Flying Kick

Complex Action
Covering scissor, butterfly, crescent, hook, and reverse roundhouse kicks, this Action offers both range and power to the unarmed attack. The character must be at least a meter away from the opponent and be able to move toward the opponent to perform this action. A Flying Kick Action gives both +1 Reach and +1 dice pool bonus to the unarmed attack. If the Flying Kick Action is unsuccessful, the character becomes off balance, suffering a –1 dice pool penalty to Defense Tests until the character’s next Action Phase.
Note that use of this action requires Martial Art training.