Jab’s Builds! (Angela! Kanji! Annie! Keith! Princess Sissy!)

Where in all of your character write ups will go.
Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Sandra

Post by Jabroniville » Sat May 18, 2019 4:53 am

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SANDRA BELTI
First Appearance:
Shin Goketsuji 2 (2009)
Game Appearances: Shin Goketsuji 2 Only
Home Country: Italy
Role: Old Lady
PL 7 (128)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 10 (+10)
Close Combat (Unarmed) 4 (+13)
Deception 5 (+7)
Expertise (Magic) 4 (+8)
Insight 4 (+7)
Perception 4 (+7)
Ranged Combat (Apple Gift) 6 (+10)

Advantages:
Benefit 1 (Wealth), Equipment (Umbrella, Grimoire), Improved Critical (Ecco Volarer), Improved Critical (Fan Swing), Improved Critical (Parasole Rotazione), Improved Initiative, Ranged Attack 4, Ritualist

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Cambiamento Granchio!" Strength-Damage +2 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (5) -- [8]
  • AE: "Apple Gift- Storm of Apples" Blast 3 (Extras: Multiattack) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [9]
  • AE: "Panty-Revealing Leg-Grab" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Ventaglio di Roma- Roman Fan Swing" Strength-Damage +2 (Inaccurate -1) (1)
"Young Form- Super Sandra" Morph 1 (Feats: Metamorph) [6]
(Swaps Umbrella with Morning Star & Dual Sabers, Changes Moves)
Enhanced Strength, Stamina & Agility 1 (Flaws: Limited to 1-3 Rounds) [3]

Offense:
Unarmed +13 (+1 Damage, DC 17)
Special Moves +11 (+3 Damage, DC 18)
Apple Gift +10 (+4 Ranged Damage, DC 20)
Parasole Rotazione +11 (+3 Damage & Affliction, DC 18 & 13)
Initiative +8

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

Complications:
Motivation (Longevity)- Sandra wishes to determine the reason why Shinjuro Goketsuji is hundreds of years old.
Weakness (Predictability)- Sandra 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done. However, Blasts may be used continuously with no penalties.

Total: Abilities: 54 / Skills: 46--23 / Advantages: 11 + 9 / Powers: 18 / Defenses: 13 (128)

SUPER SANDRA
First Appearance:
Shin Goketsuji 2 (2009)
Game Appearances: Shin Goketsuji 2 Only
Home Country: Italy
Role: Sexy Transformation
PL 8 (130)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 10 (+10)
Close Combat (Unarmed) 2 (+13)
Deception 5 (+7)
Expertise (Magic) 4 (+8)
Insight 4 (+7)
Perception 4 (+7)

Advantages:
Benefit 1 (Wealth), Equipment (Dual Sabers, Morning Star), Improved Critical (Ecco Volarer), Improved Critical (Fan Swing), Improved Critical (Parasole Rotazione), Improved Initiative, Ranged Attack 4, Ritualist

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Iron Swing Ecstasy" Strength-Damage +1 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Morning Star) (7) -- [8]
  • AE: "Iron Swing" Strength-Damage +2 (Inaccurate -1) (1)
"Old Form" Morph 1 (Feats: Metamorph) [6]

Offense:
Unarmed +13 (+2 Damage, DC 17)
Dual Sabers +11 (+4 Damage, DC 19)
Special Moves +9 (+6 Damage, DC 21)
Iron Swing Ecstasy +11 (+5 Damage & Affliction, DC 20 & 15)
Initiative +9

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

Complications:
Motivation (Power)- A sorceress, Elizabeth wishes to meet the God that founded the Goketsuji Family, or gain more power.
Weakness (Predictability)- Elizabeth 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done. However, Blasts may be used continuously with no penalties.

Total: Abilities: 64 / Skills: 38--19 / Advantages: 11 + 9 / Powers: 15 / Defenses: 13 (130)

-Sandra joins Elizabeth in the final Power Instinct game, both sisters being friendly with each other. Sandra is Angela's grandmother, while Elizabeth is the younger sister and Angela's aunt. Both sisters are Palette Swaps of each other, right down to their Super Forms- Super Sandra is a sexy redhead with paired sabers and a morning star. Both fight in identical ways, with only a few minor differences here and there- basically Ryu and Ken if they were gross old ladies in fear of trademark violations.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Solis R8000

Post by Jabroniville » Sat May 18, 2019 4:58 am

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SOLIS R8000
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight Only
Home Country: Japan
Role: Future Cop
PL 8 (135)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+14)
Deception 4 (+7)
Expertise (Police Officer) 8 (+10)
Expertise (History) 6 (+8)
Insight 5 (+8)
Investigation 7 (+10)
Perception 5 (+8)
Ranged Attack (Stun Bullet) 2 (+10)

Advantages:
Improved Critical (Stun Bullet), Improved Critical (TNT Flame), Improved Critical (Cartwheel Kick), Improved Initiative, Ranged Attack 5

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Stun Bullet" Blast 3 (Reduced Defenses -2, Diminished Range -1) Linked to Affliction 3 (Toughness; Dazed/Stunned/Paralyzed) (Extras: Ranged) (Diminished Range -1) (6) -- [9]
  • AE: "Stun Platinum" Affliction 4 (Toughness; Dazed/Stunned/Paralyzed) (Feats: Accurate, Triggered- Walking Over) (Extras: Ranged) (Reduced Defenses 2, Diminished Range -2) (2)
  • AE: "Cartwheel Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "TNT Flame" Damage 4 (Feats: Reach) (Inaccurate -1) (4)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Stun Bullet +11 (+3 Ranged Damage & Affliction, DC 18 & 13)
Stun Platinum +11 (+4 Ranged Affliction, DC 14)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Motivation (Fixing the Future)- Someone is manipulating the past and removing things from the timeline- Solis is here to put a stop to it.
Responsibility (Goketsuji Bloodline)- Solis is a descendent of the Goketsuji Clan, and thus has a personal stake in their survival.
Weakness (Predictability)- Solis 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done. However, Blasts may be used continuously with no penalties.

Total: Abilities: 68 / Skills: 56--28 / Advantages: 9 + 9 / Powers: 9 / Defenses: 12 (135)

-Solis R8000 was the "Mascot" of Groove On Fight- the Main Character, I guess. She's a cop from the future of 2115, and was sent back in time to investigate into someone changing the past. As a relation to the Goketsuji Clan, she had a personal stake in what happened to them, as one of many targets of the organization doing the manipulating. Though she never reappeared, her ENORMOUS underboob cut-out was used for the "Super _____" younger-form characters in the post-Matrimelee games.
Last edited by Jabroniville on Sat May 18, 2019 5:03 am, edited 1 time in total.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

MAD

Post by Jabroniville » Sat May 18, 2019 5:01 am

Image

Hahaha WTF

M.A.D (Max Ax Dax)
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight Only
Home Country: Japan
Role: Punk Scientist
PL 7 (118)
STRENGTH
1/3 STAMINA 2 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 8 (+11)
Close Combat (Unarmed) 2 (+11)
Deception 4 (+6)
Expertise (Science) 6 (+12)
Perception 4 (+7)
Ranged Attack (Max Attacks) 3 (+10)
Technolgoy 6 (+12)

Advantages:
Improved Critical (Max Servant), Improved Critical (Max Megahorn), Improved Critical (Max Drill), Ranged Attack 3

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Armored Vest" (Flaws: Removable) [11]
Enhanced Strength 2 (4)
Protection 2 (2)

"Special Moves"
"Max Servant- Summoned Leech" Blast 4 (Feats: Indirect- From Below) (Reduced Defenses -2, Diminished Range -1) (4) -- (7)
  • AE: "Max Megahorn" Affliction (Will; Dazed/Impaired/Disabled) (Extras: Ranged) (Reduced Defenses 2, Diminished Range -1) (3)
  • AE: "Max Sparkler/Max Drill" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Max Ray Gun" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
-- (13 points)

Offense:
Unarmed +12 (+1 Damage, DC 16)
Armored Vest +11 (+3 Damage, DC 18)
Special Moves +9 (+5 Damage, DC 20)
Stun Bullet +10 (+4 Ranged Damage, DC 19)
Stun Platinum +10 (+4 Ranged Affliction, DC 14)
Initiative +9

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

Complications:
Motivation (Getting Experimental Subjects)- M.A.D wishes to experiment upon the other fighters in the Goketsuji tournament.
Weakness (Predictability)- M.A.D 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 62 / Skills: 40--20 / Advantages: 6 + 9 / Powers: 11 / Defenses: 10 (118)

-M.A.D (no final period) is a Mad Scientist Punker (I hate punkers) sort of character who's quite original. He's a wild, crazy guy who constantly experiments with stuff- a loner who was introduced to Solis when her Time Machine crashed near his lab. He offered to fix her machine, and the two paired up in the Groove On Fight tournament.

-M.A.D is a skinny guy who wears a vest with very large arms and shoulders that act as his new limbs, so he's a bit complicated to figure out- a low-end guy who puts on a Device that turns him to a semi-powerhouse.

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drkrash
Posts: 227
Joined: Fri Nov 04, 2016 5:23 pm

Re: Jab’s Builds (Power Instinct- Otane & Oume! Angela!)

Post by drkrash » Sat May 18, 2019 11:48 am

Solis is an important character to me. I remember going into my first import shop in the 90s when I was really getting into fighting games (Pandora's Cube in College Park, MD) and the first import fighting game I saw in the case was Groove On Fight. I didn't realize before then just how many fighting games were made in Japan that never made it to America...and then I decided I needed them all, no matter how crappy they were.

So Solis' appearance and the game's distinctive name made an impression on me that impacted not only my video game collection, but the development of Fight! also.

As it turns out, that copy of Groove On Fight sold before I could get it, and then it took a lot of patient Ebay hunting before I could find an affordable copy. Unfortunately, by that time, it's mediocrity as a 2D fighter (even then) really showed compared to other games I was picking up, and I still haven't played that much of it. I keep telling myself to do so.

I've tried to acquire other console-playable Power Instincts, but they are very hard to come by.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Oshima Goketsuji

Post by Jabroniville » Sat May 18, 2019 4:20 pm

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OHSHIMA GOKETSUJI
First Appearance:
Power Instinct 2 (1994)
Game Appearances: Power Instinct 2 & Legends
Home Country: Japan
Role: Even Older Lady
PL 8 (121)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 4 (+15)
Deception 4 (+6)
Expertise (Business) 6 (+9)
Insight 4 (+8)
Perception 4 (+8)
Ranged Combat (Flying Bird Fan) 6 (+10)
Stealth 3 (+8)

Advantages:
Benefit 3 (Wealth), Improved Critical (Meteor Shot), Improved Critical (Ultimate Comet Shot), Improved Critical (Rock Pulverizer Hair), Improved Initiative, Ranged Attack 6

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Meteor Shot" Blast 3 (Extras: Multiattack) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [8]
  • AE: "Rock Pulverizer Hair" Strength-Damage +2 (Feats: Reach 2) (Inaccurate -1) (3)
  • AE: "Ultimate Comet Shot" Blast 5 (Flaws: Reduced Defenses 2) (Diminished Range -1, Inaccurate -1) (4)
  • AE: "Heaven's Dance Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Dragon Wall" Enhanced Defenses 2 (4)
Offense:
Unarmed +15 (+1 Damage, DC 17)
Special Moves +13 (+3 Damage, DC 18)
Ultimate Comet Shot +10 (+5 Ranged Damage, DC 20)
Meteor Shot +12 (+3 Ranged Damage, DC 18)
Initiative +9

Defenses:
Dodge +10 (+12 Dragon Wall, DC 20-22), Parry +11 (+13 Dragon Wall, DC 21-23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Motivation (Leading the Family)- Oshima lost the leadership of her family seventy years ago, when Oume defeated her in the last Tournament. She has been training ever since.
Weakness (Arrhythmia & Lumbago)- The Developers cheekily state that this is the reason she has missed every tournament since her second appearance.
Weakness (Predictability)- Otane 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done. However, Blasts may be used continuously with no penalties.

Total: Abilities: 56 / Skills: 48--24 / Advantages: 13 + 9 / Powers: 8 / Defenses: 11 (121)

-Oshima debuts in Power Instinct 2, in which it's revealed that Otane & Oume's sinister MOTHER is actually still alive! Her family had been made wealthy by the discovery of ancient treasures revealed by a map she'd stumbled upon as a Shrine Maiden. It was she that made the Goketsuji Family Tournament a thing- the winner would gain control of the family. In her backstory, Oume unseated her in the tournament 70 years before the first PI game. Disappearing afterwards, she returns in PI2 for revenge, having arranged for Otane to be kidnapped in the meantime!

-Visually, Oshima is based off of the elderly woman from the famous Akira, and uses her hair as a weapon. The REALLY weird thing is that she appears to be drawn in a different art style than every other character, having a head that makes up 1/3rd of her entire height. I mean, the other characters are just normal Anime People! Despite her importance to the story, I guess the designs figured that THREE Old Ladies might be pushing it for their game, and so she hasn't reappeared since PI Legends.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Kurara

Post by Jabroniville » Sat May 18, 2019 7:10 pm

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KURARA HANANOKOUJI
First Appearance:
Power Instinct 2 (1994)
Game Appearances: Power Instinct 2 & Legends, Matrimelee, Shin Goketsuji 1-2
Home Country: Japan
Role: Magical Girl
PL 8 (106)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 5 (+15)
Deception 3 (+6)
Insight 2 (+2)
Perception 3 (+3)
Ranged Combat (Magic) 4 (+10)

Advantages:
Improved Critical (Boomerang), Improved Critical (Miracle Attack), Improved Critical (Cracker Stick), Improved Initiative, Ranged Attack 6

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Golden Wand" (Flaws: Easily Removable) [8]
"Miracle Death Kiss" Blast 4 (Reduced Defenses -2, Diminished Range -1) Linked to Morph 1 (Feats: Metamorph) (Flaws: Limited to If Kiss Hits) (8) -- (12 points)
  • AE: "Dreaming Boomerang" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
  • AE: "Miracle Attack" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Fantasy Cyclone" Blast 4 (Extras: Area- 30ft. Cylinder) (Diminished Range -2, Reduced Defenses 2) (2)
  • AE: "Cracker Stick" Blast 3 (Extras: Multiattack) (Reduced Defenses -2, Diminished Range -1) (4)
Offense:
Unarmed +15 (+1 Damage, DC 17)
Special Moves +13 (+3 Damage, DC 18)
Blasts +10 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Motivation (Finding a Husband)- Kurara is obsessed with romance.
Weakness (Predictability)- Kurara 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done. However, Blasts may be used continuously with no penalties.

Total: Abilities: 42 / Skills: 34--17 / Advantages: 10 + 9 / Powers: 8 / Defenses: 20 (106)

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SUPER KURARA
First Appearance:
Power Instinct 2 (1994)
Game Appearances: Power Instinct 2 & Legends, Matrimelee, Shin Goketsuji 1-2
Home Country: Japan
Role: Magical Girl, Powered-Up Form
PL 9 (106)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 5 (+15)
Deception 3 (+6)
Insight 2 (+2)
Perception 3 (+3)
Ranged Combat (Magic) 4 (+10)

Advantages:
Improved Critical (Boomerang), Improved Critical (Miracle Attack), Improved Critical (Cracker Stick), Improved Initiative, Ranged Attack 6

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Golden Wand" (Flaws: Easily Removable) [xx]
"Spark Savior" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3) -- [4]
  • AE: "Spark Barrier" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +15 (+2 Damage, DC 17)
Special Moves +13 (+3 Damage, DC 18)
Blasts +10 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3 (+4 D.Roll), Fortitude +5, Will +7

Complications:
Motivation (Finding a Husband)- Kurara is obsessed with romance.
Weakness (Predictability)- Kurara 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done. However, Blasts may be used continuously with no penalties.

Total: Abilities: 46 / Skills: 34--17 / Advantages: 10 + 9 / Powers: 4 / Defenses: 20 (106)

-Kurara entered the scene in Power Instinct 2, and has been a major character ever since- she's a reflection of a genre we don't often see much in the West- the classic "Magical Girl" genre. ie. back when it was about 12-year old girls being witches and stuff. Kurara was even voiced by Usagi "Sailor Moon" Tsukino's voice actress in her appearances. Kurara was popular enough to get her OWN GAME, which is crazy for this series- Purikura Daisakusen (out of continuity with PI- she's a Princess in this one) was released only in Japan, but she ALSO appeared as a Guest Character in the other Atlus fighter, Heaven's Gate. The only game she misses is Groove On Fight.

-Kurara's whole schtick is that she's a young girl whose magic wand can transform her- obviously inspired by Sailor Moon and other things like it, where costume changes were a big part of the deal. She was a normal girl until she befriended a wizard- out of gratitude for her company, he gave her the Golden Wand that allows her transformations. She's flighty, eager to marry, and tends to be overly chatty- Sailor Moon-ish traits.

-Kurara is a tiny girl who operates as a Blaster with some unusually-powerful attacks thanks to her Golden Wand, but she can also transform into the stronger Super Kurara temporarily if she hits one of her Blasts. In Power Instinct Legends, Super Kurara was a separately-playable character (reduce her FIGHTING score by 1 in that case, bringing her into line with the other characters). So yes, the game lets you play a thirteen-year-old girl who transforms into a fappable babe (and a MAID in the final game in the series)- basically, Japan in a nutshell.

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KorokoMystia
Posts: 882
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds (Power Instinct- Otane & Oume! Angela!)

Post by KorokoMystia » Sat May 18, 2019 8:11 pm

Groove On Fight definitely seems to have gone for the Street FIghter III/Garou style "throw out (almost) the entire cast and set it some time in the future" thing, but it went over pretty poorly, probably in part due to the changed, less colorful art style. Some of the new characters are pretty creative and interseting design-wise, but throwing out the entire prexisting cast rarely goes well.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds (Power Instinct- Otane & Oume! Angela!)

Post by Jabroniville » Sat May 18, 2019 9:22 pm

KorokoMystia wrote:
Sat May 18, 2019 8:11 pm
Groove On Fight definitely seems to have gone for the Street FIghter III/Garou style "throw out (almost) the entire cast and set it some time in the future" thing, but it went over pretty poorly, probably in part due to the changed, less colorful art style. Some of the new characters are pretty creative and interseting design-wise, but throwing out the entire prexisting cast rarely goes well.
The struggles of the genre at this time were such that I guess everyone decided to throw out the entire roster, but ALL THREE doing so was completely ridiculous and cost the new games dearly. SF III in particular is a well-respected game in almost every regard except for the characters, who cost the game DEARLY, which is why we almost never see those people anymore.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Kanji

Post by Jabroniville » Sat May 18, 2019 11:30 pm

Image
Image

KANJI KOKUIN
First Appearance:
Power Instinct 2 (1994)
Game Appearances: Power Instinct 2 & Legends, Matrimelee, Shin Goketsuji 1-2
Home Country: Japan
Role: Master Roshi Rip-Off, Old Man Fighter
PL 8 (136)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 11 (+13)
Close Combat (Unarmed) 4 (+13)
Deception 5 (+5)
Expertise (History) 7 (+9)
Insight 3 (+6)
Intimidation 2 (+5)
Perception 3 (+6)
Ranged Combat (Blasts) 6 (+10)

Advantages:
Agile Feint, Improved Critical (Secret Technique), Improved Critical (Loin Cloth Strike), Improved Critical (Exploding Fart), Ranged Attack 2

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Dragon Mouth Barrier" Energy Aura 3 (Feats: +2 to Hit Jumping Opponents) (Flaws: Distracting) (Feats: Inaccurate -1, Quirk- Lasts for 3 Rounds Max) Linked to Affliction 5 (Fort; Dazed/Stunned) (Feats: +2 to Hit Jumping Opponents) (Extras: Reaction +3) (Flaws: Distracting, Limited Degree) (Inaccurate -1, Quirk- Lasts for 3 Rounds Max) (17) -- [22]
  • AE: "Big Muscle's Secret Technique" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3)
  • AE: "Loin Cloth Strike" Strength-Damage +2 (Feats: Reach 2) (Requires Loincloth, Inaccurate -1) (2)
  • AE: "Imperfect Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Gas Bazooka" Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree, Reduced Defenses 2) (Diminished Range -1) (1)
  • AE: "Exploding Fart" Strength-Damage +1 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Side-Effect- Takes ST 1, STA 2 Old Form for a Few Rounds) (2)
Old Version's Moves: Multiattack 2 Cane Strike, "Tiny Version of Himself" Blast, Flying Headbutt (Strike +2)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Blasts +10 (+4 Ranged Damage, DC 20)
Gas Bazooka +10 (+4 Ranged Affliction, DC 14)
Exploding Fart +12 (+4 Damage & Affliction, DC 19 & 14)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Enemy (The Goketsuji Women)- Kanji holds a sixty-year-old grudge against Oshima for forcing him to marry Oume, who was cruel enough to him that he left her after three weeks of marriage.
Motivation (Scoring Babes)- He's an old man and this was made in Japan. Come on now.
Weakness (Predictability)- Kanji 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 60 / Skills: 48--24 / Advantages: 6 + 9 / Powers: 22 / Defenses: 15 (136)

-Kanji Kokuin adds a "Token Old Man" to the game, but sadly is pretty much a bald-faced rip-off of Master Roshi from Dragon Ball, complete with an Ultra-Muscular Form. However, that's his BASE form, and the elderly, frail-looking form is something that happens after doing certain moves.

-Kanji is an important character in the series, having gained great strength as a young man, but was forced into marrying Oume Goketsuji by her manipulative mother, Oshima. He was happy at first with the lovely girl, but soon discovered her horrendous personality, and found her constant humiliating of him quite awful. Out of disgust, he divorced her mere weeks after the wedding. Sixty years later, and aware of Oshima's resurgence, he comes for revenge in Power Instinct 2. And he GETS IT- in the next game, Power Instinct Legends, KANJI is the Final Boss, having beaten the Gokestuji family for leadership of the clan! However, this bout was called more of an "exhibition". The later tournaments do not follow the "Win leadership of the family" mentality, so it's not quite clear who is in charge. In Matrimelee, he steals the invitation from another fighter, hoping for a bride and a date (horrifyingly, the potential bride is a little girl). He joins the later tournaments hoping for goofy prizes like a hair tonic (he feels he'd have more luck with women if he had more hair), and a red loincloth.

-Kanji is typically a pretty well-built dude with some solid offense- one of the more varied sets of moves in the series, in fact- he has a Multiattack, a Blast, a Stunning move, some Strikes, and even a Blanka-like AURA power! The Multiattack turns him into an old man for a bit, though, which is a pretty big negative. This disappears in the games set after PI Legends.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Kinta

Post by Jabroniville » Sun May 19, 2019 5:45 pm

Image

KINTA KOKUIN
First Appearance:
Power Instinct 2 (1994)
Game Appearances: Power Instinct 2, Legends, Shin Goketsuji 1-2
Home Country: Japan
Role: Wild Child
PL 8 (98)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 3 (+14)
Deception 4 (+4)
Perception 4 (+3)
Ranged Combat (Blasts) 4 (+10)

Advantages:
Improved Critical (Giant Carp Attack), Improved Critical (Bobbing Bear), Improved Initiative, Ranged Attack 6

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Power Swing" Deflect 10 (10) -- [12]
  • AE: "Bobbing Bear/Thunder Storm" Blast 4 (Feats: Variable- Lightning or Bear Damage) (Reduced Defenses -2, Diminished Range -1) (4)
  • AE: "Giant Carp Attack" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +14 (+1 Damage, DC 17)
Special Moves +12 (+3 Damage, DC 18)
Blasts +10 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Proving Himself The Toughest)- Kinta wishes to impress the other kids at his school.
Weakness (Predictability)- Kinta 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 34 / Skills: 32--16 / Advantages: 9 + 9 / Powers: 12 / Defenses: 18 (98)

-Kinta is based off of the "Kintaro" character of Japanese folklore- a "Wild Child" archetype. The character is a little cave-boy, but usually quite edited in America, as the Japanese version EXPOSES HIS GENITALS during some of his damage animations. This is done in a "LOL naked kids!" way that is funny in Japan (Crayon Shinchan does the same thing with his little triangle wiener), but seems likely to lure weirdos at the same time. In his first two games, he also did a "bite and suck" move to the heads of male opponents, but the BREASTS of female ones. This was later changed.

-Kinta is the great grand-nephew of Kanji, the Boss of PI Legends, and a hyperactive kid who always gets into trouble. Given a dog named Pochi/Poochy by his father, he still misbehaved, but his dog eventually died, promising to be with him always as a spirit- Kinta can now summon or transform into Pochi. Naturally, he joins the tournament to impress the other kids at his "School For Troublesome Children". He skips out on both Groove on Fight AND Matrimelee, and Pochi is later a separate character, too, but he returns for the final two games in the series.

-Kinta fights using pets that appear from nowhere, effectively acting as Blasts & Strikes as most attacks in the game do. Unintelligent but fight-y, he's PL 7.5 owing to all the games he misses.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Pochi

Post by Jabroniville » Sun May 19, 2019 7:54 pm

Image

POCHI (Poochy)
First Appearance:
Power Instinct 2 (1994)
Game Appearances: Power Instinct 2 & Legends, Matrimelee, Shin Goketsuji 1-2
Home Country: Japan
Role: Ghost Dog
PL 8 (111)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE -3 AWARENESS 2 PRESENCE -3

Skills:
Acrobatics 6 (+10)
Athletics 10 (+13)
Close Combat (Unarmed) 2 (+13)
Insight 2 (+4)
Intimidation 6 (+3)
Perception 6 (+8)
Ranged Combat (Blasts) 6 (+10)

Advantages:
Improved Critical (Doggy Dive), Improved Critical (Giant Coin), Improved Critical (Bone Toss), Ranged Attack 2

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Kuun Kuu Wan Wan- Bone Toss" Blast 3 (Extras: Multiattack) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [6]
  • AE: "Guun Wan Wan- Giant Coin" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3)
  • AE: "Boow Bow- Doggy Dive" Strength-Damage +2 (Inaccurate -1) (1)
"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Giant Coin/Bone Toss +10 (+3-4 Ranged Damage, DC 18-19)
Initiative +4

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

Complications:
Motivation (Protecting Kinta)- Pochi is so devoted to protecting Kinta that he comes back from the dead to assist him.
Weakness (Predictability)- Pochi 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 54 / Skills: 38--19 / Advantages: 5 + 9 / Powers: 11 / Defenses: 13 (111)

-One of the weirder Power Instinct characters, Pochi (probably supposed to be "Poochy") is the ghost of Kinta's beloved pet dog. He was initially a transformation of Kinta's, but he appeared separately in another game before being turned back into a transformation. His name is often spelled differently, and his special moves are named after the onomatopoeia for dog noises in Japan.

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HalloweenJack
Posts: 1058
Joined: Sat Nov 05, 2016 8:50 pm

Re: Jab’s Builds! (Otane & Oume! Angela! Kanji!)

Post by HalloweenJack » Sun May 19, 2019 10:03 pm

ya know....I feel like we should always be talking about him.

Even when he's not around, we should be asking where he is.

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KorokoMystia
Posts: 882
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Otane & Oume! Angela! Kanji!)

Post by KorokoMystia » Sun May 19, 2019 10:12 pm

Note: Poochy died on the way back to his home planet.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Annie

Post by Jabroniville » Mon May 20, 2019 2:24 am

Image
Image

ANNIE HAMILTON
First Appearance:
Power Instinct (1993)
Game Appearances: Power Instinct 1-2, Legends, Matrimelee, Shin Goketsuji 1-2
Home Country: England
Role: Rich Girl, The Chick
PL 8 (109)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 3 (+15)
Deception 2 (+5)
Perception 3 (+4)
Persuasion 3 (+6)
Ranged Combat (Blasts) 4 (+10)

Advantages:
Benefit 2 (Wealth), Improved Critical (Swanny Clash), Improved Critical (Rainbow Rise), Improved Critical (Cosmic Throw), Improved Initiative, Ranged Attack 6

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Swanny Clash/Photon Burst" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3) -- [5]
  • AE: "Rainbow Rise" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Cosmic Throw" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +15 (+1 Damage, DC 17)
Special Moves +13 (+3 Damage, DC 18)
Blasts +10 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Spending Money)- Though Annie comes from a rich family, she wishes to earn her own money.
Responsibility (Animal Lover)- Annie loves animals, having a menagerie of her own. In Power Instinct Legends, she is promised a zoo of her own if she wins the tournament.
Rivalry/Relationship (Keith Wayne)- Annie is a rival of Keith's, but they are seen married in the future. Later games indicate she keeps wanting to change her looks for him.
Weakness (Predictability)- Annie 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done. However, Blasts may be used continuously with no penalties.

Total: Abilities: 52 / Skills: 32--16 / Advantages: 12 + 9 / Powers: 5 / Defenses: 15 (109)

-Annie Hamilton is a good example of the failings of Power Instinct as far as Character Design went. They have only one character to represent The Hot Chick in this game (there's two old ladies and one brutish woman- not a broad spectrum of dudes into that), and... it's a generic wide-eyed anime girl with... green pants and a white shirt. Like... not FANCY pants or a nice shirt. Just... some pants and a shirt. I guess there's that red girdle-thing, too, but... it's very, very plain. I mean, you could have done ANYTHING with this design, and I feel like they just looked out the window and grabbed the first thing they saw. Otane's "Young Chick" form suffers from the same problem, too- just some very, very plain stuff in this game.

-Annie is another long-timer- a rich British woman who was based off of someone at the Atlus offices, and some all-female theatre troupe. Searching for a way to earn her own spending money, she's a kind woman, but "overbearing and bossy", owing to her wealthy upbringing. In Groove On Fight, she and Keith are revealed to have a son- Chris Wayne. This is furthered in later games, which show her at first acting all cold and distant to Keith, but by the end, she's changing her appearance in hopes of attracting him.

-Annie is another small, athletic fighter, though her unusual attacks include throwing a GOLDEN SWAN at her opponent. Her other stuff is pretty typical for the series.

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catsi563
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Re: Jab’s Builds! (Otane & Oume! Angela! Kanji! Annie!)

Post by catsi563 » Mon May 20, 2019 2:29 am

Classic tsundere there
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories

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