Analysis #5: Fast Attacks in Street Fighter: The Storytelling Game

 

This is a simple comparative analysis of fast attacks, by which I mean all attacks with a Speed 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

 

 

 

 

 

Jab

-

+2

-1

+0

 

Hyper Fist

w

+1

+0

One

3 Hit

Rekka Ken

w

+3

-

-

Add 3 to SPD of punch, up to 3 rounds, Combo to dizzy

Turbo Spin Clothesline

w

+1

+0

-1

Hit all adjacent, KB, 1 hit /Mv

Kick

 

 

 

 

 

Short Kick

 

+1

+0

+0

 

Flying Knee Thrust

w

+1

+2

+1

Air, Dodge

Block

 

 

 

 

 

Block

-

+4

No

No

Abort, add Block Tech to Soak

Deflecting Punch

-

+2

+0

No

Block, then hit

Kick Defense

-

+4

No

No

Block +4 vs Kick, -2 vs other

Punch Defense

-

+4

No

No

Block +4 vs Punch, -2 vs other

San He

-

+2

No

No

Block x2, No KD, No KB, no Spd bonus next turn

Missile Reflection

-

+3

No

-1

Roll Dex to catch and reflect missile attacks

Energy Reflection

C

+1

No

No

Roll Wits to reflect Energy

Grab

 

 

 

 

 

Air Throw

w

+2

+5

+0

vs. Air, KD, Mv-Hit-Mv

Grappling Defense

-

+4

No

-1

Add Grab to soak vs Grabs

Head Bite

-

+1

+3

One

Hold

Iron Claw

w 1st

+1

+4

One

Hold

Athletics

 

 

 

 

 

Cannon Drill

w

+2

+2

+2

 

Drunken Monkey Roll

-

+3

No

+2

Crouch, Dodge

Jump

-

+3

No

+0

Dodge, use w/ basic, Abort

Movement

-

+3

No

+3

 

Wall Spring

-

+2

No

+0/+2

Air, Dodge, use w/ basic

Focus

 

 

 

 

 

Ghost Form

2c +

+1

No

+0

1 c/ turn to extend, insubstantial

Stunning Shout

c

+2

No

-2

Will vs. Will to cancel current or reduce speed next turn

Yoga Teleport

2 c

+3

No

*

Move Int + Focus

 

In the core rules, no attacks have higher than a +2 speed.  Higher speeds are reserved for movement and defensive maneuvers, exclusively.  The highest speed core moves are Jab, Cannon Drill, Air Throw, and Stunning Shout.  Air Throw is limited by the requirement that the opponent also be aerial for it to work, and Stunning Shout deals no actual damage—it just causes some degree of stun that will, hopefully, cancel the opponent’s attack or give the opponent a penalty next round.  Its usefulness is questionable if used to interrupt—it is basically spending a Chi to stop the opponent’s attack.  If the opponent has chosen a heavy-hitting move, this could be fairly useful.  If the opponent is doing something simple, however, it’s best to take the hit and then use the Stunning Shout in the hopes of setting something up next round. 

 

Now, let’s look at the maneuvers from Secrets of the Shadoloo, and the Storyteller’s Screen.

 

Name

Cost

Spd

Dmg

Mv

Effects

Punch

 

 

 

 

 

Elbow Smash (SotS)

-

+2

+2

One

 

Knife Hand Strike (scrn)

-

+1

-1

-1

Vs ½ Sta (round down)

Kick

 

 

 

 

 

Tiger Knee (SotS)

2 w

+3

+2

+0

KD, Air, Dodge

Forward Backflip Kick (Storyteller’s Screen)

w

+2

+1 x2

two

vs Air, KDA

Athletics

 

 

 

 

 

Backflip

w

+3

No

+2

Straight, Away, cannot be hit

 

Tiger Knee—the fastest attack in the game.  This one could easily be jacked up with a combo, especially a Block combo, to beat most fighters’ Block speeds next round.  It makes for a good “backup plan” type maneuver.  In a Block combo, it could be aborted to and used to do some serious damage and Knock Down.  Elbow Smash is also a powerful addition—with its Speed and Damage, it is like a cheap Cannon Drill in some ways.  The extra movement of Cannon Drill would often not be worth the Willpower cost, since the maneuver doesn’t cause Knock Down.  Elbow Smash is also great just about anywhere in a combo.