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Fight! - Round 2

Fight! - Round 2

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Published by Allen Anderson

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Published by: Allen Anderson on Sep 04, 2011
Copyright:Attribution Non-commercial


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“Jumping” is not technically an action in the
rules. Any time a Fighter moves two
Ranges and attacks with a Basic, or three
Ranges without attacking, or successfully
Evades and moves two Ranges, the default
presumption is that the character is
Jumping. In many games, that is all the
detail that Jumping needs. However, many
fighting games include additional ways in
which a Fighter can move around the
battlefield, so the following rules options
are presented. Again, many of these also
make excellent examples of Techniques.

Easier Jumps: If the Director wants to
increase the flexibility of Jumping, eliminate
the FS cost for moving two Ranges before
attacking with a Basic Move. With this rule,
a Fighter with the Light Quality receives a +
1 bonus to Accuracy when attacking with a
jumping Basic Move.

The following paragraphs present several
new ways to modify Jumping in combat. In
every case, the modifications on Jumping
provided by the Light Quality do not apply
to any of these rules.

Double Jumps: These are Jumps that occur
after a first Jump, as if the second (or even
third or fourth) Jump was made off of a
solid invisible platform suspended in the air.



Double Jumps cost 1 FS (a Triple Jump or
Quadruple Jump would cost this same
amount again, i.e., 2 or 3 FS). Outside of
combat, a Director might allow the creative
use of the Double Jump “physics” to allow a
character to reach a height normally
inaccessible (even beyond the extraordinary
leaping abilities normally on display in
shounen anime). If a Double Jump is used in
conjunction with an Evasion, the combatant
spends the necessary FS and then gains a +
2 (or +4 or +6 respectively for a Triple or
Quadruple Jump) to his Defense Total. If
the Evasion is successful, the combatant
must move 2 Ranges, which still costs 1 FS
to do. Double Jumps only provide a bonus
to Evasion; they cannot be used as an
attack. As an optional rule for all
combatants, this ability is usually restricted
to Double Jumps. As a Technique, however,
some fighters might be able to do triple or
quadruple jumps, or even do a double or
triple jump above a Super Jump (thereby
increasing the bonus to Evade if they are
targeted during the Super Jump; see
below). Each additional “level” of jumping
beyond the established campaign limit
would count as a separate Technique.

Super Jump: This jump sends the Fighter
super high into the air (often “off the
screen” in a video game). Normally, a
combatant can jump forward 2 Ranges and
attack or 3 Ranges forward or backward

without attacking, either at a cost of 1 FS. A
Super Jump instead allows a combatant to
jump forward 3 Ranges and attack or 4
Ranges without attacking, still at a cost of
only 1 FS. However, while the combatant
must declare his intended destination (a
specific Range from his present location),
he does not actually land until the start of
his action on the following turn. Until that
time, the character can only be targeted by
a Special Move or Super Move with the
Ranged, Aerial, or Hard to Evade Element.
If attacked before next getting to act, the
combatant can only use Evasion to defend
(unless Aerial Blocks are also permitted),
though the character does receive a +2
bonus to his Defense Total. If the Evasion is
successful, the character neither moves nor
gets a bonus to Accuracy (as would
normally be the case with a successful
Evasion). If the Evasion is unsuccessful and
the jumping combatant is hit, he is
considered to be at the point where he was
going to land for purposes of determining
Knock Back and final placement. A Super
Jump can also be used to launch a Basic
Attack (or even start a Combo). The attack
does not take place until the following turn,
but receives a +2 bonus to Accuracy. A
Super Jump cannot be used as a Cross-Up.
However, if the combatant uses a Super
Jump to begin an attack and then fails to


gain Initiative on the following turn, an
opponent that moves forward or backwards
even 1 Range will automatically avoid a
jumping attack from a Super Jump. In this
case, the jumping Fighter lands and can
take no further action on his turn.

Hover: This is sort of a “lasting jump.” The
character leaps up in the air and, while not
technically hovering, he descends slowly to
the ground. A Hover Jump is declared when
the Fighter attempts to use the Evasion
Skill, adding a +1 bonus to his Defense
Total. However, if he is successful, the
combatant must choose to move 2 Ranges
for 1 FS.

Wall Springs: Many Fighters have the
ability to jump back against a wall and then
spring forward towards or over an
opponent. If the character leaps back away
at least 1 Range from an opponent and if
this movement also places him against a
wall (i.e., Distance 1 or 0 away from the
Wall), the combatant may then leap 3
Ranges forward (for a net gain of 2 Ranges)
and still attack. This gives the attacker an
additional +1 bonus to Accuracy (and this
may also be combined with a Cross-Up if
appropriate). A Wall Spring can also be
used defensively if the character is in the
right position (i.e., no more than 1 Distance

away from a wall). In this case, the
character receives a +1 bonus to Defense
Total while using Evasion. If successful, the
character must move forward 2 Ranges for
1 FS. Whether an actual “Wall” (i.e., an
Environmental Hazard defined as such) is
necessary is up to the Director. In the
source material, the “wall” is usually
nothing more than the artificial border of
the stage. In this case, a fighter can “wall
spring” back and off of Range 4 and forward
to attack.

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