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.