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Sin & Punishment was an action game developed by Treasure and Nintendo R&D 1 released in Japan for the Nintendo 64 in 2000. It is best described as a rail shooter, though its game engine requires platforming and evasive maneuvering along the way. The playable characters move independently of their shooting, which is done using a combination gun and sword that can be set to lock onto targets or be aimed manually with higher damage output. The sword can be used at close range, and well-timed slices can deflect projectile attacks toward other opponents.
- Tv Tropes
Sin & Punishment has been known for 3 reasons:
- - It was the one of the most highly sought import titles for N64 back in early 2000's.
- - One of the most highest requested games to be released for Virtual Console on Wii.
- - Lastly, due it's type of a game being quite liked by Sakurai, seen as how he tended to tease us about Saki blending well as a fighter despite being an Assist Trophy. Kid Icarus Uprising would be later on be heavily borrowing from Sin & Punishment as well.
For many people, this has pretty much lead to us expecting Saki to be featured in Smash Bros 4 quite much as a playable character. But what would Saki bring within anyway aside from universally approved character archetype and "coolness" he has?
Many envision him as all-around specialist on both longrange attacks and close combat. His Cannon Sword (Also dubbed Dolphin Gun or Night Stick in some occassions) is a hybrid between a laser sword and a gun. His bullets hit the opponent rapidly and can be aimed at any direction. Sword is a good for close combat and can even reflect back projectiles if hit in the right time. (Something which was carried on Kid Icarus Uprising.)
One of the most interesting attributes to Saki is that his blood is infused with those of the ruffians, the mutant creatures which are the enemies of the game. This transforms him nearly 50 foot tall hideous monster with very devastating powers and durability. This can be easily signed as a fit Final Smash for Saki and could also be used as a good story element during hypothetically upcoming Adventure Mode for Sm4sh.
Saki Specials
B:Cannon Sword
Cannon Sword allows Saki to pull out his gun and, while holding down B, release a stream of bullets. However, once the ammo is depleted, Saki must wait to it can restock itself. His gun has twenty rounds of ammo until it runs out. Cannon Sword can be altered by Saki’s Down B move Manual/Target Lock On which will be explained in detail then. Opponents stand stand next to Saki when he pulls out his Cannon Sword receive 5% damage with medium knock back. Saki can shoot ammo while jumping, running, crouching, or crawling.
Side B: Dashing Strike
Dashing Strike causes Saki to rush in a straight line for 3 seconds. It can also be used as a recovery move however. Additionally, Saki can wall jump if he lands near a wall and reset his second jump. If a opponent is hit by this attack, Saki will pause and the opponent will be electrocuted. This exchange happens for 2 seconds. It has a high vertical and horizontal knock back as well as KO potential but a slow lag after wards. If Saki hits a opponent in mid air, there will be no free fall allowing him to move, attack, or dodge after the initial attack. Does 14-17% damage.
Up B:Bullet Storm
Bullet Storm causes Saki to jump in the air in a display of acrobatic prowess. During the attack, Saki will release a hail of bullets (usually around six rounds of ammo) which will spray in different directions. Each bullet does 10% damage. It has very low KO potential but it is one of the highest recovery moves for a non-flying character.
Down B:Manual/Auto Lock On
Manual/Auto Lock On allows Saki to switch ammo types. Manual ammo is stronger, slower, or only moves in a straight line. When performing any attack that requires a gun, it will use up ammo. The gun can carry only 20 rounds of ammo of each ammo type and then needs 30 seconds to recharge that ammo type. Target Lock On ammo is faster, weaker, but automatically locks on to the closest opponent unless they are too far away or can obstacle lies in the way. For example, a player playing as Saki uses up his Manual ammo so, in order to perform the other attacks, he has to switch to Target Lock On Ammo to fight. If the player runs out of both ammo, he has to rely on grabs and physical based attacks with the beam sword. Saki begins flashing red when the ammo has 3 rounds left. Once Saki runs out of his bullets, his gun flashes red as well.
Manual ammo does 3% damage. Manual ammo is slow but strong and recharges faster while Auto Lock-On Ammo does 2% damage and is faster, but weaker and recharges slower. As well, Auto Lock On ammo does not stun opponents much like Fox’s lasers in Melee. Thus, Manual Ammo does 60% damage when fully used while Auto Lock On does 40% damage when fully used.
It takes roughly 3 seconds for Saki to switch ammo and can be down in mid-air. If Saki is KO’d or falls of the stage, all his ammo goes back to 20/20. Every attack save for his Final Smash, Final Melee, and Final Brawl use ammo.
Final Smash - Ruffian Form
Ruffian Transformation is Saki’s Final Smash. Saki transforms into a Ruffian. Saki gains a huge amount of bonuses which include +20% damage, +20 speed, and +20 damage resistance and doesn’t flinch. Saki can release powerful energy blasts from his guns by pressing A that travel across the field and causes between 30-45% damage. Near the end of the Final Smash, Saki will stop and a massive shock wave will shoot from his body resulting in an additional 10% damage with a high knock back.
Move Set
Normal
Neutral Attack – Delivers three hits. One is a short saber strike that does 2% damage, a second stronger hit with a long reach that does 3% damage, and then a final attack where Saki begins shooting the opponent. Holding down the A button allows Saki to continue shooting. It does damage depending on the ammo being used. A low knock back after the opponent is hit with the bullets.
Dash Attack – performs a running dash where Saki slices with his Cannon Sword. Damage only occurs after Saki rushes past. It has moderate vertical knockback damage and hits 3 times with 3% damage for total of 9% damage.
Forward Tilt – Leans forward and performs a vertical cut using his Cannon sword. Hits 4 times with 2% damage with each hit thus totaling to 8% damage.
Down Tilt – Performs a sweeping sword strike that has high vertical and horizontal knock back at high percentages. Can KO. Does 5 hits at 3% damage for each hit thus totaling to 15% damage.
Up Tilt – Thrusts his sword in a arc cutting above his head. Does 3 hits for 2% damage for for each hit thus totaling for 6%. Low damage but moderate vertical knock back.
Smash Attacks
Forward Smash – Saki begins shooting the opponent. Hold down the A button to continue shooting. Release the A button to swing Saki’s sword forward but only does 1 hit at 5% damage. The bullet attack can do an additional 3%-60% or 2%-40% damage with an additional 3% damage with the right perks. This damage fully depends on what ammo is used and how many rounds is used. In total in can do between 8%-65% or 7%-45% damage.
Up Smash – Performs a upward sword thrust followed by a burst of gunfire that can be continued by holding down A. Same physics as the Forward Smash but less knock back and reversed with the sword attack first and gun fire second.
Down Smash – Does a round house ground kick along with a burst of gun fire. It pumps out 6 rounds. The round house does 20% damage with no added perks plus additional damage from the bullets depending on the ammo used. Thus the attack can do between 32% damage or 38% damage depending on the ammo used.
Other attacks
Ledge attack -Saki quick jumps onto the stage and squeezes off 2 rounds of ammo. Does 6% damage or 4% damage; depending on the ammo used.
100% Ledge attack – Saki pulls himself up, hoists himself up into a flipping jump over the opponent and with his cannon sword extended. Deals 2% with 5 hits each thus totaling at 10% damage.
Floor attack – Rises and slices on one side of his body, then the other. Does 7%.
Aerial Attacks
Neutral Aerial – Saki spins around in the air with his cannon sword extended. Hits 3 times with a 3% damage at each hit thus totaling at 9% damage with some Hit Stun at the end.
Forward Aerial – Swings his cannon sword forward for 5% damage that 5 times for a total of 25% damage with a high horizontal knockback.
Back Aerial – Saki shoots 4 rounds behind him. Deals 12% or 8% damage depending on the ammo used.
Up Aerial – Swipes in an arc above his head. It has little start-up lag and a moderate amount of ending lag, and has a wide hitbox with low vertical reach. It has low vertical knockback, making it effective as a juggler, but ineffective for the purpose of KOing. Does 12%.
Down Aerial – Saki turns upside down and starts shooting right below him. He squeezes off 10 rounds at once in this attack. The last bullet is a possible meteor strikes. Manual ammo does 30% while Auto Lock On does 20% damage. It suspends opponents in mid air.
Grabs & Throws
Pummel – Hits his opponent with his elbow. Very fast but only does 2% damage.
Forward Throw – pushes his opponent and then slashes forward with his cannon sword. Hits 4 times with 2% damage each thus totaling at 8%.
Back Throw – Throws the opponent backwards like a judo throw and fires a 3 round burst at the opponent. The throw does 2% damage while the bullets do 9% or 6% damage thus totaling to 11% or 8% damage.
Up Throw – Throws the opponent upward and fires off 4 rounds of ammo. The throw does 1% damage while the bullets does 12% or 8% damage thus totaling at 13% or 8% damage.
Down Throw – Slams the opponent on the ground for 4% damage and fires 3 rounds into him. Manual deals 9% while the Auto Lock On does 6% damage thus totaling to a overall 13% or 10% damage.
Again it's old and I haven't read through it to add changes or new ideas.
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