The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, older Mugen => Topic started by: LM_MAVERIK on November 06, 2011, 10:23:32 pm

Title: Yoshimitsu UPDATE 6 12 2011
Post by: LM_MAVERIK on November 06, 2011, 10:23:32 pm
(http://i.imgur.com/OtFih.png)
(http://i.imgur.com/pBEkw.png)
(http://i.imgur.com/laMCF.png)
(http://img812.imageshack.us/img812/6295/mugen4k.png)(http://img824.imageshack.us/img824/2730/mugen5.png)

go straight to practice mode before you use him in combat you will definately need to practice with him before you take on the world. When you become good you'll find hes quite the beast. Everything has been done strategically and for a purpose so if you will think a particular attack is useless eventually you'll see what they are for (a lot of them are chains to secret arts) or work in specific situations. if any one still isnt sure how to use a move to it's full potential let me know.

Tips
yoshimitsu uses (DF diagonals as commands too)
some secret arts require precision timing (manji regeneration)


(http://i.imgur.com/4936u.png) (http://i.imgur.com/1MyeV.png)


whats to come
- refine animations as some are still place holders
- I will go over some sprites due to some minor geommetry issues
- more secret arts
- i will perfect the bounce system on the tsuka splitter 


UPDATED MOVELIST
Spoiler, click to toggle visibilty

DOWNLOAD

NEW DOWNLOAD
http://www.This link no longer works, sorry/?d=1A7UP4U0
------------------------
http://www.This link no longer works, sorry/?d=0IWRFQVS

http://www.2shared.com/file/Bz0diw6H/yoshimitsu.html

Thanks
My team I.e.t. for testing and tiering
Laharl for ripping the voices
all the feedback givers
and Mr harada & namco/bandai for creating the best fighting game ever Tekken! ;P
Title: Re: Yoshimitsu beta (No AI)
Post by: GLB on November 06, 2011, 10:37:33 pm
This looks very interesting!

Thanks for sharing it with us.
Title: Re: Yoshimitsu beta (No AI)
Post by: Laharl on November 06, 2011, 10:40:04 pm
awesome finally your download link does not work however

file is temporarily unavailable
Title: Re: Yoshimitsu beta (No AI)
Post by: LM_MAVERIK on November 06, 2011, 10:43:10 pm
awesome finally your download link does not work however

file is temporarily unavailable

wtf? it should be back up in a sec, i thought 2shared was shit but megaupload seems equally as shit.
any how im uploading there as well..............
Title: Re: Yoshimitsu beta (No AI)
Post by: Laharl on November 06, 2011, 10:44:01 pm
I personally use mediafire as long as you login to your account at least once a month your files never get taken down.

edit: files back up awesome downloading
Title: Re: Yoshimitsu beta (No AI)
Post by: LM_MAVERIK on November 06, 2011, 10:45:35 pm
I personally use mediafire as long as you login to your account at least once a month your files never get taken down.

it should be back now.
Title: Re: Yoshimitsu beta (No AI)
Post by: Laharl on November 06, 2011, 10:47:13 pm
yeah it went back up for a super short time i caught it in time but its back to being unavailable id use a different host if i were you so people don't have issues.

edit: its back up now it should be fine now
Title: Re: Yoshimitsu beta (No AI)
Post by: Zingo on November 06, 2011, 10:54:02 pm
Can you put up a new link?  It's not available right now.  :'(
Title: Re: Yoshimitsu beta (No AI)
Post by: LM_MAVERIK on November 06, 2011, 10:57:24 pm
new links up now,

http://www.2shared.com/file/Bz0diw6H/yoshimitsu.html
Title: Re: Yoshimitsu beta (No AI)
Post by: Saikoro on November 07, 2011, 12:58:58 am
My head just exploded!! This is AWESOME!!

I will leave you some feedback very soon as my schedule is crazy.

EDIT!! Quick feedback after 5 minutes of playtime:

-Some infinite priorities on basic moves.

-Obvious missing things (Animations and whatnot) as he is a beta.

Although awesome, the Yoshimitsu nut in me is going to have a hard time adjusting to his Mugen adaption. This is merely nitpicking on my part. Aside from that, this is hands down a very good creation. You have his feel down perfectly and I love the direction you took. More playtime with him (and a controller) will only warant positive and constructive feedback. This is coming from a tournament good Soul Calibur 2 player (Back in the day, I was exceptionally good with Yoshimitsu).

Amazing job Maverick!! I really love this release!! This screams character of the month!!

Title: Re: Yoshimitsu beta (No AI)
Post by: LM_MAVERIK on November 07, 2011, 02:21:08 am
@saikoro
thanks, you will definitely bring out his potential with a control pad. It will be hard to hit the diagonals otherwise.
cheers man, there are no infinite priorities. not unless its a move using his sword. I think i made sure of that.

also let me know how the fights go when you perfect him and give me a tier rating. ;)
Title: Re: Yoshimitsu beta (No AI)
Post by: Juk Ramone on November 07, 2011, 03:01:30 am
AWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW



FINALLY! It is released!!!!! (My favorite Tekken character too).

My fingers are starting to itch... *-*
Title: Re: Yoshimitsu beta (No AI)
Post by: ZombieBrock on November 07, 2011, 04:52:12 am
awesome man, havnt tested it yet, but damn u make some killer Stages , so i know u chars are going to be killer as well
Title: Re: Yoshimitsu beta (No AI)
Post by: Cybaster on November 07, 2011, 09:13:05 am
- Missing required sprites, but I'm sure this will be fixed.
- Can crouch when running. Personal preference, but most fighting games don't allow that.
- His height seems low : he can jump over another Yoshimitsu at a very low height.
- Remove all the BAK files form the archive, for faster DLing.
- He slides a whole lot when landing from a non neutral jump. Feels clunky.
- No hitsparks, or are they shared with all chars in your fullgame ?
- Not a fan of the way you made the speed FX in c.XX, Moonsalt Slayer and the such. This is the kind of attack where I think you could use a separate FX with some transparency, to avoid colorloss.
- Double jump !?
- I don't like how far he can jump, even from stance. It's like he's flying.
- He can jump over a downed cornered opponent.
- Some CLSNs are OVER complicated, such as Solar kick. Some work is needed here.
- End of animation for poison breath could be slower, because the poison FX is out of synch at the end.
- reverse somersalt kick can pass through the opponent at close distance.
- You can pass through Yoshimitsu by walking through him when he gets up from lying down. May be done on purpose.
- retreat low slash could get some CLSNs but be vulnerable to throws.
- Press Forward near the opponent, then pres either Y, Z or C, and Yoshimitsu won't perform any attack.

Loving all the attacks you've included. There are a lot, but they don't look out of place. It's hard for me to remember the commands for them and all, but maybe it's because I'm not a Tekken player at all.
Missing some anims and overall polishing, but for a beta this is very impressive. :)
Title: Re: Yoshimitsu beta (No AI)
Post by: LM_MAVERIK on November 07, 2011, 10:23:37 am
@cybaster

I answered these in no particular order...

-what required sprites are missing i was sure I included all of them care to point out the groups?
-the crouch when running thing is something i'll keep, it can be done in tekken too as sort of a wave dash or CD crouch dash
-jumping over a cornered opponent again is something ill keep, i do it all the time in tekken as part of tech traps and frame traps.
-double jump will go definitely i forgot to take it out.
-hitsparks will come eventually not too concerned about that right now
-are you referring to the blur on the moonsalt slayer? if so then I disagree,the blur adds exaggeration to the movements but i do plan on putting in slash effects to compliment the effect.
-lol yeh i did that for a reason too. You will see in my next update why yoshimitsu gets good air time on a jump but if you noticed too he also falls at a greater velocity then other characters.
-poison breath FX float was done on purpose, there is a secret move that follows after the attack called (poison ashura blades) when you spit the poison hangs in the air and you can execute the poison ashura blade move straight after as a tech-trap so its a extended combo and a guard breaker.
-passing through when he gets up , yeah hes missings collisions for that
-reverse somersalt ill fix that
-forward, y, c, z........well spotted.

thanks for the feedback yeh there are a lot of moves to remember but trust me with practice its nothing. I still have a few more to give him as well.
and thanks :D
Title: Re: Yoshimitsu beta (No AI)
Post by: Cybaster on November 07, 2011, 02:22:53 pm
Quote
-what required sprites are missing i was sure I included all of them care to point out the groups?
Just go in debug mode (ctrl+D), and you'll see which ones are missing.

Quote
-are you referring to the blur on the moonsalt slayer? if so then I disagree,the blur adds exaggeration to the movements but i do plan on putting in slash effects to compliment the effect.
Yeah, I'm talking about the blur, and I know why it's there. But I don't like the way you made the blur embed with the main char sprites. You could separate the blur FX from Yoshimitsu, allowing you to use gradients, transparency, and get overall much nicer results, such as CVS Hayato's sword attacks by Warusaki3, if you see what I mean.
Title: Re: Yoshimitsu beta (No AI)
Post by: Saikoro on November 07, 2011, 02:33:54 pm
Interesting point on the blur Cybaster. I'm assuming Maverick went with that look as he was emulating Tekken 6's motion blur. But you are correct. Coding that blur into specific movements would save a ton of time and it would simply be a sweeter looking deal, even moreso than it already is.
Title: Re: Yoshimitsu beta (No AI)
Post by: Hisui-lover on November 07, 2011, 07:00:41 pm
i supposed that this the Tekken version, i guessed that be the Soul Calibur version
Title: Re: Yoshimitsu beta (No AI)
Post by: blake639 on November 07, 2011, 07:02:55 pm
 
  Does this download work for regular mugen?
Title: Re: Yoshimitsu beta (No AI)
Post by: Silentfailwhale on November 07, 2011, 09:16:47 pm
Probably wrong place to ask but...in your sig there is the Yoshimitsu beta picture and Armour King. Have you released the Armour King yet or is it on hold?

Also I'm nerding out over Yoshimitsu
Title: Re: Yoshimitsu beta (No AI)
Post by: dark_light on November 09, 2011, 09:07:09 am
first off i want to say thank you for using 2share love that site and also no download time either and you can download more then one thing at a time witch is why i love that site

anyways on to feedback i gave him a try just a few minutes ago very impressive for a beta most of all the feedback has been said all ready but i was wondering are you going to add more attacks to him more so as in combos such as when you hold back and you hit the punch button he does a spin for 8 hits i think in his counter part in tekken 2 thu tag team? will that be in the next version
Title: Re: Yoshimitsu beta (No AI)
Post by: Odb718 on November 09, 2011, 03:08:30 pm
Very funky! Just the way Yoshimitsu should be!

My only qualm with this is that it's 4 and a half buttons  --; I try to use the 5th which makes me think he's 6 buttons and then I mess up. When I try to stick with the 4 buttons I forget the 5th. And when I go back to the 5th it doesnt work half the time.

This makes me want SFxT that much more  ;)
Title: Re: Yoshimitsu beta (No AI)
Post by: LM_MAVERIK on November 10, 2011, 03:49:10 pm
sorry for taking long to respond, I was a way at my girls house and CPU time there is a no no.

@odb718

yeh sorry about, i actually couldn't think of a suitable attack for yoshi with c. but i assure you he is 6 buttons or supposed to be :P the next update release is on sunday so you'll see the new stuff.

@dark_light
yes he will have more combinations in the next update on sunday. the move you are referring to is manji stone fists, yeh i was originally planning to allow him to do more then 2 hits but I have to be careful with a move that deals out 8 hits and make sure its not abuseable.

@silentfailwhale

Armor king is nearly ready for beta after a few preview videos I am planning to release it by next week.

@blake
regular as in the old non hi-res one. yeh It probably will do (wont look the same) but why are you not using Hi-res mugen??

@hsui-lover
its a bit of both, i have mixed him with all adaptations of yoshimitsu.

@cybaster
I see, i will definitely give it try, it wont be hard to re-do those sprites. I also did that with yoshimitsus manji stone fists.

@saikoro
exactly that i was going for the tekken 6 extreme blur look.
Title: Re: Yoshimitsu beta (No AI)
Post by: Kanbei on November 12, 2011, 11:19:27 pm
Which Yoshimitsu Is This? Tekken Soul Cailbur Or OC?  :???:

EDIT: Nevermind Tekken!
Title: Re: Yoshimitsu beta (No AI)
Post by: Dracul_3 on November 13, 2011, 05:12:32 pm
Thanks for sharing. When will yo make his AI?
Title: Re: Yoshimitsu beta (No AI)
Post by: Saikoro on November 13, 2011, 11:30:42 pm
OK.... heres some feedback. I had a controller in tow and man, does it make a difference. How could people play with just keyboards!?

Wheres his portrait??  ;)

Hitsparks?? When you finally do implement them, be sure to emulate the likes of Soul Calibur or Tekken. It would also be very sweet if you could add in some custom sword slash sparks like Vega/Claw has in SSF4. That'd be BADASS!!

Some of his collisions look a bit too complicated. Although they make sense and they are well laid out, they can certainly be simplified as demonstrated below:

(http://i9.photobucket.com/albums/a95/SA1K0R0/Random%20Mugen%20Screenshots/Yoshi01.png)

(http://i9.photobucket.com/albums/a95/SA1K0R0/Random%20Mugen%20Screenshots/Yoshi02.png)

(http://i9.photobucket.com/albums/a95/SA1K0R0/Random%20Mugen%20Screenshots/Yoshi03.png)

Not too many crouching attacks. Crouching attacks are definitely needed here as Calibur had tons of mind games based off of poking. Theres also a lack of jumping attacks outside of "A." Understandable as Tekken/Calibur don't really have any, but remember that every character had a move that would come out as you landed. Perhaps some integration of those moves here?? And keep the double jump. I love it. Or at least make an option via a config.txt to turn it on and off....  ;P

Also, no coruching attacks except for D+A?? The only move that comes out of this is his knee lift (DT~A). Judging on his actual in-game move, this should animate so that it lifts higher and bounces the opponent up a little higher for juggling capabilites.

D+B can be spammed to up to 8 hits in the corner. Cornerpush??

D+Y is WAAAAAAY too quick as you can mash it repeatedly. It also looks really odd coming out that fast....

His Wood Cutter Combo just feels odd with B~A as it was originally Back + K~B in the original game. Perhaps B~X instead??

You MUST implement his signature sword slash. It has been a staple in his arsenal since Yoshimitsu's early Tekken days. DB or D~X would be perfect. The hardcore Tekken player insists on having this. Also, his Ballerina Kick should also be in place now that I think of it....

Manji Backfists should stick to their original source material. Remember, it was Hold Back+B~B~B~B~B~"Dizzy" in Calibur (LP in Tekken). T,T~X is strange and feels out of place (In your readme, it says T+X). I could see your thinking in making this move different as it is spammable, but perhaps you could dampen the damage severely and limit his juggle ability to avoid abuse of this. Remember that this idea also relates to his spinning low kicks too. Just personal preference really.

Shark Attack reads D~DT~T~Z and its actually D~DT~T~X. It has a solid feel, but should be emulating Soul Calibur's original input (I think it was T~T~A+B). Do you also plan to implement his Kangaroo Kick??

Heavens Divide has too much distance priority. Shorten it a little so it will look more natural.

Set up Crazy Dragonfly so that you have more of a chance for juggles if your opponent bounces off of the wall. The animation looks a little rough, but very cool none-the-less.

Animate the Indian Stance!! Its a great represnetation as is. Also make sure that you can make him teleport behind the opponent as well. That would be great.

Do you plan on making any of his attacks feint like in Soul Calibur?? Any basic attack move (A,B,K, certain special moves and unblockable arts) could be cancelled if you tapped Guard while in the middle of starting an attack. Applying that theory to his special moves would make for some great mind-games. It would be nice to see, and understandable if you couldnt.

Lastly, and Cybaster mentioned this, make his moves blur from shadowing/EX Move effects. His blur looks mighty impressive, but making his moves blur like EX Style attacks would make for some impressive and easy to implement (E.G. time saving) effects. His Stone Fists have this effect to begin with, so implement this furthermore. Consider that Tekken 6 had blur on just about every attack.

Regarldess of his command inputs and pointing out small details above, his moves already have a tight feel. I would say to modify his commands a bit more to fit that of Soul Calibur (He feels more like a Soul Calibur Character than a Tekken Character, and thats fantastic). Otherwise, this is a very solid feeling character that plays well and its mighty damned impressive for a beta. I really like how you successfully captured Yoshimitsu's look, feel and playstyle in Mugen. In a nutshell, you've really nailed it. I'm now anxiously looking forward to your updates as it would be a shame to not update Yoshimitsu any further. Your hard work also makes me anticipate Armour King and Kunimitsu even moreso!!  :sugoi:
Title: Re: Yoshimitsu beta (No AI)
Post by: LM_MAVERIK on November 14, 2011, 04:14:43 pm
shit, i didnt even see these posts

@saikoro

 the portrait will come in the next update, I have also done a portrait compatible with Noz's screenpack.

-I have also manged to get hold of tekken 6 hitsparks so I will be using those as well.

-collisions yeh some are over complicated I normally form them in a way that represents slashing motion or set them up in away that will hit an opponent if they are point blank range.

-crouching attacks. Yeah I have to admit I ran out of ideas since yoshi has VERY VERY VERY BAD crouching attack game in tekken. not many pokes at all. his most iconic attack from crouching is the "leg cutter" unblockable I will include that but probably not as an unblockable flag.
also yoshi has 3 crouching attacks the slash, that follows into heshikirigari and also that very fast slash with Y. I did that to add pressure on opponents when playing tough AI i guarantee you will need that  lol.

-ballerinia kick will replace yoshi's "a" strike. I have already given that to kunimitsu too.

-manji stone fist i did as forward because whilst tapping back you are at risk of screwing up juggles by hopping back if not done correctly not only that but when applying pressure game to the opponent back just feels wrong. also I can assure you manji stonefist is NOT SPAMMABLE it is in fact probably one of his most unsafe attacks in there, very easy to counter attack just crouch or punish him on block I cannot even land this move on characters like shin gouki or my friends in human matches most of the time i use it is for quick  transition into manji spinning lows.

-yeh of course kangaroo kick is a signature move it has to be included! ;P

-yes I did plan on doing fakes specifically his super and some of his basics but he will fake into a wavedash (CD) like in tekken tag 2. (FINALLY YOSHI CAN WAVE DASH) ..but yeh from that wavedash he will have move possibilities.

I plan on updating yoshimitsu weekly until he is out of beta.

thanks again for downloading and testing.

EDIT: Oh and the updated yoshi will have manji evade it works like akumas. "sliding thing"

@dracul

I have given him A.I now but I will work on that some more  later.
Title: Re: Yoshimitsu beta (No AI)
Post by: Saikoro on November 14, 2011, 04:27:30 pm
Sweet deal. It's nice to hear the term Wavedash.... Very cool. I'm also glad that you essentially rectified my feedback with excellent responses. The lack of crouch attacks makes sense, and does his stone fists. His collisions make sense from a sword slashing perspective too.

My only gripe: put in his signature sword slash.

Lastly, if you're going the blockable route with sword strikes, it would be cool to perhaps make EX versions unblockable. Just food for thought.

Looking forward to your updates!!  :sugoi:
Title: Re: Yoshimitsu beta (No AI)
Post by: LM_MAVERIK on November 14, 2011, 04:34:24 pm
Sweet deal. It's nice to hear the term Wavedash.... Very cool. I'm also glad that you essentially rectified my feedback with excellent responses. The lack of crouch attacks makes sense, and does his stone fists. His collisions make sense from a sword slashing perspective too.

My only gripe: put in his signature sword slash.

Lastly, if you're going the blockable route with sword strikes, it would be cool to perhaps make EX versions unblockable. Just food for thought.

Looking forward to your updates!!  :sugoi:

The Ex idea is very cool. Will do, Oh and before I get to doing this. I was planning to give yoshimitsu his Oni stab move. In tekken 6 it takes 3 quarters of life, in tekken 2,3  it was nearly instant death. for mugen I am not sure what values to include since oni stab must be unblockable.
Title: Re: Yoshimitsu beta (No AI)
Post by: Saikoro on November 14, 2011, 04:51:04 pm
Hmm. Go both ways: Instant/near death on a whiffed strike and 2/3 life on a successful strike. That sounds balanced to me. It also gives incentive to not miss!!  :sugoi:
Title: Re: Yoshimitsu beta (No AI)
Post by: XANDERAC on November 14, 2011, 07:21:56 pm
If you ever wanted some Tekken Hitsparks, or even some to basically use as a base The Spriters Resource has some Tekken 3 Hit FX

(http://spriters-resource.com/psx_ps2/tekken3/charhitfx.png)
Title: Re: Yoshimitsu UPDATE
Post by: LM_MAVERIK on December 06, 2011, 05:05:22 pm
NEW Features
------------
New forward dash, back dash, wave dash system. press down during forward dash to wave dash/crouch dash(no moves during wave dash at the moment)
Ballerina kick
Bull charge into flea run on move contact
Manji vacuum
Manji evade
Kincho approach (can walk during kincho stance)
Manji blood slayer secret move
Fixed guard flags and hitflags
stonefist button config has been set to (back,x) like in tekken
10 hit combo special lands properly and can be linked into combos more effectively
New super: "The evil sword"
4 palettes.


lastly he has some AI which will be refined later.

Oh and I forgot, the portraits are designed for mugen reborn so they may appear big in regular screenpacks.


Evil sword screens
(http://i.imgur.com/pBEkw.png)

Manji blood slayer
(http://i.imgur.com/laMCF.png)

DOWNLOAD
http://www.This link no longer works, sorry/?d=1A7UP4U0
Title: Re: Yoshimitsu UPDATE 6 12 2011
Post by: Saikoro on December 06, 2011, 05:34:26 pm
Hell yes!! A fantastic creation gets even better. I seriously can't wait to go home and try this out!!
Title: Re: Yoshimitsu UPDATE 6 12 2011
Post by: LM_MAVERIK on December 06, 2011, 07:13:27 pm
Hell yes!! A fantastic creation gets even better. I seriously can't wait to go home and try this out!!

 ;DI think you'll like this new system a lot better then the old beta. The next update will have crouch dash moves and some other stances  ;D
Title: Re: Yoshimitsu UPDATE 6 12 2011
Post by: Noside on December 06, 2011, 08:01:54 pm
Woohooo!! early Christmas Present!! thanks Man! keep it up!!  :sugoi:
Title: Re: Yoshimitsu UPDATE 6 12 2011
Post by: Laharl on December 07, 2011, 04:24:48 am
thank you for updating him :) good to see hes been updated definitely trying him out
Title: Re: Yoshimitsu UPDATE 6 12 2011
Post by: ARCoolguy on December 07, 2011, 02:14:20 pm
Wow I cant believe I missed this I am downloading this for sure
Title: Re: Yoshimitsu UPDATE 6 12 2011
Post by: Speedy9199 on December 07, 2011, 08:07:46 pm
I can't believe no one has said something like this on what I am about to say yet...

The only problem I have with this character is that during the animations you CAN see small foriegn green pixels appear and disappear around the character. I know from mugen character making experience that this is a sign that the sprites are NOT done well.  :( To fix this just go through all your sprites once again and take the paint fill bucket and turn the green pixels that appear around your character into your transparentcy color. If you have a hard time seeing them you got to zoom in on the sprite. It will be annoying to do but it's better to do this to make the sprites look as good as possible.
Title: Re: Yoshimitsu UPDATE 6 12 2011
Post by: LM_MAVERIK on December 08, 2011, 09:42:39 pm
I can't believe no one has said something like this on what I am about to say yet...

The only problem I have with this character is that during the animations you CAN see small foriegn green pixels appear and disappear around the character. I know from mugen character making experience that this is a sign that the sprites are NOT done well.  :( To fix this just go through all your sprites once again and take the paint fill bucket and turn the green pixels that appear around your character into your transparentcy color. If you have a hard time seeing them you got to zoom in on the sprite. It will be annoying to do but it's better to do this to make the sprites look as good as possible.

Screen shot please....No one has said that because no body else can see it. neither can I for that matter since the anti aliasing is done automatically through the 3d program. I have no idea what you are seeing but I would love to see a screen shot that shows this.... if you can ever find a shot that shows this.
If i have to zoom in on the sprite to find a single pixel its not worth changing and judging from the the fact that you have to zoom to see would also suggest that is barely visible.

The way I do the masking is through a 3d program so its not difficult for me to change any of the sprites since its cut out automatically. Show me the screen shot with the stray pixel and I will correct it.
Title: Re: Yoshimitsu UPDATE 6 12 2011
Post by: Speedy9199 on December 08, 2011, 10:02:18 pm
I will give you a screen shot(if I can) later because I am busy right now but it's easier to see when animated. It mostly appears around inside the edges of the ring on his back during his standing animation and a few other animations as well. I had this problem before when dealing with images that I have to surround the base image with my transparency color using photoshop or something like that but that's just me, and I don't know exactly how you do it, but you might be having the same problem here. I know that just one pixel like this is not a problem but when animating it with it then it becomes a problem. I advise you to first look at your standing animation, look at the inner edge of the ring on his back and go frame by frame. However don't try to find it using mugen itself. Use sometype of image capturing program like snag-it to go frame by frame. If you see a pixel suddenly appear on the next frame in the place your looking at and you look back on the last frame and it's not there that's a problem. The green pixels appear to be a lighter green BTW mybe that's why other people couldn't see it.

Also one more thing, does the ring on Yoshimitsu's back have some type of sun glare/reflect effect or something?