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

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Jabroniville
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Kyo Kusanagi

Post by Jabroniville »

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KYO KUSANAGI
First Appearance:
King of Fighters '94
Game Appearances: All King of Fighters Games, Capcom (vs) SNK 1 & 2, SNK (vs) Capcom SVC Chaos, Neo-Geo Battle Coliseum
Role: The Ryu, Shotoclone, The Main Character, Destined Opponent (For Orochi)
PL 10 (154)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 9 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 4 (+17)
Expertise (Martial Arts) 11 (+11)
Insight 3 (+6)
Perception 4 (+7)
Persuasion 2 (+5)
Ranged Combat (Chi) 6 (+13)

Advantages:
Assessment, Defensive Attack, Diehard, Fearless, Great Endurance, Improved Critical (Unarmed) 3, Improved Critical (Dark Thrust), Improved Critical (Rapids of Rage) 2, Improved Critical (Fire Spin) 2, Improved Critical (Wicked Chew) 2, Improved Initiative, Ranged Attack 3

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:
"The Kusanagi Flames" Features 1: Adds Fire to Unarmed Damage [1]
Leaping 1 (15 feet) [1]

"Rapids of Rage- Fire Combo" Strength-Damage +1 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (6) -- [10]
  • AE: "Dark Thrust- SNK Sliding Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5)
  • AE: "Off-Brand Dragon Punch- Spinning Fire Attack" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Wicked Chew/Poison Gnawfest- Fire Punches" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Crescent Slash- Fire-Based Grab" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +17 (+3 Damage, DC 18)
Special Moves +15 (+5 Damage, DC 20)
Dark Thrust +13 (+5 Ranged Damage, DC 20)
Rapids of Rage +16 (+4 Damage & Affliction, DC 19 & 14)
Initiative +9

Defenses:
Dodge +15 (DC 25), Parry +16 (DC 26), Toughness +3 (+4 D.Roll), Fortitude +6, Will +9

Complications:
Responsibility (The Kusanagi Clan)- Kyo is the latest in the line of Kusanagis, who were one of three clans that sealed Orochi generations ago.
Rivalry (Iori Yagami)- The Yagami & Kusanagi clans have a rivalry that goes way back- Iori and Kyo also simply do not like each other.
Enemy (Orochi)- Orochi plans on destroying the three clans that sealed him away.
Relationship (Benimaru, Goro Daimon)- Kyo's friends from the "Japan Team" are still close to him.
Relationship (Shingo Yabuki- Friend)- Shingo worships Kyo and relentlessly bothers him for training.
Relationship (Yuki)- Kyo has one of those weird, sexless shonen relationships with a generic schoolgirl.
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: 48--24 / Advantages: 19 + 11 / Powers: 12 / Defenses: 22 (154)

Kyo Kusanagi- SNK's New Mascot:
-Controversially, Kyo Kusanagi, a brand-new character, became the unopposed Main Character of the King of Fighters franchise, supplanting both Terry Bogard & Ryo Sakazaki immediately. This kind of annoyed fans of Terry in particular, especially as Kyo openly copied many of the same moves (the Dark Thrust was almost exactly the Power Wave). But Kyo ended up becoming rather popular himself, so it turned out for the best- now SNK had TWO legitimate major heroes going on (something Capcom never quite equaled with Ryu).

-Kyo was given a big backstory, even by SNK standards- he is the latest in a long line of members of the Kusanagi clan, a family that helped seal away the power of Orochi 1800 years ago. Now, Orochi is planning its return- Kyo is mentored by Chizuru, but the latest Yagami, a rock star named Iori, is a bit nuts and hates Kyo. The rivalry between the two centers many of the games in the series, but ultimately the three come together to seal away Orochi once more in King of Fighters '97- Kyo's "Japan Team" is therefore the canonical winners of three KoFs in a row. Kyo's teammates drift further & further from the main story, Daimon in particular often being written out, but Kyo is so important to the series that numerous characters are based entirely on their relationship to him- Iori hates him, Shingo worships him and wants to be like him, and Athena has a huge crush on him.

Life With Kyo:
-Kyo himself is deposed as Main Character in KoF '99, with the NESTS cartel kidnapping him and stealing his DNA to make K', the new main guy who wins most of the tournaments. Despite that, he returns again and again, even getting an all-new outfit, teaming up with variations of his old squad and once in a trio with Iori & Chizuru (the "Sacred Treasures Team"), which apparently beat Mukai in 2003! In one of the latest games, he has his Kusanagi Flames stolen from him by Ash Crimson, altering his fighting style a bit. But he's still so important to the franchise that they rivet on MORE Kyo Clones, including two guys who copy his old movesets, letting you play the various versions of the character!

-Kyo is... a Generic Shonen Protagonist. His personality is bland beyond "perseveres through everything" and "is nice & friendly otherwise", but as it's a Fighting Game, it kinda works, especially as the writers based nearly their entire universe around him early on. He was fun to play (throwing out Shotoclone stuff, but also many multi-hitting combos), typically powerful in the "tiers", and more. His iconic schoolboy look was dropped for cool jackets, but most other games (like the Capcom vs. SNK series) use his iconic original look.

Kyo's Moves:
-Kyo's moveset was typically Shotoclone-y to start, with a standard-issue SNK Sliding Floor Blast (the Dark Thrust), an off-brand Dragon Punch, and some across-the-screen moves. However, he at least added a few other things, like some punch combos, a flaming Grab attack, and more. The Dark Thrust was dropped for some reason as time went on (Balance reasons? He had a TON of moves), making him more of a combo-themed guy.
Last edited by Jabroniville on Tue Feb 14, 2023 2:01 am, edited 1 time in total.
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Re: Jab’s Builds! (King of Fighters!!! US Sports Team! Kyo Kusanagi!)

Post by KorokoMystia »

Throwing in a third Shotoclone was such an odd choice when they already had Terry and Ryo, but I feel Kyo managed to stand the test of time. He's pretty generic, sure, but his combo-based moveset and dropping the projectile made him stand out a bit more. I always thought "rekka"-style characters (ie. ones that have special moves that can be then comboed into another specific move or two, sometimes into branching combos) were neat. Also, for the new Mobile Game, pretty much almost every character in the series seems to be featured (except the unpersoned K9999, of course), as fitting the "collect them all" nature of such games.
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Re: Jab’s Builds! (King of Fighters!!! US Sports Team! Kyo Kusanagi!)

Post by Ares »

Yeah, I've never really had much interest in Kyo. I definitely understand wanting to have an iconic Japanese hero for SNK, and KoF being the perfect place to debut him, but I never much cared for the design or his storyline. And it isn't to say that the Japanese School Uniform can't work, Jotaro Kujo from Jojo's Bizarre Adventures looks awesome, while Kyo basically is just that look with a headband and some gloves. I will say that the look improves with that white jacket, but to me, the fact that characters like Kyo don't really have an iconic outfit that they stick with shows a weakness in the design. Andy Bogard keeps changing his outfit to try and find the right look, while Terry and Joe have basically stuck with their main designs for the longest time (barring Terry briefly getting the Bomber Jacket look).

Giving Kyo a storyline that essentially made him the main protagonist of King of Fighters and thus the guy whose team wins the most often just kind of rubbed me the wrong way. To me, Kyo and his crew probably should have gotten their own fighting game series and then left King of Fighters as purely a crossover game with little to no original characters outside of the bosses.
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Jabroniville
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Re: Jab’s Builds! (King of Fighters!!! US Sports Team! Kyo Kusanagi!)

Post by Jabroniville »

Ares wrote: Fri Nov 22, 2019 1:48 am Yeah, I've never really had much interest in Kyo. I definitely understand wanting to have an iconic Japanese hero for SNK, and KoF being the perfect place to debut him, but I never much cared for the design or his storyline. And it isn't to say that the Japanese School Uniform can't work, Jotaro Kujo from Jojo's Bizarre Adventures looks awesome, while Kyo basically is just that look with a headband and some gloves. I will say that the look improves with that white jacket, but to me, the fact that characters like Kyo don't really have an iconic outfit that they stick with shows a weakness in the design. Andy Bogard keeps changing his outfit to try and find the right look, while Terry and Joe have basically stuck with their main designs for the longest time (barring Terry briefly getting the Bomber Jacket look).

Giving Kyo a storyline that essentially made him the main protagonist of King of Fighters and thus the guy whose team wins the most often just kind of rubbed me the wrong way. To me, Kyo and his crew probably should have gotten their own fighting game series and then left King of Fighters as purely a crossover game with little to no original characters outside of the bosses.
Seems like SNK wanted to have their cake and eat it, too- a Crossover game to get ALL the fans together, but also have their own story. I dunno, I thought it was fine, although it leaves everyone else as also-rans. Hell, EVERY YEAR the main characters win, just about- a very “shonen manga” thing, where Goodness = Victory. It’s why the “hero reveals secret power and defeats the “ is such a universal trope there.
Jabroniville
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Benimaru Nikaido

Post by Jabroniville »

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If there’s a character who best emphasizes the differences between Japan and America culturally, it is Benimaru.

BENIMARU NIKAIDO
First Appearance:
King of Fighters '94
Game Appearances: All King of Fighters Games (save Maximum Impact & EX), Capcom (vs) SNK 1 & 2, Xuan Dou Zhi Wang (Chinese ripoff of SNK games)
Role: Womanizing Dandy, Ladies' Man
PL 9 (134)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 9 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 4 (+15)
Deception 1 (+5)
Expertise (Martial Arts) 8 (+9)
Insight 4 (+6)
Perception 5 (+7)
Persuasion 2 (+6)

Advantages:
Improved Critical (Unarmed) 2, Improved Critical (Limber Lightning Strike), Improved Critical (Super Lightning Strike), Improved Critical (Spinning Leg Sweep), Improved Critical (Coleda Clutch), Improved Initiative, Ranged Attack 3

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: Adds Electricity to Unarmed Damage [1]

"Shinku Katatagoma- Spinning Leg Sweep" 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: "Limber Lightning Strike- Electric Punch" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Super Lightning Strike- Backflip Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Coleda Clutch- Electric Grab" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Spinning Leg Sweep +16 (+4 Damage & Affliction, DC 19 & 14)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +6, Will +7

Complications:
Relationship (Kyo, Goro Daimon)- Benimaru's friends from the "Japan Team" are still close to him. He often ends up joining the tournament in search of a missing Kyo as well.
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: 42--21 / Advantages: 10 + 11 / Powers: 9 / Defenses: 19 (134)

-With his belly-shirt, feminine vocal characteristics, earrings, fingerless gloves, flamboyant hairstyle and general stance, Benimaru Nikaido is making it clear, in every way he knows how, that he is homosexual.

-Except this is Japan, where that look and act is actually what makes him a LADIES' MAN, and so he is in fact a totally hetero dandy, flirtacious poon-hound, because Japan is a WAY different culture than ours, lol. He's inspired by Jean-Pierre Polnaref from JoJo's Bizarre Adventure, a manga that's influenced Fighting Games more than literally any other thing in pop culture has, yet never hit big over here... probably because it had a lot of designs like Benimaru in it.

-Benimaru is the fashion model son of a multi-millionaire family who nonetheless also becomes a master martial artist, being chosen to represent Japan in the 1994 King of Fighters tournament- he loses leadership to Kyo Kusanagi, but befriends the kid anyways, and the two become buddies. When Kyo disappears in KoF '99, Benimaru teams with Shingo to go and find him, and then re-teams with Kyo in the 2001 game. He, Shingo & Daimon make up the 2003 team, and forms a "Rival Team" in KoF XI, along with Elisabeth & Duo Lon, as they're now opposing the antagonistic heroes of Ash Crimson's team. Benimaru ends up having an interesting place in the game, though is usually just an "extra guy". In KoF XV, he again joins the Hero Team, this time with Shun'ei & Meitenkun. He's a big part of the series, being that he's part of the Main Character's "Japan Team" at first, but his status as a bit of a knockoff holds him back a tad.

-I liked playing Benimaru- he's like a more mobile, flippy version of Guile, throwing out a Flash Kick, a Spinning Leg Sweep (hugely-ranged and ideal for knocking people over and keeping them on their toes) and more. Very fast, with a lot of options despite his lack of ranged attack. As a vastly recurring character who is nonetheless obviously below the Main Heroes like Kyo, Benimaru is PL 9, like Street Fighter second-tier characters like Zangief, Blanka & Cammy.
Last edited by Jabroniville on Mon Jul 24, 2023 8:05 am, edited 1 time in total.
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Re: Jab’s Builds! (US Sports Team! Kyo Kusanagi! Benimaru!)

Post by Shock »

From the neck up, that's a woman.
squirrelly-sama wrote: Fri Nov 22, 2019 6:22 am He looks like a gay Johnny Bravo.
:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

This completely derailed any further thoughts I had
Jabroniville
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Goro Daimon

Post by Jabroniville »

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GORO DAIMON
First Appearance:
King of Fighters '94
Game Appearances: King of Fighters '94-98, 2001-03 & XII-XIV (78% of games)
Role: The Big Guy, Judoka, The One Who Keeps Leaving
PL 9 (126)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 5 (+8)
Athletics 6 (+10)
Close Combat (Unarmed) 3 (+13)
Expertise (Martial Arts) 9 (+10)
Insight 3 (+6)
Perception 4 (+7)
Persuasion 2 (+4)

Advantages:
Benefit (Uses Attack Instead of Deception to Feint- "Mineslayer Feint"), Improved Critical (Unarmed), Improved Critical (Earth Mover), Improved Critical (Cloud Tosser), Improved Critical (Root Countermaneuver)

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:
"Martial Artist" Strength-Damage +1 [1]

"Mineslayer" Damage 3 (Feats: Subtle) (Extras: Area- 30ft. Burst) Linked to Affliction 6 (Athletics; Hindered & Vulnerable/Immobile & Defenseless) (Extras: Extra Condition, Area- 30ft. Burst) (Flaws: Distracting, Limited Degree, Instant Recovery) (12) -- [15]
  • AE: "Cloud Tosser- Grab From Jump" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Earth Mover" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Root Countermaneuver" Strength-Damage +2 (Feats: +2 to Hit When He Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
Mineslayer +6 Area (+3 Damage & +6 Affliction, DC 18 & 16)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +4 (+5 D.Roll), Fortitude +7, Will +7

Complications:
Relationship (Kyo, Goro Daimon)- Benimaru's friends from the "Japan Team" are still close to him. He often ends up joining the tournament in search of a missing Kyo as well.
Relationship (Wife & Son)- Daimon is one of the only married people in SNK.
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. However, Daimon may use grabbing moves any time he wishes with no penalty.

Total: Abilities: 60 / Skills: 32--16 / Advantages: 5 + 11 / Powers: 16 / Defenses: 18 (126)

-The third man on the "Japan Team", Goro Daimon (typically called "Daimon" because there's a much more famous Goro in Fighting Games) is one of the most forgettable designs of the first King of Fighters game, looking for all the world like a generic dude in baggy pants who always seems to be squinting his eyes. Teaming with Kyo & Benimaru, the large judoka was the least-popular of the three, and eventually left the series after KoF '98 (as his mentor begged him to return to professional Judo). He returned after a two-year gap for three more games before disappearing until the renovated graphics engine showed up, and he's currently a character again. He wasn't even in the Capcom vs. SNK series!However, he's one of the only SNK characters in existence with a continuing social life, as he got married and had a son between games- the baby boy even appears in some of Daimon's win poses!

-Daimon utilizes a rather cartoonish, inauthentic version of judo, consisting of launching people via sheer power. He has a standard version, an Anti-Air version, and one of those "Holds still for a counter-attack" things like Kasumi Todoh & Geese Howard, but his most expensive power is the "Ground Pound" move called Mineslayer, which can knock an opponent around with an invisible, thunderous wave. He's PL 9 like Benimaru, but with his stuff keyed to +13/+5, owing to his large size.
Last edited by Jabroniville on Wed Nov 27, 2019 10:31 am, edited 1 time in total.
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Re: Goro Daimon

Post by L-Space »

Jabroniville wrote: Fri Nov 22, 2019 6:30 pm Image
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-The third man on the "Japan Team", Goro Daimon (typically called "Daimon" because there's a much more famous Goro in Fighting Games) is one of the most forgettable designs of the first King of Fighters game, looking for all the world like a generic dude in baggy pants who always seems to be squinting his eyes.
Once again I kind of dig the look. So many of the others' costumes are "stylish" and "fancy" that it makes the basic designs stand out.
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Re: Jab’s Builds! (US Sports Team! Kyo Kusanagi! Benimaru!)

Post by catsi563 »

just for you jab know yu love Idina so much :D

Josh and idina on ellen
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Re: Jab’s Builds! (US Sports Team! Kyo Kusanagi! Benimaru!)

Post by KorokoMystia »

Daimon's design is simple, but I feel like just being as big as he is helps him stand out. One rather neat little detail about him in the game is the loud clacking of his sandals (geta) whenever he runs. But yeah, he's very much just "The Third Guy" on the team.
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Saisyou Kusanagi

Post by Jabroniville »

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SAISYU KUSANAGI
First Appearance:
King of Fighters '95
Game Appearances: King of Fighters '95 & '98 only (2 of 14 games), KOF R-2 & Neowave (handheld games)
Role: The Main Character's Dad, Sub-Boss
PL 9 (125)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+12)
Athletics 8 (+11)
Close Combat (Unarmed) 3 (+14)
Expertise (Martial Arts) 10 (+11)
Insight 3 (+6)
Perception 4 (+7)
Persuasion 2 (+4)
Ranged Combat (Chi) 6 (+12)

Advantages:
Improved Critical (Unarmed), Improved Critical (Dark Thrust), Improved Critical (Fusilade of Flame), Improved Critical (Divine Demolisher), Improved Critical (Serpent Wave), 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:
"The Kusanagi Flames" Features 1: Adds Fire to Unarmed Damage [1]

"Dark Thrust- SNK Sliding Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5) -- [8]
  • AE: "Fusilade of Flame" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Divine Demolisher- Fire Attack" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Serpent Wave- Powered-Up Flame Charge" Strength-Damage +2 (Inaccurate -1) & Speed 2 (Flaws: Limited to Short Bursts) (2)
Offense:
Unarmed +14 (+3 Damage, DC 18)
Special Moves +12 (+5 Damage, DC 20)
Dark Thrust +12 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3 (+4 D.Roll), Fortitude +6, Will +7

Complications:
Responsibility (The Kusanagi Clan)- Saisyu is the patriarch of the Kusanagis, who were one of three clans that sealed Orochi generations ago.
Relationship (Kyo & Shizuka- Family)- Saisyu's wife is never seen, and he stands aside to let Kyo represent the family in competition.
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: 60 / Skills: 42--21 / Advantages: 7 + 11 / Powers: 9 / Defenses: 17 (125)

-In case ya wanted real proof that Kyo was the Main Character of The King of Fighters games, the second one featured his FATHER as a Sub-Boss. Saisyu, the patriarch of the Kusanagi clan, wielded the family's trademark flames and fought in a more traditional style, using martial arts gear. Travelling the world and "fighting strong fighters", like ya do, he challenged Rugal and was badly beaten. Rugal then brainwashed Saisyu to appear as his Sub-Boss in KoF '95, being amused when Kyo's "Japan Team" makes the finals, and Kyo has to take on his own father. Ultimately, Kyo wins and Saisyu is freed, immediately taking his leave of the tournament and standing aside on Kyo's behalf. His only effect on the plot thereafter is to train Shingo, the Kyo-Wannabe, so that he can be strong, too- his only other appearance is in the non-caonical "Dream Match" game, KoF '98, where he amusingly joins the "Old Man Team" of Takuma Sakazaki & Heidern, themselves often booted from the series.

-Ultimately, Saisyu was a fitting Sub-Boss, but a very poor, boring design- if SNK had done a great job with him, we'd probably be seeing random Saisyu returns here and there all the time, but instead, they kind of half-assed a generic "Older bearded guy in traditional garb" design and threw him out there.

-Saisyu fights a bit like "Kyo Lite", using the Dark Thrust, but his other attacks look different. The Fusilade of Flames is a jumping two-hit, for instance, and the Serpent Wave is more of a dashing charge move- he has no Multiattack. I left him at PL 8.5, however- he was a minor Sub-Boss and never appeared again.
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Shingo Yabuki

Post by Jabroniville »

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"Shingo KEEEEEEEEEEEEEK!"

SHINGO YABUKI
First Appearance:
King of Fighters '97
Game Appearances: King of Fighters '97-XI & XIV (72% of games since debut), KOF R-2 & Neowave (handheld games)
Role: Kyo Worshipper, Popular Underdog Character, Joke Character
PL 7 (94)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 8 (+12)
Athletics 8 (+11)
Close Combat (Unarmed) 2 (+12)
Expertise (Martial Arts) 5 (+5)
Insight 2 (+2)
Perception 3 (+3)
Persuasion 6 (+6)

Advantages:
Improved Critical (Unarmed), Improved Critical (Shingo KEEEEEEEEEEEK!), Improved Critical (Metal Malleator)

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:
"Metal Malleator- Spin Punches" Strength-Damage +0 (Extras: Multiattack 2) (Flaws: Distracting) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (3) -- [4]
  • AE: "Shingo KEEEEEEEEEEEEEEK!!" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +12 (+2 Damage, DC 17)
Special Moves +10 (+4 Damage, DC 19)
Metal Malleator +12 (+2 Damage & Affliction, DC 17 & 12)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Obsession (Kyo Kusanagi)- Shingo worships Kyo ever since he saw him fighting in the KoF tournaments and realized they went to the same High School. Obsessed, he begged for training, and got rudimentary aspects of it. He was delighted to finally end up on Kyo's team in a later tournament as well.
Motivation (Flame Power)- Shingo wishes to gain the flames that Kyo uses- unfortunately, he's not of the same bloodline.
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: 34--17 / Advantages: 3 + 11 / Powers: 4 / Defenses: 15 (94)

-"SHINGO KEEEEEEEEEEEEEK!"- with that, the King of Fighters series had one of its great "Character" fighters- an over-eager, shamelessly pandering, ultra-fanboy of Kyo Kusanagi. Taking up a similar role as Sakura in Street Fighter Alpha, Shingo Yabuki worshipped Kyo and followed him to the tournament, where he appears as an "extra guy" in KoF '97. Kyo, bored and wanting food, offered to show him some techniques, which Shingo tried every day- despite the fact that he could never use the Kusanagi Flames (however much his poor ass tried), he became an okay fighter, Kyo giving him a pair of his gloves as a reward. Later on, Kyo's father agreed to train Shingo for additional skills. Saisyu was too touched by the boy's courage to tell him that he could never gain the Kusanagi Flames, which are ancestral. Though given that numerous other characters (even boxers!) have gained Energy Attacks, I'm not sure why that's so special.

-Despite having a similar "kid in street clothes" vibe to Kyo (wearing an unbuttoned blue overshirt and a headband) and thus coming off as a bit of a "Generic SNK Character", his personality shone through, and people liked him- he made eight games in a row, showing up all over the place- when Kyo goes missing, Shingo joins the new "Hero Team" (with K' and Kyo's friend Benimaru) to help find him, and in KoF 2000, he appears in a more generic "filler" team with Seth, Benimaru & Lin. Later, Shingo joins Kyo's team finally. Unfortunately, Shingo's popularity wouldn't last to the modern era (in 2003, he gets cocky when given too much credit, and declares himself "Kyo's Rival" and geats beaten up for it), as he was missing from the graphical updates following the eleventh game, and has as yet not appeared in KoF XIV. It's said that Iori Yagami, entering his "Riot of Blood", badly burns Shingo and prevents him from competing.

-Shingo is actually a "Joke Character" in the franchise, and thus not an elite despite all of his appearances. His moves are okay in the games, but often very sloppy- several of them are just punches used in different styles!
Last edited by Jabroniville on Tue Feb 14, 2023 2:03 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (US Sports Team! Kyo Kusanagi! Benimaru!)

Post by Jabroniville »

squirrelly-sama wrote: Fri Nov 22, 2019 6:22 am He looks like a gay Johnny Bravo.
And he ACTS like one, too! He has a high-pitched voice, a pronounced lisp, and dances to impress women :)!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Goro Daimon

Post by Jabroniville »

L-Space wrote: Fri Nov 22, 2019 9:37 pm Once again I kind of dig the look. So many of the others' costumes are "stylish" and "fancy" that it makes the basic designs stand out.
I can see that, I suppose. KoF being so big on street clothes certainly makes Kim Kaphwan stand out. I just find the shirtless look with the white pants a bit forgettable.
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