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Darc Requiem's SF Character Concept Thread


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SF3 Delta Blue Concepts.

 

Cammy White

Spoiler

Name: Cammy White

Nickname: The Killer Bee

Sex: Female

Ethnicity: English

Height: 5'5”(1.64m)

Weight: 134lbs(61kg)

B/W/H: 35”-22”-36” (88cm-57cm-91cm)

Hometown: London, England

 

Appearance: Cammy has long loose blonde hair that comes down past her waist. She has a petite but well built figure. Her eyes are turquoise and she has scar on the left side of her face that runs from her cheek down to her jaw. There is black collar around her neck and she has a pair of black googles with red lens on her forehead. She wears a blue tactical body suit that covers her arms but leaves her legs and posterior exposed. The suit is unzipped down to her sternum and has a green harness on the upper torso. Cammy wears black forearm length gloves that cover her hands up to the knuckles. She wears a matching black utility belt around her waist, black knee pads, and black calf length combat boots. White ribbed socks are underneath her boots and come up just past her knees.

 

Likes: Cats, Cake, Delta Blue , Her Sisters

Dislikes: Organized Crime, Soups

 

Fighting Style: Shadaloo Assassination Techniques/Delta Red CQC

 

Tone: Cammy is a serious, yet compassionate woman. She can be fiery but never lets that shake her focus on her mission.

 

Origins: Although the opposite was believed to be true, Cammy is actually a clone of kidnapped Russian ballerina Darit Chudova (Decapre). In addition to exceptional agility and flexibility, Darit had a natural affinity for Psycho Power. After a Psycho Power infusion accident that left Darit's face scarred. Shadaloo's scientists created a modified clone of Darit. The clone would have some elements of M.Bison's DNA. This would make her suitable “back up” body and allow for a more stable infusion of Pyscho Power. She would be a blank slate. Darit would be the guinea pig and the clone, code named Killer Bee, would be modified by the techniques perfected on Darit. Darit looked at her clone as her little sister. She endured pain to ensure that she would not. Her “big sister” would protect her.

     Killer Bee would be moved to Shadaloo's U.K. Facility and placed under the care of Shadaloo scientist Dr. Cameron White. During the course of her training, she developed a British accent. Her final battle test was against the Vega, one of Shadaloo's “Four Kings”. Killer Bee passed her final battle test but was given a facial scar during the confrontation. Cammy was given falsified British identification under the name Camille “Cammy” White. After several successful missions, Cammy ran across the yoga master Dhalsim. He “unlocked” her mind. Confused and “broken”, Cammy wandered around aimlessly. Vega was sent to kill her but the homicidal narcissist could end her beautiful existence. He left her at doorstep of a nearby MI6 facility.

     Cammy's amnesia made her a blank slate. The only thing she could remember was her combat training. She was taken in by Delta Red and quickly became one of their most valuable team members. After learning the truth of her identity. Cammy made it her personal mission to save the rest of the dolls. Struggling with failure or years, Cammy was finally able to save her “sisters” through coordinated assault on Shadaloo headquarters. With Shadaloo finally defeated, Cammy formed her own team, Delta Blue, to keep the next Shadaloo from resizing to power. Constructed from former Shadaloo experiments, Delta Blue would keep others from experiencing their pain.

 

Her Rival: Kolin

Stamina: 1080

Stun Bar Length: 64

Stun Bar Recovery: 24F

Forward Dash/Distance: 14F/1.5

Back Dash/Distance: 15F/1.5

Normal Wake Up: 66F

Quick Stand: 44F

Taunt: Increases throw range by 3 per taunt. Four taunt limit, max bonus of 12

Throw Range: 18

 

Throws:

 

Gyro Clipper – F+LP+LK: Cammy jumps on her opponent's shoulder, wraps her legs around her opponents head, cracks their neck, and frankensteiner's them in front of her

 

Delta Through – B+LP+LK: Cammy jumps up, wraps her legs around her opponent's head and frankensteiner's them behind her.

 

Neck Spiral – F+LP+LK (In Air): Cammy interecepts her aerial foe, grabs them by the head and spins 540° Degrees before driving them face first in the ground.

 

Unique Attacks:

 

Lift Upper – B+MP: Cammy strikes with a quick left uppercut.

 

Reverse Edge – F+MK (Overhead): Cammy hits her foe with a front somersault axe kick

 

Knee Bullet – F+HK: Cammy hops forward and strikes her foe with a left-right double knee strike.

 

Lift Combination – B+MP, HK: Cammy pummels her opponent with a left uppercut

 

Specials:

 

Axel Spin Knuckle – HCB+P: Cammy hops forward, performs a spinning axle, and strikes her opponent with a spinning backfist. The spinning axle portion of the attack is projectile invincible. HP, EX versions side switch at point blank range. Startup time is increased by 2F on a side switch. LP (25F Startup, 120 Damage/15 Stun ¼ Screen) MP (29F Startup 140 Damage/15 Stun ½ Screen) HP (32F Startup, 160 Damage/17 Stun ¾ Screen) EX (26F Startup 180 Damage/17Stun)

 

Hooligan Combination – HCF+P: Cammy jumps forward , rolling herself into a ball in mid air and strikes with a variety of attacks. EX (Gains projectile invincibility on frame 3)

  • Razor Edge Slicer (no input) Cammy performs a low sliding kick 95 Damage/9 Stun
  • Cannon Strike +QCB+K Cammy performs a diving kick 95 Damage/12 Stun
  • Fatal Leg Twister +LP+LK Cammy clamps her legs around her opponents head, flips forward, and drives them head first into the ground. 105 Damage/15 Stun
  • Cross Scissor Pressure +LP+LK Cammy grabs her airborne opponent by head, places both her feet into their chest, somersaults 1080° in the air, and kicks them into the ground with both feet 105 Damage/15 Stun
  • Assault Roll +K Cammy cancels her forward somersault and lands

 

Spiral Arrow – QCF+K: Cammy strikes her opponent with horizontally traveling corkscrew sweep kick. All versions startup in 7F and knock down.. LK (100 Damage/10 Stun, ¼ Screen) . MK (115 Damage/10 Stun, ½ Screen) HK (130 Damage/10 Stun, ¾ Screen) EX (155 Damage/15 Stun ¾ Screen, Projectile Invincible Frame 1)

 

Cannon Spike – F,D,DF+K: Cammy rises into the air while striking with a lead league high kick. All versions startup in 3F. LK(135 Damage/14 Stun), MK(150 Damage/15 Stun), HK(165 Damage/16 Stun) EX(180 Damage/16 Stun)

 

Cannon Strike – QCB+K (In Air): Cammy performs a diving kick from a jump. All versions have 11F Startup, 7F Landing Recovery and do 80 Damage/7 Stun. EX (10F Startup, 4F Landing Recovery 100 Damage/10 Stun)

 

Super Art 1:

 

Gyro Drive Smasher – QCFx2+K: Cammy strikes with a powerful multi-hitting Spiral Arrow, spins into a Cannon Spike that sends her foe skyward, jumps after them, grabs them by the head with both hands, wraps her legs around their head, and performs a back somersault that drives them back first into the ground while she slams fist into the her adversary's neck.

  1. Damage: 388
  2. Bar Length: 104
  3. Stock: 2
  4. EX: 5 uses

 

Super Art 2:

 

Cross Stinger Assault- QCFx2+P: Cammy flips back onto the wall, dives at her opponent with a corkscrewing Cannon Strike, passes through the opponent, Cannon Spikes them into the air, passes through them with multiple Spiral Arrows, and finally drills the opponent across the screen with an horizontal aerial Spiral Arrow.

  • Damage: 485
  • Bar Length: 108
  • Stock: 1
  • EX: 3 uses

 

Super Art 3:

 

Reverse Shaft Breaker- QCBx2+K: (Anti Air) Cammy flips backing into a handstand, performs a split kick, and spins into a vertical high rising Spiral Arrow.

  • Damage: 300
  • Bar Length: 88
  • Stock: 3
  • EX: 6 uses

 

Reasons to be in SFIII: Cammy gets a communiqué from her friend and former Interpol officer Chun Li. A “new” criminal organization is making its presence known. They are responsible for numerous disappearances, including Chun Li's adopted daughter Li Fen. After further investigation, Cammy discovers that they've been conducting human experimentation. Each member of Delta Blue has been a victim of experimentation. This is exactly the short of mission Delta Blue created for.

 

Juni Nilsdottir

Spoiler

Name: Juni Nilsdottir

Nickname: The Silent Sparrow

Sex: Female

Ethnicity: Swedish

Height: 5'3”(1.60m)

Weight: 128lbs(58kg)

B/W/H: 34”-22”-35” (86cm-57cm-88cm)

 

Hometown: Örebro,Sweden

 

Appearance: Juni has strawberry blonde hair in a bob style and light brown eyes. She wears a light gray Delta Blue Side Cap on her head. Juni has toned petite physique. She wears a blue Delta Red leotard with brown leather tactical belt/harness. Juni's arms are completely exposed except for the light gray forearm length tactical leather gloves. She wears blue camouflage pants with a light gray holster strapped around her left leg, Juni has calf length light gray combat boots on her feet.

 

Likes: Cats, Cake, Delta Blue , Her Sisters

Dislikes: Small Spaces, Her Dreams

 

Fighting Style: Shadaloo Assassination Techniques/Delta Blue CQC

 

Tone: Juni's has solemn personality. She was previously upbeat, but that changed with the recover of her memory.

 

Origins: Juni is the daughter Nils, a gymnastics coach, and Alette, a Säpo (Swedish Security Service) agent. She was the star of the Sweden's junior Olympic gymnastics team. Juni's mother, Alette, investigations were proving to be an impediment to Shadaloo. Partly due to her mother's activities, and her own natural talent Juni was kidnapped by Shadaloo for their doll program. After being brainwashed and trained in Shadaloo Assassination Techniques, Juni was sent to kill her parents to confirm that her conditioning was complete. Juni rigged a gas explosion that destroyed her family home. Her training was complete. Paired with Julia (Juli), she served as a personal bodyguard to M.Bison for years. After being defeated by S.I.N. Agent Juri Han, Juni was rescued by Delta Red Agent Cammy White.

 

     Juni had amnesia. With no memory of her past, Juni struggled to find a place in the world. When Cammy formed Delta Blue. she jumped at the chance to use her ill gotten combat skills for good. Juni trusted Cammy implicitly quickly became her second in command. Unbeknownst to Cammy and the rest of the team, Juni has recovered her memories. While all of her Shadaloo missions haunt her, it is the first mission to kill her parents that haunts her. Her upbeat and outgoing personality fades and she becomes a quiet introvert. Since, the change in personality hasn't affected her performance, the rest of Delta Blue with the exception of Cammy doesn't push the issue.

 

Her Rival: Cammy

 

Stamina: 1120

Stun Bar Length: 56

Stun Bar Recovery: 20F

Forward Dash/Distance: 18F/2

Back Dash/Distance: 27F/2.5

Normal Wake Up: 69F

Quick Stand: 46F

Taunt: Completing the animation without interruption eliminates the charge time of her next special attack.

Throw Range: 21

 

Throws:

 

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

 

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

 

Frankensteiner – F+LP+LK (In Air): Juni clasp her feet on the side of her opponents and back flips, driving them head first into the ground.

 

Unique Attacks:

 

Faller Arc– F+MK (Overhead): Juni strikes with a quick left axe kick.

 

Faller Arrow – F+HK(In Air): Juni dive kicks at a 60°Angle from neutral or forward jump.

 

Specials:

 

Mach Driver-360°+ P (Command Grab): Juni grabs her opponent, jumps into high into the air, rolls forward multiple times before driving them into ground with both feet. Punch button determines grab range. All versions startup in 3F. LP (190 Damage/16 Stun, Throw Range 48), MP(215/16 Stun Throw Range 42), HP (240 Damage/16 Stun, Throw Range 36), EX(250 Damage/16 Stun Throw Range 48).

 

Mach Interceptor - 360°+ P (Command Grab/In Air): Juni grabs her opponent out of the air, rolls forward multiple times before driving them into ground with both feet. Punch button determines grab range. All version startup in 5F. LP (170 Damage/13 Stun, Throw Range 40), MP(195 Stun/13 Stun, Throw Range 36), HP (220 Damage/13 Stun, Throw Range 32), EX(230 Damage/15 Stun).

 

Ligist Rush – (charge)B,F+P: Juni runs at her opponent and strikes with a variety of attacks. EX (Gains projectile invincibility on frame 3)

  • Delta Stanna +B: Juni halts her forward momentum.
  • Slirning Arrow D+K: Juni performs a sliding low kick 90 Damage/5 Stun
  • Snurra Knuckle +P: Juni hits her foe with spinning back fist 110 Damage/10 Stun
  • Avigsida Edge +K: (overhead) Juni strikes her opponent with a front somersault axe kick 90 Damage/5 Stun
  • Delta Krascha +LP+LK Juni grabs her opponent kicks both of her feet off their chest 100 Damage/12 Stun

 

Glidning Arrow- (charge)B,F + K: Juni focuses her ki and quickly strikes with a blazing fast sliding kick. Projectile invincible Frame 3. Kick bottom determines distance. All versions do 100 Damage/8 Stun and knock down. LK (5F Startup, ¼ Screen) . MK (8F Startup, ½ Screen) HK (10F Startup, ¾ Screen) EX (7F Startup, 125 Damage/10 Stun ¾ Screen, Projectile Invincible Frame 1)


Stigande Arrow-(charge)D,U +K: (anti-air) A vertical striking version of the Spiral Arrow, excellent anti cross up tool. Lacks the horizontal range of the Cannon Spike. LK (3F Startup, 135 Damage/10 Stun) MP (4F Startup, 145 Damage/12 Stun), HP (5F Startup 160 Damage/14 Stun), EX (5F Startup, 175 Damage/15 Stun, Full Startup Invincibility)

 

Super Art 1:

 

Vrida Drive Smasher – QCFx2+K: Juni catches her opponent off guard with a switch Glidning Arrow that knocks her opponent off their feet and direction above Juni. She then strikes her prone adversary with a powerful Stigande Arrow.

  • Damage: 290
  • Bar Length: 80
  • Stock: 3
  • EX: 6 uses

 

Super Art 2:

 

D.I.E. (Delta Instant Eliminering)- QCFx2+P: (Command Crab) Juni hops onto her opponent puts both of her feet into their chest while grabbing their head with both her hands. She falls to her back, launches them high into the air with both feet, super jumps after them , and drives them into the ground with a sky high Mach Interceptor.

  • Damage: 490
  • Bar Length: 120
  • Stock: 1
  • EX: 3 uses

 

Super Art 3:

 

Trippel Shaft Breaker- QCBx2+K: Juni hits her opponent with triple Stigande Arrow combination comprised of two low Stigande Arrows followed up by a multi-hitting Stigande Arrow that carries her opponent to the top of the screen.

  • Damage: 390
  • Bar Length: 120
  • Stock: 2
  • EX: 6 uses

 

Reasons to be in SFIII:

 

While investigating the Secret Society with Delta Blue, Juni comes across a surveillance photo with a Säpo (Swedish Security Service) agent that is a dead ringer for her mother. This agent is currently undercover in the Secret Society. Helping her team bring down the Secret Society will end this agents mission. Juni needs to know for sure if her mother survived the explosion she caused as a Shadaloo doll.

 

Julia Schäfer

Spoiler

Name: Julia Schäfer

Nickname: Thunderfoot's First Lady

Sex: Female

Ethnicity: German

Height: 5'5”(1.65m)

Weight: 137lbs(62kg)

B/W/H: 37”-23”-35” (94cm-59cm-88cm)

 

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

 

Appearance: Julia has long dark brown hair pulled into a bun with a crown braid holding it in place. She has brown eyes. Around her neck hangs a small string necklace with an eagle pendant. The necklace was gift form Little Eagle (Noembelu). Julia has a busty but petite physique. She wears a full body black tactical Delta Blue body suit. Julia has blue forearm length tactical leather gloves. She has blue leather knife holsters strapped round each of her thighs. Each holster holds a customer forged Thunderfoot daggers. camouflage pants with a light gray holster strapped around her left leg, Juli has ankle high blue leather combat boots on her feet.

 

Likes: T.Hawk, Archery, German Lager, Field Medicine

Dislikes: American Beer, Being Called Juli

 

Fighting Style: Shadaloo Assassination Techniques/Soul Power

 

Tone: Julia is a driven woman that uses her horrendous memories as a motivation to help others.

Origins: Julia is the daughter of famed doctor Gerhardt Schäfer. Julia's mother died when she was a toddler. This motivated her father, an accomplished engineer, to go back back to school to get a medical doctorate. Her traveled the world, often taking Julia with him to treat downtrodden and distressed peoples. He became enamored with a the Thurderfoot Tribe. A tribe that was forced from their homes in the American Southwest into to Mexico.

 

     Julia became her father's defacto nurse. After helping to treat an injured Little Eagle, the two became the best of friends. Overtime, Julia grew close with young chief of the Thunderfoot tribe. When her father decided to go back to Germany, Julia stayed behind. When she was spending time with T.Hawk, Julia was trying to keep up the supremely athletic Little Eagle. Unfortunately, that would lead to her capture by Shadaloo. Little Eagle was a target for the Doll program. Julia just happened to be with her. So the Shadaloo agents grabbed them both.

 

     After serving as Bison's personal body guard and assassin alongside Juni, Julia was eventually rescued by Cammy when Shadaloo's base was raided. Although she was free of Bison's influence, the scares still remained. Her memories were fragmented. Using Soul Power, Rose was able to help piece back together Julia's mind. She could remember everything now. How she was before her abduction and who she was during. It took some time for accept the thing she had done as Bison's tool.

When Cammy formed Delta Blue, Julia was quick to join. This surprised both T.Hawk and Cammy. Thing were awkward between her and Juni initially but she settle in fine. To the surprise of Cammy and the others, Julia could now manifest Soul Power. Her body has seem drawn upon Soul Power after Rose used it to heal her mind. Julia serves as the team medic.

 

Her Rival: Juni

Stamina: 1100

Stun Bar Length: 64

Stun Bar Recovery: 22F

Forward Dash/Distance: 15F/1.5

Back Dash/Distance: 14F/1.5

Normal Wake Up: 63F

Quick Stand: 42F

Taunt: Reduces the Total Frames of Soul Schuss by 1F. Bonus can be stacked. Max reduction of 4F.

Throw Range: 21

 

Throws:

 

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

 

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

 

Unique Attacks:

 

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

 

Soul Axt – F+MP: Juli strikes with a Soul Power infused overhand left punch.

 

Knee Kugel – B+LK: Juli does a quick hopping left knee strike

 

Fox Schwanz– F+MK (Overhead): Juli strikes with a quick left axe kick.

 

Soul Parieren – B+HK: Juli hits her adversary with a spinning back kick to the midsection

 

Soul Gleiten – DF+HK: Julia slides forward a short distance striking her opponent low

 

Specials:

 

Soul Schuss - QCF + P: Juli clinches her right fist and throws a quick uppercut that generates a large orb of Soul Power that horizontally towards her foe. The punch button determines the speed of the projectile. The stronger the button strength, the slower the projectile travels. All versions do 50 Damage/3 Stun. LP(15F Startup 45 Total Frames) MP(17F Startup 45 Total Frames) HP(22F Startup 44 Total Frame) EX (15F Startup 37 Total Frames, 2 Hits 100 Damage/6 Stun) Soul Power version of Bison's Pyscho Shot.

Soul Verbannen -F,D,DF +P (Overhead) : Juli charges her left hand with a tremendous amount of Soul Power, raises her left arm, and brings down a powerful hammer fist on her foe that knocks them to the ground. Punch button pressed determines the startup and damage. LP(15F Startup 80 Damage/8 Stun), MP(19F Startup 100 Damage/9 Stun), HP(23 Startup 120 Damage/10 Stun), EX(15F Startup 120 Damage/10 Stun Causes Ground Bounce) A Soul Powered version of M.Bison's Psycho Banish from the CvS series

Soul Anprall - HCB + P: A Soul Powered right uppercut followed by A Soul Powered overhand left. Distance traveled determined by the strength of the punch button. All versions leave her opponent standing. LP (6F Startup 100 Damage/10 Stun, Point Blank), MP(8F Startup 120 Damage/10 Stun ¼ Screen) HP (10F Startup 140 Stun/10 Stun ½ Screen). EX (6F Startup 160 Damage/16 Stun, Knocks Down).Soul Powered Version of Bison's Psycho Impact from the CvS series.

Sniping Pfeil -QCF+ K A quick flying kick, distance determined by the strength of the kick. Attack goes over low attacks. All version knock down. LK (7F Startup 100 Damage/9 Stun ¼ Screen) MK (10F Startup 110 Damage/9 Stun ½ Screen) HK (13F Startup 120 Damage/9 Stun ¾ Screen) EX (10F Startup 130 Damage/12 Stun Causes A Wall Bounce)

Soul Nagel - F,D,DF+ K: (Anti-Air)Variation of the Cannon Spike, slower start up, higher damage. Juli spins to perform a Cannon Spike with her back leg instead of her lead leg. LK(6F Startup, 150 Damage/15 Stun) MP (7F Startup 170 Damage/17 Stun), HP (8F Startup, 190 Damage/19 Stun), EX (6F Startup, 210 Damage/19 Stun)

 

Super Art 1:

 

Soul Sprengen – QCFx2+K: Julia manifests a slow moving massive Soul Schuss. Upon impact the projectile vacuums her adversary into and holds them in place as it explodes.

  • Damage: 225
  • Bar Length: 80
  • Stock: 3
  • EX: 6 uses

 

Super Art 2:

 

Soul Bestrafen- QCFx2+P: Julia turns her torso back 180° degrees and explodes forward into powerful left uppercut to the abdomen. The force of the punch creates a shockwave on impact and sends a blast of Soul Power through their torso.

  • Damage: 525
  • Bar Length: 120
  • Stock: 1
  • EX: 3 uses

 

Super Art 3:

 

Soul Force Streikende – QCBx2+P: Julia charges her fists with Soul Power and rushes her opponent. She strikes them with a left uppercut, right overhand, left uppercut, right overhand combination that ends with a supercharged left overhead hammer fist that plants her opponent in the ground.

  • Damage: 375
  • Bar Length: 100
  • Stock: 2
  • EX: 5 uses

 

Reasons to be in SFIII:

 

Delta Blue is investigating disappearances surrounding a mysterious Secret Society. One of those people is her estranged father Dr. Gerhardt Schäfer. Julia not only wants to help Delta Blue prevent the rise of another Shadaloo. She wants to find her father.

 

Abel

Spoiler

Name: Abel

Nickname: The Silent Storm

Sex: Male

Ethnicity: French(?)

Height: 6ft 6in (1.98m)

Weight: 256lbs (116kg)

B/W/H: 52-38-44 (132cm-97cm-112cm)

 

Hometown: Marseille, France

 

Appearance: Abel is a pale, tall, and muscular man with short blonde hair and blue eyes. He has multiple scars on his face. A small one across the bridge of his nose, one on the right side of his forehead that runs to his right eyebrow, one that runs across the top of his left cheek, and an “X” shaped scar below his bottom lip and above his chin. Abel wears a white beret on his head with a small blue Delta Blue insignia. He has on a blue sleeveless shirt with a red harness around his upper torso. A red leather belt holds up his white pants. Abel has brown leather combat boots on his feet .

 

Likes: Dogs, Fei Long Movies, Decapre, Bears

Dislikes: Seafood (especially Oysters), Organized Crime

 

Fighting Style: Combat Sabo

 

Tone: Abel is quiet, compassionate, and quick help those in need.

 

Origins: Abel was the template for the 25 bio-mechanical “back up” bodies that Shadaloo developed for Bison. That being the case, Seth and the other Tanden Engine powered clones share Abel's facial features. The numerous scars on his body are the result of the multiple experiments performed on him by Shadaloo scientist to make him more palatable to Psycho Power. Abel has no memory before Shadaloo. He doesn't know if he was abducted or simply created by Shadaloo. Cammy and the rest of Delta Blue, thinks he was abducted. If he were developed by Shadaloo there would have been no need to scarring experiments that made him susceptible to Psycho Power. Abel was rescued by Charlie Nash. Who looked after him for short time before leaving him with a colleague and embarking on what turned out to be fatal mission to take down M.Bison and Shadaloo.

 

     Seeking to find answers, Abel stumbles into a MI6, Interpol, and US Military operation to stop the S.I.N. Organization. After a brief confrontation with Guile, he aids them in taking down the groups leader. A strange cybernetic man named Seth. A man that shares his face. Seth called Abel “The failure.” This left Abel with more questions than answers. With Seth and S.I.N. gone, Abel assumed that he lost any chance to find out more about his origins.

 

     Abel saw an opportunity to infiltrate Shadaloo. He had since learned that S.I.N was formed from Shadaloo. Maybe he could find out more about Seth and himself. Abel used the access to the Shadaloo database to feed information to Cammy and Delta Red. Information that helped the joint force of Delta Red, the US Airforce, Interpol, and Kanzuki Zaibatsu Security take down Shadaloo once and for all in what would become known as “The Black Moons Incident”. After the incident the surviving dolls, RIP Marz, sole returned to their countries of origins. Except Decapre, who was in the poorest of health after regaining her sense of self. Abel would visit Decapre with his dog, a Berger Picard named Pierre, that always seemed to brighten her mood. When she was finally well enough to leave the hospital, Decapre would move in with Abel and Pierre.

 

     Sometime later, Cammy reaches out to Abel and Decapre about joining Delta Blue. A team she was forming with the sole purpose of taking down dark organizations like Shadaloo and S.I.N. Juni and Juli were on board along with a mysterious man known as Enos. Abel was happy to join the team, but Decapre declined. She liked the idea of working with sister, but she was determined to forge an identity of her own.

 

His Rival: Urien

Stamina: 1280

Stun Bar Length: 72

Stun Bar Recovery: 23F

Forward Dash: 14F/1.5

Back Dash: 18F/1.5

Normal Wake Up: 70F

Quick Stand: 56F

Taunt: Tapping the taunt button increases Abel's defense by against the next hit/combo by 10%. Holding the taunt button increase his stun recovery rate by 100% as long as it's held.

Throw Range: 28

 

Throws:

 

Drop Thow- F+MP+MK: Abel uses a Hane Goshi (Judo Hip Throw) to slam his opponent down in front of him.

 

Pincer Throw -B+MP+MK: Abel uses a Hane Goshi (Judo Hip Throw) to slam his opponent down behind him.

 

Unique Attacks:

 

Back Hand Knuckle – F+MP: Abel strikes with an overhand back fist. Not an overhead. Attack hit's mid.

 

Over Hand Hook – F+HP: Abel hits his opponent with left overhand hook while stepping forward.

 

Palm Drop – D+HP: (In Air) Abel strikes with a right open palm strike from any jump.

 

Step Kick – F+MK: Abel hits his adversary with a right right kick while stepping forward.

 

Side Kick – DF+HK: Abel crouches down and strikes his foe in the gut with an upward side kick

 

Twin Palms – LP,LP: Abel strikes with a quick, left-right, open palm combination

 

Body Head – MP,MP: Abel strikes with right body hook, right open palm to the face combination

 

Two Down – HP, HP: Abel hits his foe with a left open palm uppercut, followed by a right elbow hook. Knock down the opponent.

 

Specials:

 

Grappling – QCF+P -Abel takes his foe down with a variety of grappling techniques. The technique varies with the strength of the punch button. LP (6F Startup, 36 Throw Range) MP (7F Startup, 42 Throw Range) HP (8F Startup, 48 Throw Range) EX 6F Startup, 54 Throw Range)

  • LP – Judo throws his opponent behind him. 170 Damage/8 Stun
  • MP – Grabs the legs of his foe and flips them end over end in front of him. 170 Damage/8 Stun
  • HP – Clinches his opponent runs them into the wall in front of him and knocks them down with a right elbow hook to the face. 150 Damage/4 Stun
  • EX – Grabs the legs of his foe flips them into the air, jumps up, grabs them, and judo slams them to the ground. Default action slams the opponent behind him. Hold Forward during the attack to slam them in front of him. 190 Damage/9 Stun

 

Change of Direction – QCB+P: (Rekka) Abel charges forward with an over hand left punch that has two divergent follow ups. LP (14F Startup 40 Damage/3 Stun) MP (16F Startup 50 Damage/3 Stun) HP (17F Startup 60 Damage/3 Stun) EX(13F Startup 60 Damage/5 Stun)

1st Follow Up

  • P – Second Mid: Abel strikes with a left overhead back fist. (40 Damage/3 Stun)
  • K – Second Low: Abel strikes with a right inside leg kick (40 Damage/4 Stun). Must be blocked low.

2nd Follow Up (after Second Mid or Second Low)

  • P – Finish Mid: Abel grabs his opponent and throws them behind him. (100 Damage/6 Stun)
  • K – Finish Low: Abel knocks his foe of their feet with a left back sweep (150 Damage/8 Stun). Must be blocked low.

 

Falling Sky – F,D,DF+P: (Anti Air Command Crab) Abel reaches upward with his left hand, grabs his airborne foe from the sky, and judo slams them behind him. The punch button determines the startup and damage. LP (5F Startup 160 Damage/6 Stun) MP (6F Startup 170 Damage/9 Stun) HP (8F Startup 180 Damage/13 Stun) EX (5F Startup 180 Damage/14 Stun)

 

Tornado Throw – 360°+P: (Command Grab) Abel grabs his foe, lifts them overhead, spins them around rapidly, and then slams them on the ground behind him. Punch button determines damage and attack properties. All versions have 5F Startup. LP (180 Damage/16 Stun, 50 Throw Range) MP (195 Damage/18 Stun, 44 Throw Range) HP (210 Damage/20 Stun, 38 Throw Range) EX (225 Damage/20 Stun, 50 Throw Range, Hold Forward During Spin to Slam In Front of Abel)

 

Shoulder Tackle – QCF+K: Abel kneels briefly before slamming into his foe with his left shoulder. Attack can be charged by holding down the kick button. Kick button determines the distance travel. Charge can be canceled by pressing any punch button during the startup crouching animation. All uncharged versions do 130 Damage/8 Stun, Charged 150 Damage/12 Stun. LK (9F-25F Startup ¼ Screen) MK (½ Screen) HK( ¾ Screen) EX (15F Startup, 140 Damage/7 Stun, ½ Screen, Causes A Wall Bounce)

 

Wheel Kick – F,D,DF+K: Abel flies at his foe with an arcing jump wheel kick. Goes over projectile attacks. Kick button determines the travel distance. LK (Point Blank, 20F Startup 130 Damage/13 Stun) MK ( ¼ Screen, 24F Startup 150 Damage/13 Stun) HK ( ½ Screen, 27F Startup 170 Damage/13 Stun) EX ( ½ Screen. 17F Startup 2 Hits, 190 Damage/13 stun, Projectile Invincible)

 

Marseilles Roll – QCB+K: Abel rolls on the ground to avoid his opponents attacks. All versions start up in 2F. Invincible to Physical and Projectile attacks from 3F. Vulnerable to throws. Kick button determines the travel distance/duration of the roll. QCB+K: LK( 1/8 Screen) MK(1/4 Screen) HK(1/2 Screen) EX(Full Invincible to all attacks starting 3F. Distance traveled is determined how long the Forward direction is held.)

 

Super Art 1:

 

Heartless – QCFx2+P: Abel's sclera (whites of the eyes) turn back as he grabs his opponent, throws them over his shoulder, and charges into the wall in front of him. He strikes them with a six hit punch and kick combination before grabbing them and slamming them down in front him leaving them in the corner.

  • Damage: 295
  • Stun: 15
  • Bar Length: 80
  • Stock: 3
  • EX: 6

 

Super Art 2:

 

Soulless – QCBx2+P: Abel 's sclera turn back and explodes forward with a left uppercut to his opponents abdomen. He then blitzes his foe with nine combination of punches and kicks to the face, leg, and body that causes them to crumple to their knees. Abel then Tornado Throws them high into the air, jumps after them, and does a rolling Judo slam into the ground with him landing his full body weight on top of them.

  • Damage: 400
  • Stun: 12
  • Bar Length: 100
  • Stock: 2
  • EX: 5

 

Super Art 3:

 

Breathless -QCFx2+K: (Charging Command Grab) Abel kneels down in a three point stance, rushes his adversary, picks them up on his shoulders, and spins around at blinding speed. The rotation creates a massive localized cyclone that lifts his foes high into the air. Abel flies straight up into them with a brutal knee to the solar plexus, grabs them into a rolling Tomoe Nage, slams into the ground, and continues to roll before releasing them causing them to fly into the wall behind him at great speed. Abel can hold the kick button to delay the initial charge of the attack. Startup is 0F can be to delayed up to 25F.

  • Damage: 510
  • Stun: 18
  • Bar Length: 120
  • Stock: 1
  • EX: 3

 

Reasons to be in SFIII:

Abel stumbles into a young Russian couple on the run while doing reconnaissance for the Delta Blue operation on the Illuminati. After a brief confrontation with Illia, the boyfriend of the couple, Abel is able to convince the pair that he isn't after them. He shows them the various scars on his face and arms. They realize that he too had been a victim of experimentation. At Effie's behest, the pair return with Abel to Delta Blue. Using their intel, Cammy forms a plan of attack. Abel would enter the martial arts tournament that was being thrown by Gill, the leader of the Illuminati. This would give Delta Blue the chance to infiltrate and taken down the organization.

 

Enos

Spoiler

Name: Enos

Nickname: Legacy of S.I.N

Sex: Male

Ethnicity: Italian (?)

Height: 6ft 5 ½ in (1.97m)

Weight: 237lbs (103kg)

B/W/H: 48-37-39(122cm-94cm-99cm)

 

Hometown: Trieste, Italy (Location of the S.I.N facility he was found in)

 

Appearance: Enos is a tall muscular man with a dark olive skin tone. He has long straight black hair that is tied into a pony tail that hangs to the middle of his back. Enos has fern green eyes and no facial hair. There a blue bandanna tied around his forehead. Enos wears a black sleeveless shirt with the word “DELTA” in blue across the chest. There is a large “25” with a small bar code underneath it tattooed on his upper right arm. His legs are covered with blue camouflage pants. He has black combat boots on his feet.

 

Likes: Animals, The Outdoors, His Team (Delta Blue)

Dislikes: Solitude, Confinement, Crowds

 

Fighting Style: Four Kings CQC (Close Quarters Combat)

 

Tone: Enos is a man of few words. He rarely speaks to anyone outside of Delta Blue.

 

Origins: Shortly before the founding of Delta Blue, Cammy and Delta Red were investigating what they thought was decommissioned Shadaloo laboratory. In actuality, it was an S.I.N facility. Based on the data they gathered from its computer files, it was the first S.I.N facility. Seth had founded the organization here and runs a number of experiments. One of which seemed to still be active. Project Eugenic Neoteric Organic Seth or Project E.N.O.S. For short. Seth was apparently attempting to build his own body. Cammy discovered a vault with an automated computer system. There were twenty six pods inside. The first twenty four pods held failed deceased clones, the 26th pod was open, and the 25th pod held a body in cryogenic stasis. Cammy examined the computer system attached the pods. It contained extensive fighting data on the “Four Kings of Shadaloo”. The system had analyzed each of their techniques, tailored them to the clone in pod 25, and “uploaded” the information into it. With Colonel Wolfman's permission, Cammy takes the clone and pod back to Delta Red HQ.

 

     With the exception of Cammy, the members of Delta Red kept their distance from Enos. It was until he was examined by an elegant Italian woman by the name of Rose did the others warm up to him. He wasn't sure what she said to them but it made his life at Delta Red headquarters more tolerable. He trained with the others but he only spoke to Cammy. After a year, Cammy was chosen to lead up her own task force called Delta Blue. Enos went with her. Although he couldn't explain it, he felt a kinship with the other Delta Blue members. Especially Abel, who had similar origins to him as far as the both of them could tell. Over the next year with the Delta Blue team, Enos would open up to the team. He actually became quite chatty with the team. Although he still said few words to anyone else. He looked at Abel as brother and like him, wished to find out more about his origins.

 

His Rival: Abel (friendly)

Stamina: 1200

Stun Bar Length: 64

Stun Bar Recovery: 22F

Forward Dash/Distance: 17F/2

Back Dash/Distance: 18F/1.5

Normal Wake Up: 60F

Quick Stand: 48F

Taunt: Increases the advantage on hit of Bison charge by 1F. Can be stacked up to three times for a max of a 3F bonus.

Throw Range: 22

 

Throws:

 

Clinch Bomber – LP+LK : Enos grabs his adversary with a clinch, knees them twice in the ribs, and then head butts them.

 

Combo Toss – B+LP+LK: Enos grabs the opponent by the back of the head, strikes them with two right hooks to the body, and then shoulder tosses them behind him.

 

Izuna Twist Drop – LP+LK: (In Air): Enos grabs his opponent out of the air, turns 180° Degrees, and suplexes them into the ground.

 

Unique Attacks:

 

Tyrant Pummel – MP, MP: (In Air) Enos hits his airborne adversary with a left-right open palm strike combination that causes a juggle state.

 

Buffalo Horn – B+HP: Enos strikes with a left upper cut. Attack can be charged. Charged version will launch grounded opponents.

 

Crimson Heel – DF+MK: (Overhead) Enos hops forward and hits his foe with a right axe kick.

 

Low High Step – F+MK, HK: Enos hits his foe with a low step kick into high step kick combo.

 

Wall Jump – UB (Up Back): Enos kicks off the wall while in the air. Can follow up with any aerial normal attack or the Izuna Twist Drop.

 

Specials:

 

Tiger Roar – QCB+P: Enos pulls back both of his arms and thrusts them straight forward together with open palms creating a flaming red projectile. All versions startup in 12F, have 45 Total Frames, and do 60 Damage/3 Stun. Punch button determines projectile speed. LP(Slow), MP(Faster), HP(Fastest) EX(2 Hits 120Damage/6 Stun 11F Startup 43 Total Frames. LP+MP Slow, LP+HP Fast, MP+HP Fastest)

 

Bison Charge – F,D,DF+P: Enos dashes forward and strikes his opponent with a powerful left straight punch. Distance, startup, and damage is determined by the strength of the punch button. Point Blank and Max Range startup frames differ. LP(6F/13F 110 Damage/7 Stun ¼ Screen) MP(9F/22F 120 Damage/8 Stun ½ Screen) HP(10F/35F 130 Damage/10 Stun ¾ Screen) EX(6F/35F 160 Damage/10 Stun ¾ Screen)

 

Delta Driver – 360°P: (Command Grab): Enos grabs his opponent, knees them violently in the abdomen, sets them up for a power bomb, jumps high into the air, begins to somersault end or end while rapidly descending to the ground, and plants his foe with a rolling sit out power bomb. All versions startup in 3F. LP (215 Damage/18 Stun, Throw Range 52), MP(230/18 Stun Throw Range 46), HP (255 Damage/18 Stun, Throw Range 40), EX(250 Damage/18 Stun Throw Range 52).

 

Matador Heel -F,D,DF+K: (Anti Air) Enos performs rising and forward advancing double foot back flip kick. Startup, damage, ascent angle, are determined by the kick button pressed. LK (6F Startup 140 Damage/8 Stun 70°Angle) MK (7F Startup 155 Damage/8 Stun 60°) HK (8F Startup 170 Damage/8 Stun 45° Angle) EX (6F Startup, 185 Damage/12 Stun 55° Angle)

 

Despot Slicer – QCB+K: Enos somersaults forward and hits his foe with a staggered, right foot followed by left foot axe kick. LK (12F Startup 130 Damage/10 Stun Point Blank) MK(15F Startup 150 Damage/12 Stun ¼ Screen) HK(18F Startup 175 Damage/13 Stun ½ Screen) EX(15F Startup 185 Damage/13 Stun ½ Screen)

 

Super Art 1:

 

Czar’s Wrath – QCFx2+K: Enos hits his foe with two consecutive Despot Slicers before launching them into the air with a Matador Heel. The final hit causes a limited juggle state mid screen but a significant one in the corner.

  • Damage: 290
  • Stun: 10
  • Bar Length: 80
  • Stock: 3
  • EX: 6 uses

 

Super Art 2:

 

Dictator's Fury – QCFx2+P: Enos strikes his opponent with a power Bison Charge that stuns. He then hits his prone adversary with a barrage of left and right hooks to the body before knocking them high into the air with an uppercut. As his foes falls back to earth, Enos hits with them large Tiger Roar that explodes on impact and smashes them into the side of the screen.

  • Damage: 370
  • Stun: 14
  • Bar Length: 110
  • Stock: 2
  • EX: 5.5 uses

 

Super Art 3:

 

Totalitarian Tumbler – 720°+P: Enos grabs his opponent, knees them violently in the abdomen, hops into the air, somersault sit out power bombs them, bouncing off the ground, somersault sit out power bombs them, bouncing to his feet, jumps high into the air, and plants them into the ground with a final somersault sit out power bomb.

  • Damage: 585
  • Stun: 18
  • Bar Length: 128
  • Stock: 1
  • EX: 3.2 uses

 

Reasons to be in SFIII:

 

To the surprise of the rest of the team, Enos quickly opened up to Illia and Effie upon their arrival at Delta Blue headquarters. Hearing their story made him visbily angry. Enos rarely displayed emotion, especially to people outside of the team. When Abel was given the task of entering this Illuminati sponsored tournament, Enos went with him. He would back up his “brother” and help take down the people that harmed his new found friends.

 

Notes:

 

  • In the bible Enos was the son of Seth. Seth was younger brother of Cain and Abel.
  • When Seth gained sentience, he hatched a plan to create powerful purely organic body that was resistant to Psycho Power.
  • He was created prior to the invention of the Tanden Engine. Seth used existing fighting data on Shadaloo's Four Kings to construct Enos' fighting style.
  • Enos was constructed from the DNA of Balrog, Vega, Sagat, and M.Bison using stolen Shadaloo technology in order fully take advantage of his fighting style.
  • Seth abandoned Enos after the creation of the Tanden Engine. The Tanden Engine allowed him to easily collect fighting data. He's construct a new, superior body based on the lessons learned from Enos.
  • Enos's height and weight are an average of Capcom's official weights for Balrog, Vega, Sagat, and M.Bison
  • With the exception of Delta Driver and Totalitarian Tumbler, all of Enos' special and super arts are based on the Four Kings. Those two techniques were developed in his time with Delta Blue.
  • Although it was not his number, Seth was one of 25 biomechanical back up bodies for Bison. Enos was the 25th organic, and fist successful, clone body created by Seth.

 

Edited by Darc_Requiem
Link to comment
  • 2 months later...

Remember awful Street Fighter Alpha animated movie? No. Well here is Shun anyway 😉

 

Shun

Spoiler

Name: Shun Hoshi (Hoshi Shun)

Nickname: Fist of Focused Fury

Sex: Male

Ethnicity: Japanese (?)

Height: 5'8”

Weight: 179lbs

B/W/H: 43-32-33 (110cm-81cm-84cm)

 

Hometown: São Paulo , Brazil

 

Appearance: Shun has dark reddish brown shoulder length hair. He is well built with a tan complexion. Shun has grey head band covering his forehead. There is black “激”(Violent) kanji symbol at the center of the headband. He is shirtless and wears full length grey gi pants with a black karate belt tied around his waist. His upper forearms and his hands are wrapped in black tape. There are brown leather sandals on his feet.

 

Likes: His Mother, Nature, Swimming

Dislikes: His Temper, His Father

 

Fighting Style: Hoshi No Ken

 

Tone: Shun is an honorable but hothead young man.

 

Origins: Shun's mother, Homura, came to Brazil from Japan just before he was born. Homura's father was an expert martial artist. Homura trained under her father. While tradition dictated that the family art be passed down from father to son, she was an only child. So the duty of carrying on the family technique fell to her. Eventually, her father took on another student. As they trained together, Homura fell for the young man. Homura's father and began to butt heads with his star pupil, much to Homura's chagrin. He wished to learn the forbidden arts of the family style and Homura's father disagreed. One day they the master and student's conflict grew physical. Shun's father killed his grandfather. He had been practicing the forbidden techniques in secret and was overcome by a dark power.

 

Homura was torn. She wanted to avenge her father but wasn't sure if she were strong enough. However the decision had been made for her. Homura was pregnant. Even if she were able, she was in no condition to fight. Even if she did, it would mean trying to kill the father of her child. Homura took possession of all the scrolls describing her family art and fled for Brazil. In addition to being on the other side of the world, it has the largest population of Japanese people outside of Japan itself. It would be easy for her to disappear there.

As is the tradition of the family, Homura trained Shun in the family's martial arts style. Despite being raised in Brazil, Shun is fluent in Japanese. Homura was reluctant to teach Shun. She felt the same dark power from him that had overwhelmed his father. However, she feared that without proper training he'd be unable to control his power.

 

Shun displayed a natural talent for the martial arts. In spite of the “dark power” that seemed to dwell within him. He was a honorable young man that always strived to do the right thing. He often asked about his father but his mother would always change the subject. Shun started looking to the matter on his own. He heard of fighter with “dark power” similar to his own. He wondered if that fighter could be his father.

 

His Rival: Ryu

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

1000 Stamina 1000 Stun

 

Throws:

 

Nohouzu Ikari (Unbridled Rage) – LP+LK: Shun strikes his foe with a left-right body uppercut combination followed by a flying left knee to the head. 140 Damage/150 Stun

 

Douaku Gekido(Fiendish Rage) – B+LP+LK: Shun strikes his foe with a right uppercut to the body, grabs the back of their head with his left hand, and slams them face first into the ground. 150 Damage/200 Stun

 

Unique Attacks:

 

Kyoukotsu Heki (Sternum Pierce) – B+HP: Shun steps forward and strikes with a straight right punch to the chest. 9F Startup 90 Damage/120 Stun +3 On Hit/-2 On Block

 

Ingou Daikama – (Cruel Scythe) – F+HK: (Overhead) Shun hits his opponent with a left question mark kick. 22F Startup 90 Damage/150 Stun +2 On Hit/-6 On Block

 

Sesshou Yari  (Barborous Spear) – F+MK: Shun steps forward and strikes with a right standing side kick to the abdomen. 7F Startup 70 Damage/100 Stun +2 On Hit/-2 On Block

 

Shibugoretsu (Torn Asunder) – F+HP, B+MP: Shun strikes his foe with a left uppercut to the body followed by a right hook to the head. Knocks down. 9F Startup 70 Damage/100 Stun Knocks Down, -7 On Block

 

V-Reversal:

 

Kyoubou Ichigeki (Frenzied Blow) – F+PPP: Shun hits his opponent with a violent left-right straight open palm punch combination.

 

V-Skill:

 

Metsu Kaihou (Destruction Unleashed) – MP+MK: Shun expels the negative ki he's built up inside. Creates an spherical explosion around his body. Attack can be charged by holding down the buttons. Aura dispels projectiles . Uncharged dispels 1 hit projectiles. Charged dispels up to 3 hit projectiles.

  • Uncharged – 12F Startup 40 Damage/80 Stun, Knocks Down on Hit, -7 On Block
  • Charged – 36F Startup 80 Damage/120 Stun, Leaves Standing, +4 on Hit, -2 On Block

 

V-Trigger 1:

 

Zetsumetsuken (Extinction Fist) – HP+HK: Shun focuses the fury of his dark power through his hands and feet. Increasing the potency of his physical special attacks. Umihebiza Zunou Kousou, Umihebiza Shippo Dasu, and Hiryuu Shippo Tsuiraku gain EX properties without expending meter. Hiryuu Shippo Tsuiraku can now be performed from neutral and backward jumps. 2400F Duration. Enhanced Specials cost 600F.

2-Bar V-Trigger

 

V-Trigger 2:

 

Satsubatsu Renzoku Fungeki (Savage Continuous Fury) – HP+HK: Shun focuses his dark power into his ki based special attacks.

  • Daichi Goha – LP,MP,HP Versions 13F Startup 45 Total Frames 75 Damage/100 Stun EX 11F Startup 42F Total Frames 150 Damage/200 Stun
  • Kazanha – LP,MP,HP Versions Startup Reduced by 1F, Damage Increased by 15, Full Startup Invincibility, EX Startup Reduced by 1F, Damage Increased by 20, Causes a Juggle State
  • Metsu Kaihou – Uncharged 10F Startup 60 Damage/120 Stun, Reflects 1 hit projectiles. Causes limited juggle state. Charged 30F Startup 120 Damage/180 Stun, Reflects up to 3 hit projectiles. Launches opponent into the air and causes a relaxed juggle state. (Initial juggle does not count against the juggle hit limit.)

3000F Duration Enhanced Specials cost 500F

3-Bar V-Trigger

 

Specials:

 

Daichi Goha (Earth Great Blast) – QCF+P: Shun pulls back his right arm, thrusts his hand palm open towards his opponent, and creates wave of ki that travels along the ground towards his opponent. Punch button determines the speed of the projectile. The stronger the button, the faster the projectile. LP,MP,HP versions 14F Startup 47 Total Frames. 60 Damage/100 Stun. EX 12F Startup 44 Total Frames. 120 Damage/150 Stun.

 

Kazanha (Volcano Blast) – F,D,DF+P: (Anti Air) Shun strikes the ground with a powerful left overhand punch that causes a pyre of fiery ki to rise up from it. The height, startup, and strength of the blast is determined by the punch button. LP(4F Startup, 110 Damage/150 Stun, Throw Invincible) MP (5F Startup, 130 Damage/150 Stun, Invincible to Airborne Attacks), HP (6F Startup, 150 Damage/150 Stun, Strike/Projectile Invincible from frame 3), EX (4F Startup, 170 Damage/200 Stun, Full Startup Invincibility)

 

Umihebiza Zunou Kousou (Hydra Head Bite) – QCB+P: Shun dashes forward with left straight, right straight, into left straight combination. Distance, startup, and strength of the attack determined by the punch button pressed. LP (8F Startup, 90 Damage/120 Stun, ¼ Screen, -2 On Hit/-4 On Block) MP (11F Startup, 110 Damage/120 Stun, ½ Screen, -1 On Hit/-5 On Block) HP (14 Startup, 130 Damage/150 Stun, ¾ Screen, +1 On Hit/-6 On Block) EX (8F Startup, 150 Damage/150 Stun, ¾ Screen +3 On Hit/-2 On Block)

 

Umihebiza Shippo Dasu (Hydra Tail Strike) – QCF+K: Shun slides forward with a right sweep, left sweep, into right back sweep combination. Must be blocked low. Distance, startup, and strength of the attack determined by the kick button pressed. All versions knock down. LK (9F Startup, 90 Damage/120 Stun, ¼ Screen, -5 On Block) MK (12F Startup, 120 Damage/120 Stun, ½ Screen, -6 On Block) HK (15 Startup, 140 Damage/150 Stun, ¾ Screen, -7 On Block) EX (9F Startup, 150 Damage/200 Stun, ¾ Screen, -4 on Block)

 

Hiryuu Shippo Tsuiraku (Flying Dragon Tail Crash) – QCF+K: (In Air) Shun descends straight down to the ground from a forward jump with a vertically spinning somersault kick. The attack impacts the ground as full front split kick. LK (9F Startup, 90 Damage/120 Stun) MK (12F Startup, 110 Damage/150 Stun), HK (14F Startup, 130 Damage/150 Stun) EX(11F Startup, 130 Damage/150 Stun, +4 On Hit)

 

Critical Art:

 

Kazan Tenpenchii (Volcanic Cataclysm) – QCFx2+P: Shun strikes the ground with a powerful left overhand punch that generates a large pyre of fiery ki that engulfs his foe, and lifts them off the ground. He then strikes with a right overhead punch to ground that makes a larger fiery ki pyre that keeps his opponent aloft, and sends them flying away with a massive pyre of fiery ki created by a final light overhand pun to the ground. 3 hits 350 Damage (1x100, 1x110, 1x140).

 

Reasons to be in SFV:

  • Shun enters the world martial arts tournament seeking his father or information about him. This warrior with dark ki only challenged the best fighters in the world. With all of them grouped together for the tournament, he would surely make an appearance.
  • Side Notes:
  • Shun's father isn't Akuma. I purposely left it vague like he could be but he isn't. Shun's father was killed by Akuma though. Akuma felt his Satsui No Hado energy.
  • Ryu is his rival because Shun senses a similar Ki within him.
  • I gave him the Hoshi surname as a nod to the Alpha movie going with the Shun is Ryu's brother angle and people thinking that Hoshi is Ryu's surname.

 

Edited by Darc_Requiem
Link to comment
1 hour ago, Darc_Requiem said:

Remember awful Street Fighter Alpha animated movie? No. Well here is Shun anyway 😉

 

Shun

  Reveal hidden contents

Name: Shun Hoshi (Hoshi Shun)

Nickname: Fist of Focused Fury

Sex: Male

Ethnicity: Japanese (?)

Height: 5'8”

Weight: 179lbs

B/W/H: 43-32-33 (110cm-81cm-84cm)

 

Hometown: São Paulo , Brazil

 

Appearance: Shun has dark reddish brown shoulder length hair. He is well built with a tan complexion. Shun has grey head band covering his forehead. There is black “激”(Violent) kanji symbol at the center of the headband. He is shirtless and wears full length grey gi pants with a black karate belt tied around his waist. His upper forearms and his hands are wrapped in black tape. There are brown leather sandals on his feet.

 

Likes: His Mother, Nature, Swimming

Dislikes: His Temper, His Father

 

Fighting Style: Hoshi No Ken

 

Tone: Shun is an honorable but hothead young man.

 

Origins: Shun's mother, Homura, came to Brazil from Japan just before he was born. Homura's father was an expert martial artist. Homura trained under her father. While tradition dictated that the family art be passed down from father to son, she was an only child. So the duty of carrying on the family technique fell to her. Eventually, her father took on another student. As they trained together, Homura fell for the young man. Homura's father and began to butt heads with his star pupil, much to Homura's chagrin. He wished to learn the forbidden arts of the family style and Homura's father disagreed. One day they the master and student's conflict grew physical. Shun's father killed his grandfather. He had been practicing the forbidden techniques in secret and was overcome by a dark power.

 

Homura was torn. She wanted to avenge her father but wasn't sure if she were strong enough. However the decision had been made for her. Homura was pregnant. Even if she were able, she was in no condition to fight. Even if she did, it would mean trying to kill the father of her child. Homura took possession of all the scrolls describing her family art and fled for Brazil. In addition to being on the other side of the world, it has the largest population of Japanese people outside of Japan itself. It would be easy for her to disappear there.

As is the tradition of the family, Homura trained Shun in the family's martial arts style. Despite being raised in Brazil, Shun is fluent in Japanese. Homura was reluctant to teach Shun. She felt the same dark power from him that had overwhelmed his father. However, she feared that without proper training he'd be unable to control his power.

 

Shun displayed a natural talent for the martial arts. In spite of the “dark power” that seemed to dwell within him. He was a honorable young man that always strived to do the right thing. He often asked about his father but his mother would always change the subject. Shun started looking to the matter on his own. He heard of fighter with “dark power” similar to his own. He wondered if that fighter could be his father.

 

His Rival: Ryu

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

1000 Stamina 1000 Stun

 

Throws:

 

Nohouzu Ikari (Unbridled Rage) – LP+LK: Shun strikes his foe with a left-right body uppercut combination followed by a flying left knee to the head. 140 Damage/150 Stun

 

Douaku Gekido(Fiendish Rage) – B+LP+LK: Shun strikes his foe with a right uppercut to the body, grabs the back of their head with his left hand, and slams them face first into the ground. 150 Damage/200 Stun

 

Unique Attacks:

 

Kyoukotsu Heki (Sternum Pierce) – B+HP: Shun steps forward and strikes with a straight right punch to the chest. 9F Startup 90 Damage/120 Stun +3 On Hit/-2 On Block

 

Ingou Daikama – (Cruel Scythe) – F+HK: (Overhead) Shun hits his opponent with a left question mark kick. 22F Startup 90 Damage/150 Stun +2 On Hit/-6 On Block

 

Sesshou Yari  (Barborous Spear) – F+MK: Shun steps forward and strikes with a right standing side kick to the abdomen. 7F Startup 70 Damage/100 Stun +2 On Hit/-2 On Block

 

Shibugoretsu (Torn Asunder) – F+HP, B+MP: Shun strikes his foe with a left uppercut to the body followed by a right hook to the head. Knocks down. 9F Startup 70 Damage/100 Stun Knocks Down, -7 On Block

 

V-Reversal:

 

Kyoubou Ichigeki (Frenzied Blow) – F+PPP: Shun hits his opponent with a violent left-right straight open palm punch combination.

 

V-Skill:

 

Metsu Kaihou (Destruction Unleashed) – MP+MK: Shun expels the negative ki he's built up inside. Creates an spherical explosion around his body. Attack can be charged by holding down the buttons. Aura dispels projectiles . Uncharged dispels 1 hit projectiles. Charged dispels up to 3 hit projectiles.

  • Uncharged – 12F Startup 40 Damage/80 Stun, Knocks Down on Hit, -7 On Block
  • Charged – 36F Startup 80 Damage/120 Stun, Leaves Standing, +4 on Hit, -2 On Block

 

V-Trigger 1:

 

Zetsumetsuken (Extinction Fist) – HP+HK: Shun focuses the fury of his dark power through his hands and feet. Increasing the potency of his physical special attacks. Umihebiza Zunou Kousou, Umihebiza Shippo Dasu, and Hiryuu Shippo Tsuiraku gain EX properties without expending meter. Hiryuu Shippo Tsuiraku can now be performed from neutral and backward jumps. 2400F Duration. Enhanced Specials cost 600F.

2-Bar V-Trigger

 

V-Trigger 2:

 

Satsubatsu Renzoku Fungeki (Savage Continuous Fury) – HP+HK: Shun focuses his dark power into his ki based special attacks.

  • Daichi Goha – LP,MP,HP Versions 13F Startup 45 Total Frames 75 Damage/100 Stun EX 11F Startup 42F Total Frames 150 Damage/200 Stun
  • Kazanha – LP,MP,HP Versions Startup Reduced by 1F, Damage Increased by 15, Full Startup Invincibility, EX Startup Reduced by 1F, Damage Increased by 20, Causes a Juggle State
  • Metsu Kaihou – Uncharged 10F Startup 60 Damage/120 Stun, Reflects 1 hit projectiles. Causes limited juggle state. Charged 30F Startup 120 Damage/180 Stun, Reflects up to 3 hit projectiles. Launches opponent into the air and causes a relaxed juggle state. (Initial juggle does not count against the juggle hit limit.)

3000F Duration Enhanced Specials cost 500F

3-Bar V-Trigger

 

Specials:

 

Daichi Goha (Earth Great Blast) – QCF+P: Shun pulls back his right arm, thrusts his hand palm open towards his opponent, and creates wave of ki that travels along the ground towards his opponent. Punch button determines the speed of the projectile. The stronger the button, the faster the projectile. LP,MP,HP versions 14F Startup 47 Total Frames. 60 Damage/100 Stun. EX 12F Startup 44 Total Frames. 120 Damage/150 Stun.

 

Kazanha (Volcano Blast) – F,D,DF+P: (Anti Air) Shun strikes the ground with a powerful left overhand punch that causes a pyre of fiery ki to rise up from it. The height, startup, and strength of the blast is determined by the punch button. LP(4F Startup, 110 Damage/150 Stun, Throw Invincible) MP (5F Startup, 130 Damage/150 Stun, Invincible to Airborne Attacks), HP (6F Startup, 150 Damage/150 Stun, Strike/Projectile Invincible from frame 3), EX (4F Startup, 170 Damage/200 Stun, Full Startup Invincibility)

 

Umihebiza Zunou Kousou (Hydra Head Bite) – QCB+P: Shun dashes forward with left straight, right straight, into left straight combination. Distance, startup, and strength of the attack determined by the punch button pressed. LP (8F Startup, 90 Damage/120 Stun, ¼ Screen, -2 On Hit/-4 On Block) MP (11F Startup, 110 Damage/120 Stun, ½ Screen, -1 On Hit/-5 On Block) HP (14 Startup, 130 Damage/150 Stun, ¾ Screen, +1 On Hit/-6 On Block) EX (8F Startup, 150 Damage/150 Stun, ¾ Screen +3 On Hit/-2 On Block)

 

Umihebiza Shippo Dasu (Hydra Tail Strike) – QCF+K: Shun slides forward with a right sweep, left sweep, into right back sweep combination. Must be blocked low. Distance, startup, and strength of the attack determined by the kick button pressed. All versions knock down. LK (9F Startup, 90 Damage/120 Stun, ¼ Screen, -5 On Block) MK (12F Startup, 120 Damage/120 Stun, ½ Screen, -6 On Block) HK (15 Startup, 140 Damage/150 Stun, ¾ Screen, -7 On Block) EX (9F Startup, 150 Damage/200 Stun, ¾ Screen, -4 on Block)

 

Hiryuu Shippo Tsuiraku (Flying Dragon Tail Crash) – QCF+K: (In Air) Shun descends straight down to the ground from a forward jump with a vertically spinning somersault kick. The attack impacts the ground as full front split kick. LK (9F Startup, 90 Damage/120 Stun) MK (12F Startup, 110 Damage/150 Stun), HK (14F Startup, 130 Damage/150 Stun) EX(11F Startup, 130 Damage/150 Stun, +4 On Hit)

 

Critical Art:

 

Kazan Tenpenchii (Volcanic Cataclysm) – QCFx2+P: Shun strikes the ground with a powerful left overhand punch that generates a large pyre of fiery ki that engulfs his foe, and lifts them off the ground. He then strikes with a right overhead punch to ground that makes a larger fiery ki pyre that keeps his opponent aloft, and sends them flying away with a massive pyre of fiery ki created by a final light overhand pun to the ground. 3 hits 350 Damage (1x100, 1x110, 1x140).

 

Reasons to be in SFV:

  • Shun enters the world martial arts tournament seeking his father or information about him. This warrior with dark ki only challenged the best fighters in the world. With all of them grouped together for the tournament, he would surely make an appearance.
  • Side Notes:
  • Shun's father isn't Akuma. I purposely left it vague like he could be but he isn't. Shun's father was killed by Akuma though. Akuma felt his Satsui No Hado energy.
  • Ryu is his rival because Shun senses a similar Ki within him.
  • I gave him the Hoshi surname as a nod to the Alpha movie going with the Shun is Ryu's brother angle and people thinking that Hoshi is Ryu's surname.

 

I remember when it was new.

 

That...makes me old, doesn't it...

 

😢

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Another SF3 Concept. I present Kolin.

 

Kolin

Spoiler

Name: Kolin (Olena Kovalenko)

Nickname: Phantasm of Snow and Ice

Sex: Female

Ethnicity: Ukrainian (?)

Height: 5'6”(1.68m)

Weight: 143lbs(65kg)

B/W/H: 36”-25”-37” (91.5cm-63.5cm-94cm)

 

Hometown: Kharkiv, Ukraine

 

Appearance: Kolin porcelain skin and blue eyes. Her long blonde hair is styled in an asymmetrical updo with high ponytail. She wears black long sleeved suit jacket. There is a white collared dress shirt under the fastened suit jacket. Kolin has a black tie around her neck. She wears short black skirt that leaves her muscular legs exposed. Kolin has black high heeled shoes on her feet.

 

Likes: Gill, Reading, Book of Miraha, Butterflies, Winter

Dislikes: Urien, Soldiers, War

 

Fighting Style: Systema

 

Tone: Kolin is cold, manipulative, and fiercely loyal to Gill.

 

Origins: Kolin, born Olena Kovalenko, comes from military family. Her grandfather, father, mother, and brother were all soldiers. Olena followed their lead. Per her family's customs, she was instructed in combat training as soon as she can walk. Olena excelled at Systema and was also an expert marksmen with small fire arms Over time Olena lost each of her family members to war. Her grandfather was killed in combat when she was small girl, her mother was barely a teenager, and her father shortly after her enlistment. In the frequent battles to maintain her countries sovereignty, her family always seem to pay the price. In her final combat action, she saw her brother's fall.

 

Disillusioned and distraught, Olena simply wondered off into the wilderness. Her comrades called out to her. She walked across the frozen tundra, ignoring the bitter cold. The bitter cold wind whipped across her face and she paid no mind. Her grief had numbed her to any pain. After days of walking, without eating or drinking, her body finally gave out. Olena staggered, stumbled, and finally collapsed to the snowy ground. As she closed her eyes and waited for death to take her, a voice called out to her. She looked up to see a striking, heavenly figure call out to her. Was it a mirage? An illusion, she thought to her self. The figure glowed with a warm white light. Rays of a light from the figure seemed to call out to her.

 

Olena somehow to find the strength to raise to her feet. She made her way to the figure on unsteady feet fall just to her knees just short of his location. He reached out his hand to her. Olena grabbed hold of it and suddenly felt rejuvenated.

Gill was his name. He promised Olena a world without war if she would follow him. A divine being awaiting her in the frozen wilderness. Olena was enamored. She had lost everything and would happily do anything to ensure a world without war. Olena died that day. She never got up from the frosty earth. Kolin arose and she would serve Gill faithfully and bring forth his Utopia.

 

Her Rival: Urien

 

Stamina: 1200

Stun Bar Length: 64

Stun Bar Recovery: 20F

Forward Dash/Distance: 15F/1.5

Back Dash/Distance: 15F/1

Normal Wake Up: 75F

Quick Stand: 50F

Taunt: Ice blades cover her hands, increases the range of her next punch normal. Can be stacked up to 4 times.

Throw Range: 25

 

Throws:

 

Pressure Ridge – LP+LK: Kolin grabs her opponent, hit them with a left knee to the stomach, places her right leg behind both their legs, and sweeps their legs out from under him while using her right arm to slam them to the ground.

 

Sublimation – B+LP+LK: Kolin grabs her opponent, hit them with a left knee to the stomach, and shoulder throws them behind her.

Avalanche Lock – LP+LK: (In Air) Kolin locks her foe into an aerial arm bar that she releases when the pair slams into the ground.

 

Unique Attacks:

 

Blizzard Heel – F+MK: (Overhead) Kolin hammers her opponent with a two leg wheel kick. 15F Startup 120 Damage/8 Stun -2 On Block

Icicle Stamp – D+MP (From any jump): Kolin double jumps creating an frozen wave of ki in the same of an icicle's tip. Wave descends behind her at a 60° Angle. 40 Damage/5 Stun

 

Frost Spike – LP,MP,HP: Kolin pummels her foes with a left jab, right straight, into left back fist combination. 70 Damage/5 Stun

Whiteout – MK,HP, F+HP: Kolin hits her adversary with a standing right knee, right backfist, into left back fist combination. 80 Damage/7 Stun

 

Tundra Pike – LK,MK: (In Air) Kolin strikes with a flying right knee, left flying kick combination that leaves grounded opponents standing. 3F Startup 80 Damage/7 Stun, Can Cross Up

 

Specials:

 

Frost Touch – QCB+P: Kolin intercepts her opponent's attack and responds witha powerful counter strike. Punch button pressed determines the counter type. All versions have 34F of Recovery on Whiff. LP (Low Counter, 2F Startup, 225 Damage/16 Stun) MP (2F High Counter, 2F Startup, 200 Damage/16 Stun) HP (Anti Air Counter, 2F Startup, 200 Damage/16 Stun) EX(1F Startup 29 Recovery Frames on Whiff, High/Anti Air Counter 270 Damage/19 Stun, Low Counter 290 Damage/19 Stun, LP+MP Low Counter, LP+HP High Counter MP+HP Anti Air Counter)

 

Parabellum - QCF+P – Kolin generates blade like frozen ki auras around both of her fists and rapidly strikes her foe. LP and MP versions leave the opponent standing. HP version knocks down. LP(9F Startup, 80 Damage/10 Stun, -4 On Block,) MP(14F Startup, 100 Damage/10 Stun, +2 On Hit, -6 On Block) HP(18F Startup, 120 Damage/10 Stun, -8 On Block) EX(9F Startup, 120 Damage/10 Stun, -4 On Block, Launches The Opponent)

 

Hailstorm – F,D,DF+P: Kolin summons a ball of icy ki above her foe that descends at a 70° Angle. All versions do 60 Damage/6 Stun. LP (7F Startup 37 Total Frames, ¼ Screen) MP (7F Startup 40 Total Frames, ½ Screen) HP (7F Startup 40 Total Frames,3/4 Screen) EX(6F Startup 36 Total Frames, 120 Damage/12 Stun LP+MP ¼ Screen, LP+HP ½ Screen, MP+HP ¾ Screen)

 

Crystal Slash – F,D,DF+K: Kolin manifests a frozen aura of ki around her right hand and strikes her opponent with an advancing over hand right chop. Attack leaves the opponent standing with Kolin at advantage. If Crystal Slash makes contact with a physical attack. Kolin counters spinning upward left hand chop that knocks her opponent down. LK(10F Startup, Strike - 50 Damage/7 Stun, +1 On Hit, -4 On Block, Counter - 100 Damage/10 Stun, Knocks Down) MK(13F Startup, Strike – 65 Damage/8 Stun, +2 On Hit, -6 On Block, Counter – 130 Damage/12 Stun) HK (15F Startup 80Damage/9 Stun, +3 On Hit, - 8 On Block, Counter – 160 Damage/ 14 Stun) (Version of the Inside Slash, SFV V-Skill)

 

Frost Edge – HCF+K: Kolin manifests a frozen aura of ki around her left fist dashes back towards her foe with a left punch. All versions do 125 Damage/12 Stun, Knocks Down -6 On Block. Kick button determines the startup and distance traveled. LK (8F Startup, Projectile Invincible 4F-16F, ¼ Screen) MK (11F Startup, Projectile Invincible 7F-19F, ½ Screen), HK (14 Startup, Projectile Invincible 10F-22F ¾ Screen) EX (7F Startup, Projectile Invincible 1F-15F, 150 Damage/12 Stun, ¾ Screen, Kolin Dashes Through Her Foe, Reverses Direction, Dashes Through Them Again, Causes A Crumple State.)

 

Vanity Step – QCB+K: Kolin spins 360° backward away from her opponent. The backspin is strike and projectile invincible. The properties of the back dash are altered by the kick button pressed.

 

LK (34 Total Frames, Spins A ½ Screen Away ,Can Be Canceled Into One of Two follow ups)

  • Silver Edge -+P : Kolin manifests a frozen aura of ki around her left fist dashes back towards her foe with a left punch. Projectile Invincible 8F Startup 125 Damage/12 Stun, Knocks Down -6 On Block
  • Silver Scythe -+K: Kolin manifests a frozen aura of ki around her right foot dashes forward with a right back sweep. Must be blocked low. 7F Startup 100 Damage/10 Stun. Knocks Down -8 On Block

MK(43 Total Frames. Spins A ½ Screen Away and Then Slides ½ Screen Forward, Can Be Canceled Into Any Grounded Normal Attack or One of Three Target Combos)

  • Cold Low-D+LK, D+HK -Kolin hits her opponent with a low left kick into right double sweep kick combination. 9F Startup 120 Damage/12 Stun -8 On Block
  • Brincile -D+LK, HP – Kolin strikes with a low left kick into upward back fist that launches her opponent into the air. Cause Juggle State 7F Startup 100 Damage/12 Stun, -2 On Block
  • Snow Grain -D+MP,HP -Kolin hits her adversary with a low right punch into standing right back fist combination. 8F Startup 100 Damage/12 Stun, -6 On Block. Can be canceled into LK Crystal Slash.

HK(34 Frames Until Airborne, Spins A ½ Screen Away and Then Jumps ½ Screen Forward,Can Be Canceled Into Icicle Stamp, Any Airborne Normal, or Avalanche Lock, Travel Distance Can Be Altered by Holding B, or F)

  • White Spear – LK, MK – Kolin strikes with a flying right knee, left flying kick combination that leaves grounded opponents standing. 3F Startup 120 Damage/13 Stun, Can Cross Up

EX Vanity Step

  • LK+MK - 29 Total Frames, Spins A ½ Screen Away ,Can Be Canceled Into Silver Edge or Silver Scythe
  • LK+HK -38 Total Frames. Spins A ½ Screen Away and Then Slides ½ Screen Forward, Can Be Canceled Into Any Grounded Normal Attack. Also can be canceled into Cold Low, Brincile, or Snow Grain.
  • MK+HK – 29 Frames Until Airborne, Spins A ½ Screen Away and Then Jumps ½ Screen Forward, Can Be Canceled Into Icicle Stamp, Any Airborne Normal, Avalanche Lock, or White Spear, Travel Distance Can Be Altered by Holding B, or F

Super Art 1:

 

Frost Tower – QCFx2+P: Kolin strikes with a frozen, advancing, knife edge back chop that sends her adversary spinning into the air. Kolin tehnspins around causing a large spike of frozen ki to rise up from the ground to strike prone foe.

  • Damage: 410
  • Stun: 18
  • Bar Length: 120
  • Stock: 2
  • EX: 6 uses

Super Art 2:

 

Diamond Dust- QCFx2+K: Kolin twists 180° backward as she kicks her left leg upward and then slams foot into the ground creating a frosty wave of ki that travels along the ground. Attack must be blocked low. Damage is modest but the attack causes a juggle state and freezes the opponent's stun bar on hit. If Kolin stuns the opponent while in this state, they freeze in place, This is similar to dizzy state with the addition of DOT (Damage Over Time) until the opponent breaks out of this state. Effect if nullified if Kolin is hit.

  • Damage: 225
  • Stun: 24
  • Bar Length: 80
  • Stock: 3
  • EX: 6 uses

Super Art 3:

 

Absolute Zero- QCBx2+P: Increases the range of all punch attacks, the size of hailstorm projectiles, enables a full screen “skate dash”, allows Kolin to Frost Edge through opponent's during a “skate dash” and cancel into second Frost Edge after landing one from a dash. EX Bar converts into a Timer Bar that drains over time. Once empty, Absolute Zero ends.

  • Damage: N/A
  • Stun: N/A
  • Bar Length: 100
  • Stock: 1
  • EX: 2.5 uses

Reasons to be in SFIII:

 

Kolin is a fervent believer in Gill. She rarely seen without the Book of Miraha in hand. Kolin has become aware of Urien's machinations. She will no longer tolerate his undermining of Gill's leadership. Per the tenants of the Secret Society, the penalty for subversion is death. Kolin put a stop to Urien....permanently.

 

Side Notes:

  • Not a fan of Capcom having “Unknown” origins. So I have Kolin a Ukrainian background.
  • I thought a military background would explain her combat proficiency. The lost of her entire family to war would explain her hatred of soldiers.
  • Kolin's frost based ki ability was always present. Gill simply unlocked the ability. Her natural ability and her survival when the entirety of her family had fallen is what drew Gill to her.
  • The name Kolin is implied to be the name given to her by Gill. Helen was an alias. So I decided to give her a Ukrainian name to match the origin I gave to her.

 

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  • 4 weeks later...

Since Seth might drop. I did a conversion of my orginal idea for Seth into an SFV CE concept.

 

Seth

Spoiler

Name: Seth

Nickname: The Spectre of S.I.N.

Sex: Male

Ethnicity: Unknown

Height: 6ft 6in (1.98m)

Weight: 256lbs (116kg)

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

Hometown: Agrinio, Greece (S.I.N is located just outside of the city)

 

Appearance: Seth is a tall well built man with an olive complexion. He has striking hunter green eyes and his head shaved. His black eyebrows indicate that his would be black if it were grown out. Seth wears a dark blue long sleeve dress shirt with a white button up vest over top of it. There is a red ascot tie around his neck. Seth wears black dress pants. He has vermilion colored leather gloves on his hands. Seth has long vermilion leather boots on his feet that nearly come up to his knees.

 

Likes: Independence, Power, Fight Data Analysis

Dislikes: Bison, Shadaloo

 

Fighting Style: Tanden CQC (Style Constructed From Seth's Fight Data Analysis )

 

Tone: Seth is an intelligent and level headed man. He is a tactical thinker.

 

Origins: Seth began his life as one of twenty five biomechanical back up bodies constructed by Shadaloo for M.Bison. Seth was the 15th of the twenty five bodies. Despite possessing identical specifications to the others, Seth gained sentience. He intelligence and perceptive impressed M.Bison so much, he was placed as the head of the S.I.N. Weapons division of Shadaloo.

 

Publicly Seth expressed adoration and loyalty to Shadaloo and M.Bison. Privately, Seth sought his independence. He did not care to be Bison's marionette. He used the resources of S.I.N. to achieve his aims. Modifying his body beyond that of his twenty four other brethren. That was a temporary solution however. His body was still highly susceptible to Psycho Power. He needed to construct a body powerful to take on his creator. For that, Seth needed data.

 

Seth formulated a plan to gather him the date he required. He had found taekwondo prodigy that had been partially blinded by the hit squad Bison sent to assassinate her father. He constructed a miniature version of his Tanden Engine and combined it with a prosthetic eye. Implanting it in Juri Han, he sent her on a mission to capture Bison's dolls. He would study the modifications the dolls were given to make them receptive to Psycho power and use it to construct a body resistant to it.

Bison was aware of Seth's disloyalty. He confronted Seth. Seth attempted to attack his creator. He biomechanical brethren appeared and surrounded him. Bison cackled maniacally as he had Seth's twenty four “brothers” rip him to shreds. With Seth seemingly destroyed, Bison reasserted his control over S.I.N.

 

Unbeknownst to Bison, Seth's biomechanical body was being controlled remotely from his hidden laboratory in Greece. Seth had transferred his consciousness to an organic body. A body he constructed using the data he collected from his experimentation the dolls and the data he had stolen on Bison's cloning process. It would take time for his body's accelerated growth to reach maturity. In his brief leadership of S.I.N., he had found others dissatisfied with Shadaloo. Seth would bid his time as those loyal to him would build his new organization, Syndicate Industrial Nomarchy, into prominence.

 

His Rival: Juri

 

Attributes:

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

900 Stamina 900 Stun

 

Throws:

 

Genocide Shot – P+K : Seth picks up his opponent up by the neck and hits them with brutal axe kick that sends them slamming into the ground. 120 Damage/150 Stun

 

Death Throw – B+P+K: Seth picks his opponent up by the neck and toss them a full screen behind him. 130 Damage/200 Stun

 

Unique Attacks:

 

Cleaving Assault – F+MP – (Overhead) Seth hops forward and strikes his opponent with an overhand left punch. 28F Startup 70 Damage/100 Stun, +3 on Hit, -2 on Block

 

Sky Demon Blade Leg – DF+MK: Seth executes a dive kick at the apex of his forward jump 60 Damage/100 Stun

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

 

V-Reversal:

 

Tanden Lariat – F+PPP : Seth charges his opponent and floors them with a lariat sends them spinning a full screen away

 

V-Skill 1:

 

Hawk Talon - MP+MK: Seth executes a raising knee attack that can be followed up by up to three stomp attacks, stomp attacks are executed with D+MK. Final stomp attack sends the opponent into the ground. The player can forego the follow up stomps for potential juggle combos. Can only juggle into Sonic Wake (projectile) mid screen, more options in the corner. Hawk Talon is -6 if blocked. Each individual stomp causes 40 Damage/50 stun. For total of 120 damage/150 Stun

 

V-Skill 2:

 

Saving Attack – MP+MK: Seth executes a shoulder charge that has different properties depending on charge level and hit conditions. All versions are vulnerable to throws and invincible attacks.

  • Level 1 – 21F Startup, 70 Damage/100 Stun , Leaves Foe Standing on Hit, Crumples on Counterhit, -2 on Hit, -10 on Block
  • Level 2 – 28F Startup, Has 1 hit of Armor 3F-28F, 90 Damage/120 Stun, Causes Crumple on Hit, -7 on Block
  • Level 3 – 60F Startup, Has 1 hit of Armor 3F-60F, 120 Damage/150 Stun, Unblockable, Causes Crumple on Hit
  • Can Cancel a special attack at the cost of 50% of the Critical Art Gauge
  • Can be canceled with a Forward Dash (leaves Seth -2) or Back Dash (leaves Seth -7)

 

V-Trigger 1:

 

True Balance – HP+HK : Seth gains a serene focus that allows him to extend the range of his jumping, standing, and crouching fierce.

  • HP+HK (Standing Extended Range Attack)
  • D+HP+HK (Crouching Extended Range Attack)
  • HP+HK (in air, Jumping Extended Range Attack)
  • Grants Seth access to three extended Yoga like extended range attacks.
  • 1600F Duration, Each Extended Range Attack Costs 400F

2-bar V-Trigger

 

V-Trigger 2:

 

Crimson Saving Attack– HP+HK : Seth unleashes his Tanden energy to gain a Hyper Armor version of his Saving attack. Hyper Armor does not have a hit limit and will absorb attacks until Seth's stamina is exhausted. All versions are vulnerable to throws and critical arts. Invincible attacks will not break the hyper armor of the Crimson Saving Attack

  • Level 1 – 18F Startup, 90 Damage/120 Stun , Leaves Foe Standing on Hit, Crumples on Counterhit, +1 on Hit, -7 on Block
  • Level 2 – 25F Startup, Has Hyper Armor 3F-25F, 120 Damage/150 Stun, Causes Crumple on Hit, -5 on Block
  • Level 3 – 55F Startup, Has Hyper Armor 3F-55F, 150 Damage/200 Stun, Unblockable, Causes Crumple on Hit
  • Can Cancel a special attack at the cost of 33% of the Critical Art Gauge
  • Can be canceled with a Forward Dash (leaves Seth -1) or Back Dash (leaves Seth -5)
  • 2000F Duration. Each dash cancel or EX cancel costs 500F, Each landed or block Crimson Saving Attack costs 1000F
  • 3-bar V-Trigger

 

Specials:

 

Sonic Wake -QCF+P : Seth pulls back his right arm and executes a blindingly fast back hand strike that breaks the sound barrier sending a shock wave of energy towards his opponent. Projectile speed determined by the button pressed. All versions have 14F Startup and 47 Total Frames and do 60 Damage/50 Stun. LP (Slow),MP (Faster),HP(Fastest) EX 13F Start up and 45 Total Frames 90 Damage/100 Stun LP+MP (Slow), LP+HP (Faster), MP+HP (Fastest)

 

Rising Dragon Fist – F,D,DF+P: Seth strikes with a vicious rising uppercut to the chin that launches his opponent into the air, as the two of them rise, Seth continues to hit his foe with a barrage of uppercuts. The player has to hit the punch button repeatedly for follow up attacks to increase the damage. LP(5F Startup, 4 Hits, 140 Damage/150 Stun, Throw Invincible) MP (6F Startup, 5 hits, 150 Damage/150 Stun, Invincible to Airborne Attacks), HP (7F Startup, 6 hits,160 Damage/150 Stun, Strike/Projectile Invincible from frame 3), EX (5F Startup, 8 hits, 180 Damage/200 Stun, Full Startup Invincibility)

 

Screw Driver – 360° +P: Seth grabs his foes by the neck, rises into the air at blinding speed appearing to teleport, at the apex of his rise, Seth spins rapidly, and drives his foe into the ground head first with a pile diver. All versions have 6F Startup. Punch button determines grab range and damage. LP (150 Damage/150 Stun, Largest Range), MP (165 Damage/150 Stun, Less Range), HP (180 Damage/150 Stun, Least Range) EX(180 Damage/200 Stun, Largest Range)

 

Tanden Echo– HCB+K : Seth places his hands together at chest level, connecting his fingers and thumbs together forming a circle, he then generates a small rapidly spinning ki sphere that resembles the Tanden Engine from his mechanical body. This sphere sucks his opponent toward him in a prone position if they are not blocking. Kick button determines the range and start up time. LK (20F Startup, ¼ Screen Range), MK (23F Startup, 1/3 Screen Range), HK (25F Startup, ½ Screen Range) EX (22F Startup, ¾ Screen Range)

 

Hundred Rending Leg – QCF+K: Seth kicks his opponent, spinning them 180°, with their back facing Seth, he strikes them with a swift barrage of kicks. All versions cause a knock down. All versions are -10 on hit. LK (12F Startup 130 Damage/120 Stun) MK(14F Startup 145 Damage/120 Stun) HK (16F Startup 160 Damage/150 Stun) EX (12F Startup 130 Damage/200 Stun, Causes Juggle State)

 

Tanden Shift– F,D,DF+K: Seth claps his hands together a disappears. Kick button pressed determines the location he reappears. All versions 55 Total Frame +5F of Recovery. 1-3F Attack/Throw Invincibility, 4F-26F Total Invincibility. LK (Above and in front of his foe), MK (Above and behind his foe) HK (¾ of a screen away in front of his foe)

 

Critical Art:

 

Tanden Mirage – QCB+K : Seth rapidly Tanden Shift's around his opponent striking them at a pressure point each time he appears before shifting one final time and nailing his opponent with massive blow to the sternum. The final blow causes a massive shock wave and sends his opponent slamming into the screen. 33 Hits 330 Damage (32x5, 1x170)

 

Reasons to be in SFV:

 

Seth seeks to fill the power vacuum caused by the fall of Shadaloo. He organizes a world martial arts tournament to draw out Juri and C.Viper. He wishes to pay them back for crossing him.

 

Side Note:

 

  • Seth's organic body resembles his previous biomechanical body.
  • Seth's body is constructed using the same techniques used to create Bison's organic “back up” bodies with a major difference.
  • His body has been specifically engineered to be resistant to Psycho Power to prevent any chance of Bison usurping his form.
  • Instead of “Psycho Power”, Seth is a master of Tanden Energy.
  • Seth's body naturally harnesses Tanden Energy to prevent the obvious vulnerability his Tanden Engine caused.
  • A Normarchy is province of Greece. Seth purchased one of the poorest nomarchy's in Greece for well above its actual value. This gives him a small region under his complete autonomy which allows S.I.N. to remain under the radar.

 

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  • 2 weeks later...
1 minute ago, misterBee said:

Stop.  By doing this you are going to will him into existence.  Nobody needs Seth back.  NOBODY.

You are right but it's basically a done deal at this point. With Gill's reveal the only SF boss character that is missing is Seth. I just hope they give him a make over that makes him into a passable character. All the arcade modes will have their actually bosses in a few weeks.

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  • 1 month later...

When you bitch about finishing your book but waste essentially two days doing SFV CE Concept 😑

 

Name: Kalendza

Spoiler

Name: Kalendza

Nickname: Czerwona Modliszka

Sex: Female

Ethnicity: Polish (?)

Height: 6ft 2in (1.88m)

Weight: 181lbs (82kg)

B/W/H: 37-23-37 (94cm-58.5cm-94cm)

 

Hometown: Szczecin, Poland

 

Appearance: Kalendza is tall woman with a toned dense musculature. Hints of her muscle tone is visible through her form fitting clothing. Kalendza has long straight orange hair with bangs that stop just above her eyebrows and a long single braided ponytail that hangs down to base of her back. Her eyes are canary yellow and her skin is tawny brown. Kalendza wears ash (dark) gray tactical body suit that bullet and puncture resistant. The suit has zipper that starts at the waist and goes up to the center of her sternum. There is a flap that extends from the left side of her suit. It covers the center zipper of her suit by stretching over her torso zipping up on the right side of her suit. This design prevents the center zipper from being vulnerable to bullets or knife attacks. She has forearm length black gloves fashioned from the same bullet/puncture resistant material. There are two near identical black leather harness strapped around her left and right things. Attached to the left harness is a gun holster with a pistol resembling a PR-15 Ragun, This is a 9mm Semi Auto used by the Polish Military. The right harness house a knife resembling a Gerlach WZ 98 military combat knife. This knife has a 7 inch (177mm) blade that is balanced for throwing accuracy. Kalendza's feet are covered by long black boots that stop just below her knees.

 

Likes: Surpassing Expectation, Learning New Skills, Stealth, Weapon Collection

Dislikes: Emotion, Failing a Task, Uncertainty

 

Fighting Style: Shadaloo Assassination Techniques

 

Tone: Kalendza is cold and emotionless with machine like efficiency

 

Origins: Kalendza is a prototype doll created, not as a back up body for M.Bison, but a replacement for Bison's top lieutenants. While they are exceptional fighters, Sagat, Vega, and Balrog's personal interest often conflicts with Shadaloo's end goals. After Sagat left Shadaloo, Bison had the project fast tracked. These Shadalieutenants would be completely loyal and live to fulfill his goals.

Kalendza was constructed from the DNA of Cammy and the original twelve dolls. Their best individual traits were combined to create her genetic code. Then that genetic code was modified to further increase her mental and physical abilities. There several attempts at constructing what would ultimately become Kalendza. The twelve previous attempts failed at various stages of the project. Eventually the spliced and enhanced DNA would become unstable and break down at the molecular level. After extensive testing, the best attributes of each doll unit was determined to be the following:

 

  • Enero – Vocal Mimicry
  • Fervier – Marksmanship
  • Marz – Intelligence & Technological Acumen
  • Aprile – Gymnastics
  • Satsuki – Hearing & Swordsmanship
  • Juni – Flexibility & Sense of Smell
  • Juli – Cardiovascular Endurance
  • Santamu – Eye Sight & Spear Combat
  • Xiayu – Hand Eye Coordination (Jianyu is her identical twin)
  • Jianyu – Hand Eye Coordination (Xiayu is her identical twin)
  • Noembelu – Physical Strength
  • Decapre – Ki manipulation & pain tolerance (Due to frequent psycho power infusions)
  • Cammy – Speed & Agility (Enhanced clone of Decapre)

Kalendza's name is drawn from the method of her construction and the location of her creation. Kalendarz is the Polish word for calendar. She was created from the DNA of dolls that represented each month of the year i.e. the twelve months of the calendar. As implied, the Shadaloo facility she was birthed and trained in, is located in Szczecin, Poland. This facility was an off shoot of Shadaloo's German operations which were based 60 miles away in Eberswalde, Germany. Due her darker skin tone, Shadaloo passed her off as being of Romani descent in her rare forays in public.

 

The Eberswalde facility was responsible for the instruction of three dolls. Marz, Juli, and Juni were based out of Germany. That being the case their trainers were brought to Szczecin and placed in charge of Kalendza's development. In addition to instructing her in extensive training for multiple disciplines, her trainers placed a heavy emphasis on behavioral training. She trained to show zero emotion and reaction to pain. The smallest of smiles, frowns, or winces were met with harsh punishment. Kalendza's training was highly successful. Her default state is so machine like, even M.Bison himself mistook her for a bio-mechanical creation. The only time she appears to show emotion is during infiltration missions. This display is a facade, she merely emulates how she thinks someone would act. She does experience pain but no reaction to it. Kalendza uses the sensation to locate any potential injuries. The Shadaloo scientists that supervised her creation, made Kalendza aware of how she came into being. This was just another way for them to ensure she did not feel human.

Kalendza surpassed Bison's expectations. Her final test given to her by Bison himself was to discreetly hunt down and kill everyone at the Szczecin facility with knowledge of her creation. She carried out her task with cold and ruthless efficiency. The people that would be considered closest to her by most was taken out without a second. Enero's vocal mimicry ability was especially effective in this operation. The facility head smiled when he saw Kalendza. He knew his operation was total success. He shouted “Glory to Shadaloo” right before Kalendza broke his neck. When Bison sent in a team to “determine” who had hit the facility, they reported that all the slain personnel showed signs of being assassinated by the rogue former doll designated “Killer Bee.” Satisfied, Bison gave Kalendza two final directives, better known as Project D.A.E.M.O.S before placing her in stasis. A) In the unlikely event that he should fall, Kalendza hunt down and kill those responsible. B) Once her primary objective was complete, she was do what ever was necessary to facilitate his return.

 

Her Rival: Cammy

 

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

1025 Stamina 1025 Stun

 

Throws:

 

Trucizna Spike – LP+LK: Kalendza grabs her opponent, switches to their back, and uses a reverse frankensteiner to drive them headfirst into the ground. 5F Startup 140 Damage/150 Stun

 

Wagabunda Sling – B+LP+LK: Kalendza grabs her opponent, spins their back to her, and release German suplexes them behind her. 5F Startup 140 Damage/200 Stun

 

Żmija Driver – LP+LK: (In Air) Kalendza uses an aerial cobra clutch supex to drive the back of her foe's head into the ground. 5F Startup 140 Damage/170 Stun

 

Zapalczywość Stomp – B+LP+LK: (In Air) Kalendza grabs her opponent and somersaults backward into a two-foot chest stomp. Causes a side switch. 5F Startup 150 Damage/200 Stun

 

Unique Attacks:

 

Dactyl Ścisk – F+MP: Kalendza strikes with a crushing overhand right punch to her opponent's foot. Attack must be blocked low. 15F Startup 70 Damage/100 Stun +4 On Hit/-2 On Block

 

Mad Topór – F+HP: (Overhead) Kalendza hits her enemy with an advancing left overhand hammer punch. 23F Startup 80 Damage/120 Stun +1 On Hit/-7 On Block

 

Kosa Slice – B+MK: Kalendza hops into the air and hits her opponent with spinning back right kick to the head. Goes over low attacks. 11F Startup 60 Damage/120 Stun +2 On Hit/-2 On Block

 

Nóż Shear – F+HK: Kalendza advances forward with a right sobat kick to the mid-section. 14F Startup 90 Damage/150 Stun +3 On Hit/-3 On Block

 

Flintlock Lanca – B+HK: (Anti Air) Kalendza strikes with a high standing side kick that juggles airborne opponents. Has limited horizontal range. 9F Startup 80 Damage/120 Stun +4 On Hit/-5 On Block

 

Moździerz Stamp – D+HK (In Air) At the apex of her jump, Kalendza executes a steep angled, 80°, right stomp kick 16F Startup 80 Damage/100 Stun 9F of landing recovery -4 On Block

 

Sierpak Dyad – F+MP, F+HP(Target Combo): Kalendza performs an overhand right to the opponent's foot followed by an overhand left hammer fist to the collarbone. 16F Startup 60 Damage/80 Stun +4 On Hit/-2 On Block

 

Hemisect Duo Ostrze – B+MK, F+HK(Target Combo): Kalendza hops into air and hits her opponent with spinning back right kick into right sobat kick combination. 11F Startup 70 Damage/150 Stun +3 On Hit/-7 On Block

 

Zbrojownia Blitz – LK, MP, B+HK, D+HK (Target Combo): Kalendza strikes with a standing left knee, right hooking elbow to the head, high standing left side kick into right aerial stomp combination. 10F Startup 80 Damage/150 Stun Knocks Down/-10 On Block

 

V-Reversal:

 

Brutalny Heel – F+KKK: Kalendza performs a standing somersault back kick that knocks her opponent a ½ Screen Away. 17F Startup 60 Damage (Recoverable), 200 Stun Recovered from activation

 

V-Skill 1:

 

Cień Interpose - MP+MK: Kalendza executes a left back hand strike. If timed properly, she follows up with a vicious right uppercut to the body that leaves her at advantage.

  • Standard Strike -16F Startup, 60 Damage/100 Stun, +1 On Hit, -4 On Block
  • Successful Parry – 9F to 17F Parry Window, 150 Damage/150 Stun +4 On Hit

V-Skill 2:

 

Eksterminacja Hold - MP+MK: Kalendza slides forward and snatches her foes by the neck with her left hand. She channels light light gray ki through her hand causing an explosion that pops the enemy up in the air.

  • 16F Startup, 70 Damage/120 Stun, Launches The Opponent, 60F Recovery On Whiff

V-Trigger 1:

 

Okrutny Calculous - HP+HK: Kalendza gains an aura of light gray ki. The frame data on her special attacks is improved and their stun damaged is increased.

  • Soulless Zadęcie LP: Startup Reduced from 16F to 15F, Total Frames Reduced from 48 to 45, Stun Increased from 100 to 120
  • Soulless Zadęcie MP: Startup Reduced from 22F to 21F, Total Frames Reduced from 45 to 42, Stun Increased from 100 to 120
  • Soulless Zadęcie HP: Startup Reduced from 19F to 18F, Total Frames Reduced from 45 to 42, Stun Increased from 100 to 120
  • Soulless Zadęcie EX: Startup Reduced from 18F to 16F, Total Frames Reduced from 42 to 39, Stun Increased from 120 to 150
  • Soulless Kłykieć LP: Startup Reduced from 13F to 11F, Stun Increased from 150 to 180, Disadvantage On Block Reduced from -4 to -2
  • Soulless Kłykieć MP: Startup Reduced from 16F to 14F, Stun Increased from 150 to 180, Disadvantage On Block Reduced from -3 to -1
  • Soulless Kłykieć HP: Startup Reduced from 21F to 19F, Stun Increased from 150 to 180, Disadvantage On Block Reduced from -2 to 0
  • Soulless Kłykieć EX: Startup Reduced from 13F to 11F, Stun Increased from 200 to 240, Disadvantage On Block Reduced from 0 to +2
  • Przepoławiać Guillotine LP,MP,HP: Startup Reduced from 15F to 14F, Landing Recovery Reduced from 8F to 7F, Stun Increased from 100 to 120, Disadvantage On Block Reduced from -6 to -5
  • Przepoławiać Guillotine EX: Startup Reduced from 14F to 13F, Landing Recovery Reduced from 7F to 6F, Stun Increased from 120 to 150, Disadvantage On Block Reduced from -6 to -5
  • Zmora Knee Press LK: Startup Reduced from 10F to 9F, Stun Increased from 120 to 130
  • Zmora Knee Press MK: Startup Reduced from 13F to 12F, Stun Increased from 120 to 130
  • Zmora Knee Press HK: Startup Reduced from 16F to 15F, Stun Increased from 150 to 160
  • Zmora Knee Press EX: Startup Reduced from 13F to 12F, Stun Increased from 120 to 140, Disadvantage On Block Reduced from -6 to -4
  • Złowrogi Slide LK: Startup Reduced from 9F to 8F, Stun Increased from 100 to 110, Disadvantage On Block Reduced from -8 to -7
  • Złowrogi Slide MK: Startup Reduced from 12F to 11F, Stun Increased from 100 to 110, Disadvantage On Block Reduced from -8 to -7
  • Złowrogi Slide HK: Startup Reduced from 15F to 11F, Stun Increased from 120 to 130, Disadvantage On Block Reduced from -8 to -7
  • Złowrogi Slide EX: Startup Reduced from 12F to 11F, Stun Increased from 150 to 180
  • 3000F Duration, Specials do not drain V-Trigger. Using Nagły Zgon Rondure causes the V-Trigger to expire.

3-Bar V-Trigger

 

V-Trigger 2:

 

Miraż Ambuscade - HP+HK: Kalendza envelops herself in a shimmering grey aura. Her movement capability is increased, and she gains access to a new move the Ilujza Stride.

  • Forward Dash – Startup Reduced from 16F to 15F, Travel Distance increased by 50%
  • Backward Dash – Startup Reduced from 23F to 21F, Travel Distance increased by 25%
  • Ilujza Stride (Above Front) – HP+HK: Kalendza fades away. Reappearing in the air in front her opponent. 32 Total Frames, Fully Invincible 1F-4F, Airbrone Hurtbox 5F-32F
  • Ilujza Stride (Above Behind) – D+HP+HK: Kalendza fades away. Reappearing in the air behind her opponent. 32 Total Frames, Fully Invincible 1F-4F, Airbrone Hurtbox 5F-32F
  • Ilujza Stride (Through) – F+HP+HK: Kalendza fades away. Reappearing behind her opponent. 32 Total Frames, Throw Invincible 1F-24F, Strike/Projectile Invincible 3F-24F
  • Ilujza Stride (Away) – B+HP+HK: Kalendza fades away. Reappearing a half screen front her opponent. 32 Total Frames, Throw Invincible 1F-24F, Strike/Projectile Invincible 3F-24F
  • 3000F Duration. Ilujza Stride costs 1500F per use. Dashes do not consume V-Gauge

3-Bar V-Trigger

 

Specials:

 

Soulless Zadęcie – QCF+P: Kalendza channels her apathy into a large light gray orb of ki that she hurtles at her opponent engulfing them in light gray flames. The projectile size, damage, travel properties change depending which punch button is used. Resembles a dull light gray Psycho Shot. LP (16F Startup 48 Total Frames, Fast Travel Speed, 60 Damage/100 Stun -2 On Hit/-6 On Block) MP (22F Startup 45 Total Frames, Slow Travel Speed, +3 On Hit/-1 On Block) HP (19F Startup 45 Total Frames, Large, Stationary,70 Damage/100 Stun, Knocks Down, -2 On Block) HP (19F Startup 45 Total Frames, Large, Stationary,70 Damage/100 Stun, Knocks Down, -2 On Block) EX (18F Startup 42 Total Frames, Large, Stationary,90 Damage/120 Stun, Causes Juggle, +2 On Block)

 

Soulless Kłykieć – HCB+P: Kalendza ignites her fist with a light gray aura of ki before striking with a forward advancing spinning back fist that sets her ablaze in light gray flame. Active frames of the attack nullify single hit projectiles. LP (13F Startup 80 Damage/150 Stun, +2 On Hit/-4 On Block) MP (16F Startup 90 Damage/150 Stun, +2 On Hit/-3 On Block) HP (21F Startup 100 Damage/150 Stun, +3 On Hit/-2 On Block) EX (13F Startup 150 Damage/200 Stun, Knocks Down/0 On Block)

 

Przepoławiać Guillotine – QCB+P: (In Air): From a forward jump, Kalendza pulls back her left-hand which glows with light gray ki overhead and descends with a violent chop downward upon her opponent until her hand reaches the ground. Frame data and damage are identical for all versions. 15F Startup 90 Damage/100 Stun 8F of landing recovery -6 On Block. The punch button only alters the descent angle. LP (75° Angle), MP (70° Angle), HP (65° Angle) EX (14F Startup 7F of landing recovery, 100 Damage/120 Stun, 65° Angle, Causes Juggle State, -5 On Block)

 

Zmora Knee Press – QCF+K: Kalendza bursts forward with an aerial right knee strike. If the initial knee lands, she follows up with a left knee strike that knocks the opponent down. Startup, damage, and travel distance are determined by the kick button. LK (10F Startup, 90 Damage/120 Stun, ¼ Screen, -4 On Block) MK (13F Startup, 110 Damage/120 Stun, 1/3 Screen, -4 On Block) HK (16F Startup, 130 Damage/150 Stun, ½ Screen, -4 On Block) EX (13F Startup, 100 Damage/120 Stun, ½ Screen, Causes Crumple, -6 On Block)

 

Złowrogi Slide – QCB+K: Kalendza crouches with her left leg extended and uses her right leg to drive herself towards her foe at great speed. Attack must be blocked low. LK (9F Startup, 80 Damage/100 Stun, ¼ Screen, -8 On Block) MK (12F Startup, 100 Damage/100 Stun, 1/3 Screen, -8 On Block) HK (15F Startup, 120 Damage/120 Stun, ½ Screen, -8 On Block) EX (12F Startup, 130 Damage/150 Stun, ½ Screen, Causes Hard Knock Down, -4 On Block)

 

Critical Art:

 

Zgon Sphere – QCFx2+P: Kalendza thrusts her fist forward striking her foe and engulfing them in a large sphere of light gray ki. The sphere causes her opponent to writhe in pain for a few moments before exploding. 11 Hits 330 Damage (1x130, 10x20)

 

V-Trigger 1 Only

 

Nagły Zgon Rondure – Kalendza hits her opponent with a gut-wrenching left uppercut to the body and hoists her foe directly overhead on her fist. She then strikes them brutal right punch to the abdomen that sends sailing directly overhead while engulfed in massive sphere of light gray ki. The opponent ascends while wracked with pain until the sphere explodes. Her adversary hurtles towards the earth and slams into the ground at her feet. 18 Hits 380 damage (1x60, 1x50, 15x10, 1x120)

 

Reasons to be in SFV:

 

Upon Bison's fall, Kalendza's wake up sequence was automatically initiated. Once awake, Kalendza determined that several responsible parties were invited to the latest world warrior tournament. She use the opportunity to eliminate several targets in succession before moving on to any stragglers and initiating Bison's return. 

 

Win Quotes:

 

Ryu – “Primary target identified. Your Ki signature is responsible for Lord Bison's deactivation. Termination protocols engaged.”

 

Chun Li - “Identification of secondary target confirmed. Daughter of Dorai, your life is now forfeit.”

 

Nash - “My records are inaccurate. You are listed as K.I.A. twice. Third K.I.A entry for Charlie Nash has been entered.”

 

Bison- “Your new body is insufficient. We shall construct a suitable one for you my lord.”

 

Cammy -”Target identified. You are my failed predecessor. Code Name: Killer Bee. Your crime is treason. Your sentence is death.”

 

Birdie - “Agent Birdie, you are in violation of uniform protocol. More corporal punishment will be administered if you do not adopt the proper attire.”

 

Ken - “Head of the Masters Corporation, your complicity in the fall of Shadaloo was a fatal error.”

 

Necalli - “Warrior of unknown origin, your cannibalistic tendencies has lead to your undoing”

 

Vega - “Beautiful? You compliments have no meaning to me. Come, Lord Bison demands your return.”

 

R.Mika -”Kayfabe? This term is unfamiliar to me. You will define it immediately.”

 

Rashid - “The bond with your deceased friend has resulted in your demise.”

 

Karin - “After I take your life, the assets of the Kanzuki Zaibatsu will be absorbed into Shadaloo.”

 

Zangief - “Tactical assessment. Durability and strength are of little value without speed and agility.”

 

Laura - “Commonality detected. Geographical location may result in the acquisition of electric based ki.”

 

Dhalsim - “Unknown abilities affecting mental state....STAY AWAY!”

 

F.A.N.G - “Primary asset designation confirmed. Come Lord F.A.N.G. The implementation of Project D.A.E.M.O.S's secondary directive can now commence.”

 

Alex - “The absconding of your possessions is outside my mission parameters. Your assessment of me is inaccurate. I am a not a mugger.”

 

Guile - “Sabotage of personal aircraft unnecessary. Direction elimination of target has been successful.”

 

Ibuki - “This doll candidate has engaged procreation directives. Mate acquisition is outside of mission goals. Candidate behavior modification recommended.”

 

Balrog - “ Metempsychosis asset not present. You will present the asset Lord Balrog or face disciplinary action.”

 

Juri - “Eradication of subject complete. Re-acquistion of stolen Shadaloo intellectual property successful. Analysis of technology developed by S.I.N's #15 for commencing.”

 

Urien - “Unique physiology observed. Subjugating adversary. Returning target to base for study and dissection.”

 

Akuma - “Satsui No Hado energy previously researched. Redundant data unnecessary. Target self-assessment as Supreme Master of Fist inaccurate. Body disposal mandate enacted.”

 

Kolin - “Objective completed. Helen has been detained. Beginning coercive interrogation of target.”

 

Ed - “Metempsychosis asset acquired. Neo Shadaloo eliminated. Bison restoration project underway.”

 

Abigail - “Target assessment. Subject's size and strength is diametrically opposed to his intelligence.”

 

Menat - “Purveyor of Soul Power, you will disclose the location of your master or face summary execution.”

 

Zeku - “Are you two targets or one? Further research is required.”

 

Sakura - “Your combat abilities and potential will make you the perfect candidate for the new doll program.”

 

Brazil - “Are your electrical abilities the result of environment or physiology? The data is inconclusive.”

 

Falke - ”Neo Shadaloo must be eliminated but you are to be brought in alive. Come by choice or be taken by force.”

 

Cody - “Your unrefined attack methods have proven to be surprisingly effective. I will analyze our battle and modify my tactics accordingly.”

 

G - “My psychological evaluation deems you insane, but your physical capabilities warrant further investigation.”

 

Sagat - “Your annihilation will now commence. Traitors are to be given no quarter.”

 

Kage - “Phastasm of Satsui No Hado, any attempt to subjugate my mind is futile.”

 

Poison - “Anyone, no matter how unique, will be terminated if they interfere with my directives.”

 

Honda - “My attire violates your dress code? Immediate update to my infiltration protocols is required.”

 

Lucia - “My energy levels are nominal. I do not require a cup of coffee officer.”

 

Gill - “Harmony is irrelevant. Discovering the reason for your immediately recovery is imperative.”

 

Seth - “Number 15. I have found your attempts at escape unavailing. Your programming will be analyzed and then your files will be deleted.”

 

General Notes:

 

D.A.E.M.O.S - stands for Dictator Adversary Elimination and Metempsychosis Orchestration Scenario any resemblance to actual people or protocols is purely coincidental

 

Metempsychosis – means to transfer a soul, after death, from one human or animal to another human or animal body

 

Side Note: Maybe the M in M.Bison should be Metempsychosis. What about Japan? The V in Vega would stand for Vivication (Rebirth) of course.

 

Appearance Notes:

 

Hair – Kalendza's hair color is the same shade as Juni's from SFA3. Her straight hair texture is the result of the majority of the dolls having various straight texture.

 

Eyes – Kalendza's eye color is identical to Decapre's. Given that her eye sight is based on Santamu's, this caught her creators off guard.

 

Skin – Kalendza's tawny brown skin tone matches Santamu's. This was intentional to make skin more resistant to UV damage.

 

Muscle Tone – Kalendza's muscle tone baseline comes from Cammy. From that baseline they pushed density has high as they could without reducing the enhanced version of Juni's flexibility and improved version of Juli's endurance that they already developed.

 

Polish Word Translations:

 

Kalendarz - Calendar

Czerwona Modliszka – Red Mantis

Trucizna – Venom

Wagabunda – Vagabond

Żmija - Viper

Zapalczywość – Vehemence

Ścisk - Crush

Topór – Axe

Kosa – Scythe

Nóż – Blade

Lanca – Lance

Moździerz – Mortar

Sierpak – Billhook

Ostrze – Edge

Zbrojownia – Arsenal

Brutalny – Brutal

Cień - Shadow

Eksterminacja – Extermination

Okrutny – Cruel

Miraż – Mirage

Ilujza - Illusion

Zadęcie – Blast

Kłykieć – Knuckle

Przepoławiać – Bisect

Zmora – Nightmare

Złowrogi – Sinister

Zgon – Death

Nagły Zgon – Sudden Death

 

Edited by Darc_Requiem
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Puerto Rican boxer. He has two stances and boxing fans may notice something about him. Apologize in advance for atrocious Spanish.

 

Name: Juan Garcia

Spoiler

Name: Juan Garcia

Nickname: Asesino Ambidextro

Sex: Male

Ethnicity: Puerto Rican

Height: 5ft 11in (1.80m)

Weight: 172lbs (78kg)

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

Hometown: Luquillo, Puerto Rico

 

Appearance: Juan is a slender toned fighter with a sienna brown skin tone, short black hair, and drawn brown eyes. He wears a solid blue sleeveless shirt that has white, five point star, at the center. Juan's hands are wrapped in red tape. He wears red boxing shorts with a white waist band. Juan has white boxing shoes on his feet with ankle high blue socks.

 

Likes: Baseball, Empanadillas (Beef Pastry), Travel

Dislikes: Cheaters, Balrog

 

Fighting Style: Switch Hitter Boxing

 

Tone: Juan is confident while still remaining humble.

 

Origins: Juan comes from a family of pugilists. His father Jorge was an Olympic cruiserweight bronze medalist. He taught Juan and his older brother Javier how to box before they could walk. While was an exceptional baseball player, boxing was his first love. Juan lacked the size of his father or even larger older brother but he by far the most skilled of the three. Despite being five years his junior and fifty pounds lighter, Juan gave Javier all he could handle in sparring.

 

Javier was no slouch himself. After racking up an impressive 21-0 record, he earned a title shot against the champion. Unfortunately, that champion was Balrog. The callous champion brutalized Javier. He was the clearly superior fighter yet still resorted to questionable tactics. Juan threw in the towel to spare his brother any more punishment but it didn't matter in the end. Javier collapsed while being helped back to his stool. Balrog was banned from boxing but that was of little solace to Jorge and Juan. Juan would find someway his hands on Balrog and make him pay for what he'd done.

 

After his brother died, Juan turned down a lucrative baseball contract and dedicated himself solely to boxing. Rising through out the ranks, he eventually gained the Middleweight championship. He followed that up with the Super Middleweight and Light Heavyweight Titles. The claim was nice but that wasn't what he was looking for. The notoriety of being a three divison champion allowed him to have an unsanctioned match with former Heavyweight champion Mike. Although they weren't the same fighter, Mike was similar enough for Juan to get a gauge of how he'd fair against his true target. Juan used his superior speed and flawless technique to garner and easy victory. He was ready for his final test.

 

His Rival: Balrog

 

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

950 Stamina 1050 Stun

 

Throws:

 

Orthodox Stance

 

Cuerpo Cabeza (Body Head)– LP+LK: Juan clinches his foe and hits them with a quick right hook to the body followed by another right hook to the head. 140 Damage/150 Stun

 

Quebrador de Fauces (Jawbreaker)- B+LP+LK: Juan clinches his opponent, spins them around and lifts them of their feet with right uppercut to the jaw. 150 Damage/200 Stun

These throws leave Juan further from his opponent.

 

Southpaw Stance

 

Problema Doble (Double Trouble)– LP+LK: Juan clinches his foe and hits them with a quick left uppercut to the body followed by another left uppercut to the head. 120 Damage/150 Stun

 

Martillo Izquierdo (Left Hammer)– B+LP+LK: Juan clinches his opponent, spins them around and clubs them in the head with powerful left punch to the temple. 130 Damage/200 Stun

These throws leave Juan close to his opponent.

 

Unique Attacks:

 

Orthodox Stance

 

Rompehombros (Shoulder Breaker) – F+HP: (Overhead) Juan throws a powerful overhand right to the opponent's shoulder. 26F Startup 80 Damage/150 Stun +3 On Hit/-2 On Block

 

Busto de Rodilla (Knee Buster) – DF+HK: Juan strikes with an uppercut to the opponent's knee. Must be blocked low. 16F Startup 80 Damage/150 Stun +5 On Hit/-1 On Block

 

Uno Dos Golpe (One Two Blow) - LP,HP: (Target Combo) Juan snaps a quick left jab and follows it up with a straight right power punch. 7F Startup 60 Damage/80 Stun +1 On Hit/-4 On Block

 

Southpaw Stance

 

Huelga de Clavícula (Clavicle Strike) – F+MP: (Overhead) Juan throw a overhand left strike to the collarbone. 22F Startup 60 Damage/100 Stun +1 On Hit/-7 On Block

 

Gancho de Salto (Jumping Hook) – F+HP: Juan hops forward and strikes with a left hook to his adversary's head. Goes over low attacks. 10F Startup 80 Damage/120 Stun +4 On Hit/-2 On Block

 

Uno Dos Tres (One Two Three)– LP,MP, F+HP: Juan hits his opponent with left jab, right cross, jumping left hook comibnation. 8F Startup 60 Damage/80 Stun +1 On Hit/-7 On Block

 

V-Reversal:

 

Orthodox Stance

 

Cuerpo Golpe (Body Blow)– F+KKK: Juan hits his adversary with a stiff right punch to the body that leaves them standing.

 

Southpaw Stance

 

Doble Cruz (Double Cross)– F+PPP: Juan throws a right cross-left cross combination that knocks the opponent down.

 

V-Skill 1:

 

Paso Atrás Cruz (Back Step Cross) – MP+MK: Juan takes a quick back step to evade his opponent's attack before striking them with a cross. Whether it's a left or right cross depends on the his current stance.

 

Orthodox Stance

  • Cruz Diestro (Right Hand Cross)- 21F Startup 70 Damage/150 Stun, Throw/Strike Invincible 3F to 15F, Causes Knockdown, -2 On Block

 

Southpaw Stance

  • Cruz Zurdo (Left Hand Cross) - 18F Startup 50 Damage/100 Stun, Throw/Strike Invincible 3F to 12F, Leaves Standing, +2 On Hit/-4 On Block

 

V-Skill 2:

 

Paso Finta (Step Feint) – MP+MK: Juan dashes forward while performing a feint. Dash is Projectile Invincible 3F to 21F and has 25 Total Frames.

 

Orthodox Stance

  • Golpe Diestro (Right Hand Blow) - 12F Startup 70 Damage/120 Stun, Causes Knockdown, -10 On Block

Southpaw Stance

  • Golpe Zurdo (Left Hand Blow)- 9F Startup 50 Damage/70 Stun, Leaves Standing, +2 On Hit/-2 On Block

 

V-Trigger 1:

 

Verdadera Ambidexteridad (True Ambidexterity) – HP+HK: Juan overwhelms his opponent with his full arsenal of unique and special attacks no matter his stance. He gains the ability to use Southpaw unique and specials attacks in Orthodox Stance and vice versa. This gives him access to new combat routes and also improves his defensive options.

  • Specials do not drain meter
  • V-Trigger drains over time
  • 3000F Duration
  • 3-Bar V-Trigger

 

V-Trigger 2:

 

Mentón de Hierro (Iron Chin) – HP+HK: Juan gains the ability to wade through is opponent's attack. All of Juan's special attacks gain one hit of armor on frame 3. EX Special moves gain two hits of armor.

  • Special moves cost 600F.
  • EX Special Moves costs 1200F
  • V-Trigger duration 2400F
  • 2-Bar V-Trigger

 

Specials:

 

Orthodox Stance

 

Prisa Rápida (Rapid Rush)– QCF+P: (Rekka) Juan rushes forward with a right hook punch. If the input is repeated, he will follow up with a left hook, and final right hook that knocks down will be thrown if the input is entered a third time. The punch determines the damage dealt and distance travel. The first hook thrown is minus -2 on block with proper spacing. The 2nd follow up of all versions knock down.

  • LP – 6F Startup 50 Damage/50 Stun ¼ Travel Distance, 1st Follow up 6F Startup 40 Damage/50 Stun, 2nd Follow up 6F Startup 40 Damage/50 Stun
  • MP – 8F Startup 60 Damage/60 Stun 1/3 Travel Distance, 1st Follow up 6F Startup 40 Damage/50 Stun, 2nd Follow up 8F Startup 50 Damage/50 Stun
  • HP – 10F Startup 70 Damage/70 Stun ½ Travel Distance, 1st Follow up 6F Startup 50 Damage/60 Stun, 2nd Follow up 8F Startup 50 Damage/70 Stun
  • EX - 6F Startup 70 Damage/70 Stun ½ Travel Distance, 1st Follow up 6F Startup 60 Damage/60 Stun, 2nd Follow up 8F Startup 70 Damage/70 Stun Causes Hard Knock Down

 

Abrazo Aporrea (Pummel Embrace)– HCB+K: (Command Grab): Juan clinches his opponent then strikes them with a right body hook, left hook to the head, right hook to the head, left hook to the body into right uppercut combination. Kick button determines the grab range, damage, and advantage after a forward dash. All versions have 6F Startup. LP (Most Range, 160 Damage/210 Stun, -4 after Dash) MP (Less Range, 175 Damage/210 Stun, -2 after Dash) HP (Least Range, 190 Damage/210 Stun, +2 after Dash) EX(Most Range, 200 Damage/250 Stun, +2 after Dash)

 

Puño de Llama Azul (Blue Flame Fist) – F,D,DF+P: (Anti Air): Juan crouches down, cocks his fist back, and strikes with a viscous right uppercut that engulfs his opponent in blue flames. LP(4F Startup, 100 Damage/150 Stun, Throw Invincible) MP (6F Startup, 130 Damage/150 Stun, Invincible to Airborne Attacks), HP (8F Startup, 150 Damage/200 Stun, Strike/Projectile Invincible from frame 3), EX (4F Startup, 170 Damage/200 Stun, Full Startup Invincibility, Crush Counterable)

 

Postura Zurdo (Left Hand Stance)– D+KKK: Juan switches to a Southpaw Stance

 

Southpaw Stance

 

Contador del Resbalón (Slip Counter)– QCB+P: Juan evades his opponent's attack and hits them with powerful counter attack that causes a hard knock down. The punch button pressed determines the type of move that can be countered. All versions have 2F Startup 30F recovery on whiff. LP (Low – Overhand Left 180 Damage/250 Stun) MP (Mid – Straight Left 160 Damage/200 Stun) HP (High – Left Uppercut 160 Damage/200 Stun) EX All version have 1F Startup 25F recovery on whiff. LP+MP (Low 240 Damage/300 Stun) LP+HP (Mid 220 Damage/250 Stun) MP+HP (High 220 Damage/250 Stun)

 

Bolsa de Velocidad (Speed Bag) – QCF+K or 4 Quick K inputs: Juan strikes with a furious combination of left and right punches. LK (5F Startup 60Damage/100 Stun, Leaves Standing) MK (10F Startup 80 Damage/120 Stun, Leaves Standing) HK (15F Startup 100 Damage/150 Stun, Knocks Down) EX (5F Startup 100 Damage/150 Stun, Launches Opponent)

 

Llamas Volantes (Flying Flames) – QCB+K: Juan pulls back his arm and throws a left cross that sends a ball of blue flame traveling towards his opponent. Kick button determines the speed of the projectile. All versions have 18F Startup 47 Total Frames and cause 50 Damage/100 Stun. LK (Slow), MK (Fast), HK (Fastest, EX (16F Startup 46 Total Frames, 100 Damage/150 Stun, Knocks Down)

 

Postura Diestro (Right Hand Stance) – D+PPP: Juan switches to an Orthodox Stance

 

Critical Art:

 

Orthodox Stance

 

Tres Ponche Nocaut (Three Punch Knockout)– QCFx2+P: Juan overwhelms his opponent with a powerful punch combination beginning with a vicious right punch to the gut followed by left hook the chin and concluded with brutal right hand punch to the temple. 3 Hits 330 Damage

 

Southpaw Stance

 

Acabado Combinaton de Iluminación (Lightning Combination Finish) – QCFx2+K: Juan blitzes his opponent with his full arsenal of punches in blinding succession. His opponent is struck almost three dozen times in a mere second.

33 hits 330 Damage

 

Reasons to be in SFV:

After ten years, titles in three weight classes, and a exhibition victory over a former heavyweight champion, Juan feels he is finally ready to achieve his goal. Vengeance against Balrog for his brother's death. With the large prize pot for the upcoming World Martial Arts tournament, Balrgo is sure to be there. It is time for him to have an “accidental” death in the ring.

 

Win Quotes:

  • Ryu – “Your technique is as flawless as they say. Finding a whole in your defense was hard. We have to do this again sometime.”
  • Chun Li - “Ay dios mio! Did I just fight a cop. Papi's gonna be pissed.”
  • Nash - “Fighting in your condition is a bad idea. You don't look so good man. ”
  • Bison- “I'm not gonna lie. It felt good to knock those pristine teeth from your mouth.”
  • Cammy -”Even with my hand speed you were hard to hit. I could use some new sparring partners. Here take my card.”
  • Birdie - “Food? You look like you already had plenty. Its not good to be so gordo man”
  • Ken - “We should have a rematch on PPV. Think of the numbers man. Champion versus Champion fights are always huge sellers.”
  • Necalli - “¡Ay bendito! I've faced some weird opponents but you man. You are something else. ”
  • Vega - “Deja ya de gufear. No one can possibly be this vain.”
  • R.Mika -”There is a crazy lady with a whip looking for wrestling talent. She gave me her card, here you take it.”
  • Rashid - “My autograph? Sure, you can have one. Odd request to get from a guy you just beat up.”
  • Karin - “Qué diablos!? When did socialites start hitting so hard?”
  • Zangief - “Your leg is bigger than my whole body. I'm looking for a new strength and condition coach, you interested?”
  • Laura - “I need to improve my clinch work. Your grappling is something else.”
  • Dhalsim - “How do they measure your reach? You can change it! Can you teach me that? It would be useful against taller opponents.”
  • F.A.N.G - “No one should be obsessed with the number 2. Everyone should strive to be numero uno.”
  • Alex - “Not bad, a little rough around edges. Keep training and you may be a champion some day.”
  • Guile - “Why is a Air Force pilot in a fighting tournament? Should you be with your family man?”
  • Ibuki - “Nena, you shouldn't be so boy crazy. There are other things in life you know.”
  • Balrog - “ The last thing my brother saw was you standing over him. I will be the last thing you see cabrón”
  • Juri - “Some guys are into to sadistic and crazy chicks. I am not some guys though.”
  • Urien - “I should of wore my boxing gloves. I damn near broke my hand knocking you out.”
  • Akuma - “I don't like your vibe. Rivalries forge the best fighters. How can you have those is you are always killing your opponent?”
  • Kolin - “Are you some sort of crazy missionary or la reina de los hielos? Make up your mind.”
  • Ed- “Something about your style seems familiar. Do you know....no there is no way.”
  • Abigail - “If you had technique, you'd be a problem. You are all strength and no skill amigo.”
  • Menat - “I do not believe in fortunes. I decide my own destiny.”
  • Zeku - “You are like your own father-son team. That's loco man”
  • Sakura - “I admire your enthusiasm. If you are interested in boxing, my papi can turn you into a champion.”
  • Blanka- “You look salvaje but you are really just a nice guy.”
  • Falke - ”A ver, relájate. There is no need to be so sad. ”
  • Cody - “What hell kind of mayor are you!? It's a waste of talent for you to be behind a desk.”
  • G - “Are you a method actor or something? You can't be loco enough to really believe what you saying...right?”
  • Sagat - “Getting inside your reach was quite the challenge. You title as the Emperor of Muay Thai is well earned.”
  • Kage - “I think I had a bad bottle of pitorro. Now I'm seeing things.”
  • Poison - “I'm not into into whips mami and no, I am not interested in a new manager.”
  • Honda - “Hey you are that famous sumo? My not so little cousin is fan. Mind giving me an autograph”
  • Lucia - “I did not think I would find such a mamita here. Véngase conmigo. ¡La pasaremos bien! ”
  • Gill - “I'm not interested in your cult. Keep your divine delusion to yourself my man.”
  • Seth - “Are you some sort of new sparring robot? I'll have get a few of you for my gym.”

 

Spanish Translations: (I tried to use Puerto Rican specific slang when possible)

  • Asesino Ambidextro – Ambidextrous Assassin
  • Ay dios mio! - Oh my God
  • Gordo – Fat
  • ¡Ay bendito! - Oh my God/Oh my gosh
  • Deja ya de gufear – Stop joking around
  • Qué diablos – What the hell
  • Numero uno – number 1
  • Nena – little girl
  • Cabrón - bastard
  • La reina de los hielos – The queen of ice
  • Salvaje – wild/savage
  • A ver, relájate - “Lighten up”
  • Pitorro – Puerto Rican rum
  • Mamita – in the quotes context “cutie”
  • Véngase conmigo. ¡La pasaremos bien! - Come with me. Let's have some fun!

 

Edited by Darc_Requiem
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  • 8 months later...

Got bored while working on my book. Thought I'd revise my Sean SFV concept and bring it up to CE spec.

 

Sean CE Changelog

  • Grammatical/Spelling corrections
  • Stamina/Stun ratings buffed for CE
  • Damage/Stun values added for attacks
  • V-Skill 2 added
  • Some additional attack name translations added
  • Additional unique attacks added. Slam Dunk (SF3 Universal overhead nod). Trovão Youdou, Trovão Hiza, & Jaguarundi Quebrador added as nods to Ken's Thunder Feint, Thunder Kick, and Lion Breaker
Spoiler

Name: Sean Matsuda

Nickname: The Cannonball Kid

Sex: Male


Ethnicity: Brazilian (1/2 Japanese)

Height: 6ft 0in(1.83m)*

Weight: 185 lbs. (84kg)*

B/W/H: 45-33-34 (114cm-84cm-86cm)

Hometown: Sao Paulo, Brazil

Appearance: Sean wears a yellow long sleeve hoodie with a black stripe running the length of his outer arms. The sleeves are rolled up to his elbows. The hoodie has a large black “S' on the upper chest. Sean wears matching yellow jogging pants that have black strips running the length of his outer leg. He has on red MMA fighting gloves. Sean's basketball sneakers are red with white soles and striping. His hair is dark brown (nearly black), styled in short dreadlocks on the top of his head, and shaved on the sides. Sean's eyes are brown.

Likes: Ken, Basketball, Futebol (Soccer), Gaming, Bubble Gum

Dislikes: Dan, Laura's bullying

Fighting Style: Matsuda Jiu Jitsu combined with self taught Ansatsuken

Tone: Sean is a jovial person. He enjoys the competition of sport and only seems unhappy when his sister is pestering him.

Origins: Sean is the youngest grandson of Kinjiro Matsuda. While his older brother (Fabio) and sister (Laura) gravitated towards the family martial art. Sean was more interested in sports. His only motivation for learning Matsuda Jiu Jitsu was to be able to fend of his older sister's playful “bullying”. After being attacked by F.A.N.G and Shadaloo, Sean became enamored with learning Ansatsuken from Ken Masters. Ken wasn't interested in having any students. So Sean took it upon himself teach himself Ansatsuken by watching all of Ken's fights and mimicking his techniques.

His Rival: Laura

 

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

1000 stamina 950 stun


Throws:

 

Seoi Throw – LP+LK: Sean performs a classic Judo forward throw. 120 Damage/180 Stun

 

Tomoe Throw – B+LP+LK: Sean grabs his foe by the shoulders, put his foot into their sternum, and falls backward tossing them behind him. 130 Damage/210 Stun


Unique Attacks:

 

Slam Dunk – F+MP: Sean hops forward and strikes with a quick downward straight punch. Goes over low attacks. 22F Startup 60 Damage/120 Stun +2 On Hit/-6 On Block (Sean's SF3 Universal Overhead)

 

Sean Pachiki – F+HP : (Overhead) Sean strikes his foe with a vicious two hit headbutt. 26F Startup 80 Damage/160 Stun +3 On Hit/-2 On Block

 

Trovão Youdou (Thunder Feint) – F+MK: Sean steps forward but does not attack. Action is 30 Total Frames, recovers 11F faster than whiffed Trovão Hiza.

 

Trovão Hiza (Thunder Knee) – F+MK, MK: Sean steps forward hits his foe with standing left knee strike. 22F Startup 60 Damage/120 Stun +3 On Hit/-6 On Block, Attack is 41 Total Frames on Whiff

 

Rolling Sobat – F+HK: A jumping Sobat kick that sails over low attacks and has long range. 15F Startup 80 Damage/160 Stun +2 On Hit/-3 On Block

 

Jaguarundi Quebrador (Jaguarundi Breaker)– MK,HK: (Target Combo) Sean strikers with stand right round house kick to the face follow by a standing right knee strike. Roundhouse hit does not hit crouchers, but the knee does. Special cancelable 10F Startup 40 Damage/120 Stun +2 On Hit/6 On Block

 

V-Skill 1:

 

Zenten – MP+MK : Sean rolls forward toward or away from his opponent. B+MP+MK initials his backward roll. Zenten is projectile invincible. Can pass through his opponents at close range or when they are down. Can be canceled into to Sean's low kick attacks only. V-Gauge is only gained from blocked or landed low attacks.

 

V-Skill 2:

 

Matsuda Spark – MP+MK: Sean stands straight up and rubs his hands together. If the animation completes. Sean gains a small electric aura. 20 Stun is added to his next attack. Attacks that leave foes standing have an additional +2 hit advantage. Effect is lost after one attack whether lands or is blocked. Whiffed attacks do not end the effect. Animation takes 50F to complete.

 

V-Trigger 1:

 

Hado Explosão (Wave Motion Burst)– HP+HK : Sean focuses energy into a powerful fast moving Hadoken. Causes a hard knockdown. Moderate durability. Blows through standard projectile, cancels out V-Trigger projectiles but dissipates, is nullified by CA level projectiles. 13F Startup 52 Total Frames 150 Damage/250 Stun

2-Bar V-Trigger 2400F Duration

 

V-Trigger 2:

 

Raio No Hado  (Hado of Lighting)– HP+HK: Sean gains a sparking aura that grants a small damage and significant stun boost to all of his special attacks. Each enhanced attack costs 600F of V-Gauge

  • Matsuda Shoot follow ups grain a 10 damage/50 stun buff
  • Shoryu Esmagamento gains a 5 damage/30 stun buff
  • Tornado Kyaku gains a 10 damage/25 stun buff
  • Ryuubi Chute and Zankuu Ryuubi Chute gains a 15 damage/50 stun buff
  • 3-Bar V-Trigger 3000F Duration


Specials:

 

Matsuda Shoot-QCF+P: Sean forward dashes low towards his opponent. The strength of the punch determines the distance traveled. If no input is entered. The Matsuda Shoot is simply a forward command dash with no strike or throw invincibility that does not pass through his opponent. Dash gains projectile invincibility on frame 3. LP(12F Startup 1/3 Screen) MP(15F Startup ½ Screen) HP (21F Startup ¾ Screen) EX (12F Startup ¾ Screen, Projectile Invincible Frame 1.)

  • P- Sean Tackle: (Hit Grab)Sean executes a double leg takedown followed up by punches. The strength of punch button used to Matsuda Shoot determines the number of punches. LP (2 hits 60 Damage/120 Stun), MP (3 hits 80 Damage/160 Stun), HP (4 hits 100 Damage/200 Stun), EX (5 hits 120 Damage/240 Stun), must be blocked low. -7 On Block
  • K- Kinjiro Triangle (Command Grab): Sean leaps onto his opponent's shoulders causing them to fall backwards while he locks in a triangle choke. The strength of punch button used to Matsuda Shoot determines the number of hits. LK (2 hits 60 Damage/120 Stun), MK (3 hits 80 Damage/160 Stun), HK (4 hits 100 Damage/200 Stun), EX (5 hits 120 Damage/240 Stun), -7 On Block, only grabs standing opponents.

 

Shoryu Esmagamento (Dragon Smash) - F,D,DF+P: An improvised version of Ken's Shoryuken. Sean spins 360° at apex of his ascent and tacks on an aerial punch that sends his foe crashing to the ground. All versions do two hits. Strength of the punch button determines the height of his ascent. More of a combo ender, lacks invincibility. Anti-airing requires precise timing with the MP version. LP (4F Startup 100 Damage/160 Stun) MP(5F Startup 110 Damage/160 Stun, Great Anti Air Hitbox, NO Invincibility) HP(6F Startup 120 Damage/180 Stun)

EX , Shoryu Canhão (Dragon Cannon): Sean's hits his opponent with a vicious double Shoryuken than can deal significant stun. (4F Startup, 3-10 Hits, 80-150 Damage/110-250 Stun, Full startup invincibility. Rapidly pressing the punch button increases the damage/stun and hits. Maximum of 10 hits.

 

Tornado Kyaku (Tornado Kick)-QCB+K: Sean's self taught variation of the Tatsumaki Senpuu Kyaku. He jumps toward his opponent striking them with alternation left and right flying kicks. Distance traveled and number hits determined by the strength of the kick button pressed. LK (6F Startup, 2 hits, 60 Damage/120 Stun), MK (9F Startup, 3 hits, 80 Damage/160 Stun), HK (12F Startup, 4 hits, 100 Damage/180 Stun) EX (5F Startup, 5 hits, 120 Damage/200 Stun, Hard Knockdown)

 

Ryuubi Chute (Dragon Tail Kick)-QCF+K:: Sean performs a high flying arching with wheel kick. Laura's Volty Line (overhead) is variation of this technique. Goes over projectiles. Kick button determines distance. All versions leave foe standing. +2 On Hit/-2 On Block (Well spaced), -5 On Block (Poorly Spaced) LK(21F Startup, 70 Damage/140 Stun, 1/2 Screen), MK(24F Startup, 80 Damage/160 Stun, 3/4 Screen), HK(27F Startup, 90 Damage/180 Stun, Full Screen) EX (20F Startup, 100 Damage/200 Stun, Full Screen, Projectile Invincible, +4 On Hit/-1 On Block)

 

Zankuu Ryuubi Chute(Sky Slashing Dragon Tail Kick)-QCB+K:(In Air): Sean executes a falling Ryuubi Chute from a forward jump. Has to be inputted at the apex of his jump. Kick button pressed determines the descent angle. All versions 10F Startup 70 Damage/120 Stun, +1 On Hit/-4 On Block, LK (10° Angle), MK (20° Angle), HK (30° Angle) EX (9F Startup, 80 Damage/150 Stun, 15° Angle, +3 On Hit/-2 On Block)


Critical Art:
 

Tornado Jinrai Kyaku (Tornado Thunder Leg) -QCBx2+K (Tornado Thunder Kick): Sean's version of Ken's Shippu Jinrai Kyaku (Super Art 3 in SF3). The first five kicks of this attack mirror Ken's technique exactly. However, instead going into a rising Tatsumaki Senpuu Kyaka. Sean goes into a rising Tornado and ends the attack with powerful Zankuu Ryuubi Chute that sends his opponent hurtling to the ground at high speed. 11 Hits 340 Damage (5x30, 5x20, 1x90)

 

Reasons to be in SFV:

 

After being attacked by F.A.N.G. and his Shadoloo goons, Sean couldn't stop thinking about how weak he was and how cool Ken was. He has seen world class grappling growing up but he had never seen striking on the level of Ken's. He dedicated himself learning everything he could about Ken's style. He got videos of all his fights and dedicated all his free time to master his signature moves. If he can show Ken how strong he's gotten on his own, Sean is sure he can get Ken to accept him as a student.

 

Notes:

 

1. CFN Profile card lists him as 5'9” (1.75m) and 149lbs (68kg). He had a growth spurt. Both his father and brother are 6'2” (1.88m) and 180lbs (82kg).

 

2. SFV Sean is in the vain of his SF3 New Generation/Second Impact play style. His damage is below average but his stun output is high.

 

3. Renamed the dash from Sean Tackle to Matsuda Shoot and named the Punch follow up Sean Tackle. This was to allow the for a secondary follow up Kinjiro Triangle (named for his grandfather) to show off more of his Matsuda Jiu Jitsu training.

 

4. Sean's special attack names were often a combination of English and Japanese. I believe this was left over from when Sean was intended to be American. Changed that to a Portuguese-Japanese combination.

  • Hado Burst - Hado Explosão
  • Dragon Smash – Shoryu Esmagamento
  • Shoryu Cannon – Shoryu Canhão
  • Tornado – Tornado Kyaku (Tornado in Portuguese is Tornado)
  • Ryuubi Chute - Ryuubi Kyaku
  • Raio means Lightning in Portuguese

 

Edited by Darc_Requiem
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Not sure why I'm on this concept revision kick when I should be finishing up Chapter 2 of book 2, but I have to go where my creativity takes me. I've updated my Phantom (F.A.N.G. apprentice) concept for CE. Phantom was one of my favorites. I liked the Stun DOT mechanic I gave her as a nod to F.A.N.G.'s damage DOT.

 

Phantom CE Changelog

  • Updated her appearance description. Changed the her hair style, added makeup descriptions
  • Additional Dislike (Her Old Life)
  • Update her origin. Small changes to show what happened to her brother.
  • Stamina/Stun ratings buffed for CE
  • Updated description of Stun DOT (Damage over time)
  • Damage/Stun and frame data values added for attacks. 
  • Changed V-Skill 1 damage and stun values.
  • Additional unique attacks added. Overhead, Command Roundhouse Kick, Two Target Combos
  • V-Skill 2 added
  • Updated V-Trigger Descriptions
  • Critical Art Damage Nerfed, Stun Damaged added, Stun DOT added 
Spoiler

Name: Phantom
Nickname: Paralyzing Siren
Sex: Female
Ethnicity: Chinese ?


Height: 5ft 6in(1.68m)
Weight: 126 lbs. (57kg)
B/W/H: 34-22-35 (86cm-56cm-89cm)

Hometown: Hong Kong

Appearance: Phantom is a slender but fit woman. She has beautiful lilac colored eyes. Phantom wears plum purple eye shadow and magenta lipstick. Her long black hair is styled elaborately. Her hair is parted down the middle, and braided. The braids are twisted into twin figure-eight coils that are pinned behind each ear. A pair of purple ribbons is interwoven it her hair coils. She wears a custom knee length qipao that features full length sleeves. Phantom's qipao is silver in color. Her collar, buttons, sleeve, and skirt edges are outlined in plum purple. She has sheer black stockings on her legs. Phantom has purple ankle length leather boots on her feet. At the base of her wrists, Phantom has two small needles that she channels her stunning poison through to debilitate her foes.


Likes: F.A.N.G. , Purpose, Poison, Challenging Missions


Dislikes: Failure, Easy Tasks, Her old life

Fighting Style: Chinese Kenpo

Tone: Phantom focused a cold woman. Her mission is paramount. Nothing else matters.

Origins: Phantom was a con artist hailing from the streets of Hong Kong. Like the sirens of the old Greek legends, she'd tempt male passersby with her beauty and alluring eyes. Once she lured them to her lair, her brother would record incriminating video of the unsuspecting target. They used this take to force their unwitting marks to surrender all their cash and valuables. One day they targeted F.A.N.G., something in Phantom's eyes intrigued F.A.N.G. They tried their con job on F.A.N.G., but he didn't care for their tricks. He presented them with a, unbeknownst to them, poisoned stack of cash or an ornamental dagger. If they fell into F.A.N.G.'s trap, the cash would cost them their lives and the dagger's poison hand would cause their hands to decay away. While her brother eyed the money, Phantom was enamored with the dagger. Something about the strange characters inscribed upon it called to her. Too F.A.N.G.'s surprise. She did not want the dagger. She only wanted to learn the meaning of the characters engraved in it. Her brother reached for the cash but she slapped his hand away. She grabbed a nearby bug and placed into top of the stack of cash an it instantly died. Her brother backed away in horror but Phantom stood strong. This intrigued F.A.N.G. He offered to teach her the meaning of the characters, but she'd had to give up everything to gain this knowledge. She accepted F.A.N.G.'s terms and waved goodbye to her brother. He christened her “Phantom”. With her former life abandoned, she walked off into the night with F.A.N.G...never to be seen again.

Her Rival: Ed

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

 

950 Stamina 975 Stun

 

Special Note: Phantom's open palm strikes poison her opponents with a paralyzing poison. This poison inflicts 5 point of stun per second for 5 seconds. This causes up to an additional 25 points of stun on normal special moves. EX moves cause up to 50 points of stun. 10 points of stun per second for 5 seconds. Unless otherwise noted. Stun DOT can be stopped by landing a hit on Phantom.

Throws:

Head Over Heels -LP+LK: Phantom hooks her foes right ankle with her right foot and performs a windmill kick that cause her flip onto their head. 130 Damage/150 Stun

Debilitating Flight -B+LP+LK: Phantom hooks her foes crouch with her right foot and performs a back spring split kick that sends her foe sailing overhead and behind her. 140 Damage/180 Stun


Unique Attacks:

Alluring Slice – F+MP: (Overhead) Phantom strikes with an advancing overhead back chop. 26F Startup 70 Damage/100 Stun +3 On Hit/-2 On Block

 

Nirenko – B+ HP: Phantom strikes with a quick high-low left palm strike combination. Attack causes Stun DOT damage on hit. 10F Startup 90 Damage/150 +1 On Hit/-7 On Block.

 

Double Take – F+MK: Phantom advances on her opponent with a forward moving, standing, double knee strike. 8F Startup 60 Damage/100 Stun +3 on Hit/-2 On Block

 

Succubus Heel – F+HK: Phantom spins forward and hits her adversary with a high angle back kick. Attack can anti air far jump attacks but does not work on point blank or cross jump attacks. 14F Startup 90 Damage/150 Stun +3 On Hit/-2 On Block, Cause Juggle State (Anti Air strikes only)

 

Siren's Kiss – LP,MP,HP: (Target Combo) Phantom strikes triple, closed fist, punch combination consisting of a left-right straight punch combo to the chest followed by a short left uppercut that knocks her foe down. 7F Startup 60 Damage/80 Stun 0 On Hit/-9 On Block

 

Sweet Release – F+LK, B+HK: (Target Combo) Phantom hits her opponent back sweep into a jumping spinning back kick. Attack causes a knockdown. 7F Startup 60 Damage/100 Stun -8 On Block

 

V-Reversal:

 

Mesmerizing Wheel – F+PPP: Phantom cartwheels through her opponent landing behind them.

V-Skill 1:

Stunning Palm- MP+MK: Phantom strikes with a forehand back fist. If time correctly, the back fist will deflect her opponent's physical attack and she'll counter with a twin open palm strike. Her left hand palm strike at the base of her foes neck and her right palm strikes the lower abdomen. Backhand Only 14F Startup 50damage/90 stun. If counter is landed 90 Damage/180 Stun +3 On Hit, Triggers poison stun DOT.

 

V-Skill 2:
 

Stinging Kiss – MP+MK: Phantom leans forward and blows a poison kiss to her opponent. Causes a gray-white sphere of poison ki to advance towards her opponent. 18F Startup 50 Total Frames On Hit, 30 Damage/120 Stun, On Block, 0 Damage/60 Stun. Poison stun DOT triggers on hit.


V-Trigger 1:
 

Stunning Aura -HP+HK: Phantom generates a poison aura field that slowly paralyzes her foe. Her opponent's stun gauge slowly builds if they are in close proximity to Phantom. Blocking does not negate the effect. Effect is only halted if Phantom is knocked down. If her opponent's stun gauge is full Phantom has to land a hit to dizzy them. 2 bar V-Trigger 1800F Duration

 

V-Trigger 2:

 

Limbs of Enfeeblement-HP+HK: Phantom gains a poison aura around her feet giving her kick special attacks the same stun DOT properties as her open palm attacks.

  • Normal kick attacks cause stun DOT of 5 turn per tick for 5 seconds.
  • Bemusing Pirouette causes a Stun DOT of 10 stun per tick for 5 seconds when passing through opponents. EX version does 10 stun per tick for 10 seconds when passing through opponent's
  • Halting Heel becomes Benumbing Heel gaining a Stun DOT of 5 stun per tick for 5 seconds. EX gains a 10 stun per tick for 5 seconds.

3-bar V-Trigger Permanent

Specials:

Stunning Pirouette - QCF + P: Phantom spins on one leg before striking with a powerful left hand open palm strike. Distance traveled and number of spins determined by the strength of the punch button. Pirouette is strike and projectile invincible from Frame 3. Cannot Pirouette through her opponents. LP (8F Startup 90 Damage/90 Stun, One Spin, Point Blank,Stun DOT), MP, (11F Startup 110 Damage/140 Stun, Two Spins, ¼ Screen, Stun DOT), HP (14F Startup, 140 Damage/150 Stun,Three Spins, ½ Screen, Stun DOT) EX (10F Startup, 150 Damage/200 Stun, Three Spins, Strike/Projectile Invincible Frame 1, ½ Screen, Stun DOT increased from 5 to 10 per tick)


Paralyzing Palms -QCB + P: (Rekka)A “Rekka” style attack that can be extended by repeating the motion up to three times. Phantom attacks with a left palm strike to the stomach, followed by a right palm strike chest, and ends the combination with a left palm strike to the neck. Punch button determines the distance traveled and attack properties.

  • LP – 6F Startup 50 Damage/50 Stun ¼ Travel Distance, 1st Follow up 6F Startup 40 Damage/40 Stun, 2nd Follow up 6F Startup 40 Damage/50 Stun, Knocks Down, Stun DOT
  • MP – 8F Startup 60 Damage/60 Stun 1/3 Travel Distance, 1st Follow up 6F Startup 40 Damage/40 Stun, 2nd Follow up 8F Startup 50 Damage/50 Stun, Knocks Down, Stun DOT
  • HP – 10F Startup 70 Damage/70 Stun ½ Travel Distance, 1st Follow up 6F Startup 50 Damage/50 Stun, 2nd Follow up 8F Startup 50 Damage/70 Stun, Knocks Down, Juggles (Corner Only), Stun DOT
  • EX - 6F Startup 70 Damage/70 Stun ¾ Travel Distance, 1st Follow up 6F Startup 60 Damage/60 Stun, 2nd Follow up 8F Startup 70 Damage/70 Stun, Causes Hard Knock Down, Stun DOT Increases from 5 to 10 per tick for 5 seconds.


Immobilizing Kiss - F,D,DF+ P: (Anti Air) Phantom strikes her foe with an upward palm strike that lands under her foes chin and lifts them off the ground. Attack only has airborne attack invincibility. Has no grounded strike, throw, or projectile invincibility. LP(3F Startup 100 Damage/140 Stun, Left hand palm strike, Stun DOT) MP (5F Startup 120 Damage/150 Stun, Right hand palm strike, Stun DOT) HP (7F Startup 140 Damage/190 Stun), Left-right palm strike combination, Stun DOT), EX (3F Startup 150 Damage/200 Stun, Left-right palm strike combination, Full Startup Invincibility, Crush Counterable, Stun DOT increased from 5 to 10 per tick)

 

Bemusing Pirouette- QCB+ K: Phantom spins on one leg to avoid her opponent's attacks. Pirouette is strike and projectile invincible frame 1. Can Pirouette through opponents. Can be cancelled into any normal attack after an opponent's whiffs an attack that would have made contact with Phantom LK(28 Total Frames, Spins In Place), MK, (32 Total Frames ¼ Screen), HK (36 Total Frames½ Screen) EX (LK+MK ¼ Screen 28 Total Frames, LK+HK ½ Screen 32 Total Frames, MK+HK ¾ Screen 36 Total Frames, Causes Stun DOT when passing through opponents, 5 stun per tick)

 

Halting Heel- QCF+ K: Phantom strikes at her foe with a jumping front kick. Kick button determines the number of kicks and the distance traveled. Attack is not strike and projectile invincible. Attack is throw invincible. LK (5F Startup 60 Damage/100 Stun, Single Kick, ¼ Screen, Causes Juggle -7 On Block), MK (8F Startup 90 Damage/150 Stun, Double Kick, ½ Screen, Leaves Foe Standing, +2 On Hit, -4 On Block) HK (11F Startup 120 Damage/180 Stun, Triple Kick, ¾ Screen, Knocks Down, -6 On Block) EX (7F Startup, 150 Damage/200 Stun, Gains Armor Frame 3, Triple Kick, ¾ Screen, Knocks Down, -4 On Block)

Critical Art:

Petrifying Onslaught - HCFx2+P: Phantom strikes her opponent with a right palm strike to the neck, left palm strike to the stomach, right-left palm strike combo to the chest, and final double palm strike to a sternum. The combination leaves her foe paralyzed. Phantom then pirouettes backward and then forward to into a high roundhouse kick to the temple. 6 Hits , 320 damage/100 Stun + Stun DOT (10 Stun per tick for 10 Seconds)

 


Reasons to be in SFV:*

Phantom soles purpose is help F.A.N.G restore Shadaloo. F.A.N.G wants Neo Shadaloo disposed of. She will eliminate Ed, Falke, and all his cohorts. With Neo Shadaloo out of the way, her master will be free restore Shadaloo and find a way to bring about the return of Lord Bison.

 

Edited by Darc_Requiem
Link to comment

Okay it's after 3am, I'm gonna try to do something else now.....hopefully this is the last one for a while. @DaemosI updated this concept for like the fifth time.

 

Gouka CE Concept Changelog

  • Proofread her origin. (hopefully I got everything this time.)
  • Stamina/Stun ratings buffed for CE
  • Damage/Stun and frame data values are now present for all of her attacks (excluding Critical Arts)
  • One unique attack Tenkai Tsuki and two target combos Jodan Yanrengeki and Teidan Yanrengeki added
  • V-Skill 1 details have been fleshed out more.
  • V-Skill 2 added
  • Added win quotes for the final five characters of the game, yes even the mystery one. That's for you @Doctrine_Dark
  • Added a few  additional notes regarding her fighting style and moveset.
Spoiler

Name: Gouka

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: Matsue, 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 even would practice with Gouken at times. As this brought back memories of her father. That all ended one day. Gouki returned to challenge Gouken just as he 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. However, she could 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 two 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

975 stamina 1100 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. 120 Damage/150 Stun

 

Ishi Nadare (Stone Avalanche) - B+LP+LK+motion: Gouka tosses her foe high into the air. As they fall back towards the ground, She strikes them with a powerful open palm strike to back. The force of the blow sends them hurtling away from her. 130 Damage/200 Stun

 

Unique Attacks:

 

Harae (Purification) – D+MP (In Air): Gouka hits her foe with a downward chop from the apex of her jump. The attack halts her forward momentum and travels directly downward. 14F Startup 50 Damage/90 Stun, +3 On Hit/-2 On Block, 6F Landing Recovery

 

Seichu Nidan Tsuki (Middle Two Stage Thrust) - F+ HP: She strikes her opponent with a two hit advancing back elbow strike (Ryu’s SFA3 elbow strike) 15F Startup 80 Damage/120 Stun, +6 On Hit/-4 On Block

 

Tenkai Tsuki (Heaven Thrust) – F+MP: Gouka steps forward and hits her foe with a straight right open palm strike. 7F Startup 60 Damage/120 Stun +2 On Hit/-2 On Block

 

Tenshi Hakyaku (Angel Blade Kick)- D+ MK (In Air): Gouka executes a steep angle (70°) diving kick from the apex of her forward jump. 16F Startup 60 Damage/100 Stun, +2 On Hit/-4 On Block, 9F Landing Recovery

 

Shinkai Geri (Deep Sea Kick)– DF+MK: Gouka performs an upward crouching kick attack. The strike forces crouching opponents to stand. Despite appearances, this attack is not a good anti air option. 7F Startup 70 Damage/100 Stun +1 On Hit/-2 On Block

 

Senpu Kyaku (Whirlwind Leg)– F+ HK (overhead): Gouka hops forward striking with a one hit whirlwind kick. 22F Startup 70 Damage/120 Stun, +2 On Hit/-7 On Block.

 

Joudan Yanrengeki (High Level Quadruple Attack) – MP,MP,HP,HK: (Target Combo) Gouka pummels her adversary with a two right punches to the abdomen, followed by a left straight punch to the face, concluding with standing right roundhouse kick that knocks her foe down. 9F Startup 70 Damage/100 Stun -7 On Block

 

Teidan Yanrengeki (Low Level Quadruple Attack) - MP,MP,HP,D+HK: (Target Combo) Gouka pummels her adversary with a two right punches to the abdomen, followed by a left straight punch to the face, concluding with right back sweep kick that knocks her foe down. 9F Startup 70 Damage/100 Stun -10 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 1:

 

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. Nullifies projectile attacks but the counter portion of the attack only applies to physical attacks.

  • Tenshi Shuretto (Low) – D+MP+MK: 4F Startup 120 Damage/120 Stun, 32F Recovery on whiff, Crush Counterable on whiff
  • Tenshi Shuretto (Mid) – MP+MK: 4F Startup 100 Damage/120 Stun, 32F Recovery on whiff, Crush Counterable on whiff
  • Tenshi Shuretto (High) – B+MP+MK: 4F Startup 100 Damage/120 Stun, 32F Recovery on whiff, Crush Counterable on whiff

 

V-Skill 2:

 

Shomei Sokutou Geri (Lightning Foot Edge Kick) – MP+MK: Gouka hits her adversary with a lightning charged high level side kick. Attack knocks down her opponent. Attack can be charged.

  • Uncharged – 15F Startup 70 Damage/100 Stun, -4 on Block
  • Charged – 22F Startup 100 Damage/150 Stun, -1 on Block, Juggles (Corner Only)

 

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 Shidai Go Hado and Zanku Shidai Hado.

  • Shomei Go Hadoken – 10 Damage/10 Stun buff. Startup reduced from 15F to 13F. Total Frames reduced from 46F to 44F. LP Shomei Go Hadoken travels 10% slower. HP Shomei Go Hadoken travels 10% faster. EX Startup reduced from 14F to 12F. 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
  • Kyoushin 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 Hadouken (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. Button strength only alters the speed of the projectile. Damage, startup, and recovery are the same for LP,MP, HP versions. 15F Startup 46 Total Frames, 50 Damage/90 Stun. EX, 14F Startup 44 Total Frames 80 Damage/120 Stun, 2 Hits, 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 Hadouken (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, 70 Damage/120 Stun. (LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle, 2 hits, causes a juggle state)

 

Tsumetai Go Hadouken (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 - F,D,DF + K: (Massive Earthquake Landmine Fist) 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)- HCB+ 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 before shooting skyward with blinding fast Shoryuken. 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 (foreigners) 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 eternity in hell is too good for you”

Kolin: “It will take more than one 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”

Poison: “Pro wrestling is not my forte. Yet your brutish techniques are quite effective. I may join this H.W.A. of yours after all.”

E.Honda: “I did not think a sumo could be so formidable. You posses great speed in spite of your size.”

Lucia: “Another interesting challenger from Metro City. If you can show me other formidable challengers from your city, I'll make you the best ramen you've ever had.”

Gill “I have mastered all of the elements. If you are a god, how come you've only conquered two?”

Seth: ”You psychotic automaton! I shall put you down before you cause harm to any others!”

Dan: “An over inflated ego combined with underdeveloped techniques makes for a poor excuse of a fighter. Father was wise to dismiss you as a pupil.”

Rose: “Unlike your disciple, you are quite the formidable adversary Madam fortune teller.”

Oro:  “The Sennin of legend!? Please honor me by fighting at your full strength.”

Akira: “Akira was it? Your Bajiquan is masterful. When we were fighting, I could see virtually no holes in your defense.”

Final Character:  “I do not know who you are, but I am a third generation master of Ansatsuken. Take me lightly at your own peril.”


Notes:

  • Kinkou Ansatsuken (Balanced Ansatsuken) combines Goutetsu's philosophy with Gouken's. Goutetsu could tap into Satsui No Hado without losing his sense of self. Gouken's has purged himself of Satsui No Hado completely has master Mu No Hado. Gouka has learned her father's style but can still tap into Satsui No Had without losing herself. She believes in balance, not absolutes.
  • Gouka's moveset is filled variations of Gouken's and Gouki's attacks.
  • 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.
  • Matsue, Japan is the location of Matsue Castle. Suzaku Castle, the fictional castle from Ryu's stage, looks identical to the actual Matsue Castle. Thought it was a great way to get rid of the “Unknown” location in Japan as Gouka's hometown.
  • Gouka was self taught until age 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 as he hones his master of Mu.
  • Until now, she has only heard of Ryu and Ken. She has never met them.

 

 

Edited by Darc_Requiem
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52 minutes ago, Daemos said:

 

Move over Sakura and Ken, a new love triangle is coming your way!

Sakura vs Gouka would end very badly for Sakura. While she was chasing after Ryu trying to get him to train her, Gouka was training with her father. When Sakura was discovering Ryu in the Alpha era. Gouka had already been training on her own for more than a decade. She's bigger 5'9 157lbs to 5'3 115lbs, stronger, faster, and more technically sound.

Edited by Darc_Requiem
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Well since I couldn't sleep, insomnia is a bitch. I updated another one. This pretty easy though. Since this was one of my later concepts. Most of the Damage, Stu, and Frame Data for his attacks were already done.

 

Dee Jay CE Concept Changelog

  • Keep proofread of the concept
  • Stamina/Stun ratings buffed for CE
  • Damage/Stun and frame data values added to Unique Attacks
  • V-Skill 1 Startup Frames Increase, Damage Decreased (Uncharged Only), Disadvantage on Block Increased (Uncharged Only), Airborne and Throw Invincibility frames added
  • V-Skill 2 added
Spoiler

Name: Dee Jay

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, Quite, 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 openings 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

1025 Stamina 1050 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:

 

Knee Shot – D+LK (In Air): Dee Jay strikes his foe with an aerial right knee strike. Attack can cross up. 4F Startup 40 Damage/60 Stun

 

Sunrise Heel – DF+MK: Dee Jay strikes with a quick close ragne overhead heel kick. Attack is not an overhead. 7F Startup 70 Damage/100 Stun +5 On Hit/-5 On Block

 

Maximum High – DF+HK: Dee Jay hits opponent with a back kick to the face. 12F Startup 90 Damage/150 Stun +4 On Hit/-2 On Block

 

High Times – B+HK: Dee Jay hits his foe with a two hit front kick that knocks his foe into the air. Limited juggle properties. Can be used to anti air with proper timing. 7F Startup 80 Damage/120 Stun, Knocks Down, -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. 9F Startup 80 Damage/100 Stun, +4 On Hit/-12 On Block


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 1:

 

Waning Moon – MP+MK: (Overhead) Dee Jay strikes with a flying cartwheel style flip kick. Attack can be charged. Attack is an overhead and must be blocked high. Both version goes over low attacks. Has thrown invincibility during airborne frames.

  • Uncharged 20F Startup 70 Damage/100 Stun, +2 on hit, -6 on block. Airborne 4F to 20F
  • Charged 27F Startup 100 Damage/150 Stun +8 on hit +2 on block. Airborne 4F to 27F

V-Skill 2:

 

Waxing Moon – MP+MK: Dee Jay hits his adversary with an advancing low spinning back elbow strike. Both versions much be blocked low. Both versions have projectile invincibility frames. Attack can be charged.

  • Uncharged 16F Startup 80 Damage/80 Stun, Knocks Down, -9 on block. Projectile Invincible 3F to 15F.
  • Charged 22F Startup 120 Damage/120 Stun, Hard Knock Down -5 on block. Projectile Invincible 3F to 21F.

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

 

 

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Somebody help me, I'm having another one of those days where I can't go to fucking sleep. @VoltI wasn't kidding when I messaged you. Anyway, gonna go try to watch some football.

 

Spoiler

Name: Ryu

Nickname: The Wandering Warrior

Sex: Male

Ethnicity: Japanese

 

Height: 5ft 9in(1.75m)

Weight: 187 lbs. (85kg)

B/W/H: 44-32-34 (112cm-81cm-86cm)

 

Hometown: Suzaku Castle, Japan

 

Appearance: Ryu is a well built man of average height. He has short black hair and brown eyes. He has a red head band tied around his forehead. Ryu wears an off white, from wear and tear, gi with torn off sleeves. He has a black martial arts belt tied around his waist. The belt has the kanji of the Furinkazan embroided in gold on it's right end. Ryu wears off white gi pants with legs that are frayed at the ankles. He is barefoot.

 

Likes: Martial Arts, Nature, Traveling, Mizuyokan (Japanese Sweet Bean Jelly)

Dislikes: Spiders, Satsui No Hado, Shoes

 

Fighting Style: Ansatsuken

 

Tone: Ryu is a respectful and humble man of few words. He has near singular focus on improving as a martial arts.

 

Origins:

An orphan with no memory of his family, Ryu was raised by his master Gouken. Gouken was more than a master to Ryu. He viewed him as a father as well. After a few years of training only with Gouken, a friend of his master sent his spoiled son to Gouken to train and learn some discipline. This boy, Ken, would become Ryu's training partner. Over the years, they developed into best friends. Like with Gouken, Ryu viewed Ken as more than a friend. He saw him as brother.

When both boys had grown in young men, 23 years of age, Gouken thought it was time for them to leave the dojo. It was time for their Musha shugyō (warrior's pilgrimage) They would both go their separate ways. Ken would return to America and eventually become the All American Martial Arts Champion. Ryu would enter the world warrior tournament and to the shock every defeat the Muay Thai Emperor Sagat.

They would be brought together by the apparent death of their Master Gouken at the hands of his brother Gouki. Ryu and Ken would once again part way. Ryu would continue the wandering path of a warrior and Ken would try to balance his martial arts career along his family life.

 

His Rival: Akuma (Antagonistic)/Ken (Friendly)

 

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

1025 stamina 1050 stun

 

Throws:

 

Seoi Nage (Shoulder Throw) - LP+LK: Ryu grabs his opponent and executes a shoulder throw that slams them down in front of him.. 130 Damage/150 Stun

 

Tomoe Nage (Somersault Throw) - B+LP+LK+motion: Ryu grabs his foe by the shoulders and falls backwards while kicking them overhead and behind him. 150 Damage/200 Stun

 

Unique Attacks:

 

Kyoukaku Tsuki (Chest Thrust) – B+LP: Ryu hits his foe with a quick medium ranged right open palm strike to the sternum. 4F Startup 40 Damage/70 Stun +3 On Hit/+2 On Block

 

Sakotsu Wari (Collarbone Breaker) – F+MP: (Overhead) Ryu executes and overhand right punch to his opponents clavicle. 22F Startup 70 Damage/100 Stun, +1 On Hit/-7 On Block.

 

Mizochi Kodakii (Solar Plexus Strike) -F+HP: Ryu strikes with an advancing underhand right punch to the center of his adversary's torso. 17F Startup 90 Damage/150 Stun +8 on Hit, -2 on Block

 

Senpu Kyaku (Whirlwind Kick) – F+MK: (Overhead)Ryu hops forward and strikes with spin kick. Attack goes over low attacks. 28F Startup 70 Damage/100 Stun +3 on Hit/-2 on Block

 

Ono Kyaku (Axe Kick) – B+HK: Ryu hits his opponent with a standing right axe kick. This attack is not an overhead. 9F Startup 90 Damage/150 Stun +4 on Hit/-2 on Block

 

Nigenteki Ren (Dual Chain) – B+LP,LK: (Target Combo) Ryu attacks with a swift right palm strike into left low kick combination 4F Startup 50 Damage/100 Stun +1 on Hit/-4 on Block

 

Jodan Sanrengeki (High Level Three Chain Kick) – MP,HP,HK: (Target Combo) Ryu strikes his foe with a left gut punch, right straight punch into left high roundhouse kick. 7F Startup 90 Damage/120 Stun Knocks down on Hit/-7 On Block

 

Teidan Sanrengeki (Low Level Three Chain Kick) – MP,HP,D+HK: (Target Combo) Ryu strikes his foe with a left gut punch, right straight punch into right back sweep kick combination. 7F Startup 90 Damage/120 Stun Knocks down on Hit/-10 On Block

 

V-Reversal :

 

Hashogeki (Wave Palm Attack) – F+PPP: Ryu pulls back both of his arms and thrust them forward into double palm strike that focuses his Hado into his palms not a projectile. Attack knows his opponent full screen away.

 

V-Skill 1:

 

Muhi Boei (Unmatched Defense) – MP+MK: Ryu parries the attack of his opponent leaving them vulnerable to a counter attack.

  • Hikui Henko (Low Deflection) – D+HP+HK: Parries low attacks. 2F Startup 18F Recovery on whiff.
  • Takai Henko (High Deflection) – HP+HK: Parries mid, high, 2F Startup 24F Recovery on whiff.
  • Ten Henko (Sky Deflection) – B+MP+MK: Parries jump attacks 2F Startup 24F Recovery on whiff.

V-Skill 2:

 

Ryu Tsukisasu Kougeki (Dragon Thrust Strike) – MP+MK: Ryu thrusts forward with a powerful straight left punch. If time properly Ryu intercepts his opponents attack and follows up with powerful spinning back elbow strike that knocks down the opponent. 16F Startup Strike Only: 80 Damage/120 Stun With Counter: 150 Damage/200 Stun, +2 After Forward Dash.

 

V-Trigger 1:

 

Denkin Kakusei (Electric Blade Awakening)– HP+HK: Ryu unleashes the full power of his electric ki. Enhancing the speed, power, and stun damage of his Hadoukens and the damage and stun of his Go Shoryuken. Go Hadoken becomes Raiko Hadoken (Lighting Surge Fist) and can now be charged for additional damage and stun. Level 3 Charge causes a guard break. Gains access to the Denjin Hadoken CA. Denjin Hadoken depletes Ryu's entire V-Gauge.

  • All punch normals and unique attacks gain a +30 Stun damage buff.
  • Raiko Hadoken (Uncharged) – Startup reduced from 14F to 13F, Total Frames from 44 to 42 Frames. Damage increased from 60 to 70, Stun from 100 to 150.
  • Raiko Hadoken (Level 2 Charge) – 18F Startup 47 Total Frames 2 Hits, 100 Damage/200 Stun
  • Raiko Hadoken (Level 3 Charge) – 22F Startup 51 Total Frames 3 Hits, 130 Damage/300 Stun, Cause Guard Break
  • Raiko Hadoken (EX) – Startup reduced from 11F to 10F, Total Frames reduced from 42F to 40 Frames. Damaged increased fro 100 to 120, Stun from 150 to 200
  • Raiko Hadoken (EX – Level 2) – 15F Startup, 45 Total Frames, 150 Damage/300 Stun, Cause Guard Break
  • Raiko Shoryuken (Lightning Rising Dragon Fist) – All versions have full startup invincibility. LP (Damage increased from 110 to 120, Stun increased from 150 to 180) MP (Damage increased from 130 to 140, Stun increased from 150 to 190) HP (Damage increased from 150 to 160, Stun increased from 180 to 200) EX (Damage increased from 160 to 180, Stun increased from 200 to 220)

2-bar V-Trigger 1600F Duration

 

V-Trigger 2:

 

Mu Hado Kakusei (Void Surge Awakening)– HP+HK: Ryu's Mu Hado Ki radiants from him in soft blue-white aura. Ryu gains an enhanced Sen Hadoken (Sen Gohadoken), Tesshin (a powerful new counter attack), and his ultimate attack the Shin Shoryuken. Shin Shoryuken depletes entire V-Gauge

  • Sen Gohadoken – Startup reduced from 22F to 19F , Total Frame Reduced from 51F to 49F. Damage increased from 80 to 90, Stun increased from 120 to 150. Hit count increases from 2 to 3. EX, Startup reduced from 21F to 18F, Total Frames Reduced from 50F to 48F. Damage increased from 90 to 100, Stun increased from 150 to 200. V-Gauge costs 600F to per projectile.
  • Tesshin (Piericing Heart) – Parries Jump, High, Mid, and Low attacks. 2F Startup, 150 Damage/200 Stun, 36F of Recovery on whiff. Can be canceled into a Jodan Sokutou Geri, Shoryuken, EX Shoryuken, or Shin Shoryuken. V-Gauge cost 800F per Tesshin.

3-bar V-Trigger 3000F Duration

 

Specials:

 

Go Hadoken (Strong Surge Fist) - QCF + P: Ryu pulls back both his hands concentrating a his ki into a projectile that he hurls toward his opponent. Punch button determines projectile speed. All versions 14F Startup, 44 Total Frames. 60 Damage/100 Stun. EX 11F Startup, 100 Damage/150 Speed, 2 Hits)

 

Sen Hadoken (Piercing Surge Fist) – QCB+P: Ryu stomps his back foot as he concentrates his Mu kid into both of hands. He then trust both palms forward hurling a double sized blue-white colored Hadoken at his enemy. All versions 22F Startup, 51 Total Frames. 2 Hits 80 Damage/120 Stun. EX(21F Startup, 50 Total Frames, 3 Hits, 90 Damage/150 Stun)

 

Goshoryuken (Strong Rising Dragon Fist) – F,D,DF+P: Ryu strikes with a powerful rising left uppercut takes his opponent off their feet. LP (3F Startup 110 Damage/150 Stun, 1F to 3F Projectile Invincibility) MP (4F Startup 130 Damage/170 Stun, 1F to 6F Airborne Attack Invulnerability.) HP (5F Startup 150 Damage/180 stun, Attack and Projectile Invincibility 3F to 6F) EX (3F Startup, 160 Damage/200 Stun, Full Startup Invincibility)

 

Raitei Sokutogeri (Thunder Foot Edge Kick) – HCF+K: Ryu charges his left foot with a electric kick and strikes his foe with a high standing side kick. Attack hits crouching foes. LK (10F Startup 80 Damage/150 Stun, -4 On Block) MK(14F Startup 100 Damage/160 Stun, -6 On Block) HK (16F Startup 120 Damage/180 Stun, -8 On Block) EX(15F Startup 120 Damage/150 Stun, Causes Wall Bounce, -10 On Block)

 

Kado Tatsumaki Kyaku (Vortex Tornado Leg) – QCB+K: Ryu's legs summon a small vortex beneathim him as he jumps into the air and strikes with an advancing rapidly spinning kick. All versions knock down. Does not hit crouching opponents.. LK (9F Startup 100 Damage/150 Stun) MK(11F Startup 120 Damage/150 Stun) HK (14F Startup 130 Damage/150 Stun)

  • EX Shinku Kado Kyaku – (Vacuum Vortex Leg): Ryu jumps into the air, spins rapidly in place creating a large vortex that sucks his opponent into his spinning kick attack. 10F Startup 140 Damage/150 Stun, Hits Crouching Opponents, Causes A Limited Juggle State)

Tenkai Senpukyaku (Sky Whirlwind Leg) -QCB +K: (In Air) QCB+K: (In Air) From a forward jump, Ryu strikes his opponent with a high flying cyclonic kick. All versions, 9F Startup, 100 Damage/200 Stun, 14 Frames Landing Recovery.

  • EX Shinku Senpukyaku- (Vacuum Whirlwind Leg): From a forward jump, Ryu spins rapidly in place creating a large vortex that sucks his opponent into his aerial spinning kick attack. 8F Startup 12F Landing Recovery 170 Damage/250 Stun, Causes Juggle State)

Critical Art:

 

Shinku Sen Hadoken (Vacuum Piercing Surge Fist)- QCFx2+P: Ryu pulls his hands back and focuses a large amount of Mu No Hado energy into his palms before hurling a massive and powerful blue-white colored Hadoken at his opponent. 8 Hits 320 Damage

 

V-Trigger 1 Only

 

Denjin Go Hadoken (Electric Blade Strong Surge Fist)-QCFx2+P: Ryu pulls his hands back and focuses a large amount of electrical ki into his palms before hurling a massive dark blue hadoken cloaked in yellow electrical energy at his opponent. 9 Hits 360 Damage/300 Stun. Causes a guard break if blocked.

 

V-Trigger 2 Only

 

Shin Shoryuken (True Rising Dragon Fist)-QCBx2 + P : Ryu's right arm courses with Mu No Hado energy as he pulls it back and then uppercuts his opponent in the abdomen with great force and speed. A shock wave rings out as his opponent doubles over and Ryu strikes them in the chin with blindingly quick ascending left uppercut that sends his foe sailing high into the air. Opponent takes damage upon impact with the ground and is planted into the ground if it's the final hit. 4 Hits 400 Damage (1x150, 2x100, 1x50)

 

Reasons to be in SFV:

 

After purging himself of the Satsui No Hado and felling Bison, Ryu continues to travel the world to hone his skills. He hears stories of three strange warriors. A strange man that commands the power of the earth seems out of the 19th Century. A warrior wields fire, ice, and allegedly has the ability to instantly recover from any injury. And the legendary Sennin that Dhalsim told him about as when went to thank him for helping expel the Satsui No Hado from his body. Ryu wishes to test his mettle against these mysterious fighters.


Notes:

 

Since Capcom won't put Ryu into SFV, I figured I'd make a concept for him. Who knows maybe they'll actually add him in Season V....

 

Edited by Darc_Requiem
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Just realized, I hadn't posted any of my SFVI stuff here. I'll post the battle system and what concepts I've created thus far.

 

SFVI Battle System Concept

Spoiler

Tentative SFVI System Ideas

In addition to removing restrictions like aerial specials only being performed from a forward jump. I wanted to each character to have multiple Supers all available at once, similar to the Alpha series. However, instead of each Super (Zen Art) having multiple levels of strength, they have a single one with varying functionality. Since the offensive options are expanded, defensive options are expanded as well. Each character has two Alpha Counter like defensive options called Zen Ripostes. These options cost meter. In addition, each character has four wake up options. These do not cost meter.

 

Z-Gauge: Replaces Super Gauge.

  • 4 Bars
  • EX Attacks 1 Bar, Zen Riposte 1 Bar
  • Zen Arts (Super Arts) 2 to 4 Bars
  • Zen Trance 4 Bars

Zen Riposte: Basically an Alpha Counter B,DB,D+K or P.

  • 40 Damage/50 Stun but can't be the final blow.
  • Every character gets two of them
  • Costs 1 bar
  • Every character gets a Kick and Punch version. One version leaves the opponent standing and the initiator +2, the other knocks down.

Zen Arts: Super Arts.

  • Every Character has generally 3, Not counting air/ground variations, or Akuma type situations
  • All Zen Arts are available to the player. No selection required. Each art will have different use.
  • Selectable Arts always end up with only one being used.

Zen Trance: Enhanced State (Comeback Mechanic)

  • Requires All Four Bars
  • Permanent State (until the round ends)
  • Z-Gauge is depleted for the rounds duration
  • No EX, Zen Arts, or Zen Ripostes during Zen Trance
  • Properties of Zen Trance are not universal. They vary from character to character.

Wake Up Options

  • Standard - No Input
  • Delayed - One Punch+One Kick Button
  • Quick Rise - Two Punch Buttons
  • Back Roll - Two Kick Buttons

Abel

Spoiler

Name: Abel

Nickname: The Silent Storm

Sex: Male

Ethnicity: French(?)

Height: 6ft 6in (1.98m)

Weight: 256lbs (116kg)

B/W/H: 52-38-40 (132cm-97cm-102cm)

 

Hometown: Marseille, France

 

Appearance: Abel is a pale, tall, and muscular man with short blonde hair and blue eyes. He has multiple scars on his face. A small one across the bridge of his nose, one on the right side of his forehead that runs to his right eyebrow, one that runs across the top of his left cheek, and an “X” shaped scar below his bottom lip and above his chin. Abel wears a white beret on his head with a small blue Delta Blue insignia. He has on a blue sleeveless shirt with a red harness around his upper torso. A red leather belt holds up his white pants. Abel has brown leather combat boots on his feet .

 

Occupation: Delta Blue Operative

Likes: Dogs, Fei Long Movies, Darit, Bears

Dislikes: Seafood (especially Oysters), Organized Crime

Fighting Style: Combat Sabo

 

Tone: Abel is quiet, compassionate, and quick help those in need.

 

Origins: Abel was the template for the 25 bio-mechanical “back up” bodies that Shadaloo developed for Bison. That being the case, Seth and the other Tanden Engine powered clones share Abel's facial features. The numerous scars on his body are the result of the multiple experiments performed on him by Shadaloo scientist to make him more palatable to Psycho Power. Abel has no memory before Shadaloo. He doesn't know if he was abducted or simply created by Shadaloo. Cammy and the rest of Delta Blue, thinks he was abducted. If he were developed by Shadaloo there would have been no need to scarring experiments that made him susceptible to Psycho Power. Abel was rescued by Charlie Nash. Who looked after him for short time before leaving him with a colleague and embarking on what turned out to be fatal mission to take down M.Bison and Shadaloo.

     Seeking to find answers, Abel stumbles into a MI6, Interpol, and US Military operation to stop the S.I.N. Organization. After a brief confrontation with Guile, he aids them in taking down the groups leader. A strange cybernetic man named Seth. A man that shares his face. Seth called Abel “The failure.” This left Abel with more questions than answers. With Seth and S.I.N. gone,  Abel assumed that he lost any chance to find out more about his origins.

     Abel saw an opportunity to infiltrate Shadaloo. He had since learned that S.I.N was formed from Shadaloo. Maybe he could find out more about Seth and himself. Abel used his access to the Shadaloo database to feed information to Cammy and Delta Red. Information that helped the joint force of Delta Red, the US Air Force, Interpol, and the Kanzuki Zaibatsu Security take down Shadaloo once and for all, This even would eventually become known as “The Black Moons Incident”. After the incident the surviving dolls, RIP Marz, slowly returned to their countries of origins. Except Decapre, who was in the poorest of health after regaining her sense of self. Abel would visit Decapre with his dog, a Berger Picard named Pierre, that always seemed to brighten her mood. When she was finally well enough to leave the hospital, Decapre would move in with Abel and Pierre.

     Abel discovered Decapre's true name. Darit Chudova. Learning more about her background made her happy for a time. Unfortunately, Pierre would pass away. His loss caused Darit to grow increasing distant. She would barely go outside. When she did, Darit assumed that anyone that looked her way was staring at her scars. After returning home from a Delta Blue assignment, Abel discovered that Darit was gone. She left a letter saying goodbye and completely disappeared of the grid.

 

Rival: Urien

 

Stamina: 1100

Stun: 1075

Stun Bar Recovery: 23F

Forward Dash: 14F

Back Dash: 18F

Forward Walk Speed: 3.6

Back Walk Speed: 3.2

Forward Dash Distance: 1.5

Back Dash Distance: 1.5

 

Normal Rise: 68F

Quick Rise: 34F

Delayed Rise: 85F

Back Rise: 51F

 

Taunt: Tapping the taunt button causes Abel to briefly slap the sides of his face with both hands. If the animation completes Abel's defense against the next hit/combo is increased by 10%. Holding the taunt button causes able to slowly outstretch his arms. If the initial animation completes, Abel's stun recovery rate increases by 100% as long as it's held.

 

Throw Range: 28

 

Throws:

 

Drop Thow- F+MP+MK: Abel uses a Hane Goshi (Judo Hip Throw) to slam his opponent down in front of him. 4F Startup 120 Damage/130 Stun

 

Pincer Throw -B+MP+MK: Abel uses a Hane Goshi (Judo Hip Throw) to slam his opponent down behind him. 4F Startup 120 Damage/150 Stun

 

Unique Attacks:

 

Back Hand Knuckle – F+MP: Abel strikes with an overhand back fist. Not an overhead. Attack hit's mid. 8F Startup 90 Damage/120 Stun +2 on Hit/-2 on Block

 

Over Hand Hook – F+HP: Abel hits his opponent with left overhand hook while stepping forward. 10F Startup 100 Damage/150 Stun +2 on Hit/-1 on Block

 

Palm Drop – D+HP: (In Air) Abel strikes with a right open palm strike from any jump. 7F Startup 90 Damage/150 Stun

 

Step Kick – F+MK: Abel hits his adversary with a right right kick while stepping forward. 7F Startup 80 Damage/100 Stun +3 on Hit/0 on Block

 

Side Kick – DF+HK: Abel crouches down and strikes his foe in the gut with an upward side kick 7F Startup 100 Damage/150 Stun

 

Twin Palms – LP,LP: (Target Combo)Abel strikes with a quick, left-right, open palm combination. 4F Startup 80 Damage/90 Stun -1 on Hit/-3 on Block

 

Body Head – MP,MP: (Target Combo)Abel strikes with right body hook, right open palm to the face combination 6F Startup 120 Damage/150 Stun +1 on Hit/-4 on Block

 

Two Down – HP, HP: (Target Combo) Abel hits his foe with a left open palm uppercut, followed by a right elbow hook. 8F Startup 170 Damage/190 Stun Knocks Down/-8 on Block

 

Zen Riposte:

 

Forearm Stagger– B,DB,D+P: Abel performs a quick dashing forearm strike to the chest that causes his foe to stagger backwards. Leaves foe standing. +2 advantage. 40 Damage/50 Stun

 

Sambo Rush– B,DB,D+K: Abel rushes forward striking his foe with a right back elbow strike, trips them over his right leg, and slaps on a brief leg lock. Knocks down. 40 Damage/50 Stun

 

Zen Trance:

 

Relentless– HP+HK: Abel's irises become yellow as his sclera (whites of his eyes) turn black. Sacrificing the use of his Z-Gauge (loses access to EX Moves, Zen Ripostes, and Zen Arts), Abel gains incredible closing speed making it exceedingly difficult for his opponent escape him. All command grabs have faster startup time and increased range.

  • Forward walk speed increases from 3.6 to 5.4
  • Forward dash distance increases from 1.5 to 2.5
  • Grappling – LP Startup reduced from 6F to 3F, Throw Range increased from 36 to 40
  • Grappling – MP Startup reduced from 7F to 4F, Throw Range increased from 42 to 45
  • Grappling – HP Startup reduced from 8F to 5F, Throw Range increased from 48 to 50
  • Falling Sky - LP Startup reduced from 5F to 3F, Stun increased from 160 to 180
  • Falling Sky – MP Startup reduced from 6F to 5F, Stun increased from 170 to 200
  • Falling Sky – HP Startup reduced from 8F to 6F, Stun increased from 200 to 250
  • Tornado Throw – All versions, Startup reduced from 5F to 3F, All version, Abel can slam opponent in front of him by holding Forward.
  • Tornado Throw – LP Damage increased from 180 to 190, Throw Range increased from 50 to 54
  • Tornado Throw – MP Damage increased from 195 to 210, Throw Range increased from 44 to 48
  • Tornado Throw – HP Damage increased from 210 to 230, Stun increased from 280 to 300, Throw Range increased from 38 to 42

 

Specials:

 

Grappling – QCF+P -Abel takes his foe down with a variety of grappling techniques. The technique varies with the strength of the punch button. LP (6F Startup, 36 Throw Range) MP (7F Startup, 42 Throw Range) HP (8F Startup, 48 Throw Range) EX 6F Startup, 54 Throw Range)

  • LP – Judo throws his opponent behind him. 170 Damage/200 Stun
  • MP – Grabs the legs of his foe and flips them end over end in front of him. 170 Damage/200 Stun
  • HP – Clinches his opponent runs them into the wall in front of him and knocks them down with a right elbow hook to the face. 150 Damage/150 Stun
  • EX – Grabs the legs of his foe flips them into the air, jumps up, grabs them, and judo slams them to the ground. Default action slams the opponent behind him. Hold Forward during the attack to slam them in front of him. 190 Damage/250 Stun

 

Change of Direction – QCB+P: (Rekka) Abel charges forward with an over hand left punch that has two divergent follow ups. LP (14F Startup 40 Damage/50 Stun, +2 On Hit/-3 On Block) MP (16F Startup 50 Damage/50 Stun, +2 On Hit/-3 On Block) HP (17F Startup 60 Damage/60 Stun, +2 On Hit/-3 On Block) EX(13F Startup 60 Damage/80 Stun,+2 On Hit/-3 On Block)

1st Follow Up

  • P – Second Mid: Abel strikes with a left overhead back fist. (40 Damage/50 Stun, +5 On Hit/-5 On Block)
  • K – Second Low: Abel strikes with a right inside leg kick (40 Damage/60 Stun, -4 On Hit/-9 On Block). Must be blocked low.

2nd Follow Up (after Second Mid or Second Low)

  • P – Finish Mid: Abel grabs his opponent and throws them behind him. (100 Damage/80 Stun, Knocks Down, - 12 On Block)
  • K – Finish Low: Abel knocks his foe off of their feet with a left back sweep (150 Damage/100 Stun, Knocks Down, -10 On Block). Must be blocked low.

 

Falling Sky – F,D,DF+P: (Anti Air Command Crab) Abel reaches upward with his left hand, grabs his airborne foe from the sky, and judo slams them behind him. The punch button determines the startup and damage. LP (5F Startup 160 Damage/160 Stun) MP (6F Startup 170 Damage/170 Stun) HP (8F Startup 180 Damage/200 Stun) EX (5F Startup 180 Damage/250 Stun)

 

Tornado Throw – 360°+P: (Command Grab) Abel grabs his foe, lifts them overhead, spins them around rapidly, and then slams them on the ground behind him. Punch button determines damage and attack properties. All versions have 5F Startup. LP (180 Damage/240 Stun, 50 Throw Range) MP (195 Damage/250 Stun, 44 Throw Range) HP (210 Damage/280 Stun, 38 Throw Range) EX (225 Damage/300 Stun, 50 Throw Range, Hold Forward During Spin to Slam In Front of Abel)

 

Shoulder Tackle – QCF+K: Abel kneels briefly before slamming into his foe with his left shoulder. Attack can be charged by holding down the kick button. Kick button determines the distance travel. Charge can be canceled by pressing any punch button during the startup crouching animation. All uncharged versions do 130 Damage/150 Stun, Charged 150 Damage/200 Stun. LK (9F-25F Startup ¼ Screen) MK (½ Screen) HK( ¾ Screen) EX (15F Startup, 140 Damage/120 Stun, ½ Screen, Causes A Wall Bounce)

 

Wheel Kick – F,D,DF+K: Abel flies at his foe with an arcing jump wheel kick. Goes over projectile attacks. Kick button determines the travel distance. LK (Point Blank, 20F Startup 130 Damage/200 Stun) MK ( ¼ Screen, 24F Startup 150 Damage/200 Stun) HK ( ½ Screen, 27F Startup 170 Damage/200 Stun) EX ( ½ Screen. 17F Startup 2 Hits, 190 Damage/200 stun, Projectile Invincible)

 

Marseilles Roll – Abel rolls on the ground to avoid his opponents attacks. All versions start up in 2F. Invincible to Physical and Projectile attacks from 3F. Vulnerable to throws. Kick button determines the travel distance/duration of the roll. QCB+K: LK( 1/8 Screen) MK(1/4 Screen) HK(1/2 Screen) EX(Full Invincible to all attacks starting 3F. Distance traveled is determined how long the Forward direction is held.)

 

Zen Art 1:

 

Heartless – QCFx2+P: Abel's irises become yellow as his sclera (whites of the eyes) turn black as he grabs his opponent, throws them over his shoulder, and charges into the wall in front of him. He strikes them with a six hit punch and kick combination before grabbing them and slamming them down in front him leaving them in the corner.

  • Damage: 300
  • Stun: 300
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Soulless – QCBx2+P: Abel 's irises become yellow as his sclera (whites of his eyes) turn black and explodes forward with a left uppercut to his opponents abdomen. He then blitzes his foe with nine combination of punches and kicks to the face, leg, and body that causes them to crumple to their knees. Abel then Tornado Throws them high into the air, jumps after them, and does a rolling Judo slam into the ground with him landing his full body weight on top of them.

  • Damage: 380
  • Stun: 190
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Breathless -QCFx2+K: (Charging Command Grab) Abel kneels down in a three point stance, rushes his adversary, picks them up on his shoulders, and spins around at blinding speed. The rotation creates a massive localized cyclone that lifts his foes high into the air. Abel flies straight up into them with a brutal knee to the solar plexus, grabs them into a rolling Tomoe Nage, slams into the ground, and continues to roll before releasing them causing them to fly into the wall behind him at great speed. Abel can hold the kick button to delay the initial charge of the attack. Startup is 0F can be to delayed up to 25F.

  • Damage: 510
  • Stun: 250
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

Abel hears from his old friends Illia and Effie. The couple tell Abel they spotted someone that looked like Darit. She was traveling with a blonde woman named Olena and the pair seemed to be recruiting for the secret society. Not long after that, Abel heard that Cammy took a leave of absence. Suspicious, Abel discovered that she was off to that latest world martial arts tournament. He know the only thing that could pull her away from her duty was information on Darit. He too was talk a long overdue vacation and head off to the tournament himself. He will find Darit and bring her home

Alex

Spoiler

Name: Alex

Nickname: Manhattan Anvil

Sex: Male

Ethnicity: American

Height: 6ft 5in (1.95m)

Weight: 265lbs (120kg)

B/W/H: 55-35-39 (140cm-89cm-99cm)

 

Hometown: Manhattan, NY

 

Appearance: Alex is tall muscular man with long blonde hair and a goatee. His hair is pulled back into a pony tail and he has a red bandanna on his forehead. He has red face paint in the shape of a lighting bolt running from the base of each eye and to his cheeks. Alex wears a black shirt with the sleeves ripped off leaving his arms bare. There is a red anvil at the center of his shirt. Alex has green fingerless gloves on each hand. Green cargo style pants are on his legs and brown leather combat boots are on his feet.

 

Occupation: MMA Fighter/Wrestler

Likes: Family, Challenges, Training, Fighting Strong Opponent's

Dislikes: Muggers, Bullies, Broccoli, Weak Opponents

Fighting Style: Wrestling/MMA

 

Tone: Alex is a confident, not arrogant, no nonsense man.

 

Origins: The son of a soldier, Alex was orphaned at a young age. His parents were killed in a plane crash. Tom, his father's best friend, took Alex in a raised him along side his daughter Patricia. The loss of his parents made Alex an angry youth. Tom started training Alex to instill discipline in him and help him channel his rage into something positive. After a short time, Alex came to view Tom and Patricia as family. Over the years the highlight of his day was going to Tom's gym to train. Sparring with the various fighters that came to Tom for coaching and pummeling anyone that disrespected his “sister” Patricia.

One day when he entered Tom's gym with Patricia, he saw strange man leaving. He was half blue and half red. Alex saw Tom in a heap on the floor. He ran over to check on him. Tom was badly heart but still alive. Alex told Patricia to call 911 and he ran outside to find the strange man. When Alex got outside, the man was long gone. As he and Patricia rode in the ambulance with Tom to the hospital, Alex vowed revenge. Tom, briefly regained consciousness and told Alex that “it was a fair fight.” but Alex wouldn't hear it.

     On the internet of all places, Alex saw the strange man fighting another fighter. His name was Gill and he used the battle with a fighter named G to announce his presence to the world. Gill made it known that he would be organizing a martial arts tournament and he would face off against the winner. Alex wrote a short letter, placed it in an envelope, and left by it Tom's beside. Alex would go on to defeat Gill but the victory felt empty. He could tell Gill was holding back. Still he returned to Tom with the news. He was simply happy to see that Alex was okay. Patricia scolded him for leaving without saying goodbye. Alex described a fighter he saw at the tournament to Tom. A man with a red head band that felled the massive Hugo. The man disappeared after an encounter with an one armed fighter. Alex was impressed with his skill and sought him out. The fighter, Ryu, thoroughly outclassed him. Although he never saw him after that, Alex used the memory of that fight as motivation to improve.

     After several years and multiple championships in various organizations, Alex still could not find out what happened to the mysterious Ryu. He wanted to rematch him badly. Bored he took a fight with an upcoming MMA fighter from Holland. Alex made quick work of his opponent. A misunderstanding post fight, ended up with Alex meeting the woman that would ultimately become his wife.

 

Rival: Ryu

 

Stamina: 1175

Stun: 1200

Stun Recovery: 23F

Forward Dash: 17F

Back Dash: 23F

Forward Walk Speed: 3.9

Back Walk Speed: 3.3

Forward Dash Distance: 1.5

Back Dash Distance: 1

 

Normal Rise: 72F

Quick Rise: 36F

Delayed Rise: 90F

Back Rise: 54F

 

Taunt: Alex places his left hand on his right shoulder and rolls his right arm to stretch it out. He says “I'm all warmed up.” Startup for his next Rolling Powerbomb is reduced by 1F

 

Throw Range: 30

 

Throws:

 

Knife Edge Chop – LP+LK: Alex strikes his adversary with a powerful back chop to the sternum. 4F Startup 130 Damage/130 Stun

 

Back Brain Kick – B+LP+LK: Alex grabs his opponent, shoves them behind him, and hits them with a jumping left kick to the head. 4F Startup 140 Damage/150 Stun

 

Knee Lift – D+LP+LK: (Crouching Opponents) Alex strikes a crouching opponent with a knee lift to the face. 4F Startup 120 Damage/200 Stun

 

Unique Attacks:

 

Chop – F+MP: (Overhead): Alex hits his adversary with a quick overhand right chop. 10F Startup 80 Damage/120 Stun -1 on Hit/-2 on Block

 

Double Axe Handle – DF+MP (Overhead): Alex clasps his hands together, pulls them overhead, and brings them down on his opponents head with great force. 16F Startup 90 Damage/150 Stun +4 on Hit/-1 on Block

 

Lariat – F+HP: Alex hits his foe with a standing right arm clothesline. Attack only hits crouches at point blank range. 10F Startup 90 Damage/150 Stun +8 on Hit/+3 on Block

 

Headbutt – B+HP: Alex grabs his opponent by the head with his an outstretched left arm, pulls them towards him, and hits them with a head butt. 8F Startup 150 Damage/200 Stun +1 on Hit/-10 on Block

 

Sleeper Hold – B+HP: (After HP Flash Chop) : Alex grabs his opponent from behind, wraps one arm under their chin, and applies pressure to the back of their head with his other hand. 8F Startup 200 Damage/200 Stun +4 on Hit/-8 on Block

 

Flying Cross Chop – D+HP: (In Air): From neutral or forward jump, Alex dives at 30° Angle striking his opponent with a cross chop.10F Startup 90 Damage/150 Stun +8 on Hit/-6 on Block

 

Knee Hop– B+MK: (Overhead) Alex hops forward and strikes his adversary with a left knee strike. Goes over low attacks. 15F Startup 80 Damage/120 Stun +3 on Hit/+1 on Block Airborne 4F to 14F

 

Enziguri – F+HK: Alex hits foes with jumping left kick to the head that sends them across the screen. Goes over low attacks. Does not hit crouching opponents. 16F Startup 120 Damage/150 Stun Knocks Down/-4 on Block, Airborne 4F to 15F

 

Zen Riposte:

 

Atomic Drop – B,DB,D+P: Alex picks his opponent up into the air and slams them down on his right knee. Leaves opponent standing and Alex with a +2 advantage. 40 Damage/50 Stun

 

Superkick– B,DB,D+K: Alex hits his foe with a left kick high standing side kick that sends them across the screen. 40 Damage/50 Stun

 

Zen Trance:

 

Unstoppable Force – HP+HK: Alex uses all four super bars, losing access to his EX, Zen Riposte, and Zen Arts. In exchange he gains armor on various normal and special attacks as well as the ability to combo into Rolling Powerbomb or Spiral DDT from heavy normal and command normal attacks. Hits absorbed by armor are scaled to 50% damage and the damage is also recoverable.

The following attacks can be canceled into Rolling Power Bomb.

  • Standing HP
  • Standing HK
  • Jumping HP
  • Jumping HK
  • Lariat
  • Headbutt
  • Flying Cross Chop

The following attacks can be canceled into Spiral DDT

  • Crouching HP
  • Enziguri

The following attacks gain armor on frame 2

  • Crouching HP
  • Lariat
  • Headcrush
  • Enziguri
  • Flash Chop
  • Rolling Power Bomb
  • Slash Elbow
  • Air Stampede
  • Air Knee Smash
  • Spiral DDT

 

Specials:

 

Flash Chop – HCF+P: Alex attacks his enemy with a vicious left back hand chop that creates a yellow crescent shaped ki wave in front of him. Punch button pressed determines startup, damage, stun, and hit advantage. Nullifies single hit projectiles with proper timing. LP(11F Startup 120 Damage/150 Stun, +2 on Hit/-4 On Block) MP(15F Startup 130 Damage/160 Stun, +3 on Hit/-3 On Block) HP(19F Startup 140 Damage/180 Stun, +9 on Hit/-2 On Block, Turns Opponents Back To Alex) EX(9F Startup 180 Damage/200 Stun, Nullifies EX projectiles, Hard Knock Down/-2 On Block)

 

Rolling Power Bomb – HCB+P: (Command Grab) Alex grabs his opponent, jumps into the air, rolls toward the ground rapidly, and drives his opponent into the ground with a sitout power bomb. All versions have a 4F Startup. Punch button determines damage and throw range. LP(170 Damage/250 Stun, 48 Throw Range) MP(190 Damage/250 Stun, 42 Throw Range) HP(210 Damage/250 Stun, 36 Throw Range) EX (3F Startup, 230 Damage/250 Stun, 48 Throw Range)

 

Rolling Double Suplex – HCB+P: (Command Grab) After landing a HP Flash Chop, Alex grabs his opponent, German Suplexes them, and immediately rolls into an aerial German Suplex. 4F Startup 230 Damage/250 Stun EX(3F Startup 250 Damage/300 Stun)

 

Head Crush – Charge D,U+P: Alex flips into the air, tucking himself into a ball, lands in front of his opponent, grabs their head with both of his hands, and pulls them towards him smashing them with a headbutt. All versions 160 Damage/250 Stun. LP (30F Startup ¼ Screen), MP(35F Startup ½ Screen), HP(40F Startup ¾ Screen), EX(25F Startup, 180 Damage/300 Stun, Back Input ¼ Screen, Neutral ½ Screen, Forward Input, ¾ Screen)

 

Slash Elbow – Charge B,F+K: Alex rushes towards his adversary and strikes with a hooking left elbow to the temple. Kick button determines startup, travel distance, and damage. LK(15F Startup 100 Damage/200 Stun, ¼ Screen, +1 on Hit/-2 On Block) MK(18F Startup 120 Damage/200 Stun, ½ Screen, Knocks Down/-6 On Block) HK(20F Startup 140 Damage/200 Stun, ¾ Screen, Knocks Down/-7 On Block, Juggles In The Corner) EX (9F Startup 160 Damage/200 Stun, ¾ Screen, Hard Knock Down/-3 On Block)

 

Air Stampede – Charge D,U+K: (Overhead) Alex jumps into the air above his foe, raises both of his knees to chest level, and lands with a violent double foot stump. All versions 140 Damage/200 Stun. Attack must be blocked high. LK (24F Startup ¼ Screen), MK(27F Startup ½ Screen), HK(30F Startup ¾ Screen), EX(24F Startup, 160 Damage/250 Stun, Back Input ¼ Screen, Neutral ½ Screen, Forward Input, ¾ Screen)

 

Air Knee Smash – F,D,DF+K: (Anti Air) Alex rising into the air, strikes his opponent in the gut with a left knee strike before driving them into the ground with his left knee. Ascent angle and startup is determined by the kick button pressed. All versions are invincible to airborne attacks. Does not hit grounded opponents. LK(6F Startup 120 Damage/180 Stun, 70° Angle) MK(7F Startup 140 Damage/180 Stun, 60° Angle) HK(8F Startup 160 Damage/180 Stun, 50° Angle) EX(3F Startup 200 Damage/200 Stun, Hits Grounded Opponents, LK+MK 70° Angle, LK+HK 60° Angle, MK+HK 50° Angle)

 

Spiral DDT- HCB+K: (Command Grab) Alex jumps towards his opponent, grabs them into a headlock from their shoulders, and spins 360° while driving their head into the ground. All versions do 160 Damage/200 Stun. Goes over low attacks. LK(20F Startup ¼ screen, Airborne 5F-21F) MK(22F Startup 3/8 Screen, Airborne 5F-23F) HK(24F Startup ½ Screen, Airborne 5F-25F) EX(18F Startup 180 Damage/250 stun, LK+MK ¼ Screen, LK+HK 3/8 Screen, MK+HK ½ Screen, Airborne 3F-19F)

 

Spiral Cutter- HCB+K: (Command Grab)After landing a HP Flash Chop, Alex jumps toward his opponent and plants them face first into the ground with a ¾ front face lock bulldog. 180 Damage/230 Stun. EX 200 Damage/280 Stun

 

Zen Art 1:

 

Stun Gun Headbutt – QCFx2+P: Alex jumps into the air before grabbing his opponent and striking them with a four consecutive headbutts that leaves them stunned for a follow up attack. 24F Startup. Punch button determines the travel distance. LP(Point Blank), MP( ½ Screen) HP( ¾ Screen)

  • 180 Damage (3x30, 1x90)
  • 1500 Stun
  • 2 Bars of Z Gauge

 

Zen Art 2:

 

Machine Gun Flash Chop – QCBx2+P: Alex strikes his foe with a brutal left back hand chop to the sternum that staggers them. He strikes with a swift barrage of left back hand chops before cocking back striking with a final violent back chop that causes his opponent to collapse in front of him. The hard knock down leaves leaving Alex at a +2 Advantage. 8F Startup 12 Hits

  • 360 Damage (1x100, 10x10, 1x160)
  • 240 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Rolling Hyper Bomb – 360°+P: Alex grabs his opponent, German Suplexes them, rolls into a successive aerial German Suplex, and immediately follows that suplex up by jumping high into the air and planting his opponent into the ground with a rolling sitout powerbomb. 2F Startup

  • 540 Damage (2x120, 1x300)
  • 120 Stun
  • 4 Bars of Z Gauge

 

Rolling Chain Suplex – 360°+P: After landing a HP Flash Chop, Alex grabs his opponent, and hits them with a chain of four successive German Suplexes before immediately rolling into a high flying aerial German Suplex that plants the back of his opponent's head into the ground. 2F Startup(After HP Flash Chop)

  • 600 Damage (4x100, 1x200)
  • 150 Stun
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

While some are seeking fame, fortune, or household bragging rights. Alex hopes the gathering of the world's best fighters draws out Ryu. He was thoroughly outmatched by Ryu in their first encounter years ago. Despite all the accolades he's earned since then, Alex still wants to see how he measures up to Ryu.

Asim

Spoiler

Name: Asim

Nickname: Guardian of Iron

Sex: Male

Ethnicity: Tunisian

Height: 5'8”(1.73m)

Weight: 227lbs (103kg)Normal /454lbs (206kg) Iron Body

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

 

Hometown: Sousse, Tunisia

 

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

 

Occupation: Urien's Enforcer

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

Dislikes: Gill, Pork, Cold Weather

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

 

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

 

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

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

 

Rival: Wasswa

 

Stamina: 1150

Stun: 1150

Stun Bar Recovery: 22F

Forward Dash: 18F

Back Dash: 24F

Forward Walk Speed: 3.6

Back Walk Speed: 3.6

Forward Dash Distance: 1

Backward Dash Distance: 1

 

Normal Rise: 72F

Quick Rise: 36F

Delayed Rise: 90F

Back Rise: 54F

 

Taunt: Asim assumes a wide stance while clinching his fists focusing his power. If he completes the animation interrupted, Asim gains frame 1 armor on his next St. HP or St. HK. Total Frames 48

Note: During Zen Trance, he gains frame 1 armor on his next St. MP or St.MK

 

Throw Range: 30

 

Throws:

 

Guardian Spike- LP+LK : Asim picks up his opponent in a fireman's carry and twists his body 180° driving them head first into the ground. 4F Startup 130 Damage/130 Stun

 

Iron Might -B+LP+LK: Asim grabs his foe by the neck with his left arm, raises them off the ground, and effortlessly tosses the overhead behind him. 4F Startup 140 Damage/150 Stun

 

Blacksmith's Anvil - LP+LK: (In Air)Asim grabs his foe with an aerial bear hug, shifts into his iron body,

 

Unique Attacks:

 

Guardian Strike – F+MP: Asim swiftly attacks with a quick left upward elbow strike quick left upward elbow strike. Can anti air with proper timing. 6F Startup 80 Damage/150 Stun +1 On Hit/-5 On Block

 

Sentinel Hammer – F+HP: (Overhead)Asim bashes his foe on top of the head with bruth right overhand elbow strike. 15F Startup 90 Damage/150 Stun +2 On Hit/-3 On Block

 

Cruel Iron– B+HK: Asim strikes with a hopping double knee strike. Goes over low attacks. Can be used as an anti air for far jump in attacks. Causes a brief juggle state when intercepting an aerial attack. 17F Startup 100 Damage/200 Stun +5 on Hit/+1 on Block Airborne 4F to 18F

 

Guardian Sentinel – F+MP, F+MP: (Target Combo)A quick left upward elbow strike followed up by a downward left elbow strike. 2 hits, Second hit is an overhead and has to be blocked high. 6F Startup 120 Damage/200 Stun -1 On Hit/-10 On Block

 

Zen Riposte:

 

Guardian's Maul – B,DB,D+P: Asim grabs his foes head with both hands and knocks them down with a head butt. 40 Damage/50 Stun

 

Sentinel Crusher – B,DB,D+K: Asim grabs his foes head with both hands and knees them in the abdomen. Leaves foes standing. 40 Damage/50 Stun

 

Zen Trance:

 

Immovable Iron Guardian– HP+HK: Asim expends all of Z-Gauge, losing access to his EX moves, Zen Riposte's, and Zen Arts. He now uses his iron body to it's full effect.

  • Forward dashes gains Frame 3 armor
  • Charged Medium attacks gain Frame 3 armor.
  • Charged Heavy Attacks gain Frame 1 armor.
  • Charged normal attacks can now be canceled with a back dash.
  • Charging Boar gains Frame 3 armor
  • Hyena's Bite gains Frame 3 armor
  • Asim takes 30% less damage from his opponent's landed attacks.
  • Attacks absorbed by armor are scaled to 50% damage.
  • Damage absorbed during armored state is recoverable
  • Total frames of Taunt reduced from 48F to 40F
  • Taunt's 1F armor buff shift's from his next St.HP or St.HK to his next. St.MP or St.MK


 

Specials:

 

Charging Boar – HCF+P: Asim charges forward with a quick and powerful left elbow uppercut Distance traveled determined by the punch button. All version knock down. HP version juggles in the corner. LP(9F Startup, 110 Damage/120 Stun, ¼ Screen, -5 On Block), MP(14F Startup, 130 Damage/150 Stun, 1/3 Screen, -7 On Block), HP (16F Startup, 150 Damage/150 Stun,½ Screen. -8 On Block), EX (7F Startup, 150 Damage/200 Stun, Gains armor on frame 3, Causes Juggle State, LP+MP ¼ Screen, LP+HP 1/3 Screen, MP+HP ½ Screen, -10 On Block)

 

Wolf's Fang – HCB+P: Asim strikes his opponent in the stomach with a powerful back right elbow strike, followed by a left elbow uppercut to the chin, and sends them crashing into the ground with a brutal overhead right elbow strike. LP(4F Startup, 100 Damage/120 Stun -2 On Block) MP(6F Startup, 120 Damage/150 Stun -3 On Block), HP(8F Startup, 150 Damage/200 Stun -4 On Block), EX(3F Startup, 150 Damage/150 Stun -6 On Block, Causes Ground Bounce)

 

Hyena's Bite – HCF+K: Asim attacks his foe with a flying right knee strike to the chest. Distance traveled is determined by the kick button. Projectile invincible from Frame 3. LK (9F Startup, 90 Damage/150 Stun, Point Blank, +1 On Hit/-3 On Block), MK (15F Startup 120 Damage,/200 Stun, ¼ screen, +2 On Hit, -5 On Block), HK (17F Startup 140 Damage,/200 Stun, ½ Screen,-+3 On Hit, -6 On Block), EX(All versions 150 Damage/150 Stun, 8F Startup LK+MK ¼ Screen, 12F Startup LK+HK ½ Screen, 14F Startup MK+HK ¾ Screen, Projectile Invincible from Frame 1, Causes Wall Bounce, -4 On Block)

 

Iron Maiden – 360°+K: Asim grabs his opponent with a bear hug, jumps into the air, turns them 180° and drives them head first into the ground. Kick button determines attack properties. LK (4F Startup, 160 Damage/220 Stun, 45 Throw Range, Leaves Opponent ½ screen away), MK(4F Startup, 180 Damage/220 Stun, 40 Throw Range, Leaves Opponent ¼ screen away), HK (5F Startup, 200 Damage/230 Stun, 35 Throw Range, Leaves Opponent next to Asim) EX (4F Startup, 220 Damage/240 Stun, 45 Throw Range, Leaves Opponent next to Asim, Gainss Armor on Frame 3)

 

Zen Art 1:

 

Enforcer's Wrath: QCBxF+P: Asim's turns his body as hard as iron before pummeling his adversary with a series of concussive elbow of twelve elbow strikes to head. The blunt force trauma of the assault leave's Asim's adversary in a daze. Low damage Zen Art that grants an instant dizzy state.

  • 180 Damage (12x15)
  • 1200 Stun
  • 2 Bars of Z Gauge

 

Zen Art 2:

 

Guardian Fury: QCFx2+P: Asim's turns his body as hard as iron before strike his foe with hard elbow to the sternum that sends foes careening into the side of the screen with such force that the bounce back towards Asim. He flies towards his ricocheting foe and floors them with a flying knee to the head.

  • 350 Damage
  • 280 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Sentinel Driver – 360°x2+K: Asim grabs his opponent with a bear hug and jumps skyward. At the apex of jump, He turns his foe 180°placing them head first to ground., and turns his body as hard steel. With his weight doubled, Asim plummets to earth at twice the speed. He crashes into the ground with tremendous force planting his into the ground head first if this take causes a KO.

  • 570 Damage
  • 380 Stun
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

With Urien no longer content to attack from the shadows, Asim gets to do what he does best. Openly taken down Urien's enemies. While Nakato gets just as much enjoyable from subterfuge as open combat, Asim prefers the direct approach. Unbeknownst to Nakato, Urien has ordered Asim to take out her twin brother Wasswa. His existence is the only thing keeping Nakato, in Urien's eyes, from her true potential.Asim enters the tournament with a singular purpose. To neutralize Wasswa and any other of Gill's lieutenants that's get in his way.


 

 

Cammy

Spoiler

Name: Cammy White

Nickname: The Delta Bee

Sex: Female

Ethnicity: English

Height: 5'5”(1.64m)

Weight: 134lbs(61kg)

B/W/H: 35”-22”-36” (88cm-57cm-91cm)

 

Hometown: London, England

 

Appearance: Cammy has long loose blonde hair that comes down past her waist. She has a petite but well built figure. Her eyes are turquoise and she has scar on the left side of her face that runs from her cheek down to her jaw. There is black collar around her neck and she has a pair of black googles with red lens on her forehead. She wears a blue tactical body suit that covers her arms but leaves her legs and posterior exposed. The suit is unzipped down to her sternum and has a green harness on the upper torso. Cammy wears black forearm length gloves that cover her hands up to the knuckles. She wears a matching black utility belt around her waist, black knee pads, and black calf length combat boots. White ribbed socks are underneath her boots and come up just past her knees.

 

Occupation: Delta Blue Commander

Likes: Cats, Cake, Delta Blue , Her Sisters

Dislikes: Organized Crime, Soups

Fighting Style: Shadaloo Assassination Techniques/Delta Red CQC

 

Tone: Cammy is a serious, yet compassionate woman. She can be fiery but never lets that shake her focus on her mission.

 

Origins: Although the opposite was believed to be true, Cammy is actually a clone of kidnapped Russian ballerina Darit Chudova (Decapre). In addition to exceptional agility and flexibility, Darit had a natural affinity for Psycho Power. After a Psycho Power infusion accident that left Darit's face scarred. Shadaloo's scientists created a modified clone of Darit. The clone would have some elements of M.Bison's DNA. This would make her a suitable “back up” body and allow for a more stable infusion of Pyscho Power. She would be a blank slate. Darit would be the guinea pig and the clone, code named Killer Bee, would be modified by the techniques perfected on Darit. Darit looked at her clone as her little sister. She endured pain to ensure that she would not. Her “big sister” would protect her.

    Killer Bee would be moved to Shadaloo's U.K. Facility and placed under the care of Shadaloo scientist Dr. Cameron White. During the course of her training, she developed a British accent. Her final battle test was against the Vega, one of Shadaloo's “Four Kings”. Killer Bee passed her final battle test but was given a facial scar during the confrontation. Cammy was given falsified British identification under the name Camille “Cammy” White. After several successful missions, Cammy ran across the yoga master Dhalsim. He “unlocked” her mind. Confused and “broken”, Cammy wandered around aimlessly. Vega was sent to kill her but the homicidal narcissist could not end her "beautiful existence." He left her at doorstep of a nearby MI6 facility.

     Cammy's amnesia made her a blank slate. The only thing she could remember was her combat training. She was taken in by Delta Red and quickly became one of their most valuable team members. After learning the truth of her identity. Cammy made it her personal mission to save the rest of the dolls. Struggling with her failure or years, Cammy was finally able to save her “sisters” through coordinated assault on Shadaloo headquarters. With Shadaloo finally defeated, Cammy formed her own team, Delta Blue, to keep the next Shadaloo from rising to power. Constructed from former Shadaloo experiments, Delta Blue would keep others from experiencing their pain.

 

Rival: Kolin

 

Stamina: 950

Stun: 975

Stun Bar Recovery: 23F

Forward Dash: 16F

Back Dash: 21F

Forward Walk Speed: 5.2

Back Walk Speed: 4.2

Forward Dash Distance: 1.5

Backward Dash Distance: 1.5

 

Normal Rise: 56F

Quick Rise: 28F

Delayed Rise: 70F

Back Rise: 42F

 

Taunt: Cammy adjusts her googles and slowly resumes her stance while saying “Pursuit mode initiated.” Forward and Back Dash startup are reduced by 1F. Forward and Back Dash Distance increased by .5

 

Throw Range: 22

 

Throws:

 

Gyro Clipper – LP+LK: Cammy jumps on her opponent's shoulder, wraps her legs around her opponents head, cracks their neck, and frankensteiner's them in front of her 4F Startup 110 Damage/120 Stun

 

Delta Through – B+LP+LK: Cammy jumps up, wraps her legs around her opponent's head and frankensteiner's them behind her. 4F Startup 100 Damage/150 Stun

 

Flying Neck Breaker – LP+LK (In Air): Cammy catches her aerial foe by the neck and throw them into the ground. 4F Startup 120 Damage/120 Stun

 

Neck Spiral – B+LP+LK (In Air): Cammy intercepts her aerial foe, grabs them by the head and spins 540° Degrees before driving them face first in the ground. Causes a side switch. 4F Startup 110 Damage/150 Stun

 

Unique Attacks:

 

Lift Upper – B+MP: Cammy strikes with a quick left uppercut. 4F Startup 60 Damage/100 Stun +4 on Hit/+1 on Block

 

Blitz Drop – B+HP: Cammy rushes forward with a low straight right punch to the solar plexus. 9F Startup 80 Damage/150 Stun +2 on Hit/-2 on Block

 

Reverse Edge – F+MK (Overhead): Cammy hits her foe with a front somersault axe kick. 15F Startup 70 Damage/100 Stun +2 on Hit/-2 On Block

 

Knee Bullet – F+HK: Cammy hops forward and strikes her foe with a left-right double knee strike. 10F Startup 90 Damage/150 Stun +5 on Hit/-2 on Block

 

Spinning Attack – B+HK: Cammy strikes her foe with a retreating aerial spin kick. Airborne 10F-24F. Attack goes over low attacks. 14F Startup 100 Damage/150 Stun Knock Down on Hit/-4 on Block

 

Lift Combination – B+MP, HK: (Target Combo) Cammy pummels her opponent with a left uppercut into right back kick combination. 9F Startup 140 Damage/180 Stun Knock Down on Hit/-6 on Block

 

Blitz Bullet – B+HP, F+HK: (Target Combo) Cammy rushes forward with a low straight right punch to the solar plexus followed by a left-right double knee strike. 9F Startup 170 Damage/190 Stun Knock Down +1 on Hit/-2 on Block

 

Mandrel Sting – B+MP, HP: (Aerial Target Combo) Cammy strikes her foe flying left hook into right back fist combination. 6F Startup 100 Damage/120 Stun Causes Juggle State

 

Zen Riposte:

 

Blow Back – D,DB,D+P: Cammy hits her foe with a quick standing left backhand strike that knocks down. 40 Damage/50 Stun Knocks Foe ½ Screen Away

 

Strike Back – D,DB,D+K: Cammy deflects her opponent's attack, slides past her opponent, and strikes them with an aerial spin kick to the back. Causes a side switch, leaves foe standing, and leaves Cammy at +2 advantage. 40 Damage/50 Stun

 

Zen Trance:

 

Delta Stinger -HP+HK: Cammy uses 4 bars (all) of her Z-Gauge is surrounded by a light blue aura. Access to EX Moves, Z-Ripostes, and Z-Arts if forfeited for the rest of the round. In exchange Cammy is granted enhanced movement and offensive capabilities.

  • Forward Dash – Total frames reduced from 16F to 15F
  • Back Dash: Total frames reduced from 21F to 20F
  • Forward Walk Speed - Increased from 5.2 to 6.0
  • Back Walk Speed – Increased from 4.2 to 4.8
  • Axel Spin Knuckle - All versions advantage on hit increased from +4 to +7, on block increased from +1 to +2.
  • Axel Spin Knuckle – LP/MP versions. Startup time reduced by 3F. LP 25F to 22F, MP 29F to 26F.
  • Axel Spin Knuckle – HP version. Startup time reduced from 32F to 30F. Startup time increase on side switch reduced from 2F to 1F.
  • Cannon Stinger – LP Damage increased from 110 to 130, Stun increased from 120 to 150, Advantage on hit increased from +1 to +2,
  • Cannon Stinger – MP Damage increased from 130 to 140, Stun increased from 120 to 150, Disadvantage on block decreased from -5 to -4
  • Cannon Stinger – HP Damage increased from 150 to 160, Stun increased from 120 to 200, Disadvantage on block decreased from -7 to -6, Causes Hard Knock Down
  • Hooligan Combination – Cannon Strike executed from the Hooligan Combination is now an overhead.
  • Spiral Arrow - All versions gain projectile invincibility,
  • Spiral Arrow – LK Damage increased from 100 to 115, Stun increased from 100 to 120. Hits increased from 1 to 2.
  • Spiral Arrow – MK Damage increased from 115 to 130, Stun increased from 100 to 130. Hits increased from 1 to 3.
  • Spiral Arrow – HK Damage increased from 130 to 150, Stun increased from 100 to 150. Hits 5 times, causes side switch and juggle if landed point blank.
  • Cannon Spike – All versions gain full startup invincibility.
  • Cannon Spike – LK Damage increased from 135 to 145, hits increased from 1 to 3
  • Cannon Spike – MK Damage increased from 150 to 160. Stun Increased from 150 to 160. Hits increased from 1 to 4
  • Cannon Spike – HK Damage increased from 165 to 175. Hits increased from 1 to 5
  • Cannon Strike – Damage increased from 80 to 100. Stun increased from 100 to 120. Hits increased from 1 to 3. Can be canceled into from a Canon Spike. (On hit only)

 

Specials:

 

Axel Spin Knuckle – HCB+P: Cammy hops forward, performs a spinning axle, and strikes her opponent with a spinning backfist. The spinning axle portion of the attack is projectile invincible. All versions are +4 on Hit, +1 on Block. HP, EX versions side switch at point blank range. Startup time is increased by 2F on a side switch. LP (25F Startup, 120 Damage/150 Stun ¼ Screen) MP (29F Startup 140 Damage/150 Stun ½ Screen) HP (32F Startup, 160 Damage/170 Stun ¾ Screen) EX (26F Startup 180 Damage/200Stun)

 

Cannon Stinger – F,D,DF+P: Cammy charges towards her opponent, feet barely off the ground, with a flying straight left punch. LP (110 Damage/120 Stun, ¼ Screen, +1 On Hit/-4 On Block) MP (130 Damage/120 Stun, ½ Screen, Knocks Down/-5 On Block) HP (150 Damage/120 Stun, ¾ Screen, Knocks Down/-7 On Block) EX (150 Damage/150 Stun ¾ Screen, Projectile Invincible Frame 1, +3 On Hit/-2 On Block)

 

Hooligan Combination – HCF+P: Cammy jumps forward , rolling herself into a ball in mid air and strikes with a variety of attacks. EX (Gains projectile invincibility on frame 3)

  • Razor Edge Slicer (no input) Cammy performs a low sliding kick 100 Damage/100 Stun
  • Cannon Strike +QCB+K Cammy performs a diving kick 100 Damage/120 Stun
  • Fatal Leg Twister +LP+LK Cammy clamps her legs around her opponents head, flips forward, and drives them head first into the ground. 110 Damage/150 Stun
  • Cross Scissor Pressure +LP+LK Cammy grabs her airborne opponent by head, places both her feet into their chest, somersaults 1080° in the air, and kicks them into the ground with both feet 110 Damage/150 Stun
  • Assault Roll +K Cammy cancels her forward somersault and lands

 

Spiral Arrow – QCF+K: Cammy strikes her opponent with horizontally traveling corkscrew sweep kick. All versions startup in 7F and knock down. LK (100 Damage/100 Stun, ¼ Screen) MK (115 Damage/100 Stun, ½ Screen) HK (130 Damage/100 Stun, ¾ Screen) EX (155 Damage/150 Stun ¾ Screen, Projectile Invincible Frame 1)

 

Cannon Spike – F,D,DF+K: Cammy rises into the air while striking with a lead league high kick. All versions startup in 3F and are invincible to airborne attacks. MK and HK version have increased horizontal range. LK(135 Damage/150 Stun, 80° Ascent Angle), MK(150 Damage/150 Stun,70° Ascent Angle), HK(165 Damage/200 Stun,60° Ascent Angle) EX(180 Damage/200 Stun,60° Ascent Angle)

 

Cannon Strike – QCB+K (In Air): Cammy performs a diving kick from a jump. All versions have 11F Startup, 7F Landing Recovery and do 80 Damage/100 Stun Kick button pressed alters her descent angle. LK (Descent Angle 70°) MK (Descent Angle 65°) HK (Descent Angle 60°)EX (10F Startup, 4F Landing Recovery 100 Damage/120 Stun, LK+MK Descent Angle 70°, LK+HK (Descent Angle 65°, MK+HK Descent Angle 60°)

 

Zen Art 1:

 

Reverse Shaft Breaker- QCBx2+K: (Anti Air) Cammy flips backing into a handstand, performs a split kick, and spins into a vertical high rising Spiral Arrow. Startup of this attack has a slight vacuum effect that draws the opponent in. If the first hit lands, the opponent is "locked into" the attack.

  • 300 Damage
  • 100 Stun
  • 2 Bars of Z Gauge

 

Zen Art 2:

 

Gatling Stinger – QCFx2+P: Cammy flies toward her opponent at blinding speed striking with flying straight left punch, following by a series of flying right and left punches before flooring her opponent with a brutal Axel Spin Knuckle.

  • 390 Damage
  • 260 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Cross Stinger Assault- QCFx2+P: Cammy flips back onto the wall, dives at her opponent with a corkscrewing Cannon Strike that passes through the opponent, Cannon Spikes them into the air, pursues them, passes through them with multiple single hit Spiral Arrows, and finally drills the opponent across the screen with a multi-hitting horizontal aerial Spiral Arrow.

  • 480 Damage
  • 160 Stun
  • 4 Bars of Z Gauge

 

CQC (Cammy Quick Combination)- QCBx2+P: (Counter)Cammy intercepts her opponent's attack, flips on their shoulders, and locks her legs around their head. She then flips forward driving their head into the ground causing them to bounce head first off the floor and land face first. Cammy slides onto their back, wrenches their left arm with a chicken wing arm lock, and then executes a neck breaker. 1F Startup. Punch button determines the type of counter. LP(Low), MP(Mid/High), HP(Airborne)

  • 510 Damage (Mid/High/Airborne) 570 Damage (Low)
  • 510 Stun (Mid/High/Airborne) 570 Damage (Low)
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI: Cammy has taken a leave of absence from Delta Blue to find her lost “sister”. Decapre disappeared without a trace more than a year ago. Cammy received a tip that Decapre with spotted with Kolin at the time of her disappearance. After hearing that Kolin was sniffing around the venue for the latest World Martial Arts Tournament, Cammy touches base with Delta Blue. They inform her that Secret Society is still ever present. Not waiting for back up, Cammy heads for the World Martial Arts tournament. She will find out the whereabouts of Decapre and what Kolin is up to.

Chun Li

Spoiler

Name: Chun Li

Nickname: Blue Jade of Justice

Sex: Female

Ethnicity: Chinese

Height: 5ft 6 ½in (1.69m)

Weight: 150lbs (68kg)

B/W/H: 35-24-38 (89cm-61cm-97cm)

 

Hometown: Guangzhou, China

 

Appearance: Chun Li is a fit mature woman with long black hair, brown eyes, and large muscular legs. She has bangs that come down to her eyes and her hair is pulled into a pony tail that hangs down to the small of her back. Chun Li wears a light blue collared long sleeve suit coat that is unbuttoned. The collars are dark blue as are the cuffs at her wrists. There are two small circular golden buttons on each cuff. She wears a yellow short sleeve buttoned up blouse underneath it. Chun Li has light blue dress shorts on her legs that stop at mid thigh. The shorts have yellow pin stripes. Her legs are covered by sheer pantyhose and her feet are covered by white ankle high leather boots that have dark blue laces.

 

Occupation: Interpol Agent

Likes: Li-Fen, Martial Arts, Police Work, Crepes

Dislikes: Crime, Shady People

Fighting Style: Kung Fu

 

Tone: Chun Li is serious at work but lighthearted otherwise.

 

Origins: Chun Li's mother passed away when she was a young girl. She was raised by her father and was very close to him. Her father, Dorai, was an accomplished Interpol officer. Dorai instilled his strong sense of justice in Chun Li as well as a love for martial arts. Dorai went missing as Chun Li approached adult hood. This singular event would ultimately define her life.

     Chun Li immediately followed his footsteps by joining Interpol. Not only that, she dedicated all her free time to either investigating her father's disappearance or training to become a stronger martial artist. Over time all of Chun Li's leads pointed to Shadaloo and it's leader M.Bison. She made several friends (Ryu, Nash, Guile, and Cammy) in her continuing efforts to bring Bison to justice. On the mission that finally brought Bison's demise and Shadaloo's fall, she rescued a young orphaned girl named Li-Fen. Chun Li would retire from Interpol, adopt Li-Fen, and open a kung fu school that taught the orphaned and disadvantaged.

     As her school and Li-Fen grew, Chun Li felt an increasing pull to return to Interpol. At first, she'd help with a case her or there. Eventually, she'd take a consulting position, setting up an office in her Kung Fu school. Li-Fen excelled at Kung Fu. Chun Li slowly gave her more responsibilities at the school and took on more work for Interpol. Eventually, she'd return to Interpol after naming Li-Fen the headmaster of her school.

 

Her Rival: Cammy (Friendly)

 

Stamina: 1025

Stun: 950

Stun Recovery: 23F

Forward Dash: 15F

Back Dash: 21F

Forward Walk Speed: 5.5

Back Walk Speed: 4.5

Forward Dash Distance: 1.5

Back Dash Distance: 2

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Chun Li yawns, puts her hands on her hips, and leans forward saying “Anata wa unzari da wa ” (You are boring me) Increases Chun Li's stun rating by 15. Can be done a max of five times for a total bonus of 75.

 

Throw Range: 22

 

Throws:

 

Koshuto (Tiger Attack Drop) – LP+LK: Chun Li grabs her foe by the head with her left hand, places her left leg behind them, and pushes her left hand forward slamming them head first into the ground. 4F Startup 120 Damage/120 Stun

 

Tenshinshūkyaku (Turnover Eagle Kick) – B+LP+LK: Chun Li does a hand stand on her opponent's shoulders, flips over them, and kicks them in the back of the head. 4F Startup 110 Damage/150 Stun

 

Ryuseiraku (Dragon Star Fall) Air Throw – LP+LK: (In Air) From any jump, Chun Li grabs her opponent by the forehead and drives them head first into the ground. 4F Startup 150 Damage/150 Stun

 

Unique Attacks:

 

Sōrenshō (Twin Chain Palms)- B+MP: Chun Li performs a left slap, back slap combination. 5F Startup 2 hits 90 Damage/120 Stun 0 on Hit/-4 On Block

 

Tsuitotsuken (Chasing Thrust Fist) F+MP: Chun Li twists her torso 180° and thrust forward with a knife hand punch. 7F Startup 60 Damage/120 Stun +3 on Hit/0 on block

 

Hakkei (Strength Discharge) – B+HP: Chun Li strikes her opponent with a double open palm strike. 7F Startup 90 Damage/150 Stun +3 on Hit/+2 on Block

 

Sen'enshu (Whirlwind Circle Leg) – DF+MK: (Overhead) Chun hits her adversary with a standing front flip axe kick. 18F Startup 80 Damage/100 Stun +3 on Hit/-2 On Block Airborne 3F to 15F

 

Senjōshū (Pointed Staff Leg) – F+MK: Chun Li performs an advancing left side kick. 10F Startup 70 Damage/120 Stun +1 on Hit/-3 On Block

 

Kakushu Raku Kyaku (Crane Neck Falling Leg) – B+MK: Chun strikes with a right front kick that leaves her leg straight in the air. If the kick button is held down, she brings her leg back down onto her opponent. 6F Startup

  • Uncharged 70 Damage/100 Stun. -1 on Hit/-2 on Block
  • Charged 3 Hits 110 Damage/150 Stun +3 on Hit/-6 on Block

 

Yosokyaku (Hawk Claw Leg) – D+MP: (In Air) From any jump, Chun Li has executes a left leg stomp that can be done up to three times in a row. Can also be canceled into from Rankyaku. 5F Startup 60 Damage/60 Stun

 

Tenkukyaku (Sky Kick) – B+HK: (Anti Air) Chun Li hits her foe with a standing upward heel kick. Attack has limited horizontal range. 8F Startup 90 Damage/150 Stun +2 on Hit/0 on Block

 

Yoku Sen Kyaku (Rotating Wing Kick) – F+HK: Chun Li hops forward to striking her adversary with a sweeping, 180° , front leg jumping kick. Goes over low attacks. 12F Startup 90 Damage/150 Stun +2 on Hit/-2 on Block

 

Kaku Kyaku Raku (Crane Leg Fall) – DF+HK Chun Li flips over her opponent and kicks them in the back of the head. 26F Startup 90 Damage/150 Stun +8 on Hit/-6 on Block

 

Sankaku Tobi (Triangle Jump) – UF (near the wall): (In Air) Chun Li kicks off the wall after back jumping towards it. Can only be performed at the physical boundary of a stage.

 

Zen Riposte:

 

Sou Hakkei (Twin Force Exert) – D,DB,D+P: Chun Li pulls her arms overhead, thrust them forward, and with her palms together striking her enemy. Attack leaves them standing and Chun Li +2. 40 Damage/50 Stun Knocks Foe ½ Screen Away

 

Hyakuretsukyaku (Hundred Rending Leg) – D,DB,D+K: Chun Li strikes with a near instant 4 hit barrage of low and high sides kicks with the final kick send her opponent flying away from her. 40 Damage/50 Stun

 

Zen Trance:

 

Fūyoku (Wings of Wind) - HP+HK: Chun Li uses 4 bars (all) of her Z-Gauge is surrounded by a blue-white aura. Access to EX Moves, Z-Ripostes, and Z-Arts if forfeited for the rest of the round. In exchange Chun Li gains greatly improved juggle capabilities.

  • Kikoken - juggles at close range
  • Kikoshu - causes a juggle state at any range
  • Kaitenteki Kakukyakushu – the final hit pops the opponent into air for juggle combos.
  • Tenka Kakukyakushu – if the attack hits her opponent, Chun Li will land first leaving them in a juggle state above her.
  • Rankyaku – the initial hit that knocks the opponent into the air no longer counts against Chun Li's juggle limit.
  • Sanbyakuretsukyaku – knock down state is replaced with a juggle state. The stronger the kick button, the higher the opponent is juggled.
  • Nihakyu Zankushu – if the attack hits her opponent, Chun Li will land first leaving them in a juggle state above her.
  • Tenatsuen Kakushu – instead of inducing a knock down, Chun Li's opponent is bounced into the air on hit. The stronger the kick button, the higher the opponent is launched.

 

Specials:

 

Kikoken (Spirit Cultivation Fist) – Charge B,F+P: Chun Li pulls her arms over head, leans back, and then bends over at the waist thrusting both of her palms in front of her creating a translucent oblong sphere of blue ki. Punch button determines startup and travel distance. All Versions 60 Damage/100 Stun. LP (11F Startup, 44 Total Frames, Full Screen), MP (10F Startup, 42 Total Frames, ¾ Screen) HP (9F Startup, 40 Total Frames, ½ Screen) EX (10F Startup, 38 Total Frames, Full Screen, 100 Damage/120 Stun)

 

Kikoshu (Spirit Cultivation Kick) – Charge B,F+K: Chun Li twists her torso back 180° while cocking back her right leg before exploding into waist level roundhouse kick that generates a large translucent and oblong sphere of blue ki. Kick button determines startup and damage. All versions travel full screen and knock down the opponent. LK (16F Startup, 49 Total Frames, 70 Damage/100 Stun), MK (18F Startup, 54 Total Frames. 2 Hits 80 Damage/120 Stun) HP (21F Startup, 61 Total Frames. 3 Hits, 90 Damage/150 Stun) EX (18F Startup, 48 Total Frames, 3 hits 120 Damage/150 Stun)

 

Kaitenteki Kakukyakushu (Rotating Crane Leg Kick) – Charge D,U+K: Chun Li performs a handstand split kick and then rises into the air rotating swiftly while advancing forward towards her opponent. First hit forces stand. All versions knock down. LK (8F Startup 120 Damage/200 Stun -6 on Block) MK (14F Startup 140 Damage/200 Stun -8 on Block) HK(18F Startup 160 Damage/200 Stun) EX(5F Startup, Full Invincible, Spins In Place, 160 Damage/200 Stun -8 on Block)

 

Tenka Kakukyakushu (Sky Vortex Crane Leg Kick) – QCB+K: (In Air) From any jump, Chun Li performs an inverted rotating spin kick. Attack advances forward from neutral or forward jump. Attack moves backward from back jump. The kick button pressed determines the travel distance and damage. All versions deal 120 Damage/200 Stun and have 10F Startup and 8F of Landing Recovery. LK (¼ Screen) MK (½ Screen) HK(¾ Screen) EX (6F Startup and 6F of Landing Recovery, 150 Damage/200 Stun, Chun Li descends straight downward, Vacuum Effect)

 

Rankyaku (Luan Leg) – F,D,DF+K: Chun Li executes a low angle command jump. Her knee strikes the opponent at close range allowing for juggle combos. Attack can be canceled into any jump normal or special attack. Gains an exclusive follow up attack. Kick button alters the ascent angle. All versions 10F Startup up 60 Damage/60 Stun. LK (35°) MK(40°)HK(45°) EX (8F Startup 80 Damage/80 Stun, Invincible to Airborne Attacks. LK+MK 35°, LK+HK 40°, MK+HK 45°)

  • Sōseikyaku (Twin Pupils Leg)– MP+MK: From Rankyaku, Chun Li executes a flying kick with left leg extended at an upward angle. Causes a juggle state. 11F Startup 100 Damage/120 Stun.

 

Sanbyakuretsukyaku (Three Hundred Rending Legs) – HCB+K: Chun Li strikes her adversary with a swift and power waist level left round house kick that spins them around so rapidly that they are lifted off the ground. She then proceeds to kick them so rapidly that her left leg seemingly disappears from view with only her opponents impact reactions indicating that her leg is still there. All versions knock down. Kick button determines, startup, damage, and Chun Li's advantage after a forward dash. LK (6F Startup 12 Hits 80 Damage/100 Stun, -2 After Dash, -2 on Block) MK (9F Startup 15 hits 100 Damage/120 Stun, 0 After Dash, -4 on Block) HK(12F Startup 18 Hits 120 Damage/150 Stun, +2 After Dash, -6 on Block) EX(6F Startup 21 Hits 150 Damage/200 Stun, +2 After Dash, -2 on Block)

 

Nihakyu Zankūshū (Two Hundred Air Slashing Kick) -QCF+K: (In Air) From any jump, Chun Li performs a rapid barrage of left kicks. LK(5F Startup 8 Hits 70 Damage/80 Stun +4 on Hit/-2 On Block) MK(8F Startup 10 Hits 90 Damage/100 Stun +4 on Hit/-2 on Block) HK(10F Startup 12 Hits 100 Damage/120 Stun Knocks Down/-3 on Block) EX(5F Startup 14 Hits 120 Damage/150 Stun Knocks Down/-6 on Block)

 

Tenhanten Kakushu (Heaven Rolling Crane Kick) – QCF+K: Chun Li performs a somersault front flip into a full split kick with her arms spread wide like a birds wings. Kick can go over projectiles with proper timing but has no projectile invincibility. Kick button determines startup, distance, and damage. All versions knock down. LK (17F Startup 70 Damage/120 Stun, ½ Screen, -6 On Block, Airborne 4F to 15F) MK(20F Startup 80 Damage/150 Stun, 5/8 Screen, -6 on Block, Airborne 5F to 18F) HK(25F Startup 100 Damage/200 Stun, ¾ Screen, -6 on Block, Airborne 5F to 23F) EX(17F to 25F Startup 100 Damage/200 Stun, ½ to  ¾ Screen, Hold Back ½ Screen 17F Startup, Neutral 5/8 Screen 20F Startup, Hold Forward ¾ Screen 25F Startup, -2 on Block, Airborne 3F to 15F-23F, Fully Projectile Invincible)

 

Zen Art 1:

 

Kikosho (Spirit Cultivation Palm) – QCFx2+P: Chun Li leans backward at the waist while pulling both arms overhead before thrusting them forward with two open palms creating a massive sphere of blue-white ki that envelops both her and her foe. 28 Hits (28x10)

  • 280 Damage
  • 240 Stun
  • 2 Bars of Z Gauge

 

Zen Art 2:

 

Tenshoretsukyaku (Ascension Rending Legs) – QCBx2+K: Chun Li carries her opponent into the air with a low angle jumping knee strike (Rankyaku), blitzes them with a barrage of rapid left leg strikes (Gohakyu Zankushu – Five Hundred Air Slashing Kick), before slamming them into the ground with a rolling front flip split kick (Tenatsuen Kakushu). Kick button pressed determines ascent angle. LK (35°) MK(40°)HK(45°) 32 Hits. (1x50, 30x7, 1x100)

  • 360 Damage
  • 180 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Senretsukyaku (Thousand Rending Legs) – QCFx2+K: Chun Li strikes her adversary with a swift and power waist level left round house kick that rapidly spins her foe off the ground. She then proceeds to strike them with a blistering barrage of 40 kicks before, hitting them with a spinning back kick that sends them sailing across the screen. 42 Hits (1x100, 40x5, 1x150)

  • 450 Damage
  • 150 Stun
  • 4 Bars of Z Gauge

 

Choshinsei Senku Ashige (Supernova Flashing Air Kick) – QCFx2+K: (In Air) Chun Li dashes toward her opponent at blinding speed. Chun Li only air dashes a ¼ screen forward. If she touches them, Chun Li executes a powerful flying kick that passes through her adversary. Chun Li and her foe pauses on impact, the screen turns black, and the kanji for this attack appears on the left (超新星 - Supernova) and right (空脚足蹴- Flashing Air Kick)of Chun Li in white.

  • 390 Damage
  • 390 Stun
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

 

Chun Li found an open invitation to the World Martial Art's tournament in Li-Fen's office. The envelope of the letter was addressed to the school's master. However, the letter itself was addressed to her. It was clearly sent before she named Li-Fen as the school's head master. She was content to let Li-Fen represent the school in the tournament but Chun Li recognized the handwriting. Chun Li smiled and uttered. “Let's just see how strong you have gotten.” Chun Li called into her office, took her unused vacation days, and booked a flight to the tournament.

Darit (Decapre)

Spoiler

Name: Darit Chudova (Decapre)

Nickname: The Shining Blade

Sex: Female

Ethnicity: Russian

Height: 5ft 5in(1.64m)

Weight: 132 lbs. (60kg)

B/W/H: 35-22-36 (88cm-57cm-91cm)

 

Hometown: Novosibirsk, Russia

 

Appearance: Darit (Decapre) is short athletic woman with a gymnast's build. She has platinum blonde hair with long bangs that cover the left side of her face. Darit has a single thick pony tail that hangs down her back to her knees. Her eyes are amber in color and the left side of her face is now absent of scars. There is a white gem implanted in her forehead. Darit wears a light gray, short sleeved, buttoned up dress shirt with a half length dark blue tie. She has on a short dark blue skirt with black leggings. There are ankle length black boots with low wide heels on her feet. Her arms and hands are bare. She wears a small worn necklace with a locket. Inside the locket is a faded picture of Abel, Darit, and Pierre (their old dog).

 

Occupation: Fourth Disciple of Gill

Likes: Ballet, Orfiel, Dogs, Serving Gill

Dislikes: Cats, Scars, Masks

Fighting Style: Secret Society Assassination Techniques

 

Tone: Darit is a reserved woman of few words unless she's conveying Gill's “brilliance”

 

Origins: Darit was the original prototype for the dolls. She was blessed, or cursed depending on the perspective, with a natural affinity for Psycho Power. Code named Decapre, she was born Darit Chudova of Russia. Darit was a young ballerina savant with Olympic dreams. More than three decades ago, Darit was orphaned under suspicious circumstances. Her parents were killed in a car wreck that was initially ruled a homicide before mysteriously being reclassified as an accident. She was adopted by a Senoh, who is now known to have been a leading scientist at the now defunct Shadaloo, and never seen or heard of again.

     After the fall of Shadaloo, Darit, still going by Decapre, was having a difficult time adjusting to life without Psycho Power. Most of the dolls, except for Cammy*, were kidnapped and modified during adolescence. Darit has been infused with Psycho Power for most her life. At Cammy's behest, Dhalsim came to MI6 to help Darit. With his help, she was able to gain a measure of peace. Darit was still a loner. Although she was close to Cammy and grew close to Abel through their shared love for dogs. Abel was the first person to call her by her real name (Darit).

     In the years since the fall of Shadaloo, Darit had managed to develop a small circle of friends. Those friends were all in Delta Blue however. Outside of Delta Blue, only Dhalsim has made a connection with her. Even the other dolls, outside of Delta Blue members Julia and Juni, haven't been able to reach her. The other dolls, for some reason, instantly bring back the trauma she suffered at the hands of Shadaloo. For a time, she found peace with Abel and their dog Pierre. After Pierre died, she slipped back into depression. The leering at her scars by the general populace began to bother her again. She couldn't see how Abel could see past them. Darit started to think he was only pitying her. From afar, Kolin has observed Darit. She saw Darit's despair as a weakeness she could exploit. And after an initial confrontation between the two, Kolin was able to get Darit to drop her guard with the full truth of her origin and a promise to heal her scars. Delighted to learn her full history, the vulnerable Darit was easily indoctrinated by the mischievous Kolin. She left Abel a letter and disappeared.

 

Her Rival: Cammy

 

Stamina: 975

Stun: 1000

Stun Bar Recovery: 23F

Forward Dash: 18F

Back Dash: 22F

Forward Walk Speed: 5.6

Back Walk Speed: 4.6

Forward Dash Distance: 1.5

Backward Dash Distance: 1.5

 

Normal Rise: 56F

Quick Rise: 28F

Delayed Rise: 70F

Back Rise: 42F


 

Taunt: Darit rubs the left side of her face, where her scars used to be, with her left hand. If the animation completed. The charge time of her next Vivid Sting is eliminated and at the startup time is reduced by 1F.
 

Throws Range: 21

 

Throws:

 

Luminous Assault Advance – LP+LK : Darit grabs her foe, strikes so quickly that she fades from view, causing her foe to fly into the air before slamming toward the ground. 4F Startup 120 Damage/120 Stun

 

Luminous Assault Invert – B+LP+LK: Darit grabs her foe, strikes so quickly that she fades from view, appearing to phase through her foe as they go sailing behind her. 4F Startup 110 Damage/150 Stun

 

Luminous Assault Hover – LP+LK : (In Air) Darit jumps into the air and grabs her foe, strikes so quickly that she fades from view, and reappears as she kicks them towards the ground. 4F Startup 130 Damage/150 Stun

 

Unique Attacks:

 

Vibrant Blades – B+HP: Darit strikes with right hooking bladed fist strike followed by a left hooking bladed fist strike. 9F Startup 90 Damage/150 Stun +2 on Hit/-2 on Block

 

Lustrous Scissor – F+MK: Darit hops forward and strikes her foe with a left-right double kick strike. 8F Startup 70 Damage/120 Stun +2 on Hit/-4 on Block

 

Lambent Tail – F+HK (Overhead) Darit hops forward and strikes her foe with an overhead right kick. 18F Startup 90 Damage/150 Stun +4 on Hit/-1 On Block.

 

Inverted Light – B+HK: Darit strikes with somersault back flip kick that sends her opponent into the air. 9F Startup 90 Damage/150 Stun Knock Down/-4 on Block Causes a juggle state.

 

Sharp Ascent – B+MP, HK (Target Combo – Launcher): Darit hits her foe with a quick left uppercut followed by single handstand kick that sends her foe into the air. Can be comboed into Concealed Assault Hover (Air Throw). 9F Startup 140 Damage/180 Stun Knock Down on Hit/-7 on Block

 

Bright Blade – MP, HP (Target Combo): Darit strikes with a straight right punch followed by a left handed bladed punch to the sternum. 8F Startup 150 Damage/190 Stun Leaves Foe Standing, +2 on Hit/-4 on Block

 

Gleaming Edge – B+HP,F+MK (Target Combo): Darit hits her adversary with a right-left hooking blade strike combination followed by a hopping double front kick attack. 9F Startup 160 Damage/200 Stun -1 on Hit/-5 on Block

 

Zen Riposte:

 

Phantasm Blow- B,DB,D+P: Darit fades from view briefly before staggering her foe with a spinning right back fist. 40 Damage/50 Stun Leaves Foe Standing

 

Illusion Slice– B,DB,D+K : Darit rises into the air with swift knee strike, briefly fades from view, and lands an “invisible” strike that sends her foe slamming towards the ground. 40 Damage/50 Stun Knocks Down.

 

Zen Trance:

 

Blades of Judgment – HP+HK : Darit consumes all four bars of Z-Gauge and loses access to EX Attacks and Zen Arts. She then focuses her suppressed anger into her fists creating white blades of ki that resemble the Psycho Power infused daggers that she wielded as one of Bisons dolls. Slightly extends the range, damage, and stun of all of her punch attacks.

  • Light Punches 5 Damage/5 Stun
  • Medium Punches 10 Damage/10 Stun
  • Heavy Punches 15 Damage/15 stun.
  • St.LP, St.MP, St.HP becomes a chain combo
  • Cr.LP, Cr.MP, Cr.HP becomes a chain combo
  • J.LP, J.MP, J.HP becomes a chain combo
  • Grounded chain combos can be canceled into any special attack except Cannon Drill
  • Jumping chain combos can only be canceled into Cannon Drill
  • The already existing white ki blades of Vivid Sting and Radiant Dagger are increased in size and length. Which expands their range and hitboxes.

 

Specials:

 

Invisible Ray – (charge)B,F +P: Darit throws out a left open palm strike that sends an invisible ki wave at her opponent. Attack nullifies projectiles. Punch button determines the startup time and range of the attack. LP (¼ Screen) MP (½ Screen) HP (¾ Screen) EX (Full Screen)LP (15F Startup, 47 Total Frames, 80 Damage/120 Stun ¼ Screen), MP (17F Startup, 47 Total Frames. 80 Damage/120 Stun, ½ Screen) HP (21F Startup, 47 Total Frames. 80 Damage/120 Stun ¾ Screen) EX (14F Startup, 40 Total Frames, 120 Damage/150 Stun, Full Screen)

 

Vivid Sting-(charge)D,U +P: (anti-air) Darit focuses all of her ki into her right fist, cloaks it in a large white blade shaped aura of ki, and strikes her opponent with an uppercut. Invincible to Airborne Attacks. LP(4F Startup, 130 Damage/200 Stun) MP (5F Startup, 150 Damage/200 Stun), HP (6F Startup, 170 Damage/200 Stun), EX (4F Startup, Full Startup Invincibility, 190 Damage/200 Stun)

 

Radiant Dagger – Repeatedly Press P: Darit channels her ki into her fists, creating small white blade shaped auras around each of them, she then charges at her foe while striking them with a succession of punches. All versions have 9F Startup and knock down. Punch button determines the damage and disadvantage on block. LP(5 hits, 90 Damage/120 Stun, -3 On Block), MP(7 hits, 110 Damage/150 Stun, -5 On Block), HP (9 hits, 150 Damage/150 Stun, -7 On Block), EX(9 hits, 180 Damage/200 Stun,-3 On Block)

 

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

  • Ground Break – P (From LK Mirage):LP Retreats ½ Screen, MP Halts Dash, HP passes through opponent, EX (LP Retreats Full Screen, MP Halts Dash with Faster Recovery, HP passes through foe, leaves further away)
  • Steel Saber - K(From LK Mirage): Darit executes a sliding kick that goes under projectiles. 120 Damage/120 Stun, -10 on Block. EX version Steel Saber is followed up by her Flying Neck Hunt air throw. 180 Damage/200 Stun (Projectile Invincible, Hard Knock Down)
  • Aerial Break – LP(From MK/HK Mirage): Darit retreats to original position
  • Hidden Dive – MP(From MK/HK Mirage): Darit dives straight down
  • Shadow Hammer – HP(From MK/HK Mirage: Darit dives straight down slamming her fist into the ground.120 Damage/180 Stun EX 120 Damage/200 Stun. Causes Juggle State
  • Shadow Needle – K(From MK/HK Mirage: Darit strikes her foe with a dive kick. 80 Damage/120 Stun. EX 100 Damage/150 Stun. Causes Crumple State

 

Auroral Drill-(charge)B,F +K: (In Air) Darit strikes with a horizontal corkscrew kick from her back jump. Kick button alters slightly alters the angle of descent. 8F Startup 120 Damage/120 Stun EX 8F Startup 140 Damage/200 Stun, Projectile Invincible.

 

Zen Art 1:

 

Orb of Punishment - (charge)B,F,B,F +P: Darit concentrates her rage into a massive slow moving sphere of white ki. Sphere locks opponent in place and putting them in a juggle state. If blocked, Darit's opponent still receives 250 stun damage. If opponent's stun gauge is filled while they are blocking, an additional hit is required to cause a dizzy state.

  • 210 Damage
  • 420 Stun
  • 2 Bars of Z Gauge


 

Zen Art 2:

 

Resplendent Dagger – QCFx2+P: Darit channels her ki into her fists, creates large white blade shaped auras around each of them, flies through the air corkscrewing into her opponent at rapid speed, before landing and knocking them off there feet with a vicious uppercut.

  • 360 Damage
  • 120 Stun
  • 3 Bars of Z Gauge


 

Zen Art 3:

 

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

  • 525 Damage
  • 175 Stun
  • 4 Bars of Z Gauge

 

Fulgid Stare – LK,LK,B,HK,MK: Darit slides towards her adversary, grabs them by sides of their head with both hands, and Darit looks into the eyes of her opponent as the white gem in her forehead illuminates. Her opponent is forced to experience all the pain she has ever suffered during Shadaloo's experiments at the same time. The power of all her past pain causes her foe to be engulfed in a brief white aura before collapsing to the ground. Reliving her past pain causes Darit to suffer 160 Damage from this Zen Art. Darit can be KO'd by this damage. A Double KO is caused Darit has less than 160 Stamina and the attack KO'd her opponent.

  • 640 Damage
  • 320 Stun
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

 

Darit shows up at the World's Martial Arts tournament, sans her scars, to recruit candidates deemed worthy of the Secret Society's Utopia. Multiple individuals deemed worthy by Lord Gill would be sure to be there. With both her mental and physical scars healed, Darit recruits others to Gill's cause out of a genuine belief that it will make their lives better.

 

Side Notes:

 

  • I know this isn't canon. For this concept, Decapre was kidnapped at 7 and cloned. The lessons learned from the experiments on Decapre, would be implemented on her clone code name “Killer Bee”. Killer Bee was moved to the Shadaloo facility in the U.K. There she was aged to match Decapre's age and educated by Shadaloo scientists Dr. Cameron White. This explains where Cammy's name comes from and why Decapre and She have different accents.
  • Decapre's face was scarred during the initial psycho power infusion process. The equipment overloaded causing a fire that burned her face.
  • Kolin uses Decapre's trauma to manipulate her into abandoning Abel and joining the Secret Society. She discloses her true origins. Gill heals her scares and her apprehension of others subsides with them gone. This, along with Gill and Kolin's charisma, endears Decapre to the Secret Society's cause.
  • The loss of her Psycho Power left Decapre is chronic pain. The meditation techniques she learned from Dhalsim soothed that pain. The “Light” power bestowed upon her by Gill filled the void left behind by her Psycho Power and is another thing that helped garner her loyalty.

Galin (Gill)

Spoiler

Name: Galin (Gill)

Nickname: Philanthropic Messiah

Sex: Male

Ethnicity: Unknown (Greek?)

Height: 6ft 10in (2.08m)

Weight: 311lbs (141kg)

B/W/H: 56-36-39 (142cm-92cm-99cm)

 

Hometown: Unknown (Mediterranean?)

 

Appearance: Galin is nearly seven feet, over 2 meters, tall. He has two default appearances. Galin has an olive complexion, with rimless eye glasses, slicked back blonde hair with a wide pony tail running the length of his back. A gray three piece suit, black tie, white under shirt, and brown leather dress shoes. If the player enters the costume code (U+LP+MK+HP), Galin is engulfed in flames, burning away his false persona to reveal that he is Gill. As Gill, he has long flowing blonde hair, blue eyes, half of his body is red, and the other half blue. He has a blue/green jewel in his forehead. He is only wears white thong speedo revealing his Greek statuesque physique.

 

Occupation: Philanthropist

Likes: Order, Utopia, Loyalty, being called Savior

Dislikes: Disobedience, Urien

 

Fighting Style: Secret Society Secret Arts

 

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

 

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

     Although successful in bring about Shadaloo's downfall, Gill's plans for a Utopia did not come to fruition. His brother, Urien, had a different methods in mind. This caused a schism in the Secret Society that lead to his plans failure. Gill, and those loyal to him, receded from the world. Giving Urien the false notion that now lead the Secret Society. In truth, Gill used this to discover those loyal to his brother.

     Gill's true Secret Society would pull strings from the shadows. Manipulating events and organizations, even Urien's, to enact a new plan for salvation. Gill adopted a new public persona, Galin, a Greek philanthropist. His blue/red skin would be hidden from view by a typical olive Greek complexion. His flowing blonde locks were slicked back into long and wide pony tail that hung the length of his back. He wore rimless glasses, a gray three piece suit, white undershirt, black tie, and brown leather dress shoes. He was rarely seen without his “wife” Olena (Kolin), personal assistant Darit (Decapre), and body guard Orfiel (Nash).

 

Rival: Urien

 

Stamina: 1000

Stun: 1000

Stun Recovery: 23F

Forward Dash: 16F

Back Dash: 24F

Forward Walk Speed: 4.5

Back Walk Speed: 3.5

Forward Dash Distance: 1.0

Back Dash Distance: 2.0

 

Normal Rise: 64F

Quick Rise: 32F

Delayed Rise: 80F

Back Rise: 48F

 

Note: Gill still has the Retribution mechanic from SFV.

 

Taunt: Gill leans back, with both of his arms outstretched, and his fists clinched one engulfed in flames with the other coated in ice. He laughs and says “I am your God!”

  • The damage on his next elemental flame attack is increased by 30.
  • The stun of his next ice elemental attack is increased by 50.
  • This buff applies to any normal, special, or zen art attack of the appropriate element. Meteor Shower gets both the 30 Damage buff and 50 Stun buff.

 

Throw Range: 25

 

Throws:

 

Judgement Bomb – LP+LK : Gill grabs his opponent, lifts them over head, and slams them on the back of their head with a standing powerbomb.  4F Startup 130 Damage/130 Stun

 

Guilty Bomb – B+LP+LK: Gill picks up his opponent. turns around, and drives them into the ground with brutal sit down power bomb. 4F Startup 150 Damage/150 Stun

 

Unique Attacks:

 

Psycho Headbutt – B+MP: Gill pulls back his head as he hops into the air and slams it into his opponent. Flies over low attacks. Is not an overhead. 10F Startup 70 Damage/120 Stun +2 On Hit/-2 On Block

 

Pyro Fist– F+MP: Gill strikes with a lunging left punch to the face. 7F Startup 100 Damage/60 Stun +2 on Hit/-2 on Block

 

Cryo Drop Elbow – F+HP: (Overhead) Gill's right arm is encased in ice as he hits his opponent with spinning overhead right elbow strike to the top of the head. 18F Startup 60 Damage/180 Stun +4 on Hit/-1 on

 

Impact Claw – B+HP: Gill picks up his opponent by their head with a claw grip and violent squeezes their cranium before tossing them away. 8F Startup 100 Damage/150 Stun. Knocks Down/-6 on Block

 

Pyro Quarrel Kick – F+HK: Gill hits his opponent with a fiery step forward right front kick to the mid section. 15F Startup 140 Damage/70 Stun +4 on Hit/-4 on Block

 

Cryo Rise Kick – B+HK: (Anti Air) Gill strikes with a high reaching frozen front kick. Attack has very limited horizontal range. Will only hit standing and crouching opponent's point blank. Launches airborne opponent's into the a juggle state. 9F Startup 60 Damage/180 Stun +4 on Hit/-6 On Block

 

Guilty Straight – LP,MP: (Target Combo) Gill hits his adversary with a left straight-right straight punch combination. Leaves foe standing. 4F Startup 100 Damage/150 Stun -1 on Hit/-6 on Block

 

Penalty Break – D+LK, D+MK: (Target Combo) Gill strikes his foe with a low left kick-low right kick combination. Leaves foe standing. 4F Startup 110 Damage/150 Stun -2 on Hit/-9 on Block

 

Pyro Double – F+MP, F+HK(Target Combo): Gill strikes with lunging left punch to face, followed by a burning front kick to the abdomen..7F Startup 150 Damage/180 Stun -2 on Hit/-7 on Block

 

Gelid Crash – B+HK, B+MP: (Target Combo) Gill strikes with a high reaching frozen front kick followed by a hopping head butt that sends his opponent slamming into ground. Only can be performed when Cryo Rise Kick is landed on a grounded opponent. 9F Startup 160 Damage/200 Stun, Hard Knock/-9 On Block

 

Zen Riposte:

 

Arctic Blaze – B,DB,D+P : Gill grabs his foe by the throat with his left hand, freezes them, and then sets them ablaze with a powerful punch with his right hand. Opponent is sent a full screen away 40 Damage/50 Stun

 

Fiery Ice Geyser- B,DB,D+K: Gill stomps the ground with his right foot an then his left foot created a small geyser of flame followed by one of ice that send his foe reeling backward. Leaves foe standing and Gill +2. 40 Damage/50 Stun

 

Zen Trance:

 

Elemental Reckoning – HP+HK : Gill unleashes his full elemental power at the cost of the use of his Z-Gauge. All fire based attack cause a burn state. All ice based attacks cause a freeze state. Gains four new special attacks. Burn Storm, Flame Javelin, Tree of Frost, and Freeze Lance.

  • Meteor Strike – Projectile size is doubled. Startup Decreased from 25F to 20F. Damage increased from 90 to 120. Causes a juggle state on hit.
  • Hail Sting – Projectile size is doubled. Startup Decreased from 30F to 24F. Stun increased from 90 to 120. Causes a brief freeze state on hit.
  • Burn Storm – MP+MK: Gill performs a powerful burning right upper cut that takes his opponent off their feet. Causes a burn state. Can be canceled into Flame Javelin. 12F Startup 27 Total Flames. 120 Damage/90 Stun, Causes Juggle State, -2 On Block
  • Flame Javelin – Downward Input+MP+MK: Gill rains down a spear of flame onto his opponent. Descent angle determined by the downward input. All versions knock down. All versions 21F Startup 60 Total Frames 120 Damage/90 Stun. DB+MP+MK (75°Angle), D+MP+MK(60°Angle) DF+MP+MK(45°Angle) Knocks Down, -6 On Block
  • Volcanic Storm – Burn Storm and Flame Javelin chained together. 200 Damage/160 Stun Hard Knock Down, -6 On Block
  • Tree of Frost – HP+HK: Gill generates a horizontal “branch” of frozen ki from his left arm that extends ¾ screen. 21F Startup 42 Total Frames 100 Damage/200 Stun, Knocks Down, -10 On Block
  • Freeze Lance– Downward Input+HP+HK: Gill performs a spinning back stomp with his left foot that creates a freezing spiky “puddle” of ki on the ground. Puddle distance determined by the by the downward input. Must be blocked low. Briefly freezes the opponent on hit. All versions 42F Startup 48 Total Frames. 60 Damage/120 Stun.DB+HP+HK (¼ Screen), D+HP+HK(½ Screen) DF+HP+HK(¾ Screen)

 

Specials:

 

Pyrokinesis -QCF+P : Gill hunches down, extends his right arm with his left hand around his right wrist, summons a ball of fire, and shoots it towards his opponent at high speed. All versions 14F Startup 47 Total Frames 80 Damage/70 Stun. LP (Horizontal), MP (45°Angle). HP (65° Angle) EX 13F Startup 45 Total Frames, 100 Damage/80 Stun LP+MP (Horizontal), LP+HP (45°Angle). MP+HP (65° Angle)

 

Cryokinesis -QCB+P : Gill hunches down, extends his left arm with his right hand around his left wrist, summons a sphere of ice, and hurtles it towards his opponent slowly. All versions 22F Startup 49 Total Frames 50 Damage/120 Stun. LP (Horizontal), MP (45°Angle). HP (65° Angle) EX 21F Startup 47 Total Frames 60 Damage/150 Stun LP+MP (Horizontal), LP+HP (45°Angle). MP+HP (65° Angle)

 

Meteor Strike– F,D,DF+P: Gill manifests an orb of fire with his right hand that rains down on his opponent putting them in a burn state. Descent angle of the projectile is determined by the punch button pressed. All versions 25F Startup 100 Damage/60 Stun. LP (75°Angle), MP (60°Angle). HP (45° Angle) EX 22F Startup 120 Damage/80 Stun LP+MP (75°Angle), LP+HP (60°Angle). MP+HP (45° Angle)

 

Hail Sting– F,D,DF+K: Gill manifests a shard of ice with his left hand that rains down on his opponent putting them in a freeze state. Descent angle of the projectile is determined by the punch button pressed. All versions 30F Startup 60 Damage/120 Stun. LK (75°Angle), MK (60°Angle). HK (45° Angle) EX 27F Startup 70 Damage/150 Stun LK+MK (75°Angle), LK+HK (60°Angle). MK+HK (45° Angle)

 

Pyro Cyber Lariat – QCF+K: Gill charges at his foe with a burning right arm clothesline. Knocks down at point blank range. Leaves foes standing at a distance. Kick button determines the distance traveled. Attack is -6 on block at point blank range and -2 on block at range. LK (9F Startup Close, 15F Startup Far, 100 Damage/80 Stun ¼ Screen), MK(15F Startup Close, 22F Startup Far, 130 Damage/80 Stun,¾ Screen) HK(21F Startup Close, 31F Startup Far, 150 Damage/80 Stun, Full Screen) EX(12F Startup Close, 22F Startup Far, 160 Damage/90 Stun, Full Screen, -2 on Block Close, 0 on Block Far)

 

Cryo Cyber Lariat – QCB+K: Gill rushes his opponent with freezing left arm clothesline. Knocks down at point blank range. Leaves foes standing at a distance. Kick button determines the distance traveled. Attack is -6 on block at point blank range and -2 on block at range. LK (9F Startup Close, 15F Startup Far, 80 Damage/120 Stun ¼ Screen), MK(15F Startup Close, 22F Startup Far, 80 Damage/140 Stun,¾ Screen) HK(21F Startup Close, 31F Startup Far, 80 Damage/160 Stun, Full Screen) EX(12F Startup Close, 22F Startup Far, 90 Damage/180 Stun, Full Screen, -2 on Block Close, 0 on Block Far)

 

Moonsault Knee Drop– Hold K then release : Gill jumps into the air, flips backwards, and dives toward his foe with a double knee attack. Descent angle determined by the direction inputted during startup. All versions 120 Damage/120 Stun. All versions knock down and are -2 on Block. Back (30F Startup, Straight Down), Neutral (32F Startup, 60° Angle). Forward (34F Startup, 45° Angle). EX 15F Damage/150 Stun, 10F Startup, Back Input (Straight Down), Neutral (60° Angle), Forward Input (45° Angle)

 

Zen Art 1:

 

Incineration Branch – QCFx2+P: Gill generates a horizontal “branch” of fiery ki from his Right arm that extends ¾ screen. Gills opponent is put into a burn state. Attack bounces his opponent off the wall and sends them back towards him in a juggle state.

  • 270 Damage
  • 90 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Ice Age – QCBx2+P: Gill performs a blistering cold left upper cut that takes his opponent off their feet followed by a chilling left hammer fist that slams his foe back to earth and leaving them completely frozen.

  • 180 Damage
  • 720 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Meteor Shower – QCFx2+P: Gill focuses his ki and showers his adversary with orbs of fire and ice. Rapidly and repeatedly freezing and burning his foe. If the opponent is caught mid air, they are held in a juggle state. Can be canceled into from Cryo Rise Kick. Descent angle determined by the punch button pressed. LP (75°Angle), MP (60°Angle). HP (45° Angle)

405 Damage

405 Stun

4 Bars of Z-Gauge

 

Hidden Art:

Seraphic Wing – QCBx2+K: Gill floats into the air, manifesting six angelic wings, and sends out continuous shock waves of divine energy. Attack has 18F Startup and doesn't not gain invincibility until Frame 3. On block causes 100 damage, 80 of which is recoverable white life.

  • 540 Damage
  • 360 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

 

After suffering a setback, in part due to his brother Urien's conflicting agenda, Gill receded into the shadows to plot a new path forward. Using a shell company headed up by Wasswa, one of his four heralds, Gill's machinations has lead to the latest World Martial Arts tournament. Wasswa reached out to Ryu to ask him to be the champion of martial arts exhibition tournament. One that would have all its proceeds go to orphanages. With Ryu as champion, Gill knows that numerous fighters worthy of his Utopia will attend and he will be sure that no one, not even Urien, interferes with his “salvation” of the world.

Side Note:

  • Retribution system from SFV is still present
  • Fire based attacks sacrifice stun for additional damage
  • Ice based attacks sacrifice damage for additional Stun
  • Has “Four Disciples” (Kolin, Wasswa, Orfiel, and Darit)

Hageshi

Spoiler

Name: Hageshi

Nickname: The Model Successor

Sex: Male

Ethnicity: Japanese

Height: 6ft 2in (1.88m)

Weight: 176lbs (80kg)

B/W/H: 45-32-33(114cm-81cm-84cm)

 

Hometown: Tadotsu, Japan

 

Appearance: Hageshi is a tall young man with a slim but muscular build. He has straight black shoulder length hair. He has brown eyes, thin black eyebrows, and no facial hair. Hageshi is shirtless with well defined abs and arms. He has red fingerless gloves on his hands. Hageshi has black full length karategi pants with gold trim at the base of each pant leg. The pants are held up by a red karate belt that is tied at his left side. There are red karate slippers on each of his feet.

 

Occupation: Model/Martial Artist

Likes: Ghost Stories, Cities, Beautiful Women, Victory

Dislikes: Disappointing His Master, Jelly, Defeat

 

Fighting Style: Shorinji Kempo

 

Tone: Hageshi is a brash young man. He is overly serious and lacks a sense of humor.

Origins: Hageshi lost his father at a young age. As result, he began to act out. His mother just couldn't get through to him. It wasn't long before he became a delinquent and the local bully. At age twelve, while on the edge of town, he saw an old man go into his home. Just before he shut the door, Hageshi caught a sight of beautiful katana mounted on his wall. Thinking the old man was an easy mark, Hageshi decided to come back and “relieve” the old man of his sword.

     All seemed well when Hageshi broke into the old man's home. As he reached for the sword, the old man called out from behind me. Hageshi turn around and tried to flee but the old man blocked his path. He told the old man to stand aside before he got hurt. The old man simply laughed at him. Enraged, Hageshi rushed old man. Each time he threw a punch, the old man wasn't there by the time it would have landed. Frustrated, Hageshi closed his eyes and clinched his fist. He heard something behind him and struck. The old man actually had to physically block the attack. “You surprise me. Young one. If you want my sword so badly I'll give it to you.” Hageshi eyed the only man suspicious. The old man smirked. “But you'll have to earn it. Come here after to school everyday and I'll train you. When you can beat me, you can have the sword.” Hageshi smiled. “You're on old timer. I'll have that sword by the next week. You'll see!”

     After school each day, Hageshi would visit the old man. The man was named Retsu. Soon, he forgot all about the sword. Seeing what the Retsu could do amazed him. As the two grew closer, Retsu placed additional demands on him. Hageshi had to behave and perform well in school or Retsu would refuse to train him. Slowly, over the years, Hageshi became more disciplined. Hageshi's mother, Hana, was impressed with what Retsu had done for her son. She would frequently cook his favorite meals as away to thank him for setting Hageshi on the write path.

     Hageshi retained his brashness but he grew into a respectful young man. His training with Retsu made him incredibly fit. Something that quickly garnered the attention of the local girls and later a top modeling agency. Hageshi rebuffed their offers. Until one agency wisely offered to pay for Retsu and Hana to travel with him. His new found occupation granted him a large income, and more importantly to him, plenty of time to train.

 

Rival: Tora

 

Stamina: 1000

Stun: 975

Stun Recovery: 23F

Forward Dash: 18F

Back Dash: 22F

Forward Walk Speed: 5.4

Back Walk Speed: 4.2

Forward Dash Distance: 2

Back Dash Distance: 2

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Kasokuundou (Accelerated Motion): Hageshi bounces up and down on his toes while shuffling his feet before coming to a stop and smirking at his opponent. If animation completes, Hageshi's next forward or back dash has improved speed and increased distance.

  • Forward Dash startup reduced from 18F to 16F, dash distance increased from 2 to 2.25
  • Back Dash startup reduced from 22F to 21F, dash distance increased from 2.25

 

Throws:

 

Byoubu Daoshi (Folding Screen Topple) – LP+LK: Hageshi 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. 4F Startup 120 Damage/120 Stun

 

Tsubame Gaeshi (Swallow Reversal) – B+LP+LK: Hageshi 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. 4F Startup110 Damage/150 Stun

 

Unique Attacks:

 

Teisho Uchi (Palm Heel Strike) – F+LP: Hageshi hits his foe with a quick straight open palm strike. 4F Startup 30 Damage/70 Stun, +4 On Hit, +2 On Block

 

Tate Empi Uchi (Upward Elbow Strike) – B+MP: (Anti Air): Hageshi 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) Hageshi hits his foe with a standing left hammer right punch. 15F Startup, +2 on Hit, -4 on Block. 80 Damage/150 Stun

 

Chokujou Tsuki (Above Punch) - B+HP: (Anti Air) Hageshi unleashes a powerful left punch directly above his head. Attack does not hit grounded opponents. 8F Startup 32F Recovery 90 Damage/150 Stun

 

Hiza Geri (Knee Kick) – F+LK: Hageshi strikes with a short range quick standing knee to the midsection. 3F Startup 30 Damage/70 Stun +4 on Hit. +2 On Block

 

Kansetsu Geri (Knee Joint Kick) – F+MK: Hageshi performs standing left low stomp kick to the opponent's knee. Must be blocked low. 12F Startup 70 Damage/120 Stun +5 on Hit, +1 on Block

 

Kakato Otoshi Geri (Heel Drop Kick)- B+HK: (Overhead) Hageshi hops forward a short distance while performing a right axe kick. 18F Startup, +4 on Hit, -1 on Block. 80 Damage/150 Stun

 

Nidan Tsuki (Same Arm Punch Combination) – F+LP, B+MP: (Target Combo) Hageshi strikes with a right palm strike-right elbow uppercut combination. 4F Startup 110 Damage/150 Stun, +1 on Hit, -5 on Block

 

Ren Tsuki (Two Punch Combination) – B+MP, F+HP: (Target Combo) Hageshi hit his adversary with a right elbow uppercut-left hammer fist combination. 6F Startup 160 Damage/190 Stun, 0 on Hit, -6 on Block

 

Sanbon Tsuki (Three Punch Combination) – LP,MP,HP : (Target Combo) Hageshi executes a left-right straight punch combination followed by a double straight punch. Knocks down the opponent. 4F Startup 190 Damage/190 Stun -1 on Hit, -6 on Block

 

Zen Riposte:

 

Gyaku Tsuki (Reverse Punch) -B,DB,D+P: Hageshi hits his opponent in the sternum with a powerful straight right punch that knock them off their feet. 40 Damage/50 Stun

 

Yoko Geri Kekomi (Side Thrust Kick) – B,DB,D+K: Hageshi kicks his adversary in the face with a snapping side thrust kick. Leaves foes standing. 40 Damage/50 Stun

 

Zen Trance:

 

Shitsuyou Sokudo (Relentless Speed) – HP+HK: Hageshi sacrifices use of his Z-Gauge and the abilities tied to it, to gain access to improved mobility and stun damage output.

  • Forward Dash Startup Reduced from 18F to 16F. Dash distance increased from 2 to 2.25
  • Backward Dash Startup Reduced from 22F to 21F. Dash distance increased from 2 tp 2.25
  • Forward Walkspeed increased from 5.4 to 6.0
  • Backward Walkspeed increased from 4.2 to 4.8
  • Kasokuundou reduces forward dash startup from 16F to14F, Dash distance increased from 2.25 to 2.5
  • Kasokuundou reduces backward dash startup from 21F to 20F, Dash distance increased from 2.25 to 2.5
  • Kasokuundou, Sadagen, and Kudasho gain armor Frame 3
  • LP,MP Sadagen stun increased from 120 to 150
  • HP Sadagen stun increased from 150 to 200
  • LK Kudasho stun increased from 150 to 170
  • MK,HK Kudasho stun increased from 200 to 230
  • Kugeigekisho hits grounded opponents. Still considered a grab. Can only combo juggled opponents.

 

Specials:

 

Sadagen (Rushing Strike Fist) – QCF+P : Hageshi 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 (8F Startup, ¼ Screen, 90 Damage/120 Stun), MP (12F Startup, ½ Screen, 110 Damage/120 Stun), HP (16F Startup, ¾ Screen, 130 Damage/150 Stun), EX (15F Startup, ¾ Screen, Fully Projectile Invincible, 140 Damage/200 Stun, -2 on Block Point, 0 on Block Point Properly Spaced)

 

Hishou Tegatana (Soaring Hand Blade)- QCB+P (In Air): Hageshi draws back his right arm over his head while jumping and chops violently straight down towards the ground. The punch button determines the damage and attack properties. LP(7F Startup, 90 Damage/120 Stun, +3 On Hit, Leaves Standing) MP(9F Startup, 120 Damage/150 Stun, +4 On Hit, Leaves Standing), HP(11F Startup, 150 Damage/200 Stun, Knocks Down) EX(11F Startup, 160 Damage/200 Stun, +6 On Hit, -2 On Block)

 

Futogen (Wind Launch Fist)- HCB+P (Command Grab): Hageshi 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 6F Startup. Launch height and Range determined by the punch button pressed. LP (45 Throw Range, 70 Damage/120 Stun, Lowest Juggle Height), MP(40 Throw Range,80 Damage/120 Stun, Higher Juggle Height), HP(36 Throw Range, 90 Damage/150 Stun, Highest Juggle Height), EX(4F Startup, 45 Throw Range, 90 Damage/150 Stun, Highest Juggle Height)

 

Kudasho (Sky Strike Heel) – QCF+K: Hageshi soars towards his opponent with a lighting fast flying axe 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 (10F Startup,¼ Screen, 110 Damage/150 Stun), MK (15F Startup,½ Screen, 130 Damage/150 Stun), HK (20F Startup, ¾ Screen, 150 Damage/200 Stun), EX (17F Startup, ¾ Screen, Fully Projectile Invincible, 170 Damage/200 Stun, -2 on Block Point, 0 on Block Point Properly Spaced)

 

Kugeigekisho (Sky Interception Heel): F,D,DF+K: (Anti Air Command Grab) Hageshi catches his airborne foe out of the air with a powerful vertical kick and uses his heel to slam them into the ground. All version are invincible to airborne attacks. Doesn't hit grounded opponents. LK(5F Startup 100 Damage/120 Stun, 80° Angle) MK(6F Startup 120 Damage/150 Stun, 75° Angle) HK(7F Startup 140 Damage/150 Stun, 70° Angle) EX(3F Startup 150 Damage/200 Stun, Hits Grounded Opponents, LK+MK 80° Angle, LK+HK 75° Angle, MK+HK 70° Angle)

 

Zen Art 1:

 

Tengeigekisho (Heaven Interception Heel): QCFx2+K: (Anti Air Command Grab) Hageshi catches his airborne foe out of the air with a powerful vertical kick and uses his heel to slam them into the ground. Can only combo juggled opponents. 3F Startup LK (80° Angle) MK (75° Angle) HK (70° Angle)

  • 220 Damage
  • 440 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Retsu Tegatana (Rending Hand Blade)- QCBx2+P (In Air): Hageshi's hand gains a white aura as he cocks back his right arm over his head, in a flash he chops violently straight down towards the ground at blinding speed.

  • 330 Damage
  • 330 Stun
  • 3 Bars of Z-Gauge


 

Zen Art 3:

 

Shinrei Gekisai Sandanzuki (Spirit Pulverising Three Part Thrust )- QCFx2+P: Hageshi 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, Hageshi focuses all of hi ki into his right arm. Just before his adversary hits the ground, Hageshi strikes them with a blindingly fast Sadagen that nails his foe's lower back and sends them hurtling into side of the stage/screen.

  • 440 Damage (4 Hits, 2x110, 1x170, 1x50)
  • 220 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

Hageshi simply wishes to prove that he's more than a “pretty face.” He aims to show that he dozen years of training he's had with Retsu has made him into a real figher. He'll make his master proud.

 

Side Notes:

 

  • Hageshi's name, like his master Retsu's, means Furious in Japanese.
  • Hageshi was a delinquent. Retsu saw much of his younger self in Hageshi.
  • Hageshi's father died when he was boy. This is what lead to him becoming a delinquent and ultimately what drew Retsu to mentor him.
  • Hageshi's brash attitude agitates his master but he is a good person under all of his bravado which is why Retsu continues to guide him in the first place.
  • Despite having a similar, but lightly larger build than Retsu, Hageshi lacks his master's strength. However, his superior speed and agility makes up for the difference for the most part. Hageshi still lacks his masters decades of experience.
  • 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.

Ken (Hidden Boss)

Spoiler

Name: Ken

Nickname: The Flaming Dragon

Sex: Male

Ethnicity: American

Height: 5ft 10in (1.78m)

Weight: 192lbs (87kg)

B/W/H: 45-34-35 (114cm-87cm-89cm)

 

Hometown: Seattle, Washington

 

Appearance: Ken is a fit middle age man with shoulder length black hair (he stopped dyeing it). He has brown eyes and has no facial hair. He wears a red vest over a long sleeve white button up shirt. Ken has on a yellow tie. He has custom tailored red dress slacks that do not limit his flexibility. Ken's black dress shoes are also custom with soles in the vain of athletic shoes. When he is not fighting, Ken wears a read double breasted jacket with golden buttons.

 

Occupation: CEO of The Masters Corporation

Likes: Eliza, Training with his son (Mel), Fighting (Ryu), Sports Cars, The Beach

Dislikes: Threats to his family, Board meetings, Soap Operas

 

Fighting Style: Shoukyaku Ansatsuken (Incineration Assassin's Fist)

 

Tone: Ken is brash, confident, and gregarious.

 

Origins: Ken was the spoiled son of the CEO of the Masters Corporation. At the age of 12, his father sent Ken to study under his friend Gouken in Japan. Initially annoyed with his circumstance, Ken tried fighting Gouken's other student and was quickly taken down by him. Despite their initial confrontation, Ken and the other student, Ryu, developed into fast friends. Ken trained tirelessly to close the gap between him and his new friend. After a few years of training, they two were on equal footing.

     After more than a decade of instruction under Gouken, Ken and Ryu would go their separate ways, Ken would return to America. He quickly ascended through the ranks of the All American Martial Arts association. When the reigning champion, Charlie Nash, was deemed KIA during a military operation. Ken won the vacant championship. Happy with his accomplishment, Ken rushed to Japan to tell Master Gouken about his success. On the way Suzaku Castle, he bumped into Ryu who had a championship of his own to celebrate.

     When the pair headed for Gouken's dojo, they saw their master embroiled in combat with another fighter near the top of a waterfall. That fighter, Akuma, would seemingly strike a fatal blow against their master, causing him to fall into the waters below. The duo couldn't even land a blow on their master's brother who simply uttered. “You are not ready.” before disappearing into the darkness. Ryu and Ken searched the waters for the masters body but could not find it. They assumed it had been swept down stream.

     Ken and Ryu would part once more. Ken would return to American where he would met Eliza. The two would eventually get married and have son named Mel. Ken and Ryu would battle several times over the years before Ken would finally retire from his career as a fighter to take over the family business. In spite of his formal retirement from fighting, Ken still trained daily. In addition to improving his own technique, he'd spar with his son who's style mirrored Ryu's more than his own.

 

His Rival: Ryu

 

Stamina: 1025/Boss: 1150

Stun: 1025/Boss: 1150

Stun Recovery: 20F

Forward Dash: 16F

Back Dash: 24F

Forward Walk Speed: 4.5 Boss: 5.4

Back Walk Speed: 3.5 Boss: 4.5

Forward Dash Distance: 2

Back Dash Distance: 1.5

 

Normal Rise: 68F

Quick Rise: 34F

Delayed Rise: 85F

Back Rise: 51F

 

Taunt: Ken holds out his left arm, lights his hand a blaze, and waves his opponent towards him. He says in Japanese. “Kakattekoi!” (Bring it on!)

 

Throw Range: 24

 

Throws:

 

Seoi Nage (Shoulder Throw) – LP+LK: Ken grabs his foe and shoulder throws them into the ground in front of him with great force. 4F Startup 130 Damage/130 Stun

 

Jigoku Rin (Hell Wheel) – B+LP+LK: Ken grabs his foe, puts his right foot into their chest, and falls into a backward roll before kicking them behind him. 4F Startup 120 Damage/150 Stun

 

Unique Attacks:

 

Gakuhatsu (Chin Buster) – B+MP: Ken executes a quick short range right hooking punch to the body. 5F Startup 60 Damage/90 Stun +1 On Hit/-2 On Block Boss: 70 Damage/120 Stun +2 On Hit/-1 On Bock

 

Inazuma Kakato Wari (Lightning Flash Heel Splitter) – B+MP: Ken strike his foe with a standing right axe kick. 16F Startup 70 Damage/100 Stun +2 on Hit/-4 On Block Boss: Advantage on hit increased to +4, -2 On Block

 

Fumikomi Mae Geri (Advancing Front Kick) – F+MK: Ken hits his adversary with an advancing left front kick. 16F Startup 70 Damage/100 Stun +1 On Hit, -4 On Block Boss: 14F Startup +2 On Hit, -2 On Block

 

Kanetsu Kakato Otoshi Youdou (Heat Heel Drop Feint): B+HK(Tap): Ken advances forward with a back spin and stops. 34 Total Frames Boss: 30 Total Frames

 

Kanetsu Kakato Otoshi (Heat Heel Drop): Ken advances forward with a back right axe kick to the foot. Attack must be blocked low. 26F Startup 100 Damage/150 Stun +7 On Hit/+2 on Block, 48 Total Frames on whiff Boss: 24F Startup, Advantage on hit is +10

 

Shiden Kakato Otoshi Youdou (Violent-Volt Heel Drop Feint) F+HK(Tap): Ken advances forward, raises his left knee, and ceases his attack. 34 Total Frames Boss: 30 Total Frames

 

Shiden Kakato Otoshi (Violent-Volt Heel Drop) F+HK(Hold): (Overhead) Ken hits his opponent with an advancing left axe kick. 26F Startup 90 Damage/150 Stun +3 on Hit/-2 on Block, 48 Total Frames on whiff Boss: 24F Startup, Advantage on hit is +4

 

Gakuhatsu Niban(Chin Buster Second) – B+MP, HP: (Target Combo) Ken executes a quick short range right hooking punch to the body followed by a short left hook to the shin. 5F Startup 140 Damage/180 Stun Causes Juggle State/-10 On Block Boss: 160 Damage/200 Stun, -5 On Block

 

Shishi Kudaki(Lion Breaker) -MK,HK: (Target Combo) Ken strikes with a high right roundhouse kick into a right hook kick combination. First kick forces crouching opponents to stand. If the first kick misses, the second kick will not land on crouching opponents. 10F Startup 150 Damage/180 Stun, Causes Juggle State/-6 On Block Boss: 9F Startup 170 Damage/200 Stun, -4 On Block

 

Shishi Assaiki(Lion Crusher) -MK,B+HK: (Target Combo) Ken strikes with a high right roundhouse kick into a back right axe kick combination. First kick forces crouching opponents to stand. The second hit must be blocked low. 10F Startup 150 Damage/190 Stun, +2 On Hit/-8 On Block Boss: 9F Startup 170 Damage/210 Stun, -6 On Block

 

Zen Riposte:

 

Nensho Ken (Burning Fist) – B,DB,D+P: Ken hits his opponent with a flaming left straight punch. 40 Damage/50 Stun, Knocks Down

 

Senpu Kaen Shu (Whirlwind Flame Kick) - B,DB,D+K: Ken strikes his adversary with a jumping back right spin kick to the head. 40 Damage/50 Stun Leaves Foe Standing

 

Zen Trance:

 

Taika Semete (Conflagration Offense) – HP+HK: Ken's hands and feet become cloaked in white flames greatly increasing his offensive capabilities. He loses access to his Zen Ripostes and Zen Arts.

  • Shakunetsu Gohadoken – Causes a juggle state from ¼ Screen range and closer. Knocks down at all ranges. Damage increased from 60 to 70. Total Frames decreased from 47F to 45F.
  • Shakunetsu Goshoryuken – Gains full startup invincibility. First Shakunetsu Goshoryuken landed on a juggled opponent does not count against the juggle point limit.
  • Enten Goshoshu – Full projectile invincibility from Frame 1. LK (10F Startup +2 On hit/-2 On Block), MP (13F Startup +3 On Hit/-3 On Block), HP (16F Startup. +4 On Hit/-4 On Block) Disadvantage on Block does not increase at point blank range.
  • Ryukaenkyaku - Startup reduced by 2F, Airborne state starts on Frame 1. All versions are +2 On Block.
  • Shonetsu Tatsumaki Kyaku – Advantage on hit is increased by 3F on all versions. Disadvantage on block reduced by 5F.
  • Kaen Kado Zankukyaku -Advantage on hit is increased by 2F on LK,MK versions. HK version's juggle state knocks the opponent higher into the air.
  • A version a superior version of Taika Semete is always active for the Boss version of Ken.

 

Specials: Ken does NOT have any EX Specials

 

Shakunetsu Gohadoken (Scorching Heat Strong Surge Fist) – QCF+P: Ken pulls back both his hands concentrating a his ki into a fiery projectile that he hurls toward his opponent and engulfs them in flames on impact. Knocks down at close range. Punch button determines the projectile speed. LP (Slow), MP Fast), HP (Fastest) 14F Startup 47 Total Frames, 60 Damage/120 Stun Boss: 13F Startup 44 Total Frames 70 Damage/120 Stun

 

Shakunetsu Goshoryuken (Scorching Heat Strong Rising Dragon Fist) – F,D,DF+P: Ken strikes with a powerful rising right uppercut that sets his foe ablaze and has enhanced horizontal range. (LP,HP versions) All versions are invincible to airborne attacks. LP (3F Startup, 3 Hits, 120 Damage/150 Stun, 70° Ascent Angle) MP (4F Startup, 4 Hits, 140 Damage/170 Stun, 80° Ascent Angle) HP (5F Startup, 5 hits 160 Damage/180 stun, 50° Ascent Angle)  Boss: All versions are startup invincible. LP 130 Damage/160 Stun, MP 150 Damage/180 stun, HP 170 Damage/200 Stun

 

Enten Goshoshu (Blazing Heat Strong Piercing Kick) – HCF+K: Ken rushes forward striking his opponent with a blazing spinning back kick to head that staggers his opponent. The initial dash has a window of projectile invincibility. All versions leave the opponent standing and Ken at advantage. LK (12F Startup, 100 Damage/120 Stun, Projectile Invincible 3F to 11F, +1 On Hit, -4 On Block, -6 On Block Point Blank) MK(15F Startup, 120 Damage/120 Stun, Projectile Invincible 3F to 14F, +2 On Hit, -4 On Block, -8 On Block Point Blank) HK(18F Startup, 140 Damage/150 Stun, Projectile Invincible 3F to 17F, +3 On Hit, -4 On Block, -10 On Block Point Blank) Boss: LK (10F Startup +2 On hit/-2 On Block), MP (13F Startup +3 On Hit/-3 On Block), HP (16F Startup. +4 On Hit/-4 On Block) Disadvantage on Block does not increase at point blank range.

 

Ryukaenkyaku (Dragon Flame Leg) – F,D,DF+K: (Overhead) Ken strikes his opponent with a high arcing flying wheel kick that sets his foe ablaze. Attack goes over low attacks and projectiles. It is not projectile invulnerable however. All versions knock down. LK (22F Startup 110 Damage/150 Stun, ¼ Screen, Airborne 3F to 24F) MK(26F Startup 130 Damage/150 Stun, ½ Screen, Airborne 3F to 28F) HK (30F Startup 150 Damage/200 Stun, ¾ Screen, Airborne 3F to 32F)  Boss: Startup reduced by 2F, Airborne state starts on Frame 1.

 

Shonetsu Tatsumaki Kyaku (Fiery Tornado Leg) – QCB+K: Ken's legs are a lit with fire as he jumps into the air and strikes with an advancing rapidly spinning kick. LK and MK versions travel horizontal and leave Ken's opponent standing with him at advantage. HK version travels in a high arc and knocks down.LK (3F Startup 60 Damage/120 Stun, +1 On Hit, -6 On Block) MK(6F Startup 90 Damage/150 Stun, +2 On Hit, -8 on Block) HK (12F Startup 140 Damage/200 Stun. Knocks Down, -4 On Block)  Boss: LK (+2 On hit, -4 On Block) MK (+3 On Hit, -6 On Block) HK (Causes Hard Knock Down, - 2 On Block)

 

Kaen Kado Zankukyaku (Flame Vortex Slashing Air Leg) -QCB+K: (In Air) From any jump, Ken strikes his opponent with an fiery spinning kick. LK (8F Startup 80 Damage/100 Stun, +2 On Hit, Leaves Foe Standing, Can Cross Up) MK(9F Startup 90 Damage/100 Stun. +3 On Hit, Leaves Foe Standing, Can Cross Up) HK (10F Startup 100 Damage/150 Stun, 60° Descent Angle, Causes Juggle State)  Boss: LK (7F Startup 90 Damage/100 Stun) MK (8F Startup, 100 Damage/100 Stun) HK (9F Startup, 120 Damage/180 Stun)

 

Zen Art 1:

 

Shippu Rekkakyaku (Gale Raging Fire Leg) QCBx2+K: Ken's right leg becomes engulfed in flames as he rushes his opponent striking them with a burning round house kick to the head, followed by flaming roundhouse kick to the abdomen. He repeats this combination thrice before landing to a standing right knee to the stomach that leads into a rising Shonetsu Tatsumaki Kyaku.

  • 270 Damage Boss: 350 Damage
  • 210 Stun Boss: 280 Stun
  • 2 Bars of Z Gauge

Zen Art 2:

 

Shoukyaku Kyusoku Shu (Incineration Rapid Kick) – QCFx2+K: Ken rushes forward striking his opponent with a blazing spinning back kick to head that staggers his opponent. Ken then hits them with a rapid succession of fiery kicks before ending the combination with a scorching axe kick that causes a ground bounce. Initial dash of this attack is projectile invincible. Grounds bounce allows for a juggle combo for extended damage.

  • 330 Damage Boss: 400 Damage
  • 220 Stun Boss: 300 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Kagutsuchi Ryu Rasen (Fire God Dragon Spiral) – QCFx2+P: Ken's right arm radiates fiery ki as he pulls it back and then uppercuts his opponent under the chin. He then corkscrews skyward in an ascending spire of flame. Each rotation lashes his opponent with flames inflicting additional damage. Rapidly pressing the punch button increases the damage. Boss: Lands faster, allowing Ken to follow up with a FP Shakunetsu Goshoryken (More Damage) or Shakunetsu Gohadoken (Better Oki)

  • 360-450 Damage Boss: 540 Damage
  • 120-150 Stun Boss: 180 Stun
  • 4 Bars of Z Gauge

 

Hidden Art:

 

Shonetsu Jigoku Josho Danmaku (Burning Hell Ascension Barrage) QCF, HCB+P – (Command Grab) Ken grabs his opponent by the neck with his left hand and pulls them in close as his right arm slowly becomes engulfed in white flames. He swiftly strikes his opponent in the abdomen with great force, shooting a white spire of flame through that ignites them in white flames. Ken then strikes with a blinding barrage of flaming left and right upper cuts before ending the attack with powerful, single hit, left handed Shoryuken.

480 Damage Boss: 600 Damage

160 Stun Boss: 200 Stun

4 Bars of Z Gauge

 

Reasons to be in SFVI:

 

Even with his retirement from fighting, Ken still possesses a burning desire to compete. Under the guise of gaining free publicity for The Masters Corporation, Ken enters the tournament. The truth of the matter is that needed an excuse to sell the board of directors of The Masters Corporation to sign off on him competing. It's been several years since he's battled Ryu and Ken has not been resting on his laurels. He has a few new techniques to suprise Ryu with and he's curious to see what skills his friend has developed as well.

Kolin (Olena Kovalenko)

Spoiler

Name: Kolin (Olena Kovalenko)

Nickname: Beguiling Maiden of Ice

Sex: Female

Ethnicity: Ukrainian

Height: 5'6”(1.68m)

Weight: 143lbs(65kg)

B/W/H: 36”-25”-37” (91.5cm-63.5cm-94cm)

 

Hometown: Kharkiv, Ukraine

 

Appearance: Kolin porcelain skin and blue eyes. Her long blonde hair is styled in an asymmetrical updo with high ponytail. She wears black long sleeved suit jacket. There is a white collared dress shirt under the fastened suit jacket. Kolin has a black tie around her neck. She wears short black skirt that leaves her muscular legs exposed. Kolin has black high heeled shoes on her feet.

 

Occupation: Chairwoman of Gilan's Philantropic Organization (Public), Secret Society Infiltrator (Actual)

Likes: Gill, Reading, Book of Miraha, Butterflies, Winter

Dislikes: Urien, Soldiers, War

 

Fighting Style: Systema

 

Tone: Kolin is cold, manipulative, and fiercely loyal to Gill.

 

Origins: Kolin, born Olena Kovalenko, comes from military family. Her grandfather, father, mother, and brother were all soldiers. Olena followed their lead. Per her family's customs, she was instructed in combat training as soon as she can walk. Olena excelled at Systema and was also an expert marksmen with small fire arms Over time Olena lost each of her family members to war. Her grandfather was killed in combat when she was small girl, her mother was barely a teenager, and her father shortly after her enlistment. In the frequent battles to maintain her countries sovereignty, her family always seem to pay the price. In her final combat action, she saw her brother's fall.

     Disillusioned and distraught, Olena simply wondered off into the wilderness. Her comrades called out to her. She walked across the frozen tundra, ignoring the bitter cold. The bitter cold wind whipped across her face and she paid no mind. Her grief had numbed her to any pain. After days of walking, without eating or drinking, her body finally gave out. Olena staggered, stumbled, and finally collapsed to the snowy ground. As she closed her eyes and waited for death to take her, a voice called out to her. She looked up to see a striking, heavenly figure call out to her. Was it a mirage? An illusion, she thought to her self. The figure glowed with a warm white light. Rays of a light from the figure seemed to call out to her.

     Olena somehow to find the strength to raise to her feet. She made her way to the figure on unsteady feet fall just to her knees just short of his location. He reached out his hand to her. Olena grabbed hold of it and suddenly felt rejuvenated.

    Gill was his name. He promised Olena a world without war if she would follow him. A divine being awaiting her in the frozen wilderness. Olena was enamored. She had lost everything and would happily do anything to ensure a world without war. Olena died that day. She never got up from the frosty earth. Kolin arose and she would serve Gill faithfully and bring forth his Utopia.

     Kolin is a master manipulator. She is adept at using a targets personal trauma to bend them to her will. Kolin uses this ability to help achieve Gill's goals or recruit those of exceptional ability to his cause. Half of Gill's Four Disciples were brought to him by Kolin. The first being Orfiel (Nash) the personal bodyguard of Gill and the latest being Darit (Decapre).

 

Rival: Cammy

 

Stamina: 1000

Stun: 1000

Stun Recovery: 20F

Forward Dash: 17F

Back Dash: 21F

Forward Walk Speed: 4.4

Back Walk Speed: 3.3

Forward Dash Distance: 1.5

Back Dash Distance: 1

 

Normal Rise: 72F

Quick Rise: 36F

Delayed Rise: 90F

Back Rise: 54F

 

Taunt: Kolin bends over at the waist, places her hands on her thighs, and giggles before saying “I hope you like the cold” to her opponent. If the animation completes uninterrupted, ice blades cover each of her hands. This effect increases the range of her punches and grants a 5 stun buff. This effect can be stacked up to four times. The length of her ice blades and her stun buff increases with each successful taunt .

 

Throw Range: 25

 

Throws:

 

Pressure Ridge – LP+LK: Kolin grabs her opponent, hit them with a left knee to the stomach, places her right leg behind both their legs, and sweeps their legs out from under him while using her right arm to slam them to the ground. 4F Startup 130 Damage/130 Stun

 

Sublimation – B+LP+LK: Kolin grabs her opponent, hit them with a left knee to the stomach, and shoulder throws them behind her. 4F Startup 120 Damage/150 Stun

 

Avalanche Lock – LP+LK: (In Air) Kolin locks her foe into an aerial arm bar that she releases when the pair slams into the ground. 4F Startup 130 Damage/150 Stun

 

Unique Attacks:

 

Chilling Lance – F+MP: (Overhead) Kolin strikes with a 10 °downward angled left straight punch. 10F Startup 70 Damage/100 Stun -2 On Hit/-4 On Block

 

Icicle Stamp – D+MP (From any jump): Kolin double jumps creating an frozen wave of ki in the same of an icicle's tip. Wave descends behind her at a 60° Angle. 40 Damage/50 Stun

 

Blizzard Heel – F+MK: (Overhead) Kolin hammers her opponent with a two leg wheel kick. 14F Startup 80 Damage/120 Stun +2 On Hit/-4 On Block

 

Frozen Stalagmite – DF+HK: Kolin stomps the ground, creating a small spike of icy ki under her foes foot. Attack must be blocked low. 16F Startup 90 Damage/150 Stun +4 On hit/+1 On Block

 

Sniping Kick – B+HK: Kolin strikes with a long range back kick to the opponent's face. Despite appearances, this attack hit crouching opponent's. 12F Startup 90 Damage/150 Stun, +3 On Hit/-2 On Block

 

Frost Spike – LP,MP,HP: (Target Combo) Kolin pummels her foes with a left jab, right straight, into left back fist combination.  4F Startup 170 Damage/180 Stun 0 on Hit/-4 on Block

 

Whiteout – MK,HP, F+HP: (Target Combo)Kolin hits her adversary with a standing right knee, right backfist, into left back fist combination. 7F Startup 210 Damage/210 Stun Knocks Down/-7 On Block

 

Biting Cold – HK,DF+HK: (Target Combo) Kolin strikes with standing roundhouse into left stomp combination. First hit does not strike crouching opponent's. Second hit must be blocked low. 10F Startup 160 Damage/200 Stun +1 On Hit/-7 On Block

 

Tundra Pike – LK,MK: (In Air) Kolin strikes with a flying right knee, left flying kick combination that leaves grounded opponents standing. 3F Startup 100 Damage/120 Stun, Can Cross Up

 

Zen Riposte:

 

Cold Shoulder :B,DB,D+P: Kolin hit's her opponent with a quick lead shoulder strike that causes them to stumble backwards. 40 Damage/50 Stun Leaves Standing

 

Ice Slick :B,DB,D+K: Kolin spins around, stomps the ground with her back foot, and creates a sheet of ice beneath adversary's that causes their feet slip out from under them. 40 Damage/50 Stun Knock Downs

 

Zen Trance:

Absolute Zero- HP+HK: Kolin exchanges the use of her Z-Gauge (losing access to EX moves, Zen Ripostes, and Zen Arts) for the duration of the round for a permanent buff to her Frost powers.

  • Increases range and stun of all punch attacks. LP Stun increased by 10, MP Stun Increased by 20, HP Stun Increased by 30
  • Forward Dash becomes Avalanche Rush. Kolin can slide full screen towards her opponent at rapid speed
  • Frost Edge passes through opponent when performed from Avalanche Rush. On hit, can be canceled into a second Frost Edge. Second Frost Edge damage reduced from 130 to 80, Stun from 200 to 100.
  • Hailstorm – projectile size doubled. Damage increased from 60 to 80. Stun increased from 100 to 150

 

Specials:

 

Frost Touch – QCB+P: Kolin intercepts her opponent's attack and responds witha powerful counter strike. Punch button pressed determines the counter type. All versions have 34F of Recovery on Whiff. LP (Low Counter, 2F Startup, 225 Damage/250 Stun) MP (2F High Counter, 2F Startup, 200 Damage/250 Stun) HP (Anti Air Counter, 2F Startup, 200 Damage/250 Stun) EX(1F Startup 29 Recovery Frames on Whiff, High/Anti Air Counter 270 Damage/300 Stun, Low Counter 290 Damage/300 Stun, LP+MP Low Counter, LP+HP High Counter MP+HP Anti Air Counter)

 

Parabellum - QCF+P – Kolin generates blade like frozen ki auras around both of her fists and rapidly strikes her foe. LP and MP versions leave the opponent standing. HP version knocks down. LP(9F Startup, 80 Damage/150 Stun, -4 On Block,) MP(14F Startup, 100 Damage/150 Stun, +2 On Hit, -6 On Block) HP(18F Startup, 120 Damage/150 Stun, -8 On Block) EX(9F Startup, 120 Damage/150 Stun, -4 On Block, Launches The Opponent)

 

Hailstorm – F,D,DF+P: Kolin summons a ball of icy ki above her foe that descends at a 70° Angle. All versions do 60 Damage/100 Stun. LP (7F Startup 37 Total Frames, ¼ Screen) MP (7F Startup 40 Total Frames, ½ Screen) HP (7F Startup 40 Total Frames,3/4 Screen) EX(6F Startup 36 Total Frames, 120 Damage/200 Stun LP+MP ¼ Screen, LP+HP ½ Screen, MP+HP ¾ Screen)

 

Crystal Slash – F,D,DF+K: Kolin manifests a frozen aura of ki around her right hand and strikes her opponent with an advancing over hand right chop. Attack leaves the opponent standing with Kolin at advantage. If Crystal Slash makes contact with a physical attack. Kolin counters with a spinning upward left hand chop that knocks her opponent down. LK(10F Startup, Strike - 50 Damage/100 Stun, +1 On Hit, -4 On Block, Counter - 100 Damage/150 Stun, Knocks Down) MK(13F Startup, Strike – 70 Damage/120 Stun, +2 On Hit, -6 On Block, Counter – 130 Damage/180 Stun) HK (15F Startup 80 Damage/150 Stun, +3 On Hit, - 8 On Block, Counter – 160 Damage/200 Stun) (Version of her Inside Slash, SFV V-Skill)

 

Frost Edge – HCF+K: Kolin manifests a frozen aura of ki around her left fist dashes back towards her foe with a left punch. All versions do 130 Damage/200 Stun, Knocks Down -6 On Block. Kick button determines the startup and distance traveled. LK (8F Startup, Projectile Invincible 4F-16F, ¼ Screen) MK (11F Startup, Projectile Invincible 7F-19F, ½ Screen), HK (14 Startup, Projectile Invincible 10F-22F ¾ Screen) EX (7F Startup, Projectile Invincible 1F-15F, 150 Damage/200 Stun, ¾ Screen, Kolin Dashes Through Her Foe, Reverses Direction, Dashes Through Them Again, Causes A Crumple State.)

 

Glacier Through – 360°+K: (Command Grab) Kolin darts a short distance towards her, grabs them by the head, flips upward in a handstand like pose, encases her adversary's head in a globe of ice, slams both of her knees into their head , drives them head first into the ground shattering the globe of ice and leaving them in a frozen state. Startup, grab range, and damage determined by the kick button pressed. LK(18F Startup 80 Damage/120 Stun 40 Throw Range) MK (21F Startup 100 Damage/150 Stun, 45 Throw Range) HK (24F Startup 120 Damage/180 Stun, 50 Throw Range) EX(18F Startup 120 Damage/200 Stun, 50 Throw Range)

 

Vanity Step – QCB+K: Kolin spins 360° backward away from her opponent. The backspin is strike and projectile invincible. The properties of the back dash are altered by the kick button pressed.

 

LK (34 Total Frames, Spins A ½ Screen Away ,Can Be Canceled Into One of Two follow ups)

  • Silver Edge -+P : Kolin manifests a frozen aura of ki around her left fist dashes back towards her foe with a left punch. Projectile Invincible 8F Startup 125 Damage/200 Stun, Knocks Down -6 On Block
  • Silver Scythe -+K: Kolin manifests a frozen aura of ki around her right foot dashes forward with a right back sweep. Must be blocked low. 7F Startup 100 Damage/150 Stun. Knocks Down -8 On Block

 

MK(43 Total Frames. Spins A ½ Screen Away and Then Slides ½ Screen Forward, Can Be Canceled Into Any Grounded Normal Attack or One of Three Target Combos)

  • Cold Low-D+LK, D+HK -Kolin hits her opponent with a low left kick into right double sweep kick combination. 9F Startup 120 Damage/200 Stun -8 On Block
  • Brincile -D+LK, HP – Kolin strikes with a low left kick into upward back fist that launches her opponent into the air. Cause Juggle State 7F Startup 100 Damage/200 Stun, -2 On Block
  • Snow Grain -D+MP,HP -Kolin hits her adversary with a low right punch into standing right back fist combination. 8F Startup 100 Damage/200 Stun, -6 On Block. Can be canceled into LK Crystal Slash.

 

HK(34 Frames Until Airborne, Spins A ½ Screen Away and Then Jumps ½ Screen Forward,Can Be Canceled Into Icicle Stamp, Any Airborne Normal, or Avalanche Lock, Travel Distance Can Be Altered by Holding B, or F)

  • White Spear – LK, MK – Kolin strikes with a flying right knee, left flying kick combination that leaves grounded opponents standing. 3F Startup 120 Damage/220 Stun, Can Cross Up

 

EX Vanity Step

  • LK+MK - 29 Total Frames, Spins A ½ Screen Away ,Can Be Canceled Into Silver Edge or Silver Scythe
  • LK+HK -38 Total Frames. Spins A ½ Screen Away and Then Slides ½ Screen Forward, Can Be Canceled Into Any Grounded Normal Attack. Also can be canceled into Cold Low, Brincile, or Snow Grain.
  • MK+HK – 29 Frames Until Airborne, Spins A ½ Screen Away and Then Jumps ½ Screen Forward, Can Be Canceled Into Icicle Stamp, Any Airborne Normal, Avalanche Lock, or White Spear, Travel Distance Can Be Altered by Holding Back, or Forward

 

Zen Art 1:

 

Diamond Dust- QCFx2+K: Kolin twists 180° backward as she kicks her left leg upward and then slams foot into the ground creating a frosty wave of ki that travels along the ground. Attack must be blocked low. Damage is modest but the attack causes a juggle state and freezes the opponent's stun bar on hit. If Kolin stuns the opponent while in this state, they freeze in place, This is similar to dizzy state with the addition of DOT (Damage Over Time) of 5 damage as second until the opponent breaks out of this state. Effect if nullified if Kolin is hit.

  • 225 Damage
  • 375 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Moroz Marakov: - QCBx2+P: Kolin generates extended freezing blade ki auras around both of her fists and strikes her foe with blinding speed. With each hit of the attack, her opponent slowly begins to freeze until they are left in a frozen state. Has the same 5 damage a second DOT during the opponent's frozen state. Slightly harder to mass out of than the frozen state of Diamond Dust. Any follow up combo does 50% of the usual damage and stun

  • 200 Damage
  • 500 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Frost Tower – QCFx2+P: Kolin strikes with a frozen, advancing, knife edge back chop that sends her adversary spinning into the air. Kolin then spins around causing a large spike of frozen ki to rise up from the ground to strike prone foe.

  • 420 Damage
  • 350 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

 

Kolin goes to the tournament not to complete but to scout new recruits to the Secret Society. Anyone not swayed by Darit's genuine and earnest recruitment, will persuaded to reconsider by any means necessary.

 

Side Notes:

  • Not a fan of Capcom having “Unknown” origins. So I gave Kolin a Ukrainian background.
  • I thought a military background would explain her combat proficiency. The loss of her entire family to war would explain her hatred of soldiers.
  • Kolin's frost based ki ability was always present. Gill simply unlocked the ability. Her natural ability and her survival when the entirety of her family had fallen is what drew Gill to her.
  • The name Kolin is implied to be the name given to her by Gill. Helen was an alias. So I decided to give her a Ukrainian name to match the origin I gave to her.
  • Parabellum is a type of semi-automatic 9mm pistol
  • Marakov is an old Russian 9mm semi-automatic pistol
  • Moroz is Russian for Frost
  • Despite it being 15 years since the Black Moons incident. Kolin seemingly hasn't aged a day.

 

Edited by Darc_Requiem
Link to comment
  • Darc_Requiem changed the title to Darc Requiem's SF Character Concept Thread
  • 2 weeks later...

Spoiler tags are place holders for now.

 

Li-Fen

Spoiler

Name: Li-Fen

Nickname: Jade Disciple

Sex: Female

Ethnicity: Chinese

Height: 5ft 7in (1.70m)

Weight: 135lbs (61kg)

B/W/H: 36-23-35 (91cm-59cm-89cm)

 

Hometown: Guangzhou, China

 

Appearance: Li-Fen is a fit young woman with long black hair and dark brown eyes. Her hair is braided and rolled up into two circular buns. The buns are behind and below each ear at the base of her skull. (Chun Li's hair buns are above each ear.) Her hair buns are tied with two yellow ribbons that were gifted to her by Chun Li when she was a girl. She wears a coral (Dark Pink) full body unitard. There are two one stripes running down the each side of the unitard starting at the arm pits and running down her legs stopping at the ankle. Li Fen wears a collared and sleeveless peach (Light Pink) vest covering her bosom. The embroidery is white. It outlines the base of the vest, arm openings, and the collar. She has white sneakers on her feet with peach colored soles and laces. Her writes have two thick golden bracelets with large white rounded studs encircling it. (Basically Chun Li's alpha gear)

 

Occupation: Martial Arts Instructor (At Chun Li's Kung Fu School)

Likes: Computers, Pandas, Training Orphans

Dislikes: Car Rides, Disappointing Chun Li

 

Fighting Style: Kung Fu

 

Tone: Li-Fen is an intelligent and giving young woman trying to live up to her adoptive mother's legacy.

 

Origins: Li-Fen was the only child of middle class family. She was a shy girl and took solace in fiddling with machines and other technology. Li-Fen once disassembled her father's broken cellphone and managed to fix it. One day, on a typical everyday drive, Li-Fen's family was in a car accident. Although she survived, her parents were killed. With no other relatives, Li-Fen was supposed to be sent to an orphanage. However, she disappeared.

     Li-Fen used her technical prowess to take care of herself. Behind the anonymity of the on-line world, she was able to provide for herself as hacker. She found a lucrative opportunity on the dark web. Li-Fen thought it was too good to be true. She did extensive digging but couldn't find anything to indicate something was amiss. Her instincts were right. Shadaloo so how managed to trace her IP Address when inquired about the hacking job. Before she knew it, Li-Fen found herself in Shadaloo custody. At their behest, she, along with several other hackers were forced to work on the Black Moons' portion of Operation C.H.A.I.N.S. Li-Fen as well as another hacker, confiscated the pieces necessary to activate the Black Moons and sent the to formidable people through out the world. That act changed the course of her life.

     Chun Li, an officer with Interpol, rescued her from Shadaloo's base. When she found out that Li-Fen was orphaned, Chun Li took her in. Her mother died was she was young and her father was killed by Shadaloo. Chun Li retired from Interpol and opened a Kung Fu School. With the a sponsorship from the Kanzuki Zaibatsu, Chun Li was able to focus on training other offered or disadvantaged children. While Chun Li trained other children, Li Fen was different. Chun Li formally adopted her. Li Fen trained with her mother from that point on.

     Over the years she developed into a formidable martial artist in her own right. Not possessing the same phenomenal leg strength as her mother. Li Fen modified her mother's style around her own strengths. Actually managing to surpass her mother's abilities with Kikoken. To her surprise, Chun Li made her the schools lead instructor. While her mother would help her out on occasion. Li Fen was now in charge.

 

Rival: Chun Li

 

Stamina: 975

Stun: 975

Stun Recovery: 22F

Forward Dash: 16F

Back Dash: 22F

Forward Walk Speed: 5.1

Back Walk Speed: 3.4

Forward Dash Distance: 2

Back Dash Distance: 2

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Li-Fen interlocks her fingers, extends her arm out straight, and cracks her knuckles. The recovery of her next Kikoken is reduced by 2F. Damage and Stun increased by 10

 

Throw Range: 24

 

Throws:

 

Nisoken (Twin Claw Fist) – LP+LK: Li-Fen hits her adversary with an upward right palm strike to the jaw that knocks them into the air and immediately hits them with a left palm strike that sends them flying away. 4F Startup 120 Damage/120 Stun

 

Rekisokyaku (Dropping Talon Leg) – B+LP+LK: Li-Fen flips her foe behind her and this them with a left axe kick to the head. 4F Startup 110 Damage/150 Stun

 

Assai Sokyakushu (Crushing Talon Leg Kick) – LP+LK: (In Air) From any jump, Li-Fen grabs her opponent, places both of her feet on their chest, and pushes off with crushing force. 4F Startup 150 Damage/150 Stun

 

Unique Attacks:

 

Enkanshu (Circle Hand) - F+MP: (Overhead) Li-Fen strikes with at her foe with a spinning overhead right back chop. 15F Startup 70 Damage/100 Stun +2 on Hit/-2 On Block

 

Harai Ichigeki (Sweeping Blow) – D+HP: (In Air) From any jump, Li-Fren pulls her left hand over head and performs a 240° chop that starts above her head slices beneath her. 10F Startup 90 Damage/120 Stun Causes Hard Knock Down

 

Kaisetsu Tanken (Opening Dagger) – F+HP: Li-Fen twist her torso 180° and thrust forward with a knife hand punch. 12F Startup 90 Damage/150 Stun +2 on Hit/-4 on block

 

Reikyakufan – (Cool Leg Fan) – F+MK: Li-Fen hops forward to strike her foe with a sweeping, 180° , front leg jumping kick. Goes over low attacks. 9F Startup 70 Damage/100 Stun +1 on Hit/-4 on Block

 

Youei Hane (Flutter Wings) – MP,HP: (Target Combo): From any jump, Li-Fen strikes with a right open palm, left open palm combination that causes a juggle state. 9F Startup 140 Damage/180 Stun

 

Zen Riposte:

 

Nibaisho Ouda (Double Palm Blow) – D,DB,D+P: Li-Fen pulls her arms overhead, thrust them forward, and with her palms together striking her enemy and sending them flying away. 40 Damage/50 Stun Knocks Foe ½ Screen Away

 

Senpukyakushu (Whirlwind Leg Kick) – D,DB,D+K: Li-Fen strikes with a jump spinning back kick. 40 Damage/50 Stun Leaves Foe Standing and Li-Fen +2

 

Zen Trance:

 

Ten No Ken (Fist of Heaven) ; HP+HK: Li-Fen uses 4 bars (all) of her Z-Gauge is surrounded by a blue aura. Access to EX Moves, Z-Ripostes, and Z-Arts if forfeited for the rest of the round. In exchange Li-Fen's boasts the follow offensive enhancements for the rest of the round.

  • Enkanshu - 12F Startup 80 Damage/120 Stun Hit Advantage Increased from +2 to +3
  • Harai Ichigeki – Stun increased from 120 to 150
  • Kaisetsu Tanken – Advantage on hit increases from +2 to +4, Disadvantage on block decreased from -4 to -2.
  • Reikyakufan – Damage increased from 70 to 80, Advantage on hit increased from +1 to +2.
  • Youei Hane - Gains the ability to cancel into Harai Ichigeki
  • Kikoken – Improved frames/damage 12F Startup, 42 Total Frames 70 Damage/120 Stun
  • Kikoanken – LP (46 Total Frames 100 Damage/150 Stun) MP (48F Total Frames 120 Damage/160 Stun) HP (51F Total Frames, 140 Damage/200 Stun)
  • Kikokuken – LP(90 Damage/120 Stun) MP(15F Startup 110 Damage/150 Stun) HP (18F Startup 130 Damage/200 Stun)
  • Tensei Ranka - LK (13F Startup,90 Damage/150 Stun, Airborne 3F-12F), MK(16F Startup, 120 Damage/180 Stun, Airborne 3F-15F), HK (19F Startup, 150 Damage/200 Stun, Airborne 3F-18F)
  • Tensei Hishou Kyaku - LK (8F Startup,90 Damage/140 Stun, Airborne 4F-11F, -4 On Block Point Blank, ¼ Screen), MK(11F Startup, 120 Damage/150 Stun, Airborne 4F-14F, -5 On Block Point Blank, ½ Screen), HK (14F Startup, 140 Damage/160 Stun, Airborne 4F-17F, -6 On Block Point Blank, ¾ Screen) All versions -2 on Block with proper spacing
  • Tenshokyaku - All versions have 5F Startup, 6 Hits 180 Damage/180 Stun, Full Startup Invincibility

 

Specials:

 

Kikoken (Spirit Cultivation Fist) – QCF+P: Li-Fen leans backward at the waist, thrusts her torso forward , while extending her arms forward with open palm generating an oblong sphere of blue ki. Punch button determines travel speed. All Versions 60 Damage/100 Stun. LP (15F Startup, 45 Total Frames, Fastest), MP (15F Startup, 45 Total Frames, Fast) HP (19F Startup, 45 Total Frames, Very Slow) EX (14F Startup, 42 Total Frames, Fast, 100 Damage/150 Stun)

 

Kikoanken (Spirit Cultivation Shade Fist) – HCB+P: Li-Fen leans backward at the waist, thrusts her torso forward , while extending her arms forward with open palms creating large point blank Orb of Blue Ki that explodes on impact. Punch button determines startup and damage. LP (17F Startup, 51 Total Frames, 90 Damage/120 Stun), MP (18F Startup, 54 110 Damage/130 Stun) HP (19F Startup, 57 Total Frames 130 Damage/150 Stun) EX (16F Startup, 48 Total Frames, Crumples, 120 Damage/150 Stun)

 

Kikokuken (Spirit Cultivation Air Fist) – QCF+P: (In Air) From any jump, Li-Fen pulls her arms overhead, thrust them forward, and with her palms together creates a point blank orb of blue ki. All version knock down. Punch button determines startup and damage. LP (12F Startup, 80 Damage/100 Stun), MP (16F Startup, 100 Damage/120 Stun) HP (22F Startup, 120 Damage/150 Stun) EX (9F Startup,150 Damage/150 Stun)

 

Tensei Ranka (Heaven Star Riot Petal) – QCB+K: Li-Fen somersaults straight up into the and lands into a shockwave generating full split kick. The a shockwave travels from her front and back leg. Kick button pressed determines the startup, damage, and size of the shockwaves. All versions knock down and are -6 On Block. LK (15F Startup,80 Damage/120 Stun, Airborne 4F-13F), MK(18F Startup, 100 Damage/150 Stun, Airborne 4F-16F), HK (21F Startup, 120 Damage/200 Stun, Airborne 4F-19F), EX(21F Startup,100 Damage/150 Stun, Projectile Invincible 1F-23F, Causes Crumple State)

 

Tensei Hishou Kyaku (Heaven Star Soaring Leg) – HCF+K: Li-Fen hops into the air and then surges forward with a flying kick while surrounded by a blue aura. All versions leave the opponent stand, are +2 on Hit, and -4 On Block with proper spacing. LK (9F Startup,80 Damage/120 Stun, Airborne 4F-11F, -7 On Block Point Blank, ¼ Screen), MK(12F Startup, 100 Damage/120 Stun, Airborne 4F-14F, -8 On Block Point Blank, ½ Screen), HK (15F Startup, 120 Damage/120 Stun, Airborne 4F-17F, -9 On Block Point Blank, ¾ Screen), EX(12F Startup,120 Damage/120 Stun, Projectile Invincible 1F-14F, Knocks Down At Distance, Causes Side Switch Juggle State Point Blank, -6 On Block)

 

Tenshokyaku (Heaven Rising Legs) – F,D,DF+K (Anti Air) Li-Fen rises into the air with a rapidly spinning vertical kick. Both of her legs are illuminated with blue ki. 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)


 

Zen Art 1:

 

Kikotensho (Spirit Cultivation Heaven Palm) – QCFx2+P: Li-Fen leans backward at the waist, thrusts her torso forward , while extending her arms forward with open palms creating a massive slow moving sphere of blue ki that explodes on impact. Sphere exploded on impact sending the opponent into the air in a juggle state.

  • 270 Damage
  • 180 Stun
  • 2 Bars of Z Gauge

 

Zen Art 2:

 

Kibakusei Senku Kyaku (Exploding Star Flashing Air Leg) – QCFx+K: Li-Fen hops into the air surrounded by a blue and surges forward at blinding speed with a flying kick. The attack creates an enormous shock wave on impact before Li-Fen sails past her opponent.

  • 330 Damage
  • 220 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Kikohyakusho (Spirit Cultivation Hunded Palm) – QCBx2+P: Li-Fen's palms start to glow with blue and she releases a barrage of palm strikes that create small orbs of exploding ki. Her foe collapses face first to the ground after the assault.

  • 440 Damage
  • 200 Stun
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

Recently promoted to headmaster of her mother's Kung Fu school. Li Fen aims to prove she is worthy of such an honor. A mysterious letter arrived to the school, it was address to the head master. When Li Fen opened it, it was an invitation to the upcoming World's Martial Arts tournament. Technically it was addressed to Chun Li, but she was now headmaster. She would enter the World Martial Arts tournament and show her mother's Kung Fu to the world.

Makoto

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, short, yet fit woman. Makoto has 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 bandanna 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.

 

Occupation: Karate Sensei

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

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

Fighting Style: Rindokan Karate

 

Tone: Makoto is fierce, focused, and determined 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.

     After a five year long musha shugyou, Makoto returned home. She was more mature, more skilled, and more well known. The acclaim she had gain through journey inspired many to want to study Rindokan Karate. Makoto would spend the next decade restoring her family's legacy. With her grandfather becoming too old to help her train students, Makoto was now turning away potential pupils. Ironically, this unintended exclusivity made her school more profitable. Still, Makoto longed for an equal that could help expand her school and teach her families style.

 

Rival: Hageshi

 

Stamina: 1050

Stun: 1100

Stun Recovery: 20F

Forward Dash: 16F

Back Dash: 26F

Forward Walk Speed: 2.0

Back Walk Speed: 1.5

Forward Dash Distance: 2.25

Back Dash Distance: 2.0

 

Normal Rise: 72F

Quick Rise: 36F

Delayed Rise: 90F

Back Rise: 54F

 

Taunt: Makoto performs high speed variations of the Tekki (Iron Horse Riding) Katas. Can stacked up to three times to increase the effect of it's buff. Each level of the taunt requires 48 Total Frames to complete. Animation has to complete for Makoto to gain it's buff.

  • Tekki Shodan (Iron Horse Riding, First Level): Makato's next Hayate starts at level 2
  • Tekki Nidan (Iron Horse Riding, Second Level): Makoto's next Hayate starts at level 3
  • Tekki Sandan (Iron Horse Riding, Third Level): Makoto's next Hayate starts at level 4

 

Throw Range: 32

 

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. 4F Startup 130 Damage/130 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. 120 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, +1 On Block

 

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, -2 On Block

 

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

  • Uncharged – 1/8 Screen, 15F Startup, 80 Damage/150 Stun, +2 on Hit, -4 on Block, cannot be canceled into Shikiri
  • Charged – ¼ Screen, 27F Startup, Frame 3 Armor, 120 Damage/200 Stun, +6 on Hit, - 2 on Block, can be canceled into to Shikiri or EX Shikiri 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. 13F Startup 130 Damage/150 Stun, -1 On Hit, -5 On Block

 

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: (Target Combo) Makoto strikes with a double hitting high right roundhouse kick. 3F Startup, 80 Damage/120 Stun, -1 On Hit,-4 On Block

 

Ren Geri Uranami (Stepping Kick Combination: Seaside Wave) – MK,HK: (Target Combo) Makoto strikes with a left spinning high back kick into left front kick combination that leaves her adversary standing. 8F Startup, 160 Damage/200 Stun, +1 On Hit, -3 On Block

 

Zen Riposte:


Hasami Zuki Soufuetsu (Scissor Strike: Twin Axe) – B,DB,D+P: Makoto slams both of her fists against each the left and right side of her adversary simultaneously. Attacks leaves foe standing. 40 Damage/50 Stun

 

Do Mawashi Kaiten Geri Makiwari (Front Rolling Kick: Hatchet) – B,DB,D+K: Makoto strikes with a front rolling axe kick that knocks down her adversary. 40 Damage/50 Stun
 

Zen Trance:

 

Tosa Kaisoku Shintai (Tosa High Speed Movement) – HP+HK: Makoto focuses her chi, causing her Z-Gauge to disappear, while giving herself a persistent red aura. While in this state, Makoto's mobility, particularly her walk speed, is increased greatly.

  • Forward Walk Speed increased from 2.0 to 5.2
  • Backward Walk Speed increased from 1.5 to 3.9
  • Forward Dash Frames reduced from 16F to 13F
  • Back Dash Frames reduced from 26F to 21F
  • Forward Dash Distance increased from 2.25 to 2.5
  • Back Dash Distance increased from 2.0 to 2.25

 

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+K (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, 48 Throw Range, 40 Damage/80 Stun), MP(7F Startup, 44 Throw Range, 50 Damage/100 Stun,), HP(8F Startup, 40 Throw Range, 60 Damage/120 Stun), EX(5F Startup, 48 Throw 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 follow up canceled attack into a LK,MK,HK Shikiri.

 

Geigeki Kumoharai (Counter Attack: Cloud Sweeping Stroke) – QCB+K: Makoto deflects incoming attacks with proper timing. She takes 50% of the incoming attack damage as recoverable life damage. This applies to each. Input can be repeated to parry multi hitting attacks. Any successful parry, after the initial parry, starts up in 2F. Does not work against throws or command throws. Each successful Kumoharai reduces stun gauge by 50 points. LK(10F Startup, Leaves Makoto +2, 24F Recovery On Whiff) MK(13F Startup, Leaves Makoto +4, 21F Recovery On Whiff)) HK (15F Startup Leaves Makoto +6, 18F Recovery On Whiff) EX(10F Startup, Leaves Makoto +6, 16F Recover On Whiff)

 

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. -2 On Block when properly spaced, -5 On Block when spaced to close to the opponet. 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)

 

Zen Art 1:

 

Tanden Renki Seme no Kata (Dantian Refined Spirit: Form of Offense) – QCBx2+P: Makoto focuses her anger giving her skin a red hue. While in this state Makoto's offensive and defensive capablities increase.

  • 360F Duration
  • Damage and Stun output increased by 20%, Damage received is reduced by 20%
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Abare Tosanami Kudaki (Rampaging Tosa Wave Shatter) – QCFx2+K: Makoto jumps back towards the opposite screen and springs off of it, and jumps toward her opponent with a flying kick. If the kick land Makoto strikes he opponent with a rapid combination ending in a Fukiage that sends them sailing into the air. This Zen Art, particularly in the corner, can be followed up for additional combo damage. Attack is projectile invulnerable. The kick button pressed determines the kick descent angle of the initial kick. LK(60° Angle) MK(45° Angle) HK(30° Angle)

  • 340 Damage
  • 255 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

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.

  • 510 Damage
  • 340 Stun
  • 4 Bar of Z-Gauge

 

Reasons to be in SFVI:

 

Makoto seeks a way to expand her school. She hears that Master Retsu has trained a successor. Shorinji Kempo and Rindokan Karate share several basic, intermediate, and advanced techniques. Makoto enters the tournament to see if this Hageshi would be worthy of instructor for her school. Although Hageshi misunderstands what she means by partnership, which leads to several humorous interactions.

 

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, her grandfather, has grown to old to help Makoto runt the dojo. He is still of sound mind but his body is failing him.i
  • Since her last appearance on the world stage. Makoto's family dojo has become quite successful. She can no longer teach all of those who apply the school. This is her motivation for tracking down and testing Hageshi. He mistakes her interest as a romantic one.
  • Makoto's moves have very long names. I added a few names in a similar vain for the moves I addled to her move set. Or to techniques I could find official names or translation for.

 

Mel Masters

Spoiler

Name: Mel Masters

Nickname: Heir To The Flame

Sex: Male

Ethnicity: American

Height: 5ft 11in (1.80m)

Weight: 187lbs (85kg)

B/W/H: 45-33-34 (114cm-84cm-87cm)

 

Hometown: Seattle, Washington

 

Appearance: Mel has long blonde hair and green eyes. His hair is a pulled into pony tail that hangs down his back to his waist. He has on a yellow sleeveless lycra shirt. The neck and arm openings of the shirt are dark blue. Mel's arms are bare and he has dark blue, fingerless, MMA style gloves on each of hi hands. There are dark blue gi pants on his legs. They are held up with a yellow karate belt that tied at his waist. Mel wears black ankle high athletic shoes with yellow laces and dark blue soles on his feet. Note: Like his mother, Mel is a natural blonde, thus his eye brows are blonde as well.

 

Occupation: Professional Fighter

Likes: “Uncle” Ryu, Training, ATVs, Baseball, Camping

Dislikes: Satsui No Hado, Dishonorable Fighters

 

Fighting Style: Enen no Ansatsuken (Blazing Assassin's Fist)

 

Tone: Mel has calm and reserved personality.

 

Origins: Mel is the son of Masters Corporation CEO and former All American Martial Arts champion Ken Masters. Mel has trained with his father since he could walk. Although he shares his father's passion for martial arts, Mel has his mother's more reserved personality. In contrast to his father's in your face rush down fighting style, Mel uses his speed for defense and countering his opponents. His father often remarked, “You fight like your Uncle Ryu.”

     While growing up, his Uncle Ryu would periodically show up. Mel looked forward to seeing Ryu and his father clash. He preferred the way Ryu fought and was often inspired by the techniques he saw. Mel became worried when he didn't see his Uncle for a few years. He feared something had happened to him. Then he showed up one day with a young girl with auburn hair. Unlike his previous visits, Ryu didn't stay for a couple of weeks. He stayed for a six months. In that time, Mel would frequently spar with Ryu's new student, who fought more like his father than he did. Ryu and his student would leave and then come back six months later and the scenario would repeat again.

     Initially, Mel's relationship with Ryu's pupil was contentious. She call him “Rich boy” or “Spoiled Prince” to insult him. Over time these insults transitioned to terms of endearment. Just like their teachers before them, their rivalry and opposite mindsets fueled a rapid improvement of their skills.

     Despite a life of privilege, Mel is humble. If he has a choice, Mel opts for the utilitarian item over the flashy one. That said, he's not above using his families wealth when it comes to helping him become a better martial artist. Instead asking for fancy cars and the like, Mel would ask for other top martial artist to be flown in to spar with. He sold the exotic sportcar his father gifted him for his 16th birthday to build his own dojo, weight room, and get new camping gear. He'd spar with his father, his rival, and even his Uncle Ryu in his dojo. However this was short lived. That was the last time he's see his Uncle Ryu or his rival for sometime.

     After graduating high school, much to his mother's chagrin, Mel went on his version of a Musha shugyō. He took off with little notice. Fighting in various local and regional MMA events under an assumed name. In only two years, Mel would earn his own All American Martial Arts title. He would defend his title and continue to improve but all this accomplishments felt empty. He wanted to test himself against old rival and his Uncle Ryu.

 

Rival: Sung

 

Stamina: 1000

Stun: 1000

Stun Recovery: 22F

Forward Dash: 17F

Back Dash: 25F

Forward Walk Speed: 4.8

Back Walk Speed: 3.6

Forward Dash Distance: 2

Back Dash Distance: 2

 

Normal Rise: 64F

Quick Rise: 32F

Delayed Rise: 80F

Back Rise: 48F

 

Taunt: Mel stands straight up. He looks at his opponent and slams his hands together, left open palm against right fist, at chest level. They both to ignite into flame. He says, in English, “Come on, let's have a good fight.” The next projectile attack he throws gets a 10 damage/20 Stun buff or his next counter Enkou Kaito or Goshoryu Rekka gets a 20 Damage/10 Stun buff.

 

Throw Range: 24

 

Throws:

 

Nensho Kagai (Burning Assault) – LP+LK: Mel shoulder throws his opponent into the ground in front of them causes them to bounce up off the ground. He then kicks them away with a jumping left side kick. 4F Startup 120 Damage/120 Stun

 

Enen Nage (Blazing Throw) – B+LP+LK: Mel clinches his opponent, hits them left-right knee combination, and then should throws them behind him. 4F Startup 110 Damage/150 Stun

 

Unique Attacks:

 

Gakuhatsu (Chin Buster) – B+MP: Mel hits his adversary with a quick left hook to the jaw. 5F Startup 60 Damage/90 Stun +1 On Hit/-2 On Block

 

Tokotsu Wari (Skull Breaker) - F+HP: Mel hops forward and strikes his opponent with an overhand right punch. Punch goes over low attacks. 16F Startup 90 Damage/150 Stun +5 On Hit/-1 On Block

 

Mizochi Kyaku (Solar Plexus Kick) -F+MK: Mel strikes with a step forward right front kick to the center of his adversary's torso. 14F Startup 80 Damage/120 Stun +4 on Hit, -2 on Block

 

Sakotsu Kyaku (Clavicle Kick) – F+HK: Mel hits his foe with a step forward right turning kick to the collarbone. 10F Startup 90 Damage/150 Stun +4 on Hit/-2 on Block

 

Hanshou Kakato Otoshi (Soaring Heel Drop) – B+HK: (Overhead) Mel hops forward while raising his left leg perpendicular to the ground and drops it violently down onto his opponent as he lands. Kick goes over low attacks. 18F Startup 90 Damage/150 Stun +4 On Hit/-1 On Block

 

Hanshou Youdou (Soaring Diversion) – B+HK,HP: Mel hops forward and immediately lands in lieu of attack. You must press immediately HP after HK to trigger the feint. 22 Total Frames.

 

Ganmen Wari (Face Breaker) – B+MP, F+HP: (Target Combo) Mel strikes with a swift left hook to the jaw followed by a right superman punch to the forehead. 5F Startup 150 Damage/180 Stun Knocks Down On Hit/-10 On Block can be canceled into LK Shakunetsu Gorasen

 

Kanetsu Kyaku (Hot Foot) – F+MK, D+HK: (Target Combo) Mel hits his foe with a step right front kick into right back sweep combination. 14F Startup 180 Damage/200 Stun Knocks Down On Hit/-12 On Block

 

Zen Riposte:

 

Enkou Ken (Flame Fist) – B,DB,D+P: Mel strikes with a step forward straight right fist to the sternum that knocks his opponent a ½ Screen Away. 40 Damage/50 Stun Knocks Down

 

Enten Shu (Blazing Heat Kick) - B,DB,D+K: Mel hits his opponent with a 360° spin kick to the face. 40 Damage/50 Stun Leaves Foe Standing

 

Zen Trance:

 

Inkaten (Flash Point) – HP+HK: Mel's hands and feet gain fiery auras improving his defense and zoning capabilities. Mel uses 4 bars (all) of his Z-Gauge and his hands and feet gain a fiery red-orange aura. Access to EX Moves, Z-Ripostes, and Z-Arts if forfeited for the rest of the round. In exchange Mel gains improved zoning and defensive capabilities.

  • Stun Recovery is reduced from 22F to 16F
  • Back Dash frames decreased from 25F to 20F
  • Back Walk speed increased from 3.6 to 4.8
  • Nensho Hadoken - Startup reduced from 15F to 12F, Total Frames Reduced from 45 to 42
  • Nensho Tenhado - Startup reduced from 15F to 12F, Total Frames Reduced from 45 to 42
  • Nenshoku Hado - Startup reduced from 11F to 9F, Ascending Jump Landing Recovery reduced from 7F to 6F, Descending Jump Recovery reduced from 9F to 8F
  • Enkou Kaito - Recovery on whiff reduced from 16F to 8F. Successful counters now cause a juggle state.
  • Rekkashu – Second follow up disadvantage on block reduced from -12 to -2 (LK), -15 to -4 (MK), and -18 to -6 (HK).
  • Shakunetsu Gorasen – Landing Recovery Reduced from -12 to -2 (LK), -15 to -4 (MK), and -18 to -6 (HK).
  • Kuchu Nensho Senpu – Landing Recovery Reduced from 10F to 6F.

 

Specials:

 

Nensho Hadoken (Burning Surge Fist)– QCF+P: Mel pulls back his left arm and thrusts forward hurling a burning projectile at his foe. All versions 15F Startup 45 Total Frames 60 Damage/100 Stun. Punch button determines projectile speed. LP version moves very slowly, allowing Mel to follow behind it. LP(Very Slow) MP(Fast) HP(Very Fast) EX 12F Startup 42 Total Frames 120 Damage/200 Stun (LP+MP Very Slow, LP+HP Fast, MP+HP Very Fast)

 

Nensho Tenhado (Burning Sky Surge) – QCB+P: Mel pulls back his left arm and thrusts it upward, hurling a flaming projectile at his opponent. All versions 15F Startup 45 Total Frames 60 Damage/100 stun. Punch button determines projectile ascent angle. Will only hit airborne opponents. Causes a juggle state on hit. LP (30° Angle). MP (45° Angle) HP (60° Angle) EX 12F Startup 42 Total Frames 120 Damage/200 Stun (LP+MP 30° Angle, LP+HP 45° Angle, MP+HP 60° Angle)

 

Nenshoku Hado (Burning Air Surge)– QCF+P (In Air): From any jump, Mel pulls back his left arm and thrusts it downward hurling a flaming projectile at his opponent. Projectile descent angle is determined by the punch button pressed. 11F Startup 60 Damage/100 Stun. 7F Landing Recovery/Ascending Jump, 9F Landing Recovery/Descending Jump. LP (60° Angle). MP (50° Angle) HP (40° Angle) EX(9F Startup, 90 Damage/150 Stun, 6F Landing Recovery/Ascending Jump, 8F Landing Recovery/Descending Jump, LP+MP 60° Angle, LP+HP 50° Angle, MP+HP 40° Angle)

 

Enkou Kaito (Flame Answer) – QCB+K: (Counter) Mel intercepts his opponents attack and counters with a concussive flaming back fist. Counter sends his opponent a full screen away. 2F Startup 16F Recovery on whiff. 11F Active Frames. LK (Low 180 Damage/200 Stun) MK, (Mid/High 150 Damage/200 stun) HK (Aerial Attacks 150 Damage/200 Stun) EX 1F Startup 8F Recovery on whiff. (LK+MK Low 200 Damage/250 Stun, LK+HK Mid/High 180 Damage/250 Stun, MK+HK Aerial Attacks 180 Damage/250 Stun)

 

Rekkashu (Raging Fire Kick)– QCF+K: (Rekka) Mel strikes with his adversary with a flaming high roundhouse kick that can be turned be followed up with up to two more attacks.

LK - 7F Startup 50 Damage/50 Stun +0 On hit/-2 On Block

  • First Follow Up - QCF+K :7F Startup 50 Damage/60 Stun -1 On hit/-5 On Block
  • Second Follow Up - QCF+K :7F Startup 60 Damage/50 Stun Knocks Down/-12 On Block

MK - 8F Startup 50 Damage/60 Stun -1 On hit/-5 On Block

  • First Follow Up - QCF+K :7F Startup 60 Damage/60 Stun -2 On hit/-6 On Block
  • Second Follow Up -QCF+K: 8F Startup 60 Damage/60 Stun Knocks Down/-15 On Block

HK - 9F Startup 60 Damage/60 Stun -4 On hit/-8 On Block

  • First Follow Up – QCF+K: 7F Startup 60 Damage/70 Stun -3 On hit/-8 On Block
  • Second Follow Up – QCF+K: 8F Startup 60 Damage/70 Stun Knocks Down/-18 On Block

EX - 7F Startup 60 Damage/70 Stun +0 On hit/-2 On Block

  • First Follow Up – QCF+KK: 7F Startup 70 Damage/60 Stun -2 On hit/-6 On Block
  • Second Follow Up – QCF+KK: 9F Startup 70 Damage/70 Stun Knocks Down/-12 On Block

 

Shakunetsu Gorasen (Scorching Heat Great Spiral) – F,D,DF+K: (Anti Air) Mel's right leg is cloaked in flames as he strikes with a rising tornado kick. If the first hit is blocked, Mel does not ascend into the air. If the first hit does land, the opponent is “locked in” to the attack and will not fall out of it. All versions are invincible to airborne attacks. LK(4F Startup 3hits, 120 Damage/150 Stun) MK(6F Startup 4 hits, 140 Damage/170 Stun, ) HK(8F Startup 5 hits, 160 Damage/180stun) EX(3F Startup, Fully Startup Invincibility, 7 hits, 175 Damage/200 Stun)

 

Kuchu Nensho Senpu (Aerial Burning Whirlwind)– QCB+K (In Air) From any jump, Mel strikes his opponent a horizontally traveling fiery tornado kick. Mel travels forward from a neutral or forward jump. He travels backward from a backward jump. Travel distance and damage is determined by the kick button pressed. All versions have 6F Startup and 10 Frames of Landing Recovery. LK (100 Damage/180 Stun ¼ Screen) MK (110 Damage/190 stun ½ Screen) HK(120 Damage/200 Stun ¾ Screen) EX (140 Damage/200 Stun, ¾ Screen, 6F of Landing Recovery, Travel Direction can be alter by pressing B or F during startup.)

 

Zen Art 1:

 

Goshoryu Rekka (Great Rising Dragon Raging Fire) – QCBx2+P: (Counter): Mel intercepts his adversary's attack and counters it would scorching rising uppercut that sets his opponent ablaze. Low version counters with a left back spinning elbow into scorching rising uppercut. 1F Startup

  • 310 Damage (Mid/High)/330 Damage (Low)
  • 350 Stun (Mid/High)/400 Stun (Low)
  • 2 Bars of Z Gauge

 

Zen Art 2:

 

Taika Gohadoken (Conflagration Strong Surge Fist) – QCFx2+P: Mel pulls back his arms, concentrating a scorching hot ball of ki in between his palms, and thrusts his arms forward hurling a large burning projectile at his foe. Punch button determines the speed of the projectile. LP (Slow). MP (Faster) HP (Fastest)

  • 350 Damage
  • 175 Stun
  • 3 Bars of Z Gauge

 

Taika Zanku Hado (Conflagration Air Slashing Surge) – QCFx2+P: (In Air)From any jump, Mel pulls back his arms, levitating briefly as he summons an orb of fire in between his palms, and thrusts his hands downward hurling a flaming projectile at his opponent. Projectile descent angle is determined by the punch button pressed. LP (60° Angle). MP (50° Angle) HP (40° Angle)

  • 330 Damage
  • 165 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Shoukyaku Gorasen (Incineration Great Spiral) – QCFx2+K: (Anti Air): Both of Mel's legs are cloaked in flames as he strikes his foe with standing roundhouse kick to the heard, and rises into the air battering his foe with a with a rising tornado kick that creates a spire of flame as he ascends into air.

  • 465 Damage
  • 270 Stun
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

 

After watching multiple world martial arts tournaments as child and hearing the exciting stories from his father, Ryu, and others, there was no way Mel would turn down the chance to enter one himself. Even if he weren't invited, he'd crash the event. With his opponent's boring him and the best in the world being invited to one place, he'd be certain to run into his rival and his Uncle Ryu as well.

Nakato 

Spoiler

Name: Nakato*

Nickname: The Raging Spire of Lightning

Sex: Female

Ethnicity: Dinka (Sudanese)

Height: 6ft 4in (1.93 m)

Weight: 177lbs (80kg)

B/W/H: 37-27-37(94cm-68cm-94cm)

 

Hometown: South Sudan (city unknown)

 

Appearance: Nakato is a towering figure with dark brown skin, golden eyes, and very short curly dark red hair. She has an toned muscular build reminiscent of a track athlete, albeit a big one. She wears an ebony, well tailored pants suit, with gold embroidery, and black dress shoes. She had dark crimson dress shirt under her suit jacket that is only buttoned up to her abdomen. Like Urien, her suit seems almost painted on.

 

Occupation: Emissary of Urien

Likes: Urien, Strength, Nature, Wasswa

Dislikes: Weakness, Disloyalty

 

Fighting Style: Secret Society CQC

 

Tone: Nakato is cold and calculating woman with little sentimentality. She relishes her job and as Urien's personal enforcer.

Although they share the same origin, she and Wasswa (her twin brother) have starkly different personalities.

 

Origins: Nakato was born in a war torn portion of southern Sudan. Her village was wiped out in one of the many civil wars. During the fighting, her family home collapsed. Wasswa dove on top of her protecting her and was badly injured. Nakato created a makeshift home and nursed her brother backed to health. Together they braved the wilds of their homeland surviving the roaming bands of soldiers and wildlife until they were discovered by a member of the Secret Society. Impressed by their ability to survive, they were brought into the order and ascending to it's highest ranks. Nakato eventually became member of Urien's guard detail. A highly difficult position. His guards didn't last long as Urien was hard to impress and didn't tolerate failure. A group of former guards had enough of Urien and decided the secret society would be better off without him. Nakato thwarted their assassination attempt. Singlehandedly defeating and executing a dozen mutinous former guards. In the process she had done something that no one had done before. Earned Urien's respect. “Kneel before me Nakato!”, Urien bellowed. As Nakato knelt before Urien, she felt a surge of power. Her ki sparked with electricity. “Arise Nakato, we have work to do....”

 

Rival: Wasswa

 

Stamina: 1025

Stun: 1025

Stun Bar Recovery: 23F

Forward Dash: 14F

Back Dash: 21F

Forward Walk Speed: 4.5

Back Walk Speed: 3.6

Forward Dash Distance: 1.5

Backward Dash Distance: 1

 

Normal Rise: 64F

Quick Rise: 32F

Delayed Rise: 80F

Back Rise: 48F

 

Throw Range: 24

 

Throws:

 

Shock Therapy – LP+LK : Nakato clasps her hands together over her opponents ears and charges them with electricity, shocking her opponent and causing them to collapse to the ground. 4F Startup 130 Damage/130 Stun

 

Spine Tingler– B+LP+LK: Nakato grabs her opponent with both hands, hoists them overhead, electrifies them, and slams them behind her. 4F Startup 130 Damage/150 Stun

 

Falling Arc – LP+LK: (In Air): While airborne, Nakato grabs her opponent's head with both hands, charges her feet with electricity, and kick her electrified foe into the ground. 4F Startup 120 Damage/200 Stun

 

Unique Attacks:

 

Violence Headbutt – F+MP : (Overhead) Nakato reels back and violently slams her head into her opponent 15F Startup 70 Damage/120 Stun +2 on Hit, -4 on Block

 

Volt Blow – F+HP: (Overhead) Nakato crushes her adversary with a downward back elbow strike. 18F Startup 90 Damage/150 Stun +4 on Hit, -2 on Block

 

Shatter Spark – B+MK: Nakato performs a quick spinning stomp to the foot of his adversary with her back leg. Must be blocked low. 15F Startup 80 Damage/100 Stun +3 on Hit, -5 on Block

 

Spark Heel – F+HK: Nakato strikes with advancing spinning back kick to the abdomen. 18F Startup 100 Damage/150 Stun +6 on Hit, -1 on Block

 

Dual Shock – LK, MK (Target Combo): A left side kick to the abdomen, followed by an immediate left side kick to the face. 5F Startup 120 Damage/150 Stun. Knocks Down/-8 on Block Can be canceled into LP Arc Piercer

 

Shock Wheel – MK,D+HK, HK: (Target Combo) Nakato strikes with a right side kick to the stomach, followed by a right spinning back sweep that takes her foes off of their feet, and strikes with 360° jumping kick before they hit the ground. 7F Startup 210 Damage/240 Stun. Knocks Down/-12 On Block.

 

Zen Riposte:

 

Arcing Deflector - B,DB,D+P : Nakato generates a blue electric shield that shocks her opponent and knocks them a half screen away. Looks like a blue Aegis Reflector 40 Damage/50 Stun

 

Constricting Bolt - B,DB,D+K: Nakato stomps on her foes foot creating an electric bolt that briefly wraps around and squeezes down on them. Leaves Foe Standing. 40 Damage/50 Stun

 

Zen Trance:

 

Sparking Storm – HP+HK: Nakato taps into the true power of her electricity by spending her full Z-Gauge and foregoing access to her EX moves, Zen Ripostes, and Zen Arts. Nakato is surrounded by a crackling orb of electricity that extends a ¼ screen in front and behind her.

  • Nakato's deals double chip damage
  • While inside Nakato's electrical field her opponent's stun gauge does not recover.
  • Nakato can cancel one special move into another. Second special moves damaged is halved. Only one special cancel per combo. Cannot cancel into Arc Compressor or Raining Spark
  • LP Arc Bolt – Startup reduced from 13F to 11F. Total Frames decreased from 42F to 40F. Range increased from ¼ screen to ½ screen
  • MP Arc Bolt – Startup reduced from 15F to 13F. Total Frames decreased from 42F to 40F. Range increased from ½ screen to ¾ Screen
  • HP Arc Bolt – Startup reduced from 20F to 19F, Total Frames decreased from 40F to 38F Range increased from ¾ screen to full screen

 

Specials:

 

Arc Piercer - F,D,DF +P : Nakato strikes with a brutal left uppercut to the body that sends a bolt of electricity through the opponent on hit. Attack has no invincibility. All versions knock down. LP(3F Startup, 100 Damage/100 Stun), MP(5F Startup, 120 Damage/120 Stun, Juggles In Corner), HP(6F Startup, 120/150 Causes Juggle State), EX(3F Startup, Armor Frame 3, 130 Damage/180 Stun, Causes Juggle State)

 

Arc Bolt - QCB+P : Nakato stands up straight, holds out her arm with a clinched fist, and manifests a slow moving ball of lighting ki. Despite the projectiles' height. It cannot be low profiled. The ball of lighting as a constant bolt of electricity shooting directly from the bottom of it into the ground. Punch button determines the distance traveled. All versions leave the opponent standing. LP (13F Startup 42 Total Frames, 130 Damage/150 Stun, ¼ screen) MP (15F Startup 42 Total Frames, 130 Damage/150 Stun, 1/3 screen) HP (20F Startup 40 Total Frames, 130 Damage/150 Stun, ½ Screen) EX(13F Startup 32 Total Frames, ½ Screen, Causes Juggle State).HP and EX versions recover fast enough for Nakato to follow behind it.

 

Arc Compressor - HCF+P : (Command Grab) Nakato stuns her opponent with an electrified palm strike to the chest, that manifests two walls of electricity on each side of her foe, she then slaps her hands together causing the walls of electricity (Arc Deflectors) to squeeze together, and compress her enemy which electrifies them in the process. All versions have 5F of Startup. Punch button determines grab range and damage. LP (160 Damage/200 Stun, 40 Throw Range, Leaves Opponent ¾ Screen Away) MP (180 Damage/200 Stun, 36 Throw Range,Leaves Opponent ½ Screen Away) HP (200 Damage/200 Stun, 32 Throw Range, Leaves Opponent ¼ Screen Away) EX (4F Startup 220 Damage/250 Stun, 40 Throw Range, Leaves Opponent Point Blank)

 

Raining Spark – HCB+P: (In Air, Command Grab) From any jump, Nakato grabs her opponent by the throat with her left hand, electrifies them, throws them into the ground, and strikes with a bolt of electricity from her right hand while descending to the ground. All versions have 6F Startup, 160 Damage/250 Stun. Punch button determines grab range LP(38 Throw Range) MP(34 Throw Range)HP(30 Throw Range) EX(4F Startup, 180 Damage/300 Stun. 38 Throw Range)

 

Arc Fault – QCF+K : Nakato charges her body with electrical energy. Increasing the stun damage on her next special attack and enhancing the properties of Dangerous Knee Bash. Arc Fault animation requires 48F to complete.

Dangerous Knee Bash - QCB +K: Nakato flies at her foes with great speed and hits them with a double knee strike. LK travels the shortest distance. HK the farthest. None of them knockdown all are -2 on block if properly spaced. Goes over low attacks. EX knocks down/causes a juggle state.

 

Dangerous Knee Bash – QCB+K: (After Arc Fault Only) With electricity flowing through her, Nakato flies at her adversary with swift flying double knee strike. Full startup invincibility. 0 on block if properly spaced. EX is +2 On Block when properly spaced.


 

Zen Art 1:

 

Arc Storm –QCFx2+P: Nakato pummels her opponent with a rapid barrage of fifteen small lighting orbs that eventually overwhelm and paralyze them. With her opponent unable to move, Nakato charges up a massive lightning orb electrocutes her foe causing them to crumple to the ground. (15x5, 1x125)Damage(15x20, 1x200)Stun

  • 200 Damage
  • 500 Stun
  • 2 Bars of Z-Gauge

 

Arc Rain –QCFx2+P: (In Air) Nakato electrocutes her opponent with a rapid barrage of fifteen small lighting orbs that eventually overwhelm and paralyze them. With her opponent unable to move, Nakato charges up a massive lightning strike that fries her opponent causing them to slowly crumple to the ground. (15x6, 1x90)Damage(15x20, 1x150)Stun

  • 180 Damage
  • 450 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Penetrating Bolt – QCBx2+P: (Anti Air) Nakato strikes with a concussive left uppercut that electrifies her opponent's body and leaves them suspended in the air. Nakato then concentrates every bit of electrical ki she can muster into her right hand and strikes with a vicious right uppercut that sends a massive bolt of light through her opponent's chest that causes them to shake violently before falling to the ground motionless.

  • 360 Damage
  • 240 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Lightning Constrictor – 360°+P: (Command Grab) Nakato paralyzes her foe with an electrified double palm strike to the sternum. She then crushes her helpless adversary between two giant attack Arc Deflectors that explode into an electrical shock wave after they make contact with one another. 3F Startup, 42 Throw Range

  • 400 Damage
  • 400 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

It's been 15 years since the Secret Society's plans for a utopia faltered. Despite this, Urien was unable to convince the society to set Gill aside and name him Emperor. With the help of Nakato, Urien has built his own faction of the Secret Society. With spies planted within the military's of the world. It's through these contacts that he has learned of Gill's re-emergence from the shadows. He sends Nakato and along with is newest emissary to investigate. He would not bother with this lead unless it was worth his time.

 

Side Note:

  • *means second of twins in Luganda
  • Wasswa is her older twin brother.
  • Nakato's hair color is natural and not dyed.
  • Her cold demeanor only softens around her brother or Lord Urien.
  • 15 years ago a young pick pocket actually managed to steel her bracelet. Seeing potential in him. She took the boy in. Initially annoyed by this Urien came around we he saw the same potential in him as Nakato.
  • After a dozen years of hard training, Nakato had a herald of her own. A unknown individual that could move without notice.

Orfiel

Spoiler

Name: Orfiel

Nickname: The Savior's Herald

Sex: Male

Ethnicity: Unknown

Height: 6ft 1in (1.86m)

Weight: 212lbs (96kg)

B/W/H: 50-34-36(127cm-86cm-92cm)

 

Hometown: Unknown

 

Appearance: Orfiel has short, slicked back, platinum blonde (nearly white) hair and ivory skin tone. He has a blue gem in his forehead. He wears a white sleeveless vest with golden buttons and embroidery. The vest has a small version of Gill's red, blue, and gold symbol on the back at the base of the neck. His slacks are are all white with the exception of the golden stitching. His gloves are gold with white embroidery and his golden boots resemble a soldier's combat boots.

 

Occupation: Gilan's Head of Security/Gill's Personal Bodyguard

Likes: Justice, Gill, Lawfulness, Scotch

Dislikes: Urien, Chaos

 

Fighting Style: Elite Military and Secret Society Combat Training

 

Tone: Orfiel is a man of few words. He rarely speaks and when he does its straight and to the point.

 

Origins: When Kolin sought to resurrect Charlie Nash to bring about Bison's demise, she underestimated how difficult the task would be. Running out of time, Kolin repurposed Urien's infiltration prototype 11 to fill Nash's role. Eleven was programmed with Nash's form and via the jewel implanted in his forehead, Kolin was able to copy Nash's memory's into the unit.

Eleven was near perfect copy of Nash. Albeit he was a copy of the damaged version of Nash that Kolin sought to resurrect. The haphazard method in which she patched Eleven's “wounds.” helped to sell the his status as a resurrected Nash. Unfortunately, Eleven's version of Nash only possessed the capabilities Nash had at his death. While those skill allowed Nash to win the All American Martial Arts tournament in two consecutive years, they were not a match for present day Bison. The Bison of today had surpassed the one Nash defeated shorty before he was gunned down from behind. When Eleven blew itself up in an effort to end Bison. It was assumed by all that Nash was gone for good.

However, the real Nash's body remained in the custody of the Secret Society. Without the time constraints present during the lead up to the Shadaloo operation, Kolin and the Secret Society team was able to rebuild the real Charlie Nash. Nash's memories were seemingly lost when they were copied to Eleven. This is left him as a blank slate that Kolin could craft into the perfect bodyguard for Gill. Given that they shared a similar hair and eye color, Kolin crafted a false identity for Nash built around identity her deceased brother Oleksiy Kovalenko. She replaced all digital records and photographs of her brother Oleksiy with photos of Nash.

Through the blue gem implanted in his forehead, he was gifted with “divine” energy by Gill. Given the code name Orfiel, the archangel in charge of guardian the Throne of God, his days consisted of nothing but training and re-education. As Orfiel, his strength and speed far surpassed that of Charlie Nash. A persona he had no memory of. Kolin had successfully programmed into him an approximation of her fallen brother's identity and personality. Along with the recently recruited Darit, Orfiel would ensure the safety of Lord Gill.

 

Rival: Urien

 

Stamina: 975

Stun: 1025

Stun Bar Recovery: 22F

Forward Dash: 14F

Back Dash: 21F

Forward Walk Speed: 3.3

Back Walk Speed: 3.3

Forward Dash Distance: 2

Backward Dash Distance: 2

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Orfiel places his left fore finger on the gem on his forehead. The gem glows blue and Orfiel gains a brief white aura. Gains 25 points of recoverable life if the animation is allowed to complete. 50 Total Frames. Taunt can be repeated to increase the recoverable to up to 100 points.

 

Throws:

 

Excommunication – LP+LK : Orfiel grabs his hits them with a violent shoulder charge to the sternum that sends them a full screen away. 4F Startup 120 Damage/120 Stun

 

Banishment – B+LP+LK : Orfiel grabs his opponent around the waist and executes a German Release Suplex, tossing them a full screen away instead of driving them into the ground 4F Startup 110 Damage/150 Stun

 

Fall From Heaven – LP+LK (in air): Orfiel snatches his opponent from the air, lifts them overhead, and explodes toward the ground while slamming them on his knee (Powerful Backbreaker) 4F Startup 130 Damage/150 Stun

 

Unique Attacks:

 

Divine Hammer – F+MP: (Overhead) Orfiel hits his opponent with a one handed chopping hammer fist.14F Startup 70 Damage/100 Stun +2 On Hit, -2 On Block.

 

Blind Justice – B+HP: Orfiel strikes with a spinning back fist to the face. 11F Startup 90 Damage/150 Stun +2 On Hit, -4 On Block.

 

Angelic Knee – F+LK : Orfiel hops at his opponent with a knee strike. 7F Startup, 60 Damage/80 Stun, +1 on Hit, -5 on Block.

Hallowed Knee – B+MK: Orfiel hit his adversary with a swift standing right knee strike. 5F Startup 70 Damage/100 Stun +4 On Hit, +2 On Block

 

Seraphim Sobat – F+MK: Orfiel hops forwards as he strikes with a jumping left sobat kick to the abdomen. 10F Startup 80 Damage/120 Stun +3 On Hit, -2 On Block

 

Enforcer – F + HK: Orfiel hits his opponent with a vicious step kick to the abdomen 11F Startup 90 Damage/150 Stun +3 On Hit, -1 On Block

 

Purifying Flame – LP, MP: Orfiel strikes his foe with a left jab into right hook combination. 4F Startup 80 Damage/140 Stun +1 On Hit, -4 On Block

 

Consecrated Flame – LP, MP: Orfiel hammers his opponent with a quick left standing knee strike into right standing knee strike combination. 3F Startup 90 Damage/140 Stun +3 On Hit, -2 On Block

 

Sacred Wind – MP,LK,HP: Orfiel pummels his adversary with a right hook, hopping left knee, into left backhand combo. 6F Startup 160 Damage/230 Stun Knock Down, -6 On Block

 

Purgatory – D+MP, F+MP: Orfiel hits his foe with crouching right uppercut to the gut into left hopping overhead punch combination. 6F Startup 120 Damage/190 Stun +2 On Hit, -6 On Block

 

Sanctified Combination – MK,HK: Orfiel strikes with a standing right roundhouse kick to the head, left spinning back kick to the head, into a hopping left sobat kick combo. 7F Startup 110 Damage/180 Stun Knock Down, -8 On Block

 

Zen Riposte:

 

Justice Mirror – B,DB,D+P: Orfiel’s left forearm glows and he strikes upward with a quick uppercut that causes his foe to stagger back. 40 Damage/50 Stun

 

Sliding Justice – B,DB,D+K: Orfiel executes a quick sliding kick that takes his opponent off their feet and places him behind them. 40 Damage/50 Stun

 

Zen Trance:

 

Savior's Light – HP+HK: The blue gem on Orfiel's forehead begins to glow white. By expending all four bars of Z-Gauge (losing access to EX Moves, Zen Ripostes, and Zen Arts), Orfiel is granted the the full power of Gill's light. This unlocks the Light of Rejuvenation and the Light of Judgment.

  • Light of Rejuvenation – 50% of the damage Orfiel receives from a landed attack is recoverable (white life) damage. This recoverable damage goes away when Orfiel takes another hit. Combos and multi-hitting attacks are regarded as single attack by Light of Rejuvenation. A subsequent attack has to be landed to deplete his recoverable life.
  • Light of Judgment – Orfiel's special attacks are now enhanced.
  • Justice Edge/Sweeping Justice Edge now hit twice. Frame data remains unchanged. Damaged increased from 60 to 100, Stun increased from 100 to 180.
  • Divine Cutter now generates a crescent shaped projectile. Projectile deals 40 Damage/50 stun. This additional damage is added to Divine Cutter's base damage.
  • Divine Sickle – LK Startup Reduced from 10F to 8F, Disadvantage on Block reduced from -4F to -1F. MK Startup Reduced from 14F to 11F, Disadvantage on Block reduced from -7F to -3F. HK Startup Reduced from 17F to 14F, Disadvantage on Block reduced from -10F to -6F
  • Divine Guillotine now generates a descending crescent shaped projectile. Projectile deals 40 Damage/50 stun. This additional damage is added to Divine Guillotine's base damage.
  • Divine Light – All versions startup reduced from 3F to 2F. LP recovery reduced from 6F to 5F. MP/HP Recovery reduced from 9F to 8F.

 

Specials:

 

Justice Edge-QCF+P: Orfiel pulls back his right arm as it glows brightly white and quickly swipes it forward. Generating a white chest crescent moon shaped projectile that travels horizontally at his opponent. Button strength determines startup and projectile speed. The recovery speed of HP Justice Edge allows the player to follow behind the projectile for mix ups and pressure. All versions do 60 Damage/100 Stun. LP (13F Startup 45 Total Frames,Fast Travel Speed) MP (15F Startup 45 Total Frames, Moderate Travel Speed) HP (20 Frame Startup 43 Total Frames, Slow Travel Speed) EX Justice Edge is two separate projectiles. Second projectile can be slightly delayed and of a different speed than the first. Initial button combination only determines the speed of the first projectile. LP+MP (Fast) LP+MP (Moderate), MP+HP (Slow)

  • 1st Projectile 9F Startup 35 Total Frames 60 Damage/100 Stun
  • 2nd Projectile 8F Startup 34 Total Frames 55 Damage/90 Stun. LP(Fast), MP(Moderate), HP(Slow)

 

Sweeping Justice Edge –QCF+K: Orfiel crouches down as his back leg glows white, performs a sweep attack that generates an ankle level crescent moon shaped projectile that travels horizontally along the ground towards his opponent. Button strength determines startup and projectile speed. The recovery speed of HK Justice Edge allows the player to follow behind the projectile for mix ups and pressure. All versions do 60 Damage/100 Stun. LP (15F Startup 47 Total Frames,Fast Travel Speed) MP (17F Startup 47 Total Frames, Moderate Travel Speed) HP (22 Frame Startup 45 Total Frames, Slow Travel Speed) EX Justice Edge is two separate projectiles. Second projectile can be slightly delayed and of a different speed than the first. Initial button combination only determines the speed of the first projectile. LK+MK (Fast) LK+MK (Moderate), MK+HK (Slow)

  • 1st Projectile 11F Startup 37 Total Frames 60 Damage/100 Stun
  • 2nd Projectile 10F Startup 36 Total Frames 60 Damage/100 Stun. LK(Fast), MK(Moderate), HK(Slow)

 

Divine Cutter– F,D,DF+K: (Anti Air) Orfiel spins his back to his foe and executes a rising back somersault kick. The kick creates a crescent shaped aura of kick as it strikes. Attack is invincible to airborne attacks. Has juggle properties for aerial opponents only. The stronger the attack button the longer the juggle states duration. LK (5F Startup, 120 Damage/150 Stun) MK (6F Startup, 140 Damage/150 Stun HK (7F Startup, 160 Damage/150 Stun) EX(5F Startup, 170 Damage/180 Stun, Full Startup Invincibility)

 

Divine Sickle – HCB+K: Orfiel advances forward as he performs a standing spinning back kick. Attack creates a horizontal crescent moon shaped aura of kick. All versions knock down. LK (10F Startup, 100 Damage/100 Stun, ¼ Screen, -4 On Block) MK (14F Startup 110 Damage/120 Stun, ½ Screen, -7 On Block) HK (17F 120 Damage/150 Stun, ¾ Screen, -10 On Block) EX (10F Startup, 120 Damage/150 Stun ¾ Screen, Projectile Invincible Frame 3, -2 On Block)

 

Divine Guillotine – QCB+K: (in air) Orfiel executes a downward somersault kick. Startup, Damage, and decent angle determined by the kick button pressed. LK (14F Startup, 80 Damage/100 Stun, 85° Descent Angle, 8F Landing Recovery) MK (21F Startup, 90 Damage/120 Stun, 80° Descent Angle, 8F Landing Recovery) HK (28F Startup, 100 Damage/150 Stun, 75° Descent Angle, 14F Landing Recovery) EX (18F Startup, 100 Damage/150 Stun, 75° Descent Angle, 9F Landing Recovery, Causes Ground Bounce)

 

Divine Light – QCB+P: Orfiel glows white and disappears from view. Re-appearing in one of three different positions depending on the button pressed. LP (3F Startup, 6F Recovery, 9 Total Frames, He reappears in the same place) MP (3F Startup, 9F Recovery, 12 Total Frames, He appears outside of sweep distance in front of his opponent) HP (3F Startup, 9F Recovery, 12 Total Frames, He appears outside of sweep range behind his opponent) EX (Same place -LP+MP 1F Startup 6F Recovery 7 Total Frames) EX(Front – LP+MP, Back – MP+HP, 1F Startup 9F Recovery, 10 Total Frames)

 

Zen Art 1:

 

Judgment Saber – QCFx2+P: The gem in Orfiel's forehead shines brightly as he pulls back his right arm as it is cloaked a white light. Orfiel swiftly slices his arm horizontally creating a massive white crescent moon shaped projectile that floors his opponent with a single explosive impact. 9F Startup 35 Total Frames. There are advanced combos that allow Orfiel to use both Judgment Saber and Judgment Scythe in one sequence.

  • 240 Damage
  • 270 Stun
  • 2 Bars of Z-Gauge

 

Judgment Scythe – QCFx2+K: The gem in Orfiel's forehead shines brightly as he crouches down with his leg cloaked in white light. Orfiel performs a blisteringly fast back sweep attack that sends an enormous white crescent moon shaped projectile along the floor towards his opponent. In a single explosive impact it takes his opponent off of their feet. 11F Startup 37 Total Frames. There are advanced combos that allow Orfiel to use both Judgment Scythe and Judgment Saber in one sequence.

  • 240 Damage
  • 270 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Divine Vivisection – QCB,HCF+K: Orfiel rushes forward, striking his standing spinning back kick that generates a white crescent moon shaped aura that slices through his opponent very soul. On hit, the attack dizzies his opponent leaving them prone to follow up attacks. Orfiel's combo heavy design is why this is his Zen Art 2 and not his Zen Art 1.

  • 200 Damage
  • 1200 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Divine Ascension – QCBx2+K: (Anti Air) Orfiel combines his two favorite techniques into one powerful attack. He strikes with an incredibly powerful Divine Cutter that generates a massive vertical Justice Edge that carries his opponent high into the air. They then plummet to the ground taking additional damage when they land.

  • Damage: 510
  • Stun: 170
  • 4 Bars of Z-Gauge

 

Divine Declension – QCBx2+K: (In Air) From any jump, Orfiel combines his two favorite techniques into one powerful attack. He hammers his opponent with a vicious Divine Guillotine that generates a enormous descending Justice Edge that plants his opponent into the ground.

  • Damage: 450
  • Stun: 150
  • 4 Bars of Z-Gauge

 

Reasons to be SFVI:

Orfiel believes wholeheartedly that Gill's leadership is the only thing that will lead to a just world. He views Gill as a selfless leader that will do what is necessary for the good of the world. He suspects that Urien is seeking to usurp his brother for his own personal game. Orfiel will ensure that Urien's scheming will not harm Gill.

 

Side Note:

  • Orfiel is the name of the Archangel that guards the Throne of God.
  • He is the only member of Gill's triumvirate with a jeweled forehead
  • Is said to be Kolin's brother, although Urien doubts this
  • He is a member of Gill's Four Disciples which is made of up of the The Phantasm of Ice, Spectre of Fire, The Shining Blade, and Herald of Light. Each member was bestowed an aspect of Gill's power. Kolin was gifted a mastery of ice, Wasswa was granted dominion over flame, and both Darit & Orfiel were bestowed with aspects of his light. Darit was granted benevolent light and Orfiel given the light of judgment.
  • Orfiel is a repurposed Charlie Nash. This character's existence is based on the premise that Eleven, not Nash participated in A Shadow Falls


 

Red Gayle

Spoiler

Name: Red Gayle

Nickname: Karmesin Komet (Crimson Comet)

Sex: Female

Ethnicity: German/Austrian?

Height: 6ft 2in (1.88m)

Weight: 199lbs (90kg)

B/W/H: 34-26-39 (87cm-66cm-99cm)

 

Hometown: Unknown

 

Appearance: Red Gayle is a towering muscular woman. Despite her musculature, Red still has a feminine figure. She has long black hair that is pulled back into a high ponytail. Gayle has vibrant green eyes. She had a red mask over her eyes and nose that leaves her lower face (mouth,chin, and jaw) uncovered. The mask has yellow trim at her hairline and at the bottom across her nose, below her eyes. Gayle wears a red two piece wrestling singlet that leaves her six pack abdomen exposed. Her top has yellow trim around it's base, just above her stomach. It also has circular opening, also trimmed in yellow, that shows off her cleavage. The top has no sleeves with yellow trim around the neck and arm openings. “Komet” is emblazoned in yellow across the back of her top. Her arms are bare and she has yellow fingerless gloves on each hand. She has red booty shorts with yellow trim around the waist and leg openings. Red has calf length red boots with yellow laces.

 

Occupation: Pro Wrestler

Likes: Zangief and Mika, Weight lifting, Red (the color), Astronomy (Comets are her favorite)

Dislikes: Wine, Wealthy People (That mock the poor)

 

Fighting Style: Pro Wrestling

 

Tone: Red is a rambunctious woman. Her happy and energetic personality surprises those taken aback by her imposing figure.

 

Origins: Red Gayle is the mysterious star student of the Muscle Spirit Wrestling School. Trained by the legendary wrestlers Zangief and Rainbow Mika, Red Gayle stormed onto the scene at the MECC (Middle East Combat Club) grappling tournament. The event, which features the best grapplers in the world, was surprisingly won by Red Gayle. Her combination of speed, strength, and technique caught her competitors off guard.

From there, the mysterious wrestler stormed through the ranks of the IJWPW (Iwashigahama Japan Women's Pro-Wrestling). With the illustrious Rainbow Mika managing her, the women of the IJWPW didn't stand a change. In a show a dominance not seen since the legendary Black Widow, Red defeating everyone on the roster with ease. No one provided any challenge to her. IJWPW started booking handicap matches to maintain fan interest.

Bored with the lack of competition, Red Gayle set her sights on the CWA. Thanks to Black Widow, she'd be allowed to compete in the CWA without subterfuge. With Zangief at her side, Gayle began the long climb up the CWA rankings. Red Gayle set her sights on the reigning CWA champion, Sigmund “The Red Emperor”.

 

Rival: Sigmund

 

Stamina: 1100

Stun: 1100

Stun Recovery: 20F

Forward Dash: 18F

Back Dash: 24F

Forward Walk Speed: 4.2

Back Walk Speed: 3.5

Forward Dash Distance: 1.25

Back Dash Distance: 1.25

 

Normal Rise: 72F

Quick Rise: 36F

Delayed Rise: 90F

Back Rise: 54F

 

Taunt: Red flexes both of her biceps in a classic body builder pose while shooting “Muscle Spirit!” at her opponent.

  • Startup of next throw or command throw is reduced from 4F to 3F
  • Meteor Burst Scissor gets the 1F startup reduction as well
  • Throw range on next throw is increased by 5
     

Throw Range: 27

 

Throws:

 

Scarlet Slam – LP+LK: Red grabs her opponent and power slams them to ground. 4F 130 Damage/130 Stun

 

Brimstone– B+LP+LK: Red picks up her opponent presses them over head and slams them behind her. 4F 130 Damage/150 Stun

 

Scarlet Bomb – DF+LP+LK: Red grabs her crouching opponent, lefts them overhead, and falls to the ground while power bombing them in front of her. 4F 130 Damage/150 Stun

 

Dahlia Suplex – DB+LP+LK: Red grabs her crouching opponent and snap suplexes them behind her. 4F 120 Damage/200 Stun


 

Unique Attacks:

 

Red Lady – F+MP: Red grabs her left shoulder with her right hand will executes a left uppercut to her opponent's chin. Attack launches the opponent into the air. 9F Startup 70 Damage/120 Stun Knocks Down/+1 On Block, Can be canceled into Meteor Burst Scissor.

 

Cranium Crash – F+HP: Red strikes her foe with a headbutt. Attack nullifies projectiles with proper timing. 11F Startup 100 Damage/200 Stun +6 On Hit, +1 On Block

 

Meteorite Smash – D+MP: Red executed a flying body press that descends straight down from any jump. Attack can cross up. 15F Startup 70 Damage/120 Stun

 

Soaring Craninum Crash – U+HP: (In Air) Red strikes her foe with a flying headbutt. Attack nullifies projectiles with proper timing. 8F Startup 120 Damage/200 Stun Knocks Down

 

Patella Hammer – F+MK: Red hops toward her opponent with a knee strike. Not an overhead. Goes over low attacks. 10F Startup 70 Damage/100 Stun +2 On Hit, -4 on Block

 

Scarlet Moon – F+HK: (Overhead) Red sails towards her opponent and hits them with a flying butt strike. This attack can be charged. Goes over low profile attacks.

  • Uncharged - 14F Startup 90 Damage/150 Stun +2 on Hit, -5 On Block.
  • Charged – 21F Startup 100 Damage/200 Stun +6 On Hit, -2 On Block

 

Stellar Chop – LK,MP: (Target Combo) Red stomps on her foes foot and follows it up with a left back chop to the chest. 4F Startup 60 Damage/120 Stun +1 On Hit/-6 On Block


 

Zen Riposte:

 

Red Star Stunner – B,DB,D+P: Red kicks her foe in the stomach, grabs them by the head, turns around hops into the air, and slams their chin into her shoulder. This causes her foe to stagger backward. 40 Damage/50 Stun

Stellar Storm – B,DB,D+K: Red grabs her foes leg and spins them to the ground. 40 Damage/50 Stun. Knocks down


 

Zen Trance:

 

Muscle Spirit: HP+HK: Red Gayle gains a crimson aura. Her Z-Gauge disappears and she loses access to any abilities tied to it.

  • Red Gayle gains the ability to combo into throws and command throws. The attack proceeding the throw must put her at the proper advantage.
  • She has to be +4 on the proceeding attack to combo into her throws and command throws both of which have 4F startup.
  • Red's taunt reduces the startup time of her throws from 4F to 3F.
  • Meteor Burst Scissor combos on any juggled opponent


 

Specials:

 

Shooting Star Slam – HCF+P: (Command Grab) Red picks up her foe, hoists them overhead as she squats down, before exploding up into the air, throwing them down to the ground in front of her. Punch button determines throw range, jump height/damage, and how close Red lands to her opponent. All versions have a 4F Startup. Punch button determines damage and throw range. LP(170 Damage/200 Stun, 45 Throw Range) MP(190 Damage/200 Stun, 39 Throw Range) HP(210 Damage/210 Stun, 33 Throw Range) EX (3F Startup, 230 Damage/240 Stun, 45 Throw Range)

 

Falling Star Drop – HCB+P: (Command Grab)Red picks up her foe, hoists them overhead, tosses them high into the air, and walks forward as they crash down behind her. Punch button determines throw range, jump height/damage, and how close Red's opponents lands to her. All versions have a 4F Startup. Punch button determines damage and throw range. LP(150 Damage/250 Stun, 45 Throw Range) MP(170 Damage/250 Stun, 39 Throw Range) HP(190 Damage/250 Stun, 33 Throw Range) EX (3F Startup, 200 Damage/300 Stun, 45 Throw Range)

 

Asteroid Driver– HCB+P: (In Air, Command Grab) Red snatches her foe out of the air and drives them into the ground with rolling pile driver. Punch button determines throw range, number forward rolls before the piledriver/damage, and how close Red lands to her opponent. All versions have a 4F Startup. Punch button determines damage and throw range. LP(150 Damage/200 Stun, 45 Throw Range) MP(170 Damage/200 Stun, 39 Throw Range) HP(190 Damage/200 Stun, 33 Throw Range) EX (3F Startup, 200 Damage/250 Stun, 45 Throw Range)

 

Bolide Lariat – F,D,DF+P: Red flies through the air striking her adversary with a flying lariat. Damage, distance, and attack properties determined by the strength of the punch button. All versions cause a side switch if landed at point blank range. Attack is airborne and projectile invincible after 3F. LP (9F Startup, 90 Damage/120 Stun, 1/5 Screen, +2 On Hit/-2 On Block) MP (12F Startup, 100 Damage/120 Stun, 2/5 Screen, Knocks Down, -5 On Block, HP(16F Startup, 110 Damage/150 Stun, 1/2 Screen, Hard Knockdown, -8 on Block) EX(9F Startup, 110 Damage/200 Stun 1/2 Screen, Causes Juggle State, -4 On Block)

 

Meteor Kick (Missile Drop Kick) – Red crouches down, putting all her power into her legs, before launching herself at the opponent with a powerful missile drop kick to the sternum. Attack is considered airborne after 3F. QCB+K: LK(12F Startup 100 Damage/150 Stun +2 On Hit, -4 On Block) MK(18F Startup 110 Damage/150 Stun +3 On Hit, -2 On Block) HK(24F Startup 120 Damage/150 Stun, +4 On Hit, +1 On Block) EX (12F Startup 120 Damage/150 Stun, +4 On Hit, -8 On Block)

 

Meteor Burst Scissor – F,D,DF+K: (Anti Air Grab) Red jumps into the air to intercept an airborne opponent. She captures them with head scissor leg lock around the head and descends straight down, while rolling backwards to increase the force in which drives their head into the ground. Causes a side switch. Kick button determines startup, damage, and ascent angle. LK(4F Startup 130 Damage/150 Stun, 70° Angle) MK(6F Startup 140 Damage/150 Stun, 60° Angle) HK(8F Startup 150 Damage/150 Stun, 50° Angle) EX(3F Startup 160 Damage/200 Stun, LK+MK 70° Angle, LK+HK 60° Angle, MK+HK 50° Angle)


 

Zen Art 1:

 

Crimson Cyclone – HCFx2+P: Red holds out both of her arms and spins so fast that her head appears to not to move. The speed of her rotation creates a vacuum effect that sucks her opponent into a multi hit lariat, that pops her foe into the air, allowing for a follow up attack.

  • 250 Damage
  • 350 Stun
  • 2 Bars of Z-Gauge


 

Zen Art 2:

 

Bolide Lariat Royale – HCFx2+K: Red flies through the air strikes her foe with a blinding fast flying clothesline passing through them causing them to spin around, when she lands behind them flies through them in the opposite direction with another clothesline, repeating the sequence a second time with the fourth and final lariat spinning her into the air leaving the vulnerable to a follow up attack.

  • 350 Damage
  • 250 Stun
  • 3 Bars of Z-Gauge


 

Zen Art 3:

 

Star Shower Slam – 360°+P: (Command Grab) Red picks up her foe, hoists them overhead as she squats down, and presses her opponent high into the air off screen. They crash down in front of her, bounce up off the ground, and Red grabs them before exploding up into the air, throwing them down to the ground in front of her.

  • 540 Damage
  • 180 Stun
  • 4 Bars of Z-Gauge

 

Crimson Comet Drop – 360°+K: (Command Grab) Red grabs her opponent, hits them with three successive German suplexes, hoists them overhead, tosses them high into the air (off screen), and walks forward as they crash down behind her.

  • 480 Damage
  • 160 Stun
  • 4 Bars of Z-Gauge

 

Crimson Comet Driver – 360°+P: (Air Command Grab) Red snatches her foe out of the air and drives them into the ground with rolling pile driver, bounces off the ground at half her normal jump height, and plants her foe into the ground with a second rolling pile driver.

  • 420 Damage
  • 280 Stun
  • 4 Bars of Z-Gauge


 

Reasons to be in SFVI:

 

Feeling that the CWA was holding her back, Red grew frustrated. For reasons that neither Zangief or Mika understood, she seemed obsessed with facing off against Sigmund. When she first arrived at Zangief and Mika's school, before Sigmund had even captured the CWA title, she listed defeating him as her ultimate goal. She had little interest in the upcoming World Martial Arts tournament, until she heard that Sigmund would be there. However, she lacked an invite to the tournament. After mentioned this to Zangief and Mika, an invitation for her arrived shortly thereafter. Apparently her teachers had fought against the man issuing the invitations in the past. When learned that Red Gayle was trained by both Zangief and Mika, he quickly extended an invitation to to her.

 

Notes:

  • Red Gayle's real name is Farahilde Hofer.
  • Her natural hair color is red. She dies it black to help disguise her identity
  • She has an older brother named Ludolf.
  • Farahilde is actually taller than her older brother. Ludolf is 6fi 1.5in (1.87m)
  • Her family were servants for the Wimmer family, owners of the Wimmer Wine Company
  • Sigmund and Farahilde are childhood friends.
  • Her brother suffered a neck injury during training and had to stop wrestling. After that point, both he and Sigmund became very protective of Farahilde
  • She left for the Muscle Spirit Wrestling Academy after becoming fed up with Sigmund and her brother worrying after her. That was six years ago.
  •  

Ryu (Boss)

Spoiler

Name: Ryu

Nickname: Wandering Master

Sex: Male

Ethnicity: Japanese

Height: 5ft 10in (1.78m)

Weight: 198lbs (90kg)

B/W/H: 46-32-34 (117cm-81cm-87cm)

 

Hometown: Unknown, Japan

 

Appearance: Ryu is a well built, middle aged man. He has dark brown eyes, short black hair, a mustache, and full beard. There is a red bandanna tied around his forehead. Ryu is shirtless with only red taped wrapped around his lower abdomen. His hands and wrists are wrapped in black tape up to his knuckles leaving his fingers exposed. Ryu wears white gi pants on his legs with a black belt tied around his waist. The belt has the four kanji (風,林, 火 , and 山) that make up the Furikazan embroidered in gold on the right end. Ryu wears red slippers on his feet.

 

Occupation: Instructor/Street Fighter

Likes: Training, Fighting (Strong Opponents), Mizuyokan, Improving (His technique)

Dislikes: Complacency

 

Fighting Style: Mu No Hado Ansatsuken

 

Tone: Ryu is a serious man with a laser sharp focus on improvement.

 

Origins: Orphaned at the age of eight years old. Ryu was taken in and raised by Gouken. Gouken was master of his own brand of Ansatsuken. Ryu would observe Gouken as he trained and emulate the movements he saw. Gouken toke notice of this and began to formally train him. For the first few years of his time with Gouken, the pair trained alone at his master's dojo in the mountains of Japan. Occasionally masters of other martial arts disciplines would appear and spar with Gouken. Master Retsu being the most frequent of them.

     Shortly after his twelfth birthday, one of Gouken's friends appeared with his son. The boy was brash and a bit hard headed. He attempted to scuffle with Ryu and was promptly floored by Ryu. Gouken ordered Ryu to fetch him two buckets of water from the falls in north of dojo. When he returned, Gouken's friend was gone but his son remained. The boy Ken would be training with him. Despite their rough initial encounter, the two became fast friends. Ryu was happy to have someone his own age around. Although he had an edge in experience, Ken quickly caught up to him. His unpredictable and aggressive style often caught Ryu off guard, forcing him to have to be ready for anything. Ryu's defense and counters forced Ken to be more measured with his offense. Their drive to best each other and opposite philosophies causes the two boys to improve rapidly. Over the course of the next decade, they developed into masters in their own right.

     Feeling it was time for them to set out on their own, Gouken told the boys...now young men. That was time for them to embark on their Musha shugyō. Ken would return to America and take their martial arts scene by storm becoming All American Martial Arts Champion. Ryu would shock the world by defeating the Muay Thai Emperor Sagat. The friends would meet up to have a match of their own before going to share their news with their Master Gouken. When the pair headed for Gouken's dojo, they saw their master embroiled in combat with another fighter near the top of a waterfall. That fighter, Akuma, would seemingly strike a fatal blow against their master, causing him to fall into the waters below. The duo couldn't even land a blow on their master's brother who simply uttered. “You are not ready.” before disappearing into the darkness. Ryu and Ken searched the waters for the masters body but could not find it. They assumed it had been swept down stream.

     The battle between Mu No Hado and Satsui No Hado that Ryu witness would be indicative of his own life. Although his struggle was internal. The battles he would have with his friend Ken, rival Sagat, and Bison the head of Shadaloo would pale in comparison to his internal battle with the darkness within. Akuma would periodically appear and goad him. Trying to get him to walk the same Satsui No Hado path. True the help of his friends and return of his master Gouken. Ryu would come to grips with the dark power. Finally excising it with the help of Yoga Master Dhalsim. This darkness would manifest it self as a perverted and twisted dark from of Ryu. This phantom, this shadow, this Kage would try in vain to show Ryu that he was nothing without him. It would fail and be dispersed by the light of his Mu No Hado.

     Ryu would continue his journey towards self improvement with even more vigor. The dark burden no longer hung over him. His master was still alive, the tiny part of hi heart that desired for revenge no more. Slowly, over time, Ryu would fade from the spot light. As did Akuma shortly there after. Did fell the “Supreme Master of Fist” and retire. Did they two warriors slay each other in battle? No one, not even those closest to him new for certain.

 

Rival: Ken

Stamina: 1050/Boss: 1200

Stun: 1050/Boss: 1200

Stun Recovery: 20F

Forward Dash: 14F

Back Dash: 20F

Forward Walk Speed: 4 Boss: 4.8

Back Walk Speed: 3 Boss: 3.6

Forward Dash Distance: 1.5

Back Dash Distance: 1.5

 

Normal Rise: 72F

Quick Rise: 36F

Delayed Rise: 90F

Back Rise: 54F

 

Taunt: Ryu adjusts the ropes wrapped around his fist and then resumes his fighting stance. 30 Stun is added to his next Uncharged or Level 1 Charged Raiko Gohadoken. His level 2 Charged Raiko Gohadoken will cause guard break.

 

Throw Range: 25

 

Throws:

 

Seoi Nage (Shoulder Throw) – LP+LK: Ryu grabs his foe and shoulder throws them into the ground in front of him with great force. 4F Startup 130 Damage/130 Stun

 

Tomoe Nage (Somersault Throw) – B+LP+LK: Ryu grabs his foe, puts his right foot into their chest, and falls backward kicking them behind him. 120 Damage/150 Stun

 

Unique Attacks:

 

Sakotsu Wari (Collarbone Breaker) – F+MP: (Overhead) Ryu hits is foe with a right overhand punch to the clavicle. 14F Startup 80 Damage/100 Stun +1 on Hit, -6 on Block Boss: 12F Startup +2 on Hit

 

Mizochi Kodakii (Solar Plexus Strike) -F+HP: Ryu strikes with an advancing underhand right punch to the center of his adversary's torso. 17F Startup 90 Damage/150 Stun +8 on Hit, -2 on Block Boss: Damage increased to 100, -1 on Block

 

Senpu Kyaku (Whirlwind Kick) – F+MK: (Overhead)Ryu hops forward and strikes with spin kick. Attack goes over low attacks. 18F Startup 70 Damage/100 Stun +3 on Hit/-2 on Block Boss: Advantage on hit is +4

 

Ono Kyaku (Axe Kick) – B+HK: Ryu hits his opponent with a standing right axe kick. This attack is not an overhead. 9F Startup 90 Damage/150 Stun +4 on Hit/-2 on Block Boss: Advantage on hit is +5

 

Nigenteki Ren (Dual Chain) – LP,LK: Ryu strikes with a swift left jab into left low kick combination 4F Startup 50 Damage/80 Stun +1 on Hit/-4 on Block Boss: 60 Damage/100 Stun +2 on Hit/-2 on Block

 

Jodan Sanrengeki (High Level Three Chain Kick) – MP,HP,HK: (Target Combo) Ryu strikes his foe with a left gut punch, right straight punch into left high roundhouse kick. 7F Startup 90 Damage/120 Stun Knocks down on Hit/-7 on Block combination. Boss: 100 Damage/150 stun

 

Teidan Sanrengeki  (Low Level Three Chain Kick) – MP,HP,D+HK: (Target Combo) Ryu strikes his foe with a left gut punch, right straight punch into right back sweep kick combination. 7F Startup 90 Damage/120 Stun Knocks down on Hit/-10 On Block Boss: 100 Damage/150 stun

 

Zen Riposte:

 

Baku Ken (Bursting Fist) – B,DB,D+P: Ryu hits his opponent with a spinning back elbow to the abdomen. 40 Damage/50 Stun Leaves Foe Standing

 

Bofu Shu (Rave Wind Kick) - B,DB,D+K: Ryu strikes his adversary with a high back right kick to the head. 40 Damage/50 Stun Knocks Down

 

Zen Trance:

 

Muhi Boei (Unmatched Defense) – HP+HK: Ryu gains the ability to parry his foes attacks. In addition , the Ryu Tsukisasu Kougeki gains improved startup and damage. Hyakryu Goheki has faster startup and landing recovery.

  • Takai Henko (High Deflection) – HP+HK: Parries mid, high, and jumping attacks. 2F Startup 20F Recovery on whiff.
  • Hikui Henko (Low Deflection) – D+HP+HK: Parries low attacks. 2F Startup 15F Recovery on whiff.
  • Ten Henko Chikaku (Sky Deflection Near) – HP+HK: (In Air) Parries air attacks and leaves Ryu close to his foe. 2F Startup 20F Landing Recovery on whiff.
  • Ten Henko Toi (Sky Deflection Far) – D+HP+HK: Parries air attacks and leaves Ryu a ½ screen away from his foe. 2F Startup 20F Landing Recovery on whiff.
  • Ryu Tsukisasu Kougeki – LP Startup Reduced from 12F to 10F, MP from 16F to 14F, HP from 20F to 17F.
  • Hyakryu Goheki – Startup Reduced from 4F to 2F, Landing Recovery Reduced from 20F to 10F
  • Muhi Boei is always active for the Boss version of Ryu

 

Specials: Ryu does NOT have any EX Specials

 

Raiko Gohadoken (Lightning Strong Surge Fist) – QCF+P: Ryu pulls back both his hands concentrating a his ki into an electric charged projectile that he hurls toward his opponent and shocks them on impact. This attack can be charged. Punch button determines the projectile speed. LP (Slow), MP Fast), HP (Fastest)

Uncharged – 14F Startup 44 Total Frames, 70 Damage/120 Stun, Boss: 11F Startup 41 Total Frames 80 Damage/120 Stun

  • Leve1 Charge – 18F Startup 49 Total Frames 2 Hits, 90 Damage/150 Stun, Boss: 15F Startup 46 Total Frames 100 Damage/150 Stun
  • Level 2 Charge – 22F Startup 55 Total Frames 3 Hits, 120 Damage/200 Stun Boss: 19F Startup 50 Total Frames 140 Damage/200 Stun

 

Raiko Goshoryuken (Lightning Strong Rising Dragon Fist) – F,D,DF+P: Ryu strikes with a powerful rising left uppercut that electrifies his opponent. All version are invincible to airborne attacks. LP (3F Startup 110 Damage/150 Stun) MP (4F Startup 130 Damage/170 Stun) HP (5F Startup 150 Damage/180 stun) Boss: All versions are startup invincible. LP 120 Damage/160 Stun, MP 140 Damage/180 stun, HP 160 Damage/200 Stun

 

Ryu Tsukisasu Kougeki (Dragon Thrust Strike) – HCB+P: Ryu thrusts forward with a powerful straight left punch. If time properly Ryu intercepts his opponents attack and follows up with powerful straight back elbow strike that knocks down the opponent. LP (12F Startup Strike Only: 60 Damage/120 Stun With Counter: 120 Damage/150 Stun, +0 After Forward Dash.) MP (16F Startup Strike Only: 80 Damage/140 Stun With Counter: 150 Damage/180 Stun, +1 After Forward Dash.) HP (20F Startup Strike Only: 100 Damage/150 Stun With Counter: 180 Damage/200 Stun, +2 After Forward Dash.) Boss: LP 10F Startup, MP 14F Startup, HP 17F Startup.

 

Hyakryushu – (Hundred Dragon Assault) – F,D,DF+K: Ryu jumps forward, rolls himself into a ball and strikes his opponent with varying options. LK (40 Total Frames) MK (41 Total Frames) HK (42 Total Frames) Boss: Total Frames are reduced by 2F

Hyakryu Gozan (Hundred Dragon Strong Slash) - No Input: Ryu performs a sliding sweep kick. 4F Startup 100 Damage/200 Stun -6 on Block Boss: -2 on Block

 

Hyakryu Gosho (Hundred Dragon Strong Pierce) – P: Ryu hits his opponent with a flying double open palm strike that causes a hard knockdown. 8F Startup 100 Damage/150 Stun Boss: 7F Startup 120 Damage/160 Stun

  • Hyakryu Goheki (Hundred Dragon Strong Wall) – K: Ryu takes an aerial defensive stance. If his opponent strikes, their attack is deflected, leaving them in a juggle state. 4F Startup 20F Landing Recovery on whiff. Boss: 2F Startup 10 F Landing Recovery on whiff
  • Hyakryu Gosai (Hundred Dragon Strong Smash) – LP+LK: (Throw) Ryu grabs his standing opponent and strikes with a backflip knee into an aerial right hand chop that drives his opponent into the ground. 5F Startup 150 Damage/200 Stun Boss: 3F Startup 180 Damage/240 Stun
  • Hyakryu Gotsui (Hundred Dragon Strong Fall) – LP+LK: (Air Throw) Ryu grabs his aerial opponent by the head and drives them, head first, into the ground. 5F Startup 150 Damage/200 Stun Boss: 3F Startup 180 Damage/240 Stun
  • Gorai Sokutogeri (Booming Thunder Foot Edge Kick) – HCF+K: Ryu charges his left foot with a electric kick and strikes his foe with a high standing side kick. LK (10F Startup 80 Damage/150 Stun) MK(14F Startup 100 Damage/160 Stun) HK (16F Startup 120 Damage/180 Stun) Boss: All versions startup 2F faster.

 

Denko Tatsumaki Kyaku (Lightning Tornado Leg) – QCB+K: Ryu's legs crackle with electricity as he jumps into the air and strikes with an advancing rapidly spinning kick. LK version juggles and allows for a follow up from any 3F attack. LK (9F Startup 100 Damage/150 Stun) MK(11F Startup 120 Damage/150 Stun) HK (13F Startup 130 Damage/160 Stun) Boss: All versions startup 2F faster.

 

Raitei Kado Zankukyaku (Thunder Vortex Slashing Air Leg) -QCB+K: (In Air) From any jump, Ryu strikes his opponent with an electrified spinning kick. LK (7F Startup 70 Damage/100 Stun, Causes Juggle State) MK(8F Startup 80 Damage/100 Stun. Can Cross Up) HK (9F Startup 100 Damage/180 Stun, Causes Hard Knockdown) Boss: LK 80 Damage/120 Stun, MK 90 Damage/120 Stun, HK 120 Damage/200 Stun

 

Zen Art 1:

 

Raijin Gohadoken (Lighting God Strong Surge Fist) QCFx2+P: Ryu focuses his energy through his fists, manifest a large electrical hadoken that he hurls at his opponent at varying speeds. LP (Slow), MP (Fast), HP (Fastest). 240 Stun Damage on Block Boss: 510 Stun Damage on Block. Causes guard break. No additional scaling is applied to any follow up attacks.

  • 240 Damage Boss: 340 Damage
  • 360 Stun Boss: 510 Stun
  • 2 Bars of Z Gauge

 

Zen Art 2:

 

Ryuujin Tsukisasu Kougeki (Dragon God Thrust Strike) – QCBx2+P: Ryu thrusts forward with a blindingly fast straight right punch that creates a shock wave upon impact. He follows that up with a left open palm strike to the sternum that sends the opponent slamming into the right side of the screen and bouncing back towards Ryu allowing for a juggle combo if timed properly,

  • 330 Damage Boss: 420 Damage
  • 220 Stun Boss: 280 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Ryuujin Shoken (Dragon God Rising Fist) – QCFx2+K: Ryu's right arm coarses with electric ki as he pulls it back and then uppercuts his opponent in the abdomen with great force and speed. A shock wave rings out as his opponent doubles over and Ryu strikes them in the chin with blindingly quick ascending left uppercut that sends his foe sailing high into the air. Ryu lands first, allow him to follow with a Raiko Hadoken (better oki) or MK Gorai Sokutogeri for (corner carry/damage) with proper timing. Boss: Lands faster, allowing to follow up with a Jump MP into FP Raiko Goshoryuken for max damage or a HK Gorai Sokutogeri for maximum corner carry,

  • 510 Damage Boss: 630 Damage
  • 170 Stun Boss: 210 Stun
  • 4 Bars of Z Gauge

 

Hidden Art:

 

Shin Mukougeki (True Void Strike) 360°+P – (Command Grab) Ryu pulls back his right fist slowly while tiny spheres of blue ki are drawn to it from all angles. His fist begins to illuminate with a blinding blue white light and he strikes with an incredibly fast yet brutally powerful straight right punch to his foe's sternum. Upon impact the punch creates a massive shock wave and shoots a ray of blue white ki through their torso. 3F Startup

  • 420 Damage Boss: 560 Damage
  • 420 Stun Boss: 560 Stun
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

 

After spending more than decade training a disciple and improving his own skills. It is Ryu that sends out the invitations for the World Martial Arts tournament. He hasn't clashed with Ken three years and hasn't seen his disciple in two. Ryu aims to measure his skills against the best the world has to offer, as well as catch up with those closest to him.

Shun

Spoiler

Name: Shun Hoshi (Hoshi Shun)

Nickname: Fist of Focused Fury

Sex: Male

Ethnicity: Japanese (?)

Height: 5ft 9in (1.75)

Weight: 187lbs (85kg)

B/W/H: 44-31-33 (110cm-79cm-84cm)

 

Hometown: São Paulo , Brazil

 

Appearance: Shun has dark reddish brown shoulder length hair. He is a baby faced young man with a well built physique and a tan complexion. Shun has grey head band covering his forehead. There is black “激”(Violent) kanji symbol at the center of the headband. He is shirtless and wears full length grey gi pants with a black karate belt tied around his waist. His upper forearms and his hands are wrapped in black tape. There are brown leather sandals on his feet.

 

Occupation: College Student

Likes: His Mother, Nature, Swimming, Fighting

Dislikes: His Temper, His Father

 

Fighting Style: Hoshi No Ken

 

Tone: Shun is an honorable but hotheaded young man.

 

Origins: Shun's mother, Homura, came to Brazil from Japan just before he was born. Homura's father was an expert martial artist. Homura trained under her father. While tradition dictated that the family art be passed down from father to son, she was an only child. So the duty of carrying on the family technique fell to her. Eventually, her father took on another student. As they trained together, Homura fell for the young man. Homura's father and began to butt heads with his star pupil, much to Homura's chagrin. He wished to learn the forbidden arts of the family style and Homura's father disagreed. One day they the master and student's conflict grew physical. Shun's father killed his grandfather. He had been practicing the forbidden techniques in secret and was overcome by a dark power.

     Homura was torn. She wanted to avenge her father but wasn't sure if she were strong enough. However the decision had been made for her. Homura was pregnant. Even if she were able, she was in no condition to fight. Even if she did, it would mean trying to kill the father of her child. Homura took possession of all the scrolls describing her family art and fled for Brazil. In addition to being on the other side of the world, it has the largest population of Japanese people outside of Japan itself. It would be easy for her to disappear there.

     As is the tradition of the family, Homura trained Shun in the family's martial arts style. Despite being raised in Brazil, Shun is fluent in Japanese. Homura was reluctant to teach Shun. She felt the same dark power from him that had overwhelmed his father. However, she feared that without proper training he'd be unable to control his power.

Shun displayed a natural talent for the martial arts. In spite of the “dark power” that seemed to dwell within him. He was a honorable young man that always strived to do the right thing. He often asked about his father but his mother would always change the subject. Shun started looking to the matter on his own. He heard of fighter with “dark power” similar to his own. He wondered if that fighter could be his father.

 

Rival: Ryu

 

Stamina: 1000

Stun: 1025

Stun Recovery: 22F

Forward Dash: 15F

Back Dash: 22F

Forward Walk Speed: 4.8

Back Walk Speed: 4.2

Forward Dash Distance: 1.5

Back Dash Distance: 1.5

 

Normal Rise: 68F

Quick Rise: 34F

Delayed Rise: 85F

Back Rise: 51F

 

Taunt: Shun leans back, clinches his fists, and screams. If the animation completes, his next Kazanha starts up 1F faster and gets a 10 damage/20 Stun buff.

 

Throw Range: 23

 

Throws:

 

Nohouzu Ikari (Unbridled Rage) – LP+LK: Shun strikes his foe with a left-right body uppercut combination followed by a flying left knee to the head. 4F 130 Damage/130 Stun

 

Douaku Gekido(Fiendish Rage) – B+LP+LK: Shun strikes his foe with a right uppercut to the body, grabs the back of their head with his left hand, and slams them face first into the ground. 120 Damage/150 Stun

 

Unique Attacks:

 

Fukubu Kanpa(Abdomen Penetration) -F+MP: Shun strikes with an advancing underhand left punch to the middle of his foe's abdomen. 10F Startup 70 Damage/120 Stun +5 on Hit, -2 on Block

 

Moretsu Hishu (Furious Dagger) - B+HP: Shun strikes his foe with a left uppercut to the body. 6F Startup 80 Damage/150 Stun +4 On Hit/-4 On Block

 

Kyoukotsu Heki (Sternum Pierce) – F+HP: Shun steps forward and strikes with a straight right punch to the chest. 9F Startup 90 Damage/120 Stun +3 On Hit/-2 On Block

 

Sesshou Yari – (Barborous Spear) – F+MK: Shun steps forward and strikes with a right standing side kick to the abdomen. 7F Startup 70 Damage/100 Stun +2 On Hit/-2 On Block

 

Ingou Daikama – (Cruel Scythe) – F+HK: (Overhead) Shun hits his opponent with a left question mark kick. 16F Startup 90 Damage/150 Stun +2 On Hit/-4 On Block

 

Shibugoretsu (Torn Asunder) – B+HP, F+MP: (Target Combo) Shun strikes his foe with a left uppercut to the body followed by a right hook to the head. Knocks down. 9F Startup 120 Damage/120 Stun Knocks Down, -7 On Block

 

Nigenteki Baku Daboku (Dual Bursting Blow) – F+MK, B+HK: (Target Combo) Shun steps forward and strikes with a right standing side kick into a right standing back kick to the solar plexus. 7F Startup 100 Damage/100 Stun +1 On Hit, -5 On Block

 

Zen Riposte:

 

Kyoubou Ichigeki (Frenzied Blow) – B,DB,D+P: Shun hits his opponent with a violent left-right straight open palm punch combination. Leaves Foe Standing 40 Damage/50 Stun

 

Fungeki Shu (Fury Kick) - B,DB,D+K: Shu strikes with a swift and powerful right low kick that know his opponent's legs out from under them. 40 Damage/50 Stun Knocks Down

 

Zen Trance:

 

Zetsumetsuken (Extinction Fist) – HP+HK: Shun focuses the fury of his dark power through his hands and feet. Increasing the potency of his physical special attacks.

  • Umihebiza Zunou Kousou, Umihebiza Shippo Dasu, and Hiryuu Shippo Tsuiraku gain EX properties.
  • Daichi Goha – LP,MP,HP Versions 13F Startup 45 Total Frames 75 Damage/100 Stun
  • Kazanha – LP,MP,HP Versions Startup Reduced by 1F, Damage Increased by 15, Full Startup Invincibility,
  • Doki Kaihou – Uncharged LK,MK,HK versions all startup 2F Faster, Total Frames reduced by 2F.HK Reflects 1 hit projectiles and causes limited juggle state. Charged LK,MK versions startup 1F Faster, Total Frames reduced by 2F. HK version startup reduced by 2F, Total Frames reduced by 3F reflects up to 3 hit projectiles. Launches opponent into the air and causes a relaxed juggle state. (Initial juggle does not count against the juggle hit limit.)

 

Specials:

 

Daichi Goha (Earth Great Blast) – QCF+P: Shun pulls back his right arm, thrusts his hand palm open towards his opponent, and creates wave of ki that travels along the ground towards his opponent. Punch button determines the speed of the projectile. The stronger the button, the faster the projectile. LP,MP,HP versions 14F Startup 47 Total Frames. 60 Damage/100 Stun. EX 12F Startup 44 Total Frames. 120 Damage/150 Stun.

 

Kazanha (Volcano Blast) – F,D,DF+P: (Anti Air) Shun strikes the ground with a powerful left overhand punch that causes a pyre of fiery ki to rise up from it. The height, startup, and strength of the blast is determined by the punch button. LP(4F Startup, 110 Damage/150 Stun, Throw Invincible) MP (5F Startup, 130 Damage/150 Stun, Invincible to Airborne Attacks), HP (6F Startup, 150 Damage/150 Stun, Strike/Projectile Invincible from frame 3), EX (4F Startup, 170 Damage/200 Stun, Full Startup Invincibility)

 

Umihebiza Zunou Kousou (Hydra Head Bite) – QCB+P: Shun dashes forward with left straight, right straight, into left straight combination. Distance, startup, and strength of the attack determined by the punch button pressed. LP (8F Startup, 90 Damage/120 Stun, ¼ Screen, -2 On Hit/-4 On Block) MP (11F Startup, 110 Damage/120 Stun, ½ Screen, -1 On Hit/-5 On Block) HP (14 Startup, 130 Damage/150 Stun, ¾ Screen, +1 On Hit/-6 On Block) EX (8F Startup, 150 Damage/150 Stun, ¾ Screen +3 On Hit/-2 On Block)

 

Doki Kaihou (Wrath Unleashed) – F,D,DF+K: Shun expels the negative ki he's built up inside. Creates an spherical explosion around his body. Attack can be charged by holding down the buttons. Aura dispels projectiles. The diameter of the aura increase with the strength of the kick button. Uncharged dispels projectiles and knocks down at point blank range. Charged dispels reflects projectiles and leaves the opponent standing with Shun at advantage.

  • Uncharged – LK (12F Startup 38 Total Frames, 60 Damage/100 Stun, -4 On Block) MK (14F Startup 42 Total Frames 80 Damage/120 Stun, -6 On Block) HK (16F Startup, 46 Total Frames 100 Damage/150 Stun, -8 On Block) EX ( 12F Startup 38 Total Frames, 100 Damage/150 Stun, -2 On Block, Nullifies Projectiles of up to 3 hits)
  • Charged – LK (18F Startup 40 Total Frames, 80 Damage/100 Stun, +3 On hit, -2 On Block) MK (21F Startup 43 Total Frames 110 Damage/120 Stun, +4 On Hit/-1 On Block) HK (24F Startup, 45 Total Frames 140 Damage/150 Stun, +7 On Hit/+1 On Block) EX ( 18F Startup 38 Total Frames, 150 Damage/150 Stun, +8 On Hit/+2 On Block, Reflects Projectiles of up to 3 hits)

 

Umihebiza Shippo Dasu (Hydra Tail Strike) – QCF+K: Shun slides forward with a right sweep, left sweep, into right back sweep combination. Must be blocked low. Distance, startup, and strength of the attack determined by the kick button pressed. All versions knock down. LK (9F Startup, 90 Damage/120 Stun, ¼ Screen, -5 On Block) MK (12F Startup, 120 Damage/120 Stun, ½ Screen, -6 On Block) HK (15 Startup, 140 Damage/150 Stun, ¾ Screen, -7 On Block) EX (9F Startup, 150 Damage/200 Stun, ¾ Screen, -4 on Block)

 

Hiryuu Shippo Tsuiraku (Flying Dragon Tail Crash) – QCF+K: (In Air) Shun descends straight down to the ground from any jump with a vertically spinning somersault kick. The attack impacts the ground as full front split kick. LK (9F Startup, 90 Damage/120 Stun) MK (12F Startup, 110 Damage/150 Stun), HK (14F Startup, 130 Damage/150 Stun) EX(11F Startup, 130 Damage/150 Stun, +4 On Hit)

 

Zen Art 1:

 

Metsu Kaihou (Destruction Unleashed) – QCFx2+K: Shun expels the negative ki he's built up inside. Creating a large, pulsating orb of ki around his body. At range this reflect all projectiles (standard, EX, and Zen Arts) back at the opponent at double their traveling speed. Point blank the attacks causes a wall bounce allowing for a follow up combo. 7F Startup, -8 On Block

  • 210 Damage
  • 280 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Daichi Gobakuha (Earth Great Destructive Blast) – QCB+P: Shun's eyes glow red and he manifests an aura of the same hue. He pull back his arm at blinding speed before rapidly thrusting it forward, palm open, towards his opponent. This action causes a large pyre of flame to advance long the ground at his foe. Upon contact it ignites them in flame and carries them all the way across the screen slamming them against the wall and leaving them cornered. Punch button determines the speed of the projectile. The stronger the button, the faster the projectile.

  • 350 Damage
  • 350 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Kazan Tenpenchii (Volcanic Cataclysm) – QCFx2+P: Shun strikes the ground with a powerful left overhand punch that generates a large pyre of fiery ki that engulfs his foe, and lifts them off the ground. He then strikes with a right overhead punch to ground that makes a larger fiery ki pyre that keeps his opponent aloft, and sends them flying away with a massive pyre of fiery ki created by a final light overhand punch to the ground.

  • 490 Damage (3 hits 1x140, 1x150, 1x200)
  • 210 Stun
  • 4 Bars of Z-Gauge

 

Hidden Art:

 

Metsu Kaihou (Destruction Unleashed) – LK,LK, F, LP, HK: Shun expels the negative ki he's built up inside his body into a massive spherical explosion that surrounds him as he levitates a short distance off the ground. around his body. Attack has limited horizontal range, however the aura reflects all projectiles. If reflected projectile hits his opponent he regains 2 Bars of Z-Gauge. 10F Startup. - 2 On Block.

  • 420 Damage
  • 280 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

 

Shun enters the world martial arts tournament seeking his father or information about him. This warrior with dark ki only challenged the best fighters in the world. He hasn't been sighted in years. The last time he was seen he was said to be fighting the champion of the current tournament. Shun seeks answers about his past and Ryu maybe the only one that can provide them.

 

Side Notes:

  • Shun's father isn't Akuma. I purposely left it vague like he could be but he isn't. Shun's father was killed by Akuma though. Akuma felt his Satsui No Hado energy.
  • I gave him the Hoshi surname as a nod to the Alpha movie going with the Shun is Ryu's brother angle and people thinking that Hoshi is Ryu's surname.
  • Shun's mother's name Homura means flame or blaze.
  • Kyoka was his father's name. Kyoka means “Strong Fire”

Sigmund

Spoiler

Name: Sigmund Wimmer

Nickname: The Red Emperor (Der Rote Kaiser)

Sex: Male

Ethnicity: Austrian

Height: 6ft 6in(1.98m)

Weight: 276lbs (125kg)

B/W/H: 52-37-40 (132cm-94cm-102cm)

 

Hometown: Graz, Austria

 

Appearance: Sigmund is tall with an athletic build. He has short red slicked back hair with a tuft of red hair on his chin. His eyes are light blue. Sigmund wheres a golden headband that resembles a crown. He is shirtless and has red elbow pads on each arm. Around his waist is a black leather weight belt with golden trim. Sigmund has white tights and red calf length wrestling boots.

 

Occupation: Pro Wrestler (CWA Champion)

Likes: Ludolf (Best Friend), Weissbier (Wheat Beer), Cross Training, Humor

Dislikes: Overly Serious People, Wine

 

Fighting Style: Pro Wrestling

 

Tone: Sigmund is an exuberant young man. He jovial demeanor fools people into thinking he doesn't take his craft seriously. That is not the case.

 

Origins: The youngest son wine magnate Franz Wimmer, Sigmund has always been the black sheep of the family. While his family was all about high society, he preferred to hangout with their butler and maid's children Ludolf and Farahilde. His older siblings, Amadeus and Astrid, frowned upon his behavior. “It's not fitting of a Wimmer” but Sigmund didn't care. In an effort to get closer to his son, Franz took Sigmund, Ludolf, and Farahilde with him on a business trip to the UK. During the trip, Sigmund saw a poster “Zangief vs Hugo! One night only!” Sigmund begged his father to take him to the event. Despite his misgivings, Franz took Sigmund and the other children to the event.

     Franz would live to regret this decision. From that point on, young Sigmund became obsessed with professional wrestling. He'd often come home to find Sigmund and Ludolf reenacting their favorite matches. Even Farahilde got in on the act. As he grew up Sigmund continued to enjoy wrestling and his father tolerated it as long as he excelled in his studies. Upon graduating university, Sigmund was expected to take his place in the family winery business. He declined. Sigmund was going to be the best professional wrestler in the world. Infuriated, his father cut him off financially. Figuring this would force Sigmund to abandon his “foolish” hobby and join the family business. Unfortunately for Franz, Sigmund had been planning this for ages. He'd been saving his money since he was a teenager. Spending most of his time with Ludolf and Farahilde growing up, Sigmund was more comfortable with a “meager” lifestyle. Sigmund and his two closest friends would get a place together and achieve their dream together.

    Unfortunately, that dream would be short lived. Shortly after moving in together, Ludolf would get hurt during training. After injury his neck, thankfully he wasn't paralyzed, Ludolf would have to stop wrestling. This caused both Sigmund and Ludolf to worry over Farahilde during training. Frustrated, Farahilde would disappear. Leaving a short note that simply said. “Sigmund my love. Take care of Ludolf for me. Don't bother looking for me.” Of course Sigmund and Ludolf didn't listen. They tried to find her, but had no luck. Heartbroken, Sigmund would focus on his career. He hasn't dated anyone since Farahilde's disappearance. Ludolf would become Sigmund's manager, he couldn't wrestle but he could at least help his friend achieve his dream. Over the next four years, Sigmund would climb through the ranks of various wrestling organizations until finally getting a call from the CWA. That was two years ago and Sigmund has held their championship for the past year.

 

Rival: Alex

 

Stamina: 1150

Stun: 1150

Stun Recovery: 22F

Forward Dash: 20F

Back Dash: 25F

Forward Walk Speed: 4.0

Back Walk Speed: 3.6

Forward Dash Distance: 1.5

Back Dash Distance: 1.5

 

Normal Rise: 72F

Quick Rise: 36F

Delayed Rise: 90F

Back Rise: 54F

 

Taunt: Sigmund holds his hands over his head making a “jewel” shape with his fingers. He pulls his hands down, looks through the “jewel” in hands, and says “ Schaffst du den Schnitt?” (Can you make the cut?) Taunt is 42 Total Frames.

The next “Kutter” attack he lands receives a 10 Damage/20 Stun buff.

 

Throw Range: 30

 

Throws:

 

Zurückbrecher (Back Breaker) - LP+LK: Sigmund grabs his foe and hits them with a Tilt A Whirl Back breaker. 4F Startup 130 Damage/130 Stun

 

Gesichtsbrecher (Face Breaker) -LP+LK: (Crouching Opponent) Sigmund picks up his crouching opponent by the head and plants them face first into the ground with a Sitout Facebuster

4F Startup 120 Damage/150 Stun

 

Halsbrecher (Neck Breaker)-B+LP+LK: Sigmund grabs his opponent head, spins behind him, and hits them with a reverse neck breaker. 4F Startup 140 Damage/150 Stun

 

Bulldogge (Bulldog) - B+LP+LK: (Crouching Opponent) Sigmund grabs his crouching opponents head, jumps backwards, and plants them face first into the ground with one handed bulldog. 4F Startup 120 Damage/200 Stun

 

Macht Zuschlagen(Power Slam) - LP+LK (In Air): Sigmund catches his opponent mid air and spins 270° as he slams them into the ground. 4F Startup 140 Damage/150 Stun

 

Das Ende (The End) - B+LP+LK (In Air): Sigmund snatches his opponent out of the air and drives them head first into the ground with a DDT. 4F Startup 130 Damage/200 Stun


 

Unique Attacks:

 

Karmesin Schlegel (Crimson Maul) - F+MP: (Overhead) Sigmund clasps his hands together pulls them back behind his head and slams them down on his opponent. Attack be charged. Charging the attack increases the startup time but increases the advantage on hit.

  • Uncharged - 12F Startup 70 Damage/120 Stun +1 on Hit, -4 On Block.
  • Charged – 18F Startup 90 Damage/150 Stun +2 On Hit, +1 On Block

 

Rotwein Keule (Claret Mace) – F+HP: Sigmund leaps forward and strikes his foe with a Superman Punch. Not an overhead. Goes over low attack. 14F Startup 100 Damage/200 Stun +2 On Hit, -2 on Block

 

Rubinrot Hammer (Ruby Red Hammer) – D+HP: (In Air) Sigmund executes a flying elbow drop from any jump. Attack can cross up. 7F Startup 100 Damage/150 Stun

 

Cerise Degen (Cerise Epee) - F+MK: Sigmund floors his opponent with a standing single leg dropkick to the head. 10F Startup 70 Damage/100 Stun 0 On Hit/-6 On Block. Airborne 3F to 10F

 

Blut Axt (Blood Axe) – D+MK: (In Air) Sigmund executes a leg drop from any jump. Attack halts his momentum and he descends straight down. 16F Startup 80 Damage/120 Stun

 

Kardinal Hellebarde (Cardinal Halberd )- F+HK: Sigmund hits his opponent under their chin with a vicious super kick. Only hits crouchers at close range. 17F Startup 100 Damage/200 Stun +2 On Hit, +1 on Block

 

Zen Riposte:

 

Amboss Krachen (Anvil Crash) – B,DB,D+P: Sigmund grabs his foe, picks them up, and slams their groin down onto his knee, stunning them, and leaving them standing with Sigmund at advantage. (Reverse Atomic Drop) 40 Damage/50 Stun

 

Rot Hammer (Red Hammer) – B,DB,D+K: Sigmund knock his opponent down with a dropsault. (Drop Kick into a somersault) 40 Damage/50 Stun

 

Zen Trance:

 

Kaiser Stärke (Emperor's Strength) – HP+HK: Sigmund “hulks up” and becomes surrounded by a regal red aura. His Z-Gauge disappears and he loses access to all abilities tied to it.

  • Stamina defense increased by 30%
  • Stun defense increased by 50%
  • All damage Sigmund receives is now recoverable damage
  • Rhodinit Kutter and Granat Kutter gain armor on frame 3

 

Specials:

 

Korund Kutter (Corundum Cutter) – 360°+P: (Command Grab) Sigmund grabs his opponent, puts them in a fireman's carry position, jumps into the air, spins his opponent 180° off his shoulder, and plants them face first into the ground with a ¾ face lock front bulldog (Diamond Cutter). All versions start up in 3F. Punch button determines the damage and grab range. LP (200 Damage/250 Stun, 55 Throw Range, -1 On hit), MP(210 Damage/250 Stun, 50 Throw Range, +1 On Hit), HP(220 Damage/250 Stun, 45 Throw Range, +2 On Hit) EX(250 Damage/250 Stun, 55 Throw Range, Throw Invincible, +2 On Hit)

 

Rubin Kutter (Ruby Cutter) - F,D,DF+P: (Anti Air Command Grab) Sigmund jumps up into the air, grabs his opponent, and plants them face first into the ground with a ¾ face lock front bulldog.(Diamond Cutter). Punch button determines ascent angle. LP (7F Startup 150 Damage/200 Stun, Straight Up, Anti Cross Up), MP(8F Startup, 170 Damage/200 Stun,60° Angle), HP(9F Startup, 190 Damage/200 Stun, 45° Angle), EX(5F Startup, 210 Damage/250 Stun, Fully Invincible to Airborne Attacks on Frame 1, LP+MP Straight Up, LP+HP 60° Angle, MP+HP 45° Angle)

 

Kontern Kutter (Counter Cutter) – B,D,DB+P: (Counter) Sigmund intercepts his opponents attack and hit's with a counter version of his Korund Kutter. The type of attack countered is determined by the button pressed. All versions have 2F Startup and 16F over recovery on whiff.

  • Neidriger Kontern Kutter (Low Counter Cutter)- LP : Sigmund block his foes attack, hits them with a knee lift that causes them to stand, and plants them face first into the ground with a ¾ face lock front bulldog (Diamond Cutter). 220 Damage/250 Stun EX (LP+MP 1F Startup, 240 Damage/300 Stun)
  • Kontern Kutter (Counter Cutter) -MP: Sigmund deflects his opponents high/mid attack and quick hits them with a a ¾ face lock front bulldog (Diamond Cutter). 200 Damage/250 Stun EX (LP+HP 1F Startup, 220 Damage/300 Stun)
  • Hoher Kontern Kutter (High Counter Cutter) - HP: Sigmund intercepts his foes aerial attack, catching them out of the air and planted them face first with a ¾ face lock front bulldog (Diamond Cutter). 200 Damage/250 Stun EX (MP+HP 1F Startup, 220 Damage/300 Stun)

 

Rhodonit Kutter (Rhodonite Cutter) – 360°+K: (Dashing Command Grab) Sigmund charges towards his opponent, grabs them, spins 180° around their torso and plants them face first into the ground with a ¾ face lock front bulldog (Diamond Cutter). Kick button determines the distance traveled. Grabs starts up 1F after Sigmund makes contact with his adversary LK (180 Damage/240 Stun, ¼ Screen) MK (210 Damage/240 Stun,½ Screen), HK (230 Damage/250 Stun, ¾ Screen) EX(250 Damage/250 Stun, Grab starts up immediately on contact,Grains armor on Frame 3, ¾ Screen).

 

Granat Kutter (Garnet Cutter) – F,D,DF+K: (Jumping Command Grab) Sigmund jumps at his opponent, lands on their shoulders, performs a handstand, and spins into a ¾ face lock front bulldog (Diamond Cutter). Causes a side switch. Kick button determines the distance of the jump. All versions 180 Damage/240 Stun. LK (33F Startup ¼ Screen) MK (37F Startup ½ Screen), HK (42F Startup ¾ Screen) EX (27F Startup, 200 Damage/280 Stun, Projectile Invincible, Auto tracks the opponent)

 

Zen Art 1:

 

Luftig Kontern Kutter(Aerial Counter Cutter) – QCBx2+P: (In Air) Sigmund parries his foes attack, grabs them mid air, spins 180° around their torso and plants them face first into the ground with a ¾ face lock front bulldog (Diamond Cutter).

  • 300 Damage
  • 350 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Abprallen Juwel Kutter (Ricochet Gem Cutter) – QCFx2+K: Sigmund rushes his opponent hitting them in the sternum with a brutal missile drop kick that sends them careening into the wall with great force. Upon impact, they rebound off of the wall high into the air off screen, Sigmund jumps off screen, and comes back down planting his opponent face first with violent ¾ face lock front bulldog. (Diamond Cutter)

  • 360 Damage
  • 240 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Zyklon Juwel Kutter (Cyclone Gem Cutter) – 360°x2+P: Sigmund grabs his opponent, puts them in a fireman's carry position, spins rapidly as he rises high into the air, descends at a breakneck speed while still rotating rapidly, and just before impact he spins his opponent 180° off his shoulder planting them face first into the ground with a ¾ face lock front bulldog (Diamond Cutter).

  • 600 Damage
  • 200 Stun
  • 4 Bars of Z-Gauge

 

Zyklon Rubin Kutter (Cyclone Ruby Cutter)- 360°x2+P: From any jump, Sigmund grabs his opponent, puts them in a fireman's carry position, descends directly to the ground with spinning rapidly at breakneck speed, and plants them face first into the ground with a ¾ face lock front bulldog.

  • 540 Damage
  • 180 Stun
  • 4 Bars of Z-Gauge


 

Reasons to be SFVI:

 

Sigmund's manager, Ludolf, got word that Alex would be at the latest World Martial Arts Tournament. Sigmund has been trying to arrange a match with Alex for sometime. After seeing him defeat the enormous Hugo, Sigmund was determined to test his mettle against. As a dominant CWA champion, garnering an invitation to the tournament was a given. Finally he'll get the dream match he's desired.

 

Notes:

  • He thought Mika was German when he first heard her name. *Meike pronounced (Me-ka) is German/Austrian girls name.
  • Sigmund's unique attacks all have a variation of Red in their names. They are also named for weapons.
  • Sigmunds special attacks all have a red gemstone in their name.
  • Farahilde was the daughter of his family's butler and maid.
  • Farahilde was his girlfriend and he's has a private investigator on his payroll whose sole job is to find her.
  • Ludolf, Farahilde's brother, is his best friend and manager.
  • Sigmund's ability to land his finishing “Kutter” technique from seemingly anywhere has gained him great popularity in a short time.
  •  

Sung (Ryu's Disciple)

Spoiler

Name: Sung

Nickname: Nomad of Winter

Sex: Female

Ethnicity: Korean

Height: 5ft 10in (1.78m)

Weight: 152lbs (69kg)

B/W/H: 34-24-35 (87cm-61cm-89cm)

 

Hometown: Suzaku Castle, Japan

 

Appearance: Sung is a tall and fit young woman with short slicked back auburn hair. She has golden brown eyes. Sung wears a topless gray gi with full length pants and black belt. The belt has the four kanji (風,林, 火 , and 山) that make up the Furikazan embroidered in light gray on the right end. Her upper torso is covered by a matching gray sports bra style top. Sung's well toned abdomen, shoulders and arms are left exposed. There is a small brown necklace of prayer beads around her neck. The center has the kanji (敬意) “Respect” imprinted upon it. Sung is barefoot and has black leather hand guards on her fists. Each hand guard has the kanji (平静) “equilibrium” imprinted on each wrist.

 

Occupation: Underground Fighter

Likes: Traveling, Forging her own style, Her Master, Nature

Dislikes: Mizuyokan (It's her master's favorite), Spiders

 

Fighting Style: Fuyu no Ansatsuken (Assassin's Fist of Winter)

 

Tone: Sung is a determined woman with a near single minded focus on training 

 

Origins: Sung was orphaned at a young age. She doesn't even remember her parents. As small child, she got by purely on the kindness of strangers. As Sung crawled out of the cardboard box she had made home one morning, she was accosted by some unsavory men. Despite her diminutive size, she kicked one of them hard enough to knock him from his feet. Embarrassed, he pulled out a knife on the young girl. Before she knew it, the man was sent crashing into the nearby wall. A well built man had knocked the cretin away with a single punch. Before his cohorts could reach for their weapons, the rucksack carrying man rendered them unconscious. The man asked her about her parents. “I have none...” She replied. “How old are you little one?” Sung held up six fingers. “You are strong little one. Let's find your home.” The man reached his hand out to her. He picked her up and carried Sung around the city trying to find her parents, but it was as she said. She had no home or parents. The man put her down and sighed. “I was an orphan once until a stranger took me in. I live far away from here. In another country. Would you like to come with me?” Sung smiled at him. “Can you teach me how to fight like you?” He smiled down at her. “Of course.”

     Sung would spend the next decade training with her master. During that time she would begin to look upon him as a father. In contrast to his serene demeanor, Sung was hot headed and aggressive. Her master often remarked. “You remind me of a close friend.” When she finally met this friend of his and his son, Sung couldn't see the correlation in their personalities, but she did see it in the way he fought. His son fought more like her master. The two young children would clash several times over the years. Each time, both of them fought in style that increasingly varied from that of their masters. Sung's style became increasingly offensive and her rivals style began to favor defense.

     Shortly after her 16th birthday, Sung would strike out on her own. Although her master disagreed, she felt it was time for her Musha Sunggyō. One night while her master slept, Sung packed up her things. She wrote him a long letter. Sung thanked him for taking care of her, training her, and being like a father to her. However, she felt the way to grow as a warrior was to strike out on her own and find her own path. That was two years ago. When finally returned home, her master was nowhere to be found. She only found an invitation to the latest World Martial Arts tournament.

 

Her Rival: Mel Masters

 

Stamina: 1000

Stun: 1000

Stun Recovery: 22F

Forward Dash: 15F

Back Dash: 24F

Forward Walk Speed: 5

Back Walk Speed: 4

Forward Dash Distance: 1.5

Back Dash Distance: 1

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Sung briefly touches the prayer beads hanging from her neck with her right hand and utters “Anata ga motte iru mono o misete” (Show me what you have). Sung's next Kuchu Sensui Koriha or Setsu Ryusoshu gains an addition +2 On Hit.

 

Throw Range: 20

 

Throws:

 

Goshoha (Great Piercing Wave) - LP+LK: Sung grabs her opponent by the throat with her right hand and quickly strikes them with a powerful left palm strike to the sternum 4F Startup 120 Damage/130 Stun

Ishi Nadare (Stone Avalanche) - B+LP+LK+motion: Sung tosses her opponent high into the air and strikes them with a powerful right open palm strike to the back as they fall to the ground 4F Startup 110 Damage/150 Stun

 

Unique Attacks:

 

Kikougeki (Armor Strike) – F+MP: Sung steps forward and strikes with a straight right punch. 7F Startup 70 Damage/100 Stun +3 on Hit/0 On Block

 

Seichu Nidan Tsuki (Middle Two Stage Thrust) - F+HP: Sung strikes her opponent with a powerful dashing two hit back elbow strike. 14F Startup 90 Damage/150 Stun, +5 On Hit/-2 On Block

 

Joushouken (Rising Fist) – B+HP: (Anti Air): Sung hits her foe with a rising left uppercut. Attack has limited horizontal range. 9F Startup 90 Damage/150 Stun, Knocks Down/-7 On Block

 

Kanrei Kujinkyaku (Cold Air Blade Leg)- D+ MK (In Air): Sung executes a diving kick at the apex of her neutral or forward jump. 12F Startup 6F Landing Recovery 60 Damage/100 Stun

 

Gekisai Ichigeki (Pulversing Blow) – B+HK: Sung raises her lead leg and violently stomps on her opponents foot. Attack much be blocked low. 16F Startup 90 Damage/150 Stun +5 On Hit/-5 On Block

 

Takai Hakyaku (High Blade Kick) – F+ HK (Overhead): Sung raises her right leg perpendicular to the ground and drops it down on her foe with great force. 16F Startup 90 Damage/150 Stun +3 On Hit/-2 On Block

 

Zen Riposte:

 

Hashogeki (Wave Palm Attack) – B,DB,D+P: Sung pulls her arms back and thrust them forward, hitting her foe with a double palm strike. 40 Damage/50 Stun Leaves Standing

 

Joudan Sokutogeri (High Level Foot Edge Kick) – B,DB,D+K: Sung hits her adversary with a high standing side kick that knocks them a ½ Screen away from her. 40 Damage/50 Stun

 

Zen Trance:

 

Gentou No Ken (Fist of Severe Winter)– HP+HK: Sung focuses her ki unleashing her full offensive potential. Sung gains the ability to cancel one special attack into another.

  • The same special attack cannot be comboed into itself.
  • Multiple special cancels can be performed in a single combo if the player combos a normal attack in between special attacks cancels.
  • Kakuu Shimo Daikama can be canceled into Kuchu Sensui Koriha.
  • Kuchu Sensui Koriha cannot be canceled into Kakuu Shimo Daikama

 

Specials:

 

Toketsu Jiraiken (Frozen Landmine Fist) – F,D,DF+P: Sung jumps straight up into the air, raises her left arm above her head, and icy ki surrounds her fist as she slams it into the ground at high velocity. LP and MP version knockdown. LP (14F Startup, 120 Damage/150 Stun, -6 On Block, Airborne 4F to 13F) MP (18F Startup,140 Damage/150 Stun, -4 On Block, Airborne 4F to 17F) HP (23F Startup, 150 Damage/150 Stun, +6 On Hit/-2 On Block, Airborne 4F to 22F) EX (18F Startup 160 Damage/200 Stun, +6 On Hit/-2 On Block, Strike Invincible 1F to 18F, Airborne 4F to 17F)

 

Tsumetai Goshoken (Freezing Strong Piercing Fist) – QCF+P: Sung slides forward at great speed and strikes her adversary with a freezing underhand right palm strike. All versions knock down. Punch button determines damage, travel distance, and startup. LP (9F Startup, 100 Damage/150 Stun, Projectile Invincible 3F-8F, ¼ Screen -4 on Block) MP (13F Startup, 120 Damage/180 Stun, Projectile Invincible 3F-12F, ½ Screen -6 on Block) HP (17F Startup, 140 Damage/200 Stun, Projectile Invincible 3F-16F, ¾ Screen -6 on Block) EX (17F Startup, 150 Damage/150 Stun, Projectile Invincible 1F-17F, ¾ Screen -4 on Block, 2 Hits, Causes Juggle State)

 

Setsudan Koriha (Cutting Ice Blade) – QCB+P: Sung slides forward at great speed and slices her opponent with a freezing horizontal right hand chop. The HP and EX versions slice through the opponent at point blank range causing a side switch. LP (12F Startup, 90 Damage/120 Stun, Projectile Invincible 3F-11F, ¼ Screen, +1 on Hit/-2 on Block) MP (16F Startup, 110 Damage/150 Stun, Projectile Invincible 3F-15F, ½ Screen,+2 on Hit/-4 on Block) HP (20F Startup, 130 Damage/170 Stun, Projectile Invincible 3F-19F, ¾ Screen, -5 on Block) EX (17F Startup, 150 Damage/150 Stun, Projectile Invincible 1F-17F, ¾ Screen, -4 on Block, 2 Hits, Causes Juggle State)

 

Kuchu Sensui Koriha (Sky Diving Ice Blade) – QCF+P (In Air): From any jump, Sung raises her left arm above her head, and icy ki surrounds her fist as she descends rapidly to the ground with a brutal high speed chop. LP (9F Startup, 80 Damage/150 Stun. +1 on Hit/-1 on Block) MP (11F Startup, 90 Damage/150 Stun, +2 on Hit/-2 on Block), HP (14F Startup, 100 Damage/150 Stun, +4 on hit/-4 on Block) EX (10F Startup, 120 Damage/150 Stun, +4 on Hit/-2 on Block)

 

Setsu Ryusoshu (Snow Dragon Claw Kick) – QCF+K: Sung raises her lead leg while advancing forward and violently brings it down on her foe in scythe like motion. All versions leave the opponent standing. Kick button determines startup, damage, and advantage on hit. LK (15F Startup, 80 Damage/120 Stun, +2 On Hit/-2 On Block) MK (18F Startup 90 Damage/150 Stun, +3 On Hit/-4 On Block) HK (25F Startup 130 Damage/150, Overhead, +5 On Hit/+1 On Block) EX (18F Startup 150 Damage/200, Overhead, +5 On Hit/+1 On Block)

 

Fuyu Daikama (Winter Scythe) – QCB+K: Sung's right leg is surrounded by an icy aura as she hops forward and strikes with powerful 360° Spin Kick. Damage, travel distance, and juggle state length determined by the kick button pressed. LK (10F Startup 70 Damage/100 Stun, Point Blank, -4 On Block, Smallest Juggle Window) MK(14F Startup 80 Damage/120 Stun, -6 On Block, ¼ Screen, Larger Juggle Window) HK(17F Startup 100 Damage/120 Stun, ½ Screen, -7 On Block, ½ Screen, Largest Juggle Window) EX (10F Startup 120 Damage/120 Stun,½ Screen, -4 On Block, ½ Screen, Largest Juggle Window)

 

Kakuu Shimo Daikama (Aerial Frost Scythe)– QCB+K (In Air) From any jump, strikes her opponent with a frosty 360° Spin Kick. All versions do 90 Damage/150 Stun. Kick button pressed determines the startup and juggle window length. LK (8F Startup, Small Juggle Window) MK (9F Startup, Larger Juggle Window), HK (10F Startup, Largest Juggle Window) EX (8F Startup, 110 Damage/150 Stun, Largest Juggle Window)

 

Zen Art 1:

 

Fubuki Gohadoken (Blizzard Strong Surge Fist): QCFx2+P: Sung pulls back her left arm, channels a large amount icy ki into her left hand, and thrusts her open left palm forward unleashing a concentrated projectile that freezes her opponent on hit. If the player has 4 bars and throws two Fubuki Gohadoken's in succession. The second projectile only does 80 Damage/160 Stun. If the player performs a combo on the a frozen opponent that ends in Fubuki Gohadoken normal scaling applies but the opponent will not refreeze nor will they become dizzy at max stun without an addition hit landing after the combo is concluded. LP (Slow), MP Fast), HP (Fastest)

  • 160 Damage
  • 320 Stun
  • 2 Bars of Z Gauge

 

Zen Art 2:

 

Koriyari Goshoha (Ice Spear Strong Piercing Wave): QCBx2+P: Sung travels forward at blistering speed, hitting her opponent with an underhand right open palm strike to the sternum that creates shock wave on impact, and sends a large spear shaped wave of Ki through her opponent's chest and out of their back.

350 Damage

280 Stun

3 Bars of Z Gauge

 

Zen Art 3:

 

Gousetsu Kadoukyaku (Tremendous Snowfall Vortex Leg): QCBX2+K: Sung rises of the ground with rapidly spinning kick that creates a column of cyclonic wind around her that, vacuum's her opponent in, strikes them a multitude of times, and ends with a Joudan Sokutogeri (High Standing Side Kick) that sends her opponent sailing away from her. If this attack lands in the corner, Sung can land a juggle combo after the Joudan Sokutogeri.

  • 450 Damage
  • 150 Stun
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

 

Sung seeks her master's whereabouts. After finding a the invitation to the World Martial Arts tournament he had received. She decides to enter herself. Show him want she learned in her time away and give him one of those big hugs he seemed to hate.

 

Note:

  • Sung's belt is a gift from her master (Ryu).
  • Sung's hand guards were a gift from her rival (Mel).
  • Sung's prayer beads were a gift from her rival's father (Ken).
  • Sung is Korean for successor or one about to achieve victory

Tora (Sagat's Student)

Spoiler

Name: Tora
Nickname: Prince of Muay Thai
Sex: Male
Ethnicity: Thai
Height: 6ft 4in(1.93m)
Weight: 225 lbs. (102kg)
B/W/H: 48-35-36(122cm-89cm-91cm)


Hometown: Ayutthaya, Thailand

Appearance: Tora is a tall young man. He has brown eyes and long loose straight brown hair that hangs down his back to his waist. He is a muscular but not overly bulky physique. Tora is shirtless. He wears knee length orange Thai boxing shorts. The shorts have a thick black waist band and black trim around the base of pant leg. His fists are wrapped in black tape from the wrist up to the knuckles leaving his fingers exposed. Tora has black tape around his ankles and wrapping around the arches of his feet. His ankles and toes are left exposed.. There is a black headband tied around his forehead.

 

Occupation: Martial Artist
Likes: Sagat, Training, Tigers, Kaeng Kanun(Jackfruit Curry)
Dislikes: Adon, Distractions (From His Training)

Fighting Style: Muay Thai (Tiger Style )

Tone: Tora is a dedicated and serious young man. Training and improving are his chief focus in life.


Origins: Tora has no memory of his parents. He was orphaned as a boy. When the Muay Thai Emperor, Sagat, came to his mountain village to train in solitude. Tora watched him from a distance. He's mimic, to the best of his ability, the techniques he saw Sagat perform. This went on for several years. Unbeknownst to Tora, Sagat was aware of his prying eyes. Sagat figured he'd grow bored and go about his way eventually, but Tora did not. With no parents to take care of him, Tora performed odd jobs around the village to earn his keep. Only taking breaks to watch Sagat. Sagat was reluctant to take on any students after schism between he and Adon.

     One day, on his way to get water from the local river, Sagat saw several kids accosting Tora. Before he could intervene, Tora subdued his attacks with surprisingly accurate versions of his own techniques. Impressed with the progress he made on his own. Sagat decided to formally train Tora. Tora was overjoyed at the opportunity. He worked diligently at his craft. Sagat often had to insist that Tora take breaks. Tora would go off in the woods to “relax.” A soon as he was out of Sagat's line of sight, he'd train on his own.

     Tora has developed quite the “fan club” in the village. However he's completely oblivious to why the girls of the village find excuses to be around him. The biggest of his fan's often joins him on his morning runs and frequently asks to be trained by Tora. Tora always remarks to her that he is still learning himself and that she should study under Sagat. Yet she persists in following him around and mimic his movements. He was initially annoyed at the distraction from his training until Sagat reminded Tora that he followed Sagat around in the same manner.


His Rival: Hageshi

 

Stamina: 1050

Stun: 1050

Stun Recovery: 23F

Forward Dash: 18F

Back Dash: 22F

Forward Walk Speed: 5.1

Back Walk Speed: 3.4

Forward Dash Distance: 1.5

Back Dash Distance: 1.5

 

Normal Rise: 64F

Quick Rise: 32F

Delayed Rise: 80F

Back Rise: 48F

 

Taunt: Tora turns his back to his opponent, clinches his fists gaining a white aura, and says “Anata ga yūkigāreba watashi o kōgeki shi nasai” - “Attack me if you dare”. If the animation completes. Tora gains armor on frame 3 for all of his special attacks.

 

Throw Range: 24

Throws:

Tiger Ambush -LP+LK: Tora grabs his foe with a Thai Clinch and pulls their head down as he knees them in the face causing them to fly backward. 4F Startup 120 Damage/120 Stun

Tiger Toss -B+LP+LK: Tora grabs his foe, hits them with a spinning back elbow to the gut, and tosses them over his shoulder. 4F Startup 110 Damage/150 Stun


Unique Attacks:

Tiger Elbow – F+HP (Overhead) – Tora strikes with a slow but powerful overhead elbow strike. Slow startup, -2 on block. 18F Startup 80 Damage/120 Stun +4 on Hit/-1 On Block

 

Pouncing Claw – F+ MK: (Overhead) Tora performs a hopping knee strike that hits overhead. Attack has slow startup, but is -2 on block. 15F Startup 70 Damage/100 Stun +2 on Hit/-2 on Block


Strong Paw Kick – B+HK: Tora executes a high reaching left roundhouse kick. Attack has excellent vertical range but limited horizontal range. Can anti air with proper timing. Does not hit crouching opponents. 9F Startup 90 Damage/150 Stun +3 on Hit/-2 on Block


High Step Paw – B+MK: Tora steps forward and strikes with a right roundhouse kick. Can be used an anti air. Puts the airborne opponent's juggle state. Leaves grounded opponent's standing. 8F Startup 70 Damage/120 Stun +1 on Hit/-2 on Block

 

Low Step Paw – F+HK: Tora steps forward and strikes with a left kick to his opponent's lower leg. Must be blocked low. Attacks causes a knock down. 10F Startup 90 Damage/150 Stun +2 on Hit/-5 on Block

 

Step Kick Feint – HK, HK (In rapid succession): Tora steps forward and fakes a step kick. Can be used to bait opponents.

 

Double Maul Paw – B+MK, F+HK: Tora steps forward and strikes his opponent high step kick to the face followed by a low step kick that takes them off of their feet. 8F Startup 90 Damage/150 Stun +1 on Hit/-5 on Block

 

Twin Launch Paw – B+MK, B+HK: Tora steps forward right roundhouse kick followed by high angle left roundhouse kick that launches his opponent into air. Causes a juggle state. 8F Startup 90 Damage/100 Stun Knock Down/-7 on Block

 

Zen Riposte:

 

Strong Claw Strike – B,DB,D+P: Tora grabs his foe by the neck and strikes them with a powerful straight punch to the sternum. Leaves opponent standing and Alex with a +2 advantage. 40 Damage/50 Stun

 

Tiger Fang – B,DB,D+K: Tora hurtles towards his opponent with a flying left side kick that knocks his opponent off their feet. 40 Damage/50 Stun


Zen Trance:
 

Tiger Fury -HP+HK: Tora clears his mind and gains increased Ki control enhancing his Tiger Roar and improving overall juggling capabilities.

  • Tiger Roar – Startup Reduced from 16F to 13F, Total Frames Reduced from 46F to 42F.
  • Tiger Roar – Damage increased from 60 to 80, Stun increased from 100 to 120.
  • Tiger Roar – Launches foes into a juggle state from ¼ screen distance or closer.
  • Tiger Blow – Any juggles caused by Tiger Blow do not count against the juggle limit.
  • LP Tiger Claw - leaves Tora +2 in front of his standing opponent.
  • MP Tiger Claw - Juggles in the corner
  • HP Tiger Claw – Launches Tora's opponent on it's final hit
  • Tiger Crush – When striking a juggled foe, does not count against the juggle limit.
  • Tiger Smash – Locks juggled opponent's into the attack so that all the hits land
  • Tiger Crash – Causes a hard knock down when hitting a juggled foe.

 

Specials:

Tiger Blow – F,D,DF+P: Tora performs a swift and powerful standing left uppercut into a rising elbow strike. After the uppercut strikes his opponent's jaw, Tora continues the motion, bringing his elbow upward striking them in the jaw again as he is rising into the air. Punch button determines the damage and start up speed. Attack has no airborne strike invincibility. Is projectile and throw invincible. All versions cause a juggle state. The stronger the punch, the higher the opponent is launched. LP(4F Startup, 130 Damage/150 Stun) MP (5F Startup, 145 Damage/150 Stun), HP (6F Startup, 160 Damage/160 Stun), EX (4F Startup, Full Startup Invincibility, 160 Damage/200 Stun)

 

Tiger Roar - QCF + P: Tora pulls back both of his arms with clinched fists and throws them forward violently towards his opponent generating a wave of ki. All projectiles have 16F Startup and 46 Total Frames. All versions do 60 Damage/120 Stun. Punch Button determines the angle of the projectile. LP (Horizontal). MP (30° Angle) HP (45° Angle) EX version, Tora tosses a larger two hit Tiger Shot. 15F Startup 43 Total Frames. 120 Damage/200 Stun. LP+MP(Horizontal), LP+HP(30° Angle), MP+HP(45° Angle)


Tiger Claw -QCB + P: (Rekka)A “Rekka” style attack that can be extended by repeated the motion up to three times. Tora hits his foe with a right hooking elbow strike. followed by a left hooking elbow strike, and finishes the attack with a right elbow uppercut. Punch button determines the distance traveled and attack properties.

  • LP – 6F Startup 50 Damage/50 Stun ¼ Travel Distance, 1st Follow up 6F Startup 40 Damage/50 Stun, 2nd Follow up 6F Startup 40 Damage/50 Stun, Leaves Foes Standing
  • MP – 8F Startup 60 Damage/60 Stun 1/3 Travel Distance, 1st Follow up 6F Startup 40 Damage/50 Stun, 2nd Follow up 8F Startup 50 Damage/50 Stun, Knocks Down
  • HP – 10F Startup 70 Damage/70 Stun ½ Travel Distance, 1st Follow up 6F Startup 50 Damage/60 Stun, 2nd Follow up 8F Startup 50 Damage/70 Stun. Knocks Down, Juggles in the corner.
  • EX - 6F Startup 70 Damage/70 Stun ½ Travel Distance, 1st Follow up 6F Startup 60 Damage/60 Stun, 2nd Follow up 8F Startup 70 Damage/70 Stun Causes Hard Knock Down. Gains Armor Frame 3, Launches His Foe


 

Tiger Crush- F,D,DF+ K: (Anti Air) Tora ascends into the air rapidly while executing a triple knee strike. Strength of the kick button used determines startup and damage. Attack only has airborne attack invincibility. Has no grounded strike, throw, or projectile invincibility. LP(3F Startup, 120 Damage/120 Stun) MP (4F Startup, 130 Damage/140 Stun) HP (5F Startup, 140 Damage/150 Stun), EX (3F Startup, 150 Damage/150 Stun, Full Startup Invincibility)

 

Tiger Smash- QCB+ K: Tora flies toward his foe with aerial alternating left-right knee combination. All versions of this attack are projectile invincible and go over low attacks. All versions have a 6F Startup. LK (2hits, 100 Damage/120 Stun, +0 on Hit, -2 on Block) MK (3hits, 120 Damage/120 Stun, +1 on Hit, -4 on Block), HK (4 hits 140 Damage/160 Stun, +2 on Hit, -6 on Block) EX (5 hits, 150 Damage/200 Stun, Causes Hard Knock down, -2 on Block)

 

Tiger Crash- QCB+ K: (In Air) Tora performs a violent diving double knee strike from a forward jump. The descent angle of the attack is determined by the kick button pressed. All versions do 120 Damage/150 Stun. All versions +1 on Hit, -4 on Block. LK (65° Angle), MK (55° Angle), HK(45° Angle), EX(120 Damage/200 Stun, +3 on Hit, -2 on Block, LK+MK 65° Angle, LK+HK 55° Angle, MK+HK 45° Angle)
 

Zen Art 1:

 

Tiger Knee Barrage- 360°+P: Tora grabs his foe in a Thai clinch, hops into the air, and hits them with five successive knees to the face. The final knee knocks the opponent into the air allowing for a follow up juggle combo. 3F Startup. 42 Throw Range

  • 250 Damage
  • 350 Stun
  • 2 Bars of Z Gauge

 

Zen Art 2:

 

Grand Tiger Roar– QCFx2+P: Tora pulls back both of his arms with clinched fists and throws them forward violently towards his opponent generating a massive wave of ki. The projectile created is equal in height to Tora himself. All versions have a 12F Startup with 40 Total Frames .Travel angle determined by the punch button pressed. LP (Horizontal). MP (30° Angle) HP (45° Angle).

  • 350 Damage
  • 200 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

 

Tiger Victory Assault- QCFx2+K: Tora strikes his foes with a barrage of standing elbow and knee strikes before sending them skyward with powerful six hit Tiger Crush and hurtling back to earth with vicious Tiger Crash. Attack leaves his foe planted in the ground if it ends the round.

  • 520 Damage
  • 130 Stun
  • 4 Bars of Z Gauge


Reasons to be in SFVI:*

Tora wants to test his progress under Sagat's tutelage. Sagat receives an invitation to the latest World Martial Arts tournament. While still an incredibly formidable warrior, Sagat feels his best days are behind him. He wishes for Tora to carry on his legacy and take his place at the tournament. Honored by his master's request, Tora accepts. He will give all everything he has to honor a man that is more than a master to him. Sagat has guided him in more than the martial arts. He considers him his father and he will not fail him.

Wasswa

Spoiler

Name: Wasswa*

Nickname: The Towering Spectre of Fire

Sex: Male

Ethnicity: Dinka (Sudanese)

Height: 6ft 6in (1.98m)

Weight: 234lbs (106kg)

B/W/H: 49-36-37 (124cm-91cm-94cm)

 

Hometown: South Sudan (city unknown)

 

Appearance: Wasswa is a tall man with dark brown skin and golden eyes. He has close cropped dark red hair with sideburns that lead into a line beard and goatee. He has an athletic sprinters build. He wears a silver collared dress shirt that's buttoned all the way up and matching silver slacks. He has a blood red vest over his dressed shirt and matching blood red dress shoes. Gill's emblem patch is on the upper left part of his vest.

 

Occupation: Second Disciple of Gill

Likes: Nakato, Gill, Nature, Order

Dislikes: Cruelty, Mercilessness
 

Fighting Style: Secret Society CQC


 

Tone: Wasswa is a warm and caring man. Which is surprising given his origins and his position in Gill's Triumvirate. His personality is nearly the polar opposite of Nakato's (his twin sister).

 

Origins: Wasswa was born in a war torn portion of southern Sudan. His village was wiped out in one of the many civil wars. As their family home collapsed around them, Wasswa dove on top of his sister to protect her. When he awoke, he found himself in a makeshift hut. His sister had been caring for him while is wounds healed. They braved the wilds in shifts, Wasswa hunted by day and Nakato by night. This way one of them was always awake. This kept them from the grasp of roving soldiers. Their ability to survive caught the attention of a Secret Society member. Wasswa's martial prowess yet kind soul garnered Gill's attention. He needed someone he could trust to carry out specific tasks. Tasks he could no longer entrust to his brother Urien. After dozens of successes at the most difficult missions the Secret Society had to offer, Gill bestowed the power of flame upon Wasswa.
 

Rival: Nakato
 

Stamina: 1050

Stun: 1050

Stun Bar Recovery: 23F

Forward Dash: 16F

Back Dash: 24F

Forward Walk Speed: 4.4

Back Walk Speed: 3.3

Forward Dash Distance: 1.5

Backward Dash Distance: 1
 

Normal Rise: 68F

Quick Rise: 34F

Delayed Rise: 85F

Back Rise: 51F
 

Taunt: Wasswa  stands of straight, folds his arms, and shakes his head. He says in Hausa "Ya kamata ku daina yanzu" *(You should give up now.) Taunt has 48 Total Frames. If the animation completes. Wasswa' s next special attacks gains a damage/stun DOT.  The taunt's effect can be stacked up to 4 times. DOT is nullified if Wasswa is hit.

  • One taunt gets a 10 damage/10 stun per second DOT with a 2 second duration.
  • Two taunts gets a 10 damage/10 stun per second DOT with a 3 second duration.
  • Three taunts gets a 10 damage/10 stun per second DOT with a 4 second duration.
  • Four taunts gets a 10 damage/10 stun per second DOT with a 5 second duration.

 

Throw Range: 26

 

Throws:

 

Burning Asphyxiation – LP+LK : Wasswa grabs his foes by the neck, raises them into the air, sets them ablaze and tosses them a short distance away. 4F Startup 130 Damage/130 Stun

 

Pyrokinetic Slam – B+LP+LK: Wasswa grabs his opponent with both hands, hoists them overhead, sets them ablaze, and slams them behind him. 4F Startup 130 Damage/150 Stun
 

Unique Attacks:
 

Flint Spark – F+LP: Wasswa strikes with a swift left back chop to the throat. 4F Startup 40 Damage/70 Stun +3 on Hit, -2 On Block

 

Blazing Blow – B+MP: (Overhead) Wasswa smashes his opponent with a downward lead elbow strike. 13F Startup 70 Damage/100 Stun +1 on Hit, -4 on Block

 

Burning Mallet – F+HP: (Overhead) Wasswa hits his foe with a powerful overhead left hammer fist. Attack can be charged.

  • Uncharged 15F Startup 80 Damage/120 Stun +1 on Hit, -2 on Block
  • Charged 20F Startup 100 Damage/150 Stun +6 on hit, +1 on Block

 

Ashen Heel – F+MK: Wasswa strikes with advancing spinning back kick to the abdomen. 9F Startup 70 Damage/100 Stun +1 on Hit, -2 on Block

 

Toe Scorcher – DF+HK: Wasswa executes a powerful stomp to the foot of his adversary with his lead leg. Must be blocked low. 17F Startup 90 Damage/120 Stun +4 on Hit, -4 on Block

 

Firestarter – LP, MP (Target Combo): Left hook elbow strike followed by a left back elbow strike. 5F Startup 60 Damage/120 Stun. Can cancel into LP Napalm Spire or LP Meteor Blast

 

Magma Flow – MK, HK, F+HP: (Target Combo) Wasswa assails his foe with a left-right roundhouse kick to the abdomen followed by a vicious left hammer fist. 8F Startup 120 Damage/150 Stun. Knocks Down/-8 On Block

 

Zen Riposte:

 

Searing Eruption – B,DB,D+P : Wasswa generates a fiery explosion that blows his opponent away. 40 Damage/50 Stun Knocks Down

 

Lava Dome – B,DB,D+K: Wasswa strikes with a hopping right axe kick to the head. Staggers foes. 40 Damage/50 Stun, Leaves Standing


 

Zen Trance:

 

Divine Conflagration – HP+HK:Wasswa's calls forth his full control of fire. His body radiates a white fiery aura. All four Z-Gauge bars are expended and he losses access to EX Moves, Zen Ripostes, and Zen Arts. Wasswa is granted Damage Over Time and Stun Over Time buffs to all of his special attack.

  • Light Special attacks gain a 2 second DOT buff that does 10 damage per second
  • Medium Special attacks gain a 3 second DOT buff that does 10 damage per second
  • Heavy Special attacks gain a 4 second DOT buff that does 10 damage per second
  • Light Special attacks gain a 2 second SOT buff that does 15 damage per second
  • Medium Special attacks gain a 3 second SOT buff that does 15 damage per second
  • Heavy Special attacks gain a 4 second SOT buff that does 15 damage per second
  • DOT and SOT effect stacks for each attack Wasswa lands extending the duration of the DOT/SOT effect. Stacking effect increases the duration of the DOT/SOT effect no the damage per tick.
  • Each hit Wasswa takes only nullifies one stack of the DOT/SOT effect i.e if Wasswa strikes opponent four times, they have to hit him four times to complete negate the effect.

 

Specials:
 

Meteor Blast -QCF+P: Wasswa slams his fist together in front him creating a small fiery explosion. Nullifies standard projectiles. LP,MP leaving the foe standing with Wasswa at advantage. HP version Knocks down. LP(14F Startup, 70 Damage/120 Stun +2 on Hit, -5 On Block) MP(17F Startup 90 Damage/150 Stun, +3 On Hit, -3 On Block) HP(20F Startup, 120 Damage/180 Stun, Causes Hard Knock Down, -1 On Block)

 

Napalm Spire – F,D,DF+P: (Anti Air)Wasswa slams his fist into the ground creating a stationary pillar of flames in front of him. All versions juggle airborne opponents and lack any invincibility. LP (5F Startup, 140 Damage/150 Stun, +1 On Hit, -5 On Block, Leaves Grounded Foe's Standing) MP (7F Startup, 160 Damage/180 Stun, Knocks Down Grounded Foe's, -6 On Block) HP (9F Startup, 180 Damage/200 Stun, Launches Grounded Foe's Into A Juggle State, -8 On Block) EX(5F Startup/180 Damage/200 Stun, Launches Grounded Foe's Into A Juggle State, -4 On Block, OTG's Foes That Do Not Quick Rise)

 

Meteor Rain – QCB+P : Wasswa jumps straight up into the air and fires a meteor like projectile downward at his opponent. All versions 18F Startup 120 Damage/200 Stun, +6 On Hit/+2 On Block. Airborne 4F to 20F. LP(70° Descent Angle)MP(65° Descent Angle) HP(60° Descent Angle) EX (15F Startup, 150 Damage/200 Stun, 60° Descent Angle, Hard Knock Down, +2 On Block, Strike/Projectile Invincible 1F to 16F, Airborne 4F to 17F)

 

Napalm Wake -QCF+K : Wasswa stomps his foot into the ground creating a fiery shockwave of ki that travels along the floor towards his opponent. All versions 16F Startup 48 Total Frames, 70 Damage/100 Stun. LK(Slow Travel Speed) MK(Faster Travel Speed) HK(Fastest Travel Speed) EX(15F Startup 45 Total Frames, 100 Damage/150 Stun, Launches The Opponent At Point Blank Range On Hit)

 

Inferno Pike – QCB+K: Wasswa hurtles at his foe with a flying kick. His lead leg is engulfed in flames. Kick button determines distance, startup, and damage. All versions knock down and are projectile invincible from Frame 3. LK (16F Startup 80 Damage/160 Stun, ¼ Screen, -2 On Block) MK (18F Startup 90 Damage/190 Stun, ½ Screen, -4 On Block) HK (24F Startup 100 Damage/200 Stun, ¾ Screen, -6 On Block,Juggles In The Corner) EX (16F Startup 140 Damage/200 Stun, ¾ Screen, -2 On Block, Juggle In The Corner, Projectile Invincible Frame 1)


 

Zen Art 1:

 

Grand Napalm Summit -QCFx2+P: Wasswa slams his fist into the ground creating a stationary rotating pillar of flame in front of him. Attack has full startup invincibility and juggle properties. Can juggle from attacks that normally do not allow it.

  • 300 Damage
  • 150 Stun
  • 2 Bars of Z-Gauge


 

Zen Art 2:

 

Incineration Pike – QCFx2+K: Wasswa hurtles at his foe with a blindingly fast flying kick. His entire body is engulfed in white flames during the attack. Upon impact a large shockwave sends the opponent flying away from Wasswa into the wall and then back towards him. Wasswa, still airborne, strikes his foe with a spinning kick to the head. Kick button determines distance. Attack is fully projectile invincible.

  • 375 Damage
  • 300 Stun
  • 3 Bars of Z-Gauge


 

Zen Art 3:

 

Meteor Storm – QCBx2+P: Wasswa ascends straight into the air and rains down a barrage of large fiery meteor like projectiles. Despite striking his foes with a downward force, each projectile raises them higher into the air.

  • 450 Damage
  • 225 Stun
  • 4 Bars of Z-Gauge
     

Grand Napalm Aftermath – D,D,D+KKK: Wasswa stomps his foot into the ground creating a large fiery shockwave, that sets his opponent ablaze while carrying them into the corner of the screen at a high speed. Once they reach the corner, they slam into the end of the stage, causing them to suffer additional injury.

  • 375 Damage
  • 525 Stun
  • 4 Bars of Z-Gauge


 

Reasons to be in SFVI:

 

Wasswa is the financial backer of Ryu's World Martial Arts tournament. Under the guise of benevolent business man. He's organized the event and is donating the proceeds to aid orphaned children of war torn territories. Wasswa's donation to warn torn orphans is genuine but the ulterior motive of the tournament is to bring the strongest fighters in the world to one location so Gill can determine who is worthy to leave in his planned utopia.

 

Side Note:

  • *means first of twins in Luganda
  • Nakato is his younger twin sister
  • Is a member of Gill's Four Disciples along with Kolin, Orfiel, and Darit.
  • His hair color is natural and not dyed.

Xandra

Spoiler

Name: Xandra

Nickname: Elleboog Koningin (Elbow Queen)

Sex: Female

Ethnicity: Dutch/Thai

Height: 6ft 2in (1.88m)

Weight: 168lbs (76kg)

B/W/H: 39-26-36 (99cm-66cm-92cm)

 

Hometown: Manhattan, New York

 

Appearance: Xandra is towering woman. She has straight sandy brown hair that is shoulder length. Her eyes are hazel and she has an almond complexion. Xandra's powerful legs are 39 inches (1m) long. She wears an unzipped white jacket. The jacket's zipper, collar, wrist, and bottom trim of the jacket are red. Xandra's fists are wrapped in black tape up to the knuckles leaving the rest of her fingers exposed. She wears a form fitting sleeveless blue shirt under her jacket and black yoga pants. Xandra wears blue mid-top athletic shoes on her feet.

 

Occupation: Kickboxer/Striking Coach

Likes: Her Family (Alex and Aleida), Elbow Strikes, Roselle Hibiscus Blossom Tea

Dislikes: Traditional Dutch Kickboxing Rules*, Being called Alexandra (Her name is Xandra)

 

Fighting Style: Muay Thai/Dutch Kickboxing

 

Tone: Xandra is brash, supremely confident, and borderline arrogant.

 

Origins: Xandra was named after her father Xander. He was famous Dutch Kickboxing champion. At the height of his popularity, Xander was called out by the Muay Thai Emperor, Sagat. Xander fought Sagat under traditional Muay Thai rules. It was Sagat's technique, clinch work and elbows, not his size that gave Xander the most trouble at lead to his defeat. Instead of returning home, Xander stayed in Thailand. He was frustrated by his lack of preparedness. Xuwicha, a master at nearby Muay Thai school, was impressed with Xanders performance. Despite not possessing all eight tools, he was strong fighter. While training under Xuwicha, Xander fell for and married his daughter.

     Xandra spent the majority of the first ten years of her life in Thailand. Her father would bring her Holland through out the year to visit her grandparents. At the age of ten, her parents moved to Holland so that her father could open up his own kickboxing school. He wanted a school that taught the traditional Dutch Kickboxing he grew up with as well as the Muay Thai he had studied for the past 15 years.

     Xandra grew up learning both styles. Due to her proficiency with elbow and clinch work, she preferred Muay Thai. Inheriting her father's size, Xander is 6'8” (2.03m) tall, Xandra faced little competition from the girls her age. She preferred to fight boys as they could actually put up a fight. By the time she became a teenager, she was easily the strongest fighter at her father's school. Xandra was 5'11 (1.8m) tall at 13 years of age. She'd often sneak away to enter underground fighting tournaments while masquerading as an adult. Her parents were dismayed when they discovered this. On the recommendation of his wife, Xander sent Xandra to live with her grandfather to instill some discipline in her.

     Xandra returned five years later, now 6'2” (1.88m) tall, with every championship Thailand had to offer. It only took three years for her to repeat the same feat on the European circuit. Unable to get any fights, no one would fight her, Xandra began working as a striking coach for an up and coming MMA fighter that had trained previously at her father's school. He was training for a fight with the world champion. A fighter from America named Alex. Alex was an impressive fighter and made quick work of his opponent. Xandra approached Alex to challenge him to a fight. He did not speak Dutch and she did not speak English. She asked one the other coaches to translate for her. Instead of challenging him to a fight, the coach told Alex that Xandra thought he was handsome and wanted to invite him to dinner. Xandra was confused by Alex's sudden blushing but the coach said he accepted. When Alex arrived for their “fight” he was well dressed and carried a large hibiscus flower which he handed to her. Confused, she beckoned him to come inside. To her surprise, there were two extra places set at the dinner table by Kanda, her mother. She later found out that mother had arranged to whole thing.

     Despite the initial language barrier, Alex and Xandra would hit off. Their shared passion for fighting bonded them. Slowly she learned English and the two would eventually marry. They would have a daughter, Aleida, a short time later. Although Alex's Dutch remains poor, Xandra has become fluent in English. Due to Alex's influence, she speaks in a New York accent. Aleida is five years old.

 

Rival: None

 

Stamina: 1050

Stun: 1050

Stun Recovery: 23F

Forward Dash: 18F

Back Dash: 21F

Forward Walk Speed: 4.5

Back Walk Speed: 4.5

Forward Dash Distance: 1.5

Back Dash Distance: 1

 

Normal Rise: 64F

Quick Rise: 32F

Delayed Rise: 80F

Back Rise: 48F

 

Taunt: Xandra drops her guard, shakes her head, and says “My daughter hit harder than you and she's five.” If she is fighting Alex she says. “Stop holding back, Aleida hits harder than this.” The stun on her next elbow based special attack is increased by 50. This affect occurs even in her Zen Trance state.

 

Throw Range: 26

 

Throws:

 

Skull Rijzen – LP+LK: Xandra clinches her opponent, hits them with a left overhand elbow to the top of the head that doubles them over followed by an immediate right knee lift to the face that knocks them away. 4F Startup 120 Damage/120 Stun

 

Twofold Klap – B+LP+LK: Xandra clinches her foe, hits them with a right elbow to the temple, spins behind them and hits them with a back elbow in between the shoulder blades that sends them flying away. 4F 130 Damage/150 Stun

 

Unique Attacks:

 

Elbow Onderscheppen – B+MP (Anti Air): Xandra strikes with a spinning back left elbow uppercut. Attack is effective versus jumping opponents. 8F Startup 90 Damage/120 Stun Knocks Down on Hit/-8 On Block

 

Spinning Botsing– F+HP:(Overhead) Xandra steps forward while performing spinning back overhead right elbow strike to the head. 15F Startup 90 Damage/150 Stun +3 on Hit/-1 on Block

 

Double Hamer – DF+HP: Xandra strikes with a left straight punch-right straight punch combination to the head. 10F Startup 90 Damage/150 Stun +1 on Hit/-4 on Block

 

Knie Hop – B+LK: Xandra executes a quick hopping double knee strike. Attack goes over low attacks. 8F Startup 50 Damage/100 Stun +1 On Hit/-2 On Block

 

Stap Laag Leg – F+MK: Xandra steps forward while striking with a left inside leg kick. Attack must be blocked low. 10F Startup 90 Damage/150 Stun +3 on Hit/-2 on Block

 

Stap Hoog Leg – F+HK: Xandra steps forward while striking with a right high kick. Attack does not hit crouching opponents. 10F Startup 100 Damage/180 Stun Knocks Down/-2 on Block

 

Dubbele Knee Drop – D+HK: (In Air) Xandra strikes from the air at a 50° angle with a diving double knee drop. 6F Startup 70 Damage/100 Stun +2 on Hit/-4 On Block

 

Driedubbel Hammer – B+MP, DF+HP: (Target Comb) Xandra strikes with a spinning back left elbow uppercut into left straight punch-right straight punch combination to the head. This target combo is only available against grounded opponent's. It's not available if the initial elbow strikes an airborne foe. 8F Startup 110 Damage/130 Stun Knocks Down on Hit/-9 On Block

 

Knie Hop Blow – B+LK, MP: (Target Combo) Xandra performs a quick hopping double knee, into overhead left elbow strike. 8F Startup 80 Damage/150 Stun +1 On Hit/-7 On Block

 

Stap Laag Combination - F+MK,F+HK: (Target Combo) Xandra steps forward while striking with a left inside leg kick – right high kick combination. 10F Startup 140 Damage/200 Stun Knocks Down/-7 on Block

 

Zen Riposte:

 

Jaw Bovenste– B,DB,D+P: Xandra hits her opponent with a quick right uppercut to the jaw that knocks them off of their feet. 40 Damage/50 Stun

 

Duw Kick – B,DB,D+K: Xandra strikes her foe with a right push kick to the abdomen. 40 Damage/50 Stun Leaves Foe Standing and Xandra +2

 

Zen Trance:

 

Swift Knaller – QCF+3K: Xandra uses all four super bars, losing access to his EX, Zen Riposte, and Zen Arts. In exchange the charge time of all of her special attacks is eliminated. Any special attack that leaves the foe standing gains additional hit advantage. Attacks that knock down gain additional stun output.

  • LP Smash Elleboog - Hit Advantage increased from+1 to +3
  • MP Smash Elleboog – Hit Advantage increased from +2 to +4, Disadvantage on Block decreased from -4 to -3
  • HP Smash Elleboog – Hit Advantage increased from +2 to +5, Disadvantage on Block decreased from -6 to -4
  • Flash Snee (All Versions) - Hit Advantage increased from+3 to +4, Disadvantage on Block decreased from -6 to -3.
  • Crush Elleboog – Stun increased from 200 to 250
  • LK,MK Rise Knee Stormloop- Stun increased from 150 to 180
  • HK Rise Knee Stormloop – Stun increased 180 to 220
  • LK,MK Slash Knie – Stun increased from 150 to 170
  • HK Slash Knie – Stun increased from 160 to 190

 

Specials:

 

Crush Elleboog – Charge D,U+P: Xandra jumps toward her opponent and front flips into a downward right elbow strike to the top of her foe's head. Is NOT an overhead. Attack goes over projectiles with the proper timing. All versions 160 Damage/200 Stun and Knock Down/-4 on Block. LP (28F Startup ¼ Screen), MP(33F Startup ½ Screen), HP(38F Startup ¾ Screen), EX(23F Startup, 180 Damage/240 Stun, Back Input ¼ Screen, Neutral ½ Screen, Forward Input, ¾ Screen)

 

Smash Elleboog – Charge B,F+P: Advancing left spin back elbow. The startup spin is projectile invulnerable. Punch button determines startup, travel distance, and damage. LP(12F Startup 110 Damage/150 Stun, ¼ Screen, +1 on Hit/-2 On Block) MP(15F Startup 130 Damage/150 Stun, ½ Screen, +2 On Hit/-4 On Block) HP(18F Startup 150 Damage/150 Stun, ¾ Screen, +2 On Hit/-6 On Block, Juggles In The Corner) EX (9F Startup 180 Damage/200 Stun, ¾ Screen, +5 On Hit/-8 On Block)

 

Bash Fist Lancering – HCB+P : (Command Grab) Xandra clinches her opponent, hits this with an overhead right to the head followed by a left uppercut to the jaw that lifts them off the ground leaving them in a juggle state. All versions have a 8F Startup. Punch button determines damage and throw range. LP(90 Damage/120 Stun, 42 Throw Range) MP(100 Damage/120 Stun, 36Throw Range) HP(120 Damage/120 Stun, 30 Throw Rangr) EX (7F Startup, 120 Damage/120 Stun, 42 Throw Range)

 

Rise Knee Stormloop – F,D,DF+K: (Anti Air) Xandra pummels her adversary with rising three hit (left-right-left) knee barrage. Ascent angle and startup is determined by the kick button pressed. All versions are invincible to airborne attacks. Does not hit crouching opponents. LK(5F Startup 140 Damage/150 Stun, 70° Angle) MK(6F Startup 150 Damage/150 Stun, 60° Angle) HK(7F Startup 160 Damage/180 Stun, 50° Angle) EX(4F Startup 160 Damage/180 Stun, Hits Crouching Opponents, LK+MK 70° Angle, LK+HK 60° Angle, MK+HK 50° Angle)

 

Slash Knie – Charge B,F+K: Xandra rushes through the air toward her opponent with a right flying knee strike that is followed up by an immediate left knee strike on impact. Kick button determines startup, travel distance, and damage. All versions knock down. LK(13F Startup 120 Damage/150 Stun, ¼ Screen, -4 On Block, Limited Juggle State) MK(16F Startup 140 Damage/150 Stun, ½ Screen, Knocks Down/-5 On Block) HK(19F Startup 160 Damage/160 Stun, ¾ Screen, Knocks Down/-6 On Block,) EX (12F Startup 160 Damage/160 Stun, ¾ Screen, Causes Crumple State/-4 On Block)

 

Flash Snee – Charge D,U+K: (Overhead) Xandra jumps toward her opponent and front flips into a right axe kick that creates a yellow crescent wave of ki as it crashes onto the opponents head. Must be blocked high. Attack goes over projectiles with the proper timing. All versions do 150 Damage/150 Stun and are +3 on Hit/-6 on Block. LK (29F Startup ¼ Screen), MK(34F Startup ½ Screen), HK(39F Startup ¾ Screen), EX(24F Startup, 160 Damage/200 Stun, Back Input ¼ Screen, Neutral ½ Screen, Forward Input, ¾ Screen)

 

Zen Art 1:

 

Stun Combination Lancering– 360°+P: (Command Grab) Xandra clinches her opponent, hits this with a right elbow to the temple, left elbow to the temple, spinning right back elbow to the face, followed by a left uppercut to the body and right uppercut to the jaw that lifts them off the ground. 45 Throw Range.

  • 240 Damage (3x40, 1x120)
  • 240 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Schoppen Slicer – HCFx2+K: Xandra dismantles her opponent with a series of alternating kicks to each knee and kidney before hitting them in the face with a left high step kick into right back kick combination that launches the opponent. Xandra thing jumps in the air and sends her foe crashing into the ground with a powerful Flash Snee.

  • 340 Damage (4x20, 1x40,1x100. 1x120)
  • 170 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Sky Knie Raid – Charge B,F,BF+K: Xandra rushes through the air toward her opponent with a right-left flying knee combination that pops her opponent into the air. She then carries her opponent skyward with a barrage of six alternating left and right knee strikes. On the final knee strikes, Xandra sails past her opponent before driving them head first into the ground with a diving knee strike.

  • 510 Damage (2x90, 6x30, 1x150)
  • 190 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

Outside of the occasional exhibition, Xandra has not been able to get a sanctioned kickboxing fight. Essentially, she is involuntarily retired from the kickboxing scene, Xandra looks to the world of underground fighting to find a challenge as she did in her youth. The world martial arts tournament is the perfect chance for her to cut loose against the worlds best and hopefully find herself a rival. Plus it's a chance for household bragging rights.

 

Notes:

  • Dutch Kickboxing does not allow the use of elbows and limits clinching. Xandra excels at elbow and clinch techniques. Hence her disdain for traditional Dutch Kickboxing rules.
  • Xandra's father Xander is 6'8” (2.03m) but her mother Kanda is only 5'5”(1.65m)
  • Xandra's despite growing up in Thailand and Holland, speaks English like a native New Yorker since she learned the language by speaking with Alex.
  • Hates when people think her name is Alexandra or when people combine her and her husband's name into Alexandra.
  • Both the Thai flag and the flag of the Netherlands are red, white, and blue. Her upper body colors mirror the flags of her parents.

 

Dutch Translations:

  • Rijzen – Rise
  • Klap – Blow
  • Onderscheppen – Intercept
  • Botsing – Crash
  • Hamer - Hammer
  • Knie – Knee
  • Stap – Step
  • Laag – Leg
  • Dubbele – Double
  • Driedubbel - Triple
  • Bovenste – Upper
  • Duw - Stunner
  • Knaller – Stunner
  • Elleboog - Elbow
  • Lancering – Launch
  • Stormloop – Rush
  • Snee – Cut
  • Schoppen - Kicking

Yang

Spoiler

Name: Yang (Lee Yang)

Nickname: The Starlight Dragon

Sex: Male

Ethnicity: Chinese

Height: 5ft 8in (1.73m)

Weight: 141lbs (64kg)

B/W/H: 43-29-33½ (109cm-73cm-85cm)

 

Hometown: Hong Kong

 

Appearance: Yang is a thin but fit man. He medium length brown hair that brush forward into large spiky bangs that jut out six inches from his forehead. His eyes are brown and he has short brown goatee on his chin and no other facial hair. Yang wears a traditional yi-fu (Kung Fu uniform). The top of the yi-fu is red with black trim at the collar, sleeves, and down the front middle of the uniform in between a set of eight yellow frog buttons. His full length pants are all black. Yellow hand guards extend out each of his sleeves covering the top of his hands to the knuckles. Yang has black athletic shoes with white soles and white trim around the ankles. The shoe laces are red and so are the logos on the sides of each shoe.

 

Occupation: Shifu and owner of the Twin Dragon School of Kung Fu

Likes: His Family (Wife & Kids), Yun (twin brother), Movies, Cats, Skating

Dislikes: Stinky Tofu,Bills (He's struggling to his martial arts school open)

 

Fighting Style: Bajiquan (Eight-Extremities Fist) Kung Fu

 

Tone: Yang is confident but reserved. Only showing brashness when fighting/sparring with his brother Yun

 

Origins: Yang and his older twin brother Yun are the nephews of Bajiquan and Zuiquan (Drunken Fist) Lee. Both brothers gravitated towards Bajiquan. Initially they had identical styles before their techniques slow grew more diverse over time. While working at their family restaurant as teenagers, Yun decided to skip on work to enter the World Martial Arts tournament. Yang, as always, followed behind is brother in attempt to keep them out of trouble. The duo made several friends and rivals along the way. Upon their return, Yang could only laugh his Hoimei dragged his brother off by the ear.

     The duo would eventually leave fighting behind to take over the family restaurant. Yang wanted to open his own dojo, but feared Yun's impulsiveness would lead the family business into ruin. After Yun married Hoimei, Yang knew she would keep him in line. He sold his share in the business to Yun and used the money to finally open his dojo.

     Yang enjoyed teaching Kung Fu to others. However, it was hardly a lucrative business. He made just enough money to keep the school open. His wife, Shaomei, helped out with her income from her family's vegetable stand. Until Tao and Hai (their twin sons) were born. Between working at his during the week, training, and doing odd jobs on the weeks to keep his family feed. Yang never took time off. He couldn't afford to. Yun would run the school for a week every three or four months, so his brother could rest. Yun's brash nature combined with his wife's serious one had turned the restaurant into a success. He tried to help Yang out by sharing his growing wealth but his brother refused. Yun even offered him to give Yang the most profitable of his six restaurant's to run but he wanted to make it on his own.

     Yang was able to make things work without his brother's financial help. He begrudgingly accepted Yun's aid for his occasional week off at his wife's insistence. However, Shaomei is pregnant once again with another set of twins. Yang needs to grow his school before his daughters or born. Or he'll have to accept Yun's offer to run one of his restaurant's to feed his family.

 

Rival: Yun

 

Stamina: 950

Stun: 975

Stun Recovery: 22F

Forward Dash: 18F

Back Dash: 27F

Forward Walk Speed: 5.7

Back Walk Speed: 4.0

Forward Dash Distance: 2

Back Dash Distance: 2.5

 

Normal Rise: 56F

Quick Rise: 28F

Delayed Rise: 70F

Back Rise: 42F

 

Taunt: Yang flicks the bangs of his hair before resuming his fight stance. Damage of next combo is increased by 20%. Throw damage increased by 20, and stun is increased by 30.

 

Throw Range: 20

 

Throws:

 

Youhon Shiun (Sky Hawk Flip Kick) – LP+LK: Yang grabs his opponent by the shoulders, puts both of his feet to their chest, and kicks off of their chest to slam them into the ground. Leaves Yang sweep distance from his foe. 4F Startup 120 Damage/130 Stun

 

Gohiza Geri(Five Knee Kick) – F+LP+LK: Yang grabs his opponent and hit them with five successive knees to the abdomen. Leaves Yun closer to the opponent. 4F Startup 150 Damage/100 Stun

 

Ento Shugeki(Monkey Flip) – B+LP+LK: Yang grabs his opponent by the shoulders, puts both of his feet to their chest, and flips to his back tossing his foe behind him. 4F Startup120 Damage/150 Stun

 

Unique Attacks:

 

Koshu (Drum Hand) – F+HP: Yang steps forward as he strikes with a left knife hand straight punch. 9F Startup 90 Damage/150 Stun, +1 On Hit, -4 On Block

 

Senpu Kyaku (Whirlwind Kick) – F+MK: (Overhead) Yang attacks with a left hopping downward angled 360° spin kick. 17F Startup, +4 On Hit, -1 on Block. 70 Damage/120 Stun

 

Tenkuu Kyaku (Sky Kick) – F+HK: (Anti Air) Yang hits is foe under the chin with a high left side kick. Attack has limited horizontally range and does not hit crouching opponents. Causes juggle state against airborne opponents. 8F Startup 80 Damage/150 Stun, +3 On Hit, -1 On Block

 

Raigeki Shu (Thunder Strike Kick) – DF+MK: (In Air) From a forward jump, Yang strikes with descending 65°angle left stomp kick. 6F Startup 70 Damage/100 Stun +2 On Hit/-2 On Block

 

Bai Shuurai (Double Lighting Strike) – MK, DF+MK: (In Air): (Target Combo)From a forward jump, Yang hit his foe with a flying kick into the dive kick combination. 4F Startup 60 Damage/150 Stun

 

Kosogeki (Tiger Claw Attack) - MP, HP, B+HP: (Target Combo)Yang strikes his foe with a left back elbow to the gut, left chop to the neck, into double palm punch to the abdomen combination. 10F Startup 100 Damage/150 Stun Knock Down/-6 On Block

 

Gouongeki (Thunderous Roar Attack)- LK, MK, HK: (Target Combo)Yang hits is adversary with a right low kick, left high sidekick to the chin, and knocks them down with a left kick to the chest.

7F Startup 90 Damage/120 Stun +2 On Hit/-6 On Block

 

Ryu Kyuujoushou (Dragon Sudden Rise)- D+MK, F+HK: (Target Combo)Yang lifts his opponent of the ground with a right front sweep into high left side kick combination. 6F Startup 90 Damage/150 Stun, Causes Juggle State, -12 On Block

 

Zen Riposte:

 

Kosho (Tiger Palm) -B,DB,D+P: Yang strikes his foe with right palm strike to the gut. Leaves Foe standing. 40 Damage/50 Stun

 

Shokyaku (Soaring Leg) – B,DB,D+K: Yang hits his foe with jumping left front kick that knocks his opponent into the air. 40 Damage/50 Stun

 

Zen Trance:

 

Kouryuu Rengeki(Rain Dragon Chain Attack) – HP+HK: Yang expends his Z-Gauge, losing access to EX Specials, Zen Ripostes, and Zen Arts, in exchange for the ability to chain normal and special attacks.

  • LP and LK attacks have to chain into MP or MK attacks.
  • MP and MK attacks have to chain into HP or HK attacks.
  • These chain attack properties apply to standing, crouching, aerial, and unique attacks.
  • These rules also apply to Yang's special attacks with a caveat. The same special cannot be chained into itself. It has to be chained into another special attack of higher strength or a normal attack of higher strength.

 

Specials:

 

Byakko Soshoda (White Tiger Twin Palm Strike) – QCB+P: Yang strikes with double palm strike with full arm extension. Nullifies projectiles with proper timing. LP (Feint), MP(14F Startup 120 Damage/150 Stun +3 On Hit/-6 On Block) HP (21F Startup 140 Damage/200 Stun Knocks Down, +1 On Block) EX (18F Startup 160 Damage/240 Stun Hard Knock Down, +2 On Block)

 

Tourouzan(Praying Mantis Slash) – QCF+P: (Rekka) All versions have a ¼ Screen Travel Distance. Yang attacks his foe with a series of rapid slicing strikes.

  • LP – 8F Startup 40 Damage/50 Stun +1 On Hit/-2 On Block, 1st Follow up 6F Startup 40 Damage/50 Stun 0 On Hit/-4 On Block, 2nd Follow up 7F Startup 70 Damage/80 Stun Knock Down/-5 On Block
  • MP – 8F Startup 50 Damage/50 Stun 0 On Hit/-3 On Block, 1st Follow up 7F Startup 50 Damage/50 Stun -1 On Hit/-5 On Block, 2nd Follow up 7F Startup 70 Damage/80 Stun Knock Down/-7 On Block
  • HP – 8F Startup 50 Damage/50 Stun -1 On Hit/-4 On Block, 1st Follow up 8F Startup 50 Damage/50 Stun -2 On Hit/-6 On Block, 2nd Follow up 7F Startup 80 Damage/80 Stun Knock Down/-9 On Block
  • EX - 7F Startup 30 Damage/40 Stun +1 On Hit/-2 On Block, 1st Follow up 7F Startup 30 Damage/40 Stun 0 On Hit/-3 On Block, 2nd Follow up 5F Startup 30 Damage/50 Stun -1 On Hit/-4 On Block, 3rd Follow up 5F Startup 40 Damage/50 Stun -2 On Hit/-6 On Block,4th Follow up 5F Startup 80 Damage/100 Stun Causes Hard Knock Down/-10 On Block

 

Kaihou(Pleasant Trot) – F,D,DF+K: (Command Dash) Yang momentarily disappears as he dash toward his opponent at blistering speed. Kick button determines startup, distance traveled, and total frames. LK(8F Startup 27 Total Frames 1/5 Screen) MK(10F Startup 33 Total Frames 2/5 Screen) HK(10F Startup 42 Total Frames 3/5 Screen) EX (8F Startup 30 Total Frames 3/5 Screen)

 

Zenpou Tenshin (Forward Turnover) - HCB+K: (Command Grab) Yang grabs his opponent and does a handstand flip over their shoulders landing behind them. All versions have 7F Startup. Kick button pressed determines the throw range and hit advantage. LK (36 Throw Range, +4 On Hit) MK (32 Throw Range, +7 On Hit), HK(28 Throw Range +10 On Hit) EX(6F Startup, 36 Throw Range, +15 On Hit)

 

Senkyutai(Drilling Bow Thigh) – QCF+K: (Anti Air) Yang strikes his opponent under the chin with a vertical, single handstand kick, that sends both Yang and his foe high into the air. The MK, HK versions cause Yang to roll forward. The roll goes under projectiles and most standing attacks. LK (5F Startup 120 Damage/150 Stun, Point Blank) MK(6F-24F Startup, 130 Damage/150 Stun, Up to 1/3 Screen) HK(7F-36F Startup, 140 Damage/150 Stun,Up to 2/3 Screen) EX(4F-30F Startup, 160 Damage/250 Stun, Up to ¾ Screen)

 

Honshin(After Shock) – B,D,DB+K: (Counter)Yang crouches down in anticipation of his foes attack. All versions 2F Startup, 12F Recovery on whiff., and 14 Active Frames. Properties change depending on the kick button pressed.

  • LK - Middle, Counter Passes Through The Opponent, Leaves Yang at +4 Frame Advantage
  • MK - Low, Yang Counters With A Throat Punch, 160 Damage/240 stun, Leaves Foe Standing and Yang at +2 Frame Advantage
  • HK – High, Yang Counters With A Left Back Hand Uppercut into sternum kick combination that knock his opponent across the screen. 140 Damage/210 Stun
  • EX – All, Yang Counters With A Two Hit Tourouzan, Knock Opponent ½ Screen Away. 100 Damage/120 Stun)

 

Zen Art 1:

 

Sei'ei Enbu (Starlight Dance): QCBx2+P: Yang summons two red shadow copies of himself. These shadows mimic Yang's movements and attacks with a slight delay. While his attacks properties do not change the shadows additional attacks cause more hit stun allowing for extended combos or combos from moves that typically don't have enough hit advantage to allow for a follow up.

  • 360F Duration (6 Seconds)
  • Attack Properties Unchanged
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Tenshin Senkyutai (Turnover Drill Drilling Bow Thigh)- QCFx2+K : Yang strikes his opponent under the chin with a vertical, single handstand kick, that sends them high into the air. Yang pursues his ascending opponent, pummeling with a rapid combination of kicks, before sending them crashing to the ground with a powerful single kick to the sternum.

  • 350 Damage
  • 140 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Raishin Mahhaken (Thunder Quake Demon Blasting Fist)- QCFx2+P: Yang stuns his foe with a left knife hand punch to the throat. He continues to attack with sweeping right knife hand punch to the torso and left knife hand chop uppercut that knocks his foe into the air. Yang seemingly disappears from view as his descending foe struck by a series of unseen attacks before Yang appears to pass through them with a final advancing left knife hand punch.

  • 480 Damage
  • 200 Stun
  • 4 Bars of Z-Gauge

 

Hidden Art:

 

Rengeki Tourouha (Chain Attack Praying Mantis Wave)- 360°+P: (Command Grab) Yang grabs his adversary stuns them with a left back hand chop, focuses all of his ki, and assaults them with a blindingly fast around of chopping punches before sending them to ground three hit Tourouzan.

  • 390 Damage
  • 520 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

Yun enters the tournament in a last ditch effort to save his dojo. He hopes a strong showing at the tournament will boost the enrollment. Martial arts is his passion and doesn't wish to go back into the restaurant business with his brother Yun.

 

Side Notes:

  • Has been married to Shaomei for the past ten years.
  • The couple has twin five year old sons. Tao and Hai
  • Tao means large waves. Hai means sea or ocean. Yang means ocean.
  • Shaomei is currently pregnant with twin girls.
  • Ran a successful restaurant business with his brother Yun. Sold his share of the business to Yun to opponent up a Kung Fu school
  • Twin Dragon School of Kung Fu is his dojo's name.

Yun

Spoiler

Name: Yun (Lee Yun)

Nickname: The Phantom Dragon

Sex: Male

Ethnicity: Chinese

Height: 5ft 8in (1.73m)

Weight: 143lbs (65kg)

B/W/H: 42-29-33½ (107cm-73cm-85cm)

 

Hometown: Hong Kong

 

Appearance: Yun is a thin but fit man. He has long brown hair that is braided into a single ponytail that hangs down to the middle of his back. Yun has blue brimless hat on his head that has yellow ball at it's center.His eyes are brown and he has short brown “fu man chu” style moustache. Yun wears a custom yi-fu (Kung Fu uniform) that is sleevless. The top of the yi-fu is white with blue trim at the collar and has yellow trim running down the front of the uniform in between a set of eight blue frog buttons. His full length pants are all black. Yellow forearm length gloves covering the top of his hands to the knuckles leaving his fingers bare. Yun has black athletic shoes with white soles and white trim around the ankles. The shoe laces are blue but the logos on the sides of each shoe are yellow.

 

Occupation: Owner of the Twin Dragon Restaurant chain.

Likes: His Family (Wife & Kids), Yang (twin brother), Kung Fu Movies, Teaching (Yang's school)

Dislikes: Century Eggs (Preserved Eggs), Careless People, Yang's stubborness

 

Fighting Style: Bajiquan (Eight-Extremities Fist) Kung Fu

 

Tone: Yun is confident, impulsive, and brash. 

 

Origins: Yun and his younger twin brother Yang are the nephews of Bajiquan and Zuiquan (Drunken Fist) Lee. Both brothers gravitated towards Bajiquan. Initially they had identical styles before their techniques slow grew more diverse over time. While working at their family restaurant as teenagers, Yun decided to skip on work to enter the World Martial Arts tournament. Yang, as always, followed behind is brother in attempt to keep them out of trouble. The duo made several friends and rivals along the way. Upon their return, Yun was annoyed at his brother for simply laughing while Hoimei (his girlfriend) dragged him off by the ear.

     The duo would eventually leave fighting behind to take over the family restaurant. Yun was enthusiastic about taking over the family business. He felt that his brother was only doing so out of obligation. After Yun and Hoimei were married, Yang sold his interest in the family restaurant to young. Yun's bold decisions, tempered at times by Hoimei, lead him to great success. He over the years he expanded from one restaurant to six. He wanted to share his success with Yang and offered his financially struggling brother his most successful restaurant but Yang declined. Unbeknownst to Yang, Yun would funnel money through is wife Hoimei to help out Yang's family. Their wives were sisters and Shaomei found the help heartwarming.

     Yun still enjoyed martial arts. His growing success gave him more free time to train. He grew increasingly bored of life as restaurant owner. He help teach at Yang's dojo as often as his brother allowed just to break up the monotony. Hoimei was more than happy to take over the reigns at the restaurant. She suggested that he should partner with Yang to run his school. Yun, uncharacteristically, was not so bold to take her advice. He didn't want to trample on his brother's individuality. Yun and Yang had always had similar, yet slightly different interests to differentiate themselves from one another. Yun grew his hair long, Yang kept his shorter. Yun picked up skateboarding and Yang did the same with inline skating. Yun wouldn't co-opt his brother's dream.

     Yun has been training harder than ever. His skills had dulled during his time focusing on the restaurant. He was always able to beat Yang before but now his younger brother had the clear advantage. To Hoimei's chagrin, their young children Xiang (their son) and Xia (his twin sister) would mimic Yun's movements. It cost her a few vases but abided by it since it bonded them with their father. Hoimei thought it was simply Yun's pride that drove him to best his brother, but Yun had something else in mind.

 

Rival: Yang

 

Stamina: 925

Stun: 1000

Stun Recovery: 23F

Forward Dash: 17F

Back Dash: 26F

Forward Walk Speed: 5.1

Back Walk Speed: 3.7

Forward Dash Distance: 2.25

Back Dash Distance: 2

 

Normal Rise: 56F

Quick Rise: 28F

Delayed Rise: 70F

Back Rise: 42F

 

Taunt: Yun twirls his hat before putting it back on his head. Taunt can be charged which causes Yun to twirl his hat 5 times instead of the usual 3 time. This increase the total frames but the power of the stat boost as well.

  • Uncharged – Next hit/combo's stamina and stun damaged boosted by 10%. Total Frames 42
  • Charged – Next hit/combo's stamina and stun damage boosted by 25%. Throw's cause 20 more damage and stun. Total Frames 54

 

Throw Range: 22

 

Throws:

 

Gekitei Futai (Halberd Four Wind Repulse): LP+LK: Yun grabs his foe and strikes them with a back right open palm to gut, spinning overhead hammer fist, into left overhead hammer fist, and knocks them a with a straight left punch to the sternum. 4F Startup 120 Damage/120 Stun

 

Gohiza Geri(Five Knee Kick) – F+LP+LK: Yun grabs his opponent and hit them with five successive knees to the abdomen. Leaves Yun closer to the opponent. 4F Startup 140 Damage/120 Stun

 

Ento Shugeki(Monkey Flip) – B+LP+LK: Yun grabs his opponent by the shoulders, puts both of his feet to their chest, and flips to his back tossing his foe behind him. 4F Startup110 Damage/150 Stun

 

Unique Attacks:

 

Dakai (Strike Open)– F+HP: Yun steps forward as he strikes with a back right hand palm strike to the gut. 17F Startup 100 Damage/200 Stun, Knocks Down, -7 On Block

 

Senpu Kyaku (Whirlwind Kick) – F+MK: (Overhead) YUn attacks with a left hopping downward angled 360° spin kick. 14F Startup, +2 On Hit, -4 on Block. 70 Damage/120 Stun

 

Tenkuu Kyaku (Sky Kick) – F+HK: (Anti Air) Yang hits is foe under the chin with a high left side kick. Attack has limited horizontally range and only hits crouching opponents at point blank range. Causes juggle state against airborne opponents. 10F Startup 90 Damage/150 Stun, +3 On Hit, -1 On Block

 

Raigeki Shu (Thunder Strike Kick) – DF+MK: (In Air) From a forward jump, Yun strikes with descending 70°angle left stomp kick. 7F Startup 70 Damage/120 Stun +2 On Hit/-1 On Block

 

Bai Fuda (Double Wind Strike) – LP, F+HP: (In Air): (Target Combo)From a forward jump, Yun hit his foe with a flying elbow into the back chop combination. 3F Startup 90 Damage/150 Stun

 

Ryuku Geki (Dragon Roar Attack) -LP,LK, MP: (Target Combo) Yun pummels his foe with a left gut elbow strike, low right kick, advancing left elbow to the sternum combination that leaves his adversary standing. 4F Startup 60 Damage/120 Stun 0 On Hit/-2 On Block

 

Teidan Koda (Low Level Tiger Strike) - D+MP, D+HP: (Target Combo) Yun crouches down and strikes his foe with a left palm strike the groin followed by a right chop into left palm combination. 5F Startup 70 Damage/150 Stun +0 On Hit, -4 On Block

 

Koshogeki (Tiger Palm Attack) - MP, HP, B+HP: (Target Combo)Yun strikes his foe with a left-right elbow combination to the gut into a double palm punch to the abdomen combination. 9F Startup 90 Damage/120 Stun Knock Down/-7 On Block

 

Ryuubi Shugeki (Dragon Tail Sweep Attack) - D+HK,HK: (Target Combo) Yun hits his adversary with right backsweep kick into a standing left sidekick. 7F Startup 60 Damage/120 Stun Knocks Down, -7 On Block

 

Zen Riposte:

 

Ryushiga (Dragon Teeth) -B,DB,D+P: Yun strikes his foe with spinning back right elbow to the gut. Leaves Foe standing. 40 Damage/50 Stun

 

Sensoku (Drill Leg) – B,DB,D+K: Yun knocks his foe into the air with one arm handstand kick to the chin. 40 Damage/50 Stun

 

Zen Trance:

 

Gen'eiryuu Rengeki(Phantom Dragon Chain Attack) – HP+HK: Yun expends his Z-Gauge, losing access to EX Specials, Zen Ripostes, and Zen Arts, in exchange for enhanced target combos.

  • Bai Fuda - hit advantage is now +5, stun increased from 150 to 200
  • Ryu Geki - advantage on hit increase from 0 to +3, Stun increased from 120 to 150
  • Teidan Koda - damage increased from 70 to 80, advantage on hit increased from 0 to +3
  • Koshogeki – stun increased from 120 to 150, causes juggle state on hit instead of a knockdown
  • Ryuubi Shugeki – damage increased from 60 to 80, causes juggle state on hit instead of a knockdown

 

Specials:

 

Kobokushi(Tiger Beating Child) – QCB+P: Yun strikes with a short range double palm attack to his opponents stomach.Nullifies projectiles with proper timing. LP (Feint), MP(18F Startup 130 Damage/200 Stun +1 On Hit/-2 On Block) HP (22F Startup 140 Damage/250 Stun Knocks Down, +1 On Block) EX (21F Startup 160 Damage/300 Stun Hard Knock Down, -10 On Block)

 

Zesshou Hohou(Suppressed Approaching Law) – QCF+P: Yun lunges towards his opponent with an explosive fly straight punch. Punch button determines travel distance, startup, and damage. LP(8F Startup 100 Damage/120 Stun, ¼ Screen, Knock Down, -9 On Block) MP(11F Startup 120 Damage/150 stun, ½ Screen, Knock Down, -7 On Block)HP (14F Startup 140 Damage/150 Stun, 2/3 Screen, Knock Down, -9 On Block)EX(13F Startup 160 Damage/200 Stun, ¾ Screen, Knock Down, -2 On Block)

 

Tetsuzanko (Iron Mountain Lean) – F,D,DF+P: Yun explodes forward striking his opponent with a back shoulder attack. Punch button determines travel distance, startup, and damage. LP(7F Startup 100 Damage/150 Stun, 1/5 Screen, Knock Down, -1 On Block) MP(10F Startup 110 Damage/200 stun, 2/5 Screen, Knock Down, -3 On Block)HP (13F Startup 130 Damage/200 Stun, 3/5 Screen, Knock Down, -5 On Block)EX(10F Startup 140 Damage/250 Stun, ¾ Screen, Hard Knockdown, -5 On Block)

 

Zenpou Tenshin (Forward Turnover) - HCB+K:(Command Grab) Yun grabs his opponent and does a handstand flip over their shoulders landing behind them. All versions have 7F Startup. Kick button pressed determines the throw range and hit advantage. LK (39 Throw Range, +3 On Hit) MK (35 Throw Range, +5 On Hit), HK(31 Throw Range +8 On Hit) EX(6F Startup, 39 Throw Range, +12 On Hit)

 

Shukuchi Rimon Chochu (Reduced Earth: Inside Gate Peak Elbow) – QCF+K: Yun strikes with a swift elbow to the opponents chest. Leaves foe standing and Yun at advantage. LK(3F Startup, 90 Damage/120 Stun, +2 On Hit, -1 On Block, Point Blank) MK(5F Startup, 100 Damage/120 Stun, +3 On hit, -4 On Block, 1/5 Screen) HK(7F Startup, 110 Damage/120, +4 On Hit, -6 On Block¼ Screen)

  • EX – Renkan Shoukou (Chain Loop Piercing Lean): Yun hits his adversary with a quick back elbow strike, back palm strike, into back shoulder attack combination. 6F Startup, 120 Damage/150 Stun, Launches Into Juggle State, -10 On Block, 1/4 Screen)

 

Nishokyaku(Twin Soaring Legs) – F,D,DF+K: (Anti Air) Yun hits his adversary with a rising double front kick. Startup, Damage, and ascent angle determined by the kick button pressed. LK(4F Startup 120 Damage/150 Stun, 75° Angle) MK(6F Startup 130 Damage/150 Stun, 65° Angle) HK(8F Startup 140 Damage/200 Stun, 55° Angle) EX(3F Startup 120 Damage/200 Stun, Launches Foe Into Juggle State, LK+MK 75° Angle, LK+HK 65° Angle, MK+HK 55° Angle)


 

Zen Art 1:

 

Renshokyaku (Chain Soaring Legs) - QCBx2+K: Yun carries his foe high into the air with rapid chain of alternating left and right front kick before sending them crashing into the ground with a Raigeki Shu (Dive Kick)

  • 250 Damage
  • 250 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

You Hou (Hoisting Roast)- QCBx2+P : Yun strikes his foe with a upward left back slap to the face, slams into them with back shoulder blow, and launches them to the air with an upward left straight punch to the chin. Super has juggle properties. If it is used as an successful anti air, just recovers fast enough to land and additional strike on his opponent no matter what screen position he has. Cornered opponents are always juggled whether airborne or ground during the initial blow.

  • 390 Damage
  • 260 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Gen'ei Jin (Phantom Array): QCBx2+P: Yun summons two blue shadow copies of himself. These shadows mimic Yun movements and attacks with a slight delay but the attacks do not hit the opponent. Instead all of Yuns normal and special moves properties are enhanced. They gain additional advantage on hit, improved recovery, and reduced disadvantage on block. Substantially improving his combo ability and damage output.

  • 360F Duration (6 Seconds)
  • Attack Properties Enhanced
  • 4 Bars of Z-Gauge

 

Hidden Art:

 

Kairai Rengeki (Frontal Thunderstorm Chain Attack)- LK,LK, F, LP,HK: (Command Grab) Yun stun his foe with double palm strike to the abdomen, hits them with spinning back right elbow to the gut, followed by a spinning left elbow gut, send them slamming to into the screen with right back fist to the sternum, flying kicks them in the head as they ricochet of the wall back toward him, with his foot never leaving their face he drives the back of their head into ground, rides their sliding body across the ground like a skateboard before cartwheeling of his downed foe, and landing on his feet.

  • 420 Damage
  • 420 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

 

Yun enters the tournament to challenge at defeat his brother. He wishes to join Yang at his school. If he can prove that he's still beat Yang, Yun is sure Yang will agree. Two masters that have fought on the world stage would surely drive up enrollments. He will teach alongside his brother and help save his business.

 

Side Notes:

  • Has been married to Hoimei for the past twelve years.
  • The couple has seven year old twin children. Xiang, their son, and Xia, their daughter.
  • Xiang means flying/soaring. Xia means red sky. Yun means cloud.
  • Still skateboards as way to maintain dexterity and agility.
  • His impulsive nature resulted in the Lee family restaurant's huge expansion and success.
  • The Twin Dragon restaurant went from one restaurant to a chain of six restaurants.

 

Edited by Darc_Requiem
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Added new concepts to my previous SFVI post. 

  • Asim - original character an enforcer of Urien
  • Galin (Gill)
  • Hageshi - original character student/successor of Retsu
  • Ken - Masters Corporation CEO (Hidden Boss) added
  • Kolin - (Olena Kovalenko) added

I have fifteen more currently. I'll try to add more of them next time. Figured I'd make use of my insomnia. Snagged PS5 and compelete two more concepts. Their names being with R and S, so it's be awhile before I get around to posting them. I'll try to post Ken, Kolin, Li-Fen, and Mel on my next update.

 

11/23/20

 

  • Li-Fen - Chun Li's adoptive daughter
  • Makato
  • Mel Masters - Ken's son

 

2/22/21

  • Nakato - Emissary of Urien
  • Orfiel - Gill's Herald
  • Red Gayle - Protege of Zangief & R.Mika

 

2/23/21

  • Ryu - Boss Character of SFVI
  • Shun - Mysterious Dark Hado Fighter
  • Sigmund - CWA Champion, Master of the Cutter
  • Sung - Ryu's Disciple, The Fist of Winter
  • Tora - Prince of Muay Thai
  • Wasswa - Gill's Disciple of Fire
  • Xandra - Kickboxing's Elbow Queen (Wife of Alex)

 

2/24/21

  • Yang - The Starlight Dragon
  • Yun - The Phantom Dragon

 

2/26/21

  • Zanyu - The Dual Successor

 

2/28/21

  • Dandan - The Savior of Saikyo

 

3/3/21

  • Rhonwen - The Silent Snake

 

3/4/21

  • Tian Long - The Dragon of Wind
Edited by Darc_Requiem
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  • 3 months later...

Place Holder for now.

 

Fei Long - Legendary Action Star (ETA is TBD. About 90% Complete)

Spoiler

 

 

Tian Long - The Dragon of Wind

Spoiler

Name: Tian (Calvert) Long

Nickname: The Dragon of Wind

Sex: Male

Ethnicity: Chinese/British

Height: 6ft 0in (1.83m)

Weight: 163lbs (74kg)

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

 

Hometown: Hong Kong

 

Appearance: Tian Long is slender man. His wiry build belies his strength. He has well defined physique with very little body fat. He has short dark brown hair and green eyes (like his mother). Tian wears a red track suit with a white striping running down the sleeves and pant legs. The top is unzipped. He has a white sleeveless underneath track suit's jacket. Tian wears blue sneakers on his feet with red striping, white laces, and white soles.

  • Note: His track suit is the color of the Hong Kong flag. He sneakers are the color of the British flag.

 

Occupation: Actor/Director/Martial Artist

Likes: Ntombi, Meritocracy, Doing His Own Stunts

Dislikes: Nepotism, Entitlement

 

Fighting Style: Hitenryu

 

Tone: Tian is a highly confident man but not arrogant man. He is extremely hardworking. Tian is determined to show that his success is due to his hardwork and not his family name.

 

Origins: Tian Long, or Calvert Long as he's billed in Western films, is the son of Hong Kong action star Fei Long and British actress Leigh Lynn Smythe. His parents met on the set of one of his father's movies The Interloper which was mostly filmed in the United Kingdom. Despite being polar opposites outside of their love of acting, Tian's parents made a great pair. While most couples falter under the strain of the limelight, the Longs are still going strong after more than 20 years.

     Tian trained in the martial arts ever since he could walk. With his outgoing personality and who his parents were, he quickly found himself in major acting roles. Even though Tian worked tirelessly at both of his crafts, he was often chided for only being in his position due to his family name. This criticism put a chip on Tian shoulder that he carries to this day. It drives Tian to strive for perfection in all he does and show his detractors that he has earned what he has gotten in life. Tian is every bit the martial artist his father is and every bit the actor that his mother is.

     Tian performs all of his own stunts. A fact that drives his movie studio and production company absolutely mad. Any film company that insists he use a stunt man is quickly denied his services. Tian has a younger sister. Although she's had the same advantages that he has growing up, she has not faced the same criticism. Instead of being jealous of this, Tian is happy that his sister doesn't have to deal with what he does.

     Tian is engaged to fellow action star Ntombi Van Zandt. Ntombi went missing six months ago and he has dropped everything in an effort to find her. He's even set aside his differences with her Ntombi's brother Rhonwen. The pair's love for Ntombi supersedes any issues the two of them had.

 

Rival: Nakato

 

Stamina: 975

Stun: 1025

Stun Recovery: 24F

Forward Dash: 15F

Back Dash: 24F

Forward Walk Speed: 5.25

Back Walk Speed: 3.75

Forward Dash Distance: 1.55

Back Dash Distance: 1.75

 

Normal Rise: 56F

Quick Rise: 28F

Delayed Rise: 70F

Back Rise: 42F

 

Taunt: Tian places both of his hands behind his back, leans forward, and juts his chin out toward his opponent taunting them by saying “Hit me....if you can.” Taunt animation has 45 Total Frames. His next Zan Tenshin's startup is reduced from 10F to 7F, Throw Range is increased from 30 to 40, and the advantage on hit is increased from +4 to +6.

 

Throw Range: 22

 

Throws:

Ryu Yoku (Dragon Wing) – LP+LK: Tian Long grabs his opponent and strikes them with a right gut punch into right back fist to the chest combination that causes them tumble to the ground and away from him 4F Startup 120 Damage/120 Stun

 

Ryushiga (Dragon Teeth) – F+LP+LK: Tian Long claps his hands together on his foes ears staggering them as he strikes them with double palm strike to the chest. 4F Startup 140 Damage/100 Stun

 

Ryusoto (Dragon Claw Step) – B+LP+LK: Tian Long picks up his opponent with a fireman's carry, flips them behind him, and stomps on their head.. 4F Startup 110 Damage/150 Stun

 

Unique Attacks:

 

Zan Tenshin (Wind Turnover) – B+MP: (Hit Grab) Tian Long grabs his opponent and rolls over their shoulders landing behind them. 10F Startup 30 Throw Range +4 On Hit/-4 On Block

 

Zangeki (Wind Strike) - B+HP: Tian Long strikes his opponent with a vicious right back fist that knock his foe off their feet and a ½ Screen away from him. 10F Startup 90 Damage/150 Stun, Knocks Down/-2 On Block

 

Kuryuken (Sky Dragon Fist) – F+HP: Tian Long strikes his opponent with a swift left closed fist strike to the gut followed by a right open palm uppercut to the chin that knock his opponent into air and causes them to land at his feet. 8F Startup 90 Damage/150 Stun, Knocks Down/-6 On Block

 

Nibaizenshu (Double Front Kick) – F+HK: Tian Long hits his adversary with a hopping double front kick. 16F Startup 100 Damage/120 Stun, +6 On Hit/-2 On Block

 

Zen Riposte:

Fuuga (Wind Fang) -B,DB,D+P: Tian jabs his opponent in throat with a knife hand punch. Leaves foes standing. 40 Damage/50 Stun

 

Sanda Reppuu (Three Hit Gale) – B,DB,D+K: Tian strikes with a low left side kick, left side kick, into high left sidekick combination that sends his adversary spinning in the air away from him. 40 Damage/50 Stun

 

Zen Trance:

Boufuu Ryu (Windstorm Dragon) – HP+HK: Tian Long unleashes the full power of his wind based ki at the expense of 4 bars of Z-Gauge and access to the Z-System. His offensive output is greatly enhanced.

  • Tian gains the ability to cancel the final hit of his Zankusenken (High Rekka) into the first hit of his Zankusenshu (Low Rekka). Allowing him to chain together two full three hit Rekka combinations. Attacks must be of the same strength level. (LP Zankusensken can only chain into LK Zankusenshu for example)
  • Tian gains the ability to cancel the final hit of his Zankusenshu (Low Rekka) into the first hit of his Zankukyaku (Anti Air Rekka). Attacks must be of the same strength level.
  • Tian gains the ability to cancel the final hit of his Zankukyaku into his Shoukanretsu Kyaku. This cannot be done after if the Zankukyaku has been canceled from Zankusenshu.
  • Tian gains the ability to cancel the Hishouretsu Kyaku into his Zankusenken. Attacks must be of equal strength.

 

Specials:

Sokuzanken (Instant Wind Fist) – HCB+P: Tian holds his left arm out with his fist clinched. His arm shakes and his fist explodes forward one inch knocking his opponent off their feet. Knock Down properties change with the button pressed. LP (14F Startup 120 Damage/200 Stun, Knocks Down, - 2 On Block), MP(18F Startup 120 Damage/200 Stun Hard Knockdown/-1 On Block) HP (22F Startup 120 Damage/200 Causes Limited Juggle State, +1 On Block) EX (14F Startup 150 Damage/250 Causes Juggle State, +2 On Block)

 

Zankusenken (Air Slashing Chain Fist) – QCF+P: (Rekka) Tian strikes with an advancing staight left punch, advancing right body punch, into advancing back left fist to the sternum combination. Knocks down when the all three successive attacks land. LP (1/5 Screen) MP (2/5 Screen) HP (½ Screen)

  • LP – 8F Startup 40 Damage/40 Stun +1 On Hit/-4 On Block, 1st Follow up 6F Startup 30 Damage/30 Stun 0 On Hit/-5 On Block, 2nd Follow up 7F Startup 50 Damage/50 Stun Knock Down/-6 On Block
  • MP – 12F Startup 40 Damage/40 Stun 0 On Hit/-6 On Block, 1st Follow up 7F Startup 50 Damage/50 Stun -1 On Hit/-6 On Block, 2nd Follow up 7F Startup 50 Damage/60 Stun Knock Down/-8 On Block
  • HP – 16F Startup 50 Damage/60 Stun -1 On Hit/-8 On Block, 1st Follow up 8F Startup 40 Damage/50 Stun -2 On Hit/-7 On Block, 2nd Follow up 7F Startup 70 Damage/70 Stun Knock Down/-10 On Block
  • EX - 8F Startup 30 Damage/30 Stun +1 On Hit/-4 On Block, 1st Follow up 7F Startup 30 Damage/30 Stun 0 On Hit/-4 On Block, 2nd Follow up 5F Startup 30 Damage/30 Stun -1 On Hit/-5 On Block, 3rd Follow up 5F Startup 40 Damage/50 Stun -2 On Hit/-6 On Block,4th Follow up 5F Startup 50 Damage/60 Stun Causes Hard Knock Down/-5 On Block

 

Zankusenshu (Air Slashing Chain Attack) – QCF+K: (Rekka) Tian strikes with an advancing low left kick, advancing low right kick, and high left kick to the face combination. Knocks down when the all three successive attacks land. First two attacks must be blocked low. LK (1/5 Screen) MK (2/5 Screen) HK (½ Screen)

  • LK – 6F Startup 30 Damage/40 Stun +1 On Hit/-6 On Block, 1st Follow up 6F Startup 30 Damage/30 Stun 0 On Hit/-5 On Block, 2nd Follow up 7F Startup 40 Damage/50 Stun Knock Down/-6 On Block
  • MK – 10F Startup 30 Damage/40 Stun 0 On Hit/-8 On Block, 1st Follow up 7F Startup 40 Damage/50 Stun -1 On Hit/-6 On Block, 2nd Follow up 7F Startup 50 Damage/60 Stun Knock Down/-8 On Block
  • HK – 14F Startup 50 Damage/60 Stun -1 On Hit/-8 On Block, 1st Follow up 8F Startup 40 Damage/50 Stun -2 On Hit/-7 On Block, 2nd Follow up 7F Startup 50 Damage/70 Stun Knock Down/-10 On Block
  • EX - 8F Startup 30 Damage/30 Stun +1 On Hit/-4 On Block, 1st Follow up 7F Startup 30 Damage/30 Stun 0 On Hit/-4 On Block, 2nd Follow up 5F Startup 30 Damage/30 Stun -1 On Hit/-5 On Block, 3rd Follow up 5F Startup 30 Damage/50 Stun -2 On Hit/-6 On Block,4th Follow up 5F Startup 40 Damage/60 Stun Causes Hard Knock Down/-9 On Block

 

Zankukyaku (Air Slashing Leg) – B,D,DB+K: (Anti Air - Rekka ) Tian spins into an ascending high spin kick to his opponents chin. Tian is surrounded by a vortex as he rises into the air. Tapping the kick button with proper timing extends the attack with two addition kicks. First followup spins opposite of the initial kick, second followup spins in the initial direction.

  • LK – 4F Startup 40 Damage/60 Stun, Knock Down/-21 On Block, 1st Follow up 4F Startup 40 Damage/70 Stun, 2nd Follow up 4F Startup 40 Damage/70 Stun
  • MK – 5F Startup 50 Damage/60 Stun, Knock Down/-31 On Block, 1st Follow up 4F Startup 40 Damage/70 Stun, 2nd Follow up 4F Startup 50 Damage/70 Stun
  • HK – 6F Startup 60 Damage/60 Stun, Knock Down/-35 On Block, 1st Follow up 4F Startup 50 Damage/70 Stun, 2nd Follow up 4F Startup 50 Damage/70 Stun
  • EX - 3F Startup 30 Damage/40 Stun, Knock Down/-21 On Block, 1st Follow up 4F Startup 30 Damage/40 Stun, 2nd Follow up 4F Startup 30 Damage/50 Stun, 3rd Follow up 4F Startup 40 Damage/50 Stun,4th Follow up 4F Startup 50 Damage/70 Stun

 

Hishouretsu Kyaku (Soaring Rending Leg) - HCB+K: Tian Long executes an arching flying kick into a forward somersault kick. LK (12F Startup 100 Damage/120 Stun, +1 On Hit, -3 On Block) MK (14F Startup 110 Damage/120 Stun, +3 On Hit, -1 On Block) HK (16F Startup 120 Damage/150 Stun,+5 On Hit, +1 On Block) EX (15F Startup 140 Damage/150 Stun,+5 On Hit, +1 On Block)

 

Shoukanretsu Kyaku (Sky Rending Leg) - HCB+K: (In Air) From any jump, Tian Long strikes his opponent with an angled dive kick into forward somersault kick. All versions have 14F Startup 90 Damage/150 Stun, Knock Down, and are -4 On Block. Kick button pressed changes the descent angle. LK (50° Degree Descent Angle) MK (40° Degree Descent Angle) HK (30° Degree Descent Angle) EX 14F Startup 110 Damage/150 Stun, Hard Knock Down, -2 On Block(LK+MK 50° Degree Descent Angle, LK+HK 40° Degree Descent Angle, MK+HK 30° Degree Descent Angle)

 

Zen Art 1:

Shin Sokuzanken (True Instant Wind Fist): QCBx2+P: Tian holds his left arm out with his fist clinched. A vortex of ki encircles his fist as his arm shakes and his fist explodes forward one inch sending his opponent sailing into the wall and ricocheting back towards Tian. Causes Wall Bounce.

  • 210 Damage
  • 350 Damage
  • 2 Bars of Z-Gauge

 

Zen Art 2:

Rekkusengeki (Rending Air Chain Attack)- QCFx2+P : Tian strikes with an advancing straight left punch, right low kick, left body punch, right low kick into advancing back left fist to the sternum combination that staggers his opponent. He then knocks them off their feet with a blindingly fast high right kick to the face.

  • 330 Damage
  • 170 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

Furyu Shorenkyaku (Wind Dragon Rising Chain Leg)- QCBx2+K: (Anti Air) Tian spins into an rapid high kick to his opponents chin that creates a column of wind as he carries them into the air while striking them successively with each rotation. Rapidly hitting the kick button increases the speed of his rotation, hits, and damage.

  • 320-560 Damage
  • 160-280 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

Tian Long's investigation into his fiancée's disappearance has lead him to a mysterious woman named Nakato. While his investigators haven't been able to identify the organization she works for, she's been spotted at in the vicinity of other disappearances. All of the disappearances involve women of exceptional athletic ability. This “Nakato” has been seen with the sponsor that has provide the funding for the latest World Martial Arts Tournament. Tian contacts Rhonwen and the pair the leave for the tournament in the hope so finding a lead on Ntombi's location.

 

Side Notes:

  • Father is Fei Long, Sister is Shui Long, Mother is Leigh Lynn Long (British)
  • Resembles Brandon Lee, just like Fei Long resembles Bruce Lee. Shui resembles Shannon. The main difference being Tian's eye color.
  • Mother is British Actress that Fei Long met on one of his first international films.
  • English given name is Calvert. Chinese given name is Tian
  • Similar to how his parents met, Tian met his fiancée Ntombi on the set of one of his films.

Zanyu - The Dual Successor

Spoiler

Name: Zanyu Vilar (Achiam)

Nickname: The Dual Successor

Sex: Female

Ethnicity: Macanese

Height: 5ft 7in(1.70m)

Weight: 132lbs (60kg)

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

 

Hometown: Macao, China

 

Appearance: Zanyu is a slender yet incredibly fit woman with long dark brown hair and hazel eyes. Her hair is tied into two long odango buns on each side. Each bun has a straight pony tail that hangs down to the knees. In between her odango buns rests a white Chinese opera mask. The mask is painted with a imposing golden face that features blood red outlines around the eyes, mouth, and nose. She wears a custom golden sleeveless mini qipao (Chinese Dress) with red trim, the qipao is tied with a red belt. Her legs are covered with white stockings and she wears red shoes. When Zanyu switches to her Silent Snake stance, she slides the mask down over her face. Conversely, she slides it back up to the top of her head when is in the Strident Dragon stance.

 

Occupation: Executive Assistant at Twin Blossom Shipping Company

Likes: Jiaozi, Internet Shopping, Kung Fu Movies, Cleaning, Housekeeping

Dislikes: Spicy Food, Snobs

 

Fighting Style: Choy Li Fut (Mui Fa Sam Jit Bin/Three Section Staff Form)

 

Tone: Zanyu's tone shifts with her fighting style. She's quite and. reserved in Silent Snake. She is loud and boisterous in Strident Dragon

 

Origins: Zanyu's parents worked for Xiayu and Jianyu's Twin Blossom Shipping company. They were close friends of the twins and when they were killed in a tragic accident. Xiayu and Jianyu took her in. Zanyu was grateful and always strived to give each twin equal adoration. Zanyu began to train in Choy Li Fut to take her mind off the loss of her parents. She pushed herself to master both Xiayu and Jianyu's variation of the art.

     As Zanyu progressed, balancing the techniques of each twin's form became more daunting. In her effort to find a solution, Zanyu adopted the three section staff. The weapons unique design allowed her to emulate both Xiayu and Jianyu's style. Locking the staff made mastering the “Strident Dragon” form much easier. Unlocking the staff allowed Zanyu to develop modified versions of Xiayu's nunchaku techniques.

     Her mastery of each form became so complete that Zanyu seemed to adopt the personality of each of her masters when she used their techniques. Initially honored by this, both Xiayu and Jianyu began to worry that Zanyu was losing her sense of self.

 

Rival: Nakato

 

Stamina: 975

Stun: 1000

Stun Recovery: 23F

Forward Dash: 14F Silent Snake/16F Strident Dragon

Back Dash: 21F Silent Snake/24F Strident Dragon

Forward Walk Speed: 5.0 Silent Snake/4.5 Strident Dragon

Back Walk Speed: 4.0 Silent Snake/3.6 Strident Dragon

Forward Dash Distance: 1.5 Silent Snake/1.75 Strident Dragon

Back Dash Distance: 1.5 Silent Snake/1.75 Strident Dragon

 

Normal Rise: 56F

Quick Rise: 28F

Delayed Rise: 70F

Back Rise: 42F

 

Taunt:

 

Silent Snake

 

Nimble Fang (Subayai Kiba) – Zanyu grabs the outer two sections of her three section staff with both hands. She bends the section in her right hand and stretches out the other sections straight. She does all of this while striking the classic “Shadaloo” doll pose. If the animation is completed without interruption. Her next attack gains an additional +2 advantage on hit. Animation is 45 Total Frames.

 

Strident Dragon

 

Nimble Claw (Subayai Tsume) – Zanyu grabs her locked three section staff with both hands. She releases her left hand's grip and stretches her left arm outward towards her opponent while cocking back her right arm with staff in hand. Pose is similar to classic “Shadaloo” doll pose. If the animation is completed without interruption. Her next attack is +2 on block. (If the attack is more than +2 On Block normal it gains an additional frame advantage on block). Animation is 48 Total Frames.

 

Throw Range: 20 Silent Snake/25 Strident Dragon

 

Throws:

 

Silent Snake

 

Serpent Coil (Hebi Koiru)LP+LK : Zanyu wraps her three section staff around her foes ankles, pulls their legs out from under them, and causes them to fall backward slamming the back of their head into the ground. 4F Startup 120 Damage/120 Stun

 

Serpent Trip (Hebi no Tabi)- B+LP+LK: Zanyu spins behind her opponent, wraps her three section staff around her foes ankles, pull their legs upward, and causes them to fall face first to the ground. 4F Startup 110 Damage/150 Stun

 

Strident Dragon

 

Tail Slam (Tērusuramu) LP+LK: Zanyu grabs the middle of her staff with both hands, hits her foe with a short upward strike to the chin, spins into a full extension staff strike to the abdomen, lifts her foe overhead, and slams them into the ground. 4F Startup 130 Damage/130 Stun

 

Tail Whip (Tēruhoippu) -B+LP+LK: Zanyu grabs the middle of her staff with both hands, hits her foe with a short right hooking strike to the jaw, spins her extended staff underneath her foes legs, lifts them overhead by the crouch, and slams them behind her. 4F Startup 120 Damage/150 Stun

 

Unique Attacks:

 

Silent Snake

 

Snake Bite (Hebi Kōshō) (Over Head)- F+MP: Zanyu spins her unlocked three section staff upward with her right arm before snapping it down onto her foes head.. 14F Startup 70 Damage/100 Stun +2 on Hit/-6 on Block

 

Fang Strike (Kiba Kōgeki) – D+MK (In Air): Zanyu strikes with an angled dive kick from the apex of her forward jump. Leaves foes standing, 11F Startup 7F Landing Recovery 60 Damage/100 Stun +2 on Hit/-5 on Block.

 

Snake Venom Chain Attack (Jadoku Rengeki) – LP, MP, HP: Zanyu, with an unlocked staff, hits her opponent with a right upward strike, left downward strike, into left back strike combination. 6F Startup 60 Damage/100 Stun -1 on Hit/-4 on Block

 

Strident Dragon

 

Swiping Claw (Suwaipu Tsume) – B+MP: Zanyu performs a horizontal spinning staff strike that reaches ½ screen. 10F Startup 70 Damage/100 Stun +2 on Hit/-7 on block

 

Sweeping Tail (Haku O) - B+HP: Zanyu executes a low horizontal spinning staff strike that knocks her opponent off their feet. Longer range than her sweep. 12F Startup 80 Damage/120 Stun Knocks Down/–10 on block.

 

Drake Combination (Doreiku no Kumiawase) -B+MP, B+HP: (Target Combo) Zanyu performs a horizontal spinning staff strike followed by a low horizontal spinning staff strike that knocks down her foe. 10F Startup 90 Damage/150 Stun Knocks down on Hit/-10 On Block

 

Zen Riposte:

 

Whipping Snake (Muchiuchi Hebi) – B,DB,D+P : Zanyu performs an spinning back fist with her unlocked three section staff. Attack leaves her foe standing. 40 Damage/50 Stun. Silent Snake style attack.

 

Dragon Strike (Doragon Kōgeki) – B,DB,D+K : Zanyu strikes with a low spinning back strike with locked three section staff that sweeps her adversaries legs out from under them. 40 Damage/50 Stun. Strident Dragon style attack.

 

Zen Trance:

 

True Disciple (Shin Seito) – HP+HK: Zanyu's façade fades away and she unleashes the full breadth of her style on her opposition. Uses 4bars of Z-Gauge. Access to Z-Gauge and all the abilities tied to it are lost

  • Zanyu's normal attacks are now a combination of the best normals from both styles for each attack button. For example. Her Silent Snake LP has 3F Startup is +4 On Hit/+2 On Block. Her Strident Dragon LP has 4F Startup is +3 On Hit/+1 On Block. During her Zen Trance she has her Silent Snake LP. This scenario applies to all of her normal attacks and results in new combos due to the superior frame data.
  • Zanyu has access to all of her unique attacks and target combos
  • Zanyu has access to all her throws. Strident Dragon throws have different inputs. Tail Slam is F+LP+LK and Tail Whip is D+LP+LK
  • Zanyu has access to all of her special attacks.
  • Her taunt is replaced with Nimble Talon (Tebayai Kagizume). 45 Total Frames. Grants the buff from Nimble Fang and Nimble Talon simultaneously
  • Zanyu has the walk speed of Silent Snake (5.0 Forward/4.0 Backward)
  • Zanyu has the dash frames of Silent Snake (14F Forward/21F Backward) but the dash distance of Strident Dragon (1.75 Forward/1.75 Backward)
  • Zanyu's throw range is 25 like in Strident Dragon. Silent Snake only has 20 throw range

 

Specials:

 

Personality Shift (Seikaku Tenkou) MP+MK: Zanyu shifts between her two fighting styles. Default starting style is Silent Snake. Holding down MP+MK before the fight starts changes the default style to Strident Dragon.

 

Silent Snake

 

Twisting Snake (Nejireta Hebi) QCB + P: (Rekka) Zanyu executes a left vertically rotating three section staff strike. This attack can be followed up twice by repeating the attack input. Second trike is a right vertically rotating three section staff strike, and during the final attack Zanyu grabs the outer sections of her staff to execute a step forward double thrust strike. The distance traveled and damage is determined by the punch button pressed. LP (¼ Screen) MP (3/8 Screen,), HP(½ Screen) EX (Frame 3 Armor, ½ Screen,

  • LP – 9F Startup 40 Damage/40 Stun +1 On Hit/-5 On Block, 1st Follow up 6F Startup 40 Damage/40 Stun 0 On Hit/-6 On Block, 2nd Follow up 7F Startup 50 Damage/70 Stun Knock Down/-6 On Block
  • MP – 13F Startup 40 Damage/40 Stun 0 On Hit/-7 On Block, 1st Follow up 7F Startup 50 Damage/50 Stun -1 On Hit/-7 On Block, 2nd Follow up 7F Startup 60 Damage/60 Stun Knock Down/-8 On Block
  • HP – 16F Startup 50 Damage/60 Stun -1 On Hit/-9 On Block, 1st Follow up 8F Startup 50 Damage/50 Stun -2 On Hit/-8 On Block, 2nd Follow up 7F Startup 70 Damage/80 Stun Knock Down/-10 On Block
  • EX - 9F Startup 30 Damage/30 Stun +1 On Hit/-3 On Block, 1st Follow up 7F Startup 30 Damage/40 Stun 0 On Hit/-4 On Block, 2nd Follow up 5F Startup 40 Damage/40 Stun -1 On Hit/-5 On Block, 3rd Follow up 5F Startup 40 Damage/50 Stun -2 On Hit/-6 On Block,4th Follow up 5F Startup 50 Damage/50 Stun Causes Hard Knock Down/-6 On Block

 

Coiling Snake (Koiru-maki hebi) QCF + P: (Rekka) Zanyu performs a low left horizontally rotating three section staff 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 low right horizontally rotating three section staff strike, and the final attack is a low sweeping right spin strike that knocks her opponent off their feet with a horizontally rotating staff section. The distance traveled and damage is determined by the punch button pressed. LP (¼ Screen) MP (3/8 Screen), HP( ½ Screen) EX (Causes Juggle State, ½ Screen)

  • LP – 10F Startup 40 Damage/40 Stun +2 On Hit/-3 On Block, 1st Follow up 6F Startup 40 Damage/40 Stun +1 On Hit/-4 On Block, 2nd Follow up 7F Startup 50 Damage/70 Stun Knock Down/-4 On Block
  • MP – 14F Startup 40 Damage/40 Stun +1 On Hit/-4 On Block, 1st Follow up 7F Startup 50 Damage/50 Stun 0 On Hit/-5 On Block, 2nd Follow up 7F Startup 60 Damage/60 Stun Knock Down/-5 On Block
  • HP – 18F Startup 50 Damage/60 Stun 0 On Hit/-6 On Block, 1st Follow up 8F Startup 50 Damage/50 Stun -1 On Hit/-5 On Block, 2nd Follow up 7F Startup 70 Damage/80 Stun Knock Down/-6 On Block
  • EX - 9F Startup 30 Damage/30 Stun +2 On Hit/-2 On Block, 1st Follow up 7F Startup 30 Damage/40 Stun +1 On Hit/-3 On Block, 2nd Follow up 5F Startup 40 Damage/40 Stun 0 On Hit/-4 On Block, 3rd Follow up 5F Startup 40 Damage/50 Stun -1 On Hit/-5 On Block,4th Follow up 5F Startup 50 Damage/50 Stun Causes Hard Knock Down/-6 On Block


Winding Serpent (Maki Hebi) -F,D,DF+P or P (Rapidly): (Anti Air) Zanyu performs a right uppercutting strike while spinning her three section staff vertically. Damage an attack properties are determined by the punch button. LP (3F Startup, 4 hits, 100 Damage/150 Stun, Throw Invincible) MP (4F Startup, 6 hits, 120 Damage/150 Stun, Invincible to Airborne Attacks), HP (5F Startup,7 hits, 140 Damage/150 Stun, Strike/Projectile Invincible from frame 3), EX (3F Startup, 8 hits, 160 Damage/200 Stun, Full Startup Invincibility, Juggles In The Corner)

 

Snake Drill (Jasenkouki) - HCB +K : Zanyu performs a standing right head kick into a rapidly spinning chest high corkscrew kick. Attack is projectile invincible Frame 3. All versions knock down, have 9F Startup, and are -6 on Block. LK (2 hit, 90 Damage/120 Stun, ½ Screen), MK(3 hits, 100 Damage/120 Stun, 5/8 Screen), HK (4 hits, 120 Damage/120 Stun, ¾ Screen), EX(5 hits, 150 Damage/150 Stun, Projectile Invincible Frame 1, ¾ Screen, Passes Through Foe on Block)

 

Strident Dragon

 

Dragon's Tail (Doragon No O)- B,D,DB+ P : Zanyu strikes with a powerful, full extension, staff strike that reaches 3/4. All versions knock down. LP (1 hit, 14F Startup, 100 Damage/150 Stun, Horizontal Sternum Strike, -4 on Block), MP (2 hits, 16F Startup, 120 Damage/150 Stun, Ankle and Chin Strikes, -3 on block), HP (3 hits, 18F Startup, 140 Damage/150 Stun, Sternum then Ankle and Chin Strikes, -2 on block) EX ( 3 hits, 12F Startup 160 Damage/200 Stun, Sternum then Ankle and Chin Strikes, Causes Juggle State, -8 on block)

 

Dragon Fang (Ryū no Kiba) - B,D,DB +K: (Over Head) Zanyu 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, 18F Startup, 80 Damage/120 Stun, Leaves Standing, +4 on Hit, -6 on Block), MP (Two Flips, 21F Startup, 90 Damage/150 Stun,, Knocks Down, - 4 on Block), HP (Three Flips, 24F Startup, 100 Damage/200 Stun,, Hard Knock Down, - 2 on Block) EX (Three Flips, 21F Startup. 100 Damage/150 Stun, Causes Ground Bounce, - 5 on Block)


Dragon's Bite (Ryu no Kōshō) – F,D,DF+K: (Anti-Air) Zanyu 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 good horizontal range. LK (6F Startup, 2 hits, 120 Damage/200 Stun, Throw Invincible) MK (7F Startup, 2 hits, 140 Damage/200 Stun, Invincible to Airborne Attacks), HK (8F Startup,2 hits, 160 Damage/200 Stun, Strike/Projectile Invincible from frame 3), EX (5F Startup, 2 hits, 160 Damage/200 Stun, Full Startup Invincibility, Juggles In The Corner)

 

Dragon Slide(Ryu Katsu) – QCF+K: Zanyu strikes with a swift sliding low kick that knocks down her opponent. The kick button pressed determines the distance and damage of the attack.. Must be blocked low. All versions knock down, have 7F Startup, go under projectiles with proper timing, and are -4 on Block. LK (70 Damage/100 Stun, ½ Screen), MK(80 Damage/100 Stun, 5/8 Screen), HK (100 Damage/100 Stun, ¾ Screen), EX(120 Damage/120 Stun, Projectile Invincible Frame 1, ¾ Screen,)


 

Zen Art 1:

 

Silent Snake

 

Sudden Snake (Totsuzen no Hebi) – QCFx2+P : Zanyu focuses her ki to enhance 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 as well.

  • 600F Duration (10 Seconds)
  • Attacks Gain Counter Hit Properties
  • 2 Bars of Z-Gauge

 

Strident Dragon

 

Stout Dragon (Ganjōna Ryū) – QCFx2+K : Zanyu unleashes her ki to improve her defensive capabilities. The durability of her special attacks are increased. All of her special attacks gain armor on Frame 3. All EX special moves except Dragon's Bite gains Frame 1 armor.

  • 600F Duration (10 Seconds)
  • Attacks Gain Armor Properties
  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Silent Snake

 

Entangling Snake (Motsure Hebi) -QCBx2 +P: Zanyu strikes with a seemingly endless barrage of strikes with her unlocked three section staff before she pummels her foes with a brutal Winding Snake as she rises into the air.

  • 300 Damage
  • 300 Stun
  • 3 Bars of Z-Gauge

 

Strident Dragon

 

Furious Dragon (Mōretsuna Ryū)-QCBx2+ K: Zanyu locks her three section staff and strikes with a forceful right handed upward (30° Angle) 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 sends her foe hurtling into the the opposite side of the stage

  • 360 Damage - 33 hits (1x80,31x5, 1x125)
  • 150 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

Silent Snake

Evasive Snake (Kaihi-tekina Hebi) – 360°+P: Zanyu focuses her ki to greatly enhance her defensive capabilities. While this Zen Art is active, Zanyu complete evades any attacks instead of blocking causing her to take no chip or white life damage. 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 three section staff. The attack does 50 Damage/ 50 Stun and does not counts toward damage scaling. Attack leaves her foes standing and Zanyu at +3 hit advantage. This effect can be stacked with the +2 advantage granted by Nimble Fang. To open up even more damaging combo opportunities.

1200F Duration (20 Seconds)

Triggering Paralysis Snake Creates Damaging Combo Opportunities

4 Bars of Z-Gauge

 

Strident Dragon

 

Swift Dragon (Jinsokuna Ryū) – 360+K : Zanyu unleashes her ki to significantly improve her offensive capabilities. She gains the ability to chain together all four of her special moves on hit. Special moves have to be of equal strength. Chaining together all four special attacks immediately exhausts Swift Dragon's time. Two special attacks can be chained together on block. The hit advantage on block remains unchanged. Nimble Claw can be used in conjuction with this Zen Art to reduce the disadvantage of special attacks on block.

  • 900F Duration (15 Seconds)
  • Triggering Paralysis Snake Creates Damaging Combo Opportunities
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

 

Zanyu typically has zero interest in fighting competitions or tournaments. However, she receives a mysterious envelope with a note that claims her parents fatal accident was anything but. The envelope also contained a key to a safety deposit box in addition to the note. When Zanyu opens the safety deposit box it contains evidence that proves the notes claims about her parents. Among the evidence is a photo of the woman responsible for her parents demise and an invitation to the latest World Martial Arts Tournament where she is competing. Zanyu grabs her mask and three section staff. She departs for the tournament without saying a word to Xiayu and Jianyu. She'd find this Nakato and make her pay for her crimes.

 

Notes:

  • Original surname is Achiam. She took on the Vilar name after being taken in by Jianyu and Xiayu
  • Zanyu is fluent in Cantonese, Mandarin, Portuguese, and English
  • Zanyu, like Jianyu and Xiayu, has name based on a month.
  • Since she uses a three section staff. Her name is based on the third month in the year. March.
  • Also like her adopted mothers, her name is mangled version of the real translation of the month's name. San Yue is March but her name is Zanyu.
  • Her Zen Art 2's are her only traditional damage dealing attacks. Her Zen Art 1 and Zen Art 3's are install style attacks.

 

Edited by Darc_Requiem
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This one was completely unplanned. The SFVI Successor to Saikyu. 

 

Dandan

Spoiler

Name: Dandan Fan (Fan Dandan)

Nickname: Savior of Saikyo

Sex: Female

Ethnicity: Taiwanese

Height: 5ft 8in (1.73m)

Weight: 130lbs (59kg)

B/W/H: 36-24-36 (92cm-61cm-92cm)

 

Hometown: Tainan, Taiwan

 

Appearance: Dandan is a tall woman with a slender build. Despite being 68in (1.73m) tall she has 37im (0.94m) long legs. Dandan has long black hair that is pulled back into a pony tail with loose bangs in the front. She has brown eyes. Dandan wears a short sleeve orange collared shirt with a black vest over top of it. She wears black leather gloves on her hands. Dandan wears a white skirt with black leather belt with a square silver colored buckle on her waist. She wears black stockings on her legs and has white leather dress shoes on her feet.

 

Occupation: Model/Martial Arts Instructor

Likes: Dan, Exotic Cars, Training, Driving Fast, Annoying Her Father

Dislikes: Traffic, Modeling (She only does it because her father hates it)

 

Fighting Style: Kan Saikyo no Kata (Perfect Strongest Style Form)

 

Tone: Dandan is an exuberant young woman. She loves to fight, but not to hurt people, for the sport.

 

Origins: Dandan is the daughter of Delun Fan the founder of tech giant VMT (Virtual Micro Technologies). Her father Delun and mother Daiyu tried to push Dandan towards traditional girls hobbies and interests. However, much to their chagrin, Dandan was quite the tomboy. She became of obsessed with martial arts films. Dandan constantly pestered her parents to let her learn martial arts. They were staunchly opposed.

     Delun and his wife saw an ad for Dan Hibiki's Saikyo Style dojo. He seemed to be fraud in their eyes. That's when they got the idea of letting Dandan train with him. With a less than stellar instructor, she'd certainly lose interest in martial arts. Their plan backfired. Dan's goofy and jovial natural kept her interest. As she studied under Dan she quickly began to realize the flaws in his techniques. The concepts behind them where sound but their execution were left a lot to be desired.

Dandan did not want to hurt her master's feelings. She wanted to help him. Dandan worked tirelessly to perfect her teacher's incomplete techniques. In her time away from the Saikyo school, she researched similar arts to her master's to figure where his techniques came up short. She then applied what she learned to the Saikyo style. As she continued to improve Dan was elated. His student was showing the power of Saikyo!

     As she grew older, her parents continued to try and pull her away from her favorite hobbies. Martial arts, racing, and sports made her happy. Training so vigorously in Saikyo made Dandan incredibly fit. Her long legs drew the attention of several modeling agencies. She continued to turn them down flat. When she saw how pleased this made her father, she started modeling just to spite him. While she does not like it, modeling allowed her to make quite a bit of money. She had plenty of free time to train and no longer had to kowtow to her parents to get money. Dandan would use her income to fix up the Saikyo Dojo. Dan was surprisingly adept at business. She slowly pushed him away from teaching. Dandan would took over as lead instructor. Dan's personality was a perfect match for their ad campaign and Dandan's physical appearance drew in students too. Dandan would spend the next decade teaching and refining the techniques of Saikyo. She was finally confident enough to test Saikyo in a true fighting competition.

 

Rival: Tora (She wants to best the pupil of Sagat)

 

Stamina: 1000

Stun: 1000

Stun Recovery: 22F

Forward Dash: 14F

Back Dash: 25F

Forward Walk Speed: 4.8

Back Walk Speed: 4.2

Forward Dash Distance: 1.25

Back Dash Distance: 1.25

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Dandan stands straight up and extends her left arm towards her opponent with a closed fist before opening her hand and beckoning them to “Īkagen'ni shite!” (Come on!)  Animation is 50 Total Frames. If uninterrupted the start frames on Dandan's next Hyakurestuken is reduced by 3F.

 

Throw Range: 20

 

Throws:

 

Rokurestu Boku (Six Rending Slaps) -B+LP+LK: Dandan grabs her foe by the neck with her left hand hits them with a series of slaps and back hands before striking them with a powerful backhand slap that sends the spinning through the air way from her. 4F Startup 120 Damage/120 Stun

Saikyo Tenjinsai (Strongest Turning Dust Break) -B+LP+LK: Dandan shoulder throws her opponent behind her and stomps on them. 4F Startup 110 Damage/150 Stun
 

Unique Attacks:

 

Saikyo Tegatana (Strongest Hand Blade) – F+MP : (Overhead) Dandan slowly pulls her left arm back overhead and then quickly chops her hand down into the ground. 18F Startup 70 Damage/100 Stun +3 on Hit/-2 on Block

 

Saikyo Koken (Strongest Tiger Fist) - B+HP: Dandan steps forward striking with a powerful, glowing left open palm strike that knocks her foe off their feet. Can juggle airborne opponents. Juggles grounded opponent's in the corner only. 10F Startup 90 Damage/150 Stun Knocks Down/-2 on Block.

 

Chou Ushiro Geri (Super Back Kick) – F+LK: Dandan executes a quick high back kick to the opponent's head. Does not hit crouching opponents. 7F Startup 60 Damage/80 Stun +1 on Hit/-2 on Block.

 

Saikyo Senpu (Strongest Whirlwind) – F+ MK: (Overhead) Dandan hops toward her opponent striking them with a jump spinning back kick. Attack goes over lows. 14F Startup 80 Damage/100 Stun +1 on Hit/-6 on Block

 

Koen'Yoku (Tiger Swallow Wing) – B+HK: Dandan hits her opponent with a flying butt bash. Goes over low attacks. 16F Startup 80 Damage/120 Stun +6 on Hit, -4 on Block

Saikyo Rengeki (Strongest Chain Attack): MP,HP,HK: (Target Combo) Dandan strikes her foe with a right open palm punch to abdomen, left straight punch to the jaw, into left spinning back kick combination. 8F Startup 210 Damage/250 Stun Knocks down on Hit/-10 on Block

 

Saikyo Hishou Ren (Strongest Soaring Chain): B+MP, D+MP (Aerial Target Combo) while in the air Dandan strikes her opponent with a left palm strike uppercut into right overhead chop combination that causes a Hard Knock Down. 8F Startup 120 Damage/150 Stun

 

Zen Riposte:

 

Ga-Ou Ken (Self Way Sparkle Fist) – B,DB,D+P: Dandan pulls her left arm back and thrusts it forward with an open palm creating a point blank projectile attack that knocks the opponent away from her. Leaves standing. 40 Damage/50 Stun

 

Hishou Koenkyaku (Soaring Tiger Swallow) – B,DB,D+K: Dandan hops into the air and hits her opponent in the chest with a powerful dive kick. Knocks Down. 40 Damage/50 Stun

 

Zen Trance:

 

Kyukyoku Tenchi Saikyo no Kata (Ultimate Heaven Earth Strongest Style Form) – HP+HK: Dandan uses all four of bars of Z-Gauge losing access to the Zen System to gain a peerless focus.

 

Hageki Ken – Receives improved frame data and the ability to charge more powerful version of the projectile. LP Hageki Ken causes a juggle state at close range.

  • Uncharged – Startup is reduced from 16F to 15F Startup,. Total Frames decreased from 46 to 44. Stun damage increased from 100 to 120
  • Leve1 Charge – 19F Startup 49 Total Frames 2 Hits, 80 Damage/150 Stun,
  • Level 2 Charge – 21F Startup 52 Total Frames 3 Hits, 100 Damage/200 Stun

Hishou Hageki - Receives improved frame data, damage, attack properties, and landing recovery.

  • Damage increased from 50 to 60
  • Startup Reduced from 12F to 10F
  • Landing Recovery from an ascending jump is reduced from 8F to 6F
  • Landing Recovery from a descending jump is reduced from 9F to 7F
  • Causes a juggles state on grounded opponent's at close range

 

Specials:

 

Hageki Ken (Wave Attack Fist) QCF+P: Dandan pulls back her right arm and thrust it's forward rapidly with an open palm. Attack generations moderately sized orange projectile. All versions 16F Startup 46 Total Frames 60 Damage/100 stun. Punch button determines projectile ascent angle. Angled projectiles cause a juggle state on hit. LP (Horizontal). MP (30° Angle) HP (45° Angle) EX 12F Startup 42 Total Frames 120 Damage/200 Stun (LP+MP Horizontal , LP+HP 30° Angle, MP+HP 45° Angle)

 

Hishou Hageki (Soaring Wave Attack) QCF+P: (In Air) From any jump, Dandan pulls back her right arm and thrusts it downward sending an orange projectile at her opponent. Projectile descent angle is determined by the punch button pressed. 12F Startup 50 Damage/100 Stun. 8F Landing Recovery/Ascending Jump, 9F Landing Recovery/Descending Jump. LP (65° Angle). MP (55° Angle) HP (45° Angle) EX(10F Startup, 80 Damage/150 Stun, 7F Landing Recovery/Ascending Jump, 8F Landing Recovery/Descending Jump, LP+MP 65° Angle, LP+HP 55° Angle, MP+HP 45° Angle)

 

Koryuuga (Clear Dragon Fang) F,D,DF+P: (Anti Air) Dandan gains a small white aura as she strikes with a powerful rising right uppercut that knocks her adversary off her feet. All version are invincible to airborne attacks. LP (4F Startup 100 Damage/150 Stun) MP (5F Startup 120 Damage/150 Stun) HP (6F Startup 140 Damage/150 stun) EX (4F Startup 150 Damage/150 Stun Full Startup Invincibility)

 

Hyakuretsuken (Hundred Rending Fists) HCB+P: Dandan overwhelms her foes with a rapid barrage of punches before ending the combination with a right straight punch to the sternum that sends them hurtling away. LP (8F Startup 110 Damage/150 Stun,-5 on Block) MP (12F Startup 130 Damage/150 Stun, -6 on Block) HP (16F Startup 150 Damage/200 stun -7 on Block) EX (8F Startup 150 Damage/200 Stun, Launches The Opponent Into A Juggle State, -10 on Block)

 

Zankukyaku (Slashing Air Leg) QCB+K: Dandan hops into the air and rushes her foes with an alternating jump kick combination that ends with a spin kick to the chest. Attack properties determined by the kick button pressed. LK(16F 70 Damage/100 Stun. 2 hits, +2 On Hit, -4 On Block) MK(9F Startup 90 Damage/150 Stun, 3 Hits, Knocks Down, -2 On Block) HK (12F Startup 120 Damage/200 Stun, 4 Hits, Knocks Down, -6 On Block) EX (8F Startup 140 Damage/200 Stun, 5 hits, Hard Knock Down, -2 On Block)

 

Hizankukyaku (Flying Slashing Air Leg) QCB+K: (Anti Air) From any jump, Dandan strikes her opposition with a flying kick into spin kick combination. All version hit up to two times. Attack properties determined by the kick button pressed. LK(13F 80 Damage/120 Stun. Causes Juggle State, 16F Landing Recovery) MK(9F Startup 100 Damage/150 Stun, 9F Landing Recovery, Shorter Travel Distance) HK (9F Startup 100 Damage/150 Stun, 9F Landing Recovery, Longer Travel Distance) EX (8F Startup 150 Damage/200 Stun, 4 hits, 12F Landing Recovery, If the first hit lands, the opponent is locked into the attack and slammed into the ground for a Hard Knock Down)

 

Zen Art 1:

Kyukyoku Tenchi Zuki (Ultimate Heaven & Earth Thrust) QCBx2+P: Dandan stomps the ground with her back leg, holds out her left arm with an open palm, and takes a single step forward while striking her foe with a powerful straight right punch.

  • 270 Damage
  • 480 Stun
  • 2 Bars of Z Gauge

 

Zen Art 2:

Saiko Hageki Ken (Supreme Wave Attack Fist) QCFx2+P: Dandan stomps her back foot as she pulls back both of her arms and thrust this her arms forward widely apart with open palms. This generation a massive orange projectile that engulfs her opponent before exploding sending them careening away from her.

  • 360 Damage
  • 180 Stun
  • 3 Bars of Z Gauge

 

Zen Art 3:

Koryuuko Ranbu (Clear Dragon Wild Dance) QCFx2+K: Dandan rushes towards her striking them with a flurry of punches before going into a multi kick combination that stuns her foe. Dandan quickly adjusts her vest, gains gaining a glowing aura before flooring them with a vicious Koryuuga.

  • 480 Damage
  • 270 Stun
  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

Dandan believes that Saikyo, with her refinements, can stand up to any martial art. After a few successful exhibition matches. She drew the attention of more renowned fighters. The Secret Society pulled some strings in the background to get her invited to latest martial arts tournament. While they are scouting her in secret, Dandan is out to prove that she is not just another pretty face and that her Kan Saikyo no Kata (Perfect Strongest Style) arts can stand up to the best in the world.

 

Notes:

  • Dandan's look is a female version of Robert Garcia's KOFXIV design with her shirt color being change to orange as a nod to Ryo Sakazaki
  • Dandan moves are a combination of Dan, Ryo, Roberto, Yuri, and Takuma.
  • Dandan's forward throw Rokurestu Boku is modeled after Yuri's Hyakurestu Binta (Hundred Rending Face Slaps).
  • Dandan's back throw Saikyo Tenjinsai is Dan's command grab from SF4 Omega Mode.
  • Dandan's command overhead punch Saikyo Tegatana is her version of Ryo's overhead chop command normal
  • Dandan's Saikyo Koken command normal is modeled after Takuma's Kyokugen Ko'ou (Utmost Limit Style Tiger Sparkle). This move is similar to Ryo's short range fireball that appears in some version of his moveset.
  • Chou Ushiro Geri is modeled after Robert Garcia command light kick
  • Saikyo Senpu is modeled after Robert Garcia's command heavy kick overhead.
  • Koen'Yoku is modeled after Yuri's En'Yoku (Flying Swallow Wing) flying butt attack
  • Her punch Zen Riposte, Ga-Ou Ken, is a nod to Dan's Gadoken (Self Way Fist) and Ryo's Ko Ou Ken (Tiger Sparkle Fist).
  • Her kick Zen Riposte, Hishou Koenkyaku, mirrors Robert's dive kick special attack Hien Ryuujin Kyaku (Flying Swallow Thunder God Kick) almost exactly.
  • Hageki Ken is her version of Robert Garcia projectile. Ryuu-Geki Ken (Dragon Attack Fist).
  • Her air fireball Hishou Hageki is inspired by Ryo's aerial Ko Ou Ken and Yuri's Raiou Ken (Lighting Sparkle Fist).
  • Koryuuga is inspired by Dan's Koryuken (Clear Dragon Fist) and Robert Garcia's Ryuuga (Dragon Fang)
  • Hyakurestsuken is Dandan's version of Ryo's Zanretsuken (Momentary Fury Fist) and Dan's Danretsuken (Bullet Fury Fist)
  • Zankukyaku and Hizankukyaku are Dandan's version of Dan's Dankukyaku (Severing Air leg).
  • Dandan's Zen Art 1 Kyukyoku Tenchi Zuki is her rendition of Ryo's Tenchi Haohken (Heaven & Earth Supreme Sparkle Fist), Side note Dan parodied this move in SvC Chaos. His version Kyukyoku Tenchi Gado Zuki (Ultimate Heaven & Earth Self Way Thrust) causes Dan to break his hand on impact.
  • Her Zen Art 2, Saiko Hageki Ken, is a rendition the massive projectile attack Haoh Shokoken (Supreme King Soaring Howl Fist) used by every practitioner of Kyokugen Karate. Ryo, Robert, Takuma, Yuri, and even Marco Rodriguez (Garou Mark of the Wolves). Dan parodies this with his Haoh Gadoken.
  • Dandan's Zen Art 3, Koryuuko Ranbu, is inspired by Ryo and Takuma's Desperation Move, Ryuuko Ranbu (Dragon & Tiger Wild Dance). This attack has been parodied by Dan since his inception with his Hisshou Buraiken

 

Edited by Darc_Requiem
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I revamped Rhonwen for SFVI. Given the time jump I've altered his motivation slightly. Shadaloo isn't a thing and I've tied his sister to Tian Long as well. I may have to finish his and Fei's concepts at some point.

 

Rhonwen Van Zandt

Spoiler

Name: Rhonwen Van Zandt (South African First Name, Dutch Last Name)

Nickname: The Silent Snake (Die Stille Slang)

Sex: Male

Ethnicity: Dutch/South African

Height: 6ft 2in(1.88m)

Weight: 187 lbs. (85kg)

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

 

Hometown: Durban, South Africa

 

Appearance: Brown Pulled Back Dreadlocks, Hazel Eyes, Caramel Complexion, black sleeveless undershirt , forest green short sleeved collared shirt (unbuttoned), denim shorts (knee length), black mma style fighting gloves. Left glove has “Umama” imprinted across the knuckles, right glove had “Vader” imprinted across the knuckles. He wears tan, ankle high, boots on his feet. (Savate kicks were developed for people wearing heavy shoes.)

  • Umama is Zulu for my mother. Vader(va-dur) is Dutch for father.

 

Occupation: CEO of Van Zandt Fishing Corporation

Likes: Solitude, Reading, Languages, Fishing, Bobotie (South African Dish)

Dislikes: Crowds, Biltong (Beef Jerky), Firearms

 

Fighting Style: Obnu/Savate (Obnu Bilate during Zen Art 3)

 

Tone: Because of his mixed parentage, Rhonwen was ostracized as a child. He was a loner, and spent his time buried in books. While he's opened up some as an adult, he still quite reserved.

  • To honor both his parents, he tries to draw from both cultures. As a child he started to learn Obnu Bilate from Yaone Phewa* a handyman employed by his father. Obnu Bilate combines Obnu and Savate into a single style.
  • Based on the founder of Obnu Bilate ("Pappa" Nat Whylch ).

 

Origins: Rhonwen’s father is of Dutch descent and his mother is of Zulu descent. Both is paternal and maternal grandparents are estranged from his immediate family. They more or less disowned his parents. As a small child, both white and black South Africans often accosted his family. In one particular incident a homeless man actually fought off an unruly mob to protect his mother and baby sister. Since his parents didn’t have much money, they took the man (Yaone Phewa) in. Enamored with the way Yaone was able to take on multiple attackers, a young Rhonwen often followed him around mimicking him during his training. Eventually, Yaone began to instruct Rhonwen and later his sister Ntombi in the art of Obnu Bilate. To earn his keep, Yaone often helped Rhonwen’s father on his fishing boat. A talented fighter, Rhonwen has won several Obnu and Savate tournaments. Rhonwen is a technical fighter. He'll fight in a purely Obnu or Savate style to pick up on his foes weaknesses and tendencies. Once he's figured them out, he overwhelms them by combining the two arts into Obnu Bilate.

 

Rival: Urien

 

Stamina: 975

Stun: 1000

Stun Recovery: 22F

Forward Dash: 14F

Back Dash: 20F

Forward Walk Speed: 4.9

Back Walk Speed: 3.5

Forward Dash Distance: 2

Back Dash Distance: 1.75

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Rhonwen rolls his head around to stretch his neck and slowly resumes his fighting stance. Animation is 50 Total Frames

Obnu Only

  • The next Puff Adder Palm's startup is reduced by 3F

Savate Only

  • The next LK Black Mamba Strike's advantage on hit is increased from +1 to +5, disadvantage on block is decreased from -4 to 0

Throw Range: 24

 

Throws:

Obnu Only
Cobra Coil -LP+LK: - Rhonwen grabs his opponent, putting them in standing arm triangle, he puts his right leg behind both their legs and trips them, forcing them to the ground. 4F 130 Damage/130 Stun

 

Cape File Buster -B+LP+LK: Rhonwen executes a waist lock takedown, he grabs his opponent around the waist from behind, picks them up and throws them face first to the ground. 4F 120 Damage/150 Stun

 

Cobra Slam -LP+LK (in air): Rhonwen catches his opponent with a flying arm triangle, halting their momentum, before driving them straight down with modified choke slam. 4F 130 Damage/150 Stun

 

Viper Suplex -B+LP+LK (in air): Rhonwen catches his opponent with front waist lock, and suplexes them over his head, tossing them away from him. 4F 110 Damage/180 Stun

 

Savate Only

Stinging Venom - LP+LK: Rhonwen grabs his opponent hits them with left hook, right hook, and push kick combination. 4F 120 Damage/10 Stun

 

Stunning Venom-B+LP+LK: Rhonwen stuns his opponent with a punch to the body, sides steps them, and kicks them with a kick to the back of the head. 4F 110 Damage/150 Stun

 

Unique Attacks:

Obnu Only

Clasping Sand Snake – F+HP : (Hit Grab): Rhonwen strikes his opponent with an open palm to the neck, grabs them by the throat, and slams them to the ground. 10F Startup 100 Damage/200 Stun Knocks Down/-7 on Block

 

Tripping Sand Snake – B+HP : (Hit Grab): Rhonwen grabs his opponent's by the ankles and pulls their legs out from under them. Must be blocked low. 8F Startup 100 Damage/150 Stun Knocks Down/-10 on Block

 

Savate Only

Coiled Strike – F+MP: Rhonwen lands a left and right uppercut combination to the body. 7F Startup 70 Damage/100 Stun +2 On Hit/-6 On Block

 

Bruinkapel (Brown Cobra) – B+LK: Rhonwen strikes with left push heel kick to the opponent's shin. 5F Startup 40 Damage/70 Stun +3 On Hit/+1 On Block

 

Koperkapel (Copper Cobra) – F+MK: Rhonwen hits his foe with a right push heel kick to the gut. 8F Startup 80 Damage/120 Stun +1 on Hit/-2 On Block

 

Tabakrolletjie (Tobacco Roll) – F+HK: (Overhead) Rhonwen somersaults forward and uses the momentum to strike with an overhead kick. 16F Startup 80 Damage/150 Stun +3 On Hit/-2 On Block

 

Twin Snakes – B+LK, F+MK: (Target Combo) Rhowen strikes with a left push heel kick to the shin, right push heel kick to the abdomen combination. 5F Startup 60 Damage/100 Stun +1 On Hit/-5 On Block

 

Zen Riposte:

Obnu Only

Serpent Toss – B,DB,D+P: Rhonwen executes a fireman's carry throw that tosses his opponent to the ground. 40 Damage/50 Stun

 

Basilisk Bash – B,DB,D+K: Rhonwen stomps on his adversary's foot and hit them with a right forearm strike that causes them to stagger backward. Leaves standing. 40 Damage/50 Stun

 

Savate Only

Hissing Egg Eater - B,DB,D+P: Rhonwen staggers his foe with a quick left-right hook combination. Leaves standing. 40 Damagen/50 Stun

 

Viper Bite – B,DB,D+K: Rhonwen strikes with a back sidekick to the abdomen and knocks his foe down. 40 Damage/50 Stun

 

Zen Trance:

Venom Switch- HP+HK: Rhonwen uses all four bars of his Z-Gauge, sacrificing access to the Z-System to enhance the properties of the bulk of his move set. Gaining higher damage, higher stun, improved frame data, hit advantage, and/or less disadvantage on block depending on the technique used.

Obnu

  • Clasping Sand Snake startup reduced from 10F to 9F, Disadvantage on block decreased from -7 to -4
  • Tripping Sand Snake startup reduced from 8F to 7F, Disadvantage on block decreased from -10 to -7
  • Puff Adder Palm all versions gain juggle capabilities.
  • Boomslang Driver start up reduced from 5F to 4F. for all versions
  • LP Boomslang Driver damage increased from 160 to 170, Stun increased from 200 to 220. Grab ranged increased from 44 to 48
  • MP Boomslang Driver damage increased from 180 to 195, Stun increased from 200 to 220. Grab ranged increased from 38 to 41
  • HP Boomslang Driver damage increased from 200 to 220, Stun increased from 200 to 230. Grab ranged increased from 32 to 34
  • LP Crushing Python damage increased from 140 to 150, Stun increased from 220 to 250. Grab ranged increased from 44 to 48
  • MP Crushing Python damage increased from 160 to 175, Stun increased from 220 to 250. Grab ranged increased from 38 to 41
  • HP Crushing Python damage increased from 180 to 200, Stun increased from 200 to 280. Grab ranged increased from 32 to 34

Savate

  • Black Mamba Strike all versions gain armor frame 3
  • LK & MK Black Mamba Strike, Stun increased from 120 to 150
  • LK Black Mamba Strike, Advantage on hit increased from +1 to +2, Disadvantage on block decreased from -4 to -2
  • MK Black Mamba Strike, Damage increased from 110 to 120, Disadvantage on block decreased from -6 to -4
  • HK Black Mamba Strike, Damage increased from 130 to 140, Stun increased from 150 to 180, Disadvantage on block decreased from -7 to -5
  • LK Spitting Cobra, Startup decreased from 12F to 11F, Total Frames decreased from 41F to 40F. Travel distance increased from ½ Screen to 2/3rd Screen
  • MK Spitting Cobra, Startup decreased from 14F to 13F, Total Frames decreased from 42F to 41F. Travel distance increased from 2/3rd Screen to ¾ Screen
  • HK Spitting Cobra, Startup decreased from 22F to 20F, Total Frames decreased from 42F to 40F. Opponent's Juggle Time increased on hit.
  • Rinkhals Rising LK Startup decreased from 5F to 3F, MK Startup decreased from 7F to 5F, HK Startup decreased from 9F to 7F

 

Specials:

 

Ecdysis – D,D,+PP: Rhonwen changes his fighting style. Animation is 25 Total Frames.

 

Obnu Only


Puff Adder Palm -F,D,DF + P: Rhonwen hits his opponent in the face with an open palm strike to the face that knocks his adversary down. LP (8F Startup, 90 Damage/180 Stun, Point Blank, -2 On Block), MP (10F Startup, 110 Damage/180 Stun, ½ Sweep Distance, -2 On Block – Optimal Spacing, -5 On Block Otherwise), HP (12F Startup, 130 Damage/200 Stun, Travels Full Sweep Distance, -2 On Block – Optimal Spacing, -7 On Block Otherwise), EX(8F Startup, 150 Damage/210 Stun, Frame 3 Armor, Full Sweep Distance)

Boomslang Driver - HCB +P: (Command Grab) Rhonwen grabs his opponent, placing them in a fireman's carry position, he jumps into the air, as he plummets downward, he turns his body horizontal driving his opponent's head into the ground. Grab range and damage determined by the punch button. Stronger the button the higher the damage and lower the range. EX has the most range and damage. 5F Startup. LP (160 Damage/200 Stun, 44 Throw Range) MP (180 Damage/200 Stun, 38 Throw Range) HP (200 Damage/200 Stun, 32 Throw Range) EX (220 Damage/240 Stun, 44 Throw Range)

 

Crushing Python – HCF+P: (Command Grab) Rhonwen grabs his opponent with a bear hug, jumps high into the air, and tosses them overhead and behind him. Less damage than Boomslang Driver but causes a side switch and stun. All versions have 5F Startup. LP (140 Damage/220 Stun, 44 Throw Range) MP (160 Damage/220 Stun, 38 Throw Range) HP (180 Damage/220 Stun, 32 Throw Range) EX (200 Damage/250 Stun, 44 Throw Range)

 

Savate Only


Black Mamba Strike -HCB+ K: Rhonwen strikes with a rear leg low side kick, front leg low side kick, and ends with reverse kick to the head. LK (4F Startup 90 Damage/120 Stun, Leaves Standing, +1 On Hit/-4 On Block) MK(6F Startup 110 Damage/120 Stun, Knocks Down/-6 On Block) HK(8F Startup 130 Damage/150 Stun, Knocks down/-7 On Block, Juggles In The Corner) EX (5F Startup 180 Damage/200 Stun, Causes Crumple State/-10 On Block)


Spitting Cobra: QCF+ K: (Projectile) Rhonwen performs a spinning back kick that sends slow moving projectile at his opponent. All versions cause a juggle state LK (12F Startup 41 Total Frames, 80 Damage/120 Stun, Largest projectile, Dissipates ½ screen) MK (14F Startup 42 Total Frames, 70 Damage/110 Stun, Medium sized projectile, Dissipates 2/3rd screen) HK (22F Startup 42 Total Frames, 60 Damage/100 Stun, Small projectile, Full Screen), EX 16F Startup 40 Total Frames 90 Damage/150 Stun, Medium sized projectile, Full Screen)

 

Rinkhals Rising: F,D,DF+K: (Anti Air) Rhonwen executes a right Revers (Reverse Kick) that knocks his opponent into the air, he jumps after them hitting them with a left Fouetté (whip kick) Median to his opponent's side before kicking them away with a right Chassé (Drive Away) heel kick to the abdomen. All versions invincible to airborne attacks. LK (5F Startup 120 Damage/150 Stun) MK(7F Startup 140 Damage/150 Stun) HK(9F Startup 160 Damage/200 Stun) EX (5F Startup 180 Damage/200 Stun)

 

Zen Art 1:

Obnu Only

Rhombic Night Adder Fang – QCFx2+P: Rhonwen hits his opponent under the chin with an explosive open palm strike that sends flying into the air. As they are falling, Rhonwen cock his right arm back and explodes forward with a right open palm strike that send his falling about to the other side of the screen.

270 Damage

360 Stun

2 Bars of Z-Gauge

 

Savate Only

Toxic Cobra Spittle -QCFx2+K: Rhonwen performs a jump spinning back kick that generates a massive slow moving projectile that causes a juggle state on impact. Rhonwen can also follow behind the projectile and use it to create mix ups.

  • 240 Damage
  • 250 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

Obnu Only
Gaboon Viper Bomb
--360°+ P : Rhonwen grabs his opponent, jumps high into the air, off the screen, and crashing into the ground planting his opponent with a vicious rolling powerbomb.

  • 300 Damage
  • 500 Stun
  • 3 Bars of Z-Gauge

 

Savate Only

Geelslang Combination --QCFx2 + K: Rhonwen strikes his a opponent with a blindingly fast succession of kicks (two dozen kicks in one second) stunning them. He hits them with a powerful standing side kick to the chest that sends them flying across the screen.

  • 380 Damage
  • 200 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

Obnu Bilate (Combination of traditional African martial art of Obnu and Savate)- QCBx2+K: Rhonwen perfectly blends his Obnu and Savate styles. He gains access to all of his specials and unique attacks. He gains the best version of each of his normal attacks and throws. Rhonwen gains access to a exclusive Zen Art if he can manage to build two bars of Z-Gauge during this Zen Art.

  • 1500F (25 Second) Duration
  • Expands His Moveset
  • 4 Bar of Z-Gauge

 

After Zen Art 3 Activation

Grootslang's Wrath --QCBx2 + P: Rhonwen strikes his a opponent with a blindingly fast succession of kicks (three dozen kicks in one second) stunning them. He then grabs them, jumps high into the air, and drives them into the ground with a powerful rolling powerbomb.

  • 550 Damage
  • 350 Stun
  • 2 Bars of Z-Gauge

 

Reasons to be in SFVI:

Ntombi, Rhonwen’s sister, disappeared off the set of her most recent action film. A former PAMAL (Pan African Martial Arts League) junior freestyle and freestyle (adult) champion, Ntombi turned a chance encounter with Calvert (Tian) Long into a successful film career. While his sister went into the entertainment industry, Rhonwen took over as head of the family fishing business. He's used his ample resources to scour the wold for his sister to no avail. Calvert and his father, Fei Long, also had no luck located Ntombi. The only lead he could find was pertaining to a mysterious woman showing up on the set of her movie the day of her disappearance. The woman was described as being very tall, well over six feet (close to 2 meters) tall. Despite being of African descent, she was natural red head.

After looking into it further, he found that similar “disappearances” had taken place elsewhere. From the Olympics, to martial arts tournaments, etc. talented and extremely athletic women have gone missing. All the disappearances had one thing in common. A statuesque red headed African woman was spotted before all of the disappearances. Just as Rhonwen is about to plot his next course of action, Calvert linked him to article regarding the next worlds martial arts tournament. Their was an interview with the sponser that feature a photo of him and his sister. A tall red headed woman. Calvert and Rhonwen decide to team up to locate his sister, who happens to be Calvert (Tian) Long's fiancé..

 

Miscellaneous:

  • Intulo - lizard man that is the cause of mortality and death in Zulu mythology
  • Inyaga - Zulu witch doctor
  • Tokoloshe – Zulu word for demon

 

Side note:

  • Ecdysis is the process in which snakes shed their skin
  • Yaone Phewa is from Botswana, that's why he doesn't have a South African name.
  • Rhonwen's attacks are named after the snakes of South Africa and Zimbabwe
  • Boomslang is a large venomous snake located in southern Africa.
  • Cape File Snake is a large non venomous snake that is an adept hunter of other snakes. It's immune to venom.
  • Egg Eater is a nonvenmous snake with an appearance that mimics it's venous brethren. A Rhombic Egg Eater closely resembles a Rhombic Night Adder for example.
  • Geeslang is another name for the Cape Cobra, means yellow snake
  • Rinkhals is venom spitting snake closely related to but not a true cobra.
  • Tabakrolletjie is a the defensive spiral taken up by the Slug Eater (small snake) when it feels threatened
  • The Grootslang is a mythical serpent that is a cross between snake and an elephant
  • Ntombi was given the designation of “Inlangura” a mangled version of uNhlangula (Zulu word for the month June)
  • Revers, Fouetté. and Chassé are Savate kicking techniques.
  • Calvert and Rhonwen don't usually get along but have set aside their differences to find Ntombi.

 

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After looking at few of Skort's post. He posts some cool models of Juri. I got the creative bug. Decided to make a Juri. I basically took her SF4, Omega SF4, and SFV move sets at put them together. I've added some of my own original stuff as well. The Zen Trance as the hardest part. I was trying to keep with her theme but not making it like her Feng Shui Engine. Her Zen Art 3, although it has a different name is basically her Feng Shui Engine. This version of the character has no need for the Feng Shui Engine for narrative reasons that I hope you all will like.

 

Juri Han - Chaotic Spider.

Spoiler

Name: Juri Han (Han Juri)

Nickname: Chaotic Spider

Sex: Female

Ethnicity: Korean

Height: 5ft 5in (1.65m)

Weight: 128lbs (58kg)

B/W/H: 33”-22”-35” (84cm-56cm-89cm)

 

Hometown: Busan, South Korea

 

Appearance: Juri is a petite but extremely fit woman. She straight black hair that comes down to her shoulder blades with purple bangs hanging over her forehead. Juri eyes violet colored eyes. Juri wears black eye shadow and lilac purple lipstick. She wears an unzipped long sleeve black leather half jacket that leaves her midriff showing. On the back of the jacket is lilac color stylized spider design. Underneath her jacket is a lilac purple halter top that leaves her abs showing with black spider web pattern. Her hands are covered with lilac purple gloves with white trim that leave her fingers exposed. She has on black finger nail polish. Juri wears tight white leather pants with a black leather belt. The stitching of the pants are lilac purple. She wears lilac purple ankle braces on each of her feet that leave her heel and toes exposed. The ankle braces have black trim around the openings and the same black spider web pattern as her halter top. Her toe nails are painted black.

 

Occupation: Freelance Operative

Likes: Spicy foods, Motorcycles/ATVs, Spiders, Antagonizing Her Foes

Dislikes: Rules, Boring People, Weak Opposition

 

Fighting Style: Taekwondo

 

Tone: Juri is unpredictable and hot tempered. She takes pleasure in inflicting pain on her adversary's or just agitating them in general.

 

Origins: Juri was Taekwondo prodigy. She had a warm personality and her father's strong sense of justice. After winning South Korean Junior Taekwondo championship, her family's car was attacked while they were traveling. Shadaloo, an organization her father was prosecuting, sent a hit squad to assassinating him. Knowing he'd be most vulnerable when he was with his family. Juri's parents dove on top her to shield from the gun fire that was ridding their car. She survived but not unscathed. Shrapnel from one of the shattered windows damaged her left eye beyond repair. Her parents however died at the scene. In a sense Juri did as well. Because the warm girl that stuck up for the bullied kids at school was gone. She'd still take on the bullies but only they paid her. Juri fought them not because it was the right thing to do but because she enjoyed inflicting pain on them. Bullies could take the most punishment than the average student, and she enjoyed that fact.

Juri's grandparents banned her from entering Taekwondo competitions after continuous pushed the limits of the rules and brutalized her foes. She would extend fights against over matched foes unnecessarily so she could inflict more damage on them. Her grandparents barely kept her reigned in. Shortly after she graduated from high school. They passed away and Juri disappeared.

     Years later she would appear with a new eye. She had discovered who was responsible for who killed her parents and maimed her, M.Bison. A disgruntled member of his organization formed his own splinter group. This Seth had developed a special eye, the Feng Shui Engine, that magnified Juri's power. She made a false pledge of loyalty to him. For now, they had the same target. After failing to break Bison herself, Juri grew tired of Seth and seemingly destroyed him. Shortly their after, she'd finally run into M.Bison. However the battle did not go as she planned. Bison defeated her ripped out her artificial saying that “he was reclaiming his stolen property.” He looked down at Juri and laughed. “Live on with your failure.” Bison faded from view leaving Juri seething.

     Juri would search the dilapidated S.I.N. facility in which Seth installed her Feng Shui Engine. Eventually finding a prototype model that, while not as powerful, granted her sight and amplified ability. She was approached by a strange woman named Helen shortly their after. Helen was putting together a team to destroy Bison and Shadaloo. After initial hesitation, Juri joined the group. She saw some interesting things from Helen's organization. One of the groups members was apparently resurrected from the dead. Although not at her hands, Bison fell. Bison was dead and she still was not satisfied. She wanted to be the one to end him. Still after thinking back on what she saw, she once again pledged a false loyalty to organization. The Secret Society that Kolin, Helen's true identity, was apart off. Juri thought. “If they can bring Nash back from the dead, then they give me a real eye. Not this erratic piece of junk.”

     Once again Juri disappeared for years. And again she appeared with a new eye, but this one was not mechanical. Just as she thought, the Secret Society had the technology to give a new eye. A real one, more importantly she discovered that the Feng Shui Engine didn't amplified her power. It just tapped into the potential she already had. Not constrained by an erratic piece of hardware, Juri bolted the Secret Society. She appeared at random places around the globe leaving chaos in her wake. Apparently people paid good money for things she'd do for free. Juri became “chaos for hire” and she enjoyed every minute of it.

 

Rival: Kolin

 

Stamina: 975

Stun: 1000

Stun Recovery: 22F

Forward Dash: 16F

Back Dash: 24F

 

Forward Walk Speed: 5

Back Walk Speed: 3.3

Forward Dash Distance: 1.5

Back Dash Distance: 1.25

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Juri stands on one leg with the other perpendicular to the ground and laughs at her opponent. She says “Where do you want me to break you first?” Her eyes briefly glow as she asks her question. 49 Total Frames of Animation. If the animation completes Juri's next Fuharenkyaku is buffed.

  • Juri can cancel her next Fuharenkyaku into another Fuharenkyaku without spending Z-Gauge. It has to be a Furahenkyaku of a different strength. She can't cancel the same strength into itself.
  • If successfully performed during her Zen Trance, Juri cancel into two additional Fuharenkyaku's instead of one.

 

Throw Range: 23

 

Throws:

Dantōdai Kakato Otoshi (Guillotine Heel Drop) – LP+LK: Juri grabs her opponent striking them in the gut with a spinning back kick ,hoists them overhead on her heel, and then slams them down to the ground in front of her. 4F Startup 120 Damage/130 Stun

 

Fukitsu Shoraku(Ominous Heel Drop) – B+LP+LK: Juri grabs her foe, then jumps up and stomps them on the head with her left foot driving it into the ground, She quickly spins into a right foot stomp into the base of their spine before somersaulting forward of them and landing on her feet. 4F Startup 110 Damage/150 Stun

 

Kikenkuraku (Dangerous Sky Fall) – LP+LK: From any jump, Juri flies at her opponent and plants her right foot on the face and stomps downward driving them head first into the ground. 4F Startup 120 Damage/150 Stun

 

Unique Attacks:

Saishuu Yuwaku (Last Seduction) – DF+MP: Juri strikes her opponent with a sliding kick that leaves her foe standing. Attack can low profile projectile attacks but is not projectile invulnerable. 7F Startup 60 Damage/100 Stun +1 On Hit/-4 On Block

 

Senkaikyaku (Massacre Revolution Kick) – F+MK: (Overhead)Juri hops at her opponent striking them with a vertical spinning left kick. 14F Startup 70 Damage/100 Stun +2 On Hit/-3 On Block

 

Korenzan (Hook Scythe Murder) – B+HK: (Axe Kick) Juri hits her adversary with the powerful standing right axe kick. 7F Startup 80 Damage/150 Stun +4 On Hit/-2 On Block

 

Kyorestushu (Void Rending Kick) – B+MP,HK: (Target Combo) Juri strikes her foes with a left spinning back elbow to the gut, spinning right back kick to the head combination. 8F Startup 110 Damage/180 Stun, Launches Opponent/-10 On Block

 

Inshitsu Buyou (Insidious Dance)- DF+LK,MK: (Target Combo) Juri strikes with a low right inside leg kick into a right spinning back to the chin. Leaves foes standing. First attack must be blocked low. 5F Startup 90 Damage/90 Stun +0 on Hit/-6 On Block

 

Enkushu (Suffocating Sky Kick) -MP,HK: (Aerial Target Combo) From any jump, Juri hits her opponent with a diving right into left jump kick combination. 6F Startup 110 Damage/180 Stun Hard Knockdown

 

Zen Riposte:

Kokuretsushu (Cruel Rending Leg )-B,BD,D+P: Juri perform a back flip kick that catches her opponent under the chin and violently snaps their neck back. Leaves standing. 40 Damage/50 Stun

 

Kaisenrenkyaku (Spinning World Scythe Kick)- B,BD,D+K: Juri hits her foes with an inverted rotating split kick that takes them off of their feet. 40 Damage/50 Stun

 

Zen Trance:

Mugen Gekido Hatsu (Infinite Rage Engine) – HP+HK: Juri's exhausts all four bars of Z-Gauge losing access to the Z-System (EX Attacks, Zen Riposte, Zen Arts). Her purple eyes start to glow granting Juri limited chain normal and special attacks.

  • Juri can chain two normal attack together. Light to Medium, Medium to Hard, or Hard to Medium
  • Juri can chain special attacks of equal strength together.
  • Fuharenkyaku follows the same chain rule as normal attacks. Light to Medium, Medium to Hard, or Hard to Medium
  • Total Frames of Fuhajin are decreased from 37F to 35F
  • Skikusen does not adhere to the chain attack strength restriction as the different versions only change the descent angle and not the damage or frame data. Any strength special can be chained from Shikusen.
  • Normal attacks can be chained on block.
  • Special attacks can only be chained on hit.

 

Specials:

Fuhajin (Wind Breaking Blade) – QCB+P: Juri executes a spinning kick that creates a crescent blade of purple ki. The angle of the projectile is determined by the button pressed. LK version travels along the ground and must be blocked low. If the button is held, Juri will execute a left axe kick that stores the ki and releases the projectile when it's released. Kick is physical attack that knocks down her opponent. If the button is released immediately after the kick lands, her foe will be hit by the projectile. All versions have 14F Startup 37 Total Frames and travel ¾ Screen. Point Blank, 80 Damage/150 Stun. Projectile Only 50 Damage/100 Stun. LK (Horizontal) MK (25° Angle) HK (40° Angle) EX (120 Damage/200 Damage Point Blank, 80 Damage/120 Stun Projectile Only, LK+MK Horizontal, LK+HK 25° Angle, MK+HK 40° Angle)

 

Tensenrin (Sky Puncturing Ring) – F,D,DF+P: (Anti Air) Juri rises into striking her opponent several times spinning windmill kick. LP(5F Startup, 100 Damage/150 Stun, 75° Ascent Angle), MP(6F Startup, 120 Damage/150 Stun, 65° Ascent Angle), HP(7F Startup, 140Damage/150 Stun, 55° Ascent Angle) EX(5F Startup, 160 Damage/200 Stun,55° Ascent Angle)

 

Kasatushi (Deluded Killing Stare) – B,D,DB+P: (Counter) Juri beckons to her opponent. Telling them to “Come On!” If the strike Juri doing this state, Juri rapidly travels to a different location. All versions have 3F Startup. LP (Goes Behind Her Foe), MP(Rapidly Evades Backwards), HP (Quickly Appears Above & In Front) EX(2F Startup, Directional Input Determines Location. F [Goes Behind] B [Evades Backward] U [Appears Above])

 

Senpusha (Drilling Windmill) – QCB+K: Juri pummels her foes with a forward advancing windmill kick. Travel distance is determined by the kick button pressed. LK(7F Startup 100 Damage/100 Stun. +1 On Hit/-4 On Block, 1/5 Screen) MK(9F Startup 120 Damage/120 Stun, Knocks Down/-6 On Block, 2/5 Screen) HK (14F Startup 150 Damage/150 Stun, Knocks Down/-8 On Block, 3/5 Screen) EX(7F Startup, 200 Damage/200 Stun, Has Vacuum Effect, Knocks Down/-11 On Block, Point Blank)

 

Fuharenkyaku (Wind Breaking Chain Leg) – QCF+K: Juri pummels her opponent with a variety of spinning kick attacks. The type of kick attack performed his determined by the kick button pressed.

  • LK – Juri performs an advancing back right sweeping kick that creates an arc of purple ki as it strikes. Leaves foes standing. 7F Startup 80 Damage/100 Stun +2 On Hit/-4 On Block. Must be blocked low.
  • MK – Juri flies at her opponent with a left wheel kick. (Overhead) Attack must be blocked high. 18F Startup 90 Damage/120 Stun +6 On Hit/-4 On Block
  • HK – Juri advances towards her foe with a left spinning back kick to the chest, left spinning back kick to the face combination.9F Startup 100 Damage/150 Stun Knocks Down, -6 On Block
  • EX – LM+MK Juri performs an advancing back right sweep kick that creates a large purple arc of ki. 6F Startup 90 Damage/120 Stun +3 On Hit/-2 On Block, LK+HK Juri flies at her opponent with a left wheel kick. (Overhead) 15F Startup 90 Damage/150 Stun +6 On Hit/-2 On Block, MK+HK Juri advances toward her foe with a double left spinning back kick combination. 8F Startup 120 Damage/200 Stun, -6 On Block
  • Juri can chain all three version of her EX Fuharenkyaku together. However each attack costs a bar of Z-Gauge.

 

Ryodansatsu (Bisection Slaughter) F,D,DF+K: Juri flips towards her opponent lands in a full split kick. Attack is NOT an overhead. Kick button determines distance traveled and damage. LK (16F Startup 80 Damage/150 Stun, Knocks Down/-4 On Block, ¼ Screen) MK(18F Startup 100 Damage/150 Stun, Knocks Down/-4 On Block, ½ Screen) HK(22F Startup 120 Damage/200 Stun, Knocks Down/-4 On Block, ¾ Screen) EX (16F Startup 90 Damage/150 Stun, Causes Ground Bounce/-2 On Block, ¾ Screen, Projectile Invincible 1F-18F)

 

Shikusen (Rapid Slashing Flash) – QCB+K,: (In Air) Juri performs rapid descending kick combination . Initial kick can be followed up by two follow up attacks with two additional kick inputs. Three follow up attacks for the EX version with three additional kick inputs. LK,MK,HK -14F Startup 40 Damage/40 Stun

1st Follow Up

  • K – Niban Danchaku (Second Impact): Juri strikes with a spinning back left kick. 9F Startup 40 Damage/40 Stun

2nd Follow Up

  • K – Kyokan Geki (Giant Attack): Juri strikes with a spinning back right kick. 18F Startup 70 Damage/70 Stun

3rd Follow Up (EX Only)

  • K - Sanban Naguru (Third Strike): Juri strikes with a spinning left axe kick that causes a wall bounce. 12F Startup 10 Damage/30 Stun. LK (60° Angle), MK (45° Angle), HK (30° Angle) EX (LK+MK 60° Angle, LK+HK 45° Angle, MK+HK 30° Angle)

 

Zen Art 1:

Sakkai Fuhazan (Killing Realm Wind Crushing Slash) QCBx2+K: Juri performs a back flip axe kick that creates a massive scythe like purple projectile. This blade of ki travels rapidly up to ¾ of the screen.

  • 270 Damage
  • 180 Stun
  • 2 Bars of Z-Gauge

 

Zen Art 2:

Kaisen Dankairaku (Convolution Severing Realm Fall) – QCFx2+K: Juri performs a rapidly spinning kick as she ascends into the air carrying her opponent high off the ground. At the apex of the ascent, Juri sends her foe hurtling towards the ground with a vicious axe kick. Juri breezes past them before they land, catches them with a high back kick to the spine. While holding her opponent on her foot, she lowers their head towards hers, whispers a taunt into their ear, and then plants them into the ground with a brutal axe kick.

  • 360 Damage
  • 240 Stun
  • 3 Bars of Z-Gauge

 

Zen Art 3:

Murasaki Satsujinteki Rengeki (Violet Murderous Chain Attack)- QCFx2+P: Juri unleashes her sadistic rage gaining a pulsating purple aura. For the duration of this Zen Art, Juri gains the ability to chain together her normal attacks of equal or greater strength. This applies to aerial and grounded attacks. Juri's Fuhajin's (fireball) range is increased from ¾ screen to full screen. She also gains the ability to freely chain together her Fuharenkyaku attacks.

  • 600F Duration(10 Seconds)
  • Offensively Abilities Enhanced
  • 4 Bars of Z-Gauge

 

Hidden Art

Rochumou (Tampering Spider Net) – QCBx2+P: Juri executes a rapid sliding kick that, if it connects, causes Juri to grab her opponent by the neck. She lick her lips, taunts them, and strikes them with a blindingly fast barrage of various angle Fuhajin projectiles.

  • 450 Damage
  • 150 Stun
  • 4 Bars of Z-Gauge

 

Reasons to be in SFVI:

Juri has been hounded by the Secret Society every since she double crossed them after getting her new eye. She's been hired by a client to attend the World Martial Arts Tournament. He wishes for Juri to get rid of multiple Secret Society targets. This suits Juri just fine as she was going to attend the tournament and do this anyway. Now she just gets paid for it.

 

Edited by Darc_Requiem
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  • 2 weeks later...

SFVI Character Concept Changelog.

 

  • Increased the damage and stun of the target combos for the entire roster (A-K). Roster (L-Z) damage changes posting at a later date. Damage was universally too low.
  • Cammy, seemed to boring, she didn't really have a lot different than before. Added an aerial target combo (Mandrel Sting), new special move (Cannon Stinger), and replaced Gyro Drive Smasher with a new completely new Zen Art (Gatling Stinger) based on her new special move.
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  • 3 weeks later...

Charlene (Charlie) Nash

Spoiler

Name: Charlene (Charlie) Nash

Nickname: The Sonic Siren

Sex: Female

Ethnicity: American

Height: 5ft 8in (1.73m)

Weight: 144lbs (65kg)

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

 

Hometown: Valparaiso, Florida

 

Appearance: Charlene has brown hair that is parted down the middle. Her hair is ear length on the left side and shoulder length on the right side. Charlene has an olive complexion. She has green eyes. Charlene wears a USAF dress uniform. She has on a white, short sleeved, collared shirt. A winged USAF logo is on each sleeve. Her upper right torso has name plate that says “Nash”. Charlene has her dog tags around her neck. She has a knee length dark blue skirt with sheer black stockings. There is a dark blue belt with a silver buckle around her waist. She has on dress shoes with no heels. Note: She carries a pair of her father's old glasses. They have dummy lenses. Charlene has 20/15 vision. She wears them to out of sentimentality and to appear older so her fellow airmen take her more seriously.

 

Occupation: Air Force Pilot

Likes: Flying, Root Beer, Guile, Reading

Dislikes: Secret Society, Kolin, Buffoonery

 

Fighting Style: Special Forces Training

 

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

 

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

 

Rival: Orfiel

 

Stamina: 1025

Stun: 975

Stun Bar Recovery: 22F

Forward Dash: 17F

Back Dash: 23F

 

Forward Walk Speed: 5.1

Back Walk Speed: 3.4

Forward Dash Distance: 2

Backward Dash Distance: 2

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Charlene takes hold of the dog tags around her neck with her right hand, bows her head, and closes her eyes before resuming her fighting stance. 48 Total Frames.

 

Throws:

Barrel Roll – LP+LK : Charlene grabs her opponent and plants them into the ground with a swinging neck breaker. . 4F Startup 120 Damage/130 Stun

 

Aileron Roll – B+LP+LK : Charlene grabs her opponent and throws them behind her with a reverse swinging neck breaker. 4F Startup 110 Damage/150 Stun

 

Hammerhead – LP+LK (in air): Charlene grabs her opponent out of the air, rotates them 180° degrees and throws them head first towards the ground.4F Startup 130 Damage/150 Stun

 

Unique Attacks:

Falling Leaf – F+MP: (Overhead) Charlene hits her opponent with an overhead back fist strike. 16F Startup 80 Damage/100 Stun +3 On Hit, -2 On Block.

 

Flat Spin – B+HP: Charlene strikes with a low spinning back fist. Most be blocked low. Leaves foe standing. 12F Startup 90 Damage/150 Stun +4 On Hit, -2 On Block.

 

Kulbit – B+MK : Charlene hits her foe with forward advancing back flip knee strike. Attack goes over low attacks and forces stand. Special cancel able on hit only. 7F Startup, 70 Damage/120 Stun, +1 on Hit, -6 on Block.

 

Immelmann – F+MK: Charlene steps forwards as she strikes with a left sobat kick to the abdomen. 8F Startup 70 Damage/120 Stun +2 On Hit, -2 On Block

 

Split S – F + HK: Charlene steps forwards as she strikes with a back right kick to the abdomen. 12F Startup 90 Damage/150 Stun +3 On Hit, -1 On Block.

 

Pitchback – F+MK, F+HK: (Target Combo) Charlene steps forwards as she strikes with a left sobat kick into back right kick combination to the stomach. 8F Startup 130 Damage/210 Stun +1 On Hit, -6 On Block

 

Wingover – LP, B+MP: (Aerial Target Combo) From any jump, Charlene strikes with a straight left punch into right back fist combination. 4F Startup 100 Damage/120 Stun

 

Zen Riposte:

High Yo-Yo – B,DB,D+P: Charlene strikes with a standing back fist that causes her to stagger backs. Leaves standing. 40 Damage/50 Stun

 

Low Yo-Yo – B,DB,D+K: Charlene strikes her opponent with a sweeping kick that generates a short range sonic boom that knocks her foe down. 40 Damage/50 Stun

 

Zen Trance:

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

  • Forward Dash reduced from 17F to 15F. Projectile invincible 3F to 12F.

  • Back Dash reduced from 23F to 21F. Projectile invincible 3F to 18F.

  • Foward, Backward, and Neutral Jump overall frames reduced from 45F to 44F.

  • Sonic Cutter startup reduced from 20F to 18F. Total Frames reduced from 45F to 42F.

  • Sonic Bayonet startup reduced by 1F, Damage increased by 10

  • Sonic Saber damage increased by 10

  • Sonic Edge advantage on hit increased from -1F to +1F

  • Sonic Slicer no longer has a height restriction.

Specials:

Sonic Cutter -QCF+P: Charlene pulls back her right arm and quickly slices through the air with an uppercut that generates a vertical blade of sonic ki that travels horizontally at her opponent. Button strength determines the speed of the projectile. All versions have 20F Startup, 45 Total Frames and deal 60 Damage/100 Stun. LP (Slow Travel Speed) MP (Moderate Travel Speed) HP (Fast Travel Speed) EX (18F Startup 40 Total Frames, 100 Damage/180 Stun Very Fast Travel Speed)

 

Sonic Bayonet –QCB+P: Charlene strikes her foe with a spinning back chop that generates a short range sonic wave of ki. Negates single hit projectiles when timed properly. All versions leave the foe standing. LP (7F Startup, 90 Damage/150 Stun, Point Blank, 0 on Hit, -2 On Block) MP (10F Startup 100 Damage/150 Stun, ¼ Screen,+1 On Hit, -4 On Block) HP(14F 110 Damage/180 Stun, ½ Screen,+2 On Hit, -6 On Block) EX (7F Startup, 120 Damage/200 Stun ½ Screen, +3 On Hit,-4 On Block)

 

Sonic Saber – HCB+K: (Anti Air) Charlene spins her back to her opponent and executes a rising back somersault kick. Damage and startup determined by the kick button pressed. LK (3F Startup, 100 Damage/150 Stun) MK (4F Startup, 120 Damage/150 Stun HK (6F Startup, 140 Damage/150 Stun) EX(3F Startup, 140 Damage/150 Stun, Causes Juggle State)

 

Sonic Edge – HCF+K: Charlene jumps straight into the air and executes a front somersault kick that generates a large stationary arc of ki that dissipates on impact. All versions deal 130 Damage/200 Stun and are -1 On Hit/-4 On Block. LK (18F Startup) MK (20F Startup) HK(22F Startup) EX (18F Startup +3 On Hit/-2 On Block)

 

Sonic Slicer – QCB+K: (in air) From any jump, Charlene performs a stationary forward somersault kick that generates a large short range projectile. Projectile travels approximately ½ screen. Angle of the projectile is determined by the kick button pressed. All versions 15F Startup,8F Landing Recovery, 90 Damage/150 Stun. LK (60° Angle), MK (45° Angle), HK (30° Angle). EX (LK+MK 60° Angle, LK+HK 45° Angle, MK+HK 30° Angle, 2 hits, 120 Damage/180, Causes Juggle State)

 

Zen Art 1:

Super Sonic Saber – QCBx2+K: Charlene spins her back to her opponent and executes a blindingly fast rising back somersault kick that strikes her foe and generates a large crescent arc of ki that carries her foes high into the air after the kick lands.

280 Damage

320 Stun

2 Bars of Z-Gauge

 

Zen Art 2:

High-Side Sonic Blitz – QCFx2+K: Charlene rushes her opponent striking them with a rapid barrage of punches and kicks before sending them twisting into the air with a powerful Sonic Bayonet. Has limited juggle properties in the corner.

360 Damage

280 Stun

3 Bars of Z-Gauge

 

Zen Art 3:

Sonic Buzz Saw – QCBx2+P: Charlene pulls back her right arm and channels all her might into swift uppercut that creates a massive vertical rotating blade of ki. The large projectile rotates in front of Charlene and does not advance forward. q

Damage: 480

Stun: 240

4 Bars of Z-Gauge

 

Reasons to be SFVI: Below paragraph needs to be update for SFVI

Charlene's is forced to take some R&R by her “Uncle” and superior officer Brigadier General Guile. While on her forced vacation, she sees a man that the spitting image of her deceased father. Charlene snaps several photos of each of him and his companion. The photos show that he man doesn't have just a resemblance to her father. He is an exact match for Charlie Nash. She is able to identify his companion as Olena Kovalenko (Kolin). The wife of Gilan (Gill) a noted Greek philanthropist. Charleneshocks her uncle by asking to extend her R&R. She convertly follows Olena, and ends up at the latest world martial arts tournament. Charlene challenges Dan Hibiki, defeats him, and takes his invitation to the tournament. She will confront her father and find out why everyone thinks he's dead.

 

Side Note:

  • Charlene's mother, Mirana is of Cuban American descent.

  • Charlene is fluent in English and Spanish

  • Her mother, Dr. Mirana Bello, has PhD in Aeronautics and Astronautics

  • Unbeknownst to her, her mother only allowed her to enlist at 16 after speaking to Guile. Charlene is assigned to Guile's unit.

  • She is mostly self taught, but Guile has given her a few lessons here and there.

  • Despite being only 18 years old. She is an accomplished pilot, thanks impart to Guile.

  • Her throws, unique attacks, and Zen Ripostes are all named after aerial maneuvers


 

Edited by Darc_Requiem
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  • 2 weeks later...

Kuramoto (2nd Generation Strider)

 

Spoiler

Name: Kuramoto

Nickname: 2nd Generation Strider

Sex: Male

Ethnicity: Japanese

Height: 5ft 11 ½in (1.82 cm)

Weight: 198lbs (90kg)

B/W/H: 45-32-34 (114cm-81cm-87cm)

 

Hometown: Kochi, Japan

 

Appearance: Kuramoto has long black hair that is tied into a pony tail. He has brown eyes and has a white mask tied around the lower half of his face. Kuramoto wears a long white scarf around his neck that hangs down to his back stopping at his knees. He has long sleeved white jacket that is fastened with four white buttons that are in a square configuration. The shoulders and outer sleeves of his jacket are black. There is an exaggerated red S on his upper right torso. Kuramoto has black tekko arm guard on his forearms. There are white bands around the base and wrists of the tekko arm guards. The back of his hands are protected by black guards with white trim. His finger and palms are uncovered. Kuramoto has red leather belt around his waist. A black forearm length tonfa is fastened to the right side of his belt. Kuramoto wears white hakama pants with red tabi on his feet. His lower pant legs and upper ankles are wrapped in black tape.

 

Occupation: Strider

Likes: Helping Others, Accomplishing Missions, Growing The Striders. His Pets (Eagle & Tiger)

Dislikes: Gluttony, People Mocking His Tosa Accent

 

Fighting Style: Strider Ninjitsu

 

Tone: Kuramoto is a quiet and kind young man.

 

Origins: Orphaned at a young age, Kuramoto turned to thievery. He'd pick pocket the tourist visiting the Kochi Prefecture. Kuramoto would sell his ill gotten gains to feed no only himself, but other downtrodden people. He particularly focused on other children and the elderly. One day Kuramoto targeted an old Japanese man in loud Western attire. Seemingly escaping successfully, Kuramoto was stopped by young Japanese man. This young man's attire matched the old mans. He complimented Kuramoto for nearly getting away with his wallet. The strange look Kuramoto gave the young man turned into one of utter bewilderment when the young man turned into the old man, he though he just robbed in a puff of smoke. This chance encounter changed the direction of Kuramoto's life.

     The old man, Zeku, decided to take the young boy in. He saw potential in him and he was not disappointed. Kuramoto proved adept at mastering Zeku's new style of Strider Ninjitsu. Never forgetting his origins, Kuramoto would often go home to make sure those misfortune souls that here like him remained fed.

 

Rival: Wasswa

 

Stamina: 1000

Stun: 1025

Stun Recovery: 24F

Forward Dash: 17F

Back Dash: 21F

 

Forward Walk Speed: 5.5

Back Walk Speed: 3.5

Forward Dash Distance: 1.75

Back Dash Distance: 1.75

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Jinkei S (Formation S) – Kuramoto executes one of two taunts. Pressing down and the taunt button executes the second variation. His next ground or air projectile is buffed depending on which taunt is used.

  • Jinkei A1 (Formation A1): [Down + Taunt] Kuramoto's white tiger runs onto the screen and he kneels down to pet him. 45 Total Frames. Hanshou Hiraken startup is reduced from 9F to 8F. Landing Recovery is reduced from 7F to 6F

  • Jinkei A2 (Formation A2): [Neutral + Taunt] Kuramoto holds his left arm out and a black eagle flies down and lands on his forearm. 49 Total Frames . Hikarikenshu recovery frames are reduced by 3F. Damage increased from 80 to 90

Throw Range: 22

 

Throws:

 

Tsurigane Otoshi (Temple Bell Drop) – LP+LK: Kuramoto strikes his foe with a right knee to gut, lifts them off the ground by the neck, and slams them down in front of him. 4F Startup 130 Damage/130 Stun

 

Mikoshi Otoshi (Palanquin Drop) – B+LP+LK: Kuramoto strikes his foe with a right knee, picks them onto his shoulders, spins around, and slams his foe behind him. 4F Startup 120 Damage/150 Stun

 

Idaten Otoshi (Wei-To Drop) – LP+LK: (In Air) From any jump, Kuramoto grabs his foe, turns their back to him, grabs them by the wrists, put his right foot into their back, and drives them face down into the ground. 4F 130 Damage/180 Stun Note: Wei-To is a Buddhist temple guardian.

 

Unique Attacks:

 

Kanazuchi (Iron Hammer)- B+MP: Kuramoto pummels his foe with a standing left back fist, 6F Startup 70 Damage/100 Stun +2 on Hit, -2 on Block

 

Nouten Wari (Head Crown Splitter) – F+HP: (Overhead) Kuramoto strikes his opponent with a spinning overhead back fist. 16F Startup 90 Damage/150 Stun +2 on Hit, -4 on Block.

 

Senpu Daikama (Whirlwind Scythe) – F+MK: Kuramoto executes an advancing hop left spin kick. Goes over low attacks. 9F Startup 70 Damage/120 Stun +3 on Hit, -6 on Block

 

Bokoga (Assault Fang) – DF+HK: Kuramoto strikes his opponent with a sliding kick attack. Attack must be blocked low. 9F Startup 90 Damage/150 Stun Knock Down, -6 on Block.

 

Sankaku Tobi (Triangle Leap) – B [Towards The Stage Boundary]: Kuramoto grabs onto the wall briefly. Technique has three follow ups.

  • P - Hassou Tobi (Launching Leap): Kuramoto launches him off the wall. Distance determined by the punch button pressed. LP ¼ Screen, MP ½ Screen, HP ¾ Screen.

  • K – Tsuiraku Shiden Kyaku (Falling Swordflash Kick): Kuramoto executes a diving kick. Descent angle determined by the kick button. All versions 21F Startup, 90 Damage/150 Stun,, and 4F Landing Recovery. LK (80° Angle), MK (70° Angle), HK (60° Angle)

  • LP+LK - Hanshou Tengen (Soaring Heavenly Eye) Kuramoto grabs his about and stomps them into the ground. 5F Startup 120 Damage/200 Stun

Jinpuuei (Gust Edge) – LP,MP: (In Air) From any jump Kuramoto strikes with a left straight into left back chop combination. 4F Startup 80 Damage/120 Stun. Causes Limited Juggle State.

 

Fushin Rengeki (Wind God Chain Attack) - B+MP, D+MK, D+HP, HK: Kuramoto pummels his foe with a standing left back fist, crouching right kick, crouching left straight punch into ja hopping right reverse turn kick combination. Knocks Down, 6F Startup 190 Damage/270 Stun, Knocks Down, -9 On Block.

 

Fushin Nisenpu (Wind God Dual Whirlwind) – F+MK, D+MK: Kuramoto executes an advancing hop left spin kick into right low back kick combination. 9F Startup 120 Damage/190 Stun, +2 On Hit, -4 On Block.

 

Kaeshi Saiha (Reversal Twice Rend) - HP,HP: Kuramoto attacks with a horizontal right chop followed by a horizontal right backhand chop combination. 10F Startup 150 Damage/250 Stun, Knocks Down, -6 On Block.

 

Kaeshi Urasaiha (Reversal Bottom Twice Rend) - D+HP,D+HP: Kuramoto attacks with a crouching horizontal right chop followed by a crouching horizontal right backhand chop combination. 9F Startup 140 Damage/230 Stun, Knocks Down, -4 On Block.

 

Zen Riposte:

Kaitou Tsukisasu (Sharp Sword Thrust) - B,DB,D+P: Kuramoto strikes with a quick right open palm strike to the chest. Attack knocks down. 40 Damage/50 Stun

Kakou Nenten Guntou (Downward Twisting Saber) - B,DB,D+K: Kuramoto strikes with a right back sweep. Attack leaves foe standing. 40 Damage/50 Stun

 

Zen Trance:

Tokudan-A Kaikyuu Sutoraidā (Special-A Class Strider) – HP+HK: Kuramoto unsheathes his full Strider potential for 4 bars of Z-Gauge, losing access Z-System (Zen Ripostes, EX, Zen Arts). He unsheathes the tonfa at his side wielding it to increase the offensive capabilities of all his punch normal and special attacks. His closing speed (forward movement options only) is increased along aerial movement skill.

  • All punch normals gain extended range and 5 damage/10 Stun buff

  • All punch normals gain an additional +2 advantage On Ht

  • Hanshou Gekirinchu damage buffed from 70 to 80, stun buffed from 120 to 150

  • Kibaku Tenohara stun buffed from 180 to 190.

  • LP Kibaku Tenohara disadvantage on block decreased from -2 to -1

  • MP Kibaku Tenohara disadvantage on block decreased from -4 to -2

  • HP Kibaku Tenohara disadvantage on block decreased from -7 to -4

  • Forward Walk Speed increased from 5.5 to 6.0

  • Forward Dash total frames decreased from 17F to 15F

  • Forward Dash Distance increased from 1.75 to 2.00

  • Sankaku Tobi's can now wall cling for up to 1 second by holding B.

  • Sankaku Tobi now allows Kuramoto to climb up (UB) or down (DB) during wall cling

Specials:

Hanshou Jakura (Soaring Sparrow Net) – F,D,F+P: Kuramoto jumps toward his opponent attacking with a variety of possible follow up attacks. LP (45 Total Frames, 7F of Landing Recovery) MP (42 Total Frames, 7F of Landing Recovery) HP (42 Total Frames, 7F of Landing Recovery) EX (40 Total Frames, 5F of Landing Recovery)

  • P - Hanshou Gekirinchu (Soaring Imperial Wrath Fall) Kuramoto strikes with a reverse elbow drop. 70 Damage/120 Stun, 8F Startup, 14F of Landing Recovery. EX 90 Damage/180 Stun, 8F Startup, 8F of Landing Recovery

  • K- Hanshou Kirinsho (Soaring Cutting Heel) Kuramoto strikes with a flying front somersault axe kick. Attack is an overhead. Must be blocked high. 70 Damage/120 Stun, 5F Startup, 14F of Landing Recovery EX 90 Damage/180 Stun, 5F Startup, 8F of Landing Recovery

  • LP+LK - Kongousho (Vajra) Kuramoto grabs his foe, disappears briefly, and reappears as four after images that dive kick his about from different angles simultaneously. 180 Damage/200 Stun, 4F Startup, 16F of Landing Recovery EX 230 Damage/250 Stun, 4F Startup, 15F of Landing Recovery Note: Vajra is the Hindu God of Thunders weapon a thunderbolt.

Sutoraidā Shingeki (Strider Charge) – QCB+P: Kuramoto dashes, briefly disappearing, before reappearing in front of his foe. Punch button determines the speed of the dash and the disadvantage on block for the follow up attacks. Take has one of three follow ups. LP (15F Startup), MP (12F Startup), HP (9F Startup), EX (7F Startup).

  • P – Kibaku Tenohara (Exploding Palm) Kuramoto strikes with a powerful left open palm strike. All versions 11F Startup 120 Damage/180 Stun and Knock Down. LP -2 On Block, MP -4 On Block, HP -7 On Block, EX 130 Damage/200 Stun . Hard Knock Down, -2 On Block.

  • K – Seiryukyaku (Azure Dragon Kick) Kuramoto strikes flying wheel kick. [Overhead] Attack must be blocked high. 13F Startup 140 Damage/150 Stun. All versions +2 On Hit. LK -4 On Block, MK - On Block, HK -7 On Block, EX 150 Damage/150 Stun +4 On Hit, -4 On Block.

  • D+K – Teki Yaiba (Cutting Blade) Kuramoto strikes with an advancing left back sweep that creates a point blank crescent arc of ki. 10F Startup 110 Damage/150 Stun . All versions knock down. LK -4 On Block, MK - On Block, HK -7 On Block, EX 130 Damage/150 Stun +4 On Hit, -4 On Block.

Hikarikenshu – Ha (Light Sword Hand – Wave) – QCF+P: Kuramoto strikes with a horizontal slicing chop that creates an arcing wave of forward moving ki. LP (12F Startup 36 Total Frames 80 Damage/120 Stun, ¼ Screen, +2 On Hit/-3 On Block) MP (15F Startup 42 Total Frames 80 Damage/120 Stun ½ Screen) HP (18F Startup 48 Total Frames 80 Damage/120 Stun ¾ Screen) EX (15F Startup 45 Total Frames 120 Damage/150 Stun Full Screen)

Hanshou Hikariken – Ha (Soaring Light Sword – Wave) – QCB+K: (In Air) From any jump, Kuramoto strikes with a horizontal slicing chop that creates an arcing wave of forward moving ki. All versions deal 100 Damage/120 Stun, have 9F Startup, 7F of Landing Recovery, and travel ¼ Screen. EX (120 Damage/120 Stun, 8F Startup,10F of Landing Recovery, ½ Screen)

Hikarikensoku – Koku (Light Sword Leg – Chop) – QCF+K: Kuramoto executes a standing right sobat kick that generates a far reaching crescent blade of ki. Does higher damage and stun at close range. Nullifies one hit projectiles.

  • LK – Point Blank: 12F Startup, 100 Damage/150 Stun, -5 On Block. Distance (1/3 Screen Max): 13F Startup, 70 Damage/100 Stun, -2 On Block

  • MK - Point Blank: 18F Startup, 110 Damage/150 Stun, -3 On Block. Distance (½ Screen Max): 19F Startup, 80 Damage/100 Stun, -3 On Block

  • HK - Point Blank: 24 Startup, 130 Damage/200 Stun, -1 On Block. Distance (¾ Screen Max): 25F Startup, 100 Damage/100 Stun, -4 On Block

  • EX - Point Blank: 15F Startup, 150 Damage/200 Stun, ¾, -4 on Block. Distance (2/3 Screen Max): 16F Startup, 120 Damage/120 Stun, -2 On Block. Nullifies three hit projectiles.

Hikarikensoku – Teki (Light Sword Leg – Cut) – QCB+K: Kuramoto performs right reverse turn kick that generates a far reaching crescent blade of ki at a 35° Angle. Does higher damage and stun at close range. Nullifies one hit projectiles. Only hit standing opponents at point blank range. Does not hit crouchers. Puts airborne foes into a juggle state. This can be cancelled into a Hikarikensoku – Koku of equal or lower strength.

  • LK – Point Blank: 13F Startup, 80 Damage/150 Stun, -10 On Block. Distance (¼ Screen Max): 15F Startup, 80 Damage/100 Stun, -2 On Block

  • MK - Point Blank: 21F Startup, 90 Damage/150 Stun, -10 On Block. Distance (2/5 Screen Max): 23F Startup, 80 Damage/100 Stun, -3 On Block

  • HK - Point Blank: 28F Startup, 130 Damage/200 Stun, -10 On Block. Distance (2/3 Screen Max): 30F Startup, 100 Damage/100 Stun, -4 On Block

  • EX - 16F Startup, 120 Damage/150 Stun, -2 on Block. Distance (2/3 Screen Max): 18F Startup, 100 Damage/100 Stun, +6 On Block

Hikarikensoku – Ban (Light Sword Leg – Nightfall) – F,D,DF+K: (Anti Air) Kuramoto executes a rising front kick that creates a vertical crescent blade of ki. Does higher damage and stun on a grounded hit.

  • LK – Grounded: 4F Startup, 110 Damage/200 Stun, -16 On Block. Airborne: 6F Startup, 100 Damage/150 Stun, 40 Total Frames

  • MK - Grounded: 5F Startup, 120 Damage/200 Stun, -21 On Block. Airborne: 7F Startup, 110 Damage/150 Stun, 47 Total Frames

  • HK - Grounded: 6F Startup, 130 Damage/200 Stun, -24 On Block. Airborne: 8F Startup, 120 Damage/150 Stun, 54 Total Frames

  • EX – Grounded: 4F Startup, 150 Damage/200 Stun, -24 on Block. Airborne: 6F Startup, 140 Damage/150 Stun, +6 On Block

 

Zen Art 1:

Karura Tenzan (Garuda Heaven Wind) – QCFx2+K: (Anti Air) Kuramoto strikes with a rising somersault kick that launches opponent into the air. Kuramoto disappears from view when he lands and reappears behind his airborne foe striking them with a series of spinning horizontal chops that create crescent arcs of ki.

  • 280 Damage

  • 210 Stun

  • 2 Bars of Z-Gauge

Zen Art 2:

Ame-no-Murakumo (Sword of the Gathering) – QCBx2+P: Kuramoto strikes with an advancing horizontal spinning back chop that creates a crescent blade of ki that cover ¾ of the screen. Attack nullifies all projectiles and causes a hard knock down.

  • 390 Damage

  • 240 Stun

  • 3 Bars of Z-Gauge

Zen Art 3:

Tenraiken Koukuukougeki (Heavenly Sword Air Strike) – QCBx2+K: Kuratomo hits his opponent with a backflip kick that launches them high into the air. Kuramoto disappears in a puff of smoke. His airborne foe is assailed with a series of sword like strikes that cut throw them at all angles. There are 35 strikes starting a 80° and rotating all the way to around to 100°. Kuramoto reappears above his opponent at 90°, and descending with a powerful strike that carries him ground ward when his foe is planted at high impact.

  • 500 Damage (1x100, 35x5, 1x225)

  • 200 Stun

  • 4 Bars of Z-Gauge

Reasons to be in SFVI:

Under the guises of the head of security and personal bodyguard to Karin Kanzuki, Kuramoto accompanies her to the tournament. Kuramoto's true purpose is to infiltrate Wasswa's personal residence, clone his cellphone, and download all the files from his computer without being detected. His true employer is a high ranking member of the US Government.

Notes:

  • Kuramoto is Zeku's first disciple of his new Strider Ninjitsu style.

  • Kuramoto is the head of the Striders when Hiryu joins the group in the future.

  • Kochi is near Tosa and Kuramoto actually speaks the Tosa dialect. Giving him a similar “country bumpkin” accent to Makoto's

  • Kuramoto is speaks rarely because of his accent.

  • Kuramoto's appearance is based on Strider Hien's. There are differences. Lack of shoulder harnesses, different belt, no Cypher blade, different colored tabi, no metal tabi guards, red ankle tape, and his eyes are brown.

  • Zeku was hired by President Travers to procure information on the secret society. Zeku used his connections to get the board of directors of the Kanzuki Zaibatsu to hire a personal body guard for Karin Kanzuki. Karin was not pleased to say the least.

  • President Travers is none other than Cody Travers.

 

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  • 3 months later...

Lyra (Rose's master) Concept Revamped for SFVI

Spoiler

Name: Lyra

Nickname: The Soul Matriarch

Sex: Female

Ethnicity: Greek (?)

Height: 5ft 10in(1.78m)

Weight: 156lbs. (71kg)

B/W/H: 35-25-37 (89cm-64cm-94cm)

Hometown: Corfu, Greece

Appearance: Lyra is a tall middle aged (?)woman with long silver white hair and deep golden eyes. She has an olive complexion and wears lavender lip stick. A glowing indigo crystal hangs from the elaborate gold necklace around her neck. She has elegant light gray elbow length gloves on each of her arms that are slightly darker than her hair. Lyra's dress is the same shade of light gray. It is sleeveless and knee length. The dress is low cut and the indigo crystal from her necklace nestles between her bosom. Lyra has a bejeweled golden belt around her waist that features a large circular belt buckle featuring another glowing indigo crystal. Seven smaller crystals of the same shade adorn the belt. She wears indigo colored leather dress shoes on her feet. The shoes are ankle high with small golden hued heels.

 

Occupation: Museum Owner


Likes: Fasolada(Greek white been soup), Swimming, UV Rays, Meditation

Dislikes: Trahana (Greek soup)Psycho Power, Bison



Fighting Style: Soul Power



Tone: Lyra is the enigmatic master of Rose and Bison. Her true age is unknown but she looks not much older than Rose

Origins: Lyra's public persona is that of museum owner. On that specializes in Ancient Greek antiquities. In truth, she is a true master of Soul Power. A type of ki energy wielded by few. Lyra sought to pass on her knowledge to those she deemed worthy. She carefully vetted her students, looking for any hint of malice. Much to her dismay, it was one of her best and brightest students that became consumed with gaining power at any cost. He perverted her teachings and slaughtered nearly all of her pupils. Lyra used all of her power to shield her few remaining pupils from Bison's assault. She ordered them to scatter but Rose remained. She was determined to help her master put a stop to Bison's terror.

After Bison's prophesied fall, Lyra traveled world. She would ensure that no remnant of Psycho Power remained. Lyra would occasionally run across one of her fallen pupils victims. She would, if they were worthy, teach them how to tap into Soul Power in lieu it's negatively powered alternative. If they were unworthy or sinister in nature, Lyra would seal away their power completely.

While traveling through southeast Asia, Lyra would come across a man with no memory. A man that was eerily similar to her fallen student. His power was too strong to seal away. Despite the sinister energy he exuded, the man did not seem evil himself. Lyra decided to take him in. Lead him away from Psycho Power and hopefully succeed where she previously faltered.

Rival: Urien

 

Stamina: 1000

Stun: 1075

 

Stun Bar Recovery: 23F

Forward Dash: 18F

Back Dash: 24F

Forward Walk Speed: 3.2

Back Walk Speed: 3.0

Forward Dash Distance: 1.5

Backward Dash Distance: 1.25


 

Normal Rise: 68F

Quick Rise: 34F

Delayed Rise: 85F

Back Rise: 51F

Taunt: Lyra extends her left arm and manifests a glowing crystal that rotates above her upward facing palm while saying “Niótho polý fóvo mésa sou” (I feel a lot of fear inside you) She dissipates the crystal while saying “Móno to kakó prépei na me fovátai” (Only evil must be afraid of me) and resumes her fighting stance. 50 Total Frames . If the animation completes her next Soul Ipago gains one additional hit of durability and it's disadvantage on block decreases by 6F.

 

Throw Range: 28

 

Throws:

Soul Katagome - LP+LK: Lyra engulfs the feet of her opponent in Soul Power,. She then uses it to pull her foes feet out from under them, causing them fall backward violently. Slamming the back of their head into the ground. 4F Startup 130 Damage/130 Stun

Soul Pefto - B+LP+LK:: Lyra wraps the torso of her foe in Soul Power. She pulls them toward her rapidly and quickly sweep kicks their legs causing them to tumble behind her. 4F Startup 120 Damage/150 Stun

Unique Attacks:

Soul Féta – F+MP(overhead): Lyra strikes her opponent with overhand Soul powered chop while advancing forward. A bladed strike version of Bison's Psycho Axe. 13F Startup 70 Damage/100 Stun +2 on Hit, -4 on Block

 

Soul Schízo – F+HP: Lyra manifests a soul power crystal aura around her left fist then steps forward while hitting her opponent with a straight left punch that shatters the ethereal crystal. 11F Startup 90 Damage/150 Stun +3 on Hit, -2 on Block

 

Soul Glistró̱ – DF+MK: Lyra's leans back and uses her Soul Power to propel her towards her foe while her legs are extended forward. Must be blocked low. Attack knocks down her foe. 10F Startup 60 Damage/120 Stun +1 on Hit, -6 on Block

 

Soul Apominari – B+HK: Lyra hops forward, spins around, and strikes her adversary with right sobat kick. Has low attack invincibility 4 to 20F. 17F Startup 90 Damage/150 Stun +8 on Hit, -4 on Block

 

Soul Klévo - F+HK: Lyra hops into the air and strikes her foe with a left kick. Has low attack invincibility 4 to 14F. 12F Startup 90 Damage/150 Stun +4 on Hit, -6 on Block
 

Soul Afairó – LK,F+HP: (Target Combo) Lyra performs a right side kick into advancing left straight punt combination. 6F Startup 120 Damage/170 Stun Knocks Down On Hit, -7 on Block


Zen Riposte:

Soul Apokroúo – B,DB,D+P : Lyra creates a small crystalline orb of Soul Power in between her and her foe. The orb explodes knocking the opponent to the ground. 40 Damage/50 Stun
 

Soul Pódi – B,DB,D+K: Lyra executes an advancing overhead kick with her back leg while maintain her balance on her lead leg. 40 Damage/50 Stun

 

Zen Trance:

 

Astral Soul Dýnami – HP+HK : Lyra summons the full breadth of her Soul Power. Losing access to the Zen System for rest of the round in exchange for improving her mobility and all of her special attacks.

  • Her forward and back walk speeds are increased.

  • Forward walkspeed increased from 0.32 to 0.40

  • Backward walkspeed increased from 0.30 to 0.45

  • Foward dash frames reduced from 18 to 15

  • Backward dash frames reduced from 24 to 21

  • Overall jump frames reduced from 46(3F Startup/39 in Air/4F Landing) to 45(3F Startup/38 in Air/4F Landing)

  • Soul Diamanti becomes Aura Soul Diamanti. Startup decreased from 14F to 13F, Total Frames from 45 to 42.

  • Charged Aura Soul Diamanti Startup decreased from 27F to 26F. Total Frames reduced from 45 to 42. Damage Increase from 80 to 90, Stun from 150 to 180

  • Soul Krýstallo becomes Aura Soul Krýstallo. Startup decreased from 16F to 14F, Landing Recovery reduced from 8F to 7F.

  • Soul Thrafsma becomes Aura Soul Thrafsma. Startup time reduced from 5F to 4F. Damage/Stun are increased by 10/30.

  • Soul Spazo becomes Aura Soul Spazo. Startup time reduced from 6F to 5F. Damage/Stun are increased by 10/20.

  • Soul Dicházo becomes Aura Soul Dicházo. Disadvantage on block reduced. LK from -4 to -2, MK from -3 to -1, and HK from -2 to 0. Stun increased from 150 to 180.


Specials:

Soul Diamanti - QCF + P: Lyra manifests a crystalline shard of Soul Power roughly half the size of Ryu's Hadoken and blasts it at her opponent. Attack can be charged. Punch button determines the angle of the projectile. EX version's slow startup but quick recovery allows Lyra to follow behind her projectile for pressure.

  • Uncharged -14F Startup and 45 Total Frames. All trajectories deal 70 Damage/120 Stun. LP (Horizontal). MP (30° Angle) HP (45° Angle) EX [Generates three shards.120 Damage/150 Stun. LP+MP(Horizontal), LP+HP(30° Angle), MP+HP(45° Angle)]

  • Charged – 27F Startup 45 Total Frames All trajectories deal 80 Damage/150 Stun. LP (Horizontal). MP (30° Angle) HP (45° Angle) EX [Generates 3 Shards. 27F Startup 42 Total Frames. 150 Damage/200 Stun LP+MP(Horizontal), LP+HP(30° Angle), MP+HP(45° Angle)]
     

Soul Krýstallo -QCF + P(in air): Lyra manifests a crystalline shard of Soul Power roughly half the size of Ryu's Hadoken and blasts it at her opponent from the air. Can only be performed from any jump. Punch button determines the angle of the projectile. Attack can be charged. Charging halts Lyra's descent.

  • Uncharged – 16F Startup 8F Landing Recovery. All trajectories deal 60 Damage/100 Stun. LP(70° Angle). MP (60° Angle) HP (45° Angle) EX [Generates two shards.100 damage/150 Stun. LP+MP(70° Angle), LP+HP(60° Angle), MP+HP(45° Angle)

  • Charged – 28F Startup 7F Landing Recovery. All trajectories deal 70 Damage/120 Stun. LP(70° Angle). MP (60° Angle) HP (45° Angle) EX [Generates two shards.120 damage/180 Stun. LP+MP(70° Angle), LP+HP(60° Angle), MP+HP(45° Angle)

 

Soul Thrafsma -360° +P(Command Grab) : Lyra strikes her opponent with an open palm strike to the chest entrapping them in a large Soul Power crystal. With her opposite hand, she creates an orb of Soul Power that she slams in the crystal, shattering it, causing an explosion that sends her foe hurtling across the screen. 5F start up. LP (150 Damage/210 Stun, 45 Throw Range, Sends the opponent ½ screen away) MP (160 Damage/210 Stun, 40 Throw Range, Sends the opponent ¾ screen away) HP (170 Damage/210 Stun, 35 Throw Range, Sends the opponent full screen away) EX (200 Damage/250 Stun, 45 Throw Range, Opponent's distance determined by player Hold Back ½ screen, Hold Down ¾ screen, Hold Forward Full Screen)

Soul Spazo- 360° +P(in air)(Command Grab): Lyra captures her opponent in a Soul Power field. She rotates them 180° turning them head first toward the ground. She then spiked them into the ground with great force. Punch determines through range, strength, and distant from her foe. 6F start up. LP (140 Damage/200 Stun, 42 Throw Range, Sends the opponent ½ screen away) MP (150 Damage/200 Stun, 37 Throw Range, Sends the opponent ¾ screen away) HP (160 Damage/200 Stun, 32 Throw Range, Sends the opponent full screen away) EX (180 Damage/240 Stun, 42 Throw Range, Opponent's distance determined by player Hold Back ½ screen, Hold Down ¾ screen, Hold Forward Full Screen)


Soul Dicházo - HCB+ K: Lyra glows with a Soul Power aura as she executes an advancing front flip somersault kick.All versions leave her adversary on their feet. LK (10F Startup 90 Damage/150 Stun +2 On Hit/-4 On Block), MK(14F Startup 100 Damage/150 Stun +2 On Hit/-3 On Block) HK, (18F Startup 120 Damage/150 Stun +2 On Hit/-2 On Block), EX(12F Startup 150 Damage/200 Stun +3 On Hit/+1 On Block)

 

Soul Ipago – F,D,DF+K : Lyra uses her soul power to create a brief force field around her that absorbs physical and projectile attacks. Can be performed in the air. Air version only absorbs projectile attacks. Force field hits the opponent at close range. EX version reflects projectiles. All versions knock down. Kick button pressed determines startup, damage, and durability. LK (12F Startup 50 Damage/100 Stun, Absorbs 1 Hit, -6 On Block) MK (14 Startup 70 Damage/120 Stun, Absorbs 2 Hits, -5 On Block) HK (16F Startup 80 Damage/150 Stun, Absorbs 3 Hits, -4 On Block) EX (12F Startup 90 Damage/150 Stun, Reflects 3 Hits, -2 On Block)
 

Zen Art 1:

 

Soul Katharizō – QCBx2+K: Lyra uses her soul power to create a powerful force field around her that absorbs up to five physical hits and reflects projectile attacks. Can be performed in the air. Air version only absorbs two physical attacks. Force field hits the opponent at close range and causes a hard knockdown 10F Startup +2 On Block

  • 180 Damage

  • 200 Stun

  • 2 Bars of Z-Gauge

 

Zen Art 2:

Soul Ékrixi -QCFx2+P: Lyra strikes her foe with a powerful double palm strike, entrapping them in a large Soul Power Crystal. She then pulls her arms back and summons a dozen Soul Diamantis around the crystal. Lyra slams her hands together causing the shards to crash into the crystal creating a massive explosion.

 

  • 360 Damage

  • 360 Stun

  • 3 Bars of Z-Gauge

 

 

Zen Art 3:

 

Aura Soul Doryfóros -QCFx2+K: Lyra summons four crystalline spheres of Soul Power that orbit her body. Each sphere causes 60 damage. However they can be uses in setups, create combos that are other wise not possible and can juggle even when the player has used up all the available juggle points.

  • 270 Damage

  • 300 Stun

  • 4 Bars of Z-Gauge

     

Reasons to be in SFVI:

 

Although Bison was long gone, dark forces were still afoot. Lyra was aware of the Secret Society. They seemed to give her a wide berth until she took in Altair. The faction headed up by Urien seemed intent on acquiring her latest people and she will not allow it.

 

Side Note:

 

  • Lyra is a constellation that contains the star Vega

  • Lyra is also female name of Greek origin. Hence the change of her hometown and inclusion of Greek dishes in her likes and dislikes. Corfu is located on island of the west coast of Greece and relatively close to Italy.

     

  • Lyra's is far older than she appears. She looks not much older than Rose and only her hair color hints at her age.

     

  • Lyra is a true projectile zoner. Her projectiles have good start up and recovery, and do relatively high damage. Her command grabs and Soul Remnant are designed to allow her to create space between her and her opponent. She has low mobility but 1000/1075 health/stun.

     

  • Lyra tracked down Ed and Falke. She saw them as victims that were using Bison's dark gifts to aid others like them. She also sensed that the duo was haunted by Bison's dark presence. The spectre would trail them as long as they relied on Psycho Power. Lyra expelled the Psycho Power for Ed and Falke. She taught them to use Soul Power instead, so that they could continue to aid Bison's victims.

 

Greek to English:

  •  
  • Apokroúo - Repel

  • Apominari – Remnant

  • Diamanti – Diamond

  • Dicházo - Bisect

  • Doryfóros – Satellite

  • Ékrixi - Explosion

  • Féta - Slice

  • Glistró̱ - Glide

  • Ipago – Subsume

  • Katagome – Descend

  • Katharizō - Purify

  • Klévo – Steal

  • Krýstallo – Crystal

  • Pefto – Tumble

  • Pódi - Foot

  • Schízo - Cleave

  • Spazo – Fracture

  • Thrafsma - Splinter

 

Edit: @misterBeeI don't know what you did but 90% of my formatting was retained when I pasted this from my document. Thanks man. That save me a good half hour.

Edited by Darc_Requiem
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  • 8 months later...

Celina Markowski

 

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Spoiler

Name: Celina Markowski

Nickname: Lady Dragon

Sex: Female

Ethnicity: Polish

Height: 5ft 3in (1.60m)

Weight: 126lbs (57kg)

B/W/H: 35-25-37 (91cm-65cm-94cm)

 

Hometown: Poznań, Poland

 

Appearance: Celina has short black hair in bob style hair cut. She has crystal blue eyes. Celina has a petite figure. She has a tone physique highlighted by her large, for her frame, muscular legs. Celina wears a red sports bra with “Polska” embroidered on it in white letters. She has on a white long sleeve leather jacket that is unzipped exposing her red top and showing off her abs. The jacket has a red eagle emblazoned on the back. There are red fingerless leather gloves on her hands. Celina has matching white leather pants on her legs. She has red leather boots on her feet that feature short flat heels.

 

Occupation: Action Movie Star

Likes: Doing Her Own Stunts, Challenges, Restoring Classic Cars

Dislikes: Being Called A Fake, Automatic Transmissions

 

Fighting Style: Soo Bahk Do (Primary)

 

Tone: Celina is an ambitious, confident, yet humble. She enjoys overcoming challenges.

 

Origins: Celina was born in Poznań, Poland. Her parents were automobile engineers. When she was 12, her parents moved to South Korea for work. Being unfamiliar with the Korean language and culture, Celina was initially an outcast. Their confident happy daughter slowly sunk into depression over the next year. Her parents became concerned about her. One of their fellow foreign co-workers, an American, suggest they sign her up for martial arts. It would give her an opportunity to bond with kids her own age outside of school. So, at age 13, Celina began training in Soo Bahk Do.

Although she was petite, Celina was blessed with powerful legs. They allowed her to excel and quickly outpace the novices in her class. She wanted to enter tournaments, but her parents were wary of their daughter fighting. After some back and forth with her parents, they compromised. Celina began to enter several non contact, form based, competitions. She saw fast success. Celina wanted to expand her knowledge and began training in the Nine Kwans of Taekwondo.

 

By the time she graduated high school, Celina had won multiple championships in form based competitions. This drew the attention of Hitenryu Productions (Fei Longs film company). Celina would work her way up from extra to stunt woman to full blown actions star.

At the height of her stardom, Celina suddenly disappeared. Despite her box office success, she was unsatisfied. Some of her contemporaries questioned her ability since she lacked any real combat experience. None of her championships were from full contact competitions. She wanted to prove that she was a “true” martial artists. Donning a mask to hide her face, Celina would star fighting in the underground fighting scene. Her kick heavy offense and hidden face saw her be dubbed “The Mistress of Kicks.”

 

In her last underground fight, her opponent managed to knock the mask off of her face. She swiftly pummeled him but her secret was out. “The Mistress of Kicks” was revealed to be Celina “The Lady Dragon” Markowski.

 

Rival: Tian Long

 

Stamina: 975

Stun: 1000

 

Stun Recovery: 22F

Forward Dash: 15F

Back Dash: 24F

Forward Walk Speed: 5.2

Back Walk Speed: 3.9

Forward Dash Distance: 1.5

Back Dash Distance: 1.5

 

Normal Rise: 60F

Quick Rise: 30F

Delayed Rise: 75F

Back Rise: 45F

 

Taunt: Celina leans forward on her lead leg and raises her back leg into a standing split. With her torso parallel to the ground she beckons her opponent to “Przynieś to!” (Bring it!) Taunt animation is 52F. If the animation completes. Celina's next normal kick attack gains an additional 1F of advantage on hit and block.

 

Throw Range: 21

 

Throws:

 

Dragon Talon - LP+LK: Celina grabs her foe, right front kicks them, puts her left foot on their knee, and launches into a flying right knee that sends them tumbling backwards to the ground. 4F Startup 120 Damage/130 Stun

 

Dragon Tail Whip – B+LP+LK: Celina, in one swift motion, performs a hand stand, lock her legs around her head, and tosses them behind her. 4F Startup 110 Damage/150 Stun

 

*Celina's normal attack/special attacks have a unique feature. Four of her six buttons are kicks. LP,LK,MK,HK. So she has four versions (5 with EX) of any kick special attack. Conversely any punch (MP,HP) based specials only have two versions.

 

Unique Attacks:

 

Tarragon Kick – F+LP: Celina strikes with a left oblique kick to her opponent's knee. 5F Startup, 50 Damage/80 Stun, +3 on Hit, -4 on Block.

 

Basilisk Strike– B+MP: Celina performs a quick left back hand strike that leaves her foe standing and her at advantage. 6F Startup 60 Damage/100 Stun +2 on Hit/-2 on block

 

Wyvern Kick – B+MK: Celina hits her opponent with a right front kick to the abdomen. 7F Startup 70 Damage/120 Stun +3 on Hit/-1 on block

 

Scorpion Kick -F+MK: (Overhead) Celina, with her right foot planted firmly in the ground, brings her left backwards over her shoulder striking her adversary in the face. 14F Startup 70 Damage/100 Stun +1 on Hit/-4 on block

 

Flying Hydra Strike – F+HK: Celina executes a hopping double knee strike. Attack goes over low strikes and is throw invincible while airborne. 12F Startup 90 Damage/120 Stun +3 on Hit/-4 on Block. Airborne 4F to 12F

 

Spinning Drake Kick – B+HK: Celina spins 360° using the momentum to execute a powerful right front kick. Causes Knock Down. 16F Startup 90 Damage/150 Stun Knock Down on Hit/+1 On Block

 

Fight to Win – F+LP, B+MP: Celina performs a left oblique kick into left back hand strike combination. 5F Startup, 100 Damage/160 Stun, -1 on Hit, -7 on Block.

 

Righting Wrongs – B+MK, F+MK (Target Combo): Celina hits her adversary with a right front kick into left scorpion kick combination. 7F Startup 130 Damage/200 Stun -1 on Hit/-5 on block

 

Zen Riposte:

 

Raging Angel -B,BD,D+P: Celina hits her opponent with a high left side kick to chin, and left side kick to the sternum in rapid succession causing them to stagger backward. 40 Damage/50 Stun

 

Trio Cross- B,BD,D+K: Celina kicks strikes with a high right-left roundhouse kick into spinning back right kick combination that floors her opponent. 40 Damage/50 Stun

 

Zen Trance:

 

Undefeatable – HP+HK: Celina exhausts all four bars of Z-Gauge losing access to the Z-System (EX Attacks, Zen Riposte, Zen Arts). She becomes surrounded by a golden aura that boosts the properties of her kick normals only.

  • Celina chains normal kick attacks together. LP is considered a kick button

  • LP and LK can chain into one another.

  • MK can only chain into HK. HK cannot chain into any normals

  • A successful LP,LK,MK, HK or LK,LP,MK,HK chain can be canceled into any special.

  • This abilities apply aerial and low normals.

Specials:

 

Tiger Claws – HCB+MP or HP: Celina hits her foe with a left-right-left hooki combination to the head. EX Version ends the combination with a right spinning back fist. Sequence leaves opponent standing with Celina at advantage. MP (5F Startup 120 Damage/120 Stun +1 On Hit/-4 On Block) HP (7F 120 Damage/150 Stun +2 On Hit/-6 On Block) EX (6F Startup 120 Damage/150 Stun +3 On Hit/-2 On Block)

 

Soaring Madam- F,D,DF+MP: Celina flips backward landing in front split against the wall and launches herself towards her foes a flying punch. Punch button pressed determines descent angle. All versions deal 120 Damage/150 Stun. MP (45° Angle), HP (30° Angle) EX 7F Startup 140 Damage/200 Stun Cause Hard Knock Down (B+MP+HP 45° Angle, MP+HP 30° Angle)*Startup Frames Begin After she touches the wall)

 

Raging Honor– F,D,DF+LP or K: (Anti Air) Celina lifts her opponent of the ground with a left spinning heel kick to the chin and rises into the air striking with with a barrage of right kicks. LP(4F Startup, 120 Damage/150 Stun, 75° Ascent Angle), LK(4F Startup, 120 Damage/150 Stun, 65° Ascent Angle)MK(5F Startup, 130 Damage/150 Stun, 55° Ascent Angle), HK(6F Startup, 150Damage/150 Stun, 45° Ascent Angle) EX(4F Startup, 160 Damage/200 Stun, LP+LK 75°, LK+MK 65°, LK+HK 55°, MK+HK 45° Ascent Angle)

 

Glorious Honor – QCB+LP or K,: Celina executes a flying right back kick. If the initial kick lands, it can be followed up by two follow up attacks with two additional kick inputs. Button input determines the initial kicks travel distance and startup. Attack sequence ends in a knock down. LP (3F Startup 40 Damage/40 Stun Point Blank), LK (6F Startup 50 Damage/40 Stun ¼ Screen), MK(10F Startup 60 Damage/40 Stun ½ Screen),HK (14F Startup 70 Damage/40 Stun ¾ Screen) EX (12F Startup 70 Damage/90 Stun ¾ Screen)

1st Follow Up

  • K – No Retreat: Celina strikes with a spinning left hook kick. 9F Startup 30 Damage/40 Stun

2nd Follow Up

  • K – No Surrender: Celina strikes with a spinning back right hook kick. 18F Startup 50 Damage/70 Stun

 

Irresistible Force – QCF+LP or K: Celina performs a standing back flip kick that lifts her adversary off their feet. She then hits them with a rapid combination of left high kicks before ending the sequence with a jump right roundhouse kick. All versions knock down. LP version only performs the backflip kick. LP (6F Startup 80 Damage/100 Stun, Causes Juggle State)LK(7F Startup 6 Hits 120 Damage/150 Stun.) MK(8F Startup 7 Hits 130 Damage/150 Stun) HK (9F Startup 8 Hits 150 Damage/150 Stun) EX(6F Startup 10 Hits 180 Damage/200 Stun)

 

Angel's Fury – QCB+LP or K,: (In Air) Celina rapidly descends upon her opponent with diving right kick. Button pressed determines descent angle. All versions 13F Startup 80 Damage/100 Stun. All versions leave foe standing. LP (75° Angle),LK (60° Angle), MK (45° Angle), HK (30° Angle) EX 12F Startup 90 Damage/120 Stun Cause Hard Knock Down (LP+LK 75°, LK+MK 60° Angle, LK+HK 45° Angle, MK+HK 30° Angle)

 

Zen Art 1:

 

Third Act - QCBxB+K: Celina executes a flying right back kick. If the initial kick lands, she follows up with a left-right-left hooking combination to the head, followed by a right spinning back fist into a jump left spinning roundhouse kick finisher.

  • 270 Damage

  • 250 Stun

  • 2 Bars of Z-Gauge

 

Zen Art 2:

 

Box Office Smash – B,D,DB+2K (Counter): Celina deflects her opponent's incoming attack with a left leg strike and counters with a barrage of blindingly fast kicks. The type of strike and type of attack countered is dependent on the two “kick” buttons pressed. The throw counter works against all standing throws except for Zen Arts.

  • LP+LK (Throw Counter): Celina strikes with a step left front kick to the gut and spins into a barrage of right back kicks. 390 Damage/520 Stun.

  • LK+MK (Low Counter): Celina strikes with a step low kick to the calf and spins into a rapid combination of right back kicks. 400 Damage/550 Stun

  • LK+HK (High/Mid Counter): Celina strikes with a left waist level roundhouse kick and spins into a rapid combination of right back kicks. 390 Damage/520 Stun,

  • MK+HK (Anti Air Counter): Celina strikes with a high left roundhouse kick and spins into a swift combination of high right back kicks. 390 Damage/520 Stun

  • 3 Bars of Z-Gauge

 

Zen Art 3:

 

No Sequel - QCFx2+K: Celina strikes with vicious left spinning back kick to the gut. As her opponent doubles over, she catches them with a high left side kick to the chin that lifts them off the ground. Celina then spins into a high right back kick blitz that strikes her foe with three dozen kicks in a mere instant before finishing the combination with 540° spinning left hook kick. (1x80, 1x70, 36x5, 1x120)

  • 450 Damage

  • 150 Stun

  • 4 Bars of Z Gauge

 

Reasons to be in SFVI:

The revelation of Celina's success in the underground fight scene sent ripples through the movie and martial arts community. Many of her detractors were suddenly silent. Multiple studios approached her with lucrative film deals. However, the one offer she received that intrigued her was an invitation to the World Martial Arts Tournament.

 

Notes:

  • Celina's unique attacks, sans the Scorpion Kick, are all references to a type of dragon.
  • Celina's special moves are references to loss references to certain martial arts films.
  • Celina's Zen Arts are general references to movies

 

Celina's Movies:

  • Prelude to Midnight
  • Fight For Victory
  • Asia O'Shanassy
  • Martial Justice
  • Sun Prince
  • Angel of Vengeance
  • Dragon Maiden
  • Fury and Honor
  • Rage and Glory
  • Unstoppable Force

 

Edited by Darc_Requiem
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Cool read dude, admit did'nt read 100% whole profiles, but i liked go through all reading bit here and there

 

Is fun becuse i'm trying to do a funny impossible Cestus-approved SF6 cast photoshop thing, and some ideas (iirc at least 2) for new characters overlap a bit 😄

 

I remember also when you wrote Vincenzo in particular, you know get italian male rep is my priority lol

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2 hours ago, Darc_Requiem said:

@CESTUS IIIYeah I did Vincenzo for you man.

To me get good italian rep at this point have 3+1 ways

 

V.Rosso/Claudio/Robert/Brad path:

fighting games stylish italian (wich may or may not be a criminal) stereotype. In SF4 almost got Rosso spiritual successor with Smalt Raven concept, but he did'nt made it. Probably best/most safe path (and also where your Vincenzo idea fit most)

 

Agrippa (Shadow of Rome) path:

go on Ancient Rome gimmick, or maybe just keep the "gladiator" vibes and recycle/rip off Agrippa(with more modern name) to do a Calcio Storico Fiorentino*  "calciante" (player), would be crazy SF as you can get... you have stereotype and culture (Renassaince+gladiator vibes), lot of violence, crazy gameplay potential adding a ball next to brawling lol

Another more simple could be would be just use Agrippa kind of look for a MMA fighter playing on ancient-modern contrast of MMA being kinda new gladiatorial games (essentially what the -hopefully fake- leak said is considered for a female italian rep)

 

Joseph Joestar (JoJo)  path:

Considering in Capcom's current parallel Rose is Lisa Lisa and Menat clearly link to Caesar (elder/expert student of the two, ki powered crystal sphere links to Caesar ki powered bubbles), jut roid up Maggio a bit and make him become someway close to Joseph, his ki powered yoyo (and lot of Kiki design) already link to Joseph lol

 

+

 

Tom path:

If i can't get italian from actual italy, just make Tom italian-american (same was for Smalt Raven)... would make sense as the char itself is clearly inspired on Leon the Professional character, but 50% risk they will push it on french side to wink at the actor rather than the character he played

 

 


*Calcio Storico Fiorentino is

Spoiler

essentially tradition is once every year in a famous Florence square there's a tournament between 4 teams of tough brawlers (and some pro fighters), players will face each other in a sand arena field (but really, is a fucking sand arena) with Renaissance looking uniforms and "play" this game wich is essentially bare knuckle fighting + rugby to make it simple... is SF crazy as you can get LOL

 

"FLORENCE, Italy -- A young man lies spread-eagle in the center of a sand-covered arena, blood streaming from a gash above his eye. The guy who opened up this wound is straddled across his chest, pinning him down. All around them, more men are brawling in a terrifying tangle of fists and knees, shoulder charges and thrown elbows.

Lending a surreal edge to this scene is the combatants' attire. While some are bare-chested and others wear T-shirts, every one of them is clad in a pair of puffy-legged, brightly striped, 16th-century replica pantaloons.

They are playing calcio storico fiorentino -- Florentine historical football -- or, as many locals here know it, calcio in costume -- football in costumes. A distant forerunner to modern sports such as soccer and American football, it most closely resembles a blend between mixed martial arts and rugby. -ESPN"

 

Fun thing it used to have even looser rules  and requirements (iirc to be more tourist friendly now it have bit more limitations, example no more criminals lol)
To give an idea this is what looks like, Capcom would not even need to exagerate it LOL

Spoiler

 

Il calcio storico fiorentino, una tradizione tutta da vivere

 

Il Calcio Storico Fiorentino | Grappling-italia.com : MMA / UFC / Bjj dal  2008Calcio storico fiorentino - Foto di Calcio storico fiorentino, Firenze -  TripadvisorCalcio Storico Fiorentino - VICE Video: Documentaries, Films, News Videos

 

 

Edited by CESTUS III
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3 hours ago, Darc_Requiem said:

Your notifications got me to read through some of my older concepts. I may have to come up with a Top 10 favorites list.

Good luck dude, i'm sure you will have hard time when first 9 slots are filled and you will have to give last slot to one and cut out everybody else, i know the pain 😄

 

Photoshop thing  will have 55 (SFV being 45) and even with such big number pick who cut is hardest part lol 😄

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  • 1 year later...

First character concept based around the real SF6. I blame @Daemos

 

Ianthe (E-ahn-thee)

Mistress of Waves

 

(Gem is hard to see in full body shots)

jm1Dia4.jpg

Battle Look

HZWVctT.jpg

 

Pre-fight Look

5P7V6z0.jpg

 

Height Comparison to Marisa (I tried to make her look 6'4")

zzl7TCs.jpg

Spoiler

Name: Ianthe (E-an-thee) – means purple flower in Greek

Nickname: Mistress of Waves

Sex: Female

Ethnicity: Greek(?)

Height: 6ft 4in (1.93m)

Weight: 172lbs (78kg)

B/W/H: 36-27-39(92cm-68cm-99cm)

 

Hometown: Mytiline, Greece (Capital of the Isle of Lesbos)

 

Appearance: Ianthe is tall, exceptionally fit woman with shoulder length purple hair. There is blue oval shaped gem in her forehead. Ianthe has piercing blue eyes. Normally she has flawless ivory skin and dons elegant dresses and high heels. However upon the start of battle her skins shifts to a light yellow hue and her clothing washes away revealing a blue bikini top and blue thong.

 

Likes: Swimming, Reading, Mastering New Techniques, Forthrightness

Dislikes: Hot Deserts, Lethargic People, People That Aren't Straightforward

 

Fighting Style: Flowing Pankration

 

Tone: Ianthe is an intelligent and driven woman that possess laser like focus on her goals.

 

Origins: Ianthe's family has been selectively breeding for centuries. Throughout her family's history, parents were paired to insure the birth of strongest possible offspring. Ianthe was believed to be the child that finally gain the family leadership of the Secret Society. However, to the disappointment of her parents, she only showed an affinity for one element. Water. In contrast Gill and Urien, her uncle's children, have shown and affinity for at least two elements. The presidency it seemed would come down to either of them.

With her parents viewing her with thinly veiled disdain, Ianthe endeavored to prove them wrong. Be it her education or physical training, Ianthe worked harder than anyone in Secret Society. If Hydromancy was to be her only affinity, then she would master to a level never seen before. Not only did she seek to master all the secret arts that fit her hydromancy, she would develop her own versions of the techniques that did not. If an art did not suit her affinity, she would endeavor to develop a version that did.

Ianthe's hard work gained her respect in the Secret Society. Her impressive abilities nearly qualified her for the Presidency of the organization In spite of her apparent limitations. This garnered genuine happiness from her parents even though she had long since disassociated herself from them. However she was beaten out by her 1st cousins Gill and Urien. The former she could understand, but the latter she could not. Gill's eventual ascension did not dull Urien's ambition. Tiring of all the politics and subterfuge, Ianthe disappeared from the Secret Society. Reappearing in Mytilene, where she would continue her quest for self improvement.

 

Her Rival: Marisa

 

Throws:

Waterfall of Pontus - LP+LK: (In Air):: While airborne, Ianthe plants her shoulder into her adversary's sternum and drives them directly into the ground.

Current of Achelous -
LP+LK: Ianthe grabs her foe, generates a swiftly moving current of ki beneath them that sweeps them off there feet, and causes them to crash onto the back of her head.

Spout of Thalassa
B+LP+LK: Ianthe generates a small water spout of ki that knocks her foe off her feet and tosses them behind her.

 

Unique Attacks:

Tide of Benthesikyme F+ HP : Ianthe turns her torso 90°, coils her left hand behind her head, and unleashes an advance left back handed blow to her opponent head. Can be charged. Charged version has one hit of armor, knocks down, and is +1 on Block.

Dream of Brizo
F + MP (Overhead): Ianthe strikes at her foe with a right overhand chop

Tail of Delphin
F+ MK: Ianthe hops into the air and attacks with a left sobat kick. Attack goes over lows.

 

Folly of Nerites – B+HK:: Ianthe lifts her right leg straight up and hits her opponent with a powerful axe kick. Can be charged. The charged version is an overhead.

 

Headbutt of Hydrus – F+HP: (In Air) Ianthe strikes with brutal aerial head but that send her foe crashing into the ground.

 

Fury of Charybdis -MK, HK, B+HK: (Target Combo) Ianthe hits her opponent with a right side kick, left front kick, into right axe kick combination.

 

Leap of Leucothea MP,B+MP,F+HP: (Target Combo) Ianthe strikes her foe with a straight right punch, left uppercut, into aerial headbutt combination that sends her foe crashing into the ground.

 

Plummet of Palaemon – MP,MP, F+HP: (Aerial Target Combo) While airborne, Ianthe strikes her foe with a straight right punch, straight left punch, into aerial headbutt combination that sends her foe crashing into the ground.

 

Drive Impact:

Wrath of Phorcys – HP+HK: Ianthe strikes with a powerful left handed lariat.

 

Drive Reversal:

Clash of Ceto - F+HP+HK: Ianthe uses a swift right shoulder strike to halt her adversary's attack and knock them off their feet.

 

Specials:

Wave of Glaucus - QCF + P: Ianthe slams her right fist into the ground creating a waist height wave of blue water ki that travels along the ground toward her foe.

 

Geyser of Amphitrite – F,D,DF + P: (Anti Air) Ianthe slams her left fist into the ground generating a geyser of water based ki than can intercept her airborne opposition.

 

Grasp of Oceanus - HCB + P: (Command Grab) Ianthe generates a whirlpool of ki beneath opponent's, pulls them toward her at rapid speed, grabs them by the head with a claw grip, and immediately plants them on the back of their with blinding speed. Punch button determines where the whirlpool appears. LP (Point Blank to ¼ Screen) MP (¼ Screen to ½ Screen) HP (½ Screen to ¾ Screen) OD (LP+MP Point Blank to ¼ Screen. LP+HP ¼ Screen to ½ Screen, MP+HP ½ Screen to ¾ Screen)

 

Shift of Nereus D,D+K: (Teleport) Ianthe melts into the ground and reforms in a different location. Kick button determines the location of her reappearance. LK (Directly in front of her opponent) MK (Directly behind her opponent) HK (Reappears in the same place)

 

Riposte of Proteus – F,D,DF+K: Ianthe generates a wall of water directly in front of her that halts her adversaries attack allowing her to strike with a powerful left front kick the abdomen that sends them flying away. Kick buttons to determines the type of counter. LK (Low Attacks) MK (Mid and High Attacks), HK (Aerial Attacks)

 

Cascade of Cymopoleia – QCB+K: (In Air) Ianthe kicks a concentrated orb of water down onto her opponent. Kick button determines the angle of the orb. LK (65° Angle) MK (55° Angle) HK (45° Angle)

 

Super Arts:

Torrent of Tethys – QCFx2+P: One of the 66 Secret Arts. Iranthe focuses her power into a swift watery blast of ki that sweeps her opponent of their feet and slams them into the other side of the screen on impact. Punch button determines the angle of the blast. LP (180° Angle - Horizontal) MP (45° Angle) HP (60° Angle) LEVEL 1

 

Deluge of Aegaeon - QCFx2+P: (In Air) An aerial version of Torrent of Tethys secret art developed by Ianthe herself. While airborne, Iranthe focuses her power into a downward blast of watery ki that knocks adversary to the ground. Punch button determines the angle of the blast. LP (65° Angle) MP (55° Angle) HP (45° Angle) LEVEL 1

 

Embrace of Poseidon QCBx2+P: (Command Grab) One of the 66 Secret Arts. Iranthe envelops her foe massive water spout that does minimal damage but the leaves defenseless against her impending assault. LEVEL 2

 

Tsunami of Oceanus - QCFx2+K: One of the 66 Secret Arts. Ianthe slams both of her fist into the ground creating a massive wave of ki that washes over her foe, encapsulates them, carries them towards the edge of the screen at blistering speed, and explodes on impact. LEVEL 3

  • Critical art: After the wave explodes, her foes staggers forward, Ianthe rushes forward takes them off of their feet with a vicious left arm lariat.

 

Reasons to be in SF6:

After toiling away for years in near isolation, Ianthe sees the Nayshall Martial Arts tournament as way to gauge her strength. The tournament is broadcast globally. It would demonstrate her physical aptitude for all to see. With the time of the prophecy come and gone, Ianthe sees the opportunity to show the Secret Society that is she who should take the reigns of leadership.

 

Note: All of Ianthe's techniques are named for Greed Gods or Titans of water (There is no technique tied to Pontus, I thought more than six special moves would be pushing it.)

  • Achelous – Greek Water God that emerged from the Achelous River

  • Aegaeon - Greek God of Violent Sea Storms

  • Amphitrite – Greek Queen of the Sea and consort to Poseidon

  • Benthesikyme – Greek Goddess of Waves, presided over the sea of Ethiopia

  • Brizo – Greek Patron Goddess of Sailors and Fisherman

  • Ceto – Greek Goddess of the Hidden Dangers of the Deep. Wife of Phorcys

  • Charybdis – Daughter of Poseidon, cursed by a Zeus and turned into a water craving sea monster for aiding her father in his battle against Zeus.

  • Cymopoleia – Greek Goddess of Violent Sea Currents and Wave during storms

  • Delphin – Leader of Dolphins, Servant of Poseidon. Helped convince Amphirite that Poseidon's affection was genuine

  • Glaucus – Fisherman's Sea-God, mortal that ate magical herb and transformed into a fish tailed god

  • Hydrus – Primeval God of Waters that emerged from Chaos along side Gaea

  • Leucothea – Sea Goddess that aided distressed sailors. Formerly Princess Ino, she was forced to leap to her death into the sea with her infant son Melicertes by Hera. The Olympian Gods transformed her into Leucothea and transformed her into a sea goddess

  • Nereus – Greek God of Sea's Rich Bounty of Fish, the old man of the sea

  • Nerites – Young Sea God that was turned into a shell-fish by Aphrodite for rejecting her invitation to Olympus

  • Oceanus – Titan God of Primordial Waters

  • Palaemon – Young Sea God, protector of sailors in danger. Formerly Melicertes, son of Princess Ino. Fell to his death into the sea along side his mother due to Hera's wrath. The Olympian Gods transformed him into Palaemon the young sea god.

  • Pontus – Primeval God of the Sea. Fathered most of the ancient sea gods with Gaea

  • Phorcys – Primeval Sea God of the Hidden Dangers of the Deep. Husband of Ceto.

  • Proteus – Ancient Sea God. Had the power of prophecy and shape shifiting.

  • Tethys – Titan Goddess of Fresh Water and the mother of rivers. Wife of Oceanus

  • Thalassa – Primeval Spirit of the Sea and consort of Pontus.

 

Edited by Darc_Requiem
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