Street Fighter: The Roleplaying Game
KICK
MANEUVERS
Punch / Grab
/ Athletics / Block
/ Focus / Weapon / Hybrid
House Rules / Errata
/ Schools
TABLE OF CONTENTS
A: Air Hurricane Kick
/ Air Lightning Leg / Axe
Kick / Axe Kick Flip
B: Baby Scorpion Kick
/ Backflip Kick / Barrel
Roll Kick / Bicycle Kick
C: Cartwheel Kick / Claw
Catch / Crack Shot / Coup
de Pied D'Arc Un Ciel
D: Disarm / Double
Dread Kick / Double Kick / Double-Hit
Kick / Double-Hit Knee / Double
Wheel Kick / Dragon Kick / Dragon
Spiral / Drill Kick
E: Enzuigiri
F: Falling Axe Kick / Flash
Kick / Flurry Kick / Flying
Kick / Flying Knee Thrust / Flying
Thrust Kick / Foot Sweep / Forward
Backflip Kick / Forward Flip Knee
/ Forward Slide Kick / Forward
Somersault Kick / Four Guardian Strike
G: Genocide Cutter / Great
Wall of China / Ground Throw
H: Handstand Kick / Heel
Stamp / Hurricane Kick
J: Jaguar Kick / Jaguar
Tooth / Jugular Kick
K: Knee Strike / Kyoja
L: Lightning Dash / Lightning
Leg / Lynx Tail
R: Retreating Kick / Reverse
Front Kick / Reverse Waterfall /
Rising Bird Kick / Rising
Jaguar / Rising Knee
S: Scissor Kick / Scorpion
Kick / Seismic Shock / Shadow
Leg / Shinku-Geki / Shinkyaku-Geki
/ Silhouette Kick / Slide
Kick / Sobat / Somersault
Shell / Spinning Foot Sweep / Spinning
Thrust Kick / Spiral Kick / Split
Kick / Split Somersault Kick
/ Stepping Double Kick / Stepping
Front Kick / Stepping Somersault
Kick
T: Tendon Smash / Thunder
Kick / Thunder Wheel / Tiger
Knee / Tiger Pounce / Tornado
Kick / Trap Kick
W: Whirlwind Kick / Wounded
Knee
Z: Ze Sho Hohou
Air Hurricane Kick
Requirements: Kick ****, Athletics ***, Jump,
Hurricane Kick
Power Points: Shotokan Karate, Kung Fu, Majestic Crow Kung Fu,
Wu Shu 1
School System Power Points: Shotokan Karate, Kung Fu, Wu Shu 4
Description: Only after they had begun testing themselves in
Street Fighter combat did Ryu and Ken fully embrace the spirit of the
Hurricane - allowing them to fly on the winds of fury as they deliver
their Hurricane Kick.
System: This move works just like the standard Hurricane Kick
except that the fighter has trained herself to execute the move while
airborne. This allows the fighter to jump over incoming projectile attacks
and then execute the Hurricane kick from the high point of her jump
to descend on her opponents in a blaze of spinning feet. If it interrupts
an aerial opponent it will knock them down.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
-1 Move: +1
Source: Core Rulebook
Air Lightning Leg
Requirements: Kick *****, Jump,
Lightning Leg
Power Points: Wu Shu 3
School System Power Points: Wu Shu 4
Description: This is a variant of the infamous Lightning Leg
that can be performed while in the air.
System: This is considered an aerial maneuver and must be performed
while airborne. The attacker makes three damage tests in the same manner
as a normal Lightning Leg.
Cost: 1 Willpower Speed: +0 Damage:
+1 Move: +0
Source: Warrior’s World
Axe Kick
Requirements: Kick **, Jump
Power Points: Savate 2, Special
Forces, Western Kickboxing, Capoeira 3, Kung Fu, Shotokan Karate, Wu
Shu, Bando 4
School System Power Points: Wu Shu, Kickboxing, Capoeira 2, Kung
Fu, Karate 3
Description: One of the few
airborne kicks favored by Savate fighters this move is also popular
with other styles. The attacker begins this attack by jumping into the
air and stretching his leg high above his head. He then slams the leg
down onto his target's head or shoulders using his height and momentum
to increase the force of the blow. Few Street Fighters can withstand
the ferocity of an Axe Kick.
System: This attack is considered
an aerial maneuver and may be used to avoid projectiles. The fighter
travels his allowed movement in the air using the -2 modifier and ends
his attack in the same hex as his target. Because this attack targets
the head from above crouching opponents are struck. Jumping opponents
are likewise struck and will suffer a knockdown.
Cost: None Speed: -1 Damage: +4 Move: -2
Source: Player’s Guide
Axe Kick Flip
Requirements: Athletics ****, Kick ****, Axe
Kick, Backflip
Power Points: Wu Shu, Capoeira 3, Any 4
School System Power Points: Wu Shu, Kickboxing, Capoeira 3, Kung
Fu, Karate 4
Description: The fighter leaps up onto their opponent, flips
over them, then performs an Axe Kick to the back of their head.
System: Like a backflip the character is invulnerable during
this move if they are interrupting their opponent. This attack must
be used on an opponent sharing the same hex or in an adjacent hex. If
it scores any damage the two fighters switch hexes.
Cost: 1 Willpower Speed: -1 Damage: +3 Move: see
above
Source: sfrpg.com
Baby Scorpion Kick
Requirements: Kick **, Athletics *
Power Points: Dirty Fighting, Ninjitsu 2, Any 3
School System Power Points: Wu Shu, Kickboxing, Capoeira, Kung
Fu, Karate, Hunter 2
Description: This is a discouraging technique used on opponents
coming from behind. The fighter leans forward, bringing up a heel in
an upward kick. This can be used on any point of the body but is usually
targeted on the groin.
System: In order to successfully strike the target’s groin is
a called shot, difficulty 7. This damage cannot be soaked and results
in an automatic stun lasting for at least three full rounds (affecting
both sexes alike – nobody likes being kicked down there).
Cost: Two Honor
points when used on the groin but only in tournaments. Speed: +2 Damage: -2 Move:
1
Source: New Legends
Backflip Kick
Requirements: Kick **, Athletics **
Power Points: Capoeira, Jeet Kune Do, Spanish Ninjitsu, Wu Shu
2, Kung Fu, Lua, Majestic Crow Kung Fu, Special Forces 3, Any 4
School System Power Points: Wu Shu, Hunter 2, Capoeira, Kung Fu,
Military 3, Any 4
Description: This move combines acrobatics and a powerful kick
into a special move that can rattle an opponent and simultaneously tumble
the attacker to safety.
System: The fighter waits for an opponent to close and then interrupts
with a sudden backflip (Capoeira teaches a back hand spring) kicking
the would-be attacker as the fighter's feet sweep up and through in
the back flip. The fighter flips away landing two hexes straight back
from the opponent and thus preventing the opponent from striking back.
This move is one of the few times a fighter may move after rolling damage
in the same turn.
The Backflip kick does not count as an aerial maneuver.
Cost: None Speed:
+ 0 Damage: +2 Move: +Two (backwards)
Source: Core Rulebook
Barrel Roll Kick
Requirements: Kick ****, Athletics *****
Power Points: Capoeira 4
School System Power Points: Capoeira, Hunter 4, Any 5
Description: In a visually incredible maneuver the fighter spins
forward off the ground in a nearly horizontal, parallel position, and
lashes out with a kick.
System: The fighter makes an extra roll to modify the damage
done. He may make a base Athletics roll using any successes to add to
his Damage roll. This is an aerial maneuver that can be used to dodge
projectiles.
Cost: 1 Willpower Speed: -2 Damage:
+0 Move: +0
Source: New Legends
Bicycle Kick
Requirements: Kick ***, Athletics **
Power Points: Tae Kwon Do 2
School System Power Points: Karate, Inner, Kickboxing 3
Description: The Bicycle Kick gets it’s name from the stamping
motion of the fighter’s feet as they kick into their opponent. It looks
like they are furiously trying to pedal a bike in mid-air. The fighter
makes a short distance jump and stamps into their opponent with both
feet before landing.
System: This kick hits twice and is aerial. After damaging their
opponent the fighter ends in any adjacent hex.
Cost: none Speed: +0 Damage: +0 Move:
-2
Source: editor
Cartwheel Kick (Steve
Wieck version) [revised]
Requirements: Kick **, Athletics **
Power Points: Capoeira, Ninjitsu, Wu Shu 2, Any 3
School System Power Points: Inner, Kickboxing, Wu Shu, Hunter 2,
Any 3
Description: The fighter travels in a series of accelerating
cartwheels towards his target ending with a powerful kick.
System: The attacker must move in a straight line to the enemy.
Each hex moved by the attacker adds +1 damage to the final kick. The
maximum damage bonus is limited to the fighter’s Athletics technique.
One can only accelerate so much.
Cost: 1 willpower Speed: -1 Damage: +1 per hex traveled Move: +2
Source: mu.ranter.net
Claw Catch
[hybrid maneuver]
Requirements: Kick **, Grab *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid must have claws on their feet or otherwise
be able to grip things with their feet. By grabbing onto the opponent
with one foot the hybrid gives themselves enough leverage to jump up
and kick with their other leg.
System: This maneuver requires one success on a Grab check to
get into position. The victim is knocked down.
Cost: none Speed: -1 Damage: +3 Move:
+0
Source: editor
Crack Shot
Requirements: Kick ***, Athletics **
Power Points: Dirty Fighting, Bando, Baraqah, Special Forces
3
School System Power Points: Dirty Fighting, Military, Mystical
3, Kickboxing, Karate 4
Description: The fighter spins forward to the ground but lashes
out with a foot on his way down catching his opponent in the head.
System: If the Crack Shot is successful the opponent is knocked
down and the fighter automatically rolls to their feet. If unsuccessful
then the attacker suffers an unpreventable knockdown. This will not
dodge projectiles.
Cost: 1 Willpower Speed: -2 Damage: +4 Move: 2
Source: New Legends
Coup de Pied D'Arc
Un Ciel (Rainbow Kick)
See Rising Bird Kick
Disarm
(kick version)
Requirements: Kick ***
Power Points: Any 3
School System Power Points: Any 3
Description: Using this maneuver a character may deliver a blow
that, if successful, will knock a weapon from an opponent's hands.
System: The fighter kicks their opponent’s hand or arm attempting
to force them to release their weapon. After calculating damage the
weapon’s holder then makes a Strength test and needs more successes
then damage to keep their grip. If the Disarm is successful the weapon
flies a number of hexes away equal to how many successes remain after
the Strength test. Disarm has no effect if the weapon is somehow secured
to the duelist. In such cases the duelist can still be disarmed by using
The Art of Breaking to destroy the weapon itself or the securing mechanism.
Cost: None Speed: -1 Damage: +0 Move:
-2
Source: editor
Double Dread Kick
Requirements: Kick ***, Double-Hit Kick
Power Points: Majestic Crow Kung Fu, Thai Kickboxing, Western
Kickboxing 3, Kung Fu, Ler Drit, Shotokan Karate, Special Forces 4
School System Power Points: Kung Fu, Kickboxing 3, Ler Drit, Karate,
Military 4
Description: This special move is a fast combination of a roundhouse
kick and spinning back thrust kick. The fighter stuns her opponent with
a quick kick and then spins into the more powerful thrust kick before
the opponent can recover.
System: The move scores two damage tests on it’s victim. The
first test has a +1 Damage Modifier; the second is +4. The first hit
knocks the opponent back one hex; the second hit knocks him back another
hex. After the first hit the fighter must have enough Move left to advance
into the hex out of which he just knocked his opponent in order to deliver
the second kick. If the fighter's intended victim is at the maximum
Move range of the attack the fighter can still spin the first kick into
the empty hex in front of the victim and fire off the second thrust
kick at the opponent.
Example: Dee Jay's Move for his Double Dread kick is his Athletics
rating of 4 plus the maneuver's modifier of +1, for a total Move of
5. If Balrog is standing six hexes away Dee Jay can move four hexes,
throw the first kick into thin air, and then advance into his fifth
hex of movement with the second spinning thrust kick. This last hex
of movement puts him adjacent to Balrog, so he can hit Balrog with the
second damage test (with the +4 modifier) and knock Balrog back one
hex. If Balrog had been any closer Dee Jay could have moved to him,
hit him with the first kick (at +1 damage modifier), knocked Balrog
back one hex, and moved into the now-empty hex to deliver the second
kick.
The damage rolls inflicted by these two kicks do not combine to dizzy
the opponent unless they are part of a greater combination maneuver.
Cost: 1 Willpower Speed: -2 Damage:
+1, +4 (see above) Move: +1
Source: Core Rulebook
Double Kick
Requirements: Jump, Double-Hit
Kick
Power Points: Kung Fu, Majestic Crow Kung Fu, Silat, Savate,
Sumo Wrestling, Thai Kickboxing, Western Kickboxing, Wu Shu 1, Any 2
School System Power Points: Kung Fu, Kickboxing, Ler Drit, Karate,
Military, Wu Shu 2, Any 3
Description: Double Kick allows two Kicks that could be delivered
on one or two enemies. The fighter leaps up to deliver the blows at
their target.
System: Both legs deliver a snapping kick resulting in two damage
tests which can be split amongst two targets. The maneuver is aerial
because the fighter must jump to kick.
Cost: none Speed: +0 Damage: +1 Move:
-2
Source: S.A.Sh.-HQ
Double-Hit Kick
Requirements: Kick **
Power Points: Kung Fu, Majestic
Crow Kung Fu, Silat, Savate, Sumo Wrestling, Thai Kickboxing, Western
Kickboxing, Wu Shu, Hapkido 1, Any 2
School System Power Points: Kung Fu, Kickboxing, Karate, Wu Shu
2, Any 3
Description: Many styles feature combination kicks that use one
leg to deliver two kicks in rapid succession without the kicking foot
touching the ground in between. Usually the first kick lands low and
the second kick lands high.
System: The Kick hits twice using the modifier below. Opponents
executing crouching or aerial maneuvers will only be hit once.
Cost: None Speed: -2 Damage: +1 Move: -1
Source: Core Rulebook
Double-Hit
Knee
Requirements: Kick **
Power Points: Capoeira, Lua, Pankration, Bando 1, Any 2
School System Power Points: Capoeira 2, Grappler, Kickboxing, Karate,
Inner, Mystical 3, Any 4
Description: This is a close-in move popular with Capoeira dancers.
The fighter leaps into the opponent allowing his knee to smack the victim's
stomach and continue into the opponent's chin.
System: Roll twice for damage using the modifiers below when
using this move.
Cost: None Speed: +0 Damage: +0 Move:
-2
Source: Core Rulebook
Double Wheel Kick
Requirements: Kick ***, Athletics **, Backflip
Kick
Power Points: Capoeira 2, Lua, Spanish Ninjitsu, Kung Fu, Jeet
Kune Do, Wu Shu 3, Any 4
School System Power Points: Capoeira 3, Hunter, Kung Fu 4, Wu Shu
5
Description: The fighter performs a forward or backflip and kicks
into their opponent once with each leg.
System: This move can hit aerial (although low flying) and crouching
opponents for two damage tests. If both tests score damage the victim
is knocked down. If the kick is performed via Backflip the attacker
can move up to two hexes back.
Cost: 1 Willpower Speed: +0 Damage:
+1/+0 Move: 2 (any direction)
Source: editor
Dragon Kick
Requirements: Kick *****, Focus ****, Jump
Power Points: Kung Fu, Silat 5
School System Power Points: Kung Fu, Karate 5
Description: The ancient art of Dragon Kung Fu is the only system
that has preserved knowledge of this mystical technique. The fighter
taps the spirit of the celestial dragons - rising into the air in a
twirling kick while his focused Chi spurts fire from his leg. The kick
is beautiful and deadly.
System: The Dragon Kick works identically to the Flaming Dragon
Punch. Like the Flaming Dragon Punch it is an aerial maneuver.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +6 Move: -2
Source: Core Rulebook
Dragon Spiral
Requirements: Kick ****, Athletics ****, Jump,
Spiral Kick
Power Points: Tae Kwon Do, Kickboxing, Kung Fu 4, Shotokan Karate,
Wu Shu, Baraqah 5
School System Power Points: Kickboxing 4, Karate, Mystical, Inner,
Wu Shu 5
Description: This is an aerial Spiral Kick that carries the fighter
into their opponent with it’s triple kicks. The kicking fighter’s feet
whirl with a sickening speed as they repeatedly smash shin-first into
the target.
System: This is an aerial maneuver that hits three times. After
the second hit the opponent is knocked back one hex, the fighter continues
forward, and hits them the third time knocking the opponent down. The
fighter then continues forward another hex where they then end their
turn.
Cost: 2 Willpower Speed: -1 Damage:
+2/+1/+0 Move: 3 (see above)
Source: editor
Drill Kick
Requirements: Kick *****, Athletics *****, Butterfly
Kick
Power Points: Tae Kwon Do 3, Spanish Ninjitsu, Tai Chi Chuan
4, Any 5
School System Power Points: Kickboxing, Hunter, Inner, Capoeira
5
Description: The Drill Kick is a Butterfly Kick that is performed
at extremely close range and has no ability to travel. The fighter launches
into a spinning maelstrom with their body using all the energy of their
movement to hammer home the point.
System: This kick hits three times using the damage modifiers
below. The fighter may choose to substitute Athletics instead of Kick
for any or all of these damage tests.
Cost: 1 Willpower Speed: +0 Damage:
+2 Move: 1
Source: editor
Enzuigiri
Requirements: Kick ****, Athletics **, Reverse
Front Kick
Power Points: Savate, Western Kickboxing, Lua 2, Wrestling, Pankration,
Bando 3
School System Power Points: Kickboxing, Capoeira, Grappler 3, Karate,
Military 4
Description: The Enzuigiri is a flying kick using both legs.
Street fighters sometimes use this as a dashing maneuver. However it
is administered the fighter jumps up in front of their opponent and
drives one foot into the back of their opponent’s head while the other
foot catches them in the thigh or knee.
System: This kick ignores blocks and has two damage tests. The
fighter performing this maneuver is considered to be knocked down.
Cost: none Speed: -1 Damage: +2/+0 Move: +0
Source: editor
Falling Axe Kick
Requirements: Athletics **, Jump,
Axe Kick
Power Points: Savate 2, Baraqah, Wu Shu 3
School System Power Points: Kickboxing, Wu Shu 3
Description: The fighter leaps into the air, flipping forward
and adding his momentum to a powerful axe kick. Gravity does the rest.
System: This is an aerial maneuver and can evade projectiles
as a normal Jump would.
Cost: 1 Willpower Speed: -2 Damage: +4 Move: +1
Source: New Legends
Flash Kick
Requirements: Kick ***, Athletics **, Focus **
Power Points: Majestic Crow Kung Fu, Special Forces 4, Any 5
School System Power Points: Kung Fu, Military 4, Any 5
Description: Guile's trademark kick is one of the deadliest moves
on the Street Fighter circuit. A fighter who has mastered this move
crouches down before springing into an aerial backflip. As their body
flips over their foot sweeps a deadly arc in front of them. Energy trails
after the kicking foot adding sizzle to the kick. When Guile executes
the kick a blaze of sonic energy follows his foot. Other fighters throw
arcs of flame or electricity behind their kicking feet.
The Flash Kick is a tough move to learn. It requires a combination of
athletics to execute the back flip, Chi focusing to release the energy,
and kicking talent to plant the foot under an opponent's jaw.
System: Use the modifiers below. The Flash Kick will also inflict
a knockdown against opponents who were executing aerial maneuvers. The
Flash Kick itself is an aerial maneuver and can be used to evade projectiles.
Variants: Somersault Shell is a Flash Kick performed as a forward
rather than a backflip, has a speed of +0 and damage of +6. It is otherwise
identical.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
+7 Move: None
Source: Core Rulebook
Flurry Kick
Requirements: Kick ***, Athletics ***, Double
Kick, Jump
Power Points: Jeet Kune Do, Bando, Wu Shu 2
School System Power Points: Kung Fu, Wu Shu, Dirty Fighting 2,
Any 3
Description: The fighter launches himself forward at the opponent
and lashes out with three kicks. These kicks may lack power but their
combined fury can make most opponents think twice about taking the fighter
lightly.
System: Make three separate damage tests using the modifiers
listed below. This is an aerial maneuver.
Cost: None Speed:
+0 Damage: -2 Move: +2
Source: Warrior’s World
Flying Kick
Requirements: Athletics ****, Kick **, Jump
Power Points: Baraqah 3,
Dirty Fighting 4
School System Power Points: Kung Fu, Wu Shu, Dirty Fighting 3,
Any 4
Description: This swift, glancing kick takes the Street Fighter
high in the air. They jump past their opponent, and must have enough
movement do to so, delivering a kick as they fly past their opponent’s
head.
System: To execute this move the fighter must be able to move
past their opponent by two full hexes. Use the modifiers below for kick
damage. The fighter moves, damages their opponent, then finishes their
movement even if the kick did nothing. This is an aerial maneuver.
Cost: 1 Willpower
Speed: +3 Damage: -2 Move: +3
Source: editor
Flying Knee Thrust
Requirements: Kick **, Athletics *
Power Points: Jeet Kune Do,
Pankration, Special Forces, Thai Kickboxing, Western Kickboxing 1, Any
2
School System Power Points: Military, Kickboxing 1, Any 2
Description: This move has quickly become a favorite among beginning
Street Fighters. It's fast, covers a lot of ground, and still hits hard.
The fighter launches into a quick broad jump and flies into the opponent,
driving a knee right into him.
System: Use the modifiers below. The Flying Knee Thrust is an
aerial maneuver.
Cost: 1 Willpower Speed: +1 Damage:
+2 Move: +1
Source: Core Rulebook
Flying Thrust Kick
Requirements: Kick ****, Athletics ****, Jump
Power Points: Special Forces
3, Majestic Crow Kung Fu, Spanish Ninjitsu, Savate, Wu Shu, Hapkido
4, Any 5
School System Power Points: Military 4, Hunter, Kung Fu, Wu Shu,
Karate 5
Description: This move requires strong legs! The fighter thrust-kicks
into the air so hard they actually lift off the ground and rocket into
the air heel-first with their body inverted. In order to perfect the
move the fighter has to develop the leg flexibility to do a full split
and must have superhuman leg muscle conditioning. One-legged squats
are popular training exercises among fighters who wish to develop the
strength to perform this maneuver successfully.
System: The Flying Thrust Kick works just like a Dragon Punch.
It can knock down aerial opponents and be used to jump over fireballs.
It is an aerial maneuver.
Cost: 1 Willpower Speed: +0 Damage:
+6 Move: -2
Source: Core Rulebook
Foot Sweep
Requirements: Kick **
Power Points: Aikido, Baraqah, Jiu Jitsu, Jeet Kune Do, Pankration,
Tai Chi Chuan, Shotokan Karate, Special Forces, Sumo Wrestling, Thai
Kickboxing, Chin Na, Bando, Dirty Fighting, Hapkido 1, Any 2
School System Power Points: Karate, Kung Fu, Kickboxing, Inner,
Wu Shu 1, Any 2
Description: This low, powerful kick is intended to knock an
opponent off her feet and send her crashing to the ground.
System: Victims of a successful Foot Sweep suffer a knockdown
in addition to normal damage. It is a crouching maneuver.
Cost: None Speed: -2 Damage: +3 Move: -2
Source: Core Rulebook
Forward Backflip Kick
Requirements: Kick ***, Athletics ***, Backflip
Kick, Jump
Power Points: Capoeira, Spanish Ninjitsu, Wu Shu 1, Kung Fu,
Special Forces 2, Any 3
School System Power Points: Wu Shu, Hunter 2, Capoeira, Kung Fu,
Military 3, Any 4
Description: With this move the fighter jumps up towards his/her
opponent, executes a backflip in the air and kicks. This maneuver is
especially effective against airborne opponents.
System: This maneuver is most effectively played as an interrupt.
If the opponent is performing an aerial maneuver they are knocked down
and suffer two damage tests as the kick strikes twice. This is an aerial
maneuver.
Cost: 1 Willpower Speed: +2 Damage:
+1 Move: 2
Source: Storyteller’s Screen
Forward Flip Knee
Requirements: Kick **, Athletics **
Power Points: Capoeira, Wu Shu 2, Jeet Kune Do, Kung Fu, Ler
Drit, Spanish Ninjitsu, Special Forces 3, Any 4
School System Power Points: Wu Shu, Capoeira 2, Hunter, Kung Fu,
Military 3, Any 4
Description: This move is very similar to the Backflip Kick except
the fighter actually launches into a forward flip over the head of an
opponent. As they drop out of the forward flip the fighter uses their
body weight to drive a knee into the opponent's back.
System: The fighter must attack someone standing in their own
hex or an adjacent hex. The fighter moves one or two hexes forward to
land in a hex on the far side of their opponent. As the fighter lands
roll for damage. If the fighter interrupted an opponent's attack with
the Forward Flip knee the opponent cannot execute his declared attack
on the fighter who has now flipped behind him. This is an aerial maneuver.
Cost: None Speed: -2 Damage: +4 Move: Two
Source: Core Rulebook
Forward Slide Kick
Requirements: Kick **, Athletics **, Slide
Kick
Power Points: Ler Drit 2, Spanish Ninjitsu, Bando 3
School System Power Points: Ler Drit 2, Hunter, Kung Fu, Military
3
Description: This maneuver is very similar to the regular Slide
Kick, except that the fighter remains upright as he slides forward to
quickly take an opponent off her feet. The Street Fighter remains in
a standing position and, in one swift slide, covers several feet, taking
his opponent's legs right out from under her in the process.
System: The Forward Slide Kick causes a knockdown if any damage
is scored.
Cost: None Speed: +0 Damage: +2 Move: +0
Source: Secrets of Shadoloo
Forward Somersault Kick
(Choreppadan)
Requirements: Kick **, Athletics **
Power Points: Capoeira, Lua, Wu Shu, Special Forces, Tai Chi
Chuan 2, Any 3
School System Power Points: Capoeira 1, Wu Shu, Military, Hunter,
Inner, Karate 2, Any 3
Description: The fighter runs forward, throws himself into a
somersault and then pushes off with their hands using their momentum
to slam into their opponent foot-first.
System: Use the modifiers below. The victim is knocked back one
hex.
Cost: None Speed: -2 Damage: +3 Move:
+2
Source: New Legends
Four Guardian Strike
(Kick of the 4 Winds)
Requirements: Kick ******, Focus ******, Dimensional
Rift
Power Points: Any 6
School System Power Points: Mystical 5
Description: With the mysteries of co-location firmly in hand
the fighter is ready to learn more difficult techniques. Executing a
leap (often flourished with a mighty roar) the fighter kicks and warps
space around their leg. In the blink of an eye it seems that they execute
four attacks at once. The attack is usually done with one strike from
each of the cardinal elements in honor of the four guardians.
System: This attack may hit up to four separate targets or can
be directed against one as the fighter wishes. All targets must be within
50' of the user. Use the modifiers below. If the kicks are all directed
against the same target only the frontal two can be blocked. Each portal
created must be in a different hex in open space.
Cost: 3 Chi, 1 Willpower Speed: -1 Damage:
+4 Move: -2
Source: editor
Genocide Cutter
Requirements: Kick ******, Focus ****, Athletics ****, Double
Dread Kick, Flash Kick
Power Points: Any 5
School System Power Points: Mystical, Kung Fu, Karate, Military
5
Description: Genocide Cutter – it’s name is appropriate for easily
cuts down all in it’s path. It is used solely by a handful of the very
best. Most fighters will go their whole careers and never see this move
used in combat let alone meet someone who knows it.
System: The fighter leaps forward lashing out with a single wide-swinging
leg that crackles with chi. This maneuver scores three damage tests.
The first two tests strike the initial target. Afterwards the fighter
can jump high into the air and deliver a second kick for their third
damage test against an aerial opponent or step forward one hex for the
second kick. This maneuver knocks down those it hits.
Cost: 1 Chi, 2 Willpower Speed: +2 Damage:
+5 Move: 3
Source: editor
Great Wall of China
Requirements: Kick *****, Lightning Leg
Power Points: Majestic Crow Kung Fu, Wu Shu 5
School System Power Points: Kung Fu, Wu Shu 5
Description: No one in the world is known to possess this awesome
power. It is widely held that its existence is only superstitious nonsense.
After all no one alive could possess the kind of kicking ability necessary
to execute this maneuver. No one alive.
System: When executing this maneuver the fighter chooses three
connecting hexes adjacent to them. They then fill these hexes with a
superhuman flurry of kicks that to the naked eye appears like a solid
wall of leg and foot. Anyone in the hexes is hit three times at the
damage listed below.
Cost: 2 Willpower Speed: -2 Damage:
+1 Move: None
Source: Core Rulebook
Ground Throw
Requirements: Kick *
Power Points: Any 2
School System Power Points: Any 2
Description: A Ground Throw is nearly an instinctive maneuver
refined into a split-second reaction that has saved more then one street
fighter from an untimely death. With their back on the ground the fighter
kicks up into the belly of a foe closing to finish the job and heaves
up forcing the opponent to go flying overhead.
System: In order to use this maneuver the fighter must be prone
on the ground and an attacker closes on them in the same hex. Use the
modifiers below. The attacking fighter is moved to the hex behind the
defending one and knocked down. The defending fighter performing this
maneuver is still considered knocked down.
Cost: none Speed: +0 Damage: +1 Move: none
Source: editor
Handstand Kick
Requirements: Kick **, Athletics *
Power Points: Special Forces, Spanish Ninjitsu, Wu Shu 1, Any
2
School System Power Points: Military, Hunter, Wu Shu 1, Any 2
Description: The fighter bends over, puts his hands on the ground,
and presses his legs up into a handstand. The legs snap up with the
force of a kicking mule bringing an airborne opponent down for a crude
landing or just clipping a ground opponent under the chin.
System: Aerial opponents will suffer a knockdown in addition
to damage. A crouching version can be purchased that does not hit aerial
foes but still causes knockdown.
Cost: None Speed: -1 Damage: +4 Move:
-2
Source: Core Rulebook
Heel Stamp
Requirements: Kick *, Athletics *
Power Points: Ninjitsu 1, Any 3
School System Power Points: Military, Hunter, Wu Shu 1, Any 2
Description: The Heel Stamp is designed to increase the distance
between a Ninja and an enemy who is pressing them too hard. The Ninja
raises her leg in front of her and lashes out, slamming her heel into
the closing opponent's chest or blocking arms. The two warriors are
propelled directly away from each other.
System: Heel Stamp causes very little actual damage. The maneuver
is primarily used to gain breathing room or to set up a more offensive
move for the next round (or to knock the opponent off a cliff, into
a vat of sulfuric acid, etc.). The Ninja moves back one hex while the
target moves in the opposite direction. The target is moved a distance
in hexes equal to the (Ninja's Strength + Athletics) minus the target's
Strength.
Cost: None Speed:
+2 Damage: -4 Move: +1
Source: Player’s Guide
Hurricane Kick
Requirements: Kick ****, Athletics ***
Power Points: Shotokan Karate 4, Jeet Kune Do, Kung Fu, Majestic
Crow Kung Fu, Wu Shu 5
School System Power Points: Karate 4, Kung Fu, Wu Shu 5
Description: By embracing the raw power of the hurricane the
fighter lifts himself into the air and spins like a cyclone. As the
fighter spins, his outstretched foot carves a deadly path through his
opponents mowing them down like wheat before a scythe.
System: A character executing this move can move up to his full
Move in hexes but must travel in a straight line. Each time he enters
a new hex the fighter rolls for damage against each person in that hex
or adjacent to them. Anyone damaged by the kick is automatically knocked
backward one hex away from the kicking fighter (or back the way the
attacker came if the victim is in the same hex as the kicker). If the
victim was interrupted during an aerial maneuver they are knocked down.
After all damage rolls and knockdowns are resolved the attacker can
move again. For each hex moved damage rolls and knockdowns are calculated
again. This continues until the fighter runs out of move or fails to
damage their foe. So, a character with Hurricane kick could move right
into a single opponent and continue knocking her back hex by hex and
inflicting damage each time up to the kicker's full Move in hexes.
Opponents who block can continue to use their Block against each damage
roll. Multiple hits do not combine to dizzy an opponent. This is an
aerial maneuver.
Cost: 1 Chi, 1 Willpower Speed: +0 Damage:
-1 Move: -1
Source: Core Rulebook
Jaguar Kick
Requirements: Kick ****, Athletics ***, Focus **, Jump
Power Points: Thai Kickboxing 3, Silat, Savate 4
School System Power Points: Kickboxing 4
Description: This move is sometimes jokingly referred to as Thai
Kickboxing’s answer to the Flash Kick. Adon laughs at the jokes but
is all too eager to demonstrate just how punishing this flying kick
can be. He springs forward with seemingly unnatural strength to bring
a snapping overhead kick down on his foolhardy opponent’s head complete
with the crackling hiss of chi that has sent plenty to an unconscious
stupor.
System: This maneuver is not aerial but it can hit aerial opponents.
Anyone damaged by it is knocked down.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
+5 Move: +0
Source: editor
Jaguar Tooth
Requirements: Kick ****, Athletics ***, Jump,
Wall Spring
Power Points: Silat, Spanish Ninjitsu, Ninjitsu, Thai Kickboxing
4
School System Power Points: Karate, Hunter, Kickboxing 4
Description: In this powerful maneuver, developed by Adon, the
fighter springs off a wall and spears the opponent with his leg.
System: To use this maneuver the character must first execute
a Wall Spring. Opponents who are struck by a Jaguar Tooth and take damage
will suffer a Knockdown. This is an aerial maneuver.
Cost: 1 Willpower Speed: +1 Damage:
+4 Move: +2
Source: Warrior’s World
Jugular Kick
Requirements: Kick ***, Athletics ****
Power Points: Capoeira 3, Silat 4
School System Power Points: Capoeira 3, Karate, Kickboxing 4
Description: The Jugular Kick is a spinning triple kick performed
with the fighter's hands on the ground to provide support. It takes
considerable strength to perform this maneuver for the fighter must
have the necessary fortitude to support themselves without sacrificing
any power from their rotating body. The fighter moves forward from sheer
momentum. With each turn the fighter advances, snapping up with each
leg in turn and aiming high to disable their foe with head strikes.
System: This maneuver always travels in a straight line. It is
not considered a crouching maneuver and hits three times knocking any
and all opponents encountered one hex back with each consecutive strike.
Cost: 1 Willpower Speed: -2 Damage: +2 Move:
3
Source: editor
Knee Strike
Requirements: Kick **
Power Points: Dirty Fighting, Savate, Bando, Thai Kickboxing,
Western Kickboxing 2
School System Power Points: Dirty Fighting, Kickboxing, Karate
2, Grappler, Kung Fu, Inner, Capoeira 3
Description: In this somewhat vicious maneuver the fighter stands
close to his opponent and jumps up to knee him in the stomach, chest,
or face, using the momentum of the jump to increase the damage.
System: To use this maneuver the attacker must be in the same
hex as the opponent. It does not count as an aerial maneuver. The victim
of a Knee Strike will suffer a knockdown.
Cost: None Speed: +2 Damage: +1 Move: None
Source: Warrior’s World
Kyoja (Garuda’s
Triple)
Requirements: Kick ****, Athletics ****, Double
Hit Kick
Power Points: Hapkido, Silat 2, Any 4
School System Power Points: Kung Fu, Kickboxing, Karate 4
Description: The fighter leaps forward twisting in midair to
deliver three swift kicks as they travel. After the third kick the fighter
rolls to the ground and springs away.
System: A springing leap forward this aerial maneuver travels
too low to the ground to avoid projectiles. One damage test is scored
per hex moved against any and all opponents encountered. If damage is
scored against an opponent blocking further movement they are automatically
knocked down and the attacker continues moving. If no damage is scored
against an opponent who bars the way this move ends immediately with
the escape roll and handspring back to the fighter’s starting position.
Cost: 1 Willpower Speed: -1 Damage: +2 Move: 3
(then return to starting hex)
Source: sfrpg.com
Lightning Dash
Requirements: Kick ****, Athletics ****, Lightning
Leg
Power Points: Wu Shu 4
School System Power Points: Wu Shu 5
Description: Chun Li was unsatisfied by the stopping power of
her Lightning Leg. Although she kicked with enough force to easily demolish
cars the lack of mobility meant that any foe who knew her reputation
was quick to avoid her if they suspected a Lightning Leg was coming.
In order to solve the problem she started taking the battle to them
by rushing forward, kicking into a high but weak roundhouse, then continuing
into the furious onslaught.
System: This is considered a dashing maneuver and requires a
straight line between the attacker and the intended target. It is otherwise
a normal Lightning Leg that uses the modifiers listed below.
Cost: 1 Willpower
Speed: -2 Damage: +0/+1 Move: +1
Source: editor
Lightning Leg
Requirements: Kick ****, Double-Hit
Kick
Power Points: Wu Shu 3, Jeet
Kune Do, Kung Fu, Majestic Crow Kung Fu, Thai Kickboxing 4, Capoeira,
Special Forces, Savate 5
School System Power Points: Wu Shu 3, Kung Fu, Kickboxing 4
Description: Victims who have experienced this maneuver firsthand
report hearing a loud rustling sound as their attacker's foot rushed
through the air, hitting them from all sides. This sound, the victims
continue, was quickly replaced by loss of consciousness.
Street Fighters who have the ability to use Lightning Leg have honed
their kicking ability to near-perfection. They can split the air with
dozens of kicks in the blink of an eye.
System: When using this move the Street Fighter must remain standing
in one place as she selects one opponent on whom to unleash her flurry
of kicks. The attacker makes three consecutive damage rolls using the
modifiers below.
Cost: 1 Willpower Speed: -2 Damage:
+1 Move: None
Source: Core Rulebook
Lynx Tail
Requirements: Athletics ***, Kick ***
Power Points: Capoeira, Wu Shu 3, Dirty Fighting 4
School System Power Points: Wu Shu, Capoeira 3, Kung Fu, Karate,
Kickboxing, Dirty Fighting 4
Description: Similar to both a break dancing move and a pommel
horse routine the fighter swings their legs around their body while
supporting themselves on their arms.
System: This scores two damage tests against every opponent adjacent
to the fighter. Anyone who suffers damage from the second test is knocked
down.
Cost: 1 Willpower Speed: +0 Damage: +0 Move: 0
(cannot move)
Source: sfrpg.com
Retreating Kick
Requirements: Kick *, Athletics *
Power Points: Savate 1, Kung Fu, Aikido, 2, Any 3
School System Power Points: Kickboxing, Inner 1, Wu Shu, Kung Fu
2, Any 3
Description: The "soft" styles of martial arts train
extensively in slipping away from enemies in moments of stress. This
kick is one maneuver is such an arsenal. The fighter gives a weak kick,
little more then a glancing blow really, in order to harass their foe
as they slide away and prepare for a stronger maneuver.
System: Use the modifiers below. After performing this kick the
fighter may move up to two hexes back in a straight line or one hex
adjacent in any other direction.
Cost: none Speed: +1 Damage: +0 Move:
-1
Source: editor
Reverse Front Kick
Requirements: Kick ****
Power Points: Sanbo, Savate, Western Kickboxing 1, Wu
Shu 2, Any 3
School System Power Points: Kickboxing, Inner 1, Wu Shu, Kung Fu
2, Any 3
Description: The fighter launches a feint kick past the head
of his opponent then quickly reverses it with a sharp snapping motion
driving his heel into the back of the opponent's head.
System: This kick ignores blocks.
Cost: None Speed: -1 Damage: +1 Move: -1
Source: Warrior’s World
Reverse Waterfall
Requirements: Kick ***, Athletics ***, Handstand
Kick, Kippup
Power Points: Wu Shu, Savate 2, Capoeira, Special Forces,
Lua 3, Any 4
School System Power Points: Capoeira, Wu Shu, Kung Fu, Kickboxing,
Military 3, Any 4
Description: This powerful move requires great strength throughout
the body to pull off. To execute it the fighter crouches then pushes
themselves off the ground with their arms to deliver a stunning kick
to their opponent foot-first. This force of this blow carries the fighter
up into the air a full hex and back down into a crouch.
System: The Reverse Waterfall can be performed by someone lying
on the ground at only a +0 speed modifier. The target is knocked back
two hexes and knocked down as they are lifted off their feet by the
impact. This move can hit aerial foes but is difficulty 7 to do so.
The attacker ends their turn crouching.
Cost: 1 Willpower Speed:
-1 Damage: +5 Move: 2
Source: sfrpg.com
Rising Bird Kick
Requirements: Kick ****, Athletics ***, Double-Hit
Kick, Jump
Power Points: Wu Shu, Tae Kwon Do 4
School System Power Points: Kickboxing, Wu Shu, 3, Any 4
Description: In this highly acrobatic maneuver the fighter jumps
upwards feet-first and kicks at the opponent three times.
System: This is an aerial maneuver. Make three damage tests using
the modifiers listed below. If it interrupts an aerial opponent it causes
knockdown.
Variants: Coup de Pied D'Arc UN Ciel (Rainbow Kick) is the Savate
version of this kick. It costs 4 power points and uses the following
modifiers: speed: -1 damage: -2 move: -1
Cost: 1 Willpower Speed: -2 Damage: -2 Move: +0
Source: Warrior’s World
Rising Jaguar
Requirements: Kick ****, Jump,
Knee Strike
Power Points: Silat, Savate, Thai Kickboxing, Western Kickboxing
4
School System Power Points: Kickboxing 4, Military, Wu Shu, Karate
5
Description: In this powerful kickboxing maneuver the fighter
leaps upward - slamming his knee into the opponent.
System: If executed from the same hex this kick scores two damage
tests. This is considered an aerial maneuver. If used against an aerial
opponent it causes knockdown.
Cost: 1 Willpower Speed: +0 Damage:
+4/+2 Move: -2
Source: Warrior’s World
Rising Knee
Requirements: Kick ***, Jump, Knee Strike
Power Points: Silat, Savate, Thai Kickingboxing, Western Kickboxing,
Tae Kwon Do, Wu Shu, Bando, Kung Fu, Jeet Kune Do, Native American Wrestling,
3, Dirty Fighting, Aikido, Ler Drit, Special Forces 4
School System Power Points: Inner, Kickboxing, Wu Shu, Military,
Kung Fu, Ler Drit, Grappler, Dirty Fighting 4
Description: This leaping knee thrust, while not as powerful
as its big brother the Rising Jaguar, has found a home in many kickboxers’
arsenals. Leaping up the fighter delivers a fierce knee strike to their
opponent’s chest or abdomen.
System: This is considered an aerial maneuver and can dodge projectile
maneuvers. If it interrupts an aerial opponent it causes knockdown.
Cost: 1 Willpower Speed: +1 Damage: +2 Move:
2
Source: editor
Scissor Kick
Requirements: Kick ***, Athletics ***, Jump
Power Points: Jeet Kune Do, Ler Drit 3, Spanish Ninjitsu, Wu
Shu 4
School System Power Points: Kung Fu, Ler Drit 3, Hunter, Wu Shu,
Mystical 4
Description: With this maneuver the Street Fighter can cover
tremendous distances and deliver two stunning and deadly blows to his
opponent. The fighter actually leaps towards his opponent and performs
a front flip in the air so that his feet follow out of the flip into
a rapid one-two strike hitting his opponent first high, then low. The
Scissor Kick is both deceptive and fast.
System: Use the modifiers listed below. The Scissor Kick is a
powerful leaping attack and is considered an aerial maneuver. This warrior
can make two damage tests against his opponent using the modifier listed
below.
Cost: 1 Willpower Speed: +0 Damage:
+3 Move: +3
Source: Secrets of Shadoloo
Scorpion Kick
Requirements: Kick *, Athletics *
Power Points: Dirty Fighting, Bando, Hapkido, Ninjitsu 1, Any
2
School System Power Points: Dirty Fighting, Inner, Hunter, Karate
1, Any 2
Description: The fighter leans forward, brings a foot up from
the other side and down onto an opponent’s head.
System: Use the modifiers below. As the attacker's leg is behind
them for most of the maneuver this kick is difficulty 9 to intercept.
Cost: None Speed: -1 Damage: +2
Move: One
Source: New Legends
Seismic Shock
Requirements: Kick **, Focus **
Power Points: Tae Kwon Do, Wu Shu 2, Any 3
School System Power Points: Kickboxing, Mystical, Grappler, Wu
Shu 3, Any 4
Description: The fighter stamps the ground with great force releasing
a blast through their leg that causes the ground to tremble. The shockwave
doesn’t travel far but it packs a nasty punch.
System: The range of this maneuver is limited to hitting in one
adjacent hex. If it does any damage the target is knocked down.
Cost: 1 Chi Speed: +1 Damage: +1 Move:
None
Source: editor
Shadow Leg
Requirements: Kick ***, Athletics ***, Focus **
Power Points: Ler Drit 4
School System Power Points: Ler Drit 4
Description: The Shadow Leg, so named because often the only
warning it is coming are the shifting shadows as the fighter moves into
position, is a specialized kick and throw developed by M. Bison. Frustrated
by the slow speed of his normal throw and by his enemies ability to
see it coming, Bison trained hard to perfect his psychokinetic self
control. The result was a maneuver that seemed to defy gravity itself.
System: First the attacker kicks with a weak strike designed
to distract and open the target to further punishment. This uses the
+0 damage modifier below. Following this is a snapping roundhouse using
the +3 damage modifier. If both of these kicks do damage the third part
of the maneuver cannot be blocked. The attacker kicks up a third time,
catches the defender with one foot, and continues turning in mid-air
to throw the defender a maximum number of hexes equal to their Strength
in any direction. The defender is knocked down.
Cost: 1 Willpower Speed: +0 Damage: +0/+3/+2 Move:
1
Source: editor
Shinku-Geki
Requirements: Athletics ***, Kick **
Power Points: Aikido, Ninjitsu, Jeet Kune Do, Hapkido 3, Any
4
School System Power Points: Kung Fu, Inner 3, Any 4
Description: A master of Aikido must always be aware of what
their opponent is about to do. The Shinku-Geki technique encompasses
this philosophy in swift footwork to keep an opponent guessing.
System: For this maneuver to work the user must be faster than
their targeted opponent. At the beginning of the turn the player announces
they are using this technique and their character watches the target
closely waiting for the perfect moment to act. This maneuver does not
work against attacks from opponents other than the target.
If the target attempts to strike them the Shinku-Geki user steps back
as many hexes as they wish in a straight line – leaving them susceptible
to projectiles and special maneuvers that cross the space between them.
When their opponent is finished attacking the fighter moves forward
as many hexes in movement as they have remaining or until they’ve used
up their movement and strike out with one of the basic kicks.
The 1 Willpower is not used if the intended opponent doesn’t attack.
Cost: 1 Willpower Speed:
+2 Damage: +0 Move: +1
Source: sfrpg.com
Shinkyaku-Geki (Fading
Sweep)
Requirements: Athletics ****, Kick **, Focus **, Shinku-Geki,
Slide Kick or Forward Slide Kick
Power Points: Aikido, Ninjitsu, Jeet Kune Do, Hapkido 2, Any
3
School System Power Points: Kung Fu, Inner 4
Description: The Shinku-Geki fighter continually practices and
conditions themselves to retaliate with a swift forward sliding kick.
System: This functions as Shinku-Geki up until the counterattack.
When purchased the fighter must specify whether this maneuver culminates
in a Slide Kick or a Forward Slide Kick. Use those maneuvers’ statistics
for damage.
Cost: 1 Willpower Speed: +3 Damage: see above Move:
+1
Source: sfrpg.com
Silhouette Kick
Requirements: Kick ****, Focus ***
Power Points: Ninjitsu 3
School System Power Points: Hunter, Inner, Mystical 3
Description: Tapping into the arcane secrets of the shadows a
fighter lashes out with a kick as he glides swiftly and silently across
the ground.
System: This kick passes through blocks.
Cost: 1 Chi Speed:
+4 Damage:
+0 Move:
+0
Source: New Legends
Slide Kick
Requirements: Kick **, Athletics *
Power Points: Aikido, Kabbaddi, Ler Drit, Pankration, Spanish
Ninjitsu, Savate, Tai Chi Chuan, Western Kickboxing, Bando 2, Any 3
School System Power Points: Inner, Mystical, Ler Drit, Hunter, Grappler, Kickboxing 2, Any 3
Description: Some fighters have developed sliding kicks designed
to take an opponent's feet right out from under him. From a ready stance
the fighter drops to the ground, slides an amazing distance and kicks
the victim's feet.
System: In addition to regular damage the victim of a successful
Slide Kick will suffer a knockdown unless he was blocking. This is a
crouching maneuver
Cost: None Speed:
-1 Damage: +3 Move: +1
Source: Core Rulebook
Sobat
Requirements: Kick *
Power Points: Any 2
School System Power Points: Any 2
Description: This is simply a thrusting kick done as the fighter
springs a step forward.
System: Use the modifiers below.
Cost: None Speed: +2 Damage: +0
Move: 1
Source: New Legends
Somersault Shell
See Flash Kick
Spinning Foot Sweep
Requirements: Kick **, Athletics *, Foot
Sweep
Power Points: Aikido, Jiu Jitsu, Special Forces, Sumo Wrestling,
Tai Chi Chuan, Bando, Dirty Fighting 1, Any 2
School System Power Points: Inner, Military, Grappler, Karate,
Kung Fu 1, Any 2
Description: This move is identical to a regular Foot Sweep except
that the fighter actually spins his body and his outstretched kicking
leg a full 360 degrees around him, mowing down anyone standing near
him. Kung Fu and Wu Shu stylists sometimes call this move an iron broom,
tiger’s tail, or dragon’s tail sweep.
System: The fighter rolls for damage against everyone in her
own hex and the six hexes directly adjacent to her. Any victim who suffers
damage also suffers a knockdown. The Spinning Foot Sweep is a crouching
maneuver.
Cost: 1 Willpower Speed: -2 Damage:
+3 Move: None
Source: Core Rulebook
Spinning Thrust Kick
Requirements: Kick **
Power Points: Aikido, Jiu
Jitsu, Savate, Kung Fu 3
School System Power Points: Kickboxing, Kung Fu 2, Inner, Grappler,
Karate, Military 3
Description: The fighter spins and then thrust-kicks at the opponent
using the momentum from the spin to increase the power of the kick.
Sometimes the fighter will hit his opponent with his heel as his foot
whips around; this is called a Spinning Back Kick.
System: Use the modifiers
below.
Cost: None Speed:
-1 Damage:
+3 Move:
-1
Source: Warrior’s World
Spiral Kick
Requirements: Kick **, Athletics **
Power Points: Tae Kwon Do, Kickboxing, Kung Fu 2, Shotokan Karate,
Wu Shu, Baraqah 3
School System Power Points: Kickboxing, Kung Fu 2, Inner, Karate,
Mystical, Wu Shu 3
Description: This attack is, quite simply, a triple spinning
kick.
System: Make three damage tests with the modifiers below. Choose
when it is purchased whether or not it is crouching.
Cost: 1 WillpowerSpeed: +1 Damage: +0/-1/+1
Move: -1
Source: New Legends
Split Kick
Requirements: Kick ***, Athletics *
Power Points: Kung Fu, Wu Shu, Ninjitsu 1, Any 2
School System Power Points: Kung Fu, Wu Shu, Hunter 1, Any 2
Description: The ninja, using only one leg, kicks forward then
snaps the leg back lashing out behind them. Although not very powerful
this has gotten more than one out of a tight spot.
System: This maneuver hits in two different hexes that must be
on opposite sides of the hex the fighter is standing in.
Cost: none Speed: -1 Damage: +1/-1 Move:
1
Source: sfrpg.com
Split Somersault Kick
Requirements: Kick ****, Athletics ****, Forward
Somersault Kick
Power Points: Aikido, Tae Kwon Do, Jiu Jitsu 3, Any 4
School System Power Points: Kickboxing 3, Inner, Wu Shu 4, Any
5
Description: A fighter who wishes to perform this difficult kick
must first have the strength to launch themselves into a hard hands-free
somersault. Then they must develop the speed and coordination to kick
into their opponent with both feet with the aforementioned flip, somersault
again, and kick into their opponent once more with a split kick that
ends with the fighter doing the splits on the ground.
System: The first damage test uses Athletics instead of kick
and the +3 modifier below. The second is a kick and uses the +2 modifier.
The fighter ends the round on the ground and is considered knocked down
– which cannot be prevented.
Cost: 1 Willpower Speed: -2 Damage: +3/+2 Move:
+0
Source: editor
Stepping Double Kick
Requirements: Kick ****, Athletics **, Stepping
Front Kick
Power Points: Kung Fu 3
School System Power Points: Kung Fu, Karate 4
Description: This is a move developed by Karin. The fighter kicks
high with one leg, steps forward, and kicks again with their other leg.
It is a fairly slow maneuver but the second leg hits with surprising
force.
System: This hits twice. After the first kick the fighter may
move forward one hex. If they don’t have enough move to hit with both
kicks they can use the movement after the first kick to strike with
the second one. Otherwise they enter their opponent’s hex with the second
kick and knock them back one hex afterwards.
Cost: 1 Willpower Speed: -1 Damage: -1/+2
Move: +0
Source: editor
Stepping Front Kick
Requirements: Kick ****, Double-Hit
Kick
Power Points: Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu, Silat,
Thai Kickboxing 3, Ler Drit, Western Kickboxing, Wu Shu 4
School System Power Points: Kung Fu, Kickboxing 3, Ler Drit, Wu
Shu 4
Description: This kick requires some fancy footwork and powerful
legs. The fighter takes a skipping step toward her opponent and unloads
with a rising knee. This drives the opponent back allowing the fighter's
kneeing leg to extend into a forward snap kick. The opponent is thus
struck twice.
System: The fighter must move into the same hex as her opponent
then roll one damage test for the knee. The force of the knee will knock
the opponent back one hex. The fighter can then roll for the second
damage test as the snap kick connects. If the fighter does not have
enough movement to reach her opponent's hex she can still hit with the
front snap kick if she can reach a hex adjacent to her opponent.
Cost: 1 Willpower Speed: +0 Damage:
+1 Move: +1
Source: Core Rulebook
Stepping Somersault Kick
Requirements: Kick ****, Athletics ****
Power Points: Kung Fu, Majestic Crow Kung Fu, Silat 2, Any 3
School System Power Points: Kung Fu, Kickboxing, Ler Drit, Wu Shu
4
Description: This showy maneuver entails kicking an opponent
twice while performing a hands-free somersault. The fighter strikes
once with both feet. Although it lacks power these kicks hit with tremendous
speed. Not surprisingly this maneuver is quite difficult to learn and
entails lots of falling on one’s face.
System: This kick hits twice and is considered a crouching maneuver.
After the first kick the fighter may move forward one hex. If they don’t
have enough move to hit with both kicks they can use the movement after
the first kick to strike with the second one. If this maneuver is comboed
with itself it gains an additional 1 speed but the fighter must attack
immediately and only gets the one hex of movement between kicks.
Cost: 1 Willpower Speed: +2 Damage: -1/-2
Move: -2
Source: editor
Tendon Smash
Requirements: Kick ***, Athletics **, Wounded
Knee
Power Points: Savate, Lua, Chin Na 3
School System Power Points: Kickboxing, Grappler, Capoeira 3,
Military, Ler Drit 4
Description: Those who practice Chin Na have a love-hate relationship
with pain. They have to admit that inflicting pain on their enemies
is preferable to killing them. This hard kick to the lower hip or ankles
is directed against the softer tendons and ligaments that form primary
support structures for the legs. By injuring these the fighter can take
his opponent's legs out from under him and thereby render him unable
to fight.
System: Using this kick requires precise aim and the fighter
must succeed at a called shot which is difficulty 7. If any damage from
this attack goes unsoaked the target suffers serious damage in the afflicted
limb and it becomes difficult to stand. Increase the difficulty of all
kicks that use both legs by 1 until the wound heals. In addition, if
the fighter fails any damage roll while so injured they are automatically
knocked down.
Movement requiring the damaged limb is reduced to a hobble - one hex
per round at best. Jumping or using aerial maneuvers is impossible unless
the fighter has some way of removing their need to support themselves
on the injury. This damage can be repaired by Regeneration, Chi Kung
Healing and related maneuvers or by spending some time nursing the wound
and resting. For the purposes of healing the unsoaked damage from a
Tendon Smash is considered aggravated but heals at twice the normal
rate.
Cost: none Speed: -1 Damage:
+1 Move: -1
Source: editor
Thunder Kick
Requirements: Kick *****, Flying
Thrust Kick, Backflip Kick
Power Points: Any 3
School System Power Points: Wu Shu, Kung Fu, Karate 5
Description: The ultimate answer for Dragon Kick. The maneuver
starts exactly like the Flying Thrust Kick but after the kick causes
damage the fighter stamps his other leg into the stomach of his victim
and bounces back.
System: The second kick delivers an extra damage throw using
the +2 modifier below. The Fighter lands two hexes away from his opponent
who is knocked down.
Cost: 2 Willpower Speed: -1 Damage:
+6/+2 Move: -2/2(backwards)
Source: S.A.Sh.-HQ
Thunder Wheel [hybrid
maneuver]
Requirements: Kick ***, Athletics **
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: The hybrid
kicks into their opponent with one leg into a backflip. As they spin
they strike with their tail before landing on their feet. The hybrid
must have a strong tail to use this trick.
System: The first damage test uses Kick and the second Athletics.
Cost: none Speed: -1 Damage: +1/-1 Move:
+0
Source: editor
Tiger Knee
Requirements: Kick ***, Athletics **, Jump
Power Points: Thai Kickboxing 4, Jeet Kune Do, Special Forces,
Western Kickboxing 5
School System Power Points: Kickboxing 4, Military, Kung Fu 5
Description: One of Sagat's most famous moves is the Tiger Knee.
The fighter begins by crouching down, like a tiger preparing to pounce
on its prey, and then springing forward and up, driving knee-first into
an opponent. The Tiger Knee is insanely quick and hits hard.
System: The Tiger Knee will cause a knockdown and can also damage
an opponent caught in the middle of an aerial or crouching maneuver.
It is also an aerial maneuver allowing the fighter to dodge over fireball
projectiles just as he would with a jump.
Cost: 2 Willpower Speed: +3 Damage:
+2 Move: +0
Source: Secrets of Shadoloo
Tiger Pounce
Requirements: Kick ***, Athletics **, Sobat,
Jump
Power Points: Capoeira, Thai Kickboxing 2, Tae Kwon Do, Aikido,
Kung Fu, Silat, Special Forces 3, Savate, Wu Shu, Jeet Kune Do, Majestic
Crow Kung Fu 4
School System Power Points: Kickboxing, Capoeira 3, Inner, Kung
Fu, Karate, Wu Shu 4
Description: Springing upon their prey like a slashing tiger
the fighter performs a double aerial Sobat to kick their opponent twice.
System: This is an aerial maneuver and will not strike crouching
foes. If both tests damage the target they are knocked back two hexes
and knocked down.
Cost: 1 Willpower
Speed: +1 Damage: +0 Move: -2
Source: editor
Tornado Kick
Requirements: Kick ****, Focus ***, Air
Blast, Double-Hit Kick
Power Points: Thai Kickboxing, Silat 4
School System Power Points: Kickboxing 4, Kung Fu, Karate, Military
5
Description: This maneuver, whose original practitioner has been
lost to memory, is used by only a few fighters on the circuit. The secret
of wind and foot is closely guarded by the masters who wish to protect
it’s legacy.
System: The fighter executes a double kick using the modifiers
below. They can kick a foe in an adjacent hex or simply kick to strike
someone farther away with the wind. With the snap of their swinging
leg they release chi into the air and shape it according to their will.
There is a significant gap between the fighter and where the air spins
up into a high enough speed to be more than a nuisance. The fighter,
if they are adjacent to their target, rolls two damage tests for the
kick using the +2 modifier below. At the opposite end of the hex in
which the kick was executed, in a direct line in front of the fighter,
the twin blasts form and move two hexes before dissipating. These blasts
will damage anyone or anything encountered using the fighter’s Intelligence
+ Focus using the +3 modifier below.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
+2/+3 Move: -2
Source: editor
Trap Kick
Requirements: Grab *, Kick * Backflip
Kick (or Backflip)
Power Points: Wu Shu, Ninjitsu, Capoeira, Dirty Fighting, Chin
Na 2, Any 3
School System Power Points: Wu Shu, Hunter, Capoeira, Dirty Fighting
2, Any 3
Description: A Trap Kick entails a fighter actually leaping up
onto the chest of the opponent and then using a kick to the head to
propel him or herself away.
System: This maneuver is fundamentally the same as a Backflip
Kick except that a Trap Kick allows a fighter to spring back farther
at a sacrifice of damage. If the defender is dizzied by this maneuver
they are forced back one hex by the spring.
Cost: None Speed:
+1 Damage: -1 Move: Three (backwards)
Source: New Legends
Whirlwind Kick
Requirements: Kick ****, Athletics ****
Power Points: Wu Shu 4, Majestic Crow Kung Fu, Shotokan Karate
5
School System Power Points: Wu Shu 4, Karate, Kung Fu 5
Description: Few fighters have mastered the Whirlwind Kick that
Chun Li has made famous. The move requires superhuman athleticism and
kicking skill. The fighter begins by kicking into a handstand and then
launching themselves into a spinning tornado of striking feet. The fighter
appears almost to fly upside down across the ground and into the midst
of their opponents. In Wu Shu this maneuver is known as a Spinning Bird
Kick.
System: The Whirlwind Kick works just like the Hurricane Kick
but its modifiers are different - making it a slower-starting but harder-hitting
maneuver. Like the Hurricane kick the Whirlwind Kick is an aerial maneuver.
Cost: 2 Willpower Speed: -2 Damage:
+0 Move: -1
Source: Core Rulebook
Wounded Knee
Requirements: Kick ***
Power Points: Baraqah, Lua, Native American Wrestling, Pankration,
Thai Kickboxing, Western Kickboxing, Chin Na 2, Any 3
School System Power Points: Mystical, Grappler, Kickboxing, Karate
2, Any 3
Description: Native American Wrestling shares this special maneuver
with Western kickboxing. The Wounded Knee kick involves the fighter
executing a low, powerful kick that drives his shin into the outside
of his opponent's thigh. This kick hits the femoral nerve which runs
down the outside of the leg and weakens the opponent's leg making it
hard for him to move or kick.
System: In addition to normal damage the Wounded Knee attack
causes its victim to suffer penalties of -2 to Move on all maneuvers
for the next two turns and -2 to Speed on all kick Maneuvers for the
next two turns.
Cost: None Speed:
-2 Damage: +3 Move: -1
Source: Core Rulebook
Ze Sho Hohou
Requirements: Kick ****, Athletics ***, Reverse
Waterfall, Drunken Monkey
Roll
Power Points: Wu Shu 2, Capoeira, Special Forces, Lua 3
School System Power Points: Capoeira, Wu Shu, Kung Fu 3, Any 4
Description: This is an improved Reverse Waterfall preceded by
a swift ground roll to close distance to the target. The fighter springs
up out of their roll into a leaping Waterfall that can cover considerable
distance.
System: The movement phase of this attack passes underneath aerial
maneuvers and projectiles. The the attacker moves in a straight line
and enters their target’s hex then springs up feet-first delivering
damage and knocking their opponent to the ground. The force of this
leap carries the attacker forward three additional hexes in a straight
line where they will damage anyone encountered using the second damage
modifier below.
Cost: 1 Willpower Speed: -2 Damage: +5/+3
Move: +0/3
Source: sfrpg.com
Main Page
Index
Street Fighter: The Storytelling Game and all of it's associated writings
are copyrighted by White Wolf and Capcom. Maneuvers written by others,
as cited throughout the site, are copyright their respective writers.
All original maneuvers, custom rulesets, modifications,
and other edits are copyright 2008 Lady Abaxa. They may not be reprinted
without my express permission.
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