The Character Concept Thread

I’ll probably post in both board’s threads then…

I finally got the chance to settle down and type all of this stuff out on SRK2 and figured to repost it here, so…?

Name: Katja Hartkern

Nickname: “Big Black Thunder”

Sex: Female

Ethnicity: Unknown

Height: 6’ (185cm)

Weight: 160lbs (72kg)

B/W/H: 38-26-38 (97cm-67cm-99cm)

Hometown: Sydney, Australia

Appearance:

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Katja is a strikingly muscular woman with a rather statuesque figure. She has short, pixie-like Blonde hair (That may or may not be dyed) while her eyes are Slate Grey. Her skin is of a deep tan complexion and sports several scars, the two most visible being on the right side of her chest heading toward her heart and on the left side of her cheek going down towards her neck. (Not unlike Cammy White’s distinctive facial scars.)

Her fighting attire of choice is an old, worn motorcycle leathersuit that’s solid Black, but sports Silver trim on its zippers, buttons and pocket-guards. She wears Black leather gloves with Silver buttons on the wrist-straps and Black leather boots with more Silver detailing, suggesting they all came with the Leathersuit. The back of the suit sports the words “Right Lane Death Squad” etched into the leather with White stitching across the top of her shoulders and her signature logo sits underneath it: A Red heart being split in half by a Yellow bolt of lighting, with a stylized letter “K” on left side of the bolt and a matching letter “H” on the right.

Likes: Swimming, Motorcycle Racing,

Dislikes: Bill Collectors, ‘Stuck-Up’ People, Traffic Jams

Fighting Style: Personal take on Saikyo Style

Tone: Katja seems to view the world with a weary, sarcastic view that can come across as being downright cynical at times. She’s honest on the views of her opponents to the point of being blunt, but depending on who she fights her attitude can change quickly into that of a sullen, serious fighter that doesn’t talk much.

Origins: Katja Hartkern’s origins are unknown as of this time, with only rumors and speculation offering any ideasto her past. Some say she’s a genetic replica of a high-ranking member of The Illuminati. (Thought to be Urien judging from her use of electricity in combat as well as her eye, skin & hair color.) Others say she was an experiment created by Shadaloo’s scientists using bits and pieces of different DNA along with techniques learned from The Doll Project and Operation C.H.A.I.N.S. One particularly ludicris claim was that she lived as a normal person until being struck by lightning and getting bitten by a venomous cobra at the exact same moment, which unlocked her potential as a fighter. Even her name is up to some debate, with some believing it to be little more than an elaborate pseudonym.

What is not in doubt are Katja’s talents in the ring, with her name becoming a force to be reckoned with in lower-level and underground fighting competitions. It was in one of those tournaments that Katja encountered Dan Hibiki and, strangely, took a liking to the bumbling braggart of “Saikyo Style” after beating him to a pulp. Within a year, Katja had learned all there was to

Her Rival: Juri(?)

Attributes: Health: 3 Power: 3 Range: 3 Mobility: 2 Technique: 5

1025 Stamina 1000 Stun

Throws:

Oni Otoshi - B+HP+HK: Katja grabs the opponent with what appears to be a traditional “Judo Flip” throw, but while rolling along the ground plants her foot in the torso of the opponent before kicking/pushing them upward and back away from her. Particularly useful for getting out of, or forcing the opponent into a corner.

Raijin no Hatsugane - HP+HK: Katja grabs the opponent by the collar of their outfit/scruff of their neck, then knees them in the stomach repeatedly before landing a standing uppercut to knock them away.

Oni Fuusha (In-Air Only) - HP+HK: Katja grabs the opponent with what appears to be a traditional “Judo Flip” throw, but pulls them down to the ground and then while rolling along the ground, plants her foot in the torso of the opponent before kicking/pushing them upward and back away from her.

Unique Attacks:

Asura Chop - F+MP (Overhead) : A traditional “Karate Chop” that hits twice. If this move is used in combos, it will lose its overhead properties.

Left Hook - F+HP: Katja uses her close arm to throw out a hook punch, looking the other way to be able to twist and transfer her whole upper-body weight into the attacking arm. This attack has a somewhat slow start-up, but can be cancelled into several special moves and can stop certain jump-in attacks cold; However, It is unsafe on block. When used as a Crush-Counter, it stuns the opponent longer than usual, leading to further combination opportunities.

Right Straight - F+LP: Katja uses her far arm to deliver a boxing-style straight punch. Depending on how this attack is used, it can be cancelled into a few different special moves. It can knock back the opponent further on Crush-Counter.

The Widow-Maker - B+HK (Overhead): Katja lifts her feet up and makes a downward “Axe Kick” to the skull of her opponent. Holding down HK can change the timing of when the kick is released, making this an effective vortex tool, it is relatively unsafe on block. If used as a Crush-Counter, it causes the opponent to crumble to the ground.

Electric Slide - DF+HK: Katja drops down low and slides towards the opponent with her left leg outstretched. While not exactly useful on it’s own, this attack can go under certain projectiles if timed correctly and can lead to further combos. Certain characters can punish this attack’s recovery however.

Kowloon Frog Kick - F+MK: Katja does a quick, hopping kick. While not particularly effective on its own, this move can come in handy during certain combos and as a pressure tool. The opponent is knocked back further and recovers slower when this move is successfully used as a Crush-Counter.

V-Reversal:

Thrust Punch - F+LP+MP+HP: Katja thows all of her bodyweight into a shoulder punch that, if it connects successfully, knocks the opponent back and away from her as she shakes out her hand.

V-Skill:

Ukenagashi - MP+MK: Katja takes a defensive stance and parries a hit of an incoming attack. With each successful parry, the V-Gauge fills and grey damage is dealt. However, the timing to parry multiple-hit moves is quite strict and if unsuccessful, the full damage of the attack and any pre-existing grey damage will be dealt.

V-Trigger I:

Hashiru no Raijin - HP+HK: An advancing dash that can be used to close in on the opponent, as well as change Katja’s positioning on screen. It also unlocks two new special moves that can be done during the dash. (See Special Moves for more details.) However, The recovery time after this move is performed opens Katja up to certain attacks.

Once active, the V-Gauge naturally depletes over time. Using the Dash drains the V-Gauge faster; Using special moves tied to the dash do not drain the V-Gauge. 3 Dashes per V-Gauge. 1 special move follow-up per Dash. 2-Bar V-Trigger.

V-Trigger 2:

Sho-mei’o Katja - HP+HK: A power-up move that completely changes Katja’s attack animations and fighting stance, the properties of all of Katja’s available Special Moves and unlock a “Hidden” second Critical Art. In exchange, it also locks out the use of EX Special Moves.

  • Ha’oh Raikou Ken becomes “Raijin no Mugetsu”. Raijin no Mugetsu is a true projectile; Katja uses her other arm to shoot the ball of electricity out of her hand towards the opponent. Depending on the strength of the punch used, this Projectile changes in size and the speed it moves across the stage. (LP = Fast & Small, MP = Balanced, HP = Slowest and Largest)

  • Ko’hou becomes “Shin Ko’hou”. Shin Ko’hou now resembles a classic “Dragon Punch” Uppercut visually as well as functionally, but trades height and angle for damage. All versions are 2 frames quicker on start-up and can go through certain special moves if timed correctly thanks to up to two hits of auto-guard, but the MP & HP are unsafe on block. LP version is 2 hits and barely lifts Katja up off of the ground at a shallow angle; MP version is 3 hits and closer to LP “Regular” Ko’hou in terms of horizontal range; HP version is two chained uppercuts [5 hits total] that have a much larger electricity effect.

  • Tatsumaki Shippu Kyaku becomes “Taifu Shippu Kyaku”. Taifu Shippu Kyaku becomes a 3-Hit “Rekka” with different Kick strengths determining the nature of the last hit. LK version’s last hit knocks the opponent back and away from you if it connects cleanly; MK version’s last hit pops the opponent into the air for a follow-up attack; HK version creates a small trail of electricity off of each hit (Increasing the stun damage) with the last hit causes a hard knockdown and acts as an overhead.

  • Saifa Raikou Ken becomes “Kuuchuu Raikou Ken”. Kuuchuu Raikou Ken is now a projectile that travels downward at roughly a 30 degree angle from where you release it. Holding down the selected Punch button can change the strength, of the projectile, but leaves Katja wide-open in mid-air for counter-hits. LP is the fastest-releasing projectile and moves quickly, but is the weakest in terms of damage; MP is balanced in terms of release speed, damage and movement speed; HP is the slowest in terms of movement and release speed, but easily does the most damage.

  • Inazuma no Hakai becomes available to use while V-Trigger II is active and the EX Bar is full. (See the “Critical Arts” section for further details.)

Enhanced specials drain the V-Gauge. Six enhanced specials per V-Trigger. 3-bar V-Trigger. The first Rekka of Taifu Shippu Kyaku consumes 1/6th of the V-Gauge regardless of whether or not it hits the opponent cleanly or is blocked; Follow-up hits/Rekkas do not consume V-Gauge.

Specials:

Ha’oh Raikou Ken - QCF+P: A short-range ball of electricity. Though it doesn’t actually leave Katja’s hands, it can trade/nullify other projectiles. LP version is the easiest to combo into/out of; MP version can juggle the opponent if used as a Crush Counter ; HP version does the most stun damage but is the least-safe on block; EX Version does the most damage overall, creates a much bigger “Projectile” that’s 4 hits when used up close and can stop certain jump-in attacks.

Ko’hou - D, DF, F+P: A wild-looking uppercut. Depending on the strength of the punch used, it can alter the angle of Katja’s upwards trajectory, change how many hits of armor it has on start-up and determine the recovery speed of the attack. LP version has no armor, but is the easiest to combo into/out of, has an upwards arc of 30 degrees and recovers the fastest; MP has 1 hit of armor on start-up, travels at an arc of roughly 45 degrees

Tatsumaki Shippu Kyaku - QCB+K: A Whirlwind Kick that advances towards the opponent. LK version has no additional hits outside of the initial contact, is the easiest to combo into/out of and is safe on block; MK version is 2 hits and can cause crumple-stun if successfully used as a Crush-Counter; HK version is 3 Hits, creates a small trail of electricity on the last hit and can cause a hard knockdown if used as a Crush-Counter; The EX Version is 4 hits, has the fastest travel speed and can juggle in-air opponents.

Saifa Raikou Ken (In-Air Only) - QCF+P: Katja stops in the air for a moment, then comes down at an 45 degree angle with an electrified energy shield in front of her. The strength of the punch button used in this attack can alter how long Katja stays in the air before releasing it. While this a good move for playing mind-games with the opponent, you have to time this attack correctly as it doesn’t come out immediately and it leaves Katja vulnerable to anti-air counter-hits if used too close to the opponent.

Bakurai Ken - F+P Repeatedly: A string of incredibly fast, Boxing-Style Punches. It can be done to advance towards the opponent or punish a mistake/the recovery of certain attacks; However, this move can be countered by low sweeps and Katja will stop after the first puch if blocked. Only available in V-Trigger 1

Enrai Kyaku - F+K Repeatedly: A standing string of lightning-fast kicks. It’s particularly effective for creating a possible “Vortex” situation if timed correctly on a downed enemy; However, this move can be countered by low sweeps and Katja will stop after the first kick if blocked. Only available in V-Trigger 1

Critical Arts:

Fuujin to Raijin no Tenshouken - QCFx2+P: Katja does a powered-up version of of her “Electric Slide” Unique Attack. If it hits the opponent, Katja combos into a near-vertical version of her Ko’Hou uppercut that spins her around fast enough to carry herself through the air much higher than normal, hitting the opponent up to 15 times. Though it is easily comboable, the damage overall is only slightly above average unless it’s used on its own or off of a counter-hit. It is highly unsafe if blocked and also will not start unless the initial hit

Inazuma no Hakai - LP, LP, F, MK, HP: Katja dashes towards the opponent, then goes to grab them. If this move successfully connects the screen goes dark, hit-sparks fly everywhere and Katja drops out of the sky to land a skull-crushing final blow [15 hits total]. Though it is quite fast and the teleport-like dash can reach from relatively far away, Katja is vulnerable to getting hit out of this by projectiles of all kinds, it cannot catch opponents out of the air unless they’re in the middle of performing a Neutral or Back Recovery and it cannot hit opponents that have already been knocked down. Only available in V-Trigger II

Reasons to be in SFV:

In the time Katja Hartkern has been on the road living the life of a “Karate Vagabond”, “Big Black Thunder” has left a trail of smashed dojos and broken bodies in her wake, made a few friends and many bitter rivals all over the world, studied under and alongside some the greatest masters to ever walk the earth and let them beat their martial arts knowledge into her body, scored a couple of underground tournament wins to keep her cache of entry fee & travel money healthy… Yet, few challenges compare to upcoming World Martial Arts tournament. Having gotten an entry through ill-gotten gains and growing weary of the constant travel, Katja looks at the latest “Street Fighter” competition as a litmus test of her own abilities: If she does well and makes it out in mostly one piece, she’ll continue on and begin to enter the next evolution of herself as a fighter and as a person. If she doesn’t get past the first round or make it out alive… Well, she’ll figure something out.

- As stated prior, Katja was an attempt at making a new King of Fighters character that became a parody of all of SNK
- Her entire moveset is borrowed from SNK’s libraries of characters, while her normals and unique moves being taken from Ken & Akuma
- Her default design is inspired by K’, Krizalid and the character Elena Perepelkina from the manga “Terra Formars”
- The piece of spoilered concept art was drawn by someone with the online handle JS-Cervini and colored anonymously

As always, rate/review/flame/encourage and suggest changes to be made if needed. I’m going to get some sleep.

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Now that the forums are back up, I can’t wait to catch up on all the entries I’ve missed!

You all put huge amounts of thought into moves and all that. I only have a general story. I created this character back in 2011, he fits well with the current trend capcom has going.
His name is Kain, he was originally supposed to be a spare body for bison but it gained a mind of its own. It escaped the facility running from shadoloo and bison. He left for several years on his journey learning tae kwan do, judo, and Muay Thai. He was trained in Muay Thai by sagat himself. He also I has control of psycho powers. Basically he wants to take down shadoloo

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