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WayoftheFighterisanexpandablecardgamethatpitstwofightersagainstoneanotherinan
arena,withathemereminiscentofclassicarcade-stylefightinggames.Eachplayermanagestheir
fightersmovements,actions,health,andenergytoachievevictoryandcomeastepclosertothe
ultimateprize.Aplayerwinswhentheopposingfightertakesmoredamagethantheyhavedice
remainingintheirlifepool,oriftheirownfighterhasthemostlifeattheendoftwelveturns.The
gameisquickandinvolvesbluffing,resourcemanagement,knowledgeofeachfighter'sstyle,and
sharptacticaldecisions.
Components
Thisboxcontains:
1Rulebook(thisbook)
1Gameboard
1Initiativecard
2Referencecards
3Statuscards
5Charactercards
225Actioncards
24Whitecoredice
6Redpowerdice
6Bluepowerdice
1Turncounter
5Characterpawns
5Double-sidedredblasttokens(highblastsideandlowblastside)
5Double-sidedblueblasttokens(highblastsideandlowblastside)
1Double-sidedredcrouching/jumpingpositiontoken
1Double-sidedbluecrouching/jumpingpositiontoken
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The Arena
Thearenaboardconsistsofmultiplezonesusedtoorganizetheaction.
1. TurnTrack:Twelvespacesusedtoindicatethecurrentturn.
2. ArenaTrack:Tenspacesthattrackbothfighterslocations.
3. LifePools:Twelvespacesthattrackthecurrentlifeofbothplayersfighters.
4. PositionIndicators:Spacesthatindicateafightersposturecrouching,standing,or
jumping.
5. BurnoutPools:Spacesthattrackalloftheburnedoutdice.
6. EnergyPools:Spacesthattrackdiceinreservethatmaybepoweredupforlateruse.
7. ActivePools:Spacesthattrackdicethatarereadyforuseduringthecurrentturn.
8. FighterA reas:Zoneswhereplayersplacetheircharactercards,theinitiativecard,status
cards,modecards,andblastcards.
9. ChallengeA reas:Zoneswhereactioncardsareplayedandresolvedduringthe
challengephase.
10. FighterDecks:Zoneswhereeachplayersdeckofactioncardsgofacedown.
11. DiscardPiles:Zoneswhereeachplayersdiscardedactioncardsgofaceup.
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Cards
WayoftheFighterusesfourdifferenttypesofcards.
Character Cards
Thesecardsprovideaquickreferenceforeachfighter.
1. Name:Thenameofthefighter.
2. Ability:Thefightersuniqueability.Someabilitiesprovideanongoing
passiveeffect,whileothersareusedinplaceofacommand.
(SeeStep1.UseCommandonpageXX.)
3. Styles:Thisareashowsthestylesfromwhichaplayermayselect
techniquepackswhenbuildingthefightersdeck.(SeeBuilding
aFighterDeckonpageXX.)
Action Cards
Actioncardsrepresenttheattacks,moves,
blocks,andmodesthatthefightersuse.
1. PriorityValue:Thebasepriorityofthe
action.Actionsareresolvedfrom
highesttolowestpriorityeachturn.
2. Name:Thenameoftheaction.
3. Type:Theactionstype:strike,grab,
move,blast,block,ormode.(See
ActionCardsbeginningonpageXX).
4. Fighter/Style:Showsthefighteror
stylethattheactionbelongsto.Each
charactercardshowsthestylesthat
maybeincludedinthefightersdeck.
5. Technique:Eachstyleincludes
multipletechniques.Techniquescome
inpacksofeightcards.
6. PrimaryEffects:Themainpurposeoftheaction.
a.
DamageValue(strike,g rab,b lastactionso nly):Showsthedamagedealtbya
strike,grab,orblastactionwhenithits.
b.MovementValue(moveactionso nly):Showshowmanyspacesthepawnis
movedbyamoveaction,andwhichdirectionitcanbemoved.
c.B lastValue(blastactionso nly):Showsthetypeofblasttokensplacedbyablast
actionandhowfartheymoveeachturn.
d.
DefenseValue(blockactionso nly):Showshowmuchdamageablockaction
preventswhenablockingfighterishit.
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7. SecondaryEffects:Listsanyadditionaleffectsthatmayresolveduringthechallengephase
andanyassociatedkeywords.
8. Grids:Gridsshowtheactionsrangewhenafighteriscrouching,standing,orjumping.(See
CheckingGridsonpageXX.)
Initiative Card
Theinitiativecardisaspecialcardthatplayersuseandexchange
throughoutthegame.Whenaplayerhastheinitiativecard,they
placeitintheirfighterareaandaresaidtohavetheinitiative.
Alwaysbreaktiesbetweenpriorityscoresinfavoroftheplayerwith
theinitiative.Theplayerwiththeinitiativeusesthefirstcommand
eachturn.
Aplayermayusetheinitiativecardimmediatelyafterrollingdiceto
dooneofthefollowing:J ump,Stand,K neel,Move(1),orgivetheir
actionPriorityB onus(2).(SeeKeywordsonpageXX.)
Theinitiativecardcanonlybeusedonceperturn.Aplayerstillhas
theinitiativewhileitisused.Whenafighterwiththeinitiativeisknockeddown,theinitiativecard
immediatelycountsashavingbeenused,butthefightergainsnobenefitfromit.
Aplayermustgivetheinitiativecardtotheiropponentduringtherecoveryphaseiftheyusedthe
initiativeorhaditcountasbeingusedduringtheirturn.Itisthenplacedintheotherplayers
fighterarea.
Status Cards
WheneverafightersufferstheCrippled,Dazed,orKnockdownconditions,itsplayerplacesthe
relevantstatuscardintheirfighterareaasareminder.Eachcardnoteshowtheconditionaffects
afighterandwhenitisremoved.
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Character Pawns
Thesestandeesareusedtotrackeachfighterslocationinthearena.Theimage
onthepawnalsotracksafighterscurrentfacing,eithertowardorawayfromthe
opponent.
Dice
Eachplayerhasnumerousdicethattheymayrollwhenperformingactionstoboosttheactions
totalpriorityscoresandeffects.Dicecomeintwosets,coreandpower.Thetwelvecorediceare
whiteandhavefacingsmarked1,1,2,2,3,3.Thesixpowerdicematchthecoloroftheir
respectivepawnsandhavefacingslabeled2,2,3,3,4,4.
Tokens
WayoftheFighterusestwotypesoftokens:positiontokensandblasttokens.
Positiontokensarethelargertokensthatareusedtotrackwhenafighteris
crouchingorjumping.
Thesmallerblasttokenstrackthelocationanddirectionoflowandhighblastsinthe
arena.
Game Setup
FollowthesestepstosetupforagameofWayoftheFighter.
1.
Setthegameboardonaflatsurfacebetweentheplayers.
2.
Placetheturncounteronthespacemarked1ontheturntrack.
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9.
10.
11.
12.
Placetheirpawninoneofthedesignatedspacesonthearenatrack,facingtowardtheir
opponent'spawn.
Placesixcorediceintheirburnoutpool.
Placeonecoredieineachofthelightenedspacesoftheirlifepool.
Placeonepowerdiematchingtheirpawnscolorineachofthesixdarkenedspacesof
theirlifepool.
NewPlayers
Insteadofselectingtechniquecards,youmaychoosetodrawcardsuntilyouhaveonecard
fromeachtechniqueinyourfighterdeck,alongwithyourfightersblockcard.Shuffleanyother
cardsbackintothedeck.Thisallowsforafastersetupandrequiresminimalknowledgeofthe
gamepriortoplaying.
Afighter'sdeckconsistsof46cards,including:
1charactercard
1fighterpack,consistingofoneblockandtwocopiesofsixfighteractions
4Differentstylepacks,eachconsistingoftwocopiesoffourtechniqueactions
NewPlayers
Eachfightersdeckhasbeenpre-builtwitharecommendedsetoftechniquepacksforuse
straightoutofthebox.Westronglysuggestthatnewplayersusethesetechniquesbefore
buildingcustomizeddecks.TherecommendedtechniquepacksarelistedonpageXX.
How to win
Duringthegame,playerswillbattleuntilonefightertakesmoredamagethantheyhavedice
remainingintheirlifepooloruntiltheendofTurn12.Atthispoint,thefighterwhohasthemost
diceintheirlifepoolwins.Ifbothplayershavethesameamountofdiceintheirlifepoolsatthe
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endofTurn12,thegameisadraw.Inthefinesttraditionofarcadefighters,werecommendthat
youplaytothebestofthreegames.
Fight!
BeforeTurn1,bothplayersrollthreecoredicefromtheirburnoutpool.Theplayerwiththe
highestrollplacestheinitiativecardintheirfighterareaandplacesoneofthedicethattheyrolled
intotheirenergypool.Theotherplayerplacestwoofthedicethattheyrolledintotheirenergy
pool.Bothplayersreturnallremainingdicetotheirburnoutpool.ThenTurn1begins!
CommonK eywords
Thefollowingtermsareusedthroughouttherestoftherules:
Draw(X):DrawXcardsfromthetopofyourdeck.Ifthedeckrunsout,shufflethediscardpile
andplaceitfacedowntoformanewdeck.
Energize(X):MoveXcoredicefromtheburnoutpooltotheenergypool.
Power-Up(X):MoveXdicefromtheenergypooltotheactivepool.
Burnout(X):MoveXdicefromtheactioncardtotheburnoutpool.
Turn Sequence
Ready Phase
Startingwiththeplayerwhohastheinitiative,eachplayerperformsthefollowing,inorder:
1. DrawonecardORdiscardthreecardsfromtheirhandanddrawthreenewcards.
2. MoveonepowerdieORtwocoredicefromtheirburnoutpooltotheirenergypool.
Next,bothplayersmoveallthediceintheirenergypooltotheiractivepool.
Challenge Phase
Thechallengephaseisseparatedintofivesteps:
Step1.UseCommand
Startingwiththeplayerwiththeinitiative,eachplayerusesonecommandfromthelistbelow:
Kneel:Theplayerplacestheirpositiontokenwiththecrouchingsidefaceuponthe
positionindicatorspaceontheirsideoftheboardandthenmovesonecorediefrom
theirburnoutpooltotheirenergypool.
Shift:Theplayerremovestheirpositiontokenfromtheboard,A dvancestheirpawn
uptoonespaceforwardorRetreatsituptoonespacebackward,andmaydrawone
cardaftermoving.
Leap:Theplayerplacestheirpositiontokenwiththejumpingsidefaceuponthe
positionindicatorspaceontheirsideoftheboardandthenA dvancestheirpawnupto
twospacesforwardorRetreatsituptotwospacesbackward.
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Inadditiontothecommandslistedabove,somecharactercardsandactionshavethe
Followingtext,AsacommandThesepowerfuleffectsarenotedonthecardandareused
duringthisstepinplaceofoneofthebasiccommands.
Step2.PlayA ctions
Bothplayerssimultaneouslyplayacardfromtheirhandfacedownintotheirchallengearea.
Step3.RollDice
Bothplayerstakealldicefromtheiractivepoolintotheirhand,secretlypickfromonetofourof
theminanycombinationofcoreandpowerdice,androllthemsimultaneously.Playersreturn
anydicethattheydidnotrolltotheiractivepool.Theplayerwiththeinitiativedecidesifthey
wanttouseit.
Step4.RevealA ctions
Bothplayersrevealtheiractionandplacethedicethattheyrolledontheactioncard,showing
theresults.Next,bothplayerscheckwhethertheycanperformtheiractionbasedontheir
currentposition.Theiractionisimmediatelycancellediftheycannotperformtheiractionin
theircurrentposition.Cancelledactionsareimmediatelydiscardedandtheirdicemovedtothe
burnoutpool.Everyplayerwithanactionthentotalsthenumbersrolledonthediceandadds
thatnumbertotheiractionspriorityvalue.Thisdetermineseachactionspriorityscore.
Step6.ResolveA ctions
Startingwiththeactionwiththehighestpriorityscore,includingblastactionsalreadyinplay,
eachplayerresolvestheiraction.Tiesgotothefighterwiththeinitiative.Whenresolvingan
action,checktheactionssecondaryeffectstoseeifanyresolvebeforetheprimaryeffect.The
primaryeffectmaybemodifiedbysecondaryeffects.(SeeResolvingActions,beginningon
pageXX.)
Someactionswillallowforaplayertobeginorcontinueacombo,whichletstheactingplayer
linkactionssolongastheycanrollahighenoughpriorityscore.(SeeActionCombosonpage
XX.)
Itisalsolikelythatanactionmaybecancelledbeforeitcanresolve.Inthiscase,thefighter
doesnotperformanactionthisturn.(SeeCancellingActions,beginningonpageXX.)
Recovery Phase
Duringtherecoveryphase,bothplayers:
PassUsedInitiative:Iftheplayerwiththeinitiativehasusedit,theinitiativemustbe
passedtotheopponent.
RecoverB locks:Diceremainingonblockactionsreturntotheenergypools,andblock
cardsreturntotheirplayershands.
CheckB lasts:Cancelanyblastcardsthatdonothavetokensinplay.Moveallremaining
blastcardstothefighterareaandburnoutanycorediceonthem,leavinganypowerdice.
CheckHandL imit:Discarddowntosevencards.Aplayermaynotdiscardtheblock
action.
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IfnofighterhasbeenKOd,andifthematchisnotonTurn12,movetheturncountertothenext
numberedspaceandrepeattheturnsequence.
Dice Pools
Therearefourdifferentpoolsfordice.Thedicerepresenteachfighterspotentialandlimitstheir
numbershavenomeaninguntilthedicearerolled.
LifePool:Diceinthelifepoolaresimplytokensthatrepresenteachfightersvitality.Ifthereare
nodiceinaplayerslifepoolwhentheyneedtoremoveadiefrombeingdamaged,theyare
knockedoutandimmediatelylosethegame.
BurnoutPool:Dicethatplayersrollforactionsgototheburnoutpoolduringtherecoveryphase.
Thisindicatesenergythefighterhasusedbutnotlost.
EnergyPool:Diceintheenergypoolrepresentthefightersreservesofstrengthandstamina.
TheymaybemovedtotheactivepoolbyeffectswiththePowerUpkeywordandduringthe
readyphase.
ActivePool:Diceintheactivepoolrepresenttheforceandfocusthatthefightercanimmediately
bringtobear.Thesedicemayberolledtoboostanactionspriorityscore.Theeffectsofcertain
actionsmaybemodifiedbasedonhowmanydicewererolledwiththem.
Pawnsmovebetweenthespacesonthearenatrack.WhenacommandoractionA dvancesa
fighterforward,movetheirpawninthedirectionthatitiscurrentlyfacing.Whenacommandor
actionRetreatsafighterbackward,movetheirpawninthedirectionoppositetoitscurrentfacing,
butdonotchangeitsfacing.(SeeFacingonpageXX.)
Playersusetheirdouble-sidedpositiontokentoshowwhentheirfighteris
crouchingorjumping.Onesideindicatescrouching,andtheotherside
indicatesjumping.
Whenafighterusesacommandoractionthatcausesthemtocrouchor
jump,placetheappropriatepositiontokenonthepositionindicatorspace
ontheirsideoftheboard.Thissupersedesthestandingiconthatisprinted
onthepositionindicatorspace.Simplyremovethepositiontokentoindicatewhenafighteris
standing.
Thepawnsofcrouchingandstandingfightersmayneveroccupythesamespace.Exceptfor
whenjumping,ifapawnmovesontoorthroughaspaceoccupiedbyacrouchingorstanding
fighter,themovingpawnstopsonthespaceinfrontoftheopposingpawn.Ajumpingfighters
pawnmovesnormallythroughacrouchingorstandingfighterspawn.
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Ajumpingfighterspawnmaynotenditsmovementonormovethroughaspaceoccupiedby
anotherjumpingfighterspawn.Ajumpingfighterspawnstopsonthespaceinfrontofan
opponentsjumpingpawn,becauseitcannotpassthroughthatspace.
Landing
Ajumpingfighterautomaticallystandsafterresolvingtheirnon-moveactionorattheendofthe
turn,whicheverhappensfirst.Theplayerremovestheirjumpingpositiontokenfromtheboardto
showthatthefighterisnolongerintheair.
Afterremovingthejumpingpositiontoken,ifthepawnoccupiesaspacethatanothercrouchingor
standingpawnoccupies,movethepawntothespaceinfrontoftheopposingpawn.
Facing
Pawnschangetheirfacingtofaceeachother:
1. Afteraplayerusesacommand.
2. Afterresolvinganaction.
3. Attheendoftheturn.
Donotchangethefacingofpawnswhentheyoccupythesamespace.Pawnsdonotchange
facinginthemiddleofanaction,butdochangefacingbetweentwoactionsofacombo.
Action Cards
Thissectiondescribeshowtoreadandresolvekeyfeaturesofanactioncard.
Checking Grids
Actionsusegridstodetermineiftheycanaffectaspaceonthe
arenatrack.Gridsarecomposedoftwelveboxes.Eachcolumnina
gridrepresentsaspaceonthearenatrackrelativetotheacting
pawn.Eachrowrepresentsthepositionforbothfighters.Thetop
rowisforthejumpingposition,themiddleforstanding,andthe
bottomrowisforcrouching.
Gridshaveagrayboxtoindicatehowtheactivefighterneedstobe
positionedtoaffectagivenspace.Somegridsalsohavecolored
boxesindicatinghowandwheretheopponentneedstobepositionedfortheactiontobe
effective,alsocalledthetargetzone.
Everyactioncardhasthreegrids.Theleftgridisusedwhen
theactivefighteriscrouching.Themiddlegridisusedwhen
theyarestanding.Therightgridisusedwhenthefighteris
jumping.Oneortwoofthegridsmightbeblank,meaning
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thattheactioncannotbeusedifthefightersareinthosepositions.
Eachrowonagridhasfourspaces,representingtheactingpawnscurrentspaceonthearena
trackandthethreespacesinfrontofit.Anyredboxesintherowindicatethattheactioncanaffect
pawnsinthosespaces.Thetoprowofeachgridshowsiftheactioncantargetajumpingfighterin
anyofthespaceswitharedbox.Themiddlerowindicatesiftheactioncantargetastanding
fighter.Thebottomrowindicatesiftheactioncantargetacrouchingfighter.
Aplayerwillonlyusethegridonanactioncardthatcorrespondstotheirfightersposition.The
grayboxonthegridsandlabelsabovethemindicatewhichgridsapplytowhichposition.Ifthere
isntagridwithagrayboxcorrespondingtotheactivefightersposition,theactionisimmediately
cancelled.
NOTE:Thegridisshownasifthefighterisfacingtotheright.Whenapawnisfacingtotheleft,
itscontrollingplayerwillneedtoflipthegridtomirrorwhatisshown.
GridExample:
TheLightKickcardhasthreegridsatthebottom,indicatingthatitcan
beusedinanyposition.Playersreferencetheleftgridwhentheir
fightersarecrouching,themiddlegridwhenstanding,andtherightgrid
whenjumping.
Inthisexample,BeccahasalreadyusedtheLeapcommand,soher
fighterisjumping,andshedecidestouseaLightKick.Checkingthe
rightgridonthecard,sheseesthatalloftheboxesinbothofthenext
twocolumnsarecoloredred.ThismeansthattheLightKickwillstrike
anyothercrouching,standing,orjumpingopponentwithintwospaces
ofherpawn.Itwouldnothitatargetcrouchingorstandingonthesame
spaceorthree(ormore)spacesaway,becausethoseboxesareblank.
Ifherfighterwerestanding,Beccawouldreferencethemiddlegridandseethatthebottomrow
doesnothaveanycoloredboxes.ThismeansthatastandingLightKickwouldnothitacrouching
opponent,evenanadjacentone,orajumpingtargetinthesamespace.
Resolving Actions
Actionssometimesincludebothprimaryandsecondaryeffects.Whileprimaryeffectsalmost
alwaystriggerbeforesecondaryeffects,somesecondaryeffectsmaytriggerbeforetheprimary
effect.Whenresolvinganaction,alwayscheckthevarioustimingkeywordsandresolvethemin
order,assomesecondaryeffectsmaymodifytheprimaryeffect.Onceresolved,theaction
remainsinplayuntiltheendoftheturnoritiscancelled.
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Primary Effects
Allactionshaveaprimaryeffectthatvarieswitheachactiontype.(Seethecarddiagrams,page
XX.)Strikeandgrabactionshitanddealdamage.Blastactionsthrowprojectilesthathitanddeal
damage.Blockactionsreducedamagedealttoafighter.Moveactionsmoveafighteroutsideof
usingcommandsduringStep1.Modesstayinplayafterbeingresolved,makingtheirsecondary
effectalastingadvantage.
Someeffectsalsochangebasedonspecialconditions,asindicatedbythefollowingcodes:
:Thenumberofp owerdicerolledfortheaction.
:Thetotalnumberofdicer olledfortheaction(bothcoreandpowerdice).
:Theamountofd amagedealtbytheaction.
Secondary Effects
Secondaryeffectsappearastextbelowtheprimaryeffect.Secondaryeffectsincludeanumberof
keywordsthatdescribewhenandhowtoresolvethem.Timingkeywordsindicatetheconditions
orpointintheactionsresolutionwhentheeffectresolves.Iftheconditionsarenotmet,theeffect
doesnotresolve.AneffectwiththeHitorDamagetimingkeywordsdoesntdoanythingifthe
actionfailstohitordamagethetarget,forexample.Timingkeywordsalwaysappearbeforeany
otherkeywords,separatedbyacolon.Ifaneffectdoesnthaveanytimingkeywords,itsother
keywordsalwaysapplyatthestartoftheactionsresolutionandthetimingisirrelevant.(Seepage
XXforalistofallkeywords.)
Timing keywords
Block:Resolvethiseffectiftheactionreducesthedamagedealttoafighter.
Combo:Resolvethiseffectiftheactionbeginsorcontinuesacombo.
Damage:Resolvethiseffectaftertheactiondealsanydamagetotheopponent.
End:Resolvethiseffectafterresolvingtheactionsprimaryeffect.
Hit:Resolvethiseffectaftertheactionhitstheopponent.
Special:Resolvethiseffectiftheopponentisinthevalidgridandtheboxthatcorrelatestotheir
spacehasthespecialicon.
Start:Resolvethiseffectbeforeresolvingtheactionsprimaryeffect.
Reveal
SomecardsmayhavetheRevealtimingkeyword.Effectswiththiskeywordareresolved
immediatelyafterrevealingthecard,regardlessofpriorityscore.IfbothplayershaveaReveal
effect,theplayerwiththeinitiativeresolvestheireffectfirst.
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Combo Actions
Ifastrike,blast,orgrabactionhitstheopponent,oriftheactionhastheL inkkeyword,itmay
beginacombo.Tobeginacombo,theactingplayer(andonlytheactingplayer)followsthesame
sequenceasthechallengephase,beginningwithStep2.PlayActions.
1. PlayAction
a. Ifthecombobeginswithahit,theplayercanonlyplaystrike,grab,orblastactions.
b. IfthecomboarisesfromaL inkkeyword,theplayercanonlyplaytheactiondefinedby
theL inkkeyword.
2. RollDice(thenchoosetousetheinitiative)
3. RevealAction
4. ResolveAction
Ifthecomboactionspriorityscoreisequaltoorhigherthanthelastactiontheactingplayer
playedthisturn,thenewactionresolves.Atthistime,anyeffectswiththeCombotimingkeyword
alsoresolve.ShouldthenewactionalsohitorhavetheL inkkeyword,theplayermaycontinue
thecombobyrepeatingthesequence.
Ifthenewactionspriorityscoreisnotequaltoorhigherthanthelastactioninthecombo,the
actioniscanceled,andthecomboends.(SeeCancellingActionsonpageXX.)
Blastactionsmayonlybeginorcontinueacomboontheturntheyareplayed.
Cancelling Actions
Ifanactiondoesatleast1pointofdamagetotheopponent,orifithastheCancelkeyword,the
opponentsactioniscancelledanddoesnotresolveduringthechallengephase.Immediately
discardcancelledactioncardsandmoveanydiceonthecardstothefightersburnoutpool.
Actionsmayalsobecancelledbyothercircumstances,suchasplayinganactionwhilebeingin
thewrongpositionorfailingacombo.
Hit:Whenresolvingastrike,theplayercheckstheappropriategridontheactions
card.Iftheiropponentisinthetargetzone,theyhittheopponent.Iftheiropponentis
notinthetargetzone,theydonothit,andtheiractioniscancelled.Iftheyhit,theymaycombo
withanystrike,blast,orgrabactionsoncetheirfirstactionresolutioniscomplete.
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Damage:Successfulstrikesdealanamountofdamageequaltothestrikesdamagevalue.For
eachpointofdamagethefightertakes,moveonediefromtheirlifepooltotheirenergypool.Ifthe
actingplayerdealsatleastonedamage,theiropponentsactioniscancelled.
Grab Actions
Grabactionshaveavarietyofeffects.Themostcommonarethrowingandknocking
downtheopponent.Grabactionsareslightlyslowerandshorterrangedthanmost
strikes.Theyresolveexactlylikestrikesbuthavethedistinctadvantageofbeing
unblockable.
Hit:Whenresolvingagrab,theplayercheckstheappropriategridontheactionscard.Iftheir
opponentisinthetargetzone,theyhittheopponent.Iftheiropponentisnotinthetargetzone,
theydonothit,andtheiractioniscancelled.Iftheyhit,theymaycombowithanystrike,blast,or
grabactionsoncetheirfirstactionsresolutioniscomplete.
Iftheyhit,theymaycombowithanystrike,blast,orgrabactionsoncetheirfirstactionsresolution
iscomplete.Ifthegrabhitsanopponentusingablockaction,theblockactionisimmediately
cancelled.
Damage:Successfulgrabsdealdamageequaltothegrabsdamagevalue.Foreachpointof
damagethefightertakes,moveonediefromtheirlifepooltotheirenergypool.Iftheactingplayer
dealsatleastonedamage,theiropponentsactioniscancelled.
Block Actions
Everyfighterbeginsthegamewithauniqueblockaction.Blocksaredefensive
actionsthatreducedamageandoftenprovideotheruniquecapabilities.Blocks
representafighterpreparingtodefendagainstincomingattacks,butattackswitha
higherprioritycanstillgetpastthisdefense.Ifanattackmanagestohitafighter
beforetheirblockactionresolves,theblockiscancelled.
Block:Whenblocking,aplayerreducesthedamagebytheblockactionsdefensevalueand
movesonedietotheburnoutpool.Unlikeotheractions,ablockactionisnotcancelledifthe
blockingfighterisdealtdamage.
Blockv sStrike:Whenafighterishitbyastrikeaction,andtheirattackerisintheirblockactions
targetzone,theyblockthataction.Iftheopponentisnotinthetargetzone,thefighterdoesnot
blockthestrike,andtheblockcanbecancellednormally.
Blockv sGrab:Whenafighterishitbyagrabaction,theirblockactionisimmediatelycancelled,
andallthediceontheblockaremovedtotheburnoutpool.
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Blockv sB last:Ifafighterishitbyahighblast,andtheirblockactionstargetzoneincludesany
boxesonthetoprow,theyblocktheblast.Ifafighterishitbyalowblast,andtheirblockactions
targetzoneincludesanyboxesonthebottomrow,theyblocktheblast.Otherwise,theblockcan
becancellednormally.
Recurring:Afterusingablockactiontoreducedamage,burnoutonedie,andresolveany
secondaryeffectkeywords.Iftheblockactioncardhasnodiceremainingonitafterresolving
secondaryeffects,theblockiscancelledandreturnedtotheplayershand.Thismeansthatthe
sameblockactioncanreducedamagefromasmanystrikesandblastsasthenumberofdice
assignedtoit,thoughwithreducedeffectivenesseachtime.
Duringtherecoveryphase,playersdonotburnoutthediceontheirblockactions.Instead,they
placethesedicebackintheirenergypoolandreturntheblockactiontotheirhands.Blockactions
canneverbediscarded.
Example:JunusesastrikeactionthathitsRenthreetimes.Rens
playeruseshisblockactionwithtwocoredice.Soonthefirsthit,he
preventstwodamage,movesonedietotheburnoutpool,and
Energizesonedie.Onthesecondhit,hepreventsonedamage,
moveshislastdietotheburnoutpool,andEnergizesonedie.Since
therearenodiceontheactionafterresolvingit,theactionis
cancelled.Heisdealtthefulldamageonthethirdhit.
Blast Actions
Blastactionsarerangedattacksthatbothdealdamageandallowaplayerto
controlthefightfromadistance.Blastactionsrepresentafighterthrowinga
projectile.Projectilesaredepictedwithblasttokensthatmovetowardanedgeof
thearenatrack.Theyremaininplayuntiltheycollidewithafighter,anotherblast
token,ortheedgeofthearenatrack.
Blasttokensaredouble-sided.Onesidedepictsahighblastandtheotherside
depictsalowblast.Highblastshitjumpingandstandingfighters,lowblastshit
standingandcrouchingfighters.
Aplayermayneverhavemorethanoneblastactioninplayatthesametime.Ifaplayeruses
anotherblastaction,theyimmediatelycanceltheirpreviousblastaction.Whenablastactionis
cancelled,removeanyassociatedblasttokensfromplay.
BlastIcon:Theprimaryeffectofblastactionshasaniconthatindicates
whethertheactionplaceshighorlowblasttokensandablastvaluenumberthat
showshowfarthetokensmoveeachturn.
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Ontheturnthattheblastactionisplayed,placeanappropriateblasttoken(highorlow)on
thepawnsspacefacinginthesamedirectionasthepawn.Placingatokendoesnothit
anyfighter.Onceplaced,movetheblasttokeninthedirectionitiscurrentlyfacinga
numberofspacesequaltotheblastvalueoftheaction.Followthemovementand
targetingrulesbelow.
Oneverysubsequentturn,andinpriorityorder,movetheblasttokeninthedirectionitis
currentlyfacinganumberofspacesequaltotheactionsblastvalue.Followthemovement
andtargetingrulesbelow.
Blasttokenmovementandtargeting:
Ifablasttokenmovesintoaspacewithanotherblasttokenthathasadifferentfacing,
discardbothtokens.
Ifablasttokenmovesbeyondthearena,discardtheblasttoken.
Ifablasttokenmovesintoaspacewithanotherofthesameplayersblasttokensthatis
currentlytravelinginthesamedirection,stackbothtokensinthesamespace.Continueto
moveandresolveeachtokenindividuallycorrespondingtotheactionthatplacedit.
Hit:Ifahighblasttokenisonthesamespaceasanopposingstandingorjumpingpawn,ithits
thefighter.Ifalowblasttokenisonthesamespaceasanopposingcrouchingorstandingpawn,
ithitsthefighter.Discardtheblasttokenafterithitsafighter.Iftheblasthitsduringtheturnthe
actionwasused,theactiveplayermaycombowithanystrike,blast,orgrabactionsoncethefirst
actionresolves.
Damage:Iftheblasthits,itdealsandamountofdamageequaltotheactionsdamagevalue.For
eachpointofdamagethefightertakes,moveonediefromtheirlifepooltotheirenergypool.Ifthe
actingplayerdealsatleastonedamage,theiropponentsactioniscancelled.
BlastTokenResolution:
LumisEssenceBarrage(picturedhere)hasablasticonshowingthat
itproducesonehighorlowblasttoken.Itsblastvalueof2indicates
thattheblasttokentravelstwospaces.ThetextboxhastheRepeat
(P)secondaryeffect,however.ThismeansthatLumisplayerplaces
oneadditionalblasttokenforeachpowerdierolledwiththisaction.
Theplayerplaces,advances,anddealsdamagewitheachblasttokenindividually.Onlyafter
completingallthesestepsdoestheactionresolutionend.
Lumisplayer(blue)rolledtwopowerdicewithEssence
Barrage,generatingatotalofthreeblasts.Theplayerplaces
onelowblasttoken(1)inherspace.Theplayermovesthe
tokenforwardonespace,butithastostoptherebecauseof
theotherlowblasttokenalreadyinthatspacetravelinginthe
oppositedirection.Bothtokensareremovedfromthearena.
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Theplayerplacesasecondlowblasttoken(2)andmovesittwospaces.Thisputsitinthesame
spaceastheopponentscrouchingpawn.SinceRen(red)iscrouching,andlowblastshit
crouchingfighters,theplayerimmediatelyresolvestheblastsdamage.Theplayerrepeatsthis
withthethirdtoken(3).Oncedone,allthetokensareremoved,theblastactioncarddiscarded,
andanyremainingdicemovedtotheburnoutpool.
Move Actions
MoveactionsallowfighterstomoveoutsideofStep2andcanprovideaplayerwith
surprisecomboattacksanddodging.Manymoveactionsalsoallowaplayertouse
certaintypesofcardsasafollow-uptobeginacombo.
Moving:Theprimaryeffectindicateshowmanyspacesapawnmovesforward
(A dvances)orbackward(Retreats)beforeresolvinganyothertextontheaction.
A>>iconnexttothemovementvaluemeansthattheactionA dvancesthepawn
forward,the<<iconshowsthatitRetreatsthepawnbackward,andfinally,the<>
iconshowsthattheactionallowsthepawntoA dvanceorRetreat.
Apawnmustmoveanumberofspacesequaltothemovementvalueinthedirectionindicated
andfollowsallmovementrestrictionsoutlinedonpageXX.
Mode Actions
Modeactionsprovidefighterswithpermanent,passiveeffects.Someeffectsmodify
thevalueslistedonactioncards.Otherscanbediscardedforinstanteffects.
Ongoing:Whenresolving,playersimmediatelyburnoutallthecorediceonthecard
andplacetheactionintheirfighterareaalongwithanyofitspowerdice.The
secondaryeffectoftheactionaffectsthefighterforaslongasthecardstaysinplay.
Eachplayercanonlyhaveonemodewiththesamenameoutatatime.Ifamodecardwiththe
samenamewouldberesolved,cancelitinstead.
Setup
Followthestandardsetupruleswiththefollowingchanges:
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Theplayersdividethemselvesintotwoteamsoftwofighters.Teammemberssitnextto
eachother.
ThebackofeachWayoftheFightergameboardhasaversionofthearenaforfour
players.Eachplayerthushastheirownsetofpoolsandfighterarea.Fliptwogame
boardsoverandplacethemtogethertoformasinglearenatrack.
Eachteamchoosesoneactiveplayer.
Initiative
Teamscontroltheinitiativecard,butonlytheactiveplayermayuseit.Inaddition,theactiveplayer
mayusetheinitiativetobecomepassive.Whenaplayersfighterbecomespassive,their
teammatesfighterbecomesactiveinthestandingposition.
Duringsetup,bothplayersfromtheteamthathastheinitiativemoveonepowerdiefromtheir
burnoutpooltotheirenergypool.Bothplayersoftheotherteammovetwopowerdicefromtheir
burnoutpooltotheirenergypool.
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Turn Sequence
Thetagteamvariantexpandsthecommandsavailabletoplayersandaltersthewaythatactions
areresolved.
Use command
Inadditiontothenormalcommands,theactiveplayercanuseanewcommandthatallowstheir
fightertoleavethearena.Thepassivefighteralsohasanewcommandavailablethatallowsthem
toenterthearena.
Passivefightersmaynotusetheiruniqueabilityontheircharactercard.
Theactiveplayerontheteamwiththeinitiativeusesthefirstcommandeachturn,thentheactive
playerontheteamwithouttheinitiativeusesacommand.Thepassiveplayerontheteamwiththe
initiativethenusesacommand,followedbythepassiveplayerontheotherteam.
JoinB attle:Aftertheactivefighterfinishesresolvingtheiractions,oriftheydonothave
anyactionstoplay,theybecomepassive.Theotherfighterimmediatelybecomesactive.A
passivefighterthatbecomesactivewiththiscommandmustplayanaction.Iftheactive
fightersactionhasapriorityscorethatisequaltoorgreaterthantheirteammateslast
action,resolvetheactionotherwise,cancelit.
LeaveB attle:Theactivefighterbecomespassive,andtheirteammateimmediately
becomesactiveandstanding.
Action Resolution
Ifthepassivefighterdoesnotresolvetheiractionduringaturn,anycardtheyplayedisnot
discarded,andtheirdicedonotgototheburnoutpool.Instead,attheendoftheturn,thecard
goesbacktotheirhand,andanydiceonitreturntotheirenergypool.
Keywords
Advance(X):MovetheactingfighterspawnforwardXspaces.
Burnout(X):MoveXdicefromtheactioncardtothefightersburnoutpool.
Cancel:Theopponent'sactioniscancelled.
Chain(X):Iftheplayercombosanaction,moveXofthehighestcoredicefromtheacting
fightersactioncardtotheiractivepool.
Cripple:Theaffectedfightermayonlyusetheblockaction.PlacetheCrippledstatuscardinthe
playersfighterareaasareminder.Thestatusisremovedaftertheyplayanaction.
Crouch:Placeacrouchingpositiontokenontheplayerspositionindicatorspace.
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DamageB onus(X):IncreasetheactionsdamagevaluebyX.
Daze:TheopponentsfightermaynotJump,Crouch,Advance,orRetreat.PlacetheDazestatus
cardintheplayersfighterareaasareminder.Thestatusisremovedaftertheplayerusesan
action.
Drain(X):MoveXdicefromtheenergypooltotheburnoutpool.
Draw(X):TheactingplayerdrawsXcards.
Energize(X):MoveXcoredicefromtheactingfightersburnoutpooltotheirenergypool.
Jump:Placeapositiontokenwiththejumpingsidefaceupontheplayerspositionindicator
space.
Knockdown:Theopponentsactioniscancelled,theydiscardoneoftheirmodecardsoftheir
choicefromplay,andtheinitiativeisused(iftheyhavetheinitiative)butgrantsthemnobenefits.
AknockeddownfightermaynotusetheLeapcommand.Knockeddownfighterscannotbe
targetedbyanyactions.Thestatuscardisremovedaftertheplayerusesacommand.Placethe
Knockdownstatuscardintheplayersfighterareaasareminder.
Link(actiont ypes):Theactingfightermaycombowiththespecificactioncardtypeafterthis
cardisresolved,regardlessofwhethertheactionhits.
Move(X):MovetheactingfighterforwardorbackwardXspaces.
Power-Up(X):MoveXdicefromtheactingfightersenergypooltotheiractivepool.
PriorityB onus(X):IncreasetheactionsprioritybyX.
Repeat(X):Resolvetheprimaryandsecondaryeffectsofthisactionanumberofadditionaltimes
equaltoX.DamageB onusisonlyappliedtothelastresolutionofthisaction.
Retreat(X):MovetheactingfighterbackwardXspaces.
Stand:Removethefighterspositiontokenfromtheboardifitiscurrentlyonit.
Stun(X):TheopponentmovesXcoredicefromtheirfightersactivepooltotheirburnoutpool.If
theopponentcannotmovetherequirednumberofdice,Dazetheirfighter.
Swap:Swapthespacesandfacingofbothfighterpawns.
Push(X):MovetheopposingpawnXspacesawayfromtheactingfighterspawn.
Pull(X):MovetheopposingpawnXspacesclosertotheactingfighterspawn.
Traverse:Theactingfightermaymovethroughtheopponentspawnandignoreblasttokens.
Trash(X):TheopponentmustdiscardXcardsoftheirchoice(excepttheblockaction).Ifthe
opponentdoesnothaveenoughcardstodiscard,Crippletheirfighter.
Credits
Way of the Fighter Created By: BenjaminYamada
Game Design
BenjaminYamada
AdditionalGameDesign
DavidFreeman,DavidHanold
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Creative Director
JohnCadice
Production Manager
OttoRehfeld
Project Manager
DavidHanold
LayoutandGraphicDesign
KrisAubin
Illustration
ElmerDamaso,GunshipRevolution,EinLee
Writing
JohnCadice,WayneRysavy,DekeStella,BenjaminYamada
Editing
ChristopherBodan,RaniKellock,DekeStella,RebeccaStella,CoreyWright,ElizabethYamada
Sculpting
DavidArberas,DanMelendez,BenMisenar
CommunityManager
SeanZern
Playtesters
CodyAmaya,SusanneAndersen,CarlAnderson,FedericoAngotzi,MartinAskjr,TonyBell,
DonavinBensmiller,KatherineBensmiller,JeremyBerven,VincentBoulanger,GandalfBrahm,
RobBrown,MattCanaday,TreavorCaraway,AlexandreCasanova,PedroCastao,Julien
Chafraix,MichelleCiach,GuillermoCle,ShaunConley,Pierre-LouisDavallon,MichaelDawson,
DavitaDick,DanielDiMeo,JohnDodds,DustinDoherty,RichardDubois,AntoineDulac,Michael
P.Drr,RyanFrederick,GilbertFontaine,RobertoSolivaGarcia,BryanGerding,BradGoddard,
ZachGoldsmith,DaveGosling,KimGosling,RJayGraham,LisaGuerra,SamyHaidar,TimHall,
SatoruHamada,DakotaHanson,KevinHislop,GlynHopkins,MatthewHowes,Titas
Kulikauskas,ChrisLawson,JaredLee,JustinLoRusso,JulienMariani,GordMatheson,Jason
Mackowiak,MickMarriott,JasonMcHargue,AdrienMirabells,BaptisteMoisson,JoshuaMoore,
MelindaMoss,SteveMoss,NancyO'Neill,EdwinOrtiz,ManuPasi,JamesPugh,AlexReed,
AaronRiggs,DavidSalazar,JaviSalazar,AdamSauter,PhilippSchfer,AdamRobertShaw,
AnnaSobczak,RobertSturtz,AustinTaylor,MichelleTaylor,MatthewThornton,JonathanTurner,
TonyTrunfio,TravisWalton,DanielWandrei,BenWilliss,DavidWilliss,AnjiWoods,Theo
Yamada
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Rules Summary
Turn Sequence
Ready Phase
Startingwiththeplayerwhohastheinitiative,eachplayer:
DrawsonecardORdiscardsthreecardsanddrawsthreecards.
Energizestwoormovesonepowerdietotheenergypool.
BothplayersPower-Upalldiceintheirenergypools.
Challenge Phase
1. UseCommand:Startingwiththeplayerwiththeinitiative,useonecommand:
Leap:Jump,andmayA dvanceorRetreatuptotwospaces.
Shift:Stand,andmayA dvanceorRetreatuptoonespace,thenDraw(1).
Kneel:Kneel,andEnergize(1).
2. PlayA ctions:Playacardsimultaneouslyfromhandsfacedowninthechallengearea.
3. RollDice:Takealldicefromtheactivepool.Secretlypickbetweenoneandfourdiceand
rollthemsimultaneously.Thenchoosetouseornotusetheinitiative.
4. RevealA ctions:Revealactioncardsandplacerolleddiceonthem.Checktoseeifthe
actionbeperformedintheircurrentposition.Addthetotalpriorityscoretotheactioncards
priorityvalues.
5. ResolveA ctions:Startingwiththeactionwiththehighestpriority,includinganyblastsin
play,resolvetheactions.Checksecondaryeffectsbeforeresolvingprimaryeffects.An
actionthathitsorhastheL inkkeywordmaybeginacombo.Cancelledactionsarenot
resolved.
Recovery Phase
PassUsedInitiative:Iftheplayerwiththeinitiativehasusedit,passtheinitiativecardto
theotherplayer.
RecoverB locks:Returndiceonblockactionstotheenergypoolandreturntheblock
cardtotheplayershand.
CheckB lasts:Cancelanyblastcardsthatdonothavetokensinplay.Moveallremaining
blastcardstothefighterareaandburnoutanycorediceonthem,leavinganypowerdice.
CheckHandL imit:Playersdiscardtheirhandsdowntosevencards.Playersmaynever
discardblockactions.
Ifnofighterhasbeenknockedout,andifthematchisnotonTurn12,movetheturncounterto
thenextnumberedspaceandrepeattheturnsequence.
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HARD
STRIKE
REN
STRIKE
REN
BLAST
REN
HARD
CHI
P+1
2
P+1
Hit: Knockdown
CHI
Your strike actions gain:
CROUCH
STAND
JUMP
CROUCH
STAND
CROUCH
JUMP
STAND
JUMP
BLOCK
REN
Ninja Division
>> 2
Start: Stand
Link (blast, strike) and Chain (1)
STAND
JUMP
CROUCH
STAND
JUMP
CROUCH
STAND
S S
Ninja Division
Ninja Division
MOVE
REN
STRIKE
REN
MODE
REN
Ninja Division
Ninja Division
JUMP
S S
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
HARD
STRIKE
REN
STRIKE
REN
BLAST
REN
HARD
CHI
P+1
2
P+1
Hit: Knockdown
CHI
Your strike actions gain:
CROUCH
STAND
JUMP
CROUCH
STAND
CROUCH
JUMP
STAND
JUMP
BLOCK
REN
Ninja Division
>> 2
Start: Stand
Link (blast, strike) and Chain (1)
STAND
JUMP
CROUCH
STAND
JUMP
CROUCH
STAND
S S
Ninja Division
Ninja Division
MOVE
REN
STRIKE
REN
MODE
REN
Ninja Division
Ninja Division
JUMP
S S
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
STRIKE
HARD
PUSH
STRIKE
HARD
PUSH
STRIKE
HARD
BRAWL
CROUCH
STAND
CROUCH
JUMP
STAND
Ninja Division
JUMP
CROUCH
MOVE
HARD
BRAWL
>> 1
>> 1
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
CROUCH
JUMP
STAND
JUMP
Ninja Division
MODE
HARD
PUSH
CROUCH
STAND
Ninja Division
MOVE
HARD
PUSH
Start: Stand
Link (strike)
Combo action gains:
Push ( )
STRIKE
HARD
BRAWL
Ninja Division
STRIKE
HARD
BRAWL
Start: Stand
Link (strike) and Chain (1)
Combo action gains:
Damage Bonus (1)
Hit: Push (2) and Advance (2)
CROUCH
STAND
JUMP
Ninja Division
Damage: Chain (
STAND
JUMP
Ninja Division
STRIKE
HARD
PUSH
STRIKE
HARD
PUSH
STRIKE
HARD
BRAWL
CROUCH
STAND
CROUCH
JUMP
STAND
Ninja Division
JUMP
CROUCH
MOVE
HARD
BRAWL
>> 1
>> 1
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
CROUCH
JUMP
STAND
JUMP
Ninja Division
MODE
HARD
PUSH
CROUCH
STAND
Ninja Division
MOVE
HARD
PUSH
Start: Stand
Link (strike)
Combo action gains:
Push ( )
STRIKE
HARD
BRAWL
Ninja Division
STRIKE
HARD
BRAWL
Start: Stand
Link (strike) and Chain (1)
Combo action gains:
Damage Bonus (1)
Hit: Push (2) and Advance (2)
CROUCH
STAND
JUMP
Ninja Division
Damage: Chain (
STAND
JUMP
Ninja Division
BLAST
CHI
WAVE
BLAST
CHI
WAVE
3
1
STRIKE
CHI
YANG
2
1
BLAST
CHI
YANG
2
2
2
Start: Advance (1)
STAND
CROUCH
JUMP
STAND
Ninja Division
JUMP
STAND
JUMP
Ninja Division
STAND
JUMP
Ninja Division
Ninja Division
CROUCH
JUMP
MODE
CHI
YANG
STAND
Ninja Division
CROUCH
JUMP
GRAB
CHI
YANG
>> 2
STAND
Ninja Division
STRIKE
CHI
WAVE
MOVE
CHI
WAVE
CROUCH
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
BLAST
CHI
WAVE
BLAST
CHI
WAVE
3
1
STRIKE
CHI
YANG
2
1
BLAST
CHI
YANG
2
2
2
Start: Advance (1)
STAND
CROUCH
JUMP
STAND
Ninja Division
JUMP
STAND
JUMP
Ninja Division
STAND
JUMP
Ninja Division
Ninja Division
CROUCH
JUMP
MODE
CHI
YANG
STAND
Ninja Division
CROUCH
JUMP
GRAB
CHI
YANG
>> 2
STAND
Ninja Division
STRIKE
CHI
WAVE
MOVE
CHI
WAVE
CROUCH
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
SOFT
STRIKE
JUN
STRIKE
JUN
BLAST
JUN
SOFT
CHI
P+1
2
P+1
Hit: Knockdown
CHI
Your strike and blast actions gain:
CROUCH
STAND
Ninja Division
BLOCK
JUN
JUMP
STAND
JUMP
Ninja Division
CROUCH
JUMP
STAND
Ninja Division
JUMP
Ninja Division
MOVE
JUN
STRIKE
JUN
CROUCH
STAND
Ninja Division
MODE
JUN
CROUCH
>> 3
Start: Jump
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
S S
S S
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
SOFT
STRIKE
JUN
STRIKE
JUN
BLAST
JUN
SOFT
CHI
P+1
2
P+1
Hit: Knockdown
CHI
Your strike and blast actions gain:
CROUCH
STAND
Ninja Division
BLOCK
JUN
JUMP
STAND
JUMP
Ninja Division
CROUCH
JUMP
STAND
Ninja Division
JUMP
Ninja Division
MOVE
JUN
STRIKE
JUN
CROUCH
STAND
Ninja Division
MODE
JUN
CROUCH
>> 3
Start: Jump
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
S S
S S
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
STRIKE
SOFT
PRECISE
STRIKE
SOFT
PRECISE
STRIKE
SOFT
COMBO
STRIKE
SOFT
COMBO
CROUCH
STAND
CROUCH
JUMP
STAND
Ninja Division
JUMP
CROUCH
GRAB
SOFT
COMBO
>> 1
CROUCH
STAND
JUMP
Ninja Division
STAND
JUMP
Ninja Division
CROUCH
JUMP
STAND
Ninja Division
MODE
SOFT
PRECISE
STAND
Ninja Division
MOVE
SOFT
PRECISE
Start: Stand
JUMP
Ninja Division
STRIKE
SOFT
COMBO
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
STRIKE
SOFT
PRECISE
STRIKE
SOFT
PRECISE
STRIKE
SOFT
COMBO
STRIKE
SOFT
COMBO
CROUCH
STAND
CROUCH
JUMP
STAND
Ninja Division
JUMP
CROUCH
GRAB
SOFT
COMBO
>> 1
CROUCH
STAND
JUMP
Ninja Division
STAND
JUMP
Ninja Division
CROUCH
JUMP
STAND
Ninja Division
MODE
SOFT
PRECISE
STAND
Ninja Division
MOVE
SOFT
PRECISE
Start: Stand
JUMP
Ninja Division
STRIKE
SOFT
COMBO
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
BLAST
CHI
BOMBARD
BLAST
CHI
BOMBARD
3
1
2
1
STRIKE
CHI
YIN
STAND
CROUCH
JUMP
STAND
Ninja Division
STRIKE
CHI
BOMBARD
<< 2
CROUCH
STAND
JUMP
Ninja Division
JUMP
CROUCH
STAND
CROUCH
JUMP
Ninja Division
STAND
MODE
CHI
YIN
<> 1
CROUCH
STAND
JUMP
Ninja Division
JUMP
Ninja Division
MOVE
CHI
YIN
STAND
CROUCH
JUMP
Ninja Division
Ninja Division
MOVE
CHI
BOMBARD
2
2
CROUCH
BLAST
CHI
YIN
STAND
JUMP
Ninja Division
BLAST
CHI
BOMBARD
BLAST
CHI
BOMBARD
3
1
2
1
STRIKE
CHI
YIN
STAND
CROUCH
JUMP
STAND
Ninja Division
STRIKE
CHI
BOMBARD
<< 2
CROUCH
STAND
JUMP
Ninja Division
JUMP
CROUCH
STAND
CROUCH
JUMP
Ninja Division
STAND
MODE
CHI
YIN
<> 1
CROUCH
STAND
JUMP
Ninja Division
JUMP
Ninja Division
MOVE
CHI
YIN
STAND
CROUCH
JUMP
Ninja Division
Ninja Division
MOVE
CHI
BOMBARD
2
2
CROUCH
BLAST
CHI
YIN
STAND
JUMP
Ninja Division
FLUID
BLAST
LUMI
BLAST
LUMI
BLAST
LUMI
FLUID
CHI
2
P+1
P+1
P+1
CHI
Your blast actions gain:
CROUCH
STAND
CROUCH
JUMP
STAND
JUMP
CROUCH
STAND
JUMP
Ninja Division
BLOCK
LUMI
CROUCH
STAND
JUMP
Ninja Division
STAND
JUMP
Ninja Division
Ninja Division
STRIKE
LUMI
STRIKE
LUMI
MODE
LUMI
R+1
Ninja Division
Hit: Knockdown
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
FLUID
BLAST
LUMI
BLAST
LUMI
BLAST
LUMI
FLUID
CHI
2
P+1
P+1
P+1
CHI
Your blast actions gain:
CROUCH
STAND
CROUCH
JUMP
STAND
JUMP
CROUCH
STAND
JUMP
Ninja Division
BLOCK
LUMI
CROUCH
STAND
JUMP
Ninja Division
STAND
JUMP
Ninja Division
Ninja Division
STRIKE
LUMI
STRIKE
LUMI
MODE
LUMI
R+1
Ninja Division
Hit: Knockdown
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
STRIKE
FLUID
FALLBACK
STRIKE
FLUID
FALLBACK
STRIKE
FLUID
AERIAL
STRIKE
FLUID
AERIAL
CROUCH
S S
STAND
CROUCH
JUMP
STAND
JUMP
CROUCH
STAND
S S
Ninja Division
Damage: Knockdown
CROUCH
JUMP
S S
S S
Ninja Division
Ninja Division
GRAB
FLUID
FALLBACK
MOVE
FLUID
AERIAL
MODE
FLUID
AERIAL
<< 2
<> 2
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
JUMP
Ninja Division
MOVE
FLUID
FALLBACK
Start: Stand
STAND
CROUCH
STAND
JUMP
Ninja Division
STRIKE
FLUID
FALLBACK
STRIKE
FLUID
FALLBACK
STRIKE
FLUID
AERIAL
STRIKE
FLUID
AERIAL
CROUCH
S S
STAND
CROUCH
JUMP
STAND
JUMP
CROUCH
STAND
S S
Ninja Division
Damage: Knockdown
CROUCH
JUMP
S S
S S
Ninja Division
Ninja Division
GRAB
FLUID
FALLBACK
MOVE
FLUID
AERIAL
MODE
FLUID
AERIAL
<< 2
<> 2
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
JUMP
Ninja Division
MOVE
FLUID
FALLBACK
Start: Stand
STAND
CROUCH
STAND
JUMP
Ninja Division
BLAST
CHI
BOMBARD
BLAST
CHI
BOMBARD
3
1
2
1
STRIKE
CHI
YANG
BLAST
CHI
YANG
2
2
2
Start: Advance (1)
STAND
CROUCH
JUMP
STAND
Ninja Division
STRIKE
CHI
BOMBARD
<< 2
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
GRAB
CHI
YANG
CROUCH
JUMP
Ninja Division
JUMP
Ninja Division
STAND
STAND
MODE
CHI
YANG
CROUCH
JUMP
Ninja Division
Ninja Division
MOVE
CHI
BOMBARD
JUMP
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
BLAST
CHI
BOMBARD
BLAST
CHI
BOMBARD
3
1
2
1
STRIKE
CHI
YANG
BLAST
CHI
YANG
2
2
2
Start: Advance (1)
STAND
CROUCH
JUMP
STAND
Ninja Division
STRIKE
CHI
BOMBARD
<< 2
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
GRAB
CHI
YANG
CROUCH
JUMP
Ninja Division
JUMP
Ninja Division
STAND
STAND
MODE
CHI
YANG
CROUCH
JUMP
Ninja Division
Ninja Division
MOVE
CHI
BOMBARD
JUMP
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
WRESTLE
STRIKE
KASI
GRAB
KASI
BLAST
KASI
WRESTLE
CHI
P+1
Hit: Stun (
1
P+1
P+1
) and Knockdown
Damage: Daze
CHI
You may blast, grab or strike a
knocked down opponent, as if
they were crouched.
CROUCH
STAND
JUMP
Ninja Division
BLOCK
KASI
STAND
JUMP
Ninja Division
JUMP
CROUCH
STAND
STAND
JUMP
Ninja Division
STRIKE
KASI
CROUCH
Ninja Division
STRIKE
KASI
Damage: Drain (
CROUCH
STAND
Ninja Division
MODE
KASI
CROUCH
Hit: Knockdown
Hit: Daze
)
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
WRESTLE
STRIKE
KASI
GRAB
KASI
BLAST
KASI
WRESTLE
CHI
P+1
Hit: Stun (
1
P+1
P+1
) and Knockdown
Damage: Daze
CHI
You may blast, grab or strike a
knocked down opponent, as if
they were crouched.
CROUCH
STAND
JUMP
Ninja Division
BLOCK
KASI
STAND
JUMP
Ninja Division
JUMP
CROUCH
STAND
STAND
JUMP
Ninja Division
STRIKE
KASI
CROUCH
Ninja Division
STRIKE
KASI
Damage: Drain (
CROUCH
STAND
Ninja Division
MODE
KASI
CROUCH
Hit: Knockdown
Hit: Daze
)
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
BLAST
CHI
WAVE
BLAST
CHI
WAVE
3
1
STRIKE
CHI
YIN
2
1
STAND
CROUCH
JUMP
STAND
Ninja Division
JUMP
>> 2
Link (blast, strike) and Chain (1)
STAND
JUMP
Ninja Division
STAND
CROUCH
STAND
JUMP
Ninja Division
CROUCH
JUMP
STAND
Ninja Division
MODE
CHI
YIN
<> 1
CROUCH
STAND
JUMP
Ninja Division
JUMP
Ninja Division
MOVE
CHI
YIN
CROUCH
Ninja Division
STRIKE
CHI
WAVE
MOVE
CHI
WAVE
2
2
CROUCH
BLAST
CHI
YIN
STAND
JUMP
Ninja Division
BLAST
CHI
WAVE
BLAST
CHI
WAVE
3
1
STRIKE
CHI
YIN
2
1
STAND
CROUCH
JUMP
STAND
Ninja Division
JUMP
>> 2
Link (blast, strike) and Chain (1)
STAND
JUMP
Ninja Division
STAND
CROUCH
STAND
JUMP
Ninja Division
CROUCH
JUMP
STAND
Ninja Division
MODE
CHI
YIN
<> 1
CROUCH
STAND
JUMP
Ninja Division
JUMP
Ninja Division
MOVE
CHI
YIN
CROUCH
Ninja Division
STRIKE
CHI
WAVE
MOVE
CHI
WAVE
2
2
CROUCH
BLAST
CHI
YIN
STAND
JUMP
Ninja Division
STRIKE
WRESTLE
THROW
GRAB
WRESTLE
THROW
GRAB
WRESTLE
CRUSH
STRIKE
WRESTLE
CRUSH
CROUCH
STAND
JUMP
CROUCH
S
STAND
Damage: Knockdown
CROUCH
JUMP
STAND
CROUCH
JUMP
Ninja Division
GRAB
WRESTLE
THROW
GRAB
WRESTLE
CRUSH
MODE
WRESTLE
CRUSH
CROUCH
STAND
JUMP
Ninja Division
CROUCH
JUMP
Ninja Division
Ninja Division
Ninja Division
GRAB
WRESTLE
THROW
STAND
S S
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
STRIKE
WRESTLE
THROW
GRAB
WRESTLE
THROW
GRAB
WRESTLE
CRUSH
STRIKE
WRESTLE
CRUSH
CROUCH
STAND
JUMP
CROUCH
S
STAND
Damage: Knockdown
CROUCH
JUMP
STAND
CROUCH
JUMP
Ninja Division
GRAB
WRESTLE
THROW
GRAB
WRESTLE
CRUSH
MODE
WRESTLE
CRUSH
CROUCH
STAND
JUMP
Ninja Division
CROUCH
JUMP
Ninja Division
Ninja Division
Ninja Division
GRAB
WRESTLE
THROW
STAND
S S
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
CROUCH
STAND
JUMP
Ninja Division
TURN
BURNOUT POOL
ENERGY POOL
ACTIVE POOL
12
11
10
10
11
12
LIFE POOL
3
4
5
6
7
8
LIFE POOL
ACTIVE POOL
10
ENERGY POOL
BURNOUT POOL
11
12
1
3 2 3 2
1
1
3 2 3 2
1
1
3 2 3 2
1
1
3 2 3 2
1
1
3 2 3 2
1
1
3 2 3 2
1
1
3 2 3 2
1
1
3 2 3 2
1
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2
2
4 3 4 3
2