The Character Concept Thread

All right! I’ll start off with some folks who are no stranger to the spotlight.

Zen

Spoiler

https://game.capcom.com/cfn/sfv/column/zen.jpg?h=8a6a056b0f81f002ae787cee4c1c4007

Tone: An over-the-top, Bollywood-inspired fighter that fills a stereotype practically nonexistent in Western media unless you are familiar with East Indian culture. Also, this song pretty much goes with the character.
https://www.youtube.com/watch?v=vTIIMJ9tUc8

Origins:

Zen displays a truly remarkable range of talents. When he’s not making the ladies swoon with his romantic cinematics or establishing India’s latest dance craze, he’s the high-flying action star that every Indian boy dreams of emulating. Zen always performs his own stunts, and regularly spars with big-name fighters to stay in peak condition.

Fighting Style: Various forms of Indian Martial Arts
Attributes: [Health: 3] [Power: 3] [Range: 2] [Mobility: 4] [Techniques: 3]

Throws:

  • Forward throw: Elephant Toss. Zen grabs his opponent by their legs, slams them into the ground, then tosses them away.
  • Back throw: Monkey Flank. Zen leapfrogs over the opponent’s shoulders, landing on his hands behind them. He then handspring kicks them in the back.
  • Air-to-air throw: Eagle Catch. Zen snatches his opponent out of the air, body slamming them into the ground as he lands from his jump. He can deal up to 10% more damage relative to how high off the ground he lands the grab.
  • Air-to-ground throw: Eagle Snatch. SFV’s first air-to-ground throw, performed by pressing down+LP+LK while in the air. Zen grabs the opponent’s shoulders, swings them overhead with a front flip, then slams them into the ground.

Unique Attacks:

  • Wall Jump: up-forward while next to a wall
  • Charmer Series. f.LP -> f.MP -> f.HP. Zen’s target combo resembles a dance with some strikes mixed in. He can start from f.LP or f.MP.
  • Rejection Back. During f.LP or f.MP, backdash. Zen’s f.LP/MP can be backdash canceled.
  • Mudslide. df.HK. A pretty standard knockdown slide.

V-Skill: Spin Step. Zen performs a forward sidestep, bypassing all projectiles and strike attacks. This ability works similarly to a CvS2 roll. The forward version of this move advances farther and passes through opponents.

V-Reversal: Dastar Unwind. Zen glides forward through the opponent, slipping out of incoming pressure.

V-Trigger: Climax Dance. Zen’s V-Trigger resembles an Alpha 2 Custom Combo, providing him with forward momentum and the ability to cancel any move into any other move. The background beats are synched to Zen’s button presses.

Specials:

  • Hunting Viper. srk+P. Zen reaches his hand into the air to catch opponents, slamming them into the ground. The EX version causes a wall bounce for additional combo routes.
  • Tiger Pounce. qcf+K. Zen springs forward at the opponent, hands outstretched. Heavier versions include a forward roll before the jump, allowing Zen to bypass incoming projectiles. When Zen connects with the opponent, he knocks the opponent down and sets up an armbar, similar to Laura’s Bolt Charge follow ups.
  • Tiger Claws. qcb+P. Zen performs a pair of palm strikes. The first hit is always a high attack, but different versions change the second hit. LP = straight palm, MP = overhead (doesn’t combo, can link after the hit), HP = slow unblockable (doesn’t combo from the first hit, used for resets), EX = 4 hits, last one is a launcher
  • Elephant Stomp. qcb+K. Zen’s main command throw, he knocks the opponent over before stomping them into the ground.

Critical Art: Karnataka Finisher. Zen picks up his opponent and swings them around for several seconds. He finishes by tossing them into the air, jumping after them, and doing an arm breaker into a ground slam.

Prologue Synopsis:
Zen is hanging out at his mansion (which is 90% tiger pelts, silk, and gold) when he gets a phone call from Azam, inviting him to Zangief’s underground wrestling tournament in Russia. Zen gladly accepts, hoping to get a rematch with the Red Cyclone as part of their ongoing rivalry. When he arrives, Laura finishes her match with El Fuerte, knocking him out of the ring. She recognizes Zen as a world-famous actor and fighter, immediately challenging Zen to a match in hopes of promoting Matsuda Ju Jiitsu. Zen dispatches of Laura, then openly asks where Zangief is. Rainbow Mika jumps into the ring, claiming that anyone who wants to get to Zangief will have to get through her. Zen easily defeats Rainbow Mika, claiming that only the real Red Cyclone could give him a challenge. Zangief then lets out a heavy laugh as he enters the ring, greeting his friend with a combat stance. The two spar, with Zen ultimately coming out on top. Impressed with how far he’s come since their last bout, Zangief advises Zen to seek out the World Warrior tournament competitors and try his luck against them. Zen resolves to seek out these fighters during his next World Tour, thanking Zangief for the match.

Sheila/Sheera

Spoiler

https://game.capcom.com/cfn/sfv/column/yoga04.jpg?h=68ca2b71e8ced38e179804bd8ec3a76f

Tone: Sheera is a worldly, well traveled woman, around Rose’s age. Despite her status as one of the 7 Yoga Masters, she retains a sense of humor and her good nature.

Origins:

Sheera is an oddity, even among the other Yoga Masters. She is the only one of their number that is female, and the only one to be born outside of India. Unlike the other Masters, she prefers to travel the world and bring wisdom to those in need.

Fighting Style: Yoga, Capoeria, weaponized contortion techniques
Attributes: [Health: 2] [Power: 2] [Range: 5] [Mobility: 3] [Techniques: 5]

Throws:

  • Forward throw: Sheera trips the opponent over with a leg sweep, then bends backwards to reach through her legs (Dhalsim st.HP much?) in order to grab the opponent’s ankles. She then snaps her back into regular form, still holding the opponent, swinging them overhead as she slams them into the ground.
  • Back throw: Sheera enters a handstand, grabbing the opponent’s head with her feet. She then tosses them full screen behind her.

Unique Attacks:

  • Yorick Lift. f+LP. Sheera swings her upper body 360 degrees, performing a rising palm uppercut as she completes the rotation, turning her upper body back around in the recovery frames. This attack is upper-body invincible, making it a great anti-air.
  • Yoga Swing. f+HP. Sheera bends backward into a right angle, then swings her upper body in a full circle parallel to the ground, sort of like Dhalsim’s V-Reversal. Holding the button has Sheera feint the attack.
  • Sweeping Stretch. b+HP. Sheera lifts a leg completely perpendicular to the ground with her sole facing up. She then bends her balancing leg to lower herself as she bends her spine back and under her waist to sweep the opponent with a side chop, knocking them down on hit.
  • Yoga Twist. f+LK. Sheera turns her upper body 360 degrees, then twists her lower body in the same direction, using the momentum of the turn to perform a standing low kick. During the startup, this move is upper body invincible.
  • Scorpion Handstand. f+MK. Sheera goes forward into a handstand bringing her legs over her body into an overhead strike.
  • Scorpion Claw. (during Scorpion Handstand) P. Sheera low swipes at the opponent’s feet with one of her hands, remaining balanced on the other.
  • Scorpion Stinger. (during Scorpion Handstand) K. Sheera does a second overhead strike on the opponent.
  • Guillotine Stretch. b+MK. Sheera lifts a leg completely perpendicular to the ground with her sole facing up. She then brings her leg down with an overhead axe kick.
  • Flagstaff. b+HK. Sheera bends backward so that her feet and forearms are on the ground, then raises a leg straight up. Due to her low profile and vertical reach, this move is an amazing AA that beats crossups.
  • Sliding Fold. df+HK. Sheera folds herself really far back, on par with Dhalsim’s slide/FANG’s coward crouch, and slides full screen.

V-Skill: Chakra Bond. Sheera bends backward to grab her ankles, low profiling incoming attacks. Holding the buttons causes Sheera to roll forward along the ground in this stance, dealing multiple hits during the animation.

V-Reversal: Pole Twist. Sheera does a rather … suggestive spinning attack around an imaginary pole that knocks opponents back.

V-Trigger: Loose Joints. Sheera performs a brief stretch as she prepares her body for more intensive movement. During this state, Sheera can cancel any normal into any other normal so long as it is of the same strength or higher in the Hunter Series (LP > LK > MP > MK > HP > HK). This does not enable any new special move cancels.

Specials:

  • Handspring Drill. qcf+K. Sheera performs a handspring, launching herself forward at the opponent with her arms. While moving, she puts her feet together and spins in a drill motion.
  • Twister Handstand. qcb+P. Sheera bends backward into a handstand and spins her lower body. These kicks pull the opponent closer on block.
  • Blowback. (during Twister Handstand) qcf+P. Sheera reverses the rotation of her lower body.

Critical Art: Yoga Wrap. qcf x2+K. Sheera kicks the opponent, then uses them as levarge as she wraps herself around them. As Sheera slides around, she performs various holds and locks. To finish, she puts her legs around the opponent’s neck and slams them into the ground with a Frankensteiner throw.

Prologue Synopsis:
We start in New York, where Sheera is meditating. She’s thinking to herself about the state of the world going forward without Shadowloo, concluding that some new evil will inevitably rise to challenge the next generation. We hear Alex ask Sheera to come down, and the camera pans out to reveal that Sheera is hanging off of a statue. Noticing Alex, she drops down and asks to spar with him, sensing some great potential within. He obliges, noting after the fight that Sheera is extremely hard to hit. As they part, she muses to herself about how young and untrained Alex still is, wondering if he will rise to the challenge ahead. Menat then teleports beside Sheera, saying that she didn’t expect a Yoga Master to be all the way in New York. Knowing that the girl must bear some message from Rose, Sheera asks Menat to share a prophecy over some expressive meditation. Menat accepts, beginning a fight. Afterward, we cut to the tail end of what Menat was explaining to Oro in her prologue. Sheera remarks that good and evil are ultimately generational forces, changing forms like an aesthetic changes poses in meditation. Bidding the Yoga Master goodbye, Menat teleports away. Sheera muses to herself that Menat would make a great apprentice … if she focused more on the present than the future.

@just5moreminutes Top notch work!

I was going to do the Norway pirate family next, but I’ve got something more ambitious in mind now.

[details=Spoiler]

Ready to go for a ride?[/details]

From Cap’s CFN, the two characters I want most are Zen (Bollywood actor, with lots of colorful Holi powder) and a normalized Ruby Heart. So well done @just5moreminutes

Excellent.

In my ancient post-3S SF fanfiction game, I always imagined Gouken’s daughter becoming Oni after she vanquishes Akuma (Think “Sin-Eater”). Ryu would lose her to SNH and soap opera of love, pain, revenge and redemption begins.

I imagined that she would be a unique Shoto that focuses more on palm strikes, shoryuken, and all kinds of parries and negation moves. No fireballs or hurricane kicks, and lots of advanced “nothingness” techniques.

I remember us talking about this before in the story thread. That discussion is what got me back into concepts.

LET’S GO!

Ruby Heart

Spoiler

https://game.capcom.com/cfn/sfv/column/rh.jpg?h=c6c05bd31de0066b149a5b7fdfc4d0a8

Tone: Ruby is a self-stylized pirate and adventurer, going off on wild chases to acquire antiques and see strange things.

Origins:

The youngest daughter of the Heart family, Ruby always dreamed of following in her father’s footsteps and becoming a modern pirate. After working in her mother’s bar for years, she has finally completed the “Pare-tonn’re”. With her father in retirement, Ruby set out with her three brothers to forge a new pirate legend. Of particular interest to Ruby is a charm known as the “Warrior’s Dream”, a strange orb said to hold all the world’s wisdom of martial arts.

Attributes: [Health: 2] [Power: 3] [Range: 4] [Mobility: 3] [Techniques: 3]
Fighting Style: Savate, Exotic Weapons

Throws

  • Forward Throw: Ruby does a neck chop to put the opponent into hitstun, then thrust kicks them away
  • Back Throw: Ruby elbows the opponent in the stomach, lifts them overhead, then tosses them behind her like a barrel

Unique Attacks

  • Anchor Drop. f+LP. Ruby performs an overhead strike with her elbow.
  • Heart Whip. f+HK. Ruby strikes the opponent with her whip. This attack has long start up and recovery, so it’s only good at really long ranges.
  • Ankle Whip. df+HL. Ruby does a low strike with her whip. This attack has long start up and recovery, so it’s only good at really long ranges.

V-Skill: Fantôme. Ruby conjures a white fog cloud that travels the screen. If the cloud touches the opponent (think FANG’s V-Skill), Ruby gains VT and the opponent gains the “haunted” effect. They have wisps of fog around them and slowly lose EX meter, about half a bar in 20 seconds. This effect goes away if Ruby is hit.

V-Reversal: Sole Cannon. Ruby thrust kicks the opponent, knocking them away.

V-Trigger: All Hands On Deck. Ruby calls in her brothers/crew for backup. The direction held on activation and during additional assist calls determines the move performed. After the activation, Ruby can call up to two times before the V-Trigger runs out. The brothers can be hit before their attack, which cancels their animation and wastes the assist call.

  • Neutral: Momotaru drops a barrel on the opponent from above. The barrel can be broken by attacks that cover the space above the head.
  • Forward: Baus jumps onscreen and swings his bottle several times, providing Ruby ample time to act.
  • Back: Beard jumps onscreen and fires his hook hand at the opponent, ignoring projectiles and pulling them in on a hit.
  • Down: Momotaru rolls his barrel across the screen. The projectile deals multiple hits but can be broken by incoming attacks.

Specials:

  • Schwarzaile. qcf+P (air ok). Ruby tackles the opponent, knocking them down on a hit. The strength of the attack determines the direction (straight-45 degrees-vertical), and the EX version can be repeated up to 3 times.
  • Sublimation. qcf+K. Ruby conjures a pillar of water using her spiritual bond with the ocean. The pillar’s location uses the same distances as Viper’s Seismic Hammer, and the EX version conjures several pillars right in front of Ruby.
  • Rafale Cannon. qcb+P. Ruby has access to bolas, made of chain and weighted with small cannonballs. LP performs a hit grab that leaves opponents in a “bound” stun state. MP/HP have Ruby throw the bola straight/horizontal, which put the opponent in a stun state on hit.

Critical Art: Shooting Fish. qcb x2+P. Ruby does a series of kicks and chops before wrapping the opponent in a bola and kicking them away. The opponent staggers a bit before falling into a barrel. Ruby takes aim with a novelty hand cannon and fires a cannonball at the barrel.

Prologue:

Spoiler

Ruby and her crew are sailing off the coast of New Zealand, looking for the Warrior’s Dream. Ruby is looking at a map when one of her brothers calls out:

BAUS: "Land ho, Captain!"
RUBY: "So, it must be here! The ‘Warrior’s Dream’, hidden away centuries ago, lost to the world - until now!"
BAUS: “Captain, there’s some people on the island! They’re wearing yellow suits and army hats! Well, one of 'em ain’t…”

Ruby grabs her telescope and peers at the scene.

RUBY: "By Blackbeard, they’re taking the orb! Hurry, full speed ahead!"
RUBY: (That symbol … are they pirates too?)

Cut to Ruby and crew confronting Shadowloo troops. Birdie is leading them.

BIRDIE: "Oi, you lot! This here spot is secret, no tourists!"
RUBY: “Tourists? We’re pirates! And we’re here for that orb!”

A chopper flies away from the island.

BIRDIE: "It’s long gone, mate! Only artifacts left here are your clothes!"
RUBY: “I’ve had enough of your mouth, landlubber! C’mon boys, let’s harpoon us a whale!”
[Ruby and Birdie fight]

BIRDIE: [out of breath] “Aye, I thought I was being cheeky with my chains; you guys are just cheatin’! We’re outta here!”

Birdie and the Shadowloo troops hop on the chopper and leave. Ruby sits down, frustrated.

MOMOTARU: "It’s OK, Ruby. Sometimes you catch the fish, sometimes you don’t."
RUBY: "That thing was gonna pay back Dad for all the years he supported us…"
MOMOTARU: "I think he’s proud to see his little girl terrorizing the high seas. You always were his favorite."
NECALLI: “DEVOUR-OUR-OUR!”

Necalli forms in front of the cave entrance.

RUBY: [shocked] "W-what the?! Is that … the guardian of the orb! He only appears when someone’s about to steal it! Maybe there’s still hope yet!"
NECALLI: "A sc-school of fish, swimming into my ja-jaws…"
RUBY: “You wanna brawl, mud man? Let’s go, I’m just getting warmed up!”
[Ruby and Necalli fight]

Necalli melts away.
RUBY: “All right, let’s get that orb!”

Cut to Ruby and crew walking out of the cave, with Momotaru holding a stone orb about the size of a melon. Waiting outside for them is Kolin.
RUBY: [not noticing Kolin] "Seems like they just grabbed one of the statue heads and ran. Their leader must not be too bright…"
KOLIN: "How kind of you to bring our relic back to me. Unfortunately for you, it wasn’t lost, and you’re all thieves!"
RUBY: "What are you talking about? Finders keepers!"
KOLIN: "It seems you do not understand. I am the caretaker of these ruins, and part of my job is making sure vagrants like you don’t uncover things that should stay hidden."
RUBY: “Oh, and you’re going to stop us? I’d like to see you try!”
[Ruby and Kolin fight]

Urien stands on a cliff, overlooking the fight.
KOLIN: "You soldiers are all the same! You take whatever you want whenever you want, and you don’t care what you destroy to do it!"
Urien drops down in the middle of the fight, forcing both sides to back off.
KOLIN: "Lord Urien!"
URIEN: "Silence, woman! You have failed me enough already!"
RUBY: "And who’s this supposed to be? Your brother?"
URIEN: “You too, commoner! It is beneath me to deal with the likes of you, but it appears that I must take matters into my own hands if our Secret Arts are to remain secret. Kolin!”
[Kolin freezes Ruby and crew to the ground]
RUBY: "How did you-"
URIEN: “The ‘how’ is irrelevant. As I said, it is beneath me to deal with trash such as yourself. However, the international police en route to this location are more than happy to lock you away for the rest of your miserable lives!”
[A helicopter can be heard in the background]
KOLIN: "I suggest you make your decision quickly, for your family’s sake."
RUBY: (Family…)
RUBY: “Fine, you win! Here’s your stinking orb! I hope you choke on it!”

Cut to Ruby and crew sailing away on their ship.
RUBY: "Damn, who were those people?"
BEARD: "I don’t know, but that was a pretty close call. We’re lucky they kept their end of the bargain; that guy looked ready to kill us."
BEARD: "So, do you still want to be a pirate, Ruby? As you can see, it ain’t all rum and singing."
RUBY: "You bet your ass I do! There aren’t many of us left! If I give up, then that just means those Shadowloo guys and the people from the ruins will take all the loot for themselves!"
RUBY: "And if there’s no more loot, that means no more pirates! So here’s what we’re going to do: we’ll track these people around and wait for something shiny to change hands."
RUBY: “Then, when they least expect it, we swoop in and claim it all for ourselves! Now get to it men, we have a shadow to chase!”

Amingo (formerly known as Eleven)

Spoiler

Think of Street Fighter Amingo as a fusion of things:

Spoiler

https://vignette.wikia.nocookie.net/marvelvscapcom/images/3/38/Mvc2-amingo.jpg/revision/latest/scale-to-width-down/350?cb=20080205025431

http://i2.wp.com/shoryuken.com/wp-content/uploads/2016/08/SFV-Eleven-Artwork.png?resize=400%2C540

Now let’s balance out the proportions. I’m thinking a build like this guy

https://www.fightersgeneration.com/characters3/saturn-sg.jpg

But with Amingo’s hat/pants. I know this sounds confusing, but it will make more sense with the story, I promise.

Tone: A tragic product of Illuminati experimentation trying to find its place in the world, constantly striving to become stronger and prove its worth. Animations are a combination of Twelve and Amingo.

Origins
During Urien’s prologue, we learn that Eleven was used as a vessel for Nash’s resurrection. However, as part of Nash still existed, the remains of Eleven were discarded or put towards the creation of Twelve. It from the scraps that Eleven grew into Amingo, buried in the desert. As it reformed in isolation, Amingo acquired some kind of sentience. The beauty of nature was a far cry from the laboratory, and gave Amingo the home it never knew. When Amingo finished growing, it picked up its roots and set off on its existential mission: to kill tyrants that would despoil the fruits of nature and upset the peace. In particular, Amingo harbors a hatred of Urien for casting it aside like garbage.

Attributes: [Health: 3] [Power: 4] [Range: 4] [Mobility: 2] [Techniques: 3]
Fighting Style: Natural weapons based on plant physiology

Throws

  • Forward Throw: Amingo wraps its arms around the opponent, covering them in vines. He then constricts them before tossing them away.
  • Back Throw: Amingo wraps its arms around the opponent’s legs, tossing them overhead behind him. Based on Twelve’s throw.

Unique Attacks

  • Tanglegrowth. down-forward+HP. Amingo stretches his arms beyond sweep range in a sort of snake motion that pops in and out of the ground. Based on his MvC2 cr.HP.

V-Skill: Cactus Fruit. Amingo causes a small cactus to grow on screen, which after a brief delay protrudes spikes and withers away. The location of the cacti is determined by the direction held during the V-Skill, using similar distances to Necalli’s V-Skill. In addition, down+MP+MK causes a fruit plant to grow right in front of Amingo. This fruit can be picked up after several seconds of growing by Amingo or its opponent for VT, and can be destroyed by enemy attacks while growing.

V-Reversal: Cactus Surprise. Amingo drops its arms while blocking and puffs out its chest, causing large spikes to stick out and hit the opponent. Based on his MvC2 block sprite.

V-Trigger: Desert Rose. Amingo causes a series of attack roots to spring up from the ground and strike the opponent. The hits move across the screen similar to Twelve’s X.N.D.L. super from 3S. This attack has 2 variations: The neutral version will make the roots start at the end of the screen opposite Amingo and work their way to him, pushing opponents to him on hit or block. The forward version starts from Amingo’s position and moves away, pushing opponents out. This attack has significant frame advantage if the opponent starts blocking from the first hit, and gets 2 uses per activation like Urien’s Aegis Reflector.

Specials:

  • Ball Attack. qcf+P. Amingo retracts into a small, hard-shelled ball and rushes horizontally at the opponent. Distance increases with the strength of button pressed.
  • Plant Spikes. qcb+P. Amingo retracts into a small, round shape and makes a small jump forward, sprouting large spikes on its way down. Distance and angle increase with the strength of button pressed.
  • Little Cactus. qcb+K. A small humanoid cactus sprouts from the ground in front of Amingo and starts hopping forward. If it gets close to the opponent, the cactus will perform an attack. LK does a single hit, MK does multiple hits, and HK is an unblockable grab. Opponents can destroy these cacti before they attack, like Ibuki’s kunai.

Critical Art: Mantrap. qcf x2+K. Amingo creates a small Venus Flytrap plant that travels about half screen before wilting. If the plant hits the opponent, it bites them, transforms into a giant version, slams the opponent around for a while, then tosses them away.

Prologue

Spoiler

[The opening panel is completely black]
URIEN: "Bring Eleven to the simulation room. Choose whichever stage you wish."
DR. WU: "What?"
URIEN: “It’s worthless if all it produces is inferiority. I will inspect the quality of its ability for myself.”
[The screen cuts to Eleven facing Urien on the Brazil stage]
DR. WU: “We will now, initiate the simulation.”
[Eleven fights Urien]

Urien strikes Eleven several times, knocking it to the ground.
URIEN: “Che. Not enough.”
[The screen fades to black]
URIEN: "It’s nothing but a repugnant failure."
URIEN: “It may as well be a walking mirror. Accelerate the program and improve its potential.”

We cut to an undefined time later, where Necro and Effie are riding a motorcycle through the Mexican desert at night. They’re wearing “inconspicuous” (re. extremely stereotypical) Mexican clothing, with Necro having a blue sombrero.
EFFIE: "That was a fun mission, Necro baby! Did you see the look on his face when I pulled the chainsaw out of that roast pig?"
NECRO: "Definitely, my little vatrushka! We just have one more errand to run before we return to base…"
EFFIE: "What is it, honey?"
NECRO: "I have to bury one of my brothers."
EFFIE: "The one we gave to that ice lady in New Zealand?"
NECRO: “What’s left of him, yes.”

Necro and Effie dig a hole underneath a cactus and bury Eleven’s remains. Necro rests his sombrero on top of the cactus.
NECRO: "Farewell, brother. May this place show you beauty unlike anything they (re. Secret Society) could ever give you."
Necro and Effie ride away. We see a short time lapse of the cactus morphing into Amingo. When it’s done growing, we cut to Amingo, in his current costume, standing over a cliff, looking at the sunrise.

URIEN: [echoing] "It’s nothing but a repugnant failure."
Amingo finally speaks, its voice strange and inhuman.
AMINGO: “Must… kill…”

Cut to several months later. We see Urien in Russia, beating up some random guys. He dodges a vine that attempts to grab him, and the camera pans over to Amingo.
AMINGO: "Kill!"
URIEN: "Interesting. It seems I must dispose of this experiment myself."
URIEN: “Even in death, you have failed to serve my needs. I will relish destroying you myself! Now, tremble before my superiority!”
[Urien and Amingo fight]

Amingo gets the upper hand, impaling Urien.
AMINGO: "Die!"
URIEN: “Perhaps you are more resilient than I thought. However, you’re still held back by mediocrity!”

Urien melts into a mass of white goo, then reforms into Twelve. The super soldier glides away. Necro steps in the building and looks around.
NECRO: "Geez, looks like the boss left a mess here."
AMINGO: "???"
NECRO: "Don’t worry guy, I’m not here for you. Glad to see you put my hat to good use."
NECRO: "He’s wrong, you know. I’ve seen his toys come and go, but you’re the only one to crawl back, much less put up a fight. Kinda inspirational, in a way."
AMINGO: "!!!"
NECRO: "If you wanna take him on though, you’re going to have to get stronger. I’ve had my fair share of fights with him, and he’s not just some tumbleweed."
AMINGO: "Grow… more?"
NECRO: “Yeah! Not sure how, though. Anyway, I just need to pick something up and head back. Stay warm out there.”

Necro leaves Amingo alone. The mutant begins to burrow into the ground, leaving behind a hole and some leaves.

Sonson

Spoiler

http://i.imgur.com/badBKK2.gif

Tone: Sonson isn’t really a monkey, but a young girl with the mannerisms of one. She’s about Ibuki’s size, and doesn’t have the tail still. She draws more heavily for “Journey To The West”, which was the basis for the original Sonson game.

Origins: Sonson is the child of Son Wukong, leader of the Wukong clan in rural China. Being his direct heir, Sonson is capable of some truly remarkable feats despite her age. She can move with the speed and agility of a monkey, strike with the power of a great ape, and of course give Goku a run for his money in an eating contest. Growing up, she heard tales of her father’s legendary exploits, and the glorious battles he fought with the world’s greatest martial artists. Despite her abilities and desire to prove herself to her father, Sonson is easily distracted and impulsive, oftentimes acting without really thinking. In battle, she wields a specialized staff capable of changing size and length to her needs.

Attributes: [Health: 2] [Power: 2] [Range: 3] [Mobility: 5] [Techniques: 3]
Fighting Style: Wukong-clan style bojutsu

Throws

  • Forward Throw: Sonson climbs onto the opponent’s chest and drop kicks them to the floor.
  • Back Throw: Sonson climbs onto the opponent’s back and kicks off, knocking them down

Unique Attacks

  • Fishing Spear. f+LP. Sonson pokes the ground in front of her with her staff, hitting the opponent low.
  • Falling Fruit. f+MP. Sonson swings her staff downward, striking overhead.
  • Reaching Tail. f+HP. Sonson thrusts her staff forward, causing it to extend to about half screen range. Crush Counter.

V-Skill:

  • Pole Vault. MP+MK (ground only). Sonson vaults into the air, giving her a fullscreen jump arc that doesn’t go quite as high. The crouching version takes her really high in the air but doesn’t travel very far. If Sonson hits the opponent with a normal on the way down, she gains VT.
  • Cloud Ride. MP+MK (air only). Sonson rides a cloud about half screen forward. She can cancel this animation into normals, which build VT on hit/block.

V-Reversal: Monkey Escape. Sonson crawls under the opponent’s legs, crossing through them.

V-Trigger: En’ou. Sonson turns into a giant monkey (bigger than Abigail) for several seconds. During this time, Sonson has complete hyper armor and cannot be thrown. All attacks cause a hard knockdown except for the LP/LK moves, and Sonson has a recovery animation after the VT wears off. She has the following attacks bound to her normals, with the punch attacks able to chain into each other and the other kicks:

  • Claw Swipe (LP)
  • Rising Punch (MP, launches opponents, does not remove juggle potential)
  • Overhead Smash (HP, overhead, ground bounces)
  • Fire Burst (LK, releases a small projectile)
  • Fire Breath (MK, hold to continue attack, press up/down to angle the fire)
  • Eruption (HK, causes a wave to travel along the ground that hits low and OTGs, launching opponents into the air on hit)

Specials:

  • Fuusetsu Zan. qcf+P. Sonson pokes the opponent several times with her staff.
  • Seiten Rengeki. srk+P. Sonson’s version of the Shoryuken, though closer to Rashid’s MP/EX Spinning Mixer.
  • Spitting Flame. qcf+K. Sonson spits a small fireball at the opponent. Speed increases with distance.
  • Staff Ride. hcb+P. Sonson grabs the opponent, then puts them on the end of her staff. Sonson then picks up the staff and spins it around, sending the opponent flying.

Critical Art: Tenchi Tsuukan. qcf x2+P. Sonson strikes the opponent several times with her staff before launching them into the air. If the launcher connects, a cinematic plays where Sonson throws her staff into the air. The opponent lands on the ground, then is crushed by the staff after it grows to the size of a tree. It then shrinks back down and returns to Sonson.

Prologue

Spoiler

We start at the Wukong village, where Sonson meets her father (Son) in a courtyard.
SONSON: "Greetings father! It’s a beautiful day out today!"
SON: "Indeed it is, my child. Do you know why I have called you here today?"
SONSON: [excited] "Did the servants make extra meat buns?!"
SON: [laughs] "No, daughter. This is something more important than meat buns. This is about your future."
SONSON: "My future? Do I get to go on an adventure?"
SON: "Adventure… Yes, you could call it that. I need you to find a bald monk in Japan and deliver a message to him for me."
SONSON: "And then we go on a big journey to the west and fight demons and-"
SON: "No, Sonson. Only a message, then you must return."
SONSON: "Aww!"
SON: "Never fear; the future always holds new and exciting adventures. Your time will come soon enough."
SONSON: “Okay then… I won’t disappoint you!”

Cut to the Kanzuki Estate, where Sonson is running along rooftops.
SONSON: "Now, where did father say that monk was again…"
Sonson stops and smells the air.
SONSON: “Meat buns! I was getting hungry anyway!”

Below, Birdie is sitting alone at a table full of Chinese food.
BIRDIE: "Ah, food! They always make the best-"
Sonson jumps down and takes the entire plate of meat buns.
BIRDIE: "Meat buns! Oi, gimme back my dinner, ya monkey!"
SONSON: “Oh, about that…”

The camera pans over to Sonson with a mouthful of food and an empty tray.
BIRDIE: "My food!"
SONSON: “Piggy, why are you so angry? You have lots of food! Especially in your big belly!” [giggles]
BIRDIE: “I’ve about had it with you! I’m gonna eat those meat buns, even if I gotta eat you with 'em!”
[Birdie and Sonson fight]

Birdie is knocked into the water.
SONSON: [giggling] "Looks like you get a bath today, piggy!"
Karin walks onto the scene.
KARIN: "Oh my, it appears we have company! Are you lost?"
SONSON: "Lost? I just won!"
KARIN: "I mean, why are you here? Other than sampling the Kanzuki family secret recipe meat buns?"
SONSON: "Why am I… Oh! I’m looking for a bald monk about this high. Have you seen him?"
KARIN: "A bald monk? I think he lives on that mountain to the east."
SONSON: “Thanks a lot, lady! I’ll be back later for the rest of the dinner!”

Sonson runs off. Cut to Akuma’s stage, where he and Retsu are locked in battle.
AKUMA: "You sealed your fate the day you stopped fighting, fool!"
RETSU: "You were always a disappointment, Akuma. Your master, your brother…"
AKUMA: “And who are you to judge me, weakling? Prepare to die!”

Sonson jumps in
SONSON: "Hey, back off you big meanie! Go find someone else to play with!"
RETSU: "Is she… ?"
AKUMA: “Hmph! You dare mock me? I shall end you first, you insolent tree monkey!”
[Akuma and Sonson fight]

SONSON: "I don’t care how strong you are! I’m bigger than you!"
Sonson turns into a giant ape and roars. Akuma teleports away as she smashes the ground.
AKUMA: "Impressive, for someone so young. Very well, this match is concluded. I’ll come back when you can give me a true fight to the death."
Akuma disappears, leaving Sonson and Retsu behind. Sonson transforms back into her normal form.

RETSU: "That was amazing! You must be Wukong’s daughter!"
SONSON: "That’s right! I came here to deliver you a message!"
Sonson hands Retsu a scroll. The monk pulls it out and reads it.
RETSU: "Hm. It seems I will be returning with you."
SONSON: "Really! That sounds so fun! How do you know father? Did you see him fight? Is his big form really the size of a mountain? Can-"
RETSU: “No need to rush your questions, Sonson. The journey will be long, and we will have ample time to talk.”

Some time later, the two arrive at Sonson’s village. Her father is waiting for them.
RETSU: "And that was how your father lost to the Sennin after a 3-month long fight."
SONSON: "Wooooow!"
SON: "You have returned! Without danger, it seems."
RETSU: "Indeed. Your daughter is quite the character!"
SON: "Now, about our agreement…"
SONSON: "Agreement?"
SON: "It appears Master Retsu is satisfied with your abilities. We will now begin the next step of your journey."
SONSON: "Journey?!"
RETSU: "You will accompany me on my travels. I have some old friends to catch up with, and I think you would enjoy meeting them."
SONSON: "I get to go on a journey with Master Retsu! Thank you! Thank you!"
RETSU: "Come, Sonson! We must hurry if we are to get to the noodle stand in Bejing before it closes!"
SONSON: “Right away, Master!”

@DarthEnder I hope you like this. I spent a lot of time trying to fight through writers block on this one. I know you’ve asked for a Krav Maga user for a sometime. I hope I don’t disappoint.

Tzilla (Zee-lah) - The Flying Lioness

[details=Spoiler]
**Name: Tzilla (Pronounced “Zee-lah” means defender in Hebrew)
**
Nickname:
The Flying Lioness

Sex: Female
**
Ethnicity:** Israeli

Height: 5’6”(1.68m)
**
Weight: ** 136lbs (62kg)
**
B/W/H:** 34-24-35 (86cm-61cm-88cm)
**
Hometown: ** Haifa, Israel

Appearance: Tzilla is a petite but well built woman. She has toned arms and well defined abs. She has short slicked back black hair, hazel eyes, and olive skin. She wears a black sleeveless shirt and beige military pants with black combat boots. Her dog tags hang from around her neck. She has black, fingerless, mma style gloves on her hands.
**
Likes:** Family, Flying, Duty, Sabich
**
Dislikes:** Dereliction of Duty, Shore Leave
**
Fighting Style:** Krav Maga

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

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

Her Rival: Kolin

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

950 Stamina 1050 Stun
**
Throws:**

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

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

Disarmed - B+HP: (Hit Grab) Tzilla grabs her opponent and takes them to the ground with an arm lock.
*
Disorientation* – F+MP (Overhead) Tzilla strikes with a quick left handed chop to the neck and collarbone area. Quick startup, -6 on block.

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

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

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

V-Trigger:

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

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

Subjugation – HCF+P: (Command Chain Throw): Tzilla initiates a standing arm and wrist lock that can be followed up by three different finishers. Punch button determines the range of the throw and damage of each follow up. All versions start up in 6F and are throw invincible. LP (Most Range), MP(Less Range, Highest Frame Advantage), HP (Least Range, Most Damage), EX(Most Range, Most Damage, Enhances Followups, Neutralizer is hard knock down, Incapactior does more stun damage, Blackout can juggle outside of the corner)
[list]
[] Neutralizer – F+P: Switches to an elbow lock, puts her right leg behind her opponents, and trip slams them to the ground. Leaves her standing next to her foe.
[
] Incapacitator - B+P (Side Switch) Spins 180°, back elbows her foes in the gut, flips them over her shoulder, and stomps on their face
[] Blackout - F+K: wrenches her foes arm forcing them to double over in pain, she then kicks them in the face. This causes her fly a short distance away. Juggles in the corner
[/list]
*
Immobilizer
– QCB+K: (Strike Counter) Tzilla strikes with a swift low leg kick. If timed correctly, the kick will deflect her opponent’s incoming attack, and she will follow up with a high side kick to the throat. Attack only counters low attacks. Kick button determines the start up time, damage, and counter attack properties. Two damage levels. One for the attack and One for a successful counter. LK(3F Startup, Leaves Opponent Standing, 80/120damage), MK (5F Startup, Knocks Down, 100/150 damage), HK (7F Startup, Causes a Juggle State, 120/180 damage), EX (4F Startup, Causes Crumple State, 130/195 damage, Crush Counterable)

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

Critical Art:

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

Reasons to be in SFV:

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

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

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

-Sabich is a pita stuffed with hard boiled eggs and fried eggplant.*[/details]

Sounds pretty good to me. The outfit is even mostly what I was imagining(which was basically Leona).

I think a more interesting SFV rival for her would be Nash tbh.

In my case that would be Orfiel. Since Orfiel is Nash. I took the discussion we had a while back about wanting the Nash from ASF to really be Eleven and ran with it.

Realized that I left out her third follow up to Subjugation and the moves EX properties. I’ve corrected the error.

@DarthEnder

My insomnia kicked in. I got a present for you man. Remember that Pencak Silat user you wanted?

Ismaya - Nature’s Untouchable Ranger

[details=Spoiler]
Name: Ismaya
**
Nickname:** Nature’s Untouchable Ranger

Sex: Male

Ethnicity: Indonesian
**
Height:** 5’7”(1.70m)
**
Weight:** 146lbs (66kg)

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

Hometown: Bandung, Indonesia

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

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

Origins: Ismaya is forest ranger from Indonesia. As a child he had a hard time getting along with others. He’d often run off into the wilderness to be alone. It was at this time that he developed an affinity for animals and an appreciation of nature. Because of his diminutive size and awkward social skills, Ismaya was often bullied. His father enrolled Ismaya in the local Silat school. He wanted Ismaya to be able to fend for himself. With his exceptional speed and agility, Ismaya excelled at Silat. What he lacked in power he more than made up for with his speed and surprising endurance. Now able to defend himself, Ismaya wanted to do the same for his animal friends. Ismaya decided that he would join the Polisi Kehutanan Indonesia (Indonesia Forest Rangers) as soon as he was able.
**
His Rival: ** Rashid
**
Attributes:** Health: 3 Power: 1 Range: 2 Mobility: 5 Technique: 4

1025 Stamina 925 Stun

Throws:

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

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

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

Unique Attacks:

Sun Bear’s Grasp – B (In Air): Ismaya grabs the wall and jumps toward his opponent
*
Dhole Fang* – B+MP: A quick upward elbow strike that can be used an an anti air (4F Startup)
*
Fishing Cat Paw* – F+HP: Ismaya strikes with a quick overhead left elbow strike. Quick startup, slow recovery. - 6 on block

Kijang Hop - F+LK: Ismaya performs a quick hopping knee strike that goes over low attacks
*
Cuscus Tail* – B+MK: Ismaya hits his foe with a quick low back kick to the knee
*
Banded Civet Slide* – B+HK: (Side Switch) Ismaya performs a short distance sliding kick to the ankles. Attack causes his opponent to flip over and land behind him. -7 on block
**
V-Reversal:**
*
Rhino’s Charge* - F+PPP: Ismaya knocks down his foe with a swift head butt.
**
V-Skill:**
*
Macaque Cartwheel* – MP+MK: Ismaya cartwheels forward or backward. Cartwheel is projectile/strike invulnerable from frame 3. MP+MK cartwheels forward. B+MP+MK Cartwheels backward.
[list]
[] Macaque Strike – P: (From Forward Cartwheel): Ismaya cartwheels into a flying left elbow attack. -6 on block
[
] Macaque Blow – K: (From Backward Cartwheel): Ismaya flips into a double footed flying kick. – 6 on block
[/list]

V-Trigger:

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

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

Tiger Claws – QCB+P: Ismaya strikes his opponent in the stomach with a punch, followed by a left elbow to the jaw, followed by right elbow to the jaw, left elbow uppercut to the chin, and sends them flying away with a spinning back elbow to the sternum. Damage, Startup, and Properties determined by the punch button pressed. LP(Fastest Startup, Leaves Foe Standing) MP(Slower Startup, Knocks Down), HP(Slowest Startup, Juggles), EX(Fastest Startup, Causes Crumple State, -6 on block)
*
Babirusa Tusk* – HCF+K: Ismaya attacks his foe with a flying left knee strike to the chest. Distance traveled is determined by the kick button. Projectile invincible from Frame 3. LK (¼ Screen), MK (½ screen), HK (¾ Screen), EX(Projectile Invincible from Frame 1, Juggles, distance traveled determined by the buttons pressed. LK+MK ¼ Screen, LK+HK ½ Screen, MK+HK ¾ Screen)
*
Merak Beak* – F,DF+K: (Anti Air) Ismaya rises straight up into the air with a flying knee attack. Attack has no horizontal movement. All versions juggle, but are difficult to combo outside of the corner. Kick button determines the height of the attack and ease of a juggle follow up. LK(3F Startup, Invincible to Airborne Attacks, Lowest Juggle Height) MP (4F Startup, Invincible to Airborne Attacks, Higher Juggle Height), HP (5F Startup, Invincible to Airborne Attacks, Highest Juggle Height), EX (3F Startup, Full Startup Invincibility, Highest Juggle Height)
*
Proboscis Pounce* – HCB+K: Ismaya jumps backward, pushes off the wall, and strikes his foe with a flying kick. Angle and distance of the attack is determined by the kick button. Projectile invulnerable from frame 3. LK (¼ Screen), MK (½ screen), HK (¾ Screen), EX(Projectile Invincible from Frame 1, Causes Crumple state, distance traveled determined by the buttons pressed. LK+MK ¼ Screen, LK+HK ½ Screen, MK+HK ¾ Screen)

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

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

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

Edit: Added the missing details/properties from Anoa Horns and Tiger Claws.

Love it.

Name: XAVIER

Nickname: The Merciless Veteran

[details=Spoiler]Occupation: Judo Instructor

Sex: Male

Age:50

Height: 5’5”

Weight: 150 lbs

Hometown: Paris,France

Likes: Training, Pastries, Travelling,Chess

Dislikes: Criminals, Laziness

Fighting Style: Judo

Appearance: Xavier is a short,muscular man of African descent,keeps his hair in cornrows and sports a well groomed goatee. He wears a large,dark blue,Judogi with his name and country on its back and the kanji Osoreu (fearless) printed in front. His hands are taped and he has a bandage under his right eye from a recent street fight.

Personality: Despite his stern demeanor,Xavier is a passionate teacher with the heart of a warrior. His students claim they have never seen him smile,even when they have been victorious in competitions. He never backs down from a challenge and with his analytical skills,has been known to critique the flaws of his enemy’s techniques,during battle.

Origins: Xavier led a brutal life of violence as an underground brawler,until he found redemption in Judo. Discovered and taken in by Dumont,a former world champion,Xavier turned his life around. After Dumont retired,he continued his master’s legacy by training troubled youth to improve themselves through martial arts. He receives a challenge from Laura and decides its time to travel the world and improve his Judo techniques.

Rival: LAURA
Xavier and Laura’s father Kinjiro,were bitter rivals so he’s intrigued to see what the next generation of Matsuda BJJ is capable of.

Attributes:
POWER----------3
HEALTH---------4
MOBILITY--------3
TECHNIQUES-----4
RANGE----------3

1000 Stamina
1000 Stun

THROWS:

Uchi Mata- LP+LK :
Xavier throws the enemy off balance and on to their back.

Ura Nage -B+LP+LK
Xavier lifts the enemy and slams them backwards.

Gyaku-juji-jime-F or B+LP +LK in air.
Xavier grabs the enemy in the air and lands on top of them with a strangle hold. Mash Punch to inflict more damage and STUN.

Utsuri-goshi -Throw Reversal
Uses 2 bars of your V-Gauge. Xavier will counter an enemy’s throw with Utsuri Goshi. It has very high STUN damage and can also be done in the air!

UNIQUE ATTACKS:

Mawashi-tsuki-F+MP
Xavier will side step then punch his opponent.

Uchi-oroshi-B+HP
A 2 Hit Overhead Attack.

Ushiro-geri -F-HK
Xavier will spin forward and high kick the enemy.If timed correctly,this will evade a fireball and counter hit the enemy.

Ukemi -Dash FF or BB
Xavier will roll forward or backwards. This skill will evade fireballs.

V-SKILL
OICHI-GARI
Command Throw
Xavier will sweep the enemy’s foot and slam them on their back.

You can cancel into any one of your throws.

V-REVERSAL
SEOI-OTOSHI
Xavier will drop low on to his knees and throw the enemy behind him.

V-TRIGGER
3 bar V-GUAGE
MOROTE GARI
Xavier will dash in low,grab the enemy by both legs and tackle them on to their back.


SPECIALS:

Back,Charge 2 seconds,Forward L Punch
SEOI-NAGE
Xavier will grab the enemy’s arm and toss them over his shoulder.

EX is faster,armored,does more STUN and will cause a Wall Bounce.

Back,Charge 2 seconds,Forward M Punch
UKI OTOSHI
An overhead command grab.Xavier will pull them in close,then spin them to the floor.

EX is faster,armored,does more STUN and Xavier will perform an Juji-Gatame for extra damage.

Back,Charge 2 seconds,Forward F Punch
KATA GURUMA
Xavier will grab their legs,lift them onto his shoulders and throw them over unto their back.

EX is faster,armored,does more STUN and Xavier will perform a Hadaka-jime for extra damage.

Down Charge 2 seconds,Up Punch
SOTO-MAKIKOMI
Xavier will leap upwards,grab the enemy,spin with them in the air and slam them into the ground.

EX is faster,armored,does more damage and STUN

CRITICAL ART:SUMI-GAESHI
2 Half Circle Backwards PUNCH
Counter Attack
Xavier will grab the enemy,flip them backwards for a Wall Bounce and finish them with an Air Spinning Sumi-Gaeshi.
[/details]

@Savagery Nice work!

Thanks Darc love this kind of stuff. I’ll contribute more when i can.

Decapre - The Hidden Blade

[details=Spoiler]
Name: Decapre

Nickname: The Hidden Blade

Sex: Female

Ethnicity: Russian

Height: 5ft 4in(1.62m)

Weight: 134 lbs. (61kg)

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

Hometown: Novosibirsk, Russia

**Appearance: **Decapre is short athletic woman with a gymnasts build. She has platinum blonde hair with long bangs that cover the left side of her face. Decapre has a single long pigtail. Her eyes are amber in color and the left side of her face is scarred with burns. Decapre has a sleeveless blue-gray colored tactical military uniform. She has dark grey elbow length gauntlets with fingerless gloves. Her boots are calf length and match the color of her gauntlets.

Likes: Ballet, Cammy, Dogs, Masks

Dislikes: Cats, Large Crowds

Fighting Style: Shadaloo Assassination Techniques

**Tone: **Decapre is a woman of few words. She has poor social skills due to being abducted during her formative years.

Origins: Decapre was the original prototype for the dolls. She was blessed, or cursed depending on the perspective, with a natural affinity for Psycho Power. Her true origins are unknown, Decapre refuses to speak of them. However, Interpol believes she is a missing girl from Russia. Fifteen years ago, a young ballerina savant was orphaned in suspicious accident. She was adopted by Senoh, who is now known to be the lead scientist at Shadaloo, and never seen or heard of again. After the fall of Shadaloo, Decapre was having a difficult time adjusting to life without Psycho Power. Most of the dolls, except for Cammy*, were kidnapped and modified during adolescence. Decapre has been infused with Psycho Power for most her life. At Cammy’s behest, Dhalsim came to MI6 to help Decapre. With his help, she was able to gain a measure of peace. Decapre is still a loner. However should does open up to Cammy and Abel (If he brings his dog), on occasion.

Her Rival: Ed

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

925 Stamina 925 Stun

Throws:

Concealed Assault Advance – LP+LK : Decapre grabs her foe, strikes so quickly that she fades from view, causing her foe to fly into the air before slamming toward the ground.

Concealed Assault Invert – B+LP+LK: Decapre grabs her foe, strikes so quickly that she fades from view, appearing to phase through her foe as they go sailing behind her.

Concealed Assault Hover – LP+LK : (In Air) Decapre jumps into the air and grabs her foe, strikes so quickly that she fades from view, and reappears as she kicks them towards the ground.

Unique Attacks:

Twin Blades – B+HP: Decapre strikes with right hooking bladed fist strike followed by a left hooking bladed fist strike.

Fox Tail – DF+MK (Overhead) Decapre hops forward and strikes her foe with an overhead right kick. Quick startup, -6 on block.

Inverted Edge – B+HK: Decapre strikes with somersault backflip kick that sends her opponent into the air. Attack can anti air but it has slow start up. Causes a juggle state.
*
Sharp Ascent* – B+MP, HK (Target Combo – Launcher): Decapre hits her foe with a quick left uppercut followed by single handstand kick that sends her foe into the air. Can be comboed into Concealed Assault Hover (Air Throw). -7 on block

Scarred Blade – MP, HP (Target Combo): Decapres strikes with a straight right punch followed by a left handed bladed punch to the sternum.

V-Reversal:

Black Widow– F+KKK : Decapre rises into the air with swift knee strike, briefly fades from view, and lands an “invisible” strike that sends her foe slamming towards the ground.

V-Skill:

Invisible Ray – MP+MK : Decapre throws out a left open palm strike that sends an invisible ki wave at her opponent. Attack nullifies projectiles. Invisible Ray can be charged. Tapping MP+MK has a ½ screen range but starts up faster. Holding MP+MK increases the startup time but gives the attack full screen range.

V-Trigger:

Blades of Vengeance – HP+HK : Decapre focuses suppressed anger into her fists creating lavender blades of ki that resemble the Psycho Power infused daggers that she wielded as one of Bisons dolls. Slightly extends the range, damage, and stun of all of her punch attacks. Light Punches 5 Damage/5 Stun, Medium Punches 10 Damage/10 Stun, Heavy Punches 15 Damage/15 stun. EX Vengeful Sting now causes a juggle state. EX Rapid Dagger now causes a crumple state. 3-Bar V-Trigger Permanent
**
Specials:**

Vengeful Sting-(charge)D,U +P: (anti-air) Decapre focuses all of her ki into her right fist as she strikes with a blade fist uppercut. LP(4F Startup, Throw Invincible) MP (5F Startup, Invincible to Airborne Attacks), HP (7F Startup, Strike/Projectile Invincible from frame 3), EX (FF Startup, Full Startup Invincibility)

Rapid Dagger – Repeatedly Press P: Decapre charges at her foe while striking them with a succession of bladed punches. LP(4 hits, -3 On Block), MP(6 hits, -5 On Block), HP (8 hits, -7 On Block), EX(8 hits, -3 On Block)

Mirage- (charge)B,F + K: Decapre moves forward with great speed, seeming to fade from view. Angle of Mirage is determined by the kick button. LK (Full Screen Distance, Horizontal), MK(30°Angle), HK(60° Angle), EX LK+MK (Full Screen Distance, Horizontal), LK+HK(30°Angle), MK+HK(60° Angle)
[list]

[] Ground Break – P (From LK Mirage):LP Retreats ½ Screen, MP Halts Dash, HP passes through opponent, EX (LP Retreats Full Screen, MP Halts Dash with Faster Recovery, HP passes through foe, leaves further away)
[
] Steel Saber - K(From LK Mirage): Decapre executes a sliding kick that goes under projectiles. Unsafe on block unless properly spaced. EX follows up the Steel Saber with Flying Neck Hunt her USFIV Air Throw (Projectile Invincible, Hard Knock Down)
[] Aerial Break – LP(From MK/HK Mirage): Decapre retreats to original position
[
] Hidden Dive – MP(From MK/HK Mirage): Decapre dives straight down
[] Shadow Hammer – HP(From MK/HK Mirage: Decapre dives straight down slamming her fist into the ground. EX Causes Juggle State
[
] Shadow Needle – K(From MK/HK Mirage: Decapre strikes her foe with a dive kick. EX causes a crumple state
[/list]
Cannon Drill-(charge)B,F +K: (In Air) Decapre strikes with a horizontal corkscrew kick from her back jump. Kick button alters slightly alters the angle of descent. EX Is Projectile Invincible.

Critical Art:
*
Razor Combination Stinger* -(charge)B,F,B,F +K: Decapre strikes her foes with blinding speed, sending them into the air, before fading from view. Her foe riddled with strikes from from all angles before Decapre appears above them and drives them into the ground with a powerful dive kick to the sternum. Angle of the first strike determined by the kick button pressed. LK (Full Screen Distance, Horizontal), MK(30°Angle), HK(60° Angle). (20 hits 340 damage) V-Trigger (20 hits 380 damage)

Reasons to be in SFV:*

Despite the bonds Decapre is developing with Cammy, her “sisters”, and Abel. Decapre has an uneasy feeling. She meditates daily, just as she was instructed by Dhalsim, but she feels the pull of a familiar energy. Decapre knows Psycho Power when she feels it. She must seek out the source and snuff it out if she is every truly going to know peace.
*
*I know this isn’t canon. For this concept, Decapre was kidnapped at 7 and cloned. The lessons learned from the experiments on Decapre, would be implemented on her clone code name “Killer Bee”. Killer Bee was moved to the Shadaloo facility in the U.K. There she was aged to match Decapre’s age and educated by Shadaloo scientists Dr. Cameron White. This explains where Cammy’s name comes from and why Decapre and She have different accents.

Decapre’s face was scarred during the initial psycho power infusion process. The equipment overloaded causing a fire that burned her face. [/details]

@“Darc Requiem” Ok cool nice take on Decapre. I always thought her rapid Dagger should be a Sonic Boom input but meh…semantics. Good job.
Her V-Skill may need some tweaking or maybe a switch with her V-Trigger. An invisible “fireball” with full screen capability is just tooooooo good.

Outside of a juggle combo, it should be difficult to land due to the increased start up. It’s a free jump in combo waiting to happen. I essentially nerfed the Omega USFIV version of the move.