JIN CHONREI
First Appearance: Fatal Fury 3 (1995)
Game Appearances: Fatal Fury 3, Real Bout Fatal Fury 1, Special, 2 & DM (every mainline game since debut), Neo-Geo Battle Coliseum
Role: Weird Magic Twins, Final Bosses, Secret Boss (Chonrei), Hobbit Vegetas
PL 9 (116)
STRENGTH 2
STAMINA 3
AGILITY 5
FIGHTING 11
DEXTERITY 3
INTELLIGENCE 1
AWARENESS 0
PRESENCE 0
Skills:
Acrobatics 5 (+10)
Athletics 8 (+10)
Close Combat (Unarmed) 3 (+14)
Expertise (Street Rat) 4 (+5)
Ranged Combat (Dragon Beam) 4 (+11)
Advantages:
Improved Critical (Unarmed), Improved Critical (Special Moves), Improved Critical (Spinning Uppercut), Improved Critical (Dragon Beam), 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:
"Dragon Beam" Blast 6 (Reduced Defenses -1) (10) -- [15]
- AE: "Create Energy" Environment 1 (Light) (2)
- AE: "Energy Vampirism" Deflect 10 (Extras: Reflect) (Flaws: Limited to Energy) (10)
- AE: "Emperor Blast" Blast 4 & Healing 4 (Flaws: Source- Blast Causing Damage) (10)
- AE: "Special Moves" Strength-Damage +4 (Inaccurate -2) (2)
- AE: "Spinning Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +10 (+6 Damage, DC 21)
Dragon Beam +11 (+6 Ranged Damage, DC 21)
Emperor Blast +11 (+4 Ranged Damage, DC 19)
Initiative +5
Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +6, Will +5
Complications:
Motivation (Gaining the Scrolls)- The Scrolls are a classic Macguffin that will allow an ancient spirit a foothold into our world, and allow the twins to take over the planet.
Relationship (Each Other)- Chonrei, the older twin, is protective of Chonshu.
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: 24--12 / Advantages: 8 + 11 / Powers: 15 / Defenses: 20 (116)
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JIN CHONSHU
First Appearance: Fatal Fury 3 (1995)
Game Appearances: Fatal Fury 3, Real Bout Fatal Fury 1, Special, 2 & DM (every mainline game since debut), Neo-Geo Battle Coliseum
Role: Weird Magic Twins, Final Bosses, Secret Boss (Chonrei), Hobbit Vegetas
PL 9 (116)
STRENGTH 2
STAMINA 3
AGILITY 5
FIGHTING 11
DEXTERITY 3
INTELLIGENCE 1
AWARENESS 0
PRESENCE 0
Skills:
Acrobatics 5 (+10)
Athletics 8 (+10)
Close Combat (Unarmed) 3 (+14)
Expertise (Street Rat) 4 (+5)
Ranged Combat (Dragon Beam) 4 (+11)
Advantages:
Improved Critical (Unarmed), Improved Critical (Special Moves), Improved Critical (Spinning Uppercut), Improved Critical (Dragon Beam), 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:
"Sight of Heaven" Blast 6 (Reduced Defenses -1) (10) -- [15]
- AE: "Create Energy" Environment 1 (Light) (2)
- AE: "Energy Vampirism" Deflect 10 (Extras: Reflect) (Flaws: Limited to Energy) (10)
- AE: "Emperor God's Eye" Teleport 4 (Feats: Change Direction) (9)
- AE: "Special Moves" Strength-Damage +4 (Inaccurate -2) (2)
- AE: "Spinning Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +10 (+6 Damage, DC 21)
Dragon Beam +11 (+6 Ranged Damage, DC 21)
Initiative +5
Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +6, Will +5
Complications:
Motivation (Gaining the Scrolls)- The Scrolls are a classic Macguffin that will allow an ancient spirit a foothold into our world, and allow the twins to take over the planet.
Relationship (Each Other)- Chonrei, the older twin, is protective of Chonshu.
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: 24--12 / Advantages: 8 + 11 / Powers: 15 / Defenses: 20 (116)
-Man, the Jin Twins have some straight-up CRAP designs, I tell you what. All short and
DBZ-haired and wearing weird pajamas... absolutely NO PART of these designs works. The twins were left orphaned at a young age, and were nearly killed by bullies when the spirits of their legendary ancestors possessed the fourteen year-olds and empowered them. Jin Chonshu was the first "Boss" of
Fatal Fury 3 (faced after defeating Yamazaki), but Chonrei will appear if certain conditions are met, and is the REAL Final Boss- they are thus the successors of Geese Howard (
FF1) and Wolfgang Krauser (
FF2), which indicates just how badly these characters failed, as they vanish after the
Real Bout series, and SNK has never brought them back to the main series. However, they at least got revived along with piles of other unused characters for
Neo*Geo Battle Coliseum.
-The two are said to seek the mystical scrolls their ancestors created centuries ago, believing them to unlock ultimate power. However, in the "canon" ending, the twins regain some Magic Macguffin Scrolls from Geese Howard and Chonrei tears them up, wanting instead to live like normal teenagers. They go off under Tung Fu Rue's mentorship. See, the ideas here are solid enough, but making the Bosses of a big-time Fighting Game young children is just a bad idea- the weak outfits and lame Head-Swap idea don't help matters.
-As one-time Bosses, the Jin Twins are PL 9, but not all over the place (they're weak in melee), since they ended up turning into just a pair of guys in the series. They have more epic powers than is normal for SNK characters (befitting the later
King of Fighters bosses), featuring heavier Blasts, Teleporting, Deflecting attacks and stuff. Only Chonshu can Teleport, while Chonrei has a Blast that also heals him if it strikes.