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Street Fighter V - Discussão Geral


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Como eu afirmei antes aqui neste fórum.

 

A mente dos fãs de Street Fighter estão fechadas para o passado apenas. Porque o povão se acostumou simplesmente assim e ficou nisso.

 

O Guy apareceu bem mais vezes como personagem jogável em relação a Maki. E se fosse o contrário, huh? :kappa:

 

Dá pra contar essa questão nos dedos cara...

 

Por mim estava tranquilo, eu curto o Guy por causa do Final Fight e não do por causa do Street Fighter haha

Sim, muitos se apegam a nostalgia e não vivem além dela, por isso é tão difícil criar coisas novas hj em dia (principalmente em FGs).

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Por mim estava tranquilo, eu curto o Guy por causa do Final Fight e não do por causa do Street Fighter haha

Sim, muitos se apegam a nostalgia e não vivem além dela, por isso é tão difícil criar coisas novas hj em dia (principalmente em FGs).

 

Eu falei do Guy de um modo geral mesmo.

 

Seja na série Final Fight ou Street Fighter.

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Ainda sim seria bem interessante ver a Hinata de Rival School, quem sabe a Capcom não dê o moveset da Sakura pra ela como sucessora espiritual :D

 

Aí você quer que a Capcom dê um tiro no pé. Eu, como player de Sakura, ficaria p#@o bagarai se isso acontecesse.

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Eu não sei realmente qual foi a intenção do Combofiend nesta declaração. Se foi apenas pra chamar a atenção dos fãs, ou se de fato a Capcom está pensando colocar pelo menos 2 Dolls no jogo.

 

"I mean, I don't want to give anything away... but this could be one of the games where people could play with Dolls, and we'll see what happens"

 

https://www.eventhubs.com/news/2016/dec/13/combofiend-could-be-one-games-where-people-could-play-dolls-are-we-going-see-one-or-more-bisons-minions-season-2/

 

Bom, que sejam estas!

 

Santamu e Xiayu

 

Ao meu ver, essas Dolls tem tudo pra participar da série Street Fighter V por causa de suas armas que são muito diferentes das já usadas agora. Além de que será a 1ª lutadora negra e também a 1ª lutadora mascarada deste universo.

 

Se a Capcom tiver criatividades o suficiente, suas jogabilidades seriam muito prometedoras... :nice:

 

13_dolls09.jpg 13_dolls11.jpg

 

Odiaria pra valer ver estas daqui que estão com o X:

 

Edited by Sorento
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A Satsuki (ninja de espada) também seria muito legal, das dolls acho ela a mais interessante visualmente e provavelmente teria um moveset bem diferente da Cammy.

 

Se for ela uma das duas, a tendência é que a personagem siga o mesmo caminho da Decapre do USF4.

 

Uma Lista de Comandos 100% charge!

 

Na minha humilde opinião a mecânica charge é um retrocesso pros jogos de luta.

Edited by Sorento
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Mais uma leak da S2, que saiu direto do forno XD

Não sei se ela é verdadeira ou não, mas que esta bem convincente esta.

E ai o que vcs acharam dela ?

 

Quem é esse personagem do meio aí?

 

Pra mim está muito difícil de reconhece-lo.

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Mais uma leak da S2, que saiu direto do forno XD

Não sei se ela é verdadeira ou não, mas que esta bem convincente esta.

E ai o que vcs acharam dela ?

Eu achei bem interessante mas nada convincente. hahahaha

Agora, desde que eu vi as sombras eu disse pro meu irmão que o último era o Sodom, e esse desenho ilustra direitinho o que eu vi.

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Eu achei bem interessante mas nada convincente. hahahaha

Agora, desde que eu vi as sombras eu disse pro meu irmão que o último era o Sodom, e esse desenho ilustra direitinho o que eu vi.

 

O convincente foi no sentido de que ela me lembra aquela leak do KOFXIV, que tinha as artworks dos personagens e no fim era verdade.

Mas ainda estou 50/50 para acreditar nela XD

 

Mal eu me pergunto aqui!

 

Se entrar, o que essa Helen vai fazer em um Street Fighter com esse traje aí que nem de luta é?

 

Bom isso não deve ser um problema, afinal tem várias roupas no jogo que nem fodendo vc conseguiria lutar com elas haha

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Mudanças nos personagens Nash, Birdie, Zangief, Urien, Rashid e F.A.N.G para a 2ª temporada.

 

P.S: sujeito a alterações ainda. Não é oficial!

 

https://www.eventhubs.com/news/2016/dec/16/tons-potential-street-fighter-5-balance-changes-reported-found-using-recently-discovered-season-2-pc-file/

 

Mais imagens do Modo História do Akuma (artes de Bengus).

 

https://www.eventhubs.com/news/2016/dec/16/akumas-entire-story-mode-play-through-uploaded/

 

16_akuma11.jpg

 

 

Por fim, tudo mudou no Menu Inicial também.

 

Pro ano 2017 vai ficar assim (destaquei os principais).

 

https://www.eventhubs.com/news/2016/dec/15/check-out-new-season-2-menu-graphics-street-fighter-5/

 

15_sf5menugraphics02.jpg

 

15_sf5menugraphics03.jpg

 

15_sf5menugraphics04.jpg

 

15_sf5menugraphics05.jpg

 

15_sf5menugraphics07.jpg

Edited by Sorento
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Lista de mudanças dos personagens da Season 2 (em inglês)

 

 


Ryu

Frame data:

  • Normal throw KND tech +6 (from +14)

  • b+HK -2 oB (from 0)

  • s.MP +7 oH (from +6)

  • f+MP -6 oB (from -4), +1 oH (from 0)

  • ex FB +2 oB (from -1) both normal and VT

  • s.HP 8f SU (from 7f)

  • c.HK 8f SU (from 7f) (thanks /u/StarlessMirage )

  • f+HP +8 oH (from +6). Combo into b+HK now, which is cool but c.HP still does more damage I think (thanks /u/StarlessMirage )

  • V-Reversal KND tech +13 (from +26)

  • Framedata for everything startup/oH/oB still seems the same for everything that hasn't been mentioned

Damage/stun:

  • cc s.HK, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 530 dmg 745 stun

  • j.HP, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 512 dmg 715 stun

  • c.lk, c.lp xx hp DP 147 dmg 120 stun

  • HP DP damage -20, stun -50

  • Tatsu LK +10dmg, HK -10dmg, EX tatsu -20dmg. all tatsus -50 stun.

Hitboxes:

  • s.LP lower hitbox, a bit harder to aa with

  • jump lk hurtbox lowered

  • c.HP has a disjointed and very high hitbox, seems like the goto AA at certain angles with some practice

  • Added strike vulnerable to jump tatsu (normal and EX)

Pushback etc:

  • Throw loops no longer in corner

  • Normal throw in neutral pushes back further. c.HK CCs a 3f in neutral, nothing else that I tested reaches

  • c.MP(active frame 2, +6 oH) and s.MP(active frame 3, +9) in corner,

  • V-Reversal pushback far. resets to neutral

  • back throw in corner pushes back seems further

  • f+MP oB pushback seems a little less

  • lk tatsu pushback reduced, j.LK whiffs on normal tech. (knd frames still same)

  • s.LP s.MP s.LK 3 hit block string no longer works on standing (lk whiffs) because of pushback. Only works on crouching (vs Ryu, maybe other characters is different)

Other:

  • MP DP invincible frame 3. harder to deep DP to anti air

  • b+HK cancellable on both hits. first hit VTX oB +17 / oH +16, second hit VTX +2/+8. b+HK VTX b+HK hits lol.

  • b+HK CH VTX first hit f+HP combos lol

  • b+HK xx HP DP hits at all ranges on hit

  • anti air b+HK xx EX DP combos cancelled from 1st and 2nd hit. (cool combo) in corner AA b+hk xx EX FB xx EX

DP combos: * Parry gives twice the V-meter gain from before. 6 parries per V meter (thanks /u/ManofSteelII )

Still the same:

  • lk tatsu CA still works

  • c.MP, s.LK combos

  • s.MP, c.HP still combos

  • hp dp not invincible at all

  • activating VT still counts as a hit in combo (scales)

  • CA is still 4f

  • CA scaling minimum is still 50%

  • Meter gain doesnt seem different

  • cc s.HK still gives 0.5 V gauge

  • Parry recovers in counter hit state and is a long recovery

  • j.tatsu still can't hit behind opponent

  • VT CA seems the same oB/oH

  • CA 320 dmg / VT 350 dmg

  • back tech is still 5frames slower than normal tech

  • VT still 4f recovery

Source

Chun-Li

  • 875 HP

  • c.LK 3f, cancellable into legs but not other specials or CA (????)

  • Legs (normal/ex) VTX +6 oH/0 oB. EX +4 oB

  • Normal Fireball VT cancel is +24 on hit (!)

  • s.LK hitbox not disjointed anymore. Hurtbox higher than hitbox ie not OP anti air anymore

  • jump throw strike vulnerable box doesn't get removed

  • Piano legs doesn't seem different in frames (unsure about damage and range)

  • s.HP -5 oB and (it feels like, but not sure on exact number) slower startup

  • Air legs (LK/MK normal and VT) -2 at best

  • VT duration ~11sec from 17

  • EX sbk -16

  • Only 3 hit light string is now c.LK c.LP s.LK, only works on standing

  • c.LP s.MP c.MK xx MK SBK still works, but on block, c.MK seems to whiff (on Chun, maybe not others?)

  • c.MK hurtbox extends before active frames, hurtbox extends further than hitbox

  • Backthrow throws fullscreen. Gives oki if thrown into the corner (dash b+HP for example)

  • V-Reversal +2 oH -2 oB (from +1/0)

Nash

  • Backthrow damage nerfed was 140 now 130.

  • SWEEP damage nerfed was 100 now 90.

  • MOONSAULT damage nerfed 60 was 70 video

  • backdash distance slightly nerfed

  • back throw throws farther

  • mk scythe pushback reduced

  • mk scythe is now -10 on block instead of -8

  • f.hk is now -3 on block

  • b.MK confirmed +2 on block/+4 on hit

  • st.mk is now -1 on block/+2 hit

  • forward dash leaves you closer to tick throw after a light without walking foward, could infer throw range increase

  • ex boom +2 on block for second hit

  • cr.HP has less pushback, can link into cr.mp on block and hit

  • for st.mk > st.hk target combo, st.hk has 1 juggle point

  • st.hp is 8 frame startup now

  • st.mk > st. hk Target Combo can be completed on whiff. Great for anti airs.

  • L Sonic Boom -2 on hit/-4 on block, M Sonic Boom 0 on hit/-6 on block, H Sonic Boom +4 on hit/-2 on block

  • EX Boom has slightly more pushback now.

  • st.mp has 2f more hitstun. allows for combo into L TA. Allows for meter stealing

  • Forward Dash has 2f more recovery. 19 frames now instead of 17 frames. Meaties setups have changes. (e.g. L Sonic Scythe k/d, dash up cr.MP / b.MK is last frame meaty on quick rise) (e.g. L Sonic Scythe k/d, dash up st.mk > b.mk. St.mk hits on last frame, becomes +5 ch meaty)

  • EX Moonsault is now +7 on hit

  • can still kara EX Sonic Scythe

  • all Tragedy Assaults do 50 extra stun

  • EX Sonic Boom xx. Ground VT > cr.lk is now more reactable. Slower animation on VT Flash.

  • cr.mp xx Ground VT is +4. Allow for jab to combo after.

Source

M. Bison

  • S.LK startup 4f -> 3f

  • S.LP now combos into LK Scissors.

  • S.HP damage 80->90.

  • Shadow Axe now combo's from S.MP on regular hit as opposed to only on counterhit. No gaps.

  • Shadow Axe damage and stun 60/60 -> 50/120.

  • Shadow axe advantage +6/-5 -> +2/-8. VTC advantage on hit at least +11.

  • Shadow axe Damage reduced from 60 to 50.

  • Psycho Axe and probably Shadow axe knock down in place when an aiborne opponent is hit.

  • V-Skill Projectile can be stored to use later by inputting MP+MK.

  • V-Skill can be used from cancellable normals. VSkill fireball combos off c.MP and s.HP cancels. Does not combo off c.MK.

  • Forward Throw has more recovery. Can't throw loop in the corner now.

  • Psycho Blast EX now doesn't explode with time/distance.

  • LP/MP/HP/VT Inferno damage 90/100/110/130 -> 80/90/100/120 (all reduced by 10).

  • LP/MP/HP Inferno stun 100->150

  • Inferno HP now combos into LP Blast.

  • While you can HP inferno into LP blast, you can't do it with VT inferno into LP/MP/HP Blast, only EX.

  • All infernos seem to have less frame advantage. Weaker oki off them.

  • VT Scissors LK now combos off Lights.

  • VT Scissors has better invulnerability at least against projectiles.

  • Scissors LK/MK/HK hit advantage +3/+2/+1 -> +2

  • VT Scissors LK/MK/HK hit advantage +3 -> +2.

  • Both Scissors EX seem to have less frame advantage as well.

  • Head EX Press now consistently combos into Skull Diver on air to air hit.

  • Skull Diver sends downwards.

  • VT Headpress EX's invulnerability buffed. Lasts longer.

  • VT Headpress EX block advantage +2 -> -2.

  • Devil Reverse EX doesn't make Bison jump so high, therefore reducing his mobility on the way down (less time to move).

  • Devil Reverse EX is less advantageous on block. Can't Psycho Axe afterwards without being interrupted.

  • Devil Reverse EX combos into Psycho Axe?

  • VT Devil Reverse now usable from at heights.

Source: u/Daeyrat

Cammy

  • st. MP is +3 oB (was +2)

  • cr. HP is +1 oH (was 0)

  • b+MP is +1 oB and +4 oH (was -2/0). combos into st. LP

  • L Spiral Arrow is -12 oB, M is -15 and H is -12 (were all -13)

  • EX divekick is -3 oB to +1 depending on spacing, though it can be up to +3 on crouchers. Height limit severely limited - you can only do it almost at the peak of the jump, but at any moment on the way down. No instant EX DKs anymore

  • no meterless DP is fully invincible anymore. The best one is M DP which is strike invincible on frame 3, but I think it's still not throw invincible. VT DP is still fully invincible frame 1 though.

  • V-reversal doesn’t knockdown anymore, but it is now -2 on block (was -8) and is +2 on hit

  • St Mk appears to be down to 8 frame startup.

Source

Birdie

  • birdie st.hk is atleast +7 on hit now, can do st.hk -> st. mp

  • Can juggle with bullhead after cr.hp (even non-ex)

  • Birdie st.hp crushcounter rumour was fake, just a regular counterhit

  • f+hp crushcounter, they go higher in the air or something, you can just do mp bullhead -> super immediately (in s1 you had to time the mp bullhead properly or super would whiff)(edited)

  • His damage output seems mostly untouched

  • Nerfed damage a little bit on ex dive, but it's still as fast as before (180 instead of 200)

  • St.HK crushcounter launches opponent further back ,BUT it's offset because you can do st.hk -> st.mp now, so no need to dash up cr.mp anymore

  • cr.lk nerfed, has 5f startup

  • V-reversal greater pushback and less + on hit (launches them further back) - guess this is a nerf and a buff (more corner carry, but 0 oki),

  • Seems to be some kind of suction effect, when you cancel st. mp into mp bullhead, he teleports forward a little bit before doing the bullhead. I guess this means you will never get the mp -> whiffed bullhead thing again

  • Can raw confirm lp/mp/hp bullhead into super

  • We can raw confirm st.mp into mp bullhead (it's difficult though)

  • bad news: st. mk feels slower on startup

  • slide (df+hp) is -7 on block now

  • hp bullhead still -5, but less pushback I think, almost the same though

  • st.mk is definitely either 9 or 10 frames startup (from 8), can no longer do st.lk (ch) -> st.mk

  • overhead has slightly less range

Source

Ken

Necalli

Vega You can't combo EX FBA off f+HP CC though, but you can dash forward twice and do whatever you like on wakeup.

The no claw cr. HP CC is probably his funniest change thouh. You can:

  • cancel into L roll for damage (hits once in the corner and twice mid screen)

  • cancel into M roll, cross-up and get a meaty st. MP, st. MK, st. HP or cr. HP (yes it loops into itself)

  • cancel into H roll, which will knock them down and hit them meaty if they quickrise.

  • cancel into stance change and reset with st. HP

  • cancel into EX FBA (ofc)

Other changes in the frame data:

  • claw st. MP is +2 on block (was +1)

  • claw st. HP is +6 on hit (was +5)

  • claw cr. MP is +1 on block (was 0)

  • no claw st. LP is +6 on hit (was +5)

  • no claw st. MP is +4 on hit (was +3)

  • st. HK is +3 on block (was -1)

  • cr. MK is +7 on hit (was +6). it comboes into st. MK now

  • f+MK is -6 on block (was -4, seems universal)

  • L roll is +1 on hit (was 0)

Source

R. Mika

  • 875 Life

  • Passion Press -8

  • Irish whip no longer gets invisible wall, only bounces in the corner

  • Irish whip they appear to fall faster. 2x dash EX peach no longer works, 1x dash EX peach works

  • s.LP 4f. Therefore s.LK, s.LP is not a combo (and cant hitconfirm into linked CA on normal hit)

  • c.HP -1 at best on block, still +3 on hit

  • s.HK still -4

Rashid

  • st. HK is now -4 oB (was -2)

  • st. LK is still 3f

  • cr. HP is +7 oH (was +6). You can combo into sweep if you feel like it for whatever reason

  • cr. MK is +1 oH (was 0)

  • overhead is -6 oB (was -4, universal change)

  • L Mixer is 0 oH (was +1)

  • if they M Mixer whiffs or if blocked you end up right beside them. IIRC you could just fly away before

  • H Mixer seems to hit earlier and it looks like you can combo easier into it

Source

Karin

Zangief

  • The grey life nerf seems real. Be less frisky with V-skill.

  • Oki advantage seems the same across the board. Frame tweaks were done exclusively to the normals from what I can see, whereas the specials were hit with number tweaks.

  • stLP still good anti-air

  • crLP now +4 on hit (down from +5), loses combo into stLK

  • stMP now +4 on hit (opening combo possibilities such as stMP, crLP xx lariat) and +2 on block (mixups on entire cast)

  • crMP is now a 6f move (used to be 7f)

  • crHP now +2 on hit

  • uncharged stHP now +2 on hit (mixup on entire cast) and -4 on block (from -3, opening more punishes), dash SPD no longer possible on CC

  • charged stHP now deals 200 stun (up from 150), dash SPD still possible after a CC

  • stand roundhouse also +2 on hit (mixup on entire cast)

  • This means that crHP, stHP and stHK are confirmable into CA on hit. Buffer that churn.

  • stLK is unchanged, but to give an indication a cancel into lariat will hit at ALL ranges so long as the stLK connects

  • crLK now +2 on block (up from +1, mixups on entire cast) ((I have a feeling this will be our new light meaty)

  • Headbutting a projectile now grants meter. Absorb about five to get a full bar of meter.

  • Lariat: hits crouchers and way more range on it. Back tech is possible after it, do not believe the rumors.

  • Damage buffed to 120, up from 100.

  • SPD: damage changed to 180/200/220/220 (down from 180/220/240/240), stun values remain the same

  • RBG: All versions now do 250 stun instead of 200. EX RBG deals 230 damage now (up from 200).

Source

Laura

  • st. MK is -2 on block, but still -1 after VSF on hit

  • st. HP is +4 on hit (was +3) and +1 after VSF (was -1). st HP xx VSF will help you keep the mixups going.

  • cr. LK is now +1 on block; you can tick throw with forward throw without even walking forward.

  • V-skill (Overhead) is now +3 on hit in v-trigger, +1 normal

  • you can safely meaty loop EX grabs into each other.

  • you're -2 if you dash in after an EX grab

  • EX fireball is +7 on block in VT now. EX fireball > cr. HP/MK is a true blockstring in VT!

Source

Dhalsim

  • 925 life

  • s.MP / s.MK +2 on hit (from 0). Still -4 on block

  • s.HK +4 on block (combos into s.LP xx EX flame in corner)

  • Normal throw is now +23. Dash is +2 in the corner for throw loops

F.A.N.G.

  • V-Reversal has Nash's properties now. Completely invincible to normal attacks during recovery.

  • Cancelling the command dash into Senpukuga looks like it'll be a useful thing. It's very fast and can be ambiguous.

  • A number of FANG's normals are slower (and in turn, a few of his normals have more hit advantage). This seems like something that they've done to most of the cast though.

  • cr.MP is 7 frames now, which may end up being a huge problem if a lot of moves are all of a sudden not punishable by it like they were before (I assume they will be, or it would kill FANG).

  • V-Trigger lets us cancel off normals into specials without any charge time required, just needs the input done (like Necalli in V-Trigger right now). Definitely a buff, how much of one remains to be seen.

  • Sadly it doesn't seem like Poison was buffed at all which was my #1 wish, but it is indirectly buffed because white life is more threatening now than before.

  • st.LP is +3 on block

  • st.MK is 6 frame start up now (st.LP is +6 on hit, so we can still combo into it.)

Source

Alex

Guile

Ibuki

Balrog

Juri

Normals:

  • st.mp +5 on hit (up from +4; still +2 on block)

  • st.hp +4 on hit (up from +2; still -3 on block)

  • st.mk 5f startup (down from 6f)

  • st.mk now links to mk fuha

  • cr.mp 6f startup (up from 5f)

  • cr.mp now links to mk ryodansatsu

  • cr.hp easier to AA with it seems

  • cr.mk -2 on block, +2 on hit (up from -3, +1)

  • f.mk -6 on block (down from -4; still neutral on block; still CC'ed by sweeps)

V-Skill:

  • about ~30f of charge (down from a ton more)

  • charged version gains projectile invincibility a lot earlier

  • uncharged seems about the same (can still be thrown out of it)

Specials:

  • all tensenrins now uses punches instead of kicks

  • lp tensenrin still -8 on crouchblock

  • mp tensenrin does 120 damage (up from 110)

  • mk fuha release now -4 on block (up from -6)

  • hk fuha release now -6 on block (up from -11)

  • hk fuha release does 80 damage (down from 90)

Throw:

  • forward throw looks like it's +13 on quickrise (up from +8 I think?), so st.mk whiffs now

  • +9 on back throw (was +7 I believe)

Urien

  • b.HK is df.HK now. Now when we want to step back for anti-crossup st.HK there will be no more random b.HK.

  • st.MP startup is 7f. +6 on hit. 1 frame slower but now there is st.MP cr.MP combo on regular hit!

  • cr.MP is +5 on hit now. So Urien still have cr.LP->st.MP CH combo.

  • cr.HP startup is 7f. 2nd hit out on 9f(10?). Right now there is punishes of something like MAX RANGE slides which is usally -7 for a decent damage. Also can combo

  • cr.LP/st.MP on CH without meaty! And 2nd hit which is anti air comes out faster.

  • cr.MP is +1 on block. Used to be 0.

  • st.HK HOLD is now +2 on block and almost no pushback. There is a reason to do meaty st.HK HOLD instead of st.HP HOLD for no recovery people. If opponent blocks there is a mixup!

  • cr.MK is +2 on block and +4 on hit. Urien get a new good pressure/meaty(?) tool. Can combo into cr.LP and CH combo into cr.MP!

  • j.LK now can crossup and +12 on hit. So now it`s easy to confirm into cr.HP for a decent damage!

  • Active VSkill gives you more V-Gauge for using armor.

  • HK Shoulder gives about 90% of V-bar if you armored about 100 damage. HP Headbutt about same.

  • EX Shoulder gives you about 1 bar and 20% of second. So gain from recieved damage is same but gain for using armor is way more.

  • Aegis Reflector exist on screen about 2 secs longer.

  • MP Headbutt is still +4 on max range/meaty but loops are gone because spacing for +4 is different. At least old loops.

  • Oki from forward throw is way worse on midscreen.

 

Fonte: https://www.reddit.com/r/StreetFighter/comments/5ipc37/sfv_season_2_beta_changes_megathread/

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Estou vendo que vou ter que esperar a Capcom lançar a lista oficial mesmo no dia 20, para saber quais são as mudanças que a Ibuki recebeu. Ate agora não achei nada sobre dela...

 

Segundo rumores estão dizendo que a lista oficial das mudanças será divulgada no dia 20 desse mês.

 

Boa sorte pra ti cara.

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