as Rekka Ken- having it
in your combo doesn't mean you get to pull it off three times, then
continue the combo. You do it once, then move on. The idea of combos is
a rapid flurry of attacks. Sitting there holding someone is going
against that. Now, having a combo start with a sustained hold, that
would work a bit different, because you would basically start the combo
on the last round of the sustained hold (Iron Claw to Backflip Kick to
Dragon Punch for instance). Similarly, you could end a combo with a
sustained hold, which would be the most efficient, since after the
series of high-speed maneuvers, you now have a battered opponent in your
hands and ready to be pulverized.

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Group: streetfighter Message: 204 From: Howard Collins Date: 9/3/1998
Subject: Re: sustained holds
Joshua Rogers wrote:

> Hmm...I have to disagree. This is the same thing as Rekka Ken- having it
> in your combo doesn't mean you get to pull it off three times, then
> continue the combo. You do it once, then move on. The idea of combos is

The diff is that a Rekka Ken is a move modifier, not a maneuver... say Jab
to Rekka Ken Fierce to Backflip Kick or something.

> a rapid flurry of attacks. Sitting there holding someone is going

I think of it more as a practiced flow from one maneuver to another, like
the jab-cross or the transitions between holds in various ground fighting
sciences.

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cares about



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Group: streetfighter Message: 205 From: Howard Collins Date: 9/3/1998
Subject: Rekka Ken Mumblings
Hmm that last msg made me remember something I was talking about with
Steve and the use of Rekka Ken. Here are my insignificant thoughts...

1) Rekka Ken is not a maneuver in itself, it's a move modifier that you
apply to basic punches, so you cannot have "Rekka Ken" as part of a
combo, you have to specify the specific strike, i.e. Deflecting Punch to
Knife Hand Strike to Rekka Ken Fierce (Dizzy). This is just the way I
play it though... some NPC's are listed with "Rekka Ken ___" in a combo
and some just with "Rekka Ken", so like a lot of SFSTG rules this one is
open to debate.

2) In the above example, what if you continue using Rekka Ken strikes
after the combo... do they add to the dizzy? No, Rekka Ken combines
with itself up to 3 times in a row for dizzying effects, but you can't
have a 5-move dizzy combo by using this. Example: You deflecting punch
some sucker for a measly point of damage. You then Knife Hand him for 1
more, then Rekka Ken Fierce for 2, Rekka Ken Jab for 1, and finally
Rekka Ken Fierce for 2. The enemy has stamina 4. During the course of
the combo, you inflict a total of 4 points to him, not quite enough to
dizzy. You then hit him for another on the RKJ, which would be enough
to dizzy, except you're only combining it with the RKF, not the whole
combo... see? The last RKF finally does it, as the accumulated damage
is 5 from subsequent Rekka Kens.

This seems like a long and silly example for the sake of illustrating a
small rules point, but everyone needs a hobby...

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really cares about



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Group: streetfighter Message: 206 From: Joshua Rogers Date: 9/3/1998
Subject: Sustained Combos
The fact Rekka Ken is a modifier doesn't really affect it in my example.
It's still a move that continues over more than one round, which was my
point. Combos are executed from round to round, and if you let sustained
holds go on for 3, 4, or 5 rounds in the middle of a combo, you might as
well let Rekka Ken go off three times in a combo.

>Date: Thu, 03 Sep 1998 02:06:40 -0400
>From: Howard Collins <howard@...>
>To: streetfighter@...
>Subject: [streetfighter] Rekka Ken Mumblings
>
>Hmm that last msg made me remember something I was talking about with
>Steve and the use of Rekka Ken. Here are my insignificant thoughts...
>
>1) Rekka Ken is not a maneuver in itself, it's a move modifier that you
>apply to basic punches, so you cannot have "Rekka Ken" as part of a
>combo, you have to specify the specific strike, i.e. Deflecting Punch
to
>Knife Hand Strike to Rekka Ken Fierce (Dizzy). This is just the way I
>play it though... some NPC's are listed with "Rekka Ken ___" in a combo
>and some just with "Rekka Ken", so like a lot of SFSTG rules this one
is
>open to debate.
>
>2) In the above example, what if you continue using Rekka Ken strikes
>after the combo... do they add to the dizzy? No, Rekka Ken combines
>with itself up to 3 times in a row for dizzying effects, but you can't
>have a 5-move dizzy combo by using this. Example: You deflecting
punch
>some sucker for a measly point of damage. You then Knife Hand him for
1
>more, then Rekka Ken Fierce for 2, Rekka Ken Jab for 1, and finally
>Rekka Ken Fierce for 2. The enemy has stamina 4. During the course of
>the combo, you inflict a total of 4 points to him, not quite enough to
>dizzy. You then hit him for another on the RKJ, which would be enough
>to dizzy, except you're only combining it with the RKF, not the whole
>combo... see? The last RKF finally does it, as the accumulated damage
>is 5 from subsequent Rekka Kens.
>
>This seems like a long and silly example for the sake of illustrating a
>small rules point, but everyone needs a hobby...
>
>--
>http://www.gti.net/howard for nonsensical rants about things no one
>really cares about
>
>
>
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"I understand sir. In hindsight, I suppose disabling the hostile AV
while it was hovering over the command trailer wasn't a very good idea.
Have they gotten Colonel Benton out from under the wreckage yet?" -
Maximum Metal


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Group: streetfighter Message: 207 From: Howard Collins Date: 9/3/1998
Subject: Re: stun moves
Joshua Rogers wrote:

> Groin Kick. Hrm. Sounds like an improved version of Wounded Knee almost.

Yah, it should have some kinda cost... probably one willpower. The
balancing thing is that it doesn't do that much damage, and it doesn't
automatically dizzy you... and you have to enter the hex. This is big...
you're taking a risk doing this, since the other person might well just step
out of the hex and jab, or dragon punch, or whatever... the stats should
probably be weakened somehow though. Probably -1 speed and the willpower
cost. It's a special effect move, but also one that some regular person may
learn in a self-defense class (hence low prereq).

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cares about



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Group: streetfighter Message: 208 From: Howard Collins Date: 9/3/1998
Subject: Re: Sustained Combos
Joshua Rogers wrote:

> The fact Rekka Ken is a modifier doesn't really affect it in my example.
> It's still a move that continues over more than one round, which was my
> point. Combos are executed from round to round, and if you let sustained
> holds go on for 3, 4, or 5 rounds in the middle of a combo, you might as
> well let Rekka Ken go off three times in a combo.

Ah, that's what's different in my gm/play style... rekka ken maneuvers
change from round to round, so a 3-part rekka ken is considered 3 seperate
moves, not one, whereas a sustained hold is one maneuver. Depends on your
style of play.

Image the cheese... Elbow Smash to Rekka Ken to Elbow Smash (Dizzy). Brr...

I have to admit I don't see these situations too much... while Rekka Ken is
sometimes comboed, it's balanced by treating each strike as its own move,
and generally people don't dizzy up sustained holds... you want to keep your
honor and do as much damage over as long a period of time as possible,
unless you're super-munchkin and have the sustained hold combine to dizzy so
you can then release them and start some evil munchy abusable Block to
Flaming Dragon Punch (Dizzy) or something.

BTW I saw a funny page once which I don't have a URL for which primarily
listed a bunch of combos which were just completely munchy like this...
things like Backflip Kick to Flying Heel Stomp to Rolling Attack (Dizzy) so
you could start your Block to Tumbling Attack (Dizzy). Anyone have this
page URL?

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cares about



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Group: streetfighter Message: 209 From: Joshua Rogers Date: 9/3/1998
Subject: Re: Sustained Combos
I still see sustained holds as one maneuver, but I've always looked at
combos as 'this round you do this, next round you do this', not 'this
round you do this, and next round, and the next, and the next, and then
hit them with this'. You're also risking your opponent breaking out of
the hold, and given the various styles, each with their own list of how
to counter holds, it'd be near impossible to have your opponent 'set up'
in just the right position to hit them quickly. But were you to let them
go after the first round, that'd definitely work. Say, you reach out and
Iron Claw your opponent, doing a nice bit of damage, and then rip your
hand down and away, their natural reaction is going to be to pull back
and stand upright- right into that strong punch you're aiming at where
their nose will be.

Oh, as for the combos, yeah, I've seen a page like that too. Can't
recall it though. Think it was on a page I got to by following a series
of links from Chris's page. One of those 'hey, lets follow this page's
links' things.

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Group: streetfighter Message: 210 From: Steve Karstensen Date: 9/3/1998
Subject: Re: fireballs & defaulting & grabs, oh my!
I've always said that it depends on the maneuver. For example, if you
launch into a Rolling Attack, the second your ass moves out of that hex,
you've blown your Willpower. However, if you go to snag someone with a
Spinning 'Driver or another move where the cost is part of performing
the move, and you don't perform the move, you don't have to spend the
disposables.

Nelson, Christopher T wrote:
>
> > From: Howard Collins[SMTP:howard@...]
> >
> > In that case, when I throw a Dragon Punch and the target jumps away or
> > something, I will just abort out of the DP every time and abort to a
> > Block
> > myself, since I'll be blowing the willpower anyway I might as well get
> > a
> > speed bonus. Hmm, Block to Dragon Punch...
> >
> > Plus you have this problem: Kick Guy throws a Lightning Leg at Maka
> > Wara
> > Guy, who aborts to San He (instead of his regular Block). Knowing
> > this is
> > bad for him, Kick Guy then aborts to a Block for a speed bonus... does
> > Maka
> > Wara Guy now just say he's not aborting and save the willpower and
> > chi,
> > since he doesn't really need to use it? The advantage is clearly
> > withe the
> > attacker here, even though Maka Wara Guy has spent most of his points
> > and
> > time into becoming a great defender. It all gets very silly.
> >
> Heh, Are we the only group that doesn't give the +2 speed bonus
> next round if you abort/defaut to blocking? Are we the only group
> that doesn't let you use your Maka Ware if you abort to blocking?
> We've never had a problem w/ either of your points, I guess that's
> just a matter of each group's house rules, thats's all.
>
> You know, I feel like we had this exact thread about a month ago
> (The aborting to block discussion), & I'm pretty tired of it,
> so here's a new one (We can go back to the aborting story next month..
> heh)
>
> Okay, who here remembers Super Street Fighter Turbo? Okay, that
> was the one where they 1st invented super moves for those of you
> who don't. A-way, Remember Vega's Super? He would jump off
> the wall & grab you like he always does, but he'd suplex you 3x instead
> of
> just once... Pretty cool, but no big deal right? Okay, that's the
> catch. For some reason, if you did the motion, but missed w/ the
> grab, it didn't burn your super-meter. So you could just keep tring
> it over & over, until you connected. I'm trying to remember if
> T-Hawk & Zangief had this problem(benifit really) or not, but
> I'm sure Vega did, & used properly, it made him really powerful..
> So in all the later games I've seen, now when you do a superthrow
> & miss, you still burn your meter right? (Now watch, I haven't
> played SFA3 Vega, he probably still has this ability, thus
> destroying the point I'm trying to make w/ my paragraphs of chaotic
> thoughts thrown together...)
>
> But anyway
> The point of this story is quite simple. In the role-playing game,
> if you miss w/ a grab, do you spend the activation cost?
> For the longest time we said you didn't, & no one questioned it.
> Seemed pretty obvious that the Willpower part of a Spinning Pile Driver
> comes when Zangief folds you over, leaps 15' off the ground, spins &
> drops your head into the concrete, not when he's just reaching for
> you...
>
> But just recently I started thinking about it, and that's the exact
> opposite of
> the video game. If you try to do a Super grab now, & you miss, you
> spend your meter. (Oh, the reason I'm using Supers for a comparison
> here is cuz the video game doesn't spend Chi & Willpower for regular
> special moves, let's not start a discusion here about Supers, cuz
> we know we all have our own theory on how to implement them...)
> Anyone remember Art of Fighting 1 or 2 maybe? I think they
> had you spend a special meter to do regular special moves... Fireballs,
> grabs, what not...? Been too long since I've seen that one thou...
> Anyone rember if you spent your 'chi' do do grabs if you missed or not.
> Actually, I think that was before missed throw animations...
> nevermind...
>
> A-way, which way do you guys play it? Like I say, we've always played
> that if you go for the grab & miss, you don't spend the activation cost,
> cuz you just can't do the grab. Unlike say a Dragon punch, where you
> can sit there & punch air all day long, a grab sorta requires a human
> sized
> target for it to work... So I'm running over the rules w/ my group of
> newbies a few weeks ago, & I one of them asks "why?"
> Leave it to the newbies to point out a flaw 4 years of playing totally
> overlooked. <shrug> ;) What's wierd is it's never really seemed
> unbalancing.
> Either that, or I'm just used to grabs being more powerful
> then they were intended to be... ?? Dunno there.
> 'course, the GM I learned from really liked grapplers... hm... maybe
> he's got some explaining to do... heh
>
> -Laters all!
> -Chris!
>
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Group: streetfighter Message: 211 From: Steve Karstensen Date: 9/3/1998
Subject: Re: fireballs & defaulting & grabs, oh my!
Joshua Rogers wrote:
>
> still be in range, what the heck is the point of Esquives and
> Displacement?

http://home.sprynet.com/sprynet/skarsten/rules.htm

find the Esquives discussion. ;)

to summarize; Esquives and Displacement can dodge projectiles. It says
so in the Displacement description and I've extended it to Esquives.

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Group: streetfighter Message: 212 From: Nelson, Christopher T Date: 9/3/1998
Subject: FW: sustained holds
> ----------
> From: Nelson, Christopher T
> Sent: Thursday, September 03, 1998 10:12 AM
> To: 'cam1984@...'
> Subject: RE: [streetfighter] sustained holds
>
> Well, we always said you could put a sustained hold in the
> middle of a combo, but if you do that, you have to say how
> many rounds you're going to hold it for when you build the combo.
> If they break out before then, that ends the combo.
>
> For example, Balrog could have
> Block to Head Butt Hold (3 Rounds) to Turn Punch
> If you break out early, it ends Balrog's combo & he doesn't
> get to Turn Punch you w/ that nifty speed bonus. If you
> don't break out, well, at the end of 3 rounds of banging heads,
> you're fixing to enjoy a new world of hurt...
>
> Oh, this reminds me, I haven't seen any mention of this in the
> books, so it's opinion time! In our world, you can combo one
> grab into another w/o having to let go everytime.
> AKA Zangief has the combo:
> Block to Iron Claw (1 round) to Spinning Pile Driver
> If you fail to break free from the Iron Claw that 1st round he
> grabs you, Zangief doesn't let go & then re-grab you for
> the SPD. He merely re-adjusts his grip & off the 2 of you go....
> So if you fail to break free, not only do you not stop his combo,
> but you don't even get to play a move next round, & Zangief
> pretty much gets a free SPD.
> (Hey, the good news is you don't have to try & break free on
> the 2nd round... grin)
> Anyone else play this way? It's always made sense to us, but
> reading the books, it sorta sounds like you're supposed to let
> go & then grab them again every time you switch grabs, even
> if you're in a combo.
> Well, food for thought
> -Laters!
> -Chris!
>
>
> ----------
> From: cam1984@...[SMTP:cam1984@...]
> Sent: Wednesday, September 02, 1998 9:07 PM
> To: streetfighter@...
> Subject: [streetfighter] sustained holds
>
> how in the hell does it work to have a sustained hold be like the
> middle hit in a three hit combo?
>
> do you get to hold them as long as you can, then when they break out,
> continue your combo?
>
> my troup really never decided how thats supposed to work n therefore
> just never bought any combos like that.
>
> matt m
> p.s. has anyone seen my art of my characters on my page, whatdya
> think?
> i had a cell(plastic copy colered from the backside) made of my
> kabbaddi girll, susan, but i gave it away as a gift n all i have now
> is the pen n ink, the cell was pretty nice looking.
>
> ____________________________________________________________________
>
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> To unsubscribe, send to streetfighter-unsubscribe@...
>
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>
>

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Group: streetfighter Message: 213 From: Joshua Rogers Date: 9/3/1998
Subject: Re: fireballs & defaulting & grabs, oh my!
>Date: Thu, 03 Sep 1998 11:15:52 -0400
>From: Steve Karstensen <skarsten@...>
>To: Joshua Rogers <tkshockwave@...>
>CC: streetfighter@...
>Subject: Re: [streetfighter] RE: fireballs & defaulting & grabs, oh
my!
>
>Joshua Rogers wrote:
>>
>> still be in range, what the heck is the point of Esquives and
>> Displacement?
>
>http://home.sprynet.com/sprynet/skarsten/rules.htm
>
>find the Esquives discussion. ;)
>
>to summarize; Esquives and Displacement can dodge projectiles. It says
>so in the Displacement description and I've extended it to Esquives.
>

My point exactly. If movement allowed you to get away from a fireball
the same way, then they're the most useless moves in the game, other
than the surprise factor (I've found doing the most stupid thing you can
think of often makes the best distraction, such as walking directly up
to the guards and saying 'You're about to be ambushed'. They're so busy
looking for the enemy that they never expect you to attack them. Hee.)

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Group: streetfighter Message: 214 From: Howard Collins Date: 9/3/1998
Subject: Re: Sustained Combos
REMO DISCONZI wrote:

> A page with munchy combos? As soon as you have the address, would you
> mind to send me it? I mean, I'm not a cheese player, but sometimes I like
> to do some *effective* combos, like one I made for a player of mine (I
> think it was a moment of insanity...) that was Flying Heel Stomp to Slide
> Kick to Slide Kick (Dizzy), so he would get away w/ the stomp, staying out
> of range for the opponent, and after 2 fast slide kicks (which were Musical
> Accp. enhanced) that would catch his opponent far away, and knock him, and
> then again, and after (we hope!) dizzying the guy and then taking that turn
> to POSE! I just hate those guys who hit dizzied guys, I mean, this it total
> lack of self confidence. What do you think?

Nah... to be really munchy you start your Block to Iron Claw while he's dizzy.
8P

--
http://www.gti.net/howard for nonsensical rants about things no one really
cares about



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Group: streetfighter Message: 215 From: Howard Collins Date: 9/3/1998
Subject: SF Pages
Well I found a couple of SF pages while looking for that munchy combo
site... sorry if these pages happen to belong to any of you and I don't
realize it! 8~/

These are links which lead to more or less active and completed pages.

http://www.pvv.ntnu.no/~leirbakk/streetfighter/

(completely in... umm... that language they speak in Norway)

http://www.blueneptune.com/~jcluney/ewen/sf.html

The site where Warriors' World is stored, with some other stuff.

http://www.informatik.uni-bremen.de/~gandalf/homeengl.html

Mostly German but the SF stuff is english... some munchy combos here
(this may be where I saw them)

http://www.geocities.com/TimesSquare/Alley/2247/Rpg.htm

Some new Infinity Gems rules and the like if yer into that.

http://www.slic.com/cjgreen/sf.htm

Interesting rp stuff about a sf campaign in progress (I think).

--
http://www.gti.net/howard for nonsensical rants about things no one
really cares about



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Group: streetfighter Message: 216 From: Joshua Rogers Date: 9/4/1998
Subject: Good combos
Well, I tried doing a mailing on twinkish (or 'crunchy') combos, but I
couldn't come up with any. So here's my list of effective combinations.
Some are style-specific, but most are open to everyone, or at least a
wide group.

Slide Kick to Backflip Kick to Hurricane Kick (dizzy)
The anti-grappler combo. Most grapplers are very high on stamina, so
you would probably want this to be a dizzy combo. The idea is,
obviously, to stay just out of reach and force your opponent to rely on
his other abilities, which aren't as effective usually. Hurricane Kick
can also be replaced with any maneuver that moves the opponent back,
though this version is great if you're trying to rack up KO's.

Spinning Knuckle to Slide Kick to Knee Basher
Great for those fireballers, since Spinning Knuckle moves you as far
as Movement, does 2 damage rolls, and avoids projectiles. Then knock
them down, and when they stand up, smash their faces in. Don't bother to
make it dizzy- this way you can Knee Bash them for a while and don't
suffer Honor loss.

Hurricane Kick to Lightning Leg to Hyper Fist (dizzy)
Hate those guys who get high block and stamina? This can really rack
up the damage, especially if you swallow any honor loss for striking a
dizzied opponent.

Slide Kick to Rising Storm Crow to Regeneration (dizzy)
Need a breather? Get rid of the opposition and heal up. With a good
Strength, your opponent will be far enough you might get two rounds of
regeneration in.

Speed of the Mongoose to Rekka Ken to Rekka Ken
"Mr. Data, set a course at Warp 10. Engage." Don't make this dizzy-
Rekka Ken already does it for you. To get a real great look on your
opponent's face, make the middle Rekka Ken a jab. At Dex 5, you'll be a
blur at Speed 16. Wonderful when your opponent is down to one health.
Take him out before he can think. Add in Musical Accompaniment and it'll
inspire quotes from Space Balls: "They've gone to Plaid!"

Heart Punch to Dislocate Limb to Dislocate Limb
Yes, I know some folks dislike Heart Punch. But I think this combo
shows it's potential. The whole idea is, if you dislocate both arms, and
there's nothing around to slam up against, how's your opponent going to
fix it? Guaranteed to ruin any punch specialist's day.

Siberian Bear Crusher to Siberian Suplex to Rising Storm Crow (dizzy)
Near impossible to do unless you're a Jeet Kune Do fighter or change
styles, this is the nastiest combo I could think of for grapplers. Not
only do you get to do five damage tests at very high modifiers, but you
do it amazingly fast compared to most grabs. Swallow the honor loss to
finish the combo, and even the hardiest warrior isn't getting back up
anytime soon. Against low Stamina ones, they may never get back up.

Air Suplex to Storm Hammer to Thigh Press
The purpose of this one? Reduce stress by slamming your opponent
repeatedly into the mat. Most useful, I've found, when faced with those
annoying people that are Aerial every round. Stay Down!

Back Roll Throw to Ice Blast to Cartwheel Kick (Steve Wieck version)
Get plenty of room to move and make sure your opponent's there
waiting for you after you cross the space to get to him. Not as
effective against the higher strength fighters, but since the RSC will
probably dizzy 'em anyways, I'd rule they don't get to test for breakout
after the round you Ice Blast 'em.

Dragon Punch to Dragon Punch to Flaming Dragon Punch
If you've got Lightness, activate it prior to this combo for fast
attacks. If you've got a Focus of 5 maybe even consider Blocking. The
ultimate result? As Ken would say, 'Sho-ryu-eppa!!' Yup. The Shadow
Dragon Super from SFA:2.

Well, that's all I could think of at the moment. Asking for comments, I
think, isn't quite nescessary (why else would I send these?).

Joshua "Shockwave" Rogers

================================================================


"I understand sir. In hindsight, I suppose disabling the hostile AV
while it was hovering over the command trailer wasn't a very good idea.
Have they gotten Colonel Benton out from under the wreckage yet?" -
Maximum Metal


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Group: streetfighter Message: 217 From: Chris Hoffmann Date: 9/4/1998
Subject: Re: SF Pages
---Howard Collins <howard@...> wrote:
>
> Well I found a couple of SF pages while looking for that
munchy combo
> site... sorry if these pages happen to belong to any of
you and I don't
> realize it! 8~/
>
> These are links which lead to more or less active and
completed pages.
>
> http://www.pvv.ntnu.no/~leirbakk/streetfighter/
>
> (completely in... umm... that language they speak in Norway)

Go to
http://www.pvv.org/~leirbakk/streetfighter/streetfighter_index_e.html
for the english version of that page.

===
staredown@... staredown@...
www.geocities.com/tokyo/1062

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

Why does man kill? He kills for food. And not only food;
frequently
there must be a beverage.
-- Woody Allen
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Group: streetfighter Message: 218 From: Steve 'Doom Trooper' Karstensen Date: 9/4/1998
Subject: Re: Good combos
here's one I came up with after playing Dead or Alive.

Dislocate Limb to Dislocate Limb to Suplex.

Yank both his arms outta his sockets then drop him on his head. He
can't get up and continue the fight unless he uses Kippup or Ground
Fighting!

Joshua Rogers wrote:
>
> Well, I tried doing a mailing on twinkish (or 'crunchy') combos, but I
> couldn't come up with any. So here's my list of effective combinations.
> Some are style-specific, but most are open to everyone, or at least a
> wide group.
>
> Slide Kick to Backflip Kick to Hurricane Kick (dizzy)
> The anti-grappler combo. Most grapplers are very high on stamina, so
> you would probably want this to be a dizzy combo. The idea is,
> obviously, to stay just out of reach and force your opponent to rely on
> his other abilities, which aren't as effective usually. Hurricane Kick
> can also be replaced with any maneuver that moves the opponent back,
> though this version is great if you're trying to rack up KO's.
>
> Spinning Knuckle to Slide Kick to Knee Basher
> Great for those fireballers, since Spinning Knuckle moves you as far
> as Movement, does 2 damage rolls, and avoids projectiles. Then knock
> them down, and when they stand up, smash their faces in. Don't bother to
> make it dizzy- this way you can Knee Bash them for a while and don't
> suffer Honor loss.
>
> Hurricane Kick to Lightning Leg to Hyper Fist (dizzy)
> Hate those guys who get high block and stamina? This can really rack
> up the damage, especially if you swallow any honor loss for striking a
> dizzied opponent.
>
> Slide Kick to Rising Storm Crow to Regeneration (dizzy)
> Need a breather? Get rid of the opposition and heal up. With a good
> Strength, your opponent will be far enough you might get two rounds of
> regeneration in.
>
> Speed of the Mongoose to Rekka Ken to Rekka Ken
> "Mr. Data, set a course at Warp 10. Engage." Don't make this dizzy-
> Rekka Ken already does it for you. To get a real great look on your
> opponent's face, make the middle Rekka Ken a jab. At Dex 5, you'll be a
> blur at Speed 16. Wonderful when your opponent is down to one health.
> Take him out before he can think. Add in Musical Accompaniment and it'll
> inspire quotes from Space Balls: "They've gone to Plaid!"
>
> Heart Punch to Dislocate Limb to Dislocate Limb
> Yes, I know some folks dislike Heart Punch. But I think this combo
> shows it's potential. The whole idea is, if you dislocate both arms, and
> there's nothing around to slam up against, how's your opponent going to
> fix it? Guaranteed to ruin any punch specialist's day.
>
> Siberian Bear Crusher to Siberian Suplex to Rising Storm Crow (dizzy)
> Near impossible to do unless you're a Jeet Kune Do fighter or change
> styles, this is the nastiest combo I could think of for grapplers. Not
> only do you get to do five damage tests at very high modifiers, but you
> do it amazingly fast compared to most grabs. Swallow the honor loss to
> finish the combo, and even the hardiest warrior isn't getting back up
> anytime soon. Against low Stamina ones, they may never get back up.
>
> Air Suplex to Storm Hammer to Thigh Press
> The purpose of this one? Reduce stress by slamming your opponent
> repeatedly into the mat. Most useful, I've found, when faced with those
> annoying people that are Aerial every round. Stay Down!
>
> Back Roll Throw to Ice Blast to Cartwheel Kick (Steve Wieck version)
> Get plenty of room to move and make sure your opponent's there
> waiting for you after you cross the space to get to him. Not as
> effective against the higher strength fighters, but since the RSC will
> probably dizzy 'em anyways, I'd rule they don't get to test for breakout
> after the round you Ice Blast 'em.
>
> Dragon Punch to Dragon Punch to Flaming Dragon Punch
> If you've got Lightness, activate it prior to this combo for fast
> attacks. If you've got a Focus of 5 maybe even consider Blocking. The
> ultimate result? As Ken would say, 'Sho-ryu-eppa!!' Yup. The Shadow
> Dragon Super from SFA:2.
>
> Well, that's all I could think of at the moment. Asking for comments, I
> think, isn't quite nescessary (why else would I send these?).
>
> Joshua "Shockwave" Rogers
>
> ================================================================
>
>
> "I understand sir. In hindsight, I suppose disabling the hostile AV
> while it was hovering over the command trailer wasn't a very good idea.
> Have they gotten Colonel Benton out from under the wreckage yet?" -
> Maximum Metal
>
> ______________________________________________________
>
> ____________________________________________________________________
>
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> To unsubscribe, send to streetfighter-unsubscribe@...
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Group: streetfighter Message: 219 From: Nelson, Christopher T Date: 9/4/1998
Subject: BAD combos
So, like what's the worst combo y'all ever thought of? Chances
are, there's a white wolf NPC that already has it... Ever notice that?
Allota the NPC acutally have some pretty decent maneuvers, and
then go outa their way to invent the most asinine combos possible?

A-ways, our worst one was (And no, this wasn't off an NPC)

Throw -> Fierce

Works especially well if you have a really high strength & a really
low athletics... ;)

-Laters!
-Chris!


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Group: streetfighter Message: 220 From: Steve 'Doom Trooper' Karstensen Date: 9/4/1998
Subject: Re: BAD combos
one of my newbie players listened to me explain Combos, nodded
understandingly, then went and created Punch Defense to Kick Defense.

Nelson, Christopher T wrote:
>
> So, like what's the worst combo y'all ever thought of? Chances
> are, there's a white wolf NPC that already has it... Ever notice that?
> Allota the NPC acutally have some pretty decent maneuvers, and
> then go outa their way to invent the most asinine combos possible?
>
> A-ways, our worst one was (And no, this wasn't off an NPC)
>
> Throw -> Fierce
>
> Works especially well if you have a really high strength & a really
> low athletics... ;)
>
> -Laters!
> -Chris!
>
> ____________________________________________________________________
>
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Group: streetfighter Message: 221 From: REMO DISCONZI Date: 9/4/1998
Subject: Re: BAD combos
I don't know if I started the wrong way, but I helped my players to do
their combos (also, in the group I play as a player, I am the "official
combo maker") and I did some *nasty* combos. Would you do such a thing?

----------
> De: Steve 'Doom Trooper' Karstensen <skarsten@...>
> Para: Nelson, Christopher T <Christopher.Nelson@...>
> Cc: 'streetfighter@...'
> Assunto: Re: [streetfighter] BAD combos
> Data: Sexta-feira, 4 de Setembro de 1998 13:03
>
> one of my newbie players listened to me explain Combos, nodded
> understandingly, then went and created Punch Defense to Kick Defense.
>
> Nelson, Christopher T wrote:
> >
> > So, like what's the worst combo y'all ever thought of? Chances
> > are, there's a white wolf NPC that already has it... Ever notice that?
> > Allota the NPC acutally have some pretty decent maneuvers, and
> > then go outa their way to invent the most asinine combos possible?
> >
> > A-ways, our worst one was (And no, this wasn't off an NPC)
> >
> > Throw -> Fierce
> >
> > Works especially well if you have a really high strength & a really
> > low athletics... ;)
> >
> > -Laters!
> > -Chris!
> >
> > ____________________________________________________________________
> >
> > List Site: http://www.findmail.com/list/streetfighter/
> > To unsubscribe, send to streetfighter-unsubscribe@...
> >
> > FREE group e-mail lists at http://www.findmail.com
>
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Group: streetfighter Message: 222 From: Ryan M Rich Date: 9/4/1998
Subject: Re: Printing Errors in the main book
My SF:STG has the whited-out section (and its signed by Cammy!)
ryan

Rollin' in my Caddy, smokin' on a fatty, bitches call me daddy.
This game is so shady, but I'm still gettin' paid, see
Rollin' with thugs, sellin' they drugs.
We out robbin' houses, sexin' on white leather couches

On Tue, 1 Sep 1998 11:28:08 -0700 (PDT) Chris Hoffmann
<staredown@...> writes:
>I was glancing through the main book when I found a spot on
>page 17 that was "whited-out". Now thinking back, I know
>that when I bought the book new, it had that spot.
>
>The first question I have is, does everyone have that spot?
>
>and the second is if you don't, could you please send me the
>descriptions of Balrog and Blanka since they were the ones
>covered up by the spot.
>
>Thanks.
>
>===
>staredown@... staredown@...
>www.geocities.com/tokyo/1062
>
>"We don't expect kittens to fight wildcats and win--we
>merely expect them to try."
> -- Robert Heinlein
>
>You can measure a progremmer's perspective by noting his
>attitude on
>the continuing viability of FORTRAN.
>-- Alan Perlis
>
>
>
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>
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Group: streetfighter Message: 223 From: Ryan M Rich Date: 9/4/1998
Subject: Re: stun moves
Blind Fighting:
Since there are no Rules in StreetFighter (or any of the
Storyteller Games as a matter of fact) for Darkness or Blind Fighting.
These are based on the only reference, the vampire Power Obtenebration.
The complete darkness it causes at Level 3 gives a negative Dice Pool.
Dice Penalty Situation
4 Dice Penalty Unnatural, Total Darkness, Deep in a Cave
or Underwater
3 Dice Penalty Moonless Night
2 Dice Penalty Moonlight, Very Dimly lit areas,
Torchlight
1 Die Penalty Dimly Lit Area, Bonfires


On 3 Sep 1998 04:16:42 -0000 cam1984@... writes:
>how do you guys feel stun moves should be handled?
>
>i mean moves that are very likely to dizzy.
>
>as far as i can tell there are only three stock stun moves:
>eye rake, sleeper hold, and blind.
>unfortunatly two of these deal with not seeing("unless they have blind
>fighting etc etc etc"")
>and one you are choked repeatedly.
>
>what if i wanted to just hit you n dizzy you?
>like(examles)
> scorpions spear,
> d darks whip,
>a guard break from sf ex+@,
>a knee to the groin.
>
>please some input n dont give me that crap about heart punch because
>its about as likely to dizzy as spinning pile driver or storm hammer
>or flash kick but it ddoesnt do "real" damage.
>it sucks.
>
>matt m
>
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>
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Group: streetfighter Message: 224 From: Steve 'Doom Trooper' Karstensen Date: 9/4/1998
Subject: Re: Printing Errors in the main book
this story I *have* to hear.

Ryan M Rich wrote:
>
> My SF:STG has the whited-out section (and its signed by Cammy!)
> ryan
>
> Rollin' in my Caddy, smokin' on a fatty, bitches call me daddy.
> This game is so shady, but I'm still gettin' paid, see
> Rollin' with thugs, sellin' they drugs.
> We out robbin' houses, sexin' on white leather couches
>
> On Tue, 1 Sep 1998 11:28:08 -0700 (PDT) Chris Hoffmann
> <staredown@...> writes:
> >I was glancing through the main book when I found a spot on
> >page 17 that was "whited-out". Now thinking back, I know
> >that when I bought the book new, it had that spot.
> >
> >The first question I have is, does everyone have that spot?
> >
> >and the second is if you don't, could you please send me the
> >descriptions of Balrog and Blanka since they were the ones
> >covered up by the spot.
> >
> >Thanks.
> >
> >===
> >staredown@... staredown@...
> >www.geocities.com/tokyo/1062
> >
> >"We don't expect kittens to fight wildcats and win--we
> >merely expect them to try."
> > -- Robert Heinlein
> >
> >You can measure a progremmer's perspective by noting his
> >attitude on
> >the continuing viability of FORTRAN.
> >-- Alan Perlis
> >
> >
> >
> >____________________________________________________________________
> >
> >List Site: http://www.findmail.com/list/streetfighter/
> >To unsubscribe, send to streetfighter-unsubscribe@...
> >
> >FREE group e-mail lists at http://www.findmail.com
> >
>
> _____________________________________________________________________
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> Get completely free e-mail from Juno at http://www.juno.com
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Group: streetfighter Message: 225 From: Steve 'Doom Trooper' Karstensen Date: 9/4/1998
Subject: Re: stun moves
Blindfighting rules are in the Second Edition Vampire Player's Guide.

I've also got some on SF Central which are pretty much the same thing.

Ryan M Rich wrote:
>
> Blind Fighting:
> Since there are no Rules in StreetFighter (or any of the
> Storyteller Games as a matter of fact) for Darkness or Blind Fighting.
> These are based on the only reference, the vampire Power Obtenebration.
> The complete darkness it causes at Level 3 gives a negative Dice Pool.
> Dice Penalty Situation
> 4 Dice Penalty Unnatural, Total Darkness, Deep in a Cave
> or Underwater
> 3 Dice Penalty Moonless Night
> 2 Dice Penalty Moonlight, Very Dimly lit areas,
> Torchlight
> 1 Die Penalty Dimly Lit Area, Bonfires
>
> On 3 Sep 1998 04:16:42 -0000 cam1984@... writes:
> >how do you guys feel stun moves should be handled?
> >
> >i mean moves that are very likely to dizzy.
> >
> >as far as i can tell there are only three stock stun moves:
> >eye rake, sleeper hold, and blind.
> >unfortunatly two of these deal with not seeing("unless they have blind
> >fighting etc etc etc"")
> >and one you are choked repeatedly.
> >
> >what if i wanted to just hit you n dizzy you?
> >like(examles)
> > scorpions spear,
> > d darks whip,
> >a guard break from sf ex+@,
> >a knee to the groin.
> >
> >please some input n dont give me that crap about heart punch because
> >its about as likely to dizzy as spinning pile driver or storm hammer
> >or flash kick but it ddoesnt do "real" damage.
> >it sucks.
> >
> >matt m
> >
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Group: streetfighter Message: 226 From: Joshua Rogers Date: 9/4/1998
Subject: Re: BAD combos
Hmm...worst combo I've ever seen?
Well, it's not as bad as the ones everyone else has posted, but this one
was given to an NPC by our Storyteller.

Pit to Dragon Punch

Sounds innocent enough until you realize the opponent has to spend the
round climbing out of the pit while you're in midair.

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Group: streetfighter Message: 227 From: REMO DISCONZI Date: 9/4/1998
Subject: Re: BAD combos
Really bad combos?
There's this STOOPID one that is: Flaming Dragon Punch to Flaming Dragon
Punch to Flaming Dragon Punch (Dizzy). That's plain stupid, really, because
you're more likely to knock the opponent out w/ 2 F.D. Punchs.
There's this other one: Drunken Monkey Roll to Drunken Monkey Roll to
Jump (Dizzy). The opponent will try to follow the characters movements,
but, because they're so fast, he'll get a headache and be dizzied. But one
player of mine did this once with SERIOUS purpouses...

----------
> De: Joshua Rogers <tkshockwave@...>
> Para: streetfighter@...
> Assunto: Re: [streetfighter] BAD combos
> Data: Sexta-feira, 4 de Setembro de 1998 23:03
>
> Hmm...worst combo I've ever seen?
> Well, it's not as bad as the ones everyone else has posted, but this one
> was given to an NPC by our Storyteller.
>
> Pit to Dragon Punch
>
> Sounds innocent enough until you realize the opponent has to spend the
> round climbing out of the pit while you're in midair.
>
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Group: streetfighter Message: 228 From: cam1984@hotmail.com Date: 9/5/1998
Subject: Re: BAD combos
im nt sure because i dont have the books WITH me, but you dontt have to throw them the maximum distance you CAN throw them, do you, i mean, thats just the maximum distance?
matt m

So, like what's the worst combo y'all ever thought of? Chances
> are, there's a white wolf NPC that already has it... Ever notice that?
> Allota the NPC acutally have some pretty decent maneuvers, and
> then go outa their way to invent the most asinine combos possible?
>
> A-ways, our worst one was (And no, this wasn't off an NPC)
>
> Throw -> Fierce
>
> Works especially well if you have a really high strength & a really
> low athletics... ;)
>
> -Laters!
> -Chris!
>
>
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Group: streetfighter Message: 229 From: cam1984@hotmail.com Date: 9/5/1998
Subject: BAD CHARACTERS
weve gotta list of bad characters a mile long due to gaming sleep deprivation, stupid moods, TRYING TO BE FUNNY, and sometimes, sadly, trying to be serious.

bob rage n billy buttcouger (arch enemies)
loooong sick story. too long, every time we get in a funny mood we add something new to this story, e me if you reeeeeaaaally wanna know.

scrematio(and his coon dog reverend)
you know how chameleon is a mixture of all the female ninjas in mortal kombat?
well we tried to make a male mix of ninjas and combined scorpion, ermac sub zero reptile n the rests names and somehow tweaked it into scrematio.
since hes a mix we gave him a camoflage ninja suit which eventually lead to him having a safety orange mask(a hunting, ski mask), a shotgun, and and animal companion named reverend which was a five point fighting coon dog.


lenin
a homeless retired sanbo fighter, old with a shaggy beard, who was so sick he barfed on you(acid breath) and only knew one other move(siberian bearcrusher)


ezekiel the boxing amish(defending his land from shadowloo)
i wouldnt allow this but someone actually thought of it. he was to have the black pants n boots, NO SHIRT , big ole suspenders, the hat n the beard. english boxing, like the fighting irish stance.


dong
straight from 16 candles, only hes a muay thai fighter, too much comedy central reruns. he had five points in drive so he could say"automobiiile" like dong did when asked who can drive. and when he did his monkey grab punch(i think) he would say"i finally have a place to put my aaaarm" like dong did. these were actual activation words n the whole idea started from looking at the npc called "k.o." from contenders(who looks like dong)


namrock
straight from rock n roll high school only he had a stunning shout where he screamed"naamrooooccckk"


matt m


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Group: streetfighter Message: 230 From: cam1984@hotmail.com Date: 9/5/1998
Subject: sf vote
i made a microsoft excell program that automatically calculates the average of all the votes n shit.
ill start filling in the blanks tommorow.

need more votes!!!

matt m

also,to Christopher.Nelson@...:

are you sure you meant to recommend dan having a strength of seven?
zangief has that n hes waaay bigger than dan,
also in your same vote you gave akuma str7
is your dan as strong as your akuma(stronger than ryu n ken?)?

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Group: streetfighter Message: 231 From: cam1984@hotmail.com Date: 9/5/1998
Subject: GOOD CHARACTERS
i hope you all thought my list of bad characters was funny.
i think its worth mentioning that we have good characters too, n we recognize the difference.
had to say it

:)
matt m

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Group: streetfighter Message: 232 From: Chris Green a.k.a. OmegaSquad Date: 9/5/1998
Subject: Re: SF Pages
-----Original Message-----
From: Howard Collins <howard@...>
To: streetfighter@... <streetfighter@...>
Date: Friday, September 04, 1998 12:03 AM
Subject: [streetfighter] SF Pages


>Well I found a couple of SF pages while looking for that munchy combo
>site... sorry if these pages happen to belong to any of you and I don't
>realize it! 8~/
>

>http://www.slic.com/cjgreen/sf.htm
>
>Interesting rp stuff about a sf campaign in progress (I think).


Yep this is mine....It is a campaign still in process...3 years and going
strong...of course I haven't had any motivation to update it lately. If any
of you think you'd like to see more than by all means tell me and I'll see
if I can fit it in...(between work, sleep, and studying for the CPA exam)

:-/

Chris Green a.k.a. OmegaSquad
cjgreen@...
http://www.slic.com/cjgreen/home.htm
"Just because I don't like to fight doesn't mean I can't!"
Methos -Highlander: TS


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Group: streetfighter Message: 233 From: Steve Karstensen Date: 9/5/1998
Subject: Re: BAD CHARACTERS
Hey Howard, tell 'em about Sanbo Boom.

cam1984@... wrote:
>
> weve gotta list of bad characters a mile long due to gaming sleep deprivation, stupid moods, TRYING TO BE FUNNY, and sometimes, sadly, trying to be serious.
>
> bob rage n billy buttcouger (arch enemies)
> loooong sick story. too long, every time we get in a funny mood we add something new to this story, e me if you reeeeeaaaally wanna know.
>
> scrematio(and his coon dog reverend)
> you know how chameleon is a mixture of all the female ninjas in mortal kombat?
> well we tried to make a male mix of ninjas and combined scorpion, ermac sub zero reptile n the rests names and somehow tweaked it into scrematio.
> since hes a mix we gave him a camoflage ninja suit which eventually lead to him having a safety orange mask(a hunting, ski mask), a shotgun, and and animal companion named reverend which was a five point fighting coon dog.
>
> lenin
> a homeless retired sanbo fighter, old with a shaggy beard, who was so sick he barfed on you(acid breath) and only knew one other move(siberian bearcrusher)
>
> ezekiel the boxing amish(defending his land from shadowloo)
> i wouldnt allow this but someone actually thought of it. he was to have the black pants n boots, NO SHIRT , big ole suspenders, the hat n the beard. english boxing, like the fighting irish stance.
>
> dong
> straight from 16 candles, only hes a muay thai fighter, too much comedy central reruns. he had five points in drive so he could say"automobiiile" like dong did when asked who can drive. and when he did his monkey grab punch(i think) he would say"i finally have a place to put my aaaarm" like dong did. these were actual activation words n the whole idea started from looking at the npc called "k.o." from contenders(who looks like dong)
>
> namrock
> straight from rock n roll high school only he had a stunning shout where he screamed"naamrooooccckk"
>
> matt m
>
> ____________________________________________________________________
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Group: streetfighter Message: 234 From: Howard Collins Date: 9/5/1998
Subject: Re: BAD CHARACTERS
rofl, the legend of Sanbo Boom and Aikido Wolf will be making its way to my silly page soon.

Steve Karstensen wrote:

> Hey Howard, tell 'em about Sanbo Boom.

--
http://www.gti.net/howard for nonsensical rants about things no one really cares about



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Group: streetfighter Message: 235 From: Matt M. Date: 9/7/1998
Subject: vote[ibuki]
i forgot to put on the vote:how much you guys think ibuki should have in
thrown weapons?

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Group: streetfighter Message: 236 From: Ryan M Rich Date: 9/7/1998
Subject: Again with the pages
Steve 'Doom Trooper' Karsten
Street Fighter Central
home.sprynet.com/sprynet/skarsten/sfcent~1.htm
Ryan M. Rich
The Street Fighter's Dojo
geocities.com/TimesSquare/Ring/9913/sf-dojo.htm
Chris Hoffmann
Alpha Conversions
www.geocities.com/Tokyo/1062
Matt M
Name of the Page
http://www.geocities.com/southbeach/surf/1484/sf.html
Howard Collins
for nonsensical rants about things no one really cares about
http://www.gti.net/howard/rpg/sfstg.html
Chris Green
Omega Squad
http://www.slic.com/cjgreen/sf.htm

Again with this.

tryan

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Group: streetfighter Message: 237 From: REMO DISCONZI Date: 9/7/1998
Subject: Re: vote[ibuki]
Well, I think Ibuki should have a Thrown Weapons rating of 6. Pretty
fair, if you see the fact that the girls throws about TEN knifes AT ONCE in
her super.

----------
> De: Matt M. <cam1984@...>
> Para: streetfighter@...
> Assunto: [streetfighter] vote[ibuki]
> Data: Segunda-feira, 7 de Setembro de 1998 03:38
>
> i forgot to put on the vote:how much you guys think ibuki should have in
> thrown weapons?
>
> ______________________________________________________
>
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Group: streetfighter Message: 238 From: Nelson, Christopher T Date: 9/8/1998
Subject: Re: BAD combos
True... Plus, there's nothing that says you have to throw them in
a horizontal direction either... Once had a character who
liked to throw his opponents straight up... I was waiting for
the day when I was really low on health, & I'd throw them up &
they'd land on top of me & knock me out, but I
guess the GM never thought of it... Shucky darn there... ;)
-Laters!
-Chris!

> im nt sure because i dont have the books WITH me, but you dontt have
> to throw them the maximum distance you CAN throw them, do you, i
> mean, thats just the maximum distance?
> matt m
>
> So, like what's the worst combo y'all ever thought of? Chances
> > are, there's a white wolf NPC that already has it... Ever notice
> that?
> > Allota the NPC acutally have some pretty decent maneuvers, and
> > then go outa their way to invent the most asinine combos possible?
> >
> > A-ways, our worst one was (And no, this wasn't off an NPC)
> >
> > Throw -> Fierce
> >
> > Works especially well if you have a really high strength & a really
> > low athletics... ;)
> >
> > -Laters!
> > -Chris!
> >
> >
> > ____________________________________________________________________
> >
> > List Site: http://www.findmail.com/list/streetfighter/
> > To unsubscribe, send to streetfighter-unsubscribe@...
> >
> > FREE group e-mail lists at http://www.findmail.com
> >
> >
>
>
>
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Group: streetfighter Message: 239 From: Joshua Rogers Date: 9/8/1998
Subject: Re: BAD combos
Heh...actually translated a maneuver from Nightwarriors that uses that
to a very painful effect. Hsien-Ko's Up We Go:

Up We Go
Prerequisites: Grab ** Punch ** Power Uppercut Throw
Cost: Sanbo, Special Forces, Native American Wrestling 1, Any 2
The fighter steps forwards,grabs his opponent, and tosses him straight
up. As the unfortunate victim falls, the stylist launches a fierce
uppercut, smashing his opponent back into the air and onto the ground.
System: The opponent is considered Aerial for the duration of this
maneuver. The maneuver also causes a Knockdown. Due to the damage coming
from a punch, breakfall does not help.
Speed: -1
Damage: +5
Move: 1

Great for those really nasty team combos. You toss the opponent up, then
your teammate Interrupts you and Air Throws the poor sap back down at
you. Since you're already prepared to punch him, both maneuvers do
damage. No relation to Mario's statement in N64 on the Bomb-omb stage.

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Group: streetfighter Message: 240 From: Matt M. Date: 9/9/1998
Subject: Re: sf vote
yeah, but you gave him good techniques!
anyway, everyone elses vote will probly lower it enough.
matt


Yeah, for some reason we always really liked Dan... Plus when we
sat down w/ SFA (PSX) we had Dan & Akuma do their 'best' level
3 supers back to each other. Dan's actually does more than
Akuma's does. (Try it some time, you'd be amazed).
Ever notice how much knockback Dan's hits have in SFA?
He's got WAY more than any other character... Now, his
damage isn't always so good, in fact, normally it's pretty average, So,
we sorta rationalized it out as Dan is strong as all shit, but w/
almost no talent (7Str, & 2s&3s&4s for Techniques.) As for
'Gief being bigger than Dan, well, hell yeah he is. That's
why he's got a 7 Stamina! Plus the huge size merit, if you
play with it.

> ----------
> From: cam1984@...[SMTP:cam1984@...]
> Sent: Friday, September 04, 1998 9:38 PM
> To: streetfighter@...
> Subject: [streetfighter] sf vote
>
> i made a microsoft excell program that automatically calculates the
> average of all the votes n shit.
> ill start filling in the blanks tommorow.
>
> need more votes!!!
>
> matt m
>
> also,to Christopher.Nelson@...:
>
> are you sure you meant to recommend dan having a strength of seven?
> zangief has that n hes waaay bigger than dan,
> also in your same vote you gave akuma str7
> is your dan as strong as your akuma(stronger than ryu n ken?)?
>
> ____________________________________________________________________
>
> List Site: http://www.findmail.com/list/streetfighter/
> To unsubscribe, send to streetfighter-unsubscribe@...
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Group: streetfighter Message: 241 From: cam1984@hotmail.com Date: 9/9/1998
Subject: subscribe box
hey, i was messing with the subscribe box, check it out, i think whomever runs the site should stick the graphic in like i did!
its at http://www.geocities.com/SouthBeach/Surf/1484/findmail.html
and ill put the html code here but im not sure if itll show the text or read it n show the box.

<form method=GET action="http://www.makelist.com/subscribe">
<input type=hidden name="listname" value="streetfighter">
<table bgcolor=#000000 border=1 cellpadding=1 cellspacing=0><tr><td>
<table width=300 bgcolor=#00FF00 border=0 cellpadding=3 cellspacing=0>
<tr><td bgcolor=#000000 width=100% ALIGN=center>
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StreetFighter RPG</b></font></td></tr><tr><td><img src="http://www.geocities.com/TimesSquare/Alley/1078/sf1.jpg" width=300></td></tr><tr><td><CENTER><font color="000000">Enter
your e-mail address:</font></CENTER>
</td></tr><tr><td><CENTER><input type=text name="emailaddr"
value="your e-mail" size=21><input type=submit name="SubmitAction"
VALUE="Subscribe"></CENTER></td></tr><tr><td>
<CENTER><a href="http://www.makelist.com/list/streetfighter/">FindMail
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Group: streetfighter Message: 242 From: cam1984@hotmail.com Date: 9/11/1998
Subject: vote:pyrotechnics
hey guys, i finished all my conversions(except choke chain n bandit chain cause my games are at home n i confuse the two)
and i realized that for rolento and d.dark to use bombs in a fight they need a rating in
pyrotechnics (bombs, grenades, etc) . for all you guys interested in my little vote, could you tell me what that rating should be?

rolento's pyrotechnics rating:

d.darks pyrotechnics rating:

thanks

matt

p.s. ill probly finish tallying up the votes this weekend(takes longer than youd imagine!!!)
and then ill post them on my page and send an e mail of them out.

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Group: streetfighter Message: 243 From: Steve 'Doom Trooper' Karstensen Date: 9/11/1998
Subject: Re: vote:pyrotechnics
sorry I haven't responded sooner... if you want my votes, go check out
the "Characters" link at SF Central for my conversions of Allen and
Blair.

cam1984@... wrote:
>
> hey guys, i finished all my conversions(except choke chain n bandit chain cause my games are at home n i confuse the two)
> and i realized that for rolento and d.dark to use bombs in a fight they need a rating in
> pyrotechnics (bombs, grenades, etc) . for all you guys interested in my little vote, could you tell me what that rating should be?
>
> rolento's pyrotechnics rating:
>
> d.darks pyrotechnics rating:
>
> thanks
>
> matt
>
> p.s. ill probly finish tallying up the votes this weekend(takes longer than youd imagine!!!)
> and then ill post them on my page and send an e mail of them out.
>
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Group: streetfighter Message: 244 From: Steve 'Doom Trooper' Karstensen Date: 9/11/1998
Subject: Re: vote:pyrotechnics
also, I'd give Rolento two or three dots (to competently throw a
grenade) and Doctrine Dark four or five (to arm/disarm explosives).

>
> cam1984@... wrote:
> >
> > hey guys, i finished all my conversions(except choke chain n bandit chain cause my games are at home n i confuse the two)
> > and i realized that for rolento and d.dark to use bombs in a fight they need a rating in
> > pyrotechnics (bombs, grenades, etc) . for all you guys interested in my little vote, could you tell me what that rating should be?
> >
> > rolento's pyrotechnics rating:
> >
> > d.darks pyrotechnics rating:
> >
> > thanks
> >
> > matt
> >
> > p.s. ill probly finish tallying up the votes this weekend(takes longer than youd imagine!!!)
> > and then ill post them on my page and send an e mail of them out.
> >
> > ____________________________________________________________________
> >
> > List Site: http://www.findmail.com/list/streetfighter/
> > To unsubscribe, send to streetfighter-unsubscribe@...
> >
> > FREE group e-mail lists at http://www.findmail.com
>
> ____________________________________________________________________
>
> List Site: http://www.findmail.com/list/streetfighter/
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>
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Group: streetfighter Message: 245 From: cam1984@hotmail.com Date: 9/11/1998
Subject: ken starr report
not related to street fighter but if anyone wants to see the ken starr report on a page thats not cloged up yet with it. i have it on my page and youll find the link here:http://www.geocities.com/SouthBeach/Surf/1484/index.html
under "areas of my page"
matt

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Group: streetfighter Message: 246 From: Matt M. Date: 9/13/1998
Subject: vote html page
i just put it on my page, its a lot easier to read there!!

http://www.geocities.com/SouthBeach/Surf/1484/sf.html

im out
matt m

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Group: streetfighter Message: 247 From: Matt M. Date: 9/13/1998
Subject: !!!stat vote results!!!
Attachments :
    HERES THE RESULTS OF THAT VOTE!!!!!
    i used a microsoft excell program to tally it up so you can decide if
    you want to round the decimals up or down yourself. also if anyone wants
    to still send stuff feel free. ill re send this after every update. ive
    included an attached file of the document(in excell 97) but since
    everyone doesnt have excell 97 ive put it below.
    also ill post it on my page as soon as i convert it to html.
    reading all your e mail and copying the info to excell where it was
    averaged was a real pain in the ass, i hope you all appreciate it!!

    im out
    matt m

    http://www.geocities.com/SouthBeach/Surf/1484/sf.html

    p.s. "#DIV/0!" is just what excell puts when it cant average the
    figures, like if they are letters for example.


    ALEX #DIV/0!
    strength 7
    dexterity 4
    stamina 6
    charisma 3.6
    manipulat 2.6
    appear 3.6
    percept 3.4
    intellig 3
    wits 3.8
    punch 5.2
    kick 4
    block 4.8
    grab 6.2
    athlet 4.2
    focus 2.6
    other #DIV/0!
    other #REF!
    chi 5
    willpower 9.6
    honor 7.666666667
    glory 7.333333333
    rank 9.25
    division free
    wins 68
    losses 16.66666667
    draws 1.333333333
    kos 61.66666667
    DUDLEY #DIV/0!
    strength 5.25
    dexterity 4.75
    stamina 5
    charisma 3.5
    manipulat 4
    appear 4
    percept 3.25
    intellig 4.25
    wits 3.75
    punch 6.5
    kick 0.25
    block 5
    grab 3.25
    athlet 4
    focus 0.75
    other #DIV/0!
    other #DIV/0!
    chi 1.75
    willpower 9.5
    honor 8
    glory 6.5
    rank 9
    division trad
    wins 53.5
    losses 3
    draws 2
    kos 45.5
    ELENA #DIV/0!
    strength 4.5
    dexterity 6
    stamina 4.5
    charisma 4.5
    manipulat 3
    appear 5.25
    percept 4.75
    intellig 3.25
    wits 4.25
    punch 1
    kick 5.75
    block 4.75
    grab 3.25
    athlet 5.75
    focus 3.75
    other #DIV/0!
    other #DIV/0!
    chi 6.5
    willpower 7.75
    honor 9.5
    glory 7.5
    rank 8.666666667
    division free
    wins 43
    losses 4
    draws 1
    kos 41.5
    GILL #DIV/0!
    strength 6.666666667
    dexterity 5.333333333
    stamina 6.333333333
    charisma 2.666666667
    manipulat 5
    appear 2
    percept 4.666666667
    intellig 5.333333333
    wits 4.666666667
    punch 4.666666667
    kick 5.666666667
    block 5.333333333
    grab 4.666666667
    athlet 4.666666667
    focus 6
    other #DIV/0!
    other #DIV/0!
    chi 10
    willpower 10
    honor 0
    glory 10
    rank 10
    division free
    wins 20
    losses 0
    draws 0
    kos 20
    IBUKI #DIV/0!
    strength 4
    dexterity 6.5
    stamina 4.5
    charisma 4.25
    manipulat 4
    appear 5.25
    percept 4.5
    intellig 3.5
    wits 5
    punch 4
    kick 5.25
    block 4.75
    grab 4.5
    athlet 5.75
    focus 4
    thrown w 4.25
    other #DIV/0!
    chi 8.333333333
    willpower 7.333333333
    honor 5.5
    glory 8
    rank 8.333333333
    division free
    wins 34.5
    losses 2.5
    draws 1
    kos 33
    NECRO #DIV/0!
    strength 5.2
    dexterity 4.4
    stamina 5.2
    charisma 3.2
    manipulat 3
    appear 1.2
    percept 3.8
    intellig 2.8
    wits 3.4
    punch 5
    kick 4.6
    block 4.6
    grab 4.8
    athlet 4
    focus 3.8
    other #DIV/0!
    other #DIV/0!
    chi 8.8
    willpower 8.6
    honor 5.666666667
    glory 8.333333333
    rank 8.666666667
    division free
    wins 58.33333333
    losses 14.33333333
    draws 7
    kos 56.33333333
    ORO #DIV/0!
    strength 4.25
    dexterity 5
    stamina 3.75
    charisma 2.25
    manipulat 2.75
    appear 0.75
    percept 4.75
    intellig 5.5
    wits 4.75
    punch 5
    kick 5
    block 4.5
    grab 4.75
    athlet 4.5
    focus 5.75
    other #DIV/0!
    other #DIV/0!
    chi 10
    willpower 10
    honor 6.5
    glory 8
    rank 10
    division free
    wins 334
    losses 123.5
    draws 29
    kos 320.5
    SEAN #DIV/0!
    strength 5
    dexterity 4.666666667
    stamina 5
    charisma 4.333333333
    manipulat 3.333333333
    appear 3.666666667
    percept 3
    intellig 3
    wits 4
    punch 5
    kick 4.666666667
    block 4
    grab 4.333333333
    athlet 4
    focus 2.333333333
    other #DIV/0!
    other #DIV/0!
    chi 4.333333333
    willpower 8.666666667
    honor 6
    glory 9.5
    rank 8.666666667
    division free
    wins 48.5
    losses 6
    draws 1.5
    kos 45.5
    YUN/YAN #DIV/0!
    strength 4.666666667
    dexterity 5.666666667
    stamina 4.333333333
    charisma 3.333333333
    manipulat 3
    appear 4
    percept 3.666666667
    intellig 3
    wits 4.333333333
    punch 5
    kick 5
    block 4.666666667
    grab 4
    athlet 5
    focus 3.333333333
    other #DIV/0!
    other #DIV/0!
    chi 6
    willpower 9
    honor 7
    glory 7
    rank 7.5
    division free
    wins 22
    losses 6
    draws 0
    kos 17
    YUN/YAN #DIV/0!
    strength 4.666666667
    dexterity 5.666666667
    stamina 4.333333333
    charisma 3.666666667
    manipulat 3.666666667
    appear 4
    percept 3.333333333
    intellig 2.333333333
    wits 4.333333333
    punch 5
    kick 5
    block 4.666666667
    grab 4
    athlet 5
    focus 3.333333333
    other #DIV/0!
    other #DIV/0!
    chi 6
    willpower 9
    honor 7
    glory 7
    rank 7.5
    division free
    wins 22
    losses 6
    draws 0
    kos 17
    ALLEN #DIV/0!
    strength 5
    dexterity 5
    stamina 5
    charisma 3
    manipulat 2.5
    appear 3
    percept 2.5
    intellig 4.5
    wits 4
    punch 5.5
    kick 5
    block 4.5
    grab 4
    athlet 4
    focus 4
    other #DIV/0!
    other #DIV/0!
    chi 8.5
    willpower 9
    honor 7
    glory 9
    rank 10
    division free/trad
    wins 78
    losses 2
    draws 0
    kos 74
    BLAIRE #DIV/0!
    strength 4.666666667
    dexterity 5.666666667
    stamina 5
    charisma 4.333333333
    manipulat 4
    appear 5.333333333
    percept 3.333333333
    intellig 3.333333333
    wits 4
    punch 4
    kick 6
    block 4.333333333
    grab 4
    athlet 5
    focus 1.333333333
    other #DIV/0!
    other #DIV/0!
    chi 2.666666667
    willpower 8.333333333
    honor 5
    glory 8
    rank 9.5
    division free
    wins 42
    losses 3
    draws 1
    kos 42
    C.JACK #DIV/0!
    strength 6
    dexterity 4
    stamina 5.5
    charisma 3
    manipulat 3.5
    appear 3
    percept 3
    intellig 2.5
    wits 3
    punch 6.5
    kick 4
    block 4.5
    grab 3.5
    athlet 2.5
    focus 1.5
    club 4.5
    other #DIV/0!
    chi 3.5
    willpower 9.5
    honor 5
    glory 9
    rank 9.5
    division free
    wins 66
    losses 9
    draws 0
    kos 66
    D.DARK #DIV/0!
    strength 5
    dexterity 5
    stamina 5
    charisma 1.666666667
    manipulat 3
    appear 2.333333333
    percept 4.666666667
    intellig 4
    wits 4.666666667
    punch 4.333333333
    kick 4.333333333
    block 4.666666667
    grab 4.666666667
    athlet 4.333333333
    focus 2
    whip 5.333333333
    knife 5.333333333
    pyrotech 4.5
    chi 4
    willpower 9.333333333
    honor 2
    glory 6
    rank 7
    division free
    wins 38
    losses 0
    draws 0
    kos 31
    DARUN #DIV/0!
    strength 7
    dexterity 3
    stamina 6.5
    charisma 2.5
    manipulat 2.5
    appear 3
    percept 3
    intellig 2.5
    wits 3
    punch 4.5
    kick 3
    block 5
    grab 7
    athlet 3.5
    focus 0.5
    other #DIV/0!
    other #DIV/0!
    chi 2
    willpower 10
    honor 8
    glory 7
    rank 9
    division free
    wins 42
    losses 2
    draws 2
    kos 40
    GARUDA #DIV/0!
    strength 6.5
    dexterity 6.5
    stamina 6.5
    charisma 1.5
    manipulat 4.5
    appear 1.5
    percept 5
    intellig 5.5
    wits 5.5
    punch 6
    kick 5.5
    block 5.5
    grab 4.5
    athlet 5
    focus 4
    other #DIV/0!
    other #DIV/0!
    chi 8.5
    willpower 10
    honor 0
    glory 1
    rank #DIV/0!
    division #DIV/0!
    wins #DIV/0!
    losses #DIV/0!
    draws #DIV/0!
    kos #DIV/0!
    HOKUTO #DIV/0!
    strength 4
    dexterity 5
    stamina 5.5
    charisma 3.5
    manipulat 3
    appear 4
    percept 4.5
    intellig 4
    wits 5
    punch 5
    kick 5
    block 4
    grab 5
    athlet 4.5
    focus 2
    other #DIV/0!
    other #DIV/0!
    chi 4
    willpower 9
    honor 9
    glory 5
    rank 8
    free free
    wins 33
    losses 7
    draws 6
    kos 15
    KAIRI #DIV/0!
    strength 5
    dexterity 5
    stamina 5
    charisma 3.5
    manipulat 3
    appear 4.5
    percept 3
    intellig 4
    wits 3.5
    punch 5
    kick 4.5
    block 4.5
    grab 3.5
    athlet 4.5
    focus 5
    other #DIV/0!
    other #DIV/0!
    chi 9
    willpower 8.5
    honor 7
    glory 6
    rank 9
    division free
    wins 30
    losses 6
    draws 1
    kos 25
    PURIM #DIV/0!
    strength 4.5
    dexterity 6
    stamina 4
    charisma 4.5
    manipulat 4.5
    appear 5
    percept 3.5
    intellig 2.5
    wits 4
    punch 3.5
    kick 6
    block 4
    grab 3
    athlet 5.5
    focus 1.5
    other #DIV/0!
    other #DIV/0!
    chi 3.5
    willpower 8
    honor 7
    glory 7
    rank 7.5
    division free
    wins 28
    losses 0
    draws 0
    kos 26
    SKULLO #DIV/0!
    strength 5
    dexterity 6
    stamina 4.5
    charisma 3.5
    manipulat 2.5
    appear 2
    percept 2.5
    intellig 3
    wits 3
    punch 4
    kick 4
    block 4
    grab 4
    athlet 7
    focus 2
    other #DIV/0!
    other #DIV/0!
    chi 5.5
    willpower 9
    honor 8
    glory 10
    rank 8.5
    division free
    wins 38
    losses 6
    draws 1
    kos 36
    ADON #DIV/0!
    strength 4.8
    dexterity 6
    stamina 5
    charisma 3
    manipulat 3.2
    appear 3.2
    percept 4
    intellig 3
    wits 4.2
    punch 4.8
    kick 6
    block 4.4
    grab 3.4
    athlet 5.8
    focus 1.6
    other #DIV/0!
    other #DIV/0!
    chi 3.75
    willpower 9.75
    honor 7
    glory 9.333333333
    rank 9.5
    division free
    wins 64.33333333
    losses 12
    draws 5
    kos 49.33333333
    AKUMA #DIV/0!
    strength 6.666666667
    dexterity 6.5
    stamina 7
    charisma 1.833333333
    manipulat 3.833333333
    appear 1.5
    percept 5.833333333
    intellig 5.666666667
    wits 5.833333333
    punch 6.666666667
    kick 6.333333333
    block 5.166666667
    grab 4.666666667
    athlet 5.166666667
    focus 7
    other #DIV/0!
    other #DIV/0!
    chi 11.66666667
    willpower 11.66666667
    honor 1.8
    glory 6.5
    rank 10
    division free
    wins 120
    losses 10
    draws 5
    kos 120
    BIRDIE #DIV/0!
    strength 6.6
    dexterity 3
    stamina 6
    charisma 2
    manipulat 3.2
    appear 2
    percept 2.6
    intellig 2.4
    wits 3
    punch 5.6
    kick 4
    block 4.2
    grab 5.5
    athlet 3.4
    focus 0.6
    other 5.4
    other 2.5
    chi 2.4
    willpower 8.8
    honor 3.333333333
    glory 8
    rank 9
    division free
    wins 81
    losses 15.33333333
    draws 6.333333333
    kos 55.33333333
    CHARLIE #DIV/0!
    strength 5.2
    dexterity 5
    stamina 5
    charisma 4
    manipulat 3.2
    appear 4.6
    percept 4
    intellig 4.6
    wits 4.2
    punch 4.6
    kick 5.6
    block 5
    grab 4
    athlet 4.6
    focus 4.4
    other #DIV/0!
    other #DIV/0!
    chi 8.4
    willpower 9
    honor 7.666666667
    glory 6.666666667
    rank 9
    division free
    wins 65.33333333
    losses 11.66666667
    draws 8.666666667
    kos 55.33333333
    DAN #DIV/0!
    strength 4.833333333
    dexterity 4
    stamina 4.333333333
    charisma 2.666666667
    manipulat 2.166666667
    appear 3.333333333
    percept 2.5
    intellig 2.5
    wits 3.5
    punch 3.833333333
    kick 4
    block 3.5
    grab 2.833333333
    athlet 3.666666667
    focus 3
    other #DIV/0!
    other #DIV/0!
    chi 7.5
    willpower 8
    honor 5.5
    glory 8.5
    rank 7.8
    division free
    wins 66.5
    losses 26
    draws 3
    kos 48.75
    GEN #DIV/0!
    strength 4.333333333
    dexterity 5
    stamina 4.5
    charisma 3.333333333
    manipulat 4.333333333
    appear 2.833333333
    percept 5.5
    intellig 4.833333333
    wits 5.166666667
    punch 5.666666667
    kick 5.166666667
    block 5
    grab 4.333333333
    athlet 4.666666667
    focus 4.666666667
    other #DIV/0!
    other #DIV/0!
    chi 8.166666667
    willpower 9.333333333
    honor 8
    glory 7.333333333
    rank 10
    division free
    wins 165
    losses 16
    draws 21.33333333
    kos 139
    GUY #DIV/0!
    strength 4.4
    dexterity 6.8
    stamina 4.4
    charisma 3.4
    manipulat 3.2
    appear 4.8
    percept 4.2
    intellig 3.8
    wits 4.6
    punch 5.25
    kick 5.25
    block 4.25
    grab 4.25
    athlet 6.75
    focus 2.5
    other #DIV/0!
    other #DIV/0!
    chi 5
    willpower 8.75
    honor 8.333333333
    glory 7
    rank 8.75
    division free
    wins 74
    losses 12.66666667
    draws 7.666666667
    kos 66.66666667
    ROLENTO #DIV/0!
    strength 5.166666667
    dexterity 5.333333333
    stamina 5.166666667
    charisma 3.833333333
    manipulat 4
    appear 2.5
    percept 4.5
    intellig 3.666666667
    wits 3.666666667
    punch 2.666666667
    kick 5
    block 4
    grab 3.5
    athlet 6.166666667
    focus 1.166666667
    baton 6
    pyrotech 4.142857143
    thrown w 3
    chi 2.5
    willpower 9.833333333
    honor 3
    glory 7.666666667
    rank 9
    division free
    wins 82.66666667
    losses 21.33333333
    draws 6
    kos 69.33333333
    ROSE #DIV/0!
    strength 4.285714286
    dexterity 4.714285714
    stamina 4.285714286
    charisma 4.142857143
    manipulat 4.857142857
    appear 5.142857143
    percept 5.428571429
    intellig 5.428571429
    wits 5.428571429
    punch 4.142857143
    kick 4.571428571
    block 4.571428571
    grab 4.428571429
    athlet 4.428571429
    focus 6.285714286
    other #DIV/0!
    other #DIV/0!
    chi 10
    willpower 9
    honor 9.25
    glory 6.25
    rank 8
    division free
    wins 55.25
    losses 13.25
    draws 8
    kos 47.25
    SAKURA #DIV/0!
    strength 3.5
    dexterity 5
    stamina 3.666666667
    charisma 4.833333333
    manipulat 3.166666667
    appear 4
    percept 4
    intellig 3.5
    wits 3.833333333
    punch 4.333333333
    kick 4.166666667
    block 3.666666667
    grab 3.166666667
    athlet 4.333333333
    focus 3.5
    other #DIV/0!
    other #DIV/0!
    chi 7.833333333
    willpower 7.5
    honor 6.5
    glory 7.5
    rank 7
    division free
    wins 31.75
    losses 6.75
    draws 1
    kos 23.25
    SODOM #DIV/0!
    strength 6
    dexterity 3.5
    stamina 6
    charisma 2.75
    manipulat 2.75
    appear 2
    percept 3.5
    intellig 3
    wits 3.25
    punch 3
    kick 4.25
    block 4.5
    grab 6
    athlet 4.25
    focus 1.75
    sai/jitte 5.75
    other #DIV/0!
    chi 4.25
    willpower 9
    honor 4.5
    glory 7.5
    rank 9
    division free
    wins 59
    losses 3.5
    draws 1
    kos 50.5


    ______________________________________________________
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    Group: streetfighter Message: 248 From: Darrick Chen Date: 9/15/1998
    Subject: Krav Maga
    This is my version of Krav Maga. I know that others may have modified it
    already, but see how this stacks up.

    As far as history goes, Krav MAga is an Israeli fighting style that was
    developed in 1948 by Imi Lichtenfeld, a Jew of Czech descent.
    Krav Maga is perhaps best compared to Jujutsu, as there is somewhat of
    an emphasis on locks and grapples.

    Schools: Krav MAga is slowly gaining more and more popularity, but is
    still relatively unknown outside of Israel.

    Members: Previously available only to the Israeli military, Krav Maga is
    now being used by law enforcement agencies in both North America and
    Europe. But civilians also may learn this art, if they can find a
    school.

    Concepts: Military man, Police Officer, mercenary.

    Initial Chi: 2
    Initial Willpower: 5
    Quote: "Go ahead, take your best shot."

    Maneuvers:

    Punch: Ear Pop 2, HEad Butt 1, BAnishing Punch 3, Atemi Strike 2, Disarm
    1, Spinning BAck Fist 1
    Kick: Wounded Knee 2, Sobat 1, Flying Knee THrust 1, Slide Kick 2
    Grab: Brain Cracker 1, Grappling Defense 3, Iron Claw 4, Neck Choke 1,
    Joint Break 3, Joint Lock 2, Disengage 2, Dislocate Limb 2, Sleeper 3,
    Choke Throw 1, Eye Rake 1
    Athletics: Air Smash 1, BReakfall 1
    Focus: Sonic Boom 3

    That's it this time, folks. Next time, I'll be posting my translation of
    PAnantukan, Filipino Kickboxing.
    Oh, yeah, if there are any PArasite Eve fans out there, I am working on
    translating Aya Brea into a playable character.

    ______________________________________________________

    ______________________________________________________________________

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    at http://www.eGroups.com -- Free Web-based e-mail groups.
    Group: streetfighter Message: 249 From: Joshua Rogers Date: 9/16/1998
    Subject: Re: New Manuevers
    Ah yes...the good ol' Tigers Claw as seen in The Bruce Lee Story
    (remember the scene where he gets his back broken?). Not too difficult,
    really, although I'd have to wonder at calling it aggrevated damage.
    Sure, they tear in a bit, but would the damage done be any worse than,
    say, getting Dragon Punched? Maybe instead have it hit at half soak. And
    I agree- this is more a force-of-will thing than
    mystical-inner-strength.

    >Date: Wed, 26 Aug 1998 11:09:53 -0400
    >From: "Steve 'Doom Trooper' Karstensen" <skarsten@...>
    >Reply-To: skarsten@...
    >To: REMO DISCONZI <Smash@...>
    >CC: Micheal Duynhoven <jarlath@...>, streetfighter@...
    >Subject: Re: [streetfighter] New Manuevers
    >
    >I would change the Chi cost to Willpower... but otherwise I don't see a
    >problem with the maneuver. If anything, I'd raise the Punch Prerequ.
    to
    >4, and reduce the movement modifier to -1 or -2. If a fighter uses it
    >excessively, though, I'd dock him honor because while nothing is wrong
    >with it as a combat maneuver, it could be considered 'excessive' force.
    >
    >REMO DISCONZI wrote:
    >>
    >> Nice maneuvers you did, really. On the following lines, my
    oppinions on
    >> each about 'em:
    >>
    >> ----------
    >> > De: Micheal Duynhoven <jarlath@...>
    >> > Para: streetfighter@...
    >> > Assunto: [streetfighter] New Manuevers
    >> > Data: Ter�a-feira, 25 de Agosto de 1998 20:08
    >> >
    >> > In the 2+ years of playing SF, We only really came up with 4 or so
    new
    >> > maneuvers. Not because we did not think of doing so, but because we
    felt
    >> > that there was sufficient variety in the books so as to not need to
    add
    >> > more and more.
    >> >
    >> > Here are the 4 Maneuvers. Criticism is appreciated.
    >> >
    >> > Clawing Hands of the Tiger
    >> >
    >> > Prerequisites:Punch 3, Focus 2
    >> > Power Points: Kung Fu 3; Any 5
    >> > Originally known only to the best Tiger Kung Fu warriors,
    this
    >> old
    >> > technique was created to offset the abilities of self
    recovery by
    >> > opponent. Training by clawing at sand, gravel, and trees,
    those
    >> wh
    >> > trained for this technique developed an inner focus through
    their
    >> > fingertips, which enabled them to literally claw through
    >> materials
    >> > will. It is not uncommon to see the Clawing Hands Technique
    rip
    >> > through an opponent's clothing to gouge the flesh
    underneath.
    >> > System :Fighter's damage test is rolled and if any damage is
    scored, half
    >> > of the total damage suffered by the opponent is aggravated.
    >> > (rounded up).
    >> > Cost : 1 Chi
    >> > Speed : -1
    >> > Damage : +0
    >> > Move : +0
    >>
    >> CHEESE, CHEESE, CHEESE!!! Man, this is a really NASTY maneuver. For
    this
    >> BIG effect, I'd suggest to higher those wimpy requisites and also its
    power
    >> point cost. It's activation cost could also include one Willpower
    point,
    >> because a maneuver which can icapacitate you for a long time should
    not be
    >> so cheap.
    >>
    >> >
    >
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    Group: streetfighter Message: 250 From: Ryan M Rich Date: 9/18/1998
    Subject: Updates
    My page is getting the graphics it needed, I got a scanner/fax
    here for my use now, and I have arrangements with the girlfriend for
    morning computer time. While whe's at school (if I can stay awake).

    Look for:

    Martial Arts names in the original language (hey it is cool)

    New sections for each style, getting info and filler.

    Styles of the world updated, getting more info on martial arts,
    Vietnamese, and many many things I have from Martial arts sources put
    together!


    ryan

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