ATHELETICS       check out ideas for stances (a few are "ready")

Basic Athletics Maneuver
NAME SPD DMG MV DEF
MOVEMENT + 3 None + 3 N/A

_Maneuver________ SPeeD DAMage MoVement DEFense Cost Prerequisite(s) Effect_____________________________________________
Air Elbow + 1 + 0 + 2 A 1 W A3, P2, Jump Aerial, land in opps hex. Jump up fall onto them with elbow
Air Smash - 1 + 4 - 1 S,A A1, Jump Aerial Maneuver; Straight Line Maneuver; fighter must move into opponent's hex.
Backflip + 3 None + 2 N/A 1 W A3 While executing this maneuver the fighter cannot be harmed by any attack; Straight Line Maneuver.
Beast Roll + 0 + 3 - 2/+ 2 S,A 1 W A5,Roll & Vert Roll Attack Aerial Maneuver; Straight Line Maneuver; fighter moves back using 1st MV, may hit any available target, then the movement is reversed using the 2nd MV.
Bob & Weave + 4 None - 2 N/A B2 Punches vs the fighter are at difficulty 9, all other attacks are difficulty 8.
Body Charge + 0 + 3 + 0 S,C,A A2 Fighter must MV into opponent's hex; Knockback.
Breakfall N/A N/A N/A N/A A1 Automatic, no Combat Card need be played; the Character adds Dex + Ath to soak vs. Knockdowns that rely on the victim's impact with the ground for their DMG.
Bushin Dash + 4 None + 3 N/A A4, F2 May be combinded with any Basic Punch or Kick.
Bushin Dash Stop + 4 None + 3 N/A A2 The fighter plays this attack as an attack using Dash, but when DMG should be rolled it is revealed that no actual attack is being made; if the fighter is not struck by the opponent he is at + 4 SPD to any Grabs in the following round.
Cannonball(100 demonSomersault) + 0 Special + 0 Special 1 W A3,Dive,Throw Jump Into Opp's hex, Bowling their legs from under them, (Cammy, Tekken's Law) OR Throwing them (Akuma) OR hitting them with a basic Kick/Punch
Cannon Drill + 2 + 2 + 2 C,missA 1 W A5, Crouch Crouching Maneuver; KD
Crashing Body Charge - 2 + 0 - 1 S,C 2 W A5, Body Charge The fighter moves into the opponent's hex, striking him and Knocking him Back; the fighter may continue moving into the opponent's hex and doing DMG up to the fighter's full MV. Straight Line Maneuver.
Crouch + 3 None - 1 (S,C, miss A) A1 Abort Maneuver; Can be used in Conjunction with any basic Punch or Kick; the MV of Crouch is added to the basic Punch or Kick's MV; Once the fighter takes the Crouching position he can move no further; Crouching Blocks do not confer a +2 Speed bonus to the next maneuver unless the next maneuver is also a crouching maneuver (except Power Uppercut)
Crowd None None None N/A A2, Intim 4 No Combat Card need be played; if the character is in the opponent's hex the opponent is at - 1 SPD.
Dash + 3 None + 3 N/A A1 When used with a basic attack the MV of Dash replaces the MV of the maneuver, and it costs the fighter 1 W. A Dashing opponent cannot Abort to another maneuver; A Jump or Leap which follows a Dash is at + 1 MV for every 3 hexes Dashed. (should there be a negative if you miss with a Dash- run past?)
Dislocation N/A N/A N/A N/A A2,Dex 3 Dislocate own limbs; Adds 1 extra die to escape Rolls vs Physical Sust Holds, 3 dice vs. bonds like cuffs, rope ties, etc.
Dive + 0 None - 2/+ 0 N/A A1 Dodge Maneuver, If you have Roll you may use it at the end of your dive, making the move +0. Crouch? Recovery Move?
Diving Hawk + 0 + 5 + 2 S,A 1 W A3, F1, Jump Aerial Maneuver; fighter must enter opponent's hex.
Dodge   my stats in parenthesis, rich's not + 4(+ 3) None One(+ 0) N/A A1 Fighter may roll Dex + Ath to dodge projectile attacks; Abort Maneuver; fighter is at + 1 SPD next round to any maneuver; May not Dodge Bullets.
Dodge, Advanced (Bullets) + 4 None One N/A 1 W A3, Dex3, Dodge Roll Dex + Ath to Dodge projectile attacks; Abort Maneuver; Fighter is at +1 Spd next round to any Maneuver; May Dodge Bullets.
Double Jump + 1 None + 0 N/A 1C+1W to att A3, F2, Jump May only be Played if the Fighter used Jump w/o any Attack Last Round; High Aerial Maneuver (may only be hit by aerial Opponents); Dodge maneuver.
Drunken Monkey Roll + 3 None + 2 N/A A2 Crouching Maneuver; Dodge Maneuver.
Drunken Techniques N/A N/A N/A N/A A3,P2,K2,F2,G1,Roll,Jump Play Card with other Maneuver, may stay on the table; all Difficulty of Damage Tests versus the Character are at +1 Diff, and the Characters Damage Tests are - 1 to Difficulty; Opponent may roll Int + Style Lore (diff 9 minus the no. of rounds Drunken Tech used) at the end of each round to negate one of these bonuses, the other bonus (determined by the fighter) can not be negated this fight (to show the inherent funkiness of Drunken Techniques.)
+Esquives + 2 None Two N/A A2, B1 Abort and Dodge maneuver.
Feint N/A N/A N/A N/A 1 W A2,P2,K2,Wits 3 Played with Two combat cards, the maneuver is played at th eslower of the two speeds, the first card is announced, then opponent may abort or interrupt, then when he is done (if the fighter does not abort) the fighter may play the actual attack, the second card. (the second card may not be interrupted [this means no aborts too.])
Flying Body Spear + 0 + 3 + 1 S,C 1 W A3, Jump Aerial Maneuver; Straight Line Maneuver.
Flying Body Spear + 0 + 4 + 3 S,C 1 W A3, Head Butt, Jump Straight Line Maneuver.
Flying Heel Stomp + 0 + 1 + 2 S,C 1 W A3, K2, Jump Aerial Maneuver; Straight Line Maneuver; fighter can stomp and roll DMG in the middle of MV, and finish MV after DMG is done.
*Flying Punch - 2 + 2 + 5 S,C,(A) 1 W A4, P2, F3, Jump Aerial Maneuver; the fighter must jump 2 hexes past the opponent then arch back to attack from above and behind; Opponent's effective Sta. is 1/2; the fighter ends MV in the hex behind or in front of the opponent; each use of this Maneuver causes a loss of 1 Honor.
Ground Fighting None None None N/A A2 No Combat Card is required; the fighter can continue fighting from the Downed position, using any Basic Maneuver, and many Special Maneuvers as well. Fighters who do not have Ground Fighting are at - 3 SPD and DMG if they attempt to fight in this manner; Standing opponents attacking Ground based fighters must use low aimed attacks, all other physical strikes are - 2 SPD and DMG vs. the Ground Fighting character.
Hop + 0 + 0 Two N/A A1 Dodges sweep maneuvers (fist, foot and spin foot), makes maneuvers move = 2; May be combined with any Basic Punch or Kick.
Jump + 3 None + 0 (S,A,miss C) A1 Abort Maneuver; Aerial Maneuver; Can be played in conjunction with any of the basic Punches or Kicks; when used with a Punch or Kick the MV of Jump is used instead of that of the Punch or Kick.
Jump Off + 0 - 1 One/+ 0 None (?1 W?) G3,A2,Jump Aerial in the second Movement; KD.
Jumping Shoulder Butt + 0 + 3 - 1 S,C A2, Jump Aerial Maneuver; KDA.
Kippup None None None N/A A2 Automatic, not played as a Combat Card; fighter is only - 1 SPD from KD's.
Leap + 3 None + 3 (S,A, miss C) A2, F2, Jump Aerial Maneuver; MV may be used in conjunction with any basic Punch or Kick if 1 Willpower is spent; all maneuvers used with Leap miss Crouching opponents.
*Light Feet None None (Special) N/A (Special) A4, Jump Not played as a Card. All Maneuvers gain + 1 MV. If a Willpower is spent the MV bonus becomes + 3.
Light Walk + 2 None + 2 N/A (1 W/2 Rnds) A2,F2 Silent Movement, adds 2 dice to stealth Rolls while using this maneuver
Lizard's Climb + 1 None + 2 N/A A3 Climb vertical surfaces; if Athletics is 4 or more may climb with back to the wall but movement is reduced by 2.
Mao's Pride - 1 None + 3 N/A (1 W) A4 Dex + Ath roll, Opponents make a Will roll; If the Fighter gets more successes, the opp is intimidated, and suffers a penalty to their Spd equal to the No. of successes they were lower than the Fighter's successes. If the opponent botches, they are severely intimidated, and Suffer -1 Damage on all Attacks vs the Fighter. These Effects last for Rounds equal to the Fighters Athletics.
+Pounce - 1 + 2 + 4 S,C (1 W) A3, Jump Aerial, Dodge Maneuver; KD; Can be used to attack Downed opponents.
Power Roll - 1 + 2 + 1 S,C,missA (1 W) A4,Power Roll,Jump Kd, Knockback 1 hex,you must end in thier hex, then they are knocked back works like a roll (evade proj, crouching, straight line) roll at em them jump up and push them back
Power Roll (w/ leap off) + 0 + 1 + 4 ? (1 W) A3,Roll, Straight Line, Damages any in the line, Kd, If any Block then the movement ends.
Push Back None None None N/A A3, Crowd No Combat Card needed, When you are Crowding(giving them a neg spd, and being in their hex) an opponent, attacked last round, then your opp. is knockedback 1 hex. may be combined with a basic punch or kick only, no dash, hand att, or crouch. may use with Light Feet. works as crowd, except if you do damage each round and crowd opp out of spd then move also does 1 Kb.
Roll + 3 None - 2 N/A A3 Crouching, Dodge and Abort Maneuver; if used to interrupt and cross up an opponent the fighter is at + 1 SPD next Round, and the opponent misses; or it can be Aborted to to avoid SPD penalties when Knocked Down.
Rolling Attack + 0 + 3 + 4 S,C (1 W) A3 Straight Line Maneuver; after DMG is done the fighter bounces 2 hexes back.
Run Up Fall + 0/+ 1 + 2/+ 3 One None (1 W) A4, Jump (Law grab) both fighters knocked down in same hex
Rushing Grab (+ 0) (+ 0) (+ 1) N/A (1 W) A3, Dash May be played with any Grab Maneuver that has a Movement of One makes the Grab Maneuvers MoVement Two.
Slip (+ 0) (+ 0) One N/A A2, Crouch Crouch in 1st Hex, Standing in 2nd; May be combined with any One Move Grab (dodges hi attacks - See Tekken)
Spin behind ? ? ? ? A3 ?
Splash - 1 + 3 + 0 missS,C,A A2 Attacks Downed opponents.
Thunderstrike + 0 + 5 - 1 S,C 1 W A4, Jump Aerial Maneuver; KDA.
*Tumbling Attack - 1 - 1 + 0 C,miss A 1 W A3, Backflip Crouching Maneuver; the fighter moves into the opponent's hex, striking him and Knocking him Back; the fighter may continue moving into the opponent's hex and doing DMG up to the fighter's full MV. Straight Line Maneuver.
Vertical Rolling Attack + 0 + 3 + 0 S,C (1 W) A3, Jump Aerial Maneuver; KDA.
Wall Spring + 2 None + 0/+ 2 (S,A, miss C) A3, Jump Aerial Maneuver; Can be played with any basic Punch or Kick using Wall Spring's MV; 1st MV is up to the wall or object, 2nd MV is after the Spring off said object.

STANCES

(Japanese: Dachi or Datchi, Korean: Jae Sa)

Stances are played down on the table like a turn punch and left

there as long as the character is in the stance. The stances are divided

into three categories, Standing, Crouching and Aerial.

Standing: may give a modifier to any Punch, Kick or Grab maneuver.

A ground stance may give modifiers to any Punch, Kick or Grab Maneuver, so no dashing, crouching or rolling while in a stance.

* Crouching stances may be used with any Crouching maneuver. (* wuz non Ath- til I added the ground stance on P,K or G moves.)

* Standing stances may only be used with non-Aerial, non-crouching maneuvers. (* wuz non athletic too- see above)

* Aerial stances may be used with any Aerial Maneuver, (originally I sed punch, kick or grab) [What about Focus ie Flying Fireball?]

Aerial stances may use athletic moves also (P,K,and G)

When a maneuver is Aborted to any stance modifiers are lost until the character/fighter 'takes' a stance again, with the exception of the two 'rooted stances'.

Rooted Stance (Horse Stance jap.-Kiba Dachi, kor.-Ki Ma Ja Sae)

Standing

-1 to all Knockbacks against this character, minimum 0, the KB cannot be reduced to 0 if dam>stamina. And the fighter must take 1 more damage to be knocked down. -1 Move to all maneuvers.

Kicking Stance (Cat Stance jap-Neko Ashi Dachi)

Standing

+1 Spd to all Kick maneuvers that are kicks. (ie no knees [strikes, flying thrust] are allowed, but shin strikes are.)

Guard Stance

(+1 spd to all Blocks [even Aborts!])

Guard Stance ('L' stance jap.-Renoji Dachi, kor.-nee Un Seogi; This is what a Crane stance is/would be)* may replace the guard I made-but doubt it. Standing + 1 spd to all block maneuvers. (remember no Aborts allowed)

Crane Stance

(+1 spd to all deflecting moves) Combination kick and Guard St.

alternate, easier to sweep, +1 spd defl moves. easier to sweep the one leg out

Grasshopper Stance

Aerial

+1 move to any Punch, Kick or Grab maneuvers, may be used with

Light feet also. (its aerial so they must be aerial too.) not with balance?

Low Stance

(Lion, Leopard stance, wooden monkey, kung fu's, others?)

Crouching, +1 spd to all crouch moves, -1 Mv to all moves.

Handstand Stance

Hand)Standing OR Crouching Stance

(-1 to all Moves; +2 spd to Handstand Kick; +1 Spd to any

other 'Inverted' Maneuver (Thigh Press, Thigh Throw, Whirl. Kick) &

Spin Foot Sweep; No punches possible unless the character possesses

Balance.)

other possible stances:

attention stance [feet together] (jap.-Heisoku Dachi)

attention stance [feet turned out] (jap.-Fudo Dachi)

back stance (jap.-Kokutsu Dachi)

forward stance (jap.-Zenkutsu Dachi, kor.-ap seogi)

hourglass stance (jap.-Sanchiin Dachi)

Hsing Yi's Elemental Stances

  1. Wood
  2. Earth
  3. Metal
  4. Fire
  5. Water

Hichiji datchi NATURAL STANCE (FEET STANCE)

Hatchi datchi WALKING STANCE (NATURAL)

Zenkutso datchi FORWARD POWER STANCE

Shiko datchi STRADDLE STANCE

Mitsurin datchi RUNNING ZEN