House Rules/Clarifications for Street Fighter

NOTE:  Steve Karstensen has a lot of good house rules at his never-updated Street Fighter site.  I'd suggest you read those first.

As this list became too long and cumbersome to negotiate without falling asleep, the rules have been classified into categories with their own subsections.  Some are rulings, some are clarifications on unclearly-written material, and some are alternate systems.  In general, I think Street Fighter is a well-designed game, even if it was by accident, and thus don't think it's necessary to rewrite the entire system... just tweak it a little.
 
Maneuver Rules
Combo Rules
Combat Mechanics
Rank Rules
Development Rules
Noncombat Rules
RSC Damage, Flying Tackle Movement, Deflecting Punch, Maka Wara, Grappling Defense, Turn Punch, Cartwheel Kick, Psychic Rage
Sustained Holds, Modifiers, Multiple Hit Maneuvers
Countup, Willpower/Round, Movement Modifiers, Aborts, Mr. Jab, Multiple-Hit Interrupts, Team Strategy
Approaches to Rank, Time-Weighting, Count System, Elo Rating System, Sample Elo Fight Sheet
XP Expenditure, Buying Attributes, Learning Time, Senseis, Non-Sensei Instructors, Self-Teaching
New Maneuver Creation, Insight, Ring Doctors 


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