Analysis #7: Mobile Attacks in Street Fighter: The Storytelling Game

 

This is a simple comparative analysis of mobile attacks, by which I mean all attacks with a Movement modifier of +1 or higher, in Street Fighter: The Storytelling Game.  This comparison limits itself only to the special maneuver listed in the core book, in their original forms.

 

Here they are in summary format:

 

Name

Cost

Spd

Dmg

Mv

Effects

Punch

 

 

 

 

 

Spinning Back Fist

-

-1

+2

+1

 

Spinning Knuckle

w

-1

+1 x2

+3

Dodge

Dashing Punch

w

+0

+4

+2

 

Dashing Uppercut

w

+0

+4

+2

KDA

Kick

 

 

 

 

 

Air Hurricane Kick

w, c

-1

-1

+1

Air, KB/hit, Hit-Mv-Hit

Slide Kick

-

-1

+3

+1

KD

Stepping Front Kick

w

+0

+1 x2

+1

1st hit In-hex, KB

Double Dread Kick

w

-2

+1, +4

+1

2 Hit, KB/Hit, Hit-Mv-Hit

Grab

 

 

 

 

 

Siberian Bear Crusher

w

+0

+3

+1

KD, 3 hex Air, end in next hex

Athletics

 

 

 

 

 

Diving Hawk

w

+0

+5

+2

Air, in-hex

Flying  Head Butt

w

+0

+4

+3

Air, Straight

Beast Roll

w

+0

+3

-2/+2

Air, in-hex, away-hit-to-hit

Cannon Drill

w

+2

+2

+2

 

Drunken Monkey Roll

-

+3

No

+2

Crouch, Dodge

Movement

-

+3

No

+3

 

Wall Spring

-

+2

No

+0/+2

Air, Dodge, use w/ basic

Rolling Attack

w

+0

+3

+4

Straight, bounce back 2

Flying Body Spear

w

+0

+3

+1

Air, straight

Flying Heel Stomp

w

+0

+1

+2

Air, Move-Hit-Move

 

Rolling Attack is the highest move attack in the game, followed by Spinning Knuckle.  Rolling Attack is in the unique position of being the only maneuver in the core rulebook that has a movement that is higher than the “Movement” special maneuver.  Both Rolling Attack and Spinning Knuckle have other advantages in addition to high movement scores—Rolling Attack “bounces” the character back two hexes after dealing damage, making it safer than a number of maneuvers that don’t cost Willpower.  It also does decent damage, and does so at a good speed.  Spinning Knuckle hits twice and dodges Projectiles, a nice effect that would be more effective if projectiles in the RPG were effective (but that’s for another analysis). 

 

Spinning Back Fist and Slide Kick are distinguished as the only core maneuvers that have good movement (+1) at no cost in Willpower.  Every other damaging maneuver with +1 or better movement costs Willpower.  Slide Kick is easily the stronger of the two.  It is just as fast, does more damage, and causes Knock Down.  In addition, it is not technically a Crouching maneuver (this must have been an error on their part…), so it also hits aerial opponents in its current form. 

 

Siberian Bear Crusher is unique as the only Grab in the core rules with a good (+1 or greater) Movement.  And it has a respectable Speed and Damage as well!  Too bad big slow wrestlers are so… slow.

 

Now for some maneuvers from Secrets of the Shadoloo and the Storyteller’s Screen:

 

Name

Cost

Spd

Dmg

Mv

Effects

Punch

 

 

 

 

 

Lunging Punch (screen)

-

+0

+1

+1

Crouching

Kick

 

 

 

 

 

Scissor Kick

w

+0

+3 x2

+3

Air

Grab

 

 

 

 

 

Flying Tackle (Screen)

-

-1

+0

+2

Fly back 2 hexes, KD, +2 Spd to Grab next turn

Athletics

 

 

 

 

 

Backflip

w

+3

No

+2

Straight, Away, cannot be hit

Flying Punch

W

-2

+2

+5

Dive, move 2 past then return to attack, vs. ˝ Stamina (round down), -1 Honor

Focus

 

 

 

 

 

Psycho Crusher

2 c

-1

+5 / 1

+6

KD, KB to side, 1 DMG plus KB to blocking opponent

 

Scissor Kick and Flying Tackle—both powerful moves in their on rights.  Scissor Kick hits fast, hits hard (twice!), and moves far.  It might be the most damaging multiple hit maneuver in the game, assuming the opponent blocks.  Double Dread Kick, its only real competitor for moving far and doing a lot of damage, is weak by comparison—it is much slower and doesn’t move as far.

 

Flying Punch and Psycho Crusher are the champions of high movement in the game.  At +5 and +6 respectively, they let you go anywhere on the field.  There’s no running away from them.  Of course, Psycho Crusher is not particularly useful against blocking opponents, and Flying Punch has weird rules about how the movement must be used (move past the opponent—two hexes, then move back to them—two more hexes, for a grand total of 4 hexes of movement spent for nothing).