Jab’s Builds (Tiana! Dr. Facilier! Rapunzel! Flynn! Gothel!)

Where in all of your character write ups will go.
FuzzyBoots
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Re: Jab's Builds! (Samurai Shodown! Nakoruru! Jubei!)

Post by FuzzyBoots » Sat Aug 04, 2018 7:29 pm

I remember defeating Amakuza in the first game was most easily done by time out, commonly done by tagging him with Hanzo and then spending the round jumping and teleporting around.

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KorokoMystia
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Re: Jab's Builds! (Samurai Shodown! Nakoruru! Jubei!)

Post by KorokoMystia » Sat Aug 04, 2018 7:36 pm

Of course, Zankuro in the third game couldn't be beaten by time out, since after you beat him in a match, you then have to beat him in a one-round fight, and you lose if you try to time him out.

Jabroniville
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Wan-Fu

Post by Jabroniville » Sat Aug 04, 2018 7:47 pm

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WAN-FU
First Appearance:
Samurai Shodown (1993)
Game Appearances: Samurai Shodown I-II, VI
Home Country: China
Weapon: Large Scimitar, then Giant Stone Pillar, then Giant Sphere-Headed Club
Role: Evil Warlord, The One They Gave Up On
PL 8 (106)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Athletics 4 (+8)
Expertise (Warlord) 8 (+9)
Insight 2 (+5)
Intimidation 5 (+8)
Perception 2 (+5)
Persuasion 1 (+4)

Advantages:
Benefit 3 (Warlord), Equipment 1 (Stone Pillar), Improved Critical (Pillar Uppercut), Improved Critical (Pillar Swing), Improved Critical (Pillar), Ranged Attack 2

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]
Features 1: Adds Flame Damage to Special Moves [1]

"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Flame Pillar" Damage 7 (Feats: Reach 2) (Extras: Area- 30ft. Cylinder) (Reduced Defenses 2, Quirks: Loses Weapon -2) (3) -- [5]
  • AE: "Pillar Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Pillar Swing" Strength-Damage +2 (Inaccurate -1) (1)
Equipment:
"Stone Pillar" Strength-Damage +3 (3)

Offense:
Unarmed +9 (+4 Damage, DC 19)
Pillar +9 (+7 Damage, DC 22)
Special Moves +7 (+9 Damage, DC 24)
Flame Pillar +7 Area (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +5 (+6 D.Roll), Fortitude +6, Will +4

Complications:
Motivation (Power)- Wan-Fu journeys to Japan to see if he can find warriors good enough to be part of his new army- he's building a force meant to conquer China.
Weakness (Predictability)- Wan-Fu 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 24--12 / Advantages: 8 + 12 / Powers: 7 / Defenses: 7 (106)

-Easily the most boring, unimaginative design of the first Samurai Shodown game, Wan-Fu is just a big, burly guy from China, who used a large curved blade (with two points on the tip) as a weapon. One of the bigger powerhouses, he was nonetheless left behind by the colossal Earthquake, and got a redesign in the next game to use a giant stone pillar as a weapon instead. Now, this weapon would be unbreakable to common blades in real life, and do one HELL of a lot of damage... but it would also be much too heavy to be practical (swords are nowhere near the 100+ pounds this thing would weigh!). Outlandish weapons later became much more common in the series, but this one was BORING in addition to being weird.

-Despite Samurai Shodown also redesigning his physique so he was RIPPED instead of just stout (his original form had a pronounced "belly"), he proved so unpopular that he was never brought back until very recently, in the sixth game. He remains the only Debut Character to miss out on all the middle games of the series- even Tam Tam proved more popular. His fighting style can be fun to watch, though, especially since he's so brutish, literally HEADBUTTING his pillar as a victory pose. His animation can look a bit odd, though, as his head is GIGANTIC- comparing him to the similarly-bald Sieger, they look like characters from two different games.

-Wan-Fu's fighting style is very direct, as you'd imagine from a guy using a STONE PILLAR as a weapon. One of his big moves is to actually THROW his pillar into the ground, creating a massive Flame Spout- as a quirk, this results in him losing his weapon, which can be rather devastating in this game. Note that his first version uses a Scimitar-like weapon, while Samurai Shodown VI uses a huge, sphere-tipped club. In all of these versions, the move-set is largely the same (he tends to follow his weapon down with the Flame Pillar, but the Uppercut just uses his blade instead).

Jabroniville
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Sugoroku

Post by Jabroniville » Sun Aug 05, 2018 5:03 am

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SUGOROKU (Matsuribayashi Sugoroku)
First Appearance:
Samurai Shodown VI (200)
Game Appearances: Samurai Shodown VI
Home Country: Japan
Weapon: Giant Sake Vase
Role: Comedy Fighter
PL 7 (97)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 5 (+8)
Athletics 4 (+11)
Expertise (Nakedness) 6 (+6)
Perception 3 (+4)

Advantages:
Equipment 1 (Giant Vase), Improved Critical (Vase), Improved Critical (Vase Smash), Ranged Attack 2

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Man's Car- Spinning Vase" 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: "Vase Smash" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Vase Rocket" Leaping 2 (30 feet) (1)
Equipment:
"Giant Vase" Strength-Damage +2 (Reach) (3)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Drum +9 (+5 Damage, DC 20)
Vase Smash +7 (+7 Damage, DC 22)
Man's Car +9 (+5 Damage & Affliction, DC 20 & 15)
Initiative +3

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

Complications:
Motivation (Getting Foreigners to Join the Naked Festival)- Yes, really.
Weakness (Predictability)- Sugoroku 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 he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 50 / Skills: 18--9 / Advantages: 5 + 12 / Powers: 11 / Defenses: 10 (97)

-A "Comedy Character", Sugoroku at least fits his era, representing the semi-famous "naked" festival of Japan, in which guys dress pretty much like this, banging giant drums. Unfortunately, Gamefaqs isn't describing his moves properly, so all I got is a PL 7 Joke Character with a small handful of moves.
Last edited by Jabroniville on Wed Aug 08, 2018 9:43 am, edited 1 time in total.

Jabroniville
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Haohmaru

Post by Jabroniville » Sun Aug 05, 2018 5:08 am

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HAOHMARU
First Appearance:
Samurai Shodown I (1992)
Game Appearances: Samurai Shodown I-VI, Samurai Shodown 64 & Warrior's Rage, Capcom (vs) SNK 2, Neo-Geo Battle Coliseum
Home Country: Japan
Weapon: Katana
Role: The Ryu (Balanced Fighter), The Series Icon, Best Ryu Ever, Shotoclone, Arrogant Samurai
PL 10 (132)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 9 (+12)
Close Combat (Sword) 3 (+14)
Deception 4 (+6)
Expertise (Samurai) 8 (+8)
Insight 2 (+3)
Intimidation 6 (+8)
Perception 7 (+8)
Persuasion 2 (+4)
Ranged Combat (Wind) 8 (+12)

Advantages:
Assessment, Equipment 1 (Katana), Improved Critical (Cyclone Slash), Improved Critical (Crescent Moon Slash), Ranged Attack 2

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Sake Attack" Deflect 6 (Extras: Reflect) (Flaws: Source- Sake Bottle) (6) -- [8]
  • AE: "Crescent Moon Slash" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (1)
  • AE: "Cyclone Slash" Blast 4 (Feats: Accurate, Increased Knockback) (Flaws: Reduced Defenses 2) (2)
Equipment:
"Katana" Strength-Damage +3 (Improved Critical) (4)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Katana +14 (+6 Damage, DC 21)
Crescent Moon Slash +12 (+8 Damage, DC 23)
Cyclone Slash +14 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +4 (+5 D.Roll), Fortitude +6, Will +9

Complications:
Motivation (Perfecting Himself)- Like many Fighting Game Protagonists, Haohmaru desires only to be the best.
Rivalry (Genjuro)
Relationship (Nicotine- Mentor)- The irascible elder Nicotine trained Haohmaru to fight.
Weakness (Predictability)- Haohmaru 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 54--27 / Advantages: 6 + 12 / Powers: 9 / Defenses: 22 (132)

-Haohmaru is pretty clearly the icon of the series, though Nakoruru is closer to its real "Main Character". Haohmaru has many traits of "The Ryu"- most other fighters are either faster or stronger than he is. He has a very "Shotoclone"-like fighting style, consisting of Blasts and Uppercuts. He's even said to be the guy who won the first and second games. However, he seems to have a lot more hitting power than most Ryus- he's in the top ten Shodown characters in that regard for sure.

-Haohmaru is your typical "Male Anime Protagonist", in that he's obsessed with self-perfection, and seeks "Strong Opponents In Order To Get Stronger". Like, this is a HUGE part of Japanese culture, to the point where "Might Means You Are Right" is a big thing with them. However, he's WAY different from the stoic "Ryu"-types you see with Terry Bogard and others- Haohmaru is a snide, arrogant ass, gloating "Finished already? I'm too damn good!" and smirking his way through combat. He slices through stuff while being awesome, drinks sake and spews it onto his blade to "shine" it, and more. In his most bad-ass move, his Winning Pose consists of THROWING his Katana straight up into the air, then catching it by holding out the sheath casually at his side. Also, he's got some wicked "Anime Hair"- a far cry from a gi-clad short-haired Polite Japanese Guy.

-Haohmaru is based on the most legendary samurai ever- Miyamoto Musashi. Musashi differs from our "stereotype" of the stoic, honorable, artistic samurai warrior greatly- he was said to be wildly arrogant, clever, often late, conniving and a bit of a dirty fighter (he was well-known to disrespectfully arrive late to duels, unnerving his opponents and getting them into disadvantageous positions). Basically, his philosophy was to win at any cost. Naturally, like any historical figure from this time and place, his backstory is as full of myth as reality (it's said he never bathed so as to never be caught unarmed, but this is unlikely), but it's known he won a number of duels. He's responsible for the concept of the "two-handed fighting" style, as he apparently used this to fend off multiple attackers after a whole school and their soldiers went out for revenge after he beat their master(s).

-Haohmaru, as the main character of Samurai Shodown I-II, is a PL 10 all-around bad-ass, but doing an UNHOLY amount of damage compared to your typical "Ryu"- his damage output is only matched in other Fighting Games by the likes of Hugo! +6 Damage is INSANE for a "Balanced Fighter" archetype. His fighting style is very Ryu-ish- an Uppercut & a Blast- but the Blast is a cylindrical tornado (making it hard to dodge) and the Uppercut actually starts with a grounded swipe FOLLOWED by a rising uppercut-style jumping slash, making him a bit different than the usual. Later games add a Deflect-type move, which is always annoying for M&M stats (the Deflect Power ends up being more expensive than the characters' better, more impactful moves).

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KorokoMystia
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Re: Jab's Builds! (Nakoruru! Jubei! Galford! Hanzo! Haohmaru!)

Post by KorokoMystia » Sun Aug 05, 2018 10:28 am

Apparently Sugoroku can fire his fireworks cannon as well. (It's not a Blast, just a short-ranged attack, though.) Haohmaru will always stick out to me, primarily because of his cool look and how much damage he does. Oh, and Jab, if there's any guys you need help with the moves of, let me know and I'll see what I can do, since I have access to most of the games.

Jabroniville
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Re: Jab's Builds! (Nakoruru! Jubei! Galford! Hanzo! Haohmaru!)

Post by Jabroniville » Sun Aug 05, 2018 6:15 pm

KorokoMystia wrote:
Sun Aug 05, 2018 10:28 am
Apparently Sugoroku can fire his fireworks cannon as well. (It's not a Blast, just a short-ranged attack, though.) Haohmaru will always stick out to me, primarily because of his cool look and how much damage he does. Oh, and Jab, if there's any guys you need help with the moves of, let me know and I'll see what I can do, since I have access to most of the games.
oh, is the rocket not a super move? With him, Shiki and anyone exclusively for the sixth game I’m having trouble. I think I got Ocha-Maro, though. The issue with them is there’s only a single YouTube play through for each character, and they’re mostly single round fights. Very, very little to go on. Gamefaqs is no help- it just gives move names. Oddly, the FIFTH game has the most elaborate descriptions on that same sight, to the point where building anyone from it can be done without even a visual guide.

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Joined: Fri Nov 04, 2016 8:05 pm

Yunfei

Post by Jabroniville » Sun Aug 05, 2018 7:20 pm

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YUNFEI (Liu Yunfei)
First Appearance:
Samurai Shodown V (2003)
Game Appearances: Samurai Shodown V-VI
Home Country: China
Weapon: Chinese Broadsword
Role: Old Man Fighter, Redemption Seeker, Wuxia Warrior
PL 9 (136)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 12 (+14)
Close Combat (Sword) 2 (+13)
Expertise (History) 5 (+7)
Insight 3 (+6)
Intimidation 3 (+6)
Perception 4 (+7)
Persuasion 3 (+6)

Advantages:
Equipment 1 (Chinese Broadsword), Improved Critical (Nishi Stomp), Improved Critical (Energy Grab), Improved Initiative, Ranged Attack 2

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Tenki Shichiyou- Couching Tiger-Style"
Flight 1 (4 mph) (Flaws: Limited to Short Bursts) [1]
Enhanced Advantages 3: Defensive Attack, Evasion, Move-By Action [3]

"Special Moves"
"Tenkoku Houra- Energy Grab" Weaken Chi Moves 6 (Feats: +2 to Hit Opponents Who Parried Last Turn) (7) -- [11]
  • AE: "Nishi Stomp" Strength-Damage +2 (Feats: Accurate) (3)
  • AE: "Ten'i Daihou- Energy Wave" Damage 5 (Extras: Area- 30ft. Cone +1/2) (Reduced Defenses 2) (3)
  • AE: "Tenkai Unri- Energy Column" Damage 5 (Extras: Area- 15ft. Cylinder +1/2) (Reduced Defenses 2) (3)
Equipment:
"Chinese Broadsword" Strength-Damage +3 (Improved Critical) (4)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Chinese Broadsword +13 (+5 Damage, DC 20)
Nishi Stomp +13 (+5 Damage, DC 20)
Energy Attacks +5 Area (+5 Damage, DC 20)
Energy Grab +11 (+6 Weaken, DC 16)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Redemption; Defeating The Dark Emperor)- Yunfei went insane under the power of the Dark Emperor after making a deal for more power. Seeking redemption after being freed, he now hunts the Emperor's new pawn, Gaoh, and wishes to exorcize his enemy once and for all.
Weakness (Predictability)- Yunfei 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 he tries the same technique (or same combo of techniques) in a short span, he will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 66 / Skills: 40--20 / Advantages: 6 + 12 / Powers: 16 / Defenses: 16 (136)

-Yunfei actually has a terrific design for someone who's rather plain- despite wearing a generic Chinese outfit and just having a "long-haired older guy" look to him, it really comes together with a great style, making him fit into this crazy universe. His inspiration is more like the Wuxia-style fighters of Crouching Tiger, Hidden Dragon, as his stuff resembles their "feather-light" stepping and Magical Martial Arts, which looks a tad odd in the Shodown universe, but isn't really more outlandish than anyone else's stuff.

-Yunfei made a deal with a "Dark Emperor" a thousand years ago in order to gain more power; going insane, he was imprisoned in a boulder by his students Enja & Suija. Freed after the Emperor leaves his body to go possess someone else, Yunfei seeks redemption, and he moves to hunt down the Emperor's new victim (Gaoh) and exorcize the demon. This is actually a pretty cool, solid Origin Story. And hell, in his ending, he frees Gaoh and possesses the Demon himself, telling Gaoh to strike it down. Yunfei then dies, eliminating the Dark Emperor forever, and being rewarded by joining his wife in heaven.

-In the game, Yunfei fights like a lot of the "Well-Balanced" fighters, but uses a more evasive, defensive Wuxia-themed style, which consists of a LOT of moves that make him unpredictable, leaping into the air and coming down at various points depending on which buttons you press. Being airborne is a very defensive move in a Fighting Game, as it's very "Hitbox Detection"-themed.

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Goldar
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Re: Jab's Builds! (Nakoruru! Jubei! Galford! Hanzo! Haohmaru!)

Post by Goldar » Sun Aug 05, 2018 8:20 pm

Been away on Holiday, and have so many pages of great characters to peruse! :o

You have been busy, Jab!

(Uhmn mmnn mmnnn...... goes back to reading all these good old character bios...)

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

Tachibana Ukyo

Post by Jabroniville » Mon Aug 06, 2018 4:43 am

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UKYO (Tachibana Ukyo)
First Appearance:
Samurai Shodown I (1992)
Game Appearances: Samurai Shodown I-VI, Samurai Shodown 64 & Warrior's Rage
Home Country: Japan
Weapon: Nodachi ("Fish-Drying Pole" Sword)
Role: Dying Bad-Ass, Mysterious Warrior
PL 10 (138)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+13)
Athletics 11 (+13)
Close Combat (Sword) 3 (+14)
Deception 3 (+6)
Expertise (Samurai) 7 (+9)
Insight 3 (+6)
Perception 5 (+8)
Persuasion 5 (+9)
Ranged Combat (Heat) 8 (+12)

Advantages:
Assessment, Equipment 1 (Katana), Improved Critical (Snowfall Slash), Improved Critical (Spider Thrust), Improved Critical (Heat Flash), Ranged Attack 2

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Concealed Sabre Snowfall Slash" Strength-Damage +0 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5) -- [8]
  • AE: "Spider Thrust" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Concealed Sabre Heat Flash" Blast 4 (Flaws: Reduced Defenses 1) (2)
  • AE: "Concealed Sabre Swallow Swipe" Damage 4 (Extras: Area- 30ft. Cylinder +1/2) (Reduced Defenses 1) (1)
Equipment:
"Katana" Strength-Damage +3 (Improved Critical) (4)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Katana +14 (+5 Damage, DC 21)
Spider Thrust +12 (+7 Damage, DC 22)
Snowfall Slash +14 (+5 Damage & Affliction, DC 20 & 15)
Heat Flash +12 (+4 Ranged Damage, DC 19)
Swallow Swipe +4 Area (+4 Damage, DC 19)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +3 (+4 D.Roll), Fortitude +5, Will +8

Complications:
Disabled (Tubercolic)- Ukyo frequently coughs up blood, and will certainly die not too long from now, own to his tuberculosis.
Relationship (Odaigiri Kei)- Ukyo searches for the perfect flower to give his love.
Relationship (Osaki)- Looking similar to Kei, Osaki also suffers from tuberculosis. Now, Ukyo seeks out the cure.
Weakness (Predictability)- Ukyo 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 52--26 / Advantages: 7 + 12 / Powers: 9 / Defenses: 16 (138)

-A calm, cool warrior, Ukyo is the type who resembles the "Girly-Boys" common in much of anime & Fighting Games, being a long-haired, more slender fighter, but definitely avoids that type by being so mysterious and cool. A big part of Ukyo's appeal is also the tragedy- suffering from tuberculosis (back then, a 100% fatal, wasting disease), he frequently coughs up blood, soaking it up with a rag kept on his person.

-Ukyo, like a lot of characters, simply has STYLE, despite a basic color scheme (white shirt; blue hair and pants). Curving his body away from his opponent, he readies his blade for the "Iaido Style" of swordfighting, keeping his sword sheathed until the very last moment before he strikes, rendering his blows unpredictable. He even BLOCKS using a sheathed blade, lifting the sword out only a few inches to parry incoming attacks. He is based off of Sasaki Kojiro, the rival to Miyamoto Musashi (said to be Musashi's greatest opponent, he was unnerved by the samurai's lateness, had the sun in his eyes- Muashi's plan all along- and apparently died from a wooden bokken piercing his lungs... like most old Japanese samurai tales, this one is likely rather tall). However, his "Rival" status to Haohmaru is taken by Genjuro for the later games.

-Ukyo is said to have aided Haohmaru in defeating Amakusa, and spends his time searching for the perfect flower to give to a woman named Kei. However, being doomed himself, he prays for her happiness when she marries her fiance. When he meets a woman who looks exactly like her, he falls again, and seeks out the cure for tuberculosis, since she also has it. When it's found, he instructs Haohmaru to give it to her- he himself disappears.
Last edited by Jabroniville on Mon Aug 06, 2018 6:42 pm, edited 1 time in total.

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drkrash
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Re: Jab's Builds! (Jubei! Galford! Hanzo! Haohmaru! Ukyo!)

Post by drkrash » Mon Aug 06, 2018 11:41 am

In Japanese fighting games (and other Japanese media also), the "Girly-Boy" *is* considered cool, not cool *in spite* of being bishounen. The skinny guys that look like glam rock stars are the ones that are considered "hot." Ukyo definitely fits in that category.

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Re: Jab's Builds! (Jubei! Galford! Hanzo! Haohmaru! Ukyo!)

Post by Jabroniville » Mon Aug 06, 2018 6:41 pm

drkrash wrote:
Mon Aug 06, 2018 11:41 am
In Japanese fighting games (and other Japanese media also), the "Girly-Boy" *is* considered cool, not cool *in spite* of being bishounen. The skinny guys that look like glam rock stars are the ones that are considered "hot." Ukyo definitely fits in that category.
Oh yeah- the great "Ash Crimson" divide. SNK's most controversial character ever :).

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Joined: Fri Nov 04, 2016 8:05 pm

Kuroko

Post by Jabroniville » Mon Aug 06, 2018 7:39 pm

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KUROKO
First Appearance:
Samurai Shodown (1993)
Game Appearances: Samurai Shodown I (unplayable), II, III, V & VI, Samurai Shodown 64
Home Country: Japan
Weapon: Unarmed & Small Scoring Flags
Role: The Referee, Secret Character
PL 8 (127)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+14)
Athletics 11 (+13)
Expertise (Scorekeeper) 8 (+10)
Insight 3 (+6)
Perception 4 (+7)
Ranged Combat (Blasts) 6 (+12)

Advantages:
Agile Feint, Equipment 1 (Flags), Evasion, Improved Critical (Blasts), Improved Initiative, Move-By Action, Ranged Attack 4

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Other SNK Characters' Blasts" Blast 6 (Feats: Variable 2- Any Energy or Weapon) (Reduced Defenses 2, Inaccurate -1) (7) -- [10]
  • AE: "Even More SNK Characters' Blasts" Blast 4 (Feats: Variable 2- Any Energy or Weapon) (Reduced Defenses 2) (6)
  • AE: "Flag Extension" Affliction 4 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree, Reduced Defenses 2, Diminished Range -2) Linked to Move Object 4 (Flaws: Limited to Towards Him) (Dim. Range -2) (4)
  • AE: "Missile Reflection" Deflect 5 (Extras: Reflection) (Reduced Defenses 2) (6)
Equipment:
"Flags" Strength-Damage +1 (Split) (2)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Flags +13 (+3 Damage, DC 18)
Blasts +12 (+4 Ranged Damage, DC 20)
Power Blasts +10 (+6 Ranged Damage, DC 21)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +4, Will +6

Complications:
Responsibility (Refereeing)
Weakness (Predictability)- Kuroko 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 40--20 / Advantages: 10 + 12 / Powers: 10 / Defenses: 11 (127)

-Kuroko is a neat part of Samurai Shodown- he's the referee of the fights, throwing out red or white flags to indicate the "score", raising one towards each corner to show who made a successful strike. Dressed in all-black, like the stagehand of a Japanese play (this is the reason ninjas are often drawn in all black, btw- audiences were "trained" not to look at the guys in black, so when one suddenly shows up and KILLS somebody, it's a big shocker!), Kuroko was a secret character in the first sequel. Humorously, his offense consists of throwing out the energy blasts from OTHER SNK games, including the distinct "Ground Waves" of Terry Bogard, the Fireball rip-offs of the Sakazakis, and more!

-I made him PL 8, though he's quite dangerous in the games, owing to Secret Character status. His "Every Energy Blast" thing makes him one of the few Fighting Game characters to use a projectile attack at the same PL as his weapon damage!

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L-Space
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Re: Tachibana Ukyo

Post by L-Space » Mon Aug 06, 2018 8:29 pm

Jabroniville wrote:
Mon Aug 06, 2018 4:43 am
-Ukyo, like a lot of characters, simply has STYLE, despite a basic color scheme (white shirt; blue hair and pants). Curving his body away from his opponent, he readies his blade for the "Iaido Style" of swordfighting, keeping his sword sheathed until the very last moment before he strikes, rendering his blows unpredictable. He even BLOCKS using a sheathed blade, lifting the sword out only a few inches to parry incoming attacks. He is based off of Sasaki Kojiro, the rival to Miyamoto Musashi (said to be Musashi's greatest opponent, he was unnerved by the samurai's lateness, had the sun in his eyes- Muashi's plan all along- and apparently died from a wooden bokken piercing his lungs... like most old Japanese samurai tales, this one is likely rather tall). However, his "Rival" status to Haohmaru is taken by Genjuro for the later games.
I will always love this fighting style, I just find it so stylish and cool.
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Ares
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Posts: 1921
Joined: Fri Nov 04, 2016 8:40 am

Re: Jab's Builds! (Jubei! Galford! Hanzo! Haohmaru! Ukyo!)

Post by Ares » Mon Aug 06, 2018 8:45 pm

drkrash wrote:
Mon Aug 06, 2018 11:41 am
In Japanese fighting games (and other Japanese media also), the "Girly-Boy" *is* considered cool, not cool *in spite* of being bishounen. The skinny guys that look like glam rock stars are the ones that are considered "hot." Ukyo definitely fits in that category.
As the saying goes, it's not a design flaw, it's a feature.

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