Grab

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


Unless otherwise specified all grabs ignore Blocks and require the attacker to move into the target’s hex.
 

Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Air Suplex
-1
+4
+0
None Must interrupt Aerial opponent; Knockdown; Attacker and target end in interruption hex; Aerial G***, A***, Jump, Suplex SN1; KA 2; Any 3
Air Throw
+2
+5
+0
1 Will Must interrupt Aerial opponent; Knockdown; Target can be thrown within 3 hexes of attack hex; Attacker finishes remaining movement after attack; Aerial G**, A*, Jump, Throw JJ 1; AI, JK, MC, NA, NI, PA, SA, SF, SN, TC, WR, WS 2; Any 3
Back Breaker
-1
+3
One
None Knockdown G*** JJ, NA, PA, SA, WR 2
Back Roll Throw
-1
+4
One
None Opponent thrown up to (Strength + Kick) hexes; Knockdown G**, K*, A*, Throw AI, BA, CA, JJ, NI, SK, SN, TC, WK, WS 1; Any 2
Bear Hug
-1
+3
One
None Sustained Hold G** NA, PA, SA, SW, WR 1; AH 2; Any 3
Brain Cracker
+0
+2 (Punch)
One
None Sustained Hold G**, P* BX, KA, NA, PA, SA, TK, WK, WR 1; Any 2
Choke Throw
-1
+2
+0
None Can interrupt aerial opponent or attack standing opponent; Attacker and target end in same hex; Knockdown G***, A**, Jump SN 1; LU, PA 2; Any 3
Disengage
+1
Zero
-2
None Played while in Sustained Hold; character gets second test to escape using Dexterity vs. attacker’s Strength G**, A** NI 1; LU, NA, PA, SA, SN, WR 2; TC 3; Any 4
Dislocate Limb
-1
+1
+1
None Target may only use kicks after being dislocated unless he takes a turn to relocate limb (-3 Speed, -2 Damage from Punches that turn) G***, K**, A* BA, CA, LU, PA, NI 2; JJ, KA, NA, SA, SF, SI, TC, WR 3
Eye Rake
+2
-3
+0
None Target must fight blind next turn (unless attacker botches); -1 Honor per use; in tournaments –1 Glory per use as well G*, P* AH, LU, NI 1; Any 2
Face Slam
-1
+3
One
None Knockdown G**, S**** NA, SW 2; SA 3; Any 5
Flying Tackle
-1
+0
+2
None Both attacker and target are knocked down if any damage is done; both fly back two hexes from attack hex; +2 Speed next maneuver if it is a Grab G**, A** Any 2
Grappling Defense
+4
Zero
-1
None Adds Grab technique to Stamina for purposes of Soak vs. Grabs G**** JJ 2; AI, BA, LU, NA, PA, SA, TC, WR 3; JK, KF, LD, MC, SI 4; Any 5
Hair Throw
-2
+5
Two
None Attacker moves into and through target’s hex; target thrown up to (Strength) hexes along movement line; Knockdown G***, A**, Throw JJ, KF, MC, NI, SF, SI 2; Any 3
Head Bite
+1
+3
One
None Sustained Hold G** AH, BX 1; CA, LU, PA, SA 2; Any 3
Head Butt Hold
-1
+3
One
None Sustained Hold G**, Head Butt BX, KA, SW, TK 2; Any 3
Improved Pin
+0
+2/+1
+1/Two
1 Will Sustained Hold; can be executed on targets in same hex or in adjacent hex; +2 Damage and +1 Move first turn, +1/Two on all subsequent turns; Attacker gets +3 to Strength for purposes of maintaining the hold; must score 2 points damage to engage the hold G***, A**, Pin AI, BA, JJ, LU, WR 2; KF, PA, SI, SF, TC, WS 3; Any 4
Iron Claw
+1
+4
One
1 Will Sustained Hold G***** LU, MC, NA, SA, SI, WR 4; LD 5
Jaw Spin
+1
+5 (AH dots)
Zero
1 Chi Must allow a slower attack to hit first, then can execute maneuver G****, A***, Tearing Bite AH 3
Knee Basher
-1
+4 (Kick)
One
None Sustained Hold; once target gets out, he is considered Knocked Down G**, K* CA, PA, SF, SW, TK, WK, WR 2; Any 3
Neck Choke
-1
+3
One
None Sustained Hold G*** JJ, NA, SF, WR 1; LU, PA, SA 2; Any 3
Pile Driver
-2
+4
One
None Knockdown G***, A* SA 2; NA, SF, WR 3; Any 4
Pin
-1
+2/+0
+1/Zero
1 Will Sustained Hold; target must be Knocked Down or Dizzy to execute; +2 Damage and +1 Move first turn, +0/Zero on all subsequent turns; Attacker gets +3 to Strength for purposes of maintaining the hold; must score 2 points damage to engage the hold G** AI, JJ, LU, PA, TC, WR 2; BA, JK, KF, SK, SI, WS 3; SF 4; Any 5
Rising Storm Crow
-3
-3/ +Str (spc)
+2 (min 2)
1 Will Must move at least 2 hexes into enemy hex; 2 damage tests, 1 at Str + Grab -3, second at 2x Str + Grab; damage combines to dizzy; target automatically knocked down and thrown along line of entry up to Str hexes regardless of damage (NOTE:  this maneuver appears only in The Perfect Warrior and is a secret maneuver; characters cannot start with it) G***, A***, Throw MC 4; KF 5
Ripping Bite
-1
+1 (AH dots)
One
1 Will Target suffers –1 penalty to Strength and Dexterity for rest of combat; may be used multiple times on same opponent G***, Bite AH 2
Siberian Bear Crusher
+0
+3
+1
1 Will Knockdown; Aerial while attack is executed (after movement) G***, A**, Back Breaker SA 5
Siberian Suplex
+0
+2
One/
One
1 Will Knockdown; Treat as a Suplex immediately followed by another one on same opponent in same direction (two damage tests, both move 1 hex further) G****, A**, Suplex SA 3
Sleeper
-1
+2
One
1 Will Sustained Hold; if hold is maintained for 3 turns, target is dizzied G*** LU, NA, SA 3; SF, SW 4; Any 5
Spinning Pile Driver
-2
+7
Two
2 Will Knockdown; Target bounces 3 hexes away after impact; Aerial while attack is executed (after movement); Avoids projectiles like Jump while attack is executed G****, A***, Jump, Pile Driver WR 3; SA 4; NA 5
Stomach Pump
+0
+4
One
None Sustained Hold G****, P** JJ, NA, PA, SA, WR 3
Storm Hammer
-2
+7
One/
Three
2 Will Knockdown; Attacker and target end in same hex up to 3 hexes from attack hex; Aerial while attack is executed (after initial movement); Avoids projectiles like jump while attack is executed G*****, A***, Jump NA, WR 5
Suplex
+0
+2
One
None Knockdown; target lands in adjacent hex G* JJ, NA, PA, SA, SF, SN, WR 1; Any 2
Tearing Bite
+1
+4 (AH dots)
One
1 Chi Damage is done, then victim is thrown up to (Strength –1) hexes in direction attacker came from G**, A**, Bite AH 2
Thigh Press
-1
+4
One
None Knockdown; target lands in attacker’s original hex; if both started in same hex, target lands in adjacent hex of attacker’s choice G**, A** JJ, NA, SA, SF, WR 2; Any 3
Throw
-2
+2
One
None Opponent thrown up to (Strength) hexes; Knockdown G* JJ 0; Any 1


Back to the Maneuvers and Styles Page

Back to the Street Fighter STG Page

Back to the Home Page