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Exceed: Street Fighter – Chun-Li Box thumbnail

Exceed: Street Fighter – Chun-Li Box

Exceed: Street Fighter – Chun-Li Box Rulebook

Table of Contents

Table of Contents

  • Components
  • Chun-Li
    • Lightning Legs (Special)
    • Flipping Ax Kick (Special)
    • Head Stomp (Special)
    • Spinning Bird Kick (Special)
    • Kikoken (Special)
    • Hosenka (Ultra — Gauge Cost 4)
    • Kikousho (Ultra — Gauge Cost 2)
  • Vega
    • Scarlet Terror (Special)
    • Flying Barcelona Attack (Special)
    • Sky High Claw (Special)
    • Pounce (Special)
    • Rolling Crystal Flash (Special)
    • Bloody High Claw (Ultra — Gauge Cost 3)
    • Splendid Claw (Ultra — Gauge Cost 3)
  • C. Viper
    • Emergency Combination (Special)
    • Burning Kick (Special)
    • Thunder Knuckle (Special)
    • Temple Massage (Special)
    • Seismic Hammer (Special)
    • Burning Dance (Ultra — Gauge Cost 3)
    • Burst Time (Ultra — Gauge Cost 4)
  • Dan
    • Saikyo Haraigoshi (Special)
    • Dankukyaku (Special)
    • Koryuken (Special)
    • Gadouken (Special)
    • Shisso Buraiken (Ultra — Gauge Cost 3)
    • Legendary Taunt (Ultra — Gauge Cost 2)
    • Haoh Gadouken (Ultra — Gauge Cost 3)

Components

4 Character Cards (Chun-Li, Vega, C. Viper, Dan) 28 unique Character-Specific Attack Cards (5 Special Attacks and 2 Ultra Attacks per character), 2 copies of each in a full deck 16 Normal Base Attack Cards (shared with the core system: 2 copies each of Grasp, Cross, Assault, Dive, Spike, Sweep, Focus, and Block) Board Cards

Chun-Li

Ability (Gauge Cost to Exceed: 3). After you resolve a Boost, you may Retreat 1 (if you would Strike, Retreat first).

Exceed Ability. After you resolve a Boost, you may Retreat 1 (if you would Strike, Retreat first). For each Continuous Boost you have in play, your attacks have +0-1 Range.

Lightning Legs (Special)

Range 1~2, Power 3, Speed 6.

Critical, After: If you hit, you may return this card to the top of your deck. If you do, sustain one of your Boosts.

Boost — Repeating Attack (Continuous, Force 0). After: If you hit, you may return your attack to the top of your deck and add this card to your gauge.

Flipping Ax Kick (Special)

Range 1~2, Power 3, Speed 5.

Critical: +2 Power. Before: Advance 2.

Boost — Power Attack (Continuous, Force 0). +1 Power. Hit: Gain Advantage and add this card to your gauge.

Head Stomp (Special)

Range X, Power 5, Speed 5.

Before: Advance 3. If you moved past the opponent with this movement, this attack's range includes them. Critical, Hit: +1 Power and draw a card.

Boost — Swift Attack (Continuous, Force 0). +1 Speed. Hit: Gain Advantage and add this card to your gauge.

Spinning Bird Kick (Special)

Range 1~2, Power 5, Speed 4, Guard 4.

Before: Advance 3. Hit: If you moved past the opponent during this strike, Push or Pull 2.

Boost — Guard Crush (Continuous, Force 1). Ignore Guard. Now: Strike. Hit: Add this card to your gauge.

Kikoken (Special)

Range 2~5, Power 4, Speed 2, Guard 4.

Critical: +4 Armor. After: Lose all Armor, then Move 1.

Boost — Overhead (Continuous, Force 0). Ignore Armor. Now: Strike. Hit: Add this boost to your gauge.

Hosenka (Ultra — Gauge Cost 4)

Range 1~2, Power 9, Speed 4.

Critical: +2 Power. Before: Close 2.

Boost — Ultra Parry (Force 2). The opponent must discard 3 Normal Attacks, or reveal their hand and discard all Normal Attacks.

Kikousho (Ultra — Gauge Cost 2)

Range 1~3, Power 7, Speed 2.

Attacks at range 4 or greater do not hit you. After: If this attack did not hit the opponent, draw a card and add the top 2 cards of your discard pile to your gauge.

Boost — Faultless Focus (Continuous, Force 1). Stun Immunity. Now: Strike. Hit: Add this card to your gauge.

Vega

Ability (Gauge Cost to Exceed: 3). If you are at the edge of the arena when you set your attack, your Special and Ultra Attacks have +2 Power.

Exceed Ability. If you are at the edge of the arena when you set your attack, your Special and Ultra Attacks have +3 Power and +1 Speed.

Scarlet Terror (Special)

Range 1~2, Power 3, Speed 4.

Critical: +2 Speed. Before: Close 2.

Boost — Repel Leap (Force 2). If you are at the edge of the arena, move to any space and Strike. Gain your ability's Power and Speed bonuses during this Strike.

Flying Barcelona Attack (Special)

Range 1~2, Power 5, Speed 3.

Critical: +2 Power. Before: Advance as far as possible, then Close 1.

Boost — Wall Leap (Force 0). Advance as far as possible.

Sky High Claw (Special)

Range 1, Power 4, Speed 3.

Critical: +2 Power. Before: Close 3.

Boost — Retrieve (Force 1). Move 3. If you moved past the opponent, put a Continuous Boost from your Discard Pile into play.

Pounce (Special)

Range 1~2, Power 5, Speed 2, Guard 4.

Critical: +2 Armor. Before: Close 2. Hit: The opponent must discard a card at random.

Boost — Dancer's Step (Force 1). Retreat up to 2, then Strike.

Rolling Crystal Flash (Special)

Range 1, Power 3, Speed 2.

+1 Speed for each space between you and the opponent. Before: Close 5. Hit: Push 3.

Boost — High Jump (Force 0). Move 3. If you moved past the opponent during this movement, add this card to your gauge.

Bloody High Claw (Ultra — Gauge Cost 3)

Range 1~2, Power 4, Speed 6.

Before: If there are 3 or more spaces behind the opponent, +3 Power. Hit: Move up to 8.

Boost — Claw (Continuous, Force 1). +0-1 Range and your attacks are Critical. Cleanup: If you were not stunned, you may spend 1 Force to sustain this card.

Splendid Claw (Ultra — Gauge Cost 3)

Range 1~2, Power 7, Speed 4.

Before: Close 3. Hit: The opponent discards 3 cards at random.

Boost — Mask (Continuous, Force 0). +1 Power and +1 Armor. Cleanup: If you were not stunned, you may spend 1 Force to sustain this card.

C. Viper

Ability (Gauge Cost to Exceed: 3). After you resolve a Continuous Boost, you may Strike.

Exceed Ability. When you Exceed, draw 5 cards. After you resolve a Continuous Boost, you may Strike. If you do, your attack is Critical.

Emergency Combination (Special)

Range 2~3, Power 3, Speed 5.

Before: If you have a Continuous Boost in play, +2 Power.

Boost — Hidden Weapons (Force 1). Draw 2 cards. Add this card to your gauge.

Burning Kick (Special)

Range 2~3, Power 4, Speed 5.

Critical, Hit: The opponent has -2 Power and gain Advantage (you take the next turn, regardless of who initiated the Strike). After: Close 1.

Boost — Blazing (Continuous, Force 0). +1 Power and Ignore Armor.

Thunder Knuckle (Special)

Range 1, Power 3, Speed 5.

Critical: Ignore Guard. Before: Close 1.

Boost — Electrifying (Continuous, Force 0). Hit: Spend up to 4 Force. For each Force spent, +1 Power.

Temple Massage (Special)

Range 1, Power 4, Speed 4.

Critical, Hit: Draw 3 cards. Hit: Spend up to 4 Force. For each Force spent, +1 Power.

Boost — Cheater (Force 0). Search your Discard Pile for a Continuous Boost. You may play it, paying all costs.

Seismic Hammer (Special)

Range 2~5, Power 5, Speed 1.

Critical: +3 Speed. After: Move up to 2.

Boost — Blasting (Continuous, Force 1). +1 Power and +5 Guard.

Burning Dance (Ultra — Gauge Cost 3)

Range 1~3, Power 5, Speed 5.

Ignore Armor. Hit: Push 8. After: Close 8.

Boost — Stylish (Continuous, Force 0). The opponent has +3 Power. Now: Draw 3 cards. Take another action.

Burst Time (Ultra — Gauge Cost 4)

Range 1~2, Power 10, Speed 2.

Stun Immunity. If you do not have any Continuous Boosts in play, this attack does not hit.

Boost — Exoskeleton (Continuous, Force 0). +3 Armor and +1 Guard.

Dan

Ability (Gauge Cost to Exceed: 2). Your Wild Swings have "Critical: +1 Power and +1 Speed."

Exceed Ability. Your Wild Swings have "Critical: +1 Power and +1 Speed." When drawing a card at end of turn, draw from the top or bottom of your deck. You may then discard a card.

Saikyo Haraigoshi (Special)

Range 1, Power 2, Speed 7.

Hit: Discard up to 3 cards at random from your hand. For each card discarded, Pull 1 and gain +1 Power.

Boost — Peek (Force 0). Look at the top card of your deck. You may Strike. If you do not, add it to your gauge.

Dankukyaku (Special)

Range 1~2, Power 3, Speed 6.

Before: Advance 3. If you moved past the opponent during this movement, this attack does not hit. After: Place a card from your hand on top of your deck.

Boost — Saikyo Leap (Force 1). Move 3, then add a card from your hand to your gauge.

Koryuken (Special)

Range 1~2, Power 0, Speed 6.

Hit: Discard the top card of your deck. This attack has +Power equal to the discarded card's printed Power.

Boost — Saikyo Glory (Continuous, Force 0). Your attacks are Critical. Cleanup: If you are not stunned, you may sustain this Boost.

Gadouken (Special)

Range 1~4, Power 4, Speed 4.

After: If you hit, you may return this card to the top of your deck. If you do, add a card from your hand to your gauge.

Boost — Saikyo Vision (Force 1). Look at the opponent's hand. Discard any number of cards from your hand, then Strike.

Shisso Buraiken (Ultra — Gauge Cost 3)

Range 1, Power 7, Speed 5.

If you have no cards in hand, ignore this card's Gauge Cost. Before: Close 2. Hit: Gain Advantage.

Boost — Lucky! (Force 0). Place a card from your hand on top of your deck. You may skip your draw step this turn.

Legendary Taunt (Ultra — Gauge Cost 2)

Speed 4, Armor 1, Guard 5.

Before: Advance up to 3. You may draw a card. Then, you may play and execute another attack from your hand (carrying out all its Before, Hit, and After triggers).

Boost — Secret Technique (Force 0). Search your deck for any card and add it to your hand. Discard until you have one card in hand. You may skip your draw step this turn.

Haoh Gadouken (Ultra — Gauge Cost 3)

Range 1~4, Power 7, Speed 1.

If you have no cards in hand, ignore this card's Gauge Cost. Attacks at range 2 to 5 do not hit you.

Boost — Saikyo Power (Continuous, Force 0). Hit: If you have no cards in hand, +4 Power.


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