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Darc_Requiem

The SFV Character Concept Thread

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@Darc_Requiem Like I said on the old forum, reading through these profiles has inspired me to type up a character of my own that I've had in my head for a bit. It began as a legitimate attempt at making a female King of Fighters MC that didn't suck or use T&A to draw people in, but now the it has kind-of sort-of mutated into a parody of several different SNK protagonists in all but name. Somebody liked the idea enough to draw concept art and color it though…

 

I'll post it in this thread when it's done. I have a moveset already typed up, but it's not in SFV style and isn't as technical in terms of notations, frame data and what-have-you.

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Posted (edited)

Well, it took me long enough... Here's my take on a "New Dan Hibiki"-ish sort of character, but instead of one particular group of fighters she's a parody of a whole bunch of SNK's sprawling cast.

 

Name: Katja Hartkern 

 

Spoiler

Nickname: "Big Black Thunder"

 

Sex: Female

 

Ethnicity: Unknown

 

Height: 6' (185cm)

 

Weight: 160lbs (72kg)

 

B/W/H: 38-26-38 (97cm-67cm-99cm)

 

Hometown: Sydney, Australia

 

Appearance: Katja is a strikingly muscular woman with a rather statuesque figure. She has short, pixie-like Blonde hair (That may or may not be dyed) while her eyes are Slate Grey. Her skin is of a deep tan complexion and sports several scars, the two most visible being on the right side of her chest heading toward her heart and  on the left side of her cheek going down towards her neck. (Not unlike Cammy White's distinctive facial scars.)

Her fighting attire of choice is an old, worn motorcycle leathersuit that's solid Black, but sports Silver trim on its zippers, buttons and pocket-guards. She wears Black leather gloves with Silver buttons on the wrist-straps and Black leather boots with more Silver detailing, suggesting they all came with the Leathersuit. The back of the suit sports the words "Right Lane Death Squad" etched into the leather with White stitching across the top of her shoulders and her signature logo sits underneath it: A Red heart being split in half by a Yellow bolt of lighting, with a stylized letter "K" on left side of the bolt and a matching letter "H" on the right.

 

Likes: Swimming, Motorcycle Racing, 

 

Dislikes: Bill Collectors, 'Stuck-Up' People, Traffic Jams

 

Fighting Style: Personal take on Saikyo Style

 

Tone: Katja seems to view the world with a weary, sarcastic view that can come across as being downright cynical at times. She's honest on the views of her opponents to the point of being blunt, but depending on who she fights her attitude can change quickly into that of a sullen, serious fighter that doesn't talk much.

 

Origins: Katja Hartkern's origins are unknown as of this time, with only rumors and speculation offering any ideasto her past. Some say she's a genetic replica of a high-ranking member of The Illuminati. (Thought to be Urien judging from her use of electricity in combat as well as her eye, skin & hair color.) Others say she was an experiment created by Shadaloo's scientists using bits and pieces of different DNA along with techniques learned from The Doll Project and Operation C.H.A.I.N.S.  One particularly ludicris claim was that she lived as a normal person until being struck by lightning and getting bitten by a venomous cobra at the exact same moment, which unlocked her potential as a fighter. Even her name is up to some debate, with some believing it to be little more than an elaborate pseudonym.

 

What is not in doubt are Katja's talents in the ring, with her name becoming a force to be reckoned with in lower-level and underground fighting competitions. It was in one of those tournaments that Katja encountered Dan Hibiki and, strangely, took a liking to the bumbling braggart of "Saikyo Style" after beating him to a pulp. Within a year, Katja had learned all there was to 


Her Rival: Juri(?)

 

Attributes: Health: 3 Power: 3 Range: 3 Mobility: 2 Technique: 5

1025 Stamina 1000 Stun

Throws:

 

Oni Otoshi - B+LP+LK: Katja grabs the opponent with what appears to be a traditional "Judo Flip" throw, but while rolling along the ground plants her foot in the torso of the opponent before kicking/pushing them upward and back away from her. Particularly useful for getting out of, or forcing the opponent into a corner.
 
Raijin no Hatsugane - LP+LK: Katja grabs the opponent by the collar of their outfit/scruff of their neck, then knees them in the stomach repeatedly before landing a standing uppercut to knock them away.
 
Oni Fuusha (In-Air Only) - LP+LK: Katja grabs the opponent with what appears to be a traditional "Judo Flip" throw, but pulls them down to the ground and then while rolling along the ground, plants her foot in the torso of the opponent before kicking/pushing them upward and back away from her.

 

Unique Attacks:

 

Asura Chop - F+MP (Overhead) : A traditional "Karate Chop" that hits twice. If this move is used in combos, it will lose its overhead properties.

 

Left Hook - F+HP: Katja uses her close arm to throw out a hook punch, looking the other way to be able to twist and transfer her whole upper-body weight into the attacking arm. This attack has a somewhat slow start-up, but can be cancelled into several special moves and can stop certain jump-in attacks cold; However, It is unsafe on block. When used as a Crush-Counter, it stuns the opponent longer than usual, leading to further combination opportunities.
 
Right Straight - F+LP: Katja uses her far arm to deliver a boxing-style straight punch. Depending on how this attack is used, it can be cancelled into a few different special moves. It can knock back the opponent further on Crush-Counter.
 
The Widow-Maker - B+HK (Overhead): Katja lifts her feet up and makes a downward "Axe Kick" to the skull of her opponent. Holding down HK can change the timing of when the kick is released, making this an effective vortex tool, it is relatively unsafe on block. If used as a Crush-Counter, it causes the opponent to crumble to the ground.
 
Electric Slide - DF+HK: Katja drops down low and slides towards the opponent with her left leg outstretched. While not exactly useful on it's own, this attack can go under certain projectiles if timed correctly and can lead to further combos. Certain characters can punish this attack's recovery however.
 
Kowloon Frog Kick - F+MK: Katja does a quick, hopping kick. While not particularly effective on its own, this move can come in handy during certain combos and as a pressure tool. The opponent is knocked back further and recovers slower when this move is successfully used as a Crush-Counter.


V-Reversal:

 

Thrust Punch - F+LP+MP+HP: Katja thows all of her bodyweight into a shoulder punch that, if it connects successfully, knocks the opponent back and away from her as she shakes out her hand.

 

V-Skill:

 

Ukenagashi - MP+MK: Katja takes a defensive stance and parries a hit of an incoming attack. With each successful parry, the V-Gauge fills and grey damage is dealt. However, the timing to parry multiple-hit moves is quite strict and if unsuccessful, the full damage of the attack and any pre-existing grey damage will be dealt.

 

V-Trigger I:

 

Hashiru no Raijin - HP+HK: An advancing dash that can be used to close in on the opponent, as well as change Katja's positioning on screen. It also unlocks two new special moves that can be done during the dash. (See Special Moves for more details.) However, The recovery time after this move is performed opens Katja up to certain attacks.

 

Once active, the V-Gauge naturally depletes over time. Using the Dash drains the V-Gauge faster; Using special moves tied to the dash do not drain the V-Gauge. 3 Dashes per V-Gauge. 1 special move follow-up per Dash. 2-Bar V-Trigger.

 

V-Trigger 2:

 

Sho-mei'o Katja - HP+HK: A power-up move that completely changes Katja's attack animations and fighting stance, the properties of all of Katja's available Special Moves and unlock a "Hidden" second Critical Art. In exchange, it also locks out the use of EX Special Moves.

  • Ha'oh Raikou Ken becomes "Raijin no Mugetsu".  Raijin no Mugetsu is a true projectile; Katja uses her other arm to shoot the ball of electricity out of her hand towards the opponent. Depending on the strength of the punch used, this Projectile changes in size and the speed it moves across the stage. (LP = Fast & Small, MP = Balanced, HP = Slowest and Largest)

  • Ko'hou becomes "Shin Ko'hou". Shin Ko'hou now resembles a classic "Dragon Punch" Uppercut visually as well as functionally, but trades height and angle for damage. All versions are 2 frames quicker on start-up and can go through certain special moves if timed correctly thanks to up to two hits of auto-guard, but the MP & HP are unsafe on block. LP version is 2 hits and barely lifts Katja up off of the ground at a shallow angle; MP version is 3 hits and closer to LP "Regular" Ko'hou in terms of horizontal range; HP version is two chained uppercuts [5 hits total] that have a much larger electricity effect. 

  • Tatsumaki Shippu Kyaku becomes "Taifu Shippu Kyaku". Taifu Shippu Kyaku becomes a 3-Hit "Rekka" with different Kick strengths determining the nature of the last hit.  LK version's last hit knocks the opponent back and away from you if it connects cleanly; MK version's last hit pops the opponent into the air for a follow-up attack; HK version creates a small trail of electricity off of each hit (Increasing the stun damage) with the last hit causes a hard knockdown and acts as an overhead.

  • Saifa Raikou Ken becomes "Kuuchuu Raikou Ken". Kuuchuu Raikou Ken is now a projectile that travels downward at roughly a 30 degree angle from where you release it. Holding down the selected Punch button can change the strength,  of the projectile, but leaves Katja wide-open in mid-air for counter-hits. LP is the fastest-releasing projectile and moves quickly, but is the weakest in terms of damage; MP is balanced in terms of release speed, damage and movement speed; HP is the slowest in terms of movement and release speed, but easily does the most damage.

  • Inazuma no Hakai becomes available to use while V-Trigger II is active and the EX Bar is full. (See the "Critical Arts" section for further details.)


Enhanced specials drain the V-Gauge. Six enhanced specials per V-Trigger. 3-bar V-Trigger. The first Rekka of Taifu Shippu Kyaku consumes 1/6th of the V-Gauge regardless of whether or not it hits the opponent cleanly or is blocked; Follow-up hits/Rekkas do not consume V-Gauge.

 

Specials:

 

Ha'oh Raikou Ken - QCF+P: A short-range ball of electricity. Though it doesn't actually leave Katja's hands, it can trade/nullify other projectiles. LP version is the easiest to combo into/out of; MP version can juggle the opponent if used as a Crush Counter ; HP version does the most stun damage but is the least-safe on block; EX Version does the most damage overall, creates a much bigger "Projectile" that's 4 hits when used up close and can stop certain jump-in attacks.
 
Ko'hou - D, DF, F+P: A wild-looking uppercut. Depending on the strength of the punch used, it can alter the angle of Katja's upwards trajectory, change how many hits of armor it has on start-up and determine the recovery speed of the attack. LP version has no armor, but is the easiest to combo into/out of, has an upwards arc of 30 degrees and recovers the fastest; MP has 1 hit of armor on start-up, travels at an arc of roughly 45 degrees 
 
Tatsumaki Shippu Kyaku - QCB+K: A Whirlwind Kick that advances towards the opponent. LK version has no additional hits outside of the initial contact, is the easiest to combo into/out of and is safe on block; MK version is 2 hits and can cause crumple-stun if successfully used as a Crush-Counter; HK version is 3 Hits, creates a small trail of electricity on the last hit and can cause a hard knockdown if used as a Crush-Counter; The EX Version is 4 hits, has the fastest travel speed and can juggle in-air opponents.
 
Saifa Raikou Ken (In-Air Only) - QCF+P: Katja stops in the air for a moment, then comes down at an 45 degree angle with an electrified energy shield in front of her. The strength of the punch button used in this attack can alter how long Katja stays in the air before releasing it. While this a good move for playing mind-games with the opponent, you have to time this attack correctly as it doesn't come out immediately and it leaves Katja vulnerable to anti-air counter-hits if used too close to the opponent. 

 

V-Trigger 1 Only:
 
Bakurai Ken - F+P Repeatedly: A string of incredibly fast, Boxing-Style Punches. It can be done to advance towards the opponent or punish a mistake/the recovery of certain attacks; However, this move can be countered by low sweeps and Katja will stop after the first puch if blocked.
 
Enrai Kyaku - F+K Repeatedly: A standing string of lightning-fast kicks. It's particularly effective for creating a possible "Vortex" situation if timed correctly on a downed enemy; However, this move can be countered by low sweeps and Katja will stop after the first kick if blocked.

 

Critical Arts:

 

Fuujin to Raijin no Tenshouken - QCFx2+P: Katja does a powered-up version of of her "Electric Slide" Unique Attack. If it hits the opponent, Katja combos into a near-vertical version of her Ko'Hou uppercut that spins her around fast enough to carry herself through the air much higher than normal, hitting the opponent up to 15 times. Though it is easily comboable, the damage overall is only slightly above average unless it's used on its own or off of a counter-hit. It is highly unsafe if blocked and also will not start unless the initial hit 

 

V-Trigger II Only:

 

Inazuma no Hakai  - LP, LP, F, MK, HP: Katja dashes towards the opponent, then goes to grab them. If this move successfully connects the screen goes dark, hit-sparks fly everywhere and Katja drops out of the sky to land a skull-crushing final blow [15 hits total]. Though it is quite fast and the teleport-like dash can reach from relatively far away, Katja is vulnerable to getting hit out of this by projectiles of all kinds, it cannot catch opponents out of the air unless they're in the middle of performing a Ukemi and it cannot hit opponents that have already been knocked down.

 

Reasons to be in SFV:

 

In the time Katja Hartkern has been on the road living the life of a "Karate Vagabond", "Big Black Thunder" has left a trail of smashed dojos and broken bodies in her wake, made a few friends and many bitter rivals all over the world, studied under and alongside some the greatest masters to ever walk the earth and let them beat their martial arts knowledge into her body, scored a couple of underground tournament wins to keep her cache of entry fee & travel money healthy... Yet, few challenges compare to upcoming World Martial Arts tournament. Having gotten an entry through ill-gotten gains and growing weary of the constant travel, Katja looks at the latest "Street Fighter" competition as a litmus test of her own abilities: If she does well and makes it out in mostly one piece, she'll continue on and begin to enter the next evolution of herself as a fighter and as a person. If she doesn't get past the first round or make it out alive... Well, she'll figure something out.

 

 

So.... Yeah. I feel that this is still not as technically-minded as some of DARC_REQUIEM's bios, but I feel this is an OK start. As always, rate/review/flame/encourage and suggest changes if you feel they're needed. Katja also has a couple of alternate costumes, but I'm too tired to post them right now.

 

Lastly, if anyone's interested, the piece of concept art someone drew of Katja is visible on the old SRK forum version of this thread.

Edited by The_Weasel
Fixed a grammatical error or two and filled out a couple of Biography slots that were left blank.
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Posted (edited)

@The_Weasel

 

I didn't really have a chance to respond earlier, but I wanted to commend you on your work. I checked out the art work at SRK1. I don't think you give yourself enough credit. Katja is as fleshed out anything I've done. Before clicking the spoiler figured you'd just constructed a move set or just a narrative. You went all out on both. Plus you also described all of her techniques in detail. Since I could give you two thumbs up. I gave you one here and one at SRK1.

Edited by Darc_Requiem
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3 hours ago, Darc_Requiem said:

@The_Weasel

 

I didn't really have a chance to respond earlier, but I wanted to commend you on your work. I checked out the art work at SRK1. I don't think you give yourself enough credit. Katja is as fleshed out anything I've done. Before clicking the spoiler figured you'd just constructed a move set or just a narrative. You went all out on both. Plus you also described all of her techniques in detail. Since I could give you two thumbs up. I have you one here and one at SRK1.

Thank you. I feel that for as not-good as I am at playing SFV (Last in both of my previous tournaments), I can understand the game, how the systems flow to create a fully-featured moveset and understand what the strengths and weaknesses of that moveset might be.

 

For Katja, I wanted to get the feeling across that for all of the tools she has and all of the potential there could be for shenanigans with either V-Trigger, she's a high-risk moderate-rewards fighter that can get stuffed easily.  Basically a character lab-monsters could flock to, make videos of the character doing flashy stuff, then sort of either drop the game again or go back to playing a functionally better character.

 

I have a couple other characters typed up, but nothing as complete as this first one... Ah well, watch this space. I'll be back.

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I have no ETA on it's completion and I won't advise anyone to expect much but I'm fleshing out my original concept. It's an idea that originally got me thinking about character concepts in the first place. I just never fully fleshed it out. That said, it's a relatively simple idea.

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Posted (edited)

Because of @mykka

 

Name: Phantom

 


Nickname: Paralyzing Siren

Sex: Female

Ethnicity: Chinese ?

Height: 5ft 6in(1.68m)

Weight: 126 lbs. (57kg)

B/W/H: 34-22-35 (86cm-56cm-89cm)

Hometown: Hong Kong

Appearance: Phantom is a slender but fit woman. Her long black hair hangs to the small of her back and is styled into two braided pony tails. She wears a custom knee length qipao that features full length sleeves. Phantom's qipao is silver in color. Her collar, buttons, sleeve, and skirt edges are outlined in purple. She has black stockings on her legs. Phantom has purple ankle length leather boots on her feet. At the base of her wrists, Phantom has two small needles that she channels her stunning poison through to debilitate her foes.

Likes: F.A.N.G. , Purpose, Poison, Challenging Missions

Dislikes: Failure, Easy Tasks

Fighting Style: Chinese Kenpo

Tone: Phantom focused a cold woman. Her mission is paramount. Nothing else matters.

Origins: Phantom was a con artist hailing from the streets of Hong Kong. Like the sirens of the old Greek legends, she'd tempt male passersby with her beauty. Once she lured them to her lair, her brother would record incriminating video of the unsuspecting target. They used this take to force their unwitting marks to surrender all their cash and valuables. One day they targeted F.A.N.G., something in Phantom's eyes intrigued F.A.N.G. They tried their con job on F.A.N.G., but he didn't care for their tricks. He presented them with a, unbeknownst to them, poisoned stack of cash or ornamental dagger. The cash would cost them their lives and the dagger their hands. If they feel into F.A.N.G.'s trap. While her brother eyed the money, Phantom was enamored with the dagger. Something about the strange characters inscribed upon it called to her. Too F.A.N.G.'s surprise. She did not want the dagger. She only wanted to learn the meaning of the characters engraved in it. F.A.N.G offered to teach her the meaning of the characters, but she'd had to give up everything to gain this knowledge. She accepted F.A.N.G.'s terms. He christened her “Phantom”. She abandoned her former life and walked off into the night with F.A.N.G...never to be seen again.

Her Rival: Ed

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 3
925 Stamina 925 Stun

Special Note: Phantom's open palm strikes poison her opponents with a paralyzing poison. This poison inflicts 5 point of stun per second for 5 seconds. This causes up to an additional 25 points of stun on normal special moves and 50 for EX specials. Unless otherwise noted.

Throws:

Head Over Heels -LP+LK: Phantom hooks her foes right ankle with her right foot and performs a windmill kick that cause her flip onto their head.

Debilitating Flight -B+LP+LK: Phantom hooks her foes crouch with her right foot and performs a back spring split kick that sends her foe sailing overhead and behind her.

Unique Attacks:

Nirenko – B+ HP: Phantom strikes with a quick high-low left palm strike combination. Attack causes Stun DOT damage on hit. -7 on block.

Double Take – F+MK: Phantom advances on her opponent with a forward moving, standing, double knee strike.

V-Reversal:

Mesmerizing Wheel – F+PPP: Phantom cartwheels through her opponent landing behind them.

V-Skill:

Stunning Palm- MP+MK: Phantom strikes with a forehand back fist. If time correctly, the back fist will deflect her opponent's physical attack and she'll counter with a twin open palm strike. Her left hand palm strike at the base of her foes neck and her right palm strikes the lower abdomen. Counter palm strike does 60damage/180 stun. Backhand only does 45damage/60 stun.

V-Trigger 1:
 
Stunning Aura -HP+HK: Phantom generates a poison aura field that slowly paralyzes her foe. Her opponent's stun gauge slowly builds if they are in close proximity to Phantom. Blocking does not negate the effect. Effect is only halted if Phantom is knocked down. If her opponent's stun gauge is full Phantom has to land a hit to dizzy them. 2 bar V-Trigger

V-Trigger 2:

Limbs of Enfeeblement -HP+HK: Phantom gains a poison aura around her feet giving her kick special attacks the same stun DOT properties as her open palm attacks.

  • Bemusing Pirouette causes a Stun DOT of 5 stun per tick. EX version does 10 stun per tick.
  • Halting Heel becomes Benumbing Heel gaining a Stun DOT of 5 stun per tick. EX gains a 10 stun per tick DOT.

3-bar V-Trigger Permanent

Specials:

Stunning Pirouette - QCF + P: Phantom spins on one leg before striking with a powerful left hand open palm strike. Distance traveled and number of spins determined by the strength of the punch button. Pirouette is strike and projectile invincible from Frame 3. Cannot Pirouette through her opponents. LP (One Spin, Point Blank), MP, (Two Spins, ¼ Screen), HP (Three Spins, ½ Screen) EX (Three Spins, Strike/Projectile Invincible Frame 1, ½ Screen, Stun DOT increased from 5 to 10 per tick)

Paralyzing Palms -QCB + P: (Rekka)A “Rekka” style attack that can be extended by repeated the motion up to three times. Phantom strike with a left palm strike to the stomach, followed by a right palm strike chest, and ends the combination with a left palms strike to the neck. Punch button determines the distance traveled and attack properties. LP( ¼ Screen, Knocks Down), MP (1/3 Screen, Knocks Down), HP ( ½ Screen, Juggles in the corner), EX(Projectile Invincible Frame 3, Stun DOT increased from 5 to 10 per tick, ¾ Screen)

Immobilizing Kiss - F,D,DF+ P: (Anti Air) Phantom strikes her foe with an upward palm strike that lands under her foes chin and lifts them off the ground. Attack only has airborne attack invincibility. Has no grounded strike, throw, or projectile invincibility. LP(3F Startup, Quick left hand palm strike, Least Damage) MP (5F Startup, Slower right hand palms strike, More Damage, HP (7F Startup, Slow left-right palm strike combination, Most Damage), EX (3F Startup, Fast Left-right palm stike combination, Full Startup Invincibility, Most Damage, Crush Counterable, Stun DOT increased from 5 to 10 per tick)

Bemusing Pirouette - QCB+ K: Phantom spins on one leg to avoid her opponent's attacks. Pirouette is strike and projectile invincible frame 1. Can Pirouette through opponents. LK(Spins In Place), MK, (¼ Screen), HK (½ Screen) EX (LK+MK ¼ Screen, LK+HK ½ Screen , MK+HK ¾ Screen, Causes Stun DOT when passing through opponents, 5 stun per tick)

Halting Heel- QCF+ K: Phantom strikes at her foe with a jumping front kick. Kick button determines the number of kicks and the distance traveled. Attack is not strikes and projectile invincible. Attack is throw invincible. LK (Single Kick, ¼ Screen, Causes Juggle), MK (Double Kick, ½ Screen, Leaves Foe Staning) HK (Triple Kick, ¾ Screen, Knocks Down) EX (Gains Armor Frame 3, Triple Kick, ¾ Screen)

Critical Art:

Petrifying Onslaught - HCFx2+P: Phantom strikes her opponent with a right palm strike to the neck, left palm strike to the stomach, right-left palm strike combo to the chest, and final double palm strike to a sternum. The combination leaves her foe paralyzed. Phantom then pirouettes backward and then forward to into a high roundhouse kick to the temple. 6 Hits , 330 damage

Reasons to be in SFV:*

Phantom soles purpose is help F.A.N.G restore Shadaloo. F.A.N.G wants Neo Shadaloo disposed of. She will eliminate Ed, Falke, and all her cohorts. With Neo Shadaloo out of the way, her master will be free restore Shadaloo and find a way to bring about the return of Lord Bison.

 

Edited by Darc_Requiem
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Name: Leilani

 

Spoiler

Age: 36

 

Nationality: Panamanian

 

Height: 6'0

 

Weight: 139 pounds

 

Hair Color: Lavender with pink tips

 

Eye Color: reddish brown

 

Skin Color: Mahogany

 

Fighting Style: Tae Kwon Do

 

Likes: Honey Roasted Cashews, her nails, her buxom physic

 

Dislikes: Humid weather, weak men

 

 

BIO: A gorgeous and mysterious woman who's beauty is unaffected by her age. Leilani is the only child of a wealthy family residing in Panama. Taught at a young age by her Instructor in the fighting arts of Tae Kwon Do. Leilani had fully mastered Tae Kwon Do by the age of eleven, defeating several students previously trained by her Instructor. After High School Leilani was discovered by a modeling agency and shortly after became a career model. Years later with a successful modeling career and an accomplished fighter. Leilani started to become bored with her routine life and was desperate for some excitement. Leilani then discovered news about an upcoming World Warriors Tournament. Wishing to test her skills against the greatest fighters from around the globe Leilani enters the tournament

 

 

COMMAND LIST

 

Throws

 

1. Bermuda Triangle: Leilani grabs her opponent and wraps her legs around their neck and snaps it. The opponent falls to the ground with Leilani's butt position on their face

 

2. Scandal Toss: Leilani grabs her opponent and using only her left leg throws the opponent over her head

 

Unique Attacks

 

1. Nasty Lady (F+MK) Leilani strikes her opponent with a sweeping like kick with her left foot. Good for combos but unsafe on block

 

2. You Should Be Honored (F+HP) Leilani performs a slow but strong two hit slap attack. Good for combos and minus 0 on block

 

V Reversal

 

Swan Spin (F+KKK) Leilani extends her right leg and spins her body around like a ballerina, knocking the opponent away if performed on time

 

V Skills

 

Venus Fly Trap: Leilani performs a Flamingo Stance with her left leg. If struck by a physical base attack including Critical Art. Leilani counters with a kick to the opponent's chest causing them to crumple to the ground, allowing Leilani to follow up with additional attacks. However this V-Skill has a slow recovery leaving Leilani vulnerable to crush counters if performed at the improper time

 

Special Attacks

 

1. Beauty Marks: Pressing KKK, Leilani performs a triple kick attack. This move does not have an EX version and is inspired by Hwoarang's "Machine Gun Kick"

 

2. Thorn Kick: QCF+ K Leilani strikes her foe in the chest using her left foot and knocks them away with her right foot. EX version causes a wall bounce

 

3. Blade Kick: QCB+P  Leilani performs a slash like flip kick to her opponent knocking them in the air. EX version has invincibility and is two hits instead of one. This move is similar to Asuka's "Dragon Wheel Kick"

 

4. Violet Storm (In Air) QCF+K Leilani's body surrounded in a lavender color aura spins herself diagonally towards her opponent, striking them with her feet. This move works like Tanya's aerial drill kick from Mortal Kombat X. Ex Version is faster and slightly more damaging

 

5. Dirty Pollen F+K+BKK Leilani performs a lunging kick with her right foot then a knee strike with her left leg then knocks the opponent down with her right foot. This moves does not have an EX version

 

6. Cosmetic Surgery (Near Foe) 360 motion + P  Leilani grabs her opponent then jumps on their chest before proceeding to stomp on their face 3 times . The third stomps slams the opponent into the ground. EX version Leilani does five stomps instead of three

 

V-Trigger One: Diamond Diva : Leilani's heavy kick receives one hit of armor, Beauty Mark does increase damage even on chip. Violet Storm also gains a hit of armor both normal and EX

 

V-Trigger Two:Trickery Kicks: Leilani is able to combo and cancels various attacks into other attacks. Ranging for her normal kicks to her Special Attacks. Allowing her to perform combos she normally cannot access outside of V Trigger 2. Leilani's "Beauty Mark" also becomes a five hit attack instead of three

 

Critical Art: Marvelous Misfortune: Leilani positions her left leg ina Flamingo Stance before extending her leg as she glides across the screen. If she manages to hit a non blocking opponent. Leilani plants her foot onto the opponent's face and pushes them to wall "just like Necalli's CA". The opponent's back to the wall and Leilani's foot planted on their face. Leilani turns her head away from her opponent as she looks fondly at her nails. Then using the same foot she planted to the opponent with starts kicking their face and chest relentlessly. Leilani then ends her assault as the opponent crumples to the ground. This CA is a seventeen hit combo

 

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Posted (edited)

This is what I was working on before the Phantom bug got placed in my ear by Mykka :wink:  It's nothing special. The first idea I ever had back when I was kid playing SFA2. Just never bother fleshing out.

 

Name: Tora Shinzo

 


Nickname: Solemn Tiger (Genshukuna Tora)

Sex: Male

Ethnicity: Japanese ?

Height: 5ft 10in(1.78m)

Weight: 195 lbs. (88.5kg)

B/W/H: 49-33-35(125cm-84cm-89cm)

Hometown: Ayutthaya, Thailand

Appearance: Tora has brown eyes and long brown hair that hangs down his back to his waist. He is a well built man. Tora is shirtless and wears only the orange pants of his karate gi. He has black belt tied around his waist and his fists are wrapped in black tape. Tora has a black headband tied around his forehead and has nothing on his feet.

Likes: Sagat, Training, Karaoke

Dislikes: Adon, Wakame (Seaweed), Recovering Memories

Fighting Style: Muay Thai(Tiger Style )

Tone: Tora serious man and focused man. Training is all he has now and he enjoys it.

Origins: Tora has no memory of his past. Sagat has taken him under his wing. Sagat told Tora that he was injured in a fight they had together. Tora apparently challenged Sagat to fight he did not want. When Tora woke up Sagat took him on as a disciple. He said “If and when you gain your memory, I want to be a warrior capable of defeating me.” That was two years ago. He still can't recall who he was prior to his memory loss. Tora no longer wants to know who he was before. He's noticed the surprise in Sagat's face at how well he's progressed as fighter. If he can progress so far, in such a short frame of time, it must mean the man he was before was lacking. Tora no longer wants to be that man.

Her Rival: Ann

Attributes: Health: 3 Power: 3 Range: 3 Mobility: 3 Technique: 3

1000 Stamina 1000 Stun

Throws:

Tiger Ambush -LP+LK: Tora grabs his foe with a Thai Clinch and pulls their head down as he knees them in the face causing them to fly backward.

Tiger Toss -B+LP+LK: Tora grabs his foe, hits them with a spinning back elbow to the gut, and tosses them over his shoulder.

Unique Attacks:

Pouncing Claw – F+ MK: (Overhead) Tora performs a hopping knee strike that hits overhead. Attack has slow startup, but is -2 on block.

Strong Paw Kick– B+HK: Tora executes a high reaching right roundhouse kick. Attack has excellent vertical range but limited horizontal range. Does not hit crouching opponents.
 
V-Reversal:

Strong Claw Strike – F+PPP: Tora grabs his foe by the neck and strikes them with a powerful straight punch to the sternum that knocks them down.

V-Skill:

Incitement - MP+MK: Tora turns his back to his opponent, clinches his fists gaining a white aura, and says “Anata ga yūkigāreba watashi o kōgeki shi nasai” - “Attack me if you dare”. If the animation completes. Tora gains armor on frame 3 for all of his special attacks except for Tiger Shot.

V-Trigger 1:
 
Tiger Clarity -HP+HK: Tora clears his mind and gains increased Ki control enhancing his Tiger Shots. Startup on all Tiger Shots reduced by 1F, Recovery reduced by 1F. All Tiger Shots hit twice. LP Tiger Shots knock down opponents and MP/HP Tiger Shots gain enhanced Juggle properties. EX Tiger Shot starts up 2F faster, recovers 1ft faster, and hits 3 times. Four enhanced Tiger Shots per V-Trigger. 2 bar V-Trigger

V-Trigger 2:

Tiger Knee Barrage-HP+HK: Tora gains a white glowing aura around his body, Giving him access to a new technique post V-Trigger activation.

  • Tiger Knee Barrage – HP+HK: (Command Grab): Tora grabs his foe in a Thai clinch, hops into the air, and hits them with five successive knees to the face. The final knee knocks the opponent into the air allowing for a follow up juggle combo. 6F Startup, 115 Damage/250 Stun.

Each Tiger Knee Barrage costs half of Tora's V-Gauge, so he only gets grabs per V-Trigger. 2-bar V-Trigger


Specials:

Tiger Shot - QCF + P: Tora pulls back both of his arms with clinched fists and throws them forward violently towards his opponent generating a wave of ki. Punch Button determines the angle of the projectile. LP (Horizontal). MP (30° Angle) HP (45° Angle) All projectiles have moderate start up/recovery. EX version, Tora tosses a larger two hit Tiger Shot. LP+MP(Horizontal), LP+HP(30° Angle), MP+HP(45° Angle)


Tiger Revolver -QCB + P: (Rekka)A “Rekka” style attack that can be extended by repeated the motion up to three times. Tora hits his foe with a right hooking elbow strike. followed by a left hooking elbow strike, and finishes the attack with a right elbow uppercut. Punch button determines the distance traveled and attack properties. LP( ¼ Screen, Knocks Down), MP (1/3 Screen, Knocks Down), HP ( ½ Screen, Juggles in the corner), EX(Gains Armor Frame 3, Launches His Foe, ½ Screen)

Tiger Crush- F,D,DF+ K: (Anti Air) Tora ascends into the air rapidly while executing a triple knee strike. Strength of the kick button used determines startup and damage. Attack only has airborne attack invincibility. Has no grounded strike, throw, or projectile invincibility. LP(3F Startup, Least Damage) MP (4F Startup, More Damage, HP (5F Startup, Most Damage), EX (3F Startup, Full Startup Invincibility, Most Damage, Crush Counterable)

Tiger Smash- QCB+ K: Tora flies toward his foe with aerial alternating left-right knee combination. All versions of this attack are projectile invincible. LK (2hits) MK (3hits), HK (4 hits) EX (5 hits, Causes Hard Knock down)

Tiger Crash- QCB+ K: (In Air) Tora performs a violent diving double knee strike from a forward jump. The descent angle of the attack is determined by the kick button pressed. LK (65° Angle), MK (55° Angle), HK(45° Angle), EX( LK+MK 65° Angle, LK+HK 55° Angle, MK+HK 45° Angle)

Critical Art:
 
Tiger Victory Assault- HCFx2+P: Tora strikes his foes with a barrage of standing elbow and knee strikes before sending them skyward with power six hit Tiger Crush and hurtling back to earth with vicious Tiger Crash. Attack leaves his foe planted in the ground if it ends the round. (17 Hits , 340 damage)

Reasons to be in SFV:*

Tora simply wants to test his progress under Sagat's tutelage. Although he fears he may learn his true identity. He joins Sagat in the World's Martial Arts tournament. His goal being to beat all of his opponents and face his master, Sagat, in the championship match. Only then will he get a true gauge of how far his come in the past two years. This desire to see how strong he truly has become, overrides his fear of finding out who he was.

Edited by Darc_Requiem

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Name: Ryumi Hoshi

 

Spoiler

Age: 21

 

Sex: Female

 

Ethnicity: Japanese

 

Height: 5'8

 

Weight: 122 Pounds

 

Hair Color: Reddish Brown

 

Eye Color: Gray

 

Skin Color: French Vanilla

 

Fighting Style: Anti Ansatsuken 

 

Likes: Traveling, her best friend Kennedy Masters, The Assassin Chun-Li, Matcha Swiss Rolls, Mr. Kasugano, her pervy Sensei Gouken, carnivals

 

Dislikes: Boring fights, accidentally exposing her breast in battle, Empress Bison Of Shadowine, The Legendary Pervy Martial Artist Gouki, losing to the handsome unscarred Muay Thai fighter Sagat

 

BIO: Ryumi Hoshi is a beautiful Martial Artist from an alternate universe known as the Momiverse. A world where not only are some of the SF characters genders are reverse but with a Ecchi feel to it similar to Queen's Blade, but not as dark as the main SF universe. Very much like her male counterpart Ryumi travels the globe in order to become a powerful fighter, but unlike her counterpart. Ryumi enjoys having fun and trying out delicious foods. After suffering an embarrassing defeat at the hands of Sagat. Ryumi returned to her Master Gouken for more training. During her training a portal had opened and accidentally swallowed Ryumi and landing her in the main universe. While unsure how she will manage in this unknown world. Ryumi is hopeful she'll return to her world soon enough. In the meantime she decides to compete in this world's World Warriors Tournament. Unknown to Ryumi her Master Gouken had contacted his former fling the Scantly Clad Mystic Rose to open a portal for his pupil. In order to test her fighting skills in a much harsher world

 

Appearance: A well build Japanese woman with a nice size breast and booty. Dressed in a sexualize version of a GI. Ryumi wears her hair down with a braid on the left side of her hair, and wears a cool sport sneakers custom made for her by her BFF Kennedy. Ryumi also wears orange fight gloves gifted to her by Sagat

 

Ryumi's Command List

 

Throws

 

1. Piece Of Cake: Ryumi grabs her opponent and trips them to the ground. She then jumps on top of her opponent planting her butt on their face. Ryumi laughs as she gets off of them

 

2. Strike A Pose: The same as Ryu's "Somersault Throw" but afterwards Ryumi strikes a cutesy pose before going back into her battle stance

 

3. Hard Crush (Against Airborne Foe) Ryumi grabs her opponent and plants her knees on their spine and slams them to the ground

 

V-Skill

 

Bravery Angel: Very much like Ken's V-Skill, Ryumi runs towards her opponent but can follow up the run with one of two attacks

 

1. Sniper Punch: Ryumi performs a speedy punch similar to Terry Bogard's "Burning Knuckle"

2. Valiant Kick: Ryumi performs a speedy somersault attack that can evade Projectiles, but does less damage than Sniper Punch

 

Unique Attacks

 

1. Lily Slash (F+LK) Ryumi performs a leaping overhead kick

2. Ball Breaker (F+HK) Ryumi performs a double knee strike to her opponent 

 

V-Reversal

 

Watch Your Mouth (During Guard press F+KKK) Ryumi performs a small jump and kicks the opponent in the face causing a knockdown

 

Special Attacks

 

1. Waterball (QCF+P) Ryumi releases a blast of water from her hand. Light punch for a short distance projectile Medium punch for moderate distance, and Heavy Punch for full screen. EX version goes full screen and does extra damage

 

2. Harbinger Elbow (QCB+P) Ryumi performs a speedy elbow strike. Depending on the P punch press determine the distance. EX version goes nearly full screen and causes a wall bounce if Ryumi hits a non blocking foe

 

3. Rising Pain (QCF+K)  Ryumi performs a upper knee strike. EX version is invincible and does two hits following Ryumi blasting her opponent away with a burst of water

 

4. Aerial Water (In Air Press QCF+P) Ryumi's aerial version of her Waterball Attack. Light Aerial Water ball travels the slowest distance, Medium average, and Heavy the fastest. EX version Ryumi unleashes a big ball of water at her foe

 

5. Hurricane Kick (QCB+K)  Ryumi jumps off the ground and extends out her right leg as she spins her body around, performing a stationary three hit spinning kick. Depending the kick button press determines the speed and damage of the attack. EX version has invincibility and does five hits, but unsafe on block

 

V Trigger One: Heavy Rain: Ryumi gains the ability to unleashes multiple Waterballs like Guile's Sonic Booms with his first V Trigger. Ryumi can also perform a standing Waterball and go into the air to perform an Aerial Water Ball

 

V Trigger Two: Stormy Force: Ryumi's Hurricane Kick can go full screen with a electric effect for each successful hit. Ryumi's Harbinger Elbow gains a hit of armor and is able to perform anti air Waterballs

 

Critical Art:  Path Of The Warrior: Ryumi performs a leaping kick attack similar to the start of Ken's CA. If the hit is successful Ryumi then starts to strike with variety of punches and kicks. The opponent dazed after several hits. Ryumi starts forming a powerful ball of water between her hands and once she's finished. Ryumi blasts the opponent away with a powerful stream of water

 

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Wow you guys are really going at it.  Hope you don't mind if I steal some of these for random drawings some time.

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1 minute ago, misterBee said:

Wow you guys are really going at it.  Hope you don't mind if I steal some of these for random drawings some time.

I don't mind. I haven't been able to draw for sometime. I'd like to see some of my concepts come to life.

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18 hours ago, misterBee said:

Wow you guys are really going at it.  Hope you don't mind if I steal some of these for random drawings some time.

I second @Darc_Requiem's comments. Especially as I have a couple more ideas I want to find time to post in this thread.

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This is awesome, glad to see this thread back and flourishing here!  I'll hopefully contribute and re-post my stuff when I have the time! Keep at it guys! Best of luck! :)

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Posted (edited)

Decided to flesh out Rhonwen's sister. Although they have the same teacher, they don't fight the same way. Ntombi doesn't switch styles. I tried to leave hints of them sharing the same teacher in her moveset but her moves are not the same.

 

Name: Ntombi Van Zandt (South African First Name, Dutch Last Name)

 

Nickname: The Nimble Feline (Die Ratse Kat)

Sex: Female

Ethnicity: Dutch/South African

Height: 5ft 11in(1.80m)

Weight: 148 lbs. (67kg)

B/W/H: 34-24-36 (86cm-61cm-91cm)

Hometown: Durban, South Africa

Appearance: Ntombi has long brown hair. Her hair is cornrowed into a large single braid that hangs down to her posterior. Ntombi has hazel eyes and a caramel complexion. She wears a red sleeveless spandex MMA top with gold spandex MMA style shorts that are just short of knee length. Her hands are covered with red mma style fighting gloves. The left glove has “Vader” imprinted across the knuckles and the right glove has “Umama” imprinted across the knuckles. Her feet are bare.

*Umama is Zulu for my mother. Vader(va-dur) is Dutch for father.

Likes: Teaching, Crowds, Victory, Bobotie (South African Dish)

Dislikes: Solitude, Shadaloo, Defeat

Fighting Style: Obnu Bilate

Tone: Despite the taboo of her mixed parentage, Ntombi is a sociable and outgoing girl. Her martial arts training allowed her to travel all over the globe. Many of those places did not frown upon her origin. While her brother buried his nose in his books and stuck to himself. Ntombi used the training she received from Yaone Phewa* to enter as many international tournaments as possible. Making many friends along the way.

*Based on the founder of Obnu Bilate ("Pappa" Nat Whylch ).

Origins: Ntombi is of Dutch and Zulu descent. With her immediate family estranged from the rest of both sides of her family, Ntombi has always sought a large circle of friends. She quickly picked up Obnu Bilate from Yaone Phewa. Her natural skill at martial arts started to garner her international acclaim. Through martial arts, she was able to travel and spend lots of time outside of her home country. She even eventually was able to convince her brother to enter a few tournaments, showing him a more accepting world. Ntombi set her sights on a world championship. First she need to win the PAMAL (Pan African Martial Arts League) junior championship to receive an invitation to the world tournament. Ntombi was able to win at the PAMAL tournament with ease, but unfortunately she would never make it to the worlds. Shortly after her victory, she was absconded by Shadaloo. Her natural ability caught the attention of M.Bison himself. Ntombi would replace Juni and form the basis for F.A.N.G.'s next generation doll program. Fortunately for Ntombi, her time as “Inlangura” (mangled version of the Zulu word for June), was short. Her brother was tirelessly looking for her and was able to locate her right as Shadaloo fell. With Bison defeated, Ntombi's conditioning slowly began to fade. She returned hom to Durban with her brother. Ntombi is a freestyle righter. While her brother uses discrete forms of Savate and Obnu to read his opponent's. Ntombi perfectly interweaves the styles into her own aggressive form of Obnu Bilate to confuse her foes and keeps them off balance.

Attributes: Health: 2 Power: 2 Range: 3 Mobility: 5 Technique: 3
900 Stamina 1000 Stun

Throws:
 
Cat Claw– LP+LK : Ntombi strikes her opponent with a left open palm to the neck stunning them, she places her right leg behind both her foes legs, and strikes them in the sternum with a right open palm strike. Ntombi's opponent tumbles end over end away from her.

Feline Maul – B+LP+LK: Ntombi slips behind her opponent, puts them in a reverse standing arm triangle, puts her left leg in front of both their legs, trips them, and forces them to face plant on the ground.

Wildcat Fall – LP-LK: (In Air) Ntombi grabs her opponent by the forehead and drives them head first into the ground.

Unique Attacks:

Paw Swipe – B+MP: Ntombi strikes her foe with a powerful left hook. +3 on hit. -2 on block.

Claw Swipe – F+HK: Ntombi hits her opponet with a right high kick. Can anti air with proper timing.

Prowler Strike – HP, F+HP: Ntombi stuns her opponent with an right uppercut to the body, and follows up with a left uppercut to the body. +5 on hit, -6 on block.

Prowler Fang – HP, F+HK: Ntombi stuns her opponent with an uppercut to the body, sides steps them, and kicks them to the back of the head. Side switches -8 on block

Violent Roar – MP, B+MP, HK: Ntombi hits her opponent with right hook, left hook, and push kick combination

Blackfoot Takedown – F+HK, D+HK: Ntombi strikes with a right high kick, right back sweep combination that knocks her opponent down.

V-Reversal:

Leopard Tail - F+KKK: Ntombi strikes with a powerful low kick to the knee that knocks her foe off their feet.

V-Skill:

Serval's Snare – MP+MK: Ntombi slams her arms together, slamming both of her fists into their neck, stunning them. +4 on hit, -7 on block. Any follow up combo from successfully landing this attack gains additional V-Gauge

V-Trigger 1:
 
Panthera's Fury - HP+HK: Ntombi's eyes gleam briefly and her combo ability is enchanced.

  • Lioness Paw and Leopard Crush can be comboed into from special cancelable normals. (her Cr. MK for example).

Each combo cancel drains her V-Gauge. Three combo cancels per V-Trigger. 2-Bar V-Trigger

V-Trigger 2:

Pride's Matriarch – HP+HK: Ntombi lets out a roar and her offensive capabilities are increased.

 

  • Caracal Cry can be performed from a backward and neutral jump
  • Cheetah Strike gains invincibility from aerial attacks. EX Cheetah Strike is fully invincible at start up is crush counterable.
  • Stun damage output is increased by 10% on all attacks

V-Trigger gauge drains over time. Neutral/Backward jump Caracal Cry's ¼ of the V-Gauge with each use. EX Cheetah Strikes drain 1/3 of the V-Gauge with each use. 3-Bar V-Trigger

Specials:

Lioness Paw -F,D,DF + P: (Overhead) Ntombi leaps into the air towards her opponent and strikes them with an overhead palm strike to the head that knocks them down. Distance travel determined by the punch button. Projectile invulnerable frame 3. All version have the same damage output and advantage on hit. LP (¼ Screen), MP(1/2 Screen,), HP (¾ Screen). EX(Fully Projectile Invincible, Causes Ground Bounce, Distance Traveled Can Be Altered ( Press left ,right, or nothing during startup ¼ , ½ , or ¾ Screen)

Leopard Crush - HCB +P: (Command Grab) Ntombi leaps into the air towards opponent, lands on their shoulders, grasps their head with her ankles, and performs forward somersault that drives their head into the ground. Distance travel determined by the punch button. Projectile invulnerable frame 3. All version have the same damage output and advantage on hit. LP (¼ Screen), MP(1/2 Screen,), HP (¾ Screen). EX(Fully Projectile Invincible, Increased Damage, Distance Traveled Can Be Altered ( Press left ,right, or nothing during startup ¼ , ½ , or ¾ Screen)

Cheetah Strike -HCB+ K: Ntombi performs a back flip kick that send her opponent into the air, she followed a quick barrage of high, low, and mid level side kicks. Start up and Damage is determined by the button pressed. LK (3 Hits, Fastest Startup, Least Damage), MK (4 Hits, Slower Startup, More Damage) HK (5 Hits, Slowest Startup, Most Damage), EX (7 hits, Fastest Startup, Most Damage, Causes Juggle State)

Caracal Cry: QCF+ K: (In Air) Ntombi does an aerial wheel kick, from a forward jump, that sends a large slow moving projectile at her opponent. All version cause a juggle state. Descent Angle of the projectile is determined by the kick button. LK (60° Angle), MK (45° Angle), HK (30° Angle). EX (45° Angle, 2 hits, Reduced Recovery, Causes a juggle state)

Critical Art:
 
Predator Ambush -QCBx2 + K: Ntombi performs a back flip kick that send her opponent into the air, follows up with a blindingly quick barrage of two dozen kicks, and finishes the combination with a powerful Serval Paw that plants her foe into the ground. 26 Hits 330 Damage

Reasons to be in SFV:

Ntombi, before run in with Shadaloo, was intent on becoming a world champion. As soon as her recovery was complete, she immediately entered in the world martial arts tournament. She seeks to prove her strength on a world stage. With the fame granted to her by a world championship, Ntombi would open a Obnu Bilate school in Durban. She wants to spread the art that positively affected her life to others.

Side note: 

-Yaone Phewa is from Botswana, that's why he doesn't have a South African name.
-Ntombi's attacks are named after South African cats
-Ntombi was given the designation of “Inlangura” a mangled version of uNhlangula (Zulu word for the month June)

 

Edited by Darc_Requiem

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21 hours ago, Darc_Requiem said:

I think I have writer's block. I want to come up with a concept but I got nothing right now.

I feel like I'm in the same boat. A lot of ideas, but not enough time to think them over and type them out.

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On 4/19/2018 at 8:09 PM, Darc_Requiem said:

I think I have writer's block. I want to come up with a concept but I got nothing right now.

3 hours ago, The_Weasel said:

I feel like I'm in the same boat. A lot of ideas, but not enough time to think them over and type them out.

When you're stuck in a rut it's always good to try something else.  Why not try doing some other kind of writing and come back to this at a later time?

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