Darc_Requiem Posted March 11, 2018 Author Posted March 11, 2018 @Onyxe The thread is for everyone. I wish @Savagery would show up. He had some good concepts. Cool Anaconda seems like a contemporary of Crimson Viper, Jade Goat, and Smalt Raven. Or am I mistaken? Quote
Onyxe Posted March 11, 2018 Posted March 11, 2018 @Darc_Requiem Thanks dude and yes that would be correct Quote
Darc_Requiem Posted March 12, 2018 Author Posted March 12, 2018 On 3/11/2018 at 4:19 PM, Onyxe said: @Darc_Requiem Thanks dude and yes that would be correct I talked with @misterBee. He increased the character count for threads. Usually when I create a new concept I post it in a new post and go back and add it to my original post. That way, for anyone that is interested, it's easy to see what's been done. That's why I give each one separate spoiler tags. I don't want to overload people. You'll get a TLDR complaint plus it just clutters things up. Quote
Darc_Requiem Posted March 14, 2018 Author Posted March 14, 2018 (edited) Name: Lee 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 kicking 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 during V-Trigger: Lee strikes with a full extension double palm strike. All version negate projectiles when timed properly. 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. Edited March 29, 2018 by Darc_Requiem Quote
Darc_Requiem Posted March 17, 2018 Author Posted March 17, 2018 (edited) He guys finally finished up Lee. Edited March 21, 2018 by Darc_Requiem Quote
The_Weasel Posted March 21, 2018 Posted March 21, 2018 @Darc_Requiem Like I said on the old forum, reading through these profiles has inspired me to type up a character of my own that I've had in my head for a bit. It began as a legitimate attempt at making a female King of Fighters MC that didn't suck or use T&A to draw people in, but now the it has kind-of sort-of mutated into a parody of several different SNK protagonists in all but name. Somebody liked the idea enough to draw concept art and color it though… I'll post it in this thread when it's done. I have a moveset already typed up, but it's not in SFV style and isn't as technical in terms of notations, frame data and what-have-you. Darc_Requiem 1 Quote
The_Weasel Posted March 28, 2018 Posted March 28, 2018 (edited) Well, it took me long enough... Here's my take on a "New Dan Hibiki"-ish sort of character, but instead of one particular group of fighters she's a parody of a whole bunch of SNK's sprawling cast. Name: Katja Hartkern Spoiler Nickname: "Big Black Thunder" Sex: Female Ethnicity: Unknown Height: 6' (185cm) Weight: 160lbs (72kg) B/W/H: 38-26-38 (97cm-67cm-99cm) Hometown: Sydney, Australia Appearance: Katja is a strikingly muscular woman with a rather statuesque figure. She has short, pixie-like Blonde hair (That may or may not be dyed) while her eyes are Slate Grey. Her skin is of a deep tan complexion and sports several scars, the two most visible being on the right side of her chest heading toward her heart and on the left side of her cheek going down towards her neck. (Not unlike Cammy White's distinctive facial scars.) Her fighting attire of choice is an old, worn motorcycle leathersuit that's solid Black, but sports Silver trim on its zippers, buttons and pocket-guards. She wears Black leather gloves with Silver buttons on the wrist-straps and Black leather boots with more Silver detailing, suggesting they all came with the Leathersuit. The back of the suit sports the words "Right Lane Death Squad" etched into the leather with White stitching across the top of her shoulders and her signature logo sits underneath it: A Red heart being split in half by a Yellow bolt of lighting, with a stylized letter "K" on left side of the bolt and a matching letter "H" on the right. Likes: Swimming, Motorcycle Racing, Dislikes: Bill Collectors, 'Stuck-Up' People, Traffic Jams Fighting Style: Personal take on Saikyo Style Tone: Katja seems to view the world with a weary, sarcastic view that can come across as being downright cynical at times. She's honest on the views of her opponents to the point of being blunt, but depending on who she fights her attitude can change quickly into that of a sullen, serious fighter that doesn't talk much. Origins: Katja Hartkern's origins are unknown as of this time, with only rumors and speculation offering any ideasto her past. Some say she's a genetic replica of a high-ranking member of The Illuminati. (Thought to be Urien judging from her use of electricity in combat as well as her eye, skin & hair color.) Others say she was an experiment created by Shadaloo's scientists using bits and pieces of different DNA along with techniques learned from The Doll Project and Operation C.H.A.I.N.S. One particularly ludicris claim was that she lived as a normal person until being struck by lightning and getting bitten by a venomous cobra at the exact same moment, which unlocked her potential as a fighter. Even her name is up to some debate, with some believing it to be little more than an elaborate pseudonym. What is not in doubt are Katja's talents in the ring, with her name becoming a force to be reckoned with in lower-level and underground fighting competitions. It was in one of those tournaments that Katja encountered Dan Hibiki and, strangely, took a liking to the bumbling braggart of "Saikyo Style" after beating him to a pulp. Within a year, Katja had learned all there was to know about the way of Saikyo-ryuu and began to add onto it through picking up techniques from fighters she had vanquished, as well as the few she considered equal or better. Her Rival: Juri(?) Attributes: Health: 3 Power: 3 Range: 3 Mobility: 2 Technique: 5 1025 Stamina 1000 Stun Throws: Oni Otoshi - B+LP+LK: Katja grabs the opponent with what appears to be a traditional "Judo Flip" throw, but while rolling along the ground plants her foot in the torso of the opponent before kicking/pushing them upward and back away from her. Particularly useful for getting out of, or forcing the opponent into a corner. Raijin no Hatsugane - LP+LK: Katja grabs the opponent by the collar of their outfit/scruff of their neck, then knees them in the stomach repeatedly before landing a standing uppercut to knock them away. Oni Fuusha (In-Air Only) - LP+LK: Katja grabs the opponent with what appears to be a traditional "Judo Flip" throw, but pulls them down to the ground and then while rolling along the ground, plants her foot in the torso of the opponent before kicking/pushing them upward and back away from her. Unique Attacks: Asura Chop - F+MP (Overhead) : A traditional "Karate Chop" that hits twice. If this move is used in combos, it will lose its overhead properties. Left Hook - F+HP: Katja uses her close arm to throw out a hook punch, looking the other way to be able to twist and transfer her whole upper-body weight into the attacking arm. This attack has a somewhat slow start-up, but can be cancelled into several special moves and can stop certain jump-in attacks cold; However, It is unsafe on block. When used as a Crush-Counter, it stuns the opponent longer than usual, leading to further combination opportunities. Right Straight - F+LP: Katja uses her far arm to deliver a boxing-style straight punch. Depending on how this attack is used, it can be cancelled into a few different special moves. It can knock back the opponent further on Crush-Counter. The Widow-Maker - B+HK (Overhead): Katja lifts her feet up and makes a downward "Axe Kick" to the skull of her opponent. Holding down HK can change the timing of when the kick is released, making this an effective vortex tool, it is relatively unsafe on block. If used as a Crush-Counter, it causes the opponent to crumble to the ground. Electric Slide - DF+HK: Katja drops down low and slides towards the opponent with her left leg outstretched. While not exactly useful on it's own, this attack can go under certain projectiles if timed correctly and can lead to further combos. Certain characters can punish this attack's recovery however. Kowloon Frog Kick - F+MK: Katja does a quick, hopping kick. While not particularly effective on its own, this move can come in handy during certain combos and as a pressure tool. The opponent is knocked back further and recovers slower when this move is successfully used as a Crush-Counter. V-Reversal: Thrust Punch - F+LP+MP+HP: Katja thows all of her bodyweight into a shoulder punch that, if it connects successfully, knocks the opponent back and away from her as she shakes out her hand. V-Skill: Ukenagashi - MP+MK: Katja takes a defensive stance and parries a hit of an incoming attack. With each successful parry, the V-Gauge fills and grey damage is dealt. However, the timing to parry multiple-hit moves is quite strict and if unsuccessful, the full damage of the attack and any pre-existing grey damage will be dealt. V-Trigger I: Hashiru no Raijin - HP+HK: An advancing dash that can be used to close in on the opponent, as well as change Katja's positioning on screen. It also unlocks two new special moves that can be done during the dash. (See Special Moves for more details.) However, The recovery time after this move is performed opens Katja up to certain attacks. Once active, the V-Gauge naturally depletes over time. Using the Dash drains the V-Gauge faster; Using special moves tied to the dash do not drain the V-Gauge. 3 Dashes per V-Gauge. 1 special move follow-up per Dash. 2-Bar V-Trigger. V-Trigger 2: Sho-mei'o Katja - HP+HK: A power-up move that completely changes Katja's attack animations and fighting stance, the properties of all of Katja's available Special Moves and unlock a "Hidden" second Critical Art. In exchange, it also locks out the use of EX Special Moves. Ha'oh Raikou Ken becomes "Raijin no Mugetsu". Raijin no Mugetsu is a true projectile; Katja uses her other arm to shoot the ball of electricity out of her hand towards the opponent. Depending on the strength of the punch used, this Projectile changes in size and the speed it moves across the stage. (LP = Fast & Small, MP = Balanced, HP = Slowest and Largest) Ko'hou becomes "Shin Ko'hou". Shin Ko'hou now resembles a classic "Dragon Punch" Uppercut visually as well as functionally, but trades height and angle for damage. All versions are 2 frames quicker on start-up and can go through certain special moves if timed correctly thanks to up to two hits of auto-guard, but the MP & HP are unsafe on block. LP version is 2 hits and barely lifts Katja up off of the ground at a shallow angle; MP version is 3 hits and closer to LP "Regular" Ko'hou in terms of horizontal range; HP version is two chained uppercuts [5 hits total] that have a much larger electricity effect. Tatsumaki Shippu Kyaku becomes "Taifu Shippu Kyaku". Taifu Shippu Kyaku becomes a 3-Hit "Rekka" with different Kick strengths determining the nature of the last hit. LK version's last hit knocks the opponent back and away from you if it connects cleanly; MK version's last hit pops the opponent into the air for a follow-up attack; HK version creates a small trail of electricity off of each hit (Increasing the stun damage) with the last hit causes a hard knockdown and acts as an overhead. Saifa Raikou Ken becomes "Kuuchuu Raikou Ken". Kuuchuu Raikou Ken is now a projectile that travels downward at roughly a 30 degree angle from where you release it. Holding down the selected Punch button can change the strength, of the projectile, but leaves Katja wide-open in mid-air for counter-hits. LP is the fastest-releasing projectile and moves quickly, but is the weakest in terms of damage; MP is balanced in terms of release speed, damage and movement speed; HP is the slowest in terms of movement and release speed, but easily does the most damage. Inazuma no Hakai becomes available to use while V-Trigger II is active and the EX Bar is full. (See the "Critical Arts" section for further details.) Enhanced specials drain the V-Gauge. Six enhanced specials per V-Trigger. 3-bar V-Trigger. The first Rekka of Taifu Shippu Kyaku consumes 1/6th of the V-Gauge regardless of whether or not it hits the opponent cleanly or is blocked; Follow-up hits/Rekkas do not consume V-Gauge. Specials: Ha'oh Raikou Ken - QCF+P: A short-range ball of electricity. Though it doesn't actually leave Katja's hands, it can trade/nullify other projectiles. LP version is the easiest to combo into/out of; MP version can juggle the opponent if used as a Crush Counter ; HP version does the most stun damage but is the least-safe on block; EX Version does the most damage overall, creates a much bigger "Projectile" that's 4 hits when used up close and can stop certain jump-in attacks. Ko'hou - D, DF, F+P: A wild-looking uppercut. Depending on the strength of the punch used, it can alter the angle of Katja's upwards trajectory, change how many hits of armor it has on start-up and determine the recovery speed of the attack. LP version has no armor, but is the easiest to combo into/out of, has an upwards arc of 30 degrees and recovers the fastest; MP has 1 hit of armor on start-up, travels at an arc of roughly 45 degrees Tatsumaki Shippu Kyaku - QCB+K: A Whirlwind Kick that advances towards the opponent. LK version has no additional hits outside of the initial contact, is the easiest to combo into/out of and is safe on block; MK version is 2 hits and can cause crumple-stun if successfully used as a Crush-Counter; HK version is 3 Hits, creates a small trail of electricity on the last hit and can cause a hard knockdown if used as a Crush-Counter; The EX Version is 4 hits, has the fastest travel speed and can juggle in-air opponents. Saifa Raikou Ken (In-Air Only) - QCF+P: Katja stops in the air for a moment, then comes down at an 45 degree angle with an electrified energy shield in front of her. The strength of the punch button used in this attack can alter how long Katja stays in the air before releasing it. While this a good move for playing mind-games with the opponent, you have to time this attack correctly as it doesn't come out immediately and it leaves Katja vulnerable to anti-air counter-hits if used too close to the opponent. V-Trigger 1 Only: Bakurai Ken - F+P Repeatedly: A string of incredibly fast, Boxing-Style Punches. It can be done to advance towards the opponent or punish a mistake/the recovery of certain attacks; However, this move can be countered by low sweeps and Katja will stop after the first puch if blocked. Enrai Kyaku - F+K Repeatedly: A standing string of lightning-fast kicks. It's particularly effective for creating a possible "Vortex" situation if timed correctly on a downed enemy; However, this move can be countered by low sweeps and Katja will stop after the first kick if blocked. Critical Arts: Fuujin to Raijin no Tenshouken - QCFx2+P: Katja does a powered-up version of of her "Electric Slide" Unique Attack. If it hits the opponent, Katja combos into a near-vertical version of her Ko'Hou uppercut that spins her around fast enough to carry herself through the air much higher than normal, hitting the opponent up to 15 times. Though it is easily comboable, the damage overall is only slightly above average unless it's used on its own or off of a counter-hit. It is highly unsafe if blocked and also will not start unless the initial hit V-Trigger II Only: Inazuma no Hakai - LP, LP, F, MK, HP: Katja dashes towards the opponent, then goes to grab them. If this move successfully connects the screen goes dark, hit-sparks fly everywhere and Katja drops out of the sky to land a skull-crushing final blow [15 hits total]. Though it is quite fast and the teleport-like dash can reach from relatively far away, Katja is vulnerable to getting hit out of this by projectiles of all kinds, it cannot catch opponents out of the air unless they're in the middle of performing a Ukemi and it cannot hit opponents that have already been knocked down. Reasons to be in SFV: In the time Katja Hartkern has been on the road living the life of a "Karate Vagabond", "Big Black Thunder" has left a trail of smashed dojos and broken bodies in her wake, made a few friends and many bitter rivals all over the world, studied under and alongside some the greatest masters to ever walk the earth and let them beat their martial arts knowledge into her body, scored a couple of underground tournament wins to keep her cache of entry fee & travel money healthy... Yet, few challenges compare to upcoming World Martial Arts tournament. Having gotten an entry through ill-gotten gains and growing weary of the constant travel, Katja looks at the latest "Street Fighter" competition as a litmus test of her own abilities: If she does well and makes it out in mostly one piece, she'll continue on and begin to enter the next evolution of herself as a fighter and as a person. If she doesn't get past the first round or make it out alive... Well, she'll figure something out. So.... Yeah. I feel that this is still not as technically-minded as some of DARC_REQUIEM's bios, but I feel this is an OK start. As always, rate/review/flame/encourage and suggest changes if you feel they're needed. Katja also has a couple of alternate costumes, but I'm too tired to post them right now. Lastly, if anyone's interested, the piece of concept art someone drew of Katja is visible on the old SRK forum version of this thread. Edited August 5, 2018 by The_Weasel Fixed a grammatical error or two and filled out a couple of Biography slots that were left blank. Darc_Requiem 1 Quote
Darc_Requiem Posted March 29, 2018 Author Posted March 29, 2018 (edited) @The_Weasel I didn't really have a chance to respond earlier, but I wanted to commend you on your work. I checked out the art work at SRK1. I don't think you give yourself enough credit. Katja is as fleshed out anything I've done. Before clicking the spoiler figured you'd just constructed a move set or just a narrative. You went all out on both. Plus you also described all of her techniques in detail. Since I could give you two thumbs up. I gave you one here and one at SRK1. Edited March 29, 2018 by Darc_Requiem The_Weasel 1 Quote
The_Weasel Posted March 29, 2018 Posted March 29, 2018 3 hours ago, Darc_Requiem said: @The_Weasel I didn't really have a chance to respond earlier, but I wanted to commend you on your work. I checked out the art work at SRK1. I don't think you give yourself enough credit. Katja is as fleshed out anything I've done. Before clicking the spoiler figured you'd just constructed a move set or just a narrative. You went all out on both. Plus you also described all of her techniques in detail. Since I could give you two thumbs up. I have you one here and one at SRK1. Thank you. I feel that for as not-good as I am at playing SFV (Last in both of my previous tournaments), I can understand the game, how the systems flow to create a fully-featured moveset and understand what the strengths and weaknesses of that moveset might be. For Katja, I wanted to get the feeling across that for all of the tools she has and all of the potential there could be for shenanigans with either V-Trigger, she's a high-risk moderate-rewards fighter that can get stuffed easily. Basically a character lab-monsters could flock to, make videos of the character doing flashy stuff, then sort of either drop the game again or go back to playing a functionally better character. I have a couple other characters typed up, but nothing as complete as this first one... Ah well, watch this space. I'll be back. Darc_Requiem 1 Quote
Darc_Requiem Posted March 30, 2018 Author Posted March 30, 2018 I have no ETA on it's completion and I won't advise anyone to expect much but I'm fleshing out my original concept. It's an idea that originally got me thinking about character concepts in the first place. I just never fully fleshed it out. That said, it's a relatively simple idea. Quote
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