I kind of like the reduced action dice to activate- that puts in in a different track than things you could have just paid more points to build into the move in the first place.
I think I've got the kernel of a good strategy for the Unarmed Combat tree feats to be used as prerequisites. I'd like to do them as 2 feat chains instead of three simply because of the higher cost of getting to supremacy in the Power moves chains. It also lets me dodge some overlap with existing feats.
Acrobatic Challenger/Fighter (Chun-Li, Vega - triangle-jump characters)
Agile Challenger/Fighter (Cammy, Guy - leaping throw characters)
Backlash Challenger/Fighter (Athena, Rugal - reflector characters)
Boxing Challenger/Fighter (Balrog, Axel Rose, Dudley - formal boxers)
Drifting Challenger/Fighter (Some versions of Bison - floating characters)
Hardened Challenger/Fighter (armored/tough characters)
Kicking Challenger/Fighter (Juri, Kim Kapwhan - predominantly kicking)
Mystic Challenger/Fighter (Dhalsim, Bison, Akuma - teleporters)
Open Hand Challenger/Fighter (Geese - trap throw characters)
Sniper Challenger/Fighter (Ryu, Sagat - projectile mastery characters)
Street Fighting Challenger/Fighter (Guile, Terry Bogard - practical boxers)
Wresting Challenger/Fighter (Zangief, Big Bear - power slam characters)
Possible armed styles with~
Archer Challenger/Fighter ( Bow characters)
Blade Challenger/Fighter (Eiji - edged weapon characters)
Bludgeon Challenger/Fighter (Sodom, Run-go - blunt weapon characters)
Gun-kata Challenger/Fighter (Vermillion, Tetragrammaton Clerics - firearms characters)
Benefit: When you make attacks with the Grab quality, you do not have to compare Strength scores with the target.
Benefit: When you make a standard move you may spend 1 Edge to instead flash-step that distance.
Benefit: When you make attacks with the Grab quality, you do not have to compare Dexterity scores with the target.