You know something is amiss when the original editor of a game system offers an alternate take on a maneuver that he was not there to edit.  He offered this version of the maneuver during some email exhanges a while ago.

Cartwheel Kick (Steve Wieck version)
Power Points:  Capoeira, Ninjutsu, Wu Shu 2; Any 3
Prerequisites:  Kick OO, Athletics OO
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.
Cost:  1 willpower
Speed:  -1
Damage:  +1 per hex travelled
Move:  +2

This move is a bit more reasonable... the only problem I see with it is the potential for ridiculous damage modifiers if you have the right abilities and a straight line.  Now is when you REALLY want to be the Speed of the Mongoose Ninja with Light Feet, Musical Accompaniment and Athletics 5 (damage +17 for 2 willpower if you can line it up).  However, in most cases this will not be a problem... rings don't tend to be THAT huge, and your average "Cartwheel Kick Guy" is not going to be able to line up such a shot very often.