Grim Tuesday
Smash Legend
The loveable ninja Yoshimitsu is finally getting ready to join the Brawl!
That's right, I'm currently working on a Yoshimitsu PSA hack, and you have entered the official thread where I will post progress on said hack.
FAQ YOU!
Q: Who the heck is Yoshimitsu anyway?
A: Yoshimitsu is a character in both the Tekken and Soul series of fighting games. The kind I am creating however, is the kind seen in the Soul series. You can read more about him here: http://soulcalibur.wikia.com/wiki/Yoshimitsu
Q: So... Who are you using as a base?
A: I'm using Marth as a base, because he is the only person who uses a light sword and he fits the size and shape of Yoshimitsu the best.
Q: Do you have a texture we can download?
A: We do now! Check out the bottom of this page for pics and a link.
Q: Will he have *Insert Incredibly Long List of Moves Here*
A: His moveset isn't done yet, but I've tried to give him some of his best and most recognized moves such as the Deathcopter, Sword Pogo and Seppuku. You can see a full list of moves further down.
Q: Is this for Vanilla, BBrawl or Brawl+?
A: It will be made with Brawl+ in mind, but it should work fine for other versions.
To-Do List
- Finalize knockback direction for all moves.
- Work out knockback power for all moves.
-Model w/ Flagstaff
Once model hacking is possible, it would be good to have a model for him with his trademark flagstaff.
If this model is created, we may change his Ftilt to an attack involving the flagstaff.
Moveset
*Please note that this is not the final moveset, all attacks not listed are remaining unchanged*
*When I am talking about the Knockback, a block is the length of one of the stage builder blocks, about the size of Bowser for those who don't know, it is a little confusing but I couldn't think of a better way to make the amounts understandable*
*Here is a picture as a reference for the angles I used.
The red dot is where you would be standing. An attack which has a downward angle will be in the negatives, where as an attack that hits the opponent up will be in the positive numbers. 0 means the attack sends them straight forward. All angles are assuming the player is facing right with the attack, except for his Bthrow and Nspecial, which assume Yoshimitsu is facing left because they are his only attacks which knocks the opponent backwards. Please note that this isn't the final knockback directions for the attacks, just a first glance.*
Dash Attack - Ninja Sun Flare
Yoshimitsu rolls forward and does a low slash.
Damage: 11%
Knockback: 1 Block
Knockback Direction: 35 Degrees
NOTE: This is a bit akward to hit with because of the roll at the start, but it gets Yoshi lots of distance and is faster than dashing.
Animation: Roll, Ike's Dtilt
Ftilt - Kabuki
Yoshimitsu rocks forward on one leg before swinging his sword forward.
Damage: 5%
Knockback: 0 Blocks
Knockback Direction: 20 Degrees
NOTE: If this attacks hits, the opponent is knocked to the ground, so it can be used to tech chase, but you must predict where they will roll quickly because the attack's startup takes a while.
Animation: Wolf's Fsmash w/ Beam Sword
Dtilt - Stone Fist
Yoshimitsu spins several times with his fist outstretched, hitting multiple times.
Damage: 9%, 8%, 8%
Knockback: 2 Blocks
Knockback Direction: -20 Degrees
NOTE: This move will be good against characters with bad recoveries, and for edgueguarding. The angle of the attack is like Jigglypuff's Dsmash.
Animation: Link's Uspecial
Utilt - Clansmen
Yoshimitsu does a simple uppercut.
Damage: 7%
Knockback: 0 Blocks
Knockback Direction: 85 Degrees
NOTE: Simply for damage racking, not very useful.
Animation: Mario's Utilt
Fsmash - Sword Impale
Yoshimitsu pulls his sword back, and then stabs forward.
Damage: 15% - 30%.
Knockback: 1 Block – 3 Blocks
Knockback Direction: 20 Degrees
NOTE: Good range, hitbox stays out for awhile, knocks opponent to the ground after stabbing them.
Animation: Nspecial
Usmash - Crying Spirit Sword
Yoshimitsu does a wide forward slash.
Damage: 19% - 27%
Knockback: 2.5 Blocks – 4.5 Blocks
Knockback Direction: 60 Degrees
NOTE: Basic attack, good against floaty or aerial based characters.
Animation: Fsmash
Dsmash - Sword Sweep
Yoshimitsu spins around at knee-level with his sword stretched out.
Damage: 19% - 38%
Knockback: 1.5 Blocks – 3.5 Blocks
Knockback Direction: 85 Degrees
NOTE: Can be used for edge-guarding by comboing into an aerial, but Dtilt is better in most cases. Only reason to use over Dtilt is more damage and slightly larger horizontal range.
Animation: Dsmash, Turn around, Dsmash
Fair - Knee Bash
Yoshimitsu thrusts his knee forward.
Damage: 16%
Knockback: 2 Blocks
Knockback Direction: 0 Degrees
NOTE: Good GTFO move, that's about it.
Animation: KNEE OF JUSTICE!(Captain Falcon's Fair, obviously)
Fthrow - Door Knocker
Yoshimitsu hits the opponent multiple times with his elbow, before doing a final blow which knocks them away.
Damage: 5%, 4%, 4%, 7%
Knockback: 1.4 Blocks
Knockback Direction: 45 Degrees
NOTE: Comes out fast, has decent damage/knockback.
Animation: Captain Falcon's UFsmash, Captain Falcon's NFsmash, Captain Falcon's DFsmash
Dthrow - Jaw Smash
Yoshimitsu kicks the opponent in the leg, causing them to lose balance, before smashing his sword into their jaw, sending them straight down.
Damage: 7%
Knockback: 1 Block (Spikes)
Knockback Direction: -90 Degrees
NOTE: Good for juggling fastfallers at low percent. Good at juggling pretty much anyone with bad DI. Spikes if used at the very edge of the stage. If attack is interrupted halfway though, opponent just pratfalls.
Animation: Captain Falcon's Dtilt, Samus' Jab2
Bthrow - Elegant Storm
Yoshimitsu grabs the opponent beneath him, flies up into the air, then slashes him backwards before dropping back down to the ground.
Damage: 9%
Knockback: 1.5 Blocks
Knockback Direction: -40 Degrees
NOTE: Good downward-diagonal knockback, large amount of hitstun. Good for killing characters with bad recoveries.
Animation: Ike's Uspecial, Fair, Ike's Uspecial2
Uthrow - Tornado Drop
Yoshimitsu grabs the opponent and spirals into the air, before spiralling back down head first.
Damage: 10%
Knockback: 2.5 Blocks
Knockback Direction: 65 Degrees
NOTE: Pretty bad move, think of it like Kirby's/Meta Knight's Uthrow.
Animation: Spiralling Knockback
Nspecial - Seppuku
Yoshimitsu stabs himself, the sword goes straight through and hits people behind him. It does damage to himself as well as the opponent. It can be turned around like Falcon Punch.
Damage: 50%
KnockbacK: 1 Block
Knockback Direction: 0 Degrees
NOTE: Like Jigglypuff's Rest, except it has lots of damage and little knockback. Because the attack does alot of damage to Yoshimitsu (25%), and is hard to hit with and can easily be shielded, I'm also giving it the ability to break shields in one hit (this also keeps in with Soul Calibur nature, as the attack was unblockable in those games). Yoshimitsu falls down at the end of the attack.
Animation: Ike's Nspecial
Fspecial – Flea Stance
See “Stances” for information.
Damage: See “Stances” for information.
Knockback: See “Stances” for information.
Knockback Direction: See “Stances” for information.
NOTE: See “Stances” for information.
Animation: See “Stances” for information.
Uspecial - Deathcopter
Yoshimitsu spins his sword around his head and uses it as a helicopter to fly around. It controls similar to Snake's Uspecial. Pressing an attack button while in the air makes him crash down with his sword.
Damage: 4%, 16%
Knockback: 1.4 Blocks
Knockback Direction: 40 Degrees
NOTE: Only useful for recovering, it is similar to Snake's Uspecial in controlling. Spikes like Ike's/Kirby's Uspecial.
Animation: Ike's Uair, Ike's Uspecial2
Dspecial - Meditation
See “Stances” for information.
Damage: See “Stances” for information.
Knockback: See “Stances” for information.
Knockback Direction: See “Stances” for information.
NOTE: See “Stances” for information.
Animation: Shiek's sleep (See “Stances” for information).
Up Taunt - "I shall assist thy suicide!"
Yoshimitsu slashes his sword forward.
Animation: Link's Fsmash
Down Taunt - "Namu, Namu, Namu... Namu!"
Yoshimitsu sits down cross-legged and holds his sword out in front of him as it glows.
Animation: Shiek's Sleep
Side Taunt - "Repent!"
Yoshimitsu spins around slightly above the air.
Animation: Ganondorf's Utaunt
Entrance - "It is I, Yoshimitsu"
Yoshimitsu warps in.
Animation: Spot Dodge
Shield - Block
Yoshimitsu holds up his sword horizontally in front of his face to block attacks.
Animaion: Ike’s Dspecial
Dodge - Warp
Yoshimitsu briefly warps away and warps back within a few frames. This has no ending lag so any attack can be used straight after re-warping.
NOTE: This will probably be more useful than shielding attacks, or rolling behind them. Can be quite unexpected.
Animation: Turn Left, Turn Right, Turn Left, etc...
Roll - Spinning Evade
Yoshimitsu spins while standing up instead of the normal rolling.
NOTE: Very fast Roll, but finishes with you facing the opposite direction to normal Rolls. Does a small amount of damage (2%) to you each time used and if used repeatedly Yoshimitsu will fall down at the end. Can be used into a quick, unexpected Seppuku.
Animation: Turn Left, Turn Right, Turn Left, Turn Right, etc...
Final Smash - Samurai Execution
Yoshimitsu punches forward. If someone is hit by this punch they are knocked onto the floor, helpless. Yoshimitsu spins toward the opponent, pauses for a few seconds then brings his sword down upon them.
Damage: Instant Kill
Knockback: 100
Knockback Direction: 45
NOTE: In a match with more than 2 players, Yoshi is invincible for the duration of the attack. The punch has good range, but has akward timing to hit with and a small hitbox.
Animation: Ganon's Ftilt, Turn Left, Turn Right, Fsmash
Stances:
Yoshimitu's gameplay revolves quite heavily around stances. What is a stance? Well a stance is a different state Yoshimitsu can be in, during different stances he has different attacks to use, and you can go from one stance to another simply by pressing a button. So how do we enter these stances, and what do they all do? Well 2 of Yoshimitsu's Special Moves (His Fspecial, and Dspecial) automatically put Yoshimitsu in 2 of his 4 stances. His Fspecial puts Yoshimitsu in the "Flea Stance", while his Dspecial puts Yoshimitsu in the "Meditation Stance". To switch to a different stance, you need to press the corresponding buttons labelled below. So in summary, once you are in either his Meditation or Flea Stances, you can swap to any of the other ones by pressing the corresponding buttons.
>B - Flea Stance
Yoshimitsu positions himself so he is sitting on his sword like a pogo stick.
Animation: Link's Dair
A - Flea Hop
Yoshimitsu performs a small hop while on his sword.
Damage: 10%
Knockback: 1 Block
Knockback Direction: 60 Degrees
NOTE: Really good GTFO move. Causes tripping if it hits correctly. Unpredictable. Good defensive wise. Just an all around good defensive attack.
Animation: Link's Dair
B - Flea Rush
Yoshimitsu rushes forward while still on his sword, ramming three times before returning to his normal position.
Damage: 8%, 8%, 8%
Knockback: 2.4 Blocks
Knockback Direction: 10 Degrees
NOTE: Comes out very fast so it can be used as sort of a surprise attack. The attack can be DI'd out of though.
Animation: Link's Dair
<B - Intimidation Stance
Yoshimitsu stands up tall with his back facing the enemy.
A - Ashura Blade
Yoshimitsu does a fast punch backward.
Damage: 8%
Knockback: 1 Block
Knockback Direction: -25%
NOTE: Very fast attack, but not much range, can lead into a Seppuku at low percents. This turns the opponent around like Mario’s cape.
Animation: Captain Falcon's Bair
B - Suicidal Thoughts
Yoshimitsu stabs himself, the sword goes straight through and hits people behind him. It does damage to himself as well as the opponent.
Damage: 50%
Knockback: 0 Blocks
Knockback Direction: 0 Degrees
NOTE: While it looks to be the same as his Nspecial, it does have some differences. For starters it is faster and has longer range, but to make up for this it doesn't break shields, and it deals more damage to Yoshimitsu than normal (35%).
Animation: Ike's Nspecial
^B – Manji Dragonfly Stance
Yoshimitsu spins his sword around his head and uses it as a helicopter to hover slightly above the ground, similar to his Deathcopter.
NOTE: He can hover slowly around while using this attack by pressing left or right.
Animation: Ike’s Uair
A – Autumn Sweeper
Yoshimitsu drops to the floor and does a small spin-kick.
Damage: 8%
Knockback: 0 Blocks
Knockback Direction: 0 Degrees
NOTE: Has a small chance of tripping, quite slow and opponent recovers before you at mid-low percents. Will be replaced by a Flag swipe when we have a Yoshimitsu model.
Animation: Mario’s Dtilt
B – Mt. Oni
Yoshimitsu slashes his sword down, like a small version of his Uspecial’s attack.
Damage: 12%
Knockback: 1.4 Blocks
Knockback Direction: 40 Degrees
NOTE: Nothing special, just a smaller version of Deathcopter’s attack.
Animation: Ike’s Uspecial2
vB – Meditation Stance
Yoshimitsu kneels down on the ground and meditates.
Animation: Sheik’s Sleep
A – Warp
Yoshimitsu briefly warps away and warps back within a few frames. This has no ending lag so any attack can be used straight after re-warping.
NOTE: This is exactly the same as his Spot Dodge, if you don’t press a button when he warps he will perform his Healing move instead of doing an attack.
Animation: Turn Left, Turn Right, Turn Left, etc...
B – Healing
Yoshimitsu concentrates his energy and heals 2%.
NOTE: While it may not seem like much, this 2% can add up over time.
Stance Transitions:
Name: Manji Dragonfly
Pressing ^B while in a Stance will cause Yoshimitsu to change into the Manji Dragonfly Stance.
Name: Meditation
Pressing vB while in a Stance will cause Yoshimitsu to change into his Meditation Stance.
Name: Flea
Pressing >B while in a Stance will cause Yoshimitsu to change into his Flea Stance.
Name: Intimidation
Pressing <B while in a Stance will cause Yoshimitsu to change into his Intimidation Stance.
As you can see, all the stances have their own uses and a Yoshimitsu player will have to know which stances to use in which situations.
Playstyle
Yoshimitsu will have a very unique playstyle, and it may take a while to get used to it. He has no ultra powerful killing moves at his disposal, and instead relies on knocking the opponent offstage and keeping them there. Yoshimitsu's multiple stances and gimpy moves like Dtilt will allow Yoshimitsu to KO the opponent quite early on, but if they get to high enough damage controlling them will become more of a problem with his poor jump height and quite weak aerials.
You'll get most of your kills from edge-guarding, or his throws. While Yoshimitsu has very good throwing ability, he has a pitiful grab range to compensate for his throws (think Ness and Ice Climbers). Yoshimitsu has a very defensive game, luring the opponent to the edge of the stage with his changing Stances and attacks which are often times faster than his dash, so he can knock them off and begin to edge-guard.
Yoshimitsu has a very low jump height, which doesn't help his already poor recovery. His Aerials have some good qualities and some bad, while they come out fast and have quite good knockback, they are lacking in hitstun and damage. To add to his poor air-game, Yoshimitsu also doesn't have a relaible upward-hitting attack, so a good Yoshimitsu player will have to watch out for attacks from above.
He has a tech chase in the form of his Ftilt, Kabuki, but it takes quite a lot of prediction and timing to use, compared to someone like Snake. This can be, once again, used to get the opponent closer to the edge ready for a gimpy kill.
Onto the topic of Yoshimitsu's Seppuku. It has reasonable range and is quite unpredictable, if the opponent isn't thinking fast enough they shield instead or rolling or whatever, causing their shield to be broken and Yoshi enough time to recuperate. The attack will be quite good coming out of a Dodge. The other version of this attack, Suicidal Thoughts, has it's own advantages and disadvantages as well.
Speaking of his dodge, Yoshimitsu's is uniqe in that any attack can be used straight out of it, so you will probably use it more than your shield. It is especially useful for, as I said earlier, hitting with a Seppuku. The Warp in his Meditation Stance can be used for a slightly more defensive dodge, like most other character's spot dodges.
Yoshimitsu will be good at staying alive through his Crouch restoring his energy, and his defensive playstyle. He is quite heavy while falling (Melee Captain Falcon heavy) so if you do knock him off (which won't be that difficult if you catch him by surprise while edge-guarding) he is pretty much gone, but a good strong hit will knock him off just as easily as a Mario. (So to reiterate, he is a very fast faller, but he isn't heavy in the sense that he needs to be on 150% to knock him off like Ganondorf).
I predict his most difficult match-ups will be against characters with a good air game such as Wario, Diddy Kong and Meta-Knight because of his inability to get them off the edge and the difficulty he will have with hitting them. While he should have an easier match with ground-based characters and characters with reasonably poor recoveries like Donkey Kong, King Dedede and Snake.
Texture
While you may have to wait for the PSA to be finished, in the mean time you can download this wonderful texture made by RylanRD1, thanks a truck load Rylan!
~ Download Link ~
Conclusion
I am accepting any and all suggestions or help from you guys, and it would be greatly appreciated!
I will regularly post my progress here, so you guys can keep checking up on how it is going.
~Tuesday.