Bionichute

PAIN YATTA

Nov 16th, 2016
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  1. Pain-Yatta
  2. "So Long, Sucker!
  3.  
  4. JAM WITH ME!
  5. Pain-Yatta is potentially the greatest name ever come up with in the history of fiction. He's a pinata, and he hurts people, Pain-Yatta.
  6.  
  7. Pain-Yatta was once best friends with the legendary Unocorn, a unicorn with a churro for a horn that could create spices. This is a real thing in Skylanders lore, and somehow factors into multiple character's backstories.
  8.  
  9. Anyway, since the two were Mexican-themed food creatures, this of course made them very large targets in the poaching community. Luckily, Pain-Yatta was ridiculously strong, and carried around a large lollipop weapon that could easily wreck most people who tried to hunt them. Until, one day, the Unocorn vanished.
  10.  
  11. Pain-Yatta was distrought at the loss of his friend, but he was led down the path of evil when the evil Doom Raiders found out. They told him that the Skylanders had captured the Unocorn. Believing them, because he is but a simple pinata, Pain-Yatta joined up with the evil gang, but was eventually captured by the Trap Masters.
  12.  
  13. Master Eon told Pain-Yatta of the deception, and he now helps train Skylanders of the Smasher class. In exchange for his help, the Skylanders must now keep an eye out for the missing Unocorn, who has still not been found.
  14.  
  15. Stats
  16. Size - 10
  17. Jump - 6
  18. Weight - 100
  19. Run Speed - 1.8
  20. Walk Speed - 1
  21. Air Speed - 1.1
  22. Fall Speed - 1.3
  23. Pain-yatta has strange stats. Hi overall build is close to Bowser in size and shape, but his stats fall more in line with a fairly lightweight character more than the Koopa King. This is, of course, because he is a pinata, and is literally mostly empty inside. The pinata's playstyle helps support his odd stats, however.
  24.  
  25. PARTY SPECIALS
  26. Down Special - Mmm, Candy!
  27.  
  28. As you might have noticed, Pain-Yatta carries a gigantic lollipop with him everywhere he goes. He even starts chomping on it in his idle, so it's gotta be tasty, right? Well, if there's one thing Pain-Yatta loves more than candy, nobody knows what it is, and the down special shows this by having the pinata swallow the entire thing whole, stick and all. Its rather laggy, taking a 3rd of a second to complete, followed by a bit of ending lag where Pain-Yatta pulls out a new weapon.
  29.  
  30. The weapons consist of the lollipop, of course, a candy cane, a rounded sucker, and a maraca (It's made of chocolate), in that order. This might seem like a weapon switching mechanic... and it kind of is, but this isn't the only way to switch out weapons, we'll get to that later. And as a note, only a handful of attacks change depending on which weapon you hold. Again, we'll get to that later.
  31.  
  32. So, if this isn't a generic weapon switching move, what exactly does it do? Well, once Pain-Yatta finishes eating, you might notice some changes. For one, Pain-Yatta might feel a bit heavier, an even a bit faster, or even maybe a bit stronger. Why is that?
  33.  
  34. Well, every time Pain-Yatta eats a weapon he's holding, he gets a permanent buff (Well, kind of permanent). It changes depending on which weapon he's holding, but the universal buff is 5 extra weight units, and since Pain-Yatta can carry 5 items in him, that equals a mamum of 125 weight for him, almost as high as Bowser, and also makes him the second heaviest character in the base game.
  35.  
  36. And this doesn't just end at the weapons unique to Pain-Yatta himself, oh no, if you're carrying a weapon item (EG. Beam Sword, Ray Gun, anything you have to z-throw to get rid of) you can get buffs from those as well! In fact, every single weapon item has a different buff besides the extra weight units!
  37.  
  38. In fact, let's go over every single one of them right now!
  39.  
  40. Lollipop - 0.2 Speed Units
  41. Candy Cane - 2% less knockback
  42. Sucker - Extra 0.5% to attacks
  43. Maraca - 0.1x less lag on attacks
  44. Beam Sword - 0.1 Speed Unit, 0.5 Jump Unit
  45. Fire Bar - Extra 0.5% to attacks, times 0.3 knockback
  46. Home-Run Bat - Extremely powerful, boosts damage output by 3%
  47. Lip's Stick - Regains 0.3% health every second
  48. Star Rod - 0.3 Speed Units, increases range of attacks with candy weapons by 1/6th of a Battlefield platform
  49. Drill Arm - Reduces taken knockback by 0.4x, increases given knockback by 0.3x
  50. Fire Flower - Extra 0.4% damage, boosts speed by 0.3
  51. Gust Bellows - Extra 0.3 Speed Units, adds small, weak windbox to attacks involving candy weapons
  52. Ray Gun - Extra 0.3 Speed Units, 0.3 Jump Units
  53. Steel Diver - Increases given knockback by 0.5%, increases damage by 0.3%
  54. Super Scope - Reduces lag by 0.5%, increases speed by 0.3 Speed Units
  55.  
  56. Pain-Yatta can also technically eat any other item you can carry before using, but they do not increase his weight, don't stack, and all of them give a measly health buff of 3%. If you've already reached maximum capacity, each item will instead only cause an even worse buff of 1% health. If you're wondering why items seem to be an integral part of Pain-Yatta, despite items not being used by most Smash players? We'll also get to that later.
  57.  
  58. So, these buffs Pain-Yatta can get can generally get a bit irritating for the foe, naturally. But luckily, there is a way for them to remove the buffs that isn't just KOing him. If Pain-Yatta gets hit by a single attack that does a certain amount of damage, any items he is storing will be knocked directly out of him, like a... well, a pinata.
  59.  
  60. Causing 12% will cause 1 item to fall out, cuasing 21% will cause 3 items to fall out, and causing 30% damage in a single hit will cause all 5 items to fall out. This is, of course, still dependent on whether or not Pain-Yatta has 5 items in him or not. As a note, if you do manage to land a 30% hit on Pain-Yatta, a little mariachi jingle will play.
  61.  
  62. 30% is also the same amount of damage that a Home-Run Bat causes. He's a pinata, what do you expect?
  63.  
  64. Neutral Special - Guests of Honor
  65. Pain-Yatta throws his arms up, and dances around in a circle, waving his hands like he just does not give a care! This causes two explosions of confetti to happen on both sides of him, which signals the arrival of his special guests, 2 stereotypical donkey pinatas, about 2/3rds as tall as Pain-Yatta himself. These are minions, of course, and have very, very simple patterns.
  66.  
  67. Once an opponent goes into its sights, which covers about 2/3rds of Battlefield, they will start chasing after them. Once they get in very close range, they will perform a laggy donkey kick attack that deals... 9% damage, and with only above average knockback.
  68. The pinatas also only have 15% health, move at 1.5x Ganondorf's run speed, have pitiful jumps that are only capable of barely making it to the lowest Battlefield platforms, and are generally bad minions all around. The only upsides are the large radius it can sense enemies, and the fact that you can have 4 of them out at once.
  69.  
  70. Hey, it's not a party fighter without 4 people, right?
  71.  
  72. So, what exactly is the point of these guys? What is their purpose? Simple, you actually really want them to die. The first thing to note when they die is that there is a large pop of confetti that acts as a hitbox, about the same size as the pinata's own hurtbox. This has actual decent launching potential, causing 12% damage, and dealing knockback that can KO in the early 100%s. It's still important to note that it will always manage to knock away the opponent who defeated the pinata, unless they shield/roll at the exact right time, which is about 1 frame between the death and explosion. This only applies to when they are destroyed by melee attacks, ranged attackers usually don't have to deal with the explosion.
  73.  
  74. The second thing to note is that 2 items from the above list will appear after the explosion. These items will always appear, no matter what, even with items off. Luckily for the opponents, when items are turned off, each item is debuffed massively (Eg. Super Scope shots deal in quarter percents, Ray Guns deal 1%, and Gust Bellows' windbox is ridiculously small). This basically means Pain-Yatta will generally want to eat the items as quickly as possible.
  75.  
  76. These items are confined by usual Smash item rules, however. An item of a certain type cannot pass their maximum number count before one vanishes, but that's a very rare thing to happen. Items can, of course, also be used by opponents. But again, they are massively debuffed from normal, but this doesn't make it any less of a problem when your main source of fighting back is being thrown off the stage.
  77.  
  78. Of course, there's another problem in that some opponents might just outright refuse to destroy the pinatas. I mean, they're slow, easy to avoid, and generally not much of a problem. Destroying them is arguably more dangerous for the opponent than to you. This is when Pain-Yatta has to take matter into his own candy coated hands.
  79.  
  80. Pain-Yatta can destroy his own minions. Hey, he was a villain at one point, this kind of stuff comes with the territory. Anyway, he can destroy the pinatas on his own when the opponent refuses to play along, but he still has to cause enough damage to destroy them, and the Pinatas themselves don't show any mercy towards their master when they explode.
  81.  
  82. There is one single item that cannot be spawned by Pain-Yatta, and that is the cursed Home Run Bat itself. He's a pinata, he's absolutely terrified of bats. This is the reason why it gives such a massive buff, because it just can't be found under normal conditions, one has to actually spawn in the fight.
  83.  
  84. Side Special - After-Party Breath
  85. Pain-Yatta opens his mouth wide, and sprays out a stream of confetti and small candies. This functions as basically a weaker version of Bowser's Fire Breath, except you can't aim it. It also has pretty bad range, only going out about half a Battlefield platform before stopping.What you can do is move around while Pain-Yatta sprays his breath, for basically as long as you hold the button down. Holding down the button while not moving will also make him spray his guts out.
  86.  
  87. Or until the breath eventually peters out, which takes roughly half as long as it does for Bowser's to. It also does less damage, only 2% every time there's a hitbox. The hitbox functions in virtually the same way as Bowser's breath does as well, so there's that. But yeah, if the timer runs out while you're moving about, Pain-Yatta will exit the attack animation, much like how he does when you aren't moving.
  88.  
  89. Another important part of this attack is that it has a bit of stun to it as well. Opponents hit by the attack at any point will be dazzled by the bright colors and sweet treats, and then have 1/4th of a second of stun. Not amazingly useful, but it can usually help under certain circumstances.
  90.  
  91. Every once in a while, using the attack will cause Pain-Yatta to spew out a rather large candy. It's around the size of a Green Shell, and acts as a solid object. Opponents can only really interact with it by hitting it, which doesn't tend to do much. Once its 15% health is drained by an opponent, the candy will simply break, with no special effects.
  92.  
  93. However, if Pain-Yatta hits it with one of his weapons, the candy will instantly explode into a rather large explosion, about 1/3rd the size of a Bob-Omb's explosion. It isn't as powerful, of course, only dealing 10%, with knockback that can KO in the early 100%s. These can make for a good finisher, but they do appear very rarely, making it something you will mostly just use when it happens.
  94.  
  95.  
  96. Where this attack really shines however, is when you smash it. Smashing it will cause Pain-Yatta to lean backwards, his stomach expanding a bit, and then spit out a large pinata projectile. This usually comes in the shape of either a red and yellow star, or a sheep. After travelling 3.5 Battlefield platforms, or hitting an opponent, the pinata will explode into up to 5 items.
  97. These items are whatever you are currently using to buff yourself.
  98.  
  99. Why would you want to do this? Because this can generally be one of Pain-Yatta's best kill moves. The damage, and size, of the pinata scales depending on how many items you currently have in your stomach.
  100.  
  101. 1 Item = 7%, KOs at 200%
  102. 2 Items = 14%, KOs at 150%
  103. 3 Items = 20%, KOs at 120%
  104. 4 Items = 26%, KOs at 105%
  105. 5 Items = 32%, KOs at 90%
  106.  
  107. Now that's the positives out of the way, here are some negatives. The speed of the pinata also scales depending on how many items you have as well. A single item will result in a super fast pinata, while 5 items results in an incredibly slow projectile. Even worse, with it being a pinata and all, opponents can break it open. This is difficult on smaller sizes, but at maximum it's ridiculously easy. They only have about 10% health at any size, however.
  108.  
  109. And of course, using this attack removes your buffs, and also spawns items that the opponent can use against you. This includes your own unique weapons too. The Lollipop functions as a Lip's Stick, without the draining effect, the Sucker acts as a much, much weaker Home Run Bat, the Candy Cane is a Beam Sword, and the Maraca is the dreaded Fan. If Pain-Yatta picks up any of these items, his current weapon will be changed to that one, until he changes it again. Only he knows the true techniques behind these weapons, that's why he's a Sensei.
  110.  
  111. Up Special - Hang the Pain-Yatta
  112. Pain-Yatta enters an odd T-pose stance, and then hovers up into the air, pulled by a very thin, but still noticeable, silver wire. If he's on the ground while activating it, he'll do a unique shorthop into the starting animation. The start up is actually pretty lagless, mostly because this attack will be used as a recovery most of the time.
  113.  
  114. The string pulls Pain-Yatta up fairly quickly, not instantly quickly, mind you, but reasonably fast. The best way to describe it is like Pit's USpec, but without the freeflying. He's pulled up about the entire height of Battlefield, and can exit the animation at any time by tapping the Special button again, and will be free to use any jumps he had remaining.
  115.  
  116. The speed of the string actually decreases depending on how many items you have. This effect doesn't become noticeable until you have 2 items in you, where it will slow down by 1/8th. 3 items equals 1/6th, 4 equals 1/4th, and 5 items equals 1/2 of the speed. Considering Pain-Yatta's usual stats, this might end up becoming a very common thing to use without items more than with them.
  117.  
  118. Something you might have also noticed is that this Special turns Pain-Yatta into a sitting duck. Don't worry about him, he has a way to fight back against incoming opponents, as he can use all of his Aerials during the attack, minus Up and Down Aerials. Of course, if an opponent does manage to hit him, he'll be knocked out of the recovery, and instantly enter freefall. He can also be knocked out of it if the opponent hits the string, but Pain-Yatta will gain an extra 2 jumps if that happens.
  119.  
  120. Now, you may be wondering why Pain-Yatta can't use his Up and Down Aerials. That's because they've been completely changed to better suit the current situation. Up Air now has Pain-Yatta tug onto the string, causing it to vibrate and become a weak, but massive, hitbox that causes 2% damage, and below mediocre knockback. This is mainly useful, of course, for protecting the string.
  121.  
  122. The Down Air now has Pain-Yatta swing his current weapon downwards while still facing the screen, meaning that the weapon hits directly beneath him. This is mostly because his actual DAir would have trouble fitting into the USpec's animation. Anyway, the attack deals 13% damage, and has a meteor spiking effect. It can be a really good way to mess with opponents, and will probably find use by activating the USpec just above an opponent, and then smacking them.
  123.  
  124. STANDARD PARTYING PROCEDURES
  125. Jab - Candy Crusher
  126. So, what exactly does Pain-Yatta do with his giant candy weapons, you might ask? Well, the answer, at least for his Jab, is pretty obvious; He whacks people over the head with them. His name is PAIN-Yatta, after all.
  127.  
  128. Anyway, this attack is one of the few in Pain-Yatta's arsenal that completely changes depending on what weapon he's currently carrying. Animation-wise, it remains functionally the same, Pain-Yatta brings down whichever weapon he's holding onto the opponent (Or pinata minion, or candy piece). The differences are in the details.
  129.  
  130. For starters, the Lollipop's version of the Jab has him deal a 3 hit combo, consisting of 3 quick smacks that each deal 4% damage. Pretty standard stuff for his standard weapon. It has a rather decent range, due to the size of the Lollipop, reaching about half a Battlefield platform forward. It only has a brief amount of starting lag to it, and only has noticeable ending lag after the third hit lands.
  131.  
  132. Next, there's the Candy Cane's version. The most important part of this is that the Candy Cane has even better range, reaching 3/4ths of a Battlefield platform forward. It is also slightly faster, and doesn't have much ending lag. The standard slam deals 4% damage still, but can be combo'd into a second hit, where Pain-Yatta jabs it forward quickly. This does have a bit of lag to it, however, but deals an extra 5% damage. It also has good range, but only goes a bit farther than the first hit.
  133.  
  134. The Sucker version is a real heavy hitter. It's a single strike, with a very noticeable amount of starting and end lag to it, but deals an absolutely ridiculous 10%, with good knockback for a jab. This power is offset by the lag, of course, and whiffing with it can be a real disaster for ol' Pain-Yatta. It also only has the same distance as the Lollipop, this generally making it the closest in relation to the normal jab. This is the attack that cements Pain-Yatta as a Smasher.
  135.  
  136. Finally, the Maraca version. It's also a single strike, the absolute shortest range of the bunch, reaching only 1/3rd of a Battlefield platform forward. It is also the weakest, dealing 2% damage, but also has barely any ending lag. It can also be combo'd into a flurry attack (One of those infinite jab combos Smash 4 loves) where Pain-Yatta furiously shakes the maraca in front of him, even getting on one foot and stretching out to give it more range. All of the Maraca attacks are, of course, accompanied by the sounds of maracas. The flurry attack deals 2% for each hit it manages to land, and because of Pain-Yatta's stance, gets a slightly better range to it.
  137.  
  138. The Jab is mostly a way to use your weapons in more effective ways. Each one can be useful in their own special ways, especially if you manage to combine them with the buffs you can get from eating them.
  139.  
  140.  
  141. Forward Tilt - Off the Hook
  142. Finally, we can get to Pain-Yatta’s easier way of switching weapons. Almost every attack, minus a few, in Pain-Yatta’s non-special attacks has him pulling out one of his four weapons. After performing the attack, Pain-Yatta will carry it around during normal animations, until he performs another attack that involves a different weapon. In the Ftilt’s case, this is the Candy Cane.
  143.  
  144. So, now that we’ve gotten that out of the way, we can focus on the rest of the attack. Pain-Yatta pulls out the Candy Cane, and performs an animation similar to the second hit of the Candy Cane’s Jab, except with slightly more range to it, as Pain-Yatta actively reaches farther out. The change in distance isn’t anything completely remarkable, however.
  145.  
  146. The Candy Cane actually has a bit of a disjointed hitbox during the animation, it only really existing at the hook part of it. And even then, this is split into two very different hitboxes itself. The first hitbox covers the tip of the Candy Cane, and functions as a fairly normal attack, causing 8% damage, and fairly mediocre knockback.
  147.  
  148. The second hitbox, however, could count as a sweet spot. It exists on the hook section of the Candy Cane, and if it hits, it will cause 10% damage, and drags opponents towards Pain-Yatta, with a brief stun beforehand. This gives Pain-Yatta a few extra options to follow up with, like a quick Smash attack or even a Jab.
  149.  
  150. Due to it being a disjointed hitbox, there is a chance you will, well, miss. But there’s no reason to worry about that, at least, if you miss the hook hitbox. It actually exists during the ending animation, as Pain-Yatta pulls the Candy Cane, meaning you get a second chance to hit.
  151.  
  152. The attack is fairly fast, not really having a lot of starting or ending lag to it, which makes the ending animation’s hitbox a lot harder to dodge if you get between it and Pain-Yatta.
  153.  
  154.  
  155. Up Tilt
  156.  
  157. Down Tilt
  158.  
  159. Dash Attack
  160.  
  161.  
  162. PARTY SMASHES
  163. Forward Smash - A Real Smash Hit
  164. Pain-Yatta bends his arms behind him, one holding the Sucker, and the other holding whatever weapon he was carrying before he used the move. He then slams the two together in front of him, causing the previous weapon to break, and leaving Pain-Yatta with the Sucker. Yes, this is an attack that changes depending on which weapon you were previously holding.
  165.  
  166. The move on itself remains the same. This is a very powerful attack by itself, and has a distressingly long range, due to Pain-Yatta’s arms stretching the hitboxes forward. No matter what weapon you carry, it will always reach about 1/4th of a Battlefield Platform farther than the Sucker’s Jab range. Damage doesn’t change when the second weapon is different, either. It will always cause 13% damage at lowest charge, and 21% damage at highest charge, with knockback that can KO in the early hundreds.
  167.  
  168. There are, of course, drawbacks, as the start-up lag of the move is fairly bad, alongside the ending lag, as Pain-Yatta shakes a bit from the sheer force of the smack. Whiffing the move can be a problem, but there are some good points.
  169.  
  170. When the weapon breaks, it actually causes a special effect depending on which weapon was smashed. The Lollipop has only the handle break, leaving the candy part of it on the ground. You are now able to do whatever you want with it, including eating it, but it won’t give you a boost. The Lollipop can also be used as a throwing item, where it rolls across the ground at about a Green Shell’s speed, and hits for 5% damage with upwards knockback.
  171.  
  172. With a Candy Cane, the entire thing shatters into several sharp pieces, turning into a caltrop like trap. It’s approximately 5 sharp pieces, each around the size of a Bob-Omb. The pieces are lined up in a line, obviously, and don’t actually have any way for opponents to interact with them, aside from standing on them, which will deal 2% damage every 1/4th of a second they stand in it. The spikes disappear after around 4 seconds, and there can only be 5 of them on stage at once, meaning that if Pain-Yatta tries to summon more, they will disappear and be replaced by the new caltrops.
  173.  
  174. The Sucker has one of the most basic effects. Pain-Yatta simply slams them together, which creates a loud shockwave around him, covering a large, rounded area around his model, around the size of a Bob-Omb. The shockwave isn’t as deadly, don’t worry. It only causes 8% damage, with no actual knockback, instead causing a brief amount of stun for the opponent, only about 1/4th of a second. Die to how the move works, the second Sucker isn’t broken, and just disappears when he returns to his idle.
  175.  
  176. Finally, the Maraca. The Maraca will shatter, releasing 4 chocolate bean items that start bouncing around the stage. And by bounce, I mean bounce, every time a bean touches the ground, it will leap up into the air at a random angle, but always as high as Mario’s first jump. They beans don’t have any hitboxes, not until you grab one, which can only happen while they’re in the air. Beans are a fairly standard throwing item, dealing 3% damage on contact, and instantly launch off of the opponent in the aforementioned random direction.
  177. There is a use to the three odd items, but we’ll get to it later, don’t worry.
  178.  
  179.  
  180. Up Smash
  181.  
  182. Down Smash - Everybody Dance Now
  183. Pain-Yatta pulls out a pair of Maracas, as God intended it to be, and shakes them above his head during the charging animation, which is accompanied by the sound of maracas shaking. He then slams them down on both sides of himself. The range itself is fairly mediocre, basically just the Jab’s range but on both sides of the piñata, but the damage can do between 11% to 19% depending on the charge, and has rather alright knockback.
  184.  
  185. The speed of the attack is decent, due to Pain-Yatta using one of his lighter weapons, and only really has a bit of ending lag. The attack also, of course, leaves Pain-Yatta with the Maraca weapon in his hand. Only one, sadly.
  186.  
  187. However, the more interesting aspect of this attack comes in after the attack is performed. If the move is fully charged, two piñatas will spawn above Pain-Yatta once the Maracas hit the ground. They only hover a bit above Pain-Yatta’s normal height, and instantly fall to the ground on both sides of him. These piñatas behave like the candies from the Side Special, in that they only have a small amount of health the opponent can drain, this time about 5%, and mostly just act as inconvenient platforms when left on their own.
  188.  
  189. But Pain-Yatta, like the candies, can destroy them on his own. Most likely, he’ll do this directly after they spawn, and with another Down Smash, which the piñatas will spawn directly in range of. Hitting the piñatas will cause them to explode. The explosion isn’t as large as the candies’ explosions, only about 2/3rds the size, and only dealing5% damage with mediocre knockback, but these piñatas will actually spawn a single item when destroyed, letting Pain-Yatta get a few extra items if he so wishes, while also dealing a bit more damage.
  190.  
  191.  
  192. MILE HIGH AERIALS
  193. Neutral Air
  194.  
  195. Forward Air
  196.  
  197. Up Air
  198.  
  199. Back Air
  200.  
  201. Down Air - Party Crasher
  202. Pain-Yatta holds his current weapon in both of his stubby hands, and brigs it downwards into a surprisingly-uncommon-in-actual-Smash drop attack. This is one of those attacks that changes depending on which weapon Pain-Yatta is holding, by the way, so let’s get into that.
  203.  
  204. With the Lollipop, the move behaves somewhat normally, as Pain-Yatta will simply bring it down quickly, ending in a smash. The only common element between each version, besides the animation, is the fact that this counts as a meteor smash. Anyway, the attack is rather fast, mostly depending on how much weight Pain-Yatta currently has, but has some fairly bad ending lag when it misses, however.
  205.  
  206. But yeah, generally the Lollipop version is very standard, a simple drop that deals 12% damage. Not much else to it besides that. The Candy Cane version behaves similarly, except it has significantly more speed to it, and only deals 9% damage. Like most attacks with the Candy Cane, it has slightly more range than most of the other weapons.
  207.  
  208. The Sucker actually decreases the speed of the fall, but makes up for it by managing to deal a massive 15% damage if you hit with it. It has very good knockback, even aside from being a meteor smash, and can easily manage to KO in the early 100%s. A good attack, but hard to actually land with, considering the slower speed.
  209.  
  210. Finally, the Maraca, which make the attack even faster, but are obviously the weakest of the bunch, dealing only 7% damage if it manages to hit, and really awful knockback, even with the meteor smash effect. It does have a special effect if it hits the ground, however.
  211.  
  212. When the maracas hit the ground, it will cause a small soundwave to surround Pain-Yatta. It isn’t amazingly large, barely reaching around his model, but if it manages to hit, it can deal 13% damage with good knockback, making this the part of the move you actually want to hit with most of the time, difficult as it might be most of the time.
  213.  
  214.  
  215.  
  216. GRAB N DANCE
  217. Grab & Pummel - Om Nom Nom
  218. Pain-Yatta’s mouth opens up really wide, and he begins to perform a weak suction attack for his grab. It has about the same range as Dedede’s Nspec, but with half the strength. Unlike Dedede, though, Pain-Yatta can actually move around as long as he has the suction effect going, but at around the lowest walk speed.
  219.  
  220. If the opponent gets trapped in the suction, they will most likely be grabbed, in this case, the grab involves the opponent being stuck halfway through Pain-Yatta’s mouth, like Wario’s Nspec. During this, he can use his pummel, which has him biting on the opponent. It’s actually fairly fast for a pummel, and you can get a lot more uses out of it than normal, but it only deals 1% damage.
  221.  
  222. The suction also has some other uses. For one, it lets Pain-Yatta eat smaller items that might be laying on the ground. He can’t absorb weapon items, however, but in certain cases this can be useful for a quick health boost. The second specialty is that it lets Pain-Yatta eat those items spawned during 3 of the Fsmash’s variants. When he swallows one, it will be marked by a special glowing aura surrounding him for a moment.
  223.  
  224. This signifies that your Sspec’s piñata has changed a bit, each different for those 3 items. First, the Lollipop head, which is signified by a blue and pink aura. This one is fairly simple, as it will make the piñata roll across the ground instead of fly forward. This gives it infinite range, but it also makes it far more likely for you to never see your items again, as they will be going off the stage if it misses.
  225.  
  226. The Candy Cane shards are signified by a red and white aura. This gives the piñata spikes all over it, matching the design that gets shot out. This gives the pinata extra damage, boosting it by an extra 3%, and also increasing knockback overall, but makes it half as slow, and reduces its range to 2.5 Battlefield platforms.
  227.  
  228. Finally, the Maraca bean is signified by a maroon and brown aura. This makes it so that the pinata is shot at a bit of an upwards diagonal angle, making it go roughly 1 Battlefield platform forward and half as high as Mario’s first jump. As soon as it hits the ground, it will instantly bounce upwards, behaving exactly like the beans themselves, with the same jumping mechanic. However, while the beans can jump forever, the pinata will always explode after 3 bounces.
  229.  
  230. These effects cannot stack, by the way. Trying to use a second one will just cause it to overwrite the previous item you ate. Oh, yeah, the suction also has a much better effect on items than it does on opponents, it actually acts like it has double the range when an item is in reach, meaning that it can also be used to bring in weapon items away from opponents.
  231.  
  232.  
  233. Forward Throw
  234.  
  235. Up Throw
  236.  
  237. Back Throw - Reverse Pinata
  238. Pain-Yatta performs an animation like the DSpec, shoving the opponent trapped in his mouth down and into his stomach. With a pat of his stomach, Pain-Yatta instantly goes back to his normal stance, able to use all of his moves and everything. The only difference now is that he is half as fast as normal, and has gained extra weight units based on how many the opponent he ate has. So, what exactly happened to the opponent?
  239.  
  240. Well, they’re not dead, I can tell you that. No, they’re simply trapped in Pain-Yatta’s stomach for the time being (Whether that’s a worse fate is up for you to decide). This behaves almost exactly like DK’s Cargo Hold throw, except a bit tougher, as this has about 1.5x the amount of mashing required to normally escape a grab. When the opponent does this, Pain-Yatta will explode into confetti, releasing the opponent, and then almost instantly reforming, with 1/4th of shield stun. He will not, however, lose any items in his stomach.
  241.  
  242. So, yeah, Pain-Yatta can walk around with the opponent in his stomach for a few seconds. And yes, if you do eat someone like Bowser, that means you’ll get ridiculously heavy, especially if you already have 5 items in your system. This, of course, can mean good old fashioned suicide kills, but if that doesn’t suit your needs, you can use his new set of throws.
  243.  
  244. Again, like DK, this throw gives Pain-Yatta 4 whole new throws, which can be activated in exactly the same way. First off, we have the FThrow, which has Pain-Yatta spit the opponent forward, dealing 7% damage. Much like Congo Hold, none of these moves are particularly interesting animation wise. Anyway, the attack has very poor KOing potential, unless you fire the opponent off right at the edge of a stage.
  245.  
  246. It does have a bit of a secondary effect, however, as it turns the opponent into a projectile, dealing damage that scales depending on weight (10% being the maximum) to any opponent they fly into. It also doesn’t have good KOing potential.
  247.  
  248. The UThrow has Pain-Yatta simply spit the opponent upwards, dealing, again, 7% damage, but with slightly better knockback when compared to the Fthrow. It also carries over the projectile mechanic. The BThrow is also similar, having Pain-Yatta quickly turn around and spit the opponent out, this time dealing 9% damage, and with slightly better knockback, not as good as the UThrow, but better than the FThrow. It also has the same projectile mechanic.
  249.  
  250. These are all very similar, if you can’t tell.
  251.  
  252. Finally, the DThrow has Pain-Yatta spit the opponent into the ground, dealing 12% damage with good knockback. The opponent actually has the projectile effect, but it finishes immediately after they hit the ground and bounce off. This can be rectified by using it in the air, since that’s a thing you can do. All the throws behave the same in the air, but due to how the DThrow works, this will most likely be the preferred use of it.
  253.  
  254. However, this becomes a problem when you factor in the weight issue. This will most likely be a suicide run if you attempt to do it with a character like Bowser or Dedede, and is still fairly dangerous when dealing with any opponents, due to the fact that you could burst at any second and be forced into the void below. However, if you do manage to pull it off, KOing the opponent with the DThrow can be very satisfying.
  255.  
  256.  
  257. Down Throw - Beats the Heck Outta Me!
  258. Pain-Yatta gulps the opponent down… again, but this time decides to add a little spice to the attack by pulling out two Suckers. He then begins to rapidly beat down on his own head with them, until, eventually, the opponent explodes out of the pinata, bursting out of his stomach in an explosion of confetti, and bouncing off the ground.
  259.  
  260. Each smack of the Suckers causes 1% damage to the opponent inside, totaling up to 8% damage. The knockback on it is also rather alright, being able to KO in the 120%s. Of course, that’s not all there is to this move. Every so often, using this move will cause a small candy to explode out of Pain-Yatta’s stomach alongside the opponent.
  261.  
  262. This acts nearly exactly the same as the candy from the SSpec, or the pinatas from the DSmash, only it’s about 1/3rd the size of the candy, has about 3% health, and only causes 5% damage, with a very tiny explosion that doesn’t exactly have much range. While this doesn’t sound super exciting, it does have a secondary use as a throwing item.
  263.  
  264. It behaves like any throwing item, most accurately a Capsule. When it hits an opponent, it will activate the explosion on its own, making it rather useful if you just want to cause some extra damage. Pain-Yatta can also eat it for a standard health buff, of course.
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