Professional Documents
Culture Documents
Quickstart
>> Combat
Quickstart
All relevant game effects of Power Level have Speed is a bit more complicated. A Speed
already been factored in elsewhere on the sheets. of 0 means the character acts in combat as
normal. However, a character with a positive
or negative Speed is further distinguished by a
Strength, Speed, and benefit or liability in the categories of Control
and Initiative. Control represents a Fighter’s
Stamina ability to more consistently pull off more
These three characteristics, referred to as difficult Special Moves or longer Combos.
Basic Qualities, are the only “attributes” in Initiative represents a Fighter’s ability to
the game. They range from –1 to 2, with 0 strike first, thereby potentially preventing his
being average. However, “average” is a rating opponent from responding.
on their character sheets. All of the other They are used in various ways to determine a
Qualities, Weaknesses, and Quirks should still character’s capabilities outside of combat.
be somewhat evocative about the characters
This Quickstart edition does not require the use
in general and their personalities in particular.
of any non-combat Skills. The Skill system is very
The full version of the rules contains over 100
simple for ease of play, utilizing a d10 + skill
Qualities, Weaknesses, and Quirks.
level to beat an assigned Difficulty Level. The
full version of the rules contains over 40 Skills.
Skills
The next two blocks on the character sheets Special Moves
are devoted to Skills. Skills encompass not
The last part of each character sheet contains
only skills as traditionally understood, but also
the characters’ Special Moves. It should be
special techniques, mystical powers, and even
noted that these characters have fewer moves
states of mind.
than a typical Power Level 3 Fighter.
The first category of Skills is Combat Skills.
The top line gives the move’s name and Level
These apply specifically to elements of the
(abbreviated L). The Level determines how
combat system. The first three, Defense,
powerful the move is as well as how difficult
Evasion, and Tactics, determine the ability of
the move is to perform.
a character to avoid being hit. There are no
skills to demonstrate ability to hit someone. In After this, the move’s Accuracy and Damage
a video game, a hit occurs simply because you are listed. Accuracy is added to all attack rolls
attack and your attack lands on the opponent and damage is rolled if an attack is successful.
in some way. Thus, skill in a video game is not The characters’ Strengths are already calculated
in learning how to hit, but rather in avoiding into the listed damages.
being hit. These three skills represent different
The next category lists all the Elements that
ways of doing this: blocking, evading, and
make up the move. Special Moves can also
countering. Ki is a skill that represents the
have Liabilities that limit the move in exchange
damage a character does with a ranged attack.
for more Elements, but the Quickstart
A character without ranged attacks does not
characters don’t have any Special Moves with
need this skill. Finally, Combo represents how
Liabilities. A move’s Elements describe how
well the Fighter can string attacks together
the Special Move is used in combat and what
into a single attack. Its rating determines the
special rules apply to it. Descriptions of all
maximum number of attacks that can be
the relevant Elements and Liabilities for all the
included in a single Combo.
Special Moves of the Quickstart characters are
The second category of Skills is Narrative contained in the next section. Occasionally,
Skills. Narrative Skills correspond most closely a number is located in parentheses after
to regular “skills” in most role-playing games. the Element. These refer to the cost to build
Reversal
If the Fighter possesses a move with this
Element and is Knocked Down, he can attempt
to perform a Reversal. How this Element is used
depends on when the combatant is Knocked
Down. If the Fighter is Knocked Down and
has not yet acted this turn, he can attempt to
perform the move with the Reversal Element
instead of just standing up on this turn. He
must have enough Control to use the move
(the normal rules for Hit Stun do not apply in
this case) and he must be within Range. The
attack has a -2 Accuracy penalty. If it hits, the
combatant is considered to be standing and
he does not suffer an Initiative penalty on the
following turn. If he misses, however, he is still
considered to be standing, but he suffers a two
Combat Rules 9 A Fighter who has been hit suffers Hit Stun
and loses his action for the round if he has
The following rules explain how to conduct a not already acted.
duel between Shine Holly and Hideki Douglas. 10 When all Fighters have acted or lost their
For clarity, only the rules required for a combat ability to act, the turn ends. Roll 1d6 for
between these two characters are included time passed and narrate what has occurred
here. All other options and cases have been during the turn, including role-playing
excluded. conversation during battle.
11 Begin the next turn with new rolls for
General Outline of a Turn Control and Initiative.
in Combat
1 Each Fighter rolls a separate die for Control Initiative and Control
and Initiative. Dice are either kept aside or Characters roll Initiative and Control. The base
the numbers are recorded. roll is 1d6 for each, modified by the character’s
2 Fighters act in order of Initiative. Speed.
3 The Fighter with the higher Initiative can Before rolling, characters can spend Fighting
either go first or hold. Spirit (FS) to increase the die size rolled for
either Control or Initiative or both. One FS
4 The attacking Fighter optionally chooses will increase the die size for either Initiative
to move before attacking. or Control by one, to a maximum of 1d12 for
5 The attacking Fighter chooses his attack each. A character can only spend as much
limited by the Control rolled for the turn. FS as his Power Level. This limit is applied to
This may be a Basic Move, a Special Move, both Initiative and Control, not to each of them
or a Combo. separately. If necessary, characters declare
their intention to do this in reverse order of
6 The defending Fighter determines his Speed (so Hideki would have to declare first).
defensive option and his defense total.
Roll Initiative and Control as separate rolls. If
7 The attacking Fighter calculates all the combatant with the highest Initiative on
modifiers to Accuracy and rolls 1d6. If he the previous turn also hit his opponent on
rolls equal to or higher than the defender’s the previous turn, he gets a +1 on Initiative
defense total, he hits. on this turn. If the highest Initiative was tied
8 If the attack hits, roll damage, note Knock last turn or if the character with the highest
Back, and apply effects of Knock Down Initiative missed his opponent or didn’t attack
and/or Stunning, as applicable. at all on the previous turn, no one gets this
bonus. Control Bonus is added to Control roll,
if applicable.
10 Combat Rules
• • Combat Quickstart >>
The character with the highest Initiative total then attack, and are still able to act after the
acts first. He is said to “have Initiative.” A opponent has attacked, they now do so.
character with Initiative may choose to let
Simultaneous attacks only Knock Back 1
another combatant go first. A character holding
Range. In other words, the two opponents do
their Initiative in this fashion can choose to act
not knock each other back 1 Range each, for a
at any point later in the turn. If this involves
total of 2 Ranges. If one of the attacks has the
interrupting after another combatant actually
Increased Knock Back Element, Knock Back is
declares a specific attack, a separate Initiative
2 Ranges.
roll is used only to determine the order for this
exchange. FS can be spent to increase this roll
as usual. How to Resolve an
Characters act in Initiative order until all Attack
characters have acted.
The Attacker declares his specific attack, which
Simultaneous Initiative can be a Special Move, a Basic Move, or a
Combo. The choice is limited by the Control
Simultaneous Initiatives act simultaneously. roll. A character can only use an attack with a
Such characters can only use the Defense level equal to or less than his Control roll. If the
skill in response to simultaneous attacks. attacker does not have high enough Control for
Declaration of actions occurs in reverse order the move or for the length of Combo desired,
of Control totals, even though the actions are that move cannot be used or the Combo
considered to be simultaneous. Characters must be of shorter length. Basic Moves are
acting simultaneously cannot perform Combos. considered to be L1 moves. A Basic Move can
If tied combatants wish to move before be defined however the combatant wishes; it
attacking or instead of attacking, this occurs covers all standard punch and kick attacks.
first simultaneously, and then attacks Basic Moves do 1d4 Damage, modified by the
occur simultaneously. A character doing attacker’s Strength and the defender’s Stamina
a simultaneous jumping Basic attack is as usual.
considered to also be Evading for no FS If the Attacker has rolled Control higher than
cost (see Defensive Options below). If two needed for his choice of specific attack, he
characters simultaneously move towards one receives a +1 bonus to Accuracy.
another, they travel as many Ranges towards
one another as the greater movement (which If the Attacker intends to act on Full Offense
means they may pass through one another this turn, this must also be declared now before
– see below). If not all tied combatants wish the Defender prepares his response.
to move, those who wish to attack without The Defender then spends FS on defense if
moving do so first. These attacks are resolved desired. Each 1 FS adds 1 to his defense total.
simultaneously. If some (but not all) of the The Defender can spend FS up to his Power
tied combatants wish to move or move and Level. If the Defender intends to act on Full
Combat Rules 11
>> Combat Quickstart • •
Defense this turn, this must also be declared If the attack hits, it does damage. The opponent
before the Attacker resolves his attack. A suffers from Hit Stun and loses their action
character that has already taken any actions this round. If the opponent has already acted
this turn cannot act on Full Defense. this round, they do not lose their action in the
following round. This is the simplified rule for
The Attacker then spends FS on Accuracy if
Hit Stun for this Quickstart; the full rule allows
desired. Each 1 FS adds 1 to the chance to hit.
characters with high Control rolls to still have
The Attacker can spend FS up to his Power Level.
limited action during the turn.
The Attacker rolls 1d6 + the move’s Accuracy +
The first combatant to land a successful attack
the character’s Accuracy Bonus (if applicable)
during a fight gains back Fighting Spirit equal
+ FS points spent on Accuracy (if applicable).
to his Power Level (3, in the case of these two
A Combo is rolled as a single attack, modified
Quickstart characters). If both combatants hit
by the Accuracy of only the 1st move in the
one another simultaneously, the one doing
Combo, and then further modified by the
greater damage receives the bonus to FS. If
number of attacks in the Combo (see below).
damage is equal, no bonus FS is regained. A
A combatant on Full Offense may instead
character’s Fighting Spirit cannot go above its
roll 1d10 for attacks, but then can choose no
starting total.
defensive options besides Defense during the
remainder of this turn, and even then he only The Attacker rolls damage. Damage comes off
adds ½ (round down) of his Defense skill to the opponent’s Life Bar.
defense totals. Furthermore, the character’s die
The Attacker calculates Stunning, Knock Back
size for either Initiative or Control is reduced
and Knock Down (see below).
by one on the following turn. This latter effect
is cumulative if the combatant stays on Full Play proceeds to the next character or, if a Hit
Offense for multiple turns in a row. Stun has occurred, to the next turn.
The Defender’s defense total is his Defense
skill (or other appropriate skill; see below) + After Everyone has
the character’s Defense Bonus (if applicable)
+ FS points spent on defense (if applicable). Acted
A combatant on Full Defense adds +2 to his The Director rolls 1d6 for the time check. The
defense total. Full Defense cannot be used combat begins with a time count of 99. The
with Evasion or Tactics. A combatant on Full time check roll is subtracted from this time
Defense may take no actions at all, but may roll count each turn. If the time count reaches 0 or
one die larger for either Initiative or Control on less and one of the combatants is not Knocked
the following turn for no FS cost. Out, the one with the most Life Bar remaining
If the Attacker rolls equal to or higher than is the winner. Feel free to come up with a story-
the defense total, the attack hits. Otherwise, based reason why these two Fighters only have
it misses. to a count of 99 to finish their battle.
12 Combat Rules
• • Combat Quickstart >>
After everyone has acted, some effort should quickly. Range 4 is normal range for most
be made by the players to narrate the events ranged attacks. Range 5 is effectively out of
that occurred during the turn. This is also a combat, while still maintaining the possibility
good time to encourage the players to role- of re-engaging. All combat occurs between
play the conversation between the combatants Ranges 0-4. It is up to the Director to decide
before proceeding to the next turn. how far apart combatants are at the beginning
of combat. This Quickstart encounter begins at
Range 3.
Fighting Spirit in Combat
Attacks at Range 0 receive a +1 to hit. Attacks
There is one general rule that applies to all at Range 2 receive a –1 to hit.
expenditures of Fighting Spirit during combat.
A combatant may spend Fighting Spirit for A combatant can move forward or backward
particular actions any number of times during 1 Range and still attack, or can move forward
a turn. For example, a combatant may spend or back 2 Ranges without attacking. A
FS on Initiative, and then to attack, and then combatant can jump forward 2 Ranges and
perhaps later in the turn to defend. still attack with a Basic Move or a move with
the Mobile Keyword or jump 3 Ranges forward
However, the amount of Fighting Spirit a or backward without attacking, but either of
combatant can use for any single application these options costs 1 FS. If a combatant moves
of FS is always limited by their Power Level. only 1 Range but does not attack, he instead
Therefore, while a PL 3 character may spend receives a +1 on his defense total for the turn.
FS four times during a turn, each time no more If a combatant can jump forward 2 Ranges to
than 3 FS can be used. This rule is usually attack with a Basic Attack and land exactly
stated in the specific rules section dealing with at Range 0, and then chooses to spend an
FS expenditures in a specific situation, but additional 1 FS, the combatant can do a Cross-
even if it is not mentioned explicitly, this rule Up attack. This earns an additional +1 to hit.
always applies.
Knock Back from a successful hit is 1 Range
away from the attacker. Knock Back cannot
Range and Movement push an opponent to Range 5, however.
Knocking Back an opponent at Range 4 keeps
All combat is based on the principle of Range the opponent at Range 4.
Categories. There are 6 Ranges, numbered 0-5.
Range 0 is grappling range, though normal
combat can also occur at this range. Range 1 is The Environment
standard combat range. Range 2 is just outside
normal combat range, though some attacks This Quickstart combat assumes that the
may still hit at this range, as combatants jink environment has no effect on combat; the
in and out of range of one another. Range 3 Fighters are fighting on a large, featureless
is a short distance away, but one in which plain. If that doesn’t work for your group, you
combatants can still close with one another can imagine that the combatants are fighting in
Combat Rules 13
>> Combat Quickstart • •
busy downtown Tokyo and describe the action Special Moves, there is an additional –1
accordingly, but the environment still has no penalty to Accuracy.
mechanical effect on the combat.
Damage for a Combo is based on the 1st move
The full rules contain rules for the environment, in the Combo. If a Special Move is in the
including walls and ring outs, as well as hazards middle or end of the Combo, damage is also
such as traps, fires, and explosive floors. rolled for those moves, but they are reduced
to half damage (round down). Each additional
Basic Move in the Combo just adds one to the
Combos final damage instead of a separate roll for each.
Instead of a Basic Move or a Special Move, a A Special Move that Knocks Down the
Fighter can launch a Combo. A Combo can opponent cannot be used to begin a Combo,
be as many hits long as the combatant wishes, unless it has the Juggle Element (see above).
limited by his Control for the turn and his Knock Back only occurs at the end of a Combo.
Combo skill level.
The Control necessary for a Combo is equal
to the total of all the moves contained within
Defensive Options
it. Thus, this equals 1 per Basic attack, or the The rules presume a combatant is trying to
level of the move for each Special Move. block his opponent’s attacks. This is represented
For example, a 5-hit Combo opening with a by the Defense skill.
L4 Special Move would require [4+(4x1)] =
Instead, a combatant can try to Evade his
Control 8.
opponent’s attacks. This represents either
A Combo can be composed of all Basic Moves, jumping or crouching to avoid being hit. In
a Special Move followed by Basic Moves, a this case, Evasion is used instead of Defense
Special Move followed by Basic Moves and to calculate the defender’s defense total. A
ending with another Special Move, or three combatant who successfully Evades instead
Special Moves together with no Basic Moves of blocks may choose to move exactly 2
(this last option is thus always a 3-hit Combo). Ranges forward or backward. This costs 1 FS.
Special Moves cannot be duplicated in a Alternately, he may instead receive a +2 to
Combo. Accuracy on his next attack (either on this turn
or the next, as appropriate).
No matter how many moves make up the
Combo, the Combo is resolved as a single A combatant may choose to both block
attack. A Combo suffers a –1 penalty to (Defense Skill) and Evade (Evasion Skill)
Accuracy for every full three moves in the together. This allows the defender to add half
Combo. For example, a 2-hit Combo has no (round down) of the lower skill to the higher
penalty to Accuracy. A 3-, 4-, or 5-hit Combo skill. This costs 1 FS, but the defender cannot
has a –1 penalty to Accuracy. If the Combo move if the attack misses, and he does not
ends with a Special Move or is made of all receive a +2 to Accuracy on his next attack.
14 Combat Rules
• • Combat Quickstart >>
This usually represents a crouching block in a easier chance to hit. If the defender has already
fighting game. A character can do this option acted, he can still use these responses, thereby
on Full Defense as well. The Full Defense making it possible to attack more than once in
bonus (+2) is added to the Defense Skill, and a turn.
then the combined defense total is calculated
Even if the interrupting attack misses, the
as normal. Attacks that have a bonus to hit
original attack still misses. The successful
against Evading opponents (i.e., the Hard to
Tactics defense that allows the interrupting
Evade Element) can apply these bonuses to
attack to occur still counts as a successful
defenders choosing to combine these two
defense.
Skills in defense.
In each of the following cases, the interrupting
A character might also use a Defensive
attack needs to be in range to hit in order to
Response. In each of the following cases, the
use the defensive option. Furthermore, the
Tactics Skill is used for the defender’s defense
defender has to have rolled high enough
total. There are additional Defensive Responses
Control to use the move used in the Response.
in the core rules; the following are the ones
that apply to the Quickstart characters.
Anti-Air Response
Most of these Responses allow the defender
If the attacker jumped 2 Ranges before
to attack the attacker out of the normal turn
attacking with a Basic Move, or used a Special
sequence. In this case, the attacker (now
Move with the Aerial Element, and he ends his
temporarily the “defender”) may use Defense
movement at Range 0 or Range 1, a defender
as usual, but may not Evade or use any other
can interrupt with any move that has the Anti-
Defensive Response based on Tactics, and
Air Element. If the attacker misses, the defender
his Defense Skill is halved (round down).
temporarily becomes the attacker until the
Furthermore, the defender (now the temporary
Anti-Air attack is resolved. The attacker can
“attacker”) can use this opportunity to
only use Evasion against an Anti-Air Response
attack to launch a Combo, provided that the
though his Evasion Skill is considered halved
interrupting attack can be used as the opening
(round down) when calculating the Defense
of the Combo. This costs 2 FS and there is an
Total. Initiative then returns to normal.
additional –1 Combo penalty to Accuracy
beyond the normal penalties for attacking with
Basic Response
a Combo.
A defender can interrupt with a Basic Move. If
In every case of an interrupting attack, if
the attacker misses, the defender temporarily
the defender has not yet acted in this turn,
becomes the attacker until the attack is resolved.
the interrupting attack takes the place of the
Initiative then returns to normal. This Response
defender’s normal attack at his place in the
represents using a basic attack (usually a fast,
Initiative order. By using Tactics, a skilled
light attack) to interrupt a Special Move before
combatant can thus interrupt the normal
its starting animation has completed.
Initiative order and make attacks with an
Combat Rules 15
>> Combat Quickstart • •
16 Combat Rules
• • Combat Quickstart >>
If a character Knocks Down his opponent, he formerly Stunned character must reduce his die
may choose to retreat 1 Range. size for Initiative by one on the following turn.
If a character is Knocked Down while holding If a character is Stunned while holding his
his action, he loses his held action and must action, he loses his held action and must still
still use his next action to stand up. use his next two actions to recover.
If two combatants are Knocked Down If a character is Knocked Down while he is
simultaneously, they each lose their next Stunned, he still stands up on his next action,
actions. even if that action is also being used to recover
from being Stunned. His Initiative die is
Stunning reduced by one die.
Every character has a Stun Threshold. This If two combatants are Stunned simultaneously,
number is equal to the character’s Power Level they each lose their next two actions. Roll the
+ 4. Thus, the Quickstart characters both have Time Roll twice and move on.
Stun Thresholds of 7.
If a combatant recovers from being Stunned
If a character takes damage greater than his simultaneously with an attack, he gets his full
Stun Threshold in a single turn, he is Stunned. Defense skill, but can use no other defensive
responses and his Stun Threshold is considered
When a fighter is Stunned, he loses his next
re-set to zero (meaning he can be Stunned
two actions. He must use his action for the
again).
turn to recover, as well as his action on the
following turn. If he has already acted this Once a character has been Stunned once
turn, he must use his next two actions on the during a combat, the character’s Stun Threshold
following two turns to recover. Being Stunned increases by 2 for the duration of the combat.
is a major detriment to a Fighter! If the character should be Stunned again, the
Stun Threshold increases by another 2 (i.e., +4,
Until the Stunned character can act, he cannot
+6, etc.).
contribute FS to his Defense Total, he cannot
Evade or use Tactics, and his Defense Skill
is considered to be half (round down). The
opponent can continue to attack the Stunned
character. However, the defender immediately
recovers from being Stunned after suffering
damage once and is also immune to being
Stunned until that attack is resolved, regardless
of how much damage he takes. In other words,
a character cannot be Stunned again while
he or she is already Stunned. However, if the
Stunned character “recovers” by being hit, the
Combat Rules 17
>> Combat Quickstart • •
If the two combatants are at Range 0 and the I would love to hear from you!
attacker moved before attacking, the defender
is Knocked Back away from the direction of
the attacker’s movement. If the attacker didn’t
move this turn before attacking, the attacker
can choose the direction of the defender’s
Knockback.
If a combatant is in a space between two other
combatants, the intervening combatant can
attempt to block one of the others from moving
towards or attacking the combatant on the
other side. In this case, in place of movement,
the character makes a Maneuver Check
against the combatant he wishes to hinder. A
Maneuver Check is a contested Tactics Skill
check: 1d10+Tactics, high roll wins. If the
character succeeds, the desired opponent is
Conclusions 19
>> Combat Quickstart • •
Shine Holly
Power Level 3
Strength -1
Speed 2 (Initiative)
Stamina 0
Life Bar 50
Fighting Spirit 41
Bonuses: Damage +1, Defense +1
Qualities: Attractive, Mobility, Wealth
Mobility: Shine can move swiftly and with
greater control. Because of this, when she
moves 2 Ranges and then attacks with a Basic
Move or a move with the Mobile Element that
allows 2 Ranges of movement, she can choose Narrative Skills
to simply take a –1 penalty to Accuracy instead
of spending 1 FS. XX Agility 4
20 Shine Holly
• • Combat Quickstart >>
Special Moves Scarlet Strike (L3)
Accuracy: +0
Crimson Sky (L3)
Damage: 1d4
Accuracy: +0
Elements: Fast Recovery (Initiative), Increased
Damage: 1d6 Knockback, Priority, Reversal
Elements: Aerial, Increased Damage (2), Mobile Keywords: Defensive Response, On-Hit
Keywords: Bonus, Mobile Shine twirls around rapidly and strikes with
Shine leaps gracefully in the air, arches her three spinning backhand strikes, red sparks
back as if she were going to dive into the flying off of her as she spins.
water, and comes down on her opponent with
a glowing red fist. Rose Beam (L4)
Accuracy: +0 (+1 vs. Evasion)
Ruby Flash (L3)
Damage: 1d6
Accuracy: +1
Elements: Hard to Evade, Increased Damage
Damage: 1d4 (minimum 2) (2), Ranged (2)
Elements: Increased Accuracy (3), Increased Keywords: Long Range
Damage
Shine spins her arms around in a whacking
Keywords: none motion before releasing a beam of red light
Shine steps forward with blinding quickness. towards her opponent.
There is a sudden bright red flash that obscures
vision and she strikes her opponent with a Crimson Tempest (L5 Super)
driving thrust punch. Accuracy: +0
Damage: 1d10
Elements: Aerial, Breakthrough (2), Increased
Damage (4), Invincibility (2), Mobile
Keywords: Bonus, Mobile
This is a super version of Shine’s Crimson Sky
move.
Shine Holly 21
>> Combat Quickstart • •
Hideki Douglas
Power Level 3
Strength 1
Speed 1 (Control)
Stamina 0
Life Bar 50
Fighting Spirit 40
Bonuses: Accuracy +1, Control +1
Qualities: Attractive, Driven, Intelligent,
Reputation
Weaknesses: Honorable
Honorable: Hideki abides by a simple, specific
form of code related to his general way of life
and how he treats others. In combat, he will Narrative Skills
not strike an opponent who has been Stunned XX Athletics 2
or Knocked Down.
XX Climactic Super Move 4
Quirks: Disgraced, In Love
XX Danger Sense 4
XX Deduction 2
Combat Skills
XX Grim Determination 6
XX Defense 3
XX Meditation 2
XX Evasion 3
XX Perception 3
XX Tactics 2
XX Reaffirm Purpose 8
XX Combo 5
XX The Fighting World 2
XX Thug Thrashing 2
22 Hideki Douglas
• • Combat Quickstart >>
Special Moves Tempest Breaker (L4)
Accuracy: +1
Final Blade (L4)
Damage: 1d8
Accuracy: +0
Elements: Increased Accuracy (3), Knocks
Damage: 1d12 Down (2)
Elements: Increased Damage (4), Reach Keywords: Knocks Down
Keywords: Reach Range Hideki hops backward, lunges with a feint
Hideki braces himself and flicks his wrist, and then launches a snap kick with lightning
generating a hard to see blade of ki force in speed.
the air that cuts his foe.
Ultimate Blade (L6 Super)
Cloudseeker Strike (L3) Accuracy: +0
Accuracy: +0 Damage: 1d12+2
Damage: 1d8 Elements: Breakthrough (3), Fast Recovery
Elements: Anti-Air, Juggle, Knocks Down (2) (Control), Increased Damage (4), Invincibility
(3), Reach
Keywords: Defensive Response, Knocks Down
Keywords: On-Hit, Reach Range
Hideki lunges forward while drawing back a
punch, blue energy coalescing around his fist. This is a Super version of Hideki’s Final Blade.
Then he thrusts the punch forward, driving his
opponent high in the air.
Hideki Douglas 23