KICK
Basic Kicks
NAME SPD DMG MV DEF
SHORT KICK + 1 + 0 + 0 S,C,A
FORWARD KICK + 0 + 2 - 1 S,C,A
ROUNDHOUSE KICK - 2 + 4 - 1 S,C,A


AIR HURRICANE KICK -- 1 -1(/sp) + 1 S, C, (1C,1W) K4,A4,Jump,Hurr.K. * DMG vs. all adjacent hexes; opponents who take DMG are Knocked Back one hex; Aerial; the fighter can MV Athletics -- 1 hexes while doing DMG; once DMG is dealt maneuver becomes a straight line attack.

Air Lightning Leg -- 1 + 1 (x3) -- 1 (Special) (1 W) K5,A3,Light. Leg,Jump * acts as lightning leg, except it is aerial and the hits are aerial or standing. all 3 may be aerial (a higher air light leg)

*AX KICK -- 1 + 4 -- 2 S,A K2 * Fighter must enter target's hex; KDA.

BACKFLIP KICK + 0 + 2 two(back) S,C,A K2, A2 * Fighter moves after DMG is dealt.

BACK ROUNDHOUSE -- 2 + 2 -- 1 None K2 * Ignores all Blocks except for San He and Evade Blow.

Bicycle Kick -- 1 - 2 + 0 S,A (1 W) K4,A3,Jump,(x2)Kick * Aerial, Dodge Maneuver, -1Kb/hit, straight line, damage and move like hurr. kick. *

B.D.CR.K. + 2 - 1 (x2) +2/+4 S,A (1 W) K4,A2,Jump,Dash,Cresent * Aerial Maneuver, cannot be blocked by Crouching blocks

B.D. SLIDE + 0 + 3 +2/+4 miss A (1 W) K3, A2, Slide Kick * Crouching Maneuver/dodges Proj.

B. HURR. K + 0 - 1 (x3) One S, C (1C,1W) K4, A4, Jump * Aerial Maneuver; KD after last hit; Knockback 1.

*CARTWHEEL KICK -- 1 -- 1 + 0 S,C (2 W) K4, A3 * DMG vs. all adjacent hexes; opponents who take DMG are Knocked Back one hex; Straight Line attack; the fighter may use full MV, dealing DMG each time he moves next to an opponent.

non-suck Cartwheel Kick -- 1 +1/hex moved + 2 S,C,A (1 W) k4, A3 * Straight Line; hit at end of movement, +1 DMG per hex moved, stop in the hex in front of opp.

CRESCENT KICK -- 1 + 4 -- 2 S, miss C K3 * KDA

Delta Kick -- 1 -1 (x3) -- 1 (Special) (1 W [2?]) K4, A3, Jump, Dive Kick * The first hit is A, 2nd is S, 3rd is C; Kb1/ hit, move up, hit, move up.

DESCENDING WHEEL KICK -- 2 +3 (x2) + 0 (Special) (1 W) K4, A3, Jump, Ft.Swp * First hit = Aerial, Block- S, miss C; Second hit = Crouching, KD, Block- C, miss A.

Dive Kick + 0 + 3 + 1 S,C (1 W) K3,A2,Jump * Aerial Maneuver; Straight Line Maneuver; KD?(does Akuma's), Dodge Maneuver

DOUBLE DREAD KICK -- 2 +1, +4 + 1 S,C (1 W) K3, Dbl-Hit Kick * Knockback with each hit; after 1st hit fighter must have enough MV left to move forward and hit with the 2nd Kick.

DOUBLE HIT KICK -- 2 +1 (x2) -- 1 S,C,A K2 **

DOUBLE HIT KNEE + 0 +0 (x2) -- 2 S,C,A K2 **

DRAGON KICK -- 1 +6 (x2) -- 2 S,C (1C, 1W) K5, F4, Jump * Knockback; KD; -->Aerial Maneuver.

Drop Kick -- 1 + 2 -- 1 S miss C,A K2, A1 **

Dual Front Kick -- 1 +1 (x2) None S,C,A K3, A3, jump * Aerial, jump up and kick one opp twice (with both legs), or two opp in adj hexes once each.

FLASH KICK -- 1 + 7 None S,C (1 C, 1 W) K3, A2, F2 * KDA, Aerial Maneuver.

FLURRY KICK (Gale K.) -- 2 + 0 (x3) + 1 S, C K4, A4, Jump * Aerial Maneuver.

FLYING KNEE THRUST + 1 + 2 + 1 S,C (1 W) K2, A1 * KDA.

FLYING THRUST KICK + 0 + 6 -- 2 S,C (1 W) K4, A4, Jump * Knockback; KD; --> Aerial Maneuver.

FOOT SWEEP -- 2 + 3 -- 2 C, miss A K2, Crouch * KD; Crouching Maneuver.

FORWARD BACKFLIP KICK + 2 + 1 (x2) Two(bk) S,C (1 W) K3,A3,Jump,Backflip K. * KDA; fighter moves after DMG is dealt, Aerial.

FORWARD CHEST KICK + 0 + 2 -- 1 S,C,A K3 * KD.

Forward Flip Kick + 1 + 5 Two S,A (1 W) K3, A3, Handstand Kick * KD, KDA (unless blocking), (dodge move?)

FORWARD FLIP KNEE -- 2 + 4 Two S,C, miss A K2, A2 * Aerial Maneuver; if opponent is interrupted they cannot attack, as they have been crossed up.

FORWARD HOP KICK + 1 + 1 Two S,C,A K2, A1, Jump * Aerial Maneuver. (If this is Ken and ryu's if should hit A 1 time, C 1 time, S x2).

FORWARD NOSTRA KICK -- 1 + 7 None S, C K3, A3, F2, Flash Kick * Aerial Maneuver; KDA; reach 1 (the fighter bursts forward one hex, then backflips into original hex.

*FORWARD SLIDE KICK + 0 + 2 + 0 C, miss A K2, A2 * KD

FRONT SNAP KICK + 2 + 2 None S,C,A K2 **

GREAT WALL OF CHINA -- 2 + 1 (x3) None S,C (2 W) K5, Lightn.Leg * Knockback; fighter can attack three connecting hexes which are adjacent to him.

HAMMER KICK -- 2 + 3, + 4 -- 2 C,miss A (1 W) K3,(x2)K,Ft.Swp * KD; Hits Downed opponents.

HANDSTAND KICK -- 1 + 4 -- 2 S,C K2, A1 * KDA; Knockdown Recovery Maneuver.

*HEEL STAMP + 2 -- 4 + 1 S,C, miss A K1, A1 * Opponent is Knocked Back (Fighter's Str. + Athletics) - Opponent's Str.; Fighter is KnockedBack 1.

Helicopter Kick + 0 + 3 None S,A miss c K3, Jump, A2 * Hits all 6 adj hexes, and anyone in your hex.

HURRICANE KICK + 0 -- 1 -- 1 S,C (1 C, 1 W) K4, A3 * Aerial; DMG vs. all adjacent hexes; opponents who take DMG are Knocked Back one hex; Straight Line attack; the fighter may use full MV, dealing DMG each time he moves next to an opponent.

JAGUAR KICK (Rising Jag.) + 0 + 5 + 0 S (1 W) K4,A3,Jump,Knee Strikes * Aerial Maneuver; KDA

JAGUAR TOOTH + 0 + 5 +0, +1 S, C (1 W) K4, A3, Wall Spring * Aerial Maneuver; first movement is a Wall Spring. KD on non blockers

JUMPING SOBAT(TO) -- 1 + 4 Two S,C,A K2, A1, Jump * Aerial. (MY: Aviods Sweeps [fist,foot,spin foot], may only be blocked C or w/ Kick Def) This is charlie's hop toward low kick.

KNEE DROP -- 1 + 3 -- 1 (miss S,C,A) K2, A1 * Attacks Downed opponents only.

Knee Smash + 0 + 3 One S,C,A K2 **

KNEE STRIKES (+ 0) (+ 1) (+ 0) (Normal) K3 * Used in conjunction with any basic Kick; the fighter must MV into the opponent's hex to use this maneuver.

Lightning Heel -- 1 + 1(x2) -- 2 S K3, Dbl Hit Kick * Only hits C and A once, KDA. Kens new ax kick

LIGHTNING LEG -- 2 + 1(x3) None as 100handslap (1 W) K3, Double Hit Kick * Knockback; When this maneuver is chosen the fighter determines which of the three attacks strike high, and which strike low (2 high, 1 low; or 1 high, 2 low), this affects blocking accordingly.

LIGHTNING ROUNDHOUSE + 1 + 4 -- 1 S,C (1 W) K4 **

LONG SWEEP KICK -- 2 + 3 None C, miss A K2, Crouch, Foot Sweep * KD; Crouching; this maneuver may be used to strike an opponent who is 1 Hex away.

POWER KNEE + 0 -- 1 -- 1 S,C (2 W) K3, A2 * KDA; Knockback, hits once each time the fighter moves into the opponent.

PUSH KICK (STOMACH KICK) + 0 + 1 + 0 S,C,A K2 * Knockback.

REKKU KYAKU -- 1 + 3(x2) + 2 S (1 W) K4,A4,Jump,Dbl-Hit Kick * Aerial Maneuver.

*REVERSE FRONTAL KICK -- 1 + 2 -- 1 A K3,Dbl-Hit Kick * (ignores all but A block)

RISING BIRD KICK -- 1 + 0(x3) One S,C (1 W) K4,A4,Jump,Dbl-Hit Kick * KDA; Aerial Maneuver.

*SCISSOR KICK + 0 + 3(x2) + 3 S,C (1 W) K3,A3,Dbl-Hit Kick,Jump * Aerial Maneuver.

Shin Strikes (+ 0) (+ 1) (+ 0) (Normal) K3 * used in conjunction with any basic Kick; the fighter must be in an adjacent Hex to use this maneuver.

SLIDE KICK -- 1 + 3 + 1 C, miss A K2, A1, Crouch * KD; Crouching Maneuver.

Sonic Flash Kick -- 2 + 5,+ 3 None S,C (2C, 1 W) K5, F3, Flash K., Sonic Boom * KDA, Aerial Maneuver, the second hit of the maneuver does damage based on Focus and Int, it also misses Crouching Opponents and causes KB 1.

SPINNING FOOT SWEEP -- 2 + 3(x2) None C, miss A (1 W) K2, A1, Foot Sweep * DMG is dealt to all adjacent hexes, target in front of fighter is struck twice; KD; Crouching.

SPLITS KICK -- 1 + 4 One S, miss C K2 * KDA

SPRING BREEZE KICK + 1 + 6 -- 2 S,A (1W, 1C) K4, A3, Jump * DMG is dealt to all adjacent hexes, KB1 per hit, Aerial Maneuver.

STEPPING FRONT KICK + 0 + 1(x2) + 1 S,C (1 W) K4, Double-Hit Kick * Fighter must MV into opponent's hex; 1st hit causes Knockback.

Stomach Kick -- 1 + 2 + 0 S,C K3 * Opponent is - 1 Spd next round if they have used their action, or -1 Move this round if they have not

Studder Step Kick + 1 + 2 One C(miss A) K3, A1 * Must be blocked low.

THRUSTING FORWARD KICK + 1 + 2 + 1 S, C (1 W) K2, A1 * Aerial Maneuver; KDA.

+TIGER KNEE + 3 + 2(x2) + 0 Special (2 W) K3, A2, Jump * KD, First Hit C,S; Second Hit S,A.

TIGER TAIL KICK + 0 + 4(x2) -- 2 S, miss C K4,A3,Dbl-Hit Kick,Jump * Aerial Maneuver; KDA.

Toppling Cresent +0 or -2 +2 or +4 -- 3 S or C K4, Cresent Kick * Pick whether it is a lo or hi cresent, the lo hitting right off the ground and the hi coming up and in, The opp is Kd if damaged, KDA

WHIRLWIND KICK -- 2 + 0 -- 1 S,C (2 W) K4, A4 * DMG vs. all adjacent hexes; opponents who take DMG are Knocked Back one hex; Straight Line attack; the fighter may use full MV, dealing DMG each time he moves next to an opponent.

WOUNDED KNEE(STAMPING K) --2 + 3 -- 1 S,C,A K3 * Opponent suffers -- 2 SPD to all Kicks, and -- 2 MV, for next 2 turns.