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

Where in all of your character write ups will go.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Luong

Post by Jabroniville »

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LUONG
First Appearance:
King of Fighters XIV
Game Appearances: King of Fighters XIV-XV, SNK Heroines: Tag Team Frenzy
Role: Femme Fatale
PL 8 (114)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+12)
Close Combat (Unarmed) 3 (+14)
Expertise (Martial Arts) 5 (+6)
Insight 3 (+5)
Perception 3 (+5)

Advantages:
Improved Critical (Unarmed), Improved Critical (Geki), Improved Critical (Rin), Improved Critical (Rin), Improved Initiative 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:
"Geki- Long-Range Kicks" Strength-Damage +2 (Feats: Reach 3) (Inaccurate -1) (4) -- [6]
  • AE: "Rin- Rising Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Ren- Diving Kick" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +10 (+4 Damage, DC 19)
Initiative +14

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Relationship (Gang-Il)- Luong is apparently quite attracted to the elder TKD master.
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: 62 / Skills: 32--16 / Advantages: 6 + 11 / Powers: 6 / Defenses: 13 (114)

-Luong is a new character teaming up with Kim in his "Korea Team"- she's a seductive, Femme Fatale-type who likes to play with her opponents... but is actually in love with Gang-Il, Kim's elderly trainer. She also flirts with Kim, much to his consternation, as he's already married and has two kids. Her fighting style is quite strange, featuring Dhalsim-like extending leg kicks, as well as agility, acrobatics, and stance-changing, like Jhun Hoon used to do. The Fighters Generation guy seems to like her, though I find her very much simplistic, much like a lot of the newbies- she needs a few games to develop a proper personality and backstory.
Last edited by Jabroniville on Mon Jul 24, 2023 8:32 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Iori! Leona! Chizuru! The Korea Team!)

Post by Jabroniville »

Ok, so I’ll assume everyone here has seen Frozen II by now, since I have it such a great review, and have indicated that watching it is the only way to affirm our friendship. What did y’all think? Great movie, or GREATEST movie?

Ps did you notice how many of Idina Menzel’s distinctive body language traits Elsa has this time around? They really wanted to reflect her personality with this one. The finger wag, the thin lips when uncomfortable, etc.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Xanadu

Post by Jabroniville »

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XANADU
First Appearance:
King of Fighters XIV (2018)
Game Appearances: King of Fighters XIV only
Role: Insane Crimeboss, Mighty Glacier
PL 8 (123)
STRENGTH
5 STAMINA 5 AGILITY 1
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 4 (+5)
Athletics 4 (+9)
Close Combat (Unarmed) 1 (+11)
Expertise (Martial Arts) 5 (+7)
Expertise (Criminal) 5 (+7)
Insight 4 (+4)
Intimidation 7 (+10)
Perception 6 (+6)
Ranged Combat (Breath Weapon) 2 (+9)

Advantages:
Improved Critical (Unarmed), Improved Critical (Rapture), Improved Critical (The Rage), Improved Critical (The Pleasure), Ranged Attack 5, Startle

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:
"Rapure/The Sorrow- Spin-Chops" Strength-Damage +0 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (8) -- [10]
  • AE: "The Rage- Breath Weapon" Blast 5 (Reduced Defenses -2, Diminished Range -3) (3)
  • AE: "The Pleasure" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +11 (+5 Damage, DC 20)
The Pleasure +9 (+7 Damage, DC 22)
Spin-Chops +11 (+5 Damage & Affliction, DC 20 & 15)
The Rage +9 (+5 Ranged Damage, DC 20)
Initiative +1

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +5 (+6 D.Roll), Fortitude +8, Will +6

Complications:
Motivation (Greed)- Xanadu is considered the "King of the Underground".
Responsibility (Insane)- Xanadu is temperamental, prone to tantrums, and imagines himself to be a deep & complex thinker when he's actually a madman.
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: 56 / Skills: 38--19 / Advantages: 10 + 11 / Powers: 10 / Defenses: 17 (123)

-Xanadu was entered into King of Fighters XIV owing to the split in the "Korea Team"- he is a large criminal powerhouse who breaks Choi & Chang out of prison and forms a "Criminal Team" with them. This is a reflection of the early planning for the original KoF game, which was going to have a "Criminal Team" before swapping in Kim. Speaking as if he is deep and complex, he actually comes off rather insane and unhinged- he's simply delusional about the "concepts that are too difficult for others to understand". He's a very good "Freak" design, though, with a braided, blue beard, crazy eyes, and that badass flowing cloak.

-Xanadu is a big overly-esoteric as a fighter to me, throwing out a Breath Weapon, Spinning Chops (Multiattack moves), and a weird grab where he cradles the opponent and does the "Rock a Bye Baby" thing to them before tossing them away.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Rugal Bernstein

Post by Jabroniville »

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RUGAL BERNSTEIN
First Appearance:
King of Fighters '94
Game Appearances: King of Fighters '94-95, '98, 2002, XV (33% of series), Capcom (vs) SNK 1 & 2
Role: KoF's Iconic Boss, Crimelord
PL 10 (204)
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 8 (+14)
Athletics 8 (+12)
Close Combat (Unarmed) 3 (+15)
Deception 6 (+10)
Expertise (Arms Dealer) 8 (+12)
Expertise (Martial Arts) 10 (+14)
Insight 4 (+7)
Intimidation 6 (+10)
Perception 5 (+8)
Persuasion 2 (+6)
Ranged Combat (Chi) 6 (+14)

Advantages:
Benefit 4 (Wealth), Great Endurance, Improved Critical (Unarmed) 3, Improved Critical (Wind Slice) 2, Improved Critical (Kaiser Wave) 2, Improved Critical (Genocide Cutter) 3, Improved Initiative 2, Ranged Attack 3, Startle, Takedown 2, Uncanny Dodge

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]

"Dark Barrier" Deflect 12 (Extras: Reflect) (24) -- [27]
  • AE: "Reppuken!- SNK Sliding Blast" Blast 6 (Reduced Defenses -1, Diminished Range -1) (9)
  • AE: "Kaiser Wave!" Damage 7 (Extras: Area- 60ft. Cone) (Reduced Defenses -2, Diminished Range -1) (9)
  • AE: "Genocide Cutter!" Strength-Damage +4 (Feats: Reach) (Inaccurate -1) (4)
Offense:
Unarmed +15 (+5 Damage, DC 20)
Genocide Cutter +11 (+9 Damage, DC 24)
Wind Slice +14 (+6 Ranged Damage, DC 21)
Kaiser Wave +7 Area (+7 Damage, DC 22)
Initiative +14

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +4 (+5 D.Roll), Fortitude +8, Will +8

Complications:
Motivation (Greed & Power)
Enemy (Heidern, Kyo Kusanagi)
Responsibility (Orochi Power)- Gifted Orochi power almost on a whim by Goentiz, Rugal fails to realize that only one of the bloodline can control it.
Responsibility (Poor Loser)- Though he funds the tournaments to find worthy opponents, Rugal takes defeat poorly- he frequently attempts suicide attacks or blows up his entire base.
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: 84 / Skills: 72--36 / Advantages: 24 + 11 / Powers: 28 / Defenses: 21 (204)

Rugal- KoF's Best Boss:
-The King of Fighters series notably uses a new Final Boss just about every time, killing off the old guy and cycling him out. And they re-use design concepts a lot, leaving many of them rather same-y and forgettable. But RUGAL? Rugal, everyone remembers. It's RUGAL who got into four KoF games and Marvel vs. Capcom, not Goenitz, Orochi or any of the cape/trenchcoat crowd.

-Rugal Bernstein was the iconic Final Boss of King of Fighters '94, and reappeared in the follow-up in 1995, making him one of the only SNK Bosses to come back for a second top spot. The character just instantly became a classic- his stylish business suit made him fit the "SNK Style" of fashion-plate characters, the '90s hair and mustache stood out, he had a pet freakin' panther, and HOLY FREAKING CHRIST was he difficult to beat!! The first round was against the man while wearing a coat, and he didn't fight as hard, but round two was against him at full power- the dude's moves had insane priority, took off TONS of damage, and more or less left even the best of gamers screaming and swearing in defeat. They started calling it an "SNK Boss" around this time for a reason- Rugal ANNIHILATED teams of guys. In particular, his Genocide Cutter (aka the most bad-ass move name EVER) took off so much damage that if he used it more than a couple of times, you were doomed. My own experience with fighting him was of great frustration- you could him him easy enough, via jumping in with big kicks, as he usually didn't bother blocking those... but you still had to deal with his offense, and it took a ton of damage to break him down.

Rugal's Backstory:
-Rugal's initial story was that he was just an evil arms dealer, going around in an aircraft carrier named Black Noah. And, like a true super-villain, when he defeated people, he would preserve their bodies in liquid metal for his trophy room (EPIC!). He even slaughtered an army base full of people, including the wife & daughter of Heidern, future leader of the Ikari Warriors. It was later revealed that he lost an eye after surviving an attack from Goenitz, the minion of Orochi. Impressed, Goenitz gave him some of the Orochi power.

-The founds the 1994 King of Fighters tournament in order to find worthy opponents- he defeats Saisyu Kusanagi and forces the man to fight on his behalf. However, Kyo Kusanagi and his friends win the tournament and end up defeating Rugal- the maddened villain blew up Black Noah and hid away. He gains a cybernetic limb and has Saisyu as his Sub-Boss in the 1995 tournament, getting a new look (red pants and a black shirt- this look never took off, and most future games showcase the original design). Defeated once more, Rugal attempts to use the Orochi power, but is consumed by it, and dies.

-Rugal, because of his style, character and legendary difficulty, ends up being the most popular King of Fighters boss by a long ways. Reappearing in the second game, he also shows up in KoF '98 and 2002 (the "Dream Match" games), and was the only boss chosen from Capcom vs. SNK, appearing in both as a potential Final Boss. And thanks to time travel shenanigans, Rugal has FINALLY made a canonical return, as both Rugal & Omega Rugal are found in Kof XV, Rugal himself as a Sub-Boss.

Rugal's Abilities:
-Rugal is only PL 10 in the original game, despite his legendary status, primarily because he's upgraded later and still loses, and other KoF Bosses are supposed to be above him. He uses both Geese & Krauser's special moves (I made the Kaiser Wave an Area Attack to differentiate them here, otherwise it'd be PL-breaking by being more accurate), then the terrifying Genocide Cutter, a lightning-fast kick that would take off 70% of your energy or so. His Dark Barrier reflecting projectiles with a green haze perhaps represents an early concept that had him using an ability to copy everyone else's moves- this is similar to Athena Asamiya's attack.

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OMEGA RUGAL (Rugal Bernstein)
First Appearance:
King of Fighters '95
Game Appearances: King of Fighters '95 only
Role: Upgraded Final Boss, Crimelord
PL 11 (205)
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 8 (+14)
Athletics 8 (+12)
Close Combat (Unarmed) 5 (+17)
Deception 6 (+10)
Expertise (Arms Dealer) 8 (+12)
Expertise (Martial Arts) 10 (+14)
Insight 4 (+7)
Intimidation 6 (+10)
Perception 5 (+8)
Persuasion 2 (+6)
Ranged Combat (Chi) 6 (+14)

Advantages:
Benefit 4 (Wealth), Great Endurance, Improved Critical (Unarmed) 3, Improved Critical (Wind Slice) 2, Improved Critical (Kaiser Wave) 2, Improved Critical (Genocide Cutter) 3, Improved Initiative 2, Ranged Attack 3, Startle, Takedown 2, Uncanny Dodge

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]

"Dark Barrier" Deflect 12 (Extras: Reflect) (24) -- [27]
  • AE: "Gravity Smash!" Blast 7 (Reduced Defenses -1, Diminished Range -1) (11)
  • AE: "Dark Genocide!" Strength-Damage +1 (Extras: Multiattack 6) (Flaws: Distracting) Linked to Affliction 6 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (9)
  • AE: "Genocide Cutter!" Strength-Damage +4 (Feats: Reach) (Inaccurate -1) (4)
Offense:
Unarmed +17 (+5 Damage, DC 20)
Dark Genocide +16 (+6 Damage & Affliction, DC 21 & 16)
Gravity Smash +14 (+7 Ranged Damage, DC 22)
Genocide Cutter +13 (+9 Damage, DC 24)
Initiative +14

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +4 (+5 D.Roll), Fortitude +8, Will +8

Complications:
Motivation (Greed & Power)
Enemy (Heidern, Kyo Kusanagi)
Responsibility (Orochi Power)- Gifted Orochi power almost on a whim by Goentiz, Rugal fails to realize that only one of the bloodline can control it.
Responsibility (Poor Loser)- Though he funds the tournaments to find worthy opponents, Rugal takes defeat poorly- he frequently attempts suicide attacks or blows up his entire base.
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: 84 / Skills: 74--37 / Advantages: 24 + 11 / Powers: 28 / Defenses: 21 (205)

-As Omega Rugal, Rugal imbues himself with Orochi Power and becomes more difficult to defeat, though he loses the Reppuken & Kaiser Wave, dropping them for a Multiattack move.
Last edited by Jabroniville on Mon Jul 24, 2023 8:22 am, edited 1 time in total.
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Chizuru! The Korea Team! Rugal Bernstein!)

Post by KorokoMystia »

Despite being pretty much Geese 2.0, Rugal really is a high bar that the later KOF bosses don't really match up to. I think Goenitz and Orochi are fine (though for all of Orochi's power, the design is pretty weak - just a floating shirtless tattooed guy with white hair), but the NESTS bosses really got samey, and the Ash arc bosses didn't fare much better (mostly weird brightly-colored shirtless guys)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Chizuru! The Korea Team! Rugal Bernstein!)

Post by Jabroniville »

KorokoMystia wrote: Sun Dec 01, 2019 12:27 am Despite being pretty much Geese 2.0, Rugal really is a high bar that the later KOF bosses don't really match up to. I think Goenitz and Orochi are fine (though for all of Orochi's power, the design is pretty weak - just a floating shirtless tattooed guy with white hair), but the NESTS bosses really got samey, and the Ash arc bosses didn't fare much better (mostly weird brightly-colored shirtless guys)
Rugal just had so much STYLE- even with the generic Evil Crimeboss Rich Guy personality and move-copying, he was epic. I mean, he even had a pet PANTHER! Also, being as difficult to beat as he was in the inaugural KoF games, when they were the most ambitious things SNK had ever done... it stands out.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Psycho Soldier

Post by Jabroniville »

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ATHENA (1986)/PSYCHO SOLDIER (1987):
Developer: SNK
Genre: Action Platformer

-Like Ikari Warriors, the earlier game Psycho Soldier, from SNK's 1980s beginnings, had its characters modified for inclusion in the first King of Fighters game. A sequel to Athena from the year prior, it continues the story, giving the titular character a male sidekick in Sie Kensou. In the game, the characters gather "Psycho Energy" and power-ups, creating rotating spheres around them to act as a force field. With enough power gathered, you can become a "Psycho Creature"- Athena turns into a phoenix and Kensou a green dragon- otherwise, it doesn't matter which character you select.

-The original Athena features the main heroine as the Goddess of Greek myth, destroying various enemies before she returns to the heavens, and memory of her fades from the minds of mortals. In Psycho Soldier, the heroine is a different Athena- Athena Asamiya, a descendant of the original. And, Because Japan, this Athena also wishes to be a pop idol.

-The game proved popular enough to make Athena SNK's mascot for a number of years, though as far as I can tell it had no sequels. This was the reasoning for Athena's hatred of Terry Bogard, as Terry himself replaced Athena with the release of the Fatal Fury series in Japan. And in the years ever since KoF '94, the "Psycho Soldiers Team" has been one of many groups in the KoF tournaments, typically involving Athena, Kensou and their mentor, a drunken old man named Chin, who is their mentor. A later addition (with the advent of "Four-Man teams") was Bao, though in 2003, the entire team save Athena was dumped for a year!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Athena Asamiya

Post by Jabroniville »

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ATHENA ASAMIYA
First Appearance:
King of Fighters '94
Game Appearances: All King of Fighters games, KoF Maximum Impact 1 & 2 & EX 1 & 2, Psycho Soldier, Capcom (vs) SNK 1 & 2, SNK Gals' Fighter, SNK Heroines: Tag Team Frenzy
Role: Idol Singer, Psychic Girl
PL 9 (149)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 5

Skills:
Acrobatics 7 (+13)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+14)
Expertise (Idol Singer) 7 (+12)
Insight 3 (+5)
Perception 6 (+8)
Persuasion 3 (+8)
Ranged Combat (Energy) 4 (+11)

Advantages:
Benefit (Fame), Improved Critical (Unarmed), Improved Critical (Psycho Ball), Improved Critical (Phoenix Arrow), Improved Critical (Psycho Sword), Improved Critical (Super Psychic Throw), Improved Initiative, Ranged Attack 4

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

Powers:
"The Psycho-Powered Idol"
"Phoenix Reflector" Deflect 8 (Extras: Reflect) (16) -- [21]
  • AE: "Psycho Ball" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
  • AE: "Phoenix Arrow- Diving Ball Attack" Strength-Damage +2 (2)
  • AE: "Psycho Sword" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (3)
  • AE: "Super Psychic Throw" Move Object 4 (Extras: Damaging) (Reduced Defenses -2, Diminished Range -1) (7)
  • AE: "Psychic Teleport" Teleport 4 (Feats: Change Direction) (9)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +14 (+4 Damage, DC 19)
Psycho Ball +11 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +2 (+3 D.Roll), Fortitude +5, Will +8

Complications:
Responsibility (Career)- Athena takes her role as a Pop Idol seriously.
Motivation (Justice)- The Psycho Soldiers fight for justice, and frequently join King of Fighters tournaments because they sense evil surrounding those running them.
Relationship (The Psycho Soldiers)- Athena is the most famous member of her team, but must do as her mentor Chin says. She is close friends with Sie Kensou (she is either oblivious to or annoyed with his romantic interest in her), and has a sisterly affection for Bao.
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: 11 + 11 / Powers: 21 / Defenses: 19 (149)

Athena Asamiya- SNK's Idol:
-Athena is one of the very few King of Fighters characters to appear in every single game in the line- surpassing Andy Bogard, Joe Higashi, and even the rest of her team! Largely owing to her status as being the first SNK mascot (from Psycho Soldier), and a representative of the all-popular, all-consuming "Pop Idol" phenomenon that's gripped the country for decades.

So... the F*ck is Up With These Idols, Anyways?:
-See... the Japanese LOVE their idols. Super-trendy teens (usually pretty girls), they gobble up attention in magazines and on television, and ultimately swap out over the years, as they age and their audiences forget about them and move on. When I first went to Japan in 1998, they were all about the group Speed, with four teen girls in it, and Namie Amuro (who is still very famous and successful there), who had a TON of #1 hits. When I returned in 2014, what I found was legions of girls from a group called AKB48, which was an ephebophile-luring group of *48* teen girls (swapped out as they age) that was the biggest money-earner in Japan. I still remember going into their signature shop in Akihabara (consisting entirely of picture books & souvenirs of the girls and information about them), and, at 34, being BY FAR the youngest man in that room.

-Idol culture is so enormous that tons of other genres sport them. There are anime idols, pro wrestling idols, and more. In All Japan Women's Pro Wrestling, early groups like Beauty Pair and the Crush Gals released CDs and were pop culture phenomenons in their day- especially the Gals, who drew reactions equal to Hulk Hogan's in the U.S... but higher-pitched. In the '90s, this took a more sexualized bent, as rival company JWP produced a lot of women who did nude photography, and AJW countered with Takako Inoue doing the same. Nowadays, the women's pro wrestling industry is almost ENTIRELY sexualized, with idol-type girls performing for groups of weird single men. There are a TON of negative commentaries about this phenomenon in Japan, as it's gross, sexist, and kind of leads to underpaid "idols" working for nasty businessmen. The worst aspects include things like forced prostitution, and the lighter stuff is like "you have to go to events to shake hands with strangers with no security present" and "you need to seek permission to get married".

ANYWAYS...:
-Athena Asamiya joins the KoF roster with her male parter, Kensou, and a mentor named Chin. Along the way, she is the rival of Terry Bogard (since he replaced her as SNK's mascot!), and sports a crush on Kyo Kusanagi (so he has a girlfriend, AND the game's Idol is after him! Talk about making him a guy the fans want to be), but the Soldiers never seem to win. One interesting note is that Athena reappears in every single KoF game... but she changes her outfit in EVERY SINGLE ONE! This crazy feat is matched by no other character- a complete sprite redesign is her main claim to fame. And given the work that requires, it's actually kinda cool. It's even cute how it represents the fashion-obsession nature of the idol industry.

-The Psycho Soldiers are a side group in the Orochi Saga, and join the NESTS Saga amidst changes in the group- Kensou loses his powers and Bao becomes ill and leaves the tournament. The entire team save Athena misses the 2003 tournament, with Athena joining the impromptu "High School Girls" team with Malin & Hinako instead.

Athena's Psycho Power:
-Athena is one of the more versatile King of Fighters characters, actually, sporting WAY more attacks than most of them get, and crossing the distance between Anti-Airs, Blasts, Diving Attacks, and more- she even has the Phoenix Reflector (a Deflect) and Super Psychic Throw (a ranged Damaging Move Object effect! A true rarity!). It really makes her stand out from the usual crowd. I did something a bit unique with her- I made her MUCH more dependent on her Specials to make her PL- unarmed, she's merely PL 8. This is an attempt to reflect her in-game style, which is said to suffer if you just use her regular moves. It also balances her a bit, as her stack of powers could otherwise be quite overwhelming.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Sie Kensou

Post by Jabroniville »

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SIE KENSOU
First Appearance:
King of Fighters '94
Game Appearances: King of Fighters '94-02 & XII-XIV (86% of series), KoF EX 2, Psycho Soldier
Role: Weird Guy, Dorky Friend, Admirer (to Athena)
PL 8 (110)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 7 (+13)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+14)
Perception 4 (+5)
Persuasion 2 (+3)
Ranged Combat (Energy) 3 (+10)

Advantages:
Improved Critical (Unarmed), Improved Critical (Earth Dragon Fan Nibble), Improved Critical (Super Bullet Attack), Improved Critical (Dragon Talon Tear), Improved Critical (Dragon Uppercut), Ranged Attack 4

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

Powers:
"The Psycho-Powered Idol's... Platonic Friend"
"Earth Dragon Fan Nibble" Strength-Damage +1 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (4) -- [7]
  • AE: "Super Bullet Attack" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
  • AE: "Dragon Talon Tear- Diving Attack" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Dragon Uppercut- Upside-Down Spin-Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Super Bullet Attack +10 (+4 Ranged Damage, DC 19)
Earth Dragon Fan Nibble +13 (+3 Damage & Affliction, DC 18 & 13)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Relationship (Athena Asamiya)- Kensou is deeply attracted to his teammate, though she appears either ignorant of or annoyed with his intentions.
Motivation (Justice)- The Psycho Soldiers fight for justice, and frequently join King of Fighters tournaments because they sense evil surrounding those running them.
Responsibility (The Dragon Spirit)- The Spirit empowers both Bao & Kensou, and make weaken one or the other as the power ebbs and flows between them.
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: 54 / Skills: 28--14 / Advantages: 9 + 11 / Powers: 7 / Defenses: 15 (110)

-One of the first King of Fighters characters I played way back in the day when I first got access to a cabinet (back in Japan) was Sie Kensou, probably because I liked his "regular guy" look, along with Kyo & Shingo's. Wearing a simple hoodie and shorts, Kensou looks as typical a teenage boy as anyone, and always eating those giant dumplings looked hilarious without being over-the-top cartoony. Kensou was a "Player Two" character in the Psycho Soldier video game, and was thus included on the team in KoF '94- his style was similar to Athena's, but had a few differences. His plucky demeanor and goofy personality won him some fans, and so he was a constant feature in the series, showing up all the time, albeit never really affecting the plot. His crush on Athena was usually around, but not emphasized, and it's not really clear what she thinks of him.

-KoF '99 does a thing where he loses his powers, but awakens the latent "Dragon Spirit", which he shares with the Psycho Soldiers' new teammate, Bao. He vanishes from the series for a couple of games, reappearing under new graphics with greater understanding of his powers, and has been there ever since. In all, he seems pretty popular, and doesn't get replaced like Momoko & Bao, but is obviously second-tier to Athena, who even carries on into other games.

-Kensou fights in a semi-Athena-like style, but is a lower level since she's obviously so much more prominent than he is. He has a Blast, Multiattack, Diving Attack & a jumping move that might be an Anti-Air, so he's versatile and quick, but still limited compared to her.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Chin Gentsai

Post by Jabroniville »

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CHIN GENTSAI
First Appearance:
King of Fighters '94
Game Appearances: King of Fighters '94-02 & XII-XIV (86% of series)
Role: Mentor Figure, Drunken Old Man
PL 8 (125)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+14)
Insight 4 (+8)
Perception 4 (+8)
Persuasion 4 (+6)

Advantages:
Improved Critical (Unarmed), Improved Critical (Burning Sake Belch), Improved Critical (Gourd Attack), Improved Critical (Rolling Punch), Ranged Attack 7

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

Powers:
"Psycho-Powered Mentor"
"Fire Blast" Damage 6 (Extras: Area- 30ft. Cone +1/2) (Reduced Defenses -2) (5) -- [8]
  • AE: "Burning Sake Belch" Strength-Damage +1 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (4)
  • AE: "Gourd Attack- Throws Drinking Flask" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
  • AE: "Rolling Punch" Strength-Damage +2 (Inaccurate -1) (1)
"Serpent Adversary" Enhanced Advantages 2: Evasion, Improved Defenses [2]

Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Gourd Attack +10 (+4 Ranged Damage, DC 19)
Burning Sake Belch +13 (+3 Damage & Affliction, DC 18 & 13)
Fire Blast +6 Area (+6 Damage, DC 21)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Motivation (Justice)- The Psycho Soldiers fight for justice, and frequently join King of Fighters tournaments because they sense evil surrounding those running them.
Relationship (The Psycho Soldiers Team)- Chin is the mentor to all four of his students- Athena, Kensou, Bao & Momoko. He trains them in isolation, and is often concerned over the "Dragon Spirit" taking over Kensou & Bao.
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: 30--15 / Advantages: 11 + 11 / Powers: 10 / Defenses: 14 (125)

-The drunken, wobbling Chin Genstai is probably one of the worst designs of the original King of Fighters game, and never really got any better. Skinny-armed and plump in the belly, he looked weak and was obviously supposed to be our "Comic Relief Senior Citizen" with his Drunken Kung Fu antics, but I was never taken with him. At least he's not a leering pervert, I guess. Based on Yuen Siu Tien's character from Drunken Master, he was introduced to the series as the mentor for Athena & Kensou, since they needed a third guy for the "Psycho Soldiers Team".

-Chin, though silly, has serious thoughts about the tournament, and has to be convinced by his team to let them enter the various competitions and enjoy civilization (they were typically isolated in the mountains). When the Dragon Spirit awakens within Kensou and their new recruit, Bao, Chin takes them out of the tournament for a while (leading to Athena going solo in two games).
Jabroniville
Posts: 24689
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Bao

Post by Jabroniville »

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BAO
First Appearance:
King of Fighters '99
Game Appearances: King of Fighters '99-02 (33% of games since his debut), King of Fighers EX 1 & 2
Role: Little Kid Character, The Unpopular One
PL 8 (120)
STRENGTH
1 STAMINA 1 AGILITY 6
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 7 (+13)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+14)
Perception 4 (+5)
Persuasion 2 (+3)
Ranged Combat (Energy) 3 (+10)

Advantages:
Improved Critical (Unarmed), Improved Critical (Psycho Ball Attack- Front), Improved Critical (Psycho Ball Attack- Raise), Improved Critical (Psycho Ball Crush), Ranged Attack 4

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

Powers:
"Psycho Ball Attack- Reflect" Deflect 8 (Extras: Reflect) (16) -- [20]
  • AE: Communication 3 (Mental) (12)
  • AE: "Psycho Ball Attack- Front" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
  • AE: "Psycho Ball Attack- Raise" Blast 4 (Feats: +2 to Hit Jumping Opponents) (Reduced Defenses -2, Diminished Range -1) (4)
  • AE: "Psycho Ball Crush" Damage 4 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (4)
Offense:
Unarmed +14 (+1 Damage, DC 16)
Special Moves +12 (+4 Damage, DC 19)
Psycho Ball Attack +10 (+4 Ranged Damage, DC 19)
Initiative +6

Defenses:
Dodge +14 (DC 24), Parry +12 (DC 22), Toughness +1 (+2 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Justice)- The Psycho Soldiers fight for justice, and frequently join King of Fighters tournaments because they sense evil surrounding those running them.
Responsibility (The Dragon Spirit)- The Spirit empowers both Bao & Kensou, and make weaken one or the other as the power ebbs and flows between them.
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: 50 / Skills: 28--14 / Advantages: 8 + 11 / Powers: 20 / Defenses: 17 (120)

-... yeah, so people kind of hate Bao. I dunno how universal it is, but if there's one thing Fighting Game fans tend to hate, it's tiny children messing up the rosters of their favorite games. Bao is a little tiny boy with psychic powers, and entered the "Psycho Soldiers Team" when Strikers were added, then Four-Person Teams. The design isn't so terrible- it could fit many Platformer games- but it doesn't fit the King of Fighters series, and so I think people were happy when Bao got quickly dumped.

-Bao was abandoned at a temple in China, having been born on a cursed day- Chin Gentsai is asked by the head priest to adopt the boy, and he agrees- Bao is trained in his latent psychic abilities as part of the "Psycho Soldiers Team". His powers may come from the Dragon Spirit that's shared between him and his teammate, Kensou. His presence thus weakens Kensou, and vice-versa, as the power ebbs and flows between them- ultimately, Bao chooses to leave the KoF tournaments in order to properly train himself (translation: Fans didn't like him).

-Bao fights using Psycho Balls that make up for his tiny size- they do most of the damage for him, can act as Anti-Airs, and more. His Supers are quite powerful, too, with a huge blast and a Multiattack thing as well. Since he only barely appeared in the games, I "docked" him some points- he's only PL 7.5 for the most part, and PL 7 to Parry. Only his Dodge is maxed out, as one of his Psycho Balls actually bypasses projectiles entirely!
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Momoko

Post by Jabroniville »

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MOMOKO
First Appearance:
King of Fighters XI
Game Appearances: King of Fighters XI only
Role: Young Girl, Big Eater
PL 7 (100)
STRENGTH
1 STAMINA 1 AGILITY 6
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 7 (+13)
Athletics 11 (+12)
Close Combat (Unarmed) 2 (+13)
Perception 4 (+4)
Persuasion 2 (+4)

Advantages:
Benefit (Uses Attack to Bluff), Improved Critical (Unarmed), Improved Critical (Peach Attack), Improved Critical (Peach Combo), Improved Critical (Phoenix Arrow), Improved Initiative

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

Powers:
"Psycho-Powered Capoerista"
"Peach Attack- Ass Attack" Strength-Damage +1 (Extras: Multiattack 2) (Flaws: Distracting) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (4) -- [7]
  • AE: "Phoenix Arrow- Rolling Strike" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Peach Combo- Alternating Combo" Strength-Damage +0 (Feats: +2 to Hit If Feinted Succesfully Last Turn) (Extras: Multiattack 1) (Flaws: Distracting) Linked to Affliction 1 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (3)
  • AE: "DBZ-Style Beam- Desperation Move" Damage 6 (Extras: Area- 30ft. Line) (Flaws: Distracting, Tiring) (3)
Offense:
Unarmed +13 (+1 Damage, DC 16)
Special Moves +11 (+3 Damage, DC 18)
Peach Combo +13 (+1 Damage & Affliction, DC 16 & 11)
Peach Attack +12 (+2 Damage & Affliction, DC 17 & 12)
Desperation Move +6 Area (+6 Damage, DC 21)
Initiative +10

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +1 (+2 D.Roll), Fortitude +4, Will +5

Complications:
Responsibility ("I'm Not In Grade School!")- Momoko dislikes being mistaken for younger than she is.
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: 48 / Skills: 26--13 / Advantages: 6 + 11 / Powers: 7 / Defenses: 14 (100)

-Momoko is one of the unfortunate King of Fighters characters that was introduced just a bit too late to have much impact, and was gone shortly. Though really, they threw all the "Generic Young Teen" character traits and costume bits onto her, making her THOROUGHLY generic, so I'd imagine she wouldn't have a long shelf-life. She debuted with KoF XI, and actually joined the "Psycho Soldiers Team", fighting alongside Athena. Fighting use Capoeria instead of the Kung Fu-like stuff of the others, she was given that creepy-ass combination of sexualization and infantilization you only see in Japanese media- she's barefoot and in baggy pants, and looks SUPER young, but is also sometimes drawn in swimsuits because UGH OH GOD KILL ME. Because the KoF games got an all-new graphical style in the game following her debut, she was dropped.

-Momoko uses an acrobatic form of Capoeria, with some silly attacks like using her ass as a Multiattacking weapon. She is a "Chain"-using character, using various combinations to throw off her opponents- pressing different buttons makes the next hit in the combo different. This makes her attacks more unpredictable than others. Oddly for a combo-based character, Momoko's Desperate Move is a gigantic Dragon Ball Z-inspired Beam Attack!
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Goenitz

Post by Jabroniville »

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GOENITZ OF THE ROARING WIND (Leopold Goenitz)
First Appearance:
King of Fighters '96
Game Appearances: King of Fighters '96, '98 & 2002 (PS2/XBox Only) (25% of series), SNK vs. Capcom: SVC Chaos
Role: SNK Boss, Dark Priest of Orochi
PL 11 (226)
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 15 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 8 (+14)
Athletics 8 (+12)
Close Combat (Unarmed) 2 (+17)
Deception 4 (+8)
Expertise (History) 7 (+10)
Expertise (Martial Arts) 10 (+13)
Insight 4 (+8)
Intimidation 6 (+10)
Perception 6 (+10)
Persuasion 7 (+11)
Ranged Combat (Wind Powers) 6 (+14)

Advantages:
Great Endurance, Improved Critical (Unarmed) 3, Improved Critical (Wanhyo Tokobuse) 2, Improved Critical (Night Wind) 2, Improved Initiative 2, Ranged Attack 3, Startle, Takedown 2, Uncanny Dodge

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]
"Roaring Winds" Environment 8 (Cold, Impede Movement) [16]
Features 1: Winds Snuff out Flames, Block Thrown Objects, Etc. [1]

"Divine Wind Powers"
"Hyouga" Teleport 10 (Feats: Change Direction) (Extras: Extended) (31) -- [36]
  • AE: "Wanhyo Tokobuse- Multiattack Slashes" Strength-Damage +2 (Extras: Multiattack 7) (Flaws: Distracting) Linked to Affliction 7 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (12)
  • AE: "Yo no Kaze- Night Wind!" Blast 7 (Feats: Subtle 2) (Reduced Defenses -1, Diminished Range -1) (13)
  • AE: "Shinkotosugi Souga- Tornado Attack" Damage 8 (Extras: Area- 30ft. Cylinder) (Reduced Defenses -2) (12)
  • AE: "Shelter Alms- Elbow Strike" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Defacement" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +17 (+5 Damage, DC 20)
Special Moves +15 (+7 Damage, DC 22)
Multiattack +15 (+7 Damage & Affliction, DC 22 & 17)
Night Wind +14 (+7 Ranged Damage, DC 22)
Tornado +8 Area (+8 Damage, DC 23)
Initiative +14

Defenses:
Dodge +15 (DC 25), Parry +17 (DC 27), Toughness +4 (+5 D.Roll), Fortitude +8, Will +9

Complications:
Motivation (Greed & Power)
Enemy (Heidern, Kyo Kusanagi)
Responsibility (Orochi Power)- Gifted Orochi power almost on a whim by Goentiz, Rugal fails to realize that only one of the bloodline can control it.
Responsibility (Poor Loser)- Though he funds the tournaments to find worthy opponents, Rugal takes defeat poorly- he frequently attempts suicide attacks or blows up his entire base.
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: 90 / Skills: 68--34 / Advantages: 17 + 11 / Powers: 54 / Defenses: 20 (226)

-Dressed like a dark priest, Goenitz is mainly known to me for his appearances in Rugal's backstory, which I followed a bit back in the day. He himself was only the Boss for a single game, and was mostly Orochi's advance man in terms of the overall story arc. Named for a Space Battleship Yamato character, he is one of the Four Heavenly Kings of Orochi (Japan is big on "Four = Death"- Sailor Moon and Street Fighter also use four baddies in groups a lot).

-Goenitz has known that he was a Heavenly King of Orochi from a young age, and acted as a head priest of sorts, recruiting others and acting with a peaceful, calm demeanor. He maimed Rugal Bernstein, but was impressed and intrigued by him, giving him two assistance (Mature & Vice), and a piece of the Orochi power that made him stronger, but ultimately killed him. Next, he activated the Riot of Blood in a young girl named Leona, causing her to slaughter her entire villain, which had fallen from the path of Orochi for a more peaceful one. This makes him responsible for her being orphaned. And then he caps it off by murdering Maki Kagura, the eldest Yata clan member, allowing him to weaken the seal holding Orochi back.

-Goenitz appears in "modern" continuity by beating Kyo Kusanagi easily, attempting to gauge his strength, while Mature & Vice keep an eye on Iori, so he has all the members of the three families that once sealed Orochi in check. In the 1996 King of Fighters tournament, he acts as the Final Boss, hoping to kill all three. However, Chizuru, Iori & Kyo actually defeat him, Kyo scoring the final blow. Humiliated, Goenitz commits suicide. The villain created a visual motif that's kept up through the entire "NESTS Arc" of the game series- the guy with light hair and a dark, cloak-y costume, but in his case it's an "Evil Priest" look.

-Goenitz is a PL 11 terror, infamously cheap back in the day with his invisible Wind Slicing attacks that seemed to come from everywhere. His stance is cocky and his moves all come out with these casual poses that make him look like he's only giving a half-effort- a truly annoying thing for gamers. He also has some "out of fight" powers, as his summoning in the final moments of the came creates a MASSIVE windstorm that sends innocent spectators flying across the screen and destroys the KoF stadium, and he can also Teleport.
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The New Faces Team

Post by Jabroniville »

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THE NEW FACES TEAM:
-King of Fighters '97 did something a little unusual- while new characters popped up here and there on the various teams, and we had new squads like the "Rival Team" popping up, the "New Faces Team" was a little different- an all-new band of interesting-looking youths whose gimmick was that they were a ROCK BAND. Their fashions seemed pretty current, and they were definitely unique- Yashiro was a big muscular guy with an open-chested shirt and white hair, Shermie was a tall girl with bangs over her eyes and a penchant towards wrestling moves, and Chris was a very short, preteen boy, typically not the kind of thing that I normally like, but whatever. They were tossed out there as a potentially-interesting group of rookies, having beaten up the American Sports Team for their spots and OH MY F*CK THEY'RE OROCHI.

-So YEP- at the end of KoF '97, you defeat one of the "Riot of Blood" characters (Iori, Leona or Yamazaki) and then you end up fighting the New Faces... who reveal thesmelves as minions of Orochi itself. With a completely bitching remix of their song Rhythmic Hallucination, their colors darken, their movesets switch out (it's noted that in this form, they become counterparts to the "Hero Team" of Kyo, Daimon & Benimaru), and it's a knock-down, drag-out fight to the death. And should you beat them, they happily fade away, committing suicide to allow tiny Chris to transform himself into a receptable for the spirit of Orochi, who is the Final Boss of the game.

-These characters went over HUGE. People were interested in their designs, but turning them into swerve VILLAINS, with all that rigamorale, ended up turning them into legends! It's not for nothing that fans begged for their return for ages, and the following KoF being a "Dream Match" that brought all the dead characters back only reemphasized how cool the games were for that time. But they never reappeared (save another "Dream Match" in 2002), keeping that legend alive. The entire team returns in King of Fighters XV, brought through time distortions caused by Verse. This FINALLY gives them a triumphant return to the series after fans have been begging for eons.
Last edited by Jabroniville on Mon Jul 24, 2023 8:57 am, edited 1 time in total.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Shermie

Post by Jabroniville »

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SHERMIE
First Appearance:
King of Fighters '97
Game Appearances: King of Fighters '97-98 & 2002, XV (27% of series), Neo*Geo Battle Coliseum, SNK Gals' Fighter, SNK Heroines: Tag Team Frenzy
Role: Rocker Chick
PL 9 (128)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 8 (+12)
Athletics 9 (+12)
Close Combat (Unarmed) 4 (+15)
Expertise (History) 5 (+6)
Expertise (Rock Star) 6 (+10)
Expertise (Fashion) 6 (+7)
Insight 4 (+7)
Intimidation 4 (+8)
Perception 4 (+7)

Advantages:
Improved Critical (Unarmed), Improved Critical (Shermie Spiral), Improved Critical (Shermie Clutch), Improved Critical (Axle Spin Kick), Startle

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

Powers:
"Shermie Spiral- Neckbreaker Frankensteiner" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2) -- [4]
  • AE: "Shermie Clutch- Bodyscissors Takedown" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Axle Spin Kick" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Initiative +5

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

Complications:
Responsibility (Orochi)- The "New Faces Team" are all pawns of Orochi, willingly giving up their lives for it.
Secret/Involuntary Transformation (Orochi)- The members of CYS are all actually part of the Four Heavenly Kings of Orochi, and are beholden to the monster. They do not realize this when they enter the tournament, but awaken during it.
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, Shermie may use grappling moves any time she likes, with no drawbacks.

Total: Abilities: 66 / Skills: 50--25 / Advantages: 6 + 11 / Powers: 5 / Defenses: 15 (128)

-Shermie definitely has a unique look to her- most female characters in Fighting Games are usually skin-baring, large-eyed beauties with acrobatic fighting styles- Shermie's eyes are never visible, with her long bangs hanging over them... and she beats the piss out of you with WRESTLING MOVES. This instantely made her very different and unusual, and kind of mysterious as well- it helped keep the character seemingly aloof. Further proof of the "New Faces Team" being hugely popular was Shermie's inclusion in both SNK "Girl Fighter" games, plus Neo*Geo Battle Coliseum.

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SHERMIE OF THE RAGING LIGHTNING (aka Orochi Shermie)
First Appearance:
King of Fighters '97
Game Appearances: King of Fighters '97-98 & 2002, XV (27% of series), Neo*Geo Battle Coliseum, SNK Gals' Fighter, SNK Heroines: Tag Team Frenzy
Role: Rocker Chick, Powered-Up Version
PL 9 (138)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 8 (+12)
Athletics 9 (+12)
Close Combat (Unarmed) 4 (+15)
Expertise (History) 5 (+6)
Expertise (Rock Star) 6 (+10)
Expertise (Fashion) 6 (+7)
Insight 4 (+7)
Intimidation 4 (+8)
Perception 4 (+7)
Ranged Combat (Electricity) 6 (+12)

Advantages:
Improved Critical (Unarmed) 2, Improved Critical (Spin Kick) 2, Improved Critical (Electricity) 2, Improved Critical (Invisible Blast), Ranged Attack 3, Startle

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

Powers:
"Electricity- SNK Sliding Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5) -- [7]
  • AE: "Spin Kick/Diving Stomp Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Invisible Blast" Blast 3 (Feats: Accurate, Subtle 2) (Reduced Defenses -2, Diminished Range -1) (4)
Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Electricity +12 (+5 Ranged Damage, DC 20)
Initiative +5

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

Complications:
Responsibility (Orochi)- The "New Faces Team" are all pawns of Orochi, willingly giving up their lives for it.
Secret/Involuntary Transformation (Orochi)- The members of CYS are all actually part of the Four Heavenly Kings of Orochi, and are beholden to the monster. They do not realize this when they enter the tournament, but awaken during it.
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, Shermie may use grappling moves any time she likes, with no drawbacks.

Total: Abilities: 66 / Skills: 56--28 / Advantages: 11 + 11 / Powers: 7 / Defenses: 15 (138)

-"Orochi Shermie" ends up a completely different animal than regular Shermie, as they drop her grapples and turn her into a mobile, diving BLASTER, meaning she can now zone you with ranged attacks. This makes her the counterpart to Benimaru, who is similarly mobile and range-happy.
Last edited by Jabroniville on Mon Jul 24, 2023 8:56 am, edited 1 time in total.
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