The fan-made 20th Anniversary Edition has just been released by Street Fighter Paradise! This compiles all the published rules/systems and is a must-have for any fan of the game!
They were thoughtful enough to release all the source files as well, should you want to make any modifications or adjustments yourself.
Now there’s an old way to play Street Fighter!
Finally, after twenty years, the groundbreaking Street Fighter: The Storytelling Game returns to bring the action back! Join in as the World Warriors pit their mystical martial arts abilities against the evil crime empire of Shadoloo. Create your own Street Fighter, choose your own special powers, and carve your own legend among the ranks of the Street Fighters.
This book compiles all of the rules, styles, maneuvers and other materials released for Street Fighter: The Storytelling Game across all six game books released during its original run. Errata and clarifications have been added so you can get straight to the butt-kicking action without delay! Prepare to once again explore a high-action world of adventure and danger, to visit exotic locations around the world, and fight for what you believe in!
With Street Fighter: The Storytelling Game’s 20th Anniversary edition, Street Fighter will never die!
Face it straight! Go for broke!
The T says
I’ve noticed a few typos here and there, but I found a genuinely worse error needing correcting: on page 137, Cannon Drill’s Power Points is cut off prematurely, not listing all the styles that can learn it.
i have run over 125 street fighter adventures..
Much appreciated! Apologies for the silence, I’ve been giving it some thought but not come up with anything yet :)
I guess I’ll have to house-rule it that the faster fighter can interrupt and strike the slower, thus causing the slower to miss. Much like in the video game, timing is key. If I jump kick at the right time, you’re sweep misses and my kick comes down on you. If I sweep just as you’re jump kick is about to connect, you miss and I take your feet out from under you the moment you land.
Thanks for the discussion. I’m glad I wasn’t actually going mad, though I do find it strange others haven’t reported the same thing. I know there wasn’t a massive player base for this game but I did think someone would have said something in this regard.
That’s even more problematic in my opinion, now crouching moves specifically hit aerial ones and vice versa instead of specifically missing them. Whatever works for you though, that’s why they are house rules. Not everybody likes mine either, lol.
I’m sticking with as-written for this. I’m ok with it being sometimes occasionally pointless to interrupt someone.
Faster jumping guy could always interrupt and move away too, he doesn’t have to eat the slower sweep.
I have also reposted your question to the Facebook group for broader feedback: https://www.facebook.com/groups/sfstg/permalink/578950162308994/
This is the problem I have. If you interrupt before the opponent rolls their dice, you do your maneuver and are finished and therefore back on the ground/stood up. Then he rolls his dice, in which case your Aerial/Crouch maneuver has no impact on the game.
So as the fastest fighter, why would you ever do such a maneuver? I can’t get my head around what the writers were going for. I would like to assume they wanted the faster fighter to be able to avoid the other fighters maneuver, yet they’ve written the rules to be quite the opposite.
This has given me a headache for many years, yet each time I’ve searched for others with the same problem, I’ve found nothing. This leads me to believe others don’t encounter this problem, so what am I doing so wrong? :D
Hmm I see what you mean. Here are some more thoughts on this:
1. Maybe it’s meant to be more incidental. Like I do a sweep to knock my opponent down, not because I want to crouch. I do a hurricane kick because I want to kick you many times, not because I want to be aerial. So maybe it’s more supposed to be a weird whiff that happens ever so often and not the main point of the move.
This is reinforced imo by the fact that moves are chosen blindly at the same time, so you’re not really doing a sweep to avoid a aerial maneuver, you didn’t know he was going to be doing an aerial maneuver back when you chose sweep.
I’m inclined to think this is supposed to be more of a fun way maneuvers will sometimes interact accidentally, than the result of specific strategy
2. Resource management. If interrupt your hurricane kick with my sweep yes we both missed, but you spent chi/will
3. Mobs. Not everything is a 1v1 fight in the rpg. Some of these might get more play in a larger brawl where 100% of the way you time things isn’t based on just one opponent’s actions.
4. You can always house rule it to: the faster fighter makes the other miss, whether he’s interpreting a crouch with a aerial or vice versa.
5. Yep you’re right tho, it seems like as written the faster fighter is the one who will miss if he interrupts (which he doesn’t have to do).
Maybe it’s just a matter of perspective. Instead of looking at it as the benefit of crouching/aerial is to interrupt the other, maybe you should just think of the benefit as the OTHER is unable to interrupt YOU.
Aerial: can’t be interrupted and struck by crouching
Crouching: can’t be interrupted and struck by aerial.
Being faster than your opponent has lots of other benefits, maybe this was just never supposed to be one of them?
Ok, here goes… (apologies for length of post, but I wanted to cover everything in one go):
Two fighters, Fast and Slow, face off. Slow decides on a maneuver that includes Crouching, and Fast goes for a maneuver that involves Aerial. The way the rules are written is a little ambiguous. As I see it, the round could therefore play out in a number of ways:
a) Slow announces a Crouch maneuver. If Fast interrupts, his attack will miss as Crouches are immune to Aerials. Therefore, he must let Slow finish his attack (probably getting damaged in the process) before he can even respond. Therefore, if you are quicker, choosing Aerial is pointless.
b) Slow announces a Crouch maneuver. Fast interrupts before Slow even ducks, striking him and then finishing back on the ground as his maneuver is complete. Slow may now strike back which renders Fasts Aerial keyword completely obsolete. Therefore, if you are quicker, choosing Aerial is pointless.
c) As B above, except Fast is still considered Aerial even though he’s finished his maneuver. As such Slow can’t hit him.
C seems to be the only way a fast opponent has the advantage, yet the rules specifically state that Aerial lasts “until after the fighter has finished executing the Aerial Maneuver” which means it ends before Slows maneuver kicks back in where it left off.
Now, let’s reverse the above keywords:
a) Slow announces an Aerial maneuver. If Fast interrupts, his attack will miss as Aerial maneuvers are immune to Crouch attacks. Therefore, he must let Slow finish his attack (probably getting damaged in the process) before he can even respond. Therefore, if you are quicker, choosing Crouch is pointless.
b) Slow announces an Aerial maneuver. Fast interrupts before Slow even leaves the ground, striking him and then finishing stood upright as his maneuver is complete. Slow may now strike back which renders Fasts Crouching keyword completely obsolete. Therefore, if you are quicker, choosing to Crouch is pointless.
c) As B above, except Fast is still considered Crouching even though he’s finished his maneuver. As such Slow can’t hit him.
Again, C seems to be the only way a fast opponent has the advantage. Also, Crouching doesn’t mention anything about ending after the maneuver is complete. I’m not sure if this was an error. Should they be treated the same or is Crouching just better than Aerial?
With the above in mind, if you know your fighting a faster opponent, all you have to do is make sure you Crouch all the time and you’ll always have the advantage.
Or am I missing something REALLY important?
I will give a longer answer when I have more time to really dive into this, but first thoughts:
1. Part of this seems to be a “when does the interrupt happen” question, and it can be literally at any point. So you could interrupt someone doing an aerial maneuver before they started it, in the middle of it, or after they land back on the ground. After they pick up dice, but before they roll them, or if its a multi hit move like hurricane kick you could interrupt after any one of the hits. When you interrupt is entirely up to you. I like to interrupt after they finish movement, then step out of range. Even if they technically could have moved further, too late the movement phase of their turn is over.
2. I believe that crouching does stop, after the crouching maneuver is over.
Is there anywhere I could ask a rules question? I’ve owned the books for years but I’ve never understood one particular aspect of them.
Here is fine, or you could ask in the Yahoo group, or the Facebook group (check the links section).
JT C. says
Ohhhhhh how I’d love to see this in a HC print copy… maybe through Lulu?
This is great!
Jeremy S says
Thank you for your work on this. This is super helpful.
First of all, thanks for keeping up with your site… It’s great to know that someone still cares for this system, really..
What I would like to ask of you, regarding the release of the “STREET FIGHTER: THE STORYTELLING GAME 20TH ANNIVERSARY EDITION”, is: now that they’ve compiled all materials in one, do you think the system is “safe” to play? I mean, weren’t a lot of these books *broken*, when we think about the new things they introduced?
No it’s still broken but it’s nothing house rules can’t fix. For the most part this is a direct compile, everything is the same as before but organized into 1 file. The guy who made it did address some issues though. Where the original games directly contradicted themselves he picked the way that made the most sense, and he included the new white wolf version of cartwheel kick. Animal hybrids are still too powerful, lol.