Stage Select

Darc Requiem's SF Character Concept Thread


Recommended Posts

Posted (edited)

Name: Ann Hibiki

 

 

Nickname: The Invincible Tiger (Muteki no Tora)

 

Sex: Female

 

Ethnicity: Japanese (Born in Hong Kong)

 

Height: 5ft 7in(1.70m)

 

Weight: 145 lbs. (66kg)

 

B/W/H: 35-23-36(89cm-59cm-92cm)

 

Hometown: Hong Kong

 

Appearance: Ann has shoulder length strawberry blonde hair, with a black head band, and has light brown eyes. She wears an orange sports bra, sleeveless black leather motorcycle jacket, blue jeans, and brown leather motorcycle boots. The back of her jacket has the kanji for tiger emblazoned in orange.

 

Likes: Dan, Her Motorcycle (she built it herself), Restoring Buraiken (Her father's martial arts style), Kasujiro (a simmered dish)

Dislikes: Sagat, Cooking, Losing

 

Fighting Style: Buraiken (Go Hibiki's style)

 

Tone: Ann is very serious and focused fighter. She's spent the last decade meticulously reconstructing her fathers fighting style.

 

Origins: Ann never knew her father. She was born 8 months after he died fighting Sagat. Growing up she idolized her older brother Dan. She learned everything she could of of Dan's Saikyo style, but was frustrated by Dan constantly “letting her win” during sparring. In effort to learn more about and honor her father she endeavored to restore Buraiken. She's spent the last decade training with friends and rivals of her father Go Hibiki so that she can recreate his style of fighting.

Her Rival: Laura

Attributes: Health: 3 Power: 3 Range: 3 Mobility: 3 Technique: 3

 

1000 Stamina 1000 Stun

Throws:

 

Tomoe Nage-LP+LK: Overhead Judo throw. Ann grabs her opponent by the shoulders, puts her foot in their chest and flips them overhead. Mr. Karate's Art of Fighting 1 throw

 

Ippon Seoi Nage -B+LP+LK:Judo Shoulder thow. Classic Judo throw, Ann grabs her opponent and shoulder throws them behind her

 

Unique Attacks:

 

Sokutougeri – F+ MK: A single hit side kick

 

Hyouchuuwari – F+MP : A single hit overhead chop, fast startup slow recovery. -6 on block

 

V-Reversal:

 

Tora Jōshō – (Tiger Rise) F+KKK: Ann hits her foe with a jumping front kick to the face that lifts them off the ground and sends them a half screen away.

 

V-Skill:

 

Tora Tsukikaeshi (Tiger Riposte) - MP+MK: Ann takes a defensive stance. She intercepts any high attacks and counters with a powerful open palm strike to the chest.

 

Tora Ukenagashi (Tiger Parry) - D+MP+MK: Ann takes a defensive stance. She intercepts any low attacks and counters with a powerful sweep kick.

 

V-Trigger 1:

 

Tora No Seishen (Tiger's Spirit): Ann's fists are surrounded by a glowing white aura. (Tiger's Spirit): Ann's fists are surrounded by a glowing white aura. Her projectile capabilities are enchanced.

  • Nensho Toraburesu all versions increase in size, startup/recover 1F faster, and travel full screen.
  • Kuki Nensho Toraburesu an aerial projectile attack becomes available.

V-Gauge only drains when using projectile attacks. Five enhanced projectiles per V-Trigger. 2 bar V-Trigger

 

 

V-Trigger 2:

Hikaru Tora (Glowing Tiger): Ann's body is surrounded by a glowing white aura. Her physical special attacks are enhanced.

  • Raiko Ken startup reduced by 1F, Stun increased by 25
  • Shojun Tora Ken gains full start up invincibility. EX version loses its armor but starts up in 3F. Crush Counterable
  • Nensho Tora Hizageri projectile invincible from Frame 3, EX from Frame 1.
  • Kuki Nensho Tora Hizageri is now available

 

V-Gauge only drains when using enhanced physical attacks. Five enhanced attacks per V-Trigger. 3-bar V-Trigger

 

Specials:

 

Kuki Nensho Toraburesu(Air Burning Tigers Breath) QCF + P: (In Air)A fiery projectile one handed projectile. Moderate recovery time. The angle is determined by the strength punch. LP (60° Angle), MP (45° Angle), HP (30° Angle). EX (LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle)Only available in V-Trigger 1

 

Nensho Toraburesu (Burning Tigers Breath)-QCF + P: A fiery one handed projectile. Punch button strength determines the attack properties. LP (Slow startup and recovery, moderate speed and damage. Standard size. Full Screen),. MP (Faster startup and recovery, slower speed, higher damage, half screen travel distance, larger projectile.) HP (Fast startup and recovery, point blank range, highest damage, largest projectile.) EX (Fast startup and recovery, full screen range, highest damage, largest projectile.)

 

Raiko Ken (Lightning Tiger Fist)-HCB+ P (Command Hit Grab): Ann strikes her opponent with powerful left punch to the gut, strikes them with rapid right hand punches, and send them into the air with a left upward palm strike to the chin . Punch button strength determines the attack properties. All versions knock down) LP(Fastest Startup, Least Damage) MP (Slower Startup, More Damage), HP (Slowest Startup, Most Damage, Hard Knock Down) EX(Fastest Startup, Most Damage, Causes Wall Bounce) Resembles Mr. Karate's Zanretsuken.

Shojun Tora Ken (Ascending Tiger Fist)- F,D,DF + P: (Combo Extender) Left handed rising uppercut. Has projectile invincibility and no strike invincibility. Despite appearances this is not an anti air. LP(3F, Least Damage, Knocks Down), MP(4F, More Damage, Juggles In The Corner), HP(6F, Most Damage, Causes Juggle State), EX (5F, Gains Armor Frame 3, Most Damage, Causes Juggle State) Resembles Mr. Karate's Koho.

 

Nensho Tora Hizageri (Burning Tiger Knee Kick)- QCB+ K: Ann's perfected version of her brother's Dankukyaku. This horizontal moving attack's properties is determined by the kick button pressed. LK (Double Knee Only, Anti air, no invincibility, 1/8 Screen), MK (Double knee followed by a single flying kick. ¼ Screen), HK(Flying Double Knee, Double Flying Kick Combination Attack , ½ Screen), EX(Projectile Invincible Frame 3, Flying Double Knee, Double Flying Kick Combination Attack , ½ Screen)

 

Kuki Nensho Tora Hizageri (Air Burning Tiger Knee Kick)- QCB+ K: (In Air) Ann's performs the Nensho Tora Hizageri from a forward jump. The descent angle of the attack is determined by the kick button pressed. LK (Double Knee, 65° Angle), MK (Double knee followed by a single flying kick. 55° Angle), HK(Flying Double Knee, Double Flying Kick Combination Attack , 45° Angle), EX(Flying Double Knee, Double Flying Kick Combination Attack , LK+MK 65° Angle, LK+HK 55° Angle, MK+HK 45° Angle) Only available in V-Trigger 2

 

Critical Art:

 

Koshin Hiza Danmaku (Tiger God Knee Barrage)- HCFx2+K: Based on her father Go Hibiki's ultimate technique the Shoten Buraikyaku. Ann grabs her opponent by the head and hits with with rapid fire succession of knees to the face. Resembles Mr. Karate's Shoran Kyaku. (15 Hits , 345 damage)

 

V-Trigger 1 Only

 

Saiko Nensho Toraburesu (Supreme Burning Tigers Breath) -HCFx2+P: Ann's perfected version of her brother's Haoh Gadoken. Ann uses both of her arms to generate a massive projectile that causes significant damage and stun. Speed of the projectile determined by the punch button pressed with LP being the slowest and HP being the fastest. Travels full screen (5hits, 300 Damage/150 Stun)

 

Reasons to be in SFV:*

 

Ann is eager to test the effectiveness of Buraiken against the world's best martial artist. Her brother honored their father by “defeating” Sagat. She wishes to honor their father by showing the strength of his art to the world.

 

*Ann is Dan's opposite. She is serious and talented fighter. Her adoration of her brother Dan blinds her to his actually ability. She truly believes he defeated Sagat and that he was taking it easy on her in training. In truth she surpassed him before she left on her Musha Shugyo (Warrior's Pilgrimage).

 

Name: Asim

 

 

Nickname: Guardian of Iron

 

Sex: Male

Ethnicity: Tunisian

 

Height: 5'8”(1.73m)

Weight: 227lbs (103kg)

 

B/W/H: 47-33-35 (119cm-84cm-89cm)

 

Hometown: Sousse, Tunisia

Appearance: Asim is stout well built man. He has short black hair with close cropped full beard and goatee. Asim has steel gray eyes and wears a burgundy chachia (traditional Tunisian wool hat) on his head. He wears a beige jebba (traditional Tunisian tunic) and has burgundy leather slippers on his feet.

 

Likes: Urien, Merguez (Spicy Beef Sausage), Demoralizing His Foes

 

Dislikes: Gill, Pork, Cold Weather

Fighting Style: Zamaqtal (Tunisian Martial Art based on Pencak Silat)

Tone: Asim is stoic, strategic, and efficient fighter. That enjoys overwhelming and breaking the will of his opponents.

 

Origins: Asim comes from a wealthy Tunisian family. Growing up he saw how others struggled and frankly didn't care. He had everything he could ever need. That thought process changed one day. Asim's family was accosted by a single robber. A man who managed to pummel his family's security force with ease. All of his family's wealth meant nothing in the face of one man's strength. They were at the mercy of one of the poor souls that he'd spent his young life looking down on. The man left with his family's valuables and when his parents turned to look for Asim. He was gone. His posh life style had made him weak. At the age of 12, Asim took off on his own. He would never been weak again. He'd forge himself into a man of strength and live off of what he earned for himself.

After a decade, a know grown Asim would appear at his family's door. His mother barely recognized him. The small frail child from the decade prior was gone. In his place stood formidable man. Asim only arrived to see his ailing father. Telling him that he did not want his inheritance. Asim would leave as mysteriously as he arrived. As his mother watched him leave, she could see him get into a limousine with two towering figures. A tall dark skinned woman with short red hair and tall white haired man with a jewel in his forehead.

 

His Rival: Wasswa

 

Attributes: Health: 5 Power: 5 Range: 2 Mobility: 2 Technique: 4

1050 Stamina 1050 Stun

Throws:

 

Guardian Spike- LP+LK : Asim picks up his opponent in a fireman's carry and twists his body 180° driving them head first into the ground.

Iron Might -B+LP+LK: Asim grabs his foe by the neck with his left arm, raises them off the ground, and effortlessly tosses the overhead behind him.

Unique Attacks:

Guardian Strike – F+MP: (Overhead on 2 hit only)A quick left upward elbow strike followed up by a downward left elbow strike. 2 hits, Second hit is an overhead and has to be blocked high.

 

Cruel Iron– B+HK: Asim strikes with a hopping double knee strike. Goes over low attacks. Can be used as an anti air

 

V-Reversal:

 

Guardian's Maul - F+PPP: Asim grabs his foes head with both hands and knocks them down with a head butt.

 

V-Skill

Iron Guard – MP+MK: Asim assumes a wide stance while clinching his fists focusing his power. If he completes the animation interrupted, Asim gains frame 3 armor on his next standing HP or HK. Asim gains a small amount of V-Gauge from completing the stance animation uninterrupted. He gains additional gauge from landed or blocked charged heavy attacks.

V-Trigger 1:

Immovable Iron – HP+HK: Asim uses his iron body to full effect. Charged Medium attacks game Frame 3 armor. Charged Heavy Attacks gain Frame 1 armor. Charged armor attacks can be canceled with a back dash. Canceling the charged attack drains a significant amount of V-Gauge. 2 cancels will exhaust his V-Trigger. The V-Trigger Gauge drains over time. 2-bar V-Trigger

 

V-Trigger 2:

 

Unyielding Guardian – HP+HK: Asim's iron body hardens further improving his defense. Asim takes 30% less damage from his opponents attacks. 3-bar V-Trigger

 

Specials:

 

Charging Boar – HCF+P: Asim charges forward with a quick and powerful left elbow uppercut Distance traveled determined by the punch button. All version knock down. HP version juggles in the corner. LP(¼ Screen), MP( 1/3 Screen), HP (½ Screen), EX (Gains armor on frame 3, Causes Juggle State, Distance traveled determined by buttons pressed. LP+MP ¼ Screen, LP+HP 1/3 Screen, MP+HP ½ Screen)

Wolf's Fang – HCB+P: Asim strikes his opponent in the stomach with a powerful right elbow strike, followed by a left elbow uppercut to the chin, and sends them crashing into the ground with a brutal overhead right elbow strike. Damage, Startup, and Properties determined by the punch button pressed. LP(Fastest Startup, -2 on hit) MP(Slower Startup, +1 on hit), HP(Slowest Startup, +2 on hit), EX(Fastest Startup, Causes Ground Bounce -6 on block)

 

Hyena's Bite – HCF+K: Ismaya attacks his foe with a flying right knee strike to the chest. Distance traveled is determined by the kick button. Projectile invincible from Frame 3. LK (Point Blank), MK ( ¼ screen), HK (½ Screen), EX(Projectile Invincible from Frame 1, Causes Wall Bounce, distance traveled determined by the buttons pressed. LK+MK ¼ Screen, LK+HK ½ Screen, MK+HK ¾ Screen)

 

Iron Maiden – 360°+K: Asim grabs his opponent with a bear hug, jumps into the air, turns 180° and drives them head first into the ground. Kick button determines attack properties. LK (5F Startup, Most Range, Least Damage, Leaves Opponent ½ screen away), MK(5F Startup, Less Range, More Damage, Leaves Opponent ¼ screen away), HK (6F Startup, Least Range, Most Damage, Leaves Asim right next to his opponent). EX(5F Startup, Most Range, Most Damage, Grains Armor on Frame 3, Leaves Asim right next to his opponent)

 

Critical Art:

Iron Fury: QCBx2+P: Asim's turns his body as hard as iron before strike his foe with hard elbow to the sternum that sends foes careening into the side of the screen with such force that the bounce back towards Asim. He flies towards his ricocheting foe and floors them with a flying knee to the head. 2 hits (380 damage).

Reasons to be in SFV:

 

Asim enters the tournament with a singular purpose. To discreetly neutralize, Gill's lieutenants. The loss of Wasswa and Kolin would greatly hamper Gill's efforts and strengthen Urien's position in the Secret Society. Gill's “softer” leadership style would be replaced by Urien's. Leading to a world in which people would have to rely on their own strength. The strong would rise and the weak would tossed by the wayside.

 

Name: Azam

 

 

Nickname: The Arabian Sandstorm

 

Sex: Male

 

Ethnicity: Emirati

 

Height: 7ft 2in (2.19m)

 

Weight: 319lbs (145kg)

 

B/W/H: 61-48-54 (155cm-122cm-137cm)

 

Hometown: Abu Dhabi, U.A.E

 

Appearance: Azam is a towering man, He has a white mustache and a beard that is tied off with a turquoise band. His white hair is styled into a mohawk that ends in a long flowing pony tail. There is a small red jewel in the center of his forehead. Azam wears a gold open sleeveless vest and white loose fitting pants. His pants are secured with a large turquiose band at the waist and small golden bands at his ankles. There are black embroidered bands with gold trim around his wrists. He has a janbiya (Arabian Curved Dagger) on his waist in a jeweled gold scabbard.

 

Likes: Youth, Traditions, Pro Wresting, Rashid

 

Dislikes: Disordered Wording

 

Fighting Style: Wind Wrestling

 

Tone: Azam is a reserved man dedicated to protecting his young master, Rashid

 

Origins: Azam was a five time MECC* (Middle East Combat Club) Submission Wrestling champion. Through the competition he met grapplers of several different disciplines from all over the word. He caught the attention of Victor Ortega, owner of the CPWA (Championship Professional Wrestling Associate) and competed there for a brief time before being hired on to be Rashid's personal bodyguard.

 

His Rival: Zangief (friendly)

 

Attributes: Health: 4 Power: 4 Range: 3 Mobility: 2 Technique: 3

1000 Stamina 1050 Stun

 

Throws:

 

Sand Splittler - LP+LK : Azam lifts his opponent over his head and slams them down onto his knee (back breaker)

 

Gust Suplex - B+LP+LK : Azam grab his foes and tosses them behind him with a belly to back release suplex.

 

Unique Attacks:

 

Scimitar – B+HP: (Hit Grab) Azam grabs his opponent by the back of the head, pulls them towards him rapidly, and floor them with a vicious clothesline.

 

Sand Snake – B+HK: Azam executes a low missile drop kick to his opponents knees. Must be blocked low.

 

V-Reversal:

 

Desert Buster – F+PPP: Azam kicks his foe in the abdomen, grabs them, and drives them head first into the ground with a double underhook face buster (HHH Pedigree)

 

V-Skill:

 

Sand Cyclone – MP+MK: Azam stomps the ground summoning a cyclone beneath his foes feet. B+MP+MK creates a Sand Cyclone directly in front of Azam, MP+MK create Sand Cyclone ½ screen in front of Azam. F+MP+MK creates a Sand Cyclone ¾ screen in front of Azam

 

V-Trigger 1:

 

Wind Djinn – HP+HK: Azam surrounds himself with a vortex of wind ki that enhances his mobility. The speed and distance of his forward and back dash is increased. Azam's forward and back walk speed is also increased. 2-bar V-Trigger

 

V-Trigger 2:

 

Sand Djinn – HP+HK: Azam surrounds himself with a vortex of sand ki that enhances his defense. Azam takes 10% less damage from his opponents attacks. Scimitar and Sand Snake can now be charged. Charged versions have armor Frame 3. Tornado Driver and Dust Devil gain armor Frame 3. 3-bar V-Trigger

Specials:

Tornado Driver – 360°+P : Azam grabs his opponent, manifest a tornado that sends them both high into the air and drives them into the ground head first with a tombstone piledriver. 5 frame startup, LP (Lowest damage, Most Range), MP(More Damage, Less Range), HP (Most Damage, Least Range), EX (Most Damage, Most Range)

Tornado Bomb - 360°+P (In Air): Azam grab his opponent mid air, manifests a cyclone above his head, and use it to drive his foe into the ground with spinning sit down power bomb. 5 frame startup, LP (Lowest damage, Most Range), MP(More Damage, Less Range), HP (Most Damage, Least Range), EX (Most Damage, Most Range)

 

Dust Devil – F,D,DF +P: (Anti-Air): Azam extends his arms outward while creating a waist high vortex. He then rises into the air with a powerful spinning double lariat. No strike invincibility. All versions projectile invincible. LP (5f startup, 3 hits) MP (6f startup, 4 hits), HP (7f startup, 5 hits) EX(5f startup, 5 hits, causes juggle state)

 

Whirlwind Wall – HCF+K: Azam spins his body rapidly, creating a 7ft tall cyclonic projectile that slowly moves horizontally towards his foe. All versions doe 3 hits. LP(fastest start up, travels ½ screen), MP(slower startup, travels ¾ screen), HP(slowest startup, travels fullscreen), (EX fastest start up, travels fullscreen)

 

Critical Art:

 

Sandstorm Buster -360°x2 +P: Azam grabs his opponent and executes a Sand Splitter into a (LP) Tornado Driver into a (HP) Tornado Bomb. (400 damage)

Reasons to be in SFV:

 

Rashid has been in a solemn mood since the loss of his friend at the hands of F.A.N.G. To cheer his master up, Azam is organizing he own version of the MECC. He's hoping to gather worlds best grapplers together to put on grand show to lift Rashid's spirits.

 

*MECC (Middle East Combat Club) is the Street Fighter universe version of the ADCC (Abu Dhabi Combat Club. The ADCC is a competition between the best submission grapplers in the world of various disciplines. Zangief, Mika, Laura, and Alex would be likely competitors.

 

Name: Berengár Madeira

 

 

Nickname: The Adroit Lynx (O Lince Habilidos)

 

Sex: Male

 

Ethnicity: Portuguese

 

Height: 5ft 10in(1.78m)

 

Weight: 170 lbs. (77kg)

B/W/H: 42-32-35(112cm-82cm-89cm)

 

Hometown: Braga, (Minho Province) Portugal

Appearance: Berengár is a “blue collar” pretty boy. He has slicked back straight black hair that is shoulder length, hazel eyes, and no facial hair. He wears a brown, unbuttoned leather jacket, with a small black Combate Clube de Braga logo on the left breast pocket, and a sleeveless black undershirt. Berengár has on blue work jeans and boots. The Combate Clube de Braga log is the silhouette of a Iberian Lynx Head.

 

Likes: Competition, Hard work, Seafood, Cats (Iberian Lynx is his favorite)

 

Dislikes: Poachers, Slackers, People with no sense of humor

 

Fighting Style: Jogo Do Pau (Portuguese “Stick”* Fighting)

 

Tone: Berengár is a carefree yet competitive man. He's rarely serious and enjoys making people laugh. The only thing takes seriously besides work, much to the chagrin of the ladies of Braga is his Jogo Do Pau.

 

Origins: The Madeira family runs a successful construction company (Construção da Família Madeira) founded by his Grandfather (Gregorio) and Great Uncle (Heliodoro). Almost everyone in Berengár's family works for the company. While he was growing up, father and his uncles would often practice Jogo Do Pau as a way to blow off steam. Berengár showed a natural affinity for Jogo Do Pau. By the time he was 10, he was able to best teenagers, and by the time he was 14 his father and uncles stopped practicing with him because “They were too busy with work”.** He formed the Combate Clube de Braga in as teenager to give him away to practice and improve his skills. He quickly found himself doing more teaching than practicing. Only Iolanda*** gives him any sort of challenge.

 

His Rival: Vega

 

Attributes: Health: 2 Power: 2 Range: 4 Mobility: 3 Technique: 4

 

950 Stamina 950 Stun

 

Throws:

 

Caindo (Falling Down)- LP+LK - : Berengár uses his staff to sweep his opponents legs out from under them

 

Viagem Perigosa (Trip Hazard)B+LP+LK - : Berengár runs past his opponent, tripping them with his staff causing them to fall behind him.

 

Unique Attacks:

 

Queda Torre (Falling Tower) -F+MP : (Overhead) Berengár raises his staff overhead with both hand hands and slams it downward toward the ground. Long reaching two hit overhead attack. Slow start up, relatively safe (-2) on hit.

 

V-Reversal: 

 

Saída Violenta (Violent Egress) F+PPP: A full extension one armed pull strike to the sternum. Sends the opponent a full screen away.

 

V-Skill:

 

Salto com Vara (Pole Vault) – MP+MK: Berengár uses his staff to Pole Vault himself into the air. Pressing F+MP+MK propels him forward. Pressing B+MP+MK propels him backward. The Pole Vault is higher arcing longer distance jump. He can use any of his jump normals after the vault. Builds a small amount of V-Gauge if he lands without being hit. Builds more V-Gauge if he lands and a jump attack after the Pole Vualt

 

V-Trigger 1:

 

Graça do Lince (Grace of the Lynx) - HP+HK: Increases the stun damage on all of his attacks (normals, specials, and Critical Art). Reduces the overall frames of Pole Vault by 2 frames, Reduces the recovery of Alcance Infinito at close range only. Adds juggle properties to LP and MP Alcance Infinito. 3 Bar V-Trigger

 

V-Trigger 2:

 

Lince Ascendente(Ascending Lynx) - HP+HK: Berengár strikes his opponent with a long reaching (2/3 Screen) two handing upward staff strike. The strikes ends his opponent skyward causing a juggle state. Juggle state caused by Lince Ascendente does not count against your juggle point limit. Two uses per V-Trigger. -2 on block. 2 Bar V-Trigger

 

Specials:

 

Alcance Infinito:(Endless Reach) QCB +P: A blindingly fast long reaching staff strike. The angle varies slightly depending on the punch used. All versions, including EX, are unsafe at close range. LP (angles slightly downward, hits low at full screen, mid at close range, reaches approximately 2/3rds of screen), MP (horizontal strike reaching 3/4 of the screen), HP (angles upward, reaches approximate 2/3rds of screen, causes a juggle state). EX (Gains Armor Frame 3, LP+MP Downward Angle, LP+HP Horizontal, MP+HP Upward Angle)

 

Pináculo de Interceptação (Intercepting Spire) F,D,DF +P: A moderately fast staff strike developed to catch an opponents out of the air. Angle determined by punch. Does NOT hit grounded opponents. All strengths cause a juggle state LP (60° Angle), MP (45° Angle), HP (30° Angle), EX(Full Startup Invincibility LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle )

Combinação Impressionante (Stunning Combination) QCF+K: Multi hitting staff combination, the number hits are determined by the strength of the punch. Berengár strikes his opponent with a one handed horizontal forehand strike to the head, followed by a backhand strike to the lower legs, uppercutting strike, and ending with overhead strike LP ( 2 hits,), MP (3 hits, last hit juggles), HP (4 hits, last hit knocks down) EX(4 hits, Last hit causes ground bounce)

 

Critical Art:

 

Imobilização Rápida (Rapid Immobilization) HCFx2 +P Berengár uses his staff to initiate a powerful succession of two handed staff attacks. He strikes the inside of his opponents left knee, right knee, abdomen, throat, and finishes the attack with strike to the side of the head causing his opponent to collapse in a heap.

 

Reasons to be in SFV:

 

Berengár entered the world wide martial arts tournament simply to test the viability of Jogo Do Pau in a full contact environment. Jogo Do Pau was a widely used as an art of defense in Portugal before the advent of firearms. Berengár aims to prove that his art can be more than a sport or hobby. He thinks his experience against the best fighters of various disciplines will help him improve himself and his art.

 

*The “stick” is typically 1.5 to 2 meters in length. Although there are various of the art with a shorter “stick”

 

**His father and uncles would simply practice at the office after work as they didn't want to admit Berengár has surpassed them.

 

***Iolanda Barros – she's grown up with Berengár. She a couple of friends joined Combate Club de Braga to try get Berengár to ask them out. They dropped out after a few weeks and she stuck around. She's still trying to get him to notice her and he's oblivious.

 

Name: Black Widow

 

 

Nickname: Web of Destruction

 

Sex: Female

 

Ethnicity: German

 

Height: 6ft 6in (1.98m)

 

Weight: 209lbs (95kg)

 

B/W/H: 35-28-42 (89cm-71cm-107cm)

 

Hometown: Hanover, Germany

 

Appearance: Black Widow is a tall and heavily muscled woman. She wears a dark blue full body suit that is light gray from the crouch to the mid torso. The body suit has a single red band around each of her wrist and ankles. There is a thick jagged red band that encircles the upper mid torso of her body suit dividing it between a dark blue upper half and light gray lower half. She wears light gray Jika-Tabi (ninja shoes) on her feet. There are light gray full fingered gloves on her hands. Black Widow no longer wears a mask. She has dark brown hair styled in a side pony tail and wears a dark blue headband. She has blue eyes.

 

Likes: Spiders, Working out, Schnitzel

 

Dislikes: The Scorpion, Black Forest Gateau(Chocolate Sponge Cake /w Cherry Filling),

 

Fighting Style: Wrestling

 

Tone: Black Widow is a confident woman. She uses her are unusual combination of strength, speed, and flexibility to overwhelm her opponents.

 

Origins: Black Widow is the reigning CWA World Champion. After capturing the title from The Scorpion, Black Widow shocked the wrestling world by removing her mask. Revealing to the world that she was in fact a woman. A woman instantly recognized by Yoko Harmageddon. Harmageddon, the legendary IJWPW wrestler, was forced into retirement after being injured in match with who she now knows as Black Widow.

 

Her Rival: Rainbow Mika

 

Attributes: Health: 4 Power: 3 Range: 4 Mobility: 3 Technique: 4

1025 Stamina 1025 Stun

 

Throws:

 

Widower – P+K: Black Widow grabs her opponent by the head, jumps into the air, and lands in a split as she drives her foes face into the ground. Her version of the Sit Out Facebuster.

 

Venom Suplex – B+P+K: Black Widow grabs her opponent and German Suplexes them behind her

 

Tornado DDT – (In Air) P+K: Black Widow grabs her opponent out of the air, spins 360° on their shoulders, and drives their head into the ground with a DDT

 

Unique Attacks:

 

Venom Kick - F+MK (Overhead) : Black Widow performs a single arm handstand into a split kick that hits the opponent overhead.

 

Widow Slide – B+HP: Black Widow strikes with a sliding low kick that goes under projectiles.

 

Web Drop - D+HP (In Air): From the apex of her jump, Black Widow flies straight down on her opponent with an elbow drop.

 

V-Reversal:

 

Rising Cutter– F+PPP: Black Widow strike with a rising uppercut attack that knocks her opponent a half screen away.

 

V-Skill:

Spider Crawl – MP+MK: Black Widow crawls rapidly towards or away from her opponent on all fours. B+MP+MK crawls backward. Goes under projectiles and high attacks. Crawl can be canceled into any of Black Widow's low normals.

V-Trigger 1:

 

Paralyzing Venom – HP+HK: Black Widow hurls a massive web shaped projectile at her opponent that does 300 stun damage and slowly causes the opponents stun gauge to build until a hit is landed on Black Widow. Single Use V-Trigger. 2-bar V-Trigger

 

V-Trigger 2:

Illusion Web – HP+HK: Black Widow gain the ability to teleport after activation. She can teleport to three different locations. HP+HK causes her teleport and reappear in the same location. F+HP+HK teleports her forward a ½ screen. B+HP+HK teleports her backwards ½ screen. Illusion Web is Strike and Projectile Invincible Frame 1 and Throw Invincible from Frame 3. V-Gauge drains over time. A maximum of three uses per V-Trigger. 2-bar V-Trigger

 

Specials:

Tarantula Net -QCF+P: Black Widow channels her ki into a spider shaped ki blast that pulls her opponent toward her on hit. Punch button determines the start up speed and distance the projectile travels. +4 on hit/-7 on block at point blank range. LP(Fast Startup, ½ Screen) MP(Moderate Startup, ¾ Screen) HP(Slow Startup, Full Screen) EX(Fast Startup, Full Screen, +5 on Hit/-5 on block at point blank range)

Spider Suplex – 360°+P (Command Grab): Black Widow grabs her opponent rotates behind them and jumps high into the air and German suplexes them into the ground. Punch button determines grab range and damage. LP (Most Range, Least Damage), MP (Less Range, More Damage), HP (Least Range, Most Damage), EX(Most Range, Most Damage)

 

Spider Bite – F,D,DF+P: Black Widow performs a forward flip into a double chop to both of her foes collarbones. Goes over low attacks. Punch button determines distance traveled. LP(Point Blank), MP( 1/8 Screen), HP( ¼ Screen), EX( ¼ Screen, Full Startup Invincibility, Causes Crumple, Crush Counterable)

Arachnid Driver – 360°+K (Command Grab): Black Widow performs a front hand spring into a frankensteiner. The kick button determines the distance covered by the front hand spring. The front hand spring portion of this attack is projectile invincible from frame 3. LK ( 1/3 Screen), MK ( ½ Screen), HK (¾ Screen), EX(Projectile Invincible from frame 1, Auto tracks)

Illusion Parade – F,D,DF+K (Anti Air): Black Widow strikes with a high slash kick that knocks her opponent into the air. Kick button determines the start up speed. Attack has no invincibility. LK(3F Startup, Knocks Down), MK(5F Startup, Juggles In the Corner), HK(7F Startup, Causes Juggle State), EX(4F Startup, Gains Armor Frame 1, Causes Juggle State)

 

Critical Art:

 

Widowmaker - 720°+P : Black Widow grabs her opponent rotates behind them, jumps high into the air, and drives them into the ground with a high velocity rolling German suplex. Attack plants the opponent into the ground if it KO's. 1Hit 375 Damage

Reasons to be in SFV:

 

Black Widow believes she is the best fighter in the world. She enters the tournament for specific reasons. To prove her dominance to the world and the promote the CWA. The CWA's popularity has begun to wane a bit. Black Widow wants spark the interest in wrestling by thoroughly embarrassing the best fighters that other combat sports have to offer.

-Black Widow ended the wrestling career of Rainbow Mika's trianer Yoko Harmeggedon

-Black Widow created her persona after defeating Yoko. If she wasn't a challenge for her. She needed away to enter the CWA to seek a new challenge

-While there is no rule against women competing in the CWA, they've never signed one before.

 

Edited by Darc_Requiem
Ann Hibiki was missing a V-Reversal
Posted (edited)

Name: Cain

Spoiler

Nickname: The Enigmatic CEO

 

Sex: Male

 

Ethnicity: Unknown (Swiss?)

 

Height: 6ft 6in (1.98m)

 

Weight: 256lbs (116kg)

 

B/W/H: 57-38-44 (145cm-97cm-112cm)

 

Hometown: Zurich, Switzerland

 

Appearance: Cain appears to be in his early twenties. He has short pristinely groomed light brown hair with a short well kept chin beard. He wears a grape colored sleeveless athletic shirt with a large silver waning crescent moon logo on the back.. He wears matching full length grape colored athletic pants with white and black sneakers. He has a platinum choker chain with a small yin/yang medallion around his neck. The Waning Crescent Moon is the logo of Synergy Technologies.

 

Likes: Power, Scheming, Acquiring New Assets, Crushing the opposition beneath his heel

 

Dislikes: Secret Society, Meddlers, Juri

 

Fighting Style: Synergy Martial Arts System (A Combination of All Known Styles)

 

Tone: Cain emits a carefree facade. He's always dressed in casual clothing, even in high level business meetings. The jovial, happy go luck persona is just that. A role he plays to get foes in both business and physical confrontations into a false sense of security

 

Origins: Cain is CEO and owner of the recently founded Synergy Technologies. A company the despite it's recent appearance has managed to secure several defense contracts due to it's cutting edge weapons technology. Publicly Cain is perfect citizen. Donating tens of millions of dollars to various charities and providing advanced computer hardware to medical research facilities. Privately he's not as magnanimous as he appears. Cain moved quickly to acquire facilities and scientists from the various hidden Shadaloo bases throughout the globe. Locating them and re-purposing them faster than the Interpol, MI6, and the US government could even locate them. Any locations or workers that didn't agree to work for him, were quickly outed to the local authorities. The worked were arrested and the facilities shut down. The remnants of Shadaloo quickly realized that it was wise to bend to Cain's will.

 

His Rival: Gill

 

Attributes:

Health: 2 Power: 2 Range: 5 Mobility: 4 Technique: 5

925 Stamina 975 Stun

 

Throws:

 

Extinction Blow – P+K : Cain picks his opponent up by the neck and hits them with brutal axe kick that sends them slamming into the ground.

 

Death Toss – B+P+K: Cain picks his opponent up by the neck and toss them a full screen behind him.

 

Unique Attacks:

 

Flying Demon Dive – DF+MK: Cain executes a dive kick at the apex of his forward jump

 

Wall Jump – UB (Up Back): Allows Cain to jump of the wall at the edge of the stage

V-Reversal:

 

Tyrant Charge – F+PPP : Cain charges his opponent with a shoulder tackle that sends his foes a full screen away

 

V-Skill:

 

Deadly Talon - MP+MK: Cain executes a raising knee attack that can be followed up by up to three stomp attacks, stomp attacks are executed with D+MK. Final stomp attack sends the opponent into the ground. The player can forego the follow up stomps for potential juggle combos. Can only juggle into Sound Explosion (projectile) mid screen, more options in the corner. Deadly Talon is -6 if blocked.

 

V-Trigger 1:

 

Enlightenment – HP+HK : Cain gains a serene focus that allows him to extend the range of his jumping, standing, and crouching fierce. HP+HK (Standing Extended Range Attack), D+HP+HK (Crouching Extended Range Attack), HP+HK (in air, Jumping Extended Rage Attack) Grants Cain access to three extended Yoga like extended range attacks. 2-bar V-Trigger

 

V-Trigger 2:

 

Deification– HP+HK : Cain gains a serene focus that allows him to recover from injury. Cain recovers 10 stamina per second for the next 20 seconds. Stamina recovery is does not occur while Cain is blocking or being hit. 3-bar V-Trigger

 

Specials:

 

Sound Explosion -QCF+P : Cain pulls back his right arm and sends it forward with such speed that it breaks the sound barrier sending an shock wave of energy towards his opponent. Projectile speed determined by the button pressed. Moderate startup and recovery time. Lowe damage.

 

Ascending Dragon Claw – F,D,DF+P: Cain strikes with a vicious rising palm strike to the chin while rising into the air. The player hit the punch button repeatedly for follow up attacks to increase the damage. LP (two more attacks), MP (three more attacks), FP (four more attacks).

 

Corkscrew Driver – 360° +P: Cain grabs his foes by the neck and rising into the air at near blinding speed almost appearing to teleport, at the apex of his rise, his foe is surrounded by cyclonic ki, he then sends them hurtling toward the ground, head first like a human drill bit. Punch button determines grab range and damage. LP (largest range/lowest damage), MP (moderate range/damage), HP (least range/most damage)

Singularity– HCB+K : Cain places his hands together at chest level, connecting his fingers and thumbs together forming a circle, he then generates a small rapidly spinning ki sphere in his hands that sucks his opponent toward him in a prone position if they are not blocking. Kick button determines the range and start up time. LK (quickest startup/least range), MK (moderate startup/range), HK (Slowest startup/longest range) EX (quickest startup/longest range)

 

Gatling Kick – QCF+K: Cain kicks his opponent, spinning them 180°, with their back facing Cain, he then strikes them with a barrage of kicks.

 

Phase Shift – F,D,DF+K: Cain claps his hands together a disappears. Kick button pressed determines the location he reappears. LK (Above and in front of his foe), MK (Above and behind his foe) HK (¾ of a screen away in front of his foe)

 

Critical Art:

 

Phase Assault – QCB+K : Cain rapidly Phase Shift's around his opponent striking them each time he appears before shifting one final time and nailing his opponent with massive blow that creates a shock wave upon impact and sends his foe hurtling to the other side of the screen.

 

Reasons to be in SFV:

 

Cain seeks to replace the Shadaloo's criminal organization with one of his own. All the while appearing to be an upstanding citizen. No one but his closest confidant, knows Cain's true aims or origins. Nor does the forces that brought to Shadaloo to it's end realize that he's effectively taken over more than 80% of their operations. He's become aware of the Secret Society and sees them as the only organization that can interfere with his goals.

 

Side Note:

 

  • Cain is Seth in his new organic body.
  • Cain used the data gained from the kidnapping of Bison's dolls along with information he was privy to as the head of S.I.N to construct new body.
  • His body has been specifically engineered to be resistant to Psycho Power to prevent any chance of Bison usurping his form.
  • He has an asset “Agent Marigold” that he use to bring down the remnants of Shadaloo that won't serve him via legal means. He also uses that asset to inhibit the Secret Society's plans.

 

Name: Charlene (Charlie) Nash

Spoiler

Nickname: The Sonic Siren

 

Sex: Female

 

Ethnicity: American

 

Height: 5ft 8in (1.73m)

 

Weight: 144lbs (65kg)

 

B/W/H: 35-26-36(89cm-66cm-91.5cm)

 

Hometown: Valparaiso, Florida

 

Appearance: Charlene has brown hair that is parted down the middle. Her hair is ear length on the left side and shoulder length on the right side. Charlene has an olive complexion. She has green eyes. Charlene wears a USAF dress uniform. She has on a white, short sleeved, collared shirt. A winged USAF logo is on each sleeve. Her upper right torso has name plate that says “Nash”. Charlene has her dog tags around her neck. She has a knee length dark blue skirt with sheer black stockings. There is a dark blue belt with a silver buckle around her waist. She has on dress shoes with no heels.

 

Likes: Flying, Root Beer, Guile, Reading

 

Dislikes: Secret Society, Kolin, Buffoonery

 

Fighting Style: Special Forces Training

 

Tone: Charlene is a serious young woman with a laser focus.

 

Origins: Charlene “Charlie” Bello Nash is the daughter of Charles Nash. Charlene never met her father. By the time her mother, Mirana, realized she was pregnant. Charlie had already left for basic training. Charlene inherited her parents intelligence and her father's athletic ability. She is a highly intelligent young woman. Charlie graduated high school at the age of 13. Upon her graduation, she sought out her father. Unfortunately, a solemn Guile appeared at her doorstep to break the news that he was MIA. Disheartened but not discouraged, Charlene endeavored to learn everything about her father. She took his last name, adopted the nickname “Charlie”, and became determined to become a pilot and martial artist in her own right. Charlene procured all of the videos of her father's AAMA (All American Martial Arts) fights. She began training on her own and enrolled in an ROTC program. Her eidetic (photographic) memory combined with her intelligence and natural athleticism allows her to learn any task with relative ease. Charlene earned her Bachelor's Degree and completed ROTC at age 15. She earned her masters at 16 and enrolled into the USAF. Now age 18, 2nd Lieutenant Charlene Nash is an expert pilot and martial artist.

 

Her Rival: Kolin

 

Attributes:

Health: 3 Power: 2 Range: 3 Mobility: 4 Technique: 3

1000 Stamina 950 Stun

 

Throws:

 

Barrel Roll – LP+LK : Charlene grabs her opponent and plants them into the ground with a swinging neck breaker.

 

Aileron Roll – B+LP+LK : Charlene grabs her opponent and throws them behind her with a reverse swinging neck breaker.

 

Hammerhead – LP+LK (in air): Charlene grabs her opponent out of the air, rotates them 180° degrees and throws them head first towards the ground.

 

Unique Attacks:

 

Flat Spin – B+HP: Charlene strikes with a low spinning back fist. Most be blocked low.

 

Falling Leaf – F+MP: (Overhead) Charlene hits her opponent with an overhead back fist strike. Slow start up, -2 on block.

 

Kulbit – B+MK : Charlene hits her foe with forward advancing back flip knee strike

 

Split S – F + HK: Charlene strikes with a back kick to the abdomen

 

V-Reversal:

 

Sonic Edge – F+KKK: Charlene strikes her opponent with a sweeping kick that generates a short range sonic boom that knocks her foe down.

 

V-Skill:

 

Sonic Step – MP+MK: Charlene dashes forward at blinding speed. Dash travels half the distance of her regular dash. Dash is projectile invulnerable from frame 3. Dash can be canceled into any of her normal attacks. V-Gauge generated from landed or blocked canceled normals.

 

V-Trigger 1:

 

Sound Barrier – HP+HK: Charlene maximizes her speed and mobility by tapping into her sonic ki. Her forward and back dashes are enhanced and she gains a new move. Sonic Shift.

  • Forward Dash reduced from 17F to 15F. Projectile invincible 3F to 12F.
  • Back Dash reduced from 23F to 21F. Projectile invincible 3F to 18F.
  • Foward, Backward, and Neutral Jump overall frames reduced from 45F to 44F.
  • Sonic Shift allows Charlene to seemingly teleport above in front B+HP+HK, above behind F+HP+HK, or Disappear then Reappear in the same place HP+HK.

V-Trigger drains over time. Each Sonic Shift depletes half her V-Gauge. 3-Bar V-Trigger

 

V-Trigger 2:

 

Sonic Wake – HP+HK: Charlene taps into her sonic ki to enhance the offensive capabilities of her attacks.

  • Sonic Cutter starts up 2F faster and hits twice, EX version starts up 3F faster, hits 3 times.
  • Sonic Bayonet startup reduced by 1F, advantage on hit increased LP (0F to 1F), MP (1F to 2F), HP (2F to 3F), EX (3F to 5F)
  • Sonic Saber now generates an short range crescent sonic projectile that gives the attack a slight boost in damage and range, Sonic projectile negates projectiles. EX generates a ¼ screen projectile.
  • Sonic Slicer no longer has a height restriction.

4 enhanced attacks per V-Trigger. 3-Bar V-Trigger

 

Specials:

 

Sonic Cutter -QCF+P: Charlene pulls back her right arm and quickly slices through the air with an overhead chop that generates a vertical blade of sonic ki that travels horizontally at her opponent. Button strength determines the speed of the projectile. All projectiles have moderate startup and quick recovery. (LP Slowest, MP Faster, HP Fastest, EX 2hits, 2F faster startup, LP+MP Slowest, LP+HP Faster, MP+HP, Fastest)

 

Sonic Bayonet –QCB+P: Charlene strikes her foe with a spinning back chop that generates a short range sonic wave of ki. Negates single hit projectiles when timed properly. LP(Fastest Startup, Point Blank) MP(Slower Startup, ¼ Screen), HP(Slowest Startup, ½ Screen), EX(Fastest Startup, 3 Hits, ½ Screen, Negates 3 Hit Projectiles, Overpowers Projectiles 2 hits or less)

 

Sonic Saber – HCB+K: (Anti Air) Charlene spins her back to her opponent and executes a rising back somersault kick. Damage and startup determined by the kick button pressed. LK (3F Startup, No Invincibility,) MK (4F Startup, Invincible To Airborne Attacks from frame 3, full projectile invincibility) HK (6F, Projectile Invincible from frame 3, Most Damage, Causes Juggle State) EX (3F Startup, Full Startup Invincibility, Causes Juggle State, Crush Counterable)

 

Sonic Slicer – QCB+K: (in air) Charlene jumps forward and performs a stationary forward somersault kick that generates a large short range projectile. Projectile travels approximately ¼ screen. Angle of the projectile is determined by the kick button pressed. LK (60° Angle), MK (45° Angle), HK (30° Angle). EX (LK+MK 60° Angle, LK+HK 45° Angle, MK+HK 30° Angle, 2 hits, causes a juggle state)

 

Critical Art:

 

Super Sonic Blitz – HCFx2+K: Charlene strikes her foe with a powerful 3 hit Sonic Bayonet that sends them twisting into the air. She follows up with a crushing 3 hit Sonic Saber that sends her opponent skyward. As they tumble back to earth sends them crashing to the side of the stage with a massive 5 hit Sonic Cutter. 11 Hits 330 Damage

 

Reasons to be SFV:

 

Charlene learns about her father's seeming resurrection from Tio (Uncle) Guile. She insists on investigating the manner further. She learns of the Secret Society and the mysterious Helen. Discovering that Helen is really Kolin, Charlene wishes to seek her out. Both Guile and her mother discouraged this but Charlene pressed forward in spite of their protest. She would find this Kolin and learn the truth about her father's fate.

 

Side Note:

 

  • Charlene's mother, Mirana is of Cuban American descent.
  • Charlene is fluent in English and Spanish
  • Her mother, Dr. Mirana Bello, has PhD in Aeronautics and Astronautics
  • Unbeknownst to her, her mother only allowed her to enlist at 16 after speaking to Guile. Charlene is assigned to Guile's unit.
  • She is mostly self taught, but Guile has given her a few lessons here and there.
  • Despite being only 18 years old. She is an accomplished pilot, thanks impart to Guile.
  • Many of her attacks are named for aerial piloting maneuvers

 

Name: Cody Travers

 

 

Nickname: The Fallen Hero

 

Sex: Male

 

Ethnicity: American

 

Height: 6ft 0in (1.83m)

 

Weight: 220lbs (100kg)

 

B/W/H: 45-36-39(114cm-91cm-99cm)

 

Hometown: Metro City, USA

 

Appearance: Cody has light brown hair and blue eyes. He wears an orange unbuttoned long sleeve Metro City Penitentiary shirt with a white t-shirt underneath. He has on blue jeans and white sneakers. His fists are are wrapped in blue bandages and his wrists are bound with long chained handcuffs.

 

Likes: A Good Fight, Jessica, Guy, Chili Dogs

 

Dislikes: Edi E., Boredom

 

Fighting Style: Street Fighting

 

Tone: Cody exudes the facade of an unrepentant brawler. He's to only be happy amidst the challenge of a good fight.

 

Origins: Cody is well known for both his rise to prominence and his fall from grace. Banding together with his best friend Guy and his girlfriend's father Mayor Mike Haggar, Cody took on the Mad Gear Gang to rescue his girlfriend Jessica. In rescuing Jessica, Cody would strike the final blow against Belger. Sending the crime boss flying through a window from the top of his high rise office to death dozens of stories below. That blow would go on to shape his life in ways he didn't know at the time. On his European vacation with Jessica, he began to receive photos of both he and Jessica. And then photos of Jessica when he wasn't around. He then received a haunting note. “Someone will pay for Belger's death. Spend your life behind bars or attend Jessica's funeral. You chose. Oh, and don't get any bright ideas hero. Anyone hears about this note and Jessica's blood will be on your hands. Even if you managed to track me down, she'd still be gone...” Shortly after his return to Metro City. Cody was arrested assault of corrupt Metro City Police Officer Edi. E. Despite Jessica and his friends, he pleaded guilty and refused their help. They didn't know it, but he was giving up everything to project Jessica.

 

His Rival: Victor Belger (Placeholder name)

 

Attributes: Health: 3 Power: 4 Range: 3 Mobility: 3 Technique: 4

1000 Health/1025 Stun

 

Throws:

 

Shoulder Toss – LP+LK: Cody grabs his opponent and tosses them forward over his shoulder.

 

Back Shoulder Toss – LP+LK: Cody grabs his opponent, turns around, and tosses them forward over his shoulder.

 

Unique Attacks:

 

Stomach Blow – F+MP : Cody hits his opponent with a swift punch to the gut.

 

Jaw Crusher – B+MP: Cody strikes with a quick uppercut to the jaw that can function as an anti air if correctly timed.

 

Hammer Hook – F+HP: (Overhead): Cody executes slow but long range overhead punch that hit's twice. Slow startup but -2 on block.

 

Crack Kick – F+HK: Cody strikes with a quick jump spin kick that sails over low attacks. Causes a juggle state if hits an airborne opponent.

 

Knee Drop - D+MP: (In Air) Cody performs his classic flying double knee from Final Fight.

Metro Combo – LP, LP, F+MP, HP (Target Combo): Cody's classic Final Fight combo. He hits his foe with two jabs followed by a body blow and then an uppercut.

 

Metro Flight - LP, LP, F+MP, D+HP(Target Combo): Cody hits his foe with two jabs, a body blow, and ends the combo with a shoulder toss.

 

V-Reversal:

 

Knee Strikes -F+KKK: Cody clinches with his foe and hits them with three quick knee strikes that send them a half screen away. (Classic Final Fight throw)

V-Skill:

 

Knife Fighting – MP+MK: Cody picks up his trademark knife, altering the properties of all of his punch normals. Each landed or blocked strike builds V-Gauge. If he is hit by his opponent he drops his knife. He doesn't drop the knife if he blocks an attack. Guard Crush attacks do cause him to drop the knife. Cody cannot pick up his knife in V-Trigger 1. In mirror matches there are two knives on screen to be picked up in the interest of balance.

V-Trigger 1:

 

Unleashed – HP+HK: Cody throws off his cuffs and orange over shirt. Now resembling his “Hero of Metro City” look, he fights at his full potential. All of his attacks, both normals and specials, are buffed making new combos possible.

  • Start up on all punch normals is reduced by a 1F. Standing and Crouching Jab are now 3F.
  • All kick normals gain an additional frame of advantage on hit.
  • LP Cyclone recovers 1F faster, MP Cyclone starts ups/recovers 1F Faster, HP Cyclone starts up 2F faster. EX Now hits 5 time and receives 20 damage/10 Stun buff
  • Cyclone Upper starts up 1F faster for all versions. LP/EX -2 on block, MP -4 on block, HP – 5 on block. EX gains armor Frame 3
  • Zonk Knuckle is -3 block and can be made safe if properly spaced.
  • Ruffian Kick gains projectile invincibility on Frame 3, EX on Frame 1

3-bar V-Trigger Permanent

 

V-Trigger 2:

 

Metro Ripper– HP+HK: Cody picks up his trademark knife, altering the properties of all of his punch normals. The damage and stun of all punch normals is increased. Lights by 5 damage/10 stun, Mediums by 10 damage/15 Stun, and Heavies by 15 damage/20 stun. If he is hit by his opponent he no longer drops his knife. Zonk Knuckle becomes Zonk Shank. Zonk Shank retains the properties of Zonk Knuckle i.e. -7 on block but receives a 25 Damage/Stun buff. 3-bar V-Trigger Permanent

 

Specials:

 

Cyclone – QCF+P: Cody performs a swift hook that generates a slow moving (roughly 3 ft/1m tall) cyclone of ki that travels along the ground towards his opponent. LP (1 hit, quick start up and slow recovery), MP (2 hits, slower start up, moderate recovery), HP (3 hits, slowest start up, quickest recovery) EX (3 hits, quick start up and recovery, causes juggle)

 

Cyclone Upper -QCB+P: Cody strikes with a powerful uppercut that generates a large (roughly 6ft/2m tall)stationary tornado in front of him. Nullifies projectiles. LP (moderate start up, 3 hits, -3 on block), MP (slow start up, 4 hits, -5 on block), HP (slowest start up, 5 hits, - 7 on block) EX (moderate start up, 6 hits, -3 on block, causes juggle state)

 

Zonk Knuckle – Hold P, Release: Cody strikes with a vicious dashing punch. Causes Juggle. Projectile invulnerable. Unsafe (-7 on block). EX (Hold two punch buttons, gains 1 hit of armor on frame 1, -7 on block)

 

Ruffian Kick – QCF +K: Cody quickly closes the distance on his opponent with a powerful kick. Kick button determines the angle of the kick. LK (sliding low kick), MK (dashing side kick), HK (dashing high side kick, Anti Air, juggles) EX (projectile invincible Frame 3. LK+MK sliding low kick, LK+HK dashing side kick, MK+HK dashing high side kick)

 

Critical Art:

 

Dead End Irony – QCFx2+K: Cody strikes his foes with a vicious barrage of kicks. LK (hits low), MK (hits mid), HK (Anti Airs). 350 damage

 

V-Trigger 1 Only

 

Final Destruction – QCFx2+P: Cody hits his foe with blinding combination of punches too fast for the eye to see before ending the assault with a powerful version of his Cyclone Upper that send his opponent sailing high into the air. His opponent comes crashing to earth planting them in the ground if this technique KO's his adversary. 400 damage

 

V-Trigger 2 Only

 

Last Dread Dust – QCBx2+P: Cody kicks dust into the eyes of his opponent before pummeling them with brutal combination of strikes capped off by a large pipe strike to the back that sends his adversary crashing into the screen. The initial cloud of dust Cody kicks up nullifies projectiles. 350 damage/175 Stun

 

Reasons to be in SFV:

 

Unbeknownst to Cody, Jessica figured out what happened long ago. She'd hoped Cody would tell her the truth, but she understood why he didn't. She broke up with Cody to convince him and the one threatening her, that their plan was working. While Cody has been locked away, she's been training with Guy and her father. She's not the damsel in distress Cody once knew. She sends him letter telling him “I know what you've done and why. Your heart was in the right place and I appreciate your sacrifice, but you should have trusted me with the truth. I'm not a timid little flower anymore. I'm going to go find who's behind this. There is no reason for you stay locked up anymore, come with me. Love, Jessica....” Cody folds up the letter, puts it in his pocket, and promptly breaks down the wall in his jail cell.

 

-I tried to combine Hero and Criminal Cody into one cohesive character.

-I did my best to adhere to the story we were given while making it more sensible. There are lot of characters in the SF universe that get into fights. Only Cody is in jail. Frankly it's lame. For all of it's flaws, Final Fight Revenge's explanation for Cody' being locked up made a lot more sense.

-This concept leaves open the possibility for Jessica Haggar concept as well as a concept for Belger's son. Belger's son is the one that wants Cody to suffer for Belger's death.

 

Name: Crimson Viper

Spoiler

Nickname: C.E.O. (Condescending Enhanced Operative)

Sex: Female

Ethnicity: American

Height: 5ft 9in (1.75m)

Weight: 148lbs (67kg)

B/W/H: 39-24-36 (99cm-61cm-91cm)

Hometown: McLean, Virginia

 

Appearance: Crimson Viper has very long red hair that's pulled into very large top braid that ends in pony tail that comes down to her calves. Her yellow visor style sunglasses hides her green eyes. She wears a gray skin tight catsuit with a high collar. The front is unzipped to just above her stomach giving a very low dipped “V” neckline that exposes her cleavage. Viper has a black leather harness on the shoulders of both her arms. She has black pocket compartment strapped to the bicep of her left arm. There is a black leather choker around her neck. Viper wears a pair of near forearm length black leather gloves on her arms. She has a high tech black watch around her left wrist. There is black leather belt around her waist with a large square silver buckle. Her feet are covered by a pair of black leather boots that come half way up her calves. There is a combat knife sheathed on her left boot. She has gun holstered to her right thigh.

 

Likes: Lauren (her daughter), Money

Dislikes: Working Overtime, Mission Impediments, Terrorist Organizations

Fighting Style: MCMAP (Marine Corps Martial Arts Program)

Tone: Crimson Viper has a superior attitude and if often condescending towards her foes.

 

Origins: REDACTED...

 

CLASSIFIED TOP LEVEL CLEARANCE REQUIRED!!

 

Security Clearance Verified

 

Code Name: Crimson Viper

Name: Maya Velasquez

Military Rank: Captain (United States Marine Corps)

 

Captain Velasquez was recruited from the Marines to the CIA's SAD/SOG (Special Activities Division/Special Operations Group). Cpt. Velasquez's proficiency tests show exceptional marksmanship as well as high level CQC training. Subject is MCMAP 6th Degree black belt. Prior to military enlistment, Cpt. Velasquez earned a black belt in American Karate. Her psychological profile points to the loss of her husband, Gunnery Sergeant Laurence Velasquez, as the primary motivator for interest in covert operations. GySgt. Laurence Velasquez was killed by an IED (Improvised Explosive Device) by a terrorist cell in the Middle East. Maya's skill set and unique appearance give make her an ideal candidate for infiltration missions. The brass has some concerns with putting a young mother in the field. However, that risk was deemed necessary.

 

Her Rival: Urien

Attributes: (With Battlesuit) Health: 2 Power: 3 Range: 3 Mobility: 5 Techniques: 5

(Without Battlesuit) Health: 2 Power: 2 Range: 3 Mobility: 3 Techniques: 3

925 Stamina 950 Stun (Suit only enhances offensive capability)

 

Throws:

 

Ab Fitness – LP+LK: Viper punches her opponent in the abdomen. She activates the seismic power of her glove on impact creating a shockwave that knocks her foe away from her.

 

Temple Massage – B+LP+LK: Viper jumps onto her opponents shoulders, slams her fists together on each side of their head, and activates the electric function of her gloves, causes them to collapse to the ground behind her.

 

Unique Attacks:

 

Viper Elbow – F+MP: Viper hops into the air and elbows her opponent while turning her body parallel to the ground. Slow startup, -2 on Block.

 

Double Kick – F+HK: Viper strikes with a high left roundhouse kick to the head, cocks back the same leg and mule kicks her opponent in the face.

 

High Jump – D,U or D,UF or D,UB: Viper activates the jets in her boots to increase height and overall travel distance of her jumps. “Empty” jumps have an additional 4F of landing recovery.

 

V-Reversal:

 

Crimson Elbow – F+PPP: Viper twists her upper body away from her opponent, and explodes forward back upward left elbow to her adversary's face.

 

V-Skill:

 

Hover – MP+MK: Viper activates the hover jets in her boots giving access to new movement options. Properties of V-Skill differ on the ground and in the air.

  • Neutral Hover – MP+MK: Viper executes a half height neutral jump.
  • Forward Hover – F+MP+MK: Viper executes a half height forward jump
  • Back Hover – B+MP+MK: Viper executes a half height back jump
  • Aerial Hover – MP+MK (In Air): Viper halts the momentum of her forward or back jump. She floats briefly before descending straight down.
  • Levitating Hover – MP+MK (In Air): Viper levitates briefly during the descent of her neutral jump.

Aerial and Levitating Hover have an additional 4F of landing recovery if no attack button is pressed. V-Gauge builds after any blocked or landed attack post Hover.

 

V-Trigger 1:

 

Stun Field – HP+HK: Viper overclocks her suits electric subsystems generating an electric field around her. Her opponents stun gauge slow fills when they are within the field. Effect only does not occur when Viper is knocked down or when she is thrown. When her foes hits her, their Stun Gauge doesn't increase but it does not decrease either. V-Gauge drains quickly for the duration of this V-Trigger. 2-Bar V-Trigger

 

V-Trigger 2:

 

Afterburn – HP+HK: Viper overclocks torches in her heels enveloping her feet in flames. Viper's normal kick attacks gain a flame effect that grants them a slight damage boost. Her kick attacks cause chip damage for the duration of this V-Trigger. A small puff of flame is created during the startup her high jumps and Aerial Hover/Levitating Hover. This buff of flame has a hit box and can be used to create high execution combos. V-Gauge drains slowly over time. 3-Bar V-Trigger

 

Specials:

 

Thunder Knuckle – QCB+P: Viper twists her upper body backward, charges her left fist with electricity, and charges towards her opponent. Punch button determines attack properties. Attack can be canceled by pressing two P buttons immediately after startup. LP(Low Dashing Punch, ¼ Screen), MP (Standing Dash Punch, ¼ Screen), HP(Anti Air, Rises at 60° Angle) EX(High Dashing Punch, ¾ Screen, Side Switch, Passes Through Opponent's Causing a Crumple State)

 

Seismic Shockwave – QCF-P: Viper raises her left fist into the air before slamming into the ground creating a shockwave of seismic energy that travels along the ground. Speed of the shockwave is determined by the punch button pressed. Attack leaves her opponent standing. Attack can be canceled by pressing two P buttons immediately after startup. LP(Slowest) MP(Faster), HP(Fastest), EX(Fastest, Width of the Shockwave is Doubled, Causes a Juggle State)

 

Seismic Hammer – F,D,DF+P: Viper raises her right fist into the air before slamming into the ground creating seismic explosion beneath her opponent's feet. Punch button determines were the explosion appears. Attack can be canceled by pressing two P buttons immediately after startup. LP(Point Blank), MP( ½ Screen), HP( ¾ Screen), EX(Covers Point Blank to ½ Screen)

 

Burn Kick – QCB+K: Viper flips into the air before striking her opponent with a split kick that sets them ablaze. Range of this attack is determined by the kick button pressed. Attack has slow startup. All version are throw invincible. LK(Point Blank), MK( ¼ Screen), HK( ½ Screen), EX(Gains Projectile Invincibility, Fast Startup, Aerial Flip Prior to Kick now has a hit box, 3 Hits)

 

Aerial Burn Kick – QCB+K: (In Air) Viper flips while in the air before striking her opponent with a split kick that sets them ablaze. Can only be performed from a Forward Jump, Forward High Jump, Forward Hover, or Forward Aerial Hover. Attack has slow startup, but has faster startup than grounded version. LK(Slowest Startup), MK(Slower Startup), HK(Slow Startup), EX(Gains Projectile Invincibility, Fast Startup, Flip Prior to Kick now has a hit box, 3 Hits)

 

Critical Art:

 

Burning Shock Quake – QCFx2+P: Viper twists her upper body backward, cocking her left leg high into the air before slamming her flame covered heel into the ground. The ground beneath her foes feet ignites setting the ablaze. She then slams her electrically charged right fist Into the ground. This causes a bolt of electricity to shoot up from the ground shocking her foe. Viper pulls back both of her fist overhead before slamming them into the ground creating an explosion of seismic energy beneath her opponent's feet that sends them shooting high into the air. Her foe crashes back to the Earth, head first, and is planted into the ground if the attack results in a KO. 4 hits 330 damage (3x75, 1x105).

 

Reasons to be in SFV:

 

After successfully infiltrating and undermining S.I.N, Viper's superiors set their sites on Shadaloo losing an operative, Smalt Raven, in the process. Before a counter strategy could be divised, an alliance of the US Military, Interpol, and the Kanzuki Zaibatsu were able to take down Shadaloo. However, Viper was able to ascertain that another organization puppeted the strings that led to Shadaloo's fall. Through intel gained from her informant, Magenta Spider, Viper discovers there are two factions within this organization. She hopes to bring down this “Secret Society” from the inside by sowing discord amongst the two rival factions.

 

Side Notes:

 

CLASSIFIED LIMITED ACCESS GRANTED DUE TO LACK OF SECURITY CLEARANCE

 

  • The loss of her REDACTED was chief motivator in joining the CIA.
  • Her maiden name is REDACTED.
  • REDACTED is named after REDACTED.
  • REDACTED  when she is on deep cover operations.
  • Informant Magenta Spider's identity is REDACTED
  • Operative REDACTED is based out of REDACTED

 

Security Clearance Verified

 

  • The loss of her husband Gunnery Sergeant Laurence Velasquez was chief motivator in joining the CIA.
  • Her maiden name is Ortiz.
  • Her daughter Lauren is named after her father Gunnery Sergeant Laurence Velasquez .
  • Her daughter Lauren is watched by Operative Velasquez's parents when she is on deep cover operations.
  • Informant Magenta Spider's Identity is Han Joo Rhee (Juri Han)
  • Operative Crimson Viper is based out of Mclean, VA the location of CIA Headquarters

 

Name: Decapre

 

 

Nickname: The Hidden Blade

 

Sex: Female

 

Ethnicity: Russian

 

Height: 5ft 4in(1.62m)

 

Weight: 134 lbs. (61kg)

 

B/W/H: 34-22-35 (86cm-57cm-88cm)

 

Hometown: Novosibirsk, Russia

 

Appearance: Decapre is short athletic woman with a gymnasts build. She has platinum blonde hair with long bangs that cover the left side of her face. Decapre has a single long pigtail. Her eyes are amber in color and the left side of her face is scarred with burns. Decapre has a sleeveless blue-gray colored tactical military uniform. She has dark grey elbow length gauntlets with fingerless gloves. Her boots are calf length and match the color of her gauntlets.

 

Likes: Ballet, Cammy, Dogs, Masks

 

Dislikes: Cats, Large Crowds

 

Fighting Style: Shadaloo Assassination Techniques

 

Tone: Decapre is a woman of few words. She has poor social skills due to being abducted during her formative years.

 

Origins: Decapre was the original prototype for the dolls. She was blessed, or cursed depending on the perspective, with a natural affinity for Psycho Power. Her true origins are unknown, Decapre refuses to speak of them. However, Interpol believes she is a missing girl from Russia. Fifteen years ago, a young ballerina savant was orphaned in suspicious accident. She was adopted by a Senoh, who is now known to be the lead scientist at Shadaloo, and never seen or heard of again. After the fall of Shadaloo, Decapre was having a difficult time adjusting to life without Psycho Power. Most of the dolls, except for Cammy*, were kidnapped and modified during adolescence. Decapre has been infused with Psycho Power for most her life. At Cammy's behest, Dhalsim came to MI6 to help Decapre. With his help, she was able to gain a measure of peace. Decapre is still a loner. However should does open up to Cammy and Abel (If he brings his dog), on occasion.

 

Her Rival: Ed

 

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 4 Technique: 4

 

925 Stamina 925 Stun

 

Throws:

 

Concealed Assault Advance – LP+LK : Decapre grabs her foe, strikes so quickly that she fades from view, causing her foe to fly into the air before slamming toward the ground.

 

Concealed Assault Invert – B+LP+LK: Decapre grabs her foe, strikes so quickly that she fades from view, appearing to phase through her foe as they go sailing behind her.

 

Concealed Assault Hover – LP+LK : (In Air) Decapre jumps into the air and grabs her foe, strikes so quickly that she fades from view, and reappears as she kicks them towards the ground.

 

Unique Attacks:

 

Twin Blades – B+HP: Decapre strikes with right hooking bladed fist strike followed by a left hooking bladed fist strike.

 

Fox Tail – DF+MK (Overhead) Decapre hops forward and strikes her foe with an overhead right kick. Quick startup, -6 on block.

 

Inverted Edge – B+HK: Decapre strikes with somersault backflip kick that sends her opponent into the air. Attack can anti air but it has slow start up. Causes a juggle state.

 

Sharp Ascent – B+MP, HK (Target Combo – Launcher): Decapre hits her foe with a quick left uppercut followed by single handstand kick that sends her foe into the air. Can be comboed into Concealed Assault Hover (Air Throw). -7 on block

 

Scarred Blade – MP, HP (Target Combo): Decapres strikes with a straight right punch followed by a left handed bladed punch to the sternum.

 

V-Reversal:

 

Black Widow– F+KKK : Decapre rises into the air with swift knee strike, briefly fades from view, and lands an “invisible” strike that sends her foe slamming towards the ground.

 

V-Skill:

 

Invisible Ray – MP+MK : Decapre throws out a left open palm strike that sends an invisible ki wave at her opponent. Attack nullifies projectiles. Invisible Ray can be charged. Tapping MP+MK has a ½ screen range but starts up faster. Holding MP+MK increases the startup time but gives the attack full screen range.

 

V-Trigger 1:

 

Blades of Vengeance – HP+HK : Decapre focuses suppressed anger into her fists creating lavender blades of ki that resemble the Psycho Power infused daggers that she wielded as one of Bisons dolls. Slightly extends the range, damage, and stun of all of her punch attacks. Light Punches 5 Damage/5 Stun, Medium Punches 10 Damage/10 Stun, Heavy Punches 15 Damage/15 stun. EX Vengeful Sting now causes a juggle state. EX Rapid Dagger now causes a crumple state. 3-Bar V-Trigger Permanent

 

V-Trigger 2:

Orb of Punishment - HP+HK: Decapre concentrates her rage into a massive slow moving sphere of ki. Sphere locks opponent in place on hit doing 150 damage/200 stun and putting them in a crush counterable state. If blocked, Decapre's opponent still receives 150 stun damage. Single use V-Trigger. 2-bar V-Trigger.

 

Specials:

 

Vengeful Sting-(charge)D,U +P: (anti-air) Decapre focuses all of her ki into her right fist as she strikes with a blade fist uppercut. LP(4F Startup, Throw Invincible) MP (5F Startup, Invincible to Airborne Attacks), HP (7F Startup, Strike/Projectile Invincible from frame 3), EX (4F Startup, Full Startup Invincibility)

 

Rapid Dagger – Repeatedly Press P: Decapre charges at her foe while striking them with a succession of bladed punches. LP(4 hits, -3 On Block), MP(6 hits, -5 On Block), HP (8 hits, -7 On Block), EX(8 hits, -3 On Block)

 

Mirage- (charge)B,F + K: Decapre moves forward with great speed, seeming to fade from view. Angle of Mirage is determined by the kick button. LK (Full Screen Distance, Horizontal), MK(30°Angle), HK(60° Angle), EX LK+MK (Full Screen Distance, Horizontal), LK+HK(30°Angle), MK+HK(60° Angle)

  • Ground Break – P (From LK Mirage):LP Retreats ½ Screen, MP Halts Dash, HP passes through opponent, EX (LP Retreats Full Screen, MP Halts Dash with Faster Recovery, HP passes through foe, leaves further away)
  • Steel Saber - K(From LK Mirage): Decapre executes a sliding kick that goes under projectiles. Unsafe on block unless properly spaced. EX follows up the Steel Saber with Flying Neck Hunt her USFIV Air Throw (Projectile Invincible, Hard Knock Down)
  • Aerial Break – LP(From MK/HK Mirage): Decapre retreats to original position
  • Hidden Dive – MP(From MK/HK Mirage): Decapre dives straight down
  • Shadow Hammer – HP(From MK/HK Mirage: Decapre dives straight down slamming her fist into the ground. EX Causes Juggle State
  • Shadow Needle – K(From MK/HK Mirage: Decapre strikes her foe with a dive kick. EX causes a crumple state

 

Cannon Drill-(charge)B,F +K: (In Air) Decapre strikes with a horizontal corkscrew kick from her back jump. Kick button alters slightly alters the angle of descent. EX Is Projectile Invincible.

 

Critical Art:

 

Razor Combination Stinger -(charge)B,F,B,F +K: Decapre strikes her foes with blinding speed, sending them into the air, before fading from view. Her foe riddled with strikes from from all angles before Decapre appears above them and drives them into the ground with a powerful dive kick to the sternum. Angle of the first strike determined by the kick button pressed. LK (Full Screen Distance, Horizontal), MK(30°Angle), HK(60° Angle). (20 hits 340 damage) V-Trigger (20 hits 380 damage)

 

Reasons to be in SFV:*

 

Despite the bonds Decapre is developing with Cammy, her “sisters”, and Abel. Decapre has an uneasy feeling. She meditates daily, just as she was instructed by Dhalsim, but she feels the pull of a familiar energy. Decapre knows Psycho Power when she feels it. She must seek out the source and snuff it out if she is every truly going to know peace.

 

*I know this isn't canon. For this concept, Decapre was kidnapped at 7 and cloned. The lessons learned from the experiments on Decapre, would be implemented on her clone code name “Killer Bee”. Killer Bee was moved to the Shadaloo facility in the U.K. There she was aged to match Decapre's age and educated by Shadaloo scientists Dr. Cameron White. This explains where Cammy's name comes from and why Decapre and She have different accents.

 

*Decapre's face was scarred during the initial psycho power infusion process. The equipment overloaded causing a fire that burned her face.

 

 

Edited by Darc_Requiem
Posted (edited)

Name: Deneb

Spoiler

Nickname: Soul Heir of Shadaloo

 

Sex: Female

 

Ethnicity: Thai(?)

 

Height: 5ft 7in(1.70m)

 

Weight: 152lbs. (69kg)

 

B/W/H: 38-25-37 (97cm-64cm-94cm)

 

Hometown: Nakhon Si Thammarat, Thailand

 

Appearance: Deneb is a well built woman with long flowing emerald green hair. Her eyes and teeth are a pristine white. She wears a lime green military uniform with gold metallic shoulder guards. There is long flowing black cape hanging from her shoulders. Deneb wears gold gauntlets on her forearms, has no gloves, and emerald green nail polish on her fingernails. She has black leather belt around her waist with a golden belt buckle that features a lighting bolt in the center of it. Deneb had full length lime green pants, with gold shin guards, and black leather combat boots.

 

Likes: Power, Adoration, Chess, Strategy

 

Dislikes: Failure, Incompetence

 

Fighting Style: Soul Power

 

Tone: Deneb has calm demeanor. Her magnanimous nature garners an intense loyalty from her followers.

 

Origins: Deneb's origins are unknown. There are only theories. Some say she is Bison's natural born daughter. Others think she's was designed by Shadaloo's scientists. Her attire is reminiscent of Bisons although she has apparent fascination with the color green. After Bison's defeat, Deneb sees her chance to take the reigns of Shadaloo. While her father used the organization to instill fear the masses in the hopes of dominating the globe, Deneb takes a different path. She uses the vast resources of Shadaloo to instill hope in the people. Helping the downtrodden and garnering an almost Saint like reverence....

 

Her Rival: Ed

 

Attributes: Health: 3 Power: 4 Range: 3 Mobility: 3 Technique: 4

 

1000 Stamina 1000 Stun

 

Throws:

 

Soul Slam - LP+LK: Deneb engulfs her opponent in Soul Power, levitates them with her left arm, and slams them down to the ground with her right arm.

 

Soul Toss - B+LP+LK: Deneb engulfs her opponent in Soul Power, levitates them with her left arm, and uses her right arm to toss them behind her.

 

Unique Attacks:

 

Soul Adze – F+MP(overhead): Deneb leans backward with her right arm behind her before striking with a powerful overhead chop. Slow startup, -2 on block. Psycho Axe variaton

 

Soul Slide – DF+MK: Deneb falls to her butt before sliding forward with one leg extended. Leaves foes standing. Travels under projectiles if timed properly.

 

V-Reversal:

 

Soul Repulse – F+PPP : Deneb slams her hands together creating a Soul Power explosion that sends her foes hurtling away.

 

V-Skill:

 

Soul Blast– MP+MK : Deneb strikes with a quick but powerful chest level straight punch. The punch creates a large slow moving sphere of Soul Power. Attack can be charged to increase projectile durability and stun damage. Uncharged -5 on block, 2 hits (1 strike/1 projectile) 75 Damage/125 Stun. (Punch 50 Damage/25 Stun, Projectile 25 Damage/100 Stun). Charged+3 on block, 4 hits (1 strike/3 projectile)125 Damage/250 stun. (Punch 75 Damage/100 Stun, Projectile 50 Damage/150 Stun). Both the initial punch and projectile can nullify projectiles. If time properly, the punch will nullify the opponent's projectile and Deneb's projectile will continue on towards her foe.

 

V-Trigger 1:

 

Pure Soul– HP+HK : Deneb summons the full breadth of her Soul Power. Altering all of her special attacks.

  • Soul Sphere becomes Aura Soul Sphere. Aura Soul Sphere starts up 2F faster and now hits twice. EX Aura Soul Sphere starts up 3F faster and hits 3 times.
  • Angel's Inverse becomes Divine Inverse. Projectile Invincible from Frame 3. EX Divine Inverse now causes a crumple state.
  • Clipper Stomp becomes Daydream Crush. All versions Fully Startup Invincible. EX causes a ground bounce juggle state.
  • Soul Piercer becomes Aura Soul Piercer. Projectile Invincible Frame 3. 10 Damage/20 Stun buff. Standard version gains limited juggle state. EX can juggle mid screen.

Enhanced specials drain V-Gauge. Six enhanced specials per V-Trigger. 3-bar V-Trigger

 

V-Trigger 2:

 

Soul Warp– HP+HK : Deneb uses her Soul Power to enhance her mobility. She gains the ability to teleport. Deneb can teleport both on the air and in the ground. Teleport can be canceled into from blocked normal attacks. HP+HK teleports and returns to the same location. F+HP+HK teleports right behind the opponent. B+HP+HK teleports a half screen away. 2-bar V-Trigger

 

Specials:

 

Soul Sphere- QCF + P: Deneb pulls back her left arm, summons an orb of Soul Power, and hurls it at her foe. Punch button determines the speed of the projectile. LP (Slow), MP (Faster), HP (Fastest), EX (2 hits LP+MP Slow, LP+HP Fast, MP+HP Fastest) All projectiles have slow start up and quick recover. Roughly twice the size of Ryu's Hadoken.

 

Angel's Inverse -F,D,DF + P: Deneb jumps forward towards her opponent, somersaults once, and slams both of her palms into her opponent's head. Punch button determines the distance of the jump. Goes over projectiles if time properly. LP (½ Screen), MP(2/3 Screen), HP (¾ Screen), EX(Projectile Invincible Frame 1, Auto Tracks)

 

Clipper Stomp -F,D,DF + K: (Anti Air) Deneb performs a rising back flip scissor kick that ends in a chest stomp. LK(4F Startup, Throw Invincible) MP (5F Startup, Invincible to Airborne Attacks), HP (6F Startup, Strike/Projectile Invincible from frame 3), EX (4F Startup, Full Startup Invincibility)

 

Soul Piercer- QCB +K : Deneb performs a standing right head kick into a rapidly spinning chest high corkscrew kick. All versions knock down. -3 on block if spaced properly. Unless if blocked at point blank range. LK (2 hits, ½ Screen), MK(3 hits, 2/3 Screen), HK (4 hits, ¾ Screen), EX(Frame 3 Armor, 4 hits, ¾ Screen)

 

Critical Art:

 

Aura Soul Geyser-QCFx2 + K: Deneb performs a rising back flip scissor kick into a rising Soul Crusher (Soul version of the Psycho Crusher). Deneb spins through her foes as she rises, stops her rotating, and double stomps her foes chest driving them into the ground. 14 hits 350 Damage

 

Reasons to be in SFV:

 

Deneb seeks the use the popularity of the Worldwide martial arts tournament to expand her sphere of influence. Shining an even bigger light on her charitable acts. The more hopeful the people, the more powerful her Soul Power grows. As they begin to deify her, the people will look to Deneb and Shadaloo instead of their own governments. Deneb will succeed where her father failed. Her grand gestures are not out of the kindness of her heart, but just another method of increasing her power and gaining domination over the world. People seek to bring down a tyrant. People die to protect a saint...

 

Side Note:

  • Like Vega, Deneb is the name of a star
  • I made the joke, so I had to make the concept.

 

Name: Dimitra

Spoiler

Nickname: The Vengeful Fury

 

Sex: Female

 

Ethnicity: Macedonian

 

Height: 6ft 0in(1.83m)

 

Weight: 165 lbs. (75kg)

 

B/W/H: 36-27-36(92cm-68cm-92cm)

 

Hometown: Veria, Greece (Born in Gevgelija, Macedonia)

 

Appearance: Dimitra is a towering woman with an olive complexion and athletic build. She has sage green eyes and 39 inch (1m) long legs. Her hair is ash brown in color, curly, and shoulder length. Her wardrobe consists of a juniper green singlet with wide walnut brown stripes on the sides. There is a walnut brown symbol of Gaea located at the center of her chest. Dimitra has juniper green gloves on her hands and ankle high brown wrestling shoes. There is a green gem located on the center of her forehead.

 

Likes: Spanakopita*, High Heels (She likes towering over people), Alexandros

 

Dislikes: Her Foster Parents, Deceitful People, Urien

Fighting Style: Gaean Pankration

 

Tone: Dimitra puts forth the facade of being an outgoing and sociable woman. In truth, she distant truly trusts no one.

 

Origins: Orphaned at a young age, Dimitra spent her earliest years in various orphanages. Her unusual height made her appear older than she was and seemed to turn off perspective parents. One day a family showed up with their young daughter. Their daughter, Iro, could almost be her twin. Iro's parents smiled at her. Before she knew it, she not only had parents but a “twin” sister too.

 

Iro's parents showered Dimitra with attention. To celebrate her adoption, her new parents gifted her with a beautiful green jewel that was implanted in her forehead. Iro and Dimitra truly looked like twins now. While Iro was sequestered at home with Antreas and her tutors, She was allowed to travel freely. Dimitra was sent to the best boarding schools. Where ever she went, her bodyguard and pankration instructor Alexandros, was always nearby. Dimitra hated training, however Alexandros insisted. No matter what, everyday, sick or well, Alexandros would make her train. Through Alexandros' persistence and her efforts, she was able to master the Boon of Demeter. One of the 66 Secret Arts. Even Alexandros was taken back by this. To her surprise, he insisted that she did not tell her parents about this feat.

 

While visiting her parents in Rhodes, Dimitra, Alexandros, and her parents came under assault by a group of robed figures lead by well dressed man with a jewel in his forehead like her own. Her parents quickly fell, right before her eyes. However the robed figures were no match for Alexandros and her. The well dressed man was another matter. Even with their combined strength they were quickly overwhelmed. As she fell to the ground and faded from consciousness the last thing she was Alexandros being struck down. Awakening in the morgue, Dimitra stumbled away into the night. Vowing vengeance against those wronged her.

 

Her Rival: Urien

 

Attributes: Health: 3 Power: 2 Range: 3 Mobility: 4 Technique: 3

 

1000 Stamina 1000 Stun

Throws:

 

Macedonian Buster – P+K: Dimitra grabs her opponent by the head with both hands and drives them face first into the ground as she falls into a seated position. The attack is basically a Sit Out Facebuster

 

Macedonian Slam – B+P+K: Dimitra picks up her opponent and violently power slams them behind her.

 

Unique Attacks:

 

Erinyes's Vengeance– F+ HP (Overhead): Dimitra reels back and slams her opponent with a brutal headbutt. Slow start up, safe on block.

 

Falling Boulder– D + MP (In Air): From the apex of her forward jump, Dimitra executes a cannonball dive straight down onto her opponent. Must be blocked high.

 

Earthen Axe– B+ HK: A high front kick that can be used as an anti air if timed properly

 

V-Reversal: 

 

Shield Breaker- F+KKK: A swift knee to the abdomen to causes her opponent to crumple to the ground

 

V-Skill:

 

Focus of The Furies– MP+MK : Dimitra lowers her head and clinches her fists causing the gem in her forehead to glow. This eliminates the charge time of her next special attack. Completing the animation causes her to gain a small amount in V-Gauge. Landing a charged attack after a successful Focus of The Furies also gains V-Gauge.

 

V-Trigger 1:

 

Boon of Demeter: One of the 66 Secret Arts. Dimitra infuses herself with power of earth. 10% of all of the damage dealt by Dimitra is converted into stamina recovery. All of her normal and special attacks gain a 5% damage buff. She takes no white life damage during her V-Trigger. V-Trigger drains over time. 2 bar V-Trigger

 

V-Trigger 2:

 

Curse of Demeter: Dimitra perverts the Boon of Demeter to inflict her wrath on her opponent. 10% of all of the damage dealt by Dimitra is converted into additional stun damage. Her opponent's white life recovery is halted during her V-Trigger. V-Trigger drains over time. 2 bar V-Trigger

 

Specials:

 

Earth Breaker- HCB+ P (Command Grab): Dimitra grabs her opponent by the ankles, yanks their legs out from under them causing them to slam the back of their head into the ground. As they are slamming into the ground, Dimitra jumps into the air and rains down a powerful punch to their head. LP(Most Range, Lowest Damage) MP(Less Range, More Damage, Higher Frame Advantage on hit), HP (Least Range, Most Damage, More Frame Advantage than LP, Less than MP) EX (Throw Invincible, Most Range, Most Damage, Highest Frame Advantage)

 

Discus Lariat- Charge B,F + P: Dimitra rotates 360° degrees as she quickly dashes forward and floors he opponent with a violent clothesline. Projectile invincible during startup, punch button determines the distance traveled. LP(1/4 screen distance, -2 on block) MP(1/2 screen distance, -4 on block), HP(3/4 screen, -5 on block), EX(3/4 screen, gains armor on frame 3, -2 on block)

 

Titan's Hammer -Charge D,U+P: (Anti Air) Dimitra strikes her opponent with a rising double axe handle blow followed up by a sit down power bomb. LP (3F Startup), MP (5F Startup) HP (7F Startup) EX(3F Startup, Fully Startup Invincible, Power Bomb causes ground bounce)

 

Aftershock - Charge B,F + K: Earth Ki based projectile. Dimitra stomps the ground generating a waist high shockwave of ki that travels along the ground towards her foe. Kick button determines speed. LK (Fastest startup, slowest recovery and speed), MK (Slower startup, faster recovery and speed) HK (Slowest startup, fastest recovery and speed) Must be blocked low. EX version puts the opponent into a crumple state.

 

Critical Art:

 

Wrath of Gaea- HCFx2+K: Dimitra stomps the ground with incredible force creating a powerful shock wave beneath her opponent's feet. The force of the shock wave sends her opponent sailing high into the air. Her foe then crashes into the Earth with enough to force to plant them into the ground.

 

Reasons to be in SFV:

 

Dimitra has spent the last several years training with an intensity and focus that she never had before. She relives the her near death and the lost of her family every night in her dreams. Wondering if she had taken Alexandro's teachings more seriously if she would have been able to save them. During this time she learned an awful truth. Alexandro left all of his earthly possessions to her. In his belongings, she found a letter. A letter told her that her parents only adopted her to die in Iro's place. When he learned this awful truth, it was he and not her parents that opted to train her. While he was honor bound to serve them and his younger brother Antreas, he was determined to forge Dimitra into a warrior that could survive trials to come. Now Dimitra no longer seeks revenge for her family only Alexandros. She not only seeks to fell the man known as Urien, but also her “sister” Iro and her mentor Antreas to see if she was complicit in this betrayal.

 

Side Notes:

 

  • Spanakopita is Greek spinach pie
  • Gaea is the greek goddess of earth
  • Demeter is the Greek Goddes of agriculture and harvest.
  • Erinyes are the Greek furies, the goddesses of vengeance
  • Alexandros and Antreas were saved from the Secret Society by Dimitra's adoptive parents and owed their lives to them. So they begrudingly aided in their plan to save Iro from the Secret Society. Antreas copied the codex of the 66 Secret Arts for Alexandros and ensured that the green gem bestowed upon Dimitra was genuine. They wanted to honor their life debt but give Dimitra the best chance to survive her fate. Iro has no idea of what her parents had planned.
  • Dimitra was selected from several candidates for adoption. Her adoptive parents did extensive research into her family's background and history. They wanted to be certain to find a “twin” that could be passed off as their true daughter. Their data indicated that Dimitra would mirror Iro's physical appearance into adulthood.

 

Name: Dorji (Means Diamond)

Spoiler

Nickname: The Raging Snowstorm

 

Sex: Female

 

Ethnicity: Tibetan (Khampa)

 

Height: 5ft 9in(1.75m)

 

Weight: 155 lbs. (70kg)

 

B/W/H: 37-27-37 (94cm-69cm-94cm)

 

Hometown: Lhasa, Tibet (China)

 

Appearance: Dorji is a tall, well built woman with silver hair and grayish blue eyes. Her waist length hair is styled in microbraids. Dorji has a white beaded necklace. She wears a blue traditional male Tibetan chupa*. This traditional dress has long sleeves and hangs down to just above Dorji's knees. She has on white pants underneath that are barely visible due to the blue boots she wears that come up to just below her knees.

 

Likes: Being Incognito, Shabalay (Tibetan Meat Patties), Meditation

 

Dislikes: Standing Out, Illuminati

 

Fighting Style: Tescao

 

Tone: Dorji is a stern and no nonsense woman that shows no mercy to the unjust.

 

Origins: Dorji is the youngest of “Twin Leopards of Lhasa”. This mysterious duo garnered their nickname due to their usual hair and eye color. Snow Leopards have silver grey colored fur and can have grayish blue eyes. Known for her aggressive and relentless fighting style. Dorji has the demeanor of an enforcer. Along with her brother, Dorji seems to have specific targets. They all seem to be from the a certain “Secret Society”. If they cross her brother, she crosses them off...permanently.

 

Her Rival: Norbu

 

Attributes: Health: 3 Power: 4 Range: 3 Mobility: 2 Technique: 4

 

1000 Stamina 1000 Stun

 

Throws:

 

Chilling Blow – LP+LK: Dorji grabs her foe by the back of the head with her left hand, pulls them towards her, and slams an overhead right elbow strike between eyes. Her opponent falls backward landing in front of her.

 

Chilling Axe – LP+LK: Dorji grabs her foe by the back of the head with her left hand, pulls them towards her, and strikes them in the throat with right hand chop. Dorji passes behind her opponent as they fall to the ground.

 

Ice Breaker – LP+LK: (In Air) Dorji grabs her foes head with both hands mid air and then goes straight down to ground where she slams her knee their face send them flipping in front of her.

 

Unique Attacks:

 

Cold Sickle – B+MP: Dorji strikes with a left backhand chop.

 

Chilling Sickle – F+HP: Dorji strikes with a right chop uppercut that can anti air if timed properly.

 

Cold Shoulder – B+HP: (Hit Grab)Dorji grabs her opponent, spins behind them, and violently should charges them in the back. Slow startup, -4 on block, side switches, leaves her at advantage right next to her fallen opponent.

 

Chilling Heel – B+HK: Dorji strikes with a spinning back sweep that slides a short distance (¼ Screen) along the ground. Leaves her foe standing. Goes under projectiles.

 

V-Reversal:

 

Frost Spike – F+KKK: Dorji generates a lance of ice around her leg as she sidekicks her opponent. This causes them to crumple at her feet.

 

V-Skill:

 

Ice Sheet – MP+MK: Dorji stomps the ground creating a slow moving sheet of ice that travels along the ground. Causes the opponent to stumble on hit. Must be blocked low.

 

V-Trigger 1:

 

Furious Winter – HP+HK: Dorji's gains increased command of her frozen ki. The stun damage on all of her attacks is increased and the recovery of her opponents stun bar is cut in half. Normal attack receive a stun buff of 5, 10, 20 damage on light, medium, and heavy attacks. Special attacks receive a stun buff of 10, 20, 40 on light, medium, and heavy attacks. V-Trigger slowly drains over time. 3-bar V-Trigger

 

V-Trigger 2:

 

Sudden Blizzard – HP+HK: Dorji's gains an enhanced mental clarity. The charge time for all of her special attacks is cut in half. Opening up new combo options. 2-bar V-Trigger

 

Specials:

 

Avalanche Palm - Charge B,F + P: Dorji hammers her foe with a powerful, left-right-left, open palm strike combination. Distance traveled is determined by the strength of the punch button. LP (Point blank, fully projectile invincible), MP(½ Screen, Projectile Invincible after 3F), HP (¾ Screen, Projectile Invincible after 3F). EX(Projectile Invincible, Causes a Wall Bounce)

 

Ice Fountain – Charge D,U+ P: (Anti Air) Dorji strikes her opponent with a rising, left-right-left, open palm strike combination. High stun, high damage, slow recovery, crush counterable. LP(3F Startup, Throw Invincible) MP (4F Startup, Invincible to Airborne Attacks), HP (6F Startup, Strike/Projectile Invincible from frame 3), EX (3F Startup, Full Startup Invincibility)

 

Frozen Guillotine - Charge D,U + K: (Overhead) Dorji flips into air landing in a full split kick. All versions knock down. Kick button determines startup, range, and damage. LK (Point blank, Fastest Startup, Least Damage), MK( 1/8 Screen, Slower Startup, More Damage), HK (¼ Screen, Slowest Startup, Most Damage, Causes Limited Juggle State)EX (Fastest Startup, Grains Armor Frame 3, Causes Ground Bounce)

 

Frost Bisect - Charge B,F +K: Dorji hops into the air, does a full split, and then slams her legs together on the opponent's head. Goes over low attacks . LK (Point blank, Leaves Standing), MK(¼ Screen, Knocks Down), HK (½ Screen, Causes Juggle State). EX(½ Screen, Gains Armor Frame 3, Causes a Crumple State)

 

Critical Art:

 

Raging Avalanche – Charge B,F,BF +P: Dorji hits her opponent with a furious, eleven hit, open palm strike combination that slowly causes them to freeze. After the final blow freezes them, she flips high into the air, and slams down on them with a powerful Frozen Guillotine that leaves them buried, head first, in the ground. 12Hits 360 damage (11x20, 1x140).

 

Reasons to be in SFV:

 

The rise of the Illumanti/Secret Society leads to the emergence of those that seek their downfall. Dorji seeks the undoing of the Illuminati. While her brother gains the information that will lead to their goal, Dorji ensures that their presence remains hidden. Those that aid her brother gain immunity. Those who cross him and risk exposing their aims get a swift end.

 

Side Note:

  • The Traditional Female Chupa comes all the way down to the ankles and is ill suited for combat. Dorji's chupa was actually one of her brother Norbu's that she “borrowed”.

 

Name: Effie

Spoiler

Nickname: Sprightly Powerhouse

 

Sex: Female

 

Ethnicity: Ukrainian

 

Height: 5ft 0in (1.52m)

 

Weight: 214bs (97kg)*

 

B/W/H: 31-20-33 (79cm-51cm-84cm)

 

Hometown: Mykolaiv, Ukraine

 

Appearance: Effie very petite woman with a childlike appearance. She is barely 5ft (1.52m) tall. Effie has blonde hair styled into two pony tails that are held in place by two red bows. She wears a red collar around her neck and a low cut short tight red dress. Effies red boots come up to her knees. Her hands are covered by red, fingerless gloves, that have thick bracelets at the wrists. All of Effie's attire is covered in small read spikes.

 

Likes: Necro, High Heels, Sunrises, Fresh Air

 

Dislikes: Secret Society, Urien, Tight Spaces

 

Fighting Style: Combat Hopak

 

Tone: Effie is a shy woman of few words. She has a deep appreciation of fresh air and open spaces.

 

Origins: Effie's origins are shrouded in secret for the most part. She was abducted from her home in Belarus as child. She was subject to constant experimentation at the hands of the Secret Society's science teams. Effie would have lost her sanity if it weren't for Ilyia's comforting words and songs. The experiments seem to stunted her growth. Ilyia and Effie were confused by their purpose. Over time, Illyia had gained the ability to generate electric shocks and stretch his limbs like rubber. He'd often stretch his hand through the bars to hold Effies hand when she was at her lowest. However, Effie seemed unchanged at first. She began to notice that despite her diminutive size, she was surprisingly heavy. Also her strength had grown considerably. They hadn't stunted her growth. The Secret Society had greatly increased her strength and bone density. This was the reason for her sprightly size. Slowly they began to pit Illyia and Effie against the other test subjects. The rules were simple. You win or you die. Illyia and Effie were being turned into reluctant gladiators. Eventually only Illyia and Effie remained. The winner would be G-Project's ultimate weapon. It was then that Illyia and Effie decided to escape. They've been running ever since.

 

His Rival: Urien

 

Attributes: Health: 5 Power: 5 Range: 1 Mobility: 2 Techniques: 2

1050 Stamina 1050 Stun

 

Throws:

 

Siren's Shriek – LP+LK: Effie hops into the air and slaps her open palms together over her opponent's ears causing them to crumple to the ground in front of her.

 

Fairy Toss – B+LP+LK: Effie grabs her foe by the left ankle and effortlessly tosses them behind her.

 

Unique Attacks:

 

Nisse's Heel– F+MK (Overhead): Effie hops forward and kicks downward at a 45° angle with both feet. Slow startup, -2 on block

 

Fairy's Flight – F+HK: Effie hops forward with double jump front kick

 

Dryad's Root - B+HK: Effie hits her foe with an open leg front drop kick to both of their knee caps. This causes them to face plant on the ground. Must be blocked low.

 

Mermaid's Tail – F+HK, B+HK: Effie performs a double jump front kick into a low open leg front drop kick to the opponent's knees.

 

V-Reversal:

Sprite Wings – F+PPP: Effie slams both of her fists together, striking her opponent in both kidney's, and causing them to collapse in front of her.

 

V-Skill:

 

Immovable Object – MP+MK: Effie outstretches her left arm as she shrieks. If the animation is completed uninterrupted. Effie gains Frame 1 armor her next special attack.

 

V-Trigger 1:

 

Unstoppable Force – HP+HK: Effie gains heightened durability All of her non EX special moves gain Frame 3 Armor. V-Trigger drains slowly overtime. EX Specials gain new properties.

  • Pixie Mallet gains armor Frame 1
  • Fay Hammer gains throw invincibility Frame 1
  • Sylph Slide causes a juggle state
  • Sprite Dive causes a wall bounce

Enhanced special attacks do not drain her V-Trigger gauge. Enhanced EX Specials drain V-Gauge. Two EX Specials will exhaust her V-Trigger 3-bar V-Trigger

 

V-Trigger 2:

 

Invisible Force – HP+HK: Effie concentrates her tremendous strength. She now strikes with such force that each of her attacks creates a small shock wave. This increases the hitbox on all of her normal attacks. Slightly increasing her normally short range. This allows her to use existing combos from a further range and it also gives her access to new combos not possible with her normal attack range. V-Trigger drains over time. 2-bar V-Trigger.

 

Specials:

 

Pixie Mallet – F,D,F+P (Overhead): Effie hops forward and strikes her opponent with a flying double axe handle punch. Goes over low attacks. Punch button pressed determines the distance of Effie's hop. LP (Point Blank), MP (¼ Screen), HP (1/3 Screen), EX (Gains Armor on Frame 3, Distance Determined by Buttons Pressed. LP+MP Point Blank, LP+HP ¼ Screen, MP+HP 1/3 Screen)

 

Fay Hammer – HCB+P (Command Grab): Effie grabs her foes by the ankles, picks them overhead, and slams them into the ground. All versions have a 5F Start Up. LP(Most Range, Least Damage, Foe Bounces ¾ Screen Away) MP (Less Range, More Damage, Foe Bounces ½ Screen Away) HP (Least Range, Most Damage, Foe Bounces ¼ Screen Away) EX (Gains Throw Invincibility Frame 3, Most Range, Most Damage, Foe Is Planted Right Next to Effie)

 

Sylph Slide – QCF+K: Effie strikes her foe with a sliding kick that knocks down her opponent. Must be blocked low. Goes under projectiles. Kick button determines the distance traveled. LK (¼ Screen) MK (1/3 Screen), HK (½ Screen), EX (Projectile Invincible Frame 3, LK+MK ¼ Screen, LK+HK 1/3 Screen, MK+HK ½ Screen)

 

Sprite Dive – QCB+K (In Air): Effie rolls into a ball and hurls herself at her opponent. Must be done at or near the apex of her jump. Kick button determines the angle of her descent. LK (75° Angle, MK (60° Angle), HK (45° Angle). EX (Fully Projectile Invincible, FLK+MK 75° Angle, LK+HK 60° Angle, MK+HK 45° Angle)

Critical Art:

 

Nymph's Might – QCFx2+P: Effie grabs her foes by the ankles and tosses them high into the air with all her might. Her foe ascends into the air at rapid speed until they disappear from view. They quickly reappear descending at incredible speed creating a crater upon impact. 1 hit 400 damage

 

Reasons to be in SFV:

 

Effie is tired of running from the Secret Society. The only way she and Illyia will be free is to face them head on. She buries her fears deep down inside. Illyia and her will work together to stop the Secret Society so that they can finally live free and without fear.

 

  • The Secret Society's experiments have increased Effie's bone and muscle density. Causing her weight to be much higher than a normal person with her stature.
  • Most of her attacks are named for sprites and fairies. Powerful mythical beings of diminutive size.

 

Name: Elena

 

 

Nickname: Earth's Joyous Rhythm

 

Sex: Female

 

Ethnicity: Kenyan

 

Height: 6'1”(1.85m)

 

Weight: 144lbs (109kg)

 

B/W/H: 34-24-37 (86cm-61cm-94cm)

 

Hometown: Nairobi, Kenya

 

Appearance: Elena is a tall and slender woman. Her attire resembles a white two piece bikini. She has dark brown skin, short white hair, and blue eyes. Her wrists, ankles, and neck are adorned with a half dozen metal bands ranging in color from blue, red, gold, and purple. She has two cloth bands (one red and one blue) tied just below each of her knees and also at the top of her arms. Elena's finger and toenails are painted light blue.

 

Likes: Traveling, Music, Dancing, Making Friends, Her Family

 

Dislikes: Damage to the environment

 

Fighting Style: Capoeira

 

Tone: Elena has bubbly personality and seems to be able to make friends with just about anyone.

 

Origins: Elena is an African princess. Her father traveled abroad in his youth, actually earning a medical doctorate. Elena possesses her father's affinity for travel as well has her older brother's fighting spirit. While most fighters train to become stronger or the best fighter in the world. Elena uses her fighting ability to forge bonds with her opponents and hopefully make new friends.

 

Her Rival: Laura (Friendly)

 

Attributes: Health: 2 Power: 2 Range: 5 Mobility: 3 Technique: 3

925 stamina 975 stun

 

Throws:

Leg Lift Throw- F+MP+MK: Elena grabs her opponent and strikes them three successive spinning kicks that send them sailing across the screen.

 

Leg Hook -B+MP+MK: Elena grabs her opponent, turns her back to them, and kicks them in the stomach with her back leg, lifting them overhead and throwing them behind her.

Unique Attacks:

 

Handstand Kick (overhead) – F+MP: Elena performs a two handed handstand that kicks her opponent with both feet (only hits once)

Handstand Whip – F+MK: (overhead)Elena performs a one handed handstand striking with an over head kick wit her back leg. Longer range than the Handstand Kick.

Round Arch -B+HK: Elena strikes her opponent with a powerful jumping axe kick. This technique has slow start up but can lead into combos.

 

Sliding – DF+HK: Elena hits her foe with a low sliding kick. This move passes under projectiles when properly timed. Safe on block at max range. Unsafe on block otherwise.

 

V-Reversal:

 

Osprey Strike – F+KKK: Elena coils back and jumps towards with rolling double legged drop kick that sends her opponent a full screen away (Her Focus Attack from USFIV).

V-Skill:

Hand Stance – MP+MK: Elena performs a handstand that can be followed up with two different attacks or canceled with a back dash.

  • Ostrich Head – P : Elena springs forward with a double legged kick that strikes low
  • Giraffe Neck – K : Elena crashes her legs down on her foe with 2 hit overhead attack

V-Trigger 1:

 

Healing – HP+HK: Elena communes with the Earth recover her stamina. She recovers 50 stamina instantly. She also generates 100 stamina of white life that can be recovered over time. Her white life recovery rate doubles until her V-Gauge expires. 3-bar V-Trigger

V-Trigger 2:

 

Rambunctious Rhythm – HP+HK: Elena's rhythmic movement reaches it's peak. Elena gains the ability to cancel her special attacks into each other. She can't cancel the same special into each other. Special attacks have to be canceled from Light to Medium to Heavy. For example. LP Mallet Smash into MK Lynx Tail into HK Scratch Wheel. The heavy special cancel can be replaced with an EX version of the special. Single use 2-bar V-Trigger

 

Specials:

 

Mallet Smash – HCB+P: Elena jumps towards her enemy performing an overhead axe kick that strikes twice. The distance traveled is determined by the punch button. Goes over projectiles if timed properly. The stronger the punch button the slower the start up. HK version is +3 on hit. Allowing for light attack follow up. EX version has the LK versions startup and is +5 on hit.

 

Rhino Horn -HCF+K: Elena attacks her foe with a horizontal flying kick combination. Distance is determined by the kick button. EX version is projectile invincible and causes a juggle state.

Scratch Wheel – F,D,DF+K (Anti- Air): Elena flying into the air with a powerful reverse wheel kick. Projectile invincible. No strike invincibility. LK (1 hit), MK, (2 hits), HK (3 hits). EX (6 hits, becomes Spinning Beat, Full Invincible on startup, Crush Counter punishable if blocked)

 

Spin Scythe – QCB+K: (“Rekka” attack) Elena strikes with a powerful spinning kick attack. This attack can be followed up with up to two additional spinning kicks by repeating the QCB+K input. Initial kick and first follow up are safe on block. Second follow up is unsafe on block. EX version causes a hard knock down.

Lynx Tail– B,D,DB+ K: Elena hits her opponents with a low hitting spinning kick attack. LK (1 hit, - 2 on block) MK (2 hits, - 5 on block), HK (3 hits, - 7 on block). EX (4 hits, causes a juggle state)

Critical Art:

Brave Drance-QCFx2 +K: Elena flies towards her foe striking them with a powerful succession of kicks capped off by a powerful multi-hitting Scratch Wheel. As her opponent sails high into the air, Elena does a quick single arm hand stand split with a huge smile on her face..

Reasons to be in SFV:

 

While fighting in a Capoeira tournament in Brazil, Elena becomes fast friends with Manuela Da Silva. Manuela tells Elena that her cousin Laura has gone off to Abu Dhabi for a MECC* competition that is being hosted by someone name Azam. Elena is exited by the proposition of MECC tournament. She's never been to a grappling competition before. Maybe she can meet new people and make even more friends. Manuela can only shake her head and think about how much Elena reminds her of her cousin.

*Middle East Combat Club, my Capcom universe version of the real life ADCC (Abu Dhabi Combat Club).

 

Edited by Darc_Requiem
Posted (edited)

Name: Fabio Matsuda

Spoiler

Nickname: Electric Submission Wizard

Sex: Male


Ethnicity: Brazilian (1/2 Japanese)

Height: 6ft 2in(1.88m)

Weight: 190 lbs. (86kg)

B/W/H: 45-34-35 (114cm-86cm-89cm)

Hometown: Sao Paulo, Brazil

Appearance: Fabio is a tall man with slender athletic build. He has dark eyes and long black dreadlocks that are pulled back into an upward pony tail. Fabio wears plain black rimmed glasses when he's not participating in a martial arts contest. He wears a full blue gi that is tied at the waist with a black belt. The upper gi is sleeveless leaving his arms fully exposed. Fabio wears white hand guards. His gi pants are full length and he is barefoot.


Likes: Reading, Record Collecting, Watching out for his siblings, Matsuda Jiu Jitsu

Dislikes: Rule breakers, Disingenuous people

Fighting Style: Traditional Matsuda Jiu Jitsu

Tone: Fabio is a serious, dedicated but laid back man. While he takes is craft seriously, he still knows how to relax and have fun once in a while.

Origins: Fabio is the oldest grandson of Kinjiro Matsuda. While his younger sister (Laura) travels the globe recruiting for the family school, Fabio has stayed in Brazil. He's taken over the role of lead instructor from his grandfather. His father learned the basics of the art, but it was never his passion. Laura is just as driven, if not moreso, at improving Matsuda Jiu Jistu. However, their philosophies differ. Laura uses the art as her base and adds, drops, or modifies the techniques based on her experience fighting other martial arts disciplines. Fabio sticks the families traditional forms. His focus is in refining them so that they are effective against other martial art disciplines. His younger brother Sean, was more interested in sports than fighting, until recently. Fabio had taught Sean the basics to keep his grandfather from scolding him and to help him defend himself against Laura's playful (Sean doesn't think so) bullying. Sean has taken his training serious as of late, but much to Kinjiro Matsuda's chagrin, it's to impress Ken Masters and become his student.

His Rival: Laura

 

Attributes: Health: 4 Power: 4 Range: 3 Mobility: 2 Technique: 3

1025 stamina 1025 stun


Throws:

 

Rolling Armbar - LP+LK: Fabio hops onto his opponent's torso, rolls forward, and locks them into an armbar.

 

Anaconda Choke -LP+LK: (Crouching Opponent) Fabio traps the head and arm of his crouching opponent and rolls into an Ananconda Choke.

 

Ankle Lock -B+LP+LK: Fabio spins behinds his opponent, pulls their legs out from under them, and locks them into an ankle lock

 

D'Arce Choke- B+LP+LK: (Crouching Opponent) Fabio traps the head and arm of his crouching opponent as he rolls behind them locking them into D'Arce Choke


Unique Attacks:

 

Elbow Breaker- B+HP: (Hit Grab): Fabio reaches out and grabs his opponent's left wrist with his right hand, pulls their arm straight to fully extend it, slams his left forearm into their elbow, and pushes their left hand forward with great force. Reaching their elbow. Leaves the opponent standing. +4 on hit, -7 on block

 

Oblique Kick F+MK – Fabio uses his back leg to execute kick quick that targets his opponent's knee. Although this is standing attack this must be blocked low. 6F Startup +2 on hit, -2 on block.

 

V-Reversal:

 

Matsuda Takedown – F+PPP: Fabio halts his opponent's momentum with a double leg takedown that leaves him only ¼ screen away from his foe.

 

V-Skill:

 

Shock Hold – MP+MK : Fabio intercepts his opponent's physical attack and shocks them stunning them briefly allow for a follow up throw or attack that scaled to 60% damage. Shock Hold only does 30 damage/30 stun. B+MP+MK counters jump attacks, MP+MK high attacks, and D+MP+MK low attacks. All versions have a 5F Startup. +5 on hit but follow up window is brief.

 

V-Trigger 1:

 

Fulmination – HP+HK : Electricity pulses through Fabio's body enhancing the potency of all his command grabs. All command grabs gain increased range, full throw invincibility. And a +50 buff their stun damage. V-Gauge drains over time. 3-bar V-Trigger

 

V-Trigger 2:

 

Static Discharge – HP+HK: Fabio focuses his electric ki to close the distance on his foe. After activation. Fabio gains access to a new movement option. The Static Charge.

Static Charge – HP+HK: Fabio dashes forward with an electrified aura. Dash is projectile invincible frame 1. Dash can be canceled into any standing or crouching normal. Any normal attack that lands from Static Charge can be canceled into any grab or command grab.

Two dashes per V-Trigger. 2-bar V-trigger.


Specials:

 

Sunrise Guillotine -360°+P: (Command Grab) Fabio grabs his opponent, hops into the air locking them into a Guillotine choke hold, Electrifies his body, and slam them head first into the ground in a DDT like attack before releasing the hold. All versions start up in 5F. Punch button determines grab range, attack damage, and Fabio's proximity to his fallen opponent post throw. LP (Most Range, Least Damage, ½ Screen Away) MP (Less Range, More Damage, ¼ Screen Away), HP (Least Range, Most Damage, 1/3 Screen Away ). EX (Throw Invincible, Most Range, Most Damage, ¼ Screen Away).

 

Volt Rush -HCF+P: (Hit Grab):Fabio's rushes toward his foe with his arms charged with electricity. He grabs them shocking them as he takes them to the ground with an armlock. At is a “hit grab” so it can be blocked. As benefit, it can be comboed into as well. +2 on hit after forward dash. -5 on block when properly spaced. LP (¼ Screen), MP( ½ Screen), HP ( ¾ Screen), EX ( ¾ Screen, Armor on Frame 3)

 

Spark Hook -360°+K: (Command Grab) Fabio slides quickly along the ground with his legs extended. If he makes contact with his opponent, he takes them down with his legs, and locks them into an electrified heel hook. Travels under projectiles starting at Frame 3. Has no strike or throw invincibility. Kick button determines the distance traveled. Developed initially to counter Laura's Thunder Clap. LK (¼ Screen), MK( ½ Screen), HK ( ¾ Screen), EX ( ¾ Screen, Projectile Invincible Frame 1)

 

Shock Triangle – 360°+K: (Aerial Command Grab) From a neutral or forward jump, Fabio leaps onto his opponent's shoulders , rolls forward as he slams them into the ground, and locks them in electrified Kinjiro Triangle hold. Kick button determines the range, damage, and distance from the opponent after the techniques lands. LK (Most Range, Least Damage, ½ Screen Away) MK (Less Range, More Damage, ¼ Screen Away), HK (Least Range, Most Damage, 1/3 Screen Away). EX (Air Throw Invincible, Most Range, Most Damage, ¼ Screen Away).


Critical Art:
 

Lightning Blackout -720°+P : Fabio locks his opponent into a standing arm triangle choke while sending all of his electric ki through his arm, shocking them until they go limp, he then places his right leg behind both of their legs, and sweeps them out from under them as he drives the back of their head into the ground. 15 hits 400 Damage (1x135, 13x10, 1x135).

 

Reasons to be in SFV:

 

Fabio asks his grandfather, Kinjiro, to temporarily take back the reigns of head instructor at the Matsuda Family Jiu Jitsu school. He tells his grandfather that he wants to show off the traditional MJJ art to the world. “Laura's modified MJJ isn't a truly representative of the family.” Kinjiro agrees to teach the family art in Fabio's stead. In truth, it was Fabio that insisted Laura travel to world to promote the family art. The real reason for him leaving is to keep an eye on his brother Sean. Despite his natural athletic gifts, Fabio feels Sean isn't ready for world class competition. As usual, Fabio has to project his baby brother from himself.

 

Name: Geki

Spoiler

Nickname: Unseen Dragon (Miezaru Ryū )

 

Sex: Male

 

Ethnicity: Japanese

 

Height: 5ft 11in (1.8m)

Weight: 170lbs (77kg)

 

B/W/H: 46-32-35(117cm-81cm-89cm)

Hometown: Unknown, Japan

 

Appearance: Geki is a slender but well built man. He wears an indigo colored and sleeveless ninja dogi. Geki is fully masked. The only thing not obscured by his mask is his brown eyes. There is a steel gray headband tied around his forehead. He has brown forearm length gauntlets on each arm. His left gauntlet features a triple bladed claw. There is a small satchel hanging from his waist (it holds his shurikens). Geki's Jika-Tabi (split toe ninja boots) are the same steel gray color as his head band. His entire ensemble is devoid of any logos or identifying marks.

 

Likes: Completing Missions

Dislikes: Failure

Fighting Style: Arranged Ninjutsu

 

Tone: Geki is quiet. He's rarely ever seen and even more rarely heard. If you see or hear Geki, it's because he wants you to.

 

Origins: Geki is complete mystery. Is he one ninja or a clan of ninja sharing a single identity? The last time a Geki was seen was during Sagat's invitational World Martial Arts Tournament. Various rumors implied that he was their to assassinate one of the fighters. Depending who tells you the rumor the target of Geki changes. The one thing that is known is that if a ninja going by the name of Geki is seen. Someone requires a mission of with great difficulty completed. With the fall of Shadaloo, various organizations seek to fill the power vacuum left behind. Could Geki be targeting one of those organizations on the behest of arrival. One can only speculate.

 

His Rival: Vega

 

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 4

975 Stamina 925 Stun

 

Throws:

 

Saku Tsume (Rending Claw) – LP+LK: Geki grabs his foes and hits them with a violent forehand slicing claw attack. Attack causes his foe to collapse in front of him.

 

Kajiru Tsume (Biting Claw) – B+LP+LK: Geki slices through his a opponent with a backhand claw strike, causing them to crumple to the ground behind him.

 

Engeki (Hidden Attack) – LP+MK: (In Air) Geki grabs his opponent out of the air, disappears into a cloud of smoke, and sends them hurtling towards the ground.

 

Unique Attacks:

 

Ori (Descent) – (In Air) D+MP : Geki cancels his jump arc at it's apex and descends straight down.

 

Orizume (Descent Claw) – (In Air) Geki cancels his jump arc at it's apex and strikes with downward thrusting claw stike -6 on block.

 

Tobikomu Tsume (Pounce Claw)- F+MP: Geki hops forward and attacks with an overhead claw strike. Goes over low attacks. -6 on Block

 

Chigiru Tsume (Shredding Claw) – B+HP: (Anti Air) Geki executes a backwad crescent slicing claw attack over his head. Attack causes a juggle state, only hits airborne opponents.

 

V-Reversal:

 

Sebonezashi (Spine Tingler) – F+KKK: (Side Switch) Geki disappears in a puff of smoke, reappears behind his foes, and hits them with a jumping back kick to the spine. This causes them to crumple to the ground.

 

V-Skill:

 

Endan (Smoke Bomb) – MP+MK: Geki tosses a smoke bomb at his foe. Bomb does minimal damage but high stun. Bomb attack can be charged. Full charged attack causes a crumple state but has a very slow start up. (25 damage/100 Stun Uncharged, 75 damage/240 Stun Fully Charged) Bomb can be tossed three distances. B+MP+MK(Point Blank), MP+MK( ½ Screen), F+MP+MK ( ¾ Screen)

 

V-Trigger 1:

 

Mugen Shuriken (Endless Shuriken) – HP+HK: Geki forgoes the use of physical shurikens and generates them with his ki. He gains unlimited shurikens for the duration of his V-trigger. His Kūchū Shuriken can now be done from a neutral and forward jump. Shuriken damage is increased by 50%. Shuriken attacks do not drain V-Gauge. Gauge drains over time. 3-Bar V-Trigger

 

V-Trigger 2:

 

Mugen Giman (Endless Deception) – HP+HK: Geki throws his opponent off balance but enhancing his already incredible mobility. After activation, Geki can now execute a Kūchū Yōdō (Aerial Misdirection). HP+HK(In Front of His Foe, In the Air, Full Screen Away) D+HP+HK (In the Air, Above His Foe, this has the fastest recovery time), F+HP+HK (Behind His Foe, In the Air, Full Screen Away) Geki can immediately cancel into a Yōdō (Misdirection) from his new position or he can perform a Kūchū Shuriken Uchi (Aerial Shuriken). Two uses per V-Trigger. 2-Bar V-Trigger

 

Specials:

 

Shuriken Uchi (Shuriken Toss)– QCF+P : Geki quickly throws a shuriken at his opponent. The speed of the shuriken is determined by the punch button. All versions travel horizontally. Shuriken's can be deflected by well time physical attacks.

 

Shagami Shuriken Uchi (Crouch Shuriken Toss)– QCB+P : Geki quickly throws a shuriken from a crouching position at his opponent. Slower startup than Shuriken Nage. Must be blocked low. The speed of the shuriken is determined by the punch button.  All versions travel horizontally. Shuriken's can be deflected by well time physical attacks.

 

Kūchū Shuriken Uchi (Aerial Shuriken)- QCB+P (In Air): Geki tosses a shuriken from a backward jump. Angle of the shuriken is determined by the punch button. Shuriken's can be deflected by well time physical attacks. LP (60° Angle), MP (45° Angle), HP (30° Angle). EX (Can be done from a Neutral Jump LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle, 2 hits, causes a juggle state)

 

Zanzō (Afterimage) – QCF+K: Geki dashes forward quickly causing two afterimages to appear behind him. Has three unique follow ups. Start up frames are projectile invulnerable from frame 3. EX is invulnerable from frame 1.

  • P - Mochiageru Tsume (Lifting Claw): Geki strikes with a powerful uppercut with his claw hand that lifts his opponent into the air. Can juggle in the corner. EX can juggle anywhere on screen.
  • K - Shinkirō Kōgeki (Mirage Attack): Geki knocks down his opponent with a sweeping kick. EX causes a hard knock down.
  • P+K -Teishi Eizō (Halting Image): Geki halts his advance. Strength of the buttons pressed determines which of two of the three Geki images disappears. LP+LK (Middle and Right Images Disappear. Left most image is Geki) MP+MK(Left and Right Images Disappear, Middle is Geki), HP+HK (Left and Middle Images Disappear, Right Image is Geki)

 

Kakure Uzu (Hidden Vortex)- QCF+K: Geki hits his foe with a series of sweeping low kicks. Goes under projectiles. Kick button pressed determines damage and attack properties. LK (2 Hits, Leaves Standing, -3 on block) MK (3 hits, Knocks Down, -5 on Block), HK (4 hits, Juggles, -7 on Block), EX( 5 hits, Crumples, -3 on block)

 

Shuriken Hojū (Shuriken Reload) -QCB+K: Geki restocks his Shurikens. Holding down the K button increases the amount of Shurikens reloaded but leaves Geki vulnerable to attack. EX refills half of his shuriken (a quantity of 4).

 

Yōdō (Misdirection) – B,D,DB+K: Geki disappears in a puff of smoke and reappears in another location. Kick button determines the location of Geki's reappearance. LK(In Front of His Foe, Full Screen Away) MK (In his original location, this has the fastest recovery time), HK (Behind His Foe, Full Screen Away).

 

Critical Art:

 

Miezaru Shūgeki (Unseen Assault): Geki hits his foe with massive smoke bomb that obscures the middle 1/3 of the screen. A rapid succession of impact sparks can be seen all over the smoke cloud. When cloud clears Geki and his seemingly unharmed foe are standing next to each other. Geki's foe then slowly slump to their knees before falling backward. (24 hits 360 damage).

 

Reasons to be in SFV:

 

Geki was hired by his client to infiltrate the Secret Society and gather intel on their activities. He enters the World Martial Arts Tournament as cover for his true mission. He seems to recognize all the fighters that “Geki” came across in his last tournament appearance. Whether that's because he's the same man or because he's been expertly debriefed remains to be seen.

 

Side Note:

  • Geki begins each round with 8 shurikens. Like Ibuki, there is an indicator showing the number of Shurikens he has left.
  • Geki lacks the pure damage output of Ibuki. However his multitude of movement options makes him quite elusive. His V-Trigger gives him access to a wide variety of juggle combos. His stun output is high. Geki players would basically hit and run their opponents. Fill up their stun gauge and use his moveset to turn up the pressure.

 

Name: Gill

Spoiler

Nickname: The New Age Messiah

 

Sex: Male

 

Ethnicity: Unknown (Greek?)

 

Height: 6ft 10in (2.08m)

 

Weight: 311lbs (141kg)

 

B/W/H: 56-36-44 (142cm-92cm-107cm)

 

Hometown: Unknown (Mediterranean?)

 

Appearance: Gill is nearly seven feet, over 2 meters, tall. He has long flowing blonde hair, blue eyes, half of his body is red, and the other half blue. Gill has a blue/green jewel in his forehead. He is clad in simply almond colored robes with sandals on his feet. Although sometimes he fights in only his underwear.* (U+LP+MK+HP)*

 

Likes: Order, Utopia, Loyalty, being called Savior

 

Dislikes: Disobedience, Urien

 

Fighting Style: Secret Society Secret Arts

 

Tone: Gill believes he's the worlds savior. Everything he does is to achieve “Utopia”

 

Origins: Gill, along with his brother Urien, was one of many candidates trained from birth to be the possible perfect leader of the Secret Society. Although they are near physical equals, Gill's won out of his brother. Gill possessed an even temperament, mastery of fire and ice, and bore an exact resemblance to the prophesied savior.

 

His Rival: Urien

 

Attributes: Health: 2 Power: 5 Range: 5 Mobility: 4 Technique: 4

(Gill only has 800 stamina, but has 1100 stun)

 

Throws:

 

Guilty Bomb – LP+LK : Gill picks up his opponent and drives them into the ground with brutal sit down power bomb.

 

Guilty Bomb – B+LP+LK: Gill picks up his opponent. turns around, and drives them into the ground with brutal sit down power bomb.

 

Unique Attacks:

 

Palm Upper – B+MP: Gill strikes with a lunging left punch to the face

 

Impact Claw – B+HP: Gill grabs his opponent the neck, raises them into the air, and chokes them will slowly freezing/burning them before tossing them to the ground.

 

Step Kick – F+MK: Gill hits his opponent with a lunging step kick to the mid section

 

Burning Sky/Frozen Sky – F+MP, F+HP, B+MP+MK, MP (Target Combo): Gill strikes with lunging left punch to face, followed by an overhead right, and ending in his V-Skill.

 

V-Reversal:

 

Arctic Blaze – F+PPP : Gill grabs his foe by the throat with his left hand, freezes them, and then sets them ablaze with a powerful punch with his right hand. Opponent is sent a full screen away

 

V-Skill:

 

Pyro Geyser/Cryo Geyser: Gill punches the ground creating a pillar of flame/ice beneath his opponent's feet. Sending them skyward and allowing them to be juggled. B+MP+MK (right in font of Gill), MP+MK (mid screen), HP+HK (full screen). Performing a juggle combo increases the V-Gauge built.

 

V-Trigger 1:

 

Resurrection– HP+HK : Gill makes use of his powers of rejuvenation and unlocks his true strength. Gill recovers half of his health (400 stamina) and increases the damage of all his attacks Pyrokinesis/Cryokinesis gain increased durability (2 hits). Saber Lariat gains armor on frame 3. Moonsault Knee Drop gains projectile invincibility, and Psycho Head Butt gains full start up invincibility. Gill cannot gain Resurrection from taking damage alone. He has to build at least a bar of V-Gauge. Does not auto activate. Activation has to be initiated by the player. 4-Bar V-Trigger Permanent

 

V-Trigger 2:

 

Restoration – HP+HK : Gill taps into portion of his rejuvenative abilities and recovers 20% of his health (160 stamina). Gill also takes no white life damage for the next 10 seconds. 3-Bar V-Trigger

 

Specials:

 

Pyrokinesis/Cryokinesis -QCF+P : Gill summons a ball of fire/ice and shoots it at his opponent. LP and MP travel horizontally. LP (slower speed), MP (faster speed). HP travels at a 45° angle and causes a juggle state.

 

Saber Lariat – F,D,DF+P: Gill charges his foe with burning/freezing clothesline attack. Knocks down at point blank range. Leaves foes standing at a distance. Punch button determines the distance traveled. HP version causes a hard knockdown at point blank range but is -6 on block at that range.

 

Moonsault Knee Drop– HCB+K : Gill jumps into the air, flips backwards, and dives toward his foe with a burning/freezing double knee attack. Descent angle determined by the button pressed. LK (straight down), MK (60° angle). HK (45° angle)

 

Psycho Head Butt – QCB+P: Gill hops forward striking his enemy with a freezing/burning flying head butt. Punch button determines distance, flies over low attacks, gain invincibility on frame 3. EX has full start up invincibility and enhanced juggle properties.

 

Critical Art:

 

Meteor Shower – QCFx2+P: Gill focuses his ki and rains down orbs of fire and ice. Rapidly and repeatedly freezing and burning his foe.

 

V-Trigger 1 Only

 

Sephirotic Wing – QCFx2+K: Gill floats into the air, manifesting six angelic wings, and sends out continous shockwaves of divine energy. (Cause 400 damage or significant white life damage if blocked)

 

Reasons to be in SFV:

 

Thanks to the machinations of his most loyal servant Kolin, Shadaloo and M.Bison has been removed from the world stage. Gill now sets the stage to begin the construction of his Utopia. He seeks out those worthy to reside his new world and will cleanse away the unworthy in purifying flames.

 

Side Note:

 

  • DO NOT LET HIM USE HIS V-TRIGGER 1
  • Tried to figure out a way to make Gill playable, balanced, but still formidable.
  • His V-Skill had to be a good attack since unlike every other character in the game. He is not guaranteed a V-Trigger 1 purely by taking damage.
  • 800 stamina is very low for a high damage game such as SFV. So his V-Trigger 2 also grants health recovery. It's 3-bars to ensure that it only can be used once per round. The player has to forego the permanent offensive buffs of V-Trigger 1 but is guaranteed to have one V-Trigger per round.

 

Name: Gouka (Powerful Flower)

Spoiler

Nickname: The Mistress of Hado

 

Sex: Female

 

Ethnicity: Japanese

 

Height: 5ft 9in(1.75m)

 

Weight: 150 lbs. (68kg)

 

B/W/H: 36-26-37 (91cm-66cm-94cm)

Hometown: Unknown, Japan

 

Appearance: Gouka has light brown eyes. A brown bandana tied over her long knee length straight black hair. She wears a brown sleevless gi top tied together with twine rope and brown gi shorts that stop above her knees. She wears prayer beads around the wrist of her left hand. She has sandals on her feet.

 

Likes: Meditation, Solitude, Training, Sparring With Elite Fighters

 

Dislikes: Her Uncle, Dishonor

 

Fighting Style: Ansatsuken (Mu No Hado)

 

Tone: Gouka is a fiery and focused woman. Her personality was shaped by the battle she witnessed between her father and uncle. To her mothers chagrin, perfecting her fathers style of Ansatsuken has been her focus in life.

 

Origins:

 

Gouka is the daughter of Gouken. Trained in his defensive style of Ansatsuken. While going to retrieve her father for supper , she saw her father and uncle locked in combat at the waterfall near her family home. She saw her father's near lifeless body fall into the river at the foot of the waterfall. She dove into the water pulling her father's body to river bank. It was that day she decided to take her training seriously and stop her uncle from sullying her family's honor any further.

 

Her Rival: Akuma

 

Attributes: Health: 3 Power: 2 Range: 3 Mobility: 4 Technique: 4

 

1000 stamina 1000 stun

 

Throws:

 

Palm Strike/Back Chop Combination - LP+LK: Gouka hits her opponent with a right open palm punch to the gut, followed by a left hand chop to the lower back

 

Backthrow into Palm Strike - B+LP+LK+motion: She tosses her opponent high into the air and strikes them with a powerful open palm strike as they fall towards the ground

 

Unique Attacks:

 

Harae – D+MP (In Air): Gouka hits her foes with an downward chop for the apex of her jump. Attacks causes a soft knockdown

 

Seichu Nidan Tsuki - F+ FP: She strikes her opponent with a two hit elbow strike (Ryu's SFA3 elbow strike)

 

Senpu Kyaku – F+ HK (overhead): A one hit whirlwind kick. Quick startup but is -6 on block.

 

Shinkai Geri – DF+MK: Gouka performs an upward crouching kick attack. Forces crouching opponents to stand. Despite appearances, this attack is not a good anti air option.

V-Reversal:

 

Kongoshin – F+PPP: Gouka stomps the ground violently while executed a powerful back fist that sends the opponent a full screen away.

 

V-Skill:

 

Goshoken – MP+MK: Gouka hits her foe with a precise palm strike that causes a soft knockdown. Projectile invincible from frame 3. Looks nearly identical to Gouken's LP Senkugohoha.

  • Zanku Gosho- MP+MK: (In Air): Gouka strikes with a palm strike from her forward jump. The attack nullifies projectiles from frame 3.

 

V-Trigger 1:

 

Hado No Michi (Way of the Hado)– HP+HK: Gouka focuses and gains peerless control over Mu No Hado. All of her projectile attacks are in enhanced. Gains access to her ultimate technique. The Raijin Shoryuken

  • Go Hadoken startups and recover 1f faster. LP Go Hadoken travels 10% slower. HP Go Hadoken travels 10% faster. Go Hadoken can also be charged into a 2 hit projectile that doubles it damage/stun. EX Go Hadoken becomes Kinite Hadoken.
  • Shakunetsu Hadoken gains full startup invincibility and a 20 damage/30 stun buff. EX version causes a juggle state.
  • Zanku Go Hadoken can now be performed from neutral and back jumps. EX Zanku Go Hadoken becomes Kinite Zanku Hadoken.
  • Tsumetai Hadoken startups 5 frames faster, recovers 2f faster, and received a 15 damage/25 stun buff.

V-Gauge does not drain slowly over time. Gouka can perform 6 enchanced projectiles before her gauge is completely drained. 3-bar V-Trigger

 

V-Trigger 2:

 

Kōsoku Renzoku Hadō (Rapid Continuous Hado) – HP+HK: Gouka's focus grants her the ability to strike with rapid successive Hado based attacks on hit. Gouka cannot cancel the same type of Hadoken into itself. V-Trigger depletes after four cancels. Gouka can access the Kinite Hadoken and Kinite Zanku Hadoken from this V-Trigger as well Note: This would allow Gouka to land of all her standard Hadoken attacks in one combo. i.e. Tsumetai Hadoken into Go Hadoken into Shakunetsu Hadoken, jump canceled into Zanku Go Hadoken. For max damage, she can replace the Go Hadoken with the Kinite Hadoken and the Zanku Go Hadoken with the Kinite Zanku Hadoken if she has two EX bars available. 2-bar V-Trigger

 

Specials:

 

Go Hadoken-QCF + P: One handed horizontal projectile attack. Damage, startup, and recovery are the same for LP,MP, HP versions. Button strength only alters the speed of the projectile. EX Startups and recovers 1F faster, hits twice, and knocks down.

 

Shakunetsu Hadoken -F,D,DF +P (Forward, Down, Down Forward): (Anti Air) Gouka targets her opponents head with a large point blank projectile. Unlike the Go Hadoken, Gouka uses both of her hands to generate this attack. Punch button determines the startup and damage. All standard versions have upper body invincibility from jump attacks. LP(3f, 100 damage), MP (5f, 120 damage), HP (6f, 135 damage) EX (3f, 150 damage, full start up invincibility).

 

Zanku Go Hadoken- QCF + P: (In Air) One handed fireball performed from a forward jump. The punch button determines the angle of the projectile. LP (60° Angle), MP (45° Angle), HP (30° Angle). EX (LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle, 2 hits, causes a juggle state)

 

Tsumetai Hadoken-QCB+ P (Freezing Surge Fist): Gouka pulls back both of her hands to generate an ice cold blast of ki. The punch button determines the speed and startup of the projectile. All versions of the Tsumetai Hadoken hit three times and do 90 damage. LP(Fastest Startup, Slowest Speed) MP(Slower Startup, Faster Speed), HP(Slowest Startup, Fastest Speed, Causes Juggle Corner Only) EX(Fastest Startup, Fastest Speed, 105 damage,, Causes Juggle State )

 

Joudan Sokutou Geri - HCF+ K: A powerful standing high side kick. Startup and attack properties determined by the kick button. LK(Fastest Startup, Leaves Foes Standing), MK(Slower Startup, Knocks down), HK (Slowest Startup, Causes Juggle State), EX(Fastest Startup, Causes Wall Bounce)

 

V-Trigger Only

 

Kinite Hadoken- QCF + PP : Gouka pulls back both of her hands and summons electric energy with her left hand while summon fiery energy in her right hand. She combines them into a power scorching/shocking hadoken. Attack costs one EX bar Uncharged (2 hits 120 damage/150 Stun) Charged(4hits 180 damage/210 stun)

 

Kinite Zanku Hadoken - QCF + PP (in air): Two handed air fireball. Air version of the Kinite Hadoken. Does less damage. Attack costs one EX bar. Uncharged (2 hits 100 damage/125 Stun) Charged(4hits 150 damage/175 stun) Charging the Kinite Zanku Hadoken causes her to levitate in place briefly before the attack is released.

 

Critical Art:

 

Shinku Tatsumaki Go Rasen-QCFx2 + KKK (Close Range, Anti-Air) A more powetful 16 hit version of Gouken's Tatsumaki Go Rasen. 330 Damage (90, 14x10, 100)

 

V-Trigger 1 Only

 

Raijin Shoryuken-QCFx2 + P : Gouka dashes across the screen striking with a powerful one hit sparking version of her Seichu Nidan Tsuki (elbow strike), she follows up with a powerful electrically charged 3 hit Shin Shoryuken. 380 Damage/160 Stun (80, 3x100)

 

Reasons to be in SFV:*

 

Against both her mother and father's wishes, she enters to the tournament to face her uncle. She fears that her father won't have the heart to kill his own brother. Gouka only knows her uncle for what he is in the present. She feels that her father's found memories of training with his brother will keep him from doing what is necessary.

 

Side Notes:

 

*To satisfy Capcom's need to add "shotos" while giving players a character that isn't another version of an existing character i.e. "Evil" Ryu

 

Name: Gouka (World Destroying Conflagration)

Spoiler

Nickname: The Mistress of Destruction

 

Sex: Female

 

Ethnicity: Japanese

 

Height: 5ft 9in(1.75m)

 

Weight: 161 lbs. (73kg)

 

B/W/H: 36-26-37 (91cm-66cm-94cm)

 

Hometown: Unknown, Japan

Appearance: Gouka has red eyes. Wild knee length unkempt red hair. She wears a topless dark grey gi with full length pants and black rope instead of a belt. Her chest is wrapped in white bandages. Her abdomen, shoulders and arms are exposed. She is barefoot and does not wear gloves.

 

Likes: Solitude, Getting Stronger

 

Dislikes: Akuma, Satsui No Hado, Herself (For Resorting To Satsui No Hado)

Fighting Style: Ansatsuken (Satsui No Hado)

 

Tone: Gouka is a woman with a singular focus. The destruction of her uncle. She feels that her family is responsible for any deaths caused by Akuma because her father showed him mercy.

 

Origins:

 

Gouka is the daughter of Gouken. Originally trained in his defensive style of Ansatsuken. She abandoned her father's teachings and embraced the Satsui No Hado. She believes that her father's shunning of Satsui No Hado is what lead to his defeat. Gouka believes that the only way to stop her uncle is to fight him on his terms. She has embraced and mastered Satsui No Hado. She will stop Akuma once and for all. She will stop herself when her task is complete. She will end Satsui No Hado.

 

Her Rival: Akuma

 

Attributes: Health: 2 Power: 3 Range: 3 Mobility: 4 Technique: 4

 

950 Stamina 925 Stun

 

Throws:

 

Throat chop into Palm Strike - LP+LK: Gouka chops her opponent in throat with her left hand and follows it up with a powerful palm strike to the sternum

 

Trip/Back Chop Combination - B+LP+LK+motion: Gouka trips her opponent with her right leg and chops them at the base of the spine of their lower back

 

Unique Attacks:

 

Debiru Kujinkyaku - D+ MK (In Air): Gouka executes a diving kick at the apex of her jump.

 

Ryuu Kyaku – F+ MK (overhead): Gouka hits her foe with a two hit axe kick. Slow startup but the attack is safe, -2 on block.

V-Reversal:

 

Seichu Nidan Tsuki - F+PPP: Gouka strikes her opponent with a powerful dashing elbow strike that causes her foes crumple at her feet.

 

V-Skill:

 

Tenma Shuretto – MP+MK: Gouka assumes a defensive posture to counter her foes attack. If successful, Gouka teleports above her opponent and attacks them will falling knife hand chop to the head. Resembles a less powerful version of the Misogi. B+MP+MK counters jump in attacks. D+MP+MK counters low attacks. Nullifies projectile attacks but the counter portion of the attack only applies to physical attacks.

 

V-Trigger 1:

 

Ken No Michi (Way of the Fist)– HP+HK: Gouka focuses her rage and is consumed by the Satsui No Hado. Increasing the potency of all of her special attacks She also gains access to her ultimate technique. The Messatsu Goshoken

  • Tsumetai Goshoken gains armor on frame 1. Damage and Stun out put increased. (20 damage/30 stun) HP version causes a hard knockdown.
  • Hyakkishu gains projectile invincibility on frame 3. EX gains complete projectile invincibility
  • Hyakki Gojin is now an overhead attack.
  • Gorai Shoryuken gains full startup invincibility. EX now causes juggle state.
  • Shakunetsu Jiraiken causes a hard knockdown. EX version causes a ground bounce. Damage and Stun out put increased. (10 damage/20 stun)
  • Tatsumaki Zankukyaku LK, MK gain enhanced juggle properties. LK (Sends the opponent higher into the air) MK (Juggles like the Non V-Trigger LK Tatsu) HK (Receives 15damage/25 Stun Buff) EX(Range of the Vacuum Effect Increases, Opponent is locked into the attack after the initial guaranteeing that all 8 hits land, Gains an additional juggle point)
  • Tatsumaki Gorasen gains full projectile invincibility and armor on frame 3, LK and MK(Startup Reduced by 2F), HK (Startup Reduced by 1F)

V-Gauge does not drain slowly over time. Gouka can perform 6 enhanced projectiles before her gauge is completely drained. 3-bar V-Trigger

 

V-Trigger 2:

 

Hadō Dageki Satsujin (Homicidal Hado) – HP+HK: Gouka's Satsui no Hado overflows, wrapping her in fiery red aura and giving her access to her deadly versions of the Hadoken.

  • Shi Hadōken – (Death Surge Fist) HP+HK: Gouka pulls back both of her hands to generate a deadly burning red blast of ki. 3 hits 120 Damage/150 Stun
  • Zanku Shi Hadōken – (Aerial Death Surge Fist) HP+HK: (In Air): Gouka hurls a deadly two handed aerial red ki blast from backward, forward, or neutral jump. 3 hits 90 Damage/120 Stun
  • Shin Shi Hadō– (True Death Wave) Charge HP+HK: Gouka concentrates the entirety of her overflowing ki into a deadly burning ki blast. 6 hits 240 Damage/300 stun. Causes guard break if blocked and 150 Stun. Requires the a full V-Gauge. Completely drains V-Trigger.
  • Shin Zanku Shi Hadō (True Aerial Death Wave) Charge HP+HK: (In Air) Gouka hurls the entirety of her overflowing ki into a deadly aerial red ki blast from backward, forward, or neutral jump. 6 shits 180 Damage/240 Stun. Causes guard break if blocked and 120 Stun. Requires the a full V-Gauge. Completely drains V-Trigger.

Gouka can throw four standard hadokens before her V-Trigger expires. Charged Hadokens require the entire V-Gauge. 2-bar V-Trigger

 

Specials:

 

Tsumetai Goshoken-QCB + P: Charging palm strike that engulfs her opponent in tremendous cold. Distance traveled is determined by the strength of the punch button. LP (Point blank, fully projectile invincible), MP(Half Screen, Projectile Invincible after 3F), HP (¾ Screen, Projectile Invincible after 3F). EX(Projectile Invincible, Causes a Crumple State)

 

Hyakkishu -HCF +P (Demon Flip): Gouka does a forward rolling jump towards her opponent with various follow ups, punch strength determines distance/angle. Goes over projectile attacks. EX (Gains projectile invincibility on frame 3)

  • Hyakki Gozan (no input) Gouka performs a sliding sweep kick
  • Hyakki Gojin +K Gouka performs a dive kick similar to the Debiru Kujinkyaku
  • Hyakki Gosai +LP+LK Gouka hits her opponent with backflip knee followed up by a chop to the neck
  • Hyakki Gotsui +LP+LK Gouka grabs her airborne opponent by head and drives them into the ground

 

Gorai Shoryuken-F,D,DF+ P (Roaring Thunder Dragon Fist): Gouka focuses her ki around her fist, generating a powerful electric aura, before striking with a devastating rising left uppercut. High stun, moderate damage, slow recovery, crush counterable. LP(3F Startup, Throw Invincible) MP (4F Startup, Invincible to Airborne Attacks), HP (6F Startup, Strike/Projectile Invincible from frame 3), EX (3F Startup, Full Startup Invincibility)

 

Shakunetsu Jiraiken- F,D,DF + K: (Scorching Heat Landmine Fist) Gouka jumps into air, slamming her fist in the ground and engulfing her foe in flames. EX (Hit's Overhead)(Her version of Oni's Sekisei Jiraken)

 

Tatsumaki Zankukyaku-QCF +K: Gouka executes a horizontally traveling rapid spinning kick attack. All version of this attack are projectile invincible. LK (2hits, Causes Juggle State) MK (3hits, Causes Limited Juggle State), HK (4 hits, Knocks Down) EX (Messatsu Zankukyaku. 8 hits, Vacuum Effect, Causes Juggle State)

 

Tatsumaki Gorasen- HCB+ K: (Anti Air) Rising spinning kick attack. No start up invincibility, fast recovery high damage, not crush counterable. Does more damage than the Gorai Shoryuken but less stun. LK (5F Startup, 4hits) MK (6F Startup, 5hits) HK (7F Startup, 6hits), EX (5F Startup, 8hits, Strike/Projectile Invincible from frame 3, Causes Juggle State, Crush Counterable)

 

Critical Art:

 

Messatsu Go Hado-QCFx2 + P (projectile attack): Gouka focuses the power of the Satsui No Hado into a powerful scorching 8 hit hadoken. (350 damage point blank, 320 damage sweep distance or greater), punch button determines the speed of the projectile)

  • Messatsu Go Zanku-QCFx2 + P (in air) (projectile attack): Two handed air fireball. Air version of the Messatus Go Hado. Does less damage. (300 damage, punch button determines the angle of the projectile)
  • Messatsu Go Shoha-QCBx2 +P (Anti Air)(projectile attack): Anti air version of the Messatsu Go Hado, Gouka fires a powerful Hadoken directly upward, only hits jumping opponents. (330 damage)

 

V-Trigger Only

 

Messatsu Goshoken-QCBx2 + P: Gouka's ultimate technique. This is a powerful charging palm strike. Gouka travels forward at blinding speed, hitting her opponent with an open palm strike to the sternum, after the strike connects she sends a tremendous amount of Ki through her opponents chest (2hits 400 damage) Similar effect to the Psycho Punisher but more violent.

 

Reasons to be in SFV:*

 

Gouka has sequestered herself in the wilderness of Japan for years. Living off the land, she hasn't seen anyone since she left father's seemingly lifeless body with her mother. Gaining a master over Satsui No Hado while still maintaining her since of self, she leaves her makeshift residence behind. Focusing her mind, she senses a gathering of powerful foes. She knows her target will feel their presence as well. So she waits for him to appear. She will have her reckoning.

 

Side Note:

 

  • Satsui No Hado version of Gouka. Mu No Hado Gouka has a mastery of projectile attacks. Satsui No Hado Gouka focuses on physical attack

 

 

Edited by Darc_Requiem
Posted (edited)

Name: Gouken

Spoiler

Nickname: The Master of The Void

 

Sex: Male

Ethnicity: Japanese

 

Height: 6'2”(1.88m)

Weight: 240lbs (109kg)

 

B/W/H: 50-37-40 (127cm-95cm-101cm)

Hometown: Unknown, Japan

 

Appearance: Gouken is a thickly muscled, mostly bald, elderly man with a long white pony tail that is adorned with a single large prayer bead. He wears a severely worn out gi. Wear and tear has reduced the dark gray top half to sash like single sleeve appearance. The bottom half is light gray, almost white, in color and is secured with a large twine rope. Smaller twin ropes hold the bottom of his pant legs in place. He is bare foot and bare fisted. Foregoing both gloves and footwear.

 

Likes: Training, His Students, Dango, Meditation, Goutetsu

 

Dislikes: Mosquitos, Satsui No Hado, Akuma

 

Fighting Style: Ansatsuken (Mu No Hado)

 

Tone: Gouken is a serious man with tremendous focus

 

Origins: Gouken and his brother Gouki (Akuma) were taken in by Goutetsu when they were young. He trained them both in the traditional (Satsui No Hado) style of Ansatsuken. Despite having more defensive and nontraditional tendencies, Gouken continually bested his brother. Gouken sought his own path. He left Goutetsu's tutelage on a Musha shugyō(Warrior's Pilgrimage). He would find another path to the mastery of Ansatsuken.

 

His Rival: Akuma

 

Attributes: Health: 4 Power: 4 Range: 3 Mobility: 2 Technique: 5

1025 stamina 1025 stun

 

Throws:

 

Raikotokya- F+MP+MK: Gouken shoulder throws his opponent into the ground with such force that they bounce off the ground, he then performs a jumping spin kick to his foes spine, sending them a short distance away.

 

Amaoroshi -B+MP+MK: Gouken backthrows his foe high into the air and hits them with a roundhouse kick, overhead chop combination just before they hit the ground.

 

Unique Attacks:

 

Sakotsukudaki – F+MP: Gouken strikes his opponent with a powerful, single hit, overhead chop.

 

Shinkai Geri – DF+MK: (Anti Air)Gouken perform an upward crouching sweep attack

 

Tenma Kujinkyaku -D+MK (In Air): Gouken performs a dive kick from his forward jump.

 

V-Reversal:

 

Joudan Sokuto Geri – F+KKK: Gouken hits his opponent with a powerful standing side kick that sends his opponent to the opposite side of the screen.

 

V-Skill:

 

Fudoshin – MP+MK: Gouken stomps the ground violently creating a small shock wave. Can be charged by holding down MP+MK. Charged version is -2 on block and causes a crumple state on hit. Uncharged version starts up quickly but is -5 on block.

 

V-Trigger 1:

 

Mu No Hado – HP+HK: Gouken centers himself and gains enough focus to unleash the true power of the void.

  • Gohadoken's become two hits uncharged. Charged Gohadoken's are now three hits. EX Gohadoken's become Denki Hadoken (Electric) and deal additional stun damage. Charged EX Denki Hadoken's become Denjin Hadoken'. Each level of charge costs additional meter. 1 bar 120damage/200 stun, 2 bars 180 damage, 300 stun, 3 bars 240damage/400 stun (unblockable, depletes V-Gauge)
  • Senkugoshoha gains armor on frame 3. EX Senkugoshoha gains armor on frame 1.
  • Non Ex Tatsumaki Gorasen hits crouchers.

Each enhanced attack drains V-Gauge. V-Gauge bar only drains from using enhanced specials. 6 enhanced specials per V-Trigger unless otherwise noted. 3-bar V-Trigger

 

V-Trigger 2:

 

Yama no Chikara – HP+HK: Gouken foregoes the Power of the Void for the strength of a mountain.

  • Senkugoshoha can now be charged. Fully charged it now causes a guard break. While charging Senkugoshoha has one hit of armor.
  • Hyakkishu gains an additional follow up, Hyakki Goheki, when a punch button is pressed. This is Gouken's Air Parry. Gouken will absorb a single hit of his opponents jump attack and leave them in a juggle state.
  • Kongoshin now causes a wall bounce instead merely sending his foe a full screen away.

Gouken can used 4 enhanced specials before the V-Trigger expires. 2-bar V-Trigger

 

Specials:

 

Gohadoken – QCF+P: Gouken focuses his ki into one hand to create one handed projectile. Punch button determines the angle of the projectile. LP (Horizontal). MP (30° Angle) HP (45° Angle) All projectiles have quick start up/recovery but only deal 50 damage. Can be charged to create more powerful to hit variant that deals 100 damage. EX version, Gouken tosses a two Gohadoken's, one with each hand. Can be charged to create two 2-hit projectiles that deal 100 damage each. LP+MP(Two Horizontal), LP+HP(One Horizontal, One 45° Angle), MP+HP(One 30°Angle, One 45° Angle)

 

Senkugoshoha -F,D,DF+P: Gouken charges forward with a devastating palm strike. Distance traveled is determined by the strength of the punch button. LP (Point blank, fully projectile invincible), MP(Half Screen, Projectile Invincible after 3F), HP (¾ Screen, Projectile Invincible after 3F). EX(Projectile Invincible, Second Hit causes a juggle state)

 

Kongoshin – B,D,DB+P: Gouken parries his opponents attack and sends them across the screen with a powerful strike. Punch button determines parry type. 150 damage and stun)LP(Low), MP (Mid), HP (High). EX (Parries All Attacks, Damaged reduced to 100 Damage & Stun). Whiffed Kongoshin's are crush counterable.

 

Tatsumaki Gourasen – HCB+K: (Anti Air) Rising variation of the traditional Tatsumaki Sepukyaku. No start up invincibility, fast recovery, high damage. Full animation only occurs if hit lands. If the first hit lands, opponent is locked into the technique. Does not hit crouching opponent's, not crush counterable on whiff. LK (3hits) MK (4hits) HK (5hits), EX (8 hits, start up invincible, hits crouching opponents, crush counterable on whiff)

 

Zankuu Tatsumaki Senpukyaku – QCB+ K (In Air) Gouken executes a horizontal Tatsumaki Senpukya from a forward jump. Single hit. EX version's direction can be controlled by the player and has no height restriction.

 

Hyakkishu -HCF +K: Gouken does a forward rolling jump towards his opponent with various follow ups, punch strength determines distance/angle (Demon Flip)

  • Hyakki Gozan (no input) Gouken performs a sliding sweep kick
  • Hyakki Gojin +K Gouken performs a dive kick similar to the Tenma Kujinkyaku
  • Hyakki Gosai +LP+LK (grab) Gouken hits his opponent with backflip knee followed up by a chop to the neck
  • Hyakki Gotsui +LP+LK (air grab) Gouken grabs his airborne opponent by head and drives them into the ground

 

V-Trigger Only

 

Kinite Shoryuken-F,D,DF +KK: (Anti Air): Gouken strikes with powerful 7 hit left handed dragon punch. (Start up invincibility, 3F, fast recovery, high damage, crush counterable on whiff.) 250 damage/150 stun. In addition costing one EX bar, this move costs half of Gouken's V-Gauge

 

Critical Art:

 

Shin Shoryuken-QCFx2 +P (Anti-Air): The ultimate Shoryuken technique. Gouken channels the power of the void into his fists. Striking his foe with a vicious right uppercut to the abdomen followed by an equally powerful left shoryuken to his opponents jaw. (400 damage/0 Stun)

 

V-Trigger Only

 

Denjin Goshoken-QCFx2 +K: Gouken channels the power Mu No Hado into a powerful electric ki fueled charging palm. Gouken strikes with blinding speed, hitting his opponent with an open palm strike to the sternum, after the strike connects his foe is electrified and poweful surge of ki, resembling a lighting strike shoots out of the back of their chest(2hits 400 damage/400 stun) Mu No Hado version of Goutetsu's Metsu Goshoken that he used against Akuma in Street Fighter Assassin's Fist.

 

Reasons to be in SFV:

 

Gouken has successfully mastered his own brand of Ansatsuken. He's trained disciples and passed on that knowledge to the next generation. However, there is one thing that he has not down. He has not put a end to his brother. Gouken and his brother will cross paths again...

 

Side Note:

 

  • Gouken in his V-Trigger 1 is essentially the boss version of Gouken from SFIV.

 

Name: Guy (Gai Yamamoto)

Spoiler

Nickname: Master of Bushinryu

Sex: Male

Ethnicity: American

Height: 5'ft 10.5in (1.79m)

Weight: 170lbs (77kg)

B/W/H: 45-30-32 (114m-76cm-81cm)

Hometown: Metro City, USA

 

Appearance: Guy has shoulder length dark brown hair tied into a low pony tail. His eyes are brown. Guy wears a red sleeveless ninja gi. He wears a wire mesh shirt underneath that is visible at the neckline of his gi. A white Bushin kanji symbol is on the upper left portion of the gi,His hands are covered by yellow fingerless gloves. Guy has a yellow band around his waist. The pants of his gi are also red. There are yellow bands around his ankles. Guy wears red High Top “Victoria “brand basketball shoes. The Victoria logo on the sides of the sneakers is black and resembles a lightning bolt.

 

Likes: Salmon Ochazuke, Chilled Tofu, Sneakers, Rice with Green Tea

Dislikes: Western Horizontal Writing, Ibuki's Lazy Behavior, Satsui no Hado, Mad Gear, Shadoloo

Fighting Style: Bushinryu

 

Tone: Guy is a calm and noble man. He almost always does the right thing.

 

Origins: Guy is the son of Japanese immigrants. His father moved to Metro City to take as an engineer for Metro City Motors. Unfortunately, MCM's business took a serious hit after a few years. Guy's father was laid off. Guy's family moved to the inner city. Here he'd meet Cody and they'd become fast friends. Guy's parents pooled their savings to purchase a small restaurant. With the only Japanese restaurant in the area, they were able to make ends meet.

 

Guy's family flew home to Japan every summer. During one of those visits, Guy would bump into Shidoshi (Master) Genryusai. his daughters, and Zeku. Guy and Genryusai's eldest daughter Rena quickly became smitten with each other. When Zeku offered to start training Guy in Bushinryu, he initially accepted just to spend more time with Rena. Guy would spend most of his summers training with Zeku. With Zeku periodically come to Metro City to ensure Guy wasn't slacking on his training. Keeping Cody out of trouble, ensured that Guy's battle sense stayed sharp.

 

After the events of the original Final Fight, Cody and Guy's friendship would become strained. After taking down the Mad Gear Gang couldn't keep himself out of brawls. Guy would began to spend more time in Japan. He'd eventually defeat his Shidoshi, Zeku, and become the 39th Master of Bushinyu. Guy would open up two Bushinryu schools. One in Metro City and one in Japan. Guy would split his time between both his schools. With Rena, taking over at the Japanese school whenever he was in Metro City.

 

His Rival: Maki

Attributes: Health: 3 Power: 2 Range: 3 Mobility: 5 Technique: 5

1000 Stamina 950 Stun

 

Throws:

 

Tsukami Nage (Grab Throw)– LP+LK: Guy grabs his foe and knees them twice in the stomach before hitting them with a hopping knee to the face.

 

Seoi Nage (Shoulder Throw) – B+LP+LK: Guy grabs his opponent and tosses them over his shoulder behind him.

 

Unique Attacks:

 

Sankaku Tobi (Wall Jump) – UB (Towards Wall/In Air): Guy briefly grabs the wall and jumps off of it.

 

Kubi Kudaki (Neck Breaker) - F+MP (Overhead): Guy pulls back his left elbow to his forehead and slams it downward at his opponent. 2 hits Slow startup, +2 on hit, -2 on block.

 

Kamaitachi (Ninja Sickle) DF+HK: Guy performs a back handspring kick that strikes the opponent twice. Slow startup, has limited juggle capability, -2 on block

 

Hiji Otoshi (Elbow Drop) – D+MP: (In Air) Guy performs an elbow drop from the apex of a forward jump that immediately halts his momentum causing him to descend straight down.

 

Bushin Nijū Ken (Martial God Double Fist) – MP, HP: (Target Comb) Guy hits his opponent with a right punch to the gut followed by a left upward palm strike.

 

Bushin Gokusa Ken (Martial God Prison Chain Fist) – LP, MP, HP, HK: (Target Combo) Guy strikes with a quick left back fist, right punch to gut, left upward palm strike, and standing spin kick. (Guys Final Fight Combo)

 

Bushinryu Seoi Nage (Martial God Style Shoulder Throw) – LP, MP, HP, D+HK: (Target Combo) Guy strikes with a quick left back fist, right punch to gut, left upward palm strike, and tosses his opponent over his shoulder behind him. (Guys Final Fight Combo into throw)

 

V-Reversal:

 

Inori Naguru (Prayer Strike)– F+PPP: Guy bows his head briefly while bringing his hands together with his middle and fore fingers of his left hand pointing upward before striking with a left open palm punch that sends his opponent a ½ screen away.

 

V-Skill:

 

Bushin Hageshī Kaen (Martial God Raging Blaze) – MP+MK: Guy pulls back his right arm, turning his left shoulder toward his foe, before twisting forward violently with a long arm palm attack that creates a large stationary orange projectile. Slow startup projectile that causes a juggle state. Attack can be charged. Uncharged (1 hit, Limited Juggle State, -2 on Block, Cancels 1 hit Projectiles) Charged (3 hits, Juggles The Foe Higher, 0 on block, Overwhelms 1 or 2 hit projectiles, Cancels 3 hit Projectiles). Builds a small amount of V-Gauge if blocked, builds more on hit, and the first juggled hit.

 

V-Trigger 1:

 

Bushin Sokudo(Martial God Velocity) – HP+HK: Guy focuses his ki and gains overwhelming speed and mobility.

  • Forward Walk Speed Increased from 5 to 5.5
  • Back Walk Speed Increased from 3.9 to 4.4
  • Forward Dash Frames Reduced from 18F to 16F
  • Back Dash Frames Reduced from 26F to 24F
  • Overall Jump Frames Reduced 40F to 38F
  • Bushin Flip Frames Reduced from LP(60F to 55F)MP(65F to 60F)HP(65F to 60F)EX(57F to 52F)
  • Hayagake (Rapid Run) forward speed increased by 10%

3-Bar V-Trigger Permanent

 

V-Trigger 2:

 

Bushin Tejina Kōgeki(Martial God Juggling Assault) – HP+HK: Guy concentrates his ki into his limbs increasing his combo potential. All of Guys striking special attacks gain juggle properties. Any special attack performed during this V-trigger ignores the juggle point limit. Any special attack comboed into itself adheres to the normal juggle system. Special attacks comboed into other special attacks maintain the enhanced juggle properties. Four enhanced special per V-Trigger. 2-Bar V-Trigger

 

Specials:

 

Hozanto (Crumbling Mountain Tussle) – QCB+P: Guy turns as he advances slamming his elbow upward into his foe with great force. All versions become projectile invulnerable Frame 3 and knock down the opponent. Punch button determines the travel distance of the attack. LP (¼ Screen) MP (½ Screen) HP (¾ Screen) EX (¾ Screen, Projectile Invincible Frame 1)

 

Bushin Tobi (Martial God Flip) – QCF+P: Guy flips in the air towards his foe to close the distance. Punch button determines the distance traveled. Bushin Tobi has two follow up options. LP (¼ Screen) MP (½ Screen) HP (¾ Screen) EX (¾ Screen, Projectile Invincible Frame 1)

  • Izuna no Hiji Otoshi (Izuna Elbow Drop) – P: Guy halts the forward momentum of his flip and descends downward with an elbow drop
  • Bushin Izuna Otoshi (Martial God Izuna Drop) – P: (Close Range) Guy grabs his foe and flips over their shoulders driving them head first into the ground

 

Kaiten Izuna Otoshi (Rotating Izuna Drop) – QCF+P (In Air, Command Grab) Guy grabs his adversary mid air, flips them both upside down, and drive his opponent into the ground head first. Damage and landing proximity identical between all versions. Punch button determines where Guy reaches. LP(Reaches Below Him), MP (Reaches In Front), HP (Reaches Above Him), EX(Covers All Grab Ranges).

 

Bushin Senpu Kyaku (Martial God Whirlwind Leg)- QCB+K: Guy performs a rising whirlwind kick that has a horizontal rotation. All versions are invincible to aerial attacks. Kick button determines attack properties. LK (3 Hits, Hits Crouching Opponents, Least Damage), MK(4 Hits, Doesn't Hit Crouchers, More Damage), HK(5 Hits, Only hits aerial opponents, Throw/Projectile Invincible, Most Damage, Causes Juggle State), EX (6 Hits, Hits Crouchers, Full Start Up Invincibility, Causes Juggle State, Crush Counterable)

 

Hayagake (Rapid Run) – QCB+K: Guy runs towards his foe to close the distance. Kick button determines the distance traveled. Hayagake has multiple follow up options. LK (¼ Screen) MK (½ Screen) HK (¾ Screen) EX (¾ Screen, Projectile Invincible Frame 3)

  • Kyuuteishi (Sudden Stop) – LK: Guy comes to a sudden stop.
  • Kage Sukui (Shadow Kick) – MK: Guy performs a sliding kick that must be blocked low.
  • Kubikari (Neck Flip) – HK: (Overhead) Guy strikes with a side long wheek kick. Can anti air with proper timing. Must be blocked high.

 

Critical Art:

 

Bushin Hasoken (Martial God Eight Twin Fistsl) – QCFx2+P: Guys hops into the air striking his adversary in the face with a left punch. If it connects Guy rising into the air pummeling his foe with nine hit combination of punches and kick before concluding the assault with a 360° spin kick to the face that sends his opponent flying across the screen. 11 Hits 330 Damage (10x20, 1x130)

 

V-Trigger 1 Only

 

Bushin Muso Renge (Martial God Unmatched Lotus Blossom) – QCFx2+P: Guy grabs his opponent hits them with a gut punch/spinning kick combination that sends them flying away. The background goes white, Guy sprints behind his foe with blind speed pummeling from all sides with with a five hit combination that sends them hurtling in the other direction. Guy sprints behind them once more hitting with another five hit combination from all sides. The background goes pitch black and Guy hits his opponent with a seven hit combination that causes them to crumple to the ground as the darkness fades to light. 19 Hits 380 Damage

 

Reasons to be in SFV:

 

Guy enters the tournament simply to settle things once and for all with Maki. Their rivalry has put a strain on Rena and Maki's relationship. He's hoping to defeat Maki and convince her to head up his Bushinryu school based in Japan. This would allow him to move to Metro City with Rena and help his old friend and new mayor Cody clean up the city once again.

 

Side Note:

  • Gai means victory.
  • Gai started going by “Guy” because people kept misspelling his name in school.
  • Guy's sneakers were originally Nike's. Capcom changed Swoosh logo to a lighting bolt to avoid legal issues.
  • Nike is the Greek Goddess of Victory.
  • Victoria is the Roman Goddess of Victory. Which is why I made up the “Victoria” sneaker brand.
  • I gave Guy the Yamamoto surname because Rena's surname is Genryusai.

 

Name: Ingrid Sólbjörnsdóttir

Spoiler

Nickname: The Embodiment of Sól

 

Sex: Female

 

Ethnicity: Icelandic

 

Height: 5ft 10in(1.79m)

 

Weight: 141 lbs. (64kg)

 

B/W/H: 36-24-36(92cm-61cm-92cm)

 

Hometown: Húsavík, Iceland

 

Appearance: Ingrid has long white hair and red eyes. She wears a variation of the traditional Icelandic Kyrtill. A Kyrtill is a single piece gown with an ankle length skirt and elbow length sleeves that is patterned in design after traditional Viking clothing. She does not wear the Phyrgian cap and veil. Ingrid's dress is the traditional “smurf” blue. With golden embroidery on neckline and sleeves. She has metallic golden belt with a buckle that resembles the Sun.

 

Likes: Skyr (Icelandic cheese that's similar to yogurt), Hot Springs, Isold (Her Grandmother's) Stories

 

Dislikes: Pylsur (Icelandic hotdog made with lamb), Sarcasm, Ignorance

 

Fighting Style: Hnefi Sólarinna(Fist of the Sun)

 

Tone: Ingrid exudes an air of arrogance. She is the first member of the Sunna clan to inherit Sol's power since her grandmother Isold. She's always been the most powerful fighter in Clan Sunna.

 

Origins: According to legend, Ingrid's family is descended from Sol the Norse Goddess of the Sun. The clan name, Sunna, is another name for Sol. The Sunna Clan fled to Iceland after nearly being wiped out by the Clan of Fenrir. The Máni Clan was obliterated covering their escape. (Máni is the Norse God of the Moon.) She's been trained since she was a small child in Hnefi Sólarinna by her grandmother.

 

Her Rival: Necalli

 

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 4 Technique: 4

950 Health/950 Stun

 

Throws:

 

Sólbruna (Sunburn) - LP+LK: Ingrid grabs her opponent by the shoulders, puts her right leg behind her opponents legs, and shoves her opponent to the ground with her right arm

 

Sólvindur (Solar Wind) - B+LP+LK: Ingrid grabs her opponent by the wrist and tosses them over her head and behind her

Unique Attacks:

 

Tvískiptur Sól (Dual Sun) – F+ MP (overhead): A single hit double axe handle punch

 

V-Reversal:

 

Sól Nova-F+PPP: Ingrid summons circular orb of solar ki that detonates and send her opponet flying a full screen away.

 

V-Skill:

 

Sól Charge-MP+MK: Ingrid strikes her opponent with a fiery shoulder charge. Tapping MP+MK Quarter Screen travel distance, safe on block. Holding MP+MK Half Screen travel distance, causes juggle, unsafe if blocked

 

V-Trigger 1:

 

Ljós Sólarinnar(Light of the Sun) -HP+HK: Ingrid is surrounded by a “Solar Aura”. The properties of her projectiles are enhanced.

  • Sól Set landing recovery reduced by 2F. 15 Damage/15 Stun Buff. Relaxed juggle points.
  • Sól Shot recovery reduced by 2F. 20 Damage/20 Stun Buff. Causes a juggle state at close range

V-Trigger Gauge drains over time. Enhanced projectiles do not reduce her V-Trigger Gauge.

3 bar V-Trigger

 

V-Trigger 2:

 

Sólarupprás og Sólsetur (Sunrise and Sunset) -HP+HK Ingrid genrates a massive Sun shaped aura around her body that she hurls at her opponent leaving them in a juggle state. Ingrid gets two per V-Trigger, the first of which is released upon V-Trigger activation. This V-Trigger can be used from the ground or in the air. Sólarupprás is the grounded version. Sólsetur is the air version. 150 damage/100 Stun.

  • Sólarupprás (Sunrise)-HP+HK from a grounded state. The massive Sun shaped projectile surrounding Ingrid rises straight up into the air. Leaving her foes in a juggle state. Initial juggle from Sólarupprás does not count against juggle point limit.
  • Sólsetur (Sunset)- HP+HK from any (forward, neutral, or back) jump. The massive Sun shaped projectile surrounding Ingrid sinks straight down into the ground. Leaving her foes in a juggle state. Initial juggle from Sólsetur does not count against juggle point limit.

2 bar V-Trigger

 

Specials:

 

Sól Set-QCF + P: (In Air)A fiery projectile that resembles the Sun itself. Very slow recovery time. The angle is determined by the strength punch. LP (60° Angle, MP (45° Angle), HP (30° Angle),EX (LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle)

 

Sól Shot-QCF + P: A fiery projectile that resembles the Sun itself. Slow recovery time. The angle is determined by the strength punch. LP (Horizontal), MP (30° Angle), HP (45° Angle), EX (LP+MP Horizontal, LP+HP 30° Angle, MP+HP 45° Angle)

 

Sól Embrace-HCB+ P (Command Grab): Ingrid grabs her opponent by the neck with both hands and channels ki through her hands engulfing them in flames. Startup and Damage determined by the button pressed. LP(5F Startup, Least Damage), MP(6F Startup, More Damage), HP(7F Startup, Most Damage), EX(5F Startup, Most Damage)

 

Sól Flare- QCF + K: (Strikes Low) Ingrid hits her a opponent with a sliding low kick that knocks down her opponent. Slide goes under projectiles. Kick button determines distance. LK( ¼ Screen), MK( ½ Screen), HK( ¾ Screen), EX ( 2/3 Screen, Causes Juggle State, Side Switch at Point Blank Range)

 

Full Sól (Full Moon)-HCB+ K (Hit Grab): Ingrid dashes toward her opponent, grabs them by the neck with one hand, summons a moon like white orb of ki with her other, and slams it into their face causes the to burst into white flames. Kick button determines the distance she travels. LK( ¼ of screen) MK(½ screen) HK (¾ screen) EX(Auto tracks, Causes Juggle)

 

Critical Art:

 

Sól Explosion- HCFx2+P: Ingrid generates massive Sun shaped aura around herself that explodes on contact with her foe. 340 damage

Reasons to be in SFV:*

 

Ingrid's grandmother disappeared after being contacted by an apparent survivor of the Máni Clan. Witness say that her grandmother and the Máni Clansman were overwhelmed by a “God of Fire and Ice.” Ingrid seeks the return of her grandmother and the potential restoration of her sister clan The Máni.

 

Side Note:

 

*Ingrid with an Icelandic/Norse origin. Not a generic loli/school girl design.

 

Name: Iro (Personification of Hera)

Spoiler

Nickname: The Veiled Goddess

 

Sex: Female

 

Ethnicity: Greek (?)

 

Height: 6ft 2in(1.88m)

 

Weight: 176 lbs. (80kg)

 

B/W/H: 39-26-39(99cm-66cm-99cm)

 

Hometown: Rhodes (Rhodes City, Island of Rhodes)

Appearance: Iro is statuesque woman in supreme physical condition. She has curly, sandy brown hair that is waist length. Her eyes are emerald green and her legs are 40 inches (Just over 1m) long. Iro has an olive complexion. Her attire is essentially of Women's MMA gear. She sports a ivory colored top/sports bra with gold accents along with ivory colored shorts with gold accents. She doesn't wear gloves nor shoes. Iro also has an ivory headband that covers her forehead*.

 

Likes: Nature, Languages (She speaks most known languages), Reading, Ancient Architecture

 

Dislikes: High Heels (She's already tall), Condescending People,Callousness

 

Fighting Style: Veiled Pankration

 

Tone: Iro has had limited contact with the outside world. Which makes her curious and inquisitive. Her friendly demeanor can quickly turn sour in the face of rude behavior.

 

Origins: Currently residing in Rhodes, Iro moved frequently throughout her life. Living on various islands in homes with impeccable sight lines and quick egress points. Although, they never spoke of it. It was clear to her that her parents were constantly on the run. Since she has been able to talk, her parents have brought in the finest tutors to educate her. This also holds true for her martial capabilities. Trained to her physical limits and studying until mental exhaustion daily. Through this rigid lifestyle she was able to master the Armor of Gaea** and the Blades of Themis*** two of the 66 Secret Arts described to Iro by her parents. After mastering those two arts, her parents placed her in the care of Antreas, the family steward, and sent her to the island of Rhodes.

 

Her Rival: Urien

 

Attributes: Health: 4 Power: 2 Range: 4 Mobility: 3 Technique: 4

 

1050 Stamina 1025 Stun

 

Throws:

Fall from Grace - LP+LK: (In Air):: Iro catches her opponent by the throat and slams them into ground.

 

Athenian Spike - LP+LK: (Iro grabs her opponent, lifts them over her head and drives them head first into the ground while falling to her knees) Essentially a more vicious version of the Tombstone Piledriver

 

Reverse Athenian Spike - B+LP+LK:( Iro grabs her opponent, lifts them over her head, turns in the opposite direction, and then drives them head first into the ground while falling to her knees) backthrow version of her forward throw

 

Unique Attacks:

 

Amazon Headbutt – F+ HP (Hit Grab): Iro extends both of her arms, grabs them by the head, and hits them with headbutt

 

Earthen Hammer – F + MP (Overhead): Iro clasps her hands together, pulls them back overhead and slams them down on her opponent

 

Gail Heel – F+ MK: A quick push kick to the abdomen

 

V-Reversal:

Titan's Wall - F+PPP: A quick striking shoulder charge that knocks her opponent across the screen

 

V-Skill:

 

Gust Lariat – MP+MK : A clothesline punch. Can be charged. Uncharged version does not knockdown. Fully charged version knocks down and side switches at point blank range. (Similar to Gill's Saber Lariat)

V-Trigger 1:

 

Armor of Gaea - HP+HK :Iro's body becomes as hard as stone. She takes no white life damage during her V-Trigger. Cyclokinesis now hit her opponent twice and puts them in a juggle state if landed at point blank range. All of her strike based specials gain 1 hit of armor (from frame 3 on) and a 10% damage buff. All of her normals gain a 5% damage buff. 3 bar V-Trigger

 

V-Trigger 2:

 

Rage of Aura - HP+HK: Iro becomes the embodiment of Aura's fury. After activation she gains access to a command grab. Iro grabs her opponent by the throat with her right hand, lifts them off the ground, pulls back her left arm, draining a small amount of her foes stamina, before punishing them with a vicious punch to the abdomen that causes them to crumple at Iro's feet. 5F Start up 160 damage/150 Stun. Immediate 50 Stamina Gain. Additional 25 Stamina gain over the next 5 seconds. (5 per second). Two landed grabs per V-Trigger. Each whiffed grab cost a ¼ of her gauge. 2 bar V-Trigger

 

Specials:

 

Cyclokinesis - QCF + P: Wind Ki based projectile. Iro generates a ball of cyclonic (wind) ki and fires it at her opponent. Moderate recovery time. The properties are determined by the strength punch. LP (Horizontal Slow Moving, MP (Horizontal Fast Moving, HP 45(° Angle Moderate Speed).

 

Summit Avalanche - HCB+ K (Command Hit Grab): Iro charges her opponent, grabs them by the neck with her left hand, lifts them over her head and slams them into the ground. The strength of the punch button determines the distance traveled. LK (¼ Screen), MK( ½ Screen), HK( ¾ Screen), EX ( ¾ Screen, Armor on Frame 3)

 

Meteor Strike - HCB + P: (Overhead) Iro somersault's forward and strikes with a powerful overhead punch. Punch determines distance. Goes over low attacks. All versions are projectile invincible on Frame 3. LP(Point Blank), MP (¼ Screen), HP (½ Screen) EX (½ Screen, Fully Projectile Invincible)

 

Turbulent Assault - HCF+ K: Iro charges her opponent, strikes them with a side kick to the abdomen, and follows up with a rapid succession of kicks to the ankle, knee , hip, and finally a kick to the chin which causes a juggle state. The strength of the kick button determines the distance traveled. LK (¼ Screen), MK( ½ Screen), HK( ¾ Screen), EX ( ¾ Screen, Armor on Frame 3)

Critical Art:

 

Blades of Themis - HCFx2+P: One of the 66 Secret Arts. Iro strikes her opponent with a powerful bladed punch to the sternum. Upon impact, her opponent is surrounded by twelve wind based ki attacks resembling the blades of a sword. These ki attacks converge on her opponent in unison inflicting massive damage. 13 hits 350 damage (1x110, 12x20).

 

Reasons to be in SFV:

 

Iro's parents along with her adopted sister Dimitra**** were slain shortly after she was placed in Antreas care. Unbeknownst to Antreas, Iro has been investigatimg the murder of her family. All of her leads point to a mysterious man with white hair and a jewel in his forehead.....

 

Side Note:

 

  • Iro's headband conceals a green gem in her forehead. This glows upon activation of her V-Trigger and during her critical art.
  • Gaea is the mother of all Greek Titans and Gods. The Goddess of earth
  • Aura is the Titan Goddess of Wind
  • Themis is the Titan goddess of divine law and order
  • Iro's doesn't know that Dimitra was adopted as her body double. While Iro was sequestered away in the family estate only leaving the grounds when they were moving to another location. Dimitra has allowed to go out in public. They also had a green gem implanted in her forehead. They tipped off the Illuminati to their location after Iro was sent away. In their eyes, they were finally granting their daughter her freedom.

 

Name: Ismaya

Spoiler

Nickname: Nature's Untouchable Ranger

 

Sex: Male

 

Ethnicity: Indonesian

 

Height: 5'7”(1.70m)

 

Weight: 146lbs (66kg)

 

B/W/H: 43-31-33 (108cm-79cm-84cm)

 

Hometown: Bandung, Indonesia

 

Appearance: Ismaya is a short man with brown eyes, tan skin, and black hair. His hair is in a “thick crop style”. He has no facial hair. Ismaya wears a variation of the Polisi Kehutanan Indonesia (Indonesia Forest Ranger) uniform. He has on a forest green collared button up shirt, with a red undershirt, and cargo style pants that are the same shade of green. Ismaya has on black leather belt with a gold buckle. He also has a Karambit (small curved knife) in a scabbard hanging from his waist. Ismaya wears a beret on his head and has black boots on his feet.

Likes: Nature, Animals, Dancing, Karedok

Dislikes: Poachers, Bullies

Fighting Style: Pencak Silat

 

Tone: Ismaya is a jovial man that enjoys nature. His Pencak Silat techniques are often modeled after the animals he protects.

 

Origins: Ismaya is forest ranger from Indonesia. As a child he had a hard time getting along with others. He'd often run off into the wilderness to be alone. It was at this time that he developed an affinity for animals and an appreciation of nature. Because of his diminutive size and awkward social skills, Ismaya was often bullied. His father enrolled Ismaya in the local Silat school. He wanted Ismaya to be able to fend for himself. With his exceptional speed and agility, Ismaya excelled at Silat. What he lacked in power he more than made up for with his speed and surprising endurance. Now able to defend himself, Ismaya wanted to do the same for his animal friends. Ismaya decided that he would join the Polisi Kehutanan Indonesia (Indonesia Forest Rangers) as soon as he was able.

 

His Rival: Rashid

 

Attributes: Health: 3 Power: 1 Range: 2 Mobility: 5 Technique: 4

 

1025 Stamina 925 Stun

 

Throws:

 

Komodo Bite - LP+LK : Ismaya grabs his foe and hit them with quick left punch to the face followed by a hard front kick to the chest.

 

Elephant Tusk -B+LP+LK: Ismaya picks up his opponent in a fireman's carry, and quickly tosses them behind him.

 

Maleo Talon - LP+LK (In Air): Ismaya grabs the the opponent, rolls 450°, and kicks them towards the ground.

 

Unique Attacks:

 

Sun Bear's Grasp – B (In Air): Ismaya grabs the wall and jumps toward his opponent

 

Dhole Fang – B+MP: A quick upward elbow strike that can be used an an anti air (4F Startup)

 

Fishing Cat Paw – F+HP: Ismaya strikes with a quick overhead left elbow strike. Quick startup, slow recovery. - 6 on block

 

Kijang Hop - F+LK: Ismaya performs a quick hopping knee strike that goes over low attacks

 

Cuscus Tail – B+MK: Ismaya hits his foe with a quick low back kick to the knee

 

Banded Civet Slide – B+HK: (Side Switch) Ismaya performs a short distance sliding kick to the ankles. Attack causes his opponent to flip over and land behind him. -7 on block

 

V-Reversal:

Rhino's Charge - F+PPP: Ismaya knocks down his foe with a swift head butt.

 

V-Skill:

 

Macaque Cartwheel – MP+MK: Ismaya cartwheels forward or backward. Cartwheel is projectile/strike invulnerable from frame 3. MP+MK cartwheels forward. B+MP+MK Cartwheels backward.

  • Macaque Strike – P: (From Forward Cartwheel): Ismaya cartwheels into a flying left elbow attack. -6 on block
  • Macaque Blow – K: (From Backward Cartwheel): Ismaya flips into a double footed flying kick. – 6 on block

 

V-Trigger 1:

 

Peregrine's Flight – HP+HK: Ismaya gains the ability to super jump and double jump in all directions. D,U (Neutral Super Jump) D, UB (Back Super Jump), D,UF (Forward Super Jump). Pressing D+MK during normal or super jump near the apex of the jump will initial a double jump. Sun Bear's Grasp can be used after a double jump. Each jumps drains V-Gauge with an exception. A double jump initiated from a super does drain additional V-Gauge. Double jumps from regular jumps do drain V-Gauge. Ismaya gets approximately 3 enhanced jumps per V-Trigger. 2-bar V-Trigger

 

V-Trigger 2:

 

Leopard's Bound – HP+HK: Ismaya gains the ability to double dash. HP+HK dashes forward and B+HP+HK dashes backwards. The first dash is fully invincible. The second dash projectile and strike invincible frame 3. Ismaya can dash forward twice, dash backward twice, dash forward then backward, or dash backward then forward. First or Second dash can be canceled into any of Ismaya's normal attacks. Ismaya gets approximately 3 double dashes per V-Trigger. Canceling the first dash into an attack counts as against one of your three double dash activation's. 2-bar V-Trigger

 

Specials:

 

Anoa Horns – QCF+P: Ismaya charges forward with a hooking right elbow followed up immediately by a back right elbow. Distance traveled determined by the punch button. LP(Point Blank), MP( ¼ Screen), HP (½ Screen), EX (Gains armor on frame 1, Distance traveled determined by buttons pressed. LP+MP Point Blank, LP+HP ¼ Screen, MP+HP ½ Screen)

 

Tiger Claws – QCB+P: Ismaya strikes his opponent in the stomach with a punch, followed by a left elbow to the jaw, followed by right elbow to the jaw, left elbow uppercut to the chin, and sends them flying away with a spinning back elbow to the sternum. Damage, Startup, and Properties determined by the punch button pressed. LP(Fastest Startup, Leaves Foe Standing) MP(Slower Startup, Knocks Down), HP(Slowest Startup, Juggles), EX(Fastest Startup, Causes Crumple State, -6 on block)

 

Babirusa Tusk – HCF+K: Ismaya attacks his foe with a flying left knee strike to the chest. Distance traveled is determined by the kick button. Projectile invincible from Frame 3. LK (¼ Screen), MK (½ screen), HK (¾ Screen), EX(Projectile Invincible from Frame 1, Juggles, distance traveled determined by the buttons pressed. LK+MK ¼ Screen, LK+HK ½ Screen,

MK+HK ¾ Screen)

 

Merak Beak – F,DF+K: (Anti Air) Ismaya rises straight up into the air with a flying knee attack. Attack has no horizontal movement. All versions juggle, but are difficult to combo outside of the corner. Kick button determines the height of the attack and ease of a juggle follow up. LK(3F Startup, Invincible to Airborne Attacks, Lowest Juggle Height) MP (4F Startup, Invincible to Airborne Attacks, Higher Juggle Height), HP (5F Startup, Invincible to Airborne Attacks, Highest Juggle Height), EX (3F Startup, Full Startup Invincibility, Highest Juggle Height)

 

Proboscis Pounce – HCB+K: Ismaya jumps backward, pushes off the wall, and strikes his foe with a flying kick. Angle and distance of the attack is determined by the kick button. Projectile invulnerable from frame 3. LK (¼ Screen), MK (½ screen), HK (¾ Screen), EX(Projectile Invincible from Frame 1, Causes Crumple state, distance traveled determined by the buttons pressed. LK+MK ¼ Screen, LK+HK ½ Screen, MK+HK ¾ Screen)

 

Critical Art:

Nature's Wrath: QCBx2+P: Ismaya's uses his incredible speed to hit his opponent with a barrage of punches, elbows, knees, and kicks ending with a powerful Merak Beak that sends his foe high into the air. 33 hits (330 damage). Opponent can be comboed after the final hit if Nature's Wrath is performed in the corner.

Reasons to be in SFV:

 

Ismaya wants to use fighting ability to protect his animal friends. He wants to win the World Martial Arts tournament for two reasons. The platform so he can draw attention to the many endangered species of his homeland and the money. He plans to use the prize money help train and employ additional rangers.

 

Side Note:

 

  • All of Ismaya's attacks are named for animals native to Indonesia
  • Wanted to try something different. Usually fast characters have low health. Ismaya has high health and high speed. His damage output is low. Since he has to open up his opponent several times to win. His various movement options help him open up his foe and his high health allow him to have more opportunites to do so. His low stun allows his opponents to dizzy him quickly if they can lock him down.
  • Ismaya's forward and backward walk speed and forward and back dash would be the fastest in the game.
  • Ismaya means Wise, God-Like. I saw God Like and immediately knew this had to be the for my Pencak Silat practitioner
  • Karedok is a vegetable salad in peanut sauce. It's a dish from the West Java region of Indonesia. Bandung is located in West Java.

 

 

Edited by Darc_Requiem
Posted (edited)

Name: Jessica Haggar

Spoiler

Nickname: Hot Tempered Damsel

 

Sex: Female

 

Ethnicity: American

 

Height: 5'ft 8in (1.73m)

Weight: 139lbs (63kg)

 

B/W/H: 37-24-35 (94cm-61cm-89cm)

Hometown: Metro City, USA

Appearance: Jessica is a physically fit woman. She has long flowing blonde hair. Her eyes are blue and has on red lipstick. Jessica wears a form fitting, red, single piece, MMA style body suit that leaves her arms completely exposed and legs exposed from the thigh down. Jessica has white fingerless MMA gloves on her hands and red fingernail polish. She has ankle high wrestling shoes on her feet. Her shoes are white with red striping.

 

Likes: Chili Dogs, Traveling, Rena (Best Friend), Poker

 

Dislikes: Selfish men, Being Treated Like A Princess (By Her Father)

Fighting Style: MMA (Wrestling, Bushinryu, Street Fighting)

 

Tone: Jessica is a headstrong woman. While she is generally well mannered, she doe have her father's temper. She can be quite the hot head when she's angry.

Origins: Jessica is the daughter of Metro City mayor Mike Haggar. She gained international fame after being the victim of a kidnapping at the hands of the Mad Gear Gang. Hey boyfriend, at the time, Cody teamed up with his best friend Guy and her father to mount a rescue. After being saved, Cody and Jessica would go on European vacation. They were happy for few days, but she noticed a change in Cody. She could tell something was bothering him but he wouldn't say what. After they returned home, Cody got into constant brawls. So many that his heroic reputation and her father's influence couldn't keep him out of jail. At first she was angry at Cody, until she figured out what was going on. Jessica was tired of being the “damsel in distress” , Jessica becomes determined to defend herself. Her father begrudgingly begins to train her. She also reaches out to Rena Genryusai. Her fathers wrestling skills are mostly based on his size and strength. Rena's Bushinryu was more fitting for someone of Jessica's stature. Her goal was to combine her fathers wrestling with Rena's Bushinryu and a few things she picked up from Cody. It's been several years but Jessica has developed herself into a formidable fighter. She's undefeated in her brief MCF (Metro Cage Federation) career although she and Roxy fought to a draw in her very first fight. When she isn't training or fighting, Jessica with Rena's help has been looking into who is truly behind Cody's incarceration.

 

His Rival: Roxy

 

Attributes: Health: 3 Power: 2 Range: 3 Mobility: 4 Technique: 3

975 Stamina 975 Stun

 

Throws:

 

Ruffian Clinch – LP+LK: Jessica clinches her opponent, knees them in the ribs four times, and tosses them forward over her shoulder.

Mayoral Toss – B+LP+LK: Jessica clinches with her opponent and arm drag throws them behind her

 

Bushin Otoshi – (In Air) P+K: Jessica grabs her opponent out of the air and drives them into the ground with an Izuna Drop.

 

Unique Attacks:

 

Jaw Breaker – B+HP: Jessica strikes with a slow uppercut to the jaw that can function as an anti air if correctly timed.

 

Cross Body Block – F+MP (Overhead): Jessica jumps at her opponent using her body as a weapon. Fast start up, slow recovery, goes over low attacks -6 on block.

 

Neck Flip – F+MK (Overhead) : Jessica hops into the air and executes a Bushin style sidelong wheel kick. Slow start up, Goes over low attacks, -2 on block.

V-Reversal:

 

Flying Lariat – F+PPP: (Side Switch) Jessica strikes her foe with a flying clothesline, that knocks her foe down, and causes her to land behind them.

 

V-Skill:

 

Hayagake (Run) – MP+MK: Jessica performs a Bushin style command run that is projectile invincible from Frame 3. Distance traveled determined by the command input. B+MP+MK (1/3 Screen), MP+MK (½ Screen), F+MP+MK (2/3 Screen). Pressing the K button during the dash causes Jessica to strike with a Kage Sukui (Shadow Kick). A low hitting slide kick that is -7 on block. Jessica only gains V-Gauge when the Kage Sukui hits or is blocked.

 

V-Trigger 1:

 

Damsel's Revenge – HP+HK: Jessica lets her rage overflow gaining the ability to cancel any of her attacks into one of two V-Trigger exclusive target combos.

  • Metro Skyline – LP,LP, MP, HP: Jessica hits her foe with two jabs followed by a body blow and then an uppercut that generates a small (roughly 3ft/1m tall)stationary tornado under the feet of her opponent that sends them spinning straight up into the air leaving them in a juggle state.
  • Bushin Chain – LK, LK, MK, HK: Jessica hits her foe with left roundhouse kick, right roundhouse kick, a high side kick that sends the opponent skyward, and ends the combination with a flying axe kick that sends the opponent crashing to the ground causing a hard knock down.

Jessica gets two target combo chains per V-Trigger. 3-Bar V-Trigger.

 

V-Trigger 2:

 

Damsel's Scorn – HP+HK: Jessica's rage grants her a temporary boost of strength allowing her to cancel into Cyclone Driver from any physical special attack landed. This Cyclone Driver has it's damaged scaled to 70% of it's normal damage. Two Cyclone Driver cancels per V-Trigger. 2-Bar V-Trigger

 

Specials:

 

Zonk Shoulder – Hold P, Release: Jessica strikes with a spinning back shoulder strike. Knocks Down. Projectile invulnerable. Unsafe (-9 on block). EX (Hold two punch buttons, gains 1 hit of armor on frame 3, Causes Crumple State, -6 on block)

 

Cyclone Driver -HCB+P (Command Grab): Jessica strikes with a powerful uppercut that generates a small (roughly 3ft/1m tall)stationary tornado under the feet of her opponent that sends them spinning straight up into the air. Jessica then jumps into the air, grabs her spinning opponent, and drives them into the ground with a spinning sit down power bomb. All versions have a 7F start up. LP (Most Range, Least Damage, Most Recovery On Hit), MP (Less Range, More Damage, Less Recovery On Hit), HP (Least Range, Most Damage, Least Recovery On Hit) EX (Throw Invincible, Most Range, Most damage, Least Recovery On Hit)

 

Violent Gavel – QCF+P (Rekka): A “Rekka” style attack that can be extended by repeated the motion up to three times. Jessica strikes with a right hammer fist uppercut. followed by a left hammer fist uppercut, and finishes the attach with a double axe handle uppercut. Punch button determines the distance traveled. LP( ¼ Screen, Leaves Standing), MP (1/3 Screen, Knocks Down), HP ( ½ Screen, Causes Juggle), EX(Gains Armor Frame 3, Causes Wall Bounce, LP+MP ¼ Screen, LP+HP 1/3 Screen, MP+HP ½ Screen)

 

Ruffian Heel – QCB +K (Rekka) : A “Rekka” style attack that can be extended by repeated the motion up to three times. Jessica quickly closes the distance on his opponent with a swift sliding low kick, that is followed up by a dashing side kick, and ends with dashing high side kick. Kick button determines the angle of the kick. Kick button determines the distance traveled. First hit must be blocked low. LK( ¼ Screen, Knocks Down), MP (1/3 Screen, Knocks Down), HP ( ½ Screen, Causes Juggle), EX(Projectile Invincible Frame 3, Causes Crumple State, LK+MK ¼ Screen, LK+HK 1/3 Screen, MK+HK ½ Screen)

 

Bushin Fudo Kogeki (Bushin Floating Attack) – F,D,F +K (Anti Air Rekka): A “Rekka” style attack that can be extended by repeated the motion up to three times. A weaker kick variation of Guy's Bushin Hassou Ken. Jessica strikes with rising jump front that can be followed by two additional kicks. Kick buttons determines the attack properties. Attack has no start up invincibility. LK (3F Startup, Hits Crouchers, Least Damage) MK (5F Startup, Does Not Hit Crouchers, Juggles in the Corner, More Damage), HK (7F Startup, Only Hits Airborne Opponents, Most Damage, Causes Juggle State), EX (Full Start Up Invincibility, 4F Startup, Hits Crouchers, Most Damage, Causes Juggle State, Crush Counterable)

 

Critical Art:

 

Violent Cyclone Izuna Otoshi – QCFx2+P: Jessica combines her three main disciplines into once viscous combination. She strikes with a powerful double axe handle uppercut that knocks her opponent off their feet, before they can hit the ground Jessica nails them with left hand uppercut that generates a massive cyclone that sends them high into the air, she jumps into the air and brings her foe crashing back to earth with a spinning Izuna Drop. 3 hits 345 damage

Reasons to be in SFV:

 

Jessica is using the tournament as means to flush out whatever remnant of Mad Gear is responsible for Cody's situation. She knows that putting herself at risk would cause her father and Cody to come to aid her. She's hoping that this will get the mastermind behind Cody's incarceration to reveal himself so that she can take them down. As a bonus she has chance to settle the score between her an Roxy. A draw may not be a loss, but it isn't a satisfying outcome either.

 

Side Note:

 

-Jessica's move set combines elements of Haggar's wrestling, Bushinryu, and Cody's street fighting.

 

Name: Jianyu Vilar

Spoiler

Nickname: The Strident Staff

Sex: Female

Ethnicity: Macanese

Height: 5ft 5in(1.65m)

Weight: 126 lbs. (57kg)

B/W/H: 33-22-34 (84cm-57cm-86cm)

Hometown: Macao, China

Appearance: Jianyu is a petite woman with long black hair and dark brown eyes. Her hair is tied into two long odango buns on each side. Each bun has a braided pig tail that hangs down to the small of her back. She wears a custom white sleeveless mini qipao (Chinese Dress) with red outlines, the qipao is tied with a yellow belt. Her legs are covered with red stockings and she wears yellow shoes.


Likes: Spicy Food, Jiaozi, Internet Shopping

Dislikes: Cleaning, Housekeeping

Fighting Style: Choy Lit Fut/Shadaloo Assassination Techniques

Tone: Jianyu is a lout and boisterous woman. She is often the center of attention

Origins:
 

Hailing from from Macao (Macau), China, Jianyu and her sister Xiayu are Macanese. They are of Chinese and Portuguese descent. A former Portuguese colony city located on the eastern coast of the Chinese mainland. While her parents, Rodrigo Vilar and Guofang Ku, were away on business. Jianyu and Xiayu spent a of time with their grandfather Siu-Wong Ku. Enamored with his skill, Jianyu and Xiayu (with her sister's prodding) asked to learn Choy Li Fut from him. Her sister liked to get up close and person during combat, but Jianyu liked keeping them at a distance. She preferred the quarterstaff. “You can't be hit, if your out of range,” she thought.. Jianyu liked to be the center of attention. She'd often drag her more reserved sister around. Xiayu would fade into the background, but Jianyu would be front and center. Jianyu's more provocative manner of dress would be a point of frustration for father. Wanting to show off for their friends, Jianyu convinced Xiayu to participate in a martial arts demonstration at one of their father's grand openings. Unfortunately, this garnered the attention of an agent of Shadaloo. The sisters would be kidnapped and placed into Bison's doll program. The fall of Shadaloo freed the sisters from mind control. Unbeknownst to her sister, Jianyu blamed herself for their capture by Shadaloo. She resolved herself to spend the rest of her life making this up to Xiayu.


Her Rival: Xiayu

 

Attributes:

Health: 2 Power: 2 Range: 5 Mobility: 3 Technique: 4

950 Stamina 950 Stun


Throws:

Tail Slam (Tērusuramu) LP+LK: Jianyu grabs the middle of her staff with both hands, hits her foe with a short upward strike to the chin, spins into full extension staff strike to the abdomen, lifts her foe overhead, and slams them into the ground.


Tail Whip (Tēruhoippu) -B+LP+LK+motion: JJianyu grabs the middle of her staff with both hands, hits her foe with a short right hooking strike to the jaw, spins extended her staff underneath her foes legs, lifts them overhead by the crouch, and slams them behind her.

Unique Attacks:

Swiping Claw (Suwaipu Tsume) – F+MP: Jianyu performs a horizontal spinning staff strike that reaches ½ screen. -7 on block

 

Sweeping Tail (Haku O) - B+HP: Jianyu executes a low horizontal spinning staff strike that knocks her opponent of their feet. Longer range than her sweep but –10 on block.

 

Drake Combination (Doreiku no Kumiawase) -F+MP, B+HP: (Target Combo) Jianyu performs a horizontal spinning staff strike followed by a low horizontal spinning staff strike that knocks down her foe. -10 on block


V-Reversal:

Dragon Strike (Doragon Kōgeki) – F+PPP : Jianyu strikes with spinning back strike that sends her foe a full screen away.
 

V-Skill:

 

Nimble Claw (Subayai Tsume) – MP+MK : Jianyu grabs her staff with both hands stretching them out to full length while striking a pose similar to classic doll “Shadaloo” pose. If the animation is completed without interruption. Her next attack is only -2 on block.

 

V-Trigger 1:

 

Swift Dragon (Jinsokuna Ryū) – HP+HK : Jianyu unleashes her ki to trigger her enhanced physiology and improving her offensive capabilities. The recovery of her special attacks is improved. All of Jianyu's special attacks become -2 on Block. EX versions become 0 on Block. Nimble Claw's -2 on block effect stacks with this V-Trigger making a special attack 0 on block and EX attacks +2 on block. 3-Bar V-Trigger Permanent

 

V-Trigger 2:

 

Stout Dragon (Ganjōna Ryū) – HP+HK : Jianyu unleashes her ki to trigger her enhanced physiology and improving her defensive capabilities. The durability of her special attacks is improved. All of her special attacks gain armor on Frame 3. All EX special moves except Dragon's Bite gains Frame 1 armor. EX Dragon's Bite can no longer be crush countered. Special attacks drain ¼ of her V-Gauge. EX attacks drain ½ of her V-Gauge. 2-Bar V-Trigger


Specials:

Dragon's Tail (Doragon No O)- HCF + P: Jianyu strikes with a powerful, full extension, staff strike that reach 3/4. All versions knock down. LP (1 hit, Horizontal Sternum Strike, -5 on block), MP (2 hits, Ankle and Chin Strikes, -7 on block), HP (3 hits, Sternum then Ankle and Chin Strikes, -9 on block) EX ( 3 hits, Sternum then Ankle and Chin Strikes, Causes Juggle State, -5 on block)

 

Dragon Fang (Ryū no Kiba) - HCB+P: (Over Head) Jianyu hops into the air, somersaults forward, and slams the ground with a two handed staff strike. Punch button determines start up and damage. LP(One Flip, Slow Startup, Leaves Standing, +4 on Hit, -6 on Block), MP (Two Flips, Slower Startup, Knocks Down, - 4 on Block), HP (Three Flips, Slowest Startup, Hard Knock Down, - 2 on Block) EX (Three Flips, Fastest Startup, Causes Ground Bounce, - 2 on Block)


Dragon's Bite (Doragon no Kōshō) - F,D,DF +P: (anti-air) Jianyu executes a two hand upward staff strike that knocks her foe into the air. She hops after them and slams them to the ground with a two hand downward staff strike. Lacks the horizontal range of the Cannon Spike. LP (6F Startup, Throw Invincible) MP (7F Startup, Invincible to Airborne Attacks), HP (8F Startup, Strike/Projectile Invincible from frame 3), EX (5F Startup, Full Startup Invincibility)

 

Cannon Arrow (Taihō Arō) – HCF+K: Jianyu strikes with a swift sliding low kick that knocks down her opponent. The kick button pressed determines the distance and damage of the attack. Her grounded variation of the Cannon Spike. Must be blocked low. LK (Least Damage, ½ Screen, -2 on Block), MK(More Damage, 2/3 Screen, -4 on Block), HK (Most Damage, ¾ Screen, -5 on Block), EX(Most Damage, Projectile Invincible Frame 1, ¾ Screen, -2 on Block)

Critical Art:

Furious Dragon (Mōretsuna Ryū)-QCFx2 + K: Jianyu strikes with forceful left handed upward (30° Angle) staff strike to the chin that knocks her opponent into the air. She follows that attack up with 31 rapid fire right staff strikes, and concluded the attacks with a power left handed staff strike to the sternum that sides her foes to the opposite side of the screen. 33 hits 330 damage (1x50,31x5, 1x125)

Reasons to be in SFV:

Jianyu would be content with living the life of luxury back in Macao with her parents. However, her sister was determined to join Interpol. Remembering her self made vow, Jianyu joins her. She will do whatever it takes to make her sister happy. Hopefully taking down this Secret Society will satisfy Xiayu's need for justice and they can return home.

 

Side notes:

 

Jianyu is fluent in Cantonese, Mandarin, Portuguese, and English

 

Name: Joe (SF1)

Spoiler

Nickname: The Rogue Star

 

Sex: Male

 

Ethnicity: American

 

Height: 6'1 1/4”(1.86m)

 

Weight: 167lbs (76kg)

 

B/W/H: 46-30-34(117cm-76cm-86cm)

 

Hometown: Springfield, Missouri

 

Appearance: Joe is a tall and lanky man. He has short spiky blonde hair and blue eyes. Joe wears a gray tank top with red jeans and white sneakers. His jeans are secured with a white belt with a large gray star shaped belt buckle. Joes hands are covered with black fingerless gloves.

Likes: Star Shaped Things, Fame, Victory, Trains

Dislikes: Pickles, Defeat

 

Fighting Style: Savate de Rue (French Kickboxing)

Tone: Joe is a hot tempered glory seeker. He's quest for fame was the source of his downfall.

 

Origins: Joe rose to fame at young age. His exceptional speed made him a terror on the kickboxing circuit. Dismantling every foe he faced, Joe became the American Kickboxing Champion with ease. His undefeated record and brash demeanor caught the attention of Hollywood. Joe received an invitation to Sagat's World Martial Arts Tournament. Joe had hoped to win the tournament and leverage title into a huge movie deal. Unfortunately for Joe, he did not win the tournament. However, he did manage a three picture movie deal. Joe used his advance to secure a huge mansion and purchase cars. Joe's movie career was a massive failure. Joe's first film “Cowboy Kickboxer” was lambasted by critics, but moderately successive. However the novelty of seeing the American Kickboxing champion in films quickly wore off for audiences. “Cowboy Kickboxer 2” bombed at the box office at the third film was a direct to video release. His finances in tatters, Joe hopes a return to the fight game can change his fortunes.

 

His Rival: Dee Jay

 

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 3

925 Stamina 950 Stun

 

Throws:

 

Miscreant Smash – LP+LK: Joe clinches with his opponent and hits them with a double jumping knee to the head

 

Outlaw Toss – B+LP+LK: Joe clinches with his opponent, knees them in the stock, and then tosses them over his shoulder

 

Unique Attacks:

 

Twin Star – F+MP: (Overhead) Joe rains down two successive overhead elbows on his opponent.

Jawbreaker – B+HP: Joe strikes his foe with upward elbow strike with his lead arm. Can be used as an anti-air

 

Trick Star – D+MK (In Air): Joe strikes his foe with a diving knee attack. Can only be done from a neutral or forward jump. Height restricted can only be done from near the apex of his jump.

 

V-Reversal:

 

Chin Check – F+KKK: Joe knocks down his opponent with a back kick to the jaw.

 

V-Skill:

 

Shooting Star– MP+MK: Joe executes a super jump. He jumps higher and covers more distance than his standard jump. Shooting Star is floatier than his standard jump. V-Gauge is generated from all blocked and landed jump attacks. Trick Star can be used from Shooting Star to alter Joe's jump angle.

 

V-Trigger 1:

 

Rapscallion's Speed – HP+HK: Joe's already impressive speed is enhanced. His walk and dash speeds are improved. Shooting Star now has the same total frames as his standard jump. Vagrant Slide gains reduced startup and recovery. Each Shooting Star or Vagrant Slide drains his V-Gauge. Gauge will deplete after three uses of Shooting Star or Vagrant Slide. 2-Bar V-Trigger

 

V-Trigger 2:

 

Swindler's Fury – HP+HK: Joe focuses his speed on dealing damage to his foe, instead of enhancing his mobility.

  • Rogue Elbow becomes Blackguard Elbow. A fourth elbow is added to the end of the usually 3 hit combination, enhancing the attacks juggle properties. All version LP, MP, HP, and EX now have juggle properties. The number of juggle points granted is determined by the strength of the punch button pressed. The higher the strength, the more juggle capability. EX has the most juggle points.
  • Charlatan Heel is a new move granted to Joe. This done by inputting the Rending Sweeps attack input after a Rolling Sobat. (QCB+K, QCF+K). Joe hits his foe with a Rolling Sobat, Rending Sweep combination attack. Move retains the Rolling Sobat's attack properties. LK(Point Blank), MK ( ¼ Screen), HK ( ½ Screen, Juggles in the Corner) EX (½ Screen, Causes juggle state. Gains armor on frame 3)
  • Outlaw Knee – F,D,DF+K (Anti Air): Joe executes a rising double knee attack. Attack is strike invincible frame 1. However the attack is vulnerable to throws and projectiles. All versions cause a juggle state. The higher the strength, the more juggle capability. EX gains armor frame 3 and has the most juggle points.

Each of his V-Trigger exclusive attacks drains his V-Gauge. 5 attacks per V-Trigger. 3-bar V-Trigger.

 

Specials:

 

Vagrant Slide – QCF+P : Joe quickly slides forward to close the distance or escape his opponent. Start up is vulnerable to projectiles. Can pass under projectiles if timed properly. Vulnerable to throws. Punch button determines movement properties. LP (¼ screen, doesn't pass through the opponent), MP (1/3 screen, passes through the opponent at point blank range for cross ups), HP (½ screen, passes through opponents, mainly used to escape pressure) EX (Start up is throw invincible, distance traveled determined by the buttons pressed. LP+MP (¼ Screen) LP+HP (1/3 Screen), MP+HP (½ Screen)

 

Rogue Elbow – QCB+P : (Rekka attack) Joe strikes with a spinning right back elbow to the face. The attack be followed by up to two additional elbow attacks by repeating the special move input. The second attack is a spinning left back elbow, and ending attack is a spinning right elbow uppercut. Punch button determines distance traveled and damage. LP (Shortest distance traveled, least damage, - 2 on block), MP(Travels further, more damage, -4 on block), HP (Travels the furthest, most damage, - 7 on block) EX (Projectile Invincible, 3rd hit causes a juggle state)

 

Rolling Sobat – QCB+K: Joe's signature attack. He jumps forward with a quick spinning kick. Goes over low attacks. All versions knock down. Distance determined by the kick button pressed. LK(Point Blank), MK ( ¼ Screen), HK ( ½ Screen, Juggles in the Corner) EX (½ Screen, Causes juggle state. Gains armor on frame 3)

 

Rending Sweep – QCF+K: Joe strikes with a lighting fast sweeping kick that knocks down his opponent. Attack passes under projectiles. Kick button determines the distance traveled. LK (Stationary), MK (¼ screen), HK (½ Screen).EX (Auto tracks, Hard Knockdown)

 

Critical Art:

 

Ping Pong Pummel – QCFx2+K : Joe's incredible speed is put on display in speedy barrage of kicks. Joe kicks his opponent into the air with a standing sidekick, dashes behind them kicks them in the opposite direction, repeating this display a half dozen times before finally flooring them with a powerful Rolling Sobat kick. (7hits 350 damage).

 

Reasons to be in SFV:

 

Joe believes he's destined for fame. He tried and failed to turn his kickboxing championship into the career as a Hollywood action star. With his last two movies tanking and his money drying up. Joe pools whats left of his resources into flying in the best trainers and sparring partners available. He's going to win the World Martial Arts tournament and become the star he deserves to be.

 

Name:Julia (Juli)

Spoiler

Nickname: The Fractured Soul

 

Sex: Female

 

Ethnicity: German

 

Height: 5ft 5in(1.65m)

 

Weight: 137 lbs. (62kg)

 

B/W/H: 36-23-36 (92cm-59cm-92cm)

 

Hometown: Wiesbaden-Klarenthal, Germany (Klarenthal is a burrough of Wiesbaden)

 

Appearance: Long brown hair tied into bun in back, bangs in the front, and brown eyes. She wears a sleeveless black top, blue jeans, and cowboy boots. She has small string necklace with an eagle pendant. (Gift from Soaring Condor/Noembelu)

 

Likes: T.Hawk, S.Condor, Juni, Archery

 

Dislikes: Her Memories (from her time as a doll)

 

Fighting Style: Shadaloo Assassination Techniques/Soul Power

 

Tone: Julia is a sullen woman struggling with the memories of her actions as a doll. She has resolved to prevent others from sharing her fate. That goal gives her the focus to carry on.

 

Origins:

 

After being freed from Shadaloo by Cammy and the others. Julia was returned to the Thunderfoot tribe to recover. There she was plagued by nightmares. Memories of the terrible tasks she performed while under the control of M.Bison. She'd wake up screaming. Frantically trying to wash the blood from her hands. The tribal shamans were at a loss. In desperation T.Hawk reached out to Rose. Rose determined that residual Psycho Power combined with her returning memories were the cause of Julia's pain. While she couldn't take away her memories, she could use her Soul Power to purge the remaining Psycho Power from her body. After the purge, Julia started to manifest Soul Power herself. She left the tribe for her home in Germany. Julia resolved to master this new found power and use it to ensure there would be no other Shadaloo's.

 

Her Rival: Juni (Friendly)

 

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 4 Technique: 4

 

975 Stamina 925 Stun

 

Throws:

 

Shoulder Toss - LP+LK: Juli grabs her foes and tosses them over her shoulder (Bison's Forward Throw)

 

Full Nelson Back Suplex - B+LP+LK: Juli places her foe into a full nelson and suplexes them behind her.

 

Unique Attacks:

Soul Slide – DF+MK: Julia slides forward a short distance striking her opponent low

 

V-Reversal:

 

Soul Riposte – F+KKK : a spinning back kick to the midsection that sends the opponent a full screen away

 

V-Skill:

 

Soul Levitation – MP+MK : (Hit Grab) Julia strikes her opponent with an open palm to the chest briefly engulfing them in soul power. Her opponent floats briefly, allowing for limited juggle combos. Unsafe if blocked.

 

V-Trigger 1:

 

Restored Soul – HP+HK : Julia wipes away her doubts, fears, and taps into her new found potential. She can now cancel Soul Impact into Soul Banish. Soul Spike gains start up invincibility. Sniping Arrow gains enhanced juggle properties allowing for new combos. Uncanceled Soul Banish causes a hard knockdown. Julia can perform six enhanced attacks. Each attack depletes her V-Gauge. 3-Bar V-Trigger

 

V-Trigger 2:

 

Replenishing Soul – HP+HK: Julia uses her Soul Power to generate a small healing field around her feet that saps her opponents stamina and heals her own. Stamina isn't drained when Juli is blocking or she or her opponent is knocked down. Stamina regen rate his halved when her opponent is blocking. Stamina recovery his capped at 175 points. 3-Bar V-Trigger

 

Specials:

 

Soul Shot-QCF + P: Juli clinches her right fist and throws a quick uppercut that generates a large orb of Soul Power that horizontally towards her foe. The punch button determines the speed of the projectile. The stronger the button strength, the faster the projectile travels. Quick startup and recovery. Low damage but relatively large projectile. EX version hits twice. Knocks down at distance, juggles at point blank range. Soul Power version of Bison's Pyscho Shot.

 

Soul Banish -F,D,DF +P (Overhead) : Juli charges her left hand with a tremendous amount of Soul Power, raises her left arm, and brings down a powerful hammer fist on her foe. Punch button pressed determines the startup and damage. LP(Slow Startup, Least Damage), MP(Slower Startup, More Damage), HP(Slowest Startup, Most Damage, Hard Knock Down), EX(Slow Startup, Leaves Foes Standing, +5 on hit) A Soul Powered version of M.Bison's Psycho Banish from the CvS series

 

Soul Impact- HCB + P: A Soul Powered right uppercut followed by A Soul Powered overhand left. Distance traveled determined by the strength of the punch button. LP (Point Blank), MP( ¼ Screen) HP ( ½ Screen). EX (5F Startup, Armor Frame 3, Knocks Down).Soul Powered Version of Bison's Psycho Impact from the CvS series.

 

Sniping Arrow-QCF+ K A quick flying kick, distance determined by the strength of the kick. LK version starts up in 3 frames, doesn't knock down. MK version knocks down. HK version causes a juggle state. EX version causes a Wall Bounce.

 

Soul Spike- F,D,DF+ K: (Anti-Air)Variation of the Cannon Spike, slower start up, higher damage. Juli spins to perform a Cannon Spike with her back leg. Cammy uses her lead leg. LK(5F Startup, Throw Invincible) MP (6F Startup, Invincible to Airborne Attacks), HP (7F Startup, Strike/Projectile Invincible from frame 3), EX (5F Startup, Full Startup Invincibility)

 

Critical Art:

 

Soul Nova-QCFx2 + PPP: Julia concentrates her soul power into massive blue-green Soul Shot that resembles the Sun. She hurls it at her opponent and upon contact it creates a massive explosion that resembles a small scale Supernova. 1Hit 330 damage.

 

Reasons to be in SFV:*

 

Juli runs into Juni while she's home in Germany. From Juni she learns of a Secret Society that is kidnapping and experimenting on people. She offers to help Juni and Cammy hunt down this organization and put a stop to their dealings.

 

Name: Juni

Spoiler

Nickname: The Amnesiac Agent

 

Sex: Female

 

Ethnicity: Swedish*

 

Height: 5ft 3in(1.60m)

 

Weight: 128 lbs. (58kg)

 

B/W/H: 34-22-35 (86cm-57cm-88cm)

Hometown: Örebro,Sweden*

Appearance: Strawberry Blonde Hair in a bob style, Brown eyes. Juni wears a blue Delta Red leotard with blue camouflage pants, and brown combat boots. She wears brown forearm length gloves. Her head is uncovered.

 

Likes: Cammy, Delta Red, Juli, Cats

 

Dislikes: Small spaces, Dogs

 

Fighting Style: Shadaloo Assassination Techniques

 

Tone: Despite her lack of memory, Juni is an upbeat young woman. She focuses on training with Cammy and Lita Luwanda hoping her memory will return some day.

 

Origins:

 

Unlike the rest of the dolls, Juni escaped experimentation by S.I.N. She was rescued by Cammy and taken in by Delta Red. Juni hopes to use the fighting skills she gained will under Bison's subjugation to help others. Juni doesn't recall her past. She feels a deep since of foreboding when she tries to remember anything prior to her rescue.**

 

Her Rival: Juri

 

Attributes: Health: 2 Power: 2 Range: 2 Mobility: 5 Technique: 4

 

925 Stamina 925 Stun

 

Throws:

 

STO - LP+LK: Juni uses places her right leg behind both of her foes legs while simultaneously clotheslining them into the ground. (Clothesline leg sweep)

 

Half Nelson Back Suplex -B +LP+LK+motion: Juri grabs her opponent, places them in half nelson, and suplexes them behind her.

 

Unique Attacks:

 

Falling Arc (Over Head)- F+MK: Juni strikes with a quick left axe kick. -6 on block

 

V-Reversal:

 

Delta Kick – F+KKK : a quick jumping front kick that sends the opponent a half screen away

 

V-Skill:

 

Overcharge – MP+MK : Juni briefly taps into her doll enhanced physiology eliminating the charge time of her next attack. Animation must complete for this to take effect. Effect goes away after the use of one charge based special. Small amount of V-Gauge gained when animation completes. Additional gauge gained when charge attack hits or his blocked. Less gauge gained on block.

 

V-Trigger 1:

 

Assassination Protocol – HP+HK : Juni uses her ki to trigger her enhanced physiology and improving her offensive capabilities. Her adrenal system goes into overdrive. The charge time of all her specials are reduced. Her motion specials are buffed. Falling Arrow becomes -2 on block. Mach Slide start ups and recovers 1f faster. Mach Driver/Interceptor startup time reduced from 7f to 5f. 3-Bar V-Trigger Permanent

 

V-Trigger 2:

 

Sentinel Protocol – HP+HK : Juni uses her ki to trigger her enhanced physiology. Her adrenal system goes into overdrive improving her defensive capabilities. All of her charge specials gain armor on frame 3. Mach Slide is Fully Invincible at startup but subject to Crush Counters. 3-Bar V-Trigger Permanent

 

Specials:

 

Sliding Arrow- (charge)B,F + K: Juni focuses her ki and quickly strikes with a blazing fast sliding kick. Projectile invincible Frame 3. Kick bottom determines distance. All versions knock down. LK (4F Startup, 1/3 Screen) . MK (5F Startup, ½ Screen) HK (6F Startup, ¾ Screen) EX (4F Startup, ¾ Screen, Projectile Invincible Frame 1)

 

Rising Arrow-(charge)D,U +K: (anti-air) A vertical striking version of the Spiral Arrow, excellent anti cross up tool. Lacks the horizontal range of the Cannon Spike. LK (3F Startup, Throw Invincible) MP (4F Startup, Invincible to Airborne Attacks), HP (5F Startup, Strike/Projectile Invincible from frame 3), EX (3F Startup, Full Startup Invincibility)

 

Falling Arrow-QCF+K (in air): A dive kick performed from a forward jump. The button strength alters the kick angle of attack. LK (60° Angle), MK (45° Angle), HK (30° Angle). EX (LK+MK 60° Angle, LK+HK 45° Angle, MK+HK 30° Angle)

Mach Slide - QCF+K: A quick forward teleport. Distance is determined by the strength of the kick. Projectile invincible and Strike Invincible from frame 3. LK (1/3 Screen) . MK (½ Screen) HK ( ¾ Screen) EX (Projectile and Strike Invincible from frame 1, LK+MK 1/3 Screen, LK+HK ½ Screen, MK+HK ¾ Screen)

 

Mach Driver-360°+ P (Command Grab): Juni grabs her opponent, jumps into high into the air, rolls forward multiple times before driving them into ground with both feet. Punch button determines grab range and damage. LP (7F, Most Range, Least Damage), MP(7F, Less Range, More Damage), HP (7F, Least Range, Most Damage), EX(7F, Most Range, Most Damage).

 

Mach Interceptor-360°+ P (Command Grab/In Air): Juni grabs her opponent out of the air, rolls forward multiple times before driving them into ground with both feet. Punch button determines grab range and landing position. LP (7F, Most Range, 1/2 Screen Away), MP(7F, Less Range, 1/3 Screen Away), HP (7F, Least Range, 1/4 Screen Away), EX(7F, Most Range, 1/8 Screen Away)

 

Critical Art:

 

Arrow Geyser-QCFx2 + KKK: (Anti-Air) Juni hits her opponent with a powerful Rising Arrow that carries them high into the air. She sails past them and as they fall back to Earth, She drives their head into the ground with a brutal Falling Arrow. The initial Rising Arrow has a slight vacuum effect that increases its horizontal range. It has a hit box on both sides. 22 hits (330 damage)

 

Reasons to be in SFV:*

 

Juni feels a bond with Cammy due to their similar backgrounds. She grateful for being rescued from S.I.N. She views Cammy and the rest of Delta Red as family. Working with them to stop the next Bison from arising gives her a sense of purpose.

 

Side Note:

 

  • I know Capcom lists Juni's origins as Germany. I changed it to Sweden because Juni is a Swedish girl's name.
  • Juni's father is a gymnastics coach and her mother is a Säpo (Swedish Security Service) Agent. Her mother was running an investigation that was impeding Bison's plans. Juni was kidnapped to be brainwashed to take out her parents. Specifically her mother. Her natural ability caused Shadaloo to rethink using her a throw away asset. She had been a gymnast since she was a small child. Her new mission was to take out her parents and return to Shadaloo where she would be enrolled into the Doll program. She rigged gas explosion at her home. Her parents were believed to be killed. They survived and Säpo gave them new identities for their protection. Her parents believe she died in that explosion.

 

Edited by Darc_Requiem
Posted (edited)

Name: Kosmus Ingimundsson

Spoiler

Nickname: The Light of Máni

 

Sex: Male

 

Ethnicity: Faroese

 

Height: 6ft 3in(1.91m)

 

Weight: 209 lbs. (95kg)

 

B/W/H: 42-35-38(107cm-89cm-97cm)

 

Hometown: Tórshavn, Faroe Islands

 

Appearance: Kosmus has shoulder length indigo colored hair and silver eyes. He wears a variation of traditional Faroese clothing. He has gray long sleeve jacket that is unfastened with a white dress undershirt. A series of silver colored button run down the middle of his shirt and adorn each side of the open jacket as well. Kosmus has on knee length gray pants, knee high white socks, and gray dress shoes.

 

Likes: Tvøst og spik(Pilot Whale meat, blubber, and potatoes), Jokes/Humor, Cold Weather

 

Dislikes: Skerpikjøt (wind-dried mutton), Hot Weather, People with no sense of humor

 

Fighting Style: Nevaleikur Mánans (Boxing of the Moon)

 

Tone: Kosmus is sarcastic and seemingly never serious. Despite this outward facade, he's quite dedicated to his clan. His humor masks an intense level of focus.

 

Origins: Kosmus is one of the few surviving members of The Máni Clan. His clan was nearly wiped out while turning back the treacherous Clan of Fenrir. Their sacrifice allowed the Sunna clan to escape to Iceland. What was left of his clan sought refuge on the Faroe Islands His father, Ingimund, stumbled upon a god of “Fire and Ice”. Lacking the strength to stop this “god” on his own, he reached out to Isold, leader of The Sunna Clan. Neither his father or Isold where heard from again. Kosmus seeks to complete his father's task. Unite the Sun and the Moon to stop the “god of fire and ice”.

 

His Rival: Ingrid (friendly)

 

Attributes: Health: 3 Power: 3 Range: 3 Mobility: 3 Technique: 3

 

1000 Health/1000 Stun

 

Throws:

 

Waning Gibbous - P+K: Kosmus grabs his opponent by the shoulders, flips over them, and uses the momentum to throw them into the ground.

Waxing Gibbous -B+P+K: Kosmus grabs hos opponent by the shoulders, flips over them, and kicks them in the back with both feet sending them sailing behind him.

Unique Attacks:

 

Fjøra (Low Tide)- B+MP: Kosmus hits his opponent with a quick low spinning back fist to the knee. Must be blocked low.

 

Flóð (High Tide)– F+ MK (overhead): Kosmus strikes with a quick forward somersault kick. Two hits, relatively quick start up. -6 on block.

 

V-Reversal:

 

Máni Crescent -F+PPP: Kosmus strikes with a quick backfist cloaked in a crescent white aura that pushes his foe a half screen away.

 

V-Skill:

 

Mánamyrking (Lunar Eclipse): Kosmus manifests a horizontal slowing moving white orb of ki. Does 0damage/100stun on hit, 0damage/50 Stun on block. Can only cause a dizzy on hit.

 

V-Trigger 1:

 

Fullmáni (Full Moon): Kosmus is surrounded by a “Lunar Aura”. The stun damage of all of his normal and special attacks receive a small increase.

  • Light Attacks received a 5 stun damage buff.
  • Medium Attacks receive a 10 stun damage buff.
  • Heavy Attacks recieve a 20 stun buff.
  • Light Specials recieve a 10 stun damage buff.
  • Medium Specials recieve a 20 stun buff.
  • Heavy Specials receive a 30 stun buff .

3 bar V-Trigger Permanent

 

V-Trigger 2:

 

Blóðmáni (Blood Moon): Kosmus is surrounded by a “Blood Red Lunar Aura”. Kosmus 's special attacks gain a DOT (Damage Over Time) effect.

  • Light Specials do an additional 5 damage per second for 5 seconds.
  • Medium Specials do an additional 10 damage per second for 5 seconds.
  • Heavy Specials do an additional 15 damage per second for 5 seconds.

DOT effect only happens on hit. Effect is cancelled when Kosmus is hit by his opponent. DOT effect can KO Kosmus' opponent. Three enhanced special attacks per V-Trigger. 2 bar V-Trigger

 

Specials:

 

First Quarter-F,D,F + P: (Anti Air)Kosmus quickly strikes forward with a bladed fist and then quick sweeps his bladed fist overhead, generating a half moon arc of lunar ki directly above him. The “shell” of ki nullifies aerial or arching projectiles if properly timed. (Akuma's Zanku Hadoken, Kolin's Hail storm, Dhalsim's Yoga Fire.) LP (1 hit, 3f start up), MP (2 hits, 4f start up), HP (3 hits, 5f start up) EX (4 hits, 3f start up, Invincible 1-6f)

 

Waning Crescent -HCB+ P: Kosmus strikes his foe with a bladed punch to the sternum followed by a series of rapidly slicing strikes that create crescent shaped ki trails. LP (4 hits, -2 on block, doesn't knock down), MP (5 hits, -4 on block, knocks down), HP (6 hits, -7 on block, causes a juggle state), EX (8 hits, -3 on block, causes a juggle state)

 

Náttsól (Night Sun) – QCB+P (In Air): Kosmus slices the air with backhand chop that generates a yellow-orange crescent wave of energy. Can only be performed from a forward jump. Punch button determines the start up speed and strength of the attack. Negates projectile attacks if timed correctly. LP (fastest start up, lowest damage) MP(slower start up, higher damage), HP (Slowest start up, Highest Damage, Causes a juggle state), EX (Can be performed from backward, neutral, and forward jumps, fastest startup, causes juggle state).

 

Last Quarter – HCB+K: Kosmus hits his foe with a rolling axe kick (similar Evil Ryu's) that creates a half moon shaped “shell” of ki. This ki “shell” will reflect single hit projectiles. The EX version reflects multi-hitting non critical art projectiles. LK (fast start up, leaves opponent standing), MK (slower start up, knocks down), HK (slowest start up, causes juggle), EX (fast start up, 2 hits, causes juggle)

 

Waxing Crescent- QCF + K: (“Rekka attack”) Kosmus strikes with a roundhouse kick that generates a crescent blade of kick. This attack can be followed up twice by repeating the motion and has two different enders. One that hits high and the other that hits low. EX version has gains armor on frame 3.

2nd Followup

  • Cutting Crescent - QCF+K: Kosmus follows up with a crescent bladed kick

3rd Followup

  • Slicing Crescent - QCF+K: Kosmus ends the attack with a with a crescent powered spinning back kick that leaves his foes standing or
  • Sweeping Crescent - QCB+K: A sweeping crescent sweep kick that knocks his foe down.

 

Critical Art:

 

Tendring(New Moon)- HCFx2+P: Kosmus strikes his foe with a powerful bladed punch to the sternum and the screen fades to black. He then hits his opponent with a barrage of half moon ki strikes that illuminate the screen briefly on hit, before ending the assault with a full moon shaped ki blast that explodes and re-illuminates the screen. 360 damage/0 Stun. (360 damage/180 stun in V-Trigger 1)

 

Reasons to be in SFV:*

 

Kosmus is troubled by any one that could overwhelm his father and a member of the Sunna Clan. With so few of his people left, Kosmus seeks out The Sunna Clan. He hopes to form an alliance that can not only stop the “god of fire and ice” but also return each clans elder home safely.

 

Side Note:

 

The Faroe Islands are a small group of Islands between east of Iceland, west of Norway, and north of the United Kingdom.

 

Name: Kwan Rhee

Spoiler

Nickname: Vigilant Arsenal

 

Sex: Male

 

Ethnicity: North Korean

 

Height: 5'10 (1.78m)

 

Weight: 180lbs (82kg)

 

B/W/H: 42-32-35 (107cm-81cm-89cm)

 

Hometown: Chongjin, North Korea

 

Appearance: Kwan has black hair his eyes are light brown. His hair is in a “high and tight” style. Kwan wears an olive and tan (Korean People's Army) uniform with no hat. His over shirt is unbuttoned and he wears a white t-shirt. He wears brown combat boots and has a Hi Baek Du San pistol, holstered on his right waist.

 

Likes: Fishing,Hi Baek Du San (North Korean copy of the CZ 75 pistol), Weapon Collection

 

Dislikes: Propaganda, Gluttony

 

Fighting Style: Gongkwon Yusul (Korean Art combines Hapkido, Jujutsu, Judo and Boxing)

 

Tone: Kwan is a stoic man that shows little emotion. Despite appearances, he is passionate about improving things for his people.

 

Origins: Kwan grew up poor. As a child, he's do odd jobs and even scavenge to help take care of his mother and younger sister. He noticed that soldiers were better cared for than most. It was then that Kwan decided that he'd join the military. As soldier he'd be able to ensure is family would be taken care of. Kwan excelled in the military rapidly ascending to the rank of Major. He developed into a skilled fighter and specialized in intelligence gathering. As an officer in military intelligence, he became away of Shadaloo. An organization who's influence seemingly spanned the globe. He often wondered what a such an organization could do if it had a different focus.

 

His Rival: Juri

 

Attributes: Health: 3 Power: 3 Range: 3 Mobility: 4 Technique: 4

1000 Stamina 1000 Stun

 

Throws:

 

Vice Grip (Supinating Wrist Lock) – LP+LK: Kwan grabs his foes right arm, twists their wrist, and takes them to the ground

Whip's Lash (Hip Shift Throw) – B+LP+LK: Kwan grabs his foe by the collar, lifts them into the air, and flips them over his hips to the ground behind him.

Unique Attacks:

Rapid Hammer – MP, B+MP, F+HP: (Target Combo): Kwan strikes with a straight right into a left hook combination that is capped off by right uppercut to the chin.

 

Swift Dagger – F+MK: (Overhead) Kwan executes an inside crescent axe kick. Faster Startup, -6 on block. Can't be comboed.

 

Violent Axe – F+HK: (Overhead) Kwan steps forward while lifting his right legs high into the air before bringing it crashing down upon his foe. Slow startup, More damage than Swift Dagger, -2 on block, can combo into light attacks.

 

V-Reversal:

 

Stunning Rapier – F+KKK: Kwan sends his foe staggering backward with a knife edge push kick.

 

V-Skill:

 

Catapult – MP+MK: Kwan Rhee performs a full screen super jump. All jumping attacks are available from this jump. MP+MK (Neutral), B+MP+MK (Back Jump), F+MP+MK (Forward Jump). V-Gauge builds on blocked and landed attacks from Catapult. Jump has additional recovery frames on whiffed attacks and jumps in which no attack button is pressed.

 

V-Trigger 1:

 

Full Armament – HP+HK: Kwan Rhee unleashes his full power. The Charge Time for all of his special attacks are eliminated. V-Gauge slowly drains over time. 3-Bar V-Trigger

 

V-Trigger 2:

 

Concussive Arsenal – HP+HK: Kwan Rhee's projectile attacks are in enhanced. Kwan gains the ability to immediately cancel into Concussive Bullet from Concussive Grenade and vice versa. This allows Kwan Rhee to have two standard projectiles on screen at once or three EX projectiles. Remember EX Concussive Bullet is two projectiles. If he cancels from an EX version of either projectile, it only cost him on EX bar. Four cancels per V-Trigger 2-Bar V-Trigger

 

Specials:

 

Concussive Bullet - Charge B, F+P: Kwan performs a spear hand strike that generates a bullet shaped wave of ki that travels horizontally. Punch button determines the speed of the projectile. LP (Slowest), MP (Moderate), HP(Fastest), EX (Kwan throws two projectiles. One with each hand.) Button combinations determines projectile speed. LP+MP (Slowest), LP+HP (Moderate), MP+FP(Fastest)

 

Concussive Grenade – Charge D,U+P: Kwan performs an overhead knife hand strike that generates an orb of ki that travels in a horizontal arc. Punch button determines the distance of the projectile's arc. LP (½ Screen Arc), MP (¾ Screen Arc), HP(Full Screen Arc), EX (Larger 2 Hit Orb) Button combinations determines the travel distance. LP+MP (½ Screen), LP+HP (¾ Screen), MP+FP(Full Screen)

 

Sword Slicer – Charge D,U+K: (Anti-Air) Kwan strikes his opponent with a rising outside crescent kick into a 720° spinning hook kick. LK(4F Startup, Throw Invincible) MK (6F Startup, Invincible to Airborne Attacks), HK (*F Startup, Strike/Projectile Invincible from frame 3), EX (5F Startup, Full Startup Invincibility)

 

Piercing Lance - Charge B,F+K: Kwan focuses ki to propel himself into a high flying side kick that knocks down the opponent. Kick button determines the distance traveled. LK (¼ Screen), MK (½ Screen), HK (¾ Screen), EX (Gains Armor on Frame 3) Button combinations determines distance. LK+MK (½ Screen), LK+HK (½ Screen), MK+HK (¾ Screen)

 

Bolas Trap– 360°+K :(Command Grab) Kwan uses a low spinning heel kick to take his opponent's legs out from under them, causing them to fall to their back, he then locks in a heel hook. Kick button determines startup, damage, and advantage on hit. LK(5F Startup,Least Damage, Leaves Kwan -2), MK(6F Startup, More Damage, Leaves Kwan +/-0) HK(7F Startup, Most Damage, Leaves Kwan +2) EX(5F Startup, Throw Invincible, Most Damage, Leaves Kwan +2)

 

Critical Art:

Bullet Storm – Charge B,F,B,F+P: Kwan strikes with a front leg hook kick that sends his foe spinning into the air. He then strikes with a rapid succession of spear hand strikes, riddling his foe with several Concussive Bullets before striking his foe in the spine with a Piercing Lance. 9 hits 350 damage

 

Reasons to be in SFV:

 

Kwan has little interest in the tournament itself. He enters under the guise of bringing glory to his homeland. In truth, he only enters to gather information on the remnants of Shadaloo. Kwan seeks to take command of whats left of Shadaloo and forge it into his own organization. One that he would use to bring hope to his homeland.

 

Victory Quotes:

 

Juri: “You'd fit in great where I come from. No, that is NOT a compliment.”

 

Name: Lee

Spoiler

Nickname: Drunken Master

 

Sex: Male

 

Ethnicity: Chinese

 

Height: 5ft 6in (1.67m)

Weight: 172lbs (78kg)

 

B/W/H: 45-35-35(114cm-89cm-89cm)

 

Hometown: Hong Kong, China

Appearance: Lee is a short, stout, and powerful man. He wears a visorless black cap with a golden emblem on it's front center. Lee has long black hair that hangs all the way down to his back to his waist. He has a fu manchu moustache and beard. Lee wears a purple long sleeved Kung Fu shirt with the sleeves rolled up to his elbows. He wars gray pants and his gourd tied to his waist. On his feet, he wears black slippers with white socks.

 

Likes: Good Real Estate, Xiaolongbao (Chinese Steamed Bun), Baijiu (Chinese White Alcohol)

 

Dislikes: Tooth Decay, Cheap Wine

 

Fighting Style: Bajiquan and Drunken Fist

 

Tone: Lee is jovial man. He finds enjoyment in fighting. Training and fighting helps relieve the stress that builds up from running his real estate business.

 

Origins: Lee is a semi-retired fighter and small time real estate mogul. In his youth, his passion for fighting lead him to the tournament scene. His prowess in Bajiquan reached such a level that he was one of only two Chinese fighters invited to the King of Muay Thai, Sagat's, World Martial Arts tournament. Lee leveraged his minor celebrity from the tournament into a real estate business. While he retired from competitive fighting, Lee's passion for Martial Arts remained. He took to teaching his nephews, Yun and Yang in Bajiquan. Lee himself used his private training time to focus on mastering the art of the Drunken Fist.

 

His Rival: Zeku

 

Attributes: Health: 3 Power: 4 Range: 2 Mobility: 2 Technique: 5

950 Stamina 1050 Stun

 

Throws:

 

Tetsuzankou (Iron Mountain Lean) – LP+LK: Lee grabs his opponent and slams them with a shoulder strike that sends them a third screen away.

 

Zenpo Tenshin Tenohira (Forward Turnover Palm) – B+LP+LK: Lee does a handstand flip over his opponent's shoulders and strikes them in the back of the head with an open palm strike.

 

Unique Attacks:

 

Teranku Kyaku (Tumbling Leg) – F+MK: Lee flips forward, striking his foe with both of his feet, and lands on his back. Moderately quick startup. +3 on hit, -7 on block.

V-Reversal:

 

Zenpou Tenshin (Forward Turnover) – F+PPP: Lee performs over a hand stand flip over his opponents shoulders landing behind them.

 

V-Skill:

 

Hyōtan Surō (Gourd Throw) - MP+MK: Lee tosses his gourd at his foe before yanking it back and re-affixing it to his waist. D+MP+MK will cause Lee to toss his his guard downward to trip up his foe.

 

V-Trigger 1:

 

Suiken (Drunken Master) – HP+HK: Lee drinks the entire contents of his gourd. He no longer needs to perform Sakenomi no Hiji to perform the Teranku Tenohira or Raigeki Shu. Sakenomi no Hiji is replaced by the Byakko Soushouda. 3-Bar V-Trigger Permanent

 

V-Trigger 2:

 

Hyōtan Chagu (Gourd Chug) – HP+HK: Lee quickly chugs half of his gourd. Briefly gaining the ability to use Teranku Tenohira and Raigeki Shu without using Sakenomi no Hiji. Lee can perform three attacks before his V-Trigger expires. Gains access to Kobokushi during V-Trigger. Kobokushi does not drain V-Trigger.

  • Kobokushi (Tiger Beating Child) - HP+HK: Lee strikes with a half extension double palm strike. Slow startup, Leaves Foe Standing, Negates Projectiles. +3 on hit.

2-Bar V-Trigger

 

Specials:

 

Sakenomi no Hiji (Drunkard Elbow) – QCF+P: Lee grabs the gourd from his waist and performs a quick elbow uppercut while drinking. Damage increases with punch button strength. Punch Button determines attack properties. LP(Fastest Startup, Leaves Foe Standing), MP(Slower Startup, Knocks Down), HP(Slowest Startup, Causes Juggle State), EX (Fastest Startup, Causes Juggle State)

 

Kyōi-Tekina Tenohira (Staggering Palm) – QCB+P : Lee drunkenly stumbles backward before charging forward with a open hand palm strike. Punch button determines the distance traveled. Staggering animation is strike invincible. Staggering animation is vulnerable to throws. LP (Point Blank), MP (¼ Screen), HP (½ Screen), EX (Stagger Frames Strike/Throw Invincible, Causes Crumple State)

 

Tsumazuku Kyaku (Stumbling Heel) – F,D,DF+K: (Anti-Air/Launcher): Lee falls to his back while kick his right leg upward launching his opponent in the air. The stronger the kick button, the higher the opponet is launched into the air. LK(5F Startup, Throw Invincible) MP (6F Startup, Invincible to Airborne Attacks), HP (7F Startup, Strike/Projectile Invincible from frame 3), EX (5F Startup, Full Startup Invincibility)

 

Inshu Senpu Kyaku (Drunken Whirl Kick) – QCB+K: (Rekka): Lee hops forward and strikes with a spinning kick. Attack can be repeated up to three times in a row., goes over low attacks, and is projectile invincible from Frame 3. Damage increases with kick button strength. Kick Button determines startup and corner carry. LK(Fastest Startup, 1/3 Screen), MK(Slower Startup, ½ Screen), HP(Slowest Startup, 2/3 Screen), EX (Fastest Startup, 2/3 Screen, Hard Knock Down)

 

After Sakenomi no Hiji

 

Teranku Tenohira (Tumbling Palm) – F,D,DF+P: Lee rolls forward and executes a double palm strike. Distance traveled is determined by the punch button. Roll is projectile invincible. LP (¼ Screen), MP( ½ Screen), HP( ¾ Screen), EX( ¾ Screen, Causes Crumple State)

 

Raigeki Shu (Thunder Striking Kick) – QCB+K (In Air): Lee performs the family's signature dive kick. Angle of the kick is determined by the kick button pressed. LK (60° Angle), MK (45° Angle), HK (30° Angle). EX (LK+MK 60° Angle, LK+HK 45° Angle, MK+HK 30° Angle)

 

V-Trigger 1 Only

Byakko Soushouda (White Tiger Twin Palm Strike) – QCF+P: Replaces Sakenomi no Hiji in during V-Trigger: Lee strikes with a full extension double palm strike. All version negate projectiles when timed problem. Damage increases with punch button strength. Punch Button determines attack properties. LP(Fastest Startup, Leaves Foe Standing), MP(Slower Startup, Knocks Down), HP(Slowest Startup, Causes Juggle State), EX (Fastest Startup, Causes Wall Bounce)

 

Critical Art:

 

Yotta Kaminoikari (Drunken God's Wrath): Lee strikes his foe with powerful right open palm to the face, spins around them rapidly striking them with elbows to the head, and sends them flying a full screen away with a powerful right open palm strike to the abdomen. 10 hits 340 damage (1x120, 8x10, 1x140).

 

Reasons to be in SFV:

Lee enters the world martial arts tournament for fun. He's been working hard to build his real estate company. His family pushes him to take a deserved vacation. After hearing about the latest world tournament from his nephews, he decides to enter. While this wasn't the vacation that his family intended, his business manager uses it as an opportunity to help promote Lee's business.

 

Name: Lyra

Spoiler

Nickname: The Soul Matriarch

Sex: Female

Ethnicity: Greek (?)

 

Height: 5ft 10in(1.78m)

 

Weight: 156lbs. (71kg)

 

B/W/H: 35-25-37 (89cm-64cm-94cm)

Hometown: Corfu, Greece

Appearance: Lyra is a tall middle aged (?)woman with long silver white hair and deep golden eyes. She has an olive complexion and wears lavender lip stick. A glowing indigo crystal hangs from the elaborate gold necklace around her neck. She has elegant light gray (a few shades darker than her hair) elbow length gloves on each of her arms. Her dress, the same shade of light gray, is sleeveless, and knee length. It is low cut and the indigo crystal from her necklace nestles between her bosom. Lyra has a bejeweled golden belt around her waist that features a large circular belt buckle featuring another glowing indigo crystal. Seven smaller crystals of the same shade adorn the belt. She wears light gray leather dress shoes that are ankle high with a small heel.

 

Likes: Fasolada(Greek white been soup), Swimming, UV Rays, Meditation

 

Dislikes: Trahana (Greek soup)Psycho Power, Bison

 

Fighting Style: Soul Power

 

Tone: Lyra is the enigmatic master of Rose and Bison. Her true age is unknown but she looks not much older than Rose

 

Origins: Lyra is a true master of Soul Power. A type of ki energy wielded by few. She sought to pass on her knowledge to the worthy. Lyra carefully vetted her students, looking for any hint of malice. Much to her dismay, it was one of her best and brightest students that became consumed with gaining power. He perverted her teachings and slaughtered nearly all of her pupils. Lyra used all of her power to shield her few remaining pupils from Bison's assault. She ordered them to scatter but Rose remained. She was determined to help her master put a stop to Bison's terror.

 

Her Rival: Ed (She detects his Psycho Power and seeks him out)

 

Attributes: Health: 3 Power: 3 Range: 4 Mobility: 2 Technique: 5

 

975 Stamina 1025 Stun

 

Throws:

 

Soul Fall - LP+LK: Lyra engulfs the feet of her opponent in Soul Power,. She then uses it to pull her foes feet out from under them, causing them fall backward violently. Slamming the back of their head into the ground.

Soul Tumble - B+LP+LK:: Lyra wraps the torso of her foe in Soul Power. She pulls them toward her rapidly and quickly sweep kicks their legs causing them to tumble behind her..

Unique Attacks:

 

Soul Slice – F+MP(overhead): Lyra strikes her opponent with overhand Soul powered chop while advancing forward. A bladed strike version of Bison's Psycho Axe.

 

Soul Glistró̱ – DF+MK: Lyra's version of Bison's famous slide. It's slower, doesn't travel quite as far, but is safe on block unless done point blank. Has to be blocked low.

 

V-Reversal:

 

Soul Repel – F+PPP : Lyra creates a small crystalline orb of Soul Power in between her and her foe. The orb explodes and sends them a full screen away

 

V-Skill:

 

Soul Quell – MP+MK : Lyra uses her soul power to create a brief force field around her that absorbs physical and projectile attacks. Can be performed in the air. Air version only absorbs projectile attacks. Slow start up leaves Lyra open to punishment at close range.

 

V-Trigger 1:

 

Soul Power– HP+HK : Lyra summons the full breadth of her Soul Power. Altering all of her special attacks.

  • Soul Shard becomes Aura Soul Shard. Charged Aura Soul Shards now create two crystals for 100 damage.
  • Soul Fragment becomes Aura Soul Fragment. Aura Soul Fragment can be performed with neutral, forward, and back jumps. EX Aura Soul Fragment generates 3 shards for 150 damage.
  • Soul Shatter and Soul Fracture become Aura Soul Shatter and Aura Soul Fracture. Startup time reduced to 5f. Damage/Stun are increased by 15/25.
  • Soul Remnant becomes Aura Soul Remnant. LK, MK, and HK versions gain armor on frame 3. Damage/Stun increased by 10/20, EX receives a Damage/Stun buff of 20/30.

Only Aura Soul Fragments performed from a forward or back jump drain her V-Gauge faster. Otherwise her gauge slowly drains. 3-bar V-Trigger

 

V-Trigger 2:

 

Astral Soul– HP+HK : Lyra uses her Soul Power to enhance her usually limited mobility.

  • Her forward and back walk speeds are increased.
  • Forward walkspeed increased from 0.32 to 0.40
  • Backward walkspeed increased from 0.28 to 0.45
  • Foward dash frames reduced from 19 to 16
  • Backward dash frames reduced from 24 to 21
  • Overall jump frames reduced from 46(3F Startup/39 in Air/4F Landing) to 45(3F Startup/38 in Air/4F Landing)

V-Trigger slowly drains over time. Gains access to Aura Soul Satellite. 2-bar V-Trigger

 

Specials:

 

Soul Shard-QCF + P: Lyra manifests a crystalline shard of Soul Power and blasts it at her opponent. Punch button determines the angle of the projectile. LP (Horizontal). MP (30° Angle) HP (45° Angle) All projectiles have quick start up/recovery and deal 75 damage. Roughly half the size of Ryu's Hadoken. Can be charged to alter timing. Doesn't increase damage or durability. EX version is three shards(150 damage). LP+MP(Horizontal), LP+HP(30° Angle), MP+HP(45° Angle)

 

Soul Fragment -QCF + P(in air): Lyra manifests a crystalline shard of Soul Power and blasts it at her opponent from the air. Can only be performed from a neutral jump. Punch button determines the angle of the projectile. LP(70° Angle). MP (60° Angle) HP (45° Angle) All projectiles have quick start up/recovery and deal 50 damage. Roughly half the size of Ryu's Hadoken. EX version is two shards(100 damage). LP+MP(70° Angle), LP+HP(60° Angle), MP+HP(45° Angle)

 

Soul Shatter -360° +P(Command Grab) : Lyra strikes her opponent with an open palm strike to the chest entrapping them in a large Soul Power crystal. With her opposite hand, she creates an orb of Soul Power that she slams in the crystal, shattering it, causing an explosion that sends her foe hurtling across the screen. 6F start up. LP(most range, lowest damage, sends the opponent ½ screen away), MP(less range, higher damage, sends the opponent ¾ screen away), HP(least range, highest damage, sends the opponent full screen away) EX(most range, highest damage, opponent's place determined by the player. Hold Back (½ screen), Hold Down (¾ screen), Hold Forward (Full Screen)

 

Soul Fracture- 360° +P(in air)(Command Grab): Lyra captures her opponent in a Soul Power field. She rotates them 180° turning them head first toward the ground. She then spiked them into the ground with great force. Punch determines through range, strength, and distant from her foe. 6F start up. LP(most range, lowest damage, sends the opponent ½ screen away), MP(less range, higher damage, sends the opponent ¾ screen away), HP(least range, highest damage, sends the opponent full screen away) EX(most range, highest damage, opponent's place determined by the player. Hold Back (½ screen), Hold Down (¾ screen), Hold Forward (Full Screen)

 

Soul Remnant-HCB+ K: Lyra glows with a Soul Power aura as she executes and somersault kick that resembles a reverse version of Bison's Double Knee Press. LK (knocks down), MK(knocks ½ screen away) HK, (knocks into the air creating a juggle state), EX(invincible startup, knocks high into the air, creates a juggle state)

 

Critical Art:

 

Soul Sunderer-QCFx2 + PPP: Lyra strikes her foe with a powerful double palm strike, entrapping them in a large Soul Power Crystal. She then pulls her arms back and summons a dozen Soul Shards around the crystal. Lyra slams her hands together causing the shards to crash into the crystal creating a massive explosion.

 

V-Trigger Only

 

Aura Soul Satellite-QCFx2 +KKK: Lyra summons four crystalline spheres of Soul Power that orbit her body. Each sphere causes 45 damage. All the spheres only cause half the damage of Soul Sunderer (360 damage). However they can be uses in setups, create combos that are other wise not possible and can juggle even when the player has used up all the available juggle points.

 

Reasons to be in SFV:

 

Feeling Bison's defeat, Lyra finally thought she could rest easy. Her former ward's and his Psycho Power had finally been wiped out for good. However, she could fill small hint of Psycho Power in the world. A hint that was growing in strength with each passing day. Lyra wants to make sure that Bison and his Psycho Power are snuffed out once and for all.

 

Side Notes:

 

  • Lyra is a constellation that contains the star Vega
  • Lyra is also female name of Greek origin. Hence the change of her hometown and inclusion of Greek dishes in her likes and dislikes. Corfu is located on island of the west coast of Greece and relatively close to Italy.
  • Lyra's is far older than she appears. She looks not much older than Rose and only her hair color hints at her age.
  • Lyra is a true projectile zoner. SFV frowns on that. I tried to figure a way for that play style to work in SFV. Given all the anti-projectile tools in SFV. Her projectiles have good start up and recovery(for SFV), and do relatively high damage. Her command grabs and Soul Remnant are designed to allow her to create space between her and her opponent. She has low mobility but 1000/1000 health/stun.
  • If Lyra tracks down Ed, she'd try to help rid him of Bison. Lyra would see that despite everything, Ed isn't truly evil. She'd feel responsible for his suffering as it's a direct result of Bison. She'd try to expel Psycho Power from Ed and teach him to use Soul Power instead. As it would be the best way to help him resist Bison's presence.

 

Name: Lucia Morgan

Spoiler

Nickname: Long Legs of the Law

 

Sex: Female

 

Ethnicity: American

 

Height: 5ft 8in (1.73m)

 

Weight: 137lbs (62kg)

 

B/W/H: 34-24-38(86cm-61cm-97cm)

 

Hometown: Metro City, USA

 

Appearance: Lucia has short blonde hair in bob style. Her eyes are brown. She has a slight but muscular upper body and large well built legs. Lucia wears a blue t-shirt that has “S.C.U.” on the front in silver lettering. She has an open short collared leather vest on over her t-shirt. Lucia's S.C.U. Police badge is on upper right half of her vest. She wears blue jeans with a black leather built. Lucia has a sidearm resembling a S&W 5906, holstered at her waist. She has black combat boots on her feet.

 

Likes: Instant Noodles, Metro City, SCU (Special Crime Unit)

 

Dislikes: Cooking, Gangs

 

Fighting Style: American Kenpō

 

Tone: Lucia is earnest and forthright woman. Her rough upbringing forged her into an officer with a strong since of justice.

 

Origins: Lucia grew up in the slums of Metro City to a poor but hardworking family. The hoodlums in her neighborhood often accosted and robbed the people making an honest living. Living in such an environment created the resolve in Lucia to grow up and strong to defend others. Not being able to afford lessons, Lucia clean the mats of the local Kenpo dojo after school in exchange for lessons. Lucia excelled at Kenpo qucikly. Soon she was helping instruct others and taught self defense classes out of the dojo to earn money and pay for her further instruction. Upon graduating high school, Lucia immediately enrolled in the Metro City Police Academy. She wanted to clean up her neighborhood and becoming a police officer would give her the means to do so. Lucia quickly ascended the ranks and eventually joined the Special Crime Unit. She helped Haggar, Guy, and Dean take down the Skull Cross Gang.

 

Her Rival: Chun Li (Friendly)

 

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 3

900 Health/1000 Stun

 

Throws:

 

Harsh Sentence – LP+LK: Lucia grabs her foe, knees them twice, and then throws them over her shoulder

 

Stiff Sentence – LP+LK: Lucia grabs her opponent and plants them in the ground behind her with a Bridging German Suplex

 

Unique Attacks:

 

Lights Out – B+HP: Lucia hits her foe with a spinning back elbow to the face

 

Breath Taker – B+MK: Lucia strikes with a swift high left knee strike. 5F Startup, -4 on Block.

 

Split Decision – F+HK: (Overhead) Lucia hops into the air and performs a full split wheel kick. Slow start up, -2 on block. Has a hit box both in front and behind her. The rear hit box does not hit overhead.

 

Double Knee Drop- D+MK: (In Air) : Lucia performs a double knee drop from mid air

 

S.C.U. Combination – LK, MK, HK, B+HP (Target Combo): Lucia's standard Final Fight 3 combo. Lucia strikes with mid, low, high side kick combination followed by a spinning back elbow.

 

V-Reversal:

 

Due Process -F+KKK: Lucia grabs her opponent, spins behind them, and knees them in the back. Causing them to crumple to the ground.

 

V-Skill:

 

Flame Aura – MP+MK: Lucia stands on one leg as she summons a fiery aura. If the animation completes uninterrupted, Lucia gains frame 3 projectile invincibility on her next special attack and a small amount of V-Gauge. Blocked and landed enhanced specials also build V-Gauge.

 

V-Trigger 1:

 

Conflagration – HP+HK: Lucia's lower legs become engulfed in flames. Altering the properties of all of her kick attacks. All of her kick specials set her opponents on fire.

  • Spin Stampede becomes Flame Stampede. All Versions gain armor frame 3. EX version gains armor on frame 1 and now causes a crumple state. Stun Damage increased by 30.
  • Rising Whirlwind becomes Scorching Whirlwind. All version gain full startup invincibility. All version gain a 50 stun buff. EX now starts up in 3F.
  • Windmill Kick becomes Blazing Windmill. All versions gain juggle properties. An addition 10 stun is done per hit.
  • Burning Heel becomes Inferno Heel. Reflects projectiles if properly time. Grounded versions gain a 25 Damage/25 Stun Buff. Air versions gain juggle properties.

 

3-bar V-Trigger

 

V-Trigger 2:

 

Blazing Aura – HP+HK: Lucia stomps the ground igniting a large fiery aura around her. All of her special attacks gain Frame 1 projectile invincibility. Startup and Recovery of Forward and Back Dash is decreased by 1F. Flame Aura becomes Blazing Shield, when timed properly, it will now reflect projectiles back at her opponent. Blazing Shield drains V-Gauge 1/3 of the V-Gauge immediately upon use. All other special moves, with the exception of Hot Pursuit, will drain the V-Gauge after 3 uses. 2-bar V-Trigger

 

Specials:

 

Spin Stampede – QCB+P: Lucia rushes her foe with a three hit combination attack. She strikes with an elbow, followed by roundhouse kick to the head, and knocks her foe down with a roundhouse kick to the chest. LP (Point Blank, Fastest Startup,), MP(¼ Screen, Slower Startup), HP( ½ Screen, Slowest Startup) EX (Gains Armor On Frame 3, Fastest Startup, LP+MP Point Blank, LP+HP ¼ Screen, MP+HP ½ Screen, Causes Wall Bounce)

 

Hot Pursuit -QCF+P: Lucia closes the distance by quickly running at her opponent. Run can be canceled into any normal attack. Projectile invulnerable from Frame 3. LP (¼ Screen), MK(½ Screen), HK( ¾ Screen) EX (2/3 Screen, Projectile Invincible Frame 1)

 

Rising Whirlwind – F,D,DF+K (Anti Air): Lucia strikes with a rising knee into a spinning kick attack. Kick button determines the damage and start up speed. LK(4F Startup, Throw Invincible) MK (5F Startup, Invincible to Airborne Attacks), HK (7F Startup, Strike/Projectile Invincible from frame 3), EX (4F Startup, Full Startup Invincibility)

 

Windmill Kick – QCF +K: Lucia attacks her opponent with a forward moving vertically spinning kick attack. Attack patch has a slight arc. Kick button determines the attacks properties. Throw Invincible Frame 3. LK (3F Startup, 3hits, Least Damage, ¼ Screen), MK (5F Startup, 4 hits, More Damage, ½ Screen), HK (6F Startup, 5 hits, Most Damage, ¾ Screen) EX (4F Startup, 6 hits, Most Damage, ¾ Screen, All Hits Land on Juggled Opponents)

 

Burning Heel – QCB +K: Lucia executes a jump spinning back kick that sets her opponent a blaze. Attack goes over low attacks. Can be performed mid air from a forward jump. Kick button determines attack properties. Nullifies projectiles when properly timed. LK(Fastest Startup, Leaves Foes Standing), MK(Slower Start Up, Knocks Down, Juggles in Corner), HK(Slowest Startup, Causes Juggle State), EX (Fastest Startup, Causes Juggle State, Gains Armor Frame 3)

 

Critical Art:

 

A.P.B. (Ascending Pyre Barrage) – QCFx2+K: Lucia's Final Fight 3 Super Attack. Lucia strikes with a four hit roundhouse kick combination to the head and body of her opponent, followed by a four hit Rising Whirlwind, and concluding with a two hit Burning Heel. 10Hits 350 damage

 

Reasons to be in SFV:

 

Lucia has noticed an uptick in organized crime in Metro City. She brings her findings directly to the Mayor, fearing a reemergence of the Mad Gear or Skull Cross Gangs. Further study hinted at something else. Something with international implications. After meeting with a liaison from Interpol, Lucia would be working with Chun Li to infiltrate the upcoming World Martial Arts tournament to ferret out and neutralize this unknown criminal organization.

 

 

Edited by Darc_Requiem
Posted (edited)

Name: Maki Genryusai

Spoiler

Nickname: Kunoichi Baikā (The Ninja Biker)

Sex: Female

Ethnicity: Japanese

Height: 5'ft 7in (1.70m)

Weight: 135lbs (61kg)

B/W/H: 36-24-36 (91cm-61cm-891cm)

Hometown: Kōka-shi, Japan

 

Appearance: Maki has long bleached blonde hair. Her natural hair color is dark brown. Her bangs come down to her eyebrows and the rest of her hair is pulled into a long pony tail. Maki's ponytail is tied by a red headband. She wears the upper half of a red sleeveless ninja gi on her torso. The gi comes to her mid thigh. She has red shorts underneath her gi. Maki had metal arm guards on her forearms and shins. She wears white high to sneakers on her feet with red laces. Maki has two tonfas strapped to her back. Although she usually only wields one of them in her left hand.

 

Likes: Motorcycles, Carlos, Rena, Tapioca, Fighting, Guy

Dislikes: Zeku, Waiting on others, Girl treatment matters

Fighting Style: Bushinryu

 

Tone: Maki is brash, tomboyish, aggressive and a bit of a hot head.

 

Origins: Maki is the youngest daughter of the 37th Master of Bushinryu and Guy's rival. Growing up she was a delinquent that often got into street fights. After humbling the local hoods, she made them part of her biker gang The Bushin Riders (Bushin Raidā). The name annoyed her father, as she intended. When her sister and father were kidnapped by the reborn Mad Gear Gang, Maki ditched the biker gang life. She teamed up with Mike Haggar and Carlos Miyamoto to bring down Retu and save her family. The happiness of their reunion was short lived. Her father's disciple and 38th Master of Bushinyu, Zeku was defeated by Guy. Zeku named him the 39th Master of Bushinryu. This angered Maki. She felt that as daughter of the 37th Master, she had earned the right to fight for the mantle. Maki challenged Guy, over Rena's objections. Despite her skill, she was soundly defeated. Her father passed away shortly thereafter. After his funeral, Maki disappeared. Unbeknownst to Rena and Guy, she's been training with Carlos in South America. Only the letters Rena receives on her and their father's birthday let her know that Maki is still alive.

 

Her Rival: Guy, Zeku

 

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 4

975 Stamina 925 Stun

 

Throws:

 

Baikā Seigi (Biker Justice)– LP+LK: Maki grabs her opponent, punches them in the stomach twice with the long end of her tonfa, and hits them with a left uppercut with the short end of her tonfa.

 

Hane Goshi (Spring Hip Throw) – B+LP+LK: Maki grabs her opponent by the head, turns her hip towards them, and flips over her shoulder behind them.

 

Unique Attacks:

 

Handorubā Shōtotsu (Handlebar Collision) - F+MP (Overhead): Maki performs a fast left overhead strike with her tonfa. Quick startup, +2 on hit, -6 on block.

 

Kaze Saku Kyaku (Wind Split Kick) F+HK: Maki rises into the air while performing a full extension, she does full split, jumping front kick. Combo ender from Final Fight 2. 8F Startup, can be used as an anti air with proper timing.

 

Bushin Hiza Hiji(Martial God Knee Elbow) – D+MP: (In Air) Maki performs an right elbow and knee drop from a near vertical aerial stance fat the apex of her forward jump. that immediately halts her momentum and causes her to descend straight down. If the knee lands +2 on hit, -2 on block. If the elbow lands +3 on hit, 0 on block. Maki's D+Jump Attack from Final Fight 2.

 

Bushin Danmaku (Martial God Barrage) – LP,LP,MP,MP, F+HK: (Target Combo) Maki hits her opponent with two left jabs, a right straight, left elbow, and jumping front kick. (Her Final Fight 2 combo) Can juggle in the corner.

 

Bushin Kōgeki Hikō (Martial God Assault Flight) – LP,LP,MP,MP, D+HK: (Target Combo) Maki hits her opponent with two left jabs, a right straight, left elbow, and then throws them over her shoulder behind her. (Her Final Fight 2 combo into throw).

 

Reppukyaku (Furious Wind Kick) – U+K (During Quick Rise): Maki flips back onto her tonfa, performing a vertical handstand kick at a 60° angle, while spinning rapidly. 75 Damage/75 Stun, Causes 25 white life (recoverable) damage with each use.(Invincible to Airborne Attacks, Strike/Throw Invincible from Frame 3,Crush Counterable on Block).

 

V-Reversal:

 

Kōhō Chūgaeri Kyaku (Backward Somersault Kick) – F+KKK: Maki uses a backward somersault kick to send her foe flying away from her.

 

V-Skill:

 

Bushin Tate (Martial God Shield) – MP+MK: Maki takes an aggressive stance and lets out a scream. If the animation completes Maki's next special attack gains projectile invincibility frame 3. EX Hayagake gains frame 1 invincibility. The next physical attack that lands against her does 10% less damage. V-Gauge is gained if the animation completes and after an enhanced special attacks lands or is blocked.

 

V-Trigger 1:

 

Sōdai Bushin Gekitai Suru (Grand Martial God Ward) – HP+HK: Maki uses her mastery of Bushinryu to increase her defensive capabilities. Hassoukyaku, Hayagake, and Saka Hayagake gain armor on Frame 3. White life damage received is cut in half. V-Trigger drains over time. Three armored specials per V-Trigger. 2-Bar V-Trigger.

 

V-Trigger 2:

 

Kūchū Bushin Ha (Aerial Martial God Blade) – HP+HK: Maki displays true aerial mastery of Bushinryu. She can now perform Hassoukyaku from a backward jump anywhere on the stage. Tengu Daoshi gains increased grab range. 3-Bar V-Trigger Permanent

 

Specials:

 

Genko (Pass Through Fist) – QCF+P: Maki lunges forward and strikes her foe with a power right hook that knocks down her opponent. Dissipates projectiles if properly timed. Punch button determines startup and damage. LP (Fastest Startup, Least Damage, -7 on block) MP (Slower Startup, More Damage, -4 on block) HP (Most Damage, Slowest Startup, -2 on block) EX (Reflect Projectiles With Proper Timing, Fastest Startup, Most Damage, - 2 on block

 

Hassoukyaku (Eight Ships Kick) - QCB+P (In Air) Only works at the edges of the screen. Maki grasps the wall and follows up with a variety of actions. Re-entering the QCB+P command will cause her to drop down from the wall.

  • Kabe Tobu (Wall Jump) – LK: Maki jumps off the wall a ½ screen away
  • Bushin Sensui Kyaku (Martial God Dive Kick) – MK: Maki attacks her foe with a dive kick
  • Bushin Nibui (Martial God Stump) – HK : (Command Grab) Maki grabs her foe, flips backwards, and land on them with both feet on their chest

 

Tengu Daoshi (Tengu Collapse) – HCF+P (Command Grab) (In Air): Maki snatches her opponent out of the air and drives them head first into the ground with a belly to back suplex. Grab ranged and damage determined by the punch button pressed. LP(Most Range, Less Damage, Lands ½ Screen Away) MP (Less Range, More Damage, Lands ¼ Screen Away) HP(Least Range, Most Damage, Lands Next To Foe) EX (Most Range, Most Damage, Lands Next To Foe)

 

Hayagake (Rapid Run) – QCF+K: Maki runs towards her opponent and follows up the run with a variety of actions. Kick button determines the distance traveled by the run. LK (¼ Screen) MK (½ Screen) HK (¾ Screen) EX (¾ Screen, Projectile Invincible Frame 3)

  • Yameru (Halt) – LK : Maki brings her unto a quick stop.
  • Bakushin Tengu Daoshi (Dashing Heavenly Dog Drop)- MK: Maki executes a sliding kick and grabs her foe and drives them head first into the ground with a belly to back suplex
  • Atsuen Otoshi (Rolling Drop) – HK: Maki jumps up kicks her foes in the face, grabs them by the shoulder, flips over them, driving them head first into the ground.

 

Saka Hayagake (Reverse Rapid Run)- QCB+K: Maki runs away her opponent and follows up the run with a variety of actions. Kick button determines the distance traveled by the run. LK (¼ Screen) MK (½ Screen) HK (¾ Screen) EX (¾ Screen, Throw Invincible)

  • Yameru (Halt) – LK : Maki brings her unto a quick stop.
  • Ku Tobu (Retreating Jump) – MK: Maki jumps away from her foe
  • Gyaku Tobu (Reverse Jump) – HK: Maki reverses her momentum by jumping back towards her opponent.

 

Critical Art:

 

Tesshinou (Iron Heart Demolisher) – QCFx2+K: Maki charges her opponent hitting them with blindingly fast flying kick to the sternum that sends them crashing into the edge of the stage with such force that they bounce back towards her. She crushes her rebounding foe with a power Genko. 2 Hits 330 Damage (2x165)

 

V-Trigger 2 Only

 

Ajaratengu (Giant Tengu Drop) – 360°x2+P: (Ground or In Air) Maki grabs her foe and ascends to the top of the stage, while ascending Maki rapidly slams them back and forth against the edges of the stage. When she reaches the top, she drives her foe head first into the ground with a powerful Tengu Daoshi. 10 hits 365 damage (9x25, 1x140)

 

Reasons to be in SFV:

 

Maki still believes that she should be the true successor of Bushinryu. She's spent the last few years refining her skills for inevitable rematch with Guy. Hearing that Zeku is entering this years tournament. Maki enters as well. If She can defeat Zeku, she's know her skills will have improved enough to defeat Guy. She'll gain the mantle held by her father and become the 40th Master of Bushinryu.

 

Name: Marion (Mari) Ette

Spoiler

Nickname: The Flawless Agent

 

Sex: Female

 

Ethnicity: French (?)

 

Height: 5ft 9in (1.75m)

 

Weight: 165lbs (75kg)

 

B/W/H: 35-25-37 (89cm-64cm-94cm)

 

Hometown: Paris, France

Appearance: Mari has red hair in bob hairstyle with bangs that sweep from left to right. Her skin has an olive tone and her eyes are hazel. Her build combines the stature of a model with the muscle tone of a gymnast. She wars a dark blue tactical combat DSGE uniform with black combat boots and gloves.

 

Likes: Training (Melee, Firearms, Hand to Hand), Completing Missions, Learning New Things

 

Dislikes: Social Interaction(Outside of the workplace), Failure

 

Fighting Style: Custom CQC (specifically designed to maximize her physical attributes)

 

Tone: Mari primary concern is the mission. She has an almost superhuman drive to bring down criminal organizations. Despite, her professional prowess. She finds social interactions awkward. Given her skill has an undercover operative, that fact is odd.

 

Origins: Little is known about Mari's childhood. Her personnel file says that she is an orphan with no family. She entered the DSGE (Direction Générale de la Sécurité Extérieure )* and excelled immediately. Mari is an intellectual and physical prodigy. Despite her youth, she is master of various languages and martial arts. She's an exceptional marksman with an incredible grasp of tactics. As an agent, she seems to good to be true. Her superior often remarks “C'est comme si vous étiez conçu dans un laboratoire“ - “It's like you were designed in a lab” The DSGE has her under observation and has run extensive background checks but can't find anything of note. Her intuition and sources have been invaluable and has led to the fall of several criminal and terrorists organizations. This success has lead to her becoming a DSGE liaison to foreign intelligence organizations. She has coordinated missions with Cammy, Chun Li, and Guile to takedown remnant Shadaloo cells.

*French equivalent to the CIA

 

Her Rival: Cain

 

Attributes: Health: 3 Power: 3 Range: 3 Mobility: 4 Technique: 3

1000 Stamina 1000 Stun

 

Throws:

 

Flame Out – LP+LK: Mari kicks her foe in the stomach causing them to double over, she then axe kicks them in the back of the head. Causing them to slam face first into the ground.

 

Ignition – B+LP+LK: Mari kicks her foe in the stomach causing them to double over, she then rolls over their back and kicks them in the butt causing them stumble to the ground behind her.

 

Ursa Major – LP+LK (in air): Grabs her opponent mid air and plants them into the ground with a sit down piledriver.

 

Unique Attacks:

 

Blue Mace – F+HP : Mari quickly flips behind her foe and strikes them with an aerial double axe handle blow

 

Twin Flame – B+MP: Mari hits her enemy with a quick left elbow uppercut followed by a left downward elbow strike

 

V-Reversal:

 

Backdraft – F+KKK : Mari somersaults backward kicking her opponent under the chin and sending them a half screen away.

 

V-Skill:

 

Aerial Assault – MP+MK : Mari somersaults into the air and attacks her opponent in various ways. If no input is pressed she flips straight up into the air. B+MP+MK causes her to flip away from her opponent. F+MP+MK causes her to flip towards her opponent.

  • LP+LK – Ursa Minor : Mari somersaults forward, and power bombs her foe into the ground.
  • P – Blunt Mallet: Mari performs a low spinning back fist, knocking her opponent down
  • K – Pointed Lance: Mari executes a double legged dive kick

 

V-Trigger 1:

 

Overdrive – HP+HK: Mari gains an indigo aura that improves her mobility and strength of her special attacks.

  • The speed of her forward and back dash increases.
  • All versions of Indigo Razor juggle (Punch strength determines number of juggle points).
  • Blaze Knuckle gains projectile invincibility and increased damage.
  • Blazing Stampede now juggles and has increased damage.
  • Burning Wheel has full start up invincibility.

All enhanced attacks drain V-Gauge. Forward and Back Dash do not drain V-Gauge. Mari can execute three enhanced attacks before her V-Gauge is depleted. 3-Bar V-Trigger

 

V-Trigger 2:

 

Incinerating Pyre: HP+K: Mari stomps the ground creating spiraling pyre of blue flames directly in front of her. Start up has no invincibility but this can be used as an anti air if timed correctly. Attack does 120 Damage/240 Stun. Attacks leaves the opponent on fire, causing damage overtime until Mari's opponent lands a hit on her. Two activation's per V-Trigger. 2-bar V-Trigger

 

Specials:

 

Indigo Razor – HCF+P : Mari quickly slashes her right hand upward generating a dark blue stationary spinning of ki. The punch button pressed changes the properties of the attack. LP (fast startup, low damage, doesn't knockdown), MP (slower startup, highest damage, knocks down) HP (slowest startup, moderate damage, causes a juggle state, -2 on block) EX (fast startup, highest damage, causes juggle state)

 

Blaze Knuckle – QCB+P: Mari rushes towards her for with a dashing punch while engulfed by blue (Indigo) flames. This attack resembles Crimson Vipers MP Thunder Knuckle. Distance determined by punches. All version knock down. All versions cause the same damage and stun.

 

Blazing Stampede – QCB+K, +K,K (in air): Mari executes a dive kick while engulfed by a blue (Indigo) aura. Upon contact her foes is ignited in blue flame. The kick button can be pressed twice upon hit for two successive follow up kicks. Can be done from neutral or forward jump. Kick button determines the angle. Very unsafe on block.

 

Burning Wheel – F,DF,F +K: (Anti Air) Mari performs a rising cyclone kick with both of her legs covered in blue flames. Attack looks very much like Chun Li's Tenshoukyaku. LK (fastest startup), MK (best anti air properties), HK (slowest startup, biggest damage)

Critical Art:

 

Indigo Inferno – QCFx2+P : Mari's passes through her opponent repeatedly with multiple (eleven) Blaze Knuckles, before ending the barrage with a powerful single hit Burning Wheel that sends her foe sailing through the air. Initial (Blaze Knuckle) portion of the Critical Art resembles Gen's Zetsuei (Mantis) Ultra Combo 1 from SFIV. 12 Hits 340 Damage

 

Reasons to be in SFV:

 

Mari's goal is to identify and neutralize the leadership of the Secret Society. It's her directive from her DSGE team leader and unbeknownst to her, her true master Cain of Synergy Technologies.

 

Side Note:

 

-Mari is “Agent Marigold”

- Full name is Marion Ette (She's subject to puppet jokes by her contemporaries)

-She was created by Shadoloo as a replacement for Killer Bee

-Project Marionette was Shadoloo's plan to create the perfect doll from scratch. The project took genetic samples from all 13 of Bison's doll and constructed an individual doll with best attributes of all thirteen, I.e Cammy's speed and Noembelu's strength

-Cain used the data he gained as Seth to modify Mari to be resistant to Psycho Power

-Mari is unaware that she is Cain's agent. She's been thoroughly programmed with focus on her job. Only becoming aware that she is Agent Marigold when Cain's utters her trigger phrase

-Cain feeds Mari information that she can use to bring down rival criminal organizations and enemies to Synergy. This serves a dual purpose. Synergy is strengthened by the fall of its competitors. Mari gains more power in the DSGE, allowing her to influence and further limit the expansion of Synergy's enemies.

-Cain specifically designed her fighting style around her physical attributes to maximize her effectiveness

 

Ending:

Mari and her DSGE team are captured by a disguised Cain. He reveals to a Mari that she's really his sleeper agent to Mari's disbelief. She's the prototype and he plains to infiltrate all the top intelligence agencies with similar operatives. Mari attempts to attack Cain but he utters a phrase that stops her in her tracks. He then orders Mari to execute the team leader, who has been like a mother to her in her time with the DSGE. Mari loads her gun. Puts it to the team leader's head. She begins to shake with tears streaming down her face. Mari then turns yelling “I AM NOT YOUR PUPPET!” and tries to fire at Cain who disarms her. A fight ensues and despite her best efforts, Cain quickly gains the upper hand. Her team manages to free themselves during the battle and comes to Mari's aid just as Cain is about to land the killing blow. He flees the scene before Mari and her team can ascertain his true identity.

 

Name: Maya Velasquez

Spoiler

Nickname: Dauntless Marine

Sex: Female

Ethnicity: American

Height: 5ft 9in (1.75m)

Weight: 148lbs (67kg)

B/W/H: 39-24-36 (99cm-61cm-91cm)

Hometown: Corpis Christi, Texas

 

Appearance: Maya has long red hair tied into a “military donut bun” to meet Marine regulations. She has green eyes, large lips, and an olive complexion. Maya has a short sleeve green t-shirt with black letters, “USMC”, across the bosom. She has on green camouflage pants and tan leather combat boots. Maya has a black belt with holster, around her waist. The gun in her holster resembles an M9 Beretta. She also has a “kabar”, standard issue combat knife, strapped to the outside of her left thigh.

 

Likes: Her Family (Husband and Daughter), Humbling Smug People, Track & Field

Dislikes: Being Stationed Away from Family, Lazy Students

Fighting Style: MCMAP (Marine Corps Martial Arts Program)

Tone: Maya exudes confidence and fears no opponent

 

Origins: Captain Maya Velasquez is an elite Marine CQC instructor. Maya was star Track & Field athlete in school. She was the number one ranked under 18 Heptathlete in the United States. Maya was offered several scholarships but had to decline due to becoming pregnant with her daughter Lauren. Her boyfriend, Laurence Velasquez, enlisted in the Marines and asked her to marry him. Much to the chagrin of both their parents, she accepted. Maya enrolled in the NROTC, Marine Option after Lauren was born.

 

Maya would go onto become a MCMAP instructor. MCMAP (Marine Corps Martial Arts Program) requires officers to have a black belt in a Civilian martial art. Maya was black belt, 1st Dan, in American Karate. Maya's natural athleticism and CQC (Close Quarters Combat) abilities allowed her to progress in skill at remarkable pace. Eventually she'd become a Six Tab (6th Degree) MCMAP black belt. Being an instructor kept her close to home, for the most part, allowing her as much time as was possible with Lauren.

 

Her Rival: Cammy

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 3 Techniques: 3

925 Stamina 950 Stun

 

Throws:

 

Stomach Crunch – LP+LK: Maya punches her opponent in the abdomen with left-right punch combination and sends her flying with a left uppercut.

 

Instant Migraine – B+LP+LK: Maya jumps onto her opponents shoulders, and rapidly slams her fists together on each side of their head repeatedly, causing them to collapse to the ground behind her.

 

Unique Attacks:

 

Scarlet Elbow – F+MP: Maya hops into the air and elbows her opponent while turning her body parallel to the ground. Slow startup, -2 on Block.

 

Double Kick – F+HK: Maya strikes with a high left roundhouse kick to the head, cocks back the same leg and mule kicks her opponent in the face.

 

Split Combination – LP, MP, D+HP, HP: (Target Combo) Maya strikes her foe with a left-right straight punch combination, goes into a full split, hits opponent with a left straight punch to the groin followed right uppercut to her doubled over opponent's jaw.

 

V-Reversal:

 

Ka-Bar– F+PPP: Maya strikes with a right knife edged punch to the throat that cause her foe to crumple to ground.

 

V-Skill:

 

A.J.P. (Alternative Jump Protocol) – MP+MK: Maya executes a half height neutral, forward, or backward jump.

  • Neutral A.J.P – MP+MK: May executes a half height neutral jump.
  • Forward A.J.P – F+MP+MK: Maya executes a half height forward jump
  • Back A.J.P – B+MP+MK: Maya executes a half height back jump

V-Gauge builds after any blocked or landed attack post A.J.P activation.

 

V-Trigger 1:

 

V.T.O.L (Vertical TakeOff and Landing)– HP+HK: Maya has a rush of adrenaline and is now able to perform Split Kicks from Neutral and Backward Jumps. Aerial Split Kicks no longer have a height restriction. Both Ground and Aerial version of the Split Kick cause a juggle state. Four enhanced attacks per V-Trigger. 2-Bar V-Trigger

 

V-Trigger 2:

 

C.N.S (Combat Knife Stance) – HP+HK: Maya unsheathes her standard issue combat knife and uses it in battle. The range, damage, and stun values for punch attacks are increased. Punch attacks now cause chip damage. Light attacks receive a 5 damage/5 stun buff, Medium attacks receive a 10 damage/10 stun buff, and Heavy Attacks receive a 15 damage/15 Stun buffs. This buffs carry over to all her knuckle attacks. In addition.

  • Sliding Knuckle is now +2 on hit.
  • Dashing Knuckle is +3 on hit.
  • Rising Knuckle gains invincibility to Airborne attacks. EX is fully invincible but now susceptible to Crush Counters.

3-Bar V-Trigger Permanent

 

Specials:

 

Sliding Knuckle – QCB+P: Maya crouches, twists her upper body backward, and charges forward with a straight right punch. Goes under projectiles with proper timing. Leaves foes standing. Must be blocked low. +1 on hit. Distance traveled determined by the punch button pressed. LP( ¼ Screen), MP ( 1/3 Screen), HP (½ Screen), EX(Projectile Invincible Frame 1, ¾ Screen)

 

Dashing Knuckle – QCF+P: Viper twists her upper body backward, and charges forward with a dashing left punch. Punch button determines attack properties. Leaves foes standing. +2 on hit. Distance traveled determined by the punch button pressed. LP( ¼ Screen), MP ( 1/3 Screen), HP (½ Screen), EX(+3 on hit, ¾ Screen)

 

Rising Knuckle – F,D,DF+P: Viper twists her upper body backward, and charges upward with a rising left punch. Punch button determines the ascent angle. No start up invincibility, 3F Startup, knocks down. LP (75° Angle), MP (60° Angle), HP (45°Angle) EX (Invincible to Airborne Attacks, Causes Juggle State, LP+MP 75° Angle, LP+HP 60° Angle, MP+HP 45°Angle)

 

Split Kick – QCB+K: Maya flips into the air before striking her opponent with a split kick that knocks them down. Range of this attack is determined by the kick button pressed. Attack has slow startup. All version are throw invincible. LK(Point Blank), MK( ¼ Screen), HK( ½ Screen), EX(Gains Projectile Invincibility, Fast Startup, Aerial Flip Prior to Kick now has a hit box, 3 Hits)

 

Aerial Split Kick – QCB+K: (In Air) Maya flips while in the air before striking her opponent with a split kick. Can only be performed from a forward jump. Attack has slow startup, but has faster startup than grounded version. LK(Slowest Startup), MK(Slower Startup), HK(Slow Startup), EX(Gains Projectile Invincibility, Fast Startup, Flip Prior to Kick now has a hit box, 3 Hits, Causes A Juggle State)

 

Critical Art:

 

Charging Knuckle Barrage – QCFx2+P: Maya pummels her opponent with a barrage of Sliding and Dashing Knuckles, striking them a half dozen times before knocking them into the air with a two hit Rising Knuckle. 8 hits 330 damage (6x20, 2x105).

 

Reasons to be in SFV:

 

This is simply Crimson Viper, prior to joining the CIA. If for some reason during the current era, she were caught without her battle suit. This is how she would fight.

 

Side Notes:

 

  • Her maiden name is Ortiz.
  • Her daughter Lauren is named after her father Laurence. She has never met her father's parents
  • Maya's parents didn't approve of her marriage initially but came around. Laurence hasn't seen his parents since he enlisted.
  • On the rare occasion that she and Laurence are on tour. Lauren is watched by Maya's parents.

 

Name: Mike (SF1)

Spoiler

Nickname: The Cunning Counter Puncher

 

Sex: Male

 

Ethnicity: American

 

Height: 6'3 1/2”(1.92m)

 

Weight: 218lbs (99kg)

 

B/W/H: 49-34-36(125cm-86cm-91cm)

 

Hometown: Oklahoma City, Oklahoma

 

Appearance: Mike has short black hair cut into a close cropped fade and brown eyes. He wears a red sleeveless shirt that is tucked into his blue jeans and white high top sneakers. Mike wears a gold rope chain around his neck and a gold tooth. His hands are wrapped in white tape and his jeans are secured with a silver buckled belt.

Likes: Family, Cars, Football, Helping Kids

 

Dislikes: Injuries, Paparazzi

 

Fighting Style: Boxing (Philly Shell)

 

Tone: Mike is generous man that uses the fame and fortune he gained as boxing champion to help others.

 

Origins: Growing up in poverty, Mike resorted to thievery to help provide food for his family. He didn't like the feeling of being hungry as a child and refused to let his younger sister experience the same thing. As a juvenile, Mike finally got caught. While he was incarcerated, he took up boxing. He was actually quite good at it. Catching the eye of US Olympic Boxing coach. To the surprise of even his coach, Mike earned a gold medal. He quickly turned pro, using the money to provide for his mother and sister. After the heavyweight champions opponent had to drop out their fight due to injury, Mike was tabbed as his replacement. His gold medal and inexperience made the fight an easy sell to the public and seemingly easy task for the champion. He was underestimated and stunned the boxing world by becoming champion at just 21 years of age. Mike would hold the title for 3 years before losing the title to Balrog in thrilling fight that saw him lose via TKO in 12th round. All three judges had Mike up 106-103 going into the 12th Round. Mike would the stun the boxing world by retiring at age 24. Having made a fortune in boxing, Mike would return to Oklahoma to open a community center. A place where he'd spend his free time teaching kids how to box and organizing charities to help the disadvantaged youths.

 

His Rival: Balrog (Boxer)

Attributes: Health: 3 Power: 2 Range: 3 Mobility: 4 Technique: 4

975 Stamina 1025 Stun

 

Throws:

One, Two, Three – LP+LK: Mike clinches with his opponent and strikes them with two quick body shots, followed by short uppercut.

Chin Check – B+LP+LK: Mike clinches with his opponent, rotates 180 degrees, and floors them with an uppercut to the chin.

 

Unique Attacks:

 

Check Hook – B+MP: Mike throws an evasive hook punch that lands as his foes sails past him. This causes a side switch.

Bolo Punch – F+MK: Mike hits his opponent with a quick circular arm punch.

 

V-Reversal:

 

Buzzing Cross – F+KKK: Mike stun his foe with a swift cross to the face that leaves the opponent standing

 

V-Skill:

 

Butterfly Shuffle– MP+MK: Mike bob and weaves to evade his opponents attack. V-Gauge builds with each successful weave. Has two optional follow ups.

  • P – Lifting Stinger : Mike executes a swift uppercut that knocks his opponent into the air. -7 on block
  • K – Sweeping Stinger: Mike performs a quick hook punch to his foes knees knocking them down. Hard knock down -9 on block

 

V-Trigger 1:

 

Sweet Science – HP+HK: Mike gains enhanced mobility and the ability to chain together his normal attacks and some special attacks. This allows him to string together longer combinations to compensate for his low damage. Each chain combo drains he V-Gauge. V-Gauge only drains when a chain combo is used. His faster forward and backward dashes do not drain his V-Gauge. He can perform a Triple Stinger at the cost of his entire V-Gauge. Triple Stinger turns Variable Stinger into a Rekka style attack allowed the player to perform an Overhand Stinger, Abdomen Stinger, and Cranial Stinger in succession. The motion for the attack must be inputted for each Stinger. 240 damage/240 stun Triple Stinger can only be performed with a full V-Gauge. 3-Bar V-Trigger

 

V-Trigger 2:

 

Butterfly Flutter – HP+HK: Mike's agility reaches it peak. He now gains the ability to dodge attacks by pressing HP+HK. Each successful dodge partially restores his V-Gauge. Successfully reading your opponent will extend the duration of his V-Trigger. Dodging attacks negates any white life or chip damage. Dodging a Light attack leaves Mike +1, Medium +2, and Heavy +3. 2-Bar V-Trigger.

 

Specials:

 

Stinging Swarm – QCF+P : Mike treats his opponents head like as speed bag. He rolls his fists quickly, rapidly stinging his foes face with repeated punches. LK (4hits, - 2 on block, leaves opponent standing) MK (5hits, -4 on block, causes soft knockdown), HK (6 hits, -6 on bock, causes juggle state in corner only) EX(8 hits, -3 on block, causes juggle state)

 

Stinging Blow – QCB+P: Mike staggers his foe with a precise dashing hook punch to the liver. Punch button determines the distance traveled. LP (stationary), MP(¼ screen), HP (½ screen), EX ( 1/3 Screen, Causes Crumple State)

 

Variable Stinger – F,DF,F+P: Mike strikes his foes with one of his three signature techniques. Punch button determines the technique. EX Overhand Stinger causes a hard knock down, EX Abdomen Stinger is +3 on hit allowing for a follow up combo. EX Cranial Stinger does additional stun damage

  • LP – Overhand Stinger - (overhead) Mike strikes with a quick overhand right
  • MP- Abdomen Stinger - Mike slams his foe with a powerful uppercut to the stomach
  • HP- Cranial Stinger – Mike hits his foe with a lighting fast right hook to the temple

 

Butterfly Block -QCB+K: Mike intercepts his opponents attack, leaving them vulnerable to a counter attack. Punch button determines the type of deflected. LK (Low), MK (Mid/High), HK (Jump In Attacks)

 

Butterfly Float – QCB+K: (In Air): Mike changes the trajectory of his forward jump. LK(Short Back Dash), MK (Halts His Forward Momentum), HK (Forward Dash). All jump attacks can be performed after Butterfly Float. Whiffing or performing no follow up attack results in extended landing recovery frames. EX version does not have extended landing recovery frames. LK+MK(Short Back Dash), LK+HK (Halts His Forward Momentum), MK+HK (Forward Dash)

 

Critical Art:

 

Blinding Stinger – QCFx2+P : Mike strikes with a blisteringly fast combination of punches. Hitting his opponent with 10 hit left-right combination to the body, followed by right hook to the temple, and a left uppercut to the chin that sends them flying into the air. 12 hits total (10x20 damage, 1x50 damage, 1x100 damage) 350 damage total.

 

Reasons to be in SFV:

 

Mike was contacted by his former boxing promoter. He was able to get a rematch with Balrog sanctioned by the boxing commission. The chance for “The Cunning Counter Puncher” to avenge his only defeat against the “Crazy Buffalo” would do huge PPV numbers. While he is more than satisfied with career, Mike knows he could help a lot of kids with the money he'd earn in the rematch. “Clash vs. Crass 2: Redemption” live from the Golden Bullion in Las Vegas. Who will win the match of former champons? Tune in live on PPV.

- Mike's boxing style is based more on speed and agility. The names of his special attacks are a nod to Muhammad Ali

 

Name: Mike Haggar

Spoiler

Nickname: Mayor of Earth

 

Sex: Male

 

Ethnicity: American

 

Height: 6ft 7in (2.02m)

 

Weight: 307lbs (139kg)

 

B/W/H: 61-46-48 (155cm-117cm-122cm)

 

Hometown: Metro City, USA

Appearance: Haggar is a massive well muscled man. He has brown slicked back hair with a hint of gray. His eyes are brown and a thick brown mustache. He wears a white collared long sleeve button up shirt. The sleeves are rolled up to his elbows. Haggar wears a leather watch on his left wrist. He has on green slacks. There is a single brown leather suspender that is fastened on the right ride of his waist , goes across his chest, and goes over his left shoulder. Haggar has black dress shoes on his feet.

 

Likes: Jessica, Wrestling, Curry Rice, Hamburgers

Dislikes: Criminals, Gangs

 

Fighting Style: Wrestling

 

Tone: Haggar is a no nonsense man that takes crap from no one. While he has no issue delegating tasks, he won't hesitate to take care of things himself.

 

Origins: Haggar was a renowned street fighter in his youth. As an adult he joined the CWA and became a famous professional wrestler. Haggar's trademark Double Lariat granted him many of victory. It's also the source of an unusual rivalry with Zangief. Zangief saw this maneuver and developed his own variation of it. This enraged Haggar who promptly developed his version of Zangief's Spinning Piledriver that he dubbed the Screwdriver. Despite both Zangief and Haggar having storied wrestling careers, they never actually met in the ring. After retiring, Haggar became Mayor of Metro City. He gained global fame after his daughter Jessica was kidnapped by Mad Gear. Rather than relying on his police force, Haggar fought alongside Cody and Guy to bring down the Mad Gear gang and rescue her.

 

His Rival: Zangief

Attributes: Health: 4 Power: 4 Range: 3 Mobility: 2 Technique: 3

1025 Stamina 1025 Stun

 

Throws:

 

Back Breaker – P+K: Haggar lifts his opponent high overhead and slams them onto his out stretched knee.

 

Back Drop – B+P+K: Haggar picks up his opponent lifts them high into the air and back drops them behind him.

Flying Pile Driver – (In Air) P+K: Haggar snatches his foe out of the air and spike them head first into the ground with a classic Pile Driver

 

Unique Attacks:

 

Knife Edge Chop – B+MP: Haggar hits his opponent with backhand chop to the chest

 

Head of State – F+HP (Hit Grab): Haggar grabs his opponents by the head with both hands. Hoists them into the air and headbutts them in the sternum sending them into the air. Juggles in the corner.

 

Hammer of Justice - (Target Combo) MP, B+MP, HP: Haggar strikes his for with two body punches followed by an overhead double axe handle punch that knocks down. Classic FF combo.

 

V-Reversal:

Big Boot – F+KKK: Haggar floors his opponent with boot the face that sends them a ¼ screen away

 

V-Skill:

 

Missile Drop Kick – MP+MK: Haggar hops into a powerful drop kick that goes over low attacks and causes a knock down. Attack can be charged by holding down the attack buttons. Fully charged the Missile Drop Kick causes a wall bounce.

 

V-Trigger 1:

 

Slam Master – HP+HK: Haggar's temper boils over. All Screwdriver's gain 5F Startup, Increased throw range, and damage. Haggar gains a new move. Jackhammer an aerial version of his Screwdriver command grab. Haggar's walk and dash speed is increased. V-Trigger is permanent. 3-bar V-Trigger

 

V-Trigger 2:

 

Muscle Bomber – HP+HK: Haggar's temper explodes. All Double Lariats gain a vacuum effect. The stronger the button combination the wider the vacuum effects range. Juggle capabilities of the LP+MP version and EX version are increased. LP+HP and MP+HP versions receive a 20 damage/30 stun boost. V-Trigger is permanent. 3-bar V-Trigger

 

Specials:

 

Screwdriver -360°+P (Command Grab): Haggar's rendition of Zangief's Spinning Pile Driver. All versions have a 6F start up. Doesn't spin as fast as Zangief's and does less damage. LP (Most Range, Least Damage, Most Recovery On Hit), MP (Less Range, More Damage, Less Recovery On Hit), HP (Least Range, Most Damage, Least Recovery On Hit) EX (5F Start up, Throw Invincible, Most Range, Most damage, Least Recovery On Hit)

 

Double Lariat – P+P: Haggar's signature technique, later copied by Zangief. The punch buttons pressed changes the properties of the lariat. All version are projectile invincible from Frame 1. LP+MP(Fastest Start up and Recovery, Least Damage, 1 hit, Limited Juggle Properties), LP+HP (Slower Start Up and Recovery, More Damage, 2 hits, Soft Knock Down), MP+HP(Slowest Startup and Recovery, Most Damage, 3 hits, Hard Knock Down) EX (3P, Fastest Start up and Recovery, Most Damage, 5 hits, Juggles, Limited Vacuum Effect)

 

Violent Ax – F,D,DF+P: Haggar strikes with a shoulder charge followed up by a powerful double axe handle uppercut. Punch button determines the distance traveled. LP( ¼ Screen, Leaves Standing), MP (1/3 Screen, Knocks Down), HP ( ½ Screen, Causes Juggle), EX(Gains Armor Frame 3, Causes Wall Bounce, LP+MP ¼ Screen, LP+HP 1/3 Screen, MP+HP ½ Screen)

 

Hoodlum Launcher – 360°+K (Command Grab): Haggar rushes towards his foe, grabs them, and tosses them into the air placing them in juggle state. Kick button determines the distance traveled. LK( ¼ Screen), MK (½ Screen), HK( ¾ Screen), EX (Auto tracks, Tosses Foe Higher Into the Air, Gains Armor on Frame 3)

 

V-Trigger 1 Only

Jackhammer -360°+P (In Air): Aerial version of Haggar's Screwdriver. Must be performed from a forward jump. Does 15 less damage and 25 less stun than the Screwdriver. LP (Most Range, Least Damage, Most Recovery On Hit), MP (Less Range, More Damage, Less Recovery On Hit), HP (Least Range, Most Damage, Least Recovery On Hit) EX (Air Throw Invincible, Most Range, Most damage, Least Recovery On Hit)

 

Critical Art:

 

Final Haggar Buster - 720°+P : Haggar grabs his foe and hits them with a back drop. He then grabs their legs, giants swings them high into the air, jumps after them, and plants them into the ground with Screwdriver. 2Hit 380 damage

 

Reasons to be in SFV:

 

Haggar's reason for entering the tournament seems simple. He wants to settle his rivalry with Zangief. While publicly, that seems like his man focus. He's also in the tournament to help Jessica. He knows she's up to something dangerous and anyone that messes with his baby girl will have hell to pay.

 

 

Edited by Darc_Requiem
Posted (edited)

Name: Mi Na (Kim Mi Na)

Spoiler

Nickname: Legs of Tempest

Sex: Female

Ethnicity: South Korean

Height: 5'7”(1.70m)

Weight: 130lbs (59kg)

B/W/H: 33-23-37 (84cm-58cm-94cm)

Hometown: Busan, South Korea

 

Appearance: Mi Na has medium length dark brown hair that hangs down just below her collarbone. Her bangs hang just above her eyebrows. Mi Na's eyes are light brown. She has petite but toned upper body with a modest bosom. Mi Na's lower body is larger in comparison featuring thick muscular thighs and calf muscles. She wears a custom, primarily white Taekwondo gi. The upper gi is sleeveless with red trim around the collar and arm openings. The lower gi features pants that stop at the top of her calves and has blue trim around the base of her pant legs. She has a black belt tied around her waist. Mi Na has black fingerless gloves on her hands with red nail polish. She has black ankle guards on her feet with blue toe nail polish.

 

Likes: Yakgwa (Korean Honey Cookies), Challenges, Demoralizing Opponents

Dislikes: Boredom, Weakness

Fighting Style: Taekwondo

 

Tone: Mi Na is extremely arrogant. She hadn't tasted defeat since she was a child and it shows in her attitude. She talks down and belittles her opponents.

 

Origins: Kim Mi Na (Kim is her family name, Mi Na is her given name) is South Korea's Taekwondo champion. She's undefeated as a professional against both male and female opponents. She's only ever tasted defeat as an amateur. Another Taekwondo prodigy, Han Joo Rhee (Juri), defeated her in their only meeting. Mi Na trained hard for a potential rematch at the next tournament, but Joo Rhee never showed. The Han family's car was struck by a hail of bullets as they drove to the arena. Mr and Mrs Han were killed and Joo Rhee was critically injured. Joo Rhee was never seen again after that. Fate had robbed Mi Na of a chance at redemption. She felt cheated by this and she felt guilty for feeling that way. She would use a growing arrogance to hid this feeling. Mi Na went on to achieve great success. A few years later Mi Na would turn pro as a young teen and set the Taekwondo world on fire. She easily defeated all of her opponents, Mi Na quickly grew bored of female competition and decided to challenge the men's champion. Who refused. Mi Na finally goaded him into a fight by putting her entire personal fortune on the line if he could defeat her. Despite his best efforts, he could not. Mi Na was crowned the best Taekwondo fighter in the world. “The Invincible Legs of Tempest” is how she became known, but she was unsatisfied. She didn't feel invincible. Others may have forgotten, but she never got past her lone defeat as an amateur.

 

Rival: Juri

 

Attributes: Health: 2 Power: 3 Range: 3 Mobility: 4 Technique: 4

950 Stamina 950 Stun

 

Throws:

 

Furatsuki Kaze (Wobbling Wind)– LP+LK: Mi Na steps on her opponents left knee with her right foot, steps on their right shoulder with her left foot, quickly places her right foot on their forehead, and violent kicks off their head sending her tumbling backwards.

 

Hayai Kaze (Swift Wind) – B+LP+LK: Mi Na steps on her opponents left knee with her right foot, steps on their right shoulder with her left foot, quickly places her right foot behind their head, and flips forward kicking them in the back up of the head causing them stumble and fall behind her.

 

Kyōi-Tekina Kaze (Astounding Wind) – LP+LK (In Air): Mi Na flips over her opponent and drives both her feet into the small of their back, sending them crash straight down into the ground.

 

Unique Attacks:

 

Sora Henka (Sky Change) - B+Near Wall (In Air): Mi Na grabs the wall and jumps toward her opponent

 

Kaze Nejiru (Twisting Wind) - B+MP: Mi Na strikes with a right twisting kick. 5F can anti air with proper timing.

 

Idaina Senpū (Great Whirlwind) – F+HP: Mi Na hits her for with a hopping 360° kick. Slow startup, goes over low attacks. Crush Counter attack. -4 on block.

 

Daunbāsuto (Downburst) - F+MK: (Overhead) Mi Na performs a quick downward (axe) kick. -6 block, +2 on hit.

 

Ochiru Arashi (Storm Falling)- F+HK: (Overhead) Mi Na performs a jumping downward (axe) kick. Slower startup than Daunbāsuto but has more range. Attack is -2 block and +4 on hit.

 

Jōshō Arashi (Ascent Tempest) - LK, MK, HK: (Target Combo): Mi Na strikes with a front kick, left-right side kick combination. Sidekicks whiff on crouching opponents. -6 on block

 

Kōka Arashi (Descent Tempest)- MP, MK, D+HK: (Target Combo): Mi Na strikes with a right-left turning kick combination followed by a left back sweep kick. - 6 on block

 

V-Reversal:

 

Toppū Kyaku (Squall Kick) – F+KKK: Mi Na performs a back kick that strikes her opponent in the face and sends them spinning away from her.

 

V-Skill:

 

Uindochenji (Changing Wind) – MP+MK: Mi Na deflects the opponents attack and evades to one of three positions. MP+MK (Above In Front), B+MP+MK (½ Screen Backward), F+MP+MK (½ Screen Forward). V-Gauge builds on deflecting attacks and follow up attacks from the “Above In Front” position. All jump normals are available from that position.

 

V-Trigger 1:

 

Kūki Yūi (Air Superiority) – HP+HK: Mi Na focuses her ki to enhance her aerial offense.

  • Sora Sakeru Kyaku can now be performed from neutral and backward jumps. LK version is now +3 on hit. MK now causes a hard knock down. HK version now causes a juggle state. EX is plus +7 on hit.. Can cancel into a Rakka Senpū Tsubasa of equal strength on hit.
  • Rakka Senpū Tsubasa can now be performed from neutral and backward jumps. Attack gains projectile invincibility. EX version gains an additional juggle point

2-Bar V-Trigger

 

V-Trigger 2:

 

Kaze Denryū (Wind Current) – HP+HK: Mi Na gains the ability to store all three of her projectiles at once. While her V-Trigger is active, an additionalg Store Gauge appears above her V-Trigger gauge. Holding down the kick button while performing a Kazakiri Ha during V-Trigger immediately stores the projectile. Allowing Mi Na have the projectile in reserve without having to continue to hold down the kick button. To release the projectile press HP+HK and the appropriate direction. EX Kazakiri Ha cannot be V-Trigger stored.

  • HP+HK – Horizontal (After LK Kazakiri Ha is stored)
  • B+HP+HK – 30° Angle (After MK Kazakiri Ha is stored)
  • F+HP+HK – 45° Angle (After HK Kazakiri Ha is stored)

V-Trigger stores can be canceled into one another on hit and block. Non stored Kazakiri Ha attacks can still be performed during V-Trigger. Storing projectiles does not drain V-Gauge. V-Gauge drains when they are released. Up to four stores per V-Trigger. 3-Bar V-Trigger

 

Specials:

 

Sora Sakeru Kyaku (Sky Cleaving Leg) – QCF+K (In Air) From a forward jump Mi Na executes a somersault kick directly downward, landing in a full split. Kick button determines the startup and attack properties. LK (Fastest Startup, Least Damage, +2 on hit, Leaves Foe Standing), MK (Slower Startup, More Damage, Soft Knock Down), HK (Slowest Startup, Most Damage, Hard Knock Down), EX (Fastest Startup, Most Damage, +5 on Hit, Leaves Foe Standing)

 

Kazakiri Ha (Wind Cutting Blade) - QCF+K: Mi Na uses a roundhouse kick to generate a thin blade of ki that cuts through the air as it heads toward her opponent. Holding down the kick button allows the projectile to stored. Only one projectile can be stored at a time. Releasing the button will initiate the attack. She can move normally while the projectile is being stored. LK (Horizontal), MK (30° Angle), HK (45° Angle), EX 2 Hits (LK+MK Horizontal, LK+HK 30° Angle, MK+HK 45° Angle)

 

Rakka Senpū Tsubasa (Descending Whirlwind Blade)– QCB+K: (In Air) Mi Na performs rapid descending kick combination . Initial kick can be followed up by two additional attacks. Three additional attacks for the EX version.

  • K - Champion Kick (First Follow Up): Mi Na strikes with a spinning back left kick.
  • K - Hyper Foot (Second Follow Up: Mi Na strikes with a spinning back right kick.
  • K - Super X Strike (EX Only -Third Follow Up): Mi Na strikes with a spinning left axe kick that causes a hard knock down

LK (60° Angle), MK (45° Angle), HK (30° Angle) EX (LK+MK 60° Angle, LK+HK 45° Angle, MK+HK 30° Angle)

 

Kaitenkteki Hoshikyaku (Rotating Star Kick)– QCB+K: Mi Na jumps into the air striking her opponent with a front split kick, if the first hit connects, she begins to spin rapidly. Kick button determines the distance traveled and damage. The final hit, no matter the kick strength, causes a knock down. LK (2 Hits, ¼ Screen), MK (3 Hits, 1/3 Screen), HK (4 Hits, ½ Screen), EX( 6 Hits, ½ Screen, Final Hit Causes Juggle State)

 

Critical Art:

 

Kaze Funsai Ha (Wind Shattering Blade) – QCFx2+K: Mi Na strikes with a rapid succession of Kazakiri Ha projectiles that strike her foe at multiple angles . The forces of the multiple projetiles cause her foe to rise into the air. Leaving them prone for a 720° spin to the sternum that sends the crashing into the edge of the stage. 11 hits 330 damage (10x25, 1x80)

 

Reasons to be in SFV:

 

Mi Na was set to announce her retirement when she caught wind of the last World Martial Arts tournament. In it, she saw a Taekwondo fighter of great skill. One that seemed familiar. The fighter was called “Juri”. Her rival had survived and gained immense power. Mi Na had her chance to prove which of them is best after all. She retired from the Taekwondo circuit, not to give up fighting however. She would spend the next year honing her skills. Mi Na would be at the next World Martial Arts tournament. She would have her rematch.

 

Victory Quotes:

 

Ryu:“Disappointing, I expected more for the one who felled Sagat.”

Chun Li: “The strongest woman in the world is me. Remember that when you regain consciousness.”

Nash: “Two time All American Martial Arts Champion Charles Nash!? I heard you were KIA. You move swiftly for dead man, but not swiftly enough”

M.Bison: “Such power, finally a warrior worthy to share the same ring with me.”

Cammy: “You may seem quick to others, but for me you were moving in slow motion.”

Birdie: “The competitive eating contest is that way slob. Get your disgusting visage out of my sight!”

Ken: “I expected more from the reigning AAMA Champion. Competition must be lacking in your country. Your fire was easy to snuff out”

Necalli: “I hope losing satiates your hunger because the only thing you’ll be d-d-devouring is defeat ahahahaha”

Vega: “A truly beautiful fighter does not need a mask. They have the skill to remain untouched. Gaze upon true beauty matador.”

R.Mika: “The only predetermined outcome here is my victory. You and your partner were mere gnats for me to swat.”

Rashid: “Your ‘Turbulent Wind’ is a mere breeze against my tempest. Mr…what was your name again? No matter, you are not worth remembering”

Karin: “An lowly pauper lacks the class to challenge a queen. Stick to running your business Kanzuki. Leave fighting to the professionals.”

Zangief: “Your fascination with building muscle leaves you a large and easily hit-table target. Strength means nothing when you can’t hit your opponent. I own your skies.”

Laura: “If this is what Matsuda Jiu Jitsu is capable of, you should shut down your school. What a pathetic display!”

Dhalsim: “It seems that your ‘Enlightenment’ did not bestow upon you competent fighting skills. Go home to your family before you get yourself killed old man.”

F.A.N.G.: “Two minutes? Not even if I were blinded folded with my hands tied behind my back. Now fly away silly bird before I ground you permanently.”

Alex: “I’ve heard great things about your gym. Apparently they were all wrong. Your technique is sloppy and you were no threat to me. Too bad you don’t fight as well as you look…oh well.”

Guile: “I can see why you are Air Force, you wouldn’t make it in the Marines with those skills. If this is the best your military has to offer, your country is doomed.”

Ibuki: “Whatever boy you find needs to be a capable fighter because you certainly cannot defend yourself.”

Balrog:”Raw power and no technique makes you easy to defeat.”

Juri: “I was impressed by your ability…when I thought it was your own. All these years, I thought you were special. You were just lucky”

Urien: “And here I thought you were this evenings entertainment. I actually broke a sweat. Urien was it? You are a worthy opponent.”

Akuma: “What are you!? Such power, speed, and skill. I’m trembling!? Ah, so this is what fear feels like.”

Kolin: ”There is an ice cream shop around the corner with a “Now Hiring” sign. You should apply, fighting is clearly not your forte.”

Ed: “I’ve seen this sloppy technique before, you need to find a new trainer. Your meager talents are being wasted.”

Abigail:”Your occupation is fitting. A junkyard is the perfect place someone who’s skills are pure trash.”

Menat: “You saw this beating in your future and still fought me. I would call you stupid but that would be an insult to idiots.”

Zeku: “Are you truly one fighter? Fighting you is like fighting two different people. This was…fun. I’m actually…impressed.”

Sakura: “Considering that you are self taught, your paltry talents are almost impressive.”

Blanka: “Not even the animal kingdom can stand before my might. Scurry off to the jungle creature, it is safer than fighting with me.”

Falke: “If this is what intensive training gets you, you may want to seek a new line of work. “

 

Name: Nakato*

Spoiler

Nickname: The Raging Spire of Lightning

 

Sex: Female

 

Ethnicity: Dinka (Sudanese)

 

Height: 6ft 4in (1.93 m)

 

Weight: 177lbs (80kg)

 

B/W/H: 37-27-37(94cm-68cm-94cm)

Hometown: South Sudan (city unknown)

Appearance: Nakato is a towering figure with dark brown skin, golden eyes, and very short curly dark red hair. She has an toned muscular build reminiscent of a track athlete, albeit a big one. She wears ebony, well tailored pants suit, with gold embroidery, and black dress shoes. She had dark crimson dress shirt under her suit jacket that is only buttoned up to her abdomen. Like Urien, her suit seems almost painted on.

 

Likes: Urien, Strength, Nature, Wasswa

 

Dislikes: Weakness, Disloyalty

 

Fighting Style: Secret Society CQC

 

Tone: Nakato is cold and calculating woman with little sentimentality. She relishes her job and as Urien's personal enforcer. Although they share the same origin, she and Wasswa (her twin brother) have starkly different personalities.

 

Origins: Nakato was born in a war torn portion of southern Sudan. Her village was wiped out in one of the many civil wars. During the fighting, her family home collapsed. Wasswa dove on top of her protecting her and was badly injured. Nakato created a makeshift home and nursed her brother backed to health. Together they braved the wilds of their homeland surviving the roaming bands of soldiers and wildlife until they were discovered by a member of the Secret Society. Impressed by their ability to survive, they were brought into the order and ascending to it's highest ranks. Nakato eventually became member of Urien's guard detail. A highly difficult position. His guards didn't last long as Urien was hard to impress and didn't tolerate failure. A group of former guards had enough of Urien and decided the secret society would be better off without him. Nakato thwarted their assassination attempt. Singlehandedly defeating and executing a dozen mutinous former guards. In the process she had done something that no one had done before. Earned Urien's respect. “Kneel before me Nakato!”, Urien bellowed. As Nakato knelt before Urien, she felt a surge of power. Her ki sparked with electricity. “Arise Nakato, we have work to do....”

 

Her Rival: Wasswa

 

Attributes:

 

Health: 3 Power: 3 Range: 4 Mobility: 4 Technique: 4

1000 Stamina 1000 Stun

 

Throws:

 

Shock Therapy – P+K : Nakato clasps her hands together over her opponents ears and charges them with electricity, shocking her opponent and causing them to collapse to the ground.

 

Spine Tingler– B+P+K: Nakato grabs her opponent with both hands, hoists them overhead, electrifies them, and slams them behind her.

 

Unique Attacks:

 

Violence Headbutt – F+MP : (overhead) Nakato reels back and violently slams her head into her opponent

 

Spark Heel – LK, MK (Target Combo): A left side kick to the abdomen, followed by an immediate left side kick to the face

 

V-Reversal:

 

Arcing Deflector F+PPP : Nakato generates a blue electric shield that shocks her opponent and knocks them a half screen away. Looks like a blue Aegis Reflector

 

V-Skill:

 

Arc Fault – MP+MK : Nakato charges her body with electrical energy. Increasing the damage on her next special attack and adding projectile invincibility to Dangerous Knee Bash turning it into Dangerous Knee Bolt. Builds a small amount of V-Gauge with a successful charge. Builds additional V-Gauge on when the charge attack lands on the opposition.

 

V-Trigger 1:

 

Sparking Rage – HP+HK : Nakato charges her body with electrical energy doubling the white life damage caused by blocking her attacks. She gains the ability to cancel all specials but the Arc Compressor into one another. Each cancel expends V-Gauge. 3-Bar V-Trigger

V-Trigger 2:

 

Arc Storm - HP+HK: Nakato's arms gain a sparking aura improving the capabilities of her Arc Bolts. Startup time of all Arc Bolts are decreased by 2F. LP Range Increased to ½ Screen. MP Range Increased to ¾ Screen. HP Range Increased to Full Screen. EX Range Increased to Full Screen. Recovery reduced by 2F. 6 projectiles per trigger. 2-bar V-Trigger

 

Specials:

Arc Piercer - F,D,DF +P : Nakato strikes with a brutal left uppercut to the body that sends a bolt of electricity through the opponent on hit. Attack has no invincibility. All versions knock down. LP(3F Startup, Least Damage), MP(5F Startup, More Damage, Juggles In Corner), HP(6F Startup, Most Damage, Causes Juggle State), EX(3F Startup, Armor Frame 3, Most Damage, Causes Juggle State)

 

Arc Bolt - QCB+P : Nakato holds up a clinched fist generating a slowing moving bolt of lighting, Punch button strength determines the distance traveled. All versions leave the opponent standing. LP (Fastest Startup. Slowest Recovery, ¼ screen) MP (Slower Startup, Faster Recovery, 1/3 screen) HP (Slowest Startup, Fastest Recovery, ½ Screen) EX(Fastest Startup, Fastest Recovery, Causes Juggle State).HP and EX versions recover fast enough for Nakato to follow behind it.

 

Arc Compressor - HCB+K : (Command Grab) Nakato stuns her opponent with an electrified palm strike to the chest and squeezes them in between two compressing Arc Deflectors. LK (Most Range, Least Damage, Leaves Opponent ½ Screen Away) MK (Less Range, More Damage, Leaves Opponent ¼ Screen Away) HK (Least Range, Most Damage, does more damage than LK and leaves Nakato right next to her opponent.

 

Dangerous Knee Bash: - QCF +K: Nakato flies at her flow with great speed and hits them with a double knee strike. LK travels the shortest distance. HK the farthest. None of them knockdown all are -2 on block if properly spaced. Goes over low attacks. EX knocks down/causes a juggle state.

 

Critical Art:

 

Lightning Constrictor: – QCFx2+P: Nakato strikes with a powerful Arc Bolt. Stunning her opponent and follows up by creating to two massive Arcing Deflectors on each side of the opponent that compress together and create massive electrical explosion.

 

Reasons to be in SFV:

 

Much to Wasswa's chagrin. Nakato is Urien's enforcer. Like Urien she believes the strong to should rule over the weak. That belief comes from watching the peaceful people of her village being overrun. Nakato seeks to increase her lords power. He requires “specimens” for his experiments and Nakato will acquire them.

 

Side Note:

*means second of twins in Luganda

-Wasswa is older twin brother.

-her hair color is natural and not dyed.

-her cold demeanor only softens around her brother or Lord Urien.

 

Name: Norbu (Means Jewel)

Spoiler

Nickname: The Serene Snowfall

 

Sex: Male

 

Ethnicity: Tibetan (Khampa)

 

Height: 6ft 2in(1.88m)

 

Weight: 194 lbs. (88kg)

 

B/W/H: 45-35-37 (114cm-89cm-94cm)

 

Hometown: Lhasa, Tibet (China)

 

Appearance: Norbu is a lanky but well built man with straight shoulder length silver hair and grayish blue eyes. He wears a snow white jaunty cowboy hat on his head. He wears a blue traditional male Tibetan chupa. This traditional dress has long sleeves and hangs down to just above Norbu's knees. He has on blue pants underneath that are barely visible due to the white boots he wears that come up to just below his knees.

 

Likes: Horseback Riding, Tigmo (Fermented Bread), Dancing

 

Dislikes: Illuminati, Being Incognito

 

Fighting Style: Tescao

 

Tone: Norbu is a laid back man with a seemingly nonchalant attitude.

 

Origins: Norbu is the oldest of “Twin Leopards of Lhasa”. This mysterious duo garnered their nickname due to their usual hair and eye color. Snow Leopards have silver grey colored fur and can have grayish blue eyes. Norbu is known for his calm, almost serene demeanor. Norbu seems to focus on certain targets. People that can give information on certain “Secret Society”. If those targets betray his trust, if they are foolish enough to squander his mercy, they are sure to have chilling final confrontation with his younger sister Dorji.

 

His Rival: Dorji

 

Attributes: Health: 2 Power: 2 Range: 4 Mobility: 4 Technique: 4

 

950 Stamina 950 Stun

 

Throws:

 

Frost Fall – LP+LK: Norbu grabs his opponent, puts his right leg behind his opponent's legs, and strikes them in the throat with right hand chop. This causes them to flip forward in front of him.

 

Cold Hammer – LP+LK: Norbu grabs his opponent with his right arm, flips them into the air, and his them with a left handed spinning back fist to the spine that sends them ¾ of screen away.

 

Unique Attacks:

 

Frozen Claw – F+MP: (Overhead) Norbu strikes with a quick right overhead palm strike. -6 on block

 

Cold Palm – B+HP: Norbu strikes with a far reaching left open palm strike.

 

Cold Divide – B+HK: Norbu does a split and then hit his foe with a left hand hammer fist to the knee, knocking them off their feet.

 

Twin Frost – B+HP, F+MP: (Target Combo) Norbu strikes with a left open palm strike followed by a right overhead open palm strike. Second hit has to be blocked high. -6 on block.

 

V-Reversal:

 

Frost Spire – F+KKK: Norbu stomps the ground creating a spire of ice that sends his opponents flying a full screen away.

 

V-Skill:

 

Ice Drift – MP+MK: Norbu generates a sheet of ice under his feet as he slides toward his opponent. Slide goes under projectile attacks. Slide has three travel distances. B+MP+MK (¼ Screen), MP+MK (½ Screen), F+MP+MK (¾ Screen). Slide is -5 on block.

 

V-Trigger 1:

 

Ice Storm – HP+HK: Norbu increases the power of all of his projectile attacks. All standard projectile attacks now hit twice, juggle at close range, and knockdown at long range. EX projectiles share the same properties but hit three times. Ice Sickle can be performed from a Backward or Neutral jump. 3-bar V-Trigger

V-Trigger 2:

 

Ice Shower – HP+HK: Norbu increases the rate he throw his projectile attacks. All standard projectile attacks startup 2F and Recover 1F faster. EX projectiles startup 3F and Recover 2F faster. 3-bar V-Trigger

 

Specials:

 

Frozen Sickle -QCF + P: Norbu strikes with a backhand chop that creates an icy sickle shaped projectile. Damage, startup, and recovery are the same for LP,MP, HP versions. Button strength only alters the speed of the projectile. EX Startups and recovers 1F faster, hits twice, and knocks down.

 

Ice Sickle -QCF + P: (In Air) Norbu strikes with a overhand chop from a forward jump that creates an icy sickle shaped projectile. The punch button determines the angle of the projectile. LP (60° Angle, MP (45° Angle), HP (30° Angle)EX (LP+MP 60° Angle, LP+HP 45° Angle, MP+HP( 30° Angle) 2 hits, causes a juggle state)

 

Avalanche Strike -F,D,DF +P (Forward, Down, Down Forward): Norbu stuns his foe with a powerful double palm strike. Punch button determines the startup and damage. LP(3F, 100 Damage), MP (5F, 120 Damage), HP (6F, 135 damage) EX (3F, 135 damage, Full Start Up invincibility, Crush Counterable, Causes Wall Bounce).

 

Frozen Scythe -QCF+ K: Norbu strikes with a spinning back sweep that creates an icy sickle shaped projectile that moves along the ground. Damage, startup, and recovery are the same for LK,MK, HK versions. Starts up and recovers 1F slower than Frozen Sickle but deals 10 more damage and stun. Button strength only alters the speed of the projectile. EX Startups and recovers 1F faster, hits twice, and knocks down.

 

Critical Art:

 

Serene Avalanche – QCFx2+P: Norbu hits his foe with a powerful double palm strike that freezes them as it sends them a ½ screen away. As they slide away from him, Norbu creates a massive ball of ice that drops onto his opponent, burying them into the ground. 3 Hits 330 damage.

 

Reasons to be in SFV:

 

With the emergence of the Secret Society/Illuminati, there are those that rise up to defeat them. Norbu is one of those people. The organization he is apart of is the seeming antithesis of Illuminati. Agents of the Illuminati are coming from out of the shadows. Norbu will seek out those agents and gain intel. He will see the Illuminati fall.

 

- All of Norbu's projectile special attacks have strike and projectile properties at close range. This means projectile invincible moves would still be stuffed by these attacks at close range. However any physical only counter attacks possessed by his opponent counter his projectile maneuvers at this range.

 

Name: Ntombi Van Zandt

Spoiler

Nickname: The Nimble Feline (Die Ratse Kat)

Sex: Female

Ethnicity: Dutch/South African

Height: 5ft 11in(1.80m)

Weight: 148 lbs. (67kg)

B/W/H: 34-24-36 (86cm-61cm-91cm)

Hometown: Durban, South Africa

Appearance: Ntombi has long brown hair. Her hair is cornrowed into a large single braid that hangs down to her posterior. Ntombi has hazel eyes and a caramel complexion. She wears a red sleeveless spandex MMA top with gold spandex MMA style shorts that are just short of knee length. Her hands are covered with red mma style fighting gloves. The left glove has “Vader” imprinted across the knuckles and the right glove has “Umama” imprinted across the knuckles. Her feet are bare.

*Umama is Zulu for my mother. Vader(va-dur) is Dutch for father.

Likes: Teaching, Crowds, Victory, Bobotie (South African Dish)

Dislikes: Solitude, Shadaloo, Defeat

Fighting Style: Obnu Bilate

Tone: Despite the taboo of her mixed parentage, Ntombi is a sociable and outgoing girl. Her martial arts training allowed her to travel all over the globe. Many of those places did not frown upon her origin. While her brother buried his nose in his books and stuck to himself. Ntombi used the training she received from Yaone Phewa* to enter as many international tournaments as possible. Making many friends along the way.

*Based on the founder of Obnu Bilate ("Pappa" Nat Whylch ).

Origins: Ntombi is of Dutch and Zulu descent. With her immediate family estranged from the rest of both sides of her family, Ntombi has always sought a large circle of friends. She quickly picked up Obnu Bilate from Yaone Phewa. Her natural skill at martial arts started to garner her international acclaim. Through martial arts, she was able to travel and spend lots of time outside of her home country. She even eventually was able to convince her brother to enter a few tournaments, showing him a more accepting world. Ntombi set her sights on a world championship. First she need to win the PAMAL (Pan African Martial Arts League) junior championship to receive an invitation to the world tournament. Ntombi was able to win at the PAMAL tournament with ease, but unfortunately she would never make it to the worlds. Shortly after her victory, she was absconded by Shadaloo. Her natural ability caught the attention of M.Bison himself. Ntombi would replace Juni and form the basis for F.A.N.G.'s next generation doll program. Fortunately for Ntombi, her time as “Inlangura” (mangled version of the Zulu word for June), was short. Her brother was tirelessly looking for her and was able to locate her right as Shadaloo fell. With Bison defeated, Ntombi's conditioning slowly began to fade. She returned hom to Durban with her brother. Ntombi is a freestyle righter. While her brother uses discrete forms of Savate and Obnu to read his opponent's. Ntombi perfectly interweaves the styles into her own aggressive form of Obnu Bilate to confuse her foes and keeps them off balance.

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 3
900 Stamina 1000 Stun


Throws:

Cat Claw– LP+LK : Ntombi strikes her opponent with a left open palm to the neck stunning them, she places her right leg behind both her foes legs, and strikes them in the sternum with a right open palm strike. Ntombi's opponent tumbles end over end away from her.

Feline Maul – B+LP+LK: Ntombi slips behind her opponent, puts them in a reverse standing arm triangle, puts her left leg in front of both their legs, trips them, and forces them to face plant on the ground.

Wildcat Fall – LP-LK: (In Air) Ntombi grabs her opponent by the forehead and drives them head first into the ground.

Unique Attacks:

Paw Swipe – B+MP: Ntombi strikes her foe with a powerful left hook. +3 on hit. -2 on block.

Claw Swipe – F+HK: Ntombi hits her opponet with a right high kick. Can anti air with proper timing.


Prowler Strike – HP, F+HP: Ntombi stuns her opponent with an right uppercut to the body, and follows up with a left uppercut to the body. +5 on hit, -6 on block.

Prowler Fang – HP, F+HK: Ntombi stuns her opponent with an uppercut to the body, sides steps them, and kicks them to the back of the head. Side switches -8 on block


Violent Roar – MP, B+MP, HK: Ntombi hits her opponent with right hook, left hook, and push kick combination

Blackfoot Takedown – F+HK, D+HK: Ntombi strikes with a right high kick, right back sweep combination that knocks her opponent down.

V-Reversal:

Leopard Tail - F+KKK: Ntombi strikes with a powerful low kick to the knee that knocks her foe off their feet.

V-Skill:


Serval's Snare – MP+MK: Ntombi slams her arms together, slamming both of her fists into their neck, stunning them. +4 on hit, -7 on block. Any follow up combo from successfully landing this attack gains additional V-Gauge

V-Trigger 1:

Panthera's Fury - HP+HK: Ntombi's eyes gleam briefly and her combo ability is enchanced.

  • Lioness Paw and Leopard Crush can be comboed into from special cancelable normals. (her Cr. MK for example).

Each combo cancel drains her V-Gauge. Three combo cancels per V-Trigger. 2-Bar V-Trigger


V-Trigger 2:
 
Pride's Matriarch – HP+HK: Ntombi lets out a roar and her offensive capabilities are increased.

  • Caracal Cry can be performed from a backward and neutral jump
  • Cheetah Strike gains invincibility from aerial attacks. EX Cheetah Strike is fully invincible at start up is crush counterable.
  • Stun damage output is increased by 10% on all attacks

V-Trigger gauge drains over time. Neutral/Backward jump Caracal Cry's ¼ of the V-Gauge with each use. EX Cheetah Strikes drain 1/3 of the V-Gauge with each use. 3-Bar V-Trigger

Specials:

Lioness Paw -F,D,DF + P: (Overhead) Ntombi leaps into the air towards her opponent and strikes them with an overhead palm strike to the head that knocks them down. Distance travel determined by the punch button. Projectile invulnerable frame 3. All version have the same damage output and advantage on hit. LP (¼ Screen), MP(1/2 Screen,), HP (¾ Screen). EX(Fully Projectile Invincible, Causes Ground Bounce, Distance Traveled Can Be Altered ( Press left ,right, or nothing during startup ¼ , ½ , or ¾ Screen)

Leopard Crush - HCB +P: (Command Grab) Ntombi leaps into the air towards opponent, lands on their shoulders, grasps their head with her ankles, and performs forward somersault that drives their head into the ground. Distance travel determined by the punch button. Projectile invulnerable frame 3. All version have the same damage output and advantage on hit. LP (¼ Screen), MP(1/2 Screen,), HP (¾ Screen). EX(Fully Projectile Invincible, Increased Damage, Distance Traveled Can Be Altered ( Press left ,right, or nothing during startup ¼ , ½ , or ¾ Screen)

Cheetah Strike -HCB+ K: Ntombi performs a back flip kick that send her opponent into the air, she followed a quick barrage of high, low, and mid level side kicks. Start up and Damage is determined by the button pressed. LK (3 Hits, Fastest Startup, Least Damage), MK (4 Hits, Slower Startup, More Damage) HK (5 Hits, Slowest Startup, Most Damage), EX (7 hits, Fastest Startup, Most Damage, Causes Juggle State)

Caracal Cry: QCF+ K: (In Air) Ntombi does an aerial wheel kick, from a forward jump, that sends a large slow moving projectile at her opponent. All version cause a juggle state. Descent Angle of the projectile is determined by the kick button. LK (60° Angle), MK (45° Angle), HK (30° Angle). EX (45° Angle, 2 hits, Reduced Recovery, Causes a juggle state)

Critical Art:

Predator Ambush -QCBx2 + K: Ntombi performs a back flip kick that send her opponent into the air, follows up with a blindingly quick barrage of two dozen kicks, and finishes the combination with a powerful Serval Paw that plants her foe into the ground. 26 Hits 330 Damage

Reasons to be in SFV:

Ntombi, before run in with Shadaloo, was intent on becoming a world champion. As soon as her recovery was complete, she immediately entered in the world martial arts tournament. She seeks to prove her strength on a world stage. With the fame granted to her by a world championship, Ntombi would open a Obnu Bilate school in Durban. She wants to spread the art that positively affected her life to others.

Side note: 

-Yaone Phewa is from Botswana, that's why he doesn't have a South African name.
-Ntombi's attacks are named after South African cats
-Ntombi was given the designation of “Inlangura” a mangled version of uNhlangula (Zulu word for the month June)

 

Name: Olivier St. Gelais

Spoiler

Nickname: The Frozen Prodigy

 

Sex: Male

 

Ethnicity: French Canadian

 

Height: 5ft 11in(1.83m)

 

Weight: 198 lbs. (90kg)

B/W/H:43-33-36 (109cm-84cm-91cm)

 

Hometown: Laval, Quebec

 

Appearance: Short Crew Cut, Light Brown Hair, Blue Eyes, Clean Shaven, Fair Complexion, shirtless , short mma shorts patterned after the fleurs-de-lis, blue mma style fighting gloves.

 

Likes:  Learning New Martial Arts Disciplines, Competition, Snowboarding, French Pea Soup, Traveling

 

Dislikes: Crêpes de la Chandeleur, Braggarts, Skiing

 

Fighting Style: MMA (Rindoukan Karate, Matsuda Jiu Jitsu, Wrestling, Muay Lao, Judo)

 

Tone: Olivier is a focused man. He views almost everything a competition. He doesn't believe in doing things halfway and endeavors to be the best at anything he does.

Origins: The youngest child of world class athletes (His father's a champion karateka, his mother is an Olympic gold medalist in Judo), Olivier inherited his parents lust for competition. He strives to be the best in everything he does. While is older brothers, and sister became accomplished martial arts in their own right. Olivier was the only one to combine his parents disciplines. After becoming enamored with the emerging sport of MMA, Olivier trained with the Canadian Olympic wrestling team. Recognizing his passion, his parents sent him to Brazil were he studied Matsuda Jiu Jitsu (trained along side Fabio Matsuda), Laos (where he learned Muay Lao) and later Japan to round out martial arts skill set. After 5 years away from Canada, Olivier joined the CFC (Cage Fighting Championship) capturing the Welterweight (170lb), Middleweight (185lbs), and Openweight (no weight restrictions) Titles.

 

His Rival(s): Laura, Vincenzo

 

Attributes: Health: 3 Power: 3 Range: 3 Mobility: 3 Technique: 4

 

1000 Stamina 1000 Stun

 

Throws:

 

Arm Drag to Inside Trip -LP+LK: MJJ Takedown, Olivier locks up his opponents arm, using the leverage to trip his opponent with his outside leg

Seoi Otoshi - B+LP+LK: (Judo throw) Olivier grabs his opponent by the arm and flips them over his shoulder while falling to one knee.

Unique Attacks:

 

Ice Breaker – F+MK (Overhead) A quick standing axe kick

 

V-Reversal:

 

Brain Freeze – F+KKK : A jump front kick to the face that sends the opponents to the opposite side of the screen.

 

V-Skill:

 

Frost Bite – MP+MK : A spinning outside crescent kick, inside crescent kick, hook kick combination attack that causes a juggle state

 

V-Trigger 1:

 

Ice Age – HP+HK: Olivier envelops himself in a frozen aura that reducing the damage he receives by 30%. Absorbing 4 medium attacks will end this state, Absorbing 3 heavy attacks will end this state. Light attacks will not reduce it's duration.

  • Northern Sky Blow is +2 on hit in this state. EX Northern Sky Blow gets a 25 Damage/50 Stun buff.
  • Northern Lights Throw gets increased grab range for all versions.

V-Trigger only ends when Olivier's opponents lands enough attacks. 3 Bar V-Trigger

 

V-Trigger 2:

 

Permafrost – HP+HK: Olivier envelops himself in a frozen aura that grants him Frame 3 armor on all of his special attacks. 3 enhanced specials per V-Trigger. 2-Bar V-Trigger

 

Specials:

 

Northern Sky Blow-HCF + P: A powerful freezing Superman Punch, the punch determines the strength and horizontal distance traveled, briefly freezes the opponent on hit. All standard versions are +1 on hit. Leaves opponet standing. LP(Point Blank) MP(¼ Screen) HP (1/3 Screen), EX(1/3 Screen, Fastest Startup, Causes Crumple State)

 

Darting Avalanche - HCB +K : (Dashing Command Grab) An explosive double leg takedown. Punch strength determines distance traveled. LK(1/3 Screen), MK (½ Screen), HK(2/3 Screen) EX has full projectile invincibility Has two different follow up grapple attacks.

  • P – Frozen Prism: Olivier follows up the Darting Avalanche with an freezing arm triangle
  • K – Chilling Leg Lock: Olivier follows up the Darting Avalanche with a freezing knee bar, causes a side switch

 

Northern Lights Throw-HCB+ P: (Command Grab) A modified Hane Makikomi (Spring Wrap-around Throw), Olivier grabs his opponents arm, turns back towards their chest, jumps into the arm, and hip tosses them to the ground, while maintaining a hold on there are. Can be followed up. Grab range and damage determined by the punch button pressed. Stronger the button the higher the damage and the lower the range.

  • P – Chilling Arm Bar: Olivier locks on freezing arm bar for addition damage, resets to neutral on release
  • K – Frozen Heel: A quick stomp to the head, does less damage but leaves him +1 and next to his foe

 

Glacial Wheel Kick-F,D,DF+ K : A quick, yet powerful wheel kick to the head that briefly freezes Olivier's opponent in their tracks. Negates projectiles if timed correctly. LK (3f Startup +1 on hit), MK (5f Startup, Juggles), (7f Startup, Juggles, Anti Air), EX (6f, Startup Invincibility, Juggles, Anti Air)

Critical Art:

 

Unending Winter-HCFx2 + K :Olivier strikes his opponent with a powerful Northern Sky Blow, followed by a Glacial Wheel Kick which sends his opponent into the air, he then jumps into the air, slams them the ground with modified Ura Nage (Judo Power Slam), and finishes them off by picking them up off the ground with Daki-Age before slamming to the ground on their head. 5 Hits 340 Damage

Reasons to be in SFV

 

Olivier seeks to be the best martial artist in the world. He firmly believes in an “iron sharpens iron” philosophy. He believes he has to fight the best competition in the world to improve as a martial arts. Winning the World Martial Arts Tournament will affirm his status as the strongest fighter in the world.

 

Side notes: 

 

-Olivier trained under Kinjiro Matsuda alongside Fabio and Laura Matsuda.

-Fabio is one of his best friends.

-Laura started modifying her MJJ after seeing Olivier combine multiple arts in his last CFC Championship Fight.

-While in Japan, he trained with Retsu

-To stamina and durability, Olivier trained in the bitter cold in only his MMA shorts. This is how he developed the ability to manipulate “Frozen” Ki.

- He'll fly in martial artist from different disciplines to train with him at his gym. If they're unable to travel, he'll fly to their countries to train

 

Edited by Darc_Requiem
Posted (edited)

Name: Orfiel

Spoiler

Nickname: The Herald of Justice and Light

Sex: Male

Ethnicity: Unknown

Height: 6ft 1in (1.86m)

Weight: 212lbs (96kg)

B/W/H: 50-34-36(127cm-86cm-92cm)

Hometown:  Unknown

Appearance: Orfiel has  short, slicked back, platinum blonde (nearly white) hair and ivory skin tone. He has a blue gem in his forehead. He wears a white sleeveless vest with golden buttons and embroidery. The vest has a small version of Gill's red, blue, and gold symbol on the back at the base of the neck. His slacks are are all white with the exception of the golden stitching. His gloves are gold with white embroidery and his golden boots resemble a soldier's combat boots.

Likes:  Justice, Gill, Lawfulness, Scotch

Dislikes: Urien, Chaos

Fighting Style: Elite Military and Secret Society Combat Training

Tone: Orfiel is a man of few words. He rarely speaks and when he does its straight and to the point. He sees Urien's unbalanced nature as a threat to Gill

Origins: No one, not even the elite of the Secret Society seems to know Orfiel's origins. He appeared suddenly with Gill and Kolin one day. Acting as Gill's personal guardian. Dubbed the “White Shadow” by many within the order due to his bright attire and seeming ability to show up out of nowhere to address any threats, perceived or otherwise, to Gill. He is said to be Kolin's long lost brother.

His Rival: Urien

Attributes:
Health: 2 Power: 3 Range: 3 Mobility: 4 Technique: 4

925 Stamina 925Stun

Throws:

Excommunication – LP+LK : Orfiel grabs his hits them with a violent shoulder charge to the sternum that sends them a full screen away.

Banishment – B+LP+LK : Orfiel grabs his opponent around the waist and executes a German Release Suplex, tossing them a full screen away instead of driving  them into the ground

Fall From Heaven – LP+LK (in air): Orfiel snatches his opponent from the air, lifts them overhead, and explodes toward the ground while slamming them on his knee (Powerful Backbreaker)

Unique Attacks:

Blind Justice – B+HP: Orfiel strikes with a spinning back fist to the face

Divine Hammer – F+MP: (Overhead) Orfiel hits his opponent with a one handed chopping hammer fist.

Angelic Knee – B+MK : Orfiel hops at his opponent with a knee striek

Enforcer – F + HK: Orfiel hits his opponent with a vicious step kick to the abdomen

V-Reversal:

Sliding Justice – F+KKK: Orfiel executes a quick sliding kick that takes his opponent off their feet and places him behind them

V-Skill:

Justice Mirror – MP+MK: Orfiel’s left forearm glows and strikes upward with a quick uppercut. This attack deflects projectile attack back at his opponents. This is also a physical attack that can be combed into. -6 on block. While reflecting his opponent’s projectile, he can cancel into his Justice Edge or Sweeping Justice Edge (High or Low Project Attacks) to increase the V-Gauge he builds and the damage dealt to the opposition.

V-Trigger 1:

Light of Rejuvenation – HP+HK: The blue gem on Orfiel’s forehead glows white and he releases restorative energy to heal his injuries. Grants 150 points of Gray Life and triples his gray life regeneration. 3-Bar V-Trigger

V-Trigger 2:

Light of Judgment – HP+HK: The blue gem on Orfiel’s forehead glows blue and increases the destructive power of his attacks.

  • Justice Edge and Sweeping Justice Edge now hit twice, EX versions hit 3 times.
  • Divine Cutter now generates an short range crescent projectile of light, EX generates a half screen projectile.
  • Divine Guillotine generates a short range crescent projectile, the angle of the projectile is determined by the kick button pressed. EX version generates a ¼ screen projectile.
  • Divine Light's startup and recovery are reduced by 1f.

6 enhanced attacks per V-Trigger. Divine Light does not count as an enhanced attack and doesn't not drain V-Gauge. 3-Bar V-Trigger

Specials:

Justice Edge-QCF+P: Orfiel pulls back his right arm as it glows brightly white and quickly swipes it forward. Generating a white chest high blade like projectile that travels horizontally at his opponent. (Resembles ki generated by Alex’s Flash Chop). Button strength determines the speed of the projectile. All projectiles startup and recovery relatively quickly. (LP –fastest startup, travel speed, but slowest recovery: MP – slower startup, moderate travel speed, faster recovery: HP- slowest startup, slowest travel speed, faster recovery) The recovery speed of HP Justice Edge allows the player to follow behind the projectile for mix ups and pressure.

Sweeping Justice Edge –QCF+K: Orfiel crouches down as his back leg glows white, performs a sweep attack that generates an ankle level white bladed projectile. Button strength determines the speed of the projectile. Startup and recovery speeds are slower than Justice Edge. (LK –fastest startup, travel speed, but slowest recovery: MK – slower startup, moderate travel speed, faster recovery: HK- slowest startup, slowest travel speed, faster recovery) The recovery speed of HP Justice Edge allows the player to follow behind the projectile for mix ups and pressure.

Divine Cutter – HCB+K: (Anti Air) Orfiel spins his back to his foe and executes a rising back somersault kick. LK (2 hits fastest startup, no invincibility, juggles) MK (slower start up, upper body invincibility from frame 3, full projectile invincibility, no juggle properties, HK (slowest startup, only projectile invincible from frame 3, biggest damage, juggles) EX has LK startup, full invincibility, and juggles

Divine Guillotine – QCB+K: (in air) Orfiel executes a downward somersault kick. LK goes straight down, MK has slight horizontal movement (half sweep range, HK has the most horizontal movement (sweep range) EX causes a ground bounce, angle changes based on the two buttons pressed

Divine Light – QCB+P: Orfiel glows white and disappears from view. Re-appearing in one of three different positions depending on the button pressed. LP (He
reappears in the same place) MP (He appears outside of sweep distance in front of his opponent) HP (He appears outside of sweep range behind his opponent)

Critical Art:

Divine Ascension – HCFx2+K: Orfiel combines his two favorite techniques into one powerful attack. He strikes with an incredibly powerful Divine Cutter that generates a massive vertical Justice Edge that carries his opponent high into the air. They then plummet to the ground taking additional damage when they land. 9 Hits 360 Damage

Reasons to be SFV:

Orfiel believes wholeheartedly that Gill's leadership is the only thing that will lead to a just world. He views Gill as a selfless leader that will do what is necessary for the good of the world. He suspects that Urien is seeking to usurp his brother for his own personal game. Orfiel will ensure that Urien's scheming will not harm Gill.

Side Note:

-Orfiel is the name of the  Archangel that guards the Throne of God.
-He is the only member of Gill's triumvirate with a jeweled forehead
-Is said to be Kolin's brother, although Urien doubts this
-He is a member of Gill's Triumvirate which is made of up of the The Phantasm of Ice, Spectre of Fire, and Herald of Light. Each member was bestowed an aspect of Gill's power. Orfiel was bestowed with Gill's rejuvenating light.
-Orfiel is a repurposed Charlie Nash. This character's existence is based on the premise that Eleven, not Nash participated in A Shadow Falls

 

Name: Phantom

Spoiler

Nickname: Paralyzing Siren


Sex: Female

Ethnicity: Chinese ?

Height: 5ft 6in(1.68m)

Weight: 126 lbs. (57kg)


B/W/H: 34-22-35 (86cm-56cm-89cm)

Hometown: Hong Kong

Appearance: Phantom is a slender but fit woman. Her long black hair hangs to the small of her back and is styled into two braided pony tails. She wears a custom knee length qipao that features full length sleeves. Phantom's qipao is silver in color. Her collar, buttons, sleeve, and skirt edges are outlined in purple. She has black stockings on her legs. Phantom has purple ankle length leather boots on her feet. At the base of her wrists, Phantom has two small needles that she channels her stunning poison through to debilitate her foes.

Likes: F.A.N.G. , Purpose, Poison, Challenging Missions

Dislikes: Failure, Easy Tasks

Fighting Style: Chinese Kenpo

Tone: Phantom focused a cold woman. Her mission is paramount. Nothing else matters.

Origins: Phantom was a con artist hailing from the streets of Hong Kong. Like the sirens of the old Greek legends, she'd tempt male passersby with her beauty. Once she lured them to her lair, her brother would record incriminating video of the unsuspecting target. They used this take to force their unwitting marks to surrender all their cash and valuables. One day they targeted F.A.N.G., something in Phantom's eyes intrigued F.A.N.G. They tried their con job on F.A.N.G., but he didn't care for their tricks. He presented them with a, unbeknownst to them, poisoned stack of cash or ornamental dagger. The cash would cost them their lives and the dagger their hands. If they feel into F.A.N.G.'s trap. While her brother eyed the money, Phantom was enamored with the dagger. Something about the strange characters inscribed upon it called to her. Too F.A.N.G.'s surprise. She did not want the dagger. She only wanted to learn the meaning of the characters engraved in it. F.A.N.G offered to teach her the meaning of the characters, but she'd had to give up everything to gain this knowledge. She accepted F.A.N.G.'s terms. He christened her “Phantom”. She abandoned her former life and walked off into the night with F.A.N.G...never to be seen again.

Her Rival: Ed

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 3

925 Stamina 925 Stun

Special Note: Phantom's open palm strikes poison her opponents with a paralyzing poison. This poison inflicts 5 point of stun per second for 5 seconds. This causes up to an additional 25 points of stun on normal special moves and 50 for EX specials. Unless otherwise noted.

Throws:

Head Over Heels -LP+LK: Phantom hooks her foes right ankle with her right foot and performs a windmill kick that cause her flip onto their head.

Debilitating Flight -B+LP+LK: Phantom hooks her foes crouch with her right foot and performs a back spring split kick that sends her foe sailing overhead and behind her.

Unique Attacks:

Nirenko – B+ HP: Phantom strikes with a quick high-low left palm strike combination. Attack causes Stun DOT damage on hit. -7 on block.

Double Take – F+MK: Phantom advances on her opponent with a forward moving, standing, double knee strike.

V-Reversal:

Mesmerizing Wheel – F+PPP: Phantom cartwheels through her opponent landing behind them.

V-Skill:

Stunning Palm- MP+MK: Phantom strikes with a forehand back fist. If time correctly, the back fist will deflect her opponent's physical attack and she'll counter with a twin open palm strike. Her left hand palm strike at the base of her foes neck and her right palm strikes the lower abdomen. Counter palm strike does 60damage/180 stun. Backhand only does 45damage/60 stun.


V-Trigger 1:

Stunning Aura -HP+HK: Phantom generates a poison aura field that slowly paralyzes her foe. Her opponent's stun gauge slowly builds if they are in close proximity to Phantom. Blocking does not negate the effect. Effect is only halted if Phantom is knocked down. If her opponent's stun gauge is full Phantom has to land a hit to dizzy them. 2 bar V-Trigger

V-Trigger 2:

Limbs of Enfeeblement-HP+HK: Phantom gains a poison aura around her feet giving her kick special attacks the same stun DOT properties as her open palm attacks.

  • Bemusing Pirouette causes a Stun DOT of 5 stun per tick. EX version does 10 stun per tick.
  • Halting Heel becomes Benumbing Heel gaining a Stun DOT of 5 stun per tick. EX gains a 10 stun per tick DOT.

3-bar V-Trigger Permanent

Specials:

Stunning Pirouette - QCF + P: Phantom spins on one leg before striking with a powerful left hand open palm strike. Distance traveled and number of spins determined by the strength of the punch button. Pirouette is strike and projectile invincible from Frame 3. Cannot Pirouette through her opponents. LP (One Spin, Point Blank), MP, (Two Spins, ¼ Screen), HP (Three Spins, ½ Screen) EX (Three Spins, Strike/Projectile Invincible Frame 1, ½ Screen, Stun DOT increased from 5 to 10 per tick)

Paralyzing Palms -QCB + P: (Rekka)A “Rekka” style attack that can be extended by repeated the motion up to three times. Phantom strike with a left palm strike to the stomach, followed by a right palm strike chest, and ends the combination with a left palms strike to the neck. Punch button determines the distance traveled and attack properties. LP( ¼ Screen, Knocks Down), MP (1/3 Screen, Knocks Down), HP ( ½ Screen, Juggles in the corner), EX(Projectile Invincible Frame 3, Stun DOT increased from 5 to 10 per tick, ¾ Screen)

Immobilizing Kiss - F,D,DF+ P: (Anti Air) Phantom strikes her foe with an upward palm strike that lands under her foes chin and lifts them off the ground. Attack only has airborne attack invincibility. Has no grounded strike, throw, or projectile invincibility. LP(3F Startup, Quick left hand palm strike, Least Damage) MP (5F Startup, Slower right hand palms strike, More Damage, HP (7F Startup, Slow left-right palm strike combination, Most Damage), EX (3F Startup, Fast Left-right palm stike combination, Full Startup Invincibility, Most Damage, Crush Counterable, Stun DOT increased from 5 to 10 per tick)

Bemusing Pirouette- QCB+ K: Phantom spins on one leg to avoid her opponent's attacks. Pirouette is strike and projectile invincible frame 1. Can Pirouette through opponents. LK(Spins In Place), MK, (¼ Screen), HK (½ Screen) EX (LK+MK ¼ Screen, LK+HK ½ Screen , MK+HK ¾ Screen, Causes Stun DOT when passing through opponents, 5 stun per tick)

Halting Heel- QCF+ K: Phantom strikes at her foe with a jumping front kick. Kick button determines the number of kicks and the distance traveled. Attack is not strikes and projectile invincible. Attack is throw invincible. LK (Single Kick, ¼ Screen, Causes Juggle), MK (Double Kick, ½ Screen, Leaves Foe Staning) HK (Triple Kick, ¾ Screen, Knocks Down) EX (Gains Armor Frame 3, Triple Kick, ¾ Screen)

Critical Art:

Petrifying Onslaught - HCFx2+P: Phantom strikes her opponent with a right palm strike to the neck, left palm strike to the stomach, right-left palm strike combo to the chest, and final double palm strike to a sternum. The combination leaves her foe paralyzed. Phantom then pirouettes backward and then forward to into a high roundhouse kick to the temple. 6 Hits , 330 damage

Reasons to be in SFV:*

Phantom soles purpose is help F.A.N.G restore Shadaloo. F.A.N.G wants Neo Shadaloo disposed of. She will eliminate Ed, Falke, and all her cohorts. With Neo Shadaloo out of the way, her master will be free restore Shadaloo and find a way to bring about the return of Lord Bison.

 

Name: Rena Genryusai

Spoiler

Nickname: First Lady of Bushinryu


Sex: Female


Ethnicity: Japanese

Height: 5'ft 6in (1.68m)

Weight: 130lbs (59kg)

B/W/H: 35-24-35 (89cm-61cm-89cm)

Hometown: Japan

Appearance: Rena has long black hair that hangs to the middle of her back. Her bangs are parted in the front. She has light brown eyes. Rena wears a dark gray kimono with white trim. The kimono comes down to her knees and has split along the right side to allow for unrestricted movement. She has a red body suit underneath her kimono that runs from her upper sternum to her knees. Rena has ankle high red jika-tabi boots on her feet with white soles.

Likes: Guy, Jessica (Best Friend), Family

Dislikes: Rose, Confined Spaces, Gangs

Fighting Style: Bushinryu
 
Tone: Rena is a reserved woman. She is well mannered, respectful, and slow to anger.

Origins: Rena is the oldest daughter of the 37th Master of Bushinryu and Guy's fiance. She along with her father were kidnapped by the reconstituted Mad Gear Gang. With Cody and Guy unavailable, her sister Maki reached out to Mike Haggar to assist in their rescue. Joined by Carlos Miyamoto, the trio was able to rescue Rena and her father from the Mad Gear Gang. After her abduction, Rena focused on perfecting her Bushinryu with her father until his fortunate passing.

Her Rival: Rose

Attributes: Health: 2 Power: 2 Range: 2 Mobility: 5 Technique: 4
925 Stamina 925 Stun

Throws:

Zanko (Mountain Lean)– LP+LK: Rena grabs her opponent's arm, pulls them towards, and slams her shoulder into their sternum sending them flying backward.

Gyaku Zanko (Reverse Mountain Lean)– B+LP+LK: Rena grabs her opponent's arm, spins behind them, and slams her shoulder into their back causing them to fall forward.

Unique Attacks:

Kabe Janpu (Wall Jump) – UB (Towards Wall/In Air): Rena briefly grabs the wall and jumps off of it.

Zugaikotsu Kossetsu (Skull Breaker) - F+MP (Overhead): Rena does small hop forward while striking with a powerful overhead right punch. Slow startup, +3 on hit, -2 on block.

Kunoichi Kama (Ninja Sickle) DF+MK: Rena performs a back handspring kick that strikes the opponent twice. Slow startup, has limited juggle capability, -2 on block

Hiji Otoshi(Elbow Drop) – D+MP: (In Air) Rena performs an elbow drop from the apex of a forward jump that immediately halts her momentum and causes her to descend straight down.

Bushin Retsukyaku (Martial God Rending Legs) - LK,MK,HK, F+HK: (Target Combo) Rena strikes with a rapid succession of kicks. Can juggle in the corner.

V-Reversal:

Honō Bakudan (Fire Bomb) – F+PPP: Rena tosses bomb at her foes feet that explodes and sends them a full screen away.

V-Skill:

Bushin Uku (Martial God Float) – MP+MK: Rena gains the ability to double jump from a neutral or forward jump. Double jump has to be executed near the apex of her jump. Rena can perform any of her normal attacks or her Bushin Nagareboshi from this double jump. V-Gauge is gained from landed or blocked attacks.


V-Trigger 1:

Bushin Kūchū Arashi (Martial God Aerial Storm) – HP+HK: Rena shows a near peerless master of Bushinryu. Post activation, she gains the ability to execute an aerial chain combo that causes a juggle state.

  • Bushin Okiagaru Ken (Martial God Rising Fist) - LP,MP,HP, F+HP: (In Air) Rena chains together a rapid combination of punches.

Single aerial chain per V-Trigger. 2-Bar V-Trigger.

V-Trigger 2:

Bushin Kasai (Martial God Conflagration) – HP+HK: Rena's mastery over her fiery ki is enhanced. The Bushin Shien Hado now travels full screen. Bushin Shien Hado recovery reduced by 3F. Gains access to the Bushin Shōkyaku Hado critical art. Five enhanced projectiles per V-Trigger. 3-Bar V-Trigger

Specials:

Bushin Shien Hado (Martial God Kindling Flame Surge) – QCF+P: Rena pulls back her left arm, turning her back to the screen, before twisting forward violently with a long arm palm attack that creates a large stationary orange projectile. Punch button determines attack properties. LP(Fastest Startup, 2hits, Least Damage, Leaves Standing), MP(Slower Startup, 3 hits, More Damage, Knocks Down), HP(Slowest Startup, 4 hits, Most Damage, Causes aJuggle State) EX(Fastest Startup, 5 hits, Most Damage, Causes Juggle State)

Bushin Nagareboshi (Martial God Falling Star) – QCB+P: (Command Grab/In Air): Rena grabs her foe out of the air, flips backward, and drives her knees into their chest as she slams them into the ground. LP(Least Damage, Most Range), MP(More Damage, Less Range), HP(Most Damage, Least Range), EX(Most Damage, Most Range).

Bushin Senpu Ha (Martial God Whirlwind Blade)- FDF+K: Rena performs a rising whirlwind kick that has a vertical rotation. (Guy's Bushin Senpu Kyaku has a horizontal rotation). All versions are invincible to aerial attacks. Kick button determines attack properties. LK (2 Hits, Hits Crouching Opponents, Least Damage), MK(3 Hits, Doesn't Hit Crouchers, More Damage), HK(4 Hits, Only hits aerial opponents, Throw/Projectile Invincible, Most Damage, Causes Juggle State), EX (5 Hits, Hits Crouchers, Full Start Up Invincibility, Causes Juggle State, Crush Counterable)

Bushin Setsudan Kyaku (Martial God Cutting Leg) – QCB+K: Rena somersaults forward into a front split kick. Goes over projectiles when properly timed. Startup and Damage is the same across all versions. Kick Button determines the distance traveled. LK(1/3 Screen), MK(1/2 Screen), HK(2/3 Screen), EX(3/4 Screen, Fully Projectile Invincible).

Critical Art:

Bushin Hayai Rasen (Martial God Rapid Spiral) – QCFx2+K: Rena lifts her foe into the air with a powerful 10 hit Bushin Senpu Ha, followed by a crushing single hit Bushin Setsudan Kyaku, that plants her foe into the ground.. 11 Hits 330 Damage (1x80, 9x10, 1x160)

V-Trigger 2 Only

Bushin Shōkyaku Hado (Martial God Incineration Surge) – QCFx2+P: Rena pulls back both of her arms, leans back at the waist, and thrusts forward both of her arms violent in double open palm strike that creates a massive stationary orange projectile. 10 Hits 360 Damage

Reasons to be in SFV:

Rena fears that Jessica's hot headed nature will get her into trouble. She comes along with Jessica on her quest to clear Cody's name. With former Mad Gear members such as Roxy and Abigail in the mix. Rena wants to make sure Jessica keeps her focus. In addition, she'd like to have a few words with Rose. Rena doesn't care for how Rose always seems to pull Guy into danger.

 

Name: Rhonwen Van Zandt (South African First Name, Dutch Last Name)

Spoiler

Nickname: The Silent Snake (Die Stille Slang)

Sex: Male

Ethnicity: Dutch/South African


Height:6ft 2in(1.88m)

Weight: 187 lbs. (85kg)

B/W/H: 42-32-34 (107cm-81cm-86cm)

Hometown: Durban, South Africa

Appearance: Brown Pulled Back Dreadlocks, Hazel Eyes, Caramel Complexion, black sleeveless undershirt , forest green short sleeved collared shirt (unbuttoned), denim shorts (knee length), black mma style fighting gloves. Left glove has “Umama” imprinted across the knuckles, right glove had “Vader” imprinted across the knuckles.

  • *Umama is Zulu for my mother. Vader(va-dur) is Dutch for father.


Likes: Solitude, Reading, Languages, Fishing, Bobotie (South African Dish)

Dislikes: Crowds, Biltong (Beef Jerky), Firearms

Fighting Style: Obnu/Savate (Obnu Bilate in V-Trigger)

Tone: Because of his mixed parentage, Rhonwen was ostracized as a child. He is a loner, he spent his time buried in books. To honor both his parents, he tries to draw from both cultures. As a child he started to learn Obnu Bilate from Yaone Phewa* a handyman employed by his father. Obnu Bilate combines Obnu and Savate into a single style.

  • Based on the founder of Obnu Bilate ("Pappa" Nat Whylch ).


Origins: Rhonwen’s father is of Dutch descent and his mother is of Zulu descent. Both is paternal and maternal grandparents are estranged from his immediate family. They more or less disowned his parents. As a small child, both white and black South Africans often accosted his family. In one particular incident a homeless man actually fought off an unruly mob to protect his mother and baby sister. Since his parents didn’t have much money, they took the man (Yaone Phewa) in. Enamored with the way Yaone was able to take on multiple attackers, a young Rhonwen often followed him around mimicking him during his training. Eventually, Yaone began to instruct Rhonwen and later his sister Ntombi in the art of Obnu Bilate. To earn his keep, Yaone often helped Rhonwen’s father on his fishing boat. A talented fighter, Rhonwen has won several Obnu and Savate tournaments. Rhonwen is technical fighter. He'll fight in a purely Obnu or Savate style to pick up on his foes weaknesses and tendencies. Once he's figured them out, he overwhelms them with Obnu Bilate.

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 4 Technique: 5

950 Stamina 950 Stun


Throws:

Obnu/V-Trigger Only

Cobra Coil -LP+LK:  Rhonwen grabs his opponent, putting them in standing arm triangle, he puts his right leg behind both their legs and trips them, forcing them to the ground

Boomslang Buster -B+LP+LK: Rhonwen executes a waist lock takedown, he grabs his opponent around the waist from behind, picks them up and throws them face first to the ground

Cobra Slam -LP+LK (in air): Rhonwen catches his opponent with a flying arm triangle, halting their momentum, before driving them straight down with modified choke slam

Viper Suplex -B+LP+LK (in air): Rhonwen catches his opponent with front waist lock, and suplexes them over his head, tossing them away from him.

Savate Only

Stinging Venom - LP+LK:  Rhonwen grabs his opponent hits them with left hook, right hook, and push kick combination

Stunning Venom-B+LP+LK:  Rhonwen stuns his opponent with a punch to the body, sides steps them, and kicks them with a kick to the back of the head

Unique Attacks:

Obnu Only

Snake Fang – F+HP : (Hit Grab): Rhonwen strikes his opponent with an open palm to the neck, grabs them by the throat, and slams them to the ground

Savate Only

Coiled Strike – F+MP: Rhonwen lands a left and right uppercut combination to the body

Tail Whip – F+HK: Rhonwen somersaults forward and uses the moment to strike with an overhead kick, slow startup, -2 on block

 V-Reversal:

Obnu Only

Snake Toss F+PPP: Rhonwen executes a fireman's carry throw that tosses his opponent a half screen away

Savate Only

Snake Bite F+KKK: Rhonwen strikes with a back sidekick to the abdomen and knocks his foe a full screen away

V-Skill:

Style Switch – MP+MK: Rhonwen switches between his Obnu and Savate styles. Can “Style Cancel” normals to extend combos and gain V-Gauge. This cancel mechanic allows him to compensate for his overall low damage output.

V-Trigger 1:

Obnu Bilate (Combination of traditional African martial art of Obnu and Savate)- HP+HK: Rhonwen perfectly blends his Obnu and Savate styles. He gains access to all of his specials and unique attacks. He gains the best version of each of his normal attacks and throw. He gains access to unique Critical Art. 3-Bar V-Trigger Permanent

V-Trigger 2:

Venom Switch- HP+HK: Rhonwen foes goes combining his styles into for enhancing them separately.

Obnu

  • Puff Adder Palm standard versions gain juggle capabilities. EX causes wall bounce
  • Boomslang Driver start up reduced from 6F to 5F. Grab range increased, 10 Damage/20 Stun Buff. EX Gains Throw Invincibility


Savate

  • Mamba Strike all versions gain armor frame 3
  • Spitting Cobra LK travels 2/3 Screen, MK travels ¾ Screen, HK hits twice, EX medium sized projectile hits 3 times.
  • 3-Bar V-Trigger Permanent


Specials:

Obnu/V-Trigger Only

Puff Adder Palm -HCF + P: Rhonwen hits his opponent in the face with an open palm strike to the face that inflicts moderate damage and high stun. LP (Fastest Start Up, Point Blank), MP (Slower Start Up, ½ Sweep Distance), HP (Slowest Start up, Travels Full Sweep Distance), EX(3 Frame Armor, Fastest Start UP, Full Sweep Distance)

Boomslang Driver - HCB +P: (Command Grab) Rhonwen grabs his opponent, placing them in a fireman's carry position, he jumps into the air, as he plummets downward, he turns his body horizontal driving his opponent's head into the ground. Grab range and damage determined by the punch button. Stronger the button the higher the damage and lower the range. EX has the most range and damage.


Savate/V-Trigger Only

Mamba Strike -HCB+ K: Rhonwen strikes with a rear leg low side kick, front leg low side kick, and ends with reverse kick to the head. LK (fastest start up, leaves opponent standing) MK (slower start up, knocks opponent down) HK (slowest start up, final hit causes a juggle state) EX (Fastest Start Up, Causes Crumple State)

Spitting Cobra: QCF+ K:  (Projectile) Rhonwen does a quick spinning back kick that sends slow moving projectile at his opponent. All version cause a juggle state and inflict high stun LK (largest projectile, dissipates half screen) MK (medium sized projectile, dissipates 2/3rd of screen) HK (small projectile, does not dissipate) EX (medium sized projectile, hits twice, does not dissipate)

Critical Art:

Obnu Only

Gaboon Viper Bomb--360°+ P : Rhonwen grabs his opponent, jumps high into the air, and executes a rolling powerbomb. 1 Hit 360 damage

Savate Only

Cape Cobra Combination --QCFx2 + K: Rhonwen strikes his a opponent with a blindingly fast succession of kicks (two dozen kicks in one second) stunning them. He hits them with a power standing side kick to the chest that sends them flying across the screen. 25 hits 330 Damage

Obnu Bilate

Grootslang's Wrath --QCBx2 + K: Rhonwen strikes his a opponent with a blindingly fast succession of kicks (three dozen kicks in one second) stunning them. He then grabs them, jumps high into the air, and drives them into the ground with a powerful rolling powerbomb. 37 hits 380 damage


Reasons to be in SFV

Ntombi, Rhonwen’s sister, disappeared after winning the PAMAL (Pan African Martial Arts League) junior freestyle championship. Rhonwen has been scouring most of southern Africa in attempt to find her. The only lead he could find was pertaining to a mysterious man showing up for the championship match. The man was described as being dressed in red and wearing a cape. After looking into it further, he found that similar “disappearances” had taken place elsewhere at competitions in different parts of the world. All the disappearances had two things in common. All of the missing fighters were teenage girls and this man in red was present at all of the title matches. Just as Rhonwen is about to plot his next course of action he notices an article about and upcoming worldwide fighting tournament. He's certain at least one of the competitors will drawn this man in reds attention.

Quotes:

Ryu: So you are the famous Ryu, Yaone told me how tough you’d be. He wasn’t exaggerating.

Ken: Now that I've won, I guess that makes me the All American Martial Arts Champion....right?

Laura: Every time I fight someone from Brazil, they use some sort of electric attacks. Is it something you all eat?

Karin: Come work for you? I appreciate the offer but I have to find Ntombi

Nash: Wait...aren't you Guile's friend? I thought you were dead.

Birdie: You're hungry? Man look at the size of you. You may want to consider a diet.

R.Mika: Two one one? How is that fair. You seem strong enough to fight on your own.

Ibuki: Have you seen a man in red? He tends to go after people like you. No? Well please be careful.

Alex: Seems like you combine multiple styles as well. I'd give you the run back but I'm looking for someone.

F.A.N.G: You think you can poison a serpent? You're beaten. Where is Ntombi!?

Chun-li: The cops in Durban don’t look anything like you…oh um. Could help me find this Bison character. He took something very important to me.

Zangief: Okay Mr. Red Cyclone, why don’t you spin yourself out of my way?

Guile: So you are looking for Bison too? When I find him, I’ll be sure to get justice for your friend.

Balrog (Boxer): From champion to lap dog, what a shameful man. You tell me what he did with my sister and I’ll consider giving you back your precious “fight money.”

Vega (claw): Tell me where your boss is or you’ll be using that mask to hide your face not protect it.

Cammy: It didn’t have to come to this. I just wanted to ask you a few questions. What do you know Shadoloo and the man in red?

Rashid: Shadoloo has your friend? I'll make sure their reign of terror ends.

Dhalism: I’ve quite a few inyangas** in my life, but never on that could stretch their limbs. You must be quite powerful.

Bison: I’m only going to ask this once. Where is my sister!

Juri: What is your deal lady? I think you need professional help.

Necalli: Are you some sort of tokoloshe***? I've read about them. Never though they were real....

Urien: Hitting you is like strikes a statue. What the heck are you made out of?

Akuma: I’ve never faced anyone like you before. You are literally a man possessed.
 

Side note: 

 

  • Intulo - lizard man that is the cause of mortality and death in Zulu mythology
  • Inyaga - Zulu witch doctor
  • Tokoloshe – Zulu word for demon
  • Yaone Phewa is from Botswana, that's why he doesn't have a South African name.
  • Rhonwen's attacks are named after venomous South African snakes
  • The Grootslang is a mythical serpent that is a cross between snake and an elephant
  • Ntombi was given the designation of “Inlangura” a mangled version of uNhlangula (Zulu word for the month June)

 

Name: Rose

Spoiler

Nickname: The Elegant Seer


Sex: Female


Ethnicity: Italian

Height: 5ft 10in(1.78m)

Weight: 145 lbs. (66kg)

B/W/H: 37-25-35 (94cm-64cm-89cm)

Hometown: Genoa, Italy

Appearance: Rose is tall woman with long dark lilac colored hair and violet eyes*. She has full lips and a fair complexion. Rose wears a long magenta dress that features large golden buttons, which are also on her sleeves. The dress has a split mid thigh. She has a large black belt with a golden buckle. She wears black tights underneath her dress which completely covers her legs. Rose has golden scarf that floats around her shoulders and she has on high heel shoes.

Likes: Sherry (wine), Taking Baths,  Sleeping In

Dislikes: UV Rays, Waking Up Early, Evil Auras (Dark Ki)

Fighting Style: Soul Power

Tone: Rose is a mysterious women with the ability to see into the future through her tarot cards.

Origins: Rose has a unknown past tied to M.Bison. With her prophecy coming true and Ryu defeating Bison once and for all. She thought that she'd finally be able to relax with a long hot bath. However her cards are now showing her two new figures. Two tall blonde men. One with skin of indigo and crimson. The other with a bandana and suspenders. It seems she has new vision. One with a new protagonist and antagonist.

Her Rival: Alex (friendly)

Attributes: Health: 2  Power: 2 Range: 5 Mobility: 4 Technique: 3
950 Stamina 950 Stun

Throws:

Soul Drain - LP+LK: Rose performs a vertical handstand on her opponents shoulders, grabs them by the head, and then channels Soul Power threw it.

Soul Drain -B+LP+LK: Rose performs a vertical handstand on her opponents shoulders, grabs them by the head,  channels Soul Power threw it, and flips behind them.

Soul Fade - LP+LK (in air): Rose charges her hand with Soul Power, grabs her opponent by the side of the face, releases the Soul Power she charged and throws them to the ground.

Soul Etiolate – B+LP+LK: (in air) Rose charges her hand with Soul Power, grabs her opponent by the side of the face, releases the Soul Power she charged and throws them behind her.

Unique Attacks:

Soul Slide – DF+MK:  Roses performs a sliding attack that hits low and is safe on block when properly spaced.

Soul Piede – F+HK (overhead): Rose leans forward while placing her right hand on the ground, twists her hips, and whips her back leg at her opponents head. Long range overhead with faster startup and recovery. Low damage and cant' be comboed unless in V-Trigger.

V-Reversal:

Soul Deflect – F+PPP : Rose strikes with double open palm strike that engulfs her opponent in Soul Power and sends them a full screen away

V-Skill:


Soul Reflect – MP+MK : Rose uses her soul power to absorb or reflect projectiles. B+MP+MK absorbs. MP+MK reflects projectiles horizontally. D+MP+MK reflects projectiles upward. Only reflects projectile attacks. Can be used as a physical attack. B+MP+MK hits lows. MP+MK hits mid.  D+MP+MK puts her opponents into a juggle state.

V-Trigger 1:

Soul Illusion– HP+HK : Rose uses her Soul Power to conjure two shadow images that last until her V-Gauge drains completely. These images mimic Roses normal attacks and can also hit her opponent.  In addition to greatly boosting Roses combo potential, it also increases the amount of gray life her medium and heavy attacks generate. This helps compensate for her lower than average damage output.  2-bar V-Trigger

V-Trigger 2:

Soul Satellite-QCFx2 +KKK: Rose summons two spheres of Soul Power that orbit her body. Each sphere causes 50 damage. While both spheres together only do 100 damage total, they can be used in setups and create combos that are other wise not possible and can juggle even when the player has used up all the available juggle points. 2-bar V-Trigger

Specials:

Soul Spark-QCF + P: Rose uncoils her scarf and unleashing a projectile of pure Soul Power at her opponent. LP has fast startup and recovery but slow horizontal travel speed. MP has moderate start up time and travel speed. HP has slow startup, fast recovery, and does 50% more damage (75 compared to 50) than the LP version.

Soul Slam -F,D,DF +P (Forward, Down, Down Forward): Rose flies into the air grabs her opponent by the neck, engulfs them in Soul Power,  and drives them straight into the ground. All versions have the same startup and damage. (7frames). The button strength determines the angle of Roses ascent. With LP being a near straight vertical rise and HP reaching the farthest. EX hits standing opponents on the way up and gains invincibility on the third frame.**

Soul Throw -F,D,DF +P (Forward, Down, Down Forward): (Hold back during Soul Slam's ascension): Roses backthrow version of the Soul Slam. Rose flies into the air grabs her opponent by the neck, engulfs them in Soul Power, and hurls them behind her at great velocity. The damage, startup, overall properties are the same. The only difference is that Rose throws her opponent behind her instead of slamming them straight down.**

Soul Siphon- HCB + P:  (Hit Grab) Rose whips out her scarf and grabs her opponent doing minimal damage (50) but draining a small amount of EX Gauge. LP has the fastest startup, shortest range, and drains the least amount of meter. MP increases the range, start up, and meter drain. HP has the slowest start up but the scarf stretches its' full length. EX has the HP Siphon's Range, LP Siphon's startup, and drains HP as well as EX Gauge.

Soul Spiral-HCF+ K: Rose corkscrews her scarf around her fist, dashes towards her foes, and strikes. Punch strength determines travel distance. Startup and Damage the same for all version. Is -2 when properly space. EX version has 1 hit of armor frame 1, does increased damage, but is -4 on block.

Critical Art:

Aura Soul Driver-QCFx2 + PPP:  Rose coils her scarf around her arm and strikes with a powerful Soul Powered uppercut that sends her foes into they air.  She jumps after them, grabs them by the neck, and overloads their body with Soul Power before sending them hurdling towards the ground at breakneck speed.

Reasons to be in SFV:

With Bison defeated, Rose thought she could finally rest. However she became haunted by images of the world being engulfed in flames. At the center of the fire, she saw a tall man with skin of indigo and crimson. Her mind then took her to the image of another man. A young man residing in New York with the power to prevent her dark vision from coming to fruition.

 

Side Note:


*Rose's eye color isn't consistent. They appear brown in some official art, purple in others, and even blue in the last CFN profile.

**Allows Rose players that have cornered their opponents to maintain corner pressure.

 

 

Edited by Darc_Requiem

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
  • Create New...
Stage Select