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Fan Submission

Discussing and Sharing Works by MKOmmunity Members.
Page of 14

superH12345Posted: 07/06/2015 03:48 PMStatus ::


Rank ::
Visits::1
Fantasy Kharacter: Flippy (post MKX)

(Based off of the character "Flippy" from Mondo Media's "Happy Tree Friends")
Name: Flippy
Origin: Earthrealm
Alignment: Evil
Allies: Shang Tsun (Former allies: Cassie Cage, Jaquie Briggs, Takeda Takahashi, Kung Jin)
Enemies: Everyone who meets him.
Fighting Style: Savage Warrior
Weapon: (depends on variation)
Appearance: Flippy wears a green camouflaged army shirt with the sleeves rolled up and matching pants with armored boots. He also has a machete holder on the left side of his belt, with a machete inside it. He has neon green hair with the same coloured eyes, which are a little baggy. He has pale white skin and often has an evil sneer with rage-filled eyes.
Backstory: Geoffrey “Flippy” Robbins was a new recruit for Special Forces after Cassie Cage defeated Shinnok’s. Both his parents were murdered by an assassin from the Red Dragon. However, he wasn’t a man of vengeance and was more of a pacifist. However, he is a veteran in the standard army, which is more simplistic than the modern army. He only killed one person, which he regrets to this day, and instead of killing plans out battle strategies and tactics for operations and missions.

The first mission he was assigned was to confront a man who was thought to be as Shang-Tsung reborn. Along with Cassie Cage, he went to where the man was last spotted to investigate. What they found was Ermac, a construct to carry thousands of souls, lying limp on the ground, not a single soul inside him.

They were about to return back to HQ when Shang Tsung himself appeared. He knocked Cassie away with a magic blast and Flippy tries to run for cover, but Shang catches him. But instead of killing him and taking his soul from him, he instead implants a soul within him. Flippy passes out while Cassie counter attacks. The two battle, and Cassie wins, but instead of finishing him off, she flees with Flippy.

When they returned to Earthrealm, the soul within Flippy awoke and took control of him. The soul itself belonged to the murderous spirit of the Red Dragon assassin that killed Flippy’s parents. Now in control of his body, the assassin goes on a killing spree, setting its sights on the other members of Special Forces.

Moveset:

Simple Kombo: Flippy Punches the opponent multiple times.

Machete Slash: Flippy slashes at the opponent with his machete at mid range. He can combo the move and slash twice consecutively.

Uppercut: Flippy uppercuts the opponent, sending them airborne. Meter-burn: Flippy dashes forward before delivering a strong uppercut, sending the opponent higher in the air.

Headbutt: Flippy charges forward and headbutts them in the head.

Lunge: Flippy lunges at the opponent, then grabs them and throws them to the ground like a wrestler. (Shinnok can copy this move)

Grab: Flippy grabs the opponent and punches them twice in the face, then knees them hard in the abdomen, then finishes with an uppercut.

Throw: Flippy grabs the opponent by the neck and snaps it, then throws them to the ground. Meter-burn: Flippy adds a jumping stomp after the opponent lands.

X-ray move - Dis-arm: Flippy lunges at the opponent and grabs their upper arms and pulls them forward, headbutting their forehead and shattering their skull. Then, he grabs under their upper arms and pulls up while standing on their feet, dislocating their shoulders. Then, he grabs their wrists and hits them with an upward drop-kick, breaking their ribcage. (unblockable but can be avoided by jumping or crouching)


Variations:


Variation 1: War Hero

Visual Key: Flippy wears dog tags around his neck and has a soldier’s cap on it with an orange shield-like guild. He also wears a belt with a pistol holder instead of his machete and some smoke grenades on the belt as well.

Unique Moves:

Firearms only: Flippy’s machete is replaced with a pistol.

Pistol Play: Flippy’s regular attacks end with him hitting the opponent with his pistol.

Shots fired: Flippy shoots his gun at the opponent before throwing it at them as a second projectile.

Silver Bullet: Flippy punches the opponent in the gut while holding his pistol and then fires a round in their abdomen. Meter-burn: Flippy fires an additional shot before punching them to the ground.

Smokescreen: Flippy throws a smoke screen at his opponent, temporarily stunning them. Can be thrown at different lengths.

Taken by Surprise: Flippy throws down a smoke grenade, which activates immediately, and Flippy disappears in the smoke. He then reappears from the top of the screen, lunging at the opponent. Meter-burn: Flippy throws down the smoke faster and lunges quicker, dealing more damage.

Target practice: Flippy uppercuts the opponent while holding his pistol then shoots them while airborne. (Kombo)

Gun Play: Flippy Draws his gun and smacks his opponent’s face with it, then he slaps them with the handle of the gun before uppercutting him with the gun and pulling the trigger. (Kombo)


Variation 2: Serial Killer

Visual Key: Flippy wears a sash that holds small multiple knives along it.

Unique Moves:

Slash Happy: Flippy’s basic moves are replaced with various machete slashes.

Super Slasher: Flippy can slash his opponent with his machete at low, overhead and aerial levels.

Knife throw: Flippy throws a dagger at his opponent. Meter-burn: Flippy throws a second dagger attached to a rope at close to medium range, which he uses to wrap around their neck and throw them over his shoulder.

Upward Slash: Flippy slashes upward, sending the opponent airborne. Meter-burn: Flippy sends the opponent higher into the air and jumps up as well, open for another attack.

Knife to a fist fight: Flippy slashes the opponent with his machete multiple times then slashes upward, sending them airborne. He follows by jumping in the air while slashing upward, hitting them again, and slashes down, sending them both to the ground, but the opponent bounces back up. He continues slashing until the opponent falls to the ground. (Kombo)


Variation 3: Bloodthirsty

Visual Key: Flippy’s shirt is untucked and unbuttoned, revealing a long bandage bloody wrapped around his stomach area. He also has blood on his face and all over his hands.

Unique Moves:

Blood spray: Flippy slashes his wrist, dealing a little bit of damage to himself, while the blood spatters and temporarily stuns the opponent.

Bloodlust: Level Set
Every time Flippy draws blood during a grab or throw, he gains a level. The level he is on is represented by how much his eyes are glowing green.

Level 1 - Damage buff - 10% (damage to self discluded)

Level 2 - Damage buff - 20% (damage to self discluded)

Level 3 - Damage buff - 25% (damage to self discluded)

- Health gain - 1% per successful hit

When Flippy has a level, it slowly drains his power. The higher the level, the more energy it drains. When Flippy’s energy is completely depleted, he returns to normal.

Psycho Slasher: Flippy slashes his wrist, stunning the enemy, then punches them twice and slashes them with the machete. He then uppercuts them into the air before grabbing them before they hit the ground.

Special Grabs (only available for this variation):

Grab: Flippy grabs the opponent and punches them twice in the face, then pulls out his machete and stabs their abdomen, gaining a Bloodlust level.

Throw: Flippy grabs the opponent by the neck, lifting them up off the ground. He then jabs them with his machete multiple times and throws them to the ground. Meter-burn: (same effect as standard throw)


Fatalities:

No Guts, No Glory: Flippy slashes the opponent’s midsection with his machete, cutting it open. He reaches in and grabs a strand of intestines, then pulls it out and strangles the opponent with them. Afterward, Flippy lets them fall to their knees and then stomps their face to the ground, smashing it.

Heli-chopper: Flippy throws down a smoke grenade in front of the opponent and disappears in the white mist. As the opponent tries to clear the smoke away, a strange sound is heard: a combination of what sounds like a running engine and blades slashing repeatedly against the ground. Suddenly, a strange wind blows the smoke away as Flippy appears in a helicopter, charging towards the opponent blades first. He cuts the opponents to shreds with the blades of the helicopter and flies off. A final camera shot shows Flippy wiping the blood of the front window of the helicopter and laughing to himself, a few innards caught on the wipers.



Other Finishers:

Animality:

Bear’s Bite: Flippy turns into a bear and bites the opponent’s chest, ripping their heart out. He returns to a human form with the heart still in his mouth.

Brutalities:

Solder’s Strike: Flippy slashes at the opponent’s neck with his machete, decapitating them.

No Mercy: Flippy grabs the opponent’s neck and snaps it (or stabs their abdomen depending on the variation), then throws them to the ground, followed by a jumping stomp on their head, shattering it to pieces.

Gun to a Fist Fight: Flippy smacks the opponent twice with his pistol, then uppercuts them in the abdomen while holding them so they don’t become airborne. Then, he fires two shots into their abdomen, then pulls the gun back and shoves it in their mouth with the barrel facing up. He pulls the trigger, firing a bullet through their brain and flying out the top of their head. He lets go of the gun and lets the opponent fall. (War Hero Variation: replaces Solder’s Strike)

Sneak Attack: Flippy punches the opponent twice then throws down a smoke grenade and disappears in the smoke. The opponent looks around, confused. Suddenly, a machete plunges through their abdomen. It pulls back and does it again, this time with Flippy’s upper arm through the hole. The rest of Flippy moves out from behind the opponent and pushes the opponent to the ground. (War Hero Variation)

Hanging by a Thread: Flippy throws a throwing knife attached to a string at the opponent. After it impales them, he dashed forward and wraps the string around his neck. Then, he throws the opponent over his soldier using the string and after they fall to the ground, he pulls their head off with it. (Serial Killer Variation)

Bad to the Bone: Flippy slices his hand off, blinding his opponent with the spurt of blood. Then pulls the skin and muscles back on the arm, revealing the sharp bone, and jabs the opponent under the jaw with it. Then, he rips the opponent’s head off and throws it to the ground. (Bloodthirsty Variation)

Victory Pose: Flippy bends over, as if he is in pain, then leans back and lets out a shout of victory. He then just stands panting, slightly slouched.

Hope you like it!

MILEENALOVER1989Posted: 09/25/2015 04:16 PMStatus ::


Rank ::
Visits::0
RE: Fantasy Kharacter: Flippy (post MKX)

Bio: Ka'Davis is from the ancient realm of Edenia. His father was of the third family which was fighting for sovereignty after J'ulia Kahnum died. Sindel and Jerrod were her favorites, so they were chosen. As a teenager, around the age 15,000, he bore witness to the invasion of his home world at the hands of Shao Kahn. During the chaos that ensued, Kade was smuggled away while his father stayed behind to perform his duties as a general in the Edenian army. They were destroyed, and Edenia was won.
Kade reappeared more than ten thousand years later, hearing that Empress Mileena was in power, and worked his way to defeating her, but was stopped short by Kotal Kahn. He pledges to end Kotal Kahn for his crimes, and free Edenia from its enslavement.

Default: Kade is more reminiscent of an assassin, being dressed in an all black suit and a mask, with a hood over.
Edenian Prince: Having grown used to the lush and luxurious lifestyle of money, Kade wears traditional Edenian garbs: a blue cape, a gold neck piece with gems on it, a gold belt, black pants, and gold boots.

Entrance 1: Kade materializes out of practically thin air, walking towards his opponent, holding his scythe in both hands. As the camera faces his opponent, he twirls them in between his fingers, changing them from his staffed double scythe form to their double chained form. When the camera turns back to him, he puts it (Reaper) on his back, (Ember Lord) into the Netherrealm, (Spell Master) on his waist.

Entrance 2: As the opponent walks towards Kade, he is using his scythe as a cane. As the camera pans to him, he gives his opponent a glare, as he slams his scythe into the ground, and his eye glows silver.

Win Pose: Kade takes his scythe, and scratches a “K” into his opponent’s back.

Default Moves:


Grabs:

* Forward Throw: Kade gouges their eyes with his scythes, and rips them out through the sides. Then he kicks them in the face. (12%)
* Backward Throw: Kade smacks them in the face with his scythe, them pokes them in the back with it. (12%)


Variations and Moves:


Spell Master​
In this variation, Kade uses his magical powers bestowed to him by birth. Additional spells and magic abilities have their place in his arsenal, courtesy of this Variation.

Visual Aid: Kade's scythes are on his waist, and glow blue. His outfit is now white.

* Spellbound; Mobility: Kade shoots out a dark blue spell at his opponent, and they are momentarily rooted to the spot, unable to move until the effect runs out/the person is hit. (5%)
o Meter Burn - Disability: Does more damage, armored. (8%)
* Spellbound; Unflinching: Kade shoots out a dark pink spell, which renders the opponent unable to block. (4%)
o Meter Burn - Unshakable: This enables the opponent to be unable to block for longer. (3%)
* Straight Spell: Shoots a gold spell at his opponent. Doesn't do much damage, but has fast recovery and start-up. (6%)
o Meter Burn – Light Spell: Kade shoots a spell out which, when connects, causes an explosion, knocking his opponent into the air. (10%)
* Spell Absorb: Kade holds out a gold shield, which absorbs any projectile thrown at him, and in the second he does so, he can absorb it for health or meter. (+7), (+1/4)
o Meter Burn - Absorption: Kade can now do either for more meter/health. (+10), (+1/3)
* Arsenal Attack: Button Input Combo: Kade shoots six spells at his opponent, with a gap between the third and fourth, while walking back, putting room in between him and his opponent. (2% 3% 2%, 1% 2% 1% = 11%)
o Meter Burn - Arcane Arsenal Attack: Armored, two more hits. At the last button input, hold block. (2% 3% 2%, 2% 2% 2%, 4% 2%=19%)


Edenian Reaper​
In this variation, Kade has his scythe, which he can have in two separate chained form, or as one staff with a scythe blade on the end. His combos change based on this. He gets specific combo changes based on this (think Kobu Jutsu v. Dragon Naginata Tanya). As he changes stances, his universal combos change in form to be correct.

Visual Aid: Scythe is on his back, and his clothing is darker, silver in Edenian Prince. He starts out in SSS.

Double Scythe Stance

* Slash Shop: Kade rapidly spins in place, his Scythe Blades out, striking enemies multiple times and propelling them away. (3% 3% 3% = 9%)
o Meter Burn - Chop Shop: Armored, more hits, will kill some armor. (3% 3% 3% 3% 3% = 15%)
* Scythe Swing (Downwards, Upwards): Kade swipes with his scythe in an arc, either up to the sky, or down towards the ground. The upwards one can extend combos, the downwards is an overhead. (9%)
o Meter Burn - Double Scythe Swing: Kade swings with both scythes in whichever direction, now faster. (7% 8% = 15%)
* Devil Hands: Command Grab. Kade grabs his opponent, stabbing his opponent multiple times. (5%3%4%3%4%=19%)
o Meter Burn - Evil Hands: If the above connects, Kade follows with more hits, if the button input is pressed. (5%4%4%5%4%5%4%=31%) It is so much damage because it doesn't lead into a combo so it is 31% for 1 bar.
* Uppercut: Uppercut is altered, Kade slices up with his scythe. (12%)

Single Scythe Stance

* Scythe Swipe: Kade swipes in an arc with his scythe, great range. (12%)
o Meter Burn - Scythe Slam: Does more damage, armored, allows a pop-up for combos. (16%)
* Under Scoop: Kade swings his scythe under his opponent, knocking them down. (9%)
o Meter Burn - Scoop Up: Faster, now pops up. (12%)
* Scythe Spin: Kade sticks his scythe into the ground and kicks his opponent, jumping off of the ground. (11%)
o Meter Burn - Super Kicks: Kicks his opponents multiple times, pops up for a combo. (16%)
* Scythe Swing: Kade holds onto his scythe, which is implanted in the ground, and lifts his feet up, like a jungle gym. He is unaffected by all low projectiles or hits, and can cancel out of this move. This disables the need to jump.
- Scythe Kick: An Add-on to Scythe Swing. Now that he is in this stance, he can do a move where he twirls upwards, forcing his feet over his head, and kicking his opponent twice. (6% 8% = 14%)
* Anti-Air Slap: Kade swipes at the air with his scythe quickly; it will only hit airborne opponents. (10%)


Ember Lord​
In this variation, Kade utilities Ember, the ancient crystal of creation, used by few people, in his combos. He has been possessed by Dark Ember, and uses both in his pursuit of power.

Visual Aid: His scythes are missing; in fatalities etc., they glow green like Ember. His skin tone is darker, and glowing green tattoos are seen all up his body, they are everywhere, in intricate swirls, but his eyes are glowing green too. He has the crystal replacing whatever clothing he had, and he has a green (depends on the state) aura surrounding him. His voice is also altered; sounding like multiple people, not like a revenant, but like Skarlet, or Ermac. His combos are different, as he doesn't have his scythe, and he has a different stance. His run speed is much faster, and he floats above the ground when walking, like Shinnok or Ermac.

* Jutting Krystal (Far/Medium/Close): Kade simply raises a hand, and a stalagmite raises out of the ground. (7%)
o Meter Burn - Jutting Krystals (Far/Medium/Close): Three shoot up in the spot. Kade is very plus on block after this. (16%)
o Meter Burn - Triple Krystals: Three stalagmites shoot up in three separate spots. (8%)
* Jewel Shards: Kade holds his hand out and allows hundreds of Ember shards to hit his opponent. Can be delayed, and is more or less negative, depending on when you end it. (11%-17%)
o Meter Burn - Long-Range Shards: This gives the shards significantly longer range. Armored.
* Ember Gem: Kade holds a shiny gem in his hands, and throws it at his opponent. Can be cancelled for pressure or combo potential.
o Meter Burn - Ember Blast: More damage.
* Ember Parry: A wall of Ember appears, and if his opponent hits it with either their fist or a projectile, it will shatter, shooting Ember everywhere.
o Meter Burn - Lord Parry: The opponent in covered in Ember, frozen in place.
* Ember Smash: Kade smashes a block of Ember shards to crush his opponent.
o Meter Burn - Krystal Smash: More damage.
* Red Aura: Kade twirls on the spot; his tattoos now glow red; for 10 seconds, all of Kade's Ember moves will glow red and not green, and they will do 30% more the damage. If Jewel Shards or Long-Range Shards connects, it will cause a burning effect.
* Blue Aura: Kade twirls on the spot, and his tattoos glow blue; for 10 seconds, Kade will take 50% less damage. His Ember Attacks will glow blue for reference.
* Gold Aura: Kade twirls on the spot, and his tattoos glow gold; for 10 seconds, Kade will regenerate 1% health a second.

EsotericPosted: 07/07/2016 11:40 PMStatus ::


Rank ::
Visits::1168
Nationality::United States
RE: Fantasy Kharacter: Flippy (post MKX)

ALIBI (revision finished)

GENERAL STATS:
African-American Female
Unknown
5’9
145 lbs.
Earthrealm; Unknown
Ninjitsu, Hapkido & Psychic Abilities
Alliances are with Scorpion & Shirai Ryu; Neutral

ALIBI’S COSTUME & ALTERNATE:
Alibi can be Tanya from MK4 just with the given code name. She can wear a traditional sleeveless yellow gi with loose fitting ninja pants like a Sashinuki hakama. She also can have a yellow undershirt beneath her gi and a set of black wrists guards with yellow ninja shoes and a yellow clothed mask to conceal her neck and face or maybe be unmasked. She can have a Japanese emblem over her heart to symbolize her alliance with the Shirai Ryu in black. Her alternate can be a darker shade of yellow with a pair of loose fitting ninja pants like a Sashinuki hakama in a darker shade of yellow. She can also where a yellow undershirt in the same matching color and a pair of darker shaded yellow ninja shoes and clothed mask to conceal her neck and face or be unmasked. Again she can have a black Japanese emblem over the left side of her gi symbolizing her alliance with the Shirai Ryu ninja clan. She could also have a black sash tied around the waist on both costumes where the straps hang down in the front. She can also wear a headband with a crystalline structure in the middle of the headband, to generate the source of her psychic beams.

ALIBI’S BACKSTORY:
Alibi, unlike many others, came into the Shirai Ryu at a later age. She was looked upon as a late bloomer by many in the clan. So by the time she had gotten to the age of fighting, her skills weren’t as keen and honed as the others. To make up for weakness in physical ability, she had a mastery of spoken language. She could speak seven different languages (including English, Spanish, French, Japanese, Italian, Russian, and Swahili). She also possessed a well-keened skill of persuasion, and possessed a born psychic ability to read and control people’s minds and because of this skill she was given the initial code name of “Alias“. Although in other circles, these skills might have been looked upon as great, the Shirai Ryu saw her skills as inferior. She often would stay behind on missions and be restricted from learning any advanced fighting techniques. But eventually she would gain the trust and respect of the heralded Scorpion and became his student. Being older than his usual students, Scorpion had to demonstrate patience with her, a virtue he wasn’t use to exhibiting as a Sensei.

The initial phases of their training were routine until the Lin Kuei decided to abruptly end their training by waging a war. Being at novice level of fighting she fought well in the war but witnessed the death of her Sensei. Tormented she fled to a nearby town until the war receded. Months later she would be visited by Scorpion’s specter in random visions and dreams in her sleep. These visions drove Alibi to fight in the Mortal Kombat 4 tournament where ironically enough, part of her identity would be compromised. Tanya, as it was later revealed, had her focus affected with the leak in personal information. The leak in information would cause her mind to wander about other things instead of focusing on her opponent, causing an early round defeat in the tournament. She would also reunite with her former Sensei, Scorpion in the tournament. Scorpion saw that she competed well in the tournament and respected her efforts but scolded her to her face. Feeling that her skill was average at best, he demanded that she train harder, and mediocrity was not acceptable as a member of the Shirai Ryu. So with the events unfolding, and Shirai Ryu now extinct, she went into an isolated location to train with the resurrected Scorpion to instruct her on occasion. This time in her life represented a period of purification from her former self. She was given the new code name “Alibi” by Scorpion himself and honed her psychic abilities into a useful fighting weapon against foes. Alibi enters Mortal Kombat for redemption and for her resurrected Sensei.




ALIBI’S FIGHTING STYLE:
As a member of the Shirai Ryu, Alibi was trained initially in Ninjitsu and Hapkido fighting styles at a novice level but because of her physical limitations she was not trained in any advanced techniques by her Sensei Scorpion. Her training would pick up and she would be taught the full principles of Ninjitsu by Scorpion. In her continued teachings she proved to have developed proficient skills in Taijutsu in hand to hand combat, as well as espionage techniques. Being low key in nature, discretion and secrecy came natural to her, highly regarded principles within Ninjitsu she mastered very quickly. She also was taught the Black Arts of the Shirai Ryu from Scorpion and honed her abilities as a psychic to use as a main tool of attack against her opponents. She has quick, precise and stealth movements which are trademark qualities of the Shirai Ryu ninjas. Not necessarily known as an assassin, her more recent assignments have been infiltration of enemy quarters.

ALIBI’S SPECIALTY MOVES:
Standard Teleport - Alibi teleports either vertically or horizontally across the screen leaving a blinking image of her behind.

Psychic Blast - Alibi motions her hands over the temples of her head to generate a blast of sonic energy from her forehead across the screen that stuns her opponent.

Upward Psychic Blast - Alibi motions her hands over the temples of her head to generate a blast of sonic energy from her forehead diagonally upward towards her opponent. The beam stuns them and knocks the airborne opponent out of the air to the ground.

Downward Psychic Blast - Alibi motions her hands over the temples of her head to generate a blast of sonic energy from her forehead at the feet of her opponent causing a sonic explosion. This explosion launches her opponent in the sky and provides an opportunity for her execute a series of combos/juggles to execute on her airborne opponent.

Crouching Psychic Blast - Alibi is bent on one knee in crouching position. She then motions her hands over the temples of her head to generate a blast of sonic energy from her forehead across the screen. The beam strikes the lower extremities of opponent, knocking the feet of her opponent from underneath them sending them face first to the ground.

Psychic Sphere - Alibi motions her hands over the temples of her head to generate a sonic force field from her forehead, forming a spherical shaped ball to incase her. This allows her to temporarily ward off any projectiles thrown at her and also acts as a barrier to physical hits. It delivers a mild level shock to opponent blowing them back up off their feet across the screen falling on their back facing up if psychic barrier is physically touched. The sphere then disappears.

Magnetic Psychic Beam - Alibi motions her hands over the temples of her head to generate a blast of sonic energy from her forehead that incases her opponent’s body. She then retracts her psychic beam back to her forehead dragging her disoriented opponent towards her in close range to execute a series of combos and free hits to disoriented opponent.

Psychic Suffocation - Alibi motions her hands over the temples of her head to generate a blast of sonic energy from her forehead that incases her opponent’s body. The beam shocks her opponent into disoriented state. Opponent then stumbles to a bended knee position gasping for air, leaving them open for a series of combos or free hits to be delivered on her opponent.

Repellant Psychic Beam - Alibi motions her hands over the temples of her head to generate a blast of sonic energy from her forehead that repels her opponent across the screen against the wall.

Rising Psychic Beam - Alibi motions her hands over the temples of her head to generate a blast of sonic energy from her forehead that launches and suspends her opponent in mid-air temporarily to free fall to the ground. This provides an opportunity for Alibi to execute a series of combos/air juggles on her opponent.

Psychic Sphere of Chaos - Alibi motions her hands over the temples of her head to generate a sonic force field from her forehead, forming a spherical shaped ball to be launched across the screen. If not properly defended, the sphere traps her opponent in the sphere and generates a series of psychic beams to chaotically ricochet off the walls of the sphere, scoring Alibi with multiple hits before disappearing.

Mental Beam – Alibi motions her hands over the temples of her head to generate a sonic laser beam from her forehead, forming a small illuminating aura around and incasing the head of her opponent in a flash of energy causing disorientation, confusion and disabling her opponent for a brief moment.

Third Eye Beam – Alibi motions her hands over the temples of her head to generate a sonic laser beam to upper extremities of her opponent rendering them into a slow motioned hologram image. This also causes her opponent’s attacks to become temporarily harmless and see through giving Alibi an ample chance to execute another series of combos and hits on her opponent before her opponent materializes back into themselves.

Alibi can look like the picture shown above except she could wear yellow attire without rips or tears in the shoulder region of her garments and no holes exposing the skin in her yellow Sashinuki hakama/ninja pants and yellow ninja shoes with a yellow ninja clothed mask concealing the neck region as well as her face. And she can have the sleeveless gi with the black Japanese emblem over her heart.

ALIBI’S FATALITY:
Psychic Gamma Ray - Alibi, within long range, stands with an illuminated glow pulsing from her head and strains with her chin up from a burst of sonic energy to generate vertically to the sky. She then motions her head down towards the ground to generate a trail of sonic energy to race across the pavement to her opponent’s feet and engulf them in a sudden explosion of light. The light suddenly melts away her disoriented opponent into thin air.

ALIBI’S WINNING POSE:
Alibi turns to the camera and raises her right arm in victory.

ALIBI’S INTRO:
Alibi drops down vertically from top of the screen into a discrete, low key crouching position and slowly stands up to transition into her fighting stance with a stoic facial expression at her opponent.

ALIBI’S MID-MATCH TAUNT:
Alibi turns to the camera and raises her right arm in victory. She then stretches/adjusts herself and attire and motions back into her fighting stance.

ALIBI’S X-RAY MOVE:
Psychic Phenomenon - She cocks back her hand and thrust it forward in a front hook jab to the face of her opponent cracking their jaw line. She then motions into a back fist towards her opponent’s sternum. The camera showcases the internal damage of the rib cage. She then motions with her hands over her the temples of her head and yanks her opponent into a dashing elbow. This sends them back peddling and grimacing in pain grasping their face for a possible string of combos to be executed.

Alibi can wear a traditional yellow sleeveless gi with a black thick sash wrapped around her waist and a yellow headband with a crystalline structure in the middle that would glisten and be the source of her psychic abilities.

ALIBI’S END STORY:
After winning the tournament, and freeing her sisters of the Shirai Ryu, Alibi, gained a new level of respect that she had never experienced within the ranks of her former clan. So much so, that her rival clan members Poison Ivy and Black Widow befriended her and inducted her into the Shirai Ryu’s inner circle. This would mark as a transitioning period of renewed friendship for the sisters. After several months had past the sisters had began to search for other means to live now, now that the Shirai Ryu was extinct. Alibi was offered a proposal from Poison Ivy. In this proposal she was offered to be the face and gate keeper of an upstart secret operative group called “Obsidian Light”. Poison Ivy laid out the detailed description of her offered position after months of thought and planning, as to be a recruiter/filter/combatant/and infiltrator with her skills of spoken language and persuasion. There would be a bonus of a wealthy salary and benefits. Alibi would spend a few days thinking the transition over with advice of her Sensei Scorpion and decided to jump aboard with Scorpion being their first recruit to oversee the organizations’ operations.

KakryPosted: 09/03/2016 06:45 AMStatus ::


Rank ::
Visits::4
Nationality::United Kingdom
RE: Fantasy Kharacter: Flippy (post MKX)

Rammsay
Height:1,85 cm
Weight:95 kg
Age:28
Fighting style: Ninja+Karate moves
Start stance:Runs,frontflips and quotes:Let me see.
End stance(brutality):Admit it.You´re awful.
End stance(no fatalities):goes away,quotes:Come on,this is no challange!
Nobody knows what happened to his left part of the face.Never talks about it.Knows all weakness.
https://postimg.org/image/w20klbbbx/ Alternative win stance

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