Punch

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



 
Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Boshi-Ken
-1
+2
+0
None If successful, target is -1 to Move next turn P***, Shikan-Ken NI 2
Buffalo Punch
-2
+5
One
None   P** NA, PA 1; Any 2
Dashing Punch
+0
+4
+2
1 Will   P****, A* BX, SV 4; WK 5
Dashing Uppercut
+0
+4
+2
1 Will Knockdown vs. Aerial Dashing Punch BX 1; SV, WK 2
Dim Mak
+0
+0
+0
1 Chi Delay damage if desired; -1 to any physical characteristic P****, F***, Chi Kung Healing AI, KF, LU, SI, TC 4; MC 5
Dragon Punch
+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 P****, Jump, Power Uppercut SK 4; JK, KF, MC, SI, TK 5
Ducking Fierce
-1
+4
Zero
None Crouching P** LD, PA 1; Any 2
Ear Pop
-1
-4
-1
None Ignores Stamina; -1 Honor per use P** BA, JK, JJ, NA, PA, SA, SW, WR 2; Any 3
Elbow Smash
+2
+2
One
None   P* TK 1; Any 2
Fist Sweep
-1
+3
-2
None Crouching, Knockdown P*** BX, PA, WK 2
Flaming Dragon Punch
-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 P****, F**, Dragon Punch SK 4
Haymaker
-2
+4
-2
None   P* Any 2
Head Butt
+0
+3
-2
None   P* BX, CA, KA, PA, SW 1; Any 2
Heart Punch
-1
+5 (Spc)
-2
None Damage test for dizzying only, no actual damage done; cannot be used as part of a dizzy combo P***, F* NA, SA 2; SF, SW 3; BX, KF, WK 4
Hundred Hand Slap
-2
+0
One
1 Will 3 Damage Tests P***** MC, SW 4; BA, JK, JJ, KF, SA 5
Hyper Fist
+1
+0
One
1 Will 3 Damage Tests P****, Power Uppercut BX, WK 4; JK, SF, LD 5
Knife Hand Strike
+1
-1
-1
None Damage appliead against ½ target’s Stamina unless target is blocking P*** KF, SK 3; SF 4; Any 5
Lunging Punch
+0
+1
+1
None Crouching; blocks are ineffective unless defender is using a crouching block or Kick Defense P***, A* BX, SK, WK 2; Any 3
Monkey Grab Punch
-2
+1
+0
None Ignores Blocks P*, G* BA, JK, KF, MC, SI, SN, TC 1; Any 2
Power Uppercut
-1
+3
One
None Knockdown vs. Aerial P* Any 1
Rekka Ken
Spc
Spc
Spc
1 Will Played with basic punch, adds +3 to speed; can be played for 3 consecutive turns, adding to dizzy; mandatory posing after 3 turn use, else -3 Glory P****, A** KF 4; BX, MC, WK, WS 5
Shikan-Ken
+1
+1
+0
None If successful, attacker must win contested Strength roll to knock target back 1 hex; knockdown vs. Jumping opponents P** NI 3
Shockwave
+0
+0
Zero
1 Chi Affects straight hex-line up to Strength hexes away; all targets in line take damage and are automatically knocked down regardless of blocking; does not affect targets in middle of Aerial maneuvers  P****, F** NA 3; Any 4
Shuto
-1
+3 (+4)
-2
None Ignores Toughskin, armor, etc.; against unarmored opponents, it does +4 damage P***, Shikan-Ken NI 2
Spinning Back Fist
-1
+2
+1
None   P** BA, PA, SF, SV, WK 1; Any 2
Spinning Clothesline
+0
+0
-2
1 Will Attacks all adjacent hexes, causing knockback of 1 hex; character may move and repeat attacks each hex, does not affect crouching opponents P****, A*** SA 3; CA, NA 4; SF 5
Spinning Knuckle
-1
+1
+3
1 Will 2 Damage Tests; Avoids projectiles like Jump P***, A*, Spinning Back Fist SF 2; BA, SV, WK, WS 3; Any 4
Triple Strike
-2
Spc
Zero
None 2 Punch damage tests at +0 and 1 Kick damage test at +1, use highest two results only P**, K* MC 1; Any 2
Turbo Spinning Clothesline
+1
+0
-1
1 Will See Spinning Clothesline A****, Spinning Clothesline SA 2; CA, SF 4
Turn Punch
-1/-1/
+0/+1
+4/+5/
+6/+7
Two
1 Will Spend 1 Willpower on first turn card is played; card may be left on table and played in conjunction with other maneuvers; other maneuvers played while Turn Punch is held are at -1 to Speed, Damage and Move; Turn Punch modifiers depend on when the card is actually played, maximum benefit at 4+ turns P**** BX, SV, TK 4; WK 5
Widowmaker
-3
+5
Two
None If successful, target is knocked down; does not affect Jumping targets; Aerial; Avoids projectiles like Jump P***, Jump, Haymaker Any 1


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