Athletics

Basic Maneuvers | Punch | Kick | Block | Grab | Athletics | Focus



 
Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Air Smash
-1
+4
-1
None Aerial; Avoids projectiles like Jump; Straight-line movement; Attacker ends in target’s hex A*, Jump MC, NA, PA, SA, SW, WR 1; Any 2
Backflip
+3
Zero
+2
1 Will Straight-line movmement; Character cannot be harmed by any attack while executing maneuever, only before and after A*** CA, JK, SN, WS 2; Any 4
Beast Roll
+0
+3
-2/+2/2
1 Will Aerial; Avoids projectiles like Jump; Straight-line movement; First attack moves backwards, then reverse direction for second attack; attacker ends 2 hexes back from second target; must move into both enemies’ hexes A*****, Rolling Attack, Vertical Rolling Attack CA 3
Breakfall
Spc
Spc
Spc
None Reduces damage from Thows and other maneuver which rely on ground impact by # of successes on a (Dexterity + Athletics) roll A* JJ 0; AI, BA, CA, PA, TC, WR 1; Any 2
Cannon Drill
+2
+2
+2
1 Will   A***** SF 4; KA, MC, WS 5
Displacement
+2
-1 (Punch)
+1
1 Will Avoids projectiles like Jump; Must interrupt an attack; Character moves to left or right of target, avoiding attack; Character may move back and land counterpunch is he has sufficient Move A**, B**, P*, Esquives SV 2; SN 3; WS 4
Diving Hawk
+0
+5
+2
1 Will Aerial; Avoids projectiles like Jump A***, F*, Jump NA, SN 4
Dragon’s Tail
-1
+5 (AH dots)
-2
None Knockdown vs. Aerial; Standing opponents knocked back 1 hex A****, Upper Tail Strike AH 3
Drunken Monkey Roll
+3
Zero
+2
None Crouching; Avoids projectiles like Jump A** JK, KF 1; AH, AI, CA, MC, NI, SI, WS 2
Esquives
+2
Zero
Two
None Must interrupt enemy’s attack; Moves 2 hexes to the side, avoiding attack A**, B* SV 2
Flying Body Spear
+0
+3
+1
1 Will Aerial; Avoids projectiles like Jump; Straight-line movement A***, Jump KA 2; LD, MC 3; Any 4
Flying Head Butt
+0
+4
+3
1 Will Aerial; Straight-line movement A***, Head Butt, Jump SW, WR 2; Any 3
Flying Heel Stomp
+0
+1
+2
1 Will Aerial; Avoids projectiles like Jump; Straight-line movement; Attacker can execute attack at any point and finish movement after attack A***, K**, Jump LD, MC, NI, PA, SN, WS 3; Any 4
Flying Punch
-2
+2
+5
1 Will Aerial; Attacker must move 2 hexes past opponent and back at them, halving target’s effective Stamina (round down); lose 1 temporary Honor per use; can also be done at the target’s front, no Honor loss or halving of Stamina A****, P**, F***, Jump LD 3
Ground Fighting
Spc
Spc
Spc
1 Will After being knocked down, character can continue to fight from the ground; Cannot use Aerial or hip-torque-dependent maneuvers (GM’s call); without this maneuver such attacks are -3 Speed and Damage; attacks against ground fighters much be low-target attacks or suffer -2 Speed and Damage A**** PA 2; SA, NA, WR 3; SF 4
Jump
+3
Zero
+0
None Aerial; Has change of avoiding projectiles if projectile is interrupted and jumper wins contest of Dexterity + Athletics vs. attacker’s Focus; Can be combined with basic punches and kicks (use maneuver’s Speed, Damage and Move)  A* Any 1
Jumping Shoulder Butt
+0
+3
-1
None Aerial; Avoids projectiles like Jump A**, Jump BX, TK 1; Any 2
Kippup
Spc
Spc
Spc
None Automatic effect, does not have to be played; Character suffers only a -1 Speed penalty (instead of -2) after a knockdown A** Any 1
Light Feet
Spc
Spc
Spc
None/ 

1 Will

Automatically adds +1 Move to all maneuvers; optionally, character can spend 1 Willpower to add +3 to a maneuver instead of +1 A****, Jump JK, LU, SN 3; Any 5
Pounce
-1
+2 (AH dots)
+4
1 Will Aerial; Avoids projectiles like Jump; Knockdown; Both fighters end in same hex A***, Jump AH 2
Rolling Attack
+0
+3
+4
1 Will Aerial; Straight-line movement; Attacker bounces back 2 hexes after damage test A*** CA, NI, WS 3; MC 4; Any 5
Tail Sweep
-1
+1
Zero
None Knockdown; Crouching; Affects all adjacent hexes A*, Upper Tail Strike AH 2
Thunderstrike
+0
+5
-1
None Must enter adjacent enemy’s hex to attack; Complete movement after damage test A**, Jump NA, PA 1
Tumbling Attack
-1
-1
+0
1 Will Crounching; Straight-line movement; fighter enters target’s hex, makes damage test and pushes target back every hex of movement A***, Backflip CA, SN 3; Any 5
Typhoon Tail
-2
+5/+2
+1
1 Chi, 1 Will Aerial; Cannot be hit by projectiles while executing maneuver; Enemy in target hex takes +5 damage and is knocked back 1 hex along trajectory; all fighters in adjacent hexes take +2 damage and are knocked back 1 hex A***, Tail Sweep, Jump AH 3
Upper Tail Strike
+1
+2 (AH dots)
+1
None Knockdown vs. Aerial A*** AH 3
Vertical Rolling Attack
+0
+3
+0
1 Will Aerial; Avoids projectiles like Jump; Knockdown vs. Aerial A***, Jump CA, NI, WS 2; Any 4
Wall Spring
+2
Zero
+0/+2
None Aerial; Avoids projectiles like Jump; Character can jump into an obstacle at +0 Move, then spring off in opposite direction at +2; Can be combined with basic punches and kicks like Jump (use Wall Spring’s movement modifiers) A***, Jump JK, MC, NI, SN, WS 1, Any 2


Back to the Maneuvers and Styles Page

Back to the Street Fighter STG Page

Back to the Home Page