There is a lot creativity in this forum. The story thread and character request thread prove this. I often post character concepts in the story thread. @Phantom_Miria
mentioned that it would be good to put them in one place. I figured a thread would be the best place. Feel free to post your ideas here or just comment with critiques and comments. Special thanks to @Miðgarðsorm
, whose incomparable language skills was a huge help to me on Ingrid and Kosmus in particular.
(Reserved for Original Characters )
Ann Hibiki - The Invincible Tiger
Name: Ann Hibiki
Nickname: The Invincible Tiger (Muteki no Tora)
Ethnicity: Japanese (Born in Hong Kong)
Height: 5ft 7in(1.70m)
Weight: 145 lbs. (66kg)
Hometown: Hong Kong
Appearance: Ann has shoulder length strawberry blonde hair, with a black head band, and has light brown eyes. She wears an orange sports bra, sleeveless black leather motorcycle jacket, blue jeans, and brown leather motorcycle boots. The back of her jacket has the kanji for tiger emblazoned in orange.
Likes: Dan, Her Motorcycle (she built it herself), Restoring Buraiken (Her father's martial arts style), Kasujiro (a simmered dish)
Dislikes: Sagat, Cooking, Losing
Fighting Style: Buraiken (Go Hibiki's style)
Tone: Ann is very serious and focused fighter. She's spent the last decade meticulously reconstructing her fathers fighting style.
Origins: Ann never knew her father. She was born 8 months after he died fighting Sagat. Growing up she idolized her older brother Dan. She learned everything she could of of Dan's Saikyo style, but was frustrated by Dan constantly “letting her win” during sparring. In effort to learn more about and honor her father she endeavored to restore Buraiken. She's spent the last decade training with friends and rivals of her father Go Hibiki so that she can recreate his style of fighting.
Her Rival: Laura
Attributes: Health: 3 Power: 3 Range: 3 Mobility: 3 Technique: 3
1000 Stamina 1000 Stun
Tomoe Nage - P+K: (Overhead Judo throw. Ann grabs her opponent by the shoulders, puts her foot in their chest and flips them overhead) Mr. Karate's Art of Fighting 1 throw
Ippon Seoi NageB+P+K: (Judo Shoulder thow. Classic Judo throw, Ann grabs her opponent and shoulder throws them behind her)
Sokutougeri – F+ MK: A single hit side kick
Hyouchuuwari – F+MP (A single hit overhead champ)
Tora Tsukikaeshi (Tiger Riposte) - MP+MK: Ann takes a defensive stance. She intercepts any high attacks and counters with a powerful open palm strike to the chest.
Tora Ukenagashi(Tiger Parry) - D+MP+MK: Ann takes a defensive stance. She intercepts any low attacks and counters with a powerful sweep kick.
Tora No Seishen (Tiger's Spirit): Ann is surrounded by a glowing white aura. The startup and recovery frames on her projectiles is reduced. All projectiles travel full screen. All projectiles are larger in size. The Shojun Tora Ken gains start up invincibility. Kuki Nensho Toraburesu becomes available. Using enhanced special moves drains her V-Trigger faster. 3 bar V-Trigger
Kuki Nensho Toraburesu(Air Burning Tigers Breath) QCF + P: (In Air)A fiery projectile one handed projectile. Moderate recovery time. The angle is determined by the strength punch. LP (60° Angle, MP (45° Angle), HP (30° Angle). Only available in V-Trigger
Nensho Toraburesu (Burning Tigers Breath)-QCF + P: A fiery one handed projectile. LP Slow startup and recovery, moderate speed and damage. Standard size. Full Screen. MP Faster startup and recovery, slower speed, higher damage, half screen travel distance, larger projectile. HP Fast startup and recovery, point blank range, highest damage, largest projectile.
Raiko Ken (Lightning Tiger Fist)-HCB+ P (Command Hit Grab): Ann strikes her opponent with powerful left punch to the gut, strikes them with rapid right hand punches, and send them into the air with a left upward palm strike to the chin. Resembles Mr. Karata's Zanretsuken.
Shojun Tora Ken (Ascending Tiger Fist)- F,D,DF + P: (Combo Extender) Left handing rising uppercut. Puts opponent in a juggle state. Has projectile invincibility and no strike invincibility. Despite appearances this is not an anti air. Resembles Mr. Karate's Koho.
Nensho Tora Hizageri (Burning Tiger Knee Kick)- QCB+ K: Ann attacks her opponent a flying double knee, double flying kick combination attack (HK). LK is double knee only (anti air, no invincibility), MK is double knee following by a single flying kick. Better version of the Dankukyaku
Koshin Hiza Danmaku (Tiger God Knee Barrage)- HCFx2+K: Based on her father Go Hibiki's ultimate technique the Shoten Buraikyaku. Ann grabs her opponent by the head and hits with with rapid fire succession of knees to the face. Resembles Mr. Karate's Shoran Kyaku.
Reasons to be in SFV:*
Ann is eager to test the effectiveness of Buraiken against the world's best martial artist. Her brother honored their father by “defeating” Sagat. She wishes to honor their father by showing the strength of his art to the world.
*Ann is Dan's opposite. She is serious and talented fighter. Her adoration of her brother Dan blinds her to his actually ability. She truly believes he defeated Sagat and that he was taking it easy on her in training. In truth she surpassed him before she left on her Musha Shugyo (Warrior's Pilgrimage).
Asim - Guardian of Iron
Nickname: Guardian of Iron
Weight: 227lbs (103kg)
B/W/H: 47-33-35 (119cm-84cm-89cm)
Hometown: Sousse, Tunisia
Appearance: Asim is stout well built man. He has short black hair with close cropped full beard and goatee. Asim has steel gray eyes and wears a burgundy chachia (traditional Tunisian wool hat) on his head. He wears a beige jebba (traditional Tunisian tunic) and has burgundy leather slippers on his feet.
Likes: Urien, Merguez (Spicy Beef Sausage), Demoralizing His Foes
Dislikes: Gill, Pork, Cold Weather
Fighting Style: Zamaqtal (Tunisian Martial Art based on Pencak Silat)
Tone: Asim is stoic, strategic, and efficient fighter. That enjoys overwhelming and breaking the will of his opponents.
Origins: Asim comes from a wealthy Tunisian family. Growing up he saw how others struggled and frankly didn't care. He had everything he could ever need. That thought process changed one day. Asim's family was accosted by a single robber. A man who managed to pummel his family's security force with ease. All of his family's wealth meant nothing in the face of one man's strength. They were at the mercy of one of the poor souls that he'd spent his young life looking down on. The man left with his family's valuables and when his parents turned to look for Asim. He was gone. His posh life style had made him weak. At the age of 12, Asim took off on his own. He would never been weak again. He'd forge himself into a man of strength and live off of what he earned for himself.
After a decade, a know grown Asim would appear at his family's door. His mother barely recognized him. The small frail child from the decade prior was gone. In his place stood formidable man. Asim only arrived to see his ailing father. Telling him that he did not want his inheritance. Asim would leave as mysteriously as he arrived. As his mother watched him leave, she could see him get into a limousine with two towering figures. A tall dark skinned woman with short red hair and tall white haired man with a jewel in his forehead.
His Rival: Wasswa
Attributes: Health: 5 Power: 5 Range: 2 Mobility: 2 Technique: 4
1050 Stamina 1050 Stun
Guardian Spike- LP+LK : Asim picks up his opponent in a fireman's carry and twists his body 180° driving them head first into the ground.
Iron Might -B+LP+LK: Asim grabs his foe by the neck with his left arm, raises them off the ground, and effortlessly tosses the overhead behind him.
Guardian Strike – F+MP: (Overhead on 2 hit only)A quick left upward elbow strike followed up by a downward left elbow strike. 2 hits, Second hit is an overhead and has to be blocked high.
Cruel Iron– B+HK: Asim strikes with a hopping double knee strike. Goes over low attacks. Can be used as an anti air
Guardian's Maul - F+PPP: Asim grabs his foes head with both hands and knocks them down with a head butt.
Iron Guard – MP+MK: Asim assumes a wide stance while clinching his fists focusing his power. If he completes the animation uninterrupted, Asim gains frame 3 armor on his next standing HP or HK. Asim gains a small amount of V-Gauge from completing the stance animation uninterrupted. He gains additional gauge from landed or blocked charged heavy attacks.
Immovable Iron – HP+HK: Asim uses his iron body to full effect. Charged Medium attacks game Frame 3 armor. Charged Heavy Attacks gain Frame 1 armor. Charged armor attacks can be canceled with a back dash. Canceling the charged attack drains a significant amount of V-Gauge. 2 cancels will exhaust his V-Trigger. The V-Trigger Gauge drains over time. 2-bar V-Trigger
Charging Boar – HCF+P: Asim charges forward with a quick and powerful left elbow uppercut Distance traveled determined by the punch button. All version knock down. HP version juggles in the corner. LP(¼ Screen), MP( 1/3 Screen), HP (½ Screen), EX (Gains armor on frame 3, Causes Juggle State, Distance traveled determined by buttons pressed. LP+MP ¼ Screen, LP+HP 1/3 Screen, MP+HP ½ Screen)
Wolf's Fang – HCB+P: Asim strikes his opponent in the stomach with a powerful right elbow strike, followed by a left elbow uppercut to the chin, and sends them crashing into the ground with a brutal overhead right elbow strike. Damage, Startup, and Properties determined by the punch button pressed. LP(Fastest Startup, -2 on hit) MP(Slower Startup, +1 on hit), HP(Slowest Startup, +2 on hit), EX(Fastest Startup, Causes Ground Bounce -6 on block)
Hyena's Bite – HCF+K: Ismaya attacks his foe with a flying right knee strike to the chest. Distance traveled is determined by the kick button. Projectile invincible from Frame 3. LK (Point Blank), MK ( ¼ screen), HK (½ Screen), EX(Projectile Invincible from Frame 1, Causes Wall Bounce, distance traveled determined by the buttons pressed. LK+MK ¼ Screen, LK+HK ½ Screen, MK+HK ¾ Screen)
Iron Maiden– 360°+K: Asim grabs his opponent with a bear hug, jumps into the air, turns 180° and drives them head first into the ground. Kick button determines attack properties. LK (5F Startup, Most Range, Least Damage, Leaves Opponent ½ screen away), MK(5F Startup, Less Range, More Damage, Leaves Opponent ¼ screen away), HK (6F Startup, Least Range, Most Damage, Leaves Asim right next to his opponent). EX(5F Startup, Most Range, Most Damage, Grains Armor on Frame 3, Leaves Asim right next to his opponent)
Iron Fury: QCBx2+P: Asim's turns his body as hard as iron before strike his foe with hard elbow to the sternum that sends foes careening into the side of the screen with such force that the bounce back towards Asim. He flies towards his ricocheting foe and floors them with a flying knee to the head. 2 hits (380 damage).
Reasons to be in SFV:
Asim enters the tournament with a singular purpose. To discreetly neutralize, Gill's lieutenants. The loss of Wasswa and Kolin would greatly hamper Gill's efforts and strengthen Urien's position in the Secret Society. Gill's “softer” leadership style would be replaced by Urien's. Leading to a world in which people would have to rely on their own strength. The strong would rise and the weak would tossed by the wayside.
Berengár Madeira - The Adroit Lynx (O Lince Habilidos)
Name: Berengár Madeira
Nickname: The Adroit Lynx (O Lince Habilidos)
Height: 5ft 10in(1.78m)
Weight: 170 lbs. (77kg)
Hometown: Braga, (Minho Province) Portugal
Appearance: Berengár is a “blue collar” pretty boy. He has slicked back straight black hair that is shoulder length, hazel eyes, and no facial hair. He wears a brown, unbuttoned leather jacket, with a small black Combate Clube de Braga logo on the left breast pocket, and a sleeveless black undershirt. Berengár has on blue work jeans and boots. The Combate Clube de Braga log is the silhouette of a Iberian Lynx Head.
Likes: Competition, Hard work, Seafood, Cats (Iberian Lynx is his favorite)
Dislikes: Poachers, Slackers, People with no sense of humor
Fighting Style: Jogo Do Pau (Portuguese “Stick”* Fighting)
Tone: Berengár is a carefree yet competitive man. He's rarely serious and enjoys making people laugh. The only thing takes seriously besides work, much to the chagrin of the ladies of Braga is his Jogo Do Pau.
Origins: The Madeira family runs a successful construction company (Construção da Família Madeira) founded by his Grandfather (Gregorio) and Great Uncle (Heliodoro). Almost everyone in Berengár's family works for the company. While he was growing up, father and his uncles would often practice Jogo Do Pau as a way to blow off steam. Berengár showed a natural affinity for Jogo Do Pau. By the time he was 10, he was able to best teenagers, and by the time he was 14 his father and uncles stopped practicing with him because “They were too busy with work”.** He formed the Combate Clube de Braga in as teenager to give him away to practice and improve his skills. He quickly found himself doing more teaching than practicing. Only Iolanda*** gives him any sort of challenge.
His Rival: Vega
Attributes: Health: 2 Power: 2 Range: 4 Mobility: 3 Technique: 4
950 Stamina 950 Stun
P+K - Caindo (Falling Down): Berengár uses his staff to sweep his opponents legs out from under them
<-P+K - Viagem Perigosa (Trip Hazard): Berengár runs past his opponent, tripping them with his staff causing them to fall behind him.
F+MP Queda Torre (Falling Tower): Berengár raises his staff overhead with both hand hands and slams it downward toward the ground. Long reaching two hit overhead attack. Slow start up, relatively safe (-2) on hit.
Saída Violenta (Violent Egress) F+PPP: A full extension one armed pull strike to the sternum. Sends the opponent a full screen away.
Salto com Vara (Pole Vault) – MP+MK: Berengár uses his staff to Pole Vault himself into the air. Pressing F+MP+MK propels him forward. Pressing B+MP+MK propels him backward. The Pole Vault is higher arcing longer distance jump. He can use any of his jump normals after the vault. Builds a small amount of V-Gauge if he lands without being hit. Builds more V-Gauge if he lands a jump attack after the Pole Vualt
Graça do Lince (Grace of the Lynx) - HP+HK: Increases the stun damage on all of his attacks (normals, specials, and Critical Art). Reduces the overall frames of Pole Vault by 2 frames, Reduces the recovery of Alcance Infinito at close range only. Adds juggle properties to LP and MP Alcance Infinito. 3 Bar V-Trigger
Alcance Infinito:(Endless Reach) QCB +P: A blindingly fast long reaching staff strike. The angle varies slightly depending on the punch used. LP (angles slightly downward, hits low at full screen, mid at close range, reaches approximately 2/3rds of screen), MP (horizontal strike reaching 3/4 of the screen), HP (angles upward, reaches approximate 2/3rds of screen, causes a juggle state). All three version are unsafe at close range.
Pináculo de Interceptação (Intercepting Spire) F,D,DF +P: A moderately fast staff strike develop to catch an opponents out of the air. Angle determined by punch. Does NOT hit grounded opponents. All strengths cause a juggle state LP (60° Angle), MP (45° Angle), FP (30° Angle)
Combinação Impressionante (Stunning Combination) QCF+K: Multi hitting staff combination, the number hits are determined by the strength of the punch. Berengár strikes his opponent with a one handed horizontal forehand strike to the head, followed by a backhand strike to the lower legs, uppercutting strike, and ending with overhead strike LP ( 2 hits,), MP (3 hits, last hit juggles), FP (4 hits, last hit knocks down)
Imobilização Rápida (Rapid Immobilization) HCFx2 +P Berengár uses his staff to intiate a power succession of two handed staff attacks. He strikes the inside of his opponents left knee, right knee, abdomen, throat, and finishes the attack with strike to the side of the head causing his opponent to collapse in a heap.
Reasons to be in SFV:
Berengár entered the world wide martial arts tournament simply to test the viability of Jogo Do Pau in a full contact environment. Jogo Do Pau was a widely used as an art of defense in Portugal before the advent of firearms. Berengár aims to prove that his art can be more than a sport or hobby. He thinks his experience against the best fighters of various disciplines will help him improve himself and his art.
*The “stick” is typically 1.5 to 2 meters in length. Although there are various of the art with a shorter “stick”
**His father and uncles would simply practice at the office after work as they didn't want to admit Berengár has surpassed them.
***Iolanda Barros – she's grown up with Berengár. She a couple of friends joined Combate Club de Braga to try get Berengár to ask them out. They dropped out after a few weeks and she stuck around. She's still trying to get him to notice her and he's oblivious.
Edit: Noticed some typos and grammatical errors, fixed them. Also wanted to mention that he is zoner. He wants to keep you at range. That's why his V-Skill enhances his mobility. His damage is on the low side, but in V-Trigger. The additional stun and juggle properties would open up new combo possibilities and would hopefully compensate for any damage short comings. I'd hate to see a hypothetical Gief vs Berengár match up. LP Alcance Infinito would be nightmare for his charged HP and Lariat.
Cain - The Enigmatic CEO
Nickname: The Enigmatic CEO
Ethnicity: Unknown (Swiss?)
Height: 6ft 6in (1.98m)
Weight: 256lbs (116kg)
B/W/H: 57-38-44 (145cm-97cm-112cm)
Hometown: Zurich, Switzerland
Appearance: Cain appears to be in his early twenties. He has short pristinely groomed light brown hair with a short well kept chin beard. He wears a grape colored sleeveless athletic shirt with a large silver waning crescent moon logo on the back.. He wears matching full length grape colored athletic pants with white and black sneakers. He has a platinum choker chain with a small yin/yang medallion around his neck. The Waning Crescent Moon is the logo of Synergy Technologies.
Likes: Power, Scheming, Acquiring New Assets, Crushing the opposition beneath his heel
Dislikes: Secret Society, Meddlers, Juri
Fighting Style: Synergy Martial Arts System (A Combination of All Known Styles)
Tone: Cain emits a carefree facade. He's always dressed in casual clothing, even in high level business meetings. The jovial, happy go luck persona is just that. A role he plays to get foes in both business and physical confrontations into a false sense of security
Origins: Cain is CEO and owner of the recently founded Synergy Technologies. A company the despite it's recent appearance has managed to secure several defense contracts due to it's cutting edge weapons technology. Publicly Cain is perfect citizen. Donating tens of millions of dollars to various charities and providing advanced computer hardware to medical research facilities. Privately he's not as magnanimous as he appears. Cain moved quickly to acquire facilities and scientists from the various hidden Shadaloo bases throughout the globe. Locating them and re-purposing them faster than the Interpol, MI6, and the US government could even locate them. Any locations or workers that didn't agree to work for him, were quickly outed to the local authorities. The worked were arrested and the facilities shut down. The remnants of Shadaloo quickly realized that it was wise to bend to Cain's will.
His Rival: Gill
Health: 2 Power: 2 Range: 5 Mobility: 4 Technique: 5
925 Stamina 975 Stun
Extinction Blow – P+K : Cain picks his opponent up by the neck and hits them with brutal axe kick that sends them slamming into the ground.
Death Toss – B+P+K: Cain picks his opponent up by the neck and toss them a full screen behind him.
Flying Demon Dive – DF+MK: Cain executes a dive kick at the apex of his forward jump
Wall Jump – UB (Up Back): Allows Cain to jump of the wall at the edge of the stage
Tyrant Charge – F+PPP : Cain charges his opponent with a shoulder tackle that sends his foes a full screen away
Deadly Talon - MP+MK: Cain executes a rising 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 fore go the follow up stomps for potential juggle combos. Can only juggle into Sound Explosion (projectile) mid screen, more options in the corner. Deadly Talon is -6 if blocked.
Enlightenment – HP+HK : Cain gains a serene focus that allows him to extend the range of his jumping, standing, and crouching fierce. HP+HK (Standing Extended Range Attack), D+HP+HK (Crouching Extended Range Attack), HP+HK (in air, Jumping Extended Rage Attack) Grants Cain access to three extended Yoga like extended range attacks. 2-bar V-Trigger
Sound Explosion -QCF+P : Cain pulls back his right arm and sends it forward with such speed that it breaks the sound barrier sending an shock wave of energy towards his opponent. Projectile speed determined by the button pressed. Moderate startup and recovery time. Lowe damage.
Ascending Dragon Claw – F,D,DF+P: Cain strikes with a vicious rising palm strike to the chin while rising into the air. The player hit the punch button repeatedly for follow up attacks to increase the damage. LP (two more attacks), MP (three more attacks), FP (four more attacks).
Corkscrew Driver – 360° +P: Cain grabs his foes by the neck and rising into the air at near blinding speed almost appearing to teleport, at the apex of his rise, his foe is surrounded by cyclonic ki, he then sends them hurtling toward the ground, head first like a human drill bit. Punch button determines grab range and damage. LP (largest range/lowest damage), MP (moderate range/damage), HP (least range/most damage)
Singularity– HCB+K : Cain places his hands together at chest level, connecting his fingers and thumbs together forming a circle, he then generates a small rapidly spinning ki sphere in his hands that sucks his opponent toward him in a prone position if they are not blocking. Kick button determines the range and start up time. LK (quickest startup/least range), MK (moderate startup/range), HK (Slowest startup/longest range) EX (quickest startup/longest range)
Gatling Kick – QCF+K: Cain kicks his opponent, spinning them 180°, with their back facing Cain, he then strikes them with a barrage of kicks.
Phase Shift – F,D,DF+K: Cain claps his hands together a disappears. Kick button pressed determines the location he reappears. LK (Above and in front of his foe), MK (Above and behind his foe) HK (¾ of a screen away in front of his foe)
Phase Assault – QCB+K : Cain rapidly Phase Shift's around his opponent striking them each time he appears before shifting one final time and nailing his opponent with massive blow that creates a shock wave upon impact and sends his foe hurtling to the other side of the screen.
Reasons to be in SFV:
Cain seeks to replace the Shadaloo's criminal organization with one of his own. All the while appearing to be an upstanding citizen. No one but his closest confidant, knows Cain's true aims or origins. Nor does the forces that brought to Shadaloo to it's end realize that he's effectively taken over more than 80% of their operations. He's become aware of the Secret Society and sees them as the only organization that can interfere with his goals.
- Cain is Seth in his new organic body.
- Cain used the data gained from the kidnapping of Bison's dolls along with information he was privy to as the head of S.I.N to construct new body.
- His body has been specifically engineered to be resistant to Psycho Power to prevent any chance of Bison usurping his form.
- He has an asset “Agent Marigold” that he use to bring down the remnants of Shadaloo that won't serve him via legal means. He also uses that asset to inhibit the Secret Society's plans.
Dimitra - The Vengeful Fury
Nickname: The Vengeful Fury
Height: 6ft 0in(1.83m)
Weight: 165 lbs. (75kg)
Hometown: Veria, Greece (Born in Gevgelija, Macedonia)
Appearance: Dimitra is a towering woman with an olive complexion and athletic build. She has sage green eyes and 39 inch (1m) long legs. Her hair is ash brown in color, curly, and shoulder length. Her wardrobe consists of a juniper green singlet with wide walnut brown stripes on the sides. There is a walnut brown symbol of Gaea located at the center of her chest. Dimitra has juniper green gloves on her hands and ankle high brown wrestling shoes. There is a green gem located on the center of her forehead.
Likes: Spanakopita*, High Heels (She likes towering over people), Alexandros
Dislikes: Her Foster Parents, Deceitful People, Urien
Fighting Style: Gaean Pankration
Tone: Dimitra puts forth the facade of being an outgoing and sociable woman. In truth, she distant truly trusts no one.
Origins: Orphaned at a young age, Dimitra spent her earliest years in various orphanages. Her unusual height made her appear older than she was and seemed to turn off perspective parents. One day a family showed up with their young daughter. Their daughter, Iro, could almost be her twin. Iro's parents smiled at her. Before she knew it, she not only had parents but a “twin” sister too.
Iro's parents showered Dimitra with attention. To celebrate her adoption, her new parents gifted her with a beautiful green jewel that was implanted in her forehead. Iro and Dimitra truly looked like twins now. While Iro was sequestered at home with Antreas and her tutors, She was allowed to travel freely. Dimitra was sent to the best boarding schools. Where ever she went, her bodyguard and pankration instructor Alexandros, was always nearby. Dimitra hated training, however Alexandros insisted. No matter what, everyday, sick or well, Alexandros would make her train. Through Alexandros' persistence and her efforts, she was able to master the Boon of Demeter. One of the 66 Secret Arts. Even Alexandros was taken back by this. To her surprise, he insisted that she did not tell her parents about this feat.
While visiting her parents in Rhodes, Dimitra, Alexandros, and her parents came under assault by a group of robed figures lead by well dressed man with a jewel in his forehead like her own. Her parents quickly fell, right before her eyes. However the robed figures were no match for Alexandros and her. The well dressed man was another matter. Even with their combined strength they were quickly overwhelmed. As she fell to the ground and faded from consciousness the last thing she was Alexandros being struck down. Awakening in the morgue, Dimitra stumbled away into the night. Vowing vengeance against those wronged her.
Her Rival: Urien
Attributes: Health: 3 Power: 2 Range: 3 Mobility: 4 Technique: 3
1000 Stamina 1000 Stun
Macedonian Buster – P+K: Dimitra grabs her opponent by the head with both hands and drives them face first into the ground as she falls into a seated position. The attack is basically a Sit Out Facebuster
Macedonian Slam – B+P+K: Dimitra picks up her opponent and violently power slams them behind her.
Erinyes's Vengeance– F+ HP (Overhead): Dimitra reels back and slams her opponent with a brutal headbutt. Slow start up, safe on block.
Falling Boulder– D + MP (In Air): From the apex of her forward jump, Dimitra executes a cannonball dive straight down onto her opponent. Must be blocked high.
Earthen Axe– B+ HK: A high front kick that can be used as an anti air if timed properly
Shield Breaker- F+KKK: A swift knee to the abdomen to causes her opponent to crumple to the ground
Focus of The Furies– MP+MK : Dimitra lowers her head and clinches her fists causing the gem in her forehead to glow. This eliminates the charge time of her next special attack. Completing the animation causes her to gain a small amount in V-Gauge. Landing a charged attack after a successful Focus of The Furies also gains V-Gauge.
Boon of Demeter: One of the 66 Secret Arts. Dimitra infuses herself with power of earth. 10% of all of the damage dealt by Dimitra is converted into stamina recovery. All of her normal and special attacks gain a 5% damage buff. She takes no white life damage during her V-Trigger. 2 bar V-Trigger
Earth Breaker- HCB+ P (Command Grab): Dimitra grabs her opponent by the ankles, yanks their legs out from under them causing them to slam the back of their head into the ground. As they are slamming into the ground, Dimitra jumps into the air and rains down a powerful punch to their head. LP(Most Range, Lowest Damage) MP(Less Range, More Damage, Higher Frame Advantage on hit), HP (Least Range, Most Damage, More Frame Advantage than LP, Less than MP) EX (Throw Invincible, Most Range, Most Damage, Highest Frame Advantage)
Discus Lariat- Charge B,F + P: Dimitra rotates 360° degrees as she quickly dashes forward and floors he opponent with a violent clothesline. Projectile invincible during startup, punch button determines the distance traveled. LP(1/4 screen distance, -2 on block) MP(1/2 screen distance, -4 on block), HP(3/4 screen, -5 on block), EX(3/4 screen, gains armor on frame 3, -2 on block)
Titan's Hammer -Charge D,U+P: (Anti Air) Dimitra strikes her opponent with a rising double axe handle blow followed up by a sit down power bomb. LP (3F Startup), MP (5F Startup) HP (7F Startup) EX(3F Startup, Fully Startup Invincible, Power Bomb causes ground bounce)
Aftershock - Charge B,F + K: Earth Ki based projectile. Dimitra stomps the ground generating a waist high shockwave of ki that travels along the ground towards her foe. Kick button determines speed. LK (Fastest startup, slowest recovery and speed), MK (Slower startup, faster recovery and speed) HK (Slowest startup, fastest recovery and speed) Must be blocked low. EX version puts the opponent into a crumple state.
Wrath of Gaea- HCFx2+K: Dimitra stomps the ground with incredible force creating a powerful shock wave beneath her opponent's feet. The force of the shock wave sends her opponent sailing high into the air. Her foe then crashes into the Earth with enough to force to plant them into the ground.
Reasons to be in SFV:
Dimitra has spent the last several years training with an intensity and focus that she never had before. She relives the her near death and the lost of her family every night in her dreams. Wondering if she had taken Alexandro's teachings more seriously if she would have been able to save them and have him. During this time she learned an awful truth. Alexandro left all of his earthly possessions to her. In his belongings, she found a letter. A letter told her that her parents only adopted her to die in Iro's place. When he learned this awful truth, it was he and not her parents that opted to train her. While he was honor bound to serve them and his younger brother Antreas, he was determined to forge Dimitra into a warrior that could survive trials to come. Now Dimitra no longer seeks revenge for her family only Alexandros. She not only seeks to fell the man known as Urien, but also her “sister” Iro and her mentor Antreas to see if she was complicit in this betrayal.
*Spanakopita is Greek spinach pie
-Gaea is the greek goddess of earth
-Demeter is the Greek Goddes of agriculture and harvest.
-Erinyes are the Greek furies, the goddesses of vengeance
-Alexandros and Antreas were saved from the Secret Society by Dimitra's adoptive parents and owed their lives to them. So they begrudingly aided in their plan to save Iro from the Secret Society. Antreas copied the codex of the 66 Secret Arts for Alexandros and ensured that the green gem bestowed upon Dimitra was genuine. They wanted to honor their life debt but give Dimitra the best chance to survive her fate. Iro has no idea of what her parents had planned.
-Dimitra was selected from several candidates for adoption. Her adoptive parents did extensive research into her family's background and history. They wanted to be certain to find a “twin” that could be passed off as their true daughter. Their data indicated that Dimitra would mirror Iro's physical appearance into adulthood.
Gouka - The Mistress of Hado (SFV : Mu No Hado version)
Gouka (Powerful Flower)
The Mistress of Hado
150 lbs. (68kg)
Gouka has light brown eyes. A brown bandana tied over her long knee length straight black hair. She wears a brown sleevless gi top tied together with twine rope and brown gi shorts that stop above her knees. She wears prayer beads around the wrist of her left hand. She has sandals on her feet.
Meditation, Solitude, Training, Sparring With Elite Fighters
Her Uncle, Dishonor
Ansatsuken (Mu No Hado)
Gouka is a fiery and focused woman. Her personality was shaped by the battle she witnessed between her father and uncle. To her mothers chagrin, perfecting her fathers style of Ansatsuken has been her focus in life.
Gouka is the daughter of Gouken. Trained in his defensive style of Ansatsuken. While going to retrieve her father for supper , she saw her father and uncle locked in combat at the waterfall near her family home. She saw her father's near lifeless body fall into the river at the foot of the waterfall. She dove into the water pulling her father's body to river bank. It was that day she decided to take her training seriously and stop her uncle from sullying her family's honor any further.
Health: 3 Power: 2 Range: 3 Mobility: 4 Technique: 4
1000 stamina 1000 stun
Palm Strike/Back Chop Combination
- P+K: Gouka hits her opponent with a right open palm punch to the gut, followed by a left hand chop to the lower back
Backthrow into Palm Strike
- B+P+K+motion: She tosses her opponent high into the air and strikes them with a powerful open palm strike as they fall towards the ground
– D+MP (In Air): Gouka hits her foes with an downward chop for the apex of her jump. Attacks causes a soft knockdown
Seichu Nidan Tsuki
- F+ FP: She strikes her opponent with a two hit elbow strike (Ryu's SFA3 elbow strike)
– F+ HK (overhead): A one hit whirlwind kick. Quick startup but is -6 on block.
– DF+MK: Gouka performs an upward crouching kick attack. Forces crouching opponents to stand. Despite appearances, this attack is not a good anti air option.
– F+PPP: Gouka stomps the ground violently while executed a powerful back fist that sends the opponent a full screen away.
– MP+MK: Gouka hits her foe with a precise palm strike that causes a soft knockdown. Projectile invincible from frame 3. Looks nearly identical to Gouken's LP Senkugohoha.
Hado No Michi
- Zanku Gosho- MP+MK: (In Air): Gouka strikes with a palm strike from her forward jump. The attack nullifies projectiles from frame 3.
(Way of the Hado)– HP+HK: Gouka focuses and gains peerless control over Mu No Hado. All of her projectile attacks are in enhanced. Gains access to her ultimate technique. The Raijin Shoryuken
- Go Hadoken startups and recover 1f faster. LP Go Hadoken travels 10% slower. HP Go Hadoken travels 10% faster. Go Hadoken can also be charged into a 2 hit projectile that doubles it damage/stun. EX Go Hadoken becomes Kinite Hadoken.
- Shakunetsu Hadoken gains full startup invincibility and a 20 damage/30 stun buff. EX version causes a juggle state.
- Zanku Go Hadoken can now be performed from neutral and back jumps. EX Zanku Go Hadoken becomes Kinite Zanku Hadoken.
- Tsumetai Hadoken startups 5 frames faster, recovers 2f faster, and received a 15 damage/25 stun buff.
V-Gauge does not drain slowly over time. Gouka can perform 6 enchanced projectiles before her gauge is completely drained. 3-bar V-Trigger
-QCF + P: One handed horizontal projectile attack. Damage, startup, and recovery are the same for LP,MP, HP versions. Button strength only alters the speed of the projectile. EX Startups and recovers 1F faster, hits twice, and knocks down.
-F,D,DF +P (Forward, Down, Down Forward): (Anti Air) Gouka targets her opponents head with a large point blank projectile. Unlike the Go Hadoken, Gouka uses both of her hands to generate this attack. Punch button determines the startup and damage. LP(3f, 100 damage), MP (5f, 120 damage), HP (6f, 135 damage) EX (3f, 150 damage, full start up invincibility).
Zanku Go Hadoken
- QCF + P: (In Air) One handed fireball performed from a forward jump. The punch button determines the angle of the projectile. EX (2 hits, causes a juggle state)
-QCB+ P (Freezing Surge Fist): Gouka pulls back both of her hands to generate an ice cold blast of ki. The punch button determines the speed and startup of the projectile. All versions of the Tsumetai Hadoken hit three times and do 90 damage. LP(Fastest Startup, Slowest Speed) MP(Slower Startup, Faster Speed), HP(Slowest Startup, Fastest Speed, Causes Juggle Corner Only) EX(Fastest Startup, Fastest Speed, 105 damage,, Causes Juggle State )
Joudan Sokutou Geri
- HCF+ K: A powerful standing high side kick. Startup and attack properties determined by the kick button. LP(Fastest Startup, Leaves Foes Standing), MP(Slower Startup, Knocksdown), HP (Slowest Startup, Causes Juggle State), EX(Fastest Startup, Causes Wall Bounce)
- QCF + PP : Gouka pulls back both of her hands and summons electric energy with her left hand while summon fiery energy in her right hand. She combines them into a power scorching/shocking hadoken. Attack costs one EX bar Uncharged (2 hits 120 damage/150 Stun) Charged(4hits 180 damage/210 stun)
Kinite Zanku Hadoken
- QCF + PP (in air): Two handed air fireball. Air version of the Kinite Hadoken. Does less damage. Attack costs one EX bar. Uncharged (2 hits 100 damage/125 Stun) Charged(4hits 150 damage/175 stun) Charging the Kinite Zanku Hadoken causes her to levitate in place briefly before the attack is released.
Shinku Tatsumaki Go Rasen
-QCFx2 + KKK (Close Range, Anti-Air) A more powetful 16 hit version of Gouken's Tatsumaki Go Rasen. 330 Damage (90, 14x10, 100)
-QCFx2 + P : Gouka dashes across the screen striking with a powerful one hit sparking version of her Seichu Nidan Tsuki (elbow strike), she follows up with a powerful electrically charged 3 hit Shin Shoryuken. 380 Damage/160 Stun (80, 3x100)
Reasons to be in SFV:
Against both her mother and father's wishes, she enters to the tournament to face her uncle. She fears that her father won't have the heart to kill his own brother. Gouka only knows her uncle for what he is in the present. She feels that her father's found memories of training with his brother will keep him from doing what is necessary.
Gouka - The Mistress of Destruction (SFV - Satsui No Hado version)
Gouka (World Destroying Conflagration)
The Mistress of Destruction
161 lbs. (73kg)
Gouka has red eyes. Wild knee length unkempt red hair. She wears a topless dark grey gi with full length pants and black rope instead of a belt. Her chest is wrapped in white bandages. Her abdomen, shoulders and arms are exposed. She is barefoot and does not wear gloves.
Solitude, Getting Stronger
Akuma, Satsui No Hado, Herself (For Resorting To Satsui No Hado)
Ansatsuken (Satsui No Hado)
Gouka is a woman with a singular focus. The destruction of her uncle. She feels that her family is responsible for any deaths caused by Akuma because her father showed him mercy.
Gouka is the daughter of Gouken. Originally trained in his defensive style of Ansatsuken. She abandoned her father's teachings and embraced the Satsui No Hado. She believes that her father's shunning of Satsui No Hado is what lead to his defeat. Gouka believes that the only way to stop her uncle is to fight him on his terms. She has embraced and mastered Satsui No Hado. She will stop Akuma once and for all. She will stop herself when her task is complete. She will end Satsui No Hado.
Health: 2 Power: 3 Range: 3 Mobility: 4 Technique: 4
950 Stamina 925 Stun
Throat chop into Palm Strike
- P+K: Gouka chops her opponent in throat with her left hand and follows it up with a powerful palm strike to the sternum
Trip/Back Chop Combination
- B+P+K+motion: Gouka trips her opponent with her right leg and chops them at the base of the spine of their lower back
- D+ MK (In Air): Gouka executes a diving kick at the apex of her jump.
– F+ MK (overhead): Gouka hits her foe with a two hit axe kick. Slow startup but the attack is safe, -2 on block.
Seichu Nidan Tsuki
- F+PPP: Gouka strikes her opponent with a powerful dashing elbow strike that causes her foes crumple at her feet.
– MP+MK: Gouka assumes a defensive posture to counter her foes attack. If successful, Gouka teleports above her opponent and attacks them will falling knife hand chop to the head. Resembles a less powerful version of the Misogi. B+MP+MK counters jump in attacks. D+MP+MK counters low attacks. Nullifies projectile attacks but the counter portion of the attack only applies to physical attacks.
Ken No Michi
(Way of the Fist)– HP+HK: Gouka focuses her rage and is consumed by the Satsui No Hado. Increasing the potency of all of her special attacks She also gains access to her ultimate technique. The Messatsu Goshoken
- Tsumetai Goshoken gains armor on frame 1. Damage and Stun out put increased. (20 damage/30 stun) HP version causes a hard knockdown.
- Hyakkishu gains projectile invincibility on frame 3. EX gains complete projectile invincibility
- Hyakki Gojin is now an overhead attack.
- Gorai Shoryuken gains full startup invincibility. EX now causes juggle state.
- Shakunetsu Jiraiken causes a hard knockdown. EX version causes a ground bounce. Damage and Stun out put increased. (10 damage/20 stun)
- Tatsumaki Zankukyaku LK, MK gain enhanced juggle properties. LK (Sends the opponent higher into the air) MK (Juggles like the Non V-Trigger LK Tatsu) HK (Receives 15damage/25 Stun Buff) EX(Range of the Vacuum Effect Increases, Opponent is locked into the attack after the initial guaranteeing that all 8 hits land, Gains an additional juggle point)
- Tatsumaki Gorasen gains full projectile invincibility and armor on frame 3, LK and MK(Startup Reduced by 2F), HK (Startup Reduced by 1F)
V-Gauge does not drain slowly over time. Gouka can perform 4 enhanced projectiles before her gauge is completely drained. 3-bar V-Trigger
-QCB + P: Charging palm strike that engulfs her opponent in tremendous cold. Distance traveled is determined by the strength of the punch button. LP (Point blank, fully projectile invincible), MP(Half Screen, Projectile Invincible after 3F), HP (¾ Screen, Projectile Invincible after 3F). EX(Projectile Invincible, Causes a Crumple State)
Hyakkishu -HCF +P (Demon Flip): Gouka does a forward rolling jump towards her opponent with various follow ups, punch strength determines distance/angle. Goes over projectile attacks. EX (Gains projectile invincibility on frame 3)
- Hyakki Gozan (no input) Gouka performs a sliding sweep kick
- Hyakki Gojin +K Gouka performs a dive kick similar to the Debiru Kujinkyaku
- Hyakki Gosai +LP+LK Gouka hits her opponent with backflip knee followed up by a chop to the neck
- Hyakki Gotsui +LP+LK Gouka grabs her airborne opponent by head and drives them into the ground
-F,D,DF+ P (Roaring Thunder Dragon Fist): Gouka focuses her ki around her fist, generating a powerful electric aura, before striking with a devastating rising left uppercut. High stun, moderate damage, slow recovery, crush counterable. LP(3F Startup, Throw Invincible) MP (4F Startup, Invincible to Airborne Attacks), HP (6F Startup, Strike/Projectile Invincible from frame 3), EX (3F Startup, Full Startup Invincibility)
- F,D,DF + K: (Scorching Heat Landmine Fist) Gouka jumps into air, slamming her fist in the ground and engulfing her foe in flames. EX (Hit's Overhead)(Her version of Oni's Sekisei Jiraken)
-QCF +K: Gouka executes a horizontally traveling rapid spinning kick attack. All version of this attack are projectile invincible. LK (2hits, Causes Juggle State) MK (3hits, Causes Limited Juggle State), HK (4 hits, Knocks Down) EX (Messatsu Zankukyaku. 8 hits, Vacuum Effect, Causes Juggle State)
- HCB+ K: (Anti Air) Rising spinning kick attack. No start up invincibility, fast recovery high damage, not crush counterable. Does more damage than the Gorai Shoryuken but less stun. LK (5F Startup, 4hits) MK (6F Startup, 5hits) HK (7F Startup, 6hits), EX (5F Startup, 8hits, Strike/Projectile Invincible from frame 3, Causes Juggle State, Crush Counterable)
Messatsu Go Hado
-QCFx2 + P (projectile attack): Gouka focuses the power of the Satsui No Hado into a powerful scorching 8 hit hadoken. (350 damage point blank, 320 damage sweep distance or greater), punch button determines the speed of the projectile)
- Messatsu Go Zanku-QCFx2 + P (in air) (projectile attack): Two handed air fireball. Air version of the Messatus Go Hado. Does less damage. (300 damage, punch button determines the angle of the projectile)
- Messatsu Go Shoha-QCBx2 +P (Anti Air)(projectile attack): Anti air version of the Messatsu Go Hado, Gouka fires a powerful Hadoken directly upward, only hits jumping opponents. (330 damage)
-QCBx2 + P: Gouka's ultimate technique. This is a powerful charging palm strike. Gouka travels forward at blinding speed, hitting her opponent with an open palm strike to the sternum, after the strike connects she sends a tremendous amount of Ki through her opponents chest (2hits 400 damage) Similar effect to the Psycho Punisher but more violent.
Reasons to be in SFV:
Gouka has sequestered herself in the wilderness of Japan for years. Living off the land, she hasn't seen anyone since she left father's seemingly lifeless body with her mother. Gaining a master over Satsui No Hado while still maintaining her since of self, she leaves her makeshift residence behind. Focusing her mind, she senses a gathering of powerful foes. She knows her target will feel their presence as well. So she waits for him to appear. She will have her reckoning.
Iro - The Personification of Hera
Name: Iro (Personification of Hera)
Nickname: The Veiled Goddess
Ethnicity: Greek (?)
Height: 6ft 2in(1.85m)
Weight: 176 lbs. (80kg)
Hometown: Rhodes (Rhodes City, Island of Rhodes)
Appearance: Iro is statuesque woman in supreme physical condition. She has curly, sandy brown hair that is waist length. Her eyes are emerald green and her legs are 40 inches (Just over 1m) long. Iro has an olive complexion. Her attire is essentially of Women's MMA gear. She sports a ivory colored top/sports bra with gold accents along with ivory colored shorts with gold accents. She doesn't wear gloves nor shoes. Iro also has an ivory headband that covers her forehead*.
Likes: Nature, Languages (She speaks most known languages), Reading, Ancient Architecture
Dislikes: High Heels (She's already tall), Condescending People,Callousness
Fighting Style: Veiled Pankration
Tone: Iro has had limited contact with the outside world. Which makes her curious and inquisitive. Her friendly demeanor can quickly turn sour in the face of rude behavior.
Origins: Currently residing in Rhodes, Iro moved frequently throughout her life. Living on various islands in homes with impeccable sight lines and quick egress points. Although, they never spoke of it. It was clear to her that her parents were constantly on the run. Since she has been able to talk, her parents have brought in the finest tutors to educate her. This also holds true for her martial capabilities. Trained to her physical limits and studying until mental exhaustion daily. Through this rigid lifestyle she was able to master the Armor of Gaea** and the Blades of Themis*** two of the 66 Secret Arts described to Iro by her parents. After mastering those two arts, her parents placed her in the care of Antreas, the family steward, and sent her to the island of Rhodes.
Her Rival: Urien
Attributes: Health: 4 Power: 2 Range: 4 Mobility: 3 Technique: 4
1025 Stamina 1025 Stun
Fall from Grace - P+K: (In Air): : Iro catches her opponent by the throat and slams them into ground.
Athenian Spike - P+K: (Iro grabs her opponent, lifts them over her head and drives them head first into the ground while falling to her knees) Essentially a more vicious version of the Tombstone Piledriver
Reverse Athenian Spike - B+P+K: ( Iro grabs her opponent, lifts them over her head, turns in the opposite direction, and then drives them head first into the ground while falling to her knees) backthrow version of her forward throw
Amazon Headbutt – F+ HP (Hit Grab): Iro extends both of her arms, grabs them by the head, and hits them with headbutt
Earthen Hammer – F + MP (Overhead): Iro clasps her hands together, pulls them back overhead and slams them down on her opponent
Gail Heel – F+ MK: A quick push kick to the abdomen
Titan's Wall - F+PPP: A quick striking shoulder charge that knocks her opponent across the screen
Gust Lariat – MP+MK : A clothesline punch. Can be charged. Uncharged version does not knockdown. Fully charged version knocks down and side switches at point blank range. (Similar to Gill's Cyber Lariat)
Armor of Gaea: Iro's body becomes as hard as stone. She takes no white life damage during her V-Trigger. Cyclokinesis now hit her opponent twice and puts them in a juggle state if landed at point blank range. All of her strike based specials gain 1 hit of armor (from frame 3 on) and a 10% damage buff. All of her normals gain a 5% damage buff. 3 bar V-Trigger
Cyclokinesis - QCF + P: Wind Ki based projectile. Iro generates a ball of cyclonic (wind) ki and fires it at her opponent. Moderate recovery time. The properties are determined by the strength punch. LP (Horizontal Slow Moving, MP (Horizontal Fast Moving, HP 45(° Angle Moderate Speed).
Summit Avalanche - HCB+ K (Command Hit Grab): Iro charges her opponent, grabs them by the neck with her left hand, lifts them over her head and slams them into the ground. The strength of the punch button determines the distance traveled
Meteor Strike - HCB + P: (Overhead) Iro somersault's forward and strikes with a powerful overhead punch. Punch determines distance. EX version is projectile invincible.
Turbulent Assault - HCF+ K: Iro charges her opponent, strikes them with a side kick to the abdomen, and follows up with a rapid succession of kicks to the ankle, knee , hip, and finally a kick to the chin which causes a juggle state. The strength of the kick button determines the distance traveled
Blades of Themis - HCFx2+P: One of the 66 Secret Arts. Iro strikes her opponent with a powerful bladed punch to the sternum. Upon impact, her opponent is surrounded by twelve wind based ki attacks resembling the blades of a sword. These ki attacks converge on her opponent in unison inflicting massive damage.
Reasons to be in SFV:
Iro's parents along with her adopted sister Dimitra**** were slain shortly after she was placed in Antreas care. Unbeknownst to Antreas, Iro has been investigated the murder of her family. All of her leads point to a mysterious man with white hair and a jewel in his forehead.....
* Iro's headband conceals a green gem in her forehead. This glows upon activation of her V-Trigger and during her critical art.
** Gaea is the greek goddess of earth
*** Themis is the Titan goddess of divine law and order
****Iro's doesn't know that Dimitra was adopted as her body double. While Iro was sequestered away in the family estate only leaving the grounds when they were moving to another location. Dimitra has allowed to go out in public. They also had a green gem implanted in her forehead. They tipped off the Illuminati to their location after Iro was sent away. In their eyes, they were finally granting their daughter her freedom.