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Punch

Name             Speed      Damage     Move      Defense

Jab                  +2          -1         +0       S,C,A

Strong Punch        +0          +1         +0       S,C,A

Fierce Punch        -1          +3         -1       S,C,A

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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

Cross                +0           +2          -1      S,C,A

Straight Right      -1           +3          -1      S,C,A

Roundhouse Punch    -2           +4          -1      S,C,A

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Boshi-Ken(Thumb Drive)-1          +2          +0      S,C,A
P2,A2
xIf damage is scored opponent suffers -1 move next round.

Buffalo Punch         -2           +5          One     S,A
P2

Bull Head            +0           +4          +2      S,C
(1W) P4,A1,Head Butt

Bull Horn           RND1-1           +4          Two     S,C
(1W)P4,A1,Head Butt RND2-1          +5          Two     S,C
                    RND3+0           +6          Two     S,C
                    RND4+1           +7          Two     S,C
   xCard 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.

Bushin Air Elbow    +2           -1           +2     S,A
P3,A1,Elbow Strikes,Jump
xAerial Maneuver

Caber Punch         -2           +3           -1     S,C,A
P2,Str4
xKD

Cannon Fist         -2           +5          One     S,C,A
P1,F1

Clothesline         -1           +2           +0     S,C,miss A
P2
xKD

Cobra Hand Strike   +3           +1           +1     S,C,A
(1W)   P3

Dash Punch          +0           +4           +2     S,C
(1W)   P4,A1

Dash Uppercut       +0           +4          +2     S,miss C
(1W)   P4,A1,Dash Punch
xKDA

Double Hit Punch    -1           +0(x2)       +0     S,C,A
P2

Ducking Fierce      -1          +4         None     S,miss A
P2

Dragon Punch      +0           +6(X3)       -2     S,C
(1W)   P4,A1,Jump, Power Uppercut
xKDA:Knockback 1(all):->Aerial Maneuver.

Ear Pop           -1           +0           -1     S,C,A
P2
xIgnores Sta:fighter -1 Honor

Elbow Barrage       +0           +0(x3)     One      S,C
(1W)   P4,Elbow Smash,Elbow Strikes
xMust be in opponent's hex

Elbow Drop      +0           +2           +0     miss S,C,A
P2,A1
xMust be used on Downed opponent; If opponent is interrupted he
loses action and is still considered downed at the end of round.

Elbow Smash      +2           +2          One     S,C,A
P1

Elbow Strikes    (+0)        (+1)         (+0)    (normal)
P3
xUsed in conjunction with any basic punch, must be in opponent's
hex.

Elephant Strike   -2           +5(x2)       +0     S,C
(1W)   P4,A3,Buffalo Punch,Jump
xAerial Maneuver:KD

Feint           -1           +1           +0     None
P2
xIgnores Blocks, except for San He and Evade Blow.

Fist Sweep        -1           +3           -2     C,miss A
P3
xCrouching Maneuver;KD

Flaming Dragon Punch-1          +6(x3)       -2     S,C
(1C,1W) P5,A1,F2,Dragon Punch
xKD;Knockback 1(all);->Aerial Maneuver

Great Uppercut    -1           +3          One     S,C
P3,Power Uppercut
xKDA:Opposed Str vs to KD any.

Hand Of The Crane  +1          +0           +0    (Normal)
P4
xMay be used in conjunction with any basic Punch while standing.

Hand Of The Eagle Claw+1       +0           +1    (Normal)
P4,A3,Jump
xMay be in conjunction with any basic Punch while Aerial.

Hand Of The Striking Mantis+0     +0        +0    (Normal)
P4,A2,Dex4
xMay 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

Heart Punch            -1        +5(sp)   -2        S,C,A
P3,F1
xDmg is not actual, only for dizzy purposes.

Hook                   +0        +3       -2        S,C,A
P1

Hundred Hand Slap    -2       +0(x3)    one     (Special)
(1W) P4,Power Uppercut,Double Hit Punch
xKDA

Iron Palm(Tieh Sha Chang) +0       +4        -1       None
(1C) P4,F4
xIgnores Blocks;KDA

Kidney Punch           +0        +2       +0        S,C,A
P2
xFighter 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
x1/2 opponent's STA(round down) vs this maneuver.

Lunge Punch       +0        +1       +1        C
P3,A1

Monkey Grab Punch      -1        +1       +0        None
P1,G1
xIgnores Block.

Neck Shatterer         -1        +4       -2        S,miss A
P2,Elbow Strikes

Palm Heel Punch       -2        +3       +0        S,C,A
P2
xWhen DMG is dealt treat total as if it were one higher for
purposes of calculating dizzy.

Power Uppercut       -1        +3       One       S,C
P1
xKDA

Razor Fist Punch      +1        +4       +0        S,C
(1C,1W) P5
xKnockback1;DMG is Aggrivated

Rekka Ken           (+3)      (+0)     (+0)      (Normal)
(1W per turn)P4,A2
xUsed 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
x+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

Shikan Ken(knuckle fist) +1       +1        +0       S,C
P2
xSTR.test to knock opponent back 1 hex; KDA

Shockwave            +0        +0       None      S,C,miss A
(1C) P4,F2
xShockwave extends in straight hex line; 1 hex per dot in STR;
KD all.

Spinning Back Fist    -1       +2         +1         S,C,A
P2

Spinning Chothesline   +0       +0       -2        S,miss C
(1W) P4,A3,Clothesline
xDMG 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
(1W) P3,A1,Spinning Back Fist
xDodge Maneuver.

Strong Decending Elvow +0       +1         +1         S,A
P2,A1,Jump
xAerial.

Sword Hand Strike     -1       +4         -2         S,C,A
P3
xIgnores armor,Toughskin,etc.

Tiger Claw Strike    (+0)     (+1)       (+0)       S,C,A
P4
xMay 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
xRoll three damage tests as indicated, take highest two rolls.

Turbo Spinning Clothesline+1       +0         -1    S,C
(1W) P4,A4,Spinning Clothesline
xDMG 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      Rnd 1-1        +4        Two        S,C
(W first turn)P4       Rnd 2-1        +5        Two        S,C
                       Rnd 3+0       +6        Two        S,C
                       Rnd 4+1       +7        Two        S,C
xCard 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.

Uppercut           +1        +2        -1         S,C,A
P1
x +1DMG vs. Crouching.