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Group: streetfighter Message: 251 From: Nelson, Christopher T Date: 9/18/1998
Subject: Question for the weekend
Group: streetfighter Message: 252 From: Joshua Rogers Date: 9/18/1998
Subject: Re: Question for the weekend
Group: streetfighter Message: 253 From: Joshua Rogers Date: 9/18/1998
Subject: Re: Question for the weekend
Group: streetfighter Message: 254 From: cam1984@hotmail.com Date: 9/19/1998
Subject: Re: Question for the weekend
Group: streetfighter Message: 255 From: EvilTyger@aol.com Date: 9/19/1998
Subject: SF Series? (Was Q for Weekend)
Group: streetfighter Message: 256 From: Nelson, Christopher T Date: 9/21/1998
Subject: Re: Question for the weekend
Group: streetfighter Message: 257 From: Steve 'Doom Trooper' Karstensen Date: 9/21/1998
Subject: Re: Question for the weekend
Group: streetfighter Message: 258 From: Howard Collins Date: 9/22/1998
Subject: Page Moved
Group: streetfighter Message: 259 From: Darrick Chen Date: 9/23/1998
Subject: New SF Expansion??
Group: streetfighter Message: 260 From: Joshua Rogers Date: 9/23/1998
Subject: Re: New SF Expansion??
Group: streetfighter Message: 261 From: Howard Collins Date: 9/23/1998
Subject: Re: New SF Expansion??
Group: streetfighter Message: 262 From: EvilTyger@aol.com Date: 9/24/1998
Subject: Re: New SF Expansion??
Group: streetfighter Message: 263 From: cam1984@hotmail.com Date: 9/28/1998
Subject: mr.t
Group: streetfighter Message: 264 From: cam1984@hotmail.com Date: 9/28/1998
Subject: my update
Group: streetfighter Message: 265 From: cam1984@hotmail.com Date: 9/28/1998
Subject: sophitia
Group: streetfighter Message: 266 From: Steve 'Doom Trooper' Karstensen Date: 9/28/1998
Subject: Re: my update
Group: streetfighter Message: 267 From: Steve 'Doom Trooper' Karstensen Date: 9/28/1998
Subject: Re: mr.t
Group: streetfighter Message: 268 From: cam1984@hotmail.com Date: 9/28/1998
Subject: Re: mr.t
Group: streetfighter Message: 269 From: cam1984@hotmail.com Date: 9/28/1998
Subject: steves art
Group: streetfighter Message: 270 From: cam1984@hotmail.com Date: 9/28/1998
Subject: a new sourcebook(sorta)
Group: streetfighter Message: 271 From: cam1984@hotmail.com Date: 9/28/1998
Subject: the combat book
Group: streetfighter Message: 272 From: cam1984@hotmail.com Date: 9/28/1998
Subject: steves art
Group: streetfighter Message: 273 From: cam1984@hotmail.com Date: 9/29/1998
Subject: the combat book
Group: streetfighter Message: 274 From: cam1984@hotmail.com Date: 9/29/1998
Subject: a new sourcebook(sorta)
Group: streetfighter Message: 275 From: Steve 'Doom Trooper' Karstensen Date: 9/29/1998
Subject: Re: a new sourcebook(sorta)
Group: streetfighter Message: 276 From: EvilTyger@aol.com Date: 9/29/1998
Subject: Re: a new sourcebook(sorta)
Group: streetfighter Message: 277 From: Joshua Rogers Date: 9/29/1998
Subject: Re: a new sourcebook(sorta)
Group: streetfighter Message: 278 From: Steve 'Doom Trooper' Karstensen Date: 9/29/1998
Subject: Re: a new sourcebook(sorta) - and Mortal Kombat
Group: streetfighter Message: 279 From: Nelson, Christopher T Date: 9/29/1998
Subject: Crippling Moves & other short stories
Group: streetfighter Message: 280 From: Steve 'Doom Trooper' Karstensen Date: 9/30/1998
Subject: Re: Crippling Moves & other short stories
Group: streetfighter Message: 281 From: cam1984@hotmail.com Date: 10/3/1998
Subject: Re: Crippling moves off the top of my head
Group: streetfighter Message: 282 From: cam1984@hotmail.com Date: 10/4/1998
Subject: my page moved
Group: streetfighter Message: 283 From: Steve 'Doom Trooper' Karstensen Date: 10/6/1998
Subject: da links... da links... da links are on line
Group: streetfighter Message: 284 From: Nelson, Christopher T Date: 10/8/1998
Subject: Dislocate Limb ruling?
Group: streetfighter Message: 285 From: Steve 'Doom Trooper' Karstensen Date: 10/8/1998
Subject: Re: Dislocate Limb ruling?
Group: streetfighter Message: 286 From: Joshua Rogers Date: 10/8/1998
Subject: Re: Dislocate Limb ruling?
Group: streetfighter Message: 287 From: Steve 'Doom Trooper' Karstensen Date: 10/12/1998
Subject: Top Ten Cartwheel Kick Counters
Group: streetfighter Message: 288 From: cam1984@hotmail.com Date: 10/16/1998
Subject: top cartwheel counter
Group: streetfighter Message: 289 From: cam1984@hotmail.com Date: 10/16/1998
Subject: Re: Dislocate Limb ruling?
Group: streetfighter Message: 290 From: cam1984@hotmail.com Date: 10/16/1998
Subject: video games
Group: streetfighter Message: 291 From: cam1984@hotmail.com Date: 10/16/1998
Subject: eeeeaaarth-quaker!
Group: streetfighter Message: 292 From: Chris Hoffmann Date: 10/16/1998
Subject: Re: video games
Group: streetfighter Message: 293 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: top cartwheel counter
Group: streetfighter Message: 294 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: Dislocate Limb ruling?
Group: streetfighter Message: 295 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: video games
Group: streetfighter Message: 296 From: ArkonDLoC@aol.com Date: 10/16/1998
Subject: Re: top cartwheel counter
Group: streetfighter Message: 297 From: REMO DISCONZI Date: 10/16/1998
Subject: Re: video games
Group: streetfighter Message: 298 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: video games
Group: streetfighter Message: 299 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: top cartwheel counter
Group: streetfighter Message: 300 From: Nelson, Christopher T Date: 10/16/1998
Subject: FW: Grapplers & that cool jumping away fierce punch I didn't want



Group: streetfighter Message: 251 From: Nelson, Christopher T Date: 9/18/1998
Subject: Question for the weekend
Seems like it's been MIGHTY quiet on this list for the last
week or so, figured I'd take a stab w/ another random rules
question.

Okay, we all know that when you play a block maneuver, you
get to add a +2 speed bonus to your next attack, right?
Now it's always been my understanding that the reason you
get this speed bonus is because you get to sorta deflect your
attacker's attack, & thus throw him off-balance for his next move,
thus making him slower relative to you. But, if that was
really the case, it seems to me that the attacker would be getting
-2 speed on his next move, & not you getting +2 speed... but that's
a different point.
Now, we've always played that if you play a block, & if you are
attacked that round, then you get the speed bonus. However,
if no-one attacks you, you don't get the bonus. (Really
cuts down on the block -> fireball combos). Anyway, I forget
how much of what I just said is standard by the book, so there's my
groundlaying. Now for the question:
What happens if you play a block, & your opponent is STILL faster?
Obviously, you don't get the soak bonus, & pretty much you've wasted
a round. We've always been nice & given them the speed bonus
next round, not for any good reason other than, 'man, wasted a
round blocking & still got tagged. That sux dude, here have the
speed bonus.' Plus, I seem to recall someone pointing out
that the only requirements for the speed bonus technically are
-being attacked
-playing the block maneuver

So, even if they are interrupted, well, technically, they DID meet the
requirements & should get the speed bonus next round, even thou
it doesn't make any sense by the logic I rambled above.

So, what's everyone else's ruling on this little gem? Does anyone
play w/ the "you must be attacked to get the speed bonus" part (is it
in the books), or did we make that up? (I can't remember, it's been
awhile).

Aways, y'all have a g'weekend.


Laters!
-Chris!


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Group: streetfighter Message: 252 From: Joshua Rogers Date: 9/18/1998
Subject: Re: Question for the weekend
Hmm...not sure if I followed that in the absolute slightest, Chris. But,
I'll take a stab at it anyways. Seems like if you were doing it by the
'have to be attacked' rule (by saying you knock your opponent off
balance) you'd also be limited to getting the speed bonus only if you
attack your attacker. Sounds like a lotta bookwork that players aren't
going to enjoy, since it takes away some of their advantage (yes, it
penalizes their foes too, but since when has that factored into any
opinion polls?)

I'd say stick with the Jackie Chan rule of blocking: Namely, if you
block, you get the speed bonus. Doesn't matter if you're hit, if you
strike someone other than your attacker, you just get it.

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Group: streetfighter Message: 253 From: Joshua Rogers Date: 9/18/1998
Subject: Re: Question for the weekend
Hmm...not sure if I followed that in the absolute slightest, Chris. But,
I'll take a stab at it anyways. Seems like if you were doing it by the
'have to be attacked' rule (by saying you knock your opponent off
balance) you'd also be limited to getting the speed bonus only if you
attack your attacker. Sounds like a lotta bookwork that players aren't
going to enjoy, since it takes away some of their advantage (yes, it
penalizes their foes too, but since when has that factored into any
opinion polls?)

I'd say stick with the Jackie Chan rule of blocking: Namely, if you
block, you get the speed bonus. Doesn't matter if you're hit, if you
strike someone other than your attacker, you just get it.

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Group: streetfighter Message: 254 From: cam1984@hotmail.com Date: 9/19/1998
Subject: Re: Question for the weekend
i always kinda pictured it as being coiled back like a cobra, ready to strike.(when you block.)
like being spring loaded!!

also i added a lot more moves to my page n changed a few old ones, check it.
all i really have to do is garudas moves hokutos moves. weird mother fuckers....

also, can you make someone "whiff". can you interupt at a certain time so that even if they have enough move left, theyve already begun n their move hits open air???

also this is the "street fighter" game, not street fighter 2. does anyone know anything about the street fighter 1 characters?? like, enough for me to convert their styles and moves???

birdie gen sagat adon ken ryu eagle retsu geki mike etc, are the only ones i even remember from part one. i also remember that one stage was mt rushmore and one was a trainyard.

also, can you just crouch to avoid certain moves??? even if you dont have a "crouching move"??

matt
http://www.geocities.com/southbeach/surf/1484/sf.html

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Group: streetfighter Message: 255 From: EvilTyger@aol.com Date: 9/19/1998
Subject: SF Series? (Was Q for Weekend)
n a message dated 9/18/98 11:42:08 PM Pacific Daylight Time,
cam1984@... writes:

<< also this is the "street fighter" game, not street fighter 2. does anyone
know anything about the street fighter 1 characters?? like, enough for me to
convert their styles and moves??? >>

Alright... better yet.... anyone got the SF 2010 Ken up?

(Yes, even in the original, the "secret ending" was learning that the hero was
Ken)

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Group: streetfighter Message: 256 From: Nelson, Christopher T Date: 9/21/1998
Subject: Re: Question for the weekend
> ----------
> From: cam1984@...[SMTP:cam1984@...]
> Sent: Friday, September 18, 1998 11:41 PM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Re: Question for the weekend
>
> also, can you make someone "whiff". can you interupt at a certain
> time so that even if they have enough move left, theyve already begun
> n their move hits open air???
>
We always played that if you can interrupt them RIGHT as they
start swinging, and move outa the way. They're done w/ their movement
phase, so all they can do is sit still & punch air, even if they
would normally have movement left. Makes being faster REALLY
important...

> also this is the "street fighter" game, not street fighter 2. does
> anyone know anything about the street fighter 1 characters?? like,
> enough for me to convert their styles and moves???
>
> birdie gen sagat adon ken ryu eagle retsu geki mike etc, are the only
> ones i even remember from part one. i also remember that one stage
> was mt rushmore and one was a trainyard.
>
I can't say I've ever played it, but you might have some luck at:

http://www.videogames.com/features/universal/sfhistory/index.html

They do a nice write-up on all the character's from the SF video games.
Screen shots, & a little about their background & special moves.
No, they aren't converted for SF-RPG, but it might be a good starting
point.
G'luck
-Chris!





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Group: streetfighter Message: 257 From: Steve 'Doom Trooper' Karstensen Date: 9/21/1998
Subject: Re: Question for the weekend
that's exactly how it works. You have a movement portion of your
maneuver and a damage portion of your maneuver. once you stop moving
and are ready to roll damage, you can't move again. if your opponent
moves out of the way, you've missed. so solly.

(this is in the rulebook, btw; chapter eight, combat).

Nelson, Christopher T wrote:
>
> > ----------
> > From: cam1984@...[SMTP:cam1984@...]
> > Sent: Friday, September 18, 1998 11:41 PM
> > To: streetfighter@egroups.com
> > Subject: [streetfighter] Re: Question for the weekend
> >
> > also, can you make someone "whiff". can you interupt at a certain
> > time so that even if they have enough move left, theyve already begun
> > n their move hits open air???
> >
> We always played that if you can interrupt them RIGHT as they
> start swinging, and move outa the way. They're done w/ their movement
> phase, so all they can do is sit still & punch air, even if they
> would normally have movement left. Makes being faster REALLY
> important...
>
> > also this is the "street fighter" game, not street fighter 2. does
> > anyone know anything about the street fighter 1 characters?? like,
> > enough for me to convert their styles and moves???
> >
> > birdie gen sagat adon ken ryu eagle retsu geki mike etc, are the only
> > ones i even remember from part one. i also remember that one stage
> > was mt rushmore and one was a trainyard.
> >
> I can't say I've ever played it, but you might have some luck at:
>
> http://www.videogames.com/features/universal/sfhistory/index.html
>
> They do a nice write-up on all the character's from the SF video games.
> Screen shots, & a little about their background & special moves.
> No, they aren't converted for SF-RPG, but it might be a good starting
> point.
> G'luck
> -Chris!
>
> ______________________________________________________________________
>
> Subscribe, unsubscribe, opt for a daily digest, or start a new e-group
> at http://www.eGroups.com -- Free Web-based e-mail groups.

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Group: streetfighter Message: 258 From: Howard Collins Date: 9/22/1998
Subject: Page Moved
I was running out of space at GTI, and so I have moved my page and all its
contents (including the Street Fighter rants and maneuver/style tables) to
a new host. The new link to the SF section is
http://www.accessgate.net/howard/rpg/sfstg.html

The old domain will stay up for a while, and eventually just have pointer
links to the new one.

--

http://www.accessgate.net/howard for nonsensical rants about things nobody
cares about


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Group: streetfighter Message: 259 From: Darrick Chen Date: 9/23/1998
Subject: New SF Expansion??
I was surfing around today, looking for a place that would have a copy
of Conteders when I came across something odd.

One game warehouse page listed uder their street fighter heading some
thing I'd never seen or heard of: "Shadows Over Mexico".
If this is some sort of typo or miscategorizing, I apologize, but has
anyone heard of this? The page is
www.geocities.com/Broadway/1266/isthereafaq.html

If anyone knows anything, let me know!

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Group: streetfighter Message: 260 From: Joshua Rogers Date: 9/23/1998
Subject: Re: New SF Expansion??
I'm willing to bet this isn't real.

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Group: streetfighter Message: 261 From: Howard Collins Date: 9/23/1998
Subject: Re: New SF Expansion??
This is a supplement which was planned by WW but never published, I
believe.

Darrick Chen wrote:

> I was surfing around today, looking for a place that would have a copy
> of Conteders when I came across something odd.
>
> One game warehouse page listed uder their street fighter heading some
> thing I'd never seen or heard of: "Shadows Over Mexico".
> If this is some sort of typo or miscategorizing, I apologize, but has
> anyone heard of this? The page is
> www.geocities.com/Broadway/1266/isthereafaq.html



--
http://www.accessgate.net/howard for nonsensical rants about things nobody
cares about



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Group: streetfighter Message: 262 From: EvilTyger@aol.com Date: 9/24/1998
Subject: Re: New SF Expansion??
Shadows over Mexico was a book nearly completed when Capcom pulled the plug on
WW. It was going to be in a manner similar to the "Rage Across _____" books
for Werewolf or the "___ by Night" books for VtM.
It was finished (or nearly so), but never put into print.

You might want to try to put in an order for other books at
http://www.amazon.com
Not likely to get it anyway, but a possibility.

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Group: streetfighter Message: 263 From: cam1984@hotmail.com Date: 9/28/1998
Subject: mr.t
oh yeah, if anyone hasnt seen the mrt versus (insert schmuck here) page
check it out. its linked to on musashis cheesy home page.

i wonder how hed do against some of the sf world warriors?
lol
matt

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Group: streetfighter Message: 264 From: cam1984@hotmail.com Date: 9/28/1998
Subject: my update
ive added a few tings to me page!
nice scans of a few ww hexmaps if yours are worn with age.

a new sheet which looks nice in color, bad in black n white, but works well either way.

i think next weekend ill finish the few moves i havent converted yet,
and maybe post character conversions for EVERYONE (ive got them all on paper just havent posted)

also maybe next week ill post my troups character sheets and background stories.

does anyone have a good conversion for stun moves like a guard break or d darks whipgrab?
i have a conversion for guard break id like you all to check out on my page and tell me if it sucks or not in your oppinion.

also i have combat sanbo and gracie jiu jitsu completely made up on paper and will hopefully add this weekend.

am i the only artist in the group?
if any one wants to send me descriptions ill draw their characters.
i draw in a anime/japanimation style.
also a friend of mine does requests in case i have trouble.

hopefully soon he will make a sf page, he usually g.m.s for us.
hes busy with his porn page though n will probly never update.

my art is on my page to if ya wanna see.

matt
http://www.geocities.com/southbeach/surf/1484/sf.html



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Group: streetfighter Message: 265 From: cam1984@hotmail.com Date: 9/28/1998
Subject: sophitia
i just found the weirdest page on earth while looking for shit on soul blade to convert to weapon moves.
http://www.geocities.com/wellesley/6466/index.html


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Group: streetfighter Message: 266 From: Steve 'Doom Trooper' Karstensen Date: 9/28/1998
Subject: Re: my update
nope, yer not the only artist in the group. myself, and one of the
gamemasters I play with are pretty good artists and we've been going
character portraits for some time. when I get around to it, I'll be
adding some pictures to my Contenders page; scanned for the converted
characters, hand-drawn for the originals.

cam1984@... wrote:
>
> ive added a few tings to me page!
> nice scans of a few ww hexmaps if yours are worn with age.
>
> a new sheet which looks nice in color, bad in black n white, but works well either way.
>
> i think next weekend ill finish the few moves i havent converted yet,
> and maybe post character conversions for EVERYONE (ive got them all on paper just havent posted)
>
> also maybe next week ill post my troups character sheets and background stories.
>
> does anyone have a good conversion for stun moves like a guard break or d darks whipgrab?
> i have a conversion for guard break id like you all to check out on my page and tell me if it sucks or not in your oppinion.
>
> also i have combat sanbo and gracie jiu jitsu completely made up on paper and will hopefully add this weekend.
>
> am i the only artist in the group?
> if any one wants to send me descriptions ill draw their characters.
> i draw in a anime/japanimation style.
> also a friend of mine does requests in case i have trouble.
>
> hopefully soon he will make a sf page, he usually g.m.s for us.
> hes busy with his porn page though n will probly never update.
>
> my art is on my page to if ya wanna see.
>
> matt
> http://www.geocities.com/southbeach/surf/1484/sf.html
>
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Group: streetfighter Message: 267 From: Steve 'Doom Trooper' Karstensen Date: 9/28/1998
Subject: Re: mr.t
I suggested that to Mu myself after he finished the other Mr. T
versus... stuff he's working on. It depends on who you're more a fan
of. "Realistically", any Rank Four or higher would wipe the floor with
poor ol' T. "Stylistically", T would throw 'em all Helluva Far.

cam1984@... wrote:
>
> oh yeah, if anyone hasnt seen the mrt versus (insert schmuck here) page
> check it out. its linked to on musashis cheesy home page.
>
> i wonder how hed do against some of the sf world warriors?
> lol
> matt
>
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> Free e-mail group hosting at http://www.eGroups.com/
>
> ______________________________________________________________________
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Group: streetfighter Message: 268 From: cam1984@hotmail.com Date: 9/28/1998
Subject: Re: mr.t
whats the damage modifier for a gmc van, a cannon, or being thrown off the empire state building by mr t?
whatch out bison!
lol
matt

I suggested that to Mu myself after he finished the other Mr. T
> versus... stuff he's working on. It depends on who you're more a fan
> of. "Realistically", any Rank Four or higher would wipe the floor with
> poor ol' T. "Stylistically", T would throw 'em all Helluva Far.
>
> cam1984@... wrote:
> >
> > oh yeah, if anyone hasnt seen the mrt versus (insert schmuck here) page
> > check it out. its linked to on musashis cheesy home page.
> >
> > i wonder how hed do against some of the sf world warriors?
> > lol
> > matt
> >
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> >
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>
> ______________________________________________________________________
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>
>



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Group: streetfighter Message: 269 From: cam1984@hotmail.com Date: 9/28/1998
Subject: steves art
i look forward to seeing some of your stuff steve.
see any o mine?
im taking requests for those of you who cant draw shizzat.
matt


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Group: streetfighter Message: 270 From: cam1984@hotmail.com Date: 9/28/1998
Subject: a new sourcebook(sorta)
hey i just got back from book villa with a copy of "combat".
its a supplement for the world of darkness games by white wolf.
its almost exactly like streetfighter rules (little changes of course because world o dark characters are so different than sf characters)
it uses hexmaps, has special moves, has combat cards.

due to the fact that it has some new weapon stats and special moves, and also since it lets you easily convert a wraith changling mage werewolf or vampire , into street fighters,
id say its worth the 15 bucks.
beware though, a "LOT" of the special moves are direct copies of sf moves.
also a little tweaking is in order.
speed modifiers are called "initiative modifiers",
and theirs one more stat to moves: speed damage move and "ACCURACY".
if you wanna convert of course just ignore the accuracy part!

also has fighting styles for several weapon styles, and kailindo(cool)!
also stats for using supernatural abilities in combat, if you play other ww games n have the books this will add spice to your adventures," he used entropy, huh!"

well i hope this is not old news to all of you but its new news to me.
not a great book but when sf is quits, you need everything you can get!

matt
http://www.geocities.com/southbeach/surf/1484/sf.html



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Group: streetfighter Message: 271 From: cam1984@hotmail.com Date: 9/28/1998
Subject: the combat book
oh yeah, i forgot to mention,
its 1998 and its authored by Steven Long.
also, note that it is subtitled, "the big book of beating ass".
matt
http://www.geocities.com/southbeach/surf/1484/sf.html


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Group: streetfighter Message: 272 From: cam1984@hotmail.com Date: 9/28/1998
Subject: steves art
i look forward to seeing some of your stuff steve.
see any o mine?
im taking requests for those of you who cant draw shizzat.
matt


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Group: streetfighter Message: 273 From: cam1984@hotmail.com Date: 9/29/1998
Subject: the combat book
oh yeah, i forgot to mention,
its 1998 and its authored by Steven Long.
also, note that it is subtitled, "the big book of beating ass".
matt
http://www.geocities.com/southbeach/surf/1484/sf.html


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Group: streetfighter Message: 274 From: cam1984@hotmail.com Date: 9/29/1998
Subject: a new sourcebook(sorta)
hey i just got back from book villa with a copy of "combat".
its a supplement for the world of darkness games by white wolf.
its almost exactly like streetfighter rules (little changes of course because world o dark characters are so different than sf characters)
it uses hexmaps, has special moves, has combat cards.

due to the fact that it has some new weapon stats and special moves, and also since it lets you easily convert a wraith changling mage werewolf or vampire , into street fighters,
id say its worth the 15 bucks.
beware though, a "LOT" of the special moves are direct copies of sf moves.
also a little tweaking is in order.
speed modifiers are called "initiative modifiers",
and theirs one more stat to moves: speed damage move and "ACCURACY".
if you wanna convert of course just ignore the accuracy part!

also has fighting styles for several weapon styles, and kailindo(cool)!
also stats for using supernatural abilities in combat, if you play other ww games n have the books this will add spice to your adventures," he used entropy, huh!"

well i hope this is not old news to all of you but its new news to me.
not a great book but when sf is quits, you need everything you can get!

matt
http://www.geocities.com/southbeach/surf/1484/sf.html



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Group: streetfighter Message: 275 From: Steve 'Doom Trooper' Karstensen Date: 9/29/1998
Subject: Re: a new sourcebook(sorta)
yeap. a lot of WW fans bashed the book (unofficially known as "The Big
Book of Beating Ass") when it came out because it recycled SF's
maneuvers and a lot of die-hard WWers would really rather forget Street
Fighter was even published (must not have been angsty and pretentious
enough for them). Personally I haven't read the book and wouldn't use
it in a regular WoD campaign (I play 'em, as much as I like to mock
most WoD gamers) but it's great for keeping the spirit alive, so to
speak. ('specially where wraiths are concerned. *ba dump bum*)

cam1984@... wrote:
>
> hey i just got back from book villa with a copy of "combat".
> its a supplement for the world of darkness games by white wolf.
> its almost exactly like streetfighter rules (little changes of course because world o dark characters are so different than sf characters)
> it uses hexmaps, has special moves, has combat cards.
>
> due to the fact that it has some new weapon stats and special moves, and also since it lets you easily convert a wraith changling mage werewolf or vampire , into street fighters,
> id say its worth the 15 bucks.
> beware though, a "LOT" of the special moves are direct copies of sf moves.
> also a little tweaking is in order.
> speed modifiers are called "initiative modifiers",
> and theirs one more stat to moves: speed damage move and "ACCURACY".
> if you wanna convert of course just ignore the accuracy part!
>
> also has fighting styles for several weapon styles, and kailindo(cool)!
> also stats for using supernatural abilities in combat, if you play other ww games n have the books this will add spice to your adventures," he used entropy, huh!"
>
> well i hope this is not old news to all of you but its new news to me.
> not a great book but when sf is quits, you need everything you can get!
>
> matt
> http://www.geocities.com/southbeach/surf/1484/sf.html
>
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>
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Group: streetfighter Message: 276 From: EvilTyger@aol.com Date: 9/29/1998
Subject: Re: a new sourcebook(sorta)
I think the main problem with the book for WoD players was that they expected
"WoD Combat" to be the ~MAIN~ Storyteller System from VtM, WtA etc. and had no
desire to learn a new one.

While I liked Street Fighter, rehashing the book for WoD, I personally think
was a mistake for that reason. What I think should have been done for a WoD
book would have been a collection of Martial Arts, Brawl, Melee, Do, Kailindo,
etc. from the various books and a few crossover rules as needed.

Combat was, IMO, just an attempt to cash in on a system that they had that was
just sitting around collecting dust... but they used the wrong method to do it
in.

In a message dated 9/29/98 7:46:29 AM Pacific Daylight Time,
skarsten@... writes:

<< yeap. a lot of WW fans bashed the book (unofficially known as "The Big
Book of Beating Ass") when it came out because it recycled SF's
maneuvers and a lot of die-hard WWers would really rather forget Street
Fighter was even published (must not have been angsty and pretentious
enough for them). Personally I haven't read the book and wouldn't use
it in a regular WoD campaign (I play 'em, as much as I like to mock
most WoD gamers) but it's great for keeping the spirit alive, so to
speak. ('specially where wraiths are concerned. *ba dump bum*)
>>

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Group: streetfighter Message: 277 From: Joshua Rogers Date: 9/29/1998
Subject: Re: a new sourcebook(sorta)
In my own hobby of collecting every RPG I can lay my hands on, I've
picked up this book (Which the official subtitle is "The Big Book of
Beating Ass", not just unofficial- check the title page) but haven't
found much use for it in actual Streetfighter games. Most of the
maneuvers listed have been distinctly lifted, true. But hey, it's better
than how TSR recycled artwork (and rerecycled, and rererecycled, ad
infinitum). The big problem comes with translating the few maneuvers
that aren't listed. With the weapons manuevers, this isn't too hard.
However, things like Joint Break, and Neck Break aren't really that
useful for SF. Neck Break in particular is not something that'd be
accepted for use in most tournaments, since it has a nasty habit of
outright killing opponents. Joint Break is a quick and dirty way of
winning a fight at the expense of an opponent's career. Maybe give these
to the less honor-bound folks (I can easily see Vega knowing how to snap
someone like a twig), but I don't think they ought to be use for
mainstream. It's more in theme with the various WoD characters who treat
mortals like popcorn and then moan about it. (*SNAP* "Oh, my poor
tortured soul! How angst ridden am I! Another life taken by my hands!")

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Group: streetfighter Message: 278 From: Steve 'Doom Trooper' Karstensen Date: 9/29/1998
Subject: Re: a new sourcebook(sorta) - and Mortal Kombat
This brings me to a topic I've been pondering for some time but cannot
get a satisfactory answer on.

Mostly, in fact nearly all, of the fighting styles (barring the
"sporting" ones like boxing or wrestling) are designed to defend
oneself, usually by rendering the opponent incapable of moving. In
other words, beat the shit out of him until he can no longer attempt to
hurt you. Thusly, most of the fighting styles were designed as killing
arts. I figure that every style has maneuvers and techniques that could
easily seriously hurt or kill someone, but are not used in Street
Fighting because they could, as pointed out, end a fighter's career if
used. For example, you fight a Combat Sambo-using opponent and you'll
be lucky, if he fights true to form, to come out of the match with your
legs *not* broken off at the knee. Maneuvers like Dislocate Limb skirt
dangerously close to this 'forbidden' zone, so even in the 'no holds
barred' arena of Street Fighter some restraint must still be used for
safety, in an ironic sort of way.

I want to simulate this in the system somehow, kinda like how DC Heroes
did 'killing' and 'non-killing' combat. I'm at a loss as to how to do
so. I've so far decided that any fighter can announce that he's
actively trying to kill or maim his opponent. This carries serious
honor reprocussions as it can (and usually will) be considered excessive
force; for every round the fighter attempts to use lethal forms of his
attacks (punches aimed specifically at vital points, not 'pulling' his
Improved Pins to keep from snapping a limb, etc) he will lose an
as-yet-undetermined amount of temporary honor. All damage will be (or
not?) aggravated, and if the opponent goes unconscious to a negative
value equal to his stamina, and all that damage is aggravated, he is
dead. That will carry a permanent Honor loss of some form. Glory may
be awarded or penalized, but this sort of thing is *not* for the ring.
Also, if the opponent survives, he suffers some form of injury that
cannot be healed merely by resting until all of his Agg. damage has
healed; he must get it treated by a doctor and let it heal over time
(broken bones for example).

I see problems with this. Fo' example;

What nasty fighter *wouldn't* do this outside the ring? Since the Honor
losses are so high, no clear-thinking PC would do this, and it would
give unfair advantages to the bad guys.

Where do weapons come into play? Makes bat-wielding thugs a *lot* more
dangerous, doesn't it?

Anyway, I've been thinking about this for some time and have finally
decided it's time to chuck it out to the floor for debate. Thoughts?

Joshua Rogers wrote:
>
> In my own hobby of collecting every RPG I can lay my hands on, I've
> picked up this book (Which the official subtitle is "The Big Book of
> Beating Ass", not just unofficial- check the title page) but haven't
> found much use for it in actual Streetfighter games. Most of the
> maneuvers listed have been distinctly lifted, true. But hey, it's better
> than how TSR recycled artwork (and rerecycled, and rererecycled, ad
> infinitum). The big problem comes with translating the few maneuvers
> that aren't listed. With the weapons manuevers, this isn't too hard.
> However, things like Joint Break, and Neck Break aren't really that
> useful for SF. Neck Break in particular is not something that'd be
> accepted for use in most tournaments, since it has a nasty habit of
> outright killing opponents. Joint Break is a quick and dirty way of
> winning a fight at the expense of an opponent's career. Maybe give these
> to the less honor-bound folks (I can easily see Vega knowing how to snap
> someone like a twig), but I don't think they ought to be use for
> mainstream. It's more in theme with the various WoD characters who treat
> mortals like popcorn and then moan about it. (*SNAP* "Oh, my poor
> tortured soul! How angst ridden am I! Another life taken by my hands!")
>
> ______________________________________________________
>
> ______________________________________________________________________
>
> Subscribe, unsubscribe, opt for a daily digest, or start a new e-group
> at http://www.eGroups.com -- Free Web-based e-mail groups.

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Group: streetfighter Message: 279 From: Nelson, Christopher T Date: 9/29/1998
Subject: Crippling Moves & other short stories
Hmm... Well, let's see here. I think the biggest problem
you have w/ crippling/killing moves is that they make for
boring fights. I mean, yeah it's cool & all that you
can totally incapcitate someone in one hit... but who wants
to watch a 5 second fight? I mean, it might as well become
flip a coin & see who wins. But, you have a valid point, most
of the styles we use in SF were designed to kill/cripple/incapacitate
an opponent. Usually quickly and w/o style or grace. Just
quick & effective. I had a player recently walk out on me
cuz I wouldn't let him develop crippling maneuvers like the style
he was playing "should" have.
I suppose you could allow every style that would have
crippling moves go ahead & invent them, but I think that would
really change the feel for the game. As it is, it's sorta this
cartoony world, where the bad guys seem all powerfull, yet
continue to make critical errors in judgement every time they
beat a PC... Imagine what would happen if every time you
lost in a SF you had to worry about your character getting
his neck snapped? Makes getting to rank 2 pretty damn hard.
(On the up side, it does make the group more of a team, as
they constantly fight to protect each other).
If you decide to implement crippling maneuvers, try to keep
in mind game balance. This move is gonna win me the fight if
I connect with it... There had better be some big drawback to using
it, or everyone will use it. And I mean more than Honor/Glory here,
cuz in a "Death-Match" style world, no one's gonna really care about
Honor too much... (Another question, am I running the only
group that doesn't really care about Honor? I have a troup of 7,
& 5 ended up being total glory hounds, & would LOVE to have
crippling maneuvers... 6 of them have dislocate limb....
Gee, and they wonder why no sensei will teach them any maneuvers...)
A-ways, I've been considering allowing crippling maneuvers, but
they'd have to be balanced in some way... My rational up to this
point has simply been that against another equally trained fighter,
they're
gonna be smart enough to know how to avoid any really crippling
maneuver,
so you get these 'middle ground' maneuvers we currently use, which are
fast enough to actually connect, but not as leathal as crippling stuff.
Figure a true crippling move either out to require a round to set-up
before
you do damage (like you grab them in an arm-bar the 1st round, &
if you hold it, you can break their arm the 2nd round), or these
maneuvers
ought to be slow as all shit (-3 or -4 speed).
Another thing we've been doing in my group (although it
hasn't been very popular, thank god) is allowing called shots. You can
target any limb you want, only the damage difficulty rises to 8(instead
of 6). If you succeed in doing more damage to the limb than 1+ that
persons stamina (enough to dizzy them normally), they lose use
of that limb for the rest of the fight. If you targetted the head,
that's
an instant KO. Obviously, there are allota cases up to GM judgement
(NO footsweeping at someone's head), and there are allota cases
where it seems like this rule should be automatic ("Head bite
says I'm biting his damn head, now he SHOULD be
knocked out!!!!"...)
A-ways, that's my food for thought. Has
anyone actually gone thru & created any other crippling maneuvers
the rest of us could look at? A PC of mine is busy right now creating
a "Dislocate leg" maneuver w/ similar stats to the infamous dislocate
limb. I wasn't planning on actually allowing it, but maybe we
could generate some ideas here to make it playable... So far it
plays just like the Dislocate Limb, only it costs a WP for activation...
(So like, how would you pop your leg back into socket if it popped out
anywaY???? I can't even imagine....)
Well, laters all!
-Chris!



> From: Steve 'Doom Trooper'
> Karstensen[SMTP:skarsten@...]
> Reply To: skarsten@...
> Sent: Tuesday, September 29, 1998 9:56 AM
> To: Joshua Rogers
> Cc: streetfighter@...
> Subject: [streetfighter] Re: a new sourcebook(sorta) - and Mortal
> Kombat
>
> This brings me to a topic I've been pondering for some time but cannot
> get a satisfactory answer on.
>
> Mostly, in fact nearly all, of the fighting styles (barring the
> "sporting" ones like boxing or wrestling) are designed to defend
> oneself, usually by rendering the opponent incapable of moving. In
> other words, beat the shit out of him until he can no longer attempt
> to
> hurt you. Thusly, most of the fighting styles were designed as
> killing
> arts. I figure that every style has maneuvers and techniques that
> could
> easily seriously hurt or kill someone, but are not used in Street
> Fighting because they could, as pointed out, end a fighter's career if
> used. For example, you fight a Combat Sambo-using opponent and you'll
> be lucky, if he fights true to form, to come out of the match with
> your
> legs *not* broken off at the knee. Maneuvers like Dislocate Limb
> skirt
> dangerously close to this 'forbidden' zone, so even in the 'no holds
> barred' arena of Street Fighter some restraint must still be used for
> safety, in an ironic sort of way.
>
> I want to simulate this in the system somehow, kinda like how DC
> Heroes
> did 'killing' and 'non-killing' combat. I'm at a loss as to how to do
> so. I've so far decided that any fighter can announce that he's
> actively trying to kill or maim his opponent. This carries serious
> honor reprocussions as it can (and usually will) be considered
> excessive
> force; for every round the fighter attempts to use lethal forms of his
> attacks (punches aimed specifically at vital points, not 'pulling' his
> Improved Pins to keep from snapping a limb, etc) he will lose an
> as-yet-undetermined amount of temporary honor. All damage will be (or
> not?) aggravated, and if the opponent goes unconscious to a negative
> value equal to his stamina, and all that damage is aggravated, he is
> dead. That will carry a permanent Honor loss of some form. Glory may
> be awarded or penalized, but this sort of thing is *not* for the ring.
>
> Also, if the opponent survives, he suffers some form of injury that
> cannot be healed merely by resting until all of his Agg. damage has
> healed; he must get it treated by a doctor and let it heal over time
> (broken bones for example).
>
> I see problems with this. Fo' example;
>
> What nasty fighter *wouldn't* do this outside the ring? Since the
> Honor
> losses are so high, no clear-thinking PC would do this, and it would
> give unfair advantages to the bad guys.
>
> Where do weapons come into play? Makes bat-wielding thugs a *lot*
> more
> dangerous, doesn't it?
>
> Anyway, I've been thinking about this for some time and have finally
> decided it's time to chuck it out to the floor for debate. Thoughts?
>
> Joshua Rogers wrote:
> >
> > In my own hobby of collecting every RPG I can lay my hands on, I've
> > picked up this book (Which the official subtitle is "The Big Book of
> > Beating Ass", not just unofficial- check the title page) but haven't
> > found much use for it in actual Streetfighter games. Most of the
> > maneuvers listed have been distinctly lifted, true. But hey, it's
> better
> > than how TSR recycled artwork (and rerecycled, and rererecycled, ad
> > infinitum). The big problem comes with translating the few maneuvers
> > that aren't listed. With the weapons manuevers, this isn't too hard.
> > However, things like Joint Break, and Neck Break aren't really that
> > useful for SF. Neck Break in particular is not something that'd be
> > accepted for use in most tournaments, since it has a nasty habit of
> > outright killing opponents. Joint Break is a quick and dirty way of
> > winning a fight at the expense of an opponent's career. Maybe give
> these
> > to the less honor-bound folks (I can easily see Vega knowing how to
> snap
> > someone like a twig), but I don't think they ought to be use for
> > mainstream. It's more in theme with the various WoD characters who
> treat
> > mortals like popcorn and then moan about it. (*SNAP* "Oh, my poor
> > tortured soul! How angst ridden am I! Another life taken by my
> hands!")
> >
> > ______________________________________________________
> >
> >
> ______________________________________________________________________
> >
> > Subscribe, unsubscribe, opt for a daily digest, or start a new
> e-group
> > at http://www.eGroups.com -- Free Web-based e-mail groups.
>
> ______________________________________________________________________
>
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> at http://www.eGroups.com -- Free Web-based e-mail groups.
>

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Group: streetfighter Message: 280 From: Steve 'Doom Trooper' Karstensen Date: 9/30/1998
Subject: Re: Crippling Moves & other short stories
I didn't mean that I was going to create crippling special maneuvers.
What I meant was that most fighting styles were meant to kill and that
when Street Fighters enter the ring, they do not fight in this fashion
because it would be detrimental to the spirit of the competition (how
many Deathmatch tournaments would *you* enter? If you did kill someone
in the ring, how soon do you think it would be before you were invited
back? Street Fighting must be relatively safe or no one would want to do
it, and the 'sport' would collapse. ). What I *would* like is to
simulate the difference between lethal and non-lethal combat in a simple
and non-imbalancing way. The rules I am referring to would *not* be
allowed in a tournament in *any* fashion. Even zero-honor fighters
would not be stupid enough to do this as they'd probably never be
allowed to fight in 'upstanding' tournaments again.

Nelson, Christopher T wrote:
>
> Hmm... Well, let's see here. I think the biggest problem
> you have w/ crippling/killing moves is that they make for
> boring fights. I mean, yeah it's cool & all that you
> can totally incapcitate someone in one hit... but who wants
> to watch a 5 second fight? I mean, it might as well become
> flip a coin & see who wins. But, you have a valid point, most
> of the styles we use in SF were designed to kill/cripple/incapacitate
> an opponent. Usually quickly and w/o style or grace. Just
> quick & effective. I had a player recently walk out on me
> cuz I wouldn't let him develop crippling maneuvers like the style
> he was playing "should" have.
> I suppose you could allow every style that would have
> crippling moves go ahead & invent them, but I think that would
> really change the feel for the game. As it is, it's sorta this
> cartoony world, where the bad guys seem all powerfull, yet
> continue to make critical errors in judgement every time they
> beat a PC... Imagine what would happen if every time you
> lost in a SF you had to worry about your character getting
> his neck snapped? Makes getting to rank 2 pretty damn hard.
> (On the up side, it does make the group more of a team, as
> they constantly fight to protect each other).
> If you decide to implement crippling maneuvers, try to keep
> in mind game balance. This move is gonna win me the fight if
> I connect with it... There had better be some big drawback to using
> it, or everyone will use it. And I mean more than Honor/Glory here,
> cuz in a "Death-Match" style world, no one's gonna really care about
> Honor too much... (Another question, am I running the only
> group that doesn't really care about Honor? I have a troup of 7,
> & 5 ended up being total glory hounds, & would LOVE to have
> crippling maneuvers... 6 of them have dislocate limb....
> Gee, and they wonder why no sensei will teach them any maneuvers...)
> A-ways, I've been considering allowing crippling maneuvers, but
> they'd have to be balanced in some way... My rational up to this
> point has simply been that against another equally trained fighter,
> they're
> gonna be smart enough to know how to avoid any really crippling
> maneuver,
> so you get these 'middle ground' maneuvers we currently use, which are
> fast enough to actually connect, but not as leathal as crippling stuff.
> Figure a true crippling move either out to require a round to set-up
> before
> you do damage (like you grab them in an arm-bar the 1st round, &
> if you hold it, you can break their arm the 2nd round), or these
> maneuvers
> ought to be slow as all shit (-3 or -4 speed).
> Another thing we've been doing in my group (although it
> hasn't been very popular, thank god) is allowing called shots. You can
> target any limb you want, only the damage difficulty rises to 8(instead
> of 6). If you succeed in doing more damage to the limb than 1+ that
> persons stamina (enough to dizzy them normally), they lose use
> of that limb for the rest of the fight. If you targetted the head,
> that's
> an instant KO. Obviously, there are allota cases up to GM judgement
> (NO footsweeping at someone's head), and there are allota cases
> where it seems like this rule should be automatic ("Head bite
> says I'm biting his damn head, now he SHOULD be
> knocked out!!!!"...)
> A-ways, that's my food for thought. Has
> anyone actually gone thru & created any other crippling maneuvers
> the rest of us could look at? A PC of mine is busy right now creating
> a "Dislocate leg" maneuver w/ similar stats to the infamous dislocate
> limb. I wasn't planning on actually allowing it, but maybe we
> could generate some ideas here to make it playable... So far it
> plays just like the Dislocate Limb, only it costs a WP for activation...
> (So like, how would you pop your leg back into socket if it popped out
> anywaY???? I can't even imagine....)
> Well, laters all!
> -Chris!
>
> > From: Steve 'Doom Trooper'
> > Karstensen[SMTP:skarsten@...]
> > Reply To: skarsten@...
> > Sent: Tuesday, September 29, 1998 9:56 AM
> > To: Joshua Rogers
> > Cc: streetfighter@...
> > Subject: [streetfighter] Re: a new sourcebook(sorta) - and Mortal
> > Kombat
> >
> > This brings me to a topic I've been pondering for some time but cannot
> > get a satisfactory answer on.
> >
> > Mostly, in fact nearly all, of the fighting styles (barring the
> > "sporting" ones like boxing or wrestling) are designed to defend
> > oneself, usually by rendering the opponent incapable of moving. In
> > other words, beat the shit out of him until he can no longer attempt
> > to
> > hurt you. Thusly, most of the fighting styles were designed as
> > killing
> > arts. I figure that every style has maneuvers and techniques that
> > could
> > easily seriously hurt or kill someone, but are not used in Street
> > Fighting because they could, as pointed out, end a fighter's career if
> > used. For example, you fight a Combat Sambo-using opponent and you'll
> > be lucky, if he fights true to form, to come out of the match with
> > your
> > legs *not* broken off at the knee. Maneuvers like Dislocate Limb
> > skirt
> > dangerously close to this 'forbidden' zone, so even in the 'no holds
> > barred' arena of Street Fighter some restraint must still be used for
> > safety, in an ironic sort of way.
> >
> > I want to simulate this in the system somehow, kinda like how DC
> > Heroes
> > did 'killing' and 'non-killing' combat. I'm at a loss as to how to do
> > so. I've so far decided that any fighter can announce that he's
> > actively trying to kill or maim his opponent. This carries serious
> > honor reprocussions as it can (and usually will) be considered
> > excessive
> > force; for every round the fighter attempts to use lethal forms of his
> > attacks (punches aimed specifically at vital points, not 'pulling' his
> > Improved Pins to keep from snapping a limb, etc) he will lose an
> > as-yet-undetermined amount of temporary honor. All damage will be (or
> > not?) aggravated, and if the opponent goes unconscious to a negative
> > value equal to his stamina, and all that damage is aggravated, he is
> > dead. That will carry a permanent Honor loss of some form. Glory may
> > be awarded or penalized, but this sort of thing is *not* for the ring.
> >
> > Also, if the opponent survives, he suffers some form of injury that
> > cannot be healed merely by resting until all of his Agg. damage has
> > healed; he must get it treated by a doctor and let it heal over time
> > (broken bones for example).
> >
> > I see problems with this. Fo' example;
> >
> > What nasty fighter *wouldn't* do this outside the ring? Since the
> > Honor
> > losses are so high, no clear-thinking PC would do this, and it would
> > give unfair advantages to the bad guys.
> >
> > Where do weapons come into play? Makes bat-wielding thugs a *lot*
> > more
> > dangerous, doesn't it?
> >
> > Anyway, I've been thinking about this for some time and have finally
> > decided it's time to chuck it out to the floor for debate. Thoughts?
> >

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Group: streetfighter Message: 281 From: cam1984@hotmail.com Date: 10/3/1998
Subject: Re: Crippling moves off the top of my head
heres a simple way:
a: after your health runs out you are dead.
b: asign any move that would take a while to get over, aggravated damage.
c: start using the normal world of darkness time tables concerning how long it takes to heal regular damage, and the one for agg damage too.

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Group: streetfighter Message: 282 From: cam1984@hotmail.com Date: 10/4/1998
Subject: my page moved
please update links to

http://www.geocities.com/Tokyo/Palace/9606/index.html

or add

<a href="http://www.geocities.com/Tokyo/Palace/9606/index.html"><img src="http://www.geocities.com/Tokyo/Palace/9606/sfban1.gif"></a>

( i think )
to your page

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Group: streetfighter Message: 283 From: Steve 'Doom Trooper' Karstensen Date: 10/6/1998
Subject: da links... da links... da links are on line
sorry.

anyway, the Street Fighter Central Links page is now up and two new
characters have been added to Contenders; Mizoguchi and Ryoko. More to
come as I finally get free time. Woo.
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Group: streetfighter Message: 284 From: Nelson, Christopher T Date: 10/8/1998
Subject: Dislocate Limb ruling?
Hey everyone, can I get your take one this?

When you get your arm popped by Dislocate limb, we all
know you can pop your arm back into place next round at
the cost of -3 speed. You can even punch w/ that same
arm that round, but at -2 damage.

So, like what happens if you decide ignore your arm that's been popped
outa socket, & just keep on punching w/ the other arm?
Are there rules anywhere for using the 'off-hand' in combat?
I was thinking -1 speed & -1 damage sounds about right, in not
maybe a little excessive. Of course, you also run the problem now
of if they pop your other arm, you're screwed & can't put either
of your arms back into socket....
A-ways... anyone else made ruling on this?

-Laters!
-Chris!

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Group: streetfighter Message: 285 From: Steve 'Doom Trooper' Karstensen Date: 10/8/1998
Subject: Re: Dislocate Limb ruling?
I've never figured a penalty for an off-hand was necessary, because if
these people were trained fighters then they were basically ambidextrous
when it came to punching. But your modifiers sound just about right.
Anything more is excessive, since -2 is the penalty used for a big
hindrance (like fighting a ground-based target who's using Ground
Fighting). I always figured the risk of getting your other arm popped
was enough of an offset to not relocating your arm.

however, I was wondering how a fighter could fight with both arms
dislocated if he got knocked down. I had been figuring that a double
speed penalty would apply for getting up (-4) with no arm use, or just
barring it altogether unless the fighter had Kippup (then it would be
-2). thoughts?

Nelson, Christopher T wrote:
>
> Hey everyone, can I get your take one this?
>
> When you get your arm popped by Dislocate limb, we all
> know you can pop your arm back into place next round at
> the cost of -3 speed. You can even punch w/ that same
> arm that round, but at -2 damage.
>
> So, like what happens if you decide ignore your arm that's been popped
> outa socket, & just keep on punching w/ the other arm?
> Are there rules anywhere for using the 'off-hand' in combat?
> I was thinking -1 speed & -1 damage sounds about right, in not
> maybe a little excessive. Of course, you also run the problem now
> of if they pop your other arm, you're screwed & can't put either
> of your arms back into socket....
> A-ways... anyone else made ruling on this?
>
> -Laters!
> -Chris!
>
> ______________________________________________________________________
> The Weather Underground. We provide weather across the world.
> Visit http://www.wunderground.com
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Group: streetfighter Message: 286 From: Joshua Rogers Date: 10/8/1998
Subject: Re: Dislocate Limb ruling?
>From: "Nelson, Christopher T" <Christopher.Nelson@...>
>To: "'streetfighter@...'" <streetfighter@...>
>Date: Thu, 8 Oct 1998 11:40:56 -0700
>Subject: [streetfighter] Dislocate Limb ruling?
>
>Hey everyone, can I get your take one this?
>
>When you get your arm popped by Dislocate limb, we all
>know you can pop your arm back into place next round at
>the cost of -3 speed. You can even punch w/ that same
>arm that round, but at -2 damage.
>
>So, like what happens if you decide ignore your arm that's been popped
>outa socket, & just keep on punching w/ the other arm?
>Are there rules anywhere for using the 'off-hand' in combat?
>I was thinking -1 speed & -1 damage sounds about right, in not
>maybe a little excessive. Of course, you also run the problem now
>of if they pop your other arm, you're screwed & can't put either
>of your arms back into socket....
>A-ways... anyone else made ruling on this?
>
>-Laters!
>-Chris!
>
We always declared the -2 to be with either arm, due to pain from
jerking the arm around with punches. Course, we also have a variant for
leg dislocation- knocked down till you set it.

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Group: streetfighter Message: 287 From: Steve 'Doom Trooper' Karstensen Date: 10/12/1998
Subject: Top Ten Cartwheel Kick Counters
1) Kick Defense with Maka Wara. His one die per hit-advance versus your
one or two die retaliation.

2) Jab/Elbow Smash; step to one side so he can't hit you and crack him
one. Combo with a Block for even higher-speed goodness.

3) Zen No Mind and Ice Blast from a distance. Works wonders.

4) Cobra Charm. "No, I will not use Cheesy Maneuvers, Master... I will
sit here and look happy..."

5) Psychic Vise. Willpower gone? So solly. No willie, no kickee.

6) Displacement. "Aha! Ze sidestep! *whiff* Ze countair! *whap*"

7) Stay out of a straight hex-line to the cartwheeler so he can't attack
you. Throw fireballs.

8) #7 with Extendible Limbs.

9) Small arenas and the utilization of the "cannot move opponent back,
cannot damage" rule. Raised platforms are nice, too. ("He fell out of
the ring... reset positions!")

10) Death's Visage. ("Cheese Kick- AIEEE! Run away! Run away! Eek eek
eek!")

anyone want another ten? ;)
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Group: streetfighter Message: 288 From: cam1984@hotmail.com Date: 10/16/1998
Subject: top cartwheel counter
the number one counter to the cartwheel kick!

dont allow it in your game!!!!!!

lets not forget"the golden rule" of white wolf.
i personally dont like it because it costs less than a hurricane kick but is better in many ways.
i wouldnt mind so much if it was hard to get.
matt


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Group: streetfighter Message: 289 From: cam1984@hotmail.com Date: 10/16/1998
Subject: Re: Dislocate Limb ruling?
i dont have my books with me but doesnt it specifically say what the penalty is if you leave it out of socket, i coulda swore it did.
matt
p.s. expect conversions on my page when rival schools(maybe) alpha 3 and ex2 come into my grasp.

p.p.s. i have a jpg of the nosferatu from "nosferatu" the silent movie and i used a simple paint program to make it look like hes doing a few shotokan moves, i think its hilarious, anyone else wanna see?


Hey everyone, can I get your take one this?
>
> When you get your arm popped by Dislocate limb, we all
> know you can pop your arm back into place next round at
> the cost of -3 speed. You can even punch w/ that same
> arm that round, but at -2 damage.
>
> So, like what happens if you decide ignore your arm that's been popped
> outa socket, & just keep on punching w/ the other arm?
> Are there rules anywhere for using the 'off-hand' in combat?
> I was thinking -1 speed & -1 damage sounds about right, in not
> maybe a little excessive. Of course, you also run the problem now
> of if they pop your other arm, you're screwed & can't put either
> of your arms back into socket....
> A-ways... anyone else made ruling on this?
>
> -Laters!
> -Chris!
>
> ______________________________________________________________________
> The Weather Underground. We provide weather across the world.
> Visit http://www.wunderground.com
>
> Subscribe, unsubscribe, opt for a daily digest, or start a new e-group
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>



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Group: streetfighter Message: 290 From: cam1984@hotmail.com Date: 10/16/1998
Subject: video games
doesnt it seem like all the good video games get cancelled?(rpgs to for this mailing list)
i so wanted fighter maker to come out so i could make my sf:stg characters on my playstation. but alas, ....
recently they quit working on thrill kill too.
i love sf/capcom first n foremost but i was really looking forward to that
also rival schools got pushed back from the 13th to the 29th.
oh well,
i heard capcoms actually doing it instead of letting another company do it for them like they did with sfex+@.

ok ive heard it mentioned and seen a few weird pics online,,, somebody please tell me just what the hell street fighter 2001 or whatever is!!!!!!

am i the only one displeased with street fighter one not being in "street fighter collection"?
that sux.
ive never played it.


-matt

p.s. why is darun (from ex+@) such a fucking tard? is this the best they can offer us.??
poor souls who like playing grapplers get stuck with (except for zgief)
darun, rainbow mika(a3), alex(talks like miheal jackson) .
and.........(drum roll) HUGO
ive never seen such a cast of schmendricks in my life!
its a good thing zangief is so cool cause, damn


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Group: streetfighter Message: 291 From: cam1984@hotmail.com Date: 10/16/1998
Subject: eeeeaaarth-quaker!
am i the only one who thinks jamen from the fatal fury movie kicks ass!
i made the earth quaker, it costs a chi n a will and has shockwave as a requisite.
i dont remem the rest.
im thinking about making terry bogard stupid/gay style a conversion , anyone like it?
ill have to do the burning knuckle anyway since gill has it basically.
(like a cross between dashing punch and psykinetic channl)

"-oh man, this guys tough as krouser" terry bogard

-matt

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Group: streetfighter Message: 292 From: Chris Hoffmann Date: 10/16/1998
Subject: Re: video games
---cam1984@... wrote:
>
> doesnt it seem like all the good video games get
cancelled?(rpgs to for this mailing list)

Not so much canceled as never released to English speaking
countries.

> i so wanted fighter maker to come out so i could make my
sf:stg characters on my playstation. but alas, ....
> recently they quit working on thrill kill too.

I feel your pain bro.

> i love sf/capcom first n foremost but i was really looking
forward to that
> also rival schools got pushed back from the 13th to the
29th.
> oh well,
> i heard capcoms actually doing it instead of letting
another company do it for them like they did with sfex+@.

At least it is coming out.

> ok ive heard it mentioned and seen a few weird pics
online,,, somebody please tell me just what the hell street
fighter 2001 or whatever is!!!!!!

Street Fighter 2010: The Final Fight was a nintendo game
released before Street Fighter II. It stared an old Ken
Masters who after eventually quitting the Street Fighter
Circuit became a cybernetic scientist. Unfortunately, one
of his partners decided to try to use his findings to take
over the universe (Street Fighter, even twenty years in the
future and they're still fighting would-be dictators).

Anyway, it wasn't a fighting game, more like a platformer
complete with power ups and other nifty stuff. A good game
for it's time, but very frustratingly hard.

> am i the only one displeased with street fighter one not
being in "street fighter collection"?
> that sux.
> ive never played it.

I played it once ever (lost to the first guy too, something
that almost never happened even back then.)

> -matt
>
> p.s. why is darun (from ex+@) such a fucking tard? is this
the best they can offer us.??
> poor souls who like playing grapplers get stuck with
(except for zgief)
> darun, rainbow mika(a3), alex(talks like miheal jackson) .
> and.........(drum roll) HUGO
> ive never seen such a cast of schmendricks in my life!
> its a good thing zangief is so cool cause, damn

Beats me, I can't do a 360 maneuver to save my life, so I
don't care.

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

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

The prestige of government has undoubtedly been lowered
considerably
by the prohibition law. For nothing is more destructive of
respect for
government and the law of the land than passing laws which
cannot be
enforced. It is an open secret that the dangerous increase
of crime in
this country is cloesely connected with this.
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Group: streetfighter Message: 293 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: top cartwheel counter
I find cutting powers out of the book distasteful, even if they are not
properly balanced. I maintain that any system can be played as written
if you know how.

(well, Macho Women With Guns began to sorely test my theory, but we
won't get into that).

I think today's topic will be Top Ten Ways Hurricanre Kick is better
than Cartwheel Kick. :)

cam1984@... wrote:
>
> the number one counter to the cartwheel kick!
>
> dont allow it in your game!!!!!!
>
> lets not forget"the golden rule" of white wolf.
> i personally dont like it because it costs less than a hurricane kick but is better in many ways.
> i wouldnt mind so much if it was hard to get.
> matt
>
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Group: streetfighter Message: 294 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: Dislocate Limb ruling?
cam1984@... wrote:
>
> i dont have my books with me but doesnt it specifically say what the penalty is if you leave it out of socket, i coulda swore it did.

no, it doesn't. :/
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Group: streetfighter Message: 295 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: video games
cam1984@... wrote:
>

> recently they quit working on thrill kill too.

Thrill Kill is finished. EA acquired Virgin and decided not to release
it. :p


> i heard capcoms actually doing it instead of letting another company do it for them like they did with sfex+@.
>

personally, I like the work Arika did on EX+@ and am glad to see they're
doing a sequel. I'd love to see a total 3-D conversion of Super Turbo
with all the World Warriors... or at least see it updated with the new
Alpha-style anime artwork. One can dream, can't one?

> ok ive heard it mentioned and seen a few weird pics online,,, somebody please tell me just what the hell street fighter 2001 or whatever is!!!!!!

it's a silly side-scroller for the NES that starred Ken in a mecha suit.
oy.

>
> am i the only one displeased with street fighter one not being in "street fighter collection"?
> that sux.
> ive never played it.

you ain't missing much. SF1 blows worse than a one-dollar whore. The
controls were so horrible you couldn't do special maneuvers even if you
knew how, and they 'balanced' it by making them ridiculously
overbalanced. Imagine one Dragon Punch knocking someone out if you
managed to hit 'em with it close.

>
> -matt
>
> p.s. why is darun (from ex+@) such a fucking tard? is this the best they can offer us.??

do you mean concept-wise or power-wise? Grapplers have always gotten
the short end of the stick in the SF series... or any fighting game, for
that matter. But Darun, in the hands of a good player (or cheap CPU) is
near-impossible to take down.

> poor souls who like playing grapplers get stuck with (except for zgief)
> darun, rainbow mika(a3), alex(talks like miheal jackson) .
> and.........(drum roll) HUGO
> ive never seen such a cast of schmendricks in my life!
> its a good thing zangief is so cool cause, damn
>

BRING BACK MIKE HAGGAR!

hehe
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Group: streetfighter Message: 296 From: ArkonDLoC@aol.com Date: 10/16/1998
Subject: Re: top cartwheel counter
In a message dated 10/16/98 1:26:47 AM, cam1984@... writes:

<<the number one counter to the cartwheel kick!

dont allow it in your game!!!!!!

lets not forget"the golden rule" of white wolf.
i personally dont like it because it costs less than a hurricane kick but is
better in many ways.
i wouldnt mind so much if it was hard to get.
matt
>>


That's rather unimaginative. If your Players use the Cartwheel Kick so much
remember: Turnabout is Fair Play. Give them a few Opponents with the
Cartwheel Kick and let them deal with it. If they devise a counter let their
next opponent have the counter. After all, Players are a Storyteller's best
source of Tricks.
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Group: streetfighter Message: 297 From: REMO DISCONZI Date: 10/16/1998
Subject: Re: video games
> doesnt it seem like all the good video games get cancelled?(rpgs to for
this mailing list)
> i so wanted fighter maker to come out so i could make my sf:stg
characters on my playstation. but alas, ....
> recently they quit working on thrill kill too.
> i love sf/capcom first n foremost but i was really looking forward to
that
> also rival schools got pushed back from the 13th to the 29th.
> oh well,
> i heard capcoms actually doing it instead of letting another company do
it for them like they did with sfex+@.

Thanx God! SFEX is the most gruesome thing I've ever seen. They manage to
make a wonderful game (SF) into some crappy 3D game. The only thing I like
are the hand drawings featured in the game, because the 3D part sux.

>
> ok ive heard it mentioned and seen a few weird pics online,,, somebody
please tell me just what the hell street fighter 2001 or whatever is!!!!!!
>
> am i the only one displeased with street fighter one not being in "street
fighter collection"?
> that sux.
> ive never played it.

I heard they'll be doing another cd for SF featuring the older games
(SF1, SF2, Turbo..), but I don't reallt know if it's true.
SF1 may be a bad game, but it's kind of fun to play. I pnly played it
twice, once when I went to Mexico and another when I went to the US (this
game is impossible to find in Brazil).

>
>
> -matt
>
> p.s. why is darun (from ex+@) such a fucking tard? is this the best they
can offer us.??
> poor souls who like playing grapplers get stuck with (except for zgief)
> darun, rainbow mika(a3), alex(talks like miheal jackson) .
> and.........(drum roll) HUGO
> ive never seen such a cast of schmendricks in my life!
> its a good thing zangief is so cool cause, damn

Darun sux. As well as Zangief. Alex has got a cool outfit, and Raibow
Mika is cool, even though she looks like a Spice Girl (nothin' against the
Spice Girls).
In my oppinion, the best grappler girls are in The King of Fighters (97
and 98), because they have Shermie, Blue Mary and in 98, Vice. If you can,
check 'em out!
>
>
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Group: streetfighter Message: 298 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: video games
REMO DISCONZI wrote:
>
> Thanx God! SFEX is the most gruesome thing I've ever seen. They manage to
> make a wonderful game (SF) into some crappy 3D game. The only thing I like
> are the hand drawings featured in the game, because the 3D part sux.
>

My name is not Inigo Montoya. However, you have dissed my game.
Prepare to die.


>
> Darun sux. As well as Zangief. Alex has got a cool outfit, and Raibow
> Mika is cool, even though she looks like a Spice Girl (nothin' against the
> Spice Girls).

I too have nothing againsthe Spice Girls. perhaps that's why I'm so
grumpy.

I think half the problem with Grapplers is those damn Command Throws.
How the hell are you supposed to get close to someone and grab them with
a 360-degree move or whatever else they give 'em? Come on... and on top
of it, the damn Spinning Piledriver does less damage in every
incarnation of Street Fighter to come out. Bah.

> In my oppinion, the best grappler girls are in The King of Fighters (97
> and 98), because they have Shermie, Blue Mary and in 98, Vice. If you can,
> check 'em out!
> >

mmm... grappling women. As much fun as a free-for-all with Chun Li,
Blair, and Sakura, with Ibuki and Elena thrown in for good measure.
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Group: streetfighter Message: 299 From: Steve 'Doom Trooper' Karstensen Date: 10/16/1998
Subject: Re: top cartwheel counter
Bingo...

Street Fighter Central has a section on learning from your players in
the Effective Gamemastering section. I love to sit back and let them
dig their own graves. ("Thanks for reminding me you can combo off of
that maneuver for a +12 Speed bonus, you moron... your next tournament
opponent will have that. See how *you* like it.")

Funnily enough, my players *dread* fighting hybrids. Lord knows why.
Sure, the hybrid on *their* team frenzies at the drop of a hat, but none
of their opponents ever have...

ArkonDLoC@... wrote:
>
> That's rather unimaginative. If your Players use the Cartwheel Kick so much
> remember: Turnabout is Fair Play. Give them a few Opponents with the
> Cartwheel Kick and let them deal with it. If they devise a counter let their
> next opponent have the counter. After all, Players are a Storyteller's best
> source of Tricks.
> ------------------------------------------------------------------------
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Group: streetfighter Message: 300 From: Nelson, Christopher T Date: 10/16/1998
Subject: FW: Grapplers & that cool jumping away fierce punch I didn't want
> REMO DISCONZI wrote:
> >
> > Thanx God! SFEX is the most gruesome thing I've ever seen. They
> manage to
> > make a wonderful game (SF) into some crappy 3D game. The only thing
> I like
> > are the hand drawings featured in the game, because the 3D part sux.
> >
>
> My name is not Inigo Montoya. However, you have dissed my game.
> Prepare to die.
>
> I dunno, I kinda like EX. No, actually, I really like EX... It's a 3D
> game
> with the control of a 2D game. If it wasn't so slow & the graphics
> were
> a little better, it could've been one of my all-time favs. As it is,
> it still gets tons of play around my place. Oh, and BTW, for
> those of you who did like the 1st one, you need to see EX2. It's
> much improved in all areas I disliked about EX1. ESP check out Kari
> (Karin?) if you get the chance, his fists drip w/ chi the entire
> fight,
> very smooth!
>
>
> I think half the problem with Grapplers is those damn Command Throws.
> How the hell are you supposed to get close to someone and grab them
> with
> a 360-degree move or whatever else they give 'em? Come on... and on
> top
> of it, the damn Spinning Piledriver does less damage in every
> incarnation of Street Fighter to come out. Bah.
>
> > In my oppinion, the best grappler girls are in The King of
> Fighters (97
> > and 98), because they have Shermie, Blue Mary and in 98, Vice. If
> you can,
> > check 'em out!
>
> Yeah, the Neo deffinately is more grappler friendly than Capcom stuff.
> Plus, they like fast grapplers, not the big slow ones. Even thou
> I dig 'Gief, I think Blue Mary is a much better grappler, although she
> too seems to get wearker in ever version I see... Man, her RB2
> incarnation
> is feeble... Oh well.
>
> It's sorta been my impression lately that grapplers in general in
> fighting games have been getting the short end of the stick. I mean,
> when was the last time you heard of a grappler being rated #1 in
> a fighting game? I think the closest I EVER heard was King
> in Tekken 2... (never played that one, anyone care to comment?)
> and I know he wasn't ranked #1...
>
> Can anyone here name a REALLY dominating grappler from any
> recent fighting game? I can't think of any from a Capcom game...
> I've heard that Clark Steel was decent in KoF'96, and I know
> Blue Mary was pretty good in Real Bout Fatal Fury... But that's
> about all that comes to mind. Anyone?
>
> Oh, and back to the RPG side of this ML. In the campaign
> I'm currently running, I mixed in a buncha of the Neo-Geo characters
> into the world. I don't remember who's in the top spots right now,
> but I remember Terry Bogard beat T. Hawk, Kim KapHwan beat
> DJ, and Kyo (can't spell his last name for my life, 'hero' from KoF)
> beat out Blanka... Anyone else playing w/ the Neo characters?
> Which game are you basing them off, the Fatal Fury series or
> the KoF series? (or heck, even the anime for that matter).
>
> -Laters all
> -Chris!
>
>
>
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