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

Re: Jab’s Builds! (K'! K9999! Kula Diamond! The NESTS Bosses!)

Post by Jabroniville »

KorokoMystia wrote: Tue Dec 10, 2019 6:41 am I think that as of XIV, Ash's soul has been brought back after the defeat of Verse (as Ash and Saiki being erased is apparently what caused Verse's creation), but who knows if they'll actually do anything with that in the next game. And while Raiden was definitely hated when MGS2 came out, I think some people have a better outlook of him now. (though that's likely entirely because of MGS4 making him the new Cyborg Ninja, and then him getting an excellent game of his own in Metal Gear Rising:Revengeance.)
Yeah, reading the SNK Wiki, pretty much EVERY Boss who's died ended up that way, so I left it out for the most part until it becomes truly canon. And I've heard that Metal Gear Solid 2 kind of got over with the fans, but not that they'd finally taken to Raiden (who seemed DESIGNED with the intention of annoying them).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Malin

Post by Jabroniville »

Woodclaw wrote: Tue Dec 10, 2019 8:58 am
Jabroniville wrote: Tue Dec 10, 2019 2:47 am
Her Demon Arachnid move is a weird one- a spinning yo-yo hovers in mid-stage. This is tricky to stat up in M&M terms, since a stationary spinning object isn't that dangerous, but in a Fighting Game, it controls the movement aspect of the game, which is 70% of the game. So I just made it a Blast instead.
I think you can model it as an Area Damage effect with Trigger (proximity), same as a landmine.
Hm, maybe, but then how would you make the mechanic there so that people would walk into it when they can see it? It really only seems to work in a 2D game where you can't just walk around it.
FuzzyBoots
Posts: 2396
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Location: Pittsburgh, PA

Re: Malin

Post by FuzzyBoots »

Jabroniville wrote: Tue Dec 10, 2019 12:40 pm Hm, maybe, but then how would you make the mechanic there so that people would walk into it when they can see it? It really only seems to work in a 2D game where you can't just walk around it.
FWIW, Triggered is automatically hidden.
A Triggered effect lying in wait may be detected with a Perception check (DC 10 + effect rank) and in some cases disarmed with a successful skill or power check (such as Sleight of Hand, Technology, Nullify or another countering effect) with a DC of (10 + effect rank).
Admittedly, the disarming part is not quite in-genre, although I wouldn't be surprised if a return fire-ball might dissipate the trap.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Shen Woo

Post by Jabroniville »

Image

SHEN WOO
First Appearance:
King of Fighters 2003
Game Appearances: King of Fighters 2003-XIII (4/6 games since debut)
Role: Tough-Guy Fighter, Boxer
PL 9 (110)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 8 (+11)
Close Combat (Unarmed) 3 (+15)
Expertise (Streetwise) 8 (+8)
Intimidation 3 (+6)
Perception 4 (+5)
Persuasion 2 (+5)
Stealth 1 (+6)

Advantages:
Improved Critical (Unarmed) 2, Improved Critical (Gekiken) 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:
"Gekiken- Big Punch" Strength-Damage +2 (Inaccurate -1) [1]
"Danken!" Enhanced Dodge 2 [2]

Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Initiative +5

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

Complications:
Motivation (Fightin' Round The World)- Shen Woo loves the thrill of battle.
Rivalry (Ash Crimson)- Ash used both Duo & Shen Woo- both men hunt him for revenge.
Responsibility (Hates Being Used)- Shen Woo is highly resentful if people take advantage of him.

Total: Abilities: 58 / Skills: 36--18 / Advantages: 4 + 11 / Powers: 3 / Defenses: 16 (110)

-The partner of Ash Crimson, Shen Woo was created to be a "wild and sexy guy", with an open shirt and cocky attitude. Using a boxing style learned on the streets of Shanghai, he loved the thrill of the fight, and soon joined Ash & Duo Lon as the "Hero Team" of the new KoF tournament. Shen didn't seem to care about Ash's agenda- he just wanted to fight- but he grows resentful over being used and manipulated by his partner. He has so far not appeared in King of Fighters XIV, possibly owing to Ash Crimson's death.

-Shen is a boxing-type fighter, so his moves are highly predictable- all swinging punches & jabs. His fists can also end projectiles, however, giving him better Dodge than most. As a "Hero Team" guy, I upgraded him to PL 9, but he's PL 8.5 to parry- oddly having better Dodge. Since everything he does is a simple 1-2 hit boxing thing, I decided to do the unprecedented and actually REMOVE the "Predictability" issue! This means that Shen is the only character who can use all the same attacks with impunity.
Last edited by Jabroniville on Mon Jul 24, 2023 8:50 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Duo Lon

Post by Jabroniville »

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Did he... steal Foxy’s head cone?

DUO LON
First Appearance:
King of Fighters 2003
Game Appearances: King of Fighters 2003-XIII (4/6 games since debut)
Role: Pretty-Boy Assassin
PL 9 (136)
STRENGTH
3 STAMINA 2 AGILITY 5
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 8 (+11)
Close Combat (Unarmed) 3 (+15)
Expertise (Assassin) 8 (+10)
Intimidation 3 (+6)
Investigation 4 (+6)
Perception 6 (+8)
Persuasion 2 (+5)
Ranged Combat (Black Cloud) 3 (+11)
Stealth 3 (+8)

Advantages:
Improved Critical (Unarmed), Improved Critical (Black Cloud), Improved Critical (Shaki Juryu), Improved Critical (Genmuken), Improved Critical (Genmukyaku), 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:
"Necromancy"
"Juon Shikon- Black Cloud" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5) -- [9]
  • AE: "Shaki Juryu- Combo" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (4)
  • AE: "Genmuken- Stretching Arm" Strength-Damage +2 (Feats: Reach 2) (Inaccurate -1) (3)
  • AE: "Genmukyaku- Kicks Through The Floor & Teleports It Up" Strength-Damage +2 (Feats: Indirect- From Below) (Extras: Ranged 4) (Reduced Defenses -2, Inaccurate -1) (2)
  • AE: Teleport 2 (Feats: Change Direction) (5)
Offense:
Unarmed +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Shaki Juryu +13 (+5 Damage & Affliction, DC 20 & 15)
Black Cloud +11 (+5 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Hunting His Father)- Duo Lon was humiliated when his father, Ron, quit the Flying Brigands, and so continues to hunt him down.
Rivalry (Ash Crimson)- Ash used both Duo & Shen Woo- both men hunt him for revenge.
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: 44--22 / Advantages: 8 + 11 / Powers: 9 / Defenses: 18 (136)

-Another Pretty Boy character, Duo Lon joined Ash Crimson's team. His wild hairstyle and pointed hands are notable, and he's meant to look a bit like the hero from Vampire Hunter D. He's a member of the Flying Brigands, a band of assassins, and the son of his clan's leader, Ron. When Ron betrayed the clan, Duo was looked upon negatively, and hunts his father. He hooked up with Ash & Shen Woo, but left when he sensed his father's presence. Infuriated by Ash's duplicity, he hunts him alongside Benimaru & Elisabeth in a later game, but when they discover he's died, they allow Elisabeth time to mourn. Like Shen Woo, he did not appear in King of Fighters XIV just yet.

-Duo Lon fights via Necromancy, doing weird stuff like stomping the floor and having his leg come up underneath the opponent to strike them, summon a slow-moving Black Cloud (extra-dangerous in a Fighting Game, as this creates a barrier in the movement aspect of the game- an all-important one), or Teleport (via dissolving his body and reconstituting it elsewhere).
Last edited by Jabroniville on Mon Jul 24, 2023 8:50 am, edited 1 time in total.
Jabroniville
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Re: Jab’s Builds! (Kula! Zero! Igniz! Vanessa! Ash Crimson!)

Post by Jabroniville »

Duo Lon's creepy father, Ron, who was CLEARLY supposed to be somewhat important and probably an opponent you could fight, but it just never happened:

Image

(feels like they copied aspects of Lin for this guy)
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Oswald

Post by Jabroniville »

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OSWALD
First Appearance:
King of Fighters XI
Game Appearances: King of Fighters XI & XIV (2/4 games since debut)
Role: Quiet Assassin
PL 8 (136)
STRENGTH
3 STAMINA 2 AGILITY 5
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 8 (+11)
Close Combat (Unarmed) 1 (+13)
Expertise (Assassin) 8 (+10)
Insight 3 (+7)
Intimidation 4 (+7)
Investigation 3 (+7)
Perception 4 (+8)
Ranged Combat (Cards) 3 (+12)
Stealth 3 (+8)

Advantages:
Improved Critical (Unarmed), Improved Critical (Multiattacks), Improved Critical (Queen), 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:
"King- Switches Sides With Enemy" Teleport 2 (Feats: Change Direction) & Teleport 2 (Feats: Change Direction) (Extras: Attack +0) (Flaws: Limited to Change Places With Hein) (8) -- [10]
  • AE: "Spade/Heart/Diamond/Club/Ace- Multiple Card Slashes" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Requires Cards -1) (4)
  • AE: "Queen- Card Blast" Blast 4 (Reduced Defenses -2, Diminished Range -1, Requires Cards -1) (2)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Combos +13 (+3 Damage & Affliction, DC 18 & 13)
Queen +12 (+4 Ranged Damage, DC 19)
Initiative +5

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

Complications:
Motivation (The Dragon Pills)- Oswald is searching for the Dragon Pills, which might cure his mysterious illness.
Rivalry (Xanadu)- In their interactions, Oswald says that Xanadu must die.
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: 72 / Skills: 44--22 / Advantages: 7 + 11 / Powers: 10 / Defenses: 14 (136)

-Oswald is one of numerous characters hurt by the appearance of a new graphical style in the series late in the game, as he'd just debuted in King of Fighters XI as a new member of the "Hero Team", but the roster was restructured with the next interation, thus getting rid of him. He was on the new team with Ash Crimson & Shen Woo, and meant to be an "older gentleman", but was pitted against Shen in their ending, and never reappeared (he was considered for KoF XII & XIII, teaming with Iori, but was always dropped) until being included as DLC in KoF XIV, the most recent game. His characterization was left deliberately vague, as he dislikes "the past". I mainly recognize him for his weird stance with the arms askew, repeatedly swinging into this pose after every move, which looked kinda weird, as he's really gangly.

-Oswald is seemingly a retired hitman, playing a game of cards with Ash, who was seeking partnership in the post-2003 tournament. Oswald had a winning hand, but threw the game, respecting Ash's power. In the end, it's revealed that he is seeking "Dragon Pills" to cure some mysterious illness. Ultimately, he could only get them by beating Shen Woo, who the Pills' owner hated- the results of this fight are left mysterious, but Oswald returns in KoF XIV without the illness.

-Oswald's fighting style utilizes cards as weapons, and he has various types of multiple-hitting card-slash combos. He was apparently one of the Top-Tier characters in KoF XI, just below Gato & Kula, as he could often land 4-5 jabs from a crouch, creating powerful combos with good range- the variability of his Multiattacks also making him dangerous and unpredictable.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Elisabeth Blanctorche

Post by Jabroniville »

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Yes PLEEEEEEEEESSSSSSSE....

ELISABETH BLANCTORCHE
First Appearance:
King of Fighters XI
Game Appearances: King of Fighters XI-XIII & XV (all but one game since debut)
Role: Old Friend (to Ash), Upper-Crust Lady
PL 9 (135)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 15 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 9 (+14)
Athletics 9 (+12)
Close Combat (Unarmed) 1 (+16)
Expertise (Martial Arts) 5 (+8)
Expertise (Upper Class Woman) 6 (+9)
Investigation 4 (+7)
Perception 4 (+7)
Persuasion 2 (+4)

Advantages:
Defensive Attack, Equipment (Riding Crop +1), Evasion ("Reverie"), Great Endurance, Improved Critical (Unarmed) 2, Improved Critical (Coup de Vent) 2, Improved Initiative

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:
"Mistral" Damage 6 (Extras: Area- 30ft. Cylinder) (Reduced Defenses -2) (8) -- [9]
  • AE: "Coup de Vent- Energy Slash" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +16 (+2 Damage, DC 17)
Whip +15 (+3 Damage, DC 18)
Coup de Vent +14 (+4 Damage, DC 19)
Mistral +6 Area (+6 Damage, DC 21)
Initiative +9

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Responsibility (Protecting the Innocent)- The Blanctorches are supposed to defend the innocent; Elisabeth is the last one remaining.
Responsibility (Rich)- Perhaps because of her upbringing, Elisabeth thinks little of the time of others, often appearing late, and talking down to those she's meeting.
Relationship (Ash Crimson)- The two were very close as children, and he views her as a big sister, even while she tries to hunt him down.
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: 72 / Skills: 40--20 / Advantages: 8 + 11 / Powers: 9 / Defenses: 15 (135)

-God DAMN! I'd thought SNK was done giving me new waifus to fall for, but here's Elisabeth Blanctorche, and upper-crust woman dressed in an equestrian uniform that covers her whole body and features a whip and KNEE-HIGH HIGH-HEELED BOOTS, you guys!! Her importance to the plot is great enough that she's been a presence in most of the games ever since her debut- a rarity at the stage of King of Fighters XI, when she first appeared. She acts as a rival to Ash Crimson, who is said to be a childhood friend of hers. Finding his evil actions to be reprehensible, she takes responsibility upon herself to hunt him down.

-She forms a team with Benimaru Nikaido & Duo Lon- old partners of Main Characters (Kyo & Ash, respectively), and actually wins the eleventh KoF tournament with them. She finally hunts Ash down in KoF XIII, which ends the "Ash Crimson Saga"- she walks in just as he eliminates Saiki from the timestream, ultimately costing him his own life. She mourns over her old friend, now proven a hero. In KoF XIV, she recognizes that Ash's soul is one of those trapped within the new Final Boss, Verse, but does not fight in the game. She comes back in KoF XV as part of the "Ash Team" when Ash returns, skipping only one game since she first appeared.

-Elisabeth is an extremely speedy character, meant to be dashing all over the stage, firing out punishing counters that rein enemies in- a fast Energy Slash and a Cylinder of energy.
Last edited by Jabroniville on Mon Jul 24, 2023 8:52 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Hein

Post by Jabroniville »

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HEIN
First Appearance:
King of Fighters XIV
Game Appearances: King of Fighters XIV only
Role: New Villain, Evil Butler, Elegant Male
PL 8 (126)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+10)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+13)
Expertise (Martial Arts) 4 (+6)
Expertise (Butler) 8 (+10)
Intimidation 2 (+5)
Perception 4 (+7)
Ranged Combat (Rook) 4 (+11)

Advantages:
Improved Critical (Unarmed), Improved Critical (Pawn), Improved Critical (Rook), Improved Critical (Knight/Bishop), 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:
"Castling" Blast 4 (Reduced Defenses -2, Diminished Range -2) Linked to Teleport 2 (Feats: Change Direction) & Teleport 2 (Feats: Change Direction) (Extras: Attack +0) (Flaws: Limited to Change Places With Hein) (11) -- [15]
  • AE: "Pawn- Slash" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Knight- Grab & Drive Downwards/Bishop- Diving Kick" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Rook- Short-Range Blast" Blast 4 (Reduced Defenses -2, Diminished Range -2) (3)
  • AE: "Domination" Damage 7 (Extras: Area- 30ft. Burst) (Flaws: Distracting, Tiring) (4)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Rook +11 (+4 Ranged Damage, DC 19)
Domination +7 Area (+7 Damage, DC 22)
Initiative +5

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

Complications:
Motivation (Testing His Skills)- He... fights to become stronger. Real "shonen" shit.
Rivalry (Rob Python)- The American boxer is a rival of Gai's.
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: 34--17 / Advantages: 8 + 11 / Powers: 15 / Defenses: 11 (126)

-Hein is a new villain in the latest King of Fighters game, recruited by Geese Howard to participate in the tournament. He is impeccably polite and calm, but has a sadistic streak a mile wide. He is especially snarky to Geese's adversaries. Almost nothing is known about him- they spent more time on his moves than his personality, perhaps hoping to flesh him out later.

-Hein uses moves named after chess pieces, fighting with a slashing, quick style, but he also has a "Rook" Blast that can alternate to one that lets him switch places with his opponent- a very effective trait in a Fighting Game, where mobility is key to your tactics. This is a Teleport thing, Linking a regular version and an Attack to his Blast.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Najd

Post by Jabroniville »

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NAJD
First Appearance:
King of Fighters XIV
Game Appearances: King of Fighters XIV (DLC) & XV
Role: Fan-Created Character, Urban Vigilante
PL 8 (116)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 8 (+10)
Close Combat (Unarmed) 3 (+14)
Expertise (Streetwise) 6 (+8)
Intimidation 4 (+6)
Perception 4 (+7)
Stealth 2 (+7)

Advantages:
Improved Critical (Unarmed), Improved Critical (Blade of Purity 1 & 2), Improved Critical (Blade of Purity 3), Improved Critical (Alluring Rains), Improved Critical (Vow of Glory), Improved Initiative

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:
"Umbrakinesis- Shadow Powers"
"Blade of Purity 3" Strength-Damage +0 (Extras: Multiattack 2) (Flaws: Distracting) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (3) -- [6]
  • AE: "Alluring Rains- Grab & Stab" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Vow of Glory" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Blade of Purity 1 & 2" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Blade of Purity 3 +14 (+2 Damage & Affliction, DC 17 & 12)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Discovering, Testing)- Najd is a small-town girl who wishes to see the world and test her style.
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: 34--17 / Advantages: 6 + 11 / Powers: 6 / Defenses: 12 (116)

-Najd is the winner of a character design contest held by SNK and Manga Productions- a Saudi Arabian artist created her as a vigilante who fights under the cover of night to fight crime. She fights using swirling "Energy Uppercuts", quick combos, and the like.
Last edited by Jabroniville on Mon Jul 24, 2023 8:53 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Shion

Post by Jabroniville »

Image

Yup- dude.

SHION
First Appearance:
King of Fighters XI (Sub-Boss)
Game Appearances: King of Fighters XI only
Role: Sub-Boss, Spear-User, Androgynous Character
PL 9 (130)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 9 (+11)
Close Combat (Unarmed) 2 (+15)
Expertise (Magic) 4 (+5)
Intimidation 2 (+4)
Perception 4 (+7)
Ranged Combat (Blasts) 7 (+11)

Advantages:
Equipment 2 (Spear +2, Rope Dart- Blast 3), Improved Critical (Spear) 2, Improved Critical (Unarmed), Improved Critical (Wing Bolts), Improved Critical (Backup Arrow), Improved Critical (Crumbling Spear), Improved Critical (Vertical Slash), 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:
"Crimson Spear" Strength-Damage +2 (Feats: Reach) [3]
Features 1: May Add Weapon Damage to Special Moves [1]

"Wing Bolts" Blast 3 (Feats: Accurate, Subtle 2) (Extras: Multiattack) (Reduced Defenses -2, Diminished Range -1) (7) -- [12]
  • AE: "Cannon Fist- Punch Combo" Strength-Damage +0 (Extras: Multiattack 2) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Reduced Defenses -1) (1)
  • AE: "Backup Arrow- Spear Combo" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (5)
  • AE: "Crumbling Spear- Overhead Rock Drop" Blast 5 (Feats: Indirect- From Above) (Reduced Defenses -2, Diminished Range -1, Removes Spear -1) (5)
  • AE: "Sinking Wing Bolt" Blast 3 (Feats: Accurate, Subtle 2) (Reduced Defenses -2, Diminished Range -1) (4)
  • AE: "Vertical Slash" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +15 (+2 Damage, DC 17)
Spear +13 (+4 Damage, DC 19)
Vertical Slash +11 (+6 Damage, DC 21)
Cannon Fist +15 (+2 Damage & Affliction, DC 17 & 12)
Backup Arrow +13 (+4 Damage & Affliction, DC 19 & 14)
Wing Bolts +13 (+3 Ranged Damage, DC 18)
Crumbling Spear +11 (+5 Ranged Damage, DC 20)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Responsibility (Magaki)- Shion works for Magaki, though disagrees with his philosophy that humanity is trash.
Power Loss (Crimson Spear)- Shion's Spear is a summonable weapon (and thus not really "Removable"), but it costs him a Move Action to bring it back. It will deactivate every time he is struck, and every time he uses his Crumbling Spear technique.
Power Loss (Wing Bolts & Cannon Fist)- These moves are only possible without the Crimson Spear.
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: 34--17 / Advantages: 13 + 11 / Powers: 16 / Defenses: 13 (130)

-Shion is a Sub-Boss from King of Fighters XI, and resembles a lot of what the series would end up having- a very, VERY feminine, androgynous male. Being very slender and with long hair, Shion fought using a spear, and was the underling of Magaki, the Final Boss. When he fails in the Story Mode, he is dragged through an extradimensional gate by Magaki, but kills the villain in the end with his own spear. He returns at the end of the Story Mode of KoF XIII. His moves are incredibly fluid and graceful, though, especially for such a slender character sprite- it's really well done, so it's a shame he never reappeared.

-Shion's weird fighting style is based off of Wing Chun's weapon arts, though he has an "Unarmed" form that generates when he's disarmed of his weapon, which is any time he's struck. However, he can summon the Spear right back into his hands with a quick motion, so it only costs him a Move Action to get it back. Unarmed, he has two techniques, including a non-Distracting Multiattack at low levels, but his Spear allows him to do +6 Damage, offers a good Multiattack, a more-damaging Blast, and more. He's also one of the only Rope Dart users in gaming.
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catsi563
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Re: Jab’s Builds! (Igniz! Vanessa! Ash Crimson! Elisabeth!)

Post by catsi563 »

Ahh anime, laying traps since god knows when
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mukai

Post by Jabroniville »

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Image

MUKAI
First Appearance:
King of Fighters 2003
Game Appearances: King of Fighters 2003 only
Role: Final Boss (KoF 2003)
PL 11 (172)
STRENGTH
5 STAMINA 5 AGILITY 5
FIGHTING 15 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 9 (+14)
Close Combat (Unarmed) 2 (+17)
Expertise (Magic) 4 (+6)
Insight 3 (+6)
Intimidation 5 (+8)
Perception 4 (+7)
Ranged Combat (Spheres) 4 (+13)

Advantages:
Evasion, Improved Critical (Unarmed) 2, Improved Critical (Phantom Sphere) 2, Improved Critical (Dimension Sphere), Improved Critical (Exploding Sphere), Improved Critical (Dimension Claw), Improved Initiative 2, Ranged Attack 4, 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:
"Awakened Form" Features 1: Quick Change [1]

"Terrestrial/Heavenly Shock- Stone Column" Blast 8 (Extras: Area- 30ft. Cylinder) (Reduced Defenses -2, Diminished Range -1) (19) -- [23]
  • AE: "Disruptor- Throws Rock" Blast 7 (Reduced Defenses -2, Diminished Range -1) (9)
  • AE: "Execution- Grab & Petrify" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Transform Rock" Transform (Stone to Stone) 5 (Extras: Continuous) (5)
  • AE: "Geokinesis" Move Object 6 (Flaws: Limited to Rock) (6)
Offense:
Unarmed +17 (+5 Damage, DC 20)
Execution +15 (+7 Damage, DC 22)
Disruptor +13 (+7 Ranged Damage, DC 22)
Terrestrial/Heavenly Shock +8 Area (+8 Ranged Damage, DC 23)
Initiative +13

Defenses:
Dodge +15 (DC 25), Parry +16 (DC 26), Toughness +5 (+6 D.Roll), Fortitude +7, Will +7

Complications:
Responsibility (Those From The Past)- Mukai works for Saiki.
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: 38--19 / Advantages: 15 + 11 / Powers: 24 / Defenses: 17 (172)

-Mukai is a member of "Those From The Past", working for Saiki in order to test the winner of the 2003 King of Fighters- the beginning of KoF's "Ash Crimson Arc". Appearing pitch-black with some white lines on him (appearing to be "veins" that appear when he uses his powers), he is said to be defeated by K' and his team. Unlike most Final Bosses in KoF lore, he survives the experience, appearing before Saiki in KoF XIII to suggest his boss quit the field of battle- instead, Saiki stabs him and drains his life force completely. Saiki thus slaughters Mukai in order to power himself up for the final battle of the story arc.

-Mukai is one of those rare Geokinetic characters in Fighting Games, throwing rocks as ranged weapons and Area Attacks- his two "Shock" powers are stone columns that appear either from above or below (I'll leave it to you to guess which name is for which version). He's physically enormous, spreading his arms out sort of like Goro Daimon's stance, and many of his more powerful moves involve Petrification (though more along the lines of doing damage and releasing the victim, not freezing them like Sub-Zero).
Last edited by Jabroniville on Fri Dec 13, 2019 7:59 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Magaki

Post by Jabroniville »

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Image

MAGAKI
First Appearance:
King of Fighters XI
Game Appearances: King of Fighters XI only
Role: Final Boss (KoF XI), Humanity-Hater
PL 11 (164)
STRENGTH
5 STAMINA 5 AGILITY 5
FIGHTING 15 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 9 (+14)
Close Combat (Unarmed) 2 (+17)
Expertise (Magic) 4 (+6)
Insight 3 (+6)
Intimidation 5 (+8)
Perception 4 (+7)
Ranged Combat (Spheres) 4 (+13)

Advantages:
Evasion, Improved Critical (Unarmed) 2, Improved Critical (Phantom Sphere) 2, Improved Critical (Dimension Sphere), Improved Critical (Exploding Sphere), Improved Critical (Dimension Claw), Improved Initiative 2, Ranged Attack 4, 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:
"Awakened Form" Features 1: Quick Change [1]

"Somewhere Hole" Teleport 5 (Feats: Change Direction) (11) -- [15]
  • AE: "Phantom Sphere" Blast 7 (Reduced Defenses -2, Diminished Range -1) (9)
  • AE: "Dimension Sphere" Blast 6 (Feats: Indirect- From Behind) (Reduced Defenses -2, Diminished Range -1) (8)
  • AE: "Exploding Sphere" Damage 6 (Inaccurate -1) (5)
  • AE: "Dimension Claw- Grab Through Portal" Strength-Damage +2 (Feats: Reach 3) (Inaccurate -1) (4)
Offense:
Unarmed +17 (+5 Damage, DC 20)
Dimension Claw +15 (+7 Damage, DC 22)
Exploding Sphere +15 (+6 Damage, DC 21)
Dimension Sphere +13 (+6 Ranged Damage, DC 21)
Phantom Sphere +13 (+7 Ranged Damage, DC 22)
Initiative +13

Defenses:
Dodge +15 (DC 25), Parry +16 (DC 26), Toughness +5 (+6 D.Roll), Fortitude +7, Will +7

Complications:
Responsibility (Those From The Past)- Magaki works for Saiki.
Responsibility (Hateful Prick)- Magaki seems to openly despise everyone around him- he disrespects Mukai's orders, hates looking at humans because they suck, exiles Shion for failure, and more. Nobody likes him as a result.
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: 38--19 / Advantages: 15 + 11 / Powers: 16 / Defenses: 17 (164)

-Magaki is one of the "Ash Crimson Saga" Final Bosses, appearing in King of Fighter XI as a shirtless monster dude with a weird face and an awkward stance, leaning back with his arms at his sides. He works with Shion to observe humanity (a job he hates), but throws his subordinate into another dimension when he's beaten by Kyo's team- in response, Shion kills Magaki with his spear when the villain is defeated thereafter.

-Magaki has an odd fighting style, walking slowly but dashing very quickly, hitting with high-powered energy attacks at close range and from afar. He even has a "Teleporting Claw" attack that grabs at range, and can Teleport. Versatile and powerful, hitting PL 11 like many subordinate bosses in the KoF franchise, though the SNK Wiki implies he may be THE cheapest boss in the history of SNK (a title that covers a VASTLY wide ground, believe me).
Last edited by Jabroniville on Fri Dec 13, 2019 7:59 am, edited 2 times in total.
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KorokoMystia
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Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Ash Crimson! Elisabeth! Those From The Past!)

Post by KorokoMystia »

Mukai's design stands out since he's the first of the bosses of the Ash arc, but like the NESTS arc the designs of the bosses started repeating themselves. And since most SNK bosses lean towards being speedy combo monsters, he stands out in that regard too.
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