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Characters debuting in Street Fighter 6.
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Base Roster

    Jamie 
https://static.tvtropes.org/pmwiki/pub/images/jamie_alt_pic_5.png

The top player is here!

Origin: Hong Kong
Fighting style: Drunken Boxing
Voiced by: Shunsuke Takeuchi (Japanese), Stephen Fu (English)

Full name Jamie Siu. A kung fu practitioner from Hong Kong. Jamie was inspired by the twins Yun and Yang to become a protector of his home in Chinatown. His fighting style is based on Zuì Quán with a bit of breakdancing thrown in for flair.

Jamie is a dizzying rushdown character whose play style centers around his drinking mechanic; using either his "The Devil Inside" command input or as a followup to a handful of his attacks, he can take a swig from his gourd to boost his "drink level". The more he drinks, the stronger his damage becomes, the more moves he unlocks, and several attacks gain new follow-up abilities to extend his pressure. To help enforce this playstyle, Jamie exels at dominating the mid-range with his arsenal of strong pokes which convert into his "Freeflow Strikes" Three-Strike Combo, allowing him to easily accrue drinks or continue to go for pressure depending on which version you utilize at any given time. Once he hits the maximum Drink Level of 4, he opens up his shirt and lets his hair down. This mode can also be briefly accessed via his Level 2 install super, "The Devil's Song".

  • The Alcoholic: His fighting style requires him to get totally smashed off his gourd. The game refers to the contents of his gourd as “herbal tea” but it’s fairly obvious that it’s actually booze.
  • Anti-Air: "Arrow Kick", based on a similar attack of Yang's, starts with Jamie performing a flip kick and then transitions into an upwards strike.
  • Arrogant Kung-Fu Guy: Jamie is most often characterized in battle through being an arrogant show-off. His use of breakdancing in combat is used to constantly show off for the camera and gives him a taunting vibe towards the opponent. Special mention goes to his Critical Art which is framed as him challenging the opponent to a final stand off, only to utterly curb-stomp them to establish his superior technique.
    Of course I win!
  • Berserk Button: Luke Sullivan. If they see each other, they will fight.
  • Blatant Lies: He tells the player avatar that the drink in his gourd is not booze, but when the player takes a sip, they gasp and are immediately smashed. This wry fib avoids the game being classified with a much harsher Japanese CERO age rating, since booze is considered a much more adult topic in Japan compared to other countries' rating systems. However, it didn't fool the Entertainment Software Rating Board, which issues ratings for the United States and Canada, and tagged the game with a "Use of Alcohol and Tobacco" content descriptor as part of its Teen rating.
  • Braids of Action: His hair is styled in a very long queue, signifying his kung fu prowess.
  • Chick Magnet: The UDON Comics show that he's quite a ladies' man, managing to get the attention of three girls while at a bar, much to Luke's chagrin.
    Jamie: Sorry about that. This is my neighborhood, y'see. Everyone always flocks to me like that.
    Luke: Oh, I'm sure that's it. And it has nothing to do with your soft spot for the ladies, lover boy.
  • Close-Range Combatant: He's got no projectiles and relatively short normals, but his special move damage and ease of combos are both strong and stylish.
  • Confusion Fu: Jamie has many options to approach and open his opponent up, between divekicks, a command grab, and several moves that let him bob and weave out of range. A good Jamie player will keep his opponent second guessing.
  • Dance Battler: He incorporates breakdancing acrobatics into his fighting style. His win screen as well is a very stylish backspin.
  • Dash Attack: "Swagger Step" is a lightning-fast palm strike enveloped in ki. He can perform a second punch right after four or more drinks, "Swagger Hermit Punch".
  • Diegetic Soundtrack Usage: One of Jamie's taunts has him hum his own theme song.
  • Difficult, but Awesome: Playing Jamie well means mastering his drink mechanic and trying to get as many swigs in a match as you can in order to boost your moveset, especially since you lose all the charges once a round is over. Stopping to use Devil Inside will leave him wide open to attacks, and if he's hit during a certain period of the move, the drink counter won't actually go up. Because of this, you need to constantly balance playing keep away to bring up your drink meter and using Jamie's rushdown tools to pressure the opponent. Jamie as a result is a character that can either max out his potential and blow up the opponent or miss his shots and be blown up.
  • Diving Kick: He unlocks "Luminous Dive Kick" at drink level 1. The Overdrive variant makes the opponent bounce off the ground for a potential juggle follow-up.
  • Drunken Boxing: His primary fighting style, weaving between moves with dizzying stances and strikes to throw off his opponents' guard. In typical fashion for his archetype, he also drinks from a gourd during fights which is said to contain a special "ki-enhancing drink".
  • Drunken Master: Each drink level grants Jamie a passive buff to his initially below-average damage and new moves for the rest of the round. At Drink level 2, he unlocks a new target combo that ends with him taking a swig, making succeeding drink levels easier. By max drink level, Jamie has a greatly-increased moveset, his walk speed is dramatically faster, and he gains monstrously-damaging buffs and follow-ups to his Freeflow Strikes and Swagger Step special moves.
  • Easter Egg: His taunts also change depending on how high his Drink Counter is.
  • Establishing Character Moment: He's introduced in World Tour styling on a trio of thugs, completely overwhelming them with complete confidence; then of course he refreshes himself with a swig from his gourd.
  • Even the Loving Hero Has Hated Ones: Jamie is just, courteous, and charming to almost about everyone (even Juri Han) — except for three people:
    • A.K.I., since Jamie has no tolerance for assassins.
    • Luke Sullivan, due to the pair being bitter rivals since they were kids. Whenever the two encounter each other, they'll find just about any trivial excuse to fight.
    • JP, who Jamie tells to stay out of his town unless he wants a beating in his victory quote. Jamie apparently knows that JP is pure evil.
  • Final Boss: To Luke Sullivan.
  • Frothy Mugs of Water: Despite taking inspiration from other depictions of Drunken Boxing in video games, his gourd is specifically mentioned to contain a “ki-enhancing drink,” avoiding any explicit mention of alcohol. Note that the drink still reddens his face, slurs his speech, and loosens up his movements. Street Fighter 6 producer Shuhei Matsumoto has referred to it as a nonalcoholic "medicinal" drink, like tea, before laughing. World Tour sees Jamie offer the player character a swig, and one gulp of the stuff is enough get them hammered to the point of dropping like a bag of rocks.
    Jamie: Just relax, it's not booze(...)It's a family-made herbal drink that'll really boost your energy.
    Player: (drinks a cup of it and stumbles back from the strength)
  • Gargle Blaster: If the player character's reaction to taking a sip of Jamie's "herbal drink" is any indication, it's strong stuff.
  • Grapple Move: At Drink level 3, he unlocks "Tenshin", a fast, short-ranged command grab that does no damage but stuns the opponent for a free follow-up attack. The Overdrive variant does some damage, stuns for longer, and causes a hard knockdown, letting Jamie follow up with a slower, more powerful move or take a final drink to get to level 4.
  • Guyliner: Wears a bit to complement his good looks. It’s a bit hard to notice with his default color, but easier to notice in his different palettes.
  • Hero-Worshipper: He modeled himself after the Twin Dragons, Yun and Yang, standing up for his community like the brothers did long before him.
  • Hidden Depths: According to a Capcom development blog, one of Jamie’s hobbies is playing the trumpet.
  • Hypocrite: Jamie is a massive hypocrite. Despite arrogance being one of his listed dislikes, he's one of the most arrogant, showboating characters in Street Fighter history bar none.
  • Impromptu Tracheotomy: The Critical Art version of "Getsuga Saiho" sees him crush his opponent's windpipe, with a Sickening "Crunch!" accompanying it. It looks less like a Critical Art and more like a Fatality as a result.
  • Launcher Move:
    • "Tensei Kick" is a command normal that sends the opponent into the air. It can be jump cancelled, letting Jamie immediately follow to spike the foe back to the ground with his jumping heavy punch or do more complicated combos if done out of a Drive Rush.
    • His level 3 also ends with a launcher that allows Jamie to tag on a Swagger Step afterwards, or do more complicated combos if he’s willing to spend Drive Gauge.
  • Leaning on the Fourth Wall:
    • One of his taunts literally has him hum his own theme song at the opponent, seemingly aware that he has one.
    • Net a stun with Drive Impact — a universal super armor mechanic that calls back to IV's somewhat-controversial Focus Attack system — and he'll comment "Don't hate the player".
  • Leitmotif: "Mr. Top Player"; a mix of soaring disco funk and Chinese folk music that conveys Jamie's carefreeness.
  • Letterbox: The screen enters a letterbox format during his Level 3 Super, giving the appearance of a vintage kung fu film.
  • Long-Haired Pretty Boy: He sports refined, slightly feminine facial features, and Luke even calls him a pretty boy in his win quote against him. He also has a long ponytail that reaches past his waist.
  • Momma's Boy: His grandmother is listed in his list of likes.
  • Mechanically Unusual Fighter:
    • Taking inspiration from Shun Di, one of the first users of Drunken Fist in fighting games, Jamie has a special 'Drink Counter' that goes up the more he uses certain moves where he takes a swig from his gourd. The more drinks Jamie takes, the more his moveset expands.
    • Tying in with the drink counter, Jamie starts each round with his damage scaled down to 90%, with each drink adding an additional 5%, meaning at max drinks his attacks deal 110% of their base value. Note
    • Jamie's Level 3 super deals significantly less damage than other characters', but unlike them, he can combo off of it. Depending on his drink level and how much Drive Meter he's willing to burn, he can get some insane damage.
    • Once Jamie is at maximum drunkenness (level 4 drunkenness), Subsequent normal drinks recover one twelfth of his Drive Gauge each.
  • Metaphorically True: Jamie claims that his Gargle Blaster is a "ki-enhancing drink". This is true for Jamie after he reaches maximum drunkenness. Further drinks after he has reached maximum drunkenness recover one twelfth of his Drive Gauge per normal drink, or one half of the Drive Gauge if he uses his Devil's Song Level 2 super art.
  • Mr. Fanservice: Jamie is a handsome, charismatic young man who loves to show off. His default and alternate costumes constantly show off his toned abs and chest (when he’s fully drunk). He’s an In-Universe example as well, attracting the attention of three girls at a bar in one of the comics.
  • Nice Guy: Despite his arrogance, Jamie is otherwise genuinely respectful and wants to help people the best he can, unless that person happens to be Luke or is pure evil. His profile states he "places justice and friendship above all else".
    (Vs. Ken) Got something on your mind? Talk to me, my man. We'll get this sorted out in no time.
    (Vs. Juri) No idea what your deal is but it sounds like a mess. What if I help you sort stuff out?
  • No More for Me: Jamie's win quote against Dhalsim shows that he thought that he was seeing Pink Elephants when Dhalsim performs his yoga teleports.
  • Precision F-Strike: He sometimes curses when he is knocked out:
    • Damn it!
    • That's... bull...
  • The Rival: He's designed to be Luke's rival. The two are shown having an intense showdown in the reveal trailer, and their respective arcade endings have them facing off after a disagreement, with Luke's specifically showing young versions of the two fighting while he reminisces, suggesting they've been at each other's throats since childhood.
  • Shared Signature Move: Jamie can perform his take on Yang's "Nishokyaku", Yun's dive kick, and their shared "Zenpou Tenshin" command grab. And similar to Yun's You Hou ultra, Jamie can combo off his Level 3 Super. Jamie also shares the same target combos as Yun (light punch, light kick, medium punch).
  • Sitcom Arch-Nemesis: Jamie is usually pretty cocky and chill, but he instantly goes hot-blooded whenever he runs into Luke and can't pick a fight fast enough.
  • Slipknot Ponytail: His hair lets loose when he activates his Super Mode.
  • Spin Attack: "Bakkai" sends Jamie forward while performing a backspin, dealing multiple hits. His Level 1 Super "Breakin'" takes the same move and amps it up to eleven.
  • Super Mode: If he has four drinks stored up, he can enter an enhanced state that greatly improves his attack attributes. When he gets four drinks, he unbuttons his shirt and lets his hair down to signify the change and it lasts until the end of the round. He can also achieve a degraded version of this form with his "Devil's Song" super, downing much more of his gourd for a massive boost. This gives him a slightly lesser damage buff than his standard drink level 4 and only lasts for a short time instead of the entire round. After "Devil's Song" finishes, Jamie goes back to however many drinks he had before activating it; if he had 2 drinks, then did "Devil's Song," he goes back to 2 drinks after the super ends.
  • Super Special Move: His "Breakin'" super resembles multiple instances of “Bakkai” strung together.
  • Three-Strike Combo: "Freeflow Strikes" is a rekka move where Jamie performs three backhand punches in rapid succession. At max drink level, it becomes safe on block, and each punch strikes twice for a big damage increase. Another variant called "Freeflow Kicks" sacrifices raw damage for taking a swig from his gourd and raising his drink level.

    Kimberly 
https://static.tvtropes.org/pmwiki/pub/images/kimberly_alt_pic_1.png

Bushin-ryu, on the scene!

Origin: USA
Fighting style: Bushin-ryu Ninjutsu
Voiced by: Nao Tōyama (Japanese), Anairis Quiñones (English)

Full name Kimberly Jackson. A young, spunky graffiti artist and the 40th successor of Bushin-ryu, after she invited herself to be Guy's next pupil, following her impressive defeat of his own master, Zeku. A sports prodigy who graduated college early, her natural aptitude has allowed her to create her own unique style of Bushin-ryu Ninjutsu. Due to her uncle Albert being involved in the events of the main story surrounding Ken and JP, Kimberly sets out on her own investigation.

Kimberly, true to the spirit of Bushin-ryu, is a speedy and tricky fighter that can blind-side her opponent with an array of mobility tools and set up for flashy combos. These elements, combined with her powerful pressure tools, form a dizzying setplay character who forces her opponents into hectic guessing games. She shares many techniques with her predecessors Guy and Zeku, like the Ninja Run and the "Bushin Senpukyakyu" but with her own personal aesthetic twists as a graffiti artist. She can utilize spray cans as makeshift smoke bombs for a teleporting dash, allowing her to approach safely from many different angles, as well as deploy an explosive that creates devastating setups, forcing her opponents to make stressed decisions in the heat of the moment that she can capitalize off of.

  • Affirmative-Action Legacy: The newest pupil of the ways of Bushin-ryu, after Guy and Zeku before her, is notably an African-American woman.
  • All Women Love Shoes: She's a big fan of sneakers, much like her master.
  • Alternate Company Equivalent: The way she incorporates spray cans into her moveset and overall fighting style (coupled with her emphasis on mobility), and the blue streaks in her hair, make her very similar to Isla from The King of Fighters.
  • Art Attacker: She makes use of spray paint in combat. For example, her "Hidden Variable" attack obscures her in a spray paint smoke bomb, and her Level 3 Super, where she blasts her opponent with multiple sprays of paint, creating a custom tag on the arena floor in the process.
  • Background Music Override: Activating Kimberly’s Level 3 changes the current stage or character theme to a unique track that plays for the remainder of the set, and is named after her Level 3, “Bushin Ninjastar Cypher”. A version of the track available in digital music stores features accompanying vocals.
  • Badass Bookworm: She graduated college at a relatively young age, implying she's quite gifted academically on top of being a master-level martial artist.
  • Black and Nerdy: One of her conversations in World Tour mode reveals that she's quite the math nerd. Unsurprising, given that many of her moves are named after mathmatical terms.
  • Braids of Action: Her long, dark brown hair is braided into multiple ponytails, streaked cyan blue at the tips.
  • Call-Back: Being Guy's apprentice, her design contains details that call back to his, including the bright orange-red garments, the sneakers, and the yellow bracers.
  • Close-Range Combatant: Kimberly's specials get her right in her opponent's face, letting her mix them up from various angles. This comes with all of her ranged tools being limited as a result.
  • Dash Attack: "Vagabond Edge" has Kimberly dash forward with an elbow strike, followed by different follow-ups depending on the strength, including a launching kick on the heavy and EX versions.
  • Disapproving Look: One of her Game Faces in the loading screen sees her shooting a rather amusing scowl at the opponent.
  • Early-Bird Cameo: Her portrait was teased at the end of the game's first reveal trailer in the Battle Hub, two months before her reveal proper.
  • Fan of the Past: Loves everything involving The '80s, and sports a first-generation Sony Walkman as part of her default outfit.
  • Final Boss: To JP and to Dee Jay.
  • Foil: To Luke. Both are next-generation fighters trained by veterans (Guile in Luke's case, Guy in Kimberly's), however Luke has a very Gen-Z styling while Kimberly is a fan of 80s pop culture and aesthetics. Likewise, their fighting styles and approach to combat couldn't be anymore unalike, since Luke is very brusque and boisterous while Kimberly is a lot subtler and nimbler, being a disciple of the Bushin style and all.
  • Fragile Speedster: She has some of the most varied and expressive mobility in the game with her different dashes, teleports, and ways to alter her aerial momentum. But she pays with her ability to play defensively, not having many wakeup options if she's finally caught. Gets Lampshaded by Manon's win quote to Kimberly:
    Manon: Jumping won't help. Once I catch you, you'll be thrown all the same.
  • Genki Girl: She's overflowing with energy, and you can count on her to never be standing still. Her animations have her constantly dancing in place, as with her idle stance, or enthusiastically hyping herself up before and after a match with a couple of jumping jacks.
  • Goomba Springboard: Her unique normal, "Hisen Kick", can be followed up by any jump command to send Kimberly bouncing off her target.
  • Gratuitous Japanese: Two of her taunts invoke this, one of which is the standard ninja Kuji-In.
    Domo arigato! From the Bushinryu!
  • Highly-Visible Ninja: She's the apprentice of Guy, and like him, she also wears a bright red dogi. She also incorporates her talent for graffiti into her fighting style, using brightly colored spray paint as part of her ninja arsenal. Her third costume has her dress in more standard ninja garb, with darker colors and a face mask that would be helpful for stealth, though her ninja covertness is compromised by her massive 80s afro, dyed bright teal green.
  • Home Stage: She shares it with a few of her fellow Americans (Luke, Ken), but Kimberly is most closely mapped to the "Metro City Downtown" stage in her capacity as the pupil of Final Fight legend, Guy.
  • Hurricane Kick: Same as Guy's — the "Bushin Senpukyaku" — which sends her flying upward as an Anti-Air.
  • Know When to Fold Them: Her arcade mode ends with her defeating JP, only to realise that he's actually an opponent far beyond her level. She promptly withdraws, promising to come back and finish the job later.
  • Kuji-In: As seen in one of her taunts, complete with the symbols popping up in front of her.
  • Launcher Move:
    • The follow-up kick on "Vagabond Edge" can be canceled into a jump, opening Kim up to fancy air combos.
    • "Shuriken Bomb" sets up for a free combo once it explodes. This comes with the drawback of needing Kimberly to restock the bomb every time she uses it.
  • Leitmotif: "Ninjastar Pop"; an energetic mix of hip-hop and electronic motifs matching Kimberly's spunky side.
  • Martial Arts Headband: She sports an African head-wrap variation on the theme.
  • McNinja: She's an African-American graffiti artist who was taught by Guy in the ways of Bushin-ryu, and puts her own unique, all-American spin on classic ninja training with her gymnastic and cheerleading-inspired flair.
  • Nephewism: Kimberly was raised by her uncle, Albert Jackson, whose disappearance in Nayshall prompts her involvement in the events of 6.
  • Not So Above It All: If the timer reaches zero during the Continue screen in Arcade Mode, she'll literally throw a temper tantrum as if she were a grade-schooler, even though she's at least in her late teens to early twenties.
  • O.O.C. Is Serious Business: She's normally very energetic and carefree in battle, but when facing JP and confronting him about her missing uncle, she becomes uncharacteristically cool-headed and serious.
  • Product Displacement: Her cassette player is blatantly modeled after the Walkman TPS-L2, with a splotch of paint where the Sony logo would go.
  • Red Is Heroic: Wears the Bushinryu reddish-orange and is one of the more heroic characters, like her mentor before her. Her alternate outfit also has red as a prominent color.
  • Searching for the Lost Relative: Her uncle Albert is one of Ken's advisors at the Masters Foundation, and is seemingly killed when the car he and Ken are travelling in whilst in Nayshall is attacked by terrorists and explodes. Kimberly sets out on a mission to find out what happened to him.
  • Slide Attack: One of her unique normals, "Water Slicer Slide", is a sliding kick. She can also perform a sliding kick out of her Ninja Run.
  • Smoke Out: "Hidden Variable" lets Kimberly teleport in a cloud of spray paint around her opponent, allowing for cheeky offensive angles.
  • Spinning Piledriver: Another Bushin-ryu staple; she can perform "Nue Twister" when near an airborne opponent to send them crashing down.
  • Super Mode: Her Level 3 Super Art, the Bushin Ninjastar Cypher, has her put on her headphones and start her Walkman, which changes her theme music to an upbeat disco-funk track and boosts her walk speed and attack power for the rest of the set. The install super part of the super art remains active through subsequent rounds until the set is over. This does not persist over rematches.
  • Symbolic Blood: During her Level 3 Super Art, she blasts her opponent with multiple sprays of paint, leaving patterns that have overtones of blood splatter. This is especially notable with her final spray attack, which “bleeds” out from her opponent's head onto the graffiti tag she creates on the arena floor.
  • Teen Genius: She's a prodigy who graduated from college early. And when it comes to fighting, she defeated Zeku of all people, showing an insanely high combat potential.
  • Throw Down the Bomblet: "Genius at Work" lets her stock up on timed spray-paint bombs that she can plant across the stage, allowing her to control space or setup for flashy combos off of the blast.
  • Video Game Dashing: She has her own take on the classic Bushin-Ryu Ninja Run with several follow-ups. She can either cancel it with "Emergency Stop", use the Anti-Air "Torso Cleaver", the low-hitting, "Shadow Slide", the high-hitting "Neck Hunter", or spring off her opponent with "Arc Step" and mix that up with either an attack or throw.

    Marisa 
https://static.tvtropes.org/pmwiki/pub/images/marisaro6_4.png

Fight with all your heart!

Origin: Italy
Fighting style: Pankration
Voiced by: Mitsuki Saiga (Japanese), Allegra Clark (English)

Full name Marisa Rossetti. An Italian jewelry designer who claims ancestry from Ancient Greek warriors, and whose gladiatorial look was inspired by a vision she had as a child of Rome's venerable Colosseum in its prime.

Marisa is a massive and mighty bruiser who uses powerful melee strikes and strong defensive tools to shatter her opponent's defenses. While her mobility is a bit on the sluggish side, her attacks all have good hitboxes that let her comfortably fight at mid-range, and she's really good at punishing her opponent's mistakes through her mix of counters and generous amounts of armor. Once she's got a good hit in, she can quickly smash her opponent into the corner thanks to the knockback on many of her specials, making her a fighter that can easily trap her foes in tight situations.


  • All Amazons Want Hercules: In a smart Homage to the Classical Mythology she's so passionate about, Marisa's main goal is to find herself a life partner who's just as strong as she is — if not stronger — so when she meets Zangief (and Manon, in a slightly more coded manner), it's Love at First Punch, and she concludes that they fit the bill perfectly.
  • Amazonian Beauty: Marisa has enormous muscles, with a physique comparable to the biggest male fighters of the series. Despite that intimidating size, she's still an attractive, alluring woman, with pretty facial features and sports feminine flourishes that many of the series' other women don't, such as nail polish, lipstick, and a beauty mark.
  • Ancient Grome: She takes inspiration from the Roman gladiators of antiquity with her fighting apparel. Her home stage is set in Rome's iconic Colosseum, with multiple legionnaires (and the odd lion) cheering her on. But, she also claims heritage from ancient Greek warriors and fights with the Greek martial art, Pankration. According to dialog in World Tour mode, her grandfather was Greek and he's the one who got her interested in both Greek history and Pankration.
  • Animal Motif: Lions; besides having a pet lion whom she dotes on, Marisa has a lot of traits that are symbolically associated with lions like her strength, size, and proud nature.
  • Armor-Piercing Attack: She's so strong that she can even break through her opponent's Drive Impact with her charged "Gladius" and "Phalanx" Enhanced Punch attacks.
  • Arms and Armor Theme Naming: Many of her specials are named after Roman military terminology; "Gladius" ("Sword"), "Scutum" ("Shield"), "Phalanx" (literally "Log", but commonly refers to an interlocking, defensive formation), "Quadriga" ("Chariot") and "Procello" (a Latin verb; "to throw violently forward").
  • Art Imitates Art:
    • For her "Scutum" special, she enters a guard stance with armor properties from which she can follow up with various moves, including a command grab that forces her opponent into an incapacitating cross-body ride before punching their lights out, which directly references an ancient Roman marble sculpture of two pankratiasts, locked in the exact same pose, known as The Wrestlers (or The Pancrastinae).
    • For her final round win pose, she scoops up her prone opponent in her huge arms, presenting a Pietà Plagiarism.
  • Artistic License – Martial Arts: In her story mode intro, she claims that all moves, even eye gouging and biting are allowed in Pankration. In reality, these were the two moves that were not allowed in the sport even during the days of the Greek Empire (with a possible exception being Sparta, though the evidence for that is dubious). She doesn't resort to such measures, though.
  • Awesome Anachronistic Apparel: Her whole look is themed around a Roman gladiator. Her battle skirt is inspired by Roman pteruges, and her red hair is styled to resemble a Roman helmet. The World Tour illustration of her in the wedding gown her grandmother made for her has her hair styled and decorated to look like a Corinthian helmet's crest.
  • Badass in a Nice Suit: Marisa's alternate costume is a stylish trouser suit in white, accessorised with a red and green scarf to present a subtle but clear nod to the Italian flag.
  • Best Her to Bed Her: Marisa distributes a leaflet inviting the strongest warriors to battle her in the Colosseum, with the victor deemed worthy enough to take her hand in marriage. Although she was only half-joking, she expresses genuine disappointment when the eventual winner, Zangief, awkwardly turns down her offer, since he happens to be her ideal choice of partner.
  • Bicep-Polishing Gesture: The World Tour opening movie shows her in this pose.
  • Big Eater: One of the unlockable pieces of art shows her enjoying a huge gourmet feast.
  • Boisterous Bruiser: Marisa's muscles are matched by her loud and charismatic personality, and like pro wrestler Zangief, she cares about the spectacle of her fights and aims to please those watching.
  • Bridal Carry: Marisa's victory pose has her scoop up her defeated opponent in her arms this way.
  • Calling Your Attacks: She can be heard yelling "Gladius!" as she performs the punch attack.
  • Charged Attack: Several of her attacks can be held to increase their power; this includes her Gladius, her standing heavy attacks, and Javelin of Marisa.
  • Close-Range Combatant: Being a pankratiast, Marisa's fighting style is entirely close-quarters, utilizing a mix of grapples, counters, and powerful melee strikes to defeat her opponent.
  • Contralto of Strength: As a huge, intimidating woman, her voice is appropriately low-pitched and she calls her attacks with a deep, growling rumble.
  • Counter-Attack: "Scutum" puts Marisa into an armored guard stance, allowing her to easily counter her opponent if they attack her, such as following up with a brutal subdue-and-punch command grab to face plant them into the dirt.
  • Cultured Warrior: Despite her build and brutal fighting style, Marisa's also skilled in jewelry design. In terms of her interests, she loves designer clothes, gourmet cuisine, fine art, and is particularly passionate about ancient Greco-Roman history.
  • Early-Bird Cameo: Marisa was teased as early as the first gameplay reveal for 6, popping up on an advertising billboard in Metro City.
  • Everything's Sparkly with Jewelry: Inspired by her passion for jewellery design, Marisa's outfit is adorned with vibrant gold trim, and she sports a huge, blade-shaped golden medallion around her neck. For some of her specials, her fists and forearms become Gem-Encrusted with a crystalline effect as she unleashes the attack.
  • Fairytale Wedding Dress: Marisa is an old-fashioned romantic at heart, wanting nothing more than to find a life-partner who can match her in combat, so one of the last artworks of her unlocked in World Tour features her wearing a very glamorous frothy wedding gown, with her hair styled like a Corinthian helmet, as she imagines her future wedding day. This was later revealed to be Marisa's second alternate costume.
  • Final Boss: To Manon and Zangief in 6.
  • Foe-Tossing Charge: The beginning of her Critical Art has Marisa shoulder tackling her opponent to the ground.
  • Full-Frontal Assault: Discussed; she talks about how pankratiasts of ancient times originally fought in the nude, and how this obviously wouldn't fly today, but says she would happily fight in her birthday suit if she could.
  • Gentle Giant: Outside combat, she's very friendly and jovial in spite of being able to break a person in half.
  • The Giant: All of the other women in the series pale in comparison to her impressive build, and she's easily the biggest female fighter in the series, weighing in at an impressive 270 lbs, as well as being the second-tallest character on 6's launch roster overall at 6'8", with only the enormous Zangief surpassing her. Beyond her home series, she represents something almost unheard of in the fighting game genre — a woman whose physicality rivals that of the biggest of her male opponents.note 
  • Graceful Loser: Marisa's not one to get worked up over a loss. Though winning does feel pretty good, she's much more about the thrill of facing strong opponents and the experience itself, especially if it's against people she particularly likes (such as Zangief and Manon).
    (Losing to Zangief) Phewww! Talk about a great time! You're every bit as good as they say you are, Zangief!
    (Losing to Manon) Of course I'm upset that I lost, but you know what? Getting to do battle with someone as strong as you was such a thrill!
  • Ground Punch: Her level 1 super, "Javelin of Marisa", is a powerful overhead punch that shakes the ground beneath her.
  • Has a Type: Judging from her Double Entendre interactions with Zangief, Marisa has a preference for "tasty looking slabs of meat", which means people who are just as big and musclebound as she is.
  • Helmets Are Hardly Heroic: She walks into the arena wearing a golden Roman helmet, which she removes before battling her opponent (though the deficiency is made up for with her helmet-shaped hair), and only puts it back on when the fight is over.
  • Heroic Build: She has a good heart that she wears on her sleeve, which is only complimented by her powerful form.
  • Heroic Lineage: While Italian by nationality, Marisa claims her ancestors were Ancient Greek warriors, lending to her admiration of the gladiators and coliseums of antiquity.
  • Home Stage: Marisa fights in Rome's ancient Colosseum, the most iconic building in Italy, which previously featured in the Alpha series as the home-stage of Rose, her fellow Italian, albeit from a different viewpoint.
  • Hot-Blooded: She's a raucous Large Ham who lives for battle, constantly seeking strong foes to throw all of her might at. Beyond fighting, Marisa is equally passionate in her private life, even offering to Marry Them All when faced with the choice of two suitors.
  • Hot Blooded Sideburns: Hers are notable in that they're shaped like the sides of a Corinthian helmet, which only adds to her boisterous warrior image.
  • Immune to Flinching: Her slow frame data is compensated with a ton of her moves having armor, rewarding her for good reads with an onslaught of powerful attacks.
  • Indirect Kiss: In her Level 3 Super Art, Marisa kisses her fist before hitting the opponent with a Megaton Punch. In the Critical Art version, she precedes her punch by shouting "Take my love!" and hits the opponent again with a follow-up punch that leaves them with a heart-shaped mark on their face.
  • Irony: She's the tallest female character in the franchise by far… and is also afraid of heights.
  • Kind Hearted Cat Lover: Exaggerated in that said cat is a fully-grown lion; she raised said lion, named Lucius, from a cub and speaks quite affectionately of him.
  • Large Ham: Her rowdy, boisterous attitude matches the size of her muscles, and she fights with a ton of energy and charisma.
  • Leitmotif: "Pankration"; a mix of heavy electronic and classical instruments expressing Marisa's extreme power.
  • Megaton Punch:
  • Metallic Motifs: Gold; her outfit, Battle Aura, and other SFX are all adorned with bright gold accents. She even encases her fist in gold for her level 3 super.
  • Mighty Glacier: She's big and slow in combat, with a ponderous walking speed, but packs a ton of power in every hit with her selection of powerful, and sometimes unblockable, specials.
  • Muscles Are Meaningful: Marisa is a gigantic, massively built fighter who is mighty enough to wrestle a lion. In combat, all of her strikes have tremendous weight behind them, sending her opponent flying or shattering the ground under their feet.
  • Navel-Deep Neckline: Marisa's Outfit 2 is a tailored suit which she wears with most of the top buttons undone.
  • Nice Girl: Marisa is a huge, boisterous lady with a good heart and an infectious positive nature.
  • Polyamory: In her own words, Marisa's love knows no bounds. In World Tour, she's faced with the decision of which of two suitors to marry — and ultimately decides that she'll go with both, offering the avatar a spot in the relationship as well if they wish.
  • Power Hair: Her short, red hair is cut into a blunt bob and styled to resemble a Roman gladiatorial helmet. A little more stylized than conventional examples, but it still fits the bill and evokes the "power" aspect.
  • Punched Across the Room: Several of her attacks will outright blow the opponent across the stage onto the wall, giving her really good corner-carry. The extreme versions is her Critical Art, "Goddess of the Hunt", where she punches the opponent so hard that they go flying for several seconds and plant right into a stone wall (that she then crushes their face into).
  • Queer Establishing Moment: The developers describe Marisa as "strong-minded, showing affection for both men and women in her own special way", and talking to her in World Tour has her affirm that gender is no issue for her when it comes to seeking love. When she (half-jokingly) spreads around flyers looking for an opponent who can beat her in combat and thus make a suitable life partner, she notably omits mentioning gender.
  • Rambunctious Italian: Marisa is the mainline series' second Italian fighter, after Rose. Unlike Rose, who is soft-spoken, composed, and elegant, Marisa is a hammy, hulking Boisterous Bruiser with No Indoor Voice, who barks all of her specials with hearty gusto, even screaming "Take my love!" before smashing her opponent in the face to leave a heart-shaped bruise. 
  • Regional Riff: Marisa's theme music appropriately sounds like something straight out of a Sword and Sandal epic, mixed up with the game's hip-hop vibes.
  • Simple, yet Awesome: Marisa is a very beginner-friendly fighter with a pretty straightforward game plan of landing her devastating melee attacks. The majority of her special moves are fittingly simple melee strikes, including a straight hook ("Gladius"), a front kick ("Quadriga"), and a basic uppercut combo ("Diamachaerus"). It's the sheer power she puts into every strike, plus all the glittery VFX flourishing it, that makes it feel awesome to land.
  • Spirited Competitor: She lives for competing with fellow fighters and treats every battle with extreme passion. And regardless of the victor, she remains very friendly and sporting.
  • Stance System: "Scutum" is like this mixed with a Counter-Attack; Marisa assumes a defensive stance by guarding her head with her arms. If hit, it becomes a regular counter, but by holding the input, Marisa can follow up with different attacks by pressing the right buttons.
  • Statuesque Stunner: She stands at a grand 6'8" (203cm), towering over the previous tallest female fighter, Elena (6'0"). Marisa's appeal is centered around said size, without sacrificing her other "feminine" features like her soft face and affinity for cosmetics.
  • Super-Strength: It's quite explicit considering she can shatter concrete with a punch, wrestle a grown lion, and flatten her opponent's skull like a pancake. Even hitting the ground in her round victory animation creates a sudden vibration.
  • Tomboy and Girly Girl: The huge, boisterous Tomboy to Manon's elegant Girly Girl
  • Tomboy with a Girly Streak: She's a Boisterous Bruiser who loves a good fight, but she's also a jewelry designer, wears makeup, wants to settle down with a life partner, and has a fear of heights. She can even rock both suits and dresses with ease, as shown with her alternate costume, a tailored suit, and her World Tour illustration showing her in an intricate wedding gown.
  • Trademark Favorite Food: Ossobuco, an Italian meat dish consisting of beef shanks braised with vegetables, white wine and broth.
  • Wearing a Flag on Your Head: Marisa's Outfit 2 incorporates the colors of the Italian flag, being a white suit with a red and green scarf.
  • Why Did It Have to Be Snakes?: She's acrophobic, which is ironic, given her tall stature.
  • Wrestler in All of Us: Her fighting style incorporates many techniques of Ancient Greek wrestling. Her "Scutum" command grab is a direct homage to a classical depiction of such techniques.
  • Wrestler of Beasts: For her intro in World Tour, she's seen grappling with a lion, hoisting it above her head as if it were a playful kitten. Said lion, Lucius, can be seen pacing around in the background of Marisa's colosseum stage, and is significantly larger than a typical lion (closer to the size of a large horse) and wearing gladiatorial armor to boot.

    Manon 
https://static.tvtropes.org/pmwiki/pub/images/manon6_7.png

Watch in awe as I command the stage.

Origin: France
Fighting style: Judo
Voiced by: Ayaka Fukuhara (Japanese), Cherami Leigh (English)

Full name Manon Legrand. A French supermodel and world champion judoka; she's an idealist who seeks beauty through self-improvement.

Manon is a more nimble and well-rounded take on the classic grappler, having a very flexible toolkit with great gap-closers, combo extenders and, of course, command grabs. The centerpiece of her kit is the Medal System where, for every command grab she lands, she gains up to five medals that persist through all rounds of a match. Each medal gives her grabs a huge boost in damage, letting her snowball in power if left uncontested. While her neutral game is a bit weak by comparison, having committal pokes and limited range, Manon is a fighter that really shines when she's in the lead.

  • Action Fashionista: Manon is both a supermodel and a world-class judoka. Her alternate outfit, consisting of a fluffy pink bolero and oversized sunglasses, shows off her sartorial prowess.
  • Alternate Company Equivalent:
    • A French fashionista pixie grappler with submission grabs sounds like Capcom's answer to Shermie.
    • Her wealthy background, ballet-derived move-set focusing on her legs, francophone national origin, and haughty confidence make her similar to Emilie de Rochefort.
  • Amazonian Beauty: Manon has sharply defined arm muscles and a ripped torso, which makes sense for a hard-hitting judoka, and as a ballerina, her legs are absolutely shredded, further building on her world-class elegance and beauty.
  • Ambiguously Bi: Her dialogue with the player in World Tour gets quite flirty and suggestive, regardless of whatever kind of gender-presentation you give your character. Whether that's just her being playful or reflects her actual preferences is left vague. There's also her rather coded interactions with Marisa in their Arcade endings.
  • Animal Motif: Swans; inspired by Swan Lake, the most iconic ballet of all time, her attacks are accompanied by an effect suggesting the scattering of white feathers, and her overall form is graceful and swanlike. Her stickers when texting are swans too.
  • Anime Hair: Manon sports pale pink hair that's cut into a very short, wedge-shaped bob save for two very long sidelocks that cascade down over her chest.
  • Anti-Air: "Rond Point" has her sweeping her long, toned leg upwards in a broad arc, which acts as an uppercut. Notably, as opposed to being a Dragon Punch/Shoryuken motion (623, or f,d,df), it's actually a very straightforward quarter-circle forward motion, making it extremely reliable and easy to use on reaction.
  • Arrogant Kung-Fu Girl: She's quite haughty when expressing her fighting prowess, and isn't above taunting or trash-talking the opponent here and there.
    Heh. I really am quite unstoppable, aren't I?
    I would love if you took this a bit more seriously.
  • Challenge Seeker: Manon is not content to rest on her laurels and is always striving for excellence, be it on the runway or in battle. As Marisa puts it, she and Manon seek the same thing, and Manon quickly takes Marisa up on her challenge to an impromptu fight when she encounters her in the Colosseum.
  • Close-Range Combatant: Despite her tall and slender build, Manon's attacks are actually pretty short-ranged, so she's less adept at playing footsies as more well-rounded fighters like Ryu and Luke. Her pressure up close, though, is terrifying due to her grapple moves and mix-up potential, coupled with pokes that have vacuum effects. All of her other specials assist in closing the gap (Dégagé) or force advancing opponents to fight on her level (Rond Point).
  • Comical Overreacting: If the player declines to continue, and the timer reaches zero, Manon’s reaction is amusingly melodramatic and a wry nod to the theatrics of ballet. She holds the back of her hand to her forehead, collapses in a mock “woe is me” faint, and reaches her hand to the sky as she lays sprawled on the floor with a spotlight shining on her throughout.
  • Dainty Combat: She provides the series' first clear-cut example with her judo-meets-ballet fighting style. Her kicks are elegantly telegraphed and balletic, and she grapples her opponent with graceful spins and choreographed flourishes, presenting a refined take on the usually much more brutal grappler class.
  • Dance Battler: Combines judo with her skills as a ballerina, resulting in a graceful hybrid style that elegantly defies the typical grappler class. One of her kick attacks is a balletic double jeté, and for her Critical Art, “Pas de Deux”, she forces her opponent into a synchronised duet that ends with them getting elegantly thrashed with a brutal tai-otoshi.
  • Dash Attack: "Dégagé" is her main gap closer, with each version having a unique animation and utility. The light version is a low-hitting sweep; the medium version is a weaponized jeténote , kicking her opponent twice; and the heavy version is an overhead axe kick.
  • Even the Loving Hero Has Hated Ones: Manon is shown to be quite the idealist who prefers to remain open-minded, but even she cannot tolerate JP's villainy.
    I usually live and let live, but you? You, I despise.
  • Everyone Looks Sexier if French: She's the series' first playable Frenchwoman, with a beautiful face, an outfit that shows off her powerful body, and has a cool, sultry personality to match.
  • Everything Sounds Sexier in French: She's voiced in English with a soft, breathy French accent, which only goes to further enhance her chic, sensual vibe.
  • Evolving Attack: Manon's command grabs become stronger and flashier for each medal she earns, gaining new animations and details that make it feel more powerful.
  • Final Boss: To E. Honda and Marisa in 6.
  • Foreign Cuss Word: Whenever she breaks a throw she lets out a surprisingly off-colour "Merde!" ("Shit!" in French), which is as unexpected as it is amusing for someone that's usually well-mannered and polite.
  • Gathering Steam: The way her Medal System works; the more command grabs Manon pulls off, the more damage subsequent ones do, and it doesn't reset between rounds, so playing to Manon's strengths as The Grappler will make her throws her most dangerous attacks.
  • Girls Love Chocolate: She notes in World Tour to have a love for orangettenote .
  • Gold-Colored Superiority: If the gold medal she wears as part of her default attire wasn't enough, she's also a fan of the color gold.
  • Gorgeous Period Dress: For her third costume, Manon sports an 18th century-style French male courtier's outfit, complete with frock coat and cascading pink Regal Ringlets.
  • The Grappler: Manon is an agile pixie grappler, contrasting Zangief's more traditional style of grappler. Her 'Medal' system expands on this, where successfully using her "Manège Doré" and "Renversé" command grabs increases its level and changes the properties of follow-up grabs, increasing her ability to gain momentum. Befitting a judoka, her "punches" are a selection of open-handed swipes and pulls, with the hard versions accompanied by a vacuum effect that drags the opponent into range for her powerful command grabs.
  • Grin of Audacity: Her facial expressions during the loading screen are a collection of haughty smirks and condescending grins, which she also pulls during her Critical Art just as she slams her opponent into the dirt.
  • Hates Small Talk: Manon's pet peeve is noted as 'chatterboxes' and she can't stand big crowds either.
  • Home Stage: Manon's stage,"Fête Foraine" ("Travelling Carnival"), is set in Gay Paree...at an actual theme park, and includes much of the mandatory Parisian iconography; the Eiffel Tower front and centre, bistro tables with gingham cloths, a crêperie, and even a mime artist, who blunders his way ingratiatingly into the background.
  • The Idealist: She's described as such, and seeks nothing but self-improvement on her quest to become the world's strongest supermodel.
  • Kick Chick: The ballet influences really show through her large number of elegant and powerful kicking attacks.
  • Lady of War: Manon fights with an air of beauty and elegance, combining graceful and fluid ballet movements with the usually brutal and rough grappling style of judo.
  • Leitmotif: "Walk With Grace"; a snazzy pop beat that wouldn't sound out of place playing at a fashion gala, emphasizing Manon's beauty and allure.
  • Leotard of Power: She wears one under her white judo gi, which includes cut-outs exposing her upper thighs and hips.
  • Leg Focus: Being a fashion model and ballerina, it comes with the territory. This also means her move set is loaded with long-ranged kicks that let her command the mid-range.
  • Lightning Bruiser: She's a very nimble yet powerful fighter with versatile mobility on top of her immense damage output. She's also quite tall and sturdy, and boasts tools that let her play both defensively and offensively.
  • Lonely at the Top: She's been praised since her youth for her constant excellence, and yet she sees it as much as a burden as a gift. From her perspective it's caused many to distance themselves from her (including her own mother) while citing her own strength as the reason they felt it ok to do so. It's to the point she has to constantly reassure herself "I'm doing just fine" to deal with the loneliness.
  • Meaningful Name:
    • Manon is the name of the protagonist of the ballet L'histoire de Manon, which is based on a novel by Antoine Prévost, published in 1731.
    • Although Manon is a French given name derived from Marie, it also has a translation from Welsh: "Beautiful Queen", which is very suitable for a supermodel.
    • Legrand is a French surname meaning “The Tall (one)”, which is suitable given she's a Statuesque Stunner.
  • Misery Trigger: Being called "strong". While she recognizes she is truly strong, she's been called that all her life...by those who have used it as reasons to distance themselves from her. By her own admission, she feels a pain in her chest every time she hears it.
  • Missing Mom: Her mother left her for unknown reasons when she was very young, and it left a hole in her heart, especially the assurance she'd be okay since she was "strong".
  • Mocking Sing-Song: Whilst subjecting her opponent to a forced synchronised duet for her “Pas de Deux” Critical Art, Manon blithely hums the tune to the old French nursery rhyme "Il était un petit navire" ('There was a little ship'), compounding the humiliation even further before she lets out a haughty chortle and slams the opponent into the arena floor.
  • Modeling Poses: When not competing as a judoka, Manon (standing at 5'9") walks the runway as an international catwalk model, and for her outro animation, she performs for the camera, striking an editorial pose whilst peering through her fingers that wouldn't look out of place on the cover of Vogue.
  • Ms. Fanservice: Per series tradition of adding a Ms. Fanservice each entry, her incredibly toned and shapely body is outfitted in a skin-tight leotard complete with cut-outs to tease every curve. And all of her animations emphasize her flexibility and lissome build, making her body the center of focus.
  • Noblewoman's Laugh: One of her facial expressions during the battle ready screen is a haughty laugh.
  • Perpetual Molt: In a likely nod to Tchaikovsky's ballet classic, Swan Lake, and her own swan-like form and grace, Manon's special moves are accompanied by an effect suggesting the scattering of white feathers.
  • Pink Is Erotic: She is a supermodel, after all. Having pink hair is but a bonus.
  • Poirot Speak: She’s a Frenchwoman voiced in English, but peppers her dialogue with a few prerequisite French phrases, particularly during her win-poses; “Merci beaucoup”, “Au revoir!”, for example.
  • Real Award, Fictional Character: Manon sports an Olympic Games gold medal (if not a legally-friendly approximation thereof) around her neck, evidencing her world-class prowess.
  • Renaissance Woman: For someone who is probably still in her twenties, Manon has achieved excellence in at least three very physically demanding fields: Olympic Judo, Classical Ballet, and Fashion Modeling. Her admission to the World Fighting Championship, and her assertion that she aspires to become the world's strongest supermodel, shows that she is far from satisfied with her already-impressive accomplishments.
  • Ship Tease: Her interactions with Marisa carry some flirty undertones on Manon's side; Marisa is established as using combat as a means for finding a suitable partner for herself (and happily accepts both male and female suitors), to which Manon seems to reciprocate if she defeats Marisa in a versus match. In Manon's story mode, her response to Marisa challenging her to a battle comes off more like she just got asked out on a date. It helps that they're Birds of a Feather despite their superficially very different appearances and demeanours, with similar views on combat and similar tastes in art and fashion.
    (Victory quote vs Marisa) You enjoy fighting powerful opponents, do you? In that case, I'd be happy to go another round.
    (Challenged by Marisa in Story Mode) Oh my. That's certainly the most direct invitation I've heard in quite some time.
  • Signature Move: Manège Doré; Manon's game-plan is to land her Grapple Move as often as possible in order to stack medals, turning her grab into a terrifyingly powerful round ender. It's also one of her specials that she teaches the player in World Tour.
  • Slide Attack: Her Level 1 Super, "Arabesque", has Manon slide forward to hit with her taut shin, knocking her opponent behind her on hit.
  • Spin to Deflect Stuff: Instead of using a weapon to parry her opponents' attacks, Manon spins her entire body, repeatedly performing a pirouette.
  • Statuesque Stunner: Stands at a lithe 5'9" (175cm) and looks even taller in-game, with long, coltish pins befitting her status as a supermodel. And coincidentally enough, she's the same height as Laura Matsuda, another fellow grappler representing a rival martial art (Brazilian Jiu-Jitsu to Manon's Judo).
  • Straight to the Pointe: One of Manon's win poses features her dancing on pointe while chiding her downed opponent. Her default outfit has her toes exposed, so she dances without any protection.
  • Suspiciously Similar Substitute: Being a French judoka who incorporates grappling moves (and also has a similar costume design), she's something of a female Abelnote . To a lesser extent, she's also a stand-in for Laura (gameplay-wise), what with her being a female grappler who uses a similar martial art and is more agile in comparison to the other grapplers available at launch.
  • The Tease: She loves suggestively teasing the player throughout World Tour, peppering her dialogue with the occasional innuendo.
  • Tomboy and Girly Girl: The lithe, elegant Girly Girl to Marisa's boisterous Tomboy.
  • Trauma Button: Manon's arcade story reveals that she hates being called "strong" due to how many times she was referred to as such solely because of her judo prowess, and particularly because her mother said the same thing to her before abandoning her. It isn't until she fights Marisa, who compliments her strength with complete sincerity, that Manon learns to embrace being called strong.
  • Wearing a Flag on Your Head: The French flag is incorporated into a zigzag motif that's splashed across the leggings of her leotard, and she also sports Tricolore-patterned nail varnish.

    JP 
https://static.tvtropes.org/pmwiki/pub/images/jp_alt_pic_6.png

Have you heard of the man they call Bison? [...] He attempted to set the world under his heel through violence. A veritable madman. He was obsessed, you see... with finding an appropriate vessel for this power.

Origin: Russia (?) / Shadaloo*
Fighting style: Bartitsu & Psycho Power
Voiced by: Tomokazu Sugita (Japanese), Wally Wingert (English)

JP is the mysterious head of the Terra Network Partners, an N.G.O. Superpower operating within the little-known South Asian nation of Nayshall. He was once Shadaloo's financial advisor and is another wielder of the dreaded M. Bison's Psycho Power, claiming that he had been chosen as the mad dictator's successor. Presenting himself as "Johann Petrovich", investigations from Interpol reveal that this might just be one in a long list of aliases that all have the initials "JP", and whilst ostensibly a benevolent philanthropist, in truth he is actually a money-laundering criminal mastermind who has used many aliases and false personas to drain nations and other partners dry, sinking them into ruin when they are no longer necessary to his plans.

JP is a zoning/setplay fighter who controls the battlefield with his various Psycho Power attacks. His cane grants his normals long reach and creates many situational attacks, allowing him to effectively fight at mid-range. And at longer distances, his special moves can attack from all angles such as summoning a phantom that strikes high or low, deploying portals that turn into a piercing overhead, and a Level 3 super that tracks the opponent from anywhere on the stage. While his close ranged options are limited, he can still deter aggression thanks to a powerful counter attack and very strong mid-ranged tools. Overall, JP is about dominating the competition and making sure his opponent can't leave so much as a scratch on him.

  • Above Good and Evil: Tying into his nihilistic philosophy, JP believes that concepts such as good and evil are utterly meaningless and that people should be free to do as they please, morality be damned. This is best summed up by his and Chun-Li's winquotes:
    Chun-Li: Psycho Power is abhorrent! You shouldn't be allowed to use it for your own ends.
    JP: Strength is neither good or evil. Psycho Power is no different.
  • Accent Adaptation: In the prequel comic, JP is depicted as having an accent where the ‘th' sound is substituted for ‘s/z' (“Ze tournament isn't until ze day after tomorrow”) — a convention used to emphasise his Slavic origins — which he doesn't have when voiced in the game proper, where he speaks in a modulated, transatlantic tone. The contradiction is explained by the fact that "Johann Petrovich" is likely an assumed identity, and he's deliberately playing up an accent to mask his true voice as part of that identity.
  • Alternate Company Equivalent:
    • He's a Slavic Rugal. Both are wealthy, older antagonists in dapper red suits wielding an ancient and dangerous power source. They've even both got pet cats — JP's is named Cybele.
    • To Azwel. Both are the resident Kung-Fu Wizard of their respective franchises and both manifest dark powers from one of the main villains (Nightmare/Soul Edge*and M. Bison/Psycho Power) and integrate them into their own fighting styles.
    • To Kain R. Heinlein. Both are rich men with an aristocratic air, and motivated by an interest in the legacy of their series' previous villain, with JP being interested in seeing the world through Bison's eyes and Kain being interested in succeeding Geese Howard's desire of creating a place where only the strong survive.
  • Ambidextrous Sprite: JP has a cape over his right shoulder, but it will switch shoulders if facing the screen's left side.
  • Arch-Enemy:
    • In the prequel comic, it's revealed that he’s the one responsible for forcing Ken to go on the run by framing him as the leader of a terrorist plot in Nayshall, as well as kidnapping Ken’s son and strapping him to a bomb, then forcing Ken into choosing between detonating it, or the multiple bombs he’s hidden around Nayshall’s population centres. Ken's arcade ending even has him contemplating murdering JP.
    • Due to him being responsible for Bosch's death, he becomes one for the Avatar.
  • Badass Bureaucrat: He was the CFO of Shadaloo and is a formidable fighter.
  • Badass Fingersnap: His "Departure" special has him snap his fingers to summon two spatial rifts above his opponent.
  • The Bad Guy Wins:
    • The prequel comic ends with JP achieving all of his goals. He manages to successfully frame Ken for the terrorist attacks in Nayshall and profit off of the betting system of the tournament thanks to Ken's fight with Luke.
    • The game itself has him walk away the victor. The Nayshall Resistance's desperate suicide bomb plan completely fails, with Bosch Killed Off for Real. While Ken has been legally absolved of his crimes, he's still not trusted by much of society and is forced to keep his distance from his family for their sakes. And even though the Avatar hits a Rage Breaking Point and beats the crap out of JP for causing Bosch's death, he knows full well that the Avatar is too innocent to kill him, has no evidence on him, nor is tied to any active authorities on his case; thus all he has to do is take a beating to leave the incident politically and financially unscathed, rendering it All for Nothing and the Avatar immensely shaken afterwards. With him still in shadowy control of Nayshall, and his profiteering greed unchecked, no one has the means to truly take him down yet.
  • Beating A Dead Player: Subverted. His victory animation has him walk towards his defeated opponent and raise his shoe as if he's going to stomp on their head...only to miss by mere inches and walk away instead. He does have a reputation to uphold after all.
  • Big Bad: He’s the main antagonist of 6, being the successor to M. Bison and the leader of Shadaloo’s successor, Amnesia.
  • Bitch in Sheep's Clothing: He first appears in the prequel comic as a benevolent benefactor partnering with Ken to bring a lucrative fighting tournament to Nayshall. It turns out it was all a setup to frame Ken for a terrorist attack he was plotting.
  • Break the Haughty: JP smugly brushes off his defeats against fighters like Ken and Cammy, since he still wins in the long term. However, A.K.I.'s ending has her holding a claw to JP's throat whilst delivering a warning: F.A.N.G is the leader of Shadaloo now, so he better not interfere. JP is left shaken.
  • Cane Fu: He uses a cane in combat for his standard strikes and a conduit for his Psycho Power attacks. In a Q&A, the development team note that the Sherlock Holmes works inspired them to create a bartitsu practitioner.
  • Casting a Shadow: He uses Bison's signature Psycho Power and one of his attacks has him conjure a Living Shadow to attack opponents.
  • The Chessmaster: Previous villains in the series are much more overt with their actions and intentions, but JP fights smarter rather than harder, using false-diplomacy and modern technology to his advantage in every way. Having gained Ken's trust (and access to the vast wealth of the Masters Foundation), he then ingratiates himself with the impressionable young monarch of the fledgling nation of Nayshall, investing in infrastructure and encouraging him to host a global media event in the form of a fighting tournament. His plan in place, JP then creates a deep-fake video to frame Ken, having rigged all of his media drones with IEDs to assassinate the Nayshall populace and cause chaos, before disseminating the footage around the globe to invoke a violent cancel-culture retribution aimed directly at Ken, who is forced to go on the run while JP remains free to pocket the vast sums of money gleaned from his tournament betting app.
  • Classy Cane: As part of his aristocratic design, his main weapon is a cane through which he can channel his Psycho Power.
  • Cold Ham: Unlike his predecessor, Bison, who was known for his bombastic evil antics, JP carries himself with an aloof and disinterested air most of the time, never even raising his voice unless he's in the middle of an intense battle. Despite this, he's still a very theatrical man, full of grandiose body language and has a penchant for delivering dramatic speeches that ooze power and intimidation.
  • Connected All Along: In World Tour, JP reveals that he actually was a former member of Shadaloo, working as the organization's financial manager and he was bestowed Psycho Power by Bison.
  • Con Man: The prequel comic reveals that his MO is to ingratiate himself in developing nations by posing as a philanthropist just so he can bleed them dry and pocket the money for himself, leaving said nations mired in chaos and ruin before moving on to his next target.
  • Contrasting Sequel Antagonist: JP continues the trend set by Gill, in which every subsequent villain after Bison offers a different take on a type of antagonist found in other mediums.
    • Where Bison embodies the standard Card-Carrying Villain, Gill embodies the Dark Messiah who feels straight out of a JRPG, and Seth embodies a Bastard Understudy often found in anime, JP is The Chessmaster often seen in settings such as Metal Gear, James Bond, and even fellow Capcom series Resident Evil. He has no grand vision or plans for the world other than manipulating people and events from the shadows and exploiting them for his own personal benefit, espousing that Humans Are Bastards while representing humanity's capability to commit great evil.
    • Bison uses Psycho Power in a straightforward manner, overwhelming and dominating enemies with brute force to reflect his tyrannical personality, but JP is far more creative, forming constructs such as thorns and living shadows while keeping his distance and playing mind games with his opponents to reflect his cunning and manipulative nature.
  • Corrupt Corporate Executive: He is both a businessman and a terrorist, using the former to ingratiate himself with various developing nations and the latter to bleed them dry and pocket all of the money for himself. JP was Ken's business partner until he betrayed Ken. Kalima even describes JP as a vampire who will suck Nayshall dry.
  • Counter-Attack: "Amnesia" lets JP back away when attacked and retaliate with a floating projectile that follows his opponent around.
  • Dark Is Evil: His Psycho Power is darkly colored to visualize his capacity for evil, with an emphasis on spiky, pitch-black shapes as the center of his VFX.
  • Dastardly Dapper Derby: His alternate costume sees him wearing a fedora, adding to his stylish, suspicious aura.
  • Defeat Means Friendship: After the Avatar defeats JP in the World Tour mode, he will offer to become the Avatar’s master.
  • Design Preservation Villain: Whilst his goals and methods as an antagonist are new to the series, he exhibits design nods to all 3 of the series' major bosses.
    • M. Bison: He wears red, uses purple-colored Psycho Power, has white hair (which Bison had in V), is a muscular, older man and happens to show up in the game where M. Bison is not present.
    • Gill: His home stage, an arena in the fictional country of Nayshall, has a divided color scheme of red and blue via giant banners that float over the fighters as they battle.
    • G: JP's slick, old-fashioned sartorial aesthetic is very similar to the self-proclaimed President of the World, and per the developers, G was originally intended to be the Final Boss of V.
  • Difficult, but Awesome: JP is hands-down one of the strongest zoners in Street Fighter; the amount of ways he can pressure you from full-screen and his ability to hit high or low at any moment means the opponent really has to close in on him or else. Actually pulling that off takes some work though since his best tools all have some kind of set up or condition to fulfill involved; his projectiles are pretty telegraphed and his overhead options have to charge up once he deploys them. And he really can't fight at close-quarters, meaning closing in on him can quickly derail his momentum.
  • Dimensional Cutter: Several of his attacks have him rip holes in space to summon shadowy thorns to impale his opponents.
  • Dragon Ascendant: JP was actually Shadaloo's chief financial officer, and earned Bison's respect with his cunning and penchant for evil to the point where the dictator granted him a portion of his Psycho Power to do with as he saw fit. After Bison's death, JP took the opportunity to take the helm of Shadaloo as its new leader, reforming it as the twin-pronged factions Amnesia and the Terra Network Partners to avoid suspicion.
  • Evil Genius: He operates entirely off of manipulation and orchestrating events that will profit him in the long run. He and his company gain the goodwill of a developing nation so that he can organize a tournament that he'll launder money through. And to keep any opposition like Ken and Luke in line, JP frames Ken for a terrorist bombing and pits Luke against him to avoid suspicion.
  • Evil Gloating: When he has no need to hide himself, he quite relishes the opportunity to reveal his true sinister designs, and his major Kick the Dog moment in the prequel comic has him standing over a dying Kalima, whom he stabbed in cold blood, and tell her, as the last things she'll ever hear, that he's going to suck her beloved country dry of all its money and then leave it to ruin after it has served its purpose.
  • Evil Laugh: He gives an impressive one during his Critical Art and the ending cutscene of his Story Mode, and in the aftermath of his Final Boss battle in World Tour, he laughs his head off at the Player Character when they realize their victory over him achieved nothing, and had no meaning beyond giving them the satisfaction of kicking his ass for indirectly killing Bosch.
  • Evil Mentor: In World Tour mode, he takes an interest in the Player Character's skills as a martial artist, and once they've impressed him, he goes on to pass off a portion of his Psycho Power onto them and helps to hone their newfound ability.
  • Evil Old Folks: He's one of the oldest characters in the series, looking to be in his sixties or even seventies, and his design brings to mind an old wizard. He’s also a terrorist with no line he’s unwilling to cross in the name of lining his pockets. Averting the frail and decrepit looking "elderly wizard" archetype, he has an utterly ripped and imposing physique despite his age.
  • Evil Overlooker: In one version of a poster promoting the Street Fighter 35th Anniversary Exhibition, he takes the place of M. Bison, looming over the eight original world warriors from II, all of whom are attired in their updated looks from 6.
  • Evil Sounds Deep: Has a baritone to rival M. Bison and the morals to match.
  • Evil Virtues: Despite being the main antagonist, JP is surprisingly humble sometimes. When passing part of his Psycho Power to the Player Character, he fully admits to not at all being the best he could be when it comes to such a stunt (compare and contrast to Bison, who, in his seeking a new body, was handing Psycho Power out like it's candy and had it work out every time).
  • Exact Words: His victory quote against Cammy has him state that Shadaloo is no more. After all, his organization's name is Amnesia, so there's no Shadaloo to go against.
  • Faux Affably Evil: He's impeccably polite and can easily appear quite friendly when he wants to be, but the latter is just a mask to get his targets to let their guard down and the former shows just how emotionally detached he is from the atrocities he commits. Contrasting competitors like Zangief and Ryu who congratulate a foe for overcoming them, the mask falls away and JP hurls obscenities and insults at his opponents for the same.
    (Upon defeat) You bastard!
  • Fauxreigner: In the prequel comic, when Li-Fen starts digging up information on JP, she finds that he used to go by Jean-Phillipe, and Chun-Li concludes that it's possible he's lying about his name and nationality.
  • Fighting Spirit: "Torbalan" summons a Psycho-Powered specter that rushes forward to attack for JP. His level 2 super, "Lovushka" (Russian for ‘trap'), summons a whole swarm of them who attack the opponent from all directions.
  • Final Boss: The final opponent of the World Tour mode. He is also the final opponent of Cammy, Ken, Kimberly, A.K.I., and Ed in their arcade routes.
  • Force and Finesse: In contrast with M. Bison's very direct use of Psycho Power, JP is shown to be much more versatile with the energy, creating constructs and portals with it and controlling the battlefield.
  • Four Eyes, Zero Soul: He wore glasses back when he was Shadaloo's financial advisor, and he was so evil and cunning that M. Bison deemed him worthy of inheriting a portion of his Psycho Power.
  • From Nobody to Nightmare: Whilst at Shadaloo, he was a financial advisor whom none of the top brass really acknowledged. After their fall, he has become an international terrorist in his own right, with a penchant for ruining corporations and countries alike solely to rake in profits.
  • Grapple Move: "Embrace" sends out a specter that grabs the opponent instead of striking them, which can be really good for mixing up JP's attack pattern in between using Torbalan.
  • Greed: His Evil Plan lacks any kind of grand, dark utopian philosophy and is surprisingly gauche, considering his sophisticated character. As revealed in the prequel comic, he orchestrates the Nayshall fighting tournament purely to launder money, moving funds within an online betting system and ultimately pocketing the lot. His Leitmotif is even called "The Plunderer".
  • Hated by All: Every fighter other than Dee Jay either realises that JP is evil or finds him unsettling.
  • Home Stage: He's ostensibly Russian, but his home stage, "Suval'hal Arena", is set in the courtyard of a beautiful Tibetan/Nepalese-style temple in the fictional South Asian nation of Nayshall, complete with huge flowing blue and red banners that hang overhead on opposite sides of the arena.
  • Hope Crusher: He has a habit of exposing his true self to singular individuals who were directly harmed by his actions, but he only does this to show them just how powerless they are against the full scope of his plans.
  • Humans Are Bastards: The philosophy he expounds, once he reveals his true self, is that the average person doesn't actually care about the truth. They only care about looking like a hero in their own personal narratives, and they'll believe any lie as long as it allows them to act out their own personal fantasies. And he's more than happy to make a buck off of humanity's endless hunger for spectacle and self-aggrandizement.
  • I Have Many Names: He uses many aliases, all which share the initials JP.
  • I Have Your Wife: In the prequel comic, he kidnaps Ken's son Mel, straps him to a bomb, and threatens to blow him up unless Ken detonates the bombs that JP has planted all over Nayshall.
  • It Amused Me: At the end of World Tour mode, he confesses to the Player Character that he knew someone tampered with the bomb to make it go off, but he didn't do anything to stop it because he thought it would be amusing. This confession sends the Avatar flying into a rage, leading to the Final Boss battle against him.
  • Kick the Dog:
    • Kalima works for him faithfully in Nayshall until she realizes exactly what he is up to. When she tries to correct her mistake and threatens him with a knife, he proceeds to nearly murder her with it while cruelly telling her, as the last things he thought she'll ever hear, that the homeland she loves will be tainted with the stain of terrorism and he'll abandon it to collapse once it's no longer useful to him. It's no wonder she Took a Level in Cynic and headed up a resistance force to oust him.
    • Once the Nayshall Tournament is over, he requests that Bosch's younger sister, Yua, presents the championship belt to the winners — and then activates the bomb hidden within it, knowing it'd present Bosch with the Sadistic Choice of witnessing his sister's death or performing a Heroic Sacrifice.
  • Knight of Cerebus: Most of World Tour is fairly light-hearted, even when delving into the violent criminal underworld. But when events focus on JP at long last, the entire tone shifts over to the plan to assassinate him, and the failure of said plan. As far as the story is concerned, anything involving JP is deadly serious.
  • Kung-Fu Wizard: JP is not only physically capable as a fighter, but he also wields his cane like a wizard would wield a staff or wand, channeling his Psycho Power as a mage would cast a spell.
  • Last Disc Magic: JP's style is the final style to be unlocked in World Tour.
  • Laughing Mad: To a disturbing degree; JP is more a Giggling Villain, letting out sly chuckling constantly that can easily break out into unhinged cackling just like his former boss.
  • Leitmotif: "The Plunderer"; a mysterious and sinister-sounding track that incorporates elements of dubstep and grinding "Psycho" Strings to solidify JP's status as the new Big Bad.
  • Long-Range Fighter: JP's specialty is controlling the battlefield using his myriad of traps and projectiles. He can also keep you at a distance with his cane for good measure.
  • Mad Bomber: He places IEDs all over Nayshall, straps Ken's son Mel to a bomb, and threatens to detonate it unless Ken detonates the IEDs, potentially killing hundreds of innocent people.
  • Magic Staff: As one of the series' magic-based fighters, he wields his Classy Cane as a wizard wields a staff; as a melee weapon and for channeling 'spells'.
  • The Man Behind the Man: Piecing together the events of World Tour alongside previously established plot points in the Story Mode of V reveals that JP is effectively the one behind Seth's revival, and is using Juri as a pawn ever since.
  • Man of Wealth and Taste: JP is an enormously wealthy man, serving as the sinister head of an international N.G.O. Superpower and investor in multiple global projects. He also looks the part with his distinguished features and sophisticated, gentlemanly wardrobe, outmatching even Dudley and Eagle in sartorial prowess. In his win quote to Manon, he states, "Ballet is truly one of humanity's finest achievements." And in his win quote against Zangief, he makes a reference to Alexander Mosolov, a Russian composer, and his most famous composition, "Iron Foundry."
  • Meaningful Name: The name of his terrorist orgnization, Amnesia, means "memory loss". By the time of 6, the terrorist syndicate Shadaloo has been forgotten by the world after the cataclysmic events of A Shadow Falls. Amnesia is comprised of the remnants of Shadaloo and S.I.N who were scattered after Bison's death.
  • Meet the New Boss: Being the self-proclaimed successor of M. Bison, JP shares many similar traits to the former dictator. Both are the leaders of shady, militant organizations, and both wield Psycho Power for villainous ends. JP is actually the new leader of what is effectively Shadaloo in all but name, as his organizations Amnesia and the Terra Network Partners are merely fronts for the remnants of Shadaloo who were scattered after the end of A Shadow Falls. During the time skip between V, III, and 6, JP was simply reorganizing and reforming the organization from the shadows. He even admits to the Avatar that he accepted Bison's Psycho Power because he wanted to be able to see the world like Bison saw it. JP clearly got his wish.
  • Mighty Glacier: His walk speed is pretty slow, and he has no mobility tools outside of a conditional teleport. However, he possesses unmatched power and utility in his moves.
  • Mundane Utility: When scoring a perfect KO, his winpose has him create a makeshift throne from his Psycho Power thorns.
  • Mundanger:
    • Contrasting the megalomaniacal goals of Bison, Seth, and Urien, or Gill's ruthless but well-intentioned goal for a utopia, JP has no grandiose ambitions nor does he make any pretensions about being driven by some higher calling or purpose. He's just a ruthless, corrupt, amoral, and sociopathic businessman who's out to enrich himself at the expense of everyone else. Someone with JP's motivations can, have, and do exist in real life.
    • Despite also possessing superpowers, the way he executes his plan to frame Ken in the prequel comic is surprisingly realistic compared to the exploits of previous villains. His attack on Nayshall involves using drones turned into IEDs and gunmen disguised as protestors, and his method of framing Ken involves forging footage of Ken financially backing the terrorists utilizing an actor with Ken's deepfaked likeness superimposed. Absolutely no magic is involved, and all are tactics that various groups in Real Life have used.
  • Named After Somebody Famous: He is named after famous American financier, JP Morgan.
  • Nebulous Evil Organisation: JP is the leader of the Amnesia terrorist organization, a revived Shadaloo in all but name comprised of former Shadaloo members along with Seth's rogue S.I.N. (Shadaloo Intimidation Network) division.
  • Nightmare Face: JP normally conducts himself as The Stoic, never really exposing the true madman underneath. But there is one specific instance — his Arcade Mode ending — where after musing that he's starting to understand Bison's mindset, he indulges in an Evil Laugh, sporting a Slasher Smile with glowing red eyes and Psycho Power erupting from his body. He looks like a literal devil sitting on a throne made of hellfire.
  • Nice Job Fixing It, Villain: It doesn't hinder his goals in the prequel comic, but his decision to kidnap Mel to force Ken into a Sadistic Choice and further implicate him in the terrorist attack JP orchestrated ends up fixing Mel's previously strained relationship with his father. While Mel at first was deeply shaken by the deep-faked footage of Ken backing the terrorists, JP's kidnapping convinces Mel that his father is innocent, especially when he sees just how concerned Ken is for his safety.
  • Not So Stoic: Multiple cases:
    • As seen in his Critical Art and Arcade ending; whenever JP has the upper hand, he drops his veneer of sanity and starts laughing like the madman he is.
    • He sometimes yells "You bastard!" when he gets knocked out.
    • In story, he shrugs off most of his defeats in battle on the basis of them mattering very little in the long-run. However, though he tries to maintain his composure, his defeat at the hands of A.K.I. has him genuinely shaken, as A.K.I. makes it explicit that she can kill him at any time if her master F.A.N.G commands her to.
  • Not Worth Killing: For his win animation he walks towards his downed opponent, his foot about to step on their face, only for him to step over them and walk off as if conveying that they're not worth the effort.
  • Obviously Evil: With his ominous appearance, sinister move-names, Evil Laugh, and the fact that he wields Psycho Power, JP isn't exactly someone the audience should be trusting. The fact that his NGO Super Power is named the "Terra Network Partners" speaks volumes too, alluding to "Terror" in plain sight. It makes it all the more impressive that he manages to cultivate a positive public image to mask his true sinister intentions.
  • Old Master: He is very old and is a top tier fighter. He also offers to become the Avatar's master after they defeat him.
  • Only Known by Initials: He's almost always referred to simply as "JP". He uses the name "Johann Petrovich" in the prequel comic, Days of the Eclipse, with the surname being a Russian patronymic. Though Li-Fen suspects this may be a false identity, as he once went by the name 'Jean Philippe'.
  • O.O.C. Is Serious Business: JP is normally portrayed as being unshakeable and unflappable even in the face of defeat, believing it means nothing in the long term. So it speaks volumes to how intimidating and unnerving A.K.I. is when he's left visibly shaken after being defeated by her in her arcade mode.
  • Person of Mass Destruction: Chun-Li and Li-Fen discover that JP has been running financial schemes all over the globe, moving from legitimate organization to legitimate organization and acting as a force of benevolence in developing areas only for those areas to become mired in chaos within six months of his involvement before he disappears again and moves on to his next target.
  • Pragmatic Villainy: The game's heroic forces all know about JP's true allegiances, but he doesn't publicly oppose them in any capacity, simply sitting behind his untouchable N.G.O. status. With his hackers suppressing information leaks about him, he Wins by Doing Absolutely Nothing compared to Shadaloo's far more overt global operations.
  • Precision F-Strike: He sometimes yells "You bastard!" when he gets knocked out.
  • Purple Is Powerful: He uses purple-coloured Psycho Power, and has got the authoritarian look down pat.
  • Religious and Mythological Theme Naming: Befitting him ostensibly being a Russian specializing in magic-based attacks, some of his special moves are named after supernatural beings from Slavic mythology, including "Torbalan" ("Sack Man", a terrifying Bogeyman-esque creature) that manifests as a Living Shadow attack, "Triglav" ("Three-headed one") and "Chernobog" ("Black God"), both named for Slavic deities.
  • Remember the New Guy?: He was a high-ranking member of Shadaloo, and was even close enough to Bison that he was given a fragment of the dictator's power for himself, but he was never as much as alluded to before 6 — though his position as the organization's chief financial advisor would've kept him on the sidelines.
  • Renegade Russian: He's ostensibly a wealthy Russian oligarch, and despite his philanthropic public persona, he's actually the leader of the terrorist group known as Amnesia, and is responsible for framing Ken Masters prior to the events of the game. However, the prequel comic presents the possibility that he's lying about his nationality, and that Johann Petrovich isn't even his real name.
  • Sadistic Choice: In the prequel comic, he kidnaps Ken's son, Mel, plants a bomb under him, and forces Ken to choose between saving his son's life or saving the lives of the people of Nayshall. He even speeds up the timer just to give Ken some "motivation".
  • Shaping Your Attacks: Some of JP's attacks have him mold his Psycho Power into various shapes, such as a living shadow, spikes, and spears.
  • Sharp-Dressed Man: JP sports tailored trousers and a matching waistcoat in dark peach, a white ascot held with a gemstone, and a paludamentum (one-shoulder cape) in pale cream, with a Classy Cane completing the look. He's amongst the fanciest-dressed characters in the series.
  • The Sociopath: He’s a frighteningly high-functioning version compared to the megalomaniacs that preceded him. He puts on the face of a kindly benefactor to the populace of Nayshall while remorselessly orchestrating the suffering and deaths of its people and framing an entirely innocent Ken for terrorism — all purely to create a spectacle and increase the profits flowing into his online betting app.
  • Spikes of Doom: A number of his attacks have him conjuring thorns made from Psycho Power, with his Critical Art having him impale his opponent on a large spire of spikes.
  • Spotting the Thread: After he catches the Avatar sneaking into the Championship Belt room, he becomes suspicious and checks the tampered belt, becoming aware of the bomb hidden within it. He then keeps the bomb active to see what will happen.
  • Start My Own: He founded Amnesia under the guise of Terra Network Partners so as not to draw attention from his former organization's enemies.
  • Stealth Pun: JP is a successful businessman who uses supernatural energy which he channels through his cane, utilized similarly to a wand. In other words, he's a finance wizard.
  • The Stoic: He is usually refined and composed — a far cry from the larger-than-life attitudes of villains prior like Bison and Seth.
  • Straw Nihilist: As part of his Humans Are Bastards philosophy, JP firmly believes that one's cultural background, personal ideologies, and even their search for a greater purpose or higher calling don't really matter in this world, and that life itself is utterly meaningless because of that. Thus, he believes that because life has no meaning, it gives him the right to freely manipulate, leech off of, and murder whoever he wants for his own sick personal pleasure. His response to the Player Character's driving question, "What is strength?", succinctly sums up his worldview.
    This, I impart to you: Strength... is meaningless. You must be disappointed.
  • Sword Beam: More like "Cane Beam". His Level 1 Super, "Chernobog", has JP use his cane to fire a cross-shaped blast of Psycho Power.
  • Thinking Up Portals: His "Departure" special move has him conjure spatial rifts in the air through which he can summon thorns or use them to teleport and close the distance between his opponent.
  • Villain Has a Point:
    • In the prequel comic, he tells Ken that the average person cares little for truth and only wants a thrilling story that can pull them out of their own meaningless existence. Considering he's able to successfully implicate Ken in backing a terrorist attack and turn most of the world against him using forged camera footage that could be easily exposed with an ounce of proper investigation, his beliefs are sadly validated. Even after Ken is officially cleared of all charges by the present-day events of 6, many NPCs still believe Ken is guilty, further proving JP's assumptions correct.
    • In a brutal example, after losing in the Final Boss match to the Avatar, he freely admits his loss in terms of a physical battle, but points out that despite the climatic duel, losing a single fight hasn't derailed his plans or made him face any kind of karmic retribution for his actions, and has only earned the Avatar temporary satisfaction against him at best.
  • Villain Takes an Interest: He takes a special interest in the Avatar of World Tour, enough that after watching them grow as a martial artist, he decides to impart some of his Psycho Power into them and helps them master their new powers. It's up in the air whether he does so out of amusement or he's genuinely impressed by their fighting capability.
  • Villain with Good Publicity: He's publicly known as a kindly benefactor to the fledgling nation of Nayshall. Even Ken thought he was a dependable business partner before JP reveals himself as the one who framed him for the terrorist attacks in the country.
  • Villainous Legacy: JP is the self-proclaimed successor to M. Bison, claiming he was chosen to inherit his Psycho Power. However despite being a former financial officer of Bison's, he instead leads his own organization, the Terra Network Partners, which is a public cover for the new syndicate he leads underneath it — Amnesia, a revived Shadaloo.
  • White-Collar Crime: He hosts a new edition of the World Fighting Championship as a money-laundering front.
  • White Hair, Black Heart: His aged hair and beard make him look even more menacing.
  • Would Hurt a Child: In the official prequel comic, he kidnaps Ken's son, Mel, and straps him to a chair with a bomb underneath, threatening to blow him up unless Ken detonates the IEDs he has placed all over Nayshall. Thankfully, Mel manages to escape. In the game proper, he also activates a live bomb in the hands of Yua, a little girl, knowing Bosch will have to react if he wants to save her. He does.
  • Xanatos Speed Chess: The final part of the prequel comic shows that JP isn't just a master of long-term planning, but is capable of thinking on the fly and adapting to unforeseen developments. When Ken crashes the tournament to confront him and gets into a fight with Luke, JP decides to place a wager on the fight through the online betting system, hoping to profit off of it.
  • You Have Outlived Your Usefulness: When he finds out that his Nayshalli secretary, Kalima, has been plotting against him, he attempts to murder her in cold blood, turning her own knife on her and leaving her for dead.

    Lily 
https://static.tvtropes.org/pmwiki/pub/images/lily_alt_pic_8.png

I call upon you, Great Wind. Toyno'Ikonoi, Spirit of the Wind... let yourself become one with it.

Origin: Mexico
Fighting style: Thunderfoot Martial Arts
Voiced by: Rie Kugimiya (Japanese), Tiana Camacho (English)

Full name Lily Hawk. A young girl from the Thunderfoot tribe, and a relative of the series veteran T. Hawk, Lily is able to commune with and seek guidance from the nature spirits worshipped by her people. Her petite stature and cheery disposition belie her impressive power.

Lily is a power-oriented fighter who, like T. Hawk before her, has access to a variety of hard-hitting strikes and a devastating command grab. Her short stature makes her a harder target to hit relative to the competition, all while benefiting from good attack range thanks to her war clubs. She has a unique mechanic, "Windclad", that lets her built stocks whenever she uses her Condor Wind special move. She can then exchange those stocks to empower her special moves, increasing stats like startup, damage, and safety. A good Lily player can take advantage of her raw power to make quick work of her opponents.

  • Age-Inappropriate Dress: Lily looks to be amongst the youngest characters in the series and yet sports an absolutely miniscule pair of Daisy Dukes under her baggy shirt.
  • Alternate Company Equivalent: She's a young native girl with an affinity for the wind, sports chunky pigtails, dual-wields a pair of clubs, and has a bird companion — all of which makes her Capcom's equivalent of Talim.
  • Ambiguously Related: Lily's exact familial relationship to T. Hawk (and by extension, Juli) has yet to be officially clarified, despite overt allusions such as them sharing a surname, belonging to the same tribe, and having a one-to-one move-list.
  • Animal Motif: Much like T. Hawk, she has a bird motif; the way she holds her clubs while performing her dash attacks resemble bird wings, her wind abilities tie in to flight and the sky, and in her victory animation she's greeted by an eagle.
  • Badass Adorable: Lily is cute as a button, with a sweet, appealing nature, and yet she's a Pint-Sized Powerhouse fighting with a pair of dangerous war-clubs in a game where almost everyone else is unarmed.
  • Badass Family: She is a member of the Hawk family, with her kinsman being a World Warrior.
  • Badass Native: Lily is an indigenous Mexican warrior, and while her look mostly avoids Braids, Beads and Buckskins, she does sport a headband, a fringed shirt, and moccasins in keeping with her culture.
  • Blow You Away: Since she lacks the bulk and power of someone like T. Hawk, Lily uses the wind to perform or augment her various techniques. One of her super arts also features her using it to spin around her opponent like a tornado with her clubs outstretched.
  • Camera Fiend: Lily has a passion for cameras and uses a vintage Rolleiflex one for her taunt, the flash of which will actually hit the opponent.
  • Carry a Big Stick: Lily fights using a pair of ball-headed clubs, which greatly increase her range, given her very petite stature.
  • Cheerful Child: She looks to be around her mid-teens and is generally very happy and carefree, being really excited to see the world and all the new fighters she encounters.
  • Culture Equals Costume: Lily’s third outfit is a cute take on a Mexican mariachi band costume, complete with sombrero, in a cut and colour palette that further enhances her similarities to Talim to the point of it being a deliberate Whole Costume Reference.
  • Cute Bruiser: A cute, slightly dorky young girl who fights more like a big-bodied brawler.
  • Cute Clumsy Girl: Lily is adorable and highly skilled with her ball-headed clubs, though during her Critical Art she loses her grip on her opponent after hoisting them into the air for a spinning aerial attack, but deals damage by crash-landing awkwardly right onto the base of their back. Also if she scores a perfect win, she'll start leaping up in joy only to trip and fall backward, flailing around on the floor as she struggles to get back up.
  • Distaff Counterpart: She's basically if T. Hawk was a cute, tiny girl, sharing almost identical special moves.
  • Dreaming of Things to Come: In the World Tour mode, she tells the player avatar that she has nightmares about her having a scary face when she gets older, and that the Toyno'Ikonoi spirit speaks to her with a “spooky voice”. This hints at her being a possible heiress of the Satsui no Hadou.
  • Dual Wielding: Lily is one of a handful of characters in the series who fight with a weapon — in her case a pair of Native American ball-headed clubs called pogamoggan.
  • Establishing Character Moment: When you visit her settlement for the first time and meet her elder, Singing Wolf, she comes happily diving in from behind you with enough force to shift the winds. And when led to believe that the player was some kind of evil outsider, she brandishes her clubs to defend the tribe, showing she's very proud and protective of her culture. Though she quickly warms up to you once it's clear you're no threat.
  • Final Boss: For Blanka and Dhalsim.
  • Foreshadowing: In both Lily and Dhalsim's arcade mode stories, Dhalsim harbors a fleeting concern that the power he senses emanating from Lily suggests she could be the next heiress of the Satsui no Hadou.
  • Gathering Steam: Her moveset is tied together by "Condor Spire", a self-buff that she can apply to boost the effectiveness of most of her special moves. When she's "Windclad", her damage output increases significantly, but she needs to constantly reapply the buff because it's spent every time she uses a special move.
  • Girlish Pigtails: She's young, fresh-faced and sports very chunky, braided pigtails that project up and out from the side of her head.
  • Grapple Move: Her version of the Mexican Typhoon grapples the opponent with her clubs, and deals an insane amount of damage just like the original.
  • Heroic Lineage: T. Hawk is revered by their tribe for saving them from the clutches of Shadaloo, and her arcade mode shows that she really looks up to him and wants to become a respected fighter like him.
  • Home Stage: Lily fights in a colourful Thunderfoot settlement, which features a multitude of Aztec-esque iconography and a brightly-painted, higgledy-piggledy hill town — likely based on Guanajuato — in the distance. Her tribe's revered elder, Singing Wolf, observes from the sidelines.
  • In Harmony with Nature: She regularly communes with Toyno'Ikonoi, the spirit of the "Great Wind", presumably the source of her (and possibly T. Hawk's) powers.
    The voice of the Spirit? Only I can hear it!
  • Legacy Character: She's T.Hawk's kinswoman, with a move-set based almost entirely on his.
  • Loyal Animal Companion: For Lily's final round win-pose, a tame golden eagle — an iconic symbol of Mexico and featured on the national flag — swoops in to perch on her arm.
  • Magical Native American: Unlike T. Hawk, her abilities are much more spiritually based, communing with the "Great Wind" to assist her, and using wind-based powers to augment her attacks.
  • Muscles Are Meaningless: Lily is a very petite young girl who, despite her size, can swing opponents several times her size around like rag dolls, just as T. Hawk did before her.
  • Pint-Sized Powerhouse: At 5'3", she's the same height as Makoto and only an inch taller than Sakura, which puts her among the shortest characters in the series, but this doesn't stop her from having a hard-hitting moveset with the ability to swing her opponents around at Mach speed. Even her normal throws have her flipping opponents high into the air or hefting them directly on her shoulders solely with brute strength.
  • Shared Family Quirks: Lily's move-set is almost one to one with a fellow Thunderfoot member T. Hawk's, and they also have similar personality quirks, namely their love of birds and affinity for nature.
  • Shared Signature Move: As a member of T. Hawk's Thunderfoot tribe, she shares several of his attacks, including Condor Dive, Condor Spire, Tomahawk Buster, and a unique take on the Mexican Typhoon.
  • Shoryuken: "Tomahawk Buster", performed with a classic dragon-punch input, has Lily soar up to strike airborne opponents.
  • Sore Loser: If she loses via time-out, she'll lay forward on the floor and start pouting.
  • Spin Attack: Just about all her specials and supers involve spinning, of either her clubs, herself, or both.
  • Spin to Deflect Stuff: When she performs a Drive Parry, she spins her clubs in a way that'd make Darth Maul proud.
  • Token Mini-Moe: She's visibly the youngest and shortest of 6's cast of newcomers, with her petiteness informing how she plays in-game.
  • Variant Power Copying: Unlike T. Hawk's Mexican Typhoon where he grabs and swings the opponent with one arm, Lily uses her clubs, her momentum, and the wind to compensate for her lack of size to execute the move.
  • Weaponized Camera: Lily has a passion for old cameras, and has a taunt in which she produces a vintage Rolleiflex, invites her opponent to have their picture taken, and blasts them with the flash.
  • Wind Is Green: Her Condor Wind mechanic has her build up stocks which are represented by green streaks of wind that surround her, and cause her attacks to gain multicolored effects as well, rather than the usual white-streaked wind effects.

Characters debuting in Street Fighter 6: Year 1

    A.K.I. 
https://static.tvtropes.org/pmwiki/pub/images/aki_alt_pic_9.png

Poison's on the menu.

Origin: China
Fighting style: Poison Hand Fanged Snake Style Kung Fu*
Voiced by: Mutsumi Tamura (Japanese), Faye Mata (English)

A slender, ashen-skinned woman sporting a slinky black qipao who fights with a pair of clawed gauntlets. Once a street urchin abandoned by her family, she was approached one day by a mysterious man who she initially tried to con out of his money. That man was F.A.N.G, one of the Four Kings of Shadaloo, which had recently been destroyed. F.A.N.G quickly exposed her attempt to con him, but rather than kill her immediately, gave her a Secret Test of Character. Through a strange turn of events born from unforeseen circumstances, she became F.A.N.G's first apprentice, and was given the code name of A.K.I., or "Phantom". In the present day, she has been assigned by F.A.N.G to investigate the remnants of Shadaloo. A.K.I. reveres her master utterly, to the point of being in love with him, and will do anything to please him.

A.K.I. is a tricky but versatile character with a moveset geared towards adaptability. Like her teacher, she is a master of the Poison Hand, and lends it to agile mobility and strong zoning tools, boasting a plethora of powerful poking options that make her very dangerous at mid and long range. And like a snake, she can slither around the battlefield, deftly evading and baiting her opponent into where she wants them to be before striking with surgical precision and shifting to a more aggressive playstyle, suffocating the opponent with pressure, mix-ups, and setups. Embodying Death of a Thousand Cuts, A.K.I. slowly grinds down her opponent, preying upon their impatience, frustration, and fear.

  • Alternate Company Equivalent:
    • To Christie from Dead or Alive. Both A.K.I. and Christie are white-haired, female practitioners of She Quan (Snake Fist Kung Fu) who make their living as assassins, and both are also utterly evil and insane.
    • To Byakuya from Under Night In-Birth. Both are mentally unstable servants of masters with enigmatic goals and display elements evocative of poisonous animals, Byakuya being a spider while A.K.I. is a snake. Both also are armed with extendable talons, though Byakuya's are on his back while A.K.I. uses clawed gauntlets. They even have the same Japanese voice actress - Mutsumi Tamura.
    • To Voldo from the Soul Series, what with them both being bizarre, deeply unsettling fighters — to the point of being genre refugees, such is their horror-themed vibe — who slink around their opponents and the arena floor in equal measure.
  • Animal Motif: Snakes. She fights with poison, is flexible to the point where she can even slither across the floor and coil around enemies, has a scale-like pattern on her qipao, occasionally makes hissing noises, her claws are modeled after snake fangs, and her fighting style is Snake-Style Kung Fu.
  • Anime Hair: She sports a very full, wedge-shaped silver bob that partially conceals her face. According to an interview with game director Takayuki Nakayama, her hair's shape was initially inspired by a kasa, a traditional Japanese hat and a symbol of an assassin.
  • Acquired Poison Immunity: Her taunt has her drink some of her own poison. While the distortion around her body and seizure-like convulsions imply that it is hurting her, she doesn't actually take any damage and reacts with delight instead of pain since it causes her to generate one super meter level if she is not hit out of the taunt. She reveals in World Tour mode that it's because she spent several years building up an immunity to her poisons by exposing herself to non-fatal doses and recovering from them gradually.
  • Avenging the Villain: In her comic debut, A.K.I. attempts to kill Rashid in order to avenge F.A.N.G’s defeat at his hands from years earlier during Street Fighter V ’s story mode.
  • Ax-Crazy: A.K.I is easily one of the most insane and psychopathic characters in Street Fighter, and everything about her — from her design, to her moveset, to her Leitmotif — is meant to highlight her insanity. She's prone to deranged facial expressions and bouts of demented laughter, derives a near erotic pleasure from poisoning her victims, her end-of-round win pose has her bathing in poison rain, her Practical Taunt has her ingest a drop of poison and go into a seizure while expressing pure ecstasy, her Super Art 3 has her express exhilaration as her poison explodes from within her opponent, and her win pose has her crawl on her downed opponent before preparing to impale them with her claws.
  • Bathing Beauty: Upon completing her Arcade mode story for the first time, the player is rewarded with a picture of A.K.I. in the bath with her hair down.
  • Beating A Dead Player: Her win pose has her crawl on her downed opponent before preparing to stab them with her claws.
  • Blade on a Rope: Her Wolverine Claws can extend into chained lashers to strike opponents from a distance.
  • Bloodier and Gorier: Continues the trend that Kage started. Her Level 2 appears to skewer the opponent with her claws. Both her Level 3 and her Critical Art are framed with the same red filter and black shadows that make her look like she's making the opponent explode into a shower of blood by crippling them with Pressure Point attacks.
  • Bubble Gun: "Nightshade Pulse" has A.K.I. blow a poison bubble that floats forward as a projectile. If an opponent gets hit, they will be momentarily restrained.
  • Call-Back: If it lands as a Punish Counter, Entrapment does exactly 2222 damage, a nod to F.A.N.G's obsession with the number two.
  • Code Name: The characters used to spell her name — 阿鬼 (pronounced “A-ki”) — literally mean ‘Ghost’. Her real name remains unknown.
  • Confusion Fu: A.K.I. makes full use of her incredible flexibility, using her freaky body movements to evade attacks and confuse and confound her opponents.
  • Contortionist: Her fighting style makes use of flexible, elaborate and freaky body movements evocative of a snake. In her World Tour introduction, she briefly collapses onto all fours and crawls her way up to the player like a horror film ghost, capped off with a freaky Slasher Smile, and she grapples her opponents by coiling her entire body around their torso. Taken to the extreme with her jumping-forward hard kick, in which she folds her torso and legs over the back of her head to launch a spine-bending drop-kick at her opponent.
  • Contrasting Replacement Character: She replaces her master, F.A.N.G, as this game's poison wielder. In contrast to her master, who's a Fighting Clown, A.K.I.‘s fighting style is more straightforward and brutal, incorporating poison into her moves in a far Darker and Edgier manner than the comedic shenanigans of her master.
  • Creepy Long Fingers: The extendable fingers of her gauntlets elongate her taloned fingers even further.
  • Damage Over Time: A variety of A.K.I.’s attacks apply a poison effect on her opponent, which drains their life bar over time. The effect can be removed by hitting her.
  • Death Glare: In contrast to the sadistic glee and dramatic flourish she shows in her regular Level 3, her Critical Art has her strike the opponent immediately, restrain them with her gauntlet claws, and glare at them with barely-restrained rage as she lands the final blow.
  • Difficult, but Awesome: Her Toxic Blossom mechanic enhances the properties of her special moves against a poisoned opponent, but at the cost of ending the poisoned state. This can take some getting used to, as each special’s changed properties are different. A good A.K.I. incorporates Toxic Blossom triggers and poison applications, both before and after Toxic Blossom, in their combos to preserve their momentum, sometimes adjusting said combos depending on how the specials change. This, in addition to the general tightness of the combos, the poison disappearing if she takes damage, and her lack of any true invulnerable reversals mean that there’s a fair bit of work in maximizing A.K.I.’s potential. The reward is a truly devastating fighter with incredibly toxic setplay.
  • Distaff Counterpart: She's standing in for her master F.A.N.G. Both are sadistic, disturbingly flexible, and have the same proficiency with poison.
  • Disease Bleach: Her hair started as a normal black color. Her World Tour art detailing her past with F.A.N.G shows it progressing gradually to the stark white she has now due to her training and constant exposure to poison.
  • Downloadable Content: A.K.I. was leaked alongside all of the other new characters in 6, though unlike her fellow newbies, she doesn't feature in the game's base roster, and is instead part of the first season of DLC characters.
  • The Dragon: In her role as F.A.N.G's henchwoman.
  • Dragon Lady: A terrifyingly intimidating Chinese martial artist dressed in culturally-themed garb who lures the Avatar into range with a Decoy Damsel ploy, constrains them into a prone, submissive position, forces them to ingest poison, and toys with them as they collapse from the effects.
  • Early-Bird Cameo: Happened with A.K.I. twice. Her first canonical appearance was as “Phantom” in the Shadaloo C.R.I. side story Toxicity, released in 2018, five years before her playable debut in 6, which details her first meeting with F.A.N.G and how she became his apprentice. After this, she made her debut as A.K.I. in a one-shot comic from UDON that was released at Evo 2023, a few weeks before her official reveal/gameplay trailer.
  • Elegant Gothic Lolita: Her alternate costume has her decked out in an ornate, blood-red velvet dress.
  • Establishing Character Moment: When the Avatar first encounters her, she's serenely minding her own business, but when a thief makes off with her bag, and the Avatar blocks his path, A.K.I. strolls up to the thief and reveals that the bag he swiped is full of poison instead of money. As the poison (coriamyrtin) takes hold, she explains its effects in excruciating detail before relishing the priceless work of art she's created. She then proceeds to torment the prone thief, and asks the Avatar whether or not to kill him. When the Avatar protests, she releases him, laughing maniacally. This shows that she's dangerous, sadistic, and intelligent, as well as that she views people's suffering as a source of art and amusement.
  • Evil Slinks: A.K.I.'s movement patterns are gloriously fluid, contorting herself into all sorts of bizarre shapes, even for standard hits. Her walk is more of a glide, complete with spaghetti-arms flaying, and she can even slither across the arena floor on her back like a snake. 
  • Evil Tastes Good: Her Practical Taunt has her ingest a drop of her poison and go into a seizure as she expresses pure ecstasy.
    The master's prized poison... (Drinks the poison and starts convulsing from the effects) A PERFECT, BEAUTIFUL, MOST-BRILLIANTLY CRAFTED POISON~!
  • Evil vs. Evil: Her arcade mode has her infiltrating JP's hideout to deliver a threat on behalf of F.A.N.G. After beating him, she warns him not to interfere with her and her master's plans. The only reason she doesn't kill him is because her master wants him alive.
  • Eviler than Thou: JP acts as the Final Boss for a few characters (e.g. Ken, Cammy) but even when defeated, he remains haughtily nonplussed by their efforts. A.K.I. is the exception, and in her ending, JP is downright cowed after she firmly advises him, a claw held to his neck, to back off and let F.A.N.G take the reins of Shadaloo.
  • Fan Disservice: A.K.I. may look quite attractive, but her unbridled sadism and the perverse delight she takes in using her poisons, along with her unnerving movement patterns, likely kill any attraction people may have towards her.
  • Floating in a Bubble: Her Level 1 Super Art, Deadly Implication, traps the opponent in a bubble, which then bursts and poisons them.
  • Foil: To Chun-Li, with whom she shares a story-mode encounter. Both women are Chinese, and use kung fu in battle, but where Chun-Li is beautiful, elegant, and one of the series' truly heroic characters, fighting for justice as a member of the ICPO, A.K.I. is disturbingly twisted-looking, and amongst the series’ most evil characters in her capacity as the vile F.A.N.G's fawning henchwoman. In terms of looks, both women sport culturally-themed qipao, leggings, and kung fu pumps, but A.K.I.'s outfit is essentially an all-black Evil Makeover of Chun-Li's own, providing a clear visual opposite.
  • Flower Motifs: Flowers appear behind her in her official art. Her fireball is called Nightshade Pulse, while her Orchid Spring attack creates poison puddles in front of her. Fitting names, as some members of the nightshade family are highly toxic, while orchids are known for their complex and bizarre shapes. Attacking an already poisoned opponent with another poison move also triggers an explosion called Toxic Blossom.
  • Force Feeding: Pinning the Avatar to the floor whilst grinning maniacally, she force feeds them a pill before sadistically listing off all of the side effects as they succumb to the poison's effects, laughing at their pain. It turns out to just be herbal medicine in the end, but all the same, she has a grand time watching them writhe in placebo-induced agony.
  • Fun with Acronyms: Like F.A.N.G, her name is pronounced as it's written ("Aki"), though what the letters stand for is currently a mystery.
  • Gory Discretion Shot: Both her Level 3 and CA end with her opponent shown in black silhouette on a red plain, as the poison inside of them bursts from their body, leaving the impression that the opponent is literally exploding in barely-censored blood.
  • Hiding Behind Your Bangs: Her hair is styled in a way that from a front-facing view, only her right eye is visible.
  • Horrifying the Horror: JP is a man drowning in nihilism who actively makes the world worse just to line his own pockets and finds anyone triumphing over him in battle as pointless. Despite this, A.K.I. manages to actually shake his confidence by gleefully revealing to him just how easily she can snuff out his life.
  • Horror: She evokes very strong horror film themes; her pale skin and thin frame draw parallels to ghosts, she moves and talks in very unnatural ways like an Exorcist villain, and the unique font her name is written in is similar to that of The Ring. Likewise, her use of clawed gauntlets and her sadistic personality calls to mind Freddy Krueger from A Nightmare on Elm Street.
  • Implied Death Threat: She tells Chun-Li that she wouldn't be in such a hurry to return to work and that she shouldn't stick her nose where it doesn't belong, lest she lose her whole face. After defeating JP, A.K.I. warns him not to plan too far in advance...only to switch to an explicit death threat right after that.
  • Incest Subtext: As a young child, A.K.I. was found by F.A.N.G, who named and raised her into adulthood, making him for all intents and purposes her adoptive parent, with A.K.I. even directly comparing their relationship to that of parent and child. This makes her completely unambiguous romantic affection for F.A.N.G all the more unsettling and creepy.
  • Interplay of Sex and Violence: A.K.I. derives an almost erotic pleasure from poisoning her victims. One of her idle poses has her ingest a drop of poison and go into a seizure while displaying pure ecstasy. During her Level 3 Super, seeing the poison explode out of her opponent sends her into paroxysms of near-orgasmic pleasure.
  • Laughing Mad: Capping off her very creepy introduction, she breaks out into laughter as the Avatar is close to succumbing to the lethal poison she just fed them... only to reveal it was simply herbal medicine all along, and that the Avatar is fine.
  • Lean and Mean: Her physique is slender and sinewy, especially by the standards of the series' female fighters. It lends to her creepy and flexible animations.
  • Leitmotif: Poisonous Passion
  • Long-Range Fighter: Like her master F.A.N.G, A.K.I. mainly specializes in fighting from a distance using both her poison projectiles and her extendable claws.
  • Love at First Sight: A rather twisted example. A.K.I. professes that she became enamoured with F.A.N.G almost immediately upon meeting him, seeing him as an imposing figure of deep and dark mystery that she became obsessed with knowing and growing closer to. She was also a young child at the time, with the accompanying image showing her as a child reaching out to blushingly brush her hand against the very much adult F.A.N.G's bare chest.
  • Mad Artist: She views poisoning people as a form of artistry. In her introduction, after poisoning a civilian, she exclaims that it's a work of art. When attacking her opponent with her Level 3 Super, she declares it her "magnum opus".
  • Mad Love: She worships the very ground her master, F.A.N.G, walks on despite knowing that she is nothing but a tool and will be disposed of once she ceases to be useful. The fact that she'll have to kill him when that time comes doesn't deter her grandiose displays of affection towards him in the present in the slightest. Her Game Over animation sees her start crying as she laments that he'll be disappointed with her.
  • Meaningful Appearance: A.K.I.'s voluminous, hemispherical hairdo, facial moles, and narrow, slender body evoke the silhouette of an Amanita fuliginea, commonly known as the east Asian brown death cap — a species of deadly poisonous mushroom.
  • Misanthrope Supreme: Her bio notes that she hates everyone except for her master, F.A.N.G.
  • No Sense of Personal Space: A.K.I. is fond of coiling around her potential victims like a snake coiling around its prey. This even ties into her fighting style where she will constantly snake around her opponents to restrain them.
  • Obviously Evil: Every fighter other than Dee Jay either realises that A.K.I. is evil or finds her unsettling.
  • Pain & Gain: Her Continue animation sees her tightly clamp her arms around her broken body in order to infuse it with her own regenerative poison, then administer some unsettling self-chiropracty to crack it back into alignment.
  • Placebo Effect: Inflicts this upon the player Avatar when they come to her looking for herbal medicine. After force-feeding them a pellet, she describes it as botulinum toxin and lists off a bunch of side effects as the Avatar writhes in pain...only to reveal that it was just herbal medicine and the effects were all in the Avatar's head.
  • Poisonous Person: Her Snake Kung Fu skills are augmented via her use of health-depleting poison in many of her attacks.
  • Practical Taunt: One of her taunts has her drink some of her poison, causing her to have a seizure, and, if not hit out of the taunt, to generate one super meter level. This can be safely done after stunning her opponent and she takes no damage from the taunt itself. Another has her make a poison bubble resembling her master, which she fawns over. This bubble has a hitbox and can damage and poison an opponent trying to jump in like an incredibly slow and impractical anti-air should they pop it — to A.K.I.'s great chagrin.
  • Pragmatic Villainy: Contrasting their toxicology expertise, A.K.I. and her master are also capable pharmacists skilled at diagnosing and treating illness and injury. At the Avatar’s behest, she even cures a victim of the poison she indirectly incapacitated them with. A.K.I. explains that manufacturing medicine is a lucrative business, and given she sends an encoded message along with the ingredients for an old woman's back medication for her master F.A.N.G, their legitimate medicine making also doubles as a perfect front for their other work.
  • Pre-Mortem One-Liner:
    (at the end of her level 3): My Magnum Opus!
    (during her Critical Art): Increasing the dosage to a fatal degree. (lands the final strike) Farewell.
  • Pressure Point: For her Level 3 Super, she makes precision strikes to her opponent's pressure points, causing them to seize up before the poison explodes from within them.
  • Professional Killer: She is an assassin.
  • Public Secret Message: One of the quest items in World Tour mode is a letter A.K.I. has written to F.A.N.G that’s seemingly indecipherable, but cryptically includes the digits "5201314" — a Chinese numerical expression meaning "I love you for a lifetime".
  • Red and Black and Evil All Over: She has red eyes and her black qipao features red accents — further signifiers that she's not to be trifled with. Her second outfit is a red frilly dress with black accents.
  • Red Eyes, Take Warning: Her eyes are a distinctly bright red, tipping you off that she's extremely dangerous.
  • Sadist: In her introduction to the Avatar, she forces them to ingest one of her "medicines", then gleefully lists off the numerous side effects as she watches them writhe in agony and fear.
    Ahahahaha! Some poisons can kill people in the thousands with that amount. Like botulinum toxin, it inhibits acetylcholine release causing loss of muscle tone, lethargy... (the poison starts to kick in) dizziness... visual impairment... heavy eyelids, intense thirst, loss of speech... vomiting, diarrhea, stomach distention, breathing difficulty, and... respiratory failure. (the Avatar collapses in pain) Aha... AHAHAHAHAHAHAHAHA!!!
  • Sickening "Crunch!":
    • Her "Entrapment" grab attack sees her coiling around her opponent, cracking various parts of their body like a constrictor snake, accompanied by unsettling bone-crunching sound effects.
    • Should the player lose in Arcade mode, and then opt to continue, the defeated A.K.I. dusts herself off and engages in some deeply disturbing self-chiropracty, aligning her broken body back into place.
  • Signature Laugh: "Ni-shi-shi-shi-shi!"
  • Slasher Smile: She often sports one, but special mention goes to her victory pose, which ends in a freeze frame shot of her pulling a demented grin, just a split second away from plunging her claws down at her fallen opponent. Also of note is her confrontation with JP, where after he denies any connection to Shadaloo, she pulls another demented grin with an extreme close-up of her face right before fighting him.
  • Snakes Are Sinister: A snake-themed assassin who is every bit as deranged and villainous as her master, F.A.N.G.
  • Sugary Malice: She forcibly straddles the Avatar to administer a poison pill, and adopts an eerily creepy, infantilising tone, quipping “Now, here comes the airplane…” as she forces the pill into the Avatar’s mouth.
  • Sword Drag: Her idle pose has her menacingly drag her claws along the ground.
  • Sycophantic Servant: She’s just as obsessed with her master F.A.N.G. as he is obsessed with his own master, Bison.
  • Terms of Endangerment When encountering Chun-Li, she calls her "Dajie" (normally a term of respect or endearment meaning 'big sister'), though A.K.I.'s tone is filled with withering condescension and threat.
    Retired and teaching kids kung fu...So lovely, Dajie.
  • Trap Master: Her “Orchid Spring” attack has her create a pool of poison that damages her opponent if they step in it.
  • Undying Loyalty: To F.A.N.G. He took her in from the streets when she had nothing to her name and molded her into the assassin she is today. A.K.I. is obsessed with his every whim and obeys his orders to the letter. It's to the point where she's full on in love with him. Despite knowing that he'll discard her when she's no longer useful and that she might have to kill him one day, she refers to him with a Chinese term that means both 'teacher' and 'husband' at the same time.
  • White and Red and Eerie All Over: She has deathly pale skin, white hair and eyelashes, and pinkish-red eyes — all of which is suggestive of albinism. She wears a black outfit accented with red, and is extremely creepy and threatening overall.
  • White Hair, Black Heart: Her ghostly white hair adds yet another layer to her creepiness.
  • Wolverine Claws: A.K.I. sports a pair of slim gauntlets which feature long, razor-sharp talons on each finger and take inspiration from Ming Dynasty finger covers known as zhijiatao (指甲套), a symbol of wealth and power. They can also extend with some sort of hidden mechanism, turning into chained lashers.
  • The Worf Effect: A.K.I. is introduced as part of the Year 1 DLC, and her Arcade story features her infiltrating JP’s base, breaking through his security, subduing him, and stating that the only reason she won’t kill him is to deliver a warning from F.A.N.G: Stay out of her master's way or die. When defeated by any other character, JP remains haughtily nonplussed, but he is downright shaken by A.K.I., realising her and F.A.N.G are as merciless and cruel as he is.
  • X-Ray of Pain: For her Level 3 Super, after attacking their last pressure point, her opponent seizes up and an x-ray of their nervous system is shown, highlighting all of the spots A.K.I. has pierced.
  • You Have Outlived Your Usefulness: Discussed Trope. In World Tour, she notes that in her line of work, she only has value if she can be of use to her master, so she obeys him without question. There might come a time when he'll try to kill her, so he insists on keeping their relationship at a distance.
  • You Will Not Evade Me: Her OD Serpent Lash pulls her opponent next to her if it connects.


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