SIOBHAN CONAGHAN

Height: 175 cm
Weight: 60 kg
Hair: copper-auburn, just past shoulders, wavy
Eyes: hazel
Date of Birth: March 24, 1973
Origin: Ireland
Occupation: apprentice private investigator
Technique: psychokinesis-enhanced mixture of Shiranui-ryu ninjutsu and kobujutsu
Likes: birds, classical music, cloudy days
Dislikes: revealing outfits (care to guess an example?), non-marine meats (i.e. is a pescatarian), Isawa Yasuhiro, uyoku

Siobhan was born to Gabrial and Teresa Conaghan, both international private investigators (not affiliated with Interpol). In addition to being among the best investigators outside of Interpol (and some would say without that qualification), both of Siobhan's parents were gifted with psionic prowess. Siobhan inherited her father's psychokinesis, while her elder brother by eight years, Luke, inherited Teresa's telepathy.

When Siobhan was six, her parents took her and Luke with them to Japan while they investigated a particularly nasty case of military industrial espionage--with the perpetrator apparently not affiliated with any government or terrorist group whatsoever. However, while the Conaghans' private plane was flying over the Shiretoko Hanto, the criminals proved that they knew of their plans--by sending a pair of gunships after the plane. Only Teresa's consummate piloting skills kept the plane from being blown up, but even then she had to make an emergency crash landing among the cape's mountains. The gunships were unable to follow--and the Conaghans saw that it wasn't because the helicopters couldn't find them(they had). A lone figure nearby was repelling the gunships with awesome displays of hydromancy. Finally taking a clue after wasting armor and ammunition on getting past the barriers of bound water, the gunships departed. Apparently safe, the Conaghans turned their attentions back to evacuating the plane. That's when they found Luke had suffered severe internal injuries during the landing. The hydromancer, who had come over to supply further help, said that her "clan" could supply the aid Luke needed to live...although the family would have to keep an important secret...

Thus it was that the Conaghans discovered the existence of Clan Shiranui, Japan's equivalent of the FBI, CIA, and Navy SEALs rolled into one, adding plenting of secrecy, and throwing out assassinations and similar evils. While at the Shiranui-jo, the three daimyo of the Clan--Hanzou of Shiranui, Yokutsu of Taiyozaki, and Hisaichi of Shinzawa (also the uncle of the hydromancer, Shinzawa Mizuna)--put the Conaghans under a vow of silence to outsiders regarding the Clan's existence. The Conaghans were happy to comply, and even gained the Clan's promise of cooperation in any cases which transpired in Japan.

The investigation was so prolonged that the Conaghans had to remain in Japan for two years, their children receiving schooling from the various Clan elders. During this time, Siobhan became entranced with the idea of these uniquely noble ninja. Indeed, she wanted to become one, and did everything she could (as a child of six years) to convince her parents and the three daimyo to take her as an exchange student. Ultimately, her wish was granted. While her parents and brother returned to Ireland after the two years, Siobhan and their blessings to her stayed at the Shiranui-jo. For the next eleven years, Siobhan would spend her autumns and winters in Ireland, and her springs and summers in Japan.

During her time at the Shiranui-jo, Siobhan became an unparalleled master of building infiltration and demolitions. She also befriended three other Clan children in particular--Hanzou's twin grandchildren Mai and Yousai, and the other exchange student, Andrew (Andy to all save Siobhan, who prefers by far using full first names) Bogard. Siobhan and Mai became the best of friends and have remained so, even during their teen years, when their aesthetics proved to be markedly different. For instance, Siobhan loves classical music, and has a taste for elegant, decidedly non-revealing apparel. Mai, on the other hand, prefers heavy metal, and has a rather flashy fashion sense--and to Siobhan, "flashy fashion sense" is a contradiction in terms. Siobhan also managed to develop a crush on Yousai, and while Yousai never appeared to be in love with her, he obviously considered her a greatly cherished friend. Sadly, if he really were in love with Siobhan, he never got the opportunity to reveal it.

On August 4, 1990, just after Andy had left the Clan to find and destroy Geese Howard, Mai, Yousai, and Siobhan had been enjoying a simple dinner while discussing how to recover Andy. During the dinner, Yousai had suddenly begun choking violently. Mai and Siobhan used every measure they could to undo his choking, but nothing could stop his suffocation--mostly since his larynx had swollen completely shut. Within five minutes, Yousai was dead, leaving Mai and Siobhan horribly devastated.

Making things even worse was the autopsy. Yousai was known to have a violent allergy to thyme, and the cause of his death was determined to be his allergic reaction. A subsequent examination of the Shiranui-jo revealed that all of the foodstuffs there had been "tainted" with thyme oil. Clearly, someone had figured out a way to get in, "poison" anything Yousai might want to eat, and get out, all without being detected. Siobhan immediately figured out a likely suspect--Isawa Yasuhiro, a very powerful oyabun (Yakuza lord). Yasuhiro had first become known to Siobhan as the one behind the industrial espionage, although her parents could not prove his witting involvement. Later, she had found that Yasuhiro had an incredible grudge against Clans Shiranui and Bushin...with good reason, since they kept getting in his way of dominating Japan. Now, she suspected that he had killed Yousai to get back at both the Shiranui and the Conaghans. Siobhan would have loved to have a "talk" with Yasuhiro at his base of operations in Nagasaki, but she already knew then that it would only result in her death courtesy of Yasuhiro's terrifying powers of ki and sorcery. She would have to wait to get her revenge. Just as well, as she had finally gained admission to a college in Honshu to learn there the finer points of her family's trade of private investigation while remaining in contact with the Clan.

While in Honshu, Siobhan began learning another martial art--kobujutsu. She proceeded to incorporate the techniques into her already formidable ninjutsu, and craft a new sort of technique. Even while honing her martial prowess, Siobhan excelled in her investigation studies, and kept in contact with the Shiranui and, when she found him, Andy.

Siobhan has a general distaste for single-elimination tournaments of the usual sort, but she had an immediate affinity for the KOF tournaments once they returned to their three-member team format in 1994. She would have fought alongside King (whom she met and befriended during a visit to Southtown) and Mai in KOF '96, except for a rather important occurence. Mai's reclusive younger brother, Katsuda, finally made himself known to Siobhan after six years. During his time as a bounty hunter, he had discovered that it was not at all Yasuhiro who killed Yousai, but an assassin known only as the Onyx Samurai. Seeing a more important mission, she and King arranged for Todo Kasumi to take her place on the team. The mission, sadly, did not result in justice--Onyx had actually intended to bait Katsuda and Siobhan into a trap consisting of several ensorcelled insectile mecha armed and armored to the teeth. Katsuda and Siobhan just barely escaped alive. And Siobhan found that even if Yasuhiro wasn't responsible for Yousai's death, he would still be harrowed some once Onyx was brought to justice. It was clear that the two were allied.

The mecha's design and magical nature were the hallmarks of the methods of Yasuhiro's son, Sukune.

Personality: Siobhan is generally a happy, quick-witted soul, tempered/augmented by her love of everything refined. She is a consummate architect (she built her own house, and it's considered by those who have seen it to be a work of art) and a patron of the arts, classical music and opera in particular. She likes to use her wit to enliven, rather than annoy, her targets. Mention Yasuhiro, Sukune, Onyx, or Yousai, though, and she becomes a bit downcast.

Battle outfit: light green blouse, dark green pants, vest, and short cape, brown boots, gold sai, silver nunte.

POWERS:

SOUL THORN (qcb+P): Siobhan throws a sai or nunte (sai first for light or medium, nunte first for strong) which, thanks to her psychokinesis, acts like a boomerang. She can move during the attack, but if she does, she has to catch the weapon manually. Certain of her powers require that she have one or both weapons in hand. This requires at least one weapon.

THORN WALL (rdp+P): needs both weapons. Siobhan lets go of both weapons, which immediately begin switching up and down in front of her, buffeting anyone foolish enough to blunder in.

WYVERN STING (jump, qcb+any): Siobhan executes a powerful diving kick, much like Adon's Jaguar Tooth. The button used determines the angle of the kick.

SCYTHE KICK (qcf+K for normal, f, df, d+K for retreating): Resembles Guile/Charlie's Somersault Shell. The normal version is stationary, while the retreating version causes Siobhan to vault back while executing the attack. The actual kick doesn't begin until she's almost at the apex of her rise, and the damage wake lasts a little longer.

TENGU TALON (hcf+P): Siobhan extends a sai or nunte (obviously, she needs one of them for this to work) with tines outward. If her foe touches it while attacking, she immediately uses the weapon to snare them and throw them behind her. The light version holds her nunte out high, the medium version nunte low. In both cases, attacks at the other stratum do reduced damage (the nunte's other tines are getting in the way). The stronger version, which uses the sai, does effective damage (the lighter versions do little damage, being purely defensive) and protects from all attacks, but to do so, Siobhan lets go of the sai (which is psychokinetically charged) to let it drive her foe into the ground with additional force.

TENGU WIND (hcb, f+P): a long-ranged command throw. Siobhan creates a wisp of psychokinetic energy, about two character widths long, in front of her. If a non-crouching foe is touching it (and a standing foe doesn't have much time to get down), he/she is encased by the wisp and thrown clear across the arena. There's some lag time while she recovers the wisp.

*SOUL SHIELD (qcf, hcb+P): needs both weapons. Siobhan sweeps both hands apart vertically, creating a tall, somewhat slow projectile--the button strength determines the exact speed. It's not very easy to jump over, and you really don't want to try to cancel it with a projectile--if you do, the Shield will absorb it and turn into a blast with twice the strength and speed of your own! The SDM version is a bit faster, and enhances an absorbed projectile by a factor of 2.5, rather than 2.

*TIDAL VORTEX (qcb, qcb+P): needs both weapons. Siobhan releases both weapons, which sweep out a short distance to either side of her. If either weapon connects, the opposition will be drawn back to Siobhan's position, where both weapon will proceed to hammer him/her silly until Siobhan retakes them such that they leave damaging wakes of psychokinetic energy.

*TENGU WING (qcf,hcb+K): Siobhan starts flying...for a rather long time (DM is ten seconds, SDM is twenty). During this time, she can use a dp+P command while just above her foe to grab him/her and let them experience a LONG drop. She actually keeps flying after the given time (although she can't use the special hold), but a successful hit will end her flight until she uses Tengu Wing again.

EDWARD GARGRAVE

Height: 169 cm
Weight: 76 kg
Hair: blonde, straight, nape length
Eyes: brown
Date of Birth: July 14, 1962
Origin: Australia
Occupation: Assassin
Technique: Mixture of European swordsmanship and thaumaturgy
Likes: Swordfights, making swords, going on assignments with Onyx, Vice
Dislikes: Gill

Edward Gargrave--or, to use his nom de'guerre, Garlon (after the invisible knight in Malory's Tale of Balin of the Two Swords)--is one of the world's greatest assassins. A master of both swordfighting (particularly with one of his hand-forged cutlasses) and thaumaturgy, and skilled with all manner of poisons, Garlon has almost never failed a mission. He's only failed one mission thus far--and he's not too pleased about it.

In 1989, Garlon received an assignment to seek out and destroy a mysterious crime lord/benevolent despot named Gill, who was based in Crete. Garlon had heard about the ice-wielder before, and thought he wouldn't have too much of a problem.

He was wrong. Dead wrong. Almost literally.

Gill's main selling point may have been his ice, but he was such a quick and skilled martial artist that Edward found it nearly impossible to land a spell or the edge of his sword without his head or torso meeting a (usually ice-coated) foot or fist. After two hours of combat, Edward, badly wounded, had to teleport back to safety, and in failure. After returning his retainer to his employer, Garlon pressed himself to reach greater heights in his arts. During this time, he met two people who have profoundly affected his life.

The first was a strange, unusual fellow assassin known as the Onyx Samurai. Equipped with a suit of armor specially designed to allow perfect freedom of movement, and a weird set of daisho, Onyx was an assassin on par with Garlon himself. They tended to find themselves assigned to the same mission, and quickly became friends. They would quite willingly risk their lives for the other.

The other was another assassin, but not usually on similar missions--Vice, the Daughter of Hecate, and turncoat against the Orochi Alliance. Edward first noticed her while spying on her employer, Rugal Bernstein, in 1993. He was instantly smitten with her. The reverse, however, is not true. Vice doesn't hate Edward, but she considers his courtship to be annoying. Interestingly, she's softened up a little ever since her near-death at the end of the KOF 1996, and Edward's assistance there. But she is definitely not in love with him. Poor Garlon...

Personality: Garlon could be best described as being courageous with a hint of easy-going--with that hint only materializing when he's (a) with his friends (e.g. Onyx, Vice) and (b) not on a mission. Garlon has a lot of faith in his assassination skills, and never hesitates to take a mission. The sole exception is Gill--Edward is very angry at him for defeating him so thoroughly. Gill's recently developed fire powers didn't do anything for Garlon's opinion of him--he had just gotten to the point where he COULD kill Gill, and he had to up the ante...

POWERS:

BUNYIP'S CURSE (qcf+P): Garlon slashes horizontally with his cutlass, leaving a trail of energy. If the sword hits, he slashes back, not only hurting his foe, but drawing out some of their ki to add to his vitality and/or own ki.

SHADOW SHOCK (qcf+K): Garlon slashes outward while sliding a short distance forward, then does a downward slash while sliding back to his original position. It's the closest he comes to a projectile attack.

ETHER VEIL (rdp+K): Garlon turns invisible. He can perform up to four attacks that touch the opponent (i.e. blocked or not) before the illusion fails. For ten seconds, being hit will NOT ruin the illusion, but after that, it will.

ETHER GATE (d, d+any): Two portals appear--one where Garlon is, the other where he's going--and he VERY quickly goes through them. He can attack while exiting the portals, although an aware opponent can prepare by looking for the exit portal.

ETHER STORM (dp+K): Garlon creates a tight magical cyclone around himself, sucking his opponent toward himself (no damage), who cannot use special abilities until the storm ends. Which strength is used determines how long the storm lasts. This is important, since if Garlon uses too long a duration, his opponent will be able to get in some free hits on the defenseless assassin.

BLACK SWAN ATTACK (qcb+P, hold): Garlon starts rolling forward. Followups are:
--SWIMMING BLACK SWAN (K): Crouching sword thrust.
--DIVING BLACK SWAN (f+K): Garlon leaps up a bit, then comes down, cutlass edge first.
--SOARING BLACK SWAN (uf+K): Garlon does an uppercut slash.

*SPIRIT SHOCK (qcf, hcb+K): VERY powerful version of Shadow Shock. Better range, especially since each slash creates a massive wake of energy (non-projectile). The sword itself does massive stun damage.

*BUNYIP'S CURSE (qcf, qcf+P): Garlon disappears, then appears behind his opponent, and immediately plants the edge of his cutlass along their spine--which results in heavy damage, and a good bonus to both his vitality and ki. A stronger version gives the enemy a little more time to move before Garlon rematerializes, but gives a greater bonus.

*ETHEREAL WRATH (qcb, qcb+K): This is an enhanced Ether Veil--for fifteen seconds, NOTHING dispels the invisibility, and each sword attack drains enemy ki. After time runs out, only the invisibility remains, and the next hit from either side will dispel it.

ISAWA YASUHIRO

Height: 172 cm
Weight: 86 kg
Hair: white
Eyes: grey
Date of Birth: October 9, 1929
Origin: Japan
Occupation: Yakuza oyabun
Technique: Mixture of electromancy, pyromancy, and Ler Drit
Likes: Ocean air, Noh music, power
Dislikes: Sex-related crimes (his clan's crime portfolio is like any other's, but minus the prostitution and such), incompetents unwilling to improve themselves, Clans Shiranui and Bushin (especially Andy, Mai, Tsuriko, and Hokuto)

A well established figure in the Japanese underworld, the name of Isawa Yasuhiro is spoken with awe throughout all the other Yakuza clans (except maybe Ankoku). Operating out of Nagasaki, Yasuhiro is, quite simply, among the best in all the crimes his network engages in, and without peer in the smuggling of drugs. And there are rumors that Yasuhiro's reach extends to all the other continents. He is truly deserving of his name ("Yasuhiro"="reverent command", "Isawa"="swamp of courage").

However, despite his awesome power in the underworld, very little is known of him, outside of his aesthetics, and his hatred of the two good ninja clans that have so often stood in the way of his plans. It is whispered that he seeks nothing less than both economic and political domination of Japan, and China, Korea, and the Phillipines as well. It is also thought that his hatred of the Shiranui and Bushin--a nuisance to many other Yakuza clans, an immense thorn for him--is because they may have made several of his plans for domination impossible. What is definitely known is that he learned somewhere the arts of noble (i.e. not necromantic) sorcery, specializing in fire and electricity. He has also learned from somewhere Bison's art of Ler Drit (certainly not from Bison himself). It is said that to fight Yasuhiro is tantamount to committing seppuku without a second.

It is worth noting that there are three ninja in particular that Yasuhiro wants to see dead. Bushin Hokuto has often caused trouble for his America/Japan smuggling operations, although she has become less of a problem since she began trying to rescue her brother Kairi from the Satsui Taint. Even so, Yasuhiro hates her because she has many times given her clan the information they need to cripple the America-connected smugglers. And when Yasuhiro began courting an alliance with Geese Howard, he became aware of the fact that the gaijin student Andy Bogard possessed a hatred of them both. Therefore, Andy is also on Yasuhiro's hit list. Shiranui Mai, Andy's beloved, is on Isawa's die list because (a) she's in line to be the next Shiranui daimyo, (b) she and Andy are nearly indestructible when they fight in tandem, and (c) there is a prophecy which suggests that she and nine other warriors will be the final doom of his schemes. Finally, there is Mai's mother, Daimyo Shiranui Tsuriko. She is the essence of the Shiranui. To slay her would temporarily throw her clan into chaos. Very tempting for Yasuhiro.

Yasuhiro, for the time being, seems to be staying to his usual operations, like smuggling weapons, maintaing his scams, and trying (unsuccessfully, as usual) to convince Clan Ankoku to join his supernetwork of Yakuza clans, the Seishukuu Tourou (Silent Mantis). However, there are rumors that he is connected somehow with the KOF '97, that he is using it to look for the remaining warriors in the prophecy. And what's more, he's got several fellow sorcerers helping out...

Personality: Yasuhiro is in no wise a sadist. While he has no problems with pain as a means to an end, gratuitous infliction of agony sickens him as dishonorable. He is highly devoted to his network and his family and friends. It is very difficult to surprise Yasuhiro with anything, as he is willing to consider every contingency, no matter how outwardly absurd--if it has even a tiny chance of occurence, it's worth analysing (keep in mind that he plays Dai Shogi--a rather piece-busy form of Shogi, using a 15x15 board--with drops!). He is also extremely self-confident, courtesy of his frightful prowess in battle. He accepts surrenders gladly, and will not begrudge a fair loss (if you can beat him in the first place). He will not, however, accept a surrender from a Shiranui or Bushin--he is focussed on their genocide.

POWERS:

GENSO NO BORUTO (Elemental Bolt) (qcf+any): Yasuhiro murmurs a quick spell and fires a bolt of energy. From fastest and weakest to slowest and strongest, the types are electricity, acid, cold (does not paralyze), and fire.

MAUE NAGINATA (Overhead Halberd) (charge b, f+K): Yasuhiro jumps forward towards his opponent, trying to land his feet on them in midair. If he hits successfully, he immediately inverts into a hammer punch aimed at the nape.

KIJUTSU ??? (Mystic Walk) (qcb+P): A standard, Amakusa-style teleport. Button strength determines direction.

RAIBORUBINGU DAISHO (Revolving Swords) (dp+K): M. Bison-style scissor kick, but with a bit more forward range.

DOUTEKI KEI (Kinetic Lash) (rdp+any): Yasuhrio creates a whip of kinetic energy and lashes it out in a button-determined direction (whether punch or kick determines how quickly it fires). Unlike Ryuji's Hebi Tsukai, Douteki Kei cannot be delayed.

DOUTEKI KIRI (Kinetic Drill) (charge b, f+P): A spinning, energy-covered drill attack, like Psycho Crusher, but with an important difference. The attack itself will do little damage unless it strikes an attacking foe. In that instance, the aura of kinetic energy will instantly conduct into the opposition and reverse all of his or her kinetic vectors--essentially, the opponent is hit with his or her own attack.

DOUTEKI BORUTO (Kinetic Bolt) (f, hcf+P): A fast, powerful projectile of pure energy, combining electrical speed with cold strength. Thing is, it drains some of Yasuhiro's stored ki.

DOUTEKI WANA (Kinetic Trap) (d, d+P): Yasuhiro pretends to be accumulating ki. If he is attacked, he will either fire a Douteki Boruto (against a projectile), or do an unblockable, powerful palm thrust (against a melee attack). Either way, he loses some stored ki.

SHOKKINGU HAJI (Shocking Grasp) (same strength P+K when not using another special ability): Yasuhiro stops where he is and creates a circle of electricty around his extended fist.

KAKKA HAJI (Burning Grasp) (same strength P+K as a tech hit): Yasuhiro blasts whoever is holding him away with a short plume of fire. Essentially a tech hit that does damage.

*TAMA DENKOU (Ball Lightning) (qcf, qcf+P): As Yasuhiro chants a spell, a storm of lightning motes will blink in and out in front of him for several seconds.

*IKARI SHUUKUMEI (Raging Destiny) (qcf, hcb+K): Yasuhiro hurls a kinetic ki bomb to the ground, then rushes through his opponent while covered with electricity and fire. The bomb will only affect someone very close to where it explodes (determined by attack strength)--by guard crushing them long enough for Yasuhiro to get through. The attack does fair block damage if successfully guarded.

**PURAZUMA SHOUGEKAHA (Plasma Shockwave) (qcf, hcb+P): a.k.a. the Shinobi Killer. Yasuhiro creates a shell of orange ki about him while focussing his power (does damage if touched). Then, he sweeps his arms wide and out to fire the Shougekaha--a massive arc of energy trailing an incredibly tall wake. Either arc or wake does plenty of damage. Getting hit by both (i.e. the wake hits the enemy so he or she falls in the path of the arc, or vice versa) often causes instant death.

ONYX SAMURAI

Height: uncertain (who knows how much height his kabuto hides?)
Weight: uncertain
Hair: unknown
Eyes: brown
Date of Birth: unknown
Origin: unkown (although probably Japan)
Occupation: Assassin
Technique: Difficult to determine; apparently a mixture of various samurai and ninja techniques
Likes: His daisho and do-maru, working with Garlon, Sukune, and/or Wadi'a
Dislikes: Tenma, Clans Shiranui and Bushin, Whisper

So very little is known about the strange samurai who began work with the Seishukuu Tourou in 1993. But when he did appear, he quickly became a feared figure in all the groups that were opposed to Yasuhiro...and even a few allied with him. Onyx gets his name from his suit of do-maru--except for the green mantis emblem on the breastplate, it's lacquered entirely in striations of black and white, the respective death colors of the Occidental and Oriental worlds, and the two colors of the gemstone onyx. He does not worship death--he just wants to make it clear what fighting him will probably lead to. And he can do that very well, thanks to his daisho--the katana "Sekken Suru Tsume" ("Conquering Talon") and wakizashi "Gekiretsuna Tsume" ("Furious Talon"). Unlike other swords, these aren't made of metal, but of crystal--specifically, the hilts are jasper, and the blades are smoky quartz with galena runes engraved. And they channel power in a variety of deadly ways.

Onyx gets along well with the various other members and allies of the Seishukuu Tourou. In particular, he likes going on missions with Garlon, a mercenary assassin who tends to do a lot of work for the Isawa; and designing the Tourou's high-tech weaponry with Isawa Sukune and his beloved, the Tunisian crime master Wadi'a Qandeel (Onyx specializes in imbuing the weapons with magical powers). The one Tourou employee he REALLY dislikes is another assassin and weapon advisor, the undead Whisper. Onyx distrusts the sadistic creature, and suspects that he plans to overthrow Yasuhiro and take control himself...

Even so, Onyx's own motives are suspect to a few in the Tourou. There are rumors that he owes his power to a powerful oni...

Personality:

To all except a select few (e.g. Yasuhiro, Edward, Wadi'a, Sukune), Onyx is very, very aloof and mysterious. He rarely talks in the presence of the Tourou's rank and file. Among his friends, though, he can be very talkative. He loves a good battle, especially if it's against the tenma (the demons under Orochi) or the Shiranui or Bushin. Like Yasuhiro, he hates those clans (he's been involved in murdering several of each, including Shiranui Mai's twin brother, Yousai), but no one knows why...

POWERS:

Note: the idea behind Onyx was to create a sort of reverse Kuroko (from Samurai Spirits II). Where Kuroko had powers from various AOF and FF characters, I gave Onyx a few SS powers, as well as originals.

ONI PIKA (Demon Flare) (hcf+P): Onyx clashes his swords, launching a mote of energy which, after traveling a short distance, splits into a fan of three slightly weaker blasts.

ONI TSUME (Demon Talon) (air, qcf+K): Onyx dashes straight through the air, the edge of his katana leading the way.

ASSEITEKI TSUME (Ascending Talon) (dp+P): You know Yagyu Jubei's Tsunami Sabre? That's what this is. Onyx does a shoulder charge while his katana stores energy, then does an empowered uppercut slash.

KOKUTSUME TOTSUGEKI (Black Talon Assault) (hcf+K): Onyx does a shallowly arcing roll, his swords' edges outward. Not as much range as the Oni Tsume.

SHUKUSATSU ZAN (Blight Slash) (qcb+Px3): Taking a cue from Kibagami Genjuro (but not the Hanafuda cards), Onyx performs up to three short, rushing slashes, each time switching sides with his foe.

JIGOKU YOKAZE (Hell Nightwind) (d, d+any): Another Genjuro trick, but heavily modified. Onyx slashes the air in front of him, and a wisp of energy appears somewhere. If the enemy is there, and doesn't move immediately, the wisp will become a damaging unholy rune.

ISHIKUNA YOKAZE (Withering Nightwind) (hcf+K, hold): Now evidently taking ideas from Charlotte's Violent Lunge, Onyx puts the back of his wakizashi to where the hilt and edge of his katana meet. When the attack is released, Onyx scrapes the swords outwards, creating a forward-directed plume of black and white energy.

ANKOKU GISEI (Dark Sacrifice) (hcb+K): Another Charlotte snare. Onyx slides on the ground, and if he hits his foe, he catches them on the hilt of his wakizashi and throws them behind him.

*ONI KAZE (Demon Wind) (qcf, qcf+K, hold): Onyx winds up, then, when the attack is released, does a flying drill, swords first. The button strength determine the angle of the drill. If Onyx delays long enough on his SDM version, the attack cannot be guarded at all (at DM, full power causes more block damage).

*KIRIN NO SHI (Death of the Ki-Rin) (qcb, hcf+P, hold P then f or b to change landing point): Onyx flies straight up (offscreen!), at which point you can change his landing point for up to a couple of seconds (watch for his shadow). At the end of the redirection, Onyx comes down with a VERY heavy overhead katana cut.

*SEIHA NO CHOKUJOU (Message of Conquest) (qcf, hcb+P): Onyx drifts upwards as a massive aura of energy forms around him. To so much as touch the aura inflicts devastating damage upon Onyx's foe.

Links to other sites on the Web

Table of Contents
Sorrow's Forge
Dark Crescendo, Chapter One

© 1997 iuchi_hisamatsu@hotmail.com


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