Okay, the gameplay system in this game will be fairly reminiscent of BB. But I'm going to change names because that's how I roll.
Average health: 20,000
Average "guard point" (to be explained later): 20
Average "resistance" (to be explained later): 5
Date of Birth: November 3rd
Weight: 117 lbs
Likes: Proving people wrong, getting the job done, money
Dislikes: Stupid people, people who get in her way
Hobbies: Watching bad horror movies
Affiliation: Nocte -- willing
Karynn was born into a wealthy family. Her, being the only child, was spoiled beyond belief and lived a life of luxury. However, upon her reaching 17 years of age, a government official confronted her father with a matter concerning some illegitimate deals made during the war years prior. Her father made no effort to denounce the accusations and was taken to jail. Her mother took this as little hindrance to her life, and went on living as she normally did. However, word of her husband's corrupt bargains got around, and she later found the family business shut down completely by the government.
At the time of that occurance, Karynn was already almost complete with law school. She passed it with flying colors and wished to become a lawyer who dealt with criminal prosecution. Her life went well until she became 26. When the war became too much of a hindrance to her life, Karynn decided the best course of action would be to assist its end. In light of this, Karynn joined the faction that paid the best, being the Nocte faction.
She started off as a nurse. However, despising the position, she confronted Carru one day and requested that she be tested for a different position. He allowed her to take battle training and found her skills in combat to surpass many males in the field. After letting her around for a few months, Carru deemed her worthy of his special serum, which he applied to her.
After months of proving her worth, Karynn has become Carru's right-hand-woman.
-to be improved later-
Karynn stands moderately tall, and has a rather firm figure. She has a dark red hair, dyed to remove any types of recognition, and is fashioned to conceal as much of her face as possible. Her eyes are a dark brown, but are hidden behind sunglasses, to further conceal her facial features. She wears a tight black shirt under under a black leather coat that buttons upward in the center. She wears long, black pants that are rather tight-fitting. Her boots have a tad of a heel to them, but this is more out of comfort and habit than any type of wish to appear attractive.
As you might of guessed from her bio and appearance, Karynn is a very stand-offish, business comes first kind of gal. She will rarely show any type of happiness unless she is able to get the job done.
Karynn is very brutal in her physical attacks. She strikes weak points of targets and will not relent until her target has been, in some way, brought down, whether through surrender of literally.
WEAPONS AND ABILITIES
Karynn decides to carry no weapons when on the job, as she is rarely on the front lines of any types of battle, and is usually working behind the scenes. However, Karynn is able to fade in and out of existence shortly, reappearing where she pleases.
STATS AND SHIT
Guard point: 18
Walk speed: High (specifics to come later)
Dash type: Continuous -- grounded
Air dash: Long distance, but quick
Air actions: 3 (jump jump dash, jump dash dash, etc.)
MOVELIST AND OTHER UNIQUE MECHANICS
The "P" button in this game (standing for "power") is similar to the "drive" function of BB. I will expand on this feature later when I find it fit, because I'd like to think I'm more creative than that.
Karynn's Power: "Plane Walk" - Karynn is able to teleport across the screen. These teleports are not based on the enemies position, but her own.
5P: Karynn teleports about three character space ahead of her. This is semi-safe, but can be punished if the enemy is sniffing it out.
2P: Karynn teleports directly upward, overheads can be performed quickly from this.
3P: Karynn teleports diagonally upward. Similar properties to 3P.
1P: Karynn teleports diagonally backward.
6P: Karynn teleports full-screen forward. This can be easily punished if used to rush-in and nothing else, but it can also be used to get away from corner situations.
4P: Karynn teleports backward in a similar distance as her 5P.
j.P: Karynn feints out of existence, and quickly reappears in the same positioning as she was when activating. Can be used to avoid anti-airs, but can be punished all the same.
j.6P: What you'd think it'd do. Teleports forward like her 5P
j.4P: like 4P in air
j.2P: Karynn teleports to the ground.
KARYNN'S TELEPORTS HAVE A SHORT "COOL-DOWN" PER SAY
5A: Karynn punches outward in standard jab fashion. Rapid-fire. Quick. Hits mid.
2A: Karynn punches in a similar fashion to her 5A. Rapid-fire. Quick. Hits mid.
6A: Karynn performs a one-inch-punch type of move. This will stun grounded enemies. Enemies who are stunned will leave the ground after any connected move. Hits mid. Semi-slow. Lower body invincibility.
j.A: Karynn strikes her elbow semi-downward. Rapid-fire. Quick. Hits high.
5B: Karynn kicks outward with her entire foot, spinning slightly. Decent range. Good poke material. Hits mid.
2B: Karynn kicks out ward in a similar style to her 5B along the ground. Hits low. Decent range. Good poke material.
6B: Karynn performs a downward axe-kick. Hits high. Slow. No follow-ups.
j.B: Karynn kicks outward in a similar fashion to her 5 and 2B. Hits high.
j.2B: Karynn kicks downward from the air. Hits high. Quick.
5C: Karynn strikes out with her elbow, aimed strategically. Will stagger on counter-hit. Hits mid.
2C: Karynn spins and kicks along the ground twice. Hits twice. Trips opponent.
3C: Karynn slides across the ground, foot outward. Trips opponent.
6C: Karynn steps forward and readies a kick. Holding the button will cause her to cease the kick. Hits mid. Knocks back opponent.
j.C: Karynn slams downward with her elbow. Will knock enemy to ground.
Grabs (in the nature of this game, grabs must be tech'd in the same fashion as they are executed (forward to tech forward grabs, etc.) if the enemy is not in block or hitstun. If they are, teching any way will work.)
5B+C: Karynn grabs the opponent and swiftly snaps their neck. They will slowly fall to the ground.
6B+C: Karynn grabs the opponent and kicks them forward, knocking them a full-screen distance.
4B+C: Karynn teleports behind her enemy and kicks the opponent in a similar fashion to her 6B+C, knocking them full-screen in the opposite direction.
j.B+C: Karynn knocks the enemy to the ground with a downward axle kick. Enemy will be considered tripped.
236A - "Harrowing strike" - Karynn pushes her palm outward, knocking her enemy a full-screen distance away. The enemy is considered in a full-juggle state during. She is able to cancel this into a teleport only on hit.
236B - "Dawn breaker" - Karynn dashes forward, after her dash, she does an attack similar to her 236A. She is able to cancel this into a teleport only on hit.
236C - "Cynical Straight" - Karynn punches outward. Enemies hit by this move with be put in a stagger state if they are grounded.
623A - "Convict's Cradle" - Karynn grabs outward, grabbing only standing enemies. If it connects, she will strike the enemy with her shoulder, launching them.
214B/C - "Demon's Rush" - Karynn dashes. During the dash, she will hit enemies in her way. B will leave them grounded, does less damage, and is more safe, which C will make them airborne, does more damage, but is very unsafe.
22A - "No Rest for the Wicked" - Karynn picks up a grounded enemy. Does no damage. Gives frame advantage.
623A - "Unstoppable Force" - Command dash. Projectile invincible. Can be canceled into teleports.
623B - "Soul Siphon" - Karynn strikes out. If the hit connects, she will suck the life force from her victim. If they were grounded upon start up, they will become staggered. If they were airborne upon start-up, they will be knocked-down, invincibly. This move will remove a very small amount of meter from the enemy.
Supers - In this game, you obtain "bars" of meter, like many other fighters. You may obtain up to 5 bars of meter.
1 Bar supers
214214C - "Like a Bat Out of Hell" - Karynn dashes, basically doing a very powerful version of her "Demon's Rush"
236236C - "Devil's Legionnaire" - Karynn punches. If this move connects, she will go into a quick flurry of attacks, ending with a strong kick to the gut, knocking them far away.
2 bar super
22C - "Denial of Entry" - Karynn will stand in a ready stance. If an enemy is to hit her with any physical attack, Karynn will punch them in the stomach. The enemy will then be stunned for a considerable amount of time.
3 bar super
632146C - "Widow Maker" - Karynn grabs the enemy. If the grab is successful, she will strike the enemy where it hurts. She will then snap their neck and let them fall to the ground. She then can follow up with a free "Devil's Legionnaire"
5A - 5A(Rapid), 2A(Rapid), 6A, 5B, 2B, 6B, 5C, 2C, Special
2A - All of the above
6A - Special
5B - 6A, 2B, 6B, 5C, 2C, 3C, 6C, Special, Jump
2B - 6A, 5B, 6B, 5C, 2C, 3C, 6C, Special
6B - Super
5C - 2C, 3C, 6C, Special, Jump
2C - Special
3C - Special
6C - Special
~P's are considered specials~
~if something is special cancelable, it is also super cancelable~
~if two moves gattling into each other, they can not be done back-to-back unless otherwise stated~
I know I started out with a rather generic character, and I know that might not make this OC stuff bode well in the eyes of the beholder, but I thought I'd get the more standard fighters out of the way so that I can move on to the more unique and crazy ones.
She will be fine-tuned greatly in time to come, btw.
★Don't tell anyone, but I'm actually a Velociraptor★