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Make Your Move 14 - This is Snake, I'm done here

TheKalmarKing

Smash Apprentice
Joined
Mar 7, 2013
Messages
162
Wow, it's sooo dead here...

I'm probably going to do the Megaman vs Blaziken matchup today if that can stop this terrible inactivity.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
Speaking of Mega Man, I'm not sure how many of you are aware of the Mega Man page on the Plaza. Look at how pitiful it is. With Mega Man announced for Smash 4, we need more Robot Masters for him to fight. Let's start with the Classic series Robot Masters (Megaman 1-6 and 9-10). Here is a list of all the Classic RMs that have yet to receive a moveset:
If you need help when creating a moveset for one of these guys, contact one of the guys who have made a Robot Master moveset in the past (Junahu, Agidius, Hyper Ridley, Plorf, and myself off the top of my head can help you out well).
 

APC99

Smash Master
Joined
Jun 12, 2013
Messages
4,244
Location
Appleton, WI
NNID
APC-99
3DS FC
3840-8265-8211
Is the competition still up? I've got a few movesets I'd like to post.
 

TheKalmarKing

Smash Apprentice
Joined
Mar 7, 2013
Messages
162
Is the competition still up? I've got a few movesets I'd like to post.
Of course it is! You'll be more than welcome here, especially if that brings back some activity

(Also yeah I was supposed to do that matchup two days ago... :ohwell: )
 

TheKalmarKing

Smash Apprentice
Joined
Mar 7, 2013
Messages
162


VS





First, let's analyse each characters' strenghts and weaknesses:

Blaziken's stats are pretty good: he's quite fast, got above average jumps, correct traction and okay size and weight. His normals are all about very fast hits who can combo easily, which is to be expected coming from such a Pokémon. His attacks are slower in the air but are a bit more powerful and are still combo-able. His smashes too are slower than normal, which is kinda normal since the normals are already lightning fast. His specials provide him with some good approach and mid-range options, with the fast damaging Side-B, the deadly Up-B, the always cool Flamethrower and finally, the Overheat move. Without a doubt the more "original" attack in Blaziken's arsenal, it's a blast which will engulf an area around Blaziken. For each level of charge, he will deal higher damage and knockback, culminating in 30% damage and huge knockback at Level 4; However, while a strong killing move, it will halve Blaziken's attack for a set duration determined by the carge level, the higest level halving the Pokémon's attack for 10 seconds.

Blaziken's biggest drawbacks are his lack of range and his lack of killing moves: while his smashes are really powerful, they lack range too, and out of his Specials, the Sky Uppercut is the only one who will reliably KO the opponent, the Side-B being more of an approach move than anything else. So, you're stuck with the Overheat. Bad news for ya: it will drastically reduce your attack power, and since you were rather weak to begin with, you ain't going to score a KO soon... IF YOU DON'T HIT WITH SKY UPPERCUT OR A SMASH. Blaziken ultimately boils down to a glass cannon, who will more than likely get owned if he meets a damage sponge or a good camper who will have no problem keeping him at bay.

Megaman Starforce's stats are similar to Blaziken's, he's a little bit slower but he's heavier, too. He also got slightly better traction, but it doesn't matter that much. His normals are faster and more powerful than Blaziken's, and he also got far better range than the flaming humnaoid chicken. The aerials and smashes are rather slow too, but Megaman can still combo his opponents, proudly following's Blaziken's steps in those regards. However, where Megaman truly shines is at mid-range, where he can safely hit his opponents thanks to his buster while still racking up some damage up-close thanks to his Million Kick and Tornado Dance. Like Blaziken, Megaman's Up B is a good killer. As I said before, the buster is quite useful to keep your opponents away: the Plasma Gun can control the field with it's slow shots, the Mech Flame is Blaziken's Flamethrower, the Buster isa fast projectile, ans the Chain Bubble is basically a shotgun.

While Megaman Starforce is at ease at mid-range, when some enemies sneak into his personal space, things get spicy for him: his normals are quite slow apart from his AAA and Forward A, making the Million Kick his only trusty option... However, it will become predictable after a while, so close-range combat is dangerous for Megaman. Also, fighting from afar isn't his cup of tea, but in this match-up we don't have to care about that crap so who cares. :p

FIGHT!!!

Blaziken will use his speed to get close to Megaman in order to rack up some damage. However, Megaman will keep him at bay by intelligently using Tornado Dance, Million Kick and his various weapons. However, Blaziken can get to him with a Blaze Kick or destroy his projectiles with Flamethrower, and then get into Megaman's face to combo his blue metal-spandex butt. So the fight will continue like this a moment, Megaman keeping the chicken at bay and Blaziken comboing the android whenever he can.

When it will be K.O. time, Blaziken will howver come to a pretty blatant disadvantage: while Megaman's smashes and normals got some good range, Blaziken must come up close to dish out some real pain. In other words, Blaziken's smashes pale out in front of Megaman, who can easily interrupt Blaziken's starting lag, anyway. So Blaziken will have to resort to the Sky Uppercut or the Overheat. So, let's see how Blaziken can kill Megaman:

-By combo-ing him until he can place good Sky Uppercut, which a reliable but still risky K.O. method, as messing up the combo can result in some heavy damage;
-He can deal some good mid-range damage with the Overheat, but should Megaman survive, he will have no problem kicking Blaziken's face again.

For Megaman, it's far more easy to kill, since he can just trap Blaziken in his Million Kick and Tornado Dance before sending him to Valhalla with a trusty Heat Upper. So, it ultimately is a pretty tight battle for both constestants, as Megaman really needs to watch out for Blaziken in order to avoid a quick and painful death. However, having more range options and stronger moves, the award finally goes to Megaman Starforce! Yay!
 

APC99

Smash Master
Joined
Jun 12, 2013
Messages
4,244
Location
Appleton, WI
NNID
APC-99
3DS FC
3840-8265-8211
THE ALMIGHTY GENERAL ZOD

Do you think you stand a chance against Zod? Zod does not think so. Let Zod show you in the error of your ways.

BACKSTORY

Before you puny humans question Zod's appearance in this Smash tournament, let Zod explain in third-person. You see, Zod was busy trying to escape prison in the Phantom Zone when the portal opened up to a small place known as Final Destination. And, being conqueror of worlds, Zod had to take over. A large hand came and said Zod could not enter unless Zod was part of some flesh-bag's Smash tournament. So naturally, Zod wants to show them all they can't deny Zod access. Soon, that hand will KNEEL before Zod. Of course, hands can't kneel. Perhaps the hand could lay flat on the floor, but Zod is digressing. Zod decided to train, but then realized Zod is the epitome of what you mortals call... sexiness? Therefore, Zod did not train. Zod will now share with you the abilities Zod will use to strike those other contenders down.

STATISTICS:

Weight: 6/10: Zod weighs in at exactly 98 kilograms. Yes, Zod prefers the metric system. NO MATTER! Simply because Zod isn't as light as the normal contenders does not mean Zod is WEAK! No, 60% percent of Zod's weight is muscles.

Size: 6/10: Zod is tall. About as tall as that Link fellow. Zod's weight and size conflict, because even though Zod is hard to knockback (thanks to Zod's Kryptonian stamina), it does not mean Zod is huge like turtle or Gerudo man. No indeed.

Ground Speed: 7/10: Oh, Zod has super-speed. It is simply one of Zod's amazing features. Not as fast as fox, falcon man or blue hedgehog, but ALMOST!

Air Speed: 8/10: Zod can fly. It is just one of Zod's amazing abilities. This means that if you are stuck in air like, say, the pink thing, the angel boy or the masked swordsman that works as Zod's basketball, Zod can make you KNEEL within no time.

Fall Speed: 3/10: Zod can fly, as previously stated. So if Zod accidentally falls to pity you, Zod will fall slowly to spite you, allowing Zod to attack from above. Clever, huh?

ZOD'S SPECIAL ATTACKS:

Neutral Special: Laser Vision. Zod can simply fire 3 light lasers from his eyes to char your body. Of course, if allowed the time, Zod will instead charge up Zod's hands and fire beams of energy from Zod's fingertips. It will scorch your pathetic flesh. If Zod were mathematics teacher, Zod would say that lasers would do 5% each and Zod's hand blast would cause a dealing of... let Zod say... 20%?

Side Special: Super-Breath. Zod is never impressed with reflection skills of others. Cape? Bah. Shield? Meh. Sleeping? It brings a frown to Zod's face. Zod feels that using Super-Breath will mentor these miserable fools. You see, Zod can exhale excessive amounts of wind that will not only blow away any of your trinkets (you know, fireballs, arrows, missiles, electricity, Metal Blades and the like) but also push you away and flip you away from Zod's image, all while being able to walk. Of course, Zod won't attack with your back turned. ZOD WILL MUTILATE. After performing this move that can deal as much damage as the weapon you used against Zod, it will take a while for Zod to regain some air in Zod's chest. About 30 seconds will do. But do not worry- Zod can still move and attack, just not blow away incoming projectiles. They won't hit anyway. Oh, and if in air, it can push Zod. But Zod will never fall. Trust Zod.

Up Special: Kryptonian Flight. Let Zod mention angel boy again. He can apparently fly for a limited time. BUT HE IS NOT SPECIAL. Zod can fly as well. To humor the other fighters, Zod cannot fly forever. It would cause the others to accuse Zod of cheating. And they are still on Zod's butt for cracking neck of tiny yellow mouse who deals damage to self. This does not do damage, but Zod can fire lasers during this time, which do as much damage as before. So scurry in fear, for Zod is still powerful.

Down Special: Energy Absorption. Zod sometimes watches quietly from audience in boxing ring to analyze opponents. And this boy, a villager, can grab energy from air and place in pocket, and then use it at any time. Zod has a very similar move. Those who use energy as a projectiles should watch out, because Zod can absorb it using a blast of energy. Now, Zod can do several things. First off, Zod could absorb your energy and recover 8% health Zod has let dance away from his physique by attempting a jab. Then, there's a possibility Zod could release that power in an omega shape that homes onto you by attempting to fire lasers on ground or during flight. It would deal as much damage as it would normally. Zod's favorite thing to do is hold onto it. Since Zod can still absorb energy while holding energy, Zod enjoys duping opponents into attacking Zod's barrier of energy with their plasma blasts, fireballs or laser beams, allowing Zod to collect up to 40% damage for his homing blasts. Fearful? Zod sometimes cries when looking in the mirror and has nightmares about Zod.

STANDARD ATTACKS:

Neutral Standard: A simple punch-punch kick. Zod does not mess with the classics. A punch from Zod can cause you to hurt and gain 4%, and a kick cause 6%. Zod has superhuman strength, so why wouldn't Zod's punches be more powerful than the mortals?

Dash Attack: Zod goes into a flying position similar to Zod's rival Kal-El and charges into the opponent with closed fists. Truly a treat to watch, especially when it deals 8% damage.

Up Tilt: Zod jumps up and uppercuts the opponents, causing them to skyrocket to the sky. Not really, but it deals about 6%. Zod can dream, can Zod not?

Side Tilt: Zod likes to perform a roundhouse kick to deal about 7% damage each time it collides with the opponent. Chuck Norris learned it from Zod, only after Zod had mercy after snapping his neck.

Down Tilt: Zod sometimes has to crouch in order to avoid attack. To attack, Zod enjoys to release a burst of energy around him to hurt the opponent and paralyze them. It can deal 5% damage, but allows a short time for Zod to crush them underneath Zod's leotard and matching shoes.

SMASH ATTACKS


Forward Smash: Breath of Cold. You see, Zod can also breath ice-cold breath. Zod only will use it when Zod desires. This powerful gust envelops foes in a layer of ice, allowing Zod to quickly punch it open with Kryptonian prowess. This can send foes flying to the blast line with 20% which gurantees Zod plenty of pleasure.

Up Smash: Somersault of the Planets. Zod has decided when Zod triggers what you people would deem the C-Stick is pushed to the heavens, Zod shall perform an exotic flip and smack down into the ground with an iron fist. This not only impregnates any female on the battlefield, but also deals 17%.

Down Smash: Superhuman Reflexes. Zod is able to dodge bullets, so it makes sense that Zod could use this gifted ability of speed in battle. Not only do any punches from an opponent miss, but Zod finishes off with a slap to the chest, knocking them back to their doom with 14% more damage. Impressive, isn't it? You're all so easily impressed by Zod's feats of strength.

AERIAL ATTACKS

Neutral Aerial: Zod craves the satisfaction of performing a sex kick in the air, then transforming it into a spike on the opponent. Nice fluid movement, and 10% damage. Oh, how glorious this meteor-smash of Zod's heritage will look in HD.

Side Aerial: This special move allows Zod to blast a fiery knockback from his eyes if anyone is within Zod's grasp. This move will cost the opponent about 11%, making it of use to Zod.

Up Aerial: Zod enjoys to perform a frontflip with grace while laying smackdown to anybody in the general area. Not only is it an eyeful of splendor, but it deals 8% damage in Zod's advantage. It combines Zod's lion-like fury and Zod's swan-like grace. Simply pleasing to the eye. Like Zod's beard.

Down Aerial: Zod can spike down as well. He can send his leg downwards and then spin around like a dreidel, if my research on Planet Houston's winter holidays is correct. It is powerful, only 7% damage. Do you tremble yet?

Back Aerial: Zod will do a quick flying pose and pelvic thrust into the opponent. A simply amazing 13% damage. Astounding to any Kryptonian iris.

A GUIDE TO KNEELING BEFORE ZOD

Grab: Zod will push you down to your knees as you KNEEL before Zod. Now, Zod has an advantage to do many things. Some glorious to the gore-loving Zod, some to simply prepare you for upcoming events.

Pummel: Zod can decide to continue hitting you with short busts of heat vision, dealing 2% each. Zod enjoys doing this continually, but cannot due to mortal resistance. So Zod can decide to throw your corpse somewhere else.

Forward Throw: In a perfect world, Planet Houston would be Krypton by now. But more importantly, in a perfect world, militaries would call on Zod simply to perform this move. Zod will swing your body around like a medieval weapon and then throw it to the direction Zod is facing. This will deal 14% damage if you end up colliding with something, such as other opponent or Zod’s mighty pelvic thrust, but it’s best used when Zod has damaged the opponent to the point where Zod could punch them lighter than usual and they would crumble before Zod’s feet. It gives Zod shivers down the Kryptonian spine.

Up Throw: This is one move Zod dislikes performing often. Zod, if needed to, will grab the opponent by their biceps, lift them into the sky and perform a suicide drop. Usually, Zod only hits floor of stage dealing 7%, but sometimes Zod falls off of the arena. This cause Zod to have to cancel the move by performing the feat of flight. But this means that opponent can quickly escape as well. But you do not escape from Zod. You only escape from Zod’s earthly cousin Zaroff. Zod makes references to short stories in hopes of someone appreciating Zod for more than sheer power.

Down Throw: Oh, is it THAT time already? Zod can decide to be absolutely cruel to you and perform a move even snake man with boom sticks could cringe at. Zod crouches down to your kneeling level and snaps your neck as you lay broken on the floor. Zod has plenty of time to attack you, but somehow they always recover. This move, if performed correctly, deals 13% damage. Zod does not mess around. It’s almost like that time in the Man of Steel movie Zod’s “replacement” got neck snapped by Superman. Zod was displeased with New Zod. Why did Christopher Nolan not call Zod to play Zod? Revenge of Zod will be in the future, mark Zod’s words.

Back Throw: If Zod feels merciful at the exact moment, Zod can backhand your stomach sending you flying backwards. 9% damage does not lie, does it not? Zod is bored now. Let us get into REAL fun.

MISC.

Final Smash: Rebirth of Krypton. You see, when Zod acquires a technological wonder of a “Smash Ball”, instead of letting the energy swallow Zod, Zod swallows the energy. Before I perform a “Final Smash”, Zod sucks in all energy dancing around Zod’s body and refocuses it as Zod does enemy fire. So, instead of Zod’s eyes glowing with power, Zod’s chest begins to bear the omega symbol. That symbol leaves from Zod’s body and plants itself in the ground, transforming the world around Zod to homeland Krypton. Of course, Zod is powerless. Or is Zod? The energy of the Smash Ball still resonates in Zod’s veins, acting like the Yellow Sun. So while the Red Sun makes your gravity out of whack and sends you floating and upside down, Zod can strike and completely obliterate you in your helpless state. However, the energy will eventually fade and Krypton will be no more. But Zod will re-energize and be ready to continue cracking the skulls of Planet Houston’s residents.

Taunts: Zod enjoys rubbing victory in the face of the opponent. If desired, Zod can do one of four things: First, Zod can raise up a hand filled with energy and scream “KNEEL!”. Second, Zod could hover over your ground and cackle maniacally. Third, Zod can hold up a cape bearing the El symbol of hope, then burning it to represent your hope of being victorious against Zod. Fourth, Zod will immediately generate armor over Zod’s vulnerable body, then retract it to mock your abilities of defeating Zod WITHOUT Zod’s armor. It will anger you so to see Zod full of mirth.

Kirby Hat: In consideration of the pink one, Zod has taken an analysis on it and has figured out what would happen if said pink one attempts to taste Zod’s beauty and duplicate it for himself. He would copy Zod’s magnificent hair, mustache and beard combo as well as Zod’s ability to fire lasers and finger energy blasts. But Zod will not let that happen. Especially if Zod finds out where the pink one’s neck is.

Victory Theme: Zod believes that the fanfare of Zod’s victory should be the sound of millions being crushed by Zod’s power. However, Zod has to under contract use the fanfare of the Superman theme. As in “dun dun dun, dun dun-dun-dun DA!” made famous by John Williams. This displeases Zod.

Series Icon: Due to Zod’s five-year license with DC Comics (a pitiful group of mortals), Zod must use the El symbol of hope. It truly makes Zod’s whole purpose a comedic, ironic twist. Zod will take revenge after Zod breaks the kneecaps of Michael Shannon for lacking the correct costume.

That is all Zod has to say about Zod’s upcoming victory besides the fact that Superman is a semi-clone of ZOD, not the other way around. In the meantime, KNEEL, DAMN YOU! KNEEL BEFORE ZOD! That is all.


APC99's Notes: I'm currently working on Elec Man, Magnet Man and Quick Man, so I have those! I'll also be working on a moveset for K.K. Slider and/or the Koopalings. I'm going to try to get at least 5 done before the deadline! This one's just one I came up with after seeing Superman II AND Man of Steel again. Because Zod is fun to write for.

EDIT: Adding because relevant.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,261
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
I should go finish that Quick Man idea I had a while ago, too...

Also, yay, Zod there means that I can do the recap finally.
 

APC99

Smash Master
Joined
Jun 12, 2013
Messages
4,244
Location
Appleton, WI
NNID
APC-99
3DS FC
3840-8265-8211
Elec Man: DRN-008

Description:
Elec Man. Dr. Light’s 8th robot. He was the best of them all. Designed to work on voltage in nuclear power plants, Elec Man has speed unlike his predecessors or most of his future brothers, with Quick Man as an exception. But Dr. Wily got a hold of 6 of the Robot Masters, including Elec Man, and rewrote their circuitry, causing Elec Man to go AWOL. His arrogant, cocky attitude stayed, but his desire for peace became twisted and blurred by Dr. Wily. Only his brother Rock could return him back to his original mindset. But this time his arrogance got the best of him. He became envious of Mega Man’s invitation to the Smash tournament, so he decided to round up the Robot Masters so they could all attempt to enter the tournament, against the wishes of Dr. Light. Elec Man was the first to create an definitive fighting style allowing him to shock the opponents figuratively and literally. In reality, Elec Man’s fighting gimmick is his electric effects/ paralyze attacks. Most of his attacks can paralyze opponents so he can rack up points during his attacks. Since his specials and Smashes deal electric effects, combined with his standards and aerials have paralyzing blows, makes Elec Man about speed. He’s got a need to quickly dispatch of foes by charging up his attacks and striking before the opponent can recover. But he does have one weakness: Blades. Due to his weakness against Rolling Cutter, any blade attacks can deal up to 5% more damage than usual on him.




Statistics:
Weight: 5/10. Elec Man, although a machine, is lighter than his brothers due to the fact he must be able to run quickly in order to restore power to the nuclear plant.

Size: 5/10: As tall as his brother Mega Man, Elec Man stands at a medium height, so that he will never be too tall or too short to reach a battery he needs to revive.

Ground Speed: 8/10: Just about the same speed as Sheik, Elec Man is incredibly fast. This encourages him to stay on ground and perform attacks while dashing past opponents to dodge their attacks and blast them before they notice.

Air Speed: 7/10: Sadly, Elec Man is not as fast in the air. Even though he is the embodiment of electricity, air wasn’t on mind during creation. He can use his electric abilities to zip through, but is unlucky with normal attacks. Elec Man is good as an aerial combatant, but just wasn’t really designed to be good against flying fighters.

Fall Speed: 8/10: Elec Man’s fall speed is as fast as his ground speed. He can quickly zip back onto his turf on the ground to finish off anyone in his way.


Special Attacks:


Neutral Special: Thunder Beam. Elec Man uses Thunder Beam to fire three lightning bolts across the stage. They travel about as far as 3/4 of Battlefield, each following it’s own path. One goes straight forwards, one goes down diagonally and the other goes up diagonally. Each does 10% damage. This move is useful in air due to it’s different targets, but is also very useful on the ground as a projectile. It’s most interesting quality is the ability of conduction. Projectiles like Mega Man’s Metal Blades, the Bumper, and anybody wearing the Metal Box are more likely to get hit by the attacks by Elec Man. Although they can still damage Elec Man, anybody who has vulnerability to electric attacks (the only ones so far are Pikachu, Luigi, Yellow Pikmin and Elec Man) will get extra damage from the metal, around 5% more. However, it is extremely rare for Elec Man to be able to blast a projectile like Metal Blade and still have it hit someone else. He has better luck against Bumpers or Metal characters.

Side Special: Set Rod. In a move scaringly similar to ElecMan.EXE, Elec Man will generate a Tesla Coil onto the stage. Once this Tesla Coil is hit by any of Elec Man’s electric effect attacks, the coil will power up and damage anyone who touches it. Although gimmicky, it allows Elec Man to make the opponents focus on his items, allowing him to strike them when they’re distracted by how to remove it. The coil itself deals no damage, but deals 15% damage when hit by any electric effect attacks to anyone touching it. Once someone hits it during it’s electrified state, it vanishes.

Up Special: Introduction. He beams upward like his entrance and travels in the form of a lightning bolt, dealing 5% damage every time he rams into someone in this form. This move is a semi-clone of Pikachu’s Booster.

Down Special: Thunder Rod. Elec Man can quickly rise up his hand as electricity generates in the sky and lowers his hand in a quick manner as the electricity strikes the ground in front of Elec Man, dealing 17% when it touches an opponent.

Standard Attacks:


Neutral Standard: Elec Man punches forward several times as volts surround his fists, paralyzing the foe if they collide. Deals 4% every punch.

Side Standard: Elec Man kicks and slides into the direction he’s facing, leaving sparks behind him. The kick deals 6% damage, but the sparks leave 2% each and paralyze the foe.

Up Standard: Elec Man raises his arm in a quick manner, spiking the opponent into the sky, making this a powerful move if the opponent has high damage. Only when he hits the head hitbox will there be a paralyzing effect. Otherwise, he’ll only deal 5% damage.

Down Standard: Elec Man slides just like his brother Mega Man, except he has sparks generate from his feet when he slides. It deals as much as Mega Man’s slide, but it has an electric effect.

Dash Attack: Elec Man will quickly perform a jump and corkscrew in a diagonal direction, only with a current of electricity around his body. It deals 6% and it has paralyzing effects.

Smash Attacks:


Forward Smash: Elec Man charges up and then spins like Mario Tornado as electric orbs swirl around him. This deals 13% damage and can even propel him upwards a bit.

Up Smash: The Robot Master charges and a blast of electricity rises from his palms. This beam deals 10% every hit, and is likely to hit anyone above him at least 2 times.

Down Smash: Elec Man gets into a fetal position and charges, then bursts upwards into a position like his Forward Smash, but doesn’t spin. Instead, electricity bursts around him in a shield-like orb, dealing 19% to anyone unlucky enough to approach it.


Aerial Attacks:


Neutral Aerial: Elec Man sticks out one hand and releases a small shockwave in the direction he’s facing, causing about 6% damage. This is a good projectile in air, and can help you push opponents by repeatedly performing it in the air.

Side Aerial: Elec Man performs a Force-like wave of the hand and if anybody uses an electric projectile, it will come towards him and heal him. Of course, if someone is in the way of an incoming electric attack by someone else, this speeds up the attack and makes the obstacle-like opponent gain damage instead of healing Elec Man. It normally heals Elec Man the same number as the damage it would perform.

Up Aerial: Elec Man generates rings of electricity around him that propel him upwards and can tangle in opponents like Wario’s Corkscrew, except less damaging at 4%.

Down Aerial: Elec Man goes into a pose similar to Mega Man’s Hard Knuckle and fires a small lightning bolt down below. It deals about 8% when it hits. This is very useful for punishing opponents, as it propels you upwards a bit, allowing you to move around in the air and rain down on opponents.

Back Aerial: Elec Man drops a Watcher in back of him which fires it’s bolts of electricity and then falls, dealing 2% damage for each bolt, and no damage during it’s falling state. It vanishes when it hits the floor, dropping some energy pellets for players to use, making it a counteractive move.

Grab Game:

Grab: Elec Man grabs normally, lunging forward to pull the enemy towards him.

Pummel: Elec Man charges electricity through his hands, shocking the opponent in his grasp with 2% damage each.

Forward Throw: Elec Man charges the opponent with loads of electricity and throws them forward. Deals 13% damage and paralyzes the opponent.

Up Throw: Elec Man lifts them up and does a flip, kicking them into the air and then blasting them with some electric currents, dealing 6% damage.

Down Throw: Elec Man slams them onto the ground and then charges up with electricity, dealing 9% damage. Perfect for chain-grabbing.

Back Throw: Elec Man swings the opponent around and then spikes them down to the back of him diagonally, performing a spike of sorts.

Miscellaneous:


Final Smash: Appearing Blocks. Yes, I went there. Elec Man bursts into the sky and charges up with so much energy that he blasts through the stage with a beam. The stage bursts up into sections, and the characters have to get past every block in order to survive, otherwise if they stay on a disappearing block, it’ll deal 20% damage in electric attacks. This not only references Elec Man’s stage, but the challenging aspects of the Mega Man games, as Elec Man is considered the best and hardest robot of the original 6 Robot Masters.

Taunts:

  • Up Taunt: Elec Man performs his boss intro from the original Mega Man game.
  • Side Taunt: Elec Man hovers and laughs in a kinda-maniacally way.
  • Back Taunt: He performs an attack visually similar to Plug Ball that spins around him and heals 1% to discourage from using this taunt often.
  • Down Taunt: Elec Man pulls out a Elec Sword from ElecMan.EXE, but puts it away in a sly reference to Battle Network AND Ganondorf.

Kirby Hat: Kirby, instead of posing normally, performs a pose similar to Mega Man’s Weapon Get pose and gains Elec Man’s mask and helmet. He can now perform Thunder Beam.

Victory Theme: The normal Mega Man victory theme, or by chance the Boss Intro from Mega Man 2.

Logo: The gear from Mega Man’s logo.


That is all for Elec Man. Next Robot Master: Quick Man! Coming SOON...
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
General Zod

It's been quite a good amount of time since we've had a moveset for a Superman character! 5 contests ago, actually, with MYM9's excellent Bizarro moveset being the last of them. Zod is my favorite Superman villain next to Braniac and the aforementioned Bizarro, so seeing him gain a moveset is a welcome surprise and I commend you on your taste. Zod is a fairly standard set, and doesn't seem to have a steady playstyle in mind - is he a heavy hitter like Bowser or is he on the move constantly like Pit, who you draw comparison to quite a bit? I admit, though, I had a bit of trouble reading this: try and make your colors more appealing to the eye, as it makes the moveset easier to read - you appear to have fixed this with Elec Man, so I won't dwell on that too long.

Besides that, there are really only two things I suggest you improve on. The first is try and work on making your attacks a bit more descriptive - down smash in particular confused me. Is he running back and forth or vibrating to represent superspeed or what? It's a very confusing thing, and describing it better would help readers to visualize it. The other thing is characterization, and also allow me to bring Elec Man back for this: Zod is a great character with a much richer history than the robot master, and I feel like this moveset doesn't encompass him as well as it should've. Given your relative newness to the contest, I can't fault you for that. But at the same time, it seems very confusing when you seem to be going for a Terrence Stamp Zod with the image and the writing style (Planet Houston) but then bring the Man of Steel Zod into it with the final smash and the down throw. Perhaps focusing on only one or on a steadier mix of the two would have been good, rather than having the two Zod portrayals constantly clash into each other - imagine if half of Bowser's moves were based off the Galaxy Bowser's boss battles and the other half were based on antics of the Cartoon King Koopa! Regardless, this is a good first effort and I look forward to seeing you improve.

Elec Man

More Robot Masters, as has been pointed out above by Kholdstare, are indeed quite welcomed here. Elec Man does seem better written than the good General up there, whether or not this is due to realizing the faults with the first one or the fact that you no longer have a self-imposed Terrence Stamp voice throughout the moveset is a nonfactor when the attacks here are not only better described and are more interesting than Zod's. Right off the bat, he has more of a playstyle than Zod, with a stage control thing going on with the Tesla Coils. There are pretty cool implications there for Elec Man players, imagine Elec Man in the air firing down aerial bolts at them!

One thing I would like to advise against, though, is stuff like the down standard/crouch attack - we know what The Villager's grab special LOOKS and ACTS like because of gameplay footage, and it is thus acceptable for Zod to reference that. However, while we know Megaman has the slide, we don't exactly know how much damage it will deal - leaving the readers a bit confused. Regardless, if my opinion wasn't obvious enough, Elec Man is indeed a superior effort to Zod and is far more pleasant to read through/look at, thanks to the more eye-pleasing colors. You have indeed shown that you can improve, keep that level of improvement up and you could prove to be a top contender in this contest.
 

APC99

Smash Master
Joined
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Messages
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Location
Appleton, WI
NNID
APC-99
3DS FC
3840-8265-8211
General Zod

It's been quite a good amount of time since we've had a moveset for a Superman character! 5 contests ago, actually, with MYM9's excellent Bizarro moveset being the last of them. Zod is my favorite Superman villain next to Braniac and the aforementioned Bizarro, so seeing him gain a moveset is a welcome surprise and I commend you on your taste. Zod is a fairly standard set, and doesn't seem to have a steady playstyle in mind - is he a heavy hitter like Bowser or is he on the move constantly like Pit, who you draw comparison to quite a bit? I admit, though, I had a bit of trouble reading this: try and make your colors more appealing to the eye, as it makes the moveset easier to read - you appear to have fixed this with Elec Man, so I won't dwell on that too long.

Besides that, there are really only two things I suggest you improve on. The first is try and work on making your attacks a bit more descriptive - down smash in particular confused me. Is he running back and forth or vibrating to represent superspeed or what? It's a very confusing thing, and describing it better would help readers to visualize it. The other thing is characterization, and also allow me to bring Elec Man back for this: Zod is a great character with a much richer history than the robot master, and I feel like this moveset doesn't encompass him as well as it should've. Given your relative newness to the contest, I can't fault you for that. But at the same time, it seems very confusing when you seem to be going for a Terrence Stamp Zod with the image and the writing style (Planet Houston) but then bring the Man of Steel Zod into it with the final smash and the down throw. Perhaps focusing on only one or on a steadier mix of the two would have been good, rather than having the two Zod portrayals constantly clash into each other - imagine if half of Bowser's moves were based off the Galaxy Bowser's boss battles and the other half were based on antics of the Cartoon King Koopa! Regardless, this is a good first effort and I look forward to seeing you improve.
I recently talked with Kholdstare before I went gung-ho into Elec Man's moveset, and I did realize that the colors were hard to read. It was kind of hard to describe moves right going with the whole Zod in third-person theme, and I was attempting to kind of reference both Zods, but it came out pretty unbalanced. His playstyle is he's powerful on ground, but is far superior in the air. His Down Smash was kind of a vibration move, only he would solidify and then slap the opponent.

Elec Man

More Robot Masters, as has been pointed out above by Kholdstare, are indeed quite welcomed here. Elec Man does seem better written than the good General up there, whether or not this is due to realizing the faults with the first one or the fact that you no longer have a self-imposed Terrence Stamp voice throughout the moveset is a nonfactor when the attacks here are not only better described and are more interesting than Zod's. Right off the bat, he has more of a playstyle than Zod, with a stage control thing going on with the Tesla Coils. There are pretty cool implications there for Elec Man players, imagine Elec Man in the air firing down aerial bolts at them!

One thing I would like to advise against, though, is stuff like the down standard/crouch attack - we know what The Villager's grab special LOOKS and ACTS like because of gameplay footage, and it is thus acceptable for Zod to reference that. However, while we know Megaman has the slide, we don't exactly know how much damage it will deal - leaving the readers a bit confused. Regardless, if my opinion wasn't obvious enough, Elec Man is indeed a superior effort to Zod and is far more pleasant to read through/look at, thanks to the more eye-pleasing colors. You have indeed shown that you can improve, keep that level of improvement up and you could prove to be a top contender in this contest.

Thanks! The reason I didn't put the damage for Elec Man's slide is because we don't know how much Mega Man deals when he uses the move. So that way, it's kind of a thing we find out eventually and apply it to, which in retrospect was a bad choice on my part. Elec Man was a lot easier to write over Zod due to being able to actually describe and not have to refer to anything in the third-person. I'll definitely use this advice for Quick Man and Magnet Man.

EDIT: I put Quick Man's basic moveset (completed) on the Whiteboard. If anybody goes on, check it for me, leave feedback and I'll tweak it or repost it. Currently I'm working on a Zod vs. Elec Man matchup to kind of prove how they would fight.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
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Location
K Rool Avenue
I applaud the Robot Master push, Khold. Watch this space for possibly some comments later today.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
{]}KING BOO
King Boo is the leader of the Boos and the main antagonist of the Luigi's Mansion series, and is the arch-enemy of Luigi. He is also an ally of Bowser, who has aided him in his various schemes. He is more than capable of devising and enacting villainous plans by himself, including his capture and imprisonment of Mario. Although not the biggest Boo in the Mushroom World, King Boo has abilities that far surpass that of the average ghost and he wields a number of impressive magical abilities, including the ability to turn things invisible, materialize objects and trap enemies to the crown in paintings!
{]}ROYAL STATS
SIZE: 9
WEIGHT: 5
FALL: 1
AIR: 7
GROUND: 7
King Boo is the same size as the Penguin King, but due to being a ghost and all is the same weight as his Green Nemisis. Floating just off the ground, King Boo has very poor traction and falls like the princess the Green Guy is always saving. Thanks to his ghostly form, his movement speed is well above average and coupled with a grounded jump similar to that Princess with 2 mid-air jumps comparable to the Koopa King's own, it should be difficult for any enemy to keep on you for too long.​
SPECIAL DODGE: VANISH
Dodging turns King Boo invisible and intangible for the duration of the dodge. Furthermore, after the dodge ends he will still be invisible, move 50% faster all around and have a damage-threshold of 10% in order to hurt him! How this works is if you do not deal 10% or more in one hit, it will simply pass through him harmlessly, and don't even talk about non-damaging effects. If he is hit however he immediately becomes visible once more.​
He cannot keep this up forever though, as over the next 5 seconds once his dodge ends he will become 5% slower / have 1% less threshold per half second until he fades into visibility once more. He cannot dodge again until he is fully visible, but luckily he will stay invisible for a whole 2 seconds before fading into visibility.​





{]}SPECIALS
B: SPIRIT BALLS
King Boo opens his mouth and expels 5 Pokeball-sized orbs of ghostly energy that home in on the object in front of KB, rendering it invisible! Nearly anything aside from other character or entire stages can be rendered invisible, which can include Platforms, Minions, Items, Traps, Walls, Ledges (these two will show a flat surface where the stage gets "cut") and even certain stage hazards! A special note for if you do this at a ledge: a jagged area the size of himself will be rendered invisible, leading recovering foes guessing and removing any form of auto-snapping unless they hit the edge DIRECTLY with an Up B in order to grab the invisible ledge.​
KB can only have 1 invisible object in play at a time, and pressing B again simply releases the invisible object from the Spirit Balls' power as would a player's attack against the invisible object. King Boo then can touch them to restore his ability to make things Invisible as the balls float about, changing position within an area the size of Bowser every 2 seconds or so until they go back into the object they were assigned to 8 seconds after they were sent out. Foes touching the orbs absorb them and take 4% damage for their trouble, and have to absorb each one in order to undo KB's invisibility spell within the 8 seconds or the Spirit Balls will restore back to 5. While powerful, the move isn't exactly super safe as a foe can stand in the way and take the 20% if they feel like being a man, and the animation itself takes about half a second to complete.​
DOWN B: SPIKE BALLS
A staple tool in the King's arsenal, he uses these spiked spheres in both his boss fights to really stick it to the green plumber (who unfortunately always uses them against him somehow...). In Smash, Down B will have King Boo raise then drop a hand and create a shadow before himself as a spike ball the size seen in the picture above plummets as fast as Kirby's Down B from the sky after a moment. If there are platforms or whatever in the way above you, the ball will hit that first and then gravity, slope and/or wind will do the rest in terms of moving it about. Be careful to not be directly under the spike ball as it drops, especially if crafty (green) foes hit you under it as it drops, as a smack to the crown will leave King Boo dazed for half a second! Luckily it usually drops fast enough to avoid this, but you never know.​
Beyond the 10% meteor hitbox the Spike Ball provides as it's falling, foes who touch it as it is on stage are dealt a mere 5% and light enough KB to be pushed away from the ball. This can change however if King Boo charges the input! By holding Down B for up to 2 seconds, the King has 2 other variations of the spiky treat to dish out: Big Spike Balls are made when charged past 1 second, indicated by his crown glowing with power and deal 2x the damage and knockback as normal spike balls (10% to touch with light KB, 20% meteor) and are 2x as big (the size of the King himself!). Both variants react to gravity, wind and knockback (hitting them rolls them even if you take recoil, except for King Boo himself who doesn't recoil from them) and deal slightly more directional KB if a foe is hit mid-movement, but no extra damage.​
Slightly more interesting are the Spiny Traps created with a full-charge, as the move comes down instantly and a half-sphere sticks out of the ground with -huge- spikes coming from it to become the size of DK crouching overall. Touching these spines will deal 15% and medium radial KB to enemies as well as 30% spiking damage to foes who somehow get hit beneath it after 2 seconds of charge. Regardless of the type, all Spike Balls last for 15 seconds after they're spawned (unless they fall offstage, fun fact: falling turns them to meteors again) or simply poof into purple smoke if more than 3 are summoned, with obviously the oldest going first. While it's good fun to attack the balls to push them towards foes if not float above to nail them with falling ones on or off-stage, the real fun is when you make these rolling recoil machines invisible...​

SIDE B: BOOS
With a press of Side and B, a Boo cackles and fades into existence! This special is angle-able, with a Boo appearing within a boswer-sized area either in front of, diagonally above or below himself. The Down option can allow him to summon one -in- the stage! What, you didn't know boos can pass right through floors and walls? You can have 3 Boos out at any given time, with a 4th input merely replacing the oldest Boo.​
Boos have 20% stamina but take only push/knockback but no hitstun when hit (they can be grabbed / eaten by special grabs such as Yoshi's tongue and the like too), and ignore blast zones (always flying back if they survive a hit that'd send them flying). Touching a Boo is always risky though, as just like in Mario games you'll be damaged if they come in contact with you (unless you're hitting them) to deal 8% and minor KB with a classic Boo Giggle. When on the move, they fly freely at Jigglypuff's air speed, and in general are the size of her minus the feet and ears of course. Every once in a while they will also go "hee hee ha ha!" before launching an attack nearly identical to Sonic's Brawl Homing Attack as they zoom towards an enemy for 10% and moderate KB.​
Luckily for the opponent, Boos have an aggro range of a platform around themselves that you can keep track of while moving about, and of course have that classic shyness to them: facing them has them stop in their tracks and cover their face in embarrassment! They're still a hitbox while doing this, and standing still to face a single boo may not be the best idea with one or two more closing in behind you...​
Luckily for you however, you happen to be the King of the Boos. As such, you happen to have a handful of ways to command your subjects' behavior using your Taunts:​
Up Taunt: King Boo's crown glows as he turns invisible, then reappears a moment later with a familiar sound effect. This will toggle Boos to become invisible or visible! While invisible, you can only see their shadows on the ground and the occasional outline if one is about to charge. Their invisibility comes with a price however as they take 1% more per hit if they actually are hit.​
Side Taunt: King Boo covers his face, then lets out a good old fashioned Boo Scare. This will cause all boos to begin traveling in the direction you taunted as well as change the way they are facing to not only reposition bu avoid players who are trying to immobilize them with their shyness.​
Down Taunt: Holding onto his sides, King Boo laughs and closes his eyes at his feeble opponent. This will cause all Boos to cackle as well then stay in place as a sort of "air trap". They will not wander about or follow foes unless Side or Down taunt is pressed again. Combine all three commands when you get a moment to not only taunt your foes to frustration, but to sway your subjects in the direction of victory.​
UP B: PARANORMAL PORTAL
Raising his arms up and with a shine from his crown, King Boo creates a portal (seen above) above himself, while in the air he creates it below himself with a mirrored animation with both taking as long as Bowser's Up B in total to appear and activate. The Portal has a DDD-esque suction effect but with half the horizontal range in exchange for a stronger pull when close. Foes sucked into the Paranormal Dimension are followed by a horde of Boos that become visible one by one and follow the poor soul, pummeling them and cackling as the portal shines with energy, becoming a hitbox for 10% and radial KB with electric and darkness GFX to anyone else who touches it (but you could always try to lure multiple foes in at once!). After taking a total of 20% over the next 2 seconds, they foe will be expelled from the portal with weak knockback as it shrinks into nothingness behind them, leaving the King to make another.​
King Boo can only have 1 Portal at a time, and cannot make another if it is currently in use by an unwilling guest. Enemies aren't all that can be taken into the dimension however; his own Boos, Spike Balls and any various other items can be stored in it as well. Upon making another Portal with items stored within, they will be thrown out violently as if Smash Thrown (items), thrown straight forward (Spike Balls, with the same properties as when they fall) or shoot forward in a slight upward arc before disappearing with a laugh (Boos, having their normal hitbox but behaving more like a projectile this time around). His other specials have a few quirks with the Portal: Spike Balls when summoned next to a portal will fall in such a way that they will always be sucked in before hitting the ground, except on a full-charge, and Boos effectively de-summon when sucked up, allowing KB to summon another in it's place as the former becomes a projectile. The most sinister however is when used with Spirit Balls as yes, he can turn the portal invisible. Seeing as foes cannot attack the portal directly (projectiles pass through it at all times, and getting close enough to touch it sucks you in), the only way to make it visible again is to destroy the portal via jumping in, or waiting for KB to make it visible again so he can make something else hidden where it could make more strategic sense. This is also the only instance where rendering something visible destroys Spirit Balls rather than "releases" them.​
Finally, you may be wondering how this allows him to recover: well it doesn't. You see, instead King Boo will simply "respawn" through a portal with a minor push effect, a signature cackle and 25% taken as the portal shrinks and disappears behind himself if he gets flung past a blast zone with one in play. A worthy trade for a stock, wouldn't you say?​
Although, as a note the foe does have some control over what happens here. If they purposely leap in one filled with potential projectiles, they will seal the portal behind them and remove the items in exchange for the 20% and 2 seconds of set-up time for King Boo. They can also prevent him from recovering this way if he is KO'ed while they are trapped in the portal. Be wary of the foolishly brave foes, but also remember they always pay a price for their "courage".​
{]}STANDARDS
JAB: ROYAL SLAP
Reaching his stubby hand outward, King Boo slaps back and forth with surprising speed as you mash A with surprising reach, a ghostly trail following the motion to make it like a horizontal version of Kirby's infinite jab. Foes who are struck suffer a loud SLAP sound effect and are knocked away like being hit by Jigglypuff's Pound for 5%. A useful "gtfo" move for those who dare to get to close to his majesty.​
FTILT: GHOST-CHOMP
With a bit of a chuckle, KB lunges forward like Wolf's Fsmash with near identical speed and range with his mouth open wide. If he hits a foe he'll chomp down and send them flying with moderate KB. They take no initial damage but are instead set on fire with ghostly blue flames, dealing pretty impressive DoT (15% over 3 seconds) if they don't manage to shake the flames off via dashing about. Flames are stackable with both itself and the other sources of Flames (seen later).​
It gets a bit more interesting if this move hits a shield however. As he bites, King Boo's blue fire swiftly envelops the shield as it seems to turn into one of his Spirit Balls and vanishes! For the next 3 seconds, or until it breaks, the foe's shield is completely invisible, rendering management of it's HP and size incredibly difficult. Either way, KB suffers some end lag for connecting the move as he gleefully licks his lips.​
UTILT: MAGIC SPARK
KB faces away/toward the camera with a big grin as his crown shines and sparks with power. Foes who touch it take 10% and decent radial knockback away from it, but not really enough to kill until around 200%+ or higher. Overall the move is about as fast as Falcon's Up Tilt, not bad for the move's hitbox the size of Ivysaur's Up Air.​
If a Boo happens to be within aggro range of KB when he does this move, a thin bolt of energy will jump to them, the bolt and the boo both extending the 10% radial hitbox. After being hit for 10%, the Boo is turned Pink and now moves about 50% faster than normal boos. This comes with a price however, as beyond obviously halved stamina the Boo cannot interact with Utilt again, with the next closest Boo getting struck instead if both are in range. Another plus side though is that if it's sucked up by the Paranormal Portal, it is launched out 2x as fast as normal Boos!​
DTILT: HIDE AND SHRIEK
King Boo's crouch is a bit weird, as it's more of a "Dip". Being a ghost and all, he can merely drop down so only half of his body (namely from the bottom of his eyes up) are showing above ground. On platforms this rightly looks kinda funny as he is now 1/2 way through it, but it does allow him to go through them a tad faster than most other characters when dropping through them.​
If you tap A while crouching, KB will actually dive into the ground with a pink aura around himself that knocks foes upward and prone with a hard knockdown effect and a meager 6%. If done on a platform you merely descend to the floor below, but on a normal floor you will dive into the stage and stay under for 1 second, while emerging slowly at Jigglypuff's fall speed for the 2nd second. This affords you time to muck about while being undetectable for 1 whole second and attack with Upward attacks, send out specials, short hop aerials like nobody else can and more likely turn invisible with an air dodge to really mess with the foe. While some moves won't be practical/simply don't work while phased through the stage, and you can't exit through the sides (similar to how many moment attacks stop at ledges), this can create an enormous advantage to get the drop on a foe. You of course can't Dtilt again until you are fully out of the ground.​
DASH: ROLLING ROYALTY
King Boo flies just off the ground during his dash, but with a press of A begins to tumble forward, and grow up to 3x his size! You will roll 4 times total, taking about the same time as Bowser's Fsmash as you travel about 1/2 of Battlefield to reach the size seen above compared to that stupid, green plumber. All is not as it appears however, as even at this size the attack will always deal 12% and moderate diagonal KB upward with your giant form mysteriously erupting into... Boos?​
You see, this is yet another of King Boo's illusions at work! By gathering up Boos that were hiding around the stage, he appears to grow larger and larger before hitting something/ending the attack to cover the screen in cackling Boos for just a moment, obscuring anything within a radius slightly bigger than what he appeared to be for a moment. But what about King Boo himself you ask? Well, he is free to move about by the 2nd rotation as he invisibly dips out of the Boolossus, free to do as he pleases (except for another Dash Attack until the current one explodes) and will become visible the moment the decoy is broken. However, this doesn't stop you from dodging or heading under the floor, and while the foe is flustered by the cloud of Ghosts, its a perfect time to give them a good fright.​

{]}SMASHES
FSMASH: GHOSTLY WIND
Taking in a deep breath as he charges, releasing this smash has King Boo expel a torrent of Ghostly Wind forward just like when you didn't capture enough boos in the original Luigi's Mansion. In many ways comparable to Lucario's Fsmash, the attack does actual Knockback up to about the 2nd ember in the picture above with the rest being pushback with a moment of hitstun. Uncharged it will deal a meager 14% and KO around 170%. When fully charged the KO box extends to the outer embers of the picture, and the wind effect doubles in size to push foes at the outer limits away! When at full charge, damaging embers will hit the foe for 20%, and can KO horizontally at about 150%. A bit of a late KO option, but it's range more than makes up for it.​
The wind properties however provide a great tool for King Boo, as not only can you space a charged version to push recovering foes without dealing Up-B breaking hitstun, but you can push Spike Balls towards them as well! Even without Spike Balls, this can also be a great way to shove foes into a Portal if they are positioned just right, but need some "incentive" to get in. Wind effects can also move Boos and Spirit Balls too, but due to their floaty nature are a tad less predictable to send towards foes.​
USMASH: MAGIC BOLT
His crown charges up power as you well, charge the smash, and then releases a pink bolt of electrical/magic energy straight upwards! Nearly identical to Pikachu's Thunder in reverse, those struck directly by the tip of the bolt as it travels to the top of the screen/any surface above him will have it explode on them for 16-22% and a decent amount of vertical knockback, enough to KO from 160-140% when they stand on a BF platform above you, and obviously -much- lower if they're up in the air.​
Unlike the yellow rat, this smash requires a lot more precision as you'll be wanting to strike them directly from afar instead of having the explosion centered on your own body, although the bolt will do 10-14% and moderate radial KB, kind of like a beefier Utilt without the speed. A great tool when you're under the floor, it is also a great punisher for foes taking to the air to avoid your ground-based traps.​
DSMASH: HAUNTED HOUSEWARE
King Boo turns to his right, which is to the background if he faces left, and the foreground if already facing Right, as he conjures some magic before himself in the back/foreground. Taking as long as Snake's Dsmash, King Boo will materialize one of three types of traps he uses throughout the mansions of his series.​
At no charge, he will create a pot or small chest that is about the size of the one seen in the picture above compared to Luigi in the back/foreground. If a foe walks in front of it, a Boo will pop out and scare them, Paralyzing them for half a second and 6% before leaving them prone as they fall back from the shock. Soon after, the item poofs away.​

A mid-charge will summon a cabinet, which upon getting near will spark with pink magic for 6% and hit-stun, before lurching it's drawers outward for 16% and high vertical KB. Once out, the drawers stay out and act as a sort of wall until attacked for 10% or more in a single hit, which closes them and makes the cabinet poof away.​
Finally, a full charge will summon a suit of armor seen in the first picture. These Ganon-sized sentries will stand guard in the back/foreground until an enemy of their king draws near, in which case they then perform Ike's Fsmash with a single hand into the main playing area. No, really: they swing down for 23-32% damage and extreme KB based on if they get hit mid-swing, or the moment their Sword/Axe/Mace hits the floor! Luckily for foes this is sort of telegraphed by the knight raising his weapon up for the swing, and they only swing twice before poofing away like the other objects.​
As always, King Boo has a plethora of tricks up his stubby sleeves to use with his traps. Although not usable by the Paranormal Portal, placing these strategically around one can influence foe behavior to your own liking: putting all of them (you can have a max of 2 Dsmash traps at any given time) near the portal to create a death-zone to push opponents towards, guaranteeing one or the other will hit. Or placing them on opposite sides of one another for foes to pick their poison in a sense, and corral them within a certain area. The non-charge pots and chests have special use as they can stun foes briefly, allowing you a moment to set up, blow them into other obstacles with Fsmash, or in general just finish them off. Drawers provide a crucial way to alter the floor plan for you and your foe, providing a wall to pin them between it and spike balls, as well as a platform to jump off of or be launched up by for a Usmash strike. The knights are a bit more obvious in that they are King Boo's best kill options by far, but have the nasty drawback of being laggy. To remedy this, try putting an uncharged pot in the background, and a full charged knight in the foreground. The Pot will stun the foe while being obscured by the Knight, and well you know what happens next! Speaking of obscuring, King Boo can turn these traps invisible with Spirit Balls. Deadly for any of the three, foes will have to rely on audio cues if they aren't brave enough to try and attack the area the traps are in to release the orbs. They then can pick their poison of absorbing 20% or risking attack from either of the 3 objects.​



{]}AERIALS
NAIR: BOO CAROUSEL
A huge grin forms on King Boo's face as one Boo after another forms in a circle around himself! These boos are notably smaller than normal, and will make 2 full rotations around King Boo while he remains airborne, each rotation taking a full second. Each Boo hits for 2% and the stun of a Falco Laser, and will pass through anything till it's time is up which with 10 in all can provide quite the deterrent from a variety of attacks. The summoning of them takes barely any time at all, only about 1/3 of a second in all but like many of his other standards he cannot do the move again until it's complete, which allows for other aerials while the carousel circles you.​
If you land during the summoning, the Boos will instead form a horizontal circle and follow you on the ground, remaining there even if you jump. Even better, if you dip under the stage or vanish, the circle of Boos will remain on stage for their duration! This is a handy mindgame as foes may think you are in the same spot at first, and can neatly corral or block off areas to work with or else the foe takes some hefty %. Like always, you must wait for them to disappear to summon more with Nair.​
FAIR: LICK
Licks his tongue up and forward swiftly, like Marth's fair in reverse without the end lag, hitting foes up and away for mediocre knockback if any. If struck, they take no initial damage but are instead set on fire with ghostly blue flames, dealing the same damage as any blue fire effect (sans Fsmash). A more basic move, but it is a bread and butter maneuver for the King for general offense when you feel like actually engaging.​
DAIR: SPIRIT BOMB
King Boo dives downward with a cackle, passing straight through foes for 10% and paralyzing them in place before reaching about 2x his height downward, slowly floating up to half that distance when the move is over as a sort of "end lag", but allowing use of other aerials.​
If he hits any floor while doing this, he will use his paranormal power to distort the ground as if it were a liquid, sending a shockwave along the ground about the size of the diamond + 1st stripes of Brawl's Final destination. If he does this from a maximum height of 2x his height that is, being reduced to a minimum of just around himself if done from a short-hop. Foes who touch the shockwave are knocked prone unless they tech, and any ground bound items / traps / what have you are either destroyed or sent moving such as Spike Balls (which pop into the air a bit, little ones go about his height in an arc with big ones half that) and Dsmash traps (which bounce comically then land back where they were, this can interrupt them going off in the case of the cabinet/knight to extend their life at times).​
UAIR: MAGIC STORM
King Boo's crown channels energy to create an outward electrical hitbox in all directions, hitting up to 6 times like Pikachu's down smash and stunning the foe in place. Initially the move only deals 1% damage, with the next 5 dealing 1% more for a total of 21% if the foe doesn't DI. The size of the hitbox decreases progressively: starting at King Boo's own size around the crown to just outside the crown for the final hit, but with increasing hitstun per hit that starts from the lightest of hits to an uncharged Zamus Laser in power.​
Perfect for chasing foes below platforms (or floors), the large initial hit gives you a hit-confirm to try and maneuver into the final stunning hit as to foe DI's to get a meaty frame advantage for your next trick. However, there is a good deal of end lag to the move making even the stunner a slight advantage at best if not an easy punish if a foe does escape the following hits early.​
BAIR: SCARE
In typical Boo fashion, King Boo covers his face with his stubby hands as he is covered in an eerie blue aura. He then turns himself around to reveal his face with a loud cackle and a hitbox centered around and just away from his face and mouth for 16%.​
While the start-up of this move is highly suspect, making it on par with Ganon's Dsmash if it were all front-loaded in terms of lag, the scare does a truckload of Knockback. Able to kill at around 130% easily, this is boosted to around 100% if you scare a foe from behind! Luckily, King Boo has that handy invisibility going for him, allowing to set up the perfect fright and cover the start-up with skill.​

{]}THROWS
GRAB: BOO
Pointing his arms forward, King Boo summons a Boo from behind him which rushes forward the distance seen above (around a platform) at normal Boo speed. If it doesn't grab anyone it merely vanishes and King Boo looks frustrated, giving the move a decent amount of ending lag for it's quick start-up.​
This has a unique function when used near Boos summoned from Side Special, as King Boo can command them too! If a summoned Boo is within a King Boo radius of his crown (easy to picture above, but essentially close to touching it) they too will shoot forward to attempt to grab at foes. When on the ground, the "grab Boo" joins forces with the other Boo(s) to contain the foe and drag them to their King, adding about 10% more grab difficulty per Boo (your % is seen as 10% higher for the struggle) but in any case always take about a whole second to get to the King. In the Air this merely has him quickly do the gesture, but it only serves to fake out foes seeing as he floats just off the ground already, he can trick players into thinking he's shooting out a grab from short hop. His grab is incredibly potent this way as he can have a literal wall rush towards the opponent, but at the same time counter-able by simply smacking away at the summoned Boos. At least the normal grab Boo flies very low to the ground, allowing to grab most all characters regardless of height, prone or even grabbing the edge!​
MASH PUMMEL: BOO BEAT-DOWN
Tapping A as the Boos reel in your adversary have them yank, pull, prod and otherwise bully them for 2% a tap. Relatively quick, the speed at which you can pummel is increased per Boo on the foe, being able to go nearly as fast as Lucario's with all 4 on at once!​
HOLD PUMMEL: PORTRIFICATION
As you may notice when pummeling normally, King Boo's crown glows with each press of A. Holding down on the A button in turn has it begin to charge with power, until ultimately sending out a diagonally down shockwave of magical energy after 2 whole seconds of charge (just like a smash). If you manage to keep a foe held for that long, they are zapped into a Portrait of themselves! Visually a framed, black and white version of their actual character selection portrait, the frame's color by default is gold but will reflect their team color when applicable.​
As for what this does? Well, it takes a stock off the foe, who then is sent to the respawn platform as usual. I fitting reward for a King who manages to keep a foe locked down for 2 seconds, no?​
All is not lost for the foe however, as their portrait, and their stock, is still in play! Immediately after the deed is done, King Boo gloats and giggles at the portrait before a second Grab Boo (summoned Boos disperse after this or a throw is input) takes the other side and floats off with it. The pair will float the portrait around like a Smash Ball, giggling all the way as they weave in and out and all about the stage for a total of 8 seconds before vanishing off-screen. During this time, the character's portrait has the same Hp as a Smash Ball and if broken restores the victim's lost stock!​
This provides a huge tactical advantage for King Boo as the foe will undoubtedly be scrambling to get their life back in check, allowing the King to predict their actions based on where the pair of portrait-pilfering Boos travel. It also gives multi-man some added chaos as enemies may side with you to keep the pictured foe at bay, or doubles matches can have heroic saves by the victim's team mate when they break the picture. All in all, if you manage to pull it off you deserve to gloat over your new item for your collection.​
FTHROW: BOO CHAIN
The Grab Boo tosses the foe in front for 3%, and then is caught by the next Boo in a line of three Boos, who does the same to the third Boo, who then tosses the foe forward again with average fthrow knockback and 9% overall.King Boo's free to move around for the duration of this move, in all this takes up a Falcon Punch of time (comparison quota met).​
Foes are thrown into traps laying on stage or at very high percentages KO'd if King Boo was near the edge of the stage in the beginning of his grab. This move alone makes opponents fearful of the ledge, useful psychology when the majority of traps can be spread out on large parts of the middle-stage. The foe can DI slightly at low percentages, really only able to DI well at 50% or higher. The following Boo will change his position slightly but after a character width the foe can successfully DI, though at a very high percentage they need to or they are likely to be KO'd off the ledge.​
BTHROW: BOO ASSAULT
The Grab boo disappears as King Boo grabs and spins around to throw the victim at a high angle behind himself, ending the throw very quickly.While the foe is still in hit-stun, three Boos will materialize and swoop in from a random direction each time, striking the foe for 3% and minor KB in the direction they were traveling. This makes the throw near impossible to DI properly for the victim unless the Boos happen to be in a favorable position when they appear, and also allows King Boo to take advantage of the multiple hits keeping the foe occupied in whichever way he chooses, such as setting up his stage control (again) or merely using it to combo some more. it also gives ample time for the Summoned Boos to close in with their pals occupying the foe's attention, like with Fthrow.​
UTHROW: MAGIC VOLTAGE
Mirroring his fellow King, KB's uthrow has the Grab Boo flip the opponent up to your sparking crown, hitting them multiple times while comically shocking them about for around 10% total (as well as shocking and stunning anyone else who touches you or them) before they are sent up diagonally for set KB of about the king's width in front of him. A simple throw sure, but the set knockback can really be a plus when combined with how his Fair and Uair link right into it.​
DTHROW: BLUE FIRE
King Boo licks the foe, mirroring another famous ghost, and sets the foe on fire for the standard 15% over 3 seconds shared with Ftilt and Fair. The foe panics from the odd assault, being sent into their Spicy Curry animation and flees in the last direction they input uncontrollably for just under a second! Stopping when hit, at a ledge, or when they hit a wall, the foe can jump but cannot turn around which can lead them running scared right into one of your traps. An excellent way to get a foe to pick between a rock and a hard place, it can however backfire depending on the foe, I mean how would you like taking all that time to catch Sonic and then have him just bolt away again from your own throw?​
{]}VILLAINOUS PLAN
King Boo is a trickster through and through, and a royal pain in the butt to both master and lock down. His main plan of attack comes from his specials and Down Smash working together with his ability to become invisible, forcing the foe to search around his maze of terror in order to find and hit him.
To Breakdown his stage control game, you need to understand what each attack brings to the table. Starting with Spirit Balls, the obvious use is to obscure platforms (preferably moving ones for the most impact), ledges (forcing foes to be wary of spacing on that side), and any items / valuables that foes will want to go after (or avoid!). When playing against King Boo, having something vanish becomes a vital choice on your part: you can either try to play around it as he can only make 1 thing vanish at a time, or attack the invisible object to release damaging spirit balls you need to absorb to reveal it once more. A win-win for the King as he either gets in free damage from the foe's foolish bravery, or continuously gets into the foe's head by making them worry about the invisible object. Literally on top of this come Spike Balls, which double as one of his KO/Edge-guard moves and an onstage hazard. You can relate these to sort of a slower version of the Hot Head item once they're on the ground, which forces foes to jump over them if they don't want damage, the big and small versions behaving similarly except the smaller it is the faster they can be pushed around from wind and knockback. The full charge version while unsafe, can provide a valuable tool in that it does more damage and has quite a bit of longevity as you and the foe can't push it offstage to get rid of it if you manage to get one out. Combining Spirit Balls and Spike Balls is a bread and butter trick for the King, as who doesn't want to scare players into hopping all the time thinking an invisible sphere of pain is rolling their way?
If they aren't paranoid enough already, Boos will surely put them into that state as you summon up to 3 to float about the stage. Boos make for a unique aerial hazard as they float about, and of course have the fun quirk of making the foe think twice about which way they're facing in order to stop incoming damage. Your electric magic can of course change these guys to Pink Boos to move about faster at the expense of HP (all your "magic" attacks can do this, it's just up Tilt is both fastest and has the special chain effect), to put pressure on the foe as they hop about to avoid your other moves, especially with how you can manipulate their behavior slightly through taunting to follow the action at the expense of well, time spent taunting. Moving back to the floor, Down Smash's 3 variants provide the other half of your ground control as you can create 2 more areas of woe for your foe. Uncharged pots/chests allow the stun to give time for you or your Boos to close in, Cabinets provide a second obstacle to move over like Spike Balls, and Knights of course can provide crucial KO power. An especially dirty trick is to use your Spirit Balls on a Knight to make sure they never see it coming...
Finally, wrapping everything together is the Paranormal Portal. His most multifaceted tool, the Portal first and foremost provides a stage hazard on the go that makes foes weary of ever going near the space where you summoned it as getting sucked in gives the King 2 seconds to set up his mansion, and 20% to the victim! Popular strategies are putting a portal either dead center or at one of the edges of a stage (with the other edge being invisible) to dictate how the foe moves about when combined with your other hazards. Use 2 is as a sort of GW Bucket as you can store various goodies in the portal to shoot out when you re-summon it. It's terribly predictable, but if given enough time you could have such a flood of evil pour from it that it'd be hard for nearly anybody to avoid. Finally, it provides recovery insurance to make up for his lack of "normal" recovery at the expense of 25%, foes may find it rather hard to kill this ghost as long as he has this in play.
While that was a mouthful, lets move on to what the King can do by himself. Immediately standing out of course is his ability to Vanish, and while it seems downright scary at first it is easily overcome with prediction on your part as he can only phase through certain attacks, and each tick of the clock reduces the amount he can ignore more and more. Projectiles in particular (especially flashlights and vacuums) can mess with him if he tries to vanish as while he does move faster, he can't shield or attack/clank with them without revealing himself. Of course he also has the cooldown on the move preventing him from being invisible all the time, combined with how he fades back in as it goes away it can be even detrimental to continuously try to vanish mid fight! His other moves are rather standard fare, each with their own quirk here and there such as messing with shields further or stun locking foes to combo with Flames, but special attention should be made to how he goes about killing the foe.
King Boo's weaknesses are two fold: he is big and light, thus easy to knock about (with little to avoid direct combat aside Jab and Vanish/Dtilt) and how he needs to be very precise in order to KO with all the chaos he creates. All his Kill Options either are laggy as sin (Dsmash) hard to set-up (Usmash/Down B on a ledge) or require very precise spacing (Bair/Fsmash). His only real consistent KO moves are his Fthrow off a ledge at very high %, or Portrification on a high % foe with multiple Boos attached (but even then it can be undone). So for all the damage he can rack up with time, the real mastery of King Boo comes in the skill required to sneak a killing move in just right as the foe panics about endlessly from your traps, leading some King Boo players to minimize their trap usage and opt instead for more direct approaches!
In any case, King Boo provides a unique playstyle that takes commitment to truly master, and can provide quite a good scare to anyone opposing him.

{]}EXTRA
FINAL SMASH: BOO MANSION
A blood-curling cackle is let out by the king; around him all over the stage appear an enormous number of Boo. Not wanting to miss out on the party, he immediately regains control and takes advantage. King Boo gets a pink aura; super-armor that resists 66.6% of dealt damage and knockback, on top of all attacks buffed up to deal 1.3x damage.​
The Boos that appear are largely the same as in the main set, but some differ slightly in size and shape: it's a Boo-reunion! This has a slight difference positively or negatively on their HP, damage, pretty much all attributes. Some behave alternately to normal Boos. They may prefer to go into your portal, or shy away from it. They can have a love for items and steal them up from the ground, floating them away in mid-air. Offensive, defensive, these are all random factors that make the final smash so effectively unpredictable. Boos' properties can potentially hugely change the way moves work and you can equally leave them to their own devices to wreak havoc. The final smash lasts 15 seconds.​
GOOD NIGHT!



-a JOE! and Smash Daddy production
 

TheKalmarKing

Smash Apprentice
Joined
Mar 7, 2013
Messages
162
King Boo

That's a pretty nice set we got there. That's a very good trap character, almost entirely relying on his ability to trick the opponent, like in the games, so the set's atmosphere and feeling is very good. It's really a set for King Boo and not just a concept slapped on some convenient character, and it's really cool. Now, King Boo got a truckload of options to mess up his foe, the most obvious one being the Spirit Balls. Combined with his own invisibility, that gives King Boo the means to rightfully mess with his opponent's head. The other specials are great too, even if the recovery part of the Portal is a bit... outlandish. All in all, the moves "flow" quite well together: there isn't a particularily filler-ish move. Also, the pummel is quite original, I had never seen something like that before. While rather impractical and all, it's still a nice call-back to Luigi's Mansion.

I feel it's a pretty solid set you gave us. I personally won't super-vote it, but I'll advertise it for sure, because the atmosphere of the set is really pleasant and it's a trap character done right.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,261
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
De-Vyse-Ive

Sorry for not commenting this for so long, Turtles! I meant to do it a while back but, well, as you can see my commenting went fail for a while there!

The Moon Stone chart at the top is a bit hard to understand on first read admittedly, but once you do the concept is quite nice, especially when combined with the set's focus on 2v2 and the ability to shift moon stones at any time...and then you get into the attacks that can use Moon Stones for different effects! A very simple yet effective bit of ideasing there, Turtles. I especially enjoy the Forward Smash, as the variety of options feel unique while all retaining their own functionality. Down Smash's elegant repositioning and use of Moon Stone switching is pretty great too, though.

The Pirate Shield is a cool idea, as a counter that bestows a shield for yourself or an ally, plus the fact it remains unbroken because of projectiles and grabs while severely limiting options...in 2v2s, a Vyse flinging himself around could make it quite hard for them to hit your ally, but of course team attack makes it double edged, too...quite nice. Cutlass Fury is also insanely cool, as you can cancel it into all kinds of things for a variety of options, mixups and even possibly mindgames while still having very useful attacks with the attack by itself...and all those multi-hit moves really do a number with the Moon Stones.

This is also one of the few movesets I have seen that puts in situationals like that and makes them more than just little extra things. It is handled well, I'd say: the attacks feel like they fit but without being too overwhelming as to feel odd for Ledge/Floor/Trip/Etc inputs. Quika is also really cool, as the use of teleporting with some of Vyse's attacks (The F-Smash comes to mind for it's variety of possible stone uses) combined with Moon Stone shifting makes it versatile, but not in too much of a way, as the foe always has the ability to react and the timing is strict, ensuring skill in use...and it doesn't fall into the trap of versatility without playstyle, as this falls right into his playstyle. And how about that Hoist! Imagine using a Quika to get to a teammate who is trying to aerially pursue a foe, then toss them up with a quick, well placed Hoist?

I hadn't seen Back Aerial before, but the ability to quickly shift to Silver as a surprise is nice.

The playstyle here was simply excellent: The attacks flowing into a 2v2 are sublime and the 1v1 playstyle is strong enough that the moveset easily holds its own. The mixups and tech chases, things I quite adore, mixed up with a simple yet effective playstyle of quicker, less damaging strikes with the ability to bring the hurt with a well timed Side Special or counter is simply great, and the use of versatile Moon Stone shifts on moves like Forward Smash and Back Aerial offer some really nice options, without remaining overwhelming. You wanted to beat ChuChus? Well, you just did.

Two things to point out, though: A good deal of the numbers are a bit whack, like the Down Throw lasting forever, and the writing style can get a bit long and drawn out in spots. I don't feel like it did TOO much overall, a lot of the little bits were things I like, but I can definately see people disliking it. For example, the way the Down Smash is described, it took me a moment to get HOW he repositioned the ally/foe.

Evolution of Circuitry

Elec Man is a quick and simple set without much playstyle to it, but it has the underpinnings of a decent set: It just needed to take advantage of things like the shocking and paralysis some more. It also could have used some input moving about: For example, the side aerial works much better as a Special. You could move the current Side Special to Down Special, Down Special to a standard and Side Aerial to Side Special fairly easily. Same with the Back. But the base is fine if it is expanded on some.

Here is an idea of something that might have been cool: What if the Tesla Coil, when charged, would sometimes fire a lightning bolt somewhere? And that Elec Man could absorb that lightning bolt? Maybe he could even have a way to power up his attacks with it, or by draining the Tesla Coil, so he would then try to paralysis the foe when he knows a bolt is coming. That could be a great little way of expanding it. Just an idea I got while reading the set.

Dark Side of the Boo

First thing I wanna point out: The Special Dodge really needs to be some other input. Shield Special, maybe? The fact that ANY dodge causes King Boo to be unable to dodge for 5 seconds or until hit is simply absurd, even with the threshold. Make it a Sield Special that allows him to go Invisible and willingly give it up for that, but be able to dodge like a normal character outside of it.

Up Special is very confusingly written. It took me a long time of reading to understand just how the dimension worked. The potential for respawn is quite annoying King BOo-wise, seeing as he can do things like turn it invisible, but the fact the enemy can just jump int to stop it when King Boo dies balances it a little, I guess...oh yeah, and 2 seconds is WAY too long for this, the same problem I had with Vyse's D-Throw.

How do you short hop aerials underground...? Or are you basically saying to do that to use aerials underground/when rising? (Reading UAir later gave me a better idea about this, so!)

I then stopped typing for a bit while reading and, well...I have a good deal to complain about, really. The Up Special feels extremely strong, very confusingly written and both unfun for the opponent and not all that great playstyle-wise. The Boos don't feel all that special, though they're still fine and maybe even good. The Spike Balls are okay, the way the invisibility works is fine but the way the foe has to try and remove it is simply dreadful. Up to 20% damage just to remove them and if you don't do it within a time limit it's all for naught? Please. D-Tilt, UAir and Up Smash are all fun, at least, and I do absolutely love the "Hold Pummel", although the fact it can be made totally invisible by invisfying the Boos seems potentially bad. The D-Smash's "scare" factor seems, to me, quite silly, so insert standard character complaint there. The blue fire never goes anywhere and King Boo simply does not flow or have his playstyle work all that well with the DoT, especially since it ONLY deals DoT. NAir's falco laser stun with the boo movement and King BOo being able to move screams for horrible bits of combos or short time small locks into an aerial, while the less special moves rarely work together to make a cohesive playstyle with the paranoia, invisibility and such on and so forth parts of the set.

In short, the set simply does not work as a cohesive unit, in addition to me really hating the Up Special. On the plus side, the use of images is excellent here and while the writing is confusing at times, it does nail down the feel of King Boo very well, and has some good concepts, but it rarely properly brings them to the forefront. I'd like to see more of what you guys could make together, at least.

Spydah

I suppose I'll go back and throw Dr. Slavic a comment, eh? It is long overdue!

Spider is a fun little set and a good way to start off: The weapon swap is decent, the projectiles give a solid playstyle, and little bits like the Back Throw are fairly cool, even if the set is at it's core pretty basic. The moves could use some more tightness, but the combo/projectile game shines through enough to say it is decent. I like how Spider doesn't like being in the air and has an air game to accomidate that, while still being decent. The lack of a back aerial is very dissapointing, though. There are a few other moves I don't like either: For example, I don't like how U-Throw ultimately NEEDS the Missile Launcher, I'd rather have it just do something extra with it, and I am generally opposed to pitfalls like on the D-Smash because they're just a worst trip/Paralyzer stun.

Still, it is a pretty good start (Certainly better than mine!). I hope we see more from you, Dr. Slavic, because you seem to have good ideas and your MU was fun. I hope this comment was helpful. :)
 

BridgesWithTurtles

Smash Champion
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Apr 18, 2013
Messages
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The long road to nowhere
3DS FC
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Up at 1 AM...the perfect time to read and review King Boo.

66.6% damage armor on the Final Smash. I see what you did there. Oh yeah, and Spirit Bomb.

Anyway, this is a moveset I definitely have mixed feelings about. My first problem is the writing at times, which is oddly descriptive while still doing a poor job at describing some moves; I had to reread several attacks before I understood them. Granted, these are rather complex actions, so it's not that much of a fault. Additionally, the use of the abbreviated "KB" for both "King Boo" and "knockback" makes reading a bit of a sluggish experience. I naturally read the acronym as "knockback", so seeing it used for King Boo himself was a bit confusing. When I finally began to associate KB with the character, you guys started using it to mean knockback. Again, not a major problem. Just a little thing that got in the way of enjoying the bigger picture.

Something else I'm a little iffy on is the Up Special. It's creative, it's fitting, and it's useful, but I can't help but wish King Boo had a more traditional recovery method. The lack of a ROB- or Pit-like free-flight move just seems....missing, like it should be there. That, however, isn't a problem with the moveset itself so much as with the portrayal of the character. The portal is a perfectly fitting and applicable Up Special that has every reason to exist in this moveset.

I must say that the moveset itself is very nice, with a cohesive playstyle that smartly blends trap-using and minion-using tropes to create a genre-busting character. The concept of turning anything and everything invisible is pretty creative, and with all of King Boo's traps and hazards for his enemies to worry about, it pours salt in the wounds to have him turn ledges, platforms, and even shields invisible! I really like the shield bit; it's highly creative and something I never would have thought of. The devious mastermind-ery of King B's playstyle requires cunning and a capacity for some nasty thinking, very befitting of the character, and that makes the player feel as if they are the character. That's a feature that I hold very highly in movesets. The playstyle makes KB Toys feel very fun to play. I don't mind the long preparation times of most of the moves, honestly. In the case of Down Special especially, the reward is substantially worth the charge time. Oh, and excellent use of images by the way.

My biggest complaint with King Boo is that it feels, at times, like it's trying to be a little over-ambitious with its complexity, but it certainly works in this case. It's mainly the Up Special that I have problems with, in addition to the grab and pummel functionality, which I feel serve to be unique without much substance, and don't add much to the playstyle, though they certainly add character.

Much more positive than negative, but as Kalmar said, probably more of an advertisement than a super vote. I hope that's not discouraging, because it's very good and deserves a recognition and read from everyone. I just personally don't consider it a favorite. Hope you two make some more sets together this contest, as your ideas and presentation are great.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Blizzard Man
Blizzard Man is a Canadian Robot Master from Mega Man 6. He was originally built to monitor antarctic weather, but he was refitted into a fighting robot able to recreate those antarctic conditions because of sweet magic-y science. After his defeat at the hands of Mega Man, he now works as a weather forecaster.

Stats
Size - 6
Weight - 7
Speed - 1
Jump - 3
Air Speed - 2
Aerial Control - 4
Fall Speed - 8
Traction - 10

Blizzard Man is the absolute slowest character in the game, taking long, deliberate steps that would make Ganondorf laugh at. Here's the kicker, Blizzard Man has no dash to speak of. Fortunately, he has ways of making up for these inconveniences.
Blizzard Specials
Neutral Special - Blizzard
Blizzard Man bangs his poles on the ground, as two intangible snow clouds appear at the top of the screen, dropping droplets of snow towards the ground. The snow, as it falls, hinders all aerial movement, forcing characters to the ground. The snow covers 3 SBUs in front of Blizzard Man, though will not cover offstage, so no gimping use coming from this. Falling snow also hinders movement, forcing all opponents down to a slow walk through. Blizzard Man is impervious to these conditions.

After 5 seconds, the snow stops falling and the clouds disappear, revealing a coat of snow along the ground where the snow was falling. The snow prevents dashing, though the previous jumping condition is lifted. Blizzard Man is again not affected by this restriction at all. The snow lasts for 12 seconds before it melts. Blizzard Man can create multiple of these snowy pockets once the previous Blizzard has ended, but cannot have more than one ongoing at a time. Any new snow overwrites the melting time of old snow it covers, as well as making it a bit higher.

Side Special - Ski Man
Blizzard Man places his poles in front of him, pulling and propelling himself forward. On normal ground, he propels 0.5 SBUs forward, his entire body a hitbox, dealing 16% damage and decent knockback to anyone it hits. It's a fairly fast move that can knock opponents away quickly, though does not reach far at all.

On snowy ground, Blizzard Man propels himself forward at a speed of 8, his body no longer dealing knockback but as a hitbox dealing 2% damage with each pass. He is able to use any attack during, meaning that he can grab and use throws and smashes while moving. He has perfect traction and can turn on a dime, keeping this momentum going, though on flat ground it will eventually stop (after about 4 seconds of skiing), Taking any form of knockback will also stop his momentum, as will pressing the side special again.

Down Special - Blizzard Ball
Blizzard Man curls into a ball, charging up and spinning as the Down Special is held. From here, it's very similar to that of Jigglypuff's rollout, though Blizzard Man is slower with his rolling and is about 50% larger than Jigglypuff. The ball deals 10% damage though almost no knockback at full charge, Blizzard Man able to string together several of these. When the move is done, Blizzard Man bursts out of the ball with an attack that only covers his body, dealing 25% damage and high knockback, though with absolutely horrid end lag.

If charging on a patch of snowy ground, the snow balls itself around Blizzard Man, becoming larger with every .2 seconds charged (the total charge time is 1 second), eventually becoming 1/3 the size of a Smart Bomb blast. He never goes any slower, though deals more knockback at full size, KOing around 125%. The final burst attack from this move turns explosive, as at full size it covers the area of a Smart Bomb blast, dealing 35% damage and KOing around 105%, though good timing on a dodge or a shield can stop it.

Up Special - Snowy Hill
Blizzard Man opens a freezer thing of some sort on his back and shoots snow out, propelling him up if he's in the air, also covering 1.5 SBUs of the stage in snow. It's a short recovery similar in nature to Diddy Kong's, making it a decent recovery, even if it deals no damage.

On the ground, Blizzard Man created a hill of snow 1.5 Ganondorf's high, with inclines on either side, allowing him to ski down, Blizzard Man will be standing on top of this hill at the end. Between 2 hills, Blizzard Man can keep his momentum up by turning and going down, able to keep his attacks coming strong. The snow has the same properties as the snow from before.

Blizzard Standards
Jab - Snow Ball
Blizzard Man holds one hand out, forming a snowball and shooting it forward in a way reminiscent of Mega Man's standard projectiles. Each snowball deals 1% damage and flinch, with a range of 2 SBUs. Very fast, very spam-able, though eventually degrades into no flinch if used enough.

Down Tilt - Drift
Blizzard Man crouches and spins, his skis acting as the hitbox of the attack. They deal 8% damage and decent horizontal knockback.

If he's using these while skiing in the snow, he will instead turn to the side and drift, kicking up snow and propelling it towards opponents, dealing 4% damage for each half-second he drifts and snow hits opponents (with a range of 2 SBUs), as well as turning his body into a sliding hitbox that deals 9% damage upon impact, with knockback enough to KO at around 145%.

Side Tilt - Ice Ball
Blizzard Man forms a ball of ice as large as a smart bomb, shooting it and letting it roll along the ground at a high speed, though it decelerates enough to stop after 5 SBUs. The ball deals 4% damage and set small vertical knockback, keeping that same for as long as it's rolling. The ball disappears when it stops rolling.

On snow, it wont change speed or damage but it will constantly get larger as it collects snow, making it harder to avoid. Rolling down hills will increase it's speed and will allow it to roll further, and placing it between two hills will keep it rolling back and forth for as long as the hills are up. Blizzard Man can have up to 3 of these rolling at any given time.

Up Tilt - Snowflakes
Blizzard Man lifts his hand above his head, with a bit of lag he is vulnerable during, forming 5 snowflake shaped ice shards. The shards will stay in place indefinitely. The shards effectively stop momentum any way: if an attack is coming from on top, they will stop it and deal a tiny 1% damage in exchange for absolute priority, also dealing set upwards knockback. Same goes for attacks from under or to the sides.

These are great for defending yourself with, or keeping opponents locked down to a specific part of the stage, perhaps between two hills while you and your ice balls are hitting the opponent upwards. Of course, these die out rather quickly as any snowflake touched will deal the damage, and more often than not more than one will be touched at a time because they are densely packed, meaning they'll have to be replaced.

Blizzard Grabgame

Grab - Carry
When Blizzard Man grabs, he holds the opponent by the waist on his side, using only one arm. The grab actually lifts the oppnents off of the ground, so Blizzard Man can keep on skiing when he uses it. To make up for the fact that he can grab while moving at such a speed, the range on this is pitiful.

Blizzard Man has no pummel. When opponents break free of the grab,Blizzard Man suffers unusually high lag with the opponents in very close quarters. Basically, Blizzard man needs to grab foes only with the intention of throwing, and throwing fast, because there are no other benefits to be had, even from the ice balls rolling, as they pass right through Blizzard Man and the opponent while grabbed.

Down Throw - Pit Toss
Blizzard Man tosses opponents down at a 45 degree angle, dealing 12% damage but very little knockback because of the angle of the throw. This has far more use on top of snowy hills, where Blizzard Man can use this to transfer opponents into a new "pit" in between two hills once the old hills and snow are about to melt, preventing a lot of chasing and time wasting when this inevitably happens. Blizzard Man always needs to be aware of his time, or else he'll end up with none of his greatest asset!

Back Throw - Hill Toss
Blizzard Man turns the upper half of his torso around and tosses the opponent, them tumbling along the ground, taking 9% damage. This is a helpful tool to a Blizzard Man caught off guard by his melting snow, allowing him to grab opponents and keep them in a sort of pseudo pit between Blizzard Man and the newest of the two older hills without having to changer directions (you couldn't with the grab anyway), and putting Blizzard Man in a position to create a new hill with the opponent already in place.

Forward Throw - Long Toss
Blizzard Man throws the opponent in a straight line in from his body, dealing only 5% damage but very high knockback that can KO around 100%. As said, it's a straight line from his body, not a horizontal toss, so if used when going up a hall, it can be a wonderful KO, or just GTFO move. On the other hand, going down a hill quickly puts opponents into a possible line of fire with the ice balls.

Up Throw - Short Toss
Blizzard Man tosses opponents straight upwards, dealing 7% damage and decent knockback. Using this in the middle of a Blizzard creates some fun possibilities, like using this and then your up tilt, with the Blizzard pushing them down into the flakes. This can allow Blizzard Man some serious much-needed set-up time.

Blizzard Aerials

Neutral Aerial - Snowball
Blizzard Man holds one hand out, forming a snowball and shooting it forward in a way reminiscent of Mega Man's standard projectiles. Each snowball deals 1% damage and flinch, with a range of 2 SBUs. Very fast, very spam-able, though eventually degrades into no flinch if used enough.

Forward Aerial - Ice Shards
Blizzard Man forms a ball of ice, looking identical to that of one from his forward tilt, letting it drop to the ground. The balls will roll and have the same properties as those from the forward tilt, with one major difference: these ones shatter upon impact with opponents, dealing 6% damage and little pushback. Blizzard Man can theoretically keep a stream of these coming for as long as he's in the air, and him jumping atop a hill using a ton of these is an image that many opponents will get to see throughout the match. It almost makes him look like a Mega Man boss or something.

Down Aerial - Dive
Blizzard Man takes a skiers position and begins to tilt down, miraculously at the same angle as one of his snowy hills. His entire body is a hitbox as he falls at a speed of 9, dealing %% damage and pushing knockback, able to string together multiple hits in a pass. He'll actually launch himself off of the next hill as though it were a half-pipe, able to string two down aerial passes in two different pits (fighting a team of 2 Blizzard Men is hell), though it's very possible to do two passes in one pit.

Back Aerial - 180
Blizzard Man elbows back while spinning, dealing 8% damage and decent knockback, ending the move facing the opposite direction he was facing at the start. Pretty simple, the move can be used to reposition yourself into facing the pit, allowing you o use your other aerials to full effect. Because it's so quick, Blizzard Man can follow up on it immediately.

Up Aerial - Backflip
Blizzard Man does a backflip, a standard in the skier's trickpool. This deals 10% damage and upwards knockback that KOs around 130%. Yes it's the most basic of moves, but even the greatest of skiers need to rely on their basic skills to win.

Blizzard Smashes
Down Smash - Ice Pun
Blizzard Man charges this attack by facing the screen and raising his arms, making an X with them. When the charge ends, Blizzard Man slams his poles into the ground ice flowing out on either side. At full charge, the Ice covers 4 SBUs in total, lasting for 12 seconds much like the snow. If used on the snow itself, it "freezes the snow, including your hills, allowing you to make them last longer, though the snow buildup of the ice balls or your side special won't happen on Ice, and when the ice melts, so does the snow. It allows you to keep your setup going for much longer than normal, at the expense of the buffs you would get from the snow. As a bonus, Blizzard Man does not have his perfect traction on ice, slipping and tripping fairly easily, making direct assaults harder, though again allowing your hard-fought setup to be kept.

Forward Smash - Ice Buster
Blizzard Man charges this up much like Samus's Neutral Special, with the projectile getting larger the longer the charge. At the end of the charge, the ball of ice he's shooting is as large as Samus's fully charged shot. He shoots it straight, wit it exploding on impact with anything. At full charge it deals 32% damage to anyone it hits, as well as knockback that KOs around 80%. It's a slow projectile, so despite it's high damage and kb output, it is fairly easy to avoid if the foe is unoccupied.

Up Smash - Smash Up
Blizzard Man slams his poles into the ground, hunched over for the charge. When released, he kicks his skis upwards, dealing 28% damage and high upwards knockback KOing at around 90%. This has little range outside of some impressive vertical, but it's a fast and reliable KO move.

Blizzard Extras
Final Smash - Winter Wonderland
From the heavens, Blizzard Man calls down a mighty blizzard, coating the entire stage in snow! This particular blizzard lasts for 10 seconds, with the snow so thick it lasts for 20 seconds. You can even freeze it to lengthen the time spent! It's your playground now, have fun!​
 

BridgesWithTurtles

Smash Champion
Joined
Apr 18, 2013
Messages
2,173
Location
The long road to nowhere
3DS FC
3523-2059-7939
Kamon

This is a submission I intended to read and review soon after it was initially posted. Unfortunately or fortunately, life got in the way and I had to significantly postpone this comment. It's not much anyway, just my standard spiel. Anyway, Froy, I apologize this took so long.

So, what I like about Kamon is his suicidal moveset and playstyle. He's pretty much the epitome of high-risk, high-reward characters. I like how the wicks on the dynamite can be cut down in length, but I didn't expect you to allow for such precision. It's a startling decision, but a smart one, as the ability to control exactly when one's dynamite goes off adds that much more depth to Kamon's game. Relatively few of Kamon's attacks lack a risk factor, which serves to make Kamon a "Difficult, but Awesome" sort of fighter that we seem to love so much in MYM. The interactions between Kamon's moves are all there, and all serve a well-thought out purpose. At first I thought some of them were filler until I read further and saw how they worked into his playstyle; the best example would be his down tilt, with its tripping that puts enemies into potent situations no matter where they tech, given Kamon's volatile stage hazards.

My only problem is the Playstyle "section", which, as you said, didn't even need to exist since the moveset itself illustrates it so well on its own (another thing I praise this set for). You didn't really need to make a section like that and plainly state it's unnecessary; that's obvious by the moveset itself. I dunno. That kind of stuff just bugs me.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,261
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Thank you for the feedback, Turtles. No worries on taking so long, Turtles: I mean, despite the fact I've been meaning to, I STILL haven't commented ChuChus and I only just now got around to Vyse...

On the playstyle section: Yeah, I can get why it'd bug you, but I was worried that the moveset would look...I dunno, incomplete or "rushed" or whatnot if I didn't include a little playstyle ditty, but I felt it was so obvious I figured I'd just include it as a joke. I guess maybe I should have just used some dynamite on it then and there. :)
 

APC99

Smash Master
Joined
Jun 12, 2013
Messages
4,244
Location
Appleton, WI
NNID
APC-99
3DS FC
3840-8265-8211
Quick Man: DWN-012

Description:

After the defeat of Dr. Wily, all was normal. But then, Dr. Wily got a malicious plan. 8 more robots. A new castle. A new Wily Machine. June 9th, 200X. The Robot Masters MK 2 had been released onto the city to wreak havoc. Among them was Quick Man. Designed from Elec Man’s blueprints, Quick Man was made for speed. He was faster than any Robot Master and could dispatch anything with his Quick Boomerang. But Mega Man defeated him. Soon after, Dr. Light reprogrammed his AI. He was shelved away in Light Labs, deactivated, waiting for the right moment. He was activated alongside the other Robot Masters during Mega Man’s going-away party to the Smash Tournament. After Mega Man left, he alongside the other Robot Masters wanted in. So he trained. He was ready to take on anything alongside his brothers and 2 sisters. Quick Man is incredibly fast, and is about as fast as Fox, if not a little more. His Quick Boomerang is extremely effective against metal of any kind. Metal Boxes are of no obstacle to Quick Man. His only obstacle: time. Items such as the Timer, Luigi’s Negative Zone and especially any traps such as pitfalls or Jigglypuff’s Sing can cost Quick Man the match. He NEEDS to be running in order for most of his moves to work. Quick Man has to stay in motion for him to work the best, and if you just let him walk around and jab people, you’re in for a match faster than your character.


Statistics:


Weight: 3/10. Quick Man was designed to be light. He jumps high and can run fast, but is extremely easy to knockback. This means that Quick Man cannot afford to allow the enemy to get a good Smash Attack on him.

Size: 5/10. Quick Man is as tall as his “brother” of sorts Mega Man. This size allows him to be able to maneuver fast enough to get where he needs to: The target called Mega Man.

Ground Speed: 8.5/10. Quick Man is as fast, if not faster, as Fox McCloud. This already makes him faster than his predecessor Elec Man. His speed on ground is required so he can keep opponents at bay so he doesn’t get sent flying.

Air Speed: 8.5/10. Quick Man is extremely vulnerable to the air, where he’s just speedy enough that if he gets pushed back he’ll zoom into the blast line with enough damage. Quick Man’s Specials are designed not only to damage opponents quickly, but also to keep them away from Quick Man’s hitboxes.

Fall Speed: 7/10. Quick Man falls lighter mainly due to his weight. His falling is the time he’s a greater target, which means he needs to play Keep Away in order to survive. This means using his Side Special and Quick Boomerangs to protect himself.


Special Attacks:


Neutral Special: Quick Boomerang. Quick Man can fire three Quick Boomerangs into the arena, which travel at about 3/4 of Final Destination and come back to him. They each cost 4% damage, making a possible 12% damage combo. Quick Man uses these best when sliding across the stage, then stopping when he passes the enemy and uses Quick Boomerang to push them away from him.

Side Special: Master Dash. Quick Man assumes a starting pose and zips across the screen, damaging anyone in his path with 10% damage. This is mainly used by Quick Man for a faster escape, allowing him to pass the opponent and strike from behind. A faster semi-clone version of Fox Illusion.

Up Special: QuickBlade. He grows blades on his wrists similar to QuickMan.EXE and is able to act like a boomerang himself by using his blades to now push against the wind and swing forward in an arc, but if he misses, he’ll end up navigating back to no return. If this attack were to hit an opponent, it would deal 14% damage.

Down Special: QuickShield. QuickShield activates a temporary shield that can be destroyed (but only by spinning moves like Mario Tornado, Mega Man’s Top Spin, Meta Knight’s Mach Tornado and Zelda’s Naryu’s Love) and fires a bigger boomerang, which damages 9% by itself. It’s better used if Quick Man needs some time to avoid enemy contact if he slows down. It lasts until the boomerang returns, and is impervious to all attacks except the aforementioned spinning attacks.

Standard Attacks:

Neutral Standard: A punch-punch-knee that can continue endlessly like Kirby or Fox’s Jabs. This emphasizes the speed of Quick Man, and encourages him to use it to avoid attacks. Material projectiles such as Link’s arrows, Diddy’s peanuts, Sheik’s needles and Olimar’s Pikmin are obliterated by this attack. Each hit costs the opponent 2%.

Side Standard: Quick Man pulls out a boomerang and uses it as a blade of sorts, slashing at the opponent for 7% damage. It’s useful for pushing away opponents from your hitboxes mainly because it can have good knockback during high percentages.

Up Standard: Quick Man grows a blade from his arm and slashes them upwards, making a good opportunity for him to jump in the air and start hacking up the other opponent. This also, at the right moment, can be used to reflect projectiles. It deals 9%.

Down Standard: Quick Man gets into a starting pose and does a backflip, launching any nearby players skyward. It deals 6%.

Dash Attack: He dashes towards the opponent and then attempts to tackle them. If timed correctly, it will result in not only 11% damage, but also a grab.


Smash Attacks:


Forward Smash: Quick Man charges up and then releases a huge boomerang from his wrist, but it doesn’t go far. Instead, it just spins then retracts back to his wrist, dealing 16% damage.

Up Smash: Quick Man holds up a Scworm and it pushes out pipes that act like banana peels to all but Quick Man, making his attacks easier to perform. If the Scworm itself hits anybody, it will deal 13% damage.

Down Smash: Two blades expand from his arms, and after he charges, he slashes them downwards into the ground, smacking anyone nearby. It deals 18% damage.


Aerials:


Neutral Aerial: Quick Man releases boomerangs from each wrist to hit anybody in his way and keep them from touching him. They each deal 5%.

Side Aerial: Quick Man grows out blades again and slices in front of him repeatedly. Each hit shells out 4%, making it easily spammable and good to protect Quick Man.

Up Aerial: Quick Man transforms his hand into a rapid-attacking projectile that blasts around the stage, releasing flashes of Quick Man’s fist slamming against the opponent. It deals 2% each hit.

Down Aerial: Quick Man throws boomerangs down onto the ground, except unlike normal Quick Boomerang, these ones are faster and are better used as meteor smashes, as they deal 6% each.

Back Aerial: Quick Man zips in an arc holding razor-sharp boomerangs that slice up opponents behind him. Deals out 8% for every slice.

Grab Game:


Grab: Nothing special. Quick Man reaches out and lunges for the opponent.

Pummel: Quick Man knees the opponent repeatedly and quickly. Deals 2% every hit.

Forward Throw: Quick Man lets go and in the moment they’re still in the air, rams into them like Wario’s Shoulder Charge. It deals 10%.

Up Throw: Quick Man jumps upwards, grows out his blades and slices up the opponent, finally uppercutting them as they fly off with 7% more damage.

Down Throw: Quick Man pulls out his huge boomerang and throws it with them on it, dealing 8% to the opponent, but dealing 15% to anybody hit by the boomerang.

Back Throw: Quick Man spins around and then uses the boomerang on his head to smash the opponent downwards. Extremely chain-grab accessible.

Miscellaneous:


Final Smash: Force Beams. Quick Man’s speed comes in handy during this attack. the blast lines on the side disappear as walls take their place. Force Beams (the lasers from Quick Man’s stage) blast through the walls and go straight through to the other side. As they are a little bit slower than Quick Man, the Robot Master can dodge them before the other opponents, as he is vulnerable to them as well. Each beam deals 20%, so it’s wise to continually use his high jumping skills to avoid these blasts. Once the lasers have completely destroyed the walls, the gameplay returns to normal.


Taunts:

  • Up Taunt: Quick Man performs his boss intro from Mega Man 2.
  • Side Taunt: Quick Man pulls out a boomerang and spreads it to reveal two more, smiling in an evil way the entire time.
  • Back Taunt: Quick Man turns his right arm into a Mega Buster, and then turns it back into his hand.
  • Down Taunt: Quick Man throws a boomerang and it returns to him from behind him, as it went all around the world, noting that his boomerangs are as fast as he is.

Kirby Hat: Kirby gains Quick Man’s helmet and instead of the normal pose, he poses in the Mega Man Weapon Get pose. He can now use Quick Boomerang.

Victory Theme: The normal Mega Man victory theme or by chance the Mega Man 2 boss intro.

Logo: The gear from the Mega Man logo.

That is all for Quick Man, next Robot Master: Magnet Man!
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
I'm here to steal the thunder! We haven't had one of these in a while, so let's take a look at what we've had so far...​
ROUND 1 RESULTS:
MINAMI IWASAKI vs SHADOW THE HEDGEHOG
CROAGUNK vs MACE WINDU
CHU CHUS vs ANT HILL MOB
VESPIQUEN vs PINSIR
ROUND 2 RESULTS:
SPIDER-MAN vs SPIDER
STARFORCE MEGA MAN vs BLAZIKEN
ULTRON vs DARK FALZ
UNDECIDED:
MEGUMI KITANIJI vs SHO MINAMIMOTO
AND NOW FOR ROUND 3:
HAMMER BRO vs KOOPA TROOPA
GRUESOME TWOSOME vs NITROS OXIDE
SALVATORE THE MAGNIFICENT vs BAD GIRL
KAMON vs BLIZZARD MAN
Ready...​
Set...​
Discuss!​
 

TheKalmarKing

Smash Apprentice
Joined
Mar 7, 2013
Messages
162
Interesting choice for my Bad Girl Geto, though it's true the characters got their share of similarities. I'll go for the Koopa matchup this time.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,258
Location
Australia

Uno of the Diez Gentlemen
VS

Rank #2 of the United Assassins Association

This is a battle between women who get pleasure out of battle and are also demonic, one being literal and the other figurative. Salvatore was hoping she'd be able to have a one-on-one gunslinger match against the blonde Puella Magi, but this comparison makes more sense when one thinks about it.

Skimming over the fact that Bad Girl's stats are blatantly rigged and that Salvatore performs magnificently in the air, the two fighters specialize in summoning minions. They're not the same though; Salvatore's minions are thoroughly disciplined whereas Bad Girl's pretty wander around aimlessly and attack on their own. Salvatore has something of a slow start when summoning her minions whereas Bad Girl can bring hers out quickly, though to be fair the former can have 5 minions out at once whereas the latter can only have 2. It would seem that Salvatore has a blatant minion advantage over Bad Girl, though to be fair since the latter can summon hers more quickly they can act as meat shields against Salvatore's slew of projectiles...except that while that'd he effective against the average projectile user, Salvatore can just have a minion fire away while she does something else.

What off-sets Bad Girl is not only her complete lack of projectiles outside of flying Gimps, but also the fact that she has a hard time making use of her minions when under fire from opposition. Berserker Charge is certainly a viable approaching option, except that Salvatore has plenty of projectiles that deal more than 15% like her Side Special and F-Smash; the move is also telegraphed, and if there's no one else in Salvatore's way she can just fire off a free rocket that'll deal a heap of damage. Berserker Charge at least protects Bad Girl from Salvatore's weaker projectiles and lets her run through D-Smash/D-air streams, but really the Military Commander will just equip her Gunners with either F-Smash laser cannon or Side Special rocket due to their power; the F-Smash is good for shredding through minions to get to Bad Girl but requires them to be close-up whereas the Side Special is telegraphed but is not limited by range. On another subject, Bad Girl's arson isn't much of a threat to Salvatore: for one, the Military Commander and her minions will be fighting from a distance, the latter not even being affected all that horribly since they don't run on traditional HP. Bad Girl will be hard-pressed to utilize it since it's laggy and enemies need to be close for it to be effective, so let's not think about it too much.

One way for Bad Girl to approach is to constantly summon Gimps on the move, making them take a minion's shot before summoning a new one in their place. Gimps -can- be used as ammo with the Smashes and doing so is not all that laggy, but they're hard to aim and Salvatore has likely a minion to take the blow, which isn't even deadly to begin with. In any case, if Bad Girl can get up-close, she'll most likely be using her safe F-tilt, though that's somewhat pointless against Gunners when the knockback dealt isn't great and they'll be in a ripe position to counterattack. N-air is also an option, but that has landing lag to deal with. The Up Special is a good way to dodge incoming projectiles and then attack, but it relies on opponent battling Gimps whereas Salvatore can just make her minions do the fighting. Also, Bad Girl has a good deal of moves with low start-up lag but high ending lag; these can be good in some situations, but do terribly when surrounded since attacking one enemy can lead to be hit by another. For example, if Salvatore is blocking off a Gunner and is sent flying by the F-Smash, the Gunner can attack and cover for her while she recovers.

By now, it should be fairly obvious why Bad Girl suffers in this Match-Up: she's described as being a ground-orientated berserker with a decent dose stage control. Salvatore, however, doesn't care about any of that since she can just leave a minion on the ground and wreak havoc in the air, where Bad Girl doesn't want her to be. Effectively speaking, her stage control is much better, and that's pretty soul-crushing to someone who has no real projectiles and relies on it. Although Salvatore does not have a fast air game, Bad Girl has a pretty bad one and really it's not hard for the Military Commander to distance herself with how high she jumps. One more thing I should address is that although Bad Girl is the heavier fighter, Salvatore has a much, much better recovery, two along with a strong mid-air jump, effectively making her a lot more durable.

In the end, the gun is mightier than the baseball bat, and Rank #1 will always be better than 2nd place. A lowly drunkard of an assassin could not possibly hope to reach the level of a military commander, let alone a demonic one, after all....




 

TheKalmarKing

Smash Apprentice
Joined
Mar 7, 2013
Messages
162
Okay, Bad Girl would be curbstomped horribly xD However what do you mean by saying Bad Girl's stats are "blatantly rigged"?
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,258
Location
Australia
I was just kinda referring to the fact that she's both heavy and fast, lol (8/10 in both dash and weight), which is a pretty win combination. I personally have no problem with it since it reflects well on her boss fight.
 

TheKalmarKing

Smash Apprentice
Joined
Mar 7, 2013
Messages
162
Yes but on the other hand her recovery is horrible and she got poor jumps. Even though I agree a fast heavyweight could be kinda broken :p
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
1535910536873.jpeg

If Namco had a Character Slot (despite what Sakurai said), It’d be King from the Tekken Series.
In Smash Bros, his strenght lies in his grabs and powerful blows.


Attributes (Max 10)
Weight: 8
Size: 7
Ground Speed: 6
Air Speed: 6
Fall Speed: 5
Jumping: 5

Moveset

Dodging
Front Roll: Jaguar Step
Backroll: Reverse Jaguar Step
Spot Dodge: Side Step
Air Dodge: Air Dodge

A.attacks
A Left Palm: A palm strike using the left hand. 3%
AA Palm Attack: The left palm is followed by a right palm. 3%
AAA Palm Attack: to Uppercut: The right palm is followed by an Uppercut with low knockback, up forward. 4%

Tilts
Ftilt Variations

Ftilt Rolling Sobat: King performs his almighty Sobat Kick. medium/high knockback, up forward. 14%

Up Tilted Ftilt Jumping Knee Lift: A quick Knee Attack sends the opponent in the air with set, low knockback (Knockback is always the same). up forward mostly up. 6%

Down Tilted Ftilt Front Kick: A front kick to the gut with low/medium knockback, up forward. 8%

Front Kick to DDT: Press A when the Front Kick connects to chain into a DDT.
Medium Knockback, up backwards. 13%
(The timing for success is very strict.)

Utilt Snap Uppercut: A quick uppercut with medium knockback, up. 9%

Dtilt Stagger Kick: A low kick to the shin. King travels forward slighty when executing it.
Low knockback, up forward mostly up. 7%

Aerials
Nair Flying Cross Chop: King attacks with his whole body as a weapon while crossing his arms. Low/medium knockback, up forward. 10%
Late hit: Low knockback, up forward. 6%

Bair Blind Kick: King scoops his leg backwards with low/medium knockback, up forward. 8%

Uair Heel Kick: An overhead Heel Kick starting from the back. Medium knockback, up. 10%

Fair Deadly Boomerang: A Leg Clothesline using the whole leg with medium/high knockback, up forward. 15%

Dair High Elbow Drop: King drops his elbow with his whole bodyweight behind it.
High knockback, up forward/backwards mostly up. 19%

Smashes
Usmash Atlas' Hammer: King executes a Double Handed Sledgehammer upwards with high knockback, up forward mostly up.18%

Dsmash Leg Breaker: A low Clothesline is delivered in front of King, ground level, followed by another one in the opposite direction.
High knockback, up forward mostly up. 17 %

Fsmash Jaguar Hook: King lunges forward a bit and delivers a powerful hook with high knockback, up forward. 18%

Dash Attack
Dash Attack Running Exploder: King executes a spinning dropkick with medium/high knockback, up forward. 15%

Specials
Neutral B Shadow Lairat/Jaguar Lairat/Atomic Blaster
Tap B to execute Shadow Lairat - King quickly lunges forward and delivers a clothesline with medium knockback. 13%
Hold B to execute Jaguar Lairat - King hardens his arm then lunges forward and delivers a burning clothesline with
high/very high knockback. 25%
Hold B and flick the stick in the opposite direction to execute Atomic Blaster - King hardens his arm then turns around and delivers a burning clothesline behind him with
very high knockback. 28%
Knockback is up forward on all three.

Up B Burning Knuckle: King jumps high in the air as he raises his hands over his head like holding an axe, hitting ppl on the way up with low knockback 1%, then comes down, hitting ppl with low/medium knockback 2% on the way and finaly delivers an Axe Handle Blow with high knockback, up forward.17%
As King is about to land, you can hold the stick in the direction you want him to strike.

Side B Frankensteiner: King executes a Front Flip and hits the opponent with his legs, grabbing standing/shielding opponents by the neck
(grab properties) and drives their head into the ground (Hurricarana Style) with medium knockback. 18%
If the grounded version misses, a weak attack comes out as King hits the ground with low knockback, backwards. 1%
Airborne opponents are with medium knockback, down (Spike). 7%

Down B Armwhip: Time with an Enemy Attack and King will counter with an Armwhip Takedown, making the opponent bounce off the ground with low knockback, up backwards mostly up. 8%

Grabbing
With an average Damage Output of 13.75%, King’s throws are in a class of their own.

Pummel Brain Chop: King delivers a chop to the skull. 3%

Zair Running Jaguar Bomb: King executes his running Jaguar Bomb on aerial foes.
Medium knockback, up forward. 12%


Fthrow Tomahawk: King pulls off a Shining Wizard in the opponent’s face with medium knockback, up forward mostly forward. 12%

Uthrow Muscle Buster: King puts the foe Upside Down on his shoulder, jumps skyhigh, then crashes down with extreme force. 14%
Medium/high knockback, up.


Dthrow Rolling Deathcradle: King pins his foe down and starts to roll, slamming his foe multiple times in the ground before he is flung up with low/medium knockback, up.
1+1+1+1+1+1+1+1+1+1+1+1+1+1+1 (14%)
(Just the rolling part)

Bthrow Giant Swing: King grabs the opponent is the feet, swings him around a couple of times and lets go.
High knockback, up backwards. 15%


Final Smash
Final Smash Screwdriver: King executes a series of Chain Throws ending with the Screwdriver, sending his opponent(s) flying with Super High knockback, up forward mostly up. 70%



Music, colors, skins
Music:
Colors, skins:
Default color: Purple tights.
Alternative colors: Red, blue, green, and yellow tights.
Black: Armor King


Playstyle
Grabbing, and attacks that link to special throws.
Notes
I thought of using the Moonsault Body Press as his Fsmash, but I found the Jaguar Hook to be more practical.

Otherwise the Moonsault Body Press would have looked like this:
Fsmash Moonsault Body Press: King attacks with a burning Moonsault.
High/very high knockback, up forward. 22%


I also thought of making the all so famous Tekken Ball his side B.
But I wanted King to fight without any type of projectile, so the Frankensteiner was placed on side B instead.
 
Last edited:

TheKalmarKing

Smash Apprentice
Joined
Mar 7, 2013
Messages
162
King

First I'll give you points for staying true to the original material, which I really like for being a Tekken fan myself.

Now it's very correct for a first set. The presentation is very clear and down-to-earth and the occasional pics are nifty. Now for the set in itself, I found interesting to use three different attacks on the Ftilt. I don't think it has ever been done in this manner. The attacks in itself are coherent, and it indeed works well as a Brawl set. Now, while this set is perfectly fine and readable, I must "warn" you: you apparently misunderstood what we call "playstyle", because what you indicate (Grabbing and special throws) is totally obvious when reading the set. A playstyle section should be used, I think, to explain how a match plays with King: how he will approach the opponent, what are his weaknesses, his strong points, how his moves are used in the big picture, etc. You'll convince your readers far more easily if you explain the "Why" and the "How" of each move.

I hope you understood what I tried to explain. It's not a critic, mind you: I've got some harsh beginnings too, and creating a profound playstyle with a distinct personality is really fun. You can always ask for advice about it, we will be more than happy to explain.
 

Nu~

Smash Dreamer
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This will be my first time posting a movset here but since I hold the title of posting the first ever-evolving moveset for pacman in the pacman for ssb4 forum, I believe I have some experience. Here I go...





Pac-Man Eats the Competition!



STATS

Pac-man was not always the best of fighters until he was trained by the famed pac-master and went on his own journey. His speed is now around Mario's, but when he dashes, he takes out his roller skates and goes at foxes speed. He has traction that allows him to stop on a dime and turn faster than anyone In smash. His first jump is pretty average matching foxes's, but his second jump is when he uses his magic boots from pac-land and he goes pretty high, surpassing Mario's first jump in height. He can also, cling to the stage and wall jump His aerial speed is above average and can easily connect aerials for great combos. He can glide with his hang glider from pac man 2. His falling speed is at about falco's speed surprisingly knowing that he eats everything. His power in moves is actually surprisingly above-average after a long history of chasing ghosts and duking it out with other spectral creatures and monsters. Can match mr.G&W's power in a fight. He focuses on exploiting weaknesses in the opponent and gimps them. He also keeps the opponent running since most of his attacks pressure shields and have good spacing. A close up, but well spaced shield breaker. Wanna shield all day, breaks the shield with high pressuring chomps. Wanna camp on the other side of the stage, a pac-double will kick your tail without pac-man having to go over there.


Specials

B: Double Trouble- Pac-man eats a cyan pill from pac-man arrangement and a translucent pac-man appears as a mirror image on the opposite side of the stage. He points in the opposite direction of pac-man what ever you do, you look left, he goes right, you go right and he goes left. What ever move you do is copied by the double and can lead to nasty chain grabbing and double smashes (if you master the reverse controls). The double stays on the screen for 15 seconds for nasty comboing.

Side B: Rev Roll- Pac-Man charges up a run in place and is fully charged after 1 second. But you can stop charging and cancel the move by pressing A and you will do a back flip kick that can hurt opponents and cause average upwards knockback if they touch his body. You roll through opponentsafter you release B. Unlike the sonic side B, it does actual average knockback, and crouching characters are buried. Can ride up ramps and hills and while in mid air, it can be up aired out of. (Does 17% if fully charged and cancel-kick does 9%.) From Pac-Man world 2

Down B: Butt Bounce- Pac-Man jumps up and bounces back down with his...Butt. Can be use 3 times in a row after the first bounce. Meteor smashes in mid-air, 3rd hit pushes opponent away like toon link's d-air. Can be moved side to side across the whole stage. 3rd hit makes a shock wave that does 5% on contact (1st hit does 9%, 2nd does 10%, and 3rd does 13%. ) From Pac-Man world 2

Up B: Pac-Dot Chain- Pac-Man throws out a red pac dot and eats it. He turns back into 8 bit form and a ghost chases him while he is eating. When he does a line of pac-dots form in mid air. You can control where the pac-dots turn. It can also latch onto the stage. Pac-Man eats the dots as fast as a fire fox's speed. The hitboxes in this move are pacman and the ghost. From Pac-Man world 2

Smashes

Forward smash- Chomp: Pac-man leans forward a bit and chomps the opponent. short start up lag and fast IASA. The hitbox is the head and the sweetspot is the tip of the mouth. Can pierce shields (17% uncharged 30% fully charged.) very high knockback. From original pac-man




Up Smash- Uppercut:
Pac-man jumps upward and does an uppercut. The hitbox is from the ground to the tip of his fist with the sweetspot and sour spot being like marth's up smash (15% uncharged 24% fully charged.). Start up fast and drags foes inward and upward. average knockback. from world series


Down Smash- Metal Pac: Pac-man jumps upward and slams down on the ground causing a shockwave. Noticable start-up lag, but is one of the strongest down smashes in terms of horizontal knockback. inspired by bridgeswithturtles. from the world series (14% uncharged 22% fully charged.) average knockback.




Standard Attacks


AAA combo: Punch, Punch, KO- Pac-man throws a left hook, right hook, then a jab that sends out a small shock wave in front of him that pressures shields and can go through multiple foes on start up. (4%, 6%, then 9%.)
example: http://www.youtube.com/watch?v=0UFMBujNRfs 5:12 - 5:15. From Pac-Man world 3

Dash attack: Pellet trail- Pacman flies forward and bites opponent 3 times. Pressures shields on all hits like Kirby's dash attack.(1st hit 2%, 2nd hit 3%, 3rd hit 5%. 10% in total)

F-tilt: Sonic Wave - pac man sends out a sound wave from pac and pal that does little damage but stabilizes opponents for a quick second. (5%)

U-tilt: Headbutt - pac man does a small headbutt upwards. That hits opponents from the side, and carries them upwards. Can juggle. ( 8%)

D-tilt: Ankle Biter - pacman does a rapid chomp that pushes him forward a character space. Very fast and can be combed into a grab. Breaks shields after a few hits(4%)

ledge attack: Pac-man comes up with a frontflip and hits opponent with both his fists. average knockback (5%)

100% ledge attack: pac-man comes up slowly and then chomps the opponent. Pokes shields (10%)

Floor attack: Pacman rises up like Dracula and punches both sides of him. short range, but comes out fast. low knockback (7% each side)

100% floor attack: Pac-man comes up and chomps both sides of him. Good and fast surprise attack. average knockback (10%)




Aerials

U-air: Skate Slice- Pac-Man does a flip kick with skates on and does slicing damage, like a blade. Does upward knockback on starting frames, but ending frames cause sideways knockback. Cuts through air dodges and shields. Very high knockback (does 12%)From Pac-man world 2.

D-air: Galaga - Pac-Man pulls out a galaga ship and shoots downward with it. The ammo goes down really fast and if it lands on the opponent at all, on any part of their body, they are meteor smashed.(does 13%) Meteor smashes. High knockback.

F-air: Pellet blast - Pac-man shoots pellets out of his mout while moving his head up and down. Barrages foe and hits above, below, and in front of pac-man. Shield pressure. 11% damage. medium knockback

B-air : Electro shock - Pac-man turns back and shocks opponents with electro shock pellet. Comes out fast like g&w's turtle and pressures shields.(10% damage) average knockback

N-air : Smiling Spin - pac-man spins around in a circle and hurts opponents while facing the screen. (does 6% on first hit, 1% on any other frame but the first.) average knock back on first frames, but no knockback after that.

Z- air : Grappling Hook - pac man pulls out his grapple from the old pac-in-time game and lunges it forward like link's. The tip can hit multiple times on starting and ending frames but only the tip does damage. The rope will push the character into the tip however. (5%)


Throws


Grab: Pac-man grabs the opponent with his mouth. Well spaced grab that has invincibility frames on start-up. Can reverse grab with slightly more range.
Pummel: Chomp - Pac-man bites the opponent rapidly (2% each hit)

F- throw - Pellet shoot : pacman throws opponent up, and blasts them forward with rapid-fire pellets. Can hit nearby opponents. Great for blasting opponents off the stage. Does multiple hits (does 12%) High knockback

D-throw: Ribbon-loop - pacman spits the opponent on the ground and eats a ribbon loop pellet. The opponent stands up while pac-man circles around the opponent. A circle appears around them and then closes in on them, exploding on contact. (does 15%damage) does high knockback and sends careening upwards.

U-throw - Flip kick: pacman spits out opponents upward and flip kicks them. average vertical

B-throw- toss: pacman tosses opponent in a backwards overhead toss.(8% damage) low knockback


Taunts

Up-taunt - pacman turns back into 8 bit and does his dying animation with the death music.

Down taunt- pac-man turns and gives a thumbs up to the audience

Side-taunt- pacman throws and kicks a pac dot around like a soccer ball then eats it. From pacman world series







Final Smash
Pac-man eats a power pellet and everyone turns blue. Some people even revert to ghost forms (like boo Mario and luigi). Pac-man turns into 8 bit form and if he chomps you then it is an immediate KO while point show up on the screen after every kill. Lasts for about 10 seconds and everyone turns back to normal with pac-man being brought back to his 3d form.






When defeated: Pac-man sits on the ground like this only without armor while scratching his head.



When Pac-man wins: the pac-man opening theme plays while pac-man is chasing a ghost, and he finally eats it and gives a thumbs up.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Speaking of Mega Man, I'm not sure how many of you are aware of the Mega Man page on the Plaza. Look at how pitiful it is. With Mega Man announced for Smash 4, we need more Robot Masters for him to fight. Let's start with the Classic series Robot Masters (Megaman 1-6 and 9-10). Here is a list of all the Classic RMs that have yet to receive a moveset:
If you need help when creating a moveset for one of these guys, contact one of the guys who have made a Robot Master moveset in the past (Junahu, Agidius, Hyper Ridley, Plorf, and myself off the top of my head can help you out well).
I'll make a Robot Master Moveset later, bro.
 

BridgesWithTurtles

Smash Champion
Joined
Apr 18, 2013
Messages
2,173
Location
The long road to nowhere
3DS FC
3523-2059-7939
Okay, so, wow. I was actually considering doing a Pac-Man set this contest (as was Smady, I recall), but it looks like you've got us beat. I'm going to try and separate my bias from my analysis here, as I'm a Pac-Man fan myself but have some critiques to make.

Without being too extensive, the set has a few problems. More attention to formatting would be appreciated, with the pictures being placed on different lines than the text. On that same note, the moveset has trouble with flow; why is the Final Smash in between smashes and standards? Moves are descriptive enough to clearly illustrate their appearances (in most cases), but little else is mentioned about attack properties. For example:

Z- air - pac man uses his grapple from the old pac-in-time game. Only the tip does damage (5%)


This doesn't really tell us anything about the move. For one thing, those who haven't played the source game won't know what his grapple looks like. Another problem is that it lacks any hard information: How strong is it and what is its knockback? How long are the frames active? What's the start-up and cooldown like? Questions like that go unanswered, which makes it more difficult to fully envision the character and how he plays.

Also, the neutral special seems a little underpowered due to the copy being destroyed in one hit while demanding a 5-second wait for a retry. The sort of "double-teaming" part of the moveset could be an interesting basis for a developed playstyle if the move's use weren't so restricted.

As a Pac-Man fan, I appreciate the fan-service and respect to the series, drawing from a wide variety of games. However, as a moveset maker, it's a bit underwhelming. None of this meshes into a coherent playstyle, making Pac-Man come off as a rather generic fighter. The moves themselves could possibly work into a playstyle, but not enough information is given about them for the reader to tell. I hope I'm clearly articulating what I'm trying to say here (maybe someone else could say it better?). Still, there's room for improvement. I'd like to see you attempt another moveset or a reworking of this one.
 

Nu~

Smash Dreamer
Joined
Jun 22, 2012
Messages
4,332
Location
U.S., Maryland (Eastern Time, UTC - 5hrs)
NNID
EquinoXYZ
Okay, so, wow. I was actually considering doing a Pac-Man set this contest (as was Smady, I recall), but it looks like you've got us beat. I'm going to try and separate my bias from my analysis here, as I'm a Pac-Man fan myself but have some critiques to make.

Without being too extensive, the set has a few problems. More attention to formatting would be appreciated, with the pictures being placed on different lines than the text. On that same note, the moveset has trouble with flow; why is the Final Smash in between smashes and standards? Moves are descriptive enough to clearly illustrate their appearances (in most cases), but little else is mentioned about attack properties. For example:

Z- air - pac man uses his grapple from the old pac-in-time game. Only the tip does damage (5%)


This doesn't really tell us anything about the move. For one thing, those who haven't played the source game won't know what his grapple looks like. Another problem is that it lacks any hard information: How strong is it and what is its knockback? How long are the frames active? What's the start-up and cooldown like? Questions like that go unanswered, which makes it more difficult to fully envision the character and how he plays.

Also, the neutral special seems a little underpowered due to the copy being destroyed in one hit while demanding a 5-second wait for a retry. The sort of "double-teaming" part of the moveset could be an interesting basis for a developed playstyle if the move's use weren't so restricted.

As a Pac-Man fan, I appreciate the fan-service and respect to the series, drawing from a wide variety of games. However, as a moveset maker, it's a bit underwhelming. None of this meshes into a coherent playstyle, making Pac-Man come off as a rather generic fighter. The moves themselves could possibly work into a playstyle, but not enough information is given about them for the reader to tell. I hope I'm clearly articulating what I'm trying to say here (maybe someone else could say it better?). Still, there's room for improvement. I'd like to see you attempt another moveset or a reworking of this one.

I completely understand turtles. I was falling asleep while doing this so thid id an insult to my best work. The formatting is unacceptable with the fact that i'm microsoft word certified XD. I admit, i got lazy and didn't want to go into further detail because i wanted to sleep, but with my finish everything personality, i did it any way. I will go back and do it the right way though, now that i am awake. about the nuetrsl B though, i was trying to make it less overpowered but i guess i neutered it XD. But this wasn't my complete work. when I finish it though, It will be awesome.
 

FalKoopa

Rainbow Waifu
BRoomer
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Messages
32,231
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India/भारत
3DS FC
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My 2nd moveset. I was going to post it last month, but the SSB4 announcement coupled with my exams results being declared messed up everything. :urg:
Tingle

Tingle, debuting in the cult classic game TLoZ: Majora's Mask, is a recurring NPC in the Legend of Zelda series, who is hated in the west and loved in the east. Known for his love of Rupees, he is the only Zelda character till date who has got his owns pin-off series. His catchphrase is "Tingle, Tingle: Kooloo Limpah!"

Stats:
Weight: 99 (slightly heavier than Mario)
Size: 3 (Same height as Toon Link)
Ground Speed: 5
Air Speed: 7
Fall Speed: 2 (Floaty)
Traction: A bit less than average

Playstyle:
Tingle has a campy playstyle and is a mid-range poker. His play revolves around wearing down the opponent from far and then closing in for the kill.

His slingshot is spammable like Fox's laser, so it forces opponents to approach. Proper spacing is also important, so that he can use his bread 'n' butter move: the Rupee throw for racking up his enemies' damage.

Tingle's close range moves tend to be on the weaker side, so he is more effective in dealing damage when he is away from his opponent.

Tingle floatiness and good aerial speed allow him to be played differently when he is airborne. His aerial have good range and are quite fast, and it allows him to close in on his opponents. Plus, he always has the option of switching back to his poking attacks in case he feels unsafe.

SPECIALS
Up Special: Balloon Flight
By repeatedly tapping the B button, Tingle inflates one balloon after the other for a maximum of five balloons, and floats upwards and in the direction the control stick is tilted. Each balloon takes roughly a second to be inflated. His speed of acsent depends on the number of balloons he has inflated so far. The move lasts a for upto 5 seconds (after all balloon have been inflated.) Then he goes into free fall.

However, if Tingle has one or more balloons and his move's timing has not ended, he can go into a glide with the press of the jump button. He has a glide attack, where he flails his arms and legs wildly (think of his animation on Melee's Great Bay stage when you pop his balloon.) The attack does 10% damage

If Tingle is attacked while doing this move, he loses a balloon for every 5% damage he receives. This can be problematic for him when faced against projectiles like Mario/Luigi's fireballs or Fox's laser. But his air speed can help him dodge them.

//Comment: I attempted to give Tingle a recovery which can become quite broken like ROB's if not dealt with properly.

Side B: Slingshot
I know that Tingle cannot use a slingshot in his games, so I borrowed it from Young Link's arsenal. :p I think it does make sense for him to use it though.

So Tingle pulls out his slingshot and aims. The attack cannot be charged, but it can be held for as long as the player wants. Most importantly, the move can be aimed in all directions, even backwards and downwards. Aiming this move backwards will cause Tingle to turn around. While this feature is not so useful on the ground, it allows him to turn around when he is in the air. It is also useful for dealing with edge-guarders and covering his return back to the stage.

Now onto the projectile, which in this case is a Deku seed. It behaves like Sheik's needles, going in a straight line and doing a small amount of damage and knockback. The move is spammable, works as a long range poke which can annoy opponents and disrupt their approach. The Deku seed can pass through any projectiles except for fire-based ones and physical ones (like Waddle Dees and arrows).

Does 2% damage.

Neutral B: Rupee Throw
Tingle brings out a bag and throws out the legendary rupees from Tingle's Rosy RupeeLand. The rupees vary in damage and knockback, and have different effects. Each rupee has a 19% chance of coming out, except for the Master Rupee, which has 5% chance. The rupees travel in a straight line, upto a distance equal to 1.5 times of a Battlefield platform, and then vanish into thin air.

The types of rupees and their effects detailed below:
1. Metal Rupee:

Does 10% damage, and produces the sound effect made when hit by Peach’s frying pan. It does a lot of knockback as well, forcing Tingle to move closer to make sure his rupees hit.

2. Aqua Rupee:
Does 7% damage, and makes the opponent flinch slightly. Does water based damage. The least useful of his rupees when it comes to damaging opponents, but it can stop almost all incoming projectiles. It also does a good amount of shield damage.

3. Leaf Rupee:
Does 8% damage and produces a good amount of hitlag on contact, while producing no knockback. It provides an opening for Tingle to go for a kill using his Down B Tingle Fireworks. Rather ineffective on shields.

4. Earth Rupee:
Does 8% damage and meteor smashes the opponent. It can lead to a “rupee lock”, like Falco’s laser lock, if it is followed up by a Leaf, Water, Fire or Earth rupee. However, since which rupee comes out is randomly decided, a rupee lock isn’t guaranteed. It also does a massive amount of shield damage, like Marth’s shield breaker. The most useful of the first five types of rupees.

5. Magma Rupee:
Does 9% damage, and along with fire effect, it deals a good amount of hitstun and a small amount of negative knockback, essentially pulling the opponent towards Tingle, opening up a lot of options.

6. Master Rupee:
Does a massive 25% damage, and has a large hitbox (as large as a hammer’s head). Also does a large amount of knockback as if hit by a rolling crate. It can KO at around 150%.

Down B: Tingle Fireworks
Tingle pulls out a jar containing a red liquid and throws it below him. When the flask hits any character/object/floor, it breaks and releases a catherine wheel of fireworks and light effects which cover a large area, as large as Toon Link's bomb's explosion, doing a damage of 18%. It has a good amount of knockback scaling, K.O.ing Mario at 150% from the center of Final Destination. So, a grounded Down B makes for a quick killing move for Tingle.

Since Tingle throws down the flask, the move works a bit differently in the air. It instead acts like a bomb thrown thrown from a bomber aircraft. The trajectory, however, is affected by the wind and vacuum effects of moves like PSI Magnet and Inhale. Tingle can't use the move again until the fire effects of the previous one have ended.

STANDARD ATTACKS
Neutral Jab:
Tingle slaps with his left hand, followed by his right hand, and then a vertical swipe with both his hands. Does 3%, 3%, 5% damage respectively.

Up tilt:
Tingle lunges upwards and hits with his head. It looks similar to Ness's Up-Air. The move has a large hitbox due to the comparatively larger size of Tingle's head in proportion to his body. It is useful for juggling fast-fallers. Does 9% damage.

Down tilt:
Tingle swipes his paintbrush along the ground in front of him. Like other D-tilts, it has a 30% chance of making the opponent trip, but the tip of the paintbrush is a sweetspot, and has a much higher chance (75%). Does 7%.

Forward Tilt:
Tingle pokes his paintbrush forward. It has a range comparable to the 3rd jab of Toon Link where he thrusts his sword forward. The move has a good horizontal knockback and has a low start-up lag, which makes it useful to force enemies away who are too close. Does 8%.

Dash Attack:
Tingle suddenly falls down while running and rolls forward some distance, crashing into his enemies. It is a powerful move, doing 12% damage, has light armour, and it quite fast on start-up is very punishable if whiffed due to its large ending lag.

SMASH ATTACKS
Up Smash:
Tingle charges and does a somersault in place, with his head staying at the same height above the ground for the duration of the move. The hitbox covers the whole of Tingle's body excluding his head. The move thus covers a large range vertically but has a very less horizontal range. The move is quite strong for an Up smash, and is can KO opponents at 125% when fresh.
15% uncharged, 21% fully charged

Forward Smash:
Tingle charges himself and hits with his butt. It looks similar to Wario's F-Smash, but is slightly weaker. The move comes out quickly, and is more useful as a spacing move, rather than a killing one.17% uncharged, 23% fully charged

Down Smash:
Tingle twirls around twice while throwing all sorts of items from his games around him. The thrown objects cover a range equal to the distance the fireballs go from a character that has eaten the super-spicy curry. Functionally, the move is similar to ROB's D-smash, trapping opponents who are hit by the initial hitbox of the move (the thrown items), and then it draws them towards Tingle's body which does a good amount of knockback. Hits twice on each side, while Tingle’s body is a hitbox throughout the move. Good for racking damage. 15% uncharged, 20% fully charged

AERIAL ATTACKS
Neutral Aerial:
Tingle spins around with his arms extended, hitting three times. The move is similar to Olimar's N-air. His arms are do less damage than his body. 13% if all hits connect.

Up Aerial:
Tingle pulls out his paintbrush and sweeps it in an arc over his head. A comparatively weaker move, but has a disjointed range, and comes out quickly. Like his up-tilt, it's a good move for juggling, and when combined with his floatiness, he can continue to juggle opponents for a good length of time.11% damage.

Down Aerial:
Tingle drops a Force Gem. As can be seen from the picture of Tingle carrying a Force Gem, they are quite large in size, so can be difficult to avoid for an opponent right below Tingle. The Force Gems do a good amount of damage and spike the opponent with a lot of ... force. :p 14% damage.

Forward Aerial:
Tingle flails his hands wildly in front of him, looks similar to Luigi’s dash attack. The attack hits four times, and have large hitstun,making it difficult to DI out of the move. 20% damage if all hits connect.

Backward Aerial:
Tingle quickly lunges backwards, hitting the opponent with his backpack. This is his 2nd strongest aerial attack and has range equal to Wario’s B-air. 16% damage

GRABS & THROWS:
Tingle has an average grab range, about the same as Luigi's. Tingle’s grab game is rather situational, and Tingle depends on predicting and reading the opponent to take full advantage of his grabs and throws. It's basically a high risk - high reward situation. To compensate, his throws do comparatively more damage.

Up Throw:
Tingle holds his opponent above him and headbutts them. The move does 12% damage, but low knockback, and can be followed up by an up-tilt for juggling or an up smash for KO'ing the opponent if his damage is high enough.

Down Throw:
Tingle drops the opponent below him and dances on him while chanting his catchphrase, hitting the opponents for a total of 5 times, and at the end of his dance, he jumps and lands on them, popping them into the air. The direction the move's knockback is variable, which can make it difficult to follow up the move with another attack, but it is compensated by the fact that it is the most damaging of his throws, doing 15%

Forward Throw:
Tingle drops the opponent in front of him and headbutts him powerfully. The move deals good damage (11%) and pops the foe into the air.

Back Throw:
Tingle holds the opponents with his arms and spins around multiple times, as if dancing with them, and throws them behind him. His back throw produces a large amount of horizontal knockback, and is useful to get the opponent off-stage when used close to the ledge. Does 13%.

Pummel:
Tingle headbutts the opponent. Does 4% damage per pummel.
 

TheKalmarKing

Smash Apprentice
Joined
Mar 7, 2013
Messages
162
Quick Man

It's yet again a very simple but coherent set coming from you APC. There's nothing too exciting, the set being very Brawl-ish, There's one or things that set me off, like the QuickBlade and QuickShield which are QuickMan.EXE's moves, but overall it's pretty. There's not much to say, the set being very standard, but I'm waiting for Magnet Man, I hope he'll be at least as good as Elec Man. Continue like that!
 
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