Effects
Street Fighter
Revised
Air: The maneuver classified as Aerial. The maneuver cannot be hit by Crouching attacks unless those attacks include the Upward effect. Aerial maneuvers also Dodge Projectiles.
Barrage: Blocks are only half effective (round up)
when used against a Barrage Maneuver.
Cancel: If used to interrupt an opponent, the opponent’s move is cancelled.
Crouch: The maneuver classified as Crouching. The maneuver cannot be hit by Aerial attacks unless those attacks include the Downward effect. Also, the maneuver ignores Standing Blocks.
Dive: Diving attacks are aerial maneuvers that strike
crouching opponents and ignore crouching blocks (Air + Dodge + Overhead)
Dodge: If used to interrupt the opponent’s projectile, roll Dex + Athletics vs. the opponent’s Focus. If you roll more successes, the projectile has no effect on you, missing you completely.
High: The maneuver hits Aerial opponents, even if the fighter is Crouching.
Juggle: This maneuver can be used at the beginning or end of a combo even if it is a Grab or it causes Knock Down.
Knock Back (KB): The opponent is pushed back one or more hexes as listed in the maneuver description.
Knock Down (KD): The opponent is knocked prone. If you interrupted your opponent, the opponent loses his maneuver. If you did not interrupt your opponent, the opponent is at -2 SPD next round.
Knock Down Aerial (KDA): The maneuver causes Knock Down, but only on Aerial opponents.
Low: The fighter is considered to be Standing, but
the maneuver misses Aerial opponents and ignores Standing Blocks—it can only be
blocked with a Crouching Block.
Overhead: This maneuver hits Crouching opponents and ignores Crouching Blocks.
Projectile: Projectiles can be Dodged. Projectiles are “fire and forget” weapons—if you have already declared that you are using the projectile, the opponent must dodge it before being able to attack you.
Rise: Rising attacks start on the ground but continue
into the air—they can hit crouching, standing, or aerial opponents, but they
are considered Air maneuvers for purpose of Dodging Projectiles.
Special Abort: This maneuver can be aborted to under special circumstances.
Stagger: The opponent loses any prepared move and is at -1 SPD next round.
Sustained Hold: Roll opposed Strength checks to keep your opponent in the hold, which may continue up to your Technique in rounds.
Throw: In addition to causing Knock Down, this maneuver allows you to throw your opponent up to one hex per point of Strength.