Love the job you did on Semele. I can tell you put in a lot of effort with all that research.
I need a new hobby…
Name: Setsu
Summary
Name: Setsu (Stealth)
Nickname: Daigaku Shinobi (University Ninja)
Sex: Male
Ethnicity: Japanese
Height: 5ft 9in (1.75m)
Weight: 176lbs (80kg)
B/W/H: 44-33-34 (111cm-84cm-87cm)
Hometown: Naha, Japan
Appearance: Setsu has medium length dark brown hair that is parted in the middle and comes down to his chin. His eyes are brown. Setsu has a yellow bandana tied around his neck. He wears a back mesh shirt on his torso. Setsu has leather dark brown fingerless gloves on each have. There is four point shuriken logo on the back of each glove. He has a thick dark brown band around his waist. Setsu has baggy beige ninja dogi pants on his legs. The pants come just past his knees. His shins are wrapped in dark brown cloth. Setsu has dark brown jika-tabi (split toe Ninja shoes) on his feet. His jika-tabi are ankle length but the top half of them are covered by his cloth shin wraps.
Likes: Ninja Training, Challenging Missions, Rafute (Okinawan Pork Rib Dish)
Dislikes: Dereliction of Duty, Lollygagging
Fighting Style: Muhi Ninjutsu (Peerless Ninjutsu)
Tone: Setsu is a serious young man whose chief focus is on his ninjitsu training
Origins: Setsu is originally from Naha city in Okinawa. When he was twelves years old, his parents were killed. Itsuo, a rogue member of the Glade of Ninja’s, was attempting to evade capture and caused their car to crash into a tree. Itsuo was also killed in the accident. Hyousuke, the ninja pursuing the rogue, took Setsu in. If the rogue hadn’t escaped him, Setsu’s parents would still be alive.
Setsu bore no grudge toward Hyousuke. He appreciated that a stranger would take him in and treat like family. To honor Hyousuke, Setsu became a very diligent student of Ninjitsu. He was already twelve and had a lot of ground to cover to catch up with the other boys his age. Setsu lived, ate, and breathed to ninjutsu. Hyousuke would have to force him to take breaks. He’d often discover that Setsu was training on his breaks. Setsu quickly ascended to the top of his class. “Muhi Shinobi” is what those that envied him call him. They meant it as an insult, but Setsu wore the moniker with pride.
Hyousuke, determined to broaden Setsu’s horizons, sent him off to Sarusuberi University. He had hoped that exposure to people his own age from outside the clan, would help him learn to relax and gain some hobbies. Upon reaching Sarusuberi University, the first thing Setsu did was form his own ninjutsu club. Hyousuke could only shake his head and chuckle.
His Rival: Zeku
Attributes: Health: 2 Power: 3 Range: 2 Mobility: 5 Technique: 4
950 stamina 950 stun
Throws:
Kage Tosu (Shadow Toss) – LP+LK: Setsu executes a right hand chop to the abdomen, passes through his opponent, immediately grabs them by the neck with his right hand, inner right thigh with his left hand, picks them up overhead, and slams them on their head. 150 Damage/150 Stun
Shinkiro Oda (Mirage Strike) – B+LP+LK: Setsu executes a right hand chop to the abdomen, passes through his opponent, and immediately strikes them with a left back fist that lands between their shoulder blades. 140 Damage/200 Stun
Unique Attacks:
Zaimoku Bunkatsu (Lumber Splitter) – F+MP: (Overhead) Setsu hops forward, flip once, and strikes his adversary with an left overhead chop. 27F Startup 80 Damage/120 Stun, +3 on Hit, -2 on Block
Baizou Suirasu (Double Slice) – B+HP: Setsu pulls back both of his arms and strikes with a simultaneous horizontal double chop. 12F Startup 90 Damage/150 Stun, +3 on Hit, +2 on Block
Kenshi Soukon (Swordsman Scar) - F+MK: (Overhead) Setsu spins 360° as hits his opponent with an overhead left axe kick. 22F Startup, 60 Damage/100 Stun, +2 on Hit, -6 on Block
Kuuchu Saku (Air Cleave) – B+HK: Setsu hits his opponent with a jumping high kick. Anti Air, 7F Startup, 90 Damage/120 Stun
V-Reversal:
Hibakufu (Fire Blast) – F+PPP : Setsu grabs his opponent’s right wrist with his left hand, pulls them towards him, and blows them away with a small firey explosion of ki.
V-Skill:
Subayai Zenshin (Swift Advance) – MP+MK: Setsu quickly advances towards his opponent with one of three movement options. Each option can be canceled into a normal attack.
-
Bakushin (Rush) MP+MK: Setsu glides quickly towards his opponent with a dash. Dash passes through opponent at point blank range. Has no invincibility.
-
Suberu (Slide) – D+MP+MK: Setsu assumes a low stance and glides towards his opponent. Becomes projectile invulnerable frame 3.
-
Chikuden (Flight) – F+MP+MK: Setsu dashes upward at a 45° angle. Dash passes through opponent at point blank range. Has no invincibility.
V-Trigger 1:
Suterusu Idoudo (Stealth Mobility) – HP+HK: Setsu’s mobility is increase substantially. Granting him faster, walk speed, faster dashes, jumps, buffs to his V-Skill, and two new movement options.
-
Forward Walk Speed is increased from 5.2 to 5.5
-
Backward Walk Speed is increased from 3.9 to 4.5
-
Forward Dash Frames Reduced from 16F to 15F
-
Backward Dash Frames Reduced from 22F to 21F
-
Total Jump Frames Reduced from 40F to 38F
-
Bakushin gains Throw Invincibility Frame 1 and Projectile Invincibility Frame 3. Costs 500F of V-Gauge
-
Suberu can now pass through opponent’s at point black range. Costs 500F of V-Gauge
-
Chikuden Total Frames Reduced From 55F to 51F. Costs 250F of V-Gauge
-
Gains new V-Skill movement option Touhi (Evasion) performed inputting B+MP+MK, half distance back dash that is Projectile Invincible Frame 1 and Strike Invincible Frame 3. Costs 750F of V-Gauge
-
Gains new movement option, Kazeninoru (Wind Rider) by inputting Down before entering the jump command. This is a high jump. Total Frames are 45F
Total V-Trigger Duration is 3000F
3-Bar V-Trigger
V-Trigger 2:
Inkaten (Flash Point) – HP+HK: Upon activation, Setsu pulls his right arm overhead and chops the ground violently creating waste high flame of ki that travels along the ground and carries his for towards the corner. Attack will OTG if opponent does not quick rise. 14F Startup 160 Damage/300 Stun. Opponent is placed into a juggle state on hit. V-Trigger Duration 2000F V-Trigger Duration. Setsu can activate two additional Inkatens after the initial activation. Each activation, post initial activation, costs 1000F.
2 Bar V-Trigger
Specials:
Kubi Ori (Neck Breaker) – QCF+P, Setsu slides towards his opponent in a crouching position. Upon contact, he flips behind his foe and twists their head causing them to spin briefly in the air before falling back to earth. Punch button determines the distance traveled. Gains projectile invincibility on frame 3. All versions do 140 Damage/200 Stun. LP (¼ Screen), MP (½ Screen), HP (¾ Screen), EX (¾ Screen, 180 Damage/250 Stun, Frame 1 Projectile Invincibility)
Hishou Kada (Soaring Fire Strike) – QCF+P: (Aerial Command Grab) From a forward jump, Setsu grabs his opponent’s right wrist with his left hand, pulls them towards him, places his right palm to their chest, and releases an explosion of ki energy that sets his opponent ablaze. All versions have 4F Startup. Punch button determines grab range. LP (130 Damage/200 Stun, Most Range), MP(145 Damage/200 Stun, Less Range) HP (160 Damage/200 Stun, Least Range) EX (3F Start Up, 160 Damage/200 Stun, Most Range, Causes Juggle State)
Ryoubanoken (Double Edged Sword) – QCB+P: Setsu glides towards his foe striking them with a slicing left chop to the abdomen followed by a spinning back chop to the throat. Punch button determines the distance traveled. HP and EX versions “slices through” his opponent during spinning back chop causing a side switch. LP (¼ Screen, 120 Damage/150 Stun), MP (½ Screen, 135 Damage/150 Stun), HP (¾ Screen, 150 Damage/150 Stun), EX (¾ Screen, 165 Damage/200 Stun, Causes Juggle State at Point Black Range Only )
Uzushio (Whirling Tides) – QCB+K: Setsu hits his opponent with two quick spinning back kicks in succession. This can be followed up with one of two enders. Setsu’s version of Ibuki’s Tsumuji (Spin Kicks)
-
K - Setsu strikes with a spinning back kick that is identical to the first two strikes, Attack leaves his foe standing.
-
D+K – Setsu strikes with a spinning back sweep that knocks down the opponent.
LK( Standing Ender, 120 Damage/150 Stun, Sweep Ender 100 Damage/120 Stun), MK( Standing Ender, 135 Damage/150 Stun, Sweep Ender 120 Damage/120 Stun), HK( Standing Ender, 150 Damage/180 Stun, Sweep Ender 135 Damage/150 Stun), EX( Gains Armor Frame 3, Standing Ender, 150 Damage/150 Stun, Sweep Ender 135 Damage/150 Stun)
Hien (Flying Swallow) – F,D,DF+K : Setsu jumps forward, flips once, and lands both of his feet on the opponent’s face. He then rapidly stumps on their face before backflipping away from them. Attack leaves the opponent standing. Kick button determines travel distance. Must be blocked high. All versions do 120 Damage/150 Stun. LK (30F Startup, ¼ Screen), MP (33F Startup, ½ Screen), HP (36F Startup, ¾ Screen), EX (32F Startup, Hold Back ¼ Screen, Neutral ½ Screen, Hold Forward ¾ Screen, 150 Damage/200 Stun, Causes Hard Knock Down)
Critical Art:
Rekka Bakuhatsu (Raging Fire Explosion) – QCFx2+P: Setsu strikes his opponent in the stomach with a powerful right punch that creates a large fiery sphere of ki that engulfs them both but sets only his foe ablaze. He then hits his foe with spinning back fist to the sternum that creates a shock wave upon impact before igniting his foe in flame and blowing them away. 10 Hits 340 Damage (1x100, 4x10, 1x120, 4x20)
Reasons to be in SFV:
Setsu has been a “big fish” in small pond for sometime now. He wishes to find out how strong he truly is. He has heard rumors that the 38th Grandmaster of Bushinryu is in the tournament. A fight with him would show how strong he has become and how far he needs to go.
Ending:
Unable to defeat Zeku, Setsu returns to Sarusuberi University to ponder the offer to join Zeku’s “Striders”. When he returns, he has found that the membership of his ninja club has skyrocketed. Almost all of the new members are girls, Setsu assumes they all joined up to learn self defense. An honorable endeavor, but he is completely oblivious to their true motives. One member in particular always remains close by him, she 's already a skilled ninja in her own right. Setsu is delighted to find an advanced training partner. Ibuki is mortified that club with the “hot guy” turned out to be a ninjutsu club. “Not Again!!” she yells as a confused Setsu looks on.
Stage:
Setsu fights in front of Shuri Castle
Notes:
I literally got bored and decided to turn the random Ninja from Ibuki’s Third Strike ending into a character. Lord help me.
Summary
Nickname: Fiery Flower of Justice
Sex: Female
Ethnicity: Taiwanese
Height: 5ft 7in (1.70m)
Weight: 139lbs (63kg)
B/W/H: 35-22-35 (89cm-56cm-89cm)
Hometown: Taichung, Taiwan (Republic of China)
Appearance: Xia Shu has short slicked black hair. Her eyes are a very light shade of brown. Xia Shu wears no makeup or jewelry. She wears a traditional tai chi uniform that covers her whole body with the exception of her head, hands, and feet. The uniform top is red with seven blue buttons running down the center fastening it together. Her collar is white as is the trim that runs from the bottom button and around her waist. The cuffs around her wrists are blue. Xia Shu’s pants are red with the exception of the ankle area which is blue. Her socks are white and her traditional slip on tai chi slippers are blue. Despite her conservative clothing, her well built physique and figure are obvious.
Likes: Justice, Solving Mysteries, Reading
Dislikes: Girly Things, Being Coddled
Fighting Style: Tai Ji Quan
Tone: Xia Shu is confident and tomboyish. Despite her fiery ki, she has a cool demeanor
Origins: Zhou Xia Shu is the youngest child of Zhou Jian. Jian was the partner of Dorai (Chun Li’s father). On their first day as partners, Dorai saved his life. He named his son, Xia Shu’s older brother, after Dorai as a sign of respect. Despite sharing his name Tong Mao (Dorai pronounced in Traditional Chinese), didn’t have a desire for law enforcement. That passion was passed onto his sister.
As a young girl, Xia Shu was near obsessed with becoming a police detective like her father. Jian was very hesistant to let his daughter follow in his footsteps. Dorai’s disappearance haunted him. He feared what would happen to Xia Shu if she crossed a powerful organization like Shadaloo. Jian tried to use martial arts as a distraction. Xia Shu was very good. Better than her father by the time she was 12, although he’d never admit it. While martial arts training actually helped her build a tight bond with her brother, it did not distract her from her dream. Hoping she’d find another interest, Jian sent Xia Shu to a college in Japan, Sarusuberi University was in a low crime area and away from the city. It seemed perfect to Jian.
Xia Shu is in her fourth year at Sarusuberi University. Her passion for justice still remained. Jian’s attempt to divert her down another path was unsuccessful. She formed her own “Detective Club”. While it was not a the most popular club, her unofficial “police force” became more adept at solving crimes than local law enforcement. One of her most talented members, Setsu, had his own martial arts club. Training with him allowed her improve her skills instead of just keeping them sharp. Although she’s notice an unusual uptick in his clubs membership…
Her Rival: Chun Li
Attributes: Health: 2 Power: 3 Range: 3 Mobility: 4 Technique: 3
950 stamina 950 stun
Throws:
Kageki Shu (Fire Striking Kick) – LP+LK: Xia Shu grabs her foe and uses her right leg to springboard into the air off her adversary’s left thigh, as she rises into the air kicks her foes in the head with a left high kick and once she is above their head stomp them head first into the ground with her right leg. She springs backward upon impact to keep her foe in front of her. 130 Damage/150 Stun
Nisokyaku (Twin Talon Leg) – B+LP+LK: Xia Shu grabs her opponent, falls backward into a two arm handstand while placing both her feet into their chest, kicks them up into the air, jumps above them, and sends them crashing to the ground with a double stomp to the lower back. She springs forward upon impact of the stomp leaving her behind her opponent. 150 Damage/200 Stun
Sanbai Kushu (Three Fold Air Raid) – LP+LK: (In Air) Xia Shu grabs her in air, springboards above, them and triple stomps her adversary’s head into the ground. The final stomp lands just has her opponent’s head hits the ground. 120 Damage/200 Stun
Unique Attacks:
Funkasho (Eruption Palm) – B+HP: Xia Shu strikes upward at a 70° Angle with right palm strike. 8F Startup, 80 Damage/120 Stun, Anti Air, Causes Juggple, -7 on Block
Futtensho (Boiling Point Palm) - F+HP: Xia Shu hops forward and strikes her foe into the face with a right open palm strike. Attack goes over low attacks. Does not hit overhead. 8F Startup, 80 Damage/150 Stun, +1 on Hit, -2 on Block
Shosokutenkyaku (Soaring Cartwheel Leg) – F+MP : (Overhead) Xia Shu cartwheels forward, springs into the air, and strikes her foe with a wheel kick. 28F Startup 70 Damage/100 Stun +3 on Hit, -2 on Block, Airborne 18F to 29F
V-Reversal:
Kaitennikyaku (Rotating Twin Leg) – F+KKK: Xia Shu performs single arm handstand into an inverted rotating split kick. V-Reversal hits twice and knocks down the opponent.
V-Skill:
Kikofunka (Spirit Cultivation Eruption) – MP+MK: Xia Shu pulls back her arms over her head and strikes with double palm strike. The strike creates a fiery point blank ki blast. The attack can be charged.
- Uncharged – 16F Startup, 2 hits, 70 Damage/100 Stun, +1 on Hit, - 6 on Block, nullifies non EX projectiles, Leaves foes standing
- Charged – 25F Startup 4 hits 120 Damage/200 Stun, +3 on Hit, -2 on Block, reflects non EX projectiles, nullifies EX projectiles.
V-Trigger 1:
Enten No Ken (Fist of Blazing Heat) – HP+HK: Xia Shu’s hands glow orange and a persistent aura of flaming ki spirals up from her wrist, around her hands, and extends far beyond her fingers. Damage and range is increased for all of her punch normals and specials. Grey life damage output increased by 50%.
- Punch normal damage increased . LP (5 Damage/5 Stun), MP (10 Damage/10 Stun), HP (15 Damage/15 Stun)
- Punch normal range hit boxes extended. One square of the training stage.
- LP, MP, HP Kikoka – 70 Damage/120 Stun, EX 100 Damage/150 Stun
- LP Hyakuretsuken 140 Damage/150 Stun +3 on Hit, -4 on Block
- MP Hyakuretsuken 160 Damage/200 Stun +4 on Hit, -5 on Block
- HP Hyakuretsuken 180 Damage/210 Stun, Knock Downs, Corner Juggles, -6 on Block
- EX Hyakuretsuken 180 Damage/250 Stun, Launches, -5 on Block
- 1600F Duration, LP/MP/HP Hyakuretsuken 400F cost, EX Hyakuretsuken 800F cost.
2-Bar V-Trigger
V-Trigger 2:
Yogan-Shitsu (Magma Chamber) – HP+HK: Xia Shu focuses her ki mastery enhancing the abilities of the Kikofunka and Kikoka.
- Uncharged – 14F Startup, 3 hits, 90 Damage/120 Stun, +3 on Hit, - 4 on Block, nullifies EX projectiles, reflects standard projectiles. Leaves foes standing
- Charged – 22F Startup 5 hits 150 Damage/200 Stun, +5 on Hit, +1 on Block, reflects standard and EX projectiles, nullifies V-Trigger and Critical Art projectiles.
- LP Kikoka -12F Startup, 45 Total Frames
- MP Kikoka – 14F Startup, 44 Total Frames
- HP Kikoka – 16F Startup, 42 Total Frames
- EX Kikoka – 12F Startup, 38 Total Frames, LP+MP Slow, LP+HP Slower, MP+HP Slowest, LP+MP+HP Fast
3-Bar V-Trigger
Specials:
Kikoka (Spirit Cultivation Flame) – QCF+P: Xia Shu twist back her torso °180, thrusts her left arm forward with an open palm, and generates a fiery slow moving projectile. Punch button determines travel speed. All Versions 60 Damage/100 Stun. LP (13F Startup, 46 Total Frames, Slow), MP (15F Startup, 45 Total Frames, Slower) HP (17F Startup, 43 Total Frames, Slowest) EX (13F Startup, 39 Total Frames, Fast, 90 Damage/120 Stun)
Hyakuretsuken (Hundred Rending Fist) – QCB+P: Xia Shu glides forward striking her opponent with a heavy right palm strike which stuns them. She then hits them with a blinding barrage of left palm strikes barely visible to the eye. All versions leave the opponent standing. LP(12F Startup, 12 Hits, 120 Damage/150 Stun, +2 on Hit, -5 on Block) MP(14F Startup, 14 Hits, 140 Damage/150 Stun, +3 on Hit, -6 on Block), HP(16F Startup, 16 Hits, 160 Damage/200 Stun, Knocks Down, -7 on Block) EX(12F Startup, 16 Hits, 160 Damage/250 Stun, Knocks Down, -2 on Block)
Hakazanshu (Supreme Volcano Kick) – QCB+K: Xia Shu hits her adversary with acrobatic kick combination. She strikes with a front flip kick combination that ends in a front somersault into full split kick. Kick pressed changes attack properties. Light version is a single front flip into front flip split kick. Medium is a two front flip kicks into a front split kick combo. Heavy is a triple front flip kick into flaming front split kick combo. EX travels in a half circle arc and the final kick sets her opponent ablaze. LK (5F Startup, 2 Hits, 70 Damage/120 Stun), MK(10F Startup, 3 Hits, 110 Damage/150 Stun), HK (15F Startup, 4 Hits, 150 Damage/200 Stun), EX(8F Startup, 5 Hits, 160 Damage/200 Stun)
Enkaikyaku (Smoking Ash Leg) – QCB+K: (In Air) Xia Shu performs a front left full split kick from a forward jump. Her left leg glows orange from knee down and emits smoke during the attack. LK (10F Startup, 80 Damage/120 Stun), MK (12F Startup, 100 Damage/120 Stun), HK (14F Startup, 130 Damage/150 Stun) EX (14F Startup, 150 Damage/200 Stun)
Funkazankyaku (Erupting Volcano Legs) – F,D,DF+K (Anti Air) Xia Shu rises into the air with a rapidly spinning vertical kick. Both of her legs glow orange from the knee down and emit smoke from her feet. All versions have 7F Startup. All versions do 5 Hits 150 Damage/150 Stun. The Kick button pressed determines the angle of ascent. LK (75° Ascent Angle, Invincible to Airborne Attacks) MK (65° Ascent Angle, Invincible to Airborne Attacks) HK (55° Ascent Angle, Invincible to Airborne Attacks) EX (6F Startup, 6 Hits, 55° Ascent Angle, Full Invincibility 180 Damage/200 Stun)
Critical Art:
Kikorekka (Spirit Cultivation Raging Fire) – QCFx2+P: Xia Shu pulls back her arms over her head and strikes with double palm strike. Upon impact the strike creates a massive orb of flaming ki that envelopes Xia Shu and her adversary. The orb starts to constrict, implodes, and then explodes sending her smoke engulfed opponent flying away from her. 22 Hits 340 Damage (1x70, 20x10, 1x70)
Reasons to be in SFV:
Xia Shu’s entry into the world martial arts tournament is pure accident. Several members of Setsu’s club became concerned over his disappearance. They hired Xia Shu to find him. Xia Shu was happy for the challenge. He’s hard to find when on campus when he doesn’t want to be found. All the clues lead Xia Shu to the world martial arts tournament. Security balked at letting her in without a formal invite. Xia Shu made quick work of some pink gi wearing loud mouth, and used his invitation to enter the tournament.
Notes:
- Xia Shu means Summer Beauty
- Xia Shu speaks Mandarin, Cantonese, Fuzhounese, Japanese, and English
- She and her brother had a contentious relationship until their mother died, they’ve been close ever since.
- After her mother, Bao, passed away. Her father became over protective.
- Her brother, Tong Mao, runs a Tai Chi Quan school in Changhua City.
- When she was in high school, she was nearly mugged while wearing a dress and high heels. The robber almost escaped due to her cumbersome attire and she swore off wearing such things again.
Something I’ve been messing around with for a while. I took some liberties with the SCV representation of her, it’s not exact to her description.
Vaite
Summary
Name: Vaite (means Soul or Spirit)
Nickname: Dark Golden Mystery
Sex: Female
Ethnicity: Australian (Melanesian?)
Height: 5ft 10in (1.78m)
Weight: 155lbs (70kg)
B/W/H: 34-26-36 (86cm-66cm-91cm)
Hometown: Cairns City, Queensland, Australia
Appearance: Vaite is a tall athletic young woman with smooth dark brown skin, She has long curly/coarse blonde hair. Vaite’s hair is pulled backward and upward into a large afro puff, Sapphire Blue Eyes. She wears a red, gold, and white short sleeve button up blouse. The sleeves, upper chest, and shoulders are white. Her collar is red with gold trim. Gold trim also encircles her upper chest and waist line. In between the gold trim, her blouse is red, and fastened together by nine circular gold buttons. Vaite has on red shorts that come down to the middle of her thighs. Each leg opening is encircled by gold trim. She has knee high white boots on her feet gold laces and soles. On her arms, she sports fingerless forearm length white gloves. Gold trim encircles the forearm end of each glove
Likes: Netball, Helping Others, Generosity, Nature
Dislikes: Resorting to Violence, Notoriety
Fighting Style: Secret Society CQC/Shadoloo Assassination Techniques
Tone: Vaite is a benevolent woman and reluctant fighter.
Origins: Vaite’s true origins are unknown. She washed up on the shores of Cape York near Bamaga, Australia a decade ago. Vaite was found by two foreign nationals. A middle aged couple living under false Australian identities. The couples appearance, the man, Andreas, was a blonde hair blue eyed Caucasian and the woman, Yasmin, was of African descent with dark brown skin, allowed Vaite to pass as their natural born daughter. The couple couldn’t have children of their own, in a cruel twist of fate both of them were infertile, and adoption could potentially expose their true identities. Vaite was a godsend.
Andreas and Yasmin knew there was something odd about Vaite. Vaite couldn’t remember anything. She wasn’t even sure if “Vaite” was her name. Her only memory is vague recollection on an elderly Melanesian couple pointing at her and yelling “Vaite!” She knew several languages. Despite being, from what they could tell, ten years old she was the same size as Yasmin. She was skilled in a martial art neither of them had seen in their extensive travels and capable of beating both of them in single combat. Although Andreas insisted that he was “letting” her win. Vaite smart. She picked up German and Somali from her parents without direct instruction.
Yasmin and Andreas began to wonder if she was one of their former employers projects. They both had seen such projects before and it was explain her exceptionalism. However, Vaite aged normally, she didn’t rapidly grow into adulthood. Her power, while strong, was not the dark energy that was often wielded by their prior organizations assassins. If she had been sent to kill them, they’d already be did. In fact, Vaite avoided using her strength if possible. Only baring it to aid in the defense of others.
Over the next decade, Vaite grew into a vibrant young woman. She graduated college at only 14 years of age. Her achievements began to garner wider attention. She could see that her growing prominence caused her parents concern. They had never told her of their former line of work but she’d figured that out shortly after being taken in by them. Vaite would forego any athletic or intellectual pursuits that draw too much attention. She thought that would keep them safe. However a hit squad of a half dozen elite operatives struck her family in the middle of the night. She easily took them down. Her parents though operatives were there for them. The data they recovered from the assailants proved other wise. All of their intel was on Vaite. They had come for her.
Her Rival: Urien
Attributes: Health: 4 Power: 4 Range: 2 Mobility: 4 Technique: 4
975 stamina 1050 stun
Throws:
Azure Crush - LP+LK: Vaite strikes with a right uppercut to her opponents abdomen with great force lifting them off the ground, she then jumps into the air, and send them crashing other ground with aerial left overhead punch. 150 Damage/150 Stun
Golden Smash - B+LP+LK: Vaite strikes with a right uppercut to her opponents abdomen with such force that they remain doubled over her right as she lefts them overhead and slams them behind her. 160 Damage/200 Stun
Golden Sun - LP+LK: (In Air): Vaite strikes with a left uppercut to her opponents abdomen from a forward jump that lifts them over her head, she the palms her opponents face with her right hand, and drives them into ground back of the head first. 150 Damage/200 Stun
Unique Attacks:
Concussive Enlightenment – DF+HP: (Overhead) Vaite hops forward into the air while pulling her left arm back. As she lands she slams her left elbow on top of her foes head. 23F Startup 70 Damage/100 Stun, +1 on Hit, -6 on Block
Solar Ray – B+MP: Vaite hits her adversary with a upward striking straight left punch to the face. +2 on Hit, -2 on Block. 60 Damage/100 Stun
Lunar Ray – B+LK: Vaite strikes her foe with a spinning back low kick to the knee. Leaves opponent standing. +3 on Hit, +1 on Block. 40 Damage/70 Stun
Sunshine Swing – B+MP, MP, HP, B+HP: Vaite strikes with a left strait punch to the face, right overhead punch to the abdomen, left hooking punch to the face, and right spinning backfist to the head. Leaves foe standing. +1 on Hit, -4 on Block. 100 Damage/200 Stun.
Moonlight Waltz – B+LK, LK, MK, HK: Vaite strikes with left spinning back low kick to knee, right back high kick to the head, left roundhouse kick to the head, and knocks them down with a jumping 360° right kick to the face. -6 on Block. 120 Damage/150 Stun
V-Reversal:
Aura Clash – F+PPP: Vaite pulls both of her arms back, creating a golden aura with her right hand and azure glow around her left hand. She slams her hands together generating an azure and gold explosion of light that knocks her opponent off their feet.
V-Skill:
Light Explosion – MP+MK: Vaite creates an explosion of “Light” energy and ½ screen way. 25F Startup, 50 Total Frames, 50 Damage/100 Stun
-
B+MP+MK – explosion occurs at point blank range
-
F+MP+MK – explosion occurs a ¾ screen away
V-Trigger 1:
Golden Glow – HP+HK: Vaite’s body emits a golden aura, enhancing the properties of severalo of her normal and special attacks. Grants access to a new special attack. Helicoid Ray. Note: The only different between V-Trigger 1 and 2 is the color of her aura and the special move she gains. All other buffs are universal to both triggers.
-
Helicoid Ray – HP+HK: Vaite pulls back her right and then thrust her right fist forward. This generates a golden corkscrewing arrowhead shaped projectile. 17F Startup 47 Total Frame 70 Damage/100 Stun
-
All Punch normals are buffed by 10 Stun
-
All Kick normals are buffed by 10 Damage
-
Cr. MK, St. MK and St.HK gain an addition +1 advantage on hit.
-
Concussive Enlightenment startup reduced from 23F to 22F. Damage increased from 70 to 80, Stun from 100 to 120. Advantage on hit increased from +1 to +2
-
Concussive Enlightenment can now be charged 36F Startup 90 Damage/150 Stun, +6 on Hit
-
All striking special attacks are buffed by 20 Damage
-
HP Golden Ascension gains 30 Stun Damage
-
Helicoid Light startup reduced by 3F for all versions. HP version gains 30 Stun, EX version gains 50 Stun
-
Earth Reunion stun buffed by 10 for all versions
-
Sky Divarication stun increased by 20 for all versions, EX stun is increased by 30
3-Bar V-Trigger Permanent
V-Trigger 2:
Azure Aura – HP+HK: Vaite’s body emits a azure glow, enhancing the properties of several of her normal and special attacks. Grants access to a new special attack. Azure Crescent. Note: The only different between V-Trigger 1 and 2 is the color of her aura and the special move she gains. All other buffs are universal to both triggers
-
Azure Crescent – HP+HK: (In Air) From a forward jump, Vaite slices downward with her left hand created a blue crescent moon shaped projectile. 14F Startup 12 Recover Frames after landing. 50 Damage/50 Stun 60° Descent Angle
-
All Punch normals are buffed by 10 Stun
-
All Kick normals are buffed by 10 Damage
-
Cr. MK, St. MK and St.HK gain an addition +1 advantage on hit.
-
Concussive Enlightenment startup reduced from 23F to 22F. Damage increased from 70 to 80, Stun from 100 to 120. Advantage on hit increased from +1 to +2
-
Concussive Enlightenment can now be charged 36F Startup 90 Damage/150 Stun, +6 on Hit
-
All striking special attacks are buffed by 20 Damage
-
HP Golden Ascension gains 30 Stun Damage
-
Helicoid Light startup reduced by 3F for all versions. HP version gains 30 Stun, EX version gains 50 Stun
-
Earth Reunion stun buffed by 10 for all versions
-
Sky Divarication stun increased by 20 for all versions, EX stun is increased by 30
3-Bar V-Trigger Permanent
Specials:
Golden Ascension – Charge D,U+P: (Anti Air) Vaite strikes her foe with a left uppercut. Upon contact a golden spire of ki shoots up from the ground beneath her foe, striking them, and launching them away from her. LP (3F Startup, 2 hits, 110 Damage/150 Stun, Throw Invincible Frame 1-3), MP(4F Startup, 3 hits, 130 Damage/150 Stun, Invincible to Airborne Attacks 1-4), HP (5F Startup, 4 hits, 150 Damage/150 Stun, ), EX (3F Startup, 6hits, 160 Damage/200 Stun, Full Startup Invincibility)
Helicoid Light – HCB+P: Vaite advances toward her opponent, striking them with a straight right punch to the chest. Upon contact, a spiral of golden ki blasts through her foe, sending them spinning away from her. All version gain projectile invincibility frame 6 that last through the active frames. LP(20F Startup, 80 Damage/120 Stun, ¼ Screen) MP(23F Startup, 100 Damage/120 Stun, ½ Screen), HP(26F Startup 120 Damage/120 Stun. ¾ Screen) EX (19F Startup, 150 Damage/150 Stun, ¾ Screen)
Azure Insurrection – QCF+P: (Close Range Melee Attack): Vaite lifts her left arm high over her head as it glows with a blue light and slams it down on her opponent violently. LP(14F Startup, 60 Damage/100 Stun) MP(19F Startup, 80 Damage/100 Stun) HP(23F Startup, 100 Damage/120 Stun) EX(19F Startup, 120 Damage/150 Stun, Overhead)
Earth Reunion – HCP+K (Command Grab): Vaite kicks her opponent in the abdomen with great force, lifting them overhead on her foot as she rises into the air, and then slams them to the ground with an axe kick. All versions have 7F Startup. Command Grab range determined by the kick button pressed. LK (Most Range 180 Damage/210 Stun), MK(Less Range 190 Damage/220 Stun), HK(Least Range 200 Damage/230 Stun), EX (6F Startup, Throw Invincible, 230 Damage/250 Stun)
Sky Divarication – QCF+K: (In Air): Vaite strikes opponent with an diving double knee bash from a forward jump. All versions leave the opponent standing , have 13F Startup 10F Recovery, and cause 80 damage/100 Stun. -6 on Block. Kick button slightly alters forward trajectory. LK (65° Angle), MK(60°Angle), HK(55° Angle), EX (12F Startup 9F Recovery, 100 Damage/120 Stun, -4 on Block, LK+MK 65° Angle, LK+HK60°Angle, MK+HK 55° Angle)
Critical Art:
Sun & Moon – QCBx2+P: Vaite hurls a large sun shaped projectile at her opponent, that upon impact incinerates them and blows them up into the air. Vaite jumps above her adversary and slices the air with her left,hand generating large blue crescent moon shaped projectile that drives her foe downard. Just before impact, the projectile explodes, and plants her foe into the ground. 9 Hits 330 Damage (3x40, 6x20, 1x90)
V-Trigger Only
Astral Purification – QCBx2+K: Vaite strikes her foe in the sternum with a stunning straight right punch. While they are staggering, Vaite places her left palm under their chin and her right palm to their chest. Vaite sends a surge of golden ki through the foes chest with her right palm engulfing her opponent in golden flames and near instantaneously sends a surge of azure ki through the opponent’s head igniting in blue flames. Vaite’s adversary falls to their knees before collapsing completely. 3 Hits 375 Damage (1x95, 2x140)
Reasons to be in SFV:
The clues hidden within the data discovered by Vaite and her parents pointed to secret organization. A secret society that had ordered her capture and the death of her parents. This information lead to the world martial arts tournament. Vaite would enter the tournament to flush out this organization. Find out why they wanted her, and take them down so she could get back to a normal life with her family.
Side Note:
-
Vaite speaks Bislama, English, French, German, Kriol, and Somali
-
Her adoptive parents are unsure of her true origin.
-
Her adoptive father, Andreas, is 5ft 10in (1.78m), 161lbs (73kg) and from Germany. He has blonde hair and sapphire blue eyes.
-
Her adoptive mother, Yasmin is 5ft 5in (1.65m), 122lbs (55kg), and originally from Somalia. She has smooth dark brown skin and thick black coarse/curly hair. She wears her hair in micro braids.
-
The initially though she was Aboriginal Australian due to her use of the Krio language.
-
However her name “Vaite” and use of the Bislama language means she could be from Vanuatu.
-
Her stature, roughly 9 inches (23 cm) taller than a typical woman of Melanesian descent puts her origins further into question.
True Origin:
-
Vaite is actually a genetically enhanced woman of German and Somali descent.
-
Andreas and Yasmin were Shadaloo agents. Vaite learned the Shadaloo Assassination Arts from the two of them.
-
There is a small circular blue gem with a golden diamond shaped core at it’s center implanted in Vaite’s sternum.
Andreas and Yasmin are Vaite’s actual parents. They previously worked for Shadaloo. After frequent collaborations, the pair fell in love. Marrying in secret, Andreas and Yasmin planned to leave Shadaloo and start a family. They were heartbroken to discover that neither of them were able to have children.
During their time at Shadaloo, Andreas and Yasmin were highly successful. This garnered them favor with several members of the organization. On one off the books mission, they retrieved an escaped test subject. They essentially saved the lives of the science team that had allowed the subject to escape. The grateful scientists asked if there was anyway they could repay Andreas and Yasmin. That is when the pair mentioned their desire to have a child.
One scientist in the group, Tanna, said they could give the pair what they desired. She only needed a sample of DNA from both of them. Unfortunately that scientist was an Illuminati double agent. Tanna saw a chance to craft an elite asset for organization and further her position. After she obtained the DNA samples, Tanna didn’t just combine them. She sought to perfect them. Tanna removed any flaws, improved the physical capabilities, and enhanced the intellectual ones as well.
Successfully crafted an infant of exceptional ability, Tana put her plan into effect. She sabotaged the labs, killing the rest of her team. Tana then called Andreas and Yasmin telling them that they all had been discovered. The couple arrived to see the facility to in flames. Thinking Shadaloo was onto to them, they fled the lab. Leaving behind evidence to indicate that they too were killed in the explosion.
Tanna took the child to Vanuatu to enact her plan. Vanuatu is an island archipelago country in the south Pacific Ocean. Vaite’s appearance resembled the native inhabitants of the island. It’s out of the way location limited the chance her treachery would be discovered. Tanna had the child trained and educated for decade. Satisfied with her progress, she booked passage to Australia via boat. From there, she’d fly to the closest Illuminati facility presenting her prize to Lord Urien to gain favor. On the way to Australia, a large typhoon swept through the area sinking the boat. Vaite would wash up on shore a short time later.
Summary
Name: Makoto
Nickname: The Compact Titan
Sex: Female
Ethnicity: Japanese
Height: 5ft 3in (1.60m)
Weight: 135lbs (61kg)
B/W/H: 32-24-36(81cm-61cm-92cm)
Hometown: Tosa, Japan
Appearance: Makoto is petite, fit young woman, with a well defined muscle tone. She has short black hair in wild bob style. Her eyes are brown. Makoto wears a red MMA style sports bra top that leaves her midriff ,six pack abs and all, showing. There is long yellow bandana tied around her neck. She has brown leather , fingerless, MMA gloves on each hand. Makoto has off white full length karategi pants on with a black karate belt tied around her waist. She wears brown straw sandals on her feet.
Likes: Family, Fighting, Carpentry. Spreading The Rindokan Karate Style
Dislikes: Pickled Ginger, Being Mistaken For A Boy, Dresses
Fighting Style: Rindokan Karate
Tone: Makoto is fierce, focused, and determined young woman.
Origins: Makoto is the youngest daughter of deceased Rindokan Karate Master, Masaru. As her young girl, her father’s rural dojo had many students. Whenever attendance would dip, he lead his most senior student in charge and take a musha shugyo’(warrior’s pilgrimage) around the world. By defeating various masters around the world, he’d draw acclaim to the family school. Attendance would rise and popularity of Rindokan Karate would grow.
On his final musha shugyo, Masaru would suffer a crushing defeat against the great Sennin Oro. After returning home, the disheartened Masaru grew ill and eventually passed away. His senior students tried to keep the dojo going in his absence, but none of them possessed Masaru’s skill. Overtime the dojo’s attendance numbers waned. Eventually, even the most devote of Masaru’s disciples moved on. Makato’s grandfather Hisato and her brother Isao, tried to keep the school going. However her grandfather lacked the vigor of his youth and her brother lacked their fathers talent. Isao went into the business world to make ends meet.
As Makoto’s skill grew, the number of her training partners diminished. This was partially due to the school diminished notoriety and also to the few remaining advanced students growing tired of losing to Masaru’s “little boy”. Unable to defeat her in sparring or fights, the other students would often call the tomboyish Makato “little boy”. This angered her greatly, leading her to accidentally discover the Tanden Renki technique. Mocked for the last time, Makato grew red and proceeded to beat her fellow students senseless. While this made her feel better, it ultimately chased off the last remaining members of the school. It was then that Makoto decided to go on a musha shugyo of her own. Like her father before her, she’d best skilled masters and create a demand to train her family’s dojo.
Her Rival: Ibuki
Attributes: Health: 3 Power: 4 Range: 2 Mobility: 3 Technique: 4
1000 Stamina 1000 Stun
Throws:
Hikiyose Zutsuki Tacchuu (Drawing Up Headbutt: Pagoda Head) – LP+LK: Makoto grabs her opponent by the head with both hands, pulls her head back, and slams it into her opponent’s head. Leaves foes standing. 140 Damage/150 Stun
Hiji Otoshi Sanren Tsuki Araiso (Elbow Drop: Three Continuous Thrusts “Wind-Swept and Wave-Beaten Shore” ) – B+LP+LK: Makoto grabs her opponent, knees them in the stomach, chops them to the ground, and then punches them in the back. 150 Damage/200 Stun
Unique Attacks:
Kote Tsuki Kazami (Small Hand Thrust: Wind Watcher) – F+LP: Makoto strikes with a quick straight right punch. 3F Startup, 30 Damage/50 Stun, +3 on hit
Gezuki Koaruna (Lower Thrust: Fragrant Greens) – F+MP: Makoto hits her opponent with a left uppercut to the body. 7F Startup, 90 Damage/100 Stun, +3 on hit
Fumikomi Seiken-zuki Shimaki (Advancing Justice Fist: Winding Wind) – F+HP, HP: Makoto hits her opponent with a left-right-left straight punch combination. 130 Damage/150 Stun, -1 on Hit
Mae Geri Shibuki (Forward Kick: Splash) – F+LK: Makato performs a left front kick to her opponent’s abdomen. 6F Startup, 50 Damage/50 Stun, +2 on Hit
Fumikomi Joudan Mawashi Geri Naruto (Advancing Upper Spinning Kick: Steamed Fish Paste Cake) – F+MK: Makoto advances forward while performing an left high spinning back kick. 15F Startup, 90 Damage/100 Stun, +2 on Hit.
Fumikomi Sokubarai Kuroshio (Advancing Foot Sweep: Japan Current) – F+HK: Makoto advances forward while performing a left low kick that sweeps the opponent’s legs out form under them. Holding HK button will cause Makoto to feint. Advancing forward without kicking. 19F Startup, 110 Damage/200 Stun, Knocks Down, -10 on Block
Nidan Geri Kyoufuu (Same Leg Kick Combination: High Wind) – LK,MK: Makoto strikes with a double hitting high right roundhouse kick. 3F Startup, 50 Damage/100 Stun, -1 on Hit
Ren Geri Uranami (Stepping Kick Combination: Seaside Wave) – MK,HK: Makoto strikes with a left spinning high back kick into left front kick combination that leaves her adversary standing. 8F Startup, 100 Damage/200 Stun
V-Reversal:
Do Mawashi Kaiten Geri Makiwari (Front Rolling Kick: Hatchet) – F+KKK: Makoto strikes with a front rolling axe kick that knocks down her adversary.
V-Skill:
Gekiretsu Zutsuki Isana (Violent Headbutting Whale) – MP+MK: Makato hits her foes with a quick put powerful standing headbutt. Attack can be charged. Headbutt advancing forward slightly.
-
Uncharged – 1/8 Screen, 18F Startup, 50 Damage/100 Stun, +2 on Hit, -7 on Block, cannot be canceled into Shikri
-
Charged – ¼ Screen, 36F Startup, Frame 3 Armor, 100 Damage/200 Stun, +6 on Hit, - 2 on Block, can be canceled into to Shikiri or EX Shikiri on hit.
V-Trigger 1:
Tanden Renki Seme no Kata (Dantian Refined Spirit: Form of Offense) – HP+HK: Makoto focuses her anger giving her skin a red hue. While in this state, Makoto’s damage and stun output on all her attacks is increased by 10%. She gains an additional skill the Kumoharai
- Kumoharai (Cloud Sweeping Stroke) – HP+HK: Makoto deflects incoming attacks with proper timing. She takes grey life damage for each parry. Input can be repeated to parry multi hitting attacks. Does not work against throws or command throws. Each successful Kumoharai restores 50F of V-Gauge
V-Trigger duration 2400F, drains over time. 3-Bar V-Trigger
V-Trigger 2:
Tosa Kaisoku Shintai (Tosa High Speed Movement) – HP+HK: Makoto focuses her chi giving herself a persistent red aura. While in this state, Makoto’s mobility, particularly her walkspeed, is increased greatly.
-
Forward Walk Speed increased from 2.0 to 5.2
-
Backward Walk Speed increased from 1.5 to 3.9
V-Trigger Duration 1500F, drains over time 2-Bar V-Trigger
Specials:
Chokujou Seikentsuki Fukiage (Steadily Rising Justice Fist Thrust: Rising Wind) – F,D,DF+P: (Anti Air) Makato focuses her great strength in to powerful standing vertical punch. All versions invincible to airborne attacks and cause 120 Damage/160 Stun. Does not hit grounded opponents. Punch button pressed determines the forward movement distance. LP (6F Startup, Point Blank) MP (9F Startup, 1/8 Screen), HP (12F Startup, ¼ Screen), EX (9F Startup, ¼ Screen, Hits Grounded Opponents, Projectile Invincible)
Tosshin Seikentsuki Hayate (Rushing Justice Fist Thrust: Squall )– QCF+P : Makoto pulls back her right fist as the headband around her neck flows in the wind, she then bursts forward rapidly, striking her foe with an straight punch to the sternum. All versions eave her opponent standing. That attack can be charged up to five levels. Attack charged can be canceled by pressing any kick button. Punch button determines the distance traveled. Damage properties listed below.
LP Hayate ¼ Screen
-
Level 1 – 8F Startup, 100 Damage/120 Stun, +0 on Hit, -8 on Block
-
Level 2 – 12F Startup, 110 Damage/140 Stun, +1 on Hit, -7 on Block
-
Level 3 – 32F Startup, 130 Damage/150 Stun, +2 on Hit, -6 on Block
-
Level 4 – 64F Startup, 150 Damage/170 Stun, Knocks Down, -2 on Block
-
Level 5 - 75F Startup, 190 Damage/190 Stun, Knocks Down, -2 on Block
MP Hayate ½ Screen
-
Level 1 – 15F Startup 110 Damage/120 Stun, +1 on Hit, -7 on Block
-
Level 2 – 19F Startup, 120 Damage/140 Stun, +2 on Hit, -6 on Block
-
Level 3 – 39F Startup, 140 Damage/150 Stun, +3 on Hit, -5 on Block
-
Level 4 – 64F Startup, 160 Damage/170 Stun, Knocks Down, -2 on Block
-
Level 5 - 75F Startup, 190 Damage/200 Stun, Knocks Down, -2 on Block
HP Hayate ¾ Screen
-
Level 1 – 20F Startup 120 Damage/150 Stun, +2 on Hit, -6 on Block
-
Level 2 – 24F Startup, 130 Damage/140 Stun, +3 on Hit, -5 on Block
-
Level 3 – 44F Startup, 150 Damage/160 Stun, +4 on Hit, -4 on Block
-
Level 4 – 64F Startup, 170 Damage/170 Stun, Knocks Down, -2 on Block
-
Level 5 - 75F Startup, 190 Damage/210 Stun, Knocks Down, -2 on Block
-
EX Hayate – ¾ Screen, 13F Startup, 140 Damage/150 Stun, -4 on Block
Uchi Oroshi Tegatana Oroshi (Falling Hand Blade Strike: Mountain Wind)- QCB+P: (Overhead) Makoto draws back her right arm over her head and chops into the ground violently. The punch button determines the damage and attack properties. LP(22F Startup, 100 Damage/200 Stun, +4 On Hit, -4 on Block, Leaves Standing) MP(23F Startup, 120 Damage/200 Stun, +5 On Hit, -5 on Block, Leaves Standing), HP(24F Startup, 160 Damage/200 Stun, Knocks Down, -4 on Block) EX(18F Startup, 140 Damage/200 Stun,Knocks Down, -4 On Block)
Tsurushi Nodowa: Karakusa (Neck Hanging Ring: Arabesque)- HCB+P (Command Grab): Makoto grabs her opponent by the neck with both hands, chokes them for a short time, and leaves them prone for a follow up attack. Punch button determines startup and grab range. All versions leave Makoto +12 on Hit. LP (6F Startup, Most Range, 40 Damage/80 Stun), MP(7F Startup, Less Range, 50 Damage/100 Stun,), HP(8F Startup, Least Range, 60 Damage/120 Stun), EX(5F Startup, Most Range, 75 Damage/150 Stun, Gains Armor Frame 3)
Tosa Hangeki Shikiri (Tosa Counter Blow: Path Obstruction) – QCF+K: Makoto cancels the recovery of any normal attack on hit, into another normal attack. Does not work on blocked attacks. LK,MK,HK versions have identical properties. EX version allows a second attack cancel with a non EX Shikiri.
Senkou Kakato Otoshi Tsurugi (Flashing Heel Drop: Sword) – QCB+K: (In Air): Makoto hits her foe with a flying axe kick from a forward jump. Attact properties, startup, and damage determined by the kick button pressed. LK (10F Startup, 100 Damage/120 Stun, +2 on Hit) MK (12F Startup, 125 Damage/150 Stun, +3 on hit), HK (14F Startup, 150 Damage/200 Stun, Knocks Down) EX(14F Startup, 175 Damage/250 Stun, Knocks Down)
Critical Art:
Hissatsu Seichuusen Godanzuki (Certain Kill Median Line Five Part Thrust )- QCFx2+P: Makoto hits her foe with a powerful left punch to the groin, followed by a right punch to the abdomen, and two punch left-right combination to the chest, and concludes the attack with a violent upward punch to the chin that sends her foes soaring into the air. 5 hits 350 Damage (1x100, 3x50, 1x100)
Reasons to be in SFV:
Makoto has managed to keep the family dojo afloat thanks to her impressive showing at the last world martial arts tournament. The “little boy from Tosa” 's ability to take down fighters of far greater size drew knew students to the family dojo. This time Makoto aims to win the tournament to garner further acclaim and also break the face of anyone that mistake her for a boy.
Side Notes:
-
Makoto’s new battle attire is a result of her tiring of being mistaken for a boy. During her most recent musha shugyo, Makoto was accosted by a police officer as she went into the women’s bathroom. She slugged the officer who didn’t press charges out of embarrassment
-
Makoto in the Tosa Dialect. Giving her the Japanese equivalent of a “country bumpkin” accent.
-
Isao, Makoto’s brother, used his share of their father’s inheritance to buy a local fishing business. This angered Makoto initially who wanted him to help pay repairs to the dojo.
-
Isao uses part of his businesses meager profits to keep the dojo open.
-
Hisato is the main instructor of the dojo. Although he’s not the fighter was in his youth. He still talent and a skillful teacher.
-
After her last appearance on the world stage. Makoto used the prize money she gained to remodel the dojo. The minor fame she gained has garnered enough students for the dojo to break even without Isao’s aid.
-
Makoto’s moves have very long names. I was unable to find full names for her Target Combos, V-Skill, V-Reversal, and new special attack Shikiri. So I did my best to replicate the length of her other attack names for consistency.
Summary
Name: Retsu
Nickname: The Exiled Master
Sex: Male
Ethnicity: Japanese
Height: 6ft 0in (1.89m)
Weight: 170lbs (91kg)
B/W/H: 44-32-33(112cm-81cm-84cm)
Hometown: Tadotsu, Japan
Appearance: Retsu is bald old man off above average height with thick black eye brows. He has black chin beard that is in a single braid that hangs down to the center of his chest. Retsu wears a white short sleeve karategi. The sleeves come to his elbow and his pant legs are full length. He wears a black sleeveless vest over his karategi top. The collar and center of the vest has a gold trim. Retsu’s karategi top and vest are held together with a red karate belt that his tied at his left side. His hands and feet are bare.
Likes: Jelly, Gardens, Cleaning
Dislikes: Ghost Stories
Fighting Style: Shorinji Kempo
Tone: Retsu stern appearance hides his humorous demeanor. The brashness of his youth has been replaced with a dry sense of humor.
Origins: Retsu was a wild and brash youth. Unable to handle him in, his father sent him to study martial arts at the nearby Shorinji Kemp temple. The monks of the temple were able to reign Retsu in for a time. He excelled at the martial arts. Their discipline granted him a focus that he had lacked previously.
Retsu slowly surpassed his peers as he grew into adulthood. His contemporaries were no longer a match for him. Despite his youth, Retsu began to train with the masters of the temple. They were only people at the temple that could push him to his limits.
By the time he was middle aged, Retsu had surpassed everyone at the temple. He started training against multiple opponent’s at once to keep from becoming bored. That only satiated his drive for a short time. The brashness of his youth slowly returned. He began to dig into the temple archives. There he found multiple forbidden Shorinji Kempo techniques. Learning these skills was against the temple rules. Retsu began to practice these techniques in secret. Slowly mastering them all.
One day when Retsu was training against a couple of his fellow masters he lost focus. He accidentally used a few of the forbidden techniques to incapacitate them. The temples grandmaster was furious. After convening the temples masters, Retsu was excommunicated from the temple. He embarked on a musha shugyo (Warriors Pilgrimage). During his time roaming Asia, Retsu met and befriended several other masters. Ansatsuken Master Gouken and Rindokan Karate Master Masaru became the closest of those friends.
Listless he entered Sagat’s World Martial Arts challenge. As a member of the temple he was not allowed to enter such competitions. While his friendly sparring sessions with Gouken and Masaru were fun, a full contact tournament would allow him to truly show off his skills. Much to his surprised, he was defeated by one of Gouken’s star pupils, Ryu.
This caused Retsu to rethink his path. His hubris cost him a fight against relative novice several years his junior. It was only after that defeat did the lessons of the Shorinji Kemp Temple truly began to resonate with him. Finally taking those lessons to heart, Retsu disappeared into the mountains of Japan to rebuild his style from scratch.
His Rival: Zeku
Attributes: Health: 4 Power: 5 Range: 3 Mobility: 1 Technique: 4
1025 Stamina 1025 Stun
Throws:
Byoubu Daoshi (Folding Screen Topple) – LP+LK: Retsu grabs his opponent’s wrist with his left hand and strikes his foe in the neck with a knife hand strike while sweeping their legs out from under them with his right leg. 150 Damage/150 Stun
Tsubame Gaeshi (Swallow Reversal) – B+LP+LK: Retsu grabs his opponent’s wrist with his left hand, strikes his foe in the jaw with a right hammer fist, spins while still holding his foes wrist, and flips them over his shoulder behind him. 160 Damage/200 Stun
Unique Attacks:
Teisho Uchi (Palm Heel Strike) – F+LP: Retsu hits his foe with a quick straight open palm strike. 4F Startup 40 Damage/50 Stun, +3 on Hit
Tate Empi Uchi (Upward Elbow Strike) – B+MP: (Anti Air): Retsu strikes his opponent with a standing right elbow uppercut. Attack forces stand. 6F Startup, 70 Damage/100 Stun, +3 on Hit, 0 on Block.
Tetsui Uchi (Hammer Fist Strike) - F+HP: (Overhead) Retsu hits his foe with a standing left hammer right punch. 21F Startup, +2 on Hit, -6 on Block. 80 Damage/150 Stun
Chokujou Tsuki (Above Punch) - B+HP: (Anti Air) Retsu unleashes a powerful left punch directly above his head. Attack does not hit grounded opponents. 8F Startup 32F Recovery 100 Damage/150 Stun
Hiza Geri (Knee Kick) – F+LK: Retsu strikes with a short range quick standing knee to the midsection. 5F Startup 50 Damage/50 Stun +3 on Hit.
Kansetsu Geri (Knee Joint Kick) – F+MK: Retsu performs standing left low stomp kick to the opponent’s knee. Must be blocked low. 10F Startup 75 Damage/150 Stun +4 on Hit, +1 on Block
Kakato Otoshi Geri (Heel Drop Kick)- B+HK: (Overhead) Retsu hops forward a short distance while performing a right axe kick. 26F Startup, +3 on Hit, -2 on Block. 90 Damage/120 Stun
Nidan Tsuki (Same Arm Punch Combination) – F+LP, B+MP: (Target Combo) Retsu strikes with a right palm strike-right elbow uppercut combination. 4F Startup 80 Damage/120 Stun, +1 on Hit, -5 on Block
Ren Tsuki (Two Punch Combination) – B+MP, F+HP: (Target Combo) Retsu hit his adversary with a right elbow uppercut-left hammer fist combination. 6F Startup 100 Damage/200 Stun, -1 on Hit, -8 on Block
Sanbon Tsuki (Three Punch Combination) – LP,MP,HP : (Target Combo) Retsu executes a left-right straight punch combination followed by a double straight punch. Knocks down the opponent. 4F Startup 90 Damage/120 Stun -2 on Hit, -6 on Block
V-Reversal:
Yoko Geri Kekomi (Side Thrust Kick) – F+KKK: Retsu kicks his adversary in the face with a snapping side thrust kick. Leaves foes standing.
V-Skill:
Kasokuundou (Accelerated Motion) – MP+MK: Retsu lets out a shout while performing a brief kata. This enhances the properties of his next dash. Gains a small amount of V-Gauge upon complete of the kata animation. Gains V-Gauge from the next landed or blocked attack while in this enhanced states.
-
Forward Dash Startup Reduced from 19F to 16F. Dash distance increased from 150 to 175
-
Backward Dash Startup Reduced from 25F to 22F. Dash distance increased from 100 to 125
V-Trigger 1:
Wakawakashii Katsuryoku (Youthful Vigor)– HP+HK: Retsu lets out a loud “Kiai!” and regains the mobility of his prime.
-
Forward Dash Startup Reduced from 19F to 16F. Dash distance increased from 150 to 175
-
Backward Dash Startup Reduced from 25F to 22F. Dash distance increased from 100 to 125
-
Forward Walkspeed increased from 2.5 to 4.0
-
Backward Walkspeed increased from 2.0 to 3.0
-
Kakokuundou now grants a 15F Forward Dash and 21F Back Dash
3-Bar V-Trigger Permanent
V-Trigger 2:
Roujin Tsuyosa (Old Man Strength)– HP+HK: Retsu lets out a loud “Kiai!” building his already impressive power.
-
Normal Attacks receive a 10% Damage Boost
-
Special Attacks received a 10% Stun Boost
-
Kasokuundou, Sadagen, and Kudasho gain armor Frame 3
-
Shinrei Gekisai Sandanzuki damage increased from 360 to 400
V-Trigger Duration 1500F 2-Bar V-Trigger
Specials:
Sadagen (Rushing Strike Fist) – QCF+P : Retsu pulls back his left fist, he then burst forward rapidly, striking his foe with an straight punch to the sternum. All versions become projectile invincible on frame 3 and leave his opponent standing. Punch button determines the distance traveled. When properly spaced all versions of this attack is -2 on Block. MP version is -4 on block at point blank range. HK version is – 6 on block at point blank range. LP (10F Startup, ¼ Screen, 100 Damage/120 Stun), MP (15F Startup, ½ Screen, 120 Damage/120 Stun), HP (20F Startup, ¾ Screen, 140 Damage/150 Stun), EX (17F Startup, ¾ Screen, Fully Projectile Invincible, 150 Damage/200 Stun, -2 on Block Point, 0 on Block Point Properly Spaced)
Hishou Tegatana (Soaring Hand Blade)- QCB+P (In Air): Retsu draws back his right arm over his head while jumping forward and chops violently straight down towards the ground. The punch button determines the damage and attack properties. LP(8F Startup, 100 Damage/120 Stun, +3 On Hit, Leaves Standing) MP(10F Startup, 130 Damage/150 Stun, +4 On Hit, Leaves Standing), HP(12F Startup, 160 Damage/200 Stun, Knocks Down) EX(12F Startup, 160 Damage/200 Stun, +6 On Hit, -2 On Block)
Futogen (Wind Launch Fist)- HCB+P (Command Grab): Retsu grabs his opponent. He hits them under the chin with a left upward palm strike that launches them into the air. All versions have a 8F Startup. Launch height and Range determined by the punch button pressed. LP (Most Range, 80 Damage/100 Stun, Lowest Juggle Height), MP(Less Range, 90 Damage/120 Stun, Higher Juggle Height), HP(Least Range, 100 Damage/150 Stun, Highest Juggle Height), EX(6F Startup, Most Range, 100 Damage/150 Stun, Highest Juggle Height)
Kudasho (Sky Strike Heel) – QCF+K: Retsu soars towards his opponent with a lighting fast flying kick. When properly spaced all versions of this attack is -2 on Block. MK version is -5 on block at point blank range. HK version is – 7 on block at point blank range. All versions knock down the opponent and become projectile invincible on frame 3. LK (¼ Screen, 120 Damage/150 Stun), MK (½ Screen, 140 Damage/150 Stun), HK (¾ Screen, 160 Damage/200 Stun), EX (¾ Screen, Fully Projectile Invincible, 180 Damage/200 Stun, -2 on Block Point, 0 on Block Point Properly Spaced)
Critical Art:
Shinrei Gekisai Sandanzuki (Spirit Pulverising Three Part Thrust )- QCFx2+P: Retsu strikes his foe with a powerful right punch to the lower abdomen followed by strong left punch to the chin that launches them into the air. While waiting for them to descend, Retsu charges a blindingly fast Sadagen that strikes his adversary in the spine and slams them into the side of the stage/screen. 4 hits 360 Damage (2x70, 1x170, 1x50)
Reasons to be in SFV:
Retsu wishes to pass his style along to the next generation. He enters the world martial arts tournament seeking to find two disciplines. Retsu learned from his friend Gouken that having two students that train along side each other is the best way to pass along one’s art.
Side Notes:
-
Retsu’s name is Japanese for Furious
-
His background has some parallels with Akuma/Gouki’s as they both were kicked out for studying forbidden techniques
-
Shorinji Kempo is based on Shaolin Kung Fu. Shorinji Kempo is Japanese for Shaolin Temple Boxing
-
Shorinji Kempo and Rindokan Karate are very similar styles that share some common philosophies and techniques.
Enzo Da Silva
Summary
Name: Enzo Da Silva
Nickname: Melodious Sparking Mauler
Sex: Male
Ethnicity: Brazilian
Height: 5’11”(1.81m)
Weight: 174lbs (79kg)
B/W/H: 42-32-34 (107cm-81cm-86cm)
Hometown: Sao Paulo, Brazil
Appearance: Enzo has sandy brown complexion, a slender athletic build, and is of above average height. He has black hair. Enzo sports a braided mohawk with the sides of head shaved. His eyes are dark brown. Enzo wears a teal sleeveless vest that is unfastened showing his bare torso. His pants are full length and white. He has a yellow belt around his waist that is tied at his left side. Enzo has bare hands and feet.
Likes: Mischief, Music, Basketball, Sean
Dislikes: Studying
Fighting Style: Capoeira
Tone: Enzo is serious and highly competitive.
Origins: Enzo is the oldest child of the Da Silva family and first cousin to the Matsuda family. Enzo is older than Laura but younger than Fabio. His sister Manuela is older than Sean but younger than Laura. Enzo is the heir to Da Silva Capoeira. He has a healthy rivalry with Fabio. Each of them push themselves to be the best representatives of their families’ respective arts.
Despite his best efforts, Fabio usually gets the best of Enzo. To blow off steam, Enzo picked up the sport of basketball. His love for basketball is only surpassed by his love for Capoeira. Fabio had no interest in the sport. He only cared for soccer. So Enzo taugh his younger cousin Sean how to play.
At first the smaller and younger Sean was no match for him. However Sean quickly picked up the game. While brother Fabio and sister Laura had to drag him to jiu jitsu practice, Sean would wake up at the break of dawn to practice his basketball skills. Before long, it was Sean that was schooling Enzo at the game. Now Enzo was being bested at martial arts by Fabio and basketball by Sean…
His Rival: Fabio (Friendly)
Attributes: Health: 3 Power: 3 Range: 3 Mobility: 4 Technique: 3
1000 stamina 1000 stun
Throws:
Violent Melody - F+MP+MK: Enzo runs up his foes torso by stepping on his foes left knee, right shoulder, and back flip kicks them in the face. 140 Damage/150 Stun
Vicious Melody -B+MP+MK: Enzo runs up his foes torso by stepping on his foes left knee, right shoulder, back somersaults over them, and back flip axe kicks them on the top of the head on the way down. Landing behind them. 140 Damage/200 Stun
Unique Attacks:
Low Key – DF+HP: Enzo strikes with a low hooking right punch into left back fist combination. Attack leaves for standing 12F Startup 80 Damage/150 Stun +4 On Hit/-8 On Block
Back Twist Bass – B+MK: Enzo strikes with a right roundhouse into jumping left back kick combination. Does not hit crouching opponents. 8F Startup 80 Damage/150 Stun +3 On Hit/-2 On Block
Treble Wheel – F+MK: (Overhead) Enzo hops forward, rotates vertically, and hits his foe with a left overhead wheel kick. 22F Startup 70 Damage/100 Stun +2 On Hit/-7 On Block
Beat Strike – B+HK: (Anti Air) Enzo flips back into a handstand and kicks both his feet upward at a 60° Angle. Does not hit crouching opponent’s. 9F Startup 90 Damage/100 Stun -0 On Hit/-7 On Block
Spark Chord – F+HK: Enzo strikes with a spinning two handed handstand split kick . 2 hits 10F Startup 100 Damage/150 Stun Knocks Down, -4 On Block
V-Reversal:
Bolt Opus – F+KKK: Enzo hits his adversary with a back cartwheel kick that sends them flying a ½ screen away.
V-Skill:
Shock Crescendo – MP+MK: (Anti Air) Enzo rises into the air with a jump spinning crescent kick. Attack does not hit crouching opponent’s. 15F Startup. Invincible to Airborne Attacks 5F to 20F. 60 Damage/60 Stun. Causes Juggle State on Airborne Opponent’s. -2 On Hit/-16 On Block for standing opponent’s. In addition to building on block and hit, V-Gauge builds on the first hit landed on a juggled opponent. Any additional hits of a combo, beyond the first hit. Do not build V-Gauge.
V-Trigger 1:
Storm Session – HP+HK: Enzo’s arms and legs gain an electrical aura increasing damage output.
-
LP Spark Squall: Advantage on hit increased from +1 to +4
-
MP Spark Squall: Advantage on hit increased from +3 to +6
-
HP Spark Squall: Advantage on hit increased from +6 to +8
-
EX Spark Squall: Advantage on hit increased from +4 to +6
-
Storm Wheel can be canceled into a Volt Break of equal strength instead of Bolt Wheel or Volt Sweep
-
Volt Break can be canceled into a Storm Wheel of equal strength.
-
V-Trigger duration 3000F. Canceling from Storm Wheel to Volt Break costs 1000F. Canceling from Volt Break to Storm Wheel costs 1500F
3-bar V-Trigger
V-Trigger 2:
Lightning Concerto – HP+HK: Enzo’s feet begin to pulse with electrical energy.
-
Thunder Arch: Total Frames reduced from 47 to 44. Damage increased from 60 to 70. Stun increased from 100 to 200
-
EX Thunder Arch: Total Frames reduced from 44 to 42. Damage increased from 90 to 110. Stun increased from 120 to 250
-
V-Trigger duration 1500F. Thunder Arch costs 300F. EX Thunder Arch costs 500F.
2-bar V-Trigger
Specials:
Spark Squall -HCF+P: (Overhead) Enzo hops forward, rotates vertically, and hits his foe with a left overhead hook punch, right overhead back fist, and a left overhead hooking punch combination. Goes over low attack. All version hit three times. LP (21F Startup 120 Damage/120 Stun, +1 On Hit/-7 On Block, ¼ Screen), MP (25F Startup 135 Damage/150 Stun +3 On Hit/-5 On Block, 1/3 Screen), HP (27F Startup 150 Damage/180 Stun +6 On Hit/-4 On Block), EX(18F Startup 150 Damage/180 Stun +4 On Hit/-2 On Block)
Thunder Arch – HCB+P : Enzo turns his back to his opponent and performs a backflip axe kick that generates a crescent shape electric projectile. Punch button pressed determines speed of the projectile. All versions have 14F Startup 47 Total Frames 60 Damage/100 Stun LP(Slow) MP(Faster) HP(Fastest) EX(12F Startup 44 Total Frames, 2 Hits 90 Damage/120 Stun)
Storm Wheel – QCB+K: Enzo attacks his foe with consecutive horizontal wheel kicks. Attack does not hit crouching opponents.
-
Storm Halt (No Input) Enzo stops the attack
-
Bolt Wheel + K: Enzo strikes with an electric horizontal wheel kick. 60 Damage/80 Stun, Leaves Standing, +2 On Hit, -4 On Block, EX +4 On Hit, -2 On Block
-
Volt Sweep D+K: Enzo knocks his foes off of their feet with an electric double sweep kick 50 Damage/50 Stun Knocks Down -7 On Block, EX - 4 On Block
LK (6F Startup 80 Damage/100 Stun + Follow Up) MK(8F Startup 100 Damage/100 Stun + Follow Up ) HK(10F Startup 120 Damage/120 Stun + Follow up) EX(6F Startup 120 Damage/120 Stun)
Volt Break – HCF+ K: Enzo’s legs electrify as he topples his adversary with a spinning break dance sweep kick combination. Must be blocked low. All versions knock down. LK(8F Startup, 3 Hits 90 Damage/100 Stun -5 On Block), MK(9F Startup, 4 Hits 120 Damage/120 Stun -6 On Block), HK(10F Startup, 5 Hits 150 Damage/150 Stun -7 On Block), EX (8F Startup, 8 Hits 160 Damage/200 Stun -5 on Block)
Critical Art:
Storm Groove -QCFx2 +K: Enzo strikes with a left roundhouse kick to the head, two consecutive two hit horizontal wheel kicks to the face, a four hit break dance sweep combination that causes his foes to spin into the air, and crashes them into the side of the screen with a crushing back right kick to the sternum. 10 Hits 340 Damage (1x100, 8x15, 1x120)
Reasons to be in SFV:
With Sean hitting a growth spurt and surpassing him in height, his hope for victory on the court would be futile. So, Enzo set aside his hoop dreams and spent the last year focusing solely on Capoeira. When he learns that Fabio, Laura, and Sean had entered the upcoming World Martial Arts tournament. Enzo quickly followed suit. He would not rest until he was the best at something in his extended family.
Manuela Da Silva
Summary
Name: Manuela Da Silva
Nickname: Dynamic Dancing Dynamo
Sex: Female
Ethnicity: Brazilian
Height: 5’5”(1.66m)
Weight: 128lbs (58kg)
B/W/H: 36-24-36 (92cm-61cm-92cm)
Hometown: Sao Paulo, Brazil
Appearance: Manuela has beige complexion, is of average height, and has a slender athletic build. She has long strawberry blonde (orange) hair. Her hair style resembles a pixie cut in the front with several large braids at the back. Her eyes are green. Manuela wears pink lipstick, fingernail, and toe polish. She has gold hoop earrings with a matching gold hoop necklace. Manuela has a white halter top with a single left strap that shows off the entirety of her midriff. She has white long sleeve fingerless gloves that stop at the middle of her biceps. She wears low rise flared golden pants. There is a white triangular pattern that starts just below her knees and goes all the way to her ankles. Manuela has a fuchsia belt around her waist that is tied at her right side. She is barefoot.
Likes: Dancing, Making Accessories, Laura
Dislikes: Insects
Fighting Style: Capoeira
Tone: Manuela is bubbly young woman that likes to have fun.
Origins: Manuela is the youngest child in the Da Silva family. Her father Pedro was very protective of his sister Brenda. When she married Yuichiro Matsuda, Pedro and his wife moved nearby opening up a successful general store.
The Matsuda and Da Silva families grew very close. Pedro and Yuichiro became fast friends despite divergent interests. Yuichiro preferred business to martial arts and Pedro the opposite. His wife Luiza ran the general store with Brenda helping her out on occasion.
Pedro and Brenda’s children behaved more like siblings than first cousins. With Laura being the only other girl in the group, she and Manuela grew close. While Laura reveled in training in jiu jitsu with her grandfather Kinjiro. Manuela only trained in capoeira with her father out of respect. Manuela would often show Laura capoeira techniques if she’d go dancing and boy chasing with her.
Manuela enjoys making accessories. Laura wears bracelets than Manuela made. Despite lacking passion for martial arts, Manuela was become quite accomplished. She’s trained very hard over the years to try and keep pace with her cousin Laura.
Her Rival: Laura (Friendly)
Attributes: Health: 2 Power: 3 Range: 3 Mobility: 5 Technique: 3
950 stamina 950 stun
Throws:
Samba Surprise - F+MP+MK: Manuela runs up her foes torso by stepping on her foes left knee, right shoulder, and kicks them in the face with both her feet. 130 Damage/150 Stun
Frevo Folly -B+MP+MK: Manuela grabs her foe, slides behind them, hit them with left round house kicks that causes them to cartwheel in the air, and knocks them away with a left back kick to the spine. 120 Damage/200 Stun
Unique Attacks:
Festival Twist – B+MP: Manuela strikes with a hooking right punch into left back fist combination. 7F Startup 70 Damage/120 Stun +4 On Hit/-4 On Block
Jubilant Roll – F+MP: (Overhead) Manuela hops forward, rotates vertically, and hits her foe with a right overhead back fist followed by a left overhead hooking punch. 2 Hits 28F Startup 80 Damage/120 Stun +3 On Hit/-2 On Block
Carnival Split – F+MK: (Overhead) Manuela performs a two handed handstand into a full split kick. 23F Startup 70 Damage/120 Stun +1 On Hit/-6 On Block
Fiesta Flip – F+HK: Manuela performs a one handed cartwheel kick. Attack leaves her foe standing. 12F Startup 90 Damage/150 Stun +2 On Hit/-2 On Block
V-Reversal:
Twin Bolt – F+KKK: Manuela hits her adversary with a back right kick to the abdomen, lifts them off the ground, and kicks them across the screen with a jumping left roundhouse kick.
V-Skill:
Volt Virtuoso – MP+MK: Manuela hits her opponent with an electric 540° Crescent Kick. Attack puts her opponent in a crumple state. Follow up attacks start scaling a 40% of normal damage. This includes critical carts. 15F Startup 40 Damage/50 Stun -12 On Block. In addition to building on block and hit, V-Gauge builds on the first hit landed on the crumpled opponent. Any additional hits of combo, beyond the first hit. Do not build V-Gauge.
V-Trigger 1:
Storm Dance – HP+HK: Manuela’s arms and legs begin to pulse with electrical energy. The stun damage of her physical special attacks is increased. The disadvantage on block is decreased on her physical special attacks.
-
Volt Virtuoso: Stun increased from 50 to 80, Disadvantage on Block decreased from -12 to -6
-
LK Volt Wheel: Stun increased from 100 to 120. Disadvantage on Block decreased from -5 to -2
-
MK Volt Wheel: Stun increased from 120 to 150. Disadvantage on Block decreased from -6 to -3
-
HK Volt Wheel: Stun increased from 150 to 200. Disadvantage on Block decreased from -7 to -4
-
EX Volt Wheel: Stun increased from 150 to 200.Disadvantage on Block decreased from -5 to 0
-
Spark Vortex : Stun increased by 30 for all versions.
-
Bolt Heel: Stun increased from 60 to 100. Disadvantage on Block decreased from -4 to -1. EX Disadvantage on Block decreased from -2 to 0
-
Bolt Sweep: Stun increased from 50 to 80. Disadvantage on Block decreased from -7 to – 4. EX Disadvantage on Block decreased from -4 to -2
-
V-Trigger duration 2400F
3-bar V-Trigger
V-Trigger 2:
Spark Carnival – HP+HK: Manuela’s feet gain an aura of electrical energy. The total frames of Thunder Falcate are reduced. Disadvantage on block and advantage on hit on is improved.
-
LP Thunder Falcate: Total Frames reduced from 52 to 48. Advantage on hit is increased from -1 to +1. Disadvantage on block is reduced from -6 to -2
-
MP Thunder Falcate: Total Frames reduced from 61 to 55. Advantage on hit is increased from -1 to +2. Disadvantage on block is reduced from -6 to -1
-
HP Thunder Falcate: Total Frames reduced from 67 to 61. Advantage on hit is increased from -1 to +3. Disadvantage on block is reduced from -6 to +1
-
EX Thunder Falcate: Total Frames reduced from 54 to 49. Advantage on hit is increased from +3 to +5. Disadvantage on block is reduced from +5 to +8.
-
V-Trigger duration 1800F. LP/MP/HP cost is 450F. EX cost is 600F
2-bar V-Trigger
Specials:
Thunder Falcate – HCB+P: Manuela turns her back to her foe and performs a backflip axe kick that generates a crescent shape electric projectile. At close range the kick strikes the opponent in addition to the projectile. LP(18F Startup 52 Total Frames 2 hits, Close 80 Damage/120 Stun, Far 1 hit 60 Damage/100 Stun) MP(21F Startup 61 Total Frames 3 hits Close 90 Damage/150 Stun, Far 70 Damage/120 Stun) HP(23F Startup 67 Total Frames, 4 Hits , Close120 Damage/150 Stun, Far 90 Damage/120 Stun) EX(20F Startup 54 Total Frames, 5 Hits Close 150 Damage/200 Stun, Far 120 Damage/150 Stun)
Volt Wheel -HCF+K: Manuela attacks her foe with a sparking horizontal wheel kick. Attack does not hit crouching opponents. Projectile Invulnerable Frame 3. All versions knock down. Distance is determined by the kick button. LK(6F Startup 60 Damage/100 Stun -5 On Block, ¼ Screen), MK(8F Startup 90 Damage/120 Stun -6 On Block, 1/3 Screen), HK(10F Startup 120 Damage/150 Stun -7 On Block, ½ Screen), EX (6F Startup 120 Damage/150 Stun Projectile Invincible Frame 1, Causes Juggle State, -5 on Block, ½ Screen)
Spark Vortex – F,D,DF+K (Anti- Air): Manuela performs a handstand, performs a full split kick, and spins rapidly causing her to rise into the air. LK (4F Startup 100 Damage/120 Stun, 3 hits), MK, (5F Startup 120 Damage/120 Stun, 4 hits), HK (6F Startup 150 Damage/150 Stun, 5 hits). EX (4F Startup 8 hits, Full Startup Invincibility, Crush Counterable)
Spin Storm – QCB+K: Manuela strikes with two consecutive spinning sweeps kicks. The second sweep kick has three follow ups.
-
Storm Halt (No Input) Manuela stops the attack -2 On Block
-
Bolt Heel + K: Manuela strikes with a sparking spinning back mule kick to the chest 60 Damage/60 Stun, Leaves Standing, +2 On Hit, -4 On Block, EX +4 On Hit, -2 On Block
-
Bolt Sweep D+K: Manuela knocks her foes off of their feet with sparking sweep kick 40 Damage/50 Stun Knocks Down -7 On Block, EX - 4 On Block
LK (8F Startup 80 Damage/100 Stun + Follow Up) MK(10F Startup 100 Damage/100 Stun + Follow Up ) HK(12F Startup 120 Damage/120 Stun + Follow up) EX(8F Startup 120 Damage/120 Stun)
Critical Art:
Festive Storm -QCFx2 +K: Manuela performs a one hit right back sweep kick into a rising rotating inverted split kick combination that strikes her adversary eight times. She then sends her opponent crashing into the ground with a back flip axe kick. Her opponent is planted into the ground if the Critical Art is the final attack. 11 Hits 330 Damage (1x50, 8x20, 2x60)
Reasons to be in SFV:
Manuela met a Kenyan martial artist, Elena, at a Capoeira tournament in Brazil. She was surprised to see someone from Kenya using Capoeira. Manuela and Elena quickly became friends. They had similar personalities and she even made a few bracelets for Elena. While talking to Manuela, Elena learns about her cousin Laura. She had apparently run off to some grappling competition in Abu Dhabi. Elena is excited to go to a new place and possibly make new friends. Manuela begrudgingly agrees to go along with her new friend to find Laura and this grappling tournament.
Well well took some time off there and looks like everybody else did too lol. I can’t blame you guys,the state of SFV was pretty sad.
The Season 4 roster finally released so it got me thinking again after seeing Lucia in action.
Honestly, I’ve been trying to write a book. So just about all my character concept time has been wrapped up in that. I did a couple of SF3 concepts that I hadn’t really posted yet. I may get around to them at some point.
Well that’s impressive. Good luck on the book that’s a major undertaking.
Hey help me out will ya,how do i create the summary tags from a phone? My PCs down for the hour…
Wish I could help man. I used the desktop browser on my phone so everything from my desktop just carries over. I hate Mobile browsers.
Ahhhh ok. Yeah mobile sucks lol.
@Shockdingo Here is what I told you about. @Counterstrike welcome back to the thread.
Street Fighter 3 Delta Blue Concepts
Cammy
Summary
Name: Cammy White
Nickname: The Killer Bee
Sex: Female
Ethnicity: English
Height: 5’5”(1.64m)
Weight: 134lbs(61kg)
B/W/H: 35”-22”-36” (88cm-57cm-91cm)
Hometown: London, England
Appearance: Cammy has long loose blonde hair that comes down past her waist. She has a petite but well built figure. Her eyes are turquoise and she has scar on the left side of her face that runs from her cheek down to her jaw. There is black collar around her neck and she has a pair of black googles with red lens on her forehead. She wears a blue tactical body suit that covers her arms but leaves her legs and posterior exposed. The suit is unzipped down to her sternum and has a green harness on the upper torso. Cammy wears black forearm length gloves that cover her hands up to the knuckles. She wears a matching black utility belt around her waist, black knee pads, and black calf length combat boots. White ribbed socks are underneath her boots and come up just past her knees.
Likes: Cats, Cake, Delta Blue , Her Sisters
Dislikes: Organized Crime, Soups
Fighting Style: Shadaloo Assassination Techniques/Delta Red CQC
Tone: Cammy is a serious, yet compassionate woman. She can be fiery but never lets that shake her focus on her mission.
Origins: Although the opposite was believed to be true, Cammy is actually a clone of kidnapped Russian ballerina Darit Chudova (Decapre). In addition to exceptional agility and flexibility, Darit had a natural affinity for Psycho Power. After a Psycho Power infusion accident that left Darit’s face scarred. Shadaloo’s scientists created a modified clone of Darit. The clone would have some elements of M.Bison’s DNA. This would make her suitable “back up” body and allow for a more stable infusion of Pyscho Power. She would be a blank slate. Darit would be the guinea pig and the clone, code named Killer Bee, would be modified by the techniques perfected on Darit. Darit looked at her clone as her little sister. She endured pain to ensure that she would not. Her “big sister” would protect her.
Killer Bee would be moved to Shadaloo’s U.K. Facility and placed under the care of Shadaloo scientist Dr. Cameron White. During the course of her training, she developed a British accent. Her final battle test was against the Vega, one of Shadaloo’s “Four Kings”. Killer Bee passed her final battle test but was given a facial scar during the confrontation. Cammy was given falsified British identification under the name Camille “Cammy” White. After several successful missions, Cammy ran across the yoga master Dhalsim. He “unlocked” her mind. Confused and “broken”, Cammy wandered around aimlessly. Vega was sent to kill her but the homicidal narcissist could end her beautiful existence. He left her at doorstep of a nearby MI6 facility.
Cammy’s amnesia made her a blank slate. The only thing she could remember was her combat training. She was taken in by Delta Red and quickly became one of their most valuable team members. After learning the truth of her identity. Cammy made it her personal mission to save the rest of the dolls. Struggling with failure or years, Cammy was finally able to save her “sisters” through coordinated assault on Shadaloo headquarters. With Shadaloo finally defeated, Cammy formed her own team, Delta Blue, to keep the next Shadaloo from resizing to power. Constructed from former Shadaloo experiments, Delta Blue would keep others from experiencing their pain.
Her Rival: Kolin
Stamina: 1080
Stun Bar Length: 64
Stun Bar Recovery: 24F
Forward Dash/Distance: 14F/1.5
Back Dash/Distance: 15F/1.5
Normal Wake Up: 66F
Quick Stand: 44F
Taunt: Increases throw range by 3 per taunt. Four taunt limit, max bonus of 12
Throw Range: 18
Throws:
Gyro Clipper – F+LP+LK: Cammy jumps on her opponent’s shoulder, wraps her legs around her opponents head, cracks their neck, and frankensteiner’s them in front of her
Delta Through – B+LP+LK: Cammy jumps up, wraps her legs around her opponent’s head and frankensteiner’s them behind her.
Neck Spiral – F+LP+LK (In Air): Cammy interecepts her aerial foe, grabs them by the head and spins 540° Degrees before driving them face first in the ground.
Unique Attacks:
Lift Upper – B+MP: Cammy strikes with a quick left uppercut.
Reverse Edge – F+MK (Overhead): Cammy hits her foe with a front somersault axe kick
Knee Bullet – F+HK: Cammy hops forward and strikes her foe with a left-right double knee strike.
Lift Combination – B+MP, HK: Cammy pummels her opponent with a left uppercut
Specials:
Axel Spin Knuckle – HCB+P: Cammy hops forward, performs a spinning axle, and strikes her opponent with a spinning backfist. The spinning axle portion of the attack is projectile invincible. HP, EX versions side switch at point blank range. Startup time is increased by 2F on a side switch. LP (25F Startup, 120 Damage/15 Stun ¼ Screen) MP (29F Startup 140 Damage/15 Stun ½ Screen) HP (32F Startup, 160 Damage/17 Stun ¾ Screen) EX (26F Startup 180 Damage/17Stun)
Hooligan Combination – HCF+P: Cammy jumps forward , rolling herself into a ball in mid air and strikes with a variety of attacks. EX (Gains projectile invincibility on frame 3)
- Razor Edge Slicer (no input) Cammy performs a low sliding kick 95 Damage/9 Stun
- Cannon Strike +QCB+K Cammy performs a diving kick 95 Damage/12 Stun
- Fatal Leg Twister +LP+LK Cammy clamps her legs around her opponents head, flips forward, and drives them head first into the ground. 105 Damage/15 Stun
- Cross Scissor Pressure +LP+LK Cammy grabs her airborne opponent by head, places both her feet into their chest, somersaults 1080° in the air, and kicks them into the ground with both feet 105 Damage/15 Stun
- Assault Roll +K Cammy cancels her forward somersault and lands
Spiral Arrow – QCF+K: Cammy strikes her opponent with horizontally traveling corkscrew sweep kick. All versions startup in 7F and knock down… LK (100 Damage/10 Stun, ¼ Screen) . MK (115 Damage/10 Stun, ½ Screen) HK (130 Damage/10 Stun, ¾ Screen) EX (155 Damage/15 Stun ¾ Screen, Projectile Invincible Frame 1)
Cannon Spike – F,D,DF+K: Cammy rises into the air while striking with a lead league high kick. All versions startup in 3F. LK(135 Damage/14 Stun), MK(150 Damage/15 Stun), HK(165 Damage/16 Stun) EX(180 Damage/16 Stun)
Cannon Strike – QCB+K (In Air): Cammy performs a diving kick from a jump. All versions have 11F Startup, 7F Landing Recovery and do 80 Damage/7 Stun. EX (10F Startup, 4F Landing Recovery 100 Damage/10 Stun)
Super Art 1:
Gyro Drive Smasher – QCFx2+K: Cammy strikes with a powerful multi-hitting Spiral Arrow, spins into a Cannon Spike that sends her foe skyward, jumps after them, grabs them by the head with both hands, wraps her legs around their head, and performs a back somersault that drives them back first into the ground while she slams fist into the her adversary’s neck.
-
Damage: 388
-
Bar Length: 104
-
Stock: 2
-
EX: 5 uses
Super Art 2:
Cross Stinger Assault - QCFx2+P: Cammy flips back onto the wall, dives at her opponent with a corkscrewing Cannon Strike, passes through the opponent, Cannon Spikes them into the air, passes through them with multiple Spiral Arrows, and finally drills the opponent across the screen with an horizontal aerial Spiral Arrow.
-
Damage: 485
-
Bar Length: 108
-
Stock: 1
-
EX: 3 uses
Super Art 3:
Reverse Shaft Breaker - QCBx2+K: (Anti Air) Cammy flips backing into a handstand, performs a split kick, and spins into a vertical high rising Spiral Arrow.
-
Damage: 300
-
Bar Length: 88
-
Stock: 3
-
EX: 6 uses
Reasons to be in SFIII: Cammy gets a communiqué from her friend and former Interpol officer Chun Li. A “new” criminal organization is making its presence known. They are responsible for numerous disappearances, including Chun Li’s adopted daughter Li Fen. After further investigation, Cammy discovers that they’ve been conducting human experimentation. Each member of Delta Blue has been a victim of experimentation. This is exactly the short of mission Delta Blue created for.
Juni
Summary
Name: Juni Nilsdottir
Nickname: The Silent Sparrow
Sex: Female
Ethnicity: Swedish
Height: 5’3”(1.60m)
Weight: 128lbs(58kg)
B/W/H: 34”-22”-35” (86cm-57cm-88cm)
Hometown: Örebro,Sweden
Appearance: Juni has strawberry blonde hair in a bob style and light brown eyes. She wears a light gray Delta Blue Side Cap on her head. Juni has toned petite physique. She wears a blue Delta Red leotard with brown leather tactical belt/harness. Juni’s arms are completely exposed except for the light gray forearm length tactical leather gloves. She wears blue camouflage pants with a light gray holster strapped around her left leg, Juni has calf length light gray combat boots on her feet.
Likes: Cats, Cake, Delta Blue , Her Sisters
Dislikes: Small Spaces, Her Dreams
Fighting Style: Shadaloo Assassination Techniques/Delta Blue CQC
Tone: Juni’s has solemn personality. She was previously upbeat, but that changed with the recover of her memory.
Origins: Juni is the daughter Nils, a gymnastics coach, and Alette, a Säpo (Swedish Security Service) agent. She was the star of the Sweden’s junior Olympic gymnastics team. Juni’s mother, Alette, investigations were proving to be an impediment to Shadaloo. Partly due to her mother’s activities, and her own natural talent Juni was kidnapped by Shadaloo for their doll program. After being brainwashed and trained in Shadaloo Assassination Techniques, Juni was sent to kill her parents to confirm that her conditioning was complete. Juni rigged a gas explosion that destroyed her family home. Her training was complete. Paired with Julia (Juli), she served as a personal bodyguard to M.Bison for years. After being defeated by S.I.N. Agent Juri Han, Juni was rescued by Delta Red Agent Cammy White.
Juni had amnesia. With no memory of her past, Juni struggled to find a place in the world. When Cammy formed Delta Blue. she jumped at the chance to use her ill gotten combat skills for good. Juni trusted Cammy implicitly quickly became her second in command. Unbeknownst to Cammy and the rest of the team, Juni has recovered her memories. While all of her Shadaloo missions haunt her, it is the first mission to kill her parents that haunts her. Her upbeat and outgoing personality fades and she becomes a quiet introvert. Since, the change in personality hasn’t affected her performance, the rest of Delta Blue with the exception of Cammy doesn’t push the issue.
Her Rival: Cammy
Stamina: 1120
Stun Bar Length: 56
Stun Bar Recovery: 20F
Forward Dash/Distance: 18F/2
Back Dash/Distance: 27F/2.5
Normal Wake Up: 69F
Quick Stand: 46F
Taunt: Completing the animation without interruption eliminates the charge time of her next special attack.
Throw Range: 21
Throws:
STO – F+LP+LK: Juni uses places her right leg behind both of her foes legs while simultaneously clotheslining them into the ground. (Clothesline leg sweep)
Half Nelson Back Suplex – B+LP+LK: Juni grabs her opponent, places them in half nelson, and suplexes them behind her.
Frankensteiner – F+LP+LK (In Air): Juni clasp her feet on the side of her opponents and back flips, driving them head first into the ground.
Unique Attacks:
Faller Arc – F+MK (Overhead): Juni strikes with a quick left axe kick.
Faller Arrow – F+HK(In Air): Juni dive kicks at a 60°Angle from neutral or forward jump.
Specials:
Mach Driver -360°+ P (Command Grab): Juni grabs her opponent, jumps into high into the air, rolls forward multiple times before driving them into ground with both feet. Punch button determines grab range. All versions startup in 3F. LP (190 Damage/16 Stun, Throw Range 48), MP(215/16 Stun Throw Range 42), HP (240 Damage/16 Stun, Throw Range 36), EX(250 Damage/16 Stun Throw Range 48).
Mach Interceptor - 360°+ P (Command Grab/In Air): Juni grabs her opponent out of the air, rolls forward multiple times before driving them into ground with both feet. Punch button determines grab range. All version startup in 5F. LP (170 Damage/13 Stun, Throw Range 40), MP(195 Stun/13 Stun, Throw Range 36), HP (220 Damage/13 Stun, Throw Range 32), EX(230 Damage/15 Stun).
Ligist Rush – (charge)B,F+P: Juni runs at her opponent and strikes with a variety of attacks. EX (Gains projectile invincibility on frame 3)
-
Delta Stanna +B: Juni halts her forward momentum.
-
Slirning Arrow D+K: Juni performs a sliding low kick 90 Damage/5 Stun
-
Snurra Knuckle +P: Juni hits her foe with spinning back fist 110 Damage/10 Stun
-
Avigsida Edge +K: (overhead) Juni strikes her opponent with a front somersault axe kick 90 Damage/5 Stun
-
Delta Krascha +LP+LK Juni grabs her opponent kicks both of her feet off their chest 100 Damage/12 Stun
Glidning Arrow - (charge)B,F + K: Juni focuses her ki and quickly strikes with a blazing fast sliding kick. Projectile invincible Frame 3. Kick bottom determines distance. All versions do 100 Damage/8 Stun and knock down. LK (5F Startup, ¼ Screen) . MK (8F Startup, ½ Screen) HK (10F Startup, ¾ Screen) EX (7F Startup, 125 Damage/10 Stun ¾ Screen, Projectile Invincible Frame 1)
Stigande Arrow -(charge)D,U +K: (anti-air) A vertical striking version of the Spiral Arrow, excellent anti cross up tool. Lacks the horizontal range of the Cannon Spike. LK (3F Startup, 135 Damage/10 Stun) MP (4F Startup, 145 Damage/12 Stun), HP (5F Startup 160 Damage/14 Stun), EX (5F Startup, 175 Damage/15 Stun, Full Startup Invincibility)
Super Art 1:
Vrida Drive Smasher – QCFx2+K: Juni catches her opponent off guard with a switch Glidning Arrow that knocks her opponent off their feet and direction above Juni. She then strikes her prone adversary with a powerful Stigande Arrow.
-
Damage: 290
-
Bar Length: 80
-
Stock: 3
-
EX: 6 uses
Super Art 2:
D.I.E. (Delta Instant Eliminering) - QCFx2+P: (Command Crab) Juni hops onto her opponent puts both of her feet into their chest while grabbing their head with both her hands. She falls to her back, launches them high into the air with both feet, super jumps after them , and drives them into the ground with a sky high Mach Interceptor.
-
Damage: 490
-
Bar Length: 120
-
Stock: 1
-
EX: 3 uses
Super Art 3:
Trippel Shaft Breaker - QCBx2+K: Juni hits her opponent with triple Stigande Arrow combination comprised of two low Stigande Arrows followed up by a multi-hitting Stigande Arrow that carries her opponent to the top of the screen.
-
Damage: 390
-
Bar Length: 120
-
Stock: 2
-
EX: 6 uses
Reasons to be in SFIII:
While investigating the Secret Society with Delta Blue, Juni comes across a surveillance photo with a Säpo (Swedish Security Service) agent that is a dead ringer for her mother. This agent is currently undercover in the Secret Society. Helping her team bring down the Secret Society will end this agents mission. Juni needs to know for sure if her mother survived the explosion she caused as a Shadaloo doll.
Juli
Summary
Name: Julia Schäfer
Nickname: Thunderfoot’s First Lady
Sex: Female
Ethnicity: German
Height: 5’5”(1.65m)
Weight: 137lbs(62kg)
B/W/H: 37”-23”-35” (94cm-59cm-88cm)
Hometown: Wiesbaden-Klarenthal, Germany (Klarenthal is a burrough of Wiesbaden)
Appearance: Julia has long dark brown hair pulled into a bun with a crown braid holding it in place. She has brown eyes. Around her neck hangs a small string necklace with an eagle pendant. The necklace was gift form Little Eagle (Noembelu). Julia has a busty but petite physique. She wears a full body black tactical Delta Blue body suit. Julia has blue forearm length tactical leather gloves. She has blue leather knife holsters strapped round each of her thighs. Each holster holds a customer forged Thunderfoot daggers. camouflage pants with a light gray holster strapped around her left leg, Juli has ankle high blue leather combat boots on her feet.
Likes: T.Hawk, Archery, German Lager, Field Medicine
Dislikes: American Beer, Being Called Juli
Fighting Style: Shadaloo Assassination Techniques/Soul Power
Tone: Julia is a driven woman that uses her horrendous memories as a motivation to help others.
Origins: Julia is the daughter of famed doctor Gerhardt Schäfer. Julia’s mother died when she was a toddler. This motivated her father, an accomplished engineer, to go back back to school to get a medical doctorate. Her traveled the world, often taking Julia with him to treat downtrodden and distressed peoples. He became enamored with a the Thurderfoot Tribe. A tribe that was forced from their homes in the American Southwest into to Mexico.
Julia became her father’s defacto nurse. After helping to treat an injured Little Eagle, the two became the best of friends. Overtime, Julia grew close with young chief of the Thunderfoot tribe. When her father decided to go back to Germany, Julia stayed behind. When she was spending time with T.Hawk, Julia was trying to keep up the supremely athletic Little Eagle. Unfortunately, that would lead to her capture by Shadaloo. Little Eagle was a target for the Doll program. Julia just happened to be with her. So the Shadaloo agents grabbed them both.
After serving as Bison’s personal body guard and assassin alongside Juni, Julia was eventually rescued by Cammy when Shadaloo’s base was raided. Although she was free of Bison’s influence, the scares still remained. Her memories were fragmented. Using Soul Power, Rose was able to help piece back together Julia’s mind. She could remember everything now. How she was before her abduction and who she was during. It took some time for accept the thing she had done as Bison’s tool.
When Cammy formed Delta Blue, Julia was quick to join. This surprised both T.Hawk and Cammy. Thing were awkward between her and Juni initially but she settle in fine. To the surprise of Cammy and the others, Julia could now manifest Soul Power. Her body has seem drawn upon Soul Power after Rose used it to heal her mind. Julia serves as the team medic.
Her Rival: Juni
Stamina: 1100
Stun Bar Length: 64
Stun Bar Recovery: 22F
Forward Dash/Distance: 15F/1.5
Back Dash/Distance: 14F/1.5
Normal Wake Up: 63F
Quick Stand: 42F
Taunt: Reduces the Total Frames of Soul Schuss by 1F. Bonus can be stacked. Max reduction of 4F.
Throw Range: 21
Throws:
Shoulder Toss – F+LP+LK: Juli grabs her foes and tosses them over her shoulder (Bison’s Forward Throw)
Full Nelson Back Suplex – B+LP+LK: Juli places her foe into a full nelson and suplexes them behind her.
Unique Attacks:
Soul Schweben – B+HP: (Hit Grab) Julia strikes her opponent with an open palm to the chest briefly engulfing them in soul power. Her opponent floats briefly, allowing for limited juggle combos. Unsafe if blocked.
Soul Axt – F+MP: Juli strikes with a Soul Power infused overhand left punch.
Knee Kugel – B+LK: Juli does a quick hopping left knee strike
Fox Schwanz – F+MK (Overhead): Juli strikes with a quick left axe kick.
Soul Parieren – B+HK: Juli hits her adversary with a spinning back kick to the midsection
Soul Gleiten – DF+HK: Julia slides forward a short distance striking her opponent low
Specials:
Soul Schuss - QCF + P: Juli clinches her right fist and throws a quick uppercut that generates a large orb of Soul Power that horizontally towards her foe. The punch button determines the speed of the projectile. The stronger the button strength, the slower the projectile travels. All versions do 50 Damage/3 Stun. LP(15F Startup 45 Total Frames) MP(17F Startup 45 Total Frames) HP(22F Startup 44 Total Frame) EX (15F Startup 37 Total Frames, 2 Hits 100 Damage/6 Stun) Soul Power version of Bison’s Pyscho Shot.
Soul Verbannen -F,D,DF +P (Overhead) : Juli charges her left hand with a tremendous amount of Soul Power, raises her left arm, and brings down a powerful hammer fist on her foe that knocks them to the ground. Punch button pressed determines the startup and damage. LP(15F Startup 80 Damage/8 Stun), MP(19F Startup 100 Damage/9 Stun), HP(23 Startup 120 Damage/10 Stun), EX(15F Startup 120 Damage/10 Stun Causes Ground Bounce) A Soul Powered version of M.Bison’s Psycho Banish from the CvS series
Soul Anprall - HCB + P: A Soul Powered right uppercut followed by A Soul Powered overhand left. Distance traveled determined by the strength of the punch button. All versions leave her opponent standing. LP (6F Startup 100 Damage/10 Stun, Point Blank), MP(8F Startup 120 Damage/10 Stun ¼ Screen) HP (10F Startup 140 Stun/10 Stun ½ Screen). EX (6F Startup 160 Damage/16 Stun, Knocks Down).Soul Powered Version of Bison’s Psycho Impact from the CvS series.
Sniping Pfeil -QCF+ K A quick flying kick, distance determined by the strength of the kick. Attack goes over low attacks. All version knock down. LK (7F Startup 100 Damage/9 Stun ¼ Screen) MK (10F Startup 110 Damage/9 Stun ½ Screen) HK (13F Startup 120 Damage/9 Stun ¾ Screen) EX (10F Startup 130 Damage/12 Stun Causes A Wall Bounce)
Soul Nagel - F,D,DF+ K: (Anti-Air)Variation of the Cannon Spike, slower start up, higher damage. Juli spins to perform a Cannon Spike with her back leg instead of her lead leg. LK(6F Startup, 150 Damage/15 Stun) MP (7F Startup 170 Damage/17 Stun), HP (8F Startup, 190 Damage/19 Stun), EX (6F Startup, 210 Damage/19 Stun)
Super Art 1:
Soul Sprengen – QCFx2+K: Julia manifests a slow moving massive Soul Schuss. Upon impact the projectile vacuums her adversary into and holds them in place as it explodes.
-
Damage: 225
-
Bar Length: 80
-
Stock: 3
-
EX: 6 uses
Super Art 2:
Soul Bestrafen - QCFx2+P: Julia turns her torso back 180° degrees and explodes forward into powerful left uppercut to the abdomen. The force of the punch creates a shockwave on impact and sends a blast of Soul Power through their torso.
-
Damage: 525
-
Bar Length: 120
-
Stock: 1
-
EX: 3 uses
Super Art 3:
Soul Force Streikende – QCBx2+P: Julia charges her fists with Soul Power and rushes her opponent. She strikes them with a left uppercut, right overhand, left uppercut, right overhand combination that ends with a supercharged left overhead hammer fist that plants her opponent in the ground.
-
Damage: 375
-
Bar Length: 100
-
Stock: 2
-
EX: 5 uses
Reasons to be in SFIII:
Delta Blue is investigating disappearances surrounding a mysterious Secret Society. One of those people is her estranged father Dr. Gerhardt Schäfer. Julia not only wants to help Delta Blue prevent the rise of another Shadaloo. She wants to find her father.
Abel
Summary
Name: Abel
Nickname: The Silent Storm
Sex: Male
Ethnicity: French(?)
Height: 6ft 6in (1.98m)
Weight: 256lbs (116kg)
B/W/H: 52-38-44 (132cm-97cm-112cm)
Hometown: Marseille, France
Appearance: Abel is a pale, tall, and muscular man with short blonde hair and blue eyes. He has multiple scars on his face. A small one across the bridge of his nose, one on the right side of his forehead that runs to his right eyebrow, one that runs across the top of his left cheek, and an “X” shaped scar below his bottom lip and above his chin. Abel wears a white beret on his head with a small blue Delta Blue insignia. He has on a blue sleeveless shirt with a red harness around his upper torso. A red leather belt holds up his white pants. Abel has brown leather combat boots on his feet .
Likes: Dogs, Fei Long Movies, Decapre, Bears
Dislikes: Seafood (especially Oysters), Organized Crime
Fighting Style: Combat Sabo
Tone: Abel is quiet, compassionate, and quick help those in need.
Origins: Abel was the template for the 25 bio-mechanical “back up” bodies that Shadaloo developed for Bison. That being the case, Seth and the other Tanden Engine powered clones share Abel’s facial features. The numerous scars on his body are the result of the multiple experiments performed on him by Shadaloo scientist to make him more palatable to Psycho Power. Abel has no memory before Shadaloo. He doesn’t know if he was abducted or simply created by Shadaloo. Cammy and the rest of Delta Blue, thinks he was abducted. If he were developed by Shadaloo there would have been no need to scarring experiments that made him susceptible to Psycho Power. Abel was rescued by Charlie Nash. Who looked after him for short time before leaving him with a colleague and embarking on what turned out to be fatal mission to take down M.Bison and Shadaloo.
Seeking to find answers, Abel stumbles into a MI6, Interpol, and US Military operation to stop the S.I.N. Organization. After a brief confrontation with Guile, he aids them in taking down the groups leader. A strange cybernetic man named Seth. A man that shares his face. Seth called Abel “The failure.” This left Abel with more questions than answers. With Seth and S.I.N. gone, Abel assumed that he lost any chance to find out more about his origins.
Abel saw an opportunity to infiltrate Shadaloo. He had since learned that S.I.N was formed from Shadaloo. Maybe he could find out more about Seth and himself. Abel used the access to the Shadaloo database to feed information to Cammy and Delta Red. Information that helped the joint force of Delta Red, the US Airforce, Interpol, and Kanzuki Zaibatsu Security take down Shadaloo once and for all in what would become known as “The Black Moons Incident”. After the incident the surviving dolls, RIP Marz, sole returned to their countries of origins. Except Decapre, who was in the poorest of health after regaining her sense of self. Abel would visit Decapre with his dog, a Berger Picard named Pierre, that always seemed to brighten her mood. When she was finally well enough to leave the hospital, Decapre would move in with Abel and Pierre.
Sometime later, Cammy reaches out to Abel and Decapre about joining Delta Blue. A team she was forming with the sole purpose of taking down dark organizations like Shadaloo and S.I.N. Juni and Juli were on board along with a mysterious man known as Enos. Abel was happy to join the team, but Decapre declined. She liked the idea of working with sister, but she was determined to forge an identity of her own.
His Rival: Urien
Stamina: 1280
Stun Bar Length: 72
Stun Bar Recovery: 23F
Forward Dash: 14F/1.5
Back Dash: 18F/1.5
Normal Wake Up: 70F
Quick Stand: 56F
Taunt: Tapping the taunt button increases Abel’s defense by against the next hit/combo by 10%. Holding the taunt button increase his stun recovery rate by 100% as long as it’s held.
Throw Range: 28
Throws:
Drop Thow - F+MP+MK: Abel uses a Hane Goshi (Judo Hip Throw) to slam his opponent down in front of him.
Pincer Throw - B+MP+MK: Abel uses a Hane Goshi (Judo Hip Throw) to slam his opponent down behind him.
Unique Attacks:
Back Hand Knuckle – F+MP: Abel strikes with an overhand back fist. Not an overhead. Attack hit’s mid.
Over Hand Hook – F+HP: Abel hits his opponent with left overhand hook while stepping forward.
Palm Drop – D+HP: (In Air) Abel strikes with a right open palm strike from any jump.
Step Kick – F+MK: Abel hits his adversary with a right right kick while stepping forward.
Side Kick – DF+HK: Abel crouches down and strikes his foe in the gut with an upward side kick
Twin Palms – LP,LP: Abel strikes with a quick, left-right, open palm combination
Body Head – MP,MP: Abel strikes with right body hook, right open palm to the face combination
Two Down - – HP, HP: Abel hits his foe with a left open palm uppercut, followed by a right elbow hook. Knock down the opponent.
Specials:
Grappling – QCF+P -Abel takes his foe down with a variety of grappling techniques. The technique varies with the strength of the punch button. LP (6F Startup, 36 Throw Range) MP (7F Startup, 42 Throw Range) HP (8F Startup, 48 Throw Range) EX 6F Startup, 54 Throw Range)
- LP – Judo throws his opponent behind him. 170 Damage/8 Stun
- MP – Grabs the legs of his foe and flips them end over end in front of him. 170 Damage/8 Stun
- HP – Clinches his opponent runs them into the wall in front of him and knocks them down with a right elbow hook to the face. 150 Damage/4 Stun
- EX – Grabs the legs of his foe flips them into the air, jumps up, grabs them, and judo slams them to the ground. Default action slams the opponent behind him. Hold Forward during the attack to slam them in front of him. 190 Damage/9 Stun
Change of Direction – QCB+P: (Rekka) Abel charges forward with an over hand left punch that has two divergent follow ups. LP (14F Startup 40 Damage/3 Stun) MP (16F Startup 50 Damage/3 Stun) HP (17F Startup 60 Damage/3 Stun) EX(13F Startup 60 Damage/5 Stun)
1st Follow Up
- P – Second Mid: Abel strikes with a left overhead back fist. (40 Damage/3 Stun)
- K – Second Low: Abel strikes with a right inside leg kick (40 Damage/4 Stun). Must be blocked low.
2nd Follow Up (after Second Mid or Second Low)
- P – Finish Mid: Abel grabs his opponent and throws them behind him. (100 Damage/6 Stun)
- K – Finish Low: Abel knocks his foe of their feet with a left back sweep (150 Damage/8 Stun). Must be blocked low.
Falling Sky – F,D,DF+P: (Anti Air Command Crab) Abel reaches upward with his left hand, grabs his airborne foe from the sky, and judo slams them behind him. The punch button determines the startup and damage. LP (5F Startup 160 Damage/6 Stun) MP (6F Startup 170 Damage/9 Stun) HP (8F Startup 180 Damage/13 Stun) EX (5F Startup 180 Damage/14 Stun)
Tornado Throw – 360°+P: (Command Grab) Abel grabs his foe, lifts them overhead, spins them around rapidly, and then slams them on the ground behind him. Punch button determines damage and attack properties. All versions have 5F Startup. LP (180 Damage/16 Stun, 50 Throw Range) MP (195 Damage/18 Stun, 44 Throw Range) HP (210 Damage/20 Stun, 38 Throw Range) EX (225 Damage/20 Stun, 50 Throw Range, Hold Forward During Spin to Slam In Front of Abel)
Shoulder Tackle – QCF+K: Abel kneels briefly before slamming into his foe with his left shoulder. Attack can be charged by holding down the kick button. Kick button determines the distance travel. Charge can be canceled by pressing any punch button during the startup crouching animation. All uncharged versions do 130 Damage/8 Stun, Charged 150 Damage/12 Stun. LK (9F-25F Startup ¼ Screen) MK (½ Screen) HK( ¾ Screen) EX (15F Startup, 140 Damage/7 Stun, ½ Screen, Causes A Wall Bounce)
Wheel Kick – F,D,DF+K: Abel flies at his foe with an arcing jump wheel kick. Goes over projectile attacks. Kick button determines the travel distance. LK (Point Blank, 20F Startup 130 Damage/13 Stun) MK ( ¼ Screen, 24F Startup 150 Damage/13 Stun) HK ( ½ Screen, 27F Startup 170 Damage/13 Stun) EX ( ½ Screen. 17F Startup 2 Hits, 190 Damage/13 stun, Projectile Invincible)
Marseilles Roll – Abel rolls on the ground to avoid his opponents attacks. All versions start up in 2F. Invincible to Physical and Projectile attacks from 3F. Vulnerable to throws. Kick button determines the travel distance/duration of the roll. QCB+K: LK( 1/8 Screen) MK(1/4 Screen) HK(1/2 Screen) EX(Full Invincible to all attacks starting 3F. Distance traveled is determined how long the Forward direction is held.)
Super Art 1:
Heartless – QCFx2+P: Abel’s sclera (whites of the eyes) turn back as he grabs his opponent, throws them over his shoulder, and charges into the wall in front of him. He strikes them with a six hit punch and kick combination before grabbing them and slamming them down in front him leaving them in the corner.
-
Damage: 295
-
Stun: 15
-
Bar Length: 80
-
Stock: 3
-
EX: 6
Super Art 2:
Soulless – QCBx2+P: Abel 's sclera turn back and explodes forward with a left uppercut to his opponents abdomen. He then blitzes his foe with nine combination of punches and kicks to the face, leg, and body that causes them to crumple to their knees. Abel then Tornado Throws them high into the air, jumps after them, and does a rolling Judo slam into the ground with him landing his full body weight on top of them.
- Damage: 400
- Stun: 12
- Bar Length: 100
- Stock: 2
- EX: 5
Super Art 3:
Breathless -QCFx2+K: (Charging Command Grab) Abel kneels down in a three point stance, rushes his adversary, picks them up on his shoulders, and spins around at blinding speed. The rotation creates a massive localized cyclone that lifts his foes high into the air. Abel flies straight up into them with a brutal knee to the solar plexus, grabs them into a rolling Tomoe Nage, slams into the ground, and continues to roll before releasing them causing them to fly into the wall behind him at great speed. Abel can hold the kick button to delay the initial charge of the attack. Startup is 0F can be to delayed up to 25F.
- Damage: 510
- Stun: 18
- Bar Length: 120
- Stock: 1
- EX: 3
Reasons to be in SFIII:
Abel stumbles into a young Russian couple on the run while doing reconnaissance for the Delta Blue operation on the Illuminati. After a brief confrontation with Illia, the boyfriend of the couple, Abel is able to convince the pair that he isn’t after them. He shows them the various scars on his face and arms. They realize that he too had been a victim of experimentation. At Effie’s behest, the pair return with Abel to Delta Blue. Using their intel, Cammy forms a plan of attack. Abel would enter the martial arts tournament that was being thrown by Gill, the leader of the Illuminati. This would give Delta Blue the chance to infiltrate and taken down the organization.
Enos (Original Character)
Summary
Name: Enos
Nickname: Legacy of S.I.N
Sex: Male
Ethnicity: Italian (?)
Height: 6ft 5 ½ in (1.97m)
Weight: 237lbs (103kg)
B/W/H: 48-37-39(122cm-94cm-99cm)
Hometown: Trieste, Italy (Location of the S.I.N facility he was found in)
Appearance: Enos is a tall muscular man with a dark olive skin tone. He has long straight black hair that is tied into a pony tail that hangs to the middle of his back. Enos has fern green eyes and no facial hair. There a blue bandanna tied around his forehead. Enos wears a black sleeveless shirt with the word “DELTA” in blue across the chest. There is a large “25” with a small bar code underneath it tattooed on his upper right arm. His legs are covered with blue camouflage pants. He has black combat boots on his feet.
Likes: Animals, The Outdoors, His Team (Delta Blue)
Dislikes: Solitude, Confinement, Crowds
Fighting Style: Four Kings CQC (Close Quarters Combat)
Tone: Enos is a man of few words. He rarely speaks to anyone outside of Delta Blue.
Origins: Shortly before the founding of Delta Blue, Cammy and Delta Red were investigating what they thought was decommissioned Shadaloo laboratory. In actuality, it was an S.I.N facility. Based on the data they gathered from its computer files, it was the first S.I.N facility. Seth had founded the organization here and runs a number of experiments. One of which seemed to still be active. Project E ugenic N eoteric O rganic S eth or Project E.N.O.S. For short. Seth was apparently attempting to build his own body. Cammy discovered a vault with an automated computer system. There were twenty six pods inside. The first twenty four pods held failed deceased clones, the 26th pod was open, and the 25th pod held a body in cryogenic stasis. Cammy examined the computer system attached the pods. It contained extensive fighting data on the “Four Kings of Shadaloo”. The system had analyzed each of their techniques, tailored them to the clone in pod 25, and “uploaded” the information into it. With Colonel Wolfman’s permission, Cammy takes the clone and pod back to Delta Red HQ.
With the exception of Cammy, the members of Delta Red kept their distance from Enos. It was until he was examined by an elegant Italian woman by the name of Rose did the others warm up to him. He wasn’t sure what she said to them but it made his life at Delta Red headquarters more tolerable. He trained with the others but he only spoke to Cammy. After a year, Cammy was chosen to lead up her own task force called Delta Blue. Enos went with her. Although he couldn’t explain it, he felt a kinship with the other Delta Blue members. Especially Abel, who had similar origins to him as far as the both of them could tell. Over the next year with the Delta Blue team, Enos would open up to the team. He actually became quite chatty with the team. Although he still said few words to anyone else. He looked at Abel as brother and like him, wished to find out more about his origins.
His Rival: Abel (friendly)
Stamina: 1200
Stun Bar Length: 64
Stun Bar Recovery: 22F
Forward Dash/Distance: 17F/2
Back Dash/Distance: 18F/1.5
Normal Wake Up: 60F
Quick Stand: 48F
Taunt: Increases the advantage on hit of Bison charge by 1F. Can be stacked up to three times for a max of a 3F bonus.
Throw Range: 22
Throws:
Clinch Bomber – LP+LK : Enos grabs his adversary with a clinch, knees them twice in the ribs, and then head butts them.
Combo Toss – B+LP+LK: Enos grabs the opponent by the back of the head, strikes them with two right hooks to the body, and then shoulder tosses them behind him.
Izuna Twist Drop – LP+LK: (In Air): Enos grabs his opponent out of the air, turns 180° Degrees, and suplexes them into the ground.
Unique Attacks:
Tyrant Pummel – MP, MP: (In Air) Enos hits his airborne adversary with a left-right open palm strike combination that causes a juggle state.
Buffalo Horn – B+HP: Enos strikes with a left upper cut. Attack can be charged. Charged version will launch grounded opponents.
Crimson Heel – DF+MK: (Overhead) Enos hops forward and hits his foe with a right axe kick.
Low High Step – F+MK, HK: Enos hits his foe with a low step kick into high step kick combo.
Wall Jump – UB (Up Back): Enos kicks off the wall while in the air. Can follow up with any aerial normal attack or the Izuna Twist Drop.
Specials:
Tiger Roar – QCB+P: Enos pulls back both of his arms and thrusts them straight forward together with open palms creating a flaming red projectile. All versions startup in 12F, have 45 Total Frames, and do 60 Damage/3 Stun. Punch button determines projectile speed. LP(Slow), MP(Faster), HP(Fastest) EX(2 Hits 120Damage/6 Stun 11F Startup 43 Total Frames. LP+MP Slow, LP+HP Fast, MP+HP Fastest)
Bison Charge – F,D,DF+P: Enos dashes forward and strikes his opponent with a powerful left straight punch. Distance, startup, and damage is determined by the strength of the punch button. Point Blank and Max Range startup frames differ. LP(6F/13F 110 Damage/7 Stun ¼ Screen) MP(9F/22F 120 Damage/8 Stun ½ Screen) HP(10F/35F 130 Damage/10 Stun ¾ Screen) EX(6F/35F 160 Damage/10 Stun ¾ Screen)
Delta Driver – 360°P: (Command Grab): Enos grabs his opponent, knees them violently in the abdomen, sets them up for a power bomb, jumps high into the air, begins to somersault end or end while rapidly descending to the ground, and plants his foe with a rolling sit out power bomb.* *All versions startup in 3F. LP (215 Damage/18 Stun, Throw Range 52), MP(230/18 Stun Throw Range 46), HP (255 Damage/18 Stun, Throw Range 40), EX(250 Damage/18 Stun Throw Range 52).
Matador Heel -F,D,DF+K: (Anti Air) Enos performs rising and forward advancing double foot back flip kick. Startup, damage, ascent angle, are determined by the kick button pressed. LK (6F Startup 140 Damage/8 Stun 70°Angle) MK (7F Startup 155 Damage/8 Stun 60°) HK (8F Startup 170 Damage/8 Stun 45° Angle) EX (6F Startup, 185 Damage/12 Stun 55° Angle)
Despot Slicer – QCB+K: Enos somersaults forward and hits his foe with a staggered, right foot followed by left foot axe kick. LK (12F Startup 130 Damage/10 Stun Point Blank) MK(15F Startup 150 Damage/12 Stun ¼ Screen) HK(18F Startup 175 Damage/13 Stun ½ Screen) EX(15F Startup 185 Damage/13 Stun ½ Screen)
Super Art 1:
Czar’s Wrath – QCFx2+K: Enos hits his foe with two consecutive Despot Slicers before launching them into the air with a Matador Heel. The final hit causes a limited juggle state mid screen but a significant one in the corner.
-
Damage: 290
-
Stun: 10
-
Bar Length: 80
-
Stock: 3
-
EX: 6 uses
Super Art 2:
Dictator’s Fury – QCFx2+P: Enos strikes his opponent with a power Bison Charge that stuns. He then hits his prone adversary with a barrage of left and right hooks to the body before knocking them high into the air with an uppercut. As his foes falls back to earth, Enos hits with them large Tiger Roar that explodes on impact and smashes them into the side of the screen.
-
Damage: 370
-
Stun: 14
-
Bar Length: 110
-
Stock: 2
-
EX: 5.5 uses
Super Art 3:
Totalitarian Tumbler – 720°+P: Enos grabs his opponent, knees them violently in the abdomen, hops into the air, somersault sit out power bombs them, bouncing off the ground, somersault sit out power bombs them, bouncing to his feet, jumps high into the air, and plants them into the ground with a final somersault sit out power bomb.
-
Damage: 585
-
Stun: 18
-
Bar Length: 128
-
Stock: 1
-
EX: 3.2 uses
Reasons to be in SFIII:
To the surprise of the rest of the team, Enos quickly opened up to Illia and Effie upon their arrival at Delta Blue headquarters. Hearing their story made him visbily angry. Enos rarely displayed emotion, especially to people outside of the team. When Abel was given the task of entering this Illuminati sponsored tournament, Enos went with him. He would back up his “brother” and help take down the people that harmed his new found friends.
Notes:
- In the bible Enos was the son of Seth. Seth was younger brother of Cain and Abel.
- When Seth gained sentience, he hatched a plan to create powerful purely organic body that was resistant to Psycho Power.
- He was created prior to the invention of the Tanden Engine. Seth used existing fighting data on Shadaloo’s Four Kings to construct Enos’ fighting style.
- Enos was constructed from the DNA of Balrog, Vega, Sagat, and M.Bison using stolen Shadaloo technology in order fully take advantage of his fighting style.
- Seth abandoned Enos after the creation of the Tanden Engine. The Tanden Engine allowed him to easily collect fighting data. He’s constructing a new, superior body based on the lessons learned from Enos.
- Enos’s height and weight are an average of Capcom’s official weights for Balrog, Vega, Sagat, and M.Bison
- With the exception of Delta Driver and Totalitarian Tumbler, all of Enos’ special and super arts are based on the Four Kings. Those two techniques were developed in his time with Delta Blue.
- Although it was not his number, Seth was one of 25 biomechanical back up bodies for Bison. Enos was the 25th organic, and first successful, clone body created by Seth.
Hey thanks good to be back!
Love the job you did on the Delta Squad especially Enos.
WUZHOU
Country: Taiwan
Fighting Style: AIKIDO
Nickname: The Terror of Taipei
Summary
Age:80
Height: 5"4
Weight:120 lbs
Hometown: Taipei,Taiwan.
Appearance: WUZHOU is a balding elderly Asian man with emerald green eyes,bushy eyebrows, long grey hair and a beard. He wears a traditional Aikido uniform and fights bare-foot.
Likes: Painting,gardening, fishing,martial arts tournaments.
Dislikes: television,cell phones,airplanes,cars,loud music.
Origin: A vacationing Aikido Master,travelling around the world with his family. It was the last wish of his wife for him to take Aikido to the global stage and expand his horizons.
Personality: WUZHOU is a cheerful,generous man who loves teaching Aikido. He prefers the simple life of his youth and despises the modern conveniences of this technological age. WUZHOU considers them lazy and distracting but will use them begrudgingly,when necessary.
THEME SONG
KARAOKE NIGHTS
A highly energetic Taiwanese electronic beat.
STAGE
WUZHOU fights in his Aikido dojo surrounded by his students practicing their techniques. His grand daughter can be seen in the background cheering him on and mimicking his attacks. If WUZHOU hits the opponent a CRITICAL ART she’ll stumble and fall attempting it.
SPECIAL MOVES
Summary
SPINNING LOCK
Hold PUNCHx3 for 2 seconds then release.
A Command Grab.
WUZHOU will spin forward and grab the enemy by their arm. You can combo TRIPLE TYPHOON after this attack.
**TRIPLE TYPHOON **
A stylish Rekka style Command Throw.
360 degrees PUNCH
TYPHOON
WUZHOU will raise up the enemy’s arm,spin under and flip the enemy on their back.
TWIN TYPHOON
360 PUNCH during TYPHOON.
WUZHOU will lift the enemy into the air and spin them around by their arm twice.
TRIPLE TYPHOON
360 PUNCH During TWIN TYPHOON
WUZHOU will release the enemy;sending them spinning into a far wall for a WALL BOUNCE
V-SYSTEM
Summary
V-SKILL
ANTICIPATION
A Counter Command throw.WUZHOU will absorb an attack and place the enemy in a Wrist Lock.
You can combo TRIPLE TYPHOON after the Wrist Lock.
V-REVERSAL
STOP MOTION
WUZHOU will grab the enemy and throw them behind him while kneeling.
V-TRIGGER 1
REDIRECTION
3 GAUGE Enhancement
Powers up his V-SKILL 3 times. Any throw performed after this technique inflicts additional STUN and damage. WUZHOU can also repel FIREBALLS.
V-TRIGGER 2
CRITICAL COUNTER
3 GAUGE Enhancement.
Powers up WUZHOU’s next 3 V-REVERSALS. He will dash in and throw the enemy to the floor making it a good counter to FIREBALL Zoning attempts.
All his THROWS deal additional damage and STUN.
CRITICAL ART
ULTIMATE COUNTER: 1000 SWORDS
WUZHOU will perform a stance spinning his arms in font of him. This is a high priority move and will negate any attack including other CRITICAL ARTS.
Any contact will cause WUZHOU to grab the enemy,throw them four times ending with them face down in a Wrist lock.
I like it man. That is a really nice twist on the grappler archetype
Thanks man took a lot of work just to get everything down right!!!
Your effort shows man. Keep up the good work.
XIUYING
Country: Hong Kong
Fighting Style: Snake Style Kung Fu
Nickname: Jade Serpent
Summary
Age: 100
Sex: Female
Species:Human
Ethnicity: Asian
Height: 4"10
Weight: 95 lbs
STAMINA: 950
STUN: 950
Appearance: XIUYING is an elderly Asian woman with sleepy emerald eyes,grey hair she keeps in a long ponytail and a wide,mischievous smile.
She wears a green tradional Wushu uniform with an elaborate Serpent print on its back.
Likes her grand children, martial arts tournaments,cooking,farming,painting.
Diskes rudeness,disobedience,loud music,video games.
STORY
Summary
After many of her students go missing,XIUYING decides to investigate the crimes herself. Her search brings her to the Street Fighter tournament where she realizes its time for the Jade Serpent to come out of retirement.
THROWS
Summary
FORWARD THROW
Somersault Kick
XIUYING will leap upwards and flip kick the enemy into the air for a juggle.
BACK THROW
Off Balance
XIUYING will throw the enemy over her head and far behind her.
AIR THROW
Flying Snake Barrage
XIUYING will grab the enemy and hit them one strike to the throat.
UNIQUE ATTACKS
Summary
Deadly Dance
B+MP,MP
An overhead Attack
XIUYING will spin forward and hit the enemy twice with a Knife Hand strike.
Surprise Attack
DF+MP in the Air
XIUYING will quickly dive down and attack with a swift chop.
Five Deadly Poisons
MP,MK,MP,MK,HP
A quick combo attack that can cancel into her V-TRIGGER,V-SKILL,SPECIAL MOVES or CRITICAL ART.
QUICK COMBINATION
MK,MK,MK
(Can also be performed in the air)
SWEEP KICK
DF+ MK
She spin low and attack the enemy’s legs.
This will AVOID FIREBALLS.
V-SYSTEM
Summary
V-SKILL
SNAKE HAND THRUST
A Nerve Block technique that can cause Paralysis. XIUYING will dash low and execute a quick low strike to the enemy’s stomach. This attack will AVOID FIREBALLS.
She must hit all 3 Weak Points with her V-SKILL,HEAD,CHESTx3 and LEGS. If successful, the enemy will be temporarily PARALYZED,unable to move as if STUNNED. Their body will crackle with green electrical energy.
After an enemy is Paralyzed,the Weak Points are reset.
V-TRIGGER 1
Secret Art: SNAKE VENOM
2 GAUGE ENHANCEMENT
XIUYING’s hands glow green. Her next Special Move is EX Enhanced without spending Meter and it will count as a Snake Hand Strike.
V-TRIGGER 2
Secret Art: Serpent Form
3 GAUGE ENHANCEMENT
XIUYING’s feet glow green. Her movement speed increases and
she can Dash Cancel 3 times from Special Moves and her V-Skill.
SPECIAL MOVES
Summary
This text will be hidden
**SNAKE FANG **
B for 2 seconds,F PUNCH.
XIUYING will hop forward and execute a quick strike to the opponent’s face.
PUNCH strength determines the distance XIUYING will hop forward. This attack will avoid FIREBALLS.
SNAKE BITE
Quarter Circle forward to back +PUNCH
A Command grab
XIUYING will hit the enemy with a multiple Snake style Thrust to their stomach then send them flying away to the far end of the wall.
SERPENT SLIDE
Back for 2 seconds,Forward +KICK
XIUYING will slide across the floor and kick the enemy with 3 sweeping kicks.
CRITICAL ART
Venomous Snake Barrage
2 Half Circles Forward +PUNCH
XIUYING will fly foward and unleash a multi strike attack from her fingertips that look like snakes.
This will count as a RANDOM SNAKE HAND THRUST.
Feeling to have some fun here so here’s my take for an SF5 Joke Character!!!
ROY
Country: England
Fighting Style: Pro Wrestling
Nickname: Wrestling Royalty
Summary
Age: 40
Height: 7"00
Weight: 400
Occupation: Pro Wrestler
Hometown: London,England.
STAMINA: 1000
STUN: 1050
Appearance: ROY is a tall,musclebound, man with bright blue eyes, long orange hair and a full beard. He always has a smug smirk on his face.
ROY’s costume is a yellow wrestling shorts with matching boots and the CWA Championship Belt around his waist.
Likes: Himself, his mirror,weightlifting,burgers and fries.
Dislikes Anyone who doesn’t’ know who he is.
ORIGIN
Summary
ROY is a rich,pampered Prince who wanted to become a Pro Wrestler. He hired a coach who taught him the bare basics and a week later,bought his way into a match against the Champion. Roy was easily beaten but won due to a botched Finisher attempt by the Champ,who knocked himself out. Thinking it was all thanks to his determination and skill…ROY embarks on a Global Tour to showcase his power to the world.
THROWS
Summary
FORWARD THROW
Perfection Powerslam
ROY will struggle,then lift the enemy above his head and toss them into ground. He’ll pant in exhaustion afterwards.
BACKWARD THROW
Bodacious Brainbuster
ROY will struggle to lift the enemy,then slam them behind him. He’ll rub the back of his head afterwards in pain.
AIR THROW
Stupendous Superplex
ROY will grab the enemy in mid air and execute a perfect Superplex. He’ll also hurt himself and get up holding his lower back in pain.
UNIQUE ATTACKS
Summary
OVERCONFIDENT
An Overhead Attack
B +HP
An elbow drop with excellent range.
SUPERSAULT
DF+HK
ROY will flip backwards and flatten the enemy. This move will evade FIREBALLS.
HAMMER FIST
An Armored Attack
ROY will step foward and wildly swing at the enemy with both his fists clenched together. This can cause a Counter Crush.
V-SYSTEM
Summary
FLEX APPEAL
ROY will execute a fabulous pose for his fans and TAUNT the enemy.
Forward +V SKILL
PUSH UPS
ROY will drop to the floor and start one armed push ups! This move will AVOID FIREBALLS.
Down +V SKILL
He will crouch low and flex his arms.This move will AVOID FIREBALLS.
B+ V-SKILL
ROY will roll backwards and start Abdominal Crunches. This move will avoid FIREBALLS.
Each TAUNT will increase his V-GAUGE by a little bit.
V-REVERSA…Sorry ROY just told me its really called the
ROYAL REVERSAL
Summary
ROY will grab the enemy and SUPLEX them behind him.
V-TRIGGER 1
3 GAUGE ATTACK
TORNADO SPINNING CLOTHESLINE
“Here i come peasant!”
ROY will spin upward into the air and pummel the enemy with a vicious CLOTHESLINE Combination. Hold down HP+HK to keep spinning.He will also get Stunned if he spins too much…
V TRIGGER 2
HYPER MANIA
3 GAUGE TIMER
ROY will turn red and get pumped up. All his TAUNTS now increase his Critical Art Gauge instead and his SPECIAL MOVES build Meter 10% faster.
SPECIAL MOVES
Summary
MUSCLE BOMBER
360º + PUNCH
ROY’s imitation Screw Pile Driver.
He will attempt to grab the opponent but ALWAYS miss!
“I meant to do that”
EX MUSCLE BOMBER
“MUSCLE BOMBERRRRR!!!”
It has insane Throw range and creates a massive explosion on impact that STUNS both ROY and his opponent.
SPINNING CLOTHESLINE
PUNCHx3
ROY will spin really fast and clobber the enemy 3 times. This move will evade FIREBALLS and can also be performed in the air.
REGAL RUNNING POWER SLAM
Half circle forward to back +KICK
ROY will run towards the enemy and attempt to grab the enemy but he’ll always miss.
EX REGAL RUNNING POWER SLAM
ROY will run really fast towards the enemy,pick them up and POWER SLAM them.
This move has HYPER ARMOR but ONLY against FIREBALLS.
CRITICAL ART
Summary
DYNAMIC ULTRA MEGATON BOMBER
ROY will Power Slam the enemy 3 times on both sides then execute a MUSCLE BOMBER thats SOOOOOOO STRONG, it creates a POWERFUL SHOCKWAVE that will damage both players.