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

BLOCKS

ADVANCING BLOCK
REQUIREMENTS: Block OOOO
POWER POINTS: Any 2
SYSTEM: You can choose to play this card normally or declare to use it during any normal block. It automatically ends any combo that was being done to you, you move one hex forward, and push your opponent an additional hex, leaving 1 hex of open air between you.
COST: 1 Willpower
SPEED: +4
DAMAGE: none
MOVE: One

ALPHA COUNTER-A
REQUIREMENTS: BLOCK OOO
POWER POINTS: ANY 1
SYSTEM: (WHEN YOU BUY THIS MOVE PICK AN ATTACK OF YOURS FOR THE ALPHA TO LOOK LIKE, JUST FOR DRAMATIC PURPOSES, AND USE THE TECHNIQUE OF THAT MOVE FOR DAMAGE) WHEN EXECUTING AN ALPHA COUNTER YOU MUST BE FAST ENOUGH AND INTERUPT THE OPPONENTS MOVE. ROLL YOUR BLOCK VERSUS THEIR TECHNIQUE, IF YOU WIN OR TIE, YOU TAKE NO DAMAGE FROM THEIR ATTACK AND YOU ROLL DAMAGE ON THEM USING THE TECHNIQUE YOU CHOSE EARLIER, ALSO CAUSING KNOCKDOWN. IF THEY WIN YOU MERELY DO A NORMAL BLOCK. DOESNT WORK ON GRABS.
COST: TWO WILLPOWER, OR ONE LEVEL OF A POWER BAR IF YOU USE THOSE OPTIONAL RULES(ONLY IF YOU WIN THE ROLL N DO THE MOVE)
SPEED: +4
DAMAGE: -1
MOVE: NONE

EVASION-Z
REQUIREMENTS: Block OOOO
POWER POINTS: Brawling, Boxing 4, any 5
SYSTEM: You take no damage when blocking unless it's vs. a low sweep-like attack, an aerial move, or a multiple hitting move, then its just a normal block
SPEED:
DAMAGE:
MOVE:

HIGH COUNTER-XZ
REQUIREMENTS: PUNCH OOOO, BLOCK OOOO
POWER POINTS: AIKIDO, BOXING, JEET KUNE DO ,KANZUKI-RYUU 3, ANY 5
SYSTEM: IF YOU CHOOSE THIS MOVE YOU CANT ABORT INTO ANYTHING ELSE. IF YOUR FAST ENOUGH TO INTERUPT YOUR OPPONENT YOU CAN INTERUPT AND TAKE NO DAMAGEFROM THEIR MOVE, AND ROLL A DAMAGE TEST AGAINST THEM AS YOU COUNTER STRIKE. THIS MOVE HAS NO EFFECT IF YOU THEY SOMEHOW HIT YOU IN THE BACK, OR IF THEY HIT YOU WITH A LOW SWEEPING ATTACK OR A GRAB. AERIAL OPPONENTS MIGHT NOT GET HIT AND A TEST MUST BE MADE BETWEEN YOUR PUNCH VS. THEIR ATHLETICS, YOU WIN TIES. CAUSES KNOCKDOWN.(NOTE: IF YOUR OPPONENT IS FASTER, THEY CAN HIT YOU BEFORE OR AFTER YOUR COUNTERING STANCE AND YOU JUST TAKE IT)
COST: 1 WILLPOWER (ONLY IF THEY TRIGGER IT)
SPEED: +0
DAMAGE: +4
MOVE: NONE/TWO (BEFORE N AFTER IT GOES OFF)

LOW COUNTER(GAESHI GEDAN-Z)
REQUIREMENTS: PUNCH OOOO, BLOCK OOOO
POWER POINTS: AIKIDO, KANZUKI-RYUU, JKD 3, ANY 5
SYSTEM: LIKE A HIGH COUNTER EXCEPT IT DOESNT WORK ON HEAD LEVEL MOVES, AERIAL MOVES, OVERHEAD ATTACKS, OR GRABS. DOES WORK ON LOW SWEEPING TYPE ATTACKS.(GM DECISION)
COST: 1 WILLPOWER (ONLY IF IT GOES OFF)
SPEED: +0
DAMAGE: +4
MOVE: NONE/TWO(BEFORE N AFTER IT GOES OFF)

PARRY-3
REQUIREMENTS: BLOCK OOO
POWER POINTS: ANY 1
SYSTEM: WHEN EXECUTING A PARRY, YOU MUST INTERUPT THEM AND ROLL YOUR BLOCK AGAINST THEIR TECHNIQUE, IF THEY GET MORE SUCCESSES OR TIE, THEY HIT YOU AND YOU CANT ABORT INTO ANYTHING TO AVOID IT. IF YOU GET MORE SUCCESSES, THEIR MOVE DOES NO DAMAGE AND YOU GET A SPEED BONUS NEXT TURN EQUAL TO HOW MANY DICE YOU BEAT THEM BY TIMES TWO. DOES NOT WORK ON GRABS
COST:
SPEED: +4
DAMAGE: NONE
MOVE: NONE

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