Movelist for Rain Created on June 2, 2006 Ver. 3.01 created on May 13, 2007, 2007 For Kawa's Howebrewn Never-To-Be-Made Fighter - - - - - Note: Going to use the format that I had from the last movelist and build from there. Bear with me. ;) >>> Version history: 3.01 – Fixes a few errors and redoes a few things mostly for Rain. 3.0 – Adds in Dark Rain. There may be more needed but it's a good start to what we already have. 2.0 – Adds in Possessed Rain. Few more grammar/structure errors fixed. 1.1 – Fixes a few grammatical errors and adds new technique information (such as HTH DROP and ES deathmoves). (October 24, 2006) 1.0 – Initial release. (June 2, 2006) 0.1 – Drawing board. Literally got redone entirely in the final release of the project. (Around 2005 sometime) >>> Character Profile (if needed): Name: Rain Music theme: F. Kitchy - STARFIELD Stage: Elysium Height: 5'6" (168cm) Weight: 135lbs. (61kg) Bust: 34/C (Kawa wanted to know this, I swear) Hair: Red, chin-length Style of fighting: Self-made; multi-hit-based Hits: Getting out/having a good time; Photography. Misses: Anything exceptionally boring; Perverts. Backstory: Rain is a character from the story 'Element' that was created by Hiryuu, which was based off a story in the SF on ACMLM's Board titled 'Unreal Saga'. This continuation features Rain, who was 'born' from a freak incident and since then she has struggled to maintain her reason of existence. With each passing day gives or more questions about it even though she generally shows a happy exterior. Fight Stance: Based on May Lee or Malin from KOF 2000-2003. Rather relaxed one, at that. Intros: 1) Rain cracks her knuckles casually, laughs lightly and then falls into stance. 2) Rain looks at opponent, yawns and stretches, then falls into stance. 3) (vs. Kawa) Rain looks at Kawa, sighs after he does something remarkably perverted (up to you here), and falls into stance. 4) (vs. Hiryuu) Points finger, goes 'yo', and drops into stance. Outro: 1) Rain spins her finger around, not entirely impressed at the last fight. 2) Rain bends down and simply asks if her opponent is okay. 3) Rain tries to keep a chuckle in while looking at her downed opponent, her hand barely able to stifle a laugh from her mouth. 4) Ash (pet kitty) jumps on her shoulder to rub up against her. Rain lightly laughs and pets him. Main voice portions in-fight: Taunt (during fight): Rain looks around the area, nowhere near interested in the fight anymore. Attack: "Ha!", "Ei!" "Yah!" Damage: "Ite.", "Rrrgh.", "Ugh..." Death: "Uwah!...", "Nnngh..." Other voice portions: Multi-hits like BRASH BRUTALITY: "HaaaaAH!!" ARC SLICE: "Arrc Sliice!" SPIRIT CASCADE: "CAS-CADE!" SPIRIT CASCADE REDUX: "HaaaaAH!!" (stop) "YAH!!" (sends balls of energy flying at opponent) MAX RENSA: Various attack sounds followed by a "Woo-haw!" on the ending RISING. RISING FLOW: "RISING!" RAIN DANCE: Intro during sword motion – "HaaaayyYYAAAH!!" If missed – "Huh?" After connect and 29 hits – "RAAAIN BLAAADE!!" (cue lightshow and evil-sounding hurt noises and hit #30) MALLET WHACK: "Sayanora..." [-whack-] PHOTO SHOOT: [various shots of camera from right side of screen] Rain comes back, chuckles, and gives a V. For the rest of her design, see Xkeeper's sprite of her. You can base your graphical designs and expertise on that one; it's pretty close to what I envisioned her as in the first place. Damn my ability to suck in that area. >>> Terms (just in case we have people that REALLY don't know fighters): OVERHEAD: Ground attack that breaks through crouching attacks. KNOCKUP: Will knock opponent into air if it connects; the opponent is left open for additional attacks unless they air recover or hit the ground. KNOCKDOWN: Will knock down an opponent (most roundhouse kicks will do this). This may leave the opponent open for follow up attacks, depending on the engine. CHAINS: Means that this attacks has the ability to cancel into other attacks or combo. This should be limited (but not so much) and is up to the discretion of the coder. HIT POSS: Possible hits in a chain for any given attacks. RECOVERY: Recovery time; how long you will be left open after an attack. (POWER): Can be powered by holding 2 of the designated button (for instance, 2 punch buttons or 2P) (air): Your character can only do this move in the air. (crouching): Your character can only do this while crouching. (standing): Your character can only do this while standing. (downed): Attacks knocked down opponents only. Move notation: U | D | B | F = UP | DOWN | BACK | FORWARD :: Up will jump, Down will crouch, Back will move back AND block incoming attacks (unless guard breaks from turtling too much) and Forward will move a character forward. Right is considered forward for 1P (left side player) upon starting a match. DF – Down-Forward, position between Down and Forward; will crouch. DB – Down-Back, position between Down and Back; will crouch-block. UF – Up-Forward, position between Up and Forward; will jump up and forward. UB – Up-Back, position between Up and Back; will jump up and backward and will also air block if allowed. WP | WK = Weak Punch | Weak Kick MP | MK = Mid Punch | Mid Kick HP | HK = Hard Punch | Hard Kick Examples of moves: DF+button = Will attack downed opponent. FF = Press Forward twice (dashes forward) BB = Press Back twice (slide/jump back) D-F+P = Press Down, the Forward AND a punch button. Also known as QCF+P (Quarter-Circle + Punch, aka HAAADOOOOOOOOKEENNN!!) F-D-B+HP = Press Forward, then Down, then Back AND Hard Punch simultaneously. Also known as HCB+HP (Half-Circle-Back + HP) B-D-F+HK = Press Back, then Down, then Forward AND Hard Kick simultaneously. Also knock as HCF+HP (Half-Circle-Forward + HK) >>> +++ BASIC ATTACKS (based on standard 6-button engine) +++ >>> --- Standing PUNCH attacks: Weak Punch: Quick jab with left; Additional WP for quick 1-2 followup. (chains) [2 hit poss] Recovery: Very Fast. Mid Punch: Straight punch with right; Rain moves forward a little with this attacks (chains) Recovery: Fast. Hard Punch: Hard punch with left (overhead); Additional HP will result in an uppercut. (knockup) Will move Rain forward slightly. [2 hit poss] Recovery: Average; worse with followup. --- Crouching PUNCH attacks: WP: Quick, left-hand, body-blow jab. Recovery: Fast. MP: Uppercuts opponent. (knockup) Recovery: Fast. HP: Swipes at opponent's legs with a hard punch; Rain moves forward a little with this attack (considering she's lunging at the opponent from the ground) (knockdown) Recovery: Average. (downed) DF+P: Rain aims a fist for the downed opponent's solar plex. --- Airborne PUNCH attacks: WP: Downward, left-hand, quick jab; Additional WP for quick 1-2 followup; Rain tilts her body to face down with this attack. (can chain on landing) [2 hit poss] Recovery: Fast. MP: Straight punch with right hand. (can chain on landing) Recovery: Fast. HP: Cups hands together and aims an overhead slam with her fits on the opponent's head for heavy damage. Rain will front-spin full-circle with this attack. Recovery: Average. --- Standing KICK attacks: Weak Kick: Quick, low kick to the opponent; Additional WK will follow up the attack with a kick to the body section; 3rd WK connect will follow with a kick to the head. (chains) Recovery: Very fast. Mid Kick: Spin kicks opponent in body section; Rain moves forward a bit with this attack. Recovery: Fast. Hard Kick: High kicks opponent in head region (and yes, she kicks high). (knockup) Recovery: Average. --- Crouching KICK attacks: WK: Quick kick to lower region. (chains) Recovery: Fast. MK: Does a roundhouse kick to the opponent. (knockdown) Recovery: Average. HK: Does a handstand and kicks opponent in head region; Rain moves back a little after she returns to crouching position after the handstand. (knockup) Recovery: Poor, since she'll be doing this mostly as an anti-air, but there is still chaining possibilities after the knockup, though limited. (downed) DF+K: (none so far) --- Airborne KICK attacks: WK: Quick attacks opponent with knees. (can chain on landing) Recovery: Fast. MK: Double kicks in front of her. (can chain on landing) [2 hit poss] Recovery: Average. HK: Double kicks in front of her, but harder. (knockdown) [2 hit poss] Recovery: Poor. >>> +++ THROW MOVES (must be close to opponent) +++ >>> ** Direction+PUNCH: Tosses opponent up with left hand briefly and attacks with a right straight punch on opponent's descent, knocking them back. Direction left or right will determine where the opponent goes. Recovery: Average. (in case of tech hit) ** Direction+KICK: Grabs opponent with legs and slams them into pavement by twisting her legs and thrusting downward. Direction left or right pick will determine where the opponent goes. Recovery: Average. (in case of tech hit) >>> +++ DASH ATTACKS (attacks done during dash) +++ >>> -- FF+PUNCH: Slugs opponent hard after dash is completed; Additional HP followup for 1-2 punch is possible. [2 hit poss] (chain) Recovery: Average. -- FF+KICK: Slide-kicks into opponent, knocking them off the ground. Rain will end up behind opponent if this connects (knockup) Recovery: Average. >>> +++ SPECIAL MOVES +++ >>> Innate Abilites: Can jump twice, low air climb on first jump, slightly higher than most people on second. :: DODGE ROLL (crouching/standing) (HP+HK)+Direction: Rain will dodge roll out of the way in the direction specified (left or right). Total dodge roll distance is about 1/3-1/2 the screen. Recovery: Fast. :: BRASH BRUTALITY (standing) Press PUNCH repeatedly: Rain will start to wildly throw punches at her opponent with impressive speed. This can be chained from other attacks but will begin to knock the opponent back with each successive hit knocking them down and back hard with the final hit. [6 hit poss] (knockdown) (sound familiar?) Recovery: Average. :: LEG THRASER (standing) Press KICK repeatedly: Rain will kick at the opponent with quick-moving kicks (similar to Vice's move from KOF, but a bit slower). This can be chained from other attacks but will begin to knock the opponent back with each successive hit. [6 hit poss] Recovery: Average. :: PLANTED KICK (air) D-HK: Drops a kick with both feet at opponent at a sharp downward angle. (chains) Recovery: Fast. :: SLIDING KICK (crouching) DF-HK: Will slide-kick towards the opponent and will then trip the opponent after connecting. (knockdown) Recovery: Average. :: ARC SLICE (air) F-D-B+HK: Kicks full-circle and releases a large, chi-based attack at ground (at 45 deg angle); Rain will stop her descent, move back and climb slightly with her back flip kick before descending again and hitting the ground. In essence, she will 'bounce' from that point back. To get an idea of what it would look like, try using Sailor Saturn in SAILORMOON SUPER S and use her airborne PRESS CRUSHER. It'll be a crescent-like attacks aimed towards the opponent. This will knock opponents back AND down when it connects. A good keep-away move if used right. Recovery: Grounded. Rain is vulnerable after she attacks with her backflip kick of power and cannot guard until she reaches the ground. :: SPIRIT CASCADE (standing) D-F+P: Rain charges her energy quickly and attacks opponent with a blue-colored ki attack (not necessarily a perfect sphere). Depending on what was pressed (WP, MP, HP) will determine the speed of the projectile, for Weak is slow and Hard is fast. (POWER, 1 gauge needed) D-F+2P: Rain releases a much large ball of energy that does upwards of three hits on contact. [3 hits poss] Recovery: Average. :: SPIRIT CASCADE (airborne) (air) D-F+P: Rain charges her energy quickly and attacks opponent with said ki attack at a downward angle. Depending on the button pressed (WP, MP, HP) will determine the angle of the descent; Weak will be a slight drop with a long reach and Hard will be a short reach with a sharp drop. All speeds are the same airborne. (POWER, 1 gauge needed) D-F+2P: Rain releases a much large ball of energy downwards that does upwards of three hits on contact. [3 hits poss] Recovery: Grounded. Rain is vulnerable after the attack until she reaches the ground. :: RISING FLOW (standing) F-D-F+P: Rain spin "SHORYUUKENs" up and forward for an attack with her fist (w/ anti-air, of course) to knock opponent down and back. Rain trails a blue-white aura with the attack, much like Aska does in TMNT: Tournament Fighters. Depending on the button pressed (WP, MP, HP), will determine how far Rain goes and how much damage her attack does. Also, the amount of hits it does is determined by the attack. Weak will be a short, 1-hit attack. Mid will be a longer, 2-hit attack. Hard will be a much longer and higher, 3-hit attack. [3 hit poss] (POWER, 1 gauge needed) F-D-F+2P: Rain will rise high and attack with a super-powered RISING FLOW. [7 hit poss] Recovery: Fast to Poor, depending on weak-hard attack. >>> +++ KILLER MOVES (Requires 1 Super Gauge, less specified – MAX 3) +++ >>> // SPIRIT CASCADE REDUX (standing) D-F-D-F+HP: Rain charges her energy and throws her arms back. Upon doing so, she throws back several balls of energy behind her. This will end the charge sequence [stop-then-go, super-release- style, ya know?] of about a half-second. Rain will throw her arms forward and release the energy she has charged up at the opponent, which will home in on their current position (or, if you can't engine it out, in front of her). Ten blue-colored energy blasts will come from above and around her position to impact with the opponent quickly and shouldn't take more than two seconds to impact doing about 2% damage per attack. Around the eighth release, Rain will then unleash a final burst of energy in another stop-and-charge sequence when the 10 shots hit and will release a fantastically large ball of energy that knocks her back upon using it and gives the opponent another 10% of damage upon contact. This is an excellent (and easy) cancel for a knocked up opponent. If the opponent blocks, however, it will do a very small percentage of tick damage (or damage done even though the opponent is blocking – probably not even 3% damage) and the final attack will not be used if the opponent blocks/dodges the first 10 and will effectively cease the attack. [11 hit poss – 30% damage] (knockdown) Recovery: Average. Though Rain will be off-guard, she will recover faster than her other killer moves. // MAX RENSA (standing) D-B-D-F+HK: Rain will charge up her energy quickly then charge forward towards her opponent upwards of half a screen. When she meets the opponent she will begin an attack. If the opponent is blocking, this attack will cease. If she misses the opponent, she will continue to run until she has cleared a half screen and will cease the attack. If Rain hits the opponent, she will break into hit- accumulating melee, KOF-style. In short,various kicks and punches (doing 20% damage) will end with a souped-up RISING FLOW that halts for a second on first-hit connect, then continues with the opponent getting knocked down (doing 10% damage). This is chainable with aired opponents (i.e. she can run into opponents that have been knocked up and begin this attack to follow-up). [15 hits poss – 30% damage] (knockdown) Recovery: Poor. If blocked, Rain will be very vulnerable to attack. // HEAVEN TO HELL DROP (air) (close to opponent) U-U-D-D+HP: Rain's only aerial 'throw' move but a devestator nonetheless. If the opponent is not blocking and Rain is near the opponent, Rain will grab the opponent's neck and, in the direction that she is jumping, will deliver the enemy head-first halfway into the pavement leaving a white energy eruption/insignia on the ground for its wake. This will leave the opponent in the ground momentarily with Rain holding him/her there for a moment before getting back up and looking away. She will then extend her arm straight out, smirk and then close her eyes and her palm (i.e. turning her hand back around as if she were flexing a muscle), generating a shockwave of red- colored energy around her hand that will quickly subside after closing her palm. Then, the position where the six-foot-under opponent is will explode in its OWN shockwave of energy - an energy blast - sending the opponent flying straight up off-screen with each successive hit of the solid energy attack (not several, just a fluid red energy blast from Hell). Afterwards the attack will cease and the opponent will impact the ground once again flat on their back. Initial drop into ground does 15% damage. The blast up does 5 hits at 2% each and after the blast subsides the opponent will fall down on their back for an additional 10% damage. This may be possible to use on a knocked up opponent if timing allows it. [7 hits poss – 35% damage] (knockdown) Recovery: Grounded. If the conditions are not met (opponent blocks or nothing is there to grab) and Rain attempts this move, she will grab thin air and be left open for attack until she is grounded. // RAIN DANCE –signature- (standing) F-D-B-D-F+(HP+HK) (3 gauges required): Rain charges energy by putting her arms above her head. Blue-colored, see-through, swords of ki protrude from her arms. End charge sequence of about a half second. Rain will rush-jump forward and up from her position to her opponent and begin with an attack with one of these swords on an overhead slash from the air. If the opponent is in the air during her air-jump, she will catch the opponent and ground him/her with the jump and begin her attack sequence, NO AIR BLOCK WORKS (making it a good anti-air). If the opponent blocks her attack and is grounded OR was not caught in the initial jump or was jumped over, the attack ceases and Rain is left stunned for a second, leaving her open for attack. If the opponent has been caught or did not block, the attack commences. Rain will wail on her opponent with successive blows, each one faster, than the last. This should take about 3-5 seconds. At hit 29, she will attempt to go through the opponent with one final blow that halts everything for a full second after coming out on the other side. Hit 30 will register, a lightshow of energy destruction will happen, her blades will be gone, and the opponent will be going down. [30 hits poss – 50% damage] (knockdown) FINISHER SPECIAL: Special end upon K.O. with this move. Think Akuma and Raging Demon here. Recovery: Very Poor. Rain will be exhausted after the use of this attack if she doesn't hit. Very chancy. >>> +++ FINISHERS (when opponent is out of life but not yet KO'd) +++ ++ MALLET WHACK (standing) F-B-D-F+P: Rain creates a blue-colored, see-through, mallet from nothing and proceeds to whack the opponent into oblivion. A number of outcomes can occur from this: 1. WP - Pancake'd – The opponent is flattened, literally. 2. MP - Rocket'd – The opponent gets rocketed up and off the screen; a star is seen shooting in the distance momentarily afterwards. 3. HP - Screen'd – The opponent gets knocked into the screen itself. Likely, Kawa could probably get a special fourth and have Rain give him a JEWEL'D (aka, getting hit in the area that matters most). ++ ETERNAL SLUMBER (standing) F-F-B-B-F+2P: Rain walks up to the opponent, charges energy in her fist, says something around the lines of 'time to sleep' and hits the opponent in the solar plex so hard that it knocks the soul (literally) out of the enemy. This is denoted by the character image flying back off the screen in a cool see-through color with the real character standing there out like a light. Enemy will, of course, collapse afterwards in a heap on the ground. ++ PHOTO SHOOT (standing) F-D-B-F+HK: Rain has an exclamation mark that goes over her head. She then takes the opponent and drags him/her off-screen. Photography can be heard in the background, among other things (possibly the use of the ol' bucket o' water). The result cannot be good for the opponent. Rain walks back out a few moments later, pics in hand, gives a V and pockets the photos. >>> +++ COMBO POTENTIAL +++ >>> This is really an extra section, but I just figured I'd give some ideas of how Rain could chain in her attacks for the system: - - - - - (standing) HPx2 -> (during knockup) D-F+HP [3 hit poss] (knocks back) (air) D-HK -> (when grounded) WPx2 -> F-D-F+2P [10 hits poss, requires 1 gauge] (air) MKx2 -> (when grounded) WPx2 -> F-D-F+HP (knockdown) -> DF+P [8 hit poss] (air) HP -> (crouching) HK -> D-F+2P [5 hits poss, requires 1 gauge] (standing) WPx2 -> (crouching) MP -> D-F-D-F+HP [14 hits poss, requires 1 gauge] (standing) D-F+WP -> (air) MKx2 (when slow CASCADE connects with opponent) -> (when grounded) WPx2 -> HPx2 (knockup) -> F-D-B-D- F+(HP+HK) [37 hits poss, requires 3 gauges] - - - - - >>> Character Profile (Secret/v2 of fighter): Name: Rain (Possessed) Music theme: Street Fighter Alpha 3 – Juni/Juli's Theme Stage: Decayed Elysium Height: 5'6" (168cm) Weight: 135lbs. (61kg) Bust: 34/C Hair: Purple, shoulder-length Style of fighting: Based on Rain Hits: ??? Misses: ??? Backstory: Too much Dark for Rain. All her thoughts are cluttered with rage and destruction. She must come to her senses. Otherwise... Fight Stance: Little less relaxed from Rain's initial fight stance. Speed and attack power are far greater than before. Intros: 1) Rain has on a tattered cloak to the effect that you really wouldn't be able to guess who it was. After dialogue, throws off, looking very possessed and ready to kill whoever's pissing her off, ending the dialogue to fight sequence. 2) To Hiryuu only: Special Dialogue without cloak. Enquire for either convo. Outro: 1) Open fist - Dark power surges from Rain. Closed fist – it stops instantly. Follow it by "Heh." 2) Possible at random only on low health: Drops to ground with dark aura flaring, gasping and holding shoulder with eyes squinched in pain. Mutters something to downed opponent in rage. 3) To defeated Hiryuu: Holds head in pain for a moment. Shakes it off right afterwards. Main voice portions in-fight: Taunt (during fight): Aura flares heavily which charges own gauge. Attack: "Heh.", "Hmph." Damage: "Nn.", [low grunt of pain] Death: "Grugh...", on second death only: [gets up slowly, shaking, with hand covered in dark aura ready to launch something at opponent] "K…kill…y…" [drops to ground face first] Other voice portions: Will get to this. +++ BASIC ATTACKS +++ >>> --- Standing PUNCH attacks: Weak Punch: Quick -physical and aura- 2-hit with left; Additional WP follows with right P+A 2-hit. (chains) [4 hit poss] Recovery: Very Fast. Mid Punch: Fast overhead with right, catching P+A 2-hit; Rain slides forward a little with this attack. Has good reach potential to catch opponents off-guard. (chains) [2 hit poss] Recovery: Fast. Hard Punch: 1/3 screen slide-punch with arm which delivers 3-hits if connected right. Additional HP followup will knock opponent up with left on 3-hit to a dazed air position. Great for knockdowns or knockups to chaining depending on capture. (chains possible) [6 hit poss] Recovery: Poor. Far worse on knockup addition. --- Crouching PUNCH attacks: WP: Quick, left-right, body-blow jab. [2 hits poss] (chains) Recovery: Very Fast. MP: Hurts guys where it hurts the most, now in aura-fueled. (comical knockdown) Recovery: Fast. HP: Attacks ground with aura powered fist, causing a small rift of power to span out slightly around character area. Anything in path will get knocked down and back. Recovery: Average. (downed) DF+P: Rain jumps, aura-powered, very high and then drops fast on opponents position, dark aura trailing, to opponents position which delivers a devastating P+A hit to opponent. If no contact, still delivers a HP+D rift attack to ground. Recovery: Excessively Poor. This is one of those decisive follow ups to use if you know it'll hit since it takes a full second to go from start to finish on the downed portion of the attack. --- Airborne PUNCH attacks: WP: Small, single shot of dark aura. 45 degree angle "(air)+D-F/B" directional as well. [button mash for additional hits] (semi-chains, if done right to ground) Recovery: Very Fast. MP: 4-hit dark aura launch with large projectiles. 45 degree angle "(air)+D-F/B" directional as well. (semi-chains if done right to ground) Recovery: Fast. HP: Releases fast and large projectile up or angled ((air)+D-F/B). Recovery: Average. --- Standing KICK attacks: Weak Kick: Quick, plain kick to shin region. (chains) Recovery: Fast. Medium Kick: VERY (seriously) fast crescent kick to stomach. Aura wrap-around-body trail follows a half second later for additional hit. [2 hit poss] (knockdown) Recovery: Very Fast, even with aura trail. Not an attack to fuck around with but does not chain either. Nice counter to it is to be knocked down and recover fast enough to block in and counter back if you get caught by it. Hard Kick: Does one hell of a strong kick to a person, knocking them back and taking damage on hit and on their knockback when they hit the ground. [2 hit poss] (knockdown) --- Crouching KICK attacks: WK: Quick, short-distance slide-kick. (chains) Recovery: Very fast. MK: Roundhouse kicks low, handplants and overhead dropkicks in front for a 1up+1down hit combo. [2 hits poss] (knockdown) Recovery: Average. HK: Snap-kicks nice and high with aura up-trail. Handplants backward after attack and returns to either crouched or standing position depending on D-pad buttons pressed (if any). Jumps backwards if jump is pressed for possible downward chain effect off projectile. (knockup) (semi-chainable; see desc.) Recovery: Poor, especially on the rollback since that can be countered into during handplant. (downed) DF+K: Axe kicks up to 1/2 of the screen depending on W, M, or FK press to 1/4, 1/3, 1/2, respectively which lands in an aura-powered kick to tie it all in. Recovery: Average. Does less damage than the punch variant but is safer on recovery time. --- Airborne KICK attacks: WK: Aura extends from body to attack opponent quickly in two left-right hits while not extending fists or legs at all. [2 hit poss] (semi- chains to ground) Recovery: Fast. MK: Fists of aura appear slightly in front of Rain knocking airborne opponents away and down. Good guard catch. (knockdown) Recovery: Average. HK: Fists of aura appear much farther away of Rain doing the same as MK. (knockdown) Recovery: Average. >>> +++ THROW MOVES (must be close to opponent) +++ >>> ** Direction+PUNCH: Handplants over opponent, grabs and tosses them up and in front of her which is when she quickly pulls two dark aura "blades" from self and slices the opponent twice in a quick motion. The opponent drops in front of her position afterwards down and out. Recovery: Average. (in case of tech hit) ** Direction+KICK: Grabs opponent with legs and slams them into pavement by twisting her legs and thrusting downward. If throw is successful, jumps back and drops a dark aura bomb of energy on opponent afterwards while staying airborne and positioning self down at enemy. Thrusts self in front of opponent's position afterwards, standing. Direction left or right picks where the opponent goes. Recovery: Average. [4 hit poss, 1 throw and 3-hit aura] (in case of tech hit) >>> +++ DASH ATTACKS (attacks done during dash) +++ >>> Innate Abilities: Can shadow dash. If double-tap (no hold) is given to Rain, she will invisible dash to her opponent. You may chain a move listed here. This does not work in the air. She can also shadow run. By HOLDING the direction button, she will run into the opponent and then go invisible on attack press. This can also be used to disguise a JUMP. If you press the UP button in a shadow run, you will be invisible without a hint as to if you are attacking or jumping until you attack in-air or touch ground in front or behind an opponent. You may attack normally when grounded (not from what is shown here if you jump in-run unless you dash again). -- FF+PUNCH: Slugs opponent hard after dash is completed getting a physical hit and a hit from aura punch and a hit from dash aura; Additional HP followup for 1-2 punch is possible. Will cause opponent to slide back on both connects. [6 hit poss] (chain) Recovery: Average. -- FF+KICK: Slide-kicks into opponent, halting them altogether. Aura field catches up a half-second later and attacks opponent twice. One for kick which causes a damage and one that spins them out into the ground some distance away for a knockdown. Rain will end up a ways away in front of the opponent if this connects. (knockdown) [3 hit poss] Recovery: Poor. You jump over this and she's going to be able to be hit. >>> +++ SPECIAL MOVES +++ >>> Innate Abilites: Can jump and levitate forwards or backwards in air one stride. High (2 level) jumps on down+up with aura-trail follow (no damage if in it). :: FADE (crouching/standing) (HP+HK)+Direction: Rain will fade back or forth slightly above the ground in a distance of about 1/3-1/2 the screen, trailing aura. This, obviously, means she's floating without moving her legs or anything. Recovery: Fast. :: DARKNESS WAKE (standing) Press PUNCH repeatedly: Rain gets even greater speed than her BRASH BRUTALITY and delivers a DEVESTATING sixteen-hit (8+8 P+A attacks) combination to the opponent with the final two hits ending in a knockback/down and sounding like the sounds of shotguns going off with each attack. [16 hit poss] (knockdown) Recovery: Average. :: DARK DESTROYER (standing) Press KICK repeatedly: Rain's LEG THRASHER redone a bit slower but with backup aura attach on kicks to get more hits. Shotgun sounds of kickery eminate from this as well. [8 hit poss] Recovery: Average. :: DEATH DROP (air) D-HK: 30-degree angle fast dropkick to standing opponent's head. (chains) Recovery: Fast. :: BLAST RADIUS (air) B-D-F+HP: Rain stops mid-jump and puts hands out with head down, releasing a dark aura charge outwards. Anything in her path gets knocked UP after getting nuked by three sputter-blasts of pain. Recovery: Grounded. Rain is vulnerable after she attacks with her final blast and cannot guard until she reaches the ground. :: DARK DISCHARGE (standing) D-B+K: Rain will –hurl- large chunks of aura/energy at the opponent up to three times. The first with right, second with left and third sending a fast a much large ball of energy at opponent. Speed of projectiles affected by WP, MP, or HP button press. [3 hits poss] (POWER, 1 gauge needed) D-B+2P: Rain releases two left-right balls of energy that collide fast with the opponent, each scoring two hits a piece, and then Rain release a final charge of energy causing the screen to go white on the attack hit with six hits after the explosion of energy IF it connects to begin with. Opponent will be lying one screen width over and Rain will reappear on the other side on walk- over. Recovery: Average to Poor depending on powerup. :: GROUND ZERO (airborne) (air) D-B+K: Rain halts in air and grabs her dark "blades" and swings around with two shots of energy going 45 degrees from her position. Good keepaway move. [2 hits poss] (knockback) (POWER, 1 gauge needed) D-F+2P: Rain charges a MASSIVE amount of energy in-air and slices overhead to 45 degrees downward with a large amount of energy. This will knock the opponent, which the camera will follow, one screen back and cause them to crash into the ground. Rain will descend to onscreen slowly, with aura trailing, afterwards. Recovery: Grounded. Rain is vulnerable after the attack until she reaches the ground. :: DARK ASCENSION (standing) F-D-B+P: Rain spin-"SHORYUUKENs" up and forward for an attack with her entire body (obvious anti-air), aura helping attacks, to knock opponent down and back. Depending on the button pressed (WP, MP, HP), will determine how far Rain and the opponent goes and how much damage her attack does. Also, the amount of hits it does is determined by the attack. Weak will be a short, 2-hit attack. Mid will be a longer, 4-hit attack. Hard will be a much longer and higher, 6-hit attack. Rain will land behind the opponent, knocked down, afterwards. [6 hit poss] (knockdown) (POWER, 2 gauge needed) F-D-B-D-F+2P: Rain quickly ascends, taking her opponent on a joy-ride of dark pain. Special screen of dark and explosions await. Screen refocuses after hit 18, opponent crashes on ground on 19, Rain drives a final kick home from above screen down for the final. [20 hit poss] Recovery: Fast to Poor, depending on attack. >>> +++ KILLER MOVES (Requires 1 Super Gauge, less specified – MAX 3) +++ >>> // SHADOW DRIVE (standing) (B-D-F)x2+HP (1 gauge required): Rain barely gives the opposition warning before she appears behind the opponent in a shadow charge towards their position, charging into them. If she misses on a block, she is open to attack and the attacks stops there with her struggling to get back into stance. If she misses on a jump away, she will plow through where the opponent SHOULD have been and leave an aura trail behind her that ascends one level and hits/knocks down if not blocked or jumped HIGH (two levels) over for 10% damage. Tick damage applies. If INITIAL attack was successfully unblocked, Rain unleashes a short flurry of punches (5-hit, 15%), handstands over opponent's head for slow-mo camera effects, spin kicks the opponent in the head after landing (NOW facing) to launch them (5%) then grabs the opponent with legs and drills them into the ground with a leg buster of pain. (5%) Finally, the ground explodes where the opponent lays, sending them up for one final explosion of pain (5%). [8 hits poss – 30% damage] Recovery: Average to Poor. If the opponent jumps, she has a better recovery time with the additional attack, oddly enough. // OBLITERATION –signature- (standing) F-D-F-D-B+HK (3 gauges required AND both you and Rain must be on the final round and have lost matches for her to pull out the stops): Rain will shadow dash from her position into her opponent WITHOUT WARNING OR STOP CHARGE. Be VERY careful on final round when she has accumulated 3 gauges. After you have been attacked and your HP dips below 70%, it should be in her routine to attempt this attack once and ONLY once at random but at a good time. If she dips below 33% HP, she will VERY likely use this attack. On block or jump, this attack will stop (and will knock back blocking opponents for 5% tick damage) and Rain will be open for attack for quite a while as her energy will fade to near nothing as she will slump to the ground charging energy. If the opponent is hit, Rain will not waste more time. Attacking and kicking in a devastating display of brutality and energy (whether aura or just plain speed), Rain will attack the opponent for 49 hits of pain getting increasingly faster and burning up the opponent that much faster with her aura as time goes on for about 6-8 seconds. (49% damage) Rain fades to nothing as a whine is heard as the screen fades black, music fades as well. Dazed opponent is subject to short featurette of Rain changing forms momentarily to complete dark form. After charging a most painful-to-watch and quite horrible energy attack that will make most people cringe when they watch it, Rain ends it, exploding the screen to white. (26% damage) If the opponent is destroyed [50 hits poss – 75% damage!] (LONG –5 sec- knockdown IF you survive, button mash to get out of it faster –2 sec-) // ---ABSOLUTE!! (end-combo) F-D-B+2P: This may only be done if an opponent survives the above fatal move. Initiate during white-screen. The screen will refocus and Rain will charge a mountain of energy above her. After three seconds, she will throw down the energy retrieved like a large sword (hehe, swords are fun) for a most-assuredly final move, ending the opponent with a final destructive blast of dark energy. This is a destroyer but it is not exactly perfect... [51 hits poss – 100% damage~!!!] FINISHER SPECIAL: Special end upon K.O. with this move. After KO is confirmed, Rain will give a special outro to the opponent by sucking out his or her remains of a soul (shown in character energy, possibly a character portrait) and destroying it. Recovery: Nearly none for BOTH attacks. She misses, she will be open for seconds on either part of the attack. If you get nailed by the first one and survived and she decides to finish you off and you snag out of the knockdown you may just be able to save yourself before she releases her attack by jumping. This attack only extends in a low arc and can be BACK JUMPED away from as long as you don't get hit in the air arc when she releases her ABSOLUTE sword. This IS unblockable whether you are in the air or not and will knock you back and down, kill you there and ending the match. If you survive the jump, ATTACK HER DAMMIT! >>> +++ FINISHERS (when opponent is out of life but not yet KO'd) +++ None. The only real one she has is pulling off Obliteration. However, if you beat her fast enough, kill her with a super and don't lose a match, there is another challenge that still awaits... >>> Character Profile (Secret/v2 of fighter): Name: Dark Rain Music theme: Riviera TPL – Hades, King of Chaos (AST version) Stage: Decayed Elysium [total decay version] Height: 5'6" (168cm) Weight: 135lbs. (61kg) Bust: 34/C Wingspan: 6'0" Hair: Dark purple, down back Style of fighting: Total power. Hits: ??? Misses: ??? Backstory: This is Rain's final form, just before reaching full power. Unless she's subdued fast enough...well, I don't really want to think about what happens if she reached full power. Fight Stance: Floating off aura of power and wingspan. Energy of dark and light are constantly revolving around her at a steady pace. No balanced stance otherwise. Intros: 1) Knocked out possessed Rain gets up and fades out. Background 2) To Hiryuu only: Special Dialogue while possessed Rain is kneeling. Afterwards, stands and powers from possessed Rain to Dark Rain. Extends hand and mutters something around the area of 'you're dead' while Hiryuu winces. Drops back to stance. Outro: 1) Dark Rain takes in a large amount of energy all at once, as if to charge herself up to 100% life. 2) At defeated Hiryuu (final round): Rain envelops Hiryuu in a dark ball of energy and then systematically sends him into the next world. She then says something around the lines of 'Now there is nothing left...' Main voice portions in-fight: Taunt (during fight): None. Attack: "Yah!", "Graaaugh!" Damage: "Grrugh.", "rrraaAARRGHH!!" Death: "A...ahh...", on second death only: [completely powers out of Dark Rain status as background changes back to normal Elysium] to Hiryuu: "B...bro..." [faints; Ash comes in to lick her face to wake up]; to all else: "Haargh..." [faints] Other voice portions: Dialogue portion feeding in for Hiryuu: Hiryuu: "Rain?! What the hell is wrong with y--?" Hiryuu walks up only to get a stray lightning bolt drop in front of him, knocking him back. Rain: "Y...you..." Rain slowly lifts her head while Hiryuu gets back up, looking at her worriedly. Hiryuu: "R-Rain?" Rain: "Have...to..." Rain's obviously struggling against something at this point and failing miserably. Rain: "You have to die...Hiryuu..." Hiryuu: "...rain...?" Rain gets up. Rain: "If you...don't then...I'll die..." Hiryuu's obviously taken aback by that statement and completely confused as to what she means by it. Hiryuu: "Th-that's not true! Rain! Snap out of it!!" Rain: "...shut up..." Hiryuu winces. Hiryuu: "Rain!" Rain: "SHUT! UUUUUUUUP!!!" Energy flares with said lightning bolt and background change noted earlier. Hiryuu: "...R-rain..." Rain extends a hand after completely transforming and talks in a tone completely different than her usual. Rain: "Yes. You must die." Hiryuu: "...I don't know what's wrong with you, Rain. But I'll knock some sense into you in the only way I know. (If your head is really as thick as mine)" +++ BASIC ATTACKS +++ >>> --- Standing PUNCH attacks: Weak Punch: Fires off a small but fast energy blast triplet at opponent with left. The second consecutive sends a triplet from the right. Pushing two PUNCH afterwards sends four larger and faster ones with both hands. [10 hits possible] Recovery: Very Fast to Medium. Mid Punch: Punches and palms with an infusion of light and dark energy one-two. Aura follows her every move. [2 hits possible] (chains) Recovery: Fast. Hard Punch: Unleashes a large scythe of energy with wingspan at the opponent, knocking them up, striking low to high. (knockup) Recovery: Medium. --- Crouching PUNCH attacks: Special: CROUCHING for Dark Rain is NOT detected. The same sprites for a guarding stand D. Rain apply for the same as a crouching guarding D. Rain. Hence, there are no low normal attacks except for downed opponents. Any low attacks TO Rain will not register due to floating status. (downed) DF+PPPPP: Rain sends continuous bombs of ground-riding energy at a downed opponent, knocking them back, up to five times per round of button mashing. [5 hits possible] --- Airborne PUNCH attacks: WP: Quick, hit with wing. A second will follow with the other wing. [2 hits possible] (chains) Recovery: Fast. MP: Extends hands to create a large explosion of energy to destroy anything in front of her. [3 hits possible] Recovery: Medium. HP: Wing-dunks anything in front of her into ground at a 60-degree angle for a one-hit, one-ground attack. [2 hits possible] Recovery: Average. --- Standing KICK attacks: Weak Kick: Quick kick to front. (chains) Recovery: Fast. Medium Kick: MASSIVELY fast crescent kick followed by a high kick with her opposite and finishing with an axe kick to drive it home, knocking opponent down in front of her. She leaves an aura trail with each hit. [3 hit poss] (knockdown) (can catch into throw chain) Recovery: Fast. Hard Kick: Smacks the opponent back with her wing. (knockdown/back) Recovery: Fast. --- Crouching KICK attacks: Special: See C. PUNCH sect. (downed) (near opponent) DF+K: Grabs the opponent from their downed position, jumps and twirls around before grinding them back into the ground with an enormous explosion of dark and light energy, sending them up and once again back down. This cannot be done twice in a single down and the opponent will typically rise fast after this attack. Recovery: Medium. --- Airborne KICK attacks: WK: Spin-wing-slaps opponent. (chains) Recovery: Fast. MK: Wing-slaps opponent in air fiercely with a charged amount of energy, knocking them a screen over. (knockback) Recovery: Average. HK: Rain throws her limbs and wings back, throws her head up and explodes in a fit of energy, stopping in midair and screaming the whole way through it. If enemy is caught, they will be rocketed a screen over to crash into the ground. VERY damaging. (knockback) (knockdown) Recovery: Grounded. Rain will drop to the ground afterwards and is vulnerable until then. >>> +++ THROW MOVES (must be close to opponent) +++ >>> (air) F+P: Grabs opponent and aura-trails down in a spiral to meet the ground in an explosive charge. VERY damaging. Recovery: Grounded. Rain is vulnerable if she is still in the air after a tech hit. >>> +++ DASH ATTACKS (attacks done during dash) +++ >>> Innate Abilities: Can shadow dash. If double-tap (no hold) is given to Rain, she will invisible dash to her opponent. You may chain a move listed here. This does not work in the air. She can also shadow run. By HOLDING the direction button, she will run into the opponent and then go invisible on attack press. This can also be used to disguise a JUMP. If you press the UP button in a shadow run, you will be invisible without a hint as to if you are attacking or jumping until you attack in-air or touch ground in front or behind an opponent. You may attack normally when grounded (not from what is shown here if you jump in-run unless you dash again). Can ALSO AIR shadow dash. If double-tap is given in the air, Rain will move back or forward in the direction given. This will only work one time per ascent but will increase her airtime that much more. -- FF+PUNCH/KICK: Passes through opponent and leaves multiple hits of damage behind. Can be blocked, but moves opponent back with tick damage. Otherwise, it knocks opponent down and back. [6 hits possible] (knockdown) (knockback) >>> +++ SPECIAL MOVES +++ >>> Innate Abilites: Her descent is chosen by default or a slow descent by holding the DOWN button and watching her slowly descend to the ground while flapping her wings and using the left and right buttons to guide her down. As said, her ability to shadow dash in the air is also given. She can go up with a shadow dash as well (thus giving her a little ABOVE 2 level access if needed). :: DARKNESS FADE (crouching/standing/air) (HP+HK)+Direction: Rain will fade back or forth slightly above the ground in a distance of about 1/3-1/2 the screen, trailing aura but in a faster motion than possessed Rain used. Recovery: Very Fast. :: LIGHT AND DARK (standing) Press PUNCH repeatedly: Uses a variety of punches, kicks and wingspan hits to knock opponent around followed by an overhead slash of energy coming for Rain's arms extend over her head to down, leaving a trail of light and dark in the path of her wake. [20 hits possible] Recovery: Poor. Does good tick damage but leaves Rain vastly open after her overhead spirit slam. :: METEOR IMPACT (air) D-HK: Drops from the air to the ground in a fast motion and leaves an impact blast around her area, knocking those around it down and back. Rain won't move for a moment after impact and will get back up afterwards. (knockback) (knockdown) Recovery: Poor. :: SHISHI KOURYUU HA (standing/air) D-B+2K: (POWER, 1 gauge needed) "This is my real power..." Rain gathers all of her anger while cringing into a ball as her aura turns green. Lights of energy form around her position and then fire off quickly at the opponent for seconds of time. At hit 39, Rain gathers the rest of her energy in her left hand and, arm shaking, slowly cock her arm over and forward to send one final LARGE blast at the opponent screaming "DIE!" the whole way. [40 hits possible] Recovery: Poor. :: SETSUGETSUKA D-F+2P (POWER, 1 gauge needed): "You shall freeze in the infinity of the abyss." Rain's aura turns to blue and she extends her arms in an X-cross in front of her. After her charge, she will release and energy 1/2 of a screen length on either side of her going up, which will freeze. If the opponent is caught in it, whether blocking at the time or not, they will be frozen. This stays true for a few seconds until Rain casts "BREAK!" and sends the opponent back and down with massive damage upon the ice glacier breaking. Recovery: Poor. :: SAKURA (standing) F-D-B+2P (POWER, 1 gauge needed): "Earth, guide this soul to its resting place..." Rain's aura turns red as she quickly ascends up to the air in almost and instant and drop back down behind the opponent. If the opponent was close, they will be momentarily stunned. Then, a stream of cherry blossoms will cut and carry them up the ascension path and over in front of Rain for a final ground slam. VERY damaging. [7 hits possible] Recovery: Like the rest of her specials, Poor. >>> +++ KILLER MOVES (Requires 1 Super Gauge, less specified – MAX 3) +++ >>> // SHINSAKURA (air) D-F-B-D-F+(P+K) (POWER, 3 gauges needed) (unblockable): "LIGHT!" [creates a sword of light from energy] "DARK!" [grabs a much different dagger of dark] Rain powers up in the air with a magic circle insigniated around her with energy gathering. Rain spins the weapons and forms a long dual- ended glaive of energy. Spinning it around herself, she creates a vortex of energy as the magic circle behind her begins to spin and generate vast amounts of power in sync with her both growing faster and faster with their movements as the world around grows darker and darker. "AND ALL!!" Multiple different colors of energy began to form around Rain as she stops, wings expanded and glaive overhead with energy at its peak as everything grows dark. "SHINSAKURA!!" The screen focuses back on the opponent, who can't block, in the dark with energy flowing through them knocking them back and forth in a violent display of energy. Blossom-like tufts of blood come from the opponent in question per hit of this attack. The attacks get faster and faster with greater amount of blood drawn from each successive attack and thus start with low amounts of damage to high amounts of damage after the final hit. If this attack destroys the opponent, they will bleed to death slightly before dropping on the ground, as a sort of fatality move. [30 hits possible, 70% damage] Recovery: 5 seconds (very poor). Rain will float back to the ground after the attack but no matter where the opponent is, they will be down for at least 3 seconds. The key trick is to make sure that Rain never has the opportunity to release this attack. Once she attains 'full power' she is practically unbeatable. A swift end to her will be what allows you to live. // RAGNAROK NIGHTMARE (B-D-F)x2+(P+K) (MAX gauges needed, possible 5?) (unblockable, special): A simple end by massive destruction. Rain ascends from the ground up and off-screen. Screen changes to her being very high in the air and already trailing an intense amount of energy. Rain is already very damaged at this point, due to a special case and is pissed as hell. "I won't let you..." Rain spreads her wings and arms out, generating a vast amount of energy in both hands. "I WON'T LET YOU!!" After charging everything she has into one final attack, Rain will fire off an intense blast of chaotic energy into Decayed Elysium destroying anything below her and the ground around it within several football fields radius. It's safe to say that Elysium and her mental state will collapse after this attack but is her final move of desperation. [1 hit, 100% damage] Recovery: None. Rain will release this attack if certain requirements are met: 1) Final round of play (3rd round of 3, let's say). 2) Life Energy has drained below 20%. 3) Special Energy is at MAXIMUM. If these requirements are met, Rain's priority will be to release this attack. If this happens, you lose, no exceptions. A special end will occur where the world will go black after the loss. Thankfully in fighters, however, you can always continue to beat her. >>> +++ FINISHERS (when opponent is out of life but not yet KO'd) +++ As if Nightmare isn't enough? You're crazy... >>> Go for broke on these ideas. This should be enough info but let me know if it isn't.