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
GRAB
AIR SHUKI-X(GARUDAS AIR THROW)
REQUIREMENTS: SHUKI, JUMP
POWER POINTS: ANY 1
SYSTEM: KNOCKDOWN, ENDS THREE HEXES AWAY IN SAME HEX.
COST:
SPEED: +0
DAMAGE: +4
MOVE: ONE
BRAHMA BOMB-X
REQUIREMENTS: GRAB OOOO, ATHLETICS OOO, JUMP, PILE DRIVER
POWER POINTS: WRESTLING 3
SYSTEM: THIS MOVE IS JUST LIKE A SPINNING PILE DRIVER AS FAR AS THE SYSTEM.
COST: 2 WILLPOWER
SPEED: -2
DAMAGE: +7
MOVE: TWO
BRAIN CRACK-A
REQUIREMENTS: PUNCH O GRAB OO
POWER POINTS: ANY 1
SYSTEM: DAMAGES AS A PUNCH
COST:
SPEED: +1
DAMAGE: +2
MOVE: ONE
BUSHIN LIGHTNING DROP-A
REQUIREMENTS: GRAB OOO, ATHLETICS OOO, JUMP, BUSHIN FLIP
POWER POINTS: WU SHU, NINJITSU, KUNG FU 3
SYSTEM: LIKE A JUMP, CAN GO OVER PROJECTILES, AND THEN A THROW. END 1 HEX BACK.
COST: ONE WILLPOWER
SPEED: -1
DAMAGE: +2
MOVE: +3
CUSTOM AIR THROW-Z
REQUIREMENTS:
Grab OOO, athletics OOO, jump, any other (no willpower or chi use) throw
POWER POINTS:
SYSTEM:
creates an air throw (which functions as the move "air throw") using any other non-willpower, non- chi expending throw, except for more movement. will not hit ground opponents.
COST:
1 willpower
SPEED:
(speed of your other throw)
DAMAGE:
(damage of your other throw)
MOVE:
+0
DARUN CATCH-X(SHIRAHA CATCH-A)
REQUIREMENTS: GRAB OOOO
POWER POINTS: WRESTLING, SANBO, SODOMS STYLE 3, ANY 4
SYSTEM: INTERUPT ANY AERIAL MOVE TO TOTALLY CANCEL IT WITH A ROLL OF DEX+GRAB VS THEIR TECHNIQUE RATING DOING DAMAGE AT THE SAME TIME. VICTIM LANDS THREE HEXES AWAY IN ANY DIRECTION. CAUSES KNOCKDOWN
COST: ONE WILLPOWER
SPEED: +1
DAMAGE: +3
MOVE: NONE
DAYDREAM HEADLOCK-Z
REQUIREMENTS:
Grab OOOO, athletics OO
POWER POINTS:
sanbo, wrestling 4
SYSTEM:
use the first damage rating and do a sustained hold, on the turn they get loose, the grab hits using the second damage rating. causes knockdown. the last hit jumps(can go over fireballs) 3 hexes but they bounce back to the original hex.
COST:
1 willpower
SPEED:
-2
DAMAGE: <
+1/+4
MOVE:
one
EARTH DIRECT-Z
REQUIREMENTS:
Grab OOOO
POWER POINTS:
Special Forces 3, sanbo, wrestling, 4
SYSTEM:
can jump projectiles with the first part of the move, then land up to 4 hexes away for damage, then after damage they bounce 2 hexes in any direction. causes knockdown.
COST:
1 Willpower
SPEED:
-1
DAMAGE: <
+5
MOVE:
one
GANJIS DDT-X
REQUIREMENTS:
POWER POINTS: WRESTLING 5
SYSTEM: CAUSES KNOCKDOWN, BOTH END IN SAME HEX 1 BACK.
COST: 1 WILLPOWER
SPEED: +0
DAMAGE: +3
MOVE: +1
HOOLIGAN COMBO-T
REQUIREMENTS: THIGH PRESS, ATHLETICS OOO, JUMP
POWER POINTS: SPECIAL FORCES, SANBO, 2, CAPOEIRA 3
SYSTEM: THE FIGHTER DOES A JUMP(WITH ALL JUMP BENIFITS EXCEPT THE ABORT PART) AND THEN A THIGH PRESS, HITS IN THE AIR OR ON GROUND, CAUSING KNOCKDOWN.
COST: 1 willpower
SPEED: -2
DAMAGE: +4
MOVE: +3
INDRA BRIDGE-X
REQUIREMENTS: GRAB OO, ATHLETICS OO
POWER POINTS: WRESTLING 1, ANY 2
THE FIGHTER GRABS HIS OPPONENT AND FALLS BACKWARD. WHEN HIS BACK HITS THE GROUND HE ARCHES HIS PELVIS VIOLENTLY SKYWARD, LAUNCHING HIS WEARY, HORRIFIED, OPPONENT 6 FEET IN THE AIR FOR EVERY DOT YOU HAVE IN GRAB.
SYSTEM: CAUSES KNOCKDOWN, -1 GLORY FOR USING IT CAUSE IT LOOKS SO STUPID THE WHOLE CROWD LAUGHS
COST:
SPEED: +0
DAMAGE: -2 AND MUST RECIEVE COUNSELLING LOL
MOVE: ONE
INZA DROP-T
REQUIREMENTS: ATHLETICS OOOO, JUMP
POWER POINTS: NINJITSU, SPANISH NINJITSU 2, ACROBATICS 3
SYSTEM: CAUSES KNOCKDOWN, AND IS A BACK WALL MOVE. BOTH FIGHTERS END IN THE SAME HEX. GOES OVER FIREBALLS LIKE A JUMP.
COST: 2 WILLPOWER
SPEED: -1
DAMAGE: +4
MOVE: +4/+6
KNEE BASH-A
REQUIREMENTS: KICK OO GRAB O
POWER POINTS: ANY 1
SYSTEM: DAMAGES AS A KICK
COST:
SPEED: +0
DAMAGE: +4
MOVE: ONE
KUMA ARA-Z
REQUIREMENTS:
GRAB OOOO, KICK OO, KNEE BASHER
POWER POINTS:
KANZUKI-RYUU, KICKBOXING 3, ANY 5
SYSTEM:
FIRST 2 HITS USE KICK TECHNIQUE, LAST ONE USES GRAB, CAUSES KNOCKDOWN, VICTIM LANDS BEHIND YOU.
COST:
1 WILLPOWER
SPEED:
-1
DAMAGE: <
+4/+4/+2
MOVE:
ONE
LEG TWIST (FATAL LEG TWISTER)-Z
REQUIREMENTS:
grab OOOO, hooligan combo
POWER POINTS:
special forces 3, ninjitsu 4
SYSTEM:
knockdown. you end up a hex further after impact, they end up 2.
COST:
1 Willpower
SPEED:
-2
DAMAGE: <
+5
MOVE:
+3
OUCHI NAGE-T
REQUIREMENTS: GRAB OOO, ATHLETICS OO
POWER POINTS: SUMO 2, SANBO, WRESTLING 3, ANY 4
SYSTEM: TWO HITS. FIRST HIT WITH GRAB FOR DAMAGE, SECOND HIT WITH ATHLETICS FOR DAMAGE. CAUSES KNOCKDOWN
COST: ONE WILLPOWER
SPEED: -1
DAMAGE: +3, +2
MOVE: ONE
PARADISE PANCAKE-Z
REQUIREMENTS:
grab OOOO, athletics OOOO
POWER POINTS:
wrestling, special forces, sanbo, ninjitsu 3, any 4
SYSTEM:
hits twice and cuases knockdown, both move backward one hex per test, then you backtrack a hex to end in front of them.
COST:
1 willpower
SPEED:
-3
DAMAGE: <
+3
MOVE:
two
POWER BOMB-3(BUSHIMITSU BUSTER-A)
REQUIREMENTS: GRAB OOOO, BACK BREAKER
POWER POINTS: SPECIAL FORCES,SODOMS STYLE 5, SANBO 6
SYSTEM: KNOCKDOWN, LAND UP TO 3 HEXES AWAY AND THEY LAND ADJACENT
COST: ONE WILLPOWER
SPEED: +0
DAMAGE: +6
MOVE: ONE
RYUSUI-X(HOKUTOS PUSH THROW)
REQUIREMENTS: GRAB OOO
POWER POINTS: AIKIDO, JEET KUNE DO, JU JITSU, KUNG FU, 3
SYSTEM: CAUSES SPINAROUND AT -2 SPEED WITH NO DAMAGE ROLL. VICTIM ENDS ON OTHER SIDE OF YOU.
COST:
SPEED: -2
DAMAGE: NONE
MOVE: ONE
SHUKI-X(GARUDAS THROW)
REQUIREMENTS: Grab OOO
POWER POINTS: Mystic 2, Any 3
LIKE A SUPLEX BUT THE FIGHTER JUMPS UP IN THE AIR BEFORE SLAMMING THE OPPONENT.
SYSTEM: CAUSES KNOCKDOWN
COST:
SPEED: +0
DAMAGE: +4
MOVE: ONE
SKULLO FACE SLAM-X
REQUIREMENTS: ATHLETICS OOOOO, GRAB OOO
POWER POINTS: ACROBATICS 4 WU SHU, NINJITSU 5
SYSTEM: AERIAL ON THE WAY THERE. ROLL DEX PLUS ATHLETICS AND GET AT LEAST TWO SUCCESSES OR YOU LAND A HEX IN FRONT OF OR BEHIND(50-50 CHANCE) OPPONENT AND CANT COMPLETE THE MANUEVER. CAUSES KNOCKDOWN, END A HEX ON OTHER SIDE OF THEM
COST: 1 WILLPOWER
SPEED: +1
DAMAGE: +3
MOVE: +3
SLIDING ARROW-X
REQUIREMENTS: SLIDE KICK, GRAB OO
POWER POINTS: SHOOT FIGHTING, SPECIAL FORCES 2, ANY 3
SYSTEM: CAUSES KNOCKDOWN AND AVOIDS PROJECTILES LIKE A JUMP
COST:
SPEED: -1
DAMAGE: +3
MOVE: +1
SOUL DRAIN-A
REQUIREMENTS: GRAB OO, FOCUS O
POWER POINTS: MYSTIC, KABBADI, LER DRIT 1, ANY 3
SYSTEM: SUSTAINED HOLD, USE FIGHTERS INTELLIGENCE VS. VICTIMS STRENGTH TO ESCAPE, USE FOCUS AND INTELLIGENCE TO DETERMINE DAMAGE, USE FOCUS TO DETERMINE ROUNDS MAINTAINABLE, DISENGAGE AND GRAPPLING DEFENSE DONT WORK
COST: ONE CHI PER TURN
SPEED: +0
DAMAGE: -1
MOVE: ONE
VAULTING KICK-X
REQUIREMENTS: ATHLETICS OOOO KICK OOOOO GRAB OOO
POWER POINTS: SHOTOKAN, WU SHU 4, ANY 5
THE FIGHTER GRABS HER VICTIM, KICKS THEM UP INTO THE AIR, DOES A "KARATE" KICK THAT PUSHES THEM BOTH VERY FAR THROUGH THE AIR, LANDS BEFORE THE VICTIM THEN KICKS THEM BEFORE THEY HIT THE GROUND.(WHEW)
SYSTEM: THREE TESTS WITH DIFFERENT MODIFIERS. THEY BOUNCE THREE HEXES AWAY AFTER.
COST: 1 WILLPOWER
SPEED: -1
DAMAGE: +0, +1, +2
MOVE: ONE, THEN +4 DURING THE MOVE
[TO THE MAIN PAGE]
GRABS FOR WEAPONS CAN BE FOUND ON THE WEAPONS PAGE
[PUNCHES]-[KICKS]-[BLOCKS]-[GRABS]-[ATHLETICS]-[FOCUS]-[WEAPONS]-[SEMI-THROWS]