A few years ago, I wrote up some short analyses of the special maneuvers in the core book. I used to have these online elsewhere (and they're still up), but I thought I'd move them over here to put everything in one place.
I'll start with a short comparative analysis of rising attacks,
such as the Dragon Punch, Thunderstrike, etc., in Street Fighter: The
Storytelling Game.
Here are the rising attacks in the original game rules in summary format:
Name
|
Cost
|
Spd
|
Dmg
|
Mv
|
Effects
|
Punch
|
|
|
|
|
|
Flaming Dragon Punch
|
w, c
|
-1
|
+6 x2
|
-2
|
KD, KB, Air, Dodge
|
Dragon Punch
|
w
|
+0
|
+6
|
-2
|
KDA, KB, Air, Dodge
|
Kick
|
|
|
|
|
|
Dragon Kick
|
w, c
|
-1
|
+6 x2
|
-2
|
KD, KB, Air, Dodge
|
Flash Kick
|
w, c
|
-1
|
+7
|
No
|
KDA, Air, Dodge
|
Flying Thrust Kick
|
w
|
+0
|
+6
|
-2
|
KDA, KB, Air, Dodge
|
Flying Knee Thrust
|
w
|
+1
|
+2
|
+1
|
Air, Dodge
|
Grab
|
|
|
|
|
|
Air Throw
|
w
|
+2
|
+5
|
+0
|
vs. Air, KD, Mv-Hit-Mv
|
Athletics
|
|
|
|
|
|
Jumping Shoulder Butt
|
-
|
+0
|
+3
|
-1
|
Air, Dodge
|
Thunderstrike
|
-
|
+0
|
+5
|
-1
|
Start adjacent, in-hex, Mv-Hit-Mv, Air, Dodge
|
Vertical Rolling Attack
|
w
|
+0
|
+3
|
+0
|
KDA, Air, Dodge
|
Dragon Punch is mechanically identical to Flying Thrust
Kick, and Flaming Dragon Punch is identical to Dragon Kick, aside from being
based off different techniques. This reduces the number of unique “rising
attacks” to 7. It’s worth noting that Flaming Dragon Punch and Dragon Kick only
hit twice if the fighter is adjacent to his opponent at the start of the round.
Dragon Punch, Flying Thrust Kick, Flaming Dragon Punch, and
Dragon Kick all cause Knock Back, potentially useful when fighting a grappler.
Some of these maneuvers do not cause Knock Down, even on
Aerial opponents—a fact that had escaped me in spite of years of playing the
game. Among these are Flying Knee Thrust and Thunderstrike.
Thunderstrike is interesting. It is fairly powerful due to
its lack of a Willpower cost, but it does suffer from some limitations not shared
by other rising attacks: 1) it does not cause Knock Down, even on Aerial
opponents. 2) The fighter must start the round adjacent to his opponent and
must enter the opponent’s hex in order to use Thunderstrike. These drawbacks
are offset by a nice benefit: after
dealing damage, the fighter can finish their movement.
Compare this with Flash Kick, which has a number of
weaknesses. While it does +7 damage, the highest in the game, it is costly (1
Chi and 1 Willpower) and has no movement.
Now, let’s look at the maneuvers from Secrets of the
Shadoloo, and the Storyteller’s Screen.
Name
|
Cost
|
Spd
|
Dmg
|
Mv
|
Effects
|
Kick
|
|
|
|
|
|
Forward Backflip Kick (Storyteller’s
Screen)
|
w
|
+2
|
+1 x2
|
two
|
vs Air, KDA
|
Tiger Knee (SotS)
|
2 w
|
+3
|
+2
|
+0
|
KD, Air, Dodge
|
Grab
|
|
|
|
|
|
Air Suplex (SotS)
|
-
|
-1
|
+4
|
+0
|
vs. Air, KD, end turn in-hex
|
Choke Throw (SotS)
|
-
|
-1
|
+2
|
+0
|
vs. Air or Stand, KD, end in-hex
|
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