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