PUNCH NAME SPD DMG MV DEF JAB + 2 -- 1 + 0 S,C,A STRONG PUNCH + 0 + 1 + 0 S,C,A FIERCE PUNCH -- 1 + 3 -- 1 S,C,A ------------------------------------------------------------- BOXING PUNCHES LIGHT JAB + 2 -- 1 + 0 S,C,A MEDIUM JAB + 1 + 0 + 0 S,C,A HEAVY JAB + 0 + 1 + 0 S,C,A STRAIGHT (L or R) + 0 + 2 -- 1 S,C,A CROSS -- 1 + 3 -- 1 S,C,A ROUNDHOUSE PUNCH -- 2 + 4 -- 1 S,C,A ------------------------------------------------------------- Art of Breaking -- 3 Special None Special (1W if roll req.) P2, F2 * Break any non living thing, if it is Metal, Stone or other hard fabricated material Roll Str Test, diff 8 for stone, 9 for metals and 10 for the most hardy of materials. Backhand (considered a basic) + 1 + 0 + 0 S,C,A P1 * Considered a Basic Punch. BATOBI PUNCH -- 2 + 5 + 0 S,A P2, A3, Jump * Aerial Maneuver. BLOOMING CHERRY FIST + 0 + 6 + 0 S,c,A P4,Jump,Dash,P. Upper * KDA, KB1, Aerial BUFFALO PUNCH -- 2 + 5 One S,A P2 ** BULL HEAD + 0 + 4 + 2 S,C (1 W) P4, A1, Head Butt) ** BULL HORN RND1 -- 1 + 4 Two S,C (1 W 1st rnd) P4,A1, Head Butt * Card is lain face down; -- 1 SPD, DMG, MV to other maneuvers while charging; may be played at any time as long as card is left down; need not be used. RND2 -- 1 + 5 Two S,C " * " RND3 + 0 + 6 Two S,C " * " RND4 + 1 + 7 Two S,C " * " BUSHIN AIR ELBOW + 2/+ 1 -- 1/+ 0 + 2 S,A P3,A2,Jump,Elbow(?) * Aerial Maneuver. CABER PUNCH -- 2 + 3 -- 1 S,C,A P2, Str 4 * KD CANNON FIST -- 2 + 5 One S,C P1, F1, Close punch ** 1: KF, Box, Arnis, KBox 2: Any Close Punch ? ? ? C ? * ? CLOTHESLINE -- 1 + 2 + 0 S,A, miss C P2 * KD. COBRA HAND STRIKE + 3 + 1 + 1 S,C,A (1 W) P3 ** Crush Fist (Juggy Punch) -- 3 + 7 + 0 S (2 W) P5,A3,Dash Punch * KDA, KD non Blockers. (Juggernaut Punch) Dashing Dragon Punch + 0 + 6 + 0 (2 W) A3, Drag Punch, Dash * Use the modifiers below. The Dashing Dragon Punch confers all of the same effects as the original maneuver (one-hex Knockback to ground-based opponents, Knockdown versus Aerial opponents, etc). Dashing Fist Sweep ? ? ? ? ? * ? * DASHing PUNCH + 0 + 4 + 2 S,C (1 W) P4, A1, Dash ** DASHing UPPERCUT + 0 + 4 + 2 S, miss C (1 W) P4, A1, Dash Punch * KDA. Disarm (w/ Punch) -- 1 None None ? P2 * Opposed Str Rolls, Fighter adds Punch, Opp adds Weapon Tech (Diff 6), If fighter gets more succ. than the defender, the defender's weapon flies one hex away for every success that Fighter had over the number of succ rolled by Opp. If the attacker botches, they take DMG= Opp Str + Weapon DMG Mod + # of Botches. Double Hit HeadButt -- 1 + 1 (x2) -- 2 S,C,A P2, HeadButt ** DOUBLE HIT PUNCH -- 1 + 0 (x2) + 0 S,C,A P2 ** Double Punch + 0 -- 1 (x2) -- 1 S,C,A P2 ** Double Smash Elbow + 0 + 0 (x2) One S,C,A P2 * Must be in Opponents Hex. DRAGON PUNCH + 0 + 6 (x3) -- 2 S,C (1 W) P4, Jump, P. Upper * KDA; Knockback 1 (all); Aerial Maneuver. Dual Punch (Slowest -1) (as 2 Basics) -- 1 S,C,A P3, Double Punch * Two basic Punches together, Spd lowest of two -1, Two DMG tests, as both Basics (may combine two of the same Punches). *DUCKING FIERCE -- 1 + 4 None C, miss A P2, Crouch * Crouching Maneuver EAR POP -- 1 + 0 -- 1 S,C,A P2 * Ignores Sta; fighter --1 Honor. Earthquake Punch (Grnd Shaker) -- 3 + 6(1 Die for KD) One ? (1 W) P4,F1,Buff Punch * Opps in Str hex Radius must make a Dex + Ath (diff 7) or KD; If the opp is in adj hex he is hit also (+6 Dam) ELBOW BARRAGE + 0 + 0 (x3) One S,C (1 W) P4,Elbow Smash& Strikes * Must be in opponent's hex. ELBOW DROP (Chuu Otoshi) + 0 + 2 + 0 miss S,C,A P2, A1 * Must be used on Downed opponent; If opponent is interrupted he loses action and is still considered Downed at end of round.) *ELBOW SMASH + 2 + 2 One S,C,A P1 ** ELBOW STRIKES (+ 0) (+ 1) (+ 0) (normal) P3 * Used in conjunction with any basic Punch; Must move into the opponent's hex to use this maneuver. ELEPHANT STRIKE -- 2 + 5 (x2) + 0 S (1 W) P4,A3,Buff Punch,Jump * Aerial Maneuver; KD. FEINT -- 1 + 1 + 0 None P2 * Ignores blocks, except for San He and Evade Blow. Feint (play feint after you play first combat card, taking back the first, and playing a second, the second must have a slower speed and Move less than what you have moved this turn so far, the second card is your new maneuver and it ignores Blocks. Special None Special * Fingertip Strike + 3 One (Special) + 0 S,C,A (1 W,1 C) P3,F2 * Does one DMG non Soakable. FIST SWEEP -- 1 + 3 -- 2 C, miss A P3, Crouch * Crouching Maneuver; KD. FLAMING DRAGON PUNCH -- 1 + 6 (x3) -- 2 S,C, (1 C,1 W) P5,A1,F2,Dragon Punch * KD; Knockback 1 (All); Aerial Maneuver Forearm Smash -- 1 + 3 + 0 S,C,A P2 ** GREAT UPPERCUT -- 1 + 3 One S,C P3, Power Uppercut * KDA; Opposed Str vs to KD any. Gut Punch -- 2 + 4 Two S,C,A P3 * causes a -1 spd to next rounds maveuver if they have acted this round, or -1 Mv if Opp has not acted. HAND OF THE CRANE (+ 1) (+ 0) (+ 0) (Normal) P4 * May be used in conjunction with any basic Punch while standing. HAND OF THE EAGLE CLAW (+ 1) (+ 0) (+ 1) (Normal) P4, A3, Jump * May be used in conjunction with any basic Punch while Aerial. HAND OF THE STRIKING MANTIS (+ 0) (+ 0) (+ 0) (Normal) P4, A2, Dex 4 * May be used in conjunction with any basic Punch while standing; fighter may strike opponent one hex away. *HAYMAKER -- 1 + 4 -- 2 S,C P1 ** HEAD BUTT + 0 + 3 -- 2 S,C,A P1 ** Head Knocker -- 1 -- 1 -- 1 none P2, G2 * Hits two adj Opps heads together, ignores Blocks, except San He and Maka Wara will damage other head knocked opponent, not the fighter. HEART PUNCH -- 1 + 5 (sp) -- 2 S,C,A P3, F1 * DMG is not actual, only for dizzy purposes. HELL HOOK -- 2 +0/+1/+3 None S,C,A (1 W) P4, A2 * Left hook spin to right hook, 360 degree spin to last right hook, fighter dizzied, if third hit does damage, opp is KD. Hook -- 1 + 3 -- 2 S,C,A P2 * Blocks are -2 vs Hook. HUNDRED HAND SLAP -- 2 + 0 (x3) One (Special) (1 W) P5, Dbl-Hit Punch * When maneuver is learned fighter decides which of the strikes hit high, and which hit low (either 2 high, 1 low; or 1 high, 2 low), high strikes Block = S, and low strikes Block = C; Knockback 1 (all).* HYPER FIST + 1 + 0 (x3) One S,C (1 W) P4,P.Upper,(x2) Punch * KDA. IRON PALM (Tieh Sha Chang) + 0 + 4 -- 1 None (1 C) P4, F4 * Ignores Blocks; KD JUMPING SHOTEI jumping palm -- 2 + 3 + 0 S,A P2,A3,Palm Heel P.,Jump * Aerial Maneuver, Treat DMG as if it were one highter for purposes of calculating Dizzy KIDNEY PUNCH + 0 + 2 + 0 S,C,A P2 * Fighter must be behind opponent or in opponent's hex to execute this maneuver; following round opponent is -- 1 SPD KNIFE HAND STRIKE + 1 -- 1 -- 1 S,C,A P * 1/2 opponent's Sta (round down) vs. this maneuver *Knuckle Fist, SHIKAN KEN + 1 + 1 + 0 S,C P2 * Str. test vs. to knock opponent back 1 hex; KDA. LUNGE PUNCH + 0 + 1 + 1 C P3, A1 ** MONKEY GRAB PUNCH -- 1 + 1 + 0 None P1, G1 * Ignores Block NECK SHATTERER -- 1 + 0 (x2) -- 1 S, miss A P2, Elbow Strikes * Dart in Elbow Stk to gut, face hit with backhand. must be blocked standing. Nerve Strike ? ? ? ? ? * ? ONE-INCH PUNCH + 2 + 2 One S,C,A (1 W) P3, F1 * KD, KB 1; Even if no damage is done Opp is KB 1. Overhead punch -- 1 + 0 (x2) One S(x2)C(x1, but only Punch defense)A(x1) P4,A1 * If not standing hit only once; And only blocked A or C with Punch Defense. PALM HEEL PUNCH -- 2 + 3 + 0 S,C,A P2 * When DMG is dealt treat total as if it were one higher for purposes of calculating Dizzy POUNDING ASSAULT -- 2/- 1 + 2 (x3) + 0/+ 2 S,A (1 W) P4, A2, Dbl Hit Punch * (Rogue? guile?) Each hit causes 1 Knockback, the fighter must have enough MV left to close with the opponent again after the first and second hit. *POWER UPPERCUT (Furiko U.) -- 1 + 3 One S,C P1 * KDA Push Punch -- 1 + 4 None S,C,A (1 C) P3, F3 * Knock back=Focus if not blocking, Crouching Opp's KB Focus-2 and KD. RAZOR FIST PUNCH + 1 + 4 + 0 S,C (1 C, 1 W) P5 * Knockback 1; DMG is Aggravated REKKA KEN (+ 3) (+ 0) (+ 0) (normal) (1 W per turn) P4, A2 * Used with any basic punch; can be used for up to 3 turns; If used full 3 turns next round must be spent taunting, or lose 3 Glory; Combo to dizzy. REVERSE FIST PUNCH + 0 (+ 2) + 2 One S,C,A P1 * + 2 SPD if punch follows a set up punch RIDGE HAND STRIKE -- 2 + 4 + 0 S,C,A P2 ** RUSHING STRONG + 0 + 1 + 1 S,A P2 ** SHOCKWAVE + 0 + 0 None S,C, miss A (1 C) P4, F2 * Shockwave extends in straight hex line; 1 hex per dot in Str.; KD all. Spearhand + 1 + 0 + 0 S,C,A P2 * Punch Defense is treated as a normal Block against Spearhand. SPINNING BACK FIST -- 1 + 2 + 1 S,C,A P2 ** SPINNING CLOTHESLINE + 0 + 0 -- 2 S, miss C (1 W) P4, A3, Clothesline * DMG vs. all adjacent hexes; Knockback 1 each time DMG is dealt; Advance with MV after each hit, may roll DMG again if applicable; Dodge Maneuver. SPINNING KNUCKLE -- 1 + 1 (x2) + 3 S,C (1 W) P3,A1,Spin. Back Fist * Dodge Maneuver. Stick and Move + 1 + 0 + 1 S,C,A (1 W) P2, A3 * Fighter can Punch and roll DMG in the middle of MV, and finish MV after DMG is done. STRONG DESCENDING ELBOW + 0 + 1 + 1 S,A P2, A1, Jump * Aerial. *Sword Hand, SHUTO -- 1 + 4 -- 2 S,C,A P3 * Ignores armor, toughskin, etc. Throat Strike -- 1 +2(Spec.) -- 2 S,C,A (1 W) P4, F1 * The Next Round opponent is at -1 Spd and -1 Stamina for soaking purposes. *Thumb Drive, BOSHI-KEN -- 1 + 2 + 0 S,C,A P2, At2 * If dmg is scored opponent suffers -1 MV next round. TIGER CLAW/Leopard Paw STRIKE (+ 0) (+ 1) (+ 0) (normal) P4 * May be used with any basic Punch while standing, and may be used in conjunction with the Pounce Athletics Maneuver. TRIPLE STRIKE -- 2 (+ 0, + 0, + 1) None S,C,A P2, K1 * Roll three damage tests as indicated, take highest two rolls. TURBO SPINNNING CLOTHESLINE + 1 + 0 -- 1 S, miss A (1 W) P4,A4,Spin Clothesline * DMG vs. all adjacent hexes; Knockback 1 each time DMG is dealt; Advance with MV after each hit and may continue to roll DMG if applicable; Dodge Maneuver. TURN PUNCH RND1 -- 1 + 4 Two S,C (W first turn) P4 * Card is layed face down; May be played at any time thereafter as long as card is left face down; -- 1 SPD, DMG, MV while charging maneuver; Need not be used. RND2 -- 1 + 5 Two S,C " * " RND3 + 0 + 6 Two S,C " * " RND4 + 1 + 7 Two S,C " * " Unpredictable(Drunk Monkey)Punch + 0 -- 1 + 0 S,C,A (1 W) P2, A2 * When this maneuver is Announced (even if interupted) the fighter adds Ath to Soak. Widowmaker -- 3 + 5 Two S,C miss A P3, Jump, Haymaker * KD,Aerial,Dodge