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

WEAPON STRIKES

BAD STONE-Z
REQUIREMENTS: Thrown Weapon OOO
POWER POINTS: Brawling, Ninjitsu 3, any 5
SYSTEM: can be jumped like a standard projectile, if no rocks are present on the ground, you can throw ones you have with you. -1 temporary honor in tournaments.
SPEED: +0
DAMAGE: +0
MOVE: none

BATTING HERO-X
REQUIREMENTS: BAT/CLUB/BATON/ETC, OOOO
POWER POINTS: ANY 3
SYSTEM: THIS MOVE WILL KNOCK THE OPPONENT BACK FOUR HEXES IF NOT BLOCKED. IF YOUR FAST ENOUGH TO INTERUPT, AND YOU GET 2 SUCCESSES ON A WITS ROLL YOU CAN HIT AN OPPONENTS PROJECTILE AWAY LIKE A BASEBALL! THE BAT WILL TAKE ALL THE DAMAGE AND WILL PROBLY BE DESTROYED(2-3 HEALTH). CAN HIT PEOPLE FOR DAMAGE(THE STICK, NOT THE PROJECTILE) AND CAN EVEN DESTROY A PROJECTILE AND DAMAGE THE THROWER!
COST: 1 WILLPOWER
SPEED: +1
DAMAGE: +4
MOVE: ONE

DOUBLE WEAPON STRIKE-A(ROLENTO FIERCE)
REQUIREMENTS: WEAPON OO
POWER POINTS: ANY 2
SYSTEM: TWO DAM. TESTS
COST:
SPEED: -2
DAMAGE: +1
MOVE: -1

JIGOKU SCRAPE-A
REQUIREMENTS: ANY BLADED WEAPON OOOO, ATHLETICS O
POWER POINTS: Ni-Jihan Desu 3, ANY 4
SYSTEM:
COST: 1 WILLPOWER
SPEED: +0
DAMAGE: +4
MOVE: +2

KILLING BLADE-X
REQUIREMENTS: ANY BLADED WEAPON OOOO
POWER POINTS: ANY 4
SYSTEM: JUST LIKE A DRAGON PUNCH BUT WITH A WEAPON.
COST: 1 WILLPOWER
SPEED: +0
DAMAGE: +6
MOVE: -2

PATRIOTIC CIRCLE-A
REQUIREMENTS: BATON/ESCRIMA/STICK OOOO
POWER POINTS:
SYSTEM: THREE DAMAGE TESTS USING JAB STRONG OR FIERCE STRIKE STATS. COMBOS WITH ITSELF UP TO 3 TIMES IN A ROW
COST: ONE WILLPOWER
SPEED:
DAMAGE:
MOVE:


WEAPON GRABS

BANDIT CHAIN-A
REQUIREMENTS: CHAIN OOO, GRAB OOO
POWER POINTS: ANY 4
SYSTEM: HITS THREE TIMES, VICTIM ENDS UP THREE HEXES BEHIND THROWER
COST: WILLPOWER
SPEED: -1
DAMAGE: +3
MOVE: ONE

CHOKE CHAIN-A
REQUIREMENTS: CHAIN OOOO GRAB OOOO
POWER POINTS: ANY 3
SYSTEM: HITS TWICE, VICTIM LANDS TWO HEXES IN FRONT OF THROWER
COST: 1 WILLPOWER
SPEED: +0
DAMAGE: +3
MOVE: ONE


WEAPON SEMI THROWS
CLICK HERE FOR RULES ON USING SEMI THROWS

DAIKYO BURNING-A
REQUIREMENTS: JITTE/SAI/DAGGERS OOOO, GRAB OOOO
POWER POINTS: Ni jihan Desu 3, ANY 4
SYSTEM: MOVES AT OPPONENT(+3) THEN GRABS THEM. THEN FLIPS THEM UPSIDE DOWN AND RUGBURNS THEM ACROSS THE GROUND(-1) WHILE DAMAGING THE VICTIM(LIKE A HURRICANE KICK, MOVING AND DAMAGING).
COST: 1 WILLPOWER
SPEED: +0
DAMAGE: -1
MOVE: +3/-1

DARK HOLD-X
REQUIREMENTS: DARK WIRE,WHIP OOOO GRAB OOOOO
POWER POINTS: ANY 3
SYSTEM: IF DAMAGE IS DONE, THE VICTIM MUST BEAT YOU IN A STRENGTH ROLL TO NOT BE "DIZZIED". IF THEY ARE "DIZZIED" (ACTUALLY OFF BALANCE RUNNING AT YOU) THEY ARE PULLED INTO THE ADJACENT HEX. IF IT HITS AN AERIAL OPPONENT THEY ARE MERELY KNOCKED DOWN.
COST: 1 WILLPOWER
SPEED: -2
DAMAGE: +0
MOVE: NONE

DARK SPARK-X
REQUIREMENTS: DARK WIRE,WHIP OOOO, CHI OR PYROTECHNICS OOOO
POWER POINTS: ANY 3
SYSTEM: IF FIRST HIT DOES NO DAMAGE, THERE IS NO SECOND HIT. MERELY KNOCKS AERIAL OPPONENTS DOWN WITH NO SECOND HIT.
COST: 1 CHI OR 1 WILLPOWER
SPEED: -2
DAMAGE: +0(WHIP/CHAIN)/+3(CHI/PYROTECHNICS)
MOVE: NONE

DARK WIRE-X
REQUIREMENTS: WHIP/CHAIN OOO, GRAB OOO
POWER POINTS:
SYSTEM: 2 HITS, ONE IS WHIP, THE NEXT IS GRAB. KNOCKS DOWN JUMPERS WITH ONLY ONE HIT
COST: NONE
SPEED: -2
DAMAGE: +0(TWO TESTS)
MOVE: NONE


WEAPON ATHLETICS MOVES

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


WEAPON PROJECTILES

EXPLOSIVE-X
REQUIREMENTS: FOCUS/PYROTECHNICS OOO
POWER POINTS: ANY 3
SYSTEM: PLANT A CHI OR A REAL BOMB ON A HEX AND IT WILL GO OFF NOW, NEXT ROUND, OR THE ROUND AFTER(YOUR CALL).ALSO IF ANYONE WHO DOESNT HAVE THIS SPECIAL MOVE HAPPENS INTO THE SAME HEX IT GOES OFF IMMEDITELY. YOU CAN PLANT IT IN ANY ADJACENT HEX OR 1 BEYOND.
COST: 1 CHI OR 1 WILLPOWER
SPEED: -2
DAMAGE: +2
MOVE: NONE

KUNAI DAGGER-3
REQUIREMENTS: THROWN WEAPONS OOOO, STINGER
POWER POINTS: NINJITSU, SPECIAL FORCES, 1, ANY 2
SYSTEM: LIKE STINGER BUT MORE MORE MOVEMENT. CAN JUMP FIREBALLS, KNOCKS DOWN AERIAL OPPONENTS
COST:
SPEED: SPECIAL
DAMAGE: SPECIAL
MOVE: +0

STINGER-A
REQUIREMENTS: THROWN WEAPONS OOOO, JUMP
POWER POINTS: NINJITSU, SPECIAL FORCES 2, ANY 3
SYSTEM: JUMPS UP N THROWS A KNIFE AS A JAB STRONG OR FIERCE, RANGE=STR +THROWN WEAPONS, SPEED DAM N MOVE ARE AS WEAPONS, KNOCKS DOWN JUMPERS. CAN AVOID PROJECTILES LIKE A JUMP.
COST:
SPEED: SPECIAL
DAMAGE: SPECIAL
MOVE: ZERO

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[PUNCHES]-[KICKS]-[BLOCKS]-[GRABS]-[ATHLETICS]-[FOCUS]-[WEAPONS]-[SEMI-THROWS]