Jab’s Builds! (Lawnmower Man! Samus Aran! Metroids!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Kyo-1 & Kyo-2

Post by Jabroniville »

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KYO-1
First Appearance:
King of Fighters '99
Game Appearances: King of Fighters '99 & 2002 (14% of series)
Role: Character Clone, Moveset Clone
PL 8 (113)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 9 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+13)
Expertise (Martial Arts) 6 (+6)
Insight 3 (+3)
Perception 5 (+5)
Ranged Combat (Chi) 4 (+11)

Advantages:
Defensive Attack, Great Endurance, Improved Critical (Unarmed), Improved Critical (Dark Thrust), Improved Critical (Blue Ogre), Improved Critical (New Wave Smash), 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:
"The Kusanagi Flames" Features 1: Adds Fire to Unarmed Damage [1]
Leaping 1 (15 feet) [1]

"Blue Ogre- Fire Combo" Strength-Damage +1 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (6) -- [8]
  • AE: "Dark Thrust- SNK Sliding Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5)
  • AE: "New Wave Smash- Fire Punches" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Dark Thrust +11 (+5 Ranged Damage, DC 20)
Blue Ogre +12 (+4 Damage & Affliction, DC 19 & 14)
Initiative +5

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

Complications:
Hatred (Kyo Kusanagi)- Kyo-1 has been programmed with a great hatred for Kyo.
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: 38--19 / Advantages: 10 + 11 / Powers: 10 / Defenses: 15 (113)

-King of Fighters '99, having altered the sprite of popular Kyo Kusanagi, smartly hedged their bets by "cloning" the former Main Character twice, producing Kyo-1 & Kyo-2. Each copied the moveset of Kyo in a prior incarnation, thus letting fans "enjoy" that version if they so chose. Indecisive over which version of the character to use, a product head finally just said "let's make TWO clones", and so we have a pair of them.

-The Kyo Clones were two of thousands ready to be activated by Kryzalid, the Final Boss of KoF '99. All were killed in the destruction of the NESTS factory. In KoF 2002, they are part of a "Clone Team" along with Kusanagi (another clone), though this is out of continuity. Kyo-1 is said to be more serious, and never underestimates his opponents.

-Kyo-1 is based off of Kyo as he appeared in the first two games in the series- thus, he has the Dark Thrust, a combo, and a two-hit combination punch. As the Clones were easily killed and disposable, I left them both as PL 8s, though if you want to be "game accurate", they'd be PL 10 just like Kyo was.

KYO-2
First Appearance:
King of Fighters 2002
Game Appearances: King of Fighters '99 & 2002 (14% of series)
Role: Character Clone, Moveset Clone
PL 8 (113)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 9 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+13)
Expertise (Martial Arts) 6 (+6)
Insight 3 (+3)
Perception 5 (+5)

Advantages:
Defensive Attack, Great Endurance, Improved Critical (Unarmed), Improved Critical (Rapids of Rage), Improved Critical (Wicked Chew), Improved Critical (Fire Ball), Improved Critical (Crescent Slash), 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:
"The Kusanagi Flames" Features 1: Adds Fire to Unarmed Damage [1]
Leaping 1 (15 feet) [1]

"Rapids of Rage- Fire Combo" Strength-Damage +1 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (6) -- [9]
  • AE: "Wicked Chew/Poison Gnawfest- Fire Punches" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Fire Ball- Rising Attack" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Crescent Slash- Fire-Based Grab" 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)
Rapids of Rage +12 (+4 Damage & Affliction, DC 19 & 14)
Initiative +5

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

Complications:
Hatred (Kyo Kusanagi)- Kyo-2 has been programmed with a great hatred for Kyo.
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: 34--17 / Advantages: 11 + 11 / Powers: 11 / Defenses: 15 (113)

-Kyo-2 is seemingly less mature than Kyo-1, and often underestimates his opponents. He represents Kyo as he appeared in KoF '96 and '97- he has the Poison Chew, Wicked Gnawfest, Rapids of Rage, Crescent Slash, and Fire Ball (another Anti-Air move). This makes him more versatile than the other, and more like Kyo as he appears later on, but lacks a Blast.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

KUSANAGI

Post by Jabroniville »

Image

KUSANAGI
First Appearance:
King of Fighters 2002
Game Appearances: King of Fighters 2002 & 2003 (14% of series)
Role: Character Clone, Moveset Clone
PL 8 (113)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 9 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+13)
Expertise (Martial Arts) 6 (+6)
Insight 3 (+3)
Perception 5 (+5)
Ranged Combat (Chi) 4 (+11)

Advantages:
Great Endurance, Improved Critical (Unarmed), Improved Critical (Dark Thrust), Improved Critical (Fire Ball), Improved Critical (Crescent Slash), Improved Critical (New Wave Smash), 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:
"The Kusanagi Flames" Features 1: Adds Fire to Unarmed Damage [1]
Leaping 1 (15 feet) [1]

"Dark Thrust- SNK Sliding Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5) -- [8]
  • AE: "New Wave Smash- Double Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Fire Ball- Rising Attack" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Crescent Slash- Fire-Based Grab" 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)
Rapids of Rage +12 (+4 Damage & Affliction, DC 19 & 14)
Initiative +5

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

Complications:
Obsession (Finding Strong Fighters)- KUSANAGI wishes to test his skills.
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: 38--19 / Advantages: 10 + 11 / Powers: 10 / Defenses: 15 (113)

-KUSANAGI (written in all caps & Roman lettering- a sign of brash douchebaggery in Japan) is a hidden character from King of Fighters 2002, being attached to Kyo-2 & Kyo-2 for a "Clone Team". His introduction (cloned by NESTS, alongside K', K9999 and others) parodies Akira, as KUSANAGI was played by Kaneda's Voice Actor in Japan (K9999, of course, was voiced by Tetsuo's). Official canon backstory was altered to have him revealed as the product of Chizuru's magic, as she wished to "test the strength" of the tournament's combatants with his Evil Kyo variant.

-KUSANAGI's style is simlar to Kyo's from KoF '95, but typically relies more on All-Out Attacking, so I dropped Defensive Attack.
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KorokoMystia
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Re: Jab’s Builds! (US Team! Kyo Kusanagi! Benimaru! Daimon! Shingo!)

Post by KorokoMystia »

The KUSANAGI fight is also quite important in 2003, since as it's a "test of strength", it determines if you'll reach the true ending: If you don't defeat him with a Super Move, you'll end up fighting Adelheid and getting the false ending.
FuzzyBoots
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Location: Pittsburgh, PA

Re: Jab’s Builds! (US Team! Kyo Kusanagi! Benimaru! Daimon! Shingo!)

Post by FuzzyBoots »

Heh, my first experience with Shingo was in Magical Troubleshooting Crossover Fighting Federation Ultra, a massive crossover round robin story with heavy Professional Wrestling influences. Unlike most of the similar tournaments, the results were not voted on, but written by the individual authors. Shingo's mimicking of Kyo's style got flanderized into him being able to do inferior versions of almost anyone's special moves, but still failing with those copied moves, with his eventual arc ending with him realizing that he needed to make his own style, based on his innate physical ability and adaptability. I was rather annoyed when the KoF character was so underwhelming, complete with his Shingo Kick resulting in him losing his balance and flopping over about a third of the time.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Iori Yagami

Post by Jabroniville »

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IORI YAGAMI
First Appearance:
King of Fighters '95
Game Appearances: All King of Fighters Games since debut, Capcom (vs) SNK 1 & 2, SNK (vs) Capcom SVC Chaos, Neo-Geo Battle Coliseum
Role: The Rival (to Kyo), Shotoclone, Darkly-Powered One
PL 10 (158)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 9 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 3 (+16)
Deception 2 (+6)
Expertise (Martial Arts) 11 (+11)
Expertise (Rock Star) 7 (+11)
Insight 2 (+4)
Intimidation 4 (+8)
Perception 5 (+7)
Persuasion 2 (+5)
Ranged Combat (Chi) 6 (+13)

Advantages:
Assessment, Diehard, Fearless, Great Endurance, Improved Critical (Unarmed) 3, Improved Critical (Dark Thrust), Improved Critical (Slash Talon Comb) 2, Improved Critical (Fire Ball) 2, Improved Critical (Dark Crescent Slice) 2, 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:
"The Yagami Flames" Features 1: Adds Fire to Unarmed Damage [1]
"Martial Artist" Strength-Damage +1 [1]

"Deadly Flower- Punch Combo" Strength-Damage +1 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (6) -- [10]
  • AE: "Dark Thrust- SNK Sliding Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5)
  • AE: "Fire Ball- Spinning Fire Attack" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Dark Crescent Slice- Grab & Blast" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Slash Talon Comb- Overhand Slash" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +16 (+4 Damage, DC 19)
Special Moves +14 (+6 Damage, DC 21)
Dark Thrust +13 (+5 Ranged Damage, DC 20)
Deadly Flower +16 (+4 Damage & Affliction, DC 19 & 14)
Initiative +5

Defenses:
Dodge +15 (DC 25), Parry +16 (DC 26), Toughness +3 (+4 D.Roll), Fortitude +6, Will +8

Complications:
Involuntary Transformation (The Riot of Blood)- Iori is occasionally possessed by the "Riot of Blood"- a psychotic break that turns him into a laughing, raving lunatic who kills anyone close by, friend or foe.
Rivalry (Kyo Kusanagi)- The Yagami & Kusanagi clans have a rivalry that goes way back- Iori and Kyo also simply do not like each other.
Enemy (Orochi)- Orochi constantly tries to control Iori.
Responsibility (Mature & Vice)- After killing the two women while under control of the Riot of Blood, Iori has been haunted by them ever since. They appear to him in his dreams, often advising him.
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: 60--30 / Advantages: 17 + 11 / Powers: 12 / Defenses: 22 (158)

Iori Yagami- The Rival:
-Interestingly, much like Samurai Shodown, The King of Fighters franchise took a game to release the ultimate, menacing rival to their Main Character- Iori Yagami hit huge immediately, becoming a sensation in his series and being Kyo Kusanagi's eternal rival ever since his debut. His whole "rock star" look is straigh-up "Visual Kei", the wild Japanese fashion style emblematic of X-Japan and other groups- his sweeping bangs, belt between his thighs, and fashionable flared shirt beneath his leather jacket- this dude had style for DAYS. And then his attitude gave off this sense of "I don't give a f*ck"- he was brutal and competitive, yet always acted like he didn't care. His hidden psychosis made him unpredictable and dangerous, yet his lackadaisical attitude made him both antagonistic and interesting. Sometimes you just look at a character and go "Oh, he's going to be huge"- that's Iori.

-Related to the whole "Orochi Saga", Iori is the latest in the line of Yagamis- a nasty clan that is descended from those who helped seal away Orochi centuries ago. However, something dark happened, and they were tainted with Orochi blood after making a pact with the being. Thus, they can enter the "Riot of Blood", a powerful state of mind and body that increases their speed at the cost of sanity, making them incredibly dangerous to enemy and ally alike.

-Iori was recruited to the KoF tournament by Mature & Vice, agents of Orochi who wished to unleash all of their potential agents. He was initially teamed up with Billy Kane & Eiji Kisaragi as the "Rival Team", as those men hated Terry Bogard & Ryo Sakazaki, respectively- SNK's other two heroes. With Iori having an issue with Kyo (simply because Kyo was the best), he was happy to join up... but ended up going a bit nuts, assaulting his teammates and ensuring they would miss the next tournament. He was thus paired up with Mature & Vice in KoF '96, again assaulting them as the tourney ended- this was the "Riot of Blood", and this time ended up being a bit more fatal- the two women died, and haunted him thereafter. He, Chizuru, and Kyo- the three descendants of those who sealed Orochi- ended up defeating Goenitz, the chief agent of the demon.

The Orochi Saga Concludes- Iori Moves On:
-Iori is thus fought as a Sub-Boss in KoF '97, the culmination of the Orochi Saga- he enters the "Riot of Blood" for the first time in-game, and he's one of three (Leona & Yamazaki are the others) you might battle. He fights and defeats the remaining Four Heavenly Kings of Orochi, and the trio of descendants confront the demon himself- Orochi pushes Iori into the Riot of Blood once more, hoping he'll turn on his allies, but he's mistaken- Iori grabs him by the neck, allowing his rival to score the death-blow- Orochi is thus sealed away for another 1800 years.

-Iori thus has little reason to continue in later games, but does so out of a love of fighting, and his still-standing rivalry with Kyo. He kind of pops around on various teams after that point, being far too popular to ignore- he's on the Capcom vs. SNK rosters and more. In KoF 2003, he uncharacteristically forms a team with Kyo & Chizuru, suspecting the new tournament is linked to Orochi- Ash Crimson, the new Main Character, steals first Chizuru's powers, then Iori's in the game after (when Iori had teamed up with Kyo & Shingo in hopes of fighting Ash)- the weakening of the seal holding back Orochi set off the Riot of Blood all over again, and he injured his teammates- Ash thus beat him and stole his purple flames. Still dangerous, he joins the latest tournament with Mature & Vice, returned from the dead.

Iori's Powers:
-Iori fights much like Kyo and other near-Shotoclones- you get a Dragon Punch, a Ki Blast, etc. However, his tall, lanky build gives him different hitboxes than usual for that type, and the purple flames give an unusual effect.

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IORI YAGAMI (RIOT OF BLOOD)
First Appearance:
King of Fighters '95
Game Appearances: All King of Fighters Games since debut, Capcom (vs) SNK 1 & 2, SNK (vs) Capcom SVC Chaos, Neo-Geo Battle Coliseum
Role: The Rival (to Kyo), Shotoclone, Darkly-Powered One
PL 11 (166)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 15 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 9 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 3 (+16)
Deception 2 (+6)
Expertise (Martial Arts) 11 (+11)
Expertise (Rock Star) 7 (+11)
Insight 2 (+4)
Intimidation 4 (+8)
Perception 5 (+7)
Persuasion 2 (+5)
Ranged Combat (Chi) 6 (+13)

Advantages:
Assessment, Diehard, Fearless, Great Endurance, Improved Critical (Unarmed) 3, Improved Critical (Dark Thrust), Improved Critical (Slash Talon Comb) 2, Improved Critical (Fire Ball) 2, Improved Critical (Dark Crescent Slice) 2, Improved Initiative 2, Ranged Attack 5

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:
"The Yagami Flames" Features 1: Adds Fire to Unarmed Damage [1]
"Martial Artist" Strength-Damage +1 [1]

"Deadly Flower- Punch Combo" Strength-Damage +1 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (6) -- [10]
  • AE: "Dark Thrust- SNK Sliding Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5)
  • AE: "Fire Ball- Spinning Fire Attack" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
    AE: "Dark Crescent Slice- Grab & Blast" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Slash Talon Comb- Overhand Slash" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +18 (+4 Damage, DC 19)
Special Moves +16 (+6 Damage, DC 21)
Dark Thrust +15 (+5 Ranged Damage, DC 20)
Deadly Flower +18 (+4 Damage & Affliction, DC 19 & 14)
Initiative +13

Defenses:
Dodge +15 (DC 25), Parry +16 (DC 26), Toughness +3 (+4 D.Roll), Fortitude +6, Will +8

Complications:
Rivalry (Kyo Kusanagi)- The Yagami & Kusanagi clans have a rivalry that goes way back- Iori and Kyo also simply do not like each other.
Enemy (Orochi)- Orochi constantly tries to control Iori.
Responsibility (Mature & Vice)- After killing the two women while under control of the Riot of Blood, Iori has been haunted by them ever since. They appear to him in his dreams, often advising him.
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: 70 / Skills: 60--30 / Advantages: 21 + 11 / Powers: 12 / Defenses: 22 (166)

-The "Riot of Blood" renders Iori an uncharacteristically smiling, laughing monster- his slack-jawed look and hunched-over appearance give the impression of someone completely lost to animalistic fervor. He appears in both King of Fighters '97 and Capcom vs. SNK in this state- a powered-up, faster version. While Rioting, Iori is PL 11 with a PL 10 Blast- much faster overall.
Last edited by Jabroniville on Thu Jan 05, 2023 5:45 am, edited 2 times in total.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Kyo! Benimaru! Daimon! Shingo! Iori Yagami!)

Post by Jabroniville »

And now I go to see Frozen II. My apologies to anyone I annoy by endlessly going on about Frozen for the next several weeks.

You know, for a change.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Kyo! Benimaru! Daimon! Shingo! Iori Yagami!)

Post by Jabroniville »

Omg FROZEN II WAS AMAAAAAAAAZINGGGGGGGGG!!!! Best sequel EVERRRRRRRRRRRR!!!

(I was so worried it would suck)

Probably doesn’t have a moment as iconic as “Let It Go”.

But it came close.

Omg and “Lost in the Woods” is an all-timer for funny moments.

And damn they snuck in some extra sneaky new costumes! They don’t even have TOYS for those yet!

But they will. And I will buy them.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Mature & Vice

Post by Jabroniville »

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MATURE & VICE:
-With Iori having defeated his teammates near the end of his debut King of Fighters appearance, the developers did an interesting thing and gave him a pair of female partners affiliated with Orochi himself- Mature & Vice. Mere head-swaps, they were odd, lusty women with very dark, threatening personalities- possessing snakelike mannerisms and perpetual grins. The two were ordered by Goenitz to watch his agent, Rugal, as his secretaries- when Rugal was killed, Goenitz switched his orders and had them follow around Iori. Confident in their own power, the two betrayed Goenitz and suggested that Iori kill him- this backfired horribly when Iori entered the "Riot of Blood", savagely attacking his cohorts- Mature & Vice were both killed.

-This was the end of their canonical appearances... basically for twenty years. In one of those weird SNK-ish twists, however, they ended up making their one-off characters super-memorable, and their supposed long-runners (Leona, Ash's Team, Malin, etc.) more dull-looking and ignorable- Mature & Vice cast a wide shadow and were very beloved characters! Their snappy dresses and animalistic/lusty personalities really connected with fans. However, being DEAD, and SNK generally not bringing back dead characters beyond extraordinary circumstances, used them exclusively in the two "Dream Match" games (the 1998 & 2002 editions), while Vice managed to get into Capcom (vs) SNK and Mature got into KoF XII as Downloadable Content.

-It wasn't until KoF XIII that the two would make a real return, as it was stated that their spirits had always haunted their killer, Iori, and communicated with him. The pair form solid shadows in the real world, hoping to prevent Ash Crimson from gaining the power of Orochi- agreeing not to hold a grudge against Iori, they become his new teammates in the thirteenth game in the series! In the end, they offer to cleanse Iori of the Orochi blood- he refuses, and the two agree, fading away after telling him they'll visit him again in his dreams.
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catsi563
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Re: Jab’s Builds! (Kyo! Benimaru! Daimon! Shingo! Iori Yagami!)

Post by catsi563 »

Jabroniville wrote: Sun Nov 24, 2019 6:56 am Omg FROZEN II WAS AMAAAAAAAAZINGGGGGGGGG!!!! Best sequel EVERRRRRRRRRRRR!!!

(I was so worried it would suck)

Probably doesn’t have a moment as iconic as “Let It Go”.

But it came close.

Omg and “Lost in the Woods” is an all-timer for funny moments.

And damn they snuck in some extra sneaky new costumes! They don’t even have TOYS for those yet!

But they will. And I will buy them.
Jab did you catch the Josh and idina vid I threw up a little back? its lol worthy. :)
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

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

Re: Jab’s Builds! (Kyo! Benimaru! Daimon! Shingo! Iori Yagami!)

Post by Jabroniville »

catsi563 wrote: Sun Nov 24, 2019 7:51 pm
Jabroniville wrote: Sun Nov 24, 2019 6:56 am Omg FROZEN II WAS AMAAAAAAAAZINGGGGGGGGG!!!! Best sequel EVERRRRRRRRRRRR!!!

(I was so worried it would suck)

Probably doesn’t have a moment as iconic as “Let It Go”.

But it came close.

Omg and “Lost in the Woods” is an all-timer for funny moments.

And damn they snuck in some extra sneaky new costumes! They don’t even have TOYS for those yet!

But they will. And I will buy them.
Jab did you catch the Josh and idina vid I threw up a little back? its lol worthy. :)
Sorry, I’ve been really busy lately and never got around to it- I was at work when you posted it.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Mature

Post by Jabroniville »

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MATURE
First Appearance:
King of Fighters '96
Game Appearances: King of Fighters '96, '98, 2002, XII (DLC only), XIII-XIV
Role: Manipulative Secretary
PL 8 (134)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+12)
Athletics 9 (+11)
Close Combat (Unarmed) 2 (+14)
Deception 9 (+12)
Expertise (Martial Arts) 4 (+7)
Expertise (Secretary) 2 (+5)
Insight 5 (+8)
Intimidation 3 (+6)
Perception 4 (+7)
Persuasion 4 (+7)
Ranged Combat (Ebony Tears) 4 (+10)

Advantages:
Improved Critical (Unarmed), Improved Critical (Ebony Tears), Improved Critical (Metal Massacre), Improved Critical (Death Downer), Improved Initiative, Startle, 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:
Features 1: Link With Orochi [1]

"Death Downer- Multi-Slash" Strength-Damage +1 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5) -- [8]
  • AE: "Sacrilege- Leaping Slash" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Metal Massacre- Running Slash" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Ebony Tears- Huge Slash-Wave" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Death Downer +13 (+3 Damage & Affliction, DC 18 & 13)
Ebony Tears +10 (+5 Damage, DC 20)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Power)- Mature & Vice both scheme against their boss, Goenitz, even while they're spying for him.
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: 54--27 / Advantages: 9 + 11 / Powers: 9 / Defenses: 14 (134)

-Mature is the blonde of the pair, and failed to make the big Capcom (vs) SNK crossover series. However, she made DLC in KoF XII. She appears with an eyepatch in later games, looking a bit like Elle Driver from Kill Bill, especially with her mostly-white gear. She fights using a slash-heavy style, clawing at enemies with her nails, leaping up and across the screen. She also has a cool energy blast by means of slashing the air with her nails and sending out a cross-shaped burst of energy.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Vice

Post by Jabroniville »

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VICE
First Appearance:
King of Fighters '96
Game Appearances: King of Fighters '96, '98, 2002, XIII-XIV, Capcom vs. SNK 1 & 2
Role: Manipulative Secretary
PL 8 (131)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+12)
Athletics 9 (+11)
Close Combat (Unarmed) 2 (+14)
Deception 9 (+12)
Expertise (Martial Arts) 4 (+7)
Expertise (Secretary) 2 (+5)
Insight 5 (+8)
Intimidation 3 (+6)
Perception 4 (+7)
Persuasion 4 (+7)

Advantages:
Improved Critical (Unarmed), Improved Critical (Outrage), Improved Critical (Gore Fest), Improved Critical (Powerbomb), Improved Initiative, Startle, 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:
Features 1: Link With Orochi [1]

"Outrage- Lightning Leg" Strength-Damage +1 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5) -- [7]
  • AE: "Gore Fest- Running Grab & Drag" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Powerbomb" Strength-Damage +3 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (3)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Powerbomb +11 (+5 Damage, DC 20)
Outrage +13 (+3 Damage & Affliction, DC 18 & 13)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Power)- Mature & Vice both scheme against their boss, Goenitz, even while they're spying for him.
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: 50--25 / Advantages: 9 + 11 / Powers: 8 / Defenses: 14 (131)

-A head-swap with Mature, Vice has shorter hair and a red & black outfit, looking even more stylish, really. However, she ends up being REALLY weird, as she writhes around on the ground and makes orgasmic noises as part of her pre-match taunts- it's as unsettling as it is sexy. Her fighting style is way different than Mature's, being a brutal, heavyweight GRAPPLING-based style, involving powerbombs and stuff! She lacks a blast, as well as Mature's quicker moves, but can do a Chun Li-esque Lightning Leg as well as run across the screen and drag the opponents around.
Last edited by Jabroniville on Tue Mar 29, 2022 10:09 am, edited 1 time in total.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Lily Kane

Post by Jabroniville »

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LILY KANE
First Appearance:
King of Fighters: Maximum Impact 2 (2006)
Game Appearances: King of Fighters MI2 & Regulation A
Role: Female Counterpart (to Billy), Adoring Younger Sister
PL 7 (105)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 9 (+10)
Close Combat (Unarmed) 2 (+12)
Expertise (Martial Arts) 4 (+4)
Insight 3 (+5)
Perception 3 (+5)
Persuasion 4 (+6)

Advantages:
Equipment (Staff +2), Improved Critical (Staff), Improved Critical (Rising Staff), Improved Critical (Extending Staff), Improved Critical (Spinning Staff)

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: Can Add Special Moves to Staff Damage [1]

"San Setsu Kon- Spinning Staff" Strength-Damage +0 (Feats: Reach) (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Staff) & Enhanced Dodge 2 (7) -- [11]
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Rising Staff" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Extending Staff" Strength-Damage +2 (Feats: Reach 2) (Inaccurate -1) (3)
  • AE: "Helicopter" Movement 1 (Slow Fall) (Flaws: Source- Staff) (1)
Offense:
Unarmed +12 (+2 Damage, DC 17)
Staff +10 (+4 Damage, DC 19)
Special Moves +8 (+6 Damage, DC 21)
Spinning Staff +10 (+4 Damage & Affliction, DC 19 & 14)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Relationship (Billy Kane)- Lily is cheery and Billy is a criminal, but he seems protective of her.
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: 32--16 / Advantages: 5 + 11 / Powers: 12 / Defenses: 13 (105)

-Lily Kane is part of Billy's backstory in the Fatal Fury franchise, being the nice sister of the criminal #2 to Geese Howard in a funny bit. She apparently even dated Joe Higashi for a bit! However, she wasn't a big part of the story, so fit as a surprise character in two of the 3D Maximum Impact games, where she acts like a smaller, female version of Billy, hitting many of the same moves. Her outfits were hopelessly generic, however, and she didn't have much of an effect on any important games.
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Alice Nakata

Post by Jabroniville »

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ALICE GARNET NAKATA
First Appearance:
Garou Dentetsu: The Legend of Wild Wolf (Pachinko Game)
Game Appearances: King of Fighters XIV only
Role: Female Terry Bogard
PL 7 (96)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+12)
Expertise (Martial Arts) 4 (+4)
Expertise (Nurse) 1 (+1)
Insight 2 (+2)
Perception 3 (+3)
Persuasion 3 (+5)

Advantages:
Improved Critical (Unarmed), Improved Critical (Southtown Variation), Improved Critical (Tiger Crack), Improved Critical (Wolf Combination)

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:
"Wolf Combination- Three-Hit Combo" 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: "Tiger Crack- Raising Kick & Diving Follow-Up" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Southtown Variation- Dashing Elbow" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +12 (+2 Damage, DC 17)
Special Moves +10 (+4 Damage, DC 19)
Wolf Combination +12 (+2 Damage & Affliction, DC 17 & 12)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Relationship (Terry Bogard)- Alice is a HUGE Terry fan, dressing like him and cheering on the "Fatal Fury Team".
Responsibility (Bad Nurse)- Alice is actually quite bad at her job, and often injures patients while taking care of them. She fears she'll be fired for incompetence.
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: 46 / Skills: 30--15 / Advantages: 4 + 11 / Powers: 5 / Defenses: 15 (96)

-Hilariously, this "Female Terry Bogard" character debuted in a PACHINKO game- Pachinko, a noisy game involving a lot of metal discs, is a national pasttime in Japan, where it gets around gambling/slot-machine rules by awarding you only tiny little knick-knacks instead of money... and then would have a separate shop down the street that mysteriously traded said knick-knacks for cash. Simply being in a Pachinko Parlor is a "must-do" tourist experience, just for the maddening noise and flashing colors, so opposite to what most of Japan is like.

-The history of Alice Nakata herself is unknown- she's simply a Terry Bogard fan, who follows him around cheering for him and his friends. Possibly based on one of Kim Kaphwan's trainees (Alice Chrysler, who was nearly going to replace Mai in Fatal Fury 3, but this was scrapped), who also admired Terry greatly, she is a nurse in training and the classic "Hafa" (ie. Half-Japanese), to avoid being TOO foreign in the ethnically-homogenous Japan. She's comically sexualized in her game, showing a ton of skin, but instantly became a FanArt fave because of the whole "Rule 63 Terry Bogard" look.

-Alice fights much like a "Joke Character", with half-assed, goofy attacks where it doesn't look like she's even really trying to fight.
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KorokoMystia
Posts: 1403
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Daimon! Shingo! Iori Yagami! Mature & Vice!)

Post by KorokoMystia »

Whenever I see Iori, I end up thinking of his iconic laughing animation. It's probaly one of the most memorable "Post-Fight Poses" in a fighting game to me. And yeah, SNK made a lot of video pachinko machines during the dark period where they weren't able to make games, a bunch of them even being their own unique series. Love Heart and Mui Mui also originated from pachinko games, from what I've read.
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