The Character Concept Thread 2.0: Now With Proper Formatting!


Thanks. I forgot to add in a rough idea for what her character stage and theme would be like, but I’ll edit those in in a little bit.

Now, to create the next character I had in mind…


My first new concept in a while. He’s a Dutch Kickboxer. He’s actually a fan of Sagat’s predecessor and the one unique quirk I gave him is this. His anti air special attack does more damage against aerial opponents than grounded ones. The opposite of how it usually is in Street Fighter.

Name: Zeger Verhoeven


Nickname: The Young Phenom (De Jong Wonderkind)

Sex: Male
Ethnicity: Dutch
Height: 7ft 0in (2.26m)
Weight: 344lbs (156kg)
B/W/H: 54-37-40(137cm-94cm-102cm)

Hometown: Breda, Netherlands

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

Likes: Anonymity, Nuakan, Stroopwafel (Dutch Waffle Cookie)
Dislikes: Arrogance, Adon, Paparazzi

Fighting Style: Dutch Kickboxing

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

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

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

His Rival: Sagat

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


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

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

Unique Attacks:

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

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

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

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

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

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


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


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

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

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

V-Trigger 1:

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

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

V-Trigger 2:

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


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

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

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

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

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

  • (Aerial Opponent) His foes is left doubled over on his foot. He then brings leg down to the ground violently causing them bounce off the ground back into the air. Zeger then hits his prone aerial foe with a swift spinning back kick to small of their back that sends the hurtling away.
  • (Grounded Opponent) Zeger’s high step kick lifts his foe into the air and Zeger hits his prone aerial foe with a swift spinning back kick to the abdomen that sends his foe flying away.
    LK(5F Startup, Aerial 3hits 135 Damage/150 Stun, Grounded 2 hits 90 Damage/100 Stun), MK(7F Startup, Aerial 3hits 165 Damage/180 Stun, Grounded 2 hits 110 Damage/120 Stun), HK(9F Startup, Aerial 3hits 195 Damage/210 Stun, Grounded 2 hits 130 Damage/140 Stun), EX(6F Startup, Aerial 3hits 210 Damage/225 Stun, Grounded 2 hits 140 Damage/150 Stun)

Critical Art:

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

Reasons to be in SFV:

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

Side Note:

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


Yeah…I’m at it again.

Name: Yul Kahn


Name: Yul Khan

Nickname: Stealth Conqueror

Sex: Male

Ethnicity: Mongolian

Height: 6ft 2in (1.88m)

Weight: 216lbs (98kg)

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

Hometown: Ulaanbaatar, Mongolia

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

Likes: Studying Languages, Training, Business Acquisitions, Equestrianism

Dislikes: Failure, Ignorance

Fighting Style: Jaws of The Horde

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

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

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

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

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

His Rival: Gill

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

925 Health/925 Stun


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

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

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

Unique Attacks:

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

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

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

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


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


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

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

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

V-Trigger 1:

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

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

2-Bar V-Trigger

V-Trigger 2:

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

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

3 Bar V-Trigger, Permanent


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

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

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

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

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

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

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

Critical Art:

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

V-Trigger 2 Only

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

Reasons to be in SFV:

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


Making this character in Face and Heel variety in the Soul Calibur VI character creator gave me this idea.

Name: Yamato/Yasha Nadeshiko


Nickname: Split Personality Grappler (Nijūjinkaku Resura)

Sex: Female

Ethnicity: Japanese

Height: 5ft 7½in (1.71m)

Weight: 159lbs (72kg)

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

Hometown: Hakone, Japan

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

Likes: Wagashi, Shiba Inu, (Cruelty)

Dislikes: Ball Games, (R. Mika)

Fighting Style: Professional Wrestling

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

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

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

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

Her Rival: R.Mika

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

950 stamina 1050 stun


Yamato Nadeshiko (Face) Only

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

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

Yasha Nadeshiko (Heel) Only

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

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

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

Unique Attacks:

Yamato Nadeshiko (Face) Only

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

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

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

Yasha Nadeshiko (Heel) Only

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

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


Yamato Nadeshiko (Face) Only

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

Yasha Nadeshiko (Heel) Only

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


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

Yamato Nadeshiko (Face) Only

  • P - Spring Breeze: Nadeshiko strikes her opponent with a flying back elbow to the head. Attack knocks down opponent.

  • K – Spring Shower: Nadeshiko converts her handspring into kick that hits overhead. Attack must be block high. -6 On Block.

Yasha Nadeshiko (Heel) Only

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

V-Trigger 1:

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

V-Trigger 2:

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

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

  • LP Attack Cost (100F), MP(160F), HP(200F)

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


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

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

Yamato Nadeshiko (Face) Only

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

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

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

Yasha Nadeshiko (Heel) Only

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

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

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

Critical Art:

Yamato Nadeshiko (Face) Only

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

Yasha Nadeshiko (Heel) Only

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

Reasons to be in SFV:

Yamato Nadeshiko (Face)

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

Yasha Nadeshiko (Heel)

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


Nothing serious. Thinking of ditching two seperate Gouka concepts and just making one with aspects of both.

Name: Gouka (Valor and Decisiveness)


Nickname: The Balanced Hado

Sex: Female

Ethnicity: Japanese

Height: 5ft 9in(1.75m)

Weight: 154 lbs. (70kg)
B/W/H: 36-24-37 (91cm-61cm-94cm)

Hometown: Unknown, Japan

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

Likes: Meditation, Solitude, Training, Forging Her Own Path

Dislikes : Her Uncle, Dishonor, Absolutes

Fighting Style: Kinkou Ansatsuken (Balanced Ansatsuken)

Tone: Gouka is a calm and focused woman. Her fury was tempered by her defeat at her uncle’s hands. She forges a new path to surpass him.


Gouka is the daughter of Gouken. She mastered her own style of defensive Ansatsuken. During her battle with he uncle (Akuma), she seemingly had him beaten. To her dismay he was merely holding back to test her. Gouka’s Mu No Hado based style was no match for Akuma’s true power. Her desire to slay her uncle and restore family’s honor over took her. Overwhelmed by the Satsui No Hado, she once again pressed Akuma into combat. Her raw Satsui No Hado style caught her uncle of balance. For a brief moment victory seemed to be at hand, however Akuma regained his balance. His precision with Satsui No Had overmatched his nieces aggressive passionate style. As he prepared to end the battle with the Shun Goku Satsu, Gouken intervened.

With a father and uncle locked in combat, the wounded Gouka retreated into the woods. She stumbled into a cave and fell unconscious. When she awoke, she thought back upon her failure. If she could combine the best elements of Mu No Hado and Satsui No Hado, she was sure that she could achieve victory. “It is not the tool but the wielder”, She thought to herself. That in mind, Gouka resolved to forge her own style. A balance between the two disciplines. That was years ago. No one has seen Gouka since…

Her Rival: Akuma

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

1000 stamina 900 stun


Sangaku Jishin (Mountain Quake) - LP+LK: Gouka hits her opponent with a right open palm punch to the gut, followed by a left hand chop to the lower back

Ishi Nadare (Stone Avalanche) - B+LP+LK+motion: She tosses her opponent high into the air and strikes them with a powerful open palm strike as they fall towards the ground

Unique Attacks:

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

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

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

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

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

V-Reversal :

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


Tenshi Shuretto (Angel Vermillion Rending Blade) – MP+MK: Gouka assumes a defensive posture to counter her foes attack. If successful, Gouka teleports above her opponent and attacks them will falling knife hand chop to the head. Resembles a more powerful version of her Harae aerial downward chop . B+MP+MK counters jump in attacks. D+MP+MK counters low attacks. Nullifies projectile attacks but the counter portion of the attack only applies to physical attacks. .

V-Trigger 1:

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

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

3-bar V-Trigger Permanent

V-Trigger 2:

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

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

3-bar V-Trigger Permanent


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

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

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

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

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

Fubuki Gorasen (Blizzard Great Spiral)- F,D,DF+ K: (Anti Air) Gouka executes a powerful rising whirlwind kick that chills her foe to the bone. The initial kick “locks” her opponent into the attack to keep them from dropping out. No start up invincibility, fast recovery, low damage, doesn’t hit crouching opponents, not crush counterable. LK (3F Startup -25F On Block, 120 Damage/160 Stun, 3hits) MK (4F Startup -26 On Block, 160 Damage/180 Stun, 4hits) HK (5F Startup -27 On Block, 190 Damage/200 Stun, 5hits), EX (Full Startup Invincibility 5F Startup, -30 On Block, 200 Damage/200 Stun, 8hits, Hits Crouching Opponents, Crush Counterable)

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

Critical Art:

Shinku Tatsumaki Zankukyaku (True Void Tornado Air Slashing Leg)-QCFx2 +K: Gouka rises into the air and spends in place at blinding speed. The speed of her rotation pulls her opponent into the attack if even if it does not make direct contact. Vacuum effect has ½ screen range. 17 Hits 340 Damage (1x100, 15x18, 1x120)

V-Trigger 1 Only

Shidai Go Hado (Four Elements Great Surge) – QCFx2+P: Gouka stomps the ground with her back foot and slowly outstretches her arms. A different element of ki charges in each limb. Ice in her left fist, Fire in right fist, Wind in her left foot, and Lightning in her right foot. She pulls back her arms to focusing all four elements into a powerful sphere of ki that she unleashes as massive Hadoken. On hit her opponent spins in a cyclone of ki, freezes, bursts into flames, and then electrifies before the force of the attack sends them hurtling away. 12 Hits 340 Damage/170 Stun (1x110, 10x12, 1x110)

Zanku Shidai Hado (Aerial Four Elements Surge) – QCFx2+P: (In Air) From a forward jump Gouka channels four elements (Fire, Ice, Lightning, and Wind) into large aerial projectile that descends on her foe at various angles. On hit her opponent spins in a cyclone of ki, freezes, bursts into flames, and then electrifies before the force of the attack sends them crashing into the ground.** **LP (60° Angle), MP (45° Angle), HP (30° Angle). 10 Hits 320 Damage/160 Stun(1x100, 8x15, 1x100)

V-Trigger 2 Only

Shidai Go Shoryu (Four Elements Great Rising Dragon)-QCBx2 + P : Gouka stomps the ground with her back foot and slowly outstretches her arms. A different element of ki charges in each limb. Ice in her left fist, Fire in right fist, Wind in her left foot, and Lightning in her right foot. She then unleashes a powerful combination to her foes body. A right flaming uppercut, left freezing uppercut, right cyclonic uppercut, and finally an electric Shoryuken that sends her opponent skyward. 4 Hits 400 Damage (3x60, 1x220)

Reasons to be in SFV:

This version of Gouka was defeated by her uncle (Akuma) prior to the events of SFV. She has spent the last few years in solitude strengthening her mind and body. Her mind to control Satsui No Hado. Her body to increase the power and speed of her Mu No Hado techniques. Satisfied with her mastery of what she dubs Kinkou (Balanced) Ansatsuken. Gouka leaves her solitary hovel. Venturing forth in the world for the first time in years she smiles. Seeing a poster for the latest World Martial Arts tournament. She knows where her uncle will be.


I got bored. Tried my hand at Dee Jay. Curious at what people think of V-Trigger 1.

Name: Dee Jay


Nickname: The Southern Comet

Sex: Male

Ethnicity: Jamaican

Height: 6ft 1in (1.86m)

Weight: 216lbs (98kg)

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

Hometown: Montego Bay, Saint James Parish, Jamaica

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

Likes: Singing, Dancing, Cooking Shows, TV

Dislikes: Harsh People, Quite, People without Rhythm

Fighting Style: Rhythmic Kickboxing

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

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

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

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

His Rival : Elena


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

1000 Stamina 1000 Stun


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

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

Unique Attacks:

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

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

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

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

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


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


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

  • Uncharged 16F Startup 80 Damage/100 Stun, +5 on hit, -2 on block.

  • Charged 22F Startup 90 Damage/120 Stun +8 on hit +2 on block.

V-Trigger 1:

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

  • Air Slasher input changes to QCF+P

  • Machine Gun Upper changes to QCB+P. Pressing P rapidly increases damage/stun

  • Jack Knife Maximum changes to F,D,DF+K

  • Double Rolling Sobat changes to QCB+K

  • Sobat Jubilee changes to HCFx2+K

3-Bar V-Trigger Permanent

V-Trigger 2:

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

  • Air Slasher knocks down at close range. EX knocks downs at any range, has limited corner juggle ability

  • Machine Gun Upper does max damage without additional inputs. EX damaged increased to 250

  • Winding Elbow startup reduced to from 22F to 20F, EX from 17F to 15F

  • Jack Knife Maximum startup of all versions reduced by 1F, EX causes a juggle state

  • Double Rolling Sobat startup reduced by 2F for all versions

  • Gains additional Critical Art. Jamboree Upper

3-Bar V-Trigger Permanent


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

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

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

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

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

Critical Art:

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

V-Trigger 2 Only

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

Reasons to be SFV:

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

Side Note:

  • Dee Jay’s sneakers are his own Southern Comet brand sneakers

  • Dee Jay’s headphones are his own Rhythm Catcher headphones