STREET FIGHTER R.P.G. MOVES
KEY
A=MOVE FROM ALPHA TWO
3=MOVE FROM THREE
T=MOVE FROM STREET FIGHTER 2 TURBO
X=MOVE FROM STREET FIGHTER EX PLUS ALPHA
ATHLETICS
BUSHIN FLIP-A
REQUIREMENTS: ATHLETICS OO
POWER POINTS: NINJITSU 1, ANY 3
SYSTEM: A LONG JUMPING FLIP WHICH CAN JUMP PROJECTILES.
COST:
SPEED: -1
DAMAGE: ZERO
MOVE: +3
CLAW DIVE (HIGH)-T
REQUIREMENTS: ATHLETICS OOOOO, PUNCH OR ANY SHORT BLADED WEAPON OOO, LOW CLAW DIVE
POWER POINTS: SPANISH NINJITSU 2, NINJITSU KUNG FU, WU SHU 3 , ANY 4
SYSTEM: BACK WALL MOVE. DOES JUMP FIREBALLS. DAMAGE CALCULATED USING PUNCH OR WEAPON.
COST: 2 WILLPOWER
SPEED: +0
DAMAGE: +4
MOVE: +4/+6
CLAW DIVE (LOW)-T
REQUIREMENTS: ATHLETICS OOOO, PUNCH OR ANY SHORT BLADED WEAPON OOO, JUMP
POWER POINTS: SPANISH NINJITSU 2, NINJITSU KUNG FU, WU SHU 3 , ANY 4
SYSTEM: BACK WALL MOVE. WILL NOT JUMP FIREBALLS.DAMAGE CALCULATED USING PUNCH OR WEAPON.
COST: 2 WILLPOWER
SPEED: +2
DAMAGE: +2
MOVE: +4/+6
DASH-3
REQUIREMENTS: ATHLETICS OO
POWER POINTS: ANY 1
SYSTEM: YOU CAN COMBINE THIS MOVE WITH ANY OTHER MANUEVER AND GET THE FOLLOWING RESULTS: ADD PLUS THREE MOVEMENT AND MINUS ONE SPEED TO THE MANUEVER, AND, IF YOU DASH YOU CAN NOT ABORT INTO ANYTHING.
COST: ONE WILLPOWER
SPEED: (MINUS ONE)
DAMAGE: NONE
MOVE: (PLUS THREE)
DOUBLE HIT HEEL STOMP(KEZIKIRI-3)
REQUIREMENTS: ATHLETICS OOO, KICK OOO, JUMP, FLYING HEEL STOMP
POWER POINTS: WU SHU, NINJITSU 2, ANY 3
SYSTEM: TWO DAMAGE TESTS AND KNOCKDOWN IF DAMAGE SCORED
COST: ONE WILLPOWER
SPEED: +0
DAMAGE: +1
MOVE: +2
DRILL PURIM(AIR)-X
REQUIREMENTS:
POWER POINTS: PURIMS STYLE(KABADDI?WU SHU?)2
SYSTEM: THIS MOVE IS A FLYING BODY SPEAR
COST:
SPEED:
DAMAGE:
MOVE:
DRILL PURIM-X
REQUIREMENTS:
POWER POINTS: PURIMS STYLE? 4
SYSTEM: THIS MOVE IS A CANNON DRILL
COST:
SPEED:
DAMAGE:
MOVE:
FEMINA WIND-X
REQUIREMENTS: ATHLETICS OOOO, JUMP
POWER POINTS: WU SHU, PURIMS STYLE 1, ANY 2
SYSTEM: IN MID JUMP YOU JUMP AGAIN IN ANY DIRECTION, CAN COMBINE WITH BASIC ATTACKS
COST:
SPEED: +2
DAMAGE: NONE
MOVE: +0 (FIRST) +2 (SECOND)
FLYING DIVE-3
REQUIREMENTS: ATHLETICS OOO, FOCUS O, JUMP
POWER POINTS: SPECIAL FORCES 4
SYSTEM: AERIAL AT FIRST THEN CROUCHING AS YOU TUMBLE UP AFTER LANDING, IF YOU GO FIRST WITH THIS IN A ROUND YOUR OPPONENT DEALS WITH YOU AS IF YOU ARE CROUCHING, IF THEY INTERUPT YOU, THEY DEAL WITH YOU AS IF YOU AR AERIAL, YOU END UP IN THE SAME HEX AS OPPONENT.
COST: ONE WILLPOWER
SPEED: +0
DAMAGE: +5
MOVE: +2
FLYING PEACH-Z
REQUIREMENTS:
athletics OOO
POWER POINTS:
wrestling 2, any 3
SYSTEM:
causes knockdown
SPEED:
-2
DAMAGE: <
+3
MOVE:
+2
GEKI?-X(HOKUTOS INVINCEABLE FADE AWAY)
REQUIREMENTS:
POWER POINTS:
SYSTEM:
COST:
SPEED:
DAMAGE:
MOVE:
GOUGA-X(GARUDAS)
REQUIREMENTS:
POWER POINTS:
SYSTEM:
COST:
SPEED:
DAMAGE:
MOVE:
Gouga
REQUIREMENTS:
Athletics OOOOO
POWER POINTS:
Mystic 4, Any 5
SYSTEM:
Knocks the attacker and the target down, hits twice unless blocked.
COST:
1 Willpower
SPEED:
+2
DAMAGE:
+2
MOVE:
one
HOPPING HEADBUTT-Z
REQUIREMENTS:
athletics O, punch O
POWER POINTS:
any 1
SYSTEM:
use athletics for damage, knocks down aerial opponents, misses ground opponents
SPEED:
-1
DAMAGE: <
+3
MOVE:
one
Jazan
REQUIREMENTS:
Athletics OOOOO
POWER POINTS:
Mystic 3, Any 4
SYSTEM:
Aerial, Causes Knockdown. Must make 2 successes on an athletics roll or you land in the hex in front or behind the opponent(50-50 chance) and miss. Ends 1 hex in front of target.
COST:
1 Willpower
SPEED:
+1
DAMAGE:
+2
MOVE:
+3
LOW SHOULDER BUTT-Z
REQUIREMENTS:
athletics OO
POWER POINTS:
any 2
SYSTEM:
causes knockdown, crouching
SPEED:
-1
DAMAGE: <
+2
MOVE:
-3
MEKON DELTA ESCAPE-A
REQUIREMENTS: ATHLETICS OOO, JUMP
POWER POINTS: SPECIAL FORCES 3, NINJITSU, WU SHU, 4
SYSTEM: GOES OVER PROJECTILES WITH A TEST LIKE A JUMP. THIS IS A BACK WALL MOVE. ADD A BASIC PUNCH KICK, OR WEAPON STRIKE ONTO THE END AS THE ATTACK.
COST: ONE WILLPOWER
SPEED: -1
DAMAGE: (WHATEVER BASIC MOVES)
MOVE: +4/+6
MEKON LUNGE-A(MAYBE JUST IN SF COLLECTION)
REQUIREMENTS: ATHLETICS OOO, JUMP
POWER POINTS: SPECIAL FORCES 1, NINJITSU, WU SHU, 2, ANY 3
SYSTEM: A BIGGER JUMP, CAN GO OVER PROJECTILES, AND CAN ADD A BASIC MOVE TO.
COST:
SPEED: +2
DAMAGE: NONE
MOVE: +3
POGO-A
REQUIREMENTS: ATHLETICS OO
POWER POINTS: ANY 2
SYSTEM: IF THE FIGHTER HAS ANYTHING(LIKE A WEAPON) TO BALANCE ON, SHE CAN GET UP ON IT TO AVOIDE LOW SWEEPING ATTACKS, IF ONE IS AVOIDED,, YOU GET +2 SPEED NEXT TURN.
COST:
SPEED: +3
DAMAGE: NONE
MOVE: NONE
POGO STICKING-A(ONLY IN SF COLLECTION)
REQUIREMENTS: ATHLETICS OOO, POGO
POWER POINTS: ANY 2
SYSTEM: AERIAL (CAN DODGE PROJECTILES).IF THE FIGHTER HAS ANYTHING(LIKE A WEAPON) TO BALANCE ON, SHE CAN LAND RIGHT ON IT(CAUSING DAMAGE) AFTER JUMPING AND STAY THEIR TILL NEXT ROUND. NEXT ROUND THEY BOUNCE BACK UP AND DO A BASIC MOVE IN THE AIR(OR NOT). FROM THE FIRST ROUND WHEN THEY LANDED ON THE STICK, TO THE SECOND AFTER THEY LAND FROM THE BASIC ATTACK, THEY CANT BE HIT BY ANY LOW SWEEPING ATTACKS.
COST:
SPEED: +3
DAMAGE: -1
MOVE: +0(ONE NEXT TURN)
SHOOTING PEACH-Z
REQUIREMENTS:
Athletics OOOO, flying peach
POWER POINTS:
wrestling 2, any 3
SYSTEM:
causes knockdown, to them, and to you.
SPEED:
+0
DAMAGE:
+3
MOVE:
+2
Skullo-Dash
REQUIREMENTS:
Athletics OO
POWER POINTS:
Any 2
SYSTEM:
Causes Knockdown
SPEED:
-3
DAMAGE: <
+2
MOVE:
+3
SNAKE DRILL-A
REQUIREMENTS: ATHLETICS OOO, PUNCH OO
POWER POINTS: KUNG FU 3
SYSTEM: LIKE A HURRICANE KICK IT PUSHES BACK AS IT DAMAGES, USING PUNCH
COST: ONE WILLPOWER
SPEED: -1
DAMAGE: -1
MOVE: +0
SKULLO CRASHER-X
REQUIREMENTS: ATHLETICS OOO, HEADBUTT
POWER POINTS: ACROBATICS 2
SYSTEM: STRAIGHT LINE HEX
COST: 1 WILLPOWER
SPEED: -1
DAMAGE: +4
MOVE: +3
SKULLO DIVE-X
REQUIREMENTS: ATHLETICS OOO, JUMP
POWER POINTS: ACROBATICS 2
SYSTEM: THIS MOVE IS A FLYING BODY SPEAR
COST: 1 WILLPOWER
SPEED: +0
DAMAGE: +3
MOVE: +1
SUPER JUMP-3
REQUIREMENTS: ATHLETICS OOOO
POWER POINTS: ANY 2
A FIGHTER CAN SUPER JUMP SIX FEET IN THE AIR FOR EVERY POINT IN ATHLETICS.
SYSTEM: EXACTLY LIKE A JUMP IN EVERY WAY EXCEPT TWICE AS HIGH AND TWICE AS FAR.
COST:
SPEED: +3
DAMAGE: NONE
MOVE: (ATHLETICS +0, TIMES TWO)
SURPRISE ATTACK-T
REQUIREMENTS: ATHLETICS OOO
POWER POINTS: CAPOEIRA, SPECIAL FORCES 2, ANY 3
SYSTEM: IF IN THE SAME HEX AS YOUR OPPONENT YOU CAN MOVE CLEAN THROUGH HIM(ACTUALLY DEFTLY AROUND HIM) AND IF YOU INTERUPTED HIM, HIS MOVE MISSES IF YOU CAN BEAT HIM WITH YOUR DEX+ATHLETICS VS HIS TECHNIQUE. IF YOU ARE FASTER NEXT TURN (THEY HAVENT TURNED AROUND YET) THEY ARE AT HALF STAMINA LIKE ANY REAR HIT, AND YOU LOSE A TEMP POINT OF HONOR.
COST:
SPEED: -1
DAMAGE:
MOVE: ONE
TENGU RUNNING-A
REQUIREMENTS: ATHLETICS OOOO, BREAKFALL
POWER POINTS: ACROBATICS, SODOMS STYLE, 2, CAPOEIRA 3
WHEN FALLING TO EARTH AFTER BEING THROWN OR KNOCKED OUT OF THE AIR, THE FIGHTER LANDS ON HIS HANDS AND RUNS AT HIS OPPONENT, DAMAGING HIM BY THE WILD SWINGING OF HIS ARMS.
SYSTEM: YOU CAN ONLY USE THIS MOVE THE ROUND AFTER YOU ARE IN AN AERIAL MOVE AND GET KNOCKED DOWN, OR THE ROUND AFTER YOU ARE THROWN. ROLL DEX+ATHLETICS AS YOU HIT THE GROUND, TAKE AWAY A POINT OF DAMAGE FOR EACH SUCCESS (LIKE BREAKFALL). FOR EACH DIE LEFT OVER AFTER CANCELLING DAMAGE YOU GET A PLUS ONE DAMAGE MODIFIER. (EXAMPLE: TWO DICE LEFT OVER, YOUR MADIFIER IS +2. NO DICE LEFT OVER AND YOUR MODIFIER IS +0) THEN THE RUNNING DAMAGES AS IT MOVES, LIKE A HURRICANE KICK, ONLY IN A STRAIGHT LINE. IF YOU CANT CANCELL ALL THE DAMAGE FROM THE ROUND YOU FELL(WITH YOUR DEX+ATHLETICS ROLL) YOU CANT DO THE MOVE.
COST: 1 WILLPOWER
SPEED: +1(NO PENALTY FOR BEING KNOCKED DOWN)
DAMAGE: (SEE ABOVE)
MOVE: -2
WALLCLIMBING-T
REQUIREMENTS: ATHLETICS OOOO, CLIMBING OOOOO
POWER POINTS: NINJITSU, ANIMAL HYBRID 3 , ANY 5
SYSTEM: CAN MOVE UP WALLS WITHOUT MAKING A DEX+CLIMB ROLL. CAN ONLY BE HIT BY MOVES THAT WILL HIT AERIAL OPPONNENTS. CAN ONLY DO BACK WALL MOVES OR WALL SPRING WHILE ON THE WALL, AND ONLY USE THE SECOND MOVE MODIFIER IF YOU DO. YOU CANNOT BLOCK ON THE WALL. STAY UP AS MANY ROUNDS AS YOU WANT (MAKE STAMINA+CLIMB CHECKS ONLY FOR RIDICULOUS AMOUNTS OF TIME) BUT IN TOURNAMENTS LOSE -1 GLORY EVERY ROUND AFTER TWO(AND MAYBE DISQUALIFICATION DEPENDING ON THE ARENA!). IF YOU GET HIT ON THE WALL MAKE A DEX ROLL , YOU MUST GET AS MANY SUCCESSES AS POINTS OF DAMAGE YOU TOOK TO KEEP HANGING ON.
COST: 1 WILLPOWER(PER EVERY 10 ROUNDS)
SPEED: -3
DAMAGE: NONE
MOVE: +3 (THREE FEET=ONE HEX) UP
WALLFLIP-T
REQUIREMENTS: ATHLETICS OOOO, WALL CLIMBING, BACKFLIP
POWER POINTS: NINJITSU, ANIMAL HYBRID 2
SYSTEM: LIKE A BACKFLIP YOU ARE IMMUNE TO ATTACK, BUT YOU LAND ON THE NEAREST WALL IF YOU CAN MOVE FAR ENOUGH, AND COMMENCE WALL CLIMBING.
COST: 2 WILLPOWER
SPEED: +3
DAMAGE: NONE
MOVE: +0(LAND 3 FEET UP THE WALL FOR EACH POINT IN ATHLETICS)
WIND DASH-A
REQUIREMENTS: ATHLETICCS OOOO
POWER POINTS: NINJITSU 4, SPANISH NINJITSU 5
SYSTEM:
COST: ONE WILLPOWER
SPEED: +4
DAMAGE: NONE
MOVE: +5
ZENPU TENSHIN-3
REQUIREMENTS: ATHLETICS OOO, GRAB OO
POWER POINTS: KUNG FU, WU SHU, NINJITSU 3
SYSTEM: MUST BE IN SAME HEX TO USE, END ON OTHER SIDE OF VICTIM. GIVES SPIN-AROUND AT -2 SPEED, NO DAMAGE ROLL MADE.
COST:
SPEED: -2
DAMAGE: NONE
MOVE: ONE
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