By Chris Hoffmann
There are three levels of super meter, each of which must be bought separately. They can not be bought with freebie points, only experience points. Each Level Costs ten times the level being purchased (ie. 10, 20, and 30).
Each level of Super Meter has 10 dots in them. When these dots are filled, you can spend 10 (or more) dots to power a super move or an alpha counter. The levels can be filled in three ways. Per point of damage you inflict on your opponent, one dot is filled. Per point of Chi or Willpower spent, 1 dot is filled. And per 3 points of damage done to you by your opponent (round-down), one dot is filled.
Example: Ken throws a fireball (Damage 11) at a Blocking Zangief (Soak 12). Ken inflicts 1 point of damage. This powers up his Bar by two points (one from the damage and one from the chi used). Zangief doesn't add anything to his bar (1/3 is .333 rounded down to 0). Zangief is now upset at Ken (he gets upset easily) and tells him so with a turbo spinning clothesline (Speed 5). Ken is throwing another fireball (speed 3). Zangief walks through the fireball and knocks Ken into next Thursday with 6 damage. A now dizzy Ken adds 3 points to his super meter (1 from the chi used on the fireball and 6/3 is 2) while Zangief adds 7 to his meter (1 for the willpower used on the Turbo Spinning Clothesline and 6 from the damage done to Ken).
The Super bar remains filled for one hour or until used (which ever comes first).
Super Maneuvers are highly damaging maneuvers that do no cost chi or willpower to use, thus making them the ultimate comeback Maneuvers. The Damage does not usually come from a huge damage modifier. It instead comes from many smaller hits. A Super Maneuver may not be part of a dizzy combo but may be part of a normal one. Unless otherwise stated, the hits from a super are soaked individually and do not combined for a dizzy. All Supers Require at least Level 1 Super Bar to learn unless stated otherwise. Make no mistake, when wielded by a World Warrior level Fighter, these moves can easily take off ten or more health from Zangief. For obvious reasons, Super Maneuvers tend to be Blocked.
A Variable Maneuver means that you can use one, two, or three levels of Super Bar to power them. Unless otherwise stated, all Super Maneuvers are Variable.
Crossfire Blitz
Prerequisites: Punch 5, Kick 4, Focus 2, Spinning Backfist, Power Uppercut
Power Points: Special Forces 5, Any 6
Description: The fighter launches himself forward with a kick, Turns into a Spinning Backfist, and ends with a Power Uppercut.
System: Similar to the Thousand Burst Kick, the different levels of Super Meter used determine how this move is executed. With Level One, the fighter kicks forward using the first move modifier and kick technique instead of punch technique. With the second level of super meter he uses his momentum to turn and do a Spinning Backfist, switching back to punch technique and using the second move modifier to move forward while doing so. Finally, with level three, the fighter executes a Power Uppercut, knocking down Aerial Opponents and using the third move modifier to continue forward. Each of these attacks hit three times and knocks the opponent back one hex.
Cost: Variable Super Bar
Speed: -1
Damage: -3
Move: -1/Two/One
Prerequisites: Punch 5, Focus 4, Flaming Dragon Punch
Power Points: Shotokan Karate 5
Description: The fighter jumps straight in the air with a powerful dragon punch
System: The fighter hits an opponent three times the level of super meter used. In addition, if a level two or three is being done, you get additional hits equal to half your punch technique (round up). This maneuver causes a knockdown and can dodge fireballs.
Cost: Variable Super Bar
Speed: -2
Damage: -3
Move: None
Jaguar Varied Assault
Prerequisites: Punch 5, Kick 4, Focus 2, Elbow Strike, Jump, Tiger Kick
Power Points: Muay Thai 5, Any 6
Description: The Muay Thai fighter rushes forward, ramming his elbows into his opponent multiple times. At the highest levels, the fighter ends with a flurry of hand strikes resembling the hundred hand slap or with a powerful Tiger Knee.
System: The fighter hits three times per level of super used. The first level of the maneuver uses the first move modifier, then goes to the second and finally the third. At level three, the last three hits may be computed with the kick technique if the fighter so wishes. If this option is taken, then the move is considered to be aerial.
Cost: Variable Super Bar
Speed: -1
Damage: -3
Move: +0/One/One
The Birdie
Prerequisites: Punch 5, Athletics 4, Bull Head
Power Points: Boxing, Western Kickboxing 5, Any 6
Description: The fighter runs at his opponent and headbutts him multiple times. At the highest level, the warrior headbutts the opponent three times, taunts his dizzy opponent, and headbutts him two more times.
System: The fighter hits his opponent a number of times equal to the level of super used, plus two. In addition, at level three the move counts as a taunt. The opponent is not dizzy at the end of this maneuver.
Cost: Variable Super Bar
Speed: -2
Damage: -1
Move: +4
Violent Rising Dragon Wave (Shoryu Reppa)
Prerequisites: Punch 5, Flaming Dragon Punch
Power Points: Shotokan Karate 5
Description: The warrior executes a dragon punch and uses his momentum to spin into another dragon punch.
System: The fighter executes the first dragon punch doing two hits, pushing the opponent back. If a level one or two maneuver is used, the second dragon punch does two hits per level of super meter used. If a level three is used, the second dragon punch does 4 hits, but there is a third dragon punch that does two hits. This maneuver knocks down Aerial opponents. The second and third dragon punches use the second move modifier.
Cost: Variable Super Bar
Speed: -1
Damage: -2
Move: None/-2
Brave Mountain Rising Heaven Kick (Hazan Tenshokyaku)
Prerequisites: Kick 5, Athletics 5, Focus 3, Flying Thrust Kick
Power Points: Wu Shu 5, Special Forces 6
Description: The fighter launches herself forward with a full vertical split, hitting her opponent with the heel of her foot.
System: This is a Aerial Maneuver. A knockdown results from a successful hit. If this Maneuver moves the fighter into the same hex as her opponent, then the Maneuver hits three times the Super Bar used to power it (round down), otherwise it only twice the Super bar used to power it. This maneuver can dodge fireballs.
Cost: Variable Super Bar
Speed +0
Damage: -3
Move: -2
Jaguar Revolver
Prerequisites: Kick 5, Athletics 4, Focus 3, Jaguar Kick
Power Points: Muay Thai 5, Any 6
Description:The Fighter flips forward into a Jaguar Kick. Using his momentum, he flips over again and again into two more Jaguar Kicks.
System: This is an Aerial Maneuver that causes a knockdown against Aerial opponents. It hits three times per level of super bar used. This maneuver can dodge fireballs.
Cost: Variable Super Bar
Speed: -1
Damage: -3
Move: +2/Two/Two
Somersault Justice
Prerequisites: Kick 5, Athletics 5, Focus 3, Flash Kick
Power Points: Special Forces 5, Any 6
Description: The Fighter launches himself in a very fast Flash Kick.
System: This is an Aerial Maneuver that causes knockdown. If the move connects, then the number of hits equals three times the level of Super Bar used to power it. This maneuver can dodge fireballs.
Cost: Variable Super Bar
Speed: +2
Damage: -3
Move: None
Super Hurricane Kick (Shinkuu Tatsumakisempuukyaku)
Prerequisites: Kick 5, Athletics 4, Focus 3, Hurricane Kick
Power Points: Shotokan Karate 5, Kung Fu, Wu Shu 6
Description: The fighter spins much faster than a normal hurricane kick, actually creating a vacuum that sucks his opponents in.
System: This is an Aerial Maneuver. When the fighter attacks with this move, all opponents within a radius equal to the level of super bar plus 1 are pulled in. The maneuver pulls the opponents closer one hex (stopping when they are in the same hex as the attacker) and then attacks three times. This is done once for each level of super bar used.
Cost: Variable Super Bar
Speed: +0
Damage: -2
Move: None
Thousand Burst Kick (Senretsu Kyaku)
Prerequisites: Kick 5, Focus 3, Great Wall of China
Power Points: Wu Shu 6
Description: The Fighter jumps forward with a kick, then spins forward with a Great Wall of China, making this Maneuver very useful against multiple opponents.
System: This Maneuver is distinctly different for each level of Super Bar used. The First Level of the Super Meter allows you to perform the 'normal' kick that hits three times. The second level allows you to add together the two movement modifiers and perform The Great Wall of China which hits six times in three connected adjacent hexes. The third level allows you to do a move similar to the Double Dread Kick in that it hits, then moves and hits again. The first move modifier is used for the 'normal' kick and then after the first kick, you move using the second move modifier and perform The Great Wall of China. The First Kick hits three times and the Great Wall of China hits 6 times in three connected adjacent hexes. Each of these attacks knock the opponent back one hex.
Cost: Variable Super Bar
Speed: +1
Damage: -2
Move: +0/One
Bull Revenger
Prerequisites: Grab 5, Chain 5, Athletics 4, Punch 3, Murderer Chain, Jump
Power Points: Chain 5, Any 6
Description: The fighter leaps towards his opponent, wraps his chain around the opponent's neck, lifts said opponent in the air, and slams him head first into the ground a number of times. At the highest level, the opponent is slammed twice and head butted.
System: The move hits once per the level of super meter used. The third (if there is a third) hit's damage is calculated with the punch technique, not the grab technique. The opponent lands in a hex adjacent to the thrower. Like all grab maneuvers, this maneuver is unblockable.
Cost: Variable Super Bar
Speed: -1
Damage: -1
Move: Two
Omega Slam (Tenchuusatsu) Prerequisites: Grab 5, Athletics 4, Focus 3, Jitte 4, Jump, Throw, Butsumetsu Buster, Daikyo Burning
Power Points: Ni-Jihan Desu 5
Description: The fighter grabs his opponent's waist, inverting him as per a normal Butsumetsu Buster, leaps in the air and slams him down head first. Instead of letting him go however, the fighter leaps again, slamming his opponent again into the hard ground. At the high end of this super, he again leaps up and slams his opponent.
System: The move hits twice for levels one and two, and three times for level 3. For the second and third levels, all hits except the first do extra damage due to filling the opponent in a similar manner to Daikyo Burning. After the super, the opponent lands in a hex adjacent to the thrower and suffers a knockdown. Like all grab maneuvers, this maneuver is unblockable.
Cost: Variable Super Bar
Speed: -1
Damage: -2/+0
Move: Two
Bushin Eight-Double Fist (Hasso Ken)
Prerequisites: Athletics 5, Punch 5, Kick 5, Jump, Backflip Kick
Power Points: Bushin 5, Ninjitsu 6
Description: The fighter throws a flurry of punches, slowly rising in the air as he juggles his opponent for incredible damage.
System: This maneuver can be used to dodge projectiles. It knocksdown and is an aerial maneuver. It hits a number of times equal to three times the super meter used.
Cost: Variable Super Bar
Speed: +1
Damage: -3
Move: Two
Bushin Strong Thunder Kick (Bushin Gorai Kyaku)
Prerequisites: Athletics 5, Punch 5, Kick 5, Focus 2, Bushin Dash Crescent Kick
Power Points: Bushin 5, Ninjitsu 6
Description: The Ninja runs forward, throwing a flurry of punches and elbow smashes at their opponent, finally ending with a devastating Bushin Crescent Kick.
System: The fighter throws a number of hits equal to three times the alpha meter used. The movement modifier varies with the level used: At Level 1 it is +4. At level 2 it is +6 and at level three it is +8.
Cost: Variable Super Bar
Speed: +0
Damage: -3
Move: Special
Force Palm (Kikosho)
Prerequisites: Focus 5, Block 3, Fireball
Power Points: Wu Shu 5, Kung Fu 6
Description: The warrior's chi explodes in front of her outstretched hands, hitting everyone within a certain range with a cone of pure chi. This creates a shield that repels almost all attacks against her
System: At the first level, the fighter only hits her opponents that are in the same hex as her. At the second level it also hits two adjacent hexes in front of the warrior. At the third level, the fighter hits the three adjacent hexes that are adjacent to the three hexes. The pattern looks like this, going from left to right.
* * * * * *
Below is the chart that tells you how many hits, the shield does at each level of Super Meter in each hex.
Level | First Hex | Next Two | Next Three |
---|---|---|---|
1 | Focus | - | - |
2 | Focus*1.5 | Focus/2 | - |
3 | Focus*2 | Focus | Focus/2 |
This maneuver knocks down aerial opponents and knocks ground opponents back until they're out of range of the Force Palm.
Cost: Variable Super Bar
Speed: +1
Damage: -2
Move: None
Repeating Fireball
Prerequisites: Focus 5, Fireball
Power Points: Any 6
Description: The fighter throws out a number of projectiles at once. The fireballs are overlapped when they are in the air, giving the illusion of one large fireball. When they hit, they explode and hit anyone in the same hex (except for possibly the thrower).
System: The Number of Fireballs thrown is equal to three times the level of Super Meter Used. If a fighter jumps, he will avoid a number of fireballs equal to the number of successes on the roll. When the Fireballs hit a target, they detonate and hit anyone in the same hex as the target (except for the fighter launching them). The Fireballs can not be aimed at multiple targets.
Cost: Variable Super Bar
Speed: +0
Damage: -2
Move: None
Sonic Break
Prerequisites: Focus 5, Sonic Boom, The Power (Sound)
Power Points: Any 6
Description: The fighter throws out a number of Sonic Booms at once. When they hit, they explode and hit anyone in the same hex (except for possibly the thrower).
System: The Number of Sonic Booms thrown is equal to the level of Super Meter used plus 1. If a fighter jumps and makes his dodge roll, he will avoid half of the Sonic Booms (round up) but the rest will hit him unless they use a wall spring. When the Sonic Booms hit a target, they detonate and hit anyone in the same hex as the target (except for the fighter launching them). The Sonic Booms can not be aimed at multiple hexes.
Cost: Variable Super Bar
Speed: +1
Damage: +0
Move: None
Super Rushing Jigoku (Meido no Miyage)
Prerequisites: Jitte 5, Focus 3, Jump, Jigoku Scrape, Uppercut, Power Stab
Power Points: Ni-Jihan Desu 5
Description: The Warrior walks forward, slashing and thrusting with his Jitte, finally jumping up and slamming the Jitte into his opponent. While this move is relatively slow and easy to avoid, it is hard hitting, causing massive damage to an opponent, especially to a dizzy opponent.
System: Similar to the Thousand Burst Kick and Crossfire Blitz, the different levels of Super Meter used determine how this move is executed. With Level One, the fighter slashes horizontally using the first move modifier. With the second level of super meter he uses his momentum to do a powerful Uppercut, using the second move modifier to move forward while doing so. Finally, with level three, the fighter leaps up and slams his Jitte into his foe, knocking down Aerial opponents and using the third move modifier to continue forward. Each of these attacks hit three times except the last which hits once and knocks the opponent back one hex.
Cost: Variable Super Bar
Speed: -2
Damage: -2
Move: -1/Two/Two
I hope you enjoy---
staredown@rocketmail.com | Previous Chapter | Next Chapter | RPG Links | Anime Links | Other Links | HOME |