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.