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

Ralf Jones

Post by Jabroniville »

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RALF JONES
First Appearance:
King of Fighters '94 (technically debuted in TNK III)
Game Appearances: All King of Fighters games (including EX & Maximum Impact), Ikari I-III, TNK III, Iron Tank, Metal Slug 6-7
Role: Soldier, The Energetic One
PL 8 (137)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 7 (+11)
Close Combat (Unarmed) 1 (+11)
Expertise (Martial Arts) 5 (+5)
Expertise (Soldier) 8 (+8)
Intimidation 4 (+7)
Perception 5 (+7)
Persuasion 2 (+5)
Stealth 2 (+6)
Vehicles 6 (+10)

Advantages:
Equipment 5 (Army Gear), Improved Critical (Unarmed), Improved Critical (Vulcan Punch), Improved Critical (Blitzkrieg/Gatling Attack), Improved Critical (Super Argentine Backbreaker), Ranged Attack 6

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:
"Power Puncher" Strength-Damage +1 [1]

"Vulcan Punch" Strength-Damage +0 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (8) -- [10]
  • AE: "Gatling Attack- Backfist-Uppercut/Blitzkrieg Attack- Diving Shot" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Super Argentine Backbreaker" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +11 (+5 Damage, DC 20)
Gatling/Blitzkrieg Attack +9 (+7 Damage, DC 22)
Vulcan Punch +11 (+5 Damage & Affliction, DC 20 & 15)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +7, Will +7

Complications:
Responsibility (Heidern's Group)- Ralf is a dutiful soldier, though sometimes acts brashly or makes demands in order to protect Leona.
Relationship (Leona)- Ralf has strong feelings for his teammate, though she's a complete ice queen to 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: 62 / Skills: 44--22 / Advantages: 15 + 11 / Powers: 11 / Defenses: 16 (137)

-Ralf (who actually pre-dates Clark, as he appeared as the protagonist in the tank game T.N.K. III) is the wilder of the two Headswapped Soldiers in the "Ikari Warriors Team". Wearing a red bandana and having longer hair than Clark, he definitely shows his character immediately- there's no mistaking this guy for the "dutiful, calm one". The guy's the #2 character on a team in an Army Movie or something like that- a fan-favorite but usually not the main guy. Despite that, he was initially based off of Rambo, who was popular in Japan during the 1980s. Ralf is also differentiated by a strong liking of his teammate Leona- he's seen as very protective, and aids her after a suicide attempt after the 1996 tournament. Some sources indicate that he likes her romantically, while she instead has feelings for Clark.

-Despite being mere head-swaps and pretty generic as far as designs go (simple shirts, vests, and army pants), Ralf & Clark are among the VERY few characters to make every single King of Fighters game- even the 3-D ones! Seriously, even LEONA misses one! Andy Bogard & Joe Higashi miss a game! But there's Ralf & Clark, always being just "those two guys"- they've never been so much as integral to the story, being Heidern's yes-men and partners to the more important Leona... but they make every game. It might be because they're just so simple. Or because there's always an "Ikari Warriors Team". The SNK staff are said to love him, and he even rates highly in the all-important character polls- he & Clark even end up in Metal Slug games as characters!

-Initially, Ralf & Clark were largely the same guy- head swaps with grappling moves. However, Ralf has become a much more aggressive, mobile, strike-heavy character, with diving and dashing attacks, while Clark had more grappling moves. His Super Moves are SWEET, too- one involves sitting on the opponent's chest and annihilating them with rapid-fire Vulcan Punches. The Galactica Phantom is the most powerful Super in KoF, with it taking off 70-85% health at times- it's just a gigantic wind-up punch. He & Clark are rare +5 Damage SNK characters, matching Street Fighter's Alex and other Sub-Zangief Powerhouses- they're strong, but not quite in the "Mighty Glacier" tier.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Clark Still

Post by Jabroniville »

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CLARK STILL
First Appearance:
King of Fighters '94
Game Appearances: All King of Fighters games (including EX & Maximum Impact), Ikari I-III, Metal Slug 6-7
Role: Soldier, The Stoic One
PL 8 (137)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 7 (+11)
Close Combat (Unarmed) 1 (+11)
Expertise (Martial Arts) 5 (+5)
Expertise (Soldier) 8 (+8)
Intimidation 4 (+6)
Perception 5 (+8)
Persuasion 2 (+4)
Stealth 2 (+6)
Vehicles 6 (+10)

Advantages:
Equipment 5 (Army Gear), Improved Critical (Unarmed), Improved Critical (Vulcan Punch), Improved Critical (Blitzkrieg/Gatling Attack), Improved Critical (Super Argentine Backbreaker), Ranged Attack 6

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:
"Power Puncher" Strength-Damage +1 [1]

"Vulcan Punch" Strength-Damage +0 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (8) -- [10]
  • AE: "Frankensteiner, Rolling Throw, etc." Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Napalm Stretch- Mid-Air Grab & Slam" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +11 (+5 Damage, DC 20)
Gatling/Blitzkrieg Attack +9 (+7 Damage, DC 22)
Vulcan Punch +11 (+5 Damage & Affliction, DC 20 & 15)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +7, Will +7

Complications:
Responsibility (Heidern's Group)- Clark is a dutiful soldier.
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. However, Clark may use his Grab-Based moves as much as possible without setting this off.

Total: Abilities: 62 / Skills: 44--22 / Advantages: 15 + 11 / Powers: 11 / Defenses: 16 (137)

-Clark contrasts his head-swap, Ralf, by being blond-haired and wearing a hat & sunglasses. Instead of yelling brashly like Ralf does, Clark simply has a confident smile on his face, acting much "cooler" and taciturn. This kind of makes him the less popular of the two, however.

-Clark wrestlers more akin to the early Ikari Warriors fighting style, using almost nothing but grappling moves straight out of pro wrestling. So this serious military guy is whipping out Scott Steiner's Frankensteiner, and he even copies the moves of two Japanese women's wrestlers- he copies the legendary Manami Toyota's Rolling Cradle (a small package that spins the opponent around the ring for multiple revolutions), and one of his Supers ends in Etsuko Mita's Death Valley Driver (a move that went to the west and became used by nearly every indie guy and ECW brawler after a point). His Napalm Stretch move, used against jumping opponents and slamming them down, comes from Kinnikuman, and had the same name there.
Jabroniville
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Re: Jab’s Builds! (Shingo! Iori Yagami! Mature & Vice! Heidern!)

Post by Jabroniville »

Ares wrote: Tue Nov 26, 2019 3:36 pm A bit late to the party, but seeing Iori reminds me of just how full on Shonen Anime KoF went with their original characters. Kyo is "nice but really wants to win guy with the special heritage", Iori is the "dark, cool reflection with the superpowered evil side", you've got the big, dumb, jolly but reliable one, the smooth talking ladies man with the wild hair, etc.

It's also weird that with all of the impractical outfits I've seen fighting game characters wear, from high heels to floor length capes to cocktail dresses, it's the stupid belts between the legs that bug me the most and seem the least practical. It just looks stupid to me rather than stylish. I want to come up with some logical reason for its existence that is just as stupid.
Then you’re an uncool fuddy-duddy who just doesn’t understand how stylish and cool it is to be deliberately ineffective because of you fashion choices, SQUARE.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville »

Shock wrote: Tue Nov 26, 2019 9:34 pm I played the original Ikari Warriors game on my Apple IIc. I had no idea the guys had names or that they'd been in any other games
That’s interesting- as I mentioned, I was totally unfamiliar with these games, so I’m interested that people not only played them, but never made the connection to modern King of Fighters.
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KorokoMystia
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Joined: Fri Nov 11, 2016 8:42 pm

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

Post by KorokoMystia »

I imagine one reason for that is the fact that when the original game was brought over to the West, Ralf had Clark had their names changed to "Paul" and "Vince" for somer eason.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Leona

Post by Jabroniville »

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... god damn.

LEONA HEIDERN
First Appearance:
King of Fighters '96
Game Appearances: King of Fighters' 96-03, KoF XII-XV (all but one game since her debut), SNK Gals Fighter, SNK Heroines: Tag Team Frenzy, Metal Slug XX
Role: Emotionless Ice Queen, Blue-Haired Anime Girl
PL 9 (142)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 8 (+13)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+13)
Expertise (Martial Arts) 5 (+7)
Expertise (Soldier) 6 (+8)
Intimidation 6 (+6)
Investigation 4 (+6)
Perception 6 (+8)
Ranged Attack (Blasts) 2 (+12)
Stealth 2 (+7)
Vehicles 4 (+8)

Advantages:
Equipment 5 (Army Gear), Improved Critical (Unarmed), Improved Critical (Voltaic Launcher), Improved Critical (Moon Slasher), Improved Critical (I Slasher), Improved Critical (X Caliber), Improved Initiative, Ranged Attack 6

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:
"Voltaic Launcher- Energy Ball" 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) (7) -- [11]
  • AE: "Moon Slasher- Energy Circle" Strength-Damage +2 (Feats: Reach) (Inaccurate -1) (2)
  • AE: "I Slasher- Slow-Moving Circle" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
  • AE: "Earring Explosion" Blast 4 (Reduced Defenses -2, Diminished Range -2) (2)
  • AE: "X Caliber- Grab & Blast" 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)
Voltaic Launcher +12 (+4 Damage & Affliction, DC 19 & 14)
Moon Slasher/Earring Explosion +12 (+4 Ranged Damage, DC 19)
Initiative +9

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

Complications:
Responsibility (Heidern's Group)- Leona is a dutiful soldier under her adoptive father's group.
Relationship (Clark)- Leona has a degree of feelings for the strong, stoic Clark.
Relationship (Heidern)- Heidern took Leona in after the death of her family and whole village years ago.
Involuntary Transformation (The Riot of Blood)- Leona is afflicted with the "Riot of Blood", as Orochi's self has tainted her bloodline. If in close proximity to Orochi, she can go insane and attack everyone in range until they're all dead. Only now has she learned to control this effect, which used to be random.
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: 54--27 / Advantages: 17 + 11 / Powers: 11 / Defenses: 16 (142)

-I really feel like Leona, who was clearly meant to be "A Big Deal" from Day One, was a failure in design, at least at first. I find her character awesome, but like the Fighters Generation guy, I think her blue hair contrasts so sharply with that olive drab gear that she totally clashes visually, and it prevents her from seeming as "big" or as memorable as much stronger designs like King, Yuri, Blue Mary, or a bunch of the men. It really took until the modern-day graphical upgrades that took her general look, threw out the crappy army gear and added baggy pants and a dark tank top that her blue hair and combative design really stood out. THAT SAID, she is apparently enormously popular both with fans and SNK's developers, as she was topping out character polls even back in the '90s, particularly with women. Who knows- maybe the less-fanservicey girl really appealed? I know guys ALWAYS go for the "Ice Queens"- I remember Lindsey Ellis going on about that in her review of The Last Unicorn (where the Prince is falling over himself to impress the disinterested Amalthea). HOWEVER, I do think that if they'd used the design they ended up with in the most recent games, the character would be far, far more well-known and beloved by gamers, outsiders, and fan-artists. For what it's worth.

-Leona debuted as a replacement for Heidern, whom few were taken with. They also wanted an "Adopted Daughter" take for him, and she fit the bill. She was clearly meant to be a "Big Deal" from day one, as they also tied her into the whole "Orochi Saga", being one of three characters (along with Iori & Yamazaki) who were tainted by his bloodline. Several of the series designers have mentioned that Leona is their favorite character, and she was immediately very popular. With her around, Heidern was largely retired.

-Her full origin is that she was from a village where everyone was descended from Orochi- when Orochi's agent Goenitz arrived and demanded they pledge their loyalty, the village leader refused- the people had become peaceful, and didn't like the violent tendencies Orochi let out of them. Enraged, Goenitz left, and that night, young Leona entered the "Riot of Blood" and slaughtered her entire village. A pleased Goenitz lets the blood rest in her- she is dazed and amnesiac, and found by Heidern, who adopts the girl (his own wife and daughter had been killed years ago). Impressed by her natural physical capabilities, Heidern trains her as an Ikari Warrior. In 1996, she is finally allowed to join the King of Fighters tournament, investigating Geese Howard's intentions.

-Generally, her personality is very cold and distant- trauma and amnesia have left her very hesitant to show emotions. In 1997, she is too close to Orochi himself, and enters the Riot of Blood, badly injuring Ralf & Clark and becoming one of many possible Sub-Bosses with an enhanced, red-haired variant. This also clears up the mysteries of her origin, which at that point had been unexplained. Despondent after she has been subdued and Orochi sealed away once more, she attempts suicide- Ralf stops her.

-Leona takes a side-seat during most of the later games, which typically only include a minor "Heidern is investigating ______" sub-plot. With Orochi's power coming forth in KoF 2003, she enters the Riot of Blood again and attacks her teammates- the emotional trauma leads Heidern to take her off the squad (she misses KoF XI- the only game she's missed since her debut), and she only returns later with a different design- baggy pants and a tank-top. Finally, in the thirteenth game, she learns to accept the Orochi blood within her- passing out, she awakens with her team concerned for her. Comforted by their concern, she laughs for the first time in the series (WAIFUUUUUUUUUUUUUU).

-Leona fights more similarly to Heidern than Ralf & Clark, but adds her own variations. She has a short-range and long-range Blast, making her a good "Zoner" character (controlling the enemy's movements for fear of being struck- one even moves slowly, which is very hard to dodge in a Fighting Game). She's also very athletic and has some great poses- her "V Slasher" super creates this wicked V-shaped slash of energy (inspired by a Giant Robot series in Japan). Naturally, two of her moves are inspired by JoJo's Bizarre Adventure- the Earring Explosion and her Grateful Dead Desperation (a draining effect).

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LEONA HEIDERN (RIOT OF BLOOD)
First Appearance:
King of Fighters '97
Game Appearances: King of Fighters '97 only (Sub-Boss)
Role: Blood-Frenzied Warrior
PL 10 (150)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 8 (+13)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+13)
Expertise (Martial Arts) 5 (+7)
Expertise (Soldier) 6 (+8)
Intimidation 6 (+6)
Investigation 4 (+6)
Perception 6 (+8)
Ranged Attack (Blasts) 2 (+12)
Stealth 2 (+7)
Vehicles 4 (+8)

Advantages:
Equipment 5 (Army Gear), Improved Critical (Unarmed), Improved Critical (Voltaic Launcher), Improved Critical (Moon Slasher), Improved Critical (I Slasher), Improved Critical (X Caliber), Improved Initiative 3, Ranged Attack 8

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:
"Voltaic Launcher- Energy Ball" 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) (7) -- [11]
  • AE: "Moon Slasher- Energy Circle" Strength-Damage +2 (Feats: Reach) (Inaccurate -1) (2)
  • AE: "I Slasher- Slow-Moving Circle" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
  • AE: "Earring Explosion" Blast 4 (Reduced Defenses -2, Diminished Range -2) (2)
  • AE: "X Caliber- Grab & Blast" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Voltaic Launcher +14 (+4 Damage & Affliction, DC 19 & 14)
Moon Slasher/Earring Explosion +14 (+4 Ranged Damage, DC 19)
Initiative +17

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

Complications:
Responsibility (Heidern's Group)- Leona is a dutiful soldier under her adoptive father's group.
Relationship (Clark)- Leona has a degree of feelings for the strong, stoic Clark.
Relationship (Heidern)- Heidern took Leona in after the death of her family and whole village years ago.
Involuntary Transformation (The Riot of Blood)- Leona is afflicted with the "Riot of Blood", as Orochi's self has tainted her bloodline. If in close proximity to Orochi, she can go insane and attack everyone in range until they're all dead. Only now has she learned to control this effect, which used to be random.
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: 21 + 11 / Powers: 11 / Defenses: 16 (150)

-Riot of Blood Leona is much like the other ones- a faster fighter, but not unbeatable.
Last edited by Jabroniville on Mon Jul 24, 2023 8:26 am, edited 3 times in total.
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Woodclaw
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Re: Jab’s Builds! (Iori! Mature & Vice! The Ikari Warriors! Leona!)

Post by Woodclaw »

Ralph and Clark's Vulcan Punch move had an extra layer to it: it was was one of the few "multi-attack" moves designed specifically to counter aerial attacks.
Opposite to Chun-li's Hyakuretsukyaku or Honda's Hundred Slaps, which create a killing zone in front of the fighter, the Vulcan Punch is aimed at a 45° angle, effectively shielding the Ikari Warriors from attacks from the front and from above.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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

Sho Hayate

Post by Jabroniville »

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SHO HAYATE
First Appearance:
Savage Reign (1995)
Game Appearances: Savage Reign, Kizuna Encounter, King of Fighters XI (Secret Boss)
Role: Guest Character, Fight-Seeker
PL 8 (106)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Acrobatics 4 (+7)
Athletics 8 (+11)
Expertise (Survival) 5 (+5)
Intimidation 8 (+7)
Perception 4 (+4)
Ranged Combat (Boomerang) 6 (+10)
Stealth 1 (+5)

Advantages:
Equipment 2 (Giant Boomerang- Damage +2 & Damage +2 w/ Ranged 5), Improved Critical (Boomerang), Improved Critical (Deadly Gale), Improved Critical (Fearsome Slice), Improved Critical (Flying Monarch Kick), 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:
Features 1: May Add Weapon Damage to Special Moves [1]

"Deadly Gale- Diving Combo Attack" Strength-Damage +0 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (8) -- [10]
  • AE: "Fearsome Slice" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Flying Monarch Kick" Strength-Damage +2 (2)
Offense:
Unarmed +11 (+3 Damage, DC 18)
Boomerang Melee +11 (+5 Damage, DC 20)
Flying Monarch Kick +11 (+5 Damage, DC 20)
Cyclone Break +11 (+3 Damage & Affliction, DC 18 & 13)
Boomerang Toss +10 (+5 Ranged Damage, DC 20)
Initiative +3

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

Complications:
Motivation (Getting Stronger)- Sho Hayate fights to become the strongest, and wishes to show his fighting style off to anyone he can find.
Responsibility (Poor Manners)- Cursed with a loud voice and boisterous personality, Sho is seen as rude and often unintentionally gets into fights.
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: 40 / Skills: 36--18 / Advantages: 9 + 11 / Powers: 11 / Defenses: 17 (106)

-Hailing from a video game I've never heard of called Savage Reign (a Weapons-Based Fighter set in the future), Sho Hayate was the main character of that'n (and its sequel, Kizuna Encounter, which I've at least heard of), and showed up in King of Fighters XI as a Guest Character/Secret Boss. Known for his "UOOHHHHHHHHHHHHHHHHHH!" chant, Hayate travels the world to show off his self-created fighting style to anyone who will watch. Like most Japanese Shonen Protagonists, he Fights To Get Stronger, and he has social issues- he's too loud and boisterous, making him come off as rude to others. He is the canonical winner of Savage Reign, marking him as their top fighter.

-Sho is a strong, well-balanced type of fighter in his own game, but does heavy damage in something like King of Fighters, since he's sporting a weapon to do additional damage. Unusually, his weapon also has a Blast aspect (a major function of Savage Reign's series). I gave him PL 8 since SR/KE aren't major Fighting Games and had little effect on the genre as a whole.
Shock
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Re: Jab’s Builds! (Iori! Mature & Vice! The Ikari Warriors! Leona!)

Post by Shock »

For reference, here's what the Ikari Warriors looked like to me.

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

Post by kreuzritter »

and as famously noted by the Angry Video Game Nerd, in the OG NES version, the ikaris were basically immortal so long as the other player could hit ABBA
Doc chaos
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Re: Jab’s Builds! (Iori! Mature & Vice! The Ikari Warriors! Leona!)

Post by Doc chaos »

A,b,b,a! Yes! Way to take it back Kreuz. Jab had mentioned a fighting game website that informed me those were the same guys from Ikari Warriors. The first game I bought by myself.
Anybody thinking of sending all of Jab's army guys on a mission together?
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Jyazu

Post by Jabroniville »

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JYAZU
First Appearance:
Kizuna Encounter (1996)
Game Appearances: Kizuna Encounter, King of Fighters XI (Secret Boss)
Role: Guest Character, Final Boss (of Kizuna Encounter)
PL 9 (133)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+11)
Athletics 8 (+12)
Expertise (Survival) 5 (+8)
Intimidation 7 (+10)
Perception 7 (+10)
Ranged Combat (Blasts) 7 (+11)
Stealth 1 (+5)

Advantages:
Equipment 1 (Big Arm Claws +2- Split), Improved Critical (Claws) 2, Improved Critical (Rumbling Heavens), Improved Critical (Backwater Scream), Improved Critical (Blasts), Improved Initiative, Ranged Attack 4

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

Powers:
Features 1: May Add Weapon Damage to Special Moves [1]

"Rumbling Heavens- Beast Roll Knock-Off" Strength-Damage +0 (Extras: Multiattack 6) (Flaws: Distracting) Linked to Affliction 6 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (9) -- [11]
  • AE: "Backwater Scream- Stab From Above" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Eternal Haunting Spirit/Flaming Bomb/Crescent Moon/Tidal Wave" Blast 6 (Feats: Variable 2- Any Energy) (Reduced Defenses -2, Diminished Range -1) (9)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Claws +12 (+6 Damage, DC 21)
Backwater Scream +10 (+8 Damage, DC 23)
Rumbling Heavens +12 (+6 Damage & Affliction, DC 21 & 16)
Blasts +11 (+6 Ranged Damage, DC 21)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +4 (+5 D.Roll), Fortitude +6, Will +7

Complications:
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done. However, Jyazu may use Blasts indefinitely.

Total: Abilities: 64 / Skills: 42--21 / Advantages: 11 + 11 / Powers: 12 / Defenses: 14 (133)

-Joining Sho Hayate from the same franchise, Jyazu is a Secret Boss in King of Fighters XI, having been the Final Boss of Kizuna Encounter years prior. He is a member of some group called "Jaguar", and he's a big mystery, making him pretty bland, since you only see him in two games and know nothing about him or his motivations. He looks kinda cool in art, though, with his birdlike mask and sharp claws and such.

-Jyazu fights like a combination of Blanka and an SNK Boss, throwing out a TON of Blast attacks (so many that he doens't have the "Predictability" weakness applied to them), as well as a Multiattacking thing like Blanka's Beast Roll. Additional stuff like more Improved Critical and accuracy than Sho from the same series add up as well.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville »

Doc chaos wrote: Thu Nov 28, 2019 12:38 am A,b,b,a! Yes! Way to take it back Kreuz. Jab had mentioned a fighting game website that informed me those were the same guys from Ikari Warriors. The first game I bought by myself.
Anybody thinking of sending all of Jab's army guys on a mission together?
Haha, that'd be entertaining. I think I duplicate the same elements in so many of these guys, but Ralf & Clark are probably among the best hand-to-hand fighters of the crew :).
Doc chaos
Posts: 59
Joined: Fri Dec 02, 2016 11:13 pm

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

Post by Doc chaos »

Hey! Johnny Cage & Fei Long make a movie that turns into a BTS adventure. The personality clash alone would be worth it.
Akuma seeing Goku go Supersayin(sp)?
I could go on!
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

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

Post by KorokoMystia »

Curiously, in his source game Jyazu seems to be a sprite edit of the two ninja characters, Gozu and Mezu (Pallete-swapped ninjas? Who'd ever do THAT?)
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