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

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

Gato

Post by Jabroniville »

Image

GATO
First Appearance:
Garou: Mark of the Wolves (1999)
Game Appearances: King of Fighters 2003, XI & XV (20% of series), Garou: Mark of the Wolves
Role: Kung Fu Guy
PL 9 (109)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 8 (+13)
Athletics 10 (+12)
Close Combat (Unarmed) 3 (+14)
Expertise (Martial Arts) 6 (+7)
Perception 7 (+8)

Advantages:
Defensive Attack, Improved Critical (Unarmed) 2, Improved Critical (Telekinetic Palm), Improved Critical (Special Moves), Improved Critical (Regret Fist), Improved Initiative 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:
"Martial Artist" Strength-Damage +1 [1]
"Blindsight" Senses 3 (Accurate Psychic Sense) [3]

"Telekinetic Palm" Damage 2 (Feats: Accurate 2, Reach 2) (6) -- [8]
  • AE: "Palm Strike/Tiger Leap" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Regret Fist" Strength-Damage +2 (Feats: +2 to Hit if He Parried Enemy's Attack Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +14 (+3 Damage, DC 18)
Special Moves +12 (+5 Damage, DC 20)
Mini Fireball +15 (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Revenge)- Gato is searching for his father, whom he believes has killed his mother.
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: 34--17 / Advantages: 9 + 11 / Powers: 12 / Defenses: 16 (109)

-Gato has a pretty cool, legit-looking design, and debuted in King of Fighters 2003, oddly being chosen for the final Fatal Fury game as well. He started off on an "Outlaw Team" with Yamazaki & Billy Kane, but quit them and joined the "Garou Team" with B. Jenet & Tizoc once that game came out. Generally, he's always after his father, and is grunt-y and disinterested in anybody else. His Kung Fu moves look AWESOME, just exploding out of the gate with all this power and fury, which means he uses a lot of All-Out and/or Power Attack, as well as having Improved Initiative. Hell, one of his moves is to leap up onto someone's shoulders, wrap his legs around their head, and TWIST it at a horrific angle! He even has a fireball that sorta bursts outta the ground as if he threw it invisibly- it's effectively a short-range attack on someone's feet, so it's still a Melee Attack. Gato has become popular enough to join the "Garou Team" in KoF XV as DLC.

-As a great-looking latter-day fighter with a bad-ass style, he earns PL 8.5 status, meaning he could fit in to the World Warriors quite easily- a few more games under his belt, and he'll be elite.
Last edited by Jabroniville on Mon Jul 24, 2023 8:18 am, edited 1 time in total.
Jabroniville
Posts: 24689
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Yamazaki

Post by Jabroniville »

Image
Image

RYUJI YAMAZAKI
First Appearance:
Fatal Fury 3 (1995)
Game Appearances: Fatal Fury 3, Real Bout FF 1, Special, DM & 2, King of Fighters '97, '98, 2000, 2003, XIV-XV (40% of series), Capcom (vs) SNK 1 & 2
Role: Bad-Ass Psychotic Murderer
PL 10 (151)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+9)
Athletics 8 (+12)
Close Combat 2 (+14)
Deception 2 (+4)
Expertise (Criminal) 7 (+8)
Intimidation 10 (+12)
Perception 2 (+4)

Advantages:
Chokehold, Benefit (Crimeboss), Equipment (Knife), Improved Critical (Unarmed) 2, Improved Critical (Snake Arms) 2, Improved Critical (Knife Slashes), Improved Critical (Guillotine Grab), Improved Critical (Special Moves), Improved Initiative 2, Ranged Attack 2, Startle, Takedown, Taunt

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

Powers:
"Martial Artist" Strength-Damage +1 [1]
Features 1: May Add Knife Damage to Special Moves [1]

"Double Return" Deflect 10 (Feats: May Store Energy For a Few Rounds) (Extras: Reflect) (Flaws: Limited to Energy Attacks) (11) -- [16]
  • AE: "Knife Slashes" Strength-Damage +0 (Extras: Multiattack 6) (Flaws: Distracting) Linked to Affliction 6 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Knife) (6)
  • AE: "Snake Arms" Strength-Damage +2 (Feats: Reach 2) (Inaccurate -1) (3)
  • AE: "Kicking Sand" Dazzle Visuals 5 (Flaws: Touch Range) (5)
  • AE: "Guillotine Grab" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +14 (+5 Damage, DC 20)
Knife +12 (+6 Damage, DC 21)
Special Moves +12 (+7 Damage, DC 22)
Knife Slashes +12 (+6 Damage & Affliction, DC 21 & 16)
Kick Sand +12 (+5 Affliction, DC 15)
Initiative +12

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +4 (+5 D.Roll), Fortitude +8, Will +8

Complications:
Motivation (Greed)
Responsibility (Insane)- Yamazaki often doesn't react logically to situations, and can act at random- attacking anyone close.
Involuntary Transformation (The Riot of Blood)- Yamazaki has Orochi blood in him, which could drive him utterly insane (well, MORE insane)- losing himself to it would increase his Strength & Accuracy by +2 (rendering him a PL 12 character), but unable to use Accurate or Defensive Attack, and he would be unable to use any interpersonal skills or even stop attacking. He is the only known Orochi-Blooded person to be able to resist the change.
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: 68 / Skills: 36--18 / Advantages: 17 + 11 / Powers: 18 / Defenses: 19 (151)

-Yamazaki is one of the Fatal Fury series' most excellent characters- a psychopathic monster borne from watching his Yakuza boss tortured and killed. Yamazaki had looked up to the man as a surrogate father (he was an orphan), and the murder sent him over the edge. He ends up a crime boss in Hong Kong, and is hired by the Jin Twins as a bodyguard. He was the most-successful character of Fatal Fury 3, and earned himself a series of reappearances, taking part in five King of Fighters game thereafter until the original series ended- he only recently made a return with the fourteenth version. He was popular enough for Capcom to use him in the big Versus game as well, and really stands out as one of SNK's best designs, even though he's Yet Another Snappy-Dressing SNK Fighter. It's really a testament to the "little things" in design- on the cover, he's just a guy in loose slacks and a tight-fitting t-shirt- just the plainest thing ever. He doesn't even have a wild haircut! But his psychotic expression, casual stance, and that distinctive way in which he keeps one hand permanently in his pocket- it combines with his great height to make him this sinister, forboding figure.

-Yamazaki ends up paired off with some odd partners here and there- in the Orochi Saga, he was placed on a team with Billy Kane & Blue Mary, who was stuck with him as part of her job to investigate the Orochi power, on behalf of Geese Howard. Ultimately, Yamazaki reveals a source of his power- he has Orochi Blood! Therefore, he's one of the various Orochi-powered people you have to fight as a Sub-Boss before the New Faces Team and Orochi himself in KoF '97! Amazingly, he doesn't lose himself to the Riot of Blood the way Iori & Leona do- possibly because he's ALREADY crazy. In KoF '03, he finds himself teaming with Billy Kane & Gato, again on Geese's orders. He & Billy fought afterwards, which might be why he missed later games.

-Yamazaki is a holy terror in combat, making PL 10 on offense by virtue of awesomeness and just how dangerous he is. He's more strong-willed than you'd think, being one of the only people with Orochi Blood who can control it (Leona & Iori could not). And for such a huge dude, he's REALLY fast (that freaking "Snake Arm" trick comes out like a bolt of lightning, and REALLY impressed me in Capcom (vs) SNK, my first introduction to the character). His defenses aren't as great, owing to the fact that he's more of a careless brawler getting by on natural ability and ferocity more than any martial arts skill or training- Yamazaki is just THAT GODDAMNED TOUGH, and that kind of person can be a lot scarier than a practiced fighter.
Last edited by Jabroniville on Mon Jul 24, 2023 8:20 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Freeman

Post by Jabroniville »

Image

FREEMAN
First Appearance:
Garou: Mark of the Wolves (1999)
Game Appearances: Garou: Mark of the Wolves only
Role: Typical SNK Character
PL 8 (114)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 6 (+11)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+13)
Deception 4 (+4)
Expertise (Criminal) 4 (+5)
Intimidation 8 (+8)
Stealth 2 (+7)

Advantages:
Improved Critical (Unarmed), Improved Critical (Overhead Slash), Improved Critical (Multi-Slash), 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:
"Martial Artist" Strength-Damage +1 [1]

"Multi-Slash" Strength-Damage +1 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6) -- [7]
  • AE: "Overhead Slash" Strength-Damage +2 (Inaccurate -1) (1)
"Shadow Trickery"
Illusion (Visuals) 6 (Flaws: Limited to Images of Himself) [6]
Enhanced Defenses 1 [2]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Multi-Slash +12 (+4 Damage & Affiction DC 19 & 14)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Killing)- Freeman is just a psychopathic murderer.
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: 36--18 / Advantages: 4 + 11 / Powers: 16 / Defenses: 12 (114)

-WOW. This guy is like a microcosm of the ultimate stereotype of an SNK Fighter- a scrawny, skin-baring teenage boy in feminine clothing and wide-flared, stylish pants. The only guy more stereotypical is Remy (ironically, a Street Fighter character). He's insane (like Iori often is), uses Slashing Hands like that Fist of the North Star guy, and he only ever appeared in Garou. He ended up killing Kevin Rian's partner, setting off one of those Standard Character Rivalries in the series.

-His major unique aspect is a "Shadow Self" trick that can possibly fool people into attacking the wrong guy- effectively leaving them open or at least wasting an attack on a specter. His other moves are all Energy Slashes- a dashing one, and overhead leaping shot that hits twice, and a Multiattack version. Apparently he's one of the poorest characters to use in Garou owing to internal mechanics stuff like having the worst "break" move (in the game, Supers can be cancelled if blocked, but his is the worst at that), and no combo ability nor ability to stop jumping foes.
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drkrash
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Re: Jab’s Builds! (Krauser! Tizoc! The Jin Twins! Gato! Yamazaki!)

Post by drkrash »

Man, I don't remember this one.
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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Krauser! Tizoc! The Jin Twins! Gato! Yamazaki!)

Post by Jabroniville »

drkrash wrote: Mon Nov 18, 2019 10:50 pm Man, I don't remember this one.
Oh good. You're caught up. Now I just need your take on every single Fatal Fury character posted thus far, save the couple you've already mentioned :P.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Alfred Airhawk

Post by Jabroniville »

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Image

ALFRED AIRHAWK
First Appearance:
Real Bout Fatal Fury Special: Dominated Mind (1998)
Game Appearances: Real Bout Fatal Fury Special: Dominated Mind, Real Bout FF 2, FF: First Contact (3 of 10)
Role: Forgotten Character
PL 7 (112), PL 8 (112) Divergence Dodging
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 9 (+11)
Close Combat (Unarmed) 1 (+11)
Perception 3 (+5)
Vehicles 7 (+10)

Advantages:
Improved Critical (Unarmed), Improved Critical (Critical Wing), Improved Critical (Turn Slice Fin), Improved Critical (S.T.O.L.), 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:
"Martial Artist" Strength-Damage +1 [1]
"Mayday!" Flight 1 (4 mph) (Flaws: Gliding) [1]

"Turn Slice Fin- Combo Attacks" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5) -- [8]
  • AE: "Critical Wing- Energy Slash" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Divergence" Strength-Damage +2 (Inaccurate -1) & Enhanced Dodge 2 (3)
  • AE: "S.T.O.L.- Running Grab & Throw" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +10 (+12 Divergence, DC 20-22), Parry +10 (DC 20), Toughness +3 (+4 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Defend Southtown)
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: 58 / Skills: 28--14 / Advantages: 8 + 11 / Powers: 10 / Defenses: 11 (112)

-Alfred is a rarely-seen, mostly-forgotten character created for the mid-level Fatal Fury games (appearing as a boss in Real Bout 2)- a Pilot's son who is defending his father's remains in Southtown from the encroachment of the new crimelord, White. His offense is a bit generic, but he earns points for at least standing out- he'd fit in better with a Final Fantasy game, but I can't think of many Fighting Game characters who look like this.

-Alfred has some pretty basic stuff on him, but his Divergence move is a combination energy slash & Projectile eater, making him a bit better defensively than other characters in the PL 7 tier, so I upgraded him with that one ability. The S.T.O.L. attack is a dashing throw, which is rather odd.
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drkrash
Posts: 594
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Re: Jab’s Builds! (Krauser! Tizoc! The Jin Twins! Gato! Yamazaki!)

Post by drkrash »

Jabroniville wrote: Mon Nov 18, 2019 11:11 pm
drkrash wrote: Mon Nov 18, 2019 10:50 pm Man, I don't remember this one.
Oh good. You're caught up. Now I just need your take on every single Fatal Fury character posted thus far, save the couple you've already mentioned :P.
Yikes. I'll try to get on that.

I didn't like Alfred. Not a fave design idea for me.
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Jabroniville
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Rock Howard

Post by Jabroniville »

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ROCK HOWARD
First Appearance:
Garou: Mark of the Wolves (1999)
Game Appearances: Garou: Mark of the Wolves, Capcom (vs) SNK 2, King of Fighters XIV-XV (last games only), King of Fighters: Maximum Impact 1, 2 & Regulation A, Neo*Geo Battle Coliseum
Role: Legacy Character, Shotoclone
PL 9 (128)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 8 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 6 (+14)
Deception 2 (+4)
Expertise (Martial Arts) 5 (+5)
Expertise (Music) 4 (+6)
Intimidation 2 (+4)
Perception 4 (+5)
Ranged Combat (Chi) 6 (+12)
Vehicles 2 (+5)

Advantages:
Improved Critical (Unarmed), Improved Critical (Reppuken) 2, Improved Critical (Rising Tackle), Improved Critical (Hard Edge), Improved Initiative, Ranged Attack 3

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

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

"Reppuken!" Blast 5 (Feats: Split) (Reduced Defenses -2, Diminished Range -1) (6) -- [9]
  • AE: "Raging Storm" Damage 5 (Extras: Area- 30ft. Cylinder) (Reduced Defenses -2) (6)
  • AE: "Rising Tackle" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Hard Edge- Dashing Strike" Strength-Damage +2 (Inaccurate -1) & Speed 2 (Flaws: Limited to Short Bursts) (2)
Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Reppuuken +12 (+5 Ranged Damage, DC 20)
Initiative +10

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

Complications:
Relationship (Terry Bogard)- Terry raised a young, orphaned Rock from a young age, though Terry is responsible for the death of Geese, Rock's father.
Responsibility (Shy)- Rock is nervous around girls, having been around men for his entire life.
Responsibility (The Son of Geese Howard)- Geese was a very evil man, and though Rock hated him, he finds himself empty and lonely now that Geese is dead.
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: 52 / Skills: 48--24 / Advantages: 9 + 11 / Powers: 10 / Defenses: 22 (128)

-Rock, the central character of Garou, the final game in the Fatal Fury series, was actually a very good idea. With the huge shadow that Geese Howard cast over the series, it made sense to introduce a long-lost child of his to the canon. And since Geese was a general asshole, it made sense that he'd have one or two abandoned seedlings out there- Rock's mother had been abandoned by Geese years before, leaving Rock hardened against his old man. And even better, Rock met and immediately befriended his father's worst enemy, Terry Bogard, being mentored and trained by him! He even used Terry's variation of the Shotoclone moveset (Rising Tackle/Sliding Chi Thingie)!

-Despite being the main character of Garou, Rock did not initially have any impact on the King of Fighters world of SNK- as the games had a kind of uncomfortable continuity with other SNK titles, they probably didn't want to "age" anybody too much by throwing in the son of Geese. There's also apparently some bit about how this was owing to the designers' respect for the Fatal Fury team and their desire to make Rock a central character in that franchise... but since they got AROUND to it, this was a waste. This didn't stop Capcom from giving him a triumphant introduction into Capcom (vs) SNK, where his awesome "Chi Wings" and other stuff made him a real stand-out in their usual array of "guys wearing cool clothes". Otherwise, he had only appeared in the 3D, non-canon Maximum Impact... until he FINALLY got his proper introduction into KoF with the fourteenth and most recent addition to the canon!

-Rock fights pretty well like Terry Bogard, as most big SNK protagonists have the same kind of attacks- Dashing, Anti-Air, Blast (though his is a double), etc.. He isn't quite as durable, however, and is much younger and less experienced.
Last edited by Jabroniville on Mon Jul 24, 2023 8:14 am, edited 2 times in total.
Jabroniville
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White

Post by Jabroniville »

Image
Image

WHITE
First Appearance:
Real Bout Fatal Fury Special: Dominated Mind (1998)
Game Appearances: Real Bout Fatal Fury Special: Dominated Mind
Role: Clockwork Orange Knock-Off
PL 10 (180)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 14 DEXTERITY 6
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+13)
Deception 5 (+8)
Expertise (Crime Lord) 8 (+12)
Insight 3 (+7)
Intimidation 4 (+7)
Perception 3 (+7)
Persuasion 2 (+5)
Vehicles 3 (+8)

Advantages:
Equipment (Cane +1), Improved Critical (Unarmed, Cane) 2, Improved Critical (Wild Swing), Improved Critical (Baby Breath) 2, Improved Critical (Possum), Improved Initiative, Ranged Attack 4, 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:
"Martial Artist" Strength-Damage +1 [1]
"Psionic Shield" Enhanced Advantages 2: Defensive Roll 2 [2]

"Baby Breath- Poison Cloud" Weaken Stamina 5 (Extras: Ranged, Area- 15ft. Cloud) (Dim. Range -1) Linked to Affliction 6 (Fort; Dazed/Stunned) (Extras: Ranged, 15ft. Cloud) (Flaws: Limited Degree) (Dim. Range -1) (25) -- [29]
  • AE: Mind Control 4 (16)
  • AE: "Last-Ditch Attack" Blast 12 (Flaws: Distracting, Limited to If Nearly Beaten) (Inaccurate -1) (5)
  • AE: "Wild Swing" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Possum" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6)
Offense:
Unarmed +14 (+4 Damage, DC 19)
Cane +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Poison Cloud +5-6 Area (+5 Weaken & +6 Affliction, DC 15 & 16)
Mind Control -- (+4 Perception-Ranged Affliction, DC 14)
Last-Ditch Attack +8 (+12 Ranged Damage, DC 27)
Initiative +10

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

Complications:
Motivation (Greed)- White is a crimelord and drug dealer, out to control the world. He also enjoys seeing people suffer.
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: 86 / Skills: 48--24 / Advantages: 13 + 11 / Powers: 32 / Defenses: 14 (180)

-This one's a bit on-the-nose as a Pop Cultural thing (I mean, is it even a rip-off if you're just directly using the character's appearance?). White is the Final Boss of one of the mid-tier Fatal Fury games (Dominated Mind), but didn't have much of an effect on the other games in the series. His rival is Alfred Airhawk, and his modus operandi is to mind control people into being his slaves, because he's a "demented psycho" and likes to hurt people.

-White is a boss with some nasty attacks (a Poison Cloud that will stun the enemy if it hits, and a Final Blast just before he's KO'd that will One-Hit-K.O. ABSOLUTELY ANYBODY), along with weird stuff like a "Playing Possum" technique where he'll hunch over and then lash out wildly if the enemy draws close. He's basically PL 9 except for his Last-Ditch Attack, which hits WAY harder than any other fighter's technique.
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Marco Rodriguez

Post by Jabroniville »

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MARCO RODRIGUEZ (aka "Khushnood Butt" in the West)
First Appearance:
Garou: Mark of the Wolves (1999)
Game Appearances: Garou: Mark of the Wolves only
Role: The Successor (to Ryo)
PL 8 (118)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 9 DEXTERITY 1
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+8)
Athletics 6 (+9)
Close Combat (Unarmed) 3 (+12)
Expertise (Martial Arts) 5 (+6)
Intimidation 4 (+6)
Perception 3 (+5)
Ranged Combat (Fireball) 8 (+11)

Advantages:
Diehard, Great Endurance, Improved Critical (Unarmed) 2, Improved Critical (Megaton Punch), Improved Critical (Ko-Oh Ken), Improved Critical (Dragon Punch Knock-Off), Ranged Attack 2, Startle, Taunt

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]

"Koh-Oh Ken!" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5) -- [7]
  • AE: "Megaton Punch" Strength-Damage +2 (Feats: Reach) (Inaccurate -1) (2)
  • AE: "Dragon Punch Knock-Off" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Blast +11 (+5 Ranged Damage, DC 20)
Initiative +5

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

Complications:
Motivation (Proving Himself)- Marco wishes to show that he is a worthy successor to the Kyokugenryu School of karate.
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: 32--16 / Advantages: 11 + 11 / Powers: 8 / Defenses: 16 (118)

-Marco Rodriguez (named "Khushnood Butt" in America to avoid comparisons with real fighter Ricco Rodriguez) is COMPLETELY AWESOME, and one of those rare "Guy With Gi" characters that actually succeeds, largely because they took the basic design and style, and tried something different with it- making him a large, beefy black guy instead of your standard Ryu/Ken knock-off (SFIII did the same with with Makoto's GIRL With Gi variant). Marco, based off of real-life karateka Willie Williams, is the student of Ryo Sakazaki (Garou of course taking place several years in the future, where Kim Kaphwan's kids are also adults), training in Brazil's Kyokugenryu Karate dojo. Unfortunately, he never ended up moving on in the franchise, despite King of Fighters constantly attempting to move on from Takuma Sakazaki- Marco would be a GREAT replacement for the elder.

-His personality is pretty basic (fun, but serious), and fights pretty much just like Ryo- he's a bit heftier, but not enough to gain him different Physical Stats (alas, M&M kinda constrains most humans into the same area). His Fireball ("Koh-Oh Ken!") is one-handed, and he does a nifty jumping Double-Kick and a Dash Punch, but he does the same old Uppercut move, so he's largely the same as Sakazaki. Alas, he never moved on to other games, so PL 8's as high as I'm willing to go.
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drkrash
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Re: Jab’s Builds! (Jin Twins! Gato! Yamazaki! Rock Howard!)

Post by drkrash »

"We can't call him Marco Rpdriguez in America - we need a new name that fits!" "How about Khushnood Butt?" "That sounds so cool!"

One wonders what that name sounds like with a Japanese pronunciation.
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Voltron64
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Re: Jab’s Builds! (Jin Twins! Gato! Yamazaki! Rock Howard!)

Post by Voltron64 »

I can’t be the only one who looks at Marci and thinks “finally a Jim Kelly homage!”
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Grant

Post by Jabroniville »

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Image

GRANT (Abel Cameron)
First Appearance:
Garou: Mark of the Wolves (1999)
Game Appearances: Garou: Mark of the Wolves
Role: Sub-Boss, Powerhouse
PL 10 (138)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+10)
Athletics 10 (+14)
Close Combat (Unarmed) 7 (+15)
Deception 2 (+4)
Expertise (Martial Arts) 5 (+6)
Intimidation 4 (+6)
Perception 5 (+7)
Ranged Combat (Chi) 6 (+9)
Vehicles 2 (+5)

Advantages:
Improved Critical (Unarmed) 2, Improved Critical (Shoulder Charge) 2, Improved Critical (Energy Burst) 2, Improved Critical (Flying Uppercut) 2, Improved Initiative, Improved Initiative, Interpose, 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:
"Martial Artist" Strength-Damage +1 [1]
Leaping 2 (30 feet) [2]

"Kokuen-Ryu" Blast 5 (Reduced Defenses -2, Diminished Range -2) (4) -- [6]
  • AE: "Shoulder Charge" Strength-Damage +2 (Drawbacks: Inaccurate) (1)
  • AE: "Flying Uppercut & Dive Punch" Strength-Damage +2 (Feats: Reach, +2 to Hit Jumping Opponents) (Drawbacks: Inaccurate) (3)
Offense:
Unarmed +15 (+5 Damage, DC 20)
Special Moves +13 (+7 Damage, DC 22)
Kokuen-Ryu +9 (+5 Ranged Damage, DC 20)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +15 (DC 25), Toughness +5 (+6 D.Roll), Fortitude +8, Will +7

Complications:
Secret (Dark Deals)- Grant made a deal with a dark entity in order to gain the powers of Dark Karate.
Relationship (Kain)- Grant is devoted to Kain, and will stick with him till the end.
Responsibility (Oncoming Death)- A bullet struck near Grant's heart years ago, and so he lives every day like his last, imagining that it will be the death of him. He wishes for a great final battle.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 60 / Skills: 48--24 / Advantages: 12 + 11 / Powers: 9 / Defenses: 22 (138)

-Haha, SWEET- finally a video game character with my own name- and he's a BOSS, too! Grant (aka Abel Cameron, the Abel to Kain's... Cain) is the Sub-Boss of Garou: Mark of the Wolves, and the guy you fight in the very end if you don't meet the requirements to fight Kain. An ally of Kain, he helped raise the boy, and allied with him later, offering to eliminate any intruders- badly injured by defending Kain from a bullet, he fights every day as if it was his last, hoping for a final battle before the bullet lodged near his heart finishes him off. His look is an odd combination of plain & cool, as he's just a guy in big pants... except he also has a big mask and a cape. Reminds me of Robin Mask in Kinnikuman, sort of.

-Grant is a Powerhouse character, but not overly huge- he throws out a MASSIVE Shoryuken that sends him flying off the screen (and ends with a downwards-striking punch), a downward-diagonal Jump Kick (with Chi energy around him), and more. His specialty is just overwhelming offense- I imagine he does a LOT of Power Attacking, as he's not overly quick, but can come blazing out of nowhere with a long-range kick or something. His Blast is really weak, however- it does damage, but has a very short hitbox and goes even less distance than regular Blasts in these games.
Last edited by Jabroniville on Wed Nov 20, 2019 5:45 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Kain R. Heinlein

Post by Jabroniville »

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Image

KAIN R. HEINLEIN
First Appearance:
Garou: Mark of the Wolves (1999)
Game Appearances: Garou: Mark of the Wolves
Role: SNK Boss, Darwinist Monster
PL 11 (180)
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 5 (+11)
Athletics 8 (+12)
Close Combat (Unarmed) 4 (+16)
Deception 5 (+8)
Expertise (Business) 8 (+12)
Expertise (Crimelord) 8 (+12)
Expertise (Martial Arts) 6 (+10)
Insight 4 (+8)
Intimidation 3 (+6)
Investigation 4 (+8)
Perception 5 (+9)
Persuasion 2 (+5)
Ranged Combat (Chi) 4 (+13)

Advantages:
Benefit 4 (Wealth), Improved Critical (Unarmed) 2, Improved Critical (Schwarze Flamme) 2, Improved Critical (Schwarze Panzer) 2, Improved Critical (Grab & Blast), Improved Initiative 2, Ranged Attack 4, Startle, Takedown 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:
"Martial Artist" Strength-Damage +1 [1]
Speed 1 (4 mph) [1]

"Schwarze Flamme- Blue Fire" Blast 6 (Feats: Split) (Reduced Defenses -2, Diminished Range -1) (8) -- [10]
  • AE: "Schwarze Panzer- Dashing Fire Attack" Strength-Damage +2 (Drawbacks: Inaccurate) (1)
  • AE: "Grab & Blast" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +16 (+5 Damage, DC 20)
Special Moves +14 (+7 Damage, DC 22)
Blue Fire +13 (+6 Ranged Damage, DC 21)
Initiative +14

Defenses:
Dodge +15 (DC 25), Parry +16 (DC 26), Toughness +4 (+5 D.Roll), Fortitude +8, Will +7

Complications:
Motivation (Power & The Powerful)- Kain snatched power for himself, and plays a Darwinian game with others to get them to accomplish the same thing.
Responsibility (No Emotions)- Kain dislikes strong emotions, and attempts to live his life without 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: 84 / Skills: 66--33 / Advantages: 20 + 11 / Powers: 12 / Defenses: 20 (180)

-Kain R. Heinlein is the boss of the final Fatal Fury game, Garou, and is the brother of Geese Howard's wife (Rock's mother). Growing up in the slums, he grew power-hungry and was adopted into a wealthy family when their Kingpin-type paternal figure was impressed by his skills- he soon overthrew the man and took over himself. He then took over Southtown, attempting to force the populace to prove themselves by facing down his control, and he tried to make it an independent city-state from the U.S. He created the latest King of Fighters tournament in order to lure out his nephew Rock. He's got a very good look... but unfortunately, he's very much your Generic SNK Boss Design, packing the big coat that gives him the "flow" that so many SNK Bosses had. You can pretty much take a look at him and go "Yup- that's an SNK Boss Design, alright", and it makes what should be a cool boss look hopelessly dime-a-dozen.

-Kain has a varied offense at high speeds, including a Dash Punch, fast Fireball (that moves diagonally, making it hard to dodge), a Grab & Slam, a combo, a Super Fireball (as a Super Move, he can Extra Effort an Indirect off of it), and more. As the Boss of his own game, I'm giving him a PL 10.5-ish build, giving him a LOT of speed & power, but not so much that one hero can't defeat him.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Jin Twins! Gato! Yamazaki! Rock Howard!)

Post by Jabroniville »

Voltron64 wrote: Tue Nov 19, 2019 11:38 pm I can’t be the only one who looks at Marci and thinks “finally a Jim Kelly homage!”
Apparently he's based off of another guy, but I'd imagine there's got to be a few Kelly homages out there in Japanese fiction, despite them typically having more Japanese martial arts heroes than foreign-born ones.
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