Kick

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



 
Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Air Hurricaine Kick
-1
-1
+1
1 Chi, 1 Will Exactly like Hurricaine Kick except it may be used to interrupt and avoid projectile attacks like Jump K****, A***, Jump, Hurricaine Kick SK, KF, MC, WS 1
Ax Kick
-1
+4
-2
None Must enter target’s hex’ Knockdown vs. Aerial; Hits crouching opponents; Aerial K**, Jump SV 2; SF, WK 3; KF, SK, WS 4
Backflip Kick
+0
+2
Two (back)
None Attacker moves 2 hexes directly back from target after rolling damage K**, A ** CA, JK, SN, WS 2; KF, LU, MC, SF 3; Any 4
Cartwheel Kick
+0
+1
+4
1 Will Straight-line movement; Target is damaged and pushed back once per hex of movement K**, A** CA, NI, WS 2; Any 3
Cartwheel Kick (Steve Wieck version)
-1
+1/hex moved
+2
1 Will Straight-line movement; Damage modifier is +1 per hex travelled before final impact K**, A** CA, NI, WS 2, Any 3
Double Dread Kick
-2
+1/+4
+1
1 Will First test at +1 knocks target back 1 hex, attacker then moves into this hex and delivers second attack at +4, also knocks back target 1 hex; attacker may use only 2nd test if target is too far away to make both  K***, Double-Hit Kick MC, TK, WK 3; KF, LD, SK, SF 4
Double-Hit Kick
-2
+1
-1
None Two damage tests unless target is aerial or crouching K** KF, MC, SI, SV, SW, TK, WK, WS 1; Any 2
Double-Hit Knee
+0
+0
-2
None Two damage tests K** CA, LU, PA 1; Any 2
Dragon Kick
-1
+6
-2
1 Chi, 1 Will Knockdown and push back 1 hex on all targets; 2 tests vs. target adjacent at beginning of maneuver; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower K*****, F****, Jump KF, SI 5
Flash Kick
-1
+7
Zero
1 Chi, 1 Will Aerial; Knockdown vs. Aerial K***, A**, F** MC 4, SF 4, Any 5
Flying Knee Thrust
+1
+2
+1
1 Will Aerial; Knockdown vs. Aerial K**, A* JK, PA, SF, TK, WK 1; Any 2
Flying Thrust Kick
+0
+6
-2
1 Will Knockdown vs. Aerial; pushed opponent back 1 hex; Avoids Projectiles; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower K****, A****, Jump SF 3; MC, SN, SV, WS 4; Any 5
Foot Sweep
-2
+3
-2
None Crouching; Knockdown K** AI, BA, JJ, JK, PA, TC, SK, SF, SW, TK 1; Any 2
Forward Backflip Kick
+2
+1
Two
1 Will Two damage tests if attacker interrupts aerial target K***, A***, Backflip Kick, Jump CA, SN, WS 1; KF, SF 2; Any 3
Forward Flip Knee
-2
+4
Two
None Attacks adjacent on same-hex target only; attacker moves to far side of target then does damage; if target was interrupted, his attack is lost K**, A** CA, WS 2; JK, KF, LD, SN, SF 3; Any 4
Forward Slide Kick
+0
+2
+0
None Knockdown unless target Blocks K**, A** LD 2, SN 3
Great Wall of China
-2
+1
Zero
2 Will 3 damage tests, affects 3 connecting adjacent hexes K*****, Lightning Leg MC, WS 5
Handstand Kick
-1
+4
-2
None Knockdown vs. Aerial K**, A* SF, WS 1; Any 2
Heel Stamp
+2
-4
+1
None Regardless of damage, attacker moves 1 hex back after damage test, opponent moves back [(attacker’s Strength + Athletics) - target’s Strength] hexes K*, A* NI1; Any 3
Hurricaine Kick
+0
-1
-1
1 Chi, 1 Will Straight line movement; Damage test vs. everyone in same or adjacent hex, each hex of movement; All targets are pushed back one hex; Aerial K****, A*** SK 4; JK, KF, MC, WS 5
Lightning Leg
-2
+1
Zero
1 Will 3 damage tests K****, Double-Hit Kick WS 3; JK, KF, MC, TK 4; CA, SF, SV 5
Reverse Frontal Kick
-1
+3
-1
None Ignores Blocks K***, Double-Hit Kick SA, SV, WK 1; WS 2; Any 3
Scissor Kick
+0
+3
+3
1 Will 2 damage tests; Aerial K***, A***, Jump JK, LD 3; SN, WS 4
Slide Kick
-1
+3
+1
None Knockdown unless target Blocks K**, A* AI, KA, LD, PA, SN, SV, TC, WK 2; Any 3
Spinning Foot Sweep
-2
+3
Zero
1 Will Crouching; Knockdown unless target Blocks K**, A*, Foot Sweep AI, JJ, SF, SW, TC 1; Any 2
Stepping Front Kick
+0
+1
+1
1 Will 2 damage tests; Attacker moves into target’s hex for first test, knocking target back 1 hex for 2nd test; Can use only 2nd test if target is too far for both K****, Double-Hit Kick JK, KF, MC, SI, TK 3; LD, WK, WS 4
Tiger Knee
+3
+2
+0
2 Will Knockdown; Aerial; Avoids projectiles like Jump K***, A**, Jump TK 4; JK, SF, WK 5
Whirlwind Kick
-2
+0
-1
2 Will Straight line movement; Damage test vs. everyone in same or adjacent hex, each hex of movement; All targets are pushed back one hex; Aerial K****, A**** WS 4; MC, SK 5
Wounded Knee
-2
+3
-1
None Target -2 Speed on kicks and -2 Move on all maneuvers for next 2 turns if successful K*** BA, LU, NA, PA, TK, WK 2; Any 3


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