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Street Fighter: The Roleplaying Game

KICK MANEUVERS


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


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Air Hurricane Kick
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: -1
Move: +1

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 themselves 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 their jump to descend on their opponents in a blaze of spinning feet. If it interrupts an aerial opponent it will knock them down.

Source: Core Rulebook

Air Lightning Leg
Cost: 1 Willpower
Speed: +0
Damage: +1
Move: +0

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.

Source: Warrior’s World

Axe Kick
Cost: none
Speed: -1
Damage: +4
Move: -2

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 their allowed movement in the air using the -2 modifier and ends their attack in the same hex as the target. Because this attack targets the head from above crouching opponents are struck. Jumping opponents are likewise struck and will suffer a knockdown.

Source: Player’s Guide

Axe Kick Flip
Cost: 1 Willpower
Speed: -1
Damage: +3
Move: see desc

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.

Source: sfrpg.com

Baby Scorpion Kick
Cost: none
Speed: +2
Damage: -2
Move: 1

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 anyone – nobody likes being kicked down there). When used in this way in most tournaments this costs the user 2 points of temporary Honor. Otherwise treat the Baby Scorpion Kick as any other kick maneuver but halve the target's soak total against it.

Source: New Legends

Backflip Kick
Cost: none
Speed: +0
Damage: +2
Move: 2 (backwards)

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 round.

The Backflip kick does not count as an aerial maneuver.

Source: Core Rulebook

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

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 by making a base Athletics roll using any successes to add to the Damage roll. This is an aerial maneuver that can be used to dodge projectiles.

Source: New Legends

Bicycle Kick
Cost: none
Speed: +0
Damage: +0
Move: -2

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.

Source: editor

Cartwheel Kick (Steve Wieck version) [revised]
Cost: 1 Willpower
Speed: -1
Damage: see desc
Move: +2

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.

Source: mu.ranter.net

Claw Catch [hybrid maneuver]
Cost: none
Speed: -1
Damage: +3
Move: +0

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.

Source: editor

Crack Shot
Cost: 1 Willpower
Speed: -2
Damage: +4
Move: 2

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.

Source: New Legends

Disarm (kick version)
Cost: none
Speed: +0
Damage: +4
Move: +0

Requirements: Kick **
Power Points: Any 2
School System Power Points: Any 2
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
Cost: 1 Willpower
Speed: -2
Damage: +1/+4 (see desc)
Move: +1

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 its 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.

Source: Core Rulebook

Double Kick
Cost: none
Speed: +0
Damage: +1
Move: -2

Requirements: Kick **, 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 provided they share a hex or are both in hexes adjacent to the fighter performing this maneuver. The maneuver is aerial because the fighter must jump to kick.

Source: S.A.Sh.-HQ

Double-Hit Kick
Cost: none
Speed: -2
Damage: +1
Move: -1

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.

Source: Core Rulebook

Double-Hit Knee
Cost: none
Speed: +0
Damage: +0
Move: -2

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.

Source: Core Rulebook

Double Wheel Kick
Cost: 1 Willpower
Speed: +0
Damage: +1/+0
Move: 2

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.

Source: editor

Dragon Kick
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +6
Move: -2

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, causes knockdown against ground and aerial targets, and will strike an adjacent opponent twice.

Source: Core Rulebook

Dragon Spiral
Cost: 1 Willpower
Speed: -1
Damage: +2/+1/+0
Move: 3 (see desc)

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 its 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.

Source: editor

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

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 kick three times before touching ground again. The maneuver is visually similar to the Cannon Drill.
System: This kick hits three times using the damage modifier below. The fighter may choose to substitute Athletics instead of Kick for any or all of these damage tests. It is considered an aerial maneuver.

Source: editor

Enzuigiri
Cost: none
Speed: -1
Damage: +2/+0
Move: +0

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.

Source: editor

Falling Axe Kick
Cost: 1 Willpower
Speed: -2
Damage: +4
Move: +1

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.

Source: New Legends

Flash Kick
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +7
Move: 0

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 listed modifiers 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 back flip, has a speed of +0 and damage of +6. It is otherwise identical.

Source: Core Rulebook

Flurry Kick
Cost: none
Speed: +0
Damage: -2
Move: +2

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.

Source: Warrior’s World

Flying Kick
Cost: 1 Willpower
Speed: +3
Damage: -2
Move: +3

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 dealt no damage. This is an aerial maneuver.

Source: editor

Flying Knee Thrust
Cost: 1 Willpower
Speed: +1
Damage: +2
Move: +1

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 listed modifiers The Flying Knee Thrust is an aerial maneuver.

Source: Core Rulebook

Flying Thrust Kick
Cost: 1 Willpower
Speed: +0
Damage: +6
Move: -2

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.

Source: Core Rulebook

Foot Sweep
Cost: none
Speed: -2
Damage: +3
Move: -2

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.

Source: Core Rulebook

Forward Backflip Kick
Cost: 1 Willpower
Speed: +2
Damage: +1
Move: 2

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.

Source: Storyteller’s Screen

Forward Flip Knee
Cost: none
Speed: -2
Damage: +4
Move: 2

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 their declared attack on the fighter who has now flipped behind them. This is an aerial maneuver.

Source: Core Rulebook

Forward Slide Kick
Cost: none
Speed: +0
Damage: +2
Move: +0

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.

Source: Secrets of Shadoloo

Forward Somersault Kick (Choreppadan)
Cost: none
Speed: -2
Damage: +3
Move: +2

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 listed modifiers The victim is knocked back one hex.

Source: New Legends

Four Guardian Strike (Kick of the 4 Winds)
Cost: 3 Chi, 1 Willpower
Speed: -1
Damage: +4
Move: -2

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 listed modifiers 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.

Source: editor

Genocide Cutter
Cost: 1 Chi, 2 Willpower
Speed: +2
Damage: +5
Move: 3

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 – its name is appropriate for easily cuts down all in its path. It is used solely by a handful of the very best warriors. 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.

Source: editor

Great Wall of China
Cost: 2 Willpower
Speed: -2
Damage: +1
Move: 0

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.

Source: Core Rulebook

Ground Throw
Cost: none
Speed: +0
Damage: +1
Move: 0

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 listed modifiers 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.

Source: editor

Handstand Kick
Cost: none
Speed: -1
Damage: +4
Move: -2

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.

Source: Core Rulebook

Heel Stamp
Cost: none
Speed: +2
Damage: -4
Move: +1

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.

Source: Player’s Guide

Hurricane Kick
Cost: 1 Chi, 1 Willpower
Speed: +0
Damage: -1
Move: -1

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 their full Move in hexes but must travel in a straight line. Each time they enter 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 even back the way the attacker came if the victim is in the same hex as the kicker when the Hurricane Kick begins). 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 them 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.

Source: Core Rulebook

Jaguar Kick
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +5
Move: +0

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.

Source: editor

Jaguar Tooth
Cost: 1 Willpower
Speed: +1
Damage: +4
Move: +2

Requirements: Kick ****, Athletics ***, 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.

Source: Warrior’s World

Jugular Kick
Cost: 1 Willpower
Speed: -2
Damage: +2
Move: 3

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.

Source: editor

Knee Strike
Cost: none
Speed: +2
Damage: +1
Move: 0

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.

Source: Warrior’s World

Kyoja (Garuda’s Triple)
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: 3 (see desc)

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.

Source: sfrpg.com

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

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. Use the second modifier below for all damage rolls beyond the first.

Source: editor

Lightning Leg
Cost: 1 Willpower
Speed: -2
Damage: +1
Move: 0

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.

Source: Core Rulebook

Lynx Tail
Cost: 1 Willpower
Speed: +0
Damage: +0
Move: 0

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.

Source: sfrpg.com

Retreating Kick
Cost: none
Speed: +1
Damage: +0
Move: -1

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 listed modifiers 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. If the target suffered any damage from this maneuver they cannot pursue the fighter until the beginning of their next turn unless using a maneuver that could reasonably absorb the damage and keep going (such as a Tiger Knee). If the target moved into the kick and was interrupted they soak at a -1 Stamina penalty.

Source: editor

Reverse Front Kick
Cost: none
Speed: -1
Damage: +1
Move: -1

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.

Source: Warrior’s World

Reverse Waterfall
Cost: 1 Willpower
Speed: -1
Damage: +5
Move: see desc

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 a +0 speed modifier instead of the -1 listed below. The target is knocked back two hexes and knocked down. This move can interrupt aerial foes but is difficulty 7 to do so. Upon completing the spring the attacker moves forward towards their attacker one hex and ends their turn crouching.

Source: sfrpg.com

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

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. Chun Li is the most famous World Warrior to consistently use this maneuver.
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

Source: Warrior’s World

Rising Jaguar
Cost: 1 Willpower
Speed: +0
Damage: +4/+2
Move: -2

Requirements: Kick ****, Athletics ***, Rising Knee
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 both knees into the opponent. It is a more powerful version of the Rising Knee that hits harder and travels further.
System: This maneuver hits twice. This is considered an aerial maneuver and aerial opponents are automatically knocked down. Against a ground opponent the target may attempt a strength check to prevent the knockdown but they need more successes then the total damage received from this maneuver.

Source: Warrior’s World

Rising Knee
Cost: 1 Willpower
Speed: +1
Damage: +2
Move: 2

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.

Source: editor

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

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: This maneuver hits twice using the modifiers listed below. The Scissor Kick is a powerful leaping attack and is considered an aerial maneuver.

Source: Secrets of Shadoloo

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

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 listed modifiers As the attacker's leg is behind them for most of the maneuver an opponent attempting to block this maneuver needs 3 successes, difficulty 8, on a Perception + Style Lore check to gain the Soak bonus from their block maneuver against this attack.

Source: New Legends

Seismic Shock
Cost: 1 Chi
Speed: +1
Damage: +1
Move: 0

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.

Source: editor

Shadow Leg
Cost: 1 Willpower
Speed: +0
Damage: +0/+3/+2
Move: 1

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.

Source: editor

Shinku-Geki
Cost: 1 Willpower (see desc)
Speed: +2
Damage: +0
Move: +1

Requirements: Kick **, Athletics ***
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 round the player announces they are using this technique and who they are designating the target of the maneuver. 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 strikes out with a kick using the damage modifier below.

The 1 Willpower is not used if the intended opponent doesn’t attack.

Source: sfrpg.com

Shinkyaku-Geki (Fading Sweep)
Cost: 1 Willpower
Speed: +3
Damage: see desc
Move: +1

Requirements: Kick **, Athletics ****, 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.

Source: sfrpg.com

Silhouette Kick
Cost: 1 Chi
Speed: +4
Damage: +0
Move: +0

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 ignores blocks unless they specifically state they nullify maneuvers like this.

Source: New Legends

Slide Kick
Cost: none
Speed: -1
Damage: +3
Move: +1

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 they were blocking. This is a crouching maneuver.

Source: Core Rulebook

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

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. It is considered a staple maneuver in many kick-heavy styles and while quick it doesn't have much stopping power.
System: Use the listed modifiers If this kick deals any damage the target is knocked back 1 hex.

Source: New Legends

Spinning Foot Sweep
Cost: 1 Willpower
Speed: -2
Damage: +3
Move: 0

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 their own hex and the six hexes directly adjacent to them. Any victim who suffers damage also suffers a knockdown. The Spinning Foot Sweep is a crouching maneuver.

Source: Core Rulebook

Spinning Thrust Kick
Cost: none
Speed: -1
Damage: +3
Move: -1

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 listed modifiers.

Source: Warrior’s World

Spiral Kick
Cost: 1 Willpower
Speed: +1
Damage: +0/-1/+1
Move: -1

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. It might not be as flashy as things like the Double Dreak Kick but the speed and torque behind the three attacks offers several attacks in rapid succession.
System: Make three damage tests with the listed modifiers. Choose when it is purchased whether or not it is crouching. This maneuver may be learned multiple times.

Source: New Legends

Split Kick
Cost: none
Speed: -1
Damage: +1/-1
Move: 1

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.

Source: sfrpg.com

Split Somersault Kick
Cost: 1 Willpower
Speed: -2
Damage: +3/+2
Move: +0

Requirements: Kick ***, Athletics ***, Forward Somersault Kick
Power Points: Aikido, Tae Kwon Do, Jiu Jitsu 3, Any 4
School System Power Points: Kickboxing, Inner, Wu Shu 3, Any 4
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.

Source: editor

Stepping Double Kick
Cost: 1 Willpower
Speed: -1
Damage: -1/+2
Move: +0

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.

Source: editor

Stepping Front Kick
Cost: 1 Willpower
Speed: +0
Damage: +1
Move: +1

Requirements: Kick ***, Athletics *, 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 their 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 their opponent's hex they can still hit with the front snap kick if they can reach a hex adjacent to their opponent.

Source: Core Rulebook

Stepping Somersault Kick
Cost: 1 Willpower
Speed: +2
Damage: +0/+1
Move: -2

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 3
Description: This showy maneuver entails kicking an opponent twice while performing a hands-free somersault. 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 (thus they are unable to wait to attempt to interrupt) and only gets the one hex of movement between kicks.

Source: editor

Tendon Smash
Cost: none
Speed: -1
Damage: +1
Move: -1

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.

Source: editor

Thunder Kick
Cost: 2 Willpower
Speed: -1
Damage: +6/+2
Move: -2/2 (see desc)

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 their opponent who is knocked down.

Source: S.A.Sh.-HQ

Thunder Wheel [hybrid maneuver]
Cost: none
Speed: -1
Damage: +1/-1
Move: +0

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.

Source: editor

Tiger Knee
Cost: 2 Willpower
Speed: +3
Damage: +2
Move: +0

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 they would with a jump.

Source: Secrets of Shadoloo

Tiger Pounce
Cost: 1 Willpower
Speed: +1
Damage: +0
Move: -2

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.

Source: editor

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

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.

Source: editor

Trap Kick
Cost: none
Speed: +1
Damage: -1
Move: 3 (backwards)

Requirements: Kick *, Grab *, 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.

Source: New Legends

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

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.

Source: Core Rulebook

Wounded Knee
Cost: none
Speed: -2
Damage: +3
Move: -1

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 rounds and -2 to Speed on all kick Maneuvers for the next two rounds.

Source: Core Rulebook

Ze Sho Hohou
Cost: 1 Willpower
Speed: -2
Damage: +5/+3
Move: +0/3 (see desc)

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 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.

Source: sfrpg.com