The following section has official answers for questions about Street Fighter: The Storytelling Game, and answers/new rules designed by The Street Fighter Mailing List.
OFFICIAL WHITE WOLF RULINGS
The following answers were given by White Wolf in response to questions about the Street Fighter game!
Tiger Knee was worded in a way that it's ability to knock down ground-
Yes. Tiger Knee CAN knock down ground-
Well, we don't agree on much, but we mostly agree on some things. The following list of questions and answers were voted on by the Street Fighter mailing list and these are the results. Of course, by no means do these rules have to be part of your game, but they will be the official rules used when playing fight tournaments over the internet, or when there is a question about such a ruling on the Street Fighter Mailing list.
Anyway, on to the rules...
What Maneuvers should be considered Abort Maneuvers?
All Block Maneuvers should be considered to be Abort Maneuvers. It's hard to use Missile Reflection if you can't Abort to it when you're attacked with a missile!
What happens if you Abort to another Maneuver and the attacker still has a faster Speed? Does the character lose the willpower/chi for a special block Maneuver he aborted to in this case?
The character would not lose the willpower/chi spent on the Maneuver, only the Willpower for the Abort, since the Maneuver was not "successful" against the attacker. However, out-
Can characters Abort to a Crouching Block?
No. Although there is no Crouching Block Maneuver (see below), Crouching is a special Maneuver component that must be within the Maneuver's description.
Note: The majority of the Mailing List voted that a Crouching Block Maneuver was needed for the Street Fighter game. Therefore, a version of it it has been included in this web site.
What Aerial Maneuvers can be used to jump projectiles?
Only Aerial maneuvers that describe the ability to jump projectiles in their description.
If a character's vision is impaired by means of a power, device or natural darkness, his actions become more difficult. His Perception and his Blind Fighting Ability (if any) now become very important to his chances to be successful in any action. First, the blinded fighter must locate his target, in the case that the fighter wishes to make an attack. He does so by making a Perception + Blind Fighting roll, at Difficulty 6. If the character gains no successes, he cannot locate his target and cannot make any combat action except those that do not require rolling of the dice (the character may still Block, Move, and even Jump, although he could not use Jump to dodge projectiles, for example. If the character gains one success, he may make an action as described below, but the base number subtracted from is 14 instead of 12. If he scores two successes, the base number is 13. Three or more successes indicates that the character subtracts from the usual base of 12. In general, the difficulty of any action while blind can be found by adding the character's Perception and Blind Fighting Ability, and subtracting this number from 12 (or perhaps 13 or 14 in combat, see above). For example, a character with a Perception of 2 and a Blind Fighting of 1 would have a Difficulty 9 to his actions. (2+1=3. 12-