Yusuke Urameshi
Description:
Yusuke Urameshi, Age 14 was a juvenile delinquent whom fought with whoever was looking for a good beating and paid little attention to school (that is when he decided to actually go). However, after a seemingly random act of bravery that resulted in his death, he was forced into a series of trails to regain his life (due to the spirit world being unprepared to take his soul). After his success, Yusuke’s aptness in brawling and his boosted spiritual awareness lead him to be the earths new spirit detective, the sole man (or teen rather) responsible for keeping demons and spirits from taking out an unaware human society. So his tales began…
General Yusuke Strategy
Yusuke is a character who prefers the ground over the air. His projectiles and spacing tools (particularly his throws) are his strongest asset and he can effectively camp most characters, out doing there projectiles with his own and restisting approaches via his forward B and Dsmash. The hit boxe on his projectile is large and quicker to charge then any projectile like it. Characters with projectiles of there own can have trouble resisting yusukes approach if he succefully uses his Down B turning this light weight into a short term Juggernaut. Opponents knocked offstage will want to keep high as Yusuke has a ranged spike to aim downward as well his projectile to launch horizontally. Yusukes Air game is not as dominating as others because while several of his airels have large hitboxes, none of them extend particularly far from his body. However, his ability to mix up his Uair and Bair as solid killing moves is still threatening and short hopped dairs can lead to devastating strings. He also may have trouble aprroaching some of the better campers since his prjectile is still not the fastest around and his down B is very interuptable. Yusuke’s biggest weaknesses are probably his light weight combined with his recovery being only mediocre. Being gimped will always be on Yusuke’s mind, and living to higher percents will be a challenge if he can't call on his spirit cuffs.
Stats:
Power: 6.5/10 (Yusuke moves range from glancing strikes to devastating blows. A little above average in straight up damaging)
Walking Speed: 6/10 (A good pace)
Running Speed: 7.5 (Quicker then most, slightly faster then Pit)
Attack speed: 5/10 (Yusuke’s move range all over the place, but usually have either glaring start up or cool down times)
Weight: 3/10 (Yusuke weighs in similar to Marth)
Falling Speed: 4/10 (Surprisingly floaty)
First Jump: 6/10 (A strong first jump with good vertical height)
Second Jump: 2.5/10 (Yusuke’s Second jump is more of an air dodge looking movement. Very little vertical height gained, though decent horizontal movement)
Range: 4/10 (Yusuke reach isnt spectacular but he does have a disjointed hitbox or two. The rest is all fists and kicks)
Wall Climb: No
Wall Cling: No
Crawl: No
Glide: No
Entrance:
Yusuke jumps in from off screen landing in a squat, does a quick stretch cracking his knuckles then assumes his neutral pose.
Animation:
Neutral: Yusuke stands in a traditional fighting pose, shifting weight between either leg, fist clenched.
Runing: Full on dash arms pumping with hands clenched.
Long standing animation: He smiles, winding up his arm to stretch with a slight “heh” of amusement.
Spot Dodge: His face becomes shocked and he loses his composure and quickly leans back out of the foreground. Quickly returns to Neutral regaining composure.
Roll: Does an actual roll unlike others
Jumps: Leaps up ward with arms down and one leg extended back. I described his second jump above. Falls with one leg extended and arms above head.
Sheild: Braces shelf with arms crossed in bubble, fist clenched.
Dizzy: Yusuke Stumbles back in forth in place, his figer raised and mumbles almost inchoherntly "Did I win?"
Sleep: Yusuke slumps into a corssed legged sitting position and catches his head in hand before it falls further. When he wakes hi blinks repeatedly and jumps with a start into in neutral position.
Specials:
Neutral B: Spirit Gun
Yusuke’s signature move, the spirit gun is a chargeable projectile. Tapping B will result in Yusuke striking the above pose and crying out “Spirit Gun!” firing the shot at the end of the words. That does mean even uncharged there is a startup of about a half second (fairly long). The projectile itself however is rather quick (faster then falcos laser), long (about half the length of falcos laser), and stuns slightly. 5% uncharged.
If you hold B Yusuke will still strike the pose, but will not cry out. Instead he will stand there with his index finger growing in brightness. As soon as you let go of B, He will then cry out “Spirit Gun!” firing again after he finishes his speech. A full charge is recognizable as a glowing burst appears on in his finger tip. Unlike other chargeable projectiles (aka: samus, lucario) you cannot store a full charged shot. He will countinue to charge so long as you hold B (even still standing there after a full charged is received, though you won’t be building up additional power) until B Is released. You can however cancel the entire action by shielding. A fully charged shot has high diagonal knockback, is wider and longer then uncharged shot (semi-beam-like really), and deals a maximum 18% fresh. Deals moderate shield damage, but continues on through shielding or struck opponents (multiplayer application). Full charge takes about 2.5 seconds. Even a full charge can be reflected.
Uncharged shots can be fired in the air. Yusuke Cannot charge shots while in midair, he will immediately release them even if holding B. Cool down time is similar to start up aka the time it take Yusuke to say “Spirit Gun”. Projectiles do not dissipate., and Yusuke can release partially charge shots on the ground for moderate damage. The size/damage of the shot varies with charge length up untill the maximum ful charge.
Up B: Spirit Boost
Yusuke points is finger downwards and fires a beamlike shot of his spirit gun propelling him upwards and damaging opponents directly beneath. A little above average vertical recovery, minimal horizontal. The start up for this pseudo attack is about 9 or 10 frames, so it is no way immediate like many other recovery moves. Timing is essential. The projectile extends to the first surface it strikes, dealing 6%. However, this move is a spike (albeit a weaker one) and therefore can be used offensively. Opponents will not want to recover low against Yusuke. Yusuke can attack out of this recovery. If used while he is already on the ground the projectile will linger a bit as Yusuke is launched in the air so an approaching opponent could be struck by it, but it would not be treated as a spike if the opponent is touching the ground (Like Zelda’s Dair).
Forward B: Spirit Shotgun
Pulls his fist back behind him as if the punch his opponent, only it suddenly glows blue as he yells “Spirit Shotgun” striking forward and sending a wave of mini spirit gun bullets in front of him. He does not release the attack until he calls out the name (in true anime spirit) hence start up times again. The blast covers a cone like hitbox infront of Yusuke out to about the distance of Samus’ tether throw while being as high as his body. Moderate knockback dealing 11% fresh. Useful as a spacing tool and a safety attack to keep enemies away if desired, though the priority isn’t as high as you may expect (clangs with a lot). The cooldown is a little longer then you may expect as Yusuke holds his punching pose a little long (potentially punishable by some). Usuable in air.
Down B: Spirit Cuffs
Yusuke holds his hands infront of him as if in chains only to reveal a pair of yellow energy rings binding him and his spirit energy. He draws his fists above his head straining to pull them off, only to have them suddenly break. His aura flares up suddenly enveloping him and radiating outwards as Yusuke rejoins the fray. The start up leading to the cuffs breaking is notable, a little over a full second, but as soon as his they shatter he gains invicibilty until the short cool down returns him to neutral at which point he loses invincibily. Yusukes does gain a notable increase in launch resistance, to the point he get knocked around more like a heavy weight though other wise he is still unlike them. Also his walk and run speed increase slightly, and the damage for his attacks are increased by 1% damage or by 20% of the original damage, whichever is greater. The Aura last for 10 seconds or until he takes a cumilative 30% damage. After his Aura fades, he can't use his down B for another 20 seconds. A faint blip of his aura signals that he can use it again. He must be on the ground to use this attack.
Regular A Attacks:
Neutral A: A quick right jab. Low start up and cool down with no knock back. Short reach and little priority. 2%
Neutral AA: Follows jab with a stronger left hook. Low start up and cool down with no knock back. Moderate reach and low priority. 3%
Neutral AAA: Follows hook with both hands going into rapid, nearly invisible punches while holding the third A. Each punch deals 1% and coves a small arch in front of Yusuke. Low start up and moderate cool down with no knock back. Moderate reach and low priority.
Dash Attack: Yusuke assaults with his trusty left hook again, though with a slight twist. The start is long as his draws back the punch, but the realease and cool down is very fast. The punch itself does nothing. Their is a slight puff of air the extends just beyond his fist as he finishes the thrust. That is the hitbox, small and disjointed. Yusuke proves his point the he doesnt have to hit you to hit you
. 9% moderate horizontal knockback with moderate to long range and moderate prority.
Tilts
Ftilt: Yusuke steps forward from drawn back left hook with notable force and deceptive range. 6-7 frame start up for 8% and moderate knockback. Low cool down and long reach and moderate priority.
Utilt: An arcing cresent kick from his neutral pose. Sweet spot in the heel when it hits the ground for maximum knock back (which is moderate). Covers a large arc infront of his body and startup and cool down are low. 5% normally, 8% sweetspot. Moderate range and low priority.
Dtilt: Yusuke punches the ground hard, kneeling into the strike sending out a small shock wave coupled with stone debris. There is a high chance of triping opponents immediately around him so long as they are on the ground and not doing a defensive action. 90% chance of tripping. Noticeable start up that is quite interuptable, but little cool down. No Damage, Moderate range.
Aerials
Nair: Yusuke somersaults into an airal headbut. The hit box is close but covers behind him as his head travels the arc from back to front. It has moderate knock back almost straight horizontally. Higher priority then you would expect though below moderate range. 8%
Dair: Yusuke does a quick downwards stomp of kick. If it connects with its sweetspot at the heel when his leg is fully extended, it starts the footstooled animation immediately launching Yusuke upward and the opponent down. If sweet spotted while the opponent is on the ground, they trip. 4% or 7% if sweet spotted. His stomp animation lingers for moderate cool down. Moderate to long range, moderate priority.
Fair: Yusuke drives forward slightly in the air delivering a good ol’ 1-2 punch from his awkward state. A right jab and a left hook, the first dealing 3% with no knock back, the hook dealing 7% with moderate diagonal knockback. To much cool down to WoP. Moderate range and the start up is quick
Uair: A somersaulting kick with a large arch and sweet spot. On the heel toward the back end of the kick (the side Yusuke is not facing). Relatively quick to execute and finish though notable cool down. Can be WoP at the right percents. 9% with moderate diagonal knockback if the front of the arc is hit or 13% with strong diagonal knock back in the opposite direction if back of arc is hit. One of yusukes highest ranged attacks. Moderate priority.
Bair: Yusuke quickly turns around with a spirit wave charged fist delivering a gut wrenching blow. Close range, but 13% damage and strong horizontal knockback. High priority with a quick start up, but horrendous cool down time (nearly a second).
Smashes
FSmash: Yusuke does a quick series of rapid punches (6) and follows with his signature left hook hard to the face. The intial punches are fairly close, but the end punch stretchs longer. Each punch deals 1% followed by a hefty 10% finisher uncharged. The course of the entire attack is similar in length to Zelda’s Fsmash, and can be DI out of, however, even if you get out of the initial 6 hits, improper spacing may lead to getting hit by the left hook with its longer hitbox anyway. Strong diagonal knockback. Fully charged and fresh the intial punches would still deal 1%, but the final hit would deal 15%. Quick start up, notable cool down.
DSmash: A quick burst of Yusukes Spirit Aura strike opponents on all sides near instantaneously and at the same time. Decent horizontal knockback 10% fresh and uncharged. Horrendous cool down but start up is amazing (2 frames). Can be held to deal 15%. Yusukes most reliable safety/spacing tool.
USmash: Yusuke does a spirit aura charged uppercut almost leaving the ground in doing so. The Hit box on the side is not generous like in Zelda’s or Marth’s. You must connect relatively close to his fist. Best used when almost directly underneath. High Priority, High vertical knockback. Moderate start up and cool down. 12% uncharged, 18% full.
Throws:
Yusuke’s grab range is deceptively short (similar to pits). He reaches with his right hand while drawing back his left, ready to punch. When holding an opponent pressing A will cause him to punch them in the face with his free hand.
Fthrow: Yusuke tosses his opponent forward and fires a quick spirit gun shot launching them. Strong diagonal knockback above 60%. 5%
Dthrow: Yusuke slams his opponent into the ground grabbing them in a choke hold with one hand and punching them repeatedly in the face with the other before letting go. No knock back, leaves them on the ground. 11%
Uthrow: Yusuke raises his victim above his head a delievers a quick solid upper cut to the gut. Low Vertical Knockback. 9%.
BThrow. Yusuke turns quickly delievering a headbut to the grabbed foes knocking them into the ground with a bounce. Low knock back. If done with back to edge its very possible to throw an opponent down diagonally of the edge, setting up Yusuke’s Up B spike potentially. 8%
Final Smash:
Yusuke’s Final Smash Is a Spirit Gun shot with all that he’s got. Aiming in front of him he yells in a fury firing a large orb, nearly twice his standing height in diameter forward. The orb archs slightly downward first ignoring terrain and then glides back up to a 45 degree angle skyward. If used on final destination, to the lowest point of its arch would be 1/3 the distance, only dipping a quarter of the way into the stage. By the time it reached the end of the stage its center would be even with the top of Yusuke’s head and continue upwards. The projectile is quick, traveling as fast as falcos laser, but has no knockback. Instead is sucks opponents who get near it in damaging them rapidly and dragging them of the stage to their demise. Like a black hole, once you’re drawn in, you’re never coming back. If you smash DI correctly before you're fully drawn in, you could get out, but you would still take notable damage. The shot would deal about 15% damage per second and probably be off-screen on most stages in less then 3.
Taunts
Up: Yusuke brushes some sweat from bow exclaiming “Ask me next time you need a beating”.
Side: Yusuke points his hand gunlike in a casual stance and smirks saying “Bang”
Down: Yusuke grabs his wrist and points his gunlike postured hand at the ground. His finger starts to glow and there is a sudden updraft.
Snake Chat
COLONEL: Snake, it looks like you're Fighting Yusuke Urameshi
SNAKE: Looks like some punk kid. This should be easier then the others...
COLONEL: Snake! This "kid" is always heavily armed.
SNAKE: Armed? I don't see any weapons...
COLONEL: He is armed with his finger. He can shot large amounts of concentrated spirit energy through it for massive damage. Also he can use thie energy to strike bone shattering punches and kicks like few others can.
SNAKE: ...Magic again... So I'll avoid his finger.
COLONEL: Its Spirit Energy Snake. There is a difference. Oh and watch out, if he wanted to he could fire his Spirit Energy through any apendage.
SNAKE: ...
COLONEL: ...
Items
Concentration Ring: When picked up it appears as a small band on the wearers index finger. It last for 15 seconds, and while worn, enegy projectiles from there wearer cannot be reflected.
Spirit Egg: Whenyou pick up this item, it dissappears. 10 seconds later, it heals you 40% so long as you didnt attack any foes unless they attacked you first. Also you con only strike them a number of times they struck you.
Costumes