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Stats Page for That Damn Weasel's King of Fighters Quest

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Oct 21st, 2014
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  1. Katja Hartkern's Profile:
  2.  
  3. >Full Name: Katja Hartkern
  4. >Birthday/Age: August 10th, 30 Years old
  5. >Height: 6'
  6. >Weight: 159 Lbs
  7. >Blood type: B
  8. >Birthplace: Sydney, Austrailia
  9. >Family/Relatives: Michael (Father, M.I.A.), Kaiya (Mother, Deceased)
  10. >Occupation: "Unemployed..."
  11. >Likes: Motorcycles, Making new friends, Fighting
  12. >Dislikes: "Bill Collectors, 'Stuck-Up' People, Traffic Jams"
  13. >Hobbies: "Swimming, Riding my 'Bike, Modelling Clothes for Friends"
  14. >Favorite Food: "Favorite?"
  15. >Forte in Sports: Football (Center Forward)
  16. >Favorite Music: Classic Rock & Roll
  17. >Measurements: 96-60-97cm
  18. >Special Skill: Able to learn new moves/techniques rapidly
  19. >Most Unpleasant: Going to the hospital more than twice a month
  20. >Personal Treasures: "Stuffed Koala Bear from my Mum and a Hat from my Dad"
  21. >Weapons: None
  22. >Fighting Style: Personal Take on Kyokugen Karate
  23.  
  24. Katja Hartkern's Stats as of Round 41
  25.  
  26. >Strength: 53
  27.  
  28. >Speed: 60
  29.  
  30. >Throw: 50
  31.  
  32. >Power: 56
  33.  
  34. >Defense: 59
  35.  
  36. >Evasion: 68
  37.  
  38. >Dexterity: 72
  39.  
  40. >Luck: 76
  41.  
  42. >Diplomacy: 69
  43.  
  44. >Bluff: 70
  45.  
  46. >Perception: 73
  47.  
  48. >Intimidation: 70
  49.  
  50. >Stealth: 61
  51.  
  52. Katja Hartkern's Moveset:
  53.  
  54. Tani Otoshi (Basic "Judo Flip" Throw; Can be done while flat on your back or in the air and can be used to change positioning on the ground, while Critical)
  55.  
  56. >Thrust Punch (A Punch attack that follows the motion of Takuma Sakazaki's Ko'oh Ken Projectile, but no Ki comes out. It has decent priority and can be cancelled into a Ha'oh Raijinken/Kohou/Raijin Sprint at the cost of 50% Ki Meter, though such "Cancels" DO NOT REQUIRE "Ki Bars"; Only a percentage of a portion of the meter itself.) ("Command Normal" Attack)
  57.  
  58. Ha'oh RaijinKen (Short-Range Electric Projectile that Guard Breaks on Critical Rolls and acts like Benimaru Nikaido's "Raijinken", in that it it doesn't actually leave her hands and can trade/nullify other projectiles.)
  59.  
  60. Kohou (Classic "Dragon Punch" Uppercut; Critical Rolls cause a "Knockdown" Effect along with a trail of Electricity that can stack the Damage by up to three hits (Damage being half of the highest Roll, rounded down) with Critical Rolls.)
  61.  
  62. Hien Shippu Kyaku (Whirlwind Kick; Can be "Chained" up to 4 Times in a row, while Critical Rolls have it come out faster than normal and add a trail of Electricity on the last hit, which has a possibility of knockdown)
  63.  
  64. Raijin Sprint (An advancing dash that can be used to close in on the opponent, as well as change your own position ing if backed into a corner. It is also an adaptable move that can change it's effective depending on on the situation, but it deals no Combat Damage and the initial run is NOT SAFE; Only the following dodge is... Critical Rolls allow for the entire move to be completely safe and do a slight amount of damage.)
  65.  
  66. >Raijin Lightning Rush (A follow-up to the Raijin Sprint that's a string of incredibly fast, Boxing-Style Punches. It can either be done to advance towards the opponent, punish a mistake or the recovery of certain attacks OR create a possible "Vortex" situation if timed correctly... However, this move can be knocked out of quite easily by low sweeps, as the Initial Run isn't safe.)
  67.  
  68. Ryuuko Rambuu (A Rushing Attack that looks like Ryo Sakazaki's "Zanretsuken" Punches at first, then transitions into Robert Garcia's "Zanretsukyaku" kicks. while the name and concept is shared with other Kyokugenryuu Practitioners [And the character Kenshiro from the Manga & Anime "Hokuto No Ken"], the overall execution of this move is unique to Katja. It advances slightly forward, can go through certain attacks and Critical Rolls/ "Powered Up" can have it finish with a "Shin" Haoh RaijinKen. Uses 1 Bar of Ki)
  69.  
  70. Denjin Haoh Shokuo Ken (A medium-sized, "True" projectile that's completely unblockable and can be charged for up to 4 seconds for more damage, though it's primarily used to cause the opponent to enter a "Dizzy" state as the damage dealt is fairly average outside of Critical Rolls [With "Critcal" Denjins causing an "Instant Dizzy" state if they hit the opponent]... Uses 2 Bars of Ki)
  71.  
  72. Fuujin to Raijin no Tenshouken (A Near-Vertical Uppercut that spins you around fast enough to carry you through the air MUCH higher than normal, hitting the opponent up to 15 times if "Critical'ed". It can also stop Jump-In attacks if properly timed and is easily comboable after Hitting an In-Air opponent with A Kohou or After a jump-in Hard Kick, but the damage overall is fairly average unless it's used on it's own or after a counter-hit. Uses 1 Bar of Ki)
  73.  
  74. >Shōmei-ō Katja (AKA "Lightning King Katja" AKA "GOD OF THUNDER")(A power-up move that deals a small amount of damage to enemies if they're close enough during the initial start-up [And can allow certain attacks to pass through you/get nullified], but increases all attributes by up to 50% [Rounded Down], DOUBLES Strength & Power for a limited amount of time [IE Increases Attack Damage] AND changes the properties of certain special moves [Full In-Depth answers to which moves change and what those changes might be are unknown at this time]... However, Katja CANNOT BLOCK ATTACKS during this state and takes 25% more damage (Rounded Up) from each successful strike against her, throws included. Uses 2 Bars of Ki.)
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