STREET FIGHTER ARENA
INTRODUCTION
2 player Card game based on the world of Street Fighter.
It simulates a match between 2 characters.
DISCLAIMER
Street Fighter is a licensed, copyrighted property.
This is merely a fan site.
VICTORY
Reduce the opposing fighter to zero or less hits.
HITS
Each character starts with 20 Hits.
THE DECK
Players share a common deck.
The Deck has 52 cards:
10 Punch cards (P)
10 Kick cards (K)
10 Grab cards (G)
10 Athletic cards (A)
6 Focus cards (F)
4 Link cards (L)
2 Warrior cards (W)
THE CHARACTERS
17 Characters are available.
Each player chooses one character at the beginning of the game.
Each character has 2 Special Abilities.
Each character has a unique list of Fighting Techniques.
TECHNIQUES
Each technique has a name, a cost, and an effect.
Some characters can use the same technique.
The cost is in the number and type of cards that must be played to produce the effect.
The effects will be either offensive or defensive or otherwise.
Offensive techniques, or Attacks, will cause Damage.
Each point of Damage reduces the opposing character by 1 Hit.
A Defense will reduce the damage of an attack by an indicated amount.
COMBO
Normally a Character can only make 1 attack on its turn.
A combo effect will allow it to make an extra attack.
The combo is prevented if the defender is able to negate or
reduce the damage of the initial attack.
STUN
Some Attacks also produce a Stun effect.
When a character is stunned, there is a 50% they will not be able to
Attack until after their next turn.
KNOCK DOWN (KD)
Some Attacks also produce a Knockdown effect.
When a character is Knocked Down, he must discard a Kick card on his next
turn to get up (or 2 cards of any other type)
INJURE
Some Attacks also produce an Injury.
There is a 50% chance the targets Max Hand Size will be reduced by 1 for
the rest of the Match.
HOLD
Some Attacks also produce a Hold effect.
When a character is Held, he must discard a Grab card on his next
turn to break the hold (or 2 cards of any other type).
SETUP
Some Attacks produce a Setup effect.
This Character's next attack cannot be negated or defended against.
UNBLOCKABLE
Some Attacks have the Unblockable effect.
They cannot be negated or reduced.
MULTI-STRIKE
Some Attacks have the Multi-Strike effect.
For every Grab card you discard the attack does an extra 2 points of Damage.
DISTANCE
Some Techniques produce a Distance effect.
If one is produced the combatants are too far away from each other except
for ranged attacks. Either player on their turn may play 1 Athletic card
on their turn to negate the distance effect.
THROW DOWN (TD)
Some Techniques produce a Throw Down effect:
This is a combination of both a KD effect and a Distance effect.
SUB FOR JUMP
Some techniques have the sub for Jump Defensive Option:
Instead of paying the usual cost for the Jump maneuver, you may pay
the cost as listed for this Technique. You negate their attack and 50%
immediately use this Attack against them. However this costs 1 extra
Focus card to do so.
COUNTER AIR
Some Techniques have the Counter Air Option:
You can use this Technique during your opponent's turn if they use an
Air Technique against you: You negate their attack and 50% immediately use this
Attack against them. However this costs 1 extra Focus card to do so.
Your Attack also gets the KD effect if it didn't already have it.
DIZZY RULE
If you make 2 or more combos in one turn you are stunned until the
end of your next turn.
JUMPING ATTACK OPTION
You can make any Basic Attack an Aerial (Air) Attack by playing an extra
Athletic Card: The attack does Damage +1.
BASIC TECHNIQUES
There is a list of basic Techniques that all fighters are able to use.
BASIC TECHNIQUE LIST
Technique Cost Effect
Basic Punch 1 Punch Punch Attack of Damage = 1
Low Kick 1 Kick Kick Attack (Low) of Damage = 1
High Kick 1 Kick Kick Attack (High) of Damage = 1
Grapple 1 Grab Grab Attack of Damage = 1
Block 2 Punch Reduce Damage of an Attack by 1
Attack Chain 1 Link Draw 1 card + Combo
Counter Attack 1 Link Attack on Opponents Turn after his Attacks
Mental Focus 1 Focus Draw 2 cards and discard 1 card
Way of the Warrior 1 Warrior Wild card: Use as any other card type
Throw 2 Grab Grab Attack of 1 Dam + TD
Wrestle 2 Grab Grab Attack of 1 Dam + Hold
Jab 2 Punch Punch Attack of 1 Dam + Combo
Jump 1A + 3K Negate Low or Crouching or Ranged Attack
Duck 3 Athletic Negate High or Aerial Attack
Mid-Block 2A + 2P Negate an Attack that is neither High nor Low
Sidestep 2A + 2K Negate Punch Attack
Evade 2A + 2G Negate Kick Attack
Dodge 3A + 2F Negate an Attack
Clean Break 1A + 3G Negate a Grab Attack
Feint 2 Punch Setup + Combo
Knee Strike 2 Kick Kick Attack of Damage = 1 + Draw 1 Card
Elbow Strike 2 Punch Punch Attack of Damage = 1 + Draw 1 Card
Stomp 2 Kick Kick Attack of Damage = 1 + Injure
Gouge 2 Punch Punch Attack of Damage = 1 + Injure
Twist 2 Grab Grab Attack of Damage = 1 + Injure
Strong Kick 2 Kick 2 Dam
Strong Punch 2 Punch 2 Dam
Roundhouse Kick 1A + 2K 3 Dam
Parry 4 Punch Reduce Punch or Kick Attack to 1 Dam
Catch 2A + 3P Negate Punch or Kick Attack
Withdraw 4 Kick Distance + Negate Attack unless foe plays 1 Kick
Retreat 2A + 3K Negate Attack + Distance
Shake it Off 1 Focus Negate all Stun effects or 50% one Injury
MAX HAND SIZE
All Characters have a max hand size of 7.
If they ever have more than their max, discard the excess.
MATCH SETUP
Players choose their Characters.
Each player is dealt 7 cards.
Flip a coin to see who goes first.
TURN SEQUENCE
Players take turns.
Each turn has 4 Phases:
1. First Refresh Phase
2. Attack Phase
3. Tactical Phase
4. Second Refresh Phase
FIRST REFRESH PHASE
Fill your hand to max hand size. (or less if stunned)
If the deck ever runs out, shuffle the discard and draw from it.
ATTACK PHASE
Play (Discard) cards to make an attack.
If you play a combo effect, you can make an extra attack.
Your opponent may play cards to produce defensive effects, fully or
Partially negating one or more of your attacks.
TACTICAL PHASE
You may discard any unwanted cards in your hand.
SECOND REFRESH PHASE
Fill your hand to max hand size. (or less if stunned)
CHARACTER LIST
There are 17 characters available:
RYU
(Shotokan Karate)
SA1: Your Focus Attacks do Damage +2
SA2: Your Max Hand Size is +1
Technique: Cost: Effect:
Dragon Punch (Air) 2A + 3P 5 Dam (Sub for Jump)
Power Uppercut 3 Punch 2 Dam + Stun (Counter Air)
Foot Sweep (Crouch) 2 Kick 1 Dam + KD
Hurricane Kick 3 Kick 2 Dam + Multi-Strike
Air Hurricane Kick (Air) 4 Kick 3 Dam + Multi-Strike (Sub for Jump)
Backroll Throw 2A + 1G 2 Dam + TD
Fireball 2 Focus 4 Dam (Energy Ranged)
Improved Fireball 3 Focus 6 Dam (Energy Ranged)
Kippup 1 Defense Negate KD
KEN
(Shotokan Karate)
SA1: Your Max Hand Size is +1
SA2: Your Punch Attacks do Damage +1
Dragon Punch (Air) 2A + 3P 5 Dam (Sub for Jump)
Flaming Dragon Punch (Air) 2A + 4P 6 Dam + KD
Power Uppercut 3 Punch 2 Dam + Stun (Counter Air)
Foot Sweep (Crouch) 2 Kick 1 Dam + KD
Hurricane Kick 3 Kick 2 Dam + Multi-Strike
Air Hurricane Kick (Air) 4 Kick 3 Dam + Multi-Strike (Sub for Jump)
Backroll Throw 2A + 1G 2 Dam + TD
Fireball 2 Focus 4 Dam (Energy Ranged)
Kippup 1 Athletic Negate KD
ZANGIEF
(Sanbo)
SA1: You may convert 1 card to a Grab card on your turn
SA2: You have 5 extra Hits
Ear Pop (High) 2 Punch 1 Dam + Stun
Head Bite (High) 1A + 1G 1 Dam + Hold
Iron Claw 2G + 1P 2 Dam + Hold
Spinning Clothesline 1A + 2P 2 Dam + KD (High)
Turbo Spinning Clothesline 2A + 2P 3 Dam + KD (High)
Foot Sweep (Low) 2 Kick 1 Dam + KD
Double Hit Kick 3 Kick 2 Dam High + 2 Dam Low
Back Breaker 3 Grab 2 Dam + Injure
Pile Driver 1A + 3G 3 Dam + KD
Spinning Pile Driver 1A + 4G 4 Dam + TD (Sub for Jump)
Siberian Suplex 2A + 3G 4 Dam + TD
Siberian Bear Crusher 5 Grab 4 Dam + KD
Grappling Defense 2 Grab Negate Grab Attack
Air Throw 2A + 2G Counter Air Only: 2 Dam + TD
T. HAWK
(Native American Wrestling)
SA1: All your Grab attacks do +1 Damage
SA2: You have 5 extra Hits
Thunder Clap 2 Focus 3 Dam + Stun (Energy Ranged)
Buffalo Punch 4 Punch 4 Dam
Thunder Strike (Air) 2A + 1K 2 Dam + Stun
Storm Hammer 4 Grab 3 Dam + TD (Sub for Jump)
Diving Hawk (Air) 2K + 2A 3 Dam + Combo (Sub for Jump)
Wounded Knee 3 Kick 2 Dam + Injure
Neck Choke (High) 3 Grab 2 Dam + Hold
Bear Hug 4 Grab 3 Dam + Hold
Brain Cracker (High) 2G + 1P 1 Dam + Hold + Multi-Strike
FEI LONG
(Kung Fu)
SA1: You may convert 1 card to a Punch card on your turn
SA2: You may use 1 Grab card as a Athletic Card during your Opponents turn
Monkey Grab Punch 2P + 1G 2 Dam + Unblockable
Rekka Ken 1F + 2P 3 Dam + Multi-Strike
Double Hit Kick 3 Kick 2 Dam High + 2 Dam Low
Dragon Kick 2F + 2K 6 Dam (Energy Ranged)
Foot Sweep (Crouch) 2 Kick 1 Dam + KD
Stepping Front Kick (Low) 2 Kick 1 Dam + Combo
Deflecting Punch 2 Punch Negate 1 Dam + Inflict 1 Dam
Punch Defense 2 Punch Negate Punch Attack
Hair Throw (Air) 1A + 2G 2 Dam + TD
Drunken Monkey Roll 2A + 1G Negate Low, Crouching or Ranged Attack
Kippup 1 Athletic Negate KD
DHALSIM
(Kabaddi)
SA1: You may convert 1 card to a Focus card on your turn
SA2: Your Max Hand Size is +1
Slide Kick (Low) 2 Kick 1 Dam + KD
Brain Cracker (High) 2G + 1P 1 Dam + Hold + Multi-Strike
Flying Body Spear 2A + 2K 4 Dam (Sub for Jump)
Extendable Limbs 3 Punch 2 Dam + Unblockable
Fireball 2 Focus 4 Dam (Energy Ranged)
Improved Fireball 3 Focus 6 Dam (Energy Ranged)
Telepathy 1 Focus Draw 2 Cards + Look at Opponents Hand
Yoga Flame 1 Focus 2 Dam (Energy Ranged)
Yoga Teleport 3 Focus Negate Attack + Distance
BLANKA
(Capoeira)
SA1: You may discard cards immediately before First Refresh Phase
SA2: You may convert 1 card to an Athletic card on your turn
Head Butt (High) 2 Punch 1 Dam + Stun
Power Uppercut 3 Punch 2 Dam + Stun
Turbo Spinning Clothesline 2A + 2P 3 Dam + KD (High)
Back Flip Kick 3 Kick 2 Dam + Distance
Foot Sweep (Low) 2 Kick 1 Dam + KD
Head Bite (High) 1A + 1G 1 Dam + Hold
Rolling Attack (Air) 2A + 1G 2 Dam + Distance
Beast Roll (Air) 3A + 1G 4 Dam (Sub for Jump)
Vertical Rolling Attack (Air) 2A + 1G 3 Dam (Counter Air)(Sub for Jump)
Shock Treatment 3 Focus 5 Dam + Stun
Musical Accompaniment 1 Focus Draw 2 cards
GUILE
(Special Forces)
SA1: You may use 1 Grab card as an Athletic Card during your Opponents turn
SA2: You may convert 1 card to a Link card on your turn
Spinning Backfist 2 Punch 1 Dam + Stun
Flash Kick (Air) 1F + 2K 4 Dam
Flying Knee Thrust 1A + 2K 2 Dam + Injure
Foot Sweep (Crouch) 2 Kick 1 Dam + KD
Spinning Foot Sweep (Crouch) 1A + 2K 2 Dam + KD
Air Throw 2A + 2G Counter Air Only: 2 Dam + TD
Kippup 1 Athletic Negate KD
Sonic Boom 2 Focus 3 Dam + Stun (Energy Ranged)
Pile Driver 1A + 3G 3 Dam + KD
Hyper Fist 3 Punch 2 Dam + Multi-Strike
CAMMY
(Secret Agent)
SA1: Your Kick attacks do Damage +1
SA2: You may use 1 Grab card as a Defense Card during your Opponents turn
Spinning Backfist 1A + 1P 1 Dam + Stun
Spinning Knuckle 1A + 2P 2 Dam + Combo or Negate Ranged Attack
Power Uppercut 3 Punch 2 Dam + Stun (Counter Air)
Flying Thrust Kick (Air) 1A + 3K 4 Dam (Sub for Jump)(Counter Air)
Flash Kick (Air) 1F + 2K 4 Dam
Handstand Kick 1A + 2K 3 Dam (Counter Air)
Spinning Foot Sweep (Crouch) 3 Kick 2 Dam + KD
Air Throw 2A + 2G Counter Air Only: 2 Dam + TD
Suplex 4 Grab 3 Dam + KD
Thigh Press 3 Grab 2 Dam + KD
Cannon Drill (Low) 2 Focus 4 Dam
E. HONDA
(Sumo Wrestling)
SA1: Your Punches do Damage +1
SA2: You have 5 extra Hits
Sumo Slap 3 Punch 3 Dam
Head Butt (High) 2 Punch 1 Dam + Stun
Hundred Hand Slap 4 Punch 3 Dam + Multi-Strike
Double Hit Kick 3 Kick 2 Dam High + 2 Dam Low
Foot Sweep (Crouch) 2 Kick 1 Dam + KD
Spinning Foot Sweep (Crouch) 1A + 2K 2 Dam + KD
Bear Hug 4 Grab 3 Dam + Hold
Air Smash 2A + 1K 2 Dam + KD (Sub for Jump)
Knee Basher 3 Kick 2 Dam + Injure
San He 2 Focus Negate 3 Dam + Negate KD
CHUN LI
(Wu Shu)
SA1: You may convert Punch cards to Kick or Athletic cards on your turn
SA2: Your Kick attacks do Damage +1
Back Flip Kick 3 Kick 2 Dam + Distance
Forward Flip Knee (Air) 1A + 2K 3 Dam
Lightning Leg (Air) 3 Kick 2 Dam + Multi-Strike
Whirlwind Kick (Air) 2A + 2K 3 Dam + Multi-Strike
Flying Heel Stomp (Air) 1A + 3K 3 Dam + Distance (Sub for Jump)
Air Throw 2A + 2G Counter Air Only: 2 Dam + TD
Wall Spring 3 Athletic Negate Attack + Distance
Fireball 2 Focus 4 Dam (Energy Ranged)
Spiked Bracelets 3 Punch 2 Dam + Combo
DEE JAY
(Kickboxing)
SA1: You may convert Grab cards into Punch or Kick cards
SA2: You may convert 1 card to a Link card on your turn
Hyper Fist 3 Punch 2 Dam + Multi-Strike
Power Uppercut 3 Punch 2 Dam + Stun (Counter Air)
Triple Strike 2P + 1K 3 Dam
Double Dread Kick 4 Kick 3 Dam + Stun
Double Hit Kick 3 Kick 2 Dam High + 2 Dam Low
Slide Kick (Low) 3 Kick 2 Dam + KD
Wounded Knee 3 Kick 2 Dam + Injure
Back Roll Throw (Low) 1A + 2G 2 Dam + TD
Max Out 2 Focus 3 Dam + Stun (Energy Ranged)
Musical Accompaniment 1 Focus Draw 2 cards
BALROG
(Boxing)
SA1: Convert Grab or Kick cards to Punch
SA2: You have 5 extra Hits
Fist Sweep 2 Punch 1 Dam + KD
Turn Punch 1F + 3P 5 Dam
Power Uppercut 3 Punch 2 Dam + Stun (Counter Air)
Dashing Punch 1A + 3P 3 Dam + Unblockable
Dashing Uppercut 1A + 4P 3 Dam + Stun + Unblockable
Head Butt (High) 2 Punch 1 Dam + Stun
Head Butt Hold (High) 3 Grab 2 Dam + Hold
Jumping Shoulder Butt (High) 1A + 2K 3 Dam
Punch Defense 3 Punch Negate Punch Attack
VEGA
(Spanish Ninjitsu)
SA1: Convert Kick cards to Grab or Punch
SA2: Your Punch Attacks do Damage +1
Short Backslash 3 Punch 3 Dam
Back Slash 4 Punch 4 Dam
Rolling Crystal Flash 2 Focus 3 Dam + Stun
Flying Barcelona Attack(Air) 3A + 1G 4 Dam (Sub for Jump)
Izuna Drop (Air) 1A + 1G 1 Dam + KD
Rolling Izuna Drop (Air) 2A + 1G 2 Dam + KD
Sky High Claw (Air) 1A + 2P 2 Dam + Combo
Scarlet Terror 3 Kick 3 Dam
Rainbow Suplex (Air) 3 Grab 2 Dam + Stun
Dive Fake 2 Athletic Setup + Combo
Star Dust Drop (Air) 2A + 2G 3 Dam + Stun
M. BISON
SA1: Convert Punch cards to Athletic or Kick
SA2: Your Kick Attacks do Damage +1
Psycho Crusher 3 Focus 6 Dam (Energy Ranged)
Double Knee Press 3 Kick 2 Dam + Hold
Knee Press Nightmare 4 Kick 3 Dam + Hold
Head Press (Air) 2 Kick 1 Dam + Hold
Somersault Skull Driver (Air) 2A + 1P 2 Dam + Injure
Devil Reverse (Air) 1A + 1P 1 Dam + Combo
Deadly Throw 4 Grab 3 Dam + TD
Fake Slide 1A + 1K Setup + Combo
Psycho Reflect 1 Focus Negate Focus Attack
SAGAT
(Muy Thai)
SA1: Convert Punch to Kick or Kick to Punch
SA2: You have 5 extra Hits
Tiger Shot 2 Focus 4 Dam (Energy Ranged)
Tiger Cannon 3 Focus 6 Dam (Energy Ranged)
Tiger Uppercut 3 Punch 2 Dam + Stun
Tiger Knee Crush 3 Kick 2 Dam + Injure
Tiger Genocide 4 Kick 3 Dam + Combo
Tiger Carry 3 Grab 2 Dam + Hold
Tiger Raid 2A + 1G 3 Dam
Tiger Destruction 4 Punch 3 Dam + Combo
AKUMA
(Shotokan Karate)
SA1: Convert Athletic cards to Punch or Focus
SA2: You have Hand Size +1
Great Surge Fist 2 Focus 4 Dam (Energy Ranged)
Air Slashing Surge Fist (Air) 3 Focus 6 Dam (Energy Ranged)
Sorching Heat Surge Fist 4 Focus 8 Dam (Energy Ranged)
Tornado Kick 3 Kick 3 Dam
Dragon Fist (Air) 2A + 3P 5 Dam (Sub for Jump)
God of War Air Flash 2 Focus Negate Attack
Raging Demon 4 Punch 4 Dam
Demon Flip 1A + 2G 2 Dam + TD
Sky Demon Leg Blade (High) 2A + 2K 3 Dam + Injure
MINOR MINIONS
All Minor Minions know the Basic Techniques except Jump and Throw
Some know more Advanced Techniques.
MHS = Max Hand Size
MINOR MINION LIST
Type (Hits/MHS) Advanced Techniques:
Thug (5/4)
Gangster (10/5)
Warrior (15/6) Head Butt/Power Uppercut/Foot Sweep
Cop (5/4) Brain Cracker
SWAT (10/5) Power Uppercut/ Spinning Backfist
Ninja Genin (10/5) Slide Kick/ Handstand Kick/ Jump
Ninja Jonin (15/6) Slide Kick/ Back Kick Flip/ Back Roll Throw/ Wall Spring
Green Soldier (5/4)
Veteran Soldier (10/5) Spinning Back Fist/ Suplex/ Jump
Lifer Soldier (15/6) Spinning Back Fist/ Suplex/ Jump/ Brain Cracker
Special Agent (10/5) Head Butt/ Throw
Secret Agent (15/6) Monkey Grab Punch/ Double Dread Kick/ Knee Basher/ Jump
Martial Artist Acolyte (10/5) Throw/ Jump/ Foot Sweep
Martial Artist Adept (15/6) Throw/ Jump/ Foot Sweep/ Spinning Backfist
ADVANCED TECHNIQUE LIST
Brain Cracker (High) 2G + 1P 1 Dam + Hold + Multi-Strike
Suplex 4 Grab 3 Dam + KD
Power Uppercut 3 Punch 2 Dam + Stun
Head Butt (High) 2 Punch 1 Dam + Stun
Wall Spring 3 Athletic Negate Attack + Distance
Monkey Grab Punch 2P + 1G 2 Dam + Unblockable
Double Dread Kick 4 Kick 3 Dam + Stun
Knee Basher 3 Kick 2 Dam + Injure
Slide Kick (Low) 3 Kick 2 Dam + KD
Back Roll Throw (Low) 1A + 2G 2 Dam + KD
Foot Sweep (Crouch) 2 Kick 1 Dam + KD
Spinning Backfist 2 Punch 1 Dam + Stun
WEAPONS
If a Character has a weapon they automatically have the basic attack
Technique for that Weapon.
If you have a hand weapon you also get the Weapon Parry Technique.
All Ranged Weapon Attacks have a 50% chance of missing outright
Note: If you have an Automatic Rifle, you can use it as a rifle also.
These are referred to as Projectile attacks or Hand Weapon attacks as
Opposed to punches, kicks, or grabs. Players may agree that some
Defensive techniques may or may not be used vs these types of attacks.
Note: Guns with rubber bullets do 3 less damage and stun instead of injure.
Note: The Grenade can only be used if the foes are distant from each other.
Note: Most Projectile Weapons can also be used as a club.
WEAPON BASIC TECHNIQUES LIST
Pistol 1 Punch 4 Dam + Injure (Revolver) (Projectile Ranged)
Sub Machine Gun 1 Punch 4 Dam + Combo (Projectile Ranged)
Rifle 2 Punch 6 Dam + Injure (Projectile Ranged)
Automatic Rifle 2 Punch 6 Dam + Combo (Projectile Ranged)
Shotgun 2 Punch 5 Dam (Projectile Ranged)
Taser 1 Focus Stun x2 (Projectile Ranged)
Spray Mace 1 Punch Stun + Injure
Grenade 2 Punch 10 Dam (Single Use) (Projectile Ranged)
Bow & Arrow 2 Focus 5 Dam + Injure (Crossbow) (Projectile Ranged)
Throwing Star 1 Focus 1 Dam + Injure (Projectile Ranged)
Thrown Knife 1 Focus 2 Dam + Injure (Projectile Ranged)
Thrown Axe 1 Focus 4 Dam + Injure (Thrown Spear, Sword, etc.)(PR)
Knife 1 Punch 3 Dam + Injure (Dagger, Broken Bottle)
Sword 2 Punch 5 Dam + Injure (Katana, scimitar, etc.)
Axe 2 Punch 4 Dam + Injure
Battle Axe 3 Punch 6 Dam (Maul, Heavy War Hammer, 2-Handed Sword)
Shield 1 Grab 2 Dam (Bash) or Negate 2 Dam
Num Chucks (Pair) 3 Punch 3 Dam + Combo (Pair of Sticks)
Club 2 Punch 3 Dam + Stun (Bat, Hammer, Nightstick, etc.)
Electric Cattleprod 2 Punch 2 Dam + Stun x2
Brass Knuckles Modifier Adds 1 Dam to any Punch Attack
Staff 2 Athletic 3 Dam + Stun
Spear 3 Athletic 5 Dam (Bayonet, Pike)
Chain 2 Athletic 3 Dam + Hold
Whip 2 Athletic 2 Dam + Combo
Tonfa (Pair) 2 Grab 3 Dam or Negate 2 Dam
Sai (Pair) 3 Punch 3 Dam or Negate Hand Weapon Attack
Kama (Pair) 2 Punch 4 Dam or Negate 2 Dam
Weapon Parry 1F + 2P Negate Hand Weapon Attack
MINOR CHARACTER WEAPON LIST
Thug- Brass Knuckles, Knife, Lead Pipe (Club), Chain
Gangster- Revolver, SMG
Warrior- Num Chucks, Sword, etc.
Cop- Pistol, Taser, Tonfa, Truncheon (Club), Shutgun, Spray Mace
SWAT- Rifle, Automatic Rifle, Pistol
Ninja- Throwing Stars, Knife, Kama, Sword, Bow & Arrow
Soldier- Pistol, Rifle, Automatic Rifle, Grenade
Agent- Knife, Pistol, Rifle
Martial Artist- Sai, Staff, Spear, Num chucks
MORE TECHNIQUES
Flying Head Butt 1A + 2P 2 Dam + Stun (Air)
Dim Mak (Death Touch) 4 Focus 6 Dam + Injure x2
Maka Wara 2 Focus Negate 1 Dam & Inflict 3 Dam
Missile Reflection 3 Grab Turn Projectile Attack to any target
Energy Reflection 3 Grab Turn Energy Attack to any target
Shockwave (Low) 1F + 2P 3 Dam + KD (Ranged Energy)
Great Wall of China 1F + 3K 5 Dam
Acid Breath 2 Focus 3 Dam + Injure
Chi Kung Healing 2 Focus Negate 1 Injury
Cobra Charm 3 Focus Opponent cannot attack next turn
Ghost Form 3 Focus Negate all attacks this turn
Ice Blast 3 Focus 5 Dam + Stun (Ranged Energy)
Regeneration 1 Focus Regain 2 Lost Hits
Stunning Shout 2 Focus 3 Dam + Stun (Ranged Energy)
Toughskin 1 Focus Negate 1 Dam & Inflict 1 Dam
Zen No Mind 1 Focus Draw 2 Cards
LINKS