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Group: streetfighter Message: 12766 From: Jason Obeston Date: 3/10/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12767 From: Fred Chagnon Date: 3/10/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12768 From: Fred Chagnon Date: 3/10/2002
Subject: Re: street fighter 1 emulation
Group: streetfighter Message: 12769 From: necro6hit Date: 3/10/2002
Subject: Re: street fighter 1 emulation
Group: streetfighter Message: 12770 From: mean_liar Date: 3/10/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12771 From: mean_liar Date: 3/10/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12772 From: Kim Foster Date: 3/10/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12773 From: mean_liar Date: 3/10/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12774 From: Andy Johnston Date: 3/10/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12775 From: mean_liar Date: 3/10/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12776 From: necro6hit Date: 3/10/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12777 From: necro6hit Date: 3/10/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12778 From: necro6hit Date: 3/10/2002
Subject: live-action
Group: streetfighter Message: 12779 From: Fred Chagnon Date: 3/10/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12780 From: Rinaldo Gambetta Date: 3/10/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12781 From: necro6hit Date: 3/10/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12782 From: Rinaldo Gambetta Date: 3/10/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12783 From: Rinaldo Gambetta Date: 3/10/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12784 From: Frank Rizzo Date: 3/11/2002
Subject: Re: live-action
Group: streetfighter Message: 12785 From: Tony Figueroa Date: 3/11/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12786 From: Blue Dorian Date: 3/11/2002
Subject: Re: live-action
Group: streetfighter Message: 12787 From: galin_ra Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12788 From: galin_ra Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12789 From: galin_ra Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12790 From: galin_ra Date: 3/11/2002
Subject: Re: street fighter 1 emulation
Group: streetfighter Message: 12791 From: Kim Foster Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12792 From: necro6hit Date: 3/11/2002
Subject: Re: live-action
Group: streetfighter Message: 12793 From: mean_liar Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12794 From: Jason Obeston Date: 3/11/2002
Subject: Re: live-action
Group: streetfighter Message: 12795 From: mean_liar Date: 3/11/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12796 From: necro6hit Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12797 From: Schmeggy Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12798 From: mean_liar Date: 3/11/2002
Subject: Speedy fighters
Group: streetfighter Message: 12799 From: Rinaldo Gambetta Date: 3/11/2002
Subject: Belts.
Group: streetfighter Message: 12800 From: Rinaldo Gambetta Date: 3/11/2002
Subject: Playing Art of Fighting I and II.
Group: streetfighter Message: 12801 From: streetfighter@yahoogroups.com Date: 3/11/2002
Subject: New poll for streetfighter
Group: streetfighter Message: 12802 From: Jeff Yurkiw Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12803 From: Jeff Yurkiw Date: 3/11/2002
Subject: Re: Yet another detailed supercombo system
Group: streetfighter Message: 12804 From: galin_ra Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12805 From: galin_ra Date: 3/11/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12806 From: mean_liar Date: 3/11/2002
Subject: Re: New stlyes
Group: streetfighter Message: 12807 From: Chris Hoffmann Date: 3/11/2002
Subject: Re: Hoffmans page
Group: streetfighter Message: 12808 From: The King of Chickens 2001 Date: 3/11/2002
Subject: Re: Playing Art of Fighting I and II.
Group: streetfighter Message: 12809 From: galin_ra Date: 3/11/2002
Subject: Re: street fighter 1 emulation
Group: streetfighter Message: 12810 From: necro6hit Date: 3/11/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12811 From: Kim Foster Date: 3/11/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12812 From: mean_liar Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12813 From: Michael Deslongchamps Date: 3/11/2002
Subject: How can i get removed from the list?
Group: streetfighter Message: 12814 From: necro6hit Date: 3/11/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12815 From: necro6hit Date: 3/11/2002
Subject: Re: How can i get removed from the list?



Group: streetfighter Message: 12766 From: Jason Obeston Date: 3/10/2002
Subject: Re: Styles (lack of)
Well if you know you're up against a big grapple happy
baby you wait for them to enter your square start
their attack and then interupt move one hex back and
proceed to beat the shit out of them. Admittidly the
guy will wise up fairly quick but...



> 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.
> >
>
>
>


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Group: streetfighter Message: 12767 From: Fred Chagnon Date: 3/10/2002
Subject: Re: New stlyes
> 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.

The problem is with concepts. When people think of a Boxer, they think
of Balrog immediately...but the system doesn't force you to create a
heavyweight. Just make your character faster than he/she is strong, and
then lean more toward quicker punches then heavy ones. It's all in how
you play the character.

> 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.

Think of Bayman or Leon from the DOA series. Both Sanboists, but their
style is more of a commando Sanbo. Therefore if I were to create them I
would still put them down as Sanbo, but would choose more contact moves
(punches and kicks) then I would if I were creating a Sanbo wrestler
like Zangief.

--
___________________________________________________
Fred Chagnon "Only in RPGs does fighting
seagull@... make you a better person."
seagull@... - Peter Olafson
Group: streetfighter Message: 12768 From: Fred Chagnon Date: 3/10/2002
Subject: Re: street fighter 1 emulation
> 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)

Not sure -- but don't forget it was called "Fighting Street" not "Street
Fighter".

___________________________________________________
Fred Chagnon "Only in RPGs does fighting
seagull@... make you a better person."
seagull@... - Peter Olafson
Group: streetfighter Message: 12769 From: necro6hit Date: 3/10/2002
Subject: Re: street fighter 1 emulation
10-4

--- In streetfighter@y..., Fred Chagnon <seagull@a...> wrote:
> > 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)
>
> Not sure -- but don't forget it was called "Fighting Street"
not "Street
> Fighter".
>
> ___________________________________________________
> Fred Chagnon "Only in RPGs does fighting
> seagull@a... make you a better person."
> seagull@n... - Peter Olafson
Group: streetfighter Message: 12770 From: mean_liar Date: 3/10/2002
Subject: Re: Styles (lack of)
> 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.

Of course, Zen-No-Mind really whips the heck outta speed demons, too.

:)
Group: streetfighter Message: 12771 From: mean_liar Date: 3/10/2002
Subject: Re: Styles (lack of)
> Perhaps we've been playing it diffrently. But the above wouldn't
work the> way we've been handling it.

You're right, it wouldn't work according to the rules if this was 1
round. But its several.

Don't worry about it. Its pretty much what every fast character
does in the campaigns I've been in (back off, repeat until slow guy
plays a move that will miss, intterupt and attack, then back off and
go to step 1).
Group: streetfighter Message: 12772 From: Kim Foster Date: 3/10/2002
Subject: Re: Styles (lack of)
At 11:30 PM 3/10/02 -0000, you wrote:
>> 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.
>
>Of course, Zen-No-Mind really whips the heck outta speed demons, too.

Of course, the rule seem just vague enough that you may or may not be able
to move back and finish your attack once the slow guys has used his action.
We generalyl played it so when you interuppted you have to fully complete
when you were going to do at that point. So big slow guys had a hellacious
advantage.

>
>:)
>
>
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
Group: streetfighter Message: 12773 From: mean_liar Date: 3/10/2002
Subject: Re: New stlyes
> Think of Bayman or Leon from the DOA series. Both Sanboists, but
their> style is more of a commando Sanbo. Therefore if I were to
create them I> would still put them down as Sanbo, but would choose
more contact moves> (punches and kicks) then I would if I were
creating a Sanbo wrestler> like Zangief.

Bayman is SOOOOO Special Forces in my mind.
Group: streetfighter Message: 12774 From: Andy Johnston Date: 3/10/2002
Subject: Re: New stlyes
Hybrids of styles can really be interesting at times. Heh. After all, even the SF:STG version of Special forces talks about the incorperation of many styles into it. On top of that the different regions and countries in the world have thier own take on 'special forces' combat traning: Sanbo, Ler Drit, Wu Shu.  All aspecst of mil traning (I think =) 
 
----- Original Message -----
From: mean_liar
Sent: Sunday, March 10, 2002 6:42 PM
Subject: [streetfighter] Re: New stlyes

> Think of Bayman or Leon from the DOA series. Both Sanboists, but
their> style is more of a commando Sanbo. Therefore if I were to
create them I> would still put them down as Sanbo, but would choose
more contact moves> (punches and kicks) then I would if I were
creating a Sanbo wrestler> like Zangief.

Bayman is SOOOOO Special Forces in my mind.



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12775 From: mean_liar Date: 3/10/2002
Subject: Re: Styles (lack of)
> my word, your implication

No dude, your misinterpretation. It totally wasn't my intent to
judge anything. I just dislike extraneous Styles (Majestic Crow,
for example. Why not Hung Gar? Wing Chun? Tang Lang?
There's 'Kung Fu', and 'Majestic Crow'? Why have a generic 'Kung
Fu' if every minor variation is its own Style?). Like, Koyru-
Bujutsu or Shrui-Chiao are significantly different from other listed
Style that I feel that if someone wanted to play such a martial
artist, that would deserve a whole new listing. Whereas if someone
wanted to play San Shou or Mongolian Wrestling, I'd tell them to
take 'Wrestling'.

But to take it back to our BJJ/JJ discussion, in my own HUMBLE
opinion, making BJJ would only require some minor tweaking of JJ to
generate, so its no big deal. Its only semantics anyway, because as
you said, 'its a whole new Style' (and I guess it is, I just don't
like to think of it that way, because then I'd have no reason not to
create small differences in Kung Fu to account for all the different
Styles for the next player that wants a variant of the
canonical 'Kung Fu').


So, I totally meant no disrespect in any of my posts. The last one
was pretty heavy on the sarcasm, but it wasn't meant to be mean-
spirited. I save my condescension for face-to-face
conversations. :)
Group: streetfighter Message: 12776 From: necro6hit Date: 3/10/2002
Subject: Re: New stlyes
Bayman is textbook sanbo.
The most accurate videogame version of Sanbo Ive ever seen.
well, irl Sanbo anyway.

everyone knows in the streetfighter universe sanbo means wwf like
zangief no?

Matt

--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:

> Bayman is SOOOOO Special Forces in my mind.
Group: streetfighter Message: 12777 From: necro6hit Date: 3/10/2002
Subject: Re: Styles (lack of)
--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> > my word, your implication
>
> No dude, your misinterpretation.


sorry dude, to have misinterpreted you.


> It totally wasn't my intent to
> judge anything.


Totally My mistake.


>I just dislike extraneous Styles (Majestic Crow,
> for example. Why not Hung Gar? Wing Chun? Tang Lang?
> There's 'Kung Fu', and 'Majestic Crow'? Why have a generic 'Kung
> Fu' if every minor variation is its own Style?). Like, Koyru-
> Bujutsu or Shrui-Chiao are significantly different from other
listed
> Style that I feel that if someone wanted to play such a martial
> artist, that would deserve a whole new listing. Whereas if someone
> wanted to play San Shou or Mongolian Wrestling, I'd tell them to
> take 'Wrestling'.


you know when you go on and on about how useless and extranious the
creation of styles like this are your not really supporting your
whole "wasn't my intent to judge" statement.

that was basically my complaint was that you implied my idea was
completely useless and extranious (which isnt constructive) instead
of just stating your oppinion or how it may differ from mine(which is
constructive).

kind of insulting.


> But to take it back to our BJJ/JJ discussion, in my own HUMBLE
> opinion, making BJJ would only require some minor tweaking of JJ to
> generate, so its no big deal. Its only semantics anyway, because
as
> you said, 'its a whole new Style' (and I guess it is, I just don't
> like to think of it that way, because then I'd have no reason not
to
> create small differences in Kung Fu to account for all the
different
> Styles for the next player that wants a variant of the
> canonical 'Kung Fu').


yes yes, it is symantics.
when you say you minorly tweak jiu jitsu by adding x and removing y
accomplishes the same thing as if I were to write up the entire list
(same as jj but plus x and minus y), describe the style, give base
chi and willpower.

they both accomplish the same thing, which is to create brazilian jiu
jitsu which is similar to jiu jitsu but you call it tweaking and i
call it making a style. so the whole argument didnt need to happen.


> So, I totally meant no disrespect in any of my posts. The last one
> was pretty heavy on the sarcasm, but it wasn't meant to be mean-
> spirited.


sorry, thats the beauty of the internet though. things are often
misinterpreted because we only have text where as face to face we
have tone, body language, expression, etc..

my best friend could shoot down an idea of mine and make fun of it in
such a way that I would know he was joking, or at least not mean-
spirited, but when you tell me in ascii I just have your text to go
on (well, and your screen name:)).


> I save my condescension for face-to-face
> conversations. :)

good maybe youll get the crap beat out of you:)
j/k

theres some really shitty things going on irl and all my anger really
wasnt for you or andy. sorry I blew up.

Matt
Group: streetfighter Message: 12778 From: necro6hit Date: 3/10/2002
Subject: live-action
lol,
has anyone here played "minds eye theatre" live action of
StreetFighter?

I used to do a bit o live action werewolf/vampire with my friend.
Which only amounted to sitting around smoking and hanging out-talking
to other ppl who werent into it, while the ppl who WERE into it ran
around like idiots.
(havent smoked since new years btw)

but the point is, in that campaign I heard a story that before i
started, the DM let a couple of streetfighters in for one night to
put some of the powerfull vampires in their place.
heh,
theyre all baffled by their auras and cant figure out what they are.

plus fireballs etc. do agg damage.

plus it was direct conversions so they had like, 20 health and all
the world of darkness goths had like, 5.

I wish I could have been there to see that...
they whooped some ass..
Group: streetfighter Message: 12779 From: Fred Chagnon Date: 3/10/2002
Subject: Re: New stlyes
> Bayman is SOOOOO Special Forces in my mind.

That's exactly waht I mean by people get too hung up on concepts. Just
because he wears dogtags and a beret, does not make him special forces.

As Matt said, he's a textbook Sanboist.

___________________________________________________
Fred Chagnon "Only in RPGs does fighting
seagull@... make you a better person."
seagull@... - Peter Olafson
Group: streetfighter Message: 12780 From: Rinaldo Gambetta Date: 3/10/2002
Subject: Re: New stlyes
Well in the book Zangief fight Russian Wrestling.
----- Original Message -----
From: "necro6hit" <ringthief@...>
To: <streetfighter@yahoogroups.com>
Sent: Sunday, March 10, 2002 10:21 PM
Subject: [streetfighter] Re: New stlyes


> Bayman is textbook sanbo.
> The most accurate videogame version of Sanbo Ive ever seen.
> well, irl Sanbo anyway.
>
> everyone knows in the streetfighter universe sanbo means wwf like
> zangief no?
>
> Matt
>
> --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
>
> > Bayman is SOOOOO Special Forces in my mind.
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>
Group: streetfighter Message: 12781 From: necro6hit Date: 3/10/2002
Subject: Re: New stlyes
yeah rinaldo, but what i mean is the sanbo/russian wrestling from the
book and video game, are more like irl WWF than irl Sanbo.

btw, whats up with that tournament anyway? I really liked your
telling us how the fights went and doing portraits of fighters etc.

Matt

--- In streetfighter@y..., "Rinaldo Gambetta" <rinaldo.gambetta@t...>
wrote:
> Well in the book Zangief fight Russian Wrestling.
> ----- Original Message -----
> From: "necro6hit" <ringthief@c...>
> To: <streetfighter@y...>
> Sent: Sunday, March 10, 2002 10:21 PM
> Subject: [streetfighter] Re: New stlyes
>
>
> > Bayman is textbook sanbo.
> > The most accurate videogame version of Sanbo Ive ever seen.
> > well, irl Sanbo anyway.
> >
> > everyone knows in the streetfighter universe sanbo means wwf like
> > zangief no?
> >
> > Matt
> >
> > --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> >
> > > Bayman is SOOOOO Special Forces in my mind.
> >
> >
> >
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >
> >
Group: streetfighter Message: 12782 From: Rinaldo Gambetta Date: 3/10/2002
Subject: Re: New stlyes
Of course he use Sanbo and not Wrestling.
----- Original Message -----
From: "necro6hit" <ringthief@...>
To: <streetfighter@yahoogroups.com>
Sent: Sunday, March 10, 2002 10:21 PM
Subject: [streetfighter] Re: New stlyes


> Bayman is textbook sanbo.
> The most accurate videogame version of Sanbo Ive ever seen.
> well, irl Sanbo anyway.
>
> everyone knows in the streetfighter universe sanbo means wwf like
> zangief no?
>
> Matt
>
> --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
>
> > Bayman is SOOOOO Special Forces in my mind.
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>
Group: streetfighter Message: 12783 From: Rinaldo Gambetta Date: 3/10/2002
Subject: Re: New stlyes
My time get short because the college and I can´t look the e-mails and I
lost the entire thing, someday I can try again someday. I remember the
discution is about crouching block, my worst nightmare is animal hybrid I
don´t have rules for them and anyway I can´t understand why their existence
in this game, all because Blanka, in the book he didn´t receive nothing for
his "mutation".
----- Original Message -----
From: "necro6hit" <ringthief@...>
To: <streetfighter@yahoogroups.com>
Sent: Sunday, March 10, 2002 11:10 PM
Subject: [streetfighter] Re: New stlyes


> yeah rinaldo, but what i mean is the sanbo/russian wrestling from the
> book and video game, are more like irl WWF than irl Sanbo.
>
> btw, whats up with that tournament anyway? I really liked your
> telling us how the fights went and doing portraits of fighters etc.
>
> Matt
>
> --- In streetfighter@y..., "Rinaldo Gambetta" <rinaldo.gambetta@t...>
> wrote:
> > Well in the book Zangief fight Russian Wrestling.
> > ----- Original Message -----
> > From: "necro6hit" <ringthief@c...>
> > To: <streetfighter@y...>
> > Sent: Sunday, March 10, 2002 10:21 PM
> > Subject: [streetfighter] Re: New stlyes
> >
> >
> > > Bayman is textbook sanbo.
> > > The most accurate videogame version of Sanbo Ive ever seen.
> > > well, irl Sanbo anyway.
> > >
> > > everyone knows in the streetfighter universe sanbo means wwf like
> > > zangief no?
> > >
> > > Matt
> > >
> > > --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> > >
> > > > Bayman is SOOOOO Special Forces in my mind.
> > >
> > >
> > >
> > >
> > >
> > > 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: 12784 From: Frank Rizzo Date: 3/11/2002
Subject: Re: live-action
Fellas Im new to the group also, i have been reading some of the posts for a
while, real quick necro6hit, what was the live action system like?

>From: "necro6hit" <ringthief@...>
>Reply-To: streetfighter@yahoogroups.com
>To: streetfighter@yahoogroups.com
>Subject: [streetfighter] live-action
>Date: Mon, 11 Mar 2002 01:51:27 -0000
>
>lol,
>has anyone here played "minds eye theatre" live action of
>StreetFighter?
>
>I used to do a bit o live action werewolf/vampire with my friend.
>Which only amounted to sitting around smoking and hanging out-talking
>to other ppl who werent into it, while the ppl who WERE into it ran
>around like idiots.
>(havent smoked since new years btw)
>
>but the point is, in that campaign I heard a story that before i
>started, the DM let a couple of streetfighters in for one night to
>put some of the powerfull vampires in their place.
>heh,
>theyre all baffled by their auras and cant figure out what they are.
>
>plus fireballs etc. do agg damage.
>
>plus it was direct conversions so they had like, 20 health and all
>the world of darkness goths had like, 5.
>
>I wish I could have been there to see that...
>they whooped some ass..
>




checkwithme97@...


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Group: streetfighter Message: 12785 From: Tony Figueroa Date: 3/11/2002
Subject: Re: New stlyes
> > Bayman is SOOOOO Special Forces in my mind.
>
> That's exactly waht I mean by people get too hung up on concepts. Just
> because he wears dogtags and a beret, does not make him special forces.

Well, Bayman may be special forces, but that doesn't mean he has to have
Special Forces as a martial arts style.
I created him as a split style (3 dots in Special Forces and 3 in Sambo).

Tony
Group: streetfighter Message: 12786 From: Blue Dorian Date: 3/11/2002
Subject: Re: live-action
We did something similar to this, although in execution totally
different. We decided that, historically, there were numerous
non-Supernatural, exceptional mortals. The current record-holder for lifting
weight on his back is fifteen -tons-, not 600-800 lbs. Albert Einstein, Joan
of Arc, Adolf Hitler... Each held their own in a world filled with
Supernatural manipulation, changing the face of the planet with their
actions. These truly exceptional mortals became shining beacons or dark
overlords, their innate link and confidence in their own abilities being the
equalizer.

Several organizations were interested in the potential of Mankind - A
group of Mesopotamian Scholars created an organization to watch for these
truly exceptional people and to write of their thoughts and travails. In the
middle ages, before the Inquisition, Spain created an organization dedicated
to carrying out the dictates of these truly exceptional mortals(They
believed the only way to throw off the Supernatural Yoke was to help these
people achieve their destiny). In the mid-Twentieth Century, a little known
Soviet dictator named General Mikhail began an inquiry in to creating these
people via experiments begun by Nazi scientists during WW II.

We decided there were some fundamental differences between these people
and Mages - These people, instead of utilizing an external force to create
specific effects, turned internally to their own spirit. This meant that,
while they didn't suffer from Paradox, they also could not do things as
spectacular as a Mage. Also, they needed to always fuel their effects with
internal spirit. This innate link with themselves, however, allowed them to
achieve a spirit much stronger than any Mage, and so their Avatar(Called Chi
in some circles) could be rated as high as 10! Being creatures of the self,
their will allowed them to overcome broken bones and torn ligaments through
sheer force of will, and so never suffered from Wound Penalties(It was as if
they were always spending Willpower each round to ignore it). They had the
same number of health levels as others(Though they could purchase more,
representing their will-to-live even with injuries that would cripple a
lesser man), and their Techniques allowed them certain benefits depending on
the level. Maneuvers were bought, since the Avatar had to be trained to
manifest certain abilities, and non-magical Maneuvers were given as a list
with certain advantages - By practicing these maneuvers until they'd become
rote, they became advantages in being used.

It actually worked out quite well for the game, though I would never
admit to the WoD players that their subtle, Holmes-esque adventurers were
actually based off of the Streetfighter storytelling game. It worked out
well, too.

_________________________________________________________________
Chat with friends online, try MSN Messenger: http://messenger.msn.com
Group: streetfighter Message: 12787 From: galin_ra Date: 3/11/2002
Subject: Re: Styles (lack of)
I go by another rule.


ANYONE can learn whatever they want, as long as they have someone to
trian them in it.

So a Sambo who manage to convince a Kung Fu master to teach him Rekka
Ken, pays only the cost that Kung Fu must pay(Due to who teaches him
it) But I like to say that to learn cross style moves requires one
week of training per Power point it costs. And I mean CONSTANT
Training. Resting only to eat or sleep. That's about 15 hours a day
with training.

This applies if you learn from a sensei.

You can also create your own moves. But that's antoher matter

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

--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> --- 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: 12788 From: galin_ra Date: 3/11/2002
Subject: Re: Styles (lack of)
Hmmmmm..

In our campaign we allowed the slower dude attack after he is
interrupted. It's just plain silly if the faster can just sit and wait
till the slower dude moves and then move in and hit him without being
hit back.
In Kncokdown move case I can understand this. But not if the slower
still stands or is not dizzy.

One option to make K.d. less powerful, is to say that if you have
kippup and has not acted, you get to hit back with a slight penalty on
the damage roll(due to the stress and unbalnce after the Kuppup).

that way you solve k.d. problems.

Or the slower PC can learn Groundfighting.
Either way works.

-----Ronin-----


--- In streetfighter@y..., "mean_liar" <mean_liar@h...> 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.
Group: streetfighter Message: 12789 From: galin_ra Date: 3/11/2002
Subject: Re: Styles (lack of)
Well... In my opinion the faster guy could hold his action till his
opponent has moved. BUT! the slower fighter doesn't do his move before
his opponent is in range. The only way IMO for a faster PC to make the
slower use his action is to use his good speed to move out of the way.
And therefore forfeits his own attack.

If the slower moves, and the faster waits till this and THEN attacks.
It will still be an Interrupt. And the slower can hit back.

Only moves like Rolling Attack and Flying Heel Stomps would work for
faster ones to beat slow short-movers.


Only my 2% of a dollar.

-----Ronin-----


--- In streetfighter@y..., "necro6hit" <ringthief@c...> wrote:
> 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: 12790 From: galin_ra Date: 3/11/2002
Subject: Re: street fighter 1 emulation
Why not just go to MAME and use that instead. Great quality.
If I remember right you can try this link:

http://www.emux.com

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


--- In streetfighter@y..., "necro6hit" <ringthief@c...> wrote:
> 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: 12791 From: Kim Foster Date: 3/11/2002
Subject: Re: Styles (lack of)
At 02:27 PM 3/11/02 -0000, you wrote:
>Hmmmmm..
>
>In our campaign we allowed the slower dude attack after he is
>interrupted. It's just plain silly if the faster can just sit and wait
>till the slower dude moves and then move in and hit him without being
>hit back.
>In Kncokdown move case I can understand this. But not if the slower
>still stands or is not dizzy.
>
>One option to make K.d. less powerful, is to say that if you have
>kippup and has not acted, you get to hit back with a slight penalty on
>the damage roll(due to the stress and unbalnce after the Kuppup).
>
>that way you solve k.d. problems.
>
>Or the slower PC can learn Groundfighting.
>Either way works.

We added a couple of house rules. A d10 roll was added to Speed, so Fast
Dude wasn't garunteed to go first. We also added a "To Hit" roll, Opposed
Dex+Technique rolls, so Dexterous guys were harder to slam.
>
>-----Ronin-----
>
>
>--- In streetfighter@y..., "mean_liar" <mean_liar@h...> 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.
>
>
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
Group: streetfighter Message: 12792 From: necro6hit Date: 3/11/2002
Subject: Re: live-action
paper rock scissors to resolve shit.
using minds eye theater skills etc.


--- In streetfighter@y..., "Frank Rizzo" <checkwithme97@h...> wrote:
>
> Fellas Im new to the group also, i have been reading some of the
posts for a
> while, real quick necro6hit, what was the live action system like?
>
> >From: "necro6hit" <ringthief@c...>
> >Reply-To: streetfighter@y...
> >To: streetfighter@y...
> >Subject: [streetfighter] live-action
> >Date: Mon, 11 Mar 2002 01:51:27 -0000
> >
> >lol,
> >has anyone here played "minds eye theatre" live action of
> >StreetFighter?
> >
> >I used to do a bit o live action werewolf/vampire with my friend.
> >Which only amounted to sitting around smoking and hanging out-
talking
> >to other ppl who werent into it, while the ppl who WERE into it ran
> >around like idiots.
> >(havent smoked since new years btw)
> >
> >but the point is, in that campaign I heard a story that before i
> >started, the DM let a couple of streetfighters in for one night to
> >put some of the powerfull vampires in their place.
> >heh,
> >theyre all baffled by their auras and cant figure out what they
are.
> >
> >plus fireballs etc. do agg damage.
> >
> >plus it was direct conversions so they had like, 20 health and all
> >the world of darkness goths had like, 5.
> >
> >I wish I could have been there to see that...
> >they whooped some ass..
> >
>
>
>
>
> checkwithme97@h...
>
>
> _________________________________________________________________
> Send and receive Hotmail on your mobile device:
http://mobile.msn.com
Group: streetfighter Message: 12793 From: mean_liar Date: 3/11/2002
Subject: Re: Styles (lack of)
> my best friend could shoot down an idea of mine and make fun of it
in > such a way that I would know he was joking, or at least not mean-
> spirited, but when you tell me in ascii I just have your text to
go > on (well, and your screen name:)).

Imagine my problems in on-line Diplomacy games.

:)

I'm thinking of creating an e-mail address just for online Dip games:
nancypiffle@.... I figure then there's no hope of being
prejudged on the name with that kind of address. Funny thing is, I
don't even THINK of the effect of calling myself "mean liar", and am
ALWAYS surprised when people think I actually am mean or a liar.
Group: streetfighter Message: 12794 From: Jason Obeston Date: 3/11/2002
Subject: Re: live-action
Save for the ignore wound penalties you just described
adventure. The chi replaces inspiration and bam.





> Several organizations were interested in the
> potential of Mankind - A
> group of Mesopotamian Scholars created an
> organization to watch for these
> truly exceptional people and to write of their
> thoughts and travails. In the
> middle ages, before the Inquisition, Spain created
> an organization dedicated
> to carrying out the dictates of these truly
> exceptional mortals(They
> believed the only way to throw off the Supernatural
> Yoke was to help these
> people achieve their destiny). In the mid-Twentieth
> Century, a little known
> Soviet dictator named General Mikhail began an
> inquiry in to creating these
> people via experiments begun by Nazi scientists
> during WW II.
>
their will allowed them to overcome broken bones and
> torn ligaments through
> sheer force of will, and so never suffered from
> Wound Penalties(It was as if
> they were always spending Willpower each round to
> ignore it). They had the
> same number of health levels as others(Though they
> could purchase more,
> representing their will-to-live even with injuries
> that would cripple a
> lesser man), and their Techniques allowed them
> certain benefits depending on
> the level. Maneuvers were bought, since the Avatar
> had to be trained to
> manifest certain abilities, and non-magical
> Maneuvers were given as a list
> with certain advantages - By practicing these
> maneuvers until they'd become
> rote, they became advantages in being used.
>
> It actually worked out quite well for the game,
> though I would never
> admit to the WoD players that their subtle,
> Holmes-esque adventurers were
> actually based off of the Streetfighter storytelling
> game. It worked out
> well, too.
>
>
_________________________________________________________________
> Chat with friends online, try MSN Messenger:
> http://messenger.msn.com
>
>


__________________________________________________
Do You Yahoo!?
Try FREE Yahoo! Mail - the world's greatest free email!
http://mail.yahoo.com/
Group: streetfighter Message: 12795 From: mean_liar Date: 3/11/2002
Subject: Re: New stlyes
>...my worst nightmare is animal hybrid I> don´t have rules for them
and anyway I can´t understand why their existence> in this game, all
because Blanka, in the book he didn´t receive nothing for>
his "mutation".


'Animal Hybrid' is a lousy idea. I got rid of it the moment I read
it.

I'm still debating 'Cyborgs'. I doubt anything will come of it
because the first person that wants to play a Cyborg will be
ostracized by the rest of the players.
Group: streetfighter Message: 12796 From: necro6hit Date: 3/11/2002
Subject: Re: Styles (lack of)
--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> I'm thinking of creating an e-mail address just for online Dip
games:
> nancypiffle@h... I figure then there's no hope of being
> prejudged on the name with that kind of address. Funny thing is, I
> don't even THINK of the effect of calling myself "mean liar", and
am
> ALWAYS surprised when people think I actually am mean or a liar.


Enough of your lies!!!
Why can't you just be nice?
j/k
Group: streetfighter Message: 12797 From: Schmeggy Date: 3/11/2002
Subject: Re: Styles (lack of)
does this have anything to do with SF? If not, please take it private.


----- Original Message -----
From: "mean_liar" <mean_liar@...>
To: <streetfighter@yahoogroups.com>
Sent: Tuesday, March 12, 2002 12:40 AM
Subject: [streetfighter] Re: Styles (lack of)


> > my best friend could shoot down an idea of mine and make fun of it
> in > such a way that I would know he was joking, or at least not mean-
> > spirited, but when you tell me in ascii I just have your text to
> go > on (well, and your screen name:)).
>
> Imagine my problems in on-line Diplomacy games.
>
> :)
>
> I'm thinking of creating an e-mail address just for online Dip games:
> nancypiffle@.... I figure then there's no hope of being
> prejudged on the name with that kind of address. Funny thing is, I
> don't even THINK of the effect of calling myself "mean liar", and am
> ALWAYS surprised when people think I actually am mean or a liar.
>
>
> Yahoo! Groups Sponsor
> ADVERTISEMENT
>
>
>
>
> Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
>
>
Group: streetfighter Message: 12798 From: mean_liar Date: 3/11/2002
Subject: Speedy fighters
--- In streetfighter@y..., "galin_ra" <randerssen@h...> wrote:
> Well... In my opinion the faster guy could hold his action till his
> opponent has moved. BUT! the slower fighter doesn't do his move
before> his opponent is in range. The only way IMO for a faster PC to
make the> slower use his action is to use his good speed to move out
of the way.> And therefore forfeits his own attack.
>
> If the slower moves, and the faster waits till this and THEN
attacks.> It will still be an Interrupt. And the slower can hit back.


So you force the fast guys to Interrupt? Yikes. I understand why
you wanted to institute a To-Hit roll... otherwise, high Dex (at the
expense of Strength) seems pretty damn useless .
Group: streetfighter Message: 12799 From: Rinaldo Gambetta Date: 3/11/2002
Subject: Belts.
Many styles have their rating system, I read gurps martial arts (Good place
to pick up ideas) and see something about rating system Karate, Capoeira,
Savate and others how Sanbo saw a better student by strenght?
----- Original Message -----
From: "Jason Obeston" <callanme@...>
To: <streetfighter@yahoogroups.com>
Sent: Monday, March 11, 2002 1:26 PM
Subject: Re: [streetfighter] live-action


> Save for the ignore wound penalties you just described
> adventure. The chi replaces inspiration and bam.
>
>
>
>
>
> > Several organizations were interested in the
> > potential of Mankind - A
> > group of Mesopotamian Scholars created an
> > organization to watch for these
> > truly exceptional people and to write of their
> > thoughts and travails. In the
> > middle ages, before the Inquisition, Spain created
> > an organization dedicated
> > to carrying out the dictates of these truly
> > exceptional mortals(They
> > believed the only way to throw off the Supernatural
> > Yoke was to help these
> > people achieve their destiny). In the mid-Twentieth
> > Century, a little known
> > Soviet dictator named General Mikhail began an
> > inquiry in to creating these
> > people via experiments begun by Nazi scientists
> > during WW II.
> >
> their will allowed them to overcome broken bones and
> > torn ligaments through
> > sheer force of will, and so never suffered from
> > Wound Penalties(It was as if
> > they were always spending Willpower each round to
> > ignore it). They had the
> > same number of health levels as others(Though they
> > could purchase more,
> > representing their will-to-live even with injuries
> > that would cripple a
> > lesser man), and their Techniques allowed them
> > certain benefits depending on
> > the level. Maneuvers were bought, since the Avatar
> > had to be trained to
> > manifest certain abilities, and non-magical
> > Maneuvers were given as a list
> > with certain advantages - By practicing these
> > maneuvers until they'd become
> > rote, they became advantages in being used.
> >
> > It actually worked out quite well for the game,
> > though I would never
> > admit to the WoD players that their subtle,
> > Holmes-esque adventurers were
> > actually based off of the Streetfighter storytelling
> > game. It worked out
> > well, too.
> >
> >
> _________________________________________________________________
> > Chat with friends online, try MSN Messenger:
> > http://messenger.msn.com
> >
> >
>
>
> __________________________________________________
> Do You Yahoo!?
> Try FREE Yahoo! Mail - the world's greatest free email!
> http://mail.yahoo.com/
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>
Group: streetfighter Message: 12800 From: Rinaldo Gambetta Date: 3/11/2002
Subject: Playing Art of Fighting I and II.
I fell some nostalgic atmosphere and start to colect old games and with this
I remember a good character from Art of Fighting I and II, John the seaman,
I think he fight special forces but some movements I must create or not.
Group: streetfighter Message: 12801 From: streetfighter@yahoogroups.com Date: 3/11/2002
Subject: New poll for streetfighter
Enter your vote today! A new poll has been created for the
streetfighter group:

What Physical stats do you think are
most appropriate for Akuma (Gouki)?

o 6/6/6
o 7/7/7


To vote, please visit the following web page:

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

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

Thanks!
Group: streetfighter Message: 12802 From: Jeff Yurkiw Date: 3/11/2002
Subject: Re: Styles (lack of)
Ok. here's my $0.02 for this conversation...
 
What the hell is the "Stick-and-Move" pattern doing to the speedy guy's reputation? Crouds hate the one trick wonder...
 
Also, how about letting the super-slow grappler who's having trouble with the guy with the hard-on for speed do something akin to 'holding his action' untill the next round. The little guy 's got to try to hit him eventually.
 
Sucker-punching? Dust off that stunt card and wait till he hits you before making him suck dirt...
 
While the Zen-no-Mind trick works wonders to deflate speed demons, is it a restricted maneuver? I hate the thought that there's no way to counter this uber-tactic without resorting to house-rules...or ranged attacks...
 
Jeff
Group: streetfighter Message: 12803 From: Jeff Yurkiw Date: 3/11/2002
Subject: Re: Yet another detailed supercombo system
Wow! You've had fights last 16 hits? I've rarely seen group combats in this system last past 7 (each) much less 16...
If one guy is getting multiple hits on multiple opponents and they're still standing I'm impressed...(or he's got a hurricane kick going through the middle of a group combat...which rocks!)
 
Have you playtested this at all yet? I wonder if i'm remembering fight-length correctly...
 
I like the idea though...
 
Jeff
----- Original Message -----
Sent: Friday, March 08, 2002 12:00 AM
Subject: [streetfighter] 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: 12804 From: galin_ra Date: 3/11/2002
Subject: Re: Styles (lack of)
Aaah... Actually we did too. But we used a D3 as speed randomizer, and
Dex + tech. VS. Dex+Athletics to-hit. Dex+athletics was the diff. of
the roll. Not an opposed roll. ^_^


-----Ronin-----

--- In streetfighter@y..., Kim Foster <nexus@q...> wrote:
> At 02:27 PM 3/11/02 -0000, you wrote:
> >Hmmmmm..
> >
> >In our campaign we allowed the slower dude attack after he is
> >interrupted. It's just plain silly if the faster can just sit and wait
> >till the slower dude moves and then move in and hit him without being
> >hit back.
> >In Kncokdown move case I can understand this. But not if the slower
> >still stands or is not dizzy.
> >
> >One option to make K.d. less powerful, is to say that if you have
> >kippup and has not acted, you get to hit back with a slight penalty on
> >the damage roll(due to the stress and unbalnce after the Kuppup).
> >
> >that way you solve k.d. problems.
> >
> >Or the slower PC can learn Groundfighting.
> >Either way works.
>
> We added a couple of house rules. A d10 roll was added to Speed, so Fast
> Dude wasn't garunteed to go first. We also added a "To Hit" roll,
Opposed
> Dex+Technique rolls, so Dexterous guys were harder to slam.
> >
> >-----Ronin-----
> >
> >
> >--- In streetfighter@y..., "mean_liar" <mean_liar@h...> 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.
> >
> >
> >
> >
> >
> >Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >
Group: streetfighter Message: 12805 From: galin_ra Date: 3/11/2002
Subject: Re: Speedy fighters
I don't force'em. I just say taht if a faster guy waits, the slower
guy would Definetly not just punch the air. So if he doesn't
interrupt, he won't attack that round. That's all.

An attack hasn't been done bafore your opponent either dodges it with
move or the like, or a hit is connected(or missed/botched).

Tha higher dex ones get the advantage to hit first, but if they don't
dizzy or k.d. or something the slow one, the slower one will hit back.


Just my opinion ^_^

-----Ronin-----


--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
> --- In streetfighter@y..., "galin_ra" <randerssen@h...> wrote:
> > Well... In my opinion the faster guy could hold his action till his
> > opponent has moved. BUT! the slower fighter doesn't do his move
> before> his opponent is in range. The only way IMO for a faster PC to
> make the> slower use his action is to use his good speed to move out
> of the way.> And therefore forfeits his own attack.
> >
> > If the slower moves, and the faster waits till this and THEN
> attacks.> It will still be an Interrupt. And the slower can hit back.
>
>
> So you force the fast guys to Interrupt? Yikes. I understand why
> you wanted to institute a To-Hit roll... otherwise, high Dex (at the
> expense of Strength) seems pretty damn useless .
Group: streetfighter Message: 12806 From: mean_liar Date: 3/11/2002
Subject: Re: New stlyes
> > Bayman is SOOOOO Special Forces in my mind.
>
> That's exactly waht I mean by people get too hung up on concepts.
Just> because he wears dogtags and a beret, does not make him special
forces.
>
> As Matt said, he's a textbook Sanboist.


Not in Street Fighter, he's not.

Sure, he uses joint locks and breaks the way REAL Sanbo are supposed
to, but within the context of Street Fighter, 'Sanbo' the Style
doesn't convey what Bayman is capable of. Because, as Matt
mentioned, Sanbo in Street Fighter is presented as a WWF variant, a
la Zangief. 'Special Forces' the Style conveys Bayman within the
context of Street Fighter. To me, anyway.

If they're wearing dog tags and wear berets in Street Fighter, that
usually means Special Forces. Its just playing to the genre.
Group: streetfighter Message: 12807 From: Chris Hoffmann Date: 3/11/2002
Subject: Re: Hoffmans page
--- necro6hit <ringthief@...> wrote:
> anyone have the current link to Chris Hoffman's page?

I do :)

staredown.8m.net

=====
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: 12808 From: The King of Chickens 2001 Date: 3/11/2002
Subject: Re: Playing Art of Fighting I and II.

Ah...a fellow John Crawley Fan.

Movelist:
Mega Smash = Sonic Boom (it is one, after all)
Leg Drill = Flying Body Spear
Flying Cutter = Spinning Clothesline....you may want to invent an aerial version tho to emulate his version more closely.
 
Has normal moves Triple Strike, Spinning Back Fist, Foot Sweep, Throw, Suplex.
 
Combos:
Short -> Triple Strike -> Spinning Back Fist, to emulate one of his specials which I can find no name for.
 
Optional supercombos (using my own KOF supercombo system):
Super Sonic Boom (additional +6 damage)
 
Super Combo: Sonic Boom -> Sonic Boom -> Sonic Boom -> Sonic Boom -> Sonic Boom (+1 to speed, damage and move per hit, immune to botch, cannot terminate prematurely unless dizzied or knocked down).
 
Did I miss anything?
 
>From: "Rinaldo Gambetta"
>Reply-To: streetfighter@yahoogroups.com
>To:
>Subject: [streetfighter] Playing Art of Fighting I and II.
>Date: Mon, 11 Mar 2002 15:16:28 -0300
>
>I fell some nostalgic atmosphere and start to colect old games and with this
>I remember a good character from Art of Fighting I and II, John the seaman,
>I think he fight special forces but some movements I must create or not.
>


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Group: streetfighter Message: 12809 From: galin_ra Date: 3/11/2002
Subject: Re: street fighter 1 emulation
I just tried the link and it doesn't work anymore.


Try http://www.mame.dk Instead

-----Ronin-----

--- In streetfighter@y..., "galin_ra" <randerssen@h...> wrote:
> Why not just go to MAME and use that instead. Great quality.
> If I remember right you can try this link:
>
> http://www.emux.com
>
> -----Ronin------
>
>
> --- In streetfighter@y..., "necro6hit" <ringthief@c...> wrote:
> > 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: 12810 From: necro6hit Date: 3/11/2002
Subject: Re: Speedy fighters
I don't understand how sum1 could not grasp this concept but I guess
we all might interpret the rules differently.

The way I play, speed kills thusly:
----------------------------
1. interupt the slow guy and move out of range of him. He cant hit
you.

2. your faster but DONT INTERUPT. he has to take his movement and
attack phase, if he cant reach you he forfeits attack. THEN you move
back into range and hit him.

3. go back to "1" and repeat.
----------------------------

So if you are sufficiently faster than your opponent he has no hope.

It's all about the timing of when to interupt and when not too. your
given that option by being faster.

If you wait for the slower fighter who is out of range to take his
movement and attack phase, and he cant attack you cause he is out of
range, then his turn is over. you can safely , move in ant attack
without worrying about him till next turn (when you interupt and move
away).

Matt
Group: streetfighter Message: 12811 From: Kim Foster Date: 3/11/2002
Subject: Re: Speedy fighters
At 06:09 PM 3/11/02 -0000, you wrote:
>I don't understand how sum1 could not grasp this concept but I guess
>we all might interpret the rules differently.

>Matt
>

I think what is be saying is that some (my group included) play it like once
you interup to move out of the way and declare finished moving, thats it.
your turn is over as well. You can't waltz back up and hit him in perfect
safty. Next turn, you could move about into range and hit the big guy, then
your turn is over and your in range of a return attack.


>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
Group: streetfighter Message: 12812 From: mean_liar Date: 3/11/2002
Subject: Re: Styles (lack of)
> What the hell is the "Stick-and-Move" pattern doing to the speedy
guy's reputation? Crowds hate the one trick wonder...

Yes and no. The people that appreciate the 'Art' of fighting (those
who choose Roy Jones Jr over mid-80s Tyson) will be looking for a
tough competition, not an entertaining brawl. The more bloodthirsty
will not appreciate a "Stick and Move" speedy fighter, though.

Of course, the REALLY bloodthirsty will think any non-armed combat is
pedestrian and boring, and that any grappler, no matter how slow or
fast, is boring.

The trick is to find a manager that can find an audience that will
appreciate your style of fighting.


> Also, how about letting the super-slow grappler who's having
trouble with the guy with the hard-on for speed do something akin
to 'holding his action' untill the next round. The little guy 's got
to try to hit him eventually.

Block to Stomache Pump. Block to Iron Claw. Block to Head Bite to
Leech (for the Ninjas).

:)

Its already in the game.


> While the Zen-no-Mind trick works wonders to deflate speed demons,
is it a restricted maneuver?

No. Its cheaper for some, but its still an "Any" maneuver for all
(Any 4).
Group: streetfighter Message: 12813 From: Michael Deslongchamps Date: 3/11/2002
Subject: How can i get removed from the list?
How do I get removed from the street fighter list...
----- Original Message -----
Sent: Monday, March 11, 2002 12:37 PM
Subject: Re: [streetfighter] Playing Art of Fighting I and II.

Ah...a fellow John Crawley Fan.

Movelist:
Mega Smash = Sonic Boom (it is one, after all)
Leg Drill = Flying Body Spear
Flying Cutter = Spinning Clothesline....you may want to invent an aerial version tho to emulate his version more closely.
 
Has normal moves Triple Strike, Spinning Back Fist, Foot Sweep, Throw, Suplex.
 
Combos:
Short -> Triple Strike -> Spinning Back Fist, to emulate one of his specials which I can find no name for.
 
Optional supercombos (using my own KOF supercombo system):
Super Sonic Boom (additional +6 damage)
 
Super Combo: Sonic Boom -> Sonic Boom -> Sonic Boom -> Sonic Boom -> Sonic Boom (+1 to speed, damage and move per hit, immune to botch, cannot terminate prematurely unless dizzied or knocked down).
 
Did I miss anything?
 
>From: "Rinaldo Gambetta"
>Reply-To: streetfighter@yahoogroups.com
>To:
>Subject: [streetfighter] Playing Art of Fighting I and II.
>Date: Mon, 11 Mar 2002 15:16:28 -0300
>
>I fell some nostalgic atmosphere and start to colect old games and with this
>I remember a good character from Art of Fighting I and II, John the seaman,
>I think he fight special forces but some movements I must create or not.
>


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Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
Group: streetfighter Message: 12814 From: necro6hit Date: 3/11/2002
Subject: Re: Speedy fighters
your still not getting me.
(see below)

--- In streetfighter@y..., Kim Foster <nexus@q...> wrote:
I think what is be saying is that some (my group included) play it
like once
> you interup to move out of the way and declare finished moving,
thats it.
> your turn is over as well. You can't waltz back up and hit him in
perfect
> safty.


not that round. you waltz back and hit him in perfect safety NEXT
round when you have another turn.


>Next turn, you could move about into range and hit the big guy, then
> your turn is over and your in range of a return attack.

This next round here, if you do NOT interupt, the big guy will be
forced to do his stuff out of range of you. he cant reach, so he
finishes HIS movement and attack phase without hitting you.

then you act (without interupting order is slowest to fastest)

THEEEEN you move in and hit him in perfect safety.

He cant hit you because he has already acted this turn when he
couldnt reach you.

I don't know any better way to explain this basic tactic of the game.
would you like an animated Flash movie? I was thinking of making one
to explain how to play anyway, similar to the one for DnD at their
site.

The advantage of being fast in SF:STG is not that you can hit first.
It's that you can CHOOSE to hit first, or second.
Based on the timing/existence of your interupt.

Matt
Group: streetfighter Message: 12815 From: necro6hit Date: 3/11/2002
Subject: Re: How can i get removed from the list?
by sending an e mail to this address:
streetfighter-unsubscribe@yahoogroups.com

--- In streetfighter@y..., "Michael Deslongchamps" <mjdeslon@u...>
wrote:
> How do I get removed from the street fighter list...