Yup luv that backstory!! Sounds like a legit way to bring Seth back to SFV
This probably my most detailed concept ever. Going back to writing my novel after this. In my defense, I haven’t been working on mine for 3 years like Brian
Name: Kalendza
Summary
Name: Kalendza
Nickname: Czerwona Modliszka
Sex: Female
Ethnicity: Polish (?)
Height: 6ft 2in (1.88m)
Weight: 181lbs (82kg)
B/W/H: 37-23-37 (94cm-58.5cm-94cm)
Hometown: Szczecin, Poland
Appearance: Kalendza is tall woman with a toned dense musculature. Hints of her muscle tone is visible through her form fitting clothing. Kalendza has long straight orange hair with bangs that stop just above her eyebrows and a long single braided ponytail that hangs down to base of her back. Her eyes are canary yellow and her skin is tawny brown. Kalendza wears ash (dark) gray tactical body suit that bullet and puncture resistant. The suit has zipper that starts at the waist and goes up to the center of her sternum. There is a flap that extends from the left side of her suit. It covers the center zipper of her suit by stretching over her torso zipping up on the right side of her suit. This design prevents the center zipper from being vulnerable to bullets or knife attacks. She has forearm length black gloves fashioned from the same bullet/puncture resistant material. There are two near identical black leather harness strapped around her left and right things. Attached to the left harness is a gun holster with a pistol resembling a PR-15 Ragun, This is a 9mm Semi Auto used by the Polish Military. The right harness house a knife resembling a Gerlach WZ 98 military combat knife. This knife has a 7 inch (177mm) blade that is balanced for throwing accuracy. Kalendza’s feet are covered by long black boots that stop just below her knees.
Likes: Surpassing Expectation, Learning New Skills, Stealth, Weapon Collection
Dislikes: Emotion, Failing a Task, Uncertainty
Fighting Style: Shadaloo Assassination Techniques
Tone: Kalendza is cold and emotionless with machine like efficiency
Origins: Kalendza is a prototype doll created, not as a back up body for M.Bison, but a replacement for Bison’s top lieutenants. While they are exceptional fighters, Sagat, Vega, and Balrog’s personal interest often conflicts with Shadaloo’s end goals. After Sagat left Shadaloo, Bison had the project fast tracked. These Shadalieutenants would be completely loyal and live to fulfill his goals.
Kalendza was constructed from the DNA of Cammy and the original twelve dolls. Their best individual traits were combined to create her genetic code. Then that genetic code was modified to further increase her mental and physical abilities. There several attempts at constructing what would ultimately become Kalendza. The twelve previous attempts failed at various stages of the project. Eventually the spliced and enhanced DNA would become unstable and break down at the molecular level. After extensive testing, the best attributes of each doll unit was determined to be the following:
-
Enero – Vocal Mimicry
-
Fervier – Marksmanship
-
Marz – Intelligence & Technological Acumen
-
Aprile – Gymnastics
-
Satsuki – Hearing & Swordsmanship
-
Juni – Flexibility & Sense of Smell
-
Juli – Cardiovascular Endurance
-
Santamu – Eye Sight & Spear Combat
-
Xiayu – Hand Eye Coordination (Jianyu is her identical twin)
-
Jianyu – Hand Eye Coordination (Xiayu is her identical twin)
-
Noembelu – Physical Strength
-
Decapre – Ki manipulation & pain tolerance (Due to frequent psycho power infusions)
-
Cammy – Speed & Agility (Enhanced clone of Decapre)
Kalendza’s name is drawn from the method of her construction and the location of her creation. Kalendarz is the Polish word for calendar. She was created from the DNA of dolls that represented each month of the year i.e. the twelve months of the calendar. As implied, the Shadaloo facility she was birthed and trained in, is located in Szczecin, Poland. This facility was an off shoot of Shadaloo’s German operations which were based 60 miles away in Eberswalde, Germany. Due her darker skin tone, Shadaloo passed her off as being of Romani descent in her rare forays in public.
The Eberswalde facility was responsible for the instruction of three dolls. Marz, Juli, and Juni were based out of Germany. That being the case their trainers were brought to Szczecin and placed in charge of Kalendza’s development. In addition to instructing her in extensive training for multiple disciplines, her trainers placed a heavy emphasis on behavioral training. She trained to show zero emotion and reaction to pain. The smallest of smiles, frowns, or winces were met with harsh punishment. Kalendza’s training was highly successful. Her default state is so machine like, even M.Bison himself mistook her for a bio-mechanical creation. The only time she appears to show emotion is during infiltration missions. This display is a facade, she merely emulates how she thinks someone would act. She does experience pain but no reaction to it. Kalendza uses the sensation to locate any potential injuries. The Shadaloo scientists that supervised her creation, made Kalendza aware of how she came into being. This was just another way for them to ensure she did not feel human.
Kalendza surpassed Bison’s expectations. Her final test given to her by Bison himself was to discreetly hunt down and kill everyone at the Szczecin facility with knowledge of her creation. She carried out her task with cold and ruthless efficiency. The people that would be considered closest to her by most was taken out without a second. Enero’s vocal mimicry ability was especially effective in this operation. The facility head smiled when he saw Kalendza. He knew his operation was total success. He shouted “Glory to Shadaloo” right before Kalendza broke his neck. When Bison sent in a team to “determine” who had hit the facility, they reported that all the slain personnel showed signs of being assassinated by the rogue former doll designated “Killer Bee.” Satisfied, Bison gave Kalendza two final directives, better known as Project D.A.E.M.O.S before placing her in stasis. A) In the unlikely event that he should fall, Kalendza hunt down and kill those responsible. B) Once her primary objective was complete, she was do what ever was necessary to facilitate his return.
Her Rival: Cammy
Attributes: Health: 3 Power: 3 Range: 3 Mobility: 4 Technique: 5
1025 Stamina 1025 Stun
Throws:
Trucizna Spike – LP+LK: Kalendza grabs her opponent, switches to their back, and uses a reverse frankensteiner to drive them headfirst into the ground. 5F Startup 140 Damage/150 Stun
Wagabunda Sling – B+LP+LK: Kalendza grabs her opponent, spins their back to her, and release German suplexes them behind her. 5F Startup 140 Damage/200 Stun
Żmija Driver – LP+LK: (In Air) Kalendza uses an aerial cobra clutch supex to drive the back of her foe’s head into the ground. 5F Startup 140 Damage/170 Stun
Zapalczywość Stomp – B+LP+LK: (In Air) Kalendza grabs her opponent and somersaults backward into a two-foot chest stomp. Causes a side switch. 5F Startup 150 Damage/200 Stun
Unique Attacks:
Dactyl Ścisk – F+MP: Kalendza strikes with a crushing overhand right punch to her opponent’s foot. Attack must be blocked low. 15F Startup 70 Damage/100 Stun +4 On Hit/-2 On Block
Mad Topór – F+HP: (Overhead) Kalendza hits her enemy with an advancing left overhand hammer punch. 23F Startup 80 Damage/120 Stun +1 On Hit/-7 On Block
Kosa Slice – B+MK: Kalendza hops into the air and hits her opponent with spinning back right kick to the head. Goes over low attacks. 11F Startup 60 Damage/120 Stun +2 On Hit/-2 On Block
Nóż Shear – F+HK: Kalendza advances forward with a right sobat kick to the mid-section. 14F Startup 90 Damage/150 Stun +3 On Hit/-3 On Block
Flintlock Lanca – B+HK: (Anti Air) Kalendza strikes with a high standing side kick that juggles airborne opponents. Has limited horizontal range. 9F Startup 80 Damage/120 Stun +4 On Hit/-5 On Block
Moździerz Stamp – D+HK (In Air) At the apex of her jump, Kalendza executes a steep angled, 80°, right stomp kick 16F Startup 80 Damage/100 Stun 9F of landing recovery -4 On Block
Sierpak Dyad – F+MP, F+HP(Target Combo): Kalendza performs an overhand right to the opponent’s foot followed by an overhand left hammer fist to the collarbone. 16F Startup 60 Damage/80 Stun +4 On Hit/-2 On Block
Hemisect Duo Ostrze – B+MK, F+HK(Target Combo): Kalendza hops into air and hits her opponent with spinning back right kick into right sobat kick combination. 11F Startup 70 Damage/150 Stun +3 On Hit/-7 On Block
Zbrojownia Blitz – LK, MP, B+HK, D+HK (Target Combo): Kalendza strikes with a standing left knee, right hooking elbow to the head, high standing left side kick into right aerial stomp combination. 10F Startup 80 Damage/150 Stun Knocks Down/-10 On Block
V-Reversal:
Brutalny Heel – F+KKK: Kalendza performs a standing somersault back kick that knocks her opponent a ½ Screen Away. 17F Startup 60 Damage (Recoverable), 200 Stun Recovered from activation
V-Skill 1:
Cień Interpose - MP+MK: Kalendza executes a left back hand strike. If timed properly, she follows up with a vicious right uppercut to the body that leaves her at advantage.
- Standard Strike -16F Startup, 60 Damage/100 Stun, +1 On Hit, -4 On Block
- Successful Parry – 9F to 17F Parry Window, 150 Damage/150 Stun +4 On Hit
V-Skill 2:
Eksterminacja Hold - MP+MK: Kalendza slides forward and snatches her foes by the neck with her left hand. She channels light light gray ki through her hand causing an explosion that pops the enemy up in the air.
- 16F Startup, 70 Damage/120 Stun, Launches The Opponent, 60F Recovery On Whiff
V-Trigger 1:
Okrutny Calculous - HP+HK: Kalendza gains an aura of light light gray ki. The frame data on her special attacks is improved and their stun damaged is increased.
- Soulless Zadęcie LP: Startup Reduced from 16F to 15F, Total Frames Reduced from 48 to 45, Stun Increased from 100 to 120
- Soulless Zadęcie MP: Startup Reduced from 22F to 21F, Total Frames Reduced from 45 to 42, Stun Increased from 100 to 120
- Soulless Zadęcie HP: Startup Reduced from 19F to 18F, Total Frames Reduced from 45 to 42, Stun Increased from 100 to 120
- Soulless Zadęcie EX: Startup Reduced from 18F to 16F, Total Frames Reduced from 42 to 39, Stun Increased from 120 to 150
- Soulless Kłykieć LP: Startup Reduced from 13F to 11F, Stun Increased from 150 to 180, Disadvantage On Block Reduced from -4 to -2
- Soulless Kłykieć MP: Startup Reduced from 16F to 14F, Stun Increased from 150 to 180, Disadvantage On Block Reduced from -3 to -1
- Soulless Kłykieć HP: Startup Reduced from 21F to 19F, Stun Increased from 150 to 180, Disadvantage On Block Reduced from -2 to 0
- Soulless Kłykieć EX: Startup Reduced from 13F to 11F, Stun Increased from 200 to 240, Disadvantage On Block Reduced from 0 to +2
- Przepoławiać Guillotine LP,MP,HP: Startup Reduced from 15F to 14F, Landing Recovery Reduced from 8F to 7F, Stun Increased from 100 to 120, Disadvantage On Block Reduced from -6 to -5
- Przepoławiać Guillotine EX: Startup Reduced from 14F to 13F, Landing Recovery Reduced from 7F to 6F, Stun Increased from 120 to 150, Disadvantage On Block Reduced from -6 to -5
- Zmora Knee Press LK: Startup Reduced from 10F to 9F, Stun Increased from 120 to 130
- Zmora Knee Press MK: Startup Reduced from 13F to 12F, Stun Increased from 120 to 130
- Zmora Knee Press HK: Startup Reduced from 16F to 15F, Stun Increased from 150 to 160
- Zmora Knee Press EX: Startup Reduced from 13F to 12F, Stun Increased from 120 to 140, Disadvantage On Block Reduced from -6 to -4
- Złowrogi Slide LK: Startup Reduced from 9F to 8F, Stun Increased from 100 to 110, Disadvantage On Block Reduced from -8 to -7
- Złowrogi Slide MK: Startup Reduced from 12F to 11F, Stun Increased from 100 to 110, Disadvantage On Block Reduced from -8 to -7
- Złowrogi Slide HK: Startup Reduced from 15F to 11F, Stun Increased from 120 to 130, Disadvantage On Block Reduced from -8 to -7
- Złowrogi Slide EX: Startup Reduced from 12F to 11F, Stun Increased from 150 to 180
- 3000F Duration, Specials do not drain V-Trigger. Using Nagły Zgon Rondure causes the V-Trigger to expire.
3-Bar V-Trigger
V-Trigger 2:
Miraż Ambuscade - HP+HK: Kalendza envelops herself in a shimmering grey aura. Her movement capability is increased, and she gains access to a new move the Ilujza Stride.
- Forward Dash – Startup Reduced from 16F to 15F, Travel Distance increased by 50%
- Backward Dash – Startup Reduced from 23F to 21F, Travel Distance increased by 25%
- Ilujza Stride (Above Front) – HP+HK: Kalendza fades away. Reappearing in the air in front her opponent. 32 Total Frames, Fully Invincible 1F-4F, Airbrone Hurtbox 5F-32F
- Ilujza Stride (Above Behind) – D+HP+HK: Kalendza fades away. Reappearing in the air behind her opponent. 32 Total Frames, Fully Invincible 1F-4F, Airbrone Hurtbox 5F-32F
- Ilujza Stride (Through) – F+HP+HK: Kalendza fades away. Reappearing behind her opponent. 32 Total Frames, Throw Invincible 1F-24F, Strike/Projectile Invincible 3F-24F
- Ilujza Stride (Away) – B+HP+HK: Kalendza fades away. Reappearing a half screen front her opponent. 32 Total Frames, Throw Invincible 1F-24F, Strike/Projectile Invincible 3F-24F
- 3000F Duration. Ilujza Stride costs 1500F per use. Dashes do not consume V-Gauge
3-Bar V-Trigger
Specials:
Soulless Zadęcie – QCF+P: Kalendza channels her apathy into a large light gray orb of ki that she hurtles at her opponent engulfing them in light gray flames. The projectile size, damage, travel properties change depending which punch button is used. Resembles a dull light gray Psycho Shot. LP (16F Startup 48 Total Frames, Fast Travel Speed, 60 Damage/100 Stun -2 On Hit/-6 On Block) MP (22F Startup 45 Total Frames, Slow Travel Speed, +3 On Hit/-1 On Block) HP (19F Startup 45 Total Frames, Large, Stationary,70 Damage/100 Stun, Knocks Down, -2 On Block) HP (19F Startup 45 Total Frames, Large, Stationary,70 Damage/100 Stun, Knocks Down, -2 On Block) EX (18F Startup 42 Total Frames, Large, Stationary,90 Damage/120 Stun, Causes Juggle, +2 On Block)
Soulless Kłykieć – HCB+P: Kalendza ignites her fist with a light gray aura of ki before striking with a forward advancing spinning back fist that sets her ablaze in light gray flame. Active frames of the attack nullify single hit projectiles. LP (13F Startup 80 Damage/150 Stun, +2 On Hit/-4 On Block) MP (16F Startup 90 Damage/150 Stun, +2 On Hit/-3 On Block) HP (21F Startup 100 Damage/150 Stun, +3 On Hit/-2 On Block) EX (13F Startup 150 Damage/200 Stun, Knocks Down/0 On Block)
Przepoławiać Guillotine – QCB+P: (In Air): From a forward jump, Kalendza pulls back her left-hand which glows with light gray ki overhead and descends with a violent chop downward upon her opponent until her hand reaches the ground. Frame data and damage are identical for all versions. 15F Startup 90 Damage/100 Stun 8F of landing recovery -6 On Block. The punch button only alters the descent angle. LP (75° Angle), MP (70° Angle), HP (65° Angle) EX (14F Startup 7F of landing recovery, 100 Damage/120 Stun, 65° Angle, Causes Juggle State, -5 On Block)
Zmora Knee Press – QCF+K: Kalendza bursts forward with an aerial right knee strike. If the initial knee lands, she follows up with a left knee strike that knocks the opponent down. Startup, damage, and travel distance are determined by the kick button. LK (10F Startup, 90 Damage/120 Stun, ¼ Screen, -4 On Block) MK (13F Startup, 110 Damage/120 Stun, 1/3 Screen, -4 On Block) HK (16F Startup, 130 Damage/150 Stun, ½ Screen, -4 On Block) EX (13F Startup, 100 Damage/120 Stun, ½ Screen, Causes Crumple, -6 On Block)
Złowrogi Slide – QCB+K: Kalendza crouches with her left leg extended and uses her right leg to drive herself towards her foe at great speed. Attack must be blocked low. LK (9F Startup, 80 Damage/100 Stun, ¼ Screen, -8 On Block) MK (12F Startup, 100 Damage/100 Stun, 1/3 Screen, -8 On Block) HK (15F Startup, 120 Damage/120 Stun, ½ Screen, -8 On Block) EX (12F Startup, 130 Damage/150 Stun, ½ Screen, Causes Hard Knock Down, -4 On Block)
Critical Art:
Zgon Sphere – QCFx2+P: Kalendza thrusts her fist forward striking her foe and engulfing them in a large sphere of light gray ki. The sphere causes her opponent to writhe in pain for a few moments before exploding. 11 Hits 330 Damage (1x130, 10x20)
V-Trigger 1 Only
Nagły Zgon Rondure – Kalendza hits her opponent with a gut-wrenching left uppercut to the body and hoists her foe directly overhead on her fist. She then strikes them brutal right punch to the abdomen that sends sailing directly overhead while engulfed in massive sphere of light gray ki. The opponent ascends while wracked with pain until the sphere explodes. Her adversary hurtles towards the earth and slams into the ground at her feet. 18 Hits 380 damage (1x60, 1x50, 15x10, 1x120)
Reasons to be in SFV:
Upon Bison’s fall, Kalendza’s wake up sequence was automatically initiated. Once awake, Kalendza determined that several responsible parties were invited to the latest world warrior tournament. She use the opportunity to eliminate several targets in succession before moving on to any stragglers and initiating Bison’s return.
Win Quotes:
Ryu – “Primary target identified. Your Ki signature is responsible for Lord Bison’s deactivation. Termination protocols engaged.”
Chun Li - “Identification of secondary target confirmed. Daughter of Dorai, your life is now forfeit.”
Nash - “My records are inaccurate. You are listed as K.I.A. twice. Third K.I.A entry for Charlie Nash has been entered.”
Bison- “Your new body is insufficient. We shall construct a suitable one for you my lord.”
Cammy -”Target identified. You are my failed predecessor. Code Name: Killer Bee. Your crime is treason. Your sentence is death.”
Birdie - “Agent Birdie, you are in violation of uniform protocol. More corporal punishment will be administered if you do not adopt the proper attire.”
Ken - “Head of the Masters Corporation, your complicity in the fall of Shadaloo was a fatal error.”
Necalli - “Warrior of unknown origin, your cannibalistic tendencies has lead to your undoing”
Vega - “Beautiful? You compliments have no meaning to me. Come, Lord Bison demands your return.”
R.Mika -”Kayfabe? This term is unfamiliar to me. You will define it immediately.”
Rashid - “The bond with your deceased friend has resulted in your demise.”
Karin - “After I take your life, the assets of the Kanzuki Zaibatsu will be absorbed into Shadaloo.”
Zangief - “Tactical assessment. Durability and strength are of little value without speed and agility.”
Laura - “Commonality detected. Geographical location may result in the acquisition of electric based ki.”
Dhalsim - “Unknown abilities affecting mental state…STAY AWAY!”
F.A.N.G - “Primary asset designation confirmed. Come Lord F.A.N.G. The implementation of Project D.A.E.M.O.S’s secondary directive can now commence.”
Alex - “The absconding of your possessions is outside my mission parameters. Your assessment of me is inaccurate. I am a not a mugger.”
Guile - “Sabotage of personal aircraft unnecessary. Direction elimination of target has been successful.”
Ibuki - “This doll candidate has engaged procreation directives. Mate acquisition is outside of mission goals. Candidate behavior modification recommended.”
Balrog - “ Metempsychosis asset not present. You will present the asset Lord Balrog or face disciplinary action.”
Juri - “Eradication of subject complete. Re-acquistion of stolen Shadaloo intellectual property successful. Analysis of technology developed by S.I.N’s #15 for commencing.”
Urien - “Unique physiology observed. Subjugating adversary. Returning target to base for study and dissection.”
Akuma - “Satsui No Hado energy previously researched. Redundant data unnecessary. Target self-assessment as Supreme Master of Fist inaccurate. Body disposal mandate enacted.”
Kolin - “Objective completed. Helen has been detained. Beginning coercive interrogation of target.”
Ed - “Metempsychosis asset acquired. Neo Shadaloo eliminated. Bison restoration project underway.”
Abigail - “Target assessment. Subject’s size and strength is diametrically opposed to his intelligence.”
Menat - “Purveyor of Soul Power, you will disclose the location of your master or face summary execution.”
Zeku - “Are you two targets or one? Further research is required.”
Sakura - “Your combat abilities and potential will make you the perfect candidate for the new doll program.”
Brazil - “Are your electrical abilities the result of environment or physiology? The data is inconclusive.”
Falke - ”Neo Shadaloo must be eliminated but you are to be brought in alive. Come by choice or be taken by force.”
Cody - “Your unrefined attack methods have proven to be surprisingly effective. I will analyze our battle and modify my tactics accordingly.”
G - “My psychological evaluation deems you insane, but your physical capabilities warrant further investigation.”
Sagat - “Your annihilation will now commence. Traitors are to be given no quarter.”
Kage - “Phastasm of Satsui No Hado, any attempt to subjugate my mind is futile.”
Poison - “Anyone, no matter how unique, will be terminated if they interfere with my directives.”
Honda - “My attire violates your dress code? Immediate update to my infiltration protocols is required.”
Lucia - “My energy levels are nominal. I do not require cup of coffee officer.”
Gill - “Harmony is irrelevant. Discovering the reason for your immediately recovery is imperative.”
Seth - “Number 15. I have found your attempts at escape unavailing. Your programming will be analyzed and then your files will be deleted.”
General Notes:
D.A.E.M.O.S - stands for D ictator A dversary E limination and M etempsychosis O rchestration S cenario any resemblance to actual people or protocols is purely coincidental
Metempsychosis – means to transfer a soul, after death, from one human or animal to another human or animal body
Side Note: Maybe the M in M.Bison should be Metempsychosis. What about Japan? The V in Vega would stand for Vivication (Rebirth) of course.
Appearance Notes:
Hair – Kalendza’s hair color is the same shade as Juni’s from SFA3. Her straight hair texture is the result of the majority of the dolls having various straight texture.
Eyes – Kalendza’s eye color is identical to Decapre’s. Given that her eye sight is based on Santamu’s, this caught her creators off guard.
Skin – Kalendza’s tawny brown skin tone matches Santamu’s. This was intentional to make skin more resistant to UV damage.
Muscle Tone – Kalendza’s muscle tone baseline comes from Cammy. From that baseline they pushed density has high as they could without reducing the enhanced version of Juni’s flexibility and improved version of Juli’s endurance that they already developed.
Polish Word Translations:
Kalendarz - Calendar
Czerwona Modliszka – Red Mantis
Trucizna – Venom
Wagabunda – Vagabond
Żmija - Viper
Zapalczywość – Vehemence
Ścisk - Crush
Topór – Axe
Kosa – Scythe
Nóż – Blade
Lanca – Lance
Moździerz – Mortar
Sierpak – Billhook
Ostrze – Edge
Zbrojownia – Arsenal
Brutalny – Brutal
Cień - Shadow
Eksterminacja – Extermination
Okrutny – Cruel
Miraż – Mirage
Ilujza - Illusion
Zadęcie – Blast
Kłykieć – Knuckle
Przepoławiać – Bisect
Zmora – Nightmare
Złowrogi – Sinister
Zgon – Death
Nagły Zgon – Sudden Death
Puerto Rican boxer with two stances.
Name: Juan Garcia
Summary
Name: Juan Garcia
Nickname: Asesino Ambidextro
Sex: Male
Ethnicity: Puerto Rican
Height: 5ft 11in (1.80m)
Weight: 172lbs (78kg)
B/W/H: 42-32-34 (107cm-81cm-86cm)
Hometown: Luquillo, Puerto Rico
Appearance: Juan is a slender toned fighter with a sienna brown skin tone, short black hair, and drawn brown eyes. He wears a solid blue sleeveless shirt that has white, five point star, at the center. Juan’s hands are wrapped in red tape. He wears red boxing shorts with a white waist band. Juan has white boxing shoes on his feet with ankle high blue socks.
Likes: Baseball, Empanadillas (Beef Pastry), Travel
Dislikes: Cheaters, Balrog
Fighting Style: Switch Hitter Boxing
Tone: Juan is confident while still remaining humble.
Origins: Juan comes from a family of pugilists. His father Jorge was an Olympic cruiserweight bronze medalist. He taught Juan and his older brother Javier how to box before they could walk. While was an exceptional baseball player, boxing was his first love. Juan lacked the size of his father or even larger older brother but he by far the most skilled of the three. Despite being five years his junior and fifty pounds lighter, Juan gave Javier all he could handle in sparring.
Javier was no slouch himself. After racking up an impressive 21-0 record, he earned a title shot against the champion. Unfortunately, that champion was Balrog. The callous champion brutalized Javier. He was the clearly superior fighter yet still resorted to questionable tactics. Juan threw in the towel to spare his brother any more punishment but it didn’t matter in the end. Javier collapsed while being helped back to his stool. Balrog was banned from boxing but that was of little solace to Jorge and Juan. Juan would find someway his hands on Balrog and make him pay for what he’d done.
After his brother died, Juan turned down a lucrative baseball contract and dedicated himself solely to boxing. Rising through out the ranks, he eventually gained the Middleweight championship. He followed that up with the Super Middleweight and Light Heavyweight Titles. The claim was nice but that wasn’t what he was looking for. The notoriety of being a three divison champion allowed him to have an unsanctioned match with former Heavyweight champion Mike. Although they weren’t the same fighter, Mike was similar enough for Juan to get a gauge of how he’d fair against his true target. Juan used his superior speed and flawless technique to garner and easy victory. He was ready for his final test.
His Rival: Balrog
Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 5
950 Stamina 1050 Stun
Throws:
Orthodox Stance
Cuerpo Cabeza (Body Head)– LP+LK: Juan clinches his foe and hits them with a quick right hook to the body followed by another right hook to the head. 140 Damage/150 Stun
Quebrador de Fauces (Jawbreaker)- B+LP+LK: Juan clinches his opponent, spins them around and lifts them of their feet with right uppercut to the jaw. 150 Damage/200 Stun
- These throws leave Juan further from his opponent.
Southpaw Stance
Problema Doble (Double Trouble)– LP+LK: Juan clinches his foe and hits them with a quick left uppercut to the body followed by another left uppercut to the head. 120 Damage/150 Stun
Martillo Izquierdo (Left Hammer)– B+LP+LK: Juan clinches his opponent, spins them around and clubs them in the head with powerful left punch to the temple. 130 Damage/200 Stun
- These throws leave Juan close to his opponent.
Unique Attacks:
Orthodox Stance
Rompehombros (Shoulder Breaker) – F+HP: (Overhead) Juan throws a powerful overhand right to the opponent’s shoulder. 26F Startup 80 Damage/150 Stun +3 On Hit/-2 On Block
Busto de Rodilla (Knee Buster) – DF+HK: Juan strikes with an uppercut to the opponent’s knee. Must be blocked low. 16F Startup 80 Damage/150 Stun +5 On Hit/-1 On Block
Uno Dos Golpe (One Two Blow) - LP,HP: (Target Combo) Juan snaps a quick left jab and follows it up with a straight right power punch. 7F Startup 60 Damage/80 Stun +1 On Hit/-4 On Block
Southpaw Stance
Huelga de Clavícula (Clavicle Strike) – F+MP: (Overhead) Juan throw a overhand left strike to the collarbone. 22F Startup 60 Damage/100 Stun +1 On Hit/-7 On Block
Gancho de Salto (Jumping Hook) – F+HP: Juan hops forward and strikes with a left hook to his adversary’s head. Goes over low attacks. 10F Startup 80 Damage/120 Stun +4 On Hit/-2 On Block
Uno Dos Tres (One Two Three)– LP,MP, F+HP: Juan hits his opponent with left jab, right cross, jumping left hook comibnation. 8F Startup 60 Damage/80 Stun +1 On Hit/-7 On Block
V-Reversal:
Orthodox Stance
Cuerpo Golpe (Body Blow)– F+KKK: Juan hits his adversary with a stiff right punch to the body that leaves them standing.
Southpaw Stance
Doble Cruz (Double Cross)– F+PPP: Juan throws a right cross-left cross combination that knocks the opponent down.
V-Skill 1:
Paso Atrás Cruz (Back Step Cross) – MP+MK: Juan takes a quick back step to evade his opponent’s attack before striking them with a cross. Whether it’s a left or right cross depends on the his current stance.
Orthodox Stance
- Cruz Diestro (Right Hand Cross)- 21F Startup 70 Damage/150 Stun, Throw/Strike Invincible 3F to 15F, Causes Knockdown, -2 On Block
Southpaw Stance
- Cruz Zurdo (Left Hand Cross) - 18F Startup 50 Damage/100 Stun, Throw/Strike Invincible 3F to 12F, Leaves Standing, +2 On Hit/-4 On Block
V-Skill 2:
Paso Finta (Step Feint) – MP+MK: Juan dashes forward while performing a feint. Dash is Projectile Invincible 3F to 21F and has 25 Total Frames.
Orthodox Stance
- Golpe Diestro (Right Hand Blow) - 12F Startup 70 Damage/120 Stun, Causes Knockdown, -10 On Block
Southpaw Stance
- Golpe Zurdo (Left Hand Blow)- 9F Startup 50 Damage/70 Stun, Leaves Standing, +2 On Hit/-2 On Block
V-Trigger 1:
Verdadera Ambidexteridad (True Ambidexterity) – HP+HK: Juan overwhelms his opponent with his full arsenal of unique and special attacks no matter his stance. He gains the ability to use Southpaw unique and specials attacks in Orthodox Stance and vice versa. This gives him access to new combat routes and also improves his defensive options.
- Specials do not drain meter
- V-Trigger drains over time
- 3000F Duration
- 3-Bar V-Trigger
V-Trigger 2:
Mentón de Hierro (Iron Chin) – HP+HK: Juan gains the ability to wade through is opponent’s attack. All of Juan’s special attacks gain one hit of armor on frame 3. EX Special moves gain two hits of armor.
- Special moves cost 600F.
- EX Special Moves costs 1200F
- V-Trigger duration 2400F
- 2-Bar V-Trigger
Specials:
Orthodox Stance
Prisa Rápida (Rapid Rush)– QCF+P: (Rekka) Juan rushes forward with a right hook punch. If the input is repeated, he will follow up with a left hook, and final right hook that knocks down will be thrown if the input is entered a third time. The punch determines the damage dealt and distance travel. The first hook thrown is minus -2 on block with proper spacing. The 2nd follow up of all versions knock down.
- LP – 6F Startup 50 Damage/50 Stun ¼ Travel Distance, 1st Follow up 6F Startup 40 Damage/50 Stun, 2nd Follow up 6F Startup 40 Damage/50 Stun
- MP – 8F Startup 60 Damage/60 Stun 1/3 Travel Distance, 1st Follow up 6F Startup 40 Damage/50 Stun, 2nd Follow up 8F Startup 50 Damage/50 Stun
- HP – 10F Startup 70 Damage/70 Stun ½ Travel Distance, 1st Follow up 6F Startup 50 Damage/60 Stun, 2nd Follow up 8F Startup 50 Damage/70 Stun
- EX - 6F Startup 70 Damage/70 Stun ½ Travel Distance, 1st Follow up 6F Startup 60 Damage/60 Stun, 2nd Follow up 8F Startup 70 Damage/70 Stun Causes Hard Knock Down
Abrazo Aporrea (Pummel Embrace)– HCB+K: (Command Grab): Juan clinches his opponent then strikes them with a right body hook, left hook to the head, right hook to the head, left hook to the body into right uppercut combination. Kick button determines the grab range, damage, and advantage after a forward dash. All versions have 6F Startup. LP (Most Range, 160 Damage/210 Stun, -4 after Dash) MP (Less Range, 175 Damage/210 Stun, -2 after Dash) HP (Least Range, 190 Damage/210 Stun, +2 after Dash) EX(Most Range, 200 Damage/250 Stun, +2 after Dash)
Puño de Llama Azul (Blue Flame Fist) – F,D,DF+P: (Anti Air): Juan crouches down, cocks his fist back, and strikes with a viscous right uppercut that engulfs his opponent in blue flames. LP(4F Startup, 100 Damage/150 Stun, Throw Invincible) MP (6F Startup, 130 Damage/150 Stun, Invincible to Airborne Attacks), HP (8F Startup, 150 Damage/200 Stun, Strike/Projectile Invincible from frame 3), EX (4F Startup, 170 Damage/200 Stun, Full Startup Invincibility, Crush Counterable)
Postura Zurdo (Left Hand Stance)– D+KKK: Juan switches to a Southpaw Stance
Southpaw Stance
Contador del Resbalón (Slip Counter)– QCB+P: Juan evades his opponent’s attack and hits them with powerful counter attack that causes a hard knock down. The punch button pressed determines the type of move that can be countered. All versions have 2F Startup 30F recovery on whiff. LP (Low – Overhand Left 180 Damage/250 Stun) MP (Mid – Straight Left 160 Damage/200 Stun) HP (High – Left Uppercut 160 Damage/200 Stun) EX All version have 1F Startup 25F recovery on whiff. LP+MP (Low 240 Damage/300 Stun) LP+HP (Mid 220 Damage/250 Stun) MP+HP (High 220 Damage/250 Stun)
Bolsa de Velocidad (Speed Bag) – QCF+K or 4 Quick K inputs: Juan strikes with a furious combination of left and right punches. LK (5F Startup 60Damage/100 Stun, Leaves Standing) MK (10F Startup 80 Damage/120 Stun, Leaves Standing) HK (15F Startup 100 Damage/150 Stun, Knocks Down) EX (5F Startup 100 Damage/150 Stun, Launches Opponent)
Llamas Volantes (Flying Flames) – QCB+K: Juan pulls back his arm and throws a left cross that sends a ball of blue flame traveling towards his opponent. Kick button determines the speed of the projectile. All versions have 18F Startup 47 Total Frames and cause 50 Damage/100 Stun. LK (Slow), MK (Fast), HK (Fastest, EX (16F Startup 46 Total Frames, 100 Damage/150 Stun, Knocks Down)
Postura Diestro (Right Hand Stance) – D+PPP: Juan switches to an Orthodox Stance
Critical Art:
Orthodox Stance
Tres Ponche Nocaut (Three Punch Knockout)– QCFx2+P: Juan overwhelms his opponent with a powerful punch combination beginning with a vicious right punch to the gut followed by left hook the chin and concluded with brutal right hand punch to the temple. 3 Hits 330 Damage
Southpaw Stance
Acabado Combinaton de Iluminación (Lightning Combination Finish) – QCFx2+K: Juan blitzes his opponent with his full arsenal of punches in blinding succession. His opponent is struck almost three dozen times in a mere second.
33 hits 330 Damage
Reasons to be in SFV:
After ten years, titles in three weight classes, and a exhibition victory over a former heavyweight champion, Juan feels he is finally ready to achieve his goal. Vengeance against Balrog for his brother’s death. With the large prize pot for the upcoming World Martial Arts tournament, Balrgo is sure to be there. It is time for him to have an “accidental” death in the ring.
Win Quotes:
Ryu – “Your technique is as flawless as they say. Finding a whole in your defense was hard. We have to do this again sometime.”
Chun Li - “Ay dios mio! Did I just fight a cop. Papi’s gonna be pissed.”
Nash - “Fighting in your condition is a bad idea. You don’t look so good man. ”
Bison- “I’m not gonna lie. It felt good to knock those pristine teeth from your mouth.”
Cammy -”Even with my hand speed you were hard to hit. I could use some new sparring partners. Here take my card.”
Birdie - “Food? You look like you already had plenty. Its not good to be so gordo man”
Ken - “We should have a rematch on PPV. Think of the numbers man. Champion versus Champion fights are always huge sellers.”
Necalli - “¡Ay bendito! I’ve faced some weird opponents but you man. You are something else. ”
Vega - “Deja ya de gufear. No one can possibly be this vain.”
R.Mika -”There is a crazy lady with a whip looking for wrestling talent. She gave me her card, here you take it.”
Rashid - “My autograph? Sure, you can have one. Odd request to get from a guy you just beat up.”
Karin - “Qué diablos!? When did socialites start hitting so hard?”
Zangief - “Your leg is bigger than my whole body. I’m looking for a new strength and condition coach, you interested?”
Laura - “I need to improve my clinch work. Your grappling is something else.”
Dhalsim - “How do they measure your reach? You can change it! Can you teach me that? It would be useful against taller opponents.”
F.A.N.G - “No one should be obsessed with the number 2. Everyone should strive to be numero uno.”
Alex - “Not bad, a little rough around edges. Keep training and you may be a champion some day.”
Guile - “Why is a Air Force pilot in a fighting tournament? Shouldn’t you be with your family man?”
Ibuki - “Nena, you shouldn’t be so boy crazy. There are other things in life you know.”
Balrog - “ The last thing my brother saw was you standing over him. I will be the last thing you see cabrón”
Juri - “Some guys are into to sadistic and crazy chicks. I am not some guys though.”
Urien - “I should of wore my boxing gloves. I damn near broke my hand knocking you out.”
Akuma - “I don’t like your vibe. Rivalries forge the best fighters. How can you have those is you are always killing your opponent?”
Kolin - “Are you some sort of crazy missionary or la reina de los hielos? Make up your mind.”
Ed - “Something about your style seems familiar. Do you know…no, there is no way.”
Abigail - “If you had technique, you’d be a problem. You are all strength and no skill amigo.”
Menat - “I do not believe in fortunes. I decide my own destiny.”
Zeku - “You are like your own father-son team. That’s loco man”
Sakura - “I admire your enthusiasm. If you are interested in boxing, my papi can turn you into a champion.”
Blanka - “You look salvaje but you are really just a nice guy.”
Falke - ”A ver, relájate. There is no need to be so sad.”
Cody - “What hell kind of mayor are you!? It’s a waste of talent for you to be behind a desk.”
G - “Are you a method actor or something? You can’t be loco enough to really believe what you saying…right?”
Sagat - “Getting inside your reach was quite the challenge. You title as the Emperor of Muay Thai is well earned.”
Kage - “I think I had a bad bottle of pitorro. Now I’m seeing things.”
Poison - “I’m not into into whips mami and no, I am not interested in a new manager.”
Honda - “Hey you are that famous sumo? My not so little cousin is fan. Mind giving me an autograph”
Lucia - “I did not think I would find such a mamita here. Véngase conmigo. ¡La pasaremos bien! ”
Gill - “I’m not interested in your cult. Keep your divine delusion to yourself my man.”
Seth - “Are you some sort of new sparring robot? I’ll have get a few of you for my gym.”
Spanish Translations: (I tried to use Puerto Rican specific slang when possible)
Asesino Ambidextro – Ambidextrous Assassin
Ay dios mio! - Oh my God
Gordo – Fat
¡Ay bendito! - Oh my God/Oh my gosh
Deja ya de gufear – Stop joking around
Qué diablos – What the hell
Numero uno – number 1
Nena – little girl
Cabrón - bastard
La reina de los hielos – The queen of ice
Salvaje – wild/savage
A ver, relájate - “Lighten up”
Pitorro – Puerto Rican rum
Mamita – in the quotes context “cutie”
Véngase conmigo. ¡La pasaremos bien! - Come with me. Let’s have some fun!
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.
-
Enkanshu - 12F Startup 80 Damage/120 Stun Hit Advantage Increased from +2 to +3
-
Harai Ichigeki – Stun increased from 120 to 150
-
Kaisetsu Tanken – Advantage on hit increases from +2 to +4, Disadvantage on block decreased from -4 to -2.
-
Reikyakufan – Damage increased from 70 to 80, Advantage on hit increased from +1 to +2.
-
Youei Hane - Gains the ability to cancel into Harai Ichigeki
-
Kikoken – Improved frames/damage 12F Startup, 42 Total Frames 70 Damage/120 Stun
-
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)
-
Kikokuken – LP(90 Damage/120 Stun) MP(15F Startup 110 Damage/150 Stun) HP (18F Startup 130 Damage/200 Stun)
-
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)
-
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
-
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°)
- 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
- 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
- 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.
SFVI Concepts Cont’d
Shu
Summary
N ame: Shu
Nickname: Nomad of Winter
Sex: Female
Ethnicity: Korean
Height: 5ft 10in (1.78m)
Weight: 152lbs (69kg)
B/W/H: 34-24-35 (87cm-61cm-89cm)
Hometown: Unknown, Japan
Appearance: Shu is a tall and fit young woman with short slicked back auburn hair. She has golden brown eyes . Shu wears a topless gray gi with full length pants and black belt. The belt has the four kanji ( 風 , 林 , 火 , and 山 ) that make up the Furikazan embroidered in light gray on the right end. Her upper torso is covered by a matching gray sports bra style top. Shu’s well toned abdomen, shoulders and arms are left exposed. There is a small brown necklace of prayer beads around her neck. The center has the kanji ( 敬意 ) “Respect” imprinted upon it. Shu is barefoot and has black leather hand guards on her fists. Each hand guard has the kanji (平静 ) “equilibrium” imprinted on each wrist.
Occupation: Underground Fighter
Likes: Traveling, Forging her own style, Her Master, Nature
Dislikes: Mizuyokan (It’s her master’s favorite), Spiders
Fighting Style: Fuyu no Ansatsuken (Assassin’s Fist of Winter)
Tone: Shu is a determined woman with a near single minded focus on training
Origins: Shu was orphaned at a young age. She doesn’t even remember her parents. As small child, she got by purely on the kindness of strangers. As Shu crawled out of the cardboard box she had made home one morning, she was accosted by some unsavory men. Despite her diminutive size, she kicked one of them hard enough to knock him from his feet. Embarrassed, he pulled out a knife on the young girl. Before she knew it, the man was sent crashing into the nearby wall. A well built man had knocked the cretin away with a single punch. Before his cohorts could reach for their weapons, the rucksack carrying man rendered them unconscious. The man asked her about her parents. “I have none…” She replied. “How old are you little one?” Shu held up six fingers. “You are strong little one. Let’s find your home.” The man reached his hand out to her. He picked her up and carried Shu around the city trying to find her parents, but it was as she said. She had no home or parents. The man put her down and sighed. “I was an orphan once until a stranger took me in. I live far away from here. In another country. Would you like to come with me?” Shu smiled at him. “Can you teach me how to fight like you?” He smiled down at her. “Of course.”
Shu would spend the next decade training with her master. During that time she would begin to look upon him as a father. In contrast to his serene demeanor, Shu was hot headed and aggressive. Her master often remarked. “You remind me of a close friend.” When she finally met this friend of his and his son, Shu couldn’t see the correlation in their personalities, but she did see it in the way he fought. His son fought more like her master. The two would young children would clash several times over the years. Each time, both of them fought in style that increasingly varied from that of their masters. Shu’s style became increasingly offensive and her rivals style began to favor defense.
Shortly after her 16th birthday, Shu would strike out on her own. Although her master disagreed, she felt it was time for her Musha shugyō. One night while her master slept, Shu packed up her things. She wrote him a long letter. Shu thanked him for taking care of her, training her, and being like a father to her. However, she felt the way to grow as a warrior was to strike out on her own and find her own path. That was two years ago. When finally returned home, her master was nowhere to be found. She only found an invitation to the latest World Martial Arts tournament.
Her Rival: Mel Masters
Stamina: 1000
Stun: 1000
Stun Recovery: 22F
Forward Dash: 15F
Back Dash: 24F
Forward Walk Speed: 5
Back Walk Speed: 4
Forward Dash Distance: 1.5
Back Dash Distance: 1
Normal Rise: 60F
Quick Rise: 30F
Delayed Rise: 75F
Back Rise: 45F
Taunt: Shu briefly touches the prayer beads hanging from her neck with her right hand and utters “ Anata ga motte iru mono o misete ” (Show me what you have). Shu’s next Kuchu Sensui Koriha or Setsu Ryusoshu gains an addition +2 On Hit.
Throw Range: 20
Throws:
Goshoha (Great Piercing Wave) - LP+LK: Shu grabs her opponent by the throat with her right hand and quickly strikes them with a powerful left palm strike to the sternum 4F Startup 120 Damage/130 Stun
Ishi Nadare (Stone Avalanche) - B+LP+LK+motion: Shu tosses her opponent high into the air and strikes them with a powerful right open palm strike to the back as they fall to the ground 4F Startup 110 Damage/150 Stun
Unique Attacks:
Kikougeki (Armor Strike) – F+MP: Shu steps forward and strikes with a straight right punch. 7F Startup 70 Damage/100 Stun +3 on Hit/0 On Block
Seichu Nidan Tsuki (Middle Two Stage Thrust) - F+HP: Shu strikes her opponent with a powerful dashing two hit back elbow strike. 14F Startup 90 Damage/150 Stun, +5 On Hit/-2 On Block
Joushouken (Rising Fist) – B+HP: (Anti Air): Shu hits her foe with a rising left uppercut. Attack has limited horizontal range. 9F Startup 90 Damage/150 Stun, Knocks Down/-7 On Block
Kanrei Kujinkyaku (Cold Air Blade Leg)- D+ MK (In Air): Shu executes a diving kick at the apex of her neutral or forward jump. 12F Startup 6F Landing Recovery 60 Damage/100 Stun
Gekisai Ichigeki (Pulversing Blow) – B+HK: Shu raises her lead leg and violently stomps on her opponents foot. Attack much be blocked low. 16F Startup 90 Damage/150 Stun +5 On Hit/-5 On Block
Takai Hakyaku (High Blade Kick) – F+ HK (Overhead): Shu raises her right leg perpendicular to the ground and drops it down on her foe with great force. 16F Startup 90 Damage/150 Stun +3 On Hit/-2 On Block
Zen Riposte:
Hashogeki (Wave Palm Attack) – B,DB,D+P: Shu pulls her arms back and thrust them forward, hitting her foe with a double palm strike. 40 Damage/50 Stun Leaves Standing
Joudan Sokutogeri (High Level Foot Edge Kick) – B,DB,D+K: Shu hits her adversary with a high standing side kick that knocks them a ½ Screen away from her. 40 Damage/50 Stun
Zen Trance:
Gentou No Ken (Fist of Severe Winter)– QCF+PPP: Shu focuses her ki unleashing her full offensive potential. Shu gains the ability to cancel one special attack into another.
- The same special attack cannot be comboed into itself.
- Multiple special cancels can be performed in a single combo if the player combos a normal attack in between special attacks.
- Kakuu Shimo Daikama can be canceled into Kuchu Sensui Koriha.
- Kuchu Sensui Koriha cannot be canceled into Kakuu Shimo Daikama
Specials:
Toketsu Jiraiken (Frozen Landmine Fist) – F,D,DF+P: Shu jumps straight up into the air, raises her left arm above her head, and icy ki surrounds her fist as she slams it into the ground at high velocity. LP and MP version knockdown. LP (14F Startup, 120 Damage/150 Stun, -6 On Block, Airborne 4F to 13F) MP (18F Startup,140 Damage/150 Stun, -4 On Block, Airborne 4F to 17F) HP (23F Startup, 150 Damage/150 Stun, +6 On Hit/-2 On Block, Airborne 4F to 22F) EX (18F Startup 160 Damage/200 Stun, +6 On Hit/-2 On Block, Strike Invincible 1F to 18F, Airborne 4F to 17F)
Tsumetai Goshoken (Freezing Strong Piercing Fist) – QCF+P: Shu slides forward at great speed and strikes her adversary with a freezing underhand right palm strike. All versions knock down. Punch button determines damage, travel distance, and startup. LP (9F Startup, 100 Damage/150 Stun, Projectile Invincible 3F-8F, ¼ Screen -4 on Block) MP (13F Startup, 120 Damage/180 Stun, Projectile Invincible 3F-12F, ½ Screen -6 on Block) HP (17F Startup, 140 Damage/200 Stun, Projectile Invincible 3F-16F, ¾ Screen -6 on Block) EX (17F Startup, 150 Damage/150 Stun, Projectile Invincible 1F-17F, ¾ Screen -4 on Block, 2 Hits, Causes Juggle State)
Setsudan Koriha (Cutting Ice Blade) – QCB+P: Shu slides forward at great speed and slices her opponent with a freezing horizontal right hand chop. The HP and EX versions slice through the opponent at point blank range causing a side switch. LP (12F Startup, 90 Damage/120 Stun, Projectile Invincible 3F-11F, ¼ Screen, +1 on Hit/-2 on Block) MP (16F Startup, 110 Damage/150 Stun, Projectile Invincible 3F-15F, ½ Screen,+2 on Hit/-4 on Block) HP (20F Startup, 130 Damage/170 Stun, Projectile Invincible 3F-19F, ¾ Screen, -5 on Block) EX (17F Startup, 150 Damage/150 Stun, Projectile Invincible 1F-17F, ¾ Screen, -4 on Block, 2 Hits, Causes Juggle State)
Kuchu Sensui Koriha (Sky Diving Ice Blade) – QCF+P (In Air): From any jump, Shu raises her left arm above her head, and icy ki surrounds her fist as she descends rapidly to the ground with a brutal high speed chop. LP (9F Startup, 80 Damage/150 Stun. +1 on Hit/-1 on Block) MP (11F Startup, 90 Damage/150 Stun, +2 on Hit/-2 on Block), HP (14F Startup, 100 Damage/150 Stun, +4 on hit/-4 on Block) EX (10F Startup, 120 Damage/150 Stun, +4 on Hit/-2 on Block)
Setsu Ryusoshu (Snow Dragon Claw Kick) – QCF+K: Shu raises her lead leg while advancing forward and violently brings it down on her foe in scythe like motion. All versions level the opponent standing. Kick button determines startup, damage, and advantage on hit. LK (15F Startup, 80 Damage/120 Stun, +2 On Hit/-2 On Block) MK (18F Startup 90 Damage/150 Stun, +3 On Hit/-4 On Block) HK (25F Startup 130 Damage/150, Overhead, +5 On Hit/+1 On Block) EX (18F Startup 150 Damage/200, Overhead, +5 On Hit/+1 On Block)
Fuyu Daikama (Winter Scythe) – QCB+K: Shu’s right leg is surrounded by an icy aura as she hops forward and strikes with powerful 360° Spin Kick. Damage, travel distance, and juggle state length determined by the kick button pressed. LK (10F Startup 70 Damage/100 Stun, Point Blank, -4 On Block, Smallest Juggle Window) MK(14F Startup 80 Damage/120 Stun, -6 On Block, ¼ Screen, Larger Juggle Window) HK(17F Startup 100 Damage/120 Stun, ½ Screen, -7 On Block, ½ Screen, Largest Juggle Window) EX (10F Startup 120 Damage/120 Stun,½ Screen, -4 On Block, ½ Screen, Largest Juggle Window)
Kakuu Shimo Daikama (Aerial Frost Scythe)– QCB+K (In Air) From any jump, strikes her opponent with a frosty 360° Spin Kick. All versions do 90 Damage/150 Stun. Kick button pressed determines the startup and juggle window length. LK (8F Startup, Small Juggle Window) MK (9F Startup, Larger Juggle Window), HK (10F Startup, Largest Juggle Window) EX (8F Startup, 110 Damage/150 Stun, Largest Juggle Window)
Zen Art 1:
Fubuki Gohadoken (Blizzard Strong Surge Fist): QCFx2+P: Shu pulls back her left arm, channels a large amount icy ki into her left hand, and thrusts her open left palm forward unleashing a concentrated projectile that freezes her opponent on hit. If the player has 4 bars and throws two Fubuki Gohadoken’s in succession. The second projectile only does 80 Damage/125 Stun. If the player performs a combo on the a frozen opponent that ends in Fubuki Gohadoken normal scaling applies but the opponent will not refreeze nor will they become dizzy at max stun without an addition hit landing after the combo is concluded. LP (Slow), MP Fast), HP (Fastest)
- 160 Damage
- 250 Stun
- 2 Bars of Z Gauge
Zen Art 2:
Koriyari Goshoha (Ice Spear Strong Piercing Wave): QCBx2+P: Shu travels forward at blistering speed, hitting her opponent with an underhand right open palm strike to the sternum that creates shock wave on impact, and sends a large spear shaped wave of Ki through her opponent’s chest and out of their back.
- 320 Damage
- 160 Stun
- 3 Bars of Z Gauge
Zen Art 3
Gousetsu Kadoukyaku (Tremendous Snowfall Vortex Leg): QCBX2+K: Shu rises of the ground with rapidly spinning kick that creates a column of cyclonic wind around her that, vacuum’s her opponent in, strikes them a multitude of times, and ends with a Joudan Sokutogeri (High Standing Side Kick) that sends her opponent sailing away from her. If this attack lands in the corner, Shu can land a juggle combo after the Joudan Sokutogeri.
- 420 Damage
- 140 Stun
- 4 Bars of Z Gauge
Reasons to be in SFVI:
Shu seeks her master’s whereabouts. After finding a the invitation to the World Martial Arts tournament he had received. She decides to enter herself. Show him want she learned in her time away and give him one of those big hugs he seemed to hate.
Note:
- Shu’s belt is a gift from her master (Ryu).
- Shu’s hand guards were a gift from her rival (Mel).
- Shu’s prayer beads were a gift from her rival’s father (Ken).
Two more SFVI concepts.
Alex
Summary
Name: Alex
Nickname: Manhattan Anvil
Sex: Male
Ethnicity: American
Height: 6ft 5in (1.95m)
Weight: 265lbs (120kg)
B/W/H: 55-35-39 (140cm-89cm-99cm)
Hometown: Manhattan, NY
Appearance: Alex is tall muscular man with long blonde hair and a goatee. His hair pulled back into a pony tail and he has a red bandanna on his forehead. He has red face point in the same of a lighting bolt running form the base of each and and running down both of his cheeks. Alex wears a black shirt with the sleeves ripped off leaving his arms bare. There is a red anvil at the center of his shirt. Alex has green fingerless gloves on each hand. Green cargo style pants are on his legs and brown leather combat boots are on his feet.
Occupation: MMA Fighter/Wrestler
Likes: Family, Challenges, Training, Fighting Strong Opponent’s
Dislikes: Muggers, Bullies, Broccoli, Weak Opponents
Fighting Style: Wrestling/MMA
Tone: Alex is confident but not arrogant no nonsense man.
Origins: The son of a soldier, Alex was orphaned at a young age. His parents were killed in a plane crash. Tom, his father’s best friend, took Alex in a raised him along side his daughter Patricia. The loss of his parents made Alex an angry youth. Tom started training Alex to instill discipline in him and help him channel his rage into something positive. After a short time, Alex came to view Tom and Patricia as family. Over the years the highlight of his day was going to Tom’s gym to train. Sparring with the various fighters that came to Tom for coaching and pummeling anyone that disrespected his “sister” Patricia.
One day when he entered Tom’s gym with Patricia, he saw strange man leaving. He was half blue and half red. Alex saw Tom in a heap on the floor. He ran over to check on him. Tom was badly heart but still alive. Alex told Patricia to call 911 and he ran outside to find the strange man. When Alex got outside, the man was long gone. As he and Patricia rode in the ambulance with Tom to the hospital, Alex vowed revenge. Tom, briefly regained consciousness and told Alex that “it was a fair fight.” but Alex wouldn’t hear it.
On the internet of all places, Alex saw the strange man fighting another fighter. His name was killed and he used the battle with a fighter named G to announce his presence to the world. Gill made it know that he would be organizing a martial arts tournament and he would face off against the winner. Alex wrote a short letter, placed it in an envelope, and left by it Tom’s beside. Alex would go on to defeat Gill but the victory felt empty. He could tell Gill was holding back. Still he returned to Tom with the news. He was simply see that Alex was okay. Patricia scolding him for leaving without saying goodbye. Alex described a fighter that he say to Tom. A man with a red head band that felled the massive Hugo. The man disappeared after an encounter with an one armed fighter. Alex was impressed with his skill and sought him out. The fighter, Ryu, thoroughly outclassed him. Although he never saw him after that, Alex used the memory of that fight as motivation to improve.
After several years and multiple championships in various organizations, Alex still could not find out what happened to the mysterious Ryu. He wanted to rematch him badly. Bored he took a fight with an upcoming MMA fighter from Holland. Alex made quick work of his opponent. A misunderstanding post fight, ended up with Alex meeting the woman that would ultimately become his wife.
Rival: Ryu
Stamina: 1175
Stun: 1200
Stun Recovery: 23F
Forward Dash: 17F
Back Dash: 23F
Forward Walk Speed: 3.9
Back Walk Speed: 3.3
Forward Dash Distance: 1.5
Back Dash Distance : 1
Normal Rise: 72F
Quick Rise: 36F
Delayed Rise: 90F
Back Rise: 54F
Taunt: Alex places his left hand on his right shoulder and rolls his right arm to stretch it out. He says “I’m all warmed up.” Startup for his next Rolling Powerbomb is reduced by 1F
Throw Range: 30
Throws:
Knife Edge Chop – LP+LK: Alex strikes his adversary with a powerful back chop to the sternum. 4F Startup 130 Damage/130 Stun
Back Brain Kick – B+LP+LK: Alex grabs his opponent, shoves them behind him, and hits them with a jumping left kick to the head. 4F Startup 140 Damage/150 Stun
Knee Lift – D+LP+LK: (Crouching Opponents) Alex strikes a crouching opponent with a knee lift to the face. 4F Startup 120 Damage/200 Stun
Unique Attacks:
Chop – F+MP: (Overhead): Alex hits his adversary with a quick overhand right chop. 10F Startup 80 Damage/120 Stun -1 on Hit/-2 on Block
Double Axe Handle – DF+MP (Overhead): Alex clasps his hands together, pulls them overhead, and brings them down on his opponents head with great force. 16F Startup 90 Damage/150 Stun +3 on Hit/-1 on Block
Lariat – F+HP: Alex hits his foe with a standing right arm closeline. Attack only hits crouches at point blank range. 10F Startup 90 Damage/150 Stun +8 on Hit/+3 on Block
Headbutt – B+HP: Alex grabs his opponent by the head with his an outstretched left arm, pulls them towards him, and hits them with a head butt.8F Startup 150 Damage/200 Stun +1 on Hit/-10 on Block
Sleeper Hold – B+HP: (After HP Flash Chop) 8F Startup 200 Damage/200 Stun +4 on Hit/-8 on Block
Flying Cross Chop – D+HP: (In Air): From neutral or forward jump, Alex dives at 30° Angle striking his opponent with a cross chop.10F Startup 90 Damage/150 Stun +8 on Hit/-6 on Block
Knee Hop – B+MK: (Overhead) Alex hops forward and strikes his adversary with a left knee strike. Goes over low attacks. 15F Startup 80 Damage/120 Stun +4 on Hit/+1 on Block Airborne 4F to 14F
Enziguri – F+HK: Alex hits foes with jumping left kick to the head that sends them across the screen. Goes over low attacks. Does not hit crouching opponents. 16F Startup 120 Damage/150 Stun Knocks Down/-4 on Block, Airborne 4F to 15F
Zen Riposte:
Atomic Drop – B,DB,D+P: Alex picks his opponent up into the air and slams them down on his right knee. Leaves opponent standing and Alex with a +2 advantage. 40 Damage/50 Stun
Superkick – B,DB,D+K: Alex hits his foe with a left kick high standing side kick that sends them across the screen. 40 Damage/50 Stun
Zen Trance:
Unstoppable Force – QCF+3P: Alex uses all four super bars, losing access to his EX, Zen Riposte, and Zen Arts. In exchange he gains armor on various normal and special attacks as well as the ability to combo into Rolling Powerbomb or Spiral DDT from heavy normal and command normal attacks. Hits absorbed by armor are scaled to 50% damage and the damage is also recoverable.
The following attacks can be canceled into Rolling Power Bomb.
- Standing HP
- Standing HK
- Jumping HP
- Jumping HK
- Lariat
- Headbutt
- Flying Cross Chop
The following attacks can be canceled into Spiral DDT
- Crouching HP
- Enziguri
The following attacks gain armor on frame 2
-
Crouching HP
-
Lariat
-
Headcrush
-
Enziguri
-
Flash Chop
-
Rolling Power Bomb
-
Slash Elbow
-
Air Stampede
-
Air Knee Smash
-
Spiral DDT
Specials:
Flash Chop – HCF+P: Alex attacks his enemy with a vicious left back hand chop that creates a yellow crescent shaped ki wave in front of him. Punch button pressed determines startup, damage, stun, and hit advantage. LP(11F Startup 120 Damage/150 Stun, +2 on Hit/-4 On Block) MP(15F Startup 130 Damage/160 Stun, +3 on Hit/-3 On Block) HP(19F Startup 140 Damage/180 Stun, +9 on Hit/-2 On Block, Turns Opponents Back To Alex) EX(9F Startup 180 Damage/200 Stun, Hard Knock Down/-2 On Block)
Rolling Power Bomb – HCB+P: (Command Grab) Alex grabs his opponent, jumps into the air, rollings toward the ground rapidly, and drives his opponent into the ground with a sitout power bomb. All versions have a 4F Startup. Punch button determines damage and throw range. LP(170 Damage/250 Stun, 48 Throw Range) MP(190 Damage/250 Stun, 42 Throw Range) HP(210 Damage/250 Stun, 36 Throw Rang) EX (3F Startup, 230 Damage/250 Stun, 48 Throw Range)
Rolling Double Suplex – 360°+P: (Command Grab) After landing a HP Flash Chop, Alex grabs his opponent, German Suplexes them, and immediately rolls into an aerial German Suplex. 4F Startup 230 Damage/250 Stun EX(3F Startup 250 Damage/300 Stun)
Head Crush – Charge D,U+P: Alex flips into the air, tucking himself into a ball, lands in front of his opponent, grabs their head with both of his hands, and pulls them towards him smashing them with a headbutt. All versions 160 Damage/250 Stun. LP (30F Startup ¼ Screen), MP(35F Startup ½ Screen), HP(40F Startup ¾ Screen), EX(25F Startup, 180 Damage/300 Stun, Back Input ¼ Screen, Neutral ½ Screen, Forward Input, ¾ Screen)
Slash Elbow – Charge B,F+K: Alex rushes towards his adversary and strikes with a hooking left elbow to the temple. Kick button determines startup, travel distance, and damage. LK(15F Startup 100 Damage/200 Stun, ¼ Screen, +1 on Hit/-2 On Block) MK(18F Startup 120 Damage/200 Stun, ½ Screen, Knocks Down/-6 On Block) HK(20F Startup 140 Damage/200 Stun, ¾ Screen, Knocks Down/-7 On Block, Juggles In The Corner) EX (9F Startup 160 Damage/200 Stun, ¾ Screen, Hard Knock Down/-3 On Block)
Air Stampede – Charge D,U+K: (Overhead) Alex jumps into the air above his foe, raises both of his knees to chest level, and lands with a violent double foot stump. All versions 140 Damage/200 Stun. Attack must be blocked high. LK (24F Startup ¼ Screen), MK(27F Startup ½ Screen), HK(30F Startup ¾ Screen), EX(24F Startup, 160 Damage/250 Stun, Back Input ¼ Screen, Neutral ½ Screen, Forward Input, ¾ Screen)
Air Knee Smash – F,D,DF+K: (Anti Air) Alex rising into the air, strikes his opponent in the gut with a left knee strike before driving them into the ground with his left knee. Ascent angle and startup is determined by the kick button pressed. All versions are invincible to airborne attacks. Does not hit grounded opponents. LK(6F Startup 120 Damage/180 Stun, 70° Angle) MK(7F Startup 140 Damage/180 Stun, 60° Angle) HK(8F Startup 160 Damage/180 Stun, 50° Angle) EX(3F Startup 200 Damage/200 Stun, Hits Grounded Opponents, LK+MK 70° Angle, LK+HK 60° Angle, MK+HK 50° Angle)
Spiral DDT - HCB+K: (Command Grab) Alex jumps towards his opponent, grabs them into a headlock from their shoulders, and spins 360° while driving their head into the ground. All versions do 160 Damage/200 Stun. Goes over low attacks. LK(20F Startup ¼ screen, Airborne 5F-21F) MK(22F Startup 3/8 Screen, Airborne 5F-23F) HK(24F Startup ½ Screen, Airborne 5F-25F) EX(18F Startup 180 Damage/250 stun, LK+MK ¼ Screen, LK+HK 3/8 Screen, MK+HK ½ Screen, Airborne 3F-19F)
Spiral Cutter - HCB+K: (Command Grab)After landing a HP Flash Chop, Alex jumps toward his opponent and plants them face first into the ground with a ¾ front face lock bulldog. 180 Damage/230 Stun. EX 200 Damage/280 Stun
Zen Art 1:
Stun Gun Headbutt – QCFx2+P: Alex jumps into the air before grabbing his opponent and striking them with a four consecutive headbutts that leaves them stunned for a follow up attack. 24F Startup. Punch button determines the travel distance. LP(Point Blank), MP( ½ Screen) HP( ¾ Screen)
- 180 Damage (3x30, 1x90)
- 1500 Stun
- 2 Bars of Z Gauge
Zen Art 2:
Machine Gun Flash Chop – QCBx2+P: Alex strikes his foe with a brutal left back hand chop to the sternum that staggers them. He strikes with a swift barrage of left back hand chops before cocking back striking with a final violent back chop that causes his opponent to collapse in front of him. The hard knock down leaves leaving Alex at a +2 Advantage. 8F Startup 12 Hits
- 360 Damage (1x100, 10x10, 1x160)
- 240 Stun
- 3 Bars of Z Gauge
Zen Art 3:
Rolling Hyper Bomb – 360°+P: Alex grabs his opponent, German Suplexes them, rolls into a successive aerial German Suplex, and immediately follows that suplex up by jumping high into the air and planting his opponent into the ground with a rolling sitout powerbomb. 2F Startup
- 540 Damage (2x120, 1x300)
- 120 Stun
Rolling Chain Suplex – 360°+P: After landing a HP Flash Chop, Alex grabs his opponent, and hits them with a chain of four successive German Suplexes before immediately rolling into a high flying aerial German Suplex that plants the back of his opponent’s head into the ground. 2F Startup(After HP Flash Chop)
- 600 Damage (4x100, 1x200)
- 150 Stun
Reasons to be in SFVI:
While some are seeking fame, fortune, or household bragging rights. Alex hopes the gathering of the world’s best fighters draws out Ryu. He was thoroughly outmatched by Ryu in their first encounter years ago. Despite all the accolades he’s earned since then, Alex still wants to see how he measures up to Ryu.
Xandra
Summary
Name: Xandra
Nickname: Elleboog Koningin (Elbow Queen)
Sex: Female
Ethnicity: Dutch/Thai
Height: 6ft 2in (1.88m)
Weight: 168lbs (76kg)
B/W/H: 39-26-36 (99cm-66cm-92cm)
Hometown: Manhattan, New York
Appearance: Xandra is towering woman. She has straight sandy brown hair that is shoulder length. Her eyes are hazel and she has an almond complexion. Xandra’s powerful legs are 39 inches (1m) long. She wears an unzipped white jacket. The jacket’s zipper, collar, wrist, and bottom trim of the jacket are red. Xandra’s fists are wrapped in black tape up to the knuckles leaving the rest of fingers exposed. She wears a form fitting sleeveless blue shirt under her jacket and black yoga pants. Xandra wears blue mid-top athletic shoes on her feet.
Occupation: Kickboxer/Striking Coach
Likes: Her Family (Alex and Aleida), Elbow Strikes, Roselle Hibiscus Blossom Tea
Dislikes: Traditional Dutch Kickboxing Rules*, Being called Alexandra (Her name is Xandra)
Fighting Style: Muay Thai/Dutch Kickboxing
Tone: Xandra is brash, supremely confident, and borderline arrogant.
Origins: Xandra was named after her father Xander. He was famous Dutch Kickboxing champion. At the height of his popularity, Xander was called out by the Muay Thai Emperor, Sagat. Xander fought Sagat under traditional Muay Thai rules. It was Sagat’s technique, clinch work and elbows, not his size that gave Xander the most trouble at lead to his defeat. Instead of returning home, Xander stayed in Thailand. He was frustrated by his lack of preparedness. Xuwicha, a master at nearby Muay Thai school, was impressed with Xanders performance. Despite not possessing all eight tools, he was strong fighter. While training under Xuwicha, Xander fell for and married his daughter.
Xandra spent the majority of the first ten years of her life in Thailand. Her father would bring her Holland through out the year to visit her grandparents. At the age of ten, her parents moved to Holland so that her father could open up his own kickboxing school. He wanted a school that taught the traditional Dutch Kickboxing he grew up with as well as the Muay Thai he had studied for the past 15 years.
Xandra grew up learning both styles. Due to her proficiency with elbow and clinch work, she preferred Muay Thai. Inheriting her father’s size, Xander is 6’8” (2.03m) tall, Xandra faced little competition from the girls her age. She preferred to fight boys as they could actually put up a fight. By the time she became a teenager, she was easily the strongest fighter at her father’s school. Xandra was 5’11 (1.8m) tall at 13 years of age. She’d often sneak away to enter underground fighting tournaments while masquerading as an adult. Her parents were dismayed when they discovered this. On the recommendation of his wife, Xander sent Xandra to live with her grandfather to instill some discipline in her.
Xandra returned five years later, now 6’2” (1.88m) tall, with every championship Thailand had to offer. It only took three years for her to repeat the same feat on the European circuit. Unable to get any fights, no one would fight her, Xandra began working as a striking coach for an up and coming MMA fighter that had trained previously at her father’s school. He was training for a fight with world champion. A fighter from America named Alex. Alex was an impressive fighter and made quick work of his opponent. Xandra approached Alex to challenge him to a fight. He did not speak Dutch and she did not speak English. She asked one the other coaches to translate for her. Instead of challenging him to a fight, the coach told Alex that Xandra thought he was handsome and wanted to invite him to dinner. Xandra was confused by Alex’s sudden blushing but the coach said he accepted. When Alex arrived for their “fight” he was well dressed and carried a large hibiscus flower which he handed to her. Confused, she beckoned him to come inside. To her surprise, there were two extra places set at the dinner table by Kanda, her mother. She later found out that mother had arranged to whole thing.
Despite the initial language barrier, Alex and Xandra would hit off. Their shared passion for fighting bonded them. Slowly she learned English and the two would eventually marry. They would have a daughter, Aleida, a short time later. Although Alex’s Dutch remains poor, Xandra has become fluent in English. Due to Alex’s influence, she speaks in a New York accent. Aleida is five years old.
Rival: None
Stamina: 1050
Stun: 1050
Stun Recovery: 23F
Forward Dash: 18F
Back Dash: 21F
Forward Walk Speed: 4.5
Back Walk Speed: 4.5
Forward Dash Distance: 1.5
Back Dash Distance : 1
Normal Rise: 64F
Quick Rise: 32F
Delayed Rise: 80F
Back Rise: 48F
Taunt: Xandra drops her guard, shakes her head, and says “My daughter hit harder than you and she’s five.” If she is fighting Alex she says. “Stop holding back, Aleida hits harder than this.” The stun on her next elbow based special attack is increased by 50. This affect occurs even in her Zen Trance state.
Throw Range: 26
Throws:
Skull Rijzen – LP+LK: Xandra clinches her opponent, hits them with a left overhand elbow to the top of the head that doubles them over followed by an immediate right knee lift to the face that knocks them away. 4F Startup 120 Damage/120 Stun
Twofold Klap – B+LP+LK: Xandra clinches her foe, hits them with a right elbow to the temple, spins behind them and hits them with a back elbow in between the shoulder blades that sends them flying away. 4F 130 Damage/150 Stun
Unique Attacks:
Elbow Onderscheppen – B+MP (Anti Air): Xandra strikes with a spinning back left elbow uppercut. Attack is effective versus jumping opponents. 8F Startup 90 Damage/120 Stun Knocks Down on Hit/-8 On Block
Spinning Botsing – F+HP:(Overhead) Xandra steps forward while performing spinning back overhead right elbow strike to the head. 15F Startup 90 Damage/150 Stun +3 on Hit/-1 on Block
Double Hamer – DF+HP: Xandra strikes with a left straight punch-right straight punch combination to the head. 10F Startup 90 Damage/150 Stun +1 on Hit/-4 on Block
Knie Hop – B+LK: Xandra executes a quick hopping double knee strike. Attack goes over low attacks. 8F Startup 50 Damage/100 Stun +1 On Hit/-2 On Block
Stap Laag Leg – F+MK: Xandra steps forward while striking with a left inside leg kick. Attack must be blocked low. 10F Startup 90 Damage/150 Stun +3 on Hit/-2 on Block
Stap Hoog Leg – F+HK: Xandra steps forward while striking with a right high kick. Attack does not hit crouching opponents. 10F Startup 100 Damage/180 Stun Knocks Down/-2 on Block
Dubbele Knee Drop – D+HK: (In Air) Xandra strikes from the air at a 50° angle with a diving double knee drop. 6F Startup 70 Damage/100 Stun +2 on Hit/-4 On Block
Driedubbel Hammer – B+MP, DF+HP: (Target Comb) Xandra strikes with a spinning back left elbow uppercut into left straight punch-right straight punch combination to the head. This target combo is only available against grounded opponent’s. It’s not available if the initial elbow strikes an airborne foe. 8F Startup 110 Damage/130 Stun Knocks Down on Hit/-9 On Block
Knie Hop Blow – B+LK, MP: (Target Combo) Xandra performs a quick hopping double knee, into overhead left elbow strike. 8F Startup 80 Damage/150 Stun +1 On Hit/-7 On Block
Stap Laag Combination - F+MK,F+HK: (Target Combo) Xandra steps forward while striking with a left inside leg kick – right high kick combination. 10F Startup 140 Damage/200 Stun Knocks Down/-7 on Block
Zen Riposte:
Jaw Bovenste – B,DB,D+P: Xandra hits her opponent with a quick right uppercut to the jaw that knocks them off of their feet. 40 Damage/50 Stun
Duw Kick – B,DB,D+K: Xandra strikes her foe with a right push kick to the abdomen. 40 Damage/50 Stun Leaves Foe Standing and Xandra +2
Zen Trance:
Swift Knaller – QCF+3K: Xandra uses all four super bars, losing access to his EX, Zen Riposte, and Zen Arts. In exchange the charge time of all of her special attacks is eliminated. Any special attack that leaves the foe standing gains additional hit advantage. Attacks that knock down gain additional stun output.
- LP Smash Elleboog - Hit Advantage increased from+1 to +3
- MP Smash Elleboog – Hit Advantage increased from +2 to +4, Disadvantage on Block decreased from -4 to -3
- HP Smash Elleboog – Hit Advantage increased from +2 to +5, Disadvantage on Block decreased from -6 to -4
- Flash Snee (All Versions) - Hit Advantage increased from+3 to +4, Disadvantage on Block decreased from -6 to -3.
- Crush Elleboog – Stun increased from 200 to 250
- LK,MK Rise Knee Stormloop- Stun increased from 150 to 180
- HK Rise Knee Stormloop – Stun increased 180 to 220
- LK,MK Slash Knie – Stun increased from 150 to 170
- HK Slash Knie – Stun increased from 160 to 190
Specials:
Crush Elleboog – Charge D,U+P: Xandra jumps toward her opponent and front flips into a downward right elbow strike to the top of her foe’s head. Is NOT an overhead. Attack goes over projectiles with the proper timing. All versions 160 Damage/200 Stun and Knock Down/-4 on Block. LP (28F Startup ¼ Screen), MP(33F Startup ½ Screen), HP(38F Startup ¾ Screen), EX(23F Startup, 180 Damage/240 Stun, Back Input ¼ Screen, Neutral ½ Screen, Forward Input, ¾ Screen)
Smash Elleboog – Charge B,F+P: Advancing left spin back elbow. The startup spin is projectile invulnerable. Punch button determines startup, travel distance, and damage. LP(12F Startup 110 Damage/150 Stun, ¼ Screen, +1 on Hit/-2 On Block) MP(15F Startup 130 Damage/150 Stun, ½ Screen, +2 On Hit/-4 On Block) HP(18F Startup 150 Damage/150 Stun, ¾ Screen, +2 On Hit/-6 On Block, Juggles In The Corner) EX (9F Startup 180 Damage/200 Stun, ¾ Screen, +5 On Hit/-8 On Block)
Bash Fist Lancering – HCB+P : (Command Grab) Xandra clinches her opponent, hits this with an overhead right to the head followed by a left uppercut to the jaw that lifts them off the ground leaving them in a juggle state. All versions have a 8F Startup. Punch button determines damage and throw range. LP(90 Damage/120 Stun, 42 Throw Range) MP(100 Damage/120 Stun, 36Throw Range) HP(120 Damage/120 Stun, 30 Throw Rangr) EX (7F Startup, 120 Damage/120 Stun, 42 Throw Range)
Rise Knee Stormloop – F,D,DF+K: (Anti Air) Xandra pummels her adversary with rising three hit (left-right-left) knee barrage. Ascent angle and startup is determined by the kick button pressed. All versions are invincible to airborne attacks. Does not hit crouching opponents. LK(5F Startup 140 Damage/150 Stun, 70° Angle) MK(6F Startup 150 Damage/150 Stun, 60° Angle) HK(7F Startup 160 Damage/180 Stun, 50° Angle) EX(4F Startup 160 Damage/180 Stun, Hits Crouching Opponents, LK+MK 70° Angle, LK+HK 60° Angle, MK+HK 50° Angle)
Slash Knie – Charge B,F+K: Xandra rushes through the air toward her opponent with a right flying knee strike that is followed up by an immediate left knee strike on impact. Kick button determines startup, travel distance, and damage. All versions knock down. LK(13F Startup 120 Damage/150 Stun, ¼ Screen, -4 On Block, Limited Juggle State) MK(16F Startup 140 Damage/150 Stun, ½ Screen, Knocks Down/-5 On Block) HK(19F Startup 160 Damage/160 Stun, ¾ Screen, Knocks Down/-6 On Block,) EX (12F Startup 160 Damage/160 Stun, ¾ Screen, Causes Crumple State/-4 On Block)
Flash Snee – Charge D,U+K: (Overhead) Xandra jumps toward her opponent and front flips into a right axe kick that creates a yellow crescent wave of ki as it crashes onto the opponents head. Must be blocked high. Attack goes over projectiles with the proper timing. All versions do 150 Damage/150 Stun and are +3 on Hit/-6 on Block. LK (29F Startup ¼ Screen), MK(34F Startup ½ Screen), HK(39F Startup ¾ Screen), EX(24F Startup, 160 Damage/200 Stun, Back Input ¼ Screen, Neutral ½ Screen, Forward Input, ¾ Screen)
Zen Art 1:
Stun Combination Lancering – 360°+P: (Command Grab) Xandra clinches her opponent, hits this with a right elbow to the temple, left elbow to the temple, spinning right back elbow to the face, followed by a left uppercut to the body and right uppercut to the jaw that lifts them off the ground. 45 Throw Range.
- 240 Damage (3x40, 1x120)
- 240 Stun
- 2 Bars of Z-Gauge
Zen Art 2:
Schoppen Slicer – HCFx2+K: Xandra dismantles her opponent with a series of alternating kicks to each knee and kidney before hitting them in the face with a left high step kick into right back kick combination that launches the opponent. Xandra thing jumps in the air and sends her foe crashing into the ground with a powerful Flash Snee.
- 340 Damage (4x20, 1x40,1x100. 1x120)
- 170 Stun
- 3 Bars of Z-Gauge
Zen Art 3:
Sky Knie Raid – Charge B,F,BF+K: Xandra rushes through the air toward her opponent with a right-left flying knee combination that pops her opponent into the air. She then carries her opponent skyward with a barrage of six alternating left and right knee strikes. On the final knee strikes, Xandra sails past her opponent before driving them head first into the ground with a diving knee strike.
- 510 Damage (2x90, 6x30, 1x150)
- 190 Stun
- 4 Bars of Z-Gauge
Reasons to be in SFVI:
Outside of the occasional exhibition, Xandra has not been able to get a sanctioned kickboxing fight. Essentially, she is involuntarily retired from the kickboxing scene, Xandra looks to the world of underground fighting to find a challenge as she did in her youth. The world martial arts tournament is the perfect chance for her to cut loose against the worlds best and hopefully find herself a rival. Plus it’s a chance for household bragging rights.
Notes:
- Dutch Kickboxing does not allow the use of elbows and limits clinching. Xandra excels at elbow techniques. Hence her disdain for traditional Dutch Kickboxing rules.
- Xandra’s father Xander is 6’8” (2.03m) but her mother Kanda is only 5’5”(1.65m)
- Xandra’s despite growing up in Thailand and Holland, speaks English like a native New Yorker since she learned the language by speaking with Alex.
- Hates when people thing her name is Alexandra or when people combine her and her husband’s name into Alexandra.
- Both the Thai flag and the flag of the Netherlands are red, white, and blue. Her upper body colors mirror the flags of her parents.
Dutch Translations:
- Rijzen – Rise
- Klap – Blow
- Onderscheppen – Intercept
- Botsing – Crash
- Hamer - Hammer
- Knie – Knee
- Stap – Step
- Laag – Leg
- Dubbele – Double
- Driedubbel - Triple
- Bovenste – Upper
- Duw - Stunner
- Knaller – Stunner
- Elleboog - Elbow
- Lancering – Launch
- Stormloop – Rush
- Snee – Cut
- Schoppen - Kicking
A revamp of an older SFV Concept for the “SFVI” that I conceptualized.
Tora - The Prince of Muay Thai
Summary
Name: Tora
Nickname : Prince of Muay Thai
Sex: Male
Ethnicity: Thai
Height: 6ft 4in(1.93m)
Weight: 225 lbs. (102kg)
B/W/H: 48-35-36(122cm-89cm-91cm)
Hometown: Ayutthaya, Thailand
Appearance: Tora is a tall young man. He has brown eyes and long loose straight brown hair that hangs down his back to his waist. He is a muscular but not overly bulky physique. Tora is shirtless. He wears knee length orange Thai boxing shorts. The shorts have a thick black waist band and black trim around the base of pant leg. His fists are wrapped in black tape from the wrist up to the knuckles leaving his fingers exposed. Tora has black tape around his ankles and wrapping around the arches of his feet. His ankles and toes are left exposed… There is a black headband tied around his forehead.
Likes: Sagat, Training, Tigers, Kaeng Kanun(Jackfruit Curry)
Dislikes: Adon, Distractions (From His Training)
Fighting Style: Muay Thai (Tiger Style )
Tone: Tora is a dedicated and serious young man. Training and improving are his chief focus in life.
Origins: Tora has no memory of his parents. He was orphaned as a boy. When the Muay Thai Emperor, Sagat, came to his mountain village to train in solitude. Tora watched him from a distance. He’s mimic, to the best of his ability, the techniques he saw Sagat perform. This went on for several years. Unbeknownst to Tora, Sagat was aware of his prying eyes. Sagat figured he’d grow bored and go about his way eventually, but Tora did not. With no parents to take care of him, Tora performed odd jobs around the village to earn his keep. Only taking breaks to watch Sagat. Sagat was reluctant to take on any students after schism between he and Adon.
One day, on his way to get water from the local river, Sagat saw several kids accosting Tora. Before he could intervene, Tora subdued his attacks with surprisingly accurate versions of his own techniques. Impressed with the progress he made on his own. Sagat decided to formally train Tora. Tora was overjoyed at the opportunity. He worked diligently at his craft. Sagat often had to insist that Tora take breaks. Tora would go off in the woods to “relax.” A soon as he was out of Sagat’s line of sight, he’d train on his own.
Tora has developed quite the “fan club” in the village. However he’s completely oblivious to why the girls of the village find excuses to be around him. The biggest of his fan often joins him on his morning runs and frequently asks to be trained by Tora. Tora always remarks to her that he is still learning himself and that she should study under Sagat. Yet she persists in following him around and mimic his movements. He was initially annoyed at the distraction from his training until Sagat reminded Tora that he followed Sagat around in the same manner.
His Rival: Adon
Stamina: 1050
Stun: 1050
Stun Recovery: 23F
Forward Dash: 18F
Back Dash: 22F
Forward Walk Speed: 5.1
Back Walk Speed: 3.4
Forward Dash Distance: 1.5
Back Dash Distance : 1.5
Normal Rise: 64F
Quick Rise: 32F
Delayed Rise: 80F
Back Rise: 48F
Taunt: Tora turns his back to his opponent, clinches his fists gaining a white aura, and says “Anata ga yūkigāreba watashi o kōgeki shi nasai” - “Attack me if you dare”. If the animation completes. Tora gains armor on frame 3 for all of his special attacks.
Throw Range: 24
Throws:
Tiger Ambush -LP+LK: Tora grabs his foe with a Thai Clinch and pulls their head down as he knees them in the face causing them to fly backward. 4F Startup 120 Damage/120 Stun
Tiger Toss -B+LP+LK: Tora grabs his foe, hits them with a spinning back elbow to the gut, and tosses them over his shoulder. 4F Startup 110 Damage/150 Stun
Unique Attacks:
Tiger Elbow – F+HP (Overhead) – Tora strikes with a slow but powerful overhead elbow strike. Slow startup, -2 on block. 18F Startup 80 Damage/120 Stun +4 on Hit/-1 On Block
Pouncing Claw – F+ MK: (Overhead) Tora performs a hopping knee strike that hits overhead. Attack has slow startup, but is -2 on block. 15F Startup 70 Damage/100 Stun +2 on Hit/-2 on Block
Strong Paw Kick – B+HK: Tora executes a high reaching left roundhouse kick. Attack has excellent vertical range but limited horizontal range. Can anti air with proper timing. Does not hit crouching opponents. 9F Startup 90 Damage/150 Stun +3 on Hit/-2 on Block
High Step Paw – B+MK: Tora steps forward and strikes with a right roundhouse kick. Can be used an anti air. Puts the airborne opponent’s juggle state. Leaves grounded opponent’s standing. 8F Startup 70 Damage/120 Stun +1 on Hit/-2 on Block
Low Step Paw – F+HK: Tora steps forward and strikes with a left kick to his opponent’s lower leg. Must be blocked low. Attacks causes a knock down. 10F Startup 90 Damage/150 Stun +2 on Hit/-5 on Block
Step Kick Feint – HK, HK (In rapid succession): Tora steps forward and fakes a step kick. Can be used to bait opponents.
Double Maul Paw – B+MK, F+HK: Tora steps forward and strikes his opponent high step kick to the face followed by a low step kick that takes them off of their feet. 8F Startup 90 Damage/150 Stun +1 on Hit/-5 on Block
Twin Launch Paw – B+MK, B+HK: Tora steps forward right roundhouse kick followed by high angle left roundhouse kick that launches his opponent into air. Causes a juggle state. 8F Startup 90 Damage/100 Stun Knock Down/-7 on Block
Zen Riposte:
Strong Claw Strike – B,DB,D+P: Tora grabs his foe by the neck and strikes them with a powerful straight punch to the sternum. Leaves opponent standing and Alex with a +2 advantage. 40 Damage/50 Stun
Tiger Fang – B,DB,D+K: Tora hurtles towards his opponent with a flying left side kick that knocks his opponent off their feet. 40 Damage/50 Stun
Zen Trance:
Tiger Fury -HP+HK: Tora clears his mind and gains increased Ki control enhancing his Tiger Roar and improving overall juggling capabilities.
- Tiger Roar – Startup Reduced from 16F to 13F, Total Frames Reduced from 46F to 42F.
- Tiger Roar – Damage increased from 60 to 80, Stun increased from 100 to 120.
- Tiger Roar – Launches foes into a juggle state from ¼ screen distance or closer.
- Tiger Blow – Any juggles caused by Tiger Blow do not count against the juggle limit.
- LP Tiger Claw - leaves Tora +2 in front of his standing opponent.
- MP Tiger Claw - Juggles in the corner
- HP Tiger Claw – Launches Tora’s opponent on it’s final hit
- Tiger Crush – When striking a juggled foe, does not count against the juggle limit.
- Tiger Smash – Locks juggled opponent’s into the attack so that all the hits land
- Tiger Crash – Causes a hard knock down when hitting a juggled foe.
Specials:
Tiger Blow – F,D,DF+P: Tora performs a swift and powerful standing left uppercut into a rising elbow strike. After the uppercut strikes his opponent’s jaw, Tora continues the motion, bringing his elbow upward striking them in the jaw again as he is rising into the air. Punch button determines the damage and start up speed. Attack has no airborne strike invincibility. Is projectile and throw invincible. All versions cause a juggle state. The stronger the punch, the higher the opponent is launched. LP(4F Startup, 130 Damage/150 Stun) MP (5F Startup, 145 Damage/150 Stun), HP (6F Startup, 160 Damage/160 Stun), EX (4F Startup, Full Startup Invincibility, 160 Damage/200 Stun)
Tiger Roar - QCF + P: Tora pulls back both of his arms with clinched fists and throws them forward violently towards his opponent generating a wave of ki. All projectiles have 16F Startup and 46 Total Frames. All versions do 60 Damage/120 Stun. Punch Button determines the angle of the projectile. LP (Horizontal). MP (30° Angle) HP (45° Angle) EX version, Tora tosses a larger two hit Tiger Shot. 15F Startup 43 Total Frames. 120 Damage/200 Stun. LP+MP(Horizontal), LP+HP(30° Angle), MP+HP(45° Angle)
Tiger Claw -QCB + P: (Rekka)A “Rekka” style attack that can be extended by repeated the motion up to three times. Tora hits his foe with a right hooking elbow strike. followed by a left hooking elbow strike, and finishes the attack with a right elbow uppercut. Punch button determines the distance traveled and attack properties.
-
LP – 6F Startup 50 Damage/50 Stun ¼ Travel Distance, 1st Follow up 6F Startup 40 Damage/50 Stun, 2nd Follow up 6F Startup 40 Damage/50 Stun, Leaves Foes Standing
-
MP – 8F Startup 60 Damage/60 Stun 1/3 Travel Distance, 1st Follow up 6F Startup 40 Damage/50 Stun, 2nd Follow up 8F Startup 50 Damage/50 Stun, Knocks Down
-
HP – 10F Startup 70 Damage/70 Stun ½ Travel Distance, 1st Follow up 6F Startup 50 Damage/60 Stun, 2nd Follow up 8F Startup 50 Damage/70 Stun. Knocks Down, Juggles in the corner.
-
EX - 6F Startup 70 Damage/70 Stun ½ Travel Distance, 1st Follow up 6F Startup 60 Damage/60 Stun, 2nd Follow up 8F Startup 70 Damage/70 Stun Causes Hard Knock Down. Gains Armor Frame 3, Launches His Foe
Tiger Crush - F,D,DF+ K: (Anti Air) Tora ascends into the air rapidly while executing a triple knee strike. Strength of the kick button used determines startup and damage. Attack only has airborne attack invincibility. Has no grounded strike, throw, or projectile invincibility. LP(3F Startup, 120 Damage/120 Stun) MP (4F Startup, 130 Damage/140 Stun) HP (5F Startup, 140 Damage/150 Stun), EX (3F Startup, Full Startup Invincibility, Most Damage, Crush Counterable)
Tiger Smash- QCB+ K: Tora flies toward his foe with aerial alternating left-right knee combination. All versions of this attack are projectile invincible and go over low attacks. All versions have a 6F Startup. LK (2hits, 100 Damage/120 Stun, +0 on Hit, -2 on Block) MK (3hits, 120 Damage/120 Stun, +1 on Hit, -4 on Block), HK (4 hits 140 Damage/160 Stun, +2 on Hit, -6 on Block) EX (5 hits, 150 Damage/200 Stun, Causes Hard Knock down, -2 on Block)
Tiger Crash - QCB+ K: (In Air) Tora performs a violent diving double knee strike from a forward jump. The descent angle of the attack is determined by the kick button pressed. All versions do 120 Damage/150 Stun. All versions +1 on Hit, -4 on Block. LK (65° Angle), MK (55° Angle), HK(45° Angle), EX(120 Damage/200 Stun, +3 on Hit, -2 on Block, LK+MK 65° Angle, LK+HK 55° Angle, MK+HK 45° Angle)
Zen Art 1:
Tiger Knee Barrage - 360°+P: Tora grabs his foe in a Thai clinch, hops into the air, and hits them with five successive knees to the face. The final knee knocks the opponent into the air allowing for a follow up juggle combo. 3F Startup. 42 Throw Range
-
250 Damage
-
350 Stun
-
2 Bars of Z Gauge
Zen Art 2:
Grand Tiger Roar – QCFx2+P: Tora pulls back both of his arms with clinched fists and throws them forward violently towards his opponent generating a massive wave of ki. The projectile created is equal in height to Tora himself. All versions have a 12F Startup with 40 Total Frames .Travel angle determined by the punch button pressed. LP (Horizontal). MP (30° Angle) HP (45° Angle).
-
350 Damage
-
200 Stun
-
3 Bars of Z Gauge
Zen Art 3:
Tiger Victory Assault - QCFx2+K: Tora strikes his foes with a barrage of standing elbow and knee strikes before sending them skyward with power six hit Tiger Crush and hurtling back to earth with vicious Tiger Crash. Attack leaves his foe planted in the ground if it ends the round.
-
520 Damage
-
130 Stun
-
4 Bars of Z Gauge
Reasons to be in SFVI: *
Tora wants to test his progress under Sagat’s tutelage. Sagat recieves an invitation to the latest World Martial Arts tournament. While still an incredibly formidable warrior, Sagat feels his best days are behind him. He wishes for Tora to carry on his legacy and take his place at the tournament. Honored by his master’s request, Tora accepts. He will give all everything he has to honor a man that is more than a master to him. Sagat has guided him in more than the martial arts. He considers him his father and he will not fail him.