Advertisement
Guest User

KOF Quest: R Side Character Bios & Movesets

a guest
Jan 22nd, 2017
367
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 36.01 KB | None | 0 0
  1. I. Ultima
  2. II. Tsuyako Horikawa
  3. III. Hatsune Horikawa
  4. IV. Andrew Draco
  5. V. Jean-Claude Gabriel
  6. VI. G-Mantle
  7. VII. Kazunori Kazahaya
  8. VIII. [REDACTED]
  9.  
  10. ================================================================
  11.  
  12. I.
  13.  
  14. Full Name: Freiyja Gistladottir AKA "Ultima"
  15. Birthday/Age:
  16. Height:
  17. Weight:
  18. Blood type:
  19. Birthplace:
  20. Family/Relatives:
  21. Occupation:
  22. Likes:
  23. Dislikes:
  24. Hobbies:
  25. Favorite Food:
  26. Forte in Sports:
  27. Favorite Music:
  28. Measurements:
  29. Special Skill:
  30. Most Unpleasant:
  31. Personal Treasures:
  32. Weapons:
  33. Fighting Style:
  34. Voice Actress:
  35.  
  36.  
  37. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  38.  
  39. Ultima's Moveset:
  40.  
  41. ================================================================
  42.  
  43. II.
  44.  
  45. Full Name: Tsuyako Horikawa AKA "Tsunami Tsuyako"
  46. Birthday/Age: July 11th, 20 years old
  47. Height: 5' 9 & 1/2"
  48. Weight: Unknown (Billed at up to 230lbs during wrestling matches)
  49. Blood type: O
  50. Birthplace: Naha, Okinawa, Japan
  51. Family/Relatives: Unknown Biological Father, Hatsune (Mother)
  52. Occupation: Professional Wrestler
  53. Likes: "Long walks on the beach, Candle-lit baths... ;-)"
  54. Dislikes: Confined/Cramped spaces, Clothes that don't fit
  55. Hobbies: Studying Nutrition
  56. Favorite Food: Karaage Pufferfish
  57. Forte in Sports: Shot-Put
  58. Favorite Music: Enka
  59. Measurements: N/A
  60. Special Skill: Deep-Sea Pearl Diving
  61. Most Unpleasant: Deep-Sea Pearl Diving
  62. Personal Treasures: Her Mother's Best Friend's Jacket, Her Father's Headband, Her Sparring Gloves
  63. Weapons: None
  64. Fighting Style: Freestyle Wrestling
  65.  
  66. >The only daughter of an accomplished Olympian & Professional Wrestler "Hurricane Hatsune" Horikawa), Tsuyako grew up with serious body issues and deep psychological trauma from being mercilessly teased about body type and weight while living and going to school in Okinawa. On the advice of a few of her mother's friends Tsuyako began to take up Judo & Wrestling to improve her self-esteem and, in time, became a feared amateur competitor.
  67.  
  68. >Following a new set of tax laws that targeted comparatively heavy-set people(The so-called "Metabo" law), Hatsune and Tsuyako relocated to The United States of America and at the age of 17, Tsuyako was admitted to college in Hawaii and some tapes of her wrestling reached the offices of the "Wrestling Total Federation". With encouragement from Hatsune, Tsuyako took the job and though the company died within a year of her hiring, she met and worked some matches with "Ultima" and ended up joining her in the newly-revamped "Southtown Wrestling Federation" despite them not having a dedicated Women's Division.
  69.  
  70. >Tsuyako has a unique moveset that mixes all kinds of "Flashy" & "Hard-Hitting" wrestling techniques into a catch-all style, much like her mother's used to be. Her ability to fly through the air with a soaring grace despite her... "Physical Presence" has made her a fan-favorite in the SWF, but her unique submissions and impressive ground-game are a real highlight. Her greatest weaknesses are the same as with most grapplers: A lack of range and the lack of a reliable way to get close to projectile-happy opponents.
  71.  
  72. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  73.  
  74. >BASIC THROWS:
  75.  
  76.  
  77.  
  78.  
  79. >COMMAND MOVES:
  80.  
  81.  
  82.  
  83.  
  84. >SPECIAL MOVES:
  85.  
  86. Calming Waves Dash (Tsuyako ducks down low in a crouch, then dashes forward with a motion that looks similar to Kazuya/Heihachi Mishima's "Mist Step" dash from Street Fighter Cross Tekken. While the normal version goes under certain projectiles, the EX Version / Critical Rolls allow Tsuyako to muscle through most ground-skimming projectiles.)
  87.  
  88. Rising Tide (During Calming Waves Dash)
  89.  
  90. (During Calming Waves Dash)
  91.  
  92. (During Calming Waves Dash)
  93.  
  94. (Near Opponent)
  95.  
  96. Corkscrew Dropkick (
  97.  
  98. >DESPERATION MOVES:
  99.  
  100. Flying Squirrel Combo Pin (Tsuyako throws out a short combination of punches & kicks, then flips up and over the opponent and transitions into a Greco-Roman Pin-Fall. If Tsuyako can pin the opponent down long enough to reach a referee/fan count of "3", the opponent automatically loses the match similar to Shermie's "Shermie Flash" DM. However, if the first hit doesn't connect Tsuyako will stop the attack completely.)
  101.  
  102. Okinawan Destroyer (During Flying Squirrel Combo Pin) (Instead of doing her usual acrobatic pin-fall, Tsuyako kicks the opponent in the gut before getting a running start. From there, she grabs & flips over the opponent before using her bodyweight to land a Double-Underhook Front-Flip Piledriver. This option does quite a bit more damage than the usual pin-fall, but Tsuyako will get a negative crowd reaction and her "Momentum" [IE her Ki Gauge] drops considerably...)
  103.  
  104. Horikawa Fisherman's Lock (Near Opponent/Near Downed Opponent's Legs) (Tsuyako drops down into a stance reminiscent of her "Calming Waves Dash", then tackles the opponent's lower half. From there, she transitions into a highly complex submission. [Said submission is a modified, inverted, reverse Figure-Four Leglock variation that has Tsuyako cross one of the enemy's legs over the other and stand on the crossed leg, then takes hold of the free leg as she lays down on her back. Doing this raises the opponent's legs up into the air, causing quite a bit of pain to the legs and lower back]. She can also grab the opponent's legs from any hard knockdown if close enough, but it's fairly risky to perform and leaves her wide open to counter-attacks if it misses. Critical Rolls increases the range and the invincibility on start-up.)
  105.  
  106.  
  107. >CLIMAX MOVE:
  108.  
  109. The Eye of The Storm (Near Opponent/Near In-Air Opponent) (Basically a bootleg copy of Brock Lesnar's "F-5". Tsuyako can also grab in-air enemies with this move if they're close enough to her, but it must be timed correctly and she takes a small amount of damage while transitioning into the Torture Rack-like set-up of this move. Critical rolls increase the range and the amount of Auto-Guard on start-up.)
  110.  
  111. ================================================================
  112.  
  113. IV.
  114.  
  115. Full Name: Andrew Commodore Draco
  116. Birthday/Age: October 31st, 28 Years old
  117. Height: 6'2"
  118. Weight: 205 Lbs
  119. Blood type: AB
  120. Birthplace: Southtown, USA
  121. Family/Relatives: Commodore (Father, Deceased), Tommy (Brother, Deceased), Ian (Uncle), Jessica (Mother)
  122. Occupation: Professional Racing Car Driver
  123. Likes: "A lot of things"
  124. Dislikes: "A lot of things"
  125. Hobbies: Photography, Writing, Bowling, Golf
  126. Favorite Food: None in Particular
  127. Forte in Sports: Baseball
  128. Favorite Music: "Whatever my friends are blasting"
  129. Special Skill: "Like I'd know that."
  130. Most Unpleasant: Nothing
  131. Personal Treasures: An antique Winchester Rifle, A helmet his father wore while in the USAF, his "Baby Borg" trophy
  132. Weapons: "Whatever I can find I guess..."
  133. Fighting Style: "Like I have one."
  134.  
  135. >Andrew Draco has seen too much shit in his life to properly talk about it here.
  136.  
  137. >As part of physical therapy from a near-fatal accident, Andrew began to learn Martial Arts and lucked into getting in on the ground floor of what would later become known as "Blood Aikido". Uniquely, Andrew mastered both the Offense-oriented and Defense-oriented sides of the curriculum to help temper his wild, brawling tendencies. As such, Andrew seems to be a "Jack of All Trades; Master of None" kind of fighter with attack counters, a pseudo-projectile, a true Anti-Air and even a command grab... However, he seems to have trouble fighting in front of large crowds of people and has had issues with dealing with his "Survival Instincts" kicking in at the wrong time.
  138.  
  139. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  140.  
  141. Andrew Draco's Moveset:
  142.  
  143. >THROWS:
  144.  
  145. DRACO Suplex (Draco grabs the opponent by the throat/collar of their shirt, then lifts them up and slams them back to the ground in in a grab similar of those found in Commando SAMBO.)
  146.  
  147. [OPEN SLOT]
  148.  
  149. >COMMAND MOVES:
  150.  
  151. Twin Kicks (Draco does a pair of successive kicks that look curiously close to "Young Geese's" Double Kicks attack from Art of Fighting 2 & KOF Neowave. Though he can be swept from out under his feet if this attack is blocked, while "Powered Up" his lower half can only be hit by certain sweeps and is completely "Safe" if blocked.)
  152.  
  153. Send'em Home Slide (Draco drops down low into foot-first slide similar to that of a baseball player, hitting the opponent's feet/shins/ankles. This attack can be done while running for greater range and can completely evade certain projectiles [Athena's Psycho Ball, Mai's Kachousen, K-Dash's Trigger & Shoot etc. etc.] and attacks, but it is unsafe if blocked.)
  154.  
  155. [OPEN SLOT]
  156.  
  157. >SPECIAL MOVES:
  158.  
  159. Wind Cutter (Draco throws an arm up into the air fast enough to create an after-image that can cut enemies to ribbons. "Weak" versions of this move can be used to create Jump-In combo opportunities, but "Strong" versions have better stun damage. EX Version / Critical Rolls have Draco use both arms with this attack, creating an even larger, faster pseudo-projectile.)
  160.  
  161. Sawblade Uppercut (Draco jumps into the air with an uppercutting palm that creates another "Cut" through the air. The "Strong" version works better as a true anti-air attack, but the "Weak" version can act as an overhead as well as cross-up opponents if timed & positioned properly.)
  162.  
  163. Gold-Glove Catch (High-Hitting Attack Counter. Draco holds his hands up, then grabs the opponent's fist or leg and flips backwards with them, transitioning into a Pro-Wrestling-style "Powerslam". EX Version / Critical Rolls increase the damage slightly, but also allow Draco to catch opponents during Desperation/Climax Moves.)
  164.  
  165. Devil's Fist (During Devil's Grab) (Draco intercepts either a punch or a kick with one hand, lands a quick punch to the chest/midsection/groin depending on the opponent's size with the other. With the EX Version / Critical Rolls this counter-attack can "Splat" enemies up against a wall if used close enough to one, resulting in a hard knockdown or a combo opportunity.)
  166.  
  167. Devil's Grab (Mid-Hitting Attack Counter. Draco intercepts either a punch or a kick with one hand, then grabs and tosses the opponent to the other side. This attack is particularly useful in trapping an opponent into the corner of a stage, but risky if it misses or if the opponent breaks out of the "Dizzy" state and counter-attacks. EX Version / Critical Rolls increase the damage slightly, but also allow Draco to catch opponents during Desperation/Climax Moves.)
  168.  
  169. Diamond Wall Catch (Low-Hitting Attack Counter. Draco takes a hit to the legs/shins/torso depending on the size of the opponent, then transitions into a Half-Nelson Choke Suplex. EX Version / Critical Rolls increase the damage slightly, but also allow Draco to catch opponents during Desperation/Climax Moves.)
  170.  
  171. Pay-Up (Draco grabs his opponent by the throat/shirt collar, opening up a small window for a follow-up attack. The opponent can break out of this hold after a few seconds though.)
  172.  
  173. Catch & Release (During Pay-up) (Draco pulls the opponent closer to him, then lets go, slightly staggering them and doing a small amount of damage. While this can naturally occur if Draco stays in "Pay-Up" long enough without doing any other actions, it is primarily used to set up a 50/50 guessing game or an ambiguous cross-up.)
  174.  
  175. Lights-Out Combo (During Pay-Up) (Draco headbutts the opponent, knees them in the stomach and throws out a Lariat to knock them down to the ground. EX Version / Critical Rolls guarantee a "Hard Knockdown", setting up various "50-50"/"Okizeme" strategies.)
  176.  
  177. Clydesdale Kick (During Pay-Up) (Draco delivers a strong kick to opponent's stomach, rocketing them away from him. While the opponent can "Recovery Roll" back onto their feet from this attack if given enough distance, if positioned properly they will "Splat" up against a wall, resulting in a hard knockdown or a combo opportunity. EX Version / Critical Rolls garuntees the "Wall-Splat" effect.)
  178.  
  179. Over-The-Shoulder Throw (During Pay-Up) (Draco throws the opponent over his shoulder in a motion similar to the. Though this doesn't deal much damage [Slightly more than a normal throw], it can be used to get out of the corner and set up a 50/50 Cross-Up or land a follow-up attack.)
  180.  
  181. Four Across (Near Downed Opponent's Head) (Draco punches the opponent in the face for extra damage. Though fairly risky to perform, it can be easily combo'd into from a Lights-Out Combo or a Overhand Throw that leaves the opponent backed into a corner. However, Draco is left wide open if this move misses, as he takes a slight amount of damage from punching the ground and takes time to recover from nearly breaking his hand.)
  182.  
  183. The Boot (Near Downed Opponent's Torso) (Draco kicks the opponent in the ribs/stomach for extra damage. This move can be hard to land correctly at times depending on the size of the opponent, but the damage it does is considerable enough to attempt using it often. However, Draco is left wide open if this move misses, as he takes a few moments to fully recover his balance.)
  184.  
  185. >DESPERATION MOVES:
  186.  
  187. Typhoon Cutter (Draco rapidly throws Wind Cutters one after the other, their energy forming into a huge, slow-moving projectile. Though this move can be used from far away to set up jump-in opportunities, guessing games or cause "Guard/Chip Damage", if the opponent is close enough to Draco's hands it can hit multiple times before the projectile is formed for even more damage [Similar to some versions of Billy Kane's " " DM]. Draco can also hold this attack back for a few seconds before firing it at the opponent.)
  188.  
  189. Hell's Gate (Draco raises his arm to the sky, then slams his fist down making a red spire of energy come out of the ground. While the animation on start-up looks like a nod to the "Rage Explosion" from the Samurai Shodown series, this attack is functionally closer to Akuma's "Kongou Kokuretsu Zan" from Street Fighter III: Slow on start-up, but practically invincible from jump-in attacks and/or attacks directly above Draco.)
  190.  
  191. >CLIMAX MOVE:
  192.  
  193. Deadly Rave (Draco rushes towards the opponent, landing up to 14 different punches & kicks before delivering a big Ki blast. Critical Rolls can increase the damage and also the invincibility of this move on its start-up, but Draco will stop the attack completely if the first hit is blocked.)
  194.  
  195. ================================================================
  196.  
  197. V.
  198.  
  199. Full Name: Jean-Claude Gabriel
  200. Birthday/Age: Unknown
  201. Height: 5'11"
  202. Weight: 170 Lbs
  203. Blood type: Unknown (Rumored to be Bombay Blood)
  204. Birthplace: Montreal, Quebec, Canada
  205. Family/Relatives: Bertrand (Father), Jacqueline (Mother), Georges (Cousin)
  206. Occupation: Claims to be unemployed
  207. Likes: Playing the Piano, Painting, Travelling
  208. Dislikes: Poorly-prepared food,
  209. Hobbies: Studying Philosophy, Astronomy & Astrology, Cooking
  210. Favorite Food: "Chinese Lobster Ravioli"
  211. Forte in Sports: Modern Pentathlon
  212. Favorite Music: Classical
  213. Special Skill:
  214. Most Unpleasant: Nothing
  215. Personal Treasures: His collection of rare/unusual weapons, A portrait of an ancestor
  216. Weapon(s): A Rapier
  217. Fighting Style: Gabriel School of Combat
  218.  
  219. >"The real power behind the throne" (So-to speak), Jean-Claude Gabriel's past is shrouded in mystery, though he's currently noted for being the world's richest bachelor and having an almost supernatural ability to fight. Looking to use Kazunori "The Wind" Kazahaya as a pawn to control South Town's shadier elements, Gabriel had hoped to host a KOF tournament of his own based around the city. When that fell through through Antonov's dealings, he began to set dealings in motion to join the 14th KOF as a participant, albeit using his trusty rapier rather than bloodying his bare hands.
  220.  
  221. >Though he rarely fights, Jean's unique fencing style has may roots in the Spanish art of Destreza, but has more recently introduced elements of the style made famous by the wandering noblewoman Charlotte Christine de Colde from the 16th century as well as an unnamed historical figure in Gabriel's family's history (Rumored to be the infamous general Golba of the lost country of Lesphia.
  222.  
  223. >As a result, his movements and abilities are unique compared to nearly every KOF combatant in recent memory, though some claim that his fencing is just a front for an even more powerful force residing inside of his body...
  224.  
  225.  
  226. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  227.  
  228.  
  229. >UNIQUE MOVEMENTS:
  230.  
  231. Apollo's Dash (Uniquely, Jean cannot run towards opponents. However, his step-dash is a fairly effective replacement, allowing him to close the distance between himself and the enemy particularly fast. There is a slight recovery delay after doing this, however.)
  232.  
  233. Sea of Tranquility (Unlike other fighters, Jean does not use "Recovery Rolls". However, he can stop in place and dodge attacks with a technique that shares many similarities with the "Incursion Aversion" from KOF 98's Extra Mode while looking a lot like Laurence Blood's "Ole!" Dodge from Real Bout Fatal Fury 2.)
  234.  
  235. >THROWS:
  236.  
  237. Lambda Orionis ( )
  238.  
  239. Iota Orionis ( )
  240.  
  241.  
  242. >COMMAND NORMALS:
  243.  
  244. Alpha Orionis ( )
  245.  
  246. Beta Orionis ( )
  247.  
  248. Gamma Orionis ( )
  249.  
  250.  
  251. >SPECIAL MOVES:
  252.  
  253. Claude's Hold (Special Stance) (Jean holds his sword horizontally so that the tip is caught between the fingers of his free hand, then starts to apply force to sword's hilt. By bending the sword and storing potential energy in it, Jean can achieve a metal spring-like effect and create incredibly fast slashes out of this stance.)
  254.  
  255. Delta Orionis (During Claude's Hold) (Jean turns his back to the opponent, then spins around and lunges forward with his sword. This move functionally acts similar to Balrog/M.Bison/Boxer's "Turn Punch" from Street Fighter, as it can be timed to pass through attacks. Critical Rolls/"Powered Up" versions of this move increase the window of invincibility to pass through attacks as well as the speed of the move itself, leading to counter-hit opportunities. The "Weak" version is easier to combo into and out of, but the "Strong" version does an impressive amount of stun damage.)
  256.  
  257. Epsilon Orionis (During Claude's Hold) (Jean flips over the opponent and applies an aerial slash before landing on both feet. Particularly useful in getting out of the corner of a stage, Critical Rolls increase the size of the after-affect of the slash, creating cross-up opportunities as well as "Vortex" mind-games from a hard knockdown.)
  258.  
  259. Jean's Hold (Special Stance) (Jean drives his sword into the ground, then starts to apply force to sword's hilt by leaning forward on it while performing a Unique Taunt. By bending the sword and storing potential energy in it, Jean can achieve a metal spring-like effect and create incredibly fast slashes out of this stance.)
  260.  
  261. Zeta Orionis (During Jean's Hold) ( )
  262.  
  263. Kappa Orionis (During Jean's Hold) (Jean sweeps the blade of his sword up in a vertical path to hit the enemy. While this is useful as an anti-air move and is one of Jean's fastest special moves, it lacks the range or priority of a more traditional uppercut.)
  264.  
  265. Versailles Flount (Jean dashes towards opponent, striking repeatedly with his sword. This attack can be "Chained/Rekka'd" up to 3 times in a row and can cause a "Hard Knockdown" on the last hit.)
  266.  
  267.  
  268. >DESPERATION MOVES:
  269.  
  270. Gabriel Dive Combination (Jean gathers energy into his free hand, then lunges forward with his sword. If the attack connects, Jean follows up with an uppercut with his enenrgized hand, then a diving horizontal slash, a vertical slash to pop the opponent back up into the air, and finally a double kick while in the air.)
  271.  
  272. Crystal Versailles Combination (Jean flings a rose at the opponent, then does a close hexagonal slash. If the slash connects, Jean then rapidly traces out the image of a rose with his sword, the opponent taking a hit with each "Trace" which appears before finishing with an "Kappa Orionis" uppercut that scatters the petals.)
  273.  
  274.  
  275. >CLIMAX MOVE:
  276.  
  277. Blood-Thirsty Pride (Jean sheaths his sword and switches to a unique, bare-handed moveset for the rest of the round or until KO'ed.)
  278.  
  279. ==================================================================================
  280.  
  281. VI. "G-Mantle"
  282.  
  283. Full Name: G-Mantle
  284. Birthday/Age: Unknown
  285. Height: Unknown
  286. Weight: Unknown
  287. Blood type: Unknown
  288. Birthplace: Unknown
  289. Family/Relatives: Unknown
  290. Occupation: Poltergeist
  291. Likes: Roses,
  292. Dislikes:
  293. Hobbies: Travelling
  294. Favorite Food: Unknown
  295. Forte in Sports: Chess-Boxing
  296. Favorite Music: Opera
  297. Special Skill:
  298. Most Unpleasant:
  299. Personal Treasures:
  300. Weapons: Roses
  301. Fighting Style: "Phantom Boxing"
  302.  
  303. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  304.  
  305. >THROWS:
  306.  
  307.  
  308.  
  309.  
  310. >COMMAND NORMALS:
  311.  
  312.  
  313.  
  314.  
  315. >SPECIAL MOVES:
  316.  
  317. Phantom Pain (G-Mantle launches a rushing right punch to the midsection of the enemy, functionally similar to Yashiro Nanakase's "Jet Counter". However, depending on whether it's a "Weak" or "Strong" attack, G-Mantle can create an after-image of himself attacking the opponent [Similar to Chizuru Kagura's special attacks]. The "Weak" version turns this attack into a Psuedo-Projectile and leaves G-Mantle open to jump-in attacks, while the "Strong" version sends G-Mantle himself forward and makes him vulnerable to attacks if blocked.)
  318.  
  319. (During Phantom Pain) (Depending on which punch is used, G-Mantle either hops bak and away from the opponent (Weak following "Weak" Phantom Pain), a ducking body-blow that acts as an overhead on hit (Strong following "Weak" Phantom Pain), an extended standing right Uppercut that can juggle the opponent on-hit (Weak following "Strong" Phantom Pain) or lands a straight right punch to the opponent's head that has some knock-back on hit (Strong following "Strong" Phantom Pain)
  320.  
  321. G-Shoot (G-Mantle seemingly taunts the opponent by producing a small cluster of roses from out of thin air, holds them against his face to smell them, then throws the roses towards the opponent's feet. Depending on how long G-Mantle smells the roses and/or Critical rolls, his next attack has the potential to deal up to 50% more damage if it lands. It also can be used to create a natural cross-up or 50/50 opportunity against certain opponents.)
  322.  
  323. ( )
  324.  
  325. Phantom Silhouette (G-Manle's body turns into a shadowy silhouette with almost-glowing red eyes. If struck with a physical attack of any type [including certain Special Moves/DMs] in this state, he performs a 3-hit autocombo on the opponent. Once active, this attack can be cancelled into a DM/SDM off of any hit, but Jean can be thrown or hit with a projectile to cancel the entire attack if the first hit is blocked. EX Version / Critical Rolls make G-Mantle perform a 5-hit autocombo that has some "Auto-Guard" on start-up.)
  326.  
  327. Rose Hurricane Kick (G-Mantle throws himself foot-first at the opponent in a kick combination that looks suspiciously like an older version of Ryo Sakazaki's Hien Shippu Kyaku. The range on the "Weak" Version isn't that great, but the "Strong" Variant can reach from farther away than most would expect. Both versions act as "Overhead" attacks and G-Mantle is invulnerable to most sweeps or low-hitting attacks during this move. EX Version / Critical Rolls can make this attack pass through ground-skimming projectiles.)
  328.  
  329.  
  330. >DESPERATION MOVES:
  331.  
  332. Phantom Breaker Combination (G-Mantle launches a string of punches similar to a "Dempsey Roll" at the opponent before finishing his flurry with a fast, lunging punch to the face. While this DM has a fast start-up, causes good chip damage and is easy to combo into, it's range is lacking and the damage is somewhat average.)
  333.  
  334.  
  335. ( )
  336.  
  337.  
  338. >CLIMAX MOVE
  339.  
  340. 720 4th-Dimension Phantom Breaker Combination (Near Opponent) (G-Mantle stabs his right hand into the opponent's body, lifts him/her up into the air while several after-images of himself land incredibly fast "Dempsey Roll" punches from different directions as G-Mantle stands in place laughing, then finally finishes this move with an explosion shaped like a Rose. While extremely powerful, it's short range technically qualifies it as a command-grab, it is quite difficult to combo into and it can be blocked normally.)
  341.  
  342. =============================================================================
  343.  
  344. VII.
  345.  
  346. Full Name: Kazunori Kazahaya AKA "The Wind"
  347. Birthday/Age: Unknown
  348. Height: 6'2"
  349. Weight: 220 Lbs
  350. Blood type: A
  351. Birthplace: Sapporro, Hokkaido, Japan
  352. Family/Relatives: Unknown
  353. Occupation: "Racontuer"
  354. Likes: Tailored Clothes, Dancing with his crew
  355. Dislikes: "Player-Haters", Pre-made DJ Set-lists, going to Japan
  356. Hobbies: Collecting Rare Books, Making Music
  357. Favorite Food: Kimchee
  358. Forte in Sports: Parkour
  359. Favorite Music: "Everything"
  360. Special Skill: ?
  361. Most Unpleasant: Nothing
  362. Personal Treasures: His Sunglasses
  363. Weapons: None
  364. Fighting Style: Various Chinese Martial Arts
  365.  
  366. >Most bits of major personal information regarding the true identity and past of Kazunori "The Wind" Kazahaya is either hearsay, rumor, speculation or in classified documents currently being held by The South Town Police Department. What is known is that Kazahaya is thought to be the largest single property owner in South Town's "China Town" district and owns several prominent businesses. He is also rumored to be involved with major local Drug-Smuggling, Gun-Running and Racketeering outfits as well as being the head of several small & mid-sized gangs, most notably "The Waifus" who are sometimes seen as his private security detail.
  367.  
  368. >How he hasn't been arrested is anyone's guess, but some leaked information suggest that "The Wind" (A play on the meaning of his last name) may in fact be a front for a larger organization that's bribing the local police force for his protection. Beacuse of this, Kazahaya carries a care-free attitude and has become a bit of a local bon-vivant & playboy; He's been repeatedly seen around town going to-and-from several expensive apartment buildings with a crew of suited men & women.
  369.  
  370. >Though he rarely fights, Kazahaya has an energetic and almost untrained-looking style of fighting that mixes several schools of Chinese Martial Arts together along with subtle influences from break-dancing & parkour into a hyper-kinetic style that preys on the cautious by tricking opponents into expecting the wrong thing. However, though he fashions himself as a master of mind-games, rumor has it that this is dependent on his mood and sometimes Kazahaya will attack with a more direct form of Jeet Kun Doe in more "Serious" fights.
  371.  
  372. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  373.  
  374.  
  375. =============================================================================
  376.  
  377. VIII.
  378.  
  379. Name: Katja Hartkern AKA "Big Black Thunder"
  380. Birthday/Age: August 10th, 29 Years old
  381. Height: 6'
  382. Weight: 163 Lbs
  383. Blood type: B
  384. Birthplace: Sydney, Australia
  385. Family/Relatives: Unknown Father (M.I.A.), Manya (Mother, Deceased), "Katherine Hart"(Sister, M.I.A.)
  386. Occupation: "Karate Vagabond"
  387. Likes: Motorcycles, Making new friends, Fighting
  388. Dislikes: Bill Collectors, 'Stuck-Up' People, Traffic Jams
  389. Hobbies: Swimming, Modelling, Scuplting with clay
  390. Favorite Food: "Favorite?"
  391. Forte in Sports: Soccer (Center Forward)
  392. Favorite Music: Classic Rock & Roll
  393. Measurements: 96-62-98cm
  394. Special Skill: Able to learn new moves/techniques rapidly
  395. Most Unpleasant: "Going to a hospital's Emergency Room more often than not"
  396. Personal Treasures: A Stuffed Koala Bear from her Mother, a Hat from her Father
  397. Weapons: None
  398. Fighting Style: Personal Fighting Style
  399.  
  400. >One of two sisters of a couple who worked with a research facility, Katja Hartkern was born in a bio-laboratory using advanced genetic engineering techniques NESTS would later use in their "Kyo Clones" project. Before both Katja and her sister "Katherine"' were created, her "Mother" Manya worked as a geneticist for the NESTS Syndicate, researching ways to genetically enhance their active soldiers so that they would truly go unopposed in their quest for world domination. After witnessing several acts of cruelty & violence firsthand, however, she fled the syndicate and created a secret underground R&D lab where the fruits of her research would be used to create an army of "Ultimate Soldiers" capable of deposing NESTS and freeing it's indoctrinated members.
  401.  
  402. >Her operation was soon discovered, however, and she was killed along with her lab destroyed. There was initially thought to be only one survivor from this: Katja. Jettisoned from the lab by the last action of Manya, the pod containing her burst through the sand on the surface where it was only discovered several months after Katja was already living in Sydney, Australia with a head full of half-cooked memories.
  403.  
  404. >Katja's travels ultimately lead her to South Town where she would spend five years learning the ins and outs of Kyokugenryuu Karate before being ousted from classes over acrimonious charges by Kyokugen founder Takuma Sakazaki. Untroubled by his actions, Katja would go on to win "The King of Fighters: Infinite match" before saving the world from the clutches of a reincarnated deity of destruction at the tournament's end, nearly wiping her memory from existence entirely...
  405.  
  406. >Katja's fighting style has greatly evolved over the course of her life; Initially little more than the "Sparrow Branch" of Kyokugenryuu Karate, Katja's power would rise sporadically and ultimate manifest in electricity after getting struck by lightning. Now her moveset has several unique personal touches as well as some techniques taken from rival dojos.
  407.  
  408.  
  409. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  410.  
  411. Katja Hartkern's Moveset:
  412.  
  413.  
  414. >BASIC THROW
  415.  
  416. Oni Otoshi (Big Black Thunder 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.)
  417.  
  418. Raijin no Hatsugane (Big Black Thunder 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. Critical Rolls increases the number of hits this throw can land [up to 7 total].)
  419.  
  420. Oni Fuusha (In-Air Only) (Big Black Thunder the opponent with what appears to be a traditional "Judo Flip" throw, but then pulls them down to the ground and while rolling along the ground, plants her foot in the torso of the opponent before kicking/pushing them upward and back away from her.)
  421.  
  422.  
  423. >COMMAND NORMALS
  424.  
  425. Asura Chop (A traditional "Karate Chop" that hits twice and can act as an overhead on crouching opponents. While this move can be used in combos, it will lose its overhead properties.)
  426.  
  427. The Widow-maker (Big Black Thunder lifts her feet up and makes a downward "Axe Kick" to the skull of her opponent. While this is effective as a vortex tool and acts as an overhead, it cannot be combo'd out of.)
  428.  
  429. Electric Slide (Big Black Thunder 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 is very good as a combo starter.)
  430.  
  431. Kowloon Frog Kick (Big Black Thunder does a quick, hopping kick. While not particularly effective on its own, this move can come in handy during certain combinations.)
  432.  
  433. Thrust Punch (A punch that now mimics the motion of Ryo Sakazaki's "Chou Hichigeki" DM, but is far, far less powerful. It has decent priority over other attacks and can be cancelled into a Ha'oh Raijinken/Kohou/Raijin Dash, but leaves Big Black Thunder open if blocked and automatically knocks the opponent down if it connects without cancelling into a special move.)
  434.  
  435.  
  436. >SPECIAL MOVES
  437.  
  438. Ha'oh Raikou Ken (A short-range Electric "Projectile". Functionally, it acts like Benimaru Nikaido's "Raijinken" in that it it doesn't actually leave Big Black Thunder's hands and can trade/nullify other projectiles. The "Weak" version is easier to combo into, but the "Strong" version causes greater stun damage. The EX Version / Critical Rolls create a much bigger "Projectile" that's 4 hits when used up close to the opponent and can stop some shallow jump-in attacks.)
  439.  
  440. Raijin no Mugetsu (During Ha'oh Raikou Ken) (Big Black Thunder uses her other arm to shoot the ball of electricity out of her hand towards the opponent. The "Weak" Version travels slowly across the stage and can set up a 50/50 opportunity, while the "Strong" version travels faster and has a greater knock-back effect on hit.)
  441.  
  442. Ko'hou (A classic "Dragon Punch" Uppercut. The "Weak" version hits twice while the "Strong" version is 3 hits with a small electricity effect around Big Black Thunder's hands. EX Version / Critical Rolls of this move is two chained uppercuts [5 hits total] that have a much larger electricity effect [Similar to Ken's Fierce "Shoryuken" from Street Fighter III: Third Strike].)
  443.  
  444. Tatsumaki Shippu Kyaku (A Whirlwind Kick that advances towards the opponent. It can be "Chained/Rekka'd" up to 3 Times in a row, with the "Strong" version creating a small trail of Electricity off of each hit and causing a hard knockdown. Interestingly, the EX Version / Critical Rolls cannot be chained, but is 4 hits and can juggle the opponent for further combo opportunities.)
  445.  
  446. Hashiru no Raijin (An advancing dash that can be used to close in on the opponent, as well as change Big Black Thunder's positioning if backed into a corner. It functions similarly to Athena Asamiya's "Psychic Teleport" or Akuma's "Asura Senkuu" while looking closer to Rock Howard's "Rage Run" or Violent Ken's "Rasetsu Kyaku"; However, The recovery time after this move is performed opens Big Black Thunder up to attacks.)
  447.  
  448. Bakurai Ken (During Raijin Dash) (A string of incredibly fast, Boxing-Style Punches that acts somewhat like Ryo Sakazaki's "Zanretsuken" attack. It can be done to advance towards the opponent or punish a mistake/the recovery of certain attacks; However, this move can be knocked out of by low sweeps as the recovery of the dash isn't safe and Big Black Thunder will stop after the first puch if blocked.)
  449.  
  450. Enrai Kyaku (During Raijin Dash) (A standing string of kicks. It acts very similarly to Robert Garcia's "Zanretsukyaku" attack. It's particularly effective for creating a possible "Vortex" situation if timed correctly on a downed enemy; However, this move can be knocked out of by low sweeps as the recovery of the dash isn't safe and Big Black Thunder will stop after the first kick if blocked.)
  451.  
  452. Saifa Raikou Ken (In-Air Only) (Big Black Thunder stops in the air for a moment and then comes down at a 45 degree angle with an electrified energy shield in front of her [Similar to Rugal Bernstein's "Dark Smash" from Capcom Vs. SNK 2]. 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 Big Black Thunder vulnerable to anti-air counter-hits if used too close to the opponent.)
  453.  
  454.  
  455. >DESPERATION MOVES
  456.  
  457. Fuujin to Raijin no Tenshouken (A Near-Vertical Uppercut that spins Big Black Thunder around fast enough to carry her through the air much higher than normal, hitting the opponent up to 15 times. Though it can stop Jump-In attacks if properly timed and is easily comboable, the damage overall is fairly average unless it's used on its own or as a counter-hit.)
  458.  
  459. Sho-mei'o Katja (AKA "Lightning Queen Katja" AKA "GODDESS OF THUNDER") (A power-up move. It deals an OK amount of damage to enemies if they're close enough during the initial start-up and can allow certain attacks to pass through Big Black Thunder or get nullified. It's main benefit is the fact that once active, it increases all attributes by up to 50% [Rounded Down] for a limited amount of time as well as slowly build Ki [Meter]. However, Big Black Thunder will take the full damage of any and all attacks she blocks during this state.)
  460.  
  461.  
  462. >CLIMAX MOVES
  463.  
  464. Inazuma no Hakai (While in Sho-mei'o Katja) (Big Black Thunder dashes towards the opponent with a "Raijin Dash", then grabs them. If this move successfully connects the screen goes dark, hitsparks fly everywhere and Big Black Thunder drops out of the sky to land a skull-crushing final blow [15 hits total]. Though this Climax Attack is quite fast and the teleport-like dash can reach from relatively far away, Big Black Thunder 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 Ukemi and it can't hit opponents that have already been knocked down.)
  465.  
  466. [OPEN SLOT]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement