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Super Smash Bros / Charchazos en 3D

¿Pero eso involucra entonces que es absolutamente imposible comprar directamente con la tarjeta de crédito de uno?
Yo compro con la mía. Tengo puesta la wea en Canadá con un código postal de allá.
Ingreso mi tarjeta normalmente.

Yo creo que depende de la tarjeta igual, al menos la mía nunca me ha dado problemas en ningún página.
 
¿Soy el único que considera la inclusión de Ryu un error?

Primero, no pega para nada con el perfil de los personajes incluidos, estéticamente hablando –lo mismo pasaba con Snake–.

Segundo, Smash ya comienza a desperfilarse como un juego de peleas entre IPs de Nintendo. Mega Man, Snake, Pacman, Sonic, ahora Ryu... Ya son muchos.

Tercero, sigue habiendo muchas ausencias graves de sagas clásicas de Nintendo. Con cada peleador "foráneo" que incluyen, menos espacio queda para un roaster inclinado hacia los propios personajes de la gran N.

Cuarto, como peleador, la inclusión de Ryu es un despropósito absoluto. Rompe toda la mecánica clásica que había venido trabajando la saga desde el primer Smash hasta la última versión. Meter el concepto de golpes suaves, medios y fuertes, o las Us para adelante y para atrás, creo que fue una decisión equivocada.

Mis dos centavos.

Yo compro con la mía. Tengo puesta la wea en Canadá con un código postal de allá.
Ingreso mi tarjeta normalmente.

Yo creo que depende de la tarjeta igual, al menos la mía nunca me ha dado problemas en ningún página.

Un amigo trató de hacerlo, pero obtuvo el mismo error. Por lo visto son algunas tarjetas no más las que permiten hacer esa truchería.
 
¿Soy el único que considera la inclusión de Ryu un error?

Primero, no pega para nada con el perfil de los personajes incluidos, estéticamente hablando –lo mismo pasaba con Snake–.
Hay hartos humanos de proporciones normales de esos rpgs que no conozco al lado de una weá como Kirby, así que no estoy de acuerdo.

Segundo, Smash ya comienza a desperfilarse como un juego de peleas entre IPs de Nintendo. Mega Man, Snake, Pacman, Sonic, ahora Ryu... Ya son muchos.
¿Desperfilarse? pero si siempre ha sido eso :lol2:

Tercero, sigue habiendo muchas ausencias graves de sagas clásicas de Nintendo. Con cada peleador "foráneo" que incluyen, menos espacio queda para un roaster inclinado hacia los propios personajes de la gran N.
¿Como quién? ¿el mago berenjena? :xd: , además ya dijeron que los Ice Climbers los sacaron porque la 3DS no se la podía. Esa autolimitación de tener el mismo roster en ambas versiones de más que dejó afuera harto mono nuevo raro porque la 3DS era incapaz de computarlo.

Cuarto, como peleador, la inclusión de Ryu es un despropósito absoluto. Rompe toda la mecánica clásica que había venido trabajando la saga desde el primer Smash hasta la última versión. Meter el concepto de golpes suaves, medios y fuertes, o las Us para adelante y para atrás, creo que fue una decisión equivocada.
¿No se supone que distintos tipos de movimientos y formas de juegos respetando los juegos de donde vienen los personajes es una de las gracias de Smash Bross?
 
Yo creo que el drama es que muchos tratan de ver el Smash como un juego competitivo y Nintendo lo plantea como un mix de webeo.

Para mi siempre ha sido un juego "fun" y mientras más wns random haya, mejor.
 
:4myfriends: Ike 16th 21:00
  • Forward Tilt
    • Start up: 15 → 12 frames
    • Damage reduced: 14% → 12%
  • Dash Attack
    • Start up reduced
    • Damage 10%/7%/5% → 14%/11%/9%
  • Neutral Air Landing lag reduced 16 → 13 frames
  • Forward Air
    • Hitboxes follow sword trail (hitting above and below him better)
    • Landing lag reduced
  • Quick Draw (Side-B + customs) Start up reduced
  • Jab
    • First hit transitions into Second hit faster
    • Third hit hitboxes follow sword trail (hitting above him)
  • Up Air Landing lag reduced
  • Down Air Landing lag reduced (approx 4-5 frames?)
:4zelda: Zelda 15th 16:00
  • Up Smash Base knockback increased (approx killing 20% earlier)
  • Neutral Air Damage on front hits 1% → 2%, Damage on back hits 2% → 1%
:4greninja: Greninja -
  • Forward Tilt
    • Damage altered 6.5% → 7.3%
    • Ending frame reduced (approx 10 frames)
:4miisword: Mii Swordfighter -
  • Back Air Damage 12% → 14%
  • Airborne Assault (Side-B) Displacement trajectory altered (lower than before)
:4metaknight: Meta Knight 15th 04:00
  • Forward Tilt
    • Final hit angle altered 65°→ ~40°
    • Ending frame reduced (approx 10 frames?)
    • Damage on final hit 3% → 4%
  • Neutral Air Landing lag reduced
  • Jab
    • Damage increased 1% → 1.2%
    • Ending frame reduced approximately 12 frames
:4charizard: Charizard -
  • Up Throw Knock back increased significantly (comparable strength to Mewtwo without DI)
  • Down Throw Knock back reduced significantly (combo throw?)
:4bowser: Bowser -
  • Up Tilt
    • Damage 10% → 9%
    • Start up 12 → 11 frames without animation changes (now hits low to the ground in front)
    • Ending 51 → 41 frames
:4kirby: Kirby -
  • Forward Smash Up angled sour spot damage reduced 13% → 12%
:4villagerf: Villager 15th 16:00
  • Balloon Trip (Up-B) Fuel system mechanic (similar to ROB) now recharges noticeably slower, hurting consecutive usages
  • Down Throw Damage 4.5% → 6%
:4ness: Ness -
  • PSI Magnet (Down-B) Ending frame reduced (significantly?)
:4falco: Falco 16th 21:00
  • Neutral Air
    • Total damage 12% → 11% (second hit damage 3% → 2%)
    • Hits now auto link
    • Final hit now forces front facing knockback
  • Forward Air
    • Aerial Damage 8% → 9%
    • Landing Damage 5% → 3%
    • Start up reduced (?)
    • Landing lag reduced (?)
  • Up Air
    • Damage 11% → 10%
    • Sour spot removed
    • Start up decreased 10 → 7 frames
  • Down Air Sweet spot trajectory no longer meteors grounded opponents but sends upwards
:4gaw: Mr. Game & Watch -
  • Down Tilt Knockback increased
:4lucina::4marth: Lucina / Marth 16th 21:00
  • Jab One
    • Marth Damage reduced 4%/6% → 3%/5%
    • Angle altered from Sakurai Angle, more follow up prone
  • Up Tilt
    • Knock back increased
    • Ending frame reduced 42 → 39
    • Body hitbox angle now more vertical
    • Marth moves forward if actions taken at new IASA rather than original animation length
  • Lucina Forward Tilt Damage increased by approx 1% (9.97% → 10.92%)
  • Neutral Air Landing lag reduced 15 → 12 frames
:rosalina: Rosalina and Luma -
  • Luma HP 47 → 50
:4lucario: Lucario -
  • Jab 1 KBG significantly decreased, now links into jab 2 more reliably
:4dk: Donkey Kong -
  • Cargo Forward Toss
    • Damage increased 8% → 10%
    • Reduced endlag?
  • Cargo Back Toss
    • Damage increased 8% → 12%
    • Launch angle increased
    • Reduced endlag?
  • Cargo Up Toss Damage increased 7% → 10%
  • Cargo Down Toss
    • Damage increased 6% → 7%
    • Now has a "mini hop" that allows DK to float in place while tossing
    • Endlag reduced?
:4diddy:Diddy Kong 15th 17:20
  • Up Air Start up increased 3 → 4 frames without animation changes (no longer hits below him)
  • Up Throw Damage reduced 8% → 5%
  • Down Throw Damage increased 6% → 7%
  • Down Tilt Damage reduced 6% → 5.5%
  • Jab Transition between third strike and multihit is now faster
:4falcon: Captain Falcon 15th 19:00
  • Up Air Damage decreased 13% → 11%
:4link: Link -
  • Grab Range increased noticeably
  • Down Tilt Damage 12% → 11%
  • Down Throw
    • Trajectory altered 110°→ 85°
    • Damage 7% → 6%
:4samus: Samus -
  • Up Smash Knockback / kill power increased
:4palutena: Palutena -
  • Up Tilt Damage on looping hitboxes increased 1% → 1.2%
:4olimar: Olimar -
  • Pikmin Mechanics Order no longer reverses from ledge grabs (Bug Fix?)
:4sonic: Sonic -
  • Down Air Ending lag reduced (stage height off stage down airs no longer SD)
  • Up Smash Knockback reduced
  • Burning Spin Dash (Side-B) Damage increased by 2%
:4mewtwo: Mewtwo -
  • Confusion (Side-B) Throw distance reduced, no longer forcing landings on some platforms from the ground

buffearon a falco :idolo:
 
Hay hartos humanos de proporciones normales de esos rpgs que no conozco al lado de una weá como Kirby, así que no estoy de acuerdo.

A estas alturas ya no tiene sentido sacarlos, porque personajes como Roy y Marth ya se han hecho un poco más populares en occidente. Pero seguir insistiendo en meter "humanos de proporciones normales" con estilo de anime es una tontera.

¿Desperfilarse? pero si siempre ha sido eso :lol2:

¿Siempre ha sido qué?

Smash nació con la idea de ser un juego de peleas entre IPs de Nintendo; sin embargo, a estas alturas ya han metido personajes de todas partes (Capcom, Sega, Konami, etc.). Falta que coloquen a Gokú no más, para terminar de prostituir la esencia de la saga.

¿Como quién? ¿el mago berenjena? :xd: , además ya dijeron que los Ice Climbers los sacaron porque la 3DS no se la podía. Esa autolimitación de tener el mismo roster en ambas versiones de más que dejó afuera harto mono nuevo raro porque la 3DS era incapaz de computarlo.

No entiendo qué tienen que ver los Ice Climbers acá; yo nunca dije que debieran incluirlos. Pero date una vuelta por cualquier IP de Nintendo –especialmente desde la generación del Nintendo 64 hacia atrás– y verás que hay un montón de personajes icónicos, con mucha mayor popularidad que varios de los que están en el roaster actual.

¿No se supone que distintos tipos de movimientos y formas de juegos respetando los juegos de donde vienen los personajes es una de las gracias de Smash Bross?

Eeeh... creo que estás confundido. Una cosa es implementar ataques basándose en los juegos originales de los cuales proceden los personajes; otra totalmente distinta es romper la mecánica que el juego ha respetado fielmente desde el primer Smash hasta el último título —antes de que se les ocurriera meter esa tontera de las Us y los golpes suaves, medios y fuertes—.
 
:4myfriends: Ike 16th 21:00
  • Forward Tilt
    • Start up: 15 → 12 frames
    • Damage reduced: 14% → 12%
  • Dash Attack
    • Start up reduced
    • Damage 10%/7%/5% → 14%/11%/9%
  • Neutral Air Landing lag reduced 16 → 13 frames
  • Forward Air
    • Hitboxes follow sword trail (hitting above and below him better)
    • Landing lag reduced
  • Quick Draw (Side-B + customs) Start up reduced
  • Jab
    • First hit transitions into Second hit faster
    • Third hit hitboxes follow sword trail (hitting above him)
  • Up Air Landing lag reduced
  • Down Air Landing lag reduced (approx 4-5 frames?)
:4zelda: Zelda 15th 16:00
  • Up Smash Base knockback increased (approx killing 20% earlier)
  • Neutral Air Damage on front hits 1% → 2%, Damage on back hits 2% → 1%
:4greninja: Greninja -
  • Forward Tilt
    • Damage altered 6.5% → 7.3%
    • Ending frame reduced (approx 10 frames)
:4miisword: Mii Swordfighter -
  • Back Air Damage 12% → 14%
  • Airborne Assault (Side-B) Displacement trajectory altered (lower than before)
:4metaknight: Meta Knight 15th 04:00
  • Forward Tilt
    • Final hit angle altered 65°→ ~40°
    • Ending frame reduced (approx 10 frames?)
    • Damage on final hit 3% → 4%
  • Neutral Air Landing lag reduced
  • Jab
    • Damage increased 1% → 1.2%
    • Ending frame reduced approximately 12 frames
:4charizard: Charizard -
  • Up Throw Knock back increased significantly (comparable strength to Mewtwo without DI)
  • Down Throw Knock back reduced significantly (combo throw?)
:4bowser: Bowser -
  • Up Tilt
    • Damage 10% → 9%
    • Start up 12 → 11 frames without animation changes (now hits low to the ground in front)
    • Ending 51 → 41 frames
:4kirby: Kirby -
  • Forward Smash Up angled sour spot damage reduced 13% → 12%
:4villagerf: Villager 15th 16:00
  • Balloon Trip (Up-B) Fuel system mechanic (similar to ROB) now recharges noticeably slower, hurting consecutive usages
  • Down Throw Damage 4.5% → 6%
:4ness: Ness -
  • PSI Magnet (Down-B) Ending frame reduced (significantly?)
:4falco: Falco 16th 21:00
  • Neutral Air
    • Total damage 12% → 11% (second hit damage 3% → 2%)
    • Hits now auto link
    • Final hit now forces front facing knockback
  • Forward Air
    • Aerial Damage 8% → 9%
    • Landing Damage 5% → 3%
    • Start up reduced (?)
    • Landing lag reduced (?)
  • Up Air
    • Damage 11% → 10%
    • Sour spot removed
    • Start up decreased 10 → 7 frames
  • Down Air Sweet spot trajectory no longer meteors grounded opponents but sends upwards
:4gaw: Mr. Game & Watch -
  • Down Tilt Knockback increased
:4lucina::4marth: Lucina / Marth 16th 21:00
  • Jab One
    • Marth Damage reduced 4%/6% → 3%/5%
    • Angle altered from Sakurai Angle, more follow up prone
  • Up Tilt
    • Knock back increased
    • Ending frame reduced 42 → 39
    • Body hitbox angle now more vertical
    • Marth moves forward if actions taken at new IASA rather than original animation length
  • Lucina Forward Tilt Damage increased by approx 1% (9.97% → 10.92%)
  • Neutral Air Landing lag reduced 15 → 12 frames
:rosalina: Rosalina and Luma -
  • Luma HP 47 → 50
:4lucario: Lucario -
  • Jab 1 KBG significantly decreased, now links into jab 2 more reliably
:4dk: Donkey Kong -
  • Cargo Forward Toss
    • Damage increased 8% → 10%
    • Reduced endlag?
  • Cargo Back Toss
    • Damage increased 8% → 12%
    • Launch angle increased
    • Reduced endlag?
  • Cargo Up Toss Damage increased 7% → 10%
  • Cargo Down Toss
    • Damage increased 6% → 7%
    • Now has a "mini hop" that allows DK to float in place while tossing
    • Endlag reduced?
:4diddy:Diddy Kong 15th 17:20
  • Up Air Start up increased 3 → 4 frames without animation changes (no longer hits below him)
  • Up Throw Damage reduced 8% → 5%
  • Down Throw Damage increased 6% → 7%
  • Down Tilt Damage reduced 6% → 5.5%
  • Jab Transition between third strike and multihit is now faster
:4falcon: Captain Falcon 15th 19:00
  • Up Air Damage decreased 13% → 11%
:4link: Link -
  • Grab Range increased noticeably
  • Down Tilt Damage 12% → 11%
  • Down Throw
    • Trajectory altered 110°→ 85°
    • Damage 7% → 6%
:4samus: Samus -
  • Up Smash Knockback / kill power increased
:4palutena: Palutena -
  • Up Tilt Damage on looping hitboxes increased 1% → 1.2%
:4olimar: Olimar -
  • Pikmin Mechanics Order no longer reverses from ledge grabs (Bug Fix?)
:4sonic: Sonic -
  • Down Air Ending lag reduced (stage height off stage down airs no longer SD)
  • Up Smash Knockback reduced
  • Burning Spin Dash (Side-B) Damage increased by 2%
:4mewtwo: Mewtwo -
  • Confusion (Side-B) Throw distance reduced, no longer forcing landings on some platforms from the ground

buffearon a falco :idolo:

:protesta: Devuelvan a Greninja al top tier :protesta:
 
Última edición por un moderador:
mas cambios confirmados

Character Last (PST) Changes
:4myfriends: Ike 17th 19:30
  • Forward Tilt
    • Start up: 15 → 12 frames
    • Damage reduced: 14% → 12.5%
  • Dash Attack
    • Start up reduced 18 → 15 frames
    • Damage 10%/7%/5% → 14%/11%/9%
  • Neutral Air Landing lag reduced 16 → 13 frames
  • Forward Air
    • Hitboxes follow sword trail (hitting above and below him better)
    • Landing lag reduced 19 → 18 frames
  • Quick Draw (Side-B + customs) Start up reduced 19 → 16 frames
  • Jab
    • First hit transitions into Second hit 3 frames faster
    • Third hit hitboxes follow sword trail (hitting above him)
  • Up Air Landing lag reduced 18 → 15
  • Down Air Landing lag reduced 26 → 23 (? 22)
  • (1.06) Counter (Down-B) Knockback growth increased 74 → 100
:4zelda: Zelda 18th 23:02
  • Up Smash
    • Base knockback increased (approx killing 20% earlier)
    • Initial hitbox now has increased size and halved SDI multiplier
  • Neutral Air
    • Damage on front hits 1% → 2%, Damage on back hits 2% → 1%
    • Landing lag reduced 22 > 19 frames
  • Up Air Landing lag reduced 22 > 19 frames
  • Down Air Landing lag reduced 21 > 18 frames
:4greninja: Greninja 20th 18:00
  • Forward Tilt
    • Damage altered 6.5% → 7.3%
    • Ending frame reduced 41 → 32
:4miisword: Mii Swordfighter 21th 01:00
  • Back Air Damage 12% → 14%
  • Airborne Assault (Side-B) Displacement trajectory altered (lower than before)
  • Jab, Forward Tilt, Down Smash, Forward air Ending/landing lag reduced
:4metaknight: Meta Knight 17th 19:30
  • Forward Tilt
    • Final hit angle altered 65°→ ~40°
    • Ending frame/IASA reduced on each strike from 33/35/38 → 25/27/31 frames (?)
    • Damage on final hit 3% → 4%
  • Neutral Air Landing lag reduced
  • Jab
    • Damage increased 1% → 1.2%
    • Ending frame reduced approximately 12 frames
:4charizard: Charizard 21th 01:00
  • Up Throw Knock back increased significantly (comparable strength to Mewtwo without DI)
  • Down Throw
    • Knock back reduced significantly (combo throw?)
    • Ending lag reduced
  • Jab
    • Transition from First to Second strike 1 frame faster (now acts as a combo on more/most characters)
    • Jab One increased weight based knockback
:4bowser: Bowser -
  • Up Tilt
    • Damage 10% → 9%
    • Start up 12 → 11 frames without animation changes (now hits low to the ground in front)
    • Ending 51 → 41 frames
:4kirby: Kirby -
  • (1.06) Forward Smash Up angled sour spot damage reduced 13% → 12%
:4villagerf: Villager 21th 01:00
  • Balloon Trip (Up-B) Fuel system mechanic (similar to ROB) now recharges noticeably slower, hurting consecutive usages
  • Down Throw
  • Damage 4.5% → 6%
  • Grab Ending lag reduced (all of them?)
:4ness: Ness -
  • PSI Magnet (Down-B) Ending frame reduced (significantly?)
:4falco: Falco 16th 21:00
  • Neutral Air
    • Total damage 12% → 11% (second hit damage 3% → 2%)
    • Hits now auto link
    • Final hit now forces front facing knockback
  • Forward Air
    • Aerial Damage 8% → 9%
    • Landing Damage 5% → 3%
    • Start up reduced (?)
    • Landing lag reduced (?)
  • Up Air
    • Damage 11% → 10%
    • Sour spot removed
    • Start up decreased 10 → 7 frames
  • Down Air Sweet spot trajectory no longer meteors grounded opponents but sends upwards
:4gaw: Mr. Game & Watch 20th 18:00
  • Down Tilt Knockback increased
  • Back Air Landing lag reduced 24 → 19
:4lucina::4marth: Lucina / Marth 20th 18:00
  • Jab One
    • Marth Damage reduced 4%/6% → 3%/5%
    • Transition frame reduced 21 → 17 (M) / 18 (L)
    • Angle altered from Sakurai Angle, more follow up prone
    • Ending frame increased from 26 → 28 frames (reversing 1.06)
  • Jab 2
    • Total Frame Count increased from 26 → 28
  • Up Tilt
    • Knock back increased
    • Ending frame reduced 42 → 39
    • Body hitbox angle now more vertical
    • Marth moves forward if actions taken at new IASA rather than original animation length
  • Lucina Forward Tilt Damage increased by approx 1% (9.97% → 10.92%)
  • Neutral Air Landing lag reduced 15 → 12 frames
  • Dolphin Slash (Up-B) Knockback increased
  • Lucina Counter activation now plays a quote
:rosalina: Rosalina and Luma 19th 22:51
  • Luma HP 47 → 50
  • Rapid Jab End Knockback Growth Reduced 170 → 150
:4lucario: Lucario -
  • Jab 1
    • KBG significantly decreased, now links into jab 2 more reliably
    • Now uses weight based knockback growth on Jab One and Two
:4dk: Donkey Kong -
  • Cargo Forward Toss
    • Damage increased 8% → 10%
    • Reduced endlag?
  • Cargo Back Toss
    • Damage increased 8% → 12%
    • Launch angle increased
    • Reduced endlag?
  • Cargo Up Toss Damage increased 7% → 10%
  • Cargo Down Toss
    • Damage increased 6% → 7%
    • Now has a "mini hop" that allows DK to float in place while tossing
    • Endlag reduced?
:4diddy: Diddy Kong 21st 01:00
  • Up Air
    • Start up increased 3 → 4 frames without animation changes (no longer hits below him)
    • Auto cancel altered from 15 → 27 frames
    • Base/Growth 65/99 → 100/89
  • Up Throw Damage reduced 8% → 5%
  • Down Throw Damage increased 6% → 7%
  • Down Tilt Damage reduced 6% → 5.5%
  • Jab Transition between third strike and multihit is now faster Grabs Ending frames increased (on all three)
:4falcon: Captain Falcon 15th 19:00
  • Up Air Damage decreased 13% → 11%
:4link: Link 21st 01:00
  • Grab
    • Range increased noticeably
    • Regular grab ending reduced 66 → 61 frames
    • Dash grab ending reduced 77 → 65 frames
    • Pivot grab ending reduced 79 → 66 frames
  • Down Tilt
    • Damage 12% → 11%
    • Start up decreased 13 → 11 frames, ending 31 → 28 frames
  • Down Throw
    • Trajectory altered 110°→ 83°, growth 90 → 85
    • Damage 7% → 6%
  • Up Smash Hitboxes rearranged positions and increased size hence more reliably comboing
  • Forward Throw Ending lag reduced
:4samus: Samus 21th 01:00
  • Up Smash
    • Knockback / kill power increased
    • 1.06 Hitbox sizes increased to help link better
  • Grab Ending lag reduced (on all?)
:4palutena: Palutena -
  • Up Tilt Damage on looping hitboxes increased 1% → 1.2%
:4olimar: Olimar -
  • Pikmin Mechanics Order no longer reverses from ledge grabs (Bug Fix?)
:4sonic: Sonic 17th 20:30
  • Down Air Ending lag reduced (stage height off stage down airs no longer SD)
  • Up Smash Knockback reduced (approx 10%~ later)
:4robinf: Robin -
  • Wind Jab Automatic push back from multiple hits now pushes Robin off of edges
:4peach: Peach 18th 22:49
  • Jab 2 Hitbox sizes increased
:4wario2: Wario 18th 23:02
  • Jab 1 Trajectory modified for both hitboxes, base knockback and knockback growth altered.
  • Jab 2 Hitbox sizes increased, additional hitbox added.
:4mewtwo: Mewtwo -
  • Neutral Air Landing lag reduced 19 → 16 frames
:4miigun: Mii Gunner -
  • Absorbing Vortex (Down-B 3) Ending lag reduced significantly (?)
:4duckhunt: Duck Hunt -
  • Neutral Air Landing lag reduced

:idolo: Mii espadachin , falco , marth , lucina, charizard
 
no entendí ni mierda pero gracias igual :lol2:

:maestro: mii fighter y los gorros

:monomeon: clones culiaos
 
no entendí ni mierda pero gracias igual :lol2:

:lol2: :lol2: :lol2:

En todo caso, no es que esos constantes cambios nos afecten de gran manera, creo yo. Esas mierdas se notan a nivel competitivo, nivel con el que claramente nadie cuenta acá —como ya quedó demostrado en el proyecto de torneo que alguna vez llevamos a cabo :xd:—.


Sent from my mobile device with Tapatalk
 

Dale, deja actualizar la wea.[DOUBLEPOST=1435028455,1435028035][/DOUBLEPOST]No puedo actualizar la wea :s se cae a medio camino. Si lo logro en los próximos minutos te aviso, sino fue la wea :lol2:
 
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