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Street Fighter: The Roleplaying Game

ATHLETICS MANEUVERS


Punch / Kick / Grab / Block / Focus [A - M] / Focus [N - Z] / Weapon / Hybrid / Errata / Schools / Index



Table of Contents
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A: Aerial Recovery / Air Smash
B: Back Roll / Backflip / Beast Roll / Body Avalanche / Break Fall / Bull Rush / Burning Tail / Burning Wings / Bushin Flip / Bushin Step / Butterfly Cartwheel / Butterfly Kick
C: Cannon Drill / Chi Crash / Chi Rush / Claw Dive (High) / Claw Dive (Low) / Claw Driver
D: Displacement / Diving Hawk / Double Heel Stomp / Dragon's Tail / Drunken Monkey Roll
E: Esquives
F: Femina Wind / Flamingo Stance / Flying Body Spear / Flying Head Butt / Flying Heel Stomp / Flying Punch
G: Gazelle Step / Gore / Ground Fighting / Ground Roll
H: Hamstring / Hundred Demon Somersault
J: Jump / Jumping Shoulder Butt
K: Kick-Up / Kippup
L: Leap Dodge / Light Feet / Low Shoulder Butt
M: Mekon Delta Escape
P: Pounce
R: Rising Wolf / Rocket Wheel / Rolling Attack
S: Shooting Star Press / Shoulder Smash / Spinning Kippup / Sprint
T: Tail Slash / Tail Spin / Tail Sweep / Thunderstrike / Trample / Tumbling Attack / Tumbling Claw / Typhoon Tail
U: Upper Tail Strike
V: Vertical Rolling Attack
W: Wallclimbing / Wallflip / Wall Spring / Wind Dash

Aerial Recovery
Cost: none
Speed: none
Damage: none
Move: none

Requirements: Athletics **, Jump or Bushin Flip
Power Points: Any 2
School System Power Points: Any 3
Description: Any fighter who is heavily dependent on aerial maneuvers would be wise to learn how to roll with the force of being knocked out of the air to control their descent.
System: When interrupted in an aerial maneuver make a base Athletics roll. Two successes allow the fighter to control where they land. If they have any movement left over from the maneuver they attempted they can land and roll into any adjacent hex and are considered knocked down. For maneuvers that score multiple damage tests the recovering fighter must roll athletics for each test that damaged them.

This maneuver can be combined with Femina Wind. The fighter pays 1 Willpower to do so but can move up to three hexes in any direction before landing. In this case they don’t get any additional movement and are not knocked down. A fighter in the middle of an aerial recovery can be hit with additional attacks.

Source: editor

Air Smash
Cost: none
Speed: -1
Damage: +4
Move: -1

Requirements: Athletics *, Jump
Power Points: Majestic Crow Kung Fu, Native American Wrestling, Pankration, Sanbo, Sumo Wrestling, Wrestling 1, Any 2
School System Power Points: Kung Fu, Grappler 1, Any 2
Description: This move is popular with large fighters because it uses their weight to flatten an opponent into the sparring mats. The fighter leaps into the air, high above an opponent's head, and then falls straight down on top of her. Most fighters tend to land in an aerial seated position which has caused the Air Smash to be nicknamed the "Butt Crush."
System: The Air Smash is an aerial maneuver and acts as a Jump for purposes of interrupting and evading projectile attacks. The fighter must move in a straight hex-line while executing the power, and will end the move in the same hex as the opponent on whom they landed.

Source: Core Rulebook

Back Roll
Cost: none
Speed: +3
Damage: none
Move: see desc.

Requirements: Athletics **, Jump
Power Points: Hapkido 1, Any 2
School System Power Points: Inner, Military 1, Any 2
Description: Like a flying monkey the fighter springs up over their opponent’s head and rolls down their back in a single graceful motion. A Back Roll can be both confounding and frustrating for opponents.
System: This may be used as an abort maneuver. It is aerial and the fighter performing it ends the round one hex behind the opponent they rolled off of.

Source: editor

Backflip
Cost: 1 Willpower
Speed: +3
Damage: none
Move: +2

Requirements: Athletics ***
Power Points: Capoeira, Jeet Kune Do, Spanish Ninjitsu, Wu Shu 2, Any 4
School System Power Points: Capoeira, Kung Fu, Hunter, Wu Shu 2, Karate, Kickboxing 3, Any 4
Description: This athletics maneuver provides a warrior with an excellent retreating defensive move. A well-trained fighter using a backflip can avoid nearly any attack. The Backflip maneuver is actually a series of back-handsprings that can take a competent gymnast halfway across an arena while he dodges projectiles and other attacks.
System: While executing this maneuver the fighter can only move in a straight line away from their foe and cannot be harmed by any attack. However, they will be vulnerable to attack both before and after this maneuver is executed.

Source: Secrets of Shadoloo

Beast Roll
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: -2/+2

Requirements: Athletics *****, Rolling Attack, Vertical Rolling Attack
Power Points: Capoeira 3
School System Power Points: Capoeira 5
Description: Superhuman. Few individuals have deciphered exactly how Blanka accomplishes this gravity-defying move. He begins by springing backward into several aerial backflips then rolls back forward in a series of somersaulting forward flips to ram his opponent.
System: The Beast Roll is an aerial maneuver that can be used like a Jump to dodge projectiles. The fighter begins by traveling in a straight hex-line backward using the -2 Move modifier. This backward roll can be used to attack an opponent. The fighter then reverses direction along the same straight hex- line to strike a second opponent. The fighter caroms oft the second opponent ending up two hexes away in the direction from which they came. For both attacks the fighter must move into the opponent's hex.

Source: Core Rulebook

Body Avalanche
Cost: none
Speed: -1
Damage: +4
Move: 3

Requirements: Athletics **
Power Points: Any 2
School System Power Points: Grappler, Military 1, Any 2
Description: The Body Avalanche is an incredibly simple maneuver that still packs quite a bit of power. With their opponent backed against a wall the fighter makes a short run and hop then launches into them for a full body smash. Damage is dealt by forcing the opponent into the wall.
System: The defender must be adjacent to a wall to attempt the Body Avalanche. The attacker needs a straight line, an open hex to get up to speed, and must be able to complete the maneuver in the allotted movement.

An alternate version of the Body Avalanche can be performed without needing a wall to slam the opponent into but inflicts knockdown on both fighters. Neither knockdown can be prevented. When the maneuver is purchased specify which form has been learned.

Source: editor

Breakfall
Cost: none
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Athletics *
Power Points: Jiu Jitsu, Aikido, Baraqah, Capoeira, Pankration, Tai Chi Chuan, Wrestling, Bando, Spanish Ninjitsu 1, Any 2
School System Power Points: Kung Fu, Karate, Capoeira, Inner, Hunter, Grappler 1, Any 2
Description: Jiu Jitsu, Aikido, and a number of other styles emphasize throwing techniques. Before one can learn how to throw, however, she must first learn how to be thrown without getting hurt. Breakfall is usually performed as a roll onto the shoulders and arms with the head tucked in to protect against neck injuries.
System: Breakfall is a technique that fighters practice until it becomes instinctive therefore you do not need to play Breakfall to use it. Whenever your character takes damage from a maneuver that does knockdown you may reduce the amount of damage they take from the fall by one point of Health for each success made on a Dexterity + Athletics roll. (Note: Breakfall doesn't help against maneuvers that do damage and then knock you down only against maneuvers where hitting the ground is the source of the damage such as a Throw.)

Source: Contenders

The following is a simple chart to help adjust various maneuvers. If the number is a six then it is standard difficulty and is included here for the sake of completeness. Otherwise use the number listed as the base before other modifiers are factored in. If it says NEGATE then Breakfall cannot prevent damage from the maneuver due to a hold or other mechanic. See the specific maneuver for specifics.

NAME MOD NAME MOD
Aerial Backbreaker 9 Air Suplex 8
Bulldog negate Air Throw 7
Butterfly Drum 9 Back Body Drop 8
Chain Smash negate (weapon maneuver) Back Roll Throw 6
Choke Throw negate Bandit Chain 8/10 (weapon maneuver
Crucifix Powerbomb negate Barrel Roll Throw 6
Death Valley Driver negate Bushin Lightning Drop 8
D.D.T. negate Crescent Lunge 6 (can only negate 1/2 damage)
Face Slam 8 Death Throw 7
Flying Tackle negate Double Slam 7
Hooligan Combo negate Fireman's Backbreaker 7
Old Faithful negate Fireman's Gutbuster 7
Pile Driver negate Flowering Crescendo 8
Powerbomb negate Flowering Smash 7
Reverse Suplex negate Giant Swing 6
Samoan Drop 8 Hair Throw 7
Siberian Bear Crusher negate Heel Hammer 6 (can only negate 1/2 damage)
Spinning Piledriver negate Inza Drop 7
S.T.O. negate Jaw Cracker 7 (2nd test only)
Springboard Arm Drag 8 Judo Throw 7
Springboard Bulldog negate Jumping Power Throw 8
Sunset Flip 8 Leg Catch 8 (this is a block maneuver)
    Leg Scoop 6
    Leg Twist neagte/7
    Mandara Twist 7
    Monkey Flip 7
    Rising Storm Crow 8
    Siberian Suplex 8/7
    Snap Throw 6
    Standing Shoulder Wheel 7
    Storm Hammer 9
    Suplex 7
    Thigh Press 7
    Throw 6
    Tornado Grip 9
    Twirl and Hurl 9

Bull Rush
Cost: 1 Willpower
Speed: -1
Damage: +4
Move: -3

Requirements:Athletics ****, Shoulder Smash
Power Points: Any 3
School System Power Points: Any 3
Description: The fighter rushes into their opponent shoulder first bracing themselves against the ground with their feet just before the impact. This forces tremendous kinetic energy into their target knocking them back.
System: At the time this maneuver is purchased the fighter must specify whether or not it is crouching. If it inflicts any damage the target is knocked back a number of hexes equal to damage received.

Source: editor

Burning Tail [hybrid maneuver]
Cost: 1 Chi
Speed: -1
Damage: +2/+0
Move: -1

Requirements: Athletics ***, Focus ***, Tail Slash
Power Points: Animal Hybrid 2, Mystic, Elemental: Fire 3, Any 4
School System Power Points: Inhuman, Mystical, Elemental: Fire 3, Any 4
Description: The hybrid whips an enemy with their tail after igniting it with their chi. The result is explosive. This maneuver can be used by non-hybrids by substituting an article of clothing for the tail. However learning this form of the maneuver is difficult because so few fighters actually use it.
System: Use the listed modifiers for two damage tests. The first uses Athletics and the first damage modifier below. The second uses Focus, the second damage modifier below and is treated as if the source of damage were a Focus maneuver. The fire created by this maneuver is actual fire and can ignite objects touched, inflict burns, etc.

Source: editor

Burning Wings
Cost: 1 Chi
Speed: +0
Damage: +2/+1
Move: -2

Requirements: Athletics ***, Focus ***
Power Points: Mystic, Elemental: Air, Elemental: Fire, Animal Hybrid 3
School System Power Points: Inhuman, Mystical, Elemental: Air, Elemental: Fire 3
Description: This graceful, yet strange, maneuver mimics birds in a way only those kamikaze enough to use their full bodies as weapons would think to try. It has since caught on with animal hybrids blessed with natural wings. The fighter closes with their opponent and tumbles into them wrapped in a blazing coat of chi that looks like a pair of translucent wings rising from their back.
System: The fighter must enter their opponent’s hex to deal damage. There are two damage tests. The first uses Athletics and the +2 modifier below. The second uses Intelligence + Focus with the +1 modifier. After damaging their opponent the fighter then rolls into an adjacent hex.

Source: editor

Bushin Flip
Cost: none
Speed: +2
Damage: none
Move: +3

Requirements: Athletics **
Power Points: Ninjitsu 1, Any 3
School System Power Points: Hunter 1, Any 3
Description: This flip is a staple of Ninjitsu and functions using torque rather then raw leg strength.
System: A long jumping flip that functions exactly as would a standard Jump manuever with the exception that a Bushin Flip cannot be used to initiate a Wall Spring.

Source: sfrpg.com

Bushin Step
Cost: none
Speed: none
Damage: none
Move: none

Requirements: Athletics ****, Aerial Recovery (see below), Breakfall
Power Points: Any 3
School System Power Points: Hunter, Inner, Capoeira 3, Any 4
Description: The gymnast catches themselves from a fall and rolls so they touch the ground hand first and somersault to their feet.
System: Bushin Step is not an attack. It is a recovery technique that can be used after being struck by an attack that causes knockback or knockdown as long as the gymnast is neither crouching nor dizzied. Two successes on a base Athletics roll allow the fighter to recover and backflip to their feet avoiding a knockdown. If played during a knockback effect Bushin Step can be used immediately after the first hex of push and negates further involuntary movement. In any event the fighter ends one hex back from where they where struck.

This can also be used from the air. After successfully using Aerial Recovery when interrupted in the middle of an aerial maneuver roll base Athletics again. Two successes allow the fighter to safely get an arm underneath them to push off the ground and land on their feet. If this maneuver is unsuccessful the fighter falls flat on their face.

Source: editor

Butterfly Cartwheel
Cost: none
Speed: +2
Damage: none
Move: -2

Requirements: Athletics ***
Power Points: Spanish Ninjitsu, Ninjitsu, Capoeira, Wu Shu 3, Any 5
School System Power Points: Hunter, Wu Shu, Capoeira 2, Any 3
Description: This is an aerial cartwheel performed without hands. Using sheer strength and a twist of the torso the fighter launches himself in a direction and lands feet first. The fighter always travels in a straight line.
System: This is an aerial maneuver and can be used to dodge projectiles with an additional +2 dice to the dodge roll (the attacker’s Focus is contested versus the defender’s Dexterity + Athletics). Any opponent attempting to interrupt a fighter in the midst of this technique must move into the same hex and has a +1 difficulty to hit.

Source: New Legends

Butterfly Kick
Cost: 1 Willpower
Speed: +2
Damage: +0
Move: -2

Requirements: Kick ***, Athletics ***, Butterfly Cartwheel
Power Points: Spanish Ninjitsu, Ninjitsu, Capoeira, Wu Shu 2, Any 4
School System Power Points: Hunter, Wu Shu, Capoeira 3, Any 4
Description: Displaying an amazing level of body strength the fighter Butterfly Cartwheels straight into their opponent striking them with their spinning feet.
System: The fighter does a Butterfly Cartwheel into their target rolling for damage twice using the modifiers below. This is an aerial maneuver that can hit crouching opponents. Just like with the Butterfly Cartwheel any opponent attempting to interrupt a Butterfly Kick must enter the same hex and has a +1 difficulty to hit.

Source: New Legends

Cannon Drill
Cost: 1 Willpower
Speed: +2
Damage: +2
Move: +2

Requirements: Athletics *****
Power Points: Special Forces 4, Kabbaddi, Majestic Crow Kung Fu, Wu Shu 5
School System Power Points: Military 4, Kung Fu, Wu Shu 5
Description: Fast and ferocious, the Cannon Drill has given Cammy an edge on her competition in the Street Fighter tournaments. Since they saw Cammy pull off the move many other fighters have tried to imitate it; only a few have actually succeeded.

To execute the Cannon Drill the fighter throws her body into a low airborne trajectory. The fighter's body actually twists like a horizontal tornado as she flies across the field to strike her opponent feet first. The move is very quick, has a vicious hit, and moves the fighter quite a distance.
System: Because it flies so low to the ground the Cannon Drill does not count as an Aerial Maneuver.

Source: Core Rulebook

Chi Crash
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +3/+2
Move: +0

Requirements: Athletics ****, Focus ***, Shoulder Smash
Power Points: Any 3
School System Power Points: Any 4
Description: The fighter Shoulder Smashes their target after forming a wall of abrasive pulsing chi in front of them.
System: There are two damage tests. The first uses Athletics with the +3 modifier below and the second using Intelligence + Focus and the +2 modifier. If it inflicts any damage the opponent is knocked down and the fighter may continue moving up to their maximum movement.

Source: editor

Chi Rush
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +3/+2
Move: +1

Requirements: Athletics *****, Focus ****, Chi Crash
Power Points: Any 4
School System Power Points: Mystical, Inner 4, Any 5
Description: This is an advanced version of Chi Crash.
System: This functions exactly like Chi Crash - dealing damage twice, first with Athletics and the first modifier listed below then Intelligence + Focus for the second damage test - except that every three hexes of movement the fighter may stop and change directions to repeatedly strike a target or hit new targets. An opponent knocked down by one of these strikes may be repeatedly hit as they are still in the air and will not hit the ground until this maneuver is finished. This causes knockdown.

Source: editor

Claw Dive (High)
Cost: 2 Willpower
Speed: -1
Damage: +3
Move: +2/+3

Requirements: Athletics *****, Punch or Weapon ***, Low Claw Dive
Power Points: Spanish Ninjitsu 3
School System Power Points: Hunter 5
Description: The reconquistador, having mastered a low wall spring launch for their weapon strike, takes to the high skies to bring death from above.
System: The wall spring to initiate this attack is considered a standard jump except that it can only be interrupted by vertical aerial maneuvers (Dragon Punch, Dragon Kick, Vertical Rolling Attack, etc.). If the target of a High Claw Dive cannot keep sight of the attacking ninja they must score at least three successes on a Perception + Alertness roll or be surprised by their attacker – dropping the ninja’s difficulty to hit them to 5 and opening them to being hit from behind. Damage is calculated using Athletics + Punch if unarmed or Athletics + Weapon technique if using a weapon (additional modifiers might apply depending on the weapon used). The damage modifier below also applies.

High Claw Dive can be split over two rounds if desired. During the first round the ninja springs up onto a high object (rafters, tree limbs, etc.) where they can remain hidden until the second. This requires an additional point of Willpower but as long as the ninja is out of view and remains still they gain all the benefits of surprise.

When this maneuver is purchased the character must specify whether they are purchasing the armed or unarmed version. Weapons used in a claw dive must be small and light enough to be held in one hand. Obviously if there is no wall to spring from a High Claw Dive cannot be used.

Source: sfrpg.com

Claw Dive (Low)
Cost: 2 Willpower
Speed: +0
Damage: +2
Move: +2/+3

Requirements: Athletics ****, Punch or Weapon ***, Wall Spring
Power Points: Spanish Ninjitsu 4
School System Power Points: Hunter 5
Description: The reconquistido way encourages it’s practitioners to strike from the blue using their reflexes and whatever surfaces happen to be available as a springboard. Springing from a wall the reconquistador adds the momentum of their leap to a punch or weapon swipe.
System: The low spring of this dive is not high enough to avoid aerial maneuvers and projectiles although a ninja may use the change in direction of their wall spring to evade such things if they are swift enough. Damage is calculated using Athletics + Punch or Athletics + Weapon technique depending upon which version of this move is used. The damage modifier below also applies. This is not a weapon technique and any damage modifier for the weapon itself is ignored.

When this maneuver is purchased the character must specify whether they are purchasing the armed or unarmed version. Weapons used in a claw dive must be small and light enough to be held in one hand. Obviously if there is no wall to spring from a Low Claw Dive cannot be used.

Source: sfrpg.com

Claw Driver
Cost: 2 Willpower
Speed: -1
Damage: +0
Move: +3

Requirements: Athletics ******, High Claw Dive
Power Points: Spanish Ninjitsu 5
School System Power Points: Hunter 5
Description: After all the time Vega has spent in Shadoloo’s employ many whisper that he has truly gone mad. As the crowing achievement of this supposed psychosis they point to this maneuver – Vega’s adaptation of M. Bison’s Psycho Crusher. Springing from a wall he drives into his opponent claws first in a horizontal, spinning maelstrom of death. The secrets of this technique are known only to Vega himself.
System: This is an aerial maneuver and a linear attack. The unarmed version uses Athletics + Punch and the armed Athletics + Weapon technique + weapon modifier. It can be used to evade projectiles but will not strike crouching opponents.

Source: editor

Displacement
Cost: 1 Willpower
Speed: +2
Damage: -1
Move: +1

Requirements: Athletics **, Block **, Punch *, Esquives
Power Points: Hapkido, Savate 2, Spanish Ninjitsu 3, Wu Shu 4
School System Power Points: Hunter, Military, Boxing, Kickboxing 3, Inner, Karate, Wu Shu 4
Description: This move consists of a quick sidestep which allows the fighter to dodge an oncoming attack. The fighter may then execute a short jab if the opponent is still within range. Many opponents are intensely frustrated by this evasion which is commonly practiced by Savate fighters.
System: The evasive fighter must have enough speed to interrupt their opponent’s attack otherwise the Displacement is ineffective. The fighter executing the Displacement may then travel up to her full Move to the left or right of her opponent. Once the opponent's move is completed, the "displaced" fighter may move back in and counterattack if they have any move left. This maneuver can be used to evade projectiles although a contested roll must still be made. The Street Fighter's Punch technique is used for damage plus the modifier below.

Source: Player’s Guide

Diving Hawk
Cost: 1 Willpower
Speed: +0
Damage: +5
Move: +2

Requirements: Athletics ***, Focus *, Jump
Power Points: Native American Wrestling, Spanish Ninjitsu 4
School System Power Points: Grappler, Hunter 4
Description: The ultimate cure for Fireball blues. The Diving Hawk maneuver allows a fighter to soar over incoming projectiles and then dive down to crush the missile-throwing opponent. The fighter jumps straight up into the air then positions her body into a gliding position; emulating a hawk diving at prey. She then soars down to strike her chosen victim with a full-body collision.
System: The Diving Hawk is an aerial maneuver. It starts as a vertical Jump (and can dodge Fireballs just like a Jump). The fighter subsequently uses their Move to enter the opponent's hex and deal damage.

Source: Core Rulebook

Double Heel Stomp
Cost: 1 Willpower
Speed: -1
Damage: +1
Move: +0

Requirements: Athletics ***, Kick ***, Flying Heel Stomp
Power Points: Wu Shu, Ninjitsu 2, Any 3
School System Power Points: Wu Shu, Hunter 4, Any 5
Description: The Wu Shu artist jumps and executes two swift heel stomps as they fly over their opponents’ heads.
System: Double Heel Stamp scores two damage tests that can be split between two targets as long as they are adjacent to each other.

Source: sfrpg.com

Dragon's Tail [hybrid maneuver]
Cost: 1 Willpower
Speed: -1
Damage: +5
Move: -2

Requirements: Athletics ****, Upper Tail Strike
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 4
Description: This special maneuver is similar to the Upper Tail Strike but is more difficult to control and requires greater strength and coordination to perform. The fighter leans forward as if winding up for a powerful uppercut. He then shifts his weight in the other direction while twisting his lower body to snap the tail forward. Using sheer brute strength and momentum the fighter crashes his tail across the upper body of the target.
System: The target suffers a knockdown if airborne otherwise a grounded target damaged by the Dragon's Tail will be pushed one hex directly away from the fighter.

Source: Player’s Guide

Drunken Monkey Roll
Cost: none
Speed: +3
Damage: none
Move: +2

Requirements: Athletics **
Power Points: Jeet Kune Do, Kung Fu 1, Animal Hybrid, Aikido, Capoeira, Majestic Crow Kung Fu, Ninjitsu, Silat, Wu Shu, Chin Na 2
School System Power Points: Kung Fu 1, Inhuman, Inner, Mystical, Capoeira, Hunter, Wu Shu 2, Any 3
Description: It is said that the unjustly imprisoned founder of Monkey Kung Fu invented this evasive maneuver after watching a group of monkeys through the bars of his jail cell. The monkeys got inebriated on wine thrown out by prison guards and began staggering and rolling around on the ground. Copying the monkeys' drunken antics the master developed a series of evasive tumbles which became the Drunken Monkey Roll.
System: The Drunken Monkey Roll is a good all-purpose evasive technique. It counts as a crouching maneuver because it stays low to the ground. It can also be used to interrupt and evade projectile attacks using the same rules given under Jump. It can be used as an abort maneuver.

Source: Core Rulebook

Esquives
Cost: none
Speed: +2
Damage: none
Move: 2

Requirements: Athletics **, Block *
Power Points: Savate, Ninjitsu, Spanish Ninjitsu 2, Kung Fu, Hapkido, Wu Shu 3
School System Power Points: Hunter, Military, Boxing, Kickboxing 2, Inner, Karate, Wu Shu 3
Description: This is an evasion technique similar to certain Aikido moves. The fighter simply sidesteps away from the attack - placing himself out of harm's way. As with Boxing Savate strategies depend a lot upon avoiding an adversary's blows.
System: This may be used as an abort maneuver. The fighter must have enough speed to interrupt his attacker. As the opponent attacks the player using Esquives simply moves in any one direction up to two hexes. This move is similar to Displacement except that the fighter may not initiate a counterattack with this move. On the next round the fighter gets a +2 speed bonus as long as they suffered no damage.

Source: Player’s Guide

Femina Wind
Cost: none
Speed: as Jump
Damage: none
Move: as Jump

Requirements: Athletics ****, Jump
Power Points: Wu Shu, Ninjitsu, Spanish Ninjitsu 1, Any 2
School System Power Points: Hunter, Wu Shu 3, Any 4
Description: By harnessing the wind a skilled Ninja can leap, flip in midair, and use their momentum to continue jumping in a new direction.
System: Femina Wind is not an attack by itself. It functions in conjunction with a standard Jump so that at any time the jumper may opt to stop, change direction, and continue moving up to their maximum movement. Femina sacrifices vertical clearance for lateral movement. Characters using this are limited to jumping 2’ in height per point in Athletics after changing direction.

Source: sfrpg.com

Flamingo Stance
Cost: none
Speed: +1
Damage: see desc
Move: none

Requirements: Athletics ***, Kick **
Power Points: Tai Chi Chuan 2, Wu Shu 3, Any 4
School System Power Points: Inner, Kung Fu 2, Wu Shu 3, Any 4
Description: The fighter adopts a kicking stance, perched on one leg. While in this stance the fighter cannot move, punch, or use non-kicks.
System: A fighter may assume the Flamingo Stance at any time using the speed modifier below. While in this stance all rolls to hit with basic kicks (short, forward, and roundhouse) are at -2 difficulty to hit and +2 speed. Also all called shots with the aforementioned kicks are the normal difficulty of 6 without having to raise.

Disadvantages are: a fighter may not make any attacks other than kicks while in a Flamingo Stance, cannot move, and cannot use maneuvers that require movement. If a fighter takes damage, even if they fell into a block, they must spend a Willpower point and make an immediate Dexterity + Athletics check versus the damage received to stay upright and avoid being knocked down.

Source: New Legends

Flying Body Spear
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +1

Requirements: Athletics ***, Jump
Power Points: Kabbaddi 2, Ler Drit, Majestic Crow Kung Fu 3, Any 4
School System Power Points: Mystical, Ler Drit, Kung Fu 3, Any 4
Description: Street Fighters seem to find an unending variety of ways to use their bodies as weapons. This special maneuver involves the fighter jumping into the air and twisting his body into a rotating human torpedo as he descends on his opponent. Some fighters like to cruise down feet first; others lead with their fists or even heads. Because the fighter has his full weight behind him the Body Spear inflicts a fair amount of damage.
System: The Flying Body Spear is an aerial maneuver that acts like a Jump enabling the user to dodge missile attacks. The fighter can then spiral down and smash into any opponent within their Move range. The fighter must travel in a straight hex-line and ends the move in the hex in front of the victim.

Source: Core Rulebook

Flying Head Butt
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +3

Requirements: Athletics ***, Head Butt, Jump
Power Points: Sumo Wrestling, Wrestling 2, Any 3
School System Power Points: Grappler 3, Any 4
Description: This move is similar to the Flying Body Spear except that the fighter leaps horizontally at an opponent ramming her headfirst. Because the fighter does not jump up first the move is a little quicker than the Flying Body Spear but the low-flying head butt doesn't give the fighter a chance to dodge oncoming missiles.
System: The Flying Head Butt is an aerial maneuver which cannot evade projectiles and strikes crouching opponents. The fighter must travel in a straight line.

Source: Core Rulebook

Flying Heel Stomp
Cost: 1 Willpower
Speed: +0
Damage: +1
Move: +2

Requirements: Athletics ***, Kick **, Jump
Power Points: Ler Drit, Majestic Crow Kung Fu, Ninjitsu, Pankration, Spanish Ninjitsu, Wu Shu, Bando 3, Any 4
School System Power Points: Ler Drit, Kung Fu, Hunter, Wu Shu 2, Karate, Grappler 3, Any 4
Description: This high-flying aerial assault utilizes a fighter's body weight to hammer an opponent from above. The fighter leaps into the air above her opponent's head and lands heel first on her opponent's head or shoulders. Additionally, the fighter can use her opponent as a springboard to launch away to safety after the attack.
System: The fighter can interrupt their own movement with a damage roll and then finish their allowed Move after rolling damage. The Flying Heel Stomp is an aerial maneuver and can be used like a Jump move to interrupt and evade a projectile attack (as well as give the would-be attacker a heel-stomping headache).

Example: Chun Li, with an Athletics Technique of 6, can Move eight hexes using her Flying Heel Stomp and can stop at any point in her movement to attack one opponent. She decides to jump three hexes, stomp Sagat, and then finish her move five hexes away. The only limit is that the jump has to be in a straight line from beginning to end.

Source: Core Rulebook

Flying Punch
Cost: 1 Willpower
Speed: -2
Damage: +2
Move: +5

Requirements: Athletics ****, Punch **, Focus ***, Jump
Power Points: Ler Drit 3, Dirty Fighting 4
School System Power Points: Ler Drit, Kung Fu, 3, Dirty Fighting 4
Description: This move takes a Street Fighter high into the air above and past her opponent and then quickly redirects the attack so that the punch lands squarely in her opponent's back. This maneuver is considered highly dishonorable. The degree of aerial control Ler Drit practitioners exhibit while performing this maneuver lead some to believe that the practitioner is actually flying up and past her opponent before swooping back down with an outstretched fist.
System: To execute this move, the fighter must move two hexes past their opponent and move back to the opponent's hex as they arc back downwards to hit them from behind. This attack is considered an aerial maneuver and halves the opponent's total Stamina for the purposes of determining how many damage dice are rolled.

Fighters lose a point of Honor each time the Flying Punch is used. Alternately, the attack can be done straight forward without the loss of Honor but the fighter also loses the advantage of halving their opponent's Stamina. The attacker ends in the hex behind or in front of their opponent depending on how the maneuver was used.

Example: If a Flying Punch hits a fighter who is blocking her soak would normally be her determined by adding her Stamina of 3 and her Block technique of 4. (3 + 4 equals a Soak of 7.) But because the Flying Punch is a sucker shot the fighter's Stamina is halved. So (3 divided by two, rounding down, is 1) is 1 Stamina plus 4 Block technique for a total of 5.

Source: Secrets of Shadoloo

Gazelle Step
Cost: 1 Chi
Speed: +3
Damage: none
Move: see desc

Requirements: Athletics ****, Focus **, Jump
Power Points: Any 2
School System Power Points: Kung Fu 2, Any 3
Description: Hong Kong flicks have long had the staple leaping from rooftop to rooftop. What most people don’t realize is that some Street Fighters have figured out how to use their Chi to accomplish this feet without wires or camera tricks.
System: Using Gazelle Step allows a fighter to jump 6’ for every point in Athletics they possess. It otherwise functions like a standard Jump.

Source: sfrpg.com

Gore [hybrid maneuver]
Cost: none
Speed: +0
Damage: +1
Move: +0

Requirements: Athletics *
Power Points: Animal Hybrid 1
School System Power Points: Inhuman 1
Description: An animal hybrid who sports horns can do some serious damage with them if they are large enough. Like an angry bull, the hybrid strikes with deadly intent.
System: In order to inflict damage the hybrid must enter the defender's hex and attack. One point of damage inflicted by this maneuver is always aggravated while the rest is bashing, as normal. If the Animal Hybrid also defeats the defender in a contested Strength roll the defender is lifted off their feet and thrown one hex in any direction.

Source: editor

Ground Fighting
Cost: none
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Athletics ***
Power Points: Pankration 2, Sanbo, Native American Wrestling, Wrestling 3, Special Forces 4, Any 5
School System Power Points: Grappler 3, Military 4, Any 5
Description: Most fighting styles prepare a contender for fighting on his feet but once their back hits the ground they are at a disadvantage. Street Fighters from other styles are better prepared for this eventuality while Pankrationists train at fighting while grounded. Many Pankrationists are even known to take their opponent to the ground to take advantage of their confusion.
System: This maneuver is invoked whenever the character falls down, has been thrown, or is otherwise prone. The Street Fighter does not have to rise from the ground to continue fighting (although if they do, they suffer from the standard knockdown speed penalties). Instead they may continue fighting from the ground using any basic or special maneuver within Storyteller discretion. For instance a Double Dread Kick would be impossible but basic punches and kicks could still be accomplished. Street Fighters who do not have this maneuver may attempt to fight while on the ground but at -3 speed and damage to their own attacks.

Individuals fighting ground-based contenders have a number of their own disadvantages. The awkwardness of fighting so close to the ground imposes a –2 speed and damage penalty in addition to being restricted to moves that hit low to the ground. Fighting opponents armed with weapons is especially dangerous because the attacker doesn't have the same options for getting around the weapon they normally would while the duelist is standing. Hand firearms and light, one-handed weapons are usually not penalized when used from the ground however anything larger or two-handed is simply too awkward to use effectively while grounded.

Source: Contenders

Ground Roll
Cost: none
Speed: +6
Damage: none
Move: see desc

Requirements: Athletics **
Power Points: Hapkido 1, Any 2
School System Power Points: Grappler, Military, Kung Fu 2, Any 3
Description: While on the ground the fighter can forego standing up to instead roll to either side avoiding their enemy’s blows as they go.
System: Ground Roll may be used as an abort maneuver any time the fighter is knocked down before attempting to rise. The fighter adds their Athletics to their soak total for one attack. If no damage is scored against the fighter they may move one hex to their left or right and are still knocked down. If the fighter also has Ground Fighting their soak total increases by one.

Otherwise the fighter can roll for a number of hexes in any direction up to their Athletics in half, rounded up. At the beginning of the next round the fighter may Kippup, stand, or continue using this technique as they wish.

Source: editor

Hamstring
Cost: 1 Willpower
Speed: +1
Damage: +0
Move: -2

Requirements: Athletics *, Bite or Weapon: Blade *
Power Points: Animal Hybrid 2, Any 3
School System Power Points: Inhuman, Hunter 2, Any 3
Description: This bloody tactic is simple and straightforward: cut your opponent's leg out from under him. Hybrids and ninjas enjoy this technique and prefer to slice at a foe's achille's tendon from concealment. This tactic is highly dishonorable.
System: In order to employ a Hamstring the attacker must be behind the defender. The difficulty of the strike is 7 if the defender spots the attacker with a Perception + Alertness roll. This maneuver deals aggravated damage to the targeted leg. Once the slice is made the defender will be knocked down and unable to stand on the injured limb. Because of the nature of the dealt damage this maneuver always inflicts aggravated damage and healing this wound requires twice the normal amount of time.

Using this maneuver is dishonorable and costs the attacker 3 points of temporary Honor. If the defender is then subsequently attacked and killed while prone the attacker instead loses a full rank of Honor.

Source: editor

Hundred Demon Somersault
Cost: 1 Willpower
Speed: +2
Damage: see desc
Move: +2

Requirements: Athletics ****, Jump or Backflip, Throw
Power Points: Ninjitsu, Spanish Ninjitsu, Hapkido 1, Silat, Savate, Capoeira 2, Any 3
School System Power Points: Hunter, Kung Fu, Kickboxing, Capoeira 3, Any 4
Description: This maneuver appears in several versions. In one the fighter jumps and sails spinning through the air towards his opponent and upon reaching them either grabs and throws or uses a normal attack. In another the fighter uses cartwheels and forward flips to close the distance.
System: When purchased the fighter must specify whether or not this is an aerial maneuver. If it is the character can jump a number of hexes equal to their total move (including the modifiers below) and when in the same hex as an opponent they may attempt a basic throw, punch, or kick. This version is an aerial maneuver and can strike a crouching opponent.

If purchased as a ground maneuver the fighter closes using the same rules given under Backflip, except that the difficulty to hit the fighter is only 8, with the movement modifier below. Upon entering their target’s hex the fighter may attempt a basic throw, punch, or kick.

With both versions of this maneuver the attack portion is not declared until the fighter reaches their destination. Use this maneuver’s speed and movement and not the basic maneuver’s. When using this maneuver as part of a combo the attack used must be specified in the combo’s description.

Source: Warrior’s World

Jump
Cost: none
Speed: +3
Damage: none
Move: +0

Requirements: Athletics *
Power Points: Any 1
School System Power Points: Any 1
Description: Street Fighters who intend to survive their first tournament against serious competition had better come with springs for legs. Jump is a relatively simple special maneuver that allows a fighter to vault over incoming projectile attacks (like fireballs) and hopefully escape unscathed. A lucky fighter might even time his jump to hurdle a fireball and close with his flame-spewing enemy.

A fighter can jump three feet into the air for every dot in Athletics. For example, a fighter with Athletics 3 can jump nine feet into the air.
System: A fighter can use Jump along with any of the six basic maneuver punches and kicks. Alone it shows that the fighter is simply moving across the arena by jumping. The fighter uses the modifiers for Jump shown below. When used alone as a move Jump can be played as an abort action.

A Jump with a basic maneuver represents the fighter jumping on an opponent to deliver the punch or kick. This turns the standard punch or kick into an aerial maneuver.

Combos must distinguish between a basic maneuver and a basic maneuver played with Jump at the time the combo is created. For example, the player might use Roundhouse in a combo or he might instead create the combo using Jumping Roundhouse. Whenever a fighter plays Jump with a basic maneuver use that maneuver’s speed instead of Jump’s.

If the fighter plans to dodge a projectile attack by jumping they must wait for an opponent to declare them the projectile’s target. Then, if fighter's Jump has a higher speed than the missile attack, they can interrupt the opponent's attack and attempt to dodge with a contested roll comparing the attacker's Focus to the jumping fighter's Dexterity + Athletics. If the attacker wins the jumping fighter is hit by the projectile (he mistimed his leap or perhaps the attacker managed to blast him out of the air) and must immediately end their turn. A jumping punch or kick successfully executed as such gets a chance to hit if a target is in range.

Source: Core Rulebook

Jumping Shoulder Butt
Cost: none
Speed: +0
Damage: +3
Move: -1

Requirements: Athletics **, Jump
Power Points: Any 2
School System Power Points: Any 3
Description: The fighter jumps up and into an opponent, ramming his shoulder into the unfortunate victim.
System: The Jumping Shoulder Butt can be used against a standing opponent or against an opponent who is executing an aerial maneuver. This is an aerial move which can also be used to dodge a Fireball just like a regular Jump.

Source: Storyteller’s Screen

Kick-Up
Cost: none
Speed: +2
Damage: +1
Move: none

Requirements: Athletics **, Kick **, Spinning Kippup
Power Points: Wu Shu, Kung Fu, Pakua 1, Any 2
School System Power Points: Wu Shu, Kung Fu 1, Any 2
Description: The Kick-Up is a springing leap forward or backwards using sheer momentum to prevent an attacker from pinning the fighter to the ground or to get back to one's feet while keeping the enemy at a safer distance.
System: This form of Kippup uses the fighter's action for the round. The user may move one hex forward or backwards with their spring, even if on the ground face-first, damaging anyone occupying the hex they are moving into using the damage modifier below. If the fighter is trying to Kick-Up up out of a sustained hold they must make a Strength + Athletics roll vs. the holder's Strength + Grab technique. If the hold was sustained for at least one full round the holder's Strength score is effectively doubled for this check. Should the athletics check botch the fighter slams back to the ground suffering an unsoakable health level of damage and is still held.

Source: New Legends

Kippup
Cost: none
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Athletics **
Power Points: Any 1
School System Power Points: Kung Fu, Hunter 2, Military, Kickboxing, Karate, Capoeira 3, Any 4
Description: One of the more basic athletic maneuvers martial artists have found useful is the Kippup. The Kippup is a technique that allows a prone fighter to get to his feet almost instantly. The fighter curls his legs up off the ground and kicks them up into the air while at the same time arching his back powerfully. The resulting motion practically bounces the fighter off the ground and to his feet.
System: A fighter who knows the Kippup special maneuver only suffers a -1 Speed penalty the turn after suffering a knockdown instead of the standard -2 Speed penalty. Kippup’s effect is automatic. All fighters with Kippup are assumed to perform the maneuver at the very beginning of the next round after they were knocked down before any other actions may take place although they may opt not to if they wish. If their hex is occupied (by another fighter or otherwise) they may Kippup into any adjacent hex.

Source: Core Rulebook

Leap Dodge
Cost: none
Speed: +6
Damage: none
Move: +0

Requirements: Athletics ****, Jump
Power Points: Ninjitsu, Spanish Ninjitsu, Baraqah, Hapkido 2, Wu Shu 3, Kung Fu, Jeet Kune Do, Majestic Crow Kung Fu 4, Any 5
School System Power Points: Hunter, Wu Shu, Kung Fu 3, Mystical, Inhuman 4, Any 5
Description: This rather impressive maneuver allows the fighter to avoid an attack by simply leaping over it. This must be performed with incredible speed and skill and many opponents will not even realize where the character has gone to until they land.
System: A leap dodge allows the fighter to avoid an attack by jumping over it. A leap dodge takes the place of a normal dodge and never suffers dice pool penalties except when dealing with firearms. A leap dodge can be played at any time regardless of what the character is doing although it will interrupt any attack that the character was doing that turn with any Chi and/or Willpower required spent for no benefit.

Source: Warrior’s World

Light Feet
Cost: see desc
Speed: see desc
Damage: none
Move: see desc

Requirements: Athletics ****, Jump
Power Points: Jeet Kune Do, Lua, Spanish Ninjitsu 3, Any 5
School System Power Points: Hunter, Kung Fu, Kickboxing 3, Grappler 4, Any 5
Description: The fighter is adept at leaping and moving quickly - moreso than other fighters. The fighter's nimble feet enable her to cover greater distances than most other fighters in the Arena.
System: This technique adds +1 Move to all of the fighter's maneuvers. The fighter can also elect to spend one Willpower point during a fight to move an additional three hexes as part of an action instead of gaining the one hex bonus that this maneuver usually adds. This bonus cannot be used with maneuvers which have a fixed movement.

Source: Secrets of Shadoloo

Low Shoulder Butt
Cost: none
Speed: -1
Damage: +2
Move: -3

Requirements: Athletics **
Power Points: Any 2
School System Power Points: Any 2
Description: This is a shoulder ram executed while crouching. The Low Shoulder Butt is a simple maneuver based on the wrestling technique Schoolboy but it relies on raw striking force rather then any attempt to grab and pull an opponent down.
System: This is a crouching maneuver and causes knockdown.

Source: sfrpg.com

Mekon Delta Escape
Cost: 1 Willpower
Speed: see desc
Damage: +0
Move: +0/+2

Requirements: Athletics ***, Wall Spring
Power Points: Special Forces 3
School System Power Points: Military 3, Hunter, Inhuman, Kung Fu 4
Description: This escape maneuver was developed by Rolento and subsequently taught to his soldiers. It has since become a staple move that aspiring officers under his command either quickly master or they become their commander's latest demonstration in how not to perform it. Rolento does not react well to other fighters botching his moves...
System: Mekon Delta Escape functions as a standard Wall Spring that is usually used to evade enemy attacks and spring close to the desired target. The user leaps back, using the first movement modifier listed below, then leaps forward towards their target using the second movement modifier. It can be used as an abort for any non-grab, non-focus move at +1 to the previous move’s speed as long as the modified speed does not exceed the soldier’s Dexterity +Athletics total.

When used as a standalone maneuver Mekon Delta Escape has a +2 speed modifier. It may be combined with any basic maneuver (to include basic weapon strikes), except grab, using a +1 speed modifier instead. This is an aerial maneuver and can dodge projectiles. If performed from a Wall Spring it gains an additional point of movement.

Source: sfrpg.com

Pounce [hybrid maneuver]
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: +4

Requirements: Athletics ***, Jump
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The fighter drops into a crouch and explodes into a mighty leap at her prey. The ferocity of this maneuver often takes opponents by surprise. Experienced fighters may be tipped off by the low growl emanating from the fighter as she concentrates on the upcoming leap.
System: The hybrid hurls themselves at their opponent. This is considered an aerial maneuver and can be used to avoid projectiles. The fighter lands on top of their opponent so both end the round in the same hex. If any damage is scored the opponent also suffers a knockdown.

Source: Player’s Guide

Rising Wolf
Cost: none
Speed: -1
Damage: +2/+3
Move: -3

Requirements: Athletics ****, Low Shoulder Butt, Jump
Power Points: Any 4
School System Power Points: Any 4
Description: The Rising Wolf is a tricky maneuver requiring considerable strength and flexibility to pull off. The fighter rushes into their opponent with the low shoulder strike driving them back then flips forward into the air smashing the unlucky victim again.
System: The first phase of this maneuver is crouching and the second is aerial. In order to be effective the attacker must enter the defender’s hex. If the defender is not aerial they are hit twice – the first hit knocks the defender back one hex then the attacker, if they have any movement left over, moves forward and executes the second part of the maneuver. The attacker ends the round in an adjacent hex in the defender’s frontal arc.

Source: editor

Rocket Wheel [hybrid maneuver]
Cost: 1 Willpower
Speed: +3
Damage: +0/+3
Move: 2

Requirements: Athletics ***, Grab **, Pounce, Back Roll
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: Some hybrids seem to enjoy full body fighting that takes advantage of their size and weight. In this maneuver the hybrid combines a Pounce and a Back Roll. After the initial leap, using their momentum to help them, the hybrid grabs his foe, and throws himself onto the opponent's back. The force of this fall knocks their opponent to the ground.
System: There are two damage tests and both fighters are knocked down in the same hex. The first damage roll is impact and the second is falling damage.

Source: editor

Rolling Attack
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +4

Requirements: Athletics ***
Power Points: Capoeira, Ninjitsu, Wu Shu 3, Majestic Crow Kung Fu 4, Any 5
School System Power Points: Capoeira, Hunter, Wu Shu, Kung Fu 4, Any 5
Description: Gravity-defying! A fighter executing this amazing move leaps forward through the air and tucks into a somersault. They then roll through the air as far as their momentum will take them or until they slam into an opponent.

This is a tough move to learn and like any move where a fighter uses their own body as a projectile the Rolling Attack takes a bit of a kamikaze attitude to use. Besides attacking Rolling Attack is good for moving across a battlefield quickly, making long jumps, or smashing through the window of a getaway car.
System: The character must travel in a straight line on the hex map and will stop at the first hex occupied by a target which can be a character or any sizable object. After damage is applied to the target, the rolling character will bounce off and land two hexes in front of them. The Rolling Attack is an aerial maneuver.

Source: Core Rulebook

Shooting Star Press
Cost: 1 Willpower
Speed: -1
Damage: +5
Move: -1

Requirements:Athletics ****, Backflip, Air Smash
Power Points: Wrestling, Native American Wrestling, Lua, Jiu Jitsu, Tae Kwon Do 4
School System Power Points: Grappler, Inner, Capoeira 4
Description: The Shooting Star Press seems at first glance like it’s Wrestling’s answer to Rolling Attack. It is a dangerous maneuver to use as it can cause serious injury if the wrestler makes a small mistake. Leaping from an elevated position (or a Jump if the wrestler has at least one full hex between them and their target) the wrestler tucks their knees against their chest, spins in midair, then slams into their opponent as if performing an Air Smash. The rotation gives the Shooting Star Press extra power.
System: This is an aerial maneuver. Both fighters are knocked down.

Source: editor

Shoulder Smash
Cost: none
Speed: +0
Damage: +3
Move: +1

Requirements: Athletics **, Jump
Power Points: Any 2
School System Power Points: Any 2
Description: Wrestlers, brawlers, and the like commonly use this simple and effective maneuver. The attacker slams into his opponent as hard as possible with his shoulder much like a football player making a tackle. The charge gives Shoulder Smash it’s stopping power but is a maneuver which is hard on the fighter’s shoulder joints.
System: The fighter moves into the opponent's hex, rolls damage, then finishes their movement if any damage was inflicted. This maneuver can strike crouching opponents. The fighter must move in a straight line.

Source: Warrior’s World

Spinning Kippup
Cost: none
Speed: see desc
Damage: +1
Move: see desc

Requirements:Athletics **, Kick **, Kippup
Power Points: Wu Shu 1, Any 2
School System Power Points: Wu Shu 1, Any 2
Description: Skilled fighters sometimes opt to put a little flare into their kippup either to impress the crowd or keep attackers at bay a little longer.
System: This is not a maneuver played on its own. It is used in consort with another maneuver when the fighter is recovering from knockdown. The fighter can opt to keep their -2 speed penalty in order to lash out with their spinning legs before jumping to their feet (which happens just before the fighter performs their maneuver for the round). Anyone attempting to attack the fighter while they are spinning suffers a +1 difficulty penalty and those adjacent to the fighter are subject to kick damage using the modifier listed below.

Source: New Legends

Sprint
Cost: none
Speed: +3
Damage: none
Move: +3

Requirements:Athletics *, Move
Power Points: Any 1
School System Power Points: Any 1
Description: Sprinting is moving at maximum possible running speed with no intention of stopping. The user simply breaks into a run and keeps going until they reach their destination or are forced to stop.
System: No other action may be taken in the same round that Sprint is played, including abort maneuvers. The fighter uses twice their Athletics technique for determining movement range. If the fighter intends to stop in the same round the last hex must be dedicated to slowing down. A Sprint can be maintained for a maximum number of turns (10 rounds = 1 turn) equal to the fighter's Stamina +1.

Source: editor

Tail Slash [hybrid maneuver]
Cost: none
Speed: -1
Damage: +2
Move: -1

Requirements: Athletics **
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid whips an opponent with their tail lashing and bruising them. It is a crude maneuver but more than one hybrid has won a bout by angering their opponent using it. Most Street Fighters would be embarrassed, if not insulted, if it were used on them.
System: Use the listed modifiers. A hybrid with tail plates or spines has a damage modifier of +4 instead of the +2 listed below. This can be purchased as an aerial maneuver.

Source: Player’s Guide

Tail Spin [hybrid maneuver]
Cost: none
Speed: -1
Damage: +2
Move: none

Requirements: Athletics **
Power Points: Animal Hybrid 1
School System Power Points: Inhuman 2
Description: The hybrid must have a tail to perform this maneuver. They quickly spin in place damaging anyone adjacent to them with their lashing tail.
System: Use the listed modifiers. This maneuver deals damage to everyone occupying an adjacent hex.

Source: editor

Tail Sweep [hybrid maneuver]
Cost: none
Speed: -1
Damage: +1
Move: none

Requirements: Athletics ***, Upper Tail Strike
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 3
Description: By crouching low to the ground and spinning around the fighter may strike with her tail. Of course the fighter must possess a tail. It sweeps out in a circle smashing into the feet of all opponents in the hexes surrounding the fighter. All targets will suffer damage and a knockdown. Because this is a crouching maneuver jumping or airborne targets will not be hit.
System: Anyone in the six hexes surrounding the attacker will be struck and (if damage is done) suffer a knockdown. This includes allies of the fighter who stray too close when the Tail Sweep is used. This is a crouching maneuver.

Source: Player’s Guide

Thunderstrike
Cost: none
Speed: +0
Damage: +5
Move: -1

Requirements: Athletics **, Jump
Power Points: Native American Wrestling, Pankration 1
School System Power Points: Grappler 2, Any 3
Description: No one said Native American Wrestling wasn't tough. Fighters like T. Hawk aren't opposed to a little full-body contact. A wrestler employing the Thunderstrike leaps right into his opponent - striking her with a shoulder, knee, or whatever. Usually the fighter sweeps his arms back as he jumps to emulate a bird of prey.
System: The fighter's opponent must be standing in the same or an adjacent hex when the fighter executes the move. The fighter moves into the opponent's hex, rolls damage for the Thunderstrike, and then finishes their movement. Thunderstrike is an aerial maneuver and enables the user to avoid projectile attacks.

Source: Core Rulebook

Trample
Cost: none
Speed: -1
Damage: +4
Move: -2

Requirements:Athletics *
Power Points: Animal Hybrid 1, Any 2
School System Power Points: Inhuman 1, Any 2
Description: Trampling is something rarely endured by humans. It is the simple act of being run over by others while knocked down. Although it may seem innocuous enough it can quickly prove fatal as the victim is crushed underfoot.
System: The defender must be knocked down and the attacker must enter and pass through their hex in order to inflict damage. If the attacker botches the damage roll they too are knocked down and both suffer impact damage via Stamina rolls. This is almost never used as a maneuver on its own except by some animal hybrids but covers instances where characters can be trampled underfoot such as by a panicked crowd.

Source: editor

Tumbling Attack
Cost: 1 Willpower
Speed: -1
Damage: -1
Move: +0

Requirements: Athletics ***, Backflip
Power Points: Capoeira, Spanish Ninjitsu 3, Any 5
School System Power Points: Capoeira, Hunter 4, Any 5
Description: The fighter can propel herself forward into a series of tumbling maneuvers combined with punches or kicks that will knock most opponents out of her way. The Tumbling Attack can hit an unsuspecting opponent several times if it is timed properly.
System: Use the listed modifiers. Like a Hurricane Kick the Tumbling Attack has simultaneous movement and damage tests each time the attacker moves a hex. Whenever the fighter tumbles into the same hex as an opponent roll for damage and automatically push the opponent back one hex. They can continue tumbling into them pushing their opponent back and damaging them once for each hex up to the fighter's full Move. The fighter will push their opponent back and make damage tests until they have moved their full distance or until the fighter fails to damage their opponent. The Tumbling Attack is a crouching maneuver traveling in a straight line.

Source: Secrets of Shadoloo

Tumbling Claw
Cost: 1 Willpower
Speed: -1
Damage: -1/+2
Move: +0

Requirements: Athletics *****, Punch or Weapon ***, Tumbling Attack
Power Points: Spanish Ninjitsu 3
School System Power Points: Capoeira, Hunter 4, Any 5
Description: This advanced version of Tumbling Attack is used by Vega and a select few elite Spanish Ninjas under his employ. It combines the Tumbling Attack with his great speed to deliver a swift gut punch or claw stab.
System: Tumbling Claw is a crouching maneuver traveling in a straight line that functions exactly like Tumbling Attack except that the fighter can choose to strike with a punch or weapon in any round and thereby end further movement. They can do this even if the tumbling portion did no damage. This strike inflicts damage using Athletics + Punch and the + 2 bonus below or Athletics + Weapon technique and weapon bonus (if any). The fighter must specify whether they are purchasing the armed or unarmed version at the time it is learned.

Source: editor

Typhoon Tail [hybrid maneuver]
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: +5/+2
Move: +1

Requirements: Athletics ***, Tail Sweep, Jump
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: The Typhoon Tail seems to have been inspired by the Hurricane Kick taught in Shotokan Karate. The fighter uses her leg muscles to propel herself high into the air. As she descends she pirouettes - tucking her legs beneath her body and allowing the tail to extend in a circle around her angling her descent to strike her target's head.
System: The fighter begins the Typhoon Tail by moving up to their designated move in hexes. During this time the fighter is airborne. Any opponent in the final hex of movement will be hit by the attacker's knees and takes damage at a +5 modifier. This opponent is also knocked back one hex along the attacking fighter's trajectory. At this point all fighters in adjacent hexes, including the one just hit, are struck by the spinning tail and are knocked back one hex away from the attacker. The Damage modifier for the second attack is +2.

Source: Player’s Guide

Upper Tail Strike [hybrid maneuver]
Cost: none
Speed: +1
Damage: +2
Move: 1

Requirements: Athletics ***
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: By twisting her hips the fighter may use her tail to strike at the head of an opponent directly in front of her. The ferocity of such an attack often takes fighters by surprise, especially ones trained to watch only the hands, feet and eyes of an opponent.
System: This attack uses the modifiers below. Airborne or jumping opponents will suffer a knockdown if any damage is inflicted.

Source: Player’s Guide

Vertical Rolling Attack
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +0

Requirements: Athletics ***, Jump
Power Points: Capoeira, Ninjitsu, Wu Shu 2, Any 4
School System Power Points: Capoeira, Hunter, Wu Shu 3, Any 4
Description: This move is almost identical to Rolling Attack except the fighter leaps up in the air instead of forward. The move is good for knocking down high-jumping opponents or for vaulting over fences or onto roofs. A character using Vertical Rolling Attack can somersault four feet into the air for every dot in Athletics.
System: This special maneuver counts as a Jump for purposes of interrupting and dodging a projectile attack. It will inflict a knockdown on opponents who are in the middle of an aerial maneuver and is itself aerial.

Source: Core Rulebook

Wallclimbing
Cost: 1 Willpower per 10 rounds
Speed: -3
Damage: none
Move: +3 (3' = one hex) on the wall

Requirements: Athletics ****, Strength ***, Jump
Power Points: Ninjitsu, Spanish Ninjitsu, Animal Hybrid 3 , Any 5
School System Power Points: Hunter, Inhuman 3, Grappler, Inner 4, Any 5
Description: The ability to rapidly scale walls and come crashing back to earth when least expected has earned fighters like Vega a well-deserved reputation.
System: Wallclimbing is not an attack. The fighter using this maneuver makes a Dexterity roll while standing adjacent to a wall to begin climbing. The number of successes indicates the maximum height that can be achieved by that turn of climbing (scoring no successes indicates that the attempt to scale the wall has failed) at a rate of 3’ per success. The user can begin wallclimbing immediately at the end of their action if an aerial maneuver used that round that puts them within grabbing distance of a wall.

While climbing the fighter cannot block or use attacks other than basic punches or kicks (except Roundhouse) and these suffer a –2 damage due to awkward angle in which they must be delivered. The fighter can leap from the wall as their action and perform any aerial maneuver at –2 speed except High Claw Dive, which suffers no speed penalty. If the climbing fighter suffers damage they must score more successes on a Dexterity + Athletics roll than the damage received or fall from the wall and suffer an additional die of damage rolled per hex of height fallen. This damage can be negated with Breakfall unless the fighter is unconscious. In a tournament every round after the second spent Wallclimbing costs the fighter 1 Glory. This is considered an aerial maneuver for the purposes of evading projectiles.

Source: sfrpg.com

Wallflip
Cost: 1 Willpower
Speed: +0
Damage: none
Move: +0

Requirements: Athletics ****, Wall Spring, Wallclimbing, Backflip
Power Points: Ninjitsu, Spanish Ninjitsu, Animal Hybrid 2, Any 3
School System Power Points: Hunter, Inhuman 4, Any 5
Description: Running, jumping, and just grabbing onto walls gets boring after awhile. Eventually a ninja starts pushing their ability to reach the wall in creative new ways.
System: This is not an attack but a backflip maneuver that moves in a straight line to the desired wall. On the last tumble the fighter pushes up hard from the ground and springs onto the wall up to a maximum hex height equal to Athletics divided in half.

This move can also be used to dodge projectiles. The attacker rolls their Focus and compares successes to the back flipping fighter’s Dexterity + Athletics roll. If the attacker does not get more successes their projectile attack simply misses.

Source: sfrpg.com

Wall Spring
Cost: none
Speed: +2
Damage: none
Move: +0 first jump, +2 off spring

Requirements: Athletics ***, Jump
Power Points: Jeet Kune Do, Majestic Crow Kung Fu, Ninjitsu, Spanish Ninjitsu, Wu Shu 1, Any 2
School System Power Points: Hunter, Kung Fu, Wu Shu 1, Any 2
Description: This move is similar to the regular Jump special move but it incorporates some wall-bouncing action to give the fighter even greater range and height. Springing off a wall can be used to add six more feet to a vertical jump.
System: The character can jump normally up to their full Move. Additionally, if they aim for a wall they can bounce off it with a good push of the legs and travel another full Move plus two hexes away. The fighter must bounce off the wall at the opposite angle they jumped into it unless they jumped straight at the wall in which case they spring straight back.

Like a regular Jump, Wall Spring can be played with any basic punch or kick. Use the basic maneuver's speed and damage modifiers with Wall Spring's movement. The Wall Spring is an aerial maneuver of the highest order.

Source: Core Rulebook

Wind Dash
Cost: 1 Willpower
Speed: +2
Damage: none
Move: +3

Requirements: Athletics ****, Focus *, Light Feet
Power Points: Ninjitsu 4, Spanish Ninjitsu 5
School System Power Points: Hunter, Kung Fu, Inner, Mystical 5
Description: With the wind at their backs a ninja can seemingly run faster than should be humanly possible. Reason would dictate that no one could move that fast – not unless the wind is on their side that is.
System: Add the following speed and movement bonuses to any one move that doesn’t use Willpower or Chi for one round. This cannot be used in conjunction with a combo move unless a new combo is purchased that specifies this as a modifier to that move.

Source: sfrpg.com