Jab’s Builds! (Miss Piggy! The Swedish Chef! Sweetums! Gonzo!)

Where in all of your character write ups will go.
Jabroniville
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Barts

Post by Jabroniville »

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Fanart by BlackExcell.

BARTS
First Appearance:
Kaiser Knuckle (1994)
Home Country: U.S.A.
Role: Blonde American Fighter
Vague Martial Art Basis: Street Fighting
PL 7 (105)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+11)
Athletics 9 (+12)
Expertise (Streetwise) 5 (+5)
Insight 1 (+3)
Intimidation 3 (+6)
Investigation 2 (+4)
Perception 3 (+5)
Ranged Combat (Aura Cannon) 4 (+8)
Vehicles 8 (+12)

Advantages:
Close Attack 1, Improved Critical (Aura Cannon), Improved Critical (Thunder Knuckle)

Off-Brand "World Warrior" Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Aura Cannon!" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3) -- [5]
  • AE: "Rolling Smash- Flip Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Thunder Knuckle- Dashing Punch" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +10 (+3 Damage, DC 18)
Special Moves +8 (+5 Damage, DC 20)
Aura Cannon +8 (+4 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +3 (+4 D.Roll), Fortitude +5, Will +4

Complications:
Relationship (Sarah)- Barts's girlfriend was badly injured in a motorcycle accident.
Motivation (Prize Money)- The money from the tournament will hopefully pay for Sarah's operation.
Weakness (Predictability)- These characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 56 / Skills: 42--21 / Advantages: 3 + 11 / Powers: 5 / Defenses: 9 (105)

-Barts is your typical "American Fighter", here more of a rough & tumble biker type, though he's still heroic- he fights to earn prize money for a medical operation for his girlfriend. His design would almost be not bad- he's got the most elaborate outfit of any fighter in the game, for example- but for the awful color choices: he's got a PINK SHIRT, blue jeans, a black jacket, and white fur trim, plus a bandana tied around one arm. Dig that "Engrish" name, though- the name "Bart" with an "S" inexplicably added to the end.

-Barts has a very typical moveset for a Fighting Game character- actually a Shotoclone all over again, with a Ki Blast, Rising Move and Dashing Move, though in his case the "Rolling Smash" is more like Guile's "Flash Kick", arcing upwards.
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KorokoMystia
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Re: Jab’s Builds! (Rei & Jade! Cassandra Nova! Kaiser Knuckle!)

Post by KorokoMystia »

I swear it's like a rule that American fighters in Fighting Games always have to be blonde. We can probably blame Ken and Guile for that.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Lihua

Post by Jabroniville »

Davies wrote: Mon Apr 19, 2021 12:29 am
Jabroniville wrote: Sun Apr 18, 2021 10:51 pm
-Lihua is interesting- for some reason, a Taiwanese girl is using a Japanese swordfighting style-
Not so odd as you might think; Taiwan was part of the Japanese empire from 1895 up until the end of World War II, and the two nations have a lot of links to this day. (It's a notable part of the mystery of Umineko When They Cry that one important character grew up in Taiwan.)
Oh, neat!
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Batgirl III
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Re: Jab’s Builds! (Rei & Jade! Cassandra Nova! Kaiser Knuckle!)

Post by Batgirl III »

Just as kenjitsu has been largely replaced by kendo, or jujitsu has been largely replaced by judo, the old martial arts tradition of iaijitsu has been largely supplanted by iaido... It’s mostly about perfecting proper forms and executing the maneuvers in the proper way. It’s equal parts sport and philosophical school these days.

Still pretty neat to watch, though.

I’m dubious of its reputation as a martial art, however. Although being quick on the draw is useful, I think popular culture (both in Japan and without) has confused the myth with the reality... Pop culture did the same thing with quick-draw “showdowns at high noon” over here in the States.
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Re: Jab’s Builds! (Rei & Jade! Cassandra Nova! Kaiser Knuckle!)

Post by Grenzer »

Hey Jab, I can't wait to see how you stat out the General. From what I understand, he is essentially unbeatable without hacking the game in some way. It is more than just the character being unbalanced. Apparently there is some sort of advanced input reading incorporated into his design that effectively allows the computer to counter any and all attacks by the player in real-time, as if the character is reading the minds of his opponents. I don't know if was an honest mistake on the part of the design team or some scam to separate kids from their allowance, but the General may just be the strongest fighting game character of all time because of it.
Last edited by Grenzer on Tue Apr 20, 2021 1:02 am, edited 1 time in total.
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KorokoMystia
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Re: Jab’s Builds! (Rei & Jade! Cassandra Nova! Kaiser Knuckle!)

Post by KorokoMystia »

I feel like the General might even warrant two seperate builds, like how Choi had a "What Fighting Choi Is Actually Like" version.
Jabroniville
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Wulong

Post by Jabroniville »

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WULONG
First Appearance:
Kaiser Knuckle (1994)
Home Country: China
Role: Chinese Fighter
Vague Martial Art Basis: Kung-Fu
PL 7 (106)
STRENGTH
3 STAMINA 2 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Cop) 6 (+8)
Intimidation 4 (+6)
Investigation 8 (+10)
Perception 5 (+8)
Stealth 1 (+5)
Ranged Combat (Fireball) 6 (+8)

Advantages:
Equipment (Nunchucks +2), Improved Critical (Dragon Anger Fist), Improved Critical (Flying Air Dragon Dance), Ranged Attack 2

Off-Brand "World Warrior" Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Dragon Anger Fist- SNK Sliding Floor Blast" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3) -- [5]
  • AE: "Flying Air Dragon Dance" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +10 (+3 Damage, DC 18)
Nunchucks +8 (+5 Damage, DC 20)
Special Moves +8 (+5 Damage, DC 20)
Dragon Anger Fist +8 (+4 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +2 (+3 D.Roll), Fortitude +4, Will +5

Complications:
Enemy (Chinese Criminal Gang)- Wulong needs to pay off this gang for some reason.
Weakness (Predictability)- These 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: 46--23 / Advantages: 5 + 11 / Powers: 5 / Defenses: 12 (106)

-Wulong appears to be a Jackie Chan-style character- a Chinese martial artist and detective out to pay off a group of Chinese criminals. His outfit is actually more elaborate than most from this era- sure, the pants are baggy and a top overhanging them, but it actually has a big dragon design across the front. Most games would just make it plain.

-Wulong has a Dragon Punch-like move that involves him swinging his arms in a smooth motion. It appears to be pretty broken, as gameplay features people just spamming the balls out of it, hitting it endlessly- the only video I can find of someone ACTUALLY BEATING THE BOSS features Wulong doing the same thing. He can also use nunchucks, or do one of those generic "SNK Sliding Floor Blasts".
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Liza

Post by Jabroniville »

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LIZA
First Appearance:
Kaiser Knuckle (1994)
Home Country: Brazil
Role: Teen Girl, Jungle Girl
Vague Martial Art Basis: Jungle Fighting
PL 7 (97)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 9 (+11)
Close Combat (Unarmed) 2 (+11)
Expertise (Survival) 6 (+8)
Expertise (Dancing) 7 (+10)
Investigation 2 (+4)
Perception 5 (+7)

Advantages:
Improved Critical (Animal Blast), Improved Critical (Diving Attack), Improved Initiative, Ranged Attack 8

Off-Brand "World Warrior" Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Monkey/Cockatoo Blast" Blast 3 (Feats: Accurate) (Flaws: Source- Animal Companion, Reduced Defenses 2) (Diminished Range -1) (1) -- [2]
  • AE: "Diving Attack From Bird" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +11 (+2 Damage, DC 17)
Special Moves +9 (+4 Damage, DC 19)
Animal Attack +10 (+3 Ranged Damage, DC 18)
Initiative +9

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +2 (+3 D.Roll), Fortitude +4, Will +4

Complications:
Motivation (Buying a New Costume)- Liza wants to buy a new costume for Rio Carnival.
Weakness (Predictability)- These 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: 38--18 / Advantages: 11 + 11 / Powers: 2 / Defenses: 9 (97)

-Yes, the game as a "Lihua" and a "Liza", both female characters. Liza is a curiously-Caucasian Amazon jungle girl in a fur bikini who uses animals (including a monkey) to attack. This is HIGHLY suspicious, as Samurai Shodown's Cham-Cham is ALSO a fur-bikini'd Teen Jungle Girl who fights using a monkey Animal Companion to attack, but she debuted the same year Liza did. Like, that'd be a VERY short leadtime. Though the original SS is older and thus they could have copied the Animal Attacks from that one (including one Liza has swiped). Her Character Select image is, um... un-good, making her look like a male in drag.

-Her stage is pretty neat, though- a GIGANTIC triceratops skeleton, painted in striking stripes, is the backdrop to her jungle level. The most shocking thing about Liza is that she dances using the DAB, a craze that has only recently become popular.

-Liza is an Animal-Themed Fighter, being a pint-sized warrior who uses a green cockatoo and a monkey. She also copies Nakoruru's "Jump on the bird and fly towards the enemy" attack from Samurai Shodown, making it even more clear she's a knock-off.
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Boggy

Post by Jabroniville »

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BOGGY
First Appearance:
Kaiser Knuckle (1994)
Home Country: U.S.A.
Role: Happy Dancing Black Guy
Vague Martial Art Basis: Dance-Fighting (Capoeria?)
PL 7 (100)
STRENGTH
3 STAMINA 2 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 8 (+12)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Dancing) 6 (+9)
Intimidation 1 (+4)
Perception 2 (+5)
Ranged Combat (Hell Kiss) 4 (+6)

Advantages:
Agile Feint, Improved Critical (Wheel Spin), Improved Critical (Risky Step), Ranged Attack 2

Off-Brand "World Warrior" Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Hell Kiss" Blast 1 Linked to Affliction 6 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree, Reduced Defenses -2) (8) -- [11]
  • AE: "Risky Step" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5)
  • AE: "Wheel Spin" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Storm Dancer- Upside-Down Spinning Kicks" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +10 (+3 Damage, DC 18)
Special Moves +8 (+5 Damage, DC 20)
Risky Step +10 (+3 Damage & Affliction, DC 18 & 13)
Hell Kiss +6 (+1 Ranged Damage & +6 Ranged Affliction, DC 16 & 16)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +2 (+3 D.Roll), Fortitude +4, Will +5

Complications:
Motivation (Advancing Dancing Career)- The best way to advance your dancing career is to beat people in a martial arts tournament, apparently.
Weakness (Predictability)- These 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: 44 / Skills: 32--16 / Advantages: 5 + 11 / Powers: 11 / Defenses: 12 (100)

-"Happy Smiling Black Guy" is a pretty common trope in Fight Games, especially those from Japan, and the dancing battler Boggy is one of the earliest. With his dancing pose and baggy pants, he sees to be a knock-off of Duck King from Art of Fighting. His "stance" is REALLY weird, though, holding his elbows up above his head and alternating in a "shaking" pose. His shouting "Oh my GOSH!" when he's beaten is probably the best part.

-Boggy's "Wheel Spin" is an arcing kick, and he has a Multiattack move that consists of leaping onto his opponent's chest and repeatedly slamming his feet on them. His "Storm Dancer" & "Blast Hurricane" are effectively the same move in M&M terms- Anti-Air kicks. The first is a spinning kick that goes diagonally, while the latter is like Guile's Flash Kick- just an arcing kick. And the updated game added a "Hell Kiss" that stuns the opponent temporarily- it's pretty hilarious, though- just him blowing a kiss and having it float across the screen.
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Marco

Post by Jabroniville »

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MARCO
First Appearance:
Kaiser Knuckle (1994)
Home Country: Germany
Role: Frankenstein's Monster Knock-Off
Vague Martial Art Basis: "Monster Style"
PL 7 (88)
STRENGTH
5 STAMINA 5 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Acrobatics 5 (+7)
Athletics 5 (+10)
Intimidation 9 (+8)
Perception 5 (+5)

Advantages:
Close Attack 1, Improved Critical (Rampaging Tearing), Improved Critical (Magic Hand), Ranged Attack 5

Off-Brand "World Warrior" Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Rampaging Tearing" 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: "Magic Hand" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Head Crasher- Head Toss" Blast 3 (Feats: Accurate 2) (Reduced Defenses -1) (6)
"Loose Bandages" Elongation 1 [1]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Special Moves +6 (+7 Damage, DC 22)
Head Crasher +9 (+3 Ranged Damage, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +5 (+6 D.Roll), Fortitude +7, Will +4

Complications:
Motivation (Becoming Human)- Marco seeks to win the tournament in order to get enough money to allow scientists to make him a normal human.
Weakness (Predictability)- These 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: 36 / Skills: 24--12 / Advantages: 8 + 11 / Powers: 11 / Defenses: 10 (88)

-Marco is at least... unique. He's a huge, ugly purple guy with one eye sticking out of bandages, living in a monstrious mansion of sorts- a classic "Frankenstein's Monster" which was a brand-new thing for Fighting Games at the time. A good "Freak" design for 1994, for sure, and he even copies Dhalsim while not being the exact same guy- he's more like a combo of Dhalsim & Zangief, being the "Big Guy" of the game, but sport elongating limbs that lash out attached by bandages. His haunted mansion (full of moving knights, weirdos in the background, and moving paintings) soon gives way on one side to a freaked-out laboratory as well, and you can shatter the walls by setting off your Super Move.

-Marco is a unique kind of fighter for games like this- instead of being an in-close grappler, he specializes in the "Poking" game, keeping adversaries at bay. Marco uses a Multiattack-style technique that looks kinda dumb- just him waving his arms to each side, sliding back and forth while making a dumb noise. It makes him look baby-ish, which I suppose is the point. But his arms are oddly short in this form (I'd say "for balance", but... look at this game). His "Magic Hand" involves grabbing someone by the head and spinning them in a circle before tossing them away. The "Head Crasher" is a weird bounding projectile, throwing a copy of his own head at someone.
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Gekkou

Post by Jabroniville »

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GEKKOU
First Appearance:
Kaiser Knuckle (1994)
Home Country: Japan
Role: Mandatory Ninja
Vague Martial Art Basis: Ninjitsu
PL 7 (114)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 9 (+12)
Deception 4 (+6)
Close Combat (Unarmed) 2 (+10)
Expertise (Ninja) 7 (+8)
Intimidation 4 (+6)
Investigation 3 (+6)
Perception 5 (+8)
Stealth 3 (+8)

Advantages:
Agile Feint, Close Attack 1, Equipment 2 (Ninja Gear), Improved Critical (Hell Top), Improved Critical (Black Cross), Ranged Attack 4

Off-Brand "World Warrior" Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Hell Top- Spinning Attack" Strength-Damage +2 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (7) -- [8]
  • AE: "Izuna Drop" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Equipment:
"Black Cross- Shuriken" Blast 4 (Reduced Defenses -2) (4)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Special Moves +8 (+5 Damage, DC 20)
Hell Top +9 (+6 Damage & Affliction, DC 20 & 15)
Black Cross +8 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +3 (+4 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Gain the Secrets of Ninjitsu Style)- Gekkou must win the tournament if his master is to teach him the ultimate secrets of his style.
Weakness (Predictability)- These characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 56 / Skills: 44--22 / Advantages: 8 + 11 / Powers: 8 / Defenses: 9 (114)

-As mandatory as "Army Guy" and "Chinese Girl" in the olden days of Fighting Games was "The Ninja", despite the fact that Street Fighter ditched theirs after the first game and went without for ages. And so Kaiser Knuckle gives us Gekkou... who looks like all the others. Just some masked guy in a purple outfit. Actually wait- the baseline one is green, so at least THAT'S different. And he has skulls for shoulder-pads.

-Gekkou fights like many other ninjas, using gear and speed. He can spin like a top (where his shoulder pads now project SPIKES), as well as throw a trio of red shurikens- his "Black Cross", which can also be fired diagonally downwards (and this is back when Fighting Games VERY rarely had aerial projectiles). His Super Move is apparently an epic one- "The Art of Whirlwind Flaming Hell". He looks rather devastating in gameplay, actually- most Multiattack guys, especially once who cover a wide range with it (the Hell Top travels across the screen like a Hurricane Kick), are deadly combo-enders and early games can let you really spam that shit out.
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Jim McCoy

Post by Jabroniville »

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JIM MCCOY
First Appearance:
Kaiser Knuckle (1994)
Home Country: U.S.A.
Role: The Boxer
Vague Martial Art Basis: Boxing
PL 7 (97)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 9 (+12)
Expertise (Streetwise) 5 (+5)
Intimidation 4 (+6)
Investigation 2 (+4)
Perception 5 (+7)
Ranged Combat (Fireball) 6 (+8)

Advantages:
Close Attack 1, Improved Critical (Jet Upper), Improved Critical (Spark Blow), Ranged Attack 2

Off-Brand "World Warrior" Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Spark Blow" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (5) -- [7]
  • AE: "Jet Upper" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Boomerang Crash- Dashing Punch" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +10 (+3 Damage, DC 18)
Special Moves +8 (+5 Damage, DC 20)
Spark Blow +10 (+3 Damage & Affliction, DC 18 & 13)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +3 (+4 D.Roll), Fortitude +5, Will +4

Complications:
Motivation (Money)- Jim wishes to win the tournament in order to buy a title shot against the current boxing champion.
Weakness (Predictability)- These 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: 38--19 / Advantages: 5 + 11 / Powers: 7 / Defenses: 9 (97)

-Wow, a pro boxer character who was a WHITE guy. Nearly all of his contemporaries from this time period and genre are black. His stance is actually pretty good, too, as he does a good "dancing post" moving his legs back and forth. He's even got baggier pants and stars on his gloves to set him apart. Not sure about the "red shorts over blue pants" look, though. His fighting stage is actually pretty cool- it's a standard boxing gym in the middle, but a cool 3D scrolling effect sees the broken wall give way to a back alley scene where people watch from a wrecked fire escape, along with two hobos by a burning garbage can (is this how Japan always sees the U.S.? lol).

-Jim's moves are pretty typical for the genre- a dashing punch (Boomerang Crash), uppercut (Jet Upper), and a rapid-punch (Spark Blow). The "Thunder Bolt" actually sends him up high, then crashing down diagonally- a much cooler move than you usually get.
Last edited by Jabroniville on Tue Apr 20, 2021 11:12 pm, edited 1 time in total.
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Re: Jab’s Builds! (Cassandra Nova! Kaiser Knuckle- Boggy! Frankenstein's Monster!!)

Post by Batgirl III »

Dammit, Jab. He’s a doctor, not a boxer! I demand the real McCoy.
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Gonzales

Post by Jabroniville »

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GONZALES
First Appearance:
Kaiser Knuckle (1994)
Home Country: Russia
Role: Sub-Boss, Big Russian
Vague Martial Art Basis: Sambo
PL 7 (93)
STRENGTH
5 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+9)
Athletics 6 (+11)
Expertise (Streetwise) 5 (+6)
Intimidation 5 (+7)
Investigation 3 (+5)
Perception 4 (+6)

Advantages:
Improved Critical (Big Tornado Drop), Improved Critical (Big Wheel Throw), Ranged Attack 2

Off-Brand "World Warrior" Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Big Tornado Drop" Strength-Damage +4 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -2) (3) -- [4]
  • AE: "Big Wheel Throw" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +8 (+5 Damage, DC 20)
Special Moves +6 (+7 Damage, DC 22)
Big Tornado Drop +5 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +4 (+5 D.Roll), Fortitude +6, Will +5

Complications:
Motivation (Locating Tanya)- Gonzales is searching for his missing fiancee, who disappeared during a civil war in his hometown.
Weakness (Predictability)- These characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 52 / Skills: 28--14 / Advantages: 4 + 11 / Powers: 4 / Defenses: 8 (93)

-The first of Kaiser Knuckle's three bosses, Gonzales is actually a Russian guy using what is likely Sambo. There's no reason for his Spanish surname beyond "it's Japan and they probably didn't realize it", most likely. I actually kinda like the design- "Karate Guy" was a cliche even in 1994, so to modify it with this bulky dude was pretty great. Though the coonskin cap is even more inexplicable than his last name!

-His Special Moves include a big judo/sambo-style throw and a REALLY huge "Big Tornado Drop", consisting of grabbing you into an Argentine backbreaker, leaping off the screen, and flying down breaking you over his back. It's pretty awesome. His Super Move is an even more elite version of THAT, called a "Super Universe Throw" that causes you to go into orbit and burn up in re-entry.
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Goldar
Posts: 1229
Joined: Mon Nov 07, 2016 2:10 pm

Re: Jab’s Builds! (Cassandra Nova! Kaiser Knuckle- Boggy! Frankenstein's Monster!!)

Post by Goldar »

Nice Cassandra Nova, Jab. Very powerful.

You know Jean Grey stopped her back in the early 2000's? Jean had just broken up and stored all of Xavier's memories, then put his mind back togerher. Jean then went off to face Cassandra Nova.
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