Name: Astaroth (though his real name is
David)
Age: 21
Birthdate: January 9
Height: 6'2"
Weight: 185 lbs.
Nationality: American
Likes: Tranquillity, being alone, walking
in the rain, and his younger sister (but not to the extent that he would
show it.)
Dislikes: Lot of noise, those who don't
know when to shut up, bright light and himself (to an extent)
Theme Song: "My Own Prison" by Creed
-APPEARANCE-
Astaroth has long dark hair, reaching slightly
below his waistline (much like his sister's) that is tied near the end
with a thin black ribbon and ocean-coloured eyes. His bangs are somewhat
long, tapering to frame his handsome face, falling barely above his line
of vision. He has a light complexion and a tall, slim yet a toned, muscular
body. He always wears dark colors, rarely anything other than black. A
long, black coat usually hides his attire. His style ranges from classic
to contemporary, formal to casual, but it's always fashionable. He wears
a necklace with a black crystalline cross, usually hidden by his shirt
because his master does not approve of it. (It should be mentioned that
the reasons for wearing it are as of yet unknown).
-PERSONALITY-
Enigmatic and melancholy, Astaroth is calm,
cool and collected most of the time, rarely giving way to personal emotions.
Even his rage is controlled. A bundle of contradictions, he loves tranquillity,
yet thrives in chaos. He takes pride in his loyalty, yet he loathes himself
for it. He is brilliant, yet he often wonders about many things. He hates
none but kills many. He believes in good but fights for evil. He strives
for life yet wishes for death. His personality is so complex that sometimes
even he doesn't understand it. He is very good at reading the emotions
and intentions of others, but ensures they don't know his with a cold façade.
Well mannered and clean in speech, you'd think he was a scholar by appearance,
yet he is by no means haughty and arrogant.
-FIGHTING STYLE-
Whatever he feels like, ranging from rather
unorthodox moves to finely honed skills in many different fighting arts.
He mixes these arts to fit his needs in battle, adjusting them accordingly
to his opponent. This makes him lethal on the battlefield. He is incredibly
fast, with an even greater strength. His upper and lower body strength
is nearly equal, much unlike his younger sister, although her speed is
potentially slightly above his. His moves are executed with style, grace
and perfection. Astaroth's fighting stance ranges from fight to fight,
depending on the style he chooses. It also depends on whether he decides
to use a weapon. Like Natalie, Astaroth has the ability to summon flames
at will. However, instead of being blue, it is gray and, whenever he wills
it, can even turn black or even red. Unlike Natalie's flames, this fire
cannot heal and it can be incredibly hotter than standard flames, yet strangely
it can also be a frigid cold.
-WEAPON INFO-
Astaroth's sole weapon consists of a Nodachi.
However, the sword is no ordinary weapon. Crafted from a silverish-white
unknown metallic alloy, the sword is imbued with a number of magical spells,
and, in overall, is virtually indestructible. Due to its magical properties,
Astaroth need not carry the sword around with him, as he can, by his own
will, materialise it into existence, and dematerialise it in the same manner.
Although Astaroth does not wield any specific techniques that rely on the
use of the Nodachi, he is capable of infusing it with his flames, which
he does most of the time.
-BACKGROUND HISTORY-
Astaroth is the elder brother of Natalie. When he was seven, he was abducted by one of Naar's henchmen, since Naar detected his hidden powers and deemed him worthy to be a warrior in his army. Naar brainwashed the innocent child, erasing all memories of family and friends, save for the memories of his little sister, Natalie. Naar believed that it was possible that she too had incredible powers, but refrained from taking her as well because he only wished to take one under personal training. Since he had her brother, he believed that if she did show signs of power later on, he would use him to either convince her to join, or kill her. Naar renamed young David after the legend of a fallen angel he had heard from Earth, which was the name of Astaroth.
Astaroth was trained in the most part by Naar's finest warriors, but the more advanced lessons for controlling and wielding his power came from Naar himself. Perfection was the only acceptable standard, and when Astaroth did not meet it, severe punishment followed until perfection was accomplished. Yet above all, loyalty was demanded. When a soldier or servant's loyalty faltered, they were made a cruel example, and always right in front of Astaroth. As soon as Astaroth was twelve, Naar forced him to punish those who failed to serve, in horribly agonizing manners.
During his time under Naar's tutelage, Astaroth would be sent to fight a warrior who he discovered also could summon flames at will, only his remained black whilst he had three alternate colours. Despite Astaroth's attempts, attempts at defeating this warrior were futile and vice-versa, to which the battles would draw to a stalemate between the two. Though they both grew up within such an austere environment, instead of becoming friends, a rivalry was created between the two. Deep down however, Astaroth held a sense of respect for the fighter known as "Jin Kushina", which would grow on towards the latter seeing Jin as the closest thing to a friend he would have.
Though he obeyed without question, for a long time he was still secretly sickened by the killings, until at last his senses were dulled to all forms of pain and abuse, both mentally and physically. He became just what Naar wanted, a soldier whose incredible power was increasing at a rapid rate. One who obeyed every command without question. He was the perfect killing machine, trained in all types of weaponry, perfecting many different martial arts, and wielding a frightening amount of power.
Unknown to Naar though, Astaroth had secretly made many trips to visit his sister over the years, always watching in the shadows, but never making himself seen or heard. Watching her grow up in a world totally different than his, Astaroth sometimes envied her, but always brushed it off, thinking he deserved his world of pain. Several times he saved Natalie's life, though she didn't even know she was in danger in the first place. He was loyal to his little sister, though that loyalty took a backseat to serving his master.
When he reached the age of twenty, Astaroth's training was complete, and Naar made him his personal henchman and general over quite a large army. The rivalry between Jin and Astaroth would continue, but so did their respects for one another; as well as the great ability they held in working together, despite their different characteristics.
From the time the tournament started, keeping a watchful eye on the events was the Dark God himself. Now with a new mission given by Naar, Astaroth along with Naar's best are sent to carry out Naar's bidding once again…
Alongside this new assignment, Astaroth
is also told by the dark god that it's time to find his sister and offer
her the chance to join them, since she has the potential to wield an equal
power to that of Astaroth. If she refused, Astaroth was to kill her personally.
Hoping against hope that she will accept, Astaroth now goes to Earth with
two things in mind. First priority: Naar's mission. Second priority: Natalie.
-SPECIAL MOVES-
Kaze Barai [Wind Sweep] - Holding up a knifed hand, sparks of gray fire will ignite from Astaroth's fingertips, for about a second, before the warrior casts the same hand diagonally towards the ground, tongues of gray flames following in its wake. A large, crescent-shaped wave of energy is then formed that travels along the ground, guaranteed to damage the opponent considerably should it ever connect. Despite the strong damage capability behind this technique, the ground projectile will only knock down the opponent if he/she is airborne when it connects. Astaroth's recovery time is relatively high, and so is able to attack his opponent almost instantly after this move.
Asseiteki Haji [Ascending Grasp] - In this move, Astaroth will vault himself diagonally-forward at a angle, one hand poised to catch the airborne opponent by the throat. If no contact is made then a quick aerial forward somersault is initiated before Astaroth descends back to the ground, vulnerable the entire while. Should the opponent fall into the path of his attack, then Astaroth's arm will rush upward, latching his hand onto their throat in the process. As he descends back to earth, with his opponent's throat still clutched between his fingertips, Astaroth will slam the opponent into the ground, and with his grip still locked onto their neck, causes the area around them to explode in a burst of gray flames. With the technique complete, Astaroth's grip on the opponent's neck will be released, and the latter will execute a quick backward somersault, which takes him back into his stance. With a good deal of priority over most aerial attacks (including some special moves), it should also be noted that since the Asseiteki Haji is a grab, it cannot be blocked.
Ressou Kyaku [Violent Talon Kick] - An adaptation of Robert's Gen'ei Kyaku (KOF 94). Astaroth's leg will become a blur as he unleashes a fury of kicks, which stab all over the chest and abdomen of his opponent, the impact carrying him/her a few inches above ground. After the onslaught nears completion, Astaroth will vault his leg upward, striking the opponent under the jaw before his leg instantly flashes back downward in an axe-kick-like fashion, creating a fiery trail in its wake, which forcefully slams the now airborne opponent directly onto the ground below, completing the 14-hit technique. If timed correctly, this can catch an airborne opponent, giving it some anti-air ability, albeit tiny. If blocked or avoided, Astaroth will immediately bring the attack to a swift, abrupt halt, before he returns to his stance. However, it is possible for an opponent to counter-attack, for Astaroth will suffer a slight lag before taking up his stance.
Ge Shiki: Kirikae Shukumei [Foreign Style: Changing Fate] - Astaroth will incorporate a different stance to what he usually partakes, appearing to be a defensive one, clearly to draw his opponent into attacking. If the opponent attempts to hit him during this, then the following counterattacks will take place…
… Handou Dousa: Chuudan [Reactionary Action: Middle Level] - Should the correct opportunity arrive, then Astaroth will immediately intercept the opponent's intended attack, executing, just as quickly, one of the many counter-attacks within his arsenal, which all vary depending on the type of attack he's faced with. This will work on ground attacks only, which can include some special moves. Sweeps, projectiles and SC / HCs, though, will not count.
… Handou Dousa: Joudan [Reactionary Action: Upper Level] - Same principle as with the Handou Dousa: Chuudan technique, except this version will on all manners of aerial attacks only, also including some special moves (projectiles, SC / HCs again won't count) from virtually any angle. Again, the counter-attack Astaroth will place into motion is factored by the type of attack he's up against, all ranging from standard unorthodox moves to finely honed, carefully-executed techniques.
… Ankoku Honoo [Dark Blaze] - Astaroth will automatically parry any attack from any angle (provided it isn't a SC / HC or a projectile) and in a blur of black immediately initiates what looks to be a palm strike to the midsection with his other hand. A few inches from his target, Astaroth's palm will erupt into a swirling sphere of black energy, about twice the size of Chun Li's Kikoshou SC, although not as powerful. This will juggle and hit the opponent for a total of 5 times before it dissipates, sending them across the battlefield in a searing surge of dark flames.
… Kono Kizu [Nine Wounds] - Again the attack is parried by Astaroth, under the same conditions as above, and he strikes the opponent in the chest or abdomen, using his other fist, stunning them briefly. Immediately after the punch Astaroth dashes past the opponent, placing 9 unseen nerve strikes all over the upper area in a crimson red blur to reappear on the other side. If he dashes while on the ground, then he pauses dramatically for a second while the effects are displayed and if he dashes upward at any angle, then he simply descends while the effects of his nerve strikes are released. Those same places Astaroth struck will then explode in red flame energy, the final one sending the opponent to the ground.
Shuukan Ten'i [Instant Transference] - Technique, which grants Astaroth the power of teleportation. Astaroth will simply disappear from his initial position in a small flash of energy (sorta like Chipp - GGX), before warping back into visual focus in the same manner, anywhere he wishes, with some lag time afterwards. This can also be performed in the air, and isn't limited by physical distance. This is mainly used for transportation purposes, unless otherwise, by which he uses a portal, his 'Koukuu' spell, or, in the case of inter-dimensional travel, a ShadowGate. As a principle to Astaroth, the Shuukan Ten'i is rarely executed within combat. However, he does have his own exceptions...
Koukuu [Aviation] - Another skill, which Astaroth will employ as a method of transport and -- when certain circumstances require it -- combat purposes. Since the execution of this spell requires no concentration of any sort, then Astaroth will display no outward indications, and is capable of executing it in any stance or position he's in at the time.
Sankaku Tobi [Triangle Leap] - Like numerous warriors (Chun Li, Guy, Jin, ShockWave…) Astaroth can leap off walls, buildings and any other standing objects with ease, demonstrating his ability to use whatever surroundings around him to his advantage -- defensively or offensively. This is pretty much self-explanatory.
Shikkuu Idou [Quick Air Movement] - Owing
to his period of training and dedication comes this notable skill to air
dash, in addition to being able to perform Super Jumps, which can grant
him some advantage over other warriors in combat. With a gray fiery aura
emanating from his form (again, ala DBZ), Astaroth 'flies' in one of eight
directions as he leaves a gray trail of energy behind him, disippating
as quickly as it appears. With his speed placed behind the skill, Astaroth's
Shikkuu Idou technique is incredibly fast, capable of catching many off-guard
from just the instantaneous execution of it. Also capable of interrupting
the Shikkuu Idou with any possible action / attack he desires, Astaroth
can manipulate this capability in order to create tactical advantages for
himself, against his opponents, during the midst of combat. It should be
noted, however, that performing the Shikku Idou will not leave Astaroth
invincible, and thus attacking him during the duration of the technique
is possible.
-HYPER COMBOS-
Taikyoku Haouken [Grand Ultimate Supreme King Fist] - Astaroth cups his hands together as he brings them to the side of his torso, with thin beams of gray energy collecting into them. Astaroth then brings his hands forward, releasing his summoned chi. A huge beam of energy roars from his outstretched, crossed palms, as high as 7 feet in diameter, which travels at an immense speed and dealing a great amount of damage. The impact of the move will carry the opponent a few feet above ground, falling almost limply to the ground after the move is finished. This HC can catch airborne opponents if timed correctly, but Astaroth suffers some vulnerability while summoning his chi into his hands, giving his opponents some time to prepare for the attack, or to strike him before release. Like Jin, Astaroth will end the beam if no connection take place to prevent any further wastage of energy, and if blocked then Astaroth will continue his attack for about 5 seconds, before ending it. Due to the size and power of the beam, Astaroth will skid backward by a few centimetres upon the unleashing of this move. Can be done in mid-air, also, with Astaroth experiencing a larger recoil than the ground version.
Ten no Megumi [Blessing of the Heavens] - Displaying no outward indications of any sort, milky blue trails of energy will appear and orbit around Astaroth, ultimately forming a blue, impregnable globular energy shield, which will fade into invisibility after it's revealed, responding to any attack that aimed at it during its time by flaring a bright azure blue before returning back to its invisible state. Clearly one of Astaroth's most advantageous techniques, this HC serves to protect Astaroth from all forms of physical, energy and magical attacks, making no exceptions to those, which contain any additional effects, if any. Astaroth's invincibility during this period is driven up to a point, by which he won't even react to being hit. A drawback to this technique, however, is that while Astaroth is capable of performing ordinary attacks, special moves and throws as usual, his Hyper Combos will automatically become disabled.
Ten no Kikou [Spirit of the Heavens] - Again, just like the Ten no Megumi HC, Astaroth will show no outward indications as a green vortex of energy slowly appears, swirling and consolidating around his form in a beautiful frenzy. The display will end when the energy surge dissipates in all directions, leaving behind a green energy hue that surrounds the outline of Astaroth's form, which will bring the technique into effect. The execution of this technique will call into effect Astaroth's body regeneration rate, by which the warrior's life is replenished at a steady rate. This will continue up to a certain point, where it will stop, which will cause the hue to disappear. A benefit of using this technique is that while the effects are in motion, Astaroth is free to continue the battle as normal.
Ten no Chikara [Power of the Heavens] - Astaroth will again reveal no outward indications as a few red-coloured orbs of energy blink into existence, instantaneously encircling the warrior in a horizontal, spiral-like motion, leaving behind thin scarlet trails of energy as they do so. The energy orbs will then disappear; just as a red energy hue will emerge and surround the outline of his entire form. The result of using this HC is that Astaroth will become capable of inflicting a greater deal of damage than he would normally, whilst he takes less damage from all attacks used against him, again for a small period of time. The execution of the Ten no Chikara technique will also give Astaroth a 'Hyper Armor'-like status, eliminating any stun effects an opponent's attack would give, while he can proceed onward with his own counter-assault.
Goku'en Shoukyaku [Hellfire Incineration] - With his arms hanging down, and his hands balled into tight fists, Astaroth gives a yell as a powerful ebony aura emanates furiously from his form, immersing his body into a violent surge of dark flames in result (which resembles the effects of Kyo's delayed 'Orochi Nagi' SDM animation). After enough energy is summoned, Astaroth will launch himself forward in a fluid, impressive display of speed, leaving behind an after-image of himself, as his body becomes nothing more than a blur of energy and speed. As he reaches the opponent, a violent, yet magnificent series of punches and kicks are unleashed onto them, travelling forward as he does so, before Astaroth lunges past the opponent, again in a blur of speed and energy as he slams a powerful strike to the opponent's gut, reappearing on the other side. Immediately after the final strike, Astaroth will stand erect, with his back to the now keeled-over opponent, and his head tilted downward as his eyes are closed. It is at this point that the latter will utter, "Owaine..." (This is the end...) instantly before a violent burst of flames, dark in colour, erupt from where Astaroth's final strike made contact, with more than enough impact to launch the opponent above ground. A clearly damaging HC, during the gathering of his energy, Astaroth will become immune to any long range projectiles thrown at him, and is also capable of injuring anyone who attacks him physically, since his body is on fire, to which he'll proceed on continuing the Hyper Combo as usual, if necessary. In fact, he won't even react to being hit whilst the flames engulf him, an effect similar to that of his 'Ten no Megumi' HC. Apart from the exceptions stated above, the gathering of energy can leave Astaroth vulnerable, which will instantly fade upon the warrior rushing forward, capable of catching his opponents off guard, due to the incredible utilisation of his speed. However, once blocked or avoided, the entire assault is ceased, which will leave Astaroth an open target as he recovers.
Kurai Tenshi [Dark Angel] - Astaroth will tilt his head forward slightly as his arms hang almost rigidly by his sides, both fists burning with an intense surge of crimson flames as a strong wind begins to pick up, violently ruffling his clothes in the process. Angry, scarlet flames will encircle and dance around him, and a fiery aura of the same colour will surround his entire being. This technique results in enhancing all of Astaroth's traits, being his strength, agility, speed, vitality, dexterity and stealth. After a while of powering up, Astaroth's eyes will flash red and it's then that he'll attack…
Astaroth will roar towards his opponent, irises glowing an angry crimson red in a magnificent burst of speed with a brutal punch to the gut, too fast to even be visually detected, and adds a deadly fiery uppercut to the first strike, taking the opponent quite high upward. Using his Koukuu spell to trail after his opponent, with the same aura still in existence, and his entire form transforming into a crimson blur of speed, upon making contact with the opponent, three entities, akin to Astaroth in appearance, will appear, continuously unleashing multiple attacks onto the hapless, airborne opponent, from all directions, as they rush past in crimson streaks (sorta like Strider Hiryu's 'Ragnarok' HC). As this stage of the technique nears completion, the trio will rush towards the opponent in a final gambit, executing a simultaneous strike as they zoom past, before gravity is finally able to dictate its will over the opponent, dragging them back downward. The trio will disappear soon after, revealing the real Astaroth from above, his aura now flaring more violently than before, shortly before the warrior soars directly after his falling opponent, bringing into light the final stage of his technique.
An instant before the opponent makes impact with the ground, Astaroth, with a glowing crimson hand, will make a swift, impossibly quick grab towards their face before slamming them into the ground below. This final action will, in a breathtaking instant, create a violent explosion of scarlet energy to erupt from the point of contact, causing shards of energy to fly about in result. When everything returns back to normal, embedded a few feet into the ground lies the opponent and, a few seconds afterward, Astaroth will appear into view using his Shuukan Ten'i technique, breathing heavily as his eyes return back to their normal state, the aura fading, and back into his stance.
A highly damaging technique in Astaroth's arsenal, this does everything short of killing the opponent. It is possible to hit Astaroth out of this technique, but only during his gathering of energy, for once that point passes, it becomes virtually impossible to attack him while he rushes forward. Due to a series of drawbacks contained within the move, such as: a heavy strain on his stamina, the intense drain of energy and the possibility of hurting anyone within vicinity other than his opponent, the use of the Kurai Tenshi is rarely, if ever, executed in battle, unless as either a last resort, or when he becomes eminently angered.
* None of Astaroth's attacks are telegraphed
by calling their names first, with the exception of the "Kaze Barai", "Ressou
Kyaku", "Taikyoku Haouken", "Goku'en Shoukyaku" and the "Kurai Tenshi"
techniques.
-THROWS-
Kuzushi Otoshi [Demolishing Drop] - After grabbing his opponent, Astaroth will vault himself upward, taking his opponent with him in a brilliant rush of speed. At the peak of his ascent, Astaroth will reverse his momentum, driving himself -- and the unfortunate opponent -- back to the ground with a slight increase in his speed. In identical status to Jin's 'Kushina Shiki: Gourin' technique, Astaroth will allow his shoulders to take the impact, as he and his opponent collide with the ground, with Astaroth pushing his body into a small forward roll immediately afterwards. Ending his roll by rising into a crouched stance, Astaroth will turn around to face his fallen opponent as he goes back into his stance.
Geki Otoshi [Violent Drop] - Slamming the web between his thumb and forefinger into the throat of his opponent, designed to abruptly cut off their ability to breathe for a short moment, Astaroth will, in one smooth motion, step forward, placing his hip behind his opponent's as his hand reaches for and grasps their face in a fierce grip. Astaroth will drop to one knee instantaneously afterward, slamming the back of his opponent's head into the ground and completing the technique. Once the move is done, Astaroth will stand back up and into his stance.
Gouen Tsuki [Roaring Flame Thrust] - An
aerial throw. Astaroth will grab the opponent's arm or hand before placing
a weak punch in the gut, and a second after his fist makes contact, it
explodes in a large sphere of gray flame energy, just as he releases his
grip on their arm. This will send the opponent quite a distance across
the battlefield.
-FIRST ROUND ANIMATION-
Astaroth's head is tilted downward and his arms hang loosely beside him with his hands clenched into loose fists. A gray vortex of his fighting spirit swirls around his body, dissipating shortly, as Astaroth looks upward and at the opponent. The warrior will then say, "Kakugo..." (Prepare yourself...) before entering his stance.
Jin Kushina - The pair will emerge onto their respective sides of the battlefield, via their teleportation techniques, a few inches above ground before gravity dictates its will over the two. Upon landing, both will emit their respective auras, both being weak and faint, in terms of the power used behind them, as they share a small glance at each other briefly. Jin will at this point utter, "Jaa, yaruka?" (Are you ready?) to which Astaroth will reply, "Ikuzo..." (Let's go...) before the two warriors embrace their respective stances.
Natalie - Both fighters have their backs
to each other, the pair of them in deep thought as their hair oscillates
lightly to a passing breeze. Eventually, Natalie is the first to turn around,
and Astaroth follows suit, the duo falling into their respective stances
slowly, and simultaneously.
-WINNING POSES-
- Looks over at the unconscious opponent, a pondering gaze on his face.
- Looks at the opponent for a moment, with a slight look of intrigue crossing his face briefly as he says, "Yaru janai..." (Not bad...) before he then turns and teleports away.
- As a passing breeze blows through Astaroth's hair and clothing, the warrior will turn his back to his opponent, muttering aloud to himself, "Ore no kachida..." (Victory is mine...) before teleporting away.
- Stands with his arms hung loosely by his sides whilst a gray, black or red aura is emitted from him, and ruffling his clothes slightly in the process.
Natalie - Kneels over her and stares for a moment. He then closes his eyes as he gets up and teleports from the battlefield.
Jin Kushina - Offers the warrior a hand,
uttering the words "Mata kachimashita" (I've won again) in a light-hearted
tone as he does so.
-VICTORY QUOTES-
- "You should hone your skills better.
Someday you may face me again."
- "You were a worthy opponent..."
- "Lack of skill will sooner or later
result in death... consider yourself lucky..."
- "……………"
"I tried to warn you, little sister..."
(vs. Natalie)
"Please join us... I don't wish to kill
you." (vs. Natalie)
TAUNT - Astaroth stands erect, straightening
his jacket collar with one hand, before returning to his stance.