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Name: KM

Signature Quote: "I don't know what's going on, but I'm sure as hell not gonna let that stop me."

Personal Email address: markkl@uleth.ca

  • Height: 6'1"

  • Weight: Around 160 lbs.

  • Build: Thin

  • Appearance: A young man in his early twenties, with glasses and longish blond hair. He wears blue jeans, black sneakers, and a beige sweater. He also has a pair of dog tags on a chain around his neck.

  • Alternate Appearance: As above, but his sweater has been replaced by a black T-shirt with a blue oriental dragon on the back.

  • Secret Appearance: KM appears in a WWII Japanese pilot's uniform, complete with aviator jacket and Rising Sun headband.

  • Fighting Style: White Crane Kung Fu

  • Button Style: King of Fighters

  • Bio: KM has little recollection of his past. His earliest memory is of waking up in an unfamiliar place next to a large, robotic dragon. He has no clue as to his identity or history, save for the pair of dog tags he wore, which were inscribed only with the number 917290 and the initials KM. Since then, he has wandered the dimensions with the robotic dragon, Mecha-Bahamut, in search of his identity.

  • Intro: KM selected the focal point more or less at random, it not being a reality he had been to before. He and Mecha-Bahamut appeared in the mountains around the sportsplex, found out about the tournament, and decided it bore looking into.

  • Theme Songs:

    • Game Theme: Who Am I? (Blue Nothing)

    • Main Theme: Everything You Know Is Wrong (Weird Al Yankovic)

    • Vs Self: Dancing With Myself (Billy Idol)

    • Vs Team Science and Technology: Theme from "Weird Science"

  • Stage: A vast mountain range. The background is dominated by a large volcano, which starts out dormant and gets progressively more active as the fight progresses, until it finally erupts at the end of the final round.

  • Special Skills:

    • KM can generate electricity, and manipulate it as well. Aside from shocking people, this means that KM can short out, or to a limited extent, control electrical devices that aren't properly insulated against such things. He can also hot-wire cars, but he rarely ever does so. ^^;

    • Weirdness Magnet. Not really a skill, but KM has an uncanny knack for showing up in the wrong place at the wrong time.

    • Pop Culture Junkie. Though he has no recollection of who he is or where he comes from, he knows a fair amount of cultural references, and will use them when he thinks it might get a laugh.

  • Special Resources:

    • Mecha-Bahamut. A gundam-sized golden mecha that resembles a roughly anthropomorphic dragon, which KM dubbed Mecha-Bahamut, or MB for short. It has a plasma cannon mounted in its mouth, as well as the ability to fly and open dimensional rifts, which is how KM traverses the dimensions. MB also has an AI onboard computer, though it acts more like a butler than a warmech.

  • Openings:

    • 1st Round: Walks in drinking a can of soda. He finishes the soda, tosses the can aside, and says, "Let's do this."

    • Standard: Pops his neck on each side, and settles into his stance.

    • Vs. Self: 1st KM blinks, and says, "OK, this is weird..."

    • Vs. King in Yellow: KM raises his arms to the sky and shouts, "Iya, Iya, Cthulu!" There is a puff of smoke, and a chibi-Cthulu plushie appears in the middle of the screen. KM leans in as if listening to the plushie, and says, "I hear and obey, master!" He puts the plushie away and the match begins. There is a 10% chance that a random girl will rush out of the audience, snag chibi-Cthulu, and run off-screen, gushing about how cute it is. This causes KM to sweatdrop.

    • Vs. Any very large or powerful opponent: KM looks at his opponent, and says, "You've gotta be kidding me."

    • Vs. Epsilon: "Yeesh, everyone's a critic."

    • Vs. Akane: KM walks in, reading a manga. He looks up and sees Akane, and a puzzled look crosses his face. He looks down at his manga, back up at Akane, begins to say something, thinks better of it, puts away his manga, and settles into his stance.

  • Taunts:

    • KM removes his glasses and idly begins cleaning them. Will continue until hit or taunt is cancelled.

    • KM holds one hand out and makes a "bring it on" gesture.

  • Finishing Poses:

    • Standard: Crosses his arms, and chuckles softly.

    • Alternate: Pulls out another can of soda, and starts drinking it as he walks off.

    • Draw: Looks thoughtful for a moment, and says, "Not bad. We should do this again sometime."

    • Time Over (Win): Looks at his watch, and smiles.

    • Time Over (Lose): Looks at his watch and curses under his breath.

    • Perfect: Blinks. "What, already?"

    • Desperation: Drags himself into Mecha-Bahamut's cockpit. MB then flies off.

    • Ultimate: Screams at the sky, while electricity crackles around him.

    • Flash Finisher: Looks a bit wobbly. He coughs, and a cloud of smoke comes out of his mouth.

  • Victory Quotes:

    • "Sorry, but you were in the way."

    • "I won't stop until I find out who I am."

    • "Oh, don't look at me like that. There's always next time..."

    • Perfect: "Thank you. Next!"

    • Desparation: KM: "Thanks for the assist, MB." MB: "Anytime, sir."

    • Flash Finisher: "Whoo! Enough juice to light up Cincinatti, baby!"

  • Character Strategy: KM is your standard middleweighter. He's not as strong or as fast as some, but he can get the job done, if used right. The best strategy is to hit-and-run against the bruisers, and get in close with the fast ones.

  • Attacks:

    • Launcher:

      • Crane Kick: The classic Karate Kid move. KM spreads his arms out and lashes out with one kick, catching the opponent under the chin and sending him/her flying. 8%

    • Command Normals:

      • Crane Beak: KM brings all the fingers of one hand into a point, and thrusts at a vital spot. Has a bit more reach than a normal punch.

    • Throws:

      • Mountain Thunder: KM grabs his opponent's arm and heaves him/her over his shoulder, doing 8% damage.

      • Crescent Moon: KM does a backflip, catching his opponent in the chest with his feet. 10%

    • Specials:

      • Volt: KM sends a bolt of electricity flying towards his opponent. Recovery time is a bit slow. %10

      • Crane Wing: KM's anticipation counter. If performed just before a high or mid-level normal, KM sweeps the blow aside with one arm, and brings his other arm up in a palm strike. 8%

      • Shocker: KM rushes in for a half-screen, grabs his opponent, and pumps some elctricity into him/her. If blocked, there will be no electrical shock and only 2% damage will be sustained. Normally does 9% plus stun damage.

      • Rising Sun: KM leaps into the air, and twists around in a double kick. There's a bit of lag to this move. A good anti-air maneuver, and is comboable. 7%

      • Crane Combo: KM launches a variety of sweeping punches, kicks, and Crane's Beaks at his opponent, ending in classic Crane stance. Some lag and bad recovery, but worth 15% if the opponent doesn't block.

    • Supers:

      • Mega Volt: KM's Big Projectile(tm), this move sends out a bolt of electricity that covers the bottom third of the screen, making it hard to dodge. Its lag is somewhat longer than the ordinary volt's however, and KM can be hit out of it. 20%

      • Electric Boogaloo: KM concentrates, and electrical energy begins crackling around his form. For the next 10 seconds, his normals do 50% more damage, plus a bit of extra stun.

      • Groundwire: KM plants his hands on the ground, and sends a large amount of electricity through it. Has bad recovery, but an opponent standing on the ground receives 30% damage, plus stun.

    • Desperation:

      • Dragonfire: KM pulls a remote out of his pocket and speaks into it. "MB, I could use some help here!" 10 seconds later(the match continues until this time), Mecha-Bahamut touches down on the far side of the screen. MB lowers his head into view, opens his mouth, and fires a large stream of plasma right at KM's opponent. This can be dodged, but not blocked. 60%

    • Ultimate Attack/Summon:

      • Wrath of Heaven: KM raises one hand to the sky, screams savagely, and brings it down. As he does so, five bolts of lightning fall from the sky towards where his oppnent is standing, doing 10% each. The bolts cannot be blocked, but they can be dodged if the opponent times his dodges well. 50% maximum damage.

    • Flash Finisher:

      • Light It Up: KM smirks, charges up his hands, and rushes towards his opponent. If the opponent doesn't block or dodge, KM grabs him/her and begins pumping ungodly amounts of electricity into them. More and more electricity arcs between KM and his opponent until the screen whites out for a few seconds. When the picture fades back in, KM is looking a bit woozy and his opponent is on the ground, charred and smoking.

    • Team Helper:

      • 2 man juggle: KM comes in and performs the Crane Kick, giving his partner a chance to juggle the opponent.

    • Team Supers:

      • Team Edit: KM performs the Mega Volt along with his partner's super.

      • With Self: Double Dutch - The second KM comes in from the opposite side, and both grin evilly(tm). They form two arcs of electricity between them and begin spinning them like a couple of jumpropes, with the poor opponent in between. The move has a few moments of set-up time, and the move will be cancelled if either KM is hit before the electricity starts moving. 30%

  • Glitches:

    • If KM is hit while doing his Cleaning Glasses taunt, the glasses will be knocked from his hand, and he won't have them on for the rest of the fight.

    • Vs Akane: If Akane summons the Guyver during the fight, KM will look extremely puzzled, pull out another manga, and scratch his head. "This just doesn't jive..."

    • Vs Reader: If KM and the Reader both do their Cleaning Glasses taunts at the same time, both will blink, look embarassed, and put their glasses back on.

  • Motivations:

    • Regain memories.

    • Find home, or at least a place to call home.

    • Make a few friends.

  • How KM talks:

    KM is a man of few words, though he can be quite talkative around people he feels comfortable with. He uses the occasional mild swear word, and occasionally spices his dialogue with accents, bad to fair impressions, and cultural references.

  • How KM acts:

    KM's an introvert, and will usually not initiate conversation with anyone. He doesn't make friends easily, but he tends to keep the friends he makes and is loyal almost to a fault. He also enjoys engaging in debate. KM is something of an individualist. He has something of a problem with authority, and doesn't like being ordered around. It's a philosophy he projects onto others, as he becomes similarily offened when he believes someone else's personal rights and freedoms are being trampled. This has earned him some degree of notoriety in dimensions controlled by totalitarian governments. Of course, what KM wants most is to regain his memories, and he is more than willing to kick a few butts if that will get him a chance at that wish...




The character "KM" and all attributes thereof are TM and © 2000 to Kurtis Markuson.






































MUAHAHAHAHAHA! And now, while you are distracted by the pretty lights, I will steal your cheez!