thegoodfellas/blogset-br huggingface dataset:
Voce tem uma banda ? E de rock ? Esta precisando de uma vocalista ? Entao la vai uma das concorrentes... ~~ Amber Vinny, 14 anos, mora no Rio de Janeiro. Facebook dela : Amber VinnyVocalista de Metalcore, para bandas do mesmo tipo que Escape the fate, Flyleaf, eyes set to kill, entre outras do tipo ... Se quer ela em sua banda, entre em contato conosco !!! Cada minuto que passa, eu vou ficando mais e mais confuso. Nao sou daqueles que vivem contando tudo pro pais, meus pais ate uns dias atras nao sabiam NADA sobre NENHUM relacionamento meu ! Mas eu resolvi ser mais agradavel, contar sobre o atual, tudo bem, ate que nao foi ruim. Mas eu sou do tipo de pessoa que quando me abro com alguem, me abro de verdade, e entao, a alguns dias venho conversando bastante com a minha mae, sobre umas atitudes que eu quero tomar, sobre o que eu acho de certas coisas e pessoas. E hoje, agora, escuto ela conversar com o meu pai, sussurrando, pra eu nao escutar. Estavam conversando sobre mim, eu disse a ela hoje que iria tirar o alargador, por causa de emprego, ultimamente estao reprovando por bobeira, esses babacas sao ridiculos, enfim, escutei ela dizendo que eu so vou fazer isso porque meu tio conversou comigo sobre isso, que ela ja tinha conversado e eu nao dei a minima. Ok, chega disso, nao conto mais nada, chega, nao quero saber, vou voltar pra minha bola, eu e eu, so, como antes. E se reclamarem que eu estou frio e seco, eu direi que a culpa e deles mesmos. Dj Zedd no palco, o show esta prestes a comecar ... Gouken The blog states Gouken has received the largest adjustments so far. Gouken's Denjin Hadouken (Ultra 2) has received many changes. The largest difference is that now depending on the number of times you spin the lever from the super flash to execution, you can increase the speed of the projectile up to 3 levels. The fastest speed is about 2 times as fast as the current speed, leading to more opportunities for it to hit.. This is how Ryu's Denjin fireball worked in Street Fighter 3 Third Strike.Which attack level you get depends on how long you hold the move, and is not related to the Ultra Combo gauge amount. The specific frames are:Level 1 13 framesLevel 2 17 framesLevel 3 37 framesLevel 4 57 framesLevel 5 80 frames Also, 45 more damage added to all the "levels" of Denjin Hadouken charges. For example, a level 1 attack will do 300 damage, and a level 5 attack will do 540 damage. All of Gouken's Running Palms got altered. Hitbox size on Light Running Palm increased towards the front. Medium Palm Strike has been changed to be the same as Light Palm Strike in SSF4. Hard Palm Strike has been changed to be the same as Medium Palm Strike was in Super. These changes will make the moves much more useful than before. Gouken's counters have a
larger counter-box around his body, so it will be easier to intercept attacks. Stun for each counter increased from 150 to 200. Hit stun on cr.HP has been increased, allowing for close MP -> cr.HP -> EX Palm Strike to hit characters that it would previously whiff on. T. HawkTaking into account the rest of the cast, various changes have been made. During Crouching Hard Kick, T. Hawk's head is invincible, so he can duck under things such as Sagat's High Tiger shots. Also, the blockstun for this attack has been increased by 2 frames to stop people from jumping away from the 2nd hit. The body press command normal (down + HP) can now be used during a neutral jump. Thrust Peak (Down-Torward + LP) has less frame disadvantage on hit, now it's -2 on hit. Medium Tomahawk Buster is now airborne at the beginning, which means the move is throw invincible. Condor Spire's input shortcut was improved, but the blog didn't say how. In a lot of ways we are aiming to make this the strongest version of Dan ever in a Street Fighter Series, so we have changed many things. Dan Pushback from his close Standing Hard Kick has been shortened, to allow a follow up close ranged attack when it hits properly. Close Medium Punch now starts up in 5 frames. This was 6 in Arcade Edition. Crouching Hard Kick now starts up in 10 frames. This was 11 in Arcade Edition. The combo cl.HK, cl.MP, cr.MK xx EX Dankukyaku is now possible. Also if the cl.MP is a counter hit, you can now follow up with a sweep for a guaranteed knockdown. Reduced the height limit on Air EX Dankukyaku (Dan Kicks), they can be done from the 7th airborne frame now. Stun was reduced to 250. Dragon Punch, FADC, EX Air Dankukyaku can be done now. Air Hard Kick Dankukyaku now deals 150 damage instead of 120. Hard Kick Dankukyaku now deals 130 damage instead of 120. Dan's Jumping and Crouching Taunt build meter now. 70 on hit, 30 on block. Dan's Super Hissho Buraiken has been altered so that it's harder for characters to have hits whiff against them. However, the blog notes this buff won't work if you activate from too far away. GenIn order to change him into a more technical character, we have made specific buffs. Crane stance cr.HP now only receives 1.25 counter hit damage when Gen is hit. Increased the active frames of Crane Crouching Hard Kick by 5. When the final hit of Medium and Hard Kick Gekiro comes out, you build +10 meter. The final hit of a Hard Kick Gekiro performs an untechable knockdown now. EX Jyasen properties have changed drastically. First off, depending on the button combinations (light + medium, light + hard, medium + hard), the movement distance and number of damage hits will change, in addition to Gen being invincible to projectiles until the completion of hit detection. Also for all strengths of Jyasen, whether the attack right before the final part hits or
is blocked, the opponent recovery has been increased by 4 frames. So after a FADC, Gen is +6 on hit, and +2 on block, giving him an advantage. Mantis Ultra 2 (Shitenketsu) has reduced startup from 9 to 7 frames. Sakura Fixed the hitbox on the EX Hurricane Kick. cr.LK cr.LP cr.HP xx EX Hurricane will always work now. EX Fireball damage increased. Level 1 release now does 120, Level 2 release does 130. SethWithout changing the current character base, we have modified a few specific points. Tanden Stream damage reduced to 340. This was 380 in AE. cr.HP -> Tanden Stream: Upon the combo hit, the Tanden Stream will now do full damage. We have also made it so that Seth is invincible after the first hit of the Ultra, so that the animation is not interrupted midway through. Jumping HP (both angled and neutral) now has four more active frames. Overall frame data in terms of startup and recovery were not changed. Neutral Jump Medium Kick: After hit detection has ended, the leg area (lower body) is invincible to projectiles. Sometimes when hitting someone with Seth's jumping Hard Kick, recoil would prevent Seth from comboing into Crouching Light or Medium Punch. This has been fixed. CammyMostly unchanged except for a few things: Hard Kick Spiral Arrow: After much request, we have modified the active hit box back to the way it was in SSF4. Specifically, the first part of the move is active for 7 frames, and the second part is active for 12 frames, for a total of 19 frames. When combined with the buffs she received to her normal moves in Super SFIV AE, we feel itll be easier to combo her moves now. AbelWeve reviewed changes that were made from SSF4, and have made his strong points more obvious this time around. Crouching Hard Punch's hitbox returned to it's SSF4 status where you could use it as an anti-air. All Tornado Throws do 10+ more damage. Light: 160, Medium: 180, Hard/EX: 200 The second low hit of Abel's Change of Direction had its hit stun modified so that Second Low -> FADC gives you a maximum of +9 frames of advantage. Utilizing this, you can now do the combo Second Low -> FADC -> cr.HP -> Ultra 1. Breathless (Ultra 2) is now invincible to attacks during the initial charge start up, until the beginning of hit detection. RufusThe characters overall balance will remain the same, and we are just making certain moves that people have been unhappy with in the past, easier to use this time around. If you use Ultra 2 as an anti-air, you get a bit more damage than before, landing 10 hits and about 236 damage. The follow up Light Kick (Flip) attack after doing an Medium Messiah Kick will combo now. It didn't combo before in Arcade Edition. El FuerteWe aimed to make him more fun for players who use him, so without affecting the overall balance too much, we have made some changes. Invincibility returned on Propeller Tortilla, like it
was in SSF4. It's invincible after startup now. Reduced charge time on EX Quesadilla Bomb from 390 frames down to 210 frames. EX Quesadilla Bomb on counter-hit now does a wallbounce damage. From mid-screen after the wall bounce you can do Habanero Dash -> Gordita Sobat. If you are near the corners instead you can follow up with a Guacamole Leg Throw. Quesadilla Bomb's recovery was reduced by 10 frames after the move hits for the normal level 3 charge and EX versions of the move. Crouching Light Punch can be chain cancelled into other light attacks. Another bug was fixed which caused certain characters to fall out of HP -> Habanero Dash -> Calamari Slide. AkumaWe have made modifications taking into account the overall gameplay balance, as well as his potential for loop setups. Demon Flip Punch attack no longer an overhead and can be blocked low. Forward throw recovery has had two more frames added after an opponent has been thrown. When you cancel a teleport into Ultra 2, the damage has been increased to 421. Fei LongFor this character, which has great tools for dominating horizontal space and other top class attributes, we took the overall gameplay balance into account when making these changes. For the light, medium and hard Rekka Kens, we have adjusted the block stun for the second Rekka hit. Specifically, for a blocked second Rekka, Fei Long now receives:Light: -8 frames, Medium: -10 frames, Hard: -12 frames of disadvantage. Second hit Rekkas have less pushback now, so it's easier to punish on block. For light and medium Rekka Kens, the second hit does half as much chip damage. Flame Kick's damage has been revised.Light: 120 -> 110 Medium: 140 -> 120 Hard: 160 -> 150 EX: 200 -> 190 If you FADC a Flame Kick (any version) after the first hit, on block it is now -1. Hard Kick Chicken Wing's damage has been revised. It is now 35+35+30 for a total of 100. They've modified the hitboxes of all Chicken Wings in a way that they're less likely to cross-up, but still possible. Fei Long can no longer do a half loop combo on certain characters with Close MP -> EX Chicken Wing. For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can't combo into certain moves now. Crouching MP's damage has been reduced from 65 to 55. Damage for his overhead (Toward + MK) has been increased from 60 to 70. RoseThe main focus has been readjusting some changes that players were unhappy with from the previous games. Soul Spark meter gain raised by 10, it's 30 now. Soul Satellite's (Ultra 2) startup frames reduced from 7 to 5. Soul Piede (Toward + Hard Kick) has had its properties changed to almost what they were in Vanilla SF4. Recovery has been shortened by 4 frames, the hit box has been moved more to the front, and the hittable area has been reduced. Close Standing Medium Kick is +4 on
hit, making it easier to combo into Crouching Light Punch, as well as making it possible to combo into Crouching Medium Punch. This move was +3 on hit in AE. A glitch was fixed with Crouching Medium Kick where only Rose would receive counter hit damage when trading hits with an opponent. Agradecimentos a shoryuken.com e eventhubs.com []s
Estou aproveitando a semana do lancamento da versao do Street Fighter 3 Third Strike Online Version pra PS3 e Xbox360 e colocando aqui os primeiros videos de um tutorial maravilhoso feito pelo Royd em eu canal no Youtube. Vai desde o basico ate algumas ja avancadas. 1 2 3 4 5 Depois continuo postando o resto dos Tutoriais. Por hoje e so... []s Um video fantastico com OS do Fei Long. []s []s []s Desk conseguiu essa maravilha hoje. Nesse video Yang conseuge 100 hits usando seu Super e Ultra no mesmo combo. O bom e que voce pode assistir aos maos de Desks executando o combo. Babou??? []s Dreamking2323 postou a primeira parte de um guia bem compreensivo da versao AE 2012 do ONI. Neste video ele ensina combos que nao usam meter, que usam uma barra, e link de normals. Oni GuidePart 1 SSF4AE2k12: Oni Combo Guide Pt.1 by DreamKing Normal Links: 1. St. Lp, St. Mp DMG: 100, Stun: 150 2. St. Lp, St. Hp DMG: 130, Stun: 250 3. St. Lp, St. Mk DMG: 100, Stun: 150 4. St. Lp, St. Hk DMG: 140, Stun: 250 5. St. Lp, Cr.Mp DMG: 90, Stun: 150 6. St. Lp, Cr. Hp DMG: 120, Stun: 250 7. St. Lp, Cr. Mk DMG: 90, Stun: 150 8. St. Lp, B+Mp DMG: 90, Stun: 100 1. Cr. Mp, St. Mp DMG: 130, Stun: 200 2. Cr. Mp, St. Mk DMG: 130, Stun 200 3. Cr. Mp, St. Hk DMG: 170, Stun: 300 4. Cr. Mp, Cr. Mp DMG: 120, Stun: 200 5. Cr. Mp, Cr. Hp DMG: 150, Stun: 300 6. Cr. Mp, Cr. Mk DMG: 120, Stun: 200 7. Cr. Mp, B+Mp DMG: 120, Stun: 150 8. Cr. Mp, F+Lp DMG: 90, Stun: 150 1. B+Mp, St. Lp DMG: 90, Stun: 100 2. B+Mp, St. Mp DMG: 130, Stun: 150 3. B+Mp, St. Mk DMG: 130, Stun: 150 4. B+Mp, St. Hk DMG: 170, Stun: 250 5. B+Mp, Cr.Mp DMG: 120, Stun: 150 6. B+Mp, Cr. Hp DMG: 150, Stun: 250 7. B+Mp, Cr. Mk DMG: 120, Stun: 150 8. B+Mp, B+Mp DMG: 120, Stun: 100 Meter-less: 1. Cr.Mp, TC 2 Variations (Best Punish) -HP Goshoryu DMG: 296, Stun: 418 -LK Demon Palm DMG: 275, Stun: 383 -LK Demon Slash DMG: 275, Stun: 383 -HK Tatsu DMG: 296, Stun: 418 2. Cr. Lk, Cr. Lp, TC1, Lk Slash (Cr. Opponent) DMG: 183, Stun: 300 3. Cr. Lk, Cr. Lp, Cr. Lp, St. Hk (Distance) DMG: 142, Stun: 281 4. Cr. Lk, Cr. Lp, Cr. Lp, St. Mp, Lk Slash (Frame Trap) DMG: 186 Stun: 300 5. Cr. Lk, Cr. Lp, Cr. Lp, St. Lk (True Block String) DMG: 86, Stun: 175 1 Meter: 1. Cr. Mp, TC 2, Ex Shoryu : DMG 317, Stun 418 - EX Hurricane : DMG 296, Stun 418 2. Ex Slash Variations U1 DMG 365, Stun 100 Lk Palm DMG 210, Stun 220 Hk Tatsu DMG 160, Stun 200 F+Hk DMG 180, Stun 300 DP DMG 120, Stun 160 B+Mp (Reset) DMG 140, Stun 150 U2 DMG
297, Stun 100 3. J. Hp, Cr. Mp, TC 2, Ex Tatsu DMG 370, Stun 572 -St.Hp, U2 DMG 499, Stun 560 -Cr.Mp, TC2, U2 DMG 482, Stun 572 4. St. Hp, Ex Hadou, St. Lp, TC 2 DMG 314, Stun 471 - St. Hp, Ex Hadou, St. Lp, TC 2, Mk Demon Palm DMG 364, Stun 546 []s
Finalmente a ultima lista com os ultimos 13 personagens. Dee Jay Weve focused on helping him with his lack of power, and buffing his hard-to-use Ultra Combo I move, [Sobat Festival]. [far MP]: Hit box size has been enlarged towards the front, now allowing him to cancel into a super move, similar to Ryu. As it does 90 damage, sometimes players might want to trade hits in order to setup something bigger. [Air Slasher]: Removed a property from the move that left Dee Jay in a counter hit state even after move execution. [Double Rolling Sobat]: Damage has been increased, Light: 80->90, Medium: 100->110, Heavy: 120->130. We have fixed a problem for the medium version where often times the 2nd hit would whiff after the 1st hit. [Sobat Festival]: You can now cancel into this Ultra from his Super Combo, [Sobat Carnival]. Think of it like Dans Super Combo to Ultra Combo sequences. The cancel timing is right before the last hit of [Sobat Carnival], so if you can input the Ultra command in time you can cancel into the Ultra. The damage from the Super Combo -> Ultra Combo I is around 570 points, so players are going to want to save their Super Combo gauge for those instant comebacks. Guy Keeping his same fighting style, weve focused on improving the strengths of his moves. [Vertical j.HP]: Increased size of the square hit box. [Diagonal j.MP] and [Diagonal j.HK]: Increased the size of the square hit box, and the hittable area. For the most part it will be easier to hit opponents beneath you now after these modifications. Normal throws [Grab Throw] and [Shoulder Throw]: Throw range has been increased to be about the same as Ryu. So it will be easier to throw using Guy now. [Elbow Drop]: Can now be executed by holding down forward or down back and MP as well. Now it can be executed more swiftly than before. [Bushin Izuna Otoshi]: Regarding all versions of the move (including EX), Guys landing stun has been removed when the attack doesnt come out. This way you can choose to land right in front of the opponent to go for a normal throw, or try to bait out an attack to go for a counter. [EX Bushin Senpu Kyaku]: We have adjusted properties of the move which make it easier to hit opponents in various situations now. It no longer will easily whiff versus opponents who jump in, or specific characters who have a low crouch. [Neck Flip]: Changed the move so that it wont fly over opponents who are crouched in close proximity. Lastly, his retreat speed has been sped up, which makes it easier to control distance with the opponent. Cody One point we focused on were the [Knife] attacks, that many people complained had little uses in a real match. We also changed his spacing ability and movement. First off, his walk speed forward and backwards has been increased. [Hammer Hook]: Hit and block properties have been revised. Now the move grants +3 frames on hit
versus standing opponents, -1 frame on hit versus a crouching opponent, and -4 frames when blocked. You can also use this move while holding a knife. If you hit a standing opponent, you can now do the combo, [cr.LK] -> [M. Ruffian Kick]. [Bad Spray]: Changed to a 2 hit move and is now Super Cancelable. So now you can follow up this move with a FADC into [Final Destruction]. [M. Ruffian Kick]: Hit box has been enlarged towards the front. [Zonk Knuckle]: The EX version now pushes the opponent a bit further away on the first hit. As a result it is now easier to land an FADC into [Final Destruction]. With regards to knife attacks, [Pick up Knife]: If you move the lever to the correct guard position during the animation, you will now be able to cancel into block immediately. [LP (Knife)]: Now gives +6 frames of advantage. [MP (Knife)]: Now gives +2 frames of advantage. [HP (Knife)]: Now gives +3 frames of advantage. [cr.MP (Knife)]: Active frames have been changed to 4, and the hittable area around his arm has been reduced. [cr.HP (Knife)]: Startup has been changed to 7 frames, and is now a better anti-air move. Ibuki Weve made improvements where we can, along with revising some of her other attributes. [Bonsho Kick](f+HK): Trajectory of the move has been adjusted so that it hits crouching opponents easier. It is now +1 frame on hit, -3 frames on block, and +5 frames on counter hit. The move should be more useful from now. [Hammer Kick](f+MK): Including the target combo version, the move startup has been changed from 26 to 25 frames. [Tsuijigoe]: On the way up, the move is now invulnerable to throws until she is in an airborne state. Weve also modified the hittable area so that from initial startup until the 12th frame it is easier to dodge low attacks coming from the opponents. You can also super cancel from an early time during the move. This way you can fake a normal right in your opponents face and then go for [Kasumi Suzaku]. [Yoroitoshi]: The non-animation bullet version of the move will now do full hits to an airborne opponent. Opponents who chose to back-dash to escape the throw animation version of the Ultra will also take full hits from the bullet. [Hashinsho]: All hits before the final locked animation sequence will connect on an airborne opponent. An example would be, if you connect with [Focus Attack Level 2]and follow up with [Hashinsho] while they are in the air, all the hits up until the locked animation will land. Makoto She showed her explosive power in AE, so weve reconsidered some points by looking at the overall balance of the game. First off, her health has been reduced from 1000 to 950. [Fukiage]: Damage has been reduced for the light, medium, and heavy versions from 100 -> 90. EX version damage has been reduced from 140 -> 120. [EX Karakusa]: Throw range has been changed to be the same as the light version of
the move. [HK]: Hit box has been enlarged downwards. [Target Combo 1]: The [MK] portion is now cancelable like the normal move. [Tanden Renki]: Now lasts 3 seconds longer than before. [Vertical j.MP]: Hit box and hittable area has been enlarged forward. [Hayate]: Charge ability of this move has been improved. Light version of the move at Level 3 and 4, and Medium version of the move at Level 4 have had their attack distance increased. If the opponent guards any a Level 4 charge at any strength, Makoto is at -2 frames disadvantage. A Level 5 charge at any strength gains Armor Break properties, has its attack distance increased, and has the damage increased from 170 -> 190. Makoto will say something when she is charged to Level 5 to let you know when its good to go. Dudley We have tried to increase his total potential by revising his moves and attributes. [HK]: Gives +7 frame advantage on counter hit. So now if you counter hit with [HK] and cancel into [L. Duck], you will be at +4 frame advantage. [Vertical j.LP]: Active frames and hit box has been increased. [Vertical j.HP]: Startup changed to 6 frames, and active frames and hit box has been increased. [Diagonal j.LP] & [Diagonal j.MP]: Active frames have been lengthened. [Focus Attack Level 1]: Opponent gains an extra +1 stun after hit or guard. So Dudley will be at -3 frames after canceling into a forward dash after a blocked Focus Attack. [Short Swing Blow]: Medium and Heavy versions of the move have had the lower body hittable area shrunk, and also made easier to connect against a crouching opponent. [Thunder Bolt]: All strengths of the move (including EX) will no longer lose easily when trying to hit an airborne opponent, and a hit opponent cannot tech roll afterwards. For the EX version, the light flash and sound follow a bit later after the move comes out. [Victory Rose]: Can now be Super Canceled, or EX Focus Canceled. [Rolling Thunder]: All hits before the final locked animation sequence will connect on an airborne opponent. Similar to Ibuki, if you connect with [Focus Attack Level 2] and follow up with [Rolling Thunder] while they are in the air, all the hits up until the locked animation will land. Adon We have improved aspects people complained about, and also moves that were hard to use. [close MP]: Move is now -4 frames disadvantage on block. [close MK]: Move is now +2 frames advantage on hit, and +3 frames on block. [Focus Attack]: Modified the hit box so that it will connect against low posture opponents as well. [Rising Jaguar]: First hit of Light, Medium , and Heavy versions push the opponent away slightly further than before, and we have made it harder for Adon to end up facing the wrong way after an FADC follow up. Also, the FADC window for the Heavy version has been increased by 1 frame. Thus now it is possible to follow up with [Jaguar Avalanche]. [Jaguar Revolver]: Changed the move