STEVE Stage Outside Zuni's, in the middle of the day. There are customers inside the restaurant alternating between looking out from the windows and eating lunch. There are a couple of crowds, including the regular Zuni's crew, standing nearby and watching / cheering the fighters on. Occasionally a pedestrian wanders by, sometimes stopping to watch for a while. Also occasionally, Tsu wanders on and tries to force someone to the KnK. Some or maybe all of the other Zuni's staff share this stage. The Zuni's staff in the background change according to who's fighting. Entrance Steve is standing there casually, his hands in his pockets, and looking up at the sky. He looks down at his opponent, as if just noticing them, and asks "So, shall we fight then?", takes his hands out of his pockets and goes into his regular stance. Special Entrances - Steve / Ann Steve: Me? Ann? FIGHTING each other? This sucks. Ann: But there's nothing we can do. Shall we fight then? Steve: (Sighs) Oh well... They bow and then go into their fighting stances - Steve / Ryuu-ou Ryuu-ou: (Standing in an arrogant arms folded pose) Show me what you have learnt, my student! Steve: (Going into his stance) That is SO cliched. Ryuu-ou: (Following a moment later, grumbling) Kids these days... - Steve / Hitomi Hitomi: YOU! I'll KILL you! Steve: (sigh) Yeah, yeah, whatever. Victory Quotes "If you play with Fire then you WILL get burnt! ...sorry, just had to say that." "Sorry about that... you alright? Okay, I just walloped you into the ground, but apart from that." (To Ann) "...sorry, sis... If only we didn't have to fight..." Taunt Brings his thumb to his teeth and flicks at forwards, and says "I bite my thumb at thee. So nyah." Advantages - Good combo ability - Very useful super moves. - Has remote 'auto tracking' specials. Disadvantages - Relatively few special moves, and has significant startup time on one of them. - Has significant startup time on some of his moves - If there are Fire-less stages, then he loses access to a couple of moves in them Command moves - Ryuenken F+HP Charges his fist with an energy flare and strikes outwards. The flare makes the hit stronger, can cancel regular projectiles, and does block damage. - Kouryuenkyaku F+HK Steps forwards slightly, doing an axe kick with an energy flare around his foot. This will hit a crouching opponent, whether they're blocking not - it has to be blocked high. Special moves - Chaining If not allowed for in the game engine, he can chain normal moves together, in a basic weak to stronger sequence, and can also chain normal moves into command moves (Ryuenken and Kouryuenkyaku). He can also chain air moves. - Ryuenba D, DF, F + P (can be done in air) A basic fireball move, the button used determines the direction. This can also be used in the air to fire downwards at an angle. - Shouryuenken F, D, DF + P A jumping uppercut type move, with energy flares around his fists, and lower to the ground than most. - Ryuengebakuhatsu D, DF, F + K Causes a small explosion to come from the ground. Button determines position and direction - either right in front of his feet, going forwards; close side of his opponent, going forwards; or far side, going backwards. The right-by-the-feet one comes out very quickly, the other two versions take a while to come out. If hit, the opponent is stunned for about a third of a second - if fast enough you can hit them during this stun period. Supers - Chouryuenbashira D, DF, F, D, DF, F + PPP (can be done in air) Extends a hand towards the ground, and THEN there's the Super Move 'ching' and flash. After that he gestures upwards and a large column of ki bursts upwards from the ground immediately below the opponent. If it hit, then the opponent is flung up into the air and Steve can then follow up with any other move, including another Chouryuenbashira. To offset its incredibly good advantages, it has two big disadvantages. One, there's a fair bit of startup time, and so is very hard to put into a combo (though it will combo readily off the right-by-his-feet version of the Ryuengebakuhatsu.) Two, it doesn't do that much damage on its own. - Chouryuenba F, B, DB, D, DF, F + PPP (can be done in air) A large instant travel beam, much like the Shinkuu Hadouken in the VS games, with a very short startup time. Can be done in the air, in which case it still travels horizontally. - Chikara Agari no Ryuen Ranbu (Increased Power Dragonfire Dance of Mayhem - I much prefer it in Japanese... ^^;) D, DF, F, DF, D, DB, B + PPP (Level 3 only) A KOF style autocombo move, basically - he goes into a power up pose for a very brief moment (the Chikara Agari), then charges very quickly across the screen. If he connects, he then goes into a fast and furious combo of energy-flared strikes.