[Custom Character] Master Alfred - Advanced Yomi-er! :0 (Updated & extra weird?!)

Introducing, Master Alfred - Advanced Yomi-er! :0

[No confirmed photos of Alfred are known to exist.]

Lore:

Nothing much is known about Alfred, other than his opinion of himself being the best Advanced Yomi-er, whose advancement is advanced through amelioration & also exchanges of cardboard fists or the trading of would-be cardboard fists packaged in a digital format at least weekly. He is rumored to be a mid-to-high-level Japanese salaryman on vacation, but this hasn’t been confirmed!

Alfred’s Character Card:

7 HP
0 CP
Normal Throws: 3(X).0 Speed, Can’t Combo. 13 Damage & KD.
Normal Attacks: 2(X).0 Speed, Can’t Combo. 10 (X) damage + X (Any) + X (Any) + X (Any)
(X = Card Rank)

Joke Innate:

“This character does nothing even better than Taru.”

Real Innate?:

"Glint of Ignorance:

You do not take damage from Attacks or Throws that hit you during combat. When you are hit by an Attack or Throw, instead, you lose 1 HP.

When you Block an Attack that would deal Block Damage, instead one of your remaining chunks of HP begins blinking. If you get hit during the next combat, you also lose that HP chunk. If you Block another Attack that would deal Block Damage that turn, instead, that HP chunk starts blinking faster. If you Block an Attack that would deal Block Damage while a chunk of HP is blinking faster, you lose that chunk of HP.

If you would be dealt damage by an opponent’s ability, take 1 damage instead of the normal damage that that ability would deal.

If you would gain life from an opponent’s ability, you gain 1 HP instead of the normal amount of life you would gain.

Suited for Battle:

You may rotate your combat-revealed Face Card 180 degrees by discarding a card of the same suit."

Card Ranks:

2 A/B
3 A/T
4 D/B
5 A/T
6 A/T
7 T/B
8 D/B
9 T/D

*10 Attack: 30.0 Speed, Can’t Combo. 10 (10) damage + 10 (Any) + 10 (Any).

*10 Throw: 20.0 Speed, Can’t Combo. 20 Damage & doesn’t KD.

*Plasma Flash: J Attack: 2.4 Speed, Can’t Combo. You take 1 (1) Damage.

*Flash Fire: J Attack: 3.6 Speed, Can’t Combo. 12 (2) + 12 (J) Damage.

Friendly Doragon: Q Attack: -0.5 Infinity Speed, Can’t Combo. Heals the opponent for 0.5 life & KD.

Solid Duffragon: Q Attack: 7.4 Speed, Can’t Combo. 17 Damage & KD.

*Self-Throwing Sim Plus Alpha: K Throw: 2.4 Speed, Can’t Combo. 7 damage.

*Shinkansen Slide: K Dodge.

*I’ll Take Two!!: AA Attack: 2.0 Speed, Can’t Combo. 2 (2) Damage.

*The Old One-Two-Three-Four?: AAAA Attack: 4.0 Speed, Can’t Combo. 4 (4) Damage & KD.

Attacks: 2, 3, 5, 6, 10, J, Q, A, AA, AAA, & AAAA.
Throws: 3, 5-7, 9, 10, & K.
Blocks: 2, 4, 7, & 8.
Dodges: 4, 8, & 9.

Fastest Attacks: Q (-0.5 Infinity), A (1.0), AA (2.0), J (2.4), AAA (3.0), J (3.6), AAAA (4.0), 2 (4.0), 3 (6.0), Q (7.4), 5 (10.0)…
Fastest Throws: K (2.4), 3 (9.0), 5 (15.0), 6 (18.0), 7 (21.0), 9 (27.0), 10 (30.0).

Abilities:

10 Ability: “Bad Incentives: [During Combat] Draw one additional card when this wins combat or when the Attack side of this is Blocked.”

J Ability, Plasma Flash Side: “It Backfired!: [Combat Reveal] Discard all combat cards & cancel this combat. (If Plasma Flash is Blocked it still deals 1 Block Damage.) You take 1 Damage. Fast forward to next turn’s combat step. (If you cancel combat, your J or K ability can’t cancel the next combat.)"

J Ability, Flash Fire Side: “My Lovely Plasma DoT: [During Combat] When you hit with Flash Fire, burn the opponent. Next turn, instead of playing a combat card from their hand, they play the card on the top card of their deck. (Alternate between the two sides if two Flash Fires hit on subsequent turns.) If you win combat next turn the opponent takes 3 damage at End of Combat & is still on fire, but if you lose combat the opponent cools off. The max amount of turns that an opponent can burn from one Flash Fire is 4.”

K Ability, Self Throwing Sim Plus Alpha Side: “This is Fine.: [Combat Reveal] Discard all combat cards & cancel this combat. Discard your hand & draw that many cards. You take 3 damage & are KD. Fast forward to next turn’s combat step. (If you cancel combat, your K or J ability can’t cancel the next combat.)"

K Ability, Shinkansen Slide Side: “Bullet Time: [During Combat] Draw two cards, then discard a card. You may also follow up this dodge with any Attack or Throw in your discard. If you pump that card or need to play additional cards to use that move, do so by playing cards from your hand.”

AA or less Ability: ”+2.jpg: [Combat Reveal] If you commit to using ‘I’ll Take Two!!’ In combat this turn, you gain 2 life. If you combat-reveal ‘I’ll Take Two!!,’ but don’t want to commit to it, you can discard one card from your hand to discard one Ace from your 2-Ace Super. An Ace discarded this way reduces the damage of the resulting move by 1, decreases the speed of the move by 1.0 speed, & reduces the life you gain from committing to that move by 1.

If you follow-up a Dodge with 'I’ll Take Two!!’ you gain 2 life.

Gaining life in any of these ways allows you to exceed your Max HP.”

AAAA or less Ability: ”+4.plz: [Combat Reveal] If you commit to using ‘The Old One-Two-Three-Four?’ in combat this turn, you gain 4 life. If you combat reveal ‘The Old One-Two-Three-Four?,’ but don’t want to commit to it, you can discard cards from your hand to discard one Ace from your 4-Ace Super. Each Ace discarded this way reduces the damage of the resulting move by 1, decreases the speed of the move by 1.0 speed, & reduces the life you gain from committing to that move by 1.

If you follow-up a Dodge with 'The Old One-Two-Three-Four?‘ you gain 4 life.

Gaining life in any of these ways allows you to exceed your Max HP.”

1 Like

Wait. So is this character an attempt to create a Yomi character who follows the rules of the Fantasy Strike fighting game, a game whose characters were largely designed to emulate their Yomi counterparts?

When will the recursion end?

3 Likes

When you either:

A - Get out of the hard lock
B - Score a knockdown to prevent Healing Touch
C - Dodge

3 Likes