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Group: streetfighter Message: 12716 From: necro6hit Date: 3/7/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12717 From: Rodrigo Tatekawa Date: 3/7/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12718 From: mean_liar Date: 3/7/2002
Subject: Re: New to the Group
Group: streetfighter Message: 12719 From: necro6hit Date: 3/7/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12720 From: The King of Chickens 2001 Date: 3/7/2002
Subject: Detailed Supercombo/Desperation Move system
Group: streetfighter Message: 12721 From: mean_liar Date: 3/7/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12722 From: mean_liar Date: 3/7/2002
Subject: Re: Capcom vs SNK -- King
Group: streetfighter Message: 12723 From: The King of Chickens 2001 Date: 3/7/2002
Subject: Re: New to the Group
Group: streetfighter Message: 12724 From: necro6hit Date: 3/7/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12725 From: Dennis Bryant Date: 3/7/2002
Subject: Re: Detailed Supercombo/Desperation Move system
Group: streetfighter Message: 12726 From: Dennis Bryant Date: 3/8/2002
Subject: New stlyes
Group: streetfighter Message: 12727 From: The King of Chickens 2001 Date: 3/8/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12728 From: The King of Chickens 2001 Date: 3/8/2002
Subject: Yet another detailed supercombo system
Group: streetfighter Message: 12729 From: herrtevik Date: 3/8/2002
Subject: Pokemon... ARgh! hey! ow!
Group: streetfighter Message: 12730 From: galin_ra Date: 3/8/2002
Subject: Re: Classic Fighters: Stf I., and more SNK
Group: streetfighter Message: 12731 From: galin_ra Date: 3/8/2002
Subject: Re: Capcom vs SNK -- King
Group: streetfighter Message: 12732 From: necro6hit Date: 3/8/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12733 From: Blue Dorian Date: 3/8/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12734 From: Chris Hoffmann Date: 3/8/2002
Subject: Beating a dead horse (was OT: SNK's King, again)
Group: streetfighter Message: 12735 From: mean_liar Date: 3/8/2002
Subject: Re: I love the Dreamcast
Group: streetfighter Message: 12736 From: mean_liar Date: 3/8/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12737 From: cliff rice Date: 3/8/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12738 From: necro6hit Date: 3/8/2002
Subject: Styles (lack of)
Group: streetfighter Message: 12739 From: Andy Johnston Date: 3/8/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12740 From: mean_liar Date: 3/8/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12741 From: mean_liar Date: 3/8/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12742 From: mean_liar Date: 3/8/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12743 From: Jason Obeston Date: 3/8/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12744 From: necro6hit Date: 3/8/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12745 From: Rinaldo Gambetta Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12746 From: Blue Dorian Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12747 From: Rinaldo Gambetta Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12748 From: Blue Dorian Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12749 From: Kim Foster Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12750 From: necro6hit Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12751 From: mean_liar Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12752 From: Andy Johnston Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12753 From: herrtevik Date: 3/9/2002
Subject: Re: Pokemon... ARgh! hey! ow!
Group: streetfighter Message: 12754 From: necro6hit Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12755 From: Kim Foster Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12756 From: mean_liar Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12757 From: Kim Foster Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12758 From: necro6hit Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12759 From: The King of Chickens 2001 Date: 3/9/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12760 From: necro6hit Date: 3/9/2002
Subject: Hoffmans page
Group: streetfighter Message: 12761 From: necro6hit Date: 3/9/2002
Subject: street fighter 1 emulation
Group: streetfighter Message: 12762 From: mean_liar Date: 3/10/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12763 From: necro6hit Date: 3/10/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12764 From: necro6hit Date: 3/10/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12765 From: necro6hit Date: 3/10/2002
Subject: double post



Group: streetfighter Message: 12716 From: necro6hit Date: 3/7/2002
Subject: Re: I love the Dreamcast
rickson is a badass.
I have a music video someone made with footage of his fights.
he is SOOO good.

--- In streetfighter@y..., Rodrigo Tatekawa <rodtatekawa@y...> wrote:
Bu t I do like to
> see Rickson Gracie fighting.
>
> []'s
> Rodrigo
>
Group: streetfighter Message: 12717 From: Rodrigo Tatekawa Date: 3/7/2002
Subject: Re: I love the Dreamcast
Hello There!

> rickson is a badass. I have a music video someone
> made with footage of his fights.
> he is SOOO good.

Well, as he is the ONLY Gracie that was never
defeated, he earned my respect.
BTW, did you heard about the match between Royce
Gracie and Wallid Ismail?

And, hey! Anyone here adapted Jiu Jitsu for SF? Does
it exists in a official suplemment?

[]'s
Rodrigo

_______________________________________________________________________________________________
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Group: streetfighter Message: 12718 From: mean_liar Date: 3/7/2002
Subject: Re: New to the Group
> I was wondering
> if anyone had any cool idears to help kick a game off?

I started my current campaign off with a semi-exotic location for a
tournament; i.e. a logging camp in Northern B.C. (campaign being
based in Vancouver).

In any case, you probably know what's best for you and your players.
My group isn't so interested in the 'beat up the bad guys' scenarios,
and really just want to be in tournaments. Half of them don't
hesitate to Dragon Punch a Dizzied opponent (or put them in a
Stomache Pump), and half of the honorable guys are dishonorable
outside the ring (go figure). Basically, its kind of a fight to get
these guys to act like Good people, so I've had to re-evaluate if I
want to make Shadolaw a part of the campaign bigger than 'those dirty
fighters that keep screwing with us'.
Group: streetfighter Message: 12719 From: necro6hit Date: 3/7/2002
Subject: Re: I love the Dreamcast
--- In streetfighter@y..., Rodrigo Tatekawa <rodtatekawa@y...> wrote:
> Well, as he is the ONLY Gracie that was never
> defeated, he earned my respect.
> BTW, did you heard about the match between Royce
> Gracie and Wallid Ismail?


I heard Ismail choked him out. I never got to see that one though.
I saw the Pride tournament where Sakuraba beat him by decision though.
And I heard that Sakuraba also broke Royces brothers arm. (cant
remember which brother, I think its the one who had that 1 hit fight
with Oleg Taktarov, Ralf Gracie maybe?)

Rickson really is better, but here in america Royce was pretty much
the first BJJ most ppl have seen, so lots, like myself, remain
endeared to him. The concept has been around forever that skill will
beat size and strength but Royce was really the first to show that so
completely here since, oh i dunno, probly since bruce lee. so a lot
of ppl here are fans of Royce just because they are fans of BJJ and
the two things are the same in their mind.

I'm happy for Wallid Ismail and all but I think he has too big an ego
about beating Royce. He has full page ads out all of the sudden
after he did it selling his overpriced BJJ tapes, "The Gracie Killer"
in big bold letters. what a joke.

Also, while other gracies HAVE been defeated, their record is still
very impressive no? btw, about how many fights has rickson been in
anyway? I cant remember but I know it was a shitload, like 500 or
something with no losses.


> And, hey! Anyone here adapted Jiu Jitsu for SF? Does
> it exists in a official suplemment?

I never posted it but I made on paper brazilian Jiu jitsu and Royces
sheet. I'll post em if i can possibly find them.

there is already jiu jitsu in official street fighter but not
brazilian jiu jitsu, and its a sucky conversion anyhow. It doesnt
even have groundfighting!


> []'s
> Rodrigo
>
>
______________________________________________________________________
_________________________
> Yahoo! Empregos
> O trabalho dos seus sonhos pode estar aqui. Cadastre-se hoje mesmo
no Yahoo! Empregos e tenha acesso a milhares de vagas abertas!
> http://br.empregos.yahoo.com/
Group: streetfighter Message: 12720 From: The King of Chickens 2001 Date: 3/7/2002
Subject: Detailed Supercombo/Desperation Move system

Ok, I've been toying around with the idea of implementing supercombos into SFRPG. While I know that such systems already exist, I feel that they do not follow the spirit of the video games properly. Here is the system I have in mind (forgive me if I happen to repeat any ideas....I want to be complete)

The system is based upon the super guage you see in KOF'94/'95/'96/'97 and '98 Extra Mode.

 

The Super System:

- A new guage on the character sheet, called the 'Super Meter' (-_-). This guage is the same length as the Honor and Glory guage (10 dots). It is classed as 'temporary points'.

- A super move can be performed once this guage is filled. The super will cost nothing except emptying the entire guage.

- Filling the guage can be done one of these ways:

  • You may spend one combat turn to 'charge Meter'. This will raise your Super Meter by 3 dots. This can be aborted if necessary, but if aborted the meter will not be charged.
  • Playing combat cards. Each combat card played that actually deals damage will raise your super meter by one dot.
  • Blocking. If you sustain damage while blocking (or using a block manuver on) an attack, as long as you're not dizzied afterward, your super meter will be raised by one dot per hit.

An opponent can also attempt to prevent you from completely charging your meter. Showing off, besides the normal glory bonuses, will now also reduce target opponent's super meter by 2 dots. 

- When fighting in the arena, once the match is over, the super meter is completely emptied.

- Super meter outside of the ring:

  •  As with in-arena meter charging, you can raise your super meter by the 3 steps listed above, and your opponents can prevent you from doing so likewise.
  •  The meter can be preserved for the duration of one adventure, BUT at any time the players have to fight in an arena, the meter will be emptied. Honor reasons, you see.

 

Purchasing Supers

Up to the discretion of the GM, any manuver can become a super, even begnign moves such as a jump or block special manuver (but then again, with the exception of a few, who'd want to turn those moves into supers?). The only restriction here is that Basic manuvers (Jab, Short etc etc) cannot be made into a super.

 - As long as you can meet the requirements, you may choose to purchase a manuver as a super. You need not have learnt the non-super version of that manuver beforehand, but keep in mind that it can only be done when the super meter is full.

- If you want to turn a manuver you currently have into a super, you will have to purchase it again, with incurred extra costs for super moves (described later). Sorry, no discounts here, but at least you have a super version as well as a non-super version of that particular manuver in this case.

- Super move modifiers:

 1. When purchasing a special manuver as a super, add 3 to the power point cost.

 2. With this, you may also add up to 3 advantages to your super move: (all listed can be chosen repeatedly unless stated otherwise)

  • +2 damage to a single hit of the manuver.
  • +2 speed
  • +2 move
  • Causes knockdown (choose once only, and only if that move doesn't cause it in the first place)
  • Does twice the nuber of hits (restricted to multi hitting manuvers eg Double Hit Kick, choose once only)
  • +2 to soak total while move is performed.
  • Any other advantages a GM can think of, at his discretion.

 

Purchasing Super COMBOS

- Yes, combos can be turned into a supermove as well, as the likes of Ryo, Robert and Takuma can attest. For purchasing combo supers, you must first already have purchased the combo. 

Cost of a combo super = 1 power point per move within the combo.

- Once you have turned a combo into a super combo, you may no longer perform that combo until your super meter is filled. So do this wisely.

- Super combo modifiers:

  • +1 damage to each manuver within the combo, if it deals damage.
  • +1 speed to each manuver within the combo
  • +1 move to each manuver within the combo
  • Immunity to botch. If you botch while rolling for damage during a super combo, treat as if that hit has dealt 0 damage. 

An opponent can stop your super combo halfway by interrupting with  a manuver that either successfully knocks you down OR dizzies you.

- You may not choose to end your super combo prematurely; you must go through the entire sequence of moves within the supercombo, regarless of whether they can possibly hit or not.

 

Optional rules for those who choose to live without supers  

- Find super moves too troublesome/too low-level to learn in the first place? Use these optional rules based upon the Counter and Armor modes that you find in KOF 99 and 2000.

- You may declare that you are either in Counter or Armor mode when your super meter is full. This ability costs your entire super meter.

- In Counter mode, the next 3 combat cards you play gain +2 speed. Note that this bonus does not apply in combos.

- In Armor mode, the next 2 combat cards you play gain +2 to soak total. This does not apply to blocking, but it can apply to certain block manuvers (GM's discretion) and combos.

 

And that's that for a completely new (I hope) super system. Awaiting comments and (constructive) criticism. Examples provided upon request (currently too lazy to list them here).

Enjoy! ^_^ 

- The King of Chickens Forever!



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Group: streetfighter Message: 12721 From: mean_liar Date: 3/7/2002
Subject: Re: I love the Dreamcast
> > And, hey! Anyone here adapted Jiu Jitsu for SF? Does
> > it exists in a official suplemment?
>
> I never posted it but I made on paper brazilian Jiu jitsu and
Royces > sheet. I'll post em if i can possibly find them.
>
> there is already jiu jitsu in official street fighter but not
> brazilian jiu jitsu, and its a sucky conversion anyhow. It doesnt
> even have groundfighting!


The official version is in the 'Street Fighter - Styles.doc' file in
the 'Reference Section' directory of the 'Files' section of this
group site.

On a separate note, Brazilian Jiu Jitsu seems to be very similar in
application to the Jiu Jitsu officially listed, and I wouldn't call
it 'sucky'. To make JJ into BJJ, only a few modifications are
required:

Remove Chi Kung Healing, San He, Energy Reflection and Zen No-Mind.
Add Groundfighting (3), Head Butt Hold (2), Head Butt (1), and
Braincracker (1).

You're done. No need for a whole new style...


Damn you Majestic Crow!!!
Group: streetfighter Message: 12722 From: mean_liar Date: 3/7/2002
Subject: Re: Capcom vs SNK -- King
> Heh... I have actually made the Leap-on-you-and-Kick-You-Lots move
> before..
>
> But I called it Flashing Heel Stomps. It was actually Kim Kapwan who
> used it first back in KOF '94 and '95 I think.. That's when I made
it> anyway ^_^
>
> This plays as a jump onto Opponents head. And start Kicking.
> Then bounce away with remaining move.
>

Yeah, after playing Capcom vs SNK 2 a little more, I rewrote the move
so that Kim and King had the same move -- as far as I'm concerned,
King's move is a Jaguar Knee to Stomping Back Flip combo.

I haven't made any new styles because I don't know enough about
them. A current project is to create Maneuvers for the official
Styles that are weaker (Aikido, Tai Chi) in order to 'even the
playing field'.


Jaguar Knee
Prerequisites: Kick 4, Athletics 4, Tiger Knee
Power Points: TK 2; WK 4
Description: A variant of the Tiger Knee, developed by one of Sagat's
students who wished to create an obvious stylistic difference between
his Muay Thai and Sagat's Muay Thai.
System: Aerial; Knockdown; 2 damage tests
Cost: 2 Willpower
Speed: +3
Damage: +0 (2 damage tests)
Move: +0


Stomping Back Flip
Prerequisites: Kick 4, Athletics 4, Backflip Kick, Jump, Double Hit
Kick
Power Points: CA, WS 4; KF, SI 5
Description: The fighter leaps onto her opponent with both feet and
runs stomping up their body into a backflip, taking them away.
System: The fighter attacks, then moves (as Backflip Kick); Aerial;
Knockdown
Cost: 1 Willpower
Speed: -1
Damage: +0 (3 damage tests)
Move: Two (backwards, as Backflip Kick)
Group: streetfighter Message: 12723 From: The King of Chickens 2001 Date: 3/7/2002
Subject: Re: New to the Group
> I was wondering
> if anyone had any cool idears to help kick a game off?

A standard tried-and-tested formula:

Shadoloo (or your evil organization of choice) can be the big picture, but let the players eventually discover this. After winning some early matches, say 3rd match, let one shady person try to 'employ' them. Players can, and should, refuse. Encourage them to do so by making the offer very vague (of course, if they want to join up...whole new plotline, play as evil characters ^_^). The shady person leaves quietly, disappointed, but suddenly they find themselves targets of assassins.....that grow in skill for every adventure. Finally, they get their hands on one of them (or one of the minor bosses) and find out who the heck they offended by refusing the offer in the first place.


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Group: streetfighter Message: 12724 From: necro6hit Date: 3/7/2002
Subject: Re: I love the Dreamcast
--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> On a separate note, Brazilian Jiu Jitsu seems to be very similar in
> application to the Jiu Jitsu officially listed, and I wouldn't call
> it 'sucky'.

i would:)
jiu jitsu without groundfighting is like chun li without fantasizing!


To make JJ into BJJ, only a few modifications are
> required:
>
> Remove Chi Kung Healing, San He, Energy Reflection and Zen No-Mind.
> Add Groundfighting (3), Head Butt Hold (2), Head Butt (1), and
> Braincracker (1).
>
> You're done. No need for a whole new style...


you just made a whole new style.
(btw, add flying tackle too, and a bunch of other stuff:))
Group: streetfighter Message: 12725 From: Dennis Bryant Date: 3/7/2002
Subject: Re: Detailed Supercombo/Desperation Move system
Attachments :
    hmmmm, saying the supers don't work like they do in the game & then bassing
    them on KOF? That's a little odd. The super moves are good, but you should
    maybe scraatch the super combo idear in favour of just letting supers be
    part of a normal combo. The armour & counter things are odd, maybe I'm just
    a purist, but I'd stick to Street Fighter for the super system. Your idears
    are well thought out though, & do seem like they could make a welcome
    addition to a game.

    DarkLight

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    Group: streetfighter Message: 12726 From: Dennis Bryant Date: 3/8/2002
    Subject: New stlyes
    I see a lot of stuff around for new styles, like the Jui Jitsu to Brazillian
    Jui Jitsu, & things like that. I think that maybe people should be a little
    less concerned with 'real world' acuracy. ie, you get someone who does BJJ,
    & they go "hey, but we learn this, so my character should be able to as
    well". I think that this should just be a GM tweak for a specific
    character, otherwise you'd have to redo half the game system, remember that
    these are streetfighter versions of martial arts, not the real thing. I do
    Shotokan, & if I were to apply the things that traditional Shotokan do, then
    the stlye would have WAY too many special moves. If you're just looking for
    the game point of view, then pick the style that has the closest moce list
    to what you want & call it something else. Just my 2% of a Dollar.

    DarkLight

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    Group: streetfighter Message: 12727 From: The King of Chickens 2001 Date: 3/8/2002
    Subject: Re: New stlyes

    Actually, I would suggest to them to use a dual-styled character.

    Someone who has studied BJJ, for eg, could simply have studied a form of JJ with some principles of Capoiera thrown in.

    This is how 'new styles' are invented anyway, by improving and adding on 'old styles'.



    >I see a lot of stuff around for new styles, like the Jui Jitsu to >Brazillian Jui Jitsu, & things like that. I think that maybe people >should be a little less concerned with 'real world' acuracy. ie, you >get someone who does BJJ, & they go "hey, but we learn this, so >my character should be able to as well". 

    >I think that this should just >be a GM tweak for a specific >character, otherwise you'd have to >redo half the game system, >remember that these are streetfighter >versions of martial arts, not >the real thing. I do Shotokan, & if I >were to apply the things that >traditional Shotokan do, then the stlye >would have WAY too >many special moves.

    >If you're just looking for the game point of view, then pick the >style that has the closest moce list to what you want & call it >something else. Just my 2% of a Dollar.

     


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    Group: streetfighter Message: 12728 From: The King of Chickens 2001 Date: 3/8/2002
    Subject: Yet another detailed supercombo system

    This is another idea I have for implementing supercombos, in addition for the one I posted for a KOF style system. This system is based on the 3-level system you find in Street Fighter Alpha and Street Fighter EX.

    The SFA Super system

    - The 'super meter' this time round is 15 dots long, divided into sections of 5 dots each. Classified as temporary points.

    - Performing supers:

    • You may perform a supermove anytime your 'super meter' is at 5 dots and above.
    • Supermoves are classified into levels, their 'super meter' costs dependent on the level.

    - Supermove modifiers:

    • Level 1: costs 5 dots from the super meter. Adds +1 to damage for each hit, +1 to speed, and +1 to move.
    • Level 2: costs 10 dots from the super meter. Adds +2 to damage for each hit, +2 to speed, and +2 to move.
    • Level 3: costs 15 dots from the super meter. Adds +3 to damage for each hit, +3 to speed, and +3 to move.
    • All modifiers subject to limitations of manuvers. You may not give damage to a manuver if it does not deal damage in the first place, and you may only add movement points to manuvers with a '+X' movement modifier. This is subject to the discretion of the GM.
    - Charging your meter can be done in these ways:
    • For each hit you inflict on your opponent (that actually deals damage), you gain 1 dot into your super meter.
    • When blocking an opponent's move, if you receive damage, you gain 1 dot into your super meter per hit received.

    - As with the KOF super meter system, opponent can prevent you from charging your meter. Showing off will reduce target opponent's super meter by 2 dots, in addition to glory bonuses.

    - As with the KOF super meter system, you may preserve your meter for the duration of 1 adventure, but for honor reasons, the super meter will be emptied when:

    • Ending a fight in an arena
    • Entering a fight in an arena.

     

    Purchasing SFA style supers:

    - As with the KOF super system, any manuver can become a super (at discretion of GM), except basic manuvers.

    - You may purchase an SFA-style super in these two ways:

    • When purchasing a new manuver, you may want to make it a super manuver as well. In this case, pay 3 extra power points when purchasing the manuver.
    • If you already have a manuver and want to upgrade it into a super, you pay instead (Manuver Cost +3 DIV 2) power points.

     

    Super COMBOS

    - You may purchase combos involving supers as you would purchase normal combos in this case.

    - Combos involving supers are legal for all 3 levels of the said super.

    - Remember: the super portion of the combo cannot be done unless your meter is appropriately charged.

     

    So what if I don't have a super manuver yet?

    - The super meter is not useless even without possession of a super manuver, using these optional rules adapted from SFA's Alpha Counter and SFEX's Guard Crush.

    - Both the Alpha Counter and the Guard Crush costs 5 dots from the super meter each. Any manuver can be used for these purposes (including basic manuvers), as long as it is not a grab manuver and it deals damage.

    - When performing an Alpha Counter, your next combat card played will gain +2 speed. Once the Alpha Counter connects, if it deals damage, your opponent has to forfeit his manuver, and he is knocked back 3 hexes. If your opponent has already hit you, he still gets knocked back, although if he hit you with something like a Tumbling Attack, it ends prematurely.

    - When performing a Guard Crush, your next combat card played will ignore an oppoent's stamina for the purposes of calculating damage. Bonus soak totals (like those gained from using the KOF system's Armor mode) and blocking still work to reduce damage, tho, and stamina still applies for calculating dizzy.

    - Guard Crush and Alpha Counter may not be used in combos, even though the manuver you use with these abilities may be part of a combo.

    Comments? Criticism? Examples requested?

    Enjoy! ^_^

    - The King of Chickens Forever



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    Group: streetfighter Message: 12729 From: herrtevik Date: 3/8/2002
    Subject: Pokemon... ARgh! hey! ow!
    Okay, don't be so aggressive... ;p

    I was just wondering;
    A long long time ago,
    when I was part active on this list,
    someone was talking about using the
    SF system for a pokemon themed campaign.

    As I am making monsters for a fantasy setting,
    I would like to take a look at these rules, if possible?

    Could the person who made these rules mail them to me?
    Please?

    Thanks in advance!

    Ståle Tevik, hr.
    Group: streetfighter Message: 12730 From: galin_ra Date: 3/8/2002
    Subject: Re: Classic Fighters: Stf I., and more SNK
    I actually got a C64 emu on my PC. With Yie R Kung Fu and IK+.

    They rule. But not nearly as much as the Last ninja series.

    They also exists on the emu ^_^


    ------Ronin-----

    --- In streetfighter@y..., "necro6hit" <ringthief@c...> wrote:
    > geez i remember playing Yie Ar Kung Fu and Skate or Die on the
    > Commodore 64.... That brings back memories:)
    >
    > M
    >
    > --- In streetfighter@y..., "galin_ra" <randerssen@h...> wrote:
    > > Heh.. First time I played it was on a Commodore 64 ^_^
    > >
    > >
    > > -----Ronin-----
    > >
    > >
    > > --- In streetfighter@y..., Jason Obeston <callanme@y...> wrote:
    > > > Ah. They did later appear in alpha though right? At
    > > > least I think they're in on of the alpha's I have for
    > > > dreamcast. Anyway did the original streetfighter ever
    > > > hit any platforms or was it soley arcade?
    > > >
    > > >
    > > >
    > > > --- nat_drest <joaqrb@y...> wrote:
    > > > > Those are from the very first game, just-plain
    > > > > Street Fighter. (At
    > > > > least, Eagle is. Don't recall the names of most of
    > > > > the characters.)
    > > > > SF:STG is based on Street Fighter 2, like pretty
    > > > > much all subsidiary
    > > > > SF material.
    > > > >
    > > > >
    > > > > --- In streetfighter@y..., Jason Obeston
    > > > > <callanme@y...> wrote:
    > > > > > Think its because the game came out before alphas.
    > > > >
    > > > > > Pretty sure it came out in the 2d 16 bit era.
    > > > > >
    > > > > > --- Rinaldo Gambetta <rinaldo.gambetta@t...>
    > > > > > wrote:
    > > > > > > I´m curious in STF RPG, they never talk
    > > > > about
    > > > > > > the first characters
    > > > > > > except of course Ryu, Ken, Mike (Maybe is
    > > > > Balrog)
    > > > > > > and Sagat. Somebody use in
    > > > > > > a campaing the old characters like Joe, Geki and
    > > > > > > Eagle?
    > > > >
    > > > >
    > > > > Re: King's desperation move:
    > > > > No, we're talking about her special called "surprise
    > > > > rose". It's a
    > > > > fairly recent addition to her repertoire; she may
    > > > > not have had it
    > > > > back in KoF '98.
    > > > >
    > > > >
    > > > >
    > > > > Re: Terry's "burning knuckle":
    > > > > Yeah, it is very much like dashing punch, but... if
    > > > > I really wanted
    > > > > to use it in a game for some odd reason, I'd
    > > > > probably make it an
    > > > > improved version of dashing punch, like flaming
    > > > > dragon punch is to
    > > > > dragon punch. Dunno what stats... just dashing
    > > > > punch with an
    > > > > additional chi cost and a second damage test plus
    > > > > knockdown, or
    > > > > something. And as a special effect, have the user
    > > > > move through the
    > > > > victim's hex to the hex on the other side. (IIRC,
    > > > > in the videogame
    > > > > Terry charges straight "through" the opponent as she
    > > > > falls.)
    > > > >
    > > > > Basically I just want to reflect that burning
    > > > > knuckle is a really
    > > > > powerful maneuver, not just a run-and-punch. ^_^
    > > > >
    > > > >
    > > >
    > > >
    > > > __________________________________________________
    > > > Do You Yahoo!?
    > > > Yahoo! Sports - sign up for Fantasy Baseball
    > > > http://sports.yahoo.com
    Group: streetfighter Message: 12731 From: galin_ra Date: 3/8/2002
    Subject: Re: Capcom vs SNK -- King
    The SF rules is made witrh combos excactly to reflect moves that can
    be done in rapid succession. Just look at Rekka Ken.

    In the game the opponent had little chance to go inbetween Fei Longs
    Rekka Ken. But it is a three round move in the STG.

    That's my two cents.

    I liked Kim's flashing heel stomps better on the earlier KOF. Later it
    seems like he is gliding down his opponent with legs outstretched ^_^


    All moves presented on the list should be put in a text file on files
    section. For easier access later.


    -----Ronin-----



    --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
    > > Heh... I have actually made the Leap-on-you-and-Kick-You-Lots move
    > > before..
    > >
    > > But I called it Flashing Heel Stomps. It was actually Kim Kapwan who
    > > used it first back in KOF '94 and '95 I think.. That's when I made
    > it> anyway ^_^
    > >
    > > This plays as a jump onto Opponents head. And start Kicking.
    > > Then bounce away with remaining move.
    > >
    >
    > Yeah, after playing Capcom vs SNK 2 a little more, I rewrote the move
    > so that Kim and King had the same move -- as far as I'm concerned,
    > King's move is a Jaguar Knee to Stomping Back Flip combo.
    >
    > I haven't made any new styles because I don't know enough about
    > them. A current project is to create Maneuvers for the official
    > Styles that are weaker (Aikido, Tai Chi) in order to 'even the
    > playing field'.
    >
    >
    > Jaguar Knee
    > Prerequisites: Kick 4, Athletics 4, Tiger Knee
    > Power Points: TK 2; WK 4
    > Description: A variant of the Tiger Knee, developed by one of Sagat's
    > students who wished to create an obvious stylistic difference between
    > his Muay Thai and Sagat's Muay Thai.
    > System: Aerial; Knockdown; 2 damage tests
    > Cost: 2 Willpower
    > Speed: +3
    > Damage: +0 (2 damage tests)
    > Move: +0
    >
    >
    > Stomping Back Flip
    > Prerequisites: Kick 4, Athletics 4, Backflip Kick, Jump, Double Hit
    > Kick
    > Power Points: CA, WS 4; KF, SI 5
    > Description: The fighter leaps onto her opponent with both feet and
    > runs stomping up their body into a backflip, taking them away.
    > System: The fighter attacks, then moves (as Backflip Kick); Aerial;
    > Knockdown
    > Cost: 1 Willpower
    > Speed: -1
    > Damage: +0 (3 damage tests)
    > Move: Two (backwards, as Backflip Kick)
    Group: streetfighter Message: 12732 From: necro6hit Date: 3/8/2002
    Subject: Re: New stlyes
    bjj has NO elements of capoiera, but i see your point.


    --- In streetfighter@y..., "The King of Chickens 2001"
    <chickenno1@h...> wrote:
    > Someone who has studied BJJ, for eg, could simply have studied a
    form of JJ with some principles of Capoiera thrown in.
    Group: streetfighter Message: 12733 From: Blue Dorian Date: 3/8/2002
    Subject: Re: New stlyes
    Truthfully, Styles generally are okay as they are. Jeet Kune Do, in
    particular, represents the catch-all stylist and the self-taught gurus.
    Since it costs more points to study the non-normal maneuvers, of which you
    could simply take some other style and pay less, you represent a
    less-skilled, but more eclectic, stylist.

    My only problem is with Boxing. Not every stylist in Boxing is a
    heavyweight, but the style is almost eminently applied to heavyweights, with
    powerful punches being the leeway. I, personally, feel Esquivez is very much
    a part of the Boxing style. So is Displacement. Savate, minus the kicks, is
    much closer to a true boxing style than Boxing is. Thus, if you plan on
    making a non-heavyweight fighter, you should choose Savate rather than the
    more traditional Boxing.

    Sanbo/Sambo also, is not very close to its traditional counterpart. Sambo
    is very much a counter-grappling art, and it cleaned up in the 1984 Olympics
    against the more traditional Greco-Roman stylists. Not everyone is a deadly
    Zangief in Sambo. Some would be more apt to study, say... Special Forces and
    concentrate on Grapples and Counters.

    But that's my two sense. I'm much more in to more traditional Western
    styles of fighting than the Bruce Lee Eastern styles. I feel that Western
    styles get overlooked more often in favor of the more Eastern Styles.

    Strangely, this doesn't stop me from watching Japan Today and getting the
    Basho results. Bah. I didn't start out wanting to watch Sumo, but I've
    learned it fascinates me.

    _________________________________________________________________
    Send and receive Hotmail on your mobile device: http://mobile.msn.com
    Group: streetfighter Message: 12734 From: Chris Hoffmann Date: 3/8/2002
    Subject: Beating a dead horse (was OT: SNK's King, again)
    --- nat_drest <joaqrb@...> wrote:
    > Ok, I doubt anyone but me cares about her, but I just wanna say that
    > I've been looking her over, and I'm pretty sure her style is savate.
    > Her stance does look very muay thai, but none of her moves bear that
    > out.

    One more point of evidence for King being a Muay Thai practitioner is the
    special intro between her and Joe Higashi in KOF '98. Joe (reigning Muay Thai
    champ and my favorite Satan of the martial arts) whips out his championship
    belt (presumably from belt-space), puts it on and laughs at King while she
    facepalms and sighs.

    Not conclusive evidence, but it does imply that Joe thinks she's Muay Thai.

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

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

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    Group: streetfighter Message: 12735 From: mean_liar Date: 3/8/2002
    Subject: Re: I love the Dreamcast
    > i would:)
    > jiu jitsu without groundfighting is like chun li without
    fantasizing!

    Well, not the way they've written up Groundfighting. From what I
    understand of Jiu Jitsu, there aren't many punches and kicks thrown
    from a prone position. The idea is to go prone with the opponent in
    a grab, yes?

    Pankration, Special Forces, and Sleeping Crane Kung Fu are the only
    styles (in my limited knowledge base, admittedly) that practice prone
    fighting techniques.

    Personally, I think that a separate "Groundfighting" maneuver should
    be made for insituting a Grab from a kncokdown position, and keep
    that separate from the striking-while-prone 'official' Groundfighting.


    > To make JJ into BJJ, only a few modifications are
    > > required:
    > >
    > > Remove Chi Kung Healing, San He, Energy Reflection and Zen No-
    Mind.
    > > Add Groundfighting (3), Head Butt Hold (2), Head Butt (1), and
    > > Braincracker (1).
    > >
    > > You're done. No need for a whole new style...
    >
    >
    > you just made a whole new style.
    > (btw, add flying tackle too, and a bunch of other stuff:))

    Well, its not exactly a "whole new style". I'd probably allow Jiu
    Jitsu practitioners and BJJ stylists to learn from each other's
    lists, maybe with a talented sensei. Perhaps with the JKD method (if
    JJ, buy BJJ moves at +1 cost, and viceversa).

    And Flying Tackle is an Any 2. It doesn't really need to be made
    cheap for anyone. I mean, Wrestling should have Flying Tackle if BJJ
    should have it. Or Boxing should have the Buffalo Punch. It just
    isn't necessary, really.


    And I'd call it a "substyle". Only because I don't make "whole nre
    styles". ;)
    Group: streetfighter Message: 12736 From: mean_liar Date: 3/8/2002
    Subject: Re: New stlyes
    > Truthfully, Styles generally are okay as they are. Jeet Kune Do,
    in > particular, represents the catch-all stylist and the self-taught
    gurus. > Since it costs more points to study the non-normal
    maneuvers, of which you > could simply take some other style and pay
    less, you represent a > less-skilled, but more eclectic, stylist.

    I'm stealing this answer for the next guy that wants to play (insert
    the "ultimate fighting style" here).

    Good stuff, and an easy answer. I like it.


    > My only problem is with Boxing. Not every stylist in Boxing is a
    > heavyweight, but the style is almost eminently applied to
    heavyweights, with > powerful punches being the leeway. I,
    personally, feel Esquivez is very much > a part of the Boxing style.
    So is Displacement. Savate, minus the kicks, is > much closer to a
    true boxing style than Boxing is. Thus, if you plan on > making a non-
    heavyweight fighter, you should choose Savate rather than the
    > more traditional Boxing.

    I don't know if a traditional boxer could 'hang' with Street
    Fighters. I mean, this isn't for points, and there are generally no
    holds barred, right?

    Besides, the SF video game has no time for technicians.

    However, I agree that Displacement and Esquives should be far more
    common amongst the styles.



    > Sanbo/Sambo also, is not very close to its traditional
    counterpart. Sambo > is very much a counter-grappling art, and it
    cleaned up in the 1984 Olympics > against the more traditional Greco-
    Roman stylists. Not everyone is a deadly > Zangief in Sambo. Some
    would be more apt to study, say... Special Forces and > concentrate
    on Grapples and Counters.

    Bayman!!!!


    > But that's my two sense. I'm much more in to more traditional
    Western > styles of fighting than the Bruce Lee Eastern styles. I
    feel that Western > styles get overlooked more often in favor of the
    more Eastern Styles.

    Bruce Lee had little idea of what traditional Kung Fu was. Or, at
    least, he didn't think developing Chi was worth the effort.

    Too bad, too. I think he may have had too much sex to really get his
    chi going.
    Group: streetfighter Message: 12737 From: cliff rice Date: 3/8/2002
    Subject: Re: New stlyes
    ok on this subject dose anyone have a luchadore style
    sitting arround?

    clif
    --- Blue Dorian <bdorian@...> wrote:
    >
    >
    >
    > Truthfully, Styles generally are okay as they
    > are. Jeet Kune Do, in
    > particular, represents the catch-all stylist and the
    > self-taught gurus.
    > Since it costs more points to study the non-normal
    > maneuvers, of which you
    > could simply take some other style and pay less, you
    > represent a
    > less-skilled, but more eclectic, stylist.
    >
    > My only problem is with Boxing. Not every stylist
    > in Boxing is a
    > heavyweight, but the style is almost eminently
    > applied to heavyweights, with
    > powerful punches being the leeway. I, personally,
    > feel Esquivez is very much
    > a part of the Boxing style. So is Displacement.
    > Savate, minus the kicks, is
    > much closer to a true boxing style than Boxing is.
    > Thus, if you plan on
    > making a non-heavyweight fighter, you should choose
    > Savate rather than the
    > more traditional Boxing.
    >
    > Sanbo/Sambo also, is not very close to its
    > traditional counterpart. Sambo
    > is very much a counter-grappling art, and it cleaned
    > up in the 1984 Olympics
    > against the more traditional Greco-Roman stylists.
    > Not everyone is a deadly
    > Zangief in Sambo. Some would be more apt to study,
    > say... Special Forces and
    > concentrate on Grapples and Counters.
    >
    > But that's my two sense. I'm much more in to more
    > traditional Western
    > styles of fighting than the Bruce Lee Eastern
    > styles. I feel that Western
    > styles get overlooked more often in favor of the
    > more Eastern Styles.
    >
    > Strangely, this doesn't stop me from watching
    > Japan Today and getting the
    > Basho results. Bah. I didn't start out wanting to
    > watch Sumo, but I've
    > learned it fascinates me.
    >
    >
    _________________________________________________________________
    > Send and receive Hotmail on your mobile device:
    > http://mobile.msn.com
    >
    >


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    Group: streetfighter Message: 12738 From: necro6hit Date: 3/8/2002
    Subject: Styles (lack of)
    Is there a reason to impose styles at all btw?

    I mean, is there some glaring unbalancing thing you can do that im
    just missing?

    couldnt the whole game be played perfectly fine without styles and
    everyone just pays the same amount for moves?

    I think Im going to make a chart this weekend showing how much to pay
    for each move if you take styles out of the game completely.

    :)
    Group: streetfighter Message: 12739 From: Andy Johnston Date: 3/8/2002
    Subject: Re: Styles (lack of)
    It's called Jeet Kune Do; read 'The Contenders'.  Everyone can get anything, they just have to pay full price. The other option is going the Cyborg route as they are allowed to get any focus technique.  If you ask me, making every manuver availible to everyone kind of eliminates the point of developing one's art to a fine point. Heck, the whole 'Traditionalist' division of Street Fighters should go out the window in your case.
     
    In my games it matters pretty little: if a character want's a move (advanced) he has to find someone to teach it to him anyway. And why would a Kung Fu monk teach Dim Mak to a Sambo wrestler?  I guess if he can justify it....   =)
     
    ----- Original Message -----
    From: necro6hit
    Sent: Friday, March 08, 2002 2:31 PM
    Subject: [streetfighter] Styles (lack of)

    Is there a reason to impose styles at all btw?

    I mean, is there some glaring unbalancing thing you can do that im
    just missing?

    couldnt the whole game be played perfectly fine without styles and
    everyone just pays the same amount for moves?

    I think Im going to make a chart this weekend showing how much to pay
    for each move if you take styles out of the game completely.

    :)



    Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
    Group: streetfighter Message: 12740 From: mean_liar Date: 3/8/2002
    Subject: Re: Styles (lack of)
    --- In streetfighter@y..., "necro6hit" <ringthief@c...> wrote:
    > Is there a reason to impose styles at all btw?
    >
    > I mean, is there some glaring unbalancing thing you can do that im
    > just missing?

    Basically, yes, the Experience point decrease is limited. The main
    point of Styles (that I can see) is to limit access to the unique
    maneuvers (Hyperfist, Dragon Punch, Improved Fireball, Dragon Kick,
    etc).

    To me, the unique manuevers are what defines a style. I mean, what
    is a Boxer without a Turn Punch and Hyperfist? What is a Ler Drit
    master without Mind Control?

    I suppose you could give everyone access to the same moves, for the
    same points, without compromising game balance (actually, you'd be
    enhancing it, obviously). But then you'd lose the 'flavor' that the
    styles have, and thats unappealing to me.
    Group: streetfighter Message: 12741 From: mean_liar Date: 3/8/2002
    Subject: Re: Styles (lack of)
    > In my games it matters pretty little: if a character want's a move
    (advanced) he has to find someone to teach it to him anyway. And why
    would a Kung Fu monk teach Dim Mak to a Sambo wrestler? I guess if
    he can justify it.... =)


    I toyed with that idea, but decided against it. The 'flavor' of Jeet
    Kune Do is that its the only 'style' that has access to all
    maneuvers, and to allow unlimited access would remove the flavor of
    Jeet Kune Do.
    Group: streetfighter Message: 12742 From: mean_liar Date: 3/8/2002
    Subject: Re: New stlyes
    --- In streetfighter@y..., cliff rice <shinzite@y...> wrote:
    > ok on this subject dose anyone have a luchadore style
    > sitting arround?

    Ooops. I said I'd do that, didn't I?
    Okay...

    Start with Wrestling.

    Remove Back Breaker, Bear Hug, Dislocate Limb, Groundfighting,
    Improved Pin(2), Pin(2), Stomache Pump, Storm Hammer

    Add Backflip Kick (3), Air Suplex (2), Backflip (2), Flying Body
    Spear (3), Tumbling Attack (4), Thunderstrike (2), Musical
    Accompaniment (1), Balance (4), Pin (3)

    Seems okay to me.
    Group: streetfighter Message: 12743 From: Jason Obeston Date: 3/8/2002
    Subject: Re: New stlyes
    Actually I worked one up but I'm really not satisfied
    with it. No where near quick enough or aerial enough.
    If I work on it more I'll end up taking moves that
    wouldn't be near luchadore, renaming them, and
    redescribing them. I really can't believe with three
    wrestling variants I can't find a dropkick in the move
    list.


    --- cliff rice <shinzite@...> wrote:
    > ok on this subject dose anyone have a luchadore
    > style
    > sitting arround?
    >
    > clif
    > --- Blue Dorian <bdorian@...> wrote:
    > >
    > >
    > >
    > > Truthfully, Styles generally are okay as they
    > > are. Jeet Kune Do, in
    > > particular, represents the catch-all stylist and
    > the
    > > self-taught gurus.
    > > Since it costs more points to study the non-normal
    > > maneuvers, of which you
    > > could simply take some other style and pay less,
    > you
    > > represent a
    > > less-skilled, but more eclectic, stylist.
    > >
    > > My only problem is with Boxing. Not every
    > stylist
    > > in Boxing is a
    > > heavyweight, but the style is almost eminently
    > > applied to heavyweights, with
    > > powerful punches being the leeway. I, personally,
    > > feel Esquivez is very much
    > > a part of the Boxing style. So is Displacement.
    > > Savate, minus the kicks, is
    > > much closer to a true boxing style than Boxing is.
    > > Thus, if you plan on
    > > making a non-heavyweight fighter, you should
    > choose
    > > Savate rather than the
    > > more traditional Boxing.
    > >
    > > Sanbo/Sambo also, is not very close to its
    > > traditional counterpart. Sambo
    > > is very much a counter-grappling art, and it
    > cleaned
    > > up in the 1984 Olympics
    > > against the more traditional Greco-Roman stylists.
    > > Not everyone is a deadly
    > > Zangief in Sambo. Some would be more apt to study,
    > > say... Special Forces and
    > > concentrate on Grapples and Counters.
    > >
    > > But that's my two sense. I'm much more in to
    > more
    > > traditional Western
    > > styles of fighting than the Bruce Lee Eastern
    > > styles. I feel that Western
    > > styles get overlooked more often in favor of the
    > > more Eastern Styles.
    > >
    > > Strangely, this doesn't stop me from watching
    > > Japan Today and getting the
    > > Basho results. Bah. I didn't start out wanting to
    > > watch Sumo, but I've
    > > learned it fascinates me.
    > >
    > >
    >
    _________________________________________________________________
    > > Send and receive Hotmail on your mobile device:
    > > http://mobile.msn.com
    > >
    > >
    >
    >
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    > Try FREE Yahoo! Mail - the world's greatest free
    > email!
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    >


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    Group: streetfighter Message: 12744 From: necro6hit Date: 3/8/2002
    Subject: Re: Styles (lack of)
    sorry for ranting:)

    --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
    > It's called Jeet Kune Do; read 'The Contenders'.

    wow! that was overly smart-ass for no reason.
    Im sick of ppl reacting to anything new like that.
    first brazilian jiu jitsu and now this.
    If I didnt know any better I'd say you guys LIKE the books being out
    of print. that way everythings old.

    why would anyone be against new stuff? If you dont like it, dont use
    it! why would anyone respond so cynicaly?

    me: "i think i might post a brazilian jiu jitsu style"
    lamers: "just use jiu jitsu stupid"
    me: "i think ill post an optional way to buy moves without styles"
    lamers: "just use jeet kune do stupid"
    me: "i think ill do something new"
    lamers: "we fear change. (stupid!)"

    geez! raise your hand if you just joined this list to shoot down ppls
    ideas and insist everyone play the same way you do! lets get a head
    count!


    >Everyone can get anything, they just have to pay full price.

    yeah, which is why thats not what I was talking about.
    that would fuck up the balance of costs because then moves that are
    availiable to only 1 style would be cheaper than another move that
    was availiable to many, even if that second move wasnt as good or
    they were equal in power..

    because moves that are availiable more widely have a higher "highest
    price to pay" than exclusive moves.

    >The other option is going the Cyborg route as they are allowed to
    >get any focus technique.

    well that is "THE" other option, if you for some reason dont like new
    things. otherwise theirs hundreds of other options.


    > If you ask me, making every manuver availible to everyone kind of
    >eliminates the point of developing one's art to a fine point.

    What about swordfighting? thats an irl art that can be developed to a
    fine point? and yet ppl have ALL had the same moves in DnD for years
    with no complaints.

    lets compare sniping with quick draw.
    yet everyone has had the same "gun moves" in rifts without complaints.

    hell you could even break it down by skills.
    "Driving"
    are indy cars and monster trucks the same?
    oh no! (gasp) the skill system eliminates the point of developing
    one's art to a fine point!!!
    what ever will we do!!!


    >Heck, the whole 'Traditionalist' division of Street Fighters should
    >go out the window in your case.

    pls dont talk about "in my case".
    I dont think you have any idea how i would use this system in my game
    if i did.
    the way i would use it would make play funner, and by your pessimism
    on the idea i'd say it hadnt occured to you how to do that.

    > In my games it matters pretty little: if a character want's a move
    (advanced) he has to find someone to teach it to him anyway. And why
    would a Kung Fu monk teach Dim Mak to a Sambo wrestler? I guess if
    he can justify it.... =)

    wow, your games sound pretty good. their must be some deep
    roleplaying if that is the only extent to which characters of 2
    different styles can have a relationship to one another!

    would you like a humorous and sarcasticly long list of possible
    reasons a kung fu master would teach dim mak to a sambo wrestler?
    there are about 1 million feasable ones.
    lol
    Group: streetfighter Message: 12745 From: Rinaldo Gambetta Date: 3/9/2002
    Subject: Re: Styles (lack of)
    First of all many people like the things as they are, but nobody can
    stop the imagination process the STF book can´t cover all possibilities if
    you want create an style to... let me see... British Butlers (It´s just an
    example) you can, but this a free world, maybe some guys don´t like the idea
    but don´t matter it´s your mind and your creation, go ahead and make new
    things. Me for example a some time ago I write a lot of new styles some with
    a good idea and others not, here there few survivors from that time:
    Pittman, Hoffman, Karstensen, and others. I try a e-mail tournament but my
    time get short and I couldn´t finish it, I remember the e-mail campaing from
    Pittman it´s a good one but it´s over. About Vanessa "Vale Tudo" I don´t
    agree it´s boxing, I will explain she use only punches, make boxing feints
    and all boxer stuff. Gracie Jiu Jitsu, you can post the basic is from Jiu
    Jitsu from Contenders, just add the new stuff and enjoy. and just for
    information in a joke campaing I make the British Butler style, the main
    enemy is a butler called Nigel, an terrible opponent when using his double
    fork attack. :).

    ----- Original Message -----
    From: "necro6hit" <ringthief@...>
    To: <streetfighter@yahoogroups.com>
    Sent: Friday, March 08, 2002 10:55 PM
    Subject: [streetfighter] Re: Styles (lack of)


    > sorry for ranting:)
    >
    > --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
    > > It's called Jeet Kune Do; read 'The Contenders'.
    >
    > wow! that was overly smart-ass for no reason.
    > Im sick of ppl reacting to anything new like that.
    > first brazilian jiu jitsu and now this.
    > If I didnt know any better I'd say you guys LIKE the books being out
    > of print. that way everythings old.
    >
    > why would anyone be against new stuff? If you dont like it, dont use
    > it! why would anyone respond so cynicaly?
    >
    > me: "i think i might post a brazilian jiu jitsu style"
    > lamers: "just use jiu jitsu stupid"
    > me: "i think ill post an optional way to buy moves without styles"
    > lamers: "just use jeet kune do stupid"
    > me: "i think ill do something new"
    > lamers: "we fear change. (stupid!)"
    >
    > geez! raise your hand if you just joined this list to shoot down ppls
    > ideas and insist everyone play the same way you do! lets get a head
    > count!
    >
    >
    > >Everyone can get anything, they just have to pay full price.
    >
    > yeah, which is why thats not what I was talking about.
    > that would fuck up the balance of costs because then moves that are
    > availiable to only 1 style would be cheaper than another move that
    > was availiable to many, even if that second move wasnt as good or
    > they were equal in power..
    >
    > because moves that are availiable more widely have a higher "highest
    > price to pay" than exclusive moves.
    >
    > >The other option is going the Cyborg route as they are allowed to
    > >get any focus technique.
    >
    > well that is "THE" other option, if you for some reason dont like new
    > things. otherwise theirs hundreds of other options.
    >
    >
    > > If you ask me, making every manuver availible to everyone kind of
    > >eliminates the point of developing one's art to a fine point.
    >
    > What about swordfighting? thats an irl art that can be developed to a
    > fine point? and yet ppl have ALL had the same moves in DnD for years
    > with no complaints.
    >
    > lets compare sniping with quick draw.
    > yet everyone has had the same "gun moves" in rifts without complaints.
    >
    > hell you could even break it down by skills.
    > "Driving"
    > are indy cars and monster trucks the same?
    > oh no! (gasp) the skill system eliminates the point of developing
    > one's art to a fine point!!!
    > what ever will we do!!!
    >
    >
    > >Heck, the whole 'Traditionalist' division of Street Fighters should
    > >go out the window in your case.
    >
    > pls dont talk about "in my case".
    > I dont think you have any idea how i would use this system in my game
    > if i did.
    > the way i would use it would make play funner, and by your pessimism
    > on the idea i'd say it hadnt occured to you how to do that.
    >
    > > In my games it matters pretty little: if a character want's a move
    > (advanced) he has to find someone to teach it to him anyway. And why
    > would a Kung Fu monk teach Dim Mak to a Sambo wrestler? I guess if
    > he can justify it.... =)
    >
    > wow, your games sound pretty good. their must be some deep
    > roleplaying if that is the only extent to which characters of 2
    > different styles can have a relationship to one another!
    >
    > would you like a humorous and sarcasticly long list of possible
    > reasons a kung fu master would teach dim mak to a sambo wrestler?
    > there are about 1 million feasable ones.
    > lol
    >
    >
    >
    >
    >
    >
    > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
    >
    >
    >
    >
    Group: streetfighter Message: 12746 From: Blue Dorian Date: 3/9/2002
    Subject: Re: Styles (lack of)
    Seriously, man - Nobody was calling you stupid for wanting to introduce
    new things to the game. Personally, I feel that Streetfighter -is- lacking
    certain things. For me, however, Styles is not something they lack. If it
    were up to me, I'd try to make the game less about speed-monkeys.
    Groundfighting does this, as does that one merit Sure Feet. The only thing
    it doesn't stop, however, are super-fast Grapplers. Someone with a dex of 2,
    like Zangief, can easily be grabbed by someone with... Say... A dex of 5 and
    the Head Bite maneuver(Like Blanka). And forget trying to stop a Dex 7
    person, like Vega.

    I've been considering making a sustained hold as an opposed check as soon
    as you enter with it, meaning that a dainty lil' thing like Fei Long will
    most likely fail to grapple someone as mighty as Zangief, Balrog or M.
    Bison. I'm a bit wary of doing that, but... Hmm... I dunno what else would
    work to at least give big, slow, tough grapplers a chance versus the li'l
    guys. Hrm.

    _________________________________________________________________
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    Group: streetfighter Message: 12747 From: Rinaldo Gambetta Date: 3/9/2002
    Subject: Re: Styles (lack of)
    Well nobody can be perfect Fei Long have speed so he must pay in another
    place, see Zangief a faster guy can just use foot sweep and make him fall
    all the time.
    ----- Original Message -----
    From: "Blue Dorian" <bdorian@...>
    To: <streetfighter@yahoogroups.com>
    Sent: Saturday, March 09, 2002 1:36 PM
    Subject: Re: [streetfighter] Re: Styles (lack of)


    >
    >
    > Seriously, man - Nobody was calling you stupid for wanting to introduce
    > new things to the game. Personally, I feel that Streetfighter -is- lacking
    > certain things. For me, however, Styles is not something they lack. If it
    > were up to me, I'd try to make the game less about speed-monkeys.
    > Groundfighting does this, as does that one merit Sure Feet. The only thing
    > it doesn't stop, however, are super-fast Grapplers. Someone with a dex of
    2,
    > like Zangief, can easily be grabbed by someone with... Say... A dex of 5
    and
    > the Head Bite maneuver(Like Blanka). And forget trying to stop a Dex 7
    > person, like Vega.
    >
    > I've been considering making a sustained hold as an opposed check as
    soon
    > as you enter with it, meaning that a dainty lil' thing like Fei Long will
    > most likely fail to grapple someone as mighty as Zangief, Balrog or M.
    > Bison. I'm a bit wary of doing that, but... Hmm... I dunno what else would
    > work to at least give big, slow, tough grapplers a chance versus the li'l
    > guys. Hrm.
    >
    > _________________________________________________________________
    > MSN Photos is the easiest way to share and print your photos:
    > http://photos.msn.com/support/worldwide.aspx
    >
    >
    >
    >
    >
    > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
    >
    >
    >
    >
    Group: streetfighter Message: 12748 From: Blue Dorian Date: 3/9/2002
    Subject: Re: Styles (lack of)
    >From: "Rinaldo Gambetta" <rinaldo.gambetta@...>
    >Reply-To: streetfighter@yahoogroups.com
    >To: <streetfighter@yahoogroups.com>
    >Subject: Re: [streetfighter] Re: Styles (lack of)
    >Date: Sat, 9 Mar 2002 10:55:27 -0300
    >
    >Well nobody can be perfect Fei Long have speed so he must pay in another
    >place, see Zangief a faster guy can just use foot sweep and make him fall
    >all the time.

    Though I agree that nobody can be perfect, in the SF system, slower
    fighters are at a serious disadvantage - And it's not just knockdowns, but
    fast-grapples(Since you just lose your action) and various Focus maneuvers
    that make you lose your action. Fei Long's disadvantage is that he gets less
    dice to soak, his advantage is that, against slower fighters, he'll never
    -have- to soak. About the only thing Zangief can hope for is that Fei Long
    will botch his damage roll and get tossed in a spinning piledriver. Smushy.
    Unfortunately, he's good enough that, even against 7 dice of soak, he's
    still doing enough damage that botching isn't terribly likely.

    _________________________________________________________________
    Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp.
    Group: streetfighter Message: 12749 From: Kim Foster Date: 3/9/2002
    Subject: Re: Styles (lack of)
    >> I've been considering making a sustained hold as an opposed check as
    >soon
    >> as you enter with it, meaning that a dainty lil' thing like Fei Long will
    >> most likely fail to grapple someone as mighty as Zangief, Balrog or M.
    >> Bison. I'm a bit wary of doing that, but... Hmm... I dunno what else would
    >> work to at least give big, slow, tough grapplers a chance versus the li'l
    >> guys. Hrm.
    >>

    Interesting, In my limited play experience, the slow tough guys were an
    advantage over the Speed guys. There's no way to really "evade" in Streetfighter
    (Aside from a few speical manuvers) so unless you costantly use Knockdown
    manuvers, that big, slow but extremely powerful blow is coming and its going
    to hurt. The biggest disadvantage to the grapplers tended to be they
    couldn't acutally "grapple" anyone, since grabs were generally slow and the
    speed guy could always move out of range.
    >> _________________________________________________________________
    >> MSN Photos is the easiest way to share and print your photos:
    >> http://photos.msn.com/support/worldwide.aspx
    >>
    >>
    >>
    >>
    >>
    >> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
    >>
    >>
    >>
    >>
    >
    >
    >
    >
    >
    >Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
    >
    >
    >
    Group: streetfighter Message: 12750 From: necro6hit Date: 3/9/2002
    Subject: Re: Styles (lack of)
    thats how i take it when in both cases it was implied that the answer
    was already in the books (in the form of jiu jitsu and jkd) if only i
    could READ.


    --- In streetfighter@y..., "Blue Dorian" <bdorian@h...> wrote:
    >
    >
    > Seriously, man - Nobody was calling you stupid for wanting to
    introduce
    > new things to the game.
    Group: streetfighter Message: 12751 From: mean_liar Date: 3/9/2002
    Subject: Re: Styles (lack of)
    > Interesting, In my limited play experience, the slow tough guys
    were an> advantage over the Speed guys. There's no way to
    really "evade" in Streetfighter> (Aside from a few speical manuvers)
    so unless you costantly use Knockdown> manuvers, that big, slow but
    extremely powerful blow is coming and its going> to hurt. The
    biggest disadvantage to the grapplers tended to be they> couldn't
    acutally "grapple" anyone, since grabs were generally slow and the>
    speed guy could always move out of range.


    It only works that way against fast, low-Athletics guys. Otherwise,
    that slow devastating attack will never hit. After all, it goes
    first (but can be interrupted), so the moment its about to hit, the
    fast dude backs off out of range. And as long as he has a good
    Athletics and good basic Techniques (Punch or Kick), he can Forward
    or Short Kick to his heart's content.
    Group: streetfighter Message: 12752 From: Andy Johnston Date: 3/9/2002
    Subject: Re: Styles (lack of)
    Hey necro! How you doing today? 
     
    It seems that you took my response kind of the wrong way. In fact badly. I ment none of it with malice nor insult, just brevity as I had short time to type. While I may not have questioned your intelligence before... well, you know =) 
     
    Admittedly a good portion of the list is lacking the books. But thanks to a bunch of dilligent role-players, most of the things in the sourcebooks can be found online if you need them. A short list of all the discounts can be found here http://mu.ranter.net/rpg/styles.html  and I'm sure there are other more comprehensive sites out there. How many books do you have? There might be other elements that white wolf added that you could find interesting.  You also seem quite interested in developing your own session. I hope it's fun. Let us know what changes you've made to the system and how it makes the game better. We've had several folks come up with thier own additions and modifications of the game, and some of em are pretty cool ideas. Whatever makes the game go better, as White Wolf said.
     
    On another note, try to keep the profanity and the flaming to a minimum. It would be a waste for you to be kicked off-list over something trivial.
     
    Your pal -Aj
     
     
    P.S. The Kung Fu and Sambo encounter acctually does sound funny. Post some of your thoughts!
    Group: streetfighter Message: 12753 From: herrtevik Date: 3/9/2002
    Subject: Re: Pokemon... ARgh! hey! ow!
    --- In streetfighter@y..., "herrtevik" <herrtevik@h...> wrote:
    > Okay, don't be so aggressive... ;p
    >
    > I was just wondering;
    > A long long time ago,
    > when I was part active on this list,
    > someone was talking about using the
    > SF system for a pokemon themed campaign.
    >
    > As I am making monsters for a fantasy setting,
    > I would like to take a look at these rules, if possible?
    >
    > Could the person who made these rules mail them to me?
    > Please?

    -oh, and my adress is Herrtevik@...

    > Thanks in advance!
    >
    > Ståle Tevik, hr.
    Group: streetfighter Message: 12754 From: necro6hit Date: 3/9/2002
    Subject: Re: Styles (lack of)
    --- In streetfighter@y..., "Andy Johnston" <dlatrex@h...> wrote:
    > Hey necro! How you doing today?

    fine

    > It seems that you took my response kind of the wrong way.

    I dont think i did.

    > In fact badly. I ment none of it with malice nor insult, just
    >brevity as I had short time to type. While I may not have questioned
    >your intelligence before... well, you know =)
    >

    oh thats nice....


    > Admittedly a good portion of the list is lacking the books. But
    >thanks to a bunch of dilligent role-players, most of the things in
    >the sourcebooks can be found online if you need them. A short list
    >of all the discounts can be found here
    >http://mu.ranter.net/rpg/styles.html and I'm sure there are other
    >more comprehensive sites out there. How many books do you have?

    2 copies of each, a worn as hell copy i use, and a mint copy in
    storage.

    3 copies of some as im collecting them to give out in a future series
    of contests @ my site. (i just scored another Secrets of Shadowloo
    recently! http://cgi.ebay.com/ws/eBayISAPI.dll?
    ViewItem&item=1709331845)


    >There might be other elements that white wolf added that you could
    >find interesting.

    seen it all.


    >You also seem quite interested in developing your
    >own session. I hope it's fun. Let us know what changes you've made
    >to the system and how it makes the game better. We've had several
    >folks come up with thier own additions and modifications of the
    >game, and some of em are pretty cool ideas. Whatever makes the game
    >go better, as White Wolf said.


    why the sudden interest?


    > On another note, try to keep the profanity and the flaming to a
    >minimum. It would be a waste for you to be kicked off-list over
    >something trivial.


    If your not a mod don't threaten me.
    If Mike or Fred feel I am out of line they will warn me, and I will
    listen.
    when you do it you just make me like you less.


    > Your pal -Aj
    >


    oh really?


    > P.S. The Kung Fu and Sambo encounter acctually does sound funny.
    >Post some of your thoughts!


    Well, in a campaign that focused on roleplaying instead of cliche or
    stereotypes, a Kung Fu master might be persuaded to teach a russian
    grappler Dim Mak for any of the following reasons or more:

    This particular Kung Fu master might only care who paid the most when
    he selects students.

    They could be old teammates and friends.

    The Kung Fu guy might owe the russian some huge life-debt for saving
    him or a family member.

    The KF guy could be under the influence of Mind Control.

    The kung fu master might be russian himself and feel a kinship with
    his rasslin comrade. (not all kung fu masters are chinese)

    by the same token, the sambo guy might be chinese and they feel a
    kinship.

    for that matter, they could both be the same nationality and be
    brothers or related somehow.

    The kung fu guy might have always wanted to take russian grappling
    but his traditionalist parents enrolled him in kung fu anyway. If he
    teaches the grappler dim mak the grappler promises to teach him the
    screw piledriver in return.

    the kung fu guy might be a complete idiot. the autistic master
    maybe?:)

    The grappler could be using disguise or a supernatural power like
    twelve has to appear as someone else, someone he would teach dim mak
    to.

    etc. etc. etc.

    Matt

    Matt's Conversions
    http://www.tlcnet.com/~slappy/sf/
    Group: streetfighter Message: 12755 From: Kim Foster Date: 3/9/2002
    Subject: Re: Styles (lack of)
    >It only works that way against fast, low-Athletics guys. Otherwise,
    >that slow devastating attack will never hit. After all, it goes
    >first (but can be interrupted), so the moment its about to hit, the
    >fast dude backs off out of range. And as long as he has a good
    >Athletics and good basic Techniques (Punch or Kick), he can Forward
    >or Short Kick to his heart's content.

    But once he does interupt the attack and attack on his own, he's stuck
    there. He can't move anymore. Assuming his kick or punch didn't Dizzy,
    knockdown or knockout his opponent. That blow is still coming. Only certain
    manuvers like Backflip Kick allow you to move after attacking.
    >
    Group: streetfighter Message: 12756 From: mean_liar Date: 3/9/2002
    Subject: Re: Styles (lack of)
    I'm not making myself clear...

    If 2 opponents are more than 1 hex apart, the speed demon controls
    the round. The slow guy moves first, which either a) takes him into
    range, or b) does not. If the attack is in range, the fast guy
    interrupts and backs off. If the attack isout of range, the fast
    guy lets the slow dude finish his move and then takes his turn as
    normal, hitting the slow dude.

    Next round, play a Move (if conservative) or a Short Kick (if not).
    In either case, you can let the slow dude go first and then back off
    if necessary. In doing so, the fast dude tries to set up the
    situation again as above. Repeat as desired.

    The only way this strategy doesn't work is when the fast guy
    Botches. Otherwise, a 2pt DEX difference between characters is
    usually fatal. The trick is to come in and attack, then move out
    before getting hit. If the opportunity to strike without exchanging
    blows isn't there, then don't go in. Easy.
    Group: streetfighter Message: 12757 From: Kim Foster Date: 3/9/2002
    Subject: Re: Styles (lack of)
    At 01:53 AM 3/10/02 -0000, you wrote:
    >I'm not making myself clear...
    >
    >If 2 opponents are more than 1 hex apart, the speed demon controls
    >the round. The slow guy moves first, which either a) takes him into
    >range, or b) does not. If the attack is in range, the fast guy
    >interrupts and backs off. If the attack isout of range, the fast
    >guy lets the slow dude finish his move and then takes his turn as
    >normal, hitting the slow dude.
    >
    >Next round, play a Move (if conservative) or a Short Kick (if not).
    >In either case, you can let the slow dude go first and then back off
    >if necessary. In doing so, the fast dude tries to set up the
    >situation again as above. Repeat as desired.
    >
    >The only way this strategy doesn't work is when the fast guy
    >Botches. Otherwise, a 2pt DEX difference between characters is
    >usually fatal. The trick is to come in and attack, then move out
    >before getting hit. If the opportunity to strike without exchanging
    >blows isn't there, then don't go in. Easy.
    >

    Perhaps we've been playing it diffrently. But the above wouldn't work the
    way we've been handling it. Fast Guy backs off and lets Slow Dude finish his
    move and is out of range. But, Fast Guy has done his move when he
    interupted, he can't just move again once Slow Guy is finished, walk up and
    slug him without fear of reprisal. They way we read the rules and combat
    example that seemed to be the way it worked.

    >
    >
    >
    >
    >Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
    >
    >
    >
    Group: streetfighter Message: 12758 From: necro6hit Date: 3/9/2002
    Subject: Re: Styles (lack of)
    hi Kim,
    here are some examples of how speed rocks in this game:

    first round:
    fast guy does not interupt slow guy, awww, slow guy cant reach him.
    then when he's done doing nothing fast guy moves in and hits him.
    second round:
    uh oh, fast guy is really close to slow guy now! fast guy beats him
    to speed and moves out of range before slow guy can act.
    (just repeat 1 and 2 above over and over, stick and move)

    Rasputan, my character from Rinaldos tournament.
    he's undefeated and has even won without taking damage already.
    he has 5 speed. high athletics, and Siberian Bear Crusher.
    he has a block to siberian bear crusher combo. making it come out
    REAL fast.
    he just altrernates blocking and bear crushing every other round and
    wins because of his higher speed.

    Susan my kabaddi girl:
    she has a 5 dex and extendible limbs.
    make a character like this and then fight anyone by simply running
    away and playing extended jab.
    it is hard as hell to get around and she usually wins 1 health point
    at a time.
    let the slower characters move up to you to hit you. then when you
    confirm they are finished with movement phase interupt and run away
    so they cant follow. jab them. the 5 dex jab is too fast for most
    characters to hit your limb.

    M


    --- In streetfighter@y..., Kim Foster <nexus@q...> wrote:
    > Interesting, In my limited play experience, the slow tough guys
    were an
    > advantage over the Speed guys. There's no way to really "evade" in
    Streetfighter
    > (Aside from a few speical manuvers) so unless you costantly use
    Knockdown
    > manuvers, that big, slow but extremely powerful blow is coming and
    its going
    > to hurt. The biggest disadvantage to the grapplers tended to be they
    > couldn't acutally "grapple" anyone, since grabs were generally slow
    and the
    > speed guy could always move out of range.
    Group: streetfighter Message: 12759 From: The King of Chickens 2001 Date: 3/9/2002
    Subject: Re: Styles (lack of)

     Furthermore, even if the fast athletic guy breaks out his strongest move, the slow, powerful guy can just abort-block and soak up all the damage. Zangief has more than +10 soak when blocking. Feilong's gonna waste all his Chi and Willpower trying to get through, and there's no way to gain it back during matches.

    >
    >
    > >It only works that way against fast, low-Athletics guys. Otherwise,
    > >that slow devastating attack will never hit. After all, it goes
    > >first (but can be interrupted), so the moment its about to hit, the
    > >fast dude backs off out of range. And as long as he has a good
    > >Athletics and good basic Techniques (Punch or Kick), he can Forward
    > >or Short Kick to his heart's content.
    >
    >But once he does interupt the attack and attack on his own, he's stuck
    >there. He can't move anymore. Assuming his kick or punch didn't Dizzy,
    >knockdown or knockout his opponent. That blow is still coming. Only certain
    >manuvers like Backflip Kick allow you to move after attacking.
    > >
    >
    >


    Get your FREE download of MSN Explorer at http://explorer.msn.com.
    Group: streetfighter Message: 12760 From: necro6hit Date: 3/9/2002
    Subject: Hoffmans page
    anyone have the current link to Chris Hoffman's page?
    Group: streetfighter Message: 12761 From: necro6hit Date: 3/9/2002
    Subject: street fighter 1 emulation
    the rom image is @:

    http://www.classicgaming.com/vault/roms/cpcroms.StreetFighter10534.sht
    ml

    you need an Amstrad CPC emulator (the system it was on) availiable
    here:
    http://www.classicgaming.com/vault/cpcemu.shtml

    if anyone knows where I can find the turbografix 16 rom please tell.
    I think it was a better converion of sf1 (closer to arcade)
    Group: streetfighter Message: 12762 From: mean_liar Date: 3/10/2002
    Subject: Re: Styles (lack of)
    Holy poop dude.

    Deep breath.



    Now.

    Let's see.


    Oh yes.

    I fear change.



    Have you implemented anything that anyone else has brought up?

    Does it matter?

    Does that make you resistant to change as well?


    "Stupid" <---- your word, not mine.
    Group: streetfighter Message: 12763 From: necro6hit Date: 3/10/2002
    Subject: Re: Styles (lack of)
    kim,
    you wait out of range till the slower guy hits nothingness.
    (dont interupt)
    then move in and hit him.
    (make sure you wait till he says hes done with his movement and
    atatck phase)

    next turn interupt and move out of range.
    (make sure to interupt after he's done with movement so he cant chase
    you)

    repeat. over and over.

    thats how you play the speed game.

    Matt


    --- In streetfighter@y..., Kim Foster <nexus@q...> wrote:
    .
    >
    > But once he does interupt the attack and attack on his own, he's
    stuck
    > there. He can't move anymore. Assuming his kick or punch didn't
    Dizzy,
    > knockdown or knockout his opponent. That blow is still coming. Only
    certain
    > manuvers like Backflip Kick allow you to move after attacking.
    > >
    Group: streetfighter Message: 12764 From: necro6hit Date: 3/10/2002
    Subject: Re: Styles (lack of)
    --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
    > Have you implemented anything that anyone else has brought up?

    yes

    > Does it matter?

    no

    > Does that make you resistant to change as well?

    What i refered to there was not whether or not it was implemented but
    whether it was even accepted as a valid idea.

    >
    > "Stupid" <---- your word, not mine.

    my word, your implication
    Group: streetfighter Message: 12765 From: necro6hit Date: 3/10/2002
    Subject: double post
    sorry for the double post about using speed.
    there was like, a half a day lag going through so i re-sent.