Yumil/Tia joins the fray! (will be referred to as Yumil from this point on, for the sake of convenience.)
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Overview:
Yumil is a mid-weight character with a variety of tools to confuse and harass the opponent. He's a Jack of all trades type of character, but with a twist. He possesses a special ability, "Weapon Code":
Weapon Code (His Down-Special) allows Yumil to switch between the four weapon classes (Sword, Hammer, Dagger, and Bomb,) at will. His Smashes, Normals, and Specials change depending on the weapon he currently has equipped.
Yumil always starts the battle with the Sword equipped.
Moveset:
Neutral-Special
Sword:
Name: Eastern Sword Style: Cross Slash/Eastern Sword Style: Whirlwind Blade
What it does: Yumil slashes his sword in an X pattern and creates a beam of the same shape that quickly moves forward. Will disappear after making contact with an opponent; the maximum travel distance is about 1/2 the length of Final Destination. In the air he aims it downwards.
If the opponent is close enough, s/he will be hit with both slashes before the beam comes out.
Holding the Button changes this move to Eastern Sword Style: Whirlwind Blade, After a short charge, Yumil goes into a wild spin similar to Link's Spin Attack except that Yumil can move around while doing it; it hits about 5-7 times before finally ending with a powerful, upward slash.
Yumil is left vulnerable during the charge and after the attack is completed.
The final hit can be canceled into any Normal or Smash.
Holding the button further allows Yumil to store the attack.
Cannot be used in Mid-air and will come out as Cross Slash instead.
Dagger:
Name: Southern Flight Style: Psychic Dagger/Southern Flight Style: Homing Raven
What it does: Yumil throws a Dagger in one of three directions, in front, Above, or 30 degrees above him. The dagger can travel the entire length of the screen, but vanishes upon making contact with an opponent. In the air he shoots the Dagger in front, below, or 30 degrees below him.
Can move a little bit after throwing the Dagger.
Can bounce off solid surfaces up to three times before just completely ignoring and passing through them. However, will go through passable platform.
Only three Daggers can be out at once; attempting to throw out a forth will result in the first Dagger vanishing.
Holding the button changes this move to Southern Flight Style: Homing Raven, Yumil charges and releases a Dagger cloaked in yellow energy that takes the shape of a Raven. It homes in on the closest opponent and hits three times before finally disappearing. Unlike Psychic Dagger, it has a set time limit of 7 seconds before finally vanishing.
Can be controlled.
Cannot be used in mid-air and will come out as Psychic Dagger if attempted.
Bomb:
Name: Western Bomb Style: Big Bang/Western Bomb Style: Scapegoat.
What it does: Yumil sets a small bomb on the ground that detonates 2 seconds after an opponent comes within a certain distance of it. In the air, Yumil drops the Bomb straight down.
Holding the button changes this move to Western Bomb Style: Scapegoat, Yumil fumbles around for a moment before pulling out a mini version of himself. When the opponent comes near it, after a few seconds it will explode into a column of fire that stays active for 3 seconds.
Only two Bombs (Scapegoat included) can be out at once; Attempting to set out more than two will cause the first one set to vanish.
Bombs will stay out even after switching Weapons.
Cannot be used in mid-air and will come out as Big Bang instead.
Hammer:
Name: Northern Hammer Style: Colossus/Northern Hammer Style: Like Flying.
What it does: Yumil swings his hammer above his head and brings it down full force. The impact causes a small shock wave that moves slight to each side and above him. In the air, Yumil starts spinning vertically with his hammer out in a similar fashion to Kirby with his hammer in Melee. Upon hitting the ground it has the same effect as the grounded version.
Can hit above and on both sides of Yumil.
The shock wave causes the opponent to stumble.
The air version Meteor Smashes.
Holding the button changes this move to Western Hammer Style: Like Flying, Yumil charges and does a small spin before flying straight-forward Hammer first. Any enemy hit by the Hammer will be sent flying.
The spin has a hit box and causes opponents hit by it to stumble.
Flight can be canceled by pressing the button again.
CAN be used in mid-air.
Up-Special
Sword:
Name: Eastern Secret Technique: Rising Sun.
What it does: Yumil does a short hop and slashes upwards as he ascends before doing a downwards spin slash.
The second hit Meteor Smashes.
Is a better recovery than it sounds.
Dagger:
Name: Southern Secret Technique: Bird's Prey.
What it does: Yumil throws a Dagger above him attached to a wire, upon hitting the opponent they are pulled to the ground.
Seeks out ledges just like Link and Samus's Grabs.
Bomb:
Name: Western Secret Technique: Firework.
What it does: Yumil pulls out a bomb and sets it below him, and immediately detonates it, causing him to fly upwards. After a short period of time, he explodes in a display of color and whimsy.
Where Yumil flies can be controlled to some extent.
The entire move has a hit box starting from when the bomb detonates to when the second explosion happens.
Hammer:
Name: Secret Technique: Eight Paths of the Wind.
What it does: Yumil swings his Hammer and uses the velocity to move in one of eight directions.
If the Hammer touches a ledge, it counts as Yumil grabbing onto it.
Side-Special:
Name: Book of Prophecy.
What it does: Yumil opens the Book of Prophecy and creates a random Item.
List of Items that can be created:
Fire Flower, Superspicy Curry, Beam Sword, Sticky Bomb, Freezie, Food, Ray Gun. Maxim Tomato, Bunny Hood, Hammer, Lip's Stick.
Down-Special:
Name: Weapon Switch.
What it does: Yumil quickly cycles through each of his weapons. Each Weapon is tied to a direction on the control-stick/pad
Up: Dagger
Neutral: Swords
Side: Hammer
Down, Bomb
Each Weapon has its own uses, pros and cons:
The Sword is good for combing and offers the most in terms of balance, speed and range. However, it lacks a effective recovery and has the second lowest damage of the four Weapons.
In short:
Pros: Has fast attacks, easy to combo with and is the most balanced Weapon.
Cons: Has nothing really extraordinary about it and lacks a viable means of recovering.
Sword Smashes are swift and hit multiple times.
The Dagger is good for long-range and zoning, and can even be used as cover for approaches. However, it lacks any reliable way of KOing the opponent easily and has the lowest damage of the four Weapons.
In short:
Pros: Has the most in terms of range, has a vast amount of options at long distances, safest moveset, and turns Yumil into a Light Character.
Cons: Has no reliable means of KOing the opponent, has low damage, and makes Yumil a Light Character.
Dagger Up and Down Smashes are close range, but are fast, have a lot of priority, and can push opponents away or stun them for a short time. Forward Smash throws a quick moving dagger forwards.
The Bomb is also a good tool for zoning and can offer a LOT of space control with proper placement of Bombs, it also has the second highest damage potential of the four Weapons. However, it lacks any good close range attacks that won't damage Yumil as well.
In short:
Pros: Has a lot in terms of space control, good damage, and has a good amount of tools to toy with the opponent.
Bomb Smashes deal damage to Yumil, but are easy to KO with and can even move him with the impact of the blasts.
Cons: Quite a few of its stronger attacks deal damage to Yumil, has bad close range options, and requires a strategy to work effectively.
The Hammer has the highest damage potential of the four Weapons and offers a lot in the way of pure power, being the easiest Weapon to Meteor Smash and KO opponents with; Yumil is also granted low super armor on a few of his attacks and is made heavy character. However, it's the slowest of the four Weapons, and Hammer Specials and Smashes have a lot of lag before the actual attack comes out, so they must be timed well to be effective.
In short:
Pros: Has very high damage, has super armor on a lot of attacks, has good range on attacks, and a lot of ways of KOing the opponent, and turns Yumil into a Heavy Character.
Cons: Attacks leave Yumil vulnerable for a short amount of time, very slow, some attacks, while having good range, are easily avoided, and Yumil is turned into a Heavy Character.
Hammer Smashes are powerful and hit on both sides, but still suffer from the same shortcomings as the weapon itself.
Final Smash: Avalon Code: Shackles Released.
Yumil opens the Book of Prophecy and unleashes the Four Spirits to wreak havoc across the battlefield with a combination of fireballs from Rempo, ice spikes from Neaki, tornadoes from Mieli, and thunderbolts from Ur. Upon completing the onslaught, the Four Spirits combine their attacks and cause a huge explosion that sends opponents flying.
Taunts:
Normal:
Yumil opens the Book of Prophecy and reads from it.
Yumil does a pose with his weapon before putting it away.
Special:
One of the Four Spirits appears and does a unique taunt with Yumil depending on who it is:
Rampo high-fives Yumil.
Neaki stares at Yumil then smiles.
Mieli hugs Yumil.
Ur and Yumil bow to one another.
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Ah. Finally! I'm finally finished with typing all of that out. 'Twas a labor of love and annoyance, since I had to go research a few things about the game (It's been a while since I've played it and I had forgotten most of what was in it) and just the overall amount if decisions I had to make about how each Weapon would work.
So, what do you think?