===== STEVE ===== "The young man of the Fire." NOTES ----- This is the notation used: 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) This has been written for a vs-style game - that is, the crazy and flashy antics of X-Men vs Street Fighter, Marvel Super Heroes vs Street Fighter, Marvel vs Capcom, and so on. Trying to tone GRIT-Steve down for any other game style is very difficult and never quite comes across as him. 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-blue collared shirt with the sleeves rolled up a couple of times, exposing his wrists. It is open, over a white T-shirt, and he wears dark blue jeans. Alternate: Standard white gi with black trim, ornately written 'fire' kanji on the back, and a black belt. 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) Yeah, yeah. They bow and then go into their fighting stances. VS Wing: Wing: (Grins at Steve) Let's keep this friendly, okay? Steve: (Grins back, flexing his fingers) Sure thing. Let's roll and rock! The two go into their fighting stances. VS Hitomi: Hitomi: You sure about this? Steve: Not really. (Points out-screen, at the player) But they're making us do this. The two go into their fighting stances. VS Chyron: Chyron: WAAAAAH! Steve hates me! Steve: (Facepalms) Oh, man... Look, Chyron- Chyron: WAAAAAH! Steve: -it's just a friendly match- Chyron: WAAAAAH! Steve: -I don't hate you. Chyron: (sniffle) Really? Steve: (Grins) Really. Chyron: (Suddenly smiling) If you say so. The two go into their fighting stances. 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." Victory3 - (Against Ann, Hitomi or Chyron) Runs over to the opponent's side and crouches next to them. "Are you alright?" he asks in concern. Loss to time - Looks at watch in surprise, then facepalms ruefully Draw game - 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 Hitomi or Chyron) "I'm really sorry about that. I'll make it up to you sometime." Taunt ----- Brings his thumb to his teeth and flicks it forwards, while saying "I bite my thumb at thee. So nyah." Overview -------- Very much a rushdown character. He's very good at pressuring the opponent, once you get used to the weird controller motions for some of his moves, and can do some deadly combos. He can also be used defensively and at long range when necessary, but not as effectively as his up-close offensive game. Also, his remote moves are ideal for dealing with opponents who throw fireballs and 'turtle' all day. However, they take a while to come out so you shouldn't rely on them too much. --------- His moves --------- Chaining -------- As this is a vs style engine, Steve can chain his normal moves together. The sequence is: light attack -> medium attack -> heavy attack -> any command attack His command attacks are the ones done with a single direction plus an attack button. Throws ------ Punch grapple: Grabs his opponent, pulls him/her off balance and drops backwards. The opponent is yanked off his/her feet and flips over in mid-air to land hard on his/her back. While his opponent is stunned, Steve quickly scrambles up to his feet. Kick grapple: Pushes the opponent off balance and then trips them. Roll ---- F or B + KKK Steve rolls forwards or backwards a short distance. This is a KOF-style roll. At the start and middle of the roll, he's invulnerable to everything except throws. At the end of the roll he's vulnerable to everything. Skip Side Kick -------------- F+HK Charges his rear foot with an energy flare and does a 'skip' forwards into a side piercing kick. This can cancel regular projectiles and does block damage, but its main purpose is in combos. Because of its range and speed it easily connects at the end of a chain of normal attacks. Kouryuenkyaku ("Descending Dragonflame Kick") ------------------------------- F+MK 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. If it hits an airborne opponent he/she gets smashed into the ground at high speed. As with the Skip Side Kick, the flare can cancel regular projectiles and does block damage. If you chain into it after a normal kick that hits high, he skips out the part of this move where he's raising his leg and goes straight into the 'chopping downwards' part. Rising Kick ----------- DF+HK Swings his rear leg upwards. This launches the opponent into the air, where he can follow to perform an air combo. Again, there's an energy flare around his lower leg that can cancel regular projectiles and does block damage. Ryuenba (Dragonflame Wave) ------------------ QCF+P (Can be done in air) Standard fireball move. The button affects the speed. In the air the fireball is fired down at a 45 degrees. Nothing else needs be said. Ryuuenhakyaku (Dragonflame Blade Kick) ------------------------ QCF+K (Can be done in air) Does a kick with an energy flare that looks sort of like a blade around his foot. This flare lends reach, priority, damage, and can cancel fireballs. The kick button used determines the height - either straight, high, or low. Gebakuhatsu (Remote Explosion) ------------------ Dn, Dn+any button Steve causes a small explosion somewhere on the ground. Where depends on the button. The Light Punch version is right by his feet, ranging all the way to the Heavy Kick version which is on the other side of the screen. All versions have extremely quick recovery and can be followed with another move. (However, with the long ranged versions, there's not much he can follow up with.) The 'at his feet' version comes out instantly. The next closest takes a third / half a second to come out. All other versions have a significant amount of time to come out and require some anticipation to use effectively. Absolutely wonderful for dealing with people who sit back and throw fireballs all day. Koishikakken - Ranbu (Pebble Snatching Punch - Wild Dance) ------------------------------------- Fd, Bk, Fd+P Steve lunges forwards with an incredibly fast five-hit combination of punches and kicks that knocks them to the other side of the screen. This is only effective against grounded opponents. If used against an opponent in the air they bounce away after just a couple of the hits. There's a lot of recovery after this move. Chouryuenbashira (Super Dragonflame Pillar) -------------------------- QCF, QCF + P (Requires one super level) Causes a huge pillar of ki to burst upwards from the ground. If it hits, the opponent is flung up into the air. There's almost no recovery time, meaning Steve can easily follow up with another move, even including another Chouryuenbashira. If done with Light Punch, it comes out instantly, right in front of him. If done with any other punch button, then it comes out immediately below the opponent, but to offset this 'autotracking' it takes a couple of seconds to come out. All versions do low damage. Chouryuenba (Super Draongflame Wave) ------------------------ F, HCF + PPP (can be done in air) (Requires one super level) Steve rears back, charges for a moment, then fires a large beam that lasts for several seconds, doing many hits and at least twice as much damage as the Chouryuenbashira. This super can be done in the air, in which case it still travels horizontally.