Jab’s Builds! (Miss Piggy! The Swedish Chef! Sweetums! Gonzo!)

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

Chizuru Kagura

Post by Jabroniville »

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Image

CHIZURU KAGURA (Chizuru Yata)
First Appearance:
King of Fighters '96
Game Appearances: King of Fighters' 96-98 & 2003, KoF XV (33% of series)
Role: The Stoic One, Captain Exposition
PL 9 (171)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 9 (+11)
Close Combat (Unarmed) 2 (+14)
Expertise (Martial Arts) 6 (+10)
Expertise (History) 4 (+8)
Expertise (Business) 8 (+12)
Expertise (Magic & Demonology) 9 (+13)
Perception 4 (+8)
Ranged Attack (Blasts) 6 (+12)
Stealth 2 (+7)
Vehicles 6 (+10)

Advantages:
Improved Critical (Unarmed), Improved Critical (Piercing Peak Punch), Improved Critical (Oracle's Decree), Improved Critical (Heaven's Way), Ranged Attack 2, Ritualist

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:
"Divination" Senses 4 (Precognition) (Flaws: Requires Ritual) [2]

"Piercing Peak Punch- Mirror Image Punches" Blast 4 (Extras: Multiattack) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree) (Diminished Range on Both -1) (10) -- [13]
  • AE: "Oracle's Decree- Mirror Image Dash Punch" Blast 4 (Reduced Defenses -1, Diminished Range -1) (5)
  • AE: "Heaven's Way- Mirror Image Flying Swipe" Blast 4 (Feats: +2 to Hit Jumping Opponents) (Reduced Defenses -1, Diminished Range -1) (6)
  • AE: "Switch Places With Copy" Teleport 2 (Feats: Change Direction) (5)
"Yata Mirror" (Flaws: Easily Removable) [21]
"Posession" Mind Control 8 (Extras: Possession) (32) -- (34 points)
  • AE: Teleport 12 (Extras: Extended) (32)
  • AE: Mind-Reading 10 (20)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Piercing Peak Punch +12 (+4 Damage & Affliction, DC 19 & 14)
Mirror Images +12 (+4 Ranged Damage, DC 19)
Initiative +5

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

Complications:
Responsibility (Defeating Orochi)- Chizuru is the last remaining member of a clan that sealed Orochi centuries ago. She now needs to team up the adversarial Kyo Kusanagi & Iori Yagami to seal the demon again.
Relationship (Maki Yata)- Chizuru's elder sister was murdered by Orochi's agent, Goenitz. She must fight a "shadow" of her later.
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: 64--32 / Advantages: 7 + 11 / Powers: 36 / Defenses: 14 (171)

-Chizuru is another character I feel somewhat failed as a design. This character was supposed to be SO important to the King of Fighters lore, and was the Sub-Boss of the 1996 edition of the game (before you faced Goenitz)... but the fans were never taken with her, and she eventually disappears for a long four years, and has now been out of the games for SIXTEEN! I think it comes down to her design... which is dull. She's just this tall, slender woman with long hair and a weird pokey-shouldered shirt. There's nothing "iconic" or cool about her design. She looks suitably mystical and mysterious, but that alone doesn't really make her appearance justified. I feel like if they'd gone for a cooler dress, a fashion-plate outfit (maybe an all-white suit or something?)- ANYTHING- they'd have had a long-time popular character.

-Chizuru, as I said, is incredibly important to the plot- as the descendant of one of the three clans that sealed Orochi 1800 years ago, she is also the one with all of the important plot information as to what Orochi IS, and how to stop it. Teaming up with rivals Kyo Kusanagi & Iori Yagami, she plans the downfall of the demonic force that threatens the world. She holds the Yata Mirror, which can help seal Orochi. It turns out that Orochi's agent Goenitz had killed her older sister (at that point the heir to stopping Orochi), leaving Chizuru with the responsibility instead. Becoming a businesswoman under a false name, she keeps track of the King of Fighters tournament, ultimately joining Kyo & Iori, under their protests. Finally, the team succeeds when Kyo wins the 1997 tournament.

-Chizuru's appearance was apparently based off of Yohko Shiraki from the Tomorrow's Joe manga. A Sub-Boss in KoF '96, she reappears in '97, being so important to the plot. The next game was a "Dream Match", and so she appeared again, but she missed 2002's version of the same. In the end, she joins KoF 2003, now important once more as a victim of Ash Crimson, who seeks the three clans' powers- Chizuru is the first victim, losing her Yata Mirror. In KoF XIV, her powers finally return, and she heads to Hungary with Kyo & Iori, hoping to defeat an unleashed Orochi yet again. In KoF XV, Chizuru makes her first apperance in TWENTY YEARS, joining the "Sacred Treasures Team" yet again to investigate Verse and the Amp-powered beings.

-Chizuru fights in a very "mystical" sort of way, lacking martial arts hitting power, using more of that kind professed by real-world charlatans- open-handed swipes and swats that, because this is a video game, actually hurt. She also uses Special Moves that do weird stuff like throw out mirror images of herself that do the damage for her. Her Yata Mirror is a massive plot device that can do God knows what, like creating "Kusanagi", a dark clone of Kyo meant to test other fighters, look into the minds of others, etc. As a mere Sub-Boss, she's still only PL 9, but her "Mirror Images" make her less vulnerable than other characters (less Reduced Defenses), and are quite accurate.
Last edited by Jabroniville on Mon Jul 24, 2023 8:08 am, edited 1 time in total.
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kreuzritter
Posts: 203
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Re: Jab’s Builds! (Iori! Mature & Vice! The Ikari Warriors! Leona!)

Post by kreuzritter »

KorokoMystia wrote: Thu Nov 28, 2019 2:33 am Curiously, in his source game Jyazu seems to be a sprite edit of the two ninja characters, Gozu and Mezu (Pallete-swapped ninjas? Who'd ever do THAT?)
as I recall, he's an evil spirit trapped in the sword of Kizuna Encounter's regular boss, King Shishio (whose goofy armor includes boxing gloves)
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Maki Kagura

Post by Jabroniville »

Image

MAKI KAGURA (Maki Yata)
First Appearance:
King of Fighters 2003
Game Appearances: King of Fighters' 96-98 & 2003 (29% of series)
Role: Dead Sister, Sub-Boss
PL 9 (166)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 9 (+11)
Close Combat (Unarmed) 2 (+14)
Expertise (Martial Arts) 6 (+10)
Expertise (History) 4 (+8)
Expertise (Magic & Demonology) 9 (+13)
Perception 4 (+8)
Ranged Attack (Blasts) 6 (+12)
Stealth 2 (+7)
Technology 4 (+8)

Advantages:
Improved Critical (Unarmed), Improved Critical (Piercing Peak Punch), Improved Critical (Oracle's Decree), Improved Critical (Heaven's Way), Ranged Attack 2, Ritualist

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:
"Divination" Senses 4 (Precognition) (Flaws: Requires Ritual) [2]

"Piercing Peak Punch- Mirror Image Punches" Blast 4 (Extras: Multiattack) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree) (Diminished Range on Both -1) (10) -- [13]
AE: "Oracle's Decree- Mirror Image Dash Punch" Blast 4 (Reduced Defenses -1, Diminished Range -1) (5)
  • AE: "Heaven's Way- Mirror Image Flying Swipe" Blast 4 (Feats: +2 to Hit Jumping Opponents) (Reduced Defenses -1, Diminished Range -1) (6)
  • AE: "Switch Places With Copy" Teleport 2 (Feats: Change Direction) (5)
"Yata Mirror" (Flaws: Easily Removable) [21]
"Posession" Mind Control 8 (Extras: Possession) (32) -- (34 points)
  • AE: Teleport 12 (Extras: Extended) (32)
  • AE: Mind-Reading 10 (20)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Piercing Peak Punch +12 (+4 Damage & Affliction, DC 19 & 14)
Mirror Images +12 (+4 Ranged Damage, DC 19)
Initiative +5

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

Complications:
Responsibility (Defeating Orochi)- Maki is the leader of a clan that sealed Orochi centuries ago.
Relationship (Chizuru Yata)- Chizuru is the younger sister of Maki.
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: 54--27 / Advantages: 7 + 11 / Powers: 36 / Defenses: 14 (166)

-For Chizuru's playable reappearance in King of Fighters 2003, the sorta-resurrected her doomed sister Maki to be a Sub-Boss. Maki had been killed ten years prior to the start of the tournaments by Orochi's agent Goenitz, but Chizuru, under mind-control from Those From The Past, uses her Yata Mirror to create a dark shadow of Maki. Unfortunately, Maki's just a total clone of her sister, fighting the exact same way and even having an identical look! They were gonna add shorter hair, but scrapped the idea due to time constraints.

-Maki is almost exactly the same as Chizuru, only swapping Business & Vehicles for Engineering-related stuff.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

The Korea Team

Post by Jabroniville »

THE KOREA TEAM'S STORY:
-With Kim Kaphwan being a popular Fatal Fury character, the decision was made to include him in King of Fighters '94, the big crossover game. But who to put on his team? Instead of using Franco Bash, Cheng Sinzan or other FF characters, the developers instead decided to use a pair of Korean criminals- the huge Chang and diminutive Choi. The idea being that the justice-minded Kim had seen fit to keep a pair of crooks with him, believing that he could redeem them and make them heroes (Narrator: "he couldn't"). And so a running gag was formed- Choi & Chang would constantly try to escape so they could commit crimes, and Kim would happily beat them down to teach them a lesson, then drag them to the next tournament.

-This continued on for ages, with Jhun Hoon, similar to Kim, joining the squad when the games shifted to "Four-Person Teams". He and Kim began competing, hoping to be the one to "fix" the two crooks. Ultimately, however, they were dropped from the series after 2001-02, which suggests they are rehabilitated to Kim's satisfaction. Choi & Chang appeared as a "single character" in Capcom vs. SNK, with the huge Chang being solid and powerful, but often sending out Choi like a projectile. However, both eventually returned for KoF XIV, having "fallen off the wagon" (getting into a violent incident at a bar), and were imprisoned. Now, they are teamed with the violent Xanadu for a "Criminal Team", while Kim forms a NEW "Korea Team" with more heroic countrymen.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Choi Bounge

Post by Jabroniville »

ImageImage
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CHOI BOUNGE
First Appearance:
King of Fighters '94
Game Appearances: King of Fighters '94-02 & XIV (71% of series), KoF EX 1 & 2, Capcom (vs) SNK 2, SNK (vs) Capcom SVS Chaos
Role: Tiny Killer, Most Hated Character Ever, Fast Guy
PL 8 (119)
STRENGTH
1 STAMINA 2 AGILITY 7
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 7 (+14)
Athletics 11 (+12)
Close Combat (Claws) 1 (+14)
Expertise (Martial Arts) 5 (+5)
Expertise (Criminal) 4 (+4)
Insight 2 (+2)
Intimidation 4 (+5)
Perception 6 (+6)
Stealth 2 (+9)

Advantages:
Equipment (Clawed Gloves +1- Split), Improved Critical (Claws), Improved Critical (Kaiten Hien Zan), Improved Critical (Hurricane Cutter), Improved Critical (Hisho Kuretsu Zan), Improved Initiative 2, Ranged Attack 2, 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:
Leaping 1 (15 feet) [1]
Features 1: May Add Claw Damage to Special Moves [1]

"Kaiten Hien Zan- Spinning Claws" Strength-Damage +0 (Extras: Multiattack 2) (Flaws: Distracting) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (3) -- [5]
  • AE: "Hurricane Cutter- Rising Spin Claw" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Hisho Kuretsu Zan- Spring-Off Claw Attack" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +13 (+1 Damage, DC 16)
Claws +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Spinning Claws +14 (+2 Damage & Affliction, DC 17 & 14)
Initiative +15

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

Complications:
Motivation (Cutting People Up)- Though he has calmed in recent years, Choi is always up for some ultra-violence and chaos.
Rivalry (Kim Kaphwan)- Kim's Rehabilitation Project involves beating up Choi & Chang every time they try to run away.
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: 42--21 / Advantages: 10 + 11 / Powers: 6 / Defenses: 14 (119)

-Until the creation of Ash Crimson, Choi was probably the most hated character SNK had ever created. Visually inoffensive, he was a tiny guy in a hat with Freddy Krueger claws, but it was FIGHTING HIM that was the problem. See, Fighting Games rely a lot on "hit boxes", movement, and placement on the field of battle to differentiate characters. Having taller or wider "hit boxes" than other characters made you more vulnerable to being struck, while broader "hit boxes" for your attacks meant you had better accuracy. Well, Choi was TINY. So tiny, in fact, that a large amount of attacks would miss him entirely, when another character would be struck. And with a lot of high-movement attacks with which to counterattack his foes, Choi became a high-tier nuisance, especially hated if you faced him later in the game (when the computer A.I. was superior).

-Choi, of course, was popular in Korea, and so he was constantly a fixture on "The Korea Team". Fighting him is something I only did on a few playthroughs, but I learned to hate him as well- the others could be tough, but Choi was INFURIATING. By being so tiny, he could undercut much of your offense, and then leap about the screen with ease. In the end, I had to cut the Gordian Knot, as it were- I simply stopped attacking. By refusing to play his game, I tricked the A.I. into leaping in instead- then *I* was able to counter Choi, and his leaping made him more vulnerable, negating the trouble of having to chase him around. It still wasn't a perfect strategy, but seeing as I was fighting him second from the Boss, that was enough.

-Choi is a silly man with a theatrical accent (translated by ending his sentences with "buddy boy" in the West), is a complete sadist who enjoyed hurting people, and chafed under Kim's command for years.

-Choi, a tiny dude with clawed gloves, fought using a leap-intensive style. Despite being an in-game terror, he's actually quite weak in the canon, as both he and Chang were routinely beaten up by a solitary Kim (only a PL 9).

---

WHAT FIGHTING CHOI IS ACTUALLY LIKE
First Appearance:
King of Fighters '94
Game Appearances: King of Fighters '94-02 & XIV (71% of series), KoF EX 1 & 2, Capcom (vs) SNK 2, SNK (vs) Capcom SVS Chaos
Role: Tiny Killer, Most Hated Character Ever, Fast Guy
PL 10 (129)
STRENGTH
1 STAMINA 2 AGILITY 7
FIGHTING 17 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 7 (+14)
Athletics 11 (+12)
Close Combat (Claws) 1 (+18)
Expertise (Martial Arts) 5 (+5)
Expertise (Criminal) 4 (+4)
Insight 2 (+2)
Intimidation 4 (+5)
Perception 6 (+6)
Stealth 2 (+9)

Advantages:
Equipment (Clawed Gloves +1- Split), Improved Critical (Claws), Improved Critical (Kaiten Hien Zan), Improved Critical (Hurricane Cutter), Improved Critical (Hisho Kuretsu Zan), Improved Initiative 2, Ranged Attack 2, 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:
Leaping 1 (15 feet) [1]
Features 1: May Add Claw Damage to Special Moves [1]

"Kaiten Hien Zan- Spinning Claws" Strength-Damage +0 (Extras: Multiattack 2) (Flaws: Distracting) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (3) -- [5]
  • AE: "Hurricane Cutter- Rising Spin Claw" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Hisho Kuretsu Zan- Spring-Off Claw Attack" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +17 (+1 Damage, DC 16)
Claws +18 (+2 Damage, DC 17)
Special Moves +16 (+4 Damage, DC 19)
Spinning Claws +18 (+2 Damage & Affliction, DC 17 & 14)
Initiative +15

Defenses:
Dodge +15 (DC 25), Parry +17 (DC 27), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Cutting People Up)- Though he has calmed in recent years, Choi is always up for some ultra-violence and chaos.
Rivalry (Kim Kaphwan)- Kim's Rehabilitation Project involves beating up Choi & Chang every time they try to run away.
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: 7 / Defenses: 16 (129)

-Choi's insanely tiny sprite makes him impossible to hit at times- higher kicks will simply whiff entirely, causing a massive counterattack, usually by one of his many spinning jumps. So here's a PL 10 variant to reflect what fighting him is actually like.
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KorokoMystia
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Re: Jab’s Builds! (Iori! Mature & Vice! The Ikari Warriors! Leona!)

Post by KorokoMystia »

Aside from being an unholy terror to fight against, Choi is odd in that he's pretty much a midget Freddy, since he has the signature hat in addition to the claws. And as can be seen, in the newest game they even just straight up gave him a striped shirt, just like Freddy!
Jabroniville
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Re: Jab’s Builds! (Iori! Mature & Vice! The Ikari Warriors! Leona!)

Post by Jabroniville »

Image

ELSA WITH HER HAIR DOWN YOU GUYSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!


Also, expect the Avatar jokes to only increase over the next couple of weeks.
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Ares
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Re: Jab’s Builds! (Iori! Mature & Vice! The Ikari Warriors! Leona!)

Post by Ares »

Jabroniville wrote: Fri Nov 29, 2019 4:13 am Also, expect the Avatar jokes to only increase over the next couple of weeks.
The Last Airbender or Giant Smurf franchise?
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Iori! Mature & Vice! The Ikari Warriors! Leona!)

Post by Jabroniville »

Ares wrote: Fri Nov 29, 2019 4:28 am
Jabroniville wrote: Fri Nov 29, 2019 4:13 am Also, expect the Avatar jokes to only increase over the next couple of weeks.
The Last Airbender or Giant Smurf franchise?
Well, Elsa DOES ride a blue horse, so I guess both.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Chang Koehan

Post by Jabroniville »

Image
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CHANG KOEHAN
First Appearance:
King of Fighters '94
Game Appearances: King of Fighters '94-02 & XIV (71% of series), KoF EX 1 & 2, Capcom (vs) SNK 2
Role: Mighty Glacier, Stupid Criminal
PL 8 (104)
STRENGTH
5 STAMINA 5 AGILITY 1
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+5)
Athletics 4 (+9)
Expertise (Martial Arts) 5 (+5)
Expertise (Criminal) 4 (+4)
Insight 2 (+2)
Intimidation 7 (+8)
Perception 4 (+4)

Advantages:
Equipment (Ball & Chain- Damage +1- Reach 2), Improved Critical (Unarmed), Improved Critical (Ball & Chain), Improved Critical (Hurricane Cutter), Improved Critical (Hisho Kuretsu Zan), Ranged Attack 2, 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:
Features 1: May Add Ball Damage to Special Moves [1]

"Spinning Iron Ball" Strength-Damage +2 (Inaccurate -1) & Enhanced Advantages: Takedown (total 2) (2) -- [5]
  • AE: "Flying Ball Breaker" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Breaking Iron Ball" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Big Destroyer Toss- Multi-Slam Grab" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +10 (+5 Damage, DC 20)
Ball & Chain +10 (+6 Damage, DC 21)
Special Moves +8 (+8 Damage, DC 23)
Initiative +1

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

Complications:
Motivation (Violence/Laziness)- Chang was a very violent man at first, but has mellowed into a lazy, silly one after Kim's Rehabilitation Project.
Rivalry (Kim Kaphwan)- Kim's Rehabilitation Project involves beating up Choi & Chang every time they try to run away.
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: 30--15 / Advantages: 8 + 11 / Powers: 6 / Defenses: 16 (104)

-The "Korea Team" represent total opposites, of course, with the 7'5" Chang Koehan towering over his dwarfish, violent friend. While Choi was caught while trying to attack Kim, Chang was forcibly recruited after breaking out of prison, as Kim wanted to use his giant strength "for justice". Badly beaten, Choi & Chang are forced to run along an eternal re-education. A very plain design, Chang is still somewhat of a stand-out because large people don't NEED elaborate costumes- he gets by on pure size. Though I kinda like how he's also fat- most giants are ripped, muscular behemoths, but Chang comes off more like Andre the Giant did in his later years- a huge bear of a man.

-Chang, like Choi, is a weapon-user, making him a bit tricky, as he's ALSO one of the strongest characters in the series, out-muscling even Ralf & Clark. So he's highly strong, but very inaccurate, as he's still only PL 8 like his partner. This means that his Special Moves are a horrifying +8/+8, among the only "balanced out" attacks in the SNK series, and he can be even more dangerous than that if he Power Attacks. But his low PL means that he's hard-pressed to land one of those deadly hits. They're all pretty simple, too- just throw the chain, swing the chain upwards like a Flash Kick, slam the guy multiple times, or pulling a "Zangief" and standing there while the chain spins around you.
Jabroniville
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Re: Jab’s Builds! (Iori! Mature & Vice! The Ikari Warriors! Leona!)

Post by Jabroniville »

Oh SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT- Elena of Avalor spoilers: https://www.youtube.com/watch?v=BwMmwu-gF0s

Esteban's secret is out. And Elena, empowered by magic crystals now, is PISSED.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Jhun Hoon

Post by Jabroniville »

Image
Image

How many white-haired pretty boys are IN this franchise, anyways?

JHUN HOON
First Appearance:
King of Fighters '99
Game Appearances: King of Fighters '99-00 & 2002-03
Role: Taekwondo Guy, Justice-Seeker
PL 8 (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) 2 (+13)
Expertise (Law Enforcement) 5 (+7)
Expertise (Martial Arts) 6 (+8)
Expertise (Pop Culture) 4 (+6)
Insight 4 (+6)
Investigation 3 (+5)
Perception 3 (+5)

Advantages:
Agile Feint, Great Endurance, Improved Critical (Unarmed) 2, Improved Critical (Mangetsu Zan), Improved Critical (Shuusou Kyaku Upper)

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]

"Shuusou Kyaku Upper" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents, +2 if He Successfully Bluffed) (Inaccurate -1) (3) -- [4]
  • AE: "Mangetsu Zan- Overhead Kick" Strength-Damage +2 (Feats: +2 if He Successfully Bluffed) (Inaccurate -1) (2)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +7

Complications:
Motivation (The Law)- Jhun Hoon 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 Koehan.
Rivalry (Kim Kaphwan)- Though Jhun and Kim are friendly, Jhun sees inefficiencies in Kim's attempts to rehabilitate Choi & Chang.
Responsibility (No Punches)- Almost a parody of the TKD style, Jhun does not use punches during his fights.
Obsession (Athena Asamiya)- Khun is a huge fan of moe & pop stars, and will even lose face to get an autograph from Athena.
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: 44--22 / Advantages: 6 + 11 / Powers: 5 / Defenses: 14 (135)

-When the King of Fighters games added the "fourth character" option, the "Korea Team" was in a tricky situation- their team was always based around only these three guys- Kim, Choi & Chang. So they did what a few other teams did, and simply invented a fourth character. Here, we had Jhun Hoon (whose name is confusingly similar to the name of one of Kim's sons, Jae Hoon), who is more of a copycat of Kim than anything. Also a justice-obsessed law-enforcement type, Jhun Hoon joins Kim's quest to rehabilitate Choi & Chang, disagreeing with Kim's methods, but not his goals. More of a "New Age" kind of guy, Jhun voices a need for esoteric kinds of mental training, such as going to pop concerts.

-Jhun Hoon didn't prove overly popular, unfortunately, lasting only four games before they dropped him for other characters around the same time as Choi & Chang were dumped from the games. Thus, he missed out on all the graphical updates, and may never appear again. His Kim-inspired moveset didn't really set off imaginations, though his stance-based fighting style is at least a little different. He was based off of a guy named Kim Hoon from a game called Fight Fever. I find his design pretty good, actually- a bit "plain", but his blue shirt & white pants are quite striking, and the white hair balances the whole thing. If he'd debuted much earlier, he'd have been a lot more successful.

-Jhun Hoon is based around a thing a lot of Fighting Games did- makig a guy alter his stances to set off different attacks. In-game, this means that you can throw off your opponents by switching stances rapidly and forcing them to alter strategy with the same speed, as they know that different attacks may come out. I made this Agile Feint with some modifications to his moves in case he successfully Bluffed (not always a good idea if you're a Low-Toughness character).
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

May Lee

Post by Jabroniville »

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MAY LEE JINJU
First Appearance:
King of Fighters 2001
Game Appearances: King of Fighters 2001-02 (28% of games since her debut)
Role: Superhero Chick, Dropped Character
PL 8 (108)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+13)
Expertise (Martial Arts) 2 (+3)
Insight 3 (+5)
Perception 4 (+6)
Persuasion 1 (+4)

Advantages:
Improved Critical (Unarmed), Improved Critical (Windmill Kick), Improved Critical (Sun Rise Kick), Improved Critical (Sunset Kick), Improved Critical (Shining Thunder Blow), Improved Critical (May Lee Break), Improved Initiative, Ranged Attack 4

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:
"Standard Stance- Windmill Kick" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (4) -- [8]
  • AE: "Standard Stance- Sun Rise Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Standard Stance- Sunset Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Hero Stance- Shining Thunder Blow" Strength-Damage +2 (Inaccurate -1) & Speed 2 (Limited to Short Bursts) (2)
  • AE: "Hero Stance- May Lee Break" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +13 (+2 Damage, DC 17)
Special Moves +11 (+4 Damage, DC 19)
Windmill Kick +12 (+3 Damage & Affliction, DC 18 & 13)
Initiative +10

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +2 (+3 D.Roll), Fortitude +5, Will +4

Complications:
Responsibility (Justice)- May Lee is so obsessed with justice that she acts like a superhero.
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: 11 + 11 / Powers: 8 / Defenses: 10 (108)

-Coming in near the end of the era of SNK's run, May Lee ended up being one of those unfortunate characters who was quickly left behind by the series, appearing in only one game in continuity- King of Fighters 2001 (the next game was a "Dream Match"). Her generic-ass design didn't help- "Teen Girl in Baggy Clothes" had been done, with WHITE PANTS even, so many times by then, that she came off as hopelessly same-y, despite her "Superhero Scarf".

-About the scarf: or whatever reason, ever since Kamen Rider became a thing, the scarf has been more tied to superheroes in Japan than the cape is to superheroes in the West- it's just one of those cultural things. The first Kamen Rider, and many others, used red scarves as a character accessory (likely taking it from World War I Flying Aces, who used them to protect their necks from chafing as they turned their heads), and it stuck across multiple genres, but especially for superheroes. For years, it seemed actually impossible for the Japanese to invent a superhero character who DIDN'T wear one. And so this character, who fancied herself a real superhero, wore one for her "Alternate Mode"- a Hero Mode.

-May Lee was one of Kim Kaphwan's best students, and when Jhun Hoon injured his back before the 2001 tournament, she was entered in his stead. An obsessive justice-seeker like Kim, she was happy to be a member of the squad, and even Choi & Chang liked her, as she didn't beat them for falling out of line like Kim did! Alas, that was it for her run in KoF, in the 2002 "Dream Match" game, she was dumped onto a new "Woman Fighters Team" with Mai & Yuri.

-May Lee's Standard Stance allows for a Multiattack, an Anti-Air, and a Kim-Style Flipping Kick, and utilizes only kicks. Her Hero Stance allows only punches, and includes an Overhead, a charging attack, and a Grab. This makes her rather versatile for one of those forgotten "PL 8 Teen Girl" characters. Because she only appeared in one game, though a later one, I docked her to "PL 7.5".
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

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

Post by KorokoMystia »

Yeah, May Lee is a very blatant reference to Kamen Rider, it seems. Not only the scarf, but her belt and pose (in the third image) are a dead ringer:
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Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Gang-Il

Post by Jabroniville »

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GANG-IL
First Appearance:
King of Fighters XIV
Game Appearances: King of Fighters XIV only
Role: The Mentor (to Kim)
PL 8 (117)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+12)
Athletics 9 (+12)
Close Combat (Unarmed) 1 (+12)
Expertise (Martial Arts) 7 (+9)
Insight 4 (+7)
Perception 4 (+7)

Advantages:
Agile Feint, Great Endurance, Improved Critical (Unarmed) 2, Improved Critical (Mangetsu Zan), Improved Critical (Shuusou Kyaku Upper)

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]
"Squat Fighter" Strength-Damage +1 [1]

"Shaka Shuu- Multikicks" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6) -- [8]
  • AE: "Double Twi Chagi- Triple Rising Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (3)
  • AE: "Hangetsuzan- Overhead Kick" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +12 (+4 Damage, DC 18)
Special Moves +10 (+6 Damage, DC 21)
Shaka Shuu +12 (+4 Damage & Multiattack, DC 19 & 14)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +7

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: 62 / Skills: 34--17 / Advantages: 6 + 11 / Powers: 10 / Defenses: 13 (119)

-Gang-Il is a peculiar addition to the roster- it turns out that Kim's MENTOR has come out to join the latest King of Fighters tournament, taking up a place on the "Korea Team". Unfortunately, he's got one of the plainest designs since Goro Daimon- just some short, squat guy in baggy pants. He looks bad-ass, but very dull and one-note. They at least took efforts to make him different from Kim- he's a ladies' man and flirt, in addition to being the exact opposite of your usual Taekwondo fighter's build.

-Gang-Il is... largely similar to Kim & Jhun Hoon, making him a "waste of a character slot", according to Fighter's Generation's writer- he has the Overhead Kick and the Rising Kick, though multi-hits a bit more.
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