Well I think Turn Punch is just about done. I genuinely cannot think of any other clarifications that need to be added to it. YAY! One move down, soooo many more to go.
As far as the campaign goes: We almost got killed by Sagat. The only way we avoided almost certain death was by avoiding getting into a fighter with him and the Shadoloo fighters with him. However, a couple days later four of our number got into a fight with three Shadoloo guys (Sampson, Goliath, and another guy I've nicked DeeJay rip-off but whose actual name I cannot remember) and our group almost died. At one point everyone on our side was unconscious and they only survived due to GM intervention.
Of course our best fighters weren't in that fight and our side almost won. At one point DeeJay boy and Goliath were unconscious and Sampson was in a Brain Cracker. However DeeJay boy woke up and fireballed Hiroshi (my hunny bunny!) in the back knocking him out which ended the Brain Cracker. Sampson was extremely pissed and punched Hiroshi down to -18 health. That's two health levels from death. Yeah, my character is soooo going to kill Sampson when she gets the chance. She's sick and tired of his crap.
Other than that Joliene put Zinko's guns to use killing some Shadoloo thugs. Yes, I do mean KILL. The leftover ammunition from when Zinko last used those guns does a ridiculous amount of damage. Man, the campaign suddenly got really grim. Joliene especially. My character is convinced that witnessing Zinko's death - even through postcognition - and unlocking her Hado caused a psychotic break for that poor young woman. Ever since then she hasn't laughed or smiled once it seems like.
In other news we've almost survived the first week of training at Bokai Temple. We'll see how the rest of the weekend goes.
I have a feeling Marianne (my character) is going to be sneaking off for alone time whenever possible due to the onslaught of staff members because she belongs to a team now despite never having desired to enter professional street fighting to begin with. Being a member of the Reconquistadors (rebel Spanish Ninjas trying to kill Vega and all those he trained because, well, let's face it they are evil bastards) if anyone discovers her true martial art the results will not be pretty. Spanish Ninjitsu is thought to be exclusively Shadoloo so the immediate problem would be from people assuming Marianne is an assassin mole placed by the criminal organization. On the other hand Shadoloo would hunt her down to find out who trained her and how many more Reconquistadors are out and about.
The rebels have managed to keep their existence a secret for over a decade but now the children trained in this new form of Spanish Ninjitsu are reaching adulthood and going out into the world. A few have been discovered and slain - taking their secrets to the grave with them. Marianne's cousin Juan relayed this information to her during a brief visit to Tokyo along with a message from the elders of their sect: she is on her own. Her wild child behavoir has dissuaded them from sending anyone to watch her back.
Thanks guys, no pressure, no pressure at all right there!
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Moving right along I added the following segment to the main move list under GRAB:
Special Notes on Grabs: ALL grabs have a maximum sustained duration in rounds equal to the grabbing fighter’s Grab technique. This is listed on page 140 of the core rulebook for Street Fighter under Sustained Holds. A select few grabs have a fixed duration that usually calculates to less than this number. A fixed duration maneuver is still capped in rounds to the grabber’s Grab technique.
In addition a grab maneuver that begins a sustained hold cannot be the starting or middle portion of a combo. It must be the last maneuver. Any other grab maneuver that does not place the victim into a sustained hold can be comboed prior to the holding maneuver. This is because a combo is built upon the flow of movement to movement. A sustained hold requires the fighter to direct all their concentration to maintaining the hold against an opponent who is actively resisting.
Lastly, sustained holds do not necessarily render the defender helpless. Each hold is different so it will vary widely depending on circumstances but most holds do not pin all four limbs. A fighter with an arm free could still punch even if it would be more difficult to do so. If the grabber is dizzied by an attack from the person they are holding the hold is immediately broken.
As far as the campaign goes: We almost got killed by Sagat. The only way we avoided almost certain death was by avoiding getting into a fighter with him and the Shadoloo fighters with him. However, a couple days later four of our number got into a fight with three Shadoloo guys (Sampson, Goliath, and another guy I've nicked DeeJay rip-off but whose actual name I cannot remember) and our group almost died. At one point everyone on our side was unconscious and they only survived due to GM intervention.
Of course our best fighters weren't in that fight and our side almost won. At one point DeeJay boy and Goliath were unconscious and Sampson was in a Brain Cracker. However DeeJay boy woke up and fireballed Hiroshi (my hunny bunny!) in the back knocking him out which ended the Brain Cracker. Sampson was extremely pissed and punched Hiroshi down to -18 health. That's two health levels from death. Yeah, my character is soooo going to kill Sampson when she gets the chance. She's sick and tired of his crap.
Other than that Joliene put Zinko's guns to use killing some Shadoloo thugs. Yes, I do mean KILL. The leftover ammunition from when Zinko last used those guns does a ridiculous amount of damage. Man, the campaign suddenly got really grim. Joliene especially. My character is convinced that witnessing Zinko's death - even through postcognition - and unlocking her Hado caused a psychotic break for that poor young woman. Ever since then she hasn't laughed or smiled once it seems like.
In other news we've almost survived the first week of training at Bokai Temple. We'll see how the rest of the weekend goes.
I have a feeling Marianne (my character) is going to be sneaking off for alone time whenever possible due to the onslaught of staff members because she belongs to a team now despite never having desired to enter professional street fighting to begin with. Being a member of the Reconquistadors (rebel Spanish Ninjas trying to kill Vega and all those he trained because, well, let's face it they are evil bastards) if anyone discovers her true martial art the results will not be pretty. Spanish Ninjitsu is thought to be exclusively Shadoloo so the immediate problem would be from people assuming Marianne is an assassin mole placed by the criminal organization. On the other hand Shadoloo would hunt her down to find out who trained her and how many more Reconquistadors are out and about.
The rebels have managed to keep their existence a secret for over a decade but now the children trained in this new form of Spanish Ninjitsu are reaching adulthood and going out into the world. A few have been discovered and slain - taking their secrets to the grave with them. Marianne's cousin Juan relayed this information to her during a brief visit to Tokyo along with a message from the elders of their sect: she is on her own. Her wild child behavoir has dissuaded them from sending anyone to watch her back.
Thanks guys, no pressure, no pressure at all right there!
-------------------------------------------
Moving right along I added the following segment to the main move list under GRAB:
Special Notes on Grabs: ALL grabs have a maximum sustained duration in rounds equal to the grabbing fighter’s Grab technique. This is listed on page 140 of the core rulebook for Street Fighter under Sustained Holds. A select few grabs have a fixed duration that usually calculates to less than this number. A fixed duration maneuver is still capped in rounds to the grabber’s Grab technique.
In addition a grab maneuver that begins a sustained hold cannot be the starting or middle portion of a combo. It must be the last maneuver. Any other grab maneuver that does not place the victim into a sustained hold can be comboed prior to the holding maneuver. This is because a combo is built upon the flow of movement to movement. A sustained hold requires the fighter to direct all their concentration to maintaining the hold against an opponent who is actively resisting.
Lastly, sustained holds do not necessarily render the defender helpless. Each hold is different so it will vary widely depending on circumstances but most holds do not pin all four limbs. A fighter with an arm free could still punch even if it would be more difficult to do so. If the grabber is dizzied by an attack from the person they are holding the hold is immediately broken.