SFVI Concepts
Li-Fen
Summary
Name: Li-Fen
Nickname: Jade Disciple
Sex: Female
Ethnicity: Chinese
Height: 5ft 7in (1.70m)
Weight: 135lbs (61kg)
B/W/H: 36-23-35 (91cm-59cm-89cm)
Hometown: Guangzhou, China
Appearance: Li-Fen is a fit young woman with long black hair and dark brown eyes. Her hair is braided and rolled up into two circular buns. The buns are behind and below each ear at the base of her skull. (Chun Li’s hair buns are above each ear.) Her hair buns are tied with two yellow ribbons that were gifted to her by Chun Li when she was a girl. She wears a coral (Dark Pink) full body unitard. There are two one stripes running down the each side of the unitard starting at the arm pits and running down her legs stopping at the ankle. Li Fen wears a collared and sleeveless peach (Light Pink) vest covering her bosom. The embroidery is white. It outlines the base of the vest, arm openings, and the collar. She has white sneakers on her feet with peach colored soles and laces. Her writes have two thick golden bracelets with large white rounded studs encircling it. (Basically Chun Li’s alpha gear)
Occupation: Martial Arts Instructor (At Chun Li’s Kung Fu School)
Likes: Computers, Pandas, Training Orphans
Dislikes: Car Rides, Disappointing Chun Li
Fighting Style: Kung Fu
Tone: Li-Fen is an intelligent and giving young woman trying to live up to her adoptive mother’s legacy.
Origins: Li-Fen was the only child of middle class family. She was a shy girl and took solace in fiddling with machines and other technology. Li-Fen once disassembled her father’s broken cellphone and managed to fix it. One day, on a typical everyday drive, Li-Fen’s family was in a car accident. Although she survived, her parents were killed. With no other relatives, Li-Fen was supposed to be sent to an orphanage. However, she disappeared.
Li-Fen used her technical prowess to take care of herself. Behind the anonymity of the on-line world, she was able to provide for herself as hacker. She found a lucrative opportunity on the dark web. Li-Fen thought it was too good to be true. She did extensive digging but couldn’t find anything to indicate something was amiss. Her instincts were right. Shadaloo so how managed to trace her IP Address when inquired about the hacking job. Before she knew it, Li-Fen found herself in Shadaloo custody. At their behest, she, along with several other hackers were forced to work on the Black Moons’ portion of Operation C.H.A.I.N.S. Li-Fen as well as another hacker, confiscated the pieces necessary to activate the Black Moons and sent the to formidable people through out the world. That act changed the course of her life.
Chun Li, an officer with Interpol, rescued her from Shadaloo’s base. When she found out that Li-Fen was orphaned, Chun Li took her in. Her mother died was she was young and her father was killed by Shadaloo. Chun Li retired from Interpol and opened a Kung Fu School. With the a sponsorship from the Kanzuki Zaibatsu, Chun Li was able to focus on training other offered or disadvantaged children. While Chun Li trained other children, Li Fen was different. Chun Li formally adopted her. Li Fen trained with her mother from that point on.
Over the years she developed into a formidable martial artist in her own right. Not possessing the same phenomenal leg strength as her mother. Li Fen modified her mother’s style around her own strengths. Actually managing to surpass her mother’s abilities with Kikoken. To her surprise, Chun Li made her the schools lead instructor. While her mother would help her out on occasion. Li Fen was now in charge.
Her Rival: TBD (This is more of a proof of concept. Not sure I’ll do any SFVI Characters)
Stamina: 975
Stun: 975
Stun Recovery: 22F
Forward Dash: 16F
Back Dash: 22F
Forward Walk Speed: 5.1
Back Walk Speed: 3.4
Forward Dash Distance: 2
Back Dash Distance : 2
Normal Rise: 60F
Quick Rise: 30F
Delayed Rise: 75F
Back Rise: 45F
Taunt: Li-Fen interlocks her fingers, extends her arm out straight, and cracks her knuckles. The recovery of her next Kikoken is reduced by 2F. Damage and Stun increased by 10
Throw Range: 24
Throws:
Nisoken (Twin Claw Fist) – LP+LK: Li-Fen hits her adversary with an upward right palm strike to the jaw that knocks them into the air and immediately hits them with a left palm strike that sends them flying away. 4F Startup 120 Damage/120 Stun
Rekisokyaku (Dropping Talon Leg) – B+LP+LK: Li-Fen flips her foe behind her and this them with a left axe kick to the head. 4F Startup 110 Damage/150 Stun
Assai Sokyakushu (Crushing Talon Leg Kick) – LP+LK: (In Air) From any jump, Li-Fen grabs her opponent, places both of her feet on their chest, and pushes off with crushing force. 4F Startup 150 Damage/150 Stun
Unique Attacks:
Enkanshu (Circle Hand) - F+MP: (Overhead) Li-Fen strikes with at her foe with a spinning overhead right back chop. 15F Startup 70 Damage/100 Stun +2 on Hit/-2 On Block
Harai Ichigeki (Sweeping Blow) – D+HP: (In Air) From any jump, Li-Fren pulls her left hand over head and performs a 240° chop that starts above her head slices beneath her. 10F Startup 90 Damage/120 Stun Causes Hard Knock Down
Kaisetsu Tanken (Opening Dagger) – F+HP: Li-Fen twist her torso 180° and thrust forward with a knife hand punch. 12F Startup 90 Damage/150 Stun +2 on Hit/-4 on block
Reikyakufan – (Cool Leg Fan) – F+MK: Li-Fen hops forward to strike her foe with a sweeping, 180° , front leg jumping kick. Goes over low attacks. 9F Startup 70 Damage/100 Stun +1 on Hit/-4 on Block
Youei Hane (Flutter Wings) – MP,HP: (Target Combo): From any jump, Li-Fen strikes with a right open palm, left open palm combination that causes a juggle state. 9F Startup 80 Damage/100 Stun
Zen Riposte:
Nibaisho Ouda (Double Palm Blow) – D,DB,D+P: Li-Fen pulls her arms overhead, thrust them forward, and with her palms together striking her enemy and sending them flying away. 40 Damage/50 Stun Knocks Foe ½ Screen Away
Senpukyakushu (Whirlwind Leg Kick) – D,DB,D+K: Li-Fen strikes with a jump spinning back kick. 40 Damage/50 Stun Leaves Foe Standing and Li-Fen +2
Zen Trance:
Ten No Ken (Fist of Heaven) ; QCF+3P: Li-Fen uses 4 bars (all) of her Z-Gauge is surrounded by a blue aura. Access to EX Moves, Z-Ripostes, and Z-Arts if forfeited for the rest of the round. In exchange Li-Fen’s boasts the follow offensive enhancements for the rest of the round.
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Enkanshu - 12F Startup 80 Damage/120 Stun Hit Advantage Increased from +2 to +3
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Harai Ichigeki – Stun increased from 120 to 150
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Kaisetsu Tanken – Advantage on hit increases from +2 to +4, Disadvantage on block decreased from -4 to -2.
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Reikyakufan – Damage increased from 70 to 80, Advantage on hit increased from +1 to +2.
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Youei Hane - Gains the ability to cancel into Harai Ichigeki
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Kikoken – Improved frames/damage 12F Startup, 42 Total Frames 70 Damage/120 Stun
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Kikoanken – LP (46 Total Frames 100 Damage/150 Stun) MP (48F Total Frames 120 Damage/160 Stun) HP (51F Total Frames, 140 Damage/200 Stun)
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Kikokuken – LP(90 Damage/120 Stun) MP(15F Startup 110 Damage/150 Stun) HP (18F Startup 130 Damage/200 Stun)
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Tensei Ranka - LK (13F Startup,90 Damage/150 Stun, Airborne 3F-12F), MK(16F Startup, 120 Damage/180 Stun, Airborne 3F-15F), HK (19F Startup, 150 Damage/200 Stun, Airborne 3F-18F)
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Tensei Hishou Kyaku - LK (8F Startup,90 Damage/140 Stun, Airborne 4F-11F, -4 On Block Point Blank, ¼ Screen), MK(11F Startup, 120 Damage/150 Stun, Airborne 4F-14F, -5 On Block Point Blank, ½ Screen), HK (14F Startup, 140 Damage/160 Stun, Airborne 4F-17F, -6 On Block Point Blank, ¾ Screen) All versions -2 on Block with proper spacing
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Tenshokyaku - All versions have 5F Startup, 6 Hits 180 Damage/180 Stun, Full Startup Invincibility
Specials:
Kikoken (Spirit Cultivation Fist) – QCF+P: Li-Fen leans backward at the waist, thrusts her torso forward , while extending her arms forward with open palm generating an oblong sphere of blue ki. Punch button determines travel speed. All Versions 60 Damage/100 Stun. LP (15F Startup, 45 Total Frames, Fastest), MP (15F Startup, 45 Total Frames, Fast) HP (19F Startup, 45 Total Frames, Very Slow) EX (14F Startup, 42 Total Frames, Fast, 100 Damage/150 Stun)
Kikoanken (Spirit Cultivation Shade Fist) – HCB+P: Li-Fen leans backward at the waist, thrusts her torso forward , while extending her arms forward with open palms creating large point blank Orb of Blue Ki that explodes on impact. Punch button determines startup and damage. LP (17F Startup, 51 Total Frames, 90 Damage/120 Stun), MP (18F Startup, 54 110 Damage/130 Stun) HP (19F Startup, 57 Total Frames 130 Damage/150 Stun) EX (16F Startup, 48 Total Frames, Crumples, 120 Damage/150 Stun)
Kikokuken (Spirit Cultivation Air Fist) – QCF+P: (In Air) From any jump, Li-Fen pulls her arms overhead, thrust them forward, and with her palms together creates a point blank orb of blue ki. All version knock down. Punch button determines startup and damage. LP (12F Startup, 80 Damage/100 Stun), MP (16F Startup, 100 Damage/120 Stun) HP (22F Startup, 120 Damage/150 Stun) EX (9F Startup,150 Damage/150 Stun)
Tensei Ranka (Heaven Star Riot Petal) – QCB+K: Li-Fen somersaults straight up into the and lands into a shockwave generating full split kick. The a shockwave travels from her front and back leg. Kick button pressed determines the startup, damage, and size of the shockwaves. All versions knock down and are -6 On Block. LK (15F Startup,80 Damage/120 Stun, Airborne 4F-13F), MK(18F Startup, 100 Damage/150 Stun, Airborne 4F-16F), HK (21F Startup, 120 Damage/200 Stun, Airborne 4F-19F), EX(21F Startup,100 Damage/150 Stun, Projectile Invincible 1F-23F, Causes Crumple State)
Tensei Hishou Kyaku (Heaven Star Soaring Leg) – HCF+K: Li-Fen hops into the air and then surges forward with a flying kick while surrounded by a blue aura. All versions leave the opponent stand, are +2 on Hit, and -4 On Block with proper spacing. LK (9F Startup,80 Damage/120 Stun, Airborne 4F-11F, -7 On Block Point Blank, ¼ Screen), MK(12F Startup, 100 Damage/120 Stun, Airborne 4F-14F, -8 On Block Point Blank, ½ Screen), HK (15F Startup, 120 Damage/120 Stun, Airborne 4F-17F, -9 On Block Point Blank, ¾ Screen), EX(12F Startup,120 Damage/120 Stun, Projectile Invincible 1F-14F, Knocks Down At Distance, Causes Side Switch Juggle State Point Blank, -6 On Block)
Tenshokyaku (Heaven Rising Legs) – F,D,DF+K (Anti Air) Li-Fen rises into the air with a rapidly spinning vertical kick. Both of her legs are illuminated with blue ki. All versions have 7F Startup. All versions do 5 Hits 150 Damage/150 Stun. The Kick button pressed determines the angle of ascent. LK (75° Ascent Angle, Invincible to Airborne Attacks) MK (65° Ascent Angle, Invincible to Airborne Attacks) HK (55° Ascent Angle, Invincible to Airborne Attacks) EX (6F Startup, 6 Hits, 55° Ascent Angle, Full Invincibility 180 Damage/200 Stun)
Zen Art 1:
Kikotensho (Spirit Cultivation Heaven Palm) – QCFx2+P: Li-Fen leans backward at the waist, thrusts her torso forward , while extending her arms forward with open palms creating a massive slow moving sphere of blue ki that explodes on impact. Sphere exploded on impact sending the opponent into the air in a juggle state.
- 260 Damage
- 100 Stun
- 2 Bars of Z Gauge
Zen Art 2:
Kibakusei Senku Kyaku (Exploding Star Flashing Air Leg) – QCFx+K: Li-Fen hops into the air surrounded by a blue and surges forward at blinding speed with a flying kick. The attack creates an enormous shock wave on impact before Li-Fen sails past her opponent.
- 330 Damage
- 150 Stun
- 3 Bars of Z Gauge
Zen Art 3:
Kikohyakusho (Spirit Cultivation Hunded Palm) – QCBx2+P: Li-Fen’s palms start to glow with blue and she releases a barrage of palm strikes that create small orbs of exploding ki. Her foe collapses face first to the ground after the assault.
- 400 Damage
- 120 Stun
- 4 Bars of Z Gauge
Reasons to be in SFVI:
Recently promoted to headmaster of her mother’s Kung Fu school. Li Fen aims to prove she is worthy of such an honor. A mysterious letter arrived to the school, it was address to the head master. When Li Fen opened it, it was an invitation to the upcoming World’s Martial Arts tournament. Technically it was addressed to Chun Li, but she was now headmaster. She would enteri the World Martial Arts tournament and show her mother’s Kung Fu to the world.
System Notes: (I thew this together in about 90 minutes Saturday morning, I’m sure this exactly an awesome system. Just trying something new. Speculation is fun after all.)
Z-Gauge: Replaces Super Gauge.
- 4 Bars
- EX Attacks 1 Bar, Zen Riposte 1 Bar
- Zen Arts (Super Arts) 2 to 4 Bars
- Zen Trance 4 Bars
- Gauge carries over between rounds.
Zen Riposte: Basically an Alpha Counter B,DB,D+K or P. 40 Damage/50 Stun but can’t be the final blow.
- Every character gets two of them
- Costs 1 bar
- Every character gets a Kick and Punch version. One version leaves standing the other knocks down.
Zen Arts: Basically Super Arts.
- Every Character has generally 3, Not counting air/ground variations, or Akuma type situations
- All Zen Arts are available to the player. No selection required. Each art will have different use.
- Selectable Arts always end up with only one being used.
Zen Trance: Enhanced State
- Requires All Four Bars
- Permanent State (until the round ends)
- Z-Gauge is depleted for the rounds duration
- No EX, Zen Arts, or Zen Ripostes during Zen Trance
- Properties of Zen Trance are not universal. They vary from character to character.
Wake Up Options
- Standard - No Input
- Delayed - One Punch+One Kick Button
- Quick Rise - Two Punch Buttons
- Back Roll - Two Kick Buttons
Chun Li
Summary
Name: Chun Li
Nickname: Blue Jade of Justice
Sex: Female
Ethnicity: Chinese
Height: 5ft 6 ½in (1.69m)
Weight: 150lbs (68kg)
B/W/H: 35-24-38 (89cm-61cm-97cm)
Hometown: Guangzhou, China
Appearance: Chun Li is a fit mature woman with long black hair, brown eyes, and large muscular legs. She has bangs that come down to her eyes and her hair is pulled into a pony tail that hangs down to the small of her back. Chun Li wears a light blue collared long sleeve suit coat that is unbuttoned. The collars are dark blue as are the cuffs at the her wrists. There are two small circular golden buttons on each off. She wears a yellow short sleeve buttoned up blouse underneath it. Chun Li has light blue dress shorts on her legs that stop at mid thigh. The shorts have yellow pin stripes. Her legs are covered by sheer pantyhose and her feet are covered by white ankle high leather boxing shoes that have white laces.
Occupation: Interpol Agent
Likes: Li-Fen, Martial Arts, Police Work, Crepes
Dislikes: Crime, Shady People
Fighting Style: Kung Fu
Tone: Chun Li is serious at work but lighthearted otherwise.
Origins: Chun Li’s mother passed away when she was a young girl. She was raised by her father and was very close to him. Her father, Dorai, was an accomplished Interpol officer. Dorai instilled his strong sense of justice in Chun Li as well as a love for martial arts. Dorai went missing as Chun Li approached adult hood. This singular event would ultimately define her life.
Chun Li immediately followed his footsteps by joining Interpol. Not only that, she dedicated all her free time to either investigating her father’s disappearance or training to become a stronger martial artist. Over time all of Chun Li’s leads pointed to Shadaloo and it’s leader M.Bison. She made several friends (Ryu, Nash, Guile, and Cammy) in her continuing efforts to bring Bison to justice. One the mission that finally brought Bison’s demise and Shadaloo’s fall, she rescued a young orphaned girl named Li-Fen. Chun Li would retire from Interpol, adopt Li-Fen, and open a kung fu school that taught the orphaned and disadvantaged.
As her school and Li-Fen grew, Chun Li felt an increasing pull to return to Interpol. At first, she’d help with a case her or there. Eventually, she’d take a consulting position, setting up an office in her Kung Fu school. Li-Fen excelled at Kung Fu. Chun Li slowly gave her more responsibilities at the school and took on more work for Interpol. Eventually, she’d return to Interpol after naming Li-Fen the headmaster of her school.
Her Rival: Li-Fen (Placeholder for now)
Stamina: 1025
Stun: 950
Stun Recovery: 23F
Forward Dash: 15F
Back Dash: 21F
Forward Walk Speed: 5.5
Back Walk Speed: 4.5
Forward Dash Distance: 1.5
Back Dash Distance : 2
Normal Rise: 60F
Quick Rise: 30F
Delayed Rise: 75F
Back Rise: 45F
Taunt: Chun Li yawns, puts her hands on her hips, and leans forward saying “ Anata wa unzari da wa ” (You are boring me) Increases Chun Li’s stun rating by 15. Can be done a max of five times for a total bonus of 75.
Throw Range: 22
Throws:
Koshuto (Tiger Attack Drop) – LP+LK: Chun Li grabs her foe by the head with her left hand, places her left leg behind them, and pushes her left hand forward pushing them head first into the ground. 4F Startup 120 Damage/120 Stun
Tenshinshūkyaku (Turnover Eagle Kick) – B+LP+LK: Chun Li does a hand stand on her opponent’s shoulders, flips over them, and kicks them in the back of the head. 4F Startup 110 Damage/150 Stun
Ryuseiraku (Dragon Star Fall) Air Throw – LP+LK: (In Air) From any jump, Chun Li grabs her opponent by the forehead and drives them head first into the ground. 4F Startup 150 Damage/150 Stun
Unique Attacks:
Sōrenshō (Twin Chain Palms)- B+MP: Chun Li performs a left slap, back slap combination. 5F Startup 2 hits 90 Damage/120 Stun 0 on Hit/-4 On Block
Tsuitotsuken (Just Thrust Punch) F+MP: Chun Li twists her torso 180° and thrust forward with a knife hand punch. 7F Startup 60 Damage/120 Stun +3 on Hit/0 on block
Hakkei (Strength Discharge) – B+HP: Chun Li strikes her opponent with a double open palm strike. 7F Startup 90 Damage/150 Stun +3 on Hit/+2 on Block
Sen’enshu (Whirlwind Circle Leg) – DF+MK: (Overhead) Chun hits her adversary with a standing front flip axe kick. 18F Startup 80 Damage/100 Stun +3 on Hit/-2 On Block Airborne 3F to 15F
Senjōshū (Pointed Staff Leg) – F+MK: Chun Li performs an advancing left side kick. 10F Startup 70 Damage/120 Stun +1 on Hit/-3 On Block
Kakushu Raku Kyaku (Crane Neck Falling Leg) – B+MK: Chun strikes with a right front kick that leaves her leg straight in the air. If the kick button is held down, she bring her leg back down onto her opponent. 6F Startup
- Uncharged 70 Damage/100 Stun. -1 on Hit/-2 on Block
- Charged 3 Hits 110 Damage/150 Stun +3 on Hit/-6 on Block
Yosokyaku (Hawk Claw Leg) – D+MP: (In Air) From any jump, Chun Li has executes a left leg stomp that can be done up to three times in a row. Can also be canceled into from Rankyaku. 5F Startup 60 Damage/60 Stun
Tenkukyaku (Sky Kick) – B+HK: (Anti Air) Chun Li hits her foe with a standing upward heel kick. Attack has limited horizontal range. 8F Startup 90 Damage/150 Stun +2 on Hit/0 on Block
Yoku Sen Kyaku (Rotating Wing Kick) – F+HK: Chun Li hops forward to striking her adversary with a sweeping, 180° , front leg jumping kick. Goes over low attacks. 12F Startup 90 Damage/150 Stun +2 on Hit/-2 on Block
Kaku Kyaku Raku (Crane Leg Fall) – DF+HK Chun Li flips over her opponent and kicks them in the back of the head. 26F Startup 90 Damage/150 Stun +8 on Hit/-6 on Block
Zen Riposte:
Sou Hakkei (Twin Force Exert) – D,DB,D+P: Chun Li pulls her arms overhead, thrust them forward, and with her palms together striking her enemy. Attack leaves them standing and Chun Li +2. 40 Damage/50 Stun Knocks Foe ½ Screen Away
Hyakuretsukyaku (Hundred Rending Leg) – D,DB,D+K: Chun Li strikes with a near instant 4 hit barrage of low and high sides kicks with the final kick send her opponent flying away from her. 40 Damage/50 Stun
Zen Trance:
Fūyoku (Wings of Wind) - QCF+3K: Chun Li uses 4 bars (all) of her Z-Gauge is surrounded by a blue-white aura. Access to EX Moves, Z-Ripostes, and Z-Arts if forfeited for the rest of the round. In exchange Chun Li gains greatly improved juggle capabilities.
- Kikoken - juggles at close range
- Kikoshu - causes a juggle state at any range
- Kaitenteki Kakukyakushu – the final hit pops the opponent into air for juggle combos.
- Tenka Kakukyakushu – if the attack hits her opponent, Chun Li will land first leaving them in a juggle state above her.
- Rankyaku – the initial hit that knocks the opponent into the air no longer counts against Chun Li’s juggle limit.
- Sanbyakuretsukyaku – knock down state is replaced with a juggle state. The stronger the kick button, the higher the opponent is juggled.
- Nihakyu Zankushu – if the attack hits her opponent, Chun Li will land first leaving them in a juggle state above her.
- Tenatsuen Kakushu – instead of inducing a knock down, Chun Li’s opponent is bounced into the air on hit. The stronger the kick button, the higher the opponent is launched.
Specials:
Kikoken (Spirit Cultivation Fist) – Charge B,F+P: Chun Li pulls her arms over head, leans back, and then bends over at the waist thrusting both of her palms in front of her creating a translucent oblong sphere of blue ki. Punch button determines startup and travel distance. . All Versions 60 Damage/100 Stun. LP (11F Startup, 44 Total Frames, Full Screen), MP (10F Startup, 42 Total Frames, ¾ Screen) HP (9F Startup, 40 Total Frames, ½ Screen) EX (10F Startup, 38 Total Frames, Full Screen, 100 Damage/120 Stun)
Kikoshu (Spirit Cultivation Kick) – Charge B,F+K: Chun Li twists her torso back 180° while cocking back her right leg before exploding into waist level roundhouse kick that generates a large translucent oblong sphere of blue ki. Kick button determines startup and damage. All versions travel full screen and knock down the opponent. LK (16F Startup, 49 Total Frames, 70 Damage/100 Stun), MK (18F Startup, 54 Total Frames. 2 Hits 80 Damage/120 Stun) HP (21F Startup, 61 Total Frames. 3 Hits, 90 Damage/150 Stun) EX (18F Startup, 48 Total Frames, 3 hits 120 Damage/150 Stun)
Kaitenteki Kakukyakushu (Rotating Crane Leg Kick) – Charge D,U+K: Chun Li performs a handstand split kick and then rising into the air rotating swiftly while advancing forward through he air. First hit forces stand. All versions knock down. LK (8F Startup 120 Damage/200 Stun -6 on Block) MK (14F Startup 140 Damage/200 Stun -8 on Block) HK(18F Startup 160 Damage/200 Stun) EX(5F Startup, Full Invincible, Spins In Place, 160 Damage/200 Stun -8 on Block)
Tenka Kakukyakushu (Sky Vortex Crane Leg Kick) – QCB+K: (In Air) From any jump, Chun Li performs an inverted rotating spin kick. Attack advances forward from neutral or forward jump. Attack moves backward from back jump. The kick button pressed determines the travel distance and damage. All versions deal 120 Damage/200 Stun and have 10F Startup and 8F of Landing Recovery. LK (¼ Screen) MK (½ Screen) HK(¾ Screen) EX (6F Startup and 6F of Landing Recovery, 150 Damage/200 Stun, Chun Li descends straight downward, Vacuum Effect)
Rankyaku (Luan Leg) – F,D,DF+K: Chun Li executes a low angle command jump. Her knee strikes the opponent at close range allowing for juggle combos. Attack can be canceled into any jump normal or special attack. Gains an exclusive follow up attack. Kick button alters the ascent angle. All versions 10F Startup up 60 Damage/60 Stun. LK (35°) MK(40°)HK(45°) EX (8F Startup 80 Damage/80 Stun, Invincible to Airborne Attacks. LK+MK 35°, LK+HK 40°, MK+HK 45°)
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Sōseikyaku (Twin Pupils Leg)– MP+MK: From Rankyaku, Chun Li executes a flying kick with left leg extended at an upward angle. Causes a juggle state. 11F Startup 100 Damage/120 Stun.
Sanbyakuretsukyaku (Three Hundred Rending Legs) – HCB+K: Chun Li strikes her adversary with a swift and power waist level left round house kick that spins them around so rapidly that they are lifted off the ground. She then proceeds to kick them so rapidly that her left leg seemingly disappears from view with only her opponents impact reactions indicating that her leg is still there. All versions knock down. Kick button determines, startup, damage, and Chun Li’s advantage after a forward dash. LK (6F Startup 12 Hits 80 Damage/100 Stun, -2 After Dash, -2 on Block) MK (9F Startup 15 hits 100 Damage/120 Stun, 0 After Dash, -4 on Block) HK(12F Startup 18 Hits 120 Damage/150 Stun, +2 After Dash, -6 on Block) EX(6F Startup 21 Hits 150 Damage/200 Stun, +2 After Dash, -2 on Block)
Nihakyu Zankūshū (Two Hundred Air Slashing Kick) -QCF+K: (In Air) From any jump, Chun Li performs a rapid barrage of left kicks. LK(5F Startup 8 Hits 70 Damage/80 Stun +4 on Hit/-2 On Block) MK(8F Startup 10 Hits 90 Damage/100 Stun +4 on Hit/-2 on Block) HK(10F Startup 12 Hits 100 Damage/120 Stun Knocks Down/-3 on Block) EX(5F Startup 14 Hits 120 Damage/150 Stun Knocks Down/-6 on Block)
Tenhanten Kakushu (Heaven Rolling Crane Kick) – QCF+K: Chun Li performs a somersault front flip into a full split kick with her arms spread wide like a birds wings. Kick an go over projectiles with proper timing but has no projectile invincibility. Kick button determines startup, distance, and damage. All versions knock down. LK (17F Startup 70 Damage/120 Stun, ½ Screen, -6 On Block, Airborne 4F to 15F) MK(20F 80 Damage/150 Stun, 5/8 Screen, -6 on Block, Airborne 5F to 18F) HK(25F 100 Damage/200 Stun, ¾ Screen, -6 on Block, Airborne 5F to 23F) EX(25F 100 Damage/200 Stun, Hold Back ½, Neutral 5/8, Hold Forward ¾ Screen, -2 on Block, Airborne 3F to 23F, Fully Projectile Invincible)
Zen Art 1:
Kikosho (Spirit Cultivation Palm) – QCFx2+P: Chun Li leans backward at the waist while pulling both arms overhead before thrusting them forward with two open palms creating a massive sphere of blue-white ki that envelops both her and her foe. 28 Hits (28x10)
- 280 Damage
- 100 Stun
- 2 Bars of Z Gauge
Zen Art 2:
Tenshoretsukyaku (Ascension Rending Legs) – QCBx2+K: Chun Li carries her opponent into the air with a low angle jumping knee strike (Rankyaku), blitzes them with a barrage of rapid left leg strikes (Gohakyu Zankushu – Five Hundred Air Slashing Kick), before slamming them into the ground with a rolling front flip split kick (Tenatsuen Kakushu). Kick button pressed determines ascent angle. LK (35°) MK(40°)HK(45°) 32 Hits. (1x50, 30x7, 1x100)
- 360 Damage
- 180 Stun
- 3 Bars of Z Gauge
Zen Art 3:
Senretsukyaku (Thousand Rending Legs) – QCFx2+K: Chun Li strikes her adversary with a swift and power waist level left round house kick that rapidly spins her foe off the ground. She then proceeds to strike them with a blistering barrage of 40 kicks before, hitting them with a spinning back kick that sends them sailing across the screen. 42 Hits (1x100, 40x5, 1x150)
- 450 Damage
- 150 Stun
- 4 Bars of Z Gauge
Reasons to be in SFVI:
Chun Li found an open invitation to the World Martial Art’s tournament in Li-Fen’s office. The envelope of the letter was addressed to the school’s master. However, the letter itself was addressed to her. It was clearly sent before she named Li-Fen as the school’s head master. She was content to let Li-Fen represent the school in the tournament but Chun Li recognized the handwriting. Chun Li smiled and uttered. “Let’s just see how strong you have gotten.” Chun Li called into her office, took her unused vacation days, and booked a flight to the tournament.
Ryu
Summary
Name: Ryu
Nickname: Wandering Master
Sex: Male
Ethnicity: Japanese
Height: 5ft 10in (1.78m)
Weight: 198lbs (90kg)
B/W/H: 46-32-34 (117cm-81cm-87cm)
Hometown: Unknown, Japan
Appearance: Ryu is a well built, middle aged man. He has dark brown eyes, short black hair, a mustache, and full beard. There is a red bandanna tied around his forehead. Ryu is shirtless with only red taped wrapped around his lower abdomen. His hands and wrists are wrapped in black tape up to his knuckles leaving his fingers exposed. Ryu wears white gi pants on his legs with a black belt tied around his waist. The belt has the four kanji ( 風 , 林 , 火 , and 山 ) that make up the Furikazan embroidered in gold on the right end. Ryu wears red slippers on his feet.
Occupation: Instructor/Street Fighter
Likes: Training, Fighting (Strong Opponents), Mizuyokan, Improving (His technique)
Dislikes: Complacency
Fighting Style: Mu No Hado Ansatsuken
Tone: Ryu is serious
Origins: Orphaned at the age of eight years old. Ryu was taken in and raised by Gouken. Gouken was master of his own brand of Ansatsuken. Ryu would observe Gouken as he trained and emulate the movements he saw. Gouken toke notice of this and began to formally train him. For the first few years of his time with Gouken, the pair trained alone at his master’s dojo in the mountains of Japan. Occasionally masters of other martial arts disciplines would appear and spar with Gouken. Master Retsu being the most frequent of them.
Shortly after his twelfth birthday, one of Gouken’s friends appeared with his son. The boy was brash and a bit hard headed. He attempted to scuffle with Ryu and was promptly floored by Ryu. Gouken ordered Ryu to fetch him two buckets of water from the falls in north of dojo. When he returned, Gouken’s friend was gone but his son remained. The boy Ken would be training with him. Despite their rough initial encounter, the two became fast friends. Ryu was happy to have someone his own age around. Although he had an edge in experience, Ken quickly caught up to him. His unpredictable and aggressive style often caught Ryu off guard, forcing him to have to be ready for anything. Ryu’s defense and counters forced Ken to be more measured with his offense. Their drive to best each other and opposite philosophies causes the two boys to improve rapidly. Over the course of the next decade, they developed into masters in their own right.
Feeling it was time for them to set out on their own, Gouken told the boys…now young men. That was time for them to embark on their Musha shugyō. Ken would return to America and take their martial arts scene by storm becoming All American Martial Arts Champion. Ryu would shock the world by defeating the Muay Thai Emperor Sagat. The friends would meet up to have a match of their own before going to share their news with their Master Gouken. When the pair headed for Gouken’s dojo, they saw their master embroiled in combat with another fighter near the top of a waterfall. That fighter, Akuma, would seemingly strike a fatal blow against their master, causing him to fall into the waters below. The duo couldn’t even land a blow on their master’s brother who simply uttered. “You are not ready.” before disappearing into the darkness. Ryu and Ken searched the waters for the masters body but could not find it. They assumed it had been swept down stream.
The battle between Mu No Hado and Satsui No Hado that Ryu witness would be indicative of his own life. Although his struggle was internal. The battles he would have with his friend Ken, rival Sagat, and Bison the head of Shadaloo would pale in comparison to his internal battle with the darkness within. Akuma would periodically appear and goad him. Trying to get him to walk the same Satsui No Hado path. True the help of his friends and return of his master Gouken. Ryu would come to grips with the dark power. Finally excising it with the help of Yoga Master Dhalsim. This darkness would manifest it self as a perverted and twisted dark from of Ryu. This phantom, this shadow, this Kage would try in vain to show Ryu that he was nothing without him. It would fail and be dispersed by the light of his Mu No Hado.
Ryu would continue his journey towards self improvement with even more vigor. The dark burden no longer hung over him. His master was still alive, the tiny part of hi heart that desired for revenge no more. Slowly, over time, Ryu would fade from the spot light. As did Akuma shortly there after. Did fell the “Supreme Master of Fist” and retire. Did they two warriors slay each other in battle? No one, not even those closest to him new for certain.
His Rival: Ken
Stamina: 1050/ Boss: 1200
Stun: 1050/ Boss: 1200
Stun Recovery: 20F
Forward Dash: 14F
Back Dash: 20F
Forward Walk Speed: 4 Boss: 4.8
Back Walk Speed: 3 Boss : 3.6
Forward Dash Distance: 1.5
Back Dash Distance : 1.5
Normal Rise: 72F
Quick Rise: 36F
Delayed Rise: 90F
Back Rise: 54F
Taunt: Ryu adjusts the ropes wrapped around his fist and then resumes his fighting stance. 30 Stun is added to his next Uncharged or Level 1 Charged Raiko Gohadoken. His level 2 Charged Raiko Gohadoken will cause guard break.
Throw Range: 25
Throws:
Seoi Nage (Shoulder Throw) – LP+LK: Ryu grabs his foe and shoulder throws them into the ground in front of him with great force. 4F Startup 130 Damage/130 Stun
Tomoe Nage (Somersault Throw) – B+LP+LK: Ryu grabs his foe, puts his right foot into their chest, and falls backward kicking them behind him. 120 Damage/150 Stun
Unique Attacks:
Sakotsu Wari (Collarbone Breaker) – F+MP: (Overhead) Ryu hits is foe with a right overhand punch to the clavicle. 14F Startup 80 Damage/100 Stun +1 on Hit, -6 on Block Boss: 12F Startup +2 on Hit
Mizochi Kodakii (Solar Plexus Strike) -F+HP: Ryu strikes with an advancing underhand right punch to the center of his adversary’s torso. 17F Startup 90 Damage/150 Stun +8 on Hit, -2 on Block Boss: Damage increased to 100, -1 on Block
Senpu Kyaku (Whirlwind Kick) – F+MK: (Overhead)Ryu hops forward and strikes with spin kick. Attack goes over low attacks. 18F Startup 70 Damage/100 Stun +3 on Hit/-2 on Block Boss: Advantage on hit is +4
Ono Kyaku (Axe Kick) – B+HK: Ryu hits his opponent with a standing right axe kick. This attack is not an overhead. 9F Startup 90 Damage/150 Stun +4 on Hit/-2 on Block Boss: Advantage on hit is +5
Nigenteki Ren (Dual Chain) – LP,LK: Ryu strikes with a swift left jab into left low kick combination 4F Startup 50 Damage/80 Stun +1 on Hit/-4 on Block Boss: 60 Damage/100 Stun +2 on Hit/-2 on Block
Jodan Sanrengeki (High Level Three Chain Kick) – MP,HP,HK: (Target Combo) Ryu strikes his foe with a left gut punch, right straight punch into left high roundhouse kick. 7F Startup 90 Damage/120 Stun Knocks down on Hit/-7 on Block combination. Boss: 100 Damage/150 stun
Zen Riposte:
Baku Ken (Bursting Fist) – B,DB,D+P: Ryu hits his opponent with a spinning back elbow to the abdomen. 40 Damage/50 Stun Leaves Foe Standing
Bofu Shu (Rave Wind Kick) - B,DB,D+K: Ryu strikes his adversary with a high back right kick to the head. 40 Damage/50 Stun Knocks Down
Zen Trance:
Muhi Boei (Unmatched Defense) – QCF+PPP: Ryu gains the ability to parry his foes attacks. In addition , the Ryu Tsukisasu Kougeki gains improved startup and damage. Hyakryu Goheki has faster startup and landing recovery.
- Takai Henko (High Deflection) – HP+HK: Parries mid, high, and jumping attacks. 2F Startup 20F Recovery on whiff.
- Hikui Henko (Low Deflection) – D+HP+HK: Parries low attacks. 2F Startup 15F Recovery on whiff.
- Ten Henko Chikaku (Sky Deflection Near) – HP+HK: (In Air) Parries air attacks and leaves Ryu close to his foe. 2F Startup 20F Landing Recovery on whiff.
- Ten Henko Toi (Sky Deflection Far) – D+HP+HK: Parries air attacks and leaves Ryu a ½ screen away from his foe. 2F Startup 20F Landing Recovery on whiff.
- Ryu Tsukisasu Kougeki – LP Startup Reduced from 12F to 10F, MP from 16F to 14F, HP from 20F to 17F.
- Hyakryu Goheki – Startup Reduced from 4F to 2F, Landing Recovery Reduced from 20F to 10F
- Muhi Boei is always active for the Boss version of Ryu
Specials: Ryu does NOT have any EX Specials
Raiko Gohadoken (Lightning Strong Surge Fist) – QCF+P: Ryu pulls back both his hands concentrating a his ki into an electric charged projectile that he hurls toward his opponent and shocks them on impact. This attack can be charged. Punch button determines the projectile speed. LP (Slow), MP Fast), HP (Fastest)
- Uncharged – 14F Startup 44 Total Frames, 70 Damage/120 Stun, Boss: 11F Startup 41 Total Frames 80 Damage/120 Stun
- Leve1 Charge – 18F Startup 49 Total Frames 2 Hits, 90 Damage/150 Stun, Boss: 15F Startup 46 Total Frames 100 Damage/150 Stun
- Level 2 Charge – 22F Startup 55 Total Frames 3 Hits, 120 Damage/200 Stun Boss: 19F Startup 50 Total Frames 140 Damage/200 Stun
Raiko Goshoryuken (Lightning Strong Rising Dragon Fist) – F,D,DF+P: Ryu strikes with a powerful rising left uppercut that electrifies his opponent. All version are invincible to airborne attacks. LP (3F Startup 110 Damage/150 Stun) MP (4F Startup 130 Damage/170 Stun) HP (5F Startup 150 Damage/180 stun) Boss: All versions are startup invincible. LP 120 Damage/160 Stun, MP 140 Damage/180 stun, HP 160 Damage/200 Stun
Ryu Tsukisasu Kougeki (Dragon Thrust Strike) – HCB+P: Ryu thrusts forward with a powerful straight left punch. If time properly Ryu intercepts his opponents attack and follows up with powerful straight back elbow strike that knocks down the opponent. LP (12F Startup Strike Only: 60 Damage/120 Stun With Counter: 120 Damage/150 Stun, +0 After Forward Dash.) MP (16F Startup Strike Only: 80 Damage/140 Stun With Counter: 150 Damage/180 Stun, +1 After Forward Dash.) HP (20F Startup Strike Only: 100 Damage/150 Stun With Counter: 180 Damage/200 Stun, +2 After Forward Dash.) Boss: LP 10F Startup, MP 14F Startup, HP 17F Startup.
Hyakryushu – (Hundred Dragon Assault) – F,D,DF+K: Ryu jumps forward, rolls himself into a ball and strikes his opponent with varying options. LK (40 Total Frames) MK (41 Total Frames) HK (42 Total Frames) Boss: Total Frames are reduced by 2F
-
Hyakryu Gozan (Hundred Dragon Strong Slash) - No Input: Ryu performs a sliding sweep kick. 4F Startup 100 Damage/200 Stun -6 on Block Boss: -2 on Block
-
Hyakryu Gosho (Hundred Dragon Strong Pierce) – P: Ryu hits his opponent with a flying double open palm strike that causes a hard knockdown. 8F Startup 100 Damage/150 Stun Boss: 7F Startup 120 Damage/160 Stun
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Hyakryu Goheki (Hundred Dragon Strong Wall) – K: Ryu takes an aerial defensive stance. If his opponent strikes, their attack is deflected, leaving them in a juggle state. 4F Startup 20F Landing Recovery on whiff. Boss: 2F Startup 10 F Landing Recovery on whiff
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Hyakryu Gosai (Hundred Dragon Strong Smash) – LP+LK: (Throw) Ryu grabs his standing opponent and strikes with a backflip knee into an aerial right hand chop that drives his opponent into the ground. 5F Startup 150 Damage/200 Stun Boss: 3F Startup 180 Damage/240 Stun
-
Hyakryu Gotsui (Hundred Dragon Strong Fall) – LP+LK: (Air Throw) Ryu grabs his aerial opponent by the head and drives them, head first, into the ground. 5F Startup 150 Damage/200 Stun Boss: 3F Startup 180 Damage/240 Stun
Gorai Sokutogeri (Booming Thunder Foot Edge Kick) – HCF+K: Ryu charges his left foot with a electric kick and strikes his foe with a high standing side kick. LK (10F Startup 80 Damage/150 Stun) MK(14F Startup 100 Damage/160 Stun) HK (16F Startup 120 Damage/180 Stun) Boss: All versions startup 2F faster.
Denko Tatsumaki Kyaku (Lightning Tornado Leg) – QCB+K: Ryu’s legs crackle with electricity as he jumps into the air and strikes with an advancing rapidly spinning kick. LK version juggles and allows for a follow up from any 3F attack. LK (9F Startup 100 Damage/150 Stun) MK(11F Startup 120 Damage/150 Stun) HK (13F Startup 130 Damage/160 Stun) Boss: All versions startup 2F faster.
Raitei Kado Zankukyaku (Thunder Vortex Slashing Air Leg) -QCB+K: (In Air) From any jump, Ryu strikes his opponent with an electrified spinning kick. LK (7F Startup 70 Damage/100 Stun, Causes Juggle State) MK(8F Startup 80 Damage/100 Stun. Can Cross Up) HK (9F Startup 100 Damage/180 Stun, Causes Hard Knockdown) Boss: LK 80 Damage/120 Stun, MK 90 Damage/120 Stun, HK 120 Damage/200 Stun
Zen Art 1:
Raijin Gohadoken (Lighting God Strong Surge Fist) QCFx2+P: Ryu focuses his energy through his fists, manifest a large electrical hadoken that he hurls at his opponent at varying speeds. LP (Slow), MP (Fast), HP (Fastest)
- 240 Damage Boss: 320 Damage
- 300 Stun Boss: 400 Stun
- 2 Bars of Z Gauge
Zen Art 2:
Ryuujin Tsukisasu Kougeki (Dragon God Thrust Strike) – QCBx2+P: Ryu thrusts forward with a blindingly fast straight right punch that creates a shock wave upon impact. He follows that up with a left open palm strike to the sternum that sends the opponent slamming into the right side of the screen and bouncing back towards Ryu allowing for a juggle combo if timed properly,
- 300 Damage Boss: 400 Damage
- 180 Stun Boss: 240 Stun
- 3 Bars of Z Gauge
Zen Art 3:
Ryuujin Shoken (Dragon God Rising Fist) – QCFx2+K: Ryu’s right arm coarses with electric ki as he pulls it back and then uppercuts his opponent in the abdomen with great force and speed. A shock wave rings out as his opponent doubles over and Ryu strikes them in the chin with blindingly quick ascending left uppercut that sends his foe sailing high into the air. Ryu lands first, allow him to follow with a Raiko Hadoken (better oki) or MK Gorai Sokutogeri for (corner carry/damage) with proper timing. Boss: Lands faster, allowing to follow up with a Jump MP into FP Raiko Goshoryuken for max damage or a HK Gorai Sokutogeri for maximum corner carry,
- 450 Damage Boss: 600 Damage
- 150 Stun Boss: 200 Stun
- 4 Bars of Z Gauge
Hidden Art:
Shin Mukougeki (True Void Strike) 360°+P – Ryu pulls back his right fist slowly while tiny spheres of blue ki are drawn to it from all angles. His fist begins to illuminate with a blinding blue white light and he strikes with an incredibly fast yet brutally powerful straight right punch to his foe’s sternum. Upon impact the punch creates a massive shock wave and shoots a ray of blue white ki through their torso.
- 360 Damage Boss: 480 Damage
- 360 Stun Boss: 480 Stun
- 4 Bars of Z Gauge
Reasons to be in SFVI:
After spending more than decade training a disciple and improving his own skills. It is Ryu that sends out the invitations for the World Martial Arts tournament. He hasn’t clashed with Ken three years and hasn’t seen his disciple in two. Ryu aims to measure his skills against the best the world has to offer, as well as catch up with those closest to him.
Mel Masters
Summary
Name: Mel Masters
Nickname: Heir To The Flame
Sex: Male
Ethnicity: American
Height: 5ft 11in (1.80m)
Weight: 187lbs (85kg)
B/W/H: 45-33-34 (114cm-84cm-87cm)
Hometown: Seattle, Washington
Appearance: Mel has long blonde hair and green eyes. His hair is a pulled into pony tail that hangs down his back to his waist. He has on a yellow sleeveless lycra shirt. The neck and arm openings of the shirt are dark blue. Mel’s arms are bare and he has dark blue, fingerless, MMA style gloves on each of hi hands. There are dark blue gi pants on his legs. They are held up with a yellow karate belt that tied at his waist. Mel wears black ankle high athletic shoes with yellow laces and dark blue soles on his feet. Note: Like his mother, Mel is a natural blonde, thus his eye brows are blonde as well.
Occupation: Professional Fighter
Likes: “Uncle” Ryu, Training, ATVs, Baseball, Camping
Dislikes: Satsui No Hado, Dishonorable Fighters
Fighting Style: Enen no Ansatsuken (Blazing Assassin’s Fist)
Tone: Mel has calm and reserved personality.
Origins: Mel is the son of Masters Corporation CEO and former All American Martial Arts champion Ken Masters. Mel has trained with his father since he could walk. Although he shares his father’s passion for martial arts, Mel has his mother’s more reserved personality. In contrast to his father’s in your face rush down fighting style, Mel uses his speed for defense and countering his opponents. His father often remarked, “You fight like your Uncle Ryu.”
While growing up, his Uncle Ryu would periodically show up. Mel looked forward to seeing Ryu and his father clash. He preferred the Ryu fought and was often inspired by the techniques he saw. Mel became worried when he didn’t see his Uncle for a few years. He feared something had happened to him. Then he showed up one day with a young girl with auburn hair. Unlike his previous visits, Ryu didn’t stay for a couple of weeks. He stayed for a six months. In that time, Mel would frequently spar with Ryu’s new student, who fought more like his father than he did. Ryu and his student would leave and then come back six months later and the scenario would repeat again.
Initially, Mel’s relationship with Ryu’s pupil was contentious. She call him “Rich boy” or “Spoiled Prince” to insult him. Over time these insults transitioned to terms of endearment. Just like their teachers before them, their rivalry and opposite mindsets fueled a rapid improvement of their skills.
Despite a life of privilege, Mel is humble. If he has a choice, Mel opts for the utilitarian item over the flashy one. That said, he’s not above using his families wealth when it comes to helping him become a better martial artist. Instead asking for fancy cars and the like, Mel would ask for other top martial artist to be flown in to spar with. He sold the exotic sportcar his father gifted him for his 16th birthday to build his own dojo, weight room, and get new camping gear. He’d spar with his father, his rival, and even his Uncle Ryu in his dojo. However this was short lived. That was the last time he’s see his Uncle Ryu or his rival for sometime.
After graduating high school, much to his mother’s chagrin, Mel went on his version of a Musha shugyō. He took off with little notice. Fighting in various local and regional MMA events under an assumed name. In only two years, Mel would earn his own All American Martial Arts title. He would defend his title and continue to improve but all this accomplishments felt empty. He wanted to test himself against old rival and his Uncle Ryu.
His Rival: Shu
Stamina: 1000
Stun: 1000
Stun Recovery: 22F
Forward Dash: 17F
Back Dash: 25F
Forward Walk Speed: 4.8
Back Walk Speed: 3.6
Forward Dash Distance: 2
Back Dash Distance: 2
Normal Rise: 64F
Quick Rise: 32F
Delayed Rise: 80F
Back Rise: 48F
Taunt: Mel stands straight up. He looks at his opponent and slams his hands together, left open palm against right fist, at chest level. They both to ignite into flame. He says, in English, “Come on, let’s have a good fight.” The next projectile attack he throws gets a 10 damage/20 Stun buff or his next counter Enkou Kaito or Goshoryu Rekka gets a 20 Damage/10 Stun buff.
Throw Range: 24
Throws:
Nensho Kagai (Burning Assault) – LP+LK: Mel shoulder throws his opponent into the ground in front of them causes them to bounce up off the ground. He then kicks them away with a jumping left side kick. 4F Startup 120 Damage/120 Stun
Enen Nage (Blazing Throw) – B+LP+LK: Mel clinches his opponent, hits them left-right knee combination, and then should throws them behind him. 4F Startup 110 Damage/150 Stun
Unique Attacks:
Gakuhatsu (Chin Buster) – B+MP: Mel hits his adversary with a quick left hook to the jaw. 5F Startup 60 Damage/90 Stun +1 On Hit/-2 On Block
Tokotsu Wari (Skull Breaker) - F+HP: Mel hops forward and strikes his opponent with an overhand right punch. Punch goes over low attacks. 16F Startup 90 Damage/150 Stun +5 On Hit/-1 On Block
Mizochi Kyaku (Solar Plexus Kick) -F+MK: Mel strikes with a step forward right front kick to the center of his adversary’s torso. 14F Startup 80 Damage/120 Stun +4 on Hit, -2 on Block
Sakotsu Kyaku (Clavicle Kick) – F+HK: Mel hits his foe with a step forward right turning kick to the collarbone. 10F Startup 90 Damage/150 Stun +4 on Hit/-2 on Block
Hanshou Kakato Otoshi (Soaring Heel Drop) – B+HK: (Overhead) Mel hops forward while raising his left leg perpendicular to the ground and drops it violently down onto his opponent as he lands. Kick goes over low attacks. 18F Startup 90 Damage/150 Stun +4 On Hit/-1 On Block
Hanshou Youdou (Soaring Diversion) – B+HK,HP: Mel hops forward and immediately lands in lieu of attack. You must press immediately HP after HK to trigger the feint. 22 Total Frames.
Ganmen Wari (Face Breaker) – B+MP, F+HP: (Target Combo) Mel strikes with a swift left hook to the jaw followed by a right superman punch to the forehead. 5F Startup 90 Damage/120 Stun Knocks Down On Hit/-10 On Block can be canceled into LK Shakunetsu Gorasen
Kanetsu Kyaku (Hot Foot) – F+MK, D+HK: (Target Combo) Mel hits his foe with a step right front kick into right back sweep combination. 14F Startup 110 Damage/150 Stun Knocks Down On Hit/-12 On Block
Zen Riposte:
Enkou Ken (Flame Fist) – B,DB,D+P: Mel strikes with a step forward straight right fist to the sternum that knocks his opponent a ½ Screen Away. 40 Damage/50 Stun Knocks Down
Enten Shu (Blazing Heat Kick) - B,DB,D+K: Mel hits his opponent with a 360° spin kick to the face. 40 Damage/50 Stun Leaves Foe Standing
Zen Trance:
Inkaten (Flash Point) – QCF+3P: Mel’s hands and feet gain fiery auras improving his defense and zoning capabilities. Meluses 4 bars (all) of his Z-Gauge and his hands and feet gain a fiery red-orange aura. Access to EX Moves, Z-Ripostes, and Z-Arts if forfeited for the rest of the round. In exchange Mel gains improved zoning and defensive capabilities.
- Stun Recovery is reduced from 22F to 16F
- Back Dash frames decreased from 25F to 20F
- Back Walk speed increased from 3.6 to 4.8
- Nensho Hadoken - Startup reduced from 15F to 12F, Total Frames Reduced from 45 to 42
- Nensho Tenhado - Startup reduced from 15F to 12F, Total Frames Reduced from 45 to 42
- Nenshoku Hado - Startup reduced from 11F to 9F, Ascending Jump Landing Recovery reduced from 7F to 6F, Descending Jump Recovery reduced from 9F to 8F
- Enkou Kaito - Recovery on whiff reduced from 16F to 8F. Successful counters now cause a juggle state.
- Rekkashu – Second Follow disadvantage on block reduced from -12 to -2 (LK), -15 to -4 (MK), and -18 to -6 (HK).
- Shakunetsu Gorasen – Landing Recovery Reduced from -12 to -2 (LK), -15 to -4 (MK), and -18 to -6 (HK).
- Kuchu Nensho Senpu – Landing Recovery Reduced from 10F to 6F.
Specials:
Nensho Hadoken (Burning Surge Fist)– QCF+P: Mel pulls back his left arm and thrusts forward hurling a burning projectile at his foe. All versions 15F Startup 45 Total Frames 60 Damage/100 Stun. Punch button determines projectile speed. LP version moves very slowly, allowing Mel to follow behind it. LP(Very Slow) MP(Fast) HP(Very Fast) EX 12F Startup 42 Total Frames 120 Damage/200 Stun (LP+MP Very Slow, LP+HP Fast, MP+HP Very Fast)
Nensho Tenhado (Burning Sky Surge) – QCB+P: Mel pulls back his left arm and thrusts it upward, hurling a flaming projectile at his opponent. All versions 15F Startup 45 Total Frames 60 Damage/100 stun. Punch button determines projectile ascent angle. Will only hit airborne opponents. Causes a juggle state on hit. LP (30° Angle). MP (45° Angle) HP (60° Angle) EX 12F Startup 42 Total Frames 120 Damage/200 Stun (LP+MP 30° Angle, LP+HP 45° Angle, MP+HP 60° Angle)
Nenshoku Hado (Burning Air Surge)– QCF+P (In Air): From any jump, Mel pulls back his left arm and thrusts it downward hurling a flaming projectile at his opponent. Projectile descent angle is determined by the punch button pressed. 11F Startup 60 Damage/100 Stun. 7F Landing Recovery/Ascending Jump, 9F Landing Recovery/Descending Jump. LP (60° Angle). MP (50° Angle) HP (40° Angle) EX(9F Startup, 90 Damage/150 Stun, 6F Landing Recovery/Ascending Jump, 8F Landing Recovery/Descending Jump, LP+MP 60° Angle, LP+HP 50° Angle, MP+HP 40° Angle)
Enkou Kaito (Flame Answer) – QCB+K: (Counter) Mel intercepts his opponents attack and counters with a concussive flaming back fist. Counter sends his opponent a full screen away. 2F Startup 16F Recovery on whiff. LK (Low 180 Damage/200 Stun) MK, (Mid/High 150 Damage/200 stun) HK (Aerial Attacks 150 Damage/200 Stun) EX 1F Startup 8F Recovery on whiff. (LK+MK Low 200 Damage/250 Stun, LK+HK Mid/High 180 Damage/250 Stun, MK+HK Aerial Attacks 180 Damage/250 Stun)
Rekkashu (Raging Fire Kick)– QCF+K: (Rekka) Mel strikes with his adversary with a flaming high roundhouse kick that can be turned be followed up with up to two more attacks.
LK - 7F Startup 50 Damage/50 Stun +0 On hit/-2 On Block
- First Follow Up - QCF+K :7F Startup 50 Damage/60 Stun -1 On hit/-5 On Block
- Second Follow Up - QCF+K :7F Startup 60 Damage/50 Stun Knocks Down/-12 On Block
MK - 8F Startup 50 Damage/60 Stun -1 On hit/-5 On Block
- First Follow Up - QCF+K :7F Startup 60 Damage/60 Stun -2 On hit/-6 On Block
- Second Follow Up -QCF+K: 8F Startup 60 Damage/60 Stun Knocks Down/-15 On Block
HK - 9F Startup 60 Damage/60 Stun -4 On hit/-8 On Block
- First Follow Up – QCF+K: 7F Startup 60 Damage/70 Stun -3 On hit/-8 On Block
- Second Follow Up – QCF+K: 8F Startup 60 Damage/70 Stun Knocks Down/-18 On Block
EX - 7F Startup 60 Damage/70 Stun +0 On hit/-2 On Block
- First Follow Up – QCF+KK: 7F Startup 70 Damage/60 Stun -2 On hit/-6 On Block
- Second Follow Up – QCF+KK: 9F Startup 70 Damage/70 Stun Knocks Down/-12 On Block
Shakunetsu Gorasen (Scorching Heat Great Spiral) – F,D,DF+K: (Anti Air) Mel’s right leg is cloaked in flames as he strikes with a rising tornado kick. If the first hit is blocked, Mel does not ascend into the air. If the first hit does land, the opponent is “locked in” to the attack and will not fall out of it. All versions are invincible to airborne attacks. LK(4F Startup 3hits, 120 Damage/150 Stun) MK(6F Startup 4 hits, 140 Damage/170 Stun, ) HK(8F Startup 5 hits, 160 Damage/180stun) EX(3F Startup, Fully Startup Invincibility, 7 hits, 175 Damage/200 Stun)
Kuchu Nensho Senpu (Aerial Burning Whirlwind)– QCB+K (In Air) From any jump, Mel strikes his opponent a horizontally traveling fiery tornado kick. Mel travels forward from a neutral or forward jump. He travels backward from a backward jump. Travel distance and damage is determined by the kick button pressed. All versions have 6F Startup and 10 Frames of Landing Recovery. LK (100 Damage/180 Stun ¼ Screen) MK (110 Damage/190 stun ½ Screen) HK(120 Damage/200 Stun ¾ Screen) EX (140 Damage/200 Stun, ¾ Screen, 6F of Landing Recovery, Travel Direction can be alter by pressing B or F during startup.)
Zen Art 1:
Goshoryu Rekka (Great Rising Dragon Raging Fire) – QCBx2+P: (Counter): Mel intercepts his adversary’s attack and counters it would scorching rising uppercut that sets his opponent ablaze. Low version counters with a left back spinning elbow into scorching rising uppercut. 1F Startup
- 310 Damage (Mid/High)/330 Damage (Low)
- 320 Stun (Mid/High)/350 Stun (Low)
- 2 Bars of Z Gauge
Zen Art 2:
Taika Gohadoken (Conflagration Stong Surge Fist) – QCFx2+P: Mel pulls back his arms, concentrating a scorching hot ball of ki inbetween his palms, and thrusts his arms forward hurling a large burning projectile at his foe. Punch button determines the speed of the projectile. LP (Slow). MP (Faster) HP (Fastest)
- 340 Damage
- 120 Stun
- 3 Bars of Z Gauge
Taika Zanku Hado (Conflagration Air Slashing Surge) – QCFx2+P: (In Air)From any jump, Mel pulls back his arms, levitating briefly as he summons an orb of fire in between his palms, and thrusts his hands downward hurling a flaming projectile at his opponent. Projectile descent angle is determined by the punch button pressed. LP (60° Angle). MP (50° Angle) HP (40° Angle)
- 320 Damage
- 100 Stun
- 3 Bars of Z Gauge
Zen Art 3:
Shoukyaku Gorasen (Incineration Great Spiral) – QCFx2+K: (Anti Air): Both of Mel’s legs are cloaked in flames as he strikes his foe with standing roundhouse kick to the heard, and rises into the air battering his foe with a with a rising tornado kick that creates a spire of flame as he ascends into air.
- 420 Damage
- 240 Stun
- 4 Bars of Z Gauge
Reasons to be in SFVI:
After watching multiple world martial arts tournaments as child and hearing the exciting stories from his father, Ryu, and others, there was no way Mel would turn down the chance to enter one himself. Even if he weren’t invited, he’d crash the event. With his opponent’s boring him and the best in the world being invited to one place, he’d be certain to run into his rival and his Uncle Ryu.