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STREET FIGHTER R.P.G. MOVES

PUNCHES ALACIER WRIST


REQUIREMENTS: Jump, Athletics OOO, Punch OO
POWER POINTS: Any 4
The fighter, like playing leapfrog, spreads her legs and jumps over her opponent striking him with
both fists.
SYSTEM: Must attack someone in your own or an adjacent hex. move one or two hexes to land on the
far side of the opponent and roll damage. if you interupt an opponents attack they lose it as you are
now behind them. can be played with a jump card and done in the air like a basic move.
COST: None
SPEED: -1
DAMAGE: +3
MOVE: Two

AMAZON RIVER DASH


REQUIREMENTS: Punch OO, Athletics O
POWER POINTS: Capoeira, Kabaddi, Sanbo, 2, Any 3
SYSTEM: Crouching. causes knockdown if damage occurs
COST:
SPEED: +0
DAMAGE: +2
MOVE: +1

BANISHING PUNCH
REQUIREMENTS: Punch OOOO, Focus O
POWER POINTS: Sanbo, 3, Special Forces, 4
A hard palm strike that negates projectiles.
SYSTEM: If you interupt a projectile and make a wits roll(two succ) you can negate it with a point of
(sheer) willpower
COST: 1 Chi
SPEED: -2
DAMAGE: +5
MOVE: One

BUSHIN LIGHTNING ELBOW


REQUIREMENTS: Bushin flip, Punch OOO, Athletics O, Jump
POWER POINTS: Muay Thai, Wrestling, Ninjitsu 2, Any 3
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SYSTEM: Aerial, hits crouching opponents too, jumps projectiles as jump


COST: 1 Willpower
SPEED: +3
DAMAGE: +1
MOVE: +3

CRIMINAL UPPER
REQUIREMENTS: Focus OOO, Punch OOOO, power uppercut
POWER POINTS: Brawling, Kickboxing, Boxing, 4, any 5
SYSTEM: Everyone in the target, adjacent hex, is knocked down if damage is scored on them(unless
blocking)
COST: 1 Chi
SPEED: -1
DAMAGE: +5
MOVE: -2

CROSS COUNTER
REQUIREMENTS: Punch OOOO, Manipulation OOOO
POWER POINTS: Boxing, Kickboxing, Thai Boxing, Kung Fu 3
The fighter uses a bluff to convince their opponent that they have been caught off guard or dizzy, if
the opponent hits them, falling for the bluff, the fighter quickly counters with a right cross. The
opponent ends up too commited to their swing to dodge the sneaky counter-strike.
SYSTEM: Causes knockdown. Cant abort after you pick cross counter.Can be played two ways:
One way is to be faster than them and interupt with your cross counter, after they roll damage on you,
you immediatly roll for damaging them!
The other way is to bluff and say youve been dizzied when you havent (most people dont check) then
next round youve already beat them at speed!
If your opponent hits you with a move that is a low sweeping attack, or grabs you, you dont counter.
Also note that the counter still goes off even if the damage you took to use it knocks you out or dizzies
you, you counter and then pass out, or be dizzy.
COST: 1 Willpower if they trigger the counter
SPEED: +0
DAMAGE: +7
MOVE: +3(Must move max distance)

CHUGEKI-HOH
REQUIREMENTS: Punch OOOO, Athletics O
POWER POINTS: Muay Thai, Kung Fu, Aikido 4, Ninjitsu, Special Forces 5
SYSTEM: Sort of a dashing punch
COST: 1 Willpower

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SPEED: +1
DAMAGE: +3
MOVE: +1

DASH ELBOW
REQUIREMENTS: Punch OOOO, Athletics O
POWER POINTS: Special Forces 4, Muay Thai 5
SYSTEM:
COST: 1 Willpower
SPEED: +0
DAMAGE: +4
MOVE: +2

DASHING CLOTHSLINE
REQUIREMENTS: Punch OOOO, Athletics OOO
POWER POINTS: Mystic 4, Any 5
SYSTEM: Causes Knockdown if you inflict damage, and doesn't hit crouching characters.
COST: 1 Willpower
SPEED: -1
DAMAGE: +6
MOVE: +2

DIVEBOMB PUNCH
REQUIREMENTS: Jump, Punch OOO, Athletics OO
POWER POINTS: BOXING, BRAWLING 4, ANY 5
A huge leap and then a punch that comes screaming down fist first. Dudley learned this move during
his first tournament but soon quit doing it after being dragon punched out of the sky by ken!
SYSTEM: Aerial and can avoid projectiles like a jump.
COST:
SPEED: -1
DAMAGE: +4
MOVE: -1

DOUBLE HIT PUNCH


REQUIREMENTS: Punch OO
POWER POINTS: Boxing, Kung Fu, Sanbo, Special Forces, Sumo, Western Kickboxing 1, Any 2
SYSTEM: Two damage tests, Choose when you buy the move if it is aerial, crouching, or neither. (If
you have this move you can buy hyperfist or hundred hand slap for one less power point)(If you
already have hyperfist or hundred hand slap, this move is free)

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COST:
SPEED: -1
DAMAGE: +0
MOVE: -1

DRAGON SMASH
REQUIREMENTS: Punch OOOOO Dragon Punch
POWER POINTS: Shotokan Karate 4
Like a dragon punch but on the way down there is a downward strike.
SYSTEM: If the fighter does not have to move to hit the opponent(Your in the same or adjacent hex) It
hits twice and causes knockdown. You move one hex on the second hit and push your opponent back
also. If you only have enough move to miss with the first hit and move a hex and hit with the second,
you can. Also if they interupt and move away, second hit might hit if they dont move enough.
COST: 2 Willpower
SPEED: -1
DAMAGE: +6
MOVE: -2/One

FANG VIPER
REQUIREMENTS: Punch OOO, Athletics OO, Jump
POWER POINTS: Special Forces, Kung Fu 1, Any 2
SYSTEM: Aerial, knockdown if damage is scored, counts as an Overhead Attack.
COST:
SPEED: -2
DAMAGE: +3
MOVE: One

FLASH CHOP
REQUIREMENTS: Punch OOOO, Focus OO
POWER POINTS: Special Forces 3, Any 4
SYSTEM: Causes spin-around per point of damage inflicted.
COST: 1 Chi
SPEED: -2
DAMAGE: +4
MOVE: -2

GUARD BREAK
REQUIREMENTS: Punch OOO, Block OOOO
POWER POINTS: Any 5

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SYSTEM: This move completely ignores blocks and if it scores any damage at all it dizzies the
opponent. This move cant be part of any combo.
COST: 2 Willpower
SPEED: -3
DAMAGE: -2
MOVE: Two

GUREN-KEN
REQUIREMENTS: Punch OOOO, Kick OOO Rekka Ken
POWER POINTS: Kanzuki-Ryuu, 4, Kung Fu 5
SYSTEM: Rekka Ken but no show off turn, also, any other special move you have except grabs can
be substituted for the second or third hit (willpower cost is cumulative) of the guren ken and get all the
benefits (speed +3 etc.). If you substitute the second hit for another special, it ends the guren ken (no
third hit).
COST: 1 Willpower per turn used
SPEED: +3
DAMAGE:
MOVE:

HOPPING OVERHEAD ATTACK


REQUIREMENTS: Athletics O, Overhead Attack
POWER POINTS: ANY 3
SYSTEM: An Overhead Attack and a Hopping Attack
COST:
SPEED: +0
DAMAGE: +2
MOVE: One

HOPPING PUNCH
REQUIREMENTS: Athletics O, Punch O
POWER POINTS: Any 1
SYSTEM: Hopping Attack
COST:
SPEED: -1
DAMAGE: +1
MOVE: One

HOU SHOU
REQUIREMENTS: Punch OOOO

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POWER POINTS: Kanzuki-Ryuu, Kung Fu, 2 Any 4


SYSTEM:
COST: 1 Willpower
SPEED: -1
DAMAGE: +4
MOVE: +0

JET UPPERCUT
REQUIREMENTS: Punch OOOO, Jump, Power Uppercut
POWER POINTS: Boxing 5
SYSTEM: Knocked back a hex if on ground, knocked down if interupted in air. can dodge projectiles
but then cant hit the person firing it.
COST: 1 Willpower
SPEED: +0
DAMAGE: +6
MOVE: -2

JUSTICE FIST
REQUIREMENTS: Punch OOOO
POWER POINTS: Shotokan 3, Kung Fu, Boxing 4
SYSTEM: Next turn you are at -2 speed because the justice fist ends slow. Get two successes on a
wits roll to cancel projectiles. Causes knockdown and knocks them three hexes back.
COST: 1 Willpower(+1 chi if cancelling a projectile)
SPEED: +0
DAMAGE: +5
MOVE: +2

KOBO KUSHI
REQUIREMENTS: Punch OOOO, Focus O
POWER POINTS: Kung Fu 3, Wu Shu 4
SYSTEM: Just like banishing punch but causes knockdown
COST: 1 Chi
SPEED: -2
DAMAGE: +5
MOVE: One

LARIET
REQUIREMENTS: Punch OOOO
POWER POINTS: Wrestling, Sanbo 2, Special Forces 3

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SYSTEM: Hits twice, two damage tests, 1 per hex moved


COST:
SPEED: -1
DAMAGE: +1
MOVE: Two

LUNGING PUNCH
REQUIREMENTS: Dashing Punch, Fist Sweep
POWER POINTS: Boxing 1, Western Kickboxing 2
NOTE: I think the original version of this move was silly, confusing, and inconsistant all at the same
time! Heres my version.
SYSTEM: Causes knockdown if damage is inflicted. Works like an Overhead Attack but is actually
opposite, it looks high and hits low while the overhead attack looks low and hits high.
COST: 1 Willpower
SPEED: +0
DAMAGE: +3
MOVE: +2

MACHINE GUN BLOW


REQUIREMENTS: Punch OOOO, Athletics OOO, Hyperfist, Dashing Punch
POWER POINTS: Boxing, Kickboxing 2
SYSTEM: Three damage tests
COST: 1 Willpower
SPEED: +0
DAMAGE: +0
MOVE: +2

OVERHEAD ATTACK
REQUIREMENTS: Punch OO, Block OOO
POWER POINTS: Any 3
The fighter attacks in such a way as to attempt to make the victim block incorrectly. When done right
the block is useless.
SYSTEM: Counts as an Overhead Attack.
COST:
SPEED: +0
DAMAGE: +1
MOVE: One

RESSEN-CHOU
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REQUIREMENTS: Punch OOO


POWER POINTS: Kanzuki-Ryuu, Muay Thai 1, Special Forces, Kung Fu 2, Any 3
SYSTEM: Hits twice, at -2 move each time.
SPEED: -1
DAMAGE: +1
MOVE: -2

RESSEN-HA
REQUIREMENTS: Punch OOO, Athletics OOO, Jump
POWER POINTS: Kanzuki-Ryuu, Wu Shu, Kung Fu 3, Any 4
SYSTEM: Aerial move, can jump projectiles (like jump), can hit crouchers, counts as an Overhead
Attack
COST: 1 Willpower
SPEED: +0
DAMAGE: +4
MOVE: +1

SENKJU TAI
REQUIREMENTS: Punch OOO, Athletics O
POWER POINTS: Kung Fu 4, Wu Shu 5
SYSTEM: Causes knockdown
COST: 1 Willpower
SPEED: +0
DAMAGE: +4
MOVE: +2

SHOOT UPPER
REQUIREMENTS: Power uppercut, Punch OO
POWER POINTS: Shoot Fighting 2, Any 3
SYSTEM: Causes knockdown to aerial opponents. two tests. One test per hex, the first hit can miss.
COST:
SPEED: +0
DAMAGE: +3
MOVE: Two

SHO-OUKEN
REQUIREMENTS: Athletics OOO, Punch OOOO
POWER POINTS: Shotokan 4 Any 5
SYSTEM: Damages and moves, like a hurricane kick. Knocks down aerial or ground opponents in the

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final end hex only.


COST: 1 Willpower
SPEED: -1
DAMAGE: +3
MOVE: -3

SHORT-SWING BLOW
REQUIREMENTS: Punch OOOOO, Athletics OO
POWER POINTS: Bozing 2, Western Kickboxing 3, Any 4
SYSTEM: The fighter can interupt another persons move and cause it to miss them by moving a full 3
hexes back and then two hexes forward to punch them.
COST:
SPEED: -2
DAMAGE: +4
MOVE: Three/Two

SKULLO HEAD
REQUIREMENTS: Punch OOOO, Jump, Headbutt
POWER POINTS: Acrobatics 5
SYSTEM: Knocked back a hex if on ground, knocked down if interupted in air. Can dodge projectiles
but then cant hit the person firing it.
COST: 1 Willpower
SPEED: +0
DAMAGE: +6
MOVE: -2

SOUL SPIRAL
REQUIREMENTS: Punch OOO, Focus OOO, Psychokinetic Channeling
POWER POINTS: Mystic, Ler Drit 3
SYSTEM: Roll two tests
COST: 1 Chi
SPEED: -2
DAMAGE: +2
MOVE: -2

SPIN-AROUND FIERCE
REQUIREMENTS: Punch OO
POWER POINTS: Any2
SYSTEM: Causes spin-around per two points of damage.

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COST:
SPEED: -1
DAMAGE: +3
MOVE: -1

SYOUGEKI-HA
REQUIREMENTS: Chugeki-hoh
POWER POINTS: Thai, Kung Fu, Aikido 2, Ninjitsu, Special Forces 3
SYSTEM: Hits twice, causes knockdown.
COST: 1 Willpower
SPEED: +1
DAMAGE: +3
MOVE: +1

TORNADO HOOK
REQUIREMENTS: Punch OOOO Athletics OOO
POWER POINTS: Sanbo, Special Forces 4, Capoeira 5
SYSTEM: Pushes and damages like a hurricane kick. causes spin-around per point of damage
inflicted (total).
COST: 1 Willpower
SPEED: +0
DAMAGE: -1
MOVE: -1

ZANKI
REQUIREMENTS: Punch OOO
POWER POINTS: Boxing, 2, Any 3
SYSTEM: Moves and hits at same time, like a hurricane kick.
COST: 1 Willpower
SPEED: -2
DAMAGE: +2
MOVE: Two

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