Since "realism" in this game has practically flown out the window now that Shaolin is doing the Seven Sided Strike, I personally feel this kind of concept isn't that much of a stretch so long as the Hero themselves is built like a Tank, or in this case... a Sumo.
Name: Yokozuna.
Class: Hybrid (Heavy + Vanguard) or just a Heavy.
Sub-Categories: Position Control, Grappler.
Faction: Samurai.
Male Only.
Health: 145.
Stamina: 130.
"Weapon", Sumo Wrestling: A traditional Japanese Sport centered around weight, mass and technique, where the main goal is to either push one's foe out of the ring or force them to the ground. Those who practice Sumo always keep their mass centered once a bout begins in order to better keep their balance and generally make it more difficult for their opponent to move them around.
Armor: A Dou made of Iron plates to cover the chest, Iron-plated Kote to cover the shoulder and arms with kusari chain mail underneath, a Mawashi belt awarded to those who obtain the rank of Yokozuna in the Sumo world and a Yoroi Katabira and Yoroi Hakama, a Jacket and set of Pants respectively which are covered with various types of armor, which are either exposed or hidden beneath the layers of cloth, the Yokozuna also wears a Chonmage Top Knot in ALL of his Head variations. In terms of Size, the Yokozuna stands high to eye with Shugoki, tying the two Big Men as the tallest characters in For Honor. In terms of weight, the Yokozuna weighs roughly 400lbs in both fat and muscle.
Backstory: In our land, the art of Sumo has long been a favored and traditional event, dating back over a millennium, Sumo wrestlers have competed for their provinces year after year at Sumai no Sechie, and though that event had closed 400 years after it began, the spirit of Sumo lives on. In our times, Sumo continues to thrive among the common folk, and the greatest among them ascend to the exalted rank of Yokozuna. As an endless war sends ever escalating threats onto our shores, the Yokozuna have decided to put their very lives on the line to fight alongside us, using nothing more then their bare hands and years of polished and perfected technique, their great size and strength can topple even the sturdiest of adversaries.
Moveset.
Centered Mass: The Yokozuna isn't knocked back by Bashes and is less affected by Throws then other Heroes, but he can still be knocked over by most moves that have that property.
Bashes STILL stagger him for a free hit even though he won't be physically moved.
(50% Less distance pushed by Throws. Special Interaction: Raider's Charge and Forward Throw doesn't knock him over.)
Butsukari Geiko: The Yokozuna's Forward and Side Throws involve him lifting up and carrying his foe a good distance, unlike Raider, these throws won't knock victims to the ground unless they're OOS or the Yokozuna is in Revenge, but if the Yokozuna carries the foe into a wall, he will strike their stomach with an open palm, dealing 15 Health damage and draining 60 stamina by means of knocking the wind out of them.
Heavy Handed: The Yokozuna's Heavy Attacks will knock the enemy back in the direction of the strike, with the Finishers sending the foe further and possibly Wallsplatting them.
Teppo: Light (Infinite Chain) (466ms (1st Strike), 450ms (Every Consecutive hit after an Opener Light or Non-Finisher Heavy)) Damage (12, 10). Each strike in the Infinite chain uses 20 stamina.
Splitting Winds: Heavy After a Light or Shove (600ms (Undodgable)) Damage (20) Ends Chain.
Trembling Mountain: Heavy, Heavy, Heavy (600ms-900ms, 700ms-900ms, 800ms (Unblockable)) Damage (25, 25, 30) Unblockable Finishers have Hyper Armor on Start-up. Heavies can be Soft-Feinted into Kami's Clutch.
Kotenage: Zone Attack (600ms (Grab)) The Yokozuna reaches outward to grab an opponent's arm before swinging them around and throwing them behind him, knocking aside any other enemies nearby. Drains 30 stamina from every Enemy Hit.
600ms Whiff Recovery.
Oshidashi: Guardbreak after any Attack (500ms (Bash)). The Yokozuna braces himself and shoves forward with both hands, guarantees a Light or Splitting Winds Heavy.
700ms Whiff Recovery.
Costs 30 Stamina.
Kami's Clutch: Soft-Feint a Heavy with Guardbreak (600ms (Unblockable (Grab)) The Yokozuna feints their strike and then grabs at the foe's waist, effectively landing an Un-counterable Guardbreak which can then be followed up with a Heavy Opener or Throw.
700ms Whiff recovery.
Crashing Thunder: Back + Guardbreak (500ms (Grab)) Damage (17) The Yokozuna grabs the foe by the shoulders and then pulls them slightly closer to off-balance them before striking both sides of their head with his palms.
Stuns for 1.5 seconds.
Fully Punishable on Whiff.
Sukuinage: Guardbreak after a Forward or Side Dodge (500ms (Grab)) Damage (17) the Yokozuna grabs the foe under their right arm and around their back while turning sideways, forcing the opponent off their feet in that direction and throwing them to the ground. Forward and Right Side Dodges throw the foe to the left, Left Side Dodge throws the foe to the Right.
Forward Version can be done 200-500ms into the dodge. Side Versions can be done 300-500ms into the dodge.
Fully punishable on whiff.
Shumokuzori: Back Throw after a Guardbreak or Kami's Clutch. Damage (25) The Yokozuna grabs the foe by their right arm and leg and then lifts them perpendicular across his shoulders while throwing himself backward, slamming the enemy into the ground while also landing on top of them.
Drains 30 Stamina.
Tsuriotoshi: Sprinting Guardbreak (700ms (Grab)) The Yokozuna, while still running, reaches to grab around the foe's waist, lifting them off their feet as he continues to run forward a moderate distance.
Acts as a Forward Throw.
Fully Punishable on Whiff.
Perks.
(Common/Default) Bastion: When in a Zone, carrying a Banner/Offering or standing near the Ram, gain 10% Damage Reduction.
(Common) Radiant Rebound: Upon Spawn or Being Revived, gain a 20% Movement Speed Buff for 10 seconds.
(Common) Remedy: On Hero Kill, restore 10 Health.
(Rare) Vengeful Barrier: Upon exiting Revenge, gain a 25 Health Shield.
(Heroic) Clever Tactics: Capture Zones and use Banners/Offerings 15% Faster.
(Epic) Fresh Focus: When OOS, Blocks, Parries and Counter Guardbreaks restore 20% Stamina.
(Legendary) Bulk Up: Max Health increases by 4 per Renown Level (Max: 16 at Renown level 4.)
Feats.
Level 1.
Reaching Grasp (Passive): Extends the Range of you Guardbreaks and Unblockable Grabs by 30%.
Speed Revive (Passive): Revive Allies 50% Faster.
Body Count (Passive): Gain 2 Health and Stamina when killing Soldiers/Pikemen.
Level 2.
Kimarite: Your Guardbreaks and Grabs gain Hyper Armor on Start-up and give you a 100 Health shield while performing a Throw that persists for 8 seconds after the Throw ends. 20 second duration. 2 minute cooldown.
Rock Steady (Passive): You cannot be Unbalanced or Wallsplatted once unlocked.
Winner's Advantage (Passive): Gain a 20% Damage buff for 1.5 Seconds when you land a Hit. 3 second Cooldown between procs.
Level 3.
Title Defender (Passive): After killing an Enemy Hero with a Grab or Throw (Ledging doesn't count), gain a 20% Defense Buff until you die.
Second Wind: Restore 50 Health. 2 minute Cooldown.
Tough as Nails (Passive): Max Health increases by 21 once unlocked.
Level 4.
Will of the Yokozuna: When an enemy is attempting to Execute you, counter the Attempt, dealing 40 damage to the offender and allowing you to still be revived. The counter damage can kill the Executioner. 3 minute Cooldown.
Arrow Storm: Call down multiple Arrow Strikes that move forward over a large area, dealing 50 damage per strike. 3 minute cooldown.
Yama Uba (Passive): Your attacks heal you for 20% of the damage dealt.
Executions.
Undefeated (Default): The enemy goes to strike the Yokozuna who simply swats them away with an open palm, creating a good amount of distance between the two as the Yokozuna then throws out a hand-full of salt onto the gap and taunts the foe to try and strike again. The enemy takes the challenge but once they go for the blow, the Yokozuna sidesteps them, grabbing their shoulder and waist while tripping them before flipping them over onto their back and promptly stomping on their chest hard enough to make the victim cough up blood and pass out as their chest is crushed. (50 Health. Heal/Death Point: When the Enemy is stomped on.)
Bent out of Shape (Default): The Yokozuna grabs the foe by the face and forces them to their knees while bending them backwards, he then starts applying more and more force until he quite literally folds the victim in 2, snapping their spine in half. (35 Health. Heal/Death Point: When the enemy suffers Spinal Trauma.)
Slap Happy: The Yokozuna warms himself up before unleashing a series of Open palmed strikes to the enemy's chest, stomach and face, badly dazing the victim to the point where they begin to fall forwards as the Yokozuna stops them by holding his hand out to catch them and then promptly knocks them backwards off their feet by Palm striking their face. (50 Health. Heal/Death Point: When the enemy is KO'd and sent flying. Can Ledge.)
A Moment to Relax: The Yokozuna punches the foe in the stomach, making them hunch over as he lifts them off their feet and throws them to the ground back first, afterwards, he turns around and sits on their chest in a relaxed posture, completely ignoring the victim's pained attempts to get him to stand up until they eventually pass out from the crushing weight upon which he then stands back up, stretching a little. (50 Health. Heal/Death Point: When the enemy dies from too much weight.)
Before it is said, yes, I am aware that Shugoki himself is somewhat based on Sumo Wrestlers, but a lot of his theming tends to focus more on the Oni symbolism rather then the Sumo aspect. Apart from that, what do you fellow warriors of the Emperor think of this idea?
Submitted August 19, 2019 at 12:57AM by Oddly_red47 https://ift.tt/2YWCdIB
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