Kailindo

I'm using the three-stream martial arts rule for Kailindo, but it doesn't have a melee stream. So there is a Kailindo-Dodge (K-dodge) and a Kailindo-Brawl skill (K-brawl).

I'm going to go with the rulebook suggestion that says you roll for the form change as well as the maneuver for the moment, having not been able to think of anything else that works. However, to reflect the practice which Kailindo gives you in form changing, the difficulty to assume a particular form drops by 1 for each point you have in Kailindo (using the highest of K-dodge and K-brawl). This should let folks autosuceed on shifting one form pretty quickly - because form shift requires many sucesses, I'm going to assume that if you have double the dice for a difficulty, that's 2 sucesses and so on. So yon Kailindo master can shift without rolling in the Realm.

Or you can just spend Rage. :)

EG: Frank, who has a Kailindo-Dodge skill of 3, and a Sta+Primal of 6 wants to go to Crinos. The normal difficulty is 6, but because of Frank's expertise, it drops to 3. He has 6 dice (twice what he needs for one auto), and can therefore shift to Crinos without rolling.

Maneuvers

K-Brawl Maneuvers

Binding Wind
If a Kani wishes to immobilise a foe without inflicting serious damage, he may catch his opponent by the wrist and use momentum and leverage to immobilise her.. If the Kani scores more sucesses on his roll to hit than the opponent has Dexterity, the opponent is held motionless. Held opponents may spend a point of Willpower to attack with another limb, or free themselves with a contested Dex vs Dex roll (diff 6).
Dex + K-brawl, difficulty 7, no damage, 1 action
Deceptive Wind
The Kani leaps at her opponent, and feinting a kick from the front, strikes from the side or from behind as she passes. The maneuver may not be blocked, only dodged.
Dex + K-brawl, difficulty 5, Str + 1 damage, 1 action.
Falling tempest
The Kani launches himself at his opponent and, airborne, catches her about the throat with either his arms or legs. If the Kani scores more successes on his roll to hit than the opponent has dots in Strength, the opponent is knocked to the ground and held in a chokehold. An opponent so pinned will begin to lose one health level a turn (unsoakable) after as many turns as they have Stamina. Opponents may attempt to escape by winning a contested Str vs Str roll (diff 6).
Dex + K-brawl, difficulty 8, Str damage, 1 action
Forceful wind
The Kani makes a running leap (making a normal jump roll) and delivers a powerful kick to her opponent's head or upper torso. If the Kani inflicts more damage than the opponent has dots in Strength (after soak), the opponent is knocked off their feet. The Kani lands properly unless they botch this maneuver.
Dex + K-brawl, difficulty 7, Str + 2, 2 actions
Little Cyclone
The Kani crouches while spinning around with his leg extended, knocking his opponent from her feet. The Garou rolls Dex + K-brawl against a difficulty of the opponents Dex + Ath. If the Kani suceeds, their opponent is thrown to the ground.
Dex + K-brawl, difficulty opponent's Dex + Aths, no damage, 1 action
Storm Dance
This maneuver is not a combative one, but a display of skill. The Kani performs an intricate series of Kailindo maneuvers in an attempt to impress or intimidate her opponent. The player rolls Manipulation + one of their Kailindo skills, vs the opponents Wits + Brawl (or equiv), both difficulty 7. The Kani reduces the difficulty of her attacks or dodges by 1 for the next [succ] turns. This maneuver is often performed to dissuade an opponent and thereby avoid combat altogether. If used with K-dodge, the sucesses for each dodge can be used to dodge blows.
Man + Kailindo vs opponents Wits + Brawl, difficulty 7, no damage, 1 turn
Tornado Kick
The Kani spins around once with incredible speed, her momentum adding bone-jarring force to her kick
Dex + K-Brawl, difficulty 7, damage Str + 3, 1 action
Mountaintop
The Kani roots himself to the spot by sinking his centre and sending his energy downward. It is extremely hard to topple a mountaintop. The difficulty for this maneuver is one less if the Kani is in a quadrapedal form. The sucesses gained from this maneuver add to the Kani's strength to resist being moved or knocked down - obviously they cannot move during the turn this action is performed.
Sta + K-Brawl, difficulty 6 (5), no damage, 1 action
Uncoiling Snake (shapeshift, !crinos, !hispo)
The Kani throws a kick or punch, but shifts to a large form at the last moment, surprising an opponent with more reach on the blow. Not only is the increased damage of the larger form applied if the blow suceeds, but the opponent is at +2 difficulty to dodge.
Dex + K-brawl, difficulty as per action, damage as per action, 1 action
Fading Breeze (shapeshift, !crinos, !hispo)
The Kani steps back, changing into a large form (with a longer reach) while punching, kicking or slashing. The difficulties of one foe's attacks increase by the Kani's sucesses for the next action, and by 1 for the rest of the turn (not cumulative).
Dex + K-brawl, difficulty 7, damage as per action, 1 action
Growing Tempest (shapeshift, homid, glabro)
The Kani grabs her opponent and shifts to a larger, stronger form while crushing him or twisting her limbs. The opponent is grappled as well as taking damage, and must escape as per normal.
Dex + K-brawl, difficulty 8, Str + 2, 1 action.
Striking the Wind (shapeshift, !crinos)
The Kani allows his opponent to hit him, thus bringing her close as he changes to a larger form, then strikes. The Kani is automatically hit, but their next strike is at -2 difficulty to hit.
Dex + K-brawl, difficulty -2, damage as per maneuver, 1 action
Subtle Draft (shapeshift, lupus)
The Kani charges into an opponent while in lupus form, getting underfoot and tripping her. He then shifts to a larger form to take advantage of the situation. The opponent must make a Dex roll vs difficulty 7, and score as many sucesses as the Kani, else be knocked from their feet.
Dex + K-brawl, difficulty 5, no damage, 1 action
The Hurricane (shapeshift, homid, glabro)
The Kanu assumes a larger, stronger form while throwing her opponent, thus gaining the added momentum and change in leverage of the shapeshift. Add sucesses to the strength roll (use jump table as an example). The damage is usually Strength + [succ], but this may vary, depending on what the opponent hits.
Dex + K-brawl, difficulty 6, Str + succ damage, 1 action
Rising Wind (shapeshift, !crinos)
This maneuver was developed to fell the strongest opponents. The Kani changes to a larger, stronger form while punching, kicking or clawing the opponent.
Dex + K-brawl, difficulty 5, damage as per maneuver + 1, 1 action

K-dodge maneuvers

Whirlwind
The Kani weaves her arms in a complex and rapid defensive pattern before her. For each sucess, she may add one die to each blocking maneuver she attempts during the same turn as this maneuver.
Dex + K-dodge, difficulty 7, no damage, 1 action
Catch the Wind
The Kani can catch missiles fired at her, from rocks to darts to arrows. Bullets and other high-speed projectiles cannot be caught. One missile can be caught (diff 8) or deflected (diff 7); the player rolls Dex + K-dodge and must gain as many sucesses as the opponent rolled when releasing the missile.
Dex + K-dodge, difficulty 7 or 8, no damage, 1 action
Rollaway (shapeshift, !lupus)
Whenever the Kani is toppled or brought to the ground, she can switch to a 4legged form and instantly assume her footing.
Dex + K-dodge, difficulty 4, no damage, no action
Changing Breeze (shapeshift, !lupus, !homid)
The Kani presents a large target to her opponent, then changes to a small form, dodging the incoming attack. Each step down in size during the dodge lowers the difficulty by 1 (max 2).
Dex + K-dodge, difficulty 6 (-1 or -2), no damage, 1 action
Melting Wind (shapeshift, !homid, !lupus)
The Kani changes to a smaller form to break a hold. Any successes on a Dex + K-dodge are then added to her Strength pool for escaping the hold. If she botches the roll, she suffers additional damage.
Dex + K-dodge, difficulty 6, Str + succ to escape, 1 action
Moving Breeze (shapeshift, !homid, !lupus)
The Kani changes to a smaller form (ideally lupus) when dodging. Each sucess on her shapechanging roll adds one dice to her Dice pool when dodging this attack.
Dex + K-dodge, difficulty 6, no damage, 1 action