Make your own free website on Tripod.com

Street Fighter: The Roleplaying Game

KICK MANEUVERS


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



Table of Contents
Use the Home key to return here if your browser supports that function.
A: Aerial Back Breaker / Air Suplex / Air Throw / Ankle Smasher / Assault Kick
B: Back Body Drop / Back Breaker / Back Roll Throw / Barrel Roll Throw / Bear Hug / Bite / Bite Hold / Brain Cracker / Bulldog / Bushin Lightning Drop / Butterfly Drum
C: Choke Throw / Crescent Lunge / Crucifix Powerbomb
D: D.D.T. / Death Roll / Death Throw / Death Valley Driver / Disengage / Dislocate Limb / Double Slam / Dragon Drop
E: Elbow Crusher / Eye Rake
F: Facelock / Face Slam / Fireman's Backbreaker / Fireman's Carry / Fireman's Gutbuster / Fish Hook / Flowering Crescendo / Flowering Smash / Flying Tackle
G: Giant Swing / Grab / Grappling Defense / Ground Leglock
H: Hair Throw / Hangman's Noose / Head Bite / Head Butt Hold / Headlock / Headlock Kicks / Head Slam / Head Twist / Heel Hammer / Hooligan Combo
I: Improved Pin / Inza Drop / Iron Claw
J: Jaw Cracker / Jaw Hammer / Jaw Spin / Joint Break / Joint Lock / Judo Throw / Jumping Power Throw
L: Leg Scoop / Leglock / Leg Smash / Leg Twist / Leverage
M: Mandara Twist / Monkey Flip
N: Neck Choke
O: Old Faithful
P: Pile Driver / Pin / Powerbomb
R: Reverse Suplex / Rising Storm Crow / Ripping Bite
S: Samoan Drop / Schoolboy / Scissor Sweep / Siberian Bear Crusher / Siberian Suplex / Sleeper / Snap Throw / Soul Drain / Soul Shock / Space Tornado Ogawa / Spinning Neck Lock / Spinning Pile Driver / Spinning Wristlock / Springboard Arm Drag / Springboard Bulldog / Standing Shoulder Wheel / Stomach Pump / Storm Hammer / Sunset Flip / Suplex
T: Tail Trip / Tearing Bite / Thigh Press / Throw / Tonga Death Grip / Tornado Grip / Twirl and Hurl
W: Wall Slam

Special Note about Grab Maneuvers: These maneuvers have extra rules, defined in the Errata, which apply to them. They are not listed here due to length. See that file for more information. It also includes how to handle Breakfall with any maneuver on this page.

Aerial Back Breaker
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +0

Requirements: Grab ***, Jump, Back Breaker
Power Points: Special Forces, Chin Na, Dirty Fighting 2, Native American Wrestling, Sanbo 3, Pankration, Jiu Jitsu 4
School System Power Points: Grappler, Dirty Fighting 3, Karate 4
Description: The Aerial Back Breaker is a punishing aerial counter like the Air Throw and Air Suplex but it was developed for use by paramilitary and special forces personnel to counter and eliminate faster, lighter opponents who depend on jumping mobility to avoid suffering damage.
System: Like Air Throw this maneuver must interrupt an opponent during an aerial maneuver. The attacker grabs their target and slams them across their knee or shoulder then lets them fall to the ground. The victim cannot negate this damage with Breakfall and is knocked down in any hex adjacent to where the attacker lands (attacker’s choice).

Source: editor

Air Suplex
Cost: none
Speed: -1
Damage: +4
Move: +0

Requirements: Grab ***, Athletics ***, Jump, Suplex
Power Points: Spanish Ninjitsu 1, Kabbaddi 2, Any 3
School System Power Points: Hunter 1, Dirty Fighting, Mystical 2, Any 3
Description: The warrior intercepts his opponent in mid-leap by grabbing the opponent and twisting them upside-down so that both attacker and victim fall to the ground headfirst. Of course the victim of the Air Suplex crashes to the ground first absorbing the impact of the fall.

This maneuver was actually developed by Indian Kabbaddi masters who were said to be able to intercept the pounce of a full grown tiger and bring the tiger crashing to the ground.
System: Use the modifiers listed below. The fighter must interrupt an opponent performing an aerial maneuver. If the victim suffers any damage then the Air Suplex was successful and the victim suffers a knockdown. The attacker and victim both end the turn in the same hex where the attack occurred.

Source: Secrets of Shadoloo

Air Throw
Cost: 1 Willpower
Speed: +2
Damage: +5
Move: +0

Requirements: Grab **, Athletics *, Jump, Throw
Power Points: Jiu Jitsu 1, Aikido, Jeet Kune Do, Majestic Crow Kung Fu, Native American Wrestling, Ninjitsu, Pankration, Sanbo, Special Forces, Spanish Ninjitsu, Tai Chi Chuan, Wrestling, Wu Shu, Bando, Chin Na 2, Any 3
School System Power Points: Karate, Kung Fu 1, Hunter 2, Any 3
Description: Some Native American Wrestlers have been known to jump into the air to catch an aerial opponent, grab the opponent like a hawk snatching a dove, and slam the opponent to the ground. This lethal move is also seen in Sanbo, has been picked up by many Special Forces soldiers, and is even seen in the aerial artistry of Wu Shu.

Some warriors prefer to grab their opponents and fall with them to crush them into the ground. Others grab their opponents and bring them down on top of themselves, while still others prefer the finesse of grabbing opponents out of the air and dashing them to the ground.
System: To execute the move during combat the fighter must interrupt another character's Jump move or must interrupt right after any other opponent has played a special move that also acts as a Jump (like a Vertical Rolling Attack, Dragon Punch, Flying Heel Stomp, etc.). The fighter then must jump to where the intended victim is, enter the same hex as the airborne victim, and execute the throw. If any damage is scored the fighter can pick any spot within three hexes to deposit the victim. In addition to regular damage the victim will suffer a knockdown. After executing the throw the attacker can finish any remaining hexes of movement.

Source: Core Rulebook

Ankle Smasher
Cost: 1 Willpower
Speed: +3
Damage: +2
Move: 0

Requirements: Grab ****, Athletics ***, Kick Defense
Power Points: Any 4
School System Power Points: Any 4
Description: Ankle Smasher may only be used on a successful Kick Defense (see below). The fighter catches their attacker’s leg in a free hand, leaps and twists in midair still holding their victim. They flip over their opponent to deliver a downward punch or kick to the victim’s other leg.
System: This is a conjunction technique with Kick Defense. The defending fighter will have two speeds for that combat turn. The first is for Kick Defense and the second is for Ankle Smasher. During the round the fighter uses their soak total against kicks using Kick Defense until they choose to use Ankle Smasher (which is when the willpower is paid). At that time the defending fighter’s Ankle Smasher must be faster then the kick they wish to intercept. Against a multiple-hit kick like Lightning Leg the fighter may choose to wait for their interrupt until the second or third kick.

The defending fighter rolls Dexterity + Grab to catch the opponent’s leg who opposes using Dexterity + Kick to avoid the grab and deliver their attack. If successful the first fighter, using this maneuver, interrupts the second, jumps over their head as described above and rolls for damage using their Strength + Punch or Kick technique. This knocks their foe to the ground if any damage is delivered.

After the grab attempt the fighter is considered to still be in Kick Defense if Ankle Smasher was unsuccessful but loses the soak bonus from that technique. If the attempt to use this maneuver fails the fighter may not then proceed with another move in a combo off of Ankle Smasher but may continue with a combo that starts with Kick Defense.

Source: editor

Assault Kick
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: 1

Requirements: Grab **, Athletics **, Kick ****, Head Slam
Power Points: Special Forces, Wu Shu 3, Thai Kickboxing, Western Kickboxing 4
School System Power Points: Military, Wu Shu 3, Kickboxing 4
Description: The fighter begins as with a Head Slam (see that maneuver for more details) but once they are on their opponent’s shoulders they jump into a backflip kicking their foe in the back of the head as they move.
System: The attacker must score two successes on the grab check to get into position. This deals kick damage to the defender who is also knocked down. If successful the two fighters move 1 hex from where they started in opposite directions.

Source: editor

Back Body Drop
Cost: 1 Willpower
Speed: +0
Damage: +3 (see desc)
Move: 1

Requirements: Grab ***, Athletics ***, Grappling Defense (see below)
Power Points: Wrestling, Pankration, Native American Wrestling, Sanbo, Lua, Jiu Jitsu 1, Any 3
School System Power Points: Grappler 1, Any 3
Description: This body drop is usually used as a defensive maneuver in Wrestling against an opponent charging the wrestler. The fighter takes up a position waiting for their opponent to close. When the time is right the fighter crouches, grabs their foe, then stands and lifts them over their head hurtling them to a painful meeting with the ground.
System: If Back Body Drop is used to interrupt an opponent rushing the wrestler the damage dealt by this maneuver increases by 1 per hex the opponent traveled. The defender is thrown a number of hexes behind the wrestler equal to the attacker’s strength and is knocked down. Otherwise the maneuver is treated like any other grab with the opponent thrown one hex behind the wrestler.

This ability may be used as a conjunction with Grappling Defense. In that instance the defending fighter will have two speeds for the round - one for Grappling Defense and the other for Back Body Drop - but unlike must other conjunctions must attempt the body drop against the first rush made on them (which is when the willpower is paid). Until that happens the fighter gains the normal soak bonus associated with Grappling Defense. The fighters make a contested Dexterity + Grab roll. If the fighter attempting the body drop wins they immediately proceed with their attack and lose the soak bonus from Grappling Defense.

Source: editor

Back Breaker
Cost: none
Speed: -1
Damage: +3
Move: 1

Requirements: Grab ***
Power Points: Jiu Jitsu, Native American Wrestling, Pankration, Sanbo, Wrestling, Dirty Fighting 2
School System Power Points: Grappler, Dirty Fighting 2
Description: The wrestler grabs an opponent, turns his body over and slams his head and back into the ground. This manuever is simple and effective but it has proven effective enough to become a long-held staple in most wrestling schools.
System: The target suffers a knockdown in addition to damage. The two fighers ends the round in the same hex.

Source: Core Rulebook

Back Roll Throw
Cost: none
Speed: -1
Damage: +4
Move: 1

Requirements: Grab **, Kick *, Athletics *, Throw
Power Points: Aikido, Baraqah, Capoeira, Jiu Jitsu, Ninjitsu, Shotokan Karate, Spanish Ninjitsu, Tai Chi Chuan, Western Kickboxing, Wu Shu, Chin Na, Dirty Fighting, Hapkido 1, Any 2
School System Power Points: Inner, Hunter, Karate, Kung Fu 1, Any 2
Description: This move is an advanced version of the Throw special move. Instead of using their shoulders or hips to throw an opponent the fighter grabs the opponent and then rolls backward onto the ground - planting a foot on the opponent's chest to heft them up and over. The victim of the Back Roll Throw ends up tossed behind the attacker.
System: The move is quicker than a basic Throw and the opponent can be thrown farther. The victim can be thrown a number of hexes equal to the attacker's Strength + Kick technique and is knocked down.

Source: Core Rulebook

Barrel Roll Throw
Cost: none
Speed: +0
Damage: +4
Move: 1

Requirements: Grab **, Athletics **, Back Roll Throw
Power Points: Hapkido 1, Aikido, Baraqah, Jiu Jitsu, Chin Na 2
School System Power Points: Military, Inner, Mystical 2, Grappler, Capoeira 3, Any 4
Description: In a stunningly fluid motion a fighter rolls around an opponent and takes hold of them using the momentum of the spin to throw the opponent.
System: The fighter needs one success on a Grab check to establish their grip. They can then throw their opponent a number of hexes equal to strength -1 in a straight line of their choosing and is knocked down.

Source: New Legends

Bear Hug
Cost: none
Speed: -1
Damage: +3
Move: 1

Requirements: Grab **
Power Points: Native American Wrestling, Pankration, Sanbo, Sumo Wrestling, Wrestling 1, Animal Hybrid, Bando, Dirty Fighting 2, Any 3
School System Power Points: Grappler, Inhuman 2, Any 3
Description: Grab that irritatingly quick little fighter and crush them into your chest until their bones rattle. The Bear Hug is an old standby for many wrestlers and a few other stylists have decided to adopt it as well.
System: The Bear Hug is a sustained hold.

Source: Core Rulebook

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

Requirements: Grab **, Athletics *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid uses their ripping jaws to bite into their opponent.
System: The hybrid must enter their opponent’s hex to inflict damage. Use the listed modifiers. This inflicts aggravated damage.

Source: Player’s Guide

Bite Hold [hybrid maneuver]
Cost: 1 Willpower
Speed: -1
Damage: +1
Move: 1

Requirements: Grab ***, Athletics **, Ripping Bite
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: This maneuver, which most street fighters consider little more then pure bestial instinct, is common in the animal kingdom. The hybrid grabs ahold of their foe and bites into them. Unlike Ripping Bite the objective isn't to tear the opponent apart but to keep holding and inflict injury through constriction and blood loss. These bites are always excruciatingly painful - as anyone who has been bitten by a snapping turtle can attest. Because of the damage this maneuver causes it is considered highly dishonorable in most tournaments.
System: This is a sustained hold with a maximum duration of twice the attacker's Grab technique. The attacker must specify the location of their bite. The head and neck are small targets and are thus difficulty 8 but the resulting penalties accumulate every other round. Otherwise, at the end of every third round the hold is maintained the defender temporarily loses a point of either Dexterity or Stamina - starting with Dexterity and alternating each time down to a minimum of 1 each. These penalties last until the defender is healed through Regeneration or at a rate of one per day of rest.

Source: editor

Brain Cracker
Cost: none
Speed: +0
Damage: +2
Move: 1

Requirements: Grab **, Punch *
Power Points: Boxing, Kabbaddi, Native American Wrestling, Pankration, Sanbo, Thai Kickboxing, Western Kickboxing, Wrestling, Bando, Dirty Fighting 1, Any 2
School System Power Points: Boxing, Kickboxing 2, Grappler, Dirty Fighting, Mystical 3
Description: Defeating an opponent isn't enough for some fighters. They want to drive some sense into their opponents' brains. A fighter employing the Brain Cracker grabs their opponent's hair, ear, or nose, pulls the head down, and rains smashing punches into the skull or drives elbows into their face.
System: This is a sustained hold that allows the fighter to punch a held opponent each turn the hold is maintained. The damage for the move is based on the fighter's Punch technique instead of his Grab technique (and the damage source is treated as a Punch rather than as a Grab).

Source: Core Rulebook

Bulldog
Cost: none
Speed: +0
Damage: +3
Move: 1 (see desc)

Requirements: Grab **, Athletics *, Jump
Power Points: Wrestling, Pankration, Native American Wrestling, Sanbo, Lua, Jiu Jitsu 1, Any 2
School System Power Points: Grappler 2, Any 3
Description: The Bulldog is a classic offensive wrestling move designed to take the wrestler’s opponent to the mat face-first. First the wrestler grabs his opponent behind the neck and jumps forward. As the wrestler falls they push down on their opponent’s head and shoulders to force them into the ground head first. The result is an opponent who is usually stunned if not knocked senseless.
System: Both fighters are knocked down in the same hex. After establishing the grab the wrestler and their foe move up to three hexes forward or back in a straight line where damage is delivered by the impact with the ground.

Source: editor

Bushin Lightning Drop
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: +3

Requirements: Grab ***, Athletics ***, Bushin Flip
Power Points: Wu Shu, Ninjitsu, Spanish Ninjitsu, Kung Fu 3
School System Power Points: Wu Shu, Hunter, Kung Fu 3, Kickboxing 4
Description: A bushin fighter develops the speed and strength to flip into their target, grab them, and, using sheer torque, throw their opponent to the ground.
System: The flip to start this technique is considered an aerial maneuver and flies over projectiles. The victim is thrown two hexes back and knocked down.

Source: sfrpg.com

Butterfly Drum
Cost: 1 Willpower
Speed: -2
Damage: +5
Move: 1

Requirements: Grab ***, Athletics ***, Punch **, Butterfly Cartwheel
Power Points: Silat, Savate, Baraqah, Kung Fu, Majestic Crow Kung Fu 3, Ninjitsu, Spanish Ninjitsu 4, Any 5
School System Power Points: Karate, Kung Fu, Kickboxing, Hunter 4, Any 5
Description: This flashy, if effective, maneuver starts with a quick grab and uppercut that throws the opponent off balance. As the foe stumbles back his attacker flips up into a perpendicular Butterfly Cartwheel and smashes into him taking both to the ground.
System: The attacker needs two successes on a grab check to get their opponent into position. The quick Jab (which uses the fighter's actual Jab punch maneuver) does not need to do damage to continue the maneuver – that is primarily what the grab is for – but if it does the defender cannot abort or interrupt to attempt to avoid the second damage portion of this maneuver. Use the attacker's Athletics technique for damage (treat the source of damage as if it were an Athletics maneuver). This cannot be negated by Breakfall as damage is dealt by impact in the roll and falling on top of the target. Both fighters end the round in the same hex and suffer an unpreventable knockdown.

Source: editor

Choke Throw
Cost: 1 Willpower
Speed: -1
Damage: +3/+2
Move: +0

Requirements: Grab ***, Athletics **, Jump
Power Points: Spanish Ninjitsu 1, Lua, Pankration, Dirty Fighting 2, Any 3
School System Power Points: Hunter 1, Grappler, Dirty Fighting 2, Any 3
Description: The fighter leaps up and either catches their opponent in midair or executes their maneuver upon landing. Either way the result is the same. The fighter uses momentum to hurl their opponent to the ground.
System: This can be used to interrupt an opponent performing an aerial maneuver or to attack a standing opponent. Either way this is considered an aerial maneuver itself and is executed by jumping into the target’s hex and attempting to grab them. A single success on a Grab check is needed to establish the hold.

Initial damage is listed below in two parts. The first is for the fall itself and is increased by 1 per two hexes fallen. The second is for constriction as the attacker begins strangling the defender. If the defender takes any damage from either check they suffer a knockdown with both fighters occupying the same hex. Because the attacker holds the defender during the fall negating the first damage test with Breakfall is impossible.

After the first round using the speed and damage for Neck Choke for the sustained hold.

Source: Secrets of Shadoloo

Crescent Lunge
Cost: 1 Willpower
Speed: -2
Damage: +5
Move: 1

Requirements: Grab ***, Athletics ***
Power Points: Baraqah 2, Judo, Kung Fu, Ler Drit 3, Any 4
School System Power Points: Grappler, Kung Fu, Ler Drit 3, Any 4
Description: The fighter grabs their opponent by the shoulders and kicks off the ground while still holding them into a near handstand. As they drop back the fighter’s legs are held out in front of them to crash into their foe’s lower body with thunderous force. Combined with the pull on their upper body this lifts the opponent off their feet. The attacker then rolls under their opponent as they fly so as not to be squished.
System: This maneuver requires two successes on a Grab check to get into position. Use athletics for damage although Breakfall may negate half of it – this maneuver considers half the damage inflicted to be from the hard fall. Both fighters switch hexes and are knocked down.

Source: editor

Crucifix Powerbomb
Cost: 1 Willpower
Speed: -2
Damage: +6
Move: 1

Requirements: Grab ***, Athletics ***, Powerbomb
Power Points: Wrestling, Lua 4
School System Power Points: Grappler 5
Description: In order to perform the Crucifix Powerbomb the wrestler first gets their opponent into a Crucifix hold. This hold has the victim held on the wrestler’s back, face up, with both arms locked at the shoulders and forced into a cross position. Then the wrestler delivers the Powerbomb by heaving their foe to the ground head and neck first.
System: In order to perform this Powerbomb the wrestler needs two successes on a Grab check to get their opponent into position. After establishing the hold the wrestler may then move up to two hexes in any direction to perform the Powerbomb.

A Crucifix hold is functionally the same as a Fireman’s Carry.

Source: editor

D.D.T.
Cost: 1 Willpower
Speed: -1
Damage: +4
Move: 1 (see desc)

Requirements: Grab ***, Athletics **, Jump, Facelock
Power Points: Wrestling, Pankration, Lua 3
School System Power Points: Grappler 3, Military 4
Description: The D.D.T., which is known by many names and has more variations then the average wrestler has costumes, is built from a basic Facelock. After establishing this lock the wrestler springs back allowing their opponent’s head to impact with the ground as they land.
System: After establishing the lock the wrestler typically falls back into the hex behind them to deliver damage. Both fighters are knocked down in the same hex. This knockdown cannot be prevented.

Source: editor

Death Roll [hybrid maneuver]
Cost: 2 Willpower
Speed: -2
Damage: +2/+9
Move: see desc

Requirements: Grab ***, Athletics ***, Bite Hold
Power Points: Animal Hybrid 4
School System Power Points: Inhuman 4
Description: The Death Roll is the death blow used by crocodiles and alligators the world over. They grab their prey in a vise grip and drag them underwater. Once there they roll over and over until their victim expires.
System: This is a sustained hold and requires a body of water. On the first round the attacker grabs their intended target in the bite lock using the +2 damage listed modifier. In the following round, provided the hold is maintained, the attacker then makes a contested strength roll against the defender (difficulty 7 for the defender if they are knocked down). No damage is inflicted at this time. If the strength roll succeeds the attacker drags the defender up to two hexes backwards. Repeat this process until the attacker reaches the intended body of water.

Once underwater the rolling begins and the hold inflicts damage using the second damage listed modifier. The defender automatically begins drowning - suffering aggravated damage each round - if any damage from the hold goes unsoaked.

Source: editor

Death Throw
Cost: none
Speed: -2
Damage: +4
Move: 1

Requirements: Grab ***, Throw
Power Points: Ler Drit, Judo 1, Any 2
School System Power Points: Ler Drit, Grappler 1, Any 2
Description: The fighter grabs their victim, draws them over his head, and then smashes them to the ground. Death Throw is not a flashy maneuver but it is effective at moving an unwanted target from one point to another while inflicting some pain upon them. It also doesn't force the grappler into full body contact with the target which can be useful at times.
System: The victim lands in an adjacent hex of the attacker's choosing and suffers a knockdown.

Source: S.A.Sh.- HQ

Death Valley Driver
Cost: 2 Willpower
Speed: -2
Damage: +5
Move: 1

Requirements: Grab ****, Athletics ***, Fireman’s Carry
Power Points: Bando, Dirty Fighting, Lua, Wrestling, Special Forces 5
School System Power Points: Military, Grappler 5
Description: The Death Valley Driver, or D.V.D., is known by a number of different names but all share the same core mechanics. The wrestler hoists their unlucky victim up onto their shoulders using both arms to secure them then pulls the opponent’s head down and falls in that direction driving the victim into the ground head first.
System: For each point of Strength that the attacker has over the defender this maneuver inflicts an extra +1 damage. The defender is knocked down in the same hex as their attacker. Because the attacker holds the victim and falls into them the damage cannot be negated with Breakfall and the knockdown cannot be prevented.

In order to perform the Death Valley Driver the victim must first be placed into a Fireman’s Carry which requires 2 successes on a Grab check.

Source: editor

Disengage
Cost: none
Speed: +1
Damage: none
Move: -2

Requirements: Grab **, Athletics **
Power Points: Ninjitsu, Chin Na 1, Lua, Native American Wrestling, Pankration, Sanbo, Spanish Ninjitsu, Wrestling, Bando 2, Tai Chi Chuan 3, Any 4
School System Power Points: Hunter 1, Grappler 2, Dirty Fighting, Inner 3, Any 4
Description: This maneuver utilizes a fighter's flexibility and quickness to extract themselves from an opponent's grasp.
System: A fighter may play this move during any combat turn in which they are in a sustained hold and constitutes that character's action for that round. The captive fighter rolls a second time to try to escape from their captor using their Dexterity versus their opponent's Strength. If they escape they may immediately move away using the movement modifier listed below.

Source: Player’s Guide

Dislocate Limb
Cost: none
Speed: -1
Damage: +1
Move: +1

Requirements: Grab ***, Kick **, Athletics *
Power Points: Baraqah, Capoeira, Lua, Pankration, Ninjitsu, Chin Na, Dirty Fighting 2, Jiu Jitsu, Kabbaddi, Native American Wrestling, Sanbo, Special Forces, Silat, Tai Chi Chuan, Wrestling 3
School System Power Points: Grappler, Dirty Fighting 2, Mystical, Military, Capoeira 3
Description: Jumping forward the fighter grasps their opponent's arm tightly with both of theirs. They then lift one leg into the pit of the opponent's arm and pull with all of their strength. This pulls the shoulder joint loose from it's socket; causing incredible pain and rendering the arm useless until reset.

Very little damage is inflicted by this maneuver but it is an effective way to deal with an opponent who specializes in punches. Depending on the venue this could be seen as a dishonorable tactic.
System: During the round after a fighter's shoulder has been dislocated they suffer a -3 speed penalty as they are forced to pop the arm back into its regular position. Any punches used while the arm is dislocated have a -2 damage modifier as the fighter attempts to return some feeling to the arm. Alternately, they can choose not to relocate the arm and only throw kicks until they take the time (and the -3 speed penalty) to relocate the arm.

Source: Player’s Guide

Double Slam
Cost: 1 Willpower
Speed: -1
Damage: +0/-3
Move: 1

Requirements: Grab ***
Power Points: Scottish Highland Fighting 4
School System Power Points: Scottish Highland Fighting 3, Grappler 4
Description: Scottish Highlanders show off their strength with this move where they pick their victim up, slam her to the ground, then hoist her up again to slam her down again! Like all Highlander techniques it's brutal and to the point.
System: The victim is hoisted overhead to land for the first slam in the hex opposite where they were relative to the Highlander then is returned to their own hex after the second slam. The Highlander must move into the same hex to grab but steps back for the slams thus effectively not moving from their original position. The victim is knocked down. They also take separate damage from each individual slam.

Source: Scottish Highland Fighting

Dragon Drop
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: 1

Requirements: Grab ***, Athletics **, Kick ***
Power Points: Wu Shu 3, Capoeira 4, Any 5
School System Power Points: Wu Shu 3, Capoeira, Kickboxing 4, Any 5
Description: In a seemingly impossible chain of movement the fighter grabs hold of their opponent and flings themselves up and over him - doing a 180 degree turn while directly above them. On their descent the fighter uses their forward momentum to slam a powerful kick to back of their opponent’s head or back.
System: The attacker needs to score at least two successes on a grab check to get into position. Use the listed modifiers and the opponent is forced forward as many hexes equal to attacker’s strength and knocked down. The attacker ends the round one hex behind where the defender was standing at the time the kick was delivered.

Source: New Legends

Elbow Crusher
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: 2

Requirements: Grab **, Athletics *, Jump, Elbow Smash
Power Points: Savate, Kung Fu, Western Kickboxing 2
School System Power Points: Kung Fu, Kickboxing 3
Description: This head knocking move has the fighter jump onto his opponent’s shoulders, wrap their legs around their head, and begin smashing their elbows into his head repeatedly.
System: This is a sustained hold. If the victim is knocked down the grabber also suffers half damage from the move inflicting knockdown.

Source: editor

Eye Rake
Cost: none
Speed: +2
Damage: -3
Move: +0

Requirements: Grab *, Punch *
Power Points: Animal Hybrid, Lua, Ninjitsu, Bando, Dirty Fighting 1, Any 2
School System Power Points: Inhuman, Dirty Fighting 1, Any 2
Description: In a truly desperate move the fighter clenches their fingers into a claw and rakes them across their opponent's eyes. The pain caused by this is incredible but usually does not result in any permanent damage. Few Street Fighters use this attack as it is considered extremely poor form. Nonetheless, it has often meant the difference between winning and losing a match.
System: Very little damage results from this attack but for the next turn the opponent must fight blind. If their Blind Fighting skill is zero they are effectively dizzied.

A fighter forced to resort to this desperate move loses one temporary Honor point. If an Eye Rake is used in a tournament they will also lose one temporary Glory point.

Source: Player’s Guide

Facelock
Cost: none
Speed: +1
Damage: +2
Move: 1

Requirements: Grab **
Power Points: Wrestling, Native American Wrestling, Sanbo, Pankration, Lua 2
School System Power Points: Grappler 3, Any 4
Description: Unlike the Sleeper a Facelock is intended to inflict pain by forced contortion rather then oxygen depravation. The wrestler wraps their arm around their opponent’s head and secures the lock by holding the wrist on their wrapping arm with their other hand.
System: This is a sustained hold.

Source: editor

Face Slam
Cost: none
Speed: -1
Damage: +3
Move: 1

Requirements: Grab **, Strength ****
Power Points: Native American Wrestling, Sumo Wrestling 2, Sanbo, Bando, Dirty Fighting 3, Any 5
School System Power Points: Grappler 2, Dirty Fighting 3, Any 4
Description: This maneuver requires tremendous upper body strength. Basically the fighter palms his opponents face, lifts him in the air and slams him face-first into the ground. The World Warrior E. Honda has worked this maneuver into a frightening combination.
System: Use the listed modifiers. If any damage is done the opponent suffers a knockdown.

Source: Storyteller’s Screen

Fireman’s Backbreaker
Cost: 1 Willpower
Speed: -1
Damage: +4
Move: 1

Requirements: Grab ***, Athletics **, Back Breaker, Fireman’s Carry
Power Points: Wrestling 2, Bando, Dirty Fighting, Lua, Special Forces, Pankration, Jiu Jitsu, Sanbo 3
School System Power Points: Grappler 3, Military 4
Description: The wrestler first places their victim into a Fireman’s Carry then heaves their victim over their head and kneels so that the victim slams into the wrestler’s knee.
System: If used on the same round as the Fireman’s Carry the wrestler needs two successes on a Grab check to get the defender into position. The defender is knocked down in the hex in front of the wrestler.

Source: editor

Fireman’s Carry
Cost: none
Speed: +0
Damage: none
Move: 1 (see desc)

Requirements: Grab **, Athletics *
Power Points: Wrestling 1, Bando, Dirty Fighting, Lua, Special Forces, Pankration, Jiu Jitsu, Sanbo 2
School System Power Points: Wrestling 1, Grappler 2, Dirty Fighting 3
Description: The Fireman’s Carry is a fairly basic Wrestling maneuver. The wrestler scoops up their victim and drapes them horizontally face down over their shoulders using one arm to hold the victim’s head and the other to secure a leg. Typically the arm that holds the victim’s head also locks down one arm.
System:This is a sustained hold that is tricky to break free of due to its awkward position and limb pins. While sustaining the Fireman’s Carry the wrestler may move up to one half of their Athletics in movement each round – walking speed at best – in order to position the defender for one of the throws or drops utilized from this position.

Wrestling maneuvers that require Fireman’s Carry to learn also require it to be used. In this case this maneuver is converted into a grab check on the speed of the damaging maneuver if there is no delay in rounds between setting up the Fireman’s Carry and performing the other maneuver. There is no movement between the grab and the drop in these cases. The wrestler can opt to wait a round when using these maneuvers, at no additional penalty, in order to avoid the Grab check.

Source: editor

Fireman’s Gutbuster
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: 1

Requirements: Grab ***, Athletics **, Fireman’s Carry
Power Points: Wrestling 2, Bando, Dirty Fighting, Lua, Special Forces, Pankration, Jiu Jitsu, Sanbo 3
School System Power Points: Grappler 2, Dirty Fighting 3

Description: The wrestler first places her victim in a Fireman’s Carry then pulls the head forward and down while going into a quick kneel. This action forces the victim’s head into the wrestler’s knee as well as driving their upper body into the wrestler’s shoulder. The snap of this action forces the wrestler to release the victim who is thrown back by recoil.
System: If used on the same round as the Fireman’s Carry the wrestler needs two successes on a Grab check to get the defender into position. The defender is knocked down in the hex behind the wrestler.

Source: editor

Fish Hook
Cost: none
Speed: -2
Damage: +6
Move: 1

Requirements: Grab *, Strength ***
Power Points: Any 2
School System Power Points: Any 2
Description: This is a brutal, almost cruel, technique has become popular in the underground fighting world. A fighter hooks a finger into an opponent’s mouth and does his best to rip their cheek out or at the very least tear some facial muscles. Considered a dirty tactic, many see fighters that use it to be completely dishonorable.
System: A fighter that wishes to use a Fish Hook must first have their opponent in a sustained hold which permits access to the defender's face. On the round it is used this maneuver's speed and damage apply instead of the sustained hold's. Any damage dealt above the opponent's Stamina counts as aggravated damage. Because of the highly dishonorable nature of this maneuver the user loses a point of permanent Honor (or all of their temporary Honor if they have less than 1 permanent Honor).

Source: New Legends

Flowering Crescendo
Cost: 2 Willpower
Speed: -2
Damage: +7
Move: 1

Requirements: Grab ***, Athletics *****, Flowering Smash
Power Points: Silat, Savate, Baraqah, Kung Fu, Hapkido, Majestic Crow Kung Fu 3, Ninjitsu, Spanish Ninjitsu 4, Any 5
School System Power Points: Karate, Kung Fu 3, Hunter 4, Any 5
Description: This maneuver starts just like a Flowering Smash but once on their target’s back the fighter kicks off her opponent into a jump straight up and comes crashing back down feet first.
System: This maneuver requires two successes on a Grab check to get into position. Both fighters are knocked down from this maneuver in the same hex. The attacker rolls Grab to get into position, needing 2 successes, then uses Athletics for damage that can be negated with Breakfall at difficulty 8 (it is simply more difficult to tuck into a defensive posture with someone driving their heels into your back).

Source: editor

Flowering Smash
Cost: 1 Willpower
Speed: -2
Damage: +4
Move: 1

Requirements: Grab ***, Athletics ****, Back Roll
Power Points: Silat, Savate, Baraqah, Kung Fu, Hapkido, Majestic Crow Kung Fu 2, Ninjitsu, Spanish Ninjitsu 3, Any 4
School System Power Points: Karate, Kung Fu 3, Hunter 4, Any 5
Description: Like a whirlwind of force this maneuver can take an unsuspecting street fighter completely by surprise. The fighter grabs their opponent by the head, neck, hair, etc and yanks them over then launches themselves onto their back into a psuedo-Back Roll. Once there they spin in place, grasp the head again, and fall taking their opponent with them to the ground.
System: Both fighters are knocked down from this maneuver in the same hex. The attacker rolls Grab twice – once to get into position and the second time for damage. This maneuver requires two successes on a Grab check to get into position.

Source: editor

Flying Tackle
Cost: none
Speed: -1
Damage: +0
Move: +2

Requirements: Grab **, Athletics **
Power Points: Any 2
School System Power Points: Any 2
Description: The fighter launches into the air and slams into his opponent, taking them both to the ground. This maneuver is considered crude by many high ranking Street Fighters although it's effectiveness cannot be denied.
System: Both the attacker and the defender suffer a knockdown but only if damage is done. After impact both the attacker and defender fly back two hexes and end the round on the ground occupying the same hex. The attacker gains a +2 speed bonus to their next move if it is a Grab maneuver and does not require the victim to be standing or jumping. If the opponent stands before the wrestler can begin their grab this bonus is forfeit.

Source: Storyteller’s Screen

Giant Swing
Cost: none
Speed: -1
Damage: +3 (see desc)
Move: 1

Requirements: Grab ***, Athletics **
Power Points: Wrestling, Pankration, Sanbo, Lua, Jiu Jitsu 3
School System Power Points: Grappler 3
Description: A Giant Swing is a maneuver performed by the wrestler against an opponent who is on the ground. They grab their foe by the leg and swing them around. This maneuver may be used as a throw or to simply smash the other fighter into the ground back-first.
System: The victim of the Giant Swing is knocked down. If thrown the defender is launched a number of hexes equal to half the attacker’s strength, rounded down, and suffers an additional number of damage dice equal to that distance.

Source: editor

Grab
Cost: none
Speed: +1
Damage: +0
Move: 1

Requirements: Grab *
Power Points: Any 1
School System Power Points: Any 1
Description: This is a relatively basic maneuver, in the sense that it is a basic maneuver, known to Street Fighters and street thugs alike. The fighter simply grabs their target with the intent to hold them and can slowly inflict damage by squeezing although this maneuver lacks the precision that special sustained holds possess.
System: This is a sustained hold. Grab may be used without inflicting damage as long as the person being held does not struggle.

Source: editor

Grappling Defense
Cost: none
Speed: +4
Damage: none
Move: -1

Requirements: Grab ****
Power Points: Jiu Jitsu 2, Aikido, Baraqah, Lua, Native American Wrestling, Pankration, Sanbo, Tai Chi Chuan, Wrestling, Chin Na, Hapkido 3, Jeet Kune Do, Kung Fu, Ler Drit, Majestic Crow Kung Fu, Silat, Bando 4, Any 5
School System Power Points: Grappler 2, Inner, Kung Fu, Karate 3, Any 4
Description: Wrestlers don't survive long unless they learn ways to escape and counter the grabs and holds of their fellow wrestlers. Other styles, such as the Kung Fu art of Chin Na or the Japanese art of Jiu-Jitsu, formalize this grappling training.
System: Grappling Defense works similarly to a Block but it only protects against Grab maneuvers. A fighter employing Grappling Defense adds their Grab technique to their Stamina to determine their Soak total against any Grab maneuver used on them that round. Grappling Defense can even be played each round by a fighter trapped in a sustained hold thereby minimizing the damage the hold inflicts. This is not considered a block for purposes of speed bonuses.

Source: Core Rulebook

Ground Leglock
Cost: none
Speed: +1
Damage: +2
Move: 0

Requirements: Grab **, Punch ** or Kick **, Ground Fighting (see below)
Power Points: Wrestling, Pankration, Sanbo, Lua, Jiu Jitsu 3
School System Power Points: Grappler 3
Description: This leglock is a defensive maneuver designed to be utilized by a wrestler on the ground to eliminate the height advantage of their opponent. When their opponent closes, say to perform a Pin, the wrestler uses an arm or leg to wrap around the opponent’s ankle and force them to the ground with a quick snap.
System: The defender is knocked down in the same hex as their attacker. This may not be used against an aerial opponent. It can be used as an abort maneuver by the ground wrestler but at a speed of +0. If the wrestler on the ground also as Ground Fighting they may perform this maneuver as if its base speed were +2.

Source: editor

Hair Throw
Cost: none
Speed: -2
Damage: +5
Move: 2

Requirements: Grab ***, Athletics **, Throw
Power Points: Jiu Jitsu, Kung Fu, Majestic Crow Kung Fu, Ninjitsu, Special Forces, Silat, Dirty Fighting 2, Any 3
School System Power Points: Grappler, Kung Fu, Hunter, Military, Karate, Dirty Fighting 2, Any 3
Description: This throwing maneuver was invented hundreds of years ago by a Mongolian tribe renowned for it’s acrobatic grappling maneuvers. The tribe was assaulted by bands of thieving marauders who would gallop in on horses and pillage the tribe's villages. Seeing that the marauders wore their hair in long locks the tribe invented a technique for running at a horseman, flipping up and over the horseman's head, grabbing his hair from behind and throwing the marauder off his horse.

Various styles of Kung Fu and several Special Forces groups have since picked up the technique.
System: The fighter must move into and straight through an opponent's hex. The opponent can then be thrown along the same straight line the fighter initially used to move over their opponent.

Source: Core Rulebook

Hangman’s Noose
Cost: 1 Willpower per round
Speed: -2
Damage: see desc
Move: 1

Requirements: Grab ***, Athletics ***, Jump, Sleeper, Elbow Smash
Power Points: Special Forces, Sanbo 2, Shotokan Karate, Native American Wrestling 3
School System Power Points: Military, Grappler 3, Karate 4
Description: The fighter jumps at their opponent, catches them around the neck, then hangs off their back while squeezing the head or throat.
System: The jump is considered an aerial maneuver that cannot evade projectiles. This maneuver is a sustained hold that lasts up to the attacker’s Stamina, in half, in rounds. On the first round the defender must score at least one success on a Strength roll or be ripped off their feet and suffer three extra dice in damage from the hard fall. The defender cannot opt to automatically fail this roll (it is hardwired for humans to try to keep their balance) but if they do the sustained hold ends.

Every round the fighter applying this grab must inflict damage or lose their grip and fall. Damage from the sleeper grip receives a +2 bonus and automatically dizzies the victim if maintained for three rounds. On the last round, or any prior if the attacker wishes, the defender is slammed in the head by an Elbow Smash (Strength + Punch + 2) and knocked down. This ends the hold.

Hangman’s Noose is established with a deliberately awkward angle to make it difficult for the defender to shake the grappler. All attempts to do so have +1 difficulty except for teleport maneuvers. Grappling Defense is useless against this maneuver after the first round although San He can prevent knockdown.

Source: editor

Head Bite
Cost: none
Speed: +1
Damage: +3
Move: 1

Requirements: Grab **
Power Points: Animal Hybrid, Boxing, Dirty Fighting 1, Capoeira, Lua, Pankration, Sanbo, Bando 2, Any 3
School System Power Points: Inhuman, Boxing, Dirty Fighting 1, Capoeira, Grappler 2, Any 3
Description: Some Street Fighters either have a little vampirism in them or, like Blanka, are just downright savage. It's a nasty move but some fighters have been known to leap onto their opponents and bite right into their necks.
System: This is a sustained hold and inflicts damage each turn the hold is maintained.

Source: Core Rulebook

Head Butt Hold
Cost: none
Speed: -1
Damage: +3
Move: 1

Requirements: Grab **, Head Butt
Power Points: Boxing, Kabbaddi, Sumo Wrestling, Thai Kickboxing, Bando, Dirty Fighting 2, Any 3
School System Power Points: Boxing, Mystical, Grappler, Kickboxing, Dirty Fighting 2, Any 3
Description: Las Vegas-style boxing doesn't allow head butts, however, some fighters don't mind banging heads in the middle of a clinch. Street Fighter boxers take this one step further by grabbing their opponents and smashing them with repeated head butts.
System: The move is a sustained hold so the boxer gets to attack their opponent each turn until the victim escapes.

Source: Core Rulebook

Headlock
Cost: none
Speed: -2
Damage: 0
Move: 1

Requirements: Grab *
Power Points: Any 1
School System Power Points: Any 1
Description: As a tried and true favorite the Headlock is a staple maneuver in almost every fighting style that gets close and personal. The fighter grabs their opponent around the neck and holds them to cut off their air.
System: This is a sustained hold. It does no damage but if held for three consecutive rounds the victim is dizzied. This maneuver doesn't have the same duration limits other Grab maneuvers do. Instead use the fighter's Stamina + Grab technique to determine the maximum length of time a Headlock can be sustained.

Source: New Legends

Headlock Kicks
Cost: none
Speed: -1
Damage: +1
Move: 0

Requirements: Grab **, Kick *, Headlock
Power Points: Any 2
School System Power Points: Any 2
Description: While keeping their opponent in a headlock a fighter then brings up their foot to kick them in the head.
System: The fighter must have their opponent in a sustained Headlock. They may then roll Strength + Kick to do damage each round until either the Headlock is broken or a number of rounds equal to their Grab rating have passed. If the hold hasn't yet been broken the fighter may continue the sustained Headlock but cannot attempt another use Headlock Kicks until the hold is released.

Source: New Legends

Head Slam
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: 1 (see desc)

Requirements: Grab **, Athletics **, Kick **
Power Points: Special Forces, Wu Shu 2, Thai Kickboxing, Western Kickboxing, Majestic Crow Kung Fu 3, Any 4
School System Power Points: Military, Wu Shu 2, Kickboxing, Kung Fu 3, Any 4
Description: The fighter dares to defy gravity by grabbing their opponent, jumping onto their shoulders and kicking off hard into a cartwheel with such force the opponent is forced face first into the ground.
System: The attacker must score two successes on the grab check to get into position. The defending fighter is knocked down. This maneuver uses Athletics for damage (and the damage roll is treated as if it were for an Athletics maneuver). After jumping off their opponent the fighter may move as many hexes as they would with a normal Jump.

Source: editor

Head Twist (Dervish Eight)
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: 1

Requirements: Grab ***, Athletics ****, Punch **
Power Points: Baraqah, Bando 2
School System Power Points: Karate, Mystical, Inner 3
Description: Daredevils of Bando love to confuse their opponents with this tricky yet flashy maneuver. First the fighter leaps onto their opponent’s shoulders, moves into a handstand, then falls behind their opponent while holding their shoulders to violently spin them in place. To add insult to injury the fighter concludes with a backhand punch to their opponent’s head.
System: The attacker must score two successes on a grab check to get into position. Punch Defense provides no protection from either the grab or the backhand. Damage is considered double for the purposes of determining a dizzy and is treated as if it were a Punch maneuver. The attacker ends their turn in the hex behind the defender.

Source: editor

Heel Hammer
Cost: 1 Willpower
Speed: -2
Damage: +3
Move: 1

Requirements: Grab **, Athletics **, Kick **
Power Points: Shotokan Karate, Bando 3, Any 4
School System Power Points: Karate 3, Any 4
Description: The fighter jumps onto their opponent and with their feet braced against their foe leaps off pushing hard with both legs.
System: This maneuver cannot be used against an opponent on the ground, in a sustained hold, or in the midst of an aerial maneuver. The attacker needs to score at least one success on a Grab check to get into position.

Once the grab is established the attacker kicks off using their Kick technique for damage instead of Grab. Breakfall can negate up to half the damage inflicted (this move is assumed to do half its damage from the kick and half from the fall). Both fighters are moved two hexes from their starting point in opposite directions and are knocked down.

Source: editor

Hooligan Combo
Cost: 1 Willpower per round
Speed: -2
Damage: +4
Move: +1

Requirements: Grab ***, Athletics ***, Jump, Thigh Press
Power Points: Special Forces, Sanbo 2, Capoeira 3
School System Power Points: Grappler, Military 3, Wu Shu, Capoeira 4
Description: The fighter jumps at their opponent and catches their head in a thigh press. The attacking fighter maintains their hold after both fall to the ground.
System: The jump is considered an aerial maneuver. Both the fighter and their victim are knocked down in the same hex with only half the initial damage delivered from the fall itself. This is a sustained hold with both fighters on the ground during the hold’s duration. The attacker may choose to substitute their Athletics or their Kick technique instead of Grab for damage in subsequent rounds (the damage source is still treated as a Grab maneuver).

Source: sfrpg.com

Improved Pin
Cost: 1 Willpower
Speed: +0
Damage: +2/+1
Move: 1/2 (see desc)

Requirements: Grab ***, Athletics **, Pin
Power Points: Aikido, Baraqah, Jiu Jitsu, Lua, Wrestling, Hapkido 2, Kung Fu, Pankration, Silat, Special Forces, Tai Chi Chuan, Wu Shu 3, Any 4
School System Power Points: Inner, Mystical, Grappler 3, Any 4
Description: This is simply a refinement of the Pin maneuver.
System: The fighter may use an Improved Pin on any one target in their hex or an adjacent hex regardless of whether the target is knocked down or dizzy, using the modifiers below. In all other ways it acts exactly like a Pin and is a sustained hold with both fighters on the ground. If both fighters are knocked down and the grappler has Ground Fighting they may use the second movement rating (2) to move to their opponent without standing up and attempt the Improved Pin.

Source: Contenders

Inza Drop (Inuza Drop)
Cost: 1 Willpower
Speed: -1
Damage: +5
Move: +0/+2

Requirements: Grab ***, Athletics ****, Wall Spring, Air Suplex
Power Points: Ninjitsu, Spanish Ninjitsu 3
School System Power Points: Hunter 3
Description: The ninja snatches up their unlucky victim, wall springs and suplexes them. If there is no wall to spring off of the ninja cannot perform an Inza Drop. The victim can be grabbed before the wall spring but if they have Disengage they get a Dexterity test to break free while the ninja is still moving to reach their intended destination.
System: One success is needed on the initial Grab test to scoop up the victim. The wall spring is an aerial maneuver and dodges projectiles like a standard jump. Both the attacker and their victim end in the same hex and are knocked down. Because of the speed the ninja is moving at this maneuver cannot be used to interrupt an aerial maneuver their target is performing (their intended target must be on the ground when the ninja attempts to grab them). This maneuver can hit crouching opponents. The ninja can perform the suplex in any hex they wish after the wall spring thereby ending the maneuver.

Source: sfrpg.com

Iron Claw
Cost: 1 Willpower
Speed: +1
Damage: +4
Move: 1

Requirements: Grab *****
Power Points: Lua, Majestic Crow Kung Fu, Native American Wrestling, Sanbo, Silat, Wrestling, Chin Na 4, Ler Drit 5
School System Power Points: Kung Fu, Grappler, Karate 4, Ler Drit 5
Description: The wrestler quickly grabs their opponent with one hand, draws them in, and then places their other hand on the opponent's face. The wrestler's hand clenches like a vise over the opponent's face; each finger digging into a pressure point like the temples, under the jaw, or even into the eyes. The sheer force of the squeeze causes intense pain to the victim.

Wrestlers train for the Iron Claw by performing a variety of exercises to increase their grip strength. One of the most popular involves dropping and catching slabs of concrete. A wrestler takes a concrete block and raises it over their head with both outstretched arms. They release the block and then dart their hands down to catch it before it hits the ground. Grasping the heavy concrete quickly builds tremendous hand strength. Wrestlers then practice clapping their hands together after they release the concrete and then still grabbing it before it hits the ground. The clapping builds speed.

System: The Iron Claw is a sustained hold that uses the modifiers listed below.

Source: Core Rulebook

Jaw Cracker
Cost: none
Speed: -1
Damage: +3
Move: 1

Requirements: Grab **
Power Points: Any 2
School System Power Points: Any 2
Description: This simple yet effective maneuver has helped plenty of dentists put their kids through college. The fighter grabs their opponent by the head, moves behind them, then slams the foe's head off their shoulder before heaving the other fighter over their head and to the ground. Sometimes the victim is simply thrown back and allowed to fall to the ground but this tends to be used less often as it doesn't have as much bite or flashiness.
System: Both damage tests for this maneuver use the listed modifier. The victim is knocked down in the hex in front of the fighter.

Source: editor

Jaw Hammer
Cost: none
Speed: -1
Damage: +4/-1
Move: 1

Requirements: Grab ***, Athletics **, Headlock, Joint Lock
Power Points: Wrestling, Sanbo, Native American Wrestling, Dirty Fighting 3, Kung Fu, Ler Drit, Special Forces 4, Any 5
School System Power Points: Grappler, Military, Dirty Fighting 3, Ler Drit, Kung Fu 4, Any 5
Description: This maneuver is banned in most tournaments and for good reason. Holding her opponent in a gruesome headlock the wrestler applies pressure to the lower jaw trying to force it out of joint so that it will break. The pain alone is usually enough to force the target of this maneuver to surrender.
System: This is a sustained hold. Each round after the first it rolls for damage twice. The first damage roll uses the first damage modifier listed below and deals normal damage. The second damage roll uses the second modifier and deals aggravated damage that is trackeded to see if the joint break itself is successful and if so how long the injury takes to heal. If the target of this maneuver suffers more aggravated damage, cumulatively, than twice their Stamina their jaw is broken.

Source: editor

Jaw Spin [hybrid maneuver]
Cost: 1 Willpower
Speed: +1
Damage: +5
Move: 0

Requirements: Grab ****, Athletics ***, Tearing Bite
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: This is truly a terrifying tactic to witness. The fighter assumes a crouching stance and waits for their opponent's attack. When the attack is launched the hybrid jumps, grips their assailant's limb in their jaws, and clamps down while still moving.
System: To be successful the hybrid must be faster than their opponent. Both fighters are knocked down in the same hex.

Source: Player’s Guide

Joint Break
Cost: 1 Willpower
Speed: +0
Damage: +2
Move: 1

Requirements: Grab ****, Joint Lock
Power Points: Chin Na 2, Lua, Sanbo 3
School System Power Points: Grappler, Karate, Military 3, Dirty Fighting 4
Description: The fighter grabs one of his opponent's limbs and twists it violently in a manner it was not meant to be - breaking the joint. Breaking an opponent's limbs is considered very poor form in most tournaments but is generally held to be acceptable in some dojos as part of training. Such a sensei is quick to point out that students who aren't ready to handle this maneuver have no business fighting.
System: If the victim takes more damage from this maneuver then their Stamina the limb is broken until it heals. The break may be applied to a joint itself or to a limb bone. If applied to the neck the victim will suffer airway constriction and pass out within 8 rounds. Such an injury always results in death unless treated. Killing an opponent in this manner costs the fighter 3 full ranks of Honor.

Damage from this maneuver is always considered aggravated. Chi Kung healing can fix the break if as many health levels are restored as the Joint Break inflicted. Natural healing requires medical treatment to set the break and twice as much time as normal. If the limb is not set the fighter will suffer a permanent loss of 1 Dexterity as the bone, tendons, and ligaments heal in an awkward manner.

Source: Warrior’s World

Joint Lock
Cost: none
Speed: +1
Damage: +1/+0
Move: 1

Requirements: Grab **
Power Points: Chin Na, Judo, Jiu Jitsu 2, Lua, Sanbo 3
School System Power Points: Grappler, Karate 3, Dirty Fighting 4
Description: The fighter grabs one of the opponent's limbs and twists it around in a manner it was never meant to be - forcing their opponent to the ground in pain. The Joint Lock is an advanced version of a classic hold utilized by many in law enforcement to prevent someone from striking back.
System: This is a sustained hold. For the duration of the Joint Lock the victim is considered to be crouching and cannot use the locked limb though they may attack with another limb by spending a point of Willpower. The damage from a Joint Lock is minimal although it is extremely painful. Armor and abilities which modify the defender's soak total do not effect the damage taken from this.

Source: Warrior’s World

Judo Throw
Cost: none
Speed: +0
Damage: +3
Move: 1

Requirements: Grab **, Throw
Power Points: Judo 1, Chin Na, Hapkido, Dirty Fighting, Special Forces 2, Any 3
School System Power Points: Grappler 1, Karate, Inner, Dirty Fighting, Military 2, Any 3
Description: This is an improved throw using the opponent's momentum to hurl them. It is a classic martial arts move frequently taught in self-defense classes and amongst law enforcement. It is a fast maneuver (for a grab) but it's speed is an offshoot of the fact that is a reactionary move.
System: The fighter employing this maneuver must interrupt their opponent's attack. The fighter can throw their victim up to their strength in hexes plus one additional hex if the victim was rushing them. The victim is knocked down.

Source: S.A.Sh.- HQ

Jumping Power Throw
Cost: 1 Willpower
Speed: -1
Damage: +5
Move: 1

Requirements: Grab ***, Jump, Judo Throw
Power Points: Judo 2, Kung Fu, Special Forces 3, Any 4
School System Power Points: Grappler 2, Kung Fu, Military 3, Any 4
Description: The Judoka grabs his opponent as if it perform a Judo Throw and jumps high into the air. From there he throws her over his shoulder and lets her crash to the floor. The Power Throw is a slower interrupt but packs more of a punch.
System: Like using Judo Throw the fighter must interrupt their opponent. The jump is vertical and ends in the same hex where it started. The victim lands in an adjacent hex and suffers a knockdown even if no damage is inflicted. Projectile attacks cannot be dodged with this maneuver.

Source: S.A.Sh.- HQ

Knee Basher
Cost: none
Speed: -1
Damage: +4
Move: 1

Requirements: Grab **, Kick *
Power Points: Capoeira, Pankration, Special Forces, Thai Kickboxing, Western Kickboxing, Wrestling, Bando, Dirty Fighting 2, Any 3
School System Power Points: Capoeira, Grappler, Military, Kickboxing, Dirty Fighting 2, Any 3
Description: This move resembles the Brain Cracker except that the wrestler grabs his opponent's head and doubles her over in order to knee her in the head. Capoeira stylists practice this move by holding coconuts in one hand and crushing them with their knees.
System: This move is a sustained hold and even if the opponent is lucky enough to escape they are considered knocked down and suffer a -2 speed penalty the turn after freeing themselves. Damage for the Knee Bash is calculated using the fighter's Kick technique instead of Grab.

Source: Core Rulebook

Leg Scoop
Cost: 1 Willpower
Speed: -2
Damage: +4
Move: 1

Requirements: Grab ***, Kick **, Athletics ***, Throw
Power Points: Wu Shu, Silat, Thai Kickboxing, Western Kickboxing, Native American Wrestling, Capoeira 3, Majestic Crow Kung Fu 4
School System Power Points: Wu Shu, Karate, Kickboxing, Grappler, Capoeira 3, Kung Fu 4
Description: In one graceful yet powerful motion a fighter whirls backward bringing a heel up into their opponent’s midsection and then using sheer momentum to throw them.
System: Use the listed modifiers. The target of this attack is knocked down in any adjacent hex the attacker wishes to deposit them.

Source: New Legends

Leglock
Cost: none
Speed: +1
Damage: +1
Move: 1

Requirements: Grab **
Power Points: Wrestling, Lua 1, Any 2
School System Power Points: Grappler 1, Any 2
Description: The Leglock is a basic wrestling maneuver. The fighter holds their opponent in a vice-grip with their legs and squeezes. Although this is commonly performed with both the wrestler and their victim on the ground a Leglock can be applied at any time the fighter has the opportunity to do so although such cases are no doubt awkward at best.
System: This is a sustained hold. If the lock is established on the victim’s head and neck it will automatically inflict a dizzy if maintained for three rounds. Traditionally both the wrestler and the defender are knocked down during the hold.

Source: editor

Leg Smash
Cost: 1 Willpower
Speed: -1
Damage: +4
Move: 1

Requirements: Grab ***, Athletics ***, Leglock
Power Points: Jiu Jitsu, Tae Kwon Do, Lua 1, Wrestling 2, Any 3
School System Power Points: Grappler, Kickboxing 2, Any 3
Description: The Leg Smash is a sustained Leglock with a vicious demeanor. Instead of simply holding their opponent and hoping that pressure forces them to surrender the fighter uses pure lower body strength to smash their opponent into the ground or a nearby object. It takes considerable strength to successfully perform this maneuver.
System: This is a sustained hold and functions much like Leglock. The attacker uses their Athletics for damage instead of Grab and has a penalty to damage equal to one point for each dot of Strength their opponent has over them.

Source: editor

Leg Twist (Fatal Leg Twister)
Cost: 2 Willpower
Speed: -2
Damage: +4/+5
Move: -1

Requirements: Grab ****, Kick **, Hooligan Combo, Back Roll Throw
Power Points: Special Forces 3, Ninjitsu 4
School System Power Points: Military 3, Hunter 4
Description: Gradually fighters developed the Hooligan Combo into a rolling throw. This variation sees the fighter run to their target, jump, and catch them in the thigh press, but instead of applying a sustained hold they roll and throw their unfortunate victim with a single powerful kick.
System: The fighter wishing to perform a Leg Twist must have two open hexes between themselves and their target to run and get up to speed. This maneuver scores two damage tests. The first is the Thigh Press and subsequent slamming to the ground, which has a +4 damage modifier. The second is from the back roll throw immediately afterwards and has a +5 modifier. The victim of a Leg Twist is thrown a number of hexes equal to their attacker’s Strength. Both participants are knocked down.

Source: sfrpg.com

Leverage
Cost: none
Speed: +0
Damage: -2
Move: 1

Requirements: Grab *
Power Points: Sanbo, Judo 1, Any 2
School System Power Points: Grappler 2, Any 3
Description: Leverage is a very painful maneuver although it inflicts little damage. The fighter pounces on a downed opponent seizing a limb and applying pressure with their body as they pull the limb in order to inflict pain.
System: The opponent must be in a knockdown position. This means the fighter must knock them down at the end of one round and apply Leverage in the next one or have a teammate inflict knockdown first. Doing this the fighter is now, too, in a knockdown position sharing the same hex. If the attacker first applies a Pin they may add that maneuver's bonus to maintain the hold each round.

A person in Leverage can only try to get out with half their strength unless they also have Ground Fighting. After 3 rounds in the hold the defender is automatically dizzied from pain. If used outside the ring to extract information the fighter loses 1 temporary Honor per round the hold is maintained.

Source: S.A.Sh.- HQ

Mandara Twist
Cost: none
Speed: -1
Damage: +2
Move: 1

Requirements: Grab ***, Athletics *, Kick Defense
Power Points: Wrestling, Native American Wrestling, Lua 2, Savate, Thai Kickboxing, Bando 3
School System Power Points: Grappler 3, Savate, Kickboxing, Karate 3, Kung Fu, Capoeira 4
Description: A Mandara Twist is a legwhip performed by grabbing the opponent’s leg, holding it parallel to the ground then spinning it with enough force to rip her off her feet.
System: Mandara Twist is a conjunction maneuver with Kick Defense. The fighter will have two speed values for the round. The first is for Kick Defense and the second is for Mandara Twist. At the time the defending fighter wishes to initiate the Twist they must be faster then the kick which they are attempting to interrupt and until then they gain the usual soak modifications associated with Kick Defense. Successfully intercepting a kick requires winning a contested Perception + Block roll. Damage is inflicted by contortion and pain, not the fall itself. If the fighter is the target of a multi-hit kick like Lightning Leg they may opt to wait until the second or third hit to initiate the Mandara Twist. If this maneuver inflicts any damage the victim is knocked down.

Source: editor

Monkey Flip
Cost: 1 Willpower
Speed: -2
Damage: +2/+4
Move: 1

Requirements: Grab ***, Athletics ****, Back Roll Throw
Power Points: Wrestling, Lua 3, Majestic Crow Kung Fu 4, Spanish Ninjitsu, Capoeira, Special Forces 5
School System Power Points: Grappler 3, Kung Fu 4, Hunter, Capoeira, Military 5
Description: It takes a certain skill (or complete disregard for one's safety) to attempt a Monkey Flip in a street fighting arena. The wrestler clasps their opponent behind the head and springs up placing their feet against the abdomen. Then they fall pulling their victim to the ground and kick up launching them into a gut-busting throw. Damage is dealt both by the contortion on the initial pull and the hard landing.
System: Performing a Monkey Flip without a means to hold the target steady increases the difficulty of the damage roll to 7. The fighter may add up to half of their Athletics technique, rounded down, to the first damage roll. Both fighters are knocked down and the victim is thrown back in a straight line a maximum number of hexes equal to the attacker’s Strength. Unlike the Rising Storm Crow the damage tests are not combined for the purposes of dizzying the victim.

Source: editor

Neck Choke
Cost: none
Speed: -1
Damage: +3
Move: 1

Requirements: Grab ***
Power Points: Jiu Jitsu, Native American Wrestling, Special Forces, Wrestling, Hapkido 1, Lua, Pankration, Sanbo, Dirty Fighting 2, Any 3
School System Power Points: Grappler, Military 1, Dirty Fighting, Inner, Hunter 2, Any 3
Description: The fighter grabs their opponent and applies a strangling Neck Choke. Big fighters like T. Hawk prefer to lift their opponents off the ground as they apply the hold.
System: The Neck Choke is a sustained hold.

Source: Core Rulebook

Old Faithful
Cost: 1 Willpower per round
Speed: -2
Damage: +6
Move: 1

Requirements: Grab *****, Athletics *****, Powerbomb
Power Points: Wrestling, Native American Wrestling, Sanbo, Lua 5
School System Power Points: Grappler 5
Description: Old Faithful, like the famous geyser, is a slow but brutal technique of repeatedly Powerbombing one’s opponent until he submits or is knocked unconscious.
System: This is a sustained hold. Each round the wrestler performs a Powerbomb on the defender. It can be sustained for a maximum number of rounds equal to one half the wrestler’s stamina, rounded down. If the wrestler fails to do any damage they suffer one point of damage themselves and release the defender who is knocked down in the same hex.

Source: editor

Pile Driver
Cost: none
Speed: -2
Damage: +4
Move: 1

Requirements: Grab ***, Athletics *
Power Points: Sanbo 2, Native American Wrestling, Special Forces, Wrestling 3, Any 4
School System Power Points: Grappler 3, Any 4
Description: The Pile Driver is an advanced grappling move that takes a lot of training to execute against a live opponent. The wrestler must grab his opponent and invert her body so that the opponent's head is between the wrestler's legs and the opponent's legs extend above the wrestler's head. The wrestler then jumps up and raises his legs into a seated position. When the wrestler and his victim land the opponent's head hits first.
System: The victim of a successful Pile Driver also suffers a knockdown.

Source: Core Rulebook

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

Requirements: Grab **
Power Points: Aikido, Jiu Jitsu, Lua, Pankration, Tai Chi Chuan, Wrestling, Hapkido 2, Baraqah, Jeet Kune Do, Kung Fu, Shotokan Karate, Silat, Wu Shu, Chin Na 3, Special Forces 4, Any 5
School System Power Points: Inner, Grappler 2, Kung Fu, Karate 3, Military 4, Any 5

Description: Jiu Jitsu practitioners learn many ways to hold someone immobile. To perform a Pin the target must be knocked down or dizzy. The fighter moves into their opponent's hex and attacks. Two successes are needed to establish the pin.
System: This is a sustained hold. If the defender is held on the ground they may not use Disengage to break free unless they also have Ground Fighting. On rolls to maintain the hold the grappler rolls an extra two dice.

Source: Contenders

Powerbomb
Cost: 1 Willpower
Speed: -2
Damage: +6
Move: 1

Requirements: Grab ****, Athletics ***
Power Points: Wrestling, Native American Wrestling, Sanbo, Lua 4
School System Power Points: Grappler 4
Description: A Powerbomb is a wrestling move that carries a hefty punch and serves to showcase the fighter’s strength and stamina. It is typically performed in the following sequence. The wrestler places their foe’s head between their thighs then lifts her up onto his shoulders. He then slams her down to the ground.
System: The victim of the Powerbomb suffers an unpreventable knockdown. Although the damage from this maneuver comes from hitting the ground it cannot be negated via Breakfall as the wrestler holds the victim in a contorted body lock as they fall.

Source: editor

Reverse Suplex
Cost: none
Speed: +0
Damage: +4
Move: 1

Requirements: Grab ****, Suplex
Power Points: Sanbo 3, Any 4
School System Power Points: Grappler 3, Any 4
Description: The Reverse Suplex is similar to the normal suplex but instead of rotating his body after lifting his opponent over his head the fighter falls backwards smashing the victim into the ground and crushing himself into them.
System: The opponent lands in one of the rear three hexes and suffers a knockdown.

Source: S.A.Sh.- HQ

Rising Storm Crow
Cost: 1 Willpower
Speed: -3
Damage: see desc
Move: +2 (must move min of 2)

Requirements: Grab ***, Athletics ***, Throw
Power Points: Majestic Crow Kung Fu 4, Kung Fu 5
School System Power Points: Kung Fu 4, Dirty Fighting 5
Description: The Rising Storm Crow is a devastating maneuver based on the same principles of leverage seen in the Thigh Press only taken a step further. The fighter charges and grabs anything at hand on the front of her target (lapels, hair, ears). They then launch into a forward flip directly over their opponent. As they land in a crouched position (still facing the direction they started in) the fighter bends their opponent over backwards and pulls them over their head using the momentum of the leap to fling them tumbling through the air. Damage is caused by both the forced backward contortion and the impact of the landing. Successful repetition of this maneuver can easily batter an opponent senseless.
System: The fighter must start at least two hexes away from their target and can throw them in a straight line forward for as many hexes as they have Strength. The target takes two damage tests: one at the fighter's (Strength + Grab) -3 when the forced flip is initiated and then another using twice the fighter's Strength when the target lands: (Strength x 2) + Grab. The opponent suffers a knockdown regardless of damage. Both damage tests combine to determine if the victim is dizzied.

Cost: 1 Willpower Speed: -3 Damage: see above Move: +2 (minimum Move 2)

Source: The Perfect Warrior

Ripping Bite [hybrid maneuver]
Cost: 1 Willpower
Speed: -1
Damage: +1
Move: 1

Requirements: Grab ***, Bite
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: Animal hybrid Street Fighters often use their jaws as weapons. The fighter chomps down on the limb he wishes to weaken and then tries to tear the muscles and ligaments from their connecting tissue. It is because of this maneuver (and others like it) that animal hybrids are looked down upon in and out of tournaments.
System: The fighter leaps forward and indicates which limb they wish to strike. A successful roll inflicts damage and causes the target to suffer a -1 penalty on both Strength and Dexterity when using maneuvers requiring that limb for the remainder of combat. This maneuver can be performed multiple times on the same opponent but only one bite per limb is effective.

Source: Player’s Guide

Samoan Drop
Cost: none
Speed: -1
Damage: +3
Move: 1

Requirements: Grab ***, Athletics *, Fireman’s Carry
Power Points: Wrestling 1, Bando, Lua, Special Forces, Jiu Jitsu, Sanbo 2
School System Power Points: Grappler, Military, Dirty Fighting 2
Description: After placing his opponent in a Fireman’s Carry the wrestler falls backward crushing her under his weight.
System:
Both fighters end the round knocked down in the same hex. Neither knockdown can be prevented. Like other maneuvers performed from a Fireman’s Carry two successes are needed on a grab check to get the defender into position.

Source: editor

Schoolboy
Cost: none
Speed: +0
Damage: +2
Move: 1

Requirements: Grab ***, Athletics **
Power Points: Wrestling, Native American Wrestling, Pankration, Sumo Wrestling, Bando, Dirty Fighting, Lua 3
School System Power Points: Grappler 3, Dirty Fighting 4
Description: A Schoolboy is a colorful term for a crouching shoulder slam performed by a crouching wrestler to the back of their opponent’s legs. Being behind the opponent is not required but is the most common way this maneuver is performed.
System: The defender is knocked down in the same hex as the wrestler. If the attacker’s next maneuver is any form of Pin they receive a +2 speed bonus. This is a crouching maneuver.

Source: editor

Scissor Sweep
Cost: none
Speed: +0
Damage: +3
Move: 1

Requirements: Grab **, Kick **, Ground Fighting (see below)
Power Points: Wrestling, Native American Wrestling, Pankration, Lua 1, Bando, Thai Kickboxing, Savate, Kung Fu 2, Any 3
School System Power Points: Grappler 1, Kickboxing, Kung Fu 2, Any 3
Description: The Scissor Sweep is a fairly simple tripping maneuver performed from the ground. The wrestler clasps their legs around one of their opponent’s and pulls forcing them off their feet. It is specifically designed in that it does not require a grounded fighter to rise to their knees to perform thus imposing no speed penalty if said fighter is knocked down and has Ground Fighting.
System: This is a crouching maneuver. Both fighters make contested Dexterity + Athletics rolls. If the attacker wins the defender is knocked down in any hex adjacent to their starting position that the wrestler desires and suffers damage.

Source: editor

Siberian Bear Crusher
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +1

Requirements: Grab ***, Athletics **, Back Breaker
Power Points: Sanbo 5
School System Power Points: Grappler 5
Description: Irritated by little capitalist opponents who would hit and run from him Zangief revived and perfected a maneuver he had previously practiced on the wild bears of Siberia. In so doing, Zangief would rush at the bear - closing inside the range of the bear's deadly claws before it could strike. Then he lifted the bear into an airborne back breaker to hammer the beast into submission. (Of course, Zangief acquired a lot of claw scars trying to learn the maneuver.)
System: The wrestler dashes forward into the opponent's hex, grabs the opponent, inverts them, and leaps into the air. In midair the wrestler adjusts their hold to ensure the victim lands in the Back Breaker position. The wrestler can choose any hex up to three hexes away to land in. The victim will land in any hex adjacent to the wrestler. The victim suffers a knockdown in addition to damage. The Siberian Bear Crusher is considered an aerial maneuver during the time the wrestler and their prey are both airborne.

Source: Core Rulebook

Siberian Suplex
Cost: 1 Willpower
Speed: +0
Damage: +2
Move: 1

Requirements: Grab ****, Athletics **, Suplex
Power Points: Sanbo 3
School System Power Points: Grappler 4
Description: Russian Sanbo wrestlers invented the bouncing Siberian Suplex in order to have more fun with their puny opponents from the West. Sanbo wrestlers found that their opponents would usually be knocked senseless after only one Suplex thus ending the match before the Sanbo fighter could work up a sweat. So they invented the Siberian Suplex. This move begins exactly like a regular Suplex but the fighter back-bridges the opponent's shoulders into the ground hard enough to bounce both fighters into the air. While in the air the Sanbo wrestler maintains the Suplex hold. When the pair lands the victim again suffers a Suplex collision on the ground.
System: This move is identical to a Suplex except that the fighters end the move one hex farther back as they land from the second hit. The fighter rolls two damage tests using the modifiers below. The victim also suffers a knockdown.

Source: Core Rulebook

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

Requirements: Grab ***
Power Points: Lua, Native American Wrestling, Sanbo 3, Special Forces, Sumo Wrestling, Bando 4, Any 5
School System Power Points: Grappler 3, Military, Karate 4
Description: The wrestler grabs her opponent and quickly positions herself behind him, simultaneously wrapping her arms around his neck and head. In this position she massages pressure points on the scalp while compressing the carotid artery which controls the flow of blood to the brain. Eventually the lack of circulation will cause the opponent to lose consciousness.

System: If the character can maintain their grip for three rounds, including the first, they will automatically dizzy their opponent. This is a sustained hold.

Source: Player’s Guide

Snap Throw
Cost: 1 Willpower
Speed: +1
Damage: +3
Move: 1

Requirements: Grab **, Focus **
Power Points: Bando 1, Any 2
School System Power Points: Grappler 1, Any 2
Description: This quick yet simple grab has the fighter snatch their victim and throw them to the ground with a snap of the wrist.
System: The victim ends the round in an adjacent hex and is knocked down.

Source: editor

Soul Drain
Cost: 1 Chi per round (see desc)
Speed: +0
Damage: see desc
Move: 1

Requirements: Grab **, Focus ***
Power Points: Mystic, Kabbaddi, Ler Drit 1, Any 3
School System Power Points: Mystical, Ler Drit 1, Inner, Dirty Fighting 2, Any 3
Description: A master of focused chi can be a terrifying opponent in the wrestling ring. Some have developed the ability to siphon the will to fight right out of their opponents with a mere touch. Depending on the venue this move could be seen as dishonorable.
System: Using Soul Drain requires the target to first be put into a sustained hold from the basic Grab technique (this move does not work with special grabs) and is itself considered a sustained hold. The attacker inflicts damage each turn equal to Intelligence + Focus which the victim soaks with permanent Willpower treating the source of damage as a Focus maneuver. At the end of each round the defender loses one temporary Willpower to the draining effect.

Disengage and Grappling Defense have reduced effects due to the intense pain the draining causes and function at a –2 penalty. If the attacker runs out of Chi before the hold is broken the victim suffers no additional damage but is still considered to be held as per the Grab basic maneuver. To shift into another sustained hold the attacker must first release this one then attempt to apply a new one.

Source: sfrpg.com

Soul Shock
Cost: 1 Chi
Speed: +0
Damage: +4
Move: 1

Requirements: Grab **, Focus ***
Power Points: Ler Drit 2, Chin Na 3, Any 4
School System Power Points: Mystical, Ler Drit 2, Inner 3, Any 4
Description: In this powerful attack the attacker grasps his opponent at the shoulders and infuses her with damaging psychic energy.
System: The opponent is thrown back two hexes in a straight line and suffers a knockdown in addition to damage. This maneuver deals damage as if it were a Focus maneuver - using Intelligence for damage instead of Strength and Focus instead of Grab.

Source: Warrior’s World

Space Tornado Ogawa (S.T.O.)
Cost: none
Speed: +1
Damage: +2
Move: 1

Requirements: Grab **, Kick *
Power Points: Wrestling, Pankration, Jiu Jitsu 1, Any 2
School System Power Points: Grappler 2, Ler Drit, Inner 3, Any 4
Description: Although it has a colorful name the S.T.O. is a Judo maneuver adapted into Wrestling. Standing next to her opponent the wrestler puts one arm across their chest while sweeping one leg out from under them.
System: The defender is knocked down in the same hex as their attacker.

Source: editor

Spinning Neck Lock
Cost: none
Speed: -2
Damage: +2
Move: 1

Requirements: Grab **, Kick **, Athletics **, Jump, Leglock
Power Points: Bando, Dirty Fighting 2, Kung Fu, Jeet Kune Do, Savate, Silat 3
School System Power Points: Kung Fu 2, Inner, Dirty Fighting 3, Any 4
Description: The fighter leaps into the air, hooks a leg around their opponent’s neck or shoulders and then takes them down. The opponent is then caught in the fighter’s leg lock to suffer additional punishment.
System: This is a sustained hold that knocks both fighters down in the same hex. The movement portion of this maneuver is considered aerial and may evade projectiles. After the initial round both fighters enter a sustained Leglock using that maneuver's speed and damage.

Source: New Legends

Spinning Pile Driver
Cost: 2 Willpower
Speed: -2
Damage: +7
Move: 2

Requirements: Grab ****, Athletics ***, Jump, Pile Driver
Power Points: Wrestling 3, Sanbo 4, Native American Wrestling 5
School System Power Points: Grappler 4
Description: This advanced version of the regular Pile Driver has carried Zangief to the title of World Warrior (often over the mangled bodies of his opponents). He perfected this move when he wrestled wild bears. Finding that the regular Pile Driver was not forceful enough to stun the hard-headed Siberian bears, Zangief grabbed them, upended them into the Pile Driver position and then jumped high into the air. The added force from the fall proved sufficient to stun the most ferocious bears.

When Zangief entered Street Fighter tournaments he continued to use the Spinning Pile Driver to finish his opponents. He added the spin into the move to please the Russian crowds and disorient his victim.
System: The victim suffers a knockdown in addition to regular damage and is bounced three hexes away (attacker's choice which direction) after impact. The Spinning Pile Driver can be used like a Jump to interrupt and dodge a projectile attack. The move counts as an aerial maneuver after the fighter grabs their opponent and begins the airborne spin.

Source: Core Rulebook

Spinning Wristlock
Cost: none
Speed: -1
Damage: +2
Move: 1

Requirements: Grab **, Athletics **, Punch Defense
Power Points: Wrestling, Native American Wrestling, Pankration, Lua 1, Bando, Spanish Ninjitsu, Jiu Jitsu, Tae Kwon Do 2
School System Power Points: Grappler 2, Hunter, Kickboxing, Dirty Fighting 3
Description: The Spinning Wristlock is a rather basic wrestling maneuver performed by grabbing the opponent’s arm by the wrist then pulling it over the wrestler’s head with enough force that the opponent is thrown to the ground.
System: Spinning Wristlock is a conjunction maneuver with Punch Defense. The defensive fighter will have two speeds for the round. The first is for Punch Defense and the second for Spinning Wristlock and both must be faster than the punch the fighter is attempting to intercept for the wristlock to be applied. Until the interrupt is attempted the defensive fighter gains the usual soak modifications associated with Punch Defense. When the interrupt is attempted the two fighters make a contested Perception + Block roll. If successful the interrupted fighter is knocked down in any adjacent hex, or in the same hex, that the wrestler chooses.

Source: editor

Springboard Arm Drag
Cost: 1 Willpower
Speed: -1
Damage: +5
Move: 3 (see desc)

Requirements: Grab **, Athletics ***, Wall Spring
Power Points: Bando, Spanish Ninjitsu, Jiu Jitsu, Tae Kwon Do 2, Wrestling, Native American Wrestling, Pankration, Lua 3
School System Power Points: Grappler 2, Hunter, Kickboxing, Dirty Fighting 3
Description: The Springboard Arm Drag is only performed when the wrestler and his opponent are both near an object that can be used to spring off of. After grabbing the other fighter’s arm the wrestler keeps hold of it and performs a stepping spring off the wall. This contorts the opponent and forces them to violently flip and smash into the ground.
System: The attacker must be close enough to a wall to complete the move in the allotted movement hexes. The defender is knocked down.

Source: editor

Springboard Bulldog
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +0

Requirements: Grab ***, Athletics ***, Bulldog, Wall Spring
Power Points: Wrestling, Lua, Jiu Jitsu 3, Spanish Ninjitsu, Ninjitsu, Tae Kwon Do, Aikido 4
School System Power Points: Grappler 2, Hunter, Kickboxing, Dirty Fighting 3, Inner 4
Description: This is a Bulldog performed in concert with a Wall Spring to give it extra distance. The wrestler makes the grab after springing from the wall which is where the movement bonus comes into play.
System: Both fighters are knocked down. After establishing the grab the wrestler and their foe move one hex forward and end up adjacent to one another.

Source: editor

Standing Shoulder Wheel
Cost: none
Speed: -1
Damage: +3
Move: 1

Requirements: Grab ***, Athletics *, Fireman’s Carry
Power Points: Wrestling, Pankration 1, Bando, Lua, Special Forces, Jiu Jitsu, Sanbo 2
School System Power Points: Grappler 2, Hunter, Military, Dirty Fighting 3
Description: The Standing Shoulder Wheel is a throw originating from a Fireman’s Carry. The wrestler kneels as they adjust the opponent on their shoulders then stands and pushes up at same time. The force of this hurls the opponent to the ground on their back.
System: Like other maneuvers performed from a Fireman’s Carry two successes are needed on a grab check to get the defender into position. The defender can be thrown a number of hexes equal to one half the attacker’s strength, rounded down, and is knocked down.

Source: editor

Stomach Pump
Cost: none
Speed: +0
Damage: +1
Move: 1

Requirements: Grab ****, Punch **
Power Points: Jiu Jitsu, Native American Wrestling, Pankration, Sanbo, Wrestling 3
School System Power Points: Grappler 3, Hunter, Military, Boxing, Dirty Fighting 4
Description: The wrestler grabs the opponent, lifts them off their feet with one hand and repeatedly smashes the pit of their stomach with a palm heel. The move's name derives from the fact that many victims end up losing their lunch before they escape from this organ squeezing hold.
System: The Stomach Pump is a sustained hold.

Source: Core Rulebook

Storm Hammer
Cost: 2 Willpower
Speed: -2
Damage: +7
Move: 1

Requirements: Grab *****, Athletics ***, Jump
Power Points: Native American Wrestling, Wrestling 5
School System Power Points: Grappler 5
Description: Unfortunate souls who anger T. Hawk in the midst of combat are in for a disorienting, bone-crushing experience as T. Hawk unleashes his Storm Hammer throw. T. Hawk grabs his opponent's head in one huge hand, leaps into the air, spins his arm (opponent included!) in a big circle and then crushes the opponent's face into the arena floor. Very few opponents get back up.
System: As with all Grab maneuvers the fighter must move into the same hex as their opponent. The fighter can choose to land up to three hexes away. The opponent suffers a knockdown in addition to damage. Fighter and opponent end the turn in the same hex. Once the fighter has grabbed the opponent and jumped into the air the Storm Hammer is considered an aerial maneuver until the fighter and their prey land. The move can be used it to interrupt an incoming projectile attack and possibly dodge it.

Source: Core Rulebook

Sunset Flip
Cost: 1 Willpower
Speed: -2
Damage: +3
Move: 1

Requirements: Grab ****, Athletics ****, Jump, Leglock
Power Points: Bando, Dirty Fighting, Spanish Ninjitsu, Chin Na, Lua, Wrestling 3
School System Power Points: Grappler, Karate, Kung Fu 3, Hunter 4
Description: The Sunset Flip is a maneuver first learned by launching from a sitting position at head level to the opponent. The attacker leaps behind her opponent and grabs him from behind in a leglock around the waist then continues falling forward pulling him to the ground with her legs so that he smashes into the ground. After mastering this sequence the fighter then learns to perform the Flip by jumping over their opponent’s head and administering the leglock.
System: The attacker moves forward into the defender’s hex and needs two successes on a Grab check to proceed. If that succeeds both fighters move an additional hex in the same line of movement and suffer an unpreventable knock down. Afterwards the opponent is held in a sustained Leglock.

Source: editor

Suplex
Cost: none
Speed: +0
Damage: +2
Move: 1

Requirements: Grab *
Power Points: Jiu Jitsu, Native American Wrestling, Pankration, Sanbo, Special Forces, Spanish Ninjitsu, Wrestling 1, Any 2
School System Power Points: Grappler 1, Karate, Kung Fu, Hunter, Military 2, Any 3
Description: The Suplex is a relatively fast Grab move. The fighter lunges forward, grabs their opponent, and then twists around to fall backwards. By arching their back, the wrestler slams the opponent's head into the ground and simultaneously cushions the wrestler's own fall.

System: Victims of a successful Suplex also suffer a knockdown. The victim lands one hex behind their original position. The attacker chooses which hex.

Source: Core Rulebook

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

Requirements: Grab **, Athletics *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: Tail Trip is a simple maneuver in concept although it does require a good sense of balance to use effectively. The hybrid must have a tail to perform this maneuver. Using it as a prehensile extension they take an opponent off their feet.
System: Use the listed modifiers. An opponent hit by this is knocked down unless they were blocking.

Source: editor

Tearing Bite [hybrid maneuver]
Cost: 1 Willpower
Speed: +1
Damage: +4
Move: 1

Requirements: Grab **, Athletics **, Head Bite
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: This special maneuver is similar to the Head Bite except that as the fighter's teeth bear down on his opponent's neck he also applies leverage to the victim and throws him over his back.
System: After applying damage the attacker then throws their opponent in the opposite direction from the one they are facing. The victim travels a number of hexes equal to the fighter's Strength -1.

Source: Player’s Guide

Thigh Press
Cost: none
Speed: -1
Damage: +4
Move: 1

Requirements: Grab **, Athletics **
Power Points: Jiu Jitsu, Native American Wrestling, Sanbo, Special Forces, Wrestling 2, Any 3
School System Power Points: Grappler, Military 2, Any 3
Description: This move is also called a Reverse Suplex but many tournament fighters began calling it the Thigh Press after they saw Cammy's version of it. The fighter starts by jumping onto the opponent's shoulders, locking their feet behind the opponent's back and catching the opponent's head between their thighs. The fighter then drops their body weight backward - bending the opponent over. As they do so the fighter flips backward, doing a half back flip and landing on their stomach. Meanwhile, the opponent is pulled over and off their feet smashing headfirst into the ground.

System: The opponent suffers a knockdown in addition to regular damage. The fighter switches hexes with their opponent unless both combatants started in the same hex in which case the attacker can choose the adjacent hex in which the victim lands.

Source: Core Rulebook

Throw
Cost: none
Speed: -2
Damage: +2
Move: 1

Requirements: Grab *
Power Points: Any 1
School System Power Points: Any 1
Description: Most martial arts teach special techniques for grabbing and throwing an opponent. These techniques involve using the hips, shoulders and/or arms to unbalance the opponent and leverage him into a throw. Masters can throw opponents over 20 feet through the air.
System: If the move succeeds the fighter can choose the hex in which his opponent lands after the Throw. The fighter can throw an opponent a number of hexes equal to the fighter's Strength. Fast members of successful tournament teams often throw opponents to their stronger, slower comrades who then finish off the unfortunate with a powerhouse special maneuver.

The damage from a Throw is actually inflicted when the opponent lands and hits the ground, wall, car windshield, other fighter, etc. If the victim is thrown into another fighter, the fighter struck by the flying body may suffer damage as well. Roll damage based on the thrown character's Stamina minus the struck character's soak total (Stamina or Stamina + Block).

Example: Fei Long throws Zangief into a hex where Cammy is standing. Zangief's Stamina is 7 (he's a big guy!), and Cammy's soak total is equal to her Stamina of 4 (it would have been more had she been Blocking), so Fei Long's player rolls 7 - 4 = 3 dice of damage for Cammy.

Source: Core Rulebook

Tonga Death Grip
Cost: 1 Willpower per round
Speed: +0/-2
Damage: +3 (see desc)
Move: 1

Requirements: Grab ****, Punch ****, Focus ***, Atemi Strike, Braincracker (see below)
Power Points: Lua, Chin Na, Jiu Jitsu 4, Sanbo, Ninjitsu, Wrestling 5
School System Power Points: Karate, Inner 3, Hunter, Grappler 5
Description: Utilizing the knowledge of human nerve points learned in delivering Atemi Strikes the fighter seizes their opponent under the chin and squeezes causing immense pain. As the hold is maintained the victim loses feeling in their head as breathing and blood flow become labored. Even after the Grip is released these effects linger.
System: This is a sustained hold and those held in its grip suffer a +1 difficulty penalty to any actions they take. After two rounds in the Tonga Death Grip the defender loses one point of Dexterity temporarily. If maintained for four rounds the defender also loses one point off of all their techniques temporarily. While the hold is being maintained the victim has +1 difficulty to all of their actions. These losses are healed as if they were aggravated damage but no character can lose more than 1 point in any statistic from the Tonga Death Grip.

If the attacker also knows Brain Cracker they may administer an Atemi Strike each round as an additional attack using the –2 speed listed below. The damage from the Grip and Strikes administered combine each round for dizzying purposes.

Source: editor

Tornado Grip
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +3/+4
Move: 1

Requirements: Grab ****, Focus ****, Athletics *, Neck Choke
Power Points: Special Forces, Elemental: Air 4
School System Power Points: Military, Elemental: Air 4
Description: The elemental grabs her opponent and lifts him up off his feet in a crushing Neck Choke. As she does so air flares around the victim whipping into a swift buffeting vortex that further smothers him. The elemental then throws her victim letting the wind smash him to the ground. The Tornado Grip is usually less a damaging maneuver than an intimidation tactic to remind an unwary oppponent just how dangerous one who commands the air can be.
System: There are two base damage tests – one using the Neck Choke listed modifier and the other with the fall modifier next to it. Tornado Grip can be used as a sustained hold but the first round of holding the victim counts as two for the purposes of maximum duration. Additional rounds inflict damage as an average of Grab and Focus so use the formula Strength + [(Grab + Focus) / 2] for those damage pools. When thrown the victim ends the round knocked down a number of hexes away up to the attacker’s Strength - the attacker decides where to deposit their foe. This knockdown cannot be prevented but the damage can be reduced by a difficulty 9 Breakfall check. The victim soaks as normal but for the purposes of determining a dizzy they only use half their stamina rounded up.

Source: editor

Twirl and Hurl
Cost: 1 Willpower
Speed: +0
Damage: -2/+2 (see desc)
Move: 2

Requirements: Grab ****, Athletics **
Power Points: Scottish Highland Fighting 4
School System Power Points: Scottish Highland Fighting 4

This move is famous among bar-frequenting Highlanders as an excellent way to clear an area for fighting properly in, and all it needs is one willing person lying nearby to pull it off..

System: The victim of the T & H must be already knocked down. The Highlander seizes them by the legs (no need to move into the same hex to perform this Grab) and swings the victim around a few times before throwing them through the air. Swinging the victim around inflicts damage on anyone in an adjacent hex using the first damage listed modifier and is knocked down. The swinging continues for as long as T & H is maintained as a sustained hold inflicting no damage on the victim (except nausea and disorientation) but injuring anyone who enters an adjacent hex to the twirling highlander. When the hold is released the Highlander lets go, sending the victim a number of straight-line hexes in the direction of the fighter's choice, a distance equal to the fighter's Strength score. The victim is knocked down upon landing.

Source: Scottish Highlander Fighting

Wall Slam
Cost: none
Speed: -1
Damage: +1
Move: -1

Requirements: Grab **, Athletics *
Power Points: Any 2
School System Power Points: Dirty Fighting 2, Any 3
Description: Grab your opponent and slam them into a wall. A simple yet effective tactic.
System: The fighter needs one success on a Grab check to get a hold of the defender. Then they may finish their movement in a straight line to administer damage. Although this is a Grab technique damage is calculated in the following manner: (Punch/2) + (Athletics/2) + Strength. Round fractions down. The two fighters end the round in the same hex.

Source: editor