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Jab's Builds: He-Man, Teela, Man-at-Arms, Horde Troops

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Re: Jab's Builds: Bison, Guy, Cody, Haggar, Maki, Hugo, Gill

Postby Jabroniville » Sat Aug 20, 2011 11:14 pm

Image

ORO
Created By:
Unknown
First Appearance: Street Fighter III (1997)
Home Country: Japan (lives in Brazil)
Role: Mary Sue, The Old Hermit
Vague Martial Art Basis: Senjutsu
PL 10 (171)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 4 PRESENCE 0

Skills:
Acrobatics 7 (+12)
Athletics 7 (+10)
Close Combat (Unarmed) 7 (+16)
Expertise (Martial Arts) 14 (+16)
Expertise (Hermit) 8 (+10)
Perception 10 (+14)
Ranged Combat (Ki Blast) 4 (+12)
Stealth 7 (+12)
Treatment 6 (+10)

Advantages:
Assessment, Chokehold, Defensive Attack, Defensive Throw, Diehard, Evasion, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Improved Critical (Special Moves) 2, Improved Critical (Nichirin Sho), Improved Grab, Improved Initiative, Luck, Ranged Attack 8, Takedown (total 2), Tracking, Ultimate Martial Arts Skill

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 3, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Power Punch" Strength-Damage +1 [1]
"Ki Mastery" Immunity 3 (Aging, Disease, Poison) [3]
"Detect Ki" Senses 3 (Detect Ki- Ranged, Acute) [3]

"Special Moves"
Strength-Damage +2 (Inaccurate -1) [1]
"Nichirin Sho" Blast 5 (Diminished Range -1) (9) -- [11]
    AE: "Telekinesis" Move Object 4 (8)
    AE: "Tengu-Stone" Aura 4 (Flaws: Tiring, Limited to 3 Rounds) (8)
Offense:
Unarmed +17 (+4 Damage, DC 19)
Special Moves +15 (+6 Damage, DC 21)
Blast +12 (+5 Ranged Damage, DC 20)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +16 (DC 26), Toughness +3 (+4 D.Roll), Fortitude +6, Will +11

Complications:
Motivation (Finding a Successor)- Oro is now looking for a new person to train in his style, after years of living like a hermit. This will be accomplished by beating the $#!% out of people.
Responsibility (Man Out of Time)- An old, weird-looking pervert, Oro is unmistakeable and doesn't "get" a lot of modern society, and this will make all social situations more difficult.
Weakness (Predictability)- Oro, like all Street Fighters, 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: 52 / Skills: 68--34 / Advantages: 27 + 14 / Powers: 19 / Defenses: 25 (171)

-Oro... God how I hate this character. He's like a perfect microcosm of everything I dislike about later "Street Fighter" designs. He's introduced as basically a Mary Sue guy whose Martial Arts skill is SOOOOO great that he has to tie up one of his arms just to avoid killing everyone, and he's said to be greater than Ryu, and equivalent to Akuma. Not to mention the fact that he's full of asinine humour and "bwah-hah- he has SNOT coming out of his nose!" types of dumb gags that suit a children's game more than something featuring the mighty World Warriors. And then there's his appearance- just some weedy, short, shrivelled old man (a caricature of the late head of the famous Gracie Jiu-Jitsu family) in a weak tattered outfit. This guy just SUCKS.

-Fighting Style: Oro is kind of a mix of his in-game self and his in-canon self. He's SUPPOSED to be the greatest of all fighters, comparable to Akuma himself, but in the games he's just another guy. Therefore, I made him a powerful PL 10 character all-around, with more Advantages than your average World Warrior (he's much more expensive than Ken or Ryu), a decent Blast (like most "Hold-Back" projectiles, it isn't Distracting), and other good stuff. He utilizes a lot of accuracy-modifying Attack Advantages, especially Power & Accurate Attack, showcasing his eternal mastery of the martial arts. His Super Arts include your standard Multiattack stuff, plus a "Tengu-Stone" move that summons three Telekinetically-controlled objects that can whip around like an Aura for a few rounds, causing extra damage. Going with a more in-canon format, you could amp Oro up to a PL 11, but I hate him so much that I refuse :).
Last edited by Jabroniville on Sun Aug 21, 2011 12:24 am, edited 1 time in total.
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Re: Jab's Builds: Bison, Guy, Cody, Haggar, Maki, Hugo, Gill

Postby luketheduke86 » Sun Aug 21, 2011 12:00 am

Jabroniville wrote:This page also features a tremendous bit about how the horrible character Rufus was created, and how he was actually an awesome Ken rival at first.

Argh! I'm baffled by the decision to discard the original designs for the travesty that Rufus became... :|
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Re: Jab's Builds: Final Fight, Maki, Hugo, Gill, Urien, Oro

Postby Jabroniville » Sun Aug 21, 2011 12:08 am

Image

ROSE
Created By:
Unknown
First Appearance: Street Fighter Alpha 2 (1996)
Home Country: Italy (Genoa, specifically)
Role: The Good Side, Mystic Chick
Vague Martial Art Basis: Soul Power
PL 9 (149)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 8 (+12)
Athletics 5 (+7)
Close Combat (Unarmed) 5 (+14)
Deception 2 (+5)
Expertise (Fortune Telling) 8 (+12) -- Uses Awareness
Expertise (Martial Arts) 2 (+5)
Insight 5 (+9)
Perception 6 (+10)
Persuasion 3 (+6)
Ranged Combat (Soul Power) 4 (+12)
Stealth 2 (+6)

Advantages:
Assessment, Daze (Persuasion), Improved Critical (Soul Spark), Improved Critical (Soul Throw) 2, Improved Critical (Soul Spiral) 2, Ranged Attack 4, Trance

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 2, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Martial Strike" Strength-Damage +1 [1]

"Special Moves"
"Soul Spiral" Strength-Damage +2 (Inaccurate -1) [1]
"Soul Spark" Blast 5 (Flaws: Distracting) (10) -- [12]
    AE: "Soul Reflect" Deflect 10 (Extras: Reflection) (Flaws: Distracting) (10)
    AE: "Soul Throw" Strength-Damage +2 (Extras: Secondary Damage 3) (Flaws: Grab-Based) (Inaccurate -1) (1.5)
Offense:
Unarmed +14 (+3 Damage, DC 18)
Soul Spiral/Throw +12 (+5 Damage, DC 20)
Soul Spark +12 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +2 (+3 D.Roll), Fortitude +6, Will +8

Complications:
Motivation (Defeating Bison)- Rose has some kind of premonition about Bison's evil, and so she'd devoted to stopping him. This will be accomplished by beating the $#!% out of people.
Responsibility (Sharing a Soul with Bison)- Rose is apparently the "Good Side" that Bison discarded when he fully gave himself over to evil.
Weakness (Predictability)- Rose, like all Street Fighters, 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 her Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 62 / Skills: 50--25 / Advantages: 12 + 13 / Powers: 14 / Defenses: 23 (149)

-Rose is a character I could never quite "get", really. The whole "Her & Bison share a soul because he excised all the good from his body" origin story is weird, and I can't figure out how a career FORTUNE TELLER gained the fighting skillz to hand people their asses in an elite martial arts tournament. Sure she's got "Soul Power" to contrast Bison's "Psycho Power", but how does that help her throw punches & kicks? At least Bison gets into tons of fights as a day-job. Her design is rather weird as well, wearing some kind of pink/purple dress with heels and a big ol' scarf- she's kind of over-accessorized and doesn't really look like someone who can fight. There's ways to make dress-wearing ladies threatening (KoF's Mature & Vice had a disturbing violent chick aura to them), but this isn't it.

-Fighting Style: Rose is another Girl Fighter, but uses a more varied bit of offense- she can reflect Projectiles back at her attackers, send out a generic Blast, set people alight with her Soul Throw, and do a standard Special Move. She's kinda PL 8.5 because I can't quite see her as being the sheer equal of a Zangief or a Cammy, but she still does okay, and her Skills are quite good.
Last edited by Jabroniville on Sun Aug 21, 2011 12:23 am, edited 2 times in total.
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Re: Jab's Builds: Bison, Guy, Cody, Haggar, Maki, Hugo, Gill

Postby Jabroniville » Sun Aug 21, 2011 12:10 am

luketheduke86 wrote:
Jabroniville wrote:This page also features a tremendous bit about how the horrible character Rufus was created, and how he was actually an awesome Ken rival at first.

Argh! I'm baffled by the decision to discard the original designs for the travesty that Rufus became... :|


I KNOW, RIGHT? Seriously, a giant Kareem Abdul Jabbar in a fuzzy gi might have looked a bit silly, but it was easily workable. But the black dude in the bad-ass black & gold gi? That design was TIGHT.

I do enjoy how this BigMex guy shares my love for the "Street Fighter EX" characters- they were a VERY solid bunch of designs, and it's a shame they only show up in "Fighting Layer" and never got to move on. Ken had a much better rival in that game. Not a big fan of his assessment that Dee Jay & Fei Long were the worst SF II designs when T. Hawk is RIGHT THERE, though.
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Re: Jab's Builds: Mike F'n Haggar, Hugo, Gill, Urien, Oro, Rose

Postby Murkglow » Sun Aug 21, 2011 12:37 am

I never saw Gill in play but I did watch a lot of Urien fights and I'm kinda sad his "damage field" power didn't make it onto the build. It's a rather rare power and I was wondering how you'd do it.
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Re: Jab's Builds: Mike F'n Haggar, Hugo, Gill, Urien, Oro, Rose

Postby Jabroniville » Sun Aug 21, 2011 12:46 am

Do you mean the Aegis Reflector? I don't normally include guys' Super Combos into things, but it looks a bit like a standard Blast linked to Deflect (Extras: Reflect), all with the flaws Tiring and/or Distracting. The whole "Big Floaty Thing" aspect almost seems like a Create effect, but it's really more of a descriptor to me.

Of course, you could REALLY over-complicate things and give him Affects Others Energy-Aura & Deflect that only affects his Created Objects- basically it gives his Objects Powers.

I'd say it would look like:
Blast 8 (Flaws: Tiring, Distracting) Linked to Deflect 10 (Extras: Reflect) (Flaws: Tiring, Distracting) (9)

Create Object would look more like

Create 4 (Flaws: Concentration Duration, Tiring, Distracting) Linked to Energy Aura 8 (Extras: Affects Others Only +0, Ranged) (Flaws: Limited to 3 Rounds, Tiring, Distracting, Limited to Created Objects) Linked to Deflect 10 (Extras: Affects Others Only +0) (Flaws: Limited to Created Objects, Tiring, Distracting) (11.5)

Uh... which is more expensive than his base power, and thus illegal. Might have to just add one of these to him after all. Actually, I think the latter version wouldn't work, because an Aura effect on an object that kinda sits there is useless in an RPG (in a 2D fighter, it's a little harder to avoid). I'll use the first version.
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Re: Jab's Builds: Bison, Guy, Cody, Haggar, Maki, Hugo, Gill

Postby luketheduke86 » Sun Aug 21, 2011 2:14 am

Jabroniville wrote:
luketheduke86 wrote:Argh! I'm baffled by the decision to discard the original designs for the travesty that Rufus became... :|


I KNOW, RIGHT? Seriously, a giant Kareem Abdul Jabbar in a fuzzy gi might have looked a bit silly, but it was easily workable. But the black dude in the bad-ass black & gold gi? That design was TIGHT.

Indeed! The Kareem look was neat because of the Game of Death reference. I completely agree that the black and gold "King Cobra" character design just looked awesome and he could have been a great adversary for Ken. *Sigh* Who knows maybe Capcom will realize his potential and include him in some DLC or a future game.
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Re: Jab's Builds: Mike F'n Haggar, Hugo, Gill, Urien, Oro, Rose

Postby Jabroniville » Sun Aug 21, 2011 10:41 pm

Image

Dear Capcom- I am never defending you against SNK again. Sincerely- Jab.

RUFUS
Created By:
Unknown
First Appearance: Street Fighter IV (2010)
Home Country: The United States
Role: The Scrappy, Fat Bastard, The Unknown Rival (to Ken), Ethnic Stereotype (of Americans)
Vague Martial Art Basis: Kung Fu (self-taught)
PL 9 (108)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 3
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Acrobatics 8 (+13)
Athletics 6 (+8)
Close Combat (Unarmed) 5 (+13)
Deception 2 (+1)
Expertise (Martial Arts) 5 (+4)
Intimidation 2 (+1)
Vehicles 3 (+6)

Advantages:
Agile Feint, Defensive Attack, Evasion, Follow-Up Strike (Messiah Kick), Improved Critical (Messiah Kick) 2, Improved Initiative, Move-By Action, Ranged Attack 3, Uncanny Dodge

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 2, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Martial Strike" Strength-Damage +1 [1]
Leaping 1 (15 feet) [1]

"Special Moves"
"Messiah Kick" Strength-Damage +2 (Inaccurate -1) [1]
"Galactic Tornado" Strength-Damage +0 Linked to Affliction 5 (Strength or Agility; Hindered & Vulnerable) (Feats: Reach 3) (Extras: Extra Condition) (Flaws: One Degree -2) Linked to Move Object 2 (Flaws: Limited to Towards Him) (7.5) -- [8.5]
    AE: "Snake Strike" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) (1.5)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Messiah Kick +11 (+5 Damage, DC 20)
Galactic Tornado +13 (+3 Damage & +5 Affliction, DC 18 & 15)
Snake Strike +13 (+3 Damage, DC 18)
Initiative +9

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

Complications:
Motivation (Defeating Ken)- Rufus is incensed that Ken is considered the greatest American martial artist alive, and he strives to beat Ken and take the title for himself. This will be accomplished by beating the $#!% out of people.
Responsibility (Dumbass)- Rufus is so mind-numbingly stupid that he cannot even recognize Ken, often mistaking other people for him (including Cammy). He is also prone to rambling incessantly about whatever springs to mind.
Relationship (Candy)- Rufus has a trashy-dressing floozy of a girlfriend named Candy.
Weakness (Predictability)- Rufus, like all Street Fighters, 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: 38 / Skills: 31--15.5 / Advantages: 12 + 13 / Powers: 11.5 / Defenses: 18 (108)

-Rufus is just... wow. I don't really have that many problems with adding a "Joke" character into the canon. I mean, Dan is a joke, but even then- he's more of a parody/take that to SNK and their clone heroes. But Rufus is meant to be a good fighter in the game, AND he's the rival to Ken, a role that was supposed to go to one of two other potentially great designs. Instead we got this big fat loser of an idiot who jiggles all over the place and hits super-quick Kung Fu strikes, despite his tremendous bulk. He's not even Sumo Fat or Tough Guy Fat... he's just morbidly obese with tiny arms and legs, and he looks stupid. I could have accepted that if they made him a deliberately crappy fighter, but they didn't, and now we're stuck with this loser design. Rufus sucks.

-Fighting Style: Despite his prodigious bulk, Rufus fights more like a rapid-attacking athletic Poker, doing small, quick damage. He goes All-Out or Power on his attacks a LOT, and his moves are fairly weird, in that one kind of sucks the opponent in (a low-rank Affliction that renders them Vulnerable, linked to a Move Object and a Strike because he can also bean someone once they're close to him). His Snake Strike is a weird Multiattack that only hits jumpers, but that's kinda hard to write into M&M terms (since jumping in to attack is just a descriptor and not a different kind of attack here), so I made it your standard Multiattack instead. I was gonna make him PL 8 because he sucks so bad, but I think he actually has some high defense, so he's PL 9 defensively, PL 8 offensively. Still no great shakes as a World Warrior, but he's not totally worthless.
Last edited by Jabroniville on Tue Aug 23, 2011 2:17 am, edited 3 times in total.
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Re: Jab's Builds: Mike F'n Haggar, Hugo, Gill, Urien, Oro, Rose

Postby Jabroniville » Sun Aug 21, 2011 10:42 pm

Image

SETH
Created By:
Unknown
First Appearance: Street Fighter IV (2010)
Home Country: None
Role: The Boss, Cheese-Machine, Copycat Fighter
Vague Martial Art Basis: Copycatting Others
PL 12 (214)
STRENGTH
5 STAMINA 6 AGILITY 6
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+13)
Athletics 8 (+13)
Close Combat (Unarmed) 8 (+18)
Deception 4 (+8)
Expertise (Shadowloo Leader) 8 (+13)
Expertise (Science) 6 (+11)
Expertise (Martial Arts) 8 (+13)
Insight 3 (+6)
Intimidation 8 (+12)
Perception 4 (+7)
Persuasion 2 (+6)
Technology 6 (+11)

Advantages:
Assessment, Beginner's Luck, Chokehold, Defensive Attack, Defensive Throw, Diehard, Evasion, Fearless, Follow-Up Strike (3 Shoryukens), Great Endurance, Improved Critical (Tanden Storm) 2, Improved Critical (Sonic Boom) 2, Improved Critical (Shoryuken) 2, Improved Critical (Spinning Piledriver) 2, Improved Grab, Improved Initiative, Ranged Attack 11, Startle, Takedown (total 2)

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 4, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Martial Strike" Strength-Damage +1 [1]

"Special Moves"
"Tanden Storm" Affliction 10 (Strength; Hindered & Vulnerable/Exhausted & Immobile) (Extras: Extra Condition, Ranged) (Flaws: Limited Degree, Tiring) (Diminished Range -2, Inaccurate -1) Linked to Blast 10 (Extras: Multiattack) (Flaws: Limited to Those Taken in by Storm, Tiring) (Diminished Range -2, Inaccurate -1) (14) -- [21]
    AE: "Sonic Boom!" Blast 6 (12)
    AE: "Shoryuken!" Strength-Damage +2 (Extras: Multiattack 8) (Flaws: Distracting 8) (Inaccurate -1) (4)
    AE: "Lightning Leg" Strength-Damage +0 (Extras: Multiattack 6) (Flaws: Distracting 6) (3)
    AE: "Spinning Piledriver" Strength-Damage +3 (Flaws: Grab-Based) (Inaccurate -2) (2)
    AE: "Yoga Teleport" Teleport 1 (Feats: Change Velocity & Direction) (4)
    AE: "Tanden Engine" Affliction 6 (Strength; Hindered & Vulnerable/Exhausted & Immobile) (Extras: Extra Condition, Ranged) (Flaws: Limited Degree) (Diminished Range -2) (10)
    AE: "Tanden Typhoon" Blast 11 (Extras: Area- 30ft. Cylindar) (Flaws: Tiring, Distracting) (11)
Offense:
Unarmed +18 (+6 Damage, DC 21)
Lightning Leg +18 (+6 Damage, DC 21)
Shoryuken +16 (+8 Damage, DC 23)
Spinning Piledriver +14 (+9 Damage, DC 24)
Sonic Boom +14 (+6 Ranged Damage, DC 21)
Tanden Storm +12 (+10 Ranged Damage, DC 25)
Tanden Typhoon +11 Area (+11 Ranged Damage, DC 26)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +16 (DC 26), Toughness +6 (+7 D.Roll), Fortitude +11, Will +8

Complications:
Motivation (Power)- As the new leader of Shadowloo, Seth desires total power and control. This will be accomplished by beating the $#!% out of people.
Weakness (Predictability)- Seth, like all Street Fighters, 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: 84 / Skills: 72--36 / Advantages: 33 + 15 / Powers: 22 / Defenses: 24 (214)

-Seth is the new boss of the "Street Fighter IV" games, and kind of falls into the same mess Gill did as far as being a weird design goes. Capcom really hasn't managed to outdo Bison or Akuma after all these years- SNK fell into the same trap with the awesome Rugal being replaced by a never-ending stream of cloak-wearing clones with the same design requirements, but in Capcom's case, it's more the guys becoming more and more outlandish over time. Seth is an android created by Shadowloo to take over once Bison is "destroyed", but of course Bison isn't QUITE dead so we get this big mess of a story, and there's 25 other Seths out there that suck a bit worse, and it's quite complicated. The design isn't too bad (he's not as day-glo-coloured as Gill was at least), but still doesn't fit into this world.

-Fighting Style: PL 12 like the other Bosses, Seth is a powerhouse with tons of accuracy, and a horrifying amount of Alternate Effects for a game that typically only has a small amount of attacks per guy. He can unleash a Sonic Boom, Chun-Li's Lightning Leg, three Shoryukens in succession, a Teleport and a Spinning Piledriver, Zangief Style. His Tanden Engine allows him to "suck guys in" (hee hee) temporarily, which is really more of a "screw up the guy's movement & defense" Affliction than anything. However, it's more elite versions in his Ultra Moves allow him extra damage, but it's all rather Tiring, so it's much cheaper than what you'd expect from a mighty Blast/Affliction Linked Combo. Even so, Seth would handily take most Street Fighters in a fair fight, possessing the best moves of four guys, and combining many of Ryu's, Chun-Li's & Zangief's best attributes.
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Re: Jab's Builds: Hugo, Gill, Urien, Oro, Rose, Rufus, Seth

Postby Jabroniville » Tue Aug 23, 2011 12:26 am

Image

I WONDER WHICH COUNTRY CREATED THIS CHARACTER YOU GUYS!!!

INGRID (aka "The Eternal Goddess")
Created By:
Hidetoshi Ishizawa
First Appearance: Capcom Fighting Jam (2004)
Home Country: Unknown
Role: Mary Sue, Magical Girl
Vague Martial Art Basis: Unknown
PL 8 (151)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 9 (+13)
Athletics 5 (+7)
Close Combat (Unarmed) 5 (+13)
Deception 3 (+6)
Expertise (History) 11 (+12)
Expertise (Martial Arts) 6 (+7)
Insight 8 (+11)
Perception 6 (+9)
Technology 7 (+8)
Vehicles 2 (+4)

Advantages:
Evasion, Improved Aim, Improved Critical (Sunshot) 2, Improved Critical (Sun Moves) 2, Improved Initiative, Ranged Attack 8

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 2, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Martial Strike" Strength-Damage +1 [1]

"Special Moves"
Mind-Reading 4 [8]
"Sunshot" Blast 5 [10]
"Sun Moves" Strength-Damage +2 (Inaccurate -1) [1]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Sunshot +10 (+5 Ranged Damage, DC 20)
Sun Moves +11 (+5 Damage, DC 20)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +6, Will +7

Complications:
Motivation (Getting Psycho Power Back From Bison)- Ingrid apparently used to have the Psycho Power that Bison now has, and she wants it back. This will be accomplished by beating the $#!% out of people.
Weakness (Predictability)- Ingrid, like all Street Fighters, 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 her Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 50 / Skills: 62--31 / Advantages: 15 + 13 / Powers: 20 / Defenses: 22 (151)

-Ingrid's a controversial addition to the SF canon. Debuting in "Capcom Fighting Evolution" (a failed 2-D fighter that attempted to throw a bunch of different characters into one game), she basically acts as a bad Fanfic character come to life- she's a super-wise teenage girl who's a counter-point to Bison, and controls the same power (which is already covered as a concept by Rose). She's fairly well-hated by the fandom for good reason, and her only in-canon appearance is the handheld version of "Street Fighter Alpha 3".

-Fighting Style: Ingrid is another standard Girl Fighter, but she can also read minds. I made her PL 8 because she's a one-shot loser who we'll probably never see again, but there's some evidence that she can time travel (by what means we have no idea). She might even have other powers, but this is all that shows up in her video game self.
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Re: Jab's Builds: Hugo, Gill, Urien, Oro, Rose, Rufus, Seth

Postby Jabroniville » Tue Aug 23, 2011 12:27 am

Image

GOUKEN
Created By:
Unknown
First Appearance: Street Fighter IV (2008)
Home Country: Japan
Role: The Mentor (to Ken & Ryu), Returned Dead Guy
Vague Martial Art Basis: Karate (Kyokushinkai-style) & Judo
PL 12 (207)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 5 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 10 (+14)
Close Combat (Unarmed) 10 (+18)
Expertise (Martial Arts) 13 (+16)
Insight 8 (+13)
Intimidation 5 (+8)
Perception 9 (+14)
Persuasion 5 (+10)
Ranged Combat (Ki Blasts) 8 (+16)
Stealth 3 (+8)
Treatment 7 (+10)

Advantages:
Asssesment, Cunning Fighter (Uses Attack to Feint), Defensive Attack, Defensive Strike, Defensive Throw, Diehard, Evasion, Fearless, Great Endurance, Improved Critical (Ki Attacks) 2, Improved Critical (Hurricane Kick) 2, Improved Initiative, Last Stand, Precise Attack (Close/Concealment), Ranged Attack 6, Takedown (total 2), Trance

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 3, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Martial Strike" Strength-Damage +2 [2]
Leaping 1 (15 feet) [1]
Speed 1 (4 mph) [1]

"Special Moves"
"Warping Strong Pierce Wave" Strength-Damage +2 (Inaccurate -1) [1]
"Go Hadoken" Blast 7 (Diminished Range -1) (13) -- [16]
    AE: "Strong Tornado Spiral" Strength-Damage +0 (Extras: Multiattack 6) (Flaws: Distracting 6) (3)
    AE: "Shin Shoryuken" Strength-Damage +4 (Extras: Multiattack 8) (Flaws: Distracting, Tiring) (Inaccurate -2) (3.5)
    AE: "Denjin Hadoken" Blast 11 (Extras: Multiattack) (Flaws: Distracting, Tiring) (Inaccurate -2) (9)
Offense:
Unarmed +18 (+6 Damage, DC 21)
Pierce Wave +16 (+8 Damage, DC 23)
Go Hadoken +16 (+7 Ranged Damage, DC 22)
Strong Tornado Spiral +18 (+6 Damage, DC 21)
Shin Shoryuken +14 (+10 Damage, DC 25)
Denjin Hadoken +12 (+11 Ranged Damage, DC 26)
Initiative +9

Defenses:
Dodge +16 (DC 26), Parry +18 (DC 28), Toughness +5 (+6 D.Roll), Fortitude +10, Will +13

Complications:
Motivation (Teaching )- Gouken is the mentor to Ryu and Ken, and wishes to see how far their training has come. This will be accomplished by beating the $#!% out of people.
Responsibility (Peace)- Gouken believes strongly in the peaceful and defensive aspects of the martial arts, and rejects the killing arts taught to he and Akuma by their trainer, Goutetsu.
Enemy (Akuma)- The two fight over the nature of the martial arts (killing vs. self defense), the culmination of Ryu's training (Akuma wants to kill a worthy, violent and bloodthirsty Ryu, while Gouken wants him to become a peaceful man), and the murder of Goutetsu.
Weakness (Predictability)- Gouken, like all Street Fighters, 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: 70 / Skills: 86--43 / Advantages: 24 + 14 / Powers: 21 / Defenses: 35 (207)

-Gouken's been rumoured about since the dawn of time... well, since Electronic Gaming Monthly made an infamous fake column describing the "Secret Boss" Sheng-Long (famously named for a mistranslation of Ryu's "You must defeat my Dragon Punch to stand a chance!"- Sheng Long was presumed to be his mentor's name by American fans). "Sheng-Long" would debut by beating the snot out of Bison (a debut actually given to Akuma years later) and fight you. It wasn't for several more years that we'd get his whole story- Gouken and his master Goutetsu were both slain by the renegade martial artist Akuma (Gouken's own brother), and now Akuma was coming for Ryu.

-"Street Fighter IV" had it's major announcement with the proclamation that Gouken had, in fact, survived (Akuma's "Murdering Art" has officially killed one of the five people he's hit with it in-canon)! Instead of being another simple Shotoclone in a tattered gi, he was a big, burly old man, with HUGE muscles and a one-strap outfit, which wasn't really what I was expecting. He eschewed the Dragon Punch for a RISING Hurricane Kick, and does a couple other unique moves as well. Personally, I was a bit hesitant to accept ANOTHER "SF" ret-con (Capcom is BAAAAAAD for that), but really- it's been rumoured since the early 90s, and it's not like retcons aren't part and parcel of being a Capcom game-player, so what the hey.

-Fighting Style: Gouken is another PL 12 Boss-level powerhouse, being much more powerful than Ken or Ryu (beating them by two notches each in accuracy and power, and being much more defensive as well). He matches Akuma, and fights much like him, but alters a few things. He only uses Shoryukens in his Super Arts, but his Hadokens are EXTREMELY dangerous, and his Hurricane Kick variant rises just like a Dragon Punch will anyways. Gouken is bloody tough.
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Re: Jab's Builds: Hugo, Gill, Urien, Oro, Rose, Rufus, Seth

Postby Jabroniville » Tue Aug 23, 2011 12:42 am

Image
Image

Kiss your ass good-bye.

AKUMA (aka "Gouki")
Created By:
Unknown
First Appearance: Super Street Fighter II Turbo (1994)
Home Country: Japan
Role: Secret Boss, Head-Swap (of Ken & Ryu), Super-Boss, Evil Mirror Image Villain
Vague Martial Art Basis: Karate (Kyokushinkai-style) & Judo
PL 12 (224)
STRENGTH
4 STAMINA 5 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+14)
Athletics 10 (+14)
Close Combat (Unarmed) 9 (+19)
Deception 6 (+8)
Expertise (Martial Arts) 13 (+15)
Insight 4 (+7)
Intimidation 12 (+14)
Perception 10 (+13)
Ranged Combat (Ki Blasts) 6 (+16)
Sleight of Hand 2 (+4)
Stealth 6 (+12)

Advantages:
Asssesment, Chokehold, Cunning Fighter (Uses Attack to Feint), Daze (Intimidation), Defensive Attack, Defensive Strike, Defensive Throw, Diehard, Evasion 2, Fascinate (Intimidation), Fearless, Great Endurance, Improved Critical (Ki Attacks) 3, Improved Critical (Shoryukens) 3, Improved Critical (Hurricane Kick) 3, Improved Initiative 2, Last Stand, Precise Attack (Close/Concealment), Ranged Attack 8, Startle, Takedown (total 2), Taunt, Trance, Uncanny Dodge

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll 2, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 4, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Martial Strike" Strength-Damage +1 [1]

"Special Moves"
"Go Shoryuken" Strength-Damage +2 (Inaccurate -1) [1]
"Tenma Go Zanku" Blast 10 (Extras: Multiattack) (Flaws: Tiring) (Inaccurate -1) (19) -- [27]
    AE: "Zanku Hadoken" Blast 8 (Feats: Split) (17)
    AE: "Shakunetsu Hadoken" Blast 8 (Extras: Secondary Effect 4) (Flaws: Distracting) (12)
    AE: "Hurricane Scythe Kick" Strength-Damage +0 (Extras: Multiattack 5) (Flaws: Distracting) (2.5)
    AE: "Murderous Strong Rising Dragon" Strength-Damage +4 (Extras: Multiattack 9) (Flaws: Tiring) (Inaccurate -2) (4.5)
    AE: "Ashura Senku" Teleport 2 (Feats: Change Velocity & Direction) (6)
    AE: "Murderous Strong Surge" Damage 12 (Extras: Area- 30ft. Line) (Flaws: Tiring) (12)
    AE: "Instant Hell Murder" Strength-Damage +6 (Extras: Multiattack 11) (Flaws: Tiring, Grab-Based) (Inaccurate -3) Linked to Weaken Stamina 11 (Flaws: Tiring, Grab-Based) (6.5)
    AE: "Kongou Kokuretsu Zan" Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Tiring) (12)
Offense:
Unarmed +19 (+5 Damage, DC 20)
Go Shoryuken +17 (+7 Damage, DC 21)
Zanku Hadoken +16 (+8 Damage, DC 23)
Hurricane Scythe Kick +19 (+5 Damage, DC 20)
Rising Dragon +15 (+9 Damage, DC 24)
Murderous Strong Surge +12 Area (+12 Damage, DC 27)
Tenma Go Zanku +14 (+10 Ranged Damage, DC 25)
Instant Hell Murder +13 (+11 Damage & +11 Weaken, DC 26 & 21)
Initiative +14

Defenses:
Dodge +14 (DC 24), Parry +16 (DC 26), Toughness +5 (+7 D.Roll), Fortitude +12, Will +11

Complications:
Motivation (Killing Powerful Opponents)- Akuma's greatest desire is to perfect himself through mortal combat against powerful opponents- he seeks out only the strongest, and wants to bring out the power in others. This will be accomplished by beating the $#!% out of people.
Responsibility (Honour)- Despite being blatantly evil, Akuma has a f***** up moral code. He will not combat weak opponents, nor seek out many adversaries. He refused to finish off Gen upon realizing he was sick and dying. However, if you interrupt his training while he's blasting away at stuff, you just might get hit by an unintentional energy blast. Just saying.
Weakness (Predictability)- Akuma, like all Street Fighters, 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: 86--43 / Advantages: 39 + 16 / Powers: 29 / Defenses: 29 (224)

-Akuma is sort of the ultimate final boss dude of the entire Street Fighter-verse. Introduced as the final secret boss in the final "Street Fighter II" iteration (unless you count the remakes in the 2000s), Akuma was inspired by the super-hard pallete-swap Secret Bosses in the "Mortal Kombat" franchise, like Reptile, Smoke, Noob Saibot & Jade. He's another Ken/Ryu guy, but with SUPER versions of their attacks, include an Air Fireball that made him nigh-unstoppable in a game with zero air-blocking or any concept of such a move until that point. And so it came that nearly EVERY other "Street Fighter" game after this would have to include ol' Gouki (his Japanese name- it was changed for the States because of some stuff, but frankly, I think "Gookie" is a stupid-sounding name, could almost be seen as racist to Koreans, and almost rhymes with cookie, so he sounds like a sissy).

-He's got your classic "I must fight to become stronger!" Shonen origin story, but turned on it's evil head, as he killed his old master Goutetsu, then offed Gouken himself years later. Now he tries to bring out the "Dark Hadou" in young Ryu, so that he can fight SF's main hero himself some day. Kind of interesting, in a screwed-up sort of way.

-Fighting Style: Akuma is basically Ryu & Ken, amped up to PL 12 with tons of super-damaging Super Arts. He's so insanely powerful that he's got a half-dozen super-death attacks, including two Area Attacks, a Multiattack, the fabled "Instant Hell Murder" technique that Multiattacks a Grabbed opponent and "Steals Their Soul" (Weaken Stamina, ie. a Death Effect)- the last one is considered the most fatal attack in history, so of course no less than FOUR PEOPLE have survived being hit by it (Gouken, Gen, Bison & Gill), so it's been sufficiently nerfed over time. Not that a +11 Weaken/Damage linked effect is anything to sneeze at.
Last edited by Jabroniville on Wed Feb 20, 2013 6:36 am, edited 1 time in total.
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Re: Jab's Builds: Oro, Rose, Rufus, Seth, Ingrid, Gouken, Akuma

Postby BlindPugh » Tue Aug 23, 2011 12:53 pm

WOW, Akuma is scary! Instant Hell Murder nearly made me spray coffee out of my nose.
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Re: Jab's Builds: Oro, Rose, Rufus, Seth, Ingrid, Gouken, Akuma

Postby Jabroniville » Tue Aug 23, 2011 10:40 pm

CAPCOM & SNK POWER LEVELS:

OK, so that's everything for the "Street Fighter" characters! Coming up next is a few Marvel-related builds I haven't posted yet, and then I'm going to drop some 3rd Edition-related Design Diaries (sorta like my 2e ones, but with some new information).

So I probably won't get done any SNK/King of Fighters builds for a good long while (doing 64 builds in a row that are all essentially "Human-Level Martial Artist" in a row gets kind of dull after a point, y'know?), I figure I'd lay the framework for where I would place some of those characters, as well as lay down the full list of Street Fighter character Power Levels.

Note: A more Game-Accurate version of the SNK games may make all characters PL 6-8, and all the Bosses PL 16-18. Play the games, and you will understand.

PL 7 (Weak Scrubs)
-Guys who are tougher than regular people by a good long ways, but never quite made the grade as major competitors. They're one-shots, Joke Characters, teenagers, untrained people, or just guys who never got invited back after a point. Most of Capcom's are the SF I Crowd, Dan & the Dolls, but SNK has a SWACK of guys who never made it out of "The Art of Fighting" and "Fatal Fury"- nobody would buy "Jack Turner" as an elite warrior, since he obviously stopped getting tournament invitations in the mail.
Street Fighter:
The Street Fighter I crowd (Mike, Joe, Retsu, Geki & Lee)
Dan Hibiki
The Dolls (Juni & Juli, plus the others probably)

SNK:
--AoF--
Ryuhaku Todoh
Temujin
Jack Turner
Mickey Rogers
John Crawley
Lee Pai Long
--Fatal Fury--
Axel
Bob
Richard Meyer
Michael Max
Hwa Jai
Cheng
--KoF--
The American Team (Heavy D, Battler & Lucky)
Bao

PL 8 (Great Fighters, but Below the Best)
-These guys are solid members of the franchise, but something in the canon is holding them back. People who are trainees that never made the big leagues, or are in need of a good trainer fit here. They're ass-kickers on the lines of a Rookie Super-Hero, essentially. SNK has a LOT more of these guys than Capcom does, thanks in large part to the sheer size of the KoF roster- these guys made it to "King of Fighters", but failed to win ANY tournaments, and are just there as filler or to keep fans happy. They're often the back-up to more elite fighters (Athena's "Psycho Soldiers", Leona's "Ikari Warriors", Kim's "Team Korea"), or characters that came in all fresh and new in the 2000s, but failed to take hold.

Street Fighter:
Sakura
Karin
Rainbow Mika
Ingrid
---
Sean
Rufus
Maki

SNK:
--AoF--
Yuri Sakazaki
Eiji Kisaragi
King
--Fatal Fury--
Duck King (used to be lower, but now has a comeback!)
Joe Higashi
Blue Mary
Laurence Blood
Tung Fu Rue
Chonrei & Chonshu
Francho Bash
--KoF--
Choi Bounge
Heidern
Ralf & Clark
Chang
Mature & Vice
Kasumi Todoh
Angel
Shingo
Kensou
Chin
B. Jenet
May Lee
Sokaku

PL 9 (Elites)
-This is a really high PL by my standards, and they could even earn an Avengers roster credential or two. PL 10 may be the "baseline" Hero starting-point, but guys who are just martial artists with ki attacks aren't on the level of a Shang-Chi or an Iron Fist in my book- those guys fight super-powered Gods EVERY DAY. Thus, most of the World Warriors (ie. the Original Twelve Street Fighter II guys) fit here- as good as Balrog & Dudley are, I don't view them on the level of a Ken or a Ryu. The elites from "Art of Fighting" and "Fatal Fury" also end up here, as only the REALLY good fighters from either franchise can hit PL 10. There are obvious "canon" tiers at work here. A great deal of the "secondary" back-up stars to new Big Heroes in the SNK games are up here, like Kyo's, K's, and more.

Street Fighter:
Eagle
Birdie
Adon
---
Balrog
Blanka
E.Honda
Dhalsim
Zangief
Cammy
Fei Long
T. Hawk
Dee Jay
---
Rose
Charlie
---
Makoto
Necro
Twelve
Yun & Yang Lee
Elena
Q
Dudley
Ibuki
---
Juri
El Fuerte
Abel
Hakan
C. Viper
---
Cody Travers
Guy
Mike Haggar
Rolento

SNK:
--AoF--
Ryo Sakazaki
Robert Garcia
Takuma Sakazaki (he might be PL 10, though- he once deflected a WAR SATELLITE with a Hadoken!)
Mr. Big
--Fatal Fury--
Andy Bogard (also-ran, worse than Terry)
Kim Kap Hwan
Mai Shiranui
Billy Kane
Raiden
--KoF--
Benimaru
Goro Daimon
Chizuru
Athena
Maxima
Kula Diamond
Ramon
Seth
Vanessa
Leona Heidern
Whip
Tizoc
Chris, Shermie & Yashiro
Jae Hoon
Adelheid
Duo Lon

PL 10 (The Best of the Best)
-This is more than just a Great Martial Artist... these guys are the BEST. They would easily fit into the Marvel or DC Universes as top-tier guys, and could kick all sorts of ass. Both Capcom & SNK manage 9 guys each- these are top-tier canonical freakshows.

Street Fighter:
Ryu
Ken Masters
Gen
---
Chun-Li
Vega
Guile
---
Alex
Hugo
Oro

SNK:
--Fatal Fury--
Terry Bogard (the King of Fatal Fury, though he's the only elite guy on his team)
Yamazaki
--KoF--
Kyo Kusanagi
Saisyu Kusanagi
Iori Yagami
Rock Howard
K'
Ash Crimson
K-9999

PL 11 (Gods)
-Someone who would make even Ryu piss his pants a little. These guys are on the level of Spider-Man, Wolverine & Captain America here.

Street Fighter:
Sagat
M. Bison
Urien
Gouken

SNK:
--Fatal Fury--
Geese Howard
Wolfgang Krauser
--KoF--
Rugal
Zero
Mukai

PL 12-13 (Bosses)
-The Cheesemaster bosses of the Fighting Game World. Obviously a guy at the top of the heap is gonna be even higher

Street Fighter:
M. Bison (in the Fluff)
Gill
Seth
Akuma

SNK:
--KoF--
Original Zero
Kryzalid
Orochi
Omega Rugal
Igniz

Unknown: Hon Fu, Xiangfei, White, Tsugumi, Toji, Hinako, Lin, Shen Woo, Elisabeth B., Gato, Malin, Foxy

I think most Mortal Kombat characters would be PL 8-9 (they seem less-powerful overall than Street Fighter guys, especially since they're all so FRAGILE). Most other Fighting Games fit the same general standards- a bit below PL 10 for the most part, with a few elites being PL 10-12.
Last edited by Jabroniville on Wed Aug 24, 2011 1:01 am, edited 3 times in total.
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Re: Jab's Builds: Oro, Rose, Rufus, Seth, Ingrid, Gouken, Akuma

Postby Jabroniville » Tue Aug 23, 2011 11:22 pm

Here's some mini-reviews I've put together over the various fighting games out there. I'd be curious to hear others' favourites. I haven't played all of these, but I've gone through most of them, and certain things like Character Design are easily-observable.

The "Street Fighter" Series:
(+)- Often very well-balanced, with the status quo shaken up every edition. Not overwhelmingly difficult.
(+)- Eventually had the best graphics of all 2-D fighting games, especially once SF III came out.
(+)- Full of iconic, extremely-recognizable characters. Nearly any video game fan ever could name the Original Sixteen.
(+)- So influential that it spawned the entire genre. Capcom made it's bones on this series for a reason, and SNK certainly followed suit.
(+)- Has Sagat, the single greatest fighting game character of all time. His look, character depth, move-set and development stand head and shoulders above all.
(+)- The Shotoclone is the single-most-copied character concept in fighting games.
---
(-)- SF IV is full of very ugly, very lumpy characters with weird monkey-faces.
(-)- Capcom ran out of steam with character design eventually, and they started to just take ideas from SNK. And in fact, almost every character came from "JoJo's Bizarre Adventure" or some other shonen manga/anime at some point, if only visually.
(-)- Capcom RELENTLESSLY pours out mere "remakes" every year or so, adding a new mode and a new character here or there and calling it a new game. We had eleven-billion SF IIs, three Alphas, three IIIs, and now there's been three SF IVs.
(-)- Paltry character development and depth, especially compared to SNK or other fighting games. Twenty-year old characters like Zangief & E.Honda are no more developed today than they were two decades ago, and very often people's entire characterization is just "I want to prove my art/country is the best!" Even guys like Ryu & Akuma have bare-bones shonen-style motivations.
(-)- Capcom gave up on being series at all- idiotic character concepts like Hakan (looking for an oil recipe), El Fuerte (wants to be a chef, dresses like a tool) and Rufus (fat dumb rival to Ken) come flying out of the woodwork, overwhelming other character designs.

"The Art of Fighting" Series:
(+)- Highly-innovative concepts added to the fighting game world- air throws, slow-falling and the almighty SUPER-MOVES!!
(+)- Gave the world both the adorably insane crazy-girl Yuri Sakazaki, and the overwhelmingly-hot King (shut up).
(+)- One of the very few fighting games with a legit "story mode".
(+)- Big character designs, and great graphics for it's time. And their use of BATTLE DAMAGE is a crazy innovation that for some reason never caught on.
---
(-)- Horrible, horrible rip-off of "Street Fighter", done by some of the same names. John is a rip of Guile, Ryo is so much like Ryu & Ken that it's embarassing, and even Lee has Vega's claw. The remaining character designs are boring as hell, such as Jack Turner the generic biker, a generic boxer, and fat losers like Temjin. This one thing alone pretty much sinks AoF in most people's minds.
(-)- Poor game balance- famously difficult to the point of being ridiculous, and many characters are out-and-out useless in combat.
(-)- Very little of the games held up over time, with only AoF 3 having good graphics after a point. The series was dropped after Fatal Fury hit big, and became the "Also Ran" of SNK's Big Four of Fury, Shodown, KoF and AoF.

The "Fatal Fury" Series:
(+)- Some good, iconic characters, fixing many of AoF's issues. Terry Bogard is a fighting game icon, and various side-characters were still quite good- Kim Kaphwan, Raiden, Billy Kane, etc.
(+)- Geese Howard was AWESOME. One of the infamous SNK Bosses, and uses AIKIDO of all things.
(+)- Innovative gameplay with the "levels" of the stage.
---
(-)- Too many filler characters like Richard Meyer. Some guys just look like Capcom types after all (Franco Bash looks just like Mike Haggar).
(-)- Many of the characters fell away over time, as King of Fighters replaced FF as SNK's key game. Even poor Terry got taken down by Kyo as SNK's Mascot.

The "Virtua Fighter" Series:
(+)- Innovated an entire genre- all 3-D fighting games come from this one source.
(+)- Hugely-deep gameplay, well-researched fighting styles, and what I understand is great game balance- every character was apparently designed to be balanced with the others.
(+)- Pretty consistently has THE greatest graphics of pretty much any game once an installment comes out.
---
(-)- Horrible "plot" and characterization. Really, most characters are cardboard cut-outs who make SF characters look like "Macbeth", and haven't changed one iota in years. Isn't Jeffrey still chasing that big shark? The guys exist as nothing more than an excuse to trot out the same dude & fighting style each year.
(-)- Bland, uninteresting character design hampers the excellent graphics. For every Aoi there's Sarah the Generic Hot Blonde, Jacky the Blonde Guy, Akira the Ryu Rip-Off, and Jeffrey the Big Shirtless Black Guy. These guys couldn't look more plain if they tried.
(-)- They just trot out Dural as the boss every single year. Getting old, guys.

The "Tekken" Series:
(+)- Very in-depth story, with tons of unique and stand-outish characters flying around doing weird things. Very few Tekken characters are forgettable.
(+)- The character and costume designs are among the best in video games. While the outfits are relentlessly "busy" compared to other games, the characters are state-of-the-art in fashion and often look very cool. Jin, Kazuya, Hwoarrang and others are fantastic designs.
---
(-)- A little too silly at times. Considering the hyper-dramatic plots about family tragedy and death and junk, it looks jarring to see bears, dinosaurs, kangaroos and Chinese teenagers flying around.
(-)- Often ugly-looking gameplay, though I've heard tell that this is just the "amateurs" and how they play. Most Tekken looks the same to me, though.
(-)- The whole over-arching "Mishima Family" thing is kind of tired, especially once an ELDER generation got added with Heihachi's dad. It's just not fun or funny anymore.
(-)- Characters recieve no depth or change after a point- Paul & the Laws are still doing jack-all, and are only around because they've always been there. The "Jack" idea isn't funny anymore, Yoshimitsu is still around, etc. And also, the horribly tacked-on "Everyone is older as it's 20 years later, but OH NO NINA & ANNA WERE FROZEN SO THEY'RE STILL YOUNG AND HOT" thing is completely ridiculous and solely there for fanservice. And especially how they just xeroxed some of the older characters into the new set- giving Law a son exactly like him, throwing on another Jack, and giving Michelle an adopted daughter EXACTLY LIKE HER all at once is goofy. Generation Xerox taken way too far.
(-)- Still a lot of "Filler" designs out there. Ganryu the Sumo, Wang the Old Man and Bruce the Muay Thai guy are just blatant copies of age-old concepts.
(-)- Eddy Gordo and the Eddyspammers should never have been allowed. To button-mash and still rape experienced players at THIS level? Totally sad.
(-)- The series has a history of making big, stupid-looking bosses that don't fit in with the rest of the cast, and just look kind of goofy. Ogre, Devil, etc.

The "King of Fighters" Series:
(+)- Long-running, crazy story featuring over-arching plots. And of course the totally-original idea of 3 (vs) 3 fighting. Very heavily-copied stuff, especially once Capcom ran out of character ideas.
(+)- Very stylish, young-looking characters. HUGE cast of people, too, and little treats for long-time players with both recurring old casts (Art of Fighting, Fatal Fury), but the occasional returning guy (Duck King!).
(+)- Fabled for their infamously-hard bosses. This is controversial, but I think it makes you EARN your victories, so it's OK. I mean, it's the END BOSS- it SHOULD be hard.
(+)- Always came out with a new game every year, with a new story and some new stuff added.
(+)- There's been some very cool characters made over the years: Leona Heidern, Elisabeth Blanctorche, Shingo ("Shingo KEEEEECK!") and more. Rugal of course is an EPIC villain, and has style for days. No wonder he's still the series' most-iconic villain.
(+)- It's nice to see a new cast of main heroes take over after a point, compared to SF's perma-Ryu fixation.
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(-)- After a point, the graphics just looked ancient. Fixed with the more recent games, though.
(-)- As nice and detailed as their character designs were, SNK eventually became WAY too reliant on the "Well-Dressed Teenager" archetype. After a point, every single character looks the same, and you can tell an "SNK Style" character on first glance because of it. All the outfits made certain people look horribly dated eventually (old Kyo, Benimaru, etc. Even Terry's looking long of tooth- both designs!).
(-)- By a similar token, almost all of the bosses look the same after Rugal and Mukai. How many big dudes did we see wearing epic cloaks? It was just the same design over and over again.
(-)- Repeated fighting styles. Though inevitable, watching the same cast of people do "Ground Energy Wave", "Dashing Move" and "Rising Move" makes everyone look like clones at best, and Shotoclones at worst. Replacing Kyo (who was like Terry Bogard) with K' didn't help matters.
(-)- Too many teenage girls who didn't look like real fighters. The series just became overwhelmed with them after a point.
(-)- Similarly, they're way too obsessed with the "Sissy Japanese Boy" archetype. I know this is considered "Cool" and an acceptable way to get ladies in Japan (and gayness is more focused on tough "Hard Gay" archetypes), but come on- Benimaru? ASH CRIMSON? This alone probably helped sink SNK's popularity in America.

The "Mortal Kombat" Series:
(+)- Excellent stories, story modes, and characters- almost everybody, even the SCRUBS, had SOME reason to be a part of a tournament. Scorpion & Sub-Zero are famous for a reason, Johnny Cage became awesome thanks to the movie, and Goro is among the greatest video game bosses of all time.
(+)- Phenomenally influential as a series- arguably in the top ten of all time if you consider what it did re: maturity and blood in video games. The idea of having secret bosses, tons of easter eggs all over the place ("Toasty!"), etc. all made for a great experience.
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(-)- The gameplay was always rather poor- every single character had the exact same moves except for specials, and gameplay was clunky and horribly imbalanced, with "Cheap" moves being frequent.
(-)- The sequels exposed the series as poor. MK3 was famously "Bloody Disappointing" (to quote "Game Players" Magazine) as the formula got old, and the series had famous problems with the 3-D versions being considered pretty bad. The story kinda fell apart after a while, too.
(-)- Way too much xeroxing. Having a palette-swap duo in the first game, with a hidden Green Ninja was an awesome idea, and good for saving money, I guess. But adding Smoke AND Noob Saibot to the second game, then including them PLUS a Red Ninja & Purple Ninja? That was just silly. Then adding in a bunch of swapped ladies as well?

The "World Heroes" Series:
(+)- Some funny concepts, and a good overall story idea- heroes from world history gathered together to fight a JoJo's Bizarre Adventure rip-off (lotta those in the fighting game world).
(-)- The series was mostly a rip-off of Capcom's stuff, and the characters were often much too idiotic. For every Janne D'Arc (with fighting's first whip-sword) there were a dozen goofy people like Rasputin (portrayed as a flamboyantly gay mystic) or Julius Carn (a faux-Genghis Khan with tiny legs and obesity).

The "Samurai Shodown" Series:
(+)- Brilliant character design- I would say it's the best in all of the Fighting genre. Haohmauru, Hanzo, Earthquake, and Genjuro are all awesome designs and concepts, and the fighting styles are very well done.
(+)- This game had GREAT edginess and style- all the snide comments people would make ("Won again? I'm too damn good!" "Don't mock my breastplate again!") added to the bloody fatal moves to make this the coolest of SNK's games. The old Japanese music is a plus.
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(-)- The sequels started getting a lot weaker, and SNK just ran out of ideas for characters. Goofy machines and demons started coming out as the usual "Samurai #53" designs fell flat as time went on.

The "Eternal Champions" Series:
(+)- Unique-looking and cool. UNBELIEVABLY Gory- look up the fatalities on Youtube and be horribly creeped out. Some of them are authentically DISTURBING.
(-)- VERY stiff-looking game. The graphics make everyone look and move like Q from "Street Fighter III", and I'm not sure how the gameplay holds up (never played the series myself).

"Primal Rage":
(+)- One of the greatest single ideas for a video game series in history- giant dinosaurs and apes fight and murder each other.
(-)- Bad gameplay, goofy humour (acid pee?) and the fact that it's a "Mortal Kombat" rip-off worked against it.
(-)- Also, only a paltry SEVEN characters, and FOUR of them shared two sprites between them! There wasn't even a final boss!

The "Marvel (vs) Capcom" & "Marvel" Series:
(+)- Famously-gigantic rosters, great graphics, and an awesome idea merged together.
(+)- Super-Heroes are just MADE for fighting games- seeing Cap, Iron Man & Hulk in them is great.
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(-)- The balance is so unbelievably bad. Ever seen a good player play "MvC2"? Lemme guess which characters he used- Magneto, Storm, Cable & Sentinel, right? Just awful- I know it's impossible to balance 30-40 characters, but at least make more than four of them any good.
(-)- Way too button-mashy and attack-spammy for my liking. Watching people play was like watching static images and energy beams flying everywhere. I never played part 3, though.
(-)- Capcom blatantly stole the idea from King of Fighters.
(-)- Some weird ideas of what fans wanted to see. Marrow? SHUMA GORATH (who even *I* had never heard of!)?

The "Dark Stalkers" Series:
(+)- Some phenomenal character designs- Morrigan, Anakaris, Bishamon, Rikuo, Lord Raptor (guitar-playing zombie? SWEET!) and especially John Talbain are major stand-outs.
(+)- Absolute state of the art graphics for it's time- X-Men & the Alpha series both took notes from here.
(+)- Another awesome concept- famous monsters fighting is a great idea.
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(-)- Standard Capcom gameplay with few alterations, really.
(-)- Some boring designs out there. Hsein-Ko, Sasquatch, Dmitri and others were weak. Lilith is one of the most embarassingly-sick and disturbing things I've ever seen in a game, and Capcom should be ashamed. It looks like child pornography.

The "Battle Arena Toshinden" Series:
(+)- State of the art for it's time. The graphics and gameplay were totally-unique, and it was THE System-Seller for the early PlayStation era, which many people forget (since Tekken later eclipsed it so badly).
(+)- There are some great characters in here. The "Ken" rival character is great, Gaia was a sweet boss (and later joined the cast in another cool design), they had crazy old men with claws, a German knight, an Angel, a ballerina gypsy in see-through clothing, a hot cop chick, a psychotic scythe-user, etc. What's not to love?
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(-)- It did NOT hold up well over time. The gameplay was simple and kinda broken (just dodge to the side and slash someone to easily win most fights), and the graphics were very simple designs.
(-)- The storyline is very weird (another UberCorporation controls the world), and some characters are nutty (the cross-dressing Master is just a flying tiny guy with giant psi-swords).

The "Soul Calibre" Series:
(+)- Good designs, and the graphics are nearly always the best around.
(+)- Whenever I play the games, they're pretty fun.
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(-)- I don't normally bash Fighting Games for fanservice (unlike Marvel and DC, they make no bones about the fact that they're games for guys), but this game comes across like it's designed solely for friendless losers to fap to. Ivy is so naked I'd be embarassed to play the game with anyone around!
(-)- On a related note, the entire series is just super Image-like, to the point where I think I've teleported to the mid-90s. All the uber-Liefeldian bad-ass stuff, the half-nude ladies with Jiggle Physics, etc. It's designed a little too clearly for 13-year olds.
(-)- Ivy is relentlessly cheesy, and the game is so easy for the most part that I was able to pick up the arcade version and nearly get all the way to the end on one token.

The "Killer Instinct" Series:
(+)- Some decent designs.
(-)- Goofy gameplay, over-reliance on silly combos, and really bad characters for the most part (blank-faced fire & ice guys, a robot and a raptor with giant arms?) hold it back. Never really hit big for these reasons, despite being a potential System-Seller for the Ultra/Nintendo-64.
Jabroniville
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