The Character Concept Thread

I’m not sure when they’ll be finished but I’m working on two original concepts. Whenever they’re completed, I’ll release them at the same time. They aren’t blonde BTW. I can’t let @Savagery have all the non blondes after all. :wink:

LOL!!! IHU bro!
Just my tiny critique for Lucia.I would have switched the inputs for Hot Pursuit and Spin Stampede. That’s it really everything else i’m cool with.

Ooh wee, I’ve been gone from this thread a while

@Fretless94 Magnificent updating of one of my favs and win quotes, outros, etc were all excellently handled. Wanna see more from you!

@Savagery Nice work with Brogan, sounds fun and charming. Also, I like that he’s reppin’ the rock element

@“Darc Requiem” Nice job with Lucia, man! I did like her in FF3 and think she’d be a great pal to Chun Li. I’m always for expanding Metro city’s representation too.

You know man you’re right. I’ve switched the inputs.

I think these could use more polish, but I’ll post them anyway.

Twin Leopards of Lhasa

Norbu - The Serene Snowfall

[details=Spoiler]
Name: Norbu (Means Jewel)
**
Nickname:** The Serene Snowfall

Sex: Male

Ethnicity: Tibetan (Khampa)

Height: 6ft 2in(1.88m)

Weight: 194 lbs. (88kg)

**B/W/H: ** 45-35-37 (114cm-89cm-94cm)

Hometown: Lhasa, Tibet (China)

**Appearance: **Norbu is a lanky but well built man with straight shoulder length silver hair and grayish blue eyes. He wears a snow white jaunty cowboy hat on his head. He wears a blue traditional male Tibetan chupa. This traditional dress has long sleeves and hangs down to just above Norbu’s knees. He has on blue pants underneath that are barely visible due to the white boots he wears that come up to just below his knees.

Likes: Horseback Riding, Tigmo (Fermented Bread), Dancing

Dislikes: Illuminati, Being Incognito

Fighting Style: Tescao

Tone: Norbu is a laid back man with a seemingly nonchalant attitude.

Origins: Norbu is the oldest of “Twin Leopards of Lhasa”. This mysterious duo garnered their nickname due to their usual hair and eye color. Snow Leopards have silver grey colored fur and can have grayish blue eyes. Norbu is known for his calm, almost serene demeanor. Norbu seems to focus on certain targets. People that can give information on certain “Secret Society”. If those targets betray his trust, if they are foolish enough to squander his mercy, they are sure to have chilling final confrontation with his younger sister Dorji.

His Rival: Dorji

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

950 Stamina 950 Stun

Throws:

*Frost Fall *– LP+LK: Norbu grabs his opponent, puts his right leg behind his opponent’s legs, and strikes them in the throat with right hand chop. This causes them to flip forward in front of him.

Cold Hammer – LP+LK: Norbu grabs his opponent with his right arm, flips them into the air, and his them with a left handed spinning back fist to the spine that sends them ¾ of screen away.

Unique Attacks:

Frozen Claw – F+MP: (Overhead) Norbu strikes with a quick right overhead palm strike. -6 on block

Cold Palm – B+HP: Norbu strikes with a far reaching left open palm strike.

Cold Divide – B+HK: Norbu does a split and then hit his foe with a left hand hammer fist to the knee, knocking them off their feet.

Twin Frost – B+HP, F+MP: (Target Combo) Norbu strikes with a left open palm strike followed by a right overhead open palm strike. Second hit has to be blocked high. -6 on block.

V-Reversal:

Frost Spire – F+KKK: Norbu stomps the ground creating a spire of ice that sends his opponents flying a full screen away.

V-Skill:

Ice Drift – MP+MK: Norbu generates a sheet of ice under his feet as he slides toward his opponent. Slide goes under projectile attacks. Slide has three travel distances. B+MP+MK (¼ Screen), MP+MK (½ Screen), F+MP+MK (¾ Screen). Slide is -5 on block.

V-Trigger 1:

Ice Storm – HP+HK: Norbu increases the power of all of his projectile attacks. All standard projectile attacks now hit twice, juggle at close range, and knockdown at long range. EX projectiles share the same properties but hit three times. Ice Sickle can be performed from a Backward or Neutral jump. 3-bar V-Trigger
**
V-Trigger 2:**

Ice Shower – HP+HK: Norbu increases the rate he throw his projectile attacks. All standard projectile attacks startup 2F and Recover 1F faster. EX projectiles startup 3F and Recover 2F faster. 3-bar V-Trigger

Specials:

Frozen Sickle -QCF + P: Norbu strikes with a backhand chop that creates an icy sickle shaped projectile. Damage, startup, and recovery are the same for LP,MP, HP versions. Button strength only alters the speed of the projectile. EX Startups and recovers 1F faster, hits twice, and knocks down.

Ice Sickle -QCF + P: (In Air) Norbu strikes with a overhand chop from a forward jump that creates an icy sickle shaped projectile. The punch button determines the angle of the projectile. LP (60° Angle, MP (45° Angle), HP (30° Angle)EX (LP+MP 60° Angle, LP+HP 45° Angle, MP+HP( 30° Angle) 2 hits, causes a juggle state)

Avalanche Strike -F,D,DF +P (Forward, Down, Down Forward): Norbu stuns his foe with a powerful double palm strike. Punch button determines the startup and damage. LP(3F, 100 Damage), MP (5F, 120 Damage), HP (6F, 135 damage) EX (3F, 135 damage, Full Start Up invincibility, Crush Counterable, Causes Wall Bounce).

Frozen Scythe -QCF+ K: Norbu strikes with a spinning back sweep that creates an icy sickle shaped projectile that moves along the ground. Damage, startup, and recovery are the same for LK,MK, HK versions. Starts up and recovers 1F slower than Frozen Sickle but deals 10 more damage and stun. Button strength only alters the speed of the projectile. EX Startups and recovers 1F faster, hits twice, and knocks down.

Critical Art:

Serene Avalanche – QCFx2+P: Norbu hits his foe with a powerful double palm strike that freezes them as it sends them a ½ screen away. As they slide away from him, Norbu creates a massive ball of ice that drops onto his opponent, burying them into the ground. 3 Hits 330 damage.

Reasons to be in SFV:

With the emergence of the Secret Society/Illuminati, there are those that rise up to defeat them. Norbu is one of those people. The organization he is apart of is the seeming antithesis of Illuminati. Agents of the Illuminati are coming from out of the shadows. Norbu will seek out those agents and gain intel. He will see the Illuminati fall.

  • All of Norbu’s projectile special attacks have strike and projectile properties at close range. This means projectile invincible moves would still be stuffed by these attacks at close range. However any physical only counter attacks possessed by his opponent counter his projectile maneuvers at this range.[/details]

Dorji - The Raging Snowstorm

Spoiler

Name: Dorji (Means Diamond)

Nickname: The Raging Snowstorm

Sex: Female

Ethnicity: Tibetan (Khampa)

Height: 5ft 9in(1.75m)

Weight: 155 lbs. (70kg)

**B/W/H: ** 37-27-37 (94cm-69cm-94cm)

Hometown: Lhasa, Tibet (China)

Appearance: Dorji is a tall, well built woman with silver hair and grayish blue eyes. Her waist length hair is styled in microbraids. Dorji has a white beaded necklace. She wears a blue traditional male Tibetan chupa*. This traditional dress has long sleeves and hangs down to just above Dorji’s knees. She has on white pants underneath that are barely visible due to the blue boots she wears that come up to just below her knees.

Likes: Being Incognito, Shabalay (Tibetan Meat Patties), Meditation

Dislikes: Standing Out, Illuminati

Fighting Style: Tescao

Tone: Dorji is a stern and no nonsense woman that shows no mercy to the unjust.

Origins: Dorji is the youngest of “Twin Leopards of Lhasa”. This mysterious duo garnered their nickname due to their usual hair and eye color. Snow Leopards have silver grey colored fur and can have grayish blue eyes. Known for her aggressive and relentless fighting style. Dorji has the demeanor of an enforcer. Along with her brother, Dorji seems to have specific targets. They all seem to be from the a certain “Secret Society”. If they cross her brother, she crosses them off…permanently.

Her Rival: Norbu

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

1000 Stamina 1000 Stun

Throws:

Chilling Blow – LP+LK: Dorji grabs her foe by the back of the head with her left hand, pulls them towards her, and slams an overhead right elbow strike between eyes. Her opponent falls backward landing in front of her.

Chilling Axe – LP+LK: Dorji grabs her foe by the back of the head with her left hand, pulls them towards her, and strikes them in the throat with right hand chop. Dorji passes behind her opponent as they fall to the ground.

Ice Breaker – LP+LK: (In Air) Dorji grabs her foes head with both hands mid air and then goes straight down to ground where she slams her knee their face send them flipping in front of her.

Unique Attacks:

Cold Sickle – B+MP: Dorji strikes with a left backhand chop.

Chilling Sickle – F+HP: Dorji strikes with a right chop uppercut that can anti air if timed properly.

*Cold Shoulder *– B+HP: (Hit Grab)Dorji grabs her opponent, spins behind them, and violently should charges them in the back. Slow startup, -4 on block, side switches, leaves her at advantage right next to her fallen opponent.

Chilling Heel – B+HK: Dorji strikes with a spinning back sweep that slides a short distance (¼ Screen) along the ground. Leaves her foe standing. Goes under projectiles.

V-Reversal:

Frost Spike – F+KKK: Dorji generates a lance of ice around her leg as she sidekicks her opponent. This causes them to crumple at her feet.

V-Skill:

Ice Sheet – MP+MK: Dorji stomps the ground creating a slow moving sheet of ice that travels along the ground. Causes the opponent to stumble on hit. Must be blocked low.

V-Trigger 1:

Furious Winter – HP+HK: Dorji’s gains increased command of her frozen ki. The stun damage on all of her attacks is increased and the recovery of her opponents stun bar is cut in half. Normal attack receive a stun buff of 5, 10, 20 damage on light, medium, and heavy attacks. Special attacks receive a stun buff of 10, 20, 40 on light, medium, and heavy attacks. V-Trigger slowly drains over time. 3-bar V-Trigger
**
V-Trigger 2:

Sudden Blizzard – HP+HK: Dorji’s gains an enhanced mental clarity. The charge time for all of her special attacks is cut in half. Opening up new combo options. 2-bar V-Trigger

Specials:

Avalanche Palm - Charge B,F + P: Dorji hammers her foe with a powerful, left-right-left, open palm strike combination. Distance traveled is determined by the strength of the punch button. LP (Point blank, fully projectile invincible), MP(½ Screen, Projectile Invincible after 3F), HP (¾ Screen, Projectile Invincible after 3F). EX(Projectile Invincible, Causes a Wall Bounce)

Ice Fountain – Charge D,U+ P: (Anti Air) Dorji strikes her opponent with a rising, left-right-left, open palm strike combination. High stun, high damage, slow recovery, crush counterable. LP(3F Startup, Throw Invincible) MP (4F Startup, Invincible to Airborne Attacks), HP (6F Startup, Strike/Projectile Invincible from frame 3), EX (3F Startup, Full Startup Invincibility)

Frozen Guillotine - Charge D,U + K: (Overhead) Dorji flips into air landing in a full split kick. All versions knock down. Kick button determines startup, range, and damage. LK (Point blank, Fastest Startup, Least Damage), MK( 1/8 Screen, Slower Startup, More Damage), HK (¼ Screen, Slowest Startup, Most Damage, Causes Limited Juggle State)EX (Fastest Startup, Grains Armor Frame 3, Causes Ground Bounce)

Frost Bisect - Charge B,F +K: Dorji hops into the air, does a full split, and then slams her legs together on the opponent’s head. Goes over low attacks . LK (Point blank, Leaves Standing), MK(¼ Screen, Knocks Down), HK (½ Screen, Causes Juggle State). EX(½ Screen, Gains Armor Frame 3, Causes a Crumple State)

Critical Art:

Raging Avalanche – Charge B,F,BF +P: Dorji hits her opponent with a furious, eleven hit, open palm strike combination that slowly causes them to freeze. After the final blow freezes them, she flips high into the air, and slams down on them with a powerful Frozen Guillotine that leaves them buried, head first, in the ground. 12Hits 360 damage (11x20, 1x140).

Reasons to be in SFV:

The rise of the Illumanti/Secret Society leads to the emergence of those that seek their downfall. Dorji seeks the undoing of the Illuminati. While her brother gains the information that will lead to their goal, Dorji ensures that their presence remains hidden. Those that aid her brother gain immunity. Those who cross him and risk exposing their aims get a swift end.

*The Traditional Female Chupa comes all the way down to the ankles and is ill suited for combat. Dorji’s chupa was actually one of her brother Norbu’s that she “borrowed”.

Stand alone they’re cool fighters (see what i did there) but i thought you would have put in some kind of assist or team up CA to put some emphasis that they’re twins.
Seems great minds think alike i was also contemplating a brother sister duo but you beat me to it!

Oh and not to be an “input natzi” but Norbu’s Frozen Sickle and Ice Sickle have the same inputs… :smiley: Just looking out bro!!

My bad I left out the (In Air) descriptor. Ice Sickle can only be down from a forward jump, unless he activates V-Trigger 1.

I’m not a fan of any sort of 2 on 1 technique in Street Fighter. SF should be purely 1 on 1. I don’t like Mika’s V-Trigger for that reason. It’s not as bad as her summoning a ring SFA3 but helpers should be confined to VS games.

@Savagery I’m considering going back through all of my old concept and tweaking them to have two V-Triggers. It’s a lot of work. Not sure If I should do it. Talk me out of it man :lol:

I was actually thinking the same thing LOL!! Happy New Year boys! Got one coming later tonight been working on it since forever!!

Same thread or new thread? I’m really kicking myself for having some many concepts. I didn’t realized I had over 50. That said, I’ve already added second V-Triggers to 10 of them.

@Savagery @Shockdingo @Shakunetsu I got all the way to G and I’m mentally spent. Here are all of my concepts up to G updated for AE. Mostly it’s just the addition of V-Triggers 2s but a few characters have a gained further tweaks.

Name: Ann Hibiki

[spoiler]
Nickname: The Invincible Tiger (Muteki no Tora)

Sex: Female

Ethnicity: Japanese (Born in Hong Kong)

Height: 5ft 7in(1.70m)

Weight: 145 lbs. (66kg)

B/W/H: 35-23-36(89cm-59cm-92cm)

Hometown: Hong Kong

Appearance: Ann has shoulder length strawberry blonde hair, with a black head band, and has light brown eyes. She wears an orange sports bra, sleeveless black leather motorcycle jacket, blue jeans, and brown leather motorcycle boots. The back of her jacket has the kanji for tiger emblazoned in orange.

Likes: Dan, Her Motorcycle (she built it herself), Restoring Buraiken (Her father’s martial arts style), Kasujiro (a simmered dish)
**
Dislikes:** Sagat, Cooking, Losing

Fighting Style: Buraiken (Go Hibiki’s style)

Tone: Ann is very serious and focused fighter. She’s spent the last decade meticulously reconstructing her fathers fighting style.

Origins: Ann never knew her father. She was born 8 months after he died fighting Sagat. Growing up she idolized her older brother Dan. She learned everything she could of of Dan’s Saikyo style, but was frustrated by Dan constantly “letting her win” during sparring. In effort to learn more about and honor her father she endeavored to restore Buraiken. She’s spent the last decade training with friends and rivals of her father Go Hibiki so that she can recreate his style of fighting.
**
Her Rival:** Laura
**
Attributes:** Health: 3 Power: 3 Range: 3 Mobility: 3 Technique: 3

1000 Stamina 1000 Stun
**
Throws:**

Tomoe Nage-LP+LK: Overhead Judo throw. Ann grabs her opponent by the shoulders, puts her foot in their chest and flips them overhead. Mr. Karate’s Art of Fighting 1 throw

Ippon Seoi Nage -B+LP+LK:Judo Shoulder thow. Classic Judo throw, Ann grabs her opponent and shoulder throws them behind her

Unique Attacks:

Sokutougeri – F+ MK: A single hit side kick

Hyouchuuwari – F+MP (A single hit overhead champ)

V-Skill:

Tora Tsukikaeshi (Tiger Riposte) - MP+MK: Ann takes a defensive stance. She intercepts any high attacks and counters with a powerful open palm strike to the chest.

Tora Ukenagashi (Tiger Parry) - D+MP+MK: Ann takes a defensive stance. She intercepts any low attacks and counters with a powerful sweep kick.

V-Trigger 1:

Tora No Seishen (Tiger’s Spirit): Ann’s fists are surrounded by a glowing white aura. (Tiger’s Spirit): Ann’s fists are surrounded by a glowing white aura. Her projectile capabilities are enchanced.
[list]
[] Nensho Toraburesu all versions increase in size, startup/recover 1F faster, and travel full screen.
[
] Kuki Nensho Toraburesu an aerial projectile attack becomes available.
[/list]
V-Gauge only drains when using projectile attacks. Five enhanced projectiles per V-Trigger. 2 bar V-Trigger

V-Trigger 2:
Hikaru Tora (Glowing Tiger): Ann’s body is surrounded by a glowing white aura. Her physical special attacks are enhanced.
[list]
[] Raiko Ken startup reduced by 1F, Stun increased by 25
[
] Shojun Tora Ken gains full start up invincibility. EX version loses its armor but starts up in 3F. Crush Counterable
[] Nensho Tora Hizageri projectile invincible from Frame 3, EX from Frame 1.
[
] Kuki Nensho Tora Hizageri is now available
[/list]

V-Gauge only drains when using enhanced physical attacks. Five enhanced attacks per V-Trigger. 3-bar V-Trigger

Specials:

Kuki Nensho Toraburesu(Air Burning Tigers Breath) QCF + P: (In Air)A fiery projectile one handed projectile. Moderate recovery time. The angle is determined by the strength punch. LP (60° Angle), MP (45° Angle), HP (30° Angle). EX (LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle)Only available in V-Trigger 1

*Nensho Toraburesu *(Burning Tigers Breath)-QCF + P: A fiery one handed projectile. Punch button strength determines the attack properties. LP (Slow startup and recovery, moderate speed and damage. Standard size. Full Screen),. MP (Faster startup and recovery, slower speed, higher damage, half screen travel distance, larger projectile.) HP (Fast startup and recovery, point blank range, highest damage, largest projectile.) EX (Fast startup and recovery, full screen range, highest damage, largest projectile.)

Raiko Ken (Lightning Tiger Fist)-HCB+ P (Command Hit Grab): Ann strikes her opponent with powerful left punch to the gut, strikes them with rapid right hand punches, and send them into the air with a left upward palm strike to the chin . Punch button strength determines the attack properties. All versions knock down) LP(Fastest Startup, Least Damage) MP (Slower Startup, More Damage), HP (Slowest Startup, Most Damage, Hard Knock Down) EX(Fastest Startup, Most Damage, Causes Wall Bounce) Resembles Mr. Karate’s Zanretsuken.
*
Shojun Tora Ken* (Ascending Tiger Fist)- F,D,DF + P: (Combo Extender) Left handed rising uppercut. Has projectile invincibility and no strike invincibility. Despite appearances this is not an anti air. LP(3F, Least Damage, Knocks Down), MP(4F, More Damage, Juggles In The Corner), HP(6F, Most Damage, Causes Juggle State), EX (5F, Gains Armor Frame 3, Most Damage, Causes Juggle State) Resembles Mr. Karate’s Koho.

Nensho Tora Hizageri (Burning Tiger Knee Kick)- QCB+ K: Ann’s perfected version of her brother’s Dankukyaku. This horizontal moving attack’s properties is determined by the kick button pressed. LK (Double Knee Only, Anti air, no invincibility, 1/8 Screen), MK (Double knee followed by a single flying kick. ¼ Screen), HK(Flying Double Knee, Double Flying Kick Combination Attack , ½ Screen), EX(Projectile Invincible Frame 3, Flying Double Knee, Double Flying Kick Combination Attack , ½ Screen)

Kuki Nensho Tora Hizageri (Air Burning Tiger Knee Kick)- QCB+ K: (In Air) Ann’s performs the Nensho Tora Hizageri from a forward jump. The descent angle of the attack is determined by the kick button pressed. LK (Double Knee, 65° Angle), MK (Double knee followed by a single flying kick. 55° Angle), HK(Flying Double Knee, Double Flying Kick Combination Attack , 45° Angle), EX(Flying Double Knee, Double Flying Kick Combination Attack , LK+MK 65° Angle, LK+HK 55° Angle, MK+HK 45° Angle) Only available in V-Trigger 2

Critical Art:

*Koshin Hiza Danmaku *(Tiger God Knee Barrage)- HCFx2+K: Based on her father Go Hibiki’s ultimate technique the Shoten Buraikyaku. Ann grabs her opponent by the head and hits with with rapid fire succession of knees to the face. Resembles Mr. Karate’s Shoran Kyaku. (15 Hits , 345 damage)

V-Trigger 1 Only

Saiko Nensho Toraburesu (Supreme Burning Tigers Breath) -HCFx2+P: Ann’s perfected version of her brother’s Haoh Gadoken. Ann uses both of her arms to generate a massive projectile that causes significant damage and stun. Speed of the projectile determined by the punch button pressed with LP being the slowest and HP being the fastest. Travels full screen (5hits, 300 Damage/150 Stun)

Reasons to be in SFV:*

Ann is eager to test the effectiveness of Buraiken against the world’s best martial artist. Her brother honored their father by “defeating” Sagat. She wishes to honor their father by showing the strength of his art to the world.

**Ann is Dan’s opposite. She is serious and talented fighter. Her adoration of her brother Dan blinds her to his actually ability. She truly believes he defeated Sagat and that he was taking it easy on her in training. In truth she surpassed him before she left on her Musha Shugyo (Warrior’s Pilgrimage). *[/spoiler]

Name: Asim

[spoiler]
Nickname: Guardian of Iron

Sex: Male
**
Ethnicity: ** Tunisian

Height: 5’8”(1.73m)
**
Weight:** 227lbs (103kg)

B/W/H: 47-33-35 (119cm-84cm-89cm)

Hometown: Sousse, Tunisia
**
Appearance: ** Asim is stout well built man. He has short black hair with close cropped full beard and goatee. Asim has steel gray eyes and wears a burgundy chachia (traditional Tunisian wool hat) on his head. He wears a beige jebba (traditional Tunisian tunic) and has burgundy leather slippers on his feet.

Likes: Urien, Merguez (Spicy Beef Sausage), Demoralizing His Foes

Dislikes: Gill, Pork, Cold Weather
**
Fighting Style: ** Zamaqtal (Tunisian Martial Art based on Pencak Silat)
**
Tone:** Asim is stoic, strategic, and efficient fighter. That enjoys overwhelming and breaking the will of his opponents.

Origins: Asim comes from a wealthy Tunisian family. Growing up he saw how others struggled and frankly didn’t care. He had everything he could ever need. That thought process changed one day. Asim’s family was accosted by a single robber. A man who managed to pummel his family’s security force with ease. All of his family’s wealth meant nothing in the face of one man’s strength. They were at the mercy of one of the poor souls that he’d spent his young life looking down on. The man left with his family’s valuables and when his parents turned to look for Asim. He was gone. His posh life style had made him weak. At the age of 12, Asim took off on his own. He would never been weak again. He’d forge himself into a man of strength and live off of what he earned for himself.
After a decade, a know grown Asim would appear at his family’s door. His mother barely recognized him. The small frail child from the decade prior was gone. In his place stood formidable man. Asim only arrived to see his ailing father. Telling him that he did not want his inheritance. Asim would leave as mysteriously as he arrived. As his mother watched him leave, she could see him get into a limousine with two towering figures. A tall dark skinned woman with short red hair and tall white haired man with a jewel in his forehead.

His Rival: Wasswa

Attributes: Health: 5 Power: 5 Range: 2 Mobility: 2 Technique: 4
1050 Stamina 1050 Stun
**
Throws:**

Guardian Spike- LP+LK : Asim picks up his opponent in a fireman’s carry and twists his body 180° driving them head first into the ground.
*
Iron Might* -B+LP+LK: Asim grabs his foe by the neck with his left arm, raises them off the ground, and effortlessly tosses the overhead behind him.
**
Unique Attacks:**
*
Guardian Strike* – F+MP: (Overhead on 2 hit only)A quick left upward elbow strike followed up by a downward left elbow strike. 2 hits, Second hit is an overhead and has to be blocked high.

Cruel Iron– B+HK: Asim strikes with a hopping double knee strike. Goes over low attacks. Can be used as an anti air

V-Reversal:

*Guardian’s Maul *- F+PPP: Asim grabs his foes head with both hands and knocks them down with a head butt.

V-Skill
*
Iron Guard* – MP+MK: Asim assumes a wide stance while clinching his fists focusing his power. If he completes the animation interrupted, Asim gains frame 3 armor on his next standing HP or HK. Asim gains a small amount of V-Gauge from completing the stance animation uninterrupted. He gains additional gauge from landed or blocked charged heavy attacks.
**
V-Trigger 1:**
*
Immovable Iron* – HP+HK: Asim uses his iron body to full effect. Charged Medium attacks game Frame 3 armor. Charged Heavy Attacks gain Frame 1 armor. Charged armor attacks can be canceled with a back dash. Canceling the charged attack drains a significant amount of V-Gauge. 2 cancels will exhaust his V-Trigger. The V-Trigger Gauge drains over time. 2-bar V-Trigger

V-Trigger 2:

Unyielding Guardian – HP+HK: Asim’s iron body hardens further improving his defense. Asim takes 30% less damage from his opponents attacks. 3-bar V-Trigger

Specials:

Charging Boar – HCF+P: Asim charges forward with a quick and powerful left elbow uppercut Distance traveled determined by the punch button. All version knock down. HP version juggles in the corner. LP(¼ Screen), MP( 1/3 Screen), HP (½ Screen), EX (Gains armor on frame 3, Causes Juggle State, Distance traveled determined by buttons pressed. LP+MP ¼ Screen, LP+HP 1/3 Screen, MP+HP ½ Screen)
*
Wolf’s Fang* – HCB+P: Asim strikes his opponent in the stomach with a powerful right elbow strike, followed by a left elbow uppercut to the chin, and sends them crashing into the ground with a brutal overhead right elbow strike. Damage, Startup, and Properties determined by the punch button pressed. LP(Fastest Startup, -2 on hit) MP(Slower Startup, +1 on hit), HP(Slowest Startup, +2 on hit), EX(Fastest Startup, Causes Ground Bounce -6 on block)

Hyena’s Bite – HCF+K: Ismaya attacks his foe with a flying right knee strike to the chest. Distance traveled is determined by the kick button. Projectile invincible from Frame 3. LK (Point Blank), MK ( ¼ screen), HK (½ Screen), EX(Projectile Invincible from Frame 1, Causes Wall Bounce, distance traveled determined by the buttons pressed. LK+MK ¼ Screen, LK+HK ½ Screen, MK+HK ¾ Screen)

Iron Maiden – 360°+K: Asim grabs his opponent with a bear hug, jumps into the air, turns 180° and drives them head first into the ground. Kick button determines attack properties. LK (5F Startup, Most Range, Least Damage, Leaves Opponent ½ screen away), MK(5F Startup, Less Range, More Damage, Leaves Opponent ¼ screen away), HK (6F Startup, Least Range, Most Damage, Leaves Asim right next to his opponent). EX(5F Startup, Most Range, Most Damage, Grains Armor on Frame 3, Leaves Asim right next to his opponent)

Critical Art:
*
Iron Fury:* QCBx2+P: Asim’s turns his body as hard as iron before strike his foe with hard elbow to the sternum that sends foes careening into the side of the screen with such force that the bounce back towards Asim. He flies towards his ricocheting foe and floors them with a flying knee to the head. 2 hits (380 damage).
**
Reasons to be in SFV:**

Asim enters the tournament with a singular purpose. To discreetly neutralize, Gill’s lieutenants. The loss of Wasswa and Kolin would greatly hamper Gill’s efforts and strengthen Urien’s position in the Secret Society. Gill’s “softer” leadership style would be replaced by Urien’s. Leading to a world in which people would have to rely on their own strength. The strong would rise and the weak would tossed by the wayside.[/spoiler]

Name: Azam

[spoiler]
Nickname: The Arabian Sandstorm

Sex: Male

Ethnicity: Emirati

Height: 7ft 2in (2.19m)

Weight: 319lbs (145kg)

B/W/H: 61-48-54 (155cm-122cm-137cm)

Hometown: Abu Dhabi, U.A.E

Appearance: Azam is a towering man, He has a white mustache and a beard that is tied off with a turquoise band. His white hair is styled into a mohawk that ends in a long flowing pony tail. There is a small red jewel in the center of his forehead. Azam wears a gold open sleeveless vest and white loose fitting pants. His pants are secured with a large turquiose band at the waist and small golden bands at his ankles. There are black embroidered bands with gold trim around his wrists. He has a janbiya (Arabian Curved Dagger) on his waist in a jeweled gold scabbard.

Likes: Youth, Traditions, Pro Wresting, Rashid

Dislikes: Disordered Wording

Fighting Style: Wind Wrestling

Tone: Azam is a reserved man dedicated to protecting his young master, Rashid

Origins: Azam was a five time MECC* (Middle East Combat Club) Submission Wrestling champion. Through the competition he met grapplers of several different disciplines from all over the word. He caught the attention of Victor Ortega, owner of the CPWA (Championship Professional Wrestling Associate) and competed there for a brief time before being hired on to be Rashid’s personal bodyguard.

His Rival: Zangief (friendly)

Attributes: Health: 4 Power: 4 Range: 3 Mobility: 2 Technique: 3
1000 Stamina 1050 Stun

Throws:

Sand Splittler - LP+LK : Azam lifts his opponent over his head and slams them down onto his knee (back breaker)

*Gust Suplex *- B+LP+LK : Azam grab his foes and tosses them behind him with a belly to back release suplex.

Unique Attacks:

Scimitar – B+HP: (Hit Grab) Azam grabs his opponent by the back of the head, pulls them towards him rapidly, and floor them with a vicious clothesline.

Sand Snake – B+HK: Azam executes a low missile drop kick to his opponents knees. Must be blocked low.

V-Reversal:

Desert Buster – F+PPP: Azam kicks his foe in the abdomen, grabs them, and drives them head first into the ground with a double underhook face buster (HHH Pedigree)

V-Skill:

Sand Cyclone – MP+MK: Azam stomps the ground summoning a cyclone beneath his foes feet. B+MP+MK creates a Sand Cyclone directly in front of Azam, MP+MK create Sand Cyclone ½ screen in front of Azam. F+MP+MK creates a Sand Cyclone ¾ screen in front of Azam

V-Trigger 1:

Wind Djinn – HP+HK: Azam surrounds himself with a vortex of wind ki that enhances his mobility. The speed and distance of his forward and back dash is increased. Azam’s forward and back walk speed is also increased. 2-bar V-Trigger

V-Trigger 2:

Sand Djinn – HP+HK: Azam surrounds himself with a vortex of sand ki that enhances his defense. Azam takes 10% less damage from his opponents attacks. Scimitar and Sand Snake can now be charged. Charged versions have armor Frame 3. Tornado Driver and Dust Devil gain armor Frame 3. 3-bar V-Trigger
**
Specials:**
*
Tornado Driver* – 360°+P : Azam grabs his opponent, manifest a tornado that sends them both high into the air and drives them into the ground head first with a tombstone piledriver. 5 frame startup, LP (Lowest damage, Most Range), MP(More Damage, Less Range), HP (Most Damage, Least Range), EX (Most Damage, Most Range)
*
Tornado Bomb* - 360°+P (In Air): Azam grab his opponent mid air, manifests a cyclone above his head, and use it to drive his foe into the ground with spinning sit down power bomb. 5 frame startup, LP (Lowest damage, Most Range), MP(More Damage, Less Range), HP (Most Damage, Least Range), EX (Most Damage, Most Range)

Dust Devil – F,D,DF +P: (Anti-Air): Azam extends his arms outward while creating a waist high vortex. He then rises into the air with a powerful spinning double lariat. No strike invincibility. All versions projectile invincible. LP (5f startup, 3 hits) MP (6f startup, 4 hits), HP (7f startup, 5 hits) EX(5f startup, 5 hits, causes juggle state)

Whirlwind Wall – HCF+K: Azam spins his body rapidly, creating a 7ft tall cyclonic projectile that slowly moves horizontally towards his foe. All versions doe 3 hits. LP(fastest start up, travels ½ screen), MP(slower startup, travels ¾ screen), HP(slowest startup, travels fullscreen), (EX fastest start up, travels fullscreen)

Critical Art:

Sandstorm Buster -360°x2 +P: Azam grabs his opponent and executes a Sand Splitter into a (LP) Tornado Driver into a (HP) Tornado Bomb. (400 damage)
**
Reasons to be in SFV:**

Rashid has been in a solemn mood since the loss of his friend at the hands of F.A.N.G. To cheer his master up, Azam is organizing he own version of the MECC. He’s hoping to gather worlds best grapplers together to put on grand show to lift Rashid’s spirits.

**MECC (Middle East Combat Club) is the Street Fighter universe version of the ADCC (Abu Dhabi Combat Club. The ADCC is a competition between the best submission grapplers in the world of various disciplines. Zangief, Mika, Laura, and Alex would be likely competitors.*[/spoiler]

Name: Berengár Madeira

[spoiler]
Nickname: The Adroit Lynx (O Lince Habilidos)

Sex: Male

Ethnicity: Portuguese

Height: 5ft 10in(1.78m)

**Weight: 170 lbs. (77kg)
**
B/W/H:
 42-32-35(112cm-82cm-89cm)

Hometown: Braga, (Minho Province) Portugal
**
Appearance:** Berengár is a “blue collar” pretty boy. He has slicked back straight black hair that is shoulder length, hazel eyes, and no facial hair. He wears a brown, unbuttoned leather jacket, with a small black Combate Clube de Braga logo on the left breast pocket, and a sleeveless black undershirt. Berengár has on blue work jeans and boots. The Combate Clube de Braga log is the silhouette of a Iberian Lynx Head.

Likes: Competition, Hard work, Seafood, Cats (Iberian Lynx is his favorite)

Dislikes: Poachers, Slackers, People with no sense of humor

Fighting Style: Jogo Do Pau (Portuguese “Stick”* Fighting)

Tone: Berengár is a carefree yet competitive man. He’s rarely serious and enjoys making people laugh. The only thing takes seriously besides work, much to the chagrin of the ladies of Braga is his Jogo Do Pau.

Origins: The Madeira family runs a successful construction company (Construção da Família Madeira) founded by his Grandfather (Gregorio) and Great Uncle (Heliodoro). Almost everyone in Berengár’s family works for the company. While he was growing up, father and his uncles would often practice Jogo Do Pau as a way to blow off steam. Berengár showed a natural affinity for Jogo Do Pau. By the time he was 10, he was able to best teenagers, and by the time he was 14 his father and uncles stopped practicing with him because “They were too busy with work”.** He formed the Combate Clube de Braga in as teenager to give him away to practice and improve his skills. He quickly found himself doing more teaching than practicing. Only Iolanda*** gives him any sort of challenge.

His Rival: Vega

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

950 Stamina 950 Stun

Throws:

Caindo (Falling Down)- LP+LK - : Berengár uses his staff to sweep his opponents legs out from under them

*Viagem Perigosa *(Trip Hazard)B+LP+LK - : Berengár runs past his opponent, tripping them with his staff causing them to fall behind him.

Unique Attacks:

Queda Torre (Falling Tower) -F+MP : (Overhead) Berengár raises his staff overhead with both hand hands and slams it downward toward the ground. Long reaching two hit overhead attack. Slow start up, relatively safe (-2) on hit.

**V-Reversal: **

Saída Violenta (Violent Egress) F+PPP: A full extension one armed pull strike to the sternum. Sends the opponent a full screen away.

V-Skill:

Salto com Vara (Pole Vault) – MP+MK: Berengár uses his staff to Pole Vault himself into the air. Pressing F+MP+MK propels him forward. Pressing B+MP+MK propels him backward. The Pole Vault is higher arcing longer distance jump. He can use any of his jump normals after the vault. Builds a small amount of V-Gauge if he lands without being hit. Builds more V-Gauge if he lands and a jump attack after the Pole Vualt

V-Trigger 1:

Graça do Lince (Grace of the Lynx) - HP+HK: Increases the stun damage on all of his attacks (normals, specials, and Critical Art). Reduces the overall frames of Pole Vault by 2 frames, Reduces the recovery of Alcance Infinito at close range only. Adds juggle properties to LP and MP Alcance Infinito. 3 Bar V-Trigger

V-Trigger 2:

Lince Ascendente(Ascending Lynx) - HP+HK: Berengár strikes his opponent with a long reaching (2/3 Screen) two handing upward staff strike. The strikes ends his opponent skyward causing a juggle state. Juggle state caused by Lince Ascendente does not count against your juggle point limit. Two uses per V-Trigger. -2 on block. 2 Bar V-Trigger

Specials:

Alcance Infinito:(Endless Reach) QCB +P: A blindingly fast long reaching staff strike. The angle varies slightly depending on the punch used. All versions, including EX, are unsafe at close range. LP (angles slightly downward, hits low at full screen, mid at close range, reaches approximately 2/3rds of screen), MP (horizontal strike reaching 3/4 of the screen), HP (angles upward, reaches approximate 2/3rds of screen, causes a juggle state). EX (Gains Armor Frame 3, LP+MP Downward Angle, LP+HP Horizontal, MP+HP Upward Angle)

*Pináculo de Interceptação (Intercepting Spire) F,D,DF +P: A moderately fast staff strike developed to catch an opponents out of the air. Angle determined by punch. Does NOT hit grounded opponents. All strengths cause a juggle state LP (60° Angle), MP (45° Angle), HP (30° Angle), EX(Full Startup Invincibility LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle )
*
Combinação Impressionante
(Stunning Combination) QCF+K: Multi hitting staff combination, the number hits are determined by the strength of the punch. Berengár strikes his opponent with a one handed horizontal forehand strike to the head, followed by a backhand strike to the lower legs, uppercutting strike, and ending with overhead strike LP ( 2 hits,), MP (3 hits, last hit juggles), HP (4 hits, last hit knocks down) EX(4 hits, Last hit causes ground bounce)

Critical Art:

Imobilização Rápida (Rapid Immobilization) HCFx2 +P Berengár uses his staff to initiate a powerful succession of two handed staff attacks. He strikes the inside of his opponents left knee, right knee, abdomen, throat, and finishes the attack with strike to the side of the head causing his opponent to collapse in a heap.

Reasons to be in SFV:

Berengár entered the world wide martial arts tournament simply to test the viability of Jogo Do Pau in a full contact environment. Jogo Do Pau was a widely used as an art of defense in Portugal before the advent of firearms. Berengár aims to prove that his art can be more than a sport or hobby. He thinks his experience against the best fighters of various disciplines will help him improve himself and his art.

**The “stick” is typically 1.5 to 2 meters in length. Although there are various of the art with a shorter “stick”

**His father and uncles would simply practice at the office after work as they didn’t want to admit Berengár has surpassed them.

***Iolanda Barros – she’s grown up with Berengár. She a couple of friends joined Combate Club de Braga to try get Berengár to ask them out. They dropped out after a few weeks and she stuck around. She’s still trying to get him to notice her and he’s oblivious. *[/spoiler]

**Name: ** Black Widow

[spoiler]
Nickname: Web of Destruction

Sex: Female

Ethnicity: German

Height: 6ft 6in (1.98m)

Weight: 209lbs (95kg)

B/W/H: 35-28-42 (89cm-71cm-107cm)

Hometown: Hanover, Germany

Appearance: Black Widow is a tall and heavily muscled woman. She wears a dark blue full body suit that is light gray from the crouch to the mid torso. The body suit has a single red band around each of her wrist and ankles. There is a thick jagged red band that encircles the upper mid torso of her body suit dividing it between a dark blue upper half and light gray lower half. She wears light gray Jika-Tabi (ninja shoes) on her feet. There are light gray full fingered gloves on her hands. Black Widow no longer wears a mask. She has dark brown hair styled in a side pony tail and wears a dark blue headband. She has blue eyes.

Likes: Spiders, Working out, Schnitzel

Dislikes: The Scorpion, Black Forest Gateau(Chocolate Sponge Cake /w Cherry Filling),

**Fighting Style: ** Wrestling

Tone: Black Widow is a confident woman. She uses her are unusual combination of strength, speed, and flexibility to overwhelm her opponents.

Origins: Black Widow is the reigning CWA World Champion. After capturing the title from The Scorpion, Black Widow shocked the wrestling world by removing her mask. Revealing to the world that she was in fact a woman. A woman instantly recognized by Yoko Harmageddon. Harmageddon, the legendary IJWPW wrestler, was forced into retirement after being injured in match with who she now knows as Black Widow.

Her Rival: Rainbow Mika

Attributes: Health: 4 Power: 3 Range: 4 Mobility: 3 Technique: 4
1025 Stamina 1025 Stun

Throws:

Widower – P+K: Black Widow grabs her opponent by the head, jumps into the air, and lands in a split as she drives her foes face into the ground. Her version of the Sit Out Facebuster.

Venom Suplex – B+P+K: Black Widow grabs her opponent and German Suplexes them behind her

Tornado DDT – (In Air) P+K: Black Widow grabs her opponent out of the air, spins 360° on their shoulders, and drives their head into the ground with a DDT

Unique Attacks:

Venom Kick - F+MK (Overhead) : Black Widow performs a single arm handstand into a split kick that hits the opponent overhead.

Widow Slide – B+HP: Black Widow strikes with a sliding low kick that goes under projectiles.

Web Drop - D+HP (In Air): From the apex of her jump, Black Widow flies straight down on her opponent with an elbow drop.

V-Reversal:

Rising Cutter– F+PPP: Black Widow strike with a rising uppercut attack that knocks her opponent a half screen away.

V-Skill:
*
Spider Crawl* – MP+MK: Black Widow crawls rapidly towards or away from her opponent on all fours. B+MP+MK crawls backward. Goes under projectiles and high attacks. Crawl can be canceled into any of Black Widow’s low normals.
**
V-Trigger 1:**

Paralyzing Venom – HP+HK: Black Widow hurls a massive web shaped projectile at her opponent that does 300 stun damage and slowly causes the opponents stun gauge to build until a hit is landed on Black Widow. Single Use V-Trigger. 2-bar V-Trigger

V-Trigger 2:
*
Illusion Web* – HP+HK: Black Widow gain the ability to teleport after activation. She can teleport to three different locations. HP+HK causes her teleport and reappear in the same location. F+HP+HK teleports her forward a ½ screen. B+HP+HK teleports her backwards ½ screen. Illusion Web is Strike and Projectile Invincible Frame 1 and Throw Invincible from Frame 3. V-Gauge drains over time. A maximum of three uses per V-Trigger. 2-bar V-Trigger

Specials:
*
Tarantula Net* -QCF+P: Black Widow channels her ki into a spider shaped ki blast that pulls her opponent toward her on hit. Punch button determines the start up speed and distance the projectile travels. +4 on hit/-7 on block at point blank range. LP(Fast Startup, ½ Screen) MP(Moderate Startup, ¾ Screen) HP(Slow Startup, Full Screen) EX(Fast Startup, Full Screen, +5 on Hit/-5 on block at point blank range)
*
Spider Suplex* – 360°+P (Command Grab): Black Widow grabs her opponent rotates behind them and jumps high into the air and German suplexes them into the ground. Punch button determines grab range and damage. LP (Most Range, Least Damage), MP (Less Range, More Damage), HP (Least Range, Most Damage), EX(Most Range, Most Damage)

Spider Bite – F,D,DF+P: Black Widow performs a forward flip into a double chop to both of her foes collarbones. Goes over low attacks. Punch button determines distance traveled. LP(Point Blank), MP( 1/8 Screen), HP( ¼ Screen), EX( ¼ Screen, Full Startup Invincibility, Causes Crumple, Crush Counterable)
*
Arachnid Driver* – 360°+K (Command Grab): Black Widow performs a front hand spring into a frankensteiner. The kick button determines the distance covered by the front hand spring. The front hand spring portion of this attack is projectile invincible from frame 3. LK ( 1/3 Screen), MK ( ½ Screen), HK (¾ Screen), EX(Projectile Invincible from frame 1, Auto tracks)
*
Illusion Parade* – F,D,DF+K (Anti Air): Black Widow strikes with a high slash kick that knocks her opponent into the air. Kick button determines the start up speed. Attack has no invincibility. LK(3F Startup, Knocks Down), MK(5F Startup, Juggles In the Corner), HK(7F Startup, Causes Juggle State), EX(4F Startup, Gains Armor Frame 1, Causes Juggle State)

Critical Art:

Widowmaker - 720°+P : Black Widow grabs her opponent rotates behind them, jumps high into the air, and drives them into the ground with a high velocity rolling German suplex. Attack plants the opponent into the ground if it KO’s. 1Hit 375 Damage
**
Reasons to be in SFV:**

Black Widow believes she is the best fighter in the world. She enters the tournament for specific reasons. To prove her dominance to the world and the promote the CWA. The CWA’s popularity has begun to wane a bit. Black Widow wants spark the interest in wrestling by thoroughly embarrassing the best fighters that other combat sports have to offer.
-Black Widow ended the wrestling career of Rainbow Mika’s trianer Yoko Harmeggedon
-Black Widow created her persona after defeating Yoko. If she wasn’t a challenge for her. She needed away to enter the CWA to seek a new challenge
-While there is no rule against women competing in the CWA, they’ve never signed one before.
[/spoiler]

Name: Cain

[spoiler]
Nickname: The Enigmatic CEO

Sex: Male

Ethnicity: Unknown (Swiss?)

Height: 6ft 6in (1.98m)

Weight: 256lbs (116kg)

B/W/H: 57-38-44 (145cm-97cm-112cm)

**Hometown: ** Zurich, Switzerland

Appearance: Cain appears to be in his early twenties. He has short pristinely groomed light brown hair with a short well kept chin beard. He wears a grape colored sleeveless athletic shirt with a large silver waning crescent moon logo on the back… He wears matching full length grape colored athletic pants with white and black sneakers. He has a platinum choker chain with a small yin/yang medallion around his neck. The Waning Crescent Moon is the logo of Synergy Technologies.

Likes: Power, Scheming, Acquiring New Assets, Crushing the opposition beneath his heel

Dislikes: Secret Society, Meddlers, Juri

Fighting Style: Synergy Martial Arts System (A Combination of All Known Styles)

Tone: Cain emits a carefree facade. He’s always dressed in casual clothing, even in high level business meetings. The jovial, happy go luck persona is just that. A role he plays to get foes in both business and physical confrontations into a false sense of security

**Origins: ** Cain is CEO and owner of the recently founded Synergy Technologies. A company the despite it’s recent appearance has managed to secure several defense contracts due to it’s cutting edge weapons technology. Publicly Cain is perfect citizen. Donating tens of millions of dollars to various charities and providing advanced computer hardware to medical research facilities. Privately he’s not as magnanimous as he appears. Cain moved quickly to acquire facilities and scientists from the various hidden Shadaloo bases throughout the globe. Locating them and re-purposing them faster than the Interpol, MI6, and the US government could even locate them. Any locations or workers that didn’t agree to work for him, were quickly outed to the local authorities. The worked were arrested and the facilities shut down. The remnants of Shadaloo quickly realized that it was wise to bend to Cain’s will.

His Rival: Gill

Attributes:

Health: 2 Power: 2 Range: 5 Mobility: 4 Technique: 5
925 Stamina 975 Stun

Throws:

Extinction Blow – P+K : Cain picks his opponent up by the neck and hits them with brutal axe kick that sends them slamming into the ground.

Death Toss – B+P+K: Cain picks his opponent up by the neck and toss them a full screen behind him.

Unique Attacks:

Flying Demon Dive – DF+MK: Cain executes a dive kick at the apex of his forward jump

Wall Jump – UB (Up Back): Allows Cain to jump of the wall at the edge of the stage
**
V-Reversal:**

Tyrant Charge – F+PPP : Cain charges his opponent with a shoulder tackle that sends his foes a full screen away

V-Skill:

Deadly Talon - MP+MK: Cain executes a raising knee attack that can be followed up by up to three stomp attacks, stomp attacks are executed with D+MK. Final stomp attack sends the opponent into the ground. The player can forego the follow up stomps for potential juggle combos. Can only juggle into Sound Explosion (projectile) mid screen, more options in the corner. Deadly Talon is -6 if blocked.

V-Trigger 1:

Enlightenment – HP+HK : Cain gains a serene focus that allows him to extend the range of his jumping, standing, and crouching fierce. HP+HK (Standing Extended Range Attack), D+HP+HK (Crouching Extended Range Attack), HP+HK (in air, Jumping Extended Rage Attack) Grants Cain access to three extended Yoga like extended range attacks. 2-bar V-Trigger
**
V-Trigger 2:**

Deification– HP+HK : Cain gains a serene focus that allows him to recover from injury. Cain recovers 10 stamina per second for the next 20 seconds. Stamina recovery is does not occur while Cain is blocking or being hit. 3-bar V-Trigger

Specials:

Sound Explosion -QCF+P : Cain pulls back his right arm and sends it forward with such speed that it breaks the sound barrier sending an shock wave of energy towards his opponent. Projectile speed determined by the button pressed. Moderate startup and recovery time. Lowe damage.

Ascending Dragon Claw – F,D,DF+P: Cain strikes with a vicious rising palm strike to the chin while rising into the air. The player hit the punch button repeatedly for follow up attacks to increase the damage. LP (two more attacks), MP (three more attacks), FP (four more attacks).

Corkscrew Driver – 360° +P: Cain grabs his foes by the neck and rising into the air at near blinding speed almost appearing to teleport, at the apex of his rise, his foe is surrounded by cyclonic ki, he then sends them hurtling toward the ground, head first like a human drill bit. Punch button determines grab range and damage. LP (largest range/lowest damage), MP (moderate range/damage), HP (least range/most damage)
*
Singularity*– HCB+K : Cain places his hands together at chest level, connecting his fingers and thumbs together forming a circle, he then generates a small rapidly spinning ki sphere in his hands that sucks his opponent toward him in a prone position if they are not blocking. Kick button determines the range and start up time. LK (quickest startup/least range), MK (moderate startup/range), HK (Slowest startup/longest range) EX (quickest startup/longest range)

Gatling Kick – QCF+K: Cain kicks his opponent, spinning them 180°, with their back facing Cain, he then strikes them with a barrage of kicks.

Phase Shift – F,D,DF+K: Cain claps his hands together a disappears. Kick button pressed determines the location he reappears. LK (Above and in front of his foe), MK (Above and behind his foe) HK (¾ of a screen away in front of his foe)

Critical Art:

Phase Assault – QCB+K : Cain rapidly Phase Shift’s around his opponent striking them each time he appears before shifting one final time and nailing his opponent with massive blow that creates a shock wave upon impact and sends his foe hurtling to the other side of the screen.

Reasons to be in SFV:

Cain seeks to replace the Shadaloo’s criminal organization with one of his own. All the while appearing to be an upstanding citizen. No one but his closest confidant, knows Cain’s true aims or origins. Nor does the forces that brought to Shadaloo to it’s end realize that he’s effectively taken over more than 80% of their operations. He’s become aware of the Secret Society and sees them as the only organization that can interfere with his goals.

Side Note:
*- Cain is Seth in his new organic body.

  • Cain used the data gained from the kidnapping of Bison’s dolls along with information he was privy to as the head of S.I.N to construct new body.
  • His body has been specifically engineered to be resistant to Psycho Power to prevent any chance of Bison usurping his form.
  • He has an asset “Agent Marigold” that he use to bring down the remnants of Shadaloo that won’t serve him via legal means. He also uses that asset to inhibit the Secret Society’s plans.*[/spoiler]

Name: Cody Travers

[spoiler]
Nickname: The Fallen Hero

Sex: Male

Ethnicity: American

Height: 6ft 0in (1.83m)

Weight: 220lbs (100kg)

**B/W/H: **45-36-39(114cm-91cm-99cm)

Hometown: Metro City, USA

Appearance: Cody has light brown hair and blue eyes. He wears an orange unbuttoned long sleeve Metro City Penitentiary shirt with a white t-shirt underneath. He has on blue jeans and white sneakers. His fists are are wrapped in blue bandages and his wrists are bound with long chained handcuffs.

Likes: A Good Fight, Jessica, Guy, Chili Dogs

Dislikes: Edi E., Boredom

Fighting Style: Street Fighting

Tone: Cody exudes the facade of an unrepentant brawler. He’s to only be happy amidst the challenge of a good fight.

Origins: Cody is well known for both his rise to prominence and his fall from grace. Banding together with his best friend Guy and his girlfriend’s father Mayor Mike Haggar, Cody took on the Mad Gear Gang to rescue his girlfriend Jessica. In rescuing Jessica, Cody would strike the final blow against Belger. Sending the crime boss flying through a window from the top of his high rise office to death dozens of stories below. That blow would go on to shape his life in ways he didn’t know at the time. On his European vacation with Jessica, he began to receive photos of both he and Jessica. And then photos of Jessica when he wasn’t around. He then received a haunting note. “Someone will pay for Belger’s death. Spend your life behind bars or attend Jessica’s funeral. You chose. Oh, and don’t get any bright ideas hero. Anyone hears about this note and Jessica’s blood will be on your hands. Even if you managed to track me down, she’d still be gone…” Shortly after his return to Metro City. Cody was arrested assault of corrupt Metro City Police Officer Edi. E. Despite Jessica and his friends, he pleaded guilty and refused their help. They didn’t know it, but he was giving up everything to project Jessica.

His Rival: Victor Belger (Placeholder name)

Attributes: Health: 3 Power: 4 Range: 3 Mobility: 3 Technique: 4
1000 Health/1025 Stun

Throws:

Shoulder Toss – LP+LK: Cody grabs his opponent and tosses them forward over his shoulder.

Back Shoulder Toss – LP+LK: Cody grabs his opponent, turns around, and tosses them forward over his shoulder.

Unique Attacks:

Stomach Blow – F+MP : Cody hits his opponent with a swift punch to the gut.

Jaw Crusher – B+MP: Cody strikes with a quick uppercut to the jaw that can function as an anti air if correctly timed.

Hammer Hook – F+HP: (Overhead): Cody executes slow but long range overhead punch that hit’s twice. Slow startup but -2 on block.

Crack Kick – F+HK: Cody strikes with a quick jump spin kick that sails over low attacks. Causes a juggle state if hits an airborne opponent.

Knee Drop - D+MP: (In Air) Cody performs his classic flying double knee from Final Fight.
*
Metro Combo* – LP, LP, F+MP, HP (Target Combo): Cody’s classic Final Fight combo. He hits his foe with two jabs followed by a body blow and then an uppercut.

Metro Flight - LP, LP, F+MP, D+HP(Target Combo): Cody hits his foe with two jabs, a body blow, and ends the combo with a shoulder toss.

V-Reversal:

Knee Strikes -F+KKK: Cody clinches with his foe and hits them with three quick knee strikes that send them a half screen away. (Classic Final Fight throw)
**
V-Skill:**

Knife Fighting – MP+MK: Cody picks up his trademark knife, altering the properties of all of his punch normals. Each landed or blocked strike builds V-Gauge. If he is hit by his opponent he drops his knife. He doesn’t drop the knife if he blocks an attack. Guard Crush attacks do cause him to drop the knife. Cody cannot pick up his knife in V-Trigger 1. In mirror matches there are two knives on screen to be picked up in the interest of balance.
**
V-Trigger 1:**

Unleashed – HP+HK: Cody throws off his cuffs and orange over shirt. Now resembling his “Hero of Metro City” look, he fights at his full potential. All of his attacks, both normals and specials, are buffed making new combos possible.
[list]
[
] Start up on all punch normals is reduced by a 1F. Standing and Crouching Jab are now 3F.
[
] All kick normals gain an additional frame of advantage on hit.
[] LP Cyclone recovers 1F faster, MP Cyclone starts ups/recovers 1F Faster, HP Cyclone starts up 2F faster. EX Now hits 5 time and receives 20 damage/10 Stun buff
[
] Cyclone Upper starts up 1F faster for all versions. LP/EX -2 on block, MP -4 on block, HP – 5 on block. EX gains armor Frame 3
[] Zonk Knuckle is -3 block and can be made safe if properly spaced.
[
] Ruffian Kick gains projectile invincibility on Frame 3, EX on Frame 1
[/list]
3-bar V-Trigger Permanent

V-Trigger 2:

Metro Ripper– HP+HK: Cody picks up his trademark knife, altering the properties of all of his punch normals. The damage and stun of all punch normals is increased. Lights by 5 damage/10 stun, Mediums by 10 damage/15 Stun, and Heavies by 15 damage/20 stun. If he is hit by his opponent he no longer drops his knife. Zonk Knuckle becomes Zonk Shank. Zonk Shank retains the properties of Zonk Knuckle i.e. -7 on block but receives a 25 Damage/Stun buff. 3-bar V-Trigger Permanent

Specials:

Cyclone – QCF+P: Cody performs a swift hook that generates a slow moving (roughly 3 ft/1m tall) cyclone of ki that travels along the ground towards his opponent. LP (1 hit, quick start up and slow recovery), MP (2 hits, slower start up, moderate recovery), HP (3 hits, slowest start up, quickest recovery) EX (3 hits, quick start up and recovery, causes juggle)

Cyclone Upper -QCB+P: Cody strikes with a powerful uppercut that generates a large (roughly 6ft/2m tall)stationary tornado in front of him. Nullifies projectiles. LP (moderate start up, 3 hits, -3 on block), MP (slow start up, 4 hits, -5 on block), HP (slowest start up, 5 hits, - 7 on block) EX (moderate start up, 6 hits, -3 on block, causes juggle state)

Zonk Knuckle – Hold P, Release: Cody strikes with a vicious dashing punch. Causes Juggle. Projectile invulnerable. Unsafe (-7 on block). EX (Hold two punch buttons, gains 1 hit of armor on frame 1, -7 on block)

Ruffian Kick – QCF +K: Cody quickly closes the distance on his opponent with a powerful kick. Kick button determines the angle of the kick. LK (sliding low kick), MK (dashing side kick), HK (dashing high side kick, Anti Air, juggles) EX (projectile invincible Frame 3. LK+MK sliding low kick, LK+HK dashing side kick, MK+HK dashing high side kick)

Critical Art:

Dead End Irony – QCFx2+K: Cody strikes his foes with a vicious barrage of kicks. LK (hits low), MK (hits mid), HK (Anti Airs). 350 damage

V-Trigger 1 Only

Final Destruction – QCFx2+P: Cody hits his foe with blinding combination of punches too fast for the eye to see before ending the assault with a powerful version of his Cyclone Upper that send his opponent sailing high into the air. His opponent comes crashing to earth planting them in the ground if this technique KO’s his adversary. 400 damage

V-Trigger 2 Only

Last Dread Dust – QCBx2+P: Cody kicks dust into the eyes of his opponent before pummeling them with brutal combination of strikes capped off by a large pipe strike to the back that sends his adversary crashing into the screen. The initial cloud of dust Cody kicks up nullifies projectiles. 350 damage/175 Stun

Reasons to be in SFV:

Unbeknownst to Cody, Jessica figured out what happened long ago. She’d hoped Cody would tell her the truth, but she understood why he didn’t. She broke up with Cody to convince him and the one threatening her, that their plan was working. While Cody has been locked away, she’s been training with Guy and her father. She’s not the damsel in distress Cody once knew. She sends him letter telling him “I know what you’ve done and why. Your heart was in the right place and I appreciate your sacrifice, but you should have trusted me with the truth. I’m not a timid little flower anymore. I’m going to go find who’s behind this. There is no reason for you stay locked up anymore, come with me. Love, Jessica…” Cody folds up the letter, puts it in his pocket, and promptly breaks down the wall in his jail cell.

-I tried to combine Hero and Criminal Cody into one cohesive character.
-I did my best to adhere to the story we were given while making it more sensible. There are lot of characters in the SF universe that get into fights. Only Cody is in jail. Frankly it’s lame. For all of it’s flaws, Final Fight Revenge’s explanation for Cody’ being locked up made a lot more sense.
-This concept leaves open the possibility for Jessica Haggar concept as well as a concept for Belger’s son. Belger’s son is the one that wants Cody to suffer for Belger’s death.
[/spoiler]

[continued]
Name: Decapre

[spoiler]
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 a 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 1:

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

V-Trigger 2:
*
Orb of Punishment* - HP+HK: Decapre concentrates her rage into a massive slow moving sphere of ki. Sphere locks opponent in place on hit doing 150 damage/200 stun and putting them in a crush counterable state. If blocked, Decapre’s opponent still receives 150 stun damage. Single use V-Trigger. 2-bar V-Trigger.

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 (4F 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. *[/spoiler]

Name: Dimitra

[spoiler]
**Nickname: **The Vengeful Fury

Sex: Female

Ethnicity: Macedonian

Height: 6ft 0in(1.83m)

Weight: 165 lbs. (75kg)

B/W/H: 36-27-36(92cm-68cm-92cm)

Hometown: Veria, Greece (Born in Gevgelija, Macedonia)

Appearance: Dimitra is a towering woman with an olive complexion and athletic build. She has sage green eyes and 39 inch (1m) long legs. Her hair is ash brown in color, curly, and shoulder length. Her wardrobe consists of a juniper green singlet with wide walnut brown stripes on the sides. There is a walnut brown symbol of Gaea located at the center of her chest. Dimitra has juniper green gloves on her hands and ankle high brown wrestling shoes. There is a green gem located on the center of her forehead.

Likes: Spanakopita*, High Heels (She likes towering over people), Alexandros

Dislikes: Her Foster Parents, Deceitful People, Urien
**
Fighting Style:** Gaean Pankration

Tone: Dimitra puts forth the facade of being an outgoing and sociable woman. In truth, she distant truly trusts no one.

Origins: Orphaned at a young age, Dimitra spent her earliest years in various orphanages. Her unusual height made her appear older than she was and seemed to turn off perspective parents. One day a family showed up with their young daughter. Their daughter, Iro, could almost be her twin. Iro’s parents smiled at her. Before she knew it, she not only had parents but a “twin” sister too.

Iro’s parents showered Dimitra with attention. To celebrate her adoption, her new parents gifted her with a beautiful green jewel that was implanted in her forehead. Iro and Dimitra truly looked like twins now. While Iro was sequestered at home with Antreas and her tutors, She was allowed to travel freely. Dimitra was sent to the best boarding schools. Where ever she went, her bodyguard and pankration instructor Alexandros, was always nearby. Dimitra hated training, however Alexandros insisted. No matter what, everyday, sick or well, Alexandros would make her train. Through Alexandros’ persistence and her efforts, she was able to master the Boon of Demeter. One of the 66 Secret Arts. Even Alexandros was taken back by this. To her surprise, he insisted that she did not tell her parents about this feat.

While visiting her parents in Rhodes, Dimitra, Alexandros, and her parents came under assault by a group of robed figures lead by well dressed man with a jewel in his forehead like her own. Her parents quickly fell, right before her eyes. However the robed figures were no match for Alexandros and her. The well dressed man was another matter. Even with their combined strength they were quickly overwhelmed. As she fell to the ground and faded from consciousness the last thing she was Alexandros being struck down. Awakening in the morgue, Dimitra stumbled away into the night. Vowing vengeance against those wronged her.

Her Rival: Urien

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

1000 Stamina 1000 Stun
**
Throws:**

Macedonian Buster – P+K: Dimitra grabs her opponent by the head with both hands and drives them face first into the ground as she falls into a seated position. The attack is basically a Sit Out Facebuster

Macedonian Slam – B+P+K: Dimitra picks up her opponent and violently power slams them behind her.

Unique Attacks:

Erinyes’s Vengeance– F+ HP (Overhead): Dimitra reels back and slams her opponent with a brutal headbutt. Slow start up, safe on block.

Falling Boulder– D + MP (In Air): From the apex of her forward jump, Dimitra executes a cannonball dive straight down onto her opponent. Must be blocked high.

Earthen Axe– B+ HK: A high front kick that can be used as an anti air if timed properly

**V-Reversal: **

Shield Breaker- F+KKK: A swift knee to the abdomen to causes her opponent to crumple to the ground
**
V-Skill:**

Focus of The Furies– MP+MK : Dimitra lowers her head and clinches her fists causing the gem in her forehead to glow. This eliminates the charge time of her next special attack. Completing the animation causes her to gain a small amount in V-Gauge. Landing a charged attack after a successful Focus of The Furies also gains V-Gauge.
**
V-Trigger 1:**

Boon of Demeter: One of the 66 Secret Arts. Dimitra infuses herself with power of earth. 10% of all of the damage dealt by Dimitra is converted into stamina recovery. All of her normal and special attacks gain a 5% damage buff. She takes no white life damage during her V-Trigger. V-Trigger drains over time. 2 bar V-Trigger
**
V-Trigger 2:**
*
Curse of Demeter:* Dimitra perverts the Boon of Demeter to inflict her wrath on her opponent. 10% of all of the damage dealt by Dimitra is converted into additional stun damage. Her opponent’s white life recovery is halted during her V-Trigger. V-Trigger drains over time. 2 bar V-Trigger

Specials:

Earth Breaker- HCB+ P (Command Grab): Dimitra grabs her opponent by the ankles, yanks their legs out from under them causing them to slam the back of their head into the ground. As they are slamming into the ground, Dimitra jumps into the air and rains down a powerful punch to their head. LP(Most Range, Lowest Damage) MP(Less Range, More Damage, Higher Frame Advantage on hit), HP (Least Range, Most Damage, More Frame Advantage than LP, Less than MP) EX (Throw Invincible, Most Range, Most Damage, Highest Frame Advantage)
*
Discus Lariat*- Charge B,F + P: Dimitra rotates 360° degrees as she quickly dashes forward and floors he opponent with a violent clothesline. Projectile invincible during startup, punch button determines the distance traveled. LP(1/4 screen distance, -2 on block) MP(1/2 screen distance, -4 on block), HP(3/4 screen, -5 on block), EX(3/4 screen, gains armor on frame 3, -2 on block)

Titan’s Hammer -Charge D,U+P: (Anti Air) Dimitra strikes her opponent with a rising double axe handle blow followed up by a sit down power bomb. LP (3F Startup), MP (5F Startup) HP (7F Startup) EX(3F Startup, Fully Startup Invincible, Power Bomb causes ground bounce)
*
Aftershock* - Charge B,F + K: Earth Ki based projectile. Dimitra stomps the ground generating a waist high shockwave of ki that travels along the ground towards her foe. Kick button determines speed. LK (Fastest startup, slowest recovery and speed), MK (Slower startup, faster recovery and speed) HK (Slowest startup, fastest recovery and speed) Must be blocked low. EX version puts the opponent into a crumple state.

Critical Art:

Wrath of Gaea- HCFx2+K: Dimitra stomps the ground with incredible force creating a powerful shock wave beneath her opponent’s feet. The force of the shock wave sends her opponent sailing high into the air. Her foe then crashes into the Earth with enough to force to plant them into the ground.

Reasons to be in SFV:

Dimitra has spent the last several years training with an intensity and focus that she never had before. She relives the her near death and the lost of her family every night in her dreams. Wondering if she had taken Alexandro’s teachings more seriously if she would have been able to save them. During this time she learned an awful truth. Alexandro left all of his earthly possessions to her. In his belongings, she found a letter. A letter told her that her parents only adopted her to die in Iro’s place. When he learned this awful truth, it was he and not her parents that opted to train her. While he was honor bound to serve them and his younger brother Antreas, he was determined to forge Dimitra into a warrior that could survive trials to come. Now Dimitra no longer seeks revenge for her family only Alexandros. She not only seeks to fell the man known as Urien, but also her “sister” Iro and her mentor Antreas to see if she was complicit in this betrayal.

**Spanakopita is Greek spinach pie
-Gaea is the greek goddess of earth
-Demeter is the Greek Goddes of agriculture and harvest.
-Erinyes are the Greek furies, the goddesses of vengeance
-Alexandros and Antreas were saved from the Secret Society by Dimitra’s adoptive parents and owed their lives to them. So they begrudingly aided in their plan to save Iro from the Secret Society. Antreas copied the codex of the 66 Secret Arts for Alexandros and ensured that the green gem bestowed upon Dimitra was genuine. They wanted to honor their life debt but give Dimitra the best chance to survive her fate. Iro has no idea of what her parents had planned.
-Dimitra was selected from several candidates for adoption. Her adoptive parents did extensive research into her family’s background and history. They wanted to be certain to find a “twin” that could be passed off as their true daughter. Their data indicated that Dimitra would mirror Iro’s physical appearance into adulthood.*[/spoiler]

Name: Effie

[spoiler]
Nickname: Sprightly Powerhouse

Sex: Female

Ethnicity: Ukrainian

Height: 5ft 0in (1.52m)

Weight: 214bs (97kg)*

B/W/H: 31-20-33 (79cm-51cm-84cm)

Hometown: Mykolaiv, Ukraine

Appearance: Effie very petite woman with a childlike appearance. She is barely 5ft (1.52m) tall. Effie has blonde hair styled into two pony tails that are held in place by two red bows. She wears a red collar around her neck and a low cut short tight red dress. Effies red boots come up to her knees. Her hands are covered by red, fingerless gloves, that have thick bracelets at the wrists. All of Effie’s attire is covered in small read spikes.

Likes: Necro, High Heels, Sunrises, Fresh Air

Dislikes: Secret Society, Urien, Tight Spaces

Fighting Style: Combat Hopak

Tone: Effie is a shy woman of few words. She has a deep appreciation of fresh air and open spaces.

Origins: Effie’s origins are shrouded in secret for the most part. She was abducted from her home in Belarus as child. She was subject to constant experimentation at the hands of the Secret Society’s science teams. Effie would have lost her sanity if it weren’t for Ilyia’s comforting words and songs. The experiments seem to stunted her growth. Ilyia and Effie were confused by their purpose. Over time, Illyia had gained the ability to generate electric shocks and stretch his limbs like rubber. He’d often stretch his hand through the bars to hold Effies hand when she was at her lowest. However, Effie seemed unchanged at first. She began to notice that despite her diminutive size, she was surprisingly heavy. Also her strength had grown considerably. They hadn’t stunted her growth. The Secret Society had greatly increased her strength and bone density. This was the reason for her sprightly size. Slowly they began to pit Illyia and Effie against the other test subjects. The rules were simple. You win or you die. Illyia and Effie were being turned into reluctant gladiators. Eventually only Illyia and Effie remained. The winner would be G-Project’s ultimate weapon. It was then that Illyia and Effie decided to escape. They’ve been running ever since.

His Rival: Urien

Attributes: Health: 5 Power: 5 Range: 1 Mobility: 2 Techniques: 2
1050 Stamina 1050 Stun

Throws:

Siren’s Shriek – LP+LK: Effie hops into the air and slaps her open palms together over her opponent’s ears causing them to crumple to the ground in front of her.

Fairy Toss – B+LP+LK: Effie grabs her foe by the left ankle and effortlessly tosses them behind her.

Unique Attacks:

Nisse’s Heel– F+MK (Overhead): Effie hops forward and kicks downward at a 45° angle with both feet. Slow startup, -2 on block

Fairy’s Flight – F+HK: Effie hops forward with double jump front kick

Dryad’s Root - B+HK: Effie hits her foe with an open leg front drop kick to both of their knee caps. This causes them to face plant on the ground. Must be blocked low.
*
Mermaid’s Tail* – F+HK, B+HK: Effie performs a double jump front kick into a low open leg front drop kick to the opponent’s knees.

V-Reversal:
*
Sprite Wings* – F+PPP: Effie slams both of her fists together, striking her opponent in both kidney’s, and causing them to collapse in front of her.

V-Skill:

Immovable Object – MP+MK: Effie outstretches her left arm as she shrieks. If the animation is completed uninterrupted. Effie gains Frame 1 armor her next special attack.
**
V-Trigger 1:**

Unstoppable Force – HP+HK: Effie gains heightened durability All of her non EX special moves gain Frame 3 Armor. V-Trigger drains slowly overtime. EX Specials gain new properties.
[list]
[] Pixie Mallet gains armor Frame 1
[
] Fay Hammer gains throw invincibility Frame 1
[] Sylph Slide causes a juggle state
[
] Sprite Dive causes a wall bounce
[/list]
Enhanced special attacks do not drain her V-Trigger gauge. Enhanced EX Specials drain V-Gauge. Two EX Specials will exhaust her V-Trigger 3-bar V-Trigger

V-Trigger 2:

Invisible Force – HP+HK: Effie concentrates her tremendous strength. She now strikes with such force that each of her attacks creates a small shock wave. This increases the hitbox on all of her normal attacks. Slightly increasing her normally short range. This allows her to use existing combos from a further range and it also gives her access to new combos not possible with her normal attack range. V-Trigger drains over time. 2-bar V-Trigger.

Specials:

*Pixie Mallet *– F,D,F+P (Overhead): Effie hops forward and strikes her opponent with a flying double axe handle punch. Goes over low attacks. Punch button pressed determines the distance of Effie’s hop. LP (Point Blank), MP (¼ Screen), HP (1/3 Screen), EX (Gains Armor on Frame 3, Distance Determined by Buttons Pressed. LP+MP Point Blank, LP+HP ¼ Screen, MP+HP 1/3 Screen)

Fay Hammer – HCB+P (Command Grab): Effie grabs her foes by the ankles, picks them overhead, and slams them into the ground. All versions have a 5F Start Up. LP(Most Range, Least Damage, Foe Bounces ¾ Screen Away) MP (Less Range, More Damage, Foe Bounces ½ Screen Away) HP (Least Range, Most Damage, Foe Bounces ¼ Screen Away) EX (Gains Throw Invincibility Frame 3, Most Range, Most Damage, Foe Is Planted Right Next to Effie)

Sylph Slide – QCF+K: Effie strikes her foe with a sliding kick that knocks down her opponent. Must be blocked low. Goes under projectiles. Kick button determines the distance traveled. LK (¼ Screen) MK (1/3 Screen), HK (½ Screen), EX (Projectile Invincible Frame 3, LK+MK ¼ Screen, LK+HK 1/3 Screen, MK+HK ½ Screen)

Sprite Dive – QCB+K (In Air): Effie rolls into a ball and hurls herself at her opponent. Must be done at or near the apex of her jump. Kick button determines the angle of her descent. LK (75° Angle, MK (60° Angle), HK (45° Angle). EX (Fully Projectile Invincible, FLK+MK 75° Angle, LK+HK 60° Angle, MK+HK 45° Angle)
**
Critical Art:**

Nymph’s Might – QCFx2+P: Effie grabs her foes by the ankles and tosses them high into the air with all her might. Her foe ascends into the air at rapid speed until they disappear from view. They quickly reappear descending at incredible speed creating a crater upon impact. 1 hit 400 damage
**
Reasons to be in SFV:**
Effie is tired of running from the Secret Society. The only way she and Illyia will be free is to face them head on. She buries her fears deep down inside. Illyia and her will work together to stop the Secret Society so that they can finally live free and without fear.

**The Secret Society’s experiments have increased Effie’s bone and muscle density. Causing her weight to be much higher than a normal person with her stature.
Most of her attacks are named for sprites and fairies. Powerful mythical beings of diminutive size.[/spoiler]

Name: Elena

[spoiler]
Nickname: Earth’s Joyous Rhythm

**Sex: **Female

Ethnicity: Kenyan

Height: 6’1”(1.85m)

Weight: 144lbs (109kg)

B/W/H: 34-24-37 (86cm-61cm-94cm)

Hometown: Nairobi, Kenya

Appearance: Elena is a tall and slender woman. Her attire resembles a white two piece bikini. She has dark brown skin, short white hair, and blue eyes. Her wrists, ankles, and neck are adorned with a half dozen metal bands ranging in color from blue, red, gold, and purple. She has two cloth bands (one red and one blue) tied just below each of her knees and also at the top of her arms. Elena’s finger and toenails are painted light blue.

Likes: Traveling, Music, Dancing, Making Friends, Her Family

Dislikes: Damage to the environment

Fighting Style: Capoeira

Tone: Elena has bubbly personality and seems to be able to make friends with just about anyone.

Origins: Elena is an African princess. Her father traveled abroad in his youth, actually earning a medical doctorate. Elena possesses her father’s affinity for travel as well has her older brother’s fighting spirit. While most fighters train to become stronger or the best fighter in the world. Elena uses her fighting ability to forge bonds with her opponents and hopefully make new friends.

Her Rival: Laura (Friendly)

**Attributes: ** Health: 2 Power: 2 Range: 5 Mobility: 3 Technique: 3
925 stamina 975 stun

Throws:
*
Leg Lift Throw*- F+MP+MK: Elena grabs her opponent and strikes them three successive spinning kicks that send them sailing across the screen.

Leg Hook -B+MP+MK: Elena grabs her opponent, turns her back to them, and kicks them in the stomach with her back leg, lifting them overhead and throwing them behind her.
**
Unique Attacks:**

Handstand Kick (overhead) – F+MP: Elena performs a two handed handstand that kicks her opponent with both feet (only hits once)
*
Handstand Whip* – F+MK: (overhead)Elena performs a one handed handstand striking with an over head kick wit her back leg. Longer range than the Handstand Kick.
*
Round Arch* -B+HK: Elena strikes her opponent with a powerful jumping axe kick. This technique has slow start up but can lead into combos.

Sliding – DF+HK: Elena hits her foe with a low sliding kick. This move passes under projectiles when properly timed. Safe on block at max range. Unsafe on block otherwise.

V-Reversal:

Osprey Strike – F+KKK: Elena coils back and jumps towards with rolling double legged drop kick that sends her opponent a full screen away (Her Focus Attack from USFIV).
**
V-Skill:**
*
Hand Stance – MP+MK: Elena performs a handstand that can be followed up with two different attacks or canceled with a back dash.
[list]
[
] Ostrich Head – P : Elena springs forward with a double legged kick that strikes low
[*] Giraffe Neck – K : Elena crashes her legs down on her foe with 2 hit overhead attack
[/list]
**
V-Trigger 1:**

Healing – HP+HK: Elena communes with the Earth recover her stamina. She recovers 50 stamina instantly. She also generates 100 stamina of white life that can be recovered over time. Her white life recovery rate doubles until her V-Gauge expires. 3-bar V-Trigger
**
V-Trigger 2:

Rambunctious Rhythm – HP+HK: Elena’s rhythmic movement reaches it’s peak. Elena gains the ability to cancel her special attacks into each other. She can’t cancel the same special into each other. Special attacks have to be canceled from Light to Medium to Heavy. For example. LP Mallet Smash into MK Lynx Tail into HK Scratch Wheel. The heavy special cancel can be replaced with an EX version of the special. Single use 2-bar V-Trigger

Specials:

Mallet Smash – HCB+P: Elena jumps towards her enemy performing an overhead axe kick that strikes twice. The distance traveled is determined by the punch button. Goes over projectiles if timed properly. The stronger the punch button the slower the start up. HK version is +3 on hit. Allowing for light attack follow up. EX version has the LK versions startup and is +5 on hit.

Rhino Horn -HCF+K: Elena attacks her foe with a horizontal flying kick combination. Distance is determined by the kick button. EX version is projectile invincible and causes a juggle state.
*
Scratch Wheel* – F,D,DF+K (Anti- Air): Elena flying into the air with a powerful reverse wheel kick. Projectile invincible. No strike invincibility. LK (1 hit), MK, (2 hits), HK (3 hits). EX (6 hits, becomes Spinning Beat, Full Invincible on startup, Crush Counter punishable if blocked)

Spin Scythe – QCB+K: (“Rekka” attack) Elena strikes with a powerful spinning kick attack. This attack can be followed up with up to two additional spinning kicks by repeating the QCB+K input. Initial kick and first follow up are safe on block. Second follow up is unsafe on block. EX version causes a hard knock down.
*
Lynx Tail*– B,D,DB+ K: Elena hits her opponents with a low hitting spinning kick attack. LK (1 hit, - 2 on block) MK (2 hits, - 5 on block), HK (3 hits, - 7 on block). EX (4 hits, causes a juggle state)
**
Critical Art:**
*
Brave Drance*-QCFx2 +K: Elena flies towards her foe striking them with a powerful succession of kicks capped off by a powerful multi-hitting Scratch Wheel. As her opponent sails high into the air, Elena does a quick single arm hand stand split with a huge smile on her face…
**
Reasons to be in SFV:**

While fighting in a Capoeira tournament in Brazil, Elena becomes fast friends with Manuela Da Silva. Manuela tells Elena that her cousin Laura has gone off to Abu Dhabi for a MECC* competition that is being hosted by someone name Azam. Elena is exited by the proposition of MECC tournament. She’s never been to a grappling competition before. Maybe she can meet new people and make even more friends. Manuela can only shake her head and think about how much Elena reminds her of her cousin.
*
Middle East Combat Club, my Capcom universe version of the real life ADCC (Abu Dhabi Combat Club).[/spoiler]

Name: Geki

[spoiler]
Nickname: Unseen Dragon (Miezaru Ryū )

Sex: Male

Ethnicity: Japanese

Height: 5ft 11in (1.8m)
**
Weight:** 170lbs (77kg)

B/W/H: 46-32-35(117cm-81cm-89cm)
**
Hometown: ** Unknown, Japan

Appearance: Geki is a slender but well built man. He wears an indigo colored and sleeveless ninja dogi. Geki is fully masked. The only thing not obscured by his mask is his brown eyes. There is a steel gray headband tied around his forehead. He has brown forearm length gauntlets on each arm. His left gauntlet features a triple bladed claw. There is a small satchel hanging from his waist (it holds his shurikens). Geki’s Jika-Tabi (split toe ninja boots) are the same steel gray color as his head band. His entire ensemble is devoid of any logos or identifying marks.

Likes: Completing Missions

Dislikes: Failure
**
Fighting Style:** Arranged Ninjutsu

Tone: Geki is quiet. He’s rarely ever seen and even more rarely heard. If you see or hear Geki, it’s because he wants you to.

Origins: Geki is complete mystery. Is he one ninja or a clan of ninja sharing a single identity? The last time a Geki was seen was during Sagat’s invitational World Martial Arts Tournament. Various rumors implied that he was their to assassinate one of the fighters. Depending who tells you the rumor the target of Geki changes. The one thing that is known is that if a ninja going by the name of Geki is seen. Someone requires a mission of with great difficulty completed. With the fall of Shadaloo, various organizations seek to fill the power vacuum left behind. Could Geki be targeting one of those organizations on the behest of arrival. One can only speculate.

His Rival: Vega

**Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 4
975 Stamina 925 Stun
**
Throws:

*Saku Tsume (Rending Claw) – LP+LK: Geki grabs his foes and hits them with a violent forehand slicing claw attack. Attack causes his foe to collapse in front of him.
*
Kajiru Tsume
(Biting Claw) – B+LP+LK: Geki slices through his a opponent with a backhand claw strike, causing them to crumple to the ground behind him.

Engeki (Hidden Attack) – LP+MK: (In Air) Geki grabs his opponent out of the air, disappears into a cloud of smoke, and sends them hurtling towards the ground.

Unique Attacks:

*Ori *(Descent) – (In Air) D+MP : Geki cancels his jump arc at it’s apex and descends straight down.

Orizume (Descent Claw) – (In Air) Geki cancels his jump arc at it’s apex and strikes with downward thrusting claw stike -6 on block.
*
Tobikomu Tsume* (Pounce Claw)- F+MP: Geki hops forward and attacks with an overhead claw strike. Goes over low attacks. -6 on Block
*
Chigiru Tsume* (Shredding Claw) – B+HP: (Anti Air) Geki executes a backwad crescent slicing claw attack over his head. Attack causes a juggle state, only hits airborne opponents.

V-Reversal:

Sebonezashi (Spine Tingler) – F+KKK: (Side Switch) Geki disappears in a puff of smoke, reappears behind his foes, and hits them with a jumping back kick to the spine. This causes them to crumple to the ground.

V-Skill:
*
Endan* (Smoke Bomb) – MP+MK: Geki tosses a smoke bomb at his foe. Bomb does minimal damage but high stun. Bomb attack can be charged. Full charged attack causes a crumple state but has a very slow start up. (25 damage/100 Stun Uncharged, 75 damage/240 Stun Fully Charged) Bomb can be tossed three distances. B+MP+MK(Point Blank), MP+MK( ½ Screen), F+MP+MK ( ¾ Screen)

V-Trigger 1:

Mugen Shuriken (Endless Shuriken) – HP+HK: Geki forgoes the use of physical shurikens and generates them with his ki. He gains unlimited shurikens for the duration of his V-trigger. His Kūchū Shuriken can now be done from a neutral and forward jump. Shuriken damage is increased by 50%. Shuriken attacks do not drain V-Gauge. Gauge drains over time. 3-Bar V-Trigger

V-Trigger 2:

Mugen Giman (Endless Deception) – HP+HK: Geki throws his opponent off balance but enhancing his already incredible mobility. After activation, Geki can now execute a Kūchū Yōdō (Aerial Misdirection). HP+HK(In Front of His Foe, In the Air, Full Screen Away) D+HP+HK (In the Air, Above His Foe, this has the fastest recovery time), F+HP+HK (Behind His Foe, In the Air, Full Screen Away) Geki can immediately cancel into a Yōdō (Misdirection) from his new position or he can perform a Kūchū Shuriken Uchi (Aerial Shuriken). Two uses per V-Trigger. 2-Bar V-Trigger

Specials:

Shuriken Uchi (Shuriken Toss)– QCF+P : Geki quickly throws a shuriken at his opponent. The speed of the shuriken is determined by the punch button. Shuriken’s can be deflected by well time physical attacks.
*
Shagami Shuriken Uchi* (Crouch Shuriken Toss)– QCB+P : Geki quickly throws a shuriken from a crouching position at his opponent. Slower startup than Shuriken Nage. Must be blocked low. The speed of the shuriken is determined by the punch button. Shuriken’s can be deflected by well time physical attacks.
*
Kūchū Shuriken Uchi* (Aerial Shuriken)- QCB+P (In Air): Geki tosses a shuriken from a backward jump. Angle of the shuriken is determined by the punch button. EX can be performed from a neutral jump. Shuriken’s can be deflected by well time physical attacks.

Zanzō (Afterimage) – QCF+K: Geki dashes forward quickly causing two afterimages to appear behind him. Has three unique follow ups. Start up frames are projectile invulnerable from frame 3. EX is invulnerable from frame 1.
[list]
[] P - Mochiageru Tsume (Lifting Claw): Geki strikes with a powerful uppercut with his claw hand that lifts his opponent into the air. Can juggle in the corner. EX can juggle anywhere on screen.
[
] K - Shinkirō Kōgeki (Mirage Attack): Geki knocks down his opponent with a sweeping kick. EX causes a hard knock down.
[*] P+K -Teishi Eizō (Halting Image): Geki halts his advance. Strength of the buttons pressed determines which of two of the three Geki images disappears. LP+LK (Middle and Right Images Disappear. Left most image is Geki) MP+MK(Left and Right Images Disappear, Middle is Geki), HP+HK (Left and Middle Images Disappear, Right Image is Geki)
[/list]

Kakure Uzu (Hidden Vortex)- QCF+K: Geki hits his foe with a series of sweeping low kicks. Goes under projectiles. Kick button pressed determines damage and attack properties. LK (2 Hits, Leaves Standing, -3 on block) MK (3 hits, Knocks Down, -5 on Block), HK (4 hits, Juggles, -7 on Block), EX( 5 hits, Crumples, -3 on block)

Shuriken Hojū (Shuriken Reload) -QCB+K: Geki restocks his Shurikens. Holding down the K button increases the amount of Shurikens reloaded but leaves Geki vulnerable to attack. EX refills half of his shuriken (a quantity of 4).

Yōdō (Misdirection) – B,D,DB+K: Geki disappears in a puff of smoke and reappears in another location. Kick button determines the location of Geki’s reappearance. LK(In Front of His Foe, Full Screen Away) MK (In his original location, this has the fastest recovery time), HK (Behind His Foe, Full Screen Away).

Critical Art:
*
Miezaru Shūgeki* (Unseen Assault): Geki hits his foe with massive smoke bomb that obscures the middle 1/3 of the screen. A rapid succession of impact sparks can be seen all over the smoke cloud. When cloud clears Geki and his seemingly unharmed foe are standing next to each other. Geki’s foe then slowly slump to their knees before falling backward. (24 hits 360 damage).
**
Reasons to be in SFV:**

Geki was hired by his client to infiltrate the Secret Society and gather intel on their activities. He enters the World Martial Arts Tournament as cover for his true mission. He seems to recognize all the fighters that “Geki” came across in his last tournament appearance. Whether that’s because he’s the same man or because he’s been expertly debriefed remains to be seen.

-Geki begins each round with 8 shurikens. Like Ibuki, there is an indicator showing the number of Shurikens he has left.
-Geki lacks the pure damage output of Ibuki. However his multitude of movement options makes him quite elusive. His V-Trigger gives him access to a wide variety of juggle combos. His stun output is high. Geki players would basically hit and run their opponents. Fill up their stun gauge and use his moveset to turn up the pressure
.[/spoiler]

Name: Gill

[spoiler]
Nickname: The New Age Messiah

Sex: Male

**Ethnicity: **Unknown (Greek?)

Height: 6ft 10in (2.08m)

Weight: 311lbs (141kg)

B/W/H: 56-36-44 (142cm-92cm-107cm)

Hometown: Unknown (Mediterranean?)

Appearance: Gill is nearly seven feet, over 2 meters, tall. He has long flowing blonde hair, blue eyes, half of his body is red, and the other half blue. Gill has a blue/green jewel in his forehead. He is clad in simply almond colored robes with sandals on his feet. Although sometimes he fights in only his underwear.* (U+LP+MK+HP)*

**Likes: **Order, Utopia, Loyalty, being called Savior

Dislikes: Disobedience, Urien

Fighting Style: Secret Society Secret Arts

Tone: Gill believes he’s the worlds savior. Everything he does is to achieve “Utopia”

Origins: Gill, along with his brother Urien, was one of many candidates trained from birth to be the possible perfect leader of the Secret Society. Although they are near physical equals, Gill’s won out of his brother. Gill possessed an even temperament, mastery of fire and ice, and bore an exact resemblance to the prophesied savior.

His Rival: Urien

Attributes: Health: 2 Power: 5 Range: 5 Mobility: 4 Technique: 4
(Gill only has 800 stamina, but has 1100 stun)

Throws:

Guilty Bomb – LP+LK : Gill picks up his opponent and drives them into the ground with brutal sit down power bomb.

Guilty Bomb – B+LP+LK: Gill picks up his opponent. turns around, and drives them into the ground with brutal sit down power bomb.

Unique Attacks:
*
Palm Upper* – B+MP: Gill strikes with a lunging left punch to the face
*
Impact Claw* – B+HP: Gill grabs his opponent the neck, raises them into the air, and chokes them will slowly freezing/burning them before tossing them to the ground.
*
Step Kick* – F+MK: Gill hits his opponent with a lunging step kick to the mid section

Burning Sky/Frozen Sky – F+MP, F+HP, B+MP+MK, MP (Target Combo): Gill strikes with lunging left punch to face, followed by an overhead right, and ending in his V-Skill.

V-Reversal:

Arctic Blaze – F+PPP : Gill grabs his foe by the throat with his left hand, freezes them, and then sets them ablaze with a powerful punch with his right hand. Opponent is sent a full screen away

**V-Skill:
**
Pyro Geyser/Cryo Geyser: Gill punches the ground creating a pillar of flame/ice beneath his opponent’s feet. Sending them skyward and allowing them to be juggled. B+MP+MK (right in font of Gill), MP+MK (mid screen), HP+HK (full screen). Performing a juggle combo increases the V-Gauge built.

V-Trigger 1:
*
Resurrection*– HP+HK : Gill makes use of his powers of rejuvenation and unlocks his true strength. Gill recovers half of his health (400 stamina) and increases the damage of all his attacks Pyrokinesis/Cryokinesis gain increased durability (2 hits). Saber Lariat gains armor on frame 3. Moonsault Knee Drop gains projectile invincibility, and Psycho Head Butt gains full start up invincibility. Gill cannot gain Resurrection from taking damage alone. He has to build at least a bar of V-Gauge. Does not auto activate. Activation has to be initiated by the player. 4-Bar V-Trigger Permanent

V-Trigger 2:

Restoration – HP+HK : Gill taps into portion of his rejuvenative abilities and recovers 20% of his health (160 stamina). Gill also takes no white life damage for the next 10 seconds. 3-Bar V-Trigger

Specials:

Pyrokinesis/Cryokinesis -QCF+P : Gill summons a ball of fire/ice and shoots it at his opponent. LP and MP travel horizontally. LP (slower speed), MP (faster speed). HP travels at a 45° angle and causes a juggle state.
*
Saber Lariat *– F,D,DF+P: Gill charges his foe with burning/freezing clothesline attack. Knocks down at point blank range. Leaves foes standing at a distance. Punch button determines the distance traveled. HP version causes a hard knockdown at point blank range but is -6 on block at that range.

Moonsault Knee Drop– HCB+K : Gill jumps into the air, flips backwards, and dives toward his foe with a burning/freezing double knee attack. Descent angle determined by the button pressed. LK (straight down), MK (60° angle). HK (45° angle)
*
Psycho Head Butt* – QCB+P: Gill hops forward striking his enemy with a freezing/burning flying head butt. Punch button determines distance, flies over low attacks, gain invincibility on frame 3. EX has full start up invincibility and enhanced juggle properties.

Critical Art:

Meteor Shower – QCFx2+P: Gill focuses his ki and rains down orbs of fire and ice. Rapidly and repeatedly freezing and burning his foe.

V-Trigger 1 Only

Sephirotic Wing – QCFx2+K: Gill floats into the air, manifesting six angelic wings, and sends out continous shockwaves of divine energy. (Cause 400 damage or significant white life damage if blocked)

Reasons to be in SFV:

Thanks to the machinations of his most loyal servant Kolin, Shadaloo and M.Bison has been removed from the world stage. Gill now sets the stage to begin the construction of his Utopia. He seeks out those worthy to reside his new world and will cleanse away the unworthy in purifying flames.
**
Side Note:**

-DO NOT LET HIM USE HIS V-TRIGGER 1
-Tried to figure out a way to make Gill playable, balanced, but still formidable.
-His V-Skill had to be a good attack since unlike every other character in the game. He is not guaranteed a V-Trigger 1 purely by taking damage.
-800 stamina is very low for a high damage game such as SFV. So his V-Trigger 2 also grants health recovery. It’s 3-bars to ensure that it only can be used once per round. The player has to forego the permanent offensive buffs of V-Trigger 1 but is guaranteed to have one V-Trigger per round
.[/spoiler]
**
Name: **Gouka (Powerful Flower)

[spoiler]
Nickname: The Mistress of Hado

Sex: Female

Ethnicity: Japanese

Height: 5ft 9in(1.75m)

**Weight: **150 lbs. (68kg)

B/W/H: 36-26-37 (91cm-66cm-94cm)
**
Hometown: **Unknown, Japan

Appearance: Gouka has light brown eyes. A brown bandana tied over her long knee length straight black hair. She wears a brown sleevless gi top tied together with twine rope and brown gi shorts that stop above her knees. She wears prayer beads around the wrist of her left hand. She has sandals on her feet.

Likes: Meditation, Solitude, Training, Sparring With Elite Fighters

Dislikes: Her Uncle, Dishonor

Fighting Style: Ansatsuken (Mu No Hado)

Tone: Gouka is a fiery and focused woman. Her personality was shaped by the battle she witnessed between her father and uncle. To her mothers chagrin, perfecting her fathers style of Ansatsuken has been her focus in life.

Origins:

Gouka is the daughter of Gouken. Trained in his defensive style of Ansatsuken. While going to retrieve her father for supper , she saw her father and uncle locked in combat at the waterfall near her family home. She saw her father’s near lifeless body fall into the river at the foot of the waterfall. She dove into the water pulling her father’s body to river bank. It was that day she decided to take her training seriously and stop her uncle from sullying her family’s honor any further.

Her Rival: Akuma

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

1000 stamina 1000 stun

Throws:

Palm Strike/Back Chop Combination - LP+LK: Gouka hits her opponent with a right open palm punch to the gut, followed by a left hand chop to the lower back

Backthrow into Palm Strike - B+LP+LK+motion: She tosses her opponent high into the air and strikes them with a powerful open palm strike as they fall towards the ground

Unique Attacks:

Harae – D+MP (In Air): Gouka hits her foes with an downward chop for the apex of her jump. Attacks causes a soft knockdown

*Seichu Nidan Tsuki * - F+ FP: She strikes her opponent with a two hit elbow strike (Ryu’s SFA3 elbow strike)

Senpu Kyaku – F+ HK (overhead): A one hit whirlwind kick. Quick startup but is -6 on block.

Shinkai Geri – DF+MK: Gouka performs an upward crouching kick attack. Forces crouching opponents to stand. Despite appearances, this attack is not a good anti air option.
**
V-Reversal:**

Kongoshin – F+PPP: Gouka stomps the ground violently while executed a powerful back fist that sends the opponent a full screen away.

V-Skill:

*Goshoken *– MP+MK: Gouka hits her foe with a precise palm strike that causes a soft knockdown. Projectile invincible from frame 3. Looks nearly identical to Gouken’s LP Senkugohoha.
Zanku Gosho- MP+MK: (In Air): Gouka strikes with a palm strike from her forward jump. The attack nullifies projectiles from frame 3.

V-Trigger 1:

Hado No Michi (Way of the Hado)– HP+HK: Gouka focuses and gains peerless control over Mu No Hado. All of her projectile attacks are in enhanced. Gains access to her ultimate technique. The Raijin Shoryuken
[list]
[] Go Hadoken startups and recover 1f faster. LP Go Hadoken travels 10% slower. HP Go Hadoken travels 10% faster. Go Hadoken can also be charged into a 2 hit projectile that doubles it damage/stun. EX Go Hadoken becomes Kinite Hadoken.
[
] Shakunetsu Hadoken gains full startup invincibility and a 20 damage/30 stun buff. EX version causes a juggle state.
[] Zanku Go Hadoken can now be performed from neutral and back jumps. EX Zanku Go Hadoken becomes Kinite Zanku Hadoken.
[
] Tsumetai Hadoken startups 5 frames faster, recovers 2f faster, and received a 15 damage/25 stun buff.
[/list]
V-Gauge does not drain slowly over time. Gouka can perform 6 enchanced projectiles before her gauge is completely drained. 3-bar V-Trigger
**
V-Trigger 2:**
*
Kōsoku Renzoku Hadō* (Rapid Continuous Hado) – HP+HK: Gouka’s focus grants her the ability to strike with rapid successive Hado based attacks on hit. Gouka cannot cancel the same type of Hadoken into itself. V-Trigger depletes after four cancels. Gouka can access the Kinite Hadoken and Kinite Zanku Hadoken from this V-Trigger as well Note: This would allow Gouka to land of all her standard Hadoken attacks in one combo. i.e. Tsumetai Hadoken into Go Hadoken into Shakunetsu Hadoken, jump canceled into Zanku Go Hadoken. For max damage, she can replace the Go Hadoken with the Kinite Hadoken and the Zanku Go Hadoken with the Kinite Zanku Hadoken if she has two EX bars available. 2-bar V-Trigger

Specials:

Go Hadoken-QCF + P: One handed horizontal projectile attack. Damage, startup, and recovery are the same for LP,MP, HP versions. Button strength only alters the speed of the projectile. EX Startups and recovers 1F faster, hits twice, and knocks down.

Shakunetsu Hadoken -F,D,DF +P (Forward, Down, Down Forward): (Anti Air) Gouka targets her opponents head with a large point blank projectile. Unlike the Go Hadoken, Gouka uses both of her hands to generate this attack. Punch button determines the startup and damage. All standard versions have upper body invincibility from jump attacks. LP(3f, 100 damage), MP (5f, 120 damage), HP (6f, 135 damage) EX (3f, 150 damage, full start up invincibility).

Zanku Go Hadoken- QCF + P: (In Air) One handed fireball performed from a forward jump. The punch button determines the angle of the projectile. LP (60° Angle), MP (45° Angle), HP (30° Angle). EX (LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle, 2 hits, causes a juggle state)

Tsumetai Hadoken-QCB+ P (Freezing Surge Fist): Gouka pulls back both of her hands to generate an ice cold blast of ki. The punch button determines the speed and startup of the projectile. All versions of the Tsumetai Hadoken hit three times and do 90 damage. LP(Fastest Startup, Slowest Speed) MP(Slower Startup, Faster Speed), HP(Slowest Startup, Fastest Speed, Causes Juggle Corner Only) EX(Fastest Startup, Fastest Speed, 105 damage, Causes Juggle State )

Joudan Sokutou Geri - HCF+ K: A powerful standing high side kick. Startup and attack properties determined by the kick button. LP(Fastest Startup, Leaves Foes Standing), MP(Slower Startup, Knocks down), HP (Slowest Startup, Causes Juggle State), EX(Fastest Startup, Causes Wall Bounce)

V-Trigger Only

Kinite Hadoken- QCF + PP : Gouka pulls back both of her hands and summons electric energy with her left hand while summon fiery energy in her right hand. She combines them into a power scorching/shocking hadoken. Attack costs one EX bar Uncharged (2 hits 120 damage/150 Stun) Charged(4hits 180 damage/210 stun)
*
Kinite Zanku Hadoken - QCF + PP (in air): Two handed air fireball. Air version of the Kinite Hadoken. Does less damage. Attack costs one EX bar. Uncharged (2 hits 100 damage/125 Stun) Charged(4hits 150 damage/175 stun) Charging the Kinite Zanku Hadoken causes her to levitate in place briefly before the attack is released.
**
Critical Art:
*
*
Shinku Tatsumaki Go Rasen*-QCFx2 + KKK (Close Range, Anti-Air) A more powetful 16 hit version of Gouken’s Tatsumaki Go Rasen. 330 Damage (90, 14x10, 100)

V-Trigger 1 Only

Raijin Shoryuken-QCFx2 + P : Gouka dashes across the screen striking with a powerful one hit sparking version of her Seichu Nidan Tsuki (elbow strike), she follows up with a powerful electrically charged 3 hit Shin Shoryuken. 380 Damage/160 Stun (80, 3x100)

Reasons to be in SFV:*

Against both her mother and father’s wishes, she enters to the tournament to face her uncle. She fears that her father won’t have the heart to kill his own brother. Gouka only knows her uncle for what he is in the present. She feels that her father’s found memories of training with his brother will keep him from doing what is necessary.

**To satisfy Capcom’s need to add “shotos” while giving players a character that isn’t another version of an existing character i.e. “Evil” Ryu [/spoiler]
*
**Name: **Gouka (World Destroying Conflagration)

[spoiler]
Nickname: The Mistress of Destruction

Sex: Female

Ethnicity: Japanese

Height: 5ft 9in(1.75m)

Weight: 161 lbs. (73kg)

B/W/H: 36-26-37 (91cm-66cm-94cm)

Hometown: Unknown, Japan
**
Appearance:** Gouka has red eyes. Wild knee length unkempt red hair. She wears a topless dark grey gi with full length pants and black rope instead of a belt. Her chest is wrapped in white bandages. Her abdomen, shoulders and arms are exposed. She is barefoot and does not wear gloves.

Likes: Solitude, Getting Stronger

Dislikes: Akuma, Satsui No Hado, Herself (For Resorting To Satsui No Hado)
**
Fighting Style:** Ansatsuken (Satsui No Hado)

Tone: Gouka is a woman with a singular focus. The destruction of her uncle. She feels that her family is responsible for any deaths caused by Akuma because her father showed him mercy.

Origins:

Gouka is the daughter of Gouken. Originally trained in his defensive style of Ansatsuken. She abandoned her father’s teachings and embraced the Satsui No Hado. She believes that her father’s shunning of Satsui No Hado is what lead to his defeat. Gouka believes that the only way to stop her uncle is to fight him on his terms. She has embraced and mastered Satsui No Hado. She will stop Akuma once and for all. She will stop herself when her task is complete. She will end Satsui No Hado.

Her Rival: Akuma

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

950 Stamina 925 Stun

Throws:
*
Throat chop into Palm Strike* - LP+LK: Gouka chops her opponent in throat with her left hand and follows it up with a powerful palm strike to the sternum

Trip/Back Chop Combination - B+LP+LK+motion: Gouka trips her opponent with her right leg and chops them at the base of the spine of their lower back

Unique Attacks:

Debiru Kujinkyaku - D+ MK (In Air): Gouka executes a diving kick at the apex of her jump.

Ryuu Kyaku – F+ MK (overhead): Gouka hits her foe with a two hit axe kick. Slow startup but the attack is safe, -2 on block.
**
V-Reversal:**
*
Seichu Nidan Tsuki * - F+PPP: Gouka strikes her opponent with a powerful dashing elbow strike that causes her foes crumple at her feet.

V-Skill:
*
Tenma Shuretto* – MP+MK: Gouka assumes a defensive posture to counter her foes attack. If successful, Gouka teleports above her opponent and attacks them will falling knife hand chop to the head. Resembles a less powerful version of the Misogi. B+MP+MK counters jump in attacks. D+MP+MK counters low attacks. Nullifies projectile attacks but the counter portion of the attack only applies to physical attacks.

V-Trigger 1:

Ken No Michi (Way of the Fist)– HP+HK: Gouka focuses her rage and is consumed by the Satsui No Hado. Increasing the potency of all of her special attacks She also gains access to her ultimate technique. The Messatsu Goshoken
[list]
[
] Tsumetai Goshoken gains armor on frame 1. Damage and Stun out put increased. (20 damage/30 stun) HP version causes a hard knockdown.
[
] Hyakkishu gains projectile invincibility on frame 3. EX gains complete projectile invincibility
[] Hyakki Gojin is now an overhead attack.
[
] Gorai Shoryuken gains full startup invincibility. EX now causes juggle state.
[] Shakunetsu Jiraiken causes a hard knockdown. EX version causes a ground bounce. Damage and Stun out put increased. (10 damage/20 stun)
[
] Tatsumaki Zankukyaku LK, MK gain enhanced juggle properties. LK (Sends the opponent higher into the air) MK (Juggles like the Non V-Trigger LK Tatsu) HK (Receives 15damage/25 Stun Buff) EX(Range of the Vacuum Effect Increases, Opponent is locked into the attack after the initial guaranteeing that all 8 hits land, Gains an additional juggle point)
[] Tatsumaki Gorasen gains full projectile invincibility and armor on frame 3, LK and MK(Startup Reduced by 2F), HK (Startup Reduced by 1F)
[/list]
V-Gauge does not drain slowly over time. Gouka can perform 6 enhanced projectiles before her gauge is completely drained. 3-bar V-Trigger
**
V-Trigger 2:**
*
Hadō Dageki Satsujin
(Homicidal Hado) – HP+HK: Gouka’s Satsui no Hado overflows, wrapping her in fiery red aura and giving her access to her deadly versions of the Hadoken.

[list]
[] Shi Hadōken – (Death Surge Fist) HP+HK: Gouka pulls back both of her hands to generate a deadly burning red blast of ki. 3 hits 120 Damage/150 Stun
[
] Zanku Shi Hadōken – (Aerial Death Surge Fist) HP+HK: (In Air): Gouka hurls a deadly two handed aerial red ki blast from backward, forward, or neutral jump. 3 hits 90 Damage/120 Stun
[] Shin Shi Hadō– (True Death Wave) Charge HP+HK: Gouka concentrates the entirety of her overflowing ki into a deadly burning ki blast. 6 hits 240 Damage/300 stun. Causes guard break if blocked and 150 Stun. Requires the a full V-Gauge. Completely drains V-Trigger.
[
] Shin Zanku Shi Hadō (True Aerial Death Wave) Charge HP+HK: (In Air) Gouka hurls the entirety of her overflowing ki into a deadly aerial red ki blast from backward, forward, or neutral jump. 6 shits 180 Damage/240 Stun. Causes guard break if blocked and 120 Stun. Requires the a full V-Gauge. Completely drains V-Trigger.
[/list]
Gouka can throw four standard hadokens before her V-Trigger expires. Charged Hadokens require the entire V-Gauge. 2-bar V-Trigger

Specials:
*
Tsumetai Goshoken*-QCB + P: Charging palm strike that engulfs her opponent in tremendous cold. Distance traveled is determined by the strength of the punch button. LP (Point blank, fully projectile invincible), MP(Half Screen, Projectile Invincible after 3F), HP (¾ Screen, Projectile Invincible after 3F). EX(Projectile Invincible, Causes a Crumple State)
*
Hyakkishu* -HCF +P (Demon Flip): Gouka does a forward rolling jump towards her opponent with various follow ups, punch strength determines distance/angle. Goes over projectile attacks. EX (Gains projectile invincibility on frame 3)
[list]
[] Hyakki Gozan (no input) Gouka performs a sliding sweep kick
[
] Hyakki Gojin +K Gouka performs a dive kick similar to the Debiru Kujinkyaku
[] Hyakki Gosai +LP+LK Gouka hits her opponent with backflip knee followed up by a chop to the neck
[
] Hyakki Gotsui +LP+LK Gouka grabs her airborne opponent by head and drives them into the ground
[/list]

Gorai Shoryuken-F,D,DF+ P (Roaring Thunder Dragon Fist): Gouka focuses her ki around her fist, generating a powerful electric aura, before striking with a devastating rising left uppercut. High stun, moderate damage, slow recovery, crush counterable. LP(3F Startup, Throw Invincible) MP (4F Startup, Invincible to Airborne Attacks), HP (6F Startup, Strike/Projectile Invincible from frame 3), EX (3F Startup, Full Startup Invincibility)
*
Shakunetsu Jiraiken*- F,D,DF + K: (Scorching Heat Landmine Fist) Gouka jumps into air, slamming her fist in the ground and engulfing her foe in flames. EX (Hit’s Overhead)(Her version of Oni’s Sekisei Jiraken)
*
Tatsumaki Zankukyaku*-QCF +K: Gouka executes a horizontally traveling rapid spinning kick attack. All version of this attack are projectile invincible. LK (2hits, Causes Juggle State) MK (3hits, Causes Limited Juggle State), HK (4 hits, Knocks Down) EX (Messatsu Zankukyaku. 8 hits, Vacuum Effect, Causes Juggle State)
*
Tatsumaki Gorasen*- HCB+ K: (Anti Air) Rising spinning kick attack. No start up invincibility, fast recovery high damage, not crush counterable. Does more damage than the Gorai Shoryuken but less stun. LK (5F Startup, 4hits) MK (6F Startup, 5hits) HK (7F Startup, 6hits), EX (5F Startup, 8hits, Strike/Projectile Invincible from frame 3, Causes Juggle State, Crush Counterable)

Critical Art:

Messatsu Go Hado-QCFx2 + P (projectile attack): Gouka focuses the power of the Satsui No Hado into a powerful scorching 8 hit hadoken. (350 damage point blank, 320 damage sweep distance or greater), punch button determines the speed of the projectile)
[list]
[] Messatsu Go Zanku-QCFx2 + P (in air) (projectile attack): Two handed air fireball. Air version of the Messatus Go Hado. Does less damage. (300 damage, punch button determines the angle of the projectile)
[
] Messatsu Go Shoha-QCBx2 +P (Anti Air)(projectile attack): Anti air version of the Messatsu Go Hado, Gouka fires a powerful Hadoken directly upward, only hits jumping opponents. (330 damage)
[/list]

V-Trigger Only
*
Messatsu Goshoken*-QCBx2 + P: Gouka’s ultimate technique. This is a powerful charging palm strike. Gouka travels forward at blinding speed, hitting her opponent with an open palm strike to the sternum, after the strike connects she sends a tremendous amount of Ki through her opponents chest (2hits 400 damage) Similar effect to the Psycho Punisher but more violent.
**
Reasons to be in SFV:***

Gouka has sequestered herself in the wilderness of Japan for years. Living off the land, she hasn’t seen anyone since she left father’s seemingly lifeless body with her mother. Gaining a master over Satsui No Hado while still maintaining her since of self, she leaves her makeshift residence behind. Focusing her mind, she senses a gathering of powerful foes. She knows her target will feel their presence as well. So she waits for him to appear. She will have her reckoning.
*
Satsui No Hado version of Gouka. Mu No Hado Gouka has a mastery of projectile attacks. Satsui No Hado Gouka focuses on physical attacks.[/spoiler]

[continued]

Name: Gouken

[details=Spoiler]
Nickname: The Master of The Void

Sex: Male
**
Ethnicity:** Japanese

Height: 6’2”(1.88m)
**
Weight:** 240lbs (109kg)

B/W/H: 50-37-40 (127cm-95cm-101cm)
**
Hometown:** Unknown, Japan

Appearance: Gouken is a thickly muscled, mostly bald, elderly man with a long white pony tail that is adorned with a single large prayer bead. He wears a severely worn out gi. Wear and tear has reduced the dark gray top half to sash like single sleeve appearance. The bottom half is light gray, almost white, in color and is secured with a large twine rope. Smaller twin ropes hold the bottom of his pant legs in place. He is bare foot and bare fisted. Foregoing both gloves and footwear.

Likes: Training, His Students, Dango, Meditation, Goutetsu

**Dislikes: ** Mosquitos, Satsui No Hado, Akuma

Fighting Style: Ansatsuken (Mu No Hado)

**Tone: **Gouken is a serious man with tremendous focus

Origins: Gouken and his brother Gouki (Akuma) were taken in by Goutetsu when they were young. He trained them both in the traditional (Satsui No Hado) style of Ansatsuken. Despite having more defensive and nontraditional tendencies, Gouken continually bested his brother. Gouken sought his own path. He left Goutetsu’s tutelage on a Musha shugyō(Warrior’s Pilgrimage). He would find another path to the mastery of Ansatsuken.

His Rival: Akuma

Attributes: Health: 4 Power: 4 Range: 3 Mobility: 2 Technique: 5
1025 stamina 1025 stun

Throws:

Raikotokya- F+MP+MK: Gouken shoulder throws his opponent into the ground with such force that they bounce off the ground, he then performs a jumping spin kick to his foes spine, sending them a short distance away.

Amaoroshi -B+MP+MK: Gouken backthrows his foe high into the air and hits them with a roundhouse kick, overhead chop combination just before they hit the ground.

Unique Attacks:

Sakotsukudaki – F+MP: Gouken strikes his opponent with a powerful, single hit, overhead chop.

Shinkai Geri – DF+MK: (Anti Air)Gouken perform an upward crouching sweep attack

Tenma Kujinkyaku -D+MK (In Air): Gouken performs a dive kick from his forward jump.

V-Reversal:

Joudan Sokuto Geri – F+KKK: Gouken hits his opponent with a powerful standing side kick that sends his opponent to the opposite side of the screen.

V-Skill:

Fudoshin – MP+MK: Gouken stomps the ground violently creating a small shock wave. Can be charged by holding down MP+MK. Charged version is -2 on block and causes a crumple state on hit. Uncharged version starts up quickly but is -5 on block.

V-Trigger 1:

Mu No Hado – HP+HK: Gouken centers himself and gains enough focus to unleash the true power of the void.
[list]
[] Gohadoken’s become two hits uncharged. Charged Gohadoken’s are now three hits. EX Gohadoken’s become Denki Hadoken (Electric) and deal additional stun damage. Charged EX Denki Hadoken’s become Denjin Hadoken’. Each level of charge costs additional meter. 1 bar 120damage/200 stun, 2 bars 180 damage, 300 stun, 3 bars 240damage/400 stun (unblockable, depletes V-Gauge)
[
] Senkugoshoha gains armor on frame 3. EX Senkugoshoha gains armor on frame 1.
[*] Non Ex Tatsumaki Gorasen hits crouchers.
[/list]
Each enhanced attack drains V-Gauge. V-Gauge bar only drains from using enhanced specials. 6 enhanced specials per V-Trigger unless otherwise noted. 3-bar V-Trigger
**
V-Trigger 2:**

Yama no Chikara – HP+HK: Gouken foregoes the Power of the Void for the strength of a mountain.
[list]
[] Senkugoshoha can now be charged. Fully charged it now causes a guard break. While charging Senkugoshoha has one hit of armor.
[
] Hyakkishu gains an additional follow up, Hyakki Goheki, when a punch button is pressed. This is Gouken’s Air Parry. Gouken will absorb a single hit of his opponents jump attack and leave them in a juggle state.
[*] Kongoshin now causes a wall bounce instead merely sending his foe a full screen away.
[/list]
Gouken can used 4 enhanced specials before the V-Trigger expires. 2-bar V-Trigger

Specials:

Gohadoken – QCF+P: Gouken focuses his ki into one hand to create one handed projectile. Punch button determines the angle of the projectile. LP (Horizontal). MP (30° Angle) HP (45° Angle) All projectiles have quick start up/recovery but only deal 50 damage. Can be charged to create more powerful to hit variant that deals 100 damage. EX version, Gouken tosses a two Gohadoken’s, one with each hand. Can be charged to create two 2-hit projectiles that deal 100 damage each. LP+MP(Two Horizontal), LP+HP(One Horizontal, One 45° Angle), MP+HP(One 30°Angle, One 45° Angle)

Senkugoshoha -F,D,DF+P: Gouken charges forward with a devastating palm strike. Distance traveled is determined by the strength of the punch button. LP (Point blank, fully projectile invincible), MP(Half Screen, Projectile Invincible after 3F), HP (¾ Screen, Projectile Invincible after 3F). EX(Projectile Invincible, Second Hit causes a juggle state)

*Kongoshin *– B,D,DB+P: Gouken parries his opponents attack and sends them across the screen with a powerful strike. Punch button determines parry type. 150 damage and stun)LP(Low), MP (Mid), HP (High). EX (Parries All Attacks, Damaged reduced to 100 Damage & Stun). Whiffed Kongoshin’s are crush counterable.

Tatsumaki Gourasen – HCB+K: (Anti Air) Rising variation of the traditional Tatsumaki Sepukyaku. No start up invincibility, fast recovery, high damage. Full animation only occurs if hit lands. If the first hit lands, opponent is locked into the technique. Does not hit crouching opponent’s, not crush counterable on whiff. LK (3hits) MK (4hits) HK (5hits), EX (8 hits, start up invincible, hits crouching opponents, crush counterable on whiff)

Zankuu Tatsumaki Senpukyaku – QCB+ K (In Air) Gouken executes a horizontal Tatsumaki Senpukya from a forward jump. Single hit. EX version’s direction can be controlled by the player and has no height restriction.

Hyakkishu -HCF +K: Gouken does a forward rolling jump towards his opponent with various follow ups, punch strength determines distance/angle (Demon Flip)
[list]
[] Hyakki Gozan (no input) Gouken performs a sliding sweep kick
[
] Hyakki Gojin +K Gouken performs a dive kick similar to the Tenma Kujinkyaku
[] Hyakki Gosai +LP+LK (grab) Gouken hits his opponent with backflip knee followed up by a chop to the neck
[
] Hyakki Gotsui +LP+LK (air grab) Gouken grabs his airborne opponent by head and drives them into the ground
[/list]

V-Trigger Only

Kinite Shoryuken-F,D,DF +KK: (Anti Air): Gouken strikes with powerful 7 hit left handed dragon punch. (Start up invincibility, 3F, fast recovery, high damage, crush counterable on whiff.) 250 damage/150 stun. In addition costing one EX bar, this move costs half of Gouken’s V-Gauge
**
Critical Art:**

Shin Shoryuken-QCFx2 +P (Anti-Air): The ultimate Shoryuken technique. Gouken channels the power of the void into his fists. Striking his foe with a vicious right uppercut to the abdomen followed by an equally powerful left shoryuken to his opponents jaw. (400 damage/0 Stun)

V-Trigger Only
*
Denjin Goshoken*-QCFx2 +K: Gouken channels the power Mu No Hado into a powerful electric ki fueled charging palm. Gouken strikes with blinding speed, hitting his opponent with an open palm strike to the sternum, after the strike connects his foe is electrified and poweful surge of ki, resembling a lighting strike shoots out of the back of their chest(2hits 400 damage/400 stun) Mu No Hado version of Goutetsu’s Metsu Goshoken that he used against Akuma in Street Fighter Assassin’s Fist.
**
Reasons to be in SFV:**

Gouken has successfully mastered his own brand of Ansatsuken. He’s trained disciples and passed on that knowledge to the next generation. However, there is one thing that he has not down. He has not put a end to his brother. Gouken and his brother will cross paths again…
*
-Gouken in his V-Trigger 1 is essentially the boss version of Gouken from SFIV.*[/details]

Name: Ingrid Sólbjörnsdóttir

[details=Spoiler]
Nickname: The Embodiment of Sól

Sex: Female

Ethnicity: Icelandic

Height: 5ft 10in(1.79m)

Weight: 141 lbs. (64kg)

B/W/H: 36-24-36(92cm-61cm-92cm)

**Hometown: **Húsavík, Iceland

**Appearance: **Ingrid has long white hair and red eyes. She wears a variation of the traditional Icelandic Kyrtill. A Kyrtill is a single piece gown with an ankle length skirt and elbow length sleeves that is patterned in design after traditional Viking clothing. She does not wear the Phyrgian cap and veil. Ingrid’s dress is the traditional “smurf” blue. With golden embroidery on neckline and sleeves. She has metallic golden belt with a buckle that resembles the Sun.

Likes: Skyr (Icelandic cheese that’s similar to yogurt), Hot Springs, Isold (Her Grandmother’s) Stories

Dislikes: Pylsur (Icelandic hotdog made with lamb), Sarcasm, Ignorance

Fighting Style: Hnefi Sólarinna(Fist of the Sun)

Tone: Ingrid exudes an air of arrogance. She is the first member of the Sunna clan to inherit Sol’s power since her grandmother Isold. She’s always been the most powerful fighter in Clan Sunna.

Origins: According to legend, Ingrid’s family is descended from Sol the Norse Goddess of the Sun. The clan name, Sunna, is another name for Sol. The Sunna Clan fled to Iceland after nearly being wiped out by the Clan of Fenrir. The Máni Clan was obliterated covering their escape. (Máni is the Norse God of the Moon.) She’s been trained since she was a small child in Hnefi Sólarinna by her grandmother.

Her Rival: Necalli

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 4 Technique: 4
950 Health/950 Stun
**
Throws:**
*
Sólbruna *(Sunburn) - LP+LK: Ingrid grabs her opponent by the shoulders, puts her right leg behind her opponents legs, and shoves her opponent to the ground with her right arm

Sólvindur (Solar Wind) - B+LP+LK: Ingrid grabs her opponent by the wrist and tosses them over her head and behind her
**
Unique Attacks:**

*Tvískiptur Sól *(Dual Sun) – F+ MP (overhead): A single hit double axe handle punch

V-Reversal:

Sól Nova-F+PPP: Ingrid summons circular orb of solar ki that detonates and send her opponet flying a full screen away.

V-Skill:

Sól Charge-MP+MK: Ingrid strikes her opponent with a fiery shoulder charge. Tapping MP+MK Quarter Screen travel distance, safe on block. Holding MP+MK Half Screen travel distance, causes juggle, unsafe if blocked

V-Trigger 1:

Ljós Sólarinnar(Light of the Sun) -HP+HK: Ingrid is surrounded by a “Solar Aura”. The properties of her projectiles are enhanced.
[list]
[] Sól Set landing recovery reduced by 2F. 15 Damage/15 Stun Buff. Relaxed juggle points.
[
] Sól Shot recovery reduced by 2F. 20 Damage/20 Stun Buff. Causes a juggle state at close range
[/list].
V-Trigger Gauge drains over time. Enhanced projectiles do not reduce her V-Trigger Gauge.
3 bar V-Trigger

*V-Trigger 2: **
*
Sólarupprás og Sólsetur
(Sunrise and Sunset) -HP+HK Ingrid genrates a massive Sun shaped aura around her body that she hurls at her opponent leaving them in a juggle state. Ingrid gets two per V-Trigger, the first of which is released upon V-Trigger activation. This V-Trigger can be used from the ground or in the air. Sólarupprás is the grounded version. Sólsetur is the air version. 150 damage/100 Stun.
[list]
[] Sólarupprás (Sunrise)-HP+HK from a grounded state. The massive Sun shaped projectile surrounding Ingrid rises straight up into the air. Leaving her foes in a juggle state. Initial juggle from Sólarupprás does not count against juggle point limit.
[
] Sólsetur (Sunset)- HP+HK from any (forward, neutral, or back) jump. The massive Sun shaped projectile surrounding Ingrid sinks straight down into the ground. Leaving her foes in a juggle state. Initial juggle from Sólsetur does not count against juggle point limit.
[/list]
2 bar V-Trigger

Specials:

Sól Set-QCF + P: (In Air)A fiery projectile that resembles the Sun itself. Very slow recovery time. The angle is determined by the strength punch. LP (60° Angle, MP (45° Angle), HP (30° Angle),EX (LP+MP 60° Angle, LP+HP 45° Angle, MP+HP 30° Angle)

Sól Shot-QCF + P: A fiery projectile that resembles the Sun itself. Slow recovery time. The angle is determined by the strength punch. LP (Horizontal), MP (30° Angle), HP (45° Angle), EX (LP+MP Horizontal, LP+HP 30° Angle, MP+HP 45° Angle)

Sól Embrace-HCB+ P (Command Grab): Ingrid grabs her opponent by the neck with both hands and channels ki through her hands engulfing them in flames. Startup and Damage determined by the button pressed. LP(5F Startup, Least Damage), MP(6F Startup, More Damage), HP(7F Startup, Most Damage), EX(5F Startup, Most Damage)

Sól Flare- QCF + K: (Strikes Low) Ingrid hits her a opponent with a sliding low kick that knocks down her opponent. Slide goes under projectiles. Kick button determines distance. LK( ¼ Screen), MK( ½ Screen), HK( ¾ Screen), EX ( 2/3 Screen, Causes Juggle State, Side Switch at Point Blank Range)

*Full Sól *(Full Moon)-HCB+ K (Hit Grab): Ingrid dashes toward her opponent, grabs them by the neck with one hand, summons a moon like white orb of ki with her other, and slams it into their face causes the to burst into white flames. Kick button determines the distance she travels. LK( ¼ of screen) MK(½ screen) HK (¾ screen) EX(Auto tracks, Causes Juggle)

Critical Art:

Sól Explosion- HCFx2+P: Ingrid generates massive Sun shaped aura around herself that explodes on contact with her foe. 340 damage
**
Reasons to be in SFV:***

Ingrid’s grandmother disappeared after being contacted by an apparent survivor of the Máni Clan. Witness say that her grandmother and the Máni Clansman were overwhelmed by a “God of Fire and Ice.” Ingrid seeks the return of her grandmother and the potential restoration of her sister clan The Máni.

Ingrid with an Icelandic/Norse origin. Not a generic loli/school girl design.[/details]
**
Name:
* Iro (Personification of Hera)

[details=Spoiler]
Nickname: The Veiled Goddess

Sex: Female

Ethnicity: Greek (?)

Height: 6ft 2in(1.88m)

Weight: 176 lbs. (80kg)

B/W/H: 39-26-39(99cm-66cm-99cm)

Hometown: Rhodes (Rhodes City, Island of Rhodes)
**
Appearance:** Iro is statuesque woman in supreme physical condition. She has curly, sandy brown hair that is waist length. Her eyes are emerald green and her legs are 40 inches (Just over 1m) long. Iro has an olive complexion. Her attire is essentially of Women’s MMA gear. She sports a ivory colored top/sports bra with gold accents along with ivory colored shorts with gold accents. She doesn’t wear gloves nor shoes. Iro also has an ivory headband that covers her forehead*.

Likes: Nature, Languages (She speaks most known languages), Reading, Ancient Architecture

Dislikes: High Heels (She’s already tall), Condescending People,Callousness

Fighting Style: Veiled Pankration

Tone: Iro has had limited contact with the outside world. Which makes her curious and inquisitive. Her friendly demeanor can quickly turn sour in the face of rude behavior.

Origins: Currently residing in Rhodes, Iro moved frequently throughout her life. Living on various islands in homes with impeccable sight lines and quick egress points. Although, they never spoke of it. It was clear to her that her parents were constantly on the run. Since she has been able to talk, her parents have brought in the finest tutors to educate her. This also holds true for her martial capabilities. Trained to her physical limits and studying until mental exhaustion daily. Through this rigid lifestyle she was able to master the Armor of Gaea** and the Blades of Themis*** two of the 66 Secret Arts described to Iro by her parents. After mastering those two arts, her parents placed her in the care of Antreas, the family steward, and sent her to the island of Rhodes.

Her Rival: Urien

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

1050 Stamina 1025 Stun

Throws:
*
Fall from Grace* - LP+LK: (In Air):: Iro catches her opponent by the throat and slams them into ground.

Athenian Spike - LP+LK: (Iro grabs her opponent, lifts them over her head and drives them head first into the ground while falling to her knees) Essentially a more vicious version of the Tombstone Piledriver

Reverse Athenian Spike - B+LP+LK:( Iro grabs her opponent, lifts them over her head, turns in the opposite direction, and then drives them head first into the ground while falling to her knees) backthrow version of her forward throw

Unique Attacks:

Amazon Headbutt – F+ HP (Hit Grab): Iro extends both of her arms, grabs them by the head, and hits them with headbutt

Earthen Hammer – F + MP (Overhead): Iro clasps her hands together, pulls them back overhead and slams them down on her opponent

Gail Heel – F+ MK: A quick push kick to the abdomen

V-Reversal:
*
Titan’s Wall* - F+PPP: A quick striking shoulder charge that knocks her opponent across the screen
**
V-Skill:**

Gust Lariat – MP+MK : A clothesline punch. Can be charged. Uncharged version does not knockdown. Fully charged version knocks down and side switches at point blank range. (Similar to Gill’s Saber Lariat)
**
V-Trigger 1:

Armor of Gaea - HP+HK :Iro’s body becomes as hard as stone. She takes no white life damage during her V-Trigger. Cyclokinesis now hit her opponent twice and puts them in a juggle state if landed at point blank range. All of her strike based specials gain 1 hit of armor (from frame 3 on) and a 10% damage buff. All of her normals gain a 5% damage buff. 3 bar V-Trigger

V-Trigger 2:

Rage of Aura - HP+HK: Iro becomes the embodiment of Aura’s fury. After activation she gains access to a command grab. Iro grabs her opponent by the throat with her right hand, lifts them off the ground, pulls back her left arm, draining a small amount of her foes stamina, before punishing them with a vicious punch to the abdomen that causes them to crumple at Iro’s feet. 5F Start up 160 damage/150 Stun. Immediate 50 Stamina Gain. Additional 25 Stamina gain over the next 5 seconds. (5 per second). Two landed grabs per V-Trigger. Each whiffed grab cost a ¼ of her gauge. 2 bar V-Trigger
**
Specials:**

Cyclokinesis - QCF + P: Wind Ki based projectile. Iro generates a ball of cyclonic (wind) ki and fires it at her opponent. Moderate recovery time. The properties are determined by the strength punch. LP (Horizontal Slow Moving, MP (Horizontal Fast Moving, HP 45(° Angle Moderate Speed).

Summit Avalanche - HCB+ K (Command Hit Grab): Iro charges her opponent, grabs them by the neck with her left hand, lifts them over her head and slams them into the ground. The strength of the punch button determines the distance traveled. LK (¼ Screen), MK( ½ Screen), HK( ¾ Screen), EX ( ¾ Screen, Armor on Frame 3)

Meteor Strike - HCB + P: (Overhead) Iro somersault’s forward and strikes with a powerful overhead punch. Punch determines distance. Goes over low attacks. All versions are projectile invincible on Frame 3. LP(Point Blank), MP (¼ Screen), HP (½ Screen) EX (½ Screen, Fully Projectile Invincible)

Turbulent Assault - HCF+ K: Iro charges her opponent, strikes them with a side kick to the abdomen, and follows up with a rapid succession of kicks to the ankle, knee , hip, and finally a kick to the chin which causes a juggle state. The strength of the kick button determines the distance traveled. LK (¼ Screen), MK( ½ Screen), HK( ¾ Screen), EX ( ¾ Screen, Armor on Frame 3)
**
Critical Art:**

Blades of Themis - HCFx2+P: One of the 66 Secret Arts. Iro strikes her opponent with a powerful bladed punch to the sternum. Upon impact, her opponent is surrounded by twelve wind based ki attacks resembling the blades of a sword. These ki attacks converge on her opponent in unison inflicting massive damage. 13 hits 350 damage (1x110, 12x20).

Reasons to be in SFV:

Iro’s parents along with her adopted sister Dimitra**** were slain shortly after she was placed in Antreas care. Unbeknownst to Antreas, Iro has been investigatimg the murder of her family. All of her leads point to a mysterious man with white hair and a jewel in his forehead…

[list]
[] Iro’s headband conceals a green gem in her forehead. This glows upon activation of her V-Trigger and during her critical art.
[
] Gaea is the mother of all Greek Titans and Gods. The Goddess of earth
[] Aura is the Titan Goddess of Wind
[
] Themis is the Titan goddess of divine law and order
[*] Iro’s doesn’t know that Dimitra was adopted as her body double. While Iro was sequestered away in the family estate only leaving the grounds when they were moving to another location. Dimitra has allowed to go out in public. They also had a green gem implanted in her forehead. They tipped off the Illuminati to their location after Iro was sent away. In their eyes, they were finally granting their daughter her freedom.[/list] [/details]

Name: Ismaya

[details=Spoiler]
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 1:

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

V-Trigger 2:

*Leopard’s Bound *– HP+HK: Ismaya gains the ability to double dash. HP+HK dashes forward and B+HP+HK dashes backwards. The first dash is fully invincible. The second dash projectile and strike invincible frame 3. Ismaya can dash forward twice, dash backward twice, dash forward then backward, or dash backward then forward. First or Second dash can be canceled into any of Ismaya’s normal attacks. Ismaya gets approximately 3 double dashes per V-Trigger. Canceling the first dash into an attack counts as against one of your three double dash activation’s. 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]

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I really like the Effie, Black Widow and Gouka!!