Jab’s Builds! (Beaker! Sam Eagle! Miss Piggy! The Swedish Chef!)

Where in all of your character write ups will go.
Jabroniville
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Toji Sakata

Post by Jabroniville »

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TOJI SAKATA
First Appearance:
Fatal Fury: Wild Ambition (1999)
Game Appearances: Fatal Fury: Wild Ambition only
Role: Cranky Old Man
PL 7 (98)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 0

Skills:
Acrobatics 5 (+10)
Athletics 8 (+10)
Expertise (Martial Arts) 7 (+8)
Insight 2 (+5)
Perception 2 (+5)

Advantages:
Defensive Attack, Equipment (Club Fan +1), Improved Critical (Unarmed, Club) 2, Improved Critical (Double-Whammy), Improved Critical (Judo Flip), Ranged Attack 2

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
Features 1: May Add Special Move Damage to Fan Attacks [1]

"Spinning Judo Flips" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2) -- [3]
  • AE: "Double-Whammy" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +11 (+2 Damage, DC 17)
Fan Club +11 (+3 Damage, DC 18)
Special Moves +9 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Fighting & Challenges)
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 52 / Skills: 24--12 / Advantages: 8 + 11 / Powers: 4 / Defenses: 12 (98)

-Toji & Tsugumi debuted in Fatal Fury: Wild Ambition (the 3-D Fighting Game with graphics that now look more dated than the FIRST generation of SNK games, thanks to Polygon graphics not generally aging well), being YET ANOTHER OLD GUY added to the series. This one looked a bit more bad-ass, though- like a nasty, scarred veteran. He was the best friend & rival of Tatsumi Suo, the master of Geese Howard. Having long-since retired, he found the old fire lit inside him once more when he heard that Geese Howard was active with his new legendary fighting style. I actually dig origins like that- all about the desire to compete and be the best, not trying to raise money for your stupid restaurant or cooking oil company or whatever. In any case, he's a one-shot character who never mattered, so he's low-level.
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L-Space
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Re: Andy Bogard

Post by L-Space »

I know it's already been said, but Geese Howard is like the epitome of badass. One of the top fighting game bosses of all time. I also, just really liked his look. It's simple and basic, but that just makes him stand out among the SNK crowd.
Jabroniville wrote: Fri Nov 08, 2019 6:38 am Image
I really dig this outfit for Andy.
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Formerly luketheduke86
Jabroniville
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Re: Jab’s Builds! (Duck King! Raiden! Billy Kane! Geese Howard!)

Post by Jabroniville »

L-SPACE!!! I knew if I guilted you enough on Facebook, you'd come by :).
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Tsugumi Sendo

Post by Jabroniville »

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TSUGUMI SENDO
First Appearance:
Fatal Fury Special: Wild Ambition (1998)
Game Appearances: Fatal Fury: Wild Ambition only
Role: Another Freaking SNK Teen Girl Character, Tiny Pro Wrestler
PL 7 (84)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 6 (+11)
Athletics 8 (+10)
Close Combat (Unarmed) 4 (+12)

Advantages:
Improved Critical (Unarmed), Improved Critical (Lariat), Improved Critical (Tsugumi Suplex)

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Tsugumi Suplex" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2) -- [3]
  • AE: "Lariat" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +12 (+2 Damage, DC 17)
Special Moves +10 (+4 Damage, DC 19)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +4

Complications:
Motivation (The Fight)- Curious about all the different fighting styles around her, Tsugumi simply wants to challenge everyone.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 44 / Skills: 18--9 / Advantages: 3 + 11 / Powers: 3 / Defenses: 14 (84)

-A pretty weak character from the 3-D Fighting Game, Tsugumi is just Another Freaking Teenage Girl Fighter, a Japanese teenager who became an exchange student in Southtown- luckily, she has been trained in wrestling, and thus fits right in with a town full of insane street brawlers. At least the "Pro Wrestling" style (something that usually looks better in 3-D, as complicated throws are inherently easier with 3-D characters where you don't have to re-draw 2-D sprites for everyone's moves) is unique to SNK- the rest of her is pretty forgettable. Her stuff is based off of various moves common in Japanese pro wrestling, especially a big wind-up "Lariat!", suplexes, and even a Rolling Sobat (a spin-kick used by Sakie Hasegawa, a female pro wrestler).
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drkrash
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Re: Jab’s Builds! (Duck King! Raiden! Billy Kane! Geese Howard!)

Post by drkrash »

I don't own Wild Ambition, so this is the first character I never heard of.

Koroko, have you played that one? Is it worth hunting down for completionist's sake?
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Re: Jab’s Builds! (Duck King! Raiden! Billy Kane! Geese Howard!)

Post by KorokoMystia »

Sadly I think it's the only Fatal Fury that I haven't played, strangely enough.
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Blue Mary

Post by Jabroniville »

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BLUE MARY (Mary Ryan)
First Appearance:
Fatal Fury 3 (1995)
Game Appearances: Fatal Fury 3, Real Bout FF 1, Special, DM & 2 (all games since debut), King of Fighters '97-2003, KoF XI & XIV (DLC only), KoF XV (66% of series), KOF Maximum Impact Reg.A
Role: Lady Detective
PL 9 (138)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+15)
Deception 4 (+7)
Expertise (Streetwise) 5 (+7)
Insight 3 (+7)
Investigation 6 (+10)
Perception 5 (+9)
Persuasion 2 (+5)
Vehicles 3 (+8)

Advantages:
Agile Feint ("Move Cancels"), Improved Critical (Unarmed), Improved Critical (Vertical Arrow), Improved Critical (Good Night Backbreaker), Improved Critical (Stun-Gun Smasher), Improved Initiative, Ranged Attack 5

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Mary Spider/Good Night Backbreaker" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2) -- [5]
  • AE: "Vertical Arrow" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Mary Snatcher/Stun-Gun Smasher" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Gunshot Super" Blast 6 (Flaws: Tiring) (Reduced Defenses -2) (2)
Offense:
Unarmed +15 (+2 Damage, DC 17)
Special Moves +11 (+5 Damage, DC 20)
Gunshot Super +10 (+6 Ranged Damage, DC 21)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Relationship (Terry Bogard)- The two like each other a lot, but of course most Fighting Game Heroes in Japan tend to be pretty celibate.
Responsibility (Blue Mary's Blues)- When her father and lover/partner (Butch) were killed by terrorists, Mary resolved never to smile again (she wears Butch's leather jacket to this day).
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 74 / Skills: 48--24 / Advantages: 11 + 11 / Powers: 5 / Defenses: 14 (139)

-Introduced to be Terry's love interest in Fatal Fury 3, Blue Mary has gone on to become rather successful, appearing in all the other FF games save Garou, and she pops up in King of Fighters games fairly regularly, albeit in random teams, as she has little storyline position to ally with other characters. She was ultimately in eight KoF games in a row, but missed the first three and two of the end ones before showing up as DLC in KoF XIV. Sadly, she missed out on both Capcom vs. SNK games.

-Blue Mary is a private detective in her debut, coming from a family of cops- however, her father and boyfriend were both killed in a hit by terrorists, giving her a tragic backstory. Inexplicably, she is invited to the '97 King of Fighters tournament, paired off with FF villains Billy Kane & Yamazaki by a mysterious benefactor who turned out to be Geese Howard, who wanted Yamazaki's Orochi blood investigated. Later, in the "NESTS Saga" games, she would join a new "Woman Fighters" team alongside King, Kasumi Todoh & Xiangfei, then Terry's "Lonely Wolves" in 2000 & 2001. Around here, it was said that she fell for Terry, but as usual, the story never moved forward. In 2003, she was with King's team alongside Mai, and in KoF XI, she was with Vanessa & Ramon, also investigating "Those From The Past", the new villains.

-What's interesting is that if you look at her early Game Art, she is BLATANTLY a rip-off of Android 18's design from Dragon Ball Z (then a contemporary thing)- the eye shape, middle-part blonde hair, and even aspects of the outfit are all there- the art makes it much more clear.

-Blue Mary's kind of a middle-ground between the forgotten PL 8s and the elite PL 9s- PL 8.5 is good enough. She actually uses SAMBO as a fighting style- the Russian modification of Jiu-Jitsu that makes her a bit of a grappling nightmare for such a tiny character. And she's one of those oddballs who has a Blast for a Super Move, despite having none in her regular offense.
Last edited by Jabroniville on Mon Jul 24, 2023 8:29 am, edited 3 times in total.
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drkrash
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Re: Jab’s Builds! (Raiden! Billy Kane! Geese Howard! Blue Mary!)

Post by drkrash »

Blue Mary is awesome. I loved the jazz music video at the end of KOF 96
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Sokaku Mochizuki

Post by Jabroniville »

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SOKAKU MOCHIZUKI
First Appearance:
Fatal Fury 3 (1995)
Game Appearances: Fatal Fury 3, Real Bout FF 1, Special, DM & 2 (5/10 games)
Role: The Obsessive Monk
PL 8 (139)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 7 (+13)
Athletics 8 (+10)
Close Combat (Staff) 2 (+13)
Expertise (Monk) 8 (+11)
Insight 4 (+8)
Investigation 3 (+7)
Perception 2 (+6)
Treatment 2 (+5)

Advantages:
Equipment (Bo Staff +1- Split, Reach), Improved Critical (Unarmed, Staff) 2, Improved Critical (Summon Other Self), Improved Critical (Toy Soldiers), Improved Critical (Cane Bash), Improved Initiative, Ranged Attack 6, Ritualist

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
Features 1: May Add Bo Damage to Special Moves [1]
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]

"Weird Buddhist Monk Magic"
"Thunder Demon" Damage 5 (Extras: Area- 30ft. Cylinder) (Reduced Defenses -2) (6) -- [12]
  • AE: "Little Toy Soldiers" Affliction 4 (Strength; Dazed/Stunned) (Extras: Ranged) (Flaws: Limited Degree) (Dim. Range -2) Linked to Blast 3 (Extras: Multiattack) (Reduced Defenses -2, Dim. Range -2) (5)
  • AE: "Shuriken Toss" Blast 2 (Feats: Accurate) (Diminished Range -2) (3)
  • AE: "Summon Other Self" Blast 4 (Reduced Defenses -2) (4)
  • AE: Teleport 2 (Feats: Change Direction) (5)
  • AE: "Energy Being Grab" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Cane Bash Combo" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +11 (+2 Damage, DC 17)
Staff +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Shuriken Toss +12 (+2 Ranged Damage, DC 17)
Thunder Demon +5 Area (+5 Damage, DC 20)
Summon Other Self +10 (+4 Ranged Damage, DC 19)
Toy Soldiers +10 (+4 Ranged Affliction & +3 Ranged Damage, DC 14 & 18)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Motivation (Destroying the Scrolls)- Sokaku is out to destroy the Macguffin Scrolls before the Jin Twins can take over the world, and will stoop to any level to accomplish this.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 68 / Skills: 36--18 / Advantages: 14 + 11 / Powers: 14 / Defenses: 14 (139)

-Sokaku is a rather forgotten character- a Buddhist monk out to destroy the scrolls in Fatal Fury 3 before the Jin Twins can rule the world, but I actually think he's rather neat. I mean, the look is a tad forgettable, but all of his special moves look cool and have uniqueness to them- creating a big Oni Statue Thingie that fires lightning into the sky, throwing out Shuriken at short range (JUST the thing to annoy a "poker" or anyone who likes to play keepaway), and summoning little Toy Soldiers (or Buddhist something-or-others) that latch onto somebody and do damage while keeping them still. He seems like a long-lost Samurai Shodown character, complete with a traditional Japanese song as his theme, his weapon-using, and his overall "medieval outfit & hat" vibe. The character proved successful within the series, appearing in every game until the 3D one & Garou, but never really seemed important to the plot.

-Sokaku has some of the more complex moves in the series- a small Blast, a large Blast, the "Toy Soldiers" Affliction/Blast Multiattack thing, a Cylinder attack and even a TELEPORT, which is ultra-rare in Fatal Fury. Then he throws in a regular Special (leaping in and bashing with his cane a couple of times) and a grab (an energy being grabs the opponent, flies them into the air, and slams them down- effectively still just a "Grab" attack).
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Lao

Post by Jabroniville »

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LAO
First Appearance:
Fatal Fury: First Contact
Game Appearances: Fatal Fury: First Contact Only
Role: Backgrounder, Handheld-Only Guy
PL 6 (70)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 9 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+6)
Expertise (Pirate) 3 (+3)
Intimidation 4 (+5)
Perception 2 (+2)

Advantages:
Improved Critical (Unarmed)

SNK Fighting Style: Accurate Attack, All-Out Attack, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Summon Rising Spirit" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2) -- [3]
  • AE: "Overhead Kick" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +9 (+3 Damage, DC 18)
Special Moves +7 (+5 Damage, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +4

Complications:
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 38 / Skills: 12--6 / Advantages: 1 + 10 / Powers: 3 / Defenses: 12 (70)

-The lantern-jawed Lao is a completely generic design created for a First Contact handheld Fighting Game, and is not a major character otherwise, typically only showing up as a backgrounder. The Real Bout games show him in the openings losing to both Rick Strowd & Li Xiangfei, and jobs to Terry in Garou's opening, too. In his only playable appearance, he's a Secret Character. In the canon, he joins Bonne Jenet's Lillien Knights.
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Re: Jab’s Builds! (Raiden! Billy Kane! Geese Howard! Blue Mary!)

Post by Woodclaw »

Just like Mai and King, Blue Mary got more and more bounce as time passed, at least up until KoF 2000.
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Jabroniville
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Bonne Jenet

Post by Jabroniville »

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BONNE JENET
First Appearance:
Garou: Mark of the Wolves (1999)
Game Appearances: Garou: Mark of the Wolves, King of Fighters XI & XV (13% of series), KoF Maximum Impact 2 & Regulation A
Role: Lady Pirate
PL 8 (125)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 7 (+13)
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+13)
Expertise (Pirate) 7 (+9)
Investigation 3 (+4)
Perception 5 (+6)
Vehicles 2 (+8)

Advantages:
Improved Critical (Unarmed), Improved Critical (The Hind), Improved Critical (Buffrass), Improved Critical (Crazy Ivan/Gulf Tomahawk), Improved Initiative, Ranged Attack 6

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Martial Artist" Strength-Damage +1 [1]
Flight 1 (4 mph) (Flaws: Gliding) [1]

"The Hind- Knee & Skirt Uppercut" Strength-Damage +2 (Inaccurate -1) Linked to Affliction 4 (Toughness; Vulnerable/Defenseless) (Flaws: Limited Degree) (3) -- [5]
  • AE: "Buffrass- Wind Attack" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
  • AE: "Crazy Ivan/Gulf Tomahawk" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
The Hind +11 (+5 Damage & +4 Affliction, DC 20 & 14)
Projectiles +12 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Greed & Excitement)- B. Jenet is a pirate, and out for money & excitement (in fact, she left her wealthy family in order to get some kicks).
Responsibility (The Lillien Knights)- Bonne is the leader of a group of pirates.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 64 / Skills: 34--17 / Advantages: 11 + 11 / Powers: 7 / Defenses: 15 (125)

-B. Jenet is ANOTHER good Garou design (seriously, that game hits a better ratio of Awesome:Suck than Street Fighter III does), this one being sort of a Sexy Pirate thing. Her style is based off of Savate (hey- another one!), and she's only into Piracy for kicks, having been born into a rich family. Her goal: to rob Kain R. Heinlein of his vast fortune- in her ending, she passes out and his mansion burns down, and she declares Terry Bogard to be her "first love". Overall, she proved popular enough to actually appear in King of Fighters XI, being one of VERY few Garou characters to be deemed worthy of a second appearance. She later appears in KoF XV as part of the "Garou Team" DLC. She's kind of an interesting look at how a design as simple as "blonde woman in purple dress" can be affected by simple attitude and the addition of the Jolly Roger symbol on her skirt. Also, the heaving bosoms in many cutscenes, and her garter.


-B.Jenet's moves are simple, but odd- she can attack with her skirt (Crazy Ivan) or use an ax kick (Gulf Tomahawk), do a knee/skirt attack (The Hind) to knock opponents into the air, or shoot tornados.
Last edited by Jabroniville on Mon Jul 24, 2023 8:15 am, edited 1 time in total.
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Kim Kaphwan

Post by Jabroniville »

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KIM KAPHWAN
First Appearance:
Fatal Fury 2 (1992)
Game Appearances: Fatal Fury 2 & Special, Real Bout FF 1, Special, 2, DM & Wild Ambition (missed only 2 of 10), Every King of Fighters Game, Capcom (vs) SNK 1 & 2, SNK (vs) Capcom- SVC Chaos, Neo-Geo Battle Coliseum
Role: Arrogant Taekwondo Guy, Justice-Seeker, Korea-Pleaser
PL 9 (135)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 4 (+15)
Expertise (Law Enforcement) 5 (+7)
Expertise (Martial Arts) 6 (+8)
Insight 4 (+6)
Investigation 3 (+5)
Perception 3 (+5)

Advantages:
Agile Feint, Great Endurance, Improved Critical (Unarmed) 2, Improved Critical (Crescent Moon Slash) 2, Improved Critical (Hi Sho Kyaku), Improved Critical (Flying Swallow Slice), Takedown, Ultimate Insight Check ("Detect Evil People")

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Rising Attacks" Leaping 1 (15 feet) [1]

"Hi Sho Kyaku- Leaping Multi-Kick" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5) -- [8]
  • AE: "Crescent Moon Slash- Overhead Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Flying Swallow Slice- Backflip Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Hakikyaku- Downward Energy Kick" Damage 3 & Dodge +2 (5)
Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Hakikyaku +13 (+3 Damage, DC 18)
Hi Sho Kyaku +15 (+3 Damage & Affliction, DC 18 & 13)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +6, Will +8

Complications:
Motivation (The Law)- Kim is strictly-adherent to the letter of the law, and will punish anyone he sees going anywhere outside of it. He has taken it upon himself to personally oversee the reformation of Choi Bounge & Chang Gentsai.
Weakness (Liquor)- Kim cannot hold liquor very well, as seen in the ending for KoF XI.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 66 / Skills: 42--21 / Advantages: 10 + 11 / Powers: 9 / Defenses: 18 (135)

Kim- Arrogant TKD Master:
-Kim is one of the most-beloved Fatal Fury characters, and debuted in the second game as the World Taekwondo Champ, out to prove himself. It's funny, because I know some people who worship the art (the guy who runs the excellent Fighter's Generation website is a TKD guy), while others just absolutely crap all over it- a friend who was a Kickboxing Titleholder in Alberta said TKD guys were easy to beat, because all you had to look at was their legs- they would only ever throw kicks, and kicks are easily dodged, so you just punch the crap out of them (presumably guys with better training would be better at throwing punches). Others online have said that TKD has watered down its own style by just handing out black belts like water to little kids with minimal training, making it more of a "YMCA" McDojo fighting style than something elite like Kung Fu or Muay Thai. Watching professional TKD is almost HILARIOUS since it's just "concentrated spin-kicking" with guys acrobatically flailing around- most MMA fighters would just tackle them to the floor and annihilate them if they tried any of that. TKD is thus one of the least-respected popular martial arts out there, with almost no crossover into the wider world of MMA or anything- many, many forum posts are of "why is TKD so disrespected?".

-Of course, since Fighting Games have as much to do with real martial arts as Halo does with actual military combat, it fits perfectly to have an arrogant, showy TKD expert as a top character. He joined in FF2, and only missed Fatal Fury 3 before appearing in every single game until the final one, which gave him a PAIR of clones in his head-swapped sons, Dong Hwan & Jae Hoon. Kim is also a giant weirdo, and for decades has been paired up with weird KoF-created characters Chang & Choi, permanently trying to rehabilitate them, only taking a couple years off to ally with Terry & Duck King (as the "Fatal Fury Team"), and another time with Hwa Jai & Raiden (trying to "rehab" two guys who had already gone good). Finally, they gave him a proper "Korea Team" of good-aligned characters.

Why Kim? ... oh. Korea.:
-Kim's popularity is thus kind of a funny thing- most Fatal Fury side-characters were not as successful. Mai was, for obvious reasons. Terry's buddies went with him to most KoF games. But even Billy, Tung Fu, Duck King & others faltered heavily in the non-FF bouts- so why Kim, who has never missed a single mainstream KoF game? Well, I think his traditional style was very well done- he was dressed like every other TKD guy, but did it with STYLE, and stood out in a world of pretty generic designs like Jubei & Axel Hawk, or street fighters like Terry & Billy.

-Also, much as people today snark on gaming and movies going out of their way to appease China for that sweet foreign monies... Kim and his cronies have appeared in every KoF game because "Muh Representation" has ALWAYS been a thing- they are popular in Kim's native Korea. SO popular, in fact, that Capcom, Namco and other countries would join the ass-kissing parade with aplomb, introducing Juri Han in Street Fighter IV and Baek Doo San & Hwoarang in Tekken games, and giving them huge pushes, all to gain market penetration in Korea, which is really, really big on gaming.

Kim's Techniques:
-As a long-running fighter with elite skills and a knack for effortlessly beating down his King of Fighters teammates, Kim deserves full PL 9 status- effectively making him a match for any Street Fighter character. Someone who lasts through basically every Fatal Fury game (his sons are in the final one), and even the King of Fighters series with its more mercurial attitudes towards older video games, deserves some respect and credibility. His athletic kicks are awesome-looking, featuring these massive wide arcs, split kicks and rapid-fire combos- so he has an Anti-Air, a standard Special, and a Multiattack (representing multiple kinds of attacks- two kick combos and his leaping "repeated stomp"). There's also an energy kick that's used to block low projectiles and do a bit of damage.

-Kim is a highly-mobile fighter with a lot of jump-y moves, dash attacks, and more- he has no ranged attacks or much close-range skill, so he specializes in mid-range sweeping attacks that are best kept at leg-distance so he can't be punished. Most of his big moves thread into combos, and he has numerous multi-hitting techniques for this purpose, from many different positions (run-up, leaping, etc.). He also has semi-keen Insight for detecting bad apples, though it doesn't always work.
Last edited by Jabroniville on Mon Jul 24, 2023 8:16 am, edited 1 time in total.
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KorokoMystia
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Re: Jab’s Builds! (Geese Howard! Blue Mary! B.Jebet! Kim Kaphwan!)

Post by KorokoMystia »

The animators also put some ridiculous detail into the animation on Kim's pants in some of the games:
Image
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squirrelly-sama
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Re: Jab’s Builds! (Geese Howard! Blue Mary! B.Jebet! Kim Kaphwan!)

Post by squirrelly-sama »

KorokoMystia wrote: Fri Nov 15, 2019 12:27 am The animators also put some ridiculous detail into the animation on Kim's pants in some of the games:
Image
They jiggle more than Mai's breasticles.
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