Psycho Crusher and Repeating Fireball have been changed into Super Maneuvers and are no longer available as Special Maneuvers.
Acid Breath, Ice Blast, Yoga Flame, Inferno Strike, Shock Treatment, and Sonic Boom are now only available through the appropriate Elemental Power. In addition, they are available to anyone with the appropriate power regardless of Style.
When two fighters both use standard (ie. the maneuver doesn't cost Chi, Willpower or Super Bar) throws or holds and the speeds are within one of each other, a tech hit results. The faster fighter does his move as normal but only inflicts half the damage shown by the dice (round-up). If this maneuver is a hold, then only the first hit connects at half damage and the fighter escapes immediately after.
A tech hit doesn't cause a knockdown. Although a thrown fighter will still wind up in the same hex as he normally would, the fighter lands on his feet.
Example: Zangief is fighting Honda in the World Warrior Tournament. Since they are in the same hex, Zangief attempts to suplex Honda (Speed 2) but Honda grabs him and Throws him (Speed 3) six hexes. Honda rolls 6 dice for damage and gets 5 successes. But since this is a tech hit, Honda only causes 3 damage (5/2 is 2.5 rounded up is 3) and Zangief is not knocked down.
Bonus Rounds
Nearly any move can be executed except for grab maneuvers.
There are four different types of bonus rounds used in Street Fighter
By the way, these bonus rounds are usually reserved for World Warrior level tournaments, where they are used as an alternative to fighting on the by. If a given warrior can defeat the bonus round then he advances to the next round, otherwise he is disqualified from the tournament.
Of course, some GMs may decide on a more tradional bonus event, like breaking blocks. To break various materials reqires a strength + apropriate technique (usually punch, although kick would also work, and at a stretch, athletics) check. In mystical campaigns, the GM can opt to make the test Focus + apropriate technique. The number of successes needed is equal to the number of blocks waiting to be smashed (or in later cases, the thickness of the material).
The difficulties for various materials are listed in the chart below.
Material | Diff |
---|---|
Wood | 4 |
Stone | 5 |
Steel | 6 |
Ruby | 8 |
Diamond | 9 |
Maintaining Challenge
Situation | Glory | Honor |
---|---|---|
Super Finish | +5 | +0 |
Special Finish1 | +1 | +0 |
Alpha Counter Finish | +2 | +0 |
Taunt (Round of Showing off)2 | +1 | +0 |
Super Taunt3 | +1 | +0 |
Win a Bonus Round | +2 | +0 |
Loose a Bonus Round | -1 | +0 |
Until recently, Bushin Ninjitsu was not considered a serious fighting style (much like sumo wrestling) by most people. Instead it was thought to be more like gymnastics or dance, rather than a martial art. That changed the day Guy achieved World Warrior status and now there are a number of people signing up for classes all over Japan.
Bushin has been compared to Capoeira, in that they are both very athletic styles, use dance and gymnastic techniques in their styles, and have similar histories (one is a dance that became a martial art, the other is a martial art that became a dance). However, Bushin concentrate more on aerial maneuvers and kicks rather than on punches and grabs.
Schools: Schools in Japan are as common as Kung Fu or Karate schools elsewhere. Outside of Japan, they are rarer, but most major cities have at least one.
Members: Most students of Bushin are Japanese dance students, many of whom didn't even realize that they were leaning a martial art.
Concepts: Dancers, Ninjas, Acrobats
Initial Chi: 2
Initial Willpower: 5
Quote: "You can't beat, what you can't touch."
Punch:
Neck Shatterer (1 pt.)
Rekka Ken (5 pts.)
Shuto (2 pts.)
Kick:
Air Hurricane Kick (1 pt.)
Backflip Kick (2 pts.)
Double-Hit Kick (1 pts.)
Heel Stamp (1 pt.)
Hurricane Kick (4 pts.)
Block:
Deflecting Punch (1 pt.)
Grab:
Air Throw (2 pts.)
Back Roll Throw (1 pt.)
Bushin Air Throw (3 pts.)
Disengage (1 pt.)
Athletics:
Air Elbow (3 pts.)
Bushin Dash (3 pts.)
Bushin Dash Crescent Kick (3 pts.)
Bushin Dash Slide (3 pts.)
Drunken Monkey Roll (2 pts.)
Flying Heel Stomp (3 pts.)
Rolling Attack (3 pts.)
Vertical Rolling Attack (2 pts.)
Wall Spring (1 pt.)
Focus:
Balance (3 pts.)
Entrancing Cobra (4 pts.)
Sakki (3 pts.)
Shrouded Moon (1 pt.)
Speed of the Mongoose (3 pts.)
Teleport (5 pts.)
Zen No Mind (3 pts.)
The Warrior known as Sodom created this style by combining aspect of many Japanese martial arts. Shotokan, Kempo, Sumo, and even the Bushin Ninjitsu of his hated rival, Guy, indirectly contributed to his style.
As Sodom is the only teacher of this style, it is likely that only he and members of his Mad Gear gang will practice it. Thus, it should only be available to players if they are (or were) members of the Mad Gear gang.
Ni-Jihan Desu makes great use of the Jitte, a small dagger with a blunt prong running parallel to the blade. The Jitte are revered by students of this style as much as the Samurai revered their Katana. The Jitte are used as much for defense, by parring and catching a weapon or arm between the prong and blade, as offense, making this a fairly versatile style.
Note that this is a very new style and is still being perfected. Sodom will add more maneuvers as he creates or discovers them.
Schools:There is only one school for this style, Metro City's Mad Gear gang.
Members: Sodom exclusively teaches members of his gang this style.
Concepts: Gang Member, Former Gang Member, Under-Cover Cop
Initial Chi: 2
Initial Willpower: 5
Quote: "Your fist and feet fly fast, but not fast enough."
Kick:
Slide Kick (2 pts.)
Grab:
Butsumetsu Buster (3 pts.)
Daikyo Burning (5 pts.)
Grappling Defense (3 pts.)
Athletics:
Breakfall (1 pt.)
Tengu Walking (3 pts.)
Super Roll (2 pts.)
Focus:
Stunning Shout (2 pts.)
Jitte
Jigoku Scrape (2 pts.)
Power Stab (1 pt.)
Riptose (1 pt.)
Tendon Cut (2 pts.)
Uppercut (1 pt.)
In Martial Art Anime and films guns almost never hit, but when they do, they seriously inconvenience the victim. While guns almost never kill a martial artist, they can certainly slow them down.
To make it more difficult for guns to hit, add the target's Athletics to the damage Target Number (maximum of 9). If the target has a super-human Athletics (6 or higher) then the maximum is 10.
Now the question arises, what if the shooter is a Gun God? That is, a major villain or important character? Then the shooter subtracts their Firearms Technique from the damage target number (to a minimum of 6).
Example: Saturday Night Special (Firearms 2) is taking pot-shots at Chun-Li (Athletics 6). Add Chun-Li's Athletics to the Target number (6) and you get 12. Now subtract Special's Firearms from the Target Number and you get 10. Special is just as likely to hit himself as to hit Chun-Li. This is known as the Storm Trooper Effect.
Now Special's backup comes along, Sniper Joe (Firearms 7), and he's taking aim at Chun-Li. Add Chun-Li's Athletics to the Target Number and you still get a twelve. Now subtract Joe's Firearms and you get a 5. However, the Target Number can't go below 6, so it stops at 6. Joe's got a pretty good chance of at least hurting Chun-Li before she gets to him.
Now for making gun's more damaging. The first thing to do, is make guns aggravated damage (it takes 1 day to heal 1 point of aggravated). The second is optional (I mean, even more optional than anything on these web pages). Add additional effects to the damage depending on where the victim was hit. For example, a head shot (almost always a graze) could cause an automatic dizzy or even a short (two or three rounds) black-out. A chest shot could cause a knock-down. An arm or shoulder shot could temporarily lower grab, punch, and weapon techniques. And a leg shot could have the same effects as the wounded knee maneuver.
Remember, the focus of the game is on Martial Arts, not guns. If you find that these rules cause the World Warriors to be mowed down by a 5-year old with an Uzi, then drop or change them. You might only want the damage rules to apply to the Gun Gods.
Remember also, these rules are completely optional. If you drop them or change them, I won't be upset or angry (although I would like feedback).
Quite possibly my biggest gripe about SF:STG is that there were no rules for fireballs hitting each other and evaporating. Thus the classic Ryu/Ken Fireball battles were impossible (and due to each warrior having a finite amount of chi, still are, but it's a step in the right direction). So I eventually came up with some simple rules to allow Fireball Cancellations .
To see if they cancel, take the number of hexes between the two projectilists and halve them (rounding down). Compare this number to the difference in the fireball's speeds. If the first number is equal to or higher than the speed difference, then the fireballs cancel. Otherwise, there is no cancelation and play is continued normally.
One exception to this is that there is no cancelation if the warriors are in the same hex.
Example: Ryu (speed 3) and Ken (speed 2) are throwing normal fireballs at each other. If they are in the same hex, then there can be no cancelation. If they are two or more hexes away however, then the fireballs cancel out (with Ken throwing out the fireball just in time).
The merit Quick Reflexes and the flaw Slow Reflexes still apply if the speeds tie, but only if the fighters are in adjacent hexes.
Incidently, just about any chi-type projectile will cancel each other in this way. Acid Breath, Flying Fireball, Ice Blast, Improved Fireball, Sonic Boom (all from SF:STG), Air Blast, Drain, Drench, Push, Stone (all from PG), and Chi Push (C) are all examples of chi-type projectiles.
Yoga Flame, Inferno Strike (both SF:STG) and Fire Strike (PG) will negate a fireball without being negated.
Super projectiles, like Repeating Fireball and Sonic Break when hitting another projectile loose one "hit" that normally would have gotten through. If they hit a Yoga Flame, Inferno Strike, or Fire Strike, then they loose two hits and negate the Yoga Flame/Inferno Strike/Fire Strike.
Each projectile from a Sonic Break will negate two hits from a Repeating Fireball or Force Palm. Each fireball in a Repeating Fireball will negate a hit from a Force Palm.
In anime and manga, it doesn't take weeks or months to learn a new maneuver, it takes focus, a soul at peace with itself, and often times, desperation. One examples is in the first Street Fighter manga by Tokima which is summed up below. Another one is during the second Fatal Fury anime, where Krauser learns Terry's Hurricane Punch during their fight.
Chun-Li was loosing badly in her fight with Vega. As he prepares his final strike, Chun-Li lets loose with her fireball, a move she had never used or even learned before.
Here are the rules to simulate this in the game:
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