NOTATION F, B, D, U : Forward, Back, Down, Up P : One Punch button PP : Two Punch buttons PPP : All three punch buttons K : One Kick button KK : Two Kick buttons KKK : All three kick buttons QCF, QCB : Quarter Circle Forward / Backward (that is, either D, DF, F, or D, DB, B) HCF, HCB : Half Circle Forward / Backward (that is, either B, DB, D, DF, F, or F, DF, D, DB, B ) ZF, ZB : "Z-motion" Forward / Backward (that is, either F, D, DF, or B, D, DB) STEVE For Version 1.1 Designer's Rationale/Notes: From the reports of version 1.0, many felt that version 1.0 Steve was too much of a shoto-clone. After all, he had bog-standard fireball and dragonpunch type moves. So in version 1.1 he's been revised somewhat. His fireball has been changed and the leaping uppercut is replaced by the Ippoushouryuenken that he had back in the beta version. Overall, he's quite different to his version 1.0 appearance. Also, some felt that his silliness wasn't represented well enough, so there's been modifications to that end, too. Purely cosmetic, of course, but where would a fighting game character be without decent character? I've tried to make this as generic as possible so it can fit either a SF style or a KOF stlye, but one SF-ism has crept in with the assumption of 3 punch buttons and 3 kick buttons. 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. Pedestrians wander by, sometimes stopping to watch the battle for a while. Also occasionally, Tsu wanders on and tries to force someone to the KnK. Note: Some of the other Zuni's staff members share this stage. The Zuni's staff in the background then changes according to who's fighting. Outfit Regular: A gray-green shirt with the sleeves rolled up, open over an almost white T-shirt, and dark green pants. Different colours affect colour of the shirt and pants. Alternate#1: Standard white gi with black trim, ornately written 'fire' kanji on the back, and a black belt. Different colours affect colours of the gi and its trim. Entrances First-up: Is standing there with his hands in his pockets, looking contemplatively up at the sky. He looks down at the opponent and grins, takes his hands out of his pockets, saying "So, let the match begin!" He then goes into his fighting stance. Normal: Grins, flexing his fingers, while saying, "Come on then!" He then goes into his fighting stance. VS Ann: Steve: Me? Ann? FIGHTING each other? This sucks. Ann: But there's nothing we can do. Shall we fight then? Steve: (Sighs) Not much I can do, is there? Ann: (Accusing tone, but smiling) And don't hold back, either. Steve: (Usual grin) I wouldn't even dream of it. They bow and then go into their fighting stances. VS Ryuu-ou: Ryuu-ou: (Teleports in, standing in an arrogant arms folded pose) Show me what you have learnt, my student! Steve: (Facepalms) That is SO cliched, master. Ryuu-ou: (Grumbling) Kids these days... The two bow and go into their fighting stances. VS Hitomi: Hitomi: YOU! I'll KILL you! Steve: (sighs, rubbing back of his head) Yeah, yeah, whatever. Poses Victory1 - waggles a finger at the fallen opponent and grins. "Maybe next time, hey?" Victory2 - strikes a really silly heroic pose for a moment, yelling "Victory!", then puts a hand behind his head, gives an embarassed grin and says "Or something like that. Eheh." Loss to time - eyes bug out and mouth opens in surprise, then facepalms ruefully Draw game - looks up at the opponent's lifebar, up at his, then shrugs in resignation Victory Quotes "Another day, yet another fight." "Hey, don't look so depressed about losing. Here, have some pizza." "If you play with Fire then you WILL get burnt! Or something like that, anyway." "You alright? Okay, I just walloped you into the ground, but apart from that." (To Ann) "Sorry, sis." (To Ryuu-ou) "Hey, who's the better one now?" Taunt Brings his thumb to his teeth and flicks it forwards, and says "I bite my thumb at thee. So nyah." Advantages Has some very useful special and super moves, some of which 'auto-track' the opponent. Has good combo ability. Can be used both offensively and defensively. Has very good moves to deal with an opponent who just throws fireballs all day. Disadvantages Few moves His remote moves - a key part of his arsenal - take a relatively long time to come out, usually can't be easily put into combos and do little damage anyway. While they're good, relying on just them won't get Steve very far. Special disadvantage: If there are Fire-less stages, then when fighting in those stages he can't use any of his remote moves (the Ryuengebakuhatsu and the Chouryuenbashira), reducing his ability drastically. TEAMWORK attack Most of the time, his Teamwork attack is just the Chouryuenba. However, when combined with certain characters (including Ann, Jei, and Ryuu-ou), he and his partner do a special teamwork attack where they combine their power to a single, extremely large beam that fills almost the entire screen and does amazing amounts of damage. Grapples Punch grapple: Does a shoulder throw to slam his opponent to the ground behind him, switching sides. Kick grapple: Pushes the opponent off balance and then trips them. Command moves * Ryuenken ("Dragonflame fist") F+HP Charges his fist with an energy flare and strikes outwards. This can cancel regular projectiles and does block damage. * Kouryuenkyaku ("Descending Dragonflame Kick") F+HK Steps forwards slightly, doing an axe kick with an energy flare around his lower leg. This is an overhead hit and has to be blocked high. As with the Ryuenken, the flare can cancel regular projectiles and does block damage. Special moves * Ryuenba (Dragonflame Wave) QCF + P, (P) (can be done in air) A fairly basic fireball move, but with a twist - Steve can vary both the angle and the speed of the fireball. The first punch button pressed determines the angle the fireball travels at, and the second determines its speed. If there is no second button press, then the speed defaults to medium. He can fire this while in the air. If he does, then the angles he can fire this at change to downwards. * Dairyuenba (Large Dragonflame Wave) QCF + PP, (P) (can be done in air) Fires a much larger Ryuenba that does 3 hits, a lot of damage and can go through up to two regular fireballs. The first press determines the angle and the second the speed, as usual. Takes up about 25% of the super meter. * Ippoushouryuenken (One-Step Rising Dragonflame Fist) ZF + P, (P) Takes a crouching step forwards, then comes up into a standing uppercut, with an energy flare around his fist. This flare can be used to cancel fireballs. The first punch button determines the length of the step, ranging from almost nothing (good air-defense) to a few character widths. The optional second button press is a low leaping energy-flare uppercut. * Ryuengebakuhatsu (Dragonflame Remote Explosion) QCF + K (can be done in air) Causes a small explosion to come from the ground. Button determines position and direction, with these options: - Right in front of his feet, going forwards; - The closer side of his opponent, going forwards; - The farther side of the opponent, going backwards. The explosion has to be blocked low. The standing-on-the- ground right-by-the-feet version comes out very quickly, all other versions take a while to come out. If hit, the opponent is stunned for a short period - if quick you can hit them during this stun period. Super / Desperation / Whatever moves * Chouryuenbashira (Super Dragonflame Pillar) QCF, QCF + PPP (can be done in air) Causes a huge pillar of ki to burst upwards from the ground immediatey beneath the opponent, that has to be blocked low. If it hits, the opponent is flung up into the air and Steve can follow up with another move, even including another Chouryuenbashira. To offset its advantages, there's a fair bit of startup time, so the opponent has to be WIDE open to catch them with this. (Just missing with a normal move isn't enough.) Also, this move doesn't do that much damage on its own. * Chouryuenba (Super Draongflame Wave) F, HCF + 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.