GRAB

The fighter must be in the Opp's hex to do a grab.

Grab
NAME SPD DMG MV DEF
GRAB + 0 + 0 One None


GRAB

* The fighter must be in the opp's hex to do a grab.

NAME SPD DMG MV DEF COST

GRAB + 0 + 0 One None


Advanced Grappling

N/A

N/A

N/A

N/A

(1W/change)

G4, Clinch

The fighter may switch sust holds in between rounds, the opp gets an additional roll to escape, duration of hold is still the same. (as clinch)

Air BackBreaker

+ 0

+ 4

+ 0

None

G4,A3,Jump,BackBreaker

Aerial Maneuver; KDA; Characters land in same hex; must interrupt Aerial Opponnt.

*Air Suplex

- 1

+ 4

+ 0

None

G3, A3, Jump, Suplex

Aerial Maneuver; KDA; characters land in same hex; must interrupt Aerial opponent.

Air Throw

+ 2

+ 5

+ 0

None

(1 W)

G2, A1, Jump, Throw

KDA; Aerial maneuver; must interrupt aerial opponent, may throw opponent up to 3 hexes in any direction; after throwing opponent the fighter may finish remaining MV.

Airplane Spin

?

?

?

?

G2, A2

Ankle Lock

- 1

+ 2

One

None

G2

Sustained hold; Victim suffers -- 2 MV for the following 2 rounds; both characters are considered to be Downed; this maneuver may be used in conjunction with Ground Fighting on an opponent who is also on the ground, or on a Standing or Crouching opponent.

Arm Lock (arm bar)

+ 0

+ 2

One

None

G2

Sustained hold; during the second round of maintaining this maneuver, or in any following round, the fighter has the option of forcing the locked opponent onto the ground; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground; may be used to disarm a foe, roll Dex + Grab vs Str/Dex + Weapon Tech.

Atemi Torae + 1 + 4 One ? (1 C)

G5, F4 * sustained (w/ Int.) hold duration equal to focus. Int+Grab (+4) Dam

BACK BREAKER -- 1 + 3 One None G3 * KD.

Back Roll Throw

- 1

+ 4

One

None

G2, K1, A1, Throw

KD; opponent may be thrown Str + Kick in hexes.

Bear Hug

- 1 + 3 One None G2 * Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

Body Slam

- 2

+ 4

One

None

G2

KD.

Boston Crab

Brain Cracker

+ 0

+ 2

One

None

G2, P1

Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground; DMG is calculated using the fighter's Punch technique rather than Grab.

Butsumetsu Buster

- 2

+ 7

+ 0

None

2 W

G4, A3, Jump

KD.

Camel Clutch

+Choke Throw

- 1

+ 2

+ 0

None

G3, A2, Jump,Throw

KD; may be used to intercept aerial opponent, may be used on standing or crouching opponent as well; opponent thrown 1 hex / point of Str.; Aerial Maneuver.

Clinch

+ 1

- 1

One

None

(1W/change)

G2, Hold

Sust. hold, you may use clinch to begin another sust hold, after the 1st round you may change to another sust hold, the number of turns it may be sustained is reduced by the no of turns clinch was sust. Immediately before the maneuver change, the opp may make another escape roll. you can grab someole with this grab and change to another sust holdspend a will at the beginning of the beginning of any turn to change to another sust. holdmaneuver, opp gets a roll to see if they can escape if you do this also. # of rounds it maybe sustained is decr. by the # you sust. the clinch.

DDT

Daikyo Burning

- 2

+5(+1/spc)

One/+ 0

None

( 2 W)

G4, A2, Dash

KD; first MV is for grab, 2nd MV fighter uses to scrape opponent along the ground in a forward dash, + 1 DMG per hex MV.

Dashing Neck Choke

- 1

+ 3

+ 0

None

(1 W)

G3, A3, Neck Choke, Dash

Sustained.

*Disengage

+ 1

None

- 2

N/A

G2, A2

May be used while in a Sustained hold; gives the fighter a second roll to escape, using his Dex vs. opponent's Str.; if fighter has any MV left and succeeds he may MV away from opponent; this maneuver may be used in conjunction with ground fighting to defend against grapples on the ground.

+Dislocate Limb (Arm)

- 1

+ 1

One

None

G4, or G3, K2

Victim suffers -- 3 SPD penalty when he puts the arm back into socket; for the first turn after putting the arm back into socket it does -- 2 DMG; victim may fight with other arm; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground, or on a Standing or Crouching opponent who attempts to Punch the fighter.

+Dislocate Limb (Leg)

- 2

+ 1

One

None

G4, or G3, K2

Victim suffers -- 3 SPD penalty when he puts the arm back into socket; for the first turn after putting the leg back into socket it does -- 2 DMG and Move is reduced by 1; victim may fight with other leg; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground, or on a Standing opponent who attempts to Kick the fighter.

*Eye Rake

+ 2

- 3

+ 0

None

G1, P1

Victim of this maneuver must fight Blind next turn; the attacker loses 1 Honor, 1 Glory; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

Eye Gouge

- 1

One

One

None

G2, P1

The Attacker only gets one die, but if successful the opponent must fight blind next 2 rounds.

Face Slam

- 1

+ 3

One

None

G2, Str4

KD.

Figure Four

Flip Throw

+ 0

+ 2

One

None

G2, Throw

KD, opponent lands in adjacent hex.

Flying Tackle

- 1

+ 0

+ 2

None

G2, A2

KD, After this manevuer strikes, both characters are considered to be downed; If the attacker's next maneuver is a Grab it is at + 2 SPD (if it is against the same opponent).

Frankensteiner

- 2

+ 5

One

None

G2, A2

Both Fighters are downed, KD, Opponent lands in adjacent hex, if Fighter moved into hex then to hex he came into this hex from, if not than his choice.

Giant Swing

- 2

+ 7

One

None

G5, A2, Throw, Hold

KD; Throw Opp Str +2 Hexes; anyone in 6 hexes around fighter take his Str +2 damage, and and are KD also.

Grab & Burn/Soul Shock

- 1

+ 4

One

None

G2, F4, Chi Chann.

Damage based on Focus not Grab, Kd after the last round.

Grappling Defense

+ 4

None

- 1

N/A

G4

This maneuver allows the fighter to add Grab technique to soak vs. grabs; it may be played while a fighter is in a sustained hold; it may be used when on the ground to defend against either a standing or downed opponent.

Hair Throw

- 2

+ 5

Two

None

G3, A2, Throw

The fighter must move into and straight through the opponent's hex, opponent is thrown along the straight line of the fighter's MV; KD; opponent is thrown 1 hex / point of the fighter's Str.

Head Bite

- 1

+ 3

One

None

G2

Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

Head Butt Hold

- 1

+ 3

One

None

G2,P1,Head Butt

Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

Head Knocker

- 2

+ 2

One

None

G2, A1

You must be Adj to Two Adj Opponents; Each Opp takes Damage as listed; +1 dam to other Opp if one possesses Head Butt; You do not have to move into their hex(es).

Head Lock

- 1 + 1 One None G2 * Sustained hold; during the second round of maintaining this maneuver, or in any following round the fighter may change to Brain Cracker, not increasing hold duration. May be used w/ Ground Fighting if both on ground.

Hold

+ 0

+ 0

One

None

G1

Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

Inner Reaping Throw

- 1

+ 3

One

None

G3, Throw

KD, Throw 1/2 Str. (rounded Down)

Improved Pin

?

?

?

?

None

?

?

Irish Whip

+ 0

+ 0

One

None

G2

Opponent can be whipped 1 hex / point of the fighter's Str.; Dmg. is + 1 / hex moved.

Iron Claw

+ 1 + 4 One None (1 W 1st Turn) G5 * Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

Joint Break

+ 0 + 2 One None (1 W) G4, Joint Lock * Break their arm, leg, ow, opp gets negs=to dislocate limb.

Jumping Power Bomb -- 1 + 5 One None (1 W) G4, Jump, Power Bomb * Both Fighter are considered Downed and land up to two hexes away from the original hex, KD.

Jumping Throw -- 1 + 0,+4 One None (1 W) G4, A3, Hold, Throw * Grab Opp, jump up and slam them down, 1st DMG is grab, 2nd DMG is Slam.

KNEE BASHER -- 1 + 4 One None G2, K1 * Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground; DMG is calculated using the fighter's Kick technique rather than Grab; after opponent breaks free he is considered to be KD'd.

LEG LOCK -- 1 + 3 One None G2 * Sustained hold; both characters are considered to be downed; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground, or Standing or Crouching.

LEG SWEEP TAKEDOWN + 0 + 2 One None G3, or G2, K1 * KD; ineffective vs. Crouching or Aerial Opponents.

Leverage + 0 -- 1 None None G4,Hold,Grnd Fighting * May only be used with an opp on the ground and with ground fighting; both chars downed; Sustained hold; If you sustain this Hold for Rounds equal to opps Sta She is Dizzyed

Long Throw -- 2 + 5 One None (1 W) G3, Throw * Throw opp Str+Grab in hexes.

MOUNT -- 1 None One None G2 * Sustained hold; only an opponent who is Downed or Dizzied may be put in the mounted position; any basic Punch, and many special maneuver Punches may be used on an opponent who is mounted; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

MURDERER SLAM -- 2 + 7 Two None (2 W) ? * KD.(I say this is Double Slam. Add: two hits, not at +7 DMG though, Pre: Hold, G4)

NECK CHOKE -- 1 + 3 One None G3 * Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

NECK CHOKE THROW -- 1 + 5 One None G4, Neck Choke * Opponent lands in adjacent hex of Fighters choice and suffers a KD.

PILEDRIVER -- 2 + 4 One None G3, A1 * KD.

PIN -- 1 + 2 +0,Two None (1 W 1stTurn) G3 * This maneuver can only be used on Dizzied or Downed opponents; Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground; the fighter's Str. is considered to be +3 for purposes of sustaining the hold; DMG need not be dealt by the fighter.

POWER BOMB -- 1 + 4 One None G3 * KD. Both fighters are considered downed.

Reflection Slice + 1 Special One None (1 W) G3,Monkey Grab Punch * Grab thier swd and him them with it. Dam=Str+lower of Grab or Weap and the weapon dam mod. Opp may make dex+weap vs your str+grab as an abort move, if they win it will negate this maneuver.

Reverse (Imp.) Suplex

+ 0 + 4 One None G2, Suplex * the fighter falls on top of the opponent and is kd along with them aka: guile's dragon suplex.

*RISING STORM CROW

- 3 -- 3 (x2) + 2 None (1 W) G3, A3, Throw * Cheese, must move 2 hexes first, Kd, combine to dizzy, Throw = Str.

Rushing Grab N/A N/A (+2) N/A (1 W) G3, A3 * +2 move to any grab that does not cost C or W already.

SHOULDER GRAB THROW -- 2 +1,+4 One None (1 W) G3, Throw, Str 4 * KD; opponent is thrown down into one adjacent hex to the left or to the right.

SIBERIAN BEAR CRUSHER + 0 + 3 + 1 None (1 W) G3,A2,Back Breaker,Jump * KD; after grabbing the opponent the fighter jumps up into the air with him, and may jump up to 3 hexes; both are considered to be airborne for the duration of the jump.

SIBERIAN SUPLEX + 0 +2(x2) One None (1 W) G4, A2, Suplex 3 * KD; fighters MV one hex back with each hit.)

*SLEEPER Hold -- 1 + 2 One None G3 * If the fighter can maintain the hold for 3 rounds the opponent is automatically Dizzied; Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

SPINNING PILEDRIVER -- 2 + 7 Two None (2 W) G4, A3, Jump, Piledriver* KD; opponent is bounced up to 3 hexes away after the maneuver hits; both are aerial between the grab and the impact.

SPLASH MOUNTAIN -- 2 + 5 One None (1 W) G3 * KD.

SPRAWL + 4 None + 0 None ? * Abort Maneuver; fighter can MV back as opponent moves in, up to MV, then opposing Str. tests must be made if opponent can still MV in: if the fighter succeeds he is pushed back another hex, if the opponent succeeds he is able to get off the grab.

SPRING HIP THROW -- 2 + 5 One None G2, Throw * KD; opponent is thrown down in the same hex.

STOMACH PUMP + 0 + 4 One None G4, P2 * Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground.

STORM HAMMER -- 2 + 7 Two None (2 W) G5, A3, Jump * KD; fighter jumps with opponent, both land in same hex up to three hexes away; both are aerial between the grab and the impact.

SUPLEX + 0 + 2 One None G1 * KD; opponent lands one hex outside of original hex (attacker's choice).

TAKEDOWN -- 1 + 0 + 0 None G2, A2 * KD; After this manevuer strikes, both characters are considered to be downed; If the attacker's next maneuver is a Grab it is at + 2 SPD.

THIGH PRESS -- 1 + 4 One None G2, A2 * KD; opponent lands in an adjacent hex (attacker's choice).

Thigh Throw -- 2 + 5 One None G3, ThighPress * Opponent may be thrown a number of hexes equal to half the fighter's kick.

THROW -- 2 + 4 One None G1 * KD; opponent can be thrown 1 hex / point in attacker's Str.; anyone struck by a thrown character takes that character's Sta + number of hexes thrown in DMG.

THUNDERBOLT SLAM -- 2 + 6 -- 1 None (2 W) G5, A3, Throw, Jump * Aerial Maneuver; KD; Opponent thrown twice the fighter's Str. in hexes.

Tombstone

Turn Throw

?

?

?

?

?

?

UGOKU TAOSU

+ 0

+ 3

+ 1

None

(1 W)

G3, A2, Flip Throw

KD; opponent lands in any adjacent hex.

UPPERCUT THROW

- 1

+ 5

One

None

G2, P2, Throw, P.Upper

KD, Juggle starter. (juggle starter? alpha 2, marvel?)

WRIST LOCK

+ 1

+ 0

One

None

G2

Sustained hold; this maneuver may be used in conjunction with ground fighting on an opponent who is also on the ground; may be used to disarm a foe, roll Dex + Grab vs Str/Dex + Weapon Tech.


Locks:

Locks may be 'chained' to other maneuvers, only if your opp does not break out. Chaining gives +1 Spd to another maneuver, if you had the opp in the certain lock the previous round. This Spd bonus does not add if the moves are in a combo (you only get the +2 spd for the combo.)

* Locks may be performed with whip or chain type weapons, they are called trapping (ie wrist trapping)
Maneuver Maneuvers that may be chained to (and bonuses gained)
Arm Lock +1 Spd to Dislocate Limb (Arm), Wrist Lock
Wrist Lock +1 Spd to Dislocate Limb (Arm), Arm Lock
Leg Lock +1 Spd to Ankle Lock, Dislocate [Leg], Foot Sweep, Leg Sweep Takedown
Ankle Lock +1 Spd to Leg Lock, Dislocate [Leg]
Head Lock +1 Spd to Brain Cracker