STREET FIGHTER ALPHA IN THE STREET FIGHTER RPG

Chapter Two B: Maneuvers

Punch

Bull Head

Prerequisites: Punch 4, Athletics 3, Head Butt

Power Points: Boxing 4, Any 5

Description: This explosive move was practically invented by Birdie (although some people say someone from his gang actually developed it). When the fight starts, he would dash across the ring and blast his opponent with a devistating headbutt before the opponent realized the fight had begun. The move is considered by many to be a typical Birdie cheep shot, but it won him a lot of matches.

Note: Yes I did rip this off almost word for word from SF:STG's description for Balrog's Dashing Punch. I think that this is fitting, considering that Birdie (this version at least) is basically a Balrog rip-off.

System: Use the modifiers below.

Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +4

Bull Horn

Prerequisites: Punch 4
Power Points: Boxing 4, Any 5, Headbutt

Description: This hard headbutt is one of the most potent Special Maneuvers available to a warrior. The warrior craftily works his way around the ring, setting up his opponent for a powerful blow. The warrior actually turns his torso away from his opponent and then twists all the way forward as he slams his head down. This turning body motion gives the punch it's power.

Note: See note on Bull Head

System: At the beginning of any combat turn, a player can play his fighter's Bull Horn Combat Card. This shows that his character is beginning to size up his opponent in preparation for a Bull Horn. During that same turn the player can use any other maneuver he wants, but the move has a -1 penalty to speed, damage, and move because the warrior is concentrating on setting up the Bull Head.

This can continue for up to four turns total. The player continues to use any maneuver he chooses, but all maneuvers have penalties of -1 to speed, damage, and move. At any time, including during the very first turn he played the Bull Horn card, she can choose to execute the Bull Horn instead of playing some other combat card. The modifiers for the Bull Horn depend on how may combat turns the warrior was allowed to prepare the Bull Horn:

Combat TurnsSpeedDamageMove
1-1+4-3
2-1+5-1
3-0+6+1
4+1+7+3

This move can be used to dodge projectiles.

Note: See note on Bull Head

Cost: 1 Willpower when the card is first put down
Speed: See system above
Damage: See system above
Move: See system above

Hammer Blow

Prerequisites: Punch 3
Power Points: Any 2

Description: The fighter raised his arms high, and slams them down on his opponent.

System: The maneuver hits twice, using the modifiers below.

Cost: None
Speed: -2
Damage: +1
Move: +0

Neck Shatterer

Prerequisites: Punch 2
Power Points: Bushin 1, Any 2

Description: The Fighter rams his elbow deep in his opponent's gut, and then whips his forearm up, ramming the back of his fist into the opponent's throat.

System: The maneuver hits twice, using the modifiers below and can not be blocked with a crouching block.

Cost: None
Speed: -1
Damage: +0
Move: -1

Kick

Hop Kick

Prerequisites: Kick 2 Athletics 1
Power Points: Capoeira, Majestic Crow Kung Fu, Kung Fu, Muay Thai Kickboxing, Savate, Shotokan Karate, Silat, Special Forces, Western Kickboxing, Wu Shu 1 Any 2

Description: The Fighter does a short hop forward with a snapping kick. While not very damaging, this maneuver is very fast and covers a good distance.

System: Use the Modifiers below. This is not an aerial Maneuver.

Cost: None
Speed: +2
Damage: -2
Move: +1

Jaguar Kick

Prerequisites: Kick 3, Athletics 2, Focus 2
Power Points: Muay Thai 4, Special Forces 5

Description: The Muay Thai warrior flips forward and rams his heel into his opponent so quickly that the foot seems to blur.

System:This is an Aerial maneuver that can dodge fireballs. If this maneuver strikes an Aerial opponent, the maneuver will cause a knockdown.

Cost: 2 Willpower
Speed: -1
Damage: +3
Move: +3

Jaguar Tooth

Prerequisites: Kick 4, Athletics 4, Jump, Wall Spring
Power Points: Muay Thai 4, Wu Shu 5

Description: The Fighter jumps backwards and then slams forward, kicking out with his foot.

System:This is an Aerial maneuver that can dodge fireballs.

Cost: 2 Willpower
Speed: -1
Damage: +6
Move: +4

Jumping Sobat

Prerequisites: Athletics 3, Kick 3
Power Points: Special Forces 2, Any 4

Description: The Fighter rapidly jumps forward and hits his opponent with a Roundhouse.

System: This is an Aerial Maneuver.

Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +0

Jutting Kick

Prerequisites: Kick 2
Power Points: Muay Thai 1, Western Kickboxing, Savate 2, Any 3

Description: Leaning back, the fighter rams his heel high into the air, knocking down any jumping opponents that dare get close.

System: If this maneuver strikes an Aerial opponent, the maneuver will cause a knockdown.

Cost: None
Speed: +0
Damage: +2
Move: -1

Lightning Heel

Prerequisites: Kick 3, Double Hit Kick
Power Points: Shotokan Karate, Kung Fu, Wu Shu 2, Any 3

Description: The Fighter brings his leg straight up and slams his heel down onto the opponent's shoulder, hitting on the way up and on the way down.

System: Hits twice and knocks down aerial opponents.

Cost: None
Speed: -1
Damage: +1
Move: -1

Block

Air Block

Prerequisites: Block 3, Athletics 3, Jump
Power Points: Any 3

Description: The Fighter blocks an incoming hit during an aerial attack.

System: This maneuver is only useful if you do not allow fighters using aerial maneuvers to abort to a block. This is an aerial maneuver in addition to being a block maneuver (it's an abort maneuver, immune to non-grab knockdown, etc.)

Cost: None
Speed: +4
Damage: -
Move: -2

Alpha Counter

Prerequisites: Block 4, Other 4 (See Below)
Power Points: Any 3

Description: The Fighter blocks an incoming attack and then counter-attacks with blinding speed.

System: The Fighter chooses another technique that is level 4 or higher and one maneuver from that technique. The maneuver can be a special maneuver, Roundhouse Kick, or Fierce Punch. The Maneuver has no game effect and is only used for flavor. The technique chosen is used for calculating damage. The chart below shows the alpha counter maneuvers chosen by different styles.

BrawlingBull Head, (Birdie)
BushinFoot Sweep (Guy)
Ler DritSoul Throw (Rose), Fierce Punch (M. Bison)
Muay ThaiRoundhouse Kick (Adon, Sagat)
Ni-Jihan Desu Fierce Jitte (Sodom)
Shotokan KarateDragon Punch (Ken, Ryu), Spinning Foot Sweep (Dan, Akuma)
Special ForcesSpinning Backfist (Charlie)
Wu ShuSpinning Foot Sweep (Chun Li)

Regardless of the maneuver chosen, a hit will causes a knockdown. Only the opponent's Stamina reduces damage from this counter-attack.

If the attacking maneuver does multiple hits, then only the first one actually connects, the rest are lost when the Alpha counter interrupts. Even supers can be countered in this way.

Note: Only one Alpha Counter can be used per round, if multiple opponents attack a fighter, only one can be countered per turn. However, if your block interrupts their moves, then you still get full block soak against them.

Cost: 1 Super
Speed: +4
Damage: +2
Move: -

Grab

Bushin Air Throw

Prerequisites: Grab 4, Athletics 4, Jump, Suplex, Air Suplex
Power Points: Bushin 3

Description: The Fighter launches himself in the air and grabs an opponent, performing a suplex.

System: This is an aerial maneuver and causes a knockdown. The Fighter must move into the same hex as his opponent. The opponent does not have to be in the air. After the move, the opponent lands in an adjacent hex of the fighter's choice.

Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +0

Butsumetsu Buster

Prerequisites: Grab 4, Athletics 4, Jump, Throw
Power Points: Ni-Jihan Desu 3, Sanbo, Native American Wrestling, Wrestling 5

Description: The Fighter grabs his opponent around the waist, lifts him above his head, jumps high in the air, and then slams the opponent head first into the ground below.

System: The opponent suffers a knockdown and bounces two hexes away (attacker chooses direction).

Cost: 1 Willpower
Speed: -1
Damage: +4
Move: One

Daikyo Burning

Prerequisites: Grab 5, Athletics 3, Focus 3, Jitte 4, Throw
Power Points: Ni-Jihan Desu 5

Description: Probably the most powerful (and definitely the most bizarre) non-super maneuver in the Mad Gear's arsenal. The fighter runs forward, Jitte extended. He catches his opponent's shoulders between the blade and prong of his Jitte, flipping him over, and then runs back the way he came, pushing his inverted victim's head along the ground. While the opponent is getting his hair rubbed off, the fighter is filling the opponent with chi, which then ignites and the fighter drops his burning victim.

System: The fighter drags his opponent at least two hexes, although he can drag them up to his athletics +2 if he so chooses. The opponent suffers three hits (the catch, the dragging, and the burning) and also suffers a knockdown. The final hit's damage is computed with the focus technique. At the end of the maneuver, the opponent is knocked down in an adjacent hex of the fighter's choice.

Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: -2
Move: +2

Leg Flip

Prerequisites: Grab 2, Kick 2, Throw
Power Points: Muay Thai, Sanbo, Wrestling 1, Any 2

Description: The fighter grabs his opponent's and pulls it down. Then the fighter swings around and throws his opponent with his leg.

System:If any damage is scored then the opponent is thrown anywhere within a number of hexes equal to the fighter's Strength + Kick. This maneuver causes a knockdown.

Cost: None
Speed: -1
Damage: +4
Move: One

Leg Toss

Prerequisites: Grab 3, Kick 2, Athletics 2
Power Points: Muay Thai 3, Native American Wrestling, Sanbo, Special Forces 4

Description: The fighter jumps on top of his opponent with his feet on the opponent's shoulders and holding onto the head for balance. He then kicks off, pushing his opponent back and himself forward, creating a fair bit of space between them and knocking down his opponent.

System: The opponent is pushed back two hexes and the fighter is pushed one hex in the opposite direction. Damage is calculated with the kick technique.

Cost: None
Speed: +1
Damage: +4
Move: One

Athletics

Air Elbow

Prerequisites: Athletics 3, Punch 2, Jump
Power Points: Bushin 3

Description: Similar to the Flying Heel Stomp, the fighter jumps up, slams his elbow down on his opponent, and pushes off to land behind him.

System: Same as Flying Heel Stomp

Cost: None
Speed: +1
Damage: +0
Move: +2

Bushin Dash

Prerequisites: Athletics 4, Focus 2
Power Points: Bushin 3, Ninjitsu 4

Description: The Bushin runs forward at incredible speeds, often catching their opponent off-guard.

System: This move is used as a "jump off point" for making other maneuvers. Use the modifiers below.

Cost: None
Speed: +2
Damage: None
Move: +4

Bushin Dash Crescent Kick (Hayagake)

Prerequisites: Athletics 5, Kick 3, Bushin Dash, Double Hit Kick
Power Points: Bushin 3, Ninjitsu 4

Description: The Bushin races towards the opponent, jumping and lashing out with a kick at the last minute. The kick hits the head or shoulder with the heel.

System: This move hits twice and can not be blocked by a crouching block.

Cost: 1 Willpower
Speed: +1
Damage: -1
Move: +4

Bushin Dash Slide (Kage Sukui)

Prerequisites: Athletics 4, Kick 2, Bushin Dash, Slide Kick
Power Points: Bushin 2, Ninjitsu 4

Description: The Bushin sprints forward, then drops low, knocking the opponents feet out from under them.

System: This maneuver can be used to dodge projectiles. If the attacker does three or more damage, then the defender is knocked down.

Cost: 1 Willpower
Speed: +1
Damage: +3
Move: +4

Flip Kick

Prerequisites: Athletics 4, Kick 3, Focus 2
Power Points: Capoeira, Wu Shu, Special Forces, Ninjitsu, Spanish Ninjitsu 4, Baraquah 5

Description: The fighter performs a handstand and then flips forward, slamming her heel into her opponent's chest or head.

System: This is and aerial maneuver that causes a knockdown. In addition, it can be used to dodge Sonic Booms and other projectiles

Cost: 1 Chi, 1 Willpower
Speed: +2
Damage: +5
Move: 2

Roll

Prerequisites: Athletics 3, Kippup
Power Points: Any 2

Description: After being knocked down by an attack, the fighter tucks into a ball and rolls behind the opponent. However, it leaves him vulnerable to others.

System: This is a crouching maneuver. The fighter chooses one opponent who's attack will be dodged. However, any other opponents that attack the fighter inflict full dice damage on him. In other words, the fighter can't soak. This maneuver ignores the knockdown penalties and dodges projectiles.

Cost: None
Speed: +2
Damage: -
Move: Two Toward Enemy

Super Roll

Prerequisites: Athletics 3, Roll
Power Points: Ni-Jihan Desu 2, Spanish Ninjitsu 3

Description: An enhanced version of the normal roll.

System: The fighter rolls farther than most. Use the modifiers below.

Cost: 1 Willpower
Speed: +2
Damage: -
Move: +2 (Towards enemy)

Tengu Walking

Prerequisites: Jitte 3, Athletics 3, Kippup
Power Points: Ni-Jihan Desu 3

Description: After the fighter is knocked down, he immediately drags himself forward with his jitte so fast that his feet leave the ground.

System: This is an abort maneuver, however, it may only be used after the fighter suffers a knockdown. This move may not be interrupted, even by another opponent.

Cost: 1 Willpower (Plus the normal abort cost)
Speed: Special
Damage: +4
Move: Four

Focus

Immortality

Prerequisites: Focus 6 (yes, a super-human focus), Regeneration, Chi Kung Healing
Power Points: Aikido, Kabaddi, Ler Drit, Tai Chi, Baraquah 5, Any 6

Description: This legendary ability is learned only by a very few martial artists every century. By careful manipulation of Chi, a fighter can stop the ageing process in his own body. The fighter doesn't become any tougher and can still suffer violent death (combat, car crash, accident with power tools, etc.), but can no longer die of old age.

System: This maneuver is obviously not used in combat. The fighter can live for centuries with out the effects of ageing but still needs the basic necessities to survive (ie. air, food, water).

Cost: None
Speed: -
Damage: -
Move: -

Weapon:

Chain

Chain Toss

Prerequisites: Chain 3, Grab 2
Power Points: Weapon Style 2, Any 3

Description: The fighter entangles the opponent with the chain and flips him over her shoulder.

System: Similar to Suplex, the warriors switch hexes. Like a grab maneuver, this move may not be blocked, but Grappeling Defense can be used.

Cost: None
Speed: -2
Damage: +5
Move: One

Murderer Chain

Prerequisites: Chain 4, Grab 3, Chain Toss
Power Points: Weapon Style 4, Any 5

Description: Truly a devistating move. The fighter wraps a chain around his opponent's neck, lifts him in the air, and slams him down head first.

System: This is an unblockable maneuver. Grappling Defense does work against it however. The fighter can be thrown a number of hexes equal to the warrior's grab.

Cost: 1 Willpower
Speed: -1
Damage: +6
Move: One

Jitte

Jigoku Scrape

Prerequisites: Jitte 3, Athletics 1
Power Points: Ni-Jihan Desu 2

Description: Virtually the defining move of Ni-Jihan Desu stylists. The fighter steps forward, slicing with his Jitte

System: This move hits twice.

Cost: None
Speed: -1
Damage: -1
Move: +2

Power Stab

Prerequisites: Jitte 2
Power Points: Ni-Jihan Desu 1

Description: A slow, but powerful, thrust, causing great damage to an opponent.

System: Use the modifier below.

Cost: None
Speed: -2
Damage: +5
Move: One

Riptose

Prerequisites: Jitte 3, Block 3
Power Points: Ni-Jihan Desu 3

Description: A quick counter-thrust, launched after blocking or parrying an opponent's attack.

System: The warrior get to add half of his block technique to his soak for this round. The warrior must have the speed to interrupt his opponent's maneuver to be able to get the soak bonus.

Cost: None
Speed: +2
Damage: +1
Move: None

Tendon Cut

Prerequisites: Jitte 3
Power Points: Ni-Jihan Desu 2

Description: A powerful stab to a tendon or pressure point, slowing down an opponent's arm, but causing no permanent injury.

System: This causes a -2 to damage and a -1 to speed on all punch, grab, and weapon maneuvers done by an opponent for two rounds.

Cost: None
Speed: -2
Damage: +3
Move: -1

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