Special thanks to ringthief@comcast.net at http://www.tlcnet.com/~slappy/sf/ for his Combat Chart Generator (the results of which I paste into Word).

Combat Chart for Balrog

Maneuver

Spd

Dam

Mov

Special

Punch: Jab

5

12

3

-

Strong

3

14

3

-

Fierce

2

16

2

-

Kick: Short

-

-

-

-

Forward

-

-

-

-

Roundhouse

-

-

-

-

Grab

3

10

One

Ignores blocks.

Block

7

(11 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

6

None

6

-

Buffalo Punch

1

18

One

-

Dashing Punch

3

17

5

Cost 1 Willpower

Dashing Uppercut

3

17

5

Cost 1 Willpower. Can hit opponents executing aerial maneuvers, scoring knockdown.

Double-Hit Punch

2

13x2

2

Two damage tests.

Fist Sweep

2

16

1

Causes knockdown. Crouching Maneuver.

Head Butt

3

16

1

-

Hyper Fist

4

13

One

Costs 1 Willpower. Hits three times.

Lunging Punch

3

14

4

Knockdown. Use Kick Defense. This is considered a crouching maneuver.

Power Uppercut

2

16

One

If you interrupt an aerial opponent with this move it causes knockdown.

Turn Punch

2

2

3

4

17

18

19

20

Two

Costs 1 Willpower when the card is first laid down. You are at -1 speed damage and move to any other maneuvers (besides the turn punch) you do while the Turn Punch card is out and waiting.

Deflecting Punch

5

13

Non

Interupt an opponents punch, let them roll damage but you get to apply your full blocking soak (see block), then roll your own damage test as you counterpunch unless you were dizzied, knocked back, knocked down or knocked out. If your opponent does something besides punch you don't get the extra soak but you can still do your counter punch.

Punch Defense

7

(15/9

Non

Like a normal block but +4 soak against punches -2 against anything else.

Brain Cracker

3

15

One

Sustained hold. Punch is used for damage instead of grab.

Head Bite

4

11

One

Sustained Ear Biting.

Head Butt Hold

2

13

One

Sustained Hold

Jump

6

None

3

 

Kippup

     

Automatic, Fighter has only -1 speed when getting up instead of -2

Custom Combo

     

Cost: 1 Chi for 3-part, 2 Chi for 3-part Dizzy. Pay on 1st Round.

Toughskin

     

Cost 1 Chi +2 Soak that turn

Attributes: Str:6 /Dex:3 /Stm:6 /Per:2 /Int:2 /Wit:2
Techniques: Pun:7 /Kik:0 /Blk:5 /Grb:4 / Ath:3 /Foc:2
Health 20, Will 9, Chi 5, Honor 0
Combos:
Buffalo Punch (1) Jab (7) Fist Sweep (6) Dizzy
Fierce (2) Strong (5) Jab (9) Dizzy
Fierce (2) Strong (5) Headbite (8) Dizzy
Lunging Punch (3) Block (9) Hyperfist (10) Dizzy
Lunging Punch (3-2) Block (9-8) Turn Punch (+6) Dizzy
Lunging Punch (3) Jab (7) Fierce (6) Dizzy
Dashing Uppercut (3) Jab (7) Buffalo Punch (5) Dizzy
Dashing Uppercut (3) Fist Sweep (4) Fierce (6) Dizzy
Deflecting Punch (5) Jab (9) Fist Sweep (6) Dizzy
Jab (5) Jab (7) Brain Cracker (7) Dizzy
Punch Defense (7) Jab (9) Hyperfist (8) Dizzy
Block (7) Dashing Uppercut (7) Jab (9) Dizzy
Block (7) Dashing Uppercut (7 or 6) Turn Punch (+4) Dizzy
Block (7) Hyperfist (8) Jab (9) Dizzy

Combat Chart for Blanka

Maneuver

Spd

Dam

Mov

Special

Punch: Jab

7

10

6

-

Strong

5

12

6

-

Fierce

4

14

5

-

Kick: Short

6

11

6

-

Forward

5

13

5

-

Roundhouse

3

15

5

-

Grab

5

11

One

Ignores blocks.

Block

9

(11 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

8

None

9

-

Head Butt

5

14

4

(a spinning attack)

Power Uppercut

4

14

One

If you interrupt an aerial opponent with this move it causes knockdown.

Backflip Kick

5

13

Two (bk)

Do damage first, then move straight away from the target.

Foot Sweep

3

14

4

Crouching Maneuver. Causes Knockdown.

Head Bite

6

14

One

Sustained Hold

Airsmash

4

16

5

Aerial, Jumping. Straight hex line. Same hex as the victim.

Beast Roll

5

15

4/8

Costs 1 Willpower. Aerial and can be used as a Jump to avoid projectiles. First you move back at the first move rating, then forward at the second move rating, finally after the second move you bounce two hexes back the way you came. You must enter the opponents hex to strike them, either when moving forward, backward, or both (if 2 opponents). Must move in Straight hex line.

Jump

8

None

6

 

Kippup

     

Automatic, Fighter has only -1 speed when getting up instead of -2

Rolling Attack

5

15

10

Cost 1 Willpower. Aerial, Must move straight, when hitting object or foe. The fighter will bounce back and land two hexes from target

Vertical Rolling Attack

5

15

6

Costs 1 Willpower Aerial, Athletics times four = height. Knock down against Aerial opponents. Counts as jump when interrupting or leaping over projectiles.

Wallspring

7

none

6/8

 

Breakfall

       

Shock Treatment

4

14

non

Costs 1 Chi. Knockdown unless Blocking. Crouching. (Special Blanka Cost.)

Attributes; Str:6/ Dex:5/ Stm:6/ Per:6/ Int:3/ Wit:4
Techniques; Pun:5/ Kik:5 /Blk:5 /Grb:5 /Ath:6 /Foc:4
Health 20
Will 9
Chi 10
Combos:
Headbutt (5) Headbite (8) Head Bite (10) Dizzy
Headbutt (5) Block (11) Vertical Rolling Attack (11) Dizzy
Headbutt (5) Back Flip Kick (7) Rolling Attack (9) Dizzy
Headbutt (5) Shock Treatment (6) Shock Treatment (8)
Air Smash (4) Foot Sweep (5) Vertical Rolling Attack (9) Dizzy
Air Smash (4) Headbutt (7) Headbite (10) Dizzy
Air Smash (4) Block (11) Rolling Attack (11) Dizzy
Air Smash (4) Shock Treatment (6) Headbite (10) Dizzy
Shock Treatment (4) Block (11) Shock Treatment (10)
Shock Treatment (4) Rolling Attack (9) Vertical Rolling Attack (9) Dizzy
Jump (8) Rolling Attack (7) Headbite (10) Dizzy
Jump (8) Block (11) Shock Treatment (10)
Block (9) Rolling Attack (9) Vertical Rolling Attack (9) Dizzy
Block (9) Shock Treatment (8) Headbite (10)
Block (9) Headbite (10) Back Flip Kick (9)
Block (9) Back Flip Kick (9) Headbutt (9) Dizzy
Block (9) Beast Roll (9) Beast Roll (9) Dizzy

Combat Chart for Cammy White

Maneuver

Spd

Dmg

Move

Special

Punch: Jab

8

8

6

-

Strong

6

10

6

-

Fierce

5

12

5

-

Kick: Short

7

10

6

-

Forward

6

12

5

-

Roundhouse

4

14

5

-

Grab

6

9

One

Ignores blocks.

Block

10

(9 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

9

None

9

-

Power Uppercut

5

12

One

If you interrupt an aerial opponent with this move it causes knockdown.

Spinning Backf.

5

11

7

-

Spinning Knuckle

5

10

9

Costs 1 Willpower. Hits twice. Dodges projectiles as if using a jump.

Flying Thrust Kick

6

16

4

Cost 1 Willpower. Aerial Maneuver that can avoid projectiles just like jump (if this is done, you cannot hit the person throwing the projectile). Aerial opponents it damages are knocked down, ground are KB one hex.

Foot Sweep

4

13

4

Crouching Maneuver. Causes Knockdown.

Handstand Kick

5

14

4

Knocks down aerial opponents

Spinning Foot Sweep

4

13

None

Costs 1 Willpower. Crouching maneuver. Knocks down anyone in your hex or the 6 adjacent hexes.

Air Throw

8

14

6

Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in.

Suplex

6

11

One

Causes knockdown. They land 1 hex behind their original position (attackers choice which hex)

Thigh Press

5

13

One

Causes knockdown. You switch hexes with your victim unless you both started in the same hex, then you just choose an adjacent hex for them.

Hooligan Roll

5

13

Two

Jumping Thigh Press, See Above

Axle Break Kick

7

16

None

1 Will; KD Aerial

Head Twist

6

14

One

1 Will; KD, if no damage Cammy is KD to adjacent hex.

Back Hand

6

11

5

 

Throw

4

11

One

 

Cannon Drill

8

12

8

Costs 1 Willpower Does not count as a Air Move

Jump

9

None

6

 

Kippup

     

Automatic, Fighter has only -1 speed when getting up instead of -2

Health 20              Attributes: Str:4/ Dex:6/ Stm:4/ Per:5/ Int:3/ Wit:4
Will 9                  
Techniques: Pun:5/ Kik:6/ Blk:5/ Grb:5/ Ath:6/ Foc:2
Chi 5                    Honor 8
Combos:
Handstand Kick (5) Back Hand (8) Suplex (10) Dizzy
Fierce (5) Back Hand (8) Thigh Press (9) Dizzy
Spinning Knuckle (5) Cannon Drill (10) F.T.K. (10) Dizzy
Spinning Knuckle (5) Block (12) Thigh Press (9) Dizzy
Fly Thrust Kick (6) Crouching Short (9) Fly Thrust Kick (10) Dizzy
Jumping Short (7) Fly Thrust Kick (8) Hooligan Roll (9) Dizzy
Jumping Short (7) Cannon Drill (10) Fly Thrust Kick (10) Dizzy
Cannon Drill (8) Short Kick (9) Fly Thrust Kick (10) Dizzy
Cannon Drill (8) Block (12) Fly Thrust Kick (12) Dizzy
Cannon Drill (8) Flying Thrust Kick (8) Hooligan Roll (9) Dizzy "Cannon Smasher"
Jab (8) Back Hand (8) Thigh Press (9) Dizzy
Air Throw (8) Handstand Kick (7) Thigh Press (9) Dizzy
Block (10) Fly Thrust Kick (10) Cannon Drill (12) Dizzy
Block (10) Axle Break Kick (11) Cannon Drill (12) Dizzy
Block (10) Thigh Press (9) Forward Kick (10) Dizzy
Jump (9) Hooligan Roll (7) Foot Swep (8)
Jump (9) Suplex (8) Handstand Kick (9) Dizzy
Move (9) Head Twist (8)

Combat Chart for Chun Li

Maneuver

Spd

Damage

Move

Special

Punch: Jab

9

9

6

-

Strong

7

11

6

-

Fierce

6

13

5

-

Kick: Short

8

12

6

-

Forward

7

14

5

-

Roundhouse

5

16

5

-

Grab

7

9

One

Ignores blocks.

Block

11

(10 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

10

None

9

-

Air Block

11

(10 soak)

Ends

Only as an Abort (1 Will) when attacked while Aerial. Ends movement.

Backflip Kick

7

14

Two (back)

do damage first, then move straight away from the target.

Double-Hit Kick

5

13

5

Hits twice. crouchers or aerial opponents will be hit only once.

Foot Sweep

5

15

4

Crouching Maneuver. Causes Knockdown.

Forward Flip Knee

5

16

Two

Must be used on someone in your hex or an adjacent hex. You move 1 or 2 hexes flipping over them to land in the hex behind them. If you Interupt someone with this you cause their move to miss you.

Fury Kick 8 12 One Cost: 2 Willpower. Three damage tests.

Great Wall of China

5

13

None

Costs 2 Willpower. Choose three connecting adjacent hexes to fill with kicking. Anyone in these hexes suffers 3 damage rolls.

Handstand Kick

6

16

4

Knocks down aerial opponents

Lightning Leg

5

13

None

Costs 1 Willpower. Hits 3 times.

Mirage Kick 5 11 6 Costs 1 Willpower. For every hex of movement that doesn't need to be traveled to hit the opponent, one kick may be delivered for each hex of movement left over. If an attack is made, move both the attacker and defender forward one hex (in the direction of the kicks) for every two kicks taken (if movement is not obstructed).
Phantasm Flash 6 12 6 Costs: 1 Will, 1 Chi. A powered up version of Mirage Kick launched with a Chi spark. See Mirage Kick.
Splits Kick  8 11, 15 5 Costs: 1 Willpower. Jumping, KD Aerial. The fighter is considered knocked down afterwards. The second damage test is considered Overhead.

Tenshou Kyaku (Sandstorm Grit)

7

12

One

Cost: 1 Willpower. Will hit an aerial or adjacent enemy three times. If movement must be made to hit a grounded enemy, this move hits once. An aerial or adjacent enemy will be knocked down and knocked back one hex if damage is inflicted.

Whirlwind Kick

5

12

5

Costs 2 (or 1) Willpower. Must travel in a straight hex-line. Move your full move but each time you enter a new hex roll damage for anyone in it or in an adjacent hex and knock them back 1 hex (damaged or not) away from the fighter.

Air Throw

9

14

6

Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in.

Throw

5

11

One

 

Flying Heel Stomp

7

13

8

Costs 1 Willpower, Can interrupt own move to do damage then finish moving. Must be straight line. Can be used to interrupt or evade projectiles.

Jump

10

None

6

 

Wallspring

9

none

6/8

Aerial can be used like a jump but can spring of a wall. Must move at opposite angel of jump

Custom Combo Spc Spc Spc Spend 1 Chi when playing any card to make it the first part of a 3-part combo. Spend a total of 2 Chi to make it a Dizzy combo.

Fireball

2

10

None

Costs 1 Chi, Range is Wits+Focus

Combos:
Foot Sweep (5) - Short (10) - Lightning Leg (9) Dizzy
Jumping Fierce (6) - Forward (9) - Lightning Leg (9) Dizzy
Strong (7) - Fierce (8) - Forward Flip Knee (7) Dizzy
Jumping Forward (7) - Short (10) - Lightning Leg (9) Dizzy
Flying Heel Stomp (7) - Flying Heel Stomp (9) - Handstand Kick (10) Dizzy
Block (11) - Whirlwind Kick (9) - Forward Kick (11) Dizzy
Block (11) - Lightning Leg (9) - Handstand Kick (10) Dizzy 
Block (11) - Sandstorm Grit (11) - Splits Kick (12) (SFIII super combo)
Block (11) - Phantasm Flash (10) - Forward Kick (11) Dizzy (SFIII super combo)
Jump (10) - Jumping Short (10) - Throw (9)
Jump (10) - Phantasm Flash (8) - Forward Kick (11) Dizzy
Fireball (2) - Jumping Roundhouse (7) - Strong (11) Dizzy
Fireball (2) - Block (13) - Whirlwind Kick (11)

Health 20, Will 10, Chi 8
Attributes: Str:5/ Dex:7/ Stm:5/ Per:4/ Int:4/ Wit:4
Techniques: Pun:5/ Kik:7/ Blk:5/ Grb:4/ Ath:6/ Foc:4

Combat Chart for Dhalsim

Maneuver

Spd

Dam

Mov

Special

Punch: Jab

5

9

5

-

Strong

3

11

5

-

Fierce

2

13

4

-

Kick: Short

4

10

5

-

Forward

3

12

4

-

Roundhouse

1

14

4

-

Grab

3

9

One

Ignores blocks.

Block

7

(11 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

6

None

8

-

Head Butt (1)

3

13

3

-

Slide Kick (2)

2

13

6

Causes Knockdown

Brain Cracker (1)

3

12

One

Sustained hold. Punch is used for damage instead of grab.

Head Butt Hold (2)

2

12

One

Sustained Hold

Technical Grapple

     

Substitue Grab (5) For Strength.

Throw

1

11

One

Causes knockdown.

Cannon Drill

5

11

7

Costs 1 Willpower Does not count as a Air Move

Flying Body Spear

3

12

7

Costs 1 Willpower, Aerial, Acts like a jump when dealing with missile attacks, Must move in straight line and land in front of victim.

Jump

6

None

6

Athletics times three equals how high one can jump. Can be used with any basic attack or by itself. If played alone can be used as an abort action. To dodge projectiles: If speed is higher than projectiles the character may interrupt by a resisted roll. Opponents Focus against the Characters Dex+Athletics. If used with a punch or kick the fighter may be able to dodge and still strike.

Aura Excitation

-

+2

-

Cost 1 Chi for Basics or the PP cost of the maneuver.

Chi Kung Healing

5

none

4

Must use in same hex as patient,Cost 1/1 Chi to Health exchange up to the healers focus per round

Cosmic Waking

-

-

-

Cost: None. Focus + Intelligence. Or use for Blind Fighting.

Extendible Limbs

     

Reach extends one hex per focus usable with any basic attack. Limbs can be damaged.

Fireball "Yoga Fire"

4

16

Non

Costs 1 Chi, Range is Wits+Focus

Improved "Yoga Fire"

5

18

Non

Cost 1 Chi. Will score knockdown unless blocked

Inferno Strike

4

18

Non

Costs 2 chi, Range wits+focus is the range it explodes on contact and damages the surrounding hexes.

Mind Reading

non

none

Non

Costs 1 Chi Used in between turns, Resisted willpower roll against permanent rating. Victim shows the player two cards and must play one of them next round. The victim must be within Wits+Focus range. The victim does not realize he is being scanned unless the user botches their willpower roll.

Regeneration

6

none

Non

The character may spend Chi to increase her Health levels on a 1 per 1 basis. Can only spend a number of Chi equal to her Focu

Repeating Fireball

4

14

Non

Costs 2 chi, 1 fireball per Focus rating (minus 1 = 7). Range Wits+Focus

Telepathy

non

none

Non

1 chi,+1 Chi per round. Focus rating equals the number of people who can be linked. Range Wits+Focus and must stay within that range.

Yoga Flame

4

21

One

Cost 2 chi. Range one hex and the three beyond it in a cone shape. It lasts the full round and can hit anyone moving into the four hexes.

Yoga Teleport

9

   

Cost 2 chi vanishes until any point during the turn. Move Intelligence+Focus

Quick Teleport

9

   

Cost 1 Chi. Abort. Instant. Move Intelligence+Focus.

Zen No Mind

6

none

Non

Costs 1 Willpower Can select any three cards then wait till everyone goes then use one of the actions.

Balance

     

Adds +1 Move to all Aerial Maneuvers.

Leech

6

Spc

Non

The target cannot make an action after using leech. You can however attack and then use it. You must first have an opponent in a sustained hold and then you can spend a number of Chi up to your Focus rating to drain the same number of health levels from your victim, and gain them yourself. The sustained hold is treated as still in affect for purposes of breaking free, but damage is allocated as per Leech.

Attributes; Str:4 / Dex:3 /Stm:5 /Per:6 /Int:6 /Wit: 6
Techniques; Pun:6 /Kik:6 /Blk:6 /Grb:5 /Ath:5 /Foc: 8
Health 20, Will 10, Chi 11, Honor 10
Combos:
Fierce (2) Jab (7) Fierce (6) Dizzy
Fierce (2) Forward (5) Jab (9) Dizzy
Fierce (2) Block (9) Yoga Fire (11) or Yoga Repeating Fire "Yoga Inferno" (10) Dizzy
Forward (3) Short (6) Forward (7) Dizzy
Short (4) Forward (5) Short (8) Dizzy
Jab (5) Short (6) Forward (7) Dizzy
Jab (5) Jab (7) Slide Kick (7) Dizzy
Flying Body Spear (3) Slide Kick (4) Brain Cracker (7)
Teleport (9) Yoga Fire (7) Yoga Flame (8) Dizzy
Teleport (9) Yoga Repeating Fire (6) Fierce (6) Dizzy
Teleport (9) Jab (7) Fierce (6) Dizzy
Block (7) Yoga Flame (8) Brain Cracker (7)
Block (7) Yoga Fire (9) Yoga Fire (9) Dizzy
Block (7) Brain Cracker (7) Yoga Flame (8)

Combat Chart for E. Honda

Maneuver

Spd

Dam

Mov

Special

Punch: Jab

7

11

4

-

Strong

5

13

4

-

Fierce

4

15

3

-

Kick: Short

6

10

4

-

Forward

5

12

3

-

Roundhouse

3

14

3

-

Grab

5

11

One

Ignores blocks.

Block

9

(11 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

8

None

7

-

Head Butt

5

15

2

-

Hundred Hand Slap

3

12

One

Costs 1 Willpower. Hits three times.

Power Chop

5

16

One

This will knock down an Aerial opponent, a Crouching opponent, and any opponents who are trying to land in the fighter's hex.

Double-Hit Kick

3

11

3

Hits twice. crouchers or aerial opponents will be hit only once.

Foot Sweep

3

13

2

Crouching Maneuver. Causes Knockdown.

Spinning Foot Sweep

3

13

None

Costs 1 Willpower. Crouching maneuver. Knocks down anyone in your hex or the 6 adjacent hexes.

Maka Wara

 

8

None

 

San He

7

(15 soak)

None

Costs 1 Chi. The fighter cannot be thrown or knocked down. No move can knock you back (against Massive force like cars, trains, Dragon Back Hand (chi KB maneuvers), you need to make a strength + block roll to stand your ground vs. str + Tech.). You don't get the normal +2 speed bonus after San He.

Bear Hug

4

14

One

Sustained hold.

Throw

3

13

One

 

Airsmash

4

14

3

Aerial, jump straight hex line, and end the move in the same hex as the victim.

Flying Head-butt

5

14

7

Costs 1 Willpower, Aerial, Straight line travel

Jump

8

None

4

 

Toughskin

non

none

None

Cost 1 Chi +2 Soak that turn

Attributes; Str:6/Dex:5/Stm:7/Per:4/Int:4/Wit:3
Techniques; Pun:6/Kik:4/Blk:4/Grb:5/Ath:4/Foc:2
Health 20, Will 9, Chi 5, Honor 10
Combos:
Flying Headbutt (5) Power Chop (7) 100 Hand Slap (7) Dizzy
Flying Headbutt (5) Block (11) Air Smash (10) Dizzy
**Head Butt (5) Power Chop (7) 100 Hand Slap (7) Dizzy
Head Butt (5) Block (11) 100 Hand Slap (9) Dizzy
Power Chop (5) 100 Hand Slap (5) 100 Hand Slap (7) Dizzy
***Power Chop (5) Block (11) Bear Hug (10) Dizzy
***Short (6) Jab (9) Power Chop (9) Dizzy
***Jab (7) Power Chop (7) Bear Hug (8) Dizzy
Block (9) Flying Headbutt (9) Air Smash (8) Dizzy
***Block (9) Air Smash (8) Bear Hug (8)
***Block (9) Jab (11) Jab (11) Dizzy
San He (7) Jab (9) 100 Hand Slap (7) Dizzy

Combat Chart for Fei Long

Maneuver

Spd

Dam

Mov

Special

Punch: Jab

8

10

5

-

Strong

6

12

5

-

Fierce

5

14

4

-

Kick: Short

7

11

5

-

Forward

6

13

4

-

Roundhouse

4

15

4

-

Grab

6

9

One

Ignores blocks.

Block

10

(11 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

9

None

8

-

Monkey Grab Punch

4

12

5

Ignores blocks.

Rekka Ken

     

Costs 1 Willpower per turn used. If done three tuns in a row you must pose for a turn (+1 temp. glory) or lose three temp. glory.

Back Sweep

6

12

2

Knockdown

Double-Hit Kick

4

12

4

Hits twice. crouchers or aerial opponents will be hit only once.

Dragon Kick

5

17

3

Cost 1 Willpower and 1 Chi. Can be used like a jump to avoid a projectile but cannot hit the thrower. Anyone hit suffers a Knockdown unless Blocking. Opponents on ground are knocked back 1 hex. Two damage tests on an adjacent opponent.

Foot Sweep

4

14

3

Crouching Maneuver. Causes Knockdown.

Front Snap Kick

8

12

One

 

Stepping Front Kick

6

12

6

Costs 1 Willpower. Must move into the same hex as target and roll a damage test for a rising knee, knocking them back 1 hex. Then roll another test for a front snap kick (same leg). If you don't have enough move to reach with the knee you can still hit with the snap kick.

Deflecting Punch

8

11

None

Interupt an opponents punch, let them roll damage but you get to apply your full blocking soak (see block), then roll your own damage test as you counterpunch unless you were dizzied, knocked back, knocked down or knocked out. If your opponent does something besides punch you don't get the extra soak but you can still do your counter punch.

Punch Defense

10

(15/9 soak)

None

Like a normal block but +4 soak against punches -2 against anything else.

Hair Throw

4

14

Two

Must move into, and straight through an opponents hex. then they can be thrown along the same straight line as per the Throw maneuver.

Throat Stomp

5

14

One

KD, Foe -2 Str until after next Turn.

Throw

4

11

One

 

Drunken Monkey Roll

9

None

8

Crouching, Can be used as interrupt and evade projectiles

Jump

9

None

5

 

Kippup

     

Automatic, Fighter has only -1 speed when getting up instead of -2

Combos (All Dizzy):
Double-Hit Kick (4) - Back Sweep (8) - Throat Stomp (9)
Double-Hit Kick (4) - Block (12) - Dragon Kick (11)
Monkey Grab Punch (4) - Front Snap Kick (10) - Hair Throw (8)
Forward Kick (6) - Jumping Foward (11/8) - Back Sweep (10)
Forward Kick (6) - Back Sweep (8) - Hair Throw (8)
Jumping Forward (6) - Front Snap Kick (10) - Front Snap Kick (12)
Short Kick (7) - Front Snap Kick (10) - Stepping Front Kick (10)
Short Kick (7) - Dragon Kick (7) - Throat Stomp (9)
Fierce Rekka-Ken (8) - Short (9) - Dragon Kick (9)
Front Snap Kick (8) - Front Snap Kick (10) - Dragon Kick (9)
Jab Rekka-Ken (11) - Forward (8) - Stepping Front Kick (10)
Block (10) - Stepping Front Kick (10) - Dragon Kick (9)
Block (10) - Dragon Kick (9) - Throat Stomp (9)
Block (10) - Front Snap Kick (12) - Forward Kick (10)
Jump (9) - Jumping Forward (11/8) - Back Sweep (10)

Non-Combos:
Dragon Kick followed by any two Rekka-kens.
Any two Rekka-kens followed by Dragon Kick.
On Dizzied Opponent: Hair Throw, T. Stomp, D-H Kick, or Dragon Kick.

Health 20, Will 9, Chi 9

Attributes:
Str:5/ Dex:6/ Stm:5/ Per:4/ Int:4/ Wit:5
Techniques:
Pun:6/ Kik:6/ Blk:6/ Grb:4/ Ath:5/ Foc:4

Combat Chart for Guile

Maneuver

Spd

Damage

Move

Special

Punch: Jab

7

9

5

-

Strong

5

11

5

-

Fierce

4

13

4

-

Kick: Short

6

11

5

-

Forward

5

13

4

-

Roundhouse

3

15

4

-

Grab

5

9

One

Ignores blocks.

Block

9

(11 soak)

None

Abort Maneuver.

Movement

8

None

8

-

Spinning Backfist

4

12

6

-

Double Dread Kick

3

12/15

6

Costs 1 Willpower. Hits twice. Each hit knocks the victim back 1 hex. To hit a second time you must have enough move left over to move into the hex you just knocked your opponent out of (to reach him). Doesn't combine for dizzy unless part of a dizzy combo.

Double-Hit Kick

3

12

4

Hits twice. crouchers or aerial opponents will be hit only once.

Flash Kick

4

18

One

Costs 1 Chi and 1 Willpower.

Flash Justice 4 16 One Costs 1 Chi and 1 Willpower. Aerial. Knockdown Aerial. Two hits versus adjacent or Aerial opponent. Knock back is one unless Blocking.

Flying Knee Thrust

6

13

6

Costs 1 Willpower. Aerial Maneuver

Foot Sweep

3

14

3

Crouching Maneuver. Causes Knockdown.

Spinning Foot Sweep

3

14

None

Costs 1 Willpower. Crouching maneuver. Knocks down anyone in your hex or the 6 adjacent hexes.

Air Throw

7

14

5

Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in.

Back Breaker

4

12

One

Victim suffers knockdown

Knee Basher

4

15

One

Sustained hold. when the victim escapes they suffer a -2 speed penalty (as if knocked down). Kick is used for damage instead of grab

Throw

3

11

One

Causes knockdown. Choose a hex to throw them into a distance of hexes equal to your strength score. If someone is hit by a thrown fighter they might take damage, roll the thrown fighters stamina minus the hit fighters soak total.

Jump

8

None

5

Athletics times three equals how high one can jump. Can be used with any basic attack or by itself. If played alone can be used as an abort action. To dodge projectiles: If speed is higher than projectiles the character may interrupt by a resisted roll. Opponents Focus against the Characters Dex+Athletics. If used with a punch or kick the fighter may be able to dodge and still strike.

Kippup

     

Automatic, Fighter has only -1 speed when getting up instead of -2

Sonic Boom

2

13

none

Cost 1 Chi, Range Wits+Focus

Sonic Scissor 2 13 none Cost 1 Chi, Makes two damage tests. Range Wits+Focus

Combos:

Block (9) Flash Justice (8) Back Breaker (8) Dizzy
Block (9) Flash Kick (8) to Flash Kick (8) Dizzy
Block (9) Sonic Boom (7) to SBF (8) Dizzy
Block (9) Air Throw (11) to Flash Justice (8)
Air Throw (7) to Forward Kick (7) to Backbreaker (8)
Flying Knee Thrust (6) Forward (7) Short (10) Dizzy
J. Short (6) Strong (7) to Flash Kick (8) Dizzy
J. Short (6) Jab (9) Flash Justice (8) Dizzy
Forward Kick (5) Flying Knee Thrust (8) Back Breaker (8) Dizzy
Sonic Boom (2) J. Fierce (6) Double Dread Kick (7) Dizzy
Spinning Back Fist (4) to Block (11) to Flash Justice (10)
Spinning Back Fist (4) to Fly Knee Thrust (8) to Flash Kick (8) Dizzy
Jump (8) Sonic Scissor (4) Sonic Scissor (6) Dizzy
J. Forward (5) to Spin Foot Sweep (5)

Attributes: Str:5/ Dex:5/ Stm:5/ Per:4/ Int:4/ Wit:5
Techniques: Pun:5/ Kik:6/ Blk:6/ Grb:4/ Ath:5/ Foc:5
Honor 8

Health 20
Will 9
Chi 9

Combat Chart for Ken Masters

Maneuver

Spd

Dam

Mov

Special

Punch: Jab

7

10

5

-

Strong

5

12

5

-

Fierce

4

14

4

-

Kick: Short

6

11

5

-

Forward

5

13

4

-

Roundhouse

3

15

4

-

Grab

5

9

One

Ignores blocks.

Block

9

(11 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

8

None

8

-

Dragon Punch

5

17

3

Cost 1 Willpower. Aerial Maneuver that can avoid projectiles just like jump (if this is done, you cannot hit the person throwing the projectile). Aerial opponents it damages are knocked down, ground opponents are knocked back one hex.

Flaming Dragon Punch

4

17

3

Cost 1 Willpower and 1 Chi. Same as normal Dragon Punch except it causes knockdown to ground opponents too and if you don't have to move to reach your target it hits twice.

Power Uppercut

4

14

One

If you interrupt an aerial opponent with this move it causes knockdown.

Air Hurricane Kick

4

10

6

Costs 1 Chi and 1 Willpower. Like a Hurricane Kick but you can jump (over projectiles etc.) first.

Double Dread Kick

3

12/15

6

Costs 1 Willpower. Hits twice. Each hit knocks the victim back 1 hex. To hit a second time you must have enough move left over to move into the hex you just knocked your opponent out of (to reach him).

Double-Hit Kick

3

12

4

Hits twice. Crouchers or aerial opponents will be hit only once.

Falling Arc Kick 4 15 5 Knockdown. Aerial. Overhead.

Foot Sweep

3

14

3

Crouching Maneuver. Causes Knockdown.

Hurricane Kick

5

10

4

Costs 1 Chi and 1 Willpower. Must travel in a straight hex-line.

RED Kick

4

14

8

Costs 1 Willpower. Jumping Attack and an Overhead attack. It knocks down the opponent if it does damage, even Crouching opponents. It can't be used to attack an opponent in the same or an adjacent hex to the one the fighter jumps from.

Kick Defense

9

(15/9

None

 

Punch Defense

9

(15/9

None

Like a normal block but +4 soak against punches -2 against anything else.

Missile Reflection

8

None

4

With a Roll of Dexterity (difficulty 6) you can deflect a missile weapon targeted at you to hit someone else (or catch it with the exception of gunfire). Thrown weapons like knives or rocks need 1 success to catch/deflect. Fired missiles like slingshots or bows require 2 successes. Gunfire requires 3 successes to deflect. You can deflect ANY number of missiles in a turn.

Energy Reflection

6

None

None

Costs Chi equal to the attack. You must succeed on a wits roll with 2 or more successes to do it.

Back Roll Throw

4

13

One

Causes knockdown. They are thrown a number of hexes equal to Strength + Kick.

Grappling Defense

9

10

4

Can be played each turn while in a sustained hold. No move with Abort.

Knee Basher

4

15

One

Sustained. Knockdown.

Throw

3

11

One

 

Jump

8

None

5

 

Kippup

     

Automatic, Fighter has only -1 speed when getting up instead of -2

Fireball

3

11

None

Costs 1 Chi, Range is Wits+Focus

Combos:
Fireball (3) Dragon Punch (7) Flaming Dragon Punch (8) Dizzy
Fireball (3) Block (11) Flaming Dragon Punch (10) Dizzy
Jumping Roundhouse (3) Foot Sweep (7) Backroll Throw (8) Dizzy
Falling Arc Kick (4) Strong (7) Flaming Dragon Punch (8) Dizzy
Jumping Forward (5) Jab (9) Flaming Dragon Punch (8) Dizzy
Jumping Forward (5) Backroll Throw (6) Fireball (7)
Strong (5) Jab (9) Flaming Dragon Punch (8) Dizzy
Strong (5) Double Dread (5) Knee Basher (8) Dizzy
Crouching Short (6) Hurricane Kick (7) Hurricane Kick (9) Dizzy
Jumping Short (6) Crouching Short (8) Hurricane Kick (9) Dizzy
Jump (8) Fireball (5) Fireball (7) Dizzy
Jump (8) RED Kick (6) Knee Basher (8)
Block (9) Flaming Dragon Punch (8) Backroll Throw (8) Dizzy
Block (9) Hurricane Kick (9) Dragon Punch (9) Dizzy
Grappling Defense (9) Jumping Short (8) Dragon Punch (9) Dizzy

Health 20, Willpower 10, Chi 10

Attributes; Str: 5/ Dex: 5 /Stm: 6 /Per: 4 /Int: 4 /Wit: 5
Techniques; Pun: 6 /Kik: 6 /Blk: 5 /Grb: 4 /Ath: 5 /Foc: 5

Combat Chart for Ryu

Maneuver

Spd

Dmg

Move

Special

Punch: Jab

7

11

5

-

Strong

5

13

5

-

Fierce

4

15

4

-

Kick: Short

6

11

5

-

Forward

5

13

4

-

Roundhouse

3

15

4

-

Grab

5

9

One

Ignores blocks.

Block

9

(10)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

8

None

8

-

Dragon Punch

5

18

3

Cost 1 Willpower. Aerial Maneuver that can avoid projectiles just like jump (if this is done, you cannot hit the person throwing the projectile). Aerial opponents it damages are knocked down, ground opponents are knocked back one hex.

Power Uppercut

4

15

One

If you interrupt an aerial opponent with this move it causes knockdown.

Shinryuu Ken

5

21

None

Cost: 1 Willpower, 1 Chi. If you interrupt an aerial opponent with this move it causes knockdown. 1 Facing Change.

Air Hurricane Kick

4

10

6

Costs 1 Chi and 1 Willpower. Like a Hurricane Kick but you can jump (over projectiles etc.) first.

Foot Sweep

3

14

3

Crouching Maneuver. Causes Knockdown.

Hurricane Kick

5

10

4

Costs 1 Chi and 1 Willpower. Must travel in a straight hex-line. Move your full move but each time you enter a new hex roll damage for anyone in it or in an adjacent hex and knock them back 1 hex (damaged or not) away from the fighter (or back the way she came if they're in the same hex).

Punch Defense

9

(14/8)

None

 

Kick Defense

9

(14/8)

None

 

Back Roll Throw

4

13

One

Causes knockdown. thrown a number of hexes equal to Strength + Kick.

Throw

3

11

One

 

Disengage

6

-

3

Extra Breakout with Dex vs Str

Jump

8

None

5

 

Kippup

       

Fireball

3

13

None

Costs 1 Chi, Range is Wits+Focus

Double Fireball

3

13x2

None

Costs 1 Chi, Hits x2

Improved Fireball

4

15

none

Cost 1 Chi. Will score knockdown unless blocked

Health 20             Attributes: Str:5/Dex:5/Stm:5, Cha: 5, Man: 3, App: 4, Per:5/Int:5/Wit:5
Will 10
                Techniques: Pun:7/Kik:6/Blk:5/Grb:4/Ath:5/Foc:6
Chi 10

Combos:
Short (6) – Short (8) – Short (10)
Dizzy
Short (6) – Short (8) – Foot Sweep (7)
Dizzy
Short (6) – Strong (7) – Dragon Punch (9)
Dizzy
Jab (7) – I. FB (6) – Power Uppercut (8)
Dizzy
J. Short (6) – DP (7) – I.FB (8)
I.FB (4) – Dragon Punch (7) – Dragon Punch (9)
Dbl FB (3) – Dragon Punch (7) – Backroll Throw (8)
Dizzy
Hurricane Kick (5) – Foot Sweep (5)
Block (9) – Hurricane Kick (9) – Air Hurricane Kick (8)
Dizzy
Block (9) – Dragon Punch (9) – I.FB (8)
Block (9) – I.FB (8) – I.FB (8)
Dizzy
Block (9) - Shinryuu Ken (9) – I.FB (8)

Combat Chart for Sagat

Maneuver

Spd

Dmg

Mv

Special

Punch: Jab

7

11

4

-

Strong

5

13

4

-

Fierce

4

15

3

-

Kick: Short

6

12

4

-

Forward

5

14

3

-

Roundhouse

3

16

3

-

Grab

5

10

One

Ignores blocks.

Block

9

(11 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

8

None

7

-

Tiger Uppercut

5

18

2

Cost 1 Willpower. Aerial Maneuver that can avoid projectiles just like jump (if this is done, you cannot hit the person throwing the projectile). Aerial opponents it damages are knocked down, ground opponents are knocked back one hex.

Power Uppercut

4

15

One

If you interrupt an aerial opponent with this move it causes knockdown.

Elbow Smash

7

14

One

 

Double-Hit Kick

3

13

3

Hits twice. crouchers or aerial opponents will be hit only once.

Double-Hit Knee

5

12

2

Hits twice.

Foot Sweep

3

15

2

Crouching Maneuver. Causes Knockdown.

Wounded Knee

3

15

3

In addition to damage, victim suffers -2 to Move and -2 to the Speed of all kicks for the next two turns.

Tiger Knee

8

14

4

Costs 2 Willpower. Aerial and can go over projectiles like Jump. Knocks down aerial opponents.

Maka Wara

 

8

None

Doesn't damage your attacker if they use a weapon or Grab move.

Knee Basher

4

16

One

Sustained hold. when the victim escapes they suffer a -2 speed penalty (as if knocked down). Kick is used for damage instead of grab

Throw

3

12

One

 

Jump

8

None

4

Athletics times three equals how high one can jump.

Kippup

     

Automatic, Fighter has only -1 speed when getting up instead of -2

Tiger Ball

4

13

None

Costs 1 Chi, Range is Wits+Focus, 1 Lower Difficult for Attacker when aiming at Evading Opponent

Fireball

3

12

None

Costs 1 Chi, Range is Wits+Focus

Toughskin

none

none

none

Cost 1 Chi +2 Soak that turn

Combos:

Strong Punch (5) – Wounded Knee (5) - Double-Hit Knee (9) Dizzy
Tiger Uppercut (5) – Forward Kick (7) – Fierce (8)
Dizzy
Short Kick (6) - Elbow Smash (9) - Dbl-Hit Kick (7)
Dizzy
Forward Kick (5) - Double-Hit Knee (7) - Dbl-Hit Kick (7)
Dizzy
Jumping Roundhouse (3) – Double-Hit Knee (7) - Dbl-Hit Kick (7)
Dizzy
"Tiger Genocide"
Tiger Knee (8) – Tiger Uppercut (7) – Tiger Uppercut (9) Dizzy
Tiger Knee (8) - Elbow Smash (9) - Knee Basher (8)
Dizzy
Tiger Ball (4) – Tiger Ball (6) – Tiger Uppercut (9)
Tiger Ball (4) – Tiger Uppercut (7) – Knee Basher (8)
Dizzy
Block (9) – Tiger Knee (12) – Knee Basher (8)
Block (9) – Tiger Uppercut (9) – Tiger Knee (12)
Dizzy

Attributes; Str:6/Dex:5/Stm:6/Per:3/Int:5/Wit:5
Techniques; Pun:6/Kik:6/Blk:5/Grb:4/Ath:4/Foc:5

 

Sagat is fueled by his desire to defeat Ryu which Bison in turn fuels. Sagat shows no mercy to those unable or unwilling to fight. He will kill those who he feels are useless but will leave a weak enemy alive if he feels they will strive to make themselves worthy. However, he has still not discovered the greater truths himself (i.e. Focus, Zen no Mind, etc).

Combat Chart for T. Hawk

Maneuver

Spd

Dam

Mov

Special

Punch: Jab

6

10

6

-

Strong

4

12

6

-

Fierce

3

14

5

-

Kick: Short

5

11

6

-

Forward

4

13

5

-

Roundhouse

2

15

5

-

Grab

4

12

One

Ignores blocks.

Block

8

(11)

Non

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

7

None

9

-

Buffalo Punch

2

16

One

-

Chop

5

12

5

 

Ear Pop

3

7

5

Completely Ignores opponents stamina for purposes of soaking. Lose 1 Honor point.

Foot Sweep

2

14

4

Crouching Maneuver. Causes Knockdown.

Double-Hit Foot Sweep

2

13

One

Knockdown. Two damage tests.

Group Fighting

7

S10

-2

Can Block opponents not engaged with. -2 Movement and -1 to Combo speed bonus.

Air Throw

6

17

6

Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in.

Back Breaker

3

15

One

Victim suffers knockdown

Neck Choke

3

15

One

Sustained hold.

Stomach Pump

4

16

One

Sustained hold.

Stormhammer

2

19

One

Costs 2 Willpower. After moving in and grabbing the victim, you both travel through the air three hexes and end the move in the same hex. Can go over projectiles like Jump. Aerial after you grab them.

Technical Grapple

-

-

-

Sub Grab for Strength. Switch to other Grab from a Sustained Hold.

Throw

2

14

One

 

Diving Hawk

4

17

8

Aerial, Costs 1 Willpower Can be used to jump fireballs

Jump

7

None

6

 

Kippup

       

Thunderstrike

4

17

5

Aerial, Can dodge projectile attacks Must be in same or next hex when attacking upon entering same hex. Roll damage then finish movement

Breakfall

       

Chi Kung Healing

4

none

5

Must use in same hex as patient,Cost 1/1 Chi to Health exchange up to the healers focus per round

Ghost Form

6

None

6

Costs 2 Chi start plus 1 chi per turn. Energy will still Hit character. Physical attacks will pass through her. The character cannot attack or use special powers while in ghost form. Can phase through objects and people. Can be used during a sustained hold to break free

Regeneration

5

none

Non

The character may spend Chi to increase her Health levels on a 1 per 1 basis. Can only spend a number of Chi equal to her Focus

Thunderclap

5

6

Non

Cost 1 chi, Range all within 3 hexes, Intelligence+Focus -3

Ghost Form

6

None

6

Costs 2 Chi start plus 1 chi per turn. Energy will still Hit character. Physical attacks will pass through her. The character cannot attack or use special powers while in ghost form. Can phase through objects and people. Can be used during a sustained hold to break free

Attributes; Str:6/Dex:4/Stm:6/Per:5/Int:4/Wit:5
Techniques; Pun:5/Kik:5/Blk:5/Grb:6/Ath:6/Foc:5
Heatlh 20
Will 9
Chi 10
Honor 10
Combos:
Buffalo Punch (2) Jab (8) Chop (9) Dizzy
Strong (4) Double-Hit Foot Sweep (4) Neck Choke (7) Dizzy
Thunderstrike (4) Diving Hawk (6) Thunderstrike (8) Dizzy
Diving Hawk (4) Thunderstrike (6) Stomach Pump (8) Dizzy
Chop (5) Chop (7) Stomach Pump (8) Dizzy
Jab (6) Chop (7) Thunderstrike (8) Dizzy
Jump (7) Strong (6) Stomach Pump (8) Dizzy
Block (8) Diving Hawk (8) Stomach Pump (8) Dizzy
Block (8) Thunderstrike (8) Chop (9) Dizzy
Block (8) Stomach Pump (8) Stomach Pump (8) Dizzy
Block (8) Jab (10) Chop (9) Dizzy
Block (8) Air Throw (10) Thunderstrike (8) Dizzy
Thunderclap (5) Buffalo Punch (4) Buffalo Punch (6) Change Target
Ghost Form (6) Regeneration (7) Thunderstrike (8)

Combat Chart for M. Bison

Maneuver

Spd

Damage

Mov

Special

Punch: Jab

8

11

6

-

Strong

6

13

6

-

Fierce

5

15

5

-

Kick: Short

7

12

6

-

Forward

6

14

5

-

Roundhouse

4

16

5

-

Grab

6

11

One

Ignores blocks.

Block

10

(12 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

9

None

9

-

Power Uppercut

5

15

One

If you interrupt an aerial opponent with this move it causes knockdown.

Ducking Fierce

5

16

Zero

 

Flying Knee Thrust

7

14

7

Costs 1 Willpower. Aerial Maneuver

Forward Slide Kick

6

14

6

Causes knockdown if damage is scored

Scissor Kick

6

15

9

Costs 1 Willpower. Make 2 Damage Tests.

Air Throw

8

16

6

Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in.

Throw

4

13

One

Causes knockdown. Choose a hex to throw them into a distance of hexes equal to your strength score. If someone is hit by a thrown fighter they might take damage, roll the thrown fighters stamina minus the hit fighters soak total.

Spin Throw

5

15

One

An over the shoulder with spin. Throw = Str + Athletics

Flying Heel Stomp

6

13

8

Costs 1 Willpower. Can reverse direction after attack or can move straight up and remain airborne until next attack. Can be used to interrupt or evade projectiles.

Jump

9

None

6

Athletics times three equals how high one can jump. Can be used with any basic attack or by itself. If played alone can be used as an abort action. To dodge projectiles: If speed is higher than projectiles the character may interrupt by a resisted roll. Opponents Focus against the Characters Dex+Athletics. If used with a punch or kick the fighter may be able to dodge and still strike.

Kippup

     

Only –1 Stand up penalty

Breakfall

     

You don't need to play a card to use this move. Whenever your character takes damage from hitting the ground you may reduce the damage by one point for each success made on a dexterity + Athletics roll. (Doesn't work for moves that damage you THEN knock you down)

Flying Punch

4

14

11

Costs 1 Willpower. To execute this move you must first travel two hexes past the victim and then back to the opponents hex to hit them from behind. This is an Aerial maneuver. Because your hitting them in the back you halve their total stamina (round down) but then you lose a point of honor each time you do it. Alternatively you may just fly straight at them and not lose honor but then you don't get to halve their stamina either.

Fireball

4

15

None

Costs 1 Chi, Range is Wits+Focus

Mind Reading

none

none

none

Costs 1 Chi Used in between turns, Resisted willpower roll against permanent rating. Victim shows the player two cards and must play one of them next round. The victim must be within Wits+Focus range. The victim does not realize he is being scanned unless the user botches their willpower roll.

Telepathy

none

none

none

1 chi,+1 Chi per round. Focus rating equals the number of people who can be linked. Range Wits+Focus and must stay within that range.

Yoga Teleport

9

-

Spc

Cost 2 chi vanishes until any point during the turn. R=Int+Focus

Levitation

6

None

Special

Costs 1 Chi/turn. The levitating character may move in any direction (including up or down) a number of hexes equal to her focus rating per turn by spending 1 Chi per turn.

Mind Control

3

None

None

Costs 2 Chi. Used to exert control over any subject who has no willpower left. Range is Focus + Wits. Contested roll of Intelligence Vs Intelligence is made. If the attacker gains more successes than the defender on the roll he takes control of his opponents actions. The duration of Control is as follows; 1 success-1 Round(10 turns), 2 successes-1 Hour, 3 Successes-1 Day, 4 successes-1 Week, 5 successes-1 Month. Any opponent with 10 Permanent Honor is not affected by Mind Control. The victim may make a resisted roll of his permanent honor Vs the controllers willpower in order to resist a command that goes against his code or instinct, but if he resists the command he is still under the powers influence. Repeated uses and a lot of time invested can make people permanently under your control.

Psycho Crusher I

6

17

9

Cost 1 Chi. This maneuver causes a knockdown. You must move through the opponent's hex to strike him. The target hex must be in range of your Athletics, but you may continuing moving up to the maneuver's full movement after the attack.

Psycho Crusher II

5

18/One

12

Costs 2 Chi. The fighter can turn or double back, moving however he wishes up to his Move to hit people but no one can get hit more than once like this. If the victim is not blocking he suffers a damage roll at the +5 rating below and is knocked down into any adjacent hex he wants. If he was blocking he is pushed back one hex and damage is done at the one die listed below instead, but the attacker can keep pushing her victim back and doing the one die up to 5 times if she chooses before moving past that opponent

Psycho Crusher III

5

17

12

Cost 2 Chi. This maneuver causes a knockdown and is a straight-line maneuver. Bison must move into an opponent's hex to hit with this. An opponent who is not blocking is hit three times (the two additional hits count as two hexes of movement though the movement is lost). An opponent who is blocking is hit only once and is knocked one hex to one side (random). Can continue to hit others in the path.

Psychic Rage

4

None

None

Costs 1 Chi. Range equals Focus + wits. Make a resisted roll with your victim using your permanent willpowers. If you win you send your opponent into a berserk fury. They can only play Fierce or Roundhouse cards and their highest damage special moves. They must use there most powerful attacks, using Chi and Willpower till they are out. Cannot use Movement, Block, or any Combos. Each turn after the first your victim can try to stop raging by making a resisted roll of his permanent honor Vs your Manipulation (automatically ends if they get knocked out). They still lose honor for things they do while raging.

Psychic Vise

6

13

None

Costs 1 chi and 1 willpower. Range equals Focus + Wits. Roll damage using your victims Intelligence for soak instead of Stamina (it ignores Blocks). Each success puts the victim at -1 speed on her next move and -1 temporary Willpower. If the victim Loses more Willpower by a single attack than she has in Intelligence she is dizzied. After your victim is out of Willpower you can still use this move to stun them and slow them.

Psychokinetic Channeling

     

1 Chi. Record this on a single Combat Card. Play with any of the six basic punch or kick attacks to add +2 damage to it.

Combos:

Fireball (4) – Flying Heel Stomp (8) – Flying Punch (8) Dizzy
Fireball (4) – Flying Heel Stomp (8) – Psycho Crusher 3 (9)
Fireball (4) – Air Throw (10) - Psycho Crusher 1 (10)
Fierce (5) – Fierce (7) – Psycho Crusher 1 (10)
Dizzy
Forward Kick (6) Ducking Fierce (7) – Spin Throw (9)
Dizzy
Forward Kick (6) Forward Slide Kick (8) Ducking Fierce (9) Dizzy

Forward Slide Kick (6) to Ducking Fierce (7) to Scissor Kick (10)
Flying Heel Stomp (6) – Jumping Fierce (7) – Spin Throw (9)
Dizzy
Psycho Crusher 1 (6) - Psycho Crusher 1 (8) – Psycho Crusher 1 (10)
Dizzy
Jump (9) - Scissor Kick (8) to Ducking Fierce (9)
Block (10) – Scissor Kick (10) – Scissor Kick (10)
Dizzy
Block (10) - Flying Heel Stomp (10) – Flying Punch (8)
Dizzy
Block (10) – Spin Throw (9) – Fireball (8)
Dizzy
Block (10) - Psycho Crusher 3 (9)

Attributes; Str:6/Dex:6/Stm:6/Per:4/Int:6/Wit:6
Techniques; Pun:6/Kik:6/Blk:6/Grb:5/Ath:6/Foc:7
Backgrounds; Ani:0/Cyb:0/Elm:0

Health 20, Chi 10, Will 10

Combat Chart for Vega

Maneuver

Spd

Dam

Mov

Special

Claw: Jab

9

10

7

-

Strong

7

12

7

-

Fierce

6

14

6

-

Kick: Short

8

9

7

-

Forward

7

11

6

-

Roundhouse

5

13

6

-

Grab

7

9

One

Ignores blocks.

Block

11

(10 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

10

None

10

-

Murder Stab

5

16

One

-

Backflip Kick

7

11

Two (back)

do damage first, then move straight away from the target.

Forward Slide Kick

7

11

7

Causes knockdown if damage is scored

Air Throw

9

14

7

Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in.

Suplex

7

11

One

Causes knockdown. They land 1 hex behind their original position (attackers choice which hex)

Throw

5

11

One

Causes knockdown. Choose a hex to throw them into a distance of hexes equal to your strength score. If someone is hit by a thrown fighter they might take damage, roll the thrown fighters stamina minus the hit fighters soak total.

Choke Throw

6

11

7

Can be used to interrupt an Aerial opponent OR a standing opponent. Any damage done indicates a knockdown. Both fighters end in the hex where the attack occurred.

Jump

10

None

7

Athletics times three equals how high one can jump. Can be used with any basic attack or by itself. If played alone can be used as an abort action. To dodge projectiles: If speed is higher than projectiles the character may interrupt by a resisted roll. Opponents Focus against the Characters Dex+Athletics. If used with a punch or kick the fighter may be able to dodge and still strike.

Kippup

     

Automatic. Fighter has only -1 speed when getting up instead of -2

Wallspring

9

none

7/9

Aerial can be used like a jump but can spring of a wall. Must move at opposite angel of jump

Backflip

10

None

9

Costs 1 Willpower. Move in a straight line away from opponent. Once you perform this maneuver, you can try to dodge all attacks attempted on you during the rest of the round. Roll Dex+Athletics versus Speed Attribute (Dex,Wits) of Attack + Technique. If you roll higher or tie, you dodge it with no damage. You get +2 Speed on the following round if you avoided all hits.

Diving Hawk 7 17 9 Jumping. Move into opponent's hex. Claw dmg added.

Light Feet

     

Add plus 1 move to ALL your moves. Or, during a fight you may spend 1 Willpower point to move 3 additional hexes as part of an attack (Instead of the +1). This +1 to all moves has NOT been added by the script.

Backflip Super

7

9

6

2 Will. Aerial. The opponent must be adjacent or in the same hex when the attack is started. One damage test is made for each hex of movement the maneuver has, and both the attacker and defender are moved forwad that number of hexes. This attack inflicts a knock down and may be used on landed or aerial opponents.

Tumbling Attack

6

10

7

Costs 1 Willpower. Like a hurricane kick, you move and damage simultaneously. Each time you enter an opponents hex you roll damage and push him back till your out of Move.

Combos: (Claw can add +1 Speed) (All Dizzy)
Crouching Jab - Cr. Fierce - F. Slide Kick 11
Jab 9 - Strong 9 - Tumbling Attack 10
Jab 9 -> Fierce 8 - Murder Stab 9
Jab 9 -> Jab 11 -> Strong 11
Strong 7 -> Jump 12 -> F. Slide Kick 11
Strong 7 - Strong 9 - F. Slide Kick 11
Strong 7 - Fierce 8 - Tumbling Attack 10
Fierce 6 - Fierce 8 - Tumbling Attack 10
Fierce 6 - Suplex 9 - Murder Stab 9
F. Slide Kick 7 - Jab 11 - Fierce 10
Backflip Kick 7 - Backflip Kick 9 - Backflip Kick 11
Jump 10 - Choke Throw 8 - Diving Hawk 11
Jump - Slide Kick 8 - Murder Stab 9
Jump - Diving Hawk 9 - Tumbling Attack 10
Block 11 - Tumbling Attack 10 - Murder Stab 9
Block 11 - Diving Hawk 11 - Suplex 11
Block 11 - Twister Drive 11 - Murder Stab 9

Attributes; Str:4/Dex:7/Stm:5/Per:5/Int:4/Wit:5
Techniques; Claw (6+1) 7/ Kik:5/ Blk:5/ Grb:5/ Ath:7/ Foc:2, Punch actually 5.

Health 20
Will 9
Chi 4

Combat Chart for Zangief

Maneuver

Spd

Dmg

Mov

Special

Punch: Jab

5

10

4

-

Strong

3

12

4

-

Fierce

2

14

3

-

Kick: Short

4

11

4

-

Forward

3

13

3

-

Roundhouse

1

15

3

-

Grab

3

14

One

Ignores blocks.

Block

7

(12 soak)

None

Abort Maneuver. Add your block rating to soak. Prevents knockdown.

Movement

6

None

7

-

Ear Pop

2

7

3

Completely Ignores opponents stamina for purposes of soaking. Lose 1 Honor point.

Spinning Clothesline

3

11

2

Costs 1 Willpower.

Turbo Spinning Clothesline

4

11

3

Costs 1 Willpower.

Double-Hit Kick

1

12

3

Hits twice. crouchers or aerial opponents will be hit only once.

Drop Kick

2

15

2

Knocks down both. No stand-up penalty for attacker with kipup.

Foot Sweep

1

14

2

Crouching Maneuver. Causes Knockdown.

Air Throw

5

19

4

Costs 1 Willpower. Pick a spot within 3 hexes for them to land in.

Back Breaker

2

17

One

Victim suffers knockdown

Bear Hug

2

17

One

Sustained hold.

Grappling Defense

7

14

3

 

Head Bite

4

15

One

Sustained Hold

Iron Claw

4

18

One

costs 1 Willpower on the first turn only. Sustained hold.

Pile Driver

1

18

One

Victim suffers knockdown

Mega Driver

1

19

One

Victim suffers knockdown

Siberian Bear Crusher

3

17

5

Costs 1 Willpower. Causes knockdown. After you move and grab your victim you jump with her 3 hexes. then they land in any adjacent hex. Considered an aerial maneuver during the jump part.

Siberian Suplex

3

16

One

Costs 1 Willpower. Victim suffers knockdown. Hits twice. Same as normal suplex but you end 1 hex further back.

Spinning Pile Driver

1

21

Two

Costs 2 Willpower. Victim suffers knockdown and is bounced three hexes away. Aerial maneuver (after you grab them) and can go over projectiles like Jump.

Stomach Pump

3

18

One

Sustained hold.

Suplex

3

16

One

Causes knockdown

Throw

1

16

One

Causes knockdown.

Improved Pin

3

16/15

5/Two

Costs 1 Willpower on the first turn only. Exactly like pin but they don't have to be knocked down or dizzy if adjacent or in your hex.

Pin

2

16/14

5/None

Costs 1 Willpower on the first turn only. Opp. Must be knocked down or dizzied. Adds two to maintain.

Jump

6

None

4

 
Combos:
Block (7) to Siberian Bear Crusher (7) to Siberian Suplex (7) Dizzy
Block (7) to Jump/Forward (5) to Head Bite (8)
Grappling Defense (7) to Turbo Spinning Clothesline (6)
Strong (3) to Suplex (5) to Spinning Pile Driver (5) Dizzy
Strong (3) to Suplex (5) to Siberian Bear Crusher (7) Dizzy
Strong (3) to Siberian Bear Crusher (5) to Siberian Suplex (7) Dizzy
Strong (3) to Siberian Bear Crusher (5) to Siberian Bear Crusher (7)
Strong (3) to Grappling Defense (9) to Siberian Bear Crusher (7)
Fierce (2) to Forward (5) to Siberian Suplex (7) Dizzy
Jump/Short (4) Jab (7) to Mega Driver (5) Dizzy
Drop Kick (2) to Head Bite (6) to Iron Claw (8) Dizzy
Siberian Bear Crusher (3) Drop Kick (4) Stomach Pump (7) Dizzy

Attributes; Str:7 /Dex:3 /Stm:7 /Per:3 /Int:3 /Wit:3
Techniques; Pun:4 /Kik:4 /Blk:5 /Grb:7 /Ath:4 /Foc:1
Soc: Cha 3, Man 1, App 2

Health 20
Willpower 10
Chi 5