The Character Concept Thread

Darc RequiemDarc Requiem The Light Emitting DarknessJoined: Posts: 8,238
edited September 17 in Street Fighter V
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)

Sex: Female

Ethnicity: Japanese (Born in Hong Kong)

Height: 5ft 7in(1.70m)

Weight: 145 lbs. (66kg)

B/W/H: 35-23-36(89cm-59cm-92cm)

Hometown: Hong Kong

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

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

Dislikes: Sagat, Cooking, Losing

Fighting Style: Buraiken (Go Hibiki's style)

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

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

Her Rival: Laura

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

1000 Stamina 1000 Stun

Throws:

Tomoe Nage - 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)

Unique Attacks:

Sokutougeri
– F+ MK: A single hit side kick

Hyouchuuwari – F+MP (A single hit overhead champ)

V-Skill:

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

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

V-Trigger:

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

Specials:

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

Critical Art:

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

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).

Berengár Madeira - The Adroit Lynx (O Lince Habilidos)
Name: Berengár Madeira

Nickname: The Adroit Lynx (O Lince Habilidos)

Sex: Male

Ethnicity: Portuguese

Height: 5ft 10in(1.78m)

Weight: 170 lbs. (77kg)

B/W/H: 42-32-35(112cm-82cm-89cm)

Hometown: Braga, (Minho Province) Portugal

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

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

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

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

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

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

His Rival: Vega

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

950 Stamina 950 Stun

Throws:

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.

Unique Attacks:

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.

V-Reversal:

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

V-Skill:

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

V-Trigger:

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

Specials:

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)

Critical Art:

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
Name: Cain

Nickname: The Enigmatic CEO

Sex: Male

Ethnicity: Unknown (Swiss?)

Height: 6ft 6in (1.98m)

Weight: 256lbs (116kg)

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

Hometown: Zurich, Switzerland

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

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

Dislikes: Secret Society, Meddlers, Juri

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

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

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

His Rival: Gill

Attributes:

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

925 Stamina 975 Stun

Throws:

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

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

Unique Attacks:

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

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

V-Reversal:

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

V-Skill:

Deadly Talon
- MP+MK: Cain executes a 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.

V-Trigger:


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

Specials:

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

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

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

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

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

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

Critical Art:

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

Reasons to be in SFV:

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

Side Note:

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

Dimitra - The Vengeful Fury
Name: Dimitra

Nickname: The Vengeful Fury

Sex: Female

Ethnicity:
Macedonian

Height: 6ft 0in(1.83m)

Weight:
 165 lbs. (75kg)

B/W/H:
 36-27-36(92cm-68cm-92cm)

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

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

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

Dislikes:
Her Foster Parents, Deceitful People, Urien

Fighting Style:
Gaean Pankration

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

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

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

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

Her Rival:
 Urien

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

1000 Stamina 1000 Stun

Throws:


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

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

Unique Attacks:


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

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

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

V-Reversal: 


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

V-Skill:

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

V-Trigger:

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

Specials:

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

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

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

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

Critical Art
:

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

Reasons to be in SFV:

Dimitra has spent the last several years training with an intensity and focus that she never had before. She relives the her near death and the lost of her family every night in her dreams. Wondering if she had taken Alexandro's teachings more seriously if she would have been able to save them 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)
Name: Gouka (Powerful Flower)

Nickname: The Mistress of Hado

Sex: Female

Ethnicity: Japanese

Height:
5ft 9in(1.75m)

Weight:
150 lbs. (68kg)

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

Hometown: Unknown, Japan

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

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

Dislikes: Her Uncle, Dishonor

Fighting Style: Ansatsuken (Mu No Hado)

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

Origins:

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

Her Rival: Akuma

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

1000 stamina 1000 stun

Throws:

Palm Strike/Back Chop Combination - 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

Unique Attacks:

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

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

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

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

V-Reversal:

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

V-Skill:


Goshoken – MP+MK: Gouka hits her foe with a precise palm strike that causes a soft knockdown. Projectile invincible from frame 3. Looks nearly identical to Gouken's LP Senkugohoha.
  • Zanku Gosho- MP+MK: (In Air): Gouka strikes with a palm strike from her forward jump. The attack nullifies projectiles from frame 3.
V-Trigger:

Hado No Michi (Way of the Hado)– HP+HK: Gouka focuses and gains peerless control over Mu No Hado. All of her projectile attacks are in enhanced. Gains access to her ultimate technique. The Raijin Shoryuken
  • Go Hadoken startups and recover 1f faster. LP Go Hadoken travels 10% slower. HP Go Hadoken travels 10% faster. Go Hadoken can also be charged into a 2 hit projectile that doubles it damage/stun. EX Go Hadoken becomes Kinite Hadoken.
  • Shakunetsu Hadoken gains full startup invincibility and a 20 damage/30 stun buff. EX version causes a juggle state.
  • Zanku Go Hadoken can now be performed from neutral and back jumps. EX Zanku Go Hadoken becomes Kinite Zanku Hadoken.
  • Tsumetai Hadoken startups 5 frames faster, recovers 2f faster, and received a 15 damage/25 stun buff.

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

Specials:

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

Shakunetsu Hadoken
-F,D,DF +P (Forward, Down, Down Forward): (Anti Air) Gouka targets her opponents head with a large point blank projectile. Unlike the Go Hadoken, Gouka uses both of her hands to generate this attack. Punch button determines the startup and damage. 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)

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

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

V-Trigger Only

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

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

Critical Art:

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

V-Trigger Only

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

Reasons to be in SFV:
*

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

Gouka - The Mistress of Destruction (SFV - Satsui No Hado version)
Name: Gouka (World Destroying Conflagration)

Nickname: The Mistress of Destruction

Sex: Female

Ethnicity:
Japanese

Height: 5ft 9in(1.75m)

Weight:
161 lbs. (73kg)

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

Hometown:
Unknown, Japan

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

Likes: Solitude, Getting Stronger

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

Fighting Style: Ansatsuken (Satsui No Hado)

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

Origins:

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

Her Rival: Akuma

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

950 Stamina 925 Stun

Throws:

Throat chop into Palm Strike - 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

Unique Attacks:

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

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

V-Reversal:

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

V-Skill:

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

V-Trigger:

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

Specials:

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

Hyakkishu -HCF +P (Demon Flip): Gouka does a forward rolling jump towards her opponent with various follow ups, punch strength determines distance/angle. Goes over projectile attacks. EX (Gains projectile invincibility on frame 3)
  • Hyakki Gozan (no input) Gouka performs a sliding sweep kick
  • Hyakki Gojin +K Gouka performs a dive kick similar to the Debiru Kujinkyaku
  • Hyakki Gosai +LP+LK Gouka hits her opponent with backflip knee followed up by a chop to the neck
  • Hyakki Gotsui +LP+LK Gouka grabs her airborne opponent by head and drives them into the ground

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

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

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

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

Critical Art:

Messatsu Go Hado
-QCFx2 + P (projectile attack): Gouka focuses the power of the Satsui No Hado into a powerful scorching 8 hit hadoken. (350 damage point blank, 320 damage sweep distance or greater), punch button determines the speed of the projectile)
  • Messatsu Go Zanku-QCFx2 + P (in air) (projectile attack): Two handed air fireball. Air version of the Messatus Go Hado. Does less damage. (300 damage, punch button determines the angle of the projectile)
  • Messatsu Go Shoha-QCBx2 +P (Anti Air)(projectile attack): Anti air version of the Messatsu Go Hado, Gouka fires a powerful Hadoken directly upward, only hits jumping opponents. (330 damage)

V-Trigger Only

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

Reasons to be in SFV:*

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

Iro - The Personification of Hera
Name: Iro (Personification of Hera)

Nickname: The Veiled Goddess

Sex: Female

Ethnicity: Greek (?)

Height: 6ft 2in(1.85m)

Weight:
176 lbs. (80kg)

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

Hometown:
Rhodes (Rhodes City, Island of Rhodes)

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

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

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

Fighting Style:
Veiled Pankration

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

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

Her Rival: Urien

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

1025 Stamina 1025 Stun

Throws:

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

Unique Attacks:


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

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

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

V-Reversal:


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

V-Skill:

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

V-Trigger:

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

Specials:

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

Summit Avalanche - HCB+ K (Command Hit Grab): Iro charges her opponent, grabs them by the neck with her left hand, lifts them over her head and slams them into the ground. The strength of the punch button determines the distance traveled

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

Critical Art:


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

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.

Ismaya - Nature's Untouchable Ranger
Name: Ismaya

Nickname:
Nature's Untouchable Ranger

Sex: Male

Ethnicity: Indonesian

Height:
5'7”(1.70m)

Weight:
146lbs (66kg)

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

Hometown: Bandung, Indonesia

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

Likes:
Nature, Animals, Dancing, Karedok

Dislikes:
Poachers, Bullies

Fighting Style:
Pencak Silat

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

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

His Rival:
Rashid

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

1025 Stamina 925 Stun

Throws:

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

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

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

Unique Attacks:

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

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

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

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

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

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

V-Reversal:


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

V-Skill:


Macaque Cartwheel
– MP+MK: Ismaya cartwheels forward or backward. Cartwheel is projectile/strike invulnerable from frame 3. MP+MK cartwheels forward. B+MP+MK Cartwheels backward.
  • Macaque Strike – P: (From Forward Cartwheel): Ismaya cartwheels into a flying left elbow attack. -6 on block
  • Macaque Blow – K: (From Backward Cartwheel): Ismaya flips into a double footed flying kick. – 6 on block

V-Trigger:

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

Specials:


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

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

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

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

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

Critical Art:

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

Reasons to be in SFV:


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


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

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  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    edited September 9
    (Reserved for Concepts of Existing Characters)

    Azam - The Arabian Sandstorm
    Name: Azam

    Nickname: The Arabian Sandstorm

    Sex: Male

    Ethnicity: Emirati

    Height: 7ft 2in (2.19m)

    Weight: 319lbs (145kg)

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

    Hometown: Abu Dhabi, U.A.E

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

    Likes: Youth, Traditions, Pro Wresting, Rashid

    Dislikes: Disordered Wording

    Fighting Style: Wind Wrestling

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

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

    His Rival: Zangief (friendly)

    Attributes: Health: 4 Power: 4 Range: 3 Mobility: 2 Technique: 3
    1025 Stamina/1025 Stun

    Throws:

    P+K – Sand Splittler: Azam lifts his opponent over his head and slams them down onto his knee (back breaker)

    B+P+K – Gust Suplex: Azam grab his foes and tosses them behind him with a belly to back release suplex.

    Unique Attacks:

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

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

    V-Reversal:

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

    V-Skill:

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

    V-Trigger:

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

    Specials:

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

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

    Dust Devil – F,D,DF +P: (Anti-Air): Azam extends his arms outward while creating a waist high vortex. He then rises into the air with a powerful spinning double lariat. LP (7f startup, 3 hits) MP (8f startup, 4 hits), HP (9f startup, 5 hits)

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

    Critical Art:

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

    Reasons to be in SFV:

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

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

    Cody - The Fallen Hero
    Name: Cody Travers

    Nickname: The Fallen Hero

    Sex: Male

    Ethnicity:
    American

    Height: 6ft 0in (1.83m)

    Weight: 220lbs (100kg)

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

    Hometown:
    Metro City, USA

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

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

    Dislikes: Edi E., Boredom

    Fighting Style: Street Fighting

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

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

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

    1000 Health/1025 Stun

    Throws:

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

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

    Unique Attacks:

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

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

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

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

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

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

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

    V-Reversal:

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

    V-Skill:

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

    V-Trigger:


    Unleashed
    – HP+HK: Cody throws off his cuffs and orange over shirt. Now resembling his “Hero of Metro City” look, he fights at his full potential. All of his attacks, both normals and specials, are buffed making new combos possible. Zonk Knuckle is -3 block and can be made safe if properly spaced. 3-bar V-Trigger Permanent

    Specials:

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

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

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

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

    Critical Art:


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

    V-Trigger Only

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

    Reasons to be in SFV:

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

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

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

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

    Elena - Earth's Joyous Rhythm
    Name: Elena

    Nickname: Earth's Joyous Rhythm

    Sex: Female

    Ethnicity: Kenyan

    Height: 6'1”(1.85m)

    Weight: 144lbs (109kg)

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

    Hometown: Nairobi, Kenya

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

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

    Dislikes: Damage to the environment

    Fighting Style: Capoeira

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

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

    Her Rival:
    Laura (friendly)

    Attributes: Health: 2 Power: 2 Range: 5 Mobility: 3 Technique: 3
    925 stamina 975 stun

    Throws:

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

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

    Unique Attacks:

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

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

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

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

    V-Reversal:


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

    V-Skill:

    Hand Stance – MP+MK: Elena performs a handstand that can be followed up with two different attacks or canceled with a back dash.
    • Ostrich Head – P : Elena springs forward with a double legged kick that strikes low
    • Giraffe Neck – K : Elena crashes her legs down on her foe with 2 hit overhead attack

    V-Trigger:


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

    Specials:


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

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

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

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

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

    Critical Art:


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

    Reasons to be in SFV:

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

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

    Gill - The New Age Messiah

    Name: Gill

    Nickname: The New Age Messiah

    Sex: Male

    Ethnicity: Unknown (Greek?)

    Height: 6ft 10in (2.08m)

    Weight: 311lbs (141kg)

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

    Hometown: Unknown (Mediterranean?)

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

    Likes: Order, Utopia, Loyalty, being called Savior

    Dislikes: Disobedience, Urien

    Fighting Style: Secret Society Secret Arts

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

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

    His Rival: Urien

    Attributes:

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

    800 Stamina 1100 Stun

    Throws:

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

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

    Unique Attacks:


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

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

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

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

    V-Reversal:


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

    V-Skill:

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

    V-Trigger:

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

    Specials:

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

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

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

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

    Critical Art:


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

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

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

    Side Note:


    -DO NOT LET HIM USE HIS V-TRIGGER
    -Tried to figure out a way to make Gill playable, balanced, but still formidable.
    -His V-Trigger had to be a good attack since unlike every other character in the game. He is not guaranteed a V-Trigger purely by taking damage.

    Gouken - The Master of The Void
    Name: Gouken

    Nickname: The Master of The Void

    Sex: Male

    Ethnicity: Japanese

    Height: 6'2”(1.88m)

    Weight: 240lbs (109kg)

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

    Hometown: Unknown, Japan

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

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

    Dislikes: Mosquitos, Satsui No Hado, Akuma

    Fighting Style: Ansatsuken (Mu No Hado)

    Tone: Gouken is a serious man with tremendous focus

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

    His Rival: Akuma

    Attributes:
    Health: 4 Power: 4 Range: 3 Mobility: 2 Technique: 5
    1025 stamina 1025 stun

    Throws:

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

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

    Unique Attacks:

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

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

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

    V-Reversal:

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

    V-Skill:

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

    V-Trigger:

    Mu No Hado – HP+HK: Gouken centers himself and gains enough focus to unleash the true power of the void. Gohadoken's become two hits uncharged. Charged Gohadoken's are now three hits. EX Gohadoken's become Denki Hadoken (Electric) and deal additional stun damage. Charged EX Denki Hadoken's become Denjin Hadoken'. Each level of charge costs additional meter. 1 bar 120damage/200 stun, 2 bars 180 damage, 300 stun, 3 bars 240damage/400 stun (unblockable, depletes V-Gauge) Senkugoshoha gains armor on frame 3. EX Senkugoshoha gains armor on frame 1. Non Ex Tatsumaki Gorasen hits crouchers. Each enhanced attack drains V-Gauge. V-Gauge bar only drains from using enhanced specials. 4 enchanced specials per V-Trigger unless otherwise noted. 3-bar V-Trigger

    Specials:

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

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

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

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

    Zankuu Tatsumaki Senpukyaku – QCB+ K (In Air) Gouken executes a horizontal Tatsumaki Senpukya from a forward jump. Single hit. EX version's direction can be controlled by the player and has no height restriction.
    • Hyakkishu -HCF +K: Gouken does a forward rolling jump towards his opponent with various follow ups, punch strength determines distance/angle (Demon Flip)
    • Hyakki Gozan (no input) Gouken performs a sliding sweep kick
    • Hyakki Gojin +K Gouken performs a dive kick similar to the Tenma Kujinkyaku
    • Hyakki Gosai +LP+LK (grab) Gouken hits his opponent with backflip knee followed up by a chop to the neck
    • Hyakki Gotsui +LP+LK (air grab) Gouken grabs his airborne opponent by head and drives them into the ground

    V-Trigger Only

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

    Critical Art:

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

    V-Trigger Only

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

    Reasons to be in SFV:

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

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

    Ingrid - The Embodiment of Sól
    Name: Ingrid Sólbjörnsdóttir

    Nickname: The Embodiment of Sól

    Sex: Female

    Ethnicity: Icelandic

    Height: 5ft 10in(1.79m)

    Weight: 141 lbs. (64kg)

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

    Hometown: Húsavík, Iceland

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

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

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

    Fighting Style: Hnefi Sólarinna(Fist of the Sun)

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

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

    Her Rival:
    Necalli

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

    950 Stamina 950 Stun

    Throws:

    Sunset - P+K: Ingrid grabs her opponent by the shoulders, puts her right leg behind her opponents legs, and shoves her opponent to the ground with her right arm

    Solar Wind - B+P+K: Ingrid grabs her opponent by the wrist and tosses them over her head and behind her

    Unique Attacks:


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

    V-Reversal:

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

    V-Skill:

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

    V-Trigger:

    Ljós Sólarinnar(Light of the Sun): Ingrid is surrounded by a “Solar Aura”. The recovery frames on her projectiles is reduced. The juggle potential of her projectiles and special attacks is increased. 3 bar V-Trigger

    Specials:

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

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

    Sól Embrace
    -HCB+ P (Command Grab): Ingrid grabs her opponent by the neck with both hands and channels ki through her hands engulfing them in flames

    Sól Flare
    - QCF + K: (Strikes Low) Ingrid hits her a opponent with a sliding low kick. Kick button determines distance

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

    Critical Art:

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

    Reasons to be in SFV:*

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

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

    Joe - The Rogue Star
    Name: Joe

    Nickname: The Rogue Star

    Sex: Male

    Ethnicity: American

    Height: 6'1 1/4”(1.86m)

    Weight: 167lbs (76kg)

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

    Hometown: Springfield, Missouri

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

    Likes: Star Shaped Things, Fame, Victory, Trains

    Dislikes: Pickles, Defeat

    Fighting Style:
    Savate de Rue (French Kickboxing)

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

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

    His Rival: Dee Jay

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

    925 Stamina 950 Stun

    Throws:

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

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

    Unique Attacks:


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

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

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

    V-Reversal:

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

    V-Skill:


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

    V-Trigger:

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

    Specials:

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

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

    Rolling Sobat
    – QCB+K: Joe's signature attack. He jumps forward with a quick spinning kick. Goes over low attacks. All version knock down. Distance determined by the kick button pressed. HK version juggles in the corner. EX (Causes juggle state. Gains armor on frame 3)

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

    Critical Art:

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

    Reasons to be in SFV:


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

    Juli - The Fractured Soul
    Name: Julia (Juli)

    Nickname: The Fractured Soul

    Sex: Female

    Ethnicity: German

    Height: 5ft 5in(1.65m)

    Weight: 137 lbs. (62kg)

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

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

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

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

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

    Fighting Style: Shadaloo Assassination Techniques/Soul Power

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

    Origins:

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

    Her Rival: Juni (Friendly)

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

    975 Stamina 925 Stun

    Throws:

    P+K: Shoulder Toss (Bison's Forward Throw)

    B+P+K: Full Nelson Back Suplex

    Unique Attacks:

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

    V-Reversal:

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

    V-Skill:


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

    V-Trigger:

    Restored Soul – HP+HK : Julia wipes away her doubts, fears, and taps into her new found potential. She can now cancel Soul Impact into Soul Banish. Soul Spike gains start up invincibility. Sniping Arrow gains enhanced juggle properties allowing for new combos. Uncanceled Soul Banish causes a hard knockdown. Julia can perform four enhanced attacks. Each attack depletes her V-Guage. 2-Bar V-Trigger

    Specials:

    Soul Shot-QCF + P: Soul Power version of Bison's Pyscho Shot. The punch button determines the speed of the projectile. Quick startup and recovery. Low damage but relatively large projectile.

    Soul Banish
    -F,D,DF +P (Forward, Down, Down Forward): (Overhead) An Soul Powered version of M.Bison's Psycho Banish for the CvS series

    Soul Impact- HCB + P: A Soul Powered right uppercut followed by A Soul Powered overhand left. (Soul Powered Version of Bison's Psycho Impact from the CvS series.

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

    Soul Spike- F,D,DF+ K: (Anti-Air)Variation of the Cannon Spike, slower start up, higher damage. Juli spins to perform a Cannon Spike with her back leg. (Cammy uses her lead leg) EX has startup invincibility

    Critical Art:

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

    Reasons to be in SFV:*

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

    Juni - The Amnesiac Agent
    Name: Juni

    Nickname: The Amnesiac Agent

    Sex: Female

    Ethnicity: Swedish*

    Height: 5ft 3in(1.60m)

    Weight: 128 lbs. (58kg)

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

    Hometown: Örebro,Sweden*

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

    Likes: Cammy, Delta Red, Juli, Cats

    Dislikes: Small spaces, Dogs

    Fighting Style: Shadaloo Assassination Techniques

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

    Origins:

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

    Her Rival: Juri

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

    925 Stamina 925 Stun

    Throws:

    P+K: STO (Clothesline leg sweep)

    B +P+K+motion: Half Nelson Back Suplex

    Unique Attacks:

    Falling Arc (Over Head): F+MK

    V-Reversal:

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

    V-Skill:

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

    V-Trigger:

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

    Specials:

    Sliding Arrow- (charge)B,F + K: Juni focuses her ki and quickly strikes with a blazing fast sliding kick. Kick bottom determines distance. Passes under projectiles. Must be blocked low.

    Rising Arrow-(charge)D,U +K: (anti-air) A vertical striking version of the Spiral Arrow, excellent anti cross up tool. Lacks the horizontal range of the Cannon Spike. EX has full startup invincibility

    Falling Arrow-QCF+K (in air): dive kick button strength slightly alters the kick angle of attack

    Mach Slide-QCF+K: A quick forward teleport. Distance is determined by the strength of the kick. Projectile invincible. Strike Invincible from frame 3.

    Mach Driver-360°+ P: Juni grabs her opponent, jumps into high into the air, rolls forward multiple times before driving them into ground with both feet.

    Mach Interceptor-360°+ P (in air): Juni grabs her opponent out of the air, rolls forward multiple times before driving them into ground with both feet.

    Critical Art:

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

    Reasons to be in SFV:*

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

    *I know Capcom lists Juni's origins as Germany. I changed it to Sweden because Juni is a Swedish girl's name.

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

    Mike - The Cunning Counter Puncher
    Name: Mike

    Nickname: The Cunning Counter Puncher

    Sex: Male

    Ethnicity: American

    Height: 6'3 1/2”(1.92m)

    Weight: 218lbs (99kg)

    B/W/H: 49-34-36(125cm-86cm-91cm)

    Hometown:
    Oklahoma City, Oklahoma

    Appearance: Mike has short black hair cut into a close cropped fade and brown eyes. He wears a red sleeveless shirt that is tucked into his blue jeans and white high top sneakers. Mike wears a gold rope chain around his neck and a gold tooth. His hands are wrapped in white tape and his jeans are secured with a silver buckled belt.

    Likes:
    Family, Cars, Football, Helping Kids

    Dislikes:
    Injuries, Paparazzi

    Fighting Style: Boxing (Philly Shell)

    Tone: Mike is generous man that uses the fame and fortune he gained as boxing champion to help others.

    Origins:
    Growing up in poverty, Mike resorted to thievery to help provide food for his family. He didn't like the feeling of being hungry as a child and refused to let his younger sister experience the same thing. As a juvenile, Mike finally got caught. While he was incarcerated, he took up boxing. He was actually quite good at it. Catching the eye of US Olympic Boxing coach. To the surprise of even his coach, Mike earned a gold medal. He quickly turned pro, using the money to provide for his mother and sister. After the heavyweight champions opponent had to drop out their fight due to injury, Mike was tabbed as his replacement. His gold medal and inexperience made the fight an easy sell to the public and seemingly easy task for the champion. He was underestimated and stunned the boxing world by becoming champion at just 21 years of age. Mike would hold the title for 3 years before losing the title to Balrog in thrilling fight that saw him lose via TKO in 12th round. All three judges had Mike up 106-103 going into the 12th Round. Mike would the stun the boxing world by retiring at age 24. Having made a fortune in boxing, Mike would return to Oklahoma to open a community center. A place where he'd spend his free time teaching kids how to box and organizing charities to help the disadvantaged youths.

    His Rival: Balrog (Boxer)

    Attributes: Health: 3 Power: 2 Range: 3 Mobility: 4 Technique: 4
    975 Stamina 1025 Stun

    Throws:

    One, Two, Three – LP+LK: Mike clinches with his opponent and strikes them with two quick body shots, followed by short uppercut.

    Chin Check
    – B+LP+LK: Mike clinche with his opponent, rotates 180 degrees, and floors them with an uppercut to the chin.

    Unique Attacks:

    Check Hook – B+MP: Mike throws an evasive hook punch that lands as his foes sails past him. This causes a side switch.

    Bolo Punch – F+MK: Mike hits his opponent with a quick circular arm punch.

    V-Reversal:

    Buzzing Cross – F+KKK: Mike stun his foe with a swift cross to the face that leaves the opponent standing

    V-Skill:

    Butterfly Shuffle– MP+MK: Mike bob and weaves to evade his opponents attack. V-Gauge builds with each successful wave. Has two optional follow ups.
    • P – Lifting Stinger : Mike executes a swift uppercut that knocks his opponent into the air. -7 on block
    • K – Sweeping Stinger: Mike performs a quick hook punch to his foes knees knocking them down. Hard knock down -9 on block

    V-Trigger:

    Sweet Science – HP+HK: Mike gains enhanced mobility and the ability to chain together his normal attacks and some special attacks. This allows him to string together longer combinations to compensate for his low damage. Each chain combo drains he V-Gauge. V-Gauge only drains when a chain combo is used. His faster forward and backward dashes do not drain his V-Gauge. He can perform a Triple Stinger at the cost of his entire V-Gauge. Triple Stinger turns Variable Stinger into a Rekka style attack allowed the player to perform an Overhand Stinger, Abdomen Stinger, and Cranial Stinger in succession. The motion for the attack must be inputted for each Stinger. 240 damage/240 stun Triple Stinger can only be performed with a full V-Gauge. 3-Bar V-Trigger

    Specials:

    Stinging Swarm – QCF+P : Mike treats his opponents head like as speed bag. He rolls his fists quickly, rapidly stinging his foes face with repeated punches. LK (4hits, - 2 on block, leaves opponent standing) MK (5hits, -4 on block, causes soft knockdown), HK (6 hits, -6 on bock, causes juggle state in corner only) EX(8 hits, -3 on block, causes juggle state)

    Stinging Blow – QCB+P: Mike staggers his foe with a precise dashing hook punch to the liver. Punch button determines the distance traveled. LP (stationary), MP(¼ screen), HP (½ screen), EX ( 1/3 Screen, Causes Crumple State)

    Variable Stinger – F,DF,F+P: Mike strikes his foes with one of his three signature techniques. Punch button determines the technique. EX Overhand Stinger causes a hard knock down, EX Abdomen Stinger is +3 on hit allowing for a follow up combo. EX Cranial Stinger does additional stun damage
    • LP – Overhand Stinger - (overhead) Mike strikes with a quick overhand right
    • MP- Abdomen Stinger - Mike slams his foe with a powerful uppercut to the stomach
    • HP- Cranial Stinger – Mike hits his foe with a lighting fast right hook to the temple

    Butterfly Block -QCB+K: Mike intercepts his opponents attack, leaving them vulnerable to a counter attack. Punch button determines the type of deflected. LK (Low), MK (Mid/High), HK (Jump In Attacks)

    Butterfly Float – QCB+K: (In Air): Mike changes the trajectory of his forward jump. LK(Short Back Dash), MK (Halts His Forward Momentum), HK (Forward Dash). All jump attacks can be performed after Butterfly Float. Whiffing or performing no follow up attack results in extended landing recovery frames. EX version does not have extended landing recovery frames. LK+MK(Short Back Dash), LK+HK (Halts His Forward Momentum), MK+HK (Forward Dash)

    Critical Art:

    Blinding Stinger – QCFx2+P : Mike strikes with a blisteringly fast combination of punches. Hitting his opponent with 10 hit left-right combination to the body, followed by right hook to the temple, and a left uppercut to the chin that sends them flying into the air. 12 hits total (10x20 damage, 1x50 damage, 1x100 damage) 350 damage total.

    Reasons to be in SFV:


    Mike was contacted by his former boxing promoter. He was able to get a rematch with Balrog sanctioned by the boxing commission. The chance for “The Cunning Counter Puncher” to avenge his only defeat against the “Crazy Buffalo” would do huge PPV numbers. While he is more than satisfied with career, Mike knows he could help a lot of kids with the money he'd earn in the rematch. “Clash vs. Crass 2: Redemption” live from the Golden Bullion in Las Vegas. Who will win the match of former champons? Tune in live on PPV.

    - Mike's boxing style is based more on speed and agility. The names of his special attacks are a nod to Muhammad Ali
    Post edited by Darc Requiem on
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    edited September 17
    (Original Characters - Part II)

    Kosmus - The Light of Máni
    Name: Kosmus Ingimundsson

    Nickname: The Light of Máni

    Sex: Male

    Ethnicity: Faroese

    Height: 6ft 3in(1.91m)

    Weight: 209 lbs. (95kg)

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

    Hometown: Tórshavn, Faroe Islands

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

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

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

    Fighting Style: Nevaleikur Mánans (Boxing of the Moon)

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

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

    His Rival: Ingrid (friendly)

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

    1000 Health/1000 Stun

    Throws:

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

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

    Unique Attacks:

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

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

    V-Reversal:

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

    V-Skill:

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

    V-Trigger:

    Fullmáni (Full Moon): Mani is surrounded by a “Lunar Aura”. The stun damage of all of his normal and special attacks receive a small increase. Light Attacks received a 5 stun damage buff. Medium Attacks receive a 10 stun damage buff. Heavy Attacks recieve a 20 stamina buff. Light Specials recieve a 10 stun damage buff, Medium Specials recieve a 20 stun buff, Heavy Specials receive a 30 stun buff .2 bar V-Trigger

    Specials:

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

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

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

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

    Waxing Crescent- QCF + K: (“Rekka attack”) Kosmus strikes with a roundhouse kick that generates a crescent blade of kick. This attack can be followed up twice by repeating the motion and has two different enders. One that hits high and the other that hits low. EX version has gains armor on frame 3.
    • QCF+K: Kosmus follows up with a crescent bladed kick
    • QCF+K: Kosmus ends the attack with a with a crescent powered spinning back kick that leaves his foes standing or
    • QCB+K: A sweeping crescent sweep kick that knocks his foe down.


    Critical Art:


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

    Reasons to be in SFV:

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

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

    -The Faroe Islands are autonomous country within the Kingdom of Denmark

    -Faroese is a language from the Old Norse family with similarities to Icelandic

    -Several of his techniques are Faroese words. Special thanks to Miðgarðsorm for his help.,I couldn't have done this without him.

    Lyra - The Soul Matriarch (Rose and Bison's master)
    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 (a few shades darker than her hair) elbow length gloves on each of her arms. Her dress, the same shade of light gray, is sleeveless, and knee length. It is low cut and the indigo crystal from her necklace nestles between her bosom. Lyra has a bejeweled golden belt around her waist that features a large circular belt buckle featuring another glowing indigo crystal. Seven smaller crystals of the same shade adorn the belt. She wears light gray leather dress shoes that are ankle high with a small heel.

    Likes: Fasolada(Greek white been soup), Swimming, UV Rays, Meditation

    Dislikes: Trahana (Greek soup)Psycho Power, Bison

    Fighting Style: Soul Power

    Tone: Lyra is the enigmatic master of Rose and Bison. Her true age is unknown but she looks not much older than Rose

    Origins: Lyra is a true master of Soul Power. A type of ki energy wielded by few. She sought to pass on her knowledge to the worthy. Lyra carefully vetted her students, looking for any hint of malice. Much to her dismay, it was one of her best and brightest students that became consumed with gaining power. He perverted her teachings and slaughtered nearly all of her pupils. Lyra used all of her power to shield her few remaining pupils from Bison's assault. She ordered them to scatter but Rose remained. She was determined to help her master put a stop to Bison's terror.

    Her Rival: Ed (She detects his Psycho Power and seeks him out)

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

    975 Stamina 1025 Stun

    Throws:

    P+K: Soul Fall : 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.

    B+P+K: Soul Tumble: Lyra wraps the torso of her foe in Soul Power. She pulls them toward her rapidly and quickly sweep kicks their legs causing them to tumble behind her..

    Unique Attacks:

    Soul Slice – F+MP(overhead): Lyra strikes her opponent with overhand Soul powered chop while advancing forward. A bladed strike version of Bison's Psycho Axe.

    Soul Glistró̱ – DF+MK: Lyra's version of Bison's famous slide. It's slower, doesn't travel quite as far, but is safe on block unless down point blank. Has to be blocked low.

    V-Reversal:

    Soul Repel – F+PPP : Lyra creates a small crystalline orb of Soul Power in between her and her foe. The orb explodes and sends them a full screen away

    V-Skill:

    Soul Quell – MP+MK : Lyra uses her soul power to create a brief force field around her that absorbs physical and projectile attacks. Can be performed in the air. Air version only absorbs projectile attacks. Slow start up leaves Lyra open to punishment at close range.

    V-Trigger:

    Soul Power– HP+HK : Lyra summons the full breadth of her Soul Power. Altering all of her special attacks. Soul Shard becomes Aura Soul Shard. Charged Aura Soul Shards now create two crystals for 100 damage. Soul Fragment becomes Aura Soul Fragment. Aura Soul Fragment can be performed with neutral, forward, and back jumps. EX Aura Soul Fragment generates 3 shards for 150 damage. Soul Shatter and Soul Fracture become Aura Soul Shatter and Aura Soul Fracture. Startup time reduced to 5f. Damage/Stun are increased by 15/25. Soul Remnant becomes Aura Soul Remnant. LK, MK, and HK versions gain armor on frame 3. Damage/Stun increased by 10/20, EX receives a Damage/Stun buff of 20/30. Only Aura Soul Fragments performed from a forward or back jump drain her V-Gauge faster. Otherwise her gauge slowly drains. 3-bar V-Trigger

    Specials:

    Soul Shard-QCF + P: Lyra manifests a crystalline shard of Soul Power and blasts it at her opponent. Punch button determines the angle of the projectile. LP (Horizontal). MP (30° Angle) HP (45° Angle) All projectiles have quick start up/recovery and deal 75 damage. Roughly half the size of Ryu's Hadoken. Can be charged to alter timing. Doesn't increase damage or durability. EX version is three shards(150 damage). LP+MP(Horizontal), LP+HP(30° Angle), MP+HP(45° Angle)

    Soul Fragment -QCF + P(in air): Lyra manifests a crystalline shard of Soul Power and blasts it at her opponent from the air. Can only be performed from a neutral jump. Punch button determines the angle of the projectile. LP(70° Angle). MP (60° Angle) HP (45° Angle) All projectiles have quick start up/recovery and deal 50 damage. Roughly half the size of Ryu's Hadoken. EX version is two shards(100 damage). LP+MP(70° Angle), LP+HP(60° Angle), MP+HP(45° Angle)

    Soul Shatter -360° +P(Command Grab) : Lyra strikes her opponent with an open palm strike to the chest entrapping them in a large Soul Power crystal. With her opposite hand, she creates an orb of Soul Power that she slams in the crystal, shattering it, causing an explosion that sends her foe hurtling across the screen. 6F start up. LP(most range, lowest damage, sends the opponent ½ screen away), MP(less range, higher damage, sends the opponent ¾ screen away), HP(least range, highest damage, sends the opponent full screen away) EX(most range, highest damage, opponent's place determined by the player. Hold Back (½ screen), Hold Down (¾ screen), Hold Forward (Full Screen)

    Soul Fracture- 360° +P(in air)(Command Grab): Lyra captures her opponent in a Soul Power field. She rotates them 180° turning them head first toward the ground. She then spiked them into the ground with great force. Punch determines through range, strength, and distant from her foe. 6F start up. LP(most range, lowest damage, sends the opponent ½ screen away), MP(less range, higher damage, sends the opponent ¾ screen away), HP(least range, highest damage, sends the opponent full screen away) EX(most range, highest damage, opponent's place determined by the player. Hold Back (½ screen), Hold Down (¾ screen), Hold Forward (Full Screen)

    Soul Remnant-HCB+ K: Lyra glows with a Soul Power aura as she executes and somersault kick that resembles a reverse version of Bison's Double Knee Press. LK (knocks down), MK(knocks ½ screen away) HK, (knocks into the air creating a juggle state), EX(invincible startup, knocks high into the air, creates a juggle state)

    Critical Art:

    Soul Sunderer-QCFx2 + PPP: Lyra strikes her foe with a powerful double palm strike, entrapping them in a large Soul Power Crystal. She then pulls her arms back and summons a dozen Soul Shards around the crystal. Lyra slams her hands together causing the shards to crash into the crystal creating a massive explosion.

    V-Trigger Only
    Aura Soul Satellite-QCFx2 +KKK: Lyra summons four crystalline spheres of Soul Power that orbit her body. Each sphere causes 45 damage. All the spheres only cause half the damage of Soul Sunderer (360 damage). However they can be uses in setups, create combos that are other wise not possible and can juggle even when the player has used up all the available juggle points.

    Reasons to be in SFV:

    Feeling Bison's defeat, Lyra finally thought she could rest easy. Her former ward's and his Psycho Power had finally been wiped out for good. However, she could fill small hint of Psycho Power in the world. A hint that was growing in strength with each passing day. Lyra wants to make sure that Bison and his Psycho Power are snuffed out once and for all.

    -Lyra is a constellation that contains the star Vega
    -Lyra is also female name of Greek origin. Hence the change of her hometown and inclusion of Greek dishes in her likes and dislikes. Corfu is located on island of the west coast of Greece and relatively close to Italy.

    -Lyra's is far older than she appears. She looks not much older than Rose and only her hair color hints at her age.

    -Lyra is a true projectile zoner. SFV frowns on that. I tried to figure a way for that play style to work in SFV. Given all the anti-projectile tools in SFV. Her projectiles have good start up and recovery(for SFV), and do relatively high damage. Her command grabs and Soul Remnant are designed to allow her to create space between her and her opponent. She has low mobility but 1000/1000 health/stun.

    -If Lyra tracks down Ed, she'd try to help rid him of Bison. Lyra would see that despite everything, Ed isn't truly evil. She'd feel responsible for his suffering as it's a direct result of Bison. She'd try to expel Psycho Power from Ed and teach him to use Soul Power instead. As it would be the best way to help him resist Bison's presence.

    Mari - The Flawless Agent
    Name: Marion (Mari) Ette

    Nickname: The Flawless Agent

    Sex: Female

    Ethnicity: French (?)

    Height: 5ft 9in (1.75m)

    Weight: 165lbs (75kg)

    B/W/H: 35-25-37 (89cm-64cm-94cm)

    Hometown: Paris, France

    Appearance: Mari has red hair in bob hairstyle with bangs that sweep from left to right. Her skin has an olive tone and her eyes are hazel. Her build combines the stature of a model with the muscle tone of a gymnast. She wars a dark blue tactical combat DSGE uniform with black combat boots and gloves.

    Likes: Training (Melee, Firearms, Hand to Hand), Completing Missions, Learning New Things

    Dislikes: Social Interaction(Outside of the workplace), Failure

    Fighting Style: Custom CQC (specifically designed to maximize her physical attributes)

    Tone: Mari primary concern is the mission. She has an almost superhuman drive to bring down criminal organizations. Despite, her professional prowess. She finds social interactions awkward. Given her skill has an undercover operative, that fact is odd.


    Origins:
    Little is known about Mari's childhood. Her personnel file says that she is an orphan with no family. She entered the DSGE (Direction Générale de la Sécurité Extérieure )* and excelled immediately. Mari is an intellectual and physical prodigy. Despite her youth, she is master of various languages and martial arts. She's an exceptional marksman with an incredible grasp of tactics. As an agent, she seems to good to be true. Her superior often remarks “C'est comme si vous étiez conçu dans un laboratoire“ - “It's like you were designed in a lab” The DSGE has her under observation and has run extensive background checks but can't find anything of note. Her intuition and sources have been invaluable and has led to the fall of several criminal and terrorists organizations. This success has lead to her becoming a DSGE liaison to foreign intelligence organizations. She has coordinated missions with Cammy, Chun Li, and Guile to takedown remnant Shadaloo cells.
    *French equivalent to the CIA

    Her Rival: Cain

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

    1000 Stamina 1000 Stun

    Throws:

    Flame Out – P+K: Mari kicks her foe in the stomach causing them to double over, she then axe kicks them in the back of the head. Causing them to slam face first into the ground.

    Ignition – B+P+K: Mari kicks her foe in the stomach causing them to double over, she then rolls over their back and kicks them in the butt causing them stumble to the ground behind her.

    Ursa Major – P+K (in air): Grabs her opponent mid air and plants them into the ground with a sit down piledriver.

    Unique Attacks:


    Blue Mace – F+HP : Mari quickly flips behind her foe and strikes them with an aerial double axe handle blow

    Twin Flame – B+MP: Mari hits her enemy with a quick left elbow uppercut followed by a left downward elbow strike

    V-Reversal:

    Backdraft – F+KKK : Mari somersaults backward kicking her opponent under the chin and sending them a half screen away.

    V-Skill:

    Aerial Assault
    – MP+MK : Mari somersaults into the air and attacks her opponent in various ways. If no input is pressed she flips straight up into the air. B+MP+MK causes her to flip away from her opponent. F+MP+MK causes her to flip towards her opponent.
    LP+MP – Ursa Minor : Mari somersaults forward, and power bombs her foe into the ground.
    P – Blunt Mallet: Mari performs a low spinning back fist, knocking her opponent down
    K – Pointed Lance: Mari executes a double legged dive kick

    V-Trigger:

    Overdrive – HP+HK: Mari gains an indigo aura that improves her mobility and strength of her special attacks. The speed of her forward and back dash increases. All version of Indigo Razor juggle (Punch strength determines number of juggle points), Blaze Knuckle gains projectile invincibility and increased damage. Blazing Stampede now juggles has increased damage. Burning Wheel has full start up invincibility. All enhanced attacks drain V-Gauge. Forward and Back Dash do not drain V-Guage. Mari can execute three enhanced attacks before her V-Gauge is depleted. 3-Bar V-Trigger

    Specials:

    Indigo Razor
    – HCF+P : Mari quickly slashes her right hand upward generating a dark blue stationary spinning disk of ki. The punch button pressed changes the properties of the attack. LP (fast startup, low damage, doesn't knockdown), MP (Slower Startup, Highest damage, Knocks down) HP (Slowest Startup, moderate damage, causes a juggle state, -2 on block) EX (fast startup, highest damage, causes juggle state)

    Blaze Knuckle
    – QCB+P: Mari rushes towards her for with a dashing punch while engulfed by blue (Indigo) flames. This attack resembles Crimson Vipers MP Thunder Knuckle. Distance determined by punches. All version knock down. All versions cause the same damage and stun.

    Blazing Stampede – QCB+K, +K,K (in air): Mari executes a dive kick while engulfed by a blue (Indigo) aura. Upon contact her foes is ignited in blue flame. The kick button can be pressed twice upon hit for two successive follow up kicks. Can be done from neutral or forward jump. Kick button determines the angle. Very unsafe on block.

    Burning Wheel – F,DF,F +K: (Anti Air) Mari performs a rising cyclone kick with both of her legs covered in blue flames. Attack looks very much like Chun Li's Tenshoukyaku. LK (fastest startup), MK (best anti air properties), HK (slowest startup, biggest damage)

    Critical Art:


    Indigo Inferno – QCFx2+P : Mari's passes through her opponent repeatedly with multiple (eleven) Blaze Knuckles, before ending the barrage with a powerful single hit Burning Wheel that sends her foe sailing through the air. Initial (Blaze Knuckle) portion of the Critical Art resembles Gen's Zetsuei (Mantis) Ultra Combo 1 from SFIV.

    Reasons to be in SFV:

    Mari's goal is to identify and neutralize the leadership of the Secret Society. It's her directive from her DSGE team leader and unbeknownst to her, her true master Cain of Synergy Technologies.

    Side Note:

    -Mari is “Agent Marigold”
    - Full name is Marion Ette (She's subject to puppet jokes by her contemporaries)
    -She was created by Shadoloo as a replacement for Killer Bee
    -Project Marionette was Shadoloo's plan to create the perfect doll from scratch. The project took genetic samples from all 13 of Bison's doll and constructed an individual doll with best attributes of all thirteen, I.e Cammy's speed and Noembelu's strength
    -Cain used the data he gained as Seth to modify Mari to be resistant to Psycho Power
    -Mari is unaware that she is Cain's agent. She's been thoroughly programmed with a focus on her job. Only becoming aware that she is Agent Marigold when Cain's utters her trigger phrase
    -Cain feeds Mari information that she can use to bring down rival criminal organizations and enemies to Synergy. This serves a dual purpose. Synergy is strengthened by the fall of its competitors. Mari gains more power in the DSGE, allowing her to influence and further limit the expansion of Synergy's enemies.
    -Cain specifically designed her fighting style around her physical attributes to maximize her effectiveness

    Ending:

    Mari and her DSGE team are captured by a disguised Cain. He reveals to a Mari that she's really his sleeper agent to Mari's disbelief. She's the prototype and he plains to infiltrate all the top intelligence agencies with similar operatives. Mari attempts to attack Cain but he utters a phrase that stops her in her tracks. He then orders Mari to execute the team leader, who has been like a mother to her in her time with the DSGE. Mari loads her gun. Puts it to the team leader's head. She begins to shake with tears streaming down her face. Mari then turns yelling “I AM NOT YOUR PUPPET!” and tries to fire at Cain who disarms her. A fight ensues and despite her best efforts, Cain quickly gains the upper hand. Her team manages to free themselves during the battle and comes to Mari's aid just as Cain is about to land the killing blow. He flees the scene before Mari and her team can ascertain his true identity.

    Nakato - The Raging Spire of Lightning (Urien's Enforcer)

    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 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.
    [
    b]Likes:[/b] Urien, Strength, Nature, Wasswa

    Dislikes: Weakness, Disloyalty

    Fighting Style: Secret Society CQC

    Tone: Nakato is cold and calculating woman with little sentimentality. She relishes her job and as Urien's personal enforcer. Although they share the same origin, she and Wasswa (her twin brother) have starkly different personalities.

    Origins: Nakato was born in a war torn portion of southern Sudan. Her village was wiped out in one of the many civil wars. During the fighting, her family home collapsed. Wasswa dove on top of her protecting her and was badly injured. Nakato created a makeshift home and nursed her brother backed to health. Together they braved the wilds of their homeland surviving the roaming bands of soldiers and wildlife until they were discovered by a member of the Secret Society. Impressed by their ability to survive, they were brought into the order and ascending to it's highest ranks. Nakato eventually became member of Urien's guard detail. A highly difficult position. His guards didn't last long as Urien was hard to impress and didn't tolerate failure. A group of former guards had enough of Urien and decided the secret society would be better off without him. Nakato thwarted their assassination attempt. Singlehandedly defeating and executing a dozen mutinous former guards. In the process she had done something that no one had done before. Earned Urien's respect. “Kneel before me Nakato!”, Urien bellowed. As Nakato knelt before Urien, she felt a surge of power. Her ki sparked with electricity. “Arise Nakato, we have work to do....”

    Her Rival:
    Wasswa

    Attributes:

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

    1000 Stamina 1000 Stun

    Throws:

    Shock Therapy – P+K : Nakato clasps her hands together over her opponents ears and charges them with electricity, shocking her opponent and causing them to collapse to the ground.

    Spine Tingler
    – B+P+K: Nakato grabs her opponent with both hands, hoists them overhead, electrifies them, and slams them behind her.

    Unique Attacks:

    Violence Headbutt – F+MP : (overhead) Nakato reels back and violently slams her head into her opponent

    Spark Heel – LK, MK (Target Combo): A left side kick to the abdomen, followed by an immediate left side kick to the face

    V-Reversal:


    Arcing Deflector
    F+PPP : Nakato generates a blue electric shield that shocks her opponent and knocks them a half screen away. Looks like a blue Aegis Reflector

    V-Skill:


    Arc Fault
    – MP+MK : Nakato charges her body with electrical energy. Increasing the damage on her next special attack and adding projectile invincibility to Dangerous Knee Bash turning it into Dangerous Knee Bolt. Builds a small amount of V-Gauge with a successful charge. Builds additional V-Gauge on when the charge attack lands on the opposition.

    V-Trigger:

    Sparking Rage
    – HP+HK : Nakato charges her body with electrical energy doubling the white life damage caused by blocking her attacks. She gains the ability to cancel all specials but the Arc Compressor into one another.
    Each cancel expends V-Gauge. 3-Bar V-Trigger

    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.

    Arc Bolt: QCB+P - Nakato holds up a clinched fist generating a slowing moving bolt of lighting, Punch button strength determines the distance traveled. All versions leave the opponent standing. LP (Fastest Startup. Slowest Recovery travels a quarter screen) MP (Slower Startup, Faster Recovery, travels a third of the screen) HP (Slowest Startup, Fastest Recovery) HP version recovers fast enough for Nakato to follow behind it. EX version has the LP's startup, HP's recovery, and causes a juggle state.

    Arc Compressor - HCB+K : Nakato stuns her opponent with an electrified palm strike to the chest and squeezes them in between two compressing Arc Deflectors. LK has the most range but places the opponent the farthest away. MK does the most damage and leaves the opponent close than LK. HK does more damage than LK and leaves Nakato right next to her opponent.

    Dangerous Knee Bash - QCF +K: Nakato flies at her flow with great speed and hits them with a double knee strike. LK travels the shortest distance. HK the farthest. None of them knockdown all are -2 on block if properly spaced. Goes over low attacks. EX knocks down/causes a juggle state.

    Critical Art:

    Raging Storm – QCFx2+P: Nakato strikes with a powerful Arc Bolt. Stunning her opponent and follows up by creating to two massive Arcing Deflectors on each side of the opponent that compress together and create massive electrical explosion.

    Reasons to be in SFV:

    Much to Wasswa's chagrin. Nakato is Urien's enforcer. Like Urien she believes the strong to should rule over the weak. That belief comes from watching the peaceful people of her village being overrun. Nakato seeks to increase her lords power. He requires “specimens” for his experiments and Nakato will acquire them.

    Side Note:
    *means second of twins in Luganda
    -Wasswa is older twin brother.
    -her hair color is natural and not dyed.
    -her cold demeanor only softens around her brother or Lord Urien.

     Olivier St. Gelais - The Frozen Prodigy
    Name: Olivier St. Gelais

    Nickname: The Frozen Prodigy

    Sex: Male

    Ethnicity: French Canadian

    Height: 5ft 11in(1.83m)

    Weight: 198 lbs. (90kg)

    B/W/H:
     43-33-40 (109cm-84cm-102cm)

    Hometown: Laval, Quebec

    Appearance: Short Crew Cut, Light Brown Hair, Blue Eyes, Clean Shaven, Fair Complexion, shirtless , short mma shorts patterned after the fleurs-de-lis, blue mma style fighting gloves.

    Likes:  Learning New Martial Arts Disciplines, Competition, Snowboarding, French Pea Soup, Traveling

    Dislikes: Crêpes de la Chandeleur, Braggarts, Skiing

    Fighting Style: MMA (Rindoukan Karate, Matsuda Jiu Jitsu, Wrestling, Muay Lao, Judo)

    Tone: Olivier is a focused man. He views almost everything a competition. He doesn't believe in doing things halfway and endeavors to be the best at anything he does.

    Origins: 
    The youngest child of world class athletes (His father's a champion karateka, his mother is an Olympic gold medalist in Judo), Olivier inherited his parents lust for competition. He strives to be the best in everything he does. While is older brothers, and sister became accomplished martial arts in their own right. Olivier was the only one to combine his parents disciplines. After becoming enamored with the emerging sport of MMA, Olivier trained with the Canadian Olympic wrestling team. Recognizing his passion, his parents sent him to Brazil were he studied Matsuda Jiu Jitsu (trained along side Fabio Matsuda), Laos (where he learned Muay Lao) and later Japan to round out martial arts skill set. After 5 years away from Canada, Olivier joined the CFC (Cage Fighting Championship) capturing the Welterweight (170lb), Middleweight (185lbs), and Openweight (no weight restrictions) Titles.

    His Rival(s): Laura, Vincenzo

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

    1000 Stamina 1000 Stun

    Throws:

    P+K: Arm Drag to Inside Trip (MJJ Takedown, Olivier locks up his opponents arm, using the leverage to trip his opponent with his outside leg)

    B+P+K: Seoi Otoshi (Judo throw) Olivier grabs his opponent by the arm and flips them over his shoulder while falling to one knee.

    Unique Attacks:


    Ice Breaker – F+MK (Overhead) A quick standing axe kick

    V-Reversal:

    Brain Freeze – F+KKK : A jump front kick to the face that sends the opponents to the opposite side of the screen.

    V-Skill:

    Frost Bite – MP+MK : A spinning outside crescent kick, inside crescent kick, hook kick combination attack that causes a juggle state

    V-Trigger:

    Ice Age – HP+HK: Olivier envelops himself in a frozen aura that reducing the damage he receives by 25%. Absorbing 4 medium attacks will end this state, Absorbing 3 heavy attacks will end this state. Light attacks will not reduce it's duration. Northern Sky Blow is +2 on hit in this state. V-Trigger only ends when Olivier's opponents lands enough attacks. 3 Bar V-Trigger

    Specials:

    Northern Sky Blow
    -HCF + P: A powerful freezing Superman Punch, the punch determines the strength and horizontal distance traveled, briefly freezes the opponent on hit, leaving Olivier +1 on hit

    Darting Avalanche - HCB +K : (Dashing Command Grab) An explosive double leg takedown. Punch strength determines distance traveled. EX has full projectile invincibility Has two different follow up grapple attacks.
    P – Frozen Prism: Olivier follows up the Darting Avalanche with an freezing arm triangle
    K – Chilling Leg Lock: Olivier follows up the Darting Avalanche with a freezing knee bar, causes a side switch

    Northern Lights Throw-HCB+ P: (Command Grab) A modified Hane Makikomi (Spring Wrap-around Throw), Olivier grabs his opponents arm, turns back towards their chest, jumps into the arm, and hip tosses them to the ground, while maintaining a hold on there are. Can be followed up.
    P – Chilling Arm Bar: Olivier locks on freezing arm bar for addition damage, resets to neutral on release
    K – Frozen Heel: A quick stomp to the head, does less damage but leaves him +1 and next to his foe

    Glacial Wheel Kick
    -F,D,DF+ K : A quick, yet powerful wheel kick to the head that briefly freezes Olivier's opponent in their tracks. Negates projectiles if timed correctly. LK (3f Startup +1 on hit), MK (5f Startup, Juggles), (7f Startup, Juggles, Anti Air), EX (6f, Startup Invincibility, Juggles, Anti Air)

    Critical Art:


    Unending Winter-HCFx2 + K :Olivier strikes his opponent with a powerful Northern Sky Blow, followed by a Glacial Wheel Kick which sends his opponent into the air, he then jumps into the air, slams them the ground with modified Ura Nage (Judo Power Slam), and finishes them off by picking them up off the ground with Daki-Age before slamming to the ground on their head

    Reasons to be in SFV


    Olivier seeks to be the best martial artist in the world. He firmly believes in an “iron sharpens iron” philosophy. He believes he has to fight the best competition in the world to improve as a martial arts. Winning the World Martial Arts Tournament will affirm his status as the strongest fighter in the world.

    Side notes: 

    -Olivier trained under Kinjiro Matsuda alongside Fabio and Laura Matsuda.
    -Fabio is one of his best friends.
    -Laura started modifying her MJJ after seeing Olivier combine multiple arts in his last CFC Championship Fight.
    -While in Japan, he trained with Retsu
    -To stamina and durability, Olivier trained in the bitter cold in only his MMA shorts. This is how he developed the ability to manipulate “Frozen” Ki.
    - He'll fly in martial artist from different disciplines to train with him at his gym. If they're unable to travel, he'll fly to their countries to train

    Orfiel - The Herald of Light and Justice

    Name: Orfiel

    Nickname: The Herald of Justice and Light

    Sex: Male

    Ethnicity: Unknown

    Height: 6ft 1in (1.86m)

    Weight: 212lbs (96kg)

    B/W/H: 50-34-36(127cm-86cm-92cm)

    Hometown: Unknown

    Appearance: Orfiel has short, slicked back, platinum blonde (nearly white) hair and ivory skin tone. He has a blue gem in his forehead. He wears a white sleeveless vest with golden buttons and embroidery. The vest has a small version of Gill's red, blue, and gold symbol on the back at the base of the neck. His slacks are are all white with the exception of the golden stitching. His gloves are gold with white embroidery and his golden boots resemble a soldier's combat boots.

    Likes: Justice, Gill, Lawfulness, Scotch

    Dislikes: Urien, Chaos

    Fighting Style: Elite Military and Secret Society Combat Training

    Tone: Orfiel is a man of few words. He rarely speaks and when he does its straight and to the point. He sees Urien's unbalanced nature as a threat to Gill

    Origins: No one, not even the elite of the Secret Society seems to know Orfiel's origins. He appeared suddenly with Gill and Kolin one day. Acting as Gill's personal guardian. Dubbed the “White Shadow” by many within the order due to his bright attire and seeming ability to show up out of know where to address any threats, perceived or otherwise, to Gill. He is said to be Kolin's long lost brother.

    His Rival: Urien

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

    925 Stamina 925Stun

    Throws:

    Excommunication – P+K : Orfiel grabs his hits them with a violent shoulder charge to the sternum that sends them a full screen away.

    Banishment – B+P+K : Orfiel grabs his opponent around the waist and executes a German Release Suplex, tossing them a full screen away instead of driving them into the ground

    Fall From Heaven – P+K (in air): Orfiel snatches his opponent from the air, lifts them overhead, and explodes toward the ground while slamming them on his knee (Powerful Backbreaker)

    Unique Attacks:

    Blind Justice – B+HP: Orfiel strikes with a spinning back fist to the face

    Divine Hammer – F+MP: (Overhead) Orfiel hits his opponent with a one handed chopping hammer fist.

    Angelic Kne
    e – B+MK : Orfiel hops at his opponent with a knee striek

    Enforcer – F + HK: Orfiel hits his opponent with a vicious step kick to the abdomen

    V-Reversal:

    Sliding Justice – F+KKK: Orfiel executes a quick sliding kick that takes his opponent off their feet and places him behind them

    V-Skill:

    Justice Mirror – MP+MK: Orfiel’s left forearm glows and strikes upward with a quick uppercut. This attack deflects projectile attack back at his opponents. This is also a physical attack that can be combed into. -6 on block. While reflecting his opponent’s projectile, he can cancel into his Justice Edge or Sweeping Justice Edge (High or Low Project Attacks) to increase the V-Gauge he builds and the damage dealt to the opposition.

    V-Trigger:

    Light of Rejuvenation – HP+HK: The blue gem on Orfiel’s forehead glows white and he releases restorative energy to heal his injuries. Grants 150 points of Gray Life and triples his gray life regeneration. 3-Bar V-Trigger

    Specials:

    Justice Edge-QCF+P: Orfiel pulls back his right arm as it glows brightly white and quickly swipes it forward. Generating a white chest high blade like projectile that travels horizontally at his opponent. (Resembles ki generated by Alex’s Flash Chop). Button strength determines the speed of the projectile. All projectiles startup and recovery relatively quickly. (LP –fastest startup, travel speed, but slowest recovery: MP – slower startup, moderate travel speed, faster recovery: HP- slowest startup, slowest travel speed, faster recovery) The recovery speed of HP Justice Edge allows the player to follow behind the projectile for mix ups and pressure.

    Sweeping Justice Edge –QCF+K: Orfiel crouches down as his back leg glows white, performs a sweep attack that generates an ankle level white bladed projectile. Button strength determines the speed of the projectile. Startup and recovery speeds are slower than Justice Edge. (LK –fastest startup, travel speed, but slowest recovery: MK – slower startup, moderate travel speed, faster recovery: HK- slowest startup, slowest travel speed, faster recovery) The recovery speed of HP Justice Edge allows the player to follow behind the projectile for mix ups and pressure.

    Divine Cutter – HCB+K: (Anti Air) Orfiel spins his back to his foe and executes a rising back somersault kick. LK (2 hits fastest startup, no invincibility, juggles) MK (slower start up, upper body invincibility from frame 3, full projectile invincibility, no juggle properties, HK (slowest startup, only projectile invincible from frame 3, biggest damage, juggles) EX has LK startup, full invincibility, and juggles

    Divine Guillotine
    – QCB+K: (in air) Orfiel executes a downward somersault kick. LK goes straight down, MK has slight horizontal movement (half sweep range, HK has the most horizontal movement (sweep range) EX causes a ground bounce, angle changes based on the two buttons pressed

    Divine Light – QCB+P: Orfiel glows white and disappears from view. Re-appearing in one of three different positions depending on the button pressed. LP (He
    reappears in the same place) MP (He appears outside of sweep distance in front of his opponent) HP (He appears outside of sweep range behind his opponent)

    Critical Art:

    Divine Ascension – HCFx2+K: Orfiel combines his two favorite techniques into one powerful attack. He strikes with an incredibly powerful Divine Cutter that generates a massive vertical Justice Edge that carries his opponent high into the air. They then plummet to the ground taking additional damage when they land.

    Reasons to be SFV:
    Orfiel believes wholeheartedly that Gill's leadership is the only thing that will lead to a just world. He views Gill as a selfless leader that will do what is necessary for the good of the world. He suspects that Urien is seeking to usurp his brother for his own personal game. Orfiel will ensure that Urien's scheming will not harm Gill.

    Side Note:

    -Orfiel is the name of the Archangel that guards the Throne of God.
    -He is the only member of Gill's triumvirate with a jeweled forehead
    -Is said to be Kolin's brother, although Urien doubts this
    -He is a member of Gill's Triumvirate which is made of up of the The Phantasm of Ice, Spectre of Fire, and Herald of Light. Each member was bestowed an aspect of Gill's power. Orfiel was bestowed with Gill's rejuvenating light.
    -Orfiel is a repurposed Charlie Nash. This character's existence is based on the premise that Eleven, not Nash participated in A Shadow Falls

    Rhonwen Van Zandt - The Silent Snake
    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: 42-32-40 (107cm-81cm-102cm)

    Hometown: Durban, South Africa

    Appearance: Brown Pulled Back Dreadlocks, Hazel Eyes, Caramel Complexion, black sleeveless undershirt , forest green short sleeved collared shirt (unbuttoned), denim shorts (knee length), black mma style fighting gloves. Left glove has “Umama” imprinted across the knuckles, right glove had “Vader” imprinted across the knuckles.

    *Umama is Zulu for my mother. Vader(va-dur) is Dutch for father.

    Likes: Solitude, Reading, Languages, Fishing, Bobotie (South African Dish)

    Dislikes: Crowds, Biltong (Beef Jerky), Firearms

    Fighting Style: Obnu/Savate (Obnu Bilate in V-Trigger)

    Tone: Because of his mixed parentage, Rhonwen was ostracized as a child. He is a loner, he spent his time buried in books. To honor both his parents, he tries to draw from both cultures. As a child he started to learn Obnu Bilate from Yaone Phewa* a handyman employed by his father. Obnu Bilate combines Obnu and Savate into a single style.

    *Based on the founder of Obnu Bilate ("Pappa" Nat Whylch ).

    Origins: Rhonwen’s father is of Dutch descent and his mother is of Zulu descent. Both is paternal and maternal grandparents are estranged from his immediate family. They more or less disowned his parents. As a small child, both white and black South Africans often accosted his family. In one particular incident a homeless man actually fought off an unruly mob to protect his mother and baby sister. Since his parents didn’t have much money, they took the man (Yaone Phewa) in. Enamored with the way Yaone was able to take on multiple attackers, a young Rhonwen often followed him around mimicking him during his training. Eventually, Yaone began to instruct Rhonwen and later his sister Ntombi in the art of Obnu Bilate. To earn his keep, Yaone often helped Rhonwen’s father on his fishing boat. A talented fighter, Rhonwen has won several Obnu and Savate tournaments. Rhonwen is technical fighter. He'll fight in a purely Obnu or Savate style to pick up on his foes weaknesses and tendencies. Once he's figured them out, he overwhelms them with Obnu Bilate.

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

    950 Stamina 950 Stun

    Throws:

    Obnu/V-Trigger Only

    P+K: Cobra Coil - 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

    <-P+K: Boomslang Buster - 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

    P+K (in air): Cobra Slam - Rhonwen catches his opponent with a flying arm triangle, halting their momentum, before driving them straight down with modified choke slam

    <-P+K (in air): Viper Suplex - Rhonwen catches his opponent with front waist lock, and suplexes them over his head, tossing them away from him.

    Savate Only

    P+K: Stinging Venom - Rhonwen grabs his opponent hits them with left hook, right hook, and push kick combination

    <-P+K: Stunning Venom - Rhonwen stuns his opponent with a punch to the body, sides steps them, and kicks them with a kick to the back of the head


    Unique Attacks:

    Obnu Only

    Snake Fang – F+HP : (Hit Grab): Rhonwen strikes his opponent with an open palm to the neck, grabs them by the throat, and slams them to the ground

    Savate Only

    Coiled Strike
    – F+MP: Rhonwen lands a left and right uppercut combination to the body

    Tail Whip – F+HK: Rhonwen somersaults forward and uses the moment to strike with an overhead kick, slow startup, -2 on block

    V-Reversal:

    Obnu Only

    Snake Toss F+PPP: Rhonwen executes a fireman's carry throw that tosses his opponent a half screen away

    Savate Only

    Snake Bite
    F+KKK: Rhonwen strikes with a back sidekick to the abdomen and knocks his foe a full screen away

    V-Skill:

    Style Switch – MP+MK: Rhonwen switches between his Obnu and Savate styles. Can “Style Cancel” normals to extend combos and gain V-Gauge. This cancel mechanic allows him to compensate for his overall low damage output.

    V-Trigger:

    Obnu Bilate (Combination of traditional African martial art of Obnu and Savate)- HP+HK: Rhonwen perfectly blends his Obnu and Savate styles. He gains access to all of his specials and unique attacks. He gains the best version of each of his normal attacks and throw. He gains access to unique Critical Art. 3-Bar V-Trigger Permanent

    Specials:

    Obnu/V-Trigger Only

    Puff Adder Palm -HCF + P: Rhonwen hits his opponent in the face with an open palm strike to the face that inflicts moderate damage and high stun. LP (fastest start up, horizontal movement), MP (slower start up, travels half sweep distance), HP (slowest start up, travels 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

    Savate/V-Trigger Only

    Mamba Strike -HCB+ K: Rhonwen strikes with a rear leg low side kick, front leg low side kick, and ends with reverse kick to the head. LK (fastest start up, leaves opponent standing) MK (slower start up, knocks opponent down) HK (slowest start up, final hit causes a juggle state)

    Spitting Cobra: QCF+ K: (Projectile) Rhonwen does a quick spinning back kick that sends slow moving projectile at his opponent. All version cause a juggle state and inflict high stun LK (largest projectile, dissipates half screen) MK (medium sized projectile, dissipates 2/3rd of screen) HK (small projectile, does not dissipate)

    Critical Art:

    Obnu Only
    Gaboon Viper Bomb--360°+ P : Rhonwen grabs his opponent, jumps high into the air, and executes a rolling powerbomb

    Savate Only
    Cape Cobra Combination --QCFx2 + K: Rhonwen strikes his a opponent with a blindingly fast succession of kicks (two dozen kicks in one second) stunning them. He hits them with a power standing side kick to the chest that sends them flying across the screen.

    Obnu Bilate
    Grootslang's Wrath --QCBx2 + K: Rhonwen strikes his a opponent with a blindingly fast succession of kicks (three dozen kicks in one second) stunning them. He then grabs them, jumps high into the air, and drives them into the ground with a powerful rolling powerbomb.

    Reasons to be in SFV

    Ntombi, Rhonwen’s sister, disappeared after winning the PAMAL (Pan African Martial Arts League) junior freestyle championship. Rhonwen has been scouring most of southern Africa in attempt to find her. The only lead he could find was pertaining to a mysterious man showing up for the championship match. The man was described as being dressed in red and wearing a cape. After looking into it further, he found that similar “disappearances” had taken place elsewhere at competitions in different parts of the world. All the disappearances had two things in common. All of the missing fighters were teenage girls and this man in red was present at all of the title matches. Just as Rhonwen is about to plot his next course of action he notices an article about and upcoming worldwide fighting tournament. He's certain at least one of the competitors will drawn this man in reds attention.

    Quotes:

    Ryu: So you are the famous Ryu, Yaone told me how tough you’d be. He wasn’t exaggerating.

    Ken: Now that I've won, I guess that makes me the All American Martial Arts Champion....right?

    Laura: Every time I fight someone from Brazil, they use some sort of electric attacks. Is it something you all eat?

    Karin: Come work for you? I appreciate the offer but I have to find Ntombi

    Nash: Wait...aren't you Guile's friend? I thought you were dead.

    Birdie: You're hungry? Man look at the size of you. You may want to consider a diet.

    R.Mika: Two one one? How is that fair. You seem strong enough to fight on your own.

    Ibuki: Have you seen a man in red? He tends to go after people like you. No? Well please be careful.

    Alex: Seems like you combine multiple styles as well. I'd give you the run back but I'm looking for someone.

    F.A.N.G: You think you can poison a serpent? You're beaten. Where is Ntombi!?

    Chun-li: The cops in Durban don’t look anything like you…oh um. Could help me find this Bison character. He took something very important to me.

    Zangief: Okay Mr. Red Cyclone, why don’t you spin yourself out of my way?

    Guile: So you are looking for Bison too? When I find him, I’ll be sure to get justice for your friend.

    Balrog (Boxer): From champion to lap dog, what a shameful man. You tell me what he did with my sister and I’ll consider giving you back your precious “fight money.”

    Vega (claw): Tell me where your boss is or you’ll be using that mask to hide your face not protect it.

    Cammy: It didn’t have to come to this. I just wanted to ask you a few questions. What do you know Shadoloo and the man in red?

    Rashid: Shadoloo has your friend? I'll make sure their reign of terror ends.

    Dhalism: I’ve quite a few inyangas** in my life, but never on that could stretch their limbs. You must be quite powerful.

    Bison: I’m only going to ask this once. Where is my sister!

    Juri: What is your deal lady? I think you need professional help.

    Necalli: Are you some sort of tokoloshe***? I've read about them. Never though they were real....

    Urien: Hitting you is like strikes a statue. What the heck are you made out of?

    Akuma: I’ve never faced anyone like you before. You are literally a man possessed.

    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: 


    -Yaone Phewa is from Botswana, that's why he doesn't have a South African name.
    -Rhonwen's attacks are named after venomous South African snakes
    -The Grootslang is a mythical serpent that is a cross between snake and an elephant
    -Ntombi was given the designation of “Inlangura” a mangled version of uNhlangula (Zulu word for the month June)

    Tzilla (Zee-lah) - The Flying Lioness
    Name: Tzilla (Pronounced “Zee-lah” means defender in Hebrew)

    Nickname:
    The Flying Lioness

    Sex: Female

    Ethnicity:
    Israeli

    Height: 5'6”(1.68m)

    Weight:
    136lbs (62kg)

    B/W/H:
    34-24-35 (86cm-61cm-88cm)

    Hometown:
    Haifa, Israel

    Appearance: Tzilla is a petite but well built woman. She has toned arms and well defined abs. She has short slicked back black hair, hazel eyes, and olive skin. She wears a black sleeveless shirt and beige military pants with black combat boots. Her dog tags hang from around her neck. She has black, fingerless, mma style gloves on her hands.

    Likes:
    Family, Flying, Duty, Sabich

    Dislikes:
    Dereliction of Duty, Shore Leave

    Fighting Style:
    Krav Maga

    Tone: Tzilla serious and focused soldier that commands tremendous respect from her comrades. She is all about her job, her duty, and she actually dislikes taking vacations. Her petite build belies her exceptional strength.

    Origins: Tzilla comes from a military family. Her grandfather, father, and brothers have all chosen permanent service after their mandatory two year conscription. Tzilla followed suit joining the IAF and becoming a top pilot. Growing up in a military environment, she has a soldiers mindset. Even in her down time, she's works to get better. Her shore leave consists of logging hours on the flight simulator, practicing her marksmanship at the shooting range, and schooling her brothers in CQC training. During a joint combat operation, Tzilla and her Turkish wingman received a request for aide from the isle of Cyprus. They were both shot down, crashing near Mt. Olympus. While she didn't sustain any significant injury, her compatriot suffered a broken leg. Tzilla secured a defensible position for him and drew the enemy forces in the opposite direction. She took them out, one by one, and turned her attention to locating the source of the weapon that brought them down. By the time she reached the location, the enemy was already evacuating their forces. She only caught a glimpse of the woman in charge, a blonde woman referred to as “Helen” by her subordinates.

    Her Rival: Kolin

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

    950 Stamina 1050 Stun

    Throws:


    Paralyzer – LP+LK : Tzilla grabs the opponent with a front head lock and quickly elbows them to the spine

    Anesthesia – B+LP+LK: Tzilla strikes the opponent in the throat, shifts behind them, and locks in a choke hold.

    Unique Attacks:


    Disarmed - B+HP: (Hit Grab) Tzilla grabs her opponent and takes them to the ground with an arm lock.

    Disorientation
    – F+MP (Overhead) Tzilla strikes with a quick left handed chop to the neck and collarbone area. Quick startup, -6 on block.

    Disabler - MK, MP, B+HP: (Target Combo) Tzilla hits her foe with a left low kick, right cross, and ends the combination by grabbing her foe and taking them to the ground with an arm lock.

    V-Reversal:


    Stifler – F+KKK: (Side Switch) Tzilla spins behind her opponent, grabs them by the head, and slams them into the ground.

    V-Skill:


    Anticipation – MP+MK: Tzilla assumes an aggressive stance. If the animation completes she gains a V-Gauge. Interceptor, Immobilizer, and Deflector no longer require a successful counter for full damage.

    V-Trigger:

    Unyielding – HP+HK: Tzilla gains a virtually impervious defense and peerless counters. She no longer block attacks but evades them causing her to take no white life damage. A just frame block in this state will allow her to evade a chip damage KO from her opponent's Critical Art. Interceptor, Immobilizer, and Deflector no longer require a successful counter for full damage. Evading (Blocking) her opponent's attacks drains her V-Gauge. 3-Bar
    V-Trigger

    Specials:


    Interceptor – QCB+P: (Strike Counter) Tzilla strikes with a quick left backhand punch. If timed correctly, the punch will deflect her opponent's incoming attack, and she will follow up with a power straight right punch to the face. Attack only counters mid and high attacks. Punch button determines the start up time, damage, and counter attack properties. Two damage levels. One for the attack and One for a successful counter. LP(3F Startup, Leaves Opponent Standing, 80/120damage), MP (5F Startup, Knocks Down, 100/150 damage), HP (7F Startup, Causes a Juggle State, 120/180 damage), EX (4F Startup, Causes Crumple State, 130/195 damage, Crush Counterable)

    Subjugation – HCF+P: (Command Chain Throw): Tzilla initiates a standing arm and wrist lock that can be followed up by three different finishers. Punch button determines the range of the throw and damage of each follow up. All versions start up in 6F and are throw invincible. LP (Most Range), MP(Less Range, Highest Frame Advantage), HP (Least Range, Most Damage), EX(Most Range, Most Damage, Enhances Followups, Neutralizer is hard knock down, Incapactior does more stun damage, Blackout can juggle outside of the corner)
    • Neutralizer – F+P: Switches to an elbow lock, puts her right leg behind her opponents, and trip slams them to the ground. Leaves her standing next to her foe.
    • Incapacitator - B+P (Side Switch) Spins 180°, back elbows her foes in the gut, flips them over her shoulder, and stomps on their face
    • Blackout - F+K: wrenches her foes arm forcing them to double over in pain, she then kicks them in the face. This causes her fly a short distance away. Juggles in the corner

    Immobilizer
    – QCB+K: (Strike Counter) Tzilla strikes with a swift low leg kick. If timed correctly, the kick will deflect her opponent's incoming attack, and she will follow up with a high side kick to the throat. Attack only counters low attacks. Kick button determines the start up time, damage, and counter attack properties. Two damage levels. One for the attack and One for a successful counter. LK(3F Startup, Leaves Opponent Standing, 80/120damage), MK (5F Startup, Knocks Down, 100/150 damage), HK (7F Startup, Causes a Juggle State, 120/180 damage), EX (4F Startup, Causes Crumple State, 130/195 damage, Crush Counterable)

    Deflector – F,D,DF+K: (Anti Air, Strike Counter): Tzilla quickly strikes with a back high kick. If timed properly this can counter jump in attacks. The kick will catch the opponent in the gut, Tzilla will then slam them face down, and quickly ankle lock her prone foe. LK(4F Startup, Leaves Opponent Standing, 100/150damage), MK (6F Startup, 120/180 damage), HK (8F Startup, 140/210 damage), EX (5F Startup, Full Startup Invincibility, 150/225 damage, Crush Counterable)

    Critical Art:

    Dismantler – QCFx2+K: Tzilla puts her opponent out of commission with a powerful combination of kicks. She start the combination with powerful right kick to her opponents left knee, followed by equal strong left kick to the opponent's right knee. This causes them to fall to their knees. She continues the assault with brutal right axe kick to her foes collarbone immediately followed by a vicious left back somersault kick to her opponent's chin that sends them high into the air. (4 hits 380 damage)

    Reasons to be in SFV:

    Through hard work and her family's military connections. Tzilla is able to determine that the Secret Society was responsible for shooting down her plane. While attempting to track down further leads, she's forced to take shore leave. Not one to give up so easily, Tzilla continues her investigation on her down time. She spots a woman that resembles “Helen” surrounding the festivities of the upcoming World Martial Arts tournament. Her superiors were more than happy to grant her permission to enter the tournament. In their eyes, she was finally dropping her inquiry . In reality, she was only digging deeper.

    -Tzilla's plane closely resembles an IAI Kfir (Israeli designed multirole combat plane)

    -Her nickname, “The Flying Lioness” is a reference to her being a pilot and the nickname of the IAI Kfir. Which was known as the Lion Cub.

    -Sabich is a pita stuffed with hard boiled eggs and fried eggplant.
    Post edited by Darc Requiem on
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    edited September 9
    (Existing Characters - Part II)
    Rose - The Elegant Seer
    Name: Rose

    Nickname: The Elegant Seer

    Sex: Female

    Ethnicity: Italian

    Height: 5ft 10in(1.78m)

    Weight: 145 lbs. (66kg)

    B/W/H: 37-25-35 (94cm-64cm-89cm)

    Hometown:
    Genoa, Italy

    Appearance: Rose is tall woman with long dark lilac colored hair and violet eyes*. She has full lips and a fair complexion. Rose wears a long magenta dress that features large golden buttons, which are also on her sleeves. The dress has a split mid thigh. She has a large black belt with a golden buckle. She wears black tights underneath her dress which completely covers her legs. Rose has golden scarf that floats around her shoulders and she has on high heel shoes.

    Likes: Sherry (wine), Taking Baths, Sleeping In

    Dislikes: UV Rays, Waking Up Early, Evil Auras (Dark Ki)

    Fighting Style: Soul Power

    Tone: Rose is a mysterious women with the ability to see into the future through her tarot cards.

    Origins: Rose has a unknown past tied to M.Bison. With her prophecy coming true and Ryu defeating Bison once and for all. She thought that she'd finally be able to relax with a long hot bath. However her cards are now showing her two new figures. Two tall blonde men. One with skin of indigo and crimson. The other with a bandana and suspenders. It seems she has new vision. One with a new protagonist and antagonist.

    Her Rival: Alex (friendly)

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

    950 Stamina 950 Stun

    Throws:

    P+K: Soul Drain : Rose performs a vertical handstand on her opponents shoulders, grabs them by the head, and then channels Soul Power threw it.

    B+P+K: Soul Drain: Rose performs a vertical handstand on her opponents shoulders, grabs them by the head, channels Soul Power threw it, and flips behind them.

    P+K: (in air): Soul Fade: Rose charges her hand with Soul Power, grabs her opponent by the side of the face, releases the Soul Power she charged and throws them to the ground.

    B+P+K: Soul Drain: Rose charges her hand with Soul Power, grabs her opponent by the side of the face, releases the Soul Power she charged and throws them behind her.

    Unique Attacks:

    Soul Slide – DF+MK: Roses performs a sliding attack that hits low and is safe on block when properly spaced.

    Soul Piede
    – F+HK (overhead): Rose leans forward while placing her right hand on the ground, twists her hips, and whips her back leg at her opponents head. Long range overhead with faster startup and recovery. Low damage and cant' be comboed unless in V-Trigger.

    V-Reversal:

    Soul Deflect
    – F+PPP : Rose strikes with double open palm strike that engulfs her opponent in Soul Power and sends them a full screen away

    V-Skill:

    Soul Reflect – MP+MK : Rose uses her soul power to absorb or reflect projectiles. B+MP+MK absorbs. MP+MK reflects projectiles horizontally. D+MP+MK reflects projectiles upward. Only reflects projectile attacks. Can be used as a physical attack. B+MP+MK hits lows. MP+MK hits mid. D+MP+MK puts her opponents into a juggle state.

    V-Trigger:

    Soul Illusion– HP+HK : Rose uses her Soul Power to conjure two shadow images that last until her V-Gauge drains completely. These images mimic Roses normal attacks and can also hit her opponent. In addition to greatly boosting Roses combo potential, it also increases the amount of gray life her medium and heavy attacks generate. This helps compensate for her lower than average damage output. 2-bar V-Trigger

    Specials:

    Soul Spark
    -QCF + P: Rose uncoils her scarf and unleashing a projectile of pure Soul Power at her opponent. LP has fast startup and recovery but slow horizontal travel speed. MP has moderate start up time and travel speed. HP has slow startup, fast recovery, and does 50% more damage (75 compared to 50) than the LP version.

    Soul Slam
    -F,D,DF +P (Forward, Down, Down Forward): Rose flies into the air grabs her opponent by the neck, engulfs them in Soul Power, and drives them straight into the ground. All versions have the same startup and damage. (7frames). The button strength determines the angle of Roses ascent. With LP being a near straight vertical rise and HP reaching the farthest. EX hits standing opponents on the way up and gains invincibility on the third frame.**

    Soul Throw -F,D,DF +P (Forward, Down, Down Forward): (Hold back during Soul Slam's ascension): Roses backthrow version of the Soul Slam. Rose flies into the air grabs her opponent by the neck, engulfs them in Soul Power, and hurls them behind her at great velocity. The damage, startup, overall properties are the same. The only difference is that Rose throws her opponent behind her instead of slamming them straight down.**

    Soul Siphon
    - HCB + P: (Hit Grab) Rose whips out her scarf and grabs her opponent doing minimal damage (50) but draining a small amount of EX Gauge. LP has the fastest startup, shortest range, and drains the least amount of meter. MP increases the range, start up, and meter drain. HP has the slowest start up but the scarf stretches its' full length. EX has the HP Siphon's Range, LP Siphon's startup, and drains HP as well as EX Gauge.

    Soul Spiral
    -HCF+ K: Rose corkscrews her scarf around her fist, dashes towards her foes, and strikes. Punch strength determines travel distance. Startup and Damage the same for all version. Is -2 when properly space. EX version has 1 hit of armor frame 1, does increased damage, but is -4 on block.

    Critical Art:

    Aura Soul Driver-QCFx2 + PPP: Rose coils her scarf around her arm and strikes with a powerful Soul Powered uppercut that sends her foes into they air. She jumps after them, grabs them by the neck, and overloads their body with Soul Power before sending them hurdling towards the ground at breakneck speed.

    Reasons to be in SFV:

    With Bison defeated, Rose thought she could finally rest. However she became haunted by images of the world being engulfed in flames. At the center of the fire, she saw a tall man with skin of indigo and crimson. Her mind then took her to the image of another man. A young man residing in New York with the power to prevent her dark vision from coming to fruition.

    *Rose's eye color isn't consistent. They appear brown in some official art, purple in others, and even blue in the last CFN profile.

    **Allows Rose players that have cornered their opponents to maintain corner pressure.

    Roxy - The Rough and Tumble Rider

    Name: Roxy

    Nickname: The Rough and Tumble Rider

    Sex: Female

    Ethnicity: American

    Height: 5ft 9in(1.75m)

    Weight: 150 lbs. (68kg)

    B/W/H: 38-26-37 (97cm-66cm-94cm)

    Hometown: Metro City, USA

    Appearance: Roxy long straight orange hair that comes down to her waist. She wears a dark crimson long sleeve leather jacket, unzipped with a short black t-shirt underneath that shows her midriff. She has on matching dark crimson leather pants with black snakeskin leather boots. Her hands are covered by black leather weight training gloves.

    Likes: Poison, Her Motorcycle*, MCMA** Gym, Muscle Training, Shopping

    Dislikes: Haggar, Trains, Wimps, Bigots

    Fighting Style:
    Street Jitsu***

    Tone: Roxy is nonsense woman. That doesn't crap from anyone. If you don't respect her. You'll learn to....

    Origins: Roxy grew up in an orphanage in Metro City. She was tomboy and because of this she was ostracized and bullied by both the boys and girls of the orphanage. The few friends she did have began to avoid her so they wouldn't get picked on. That was until a new orphan showed up. He was different, but anyone that tried to pick on him learned not to. The hard way. He took Roxy under his wing. Taught her how to protect herself and even told her his deepest secret. Roxy didn't care. He was the sister she never had and they'd had each others backs every since.

    Her Rival: Olivier

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

    1000 Stamina 1000 Stun

    Throws:

    P+K: Street Wise – Roxy stomps on her opponents foot and hit them with quick chop to the throat

    B+P+K: Giant Drop – a pro wrestling move she picked up in her time in Mad Gear. Roxy picks up her opponent, hoists them into the air , and drives them into the ground back first. Back Drop she learned from Andore

    Unique Attacks:

    Switch Blade– B + MP: A quick backfist to the sternum

    Abigail's Regards: DF+MP: (Overhead) A slow but powerful overhead right punch

    Handle Bar Strike – B +HP: Roxy hits her foe with spinning right back elbow, followed by a spinning left back elbow

    Patella Buster – F+HK: A fast front push kick to the knee

    V-Reversal:

    Heel Boy – F+PPP: Roxy picks her foes up by the torso and slams their groin into her knee (Reverse atomic drop), doesn't know down puts her opponent just out side of sweep range

    V-Skill:

    Lockdown – MP+MK: A quick forward or backdash (B+MP+MK)that travels half the distance of her normal dash. Can cancel all normal and special physical attacks from the dash. However any blocked canceled attack will be at least -4 on block. Dash has no strike or throw invincibility.

    V-Trigger:

    Unchained Rage – HP+HK : Roxy unleashes her fury. Gaining armor, on frame 3, and juggle properties on all of her physical attack specials. The grab range of Tough Love is also increased. 2-Bar V-Trigger. Three enhanced attacks will deplete her V-Gauge.

    Specials:

    Knuckle Duster -QCF + P: Roxy introduces her foes to her fist with a three punch combination. A left hook to the temple, followed by right hook to to the temple, ending with a quick uppercut to the chin. LP has no horizontal movement, starts up the fastest, but does not knock down. MP starts up slower, moves her forward slightly, and knocks down. HP moves her sweep distance, starts up the slowest, but knocks her opponent in the air for a juggle.

    Tough Love
    - HCB + P: (Command Grab) : Roxy grabs her opponent by jumping on their shoulders, wrapping her legs around their head, raining down two quick elbows to the top of the head, before flying to the air, flipping forward, and driving their head into the ground.

    Toxic Heel-F,D,DF +K (Forward, Down, Down Forward): A forward flipping somersault kick that goes over horizontal projectiles. Similar to Poison's Love Me Tender without the follow grapple. All versions knock down. Distance determined by the kick button pressed. EX version if fully projectile invincible.

    Birth Control-HCF+ K: A lighting quick dashing knee to the groin. Distance is determined by kick button pressed. -2 on block if properly spaced. Does not cause a knockdown except for the EX version.

    Critical Art:

    The Tenderizer-QCFx2 + PPP: Roxy charges forward and strikers her foe in the throat stunning them. She follows up with a dozen quick body punches and sends them flying into the stage wall with a powerful standing side kick to the sternum.

    Reasons to be in SFV:

    A budding Mixed Martial Artist with her own style. Roxy wants to use the world martial arts scene to garner notice from the CFC****. She figures if she can take down a few world famous martial artist, she'll net a huge contract from the CFC.

    *She calls her bike the Venom Rocket, birthday present from Poison.

    **Metro City Martial Arts – The MMA Gym Roxy opened with the money she “earned” in Mad Gear

    ***Self taught martial arts style. Roxy has become adept at picking up techniques for before and after he time with Mad Gear. If someone was using skill that was better than what she knew, she practiced it and used it to replace the less effective skill she new. Over time this developed into her own Mixed Martial Art. She initially opened up the MCMA Gym as way to learn more techniques after her time in Mad Gear ended. Eventually she grew to love learning new skills and putting them to use in the Cage.
    **** Cage Fighting Championship – analog to the UFC that I created for the Street Fighter universe. First introduced in my Canadian Street Fighter concept. Olivier St. Gelias

    Side note: Poison and Roxy share the same birthday. This helped make it easier for them to pull off becoming twin sisters. People look at their resemblance, see their birthdays, and don't question Poison's gender. Poison was integral to her surviving the orphanage and becoming who she is now. Roxy was more than happy to return the favor by helping Poison be who she truly is. They're sisters. Anyone that says differently eats a Knuckle Duster.

    Sean - The Cannonball Kid
    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 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 sisters 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 900 stun

    Throws:

    Seoi Throw – LP+LK: Sean performs a classic Judo forward throw.

    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.

    Unique Attacks:

    Sean Pachiki – F+HP : (overhead) Sean strikes his foe with a vicious two hit headbutt

    Rolling Sobat – F+HK: A jumping Sobat kick that sails over low attacks and has long range

    V-Skill:

    Zenten – MP+MK : Sean rolls forward toward his opponent. Roll 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-Trigger:

    Hado Explosão– HP+HK : Sean focuses energy into a powerful fast moving Hadoken. Causes a hard knockdown. Does 125 damage/250 stun. Fast start up. Long recovery on whiff. Low durability. Is canceled out by standard projectiles (except Ibuki's kunai) and loses to multi-hitting projectiles. Sean has two Hado Explosãos per V-Trigger. 2-Bar V-Trigger

    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 invincibility that does not pass through his opponent.
    • 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), MP (3 hits), HP (4 hits), EX
      (5 hits), must be blocked low.
    • 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), MK (3 hits), HK (4 hits), EX (5 hits), only grabs standing opponents.

    Shoryu Esmagamento-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.
    • EX (Shoryu Canhão): Sean's version of the Shoryu Reppa. Has full startup invincibility. Rapidly pressing the punch button increases the damage/stun and hits. Maximum of 10 hits.

    Tornado Kyaku-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 (2 hits), MK (3 hits), HK (4 hits) EX (5 its, final hit causes juggle state)

    Ryuubi Chute-QCF+K: (Dragon Tail Kick): 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. EX version is fully projectile invincible and causes a knockdown.

    Zankuu Ryuubi Chute-QCB+K:(In Air)(Sky Slashing Dragon Tail Kick): 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. LK (10° Angle), MK (20° Angle), HK (30° Angle) EX (15° Angle) plus on hit, allows for a followup combo.

    Critical Art:

    Tornado Jinrai Kyaku -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 Céu Cauda do Dragão Kyaku that sends his opponent hurtling to the ground at high speed.

    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.

    *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).

    -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.

    -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.

    -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 Explodir – Hado Burst
    Dragon Smash – Shoryu Esmagar
    Shoryu Cannon – Shoryu Canhão
    Tornado – Tornado Kyaku (Tornado in Portuguese is Tornado)
    Ryuubi Chute - Ryuubi Kyaku

    Soaring Condor - The Wings of Wrath (aka Little Eagle/Noembelu)
    Name:  Soaring Condor (aka Little Eagle/Noembelu)*

    Nickname: The Wings of Wrath

    Sex: Female

    Ethnicity: Mexican (Native American)

    Height: 6ft 0in(1.83m)**

    Weight: 169 lbs. (77kg)**

    B/W/H: 37-26-39 (94-66cm-99cm)

    Hometown: Guadalajara, Mexico

    Appearance: Long brown hair tied into two pig tails, bangs in the front, and hazel eyes. She wears an open tan leather jacket, red sleeveless t-shirt, and black leather pants with tan leather boots.

    Likes: Solitude, Hunting, Her Tomahawks. Her “Sisters”

    Dislikes: Crowds, Discussing Her Past, Shadaloo, S.I.N

    Fighting Style: Shadaloo Assassination Techniques/Thunderfoot Style Martial Arts

    Tone:
      Soaring Condor is a solitary woman. She is quick to anger and only seems to be at peace when she's in combat. As she grew over the years, Shadoloo optimized her fighting style to rely more on power than speed. S.Condor bears some resentment towards S.Condor for failing to find and rescue both Julia and her.

    Origins:

    After S.I.N. Had finished their experiments, Eagle and the rest of her “sisters” were simply dumped in the nearby wilderness and left to die. Both Fortunately and unfortunately, she and her “sisters” were found by F.A.N.G. While their lives were saved, they were once again enslaved by Shadaloo. In his efforts to impress Bison. F.A.N.G. , healed the dolls, intensified their brainwashing, and increased their Pscyho Power infusion. Cammy thanks to the combined efforts of the Kanzuki Zaibatsu, Interpol (Chun-Li) and USAF (Guile) was able to free the dolls from Bison's control.*** Eagles memory remains fragmented. Her fighting prowess however, remains intact.

    Her Rival: Juri, Necalli

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

    1025 Stamina 1025 Stun

    Throws:

    P+K: Towering Slam: Condor grabs her opponent and executes a quick scoop body slam

    <-P+K: Condor Flip: Eagle hips tosses her opponent behind her

    P+K (in air): Condor Driver: Condor snatches her opponent out of the air and drives them into the ground with a sit down powerbomb

    Unique Attacks:


    Rising Hatchet: B+MP S.Condor does a quick upward chop with her left hand. Can be used as an anti-air.

    Falling Hatchet: F+P HP (Overhead) S.Condor does a slow overhead chop with her right hand.

    Twin Hatchet: B+MP, F+HP (Target Combo) Condor performs a Rising Hatchet, Falling Hatchet target combination

    V-Reversal:

    Front Snap Kick : F+KKK S.Condor performs a quick front snap kick that causes her opponent to reel back but not fall down

    V-Skill:

    Wingspan: MP+MK : Condor leans back with her arms spread wide and lets out a shriek that powers up her next throw. Increases the range on all of her normal and command throws. Effect wears off when her throw connects, whiffs, or is successfully teched

    V-Trigger:


    Condor's Fury: HP+HK: Condor releases all of her rage powering up all of her throws. All throws gain increased range, damage (+10 standard, +20 Soaring Slam), stun (+25 standard throws, +50 Soaring Slam). Soaring Slam gains full throw invincibility. EX Soaring Slam starts up one frame faster (6f to 5f)

    Specials:

    Soaring Slam-HCB + P: Mexican Typhoon without the arm rotation...basically a flying choke slam

    Cyclone Knuckle
    - HCF + P: Condor's variation of the Axel Spin Knuckle, Eagle does not leave the ground, has faster start up and retains projectile invulnerability. Horizontal range is reduced

    Condor Talon-QCF+ K A jumping right front kick, followed by a jumping left kick (Similar to Felicia's Delta Kick)

    Rising Talon
    - F,D,DF+ K: (Anti-Air)A single hit rising knee variation/combination of T.Hawk's Tomahawk Buster and Cammy's Canon Spike. Quick start up, limited invincibility (EX only), moderate damage, quick recovery.

    Diving Condor
     – PPP (in air): Eagle's version of the Condor Dive. Unlike T.Hawk's version, the Diving Condor has to be executed at the apex of her jump. 

    Critical Art:

    Condor's Wrath
    -HCFx2 + KKK: Condor knocks her opponent into the air with a powerful Rising Talon, catches her opponent out of the air and slams them into the ground with a high flying Condor Driver, before picking them up and finishing them off with a Soaring Slam that's twice of elevation of her HP Soaring Slam.

    Reasons to be in SFV:*

    Soaring Condor is filled with both anger and resentment over what's happened to her. While her follow dolls long to recall their pasts, she does not want to recall the girl that was too weak to defend herself and her people. Fighting satiates her rage and she feels that the only thing that will bring her peace is ensuring that others don't suffer her fate. Shadoloo may have fallen but she senses a darkness (Illuminati) on the horizon.

    *When she was taken by Bison, she was only 5'5” girl. Now that she's a 6' tall woman, Little Eagle is no longer appropriate name, I changed her name from Towering Eagle to Soaring Condor after thinking about what Darth Ender told me on Capcom Unity. Falcon's aren't used in Native American lore and having a character named Eagle and another named Little Eagle that are unrelated is stupid.

    **The Dolls are all between 5'3 and 5'5. Given her association with T.Hawk and to make her T.Hawk sourced skills more believable, I thought that making her larger would be necessary. Given her age when she was taken it's plausible, albeit unlikely, that she'd still be capable of growing.

    ***Altered her original story to account for the events that occurred in A Shadow Falls
    Post edited by Darc Requiem on
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    edited September 17
    (Original Characters Part III)

    Vincenzo Abbandonato -The Smoldering Bull (Il Toro Fumante)
    Name: Vincenzo Abbandonato

    Nickname: The Smoldering Bull (Il Toro Fumante)

    Sex: Male

    Ethnicity: Italian

    Height: 6ft 3in(1.91m)

    Weight: 220 lbs. (100kg)

    B/W/H: 45-35-39(114cm-89cm-99cm)

    Hometown: Turin (Piedmont Region), Italy

    Appearance: Vincenzo has dark brown hair styled in a pompadour, a goatee, and grey eyes. He wears an expensive burgundy three piece suit, with a champagne colored shirt, and a solid black tie. He also wears black leather driving gloves and black dress shoes.

    Likes: Giustino's (His Restaurant), Fighting, Fast Cars, Opera

    Dislikes: Flying, Snow, Weak Opponents,

    Fighting Style: Kick Jitsu (Italian Art that combines striking arts i.e. Boxing, Karate, Kung Fu with Ju Jitsu)

    Tone: Vincenzo's rough childhood has left him short tempered with little patience for excuses. Despite being orphaned he was able to win multiple national championships and open his own restaurant. His brutish demeanor belies his appreciation for the arts, Opera in particular.

    Origins: Vincenzo's parents were killed in a plane crash during a snow storm when he was 8 years old. Since he had no other family. He was place in an orphanage. Vincenzo didn't handle the loss of his parents well. He was constantly getting into fights with the other orphans. At 10, he ran away from the orphanage and struck out his own. Shortly thereafter he was taken in by an autoworker* named Giustino**. Coincidentally, Giustino lost his wife and child in the same plane crash. Giustino enrolled Vincenzo into a Metodo Bianchi (Italian Jujitsu) School in effort to instill discipline. It was somewhat successful and Vincenzo moved on to Kick Jitsu for the additional challenge. He developed an appreciation for Opera after hearing his neighbor’s daughter, Letizia***, practicing after school. After winning his first national Kick Jitsu titles he opened a restaurant and named it after the man that had taken him in.

    His Rival: Balrog (Boxer)

    Attributes: Health: 4 Power: 2 Range: 3 Mobility: 4 Technique: 3
    1025 Stamina 1025 Stun
    Throws:

    P+K – Fumare Tacco (Smoking Heel): Vincenzo grabs his opponent arm, executes an over the shoulder throw, and stomps on their face

    <-P+K - Tacco a Vapore(Steaming Heel): Vincenzo grabs his opponents arm, flips them on their back and stomps on their face

    P+K - Frattura del Braccio Volare (Flying Arm Breaker): Air Throw. Vincenzo catches his opponent out of the air with a flying armbar

    Unique Attacks:

    F+MK Falce Fumante(Steaming Scythe):  Over head. Vincenzo hits his opponent with a quick striking two hit hook kick. Quick (for an overhead) start up, unsafe safe (-6) on block.

    V-Reversal: 

    Gancio Tacco Cocente (Scorching Heel Hook) F+KKK: Vincenzo locks hit opponent into burning heel hook to halt his opponents momentum.

    V-Skill:

    Esaurito (Burnout) – MP+MK A quick short range forward dash. Travels half the distance of his regular dash. Can only dash forward. Can be canceled into any normal attacks. Cancel can be interrupted with a well timed 4f or faster normal attack from his opponent. Attempting to interrupt Esaurito leaves you vulnerable Prendere Nota and Dritta

    Prendere Nota (Takedown) -MP+MK (held down)A flying scissor kick takedown. Vincenzo jumps up grabs his opponents head with his legs and takes them down to the ground head first.

    Dritta (Heads Up) – D+MP+MK A sliding scissor kick take down. Vincenzo slides his right leg behind his opponents ankles and uses kicks his left leg into his opponents torso taking them off their feet.

    V-Trigger:

    La Rabbia Brucia (Burning Rage): Vincenzo is engulfed in red flames: Enhances his movement and gives him access to chain combos. In his standard state, Vincenzo has average walk and dash speeds. In his V-Trigger, he has the faster dash and walk speed in the game. Each dash or chain combo drains his V-Gauge. 2 Bar V-Trigger

    Specials:

    Pugno Fuso:(Molten Fist) QCF +P: Vincenzo's hand becomes surrounded by red flames and he delivers a stunning punch to the liver. Distance determined by punch strength. LP (Fast Startup, Point Blank Range), MP (Moderate Startup, Travels half sweep range), HP (Travels sweep distance, slow startup, can be followed up by Bruciante Attesa Combinazione )

    Bruciante Attesa Combinazione(Searing Combination Hold) HCB +P: Command Grab. Vincenzo executes a flying triangle/armbar combination hold. He jumps onto his opponents shoulders with his legs engulfed in red flames, he somersaults forward into the arm and slams his opponent to ground while locking in a triangle and armbar. Damage and grab range determined by the punch button. LP (Somersaults once, largest range, lowest damage) MP (Somersaults twice, less range,moderate damage, highest frame advantage****) HP (Somersaults three times, least range, most damage)

    Tacco Fiammeggiante (Blazing Heel) QCF+K: A red fiery kicking strike. The kick button determines the attack properties. LK (spinning back sweep, knocks down) MK (spinning back kick to the body) HK (spinning back kick to the head, juggles, can be used as an anti air)

    Critical Art:

    Eruzione Scottatura (Scalding Eruption) HCFx2 +K Vincenzo unleashes his rage on the opposition with a brutal assault. He starts with a modified left right Pugno Fuso combination to both kidneys, one Tacco Fiammeggiante to the liver, and a final Tacco Fiammeggiante to the face

    Reasons to be in SFV:

    Vincenzo likes a challenge. He's always pushing self and trying new things. He's not satisfied with the inadequate competition. If he can't find a suitable rival he plans to retire and focus on expanding Giustino's outside of Turin.

    *The Italian Auto Industry is centered in Turin

    **Cooking is Giustino's passion. He retired to run Vincenzo's restaurant.

    ***Letizia is Vincenzo's girlfriend. She's a professional opera singer. Her voice range is soprano. She's one of the few people that can calm Vincenzo down when he's angry. She usually does so with a song.

    **** Medium strength command grabs tend to lack functionality. I was looking for something that would give the player a reason to work the Medium version of the Bruciante Attesa Combinazione into their arsenal.

    Wasswa- The Towering Spectre of Fire (Gill's Enforcer)

    Name: Wasswa*

    Nickname: The Towering Spectre of Fire

    Sex: Male

    Ethnicity: Dinka (Sudanese)

    Height: 6ft 6in (1.98m)

    Weight: 234lbs (106kg)

    B/W/H: 49-36-39 (124cm-91cm-99cm)

    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.

    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.

    His Rival:
    Nakato

    Attributes:
    Health: 4 Power: 3 Range: 4 Mobility: 3 Technique: 4
    1025 Stamina 1025 Stun
    Throws:

    Burning Asphyxiation – P+K : Wasswa grabs his foes by the neck, raises them into the air, sets them ablaze and tosses them a short distance away

    Pyrokinetic Slam – B+P+K: Wasswa grabs his opponent with both hands, hoists them overhead, sets them ablaze, and slams them behind him.

    Unique Attacks:


    Firestarter – LP, MP (Target Combo): Left hook elbow strike followed by a left back elbow strike.

    Blazing Blow
    – B+MP: (Overhead) A downward right elbow strike.

    Toe Scorcher
    – DF+MK: A quick stomp to the feet. Must be blocked low

    V-Reversal:


    Searing Eruption – F+KKK : Wasswa generates a fiery explosion that blows his opponent away.

    V-Skill:

    Meteor Blast: MP+MK: Wasswa slams his fist together in front him creating a small fiery explosion. Nullifies projectiles. Knocks down. Can only be comboed from a juggle or V-Trigger cancel.

    V-Trigger:

    Conflagration
    – HP+HK : Wasswa begins to radiate a fiery aura. Granting unscaling DOT (damage over time) properties to all his special attacks. Light special attacks get on tick of 10 damage. Medium special attacks get two ticks of 10 damage. Heavy attack gain three ticks of 10 damage. DOT effect negates white life regeneration. DOT effect can be neutralized by landing an hit on Wasswa. 3-Bar V-Trigger Permanent

    Specials:

    Napalm Wake -QCF+K : Wasswa stomps his foot into the ground creating a fiery shockwave of ki that travels towards his opponent. (Resembles Terry Bogard's Power Wave). Kick button determines speed. Startup, recovery, and damage are the same for all variations. Must be blocked low. EX version pops opponent into the air at point blank range.

    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 (fastest start up, leaves grounded opponent's standing) MP (slower startup, knocks down grounded opponents) HP (slowest start up, sends opponents airborne causing a juggle state) EX OTG's after Crush Counter Sweep

    Meteor Rain
    – QCB+P : Wasswa jumps straight up into the air and fires a meteor like projectile downward at his opponent. Damage, speed, start up, and recovery are the same across all versions. Button strength only changes the direction. EX version has full start up invincibility.

    Inferno Pike – QCB+K: Wasswa hurtles at his foe with a flying kick. His lead leg is engulfed in flames. Kick button determines distance. Projectile invincible from frame 3. EX version is fully projectile invincible and causes a juggle state. (Kick looks very similar to the final flying kick Sagat's Tiger Raid)

    Critical Art:

    Grand Napalm Wake – QCFx2: 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.

    Reasons to be in SFV:

    Wasswa is Gill's enforcer. If Kolin's misdirection and subterfuge is in effective, Wasswa is sent in with a more direct approach. He'll happily take on the sins of violence if it prevents incidents like the one that orphaned he and his sister. Orfiel has told Wasswa of his suspicions of Urien. Wasswa hopes to make Nakato that Gill's way, not Urien's is the best for the worlds future.

    Side Note:
    *means first of twins in Luganda
    -Nakato is his younger twin sister
    -Is a member of Gill's Triumvirate along with Kolin and Orfiel.
    -his hair color is natural and not dyed.

    Win Kyi Sein - The Tigress of Burma
    Name: Win Kyi Sein (Bright Clear Diamond)

    Nickname: The Tigress of Burma

    Sex: Female

    Ethnicity: Burmese

    Height: 5ft 7in(1.70m)

    Weight: 139 lbs. (63kg)

    B/W/H: 35-23-37 (89cm-58cm-94cm)

    Hometown:
     Dawei, Taninthaya. (Burma)

    Appearance: Black hair pulled back into a single braided pony tail, light brown eyes, twine rope fist wraps, women’s kick boxing attire, small waist, wide hips, large but not Chun-Li sized thighs, barefoot

    Likes: Tigers, Helping the weak, Fighting, Punishing the unjust, Nanjee Thohk (Burmese cuisine)

    Dislikes: Shadoloo, SPDC (Burma’s military lead government), Cowards

    Fighting Style: Lethwei (Burmese Kick Boxing)

    Tone: Win Kyi Sein is a cold and brutal fighter that relies on her speed to overwhelm her foes. The death of her family changed her outlook on life. Formerly a warm hearted girl that looked at fighting a merely a means to lift her family from poverty, their deaths chilled her heart. She believes in justice by any means necessary and has no problem killing those she considers villainous.

    Origins:

    Win Kyi Sein grew up in a poor farming family. Despite being the youngest child and the only girl, Win Kyi Sein held her own in the constant scraps with her brothers. Tired of seeing her family struggle to make ends meet, she took on odd jobs at her neighbor’s farm. He was a retired fighter. In addition to the extra money she earned by working for him, he gave her Lethwei lessons. “It’s not safe for pretty young girl these days” he’d say to her. She’d think back on the number of her friends that turned missing after bands of soldiers would pass through town. One day while she was training, her family was killed by a band of these soldiers. One by one those soldiers ended up missing. She mourned her family’s death, and blamed herself for not being there to defend them.

    Her Rival: Bison. After discovering that Juri was just using S.I.N as a way to get to Shadoloo and Bison. Win Kyi Sein set her sights on the true mastermind behind her family's destruction.

    Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 4
    950 Stamina 950 Stun
    Throws:

    P+K: Kick Boxing Clinch w/ knees (Win Kyi Sein grabs her opponent in a classic kickboxing clinch and delivers two knees to the ribs followed by a knee to the face)

    P+K+motion: Double Elbow (She hops onto her opponents shoulders and delivers a double elbow to the top of their head. She then lands behind them)

    Unique Attacks:

    Bengal Pounce –D+K in mid air: Win dives towards her opponent with a double knee.

    V-Reversal: 

    Bengal Fang- F+PPP: A quick spinning back elbow to the head that knocks her opponent across the screen

    V-Skill:

    Bengal Hop – : A quick mini-jump (half the height of the her standard jump) can be followed up by any jumping normal. MP+MK (Neutral hop), F+MP+MK (Forward Hop), B+MP+MK (Back Hop)

    V-Trigger:

    Eye of the Tiger: Win gains immense focus boosting her mobility. The speed of her forward and back dash is increased. The duration of her jump is reduced by 1 frame. White life recovery is doubled. Bengal Paws gain start up invincibility but drains her V-Meter with each use. Gains access to Tigress Maul Critical Art. 2-Bar V-Trigger

    Specials:

    Bengal Paw-HCB + P: quick dashing left elbow strike to the sternum. The distance of the strike is determined by the strength of the punch button. Resembles Andy Bogard’s Zaneiken. Initial frames are vulnerable to throws but pass through projectiles.

    Bengal Strike -F,D,DF +P (Forward, Down, Down Forward): Win jumps toward her opponent and delivers a crushing left elbow to the top of the head. The jump arc is similar to that of the demon flip.

    Bengal Crush- F,D,DF +K (Forward, Down, Down Forward): (Anti Air) A vicious jumping double knee. Strength of the kick button used determines height. Short version has juggle properties.

    Bengal Claw-QCB+ K (Close Range): Quick dashing flying knee. Good priority and combo ability. Does NOT pass through projectiles. Looks like the running flying knee Tony Jaa uses in Ong Bak.

    Bengal’s Roar - QCB+ K (projectile attack): A standing mid kick that releases a wave of golden energy, which envelops her opponent in a brief gold flame.

    Critical Art:

    Tigress Descimation-QCFx2 + PPP (Dashing Attack) Win hits her opponent with a Bengal Paw, the camera zooms in as she follows with a right elbowed Bengal Strike that starts to crumple her opponent as she hits them with a Bengal Crush than sends them high into the air, as they fall back towards the ground with their back towards her, Win finishes them with a brutal Bengal Claw.

    Tigress Maul-HCFx2 + KKK (Camera zooms in tight similar to Gouken’s Shin Shoryuken): Win hits her opponent with a vicious rising left knee that creates a shockwave effect. She follows with half dozen rising right and left knees and finishes her opponent with a blazing golden Bengal Crush. Only Available in *V-Trigger. Complete drains her V-Gauge if used.

    Reasons to be in SFV:

    The weapons used to kill her family were products of the S.I.N Corporation. After “disposing” of several S.I.N. operatives, she discovers that S.I.N is merely the weapons division of Shadoloo. She vows to eliminate Shadoloo and it's “Four Kings”.

    Quotes:

    Ryu: I’d expect such a tough fight from one that defeated Sagat.

    Ken: Despite your privilege, you possess a warriors spirit. Surprising...

    Laura: Behind your infuriating demeanor lies a skilled fighter

    Karin: When it comes to fighting, I'm high class and you're the pauper

    Nash: Not even death has kept you a way from seeking justice....I admire that in you.

    Birdie: The only thing I'll feed you is my fist. Tell me all you know about Shadoloo and I may yet spare you.

    R.Mika: Come back when you are woman enough to fight me one on one.

    Ibuki: This is not a game school girl. Leave while you're still able.

    Alex: Your combination of striking and grappling is impressive. We'll have to do this again sometime.

    F.A.N.G: I won't be taking your poison, but I will be taking your life. Fall in agony you soulless lackey.

    Chun-li: We all seek justice in our own way. You chose the path the cop and I chose the way of the vigilante.

    Zangief: Size does matter. You were huge, slow, and easy to hit.

    Guile: It looks like my mission takes precedence today soldier boy.

    Balrog (Boxer): A dead man can’t spend money.

    Vega (claw): I hope you thought you death was beautiful. I’d ask you but you cannot answer.

    Cammy: Looks like the “killer bee” got stung.

    Rashid: Shadoloo has your friend? I'll make sure their reign of terror ends.

    Dhalsim: I do not need your counsel. I'm the personification of what you'd call karma.

    Bison: Arise again if you like, I’ll enjoy ending you again.

    Juri: You’re kicks were impressive, too bad I won’t be seeing them again.

    Necalli: I am the predator here, I will not be devoured by mere prey.

    Urien: False deity, your iron body is no match for my iron will.

    Akuma: Death becomes you demon.
    Post edited by Darc Requiem on
  • DarthEnderDarthEnder Dragon Force Kin Joined: Posts: 2,522
    edited September 9
    Nothing as in depth as any of that, but there are a couple character concepts that I'd really like to see:

    An Indonesian Pencak Silat user. As seen in The Raid movies.

    A female Israeli Krav Maga user.
    Post edited by DarthEnder on
  • CestusCestus Sorry for my english :D Joined: Posts: 5,979
    DarthEnder wrote: »
    An female Israeli Krav Maga user.

    That's something i will like
    Quick concepts i will like to see:
    • MMA- Tom is a must. Make him italian-american like Leon the Professional, so i get male italian rep lol.
      Make him around Guile's size, so while not heavy or powerful as Alex, he's faster and more composed.
      Also of course make him much much more technical and with zero pro wrestling vibe
    • Kickboxing- Dutch kickboxer as rep of K1 golden age. Possibly with huge rivalry with Sagat' MT rep role... give him Van Damme/Tong Po's "Kickboxer" movie plot LOL
    • Krav Maga- Yeah, Israeli female rep
    • Breakdance/Kung Fu mix- young black american guy concept they scrapped from SF4
    • Kung Fu (Gen style) - Gen's disciple SFV scrapped concept, made on the vibe of GMotW Gato
    • Pirate brawling (LOL) - Ruby Heart as scandinavian rep: brawl, whip, even anchor and crew as VT assist. NO magic/ghosts
    • Maori warrior/Rugby - an almost Zangief-big tough Maori fighter with rugby tackles as signature specials. Haka intro and win is a must
    • ??? - Romanian male char that play capcom style on vampire stereotype (without be one.. probably)
    • Tomahawk (LOL) - Native american doll
    • Judo- Black french judoka as Teddy Riner's tribute willl be nice
    • Aikido- A char that appear weak or old (or both), but is super technical


    Martial arts i want see return, but with existing characters
    • Muay Thai- Sagat or Adon (Sagat coming soon, good)
    • Jet Kune Do- Fei Long
    • Kempo- Retsu
    • Eskrima/Kali- Eagle
    • Sambo- Abel
    • Capoeira- Elena
    • Savate- Remy (but he need redesign lol)
    • Sumo- Honda or give Sodom an Honda's disciple role, with some new specials
    • Turkish wrestling-Hakan
    • Knife specialist- Maybe the dude in Ed's story? El Gado can be ok too
    • Long staff- Maybe the girl in Ed's story? Ever better than the staff doll lol
    I designed SFV Ken, your argument is invalid.
    "@Cestus tightened her ass up" - YagamiFire

    All SFV Colors here!- http://forums.shoryuken.com/discussion/214626/new-colors-for-story-and-battle-alts/p1
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    @Cestus

    I've already done concepts for Elena and Noembelu (Soaring Condor).
  • CestusCestus Sorry for my english :D Joined: Posts: 5,979
    @Cestus

    I've already done concepts for Elena and Noembelu (Soaring Condor).

    No offense but i'm speaking about get these characters/concepts playable in SFV, not as fan made profiles
    I designed SFV Ken, your argument is invalid.
    "@Cestus tightened her ass up" - YagamiFire

    All SFV Colors here!- http://forums.shoryuken.com/discussion/214626/new-colors-for-story-and-battle-alts/p1
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    Cestus wrote: »
    @Cestus

    I've already done concepts for Elena and Noembelu (Soaring Condor).

    No offense but i'm speaking about get these characters/concepts playable in SFV, not as fan made profiles

    This is a thread for fan made character concepts and profiles :lol:
  • MageggMagegg Joined: Posts: 3,902
    A Shaolin monk, period.
  • The_ShakunetsuThe_Shakunetsu COULD YOU NAME ALL THE CHARACTERS APPEARED IN MY PIC? (spoilers is in my sig) Joined: Posts: 3,072
    I put some of my past concept and compile them here, because this thread can be useful reference and resources not just for SFV but for future titles or other FG franchises. I think this should be in a fighting game discussion thing?

    SFV Arcademode, Storymode with SFA3 World Tour Challenges & Vtrigger/Vskill ideas
    Arcade Mode Concepts - Better than traditional Arcade Mode | Story Mode Suggestion - Battle Challenges, Battle Attack & Battle Type | V-Trigger & V-Skill Ideas

    Character Wishlist SFV, DBFZ and MVCi

    My DB Characters for DBFZ
    Solo Characters
    1.) Picolo
    2.) Killin
    3.) Kid Buu
    4.) Pikon
    5.) Hit
    6.) Broly - legendary
    7.) Super Janemba
    8.) Gotenks SSJ3
    9.) Great Ape Baby or Adult Form
    10.) Syn Shenron - can transform to Omega
    11.) Caulifa
    12.) Kale
    13.) Hirudegarn

    Pair/Tag Character - Can be either like the implementation of this characters in the named game: Choi with Chang in CVS2, Cait with Sith in Code Chaos, Hisuii with Kohaku in MB, Danny with Demi in the Outfoxies, Jie Mei Hua in Dong Dong Never Dies and Groove-&-Fight's Oume with Otane.
    14.) Android 18 with Andriod 17
    15.) Rose with Zamasu
    16.) Dr Jero with Andriod 19
    17.) Yamcha with Puar
    18.) Dabura and Babidi

    Team Character - Can be either like the implementation of this characters in the named game: Captain Commando in MVC2, Doronjo in TVC, Tronbone in MVC2 or Ace Attorney in UMVC3.
    19.) Tien - Some specials summons Chiaozu and Launch
    20.) Ginew Forces - with The Ginew Forces Plays like (Captain Commando in MVC2 or Doronjo in TVC)
    21.) Meta Cooler - Plays like Ultron in MVCi
    22.) Roshi - Some specials summons Turtle and Oolong
    23.) Napa - Summon numerous Saibamen (like Gargos Ki or Tronbone in MVC2)
    24.) Bojack

    My Capcom Characters for Marvel vs Capcom: Infinite
    SIGMA X ULTRON HENCHMEN- Consist of bounty hunters, heroes rival, dominant forces and altered or robotized Capcom characters.

    1.) Cyber Akuma - Akuma with cybernetic enhancement, Ryu's recurring rival.
    2.) Mecha Zangief - A Zangief cloned Repliod.
    3.) Devilot with Super-8 from Cyberbots. (older version that look like Doronjo and plays like Doronjo TVC and Trone bonne combined)
    4.) Cyborg Charlie Nash -MvSF Bison's Ending with Shadow lady missiles and electric shock

    CAPCOM- New Characters

    1.) Felyne - from Monster Hunter (rival to Rocket Racoon)
    2.) Hauzer - from Warzard (Godzilla and Kaiju)
    3.) Son-Son - the original son-son (male) (Goku) (plays like Tekkaman Blade in TVC)
    4.) Nina - from Breath of Fire (plot can be from the cause of using Reality Gem)
    5.) Saturn Dyer - Plasma Sword Character (The Mask) (plays like Yatterman -1 in TVC)
    6.) Tessa/Tabasa - from Warzard (her previous plots revolves on crystals involvement)
    7.) Pure and Fur - Protector of Capcom world.
    8.) Rouge - Power Stone (her previous plots revolves on acquiring power stones involvement)
    9.) Anita(Older) (DS/VS What if Character) - A like a Jojo bizzare character/persona/shaman king, summoner that summons Donovan and his sword (Touhou)
    10.) Ingrid - A crossover character
    11.) Ruby Heart - MVC2 (Magic stone involvement) Pirate
    12.) Asura - from Asura's Wrath.
    13.) Astaroth - from Ghost and Goblins size is like Dormammu or from Project-X-Zone
    14.) Nero - Devil May Cry (mix of Vergil, Dante and TVC Soki)
    15.) Shoma - Rival Schools

    MARVEL

    1.) Doom
    2.) Spider-man
    3.) Wolverine
    4.) Thanos
    5.) Venom
    6.) Cyclops

    My Characters for SF5's 3rd Season on wards

    Different Playstyle I want in SFV
    1.) Xianyu and Jianyu - as a pair fights like Choi and Chang in CVS2.
    2.) Delta Red Rep!! - Can play like Captain Commando.
    3.) Yun and Yang - play like how rival school or Capcom Fighting Jam works you can switch characters after or before round in matches.

    Characters I want to return
    1.) Haggar
    2.) Eagle
    3.) Maki
    4.) Sodom
    5.) Blanka
    6.) Lee - Drunken master
    7.) Feilong -(with Iron Fist playstyle like in UMVC3)
    8.) Necro
    9.) Oro - all projectile are now angled diagonally like Dr Fate(Injustice2) to be different from sim & other shoto
    10.) Sagat
    11.) Q
    12.) Viper

    Characters and concepts that need to explored before going to SF3 Timeline
    1.) Tom
    2.) Effie
    3.) Byron
    4.) Noembelu

    Designs I want to see again in SF
    1.) Asuka (from concept design) - play like KOF kazumi and Hokuto from SFex
    2.) Wraith (Slam Master)

    SFV Guest from SF expansions
    1.) Skullomania
    2.) Garuda
  • CestusCestus Sorry for my english :D Joined: Posts: 5,979
    Cestus wrote: »
    @Cestus

    I've already done concepts for Elena and Noembelu (Soaring Condor).

    No offense but i'm speaking about get these characters/concepts playable in SFV, not as fan made profiles

    This is a thread for fan made character concepts and profiles :lol:

    I misunderstood it then =)
    I thought it was for concepts of chars we will like see ingame , sorry
    I designed SFV Ken, your argument is invalid.
    "@Cestus tightened her ass up" - YagamiFire

    All SFV Colors here!- http://forums.shoryuken.com/discussion/214626/new-colors-for-story-and-battle-alts/p1
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    I put some of my past concept and compile them here, because this thread can be useful reference and resources not just for SFV but for future titles or other FG franchises. I think this should be in a fighting game discussion thing?

    If you've posted them here before, using the search function can save you a lot of time. The biggest time waster for me was bolding the category titles and italicizing the technique names. Luckily I posted most of my profiles here before and I was able to cut and paste from my original posts.
  • MageggMagegg Joined: Posts: 3,902
    OK, here's mine:

    TORMO
    Occupation: Extreme sportsman
    Age: 15 and a half (November 20th birthday)
    Likes: Extreme sports, ice cream, he's also an anime fan
    Favorite animes: Death Note, Attack on Titan, Ragnarok Online, JoJo's Bizarre Adventures, Berserk
    Worst animes: One Piece and Naruto, My Hero Academia, he thinks they suck and he usually punches OP and Naruto fans in conventions
    Blood type: A+/Dark Hadou
    Hair: Blonde
    Eyes: Purple
    Fighting Style: Ansatsuken karate and Dark Hadou, and Guile's fighting style (a little)

    Moves
    QCF+K: Hadouken.
    Tormo shoots a hadouken from his foot.
    QCF+K (hold): Extreme Hadouken no Tenshi. If the kick button is left hold on for half a second, the screen freezes and goes black and Tormo shoots a light-speed hadouken in the form of a lightning from his hands. (Means Extreme Hado Wave from Heaven).
    DP + P: Shoryuken. Tormo's shoryuken is engulf in flames like Ken's but it also is hotter and deals more damage.
    QCB + K: Tatsumaki. Tormo's tatsumaki is so powerful it can pull opponets from the other side of the screen.
    EX Power Boom. Charge b, forward + PP. Tormo shoots a Sonic Boom like Guile's. It is quicker than Guile's Sonic Boom.
    V-Trigger: True Dark Hadou. Tormo transforms into a dark version of himself, his speed is much quicker as it looks like he's teleporting and all the damage for his attacks are increased. For example, shoryuken shoots a bigger blaze of fire, and his hadouken become unlockable. This V-Trigger's activated when Tormo loses half of his health bar and also if TOrmo has managed to deplete half of his opponent's lifebar while in Perfect, so he becomes Dark Tormo and he performs a flashier Perfect finisher.

    STORY PROLOGUE
    It was a stormy night in Tokyo when Chun-Li was training atop of a mountain, a dark figure was watching her over and he fell like a lightning and came to challenge her:
    "I am Akuma, master of Dark Hadou and I've come to fight you".

    Chun-Li says "I'm scary, you look like a demon".

    Akuma said "I'm going to take you to hell".

    Guile was running to Chun-Li trying to save her.

    Chun-LI: "KIKOUUSHOOO!!"

    Akuma doged Chun-Lis attack and he was managed to come next to her and use the Raging Demon.

    Guile: "CHUN-LI!!!"

    Chun-Li cleared her mind and tried to witstand the attack.

    HA HA HA aKUMA said, there is no way you could resist my raging Deamon.

    Chun-Li's body started to react and she confined the dark energies inside of her and a big power came from her womb.

    Guile: "CHUN-LI!!!"

    When Guile came to Chun-li she was already dying apparently but she said Guile should help her.

    Guile: Chun-Li please resist, the choppers are coming, guile said but Chun-Li was seeing the light in the end of the tunnel. She tocuhed Guile's face while Guile was crying and she said "This is my son, name him Tormo, you must raise him for me". Guile promsied to take care of Tormo, but Chun-Li said "and also take revenge on Akuma".


    to be continued....................................
  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,734
    ^
    Twitter-how-many-times-do-we-have-55610b.png
  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,734
    Give me a while and I'll throw my hat in. I have quite a few characters I want to do, and I'd write Noembelu completely differently. I'm doing returning/existing characters over in the request/speculation thread already, but newcomers give me a little more room to talk about story, which I don't really do as gameplay is more of a focus there.
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    edited September 10
    I only have two SFIV concepts that I didn't bring over to SFV. Those two were my two Gouken daughter concepts. I think I'll bring them to the SFV format and take a bit of break. See what you guys come up with. Insomnia has it's advantages. Finished converting my SFIV concepts for Gouka into SFV.

    Gouka - The Mistress of Hado (SFV : Mu No Hado version)
    Name: Gouka (Powerful Flower)

    Nickname: The Mistress of Hado

    Sex: Female

    Ethnicity: Japanese

    Height:
    5ft 9in(1.75m)

    Weight:
    150 lbs. (68kg)

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

    Hometown: Unknown, Japan

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

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

    Dislikes: Her Uncle, Dishonor

    Fighting Style: Ansatsuken (Mu No Hado)

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

    Origins:

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

    Her Rival: Akuma

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

    1000 stamina 1000 stun

    Throws:

    Palm Strike/Back Chop Combination - 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

    Unique Attacks:

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

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

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

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

    V-Reversal:

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

    V-Skill:


    Goshoken – MP+MK: Gouka hits her foe with a precise palm strike that causes a soft knockdown. Projectile invincible from frame 3. Looks nearly identical to Gouken's LP Senkugohoha.
    • Zanku Gosho- MP+MK: (In Air): Gouka strikes with a palm strike from her forward jump. The attack nullifies projectiles from frame 3.
    V-Trigger:

    Hado No Michi (Way of the Hado)– HP+HK: Gouka focuses and gains peerless control over Mu No Hado. All of her projectile attacks are in enhanced. Gains access to her ultimate technique. The Raijin Shoryuken
    • Go Hadoken startups and recover 1f faster. LP Go Hadoken travels 10% slower. HP Go Hadoken travels 10% faster. Go Hadoken can also be charged into a 2 hit projectile that doubles it damage/stun. EX Go Hadoken becomes Kinite Hadoken.
    • Shakunetsu Hadoken gains full startup invincibility and a 20 damage/30 stun buff. EX version causes a juggle state.
    • Zanku Go Hadoken can now be performed from neutral and back jumps. EX Zanku Go Hadoken becomes Kinite Zanku Hadoken.
    • Tsumetai Hadoken startups 5 frames faster, recovers 2f faster, and received a 15 damage/25 stun buff.

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

    Specials:

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

    Shakunetsu Hadoken
    -F,D,DF +P (Forward, Down, Down Forward): (Anti Air) Gouka targets her opponents head with a large point blank projectile. Unlike the Go Hadoken, Gouka uses both of her hands to generate this attack. Punch button determines the startup and damage. 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)

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

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

    V-Trigger Only

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

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

    Critical Art:

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

    V-Trigger Only

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

    Reasons to be in SFV:
    *

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

    Gouka - The Mistress of Destruction (SFV - Satsui No Hado version)
    Name: Gouka (World Destroying Conflagration)

    Nickname: The Mistress of Destruction

    Sex: Female

    Ethnicity:
    Japanese

    Height: 5ft 9in(1.75m)

    Weight:
    161 lbs. (73kg)

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

    Hometown:
    Unknown, Japan

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

    Likes: Solitude, Getting Stronger

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

    Fighting Style: Ansatsuken (Satsui No Hado)

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

    Origins:

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

    Her Rival: Akuma

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

    950 Stamina 925 Stun

    Throws:

    Throat chop into Palm Strike - 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

    Unique Attacks:

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

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

    V-Reversal:

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

    V-Skill:

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

    V-Trigger:

    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

    Specials:

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

    Hyakkishu -HCF +P (Demon Flip): Gouka does a forward rolling jump towards her opponent with various follow ups, punch strength determines distance/angle. Goes over projectile attacks. EX (Gains projectile invincibility on frame 3)
    • Hyakki Gozan (no input) Gouka performs a sliding sweep kick
    • Hyakki Gojin +K Gouka performs a dive kick similar to the Debiru Kujinkyaku
    • Hyakki Gosai +LP+LK Gouka hits her opponent with backflip knee followed up by a chop to the neck
    • Hyakki Gotsui +LP+LK Gouka grabs her airborne opponent by head and drives them into the ground

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

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

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

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

    Critical Art:

    Messatsu Go Hado
    -QCFx2 + P (projectile attack): Gouka focuses the power of the Satsui No Hado into a powerful scorching 8 hit hadoken. (350 damage point blank, 320 damage sweep distance or greater), punch button determines the speed of the projectile)
    • Messatsu Go Zanku-QCFx2 + P (in air) (projectile attack): Two handed air fireball. Air version of the Messatus Go Hado. Does less damage. (300 damage, punch button determines the angle of the projectile)
    • Messatsu Go Shoha-QCBx2 +P (Anti Air)(projectile attack): Anti air version of the Messatsu Go Hado, Gouka fires a powerful Hadoken directly upward, only hits jumping opponents. (330 damage)

    V-Trigger Only

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

    Reasons to be in SFV:*

    Gouka has sequestered herself in the wilderness of Japan for years. Living off the land, she hasn't seen anyone since she left father's seemingly lifeless body with her mother. Gaining a master over Satsui No Hado while still maintaining her since of self, she leaves her makeshift residence behind. Focusing her mind, she senses a gathering of powerful foes. She knows her target will feel their presence as well. So she waits for him to appear. She will have her reckoning.
    Post edited by Darc Requiem on
  • Slick_TonySlick_Tony That Guy Joined: Posts: 34
    "Maybe I will step into the ring."

    Name: Phoenix Jones

    Style: Sanda (Chinese Kickboxing) mixed with Army taught techniques

    Country of Origin: USA

    Age: late 20's/early 30's (If SFV is still set in the 90's) - 50 (If SFV is set in the present)

    Height: 7'

    Weight: 305 LB

    Likes: His sister, his nephew, and guacamole

    Dislikes: Egotism, Tyranny, and Avacados

    Rivals: Ryu (friendly), Guile (friendly), Wolfgar (other original character)

    Techniques: Phoenix Palm, Boom Punch, G-Force Slam Down, Falling Firebird, Chi Focus, Chi Unleashed

    Bio: Phoenix Jones is a former US Army Captain and a martial arts master. He was released from the Army after he was blinded in Desert Storm. After wandering aimlessly for a year, he began to hear rumours of a monk with mystical powers. He thought that perhaps this man could cure his blindness.
    When he meets the man in the heart of China, the man (known as Sifu) solemnly tells him that he cannot cure him. But (being blind himself) Sifu takes pitty on Phoenix and offers to help him learn to live with his disability. Phoenix gladly accepts the old man's offer and for the first time in a long time he begins to feel happiness.

    FIGHTING STYLE
    By combining Sanda and his military training, Phoenix has a very dangerous fighting style. Because of his long limbs and his "Boom Punch" Phoenix is best used as a mid-range zoner. But he can perform devastating combos if he finds an opening.

    Phoenix Palm - DP Motion+P: PJ strikes his opponent in their jaw with his palm. While it appears that he doesn't put that much force into the thrust, the opponent is sent flying into the air. The Ex variant juggles his enemy.

    Boom Punch - QCF+P: PJ throws a punch with such speed and force that he can hit an opponent who is 2 arms length away from him. The "Boom" can cancel out projectiles. Plus, it is possible to hit the opponent with both the punch and the shock wave.

    G-Force Slam Down - LP+LK: His air throw. He grabs the opponent by their head (similar to Guile's foward air throw) and then he "dunks" them into the ground.

    Falling Firebird - QCBx2+P: Phoenix strikes his poor victim with several punches & kicks then he proceeds to grab them and jumps into the air. He performs a flip in the air and piledrives his opponent into the ground while on fire. When they touch the ground, the flames surrounding them takes the shape of a Phoenix.

    Chi Focus - MP+MK: His V-Skill. When he activates his V-Skill, one of the tattoos on his body begins to glow. He can stalk his V-Skill up to 3 times. In order to gain V-Gauge, the player must perform a special (which gets buffed) while at least one of his tattoos are glowing. Doing this however gets rid of one stalk.

    Chi Unleashed - HP+HK: Phoenix Jones' V-Trigger. When activated normally, it simply transforms his regular specials into their EX variants. But if all 3 of his tattoos glow when it's activated, a few things happen:
    1. His V-Trigger remains active for the rest of the current round (like Necalli).
    2. The boom in his Boom Punch transforms into a fireball and it hits 3 times.
    3. EX Phoenix Palm is a miniature version of his Critical Art.
    4. He can perform longer combos.

    DESIGN
    Since I am a so-so artist (OK I suck) I will explain what he looks like. Phoenix Jones is a mixture of Kareem Abdul-Jabar from Game of Death and Dennis Rodman. He has an afro, wears large black sunglasses, and is rather quite. But he also has tattoos, piercings on his ears, nose, & left eyebrow, and his fro is black with blonde streaks. I based him off of Kareem because I wanted to do a kung-fu flick homage and I thought it was his turn. I threw a little bit of Dennis in there so he could have some character. :)
    Xbl: xESL_Slick_Tony
    PSN: TSG_Slick_Tony
    SFV: Ryu, Guile, Balrog
    USF4: Guile, Balrog, Fei Long
    Omega SF4: Guile, Bison, Ryu
    SFxT: Guile/Bison, Rolento/Law, Ryu/Hugo, Balrog/Steve
    MK9: Sub-Zero, Ermac, Johnny Cage
    MKX: Liu Kang (Flame Fists), Johnny Cage (Stunt Double), Sub-Zero (Cryomancer(Hooray for buffs!))
    IGAU: Superman, Grundy, Green Arrow
    TR: Marshall Law
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    Hey everyone, I recommend spoiler tagging the details of your concepts. It makes the thread easier to read.
  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,734
    All right! I'll start off with some folks who are no stranger to the spotlight.

    Zen
    zen.jpg?h=8a6a056b0f81f002ae787cee4c1c4007

    Tone: An over-the-top, Bollywood-inspired fighter that fills a stereotype practically nonexistent in Western media unless you are familiar with East Indian culture. Also, this song pretty much goes with the character.


    Origins:
    An Indian actor, who is also a fighter. Apparently he used to be a car salesman. Now, his sharp dance moves and charming smile are enchanting women the world over. He's been friends with Zangief for a long time now.
    Zen displays a truly remarkable range of talents. When he's not making the ladies swoon with his romantic cinematics or establishing India's latest dance craze, he's the high-flying action star that every Indian boy dreams of emulating. Zen always performs his own stunts, and regularly spars with big-name fighters to stay in peak condition.

    Fighting Style: Various forms of Indian Martial Arts
    Attributes: [Health: 3] [Power: 3] [Range: 2] [Mobility: 4] [Techniques: 3]

    Throws:
    - Forward throw: Elephant Toss. Zen grabs his opponent by their legs, slams them into the ground, then tosses them away.
    - Back throw: Monkey Flank. Zen leapfrogs over the opponent's shoulders, landing on his hands behind them. He then handspring kicks them in the back.
    - Air-to-air throw: Eagle Catch. Zen snatches his opponent out of the air, body slamming them into the ground as he lands from his jump. He can deal up to 10% more damage relative to how high off the ground he lands the grab.
    - Air-to-ground throw: Eagle Snatch. SFV's first air-to-ground throw, performed by pressing down+LP+LK while in the air. Zen grabs the opponent's shoulders, swings them overhead with a front flip, then slams them into the ground.

    Unique Attacks:
    - Wall Jump: up-forward while next to a wall
    - Charmer Series. f.LP -> f.MP -> f.HP. Zen's target combo resembles a dance with some strikes mixed in. He can start from f.LP or f.MP.
    - Rejection Back. During f.LP or f.MP, backdash. Zen's f.LP/MP can be backdash canceled.
    - Mudslide. df.HK. A pretty standard knockdown slide.

    V-Skill: Spin Step. Zen performs a forward sidestep, bypassing all projectiles and strike attacks. This ability works similarly to a CvS2 roll. The forward version of this move advances farther and passes through opponents.

    V-Reversal: Dastar Unwind. Zen glides forward through the opponent, slipping out of incoming pressure.

    V-Trigger: Climax Dance. Zen's V-Trigger resembles an Alpha 2 Custom Combo, providing him with forward momentum and the ability to cancel any move into any other move. The background beats are synched to Zen's button presses.

    Specials:
    - Hunting Viper. srk+P. Zen reaches his hand into the air to catch opponents, slamming them into the ground. The EX version causes a wall bounce for additional combo routes.
    - Tiger Pounce. qcf+K. Zen springs forward at the opponent, hands outstretched. Heavier versions include a forward roll before the jump, allowing Zen to bypass incoming projectiles. When Zen connects with the opponent, he knocks the opponent down and sets up an armbar, similar to Laura's Bolt Charge follow ups.
    - Tiger Claws. qcb+P. Zen performs a pair of palm strikes. The first hit is always a high attack, but different versions change the second hit. LP = straight palm, MP = overhead (doesn't combo, can link after the hit), HP = slow unblockable (doesn't combo from the first hit, used for resets), EX = 4 hits, last one is a launcher
    - Elephant Stomp. qcb+K. Zen's main command throw, he knocks the opponent over before stomping them into the ground.

    Critical Art: Karnataka Finisher. Zen picks up his opponent and swings them around for several seconds. He finishes by tossing them into the air, jumping after them, and doing an arm breaker into a ground slam.

    Prologue Synopsis:
    Zen is hanging out at his mansion (which is 90% tiger pelts, silk, and gold) when he gets a phone call from Azam, inviting him to Zangief's underground wrestling tournament in Russia. Zen gladly accepts, hoping to get a rematch with the Red Cyclone as part of their ongoing rivalry. When he arrives, Laura finishes her match with El Fuerte, knocking him out of the ring. She recognizes Zen as a world-famous actor and fighter, immediately challenging Zen to a match in hopes of promoting Matsuda Ju Jiitsu. Zen dispatches of Laura, then openly asks where Zangief is. Rainbow Mika jumps into the ring, claiming that anyone who wants to get to Zangief will have to get through her. Zen easily defeats Rainbow Mika, claiming that only the real Red Cyclone could give him a challenge. Zangief then lets out a heavy laugh as he enters the ring, greeting his friend with a combat stance. The two spar, with Zen ultimately coming out on top. Impressed with how far he's come since their last bout, Zangief advises Zen to seek out the World Warrior tournament competitors and try his luck against them. Zen resolves to seek out these fighters during his next World Tour, thanking Zangief for the match.

    Sheila/Sheera
    yoga04.jpg?h=68ca2b71e8ced38e179804bd8ec3a76f

    Tone: Sheera is a worldly, well traveled woman, around Rose's age. Despite her status as one of the 7 Yoga Masters, she retains a sense of humor and her good nature.

    Origins:
    Sheera resides in New York, and is a former dancer who had high hopes for her career, but stopped everything once she found Yoga while on a trip to India. She uses her flexible body to perform a variety of moves.
    She's very expressive person and can use a variety of tools, which has garned her a huge following around the world. She even has an instructional Yoga DVD that's gotten rave reviews! In fact, she's gotten so famous that she also has her own private jet that she uses as a home!
    Sheera is an oddity, even among the other Yoga Masters. She is the only one of their number that is female, and the only one to be born outside of India. Unlike the other Masters, she prefers to travel the world and bring wisdom to those in need.

    Fighting Style: Yoga, Capoeria, weaponized contortion techniques
    Attributes: [Health: 2] [Power: 2] [Range: 5] [Mobility: 3] [Techniques: 5]

    Throws:
    - Forward throw: Sheera trips the opponent over with a leg sweep, then bends backwards to reach through her legs (Dhalsim st.HP much?) in order to grab the opponent's ankles. She then snaps her back into regular form, still holding the opponent, swinging them overhead as she slams them into the ground.
    - Back throw: Sheera enters a handstand, grabbing the opponent's head with her feet. She then tosses them full screen behind her.

    Unique Attacks:
    - Yorick Lift. f+LP. Sheera swings her upper body 360 degrees, performing a rising palm uppercut as she completes the rotation, turning her upper body back around in the recovery frames. This attack is upper-body invincible, making it a great anti-air.
    - Yoga Swing. f+HP. Sheera bends backward into a right angle, then swings her upper body in a full circle parallel to the ground, sort of like Dhalsim's V-Reversal. Holding the button has Sheera feint the attack.
    - Sweeping Stretch. b+HP. Sheera lifts a leg completely perpendicular to the ground with her sole facing up. She then bends her balancing leg to lower herself as she bends her spine back and under her waist to sweep the opponent with a side chop, knocking them down on hit.
    - Yoga Twist. f+LK. Sheera turns her upper body 360 degrees, then twists her lower body in the same direction, using the momentum of the turn to perform a standing low kick. During the startup, this move is upper body invincible.
    - Scorpion Handstand. f+MK. Sheera goes forward into a handstand bringing her legs over her body into an overhead strike.
    - Scorpion Claw. (during Scorpion Handstand) P. Sheera low swipes at the opponent's feet with one of her hands, remaining balanced on the other.
    - Scorpion Stinger. (during Scorpion Handstand) K. Sheera does a second overhead strike on the opponent.
    - Guillotine Stretch. b+MK. Sheera lifts a leg completely perpendicular to the ground with her sole facing up. She then brings her leg down with an overhead axe kick.
    - Flagstaff. b+HK. Sheera bends backward so that her feet and forearms are on the ground, then raises a leg straight up. Due to her low profile and vertical reach, this move is an amazing AA that beats crossups.
    - Sliding Fold. df+HK. Sheera folds herself really far back, on par with Dhalsim's slide/FANG's coward crouch, and slides full screen.

    V-Skill: Chakra Bond. Sheera bends backward to grab her ankles, low profiling incoming attacks. Holding the buttons causes Sheera to roll forward along the ground in this stance, dealing multiple hits during the animation.

    V-Reversal: Pole Twist. Sheera does a rather ... suggestive spinning attack around an imaginary pole that knocks opponents back.

    V-Trigger: Loose Joints. Sheera performs a brief stretch as she prepares her body for more intensive movement. During this state, Sheera can cancel any normal into any other normal so long as it is of the same strength or higher in the Hunter Series (LP > LK > MP > MK > HP > HK). This does not enable any new special move cancels.

    Specials:
    - Handspring Drill. qcf+K. Sheera performs a handspring, launching herself forward at the opponent with her arms. While moving, she puts her feet together and spins in a drill motion.
    - Twister Handstand. qcb+P. Sheera bends backward into a handstand and spins her lower body. These kicks pull the opponent closer on block.
    - Blowback. (during Twister Handstand) qcf+P. Sheera reverses the rotation of her lower body.

    Critical Art: Yoga Wrap. qcf x2+K. Sheera kicks the opponent, then uses them as levarge as she wraps herself around them. As Sheera slides around, she performs various holds and locks. To finish, she puts her legs around the opponent's neck and slams them into the ground with a Frankensteiner throw.

    Prologue Synopsis:
    We start in New York, where Sheera is meditating. She's thinking to herself about the state of the world going forward without Shadowloo, concluding that some new evil will inevitably rise to challenge the next generation. We hear Alex ask Sheera to come down, and the camera pans out to reveal that Sheera is hanging off of a statue. Noticing Alex, she drops down and asks to spar with him, sensing some great potential within. He obliges, noting after the fight that Sheera is extremely hard to hit. As they part, she muses to herself about how young and untrained Alex still is, wondering if he will rise to the challenge ahead. Menat then teleports beside Sheera, saying that she didn't expect a Yoga Master to be all the way in New York. Knowing that the girl must bear some message from Rose, Sheera asks Menat to share a prophecy over some expressive meditation. Menat accepts, beginning a fight. Afterward, we cut to the tail end of what Menat was explaining to Oro in her prologue. Sheera remarks that good and evil are ultimately generational forces, changing forms like an aesthetic changes poses in meditation. Bidding the Yoga Master goodbye, Menat teleports away. Sheera muses to herself that Menat would make a great apprentice ... if she focused more on the present than the future.
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    @just5moreminutes Top notch work!
  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,734
    I was going to do the Norway pirate family next, but I've got something more ambitious in mind now.
    Capcom-Udon-Tribute-MVC2-Art-by-The-Chamba.jpg
    Ready to go for a ride?
  • DaemosDaemos Queen Bitch of the Universe Joined: Posts: 9,522 ✭✭✭✭✭ OG
    From Cap's CFN, the two characters I want most are Zen (Bollywood actor, with lots of colorful Holi powder) and a normalized Ruby Heart. So well done @just5moreminutes
  • DaemosDaemos Queen Bitch of the Universe Joined: Posts: 9,522 ✭✭✭✭✭ OG
    I only have two SFIV concepts that I didn't bring over to SFV. Those two were my two Gouken daughter concepts. I think I'll bring them to the SFV format and take a bit of break. See what you guys come up with. Insomnia has it's advantages. Finished converting my SFIV concepts for Gouka into SFV.

    Gouka - The Mistress of Hado (SFV : Mu No Hado version)
    Name: Gouka (Powerful Flower)

    Nickname: The Mistress of Hado

    Sex: Female

    Ethnicity: Japanese

    Height:
    5ft 9in(1.75m)

    Weight:
    150 lbs. (68kg)

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

    Hometown: Unknown, Japan

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

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

    Dislikes: Her Uncle, Dishonor

    Fighting Style: Ansatsuken (Mu No Hado)

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

    Origins:

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

    Her Rival: Akuma

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

    1000 stamina 1000 stun

    Throws:

    Palm Strike/Back Chop Combination - 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

    Unique Attacks:

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

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

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

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

    V-Reversal:

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

    V-Skill:


    Goshoken – MP+MK: Gouka hits her foe with a precise palm strike that causes a soft knockdown. Projectile invincible from frame 3. Looks nearly identical to Gouken's LP Senkugohoha.
    • Zanku Gosho- MP+MK: (In Air): Gouka strikes with a palm strike from her forward jump. The attack nullifies projectiles from frame 3.
    V-Trigger:

    Hado No Michi (Way of the Hado)– HP+HK: Gouka focuses and gains peerless control over Mu No Hado. All of her projectile attacks are in enhanced. Gains access to her ultimate technique. The Raijin Shoryuken
    • Go Hadoken startups and recover 1f faster. LP Go Hadoken travels 10% slower. HP Go Hadoken travels 10% faster. Go Hadoken can also be charged into a 2 hit projectile that doubles it damage/stun. EX Go Hadoken becomes Kinite Hadoken.
    • Shakunetsu Hadoken gains full startup invincibility and a 20 damage/30 stun buff. EX version causes a juggle state.
    • Zanku Go Hadoken can now be performed from neutral and back jumps. EX Zanku Go Hadoken becomes Kinite Zanku Hadoken.
    • Tsumetai Hadoken startups 5 frames faster, recovers 2f faster, and received a 15 damage/25 stun buff.

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

    Specials:

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

    Shakunetsu Hadoken
    -F,D,DF +P (Forward, Down, Down Forward): (Anti Air) Gouka targets her opponents head with a large point blank projectile. Unlike the Go Hadoken, Gouka uses both of her hands to generate this attack. Punch button determines the startup and damage. 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)

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

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

    V-Trigger Only

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

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

    Critical Art:

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

    V-Trigger Only

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

    Reasons to be in SFV:
    *

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

    Gouka - The Mistress of Destruction (SFV - Satsui No Hado version)
    Name: Gouka (World Destroying Conflagration)

    Nickname: The Mistress of Destruction

    Sex: Female

    Ethnicity:
    Japanese

    Height: 5ft 9in(1.75m)

    Weight:
    161 lbs. (73kg)

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

    Hometown:
    Unknown, Japan

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

    Likes: Solitude, Getting Stronger

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

    Fighting Style: Ansatsuken (Satsui No Hado)

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

    Origins:

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

    Her Rival: Akuma

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

    950 Stamina 925 Stun

    Throws:

    Throat chop into Palm Strike - 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

    Unique Attacks:

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

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

    V-Reversal:

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

    V-Skill:

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

    V-Trigger:

    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

    Specials:

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

    Hyakkishu -HCF +P (Demon Flip): Gouka does a forward rolling jump towards her opponent with various follow ups, punch strength determines distance/angle. Goes over projectile attacks. EX (Gains projectile invincibility on frame 3)
    • Hyakki Gozan (no input) Gouka performs a sliding sweep kick
    • Hyakki Gojin +K Gouka performs a dive kick similar to the Debiru Kujinkyaku
    • Hyakki Gosai +LP+LK Gouka hits her opponent with backflip knee followed up by a chop to the neck
    • Hyakki Gotsui +LP+LK Gouka grabs her airborne opponent by head and drives them into the ground

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

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

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

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

    Critical Art:

    Messatsu Go Hado
    -QCFx2 + P (projectile attack): Gouka focuses the power of the Satsui No Hado into a powerful scorching 8 hit hadoken. (350 damage point blank, 320 damage sweep distance or greater), punch button determines the speed of the projectile)
    • Messatsu Go Zanku-QCFx2 + P (in air) (projectile attack): Two handed air fireball. Air version of the Messatus Go Hado. Does less damage. (300 damage, punch button determines the angle of the projectile)
    • Messatsu Go Shoha-QCBx2 +P (Anti Air)(projectile attack): Anti air version of the Messatsu Go Hado, Gouka fires a powerful Hadoken directly upward, only hits jumping opponents. (330 damage)

    V-Trigger Only

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

    Reasons to be in SFV:*

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

    Excellent.

    In my ancient post-3S SF fanfiction game, I always imagined Gouken's daughter becoming Oni after she vanquishes Akuma (Think "Sin-Eater"). Ryu would lose her to SNH and soap opera of love, pain, revenge and redemption begins.

    I imagined that she would be a unique Shoto that focuses more on palm strikes, shoryuken, and all kinds of parries and negation moves. No fireballs or hurricane kicks, and lots of advanced "nothingness" techniques.
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    edited September 12
    Daemos wrote: »
    I only have two SFIV concepts that I didn't bring over to SFV. Those two were my two Gouken daughter concepts. I think I'll bring them to the SFV format and take a bit of break. See what you guys come up with. Insomnia has it's advantages. Finished converting my SFIV concepts for Gouka into SFV.

    Gouka - The Mistress of Hado (SFV : Mu No Hado version)
    Name: Gouka (Powerful Flower)

    Nickname: The Mistress of Hado

    Sex: Female

    Ethnicity: Japanese

    Height:
    5ft 9in(1.75m)

    Weight:
    150 lbs. (68kg)

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

    Hometown: Unknown, Japan

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

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

    Dislikes: Her Uncle, Dishonor

    Fighting Style: Ansatsuken (Mu No Hado)

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

    Origins:

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

    Her Rival: Akuma

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

    1000 stamina 1000 stun

    Throws:

    Palm Strike/Back Chop Combination - 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

    Unique Attacks:

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

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

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

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

    V-Reversal:

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

    V-Skill:


    Goshoken – MP+MK: Gouka hits her foe with a precise palm strike that causes a soft knockdown. Projectile invincible from frame 3. Looks nearly identical to Gouken's LP Senkugohoha.
    • Zanku Gosho- MP+MK: (In Air): Gouka strikes with a palm strike from her forward jump. The attack nullifies projectiles from frame 3.
    V-Trigger:

    Hado No Michi (Way of the Hado)– HP+HK: Gouka focuses and gains peerless control over Mu No Hado. All of her projectile attacks are in enhanced. Gains access to her ultimate technique. The Raijin Shoryuken
    • Go Hadoken startups and recover 1f faster. LP Go Hadoken travels 10% slower. HP Go Hadoken travels 10% faster. Go Hadoken can also be charged into a 2 hit projectile that doubles it damage/stun. EX Go Hadoken becomes Kinite Hadoken.
    • Shakunetsu Hadoken gains full startup invincibility and a 20 damage/30 stun buff. EX version causes a juggle state.
    • Zanku Go Hadoken can now be performed from neutral and back jumps. EX Zanku Go Hadoken becomes Kinite Zanku Hadoken.
    • Tsumetai Hadoken startups 5 frames faster, recovers 2f faster, and received a 15 damage/25 stun buff.

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

    Specials:

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

    Shakunetsu Hadoken
    -F,D,DF +P (Forward, Down, Down Forward): (Anti Air) Gouka targets her opponents head with a large point blank projectile. Unlike the Go Hadoken, Gouka uses both of her hands to generate this attack. Punch button determines the startup and damage. 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)

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

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

    V-Trigger Only

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

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

    Critical Art:

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

    V-Trigger Only

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

    Reasons to be in SFV:
    *

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

    Gouka - The Mistress of Destruction (SFV - Satsui No Hado version)
    Name: Gouka (World Destroying Conflagration)

    Nickname: The Mistress of Destruction

    Sex: Female

    Ethnicity:
    Japanese

    Height: 5ft 9in(1.75m)

    Weight:
    161 lbs. (73kg)

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

    Hometown:
    Unknown, Japan

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

    Likes: Solitude, Getting Stronger

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

    Fighting Style: Ansatsuken (Satsui No Hado)

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

    Origins:

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

    Her Rival: Akuma

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

    950 Stamina 925 Stun

    Throws:

    Throat chop into Palm Strike - 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

    Unique Attacks:

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

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

    V-Reversal:

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

    V-Skill:

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

    V-Trigger:

    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

    Specials:

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

    Hyakkishu -HCF +P (Demon Flip): Gouka does a forward rolling jump towards her opponent with various follow ups, punch strength determines distance/angle. Goes over projectile attacks. EX (Gains projectile invincibility on frame 3)
    • Hyakki Gozan (no input) Gouka performs a sliding sweep kick
    • Hyakki Gojin +K Gouka performs a dive kick similar to the Debiru Kujinkyaku
    • Hyakki Gosai +LP+LK Gouka hits her opponent with backflip knee followed up by a chop to the neck
    • Hyakki Gotsui +LP+LK Gouka grabs her airborne opponent by head and drives them into the ground

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

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

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

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

    Critical Art:

    Messatsu Go Hado
    -QCFx2 + P (projectile attack): Gouka focuses the power of the Satsui No Hado into a powerful scorching 8 hit hadoken. (350 damage point blank, 320 damage sweep distance or greater), punch button determines the speed of the projectile)
    • Messatsu Go Zanku-QCFx2 + P (in air) (projectile attack): Two handed air fireball. Air version of the Messatus Go Hado. Does less damage. (300 damage, punch button determines the angle of the projectile)
    • Messatsu Go Shoha-QCBx2 +P (Anti Air)(projectile attack): Anti air version of the Messatsu Go Hado, Gouka fires a powerful Hadoken directly upward, only hits jumping opponents. (330 damage)

    V-Trigger Only

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

    Reasons to be in SFV:*

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

    Excellent.

    In my ancient post-3S SF fanfiction game, I always imagined Gouken's daughter becoming Oni after she vanquishes Akuma (Think "Sin-Eater"). Ryu would lose her to SNH and soap opera of love, pain, revenge and redemption begins.

    I imagined that she would be a unique Shoto that focuses more on palm strikes, shoryuken, and all kinds of parries and negation moves. No fireballs or hurricane kicks, and lots of advanced "nothingness" techniques.

    I remember us talking about this before in the story thread. That discussion is what got me back into concepts.
  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,734
    LET'S GO!
    tumblr_nmgji7Szu61r1m6foo1_1280.jpg


    Ruby Heart
    rh.jpg?h=c6c05bd31de0066b149a5b7fdfc4d0a8


    Tone: Ruby is a self-stylized pirate and adventurer, going off on wild chases to acquire antiques and see strange things.

    Origins:
    Ruby is a straightforward type of person. She values her family above all else, and won't hesitate to speak her mind. She always looks fowards to hearing about her father's adventures when he comes back from his voyages. She works at her mother's bar, but is also building a boat of her own to head out to sea. The name of her boat means "partner" in French. ...If you ask nicely, maybe she'll take you for a ride!
    The youngest daughter of the Heart family, Ruby always dreamed of following in her father's footsteps and becoming a modern pirate. After working in her mother's bar for years, she has finally completed the "Pare-tonn're". With her father in retirement, Ruby set out with her three brothers to forge a new pirate legend. Of particular interest to Ruby is a charm known as the "Warrior's Dream", a strange orb said to hold all the world's wisdom of martial arts.

    Attributes: [Health: 2] [Power: 3] [Range: 4] [Mobility: 3] [Techniques: 3]
    Fighting Style: Savate, Exotic Weapons

    Throws
    - Forward Throw: Ruby does a neck chop to put the opponent into hitstun, then thrust kicks them away
    - Back Throw: Ruby elbows the opponent in the stomach, lifts them overhead, then tosses them behind her like a barrel

    Unique Attacks
    - Anchor Drop. f+LP. Ruby performs an overhead strike with her elbow.
    - Heart Whip. f+HK. Ruby strikes the opponent with her whip. This attack has long start up and recovery, so it's only good at really long ranges.
    - Ankle Whip. df+HL. Ruby does a low strike with her whip. This attack has long start up and recovery, so it's only good at really long ranges.

    V-Skill: Fantôme. Ruby conjures a white fog cloud that travels the screen. If the cloud touches the opponent (think FANG's V-Skill), Ruby gains VT and the opponent gains the "haunted" effect. They have wisps of fog around them and slowly lose EX meter, about half a bar in 20 seconds. This effect goes away if Ruby is hit.

    V-Reversal: Sole Cannon. Ruby thrust kicks the opponent, knocking them away.

    V-Trigger: All Hands On Deck. Ruby calls in her brothers/crew for backup. The direction held on activation and during additional assist calls determines the move performed. After the activation, Ruby can call up to two times before the V-Trigger runs out. The brothers can be hit before their attack, which cancels their animation and wastes the assist call.
    - Neutral: Momotaru drops a barrel on the opponent from above. The barrel can be broken by attacks that cover the space above the head.
    - Forward: Baus jumps onscreen and swings his bottle several times, providing Ruby ample time to act.
    - Back: Beard jumps onscreen and fires his hook hand at the opponent, ignoring projectiles and pulling them in on a hit.
    - Down: Momotaru rolls his barrel across the screen. The projectile deals multiple hits but can be broken by incoming attacks.

    Specials:
    - Schwarzaile. qcf+P (air ok). Ruby tackles the opponent, knocking them down on a hit. The strength of the attack determines the direction (straight-45 degrees-vertical), and the EX version can be repeated up to 3 times.
    - Sublimation. qcf+K. Ruby conjures a pillar of water using her spiritual bond with the ocean. The pillar's location uses the same distances as Viper's Seismic Hammer, and the EX version conjures several pillars right in front of Ruby.
    - Rafale Cannon. qcb+P. Ruby has access to bolas, made of chain and weighted with small cannonballs. LP performs a hit grab that leaves opponents in a "bound" stun state. MP/HP have Ruby throw the bola straight/horizontal, which put the opponent in a stun state on hit.

    Critical Art: Shooting Fish. qcb x2+P. Ruby does a series of kicks and chops before wrapping the opponent in a bola and kicking them away. The opponent staggers a bit before falling into a barrel. Ruby takes aim with a novelty hand cannon and fires a cannonball at the barrel.

    Prologue:
    Ruby and her crew are sailing off the coast of New Zealand, looking for the Warrior's Dream. Ruby is looking at a map when one of her brothers calls out:

    BAUS: "Land ho, Captain!"
    RUBY: "So, it must be here! The 'Warrior's Dream', hidden away centuries ago, lost to the world - until now!"
    BAUS: "Captain, there's some people on the island! They're wearing yellow suits and army hats! Well, one of 'em ain't..."

    Ruby grabs her telescope and peers at the scene.

    RUBY: "By Blackbeard, they're taking the orb! Hurry, full speed ahead!"
    RUBY: (That symbol ... are they pirates too?)

    Cut to Ruby and crew confronting Shadowloo troops. Birdie is leading them.

    BIRDIE: "Oi, you lot! This here spot is secret, no tourists!"
    RUBY: "Tourists? We're pirates! And we're here for that orb!"

    A chopper flies away from the island.

    BIRDIE: "It's long gone, mate! Only artifacts left here are your clothes!"
    RUBY: "I've had enough of your mouth, landlubber! C'mon boys, let's harpoon us a whale!"
    [Ruby and Birdie fight]

    BIRDIE: [out of breath] "Aye, I thought I was being cheeky with my chains; you guys are just cheatin'! We're outta here!"

    Birdie and the Shadowloo troops hop on the chopper and leave. Ruby sits down, frustrated.

    MOMOTARU: "It's OK, Ruby. Sometimes you catch the fish, sometimes you don't."
    RUBY: "That thing was gonna pay back Dad for all the years he supported us..."
    MOMOTARU: "I think he's proud to see his little girl terrorizing the high seas. You always were his favorite."
    NECALLI: "DEVOUR-OUR-OUR!"

    Necalli forms in front of the cave entrance.

    RUBY: [shocked] "W-what the?! Is that ... the guardian of the orb! He only appears when someone's about to steal it! Maybe there's still hope yet!"
    NECALLI: "A sc-school of fish, swimming into my ja-jaws..."
    RUBY: "You wanna brawl, mud man? Let's go, I'm just getting warmed up!"
    [Ruby and Necalli fight]

    Necalli melts away.
    RUBY: "All right, let's get that orb!"

    Cut to Ruby and crew walking out of the cave, with Momotaru holding a stone orb about the size of a melon. Waiting outside for them is Kolin.
    RUBY: [not noticing Kolin] "Seems like they just grabbed one of the statue heads and ran. Their leader must not be too bright..."
    KOLIN: "How kind of you to bring our relic back to me. Unfortunately for you, it wasn't lost, and you're all thieves!"
    RUBY: "What are you talking about? Finders keepers!"
    KOLIN: "It seems you do not understand. I am the caretaker of these ruins, and part of my job is making sure vagrants like you don't uncover things that should stay hidden."
    RUBY: "Oh, and you're going to stop us? I'd like to see you try!"
    [Ruby and Kolin fight]

    Urien stands on a cliff, overlooking the fight.
    KOLIN: "You soldiers are all the same! You take whatever you want whenever you want, and you don't care what you destroy to do it!"
    Urien drops down in the middle of the fight, forcing both sides to back off.
    KOLIN: "Lord Urien!"
    URIEN: "Silence, woman! You have failed me enough already!"
    RUBY: "And who's this supposed to be? Your brother?"
    URIEN: "You too, commoner! It is beneath me to deal with the likes of you, but it appears that I must take matters into my own hands if our Secret Arts are to remain secret. Kolin!"
    [Kolin freezes Ruby and crew to the ground]
    RUBY: "How did you-"
    URIEN: "The 'how' is irrelevant. As I said, it is beneath me to deal with trash such as yourself. However, the international police en route to this location are more than happy to lock you away for the rest of your miserable lives!"
    [A helicopter can be heard in the background]
    KOLIN: "I suggest you make your decision quickly, for your family's sake."
    RUBY: (Family...)
    RUBY: "Fine, you win! Here's your stinking orb! I hope you choke on it!"

    Cut to Ruby and crew sailing away on their ship.
    RUBY: "Damn, who were those people?"
    BEARD: "I don't know, but that was a pretty close call. We're lucky they kept their end of the bargain; that guy looked ready to kill us."
    BEARD: "So, do you still want to be a pirate, Ruby? As you can see, it ain't all rum and singing."
    RUBY: "You bet your ass I do! There aren't many of us left! If I give up, then that just means those Shadowloo guys and the people from the ruins will take all the loot for themselves!"
    RUBY: "And if there's no more loot, that means no more pirates! So here's what we're going to do: we'll track these people around and wait for something shiny to change hands."
    RUBY: "Then, when they least expect it, we swoop in and claim it all for ourselves! Now get to it men, we have a shadow to chase!"

    Amingo (formerly known as Eleven)
    Think of Street Fighter Amingo as a fusion of things:
    350?cb=20080205025431
    SFV-Eleven-Artwork.png?resize=400%2C540

    Now let's balance out the proportions. I'm thinking a build like this guy
    saturn-sg.jpg
    But with Amingo's hat/pants. I know this sounds confusing, but it will make more sense with the story, I promise.

    Tone: A tragic product of Illuminati experimentation trying to find its place in the world, constantly striving to become stronger and prove its worth. Animations are a combination of Twelve and Amingo.

    Origins
    During Urien's prologue, we learn that Eleven was used as a vessel for Nash's resurrection. However, as part of Nash still existed, the remains of Eleven were discarded or put towards the creation of Twelve. It from the scraps that Eleven grew into Amingo, buried in the desert. As it reformed in isolation, Amingo acquired some kind of sentience. The beauty of nature was a far cry from the laboratory, and gave Amingo the home it never knew. When Amingo finished growing, it picked up its roots and set off on its existential mission: to kill tyrants that would despoil the fruits of nature and upset the peace. In particular, Amingo harbors a hatred of Urien for casting it aside like garbage.

    Attributes: [Health: 3] [Power: 4] [Range: 4] [Mobility: 2] [Techniques: 3]
    Fighting Style: Natural weapons based on plant physiology

    Throws
    - Forward Throw: Amingo wraps its arms around the opponent, covering them in vines. He then constricts them before tossing them away.
    - Back Throw: Amingo wraps its arms around the opponent's legs, tossing them overhead behind him. Based on Twelve's throw.

    Unique Attacks
    - Tanglegrowth. down-forward+HP. Amingo stretches his arms beyond sweep range in a sort of snake motion that pops in and out of the ground. Based on his MvC2 cr.HP.

    V-Skill: Cactus Fruit. Amingo causes a small cactus to grow on screen, which after a brief delay protrudes spikes and withers away. The location of the cacti is determined by the direction held during the V-Skill, using similar distances to Necalli's V-Skill. In addition, down+MP+MK causes a fruit plant to grow right in front of Amingo. This fruit can be picked up after several seconds of growing by Amingo or its opponent for VT, and can be destroyed by enemy attacks while growing.

    V-Reversal: Cactus Surprise. Amingo drops its arms while blocking and puffs out its chest, causing large spikes to stick out and hit the opponent. Based on his MvC2 block sprite.

    V-Trigger: Desert Rose. Amingo causes a series of attack roots to spring up from the ground and strike the opponent. The hits move across the screen similar to Twelve's X.N.D.L. super from 3S. This attack has 2 variations: The neutral version will make the roots start at the end of the screen opposite Amingo and work their way to him, pushing opponents to him on hit or block. The forward version starts from Amingo's position and moves away, pushing opponents out. This attack has significant frame advantage if the opponent starts blocking from the first hit, and gets 2 uses per activation like Urien's Aegis Reflector.

    Specials:
    - Ball Attack. qcf+P. Amingo retracts into a small, hard-shelled ball and rushes horizontally at the opponent. Distance increases with the strength of button pressed.
    - Plant Spikes. qcb+P. Amingo retracts into a small, round shape and makes a small jump forward, sprouting large spikes on its way down. Distance and angle increase with the strength of button pressed.
    - Little Cactus. qcb+K. A small humanoid cactus sprouts from the ground in front of Amingo and starts hopping forward. If it gets close to the opponent, the cactus will perform an attack. LK does a single hit, MK does multiple hits, and HK is an unblockable grab. Opponents can destroy these cacti before they attack, like Ibuki's kunai.

    Critical Art: Mantrap. qcf x2+K. Amingo creates a small Venus Flytrap plant that travels about half screen before wilting. If the plant hits the opponent, it bites them, transforms into a giant version, slams the opponent around for a while, then tosses them away.

    Prologue
    [The opening panel is completely black]
    URIEN: "Bring Eleven to the simulation room. Choose whichever stage you wish."
    DR. WU: "What?"
    URIEN: "It's worthless if all it produces is inferiority. I will inspect the quality of its ability for myself."
    [The screen cuts to Eleven facing Urien on the Brazil stage]
    DR. WU: "We will now, initiate the simulation."
    [Eleven fights Urien]

    Urien strikes Eleven several times, knocking it to the ground.
    URIEN: "Che. Not enough."
    [The screen fades to black]
    URIEN: "It's nothing but a repugnant failure."
    URIEN: "It may as well be a walking mirror. Accelerate the program and improve its potential."

    We cut to an undefined time later, where Necro and Effie are riding a motorcycle through the Mexican desert at night. They're wearing "inconspicuous" (re. extremely stereotypical) Mexican clothing, with Necro having a blue sombrero.
    EFFIE: "That was a fun mission, Necro baby! Did you see the look on his face when I pulled the chainsaw out of that roast pig?"
    NECRO: "Definitely, my little vatrushka! We just have one more errand to run before we return to base..."
    EFFIE: "What is it, honey?"
    NECRO: "I have to bury one of my brothers."
    EFFIE: "The one we gave to that ice lady in New Zealand?"
    NECRO: "What's left of him, yes."

    Necro and Effie dig a hole underneath a cactus and bury Eleven's remains. Necro rests his sombrero on top of the cactus.
    NECRO: "Farewell, brother. May this place show you beauty unlike anything they (re. Secret Society) could ever give you."
    Necro and Effie ride away. We see a short time lapse of the cactus morphing into Amingo. When it's done growing, we cut to Amingo, in his current costume, standing over a cliff, looking at the sunrise.

    URIEN: [echoing] "It's nothing but a repugnant failure."
    Amingo finally speaks, its voice strange and inhuman.
    AMINGO: "Must... kill..."

    Cut to several months later. We see Urien in Russia, beating up some random guys. He dodges a vine that attempts to grab him, and the camera pans over to Amingo.
    AMINGO: "Kill!"
    URIEN: "Interesting. It seems I must dispose of this experiment myself."
    URIEN: "Even in death, you have failed to serve my needs. I will relish destroying you myself! Now, tremble before my superiority!"
    [Urien and Amingo fight]

    Amingo gets the upper hand, impaling Urien.
    AMINGO: "Die!"
    URIEN: "Perhaps you are more resilient than I thought. However, you're still held back by mediocrity!"

    Urien melts into a mass of white goo, then reforms into Twelve. The super soldier glides away. Necro steps in the building and looks around.
    NECRO: "Geez, looks like the boss left a mess here."
    AMINGO: "???"
    NECRO: "Don't worry guy, I'm not here for you. Glad to see you put my hat to good use."
    NECRO: "He's wrong, you know. I've seen his toys come and go, but you're the only one to crawl back, much less put up a fight. Kinda inspirational, in a way."
    AMINGO: "!!!"
    NECRO: "If you wanna take him on though, you're going to have to get stronger. I've had my fair share of fights with him, and he's not just some tumbleweed."
    AMINGO: "Grow... more?"
    NECRO: "Yeah! Not sure how, though. Anyway, I just need to pick something up and head back. Stay warm out there."

    Necro leaves Amingo alone. The mutant begins to burrow into the ground, leaving behind a hole and some leaves.

    Sonson
    badBKK2.gif

    Tone: Sonson isn't really a monkey, but a young girl with the mannerisms of one. She's about Ibuki's size, and doesn't have the tail still. She draws more heavily for "Journey To The West", which was the basis for the original Sonson game.

    Origins: Sonson is the child of Son Wukong, leader of the Wukong clan in rural China. Being his direct heir, Sonson is capable of some truly remarkable feats despite her age. She can move with the speed and agility of a monkey, strike with the power of a great ape, and of course give Goku a run for his money in an eating contest. Growing up, she heard tales of her father's legendary exploits, and the glorious battles he fought with the world's greatest martial artists. Despite her abilities and desire to prove herself to her father, Sonson is easily distracted and impulsive, oftentimes acting without really thinking. In battle, she wields a specialized staff capable of changing size and length to her needs.

    Attributes: [Health: 2] [Power: 2] [Range: 3] [Mobility: 5] [Techniques: 3]
    Fighting Style: Wukong-clan style bojutsu

    Throws
    - Forward Throw: Sonson climbs onto the opponent's chest and drop kicks them to the floor.
    - Back Throw: Sonson climbs onto the opponent's back and kicks off, knocking them down

    Unique Attacks
    - Fishing Spear. f+LP. Sonson pokes the ground in front of her with her staff, hitting the opponent low.
    - Falling Fruit. f+MP. Sonson swings her staff downward, striking overhead.
    - Reaching Tail. f+HP. Sonson thrusts her staff forward, causing it to extend to about half screen range. Crush Counter.

    V-Skill:
    - Pole Vault. MP+MK (ground only). Sonson vaults into the air, giving her a fullscreen jump arc that doesn't go quite as high. The crouching version takes her really high in the air but doesn't travel very far. If Sonson hits the opponent with a normal on the way down, she gains VT.
    - Cloud Ride. MP+MK (air only). Sonson rides a cloud about half screen forward. She can cancel this animation into normals, which build VT on hit/block.

    V-Reversal: Monkey Escape. Sonson crawls under the opponent's legs, crossing through them.

    V-Trigger: En'ou. Sonson turns into a giant monkey (bigger than Abigail) for several seconds. During this time, Sonson has complete hyper armor and cannot be thrown. All attacks cause a hard knockdown except for the LP/LK moves, and Sonson has a recovery animation after the VT wears off. She has the following attacks bound to her normals, with the punch attacks able to chain into each other and the other kicks:
    - Claw Swipe (LP)
    - Rising Punch (MP, launches opponents, does not remove juggle potential)
    - Overhead Smash (HP, overhead, ground bounces)
    - Fire Burst (LK, releases a small projectile)
    - Fire Breath (MK, hold to continue attack, press up/down to angle the fire)
    - Eruption (HK, causes a wave to travel along the ground that hits low and OTGs, launching opponents into the air on hit)

    Specials:
    - Fuusetsu Zan. qcf+P. Sonson pokes the opponent several times with her staff.
    - Seiten Rengeki. srk+P. Sonson's version of the Shoryuken, though closer to Rashid's MP/EX Spinning Mixer.
    - Spitting Flame. qcf+K. Sonson spits a small fireball at the opponent. Speed increases with distance.
    - Staff Ride. hcb+P. Sonson grabs the opponent, then puts them on the end of her staff. Sonson then picks up the staff and spins it around, sending the opponent flying.

    Critical Art: Tenchi Tsuukan. qcf x2+P. Sonson strikes the opponent several times with her staff before launching them into the air. If the launcher connects, a cinematic plays where Sonson throws her staff into the air. The opponent lands on the ground, then is crushed by the staff after it grows to the size of a tree. It then shrinks back down and returns to Sonson.

    Prologue
    We start at the Wukong village, where Sonson meets her father (Son) in a courtyard.
    SONSON: "Greetings father! It's a beautiful day out today!"
    SON: "Indeed it is, my child. Do you know why I have called you here today?"
    SONSON: [excited] "Did the servants make extra meat buns?!"
    SON: [laughs] "No, daughter. This is something more important than meat buns. This is about your future."
    SONSON: "My future? Do I get to go on an adventure?"
    SON: "Adventure... Yes, you could call it that. I need you to find a bald monk in Japan and deliver a message to him for me."
    SONSON: "And then we go on a big journey to the west and fight demons and-"
    SON: "No, Sonson. Only a message, then you must return."
    SONSON: "Aww!"
    SON: "Never fear; the future always holds new and exciting adventures. Your time will come soon enough."
    SONSON: "Okay then... I won't disappoint you!"

    Cut to the Kanzuki Estate, where Sonson is running along rooftops.
    SONSON: "Now, where did father say that monk was again..."
    Sonson stops and smells the air.
    SONSON: "Meat buns! I was getting hungry anyway!"

    Below, Birdie is sitting alone at a table full of Chinese food.
    BIRDIE: "Ah, food! They always make the best-"
    Sonson jumps down and takes the entire plate of meat buns.
    BIRDIE: "Meat buns! Oi, gimme back my dinner, ya monkey!"
    SONSON: "Oh, about that..."

    The camera pans over to Sonson with a mouthful of food and an empty tray.
    BIRDIE: "My food!"
    SONSON: "Piggy, why are you so angry? You have lots of food! Especially in your big belly!" [giggles]
    BIRDIE: "I've about had it with you! I'm gonna eat those meat buns, even if I gotta eat you with 'em!"
    [Birdie and Sonson fight]

    Birdie is knocked into the water.
    SONSON: [giggling] "Looks like you get a bath today, piggy!"
    Karin walks onto the scene.
    KARIN: "Oh my, it appears we have company! Are you lost?"
    SONSON: "Lost? I just won!"
    KARIN: "I mean, why are you here? Other than sampling the Kanzuki family secret recipe meat buns?"
    SONSON: "Why am I... Oh! I'm looking for a bald monk about this high. Have you seen him?"
    KARIN: "A bald monk? I think he lives on that mountain to the east."
    SONSON: "Thanks a lot, lady! I'll be back later for the rest of the dinner!"

    Sonson runs off. Cut to Akuma's stage, where he and Retsu are locked in battle.
    AKUMA: "You sealed your fate the day you stopped fighting, fool!"
    RETSU: "You were always a disappointment, Akuma. Your master, your brother..."
    AKUMA: "And who are you to judge me, weakling? Prepare to die!"

    Sonson jumps in
    SONSON: "Hey, back off you big meanie! Go find someone else to play with!"
    RETSU: "Is she... ?"
    AKUMA: "Hmph! You dare mock me? I shall end you first, you insolent tree monkey!"
    [Akuma and Sonson fight]

    SONSON: "I don't care how strong you are! I'm bigger than you!"
    Sonson turns into a giant ape and roars. Akuma teleports away as she smashes the ground.
    AKUMA: "Impressive, for someone so young. Very well, this match is concluded. I'll come back when you can give me a true fight to the death."
    Akuma disappears, leaving Sonson and Retsu behind. Sonson transforms back into her normal form.

    RETSU: "That was amazing! You must be Wukong's daughter!"
    SONSON: "That's right! I came here to deliver you a message!"
    Sonson hands Retsu a scroll. The monk pulls it out and reads it.
    RETSU: "Hm. It seems I will be returning with you."
    SONSON: "Really! That sounds so fun! How do you know father? Did you see him fight? Is his big form really the size of a mountain? Can-"
    RETSU: "No need to rush your questions, Sonson. The journey will be long, and we will have ample time to talk."

    Some time later, the two arrive at Sonson's village. Her father is waiting for them.
    RETSU: "And that was how your father lost to the Sennin after a 3-month long fight."
    SONSON: "Wooooow!"
    SON: "You have returned! Without danger, it seems."
    RETSU: "Indeed. Your daughter is quite the character!"
    SON: "Now, about our agreement..."
    SONSON: "Agreement?"
    SON: "It appears Master Retsu is satisfied with your abilities. We will now begin the next step of your journey."
    SONSON: "Journey?!"
    RETSU: "You will accompany me on my travels. I have some old friends to catch up with, and I think you would enjoy meeting them."
    SONSON: "I get to go on a journey with Master Retsu! Thank you! Thank you!"
    RETSU: "Come, Sonson! We must hurry if we are to get to the noodle stand in Bejing before it closes!"
    SONSON: "Right away, Master!"
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    edited September 15
    @DarthEnder I hope you like this. I spent a lot of time trying to fight through writers block on this one. I know you've asked for a Krav Maga user for a sometime. I hope I don't disappoint.

    Tzilla (Zee-lah) - The Flying Lioness
    Name: Tzilla (Pronounced “Zee-lah” means defender in Hebrew)

    Nickname:
    The Flying Lioness

    Sex: Female

    Ethnicity:
    Israeli

    Height: 5'6”(1.68m)

    Weight:
    136lbs (62kg)

    B/W/H:
    34-24-35 (86cm-61cm-88cm)

    Hometown:
    Haifa, Israel

    Appearance: Tzilla is a petite but well built woman. She has toned arms and well defined abs. She has short slicked back black hair, hazel eyes, and olive skin. She wears a black sleeveless shirt and beige military pants with black combat boots. Her dog tags hang from around her neck. She has black, fingerless, mma style gloves on her hands.

    Likes:
    Family, Flying, Duty, Sabich

    Dislikes:
    Dereliction of Duty, Shore Leave

    Fighting Style:
    Krav Maga

    Tone: Tzilla serious and focused soldier that commands tremendous respect from her comrades. She is all about her job, her duty, and she actually dislikes taking vacations. Her petite build belies her exceptional strength.

    Origins: Tzilla comes from a military family. Her grandfather, father, and brothers have all chosen permanent service after their mandatory two year conscription. Tzilla followed suit joining the IAF and becoming a top pilot. Growing up in a military environment, she has a soldiers mindset. Even in her down time, she's works to get better. Her shore leave consists of logging hours on the flight simulator, practicing her marksmanship at the shooting range, and schooling her brothers in CQC training. During a joint combat operation, Tzilla and her Turkish wingman received a request for aide from the isle of Cyprus. They were both shot down, crashing near Mt. Olympus. While she didn't sustain any significant injury, her compatriot suffered a broken leg. Tzilla secured a defensible position for him and drew the enemy forces in the opposite direction. She took them out, one by one, and turned her attention to locating the source of the weapon that brought them down. By the time she reached the location, the enemy was already evacuating their forces. She only caught a glimpse of the woman in charge, a blonde woman referred to as “Helen” by her subordinates.

    Her Rival: Kolin

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

    950 Stamina 1050 Stun

    Throws:


    Paralyzer – LP+LK : Tzilla grabs the opponent with a front head lock and quickly elbows them to the spine

    Anesthesia – B+LP+LK: Tzilla strikes the opponent in the throat, shifts behind them, and locks in a choke hold.

    Unique Attacks:


    Disarmed - B+HP: (Hit Grab) Tzilla grabs her opponent and takes them to the ground with an arm lock.

    Disorientation
    – F+MP (Overhead) Tzilla strikes with a quick left handed chop to the neck and collarbone area. Quick startup, -6 on block.

    Disabler - MK, MP, B+HP: (Target Combo) Tzilla hits her foe with a left low kick, right cross, and ends the combination by grabbing her foe and taking them to the ground with an arm lock.

    V-Reversal:


    Stifler – F+KKK: (Side Switch) Tzilla spins behind her opponent, grabs them by the head, and slams them into the ground.

    V-Skill:


    Anticipation – MP+MK: Tzilla assumes an aggressive stance. If the animation completes she gains a V-Gauge. Interceptor, Immobilizer, and Deflector no longer require a successful counter for full damage.

    V-Trigger:

    Unyielding – HP+HK: Tzilla gains a virtually impervious defense and peerless counters. She no longer block attacks but evades them causing her to take no white life damage. A just frame block in this state will allow her to evade a chip damage KO from her opponent's Critical Art. Interceptor, Immobilizer, and Deflector no longer require a successful counter for full damage. Evading (Blocking) her opponent's attacks drains her V-Gauge. 3-Bar
    V-Trigger

    Specials:


    Interceptor – QCB+P: (Strike Counter) Tzilla strikes with a quick left backhand punch. If timed correctly, the punch will deflect her opponent's incoming attack, and she will follow up with a power straight right punch to the face. Attack only counters mid and high attacks. Punch button determines the start up time, damage, and counter attack properties. Two damage levels. One for the attack and One for a successful counter. LP(3F Startup, Leaves Opponent Standing, 80/120damage), MP (5F Startup, Knocks Down, 100/150 damage), HP (7F Startup, Causes a Juggle State, 120/180 damage), EX (4F Startup, Causes Crumple State, 130/195 damage, Crush Counterable)

    Subjugation – HCF+P: (Command Chain Throw): Tzilla initiates a standing arm and wrist lock that can be followed up by three different finishers. Punch button determines the range of the throw and damage of each follow up. All versions start up in 6F and are throw invincible. LP (Most Range), MP(Less Range, Highest Frame Advantage), HP (Least Range, Most Damage), EX(Most Range, Most Damage, Enhances Followups, Neutralizer is hard knock down, Incapactior does more stun damage, Blackout can juggle outside of the corner)
    • Neutralizer – F+P: Switches to an elbow lock, puts her right leg behind her opponents, and trip slams them to the ground. Leaves her standing next to her foe.
    • Incapacitator - B+P (Side Switch) Spins 180°, back elbows her foes in the gut, flips them over her shoulder, and stomps on their face
    • Blackout - F+K: wrenches her foes arm forcing them to double over in pain, she then kicks them in the face. This causes her fly a short distance away. Juggles in the corner

    Immobilizer
    – QCB+K: (Strike Counter) Tzilla strikes with a swift low leg kick. If timed correctly, the kick will deflect her opponent's incoming attack, and she will follow up with a high side kick to the throat. Attack only counters low attacks. Kick button determines the start up time, damage, and counter attack properties. Two damage levels. One for the attack and One for a successful counter. LK(3F Startup, Leaves Opponent Standing, 80/120damage), MK (5F Startup, Knocks Down, 100/150 damage), HK (7F Startup, Causes a Juggle State, 120/180 damage), EX (4F Startup, Causes Crumple State, 130/195 damage, Crush Counterable)

    Deflector – F,D,DF+K: (Anti Air, Strike Counter): Tzilla quickly strikes with a back high kick. If timed properly this can counter jump in attacks. The kick will catch the opponent in the gut, Tzilla will then slam them face down, and quickly ankle lock her prone foe. LK(4F Startup, 100/150damage), MK (6F Startup, 120/180 damage), HK (8F Startup, 140/210 damage), EX (5F Startup, Full Startup Invincibility, 150/225 damage, Crush Counterable)

    Critical Art:

    Dismantler – QCFx2+K: Tzilla puts her opponent out of commission with a powerful combination of kicks. She start the combination with powerful right kick to her opponents left knee, followed by equal strong left kick to the opponent's right knee. This causes them to fall to their knees. She continues the assault with brutal right axe kick to her foes collarbone immediately followed by a vicious left back somersault kick to her opponent's chin that sends them high into the air. (4 hits 380 damage)

    Reasons to be in SFV:

    Through hard work and her family's military connections. Tzilla is able to determine that the Secret Society was responsible for shooting down her plane. While attempting to track down further leads, she's forced to take shore leave. Not one to give up so easily, Tzilla continues her investigation on her down time. She spots a woman that resembles “Helen” surrounding the festivities of the upcoming World Martial Arts tournament. Her superiors were more than happy to grant her permission to enter the tournament. In their eyes, she was finally dropping her inquiry . In reality, she was only digging deeper.

    -Tzilla's plane closely resembles an IAI Kfir (Israeli designed multirole combat plane)

    -Her nickname, “The Flying Lioness” is a reference to her being a pilot and the nickname of the IAI Kfir. Which was known as the Lion Cub.

    -Sabich is a pita stuffed with hard boiled eggs and fried eggplant.
    Post edited by Darc Requiem on
  • DarthEnderDarthEnder Dragon Force Kin Joined: Posts: 2,522
    @DarthEnder I hope you are happy. I've been home sick today but I managed to finish one of your requests.

    Tzilla (Zee-lah) - The Flying Lioness
    Name: Tzilla (Pronounced “Zee-lah” means defender in Hebrew)

    Nickname:
    The Flying Lioness

    Sex: Female

    Ethnicity:
    Israeli

    Height: 5'6”(1.68m)

    Weight:
    136lbs (62kg)

    B/W/H:
    34-24-35 (86cm-61cm-88cm)

    Hometown:
    Haifa, Israel

    Appearance: Tzilla is a petite but well built woman. She has toned arms and well defined abs. She has short slicked back black hair, hazel eyes, and olive skin. She wears a black sleeveless shirt and beige military pants with black combat boots. Her dog tags hang from around her neck. She has black, fingerless, mma style gloves on her hands.

    Likes:
    Family, Flying, Duty, Sabich

    Dislikes:
    Dereliction of Duty, Shore Leave

    Fighting Style:
    Krav Maga

    Tone: Tzilla serious and focused soldier that commands tremendous respect from her comrades. She is all about her job, her duty, and she actually dislikes taking vacations. Her petite build belies her exceptional strength.

    Origins: Tzilla comes from a military family. Her grandfather, father, and brothers have all chosen permanent service after their mandatory two year conscription. Tzilla followed suit joining the IAF and becoming a top pilot. Growing up in a military environment, she has a soldiers mindset. Even in her down time, she's works to get better. Her shore leave consists of logging hours on the flight simulator, practicing her marksmanship at the shooting range, and schooling her brothers in CQC training. During a joint combat operation, Tzilla and her Turkish wingman received a request for aide from the isle of Cyprus. They were both shot down, crashing near Mt. Olympus. While she didn't sustain any significant injury, her compatriot suffered a broken leg. Tzilla secured a defensible position for him and drew the enemy forces in the opposite direction. She took them out, one by one, and turned her attention to locating the source of the weapon that brought them down. By the time she reached the location, the enemy was already evacuating their forces. She only caught a glimpse of the woman in charge, a blonde woman referred to as “Helen” by her subordinates.

    Her Rival: Kolin

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

    950 Stamina 1050 Stun

    Throws:


    Paralyzer – LP+LK : Tzilla grabs the opponent with a front head lock and quickly elbows them to the spine

    Anesthesia – B+LP+LK: Tzilla strikes the opponent in the throat, shifts behind them, and locks in a choke hold.

    Unique Attacks:


    Disarmed - B+HP: (Hit Grab) Tzilla grabs her opponent and takes them to the ground with an arm lock.

    Disorientation
    – F+MP (Overhead) Tzilla strikes with a quick left handed chop to the neck and collarbone area. Quick startup, -6 on block.

    Disabler - MK, MP, B+HP: (Target Combo) Tzilla hits her foe with a left low kick, right cross, and ends the combination by grabbing her foe and taking them to the ground with an arm lock.

    V-Reversal:


    Stifler – F+KKK: (Side Switch) Tzilla spins behind her opponent, grabs them by the head, and slams them into the ground.

    V-Skill:


    Anticipation – MP+MK: Tzilla assumes an aggressive stance. If the animation completes she gains a V-Gauge. Interceptor, Immobilizer, and Deflector no longer require a successful counter for full damage.

    V-Trigger:

    Unyielding – HP+HK: Tzilla gains a virtually impervious defense and peerless counters. She no longer block attacks but evades them causing her to take no white life damage. A just frame block in this state will allow her to evade a chip damage KO from her opponent's Critical Art. Interceptor, Immobilizer, and Deflector no longer require a successful counter for full damage. Evading (Blocking) her opponent's attacks drains her V-Gauge. 3-Bar
    V-Trigger

    Specials:


    Interceptor – QCB+P: (Strike Counter) Tzilla strikes with a quick left backhand punch. If timed correctly, the punch will deflect her opponent's incoming attack, and she will follow up with a power straight right punch to the face. Attack only counters mid and high attacks. Punch button determines the start up time, damage, and counter attack properties. Two damage levels. One for the attack and One for a successful counter. LP(3F Startup, Leaves Opponent Standing, 80/120damage), MP (5F Startup, Knocks Down, 100/150 damage), HP (7F Startup, Causes a Juggle State, 120/180 damage), EX (4F Startup, Causes Crumple State, 130/195 damage, Crush Counterable)

    Subjugation – HCF+P: (Command Chain Throw): Tzilla initiates a standing arm and wrist lock that can be followed up by three different finishers.
    Neutralizer – F+P: Switches to an elbow lock, puts her right leg behind her opponents, and trip slams them to the ground. Leaves her standing next to her foe.
    Incapacitator - B+P (Side Switch) Spins 180°, back elbows her foes in the gut, flips them over her shoulder, and stomps on their face

    Immobilizer
    – QCB+K: (Strike Counter) Tzilla strikes with a swift low leg kick. If timed correctly, the kick will deflect her opponent's incoming attack, and she will follow up with a high side kick to the throat. Attack only counters low attacks. Kick button determines the start up time, damage, and counter attack properties. Two damage levels. One for the attack and One for a successful counter. LK(3F Startup, Leaves Opponent Standing, 80/120damage), MK (5F Startup, Knocks Down, 100/150 damage), HK (7F Startup, Causes a Juggle State, 120/180 damage), EX (4F Startup, Causes Crumple State, 130/195 damage, Crush Counterable)

    Deflector – F,D,DF+K: (Anti Air, Strike Counter): Tzilla quickly strikes with a back high kick. If timed properly this can counter jump in attacks. The kick will catch the opponent in the gut, Tzilla will then slam them face down, and quickly ankle lock her prone foe. LK(4F Startup, Leaves Opponent Standing, 100/150damage), MK (6F Startup, 120/180 damage), HK (8F Startup, 140/210 damage), EX (5F Startup, Full Startup Invincibility, 150/225 damage, Crush Counterable)

    Critical Art:

    Dismantler – QCFx2+K: Tzilla puts her opponent out of commission with a powerful combination of kicks. She start the combination with powerful right kick to her opponents left knee, followed by equal strong left kick to the opponent's right knee. This causes them to fall to their knees. She continues the assault with brutal right axe kick to her foes collarbone immediately followed by a vicious left back somersault kick to her opponent's chin that sends them high into the air. (4 hits 380 damage)

    Reasons to be in SFV:

    Through hard work and her family's military connections. Tzilla is able to determine that the Secret Society was responsible for shooting down her plane. While attempting to track down further leads, she's forced to take shore leave. Not one to give up so easily, Tzilla continues her investigation on her down time. She spots a woman that resembles “Helen” surrounding the festivities of the upcoming World Martial Arts tournament. Her superiors were more than happy to grant her permission to enter the tournament. In their eyes, she was finally dropping her inquiry . In reality, she was only digging deeper.

    -Tzilla's plane closely resembles an IAI Kfir (Israeli designed multirole combat plane)

    -Her nickname, “The Flying Lioness” is a reference to her being a pilot and the nickname of the IAI Kfir. Which was known as the Lion Cub.

    -Sabich is a pita stuffed with hard boiled eggs and fried eggplant.
    Sounds pretty good to me. The outfit is even mostly what I was imagining(which was basically Leona).

  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,734
    I think a more interesting SFV rival for her would be Nash tbh.
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    I think a more interesting SFV rival for her would be Nash tbh.

    In my case that would be Orfiel. Since Orfiel is Nash. I took the discussion we had a while back about wanting the Nash from ASF to really be Eleven and ran with it.
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    DarthEnder wrote: »
    @DarthEnder I hope you are happy. I've been home sick today but I managed to finish one of your requests.

    Tzilla (Zee-lah) - The Flying Lioness
    Name: Tzilla (Pronounced “Zee-lah” means defender in Hebrew)

    Nickname:
    The Flying Lioness

    Sex: Female

    Ethnicity:
    Israeli

    Height: 5'6”(1.68m)

    Weight:
    136lbs (62kg)

    B/W/H:
    34-24-35 (86cm-61cm-88cm)

    Hometown:
    Haifa, Israel

    Appearance: Tzilla is a petite but well built woman. She has toned arms and well defined abs. She has short slicked back black hair, hazel eyes, and olive skin. She wears a black sleeveless shirt and beige military pants with black combat boots. Her dog tags hang from around her neck. She has black, fingerless, mma style gloves on her hands.

    Likes:
    Family, Flying, Duty, Sabich

    Dislikes:
    Dereliction of Duty, Shore Leave

    Fighting Style:
    Krav Maga

    Tone: Tzilla serious and focused soldier that commands tremendous respect from her comrades. She is all about her job, her duty, and she actually dislikes taking vacations. Her petite build belies her exceptional strength.

    Origins: Tzilla comes from a military family. Her grandfather, father, and brothers have all chosen permanent service after their mandatory two year conscription. Tzilla followed suit joining the IAF and becoming a top pilot. Growing up in a military environment, she has a soldiers mindset. Even in her down time, she's works to get better. Her shore leave consists of logging hours on the flight simulator, practicing her marksmanship at the shooting range, and schooling her brothers in CQC training. During a joint combat operation, Tzilla and her Turkish wingman received a request for aide from the isle of Cyprus. They were both shot down, crashing near Mt. Olympus. While she didn't sustain any significant injury, her compatriot suffered a broken leg. Tzilla secured a defensible position for him and drew the enemy forces in the opposite direction. She took them out, one by one, and turned her attention to locating the source of the weapon that brought them down. By the time she reached the location, the enemy was already evacuating their forces. She only caught a glimpse of the woman in charge, a blonde woman referred to as “Helen” by her subordinates.

    Her Rival: Kolin

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

    950 Stamina 1050 Stun

    Throws:


    Paralyzer – LP+LK : Tzilla grabs the opponent with a front head lock and quickly elbows them to the spine

    Anesthesia – B+LP+LK: Tzilla strikes the opponent in the throat, shifts behind them, and locks in a choke hold.

    Unique Attacks:


    Disarmed - B+HP: (Hit Grab) Tzilla grabs her opponent and takes them to the ground with an arm lock.

    Disorientation
    – F+MP (Overhead) Tzilla strikes with a quick left handed chop to the neck and collarbone area. Quick startup, -6 on block.

    Disabler - MK, MP, B+HP: (Target Combo) Tzilla hits her foe with a left low kick, right cross, and ends the combination by grabbing her foe and taking them to the ground with an arm lock.

    V-Reversal:


    Stifler – F+KKK: (Side Switch) Tzilla spins behind her opponent, grabs them by the head, and slams them into the ground.

    V-Skill:


    Anticipation – MP+MK: Tzilla assumes an aggressive stance. If the animation completes she gains a V-Gauge. Interceptor, Immobilizer, and Deflector no longer require a successful counter for full damage.

    V-Trigger:

    Unyielding – HP+HK: Tzilla gains a virtually impervious defense and peerless counters. She no longer block attacks but evades them causing her to take no white life damage. A just frame block in this state will allow her to evade a chip damage KO from her opponent's Critical Art. Interceptor, Immobilizer, and Deflector no longer require a successful counter for full damage. Evading (Blocking) her opponent's attacks drains her V-Gauge. 3-Bar
    V-Trigger

    Specials:


    Interceptor – QCB+P: (Strike Counter) Tzilla strikes with a quick left backhand punch. If timed correctly, the punch will deflect her opponent's incoming attack, and she will follow up with a power straight right punch to the face. Attack only counters mid and high attacks. Punch button determines the start up time, damage, and counter attack properties. Two damage levels. One for the attack and One for a successful counter. LP(3F Startup, Leaves Opponent Standing, 80/120damage), MP (5F Startup, Knocks Down, 100/150 damage), HP (7F Startup, Causes a Juggle State, 120/180 damage), EX (4F Startup, Causes Crumple State, 130/195 damage, Crush Counterable)

    Subjugation – HCF+P: (Command Chain Throw): Tzilla initiates a standing arm and wrist lock that can be followed up by three different finishers.
    Neutralizer – F+P: Switches to an elbow lock, puts her right leg behind her opponents, and trip slams them to the ground. Leaves her standing next to her foe.
    Incapacitator - B+P (Side Switch) Spins 180°, back elbows her foes in the gut, flips them over her shoulder, and stomps on their face

    Immobilizer
    – QCB+K: (Strike Counter) Tzilla strikes with a swift low leg kick. If timed correctly, the kick will deflect her opponent's incoming attack, and she will follow up with a high side kick to the throat. Attack only counters low attacks. Kick button determines the start up time, damage, and counter attack properties. Two damage levels. One for the attack and One for a successful counter. LK(3F Startup, Leaves Opponent Standing, 80/120damage), MK (5F Startup, Knocks Down, 100/150 damage), HK (7F Startup, Causes a Juggle State, 120/180 damage), EX (4F Startup, Causes Crumple State, 130/195 damage, Crush Counterable)

    Deflector – F,D,DF+K: (Anti Air, Strike Counter): Tzilla quickly strikes with a back high kick. If timed properly this can counter jump in attacks. The kick will catch the opponent in the gut, Tzilla will then slam them face down, and quickly ankle lock her prone foe. LK(4F Startup, Leaves Opponent Standing, 100/150damage), MK (6F Startup, 120/180 damage), HK (8F Startup, 140/210 damage), EX (5F Startup, Full Startup Invincibility, 150/225 damage, Crush Counterable)

    Critical Art:

    Dismantler – QCFx2+K: Tzilla puts her opponent out of commission with a powerful combination of kicks. She start the combination with powerful right kick to her opponents left knee, followed by equal strong left kick to the opponent's right knee. This causes them to fall to their knees. She continues the assault with brutal right axe kick to her foes collarbone immediately followed by a vicious left back somersault kick to her opponent's chin that sends them high into the air. (4 hits 380 damage)

    Reasons to be in SFV:

    Through hard work and her family's military connections. Tzilla is able to determine that the Secret Society was responsible for shooting down her plane. While attempting to track down further leads, she's forced to take shore leave. Not one to give up so easily, Tzilla continues her investigation on her down time. She spots a woman that resembles “Helen” surrounding the festivities of the upcoming World Martial Arts tournament. Her superiors were more than happy to grant her permission to enter the tournament. In their eyes, she was finally dropping her inquiry . In reality, she was only digging deeper.

    -Tzilla's plane closely resembles an IAI Kfir (Israeli designed multirole combat plane)

    -Her nickname, “The Flying Lioness” is a reference to her being a pilot and the nickname of the IAI Kfir. Which was known as the Lion Cub.

    -Sabich is a pita stuffed with hard boiled eggs and fried eggplant.
    Sounds pretty good to me. The outfit is even mostly what I was imagining(which was basically Leona).

    Realized that I left out her third follow up to Subjugation and the moves EX properties. I've corrected the error.
  • Darc RequiemDarc Requiem The Light Emitting Darkness Joined: Posts: 8,238
    edited September 17
    @DarthEnder

    My insomnia kicked in. I got a present for you man. Remember that Pencak Silat user you wanted?

    Ismaya - Nature's Untouchable Ranger
    Name: Ismaya

    Nickname:
    Nature's Untouchable Ranger

    Sex: Male

    Ethnicity: Indonesian

    Height:
    5'7”(1.70m)

    Weight:
    146lbs (66kg)

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

    Hometown: Bandung, Indonesia

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

    Likes:
    Nature, Animals, Dancing, Karedok

    Dislikes:
    Poachers, Bullies

    Fighting Style:
    Pencak Silat

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

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

    His Rival:
    Rashid

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

    1025 Stamina 925 Stun

    Throws:

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

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

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

    Unique Attacks:

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

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

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

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

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

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

    V-Reversal:


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

    V-Skill:


    Macaque Cartwheel
    – MP+MK: Ismaya cartwheels forward or backward. Cartwheel is projectile/strike invulnerable from frame 3. MP+MK cartwheels forward. B+MP+MK Cartwheels backward.
    • Macaque Strike – P: (From Forward Cartwheel): Ismaya cartwheels into a flying left elbow attack. -6 on block
    • Macaque Blow – K: (From Backward Cartwheel): Ismaya flips into a double footed flying kick. – 6 on block

    V-Trigger:

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

    Specials:


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

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

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

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

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

    Critical Art:

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

    Reasons to be in SFV:


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


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

    Edit: Added the missing details/properties from Anoa Horns and Tiger Claws.
    Post edited by Darc Requiem on
  • DarthEnderDarthEnder Dragon Force Kin Joined: Posts: 2,522
    My insomnia kicked in. I got a present for you man. Remember that Pencak Silat user you wanted?

    Ismaya - Nature's Untouchable Ranger
    Name: Ismaya

    Nickname:
    Nature's Untouchable Ranger

    Sex: Male

    Ethnicity: Indonesian

    Height:
    5'7”(1.70m)

    Weight:
    146lbs (66kg)

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

    Hometown: Bandung, Indonesia

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

    Likes:
    Nature, Animals, Dancing, Karedok

    Dislikes:
    Poachers, Bullies

    Fighting Style:
    Pencak Silat

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

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

    His Rival:
    Rashid

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

    1025 Stamina 925 Stun

    Throws:

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

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

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

    Unique Attacks:

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

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

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

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

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

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

    V-Reversal:


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

    V-Skill:


    Macaque Cartwheel
    – MP+MK: Ismaya cartwheels forward or backward. Cartwheel is projectile/strike invulnerable from frame 3. MP+MK cartwheels forward. B+MP+MK Cartwheels backward.
    • Macaque Strike – P: (From Forward Cartwheel): Ismaya cartwheels into a flying left elbow attack. -6 on block
    • Macaque Blow – K: (From Backward Cartwheel): Ismaya flips into a double footed flying kick. – 6 on block

    V-Trigger:

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

    Specials:


    Anoa Horns – QCF+P: Ismaya charges forward with a hooking right elbow followed up immediately by a back right elbow.

    Tiger Claws – QCB+P: Ismaya strikes his opponent in the stomach with a punch, followed by a left elbow to the jaw, followed by right elbow to the jaw, left elbow uppercut to the chin, and sends them flying away with a spinning back elbow to the sternum.

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

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

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

    Critical Art:

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

    Reasons to be in SFV:


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


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