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

Where in all of your character write ups will go.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Dee Jay

Post by Jabroniville »

Image

DEE JAY
Created By:
James Goddard
First Appearance: Super Street Fighter II (1993)
Game Appearances: Super Street Fighter II & Super SFII Turbo, Street Fighter: The Movie, Street Fighter Alpha 3, Super Street Fighter IV & Ultra SF IV, Street Fighter VI
Home Country: Jamaica
Role: The Happy Fun Guy, Bastard Child of the Franchise (Capcom of Japan doesn't care for him)
Vague Martial Art Basis: Western Kickboxing
PL 9 (138)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 9 (+14)
Athletics 6 (+9)
Close Combat (Unarmed) 4 (+13)
Deception 1 (+5)
Expertise (Music) 8 (+12)
Expertise (Martial Arts) 8 (+8)
Insight 2 (+4)
Intimidation 2 (+6)
Perception 3 (+5)
Persuasion 2 (+6)
Ranged Combat (Max-Out) 6 (+11)
Stealth 2 (+7)
Vehicles 1 (+4)

Advantages:
Beginner's Luck, Daze (Music), Defensive Throw, Great Endurance, Improved Critical (Max-Out) 2, Improved Critical (Hyper Fist), Improved Initiative, Ranged Attack 2, Takedown (total 2), Well-Informed

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed) 2, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Power Strikes" Strength-Damage +1 [1]

"Special Moves"
"Air Slasher/Max-Out" Blast 4 (Diminished Range -1) (7) -- [10]
  • AE: "Hyper Fist" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting 3) (Inaccurate -1) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (4.5)
  • AE: "Rolling Sobat/Double-Dread Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Jacknife Maximum- Double Kick" Strength-Damage +2 (Feats: +2 to Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +13 (+4 Damage, DC 19)
Max-Out +11 (+4 Ranged Damage, DC 19)
Double-Dread Kick/Jacknife Maximum +11 (+6 Damage, DC 21)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4 (+5 D.Roll), Fortitude +6, Will +6

Complications: 
Motivation (Getting the Beat)- Dee Jay is obsessed with his music, and he wants to find that one, perfect sound to accompany his dancing. This will be accomplished by beating the $#!& out of people. 
Weakness (Predictability)- Dee Jay, like all Street Fighters, 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 he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 60 / Skills: 56--28 / Advantages: 12 + 12 / Powers: 11 / Defenses: 15 (138)

-Dee Jay has a funny history as an SF character. See, the four New Challengers were going to be Cammy, T. Hawk, Fei Long, and a head-swap of Fei Long. James Goddard, a designer for Capcom's USA division, convinced Capcom of Japan to let him create a new guy instead. Basing him off of Billy Blanks (yes, the Tae-Bo guy, pre-Tae-Bo's short-lived fad), Goddard wanted to create a cool black character, instead of the more negative types that the Japanese have been fond of creating over the years (let's just say that the anime & video game worlds have NOT exactly been culturally-sensitive of certain groups of people and leave it at that). After scrapping the early design (said to be "too racist for mortals to look upon), they settled on a pretty solid, if uninteresting design, that used a clever mirror image with the "MAXIMUM" written on his pants, which would look the same even if mirrored). 

-Unfortunately, Capcom was never quite taken with the guy, and so he didn't get to appear for years after his debut. He was only in the home version of SF Alpha 3, and it took the second issuing of SFIV to get him back. And then the ANIMATED MOVIE... Dee Jay had a hilarious cameo in film, proving how little the Japanese crowd though of him. Easily the most useless appearance of the Big Sixteen in the entire movie, the only ass-whupping he got to do was on a pair of STREET THUGS, and didn't even use any of his trademark moves to do it! He showed up, talked to Guile & Chun-Li for five seconds, and there he went. Shows you just how much contempt Capcom has for the poor guy. Though his excitement at being followed by the "Bad-Ass Muthas" of Shadowlaw was pretty funny.

-Still, I always kinda liked him. A decent, all-around fighter with no glaring strengths or weaknesses, sorta like a lesser Ryu. His moves looked good, he had a unique style for the game, and he was from a part of the world that didn't have a lot of video game characters. Most SF players know that Double Dread Kick is LETHAL in combat, and actually does a heck of a lot of damage. The Max-Out is decent, being faster than most Energy Blasts in the game, and it doesn't leave him Vulnerable like most Blasts would (since it's a Charge Move). Even so, I downgrade him heavily compared to the other characters- he's too much of an also-ran in Capcom Canon to make him more elite. He's PL 8.5 in every way, but maintains a fairly well-rounded style and set-up.

-Fighting Style: Dee Jay is an athletic, energetic fighter, but has few fancy tricks. He likes to jump in, do wild swings, and use All-Out & Power Attack. He's all about overwhelming offense, using his Ryu-like Abilities to maximum effect. He does a lot of in-close attacks despite his Blast (which is mostly to keep guys at bay), using the Double-Dread Kick (All-Out) and Hyper-Fist with impunity (the White Wolf Street Fighter RPG used it as a better version of the Hundred-Hand Slap, though here they're mostly the same).
Last edited by Jabroniville on Wed Jun 07, 2023 5:14 am, edited 2 times in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Cammy- Breaker of Forums

Post by Jabroniville »

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And these are the shots that just feature a SEMI-thong. Also, Shadaloo Cammy FTW.

CAMMY (Cammy White)
Created By:
Akira Yasuda
First Appearance: Super Street Fighter II (1993)
Game Appearances: Super Street Fighter II & Super SFII Turbo, Street Fighter Alpha 3, Street Fighter IV- All Games, Street Fighter V, Street Fighter VI, Street Fighter: The Movie, X-Men (vs) Street Fighter, Marvel (vs) Capcom 2, Capcom (vs) SNK 1-2, Street Fighter X Tekken
Home Country: England
Role: Jailbait, Miss Fanservice, The Sad Clone
Vague Martial Art Basis: Special Forces Fighting
PL 9 (148)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 9 (+15)
Athletics 8 (+10)
Close Combat (Unarmed) 5 (+15)
Deception 5 (+6, +8 Attractive)
Expertise (Soldier) 8 (+10)
Insight 2 (+4)
Intimidation 4 (+5)
Perception 5 (+7)
Stealth 2 (+8)
Technology 2 (+4)
Vehicles 2 (+7)

Advantages:
Agile Feint (Hooligan Combination), Attractive, Beginner's Luck, Chokehold, Defensive Attack, Equipment 2 (Assorted Gear), Evasion 2, Fearless, Grab Finesse, Improved Aim, Improved Critical (Cannon Moves) 2, Improved Initiative, Ranged Combat 5, Uncanny Dodge

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 2, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Martial Strike" Strength-Damage +1 [1]
"Jump Good" Leaping 1 (15 feet) [1]

"Special Moves"
"Hooligan Combination" Strength-Damage +2 (Feats: +2 if Successfully Feinting Last Turn, +2 to Opponents Who Parried Last Turn) (Reduced Parry 1, Inaccurate -1) (2) -- [4]
  • AE: "Spin Knuckle/Cannon Drill" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Cannon Spike/Thrust Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +3, Fortitude +6, Will +7

Complications: 
Motivation (Defeating Bison)- A clone of Bison (who apparently doesn't care if he has boobs or not), Cammy was designed to house his soul. This still haunts her, and she is devoted to hunting down and defeating Bison. To do this, she must beat the $#!& out of people.
Weakness (Predictability)- Cammy, like all Street Fighters, 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to her Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 62 / Skills: 52--26 / Advantages: 21 + 12 / Powers: 6 / Defenses: 21 (148)

-Shockingly, the only popular member of the "New Challengers" is the pretty, thong-wearing teenager. Cammy was written as an amnesia-ridden soldier who'd joined an anti-Shadaloo squad of fighters, but was discovered to be the ex-LOVER of Bison himself! In Japan, however, she was made to be a mindless "Doll"- meant to be a repository for the soul of Bison. WHY he had to make all of his repositories tiny, large-eyed teenage girls was beyond me. The Alpha series got the most out of her, where she breaks free from her Shadaloo brainwashing and opposes Bison. Subsequent games have featured her essentially as "Chun-Li's Buddy", fighting Shadaloo alongside a much bigger squad of more important fighters, so she's a bit subservient now.

-Cammy has the best design of the "New Challengers"- girlish pigtails and childlike eyes give off that usual "Japanese Heroine/Disney Princess" vibe, and the ass-showing leotard is blatantly there for fanservice (she's HOW old in the early games again?)... but there was no doubt Cammy was an ass-kicker. Incongruously enough, Cammy was given a red beret, big metal gloves with the equivalent of "Brass Knuckles" on them, a wicked scar across her face, and inexplicable camouflage on her legs. Cammy was BAD-ASS, in a way that set her apart from SNK characters, who tended to leave out stuff like that on their cute girls, most of whom looked ready for either High School or the fashion runway.

-Fighting Style: Cammy's another highly-athletic, accurate fighter in the franchise, being a lesser version of Chun-Li. She's able to leap and use good Special Moves, typically with Defensive Attack thrown in (she's really hard to hit out of some of her moves). Her moves are pretty cool, too- she whips out Frankensteiners, spinning leg tackles and giant uppercuts with her feet. Her moves are kinda/sorta the same, only differing in direction travelled, but one is Anti-Air, and the Hooligan Combination is a "Variable Jumping" move like Vega's, where she gets a boost if she Feints using it (you never know which attack is coming out until she hits you), and one is a grapple so she gets a boost from THAT, too.
Last edited by Jabroniville on Fri Aug 18, 2023 5:53 am, edited 7 times in total.
scc
Posts: 267
Joined: Sun Nov 06, 2016 11:13 pm

Re: Jab's Builds!

Post by scc »

Jabroniville wrote:Image

HAHAHAHAHAHA... okay Capcom, I get it. I like thighs as much as the next guy. But SERIOUSLY, this is way over the top to the point of silliness. Everyone knows that there's no way thighs this big are humanly possib---


Image

http://thechive.com/2016/04/06/natascha ... 16-photos/

Image





Image

And yes, there is a Fitness Model out there who has been discovered to be a PERFECT "Cosplay Model" for Chun-Li. And, ludicrous as it might seem, she proves that those insane thighs are actually possible for a human being to achieve.

Image

A Chun-Li gif. Just because.
Of all the things you have posted in your thread, this is the best. ;)
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Fei Long

Post by Jabroniville »

Image

FEI LONG
Created By:
Akira Yasuda
First Appearance: Super Street Fighter II (1993)
Game Appearances: Super Street Fighter II & Super SFII Turbo, Street Fighter Alpha 3, Street Fighter IV- All Gamse
Home Country: Hong Kong (later China)
Role: Fragile Speedster, Jumpy Guy, Bruce Lee Clone, The Movie Star
Vague Martial Art Basis: Kung Fu (Soaring Heaven Style)
PL 9 (147)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

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

Advantages:
Agile Feint, Assessment, Daze (Intimidation), Equipment (Nunchaku), Evasion, Extraordinary Effort, Grab Finesse, Great Endurance, Improved Critical (Dragon Kick) 3, Improved Disarm, Improved Initiative 2, Instant Up, Ranged Attack 2, Startle, Takedown (total 2)

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed) 2, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Special Moves"
"Rekka Ken" Strength-Damage +2 (Extras: Multiattack 5) (Flaws: Reduced Defenses 1) (Inaccurate -1) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (7) -- [10]
  • AE: "Dragon Kick" Strength-Damage +3 (Feast: +2 to Hit Jumping Foes) (Extras: Secondary Effect 4) (Inaccurate -1) (7)
  • AE: "Rekkukyaku- Rending Air Leg" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Tenshin- Flip Over Opponent" Affliction 5 (Agility; Vulnerable/Defenseless) (Feats: +2 if Opponent Parried Last Turn) (Flaws: Limited Degree) (Inaccurate -1) (2.5)
Offense:
Unarmed +15 (+3 Damage, DC 18)
Rekka Ken/Rekkukyaku +13 (+5 Damage, DC 20)
Dragon Kick +12 (+6 Damage, DC 21)
Tenshin +13 (+5 Affliction, DC 15)
Initiative +14

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

Complications: 
Motivation (The Thrill of the Fight)- Fei Long no longer cares for the theatrical martial arts of the movies- he misses the thrill of real combat. His ideal goal is to be the icon and master of hundreds of students. This will be accomplished by beating the $#!& out of people.
Responsibility (Fame)- Fei Long is quite famous and well-known, especially in his native Hong Kong. He will be easily-recognized.
Weakness (Predictability)- Fei Long, like all Street Fighters, 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 52--26 / Advantages: 19 + 12 / Powers: 10 / Defenses: 18 (147)

-Fei Long was introduced to Super Street Fighter II as the series' first Bruce Lee Clone- as the most famous martial artist in history (unless you count boxers, in which case Muhammad Ali easily takes the crown, with a few others behind him), he was a natural to receive a Fighting Game version. Naturally, there are dozens of guys just like him all over gaming- Ken Dragon of World Heroes, a handful of Soul Calibur characters, and the Law family from Tekken are the most prominent examples. There were even supposed to be TWO guys like this, with a "Head Swap" taking the other spot in the new SF game, but Dee Jay was created instead (Capcom would later reuse this idea for Yun & Yang in SF III). Unfortunately, they kind of left him with a pretty simple, colorless design, and he lacks those "extras" that make someone like E. Honda "not just another sumo" and Zangief "more than just a wrestler".

-Fei Long has a lot of "Bruce" stuff- he's a movie star and kung fu idol who utilizes a lot of high-pitched screeching while he throws out vicious, high-speed attacks with little "wind-up". The crux of his character is that he's famous, but longs for the thrill of real battle, and so keeps getting into these tournaments. His "Rekka Ken" Multiattack is a pretty sweet attack, but it's his "Dragon Kick" that became one of the biggest "OOOOOHHHHH!" moves of the Super era, as it made even Ken's "Flaming Dragon Punch" look like a pile of puke- this thing was AWESOME. A few of his regular attacks are very "Bruce-Like" as well, with short kicks and jabs taking up a lot of his offense.

-Unfortunately, Fei Long wasn't overly popular- he appears in even fewer games as DEE JAY does (largely getting shoved into sequels or "Everybody Gets In" games), thanks to the fact that he was the odd man out in Street Fighter: The Movie (which received a digitized video game), where someone joked that since Bruce Lee was dead, they couldn't have him in the thing. Of course, Hong Kong has like five million guys who directly imitate Lee in their movies, so this is perhaps a silly excuse, but let's just say that was the LEAST of that movie's issues. He DOES, however, get to appearing in Street Fighter II: The Animated Movie, in which he has one of the show's best fights with Ryu. Here, his "Rekka Ken" comes off as VICIOUS (you practically feel it as Fei Long pummels Ryu's ribcage), and he & Ryu kick the ever-loving snot out of each other. And in an AMAZING bit of "I Recognize Him In Retrospect", he was voiced in the American dub by BRYAN CRANSTON, and believe me you can actually tell when you listen for it. "NOOO!!! WE'RE NOT DONE YET!! YOU HAVEN'T SEEN ANYTHING!!!" isn't quite "I am not IN danger- I AM the danger!" as far as bad-ass lines go, but it's funny to see how an actor can go from tiny roles like this into becoming a cultural icon.

-Fighting Style: Fei Long is a powerful, accuracy-based fighter, much like the smaller Lady Fighters. His Dragon Kick is extremely dangerous however, and he LOVES to use Power Attack on it. Note, too, that it Crits on a 17-20, which is more than almost anyone else's moves. He has a few different abilities, including skill with Nunchaku (one of his win poses whips 'em out, Bruce Lee style- one wonders why he doesn't use them, since Vega can use his freakin' pig-sticker out there), Acting ability (though he abandoned acting for the thrill of the fight), and some EXTREME defensive abilities.

-Fei Long is very accurate, using low-damage "poking" attacks on his opponents, often chained into numerous combos. He makes good use of throws (including some downright Judo-esque tosses), and fires off a lot of combos as his big-name moves. His only major powerhouse move is the "Dragon Kick", a lethal spinning kick that sets the other dude on fire. He also has a Multiattack strike (the "Rekka Ken"), a standard damaging strike (a move that got added to Super SFII Turbo- the "Rekkukyaku", which is just a swinging leg attack), and the "Tenshin", a move where he flips over the other guy, leaving him open (Defenseless) for the next attack.
Last edited by Jabroniville on Mon Jul 17, 2017 9:16 am, edited 2 times in total.
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Arkrite
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Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: Jab's Builds!

Post by Arkrite »

Also, Shadaloo Cammy FTW.
*Wipes away a tear*
It's beautiful.

That being said, I'm now realizing I haven't seen many female characters with facial scarring.
Right now the only other one I can think of was a Captain Planet baddie.
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danelsan
Posts: 273
Joined: Fri Nov 04, 2016 8:31 pm

Re: Jab's Builds!

Post by danelsan »

Jabroniville wrote:Image
By the way, this beauty up there is the Brazilian cosplayer Danielle Vedovelli. However, in case someone gets the wrong impression, she is not the same as the mega-thighs fitness model shown before her, that is Natascha Encinosa. Still, Danielle is quite a curvy lady with her own big thighs (not as muscular, though).

Besides looking stunning, she does some pretty cool cosplay, mostly videogame stuff. Some examples:

Chun-Li classic outfit:

Image

Bayonetta:

Image

Zatanna:

Image

Even a Terry Bogard "crossplay":

Image
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danelsan
Posts: 273
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Re: Jab's Builds!

Post by danelsan »

Arkrite wrote:
Also, Shadaloo Cammy FTW.
*Wipes away a tear*
It's beautiful.
And here is Dani Vedovelli as Shadaloo Cammy ^__^

Image

Image
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

T.Hawk

Post by Jabroniville »

Image

T. HAWK (Thunder Hawk)
Created By:
Akira Yasuda
First Appearance: Super Street Fighter II (1993)
Game Appearances: Super Street Fighter II & Super SFII Turbo, Street Fighter Alpha 3, Street Fighter IV- All Gamse
Home Country: The United States/Mexico
Role: Powerhouse, Ethnic Stereotype
Vague Martial Art Basis: Wrestling
PL 9 (143)
STRENGTH
5 STAMINA 6 AGILITY 5
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 4 PRESENCE 1

Skills:
Acrobatics 8 (+12)
Athletics 8 (+12)
Close Combat (Unarmed) 3 (+12)
Expertise (Native American Stereotype) 8 (+10)
Expertise (Martial Arts) 4 (+6)
Insight 3 (+7)
Intimidation 8 (+9)
Investigation 2 (+6)
Perception 4 (+8)
Ranged Combat (Bows or Tomahawks) 4 (+8)
Stealth 1 (+6)
Treatment 3 (+5)

Advantages:
Agile Feint, Chokehold, Daze (Intimidation), Defensive Attack, Evasion, Improved Critical (Hawk Moves) 2, Improved Critical (Storm Hammer) 2, Improved Grab, Improved Initiative, Move-By Action, Ranged Attack 3, Startle, Takedown (total 2), Tracking

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 2, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Power Punch" Strength-Damage +1 [1]
Leaping 1 (15 feet) [1]

"Special Moves"
"Tomahawk Buster/Rising Hawk" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Condor Dive" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Storm Hammer/Mexican Typhoon" Strength-Damage +3 (Flaws: Grab-Based) (Reduced Parry 1, Inaccurate -2) (1)
Offense:
Unarmed +12 (+6 Damage, DC 21)
Hawk Moves +10 (+8 Damage, DC 23)
Storm Hammer +8 (+9 Damage, DC 24)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +6 (+7 D.Roll), Fortitude +10, Will +8

Complications: 
Motivation (Tribelands/Atonement)- T.Hawk at first fought just for his Tribal Lands, which were taken from his people by Bison (for no apparent reason). Eventually, he hopes to restore it to it's prior honour. He also searches for atonement for his personal failures, such as his inability to save Juli. This involves beating the $#!% out of people.
Relationship (Julia/Juli)- T.Hawk's beloved became one of Bison's loyal "Dolls", and T.Hawk strives to get her to recover.
Weakness (Predictability)- T.Hawk, like all Street Fighters, 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 56--28 / Advantages: 18 + 13 / Powers: 4 / Defenses: 16 (143)

-T.Hawk is one of the lamer "New Contenders" designs- he's friggin' HUGE (the biggest sprite in the games until Hugo came along), but his fighting style was kind of silly (his stance is odd, sort of crouch-standing while waving his arms with his hands pointed forwards), his design is poor, and the computer played him REALLY cheaply (the angle of his attacks made it hard to jump in or even hold still). Plus, he's a giant stereotype- the noble Native warrior who's had his land stolen from him, and he wants to get it back. The Storm Hammer was an EPIC move, though- tragically they used the hyper-difficult 360 control pattern on it (and I'm a guy who has trouble with Dragon Punch commands, so imagine what THAT'S like for me...). Capcom later gave him a "saving his girlfriend" motivation, chasing down one of the Dolls (Juli, who was part of his tribe... alongside Noemblu, but Cap-Continuity sucks balls so I have no idea of that's still going on or not), but he's still one of the least-popular characters.

-Also... Mexico? For a NATIVE AMERICAN character? It seems like his tribe was booted out of Arizona or some other Southern-ish State and sent there, which I've heard is the reason why Mexican gamers detest this character- he effectively adds a FOURTH American to the title, and denies them an option... until of course El Fuerte came out in Street Fighter IV as a jokey character. T.Hawk lives out every positive Native Stereotype ever- he wants his land back, he's inward-looking, he's compassionate and stoic, and he's all about the animals. Basically the kind of character that actual Natives make fun of (watching Reel Injun, a documentary about Natives in movie roles, and talking to actual Natives who are quite populous where I live... they ALL joke about stuff like this. And they ALL detest Pocahontas, Magical Native American tropes, and James Cameron's Avatar, which is basically the same with blue people).

-Hah, but his Movie role... I mean, his role in the film is basically to be a punching bag for Ken (he lands a few shots, at which point Ken decides to actually start fighting, and whups him in two moves, and walks off without bothering with a final strike because T.Hawk sucks SO BAD), which is a far cry from fellow New Contender Fei Long's war with Ryu. You didn't even see any of his moves! In the Live Action Movie, he was just a subordinate of Guile, and apparently didn't even get into the video game.

-Fighting Style: Thunder Hawk is a curious mix of Agile Fighter and Super-Huge Grappler. He dishes out damage like Zangief, but he can Leap and use Acrobatics like the Shotoclones. This makes him a rather unique fighter who I'd imagine would actually be quite fun to play. His moves are more or less the Spinning Piledriver of Zangief's (it was basically the same thing all-around in the games) with a standard Leaping Special Move. His more broad Skillset and Advantages make him much more pricey than your standard Big Dumb Powerhouse as well.
Last edited by Jabroniville on Mon Jul 17, 2017 9:17 am, edited 1 time in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds!

Post by Jabroniville »

Mmm... cosplay...

Wait, are we going off-topic?

Wait... WHO CARES??? Ahahahahahhahahahahahahaha!!!!!!
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds!

Post by Jabroniville »

scc wrote:
Jabroniville wrote: Of all the things you have posted in your thread, this is the best. ;)
This is, after all, my personal playground.
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Arkrite
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Re: Jab's Builds!

Post by Arkrite »

danelsan wrote: *Cammy Pics*
...
You are my new favorite person. ;~)
Jabroniville
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A Welcome

Post by Jabroniville »

A Welcome To The Newest Edition of Jab's Builds:
Thanks, everyone! Glad to see most of the "Cool Kids" have made it over (hopefully Batgirl III figures out where we're at, though I suspect she took a break from the internet for a while after what went down). I hope to get as many of the readers of the old thread to come over here as I can- I'll still be checking the old thread at the forum, and probably PM people to come over here if they come looking (people are talking in there like I've just stopped).

To be honest... I'm not as down as some people are. When everything snowballed so quickly, I was like "... do I even WANNA do builds anymore?", but a lot of us getting together and brainstorming made me realize this was for the best. Because honestly, I could sorta see this coming at some point. I make the occasional remark that can be taken poorly, my thread is the occasional subject to a rant or two from others, and I knew for a FACT that some Mods (well, ONE Mod) had their eyes on me over a couple of infractions they'd noticed over the years. I was doing a LOT of self-censoring and making sure everything was on the "up & up", even for pretty clean jokes. Basically, I wasn't surprised there was an unfair banning- I was just surprised it wasn't ME :).

Plus, I was never sure just how long the forums would be around for in the first place- GR is a small company in a world where publishing is a tough sell. They could just go out of business next month, or next year. Or just decide that keeping the forum's servers going was too much money for too little "return" (a big thing with businesses- the attention it drew was an "invisible bonus" of sorts, and accountants HATE that). AND their forums had ended before- they switched form phBB (God it's so weird to be on one of these again) to their buggy, weird forum a couple of years ago, and I had to restart my thread anyways. So I knew... at some point, things could just die and we'd have to find a new place to go ANYWAYS. Over the years, I'd even thought of just starting a blog for my builds, or something of the sort- plenty of people do things like that (though I'm not very computer-handy, and I've seen a TON of blogs just get eaten by some bug or another). In this sense, we kind of had our own choice in the matter, so that was nice.

And to be certain, I was actually indecisive about what I was going to do, regarding posting. I knew I wanted to post over here, as being in a place where so many of my regular commenters & "e-friends" had refused to ever visit again... did not appeal to me. I was almost thinking of keeping a thread here, and continue the old thread there (SHOULD the forum stick around, I mean). But when a Mod jumps into my thread, bringing up an old post, threatening me indirectly ("this is not your personal playground", "you better start backing up your stuff") and then having it all covered up by a second Mod... nope. I was done. I knew I'd just be under a microscope the entire time. I need a "safe space", as it were :). At 35 years old, I'm officially way too old to play Stupid Internet Games with people who clearly didn't want me around, and I certainly didn't want to stay on a forum where it was CLEAR that this exact same thing could happen again.

A lot of people are commenting on how much work "re-posting everything" is going to be. It's really not something I feel the NEED to do at this point (currently, I'm just getting up to speed on Street Fighter, not wanting to start from the middle of the set- I'll start posting the fresh builds soon!), especially as they're talking like the old forum will still exist (though some threads might be locked). Honestly, I'm not interested in just "spamming out" all of my old stuff, for many reasons: because of the time that'd take, the fact that nobody would be actually COMMENTING on anything as it was just being spewed out in mass quantities, and the fact that I JUST posted some of that stuff! I usually only like to re-post something after a significant period of time has gone by- it allows some fresh comments, and a new spin on things, in addition to some new commentary.

Those who were following me know that I found it a bit annoying that a lot of my 3e builds were still on the OLD forum, and that bothered my anal-retentiveness... well, that's just something I gave up on when this all happened, so get used to having three forums' worth of links in my "Archive"! And anyways, the way the newer GR forum worked, the URLs grew longer as my thread did, so my "Archives" looks weird in my WordFile no matter what. Honestly, this is my FOURTH THREAD, so I can just deal with it for now. I think this is something anyone with a large body of work has to deal with. I mean, five years from now when Ares bans somebody unfairly and half of us freak out and leave, I'll just have to do it all over again, right :)?

So for the new thread:
* Pretty much business as usual, really. I'll continue with Street Fighter, then DarkStalkers, then go into a section of Marvel characters to fill out the "S" portion of the index. Though this is no longer as pertinent now that I've started a NEW thread, anyone not transfered over from the earliest ATT board has been unseen in my work for more than two years by this point, so it can easily be time to re-post them and add some new thoughts.

I hope the builds will prove a draw for the new forum! IF GR makes the decision to keep their forums around, I won't hate on anyone who chooses not to move on over here, but I'll say that this is where the COOL KIDS hang out- I wouldn't want to keep posting on a forum without Spectrum, Batgirl III, Ares, and so many others of my favorite commenters!
Last edited by Jabroniville on Mon Nov 07, 2016 7:00 am, edited 1 time in total.
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Jetstream
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Re: A Welcome

Post by Jetstream »

Jabroniville wrote:A Welcome To The Newest Edition of Jab's Builds: Over the years, I'd even thought of just starting a blog for my builds, or something of the sort- plenty of people do things like that (though I'm not very computer-handy, and I've seen a TON of blogs just get eaten by some bug or another). In this sense, we kind of had our own choice in the matter, so that was nice.
Wiki'd probably work better anyway. Blogs aren't usually robust enough for the indexing you like to do.
Jabroniville
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Re: A Welcome

Post by Jabroniville »

Jetstream wrote:
Jabroniville wrote:A Welcome To The Newest Edition of Jab's Builds: Over the years, I'd even thought of just starting a blog for my builds, or something of the sort- plenty of people do things like that (though I'm not very computer-handy, and I've seen a TON of blogs just get eaten by some bug or another). In this sense, we kind of had our own choice in the matter, so that was nice.
Wiki'd probably work better anyway. Blogs aren't usually robust enough for the indexing you like to do.
How would a Wiki work for something like this? Like... post a build on one page, and then have a bunch of comments show up underneath it? I can see that, I guess, but I find Wikis to be pretty bad for actual conversations. I like the way Forum dialogue has this... continuous thread of posts, you know? Like, someone can respond to a build I did three months ago and remark upon it, and EVERYONE can see it, not just somebody who happens to look at it years later.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Akuma

Post by Jabroniville »

Image
Image

AKUMA (aka Gouki)
Created By:
Unknown
First Appearance: Super Street Fighter II Turbo (1994)
Game Appearances: Super Street Fighter II Turbo, Street Fighter Alpha 1-3, Street Fighter III- 2nd & 3rd, Street Fighter IV- All Games, Street Fighter V, Street Fighter VI (1st DLC), Street Fighter EX, X-Men, X-Men (vs) Street Fighter, Marvel (vs) Capcom 1-3, SNK (vs) Capcom 1-2 & Chaos, Capcom Fighting All-Stars, Namco X Capcom, Street Fighter X Tekken, Tekken 7 (!!!)
Home Country: Japan
Role: Secret Boss, Head-Swap (of Ken & Ryu), Super-Boss, Evil Mirror Image Villain
Vague Martial Art Basis: Karate (Kyokushinkai-style) & Judo
PL 12 (223)
STRENGTH
4 STAMINA 5 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+14)
Athletics 10 (+14)
Close Combat (Unarmed) 9 (+19)
Deception 6 (+8)
Expertise (Martial Arts) 13 (+15)
Insight 4 (+7)
Intimidation 12 (+14)
Perception 10 (+13)
Ranged Combat (Ki Blasts) 6 (+16)
Sleight of Hand 2 (+4)
Stealth 6 (+12)

Advantages:
Asssesment, Chokehold, Cunning Fighter (Uses Attack to Feint), Daze (Intimidation), Defensive Attack, Defensive Strike, Defensive Throw, Diehard, Evasion 2, Fascinate (Intimidation), Fearless, Great Endurance, Improved Critical (Ki Attacks) 3, Improved Critical (Shoryukens) 3, Improved Critical (Hurricane Kick) 3, Improved Initiative 2, Last Stand, Precise Attack (Close/Concealment), Ranged Attack 8, Startle, Takedown (total 2), Taunt, Trance, Uncanny Dodge

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll 2, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 4, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Martial Strike" Strength-Damage +1 [1]

"Super Moves"
"Tenma Go Zanku" Blast 10 (Extras: Multiattack) (Flaws: Tiring) (Inaccurate -1) (19) -- [29]
  • AE: "Instant Hell Murder" Strength-Damage +6 (Extras: Multiattack 11) (Flaws: Tiring) (Inaccurate -3) Linked to Weaken Stamina 11 (Inaccurate -3) (12.5)
  • AE: "Murderous Strong Surge" Damage 12 (Extras: Area- 30ft. Line) (Flaws: Tiring) (12)
  • AE: "Kongou Kokuretsu Zan" Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Tiring) (12)
  • AE: "Murderous Strong Rising Dragon" Strength-Damage +4 (Extras: Multiattack 9) (Flaws: Tiring) (Inaccurate -2) (4.5)
    "Special Moves"
  • AE: "Gohadoken!- Strong Surge Fist" Blast 8 (Feats: Split) (17)
  • AE: "Shakunetsu Hadoken" Blast 8 (Extras: Secondary Effect 5) (Flaws: Reduced Defenses 2) (17)
  • AE: "Goshoryuken!" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Hurricane Scythe Kick" Strength-Damage +0 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (7.5)
  • AE: "Hyakkishu" Strength-Damage +2 (Feats: +2 to Hit If Successfully Feinted Last Round) (Inaccurate -1) (2)
  • AE: "Ashura Senku" Teleport 2 (Feats: Change Velocity & Direction) (6)
Offense:
Unarmed +19 (+5 Damage, DC 20)
Go Shoryuken +17 (+7 Damage, DC 21)
Zanku Hadoken +16 (+8 Damage, DC 23)
Hurricane Scythe Kick +19 (+5 Damage, DC 20)
Rising Dragon +15 (+9 Damage, DC 24)
Murderous Strong Surge +12 Area (+12 Damage, DC 27)
Tenma Go Zanku +14 (+10 Ranged Damage, DC 25)
Instant Hell Murder +13 (+11 Damage & +11 Weaken, DC 26 & 21)
Initiative +14

Defenses:
Dodge +14 (DC 24), Parry +16 (DC 26), Toughness +5 (+7 D.Roll), Fortitude +10, Will +11

Complications:
Motivation (Killing Powerful Opponents)- Akuma's greatest desire is to perfect himself through mortal combat against powerful opponents- he seeks out only the strongest, and wants to bring out the power in others. This will be accomplished by beating the $#!% out of people.
Responsibility (Honour)- Despite being blatantly evil, Akuma has a f***** up moral code. He will not combat weak opponents, nor seek out many adversaries. He refused to finish off Gen upon realizing he was sick and dying. However, if you interrupt his training while he's blasting away at stuff, you just might get hit by an unintentional energy blast. Just saying.
Weakness (Predictability)- Akuma, like all Street Fighters, 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 he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 68 / Skills: 86--43 / Advantages: 39 + 16 / Powers: 30 / Defenses: 27 (223)

-Akuma is sort of the ultimate final boss dude of the entire Street Fighter-verse. Introduced as the final secret boss in the final Street Fighter II iteration (unless you could the remakes in the 2000s), Super SF II Turbo, Akuma was inspired by the super-hard pallete-swap Secret Bosses in the Mortal Kombat franchise, like Reptile, Smoke, Noob Saibot & Jade. He's another Ken/Ryu "Shotoclone", but with SUPER versions of their attacks, including an Air Fireball that made him nigh-unstoppable in a game with zero air-blocking or any concept of such a move until that point. Akuma would reveal himself at the end of the game if you successfully completed an arcane thing in the final battle of the game, at which point he would leap in and murder M. Bison, the "Final Boss", and challenge you himself! His name in Japan was "Gouki", but this was disregarded and changed in the West, probably due to the possible controversy over calling an Asian character a word with a racial slur targeted at Koreans in it, and because... well, HIS NAME WAS "GOOKIE!" That is stupid as shit, and sounds absolutely ridiculous.

-He's got your classic "I must fight to become stronger!" Shonen origin story, but turned on it's evil head, as he killed his old master Goutetsu, then offed Gouken himself years later. Now he tries to bring out the "Dark Hadou" in young Ryu, so that he can fight SF's main hero himself some day. Kind of interesting, in a screwed-up sort of way.

-And so it came to be that Akuma was now in EVERY Street Fighter game. He was a Secret Final Boss in the Alpha games, now given a story arc of sorts- he murdered Ken & Ryu's master (his brother Gouken), and now follows Ryu around, desperately trying to awaken the same "Dark Hadou" energy within Ryu that exists inside of Akuma. To do this, he tries to egg Ryu on towards evil, provoking his worst impulses- all to make one final great challenger for himself. And he does this. Again and again and again. In Street Fighter III, there's Akuma, coming in yet again to fight Ryu. Then again in Street Fighter IV (where his brother returns). Then he shows up AGAIN in Street Fighter V, despite the fact that his story arc has never changed or moved on. In short, Akuma is stuck in a permanent holding pattern (much like Bison, whose unceremonious murder at the hands of Akuma always feels anticlimactic, given the multiple people with grudges against the guy), just because he's proven popular.

-Fighting Style: Akuma is basically Ryu & Ken, amped up to PL 12 with tons of super-damaging Super Arts. He's so insanely powerful that he's got a half-dozen super-death attacks, including two Area Attacks, a Multiattack, the fabled "Instant Hell Murder" technique that Multiattacks a Grabbed opponent and "Steals Their Soul" (Weaken Stamina, ie. a Death Effect)- the last one is considered the most fatal attack in history, so of course no less than FOUR PEOPLE have survived being hit by it (Gouken, Gen, Bison & Gill), so it's been sufficiently nerfed over time. Not that a +11 Weaken/Damage linked effect is anything to sneeze at. Akuma is often banned from tournament play, because he's obviously way above the other fighters- hitting harder and being faster. Though some games mitigate this by giving him REALLY poor Toughness.
Last edited by Jabroniville on Wed Jun 07, 2023 5:16 am, edited 2 times in total.
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