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Darc Requiem's SF Character Concept Thread


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8 hours ago, Onyxe said:

Name: Nicky Cranberry

 

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Nickname: The Forgotten Successor Of Psycho Power

 

Sex: Male

Ethnicity: Unknown but presumed Ecuadorian

 

Height: 5'7

Weight: 131 Pounds

 

Country Of Origin: Ecuador

 

Appearance: Nicky is a slim build but well tone young man in his mid twenties. Skin color is mahogany, cerulean blue eyes except whenever he uses his Psycho Power his eyes become blood neon red. Nicky's hair is a strawberry blonde color, wears a sleeveless red hoody that is zip just below his pecs. Nicky wears black shorts, black sneakers with red and silver designs on it. A red wristband on his red hand and three unique bracelets on his left. Nicky also wears a necklace with a picture of his adopted parents inside of it

 

Fighting Style: Pure Instinct

 

Likes: His adopted parents, manga, oranges, carnivals

 

Dislikes: Nightmares, Cats, Dry Weather

 

Back Story: Created in a secret Shadaloo based located in Ecuador, Nicky was made to be one of many bodies for the Dictator M. Bison. Shortly after being created M. Bison immediately ordered his scientist to test the compatibility with hims and the subject Nicky. While attempting to see if he could absorb the body M. Bison was shocked to discovered not only wasn't Nicky's body compatible for him to posses. The clone was instead began taking over him along with absorbing the Psycho Powers he possessed. Bison quickly broke his connection to the clone in order to keep himself from being taken over. Angered by what just happened M. Bison had deemed the Ecuadorian Shadaloo scientist and agents as traitors and vowed to punished them. The very same night M. Bison ordered Vega, Balrog, Sagat, Cammy, and The Dolls to destroy the Ecuador Shadaloo base and everyone inside of it. After killing everyone inside the base and planting bombs inside of it. Bison's minions were certain they had completed their mission unaware that Nicky had survived due to his Psycho Power protecting him from the explosion. 

 

Shortly after Nicky was found by a group of cops who had investigated the explosion shortly after Shadaloo had disappeared without a trace. Discovering a lone child around the mass of dead bodies. The cops had immediately rushed him to the hospital. Afterwards the young boy was adopted and ironically given the name "Nicky". Unlike many other clones of Bison's who endured cruel upbringing. Nicky enjoyed a relatively peaceful life with his foster parents. The only real struggle he faced was the nightmares he would have of a man dressed in red. Which triggered him to create violent scarlet colored flames in his wake. Eventually as Nicky gotten older the nightmares lessen as the control over his powers had increased. During one faithful day Nicky had meet a woman by the name of Rose. Initially Nicky had fought Rose due to believing she was an assassin coming to harm his parents "The boy reads too much Manga". Only to discover she had come to help him understand his powers and his past. 

 

Once learning the truth about himself from Rose, Nicky decided he needed to travel in order to find others like himself. 

 

Nicky's Command List

 

THROWS

 

1. Simple Domination: Nicky grabs his opponent and strikes his opponent's chest with his left palm infused with Psycho energy. The strike sets the opponent ablaze and send them falling away from him before hitting the ground

 

2. Peace Out: Nicky grabs his opponent and maneuvers himself on top of the opponent's head. Nicky then uses both of his feet and strikes the opponent on the back of their head. The opponent crashes face first to the ground as Nicky lands gracefully on his feet. This move is very similar to Sakura's back throw from the Alpha series

 

3. Scarlet Judgment (In Air) Nicky grabs his opponent and sets them ablaze before throwing them down to the ground. Move animates like Rose's "Soul Throw"

 

UNIQUE ATTACKS

 

1. Quick Beat (MP+MK 😞 Nicky performs a quick elbow strike the the enemy's face before following up for a knee strikes. A good basic combo that can lead to Special Attacks

 

2. Hell Slicer (B+HK): Nicky lifts up his right leg and performs a two hit kick attack similar to Juri's "Korenzan". A bit on the slow side but if hit's can lead to good combo damage. Best to use after performing a heavy air kick or when the opponent is stunned

 

SPECIAL ATTACKS

 

1. Hot Knife : Nicky performs a speedy right punch attack that burn a non blocking foe on hit, but doesn't cause knockdown. EX version Nicky strike with his right hand first then follow up left hook that knocks the opponent into the air. The motion for this move is the same as a Shoryuken

 

2. Red Crescent: Nicky performs a flip kick attack that sets a non blocking foe ablaze. This move doesn't cause knockdown and is minus 2 on block. EX version is both faster and bounces the opponent off the ground. Allowing Nicky to perform follow up attacks. This move is performed by pressing KK. EX version is done by pressing KKK

 

3. Scarlet Force: Nicky envelops his body in scarlet colored flames before leaping into the air. This move is only invincible on the third frame and makes for a good anti air, follow up attack for EX Hot Knife or EX Red Crescent. Scarlet Force can even be used as a wake up in the right situation. EX version of Scarlet Force is fuly invincible and does five hit as the normal version does three. Nicky's Scarlet Force is performed by holding down first before pressing up plus P. The move itself animates like M. Bison Psycho Crusher but goes vertical instead of horizontal

 

4. Scarlet Slash: Nicky quickly raises his right hand before his face infused with scarlet flames. Nicky then swings his hand downwards in a slash motion. A very speedy attack but unsafe on block. EX version is safe on block and does two hits. This move is performed in the same motion as a Hadouken. Good for quick damage and his bread and butter combo following from "Quick Beat" and ending with a Critical Art

 

V Skill (Scarlet Pulse): Nicky unleashes a scarlet colored projectile from his hand. Each successful hit against the opponent rather they block the attack or not builds V Gauge for him

 

V Reversal (Psycho Push) : Nicky extends his hands out and pushes the opponent off of him. While his hands are infused with his signature colored Psycho Power. Successfully performing this V Reversal will not set the opponent in flames

 

V Trigger One (Psycho Vampire): Nicky gains an attack called "Scarlet Drain" which allows him the grab the opponent and drain some of their health for himself. This move can be done only up close to the opponent or after a heavy standing attack and Hot Knife. Nicky can get up to three drains with this V Trigger if used properly. This is a two bar V Trigger. The move works the exact same way as Balrog's VT2 but drains health for himself being the only difference

 

V Trigger Two (Scarlet Menace): Nicky gains the ability to teleport around the screen. "Scarlet Slash" can negate both regular and EX projectiles, and can drain a small amount of health back from his opponent for every successful Special Attack he performs. Nicky can also performs a downward Psycho Crusher while in the air. This is a three bar V Trigger

 

Critical Art: Scarlet Nightmare: Infusing his right hand with his Scarlet Psycho Powers. If Nicky successfully strikes his opponent. He sends them flying into the air before teleporting to the sky to meet them. Nicky teleports to the sky two seconds before the opponent appears before him. Nicky grabs the opponent by their necks before mercilessly throwing them to the ground. Nicky then forms a ball of energy in his left palm. Once the ball has grown ten times in size. Nicky throws the ball towards the ground to strike his down foe. The ball explodes on the opponent on impact inflicting massive damage. Scarlet Nightmare is a motion based punched button CA. It can be followed up by some of Nicky's normals, Hot Knife, Scarlet Slash, and Scarlet Force if cancelled correctly

 

 

 

I noticed that Quick Beat's input command is the same as the V-Skill Command (MP+MK). I know from experience that these things are hard to catch. I'm constantly going back fixing errors in my concepts months after the fact.

Edited by Darc_Requiem
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Nicky's Win Quotes

 

Spoiler

Defeat Himself: Did that butt faced bastard really made another me? I'm going to SO end him the day our path cross

 

Defeat Ryu: Talk about a boring fight! I absolutely can't stand fighting opponents who hold back

 

Defeat Ken: Don't feel too bad about losing rich boy. There's no martial artist that can stand against my Psycho Power, but please do something about that hair before challenging me again

 

Defeat Chun-Li: They need fighters like you so we can point and laugh at those ridiculous legs of yours! HA HA HAH

 

Defeat M. Bison: Now let's see how you like being the prey instead of the predator

 

Defeat Nash: Someone actually took the time to resurrect your sorry ass? How do you expect to beat Bison when I alone am too much for you?

 

Defeat Birdie: How utterly repulsive! Leave my sight now or ELSE!

 

Defeat Cammy: Hola my fellow clone of Bison. A woman by the name of Rose had told me about you. Pretty spot on but definitely gave you some underserved hype

 

Defeat Necalli: A beast like you serves no real purpose on this world. Perhaps I'll pity you and make you my plaything He he he

 

Defeat R.Mika: It was two on one and I still won with ease. Now you and your generic looking partner scurry away

 

Defeat Vega: Honestly you're not as handsome as you like to believe. I suggest wearing that mask as often possible ugly ass

 

Defeat Rashid: Cute but oh so annoying. Perhaps you can blow me away in other ways?

 

Defeat Laura: You truly are the human equivalent of a lava lamp. Please don't go around encouraging people to be as weak as you

 

Defeat Zangeif: Even the Red Cyclone falls before the might of my Psycho Power he he he

 

Defeat Dhalsim: Okay all your talk about Yoga is asinine to me. I just want to know if your baby maker like your limbs?

 

Karin: Snobby bitch! I'll burn you to irrelevancy!

 

Defeat F.A.N.G. : Now let's truly see how dedicated you are to that man as I burn you away to nothingness!

 

Defeat Kolin: A true ice queen, but how unfortunate your backstory isn't as compelling as the ones I read about in the mangas

 

Defeat Akuma: Now this is what I call a FIGHT!

 

Defeat Ibuki: No no no! Ninjas are suppose to be cool, but you are the exact opposite of everything I read in mangas

 

Defeat Balrog: You're suppose to be one of the Four Kings of Shadaloo. Yet the way you fight is that of a common grunt

 

Defeat Juri: I don't think this revenge thing is for you hon. Why not try to be a model or something?

 

Defeat Urien: Beating the arrogance out of you was an absolute pleasure Mr. Urien

 

Defeat Alex: Pretty good eye candy but you suck as a fighter

 

Defeat Guile: I don't like the way you're looking at me. It's as if you're holding me responsible for the actions of another

 

Defeat Menat: Are you seriously Rose's apprentice? Then how come she's so strong and you're not?

 

Defeat Abigail: Most disappointing fight I had in a minute. Well now that I won mind showing me your package?

 

Defeat Ed: It's genuinely nice to meet others like me, but are all you with the exception of myself this weak?

 

Defeat Zeku: Nice trick grandpa but now use a jutsu to make you into a real fighter

 

Defeat Sakura: Oh geez my bad hon. I didn't know we were suppose to be play fighting

 

Defeat Blanka: You're pretty attractive despite being a monster. Hopefully next time we can get real wildly with one another

 

Defeat Falke: Oh you're such a sweetheart but your Psycho Powers are absolutely horrendous

 

Defeat Cool Anaconda: While you're fighting capabilities are pretty terrible. I think you and I can make for awesome friends

 

Defeat Ryumi: Talk about lame you're just an ecchi version of that Ryu guy

 

Defeat Leilani: Those kicks of yours are only lethal against nobodies. You cannot possibly harm a fighter of my caliber

 

Defeat Ann Hibiki: Oh man this fight was too easy. Throw that Saikyo shit in the trash where it belongs

 

Defeat Azim: The way you talked I was expecting a real challenge. Perhaps you should grovel back to daddy and apologize for being such a hot headed weakling

 

Defeat Berengár: If only you were as strong as you are sexy this could had been a good fight

 

 

 

 

Edited by Onyxe
Forgot M. Bison
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  • 3 weeks later...
  • 3 weeks later...

@mykka If I remember correctly you are a Xiayu fan. Since I was creating a concept for her, I figured I'd create a move set for her sister as well.

 

Name: Xiayu Vilar

Spoiler

Nickname: The Silent Mask

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: Xiayu is a petite woman with short black hair and dark brown eyes. Her bangs spike outward covering the right side of her forehead while the rest of her hair his pulled back into a “horn” behind her left ear. Xiayu's face is covered by a white Chinese opera mask. The mask is painted with a fearsome red face that features yellow outlines around the eyes, mouth, and nose. She wears a custom red sleeveless qipao (Chinese Dress) with white outlines, the qipao is tied with a yellow belt. Her legs are covered with white stockings and she wears yellow shoes.


Likes: Spicy Food, Shumai, Kung Fu Movies

Dislikes: Those who speak ill of others

Fighting Style: Choy Li Fut/Shadaloo Assassination Techniques

Tone: Xiayu is a quiet and reserved woman. She often goes unnoticed by those not paying close attention.

Origins:
 

Xiayu hails from Macao (Macau), China. A former Portuguese colony city located on the eastern coast of the Chinese mainland. Her father is the exceedingly successful Casino and Hotel owner Rodrigo Vilar. Her mother, Guofang Ku, is former ballerina and beauty queen. As a child, Xiayu and her sister Jianyu where trained in Choy Li Fut by their grandfather Siu-Wong Ku. While Jianyu preferred to keep her foes at bay with a quarterstaff, Xiayu preferred close range combat with the shuāng jié gùn (nunchaku). This was a trend with the sisters. Despite being identical twins, or maybe because of it. Xiayu and Jianyu were opposites. Xiayu was quiet, she kept her hair short, and wore more conservative clothing. While performing a martial arts demonstration at one of their father's casino grand openings, the sisters were absconded by a mysterious man. This man was an agent of Shadaloo. Unfortunately for the sisters they would be subjects of the “Doll” program. After years of being puppets for Bison, the Dolls were finally freed when he fell. Xiayu is free to chart her own path now. After reuniting with her parents. Xiayu looks to the future.


Her Rival: Jianyu

 

Attributes:

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

950 Stamina 950 Stun


Throws:

Serpent Coil (Hebi Koiru)LP+LK : Xiayu wraps her nunchaku around her foes ankle, pulls their leg out from under them, and causes them to fall backward slamming the back of their head into the ground.


Serpent Trip (Hebi no T abi)- B+LP+LK: Xiayu spins behind her, wraps her nunchaku around her foes ankle, pull their leg upward, and sweeps their other leg out from under them.
 

Unique Attacks:

Snake Bite (Hebi Kōshō) (Over Head)- F+MP: Xiayu spins her nunchaku upward with her right arm before snapping them downward at her foe. Quick startup, +2 on hit. -6 on block

 

Cannon Strike (Taihō Kōgeki) – D+MK (In Air): Xiayu strikes with trademark dive kick of the Shadaloo Dolls. Must be executed at the apex of her forward jump. Leaves foes standing, +2 on hit, -5 on block.

V-Reversal:

Whipping Snake (Muchiuchi Hebi) – F+PPP : Xiayu performs a modified Axel Spin Knuckle that ends in a nunchaku strike. Attack leaves her foe a ½ screen away from her.
 

V-Skill:

 

Nimble Fang (Subayai Kiba) – MP+MK : Xiayu grabs her nunchaku 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 gains an additional +2 on hit. This effect does not take place during V-Trigger 1.

 

V-Trigger 1:

 

Sudden Snake (Totsuzen no Hebi) – HP+HK : Xiayu focuses her ki to trigger her enhanced physiology and improves her offensive capabilities. Any initial attack in a combo is given counter hit status. The additional advantage on hit, opens more damaging combos. If the initial attack is a true counter hit, the follow up attack is granted counter hit status. Each landed counter hit cost 1/3 of her V-Gauge. 3-Bar V-Trigger

 

V-Trigger 2:

 

Evasive Snake (Kaihi-tekina Hebi) – HP+HK :Xiayu focuses her ki to trigger her enhanced physiology and improves her defensive capabilities. While this V-Trigger is active, Xiayu complete evades any attacks instead of blocking causing her to take no chip or white life damage. While evading attacks the rate her V-Gauge drains is doubled. Pressing HP+HK with precise, just frame, timing will execute. Paralysis Snake (Mahi no Hebi). Paralysis Snake is double fist strike with ends of her nunchaku. The attack does 0 damage and counts toward damage scaling but leaves Xiayu plus +3. This effect can be stacked with the +2 advantage granted by Nimble Fang. Paralysis Snake drains half of Xiayu's V-Gauge. 3-Bar V-Trigger


Specials:

Twisting Snake (Nejireta Hebi) QCB + P: (Rekka) Xiayu executes a right vertically rotating nunchaku strike. This attack can be followed up twice by repeating the attack input. Second trike is a left vertically rotating nunchaku strike, and the final attack is a spinning back fist horizontally rotating nunchaku strike. The distance traveled and damage is determined by the punch button pressed. LP (¼ Screen, Least Damage, -2 on Block) MP (1/3 Screen, More Damage, -4 on Block), HP( ½ Screen, Most Damage, -6 on Block) EX (Frame 3 Armor, ½ Screen, Most Damage, -2 on Block)

 

Coiling Snake (Koiru-maki hebi) QCF + P: (Rekka) Xiayu performs a low right horizontally rotating nunchaku strike. This has slower startup than Twisting Snake but is safer on block. attack can be followed up twice by repeating the attack input. Second strike is a left horizontally rotating nunchaku strike, and the final attack is a low spinning back fist horizontally rotating nunchaku strike. The distance traveled and damage is determined by the punch button pressed. LP (¼ Screen, Least Damage, -1 on Block) MP (1/3 Screen, More Damage, -3 on Block), HP( ½ Screen, Most Damage, -5 on Block) EX (Causes Juggle State, ½ Screen, Most Damage, -2 on Block)


Winding Serpent (Maki Hebi) -F,D,DF+P or P (Rapidly): (Anti Air) Xiayu performs a left uppercutting stikes while spinning her nunchaku vertically. Damage an attack properties are determined by the punch button. LP (3F Startup, 4 hits, Least Damage, Throw Invincible) MP (4F Startup, 6 hits, More Damage, Invincible to Airborne Attacks), HP (5F Startup,8 hits, Most Damage, Strike/Projectile Invincible from frame 3), EX (3F Startup, 9 hits, Most Damage, Full Startup Invincibility, Juggles In The Corner)

 

Rotating Arrow (Kaiten Yajirushi) (Nejireta Arō) -QCF+K : Xiayu performs a standing left head kick into a rapidly spinning chest high corkscrew kick. Attack is projectile invincible Frame 3. All versions knock down. . LK (1 hit, ½ Screen, -3 on Block), MK(2 hits, 2/3 Screen, -5 on Block), HK (3 hits, ¾ Screen, -7 on Block), EX(Projectile Invincible Frame 1, 4 hits, ¾ Screen, Passes Through Foe on Block)


Critical Art:

Entangling Snake (Motsure Hebi) -QCFx2 + K: Xiayu strikes with a seemingly endless barrage of nunchaku strikes that ends with a kick that resembles a high powered Cannon Spike 33 hits 330 damage (32x5, 1x170).

Reasons to be in SFV:

In spite of her reserved nature, Xiayu joins Interpol. She wants to work with Cammy and her “sisters” to prevent the return of Shadaloo or any organization like it. Taking notice of some strange happenings across Southeast Asia. She compares notes with Cammy. It seems an organization called the Illuminati or Secret Society is on the rise. This organization seems to be behind the upcoming World Martial Arts tournament. Xiayu enters the tournament to figure out what they are up to.

 

Side Notes:

 

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

 

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 loud 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: Jianyu 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. Has more horizontal range than 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

 

Edited by Darc_Requiem
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Wow that is fabulous! You really are good with these concepts, they are so well put together, several times even better than what Capcom comes up with

 

However I hate you for making me miss Xiayu in the game, it was tough for me to let her go... 

 

You should share this concept on SRK1 too, its great

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On 7/4/2018 at 10:18 AM, mykka said:

Wow that is fabulous! You really are good with these concepts, they are so well put together, several times even better than what Capcom comes up with

 

However I hate you for making me miss Xiayu in the game, it was tough for me to let her go... 

 

You should share this concept on SRK1 too, its great

I've basically abandoned my SRK1 Concept thread. I never really adjusted to the formatting. Plus I didn't want to go through all Concept posts to fix them. The conversion really screwed up the formatting of all the concept posts. The character limit of the posts are also much lower which can be a pain in the ass to be frank.

Edited by Darc_Requiem
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3 hours ago, Darc_Requiem said:

I've basically abandoned my SRK1 Concept thread. I never really adjusted to the formatting. Plus I didn't want to go through all Concept posts to fix them. The conversation really screwed up the formatting of all the concept posts. The character limit of the posts are also much lower which can be a pain in the ass to be frank.

Just put them on the story thread, it could spark an interesting debate.

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It's late so I won't post this until I get off work tomorrow....erm later today. I finished a Maki concept. Probably the most pain in the ass concept for an existing character that I've ever done. Despite lots of places having her move names. Translations were hard to find. Had to wing it with some internet translations in some cases. For others, I just created approximations of move names myself.  There is surprisingly little video of her entire moveset on line. Actually booted up my Wii U to play Final Fight 2 to get some info. I'd hook up my Dreamcast and CvS2 but my new 4K TV doesn't accept the cables. The VGA to HDMI converter I bought a few years ago was bust....but that is a whole other topic. Originally I was going to work on her and Guy at the same time and release them simultaneously but I might even bother with Guy now.

Edited by Darc_Requiem
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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 stage. Maki grasps the wall and follows up with a variety of actions.

  • 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: 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. 3-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.

 

Edited by Darc_Requiem
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@mykka Apparently I'm on a roll this weekend. I promise this isn't on purpose, but I have yet another concept of one of your favorite characters. Well, actually I have a bonus for you. Not only do I have a Crimson Viper concept, I have a concept for her sans battle suit. Yep I have Maya concept as well. I hope you like the origin I came up with for Maya and little twist I did with how Crimson Viper's origin and side notes are presented.

 

Side note: My place holder for Crimson Vipers nickname was "Undercover Mother" yeah I know...that's terrible.

 

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:  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.

 

Edited by Darc_Requiem
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I'm not sure what's gotten into me this past week. Maybe I should right a book or something. Sorry for the length of Vinh's origin story.

 

Name:  Vinh

Spoiler

Name: Vinh

Nickname: Dark Protection (Bảo Vệ Tối)

Sex: Male

Ethnicity: Vietnamese

Height: 5 ft 11in (1.8m)

Weight: 198lbs (90kg)

B/W/H: 48-36-38(122cm-91.5cm-96.5cm)

Hometown: Kien Gang, Vietnam

 

Appearance: Vinh tall for his village. His hair was originally black and his eyes brown. After his power awakened, his hair and eyes became Red. His wears a Vietnamese Rice Hat (Asian Conical hat) on his head that he removes before battle. Vinh is well built and wears a blue short sleeved collared shirt with only one of the three buttons fastened. He has on beige cargo styled shorts with a twine rope holding them up instead of a belt. Vinh has simple sandals on his feet.

 

Likes: Defending The Weak, Tung, His Parents (Adoptive), His Birth Mother

Dislikes: People That Prey on the Weak, Losing control of his power, Sewing

Fighting Style: Vovinam

 

Tone: Vinh is quite and focused man. He likes the help others and has little patience for those they pay on the week. Vinh has an incredible will power. This allows him to control the “dark power” inside of him and not let it overwhelm him.

 

Origins: An exhausted mother came staggering into a small fishing village. She collapsed with a newborn baby crying in her arms. Apparently the ship she was on sank out at sea. Unbeknownst to her, the lifeboat she commandeered had been damaged and was slowly taking on water. She feel asleep only to awake to the boat sinking. Still miles from shore, she clinched her baby to her bosom and swam to land via backstroke to keep her child's head above water.

 

A young fisherman and his wife saw the woman. His wife grabbed hold of her baby as her husband picked up the mother and carried her to the village doctor. Awaking half delirious, she cried out “My baby...is my baby alright”. The doctor smiled at the young woman, “Thanks to you, he'll be just fine.” The mother reached her arm out to the fisherman and his wife. Both of them grasped hold of her hand, “Thank...you....please...please take care of my child.” The couple nodded at her, before either of them could say word. The young mother passed away.

 

True to their word, the fisherman and his wife would adopt the child. They could not have children of their own. Not nothing the mother or the baby's name. They named the child Vinh (Bay), since that is what his brave mother traversed to ensure his survival. Although they were of meager means, they paid to have the mother given a proper burial. She was laid to rest in the field just behind their home. The couple would take Vinh to her grave every year. Telling him how brave she was and to ensure he never forgot her.

 

Vinh possessed his mother's iron will. Often doing the seemingly impossible. Whether it be stopping a bullies twice his size from picking other children or hauling in fish that were even too big for his adoptive father to carry. His tragic birth and forthright demeanor endured him to the village. This iron will and innate trait of doing the right thing would get him into trouble one day.

 

A group of bandits saw the village as an easy target. The villagers, in an effort to avoid any further trouble, just handed over what little they had. Vinh would not stand for this. As he tussled with one of the bandits, trying to get back the meager coins his family had, they began to beat on him. Despite being a young child, they showed him no mercy. They knew that this would pacify any other villagers from resisting them in the future. However something snapped in Vinh, his hair and eyes became bright red. This confused the bandits momentarily stopping in their tracks. This would be their undoing, Vinh struck like furious beast. Returning the beating he received from them tenfold. The bandits ran off in terror, dropping their ill gotten gains.

 

His fellow villagers were relieved and horrified at the same time. They didn't know what to make up of Vinh. His parents were quick remind them of how Vinh always helped out everyone in the village. He'd never done anyone harm. Not to mention the fact that they'd never have to worry about bandits again. This calmed them down somewhat. However, some of them never looked a Vinh the same way.

 

There was one exception, Tung. Tung was one of the most respected members of the village. He'd been both a fighter and a soldier in his youth. Tung recognized the power Vinh displayed. He marveled that a child possessed such strength. Despite his rage, Vinh had only used this power against the bandits. Tung would take Vinh under his wing. With his parents permission, Tung began training him in Vovinam. Tung knew how dangerous that power could be. He would teach the boy focus and control. Tung would ensure that Vinh maintain control his power. He wouldn't let him become a demon that was only satiated by violnce.

 

His Rival: Akuma

 

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

950 Health/1050 Stun

 

Throws:

 

Lightless Day – LP+LK: Vinh lifts his foe off the ground with his left hand by the top of their head, charges their body with dark ki, and hits them in the chest with an open palm strike cause the ki to explode sending his foe flying away from him.

 

Eventide – B+LP+LK: Vinh lifts his foe off the ground with his left hand by the top of their head, charges their body with dark ki, slams them behind, and stomps on their head causing an explosion that sends his foe sliding away from him on the ground.

 

Darkness Falls – LP+LK: (In Air) Vinh grabs his foe mid air, throws them straight down, and lands on them with a violent left stomp to the chest.

 

Unique Attacks:

 

Dark Palm – F+MP: Vinh strikes his with right upward palm strike to the chin. Can anti air with proper timing. 5F Startup, -5 on block.

 

Shade Claw – F+HP: (overhead) Vinh hops with a left overhead open palm strike. Goes over low attacks with proper timing. Slow startup, -2 on block.

 

Dark Descent – D+MP (In Air): From the apex of his forward jump Vinh strikes straight downward with an open palm strike.

 

Savage Shroud– D+MK (In Air): From the apex of his forward jump Vinh hits his opponent with a right knee strike. Descends at a 60° Angle.

 

Shadow Horns – F+MP, F+HP: Vinh strikes his with right upward palm strike to the chin followed by a hopping overhead right palm strike.

 

V-Reversal:

 

Dead of Night – F+KKK: Vinh strikes with a quick right upward palm punch with his right hand emanating black ki. He then kicks his momentarily blinded foe with a left side kick to the chest, knocking them down.

 

V-Skill:

 

Onyx Surge – MP+MK: Vinh executes a double palm strike that generated a point blank, black colored projectile. Standing and crouching versions can be charged to alter it's properties. Can be performed from a forward jump, while standing, or crouching.

  • Sky Onyx Surge – MP+MK: (In Air) Vinh pulls back both hands while in the air before pushing them forward rapidly at a downward 45° degree angle. +1 on hit/-4 on block.
  • High Onyx Surge – MP+MK: Vinh pulls back both and before pushing them forward rapidly. Uncharged (Point Blank Rage, +2 on Hit, -5 on block) Charged (½ Screen Range, +3 on Hit, -2 on Block)
  • Low Onyx Surge – MP+MK: From a crouching position, Vinh pulls back both and before pushing them forward rapidly. Slower startup than High Onyx Surge. Uncharged (Point Blank Rage, +1 on Hit, -4 on block) Charged (½ Screen Range, +2 on Hit, -0 on Block)

 

V-Trigger 1:

 

Indomitable Will – HP+HK: Vinh releases the full strength of his “dark power” while maintaining complete control of himself. All of Vinh's special attacks become their EX versions. Spending V-Gauge instead of EX Gauge. EX moves that cost EX Gauge can still be used during this V-Trigger allowing Vinh to perform damaging combos that would otherwise not be possible. Three bonus EX moves can be done per V-Trigger. 3-Bar V-Trigger

 

V-Trigger 2:

 

Obsidian Wave – HP-HK: Vinh gains access to a 3 hit horizontal projectile, Obsidian Wave, after V-Trigger activation. Pressing HP+HK after activation performs the Obsidian Wave. Obsidian Wave causes a juggle state. B+HP+HK (Slow Speed), HP+HK (Standard Speed), F+HP+HK (Fast Speed). Three projectiles per V-Trigger. 2-bar V-Trigger.

 

Specials:

 

Umbra Wind – QCF+P : Vinh strikes his foe with a rapid barrage of high, mid, low left and right punches. LP (6 hits), MP (9 hits), HP (12 hits) EX (Frame 3 Armor, 12 hits)

 

Umbra Gale – QCF+P (In Air): From a forward jump Vinh strikes with a rapid barrage of high, mid, and low left and right punches. (LP 4 Hits), MP (6 hits), HP(8 hits), EX (8 Hits, Causes A Juggle State)

 

Nightfall – F,D,DF+ K: (Anti Air) Vinh shows flexibility and strength with a rising front kick that parallels his torso followed by a front somersault kick that spikes his foe into the ground. LK(3F Startup, Throw Invincible) MK (4F Startup, Invincible to Airborne Attacks), HK (5F Startup, Strike/Projectile Invincible from frame 3), EX (3F Startup, Full Startup Invincibility, Causes Ground Bounce)

 

Dusk Shadow– HCF+ K: Vinh fades into a shadow and evades his opponent. The kick button determines the direction of the evasion. Strike Invincible Frame 1, Projectile Invincible Frame 3. LK (Teleports ½ screen backward) MK (Teleports directly upwards) HK (Teleports through his opponent a ½ screen behind them) EX (Strike/Projectile Invincilbe Frame 1, Throw Invincible Frame 3. LK+MK Backward ½ Screen, LK+HK Upward, MK+HK Foward ½ Screen.) Each evasion can be canceled into a counter attack.

  • Penumbra Claw – LK : Vinh cancels his backward teleport into a powerful spinning sidekick that knocks his foe down. - 6 on block. EX (Causes a Crumple State)
  • Penumbra Talon – MK : Vinh cancels his upward teleport into a diving kick that travels straight downward knocking down his foe. - 5 on block. EX (Cause a Ground Bounce)
  • Penumbra Fang – HK: Vinh cancels his forward teleport into a back high kick that knocks his foe down. -6 on block. EX (Causes a Juggle State)

 

Twilight Wake - B,D,DB+ K: (Anti Air) Vinh executes a standing back somersault kick that generates a rising purple blade of ki. At point blank range the attack hits twice, the opponent is lifting into the air by the kick causing them to get struck by the projectile. All versions startup in 7F. Kick button determines the angle of the projectile. LK (Rises Straight Up) MK (30° Angle) HK (45° Angle) EX (5F Startup, 2 hit Projectile, 3 Hits Point Blank, LK+MK Rises Straight Up, LK+HK 30° Angle, MK+HK 45° Angle)

 

Critical Art:

 

Final Sunset – QCFx2+P: Vinh strikes with a powerful right open palm to the abdomen, followed in quick succession by an equal forceful left open palm to the chin that lifts his foe of their feet. Before the force of that blow gets the chance to send his opponent skyward, Vinh strikes with a blindingly fast and brutal double palm strike that sends his adversary crashing into the side of the stage with tremendous force. 4 hits 330 Damage.(2x55, 2x110)

 

V-trigger 1 Only

 

Infinite Night – LK,LK,B, LP, HK : Vinh dashes at his opponent. Striking with a open palm gut punch that sends a wave of dark ki through their body that forms in a shadow image of Vinh behind them. The shadow strikes with a open palm strike to the small of the opponent's back that mirrors Vingh's initial gut punch. After that the punch lands. Vinh and his shadow strike with eighteen (each) simultaneous blows in complete synchronous that end with Vinh hitting an open palm strike to the sternum and his shadow an open palm strike to the upper back. Vinh takes his hand away from his opponent's chest pulling shadow of ki back through body and back into his own. His foes then falls to their knees before falling face first to the ground. 39 hits 400 damage (2x20, 36x5, 1x180)

 

Reasons to be in SFV:

 

Vinh initially enters the tournament to win the prize money to help his struggling fishing village. However, he starts to sense a dark force. Vinh feels the force beckon to him. At first he feels that maybe his power is overwhelming him, Vinh quickly realizes that the dark energy in not his own. There is another like him and Vinh doubts that his other entity is friendly.

 

Side Note:

  • Vinh means Bay or Gulf in Vietnamese
  • His “Dark Power” is the Satsui No Hado
  • His clothing is typical of fisherman from the area
  • While he isn't large by global standards, he is for his village. All of his clothing was hand sewn by his adoptive mother.
  • Vinh is adept at sewing. He hates it, but took it up to ease the burden on his adoptive mother as she got older
  • The villagers never found out the name his mother. Her grave simply says “Can đảm Mẹ”, Vietnamese for Valiant Mother
  • His nickname bảo vệ tối means “dark protection”. One of the kids heard the bandits say the village was under bảo vệ tối as they left the village streaking in terror. Rather than let anyone know it bothered him. Vinh went with it and it became a term of endearment in time.

  • Vovinam (Martial Arts of Vietnam) was created in 1936 and covers hand to hand and weapon based combat.

 

Edited by Darc_Requiem
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  • 2 weeks later...

Man, y'all have been busy since I last checked into this thread. (And onto this site in general, but that's beside the point.)

 

I have an idea for some old, grizzled Pro-Wrestler who gets a bug up his butt to go after Zangief, Rainbow Mika and Alex for "EXPOSING THE BUSINESS!" and compete in the next  World Martial Arts tournament, but I don't have a moveset or a defined design for him yet. I know that compared to other grapplers, his moves would be intentionally spare or old-school with only the minimum amount of spins or flips and such. (So think Suplexes, Piledrivers, a Fireman's Carry and a singular Dropkick compared to "The Flippy 🤬 most of y'all think you need to do to get over.")

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2 hours ago, The_Weasel said:

Man, y'all have been busy since I last checked into this thread. (And onto this site in general, but that's beside the point.)

 

I have an idea for some old, grizzled Pro-Wrestler who gets a bug up his butt to go after Zangief, Rainbow Mika and Alex for "EXPOSING THE BUSINESS!" and compete in the next  World Martial Arts tournament, but I don't have a moveset or a defined design for him yet. I know that compared to other grapplers, his moves would be intentionally spare or old-school with only the minimum amount of spins or flips and such. (So think Suplexes, Piledrivers, a Fireman's Carry and a singular Dropkick compared to "The Flippy 🤬 most of y'all think you need to do to get over.")

I have to have inspiration to create but if I think on anything, I'll try to bring your idea to life.

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39 minutes ago, Darc_Requiem said:

I have to have inspiration to create but if I think on anything, I'll try to bring your idea to life.

In my mind, he'd look like a cross between Bob Backlund:

 

backtitle.jpg

 

And Jim Cornette:

 

Cw7yHvqVIAA4nKM.jpg

 

Basically sort of going for having the same kind of "Dorky-looking old guy who takes off his shirt and looks JACKED" appeal that a character like, say, Senator Armstrong from Metal Gear Rising has.

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26 minutes ago, The_Weasel said:

In my mind, he'd look like a cross between Bob Backlund:

 

backtitle.jpg

 

And Jim Cornette:

 

Cw7yHvqVIAA4nKM.jpg

 

Basically sort of going for having the same kind of "Dorky-looking old guy who takes off his shirt and looks JACKED" appeal that a character like, say, Senator Armstrong from Metal Gear Rising has.

Glad you posted this. I had a few ideas on the way home from but that was for more of a Bruno Sammartino type. Here is what I thought up. Nothing too detailed.

 

Antonio "Stony" Marino

5'10

265lbs

 

Front Throw: Body Slam into leg drop

Back Throw: Fireman's Carry Throw

 

360°P+ Body Slam Press

HCB+P Jumping Double Axe handle Blow

360°+K Brain Buster

HCB+K Big Boot

 

So I think I was going in the wrong direction completely.

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1 minute ago, Darc_Requiem said:

Glad you posted this. I had a few ideas on the way home from but that was for more of a Bruno Sammartino type. Here is what I thought up. Nothing too detailed.

 

Antonio "Stony" Marino

5'10

265lbs

 

Front Throw: Body Slam into leg drop

Back Throw: Fireman's Carry Throw

 

360°P+ Body Slam Press

HCB+P Jumping Double Axe handle Blow

360°+K Brain Buster

HCB+K Big Boot

 

So I think I was going in the wrong direction completely.

Eh, what you had in mind was fine for a character of your own. But yeah, I was going for a old-school "Shoot" fighter kind of wrestler that used jazzed-up collegiate holds that deal damage, but don't look particularly impressive.

 

Personality-wise, he's old and bitter about how he and his wife got "Screw-Jobbed" out of their respective titles while in their prime working for the CWA and holds some resentment towards Zangief & Rainbow Mika's trainer. Basically "Old man yells at cloud: The Character", while at the same time using "Insider" talk and terms that, ironically, expose the "Business-side" of pro-wrestling more than the people he calls rivals.

 

Again, the background and storymode is pretty much there, but a moveset is lacking... Maybe have one V-Trigger power up his Command Throws beyond even the EX versions and/or add a follow-up attack after certain ones like a KOF grappler? (Clark, Shermie & Blue Mary come to mind.)

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Have at it man. I'm curious to see what you come up with. I'm wrestler'd out right now. I did an Austrian Pro Wrestler that is bit of an homage to DDP being able to Diamond Cut people out of anywhere a few months back. I have something in the works but I'm in no rush to finish it. Nothing to special though, it's an art that has already been covered.

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I still have to add this the front page. Don't have time to reorganize it right now. This is your fault @Bea_Iank

@GetTheTables you may get a kick out of this as a Laura player.

 

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.

 

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  • 3 months later...

This one has been sitting around for a while. I've had his entire moveset done for months. I just needed to develop his appearance, tone, origin, likes, dislikes, and of course his reason for being in SFV. Usually, I have an easy time with those aspects and a hard time with the move set. Go figure. Dutch Kickboxing has finally come to Street Fighter.

 

Name: Zeger Verhoeven

Spoiler

Nickname: The Young Phenom (De Jong Wonderkind)

 

Sex: Male

Ethnicity: Dutch

Height: 7ft 0in (2.26m)

Weight: 344lbs (156kg)

B/W/H: 54-37-40(137cm-94cm-102cm)

 

Hometown: Breda, Netherlands

 

Appearance: Zeger is a towering man with a lean but muscular build. He has dirty blonde hair. His head is completely shaven on the sides with the long hair on the top of his pulled into a ponytail that comes down to the middle of his back. Zeger wears a white sleeveless t-shirt. The collar and arm holes of the T-shirt are red. The chest of the T-Shirt features a blue logo. It is comprised of the letters “VKA” across the chest and the silhouette of a fighter performing a high step kick below it. He has on white kickboxing shorts with a wide red waistband and a pair of blue stripes running down the sides of each leg. His hand are covered with blue kickboxing gloves with white colored thumbs and red wristband. Zeger has red ankle guards on his feet. The calf, heel, and toe opens have blue trim.

 

Likes: Anonymity, Nuakan, Stroopwafel (Dutch Waffle Cookie)

Dislikes: Arrogance, Adon, Paparazzi

 

Fighting Style: Dutch Kickboxing

 

Tone: Zeger is a respectful young man that remains humble despite his fame.

 

Origins: Zeger comes from a kickboxing family. Both his mother Anika and father Kerstan were professional kickboxers. While neither of them achieved a championship level, they did open a successful and respected kickboxing gym. Verhoeven Kickboksen Academie (Kickboxing Academy) has become renown for producing high caliber technical boxers. Not known for their athleticim, Anika and Kerstan were both great technicians. Zeger, unlike his parents, has been blessed exceptional physical ability. His ability combined with his parents technical style has made him a prodigy. Competitors christened him “De Jong Wonderkind” or The Young Phenom after he quickly climbed the ranks while remaining undefeated.

Zeger grew watching the film of the great kickboxers of past and present. His favorite fighter was the previous Emperor of Muay Thai, Nuakan. Despite his great size, Nuakan possessed great stamina and agility. Although Zeger uses his family style, his approach to fighting mirror's Nuakan. Like his favorite fighter, Zeger has great agiliity and stamina despite his great size.

 

His Rival: Sagat

 

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

1025 Stamina 1025 Stun

 

Throws:

 

Dolk Mep (Dagger Blow) – LP+LK: Zeger snags his opponent in a Thai cling and hits them with a powerful right hooking elbow strike that sends them fspinning away.

 

Hamer Klap (Hammer Blow)– B+LP+LK: Zeger snags his opponent in a Thai clinch, turns them around, hops up and elbows them on the top of the head. His staggers backward and falls down.

 

Unique Attacks:

 

Opwaadering Klap (Lifting Blow) – F+MP – Zeger strikes with a quick upward elbow strike (6F) than can anti air with proper timing.

Hamer Val (Hammer Fall) – F+HP (Overhead) – Zeger rains down a quick downward right elbow strike that hits overhead. Fast startup, +2 on hit, -6 on block

 

Knieschijf Run (Patella Crush) – F+LK – Zeger hits with a quick downward left kick to his opponent's knee. Must be blocked low. -5 on block

Knie Lift (Knee Lift) – B+HK – Zeger hits his opponent with a powerful right knee that launches his opponent. -7 on block

 

Opklimmend Val (Rising Fall) – F+MP, F+HP – Zeger strike's with a quick upward elbow strike into overhead elbow strike combination

Run Draagraket (Crush Launcher) - F+LK, B+HK – Zeger hits his foe with downward left kick to the knee followed by a powerful right knee that launches his opponent.

 

V-Reversal:

 

Snelle Elleboog (Rapid Elbow) – F+PPP: Zeger steps forward and hits his opponent stiff hooking right elbow to temple that knocks them down.

V-Skill:

 

Kinetisch Pareren(Kinetic Riposte) – MP+MK: Zeger raises his right knee and lowers hit right elbow until they both meet. If timed properly, Zeger will absorb his opponents attack whether it's physical or a projectile. If it's physical, the opponent is blown back a quarter screen. Successful attempts cause Zeger to store the kinetic energy from the attack giving access to a projectile of his own. Zeger can store enough energy for up to three projectiles. All projectiles are 38 Total Frames. (Same as Guile's Sonic Boom). Since a successful attempts cause no damage to his opponent, failed attempts are NOT subject to a Crush Counter.

  • Hollands Kielzog (Dutch Wake) – B+MP+MK: (Requires 1 energy store): Zeger releases a fast medium sized projectile. 90 Damage/150 Stun
  • Hollands Golf (Dutch Wave) – MP+MK: (Requires 2 energy stores): Zeger releases a fast large projectile. 2Hits 120 Damage/200 Stun Causes Limited Juggle State
  • Hollands Schokgolf (Dutch Shockwave) – F+MP+MK (Requires 3 energy stores): Zeger release a massive fast moving projectile. 3 hits 150 Damage/250 Stun

Zeger gains a small amount of V-Gauge from successful ripostes and blocked projectiles. He gets a significant boost to his V-Gauge from landed projectiles.

 

V-Trigger 1:

 

Hollands Pistool (Dutch Pistol) – HP+HK: Zeger internalizes his own kinetic energy. Giving him access to Dutch Wake with no need for stores and his other projectiles receive decrease in energy store requirements.

  • Hollands Kielzog (Dutch Wake) – B+HP+HK: (Requires 0 energy stores): Zeger releases a fast standard sized projectile. 90 Damage/150 Stun, 1/8 V-Gauge cost
  • Hollands Golf (Dutch Wave) – HP+HK: (Requires 1 energy stores): Zeger releases a fast medium projectile. 2Hits 120 Damage/200 Stun, Causes Limited Juggle State, ¼ V-Gauge cost.
  • Hollands Schokgolf (Dutch Shockwave)– F+HP+HK (Requires 2 energy stores): Zeger release a large fast moving projectile. 3 hits 150 Damage/250 Stun, Causes Juggle State, ½ V-Gauge Cost
  • Hollands Kanon (Dutch Cannon) – D+HP+HK (Requires 3 stores): Zeger release a massive fast moving projectile. 5 hits 250 Damage/350 Stun Causes Juggle State, Expends V-Trigger

3 Bar V-Trigger

 

V-Trigger 2:

 

Vlaams Furie (Flemish Fury)– HP+HK: Zeger focuses his kinetic energy into his arms and legs. All of Zeger's physical strike based attacks have their Startup reduced by 1F. Attacks that leave his opponent standing gain an +1 advantage on hit. Attacks that knock his opponent down leaves him +2 after a forward dash. The reduced startup and advantage after a forward dash does not apply to his Elleboog Salvo command grab. V-Trigger gauge drains over time.

2 Bar V-Trigger

 

Specials:

 

Elleboog Salvo (Elbow Salvo) – QCB+P: (Command Grab) Zeger clinches with his opponent and hits them with a short left-right elbow combination to his opponent's temples followed by a left-right double elbow uppercut combination. 6F Startup. Grab range, damage, and position relative to the opponent is determined by the punch button. LP(Most Range, Least Damage, Knocks Foe ¾ Screen Away), MP(Less Range, More Damage, Knocks Foe ¼ Screen Away, HP(Least Range, Most Damage, Knocks Foe ½ Screen Away) EX (Most Range, Most Damage, Leaves Zeger Standing Next To His Opponent)

 

Elleboog Spervuur (Elbow Cannonade) – QCF+P : (Rekka) Zeger strikes with a spinning right back elbow that can be followed up with two more elbows by repeating the attacks input command. Second followup is a spinning left back elbow, and the final follow up has Zeger spins 360° striking with a powerful right elbow. Travel distance is the same for all versions. All versions leave the opponent standing. Punch button determines startup and damage output. LP(5F, Least Damage, +1 on Hit), MP(6F, More Damage, +2 on hit), HP(7F, Most Damage,+3 on hit), EX(5F, Most Damage, Frame 3 Armor, Crumples Opponent)

 

Plançon Stamp (Plançon Kick)– QCF+K : Zeger strikes with a powerful dashing high side kick that leaves his foes standing. Kick button determines the distance travel. Damage and advantage on hit is universal. All version are +2 on hit. All versions are -4 on block when properly spaced. Improperly spaced Plason Kick's are incredibly unsafe. LK (¼ Screen), MK( ½ Screen), HK( ¾ Screen), EX (Gains Armor Frame 3, ¾ Screen)

 

Godendart Stamp (Godendart Kick) – QCB +K: Zeger strikes with a powerful dashing low step kick that takes his foes of their feet. Kick button determines the distance travel. LK (¼ Screen), MK( ½ Screen), HK( ¾ Screen), EX (Gains Armor Frame 3, ¾ Screen)

 

Strijdvlegel Stamp (Strijdvlegel Kick) – F,D, DF+K: (Anti Air) : Zeger performs a vicious high left step kick that has different properties depending on whether his foe grounded or in the air. All versions are invincible to Aerial Attacks and Projectiles frame 3.

  • (Aerial Opponent) His foes is left doubled over on his foot. He then brings leg down to the ground violently causing them bounce off the ground back into the air. Zeger then hits his prone aerial foe with a swift spinning back kick to small of their back that sends the hurtling away.
  • (Grounded Opponent) Zeger's high step kick lifts his foe into the air and Zeger hits his prone aerial foe with a swift spinning back kick to the abdomen that sends his foe flying away.

LK(5F Startup, Aerial 3hits 135 Damage/150 Stun, Grounded 2 hits 90 Damage/100 Stun), MK(7F Startup, Aerial 3hits 165 Damage/180 Stun, Grounded 2 hits 110 Damage/120 Stun), HK(9F Startup, Aerial 3hits 195 Damage/210 Stun, Grounded 2 hits 130 Damage/140 Stun), EX(6F Startup, Aerial 3hits 210 Damage/225 Stun, Grounded 2 hits 140 Damage/150 Stun)

 

Critical Art:

 

Arsenaal Spervuur (Arsenal Barrage) – QCFx2+K: Zeger strikes with a charging back left elbow strike to the sternum, stunning his opponent. He then strikes with a right hooking elbow to the temple, a left hooking elbow to the temple, a spinning right back elbow to the jaw, a left elbow uppercut, and he sends his foe face first into the ground with a jumping right elbow smash to the head. 6 Hits 340 Damage (5x40, 1x140)

 

Reasons to be in SFV:

 

Zeger enter the tournament solely to face off against Sagat. Sagat is considered the greatest kickboxer in the world. He defeated Zeger's idol, Nuakan, to earn the title of Emperor of Muay Thai. If Zeger can defeat Sagat, he'll be considered the greatest kickboxer in the world. With a victory of Sagat, Zeger seeks to not only honor his parents but earn the respect of his idol Nuakan. With Nuakan's respect, Zeger hopes to be granted the honor of learning his signature attack. The invincible knee strike known as the Hanuman Kick.

 

Side Note:

  • Zeger's elbow based specials are named for rapid fire artilerry strikes.
  • Zeger's kick attacks are named after medieval Dutch melee weapons.
  • Zeger is the antithesis of Sagat. While they both possess great range, Zeger's style focuses on melee attacks. He's more mobile than Sagat, but lacks his power.

 

Edited by Darc_Requiem
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  • 2 weeks later...

I haven't done an antagonist type in a while. So....

 

Name: Yul Kahn

Spoiler

Nickname: Stealth Conqueror

 

Sex: Male

Ethnicity: Mongolian

Height: 6ft 2in (1.88m)

Weight: 216lbs (98kg)

B/W/H: 46-35-37(117cm-89cm-94cm)

 

Hometown: Ulaanbaatar, Mongolia

 

Appearance: Yul has a muscular build. He short black cropped hair, a neatly trimmed goatee, with no beard. Yul's eyes are golden in color. He wears a modern take on traditional Mongolian armor made of lightweight an highly durable synthetic leather over a synthetic red silk shirt and pants.. Yul has blue “leather” armor that is stitched together from small rectangular pieces. The stitching is golden color. The upper tunic has shoulder pads and is sleeveless. It features a fauld that stops of above the knee. The fauld covers a white leather built with golden trim and horse emblem on the buckle. His blue leather pants have identical stitching a construction. Yul's forearms are cover by white leather gauntlets with gold trim. His hands are gloveless. Yul has white leather boots with gold trim and laces that stop just below his knee.

 

Likes: Studying Languages, Training, Business Acquisitions, Equestrianism

Dislikes: Failure, Ignorance

 

Fighting Style: Jaws of The Horde

 

Tone: Yul is calculated, calm, and perceptive. He is known for being “5 steps” ahead of his adversaries.

 

Origins: As his surname implies, Yul can trace his lineage all the way back to the great Genghis Khan. His ancestor have spent the last eight centuries trying to sire the next great conqueror. While most people marry for love, Khan's family arranged marriages to ensure the strongest offspring. The result of 800 years of the smartest and strongest marrying is Yul Khan. His exception physical capability is matched a superior intellect.

 

Yul's family is not only the richest in Mongolia but one of the richest in the world. Only the Kanzuki Zaibatsu exceeds the Golden Khan Conglomerate in wealth. The conglomerate is a combination of his mother's mining operations, his father's agricultural business, and his recently founded a quickly ascending technology corporation. Yul has developed a state of the art microchip architecture that quickly taken the globe by storm.

Due to his family's wealth and disposition, Yul has had the best education money can buy. From the age of nine on, he has spent a half a year in a different country. Learning of their histories and cultures. As a result Yul has mastered dozens of languages and martial arts. He has taken the best elements of those arts and combined them into his own unique style that he has dubbed Jaws of The Horde. Although he rarely has to resort to physical confrontations. Yul's extensive knowledge of foreign cultures allows him to gain control of whatever assets he desires with little resistance.

 

Yul seeks to bring order to the chaos of the world. He has subjugated numerous businesses , of the legal and illegal variety. He has become the hidden super power of the world. Yul believes that only under his sole leadership can humanity achieve true greatness.

 

His Rival: Gill

 

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

925 Health/925 Stun

 

Throws:

 

Blue Horde Driver – LP+LK: Yul uses his left arm to grabs his foe's face with a claw grip, lifts them off the ground, and drives them into the ground onto the back of their head.

 

White Horde Slam -B+LP+LK: Yul use his right arm to grab his foe's face with a claw grip, lifts them overhead, and slams them into the ground behind him.

 

Golden Horde Stampede- LP+LK (In Air): Yul snatches his foe out of the air with his left hand claw grip, slams them into the ground, and immediately pummels with right hand to the face.

 

Unique Attacks:

 

Rending Halberd -B+MP – Yul strikes with a double axe handle uppercut that can anti air with proper timing.

 

Sword Pommel- F+HP (Overhead): Yul hits his opponent with an left overhead hammer fist. 26F Startup, +4 on Hit, - 2 on Block

 

Arrow Fall – D+HK: From the apex of his forward jump, Yul executes a diving one foot stomp that descends at a 60° angle.

Impending Siege – B+MP, F+HP: Yul hits his foe with a double axe handle uppercut into a left overhead hammerfist combination.

 

V-Reversal:

 

Catapult Clash – F+KKK: Yul mule kicks his opponent with both feet, sending them flying a ½ screen away.

 

V-Skill:

 

Subjugation Might – MP+MK: (Command Grab) Yul violently clasps his hands together on each side of his opponents face, lifts them off the ground, jumps into the air, and throws them downward slamming the back of their head on the ground. Can be charged to increase damage, V-Gauge gain, grab range, and advantage on hit.

  • Uncharged, 8F Startup, Shorter Grab Range, 160 Damage/210 Stun, Lands half screen away, 60F whiff recovery
  • Charged, 12F Startup, Longer Grab Range, 200 Damage/250 Stun, Lands Next To Foe, 60F whiff recovery

 

Subjugation Fury – MP+MK: (In Air, Command Grab) Yul snatches his opponent out of the air, by grasping their head with both hands, and drives them into the ground with a modified sit out powerbowb. 6F Startup, 175 Damage/225 Stun, Lands ½ Screen Away, 12F whiff recovery upon landing.

 

V-Trigger 1:

 

Unyielding Conqueror – HP+HK: Yul's entire body becomes surrounded by a golden aura increasing defense.

  • White Life damaged received is reduced by 50%, this does NOT stack with this V-Triggers damage reduction
  • Damage received reduced by 15%
  • Back Dash gains invincibility at cost of ½ his V-Gauge
  • Vanquisher Might gains armor frame 3 at cost of ¼ of his V-Gauge

2-Bar V-Trigger

 

V-Trigger 2:

 

Overwhelming Conqueror – HP+HK: Yul's hands and feet become engulfed in golden flames increasing his offensive capability and giving him access to the Triumphant Conquest critical art.

  • Subjugation Might - Uncharged Startup Reduced from 8F to 7F, charged Startup Reduced from 12F to 10F
  • Subjugation Fury - Startup Reduced from 6F to 5F, landing recovery on whiff reduced from 12F to 10F
  • Cavalry Spear – Projectile Invincibility on Frame 1, LP 0 on Block, MP -2 on Block, HP, -4 on Block, EX Causes Juggle State
  • Trebuchet Launch – LP, MP Total Frames Reduced 44F to 40F, HP 45F to 42F, EX 30F to 27F
  • Incineration Bow – LP, MP, HP Total Frames Reduced 58F to 52F, EX 49F to 46F
  • Scalding Arrow Head – Startup Reduced from 9F to 7F,
  • Mangonel Crash – LK Startup Reduced 15F to 12F, MK 20F to 17F, HK 24F to 21F, EX 12F to 9F
  • Crowning Sabre – LK Startup Reduced 5F to 3F, MK 6F to 4F, HK 7F to 5F, EX 5F to 4F, Full Startup Invincibility

3 Bar V-Trigger, Permanent

 

Specials:

 

Cavalry Spear – HCF+P : Yul cocks back his left arm, twisting his torso 180°, and explodes forward extending his left arm outward striking his foe in the sternum with a knife hand punch to the sternum. All versions knock down. Distance determined by the punch button pressed. Projectile invincible frame 3. LP (¼ Screen, -2 on Block), MP( ½ Screen, -4 on Block), HP( ¾ Screen, -5 on Block) EX( ¾ Screen, Gains Armor Frame 3)

 

Trebuchet Launch – F,D,DF+P: Yul soars forward through the air while pulling back his right arm twisting his torso 180°. The jump arch and travel distance is determined by the punch button pressed. LP (¼ Screen), MP(½ Screen), HP( ¾ Screen), EX(Projectile Invincible Frame 1, Hold Back ¼ Screen, No Input ½ Screen, Hold Forward ¾ Screen) Attack has two follow up options.

  • Boulder Crash – P: (Overhead)Yul strikes his foe in the forehead with an open palm strike.
  • Sweeping Lance – K: Yul spins 360° and strikes with a low left backhand chop that knocks his foe off their feet. Must be blocked low.

 

Incineration Bow – HCB+P: Yul raises his left arm and chops downward creating an arc of golden flame resembling a bow. While doing so, he pulls back his right arm, and thrusts it forward creating an flaming arrow like projectile that carries the flaming arc forward. All versions startup in 23F(58 Total Frames), Hit twice, and knock down (80 Damage/160 Stun). Punch Button pressed determines the projectile speed. LP(Slow), MP(Faster), HP(Fastest) EX(14F Startup , 49 Total Frames, 100 Damage/200 Stun, LP+MP Slow, LP+HP Faster, MP+HP Fastest)

 

Scalding Arrow Head – HCB+P (In Air): From a neutral jump, Yul cocks back his left arm, twisting his torso 180°, and explodes with a left knife hand punch that creates a small arrow head shaped projectile. 9F Startup, 9F Recovery on Landing. Projectile angle determined by the punch button pressed. LP (60° Angle), MP (45° Angle), HP (30° Angle). EX (Can be performed neutral or forward jump, LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle, 2 hits, causes a juggle state)

 

Mangonel Crash – F,D,DF+K: Yul jumps slightly forward high into the air and descends rapidly stomps the ground with both feet. The impact creates a shockwave directly in front him that staggers or floors his opponent. LK(Fastest Startup, Staggers Opponent) MK(Slower Startup, Knocks Down), HK(Slowest Startup, Causes Juggle State), EX(Fastest Startup, Launches Opponent Into The Air)

 

Crowning Sabre – HCB+K: (Anti Air) Yul strikes his foe with a front flip somersault axe kick that sets his foe ablaze in golden flames. The kick button pressed determine the height, startup, and damage of the attack. All versions become invincible to airborne attacks on the first active frame. LK (5F Startup, Standing Somersault), MK(6F, Hopping Somersault) HK(7F, Jumping Somersault), EX(5F, Jumping Somersault, Causes Ground Bounce)

 

Critical Art:

 

Vanquisher Dominion – HCFx2+K: Yul spins 360 ° and strikes his opponent with a high spinning back kick that sends then sailing skyward, he jumps after them and sends them crashing into the ground with a powerful Crowning Sabre, and plants them into the ground with a quaking Mangonel Crash. 3 hits 330 Damage

 

V-Trigger 2 Only

 

Triumphant Conquest – LP, LK, F, HP, HK: Yul strikes his foe at point blank range with a massive Scalding Arrow Head that carries his foe into the air at a 45° Degree angle, He then fires twenty small Scalding Arrow Heads at his prone aerial, while they descend form that attack, he charges an enormous Incineration Bow that strikes his foe and violent slams them against the side of the screen 30 Hits 400 Damage (5x10, 20x10, 5x30)

 

Reasons to be in SFV:

 

The fall of Shadaloo has allowed to Yul to accelerate his own plans for domination. The only real obstacle to his goals is the Illumanti/Secret Society. He will take out their leadership and use the confusion to increase his own grip on the world.

 

Edited by Darc_Requiem
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  • 3 weeks later...

This is the damned Soul Calibur VI character creator's fault. @GetTheTables

 

Yamato/Yasha Nadeshiko

Spoiler

Nickname: Split Personality Grappler (Nijūjinkaku Resura)

 

Sex: Female

Ethnicity: Japanese

Height: 5ft 7½in (1.71m)

Weight: 159lbs (72kg)

B/W/H: 36-27-36 (91cm-69cm-91cm)

 

Hometown: Hakone, Japan

 

Appearance: Nadeshiko is a stout and powerfully built woman. She short black hair in a bob hairstyle. Nadeshiko has dark eyes and wears a two piece, midriff baring wrestling leotard. The top piece is long sleeved with av-shaped neckline that shows off her cleavage. The left half of the piece is white with black kanji, 大和ナデシコ, (Yamato Nadeshiko) running down the arm. The right half of the piece is red with a Japanese Flag logo on the shoulder. The neckline and the base of the piece has red border. Nadeshiko has a red sash tied around her waist. She had on a white bikini bottom that shows off her legs. Nadeshiko has red knee pads and long white boots with red laces on her feet. When she becomes Yasha, she puts on a white kabuki mask that red eye shadow and black eyebrows painted on it. There are nose and mouth holes in the mask. Red lips are painted around the mouth hole.

 

Likes: Wagashi, Shiba Inu, (Cruelty)

Dislikes: Ball Games, (R. Mika)

 

Fighting Style: Professional Wrestling

 

Tone: Yamato Nadeshiko is a fiery yet humble woman. (Yasha Nadeshiko cold, brutal, and merciless woman)

 

Origins: Nanae grew up in Hakone, Japan. A tourist town about an hour outside of Tokyo known for it's hot springs and traditional Japanese inns. Which is fitting because she is the only daughter of innkeepers. Nanae was reserved and quiet. The “ideal” daughter. The kids in the town teased Nanae. Her family was well off and she was “perfect”. They called her Yamato Nadeshiko. A usually endearing term denoting the “ideal woman”. However, they did not mean it as a compliment. The inference was that Nanae was perfect and thought she was better than them.

 

When she was a little girl, a famous wrestler stayed at her family inn. She'd never seen a wrestler before. As the wrestler and her training partners practiced in backyard of the inn, Nanae peered curiously out her window. She was completely enamored with what she saw. The wrestler noticed the curiously little girl looking at them from her window. Nervous, the meek Nanae quickly hid under her bed. A few moments later, she heard a knock at her door. Nanae remained still, trying to stay as quiet as possible. She could hear the door open and foot steps coming toward her. She closed her eyes. Suddenly she heard a “whooshing” sound. As Nadeshiko opened her eyes, a large woman was standing above her, holding up her mattress and box spring with one hand. It was Yoko Harmageddon. She smiled down at the frightened Nanae, offering Nanae her hand. Nanae took her hand.

 

From that point on, every year Yoko would vacation at the Sato family inn. Nanae would anxiously wait her return. Each time she visited the inn Yoko would show her a new move. Nanae would catch would ever matches she could and try her best to emulate what she saw. When she was old enough, Nanae decided that she would leave with Yoko. Knowing her parents wouldn't approve. She wrote a long letter to them. Nanae left the letter on her bed and departed with Yoko for the IJWPW.

 

Her Rival: R.Mika

 

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

950 stamina 1050 stun

 

Throws:

 

Yamato Nadeshiko (Face) Only

 

Petal Slam – LP+LK: Nadeshiko picks up her opponent and scoop body slams them.

 

Nectar Suplex – B+LP+LK: Nadeshiko snap suplexes her opponent behind her.

 

Yasha Nadeshiko (Heel) Only

 

Blossom Breaker – LP+LK: Nadeshiko grabs her foe by the side of the head, puts her head under their chin, jumps into the air, and slams theirchin onto the top of her head. (Jawbreaker)

 

Rose Thorn – B+LP+LK: Nadeshiko picks her opponent up by the waist, turns 180°, and slams their groin onto her knee (Inverted Atomic Drop)

 

Pollinater – LP+LK: (Crouching Opponent) Nadeshiko grabs her crouching foe by the head and knees them in the face, lifting them off the ground. (Shining Wizard)

 

Unique Attacks:

 

Yamato Nadeshiko (Face) Only

 

Yamato Lariat –F+HP: (Hit Grab) Nadeshiko grabs her foes by the neck with her left arm, pull them in, and uses her right arm to floor them with a standing lariat. Attacks causes a side switch.

 

Flying Nadeshiko – F+HK: Nadeshiko hits her opponent with a flying body splash, attack leaves her opponent standing. +3 on Hit, -5 on Block

 

Bloom Elbow – D+MP: (In Air) Nadeshiko executes a flying elbow drop from the apex of her forward jump. Bloom Elbow halts her forward momentum and she descends straight downward.

 

Yasha Nadeshiko (Heel) Only

 

Brain Freeze – B+HP: Nadeshiko executes a quick head butt that leaves her opponent standing after it hits.

 

Bad Touch – B+MP: Nadeshiko drops to one knee and strikes her opponent with hammer fist uppercut to the groin. Attack must be blocked low. (Low Blow)

 

V-Reversal:

 

Yamato Nadeshiko (Face) Only

 

Flower In Bloom – F+KKK: Nadeshiko kicks her foe in the gut and plants them face first in the ground with a double underhook face buster (HHH's Pedigree)

 

Yasha Nadeshiko (Heel) Only

 

Eye Poke – F+PPP: Nadeshiko pokes her opponent in the eyes causing them to stagger backward. Leaves the opponent standing.

 

V-Skill:

 

Spring Time – MP+MK: Nadeshiko handsprings toward her opponent. The handspring is Projectile and Strike invincible frame 3. If no button is pressed, Nadeshiko returns to her neutral stance with 8 Recovery Frames. Three follow ups. 2 for Yamato, 1 for Yasha

 

Yamato Nadeshiko (Face) Only

  • P - Spring Breeze: Nadeshiko strikes her opponent with a flying back elbow to the head. Attack knocks down opponent.
  • K – Spring Shower: Nadeshiko converts her handspring into kick that hits overhead. Attack must be block high. -6 On Block.

Yasha Nadeshiko (Heel) Only

  • LP+LK – Yasha Buster: Nadeshiko grabs her opponents head with her back facing them and drive it into the ground. (Handspring Bulldog)

V-Trigger 1:

 

Full Nadeshiko – HP+HK: Nadeshiko throws off traditional pro wrestling classifications and comes at her opponent with her full wrestling arsenal. Nadeshiko can now us her face and heel attacks at the same time. Her Yamato (Face) Throws are still done with MP+MK. Her Yasha (Heel) Throws are done with HP-HK and B+HP+HK. 3-Bar V-Trigger Permanent

 

V-Trigger 2:

 

Heel's Heat – HP+HK: Nadeshko goes full heel and pulls out a chair to assault her opponent. All of Nadeshko's punch attacks gain increased range, damage, and frame advantage. Grey life damage of all MP, HP punch attacks is doubled. LP attacks now do a small amount of Grey life damage. Nadeshiko gains a new special. V-Trigger duration 1600F

  • Chair Toss – F+HP+HK: Nadeshko throws a spinning chair at her opponent. Attack costs 1/3 (535F) of her V-Gauge.
  • LP Attack Cost (100F), MP(160F), HP(200F)

Each punch attack drains the V-Gauge. 2-Bar V-Trigger

 

Specials:

 

Bow Breaker – 360°+P: (Command Grab) Nadeshiko grabs her opponent, spins behind them, lifts them overhead, jumps into air, spins 180°, puts both of her knees into her foe's back while pulling back on their head with her right hand and ankles with her left hand. She then drives her foes into the ground while maintaining the Bow Hold. Grabs range, damage, and landing distance from the opponent is determined by the punch button pressed. All versions have 5F Startup. LP(Most Range, 180 Damage/200 Stun, Lands ½ Screen Away) MP(Less Range, 190 Damage/200 Stun, Lands ¼ Screen Away) HP(Least RANGE, 200 Damage/200 Stun, Land's Point Blank) EX(Most Range, 240 Damage/250 Stun, Land's Point Blank)

 

Maiden Scorn – QCB+K: Nadeshiko hits her opponent in the head with a twisting jump kick. (Enziguri). Attack goes over low attacks. All versions knock down. Startup, damage, and advantage on hit, determined by the kick button. LK (12F Startup, 75 Damage/150 Stun) MK(18F Startup, 100 Damage/150 Stun), HK(24F Startup, 125 Damage/200 Stun), EX(18F Startup, 150 Damage/240 Stun)

 

Yamato Nadeshiko (Face) Only

 

Heel Turn – D,D+PP: Yamato Nadeshiko turns into Yasha Nadeshiko

 

Yamato Buster - 360°+K: (Running Command Grab) Nadeshiko runs at her opponent , hops at them, spins behind them, grabs them by the back of the head with hand, and drives them face first into the ground. (One Hand Bulldog). Distance traveled and damage determined by the punch button pressed. LP(180 Damage/200 Stun, 1/3 Screen) MP(190 Damage/200 Stun, ½ Screen) HP(200 Damage/200 Stun, 2/3 screen) EX(Gains Armor Frame 3, 225 Damage/240 Stun, Land's Point Blank)

 

Peek-A-Boo Driver - QCF+K: (Anti Air Grab) Nadeshiko jumps into the air , performs a full split before slamming her feet onto the sides of her opponents head, and backflipping to drive their head directly into the ground. (Hurricanrana Driver). Attack causes a side switch. Kickbutton determines the startup and damage. LK(6F Startup, 140 Damage/200 Stun) MK(8F Startup, 150 Damage/200 Stun), HK(10F Startup, 160 Damage/200 Stun), EX(Full Startup Invincibility, 6F Startup, 180 Damage/200 Stun)

 

Yasha Nadeshiko (Heel) Only

 

Face Turn – D,D+PP: YashaNadeshiko turns into Yamato Nadeshiko

 

Green Mist – HCF+P: Nadeshiko spits cloud of green mist in her opponents faces causing them to stagger backward. Leaves the opponent standing. The punch button pressed determines the duration, damage, and advantage on hit. Has projectile properties. LP (12F Startup 60 Damage/150 Stun) MP(16F Startup 90 Damage/180 Stun, 2 Hits) HP(20F Startup 120 Damage/210 Stun, 3 Hits) EX(12F Startup 150 Damage/240 Stun)

 

Shinai Blitz – QCB+P: (Rekka) Nadeshiko pulls out a shinai (bambo training sword) and pummels her opponent with up to three strikes. The first swing is a two hand horizontal strike to the left side of the head, second swing is a two hand horizontal strike to the right side of the abdomen, and the final strike is homerun swing to the jaw that sends the opponent sailing through the air. Punch button determines the startup, damage, and distance traveled. LP (7F Startup, 160 Damage/160 Stun, ¼ Screen) MP(9F Startup, 170 Damage/170 Stun, 1/3 Screen) HP(10F Startup, 180 Damage/Stun, ½ Screen) EX (7F Startup, 200 Damage/200 Stun, ½ Screen)

 

Critical Art:

 

Yamato Nadeshiko (Face) Only

 

Maiden Embrace – 360°x2+P: Nadeshiko grabs her foes, spends behinds them, locks them in a cross face chicken wing, jumps high into the air, and back suplexes them directly on their head. ( 3 Hits 380 Damage (2x50, 1x280)

 

Yasha Nadeshiko (Heel) Only

 

Extreme Rules – HCFx2+K: Nadeshiko slams a steel chair over her opponents head and tosses it on the ground behind her. Hits them in the gut with a Shinai (bamboo training sword) breaking it, She grabs her stunned opponent, jumps backward, high into the air, and slams them face first onto the chair with a sitout facebuster. 3 Hits 330 Damage (3x110)

 

Reasons to be in SFV:

 

Yamato Nadeshiko (Face)

 

With Mika going solo, Nadeshiko had to vacate her IJWPW (Iwashigahama Japan Women's Pro-Wrestling) Tag Team Championship. After a failed attempt to regain the titles with promising but green IJWPW rookie Maple Storm, Nadeshiko decided against a solo title run. Preferring the camaraderie of tag team wrestling, Nadeshiko enters the World Martial Arts Tournament. She'll either convince Mika to return or find a new more capable tag team partner.

 

Yasha Nadeshiko (Heel)

 

Yasha Nadeshiko enters the World Martial Arts Tournament to break Rainbow Mika. Defeating Mika isn't enough. She wants to defeat her precious “Master Zangief” and her wealthy sponsor Karin Kanzuki. After waylaying those closest to her, Yasha Nadeshiko will challenge Mika to retirement match and defeat her. After taking away Mika's friends and her career, her vengeance will be complete.

 

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  • 4 weeks later...

Yeah guys, got bored again. I threw together a Dee Jay. I think you may find V-Trigger 1 interesting.

 

Name: Dee Jay

Spoiler

Nickname: The Southern Comet

Sex: Male

Ethnicity: Jamaican

Height: 6ft 1in (1.86m)

Weight: 216lbs (98kg)

B/W/H: 51-35-37(130cm-89cm-94cm)

 

Hometown: Montego Bay, Saint James Parish, Jamaica

 

Appearance: Dee Jay has muscular man with dark brown skin and eyes. He has long black dreadlocks that. Dee Jay's dreadlocks are pulled into a ponytail secured by a green band and hang to the middle of his back. Large yellow over the ear headphones are draped over the back his neck. He is shirtless. Dee Jay wears green fingerless gloves on his hands that are padded from his wrist to his knuckles. He has on black full length jogging pants. The waistband is yellow. In yellow the word “Maximum” runs the length of the sides of each pant leg. Two green stripes, one to the left and the other to the right of “Maximum” also run the length of his pant legs. He wears yellow high top sneakers on his feet. Each sneaker has a black “Comet” emblem on the sides and green soles.

 

Likes: Singing, Dancing, Cooking Shows, TV

Dislikes: Harsh People, Quiet, People without Rhythm

 

Fighting Style: Rhythmic Kickboxing

 

Tone: Dee Jay is happy fighter and musician that always has a smile on his face.

 

Origins: Dee Jay grew up in the resort town of Montego Bay. He showed at interest in music and dance at a young age. With “Mobay” being a popular vacation destination, Dee Jay was exposed to various types of music and dance. He often mixed the new sounds and rhythms he heard with a more traditional Reggae sound.

 

He did not have any interest in fighting initially. Until he saw a couple of Capoiera masters practicing. Dee Jay found the way they mixed dance with fighting fascinating. He wanted to do the same. Unfortunately, there weren't any Capoeira schools nearby. He was still determined to mix dance with fighting. He enrolled in the local kickboxing academy. Crafting his own style my mixing his rhythmic dance with traditional kickboxing. His deviation from standard forms often frustrated his instructors, but they couldn't argue with the results. Not only were Dee Jay's moves hard to read but he excelled at reading his opponents rhythm. This allowed him to find opening to attack.

 

Kickboxing paid well. This gave Dee Jay to money to pursue is music career. It also allowed him to continue to develop his form of “Rhythmic Kickboxing”. Quickly surpassing the national talent, the Southern Comet, as he came to be known was equally impressive on the international seem. Dee Jay dropped his first album before his biggest fight of his career. His victory launched him into fighting and musical super stardom.

 

His Rival: Elena

Attributes:

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

1000 Stamina 1000 Stun

 

Throws:

 

Funky Two Step – LP+LK : Dee Jay clinches his opponent, hits this with knee to the stomach that lifts them off their feet, and hits them with a left overhead elbow that slams them into the ground. 150 Damage/150 Stun

 

Party Starter – B+LP+LK : Dee Jay clinches his opponent, jumps up putting both his feet on their chest, falls to his back, and launches them behind him. 160 Damage/200 Stun

 

Unique Attacks:

 

Sunrise Heel – DF+MK: Dee Jay strikes with a quick overhead heel kick.

 

Maximum High – DF+HK: Dee Jay hits opponent with a back kick to the face.

 

High Times – B+HK: Dee Jay hits his foe with a to hit front kick that knocks his foe into the air. Limited juggle properties. Can be used to anti air with proper timing. 7F Startup -7 on Block.

 

Funky Somersault – F+HK, D,U+HK: (Target Combo) Dee Jay hits his opponent with back kick into back flip kick combination.

 

Knee Shot – D+LK (In Air): Dee Jay strikes his foe with an aerial right knee strike. Attack can cross up.

 

V-Reversal:

 

Carousel Blow – F+PPP: Dee Jay does a quick spin behind his opponent and strikes them with a quick elbow to the back. Leaves foe standing and causes a side switch.

 

V-Skill:

 

Waning Moon – MP+MK: (Overhead)Dee Jay strikes with a flying cartwheel style flip kick. Attack can be charged. Both attacks must be blocked high. Attack goes over low attacks.

  • Uncharged 16F Startup 80 Damage/100 Stun, +5 on hit, -2 on block.
  • Charged 22F Startup 90 Damage/120 Stun +8 on hit +2 on block.

 

V-Trigger 1:

 

Festival Rhythm – HP+HK: Dee Jay puts on his headphones entering a festive mood which alters the inputs of his special attacks excluding Winding Blow.

  • Air Slasher input changes to QCF+P
  • Machine Gun Upper changes to QCB+P. Pressing P rapidly increases damage/stun
  • Jack Knife Maximum changes to F,D,DF+K
  • Double Rolling Sobat changes to QCB+K
  • Sobat Jubilee changes to HCFx2+K

3-Bar V-Trigger Permanent

 

V-Trigger 2:

 

Jubilant Beat – HP+HK: Dee Jay puts on his headphones entering a joyous mood. Altering the properties of his attacks.

  • Air Slasher knocks down at close range. EX knocks downs at any range, has limited corner juggle ability
  • Machine Gun Upper does max damage without additional inputs. EX damaged increased to 250
  • Winding Elbow startup reduced to from 22F to 20F, EX from 17F to 15F
  • Jack Knife Maximum startup of all versions reduced by 1F, EX causes a juggle state
  • Double Rolling Sobat startup reduced by 2F for all versions
  • Gains additional Critical Art. Jamboree Upper

3-Bar V-Trigger Permanent

 

Specials:

 

Air Slasher -Charge B,F+P: Dee Jay pulls back his right arm and quickly slices through the air with a hooking punch that creates a wave of ki that slices throw the air towards his opponent. Button strength determines the speed of the projectile. 13 Frame Startup. 45 Total Frames. 70 Damage/100 Stun (LP Slowest, MP Faster, HP Fastest, EX 12F Startup 43 Total Frames 2hits 120 Damage/150 Stun, 2F faster startup, LP+MP Slowest, LP+HP Faster, MP+HP, Fastest)

 

Machine Gun Upper –Charge D,U+P: Dee Jay strikes his foe with a rapid barrage of uppercuts. Damage and stun is increased by rapidly pressing the punch button. LP(8F Startup, 90 to 170 Damage/140 to 200 Stun, -5 to -10 on Block ) MP(10F Startup, 100 to 185 Damage/150 to 225 Stun, -6 to -11 on Block ), HP(12F Startup, 120 to 200 Damage/175 to 250 Stun, -7 to -12 on Block ), EX(6F Startup, 180 Damage/250 Stun, -7 on Block, Launches Opponent )

 

Winding Elbow – Hold 2P, Release: Dee Jay coils his upperbody and twists into a powerful back elbow that sends his opponent flying with away. 22F Startup 100 Damage/150 Stun Projectile invincible frame 3. EX (Hold 3P , Release) 17F Startup 140 Damage/200 Stun Projectile invincible Frame 1.

 

Jack Knife Maximum – Charge D,U+K: Dee Jay rising into the air with a jumping front kick combination. Only LK and EX hit crouching opponents. (Anti Air)LK (5F Startup, 130 Damage/200 Stun, No Invincibility,) MK (6F Startup, 140 Damage/200 Stun, Invincible To Airborne Attacks, Throw Invincible Frame 3) HK (7F Startup, 150 Damage/200 Stun , Projectile Invincible Frame 3,) EX (5F Startup, 180 Damage/200 Stun Full Startup Invincibility, Crush Counterable)

 

Double Rolling Sobat – Charge B,F+K: Dee Jay hit's his foe with a roundhouse kick followed by a rolling sobat kick. All version knocks down. LK (10F Startup, 100 Damage/120 Stun, -4 on Block) MK (12F Startup, 120 Damage/150 Stun, -6 on Block), HK (12F Startup, 140 Damage/180 Stun, -8 on Block) EX (8F Startup, 160 Damage/200 Stun, Projectile Invincible, -2 on Block)

 

Critical Art:

 

Sobat Jubilee – Charge B,F,B,F+K: Dee Jay nails his opponent with four consecutive Double Rolling Sobat Kicks and carries them skyward with a rapid fire 9 hit Jack Knife Maximum 17 Hits 330 Damage. (8x15,8x20,1x50)

 

V-Trigger 2 Only

 

Jamboree Upper - Charge B,F,B,F+P: Dee Jay mauls his opponent with a rapid barrage of right uppercuts before sending them sailing high into the air with a powerful left uppercut. His opponent comes crashing to the ground taking additional damage. If Jamboree Upper KO's the opponent they are planted in the ground. 37 Hits 370 Damage (35x5, 1x125, 1x70)

 

Reasons to be SFV:

 

Dee Jay's new album is about to launch. The upcoming World Martial Arts tournament is the perfect opportunity to promote his music to the masses. Getting a chance to test his Rhythmic Kickboxing against the the best fighters in the world is a nice bonus.

 

Side Note:

  • Dee Jay's sneakers are his own Southern Comet brand sneakers
  • Dee Jay's headphones are his own Rhythm Catcher headphones

 

Edited by Darc_Requiem
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This was a really hard one to pull off. I had to get creative with is origin. After this, the only Final Fight protagonist I have a left is Dean.

 

Name: Carlos Miyamoto

Spoiler

Nickname: The Latin Ronin

Sex: Male

Ethnicity: Venezuelan (½ Japanese)

Height: 6ft 2in (1.89m)

Weight: 200lbs (91kg)

B/W/H: 46-35-36(117cm-89cm-91.5cm)

Hometown: Maracaibo, Venezuela

 

Appearance: Carlos has long flowing brown hair that hangs down his back to his waist. His eyes are brown. He wears a dark blue sleeveless denim vest that is unbuttoned. This leaves his arms and bare chest showing. He has black leather belt with a large silver colored buckle. Carlos wears dark blue denim pants. He has dark brown leather boots that are not quite knee length. Carlos has a katana in a black scabbard strapped to his back.

 

Likes: Maki, Collecting Swords, Tacos, Chili Beans

Dislikes: Sushi, Thugs

 

Fighting Style: Shorinji Kempo and Rindo-Kan Karate

 

Tone: Carlos is serious and to the point. It is rare sight to see him smile or tell a joke.

 

Origins: Carlos is the son of Niten Miyamoto and Marisol Bracho. His father moved to Venezuela to run the South American operations of Metro City Motors. His mother was the daughter of the head of the Empreza Petrolera Venezolana (Venezuelan Petroleum Company).

 

Carlos was a bit of an outcast growing up. The combination of his affluent parents and mixed parentage made him stick out. This caused Carlos to get in a several fights. Even without formal martial arts training, Carlos held his own. His toughness, despite his background, garnered the respect of his adversaries. Soon he was the leader of his own “gang”.

 

Niten and Marisol sought to curb Carlos' increasingly rowdy behavior. Niten thought that martial arts would be good way to instill discipline in their son. He knew Masaru, a Rindo-Kan Karate master, was in South America. Masaru heard tails of a hidden master living on the continent. Niten offered to use his resources to find this master if Masaru trained his son. Masaru agreed to these terms.

 

Under Masaru's tutelage, Carlos' behavior improved. His raw talent for martial arts made him an excellent student. Niten upheld his part of the bargain. He used his wealth to find this “hidden master”. He found multiple masters over a two year span. None were the master Masaru sought. Just when they both were about to give up the search. Niten's investigator found a tip that this master was in Brazil. Masaru left to find and challenge this master. Masaru was defeated by the Oro the master of Senjutsu. Crestfallen, Masaru returned to Japan.

 

Marisol feared that Carlos would return to his rowdy ways. Niten shared her concerns. He decided to send Carlos to a boarding school in Japan. It would keep him away from wild friends and he could continue his training under Masaru. Masaru was still reeling from his defeat and did not wish to teach anyone. He recommended Retsu to Niten in his stead. Retsu was a master of Shorinji Kempo. That art shared several similarities with Rindo-Kan Karate.

 

Marisol traveled to Japan with her son. If he wasn't in school. He was training with Retsu. She would keep Carlos in line while his father continued his work in Venezuela. Carlos would remain in Japan until he was 16. At which point, he moved to Metro City with his family. Metro City Motor's North American operations were faltering. Due to his success in South America, Niten was tasked with returning the North American division to profitability.

 

Carlos would remain in Metro City until adulthood. He'd make eventually make friends with Maki and Mayor Mike Haggar. He'd help them rescue Maki's father and sister before returning to South America. Like his first master, Masaru, Carlos sought to test himself other martial arts masters. Maybe he'd find he would find this “Sennin” and truly test how far he's come.

 

His Rival: Makoto

 

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

1000 Stamina 1000 Stun

 

Throws:

 

Karatakewari Ote (Cleaving Hand) – LP+LK: Carlos grabs his foes and “chops through” them with a right hand chop. 140 Damage/150 Stun

 

Ryodan (Bisection) – B+LP+LK: Carlos grabs his foes and “cuts through” them with a right backhand chop causing his foes stumble and fall down behind him. 150 Damage/150 Stun

 

Unique Attacks:

 

Oroshi Tegatana (Dropping Hand Blade) - B+HP: (Overhead) Carlos draws back his left over his head and attacks with a chopping strike to his opponent. 26F Startup, +3 on Hit, -2 on Block. 70 Damage/100 Stun

Kakou Tsuki (Downward Thrust) – D+MP (In Air): Carlos strikes straight downward with a left punch from a forward jump.

 

Chokujou Seikentsuki (Above Just Fist Thrust) - B+HP: Carlos unleashes a powerful right punch directly above his head. Attack does not hit grounded opponents. 8F Startup 32F Recovery 75 Damage/150 Stun

 

Rurousha Ikari,(Nomad's Wrath) – LP, MP, HP, HK: (Target Combo) Carlos strikes with two left backhand strikes, followed by a right overhead chop, and ending with a high left roundhouse kick. (Carlos's Final Fight 2 Combo)

 

V-Reversal:

 

Kurukuru Yaiba (Spinning Blade) – F+PPP: Carlos unsheathes his sword an spins rapidly in with an up and down motion knocking his foe ¾ a screen away.

 

V-Skill:

 

Souname (Sweeping Victory) – MP+MK: Carlos attacks with rushing back sweep kick that has a ½ screen range. Attack can be charged. Uncharged (18F Startup, 60 Damage/100 Stun, Knocks Down, -12 On Block). Charged (36F Startup, Gains Armor Frame 3, 100 damage/150 Stun, Causes Juggle State, -2 On Block. )

 

V-Trigger 1:

 

Tosshin Amearare (Rush Barrage) – HP+HK: Carlos' offensive capabilities increase allowing him to use the full strength of Tosshin Morigari Ken and Tosshin Bakuhatsu Ken with charging them. EX Tosshin Morigari Ken's has the duration of it's juggle state increased. EX Tosshin Bakuhatsu Ken recieves a 30 Damage/40 Stun buff . V-Trigger duration 3000F. Each Tosshin attack costs 800F. 3-Bar V-Trigger

 

V-Trigger 2:

 

Ryuuseigun (Meteor Swarm) – HP+HK: Carlos' aerial offensive capabilites are increased. He gains the ability to perform Setsudan Kakato Otoshi from any jump. Carlos gains the ability to perform Hinotama Tegatana from neutral and back jumps. Neutral and back jump versions of Hinotama Tegatana and aerial versions of Setsudan Kakato Otoshi cost 500F. V-Trigger duration 2000F. 2-Bar V-Trigger

 

Specials:

 

Tosshin Morigari Ken (Rushing Upsurge Fist) – QCB+P : Carlos pulls back his left fist while his hair flows behind him, he then burst forward rapidly, striking his foe with an upward punch to the chin All versions knock down. Attack can be charged. Charged versions cause a juggle state. Damage the same for all versions Uncharged 80 Damage/120 Stun and Charged 90 Damage/150 Stun. EX can not be charged. Punch button only determines the distance traveled. LP (7F/12F Startup, Point Blank) MP(12F/17F Startup, ¼ Screen) HP(18F/23F Startup ½ Screen) EX(11F Projectile Invincible, Causes Juggle, 100 Damage/150 Stun, ½ Screen)

 

Tosshin Bakuhatsu Ken (Rushing Outburst Fist) – QCF+P : Carlos pulls back his right fist while his hair flows behind him, he then burst forward rapidly, striking his foe with an straight punch to the sternum. All versions leave his opponent standing. Attack can be charged. Charged versions cause a crumple state. Damage the same for all versions. Uncharged 90 Damage/150 Stun and Charged 100 Damage/200 Stun. Punch button only determines the distance traveled. LP (7F/12F Startup, Point Blank) MP(12F/17F Startup, ¼ Screen) HP(18F/23F Startup ½ Screen) EX(11F Projectile Invincible, Causes Crumple, 120 Damage/200 Stun, ½ Screen)

 

Hinotama Tegatana  (Falling Star Hand Blade)- QCB+P (In Air): Carlos draws back his left over his head while jumping forward and chops violently straight down towards the ground. The punch button determines the damage and attack properties. LP(10F Startup, 90 Damage/120 Stun, +2 On Hit, Leaves Standing) MP(12F Startup, 120 Damage/150 Stun, +4 On Hit, Leaves Standing), HP(14F Startup, 150 Damage/200 Stun, Knocks Down) EX(14F Startup, 150 Damage/200 Stun, +6 On Hit, -2 On Block)

 

Genmaku Fuuken  (Blinding Wind Fist) - HCB+K (Command Grab): Carlos grabs his opponent and strikes them with a half dozen punches in an instant. The final blow to the chest sends them flying away. All versions have a 6F Startup. Damage and Range determined by the punch button pressed. LP (Most Range, 150 Damage/200 Stun), MP(Less Range, 160 Damage/200 Stun), HP(Least Range, 170 Damage/200 Stun), EX(Most Range, Causes Wall Bounce, 150 Damage/200 Stun)

 

Setsudan Kakato Otoshi  (Cutting Heel Drop) – QCF+K: Carlos strikes his foe with a standing forward somersault axe kick. Kick button determines startup, damage, and attack properties. LK(8F Startup, 90 Damage/120 Stun. +2 on Hit, -5 on Block) MK(10F Startup, 90 Damage/120 Stun, +5 on Hit, -2 on Block) HK (12F Startup, 120 Damage/150 Stun, Knocks Down, - 2 on Block) EX(15F Startup, 150 Damage/150 Stun, Overhead, -6 on Block)

 

Critical Art:

 

Abare Maracaibonami Kudaki (Rampaging Marcaibo Wave Shatter) - QCFx2+K: Carlos rushes towards his opponent with a flying kick that sends his opponent into wall with enough force to bounce them back to towards him. Carlos hits the opponent with rapid kick combination that ends in a high kick that sends the foe high into the air. Carlos jumps after them and spikes them into the ground with a Setsudan Kakato Otoshi . 6 hits 340 Damage (1x120, 4x15, 1x160)

 

Reasons to be in SFV:

 

Carlos sees the World Martial Arts tournament as a huge boon. Instead of having to seek out various martial arts masters, the tournament would have several all in one place. Carlos enters the tournament to test his skills and keep an eye on Maki while he's at it.

Side Notes:

  • Carlos is fluent in English, Japanese, Portuguese, and Spanish
  • Carlos started collecting swords after receiving a katana from Retsu.
  • The katana strapped to his back was the one he was gifted to him by Retsu.
  • Carlos knows of but has never met Makato

 

 

Edited by Darc_Requiem
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This Dean concept has been mostly done for more than a week. His origin and reasons for entering the tournament were giving me problems. I think I came up with a decent angle. Final Fight protagonist are finally finished.

 

Name: Dean

Spoiler

Nickname: Fist of Lightning

Sex: Male

Ethnicity: American

Height: 6ft 5.5in (1.97m)

Weight: 247lbs (112kg)

B/W/H: 52-35-38 (132cm-89cm-97cm)

 

Hometown: Metro City, USA

 

Appearance: Dean is tall well built man. He has bleached blonde spiky hair, camouflage headband, and black eyebrows. Dean wears a white t-shirt with the sleeves torn off. He has a brown leather harness on his upper torso that buckles on the left and right side of his chest. Dean wears black cargo pants and has on brown leather belt with a metal buckle around his waist. He has on brown work boots on his feet.

 

Likes: Fast Cars, Racing, Beef Kabobs, Curry Rice,

Dislikes: Skull Cross Gang, Abigail

 

Fighting Style: Street Fighting

 

Tone: Dean has a quiet and somber tone. He only seems to smile when he's racing.

 

Origins: Dean grew up on the streets of Metro City. While he was never in a gang himself, he had friends that were. This gave him extensive insight into gang culture despite not being directly involved in it. Due to Dean's fighting ability knowledge of gangs, he was sought out by the Skull Cross Gang after the fall of Mad Gear. Dean declined their invitation. As a result, the Skull Cross Gang murdered his family. Dean was angry and grief stricken. He remembered how Mayor Haggar had a direct hand in bring down the Mad Gear. He called in all the favors he had with his friends and learned the details of Skull Cross Gang;'s plans. He approached Mayor Haggar with this knowledge. With the help the help of Guy and Lucia, the quartet took down the Skull Cross Gang. After there victory Dean disappeared into the shadows.

 

Now that he had achieved justice for his fallen family, Dean decided to follow his passion. Dean's has always enjoyed fast cars and racing. he decided to open a his own automotive performance parts and modifications garage. Opening a garage required a significant amount of money. Dean turned to underground fighting and street racing to garner the capital.

 

Dean opened the “Lightning Performance Garage”. His notoriety in the Metro City street racing scene helped to build niche but reliable customer base. However, his garage was barely making ends meet. If he only could increase his profile....

 

His Rival: Abigail

 

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

1025 Stamina 1025 Stun

 

Throws:

 

Upshift – LP+LK: Dean grabs his opponent by the neck, lifts them of the ground, punches them in the stomach with two uppercuts, and knocks them away with an uppercut to the jaw. 140 Damage/150 Stun

 

Whiplash– B+LP+LK: .Dean spins behind his opponent and strikes them in the back of the neck with three forearm strikes. 150 Damage/200 Stun

 

Unique Attacks:

 

Downshift– (In Air) D+MP : Dean punches straight downward from a neutral or forward jump.

 

Oversteer – F+MK (Overhead) : Dean hops forward and strikes his foe with a wheel kick. 27F Startup, +3 on Hit, -2 on Block, 75 Damage/100 Stun

 

V-Reversal:

 

Pop The Clutch – F+KKK: Dean kicks his foe in the face with an electrified big boot that knocks them down.

 

V-Skill:

 

Long Reach – MP+MK: (Hit Grab) Dean stretches his right hand out full length and pulls his opponent towards him leaving them vulnerable to be thrown or command thrown. Throw or Command Throw follow up is scaled to 70% Damage.

 

V-Trigger 1:

 

AC (Alternating Current) – HP+HK: Dean overloads his body with electricity increasing the stun output on all version of his Shock Slam by 150. Dean also gains the ability to combo into his Shock Slams. V-Trigger duration 2000F. Enhanced Shock Slams cost 1000F. 2-Bar V-Trigger

 

V-Trigger 2:

 

DC (Direct Current) – HP+HK: Deans overloads his body with electricity extending a field of electric energy beyond his body.

  • On hit the shock state causes a 10 Grey Stamina/10 Stun per second Shock State.
  • Shock State ends when opponent lands a hit on Dean
  • Shock State is re-initiated on any successful attack by Dean for the duration of the V-Trigger
  • Even after the Shock States nullification. Entering Dean's Electric Field halts his opponents Grey Life and Stun bar recovery
  • Field persists around Dean for 1500F

2-Bar V-Trigger

 

Specials:

 

Shock Slam- HCB+P : (Command Grab) Dean grabs his opponent by the throat, electrifies them, hop high into the air, and drives them into the ground with a choke slam. All versions have 6F Startup. Punch Button determines Damage and grab range. LP(Most Range, 170 Damage/200 Stun, MP(Less Range, 185 Damage/225 Stun), HP(Least Range, 200 Damage/250 Stun) EX(Throw Invincible Frame 1, 5F Startup, Most Range, 210 Damage/250 Stun)

 

Shock Punch – HCF+P: Dean performs a powerful electric uppercut that knocks his opponent off their feet. Attack has moderate start up. Nullifies all non-EX projectiles regardless of durability. Can Anti Air but the timing is very precise. LP(8F Startup, 80 Damage/120 Stun, Knocks Down), MP(10F Startup, 100 Damage/120 Stun, Juggles In the Corner), HP(12F Startup, 120 Damage/150 Stun, Causes Juggle State), EX(8F Startup, 120 Damage/150 Stun , Gains Armor Frame 3, Causes Juggle State, Nullifies EX projectiles)

Shock Straight – Charge B,F+P: Deans strikes his foe with a powerful electrified right straight punch. All versions leave the opponent standing. Attack does moderate damage and high stun. Punch button determines startup speed, damage and advantage on hit. LP(3F Startup, +3 on Hit/-2 on Block, 75 Damage/150 Stun) MP (4F Startup, +4 on Hit/-4 on Block, 100 Damage/200 Stun), HP (5F Startup, +5 on Hit/-6 on Block, 125 Damage/250 Stun), EX(3F Startup, Causes Crumple State, -2 on Block, 125 Damage/250 Stun)

 

Cyclone Bolt– F,D,DF+P : Dean charges his right hand with electric ki and performs a spinning back chop that takes him from a standing to crouching position. Punch Button determines the attack properties. LP(5F Startup, 60 Damage/120 Stun, 1 hit, +3 on Hit, -2 on Block, Leaves Foes Standing, Hits), MP(7F Startup, 90 Damage/150 Stun, 2 hits, +4 on hit, -4 on Block, Leaves Foes Standing), HP (9F Startup, 120 Damage/180 Stun, 3 hits, Knocks Down, -6 on Block, Final Hit must be blocked low), EX(5F Startup, 120 Damage/180 Stun, 3 hits, Hard Knock Down, -2 on Block, Final Hit must be blocked low)

 

Power Slide – Charge B,F+K: Dean strikes foes with fast moving low slide kick. Attack must be blocked low. Kick button determines distance. -2 on Block if properly spaced. -6 if blocked at point blank range. Projectile Invincible Frame 3. LK(16F Startup, 70 Damage/150 Stun, ¼ Screen), MK (21F Startup, 80 Damage/150 Stun, 1/3 Screen), HK(24F Startup, 90 Damage/150 Stun, ½ Screen), EX(18F Startup, 90 Damage/150 Stun, Projectile Invincible Frame 1, ½ Screen)

 

Critical Art:

 

Lighting Rod Slam: Dean grabs his opponent by the throat, electrifies them, and choke slams them. He then snatches this opponent off the ground by the neck, electrifies his entire body, jumps extremely high into the air and slams into the ground while releasing all the electricity stored in his body through his opponent .2 Hits 370 Damage (2x185)

 

Reasons to be in SFV:

 

Dean enters to the World Martial Arts tournament for a multitude of reasons. Winning would raise his public profile and help him gain more customers for his business. Even if he cannot take home the championship, the tournament would put him into contact with Karin Kanzuki and Ken Masters. Building a custom ride for either or both of two of the richest people in the world could be a boon for his business.

 

 

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  • 3 weeks later...

The Old School SRK brought up the subject. A female boss character for Street Fighter. I present the Imperatrix of Order, Semele.

 

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Name: Semele

Spoiler

Nickname: The Imperatrix of Order

Sex: Female

Ethnicity: Cypriot

Height: 6ft 5in (1.96m)

Weight: 192lbs (87kg)

B/W/H: 40-28-39(102cm-71cm-99cm)

 

Hometown: Nicosia, Cyprus

 

Appearance: Semele is statuesque middle aged woman in peak physical condition. She radiates a divine aura and her physique perfectly sculpted like marble statue. Semele has long flowing, sandy blonde hair that is elaborately styled into a Bohemian Chignon Bun. Her eyes Olympic blue and her legs are an astounding 43 inches (1.1m) long. Semele has a flawless porcelain complexion. There is an oval shaped royal blue jewel in the middle of her forehead just above her brow line. Her attire consists of custom pure white Doric Chiton (Ancient Greek Robe) that comes down to the middle of her thighs. Semele’s upper arms are bare. She has golden colored bracers on her fore arms. Semele wears golden calf length buskins on her feet.

 

Likes: Order

Dislikes: Chaos, Failure

 

Fighting Style: Pankration of Order

 

Tone: Semele’s warm outward demeanor quickly turns cold when her objectives are not reached.

 

Origins: Semele is the product of generations of selective breeding. This was the traditional way that the Illuminati created exceptional candidates for leadership. The process was arduous. Detailed records of family lines and character traits were kept. As time progressed surrogates were used to increase the number of “perfect” candidates. This was how Semele came into being. Semele and her fifteen brothers and sisters were born on the same day. They were trained and educated together. Upon their sixteenth birthdays, a tournament was held. The siblings would fight to the death with the lone survivor being put forth as a Illuminati leadership candidate. Semele was the victor. Her reward for slaying those closest to her? A slot in another tournament of sixteen.

 

Semele trials and tribulations forged her into exceptional leader. They also gave her an interesting dichotomy of personality. She could friendly, encouraging, and understanding. Boosting the moral of her followers and in an instant become cold, clinical, and merciless when presented with abject failure.

She ruled over the Illuminati for 18 years. During the first year of her reign the prophesied child was born. The child of red and blue, wielder of both fire and ice. He was to lead their organization to true glory. Semele took Gill, the child of prophesy, and his hot head brother Urien under her wing. She trained and educated them both. Upon Gill's eighteenth birthday she ordered him to fight his brother for the right to lead the Illuminati. Gill was victorious. Unlike Semele, Gill did not put down his rival as was their custom. He spared Urien. Semele disagreed with his decision. She though it would sow unrest in the organization. She was right. Urien has continually plotted against his brother. After a decade of this chaos, Semele has decided she's had enough. She would bring Urien to heel and lead this organization the way it was meant to be.

 

Her Rival: Urien

 

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

1000 Stamina 1000 Stun

 

Throws:

 

Palm of Eos -LP+K: Semele grabs her opponent by the face, lifts them off the ground, and creates a small explosion of light energy from her palm that sends them hurtling away. 140 Damage/150 Stun

 

Light of Selene – B+P+K: Semele uses a firemans' carry to toss her foe behind her. As they hit the ground, Semele hits them with a glowing elbow drop. 150 Damage/200 Stun

 

Dawn of Hemera – (In Air) P+K: Semele grabs her opponent by the face and drives them head first into the ground creating an explosion of light on impact. 150 Damage/150 Stun

 

Fall of Coeus – (In Air) B+P+K: Semele grabs her foe out of the air, throw them to the ground, and drops a glowing knee on their head. 160 Damage/200 Stun

 

Unique Attacks:

 

Judgement of Hera – B+MP: Semele hops forward while pulling both of her arms behind her head. She then slams them down together with double axe blow to her opponent's head. 25F Startup, 80 Damage/150 Stun -2 on Block. Boss Version (18F Startup)

 

Ouranos' Dory– F+HP: Semele strikes with a long reaching upward right punch. Can anti air far jump in attacks. Ineffective against closer jumps and cross up jumps.

 

Iapetus' Xyston - F+MK: Semele hits her opponent with a powerful long reaching low left kick that knocks them off their feet.

 

Justice of Themis – F+HP, F+MK (Target Combo): Semele pummels her opponent with a two hit, righ punch, low left kick combination that knocks her oppoent down.

 

V-Reversal:

 

Bulwark of Hephaestus – F+KKK: Semele strikes with a quick shoulder charge that causes her foe to stagger backwards but leaves them standing.

 

V-Skill:

 

Light of Apollo -MP+MK: Semele emits a beam of light from the blue gem in her forehead. The bolt travels downward at a 30°. Attack can be charged. Attack must be blocked low at full screen.

  • Uncharged version - knocks down her opponent. 16F Startup, 48 Total Frames, 50 Damage/100 Stun
  • Charged version – explodes on impact causing a juggle state. 24F Startup, 60 Total Frames, 80 Damage/150 Stun
  • Boss version – Uncharged version gains the properties of the charge version. No Charged Version.

V-Trigger 1:

 

Phalanx of Light -HP+HK: One of the 66 Secret Arts. Semele body becomes hard as a diamond as she surrounds it with shield of white light. Opponents attacks are scaled to 70% damage on the first hit. Stun Damage received is cut by 50%. V-Trigger duration 1600F. Absorbed attacks, Medium or Heavy, reduced her V-Gauge by 200F. Light attacks do no reduced her V-Gauge. (Boss Version V-Trigger is permanent)

3-Bar V-Trigger

 

V-Trigger 2:

 

Redux of Fate -HP+HK: One of the 66 Secret Arts. Semele's body emits a soft golden aura of light. She gains the ability to intercept her opponents final blow and instant recover from her injuries. HP+HK has to be entered to intercept the attack. Attack converts EX gauge into to stamina. Semele gains 100 stamina per block of EX Gauge. Allowing her to recover up to 300 Stamina. (Boss Version 250 Stamina per block of EX, Max Recovery of 750). V-Trigger Gauge disappears for the rest of the round after a successful attempt

3-Bar V-Trigger

 

Specials:

 

Burning Aether - QCF + P: Semele performs a left open palm strike that creates a large stationary sphere of light energy. The properties are determined by the strength punch. All versions knock down. LP (12F Startup 40 Total Frames, 3 Hits 90 Damage/120 Stun) MP (16F Startup 42 Total Frames, 4 Hits 120 Damage/150 Stun) HP(20F Startup 42 Total Frames, 5 Hits 150 Damage/150 Stun) EX(12F Startup 40 Total Frames, 5 Hits 150 Damage/150 Stun, Travels Full Screen, Causes Juggle State) Boss Version (All versions travel full screen. EX 6 Hits 180 Damage/200 Stun Causes Juggle State)

 

Star of Asteria – QCF + P: (In Air) Semele jumps into the air, punches downward at an angle violently, and generates a star of light that rains down on her opponent. Attack must be performed from a forward jump. The punch button determines the angle of the projectile. LP, MP, HP versions have 11F Startup and 11F Landing Recovery 70 Damage/100 Stun. LP (60° Angle), MP (45° Angle), HP (30° Angle). EX 7F Startup/7F Landing Recovery(LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle, 2 hits, causes a juggle state) Boss Version (Star of Asteria can be performed from neutral and back jumps)

 

Hyperion's Bindings – HCB+P: (Command Grab) Semele grabs her opponent by the throat with her left hand. As she lifts them off the ground and over her head, three rings of light are generated that trap and bind her opponent. She slams her opponent into the ground causes the rings of light to explode. All versions have 6F Startup and do 4 Hits. Punch Button determines Damage and grab range. LP(Most Range, 160 Damage/200 Stun, MP(Less Range, 180 Damage/200 Stun), HP(Least Range, 200 Damage/200 Stun) EX(Throw Invincible Frame 1, 5F Startup, Most Range, 220 Damage/250 Stun) Boss Version (All versions are Throw Invincible Frame 1, EX 250 Damage/300 Stun)

 

Buskin of Helios - HCF+K: Semele's entire lower leg glows with light as she strikes her foe with standing 360° back kick. All versions knock down. All versions doe not hit crouching opponents. All versions -8 on block. Stronger kick buttons slightly increase it's forward range. LK (9F Startup 80 Damage/150 Stun) MK (14F Startup 90 Damage/150 Stun) HK (16F Startup 100 Damage/150 Stun) EX(9F Startup 110 Damage/150 Stun, Causes Wall Bounce) Boss Version (LK,MK, HK -2 on Block, EX +2 on Block)

 

Rolling Heel of Theia – HCB+K – Semele ignites her right heel with light energy as performs front somersault kick. The number of somersaults and forward travel distance are determined by the kick button pressed. LK (9F Startup 80 Damage/150 Stun, 1 Hit, ¼ Screen), MK(12F Startup 100 Damage/150 Stun, 2 Hits, ½ Screen), HK(15F Startup 120 Damage/150 Stun, 3 hits, ¾ Screen), EX (9F Startup 160 Damage/200 Stun, 4 hits, ¾ Screen, Armor on Frame 3) Boss Version (LK,MK,HK Startup reduced by 2F, EX Armor on Frame 1)

 

Critical Art:

 

Rage of Perses - QCFx2+P: One of the 66 Secret Arts. Semele twists her torso back 180°, pulling back her right arm. The entirety of her right forearm begins to glow, emitting a bright white light. With blinding speed she strikes the base of her foes sternum with a blow said to contain the strength of the entire Greek Pantheon. The impact of the punch creates a massive shock wave upon impact and a large white ki blast that resembles a spear shoots through her opponents chest. 2 Hits 360 Damage (Boss version 2 Hits 500 Damage)

 

Reasons to be in SFV:

 

Semele has had enough of Urien's brazen machinations. She is dissatisfied with Gill's sentimentality preventing him from what needs to be done. She absconds the leadership of the Illuminati. Three quarters of the organization quickly pledges loyalty to her with no resistance. Semele calls together a world tournament of her own. She will draw all of her rivals to one place. Semele will then garner their loyalty or crush them once and for all.

 

Win Quotes:

 

  • Ryu “My honor guard has a place for you. Swear fealty or welcome the afterlife.”
  • Chun Li “I am the true authority hear. Your laws have no jurisdiction over me.”
  • Nash “Your life is fleeting. Ending you will be a mercy.”
  • M.Bison “Darkness is no match for my light. This is your end. Your trick swill not grant you a second chance fiend.”
  • Cammy “Indomitable will and the speed to match. I can help to achieve the order you desire. Join me.”
  • Birdie “A gluttonous fool unworthy of my time. Enjoy your eternal slumber.”
  • Ken “Fighting for family is an honorable endeavor. The Masters' Corporation will be a key cog of my revolution.”
  • Necalli “Devouring souls will not grant you one of your own. The dark path you are on has reached its end.”
  • Vega “Exterior beauty and internal ugliness is a combination I take joy in exterminating.”
  • R.Mika “This 'Master Zangief' is a poor tutor. Sleep. He will meet you shortly.”
  • Rashid “The winds you wield are a mere breeze to me.”
  • Karin “A child playing at war, your narcissism was your demise. Your zaibatsu is now mine.”
  • Zangief “So you are the great 'Master Zangief'? I send you to Elysium to greet your student.”
  • Laura “A family of lighting warriors would be of great use to me. Kneel, swear fealty, and your family will be spared.”
  • Dhalsim “Is this ability of yours genetic or learned? It could have interesting applications.”
  • F.A.N.G. “My mastery over the 66 Secrets Arts makes me immune to your toxins. Smile, you are the second of your order to fall by hand.”
  • Alex “So are the prime candidate for recruitment? The novice abilities you currently possess belies your potential strength. I shall rebuild you from the ground up.”
  • Guile “Go home soldier. Spend the little time you have left with your family.”
  • Ibuki “If your level of discipline is indicative of your clan. I shall make eliminating them a top priority.”
  • Balrog “Money has no place in my new world and neither do you.”
  • Juri “An agent of chaos is unworthy of mercy. Say hello to your parents, you shall see them soon.”
  • Urien “I am not as merciful as your brother. Your sentence is execution and I shall carry out the sentence.”
  • Akuma “I have met many warriors like you in my time. I shall give you the death in single combat that you so desires.”
  • Kolin “Your loyal service to the child of prophesy is to be admired. Come child there is more work yet to do.”
  • Ed “Poor child. You lack direction. I shall give it to you.”
  • Abigail “Such titanic strength wasted on one so stupid. Your dissection may lead to the development of an intelligent warrior of great strength. “
  • Menat “The talent you possess can be useful if honed. I will oversee your reeducation myself.”
  • Zeku “Such rare skill. You are to be admired. I think shall employ this organization of yours.”
  • Sakura “You have developed this talents on your own. Impressive. You will be a great soldier for me with formal training.”
  • Blanka “Hmm...I mistook you for one of Urien's experiments. No matter, you will make a great subject for study.”
  • Falke “Great discipline and an affinity for order? Come child, your home is with me.”
  • Cody “is the Mayor of Metro City always a great combatant? I could make use of your unorthodox tactics and great strength. Come, join me.”
  • G “I am the one and only rule of this world. Gaea was mistaken to have choosen you as her herald.”
  • Sagat “I have no patience for false monarchs. Seems I will have to euthanize this tiger.”
  • Kage “Begone shadow. You cannot exist in the presence of my light.”
  •  

Notes:

 

  • Semele was the only mortal to birth a god in Greek Mythology
  • Cypriots are residents of Cyprus and can be of Greek or Turkish origin
  • Dory is an Ancient Greek spear
  • Xyston is an Ancient Greet javelin
  • Doric Chiton is Ancient Greek robe that is full body in length, sleeveless, and typically folds at the waist
  • Buskins are laced, opened toes boots worn by Greek and Romans
  • Aether is the primordial Greek God of upper air and light
  • Apollo is the Greek God of Light, Healing and is associated with the Sun
  • Asteria is the Titan of Oracles and Falling Stars
  • Coeus is the Titan of Intelligence and the axis of Heaven
  • Eos is the Titan of the dawn
  • Helios is the Titan of the Sun and also the guardian of oaths
  • Hemera is the primordial Greek Goddess of daylight
  • Hephaestus is the Greek God of Fire and the Forge
  • Hera is the Queen of the Heavens
  • Hyperion is the Titan of Light
  • Iapetus is the Titan of Morality
  • Ouranos is the primordial God of the Heavens and father of the Titans
  • Perses is the Titan of Peace and Destruction
  • Selene is the Titan of the Moon
  • Theia is the Titan of Sight and the light of the sky
  • Themis is the Titan of Order and Divine Law

 

Edited by Darc_Requiem
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Okay my final version Gouka....for real this time. 😏

 

 

Name: Gouka (Final)

 

zq4DHNp.jpg

 

Spoiler

Nickname: Hado of The Five Elements (Godai No Hado)

Sex: Female

Ethnicity: Japanese

Height: 5ft 9in(1.75m)

Weight: 157 lbs. (71kg)

B/W/H: 36-24-37 (91cm-61cm-94cm)

 

Hometown: Unknown, Japan

 

Appearance: Gouka has light brown eyes. She has a golden headband tied around her forehead. Gouka has long knee length straight black hair. She wears a brown sleevless gi that is tied at the waist with golden twine rope. Gouka has on brown hakama pants. She wears prayer beads around the wrist of each of her hands. The prayer beads around her left wrist feature the “ten” symbol on one of the beads. The ones on the right wrist feature the “mu” symbol on one of the beads. Gouka has sandals on her feet.

 

Likes: Meditation, Training With Her Father, Forging Her Own Path

Dislikes: Her Uncle, Dishonor, Absolutes

 

Fighting Style: Kinkou Ansatsuken (Balanced Ansatsuken)

 

Tone: Gouka is a calm and focused woman. Her fury was tempered by her father's calming presence. She forges a new path in a quest to surpass him.

 

Origins:

 

Gouka is the daughter of Gouken and granddaughter of Goutetsu. While he trained with Goutetsu and his brother Gouki, Gouken became involved with and fell in love with Goutetsu’s daughter Kouhana. After Goutetsu’s death at the hands of Gouki. Kouhana began to sour on the martial arts. Ansatsuken had brought them all together. Gouken and Gouki were like sons to Goutetsu. Yet the lure of Satsui No Hado proved more valuable than family to Gouki. Gouken’s purely defensive style of Ansatsuken set her mind at ease for a time. She’s even practice would Gouken at times. As tt brought back memories of her father. That all ended one day. Gouki returned to challenge Gouken just as had with her father. While Gouken defeated his brother and showed him the mercy he did not show Goutetsu, Kouhana had enough. When Gouken went off to town to get supplies for the week, she packed up her things and left. Leaving behind long letter explaining why she could no longer endure this life. How she feared she’d come home one day and find Gouki standing over Gouken’s lifeless body. It was a few months later that she discovered she was pregnant. She thought of returning to Gouken. She would not put their child through the dread she feared.

 

Gouka grew up without her father in her life. She would ask about him. A look of sadness would come over Kouhana’s face and she would tell Gouka what a good man her father is. Kouhana would explain that he couldn’t know where they were because it wasn’t safe. That her uncle was a danger to them. Soon Gouka stopped asking about her father. She’d go through her mother’s things while was away. Eventually she found photos of her grandfather, father, and uncle. She also found several manuals describing various martial arts techniques. When her mother would go into to town, Gouka would practice the techniques from manuals she found. Training made her feel closer to her father.

 

Gouka had a natural talent for the martial arts. She managed to hide her secret training sessions from her mother for years. By the time she was 12, she had started training with the kids from the local martial arts school. Gouka would be able to put into practice what she’d be studying. While her mother thought she was playing with friends, she was teaching herself to fight in the style of her father and grandfather. Unbeknownst to Gouka, her mother had figured out what she was doing some time ago. She tried to turn a blind eye to it. Hoping it was a phase that would go away. With each passing year, it became harder and harder for Kouhana to hide from the truth.

 

Gouka had become quite the fighter by her 17th birthday. One day a mugger snatched away one of her mother’s grocery bags. Before Kouhana could intervene, Gouka charged after him. She took him down with ease, returning to her mother with the bag and a huge grin on her face. Kouhana was stunned. She could no longer deny what was right in front her. Gouka was every bit her father’s daughter. She swallowed her pride. Kouhana told Gouka to gather her things. “It is time you met you father.” While Gouka was ecstatic, barely able to contain her excitement, Kouhana was filled with dread. “What will I tell Gouken” she thought to herself. Soon she would be filled with dread for another reason.

 

As the mother and daughter neared Gouken’s dojo, Kouhana caught sight of something at the nearby waterfall. She dropped her bag and fell to her knees. Gouka went to see what was wrong with her mother. Her mother’s eyes were locked on to something in the distance. Gouka turned to see to warriors in combat. Without thinking, Gouka charged off towards the waterfall. As she neared the fighters she heard “Shun Goku Satsu!”, Gouka was blinded by a brief flash. She saw one of the fighters falling into the waterfall below. “MASTER GOUKEN!!” she heard to voices ring out in near unison. Two young fighters one in a white gi and the other in a red gi charged towards the victorious fighter. At that moment, she realized who had fallen into the waters below. She jumped into the water, pulling the bloody, and wounded fighter to the nearby riverbank. Her teary-eyed mother was already there. “Gouken…” she cried out dejectedly. Kouhana placed her hand on the bloody warriors chest. “He’s still alive! Hurry Gouka we must get him out of her before your uncle sees him.” The two women hurriedly fled the area.

 

Gouka and Kouhana would bring her father to their home. They nursed him back to health. Kouhana rarely leaving Gouken’s bed side. Gouka on the other hand did nothing but train. Everything her mother said about her uncle was true. If her uncle came for her father again, she would be ready. Gouken awoke after a few days. His defense against the Shun Goku Satsu was not as effective as he hoped. He was surprised to see his wife and a near grown daughter at his bed side. Gouken's mastery of Mu still needed work. He would perfect his technique with his daughter training beside him.

 

Her Rival: Akuma

 

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

950 stamina 1050 stun

 

Throws:

 

Sangaku Jishin (Mountain Quake) - 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

 

Ishi Nadare (Stone Avalanche) - 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 (Purification) – D+MP (In Air): Gouka hits her foes with an downward chop for the apex of her jump. Attacks halts her forward momentum and travels directly downward.

 

Seichu Nidan Tsuki (Middle Two Stage Thrust) - F+ FP: She strikes her opponent with a two hit elbow strike (Ryu’s SFA3 elbow strike)

 

Tenshi Hakyaku (Angel Blade Kick)- D+ MK (In Air): Gouka executes a steep angle (70°) diving kick from the apex of her forward jump.

 

Shinkai Geri (Deep Sea Kick)– 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.

 

Senpu Kyaku (Whirlwind Leg) – F+ HK (overhead): Gouka hops forward striking with a one hit whirlwind kick. 70 Damage/100 Stun, 22F Startup -6 on block.

 

V-Reversal :

 

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

 

V-Skill:

 

Tenshi Shuretto (Angel Vermillion Rending Blade) – 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 more powerful version of her Harae aerial downward chop . 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:

 

Hado Kakusei (Surge Awakening) – HP+HK: Gouka shows her foe true mastery over Mu No Hado. All of her projectile attacks are in enhanced. Gains access to her ultimate Hado techniques. The Kagutsuchi Go Hado and Sujin Kouu Hado.

  • Shomei Go Hadoken – 10 Damage/10 Stun buff. Total Frames reduced from 46F to 44F. LP Shomei Go Hadoken travels 10% slower. HP Shomei Go Hadoken travels 10% faster. EX Total Frames reduced from 44F to 42F. LP+MP Travels 10% Slower, MP+HP Travels 10% Faster
  • Zanku Go Hadoken - 10 Damage/10 Stun buff. Can now be performed from neutral and back jumps. LP, MP, HP frame data Startup 10F to 8F and Landing recovery 12F to 10F
  • Tsumetai Hadoken – 10 Damage/10 Stun buff. Startup and Total Frames reduced LP (18F to 14F Startup 52F to 48F Total Frames) MP(20F to 16F Startup 58F to 52F Total Frames), HP(22F to 18F Startup 64F to 58F Total Frames) EX(18F to 14F Startup 66F to 60F Total Frames,)

3-bar V-Trigger Permanent

 

V-Trigger 2:

 

Hakai Kakusei (Destruction Awakening)– HP+HK: Gouka unleashes Satsui No Hado without sacrificing her mind. Increasing the potency of all of her physical attacks She also gains access to her ultimate technique. The Raijin Go Shoryu

  • Shakunetsu Goshoken - Damage and Stun out put increased. (20 damage/30 stun). LP Startup reduced 9F to 8F, MP Startup reduced 19F to 17F, HP Startup reduced 25F to 22F. Causes a hard knockdown. EX Startup reduced 16F to 12F. Causes Wall Bounce
  • Jishin Jiraiken – Damage and Stun out put increased. (10 damage/20 stun) HK causes a hard knockdown. EX version causes a ground bounce.
  • Fubuki Gorasen – LK,MK,HK versions now hit crouching opponents and are throw invincible Frame 1. EX Startup reduced 5F to 4F, On Block -30F to -25F
  • Kuchu Gorai Senpukyaku – Can now be performed from a neutral and backward jump. LK,MK,HK Startup Reduced from 8F to 7F. Landing Recovery Reduced from from 14F to 13F. EX Damage increased 140 to 160, Stun increase from 180 to 210. Landing Recovery reduced from 12F to 9F
  • Fujin Go Senpu – Can now be performed from a forward and backward jump.

3-bar V-Trigger Permanent

 

Specials:

 

Shomei Go Hadoken (Lightning Strong Surge Fist) - QCF + P: Gouka pulls back her right arm, focuses a sparking chi in her palm, and hurls a one handed horizontal projectile at her foe. Damage, startup, and recovery are the same for LP,MP, HP versions. 46 Total Frames 50 Damage/90 Stun. Button strength only alters the speed of the projectile. EX 44 Total Frames 80 Damage/120 Stun, hits twice, and knocks down.

 

Shakunetsu Goshoken (Scorching Heat Strong Piercing Fist) - F,D,DF + P: Gouka twists her torso back 180 °, and explodes forward with a left charging palm strike that engulfs her opponent flames. Distance traveled is determined by the strength of the punch button. LP (9F Startup 80 Damage/120 Stun, Point blank, Projectile Invincible Frame 1), MP(19F Startup 100 Damage/140 Stun, ½ Screen, Projectile Invincible after 3F), HP (25F Startup 120 Damage/160 Stun, ¾ Screen, Projectile Invincible after 3F). EX(16F Startup 150 Damage/200 Stun, Projectile Invincible Frame 1, Causes a Hard Knockdown)

 

Zanku Go Hadoken (Slashing Air Great Surge Fist)- QCF + P: (In Air) Gouka twists her torso back 180 ° and twist forward hurling a one handed wind based projectile from a forward jump. The punch button determines the angle of the projectile. LP, MP, HP versions have 10F Startup and 12F Landing Recovery 35 Damage/70 Stun. LP (60° Angle), MP (45° Angle), HP (30° Angle). EX 7F Startup/7F Landing Recovery(LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle, 2 hits, causes a juggle state)

 

Tsumetai Go Hadoken (Freezing Great Surge Fist)-QCB+ P: Gouka pulls back both of her hands to generate an ice cold blast of ki. The punch button determines the speed, startup, and damage of the projectile. LP(18F Startup 52 Total Frames, 60 Damage/110 Stun, Slowest Speed) MP(20F Startup 58 Total Frames, 70 Damage/120 Stun, 2 Hits, Faster Speed), HP(22F Startup 64 Total Frames, 90 Damage/140 Stun, Fastest Speed, Causes Juggle Corner Only) EX(18F Startup 66 Total Frames, 110 Damage/180 Stun, Fastest Speed, Causes Juggle State )

 

Kyoushin Jiraiken  (Massive Earthquake Landmine Fist) - F,D,DF + K: Gouka jumps into air and slams her fist into the ground at high velocity. The impact of the attack creates a shock wave a short distance front and behind her. LK (16F Startup 20F Recovery, 100 Damage/150 Stun) MK(18F Startup 18F Recovery, 115 Damage/160 Stun) HK(25F Startup 12F Recovery, 130 Damage/180 Stun)EX (21F Startup, 20F Recovery, 150 Damage/200 Stun, Overhead)

 

Fubuki Gorasen (Blizzard Great Spiral) - F,D,DF+ K: (Anti Air) Gouka executes a powerful rising whirlwind kick that chills her foe to the bone. The initial kick “locks” her opponent into the attack to keep them from dropping out. No start up invincibility, fast recovery, high damage, doesn’t hit crouching opponents, not crush counterable. LK (3F Startup -25F On Block, 125 Damage/150 Stun, 3hits) MK (4F Startup -26 On Block, 150 Damage/150 Stun, 4hits) HK (5F Startup -27 On Block, 175 Damage/200 Stun, 5hits), EX (Full Startup Invincibility 5F Startup, -30 On Block, 200 Damage/200 Stun, 8hits, Hits Crouching Opponents, Crush Counterable)

 

Kuchu Gorai Senpukyaku (Aerial Booming Thunder Whirlwind Leg) - QCB +K: (In Air) Gouka executes an electric charged horizontally traveling whirlwind kick. LK,MK, and HK versions 8F Startup 14F Landing Recovery 90 Damage/150 Stun. Kick button pressed determines how far opponent is knocked away. All versions cause a limited juggle state. LK (Close) MK (Farther), HK (Farthest) EX (6F Startup 12F Landing Recovery 140 Damage/180 Stun, Causes Juggle State)

 

Critical Art:

 

Fujin Tatsumaki Gorasen (Wind God Tornado Great Spiral)-QCFx2 +K: Gouka strikes her foe with a high roundhouse kick to the head and rises into the air spinning at such a speed that she generates a tornado of ki energy .While she rises, her opponent is struck by a rapid barrage of kicks that ends with a powerful spinning back kick that sends them hurtling away from her. 17 Hits 340 Damage (1x100, 15x8, 1x120)

 

Fujin Go Senpu (Wind God Great Whirlwind)-QCFx2 +K: (In Air) From a neutral jump, Gouka begins to spin at blinding speed rising rapidly as she creates a small vacuum effect. As her foe is pulled towards her, they are struck by a rapid barrage of kicks that ends with a powerful spinning back kick that sends them hurtling away from her. 16 Hits 320 Damage (15x15, 1x95)

 

V-Trigger 1 Only

 

Kagutsuchi Go Hado (Fire God Great Surge) – QCFx2+P: Gouka stomps the ground with her back foot and slowly outstretches her arms summoning forth white hot flames of ki in each of her fists. She pulls back her arms combining the two white flames into a powerful sphere of ki that she unleashes as massive Hadoken. On hit her opponent bursts into white hot flames and is sent hurtling away. 12 Hits 340 Damage/170 Stun (1x110, 10x12, 1x110)

 

Sujin Kouu Hado (Water God Rainfall Surge) – QCFx2+P: (In Air) From a forward jump Gouka channels the power of water into shower of aerial ocean blue colored projectiles. The descent angle of the barrage is determined by the punch button pressed. On the hit of the first projectile her opponent is pulled into the air to absorb the brunt of the remaining bombardment of projectiles before the final blast sends them crashing into the ground. LP (60° Angle), MP (45° Angle), HP (30° Angle). 10 Hits 320 Damage/160 Stun (1x100, 8x15, 1x100)

 

V-Trigger 2 Only

 

Rajin Go Shoryu (Thunder God Great Rising Dragon) -QCBx2 + P : Gouka stomps the ground with her back foot and charges her fist with great electric energy. She then hits her opponent with right handed uppercut to the abdomen that creates a shock wave upon impact while electrifying them. Gouka follows up with an two hit electric changed left handed shoryuken that strikes he foe in the sternum before finding it's mark on their chin. As Gouka and her foe fly into the air, she sails past them and slams her fist into their head from above, driving her fist and their head into the ground at high velocity. As they make impact with the ground a large bolt of lighting strikes her fist electrifying her opponent one last time. If this Critical Art finishes the opponent, they are planted into the ground, head first. 4 Hits 400 Damage (1x100, 2x50, 1x200)

 

Reasons to be in SFV:

 

Gouka has trained with her father since he survived his apparent death at Gouki’s hand. His lesson would refine her rough self taught Ansatsuken into a powerful style of her own. To her father’s chagrin, she would not seal off the Satsui No Hado. Gouka has chosen a path of balance, she would wield a style that combined her father’s Mu No Hado techniques with her grandfather’s traditional Satsui No Hado techniques. Her balanced Kinkou Anstatsuken would bring her uncle to his end.

 

Ending:

 

Gouka tracks down her uncle Gouki (Akuma). They face off at the very same waterfall she pulled her father from years ago. Gouken and Kouhana see the pair clashing from a distance. They rush toward the two fighters. Gouken leaving Kouhana behind as he shows surprising speed for a man of his size. Just before he can get to his daughter and brother, Gouken hears “Rajin Go Shoryu!!” and one of the figures goes sailing into the air before falling towards the waters below. A battered and bruised Gouka stands victorious. As the ending comes to a close, a brief time skip is shown. Gouka is standing alone on a large rock formation at Apo Island (Phillipines). She shouts “Shinsai Sokaigen” (Earthquake Disaster Twin Crushing Raise) as she slams her fist into the ground, shattering the rock formation into dust. Her task maybe complete but she still seeks to improve.

 

Win Quotes:

 

Ryu “You remind me of my father, it has been an honor to fight with you.”

Chun Li “Your array of kicks are like nothing I have ever seen. Could we spar again sometime?”

Nash “Letting your rage consume you leads to ruin. I sense there is still a honorable man inside of you”

M.Bison “Foregoing all light and embracing only darkness is a foolish path. True power lies within balance”

Cammy “I see why you favor cats. You have their quick reflexes”

Birdie “Despite the clear erosion of your skills, you still posses great power. You would be dangerous with focus”

Ken “An interesting twist on my father's teachings. Your aggressive style is the antithesis of Ryu's”

Necalli “So this is the fate of those consumed by Satsui No Hado. No wonder father wishes I sealed that power away”

Vega “How can such a beautiful man be such an ugly person.”

R.Mika “How can you be so energetic? What? No my feud with my uncle is not an angle. What is kayfabe?”

Rashid “Your mastery of wind is commendable, you should try your hand at the other elements.”

Karin “I see that your arrogance is well earned. You are quite the fighter. When you heal from your injuries, challenge me again.”

Zangief “I am not sure what this 'muscle spirit' of yours is. However, if it will let me hit as hard as you do, I'm willing to learn”

Laura “Honoring your family art by spreading it around the world. Commendable. I will train at your school. Learning new techniques will make me stronger”

Dhalsim “I am honored by your wisdom and impressed by your technique. ”

F.A.N.G. “Poison? Such underhanded and callous techniques do not belong in this world.”

Alex “Are all Gaikokújin like you? No...I will not be distracted from my mission .”

Guile “You have a daughter? Spend time with her, it means more to her than you can possibly know”

Ibuki “Boys? No I do not know any cool boys. Are you really a kunoichi? You are nothing like what I have been told”

Balrog “A brute with great strength and no technique cannot hope to land a blow against me.”

Juri “Relying on that eye is a crutch. With effort, you would actually be more dangerous without it ”

Urien “You are powerful, strong, highly technical, and truly insane”

Akuma “The pain you have wrought on our family is unforgivable. An enternity in hell is too good for you”

Kolin “It will take more than on element to fell me. The power of Kagutsuchi will melt your ice”

Ed “You do not seem like a bad person. Why do you dress like a villain?”

Abigail “Fighting you is like battling a mountain. Even with your lack of skill, you proved to be somewhat of a challenge “

Menat “Seeing the future means nothing if you cannot anticipate where your foes will strike”

Zeku “Two different forms, Two different styles. I have never seen anything like this. Are you the strapping young man or the wizened old master”

Sakura “You remind me of myself before I met my father. If Ryu will not train you. I will. You have promise.”

Blanka “Unlike that fool with the mask and claw, you have a beautiful soul. It has been a honor to meet you Jimmy”

Falke “For someone that does not like to fight, you train so hard. I hope you defeat what ever pursues you so that you can find peace.”

Cody “I do not know what to make of you. Despite you seemingly apathetic attitude, you have a clear passion for fighting.”

G “Your mastery of earth is impressive, your motives seem pure, but there is something off about you....”

Sagat “Great Emperor of Muay Thai, the rage that fuels you is an anchor not a strength.”

Kage “Oh Satsui No Hado, when will you learn that it is I that have mastery over you. I will die before I fall under your influence”


Notes:

  • Kouhana means “little flower”, Gouka means “powerful flower”
  • Kouhana knows the basics of Gouken's ansatsuken style but none of the advanced techniques
  • Kouhana is only 5'4” (1.63m) tall. Gouka has been taller than her mother since she was 11 years old.
  • Gouka is self taught until she was 17. Teaching herself the unrefined Satsui No Hado based versions of the Hadoken, Shoryuken, and Tatsumaki Zankukyaku from Gotetsu's old manuals.
  • All of Gouka's special attacks have an elemental property (Earth, Fire, Wind, Water, Ice, Lightning etc.)
  • She is 17 years old when Ryu defeats Sagat. Making her six years his junior and three years older than Sakura.
  • She is born the year before Gouken takes in Ryu
  • During the events of SFA through SFIV, she trains with Gouken.
  • Until now, she has only heard of Ryu and Ken. She has never met them.

 

 

 

 

 

Edited by Darc_Requiem
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Nice stuff. I've thought about using SCVI's character creator to  rough out a few extra Street Fighter characters I have rolling around the ole' noggin, but all of them wear pretty modern styles of clothing and one with particular character, I'd have to use a cheat engine to hack actual shoes to go over a piece of equipment that otherwise forbids it.

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  • 2 weeks later...

I got bored an made a random dude from Ibuki's 3S ending into a character. I need help guys.

 

ibuki6.gif

 

Name: Setsu (Stealth)

Spoiler

Nickname: Daigaku Shinobi (University Ninja)

Sex: Male

Ethnicity: Japanese

Height: 5ft 9in (1.75m)

Weight: 176lbs (80kg)

B/W/H: 44-33-34 (111cm-84cm-87cm)

 

Hometown: Naha, Japan

 

Appearance: Setsu has medium length dark brown hair that is parted in the middle and comes down to his chin. His eyes are brown. Setsu has a yellow bandana tied around his neck. He wears a back mesh shirt on his torso. Setsu has leather dark brown fingerless gloves on each have. There is four point shuriken logo on the back of each glove. He has a thick dark brown band around his waist. Setsu has baggy beige ninja dogi pants on his legs. The pants come just past his knees. His shins are wrapped in dark brown cloth. Setsu has dark brown jika-tabi (split toe Ninja shoes) on his feet. His jika-tabi are ankle length but the top half of them are covered by his cloth shin wraps.

 

Likes: Ninja Training, Challenging Missions, Rafute (Okinawan Pork Rib Dish)

Dislikes: Dereliction of Duty, Lollygagging

 

Fighting Style: Muhi Ninjutsu (Peerless Ninjutsu)

 

Tone: Setsu is a serious young man whose chief focus is on his ninjitsu training

 

Origins: Setsu is originally from Naha city in Okinawa. When he was twelves years old, his parents were killed. Itsuo, a rogue member of the Glade of Ninja's, was attempting to evade capture and caused their car to crash into a tree. Itsuo was also killed in the accident. Hyousuke, the ninja pursuing the rogue, took Setsu in. If the rogue hadn't escaped him, Setsu's parents would still be alive.

 

Setsu bore no grudge toward Hyousuke. He appreciated that a stranger would take him in and treat like family. To honor Hyousuke, Setsu became a very diligent student of Ninjitsu. He was already twelve and had a lot of ground to cover to catch up with the other boys his age. Setsu lived, ate, and breathed to ninjutsu. Hyousuke would have to force him to take breaks. He'd often discover that Setsu was training on his breaks. Setsu quickly ascended to the top of his class. “Muhi Shinobi” is what those that envied him call him. They meant it as an insult, but Setsu wore the moniker with pride.

 

Hyousuke, determined to broaden Setsu's horizons, sent him off to Sarusuberi University. He had hoped that exposure to people his own age from outside the clan, would help him learn to relax and gain some hobbies. Upon reaching Sarusuberi University, the first thing Setsu did was form his own ninjutsu club. Hyousuke could only shake his head and chuckle.

 

His Rival: Zeku

 

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

950 stamina 950 stun

 

Throws:

 

Kage Tosu (Shadow Toss) – LP+LK: Setsu executes a right hand chop to the abdomen, passes through his opponent, immediately grabs them by the neck with his right hand, inner right thigh with his left hand, picks them up overhead, and slams them on their head. 150 Damage/150 Stun

 

Shinkiro Oda (Mirage Strike) – B+LP+LK: Setsu executes a right hand chop to the abdomen, passes through his opponent, and immediately strikes them with a left back fist that lands between their shoulder blades. 140 Damage/200 Stun

 

Unique Attacks:

 

Zaimoku Bunkatsu (Lumber Splitter) – F+MP: (Overhead) Setsu hops forward, flip once, and strikes his adversary with an left overhead chop. 27F Startup 80 Damage/120 Stun, +3 on Hit, -2 on Block

 

Baizou Suirasu (Double Slice) – B+HP: Setsu pulls back both of his arms and strikes with a simultaneous horizontal double chop. 12F Startup 90 Damage/150 Stun, +3 on Hit, +2 on Block

 

Kenshi Soukon (Swordsman Scar) - F+MK: (Overhead) Setsu spins 360° as hits his opponent with an overhead left axe kick. 22F Startup, 60 Damage/100 Stun, +2 on Hit, -6 on Block

 

Kuuchu Saku (Air Cleave) – B+HK: Setsu hits his opponent with a jumping high kick. Anti Air, 7F Startup, 90 Damage/120 Stun

 

V-Reversal:

 

Hibakufu (Fire Blast) – F+PPP : Setsu grabs his opponent's right wrist with his left hand, pulls them towards him, and blows them away with a small firey explosion of ki.

 

V-Skill:

 

Subayai Zenshin (Swift Advance) – MP+MK: Setsu quickly advances towards his opponent with one of three movement options. Each option can be canceled into a normal attack.

  • Bakushin (Rush) MP+MK: Setsu glides quickly towards his opponent with a dash. Dash passes through opponent at point blank range. Has no invincibility.
  • Suberu (Slide) – D+MP+MK: Setsu assumes a low stance and glides towards his opponent. Becomes projectile invulnerable frame 3.
  • Chikuden (Flight) – F+MP+MK: Setsu dashes upward at a 45° angle. Dash passes through opponent at point blank range. Has no invincibility.

 

V-Trigger 1:

 

Suterusu Idoudo (Stealth Mobility) – HP+HK: Setsu's mobility is increase substantially. Granting him faster, walk speed, faster dashes, jumps, buffs to his V-Skill, and two new movement options.

  • Forward Walk Speed is increased from 5.2 to 5.5
  • Backward Walk Speed is increased from 3.9 to 4.5
  • Forward Dash Frames Reduced from 16F to 15F
  • Backward Dash Frames Reduced from 22F to 21F
  • Total Jump Frames Reduced from 40F to 38F
  • Bakushin gains Throw Invincibility Frame 1 and Projectile Invincibility Frame 3. Costs 500F of V-Gauge
  • Suberu can now pass through opponent's at point black range. Costs 500F of V-Gauge
  • Chikuden Total Frames Reduced From 55F to 51F. Costs 250F of V-Gauge
  • Gains new V-Skill movement option Touhi (Evasion) performed inputting B+MP+MK, half distance back dash that is Projectile Invincible Frame 1 and Strike Invincible Frame 3. Costs 750F of V-Gauge
  • Gains new movement option, Kazeninoru (Wind Rider) by inputting Down before entering the jump command. This is a high jump. Total Frames are 45F

Total V-Trigger Duration is 3000F

3-Bar V-Trigger

 

V-Trigger 2:

 

Inkaten (Flash Point) – HP+HK: Upon activation, Setsu pulls his right arm overhead and chops the ground violently creating waste high flame of ki that travels along the ground and carries his for towards the corner. Attack will OTG if opponent does not quick rise. 14F Startup 160 Damage/300 Stun. Opponent is placed into a juggle state on hit. V-Trigger Duration 2000F V-Trigger Duration. Setsu can activate two additional Inkatens after the initial activation. Each activation, post initial activation, costs 1000F.

2 Bar V-Trigger

 

Specials:

 

Kubi Ori (Neck Breaker) – QCF+P, Setsu slides towards his opponent in a crouching position. Upon contact, he flips behind his foe and twists their head causing them to spin briefly in the air before falling back to earth. Punch button determines the distance traveled. Gains projectile invincibility on frame 3. All versions do 140 Damage/200 Stun. LP (¼ Screen), MP (½ Screen), HP (¾ Screen), EX (¾ Screen, 180 Damage/250 Stun, Frame 1 Projectile Invincibility)

 

Hishou Kada (Soaring Fire Strike) – QCF+P: (Aerial Command Grab) From a forward jump, Setsu grabs his opponent's right wrist with his left hand, pulls them towards him, places his right palm to their chest, and releases an explosion of ki energy that sets his opponent ablaze. All versions have 4F Startup. Punch button determines grab range. LP (130 Damage/200 Stun, Most Range), MP(145 Damage/200 Stun, Less Range) HP (160 Damage/200 Stun, Least Range) EX (3F Start Up, 160 Damage/200 Stun, Most Range, Causes Juggle State)

 

Ryoubanoken (Double Edged Sword) – QCB+P: Setsu glides towards his foe striking them with a slicing left chop to the abdomen followed by a spinning back chop to the throat. Punch button determines the distance traveled. HP and EX versions “slices through” his opponent during spinning back chop causing a side switch. LP (¼ Screen, 120 Damage/150 Stun), MP (½ Screen, 135 Damage/150 Stun), HP (¾ Screen, 150 Damage/150 Stun), EX (¾ Screen, 165 Damage/200 Stun, Causes Juggle State at Point Black Range Only )

 

Uzushio (Whirling Tides) – QCB+K: Setsu hits his opponent with two quick spinning back kicks in succession. This can be followed up with one of two enders. Setsu's version of Ibuki's Tsumuji (Spin Kicks)

  • K - Setsu strikes with a spinning back kick that is identical to the first two strikes, Attack leaves his foe standing.
  • D+K – Setsu strikes with a spinning back sweep that knocks down the opponent.

LK( Standing Ender, 120 Damage/150 Stun, Sweep Ender 100 Damage/120 Stun), MK( Standing Ender, 135 Damage/150 Stun, Sweep Ender 120 Damage/120 Stun), HK( Standing Ender, 150 Damage/180 Stun, Sweep Ender 135 Damage/150 Stun), EX( Gains Armor Frame 3, Standing Ender, 150 Damage/150 Stun, Sweep Ender 135 Damage/150 Stun)

 

Hien (Flying Swallow) – F,D,DF+K : Setsu jumps forward, flips once, and lands both of his feet on the opponent's face. He then rapidly stumps on their face before backflipping away from them. Attack leaves the opponent standing. Kick button determines travel distance. Must be blocked high. All versions do 120 Damage/150 Stun. LK (30F Startup, ¼ Screen), MP (33F Startup, ½ Screen), HP (36F Startup, ¾ Screen), EX (32F Startup, Hold Back ¼ Screen, Neutral ½ Screen, Hold Forward ¾ Screen, 150 Damage/200 Stun, Causes Hard Knock Down)

 

Critical Art:

 

Rekka Bakuhatsu  (Raging Fire Explosion) – QCFx2+P: Setsu strikes his opponent in the stomach with a powerful right punch that creates a large fiery sphere of ki that engulfs them both but sets only his foe ablaze. He then hits his foe with spinning back fist to the sternum that creates a shock wave upon impact before igniting his foe in flame and blowing them away. 10 Hits 340 Damage (1x100, 4x10, 1x120, 4x20)

 

Reasons to be in SFV:

 

Setsu has been a “big fish” in small pond for sometime now. He wishes to find out how strong he truly is. He has heard rumors that the 38th Grandmaster of Bushinryu is in the tournament. A fight with him would show how strong he has become and how far he needs to go.

 

Ending:

 

Unable to defeat Zeku, Setsu returns to Sarusuberi University to ponder the offer to join Zeku's “Striders”. When he returns, he has found that the membership of his ninja club has skyrocketed. Almost all of the new members are girls, Setsu assumes they all joined up to learn self defense. An honorable endeavor, but he is completely oblivious to their true motives. One member in particular always remains close by him, she 's already a skilled ninja in her own right. Setsu is delighted to find an advanced training partner. Ibuki is mortified that club with the “hot guy” turned out to be a ninjutsu club. “Not Again!!” she yells as a confused Setsu looks on.

 

Stage:

 

Setsu fights in front of Shuri Castle

107311_800x.jpg

 

Notes:

I literally got bored and decided to turn the random Ninja from Ibuki's Third Strike ending into a character. Lord help me.

 

Edited by Darc_Requiem
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8 hours ago, Darc_Requiem said:

I got bored an made a random dude from Ibuki's 3S ending into a character. I need help guys.

I can confirm that you indeed have an illness.

 

1) If he's a 'University Ninja', he needs to be school themed.  Needs more school-based special moves, like he's in Rival Schools or something.

2) His stage should be his school

 

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1 hour ago, misterBee said:

I can confirm that you indeed have an illness.

 

1) If he's a 'University Ninja', he needs to be school themed.  Needs more school-based special moves, like he's in Rival Schools or something.

2) His stage should be his school

 

He's basically Ibuki's polar opposite. She wants to escape being a ninja as much as possible. He avoids anything that won't improve his ninjutsu. She obsessed with meeting boys. He won't give a girl the time of day unless she's kunoichi that will help him train. His guardian literally sent him to college to be less of a Ninja and the first thing he did was form a Ninja club.

 

I didn't include his ending. It wasn't very extensive. It was basically his ninja club membership skyrocketing with a legion of girls trying to get his attention and him being completely oblivious. Basically continuing theme of him being Ibuki's opposite. She wants a boyfriend and can't find one. He's not looking for a girlfriend and girls are bending over backwards to hook up with him. Wait....that came out wrong 🤣

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Actually managed to get this character to look close to how I imagined in Soul Calibur VI character creation.

wsXGEHJ.jpg

Name: Xia Shu

Spoiler

Nickname: Fiery Flower of Justice

Sex: Female

Ethnicity: Taiwanese

Height: 5ft 7in (1.70m)

Weight: 139lbs (63kg)

B/W/H: 35-22-35 (89cm-56cm-89cm)

 

Hometown: Taichung, Taiwan (Republic of China)

 

Appearance: Xia Shu has short slicked black hair. Her eyes are a very light shade of brown. Xia Shu wears no makeup or jewelry. She wears a traditional tai chi uniform that covers her whole body with the exception of her head, hands, and feet. The uniform top is red with seven blue buttons running down the center fastening it together. Her collar is white as is the trim that runs from the bottom button and around her waist. The cuffs around her wrists are blue. Xia Shu's pants are red with the exception of the ankle area which is blue. Her socks are white and her traditional slip on tai chi slippers are blue. Despite her conservative clothing, her well built physique and figure are obvious.

 

Likes: Justice, Solving Mysteries, Reading

Dislikes: Girly Things, Being Coddled

 

Fighting Style: Tai Ji Quan

 

Tone: Xia Shu is confident and tomboyish. Despite her fiery ki, she has a cool demeanor

 

Origins: Zhou Xia Shu is the youngest child of Zhou Jian. Jian was the partner of Dorai (Chun Li's father). On their first day as partners, Dorai saved his life. He named his son, Xia Shu's older brother, after Dorai as a sign of respect. Despite sharing his name Tong Mao (Dorai pronounced in Traditional Chinese), didn't have a desire for law enforcement. That passion was passed onto his sister.

 

As a young girl, Xia Shu was near obsessed with becoming a police detective like her father. Jian was very hesistant to let his daughter follow in his footsteps. Dorai's disappearance haunted him. He feared what would happen to Xia Shu if she crossed a powerful organization like Shadaloo. Jian tried to use martial arts as a distraction. Xia Shu was very good. Better than her father by the time she was 12, although he'd never admit it. While martial arts training actually helped her build a tight bond with her brother, it did not distract her from her dream. Hoping she'd find another interest, Jian sent Xia Shu to a college in Japan, Sarusuberi University was in a low crime area and away from the city. It seemed perfect to Jian.

 

Xia Shu is in her fourth year at Sarusuberi University. Her passion for justice still remained. Jian's attempt to divert her down another path was unsuccessful. She formed her own “Detective Club”. While it was not a the most popular club, her unofficial “police force” became more adept at solving crimes than local law enforcement. One of her most talented members, Setsu, had his own martial arts club. Training with him allowed her improve her skills instead of just keeping them sharp. Although she's notice an unusual uptick in his clubs membership....

 

Her Rival: Chun Li

 

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

950 stamina 950 stun

 

Throws:

 

Kageki Shu (Fire Striking Kick) – LP+LK: Xia Shu grabs her foe and uses her right leg to springboard into the air off her adversary's left thigh, as she rises into the air kicks her foes in the head with a left high kick and once she is above their head stomp them head first into the ground with her right leg. She springs backward upon impact to keep her foe in front of her. 130 Damage/150 Stun

 

Nisokyaku (Twin Talon Leg) – B+LP+LK: Xia Shu grabs her opponent, falls backward into a two arm handstand while placing both her feet into their chest, kicks them up into the air, jumps above them, and sends them crashing to the ground with a double stomp to the lower back. She springs forward upon impact of the stomp leaving her behind her opponent. 150 Damage/200 Stun

 

Sanbai Kushu (Three Fold Air Raid) – LP+LK: (In Air) Xia Shu grabs her in air, springboards above, them and triple stomps her adversary's head into the ground. The final stomp lands just has her opponent's head hits the ground. 120 Damage/200 Stun

 

Unique Attacks:

 

Funkasho (Eruption Palm) – B+HP: Xia Shu strikes upward at a 70° Angle with right palm strike. 8F Startup, 80 Damage/120 Stun, Anti Air, Causes Juggple, -7 on Block

 

Futtensho(Boiling Point Palm) - F+HP: Xia Shu hops forward and strikes her foe into the face with a right open palm strike. Attack goes over low attacks. Does not hit overhead. 8F Startup, 80 Damage/150 Stun, +1 on Hit, -2 on Block

 

Shosokutenkyaku (Soaring Cartwheel Leg) – F+MP : (Overhead) Xia Shu cartwheels forward, springs into the air, and strikes her foe with a wheel kick. 28F Startup 70 Damage/100 Stun +3 on Hit, -2 on Block, Airborne 18F to 29F

 

V-Reversal:

 

Kaitennikyaku (Rotating Twin Leg) – F+KKK: Xia Shu performs single arm handstand into an inverted rotating split kick. V-Reversal hits twice and knocks down the opponent.

 

V-Skill:

 

Kikofunka (Spirit Cultivation Eruption) – MP+MK: Xia Shu pulls back her arms over her head and strikes with double palm strike. The strike creates a fiery point blank ki blast. The attack can be charged.

  • Uncharged – 16F Startup, 2 hits, 70 Damage/100 Stun, +1 on Hit, - 6 on Block, nullifies non EX projectiles, Leaves foes standing
  • Charged – 25F Startup 4 hits 120 Damage/200 Stun, +3 on Hit, -2 on Block, reflects non EX projectiles, nullifies EX projectiles.
  •  

V-Trigger 1:

 

Enten No Ken(Fist of Blazing Heat) – HP+HK: Xia Shu's hands glow orange and a persistent aura of flaming ki spirals up from her wrist, around her hands, and extends far beyond her fingers. Damage and range is increased for all of her punch normals and specials. Grey life damage output increased by 50%.

  • Punch normal damage increased . LP (5 Damage/5 Stun), MP (10 Damage/10 Stun), HP (15 Damage/15 Stun)
  • Punch normal range hit boxes extended. One square of the training stage.
  • LP, MP, HP Kikoka – 70 Damage/120 Stun, EX 100 Damage/150 Stun
  • LP Hyakuretsuken 140 Damage/150 Stun +3 on Hit, -4 on Block
  • MP Hyakuretsuken 160 Damage/200 Stun +4 on Hit, -5 on Block
  • HP Hyakuretsuken 180 Damage/210 Stun, Knock Downs, Corner Juggles, -6 on Block
  • EX Hyakuretsuken 180 Damage/250 Stun, Launches, -5 on Block
  • 1600F Duration, LP/MP/HP Hyakuretsuken 400F cost, EX Hyakuretsuken 800F cost.

2-Bar V-Trigger

 

V-Trigger 2:

 

Yogan-Shitsu (Magma Chamber) – HP+HK: Xia Shu focuses her ki mastery enhancing the abilities of the Kikofunka and Kikoka.

  • Uncharged – 14F Startup, 3 hits, 90 Damage/120 Stun, +3 on Hit, - 4 on Block, nullifies EX projectiles, reflects standard projectiles. Leaves foes standing
  • Charged – 22F Startup 5 hits 150 Damage/200 Stun, +5 on Hit, +1 on Block, reflects standard and EX projectiles, nullifies V-Trigger and Critical Art projectiles.
  • LP Kikoka -12F Startup, 45 Total Frames
  • MP Kikoka – 14F Startup, 44 Total Frames
  • HP Kikoka – 16F Startup, 42 Total Frames
  • EX Kikoka – 12F Startup, 38 Total Frames, LP+MP Slow, LP+HP Slower, MP+HP Slowest, LP+MP+HP Fast

3-Bar V-Trigger

 

Specials:

 

Kikoka (Spirit Cultivation Flame) – QCF+P: Xia Shu twist back her torso °180, thrusts her left arm forward with an open palm, and generates a fiery slow moving projectile. Punch button determines travel speed. All Versions 60 Damage/100 Stun. LP (13F Startup, 46 Total Frames, Slow), MP (15F Startup, 45 Total Frames, Slower) HP (17F Startup, 43 Total Frames, Slowest) EX (13F Startup, 39 Total Frames, Fast, 90 Damage/120 Stun)

 

Hyakuretsuken (Hundred Rending Fist) – QCB+P: Xia Shu glides forward striking her opponent with a heavy right palm strike which stuns them. She then hits them with a blinding barrage of left palm strikes barely visible to the eye. All versions leave the opponent standing. LP(12F Startup, 12 Hits, 120 Damage/150 Stun, +2 on Hit, -5 on Block) MP(14F Startup, 14 Hits, 140 Damage/150 Stun, +3 on Hit, -6 on Block), HP(16F Startup, 16 Hits, 160 Damage/200 Stun, Knocks Down, -7 on Block) EX(12F Startup, 16 Hits, 160 Damage/250 Stun, Knocks Down, -2 on Block)

 

Hakazanshu (Supreme Volcano Kick) – QCB+K: Xia Shu hits her adversary with acrobatic kick combination. She strikes with a front flip kick combination that ends in a front somersault into full split kick. Kick pressed changes attack properties. Light version is a single front flip into front flip split kick. Medium is a two front flip kicks into a front split kick combo. Heavy is a triple front flip kick into flaming front split kick combo. EX travels in a half circle arc and the final kick sets her opponent ablaze. LK (5F Startup, 2 Hits, 70 Damage/120 Stun), MK(10F Startup, 3 Hits, 110 Damage/150 Stun), HK (15F Startup, 4 Hits, 150 Damage/200 Stun), EX(8F Startup, 5 Hits, 160 Damage/200 Stun)

 

Enkaikyaku (Smoking Ash Leg) – QCB+K: (In Air) Xia Shu performs a front left full split kick from a forward jump. Her left leg glows orange from knee down and emits smoke during the attack. LK (10F Startup, 80 Damage/120 Stun), MK (12F Startup, 100 Damage/120 Stun), HK (14F Startup, 130 Damage/150 Stun) EX (14F Startup, 150 Damage/200 Stun)

 

Funkazankyaku (Erupting Volcano Legs) – F,D,DF+K (Anti Air) Xia Shu rises into the air with a rapidly spinning vertical kick. Both of her legs glow orange from the knee down and emit smoke from her feet. All versions have 7F Startup. All versions do 5 Hits 150 Damage/150 Stun. The Kick button pressed determines the angle of ascent. LK (75° Ascent Angle, Invincible to Airborne Attacks) MK (65° Ascent Angle, Invincible to Airborne Attacks) HK (55° Ascent Angle, Invincible to Airborne Attacks) EX (6F Startup, 6 Hits, 55° Ascent Angle, Full Invincibility 180 Damage/200 Stun)

 

Critical Art:

 

Kikorekka (Spirit Cultivation Raging Fire) – QCFx2+P: Xia Shu pulls back her arms over her head and strikes with double palm strike. Upon impact the strike creates a massive orb of flaming ki that envelopes Xia Shu and her adversary. The orb starts to constrict, implodes, and then explodes sending her smoke engulfed opponent flying away from her. 22 Hits 340 Damage (1x70, 20x10, 1x70)

 

Reasons to be in SFV:

 

Xia Shu's entry into the world martial arts tournament is pure accident. Several members of Setsu's club became concerned over his disappearance. They hired Xia Shu to find him. Xia Shu was happy for the challenge. He's hard to find when on campus when he doesn't want to be found. All the clues lead Xia Shu to the world martial arts tournament. Security balked at letting her in without a formal invite. Xia Shu made quick work of some pink gi wearing loud mouth, and used his invitation to enter the tournament.

 

Notes:

  • Xia Shu means Summer Beauty
  • Xia Shu speaks Mandarin, Cantonese, Fuzhounese, Japanese, and English
  • She and her brother had a contentious relationship until their mother died, they've been close ever since.
  • After her mother, Bao, passed away. Her father became over protective.
  • Her brother, Tong Mao, runs a Tai Chi Quan school in Changhua City.
  • When she was in high school, she was nearly mugged while wearing a dress and high heels. The robber almost escaped due to her cumbersome attire and she swore off wearing such things again.

 

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I've been finding this with some time. Making several changes. I think I've finally settled on an origin and motivation.

 

Vaite

 

Jw2NpYI.jpg

 

Spoiler

Name: Vaite (means Soul or Spirit)

Nickname: Dark Golden Mystery

Sex: Female

Ethnicity: Australian (Melanesian?)

Height: 5ft 10in (1.78m)

Weight: 155lbs (70kg)

B/W/H: 34-26-36 (86cm-66cm-91cm)

 

Hometown: Cairns City, Queensland, Australia

 

Appearance: Vaite is a tall athletic young woman with smooth dark brown skin, She has long curly/coarse blonde hair. Vaite's hair is pulled backward and upward into a large afro puff, Sapphire Blue Eyes. She wears a red, gold, and white short sleeve button up blouse. The sleeves, upper chest, and shoulders are white. Her collar is red with gold trim. Gold trim also encircles her upper chest and waist line. In between the gold trim, her blouse is red, and fastened together by nine circular gold buttons. Vaite has on red shorts that come down to the middle of her thighs. Each leg opening is encircled by gold trim. She has knee high white boots on her feet gold laces and soles. On her arms, she sports fingerless forearm length white gloves. Gold trim encircles the forearm end of each glove

 

Likes: Netball, Helping Others, Generosity, Nature

Dislikes: Resorting to Violence, Notoriety

 

Fighting Style: Secret Society CQC/Shadoloo Assassination Techniques

 

Tone: Vaite is a benevolent woman and reluctant fighter.

 

Origins: Vaite's true origins are unknown. She washed up on the shores of Cape York near Bamaga, Australia a decade ago. Vaite was found by two foreign nationals. A middle aged couple living under false Australian identities. The couples appearance, the man, Andreas, was a blonde hair blue eyed Caucasian and the woman, Yasmin, was of African descent with dark brown skin, allowed Vaite to pass as their natural born daughter. The couple couldn't have children of their own, in a cruel twist of fate both of them were infertile, and adoption could potentially expose their true identities. Vaite was a godsend.

 

Andreas and Yasmin knew there was something odd about Vaite. Vaite couldn't remember anything. She wasn't even sure if “Vaite” was her name. Her only memory is vague recollection on an elderly Melanesian couple pointing at her and yelling “Vaite!” She knew several languages. Despite being, from what they could tell, ten years old she was the same size as Yasmin. She was skilled in a martial art neither of them had seen in their extensive travels and capable of beating both of them in single combat. Although Andreas insisted that he was “letting” her win. Vaite smart. She picked up German and Somali from her parents without direct instruction.

 

Yasmin and Andreas began to wonder if she was one of their former employers projects. They both had seen such projects before and it was explain her exceptionalism. However, Vaite aged normally, she didn't rapidly grow into adulthood. Her power, while strong, was not the dark energy that was often wielded by their prior organizations assassins. If she had been sent to kill them, they'd already be did. In fact, Vaite avoided using her strength if possible. Only baring it to aid in the defense of others.

 

Over the next decade, Vaite grew into a vibrant young woman. She graduated college at only 14 years of age. Her achievements began to garner wider attention. She could see that her growing prominence caused her parents concern. They had never told her of their former line of work but she'd figured that out shortly after being taken in by them. Vaite would forego any athletic or intellectual pursuits that draw too much attention. She thought that would keep them safe. However a hit squad of a half dozen elite operatives struck her family in the middle of the night. She easily took them down. Her parents though operatives were there for them. The data they recovered from the assailants proved other wise. All of their intel was on Vaite. They had come for her.

 

Her Rival: Urien

 

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

975 stamina 1050 stun

 

Throws:

 

Azure Crush - LP+LK: Vaite strikes with a right uppercut to her opponents abdomen with great force lifting them off the ground, she then jumps into the air, and send them crashing other ground with aerial left overhead punch. 150 Damage/150 Stun

 

Golden Smash - B+LP+LK: Vaite strikes with a right uppercut to her opponents abdomen with such force that they remain doubled over her right as she lefts them overhead and slams them behind her. 160 Damage/200 Stun

 

Golden Sun - LP+LK: (In Air): Vaite strikes with a left uppercut to her opponents abdomen from a forward jump that lifts them over her head, she the palms her opponents face with her right hand, and drives them into ground back of the head first. 150 Damage/200 Stun

 

Unique Attacks:

 

Concussive Enlightenment – DF+HP: (Overhead) Vaite hops forward into the air while pulling her left arm back. As she lands she slams her left elbow on top of her foes head. 23F Startup 70 Damage/100 Stun, +1 on Hit, -6 on Block

 

Solar Ray – B+MP: Vaite hits her adversary with a upward striking straight left punch to the face. +2 on Hit, -2 on Block. 60 Damage/100 Stun

 

Lunar Ray – B+LK: Vaite strikes her foe with a spinning back low kick to the knee. Leaves opponent standing. +3 on Hit, +1 on Block. 40 Damage/70 Stun

 

Sunshine Swing – B+MP, MP, HP, B+HP: Vaite strikes with a left strait punch to the face, right overhead punch to the abdomen, left hooking punch to the face, and right spinning backfist to the head. Leaves foe standing. +1 on Hit, -4 on Block. 100 Damage/200 Stun.

 

Moonlight Waltz – B+LK, LK, MK, HK: Vaite strikes with left spinning back low kick to knee, right back high kick to the head, left roundhouse kick to the head, and knocks them down with a jumping 360° right kick to the face. -6 on Block. 120 Damage/150 Stun

 

V-Reversal:

 

Aura Clash – F+PPP: Vaite pulls both of her arms back, creating a golden aura with her right hand and azure glow around her left hand. She slams her hands together generating an azure and gold explosion of light that knocks her opponent off their feet.

 

V-Skill:

 

Light Explosion – MP+MK: Vaite creates an explosion of “Light” energy and ½ screen way. 25F Startup, 50 Total Frames, 50 Damage/100 Stun

  • B+MP+MK – explosion occurs at point blank range
  • F+MP+MK – explosion occurs a ¾ screen away

 

V-Trigger 1:

 

Golden Glow – HP+HK: Vaite's body emits a golden aura, enhancing the properties of severalo of her normal and special attacks. Grants access to a new special attack. Helicoid Ray. Note: The only different between V-Trigger 1 and 2 is the color of her aura and the special move she gains. All other buffs are universal to both triggers.

  • Helicoid Ray – HP+HK: Vaite pulls back her right and then thrust her right fist forward. This generates a golden corkscrewing arrowhead shaped projectile. 17F Startup 47 Total Frame 70 Damage/100 Stun
  • All Punch normals are buffed by 10 Stun
  • All Kick normals are buffed by 10 Damage
  • Cr. MK, St. MK and St.HK gain an addition +1 advantage on hit.
  • Concussive Enlightenment startup reduced from 23F to 22F. Damage increased from 70 to 80, Stun from 100 to 120. Advantage on hit increased from +1 to +2
  • Concussive Enlightenment can now be charged 36F Startup 90 Damage/150 Stun, +6 on Hit
  • All striking special attacks are buffed by 20 Damage
  • HP Golden Ascension gains 30 Stun Damage
  • Helicoid Light startup reduced by 3F for all versions. HP version gains 30 Stun, EX version gains 50 Stun
  • Earth Reunion stun buffed by 10 for all versions
  • Sky Divarication stun increased by 20 for all versions, EX stun is increased by 30

3-Bar V-Trigger Permanent

 

V-Trigger 2:

 

Azure Aura – HP+HK: Vaite's body emits a azure glow, enhancing the properties of several of her normal and special attacks. Grants access to a new special attack. Azure Crescent. Note: The only different between V-Trigger 1 and 2 is the color of her aura and the special move she gains. All other buffs are universal to both triggers

  • Azure Crescent – HP+HK: (In Air) From a forward jump, Vaite slices downward with her left hand created a blue crescent moon shaped projectile. 14F Startup 12 Recover Frames after landing. 50 Damage/50 Stun 60° Descent Angle
  • All Punch normals are buffed by 10 Stun
  • All Kick normals are buffed by 10 Damage
  • Cr. MK, St. MK and St.HK gain an addition +1 advantage on hit.
  • Concussive Enlightenment startup reduced from 23F to 22F. Damage increased from 70 to 80, Stun from 100 to 120. Advantage on hit increased from +1 to +2
  • Concussive Enlightenment can now be charged 36F Startup 90 Damage/150 Stun, +6 on Hit
  • All striking special attacks are buffed by 20 Damage
  • HP Golden Ascension gains 30 Stun Damage
  • Helicoid Light startup reduced by 3F for all versions. HP version gains 30 Stun, EX version gains 50 Stun
  • Earth Reunion stun buffed by 10 for all versions
  • Sky Divarication stun increased by 20 for all versions, EX stun is increased by 30

3-Bar V-Trigger Permanent

 

Specials:

 

Golden Ascension – Charge D,U+P: (Anti Air) Vaite strikes her foe with a left uppercut. Upon contact a golden spire of ki shoots up from the ground beneath her foe, striking them, and launching them away from her. LP (3F Startup, 2 hits, 110 Damage/150 Stun, Throw Invincible Frame 1-3), MP(4F Startup, 3 hits, 130 Damage/150 Stun, Invincible to Airborne Attacks 1-4), HP (5F Startup, 4 hits, 150 Damage/150 Stun, ), EX (3F Startup, 6hits, 160 Damage/200 Stun, Full Startup Invincibility)

 

Helicoid Light – HCB+P: Vaite advances toward her opponent, striking them with a straight right punch to the chest. Upon contact, a spiral of golden ki blasts through her foe, sending them spinning away from her. All version gain projectile invincibility frame 6 that last through the active frames. LP(20F Startup, 80 Damage/120 Stun, ¼ Screen) MP(23F Startup, 100 Damage/120 Stun, ½ Screen), HP(26F Startup 120 Damage/120 Stun. ¾ Screen) EX (19F Startup, 150 Damage/150 Stun, ¾ Screen)

 

Azure Insurrection – QCF+P: (Close Range Melee Attack): Vaite lifts her left arm high over her head as it glows with a blue light and slams it down on her opponent violently. LP(14F Startup, 60 Damage/100 Stun) MP(19F Startup, 80 Damage/100 Stun) HP(23F Startup, 100 Damage/120 Stun) EX(19F Startup, 120 Damage/150 Stun, Overhead)

 

Earth Reunion – HCP+K (Command Grab): Vaite kicks her opponent in the abdomen with great force, lifting them overhead on her foot as she rises into the air, and then slams them to the ground with an axe kick. All versions have 7F Startup. Command Grab range determined by the kick button pressed. LK (Most Range 180 Damage/210 Stun), MK(Less Range 190 Damage/220 Stun), HK(Least Range 200 Damage/230 Stun), EX (6F Startup, Throw Invincible, 230 Damage/250 Stun)

 

Sky Divarication – QCF+K: (In Air): Vaite strikes opponent with an diving double knee bash from a forward jump. All versions leave the opponent standing , have 13F Startup 10F Recovery, and cause 80 damage/100 Stun. -6 on Block. Kick button slightly alters forward trajectory. LK (65° Angle), MK(60°Angle), HK(55° Angle), EX (12F Startup 9F Recovery, 100 Damage/120 Stun, -4 on Block, LK+MK 65° Angle, LK+HK60°Angle, MK+HK 55° Angle)

 

Critical Art:

 

Sun & Moon – QCBx2+P: Vaite hurls a large sun shaped projectile at her opponent, that upon impact incinerates them and blows them up into the air. Vaite jumps above her adversary and slices the air with her left,hand generating large blue crescent moon shaped projectile that drives her foe downard. Just before impact, the projectile explodes, and plants her foe into the ground. 9 Hits 330 Damage (3x40, 6x20, 1x90)

 

V-Trigger Only

 

Astral Purification – QCBx2+K: Vaite strikes her foe in the sternum with a stunning straight right punch. While they are staggering, Vaite places her left palm under their chin and her right palm to their chest. Vaite sends a surge of golden ki through the foes chest with her right palm engulfing her opponent in golden flames and near instantaneously sends a surge of azure ki through the opponent's head igniting in blue flames. Vaite's adversary falls to their knees before collapsing completely. 3 Hits 375 Damage (1x95, 2x140)

 

Reasons to be in SFV:

 

The clues hidden within the data discovered by Vaite and her parents pointed to secret organization. A secret society that had ordered her capture and the death of her parents. This information lead to the world martial arts tournament. Vaite would enter the tournament to flush out this organization. Find out why they wanted her, and take them down so she could get back to a normal life with her family.

 

Side Note:

  • Vaite speaks Bislama, English, French, German, Kriol, and Somali
  • Her adoptive parents are unsure of her true origin.
  • Her adoptive father, Andreas, is 5ft 10in (1.78m), 161lbs (73kg) and from Germany. He has blonde hair and sapphire blue eyes.
  • Her adoptive mother, Yasmin is 5ft 5in (1.65m), 122lbs (55kg), and originally from Somalia. She has smooth dark brown skin and thick black coarse/curly hair. She wears her hair in micro braids.
  • The initially though she was Aboriginal Australian due to her use of the Krio language.
  • However her name “Vaite” and use of the Bislama language means she could be from Vanuatu.
  • Her stature, roughly 9 inches (23 cm) taller than a typical woman of Melanesian descent puts her origins further into question.

 

True Origin:

 

  • Vaite is actually a genetically enhanced woman of German and Somali descent.
  • Andreas and Yasmin were Shadaloo agents. Vaite learned the Shadaloo Assassination Arts from the two of them.
  • There is a small circular blue gem with a golden diamond shaped core at it's center implanted in Vaite's sternum.

Andreas and Yasmin are Vaite's actual parents. They previously worked for Shadaloo. After frequent collaborations, the pair fell in love. Marrying in secret, Andreas and Yasmin planned to leave Shadaloo and start a family. They were heartbroken to discover that neither of them were able to have children.

 

During their time at Shadaloo, Andreas and Yasmin were highly successful. This garnered them favor with several members of the organization. On one off the books mission, they retrieved an escaped test subject. They essentially saved the lives of the science team that had allowed the subject to escape. The grateful scientists asked if there was anyway they could repay Andreas and Yasmin. That is when the pair mentioned their desire to have a child.

 

One scientist in the group, Tanna, said they could give the pair what they desired. She only needed a sample of DNA from both of them. Unfortunately that scientist was an Illuminati double agent. Tanna saw a chance to craft an elite asset for organization and further her position. After she obtained the DNA samples, Tanna didn't just combine them. She sought to perfect them. Tanna removed any flaws, improved the physical capabilities, and enhanced the intellectual ones as well.

 

Successfully crafted an infant of exceptional ability, Tana put her plan into effect. She sabotaged the labs, killing the rest of her team. Tana then called Andreas and Yasmin telling them that they all had been discovered. The couple arrived to see the facility to in flames. Thinking Shadaloo was onto to them, they fled the lab. Leaving behind evidence to indicate that they too were killed in the explosion.

Tanna took the child to Vanuatu to enact her plan. Vanuatu is an island archipelago country in the south Pacific Ocean. Vaite's appearance resembled the native inhabitants of the island. It's out of the way location limited the chance her treachery would be discovered. Tanna had the child trained and educated for decade. Satisfied with her progress, she booked passage to Australia via boat. From there, she'd fly to the closest Illuminati facility presenting her prize to Lord Urien to gain favor. On the way to Australia, a large typhoon swept through the area sinking the boat. Vaite would wash up on shore a short time later.

 

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  • 2 weeks later...

On the off chance that she gets revealed this week. I ended up churning out a Makoto.

 

Vs7r24P.jpg

 

Details in the spoiler.

 

Spoiler

Name: Makoto

Nickname: The Compact Titan

Sex: Female

Ethnicity: Japanese

Height: 5ft 3in (1.60m)

Weight: 135lbs (61kg)

B/W/H: 32-24-36(81cm-61cm-92cm)

 

Hometown: Tosa, Japan

 

Appearance: Makoto is petite, fit young woman, with a well defined muscle tone. She has short black hair in wild bob style. Her eyes are brown. Makoto wears a red MMA style sports bra top that leaves her midriff ,six pack abs and all, showing. There is long yellow bandana tied around her neck. She has brown leather , fingerless, MMA gloves on each hand. Makoto has off white full length karategi pants on with a black karate belt tied around her waist. She wears brown straw sandals on her feet.

 

Likes: Family, Fighting, Carpentry. Spreading The Rindokan Karate Style

Dislikes: Pickled Ginger, Being Mistaken For A Boy, Dresses

 

Fighting Style: Rindokan Karate

 

Tone: Makoto is fierce, focused, and determined young woman.

 

Origins: Makoto is the youngest daughter of deceased Rindokan Karate Master, Masaru. As her young girl, her father's rural dojo had many students. Whenever attendance would dip, he lead his most senior student in charge and take a musha shugyo'(warrior's pilgrimage) around the world. By defeating various masters around the world, he'd draw acclaim to the family school. Attendance would rise and popularity of Rindokan Karate would grow.

 

On his final musha shugyo, Masaru would suffer a crushing defeat against the great Sennin Oro. After returning home, the disheartened Masaru grew ill and eventually passed away. His senior students tried to keep the dojo going in his absence, but none of them possessed Masaru's skill. Overtime the dojo's attendance numbers waned. Eventually, even the most devote of Masaru's disciples moved on. Makato's grandfather Hisato and her brother Isao, tried to keep the school going. However her grandfather lacked the vigor of his youth and her brother lacked their fathers talent. Isao went into the business world to make ends meet.

 

As Makoto's skill grew, the number of her training partners diminished. This was partially due to the school diminished notoriety and also to the few remaining advanced students growing tired of losing to Masaru's “little boy”. Unable to defeat her in sparring or fights, the other students would often call the tomboyish Makato “little boy”. This angered her greatly, leading her to accidentally discover the Tanden Renki technique. Mocked for the last time, Makato grew red and proceeded to beat her fellow students senseless. While this made her feel better, it ultimately chased off the last remaining members of the school. It was then that Makoto decided to go on a musha shugyo of her own. Like her father before her, she'd best skilled masters and create a demand to train her family's dojo.

 

Her Rival: Ibuki

 

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

1000 Stamina 1000 Stun

 

Throws:

 

Hikiyose Zutsuki Tacchuu(Drawing Up Headbutt: Pagoda Head) – LP+LK: Makoto grabs her opponent by the head with both hands, pulls her head back, and slams it into her opponent's head. Leaves foes standing. 140 Damage/150 Stun

 

Hiji Otoshi Sanren Tsuki Araiso (Elbow Drop: Three Continuous Thrusts "Wind-Swept and Wave-Beaten Shore" ) – B+LP+LK: Makoto grabs her opponent, knees them in the stomach, chops them to the ground, and then punches them in the back. 150 Damage/200 Stun

 

Unique Attacks:

 

Kote Tsuki Kazami (Small Hand Thrust: Wind Watcher) – F+LP: Makoto strikes with a quick straight right punch. 3F Startup, 30 Damage/50 Stun, +3 on hit

 

Gezuki Koaruna (Lower Thrust: Fragrant Greens) – F+MP: Makoto hits her opponent with a left uppercut to the body. 7F Startup, 90 Damage/100 Stun, +3 on hit

 

Fumikomi Seiken-zuki Shimaki (Advancing Justice Fist: Winding Wind) – F+HP, HP: Makoto hits her opponent with a left-right-left straight punch combination. 130 Damage/150 Stun, -1 on Hit

 

Mae Geri Shibuki (Forward Kick: Splash) – F+LK: Makato performs a left front kick to her opponent's abdomen. 6F Startup, 50 Damage/50 Stun, +2 on Hit

 

Fumikomi Joudan Mawashi Geri Naruto (Advancing Upper Spinning Kick: Steamed Fish Paste Cake) – F+MK: Makoto advances forward while performing an left high spinning back kick. 15F Startup, 90 Damage/100 Stun, +2 on Hit.

 

Fumikomi Sokubarai Kuroshio (Advancing Foot Sweep: Japan Current) – F+HK: Makoto advances forward while performing a left low kick that sweeps the opponent's legs out form under them. Holding HK button will cause Makoto to feint. Advancing forward without kicking. 19F Startup, 110 Damage/200 Stun, Knocks Down, -10 on Block

 

Nidan Geri Kyoufuu (Same Leg Kick Combination: High Wind) – LK,MK: Makoto strikes with a double hitting high right roundhouse kick. 3F Startup, 50 Damage/100 Stun, -1 on Hit

 

Ren Geri Uranami (Stepping Kick Combination: Seaside Wave) – MK,HK: Makoto strikes with a left spinning high back kick into left front kick combination that leaves her adversary standing. 8F Startup, 100 Damage/200 Stun

 

V-Reversal:

 

Do Mawashi Kaiten Geri Makiwari (Front Rolling Kick: Hatchet) – F+KKK: Makoto strikes with a front rolling axe kick that knocks down her adversary.

 

V-Skill:

 

Gekiretsu Zutsuki Isana (Violent Headbutting Whale) – MP+MK: Makato hits her foes with a quick put powerful standing headbutt. Attack can be charged. Headbutt advancing forward slightly.

  • Uncharged – 1/8 Screen, 18F Startup, 50 Damage/100 Stun, +2 on Hit, -7 on Block, cannot be canceled into Shikri
  • Charged – ¼ Screen, 36F Startup, Frame 3 Armor, 100 Damage/200 Stun, +6 on Hit, - 2 on Block, can be canceled into to Shikiri or EX Shikiri on hit.

 

V-Trigger 1:

 

Tanden Renki Seme no Kata (Dantian Refined Spirit: Form of Offense) – HP+HK: Makoto focuses her anger giving her skin a red hue. While in this state, Makoto's damage and stun output on all her attacks is increased by 10%. She gains an additional skill the Kumoharai

  • Kumoharai (Cloud Sweeping Stroke) – HP+HK: Makoto deflects incoming attacks with proper timing. She takes grey life damage for each parry. Input can be repeated to parry multi hitting attacks. Does not work against throws or command throws. Each successful Kumoharai restores 50F of V-Gauge

V-Trigger duration 2400F, drains over time. 3-Bar V-Trigger

 

V-Trigger 2:

 

Tosa Kaisoku Shintai (Tosa High Speed Movement) – HP+HK: Makoto focuses her chi giving herself a persistent red aura. While in this state, Makoto's mobility, particularly her walkspeed, is increased greatly.

  • Forward Walk Speed increased from 2.0 to 5.2
  • Backward Walk Speed increased from 1.5 to 3.9

V-Trigger Duration 1500F, drains over time 2-Bar V-Trigger

 

Specials:

 

Chokujou Seikentsuki Fukiage (Steadily Rising Justice Fist Thrust: Rising Wind) – F,D,DF+P: (Anti Air) Makato focuses her great strength in to powerful standing vertical punch. All versions invincible to airborne attacks and cause 120 Damage/160 Stun. Does not hit grounded opponents. Punch button pressed determines the forward movement distance. LP (6F Startup, Point Blank) MP (9F Startup, 1/8 Screen), HP (12F Startup, ¼ Screen), EX (9F Startup, ¼ Screen, Hits Grounded Opponents, Projectile Invincible)

 

Tosshin Seikentsuki Hayate (Rushing Justice Fist Thrust: Squall )– QCF+P : Makoto pulls back her right fist as the headband around her neck flows in the wind, she then bursts forward rapidly, striking her foe with an straight punch to the sternum. All versions eave her opponent standing. That attack can be charged up to five levels. Attack charged can be canceled by pressing any kick button. Punch button determines the distance traveled. Damage properties listed below.

LP Hayate ¼ Screen

  • Level 1 – 8F Startup, 100 Damage/120 Stun, +0 on Hit, -8 on Block
  • Level 2 – 12F Startup, 110 Damage/140 Stun, +1 on Hit, -7 on Block
  • Level 3 – 32F Startup, 130 Damage/150 Stun, +2 on Hit, -6 on Block
  • Level 4 – 64F Startup, 150 Damage/170 Stun, Knocks Down, -2 on Block
  • Level 5 - 75F Startup, 190 Damage/190 Stun, Knocks Down, -2 on Block

MP Hayate ½ Screen

  • Level 1 – 15F Startup 110 Damage/120 Stun, +1 on Hit, -7 on Block
  • Level 2 – 19F Startup, 120 Damage/140 Stun, +2 on Hit, -6 on Block
  • Level 3 – 39F Startup, 140 Damage/150 Stun, +3 on Hit, -5 on Block
  • Level 4 – 64F Startup, 160 Damage/170 Stun, Knocks Down, -2 on Block
  • Level 5 - 75F Startup, 190 Damage/200 Stun, Knocks Down, -2 on Block

HP Hayate ¾ Screen

  • Level 1 – 20F Startup 120 Damage/150 Stun, +2 on Hit, -6 on Block
  • Level 2 – 24F Startup, 130 Damage/140 Stun, +3 on Hit, -5 on Block
  • Level 3 – 44F Startup, 150 Damage/160 Stun, +4 on Hit, -4 on Block
  • Level 4 – 64F Startup, 170 Damage/170 Stun, Knocks Down, -2 on Block
  • Level 5 - 75F Startup, 190 Damage/210 Stun, Knocks Down, -2 on Block
  • EX Hayate – ¾ Screen, 13F Startup, 140 Damage/150 Stun, -4 on Block

 

Uchi Oroshi Tegatana Oroshi (Falling Hand Blade Strike: Mountain Wind)- QCB+P: (Overhead) Makoto draws back her right arm over her head and chops into the ground violently. The punch button determines the damage and attack properties. LP(22F Startup, 100 Damage/200 Stun, +4 On Hit, -4 on Block, Leaves Standing) MP(23F Startup, 120 Damage/200 Stun, +5 On Hit, -5 on Block, Leaves Standing), HP(24F Startup, 160 Damage/200 Stun, Knocks Down, -4 on Block) EX(18F Startup, 140 Damage/200 Stun,Knocks Down, -4 On Block)

 

Tsurushi Nodowa: Karakusa (Neck Hanging Ring: Arabesque)- HCB+P (Command Grab): Makoto grabs her opponent by the neck with both hands, chokes them for a short time, and leaves them prone for a follow up attack. Punch button determines startup and grab range. All versions leave Makoto +12 on Hit. LP (6F Startup, Most Range, 40 Damage/80 Stun), MP(7F Startup, Less Range, 50 Damage/100 Stun,), HP(8F Startup, Least Range, 60 Damage/120 Stun), EX(5F Startup, Most Range, 75 Damage/150 Stun, Gains Armor Frame 3)

 

Tosa Hangeki Shikiri (Tosa Counter Blow: Path Obstruction) – QCF+K: Makoto cancels the recovery of any normal attack on hit, into another normal attack. Does not work on blocked attacks. LK,MK,HK versions have identical properties. EX version allows a second attack cancel with a non EX Shikiri.

 

Senkou Kakato Otoshi Tsurugi (Flashing Heel Drop: Sword) – QCB+K: (In Air): Makoto hits her foe with a flying axe kick from a forward jump. Attact properties, startup, and damage determined by the kick button pressed. LK (10F Startup, 100 Damage/120 Stun, +2 on Hit) MK (12F Startup, 125 Damage/150 Stun, +3 on hit), HK (14F Startup, 150 Damage/200 Stun, Knocks Down) EX(14F Startup, 175 Damage/250 Stun, Knocks Down)

 

Critical Art:

 

Hissatsu Seichuusen Godanzuki (Certain Kill Median Line Five Part Thrust )- QCFx2+P: Makoto hits her foe with a powerful left punch to the groin, followed by a right punch to the abdomen, and two punch left-right combination to the chest, and concludes the attack with a violent upward punch to the chin that sends her foes soaring into the air. 5 hits 350 Damage (1x100, 3x50, 1x100)

 

Reasons to be in SFV:

 

Makoto has managed to keep the family dojo afloat thanks to her impressive showing at the last world martial arts tournament. The “little boy from Tosa” 's ability to take down fighters of far greater size drew knew students to the family dojo. This time Makoto aims to win the tournament to garner further acclaim and also break the face of anyone that mistake her for a boy.

 

Side Notes:

 

  • Makoto's new battle attire is a result of her tiring of being mistaken for a boy. During her most recent musha shugyo, Makoto was accosted by a police officer as she went into the women's bathroom. She slugged the officer who didn't press charges out of embarrassment
  • Makoto in the Tosa Dialect. Giving her the Japanese equivalent of  a "country bumpkin" accent.
  • Isao, Makoto's brother, used his share of their father's inheritance to buy a local fishing business. This angered Makoto initially who wanted him to help pay repairs to the dojo.
  • Isao uses part of his businesses meager profits to keep the dojo open.
  • Hisato is the main instructor of the dojo. Although he's not the fighter was in his youth. He still talent and a skillful teacher.
  • After her last appearance on the world stage. Makoto used the prize money she gained to remodel the dojo. The minor fame she gained has garnered enough students for the dojo to break even without Isao's aid.
  • Makoto's moves have very long names. I was unable to find full names for her Target Combos, V-Skill, V-Reversal, and new special attack Shikiri. So I did my best to replicate the length of her other attack names for consistency.

 

Edited by Darc_Requiem
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Here is Retsu, the last of the SF1 fighter never to appear in another game. Sorry no SCVI create a character this time. I've had like 4 hours of sleep the last two days and I'm thinking of actually trying to crash.

 

restu.jpg?h=de274ebc7de3e335b9a09f96a674

 

Spoiler

Name: Retsu

Nickname: The Exiled Master

Sex: Male

Ethnicity: Japanese

Height: 6ft 0in (1.89m)

Weight: 170lbs (91kg)

B/W/H: 44-32-33(112cm-81cm-84cm)

 

Hometown: Tadotsu, Japan

 

Appearance: Retsu is bald old man off above average height with thick black eye brows. He has black chin beard that is in a single braid that hangs down to the center of his chest. Retsu wears a white short sleeve karategi. The sleeves come to his elbow and his pant legs are full length. He wears a black sleeveless vest over his karategi top. The collar and center of the vest has a gold trim. Retsu's karategi top and vest are held together with a red karate belt that his tied at his left side. His hands and feet are bare.

 

Likes: Jelly, Gardens, Cleaning

Dislikes: Ghost Stories

 

Fighting Style: Shorinji Kempo

 

Tone: Retsu stern appearance hides his humorous demeanor. The brashness of his youth has been replaced with a dry sense of humor.

 

Origins: Retsu was a wild and brash youth. Unable to handle him in, his father sent him to study martial arts at the nearby Shorinji Kemp temple. The monks of the temple were able to reign Retsu in for a time. He excelled at the martial arts. Their discipline granted him a focus that he had lacked previously.

 

Retsu slowly surpassed his peers as he grew into adulthood. His contemporaries were no longer a match for him. Despite his youth, Retsu began to train with the masters of the temple. They were only people at the temple that could push him to his limits.

 

By the time he was middle aged, Retsu had surpassed everyone at the temple. He started training against multiple opponent's at once to keep from becoming bored. That only satiated his drive for a short time. The brashness of his youth slowly returned. He began to dig into the temple archives. There he found multiple forbidden Shorinji Kempo techniques. Learning these skills was against the temple rules. Retsu began to practice these techniques in secret. Slowly mastering them all.

 

One day when Retsu was training against a couple of his fellow masters he lost focus. He accidentally used a few of the forbidden techniques to incapacitate them. The temples grandmaster was furious. After convening the temples masters, Retsu was excommunicated from the temple. He embarked on a musha shugyo (Warriors Pilgrimage). During his time roaming Asia, Retsu met and befriended several other masters. Ansatsuken Master Gouken and Rindokan Karate Master Masaru became the closest of those friends.

 

Listless he entered Sagat's World Martial Arts challenge. As a member of the temple he was not allowed to enter such competitions. While his friendly sparring sessions with Gouken and Masaru were fun, a full contact tournament would allow him to truly show off his skills. Much to his surprised, he was defeated by one of Gouken's star pupils, Ryu.

 

This caused Retsu to rethink his path. His hubris cost him a fight against relative novice several years his junior. It was only after that defeat did the lessons of the Shorinji Kemp Temple truly began to resonate with him. Finally taking those lessons to heart, Retsu disappeared into the mountains of Japan to rebuild his style from scratch.

 

His Rival: Zeku

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

1025 Stamina 1025 Stun

 

Throws:

 

Byoubu Daoshi (Folding Screen Topple) – LP+LK: Retsu grabs his opponent's wrist with his left hand and strikes his foe in the neck with a knife hand strike while sweeping their legs out from under them with his right leg. 150 Damage/150 Stun

 

Tsubame Gaeshi (Swallow Reversal) – B+LP+LK: Retsu grabs his opponent's wrist with his left hand, strikes his foe in the jaw with a right hammer fist, spins while still holding his foes wrist, and flips them over his shoulder behind him. 160 Damage/200 Stun

 

Unique Attacks:

 

Teisho Uchi (Palm Heel Strike) – F+LP: Retsu hits his foe with a quick straight open palm strike. 4F Startup 40 Damage/50 Stun, +3 on Hit

 

Tate Empi Uchi (Upward Elbow Strike) – B+MP: (Anti Air): Retsu strikes his opponent with a standing right elbow uppercut. Attack forces stand. 6F Startup, 70 Damage/100 Stun, +3 on Hit, 0 on Block.

 

Tetsui Uchi (Hammer Fist Strike) - F+HP: (Overhead) Retsu hits his foe with a standing left hammer right punch. 21F Startup, +2 on Hit, -6 on Block. 80 Damage/150 Stun

 

Chokujou Tsuki (Above Punch) - B+HP: (Anti Air) Retsu unleashes a powerful left punch directly above his head. Attack does not hit grounded opponents. 8F Startup 32F Recovery 100 Damage/150 Stun

 

Hiza Geri (Knee Kick) – F+LK: Retsu strikes with a short range quick standing knee to the midsection. 5F Startup 50 Damage/50 Stun +3 on Hit.

 

Kansetsu Geri (Knee Joint Kick) – F+MK: Retsu performs standing left low stomp kick to the opponent's knee. Must be blocked low. 10F Startup 75 Damage/150 Stun +4 on Hit, +1 on Block

 

Kakato Otoshi Geri (Heel Drop Kick)- B+HK: (Overhead) Retsu hops forward a short distance while performing a right axe kick. 26F Startup, +3 on Hit, -2 on Block. 90 Damage/120 Stun

 

Nidan Tsuki (Same Arm Punch Combination) – F+LP, B+MP: (Target Combo) Retsu strikes with a right palm strike-right elbow uppercut combination. 4F Startup 80 Damage/120 Stun, +1 on Hit, -5 on Block

 

Ren Tsuki (Two Punch Combination) – B+MP, F+HP: (Target Combo) Retsu hit his adversary with a right elbow uppercut-left hammer fist combination. 6F Startup 100 Damage/200 Stun, -1 on Hit, -8 on Block

 

Sanbon Tsuki (Three Punch Combination) – LP,MP,HP : (Target Combo) Retsu executes a left-right straight punch combination followed by a double straight punch. Knocks down the opponent. 4F Startup 90 Damage/120 Stun -2 on Hit, -6 on Block

 

V-Reversal:

 

Yoko Geri Kekomi (Side Thrust Kick) – F+KKK: Retsu kicks his adversary in the face with a snapping side thrust kick. Leaves foes standing.

 

V-Skill:

 

Kasokuundou (Accelerated Motion) – MP+MK: Retsu lets out a shout while performing a brief kata. This enhances the properties of his next dash. Gains a small amount of V-Gauge upon complete of the kata animation. Gains V-Gauge from the next landed or blocked attack while in this enhanced states.

  • Forward Dash Startup Reduced from 19F to 16F. Dash distance increased from 150 to 175
  • Backward Dash Startup Reduced from 25F to 22F. Dash distance increased from 100 to 125

 

V-Trigger 1:

 

Wakawakashii Katsuryoku (Youthful Vigor)– HP+HK: Retsu lets out a loud “Kiai!” and regains the mobility of his prime.

  • Forward Dash Startup Reduced from 19F to 16F. Dash distance increased from 150 to 175
  • Backward Dash Startup Reduced from 25F to 22F. Dash distance increased from 100 to 125
  • Forward Walkspeed increased from 2.5 to 4.0
  • Backward Walkspeed increased from 2.0 to 3.0
  • Kakokuundou now grants a 15F Forward Dash and 21F Back Dash

3-Bar V-Trigger Permanent

 

V-Trigger 2:

 

Roujin Tsuyosa (Old Man Strength)– HP+HK: Retsu lets out a loud “Kiai!” building his already impressive power.

  • Normal Attacks receive a 10% Damage Boost
  • Special Attacks received a 10% Stun Boost
  • Kasokuundou, Sadagen, and Kudasho gain armor Frame 3
  • Shinrei Gekisai Sandanzuki damage increased from 360 to 400

V-Trigger Duration 1500F 2-Bar V-Trigger

 

Specials:

 

Sadagen (Rushing Strike Fist) – QCF+P : Retsu pulls back his left fist, he then burst forward rapidly, striking his foe with an straight punch to the sternum. All versions become projectile invincible on frame 3 and leave his opponent standing. Punch button determines the distance traveled. When properly spaced all versions of this attack is -2 on Block. MP version is -4 on block at point blank range. HK version is – 6 on block at point blank range. LP (10F Startup, ¼ Screen, 100 Damage/120 Stun), MP (15F Startup, ½ Screen, 120 Damage/120 Stun), HP (20F Startup, ¾ Screen, 140 Damage/150 Stun), EX (17F Startup, ¾ Screen, Fully Projectile Invincible, 150 Damage/200 Stun, -2 on Block Point, 0 on Block Point Properly Spaced)

 

Hishou Tegatana (Soaring Hand Blade)- QCB+P (In Air): Retsu draws back his right arm over his head while jumping forward and chops violently straight down towards the ground. The punch button determines the damage and attack properties. LP(8F Startup, 100 Damage/120 Stun, +3 On Hit, Leaves Standing) MP(10F Startup, 130 Damage/150 Stun, +4 On Hit, Leaves Standing), HP(12F Startup, 160 Damage/200 Stun, Knocks Down) EX(12F Startup, 160 Damage/200 Stun, +6 On Hit, -2 On Block)

 

Futogen (Wind Launch Fist)- HCB+P (Command Grab): Retsu grabs his opponent. He hits them under the chin with a left upward palm strike that launches them into the air. All versions have a 8F Startup. Launch height and Range determined by the punch button pressed. LP (Most Range, 80 Damage/100 Stun, Lowest Juggle Height), MP(Less Range, 90 Damage/120 Stun, Higher Juggle Height), HP(Least Range, 100 Damage/150 Stun, Highest Juggle Height), EX(6F Startup, Most Range, 100 Damage/150 Stun, Highest Juggle Height)

 

Kudasho (Sky Strike Heel) – QCF+K: Retsu soars towards his opponent with a lighting fast flying kick. When properly spaced all versions of this attack is -2 on Block. MK version is -5 on block at point blank range. HK version is – 7 on block at point blank range. All versions knock down the opponent and become projectile invincible on frame 3. LK (¼ Screen, 120 Damage/150 Stun), MK (½ Screen, 140 Damage/150 Stun), HK (¾ Screen, 160 Damage/200 Stun), EX (¾ Screen, Fully Projectile Invincible, 180 Damage/200 Stun, -2 on Block Point, 0 on Block Point Properly Spaced)

 

Critical Art:

 

Shinrei Gekisai Sandanzuki (Spirit Pulverising Three Part Thrust )- QCFx2+P: Retsu strikes his foe with a powerful right punch to the lower abdomen followed by strong left punch to the chin that launches them into the air. While waiting for them to descend, Retsu charges a blindingly fast Sadagen that strikes his adversary in the spine and slams them into the side of the stage/screen. 4 hits 360 Damage (2x70, 1x170, 1x50)

 

Reasons to be in SFV:

 

Retsu wishes to pass his style along to the next generation. He enters the world martial arts tournament seeking to find two disciplines. Retsu learned from his friend Gouken that having two students that train along side each other is the best way to pass along one's art.

 

Side Notes:

 

  • Retsu's name is Japanese for Furious
  • His background has some parallels with Akuma/Gouki's as they both were kicked out for studying forbidden techniques
  • Shorinji Kempo is based on Shaolin Kung Fu. Shorinji Kempo is Japanese for Shaolin Temple Boxing
  • Shorinji Kempo and Rindokan Karate are very similar styles that share some common philosophies and techniques.

 

Edited by Darc_Requiem
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  • 2 months later...

Wanted to work on my book, but for some reason. Ideas for Laura and Sean's capoeira cousins came to mind instead.

 

Enzo Da Silva

Enzo_da_Silva.jpg

Spoiler

Name: Enzo Da Silva

Nickname: Melodilus Sparking Mauler

Sex: Male

Ethnicity: Brazilian

Height: 5'11”(1.81m)

Weight: 174lbs (79kg)

B/W/H: 42-32-34 (107cm-81cm-86cm)

 

Hometown: Sao Paulo, Brazil

 

Appearance: Enzo has sandy brown complexion, a slender athletic build, and is of above average height. He has black hair. Enzo sports a braided mohawk with the sides of head shaved. His eyes are dark brown. Enzo wears a teal sleeveless vest that is unfastened showing his bare torso. His pants are full length and white. He has a yellow belt around his waist that is tied at his left side. Enzo has bare hands and feet.

 

Likes: Mischief, Music, Basketball, Sean

Dislikes: Studying

 

Fighting Style: Capoeira

 

Tone: Enzo is serious and highly competitive.

 

Origins: Enzo is the oldest child of the Da Silva family and first cousin to the Matsuda family. Enzo is older than Laura but younger than Fabio. His sister Manuela is older than Sean but younger than Laura. Enzo is the heir to Da Silva Capoeira. He has a healthy rivalry with Fabio. Each of them push themselves to be the best representatives of their families' respective arts.

 

Despite his best efforts, Fabio usually gets the best of Enzo. To blow off steam, Enzo picked up the sport of basketball. His love for basketball is only surpassed by his love for Capoeira. Fabio had no interest in the sport. He only cared for soccer. So Enzo taugh his younger cousin Sean how to play.

 

At first the smaller and younger Sean was no match for him. However Sean quickly picked up the game. While brother Fabio and sister Laura had to drag him to jiu jitsu practice, Sean would wake up at the break of dawn to practice his basketball skills. Before long, it was Sean that was schooling Enzo at the game. Now Enzo was being bested at martial arts by Fabio and basketball by Sean...

 

His Rival: Fabio (Friendly)

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

1000 stamina 1000 stun

 

Throws:

 

Violent Melody- F+MP+MK: Enzo runs up his foes torso by stepping on his foes left knee, right shoulder, and back flip kicks them in the face. 140 Damage/150 Stun

 

Vicious Melody -B+MP+MK: Enzo runs up his foes torso by stepping on his foes left knee, right shoulder, back somersaults over them, and back flip axe kicks them on the top of the head on the way down. Landing behind them. 140 Damage/200 Stun

 

Unique Attacks:

 

Low Key – DF+HP: Enzo strikes with a low hooking right punch into left back fist combination. Attack leaves for standing 12F Startup 80 Damage/150 Stun +4 On Hit/-8 On Block

 

Back Twist Bass– B+MK: Enzo strikes with a right roundhouse into jumping left back kick combination. Does not hit crouching opponents. 8F Startup 80 Damage/150 Stun +3 On Hit/-2 On Block

 

Treble Wheel – F+MK: (Overhead) Enzo hops forward, rotates vertically, and hits his foe with a left overhead wheel kick. 22F Startup 70 Damage/100 Stun +2 On Hit/-7 On Block

 

Beat Strike – B+HK: (Anti Air) Enzo flips back into a handstand and kicks both his feet upward at a 60° Angle. Does not hit crouching opponent's. 9F Startup 90 Damage/100 Stun -0 On Hit/-7 On Block

 

Spark Chord – F+HK: Enzo strikes with a spinning two handed handstand split kick . 2 hits 10F Startup 100 Damage/150 Stun Knocks Down, -4 On Block

 

V-Reversal:

 

Bolt Opus – F+KKK: Enzo hits his adversary with a back cartwheel kick that sends them flying a ½ screen away.

 

V-Skill:

 

Shock Crescendo – MP+MK: (Anti Air) Enzo rises into the air with a jump spinning crescent kick. Attack does not hit crouching opponent's. 15F Startup. Invincible to Airborne Attacks 5F to 20F. 60 Damage/60 Stun. Causes Juggle State on Airborne Opponent's. -2 On Hit/-16 On Block for standing opponent's. In addition to building on block and hit, V-Gauge builds on the first hit landed on a juggled opponent. Any additional hits of a combo, beyond the first hit. Do not build V-Gauge.

 

V-Trigger 1:

 

Storm Session– HP+HK: Enzo's arms and legs gain an electrical aura increasing damage output.

  • LP Spark Squall: Advantage on hit increased from +1 to +4
  • MP Spark Squall: Advantage on hit increased from +3 to +6
  • HP Spark Squall: Advantage on hit increased from +6 to +8
  • EX Spark Squall: Advantage on hit increased from +4 to +6
  • Storm Wheel can be canceled into a Volt Break of equal strength instead of Bolt Wheel or Volt Sweep
  • Volt Break can be canceled into a Storm Wheel of equal strength.
  • V-Trigger duration 3000F. Canceling from Storm Wheel to Volt Break costs 1000F. Canceling from Volt Break to Storm Wheel costs 1500F

3-bar V-Trigger

 

V-Trigger 2:

 

Lightning Concerto – HP+HK: Enzo's feet begin to pulse with electrical energy.

  • Thunder Arch: Total Frames reduced from 47 to 44. Damage increased from 60 to 70. Stun increased from 100 to 200
  • EX Thunder Arch: Total Frames reduced from 44 to 42. Damage increased from 90 to 110. Stun increased from 120 to 250
  • V-Trigger duration 1500F. Thunder Arch costs 300F. EX Thunder Arch costs 500F.

2-bar V-Trigger

 

Specials:

 

Spark Squall -HCF+P: (Overhead) Enzo hops forward, rotates vertically, and hits his foe with a left overhead hook punch, right overhead back fist, and a left overhead hooking punch combination. Goes over low attack. All version hit three times. LP (21F Startup 120 Damage/120 Stun, +1 On Hit/-7 On Block, ¼ Screen), MP (25F Startup 135 Damage/150 Stun +3 On Hit/-5 On Block, 1/3 Screen), HP (27F Startup 150 Damage/180 Stun +6 On Hit/-4 On Block), EX(18F Startup 150 Damage/180 Stun +4 On Hit/-2 On Block)

 

Thunder Arch– HCB+P : Enzo turns his back to his opponent and performs a backflip axe kick that generates a crescent shape electric projectile. Punch button pressed determines speed of the projectile. All versions have 14F Startup 47 Total Frames 60 Damage/100 Stun LP(Slow) MP(Faster) HP(Fastest) EX(12F Startup 44 Total Frames, 2 Hits 90 Damage/120 Stun)

 

Storm Wheel – QCB+K: Enzo attacks his foe with consecutive horizontal wheel kicks. Attack does not hit crouching opponents.

  • Storm Halt (No Input) Enzo stops the attack
  • Bolt Wheel + K: Enzo strikes with an electric horizontal wheel kick. 60 Damage/80 Stun, Leaves Standing, +2 On Hit, -4 On Block, EX +4 On Hit, -2 On Block
  • Volt Sweep D+K: Enzo knocks his foes off of their feet with an electric double sweep kick 50 Damage/50 Stun Knocks Down -7 On Block, EX - 4 On Block

LK (6F Startup 80 Damage/100 Stun + Follow Up) MK(8F Startup 100 Damage/100 Stun + Follow Up ) HK(10F Startup 120 Damage/120 Stun + Follow up) EX(6F Startup 120 Damage/120 Stun)

 

Volt Break– HCF+ K: Enzo's legs electrify as he topples his adversary with a spinning break dance sweep kick combination. Must be blocked low. All versions knock down. LK(8F Startup, 3 Hits 90 Damage/100 Stun -5 On Block), MK(9F Startup, 4 Hits 120 Damage/120 Stun -6 On Block), HK(10F Startup, 5 Hits 150 Damage/150 Stun -7 On Block), EX (8F Startup, 8 Hits 160 Damage/200 Stun -5 on Block)

 

Critical Art:

 

Storm Groove-QCFx2 +K: Enzo strikes with a left roundhouse kick to the head, two consecutive two hit horizontal wheel kicks to the face, a four hit break dance sweep combination that causes his foes to spin into the air, and crashes them into the side of the screen with a crushing back right kick to the sternum. 10 Hits 340 Damage (1x100, 8x15, 1x120)

 

Reasons to be in SFV:

 

With Sean hitting a growth spurt and surpassing him in height, his hope for victory on the court would be futile. So, Enzo set aside his hoop dreams and spent the last year focusing solely on Capoeira. When he learns that Fabio, Laura, and Sean had entered the upcoming World Martial Arts tournament. Enzo quickly followed suit. He would not rest until he was the best at something in his extended family.

 

Manuela Da Silva

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Spoiler

Name: Manuela Da Silva

Nickname: Dynamic Dancing Dynamo

Sex: Female

Ethnicity: Brazilian

Height: 5'5”(1.66m)

Weight: 128lbs (58kg)

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

 

Hometown: Sao Paulo, Brazil

 

Appearance: Manuela has beige complexion, is of average height, and has a slender athletic build. She has long strawberry blonde (orange) hair. Her hair style resembles a pixie cut in the front with several large braids at the back. Her eyes are green. Manuela wears pink lipstick, fingernail, and toe polish. She has gold hoop earrings with a matching gold hoop necklace. Manuela has a white halter top with a single left strap that shows off the entirety of her midriff. She has white long sleeve fingerless gloves that stop at the middle of her biceps. She wears low rise flared golden pants. There is a white triangular pattern that starts just below her knees and goes all the way to her ankles. Manuela has a fuchsia belt around her waist that is tied at her right side. She is barefoot.

 

Likes: Dancing, Making Accessories, Laura

Dislikes: Insects

 

Fighting Style: Capoeira

 

Tone: Manuela is bubbly young woman that likes to have fun.

 

Origins: Manuela is the youngest child in the Da Silva family. Her father Pedro was very protective of his sister Brenda. When she married Yuichiro Matsuda, Pedro and his wife moved nearby opening up a successful general store.

 

The Matsuda and Da Silva families grew very close. Pedro and Yuichiro became fast friends despite divergent interests. Yuichiro preferred business to martial arts and Pedro the opposite. His wife Luiza ran the general store with Brenda helping her out on occasion.

 

Pedro and Brenda's children behaved more like siblings than first cousins. With Laura being the only other girl in the group, she and Manuela grew close. While Laura reveled in training in jiu jitsu with her grandfather Kinjiro. Manuela only trained in capoeira with her father out of respect. Manuela would often show Laura capoeira techniques if she'd go dancing and boy chasing with her.

 

Manuela enjoys making accessories. Laura wears bracelets than Manuela made. Despite lacking passion for martial arts, Manuela was become quite accomplished. She's trained very hard over the years to try and keep pace with her cousin Laura.

 

Her Rival: Laura (Friendly)

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

950 stamina 950 stun

 

Throws:

 

Samba Surprise- F+MP+MK: Manuela runs up her foes torso by stepping on her foes left knee, right shoulder, and kicks them in the face with both her feet. 130 Damage/150 Stun

 

Frevo Folly -B+MP+MK: Manuela grabs her foe, slides behind them, hit them with left round house kicks that causes them to cartwheel in the air, and knocks them away with a left back kick to the spine. 120 Damage/200 Stun

 

Unique Attacks:

 

Festival Twist – B+MP: Manuela strikes with a hooking right punch into left back fist combination. 7F Startup 70 Damage/120 Stun +4 On Hit/-4 On Block

 

Jubilant Roll – F+MP: (Overhead) Manuela hops forward, rotates vertically, and hits her foe with a right overhead back fist followed by a left overhead hooking punch. 2 Hits 28F Startup 80 Damage/120 Stun +3 On Hit/-2 On Block

 

Carnival Split – F+MK: (Overhead) Manuela performs a two handed handstand into a full split kick. 23F Startup 70 Damage/120 Stun +1 On Hit/-6 On Block

 

Fiesta Flip – F+HK: Manuela performs a one handed cartwheel kick. Attack leaves her foe standing. 12F Startup 90 Damage/150 Stun +2 On Hit/-2 On Block

 

V-Reversal:

 

Twin Bolt – F+KKK: Manuela hits her adversary with a back right kick to the abdomen, lifts them off the ground, and kicks them across the screen with a jumping left roundhouse kick.

 

V-Skill:

 

Volt Virtuoso – MP+MK: Manuela hits her opponent with an electric 540° Crescent Kick. Attack puts her opponent in a crumple state. Follow up attacks start scaling a 40% of normal damage. This includes critical carts. 15F Startup 40 Damage/50 Stun -12 On Block. In addition to building on block and hit, V-Gauge builds on the first hit landed on the crumpled opponent. Any additional hits of combo, beyond the first hit. Do not build V-Gauge.

 

V-Trigger 1:

 

Storm Dance– HP+HK: Manuela's arms and legs begin to pulse with electrical energy. The stun damage of her physical special attacks is increased. The disadvantage on block is decreased on her physical special attacks.

 

  • Volt Virtuoso: Stun increased from 50 to 80, Disadvantage on Block decreased from -12 to -6
  • LK Volt Wheel: Stun increased from 100 to 120. Disadvantage on Block decreased from -5 to -2
  • MK Volt Wheel: Stun increased from 120 to 150. Disadvantage on Block decreased from -6 to -3
  • HK Volt Wheel: Stun increased from 150 to 200. Disadvantage on Block decreased from -7 to -4
  • EX Volt Wheel: Stun increased from 150 to 200.Disadvantage on Block decreased from -5 to 0
  • Spark Vortex : Stun increased by 30 for all versions.
  • Bolt Heel: Stun increased from 60 to 100. Disadvantage on Block decreased from -4 to -1. EX Disadvantage on Block decreased from -2 to 0
  • Bolt Sweep: Stun increased from 50 to 80. Disadvantage on Block decreased from -7 to – 4. EX Disadvantage on Block decreased from -4 to -2
  • V-Trigger duration 2400F

3-bar V-Trigger

 

V-Trigger 2:

 

Spark Carnival – HP+HK: Manuela's feet gain an aura of electrical energy. The total frames of Thunder Falcate are reduced. Disadvantage on block and advantage on hit on is improved.

  • LP Thunder Falcate: Total Frames reduced from 52 to 48. Advantage on hit is increased from -1 to +1. Disadvantage on block is reduced from -6 to -2
  • MP Thunder Falcate: Total Frames reduced from 61 to 55. Advantage on hit is increased from -1 to +2. Disadvantage on block is reduced from -6 to -1
  • HP Thunder Falcate: Total Frames reduced from 67 to 61. Advantage on hit is increased from -1 to +3. Disadvantage on block is reduced from -6 to +1
  • EX Thunder Falcate: Total Frames reduced from 54 to 49. Advantage on hit is increased from +3 to +5. Disadvantage on block is reduced from +5 to +8.
  • V-Trigger duration 1800F. LP/MP/HP cost is 450F. EX cost is 600F

2-bar V-Trigger

 

Specials:

 

Thunder Falcate – HCB+P: Manuela turns her back to her foe and performs a backflip axe kick that generates a crescent shape electric projectile. At close range the kick strikes the opponent in addition to the projectile. LP(18F Startup 52 Total Frames 2 hits, Close 80 Damage/120 Stun, Far 1 hit 60 Damage/100 Stun) MP(21F Startup 61 Total Frames 3 hits Close 90 Damage/150 Stun, Far 70 Damage/120 Stun) HP(23F Startup 67 Total Frames, 4 Hits , Close120 Damage/150 Stun, Far 90 Damage/120 Stun) EX(20F Startup 54 Total Frames, 5 Hits Close 150 Damage/200 Stun, Far 120 Damage/150 Stun)

 

Volt Wheel -HCF+K: Manuela attacks her foe with a sparking horizontal wheel kick. Attack does not hit crouching opponents. Projectile Invulnerable Frame 3. All versions knock down. Distance is determined by the kick button. LK(6F Startup 60 Damage/100 Stun -5 On Block, ¼ Screen), MK(8F Startup 90 Damage/120 Stun -6 On Block, 1/3 Screen), HK(10F Startup 120 Damage/150 Stun -7 On Block, ½ Screen), EX (6F Startup 120 Damage/150 Stun Projectile Invincible Frame 1, Causes Juggle State, -5 on Block, ½ Screen)

 

Spark Vortex – F,D,DF+K (Anti- Air): Manuela performs a handstand, performs a full split kick, and spins rapidly causing her to rise into the air. LK (4F Startup 100 Damage/120 Stun, 3 hits), MK, (5F Startup 120 Damage/120 Stun, 4 hits), HK (6F Startup 150 Damage/150 Stun, 5 hits). EX (4F Startup 8 hits, Full Startup Invincibility, Crush Counterable)

 

Spin Storm – QCB+K: Manuela strikes with two consecutive spinning sweeps kicks. The second sweep kick has three follow ups.

  • Storm Halt (No Input) Manuela stops the attack -2 On Block
  • Bolt Heel + K: Manuela strikes with a sparking spinning back mule kick to the chest 60 Damage/60 Stun, Leaves Standing, +2 On Hit, -4 On Block, EX +4 On Hit, -2 On Block
  • Bolt Sweep D+K: Manuela knocks her foes off of their feet with sparking sweep kick 40 Damage/50 Stun Knocks Down -7 On Block, EX - 4 On Block

LK (8F Startup 80 Damage/100 Stun + Follow Up) MK(10F Startup 100 Damage/100 Stun + Follow Up ) HK(12F Startup 120 Damage/120 Stun + Follow up) EX(8F Startup 120 Damage/120 Stun)

 

Critical Art:

 

Festive Storm-QCFx2 +K: Manuela performs a one hit right back sweep kick into a rising rotating inverted split kick combination that strikes her adversary eight times. She then sends her opponent crashing into the ground with a back flip axe kick. Her opponent is planted into the ground if the Critical Art is the final attack. 11 Hits 330 Damage (1x50, 8x20, 2x60)

 

Reasons to be in SFV:

 

Manuela met a Kenyan martial artist, Elena, at a Capoeira tournament in Brazil. She was surprised to see someone from Kenya using Capoeira. Manuela and Elena quickly became friends. They had similar personalities and she even made a few bracelets for Elena. While talking to Manuela, Elena learns about her cousin Laura. She had apparently run off to some grappling competition in Abu Dhabi. Elena is excited to go to a new place and possibly make new friends. Manuela begrudgingly agrees to go along with her new friend to find Laura and this grappling tournament.

 

Edited by Darc_Requiem
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